301 34 55MB
English Pages [260] Year 2016
Venture forth and rediscover a lost world – help to reclaim the forgotten in this action-packed game of adventure. A world changed by magic. A legacy hidden in shadow. A nation of ponies reborn, with the threat of an empire reaching out with iron claws to hold them and the world in its grasp. Pony adventurers, can you answer the call of duty to defend your nation? To rediscover the lost, and to reclaim what was stolen? Find out in Roan as you journey from the urban to the wilds.
978-0-9977111-1-0
Published by Clear Skys LLC
ROAN: A Role-Playing Game s Created by Robert Morris
Now hear this, Ponies of Roan!
A Role-Playing Game
Created by Robert Morris
A Role-Playing Game Created by Robert Morris
Credits Original Concept and Design: Robert Morris Additional Design: Matthew Steen, FoxFire Glow, Iain Stweart/Fuzzy Written by: Robert Morris Additional Material: Kickstarter Backers, Ross Watson, Matthew Steen, FoxFire Glow, Iain Stweart/Fuzzy, Michael Surbrook Creative Director: Robert Morris Lead Editor: Robert Morris Editors: James Lowry, Bela Morris Art Directors: Robert Morris, Baron Engel Graphics and Layout: Dave Bryant, Catspaw DTP Services (catspawdtp.com) Cover Art: Baron Engel Interior Art: AnticularPony, Apple, Aphex Angel, Aquatic Sun, Azure, Baron Engel, Bunnimation, Crecious, Darkkodkod, Dhui, Dori-To, EOS, Flytee, GamerPony, Hobbes, Inlucidreverie, Izzy, Mechyfox, N8Dogg5k, MinionsULtd, NCMARES, OMGProductions, PinkieDotGif, Rattlecat, RavenPuff, Shonuff44, Spirit, Stedilnik, Steel Angel, Zilof, ZodiacNicola. Project Manager: Robert Morris Playtesters: Robert Morris and friends Acknowledgements: My thanks go out to my family for their support, my friends for being there when I needed to bounce ideas around, and to the backers who’ve helped to make this book happen.
Clear Skys LLC
260 Cimarron Rd., Apple Valley, MN 55124 © 2016 Clear Skys LLC. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purpose of reviews, and for blank character sheets, which may be produced for personal use only. Clear Skys LLC, Roan and logos are trademarks of Clear Skys LLC. All rights reserved. All characters, names, places, and distinctive likenesses thereof are trademarks of Clear Skys LLC. All characters, names, places, and text herein are copyrighted except for written works by Exile Game Studio, LLC. ©2006 Exile Game Studio, LLC. All rights reserved. Ubiquity Roleplaying System and logos are trademarks of Exile Game Studio, LLC. Petina DePony is a trademark of Baron Engel and is used with permission. Fluffle Puff is a tradmark of Mixer Mike and is used with permission. KP is a trademark of KP and is used with permission. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This includes ponies. This book contains mature content. Reader discretion is advised. Typefaces in Roan Centennial Celebration mock magazine (pages iii–xii) created by the H.P. Lovecraft Historical Society (cthulhulives.org) Clip art of columns and pediment digitized by “j4p4n” and available at openclipart.org/detail/193031/another-classic-roman-frame
D! N U O S AR
THE
P M I L B BEST
A Species Divided; A Nation United Hail to the day The eve of another century A nation’s one hundredth birthday Our rebirth of freedom Liberty Justice We who were divided Now United by our Hearts Day of Days! No radiance cast In the cycles of the Past, Like to thine in round sublime Gilds the dial plate of Time Brushing off the dust of Age, Forms awake from history’s page. Marshaled forth in full review, Error battles with the True. Honesty and Pride again prevail And the hosts of Faith assail. Till o’er all the conflict’s strife Sounds the words, with Wisdom Rife
•
Special Edition • Table of Contents Roan Centennial Celebration Issue Herding to Damsire . . . . . . . . . . . . . . . . . . . . . . . . . . . . Packed City With Many Species Cheering President Hayes to KSU Remembering Our Past to Defend Our Future Entombed City of Operandus Discovered . . . . . . . . . . Nikita Crowschev to Damsire . . . . . . . . . . . . . . . . . . . . R.I.B. on the case against SALTZ Manufacturers! . .
1
4 5 6
Herding to Damsire
R
eviewed by President Hayes and the combined Roan Governmental Body and Foreign Dignitaries and honored representatives; The Parade, headed by General Paddock, his Chiefs of Staff, and their aides-de-camp, lead the way to our grand monument, the Unification Memorial, a remembrance to those who gave their lives for our liberties during the Æther Wars.
Dateline Damsire — Railroads rumble as trains carrying treble their usual mass of passengers arrive hourly. Friend and Stranger alike have been flocking to the heart of Roan to join in the week long Centennial Celebration! All of the principal thoroughfares of the city are crowded with those from near and far to converge on Liberty Fields for it is the center of this very occasion where our freedom was affirmed by the 56 signatories representing our Original Six Races and signed in proclamation of our freedoms to the rest of the world. So great is the crowd, that it is nigh impossible for visitors to view with any satisfaction, the Revolutionary exhibits, artifacts, and relics preserved within.
President Hayes to KSU Pres. Hayes visited the Kelpic State University building grounds this afternoon, and was given a grand reception attended by many prominent officers and scholars from around the known world. The reception was followed by the Great Torchlight procession celebrating a century of growth and prosperity and to welcome the new century of our historic Republic. The celebration of the centennial anniversary of Roan independence, inaugurated tonight with a grand torchlight procession of civic, industrial, and magical societies. Great crowds of ponies and other species gather long before dark, their lights going for miles into the horizon of this city.
It is possible that HALF A MILLION PARTICIPANTS MARCHED to marvel at the rare and magnificent spectacle, where the entire route is lined with marvelous engineering
Packed City With Many Species Cheering This centennial parade, the marshaling of our proud Armies of Roan, the 127th Corsairs “Blazing Roughnecks” still taking place as I write, is one of the most magnificent demonstrations witnessed by this reporter as it has been over a hundred years since our nation last saw a military pageant of such size and grandeur, and one suspects that it will continue all through the week! works all illuminated within and without by our brightest minds. Technology casting their warm glow upon our flags and banners, upon our citizens, and our allies. The military parade was arranged in order of their formative birthdates, Army, Navy, Marine Corps, and Air Force. Not too far from us, I can see the famed memorial, rebuilt in the honor of the first six who worked together to raise our new colors during the end of the Great Æther Wars, painted by a myriad of ponies observing it, its horizon joined by our esteemed airships both new and old. We must remember that a little over a century ago, the world found itself covered in the shadow of war, great dragons feuded with each other, and millions of soldiers combated each other worldwide without a sign of an end or hope. It matters not who died, what matters is that death happened when it need not to, all driven by the lust of greater powers driving friends, families, and neighbors to battle.
Remembering Our Past to Defend Our Future Over 300 Years Ago Long ago, when our hubris and pride was at its highest, our ancient empire of mere simple ponies abused our allies and spread quickly, with lust for power burning in our hearts and minds. This nationalism for our empire and the neglect of all our alliances allowed us to create the building blocks of our own downfall, one that would lead to over a century of hardship and suffering for our nation. Our greatest military force, the Light Brigade, charged forward into its greatest last stand against combined forces and fell to the ever changing world’s technologies. The war would forever change our mark upon history, though many other species would see it as a dim recollection, for us, it is a vivid reminder of one valorously tragic campaign: the headlong cavalry charge of our great Light Brigade into Canidian fire. The charge of the Light Brigade took place during the battle of Wolf Fangs pass near the Canidian city of Barklaclava. Through a miscommunication of orders, the Light Brigade of approximately three thousand ponies began a headlong charge into a treeless valley with the objective of capturing the Canidian field artillery. Unbeknown to them, the valley was ringed on all sides by nearly 200 battalions of Canidian riflepups and artillery. Where once our thunderous hooves would leave not but scraps in the battlefield, firearms had reduced us to a ragged and demoralized band of soldiers. It was a disastrous result. An estimated number of 1,800 ponies were counted as casualties. Observing the charge, a Roan Marshall remarked: “It was a glorious painting, but it is not war. It was simple minded madness.” When news of the action reached the central Empire, it caused a national scandal that destroyed our
nation, and allowed our total and complete defeat. Our century of hardship was to be a most important lesson which we all must learn from: that none are invincible, and that the heart of the nation, its ponies and more, are what drive the lifeblood of this country, for without all of us, there can be no country for presidents, kings, and dictators to command. Never shall we allow a higher power to make demands of our land, for it is we of gentle mind, whom shall hold power by the power of our declarations. Roans remember and learn, for the past holds the keys to unlocking a brighter and better future. 150 Years ago On a cloudy, dreary morning during later spring, pony engineers carrying high explosives stormed the mountain base from airships, and under withering artillery, machine gun fire, and Æther blasts from the opposing armies, they blasted gaps through the reinforced emplacements-first ramparts in the Gryphon’s defense of Fortress Falconigrad. Through these gaps poured our conscripted great grandsires and mares alongside Canidian troops in unending columns to come at last to grips with the enemy. The battle for the Mountain Aeries was begun. Up and down the grim stretch of hostile peaks and valleys, the pony’s mission of clearing the way for the
Canidian Armies again was being fulfilled-this time for keeps. So well was their traditional mission accomplished that the Canidians finally dismissed the debt that had for so long chained the Roans to their whims, and we slowly began to regain the respect of our old allies as well as our enemies. Yet the war continued to rage onwards, for the war was still young, and hardly a day went by when ponies dreamed of an end to the fight, and a return to a gentle peace. The pony entrance into the Gryphon and draconic domains was like adding another volume to a story that began so many years in the past, though this time, through perseverance, the ponies reached out for success. Getting to the mountain base was only part of the invasion problem. Supplying them was the other. Mobile infantry is not known for being picky eaters: each day it consumes thousands of tons of ammunition, food, clothing, medical supplies, fuel, and thousands of other items, any one of which may spell the difference between defeat and victory. As Canidian assault groups smashed inland, our forbearers found themselves organizing the supply lines to feed canids and equines alike. Theirs was the job of putting supplies into the paws and hoofs of others without the benefit of proper port or delivery facilities. Now that the fight had been joined, the decision largely rested on their shoulders. Draft ponies and those of the
Clydesdale breeds provided tremendous efforts in clearing the landing zone, though at great cost, for their larger size brought artillery and magic upon their position in great droves. These ponies showed no concern as great geysers of earth from bursting shells rained down upon them. There was no protection out in the open. Yet, with the battle for the base raging furiously, they calmly pushed aside capsized vehicles jamming exit roads from the airships and, when these roads were cleared, smashed farther in to batter roadblocks, to smother gaping road traps, to build roads for the army. Noted by Canidian General Barkly “. . . Their courageous actions permitted vehicles and supplies to move out in support of the infantry . . .” Note by an Unknown Pony “. . . We did not ask to be in this war, but we would find a way to end it and on our terms, through our blood sweat and tears . . .” 100 Years Ago The Æther Wars seemed as though it would never end, that the earth itself would give out and end itself as a mercy to us all. Yet the unexpected came from it all, a blast so powerful, so devastating and rife with magic. It enveloped us all, every one of us, no matter our species. This forever changed the balance, for our ancestors stood, not as simple ponies, but ponies changed. Roadies felt empowered like the strongest stones of the earth, others sported new wings of feathers or leather, some were tipped by horns, and others finned for the seas. Our enemies were stunned, and we took advantage of it, rushing forth with our newly acquired connections to the world for one reason and one reason only. An End to the Madness Nocturnes and Pegasi worked together to acquire air superiority, while far below the rest functioned as a unit, swiftly disabling opposing troops. In less than two years, we had forced an Armistice with all nations in order to sue for peace, for so much of
the populace was tired of the continuous wars. Even the dragons, old as they were, were weakened by so much effort and curious as to our change that they too strove for peace so that they could watch and learn of what future was to come. It was during this time that our first President of Roan would put forth this famed letter as but a mere son celebrating among other sons and daughters: Dear Folks, Arrived here last night and was on the street today when the United Armistice was signed. Anyone who was not here can never be told or imagine the happiness of all species gathered here today. The cheers, the crying, and the laughter which started over and over again. Immediately, a parade was started on the Canidis Major and has been going on ever since. In this parade were hundreds of thousands of citizens from all over the world, soldiers from Canidia, Falconigrad, and of course our own, the now forever changed equines of Roan. I remember trotting through these very streets, my head held up high and of course a mare to each side of me. The streets so crowded as to stop any and all traffic. There are some things such as this that never will be reproduced if the world lives a million years. They have taken film of these crowds with newly created devices, but even this cannot recreate the sounds or the expressions on the people’s faces by watching the picture. There is nowhere on earth I would rather be today than just where I am.
Home would be nice and is certainly next, but here in the Canidis Major of Canidia, is where history is in the making, as the end of a war and the acceptance and return of our own newly accepted Nation of Roan. Oh what a war it was. The hearts of all the species are simply bursting with joy here. I have had many wreathes, kisses upon my cheek and brow, and hoof shakes from all I’ve come across, not a single note of malice, not a single word of “Dirt trotter,” or “Original Sin.” Today we are all equal. If you could hear what I hear: An Equine band, trumpeting loudly to the stomp of hoofs, claws, and paws dancing upon the streets in merriment, a final marker upon the grave of the Æther War, for with its end comes a great new and unknown beginning. Thank god – Thank god – War is over. I can imagine the happiness shared by the world, but nowhere on earth is there such a demonstration than here where I stand now. I hold a moment to myself, for the brothers and sisters in arms who fell beside me, and lay, never to be forgotten in the sad memories of the seeds we had sown. I only hope the soldiers who died for this cause are looking upon the world today. It was a grand thing to die for – the whole world owes this moment of real joy to the heroes who are not here to help enjoy it. May the lost never be forgotten, may the forgotten be found and remembered. I’m trying to write more, but tears and trembling hoof seem to make it impossible to hold the pen straight. Your loving colt —Gauge Jet Chase
Entombed City of Operandus Discovered
B
ale University Professor Hiram constructed theaters, led me to believe no word has come of the great disBirdham discovers the lost city of that this is truly the city of song.” coverers whereabouts, nor that of his Operandus, one of the most sigHe returned to the Roan Nation team. Many fathers and mothers of nificant archaeological finds in the his- with news of the lost city and received all species have begun worrying about tory of the Roan Nation to this date. funding from the National Carto- their young charges and their brave In the heat of the southernmost graphic Society to lead an excavation entry into the unknown in the hopes lands of Roan, Bale professor and into the city proper. and pursuit of knowledge, fame, and explorer Hiram Birdham led an exIt has been over four months, and fortune. pedition through the Aegis Mountains in search of the lost cities of the Great Wyrm Aer-Dracon Leroux, famous for his love of music and dramatic operas. The entire city was though lost to the Æther tremors during the Great War, buried in time and secrets. It was the recent discovery of the Canis Archives that has helped pinpoint the once forgotten city’s location. Within the valley of Aegis, nestled in a cave of impossibly high trees whose branches are so entangled as to form a natural cave over the whole of the city, sits the forgotten land of music and sonnets. “We knew we were close, for the wind carried an eerie tune, forgotten by time,” Birdham wrote in “The Ballad of the Marionettes,” an article that detailed the peculiar aspects of the lost city. “The superior character of the city’s elaborate design, the presence of these splendid and mythical edifices, and of what appeared to be an unusually large Professor Hiram Birdham of Bale University (center) and his team number of finely of explorers before their departure for the lost city of Operandus.
Nikita Crowschev to Damsire
N
ikita Crowschev becomes the first Falconigrad head of state to visit the United States. During the next two weeks, Crowschev will enter discussions with numerous councils from across the world in the Roan United Embassy. Crowschev came to power in the Bergs of Matryoshka following the death of long-time dictator Sascha Falconis twenty years ago. Many believe that Crowschev, a devoted follower of Falconis, would prove no different in leadership. He surprised some, however, by announcing that he sought “peaceful coexistence” with the Roan Nation and denounced the “excesses” of Falconis, though evidence suggests he had a claw in accomplishing Falconis’s orders.
Our President Hayes has courteously extended a friendly hoof out to the Falconigradian Leader in the hopes to negotiating a more permanent peace between all nations, though many in his cabinet have stated that there is certainly a weary distrust as to the rest of the Falconigrad Elite. Crowschev’s first day in Roan was mostly taken up with a polite reception and a motorcade from the airdocks to downtown Damsire. At the airport, Crowschev announced that he had arrived in Roan “with open heart and good intentions. The Falconis avians want to live in friendship with its neighbors.” The importance of this event has led to the largest security setup the city has ever seen, as current political
ties are tense with Falconigrad, and rumors of splinter cells have cited possible threats to this tenuous peace between ponies, and the gryphon’s. The Roan Intelligence Bureau is also rumored to be at the height of their activities, monitoring channels, and even supplying their own agents within the cheering crowds to keep an eye out for the safety of the Roan Nation. During the next few days, Crowschev will take the opportunity to discuss with all species of the world at the Roan Summit. Although it is considered a trip of goodwill, it is also an opportunity for significant negotiations with hopes of a positive outcome that could either spell peace for our countries.
R.I.B. on the Case Against SALTZ Manufacturers!
Fearless agents of the Roan Investigative Bureau put an end to yet another illicit SALTZ operation!
A
fearsome corruption has returned to the hearts of all Roans, as the Roan Investigative Bureau (R.I.B.) has unearthed evidence of SATLZ manufacturing. As many of the elder Roans will know, SALTZ is a narcotic that was created a long time ago and distributed throughout our older generations to keep us under submission. It is known to provide a euphoric sensation,
while taking away our ability to think, our will to stand up for ourselves, and whittling away at our life expectancy. SALTZ is a crystallized powder compressed into cubes for distribution, and similar to a sugar cube or even salt licks, it is ingested. SALTZ is also aromatic, and gives off a strong scent of lilac. Sellers will generally lace this narcotic into food and drinks in order to place
unsuspecting ponies into a stupor. It is not known what the effects are upon other sentient species, but it is assumed that their mental faculties would be just as affected. In order to protect Roan citizens, a full investigation is being implemented with R.I.B. asking for citizens to report any suspicious behavior, or instance where SALTZ may appear to have been evident.
CITIZENS! Be on the Lookout for Suspicious Behavior or Any Signs That SALTZ May Be Present in Your Neighborhood. Report Any Information You Encounter to the Nearest Roan Investigative Bureau Office or Agent.
Advertisements Show tired, painful, ugly cracked hooves the door with Dr. Mane’s Miracle Hoof Oil! This wondrous product is the cure for your problems, friend! Available at pharmacists and stores across Roan! Try some today!
Now hiring lab assistants! Must have good mechanical skills and a willingness to fight the good fight against the nefarious frogtopi. Considerable airship travel required. Write care of PO Box 666, Amber City.
Concussive Medication makes all your troubles go away! Never again suffer through the aggravations and irritations visited on you by noisy neighbors, obnoxious foals, or other vicissitudes of daily life. Available wherever fine demolition supplies are sold.
I seem to have lost my little black book, which means a lot to me. Small, pocket-size black moleskin with “P. Pony” emblazoned on the cover. If you find it, please contact my agent, Clyde Stone, at 738 Sylvan Woods Wy., Capital City. Cash reward for the individual who finds it.
Has your love life been put out to pasture? Well, now you can get back in the race with Neighagria! This little pill will have you back in the saddle in no time! Get immediate results with almost no side effects! Ask your doctor or pharmacist if Neighagria is right for you!
Illiterate? Write for free help! PO Box 42, Damsire. The Secrets of the Ascension can be yours. My brand-new book exposes all the lost wonders of the ancients! But beware—the hidden masters of our world will go to any lengths to suppress this long-forgotten knowledge. Write for more information. Terry & Chow Firearms: Tried & True Our rifles have no peer. They eschew the unreliable vagaries of Æther in favor of the trusty power of gunpowder. When your life may depend on it, you need Terry & Chow.
RISE TO THE CHALLENGE. Join the Roan Air Force! Apply, or write, to nearest recruiting station.
Fly Doberman Airways—fast and efficient transportation to every corner of the world. The first and still the best. Comfort and luxury abound on our Bigglesworth aircraft. Mag-Lock Technologies are the State of the Art in weapons. Rather than rely on outdated chemical combustion that fills the air with choking, reeking smoke, our long arms instead harness the safe, quiet energy of Æther to safeguard your life and put paid to assailants. Are you a pony of action, adventure, and daring? Then you just might be the pony I need for an upcoming expedition! I’m looking for pilots, explosives experts, medical personnel, truck drivers, and ponies familiar with foreign languages. Contact my agent, Mr. Black: phone M7-8324.
There’s big money to be made in buying and selling used horseshoes! If you are ready to step into a career that offers good wages and security, then send 25 bits and a SASE to 1523 Riverview Ln., Blackhill City for your instructional pamphlet. Wanted: The notorious Mane Coon. Roadie mare, medium brown coat, dark brown mane, dark- and medium-brown banded tail. Do not approach. Contact local authorities with any information. TRAVEL SCENIC VENTURA HIGHWAY! From New Damsire to the City of Crescent Lights, this historic road will take you to many of Roan’s greatest vistas. Marvel at the Amber Cascades! Enjoy the peaceful pastoral panoramas of our nation’s rolling farmlands! Its 2100 miles are a wonder to behold!
Dark Cults. The true story of the Ascension. Arcane tomes. Lost realms. Secrets of the Freenieghsons! Forgotten Kingdoms bookstore is your one-stop location for magical, esoteric, eclectic lore. If you’re ready to learn the True story, we can set you on the path to enlightenment. Conveniently located in the heart of Capital City! 436 Main Blvd., Capital City. Lost: pet poogie. Answers to “Brutus”. If found, please telephone NEcropolis-6-5000.
Lose weight now with my patented Straw Foot Hay Foot diet and exercise plan! Fast results or your money back. Just send $5 to Blarney Station, East Muddy Wallow for your copy. Buy a Camelback Centennial Special, the finest in family automobiles! Brought to you by the same pioneering firm that first brought fully enclosed cabins to motor transportation, this reliable workhorse will take you wherever your dreams and plans lead. Low, low down payments and installment plans are available. Do you have questions? I may be able to find the answers. Leave a message with my service, and I shall be in touch. Cashile, DAmsire-6-4779.
Become your own boss today! Stop punching the clock! Say goodbye to your dead-end job! There is big $$ to be made raising Snapping Turtles in your own home! If you want to snap up this golden offer, send a SASE to 9987 Sinkhole Dr., Waterlogged Junction. Maybe it’s real. Maybe its Neighbelline. Maybe she’s born with it. Y Neighbelline Z Making the natural mare beautiful. YOU may be the lost cousin to a Neighjirian Prince! Call us now! ROyal-4-8888. For the trickiest jobs, nothing beats a good pair of H.A.N.D.s. Choose from light, medium, or heavy models to match the size and difficulty of your projects. Financing available; discounts for licensed contractors. Contact your local Highstepper Industries sales office or representative for details. Build your own Æther Reactor from items you probably already have around your home. Stick it to the power companies! Write to find out more about this amazing opportunity! 1890 Shady Ln., Blue Sky Heights.
Join the High Guard and protect the Free Cities from pirates. Good pay, fringe benefits. Write to Box 12, High Rock, The Reaches.
The good life awaits you when you become a Prop Wash sales representative! If you’re eager, excited, and ready for a change, then send me $1 to learn how this chance can change your life! PO Box 13, Border City. Donate to the Lunar Cross. Your generosity can save lives. We accept financial contributions, volunteer time, and gifts of supplies and equipment. Write to Headquarters Lunar Cross, Ft. Dell. The SUN is always shining down on you! With the latest in news and entertainment, the Sunny Side Up Network is the place to be. Big Shot: Saddle Sore has your package. Usual location Cantle Bay.
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Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . xv The Ponies of Roan . . . . . . . . . . . . . . . . . . . . 1 Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Creating Your Character – Overview . . . . . . 6 Step One: Race . . . . . . . . . . . . . . . . . . . . . . . 6 Step Two: Archetype . . . . . . . . . . . . . . . . . . 6 Step Three: Motivation . . . . . . . . . . . . . . . . 6 Step Four: Primary Attributes . . . . . . . . . . 6 Step Five: Secondary Attributes . . . . . . . . 7 Step Six: Choose Your Skills . . . . . . . . . . . 7 Step Seven: Talents and Resources . . . . . 7 Step Eight: Flaws . . . . . . . . . . . . . . . . . . . . . 7 Step Nine: Experience . . . . . . . . . . . . . . . . 7 Step Ten: Finishing Touches . . . . . . . . . . . 7 Step Eleven: Style Points . . . . . . . . . . . . . . 7 Creating Your Character . . . . . . . . . . . . . . . . . 8 Archetype . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Talents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Flaws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Finishing Touches . . . . . . . . . . . . . . . . . . . 35 Style Points . . . . . . . . . . . . . . . . . . . . . . . . . 35
Offensive Maneuvers . . . . . . . . . . . . . . . . . 45 Defensive Maneuvers . . . . . . . . . . . . . . . . 46 Standard Maneuvers . . . . . . . . . . . . . . . . . 47 Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Aircraft Versus Aircraft . . . . . . . . . . . . . . . . . . 49 Air Combat Overview . . . . . . . . . . . . . . . 49 Dog Fight . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Air Combat Round . . . . . . . . . . . . . . . . . . 49 Multiple Plane Combat . . . . . . . . . . . . . . 50 Counterattacks . . . . . . . . . . . . . . . . . . . . . . 50 Stalling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Mid-Air Collision . . . . . . . . . . . . . . . . . . . 50 Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Pony Versus Aircraft . . . . . . . . . . . . . . . . . . . . 51 Pony Maneuvers . . . . . . . . . . . . . . . . . . . . . 51 Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Effects of Damage . . . . . . . . . . . . . . . . . . . 52 Health . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Environment . . . . . . . . . . . . . . . . . . . . . . . . 52 Disease . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 The Secret of Æther . . . . . . . . . . . . . . . . . . . . . 55 Æther . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Spellcasting . . . . . . . . . . . . . . . . . . . . . . . . . 57 How to Create a Spell . . . . . . . . . . . . . . . . 59
Rules of Play . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Dice or Coin(s) . . . . . . . . . . . . . . . . . . . . . 37 Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Dice Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Skill and Attribute Ratings . . . . . . . . . . . 40 Extenuating Circumstances . . . . . . . . . . . 41 Taking the Average . . . . . . . . . . . . . . . . . . 42 Resolution . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Style Points . . . . . . . . . . . . . . . . . . . . . . . . . 42 Experience Points . . . . . . . . . . . . . . . . . . . . 43 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Combat Overview . . . . . . . . . . . . . . . . . . . 44 Combat Rounds . . . . . . . . . . . . . . . . . . . . . 44
Equipment and Vehicles . . . . . . . . . . . . . . . 61 Personal Gear . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Armor and Shields . . . . . . . . . . . . . . . . . . . 67 Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Travelling Gear . . . . . . . . . . . . . . . . . . . . . . 68 Tools and Kits . . . . . . . . . . . . . . . . . . . . . . . 69 Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Vehicle Armaments . . . . . . . . . . . . . . . . . . 73 Vehicle Types and Models . . . . . . . . . . . . 74 Equipment Price and Weight Lists . . . . . . . 80 Weapons & Explosives . . . . . . . . . . . . . . . 80
Armor & Shields . . . . . . . . . . . . . . . . . . . . 80 Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Travelling Gear . . . . . . . . . . . . . . . . . . . . . . 81 Food & Lodging . . . . . . . . . . . . . . . . . . . . . 82 Tools & Toolkits . . . . . . . . . . . . . . . . . . . . . 82 Non-Player Characters . . . . . . . . . . . . . . . . 83 Curiosity Sparks . . . . . . . . . . . . . . . . . . . . . 84 BlueStar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Reluctance . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Cobalt duCoeur . . . . . . . . . . . . . . . . . . . . . 90 StormWind . . . . . . . . . . . . . . . . . . . . . . . . . 92 Swift Shadow . . . . . . . . . . . . . . . . . . . . . . . . 94 Topsy Turvy . . . . . . . . . . . . . . . . . . . . . . . . . 96 Topsy Turvsy . . . . . . . . . . . . . . . . . . . . . . . . 97 Steel Prism . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Rambles . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Slinks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Wing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Sterling Soul . . . . . . . . . . . . . . . . . . . . . . . 106 Starswept Dusk . . . . . . . . . . . . . . . . . . . . . 108 Rome Silvanus . . . . . . . . . . . . . . . . . . . . . . 110 Deckard Spade . . . . . . . . . . . . . . . . . . . . . 112 Jupiter Echo . . . . . . . . . . . . . . . . . . . . . . . . 114 Cashile . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 Petina DePony . . . . . . . . . . . . . . . . . . . . . 118 Femme Fatale . . . . . . . . . . . . . . . . . . . . . . 120 Mane Coon . . . . . . . . . . . . . . . . . . . . . . . . 122 Steel Rain . . . . . . . . . . . . . . . . . . . . . . . . . . 124 Additional Characters . . . . . . . . . . . . . . . . . 126 Hooves, Paws, and Claws . . . . . . . . . . . . 126 Supporting NPCs . . . . . . . . . . . . . . . . . . 131 KP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Fluffle Puff . . . . . . . . . . . . . . . . . . . . . . . . . 136 History and Peoples . . . . . . . . . . . . . . . . . . 139 The Nation of Roan . . . . . . . . . . . . . . . . . . . . 140 Roan: A History . . . . . . . . . . . . . . . . . . . . 140 Life in Roan Today . . . . . . . . . . . . . . . . . 147 The Falconigrad Empire . . . . . . . . . . . . . . . . 152 A Fortress by Caste . . . . . . . . . . . . . . . . . 153
Table of Contents The Gears of Industry . . . . . . . . . . . . . . . 153 Military: Birds of a Feather . . . . . . . . . . 154 Truth in Light . . . . . . . . . . . . . . . . . . . . . . 154 Gryphons of Falconigrad . . . . . . . . . . . . 155 Gryphon Talents . . . . . . . . . . . . . . . . . . . 156 Gryphon Flaws . . . . . . . . . . . . . . . . . . . . . 156 The Canidian Nation . . . . . . . . . . . . . . . . . . 157 Engineers of Renown . . . . . . . . . . . . . . . 157 Industry: The Precision Powerhouse . . 158 Military: Clouds of Steel . . . . . . . . . . . . 158 Pedigree . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Canidian Talents . . . . . . . . . . . . . . . . . . . 160 Canidian Flaws . . . . . . . . . . . . . . . . . . . . . 160 Mirages of the Walking Sands . . . . . . . . . . . 161 Mirage Culture . . . . . . . . . . . . . . . . . . . . . 161 Mirage Beliefs . . . . . . . . . . . . . . . . . . . . . . 161 Mirage Society . . . . . . . . . . . . . . . . . . . . . 162 Mirage Language . . . . . . . . . . . . . . . . . . . 162 Malikah Zhevarashad: Queen Mother Eternal . . . . . . . . . . . . 162 The Walking Sands . . . . . . . . . . . . . . . . . 162 Rise of the Skritt . . . . . . . . . . . . . . . . . . . . 162 The Twenty-Year Hunt and the Fall of al Shet’Lan . . . . . . . . . . . . . 163 Mirage Talents . . . . . . . . . . . . . . . . . . . . . 163 Mirage Flaws . . . . . . . . . . . . . . . . . . . . . . . 163 Pony Automatons . . . . . . . . . . . . . . . . . . . . . . 164 Organo-Tech . . . . . . . . . . . . . . . . . . . . . . . 164 Æther-Tech . . . . . . . . . . . . . . . . . . . . . . . . 165 Arcano-Tech . . . . . . . . . . . . . . . . . . . . . . . 165 Automaton Talents . . . . . . . . . . . . . . . . . 165 Automaton Flaws . . . . . . . . . . . . . . . . . . . 165 RIB/SOI Report: Ratvarians . . . . . . . . . . . 166 Culture . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166 Ratvarian Divisions . . . . . . . . . . . . . . . . . 166 Wardens of D’draig . . . . . . . . . . . . . . . . . . . . 172 Wardens Culture . . . . . . . . . . . . . . . . . . . 172 Wardens of D’draig Stats . . . . . . . . . . . . 172
Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 The Exiled Beasts of the Wilderness . . . . . . 175 The Rog . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Forest Wanderers . . . . . . . . . . . . . . . . . . . 176 Poohdini . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Valravn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 Tomb Poogie . . . . . . . . . . . . . . . . . . . . . . . 179 Wolps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Lavellan . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 The Yowie . . . . . . . . . . . . . . . . . . . . . . . . . . 181 The Reptilian and Aquatic . . . . . . . . . . . . . 182 The Regulus . . . . . . . . . . . . . . . . . . . . . . . . 182 Fire Elemental . . . . . . . . . . . . . . . . . . . . . . 182 Cipakna . . . . . . . . . . . . . . . . . . . . . . . . . . . 183 Death Worms . . . . . . . . . . . . . . . . . . . . . . 184 The Hammer Spawn . . . . . . . . . . . . . . . . 185 Enchanted Ones . . . . . . . . . . . . . . . . . . . . 186 Creek Men . . . . . . . . . . . . . . . . . . . . . . . . . 187 Mire Kings . . . . . . . . . . . . . . . . . . . . . . . . . 188 Insectoids and Deadly Vegetation . . . . . . . . 190 Throttle Vines . . . . . . . . . . . . . . . . . . . . . . 190 Somber Roses . . . . . . . . . . . . . . . . . . . . . . 190 Chitter Hounds . . . . . . . . . . . . . . . . . . . . 191 Chitter Hive Queens . . . . . . . . . . . . . . . 192 The Inexplicable, Horrible, & Paranormal . . . . . . . . . . . . . . . . . . . . . . 193 The Fire of Fools . . . . . . . . . . . . . . . . . . . . 193 Genganger . . . . . . . . . . . . . . . . . . . . . . . . . 193 All fear the Goryo . . . . . . . . . . . . . . . . . . 194 Poltergeist . . . . . . . . . . . . . . . . . . . . . . . . . 195 Beware the Kukeri . . . . . . . . . . . . . . . . . . 195 The Helhest . . . . . . . . . . . . . . . . . . . . . . . . 196 The Tale of the Bloody Marionettes . . 197 The Djinn . . . . . . . . . . . . . . . . . . . . . . . . . . 199 Nightmares From the Æther Wars . . . . . . . 200 Aiden-Capall . . . . . . . . . . . . . . . . . . . . . . . 200 Barvest . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Jeza . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201 Mari Lwyd . . . . . . . . . . . . . . . . . . . . . . . . . 202
Springwurm . . . . . . . . . . . . . . . . . . . . . . . . 203 Yahtehveo . . . . . . . . . . . . . . . . . . . . . . . . . . 204 A Brief Farewell . . . . . . . . . . . . . . . . . . . . . . . 204 Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205 Port City of New Damsire . . . . . . . . . . . 205 Sunset Bay . . . . . . . . . . . . . . . . . . . . . . . . . 206 Ventura Highway . . . . . . . . . . . . . . . . . . . 206 City of Crescent Lights . . . . . . . . . . . . . 206 Bell Naval University . . . . . . . . . . . . . . . 206 Ft. Packard . . . . . . . . . . . . . . . . . . . . . . . . . 207 Ft. Dell . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Cantle Bay . . . . . . . . . . . . . . . . . . . . . . . . . . . 209 The Reaches . . . . . . . . . . . . . . . . . . . . . . . . . . . 211 The Legacy of War . . . . . . . . . . . . . . . . . . 211 The Messarans . . . . . . . . . . . . . . . . . . . . . . 211 The World Above . . . . . . . . . . . . . . . . . . . 211 The Down Below . . . . . . . . . . . . . . . . . . . 211 Money to Be Made . . . . . . . . . . . . . . . . . 211 Pirates! . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213 The High Guard . . . . . . . . . . . . . . . . . . . . 213 The Night Stalkers and the Dragons Hovel . . . . . . . . . . . . . . . . . . . 213 The Legend . . . . . . . . . . . . . . . . . . . . . . . . 213 Amber City . . . . . . . . . . . . . . . . . . . . . . . . . . . 215 The Elderveldt . . . . . . . . . . . . . . . . . . . . . . . . 217 The Interested Parties . . . . . . . . . . . . . . . 218 Dramatis Personae . . . . . . . . . . . . . . . . . . 219 The Lance Trio . . . . . . . . . . . . . . . . . . . . . 221 The Master . . . . . . . . . . . . . . . . . . . . . . . . . 222 Non-Player Characters of the Elderveldt . . . . . . . . . . . . . . . . . 223 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228 Example Game: The Bar Fight . . . . . . . . . . 229 Credits and Thanks . . . . . . . . . . . . . . . . . . 233 Afterword . . . . . . . . . . . . . . . . . . . . . . . . . 233 Kickstarter Supporters . . . . . . . . . . . . . . . . . . 234 Contributor Credits . . . . . . . . . . . . . . . . . . . 236
S
Introduction
ometimes it is the strangest circumstances that bring us to a world of adventure, driven by our imagination and built by our inspirations. Roan is such a world, inspired by an earlier My Little Pony project, and it indulges in the Hollywood pulp action adventure that focused upon the 40s both real and fantastical. With further inspiration coming from Indiana Jones, or war-time films like The Longest Day, Where Eagles Dare, and Memphis Belle, Roan seeks to build upon the player’s imagination, to pursue the fantastic and the impossible, bringing together a world of pulp and fantasy.
How did Roan come to be?
Roan began as a project in support of the playing card game Buck Legacy™ by Urban Meadows. What would have become another pony inspired world of fantasy, it was later changed by Robert Morris into a world of pulp action adventure.
What is Roan?
Roan is a small part of an amazing world of various intelligent species. The main Roan book itself focuses upon the ponies of the world, but thanks in part of its supporters, offers additional species mechanics for players to enjoy.
What is a Role Playing Game?
For those who are newly introduced to the tabletop gaming genre of RPGs. Role Playing Games are like a collaborative approach to creative writing. A Game Master creates the major outlines of a story, and the players join this story as actors. The players act through their characters to push the game’s narrative and to surpass various plots created by the Game Master, all ending which can end with a final climatic big bang!
How can I as a Game Master help to make Roan an enjoyable world?
It is important to work with your players, so that you understand what it is they want to do in the world, and what they expect of you as the story teller, or Game Master. Important lessons I have learned, is that no amount of knowledge helps, if you begin going against your players, or forcing them into roles that they do not want to partake in or even enjoy. These games are meant to be a fun atmosphere, where both players and Game Masters should acknowledge fun as the primary reason for being together. Players must understand that the Game Master puts a lot of their time and effort into making the game, its plot, and developing its colorful characters to interact with. Game Masters must understand that players are there to have a great time, to play their characters as they see fit. This Game Master/Player relationship should always end with fun, whether they decide to grow the game into a legacy campaign that spans multiple chapters, or as a simple one-shot to enjoy a break from the real world.
Using the Book’s Contents
This book provides both players and Game Masters with the rules necessary to build their characters, focusing first upon the Roan ponies, followed by the bonus creatures provided by the Kickstarter Roan
stretch goals. A short story is provided for the additional creatures in order to help players feel out their character. Rules for building a character follows afterwards along with talents to provide special abilities, flaws to give a twist in the character style of play, and resources to assist the character in the world of Roan. Following after you have created your character, the rest of the book details the rules to the game itself which utilizes the Ubiquity System created by Jeff Combos and known for its games such as Hollow Earth Expedition. The rules provided detail magic, healing, combat, and the use of Ubiquity Style Chips. Finally, of sample equipment, from clothing, weapons, and firearms, to vehicles and creatures, are presented for players and Game Masters. This book by itself provides enough information for a Game Master to be able to run Roan right from the get go, and it also provides a few simple campaigns to help the Game Master and players get a feel for the Roan world. I hope you all will enjoy what Roan has to provide for you, and certainly look forward to providing more settings, NPCs, and additions in the form of future expansions.
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—Robert Morris
he streets are thick with many colorful species, celebrating Roan’s 100th Independence Day, the mass majority of which are ponies. Various species and flavors of speech all brought together for this momentous occasion. You canter through the crowds at a leisurely pace and find yourself trapped among the waves of people, forcing you through the open doors of a nearby bar. Your first thoughts about the bar is its homey atmosphere, with its natural colors projected by the bars lights, bathing the room in a warm glow that seems to saturate it with an air of comfort, inviting you closer to the main bar where a Kelpie is seen chewing upon a pen whilst reviewing a blueprint. “Oh, pardon me!” he exclaims, shoving the papers aside. “I didn’t realize that we have a visitor!” He frowns slightly as you shake your head, and releases a deep sigh. “Ahh, sorry about that, I should have figured the crowds forced another visitor into this establishment.” He offers a polite smile while gesturing to a stool. “Come, pull up a seat and name your poison, you won’t be getting back into the crowd so easily, so might as well enjoy a moment’s respite!” You look back to the doors to observe the masses blockading it in a wall of bodies. With no other choice, you kindly accept the invitation and drink, naming a brand which is quickly set before you. “The name is Clear Skies.” His kelpish accent is not as heavy as others, but it certainly shows his roots which you question. “Yes, I came from the east closer to the fresh waters of the Amber Cascades, but I find that there is more business here than anywhere else!” He gestures to a wall, and you look, spotting a notice board tacked with a multitude of papers, wanted posters, and contracts. “Let me truly give you a proper introduction to this fine establishment. You’re sitting here in the Wild Geese, home of the Wild
Roan
Geese Mercenary Company.” He gives you a small smile. “Named and owned by me, mostly because I was dumb enough to fill out the tax forms . . . or smart enough to understand them, either way, I own the mess, and we, that is, my friends and I, enjoy it!” He waves a hoof towards the other side of the bar where a small herd seems to be congregating, laughing over a particularly funny joke made by one of the Nocturnes. “You’ll learn there is a lot of opportunities here in Roan, and of course the rest of the world.” He leans against the bar with a smile. “So, what brings you here then?”
Race To introduce yourself, you must first know yourself, and this begins with knowing your pony Race. In Roan, the ponies are separated into six known races, each with their own strengths and or weaknesses, which affect the Primary and Secondary Attributes. You will find a synopsis of each race listed below with details about their typical personality, physical descriptions, and a short opinion from Clear Skies. Race
Racial Traits
Roadies
Tough Hide, Terra’s Blessing, Iron Skin
Pegasus
Nimble, Flight, Blessing of Aer, Frail, Cloud Manipulation
Unicorn
Alicornium, Spark of Light, Invisible Hand
Nocturnes
The Night’s Vigor, Flight, Luminous Eyes, Sensitive Ears
Zebra
Charming, Keen Senses, Secret Keeper
Kelpie
Mental Flow, Aquatic Adaptation, Luck of the Kelpie
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The Ponies of Roan
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The Ponies of Roan
The Ponies of Roan
Roadies ▶▶ Tough Hide: Your maximum Body Attribute is increased by +1 during character creation.
▶▶ Terra’s Blessing: When spending a style point on any Body based skill checks, add a bonus +1 Die to your dice pool.
▶▶ Iron Skin: Once per scene or combat, you may spend a style point and reduce all damage taken either from an event or attack to 0.
“Roadies, they’re a bit of the old salt, the originals you could say,” said Clear. “I would never put them down though. We all have the blood of the past running through us, and mind you, there are some of us who seem to forget that.” “They’ve a good head on their shoulders, and a body like iron, I mean literally like iron!” he clasped his hoof into the other. “Pow! Taking a cannon to the face and hardly flinching, I mean, it doesn’t happen all the time, but it certainly happens enough to make anyone else pause and rethink their choices in life before brawling with a Roadie! “You’ll learn that they’re an honest and caring lot though, taking friends into their herd no matter if they’re a pony or not. A sturdy and hearty bunch they are, and I’m glad to call them friends.” Personality: Roadies can be rather stubborn in general, akin to taking a direct approach to any situation rather than mulling over the alternatives. They may not have the physical benefits of their other equine cousins, they more than make up for it in their hardiness, ability to survive, and their ever-present connection with the earth. Tough as they may seem, the Roadies enjoy good company, and certainly like to grow their herd of friends, inviting many to grand parties to celebrate any special occasion that may come about throughout the years. Their fondness for competition is as apparent as that of the Pegasi, from hoof wrestling to pounding drinks, be ready for a long game if you ever challenge a Roadie. Physical Description: Roadies are generally known for having pelts in soothing colors of the earth, ranging from the greens of grass, browns of the rolling earth, or red like the shiniest apples. Some have found themselves with colorations like that of a canyon, striped in various hues which can help to hide them away in some environments. Relations: Roadies were a very solitary sort way back when they were an Empire, whereas the Roadies of today have become a very open and welcoming group who are more than fond of embracing new friends, be they ponies or any other species. Page 2
Regions: Roadies are often found in areas with heavy agriculture, enjoying the simplicity of smaller towns, though you’ll most certainly find them throughout cities as well. Adventuring: Roadies have a rather tough exterior to cover their soft and gentle hearts, protecting their fellows in the heat of battle as shields against anything their foes would throw at them.
Pegasi ▶▶ Nimble: Your maximum Dexterity Attribute is increased by +1 during character creation.
▶▶ Frail: Your maximum Body is reduced by –1 during character creation.
▶▶ Flight: Pegasi are capable of flight and may move through the air according to the movement rules (page 12).
▶▶ Blessing of Aer: When spending a style point on any Dexterity based skill checks; add a bonus +1 Die to your roll.
▶▶ Cloud Manipulation: Pegasi can manipulate one square foot of cloud per point of strength.
“Ahh the Pegasi, quite a flock they are, always gabbing away with the latest gossip, or lazing about on a nice sunny day in their clouds, or in tress.” Clear let off a small chuckle. “Don’t take their lazy or gossipy attitude to mean that they are all laid back and talk. They’re as quick to get you into trouble as quick as they can get out of it!” “Now I’m not saying they’re all for pranks and causing problems, fast as they are, they’ll be there to help you out, quick as lightning.” “They attack as a flock, and will never leave a friend to suffer a horrible fate, you’ll learn to accept their nature once you’ve entered the flock, course sometimes you’ll wonder how to get out of it just for peace of mind!” Personality: Aloof, carefree, and lazy is generally how many would describe a Pegasus when they first meet them. They’re very much like birds, hanging together in bunches, and generally skittish around newcomers. In truth, they have a high metabolism which assures that they eat plenty and sleep just as much in order to conserve their energy. They’re strongly loyal to the flock, like a Roadie’s herd, but unlike the roadies, it takes a bit more than chance meeting and open arms for them to accept you into the fold. If there is anything they love more than gossip, its feats of derring-do. Pegasi are often seen performing daredevil stunts, pushing them to feel the drive of adrenaline, anything to get their blood pumping! Physical Description: Pegasi share their pelts with the sky, from brilliant blues and whites, to the dark gray of thunder heads. Mixtures can also be seen, giving them a variety of gradients similar to a setting sun. Their manes often seem to contrast their pelts; dull tones will be accented by shocking bright colors, and vice versa. Relations: Pegasi, unlike the roadies, are generally suspicious of new-comers, and it can seem like a chore earning their trust,
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Unicorns
lot, they may come off as aloof, though it is no fault of their own, as their curiosity quickly leads them to putting their noses to the books in order to learn what they’ve just witnessed. Though they may seem driven to distraction, once you can get ahold of their attention, they become a very social group, sharing the newest thing they’ve discovered, be it knowledge or the newest fad. The geek is truly strong within them, and it has certainly helped by pulling many like minded species together. Physical Description: Unicorns share their pelts with the many colors of the light of the day as well as the colors of the night. Royal purples, blue skies, bright whites, and solid darks.
Nocturnes ▶▶ The Nights Vigor: Your maximum Strength Attribute is increased by +1 during character creation.
▶▶ Flight: Nocturnes are capable of flight and may move through the air according to the movement rules (page 12)
▶▶ Alicornium: Your maximum Willpower is increased by +1 dur-
▶▶ Luminous Eyes: May ignore up to a –4 penalty in lowlight and
▶▶ Invisible hand: Your Unicorn horn allows you to lift objects us-
▶▶ Sensitive Ears: +2 stun when struck by an auditory attack or –2
ing character creation.
ing your willpower instead of your strength. Your willpower also defines how far away an object can be for you to lift it. 1 Willpower = 5 feet.
▶▶ Spark of Light: When spending a style point on any Willpower based skill checks; add a bonus +1 Die to your dice pool.
Clear refills your glass, saying “Last round, I’m generous, but not that generous, course you’ll find a lot more generosity from the Unicorns.” He gestures to a nearby Unicorn messing with tiny miniature models. “Unicorns are a powerful lot in their own right, born with a much better grasp upon spell casting than the rest of us, well,” he glances back at the Unicorn before giving a shrug. “They certainly would be, if they didn’t find themselves constantly being distracted by the silliest little things.” “They are a curious lot, with a love of collecting things, which leads to sharing what they’ve found, which has lead to massive conventions of nations all gathering to show off their random knick knacks, be it the latest toy from today’s radio broadcast, or a rare artifact from some unknown land.” Personality: Unicorns are born with a quick wit, and a hunger for knowledge, which is offset by their rather whimsical nature which leads them to needless distractions. Generally, a very scholarly
dark conditions when doing a visual perception check.
to skill rolls within extreme sound. When using auditory perception gain a +2 bonus to your dice pool.
“You’ve heard many refer to the Nocturnes as dark, moody, and mysterious.” Clear wiggles his hooves dramatically. “Well if you actually choose to believe that, you couldn’t be more wrong, as you need to understand, it isn’t easy being active when your body is so used to a nocturnal schedule.” Thumbing his clothes Clear says. “Our greatest fashions, works of art, and more can be attributed to the seemingly solitary existence that these ponies live, but for all the assumptions, they’re a rather lively bunch during the night, catering to evening entertainments, music, and many of the new clubs that have been growing across the country side.” “I would certainly say some use their nocturnal schedule to their benefit as creators, since you won’t get many paparazzi stalking them so late.” Clear says with a small sneer. “They’re good ponies and the ones who strive to make a living in the daytime don’t deserve the rumors that so many seem to place upon them.” The Kelpie pulls a small envelope from his pocket, a mark of a little Nocturne wearing a lampshade upon it. “You ever receive one of these from a Nocturne, don’t turn it down! You’ll find yourself amongst good company, good drink, and music!”
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The Ponies of Roan
but never say it isn’t worth doing so, as their loyalty is as valuable as any magical treasure. Regions: Pegasi have taken to living in the magically formed lenticular clouds that can be seen over many dells and valleys. It isn’t uncommon to find them living upon the ground with the rest of their cousins; some have even taken to utilizing skyron and cloud manipulation to build custom homes which are anchored to the earth. Adventuring: Pegasi are often found throughout the land as cartographers and explorers, mapping out the land, or scouting ahead. Their speed and ability to quickly assess a situation allows them to forewarn their friends from running headlong into imminent danger. Foes large and small will find a Pegasi to be a challenging combatant, their hit and run tactics easily hampering and distracting foes to allow their allies to get a hoof hold upon the field of battle.
The Ponies of Roan
Personality: Nocturnes are keen, clever, and prefer planning in opposition to rushing into a situation, quite a change from their feathery cousins. They enjoy peace and quiet, as constant sound might agitate their delicate ears. They’re a strong and bold herd of night hunters, enjoying the nighttime as their domain where they may utilize the calm to complete their own work, or to throw rather loud and raucous celebrations. In fact, many Nocturnes are seen as event planners and bouncers combined into one, as willing to prepare a good time as they are ready to toss out any bad seed that decides to cause trouble for them. Physical Description: Nocturnes, unlike Pegasi, do not suffer from having hollow bones, and are considered to be fairly strong. Their large leathery wings are better suited to gliding and hovering as opposed to aerial stunts. Nocturne pelts generally come in darker shades of purple, grey, and black, though some may appear white as the lunar moon and even peach colored. Their pelts do not have any markings or stripes on them, and generally consist of one solid color. Nocturnes have a small set of fangs that are perfect for getting at the sweet juices of fruits. Relations: Nocturnes can generally be found living in large communities together with their own kind. This has nothing to do with a dislike for other races; it is simply that they live a more nocturnal life while everyone else is slumbering away. Nocturnes are more than happy to trade or party with any of the other races and plenty of ponies have a moment’s surprise when they receive the popular lampshade party invitation. In the end, they are a very loyal and trustworthy friend to have by one’s side, even if it always feels as if they have some sort of hidden agenda. Regions: Nocturnes have taken to living in large cave systems and deep within forests where the trees grow so thick as to block out the light of day. They can also be found living among the Pegasi in cloud homes. Others have taken up small communities outside of the larger cities where they can enjoy the busy nightlife and then retreat back home for some well deserved peace and quiet. Adventuring: Nocturnes are often recruited as nighttime specialist, taking positions in the military as scouts, spies, and night operation specialists. As well, their ability to see in the night has found them positions as spotters for the Coast Guard and Air Force, riding along ships in the sea and in the air, using their night vision to discern dangers that others cannot see.
Zebras ▶▶ Charming: Your maximum Charisma Attribute is increased by +1 during character creation.
▶▶ Keen Sense: When performing a visual perception check, you gain a +4 Bonus to your dice pool.
▶▶ Secret Keeper: Once per session, the player may confer with the
GM to learn a secret that coincides with the current scene. If the GM chooses not to give a hint or even a riddle to the situation, they may instead offer the player a Style chip. Page 4
“The Zebras are good folk, can spin you a story so real you think you were there with them.” Clear seems to reminisce for a moment. “One of my friends back in the 160th was a Zebra, a good fella, lost him during a flight around the Walking Sands.” “Their charisma isn’t the only thing that sets them apart from the rest of us, as it’s their ability to know things that they shouldn’t. Secrets powerful enough to be a weapon that staved off other countries from attacking them.” Clear gently recovers, returning his attention to you. “Yes secrets, you wouldn’t want a secret of yours shared with an enemy now would you? That is why trust is everything with them, something we Roans had lost a long time ago when we were a foolish lot, driven by our self indulgence.” “No matter, today we see each other as friends, and you couldn’t find a better negotiator to help you out than a Zebra!” Personality: The Zebras have always been a charming nation, mostly known for their burning passions and charisma which drives their business aesthetics. Though they may seem to be a gentle, smooth talking herd, their fondness for business makes them tough and wise traders. Zebras have a love of wordplay, and often utilize their rhythmic rhymes to detail grand battles, or successful trades. Even the most boring scenario can feel like an epic when told to others by a Zebra. Upon the field of battle, or alone with friends, they easily bolster morale and friendships. Physical Descriptions: Black with white stripes or white with black, this is generally a common theme with Zebras though others may have more intricate patterns of swirling stripes along their pelt. Those with mixed genealogy may find themselves with multicolored variations of stripes and can find themselves passing their stripes on to their children such as Pegasi, Unicorns, and more. Relations: The Zebrican Dominion and Roan Nation had a rather tenuous relation after the end of the Æther Wars, but through business relations, and words of healing, both nations were able to forgive each other for past grievances, forming a stronger alliance between the two prospering nations. Zebras, because of their natural charisma, are often seen as the life of a party, sharing many tales of harrowing adventures with friends and strangers alike. Their penchant for learning the secrets of others has given rise to their being called “Secret Keepers.” As any secret they learn, they are willing to hide away even in the face of their own demise. Regions: Zebras of Roan are able to trace their family history all the way back to their homeland known as the Sea of Embers. Within Roan itself, they are often seen in the busy market districts of towns and cities. With their talent for trade, they’re often placed into positions that help bolster sales, or settle important deals in the industry. Adventuring: Zebras often support others with words of wisdom, morale boosts, or as a business consultant, working as a face for a group by utilizing their charisma in securing a fair trade.
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▶▶ Mental Flow: Your maximum Intelligence Attribute is increased by +1 during character creation.
▶▶ Aquatic Adaptation: Kelpies are
able to survive under fresh water. Their perception is also unaffected by water.
▶▶ Luck of the Kelpie: Once per session,
a Kelpie may choose to spend one style point to roll a single die to determine a skill checks success or failure. Odd numbers mean an automatic fail, Even numbers mean an automatic pass as though the Kelpie scored all successes on what would have been that skill’s total dice pool, if this pool is unable to surpass the difficulty requirement, then it is still considered a failure unless style points are spent to bump the success score beyond the difficulty number.
“So finally there are the Kelpies, my kind of ponies.” Clear says with a grin. “A lucky bunch we are, sometimes good, sometimes bad, but lucky either way.” “A lot of folks consider us some rather intelligent ponies, though I think it’s because of chance, that sudden light that just happens to move our hoof left instead of right while writing, or detailing blueprints.” Clear gently pats the prints before him. “I mean, I know I’ve
learned plenty in my years, but sometimes I just feel that, I get it, like it just flows, that fountain of knowledge you know?” Personality: Kelpie personality is as varied as there are lakes, rivers, and creeks in Roan. A Kelpie mare could be as easy to speak with as relaxing upon a calm lake, then in a split second she may come off loud and angry like that of a rivers white water rapids. It almost seems to be part of their nature as they never mean any harm, and most ponies have gotten use to these differences. They are known throughout Roan for their extraordinary feats of engineering and design, having created many of the nation’s engineering marvels. It isn’t all work and no play for Kelpies, as more than anything, they love good song, and drink. They are certainly seen hanging around with the Nocturnes quite often, relishing in the parties and enjoying the wild nature that the night brings after a long hard day’s work. Physical Description: Kelpies sport pelts ranging from the clear blues of gentle lakes, to the browns of a running river. The more curious aspect of their pelt, similar to the Zebras, is that they sport smooth stones, gems, and pearls, forming intricate patterns along their body. Some believe these patterns are their luck patterns that drive their good and bad fortunes. Relations: Ponies have found Kelpies to be rather interesting with their capricious personalities, but have learned that once they’ve gotten used to their habitual swings, their generally good company who are always full of the most surprising bits of trivia, whether it is useful or not. Ad v en t ur i ng : Kelpies generally support others as crafters, combat engineers, and medics. Whether it’s the removal of traps, or working to save a wounded soldier, they are more than willing to turn their white rapid like attitude towards any foe that would bring harm to their friends. Some have even been known to express their mysterious fortunes upon others for better or worse.
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The Ponies of Roan
Kelpie
Creating Your Character—Overview
Creating Your Character – Overview Step One: Race
Kelpies ▶▶ Mental Flow: You may pur-
using the regular walking rules with distance from the ground affecting their aim and their defense. If knocked out of the air, they suffer only half the fall damage. ▶▶ Blessing of Aer: When spending a style point on any Dexterity based skill checks; add a bonus +1 Die to your roll. ▶▶ Cloud Manipulation: Pegasi can manipulate one square foot of cloud per point of strength.
chase the Intelligence attribute up to a maximum of 6 points during pony creation. ▶▶ Aquatic Adaptation: Kelpies are able to survive underwater without the need of air, and their perception is unhindered in any form of water, including rain and thick fog or clouds. ▶▶ Luck of the Kelpie: Once per session, a Kelpie may choose to spend one style point to roll a single die to determine a skill checks success or failure. Odd numbers mean an automatic fail, Even numbers mean an automatic pass as though the Kelpie scored all successes on what would have been that skill’s total dice pool, if this pool is unable to surpass the difficulty requirement, then it is still considered a failure unless style points are spent to bump the success score beyond the difficulty number.
Unicorns ▶▶ Alicornium: You may purchase the Willpower attribute up to a
Step Two: Archetype
Road Ponies (Roadies) ▶▶ Tough Hide: You may purchase the Body attribute up to a maximum of 6 points during pony creation.
▶▶ Terra’s Blessing: When spending a style point on any Strengthbased skill checks, add +1 Die to your roll.
▶▶ Iron Skin: Once per session your character may reduce all damage taken to 0. This includes fall damage, attack damage, or ambient damage.
Pegasi ▶▶ Nimble: You may purchase the Dexterity attribute up to a maximum of 6 points during pony creation.
▶▶ Frail: –1 to max Body during character creation to a minimum of 1.
▶▶ Flight: Pegasi are capable of flight and may move through the air
maximum of 6 points during pony creation.
▶▶ Invisible Hand: A unicorn may carry an object using their willpower; this object may be at a distance equal to their willpower.
▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll.
Nocturnes (Bat Ponies) ▶▶ The Night’s Vigor: You may purchase the Strength attribute up
to a maximum of 6 points during pony creation. ▶▶ Flight: Bat Ponies are capable of flight and may move through the air according to the distance chart. ▶▶ Luminous Eyes: May ignore up to –4 penalty in low light and dark conditions when doing a visual perception. ▶▶ Sensitive Ears: +2 stun when struck by auditory weapons or –2 to skill rolls within extreme sound. When using auditory perception gain a bonus +2 dice to your dice pool.
Zebras ▶▶ Charming: You may purchase the Charisma attribute up to a maximum of 6 points during pony creation. ▶▶ Keen Senses: +4 to visual perception ▶▶ Secret Keeper: Once per session, the player may ask the GM for a secret pertaining to the current session they are in, or be awarded 1 style point if the GM is unable to give them anything.
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Unlike the more common RPG books, you will find no pony classes here. Instead, you define your pony archetype which best represents your role in the Game Master’s story and use it as a guide for pony creation.
Step Three: Motivation Motivations help define your goals, what your pony is pushing for and where they want to go within the realm of Roan.
Step Four: Primary Attributes You pony is physically and mentally defined by their attributes. You have 15 Attribute points to spend on Primary Attributes ratings, which are purchased on a one-for-one basis. In the six Attributes presented, you must have at least one (1) point, but no more than five (5) points in each of the six Attributes, though each pony race is blessed with a bonus that raises one specific attribute’s maximum to six (6).
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Secondary Attributes are defined by your Primary Attribute ratings. You will calculate them according to the table below. Trait
Step Nine: Experience After your pony is generated, you have 15 additional Experience Points (EXP) which can be spent on further developing them. Unspent EXP may also be saved and used later in the game with GM approval.
Attribute Requirements
Size
0 (Average Pony)
Move
Strength + Dexterity
Perception
Intelligence + Willpower
Initiative
Dexterity + Intelligence
Defense
Body + Dexterity – Size
Magic Defense
Body + Willpower
Stun
Body
Health
Body + Willpower + Size
Step Six: Choose Your Skills Skills define what your pony is adept at, whether it is the scholastic studies of mages, the driven ideals of an air mechanic, or honing one’s blade to be a grand warrior. You have 15 Skill points to purchase Skill Levels, which are purchased on a one-for-one basis. You may purchase up to five levels in any one Skill at pony creation. Skill Specializations (Optional): Some Ponies and creatures like to further their talents by specializing in a particular field of study within their skill. A warrior training specifically with a halberd is a grand example of this. Every time your Specialization applies to an action, you receive a +1 bonus to your Skill Roll. Skill Specializations cost a half-point each and you must have at least one skill point before purchasing a specialization. You may only have one Specialization in any one Skill at pony creation. Advanced Skill Specializations may be purchased with experience points during play.
Step Seven: Talents and Resources
Trait
Experience Cost
Primary Attribute
Attribute Level × 5 points
Skill
Skill Level × 2 points
Skill Specialization
3 points
Talent
15 points
Resource
15 points
Note: The Game Master may vary the amount of starting Experience points depending on their campaign. If a player is creating a new pony that is joining an existing party, the Game Master may give that player additional starting EXP so they aren’t trailing too far behind the rest of the group.
Step Ten: Finishing Touches Now that you have defined your pony’s skills and abilities, it’s time to complete the rest of their details. Name your pony; describe them physically and even mentally. Give your pony a background and pick out their gear. You’re nearly ready to enter the world of Roan.
Step Eleven: Style Points Determine the amount of starting Style points. If you took a Flaw during pony creation, you begin play with one Style point. The Game Master may also award additional Style points for having been provided pony backgrounds, creating props, and or bribes. (Remember, your GM likes muffins.)
Choose one Talent or one Resource. Talents represent your pony’s special abilities while Resources represent your pony’s prestige, wealth, and or power. Talents are never lost, but Resources may come and go at a moment’s notice during play.
Step Eight: Flaws Flaws are optional and can help further define a pony. A Flaw represents your pony’s physical, mental, and or social shortcomings. If you play to your pony’s flaws, whether they be hurt, humiliated, or hindered, you earn a Style point that may be spent later for bonus dice on a roll. Taking a Flaw at pony creation gives your pony one starting Style point.
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Creating Your Character—Overview
Step Five: Secondary Attributes
Creating Your Character
Creating Your Character
U
Archetype
▶▶ Physician: These medical specialists provide their talent in heal-
nlike the more common RPG books with their preset character classes and their abilities, Roan utilizes the Ubiquity system which allows you to define your pony’s Archetype which will define your role and help your Game Master (GM) to adjust his world in order to fit your style of play. Archetypes represent roles for your pony to fill. They are the concepts which define your pony’s class; it is not a preset template of skills and abilities. There are no boundaries here that say a warrior can’t be played by a scholar, or that a muscle bound Clydesdale can’t be a soft spoken business pony. Below is a list which provides you a series of Archetypes known throughout the world of Roan, but don’t let it define you as you can create an Archetype of your own if you feel it better suits your character and their wants and desires. Make them unique, make them alive!
▶▶ Alchemist: A specialist in mix-
ing the sick, or performing miraculous surgeries in the operating room. Out in the field, their knowledge is indispensible, able to provide assistance in a physical and mental capacity.
▶▶ Pilot: Aces of the sky who enjoy the adrenaline rush that comes
from pulling off aerial maneuvers and daredevil stunts. As soldiers they defend their fellows, making the impossible possible through their sheer tenacity.
▶▶ Priest: Blessings are a Priest’s boon, the faith that they build helps to give hope to the meek, and bring good tidings to all. They can be found in the darkest places, bringing the light to fend off the shadow of sin. Their faith in the Harmony of Six gives them the strength to go on, spreading the word of the Ascension.
▶▶ Prisoner: Convicts, or poor fools who were found at the wrong
place at the wrong time. Whether they are forced into manual labor to pay off their debts to society, or are escapees, running from the law or a dictatorship, these folk are determined to find their freedom in the world. Some Prisoners may even be political prisoners, seeking escape and asylum in the free world of Roan.
ing potent chemicals and magical ingredients. They are experts who can easily create healing panaceas, or destructive explosives; all this power housed within a little tiny glass bottle.
▶▶ Ranger: Specialist in scouting, roaming the land ahead of the
▶▶ Explorer: Adventurers
who delve into the deep dark jungles, the cursed forests, and choose to sail the dangerous seas in search of lands lost or unknown. Their knowledge has helped them to survive a dangerous world by finding geographical clues, or outwitting creatures.
▶▶ Mechanic: Engineers and Technicians who ply their trade in de-
veloping and repairing mechanical equipment. In the field they work as sappers and trap makers, supporting their friends with devices to even the odds upon the field of battle.
▶▶ Medic: Combat Doctors who have taken the oath to save the lives of their friends and any other wounded sentient species. They will never back down in a fight, doing what they can to get to their friends and carrying them out of the line of fire.
▶▶ Mercenary: Soldiers for hire, which will work for any client and do any job, as long as the price is right. These guns for hire range from veterans of the military, to wet behind the ears novices who think they have the guts to handle any dangerous situation.
▶▶ Politician: Those who work in the field of Bureaucracy, using a
silver tongue to make changes for good of the country or the good of themselves. Some will travel the field first hand to experience the world they work for, while others find satisfaction working from behind their desks.
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military to provide assistance. Specialists in using stealth out in the forest, they abstain from the loud bangs of firearms, utilizing bows and crossbows in order to do their job efficiently and quietly. These specialists can also be found with animal companions assisting them in the field.
▶▶ Rebel: Partisan forces who fight for what they believe in. More of-
ten than not, these rebels are located in places where dictatorships rule with an iron claw, squeezing their freedoms and taking all that they own. When pushed too far, ponies can begin to organize into a fighting force, working with guerilla tactics from behind the scene.
▶▶ Scholar: Students or Professors who are often found pursuing the
fields of academia, wanting to be the first to discover new answers to life and the world. In the field, they utilize their knowledge to assist with discovering the unknown, or providing magical assistance in the form of support spells.
▶▶ Soldier: Professionals in the field of combat, these ponies range
from bright-eyed bushy-tailed colts, to weary eyed veterans who have seen more than their fair share of the world. Soldiers provide a support capacity, not only in combat, but in helping a society to quickly rebuild their home. Military organization combined with various fields of knowledge helps these troopers in developing forward bases, medical camps, and more.
▶▶ Spy: Espionage and subterfuge is their slice of life. These spies can
be found behind enemy lines, or in the service of an enemy empire, stealing state secrets, and supplying them to their allies, or even the highest bidder. Their ability to infiltrate many organizations has led to many successes for the Roan Investigative Bureau.
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▶▶ Adventure: Your pony loves the open air, the wind on their back,
Motivations help to define your character’s goal, and it tells your GM what your pony is striving for and where they want to see themselves in the world of Roan. After you’ve created an Archetype, it is time to choose a Motivation. Motivation represents your pony’s driving goal, their wants and desires. Ponies and other creatures are people, they have needs and dreams that they wish to see fulfilled. It is very important to identify your pony’s primary defining Motivation. Few ponies travel to the ends of the world on a mere whim, nor choose to touch the heavens out of pure boredom. Many of them are driven by a Motivation, whether it is fame, fortune, or the enjoyment of adventure. Motivations do not only help to define your role-playing style, but it also impacts the Game Master’s campaign as well, providing your GM with information as to how you would react to a situation and the possibility of bribing you with Style Points. It not only provides a fun aspect of role-playing, but helps to further define your pony! Players and GMs should collaborate with each other so that proper motivations can be applied to the coming campaign that has been planned, as by knowing your Motivation, the GM can provide moments of temptation which can provide tension and dynamic action to the continuing story. A GM may choose to even have a selection of Motivations as a central theme from which the players can work off of. These represent conflicts and issues that can, and most likely will, show up throughout the game, time and time again. Taking a theme as your Motivation will help to involve your pony in more situations that are important to the story. In Roan there are infinite possible Motivations and below is a list of example Motivations that can be applied to your character:
and the thrill of exploration. They’ll venture anywhere in order to seek out lost knowledge, or discover new Allies to confront. Their taste for adventure can come at the cost of accidently releasing great terrors that they now have to stop.
▶▶ Fame: Your pony wants to be noticed for great accomplishments,
pushing themselves and reaching out for that moment where every eye is on him. Fame is a double edged knife, as with the respect it can earn, it can also earn disdain from those who see your pony as a glory hog, or a risk taker willing to endanger others for their own gains.
▶▶ Fortune: Your pony seeks riches beyond compare, willing to risk
life and limb to obtain fortune beyond any other pony’s wildest dreams. A mare seeking fortune may find herself conflicted with greed, even going as far as denying her friends a chance at the prize, all for the sake of selfish indulgence.
▶▶ Guilt: Your pony is troubled by the past, something went wrong,
a loved one or innocents were injured or worse. The stallion works to make sure that the tragedy never happens again, and might deal with distrust from those who might have heard of the incident.
▶▶ Honor: Your pony lives by a moral code that insists that they do things according to a set of rules. These rules define them and they see adherence to that code as what defines a person’s worth.
▶▶ Infamy: Your pony wishes to be remembered, even feared for their
extreme acts, acts that would strike fear into any others. These ponies will easily let go of their morals for self gain, willing to cast away friends and family for their own goals.
▶▶ Knowledge: You seek to expand your knowledge, whether as a
bibliophile or as a traveler of the world, seeking to learn of the unknown and the known. Your pursuit of knowledge can endanger you and others around you, the thirst to know may cause great grief for those who would even ignore warnings to read what should not be read.
▶▶ Love: Your pony is a romantic hopeful, wanting to find that happy fairytale ending where a true soul mate exists just for them somewhere out in the world. They may do the right thing in order to help others in the name of love, but at the same time, this love can be used against them by others whom would choose to seduce them for their own gains.
▶▶ Loyalty: You are loyal to the causes of others, following them and
being ever vigilant in the protection of their hopes and dreams. Your loyalty can also be blinding, allowing you to turn a blind eye to those whom your actions may have hurt.
▶▶ Revenge: Your pony was troubled once, and swore an oath of ven-
geance against the pony or other, who wronged you. This pony will trot to the ends of the world in order to exact their vengeance upon the guilty party, and may be so blinded by their anger as to ignore the plight of their friends.
The Ponies of Roan
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Creating Your Character
Motivation
Creating Your Character
Attributes
Primary Attributes
Your pony’s mental and physical abilities are defined by their primary and secondary attributes. You have fifteen (15) Attribute points to spend on Primary Attribute which are purchased on a one-forone basis. In the six Attributes presented, you must have a minimum of one (1) point, and you may have no more than a maximum of five (5) points applied to them. Special racial characteristics may however change the maximum points that you are allowed to apply to a Primary Attribute. The many residents of Roan are living, breathing, intelligent beings. Their abilities define them and make them unique in a variety of ways. Your pony is no different, being very unique individuals, and their Attributes help to define who they are. Your pony can be strong, or weak, full of charisma, or shy. All of these are defined by your Attributes, which form the basis of your Skills, Talents, and Flaws. Attributes are separated into two categories: Primary and Secondary Attributes. Primary Attributes represent your pony’s natural abilities in terms of the Physical Attributes of Strength, Dexterity, Body, and the Mental Attributes of Charisma, Intelligence, and Willpower. Secondary Attributes use your Primary Attributes to further define your pony’s size, movement, perception, defense, and health. At the time of pony creation, your Primary Attribute ranges from a minimum of one (1) to a maximum of five (5). These attributes can be raised throughout a campaign by spending experience points that you’ve earned throughout the game. Secondary Attributes have a minimum of one (1) except in the case of the Size category, where a pony can have a rating of (0). Special circumstances can be applied to NPC characters that will give them a zero (0) Attribute rating. Primary Attribute
Capabilities
Secondary Attribute
0
Terrible
0–1
1
Weak
2–3
2
Average
4–5
3
Above Average
6–7
4
Impressive
8–9
5
Amazing
10–11
Your pony has six (6) major Attributes which are divided into two categories, those being Physical, and Mental. Physical Attributes are defined by your Body, Dexterity, and Strength. Mental Attributes are defined by your Charisma, Intelligence, and Willpower. Together these form the very being that is your pony. When performing an Attribute only action, you use the following rule: Attribute × 2 = Total Dice Pool + Modifiers The following description of your Physical and Mental Attributes presents an example of how that Attribute can be used to overcome a challenge, as well as an example of that particular action being used.
Body
A pony’s toughness and natural resistance to physical harm is measured by their Body. It determines how much pain they can take or how well they can handle poisons or diseases. It can also tell players how long they can go without food and water. A pony or creature with a high Body rating can be seen as tough, rugged, and healthy. A pony that has low Body may be considered anemic, frail, and even weak. Note: Your Size rating can modify your pony’s maximum Body Attribute. A normal pony has a Size of zero (0), a foal will have a Size of negative one (–1), and a pony with the Clydesdale Trait will have a Size of one (1). This will change your character’s starting maximum Body Attribute during character creation. Examples of situations that may use your Body Attribute are fending off disease, moments of drunkenness, or poisons. Example: Nanana the nocturne alchemist had indulged in a little too much hard apple cider the night before. She has an important task to work and so she needs to sober up quickly in order to concentrate on her work. Her Body Attribute of 3 must pass a difficulty of 3 from being inebriated. (Body of 3) × 2 = 6, versus a difficulty 3 Nanana rolls only two (2) successes, just barely failing her Body Attribute save, and stumbles about, bumping a table.
Dexterity
Attribute Rolls
When there is no skill available that can be applied to a given situation, a player will roll against their pony’s Attribute. Uses can include lifting a gate, recalling a forgotten piece of information, keeping their balance, or resisting diseases. In these cases, the player will take the necessary Primary Attribute and double it, thus providing the size of their dice pool. Page 10
A pony’s speed and coordination are factored by their Dexterity. Dexterity not only defines how fast a pony is, it also defines their agility and ability to dodge things. It is also the base for ranged combat, stealth, and piloting skills. A pony with a high Dexterity is often seen as graceful and highly coordinated. A pony with a low Dexterity is considered clumsy and slow.
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(Dexterity of 6) × 2 = 12, versus difficulty 4 Nanana flies across the floor and catches the mixture at the last second, but to her horror, she realizes the mixture has activated and that the elements contained within are much heavier than she remembered.
Strength
A pony’s Strength defines their lifting capacity as well as their ability to knock a foe out of a fight. A strong pony will appear buff with sculpted muscles, while a weak pony will appear frail or skinny. Example: Nanana tries to lift the bottle, finding it difficult due to the weight of its chemicals. She realizes as well that she only has a short window of time to dispose of the mixture safely outside of the city where she lives. To heft the bottle over her head, she must use her Strength of three (3) versus the bottles weight difficulty of four (4). (Strength of 3) × 2 = 6, versus difficulty 4 Nanana rolls five (5) successes and with a huff, heaves the bottle high over her head and quickly exits out into the middle of the town square outside, finding it packed with ponies.
Charisma
A pony’s ability to communicate, as well as empathize with others is defined by their Charisma Attribute. Charisma can be a confusing trait as people tend to think of it in terms of appearance, but it is about a pony’s force of personality, a pony with a very high Charisma can appear very ugly yet have a very inviting tone of voice, while a pony that is beautiful can have quite an ugly personality that drives others away. Example: Nanana must quickly push through the crowd which currently blocks her way. Finding it difficult, she is forced to utilize her bat pony heritage and loudly shrieks out a warning to drive other ponies out of her way. Her Charisma is a 4 and because she is rather well known throughout town, the difficulty is considered a 2, very easy. (Charisma of 4) × 2 = 8, versus difficulty 2 With a successful roll of six (6) versus the difficulty, there is no surprise at all from the other ponies who quickly maneuver out of Nanana’s way, giving her a clear path out of town. Comically she rushes through the square upon her rear legs, fore hooves hefting the heavy bottle above her.
Intelligence
Intelligence represents your pony’s ability to reason, as well as their ability to apply their knowledge to the world around them, be it a scientific study, or through mechanical engineering. It helps them with the way they perceive the world, and how quickly they can interpret their own senses and react to danger. It is the basis for all knowledge and crafting skills. A pony with a high Intelligence Attribute is considered clever and very observant, while a pony with a low Intelligence Attribute is seen as rather slow in wit, or mentally lazy. Example: Nanana realizes she needs to plan the quickest route out of town so that she may dispose of the bottle before it explodes. Her mind begins to mentally form the quickest route using her Intelligence Attribute of five (5) versus her memory of the town which is a difficulty of 4. (Intelligence of 5) × 2 = 10, versus difficulty 4 Inspiration hits Nanana as she remembers a newly opened street that is right around the corner from her, and thus she continues her mad dash, while the bottle begins to glow and vibrate angrily.
Willpower
Willpower represents your pony’s focus under fire, their ability to be steadfast in the face of danger, and their power to manipulate and focus upon the streams of magic. When others try to manipulate your pony, Willpower helps in defending them against such forced persuasion. Willpower is also important for casters; it applies to their ability to focus upon the magic within themselves when spell casting. A pony with high Willpower can be brave, and focused, able to string together the greatest spells or fend off mental challenges with ease. A pony with a low Willpower has difficulty controlling magic, and may even be cowardly in the face of mental pressure. Example: Nanana begins to sweat under the great deal of pressure, and must resist her growing panic in order to dispose of the bottle safely. She forces herself onward trusting in her bravery with a Willpower Attribute of three (3) versus a difficulty of 5. (Willpower of 3) × 2 = 6, versus difficulty 5 Nanana rolls exactly six (6) successes and miraculously defeats the difficulty of five (5). By sheer Willpower, Nanana stomachs her panic and finally makes it to the gorge where she uses her Strength to toss the bottle. A blinding flash fills the gorge followed by an explosion highlighting a dancing form of a nocturne who has just realized that her explosive compound does in fact work!
The Ponies of Roan
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Creating Your Character
Example: Nanana accidently stumbled into a table, bumping a dangerous mixture of alchemical ingredients. With a hiss of surprise, she dives for it, hooves outstretched to catch the bottle. She will use her dexterity of six (6) versus a difficulty of four (4) in order to catch the bottle.
Creating Your Character
Secondary Attributes
Secondary Attributes are defined by your Primary Attribute ratings. You will calculate them according to the table below. Size
0 (Average Pony)
Move
Strength + Dexterity
Perception
Intelligence + Willpower
Initiative
Dexterity + Intelligence
Defense
Body + Dexterity – Size
Magic Defense
Body + Willpower
Stun
Body
Health
Body + Willpower + Size
Size
Size represents your pony’s overall height, weight, and build. An average pony is generally Size 0, this is considered the norm for Roans, though a few special ponies may have traits or spells that can increase their Size. In comparison creatures such as dragons reach and can even exceeding a Size 8. Your Size modifies your pony’s defense and health as well as their Primary Attributes of Body and Strength. It could also affect your stealth and attack rolls. While a Size 0 pony may have less health than a Size 1 pony, they will have the advantage of better dodge defense and attack, though the larger pony certainly does benefit from more health. Max Attack Body/ Size Defense Health Strength
Weight
Size Example
8
–8
+8
14
50–100 t
Dragon
4
–4
+4
10
10–50 t
Land Worm
2
–2
+2
8
1–10 tons
Chimera
1
–1
+1
6
500 lbs to 1 ton
Clydesdale, Gryphon
0
0
0
5
100–500 lbs
Pony
Move
Move is how far your pony can position themselves during combat and this is accomplished by their choice of trotting, galloping, or even flying. Movement is calculated as follows: Move = Strength + Dexterity A higher Movement rate is used to calculate how fast they can move over land, through water, and in the air. Combat Swim Climb Canter Gallop (Turn) (Turn) (Turn) (Hour) (Hour)
–1
+1
–1
4
10–100 lbs
Filly/Colt
Move
–2
+2
–2
3
1–10 lbs
Foal
1
5 feet
–4
+4
–4
1
½–1 lbs
Tortoise
2
10 ft.
5 ft.
5 ft.
–8
+8
–8
0
½ lb or less
Kit
3
15 ft.
5f t.
5 ft.
4
20 ft.
10 ft.
10 ft.
4 miles
10 ft.
5
25 ft.
10 ft.
10 ft. 2.5 miles 5 miles
10 ft.
6
30 ft.
15 ft.
15 ft.
6 miles
15 ft.
7
35 ft.
15 ft.
15 ft. 3.5 miles 7 miles
15 ft.
8
40 ft.
20 ft.
20 ft.
8 miles
20 ft.
9
45 ft.
20 ft.
20 ft. 4.5 miles 9 miles
20 ft.
10
50 ft.
25 ft.
25 ft.
25 ft.
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2.5 feet 2.5 feet 0.5 mile
Leap
1 mile
2.5 ft.
2 miles
5 ft.
1.5 miles 3 miles
5 ft.
1 mile 2 miles 3 miles 4 miles
5 miles 10 miles
Magic Defense is defined by the pony’s Willpower, which is their natural resistance against any form of combative mana manipulation used against them. A pony’s Magic Defense is calculated as follows:
Perception
In the heat of combat, as bullets fly, and weapons clash, your pony dishes out as much damage as they themselves might take. Not all weapons are considered lethal and their attacks affect the pony’s Stun instead of their Health. If a pony takes more damage than their Stun in a single blow, they are considered temporarily stunned for a round. If the blow were equal to more than double their Stun, they are considered knocked out for a number of rounds equal to the amount of excess damage taken. A pony’s Stun is calculated as follows:
Perception is your pony’s ability to notice things around them, whether by smell, sight, hearing, and or even magic. It is tied to your pony’s focus when on guard, watching over your friends, as it is also tied to your ability to catch subtle movements, or things that are trying to evade your sight. Perception is calculated as follows: Perception = Intelligence + Willpower Ponies that have taken the Talent Mage’s Eye, or have ranks in the Skill Magic, can use their perception to detect other spells around them, also they are able to see mana wells in the earth, and ley lines in the sky.
Initiative
Initiative determines who acts first during a combat round, and who goes last. A pony’s Initiative rating is calculated as follows: Initiative = Dexterity + Intelligence Advance rolls are offered for those who want a more adaptable combat system and can be seen in the initiative rules (page 44).
Magic Defense = Willpower
Stun
Stun = Body
Health
Where Stun is your pony’s ability to handle nonlethal attacks, Health is used in the case of any lethal attack. Health represents your pony’s vitality and once it reaches zero (0), they fall unconscious. If their health reaches negative five (–5) they have gone to join the choir invisible. This is known as reaching their Dead Zone, and different creatures have different values for their dead zone. A pony’s Health is calculated as follows: Health = Body + Willpower + Size
Defense
Defense is defined by two sub attributes, these are Active and Passive Defense. Active Defense is your ponies ability to dodge and roll out of the way of danger. Passive Defense is your pony’s ability to take the brunt of an attack with their own body. With both the Active and Passive Defense combined, you have your Defense. Passive Defense is the body’s natural resilience. Sometimes a pony might be caught in a situation where they are unable to dodge or get to safety, for example a blast of hot steam into a small room would require a pony to use only their Passive Defense. A pony’s Passive Defense is calculated as follows: Passive Defense = Body Active Defense is used when a pony is trying to avoid a touch attack, such as those that are done by mages, or even creatures, unlike a normal melee attack, touch attacks require the opponent to merely touch you, thus your pony Actively tries to dodge out of the way. A pony’s Active Defense is calculated as follows: Active Defense = Dexterity In combat, you pony generally utilizes their combined Active and Passive Defense, which creates their Defense. You will also include a pony’s size, as the bigger they are, the easier they are to hit. A pony’s Defense is calculated as follows: Defense = Passive Defense + Active Defense – Size The Ponies of Roan
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Creating Your Character
Note: All ponies, when moving on two legs, are subject to movement as normal. When a pony decides to run on all fours, they may add half their movement rank to their normal movement. A pony with rank 8 now moves rank 12. A pony receives a –2 to their die roll when going back to two legged stance when performing an action. A pony or creature with flight can move at double their maximum movement when flying.
Creating Your Character
Skills Each pony carries a unique set of skills which represent their chosen trade and education learned throughout the course of their lives. skills cover a wide variety of topics and activities—everything from piloting a plane to freezing a lakebed, to fencing. The skills you choose for your pony should reflect upon their Archetype and assist their Motivations.
Base Primary Attributes
Your base Primary Attribute rating represents how adept your pony is naturally at a given skill, but to actually be proficient, your pony needs to have at least 1 rank or more in that desired skill as it represents the time taken to learn the ability.
Skill Ranks
Skill Ranks are proof of the time and effort a pony has spent in sharpening their abilities. All ponies have learned their trade in one way or another, whether by formal education, or through day to day experience. A pony with no rank will find a task difficult to commit to, while a character with one or more ranks, will find it easier to handle the same task. Skill Rank
Skill Ration
0
Base Attribute –2
1
Base Attribute +1
2
Base Attribute +2
3
Base Attribute +3
4
Base Attribute +4
5
Base Attribute +5
During your pony’s time as an adventurer, they will gain experience which they can use specialize skills for 3 experience points. A pony may purchase a new skill Specialization, or they may choose to increase a current skill Specialization up to a maximum specialization rank of 5, each increase adding an additional +1 bonus die to their dice pool up to a total of 5 bonus dice. At character creation a player may receive one skill Specialization and purchase another using the starting experience points award at character generation.
Untrained Skill Rolls
Sometimes a pony may find herself in a situation where she needs to use a skill she is not trained in. A pony may use only the Base Attribute –2 of that skill to roll against the difficulty. If the difficulty is higher than their Base Attribute, they are considered to have automatically failed unless they utilize Style Points or gain assistance from their friends. Though most skills can be rolled untrained, Specialized skills like Academics, Art, Crafting, Magic, Piloting, or Science cannot be rolled untrained.
Specialized Skill Classes
During pony generation, you may not place more than 5 ranks into a skill unless granted permission to do so by the Game Master. You begin with 15 skill points to place into skill ranks.
Certain skills are considered so broad or complex in what they represent that your pony is required to focus on a single aspect of that skill. In order to focus on more aspects of a specific Specialized skill Class, you will have to purchase ranks in that particular aspect. Specialized skill Ranks may be purchased multiple times in order to cover multiple fields or disciplines. Example: Maude is an Adventuring Geologist studying the many gems across the world. She takes great pains to utilize these precious stones with Chemistry. In order to do this, Maude must spend experience to purchase the Science skill twice. Once for Archeology and again for Chemistry. Additional Experience must be spent in order to increase the ranks of both Archeology and Chemistry separately.
Skill Synergy
Skill Ratings
Your skill rating represents you pony’s overall expertise by combining their skill Ranks with the proper Primary Attribute. This combined total will define your total dice pool before modifiers.
Skill Specialization
A pony may specialize a skill towards very specific knowledge, tool, or weapon. This is considered a skill Specialization and it benefits a pony by allowing them to define a specific topic for which they’re more adept at than others. A sniper may specialize in rifles, while a swords-pony may specialize in particular types of blades. Whenever your pony’s skill Specialization applies to an action, your pony earns a bonus die to their skill dice pool. You must have purchased a minimum of one skill Rank in a skill to be able to specialize in it. During pony creation you may only pick one specialization per skill. Page 14
When multiple skills can be applied to a situation, that pony will take their dice pool from the highest appropriate skill for the roll, but then they also gain a +2 dice for each applicable skill with a rating of 4 or higher to a maximum of ten (+10) bonus dice. Example: Hots is trying to pickpocket a key from a guard using their Thievery skill of 6 while also using fast talk on them as a form of distraction using his Con skill of 4. Hots total dice pool is 8 dice, 6 for Thievery and a +2 awarded for using his Con in skill Synergy.
Teamwork
Sometimes a team of ponies may come across a situation which requires them all to work together in order to surpass a challenge. Each pony must have an applicable skill that has a rating of 4 or higher. Example: Specs, Torque, and Wrench are trying to repair a cart. Specs has a 6 in Repair, Torque has 4 and Wrench a 3 which means he is unable to offer any help. Working together, Specs and Torque have a combined skill roll is 6 + 2 = 8 as Specs and Torque work together to accomplish the task with Wrench only providing commentary for the task since he is still a novice repair pony.
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Below you will find a summarization of the skills offered in Roan. The Specializations and Disciplines listed are merely examples and may differ with the full skill descriptions, overall you may develop a specialization that you feel best fits your character if the list does not include what you need. It helps to also discuss any changes with your GM if you have questions.
Skill Acrobatics Alchemy Animal Handling Archery Athletics Bluff Brawl Crafting* Demolitions Diplomacy Drive Firearms Gambling Gunnery Insight Intimidation Investigation Knowledge Magic Medicine Melee Performance Pilot* Ride Stealth Streetwise Survival Tactics Thievery Throw
Attribute Dexterity Intelligence Charisma Dexterity Strength Charisma Strength Intelligence Intelligence Charisma Dexterity Dexterity Intelligence Intelligence Intelligence Charisma Intelligence Intelligence Willpower Intelligence Strength Charisma Dexterity Dexterity Dexterity Charisma Intelligence Intelligence Dexterity Strength
Specialization and Disciplines Aerobatics, Balance, Contortion, Tumbling Boosters, Explosives, Panaceas, Poisons Beasts, Birds, Magical Creatures, Reptiles Blow Gun, Bows, Crossbows, Slings Climbing, Galloping, Jumping, Swimming, Throwing Cons, Gambling, Lying, Seduction Grappling, Hoof to Hoof, Street Fighting, Throws Carpentry, Engineering, Gem Crafting, Gem Technology, Spell Crafting Defusing, Explosives, Gunpowder, Improvised, incendiary Bureaucracy, Etiquette, Leadership, Negotiation, Persuasion Carts, Magi-Tech Land Vehicles Pistols, Rifles, Shotguns Blackjack, Dice, Poker, Artillery, Bombs, Cannons, Deck Guns, Rockets, Torpedoes Body Language, Emotion, Lies, Motives Interrogation, Orders, Threats, Torture Clues, Crimes, Enigmas, Research History, Law, Literature, Philosophy, Religion Conjuration, Druidic, Elemental, Runic, Telekinesis, Telepathic Diagnosis, Disease, First Aid, Surgery, Veterinary Axes, Clubs, Knives, Spears, Swords, Whips Acting, Dancing, Musical Instruments, Singing Boats, Heavy Magi Tech Land Vehicles, Sky Ship Beasts, Magical Creatures Camouflage, Disguise, Hiding, Shadowing, Sneaking Black Market, Carousing, Haggling, Rumors, Scrounging Foraging, Hunting, Navigation, Shelter, Tracking Military Code, Orders, Pack Tactics, Support Grand Theft, Pick Locking, Pick Pocket, Safe Cracking, Sleight of Hoof Hatchets, Javelins, Knives, Rocks
*Specialized skills The Ponies of Roan
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Creating Your Character
Skill Descriptions
Creating Your Character
Acrobatics
Archery
Base Attribute: Dexterity Acrobatics is the performance of extraordinary feats of balance, agility, and coordination. It can be found in many of the performing arts and can also be associated with balance, tumbling, and taking a fall. Ponies with this skill may substitute their Acrobatics rating for Dexterity rolls. Your pony may specialize in the following:
Base Attribute: Dexterity Archery represents weapons such as bows, crossbows, and Wallarmbrust. It also covers the use of more exotic weapons like blowguns. Your pony may specialize in the following:
▶▶ Blowguns: Proficiency with breath-powered weapons.
▶▶ Bows: Proficient with short
bows, long bows, and various arrow types.
▶▶ Aerobatics (must have natural wings): A winged creature’s ability
to twist, turn, and pull amazing maneuvers in the air. ▶▶ Balance: Ability to cross a tight rope or thin beam carefully and quickly. ▶▶ Contortion: Ability to contort the body into unusual shapes. ▶▶ Tumbling: You are able to flip and twist your body through the air as you jump.
Alchemy
Base Attribute: Intelligence Alchemy is an influential philosophical tradition whose practitioners have, from antiquity, claimed it to be the precursor to profound powers. Bubbling brews and mixes of unknown agents create potions and panaceas. Your pony may specialize in the following:
▶▶ Boosters: Potions that temporarily boost an attribute or ability. ▶▶ Explosives: Potions or tools of explosive destruction. ▶▶ Mana: Potions to help assist mages with spell casting. ▶▶ Poison: Poisons or toxins to afflict opponents with hideous effects. Animal Handling
Base Attribute: Charisma Animal Handling is the natural affinity one has with the fauna, and the ability to tame, calm, and or even domesticate a companion animal. Not all animals are likely to be friendly though until your pony has earned their trust. Your pony may specialize in the following:
▶▶ Crossbows: Proficient with light, medium, and heavy crossbows and bolt types.
▶▶ Slings: Proficient with sling and sling style weapons. ▶▶ Wallarmbrust: Proficient with siege defense projectile weapons. Athletics
Base Attribute: Strength Athletics represents a talent for performing common physical activities such as running, jumping, climbing, and swimming. It also covers throwing including thrown weapons in combat. A pony with this skill may substitute their Athletics rating for their Move rating and Strength rolls. Your pony may specialize in the following:
▶▶ Climbing: You scale trees, walls, and mountains. ▶▶ Flying: You can fly with more endurance than others. ▶▶ Jumping: You can leap high and far. ▶▶ Running: You can run distances quickly. ▶▶ Swimming: You can swim across large bodies of water easily. ▶▶ Throwing: You can throw objects accurately and far. Bluff
Base Attribute: Charisma Bluffing is the art of using a silver tongue to spread lies, or be deceptive. It is a form of conning others, and can be used in the art of seduction and trickery. Ponies with this skill utilize it in order to get what they want and leave before others realize they’ve been duped. Your pony may specialize in the following:
▶▶ Con: Ability to fool someone into believing you are as you say you are.
▶▶ Felines: You understand better than any other the way to a cat’s
▶▶ Fast Talk: You can out talk another quickly and with wit in order
▶▶ Canines: A pony’s best friend is their puppy companions, be they
▶▶ Lying: You are able to convince others of false-truths. ▶▶ Seduction: You can woo and seduce others with charm and hon-
heart, big or small.
dog or even wolves.
▶▶ Birds: Carrier pigeons, champion falcons, and other birds listen
to your needs. ▶▶ Reptiles: You understand that lizards, snakes, and larger reptiles are more than handbags. Page 16
to convince them of your ways. eyed words.
▶▶ Tricks: You can trick others into doing something you wanted them to do for you.
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Diplomacy
Base Attribute: Strength The art of hoof to hoof combat or other forms of physical combat come easily to your pony. From disciplined martial arts, to fighting dirty, your pony is considered adept at taking others down, incapacitating them, or throwing them. Your pony may specialize in the following:
Base Attribute: Charisma Diplomacy is the art of verbally discussing plans, politics, and using proper etiquette in front of others. Your pony is adept at negotiations, and speaking legalese. They inspire others, motivating them and raising morale. Ponies with this skill may substitute their Diplomacy rating for Charisma rolls. Your pony may specialize in the following:
▶▶ Etiquette: Your pony is able to follow the social graces necessary to fit in with high society.
▶▶ Leadership: You are able to inspire others with your charisma. ▶▶ Negotiation: The ability to bargain with someone during intense situations.
▶▶ Street Fighter: You will use everything around you in order to take
▶▶ Politics: The ability to obtain and hold on to a political position.
▶▶ Grappler: You are proficient in the art of arm locks and power
Drive
down an opponent.
Base Attribute: Intelligence Crafting covers a wide range of topics, from art, to mechanical engineering. Ponies with this skill are able to create, build, repair, and or modify items based upon their chosen craft. Your pony must specialize in a specific Craft skill; a few examples are listed as follows:
Base Attribute: Dexterity Drive is your pony’s ability to maneuver a variety of wheeled vehicles. This covers team pulled wagons, to the rare motorized Magi-Tech automobiles. They can drive with speed and precision, maneuvering through obstacles and performing dangerous stunts. Your pony may specialize in the following:
▶▶ Carpenter: You are proficient with wood working. ▶▶ Gem Tech: You are skilled with utilizing mana-fused gems for cre-
▶▶ Carts: Single or team drawn carts and wagons. ▶▶ Magi-Tech Auto: Magically engineered automobiles powered by
▶▶ Mechanics: You can craft and repair engines and complex devices. ▶▶ Medicines: The ability to prepare and create tonics and elixirs,
▶▶ Cycles: Powered tricycles and bikes. ▶▶ Tanks: Rare and heavily fortified mobile artillery vehicles pow-
holds. ▶▶ Kick Boxer: Your kicks are devastating, able to buck a tree of all its fruit in one go. ▶▶ Throws: You are able to fling your opponents around like ragdolls.
Craft (Specialized skill)
ating mechanical devices.
though some suffer horrible degenerative writing skills.
Mana Engines.
ered with Magi-Tech.
▶▶ Magic: The ability to create spells for use as a spell caster, or to sell
Firearms
to other casters.
Base Attribute: Dexterity Firearms cover proficiency with guns and firearms. These weapons are powered through either explosive powder, or specialized mana cells which fire off its rounds with kinetic energy. Ponies with this skill are able to shoot and maintain all manner of firearms with skill and accuracy. Your pony may specialize in the following:
Demolitions
Base Attribute: Intelligence Demolitions is the fine art of atomizing creatures, places, and things with the use of explosive devices. You are able to handle dynamite, incendiary, and explosive powders. You are adept at making improvised explosives. Ponies with this skill are able to sap large buildings and vehicles, or mine tunnels. Your pony may specialize in the following:
▶▶ Defusing & Disposal: You are skilled at disabling explosives and carefully getting rid of them.
▶▶ Dynamite: You handle dynamite and nitro with care and respect. ▶▶ Gunpowder: You know how to use black powder explosives. ▶▶ Mines: You are adept at creating anti-personnel and anti-vehicular mines.
▶▶ Improvised: You know how to combine materials to create a bomb at home.
▶▶ Incendiary: You handle napalm and flammable components
▶▶ Magi-Tech Pistol: Proficient with mana powered light arms. ▶▶ Magi-Tech Rifle: Proficient with mana powered rifles. ▶▶ Pistol: Proficient with black powder pistols. ▶▶ Rifle: Proficient with carbines and rifles ▶▶ Light Gun Emplacement: Light weapons such as those on minor
expertly.
The Ponies of Roan
vehicles or upon bipods.
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Creating Your Character
Brawl
Creating Your Character
Gambling
Intimidation
Base Attribute: Intelligence Gambling is the subtle art of skill and chance. It covers classic games such as poker, blackjack, hanafuda and other even more exotic games. Ponies with this skill have a better understanding of the game, able to out-play others and take their winnings. Your pony may specialize in the following:
Base Attribute: Charisma Intimidation is another way of persuading others to do what you want them to, whether it is backing down from a fight, leaving a room, or telling you vital information. Your pony may specialize in the following:
▶▶ Interrogation: Ability to obtain information from another verbally.
▶▶ Orders: The ability to force another to follow your direct orders through force.
▶▶ Staredown: Getting others to back down using an intense glare. ▶▶ Threats: You threaten others into giving you want you want. ▶▶ Torture: You use physical, and or psychological torture to gather
▶▶ Blackjack: skill at blackjack and its variant rules. ▶▶ Dice: skilled at rolling Ivory. ▶▶ Hanafuda: Introduced by the Kirins to the denizens of Roan, an exotic game of cards. ▶▶ Poker: skill at poker and its variant rules.
Gunnery
Base Attribute: Intelligence Gunnery covers a pony’s use of gun emplacements, such as those affixed to a ship, or a heavy turret. Your pony may specialize in the following:
▶▶ Artillery: skill with mor-
tars, field guns, and other indirect fire weapons. ▶▶ Bombs: skill with bombs, depth charges, and unguided weapons. ▶▶ Cannons: skilled with cannons, tank cannons, ships, and other forms of large direct fire weapons. ▶▶ Machineguns: skill with heavy machine gun emplacements and other anti-infantry weapons.
Insight
Base Attribute: Intelligence Insight is the ability to discern truth from lies. Your pony can be listening to others, reading a book, or scrutinizing a performance. Insight also includes empathy, the ability to understand another’s feelings. Your pony may specialize in the following:
▶▶ Body Language: Can read another’s posture and bodily motions. ▶▶ Emotions: You are able to identify another’s emotional state. ▶▶ Intuition: Ability to get the feel of an ambiguous situation. ▶▶ Lies: You know when another is lying. ▶▶ Motives: Ability to figure out someone’s true motivations. Page 18
information from others.
Investigation
Base Attribute: Intelligence Investigation represents the ability to search for clues and uncover evidence. It also includes researching information and piecing together the clues through deductive reasoning. Investigation also involves speaking with others. Ponies may use their Investigation rating in place of their Intelligence rolls. Your pony may specialize in the following:
▶▶ Criminology: The study of crimes and criminals. ▶▶ Enigmas: Ability to solve puzzles, mysterious, and the unknown. ▶▶ Interview: Interviewing others in order to obtain information. ▶▶ Research: Using books, archives, and other resources to find information.
▶▶ Search: Searching an area for clues and hiding places. Knowledge (Specialized skill)
Base Attribute: Intelligence Knowledge encompasses many schools of learning. Language can be a key factor in learning linguistics for translation; archeology can help a pony understand the history she is trying to uncover. A player should choose a knowledge skill that best represents their pony. Be sure to discuss additional Knowledge choices with your Game Master as the possibilities can be endless. Your pony must specialize in a knowledge skill, examples are as follows:
▶▶ Archeology: The study of past sites and artifacts. ▶▶ Engineering: The study of mechanics. ▶▶ History: The study of the past. ▶▶ Linguistics: The study of language. ▶▶ Medical: The study of health. ▶▶ Religion: The study of religion either singular or multiple religions local or from around the world.
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Base Attribute: Willpower Magic is life, it is death, and it is also the all encompassing elements of the world. Fire, Water, Air, Earth, Light, and Shadow. Ponies and the rest of the denizens of Roan have found ways of manipulating the Æther , whether a focused tool like a wand, or staff, or by natural implements such as a unicorn using their horn. Your pony may specialize in the following magic categories:
▶▶ Combat Magic: Combative spell casting. ▶▶ Healing Magic: Curing wounds, healing poisons. ▶▶ Illusions: Creating false images. ▶▶ Curses: Doom spells and lasting unlucky spells. ▶▶ Protective: Shield spells ▶▶ Dispelling: Disable spells, shields, attacks.
Perform (Specialized skill)
Base Attribute: Charisma Performance is a broad range of skills. These skills can be action, music, singing, and even disguises. A true performer works to please a crowd, another may work as a thief, using their ability to disguise themselves and sneak around. Your pony may specialize in the following:
▶▶ Dancing: Ability to dance numerous dances.
▶▶ Music: Be able to play instruments or conduct an orchestra. ▶▶ Singing: Ability to sing, bringing tears to the eyes of others or hope.
▶▶ Disguises: The ability to dress and look like another whether for show, or for more sinister reasons.
▶▶ Acting: The ability to give a convincing performance, or mimic others.
Medicine
Base Attribute: Intelligence Medicine is the application of medical training and experience in order to stabilize or cure another of an affliction; it also covers bandaging wounds, or performing complex surgery. Your pony may specialize in the following:
▶▶ Mending: The ability to fix fractures, and broken bones. ▶▶ Surgery: Heavy operations in order to remove and stitch a patient. ▶▶ Medication: Knowledge of various medicines and their proper application. ▶▶ Trauma: Ability to stabilize and save a pony from the brink of death.
Melee
Base Attribute: Strength Melee represents proficiency with a variety of weapons. It includes common weapons such as clubs, daggers, and bats, as well as swords, axes, spears, and polearms. Ponies with Melee can make any weapon deadly. Your pony may specialize in the following:
▶▶ Axes: Proficient with axes. ▶▶ Clubs: Proficient with clubs and blunt weapons. ▶▶ Knives: Proficient with knives and short blades. ▶▶ Polearms: Proficient with polearms and halberds. ▶▶ Spears: Proficient with spears, lances, and other extended weapons. ▶▶ Swords: Proficient with swords, rapiers, and other bladed weapons.
Pilot (Specialized skill)
Base Attribute: Dexterity Pilot is your pony’s capability to drive complex or unusual vehicles. It covers the operation of aircraft, airships, boats, and more exotic vehicles such as Magi-Tech enhanced vehicles. Ponies with this skill are able to pilot a specific vehicle. Your pony can specialize in the following:
▶▶ Aircraft Vehicles: Civilian planes, combat planes, bombers. ▶▶ Airship Vehicles: Airships, dreadnoughts, survey vessels. ▶▶ Ships Vehicles: Boats, Yachts, dinghy Ride
Base Attribute: Many creatures in Roan can be trained to accommodate a rider or be part of a wagon team, pulling supplies and equipment across the land. Though ponies have entered the age of industrialization, the need for mounted transportation is still necessary in some parts of the world where wheel or tracks cannot enter. Your pony can specialize in the following:
▶▶ Quadrupeds: You are comfortable saddling four legged creatures and riding them.
▶▶ Bipedal: Two legged animals can be easily directed. ▶▶ Exotic: You are able to handle creatures no matter how bizarre
The Ponies of Roan
they are to ride.
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Creating Your Character
Magic (Specialized skill)
Creating Your Character
Stealth
Tactics
▶▶ Urban: You know how to vanish within a village, town, or city. ▶▶ Blend: You can mingle amongst a crowd and stay hidden. ▶▶ Forest: You can hide in the forest. ▶▶ Savanna: You can hide amongst the fields.
▶▶ Aerial Maneuvers: Understanding of Air combat. ▶▶ Cavalry Maneuvers: Understanding of mobile shock tactics. ▶▶ Personal Maneuvers: Ability to position yourself for a better com-
Base Attribute: Dexterity Stealth takes intelligence to know where and when to hide, whether vanishing in a crowd of other ponies, or hidden in the shadows away from prying eyes. Your pony may specialize in the following:
Streetwise
Base Attribute: Charisma Streetwise is your pony’s ability to get information and items from the less respected parts of town. This includes buying and selling to a black market operator, haggling over prices, and scrounging for used items. It can also cover carousing, gathering information, and rumor-mongering. Ponies with this skill can be well informed of what is happening around town, or where to find specific items. Your pony may specialize in the following:
▶▶ Black Market: A talent for buying, selling, and trading items, in-
formation, and sometimes even other living beings. ▶▶ Street Rats: You get along well with the little urchins of the street, gathering information from them when needed. ▶▶ Rumors: You’ve a talent for gathering information and spreading rumors. ▶▶ Scrounging: You’ve a talent for finding discarded and or used items from the most unlikely places.
Survival
Base Attribute: Intelligence Survival is your pony’s ability to find food, shelter, and water in the field. It also covers their navigation skills, knowledge of finding hunting paths, and tracking. Ponies with this skill are at home in the wilderness and are not only adept at caring for themselves, but for others as well. Your pony may specialize in the following:
▶▶ Foraging: You’re skilled at finding edible plants and sources of clean water.
▶▶ Hunting: You know where to place traps and how to find game trails. ▶▶ Navigation: You understand reading a map and know your way. ▶▶ Shelter: You can build a temporary shelter or tent to defend yourself from the elements. ▶▶ Tracking: You are able to track your quarry by scent, snapped twigs, and many number of clues left by them in the wild.
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Base Attribute: Intelligence Tactics is the understanding of maneuvers, and strategy. Whether commanding an army, or a squad of soldiers, a tactician is able to devise plans and implement ambushes in order to provide himself and his teammates the best possible chance to win. Your pony may specialize in the following:
bat advantage.
▶▶ Ship Maneuvers: Understanding of ship combat. ▶▶ Squad Tactics: Understanding of military troop tactics. Thievery
Base Attribute: Dexterity Thievery is the art of sleight of hand, picking locks, and breaking and entering. A pony who is adept at Thievery is able to bypass security devices, pick locks, and rob others blind. Your pony may specialize in the following:
▶▶ Disable Device: Ability to
disable traps and other mechanical devices that bar your way.
▶▶ Lock picking: The ability to unlock doors and locks with the right tools.
▶▶ Pick Pocket: The ability to rob another of anything they are carrying.
▶▶ Smuggling: Ability to smuggle illicit goods right under the noses of others.
Throw
Base Attribute: Strength Throwing is the ability to throw a weapon accurately and far. It takes strength and skill to be able to hit a moving target with a thrown weapon. The distance you can throw a weapon is equal to your (Throw skill rating + Strength Rating + Weapon Mod) × 5ft. Your pony may specialize in the following:
▶▶ Darts: Adept at throwing darts and stars. ▶▶ Hatchets: Adept at throwing hatchets. ▶▶ Javelins: Adept at throwing spears and javelins. ▶▶ Knives: Adept at throwing knives and short daggers. ▶▶ Nets: Adept at entangling foes with nets, bolo’s. ▶▶ Stones: Adept at throwing rocks, stones, bags of substances.
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Blind Fight
Talents are a representation of your pony’s special capabilities. These Talents are what make the defining difference between a novice and an adept. It improves your pony’s abilities and allows them to ignore certain penalties. There are two types of Talents: Standard and Unique. Unique Talents such as character generation Talents can only be purchased once, while Standard Talents may be taken multiple times (or as listed in the Talents description). As long as your pony meets the Talents prerequisites, they may purchase that Talent. Some Talents may only be purchased during pony creation; others can only be bought by a specific character species. At character generation you begin with a choice of one (1) talent.
Advanced Talents
Standard Talents may be purchased more than once and represents your pony’s growth in their skills and abilities. Advanced Talents may only be purchased a limited number of times, and have requirements that must be satisfied before a pony can obtain that level of Talent.
Combat Talents Accuracy
Prerequisites: None Your pony is able to target an opponent and easily hit them no matter how thick a crowd may be or how little is visible from behind cover. Benefit: When making a called shot, your pony does so at a reduced penalty. She is able to ignore up to –2 of the called shot penalty. Advanced: You may purchase this Talent up to three times. For each level of Accuracy purchased, your pony may ignore an additional –2 points from the called shot penalty. At maximum purchase, your pony ignores –6 points from the called shot penalty.
Auto-Fire
Prerequisites: Firearms 4 The kickback of your pony’s automatic weapon is hardly enough to throw off their aim. Benefit: When using auto-fire attacks, your pony will receive a bonus die to their dice pool. This bonus stacks with the normal auto-fire bonus. Advanced: You may purchase this Talent twice, adding an additional +1 auto-fire bonus to a maximum of +2. This bonus also stacks with the normal auto-fire bonuses.
Prerequisite: Perception 4 Your foes do not realize that you don’t need eyes to see who you’re fighting. Benefit: During combat, your pony may make blind attacks at a reduced penalty. She may ignore –2 penalty modifier from poor visibility (ex: fighting in the dark, a sandstorm, or blinded.) Advanced: You may purchase this Talent up to four times. Your pony may ignore an additional 2 points of vision impairment per each level up to a maximum of 8. This can only lower the penalty to a minimum of 0.
Blunt Strike
Prerequisite: Melee 4 Your pony knows how to incapacitate an enemy without killing them using a lethal weapon, pummeling them into submission using the flat of a blade, or shaft of an axe or spear. Benefit: Your pony may choose to do nonlethal damage with lethal weapons at no penalty. If wielding a nonlethal weapon, such as a club, or staff, your pony is granted a +2 Melee bonus to his attack. Advanced: You may purchase this Talent twice, earning your pony an additional +2 Melee bonus.
Dual Wielding
Prerequisite: Dexterity 3 Your pony slings around their weapons in both hooves, deftly clobbering their foes left and right with ease. Benefit: Your pony no longer suffers the penalty for using a weapon in their off-hoof. Alternately, they may attack twice (using one weapon per hoof ) by making a Total Attack with a –four (4) penalty on each attack roll. These attacks may be made at different targets. Advanced: You may purchase this Talent up to three times. At level 1, your penalty for dual wielding is reduced to a diff 2. At level 2, your penalty for dual wielding is reduced to a diff 0. At level 3, you benefit from a +2 bonus to your attack dice pool.
Flurry
Prerequisite: Dexterity 3 Your pony assaults their opponent with a whirlwind of blows, increasing the amount of damage she inflicts upon the enemy in close combat. Benefit: Your pony may attack the same opponent twice by making a Total Attack with a –2 penalty on each attack roll. Both attacks must be made with an armed weapon or unarmed hooves, fists, claws. Advanced: You may purchase this Talent twice allowing your pony to attack the same opponent without the penalty.
The Ponies of Roan
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Creating Your Character
Talents
Creating Your Character
Offensive Finesse
Prerequisite: Dexterity 3 Using speed and agility, a pony can quickly slip past his opponent’s defense to deliver a mortal blow. Benefit: Your pony may use his Dexterity rating as the Base Attribute for a select combat Skill such as Athletics, Brawl, or Melee (you may only choose one of these combat melee Skills when you take this Talent). Advanced: You may purchase this Talent multiple times, but the benefit must be applied to a different offensive Skill each time.
Hooves of Steel
Prerequisite: Brawl 4 Your pony stands upon four lethal weapons; each hoof a deadly maul to pummel her enemies with. Benefit: Your pony’s Brawl attacks can now do lethal damage. You may choose to have every 2 points of nonlethal damage inflict 1 point of lethal damage. Leftover points do nonlethal damage as normal. Advanced: You may purchase this Talent up to four times. Each level grants your pony an additional +2 bonus to your Brawl attack for a maximum of a +6 bonus.
Inspiring Command
Prerequisite: Diplomacy 4 Your pony is a skilled orator, able to inspire others into greater heights of creation and motivation. Your confidence helps to drive them into performing better than they thought possible of themselves. Benefit: As an Action, your pony may grant a +2 Skill bonus to all allies within 30ft of him. He must be able to be seen and be able to speak to his allies in order to grant this bonus. Allies must be able to hear it as well. Advanced: You may purchase this Talent twice, allowing your pony to provide an additional +2 Skill bonus to allies and double the range of your pony’s shout. Also they are now able to inspire without being seen, and can utilize radio broadcasting.
Long Shot
Prerequisite: None Your pony is a deadly sniper, able to get a bead upon a distant foe and take them out. Benefit: Your pony’s ranged weapon now has double the attack distance.
Mobile Attack
Prerequisite: Dexterity 3 Your pony moves with fancy hoof work, sliding by the enemy and hitting them before continuing onwards. Benefit: Your pony has the ability to do a partial move, attack, then continue moving the rest of their maximum move distance.
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Provoke
Prerequisite: Con 4 Your pony is orally gifted with a silver tongue. He hurls insults likes arrows, and cuts with scathing words like swords. Benefit: As an Active Action, your pony may attempt to provoke his opponents into attacking him. Make a Con roll versus all opponents within 30 feet of your pony. If you roll more successes than an opponent’s Willpower rating, they will attempt to attack your pony for a number of turns equal to the number of excess successes rolled, or until they are attacked by someone else. If you roll more than twice your opponent’s Willpower, they will blindly chase after your pony even when others are attacking them. Advanced: You may purchase this Talent a second time and this will allow your pony to provoke all opponents within 30 feet of you.
Quick Draw
Prerequisite: None Your pony can draw their weapon in a blinding flash. To others, it seems as though their weapon magically appears out of nowhere. Benefit: Your pony may draw their weapon as a free action, allowing them to attack in the same turn, they may also equip and use an item quickly as well.
Rapid Shot
Prerequisite: Dexterity 3 Your pony is a quick shot, able to fire off multiple rounds, increasing the amount of punishment they can dish out. Benefit: Your pony may attack the same opponent twice by making a Total Attack with a penalty of –2 on each attack roll. Both attacks must be made with an automatic or semi-automatic weapon. Advanced: You may purchase this Talent two times, allowing your pony to attack the same opponent twice without penalty.
Speed Loader
Prerequisite: None Your pony can reload their weapon with blinding speed, to others it would seem as though she is never out of ammo. Benefit: Your pony may reload a weapon as a free action. The ability reduces the reload rate of their weapon by 1 to a minimum of 0. A weapon with a Reload Rate of 2 will take now take one less action to reload. A weapon with a Reload Rate of one 1 can now be reloaded and fired and still allow your pony to perform one more action.
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Blade Master
Axe Novice
Prerequisite: Melee 4 and Specialization Axe Your pony cleaves through steel with their axe like a hot knife through butter. Benefit: Gain a +2 bonus to combat dice pool when using Axes. Maneuver: AND MY AXE! – You gain +2 AP to your attack when attacking with Axes.
Prerequisite: Blade Adept You’ve reached perfection with the sword, dancing gracefully in and out of battle as you make multiple strikes. Benefit: Gain an additional +2 bonus to your combat dice pool when using swords. Maneuver: Blade Dancer – You may attack a single or multiple opponents up to three times beginning with a –2 to your dice pool vs. the first, –4 on the second, and then –6 on the last.
Hammer Novice
Axe Adept
Prerequisite: Melee 4 and Specialization Hammer/Maces Iron and steel shatter before the might of your hammer. Benefit: Gain a +2 bonus to your combat dice pool when using Hammers and or Maces. Maneuver: Hammer Time! – Your pony is able to bash through weapons and armor, gaining a +2 bonus to their dice pool when they make a called shot against an opponent’s weapon or armor.
Prerequisite: Axe Novice Your skill with an axe takes flight, able to fling it with deadly accuracy to cleave through your opponents. Benefit: Gain an additional +2 bonus to your combat dice pool when using Axes Maneuver: Dragon’s Wing – Use your pony’s melee skill when throwing an Axe or hatchet.
Axe Mastery
Prerequisite: Axe Adept You charge with a righteous fury, slashing everything all around you. Benefit: Gain an additional +2 bonus to your combat dice pool when using Axes Maneuver: Boulder Dash – Move your total distance in a straight line. All foes within range are attacked at a –2 cumulative penalty each. This means that target one would have a +2 penalty, target two would have a +4, target three would have a +6 penalty etc. etc making it more difficult to continue the attack.
Blade Novice
Prerequisite: Melee 4 and Specialization Blades Your sword is your brother in arms, protecting you and giving back as good as it takes to those who would try to bring you harm. Benefit: Gain a +2 bonus to your combat dice pool when using swords. Maneuver: Riposte – When counterattacking you gain a +2 bonus when using a sword. Whenever you are attacked, you may make a free counterattack against your opponent.
Blade Adept
Prerequisite: Blade Novice You’ve honed your skills with the blade, using the entire sword as a weapon from pommel, to hilt, and ending with blade. You understand that the sword is a tool which offers many ways of bringing down an opponent. Benefit: Gain an additional +2 bonus to your combat dice pool when using swords. Maneuver: Blade & Pommel – When attacking an opponent, for every 2 points of Lethal damage, gain an additional 1 point of Nonlethal Damage.
Hammer Adept
Prerequisite: Hammer Novice Your pony’s hammer swings down upon an opponent, shattering their body and disabling their ability to fight back. Benefit: Gain an additional +2 bonus to your combat dice pool when using Hammers. Maneuver: Smash and Bash – When you attack an opponent. Total your successes. If your successes are double your opponent’s defense, your opponent is stunned and unable to act, but they can still move.
Hammer Master
Prerequisite: Hammer Adept The Earth rumbles like thunder as you bring your hammer to kiss its ground, splitting it open and shaking the land around you, the force slamming into your opponents. Benefit: Gain an additional +2 to combat dice pool when using Hammers and/or Maces. Maneuver: Earth’s Dawn – You slam the hammer into the ground creating a 1 Burst shockwave at a –four (4) to your attack dice pool.
Martial Artist Novice
Prerequisite: Brawl 4 Your pony understands how to use their body as a weapon. Benefit: You gain a bonus 2NL damage to your dice pool when performing unarmed attacks. Maneuver – Double Buck: When you’ve made a successful attack, you may make a second attack against an opponent adjacent to you.
The Ponies of Roan
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Creating Your Character
Combat Mastery Talents
Creating Your Character
Martial Artist Adept
Prerequisite: Martial Artist Novice You’ve smashed bricks, bent steel, all to increase your combat prowess with your body. Benefit: You earn another bonus 2NL damage to your dice pool when performing unarmed attacks. Maneuver – Hurricane Kick: When attacking an opponent, you perform a kick so devastating, others around you are caught in its blast. Your attack becomes a 1 burst ranged attack with a –four (4) penalty to your dice pool.
Martial Artist Master
Prerequisite: Martial Artist Savant You’ve honed your body to be a deadly weapon. Benefit: You earn another bonus 2NL to your dice pool when performing unarmed attacks. Maneuver – Upper Bucked: You perform a powerful forward blow that sends a shockwave out towards your foe. Your melee attack has a range equal to your Melee Skill rating.
Polearms Novice
Prerequisite: Melee 4 and Specialization Polearms You wield your weapon like an extension of yourself, understanding the basics of the peasant’s weapon. Its length and edge extends your range of combat, piercing armor and knocking riders from atop their mounts. Benefit: Gain a +2 to combat dice pool when using Polearms. Maneuver: Crescent Slash – You perform an Arc attack (page 48). For each foe you strike out against you gain a cumulative penalty that stacks. The first opponent is –2, the second a –four (4) and the third a –6 difficulty to your dice pool.
Polearms Adept
Prerequisite: Polearms Novice As you continue to hone your skills with the Polearm, you find yourself competent at causing your opponents to fumble. Benefit: Gain an additional +2 to combat dice pool when using Polearms. Maneuver: Dragon’s Tail – When attacking an opponent, if you score more than double the successes of his defense roll. You succeed in tripping your opponent and knocking them to the ground. Your opponent is considered prone till they can stand up again.
Polearms Master
Prerequisite: Polearms Adept You’ve mastered the Polearms; it isn’t just an extension of you in combat; it is you. You heave its blade around, cutting away foes as though they were but grass. Benefit: Gain an additional +2 to combat dice pool when using Polearms. Maneuver: Piercing Talon – You perform an Arc attack (page 48) with a +2 AP. Starting with the first foe you attack you begin with a –2 penalty to your dice pool, this increments with an additional –2 for each additional foe you swing against in your Arc. Page 24
Pub Brawler
Prerequisite: Brawl 4 Anything in your grasp is a weapon, stools, bottles, even your neighbor. Benefit: In a bar fight, you will earn no penalties for exotic weapons used in combat, specifically bottles, stools, unconscious neighbors, and any other objects. These weapons count as a 3NL bludgeon. Broken bottles count as a 1L edged weapon. Maneuver – Dirty Fighting: You may choose to distract an opponent rather than attack them. This will confer a +2 dice bonus to anyone else who attacks or defends against the marked target.
Pistol Marksman
Prerequisite: Firearms 4 Skill and Specialization Pistol You’ve become adept at outdrawing others in pistol combat, snapping your firearm into position with a flick of your hoof. Benefit: Gain a +2 to combat dice pool when using Pistols Maneuver: Snapshot – When drawing your pistol, gain a +2 to Initiative. You must use your pistol that turn.
Pistol Sharpshooter
Prerequisite: Pistol Marksman You’ve learned how to flick the pistol in a way that it snaps off two shots, perforating your target. Benefit: Gain an additional +2 to combat dice pool when using Pistols Maneuver: Hammers Slammer – Pull a double shot against a single foe. Gain a –four (4) penalty to combat dice when using this maneuver.
Pistol Expert
Prerequisite: Pistol Sharpshooter You’ve made pistol work a mathematical art form, rebounding and curving bullets to strike enemies who are behind cover. Benefit: Gain an additional +2 to combat dice pool when using Pistols Maneuver: Ricochet – When attacking opponents who are behind cover, treat their cover as one less what it originally is. Players must have successfully perceived them before firing. Full cover = Half, Half Cover = ¼ Cover, ¼ Cover = No cover.
Rifle Marksman
Prerequisite: Firearms 4 Skill and Specialization Rifle You’ve learned the basics of how to defend yourself with a rifle in close quarters combat; striking with the butt and the bayonet of the rifle when needed. Benefit: Gain a +2 to combat dice pool when using Rifles Maneuver: CQB – Use your firearms skill + Strength Attribute when using your rifle as a melee weapon. A pony may also fire rifle at short range without penalty.
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Prerequisite: Rifle Marksman You’ve learned patience as a sniper, holding your breath to maximize your accuracy and attacking weak points on others. Benefit: Gain an additional +2 to combat dice pool when using Rifles Maneuver: Crack Shots – Gain a +2 to combat dice when making a Called shot.
Rifle Expert
Prerequisite: Rifle Sharpshooter You understand that in the heat of battle a wounded soldier takes two others to remove him off the field, thus weakening the enemy’s’ strength in numbers. Benefit: Gain an additional +2 to combat dice pool when using Rifles Maneuver: Disabling Shot – Gain a –4 penalty when you use this maneuver. If your successes are more than double the opponent’s defense, you may choose to temporarily lower their move rating by a minus two (–2) penalty, or extend a minus two (–2) penalty to the opponent’s dice pool when they perform an action. This is cumulative. Remove with healing checks Diff four (4).
Spear Combat Novice
Prerequisite: Melee 4 and Specialization Spears. You treat your spear like dragon claws, piercing the heart of your enemies near and far. Benefit: Gain a +2 to combat dice pool when using spears. Maneuver: Flying Talon: Use your Spear skill when throwing a spear at an opponent.
Spear Combat Adept
Prerequisite: Spear Combat Novice The spear is like a living extension, touching your foes far beyond their own ability to retaliate. Benefit: Gain an additional +2 to combat dice pool when using spears. Maneuver: Piercing Lunge: Your reach with the spear is increased by a range of 1.
Spear Combat Master
Prerequisite: Spear Combat Adept Bracing yourself, you thrust, penetrating even the toughest armor, your spearhead chewing through leather and metal alike. Benefit: Gain an additional +2 to combat dice pool when using spears. Maneuvers: Piercing Star: Your spear gains a bonus two (+2) to SAP with this stance.
Staff Novice
Prerequisite: Melee 4 and Specialization Staff You move like a branch swaying in the wind, your staff twirling about you and fending off attacks. Benefit: Gain a +2 to combat dice pool when using staffs. Maneuver: Willow’s Sway Stance: In this stance you cannot be flanked by others, your staff fending off physical assaults easily.
Staff Adept
Prerequisite: Staff Novice Like branches in a hurricane, you stand strong, whipping your staff about to punish foes before you. Benefit: Gain a +2 to combat dice pool when using staffs and extend your staff ’s reach by 1. Maneuver: Willows Bark: You may perform an Arc attack (page 48). For each foe you strike, you knock them away by 5 feet.
Staff Mastery
Prerequisite: Staff Adept Your staff is your strength, making you a pillar that stands amongst your enemy. Benefit: Gain a +2 to combat dice pool when using staffs. Maneuver: Standing Oak Stance: Every time you successfully defend yourself. The excess success is applied to your opponent as nonlethal damage.
Whip Novice
Prerequisite: Whip Adept Your whip crackles through the air like lightning, catching your foe’s off guard. Benefit: Gain +2 range to your whip. Maneuver: : If your successes are more than 4 over the opponents dice roll, they are considered to also be tripped.
Whip Adept
Prerequisite: Whip Adept The whip ensnares your opponent, denying them the ability to fight back. Benefit: Gain a +2 to combat dice pool when using whips. Maneuver: Pythons Grasp: You may grapple an opponent with the whip using the whips range.
Whip Mastery
Prerequisite: Whip Adept Your whip is lethal, its sting venomous. With every attack you make, the whip digs in with both fangs. Benefit: Gain a +2 to combat dice pool when using whips. Maneuver: Snakes Fangs: You may add half your attack dice pool as a bonus to your dice pool. If your total attack is 8, then you will gain an additional +4 to the dice pool.
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Creating Your Character
Rifle Sharpshooter
Creating Your Character
Defensive Talents
Dodge
Aerobatics
Prerequisite: Specialize Aerobatics You’ve honed your skills as an ace, whether as a Pegasus, or as an air-vehicle pilot. Pulling loops, twists and turns that would otherwise be impossible for the untrained. Benefit: You may use your Aerobatics skill in place of your Active Defense when calculating your defense dice pool. Aerobatics + Passive Defense = Total Defense dice pool. Pilots: When using Aerobatics, you may add an additional +2 dice to your dice pool when performing defensive maneuvers with your plane. Advanced: Further training has made sure of your survival, an additional +2 is awarded to your Aerobatics dice pool. Pilots gain a +2 to their Total Initiative or a +2 to their Defense.
Block
Prerequisite: Brawl 4 Your pony is adept at defending himself in hoof to hoof combat, training having formed an instinctual reaction to block blows and deflect strikes without having to retreat. Benefit: Your pony performs the Block maneuver as a reflexive action. Any Defense bonuses provide a bonus to the Block maneuver as well. If your pony loses his Active Defense, he loses his ability to Block as well. Advanced: You may purchase this Talent up to three times, gaining your pony a +2 Defense bonus against attacks to a +6 max.
Danger Sense
Prerequisite: None Some threats are unseen, sneak attacks, ambushes; even the invisible or non-living may surprise a party of adventurers. Not so for your little pony, adept as he is at trusting his gut instincts, a kind of sixth sense that warns him of imminent danger and saves him from being caught with his guard down. Benefit: During combat, whether surprised or not, your pony retains his full Defense rating. This includes attacks he cannot see coming, such as backstabbing, snipers, and traps. A Game Master may even make empathy rolls to see whether or not your pony gets a bad feeling about their current situation.
Prerequisite: Athletics 4 During combat, your pony dodges and weaves, making herself harder to hit for ranged combat attackers. Benefit: Your pony can perform the Dodge maneuver as a reflexive action. Any Defense bonuses provide a bonus to the Dodge maneuver as well. If your pony loses her Active Defense, she loses her Dodge ability as well. Advanced: You may purchase this Talent up to three times, gaining your pony an additional +2 Defense bonus against ranged combat attacks.
Exploding Tout Ensemble
Prerequisite: None When a death blow connects with your pony, they will find themselves left cold in the breeze as their armor and clothing explodes off of their body. Benefit: When a pony is normally considered to have been killed by any attack (Health equal to or less than 0), instead their armor and clothing is destroyed comically, the tradeoff being that they are restored to full health.
Headstrong
Prerequisite: Willpower 3 Through shear willpower, your pony is able to be stoic in the face of combat, shrugging off even the most powerful blows, willing himself to keep fighting. Benefit: Your pony uses his Willpower instead of his Body when calculating his Stun rating.
High Pain Tolerance
Prerequisite: None No matter how mortal the wound may be, your pony continues to fight on through sheer strength of pony. Benefit: When your pony is mortally wounded (Health equal to or less than 0) they do not automatically go unconscious (You still have to make a stabilization roll or risk bleeding out.) She remains conscious and ignores wound penalties until reaching –3 Health, at which point she finally falls unconscious as normal. Advanced: You may purchase this Talent twice, allowing your pony to remain conscious and ignore the wound penalties up to –6 Health at which point they are considered dead. If you’ve purchased Diehard Talent for your pony, you may then continue purchasing this Talent for each level given to you by the Diehard Talent.
Diehard
Prerequisite: None She may be wounded, beaten, and torn, but your pony will not allow such annoyances to put her to sleep for good. She is able to continue fighting with wounds far greater than the normal pony can survive. Benefit: Your pony continues to fight, staying stable in combat when reduced to negative Health. She is able to carry on, but will suffer wound penalties on all actions equal to her current Health. Her death threshold is also increased to –7 Health. Advanced: You may purchase this Talent up to three times. Each additional level increases your pony’s death threshold by two points (up to –11 Health). Page 26
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Prerequisite: Melee Your pony as adept at guiding away enemy attacks. He deflects cuts and thrusts without having to go on the defensive. Benefit: Your pony performs the Parry maneuver as a reflexive action. Any defense bonuses provide a bonus to the Parry maneuver as well. If your pony loses his Active Defense, he loses the ability to Parry as well. Advanced: You may purchase this Talent up to three times, graining your pony an additional +2 Defense bonus against melee attacks.
Shattered Arms
Prerequisite: None When struck with a mortal blow, your pony instead makes a desperate attempt to block it with their main weapon only to watch in horror as their finely crafted armament is shattered before their very eyes. Benefit: When a pony’s Health is considered to be at 0 or a negative status, instead they find that their weapon has shattered. Your pony is considered to be full health but without their weapon.
Shield Wall
Prerequisite: Must have a Shield Your pony has grown used to having a shield alongside her to protect her from her opponents. Benefit: +2 to defense dice pool. May be purchased up to two times.
Tactical Defense
Prerequisite: Intelligence 3 You’re able to assist your fellow ponies by shouting out combat commands, leading them to form lines of impenetrable defense. Benefit: As an Active Action, your pony may provide a +2 to Defense to all allies within 10 feet of her. She must be able to see and speak to her allies in order to grant this bonus. Advanced: You may buy this Talent twice, allowing your pony to provide an additional +2 bonus to her allies’ defensive capabilities.
Magic Talents Spell Casting Aer
Prerequisite: Willpower 3 Your pony has power over air and is able to create vacuum, fill voids with air pressure, and control wind. Benefit: Your pony now has access to Air magic.
Spell Casting Aqua
Prerequisite: Willpower 3 The waters of the world are at your pony’s beck and call, they have the ability to command the tides, move rivers, and draw power from lakes. Benefit: Your pony now has access to Water magic.
Spell Casting Ignus
Prerequisite: Willpower 3 Fire dances from your casters body, their soul attuned to the flames of Æther , weaving it and snaking it as though it were living and breathing. Benefit: Your pony now has access to Fire magic.
Spell Casting Terra
Prerequisite: Willpower 3 The earth itself is your ally, summoning forth great walls of dirt, or shredding foes apart with deadly gems. Benefit: Your pony now has access to Earth magic.
Spell Casting Lux
Prerequisite: Willpower 3 Light shows the way. Your caster can heal others, create or dispel illusions, or shield others from terrible magical afflictions. Benefit: Your pony now has access to Light magic.
Spell Casting Umbra
Tough Hide
Prerequisite: None Your pony is built like a brick, hard to daze, and able to take extreme amounts of punishment before losing consciousness. Benefit: Your pony gains a +1 Stun rating. Advanced: You may purchase this Talent up to four times. Each additional level grants your pony an extra +1 Stun rating.
Prerequisite: Willpower 3 Shadow is your caster’s calling card. They may speak to those who have passed into the Umbra, and control the shadows. Benefit: Your pony now has access to Shadow magic.
Mage’s Hand
Prerequisite: Magic 4 (Unicorns earn this talent for free at pony creation) Through shear willpower, you are able to levitate objects around you. You do not need to have the Magic Skill nor the Spell Casting Talent as your pony is using their own force of will. Benefit: Use Willpower instead of Strength when lifting objects. A pony may carry as many objects as their Willpower will allow, and can move objects up to 5ft per 1 point of Willpower.
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Creating Your Character
Parry
Creating Your Character
Mage’s Eye
Prerequisite: Perception 4 Your pony shares the rare characteristic common amongst mages of being able to perceive magic as it fluctuates through the Æther. The user is able to detect magic around them and even find trail of a spell caster if it’s still fresh. Benefit: You may use Perception to detect magic. May also roll intelligence to try and read magic. Advanced: You may purchase this skill up to three times, increasing your perception bonus up to a +4 when detecting spells.
Spell Casting Novice
Prerequisite: Any of the Spell Casting Elements. Aer, Aqua, Ignus, Terra, Anima, or Mortis. Your pony’s command of the Æther is above those of normal disposition, but you are not yet a master. Benefit: You gain a +2 to your dice pool total when spell casting.
Spell Casting Adept
Prerequisite: Spell Casting Novice Your pony has studied hard in order to make the arts answer at their whims. Benefit: Additional +2 bonus to your dice pool total when spell casting.
Spell Casting Magus
Prerequisite: Spell Casting Adept Magic is but clay in your hooves, molded as you see fit. You are the rare few masters who control the Æther and with it the whims of the very world itself. Benefit: You gain an additional +2 to your dice pool total when spell casting.
Enchanter
Prerequisite: Spell Casting Talent You are able to imbue mana into items, be it swords, arrows, ammunition, armor, even food, and clothing. Benefit: You may now enchant items.
Battle Mage
Prerequisite: Spell Casting Talent You utilize your abilities to support military and mercenary like occupations, raining down pain upon your enemies. Benefit: Gain a +2 to your dice pool when casting combat spells. You may purchase this Talent twice.
Gun Mage
Prerequisite: Magic Hand You are able to wield firearms, creating a dance of fire, raining down pain upon your enemies. Benefit: The distance you can carry a firearm is equal to your pony’s Willpower. You may also use your Willpower with your Firearms Skill instead of your Dexterity. Opponents gain a +2 bonus to their dice pool when making called shots against your weapon. Reloading takes an extra action to do. Advanced: You gain +1 to your range and you may wield a second gun. (May purchase this up to a maximum of four). Page 28
Illusionist
Prerequisite: Spell Casting Talent You fool others into seeing things that aren’t there, hearing things that don’t exist, smelling fragrances that never were. Benefit: Gain a +2 to your dice pool when casting Illusion spells. You may purchase this Talent twice.
Shield Mage
Prerequisite: Spell Casting Talent You protect your fellows with magical shields, and cloud cover to blind your enemies. Benefit: Gain a +2 to your dice pool when casting Defensive Spells. You may purchase this Talent twice.
Weapon Mage
Prerequisite: Magic Hand You’ve become adept at using your mage’s hand to wield weapons as smoothly as any warrior, extending its range far beyond the norm, making it a deadly ranged weapon. Benefit: The distance you can carry a weapon is equal to your pony’s Willpower. You may also use your Willpower with your Melee Skill instead of your Strength. Opponents gain a +2 bonus to their dice pool when making called shots against your weapon. Advanced: You gain +1 to your range.
Wink
Prerequisite: Magic 4 & must have Aer, Aqua, Ignus, Terra, Anima, or Mortis. You have practiced the ability to enter the Æther ’s fold, moving through invisible space to appear elsewhere within the blink of an eye. Benefit: You are able to teleport your move distance; you roll Magic vs. Spell Diff char + Move distance. Advanced: You may purchase this skill a second time adding an effect to your Wink talent based upon the class of magic that you’ve chosen. Element
Status Effect
Fire
Burn: Foe Body vs. Caster Magic. Failing adds Burn Status Effect 1 round
Water
Numb: Foe Body vs. Caster Magic. Failing adds Numb Status Effect
Earth
Quake: Foe Body vs. Caster Magic. Failing trips Foe
Air Light Darkness
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Shockwave: Foe Body vs. Caster Magic. Failing knocks Foe 1 space away Blind: Foe Will vs. Caster Magic. Failing gives 1 round blind Fear: Foe Will vs. Caster Magic. Failing gives 1 round fear
Agile (pony creation only)
Prerequisites: None Your pony is highly coordinated, flexible, and even graceful in the way they move. Her speed and agility far exceed that of the average pony. Benefit: Your pony gains a +1 Dexterity rating. This bonus affects her Dexterity rolls and all Dexterity-based Skills. It also factors into her Secondary Attributes and raises her maximum Dexterity rating by one point.
Animal Affinity
Prerequisite: None Your pony has a way with animals, able to make them timid and calm. As a result, animals tend to react more positively when she is around. Benefit: Your pony gains a +1 Charisma rating when dealing with animals. This bonus affects her Charisma rolls and all Charisma-based skills. Advanced: You may purchase this Talent up to three times, gaining your pony an additional +1 Charisma rating per level when handling animals.
Bump of Direction
Prerequisite: None Without map or compass, even in a raging storm, your pony innately knows where he’s been, rarely getting lost. Even without the light of the sun, they know which way north is. Benefit: Even in the worst conditions, your pony automatically knows which direction they are heading without having to make a roll. This Talent also gives a +2 to navigation rolls.
Clydesdale (pony creation only)
Prerequisite: None Unlike the average pony, you were born large, standing taller, and with a body broader than that of the regular masses. With size comes strength and toughness, able to take and dish out punishment for any kind of physical task. Benefit: Your pony receives a +1 Size bonus. Special: This bonus affects Health and maximum Body and Strength ratings. Your Size will also provide penalties to combat.
Charismatic (pony creation only)
Prerequisite: None Your pony has an almost alluring disposition, able to charm and persuade others with ease. Her ability to influence people far exceeds that of the average person. Benefit: Your pony gains a +1 Charisma rating. This bonus affects her Charisma rolls and all Charisma-based Skills. It also factors into her Secondary Attributes and raises her maximum Charisma rating by one point.
Life Giver
Prerequisite: Medicine 4 During the worst of combat, when a pony finds his friends wounded or dying, he must act quickly to help alleviate their pain. Benefit: Your pony heals one lethal or two nonlethal wounds per one success rolled on your Medicine roll.
Lucky
Prerequisite: None Your pony is blessed by with good luck, somehow able to avoid terrible danger, or stumble upon riches by accident. Benefit: Once per game session you receive a +2 luck bonus to any die roll. Advanced: You may purchase this Talent up to five times. Each additional level grants your pony an extra +2 luck bonus per game session. These bonuses may either be used separately, or added to the same roll.
Intelligent (pony creation only)
Prerequisite: None Your pony is exceptionally gifted mentally, their intellect far exceeding that of the average pony. Benefit: Your pony gains a +1 Intelligence rating. This bonus affects her Intelligence rolls and all Intelligence-based Skills. It also factors into her Secondary Attributes and raises her maximum Intelligence rating by one point.
Iron Will (pony creation only)
Prerequisite: None Your pony’s resolve is indomitable, her spirit unbreakable. Benefit: Your pony gains a +1 Willpower rating. This bonus affects her Willpower rolls and any Willpower-based Skills. It also factors into her Secondary Attributes and raises her maximum Willpower rating by one point.
Keen Senses (pony creation only)
Prerequisite: None Your pony has a particularly acute sense; it may be sight, sound, smell, or even taste. Benefit: Your pony gains a +4 Perception bonus to one particular sense, such as vision, hearing, touch, taste, or smell (choose one when you take this Talent). Advanced: You may purchase this Talent multiple times, but the benefit must be applied to a different sense each time, though this Talent may only be purchased during pony creation.
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Creating Your Character
Skill, Attribute, and Pony Talents
Creating Your Character
Regenerator
Prerequisite: Body 3 After the pain of combat, or a bad fall, your pony finds their injuries healing quicker than is normal for a pony. They are able to survive and heal from wounds that would otherwise bring down a larger pony. Benefit: Your pony heals at twice the normal rate. She heals two nonlethal wounds per day, or one lethal wound per three days of full rest. Advanced: You may purchase this Talent twice, gaining an additional 2 NL and 1 Lethal when healing.
Quick Reflexes
Prerequisite: None In combat, your pony pushes to be the first to act, taking account of the dangers around herself faster than her friends. Benefit: Your pony gains a +2 Initiative rating. Advanced: You may purchase this Talent twice, gaining your pony an additional +2 Initiative rating per level.
Reverse Engineering
Prerequisite: Craft Engineer four (4) Through timely studies, your pony can observe and take apart an unknown mechanical device. The device is considered dismantled, but you gain a +4 to your dice roll as a benefit when rolling against these devices, contraptions, machines and vehicles. Benefit: A +4 knowledge bonus that is applied to your dice roll vs. the object studied. Advanced: Your pony can rebuild the object if you have the required tools and materials. You gain a +2 to your engineering roll.
Movement Talents Kip Up
Prerequisite: None Benefit: Your pony stands up as a reflexive action, allowing him to get up and attack in the same turn. If your pony is tripped or fallen in combat, they are able to gracefully jump back to their hooves. Advanced: You may purchase this skill again to make an unarmed attack against an opponent, your pony twisting and kicking at them as they flip themselves back upright.
Speed Climb
Prerequisite: None Your pony unlike others, is more adept at bouldering and climbing. He can climb with surprising speed and agility. Benefit: Your pony climbs at double their climbing speed.
Jump
Prerequisite: None Your pony is able to leap small structures in a single bound, or at least difficult obstacles that block their way. Benefit: Your pony’s jumping distance is doubled.
Vehicle Talents Ace Fighter Pilot
Prerequisite: Pilot Specialization Aircraft 4 You cut through the sky like a blade, tearing through your opponents with heavy gunfire. The sky is your domain and all who dwell within it are your prey. Benefit: During the position phase of air combat, if your successes are double that of the opponents, they are taken out of the sky. This only works against mooks.
Rum Runner
Wing Slap
Prerequisite: Pegasus or Nocturne You slap your opponent with your wing, both surprising and insulting them. Benefit: Once per opponent, you may attempt a free action to wing slap them using a melee attack roll. If you succeed, they lose–1 dice to their next action as they are caught off guard by the attack. Advanced: You may purchase this skill up to four times to increase the wing slap penalty bonus against an opponent by +1 to a maximum of four +4. Page 30
Prerequisite: Drive 4 Skill Specialization Car You know your car, how she turns, and what makes her purr. With the sharpest turn of the wheel, she drifts and pulls figure eights as well as a great artist paints. Benefit: When being chased, you earn a bonus +2 to your drive. Any riders also earn a bonus +2 thanks to how well and steady you keep the car during an intense situation.
Master Cannoneer
Prerequisite: Gunnery 4 Skill Specialization Artillery You understand the movement of the wind and the speed between your vehicle and the enemies. Your cannons easily reach out and tag them, delivering its painful payload. Benefit: +2 to vehicle Artillery. You may purchase this Talent up to 2 times.
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Artifact
Resources are your pony’s friends, position, and wealth. Not having any Resources does not mean your pony is poor, or without allies, it merely means they do not have extreme wealth, or friends who owe them favors. Ponies that have Resources are able to call in these favors, such as a team of mechanics to build them an expensive air ship, or perhaps glean a hidden secret from a wizened old dragon who is a generations-old family friend. Resources are not abilities, so they can be easily gained and lost during play. Your pony should act wisely when utilizing Resources as wealth can be stolen, alliances turned sour, and their position deposed by others. Resources when used right, can award a pony with more resources, or provide long lasting benefits.
Artifacts represent unique and powerful items, vehicles, weapons, and armors, which came into your pony’s possession. It may be something they themselves invented, received as a family heirloom, or pulled from the depths of a dangerous cave. Your pony might not even be aware that they have it in their possession until it is revealed. An Artifact can be easy or hard to obtain, and can be lost in just the same way, so a pony should be careful during their travels as not to misplace or lose their Artifact.
Contacts
Like Talents, you may purchase the same Resources more than once, providing your pony with even greater benefits. Do not rely too heavily on an advanced Resource, as once again, when it is lost, it is gone till the Game Master says otherwise. Advanced Resources can be very useful not only for your pony, but for your fellow adventures, allies, and NPC’s. Remember that the Game Master is the final authority on how Resources can be pooled together amongst your team, so spend wisely!
Contacts are NPCs whom your pony can acquire useful information from. They are the network of street urchins, spies, and soldiers willing to offer information, keeping their ears and eyes alert as to the newest gossip, rumors, or secrets that happen to cross their paths. Contacts will give your pony a few contacts within a particular sphere of influence such as schools, cities, military, diplomats, and even criminal organizations. Purchasing this Resource more than once will allow your pony to have additional contacts, new contacts from another group, or to increase that level of connection or loyalty by an additional +2 per level.
Resource Descriptions
Fame & Status
Advanced Resources
Allies
Allies are friends and families who are willing to back your pony, whether through arms, finances, or information. They can be simple farm folk, military contracts, specialists in espionage, or politicians. Unlike the adventuring ponies, they live their own lives and won’t always be available to support the ponies. Allies also have useful skills as well as their own Talents and Resources that they can offer. With each level you purchase in this Resource, the more allies or the more powerful your choice of allies can be. Allies start out loyal to your pony, making them easier for you to influence and harder for your enemies to persuade to their side, but they won’t go as far as taking a bullet for you, not yet at least. While you get to define the nature of your pony’s relationship with her Allies (if this talent is purchased by you), the Game Master ultimately controls these NPCs, and determines what they will and will not do. If an Ally is given to you by the Game Master, then they may define your pony’s relationship with that Ally. These are living beings in the world of Roan who do not take well to abuse or being taken advantage of, and this can affect their attitude toward your pony, quickly turning friends to foes. Your typical Ally has 12 Attribute points, 10 Skill points, and 1 Talent or Resource. Purchasing additional levels of this Resource either earns your pony a new Ally, and or it may make an existing ally more competent. Improved Allies gain an additional +3 Attribute points, +5 Skill Points, and +1 Talent or Resource for each additional level you invest in them.
Fame is a measure of your pony’s notoriety amongst the populace, for better or for worse. The moment you walk through a door, fame can define your pony’s presence, it says you are the pony that everypony knows, or without it, you’re just a stranger in a strange town. Recognition can be a benefit when you need to enter areas of high social values, but it can also be a detriment if you are trying to hide your identity amongst a crowd. Your pony may be a heroic soldier, acrobat, crime lord, or actress. When someone recognizes your pony, you receive a +2 to all social rolls related to that pony; they also obtain a +2 for perception checks to detect whether or not they recognize you. Purchasing this Resource more than once increases your pony’s fame and reputation, and gains you a social bonus of +2 per level.
Followers
Followers represent your pony’s faithful NPC Friends, students, or lackeys. They may be skilled, influential, and even combat hardened, but most importantly, they are very loyal and will accompany your pony to the ends of the earth. Followers are like allies, except they are more willing to be by your side even in the most dangerous situations. These brothers and sisters in arms can be a squad of loyal soldiers, investigators, or students. Though you get to define the nature and the design of your Followers, the Game Master controls them, unless the Game Master awarded you the Resource Followers, then they may define how strong the NPC’s relationship is with your character. Abusing or taking constant advantage of your Followers in dangerous situations can negatively affect them and you may very well lose your friends. Purchasing this Resource more than once either increases the number of Followers your pony has, or improves their experience level.
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Creating Your Character
Resources
Creating Your Character
You may gain 2 inexperienced Followers, or 1 skilled Follower. If you purchase an extra level in Followers, you may choose to obtain another 2 inexperienced Followers, or 1 skilled Follower, or you may instead improve 2 inexperienced Followers into skilled Followers. Inexperience Followers Stats are as follows: 9 Attributes points, 5 Skill points, no Talents or Resources. Skilled or Improved Follower Stats are as follows: 12 Attribute points, 10 Skill points, 1 Talent or Resources.
Mentor
A Mentor is the representation of your pony’s Master, Commander, Teacher, or Manager. She is often a powerful and influential NPC who is connected to your pony in some important way. She might be a senior member of an organization that supports you, a mysterious benefactor who has a special eye for you, or a professor who has taken to mentoring you personally. A Mentor will help your pony but his reasons for doing so may be a complete mystery. While you get to define the nature of your pony’s relationship with their Mentor, the Game Master ultimately controls this NPC and decides exactly what he wants and what he is willing to do for you. Harassing your mentor, or taking him for granted can negatively affect your relationship and you could lose their friendship. Mentors are typically more powerful than your average pony. They often stay in the background, doing favors for your pony, or wielding influence on their behalf. Typical Mentors have 15 Attribute points, 15 Skill points, and access to 2 Talents and/or Resources. Purchasing this Resource more than once increases the Mentor’s power and influence. Improved mentors gain an additional +3 Attribute points, +5 Skill points, and +1 Talent or Resource per each additional level you invest into them.
Rank
Rank is your pony’s position within the military, a corporation, or a secret society. Your Rank gives your pony authority which can lead to bonus dice during social situations, or the Game Master awarding your pony during game play with assistance from your troops, partners, or occult friends. As with any organization, poor performance can lose you ranks and lost ranks can be difficult to recover based upon how bad the fall was. You may even turn an entire organization against you if you aren’t careful. In any Social situation that your Rank applies to, your pony will earn a +2 to their dice pool. Your pony also has the ability to make request for temporary Resources, or boosts to their abilities, Game Master approval withstanding.
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Sanctuary & Homes
Any good adventurer should have a place to call home, where they can store their artifacts, trophies, or say hello to their family if they have any. These refuges can be as simple as a suburban home, a log cabin, or a secret tower upon a lonely island. A pony within the safety of their Sanctuary will gain a +2 Skill bonus to all Skill rolls, while an opponent will suffer a penalty loss of –2 to any Skill rolls related to location, or infiltrating your pony’s secret layer. This represents the fact that you know your own turf better than anyone who would be foolish enough to invade it. Purchasing this Resource more than once increases the size, safety, and comfort of your pony’s Home. Each additional level grants your pony a+2 Skill bonus and increases the penalty upon your foe by –2. With the Game Master’s approval, a group may pool their experience together to purchase a larger dwelling as a base of operations; these could be a larger castle, a mansion, or even a flying fortress. When allies and friends are with you at your Sanctuary and/ or Home, they also benefit from the location bonus that your pony benefits from.
Wealth
Wealth or Wealth Points (WP) is your pony or team’s monetary assets, be it money, ores, valuables, or even favors. It covers how much equity your pony has on hoof, in a bank, or what an ally is willing to cover for you. WP can be used to lower the cost of purchasing major equipment such as upgrades for an airplane, additional compartments for an airship, or defense for a home base. When ponies require that a difficult item or task be accomplished by a supplier, that supplier details the amount of time it will take to accomplish this task as well as how much it may cost in materials and pony power. This is calculated as follows: Difficulty + Time = Total WP cost Difficulty represents the challenge rating for the task, whether it is creating an airship, or installing a new engine into your aircraft. Time is how long it takes, for time = money and a company doesn’t like to waste time that could be better spent on other clients. Wealth can also be used in regards to specific situations if deemed appropriate by the Game Master. An engineer may offer discount WP as a favor, these WP can only be used with this engineer. This example can be applied to many situations and Game Masters can certainly award players WP along with Experience points. Such assets can be lost, whether through theft, poor investments, or even war. The more a player invests points into Wealth, the more the Game Master should be willing to also let the player obtain more and more valuable items with their resources. One level of Wealth is a pony that is comfortable in life, while five levels of Wealth is a pony that is living beyond their wildest dreams.
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▶▶ Lame: Your pony has a bad leg, whether from an accident or from
Unlike Talents and Resources which serve to empower our ponies, Flaws serve to present their weaknesses, whether they are born with it, obtained it during their adventures, or naturally flawed during given situations. Whenever a pony is hurt, or hindered by their flaw, and the player plays to this as part of their role, they should earn a Style point. When you take a Flaw, you gain the added bonus of earning a free Style Point after completion of your pony’s creation. Pony builds with multiple flaws are allowed only if the Game Master agrees that it fits their overall build. If the Flaws provided do not cover any flaws you would expect your pony to have, speak with your Game Master to provide a proper flaw for them.
Physical Flaws ▶▶ Amputee: Through misfortune of
birth. You suffer a –2 penalty to your Move rate.
▶▶ Mute: Your pony is unable to speak, they are not able to read
incantations out loud, nor are they able to shout to warn their partners of incoming danger. They must use other means of communication to express themselves.
▶▶ One Eye: Your pony suffers a –2 to visual perception due to the loss of an eye, and also must suffer this penalty for any opponent that is standing on the side they are blind on.
▶▶ Poor Vision: Your pony suffers from poor vision and suffer a –2
penalty to visual perception. Glasses help to alleviate this penalty, but can be broken or even lost.
▶▶ Wingless: Through some misfortune, you have lost your wings
birth, an accident, or from combat, you are missing a limb. If missing a forelimb, you may not use complex 2 hoofed items, and suffer a –2 penalty to anything that requires using both hooves, such as catching an object. If it is a rear limb, you suffer a –1 penalty to your Move rate.
and cannot fly or use abilities that require the use of a wing. This also includes those who have weak wings, as well as those who are missing a wing.
Mental Flaws ▶▶ Absent-Minded: Your pony is very forgetful, or lazy. They day-
dream when they should be focused upon their work. As a result they suffer a –2 penalty on all perception rolls and tend to skive off from doing their work when it’s most important.
▶▶ Blind: Your pony is unable to see and is forced to use their other senses when performing perception. For any perception that involves the use of sight, the pony is considered completely helpless.
▶▶ Addiction: Your pony suffers from substance addition. If he goes
into withdrawal, he suffers a –2 penalty to all rolls, this penalty can increase by –2 to a maximum of –8. They may remedy this problem by satisfying their craving for whatever substance it may be. As well they may suffer the penalties for an extend amount of time until the Game Master deems them cured of their addiction and thus able to remove the flaw permanently.
▶▶ Deaf: Your pony is unable to hear the sounds around them, though they might be able to feel the vibrations through the air. Depending on the situation, a Deaf pony may suffer as heavy as an –8 penalty to their dice roll, or they may be unable to.
▶▶ Foal: You’re a young child, and are consid-
▶▶ Æther Blind: Your pony is a spell caster who is blind to the mana that surrounds them. They suffer a –2 to –4 penalty to their perception when using mage’s eye, as the trails of mana are extremely faint to their eyes.
ered very small compared to the normal pony. You are considered a Size –1. This flaw can be outgrown, depending on how long a campaign may take.
▶▶ Amnesia: Your pony suffered some sort of trauma that has result-
ed in the loss of important memories. When using Intelligence roll to recall information of their past, they suffer a –2 to as high as an –8 penalty to their dice roll.
▶▶ Hard of hearing: Your pony finds
it difficult to hear minor things and suffer a –4 penalty to their perception when trying to detect sound.
▶▶ Coward: Your pony is in a constant state of
▶▶ Halitosis: Your pony suffers bad breath, and in any social situation suffer a –2 to –6 penalty to their social dice pool.
▶▶ Hornless: You are not benefited by the Invisible Hand Unicorn racial talent.
near panic, terrified of things that are real or not real. If caught in a situation that would call upon their cowardice, they must make a Will check vs. difficulty 6 or suffer a penalty of –2 to all their dice rolls until the current situation is resolved.
▶▶ Ill: Your pony is considered to have been born with a health con-
dition, he is considered weak and suffers a –2 penalty to all rolls whenever their disease acts up. It is best to discuss this flaw with the GM and what it affects. The Ponies of Roan
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Creating Your Character
Flaws
Creating Your Character
▶▶ Illiterate: Your pony is unable to read. When making any knowledge skills or investigation skills that require reading, your pony suffers a –2 to a –6 penalty to their dice pool as a result of being unable to read the words out properly.
▶▶ Impulsive: Your pony is brash and bull headed; rather than wait-
ing, they may get impatient and charge headlong into a situation without the help of their team. A Will check vs. difficulty 4 is required during any situation where patience is necessary. When failed, the pony in question will charge, or perform a rash action that can hamper the current situation.
▶▶ Migraine: Your pony suffers periodic migraines that causes them to have a hard time while trying to concentrate; they suffer a –2 penalty to all Intelligence and Willpower rolls; these include Attribute and Skill rolls that utilize the mentioned Primary Attributes.
▶▶ Obsession: Your pony is fixated on a particular activity, whether
obsessive compulsive, keeping themselves clean, or pure perfection towards the creation of an object or art. They will lose concentration on any other task that they are performing; instead refocusing their goals upon something mundane that they themselves believe has to be made correct. They must perform a Will check vs. difficulty 4 or find their concentration redirected.
Social Flaws ▶▶ Bounty: Your pony has a bounty on their head, bounty hunters
can interrupt an adventure in order to capture and turn in this pony.
▶▶ Callous: Selfish, uncaring, and high on their own throne. These ponies don’t care for others and would rather use them as a stepping stool to obtain their own goals.
▶▶ Condescending: These ponies enjoy belittling others, calling out all their flaws and insecurities.
▶▶ Criminal ID: Your pony has a known criminal history, even if it’s just petty theft. This flaw can make it difficult when talking to a pony or other sentient species in a position of Authority.
▶▶ Disfigured: Your pony has suffered a wound that when viewed in
public, distracts attention and makes it hard for others to concentrate, this can either cause your pony to suffer a –2 penalty to social rolls, or benefit them with a bonus +2 to any intimidation rolls.
▶▶ Intolerant: your pony has a prejudice against others, it can be racial, or against those in a high or low position.
▶▶ Pacifist: Your pony leans towards peace over violence, wanting to
avoid any kind of conflict, to the point that they will try and impede other’s progress for the sake of peace.
▶▶ Secret: your pony carries a se-
▶▶ Overconfident: Your pony believes themselves to be perfect, un-
able to lose in a given situation. They will take on even the strongest, most dangerous task without realizing how far out of their league they are in comparison. Game Masters may attempt to distract these ponies with difficult challenges, bar brawls and other fun distractions.
▶▶ Paranoia: Your pony is afraid, and believes in rumors and con-
spiracy theories. She is distrustful and suffers in social situations. During an intense investigation, they might grow a persecution complex, believing that everyone is conspiring against them, or that anyone they come across is guilty.
▶▶ Phobia: Your pony is terrified of a pony, place, or thing. If this
cret they wish others not to know about. This secret is shared with the Game Master, it is generally a secret that if exposed, would exchange the pony’s flaw with a new flaw based upon the secret. Examples of this would be a pony who committed a terrible crime, now having a bounty placed upon them.
▶▶ Shy: your pony would rather be a wallflower, avoiding all social
situations and crowds, and if surrounded, encloses themselves in the petals of silence. During social situations, the more characters there are, the higher the penalty can be, beginning at a –2 to social rolls.
▶▶ Speech Impediment: Your pony suffers difficulty when they try to
speak, fumbling words, muttering, or stuttering. This can lead to difficulties when trying to give orders. Your pony suffers a –2 penalty to their social rolls.
thing ever appears before your pony, they will suffer a minimum –2 to a debilitating –8 penalty to all skill rolls. If she is covered in this thing or trapped in a location with this thing and has no exit, she is considered completely helpless unless she defeats a Will check vs. difficulty 6. Page 34
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Racial Flaws Pegasi ▶▶ Feather Slough: Pegasi must deal with molting season, where their
feathers begin to fall off, to be replaced by new ones. This can leave a trail of feathers, as well as hamper their flying capabilities. Trackers are benefited with a +2 bonus to their perception and any tracking skill rolls. Pegasi suffer a –2 penalty to their move rate when flying.
Unicorns ▶▶ Horn Bur: Unicorns can sometimes suffer from a painful inflic-
tion of mana crystal build up located in the horns flute. This is commonly known as a Horn Bur, though it passes like a headache, when it hits, it is rather painful penalizing the pony with a –2 to their skill rolls and a three (–3) to their casting rolls. Horn Burs will generally pass after a few days.
Once you’ve created your characters stats and given them their talents, resources, and or flaws, it is time to give them a name, description, and background. In Roan, a pony finds themselves born to a rather colorful name or set of names such as Clear Skies, Butter Ball, or Down Range. Most other nations see the Roan naming scheme as a bit ironic, as the pony name seems to dictate their lot in life, but on the contrary, many ponies, when they come of age, opt to change their names to something befitting of their skillset. It isn’t rare to find ponies that have adopted a more Canidian, or Falconigrad naming scheme, though many Roan historians have pointed out that these names are just as colorful and descriptive of one’s nature as pony names are. With a name comes a face, or in the case of the Roan RPG, a complete description of a character. The character’s physical description helps the GM and players with imagining how the character should look, and what body language they utilize when speaking, or just standing around. After the physical description is complete, it is time to give the character a backstory which helps explain where did they come from and where will they go. These backstories can be colorful enough to even allow the GM to pull from them, such as the inclusion of a character’s past girlfriend, rival, friends, and villains.
Style Points Style Points are the last thing to be added. If a character has a flaw or flaws, they receive one and only one. Additional Style Points can be rewarded for having a background, helping the GM set the table, bringing snacks, etc. GMs should consider offering Style Points as they allow more fun to happen within the game.
Nocturnes ▶▶ Tinnitus: Nocturnes have sensitive ears capable of hearing many
things that other ponies cannot, as well they often can suffer from Tinnitus, a constant ringing or buzzing in their ear, normally it isn’t a problem when there is constant sound, but it can be distracting if a nocturne is trying to concentrate.
Zebras ▶▶ White stripes or Black: Sometimes there is a moment in a Zebras
life where they question whether they are white with black stripes or black with white stripes. Sometimes this silly nonsensical thought can lead to distraction at the most in opportune times.
▶▶ Lyrical Tongue: Zebras can sometimes be born with a magical
twist upon them that drive them to speak lyrically. Though it may seem cute and impressive, the need to form all words into rhymes begins to hamper the Zebra’s ability to socialize, especially when it comes to worlds like orange and silver.
Kelpies ▶▶ Flaking Scales: Some Kelpies suffer an affliction that causes the stones, pearls, and even their skin to flake away. It is not a pretty sight and incurs a –2 to –4 to their charisma appearance rolls.
The Ponies of Roan
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Creating Your Character
Finishing Touches
R
Rules of Play
Roan
The Ubiquity rules are designed to be accessible to all kinds of players. Even someone who has never played an RPG before, or who isn’t good at quickly dishing out the math, will be able to learn the rules quickly. Most of the number crunching has been done for you and all you have to worry about is rolling dice. If you are a player who enjoys rolling dice, you can forgo the shortcuts without upsetting the power balance of the game. The power of the Ubiquity system is its flexibility.
Dice or Coin(s) The Ubiquity system as developed by Jeff Combos, utilizes specialty dice, but a player may use regular dice to represent their dice pool. Challenges are all based on success or failure in an action. The even numbers on a die are considered a success, while odd numbers or tails are considered failures. The more successes you can roll, the better the outcome of your pony’s action. Example: Clear Skies does a perception check. His rating is a total of 8. He will either roll a pool of 8 dice, or flip a coin 8 times tallying up the result. Clear rolls a set of dice and gets the following 3, 7, 5, 8, 5, 4, 6, and 7. The total successes earned are 3 when counting the even numbers. Players can just as easily choose to roll odds over evens, though it is best that all players agree on what is considered a success. This is to avoid confusion, especially from a player constantly changing their choice of success and failure.
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Rules of Play
oleplaying games are a fun gathering of gamers, sitting around a table with one person designated as the Game Master or GM. I like to think of RPGs as collaborative writing, where the GM ultimately sets the stage of the world, laying out points of conflict, and allowing the other players to act as additional writers, expanding the world through the actions of their characters. An RPG needs a foundation for the players and the GM to stand upon, this foundation is the rules and they are there to ensure that everyone is playing fairly. If something is true for one character, then it’s true for another. What defines the differences between two players are their skills and the luck of their dice. The rules applied to the situation should never change. That being said, rules can be as rigid or as flexible as you like. Some players prefer to role-play the resolution, enjoying the outcome of the story through their interactions with the world. Other players prefer to resolve their actions by rolling dice and letting chance dictate the outcome of their actions. In the end it is a matter of personal taste. The Ubiquity RPG system is streamlined for fast, cinematic game play. While speed and simplicity are emphasized over gritty realism, players can still make tactical decisions that will directly impact their character’s chance of success. The goal is to spend less time rolling dice and more time telling a story. This does not mean, however, that rolling dice is not an important part of the game. On the contrary, dice play is a critical part of resolving character actions, but unnecessary dice rolls are eliminated.
Time
Rules of Play
Example Use of Actions
During game, the Game Master will take the time to describe a scene, telling the players what sights, sounds, smells, and sensations the ponies are experiencing. After such a description, the Game Master then expects the ponies to react accordingly, to wander at their own whims if they should feel like doing so. If a pony wishes to resolve an Action, he declares this to the Game Master and the Game Master begins by setting a difficulty. A sample of play as goes as follows: Example: The Game Master describes a marketplace to the players, giving them details of how crowded it is, the smell of food, and the level of noise that is filling the area. Nanana focuses on a pair of suspicious ponies in the crowd and wants to see if Nanana can listen in on their conversation. Matt declares that his pony will perform a Perception check action. The GM determines that the noise of the crowd will place a –4 modifier on any listening checks and that the difficulty challenge to surpass is a perception check vs. 4. Nanana takes her Intelligence (5) and Willpower (4) and adds them together to create the initial dice pool. As a bat pony, Nanana is going to have the benefit of her sensitive ears amongst the crowd, but anypony else will suffer a –4 because of the noise. Nanana only suffers –2 to her total dice pool. Nanana Int 5 + Will 4 = 9 – Noise 2 = Total Dice Pool 7 Now the Game Master could add to the difficulty. The two ponies having their private discussion could be whispering, which increases the difficulty by +2 making the total perception check difficulty now a 6. Nanana dice pool is rolled and tallied, and she succeeds by 6 matching the difficulty. The Game Master may proceed to tell Matt what Nanana has heard. What if it is a challenge that contest two or more parties or ponies against each other? Then they most make opposed rolls using the appropriate skill. Nanana finds her eyes drawn towards a set of alchemical tools. The shopkeeper describes them as being rare and very valuable, but Nanana is suspicious of the claim and decides to investigate. Both parties will face against each other in a contested roll. The shopkeeper uses his Bluff Skill, while Nanana will use her Insight Skill with the additional bonus provided by her Alchemy Skill. Insight (8) + Alchemy Bonus (2) = Nanana Total Dice Pool of 10 Vs Bluff (5) + Haggle Bonus (2) = Shopkeeper Total Dice Pool of 7 Nanana (5 successes) is able to see the false claims for what they are, calling out the shopkeeper (successes 2) who then begs her not to alert the market guards. This is just a small example of how ponies could play out a scene. Nanana could have threatened the shopkeeper with intimidation, or she could have failed with her insight.
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As the Game Master, you are tasked with keeping track of time so that events may activate where and when necessary. A scene could range from a minute to a week depending on what is currently happening to your players’ ponies at that moment of your story. The Game Master has the ability to gloss over unimportant details or even slow time down at critical moments so that the players may attempt to perform an action that may or may not help them. Combat is known for taking minutes to hours to resolve yet in game time, only seconds may have passed. Usually this is because of the complexity of combat and the creativeness of the players who wish for their ponies to perform impressive feats in combat. Combat Turn: One combat turn is considered to be six seconds long. it represents the amount of time it takes for a pony to prepare their attack and execute their action. Scene: A scene is not exactly based on an actual amount of time, as it is more based on how long it is necessary to complete or obtain a central plot point during a campaigns story. This could be as simple as a short conversation spanning half an hour, to solving a specific question which could take days. The Game Master has the power to fast forward time, getting players to the point of the missions or adventure rather than having to suffer the long wait it would take rolling for each and every hour, or day that passes by. Act: If a scene is considered to be a crucial part of time that corresponds to just a small segment of the story, then an act can be seen as an entire segment of scenes put together forming a chapter to the game’s story progress. Usually, once an act is done, players are rewarded for how well they’ve done up to this point, more so then they usually are at the end of a scene or session. Session: A game session runs for as long as the players are willing to sit down and enjoy a game of Roan with the Game Master as their story teller. The Game Master should plan out how long she wants the session to last, and also consider prepping the session with snacks and drinks for the players. It is also courteous of the players to supply food as well. Story: Your story, also known as an arc, is a group of acts brought together to create your adventure. It may take a few game sessions to complete the entirety of the tale, or just one in the case of a one-shot session. By the end of the story your players should have resolved the conflict. Campaign: A campaign is the entirety of your adventures, spanning multiple story arcs placed together to form an epic tale of adventure and intrigue. Multiple campaigns can be strung together to form a long running saga that may go as far as having players play legacy ponies. Downtime: Downtime is an important aspect of playing Roan. Game Masters need to take a break once in awhile so as to recharge their creative batteries and get ready for the next session of adventuring for their players. Sometimes it’s nice to let someone else take the reins of their own campaign so that the Game Master is also able to partake in a game as a player rather than as the creator.
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Actions
Clear Str Total 12 Vs. Nanana Str Total 6 Clear clearly has the advantage and is able to beat Nanana with a 7 to 4. Rules of Play
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Rules of Play
During a session, players task their ponies with a set of actions, using their respective skills and abilities to accomplish tasks that the Game Master has set before them. Player ponies are expected to use their Attributes, Secondary Attributes, and Skill ratings. There are four basic types of actions. Some of the things a pony tries to accomplish can be done fairly quickly, others may take the ponies time and patience to complete with the risk of suffering minor or even adverse consequences. Players will come across four different types of actions which they can use to resolve any challenge that is set before them. Standard Action: A standard action is as straightforward as it sounds and it can be resolved relatively quickly. Standard Actions are not limited to, but include, swinging a sword, jumping, running, or firing a cannon. These are actions that can be accomplished using a character’s Skill rating or Attribute rating. Example: Clear Skies has come across a bridge mechanism and sees that a rock is wedged into its gears, preventing the bridge from being lowered and him from crossing it. He decides to use his Strength Attribute in order to remove the stone. Taking his Strength and doubling it gives him a total dice pool of 8. After rolling, he earns 3 successes, enough to remove the stone and lower the bridge thus continuing on his way. Extended Actions: An extended action, unlike a standard action, takes time to complete, this can involve repairing a vehicle, casting a spell, or translating an unknown tome of great importance. In general, anything that requires more than one dice roll to accomplish or takes more than one combat turn is considered an extended action. Extended actions are resolved with the continued use of a Skill or Attribute roll. The Game Master determines the total number of successes required to complete an action, and also determines how much time progresses while trying to accomplish said action. Climbing a small cliff face may only take a few minutes while building an airship engine may take days, weeks, perhaps even months, thus requiring interspersed rolls throughout a story campaign. This illustrates the complexity of some tasks, and how much work it will take for player ponies to accomplish them.
If a player’s average number of successes exceed the difficulty rating of the task, her pony will automatically complete the task after a certain period of time has passed, again this is to show that any task no matter how easy, or how skilled a player might be, will take time, but the Game Master can reflect upon the pony’s skill by shortening the duration of time passed during all this work. Example: Nanana is working on a complex alchemical mixture that will create a panacea for a town plagued by a terrible sickness. This panacea is no easy task, requiring research and time to ferment and mix. Nanana is then required to make multiple Alchemy rolls, this shows the dedication and time she is taking in order to accomplish the task. The Game Master determines that each roll takes 1 hour of work, so the more successes Nanana can earn, the less time she has to spend creating the panacea. At a difficulty rating of 16, Nanana finds her work cut out for her as her total dice pool with the added bonus of research books only amounts to a dice pool of 11. Nanana begins making her Alchemical skill roll, rolling a 4, then an 8, then a 6. Her total number of successes is 18, but it took her three rolls to obtain it, thus 3 hours have transpired during her work. Game Masters may also wish to make skill rolls take days, perhaps even weeks to accomplish. During this time, adventurers may continue onwards to other locations, returning to the location of work to continue another round of hard labor until the task is complete. It is assumed that any and all work for that week is done throughout the adventure, as long as the players are near the location where the required task is to be accomplished. Opposed Actions: Opposed Actions are taken when two parties are working against each other to accomplish a task. To put it simply, it is a game of tug-o-war, where two or more ponies compete against each other. Opposed actions are resolved with opposed Skill or Attribute rolls. The player who rolls the most successes wins. If two players roll the same number of successes, neither pony is considered the victor and the challenge is considered tied or they continue onwards until one of them wins. Combat is considered a situation where opposed rolls take place, one player attacks, swinging their weapon at another, whom is the defender and must oppose the attacking players roll with their defense roll. Example: Clear Skies and Nanana decide to have an hoof wrestling match to decide who earns the last hard cider. Clear Skies has a Str 6 while Nanana only has a Str 3. They will double their Str Attribute and contest against each other.
Rules of Play
Difficulty
All actions compete against a difficulty whether it is a static difficulty, or an opposed difficulty that contests two or more ponies against each other. The Game Master determines the difficulty rating of an action based on how tough a task will be to perform. These tasks can be as simple as brewing a cup of tea, to trying to knock an apple off of a pony’s head with an arrow from a hundred paces. The difficulty rating is the number of successes required to complete the task. The more successes a player earns over the task the more bonus’s a Game Master can apply to the scenario such as shortening the time it took to accomplish the task or giving a positive boon temporary or permanent. Difficulty ratings for tasks normally range from one to five, but exceptionally difficult tasks may have higher ratings, this also includes tasks that may take more than a few hours or days to complete. Difficulty
Rating
Time
Easy
1
A few seconds
Average
2
A few minutes
Tough
3
Half an hour
Hard
4
An hour
Very Hard
5
A couple of hours
Improbable
6
A day
Nearly Impossible
7+
Days, weeks, years
Example: Pvt. Exposition is trying to convince his comrades in arms that it would be too dangerous to follow the current path they are trotting along on due to the possibility of rockslides. He must convince them using diplomacy. The Game Master determines that persuading his fellow ponies will be a difficulty of 4. Pvt. Exposition will have to roll 4 or more successes in order to convince them that he is right.
Dice Pool
Skill and Attribute Ratings All ponies will make their dice pool based upon a specific Skill or Attribute rating. The first step in figuring out your pony’s dice pool size is to determine your pony’s appropriate Skill, Attribute, and any modifiers. Skills cover most actions that your pony will attempt, including Specialized Skill bonuses. If your pony possesses the proper Skill for a task she is attempting, your dice pool is equal to her Skill rating. If there is a case where she doesn’t have the necessary skill, and she may attempt to accomplish the task using only the Attribute that applies to the required skill as well as a –2 to the dice pool. Example: Clear Skies and Nanana are flying along comfortably on a small airboat when it suddenly begins falling out of the sky. They quickly assess the situation and notice that the engine is smoking and repairs are needed immediately. Clear Skies decides to use his skill in Crafting – Engineering to repair the engine. His total Craft rating is 10. Nanana does not have crafting, so her dice pool is equal to her Intelligence rating –2, giving her a total dice pool of 3. Unfortunately she is not going to be much help with repairing the boat. Skills are generally very broad in their topic, but a pony can have a Skill Specialization which when applied to an appropriate situation adds bonus dice to their dice pool. Example: Nanana is being chased by squad of guards through a market square and decides to impede their progress. She fishes out a bottle of explosive glue and throws it at them using her Athletics rating of 7 plus Skill Specialization Throw which gives her an additional +2 to her dice pool which gives her a total dice pool of 9. Attribute rolls are made for any action not specifically covered by a skill; this could be lifting, or snatching an item away from someone else. In this case the pony’s dice pool is equal to the appropriate Attribute rating. Primary Attribute rating × 2 = Total Dice Pool Secondary Attribute rating = Total Dice Pool
The Dice pool represents how many dice you are able to roll in order to perform and accomplish a task. Dice pools are calculated based on the pony’s appropriate Skill or Attribute rating for the task they are attempting to complete. Modifiers can be applied to the dice pool as well as based on circumstances; they can add or take away dice making things easier or harder to do. Example: Boulder Dash is attempting to climb a difficult cliff facing. He uses his Athletics which is a combination of the skill Athletics (4) and the Attribute Strength (5), in addition, he also has climbing gear which gives him a bonus +2 to his dice pool. His total dice pool is 11 dice. The Game Master can complicate matters by saying that the cliff face is extremely fragile with very loose stones scattered about, giving Boulder Dash a higher difficulty to contest against. The Game Master is also able to add negatives to Boulder Dash’s Dice Pool by saying that the air is thinner (-2) and the rocks are also wet (-2) which will reduce Boulder Dash’s total dice pool to 7. Page 40
Example: Snickers and a gryphon guard are racing to get hold of a blade first. Since this action is based on pure speed, the Game Master has both characters make an opposed Dexterity roll. Snickers pony has a Dexterity 5, so his total dice pool to grab the blade is 10. Once you’ve totaled your base dice pool for an action, the next step is to add or subtract dice for equipment and any good or bad situational modifiers.
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Extenuating Circumstances
Modifiers
Ponies can be afflicted by terrible conditions or circumstances that would create heavy penalties on them. Your pony may be wounded, blinded, have a major disability, or bound and gagged. Some of these factors can hurt the size of your dice pool, other times they may help you, but rarely so. The Game Master will decide what factors will affect your player during game play. Example: Valiant is badly wounded and trying to scale over a cliffs edge. Normally his Athletics rating would give him a dice pool of +7to his climbing roll, but unfortunately his current health of –3 will penalize him, taking away 3 dice from his total dice pool and only giving him 4 dice to roll.
Modifier
Example
Dice Pool
Extraordinary bonus
Hoof of God
+10
Superior bonus
Extreme Patience
+8
Major bonus
Masterwork Tools
+4
Moderate bonus
Good set of tools
+2
Minor bonus
Has a manual
+1
No modifier
Normal conditions
0
Minor penalty
Slightly blinded
–1
Moderate penalty
Improvised tools
–2
Major penalty
Cripple
–4
Time
Dice Pool
Severe penalty
Blind
–8
Extreme use of patience
+8
Blind and bound
–10
Spends about an hour
+4
Taking your time
+2
Devastating penalty
Time
Time is an important factor, it gives them plenty of time to think, plan, and act, or there may not be enough time thus causing a pony to panic and rush. A pony willing to take her time will earn herself bonus dice as opposed to a pony who rushes and earns penalties. At other times, ponies may find themselves being rushed due to a trap, or an oncoming monstrous creature.
Equipment
When working on a task, the right tool can make any difficult job a little bit easier, it also adds bonus dice to your pony’s dice pool. Using the wrong piece of equipment or having to improvise a tool may impose a penalty to your pony’s dice pool. In addition, the better a tool’s or equipment’s quality is, the more bonuses that are applied, just as lower quality tools and equipment may apply penalties. Example: Clear Skies is hard at work building an engine for a client using a set of masterwork tools to assist him and uses his Crafting – Engineering Skill rating to repair the engine. His total Craft rating is 10, than he adds a bonus 4 from the masterwork tools giving him a total dice pool of 14. The most commonly used type of equipment bonus comes from weapons. Each weapon has a damage rating that is added to the Skill rating when determining the dice pool to attack with that weapon. Example: Boulder Dash is locked in heavy combat, swinging her sword at an oncoming canidian privateer. Boulder Dash has a Melee 8 with swords and the weapons rating is a 3L, his total dice pool is now 11. Note: Weapons and equipment bonuses do not count toward the maximum number of bonus dice that may be added to a dice pool.
Rules of Play
Normal speed
0
Rushed
–4
Extremely rushed
–8
Example: Nanana is bound and tied in a room full of lit explosives, she figures she has about 1 minutes before the fuse reaches the dynamite. The Game Master needs a roll to represent Nanana trying to wiggle out of her bonds. Nanana has about 12 combat rounds (1 minute) before the explosion happens, and it would take about 4 combat rounds to get out of her bonds (24 seconds). Nanana will have to work twice as fast if she wants to survive. Her acrobatics is a 8 but suffers a –4 penalty for working twice as fast, giving her a total dice pool of 4. It isn’t much but it’s better than nothing and Nanana might just be able to escape with the flank intact!
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Rules of Play
No task is done in a pure empty vacuum, as there is always something happening that can make a task easier or more difficult. These modifiers translate into bonus or penalty dice on the task that is being attempted. Bonus dice are added to a dice pool while penalty dice are subtracted from it. A maximum of ten dice may be added or subtracted from a dice pool, not counting equipment bonuses. The task fails automatically if the modified dice pool is reduced to zero or less.
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PO N I
Style Points Rules of Play
The most important and fun part of the Ubiquity system is the use of Style Points. Style Points can help change the scene ever so slightly, boost a players dice pool size, or help reroll dice. Game Masters are encouraged to reward players for good roleplaying, polite behavior, and for doing amazing feats of adventuring. The more style points a player earns, the more benefits they add to the game, and the more effective they will be.
Taking the Average During the game, sometimes it is necessary to make sure that players move along smoothly. When a challenge rating is half the players total dice pool or less, the player automatically succeeds. The only time a Game Master should ask players to make a roll is when the pass or fail of a roll is extremely necessary to the game’s story such as a major plot point. Example: Valiant has a Diplomacy rating of 8. Taking the Average nets him 4 automatic successes. He won’t need to make a Diplomacy roll for any Diplomacy task with a difficulty rating of 4 or less.
Resolution Players are not expected to roll for every little thing they are doing, things like walking or even breathing would be considered a bit too much work just for rolling. As ponies commit to an action, they are able to earn a degree of success based upon their dice roll. When a player’s roll is equal to or more than the difficulty rating, she succeeds, even better, if the roll did surpass the challenge, bonuses could be awarded to her by the Game Master based on the circumstances. Successes Vs. Diff +5 or more
Degree of Pass or Fail Stupendous Success
+4
Amazing Success
+3
Major Success
+2
Complete Success
+1
Simple Success
0
Minor Success
–1
Failed
–2
Failed Badly
–3
Failed Horribly
–4
Failed Dreadfully
–5 or less
Earning Style Points
The Game Master may award Style points as he or she sees fit. Style points are normally earned through roleplaying and other activates that generally benefit the game, such as assisting new players to the game, bringing snacks and drinks. They are awarded before, during, and after game. You may earn Style points during play for a variety of different reasons:
▶▶ Pursuing your Motivation ▶▶ Acting out your pony’s Flaw ▶▶ In-pony Roleplaying ▶▶ Awesome one liners ▶▶ Between session story writing and game reports. ▶▶ Hosting the game at your house ▶▶ Bringing snacks or drinks There are no limits to what Style points can be awarded for, in the end it is up to the Game Master, but it is necessary to remember that Style points allow the game to be fun, and to allow the action to expand in crazy directions. Note: Style points should be tracked, whether with markers, or written on paper. The Game Master should also make notes of how many points each player has earned so that they can use them next session.
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Spending Style Points
Sharing Style Points
Style points always belong to the player pony that earned them. They may never be given away or traded to another pony. However, you may spend Style points on behalf of another pony, such as an Ally or Follower. Nothing says that a Game Master can’t allow Style Point trades to happen, it is merely suggested to not be allowed as it can make games amazingly one sided in the players favor.
Rules of Play
Style Points may be used for a variety of benefits, either to the players dice pool, or to the scenery. Bonus Dice: The most common use of Style points is purchasing bonus dice for a particular action. You receive one bonus die for every Style point spent. These bonus dice are only good for a single dice roll, after which they are gone. Additional Style points have to be spent to get bonus dice on another roll. Bonus dice may also be purchased to increase the average of a dice pool. You may not buy more than ten bonus dice on any one action. Boosting Talents: Talents may be temporarily boosted with Style points. Your pony’s Talent is improved by one level for every two Style points spent. The improvement lasts the duration of an entire combat or an entire scene if it is a non-combat Talent. After this time, the Talent reverts back to its normal level. Your pony must have a Talent in order to boost it. You cannot boost a unique Talent, or improve a standard Talent beyond its maximum level. Example: Nanana is furious that some pony would attack her, her player spends two Style Points to purchase a temporary boost in Hammer Adept. Nanana now has this benefit for the rest of the combat. Damage Reduction: Any damage inflicted on your pony may be reduced with Style points. Your pony takes one less point of damage for every two Style points spent. This represents your pony’s special status as a player pony. Even an absent-minded alchemist can blunder through combat with not even a scratch upon her body. Major villains may also benefit from their own personal stash of Style points, making them just as hard to kill as player ponies. Style points may only be spent to reduce damage when it is inflicted, not after the fact. During a resting phase, such as ponies staying at an inn, or having made camp, a player can spend Style Points to further boost their healing, a sign of being fully rested. Example: Scene: A player may spend Style points to make minor changes to the scenery, these can help the player, or hamper the enemy. Example: Other: The Game Master may also allow players to spend Style points for other benefits, such as altering a plot point or making a seemingly random event turn out in the pony’s favor. Example:
Experience Points At the end of your session, or your campaign, it is time to award your players Experience points for attending the game session and or even seeing the game all the way from beginning to end of the current chapter. Most ponies wish to learn, and increase their capabilities. ponies learn from their mistakes, but learning not to make mistakes in the first place requires some common sense.
Gaining Experience Points
The Game Master Awards experience points to players based upon roleplaying, participation, being helpful to others, and having an all around good time.
▶▶ Automatic: ponies gain 1 exp point just for being in the game. ▶▶ Danger: ponies earn 1 exp when facing grave danger and managing to survive. 2 exp if they are awesome about it.
▶▶ Roleplaying: ponies earn 1 exp point for exceptionally good portrayal in game.
▶▶ Success: ponies gain 1 exp for each time they are able to push the plot.
▶▶ Wisdom: ponies gain 1 exp whenever they learn a critically important piece of information.
Spending Experience Points
Experience points may be spent to improve your pony’s Attributes, Skills, Talents. Resources are normally gained or lost at this point, and flaws could be removed at the price set by the Game Master, though some flaws are more permanent then others such as Blindness. Trait Primary Attribute Skill
Style Point Options
Game Masters may alter the value of Style points to suit the style of game they wish to run. This can help represent a more heroic type of story, or ponies who have the benefit of the fates watching over them.
Experience Cost Attribute Level × 5 points Skill Level × 2 points
Skill Specialization
3 points
Talent
15 points
Resource
15 points
Note: No trait may be raised by more than one point at a time. Rules of Play
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Combat Combat Rounds Each round of combat is considered to be six-seconds. This will help to determine the length of time it takes before a specific action activates, such as a delayed spell, or event.
Combat
Initiative
R
oan is filled with adventure, be it touching the skies in an airship, or spelunking deep within an ancient dungeon. With such adventures comes combat, a neck and neck race to see who stands and who falls as blades, magic, and bullets are let loose across the battlefield.
Combat Overview Step One: Initiative Roll
At the start of combat, roll your Initiative to determine your pony’s position upon the combat roster. Once all Initiatives have been rolled, combat will begin. The pony who rolls the most successes will begin combat first, the lowest, last.
Step Two: Declare Actions
When it is your turn, you may have your pony commit to an active action and a move action and/or a free action. Active actions are considered actions that take time such as combat, while free actions are considered actions such as talking.
Step Three: Attack
As the attacker, you calculate your pony’s total Attack rating, including appropriate modifiers, then roll your modified dice pool vs. your opponents total Defense rating.
Step Four: Defense
Initiative helps to define who goes first and who goes last during rounds of combat. If two combatants roll equal Initiative successes, they compare their Dexterity and the combatant with the higher Dexterity goes first. If they are still tied with equal Dexterity, than they both perform their actions at the exact same time. Dexterity + Intelligence = Initiative
Holding Actions
During combat, a player may want to hold their action in order to take advantage of a more opportune moment, or they may want to coordinate their actions with an ally on the battlefield. A pony with a slower Initiative may choose to hold their action to improve their position in the Initiative order.
Surprise
When ponies are caught flat-footed, they are considered surprised. The ponies who have coordinated the surprise assault get to act first. The flat-footed ponies may still roll their Initiative, but they may not take an attack action, they may only move, or dodge.
Active Action
An active action is one that takes part of your round to do. Attacking, spell casting, item use, skill use, and maneuvers are all considered an Active Action. You may choose to do one. In addition to attacking an opponent, your pony may also use his Attack action to perform a particular Maneuver that may take up their Move action as well.
Movement
Defense is considered a reaction. If your pony is attacked, they will naturally defend themselves, whether it is dodging, blocking, or taking the brunt of the damage against their armor. You calculate your pony’s total Defense rating, including appropriate modifiers, then roll your modified dice pool vs. your opponents total Attack rating.
A Move action allows your pony to move as far as their Move rating. Your pony may perform their Move action before or after their Active action. There are no rolls necessary, you declare your movement and move accordingly. A pony or creature with flight can move at double their maximum movement when flying.
Step Five: Damage
Defensive Action
After the attacker and defender compare their dice, they determine who has succeeded. If the defender has more successes than the attacker, the defender successfully dodged, or blocked the attack. If the attacker succeeds, they tally up every success over the defender’s success. Each of those extra successes count as damage.
Step Six: Health
If the defender takes damage, he marks off the appropriate number of health points on his paper. Afterwards they determine if they can still go on, or if they have become incapacitated, or worse. Page 44
Defensive Actions are a reactive action. During combat, if your pony is attacked, she will naturally react to the aggression and defend herself.
Combat Maneuvers
During combat, you may commit to a Combat Maneuver which is a specialized Action that may or may not come with a price. These special maneuvers may provide bonuses and or penalties to attacks, or allow your pony to do other useful actions.
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Offensive Maneuvers Aim
Auto-fire
Most weapons can only be fired accurately once or twice per combat round. Automatic weapons are capable of Auto-fire, capable of letting loose with a steady stream of bullets, or arrows, and what they lack in accuracy, they more than make up for with heavy firepower. Burst Fire: Your weapon may fire up to its Burst rating at a target. You gain +1 to your attack roll. Full Auto: Your pony fires half or all her rounds of ammunition. For every 5 rounds spent, +1 die is added to your dice pool up to a maximum of +6. Strafing: Your pony may strafe their fire across multiple targets when making a Full Auto attack, but they suffer a –2 penalty for each five-foot distance between targets. Special: When making a Full Auto or Strafing attack, you cannot use your active defense. If attacked, you may only roll your pony’s Passive Defense rating (plus any applicable defense modifiers) for her defense roll.
Called Shot
During combat, your pony may want to target a specific location, such as an object, or a weak spot. You may also be attempting to take out an opponent that has taken your friend hostage and you do not wish to bring him harm. Examples of difficulties along with their effects are as follows. Action
Difficulty
Effect
Head shot
+6
Those with mook status automatically removed from combat
Leg shot
+4
Pony can't move for 1 round per success
Arm shot
+4
pony cannot perform actions for 1 round per success
Shot into a Crowd
+1 per pony in the way
Successful shot will hit target
Charge
Your pony decides he wants to bull rush an opponent, making a reckless headlong assault using either Brawl or Melee attack. Charging grants a +2 bonus to your attack roll.
Rules of Play
Grapple
During combat, you attempt to have your pony pin an opponent to immobilize them. Make a Brawl touch attack with penalty equal to the Size rating of her opponent. Compare the opponent’s Strength rating with the amount of damage your pony would have done. If the damage you rolled is less than or equal to your opponent’s Strength rating, your pony’s grapple attempt fails. If you roll more damage than the opponents Strength rating, your pony successfully grapples them. On your opponents next turn, they may only attempt an opposed Strength roll in order to free themselves. If you roll more than twice your opponent’s Strength rating, your pony pins them and they are only allowed to use their passive Defense rating for Defense rolls.
Throw
Your pony attempts to throw their opponent to the ground or across a field or room with a Brawl attack. Make a Brawl touch attack against the opponent. Your pony suffers a penalty equal to the Size rating of her opponent. If successful, your pony does no damage. Instead, compare the opponent’s Strength rating with the amount of damage your pony would have done. If the damage you roll is less than or equal to the opponent’s Strength rating, your throw failed. If you rolled more damage than his Strength rating, your pony throws him five feet per success in excess of his Strength rating. if this causes the opponent to strike an object and he cannot move further, he suffers a point of nonlethal damage for each five feet that he is unable to move. The Game Master may allow for additional damage based upon where he lands and what he landed on.
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Combat
During combat, your pony may take their time to Aim a ranged weapon at an opponent. For each round that you commit to aiming, you receive a +2 aim bonus on your attack up to a +4 aim bonus. Special: Aiming takes patience and you must give up your Move action in order to commit to an Aim Combat Maneuver. As well, due to sitting still and aiming, your pony may not use their Active Defense as they are unable to or unwilling to dodge in order to get the perfect shot. If your pony is damaged, you lose your Aim bonus. You may drop your Aim bonus in order to defend yourself, but you lose the accumulated Aim bonus and must start again.
Push: Instead of making a standard charge attack, your pony may attempt to shove his opponent rather than damaging him. In this case, he makes a Touch attack against his opponent. If successful, he does no damage. Instead, compare his opponent’s Strength rating with the amount of damage your pony would have done. If you rolled more damage than his Strength rating, he moves his opponent back five feet per success over his opponents Strength rating. Tackle: Your pony decides to tackle your opponent to the ground, and grapple them. She makes a Touch Attack against her opponent. If successful, she is considered grappled with the enemy and has dragged them to the ground. Special: When making a charge attack, your pony cannot actively defend herself. If she is attacked, you only get to roll your pony’s Passive Defense rating (plus any applicable defense modifiers) for her Defense roll.
Combat
Total Attack
When making an all out attack against an opponent, your pony may forgo their Move action in order to make a Total Attack which gains them a combat ability or a +2 to their combat rolls. Dual Wield: If your pony is wielding multiple weapons similar or different, they may choose to attack twice with the same weapon or attack once with each weapon up to a total of two attacks. However it is difficult to do combat in this way and the attacker suffers a –4 penalty to their main hand weapon and a –6 penalty to their off-hand weapon. Rapid Attack: Your pony attacks the same target twice, in quick succession, using a single melee weapon, their bare hands, or a ranged weapon. You give up the normal total attack bonus and suffer a –4 penalty to both attacks when making a flurry attack. Special: When making a Total Attack, your pony cannot actively defend herself. If she is attacked, you only get to roll your pony’s Passive Defense rating (plus any applicable defense modifiers) for her Defense roll.
Trip
During a fight, you wish to ground your opponent. You may trip them by making a Brawl touch attack against the opponent. Your pony suffers a –2 penalty to their trip attack if their opponent has more four or more legs, and are not in a bipedal stance. If successful, your pony does no damage. Instead compare your successes vs. the opponents Strength rating. If you have more successes, you have knocked your opponent prone.
Defensive Maneuvers Block
Instead of making an attack, your pony attempts to block all Brawl attacks made against her during their turn. If she is attacked, make an opposed Brawl roll against her opponent, including any appropriate Defense modifiers. If you roll more successes than her opponent, the attack is successfully blocked and no damage is taken. If your opponent succeeds in their attack, than you take damage for each success he makes over your pony’s Block. Special: Whomever you’ve chosen to block, you may not use your Defense Rating as you’ve chosen to use your Brawl Skill rating instead. You may, however, use your Defense Rating against other types of attacks.
Cautious Attack
You may suffer a –4 to your total Attack rating in order to gain a +2 to your total Defense rating for the remainder of the round. This represents your pony fighting in a more defensive manner than offensive.
Disarm
Your pony may attempt to disarm his opponent by knocking his weapon away from his hand with a melee weapon, or by stealing his weapon using a hand-to-hand attack. In combat, make an opposed Melee (or Brawl) roll against the opponent, but you suffer a –2 penalty for striking at his weapon. In addition, your opponent receives a +2 bonus if he is dual wielding, or equipped with a shield. If you roll more successes than your opponent, you will have successfully disarmed them. For every success, Page 46
your opponent’s weapon is flung an extra five feet. Alternatively, the same rule can be applied for disarming and using an opponent’s weapon against them which requires a player’s character to be in close distance to their opponent.
Dodge
Instead of making an attack, your pony attempts to dodge all ranged attacks made against him during the round. If he is attacked, make an opposed Athletics roll versus his opponent’s ranged attack roll, including any appropriate Defense modifiers. If you roll more successes, you dodged, if your opponent rolls more successes, then your pony takes damage equal to the number of extra successes your opponent rolled. Special: Because your pony is actually trying to evade ranged attacks, their normal Defense rating does not apply, however against any other type of attack, it still applies. Note: If your pony has Acrobatics, they may use that Skill in place of Athletics when dodging ranged attacks.
Parry
Similar to Block, your pony attempts to parry all Melee attacks made against him. He must have an appropriate weapon armed in order to perform this maneuver. If he is attacked, make an opposed Melee roll against his opponent, including any shield or weapon bonuses, and any appropriate Defense modifiers. If you roll more successes than the attacker, the strike is parried and does no damage. if the attacker rolls more successes than you, you take damage equal to the number of successes over your Parry roll. Special: Because your pony is actively trying to parry Melee attacks, his normal Defense rating does not apply, however he may still use his normal Defense rating against other types of attacks.
Total Defense
In extreme circumstances, your pony may focus entirely on defense. By giving up their active action, they gain a +4 bonus to their Defense rating. This represents your pony timing your opponents move in order to block, dodge, and parry strikes.
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Standard Maneuvers Fall
During combat, your pony may choose to fall prone to the ground, this can be done in order to let them access a low passageway, or to quickly dodge an incoming attack. The pony earns a +2 bonus to their Active Defense only for the round that they chose to fall.
Attack An attack represents your pony’s ability to strike and damage her opponent. It not only determines if your pony hits her opponent, but more importantly, how much damage she deals to him. Attack covers both damage as well as accuracy all rolled together as a single dice pool.
Attack Rating
Reload Weapon
Combat Skills
Your pony draws a weapon and readies it for combat. Most weapons will only take a single action to ready, but some weapons may take longer to ready based on how complex they are and how or where they are being carried. Your pony reloads their ranged weapon. All weapons have a reload rating which shows how many actions it takes to reload that particular weapon. Some are as easy as quickly changing the magazine, others may be more complex due to having to strip the entire weapon apart in order to replace its ammo. If reloading a weapon that has a cylinder or internal magazine, your pony may insert a number of rounds equal to their Dexterity rating each time they perform this maneuver.
Run
Instead of taking an Active Action, your pony doubles her Move rating to determine the distance she runs during the combat turn. She may defend herself as normally, but will be unable to perform any other action while running.
Sprint
Instead of taking an Active Action, your pony quadruples his Move rating to determine the distance he sprints during the combat turn. He may keep up this speed for a number of turns equal to his Body rating. If they push themselves beyond their Body rating, they incur a nonlethal wound per round that they continue sprinting. As they are sprinting they are also considered more difficult to hit, and earn a +2 bonus to their Active Defense.
Four Legs or Two?
All ponies, when moving on two legs, are subject to movement as normal. When a pony decides to run on all fours, they may add half their movement rank to their normal movement. A pony with rank 8 now moves rank 12. A pony receives a –2 to their dice roll when going back to two legged stance when performing an action.
A pony’s attack rating represents how powerful of an attack they utilize. A very powerful but inaccurate attack is no different from a weak but accurate attack. Once uses brute force, the other takes advantage of weaknesses and openings in an opponent’s defense. Your pony’s base attack rating is equal to his appropriate combat Skill rating: Ranged Attack: Archery, Athletics, Firearms, or Gunnery. Brawl Attack: Brawl rating Melee Attack: Melee rating
Attack Modifiers
In combat, numerous factors apply as bonus and penalties to a combatant’s skill. The quality of their weapon, the size of their opponent, the layout of the land, and any other elements such as rain, fog, or bright sun.
Weapon
Each weapon has a damage rating depending on how powerful or accurate it is, as well some weapons have the benefit of Armor Penetration (AP) which negates against armors Damage Reduction. DR is treated like auto-successes vs. attacks. AP takes away from DR. DR 4 – AP 2 = DR 2 Following the above, the defender will add the additional +2 DR to the sum total of their dice pool success roll.
Size
Roan is filled with many ponies and creatures, from the simple pony Size 0, the Clydesdale Size 1, to Dragons Size 6 or more. Smaller creatures can be a challenge to attack, but larger size creatures can be easier to hit. Size
Attack Mod
4
–4
During combat, you may find your pony knocked to the ground. In order to stand up they must spend an Active Action to do so.
2
–2
Use Item
1
–1
0
0
–1
1
–2
2
–4
4
Stand Up
Instead of making an attack, you may use an item or operate a simple piece of machinery.
Use Skill
Instead of making an attack, your pony may perform a Skill in combat. This can be a medical skill, leadership, or other. Rules of Play
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Combat
Ready Weapon
Defense Defense is a combination of your pony’s Active and Passive defenses, while Magic Defense is defined by the pony’s Willpower, the natural resistance to the manipulation of mana around them. Your pony’s Defense rating is calculated as follows:
Combat
Defense = Passive Defense + Active Defense – Size Passive Defense = Body rating Passive Defense is the body’s natural resilience. Sometimes a pony might be caught in a situation where they are unable to dodge. Hot steam filing a small room for instance would require a pony to use only there Passive Defense.
Range
When attacking a distant target with a ranged weapon, your pony will suffer penalty modifiers the further away your opponent is. A weapon has an effective range, anything beyond its effective range begins to accrue penalty mods. In the case of rifles, they have a minimum and maximum range as once an opponent is in their face, it is difficult to get a shot off effectively unless they are trained in close quarters combat. Range
Distance
*
Short
Weapon Range
0
Medium
Weapon Range × 2
–2
Long
Weapon Range × 3
–4
Extreme
Weapon Range × 4 or more
–8
As with Attack mods, there are Defense mods which can be added to the pony’s defense, this uses the previous size, range, and visibility charts to calculate defense.
Multiple Attacks
Visibility and Cover
It is hard to attack in fog, or to hit an enemy who has cover. Dim light, a window or door frame, these things can all block or hinder line of sight. Remember an enemy behind cover does not mean full protection, it just means they are more difficult to hit due to having to guess where they are. A lucky shot or guess can still prove effective though in these cases, as cover doesn’t always stop penetration.
Blinding Light
Cover
Example
Full Cover Wall
Mod –8
Bright Light
½ Cover
Window
–4
Glare
¼ Cover
Partial Frame
–2
Well Lit
No Cover Simple light, no cover
0
Dim Light
¼ Cover
Heavy rain
–2
Near Darkness
½ Cover
Minor fog
–4
Full Cover Thick fog
–8
Blind
Magic Defense = Willpower
Defense Modifiers
* See weapon description.
Visibility
Active Defense is used when trying to avoid touch attacks, such as those done by mages extending a pain spell.
Magic Defense is used against others whom are using spell casting to modify your own body or mind. This includes a castor trying to read your mind for example.
Mod
Point Blank Less than 5 feet
Active Defense = Dexterity Rating
Wounded Penalties
When a pony finds themselves surrounded and overwhelmed by attacks, they begin taking a cumulative –2 after the first attack and for each and every attack that round.
Touch Attacks
Sometimes a pony needs to only touch an opponent in order to commit an attack, this includes grappling, spell casting, and more. The defending fighter does not get their Passive Defense and may only react using their Active Defense. Touch Attacks still must take into account any wound penalties, size, and cover penalties.
Area of Effect (AOE) & Arc Attacks
Area of Effect attacks are generally explosions or magical attacks that spread out from the sources of the attacks. A 1 burst and 2 burst attack are shown in the diagram on the left. A 1 arc and 2 arc attack are shown in the diagram on the right. 2
2
2
2
1
1
1
2
1
2
1
1
2
2
1
1
1
2
2
2
2
When your pony’s health enters negative hit points, those negatives are also added to all your skill and defense rolls. Page 48
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2
2
2
Aircraft Versus Aircraft
R
oan is filled with adventure, be it touching the skies in an airship, or spelunking deep within an ancient dungeon. With such adventures comes combat, a neck and neck race to see who stands and who falls as blades, magic, and bullets are let loose across the battlefield.
Step 1: Dog Fight
Once combat begins, the fighters spin into a Tactical Egg beginning the dog fight phase of combat. Each combatant pits their skills and their aircraft’s capabilities against each other as follows. Vehicle Rank + Pilot Rank + Mod = Total Initiative. This reflects the overall capability of aircraft and pilot as well as the maneuver they commit to. A high roller takes the role of predator, while the low roller takes the role of prey.
Step 2: Prey Actions
The prey may enact defensive maneuvers in order increase their defense, or increase their next dog fight roll. Vehicle Defense + Pilot Rank + Mod = Total Defense Roll
The predator may initiate an attack or choose to increase their aim. Plane Weapon + Pilot Rank + Mod = Total Attack Roll Using the total damage bonus supplied by the airplane, the pilot makes their attack. After everything is complete, begin the Dog Fight phase again until an opponent has escaped, or been shot out of the sky.
Dog Fight A dog fight can be chaotic, with opponents twisting, turning, and pushing their planes and skill to the limit. The pursuer will always have the advantage against their prey, as they will be able to implement a full out attack without any repercussion. Combatants face off against each other, taking into account their skill and the plane’s rank which represents its total capabilities. Additional modifiers can be added to the plane based upon additional equipment. If two combatants tie, the plane with the highest rank goes first, if they continue to tie, then both planes roll again to avoid colliding with each other. Combatants can earn an initial bonus modifier based upon how they entered combat, afterwards these bonuses go away until those two combatants either break away, or one succeeds in shooting the other down.
Prey may not attack unless they have a weapon with counter attack.
Situation
Bonus
Cloud Cover
+2
Out of the Sun
+4
Nap of the Earth
+4
Rain
–2
Storm
–4
Æther Storm
–6
Air Combat Round Unlike regular combat, Air Combat involves to combatants slowly falling to the ground as the various maneuvers quickly begin to take a toll on the altitude. When they’ve reached ground level, they incur a –2 to their Dog Fight rolls to represent their caution with avoiding a collision with the ground. The more populated the landscape, the higher this difficulty can be. The height of combat is generally declared by the Game Master, and it is best for the pilots to pull away and reach optimum altitude to initiate combat again.
Rules of Play
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Aircraft Versus Aircraft
Air Combat Overview
Step 3: Predator Actions
Aircraft Versus Aircraft
Multiple Plane Combat
Mid-Air Collision
During air combat, there are moments when one group of fighters will outnumber their opposition. A pilot and his wingman vs. 1 single opponent will gain a +2 to their dog fight rolls. For every extra plane, they gain a +2. This represents all avenues of escape being blocked off to the enemy combatant. When multiple planes are in combat, each pilot rolls for their Dog Fight roll as normal. The pilots are then lined up from lowest die at the top, to highest die at the bottom. The pilot with the lowest roll may only choose a defensive position. The pilot with the highest roll only needs to attack. Pilots that are between the highest and lowest roller will organize themselves according to high and low rolls. They are then given the option of going on the defensive or the offensive.
All too often during air combat, mid-air collisions are a common occurrence, as the attacker does everything they can to ride the tail of the defender, it doesn’t take much for the two to accidently collide. If both combatants tie in their Initiative roll, they roll a second time, if it ties again, a mid-air collision has happened totaling both planes. When this collision happens, the combatants are at the mercy of any saving throws they may make. Whether it’s parachuting out, being caught by an allied flier such as a Pegasus, or having the Die Hard Talent.
Counterattacks If a prey combat plane has the ability to counterattack, it also attacks at the same time as the predator’s attack. During combat, this can be visualized as a hail of gunfire being traded between two or more combatants all the while they are rolling and dodging each other’s shots. Both combatants roll their Attack Roll against each other with a difference, the defensive combatant rolls their Counterattack mod instead of their plane’s main weapon mod. The combatant with more successes, applies those to the opposing fighter as damage.
Stalling When a pilot’s failed rolls are equal to or more than the plane’s listed Stall Rank. The plane goes into a tail spin. Stalling is an extremely terrible situation to be caught in, as you are automatically made the prey, and the opposing fighter gains a +2 to their attack rolls. The stalled player must pass their next dog fight roll, or incur another +2 bonus to their opponents attack. When they’ve reached the maximum fails for pulling out of a stall, they may choose to bail, or otherwise they wreck into the ground. Maximum Stall fails is determined by the Game Master who sets up how high they are in combat. Pilot Rank vs. Aircraft Stall Rate
Maneuvers Maneuvers are utilized in combat to increase fighter’s combat capabilities, though certain increases may come with a sacrifice.
Offensive Predator Lead
When in the predatory position, a pilot opt to lead their target rather than attack. Leading a target allows for better accuracy and as long as the pilot doesn’t lose his predator position, he will earn a +2 bonus to his next attack. The pilot may continue holding a lead for an additional +2 bonus to his attack dice pool up to a maximum of +6.
Defensive Prey Breakout
A pilot caught in the prey position may sacrifice dice from their Initiative dice pool in order to boost their defensive capabilities. Ace pilots and as well as pilots with a superior plane will often choose this avenue of defense, betting on their skills or aircraft to help them obtain a predatory position in the next initiative phase.
Bail
The pilot bails from the aircraft, ditching it before it is shot out of the air. When the plane’s rank reaches 0, it is effectively destroyed and the pilot may choose to bail from the aircraft immediately.
Wingman Maneuvers
Wing ponies have access to powerful support maneuvers that can quickly end a dogfight between fighters.
Crack the Egg
As the player rolls their Pilot Rank, they may add any successes towards the next roll until they are successful in rolling out of the stall.
A Wingman who is not in combat, can assist their partners by dive bombing their partners target. This grants them a +2 to Attack and Initiative per round spent observing the opponent before striking for up to a maximum of +8 to Attack and Initiative.
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W
Pony Versus Aircraft
Rules of Play
Pony Maneuvers Grapple
In air combat, a pony attempts to find purchase upon a combat planes body, grappling it using the standard grapple rules versus the pilots airplane + piloting. If the pony is successful, they are able to grapple the plane. Once grappled, both the pony and the pilot roll their initiatives, the higher initiative goes first. If the pony wins, they are able to attack the pilot, or the plane. If the pilot wins, they may attack the pony using firearms, plane defenses, or using their piloting versus the pony’s grapple in an attempt to shake them off.
Hover
A pony may choose to stop in place, allowing a plane to pass them by while strafing it with a weapon, or an anti-air weapon. This hovering capability applies a +4 defense to the flying pony as they are able to quickly drop in altitude to avoid gunfire, or even put on a burst of altitude.
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Pony Versus Aircraft
hen a pony such as a pegasus combats a Vehicle, it follows the same setup as the Air Vehicle vs. Air Vehicle rules. The difference being, that the pony is able to grapple the offending vehicle and perform close quarters combat to destroy or disable the vehicle. The Vehicle pilot itself may only counter with personal defense weapons. When contesting, a pony can use their Athletics + Initiative versus their opponents Pilot + Plane Rank. The biggest difference here is that a pony can hover, where a plane must continue moving forward opening itself up to strafing. A character with are generally not fast enough to be able to catch a plane, and so use stealth tactics to hide in clouds, springing out to cling onto a passing plane. Other characters may also have assistance from allies by clinging to their aircrafts in order to catch up to an opponent’s airplane.
Damage
Damage
T
here are two types of damage: lethal and nonlethal damage. Lethal damage is generally dealt by most melee and ranged weapons as well as spell casting. Non-lethal damage is usually made by brawling combat or blunt weapons. Lethal: Cutting, slashing, stabbing, burning, being shot, and other major trauma that is highly damaging and will quickly kill a pony. Nonlethal: Bruising, fatigue, illness, shock, and other such minor traumas that are not immediately life threatening. Only a few weapons do nonlethal damage as well as environmental conditions.
Effects of Damage Stunned: When your pony or foe suffers more damage in a single blow than their Stun rating, she is stunned and loses her next action. However, she may still perform reflexive actions and defend herself as normal. Knocked Out: When your pony or foe suffers more damage in a single blow than double their Stun rating, he is knocked out for one minute per point of damage in excess of his doubled Stun rating. He is defenseless and helpless during this time. Knockback: If your pony or foe takes damage in one blow than his Strength rating, he is knocked backward five feet per point of damage in excess of his Strength rating. He may take additional damage depending on what is behind him. Knockdown: In some cases, your pony can be knocked to the ground, or tripped. If a pony or for takes more damage in one blow than double her Strength rating, she is knocked down in addition to being knocked back, and must stand up on their turn as an action. This is similar to a pony being dropped kicked, knocking them away and off their feet. Continuous Damage: Some attacks can cause continuous damage, being frozen, set on fire, or poisoned are instances of continuous damage that affects the pony for a number of combat rounds. Coup de grâce: When a pony or foe is helpless whether due to being banded, knocked out, or fully grappled, they can be dispatched with a killing blow. The attacker ignores the victim’s Defense rating, inflicting damage with every success rolled.
Health Your pony’s Health rating represents how much damage he can take before falling unconscious; if enough damage is inflicted upon them they begin to suffer adverse effects, including dice penalties and death. Once your pony’s Health falls below 0, she begins to suffer negative penalties to her dice pool on all skill rolls and is able to only take limited actions. If their health falls to –5 they die as their wounds are too much to handle. If your pony’s Stun rating reaches 0, they fall unconscious. When their Stun reaches –5, all further stun is applied to health. In contrast, an aircraft has Ranks which represent not only the aircraft’s capabilities in flight, but also the vehicle’s health. Any damage to the aircraft is applied to its Rank which in turn can lower the aircraft’s abilities in combat and noncombat. Page 52
Environment There are many dangers in the world of Roan such as exposure, disease, poisonous plants, and animals. Many conditions are shown below as an example.
Status, Status Effects, and Conditions
Exhausted/ Fatigued: At 0 Stun, your pony is only able to commit to limited actions. Instead of offense, defense, and moving all in the same combat turn, they may only perform one of these actions. If they decide to push themselves in order to attack and defend, they suffer 1 nonlethal wound. A pony may also become exhausted if they fatigue themselves, such as partaking in a strenuous activity like running or heavy manual labor for a number of hours. You compare hours to the pony’s Body rating, for each hour that surpasses your Body rating, you earn 1NL wound. Fatigue will remain till your pony rests or has a good night of sleep. Disabled: If your pony is at 0 Health, your pony is only able to commit to limited actions. Instead of offense, defense, and moving all in the same combat turn, they may only perform one of these actions. If they decide to push themselves in order to attack and defend, they suffer 1 lethal wound. Unconscious: If your pony takes enough nonlethal damage to reduce his Health below 0, he falls unconscious, remaining so for a minute per point of damage below 0. Dying: If your pony takes enough lethal damage to reduce his Health below 0, is not only falls unconscious, he is also considered to be dying. He takes one lethal wound per turn until he receives medical attention or stabilizes on his own. Dead: If your pony’s health reaches –5 Health, he is dead, but may be resuscitated if he receives immediate medical or magical attention.
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Drug
Diff
Effect
Damage
Alcohol
2
Nausea
1N
Truth Serum
4
Weak to persuasion
none
Poison/Venom: Poison is similar to fire except it involves having ingested a poison or having the status spell casted upon you. Poisons do damage to a pony on a per round basis, the damage and difficulty to remove it is based upon its creation. Players will either fight against the poison using their Body roll to force it out of their system, or find an antidote. Venom is similar to poison except it is not ingested, it is inflicted upon the pony by a creature or insect bighting them. Poison
Venom
Damage
Hydra Bite
5L
Food Poisoning Snake Bite
3L
Mercury
Heat Intensity
Damage
Molten rock or metal
4L
Alchemical Fire
3L
Fire or camp fire
2L
Small Torch flame
1L
Numb: When your pony suffers from cold attacks, this can leave a numb status upon them which hinders their movement and actions. Players suffer a –1 to their move rating and a –2 to all physical actions until they can find a source of heat. Players may use their Dexterity rating Vs. diff 3. This represents the player running in place in order to warm themselves up. Freeze/Petrified: pony’s can be frozen in place, or turned to stone by a petrifying gaze. They remain disabled, but cannot be Coup de grâce. They roll Willpower vs. diff 4 to break out. When petrified you are considered a diff 8 object and if shattered, will be considered dead. Electricity: Ponies may run the risk of being electrocuted by exposed wires on airships, or hit by lightning, or a mages spell. If electrocuted, no attack roll is made as your pony is stunned. Your pony also takes damage based upon the intensity of the shock. The amount of damage done by a shock depends on the power of the charge which can be considered by the following chart: Electrical Shock
Example
Damage
Minor
Strong static
1L
Major
Electric fence
2L
Severe
Power Generator
3L
Deadly
Lightning Bolt
4L
Damage will continue for as long as your pony remains in contact with electricity. Your pony may need a friend to knock him off, or tackle him away from the danger. Exposure: If a pony is caught out in the cold or the heat for too long without some form of shelter or proper clothing, they begin to suffer exposure which increases exhaustion and can add burn or numb effects to them. Temperature (Fahrenheit) Damage Status
Starvation & Dehydration: Each day without food or water, a pony suffers 1L wound. He will continue to take lethal damage until he either dies, or finds a source of fresh water. If they are both starving and dehydrated they begin taking 2L. Fire/Burn: When your pony is on fire, this is considered a Burn status. Players will suffer 2L per round until they put themselves out or find a source of water to douse the flames. Players will roll their Dexterity rating Vs. diff 3. This represents the player stop drop and rolling to put out the flames. Objects that have heat can also pass on the Fire or rather Burn. The hotter the fire or material the more damage it will create. Rules of Play
Over 120 Degrees
4N
Burn
110–120 Degrees
3N
Burn
100–110 Degrees
2N
None
90–100 Degrees
1N
None
50–90 Degrees
0
None
40–50 Degrees
1N
None
30–40 Degrees
2N
None
0–30 Degrees
3N
Numb
Below 0 Degrees
4N
Numb
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Damage
Staying Conscious: If your pony takes enough damage to knock her out, she may try to remain conscious through sheer willpower. Make a Willpower roll with a diff rating of 2. Any negatives you may have to your health will affect your dice pool. If you succeed, you are still considered exhausted or disabled. Stabilizing: When your pony is dying; he may attempt to stabilize himself each combat turn. Make a Body roll with a diff 2. Your pony suffers a penalty to his Body roll equal to his negative Health rating. You need 2 or more successes or else you continue to take a lethal wound each round. A skilled doctor or magical healing spell can be used to stabilize a pony using their acquired Skill or by casting a restorative spell that restores the player’s health to 0 or more. Drugged: A pony that has been drugged can range from anything as simple as alcohol, to very mind warping narcotics or truth serums. Your pony can safely consume some things such as alcohol per hour equal to their Body rating. Each drink beyond that and they suffer a –1 penalty to all actions. It will normally take an hour per penalty for the effects to wear away. Hallucinogens are another form of drug or even venom that when ingested, inhaled, or even touched, disorients the pony. Depending on the strength of the pony, these effects could be as simple as –1 penalty to their roll to a severe –4 penalty to their roll.
Falling: A pony may suffer falling status if they have no way of flying. Impact from the fall can be painful, even lethal. Most falling damage is generally nonlethal, unless your pony impacts upon sharp objects or lands in molten earth.
Damage
1NL for each 10 ft (rounded up) Breaking fall: If a pony has Acrobatics skills, they may try to break their fall using it. The standard difficulty is 2, but this can be changed by the Game Master based upon circumstances. For each success in excess of the difficulty, the pony reduces her effective falling distance by ten feet. Hard and Soft landings: If your pony falls upon soft ground, or snow, or piles of leaves or hay, the damage done could be reduced, possibly even to nothing. The same goes for hard ground except that the impact will cause more damage.
Disease Many Diseases exist in Roan both normal and magical. Different diseases can pose different problems, whether it’s the cold or a more debilitating disease. A pony uses their Body rating to fight off the effects of a disease using its diff as the target number to beat. If they fail they contract the disease and must undergo medical attention to fight it off, if they succeed, they are not affected. Medicine can be taken to lower the healing difficulty by –2 to –4 based upon the quality of the medicine. Rare panaceas can fully heal someone of all their ailments, but these are extremely rare and considered artifacts. Disease Name
Resist Diff
Cure Diff
Crystal Vein
6
10
Miners Lung
3
5
Cold
2
4
Drowning and Suffocation
Your pony can normally hold their breath for 1 minute per point of Body rating. In combat, your pony holds his breath for one turn per success on a reflexive body roll. After the time passes for holding ones breath, they begin to take 1NL wound per turn.
Healing When ponies are at their worst after a fight, it takes time and medical treatment to heal their wounds. A player who was considered dying can be resuscitated; a dead pony could be resurrected as long as the spell was casted that day, though the difficulties involved are extremely high.
First Aid
First Aid can save lives when properly administered; first aid can reduce the chances of dying and even stabilize another pony. Make a Medicine roll to treat a wounded pony. Each success made is one point of nonlethal damage healed, or you convert one lethal point into 1 nonlethal point of damage. First aid takes one minute to perform and must be administered within one hour after injury to have any benefit. Example: Clear was wounded when his airship crashed and Nanana has to quickly administer aid. Clear Skies has 1L and 2NL damage. Nanana has a Medicine roll of 10. Her successes are 4. This means she can turn the 1L into 1NL making 3NL total on clear. Then she can use the rest of her successes to completely heal Clear Skies. If the player has medical supplies, or a surgical unit, or medical room, they earn themselves a bonus to their Medicine roll. If they run out of medical supplies, they may improvise at a –2 penalty to their dice pool. A crafter can make more medical supplies if they have the proper crafting skill. Alchemists can also making healing potions.
Medical Care
Crystal Vein: Once it takes hold of a pony, it slowly begins to paralyze them until they are as still as crystal. The medicine is a rare panacea and it takes a strong body to resist it in the first place. Miner’s Lung: A common ailment of miners, from all that they inhale causing coughs and weakness of breath. Easy to cleanses with bed rest and simple medicines. Cold: Common cold, bed rest by itself can solve this problem.
Ponies might need a professional establishment to offer aid to a severely injured pony, such as one who was gored, or shattered their bones. Normally, nonlethal damage heals at the rate of 1 point per day, and lethal damage heals at the rate of 1 point per week. Under the care of a skilled medical establishment, a pony heals much faster. When a doctor or a player rolls their medical skill, it decreases the time it takes for the pony to heal. Of course in the case of pulp a GM may forgo the extended hospital days and allow ponies to merely have to suffer a few Band-Aids after intense battle.
Magical Healing
Using magic to heal a wounded pony is simple. The caster chooses who to heal, how much they want to heal them by. The caster adds up the difficulty according to their magic chart (Spell Chart pg. XXX). If they are successful, the wounded player is healed by that much.
Try Try Again
If a pony failed their medicine skill recently, they may try again but with an ever increasing penalty of –2 to their dice pool.
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The Secret of Æther
“A
Æther Colleges of Roan have delved deeply into their research of Æther, applying the knowledge they have earned towards Roan’s society, from spell casting, to industry development and mechanical design. Their studies have proven the existence of six major elements of Æther. Mana is considered the bridge between the elements and the mage, as it is a neutral element that is common all around the world. When a mage casts a spell, they release an element of their design from their body which attaches to the neutral element of Mana. The mana begins to multiply and grows according to the caster’s whims, the stronger the caster, the more control over the element’s growth as it forms their desired spell. Every element has an effect that can be applied to an ally or an opponent. An effect that lowers or raises a stat lasts until the caster's next turn.
The Major Elements Terra (Earth)
Terra is considered a stable element that is often involved in the design and development of many machines through the use of mana infused gems. Spell casters utilize earth either defensively through the use of body enhancements and earthen barriers, or offensively with spikes, thick mud, and dagger like gems.
Terra
▶▶ Offensive Effect: Terra will cause an affected foe to lose 1 rank of
movement. When hit multiple times it can increase to a max loss your character’s movement by 4. ▶▶ Defensive Effect: When applied to an ally it benefits them with a +1DR versus Melee until the protective spell dissipates.
Aer (Air)
Aer is a fluid element that is used to assist airships in flight as well as providing much needed oxygen for explorers of the deep depths of the ocean. Mages can boost the speed of allies, or blast an opponent with lightning, or suffocate them by depriving them of precious air.
▶▶ Offensive Effect: Aer has two choices. As force, it will push an opponent a distance equal to the Lethal damage they incur. As lightning, it doubles the stun damage versus an opponent. ▶▶ Defensive Effect: Aer will create a defensive vortex that will weaken projectiles. It will count as 1DR versus ranged weapons.
Aqua (Water)
Another fluid element like Aer, Aqua is often used to assist in potions, as well as life saving spells in the medical industry. Mages utilize Aqua to help heal others, as well as provide shields, or an explosive burst of water or hot steam.
▶▶ Offensive Effect: Water allows a force attack with the same effect as an Aer force attack or if used as Ice, it creates the effect of Numb as listed in the rules. ▶▶ Defensive Effect: Water can counter Fire, boosting an ally’s Magic Defense versus fire by +2.
Ignus (Fire)
Ignus is considered an explosive spell type which requires a good deal of control on the caster’s part. Ignus is often found in industry where super-heated flames are used in smelting and the molding of complex parts for machinery. For mages, it is a spell that can cause a burning passion to be invoked Ignus upon their allies or as a weapon it can leave a foe as nothing more than ashes after an intense blast of fire.
▶▶ Offensive Effect: Fire is a terrifying spell that leaves burns. For ev-
ery 1 point of Lethal Damage suffered, the affected also suffers 2 points of Stun. ▶▶ Defensive Effect: Fire can counter water, boosting an ally’s Magic Defense versus water by +2. Rules of Play
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The Secret of Æther
hh . . . so you want to know about magic?” Clear groans, pulling a bottle of cider out and pouring himself a glass. “That is, a rather scholarly pursuit for some, with very lucrative, if possibly devastating outcomes. Lord only knows how many times my eyebrows have been burned by a partner’s miss cast” Clear gestures over towards a corner where a group chatters away. An elderly zebra holds the rapt attention of a gryphon, kelpie, roadie, and canidian, questioning the speaker’s theories, some countering with their own. “For many, it’s a world of education, of technological advancement, and sure, even I had to take the time to learn about Æther, as it’s a necessary ingredient to designing, and repairing the engines for my crew’s vehicles.” He gestures towards the schematics he had been working on. “For folks like me, it’s very technical, but for others, it is an element that they can control, bend to their desires. An awe inspiring yet frightening prospect that is debated upon even to this day.”
Umbra (Shadow)
Umbra is the control of shadows, and is often connected to the realm of spirits. Umbra is not common in industry, but psychology has used it for the benefit of bringing peace to those who have suffered the effects of shell shock from any number of reasons. Casters employ Umbra to create of mental spells, or bending shadows into a tangible form.
The Secret of Æther
▶▶ Offensive Effect: Those afflicted by Umbra will find their thoughts clouded. Any skill that requires the use of Intelligence will be afflicted by a –1 to their skills.
▶▶ Defensive Effect: The ally benefits from a +2 bonus to their Active Defense as shadow causes them to blur in and out of existence.
Lux (Light)
Lux is found all throughout the entertainment field, from its lights, to the growth of television. Light is also used for security in the form of alarms and illusions protecting goods. Casters may utilize light as a powerful beam that can cut through the toughest metals or as an illusion to help hide their allies from prying eyes.
Lux
▶▶ Ley Lines: Beams of energy that crisscross each other high above
the world. The thicker the lines, the more power they seem to put out into the world. Airships will stay by strong ley lines in order to keep their engines and ballasts full. Pegasus architects build cities right under these powerful lines, using their energy as an anchor to keep the cities in the air.
Æther Poisoning
Though having plenty of mana is helpful to a spell caster, too much Æther mana can be quite deadly. The body needs to be able to naturally take in and release the Æther, if it is unable to do so, the body begins to crystallize, beginning at the extremities and continuing until the body becomes mostly encased in mana crystals. Extreme cases have become the rare Æther golems, creatures so heavily infused with mana that they’ve succumbed to Æther Madness, attacking all around them before quite possibly exploding with a violent burst of magical energy ** seen in the Aether RAD Chart below. Scholars in a team effort with engineers have produced a number of devices to help others detect intense Æther pools. A chart was also created detailing the lethality of ambient Æther.
Æther Rad Chart REM 0
▶▶ Offensive Effect: Those afflicted by Lux will find their Will blind-
ed. Any skill that requires the use of Willpower will be afflicted by a –1 to their skills.
No mana whatsoever
0–3
Average Æther rate, no adverse effects.
4–7
Minor headaches begin. –2 to all skill rolls.
8–11
Mana crystals begin to form. –4 to all skill rolls. –1 to Health per hour.
12+
Lethal amounts of mana. –8 to all skill rolls. –2 to Health per ½ hour.
**
▶▶ Defensive Effect: The ally benefits from a +2 bonus to their Active Defense as light causes the opponent to have a difficult time seeing them.
Mana and Ley Lines
Mana is the neutral element needed to allow the major elements to multiply in spell casting. The source of mana itself is said to exist in the Outer Sphere, a realm that is considered to have once been home to the Great Wyrms who have all vanished. Mana is found in many forms, as a solid gem, liquid pool, or gas otherwise known as a ley line.
▶▶ Solid: These solids vary, some are naturally grown, found by
miners near areas of extreme Æther, others are the remnants of animals or poor adventurers and travelers who were affected by intense amounts of Æther radiation, their bodies solidifying painfully into pure stones of mana.
▶▶ Liquid: These pools of mana can be placed into flasks for use as
an ingredient, or to help a mage by temporarily boosting their abilities. Page 56
Effect
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Those who have succumbed to Æther madness will suffer a mana explosion with an AoE 4 and 8L.
Spellcasting
Holding a Spell
Casters may prepare a spell before entering any kind of situation. These spells can be offensive, defensive, or supporting. A caster may retain a spell using half its difficulty versus their willpower + magic skill rank. Example: Shamrock the kelpie mage is preparing a few spells to hold in reserve for an upcoming project. His willpower is a 4, his magic skill rank is 6 which equals a total of 10. The spells in question are a difficulty of 4, 8 and 6 Rules of Play
Enchantments
Enchantments are the ability to imbue magical effects upon an item. The more common enchantments are temporary, while the rarer spells create permanent boosts to items whether good or bad. More permanent Enchantments require powerful gems to be fitted upon the item. These items range from simple gems, to high quality diamonds. Example: Fire Eye is asked to imbue the power of fire onto a sword. Fire Eye decides to imbue +2L damage to the blade and it will last for an hour. Damage is a diff 2 and +8 diff for time. Total diff is 10, this will take Fire Eye two or three rolls of his dice pool, but in the end, he enchants the blade with +2L. Because his element is Fire, it also gains the Fire effect. If Fire Eye wanted a more permanent spell, he would have to invest in the rarer gemstones.
Using Alchemical Arts
Alchemy differs greatly from spell casting, because it requires its user to bring together various components to create something similar to a spell, and then contain it within a flask, or other object. Where a caster may cast a spell at a distant object, an alchemist needs to hurl their mixture at the same target. An alchemist could choose to place the potion upon a bolt or arrow for an archer to fire in order to get the desired effect as well. A caster may continue to cast spells while an alchemist who has used up their last bottle will be unable to continue to support a team until they have time to concoct more mixtures. When preparing a potion, the alchemist follows the rules for spell casting as though they were a mage. An alchemist requires the use of either a chemist’s set, or an alchemy table in order to mix their compounds. Without these, it is too dangerous to try and mix such things by hoof, Aer as mana compounds can be very volatile. What benefits an alchemist and his allies is that their potions can be shared, whether as nourishment, or defensive/ offensive weapons. These created items can also be stolen, so an alchemist will want to keep a close eye upon their stock of potions.
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The Secret of Æther
When it comes to casting a spell, it takes intelligence to first design the spell and then willpower to control the Æther into creating the desired effect. When a caster creates a spell, they take its total difficulty. This difficulty is equal to how many days of success is required to succeed in creating said spell. This can be seen as the pony spending their time out of the day to incant, write, discuss, or even practice the spell that they desire to create and/or learn. Once this is accomplished, they now have the spell committed to their memory, and may even share the spell. For scholars who decide to study the spell with a mentor, the total amount of days spent to create the spell is cut in half and rounded down to a minimum of one day. Glow Stone is a Unicorn Scholar in training, and is known for her control of magic. She needs to create a spell to prove her thesis on a caster’s control of water elementals. Her intelligence is 4 and willpower is 5, and her Spell Casting skill is also 5. The spell she is creating is a difficulty 6 spell, which requires her to spend at minimum six days of study, designing and casting the spell. For each day, she must pass a difficulty of 6 using her total dice pool from her intelligence (4) and Spell Casting (5) plus a bonus +2 for having Aqua as her choice of skill specialization. Her total dice pool is 11. After six days of intense study, she is able to pass the difficulty 6 on each day, and successfully creates the spell elemental that she was researching, and now may call upon this spell whenever she needs to without having to research it again. As an added benefit, she can submit this spell to the school for others to learn, or even sell it for a small profit to pay for her schooling. Once a spell has been created, it can also be written down, and sold, traded, or archived for further use either by its creator or another individual. This trade of magic is very helpful to casters who are not creative enough to form their own spell, but wish to learn more. When a caster reads a prewritten spell, they learn it at a quarter of its normal difficulty rounded down. If an instructor is present, there is no difficulty as the instructor helps walk the student through casting the spell. For those who wish to forgo the learning phase of this style of magic, you may instead choose to allow players to spell cast without having to research their spells.
which are divided in half to now be 2, 4, and 3 for a total of 9. The three spells combined equal 9 versus his combined magic strength of 10. He is able to hold all three spells in reserve with little difficulty. If the combined spell difficulties were high enough to surpass his magic strength, he would have to choose which spells to hold in reserve. During combat, a caster who has any spells in reserve will lose them if they are knocked out or if their health points become equal or less then 0. They may possibly auto-cast with devastating results to all within the area as well. It is considered a good strategy for a mage to support their team with buffs, and then prepare a combat spell or two in reserve before entering a location that is known to be dangerous.
Modifiers
A caster or alchemist may find that their spells and mixtures can be modified by circumstances, examples include pushing themselves at the cost of stress, intense weather, moving, or distractions.
The Secret of Æther
Modifier
Circumstance
Umbra
+1
Caster Pushes Himself*
+2
Assistance from a scroll or book
+4
Assistance from a focus
–2
Moved during casting
–2
Took a secondary action
–4
Being Attacked
–6
Element is either not present or is severely limited.
Diff * 2
Unlearned Spell
*When a caster feels it is necessary to push themselves in order to increase their chances of spell success, they suffer one (1) point of Nonlethal damage. A caster may continue to boost their spell but may not decrease their Stun beyond a minimum of one (1) as they are then considered knocked out, defeating the purpose of boosting in the first place. Example: Night Shade has a total Magic rating of five (11). The spell she wishes to cast is a difficulty (8). Because it has a higher difficulty than her other spells, she decides she will take one (1) point of Nonlethal damage. Night shade, if she so chooses, may incur another one (1) point of Nonlethal damage to further increase her dice pool.
Spell Defense
All creatures have a natural magical defense which uses the combined strength of their Willpower + Body. This is the body’s natural defense which disrupts the mana formed in spells, dispersing it. Some creatures have a naturally high magical resistance; others may utilize gems as a form of added protection against a specific element or all elements.
Spell Failure
If your pony fails their casting roll by more than half, the spell has a horrible failure. Depending upon the power of the spell, it can turn into a comedic set of events, or it can backfire with deadly results. This is left up to the GM and player to determine the after effects of a failed spell. * When an Enchantment fails, it can give the exact opposite effect that the caster was hoping for, or it can destroy the gem they are trying to imbue. *It is generally best to work with a player to avoid player death as it is normally not a fun experience for them to deal with, unless they agree to it.
Aqua
Mana Burn
When a spell caster begins to use more power than they actually have, they are subject to what is known as a Mana Burn due to a process known as over casting. Magic begins to siphon from the spell caster themselves, weakening them. A caster he pushes to hard will find themselves passing out from the exertion. Over casting is when a caster attempts a spell well beyond their total Spell Casting capabilities. For every 2 points above their Spell Casting rank, they gain 1 point of nonlethal damage. Example: Gallows has a Spell Casting total of 8. This means at 10 he incurs 1 point of stun, at 12 he incurs another 1 point of stun. If he is fully stunned while casting, the spell dissipates and he must start again or use a weaker version of the spell. Page 58
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How to Create a Spell Step 1: Element
Step 2: Range
The range is determined by a caster’s Magic Skill rating; the more Magic they have, the further out their mind can reach. 1 Magic Skill Rating = 5 Feet If a caster wishes to touch an object 25 feet away, they must have a Magic Skill rating of at least 5 or more.
Step 3: Area of Effect, Stream, or Individual
A caster must next determine who they are affecting and how. Area of Effect (AOE) is considered an explosion or implosion of magical energy. An Arc is a cone that spreads out in front of the caster, or to their side. A Stream is a steady blaze of fire, much like a flamethrower, or a gushing torrent of water. Individual is for more precise spell casting that determines who in a group is affected by a spell, and who isn’t. Diff
AOE
Arc
Burst 0 Arc 1
5ft
1 Pony
2
Burst 1 Arc 2
10ft
2 Ponies
4
Burst 2 Arc 3
20ft
4 ponies
6
Burst 3 Arc 4
30ft
6 ponies
8
Burst 4 Arc 5
40ft
8 ponies
Diff
Standard
Extended
0
Instant
1 Day
+1
30 seconds
2 Days
+2
1 min
4 Days
+8
1 Scene/Combat
1 Week
+10
1 Hour
1 Month
Step 5: Special Effects
A caster now determines the desired outcome of their spell. A caster may choose to either heal or harm another, increase or decrease their Primary and or Secondary Attributes. The greater the effect the more difficult it will be to cast the spell. Primary, Secondary, and Skill ratings are boosted in combination with Duration difficulty rolls. These can assist an ally or to weaken an enemy. Damage applies against the enemy’s health when causing damage or it can be used to heal an ally who is in vital need of medical assistance. Damage can also apply to magically created barriers where the Nonlethal and Lethal grade is considered to be its total health points. Opposed is applied to spells utilized in tripping up opponents, knocking them away with a gust of wind, or perhaps a mental attack to dominate an enemy or opponent’s mind. If you cast an area of effect spell, then all who are affected roll off against the opposed difficulty you’ve chosen. Diff
Stream* Individual
1
A caster must plan on how long a spell will last. An attack spell could be instantaneous, or it could last for several seconds, up to a minute. Extended spells are those that can last for days, weeks, months, maybe even years depending on the caster’s capabilities and the individual or material they are casting it on. Unlike standard spell durations, extended durations take an hour per roll of a caster’s dice pool. Example:
Prim Att
Sec Att
Skill
1 2
–/+1
–/+1
3 4
–/+1
–/+2
–/+2
5 6
–/+3
–/+3
7 8
*A stream begins at the caster's position. Rules of Play
The Secret of Æther
Each spell caster begins their early years with Diff. Element training in a single element of magic; a few 1 Earth rare casters might have two elemental talents. Each element has a level of difficulty due to the 1 Air nature of their creation from the Æther. Such 2 Fire elements have their benefits that befit the difficulty, fire burns, earth slows, air confuses, water 1 Water can freeze, light can blind, and dark can terrify. 2 Light Elements are not chained to one specific path, they can be further increased to amplify 2 Dark their benefits, or they can be mixed to create new styles of magic. Fire and Water create super-heated steam; Earth and Water create a sludgy entangling mud; Light and Dark create Twilight and son on and so forth. When combining two Elements, a caster takes the more difficult rating of the two and uses that as the difficulty base in casting. Example: Night Shade wants to create a fiery tornado and so she casts a Fire and Air spell. Because Fire has a higher difficulty than Air, she must use Fire’s difficulty rating as the base.
Step 4: Duration
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–/+2
–/+4
–/+4
DMG
Opposed
2NL
2
3NL/1L
3
4NL/2L
4
5NL/3L
5
6NL/4L
6
7NL/5L
7
8NL/6L
8
9NL/7L
9
Example Spells Inferno Stream
A combat spell generally known as a flamethrower but the creator felt that it needed a cooler name.
The Secret of Æther
Spell
Inferno Stream
Difficulty
Ignus
2
20 ft. Stream
4
Instant
0
3L
4
Element Range Type Duration Effect Total Diff
10
Stone Wall
A barrier spell that can help provide cover and protection from attacks. Spell
Stone Wall
Difficulty
Terra
1
1 Burst
1
*
0
6N/4L
5
Element Range Type Duration Effect Total Diff
7
Healing Light
*The GM has allowed this spell to last until the barrier is destroyed, considering that it is merely a wall of earth. Other barrier types would require a duration in order to stay solid.
A caster’s friend got hurt during class and so they devised a spell to help heal those who are hurt, using light as a focus to bring healing energies to others. Here the 3L is used for healing instead of damage. Spell
Ice Slick
Element Range Type Duration Effect Total Diff
Ice Slick
Difficulty
Aqua
1
2 Burst
2
1 Minute
2
5 Difficulty
4
Difficulty
Lux
2
Range Type
1 Pony
1
Duration
Instant
0
3L
4
Element
A spell for tripping up an opponent. When they run across this ice, they must pass a Dexterity test versus a difficulty of 5. If they succeed they continue as normal, if they fail they are considered tripped. Spell
Healing Light
Effect Total Diff
7
Shadow Blade
A combat spell to assist an ally’s Brawling ability. Not only does it boost their skill by +2 it also imbues the element of Umbra upon them.
9
Spell
Shadow Blade
Difficulty
Element
Umbra
2
Range Type
1 Pony
1
Duration
1 Minute
2
Effect
+2 Brawl
4
Total Diff Page 60
s Roan
9
“E
Equipment and Vehicles
Roan
with this gem dealer not far from here, she makes some of the nicest cuts, stylish and effective.” He mused. “All told a job for Nanana may sound expensive at first, course we just roll the expenses together and let the employer pay for it, any smart adventurer should remember to do so, and itemize your list! Taxes might be a pain but the write offs help!” You groan, as Clear continues to drone own about business expenses and his crew, finding the Mares catalogue to be more interesting. Ignoring Clear you begin reading through its pages.
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Equipment and Vehicles
quipment is as much of a convenience as it is that last line of defense between you and some chitter hound thrashing you inside out.” Said Clear, running a rag across the bar's counter. “Knowing what you should bring can be just as important. Obviously, you wouldn’t drag around a winter coat in the desert, just as you wouldn’t want to have a pointed stick against a Mire King.” “Plenty of shops to find, and the best part about being an adventurer, is that you can strike a deal with said shops...provided you can prove your intentions to be honest of course.” Clear tosses the rag aside, and pulls out a small catalogue. “Mares Catalogue, yes generic sounding name, but Mother Mare will always have your back with providing you access to the latest equipment, clothing, and food.” You rifle through the pages of the magazine, noting its variety of contents, most of which definitely caters to the adventurous minded pony. “Keep it, I’m due for a new one dropping into the mail sometime soon.” He said. “Piece of advice, quality counts, never cheapen the product to get a better deal, you’re only robbing yourself, and if you make friends and travel with them, they might be a little peeved when that cheap rope you bought breaks right when it matters most.” You nod, offering your agreement, and asking about what he supplies to the Wild Geese. “Ah, well it all depends on the task, and who has been assigned to it.” He answered. “Friend of mine, Nanana, bit of a demolitionist extraordinaire, she uses a lot of alchemical ingredients to create her many poppers and bangers.” Reaching around behind the counter, he pulls out a small black book, and with a flick of his hoof, a set of glasses appear which he dons. “Hmm, all told, bout 32 bits a month is dropped on her experiments, but they usually work out for the better, last thing you want is a faulty fuse. A dud is fine, but an early burning fuse going off in your hoof . . . noooo not something you want to see.” You tap the counter, hoping to get back on topic. “Right right, so she’s a smart lass, though her own explosives can get her into a bit of a bind, so we toss in some anti-fire gems to go with her padded coat, and I’ve got a good thing going
Personal Gear
Personal Gear
T
Weapons
he comforts of the bar provide you with fair conversation, and you find the answers you’re receiving from the various patrons of the Wild Geese to be both eye opening and insightful to the state of Roan itself. Though a minor question does seem to itch at your mind, your gaze casually examining each patron’s melee weapons hung lazily from a coat rack in the corner. “Weapons have a bit of your interest eh?” Clear Skies gives you a small smirk. “Sure, peacemakers make the pony equal, especially when you look at how well our past history worked out against them, but know right now that these things are just pea shooters, when compared to some of the tougher customers found around the world.” With a casual quirk of your brow, you impatiently gesture at him. “Now I’m not taking anything away from them, a firearm is good for the common pony, makes all of us equal, but ya can’t pack as much enchantments into a bullet, as you could a blade, or club.” Clear taps the blade resting upon the blueprints. “A blade doesn’t run out of ammo in a tight spot, and a wise pony will be sure to at least have something sharp with them, especially when they’re backed in a corner.”
Melee Weapons
Ponies are best known for the cavalry lance, tail whip, tail axe, and wrist blades. The more common swords were generally wielded by creatures who had hands, claws, or paws that could grasp objects, as opposed to the stumpy hooves of a pony. The improved creation of wrist attachments, as well as HANDs have allowed ponies to enter a more balanced battlefield against their opponents. Dagger/Bayonet: Daggers include small-bladed weapons of all kinds, ranging from the common kitchen knife, to military KBars, and/or bayonets. Any good adventurer knows the importance of having a knife, whether its cutting away vines to make a rope, or fending off threats when caught in a corner. A Bayonet has the option of being mounted onto a firearm which allows a user to defend themselves in melee with their gun. Stiletto: A stiletto is generally found in the hooves of assassins or combat veterans. These narrow bladed weapons are made for penetrating through the gaps in an opponent’s armor, and is most effective when the opponent doesn’t see it coming, or they are entangled or grappled. Sword: Swords include long bladed weapons such as arming swords, machetes, and sword canes. Many would believe that the sword of yesterday would no longer fit with today’s battlefield weaponry, but the ability to enhance a sword with Æther Gems has allowed it to stand strong upon the battlefield. Great Sword: These massive blades include the hand-and-ahalf swords. A pony able to wield these blades can cleave massive arcs through the enemy ranks, and some have been known to even slice through armored vehicles with a little magical assistance. Ponies Page 62
use a special set of vambraces which allow them to heft these heavy blades. Rapier: The gentle-pony’s sword. Often seen in film, these blades are for professional duelists who parry and riposte rather than block and slash. Experts among the ponies utilize these blades, and combine them with a knife for duel-weapon fighting. Club: A simple wooden club, sap, or even baseball bats made for bludgeoning some sense into the enemy. Because a club can be fashioned from anything, there is not a specific cost, nor are they particularly difficult to wield. Hammer: Includes the simple tool, small sledges, and other one-handed bludgeoning weapons with a metal head. War hammer: Two-handed hammers which can also include sledgehammers. These fearsome weapons can shatter bones, and destroy armor. Short Axe: Small hatchets, throwing axes, and tomahawks. Battle Axe: Two-handed axes that also include the common fire axe. Spear: Spears are common tools used for hunting, and make for effective ranged weapons in combat, keeping the enemy at bay with its 10ft reach. Polearm: A polearm is similar to a spear, except the tip is also coupled with a blade. These weapons come in many varieties, but their effectiveness remains the same. Lance: Cavalry lances are similar to spears and are used in mass charges. Specialized lances can have an explosive shaped charge attached to them for combating vehicles. Anti-Armor tips change the AP to an SAP. When doing a charge, a pony with Lance Specialization may add their Move rating to the DMG.
s Roan
Weapon Details ▶▶ Name: The name of the weapon. ▶▶ DMG: The Damage value of a weapon. L represents Lethal and NL represents Nonlethal.
▶▶ Str: Base Strength Attribute required to required to handle the weapon.
▶▶ AP: The Armor Penetration value provided by a weapon. This
only counts against the DR value provided by armor and some racial talents. ▶▶ Rng: Range of a weapon based upon 5 foot increments. A range of 2 means 10 feet of range. ▶▶ Wt: An item’s weight. ▶▶ Diff: The difficulty required to target and break a weapon. It is also the difficulty added to the enchantment difficulty when placing a spell upon a weapon. ▶▶ Special: A weapon may have a special description provided for it.
Firearms
Roan firearms utilize Æther-technology in order to provide force behind each and every round of ammunition. Unlike the Canidian models which utilize gunpowder, Æther-tech weapons use a force gem which propels its bullet. The traditional Canidian firearms, which are available to the Roan public, require the use of special gauntlets to equip, whereas the Roan variations known as Mag-Locks are specially designed for ponies to equip without the need of complex mechanical hands. Deckers: A specially designed pistol that is attached to the tips of a pony’s hooves. These come in pairs and confer a +2 bonus to any Brawl attack skills. This gear gives a pony some bang to go with their buck and converts a their nonlethal attack to a lethal attack at the following exchange rate. The Deckers allow 1 point of lethal damage for every 2 points of nonlethal damage before adding the damage provided by the ammo type.
Deckers are a melee weapon and have terrible range. A pony cannot utilize the Talent Lethal Hooves if they decide to activate the Deckers. Pistol: These semi-automatic pistols have become a common firearm in the military and law enforcement. Generally housing a larger magazine, these pistols can lay down more fire than a revolver. These pistols benefit from the Semi-Automatic weapon maneuver. Revolver: The old reliable. Though it may take a few seconds to reload them without the use of a speed loader, this pistol is less likely to jam. Revolvers do not gain the benefit of semi-auto. Revolvers do not jam.
Melee Weapon
DMG
Str
AP Rng
Diff
Special
Dagger/Bayonet
1L
1
0
1
2
Called shot Vs. Dagger adds +4 Diff; Slashing Attribute
Stiletto
1L
1
0*
1
2
Ignore DR and Active Defense if opponent is grappled, knocked out, entangled, or the user is hidden; Piercing Attribute
Sword
3L
2
0
1
3
Slashing Attribute
Great Sword
4L
4
1
1
4
Add DMG to Trip dice pool; Slashing Attribute
Rapier
2L
1
1
1
2
Piercing Attribute
Club
2NL
1
0
1
3
Bludgeon Attribute
Hammer
4NL
2
0
1
4
Bludgeon Attribute
War hammer
6NL*
4
1*
1
5
Some variations have a war pick that confer a 3L and 1AP if the user decides to utilize it. Must be declared. Bludgeon Attribute with optional Piercing Attribute.
Short Axe
3L
3
1
1
4
Slashing Attribute
Battle Axe
4L
4
1
1
4
Slashing Attribute
Spear
1L
2
2
2
3
Piercing Attribute
Polearm
3L
3
1
2
3
Slashing Attribute and Piercing Attribute
Lance
1L*
4
2
2
3
When performing Charge Maneuver, add your Move rating to DMG; Piercing Attribute
Equipment and Vehicles
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Personal Gear
Example: A pony equipped with a .9mm set of Deckers, who has a total of 6NL now has the following: 6NL = 3L + 1L 1AP (.9mm DMG) + 2 (Bonus provided by the deckers) = 6L 1AP
Submachine Gun: These firearms are fully loaded to bear, with a magazine that can range from a 40rnd magazine to a 100rnd drum magazine. SMGs can lay down suppressive fire, but it eats through ammunition quickly. Rifle: A common weapon used by hunters and soldiers. Highly accurate and packs a powerful punch. Marksmen favor this weapon in long range conflicts. A rifle counts as a club in melee unless equipped with a bayonet. Shotgun: Two types of shotguns exist. A double barrel variant, and the Trench Shotgun. Double Barrel takes a moment to reload, but can unload with both barrels doubling the lethality of the attack. Trench Shotguns benefit from having up to 6 shells in its stock, but take a bit longer to reload when depleted.
Personal Gear
Weapon Details
All firearms are classified as Ballistic damage. ▶▶ Name: The name of the weapon. ▶▶ Ammo: The ammunition type that a firearm can be designed for. A firearm cannot trade ammunition types without being completely re-tooled for the new caliber. ▶▶ DMG: The Damage value of a weapon. L represents Lethal and NL represents Nonlethal. ▶▶ Str: Base Strength Attribute required to required to handle the weapon. ▶▶ AP: The Armor Penetration value provided by a weapon. This only counts against the DR value provided by armor and some racial talents. ▶▶ Cap: Capacity is the amount of ammunition the firearm holds whether in a cylinder, a strip, or a magazine. ▶▶ Reload: The reload rate represents how many actions it takes to reload a firearm. A Reload of 1 means 1 action, while a reload of 2 means two actions which is equal to 1 round of combat. ▶▶ Rng: Range of a weapon based upon 5 foot increments. A range of 2 means 10 feet of range. ▶▶ Wt: An item’s weight. ▶▶ Diff: The difficulty required to target and break a weapon. It is also the difficulty added to the enchantment difficulty when placing a spell upon a weapon. ▶▶ Special: Special rules provided by the equipment. Firearm
Ammo
DMG
Str
AP
Ammunition
9mm: A small caliber round that offers high penetration but low knock back. .45 Cal.: The .45 Caliber round has low penetration but high knockback. An opponent who is struck by a .45 Cal. firearm, and receives 4 or more points of damage, is knocked down by the force of the impact. 30.06: A sleek bullet made for rifle fire. Offers balanced lethality and armor penetration. Bird Shot: Shotguns can fire special shells that are loaded with small metal pellets known as shot. A character that fires this type of round may choose to re roll their dice as a way to include the widespread impact of the shot. The second roll stays. Slug: A solid slug that slams into an opponent with devastating results. An opponent who takes 4 or more points of damage, is knocked down by the force of the impact. The operator firing the gun receives 1NL damage from the blowback created by this specially designed round.
Range
Cap
Reload
Wt
Diff
Deckers
1
—
1
—
1 lb.
2
Automatic Pistol
1
30 ft
7–12
1
2 lb.
2
30 ft
6
2
150 ft
40–100
1
Revolver Submachine Gun
2 9mm
1L
.45 ACP
3L
Rifle
2L
Slug
4L
10 lb.
3
Burst fire: 3 rounds
250 ft
5
2
10 lb.
3
60 ft
2/6
1/2
10 lb.
2
See description; Single Shot
1 2
Birdshot
Single Shot
See description
3L
Shotgun
See description
1 2
30.06
Special
May reroll their dice once +1
1
+90 ft Page 64
3
s Roan
See description
Firearm Types
with access to manipulator gauntlets. Ponies are unable to utilize these firearms without the use of manipulators. Currently Canidia has been in legal battles over what they claim are stolen specs that are found throughout Gryphon firearm designs, much which the Falconigrad Empire denies vehemently. Some of the most notable Canidian firearm manufacturers are: Terry and Chow (T&C): A historic company stretching all the way back to the days of old when the first firearms were designed and used against the old Roan Empire. Their long rifles are still considered to have no competition against its form and function. Canidian Double Action (C2A): Developed by the Canidian Military complex to help with keeping its soldiers armed with the best. C2A generally pulls in many contractors to develop its weapons, and one can often find Roan tech as well as Falconigrad tech evident in these firearms. Doberman Triggers: Known for the development of larger ballistics, Doberman provides civilian defense with a range of pocket pistols for personal protection. Æther-Tech: Æther-Tech firearms utilize a mana-infused gem shard to produce force which propels its ammunition. Because Æther-tech requires no powder charges, the gun utilizes a caseless form of ammunition. The benefit is that the gun is generally lighter. Bonus: These firearms do not discharge any sparks or smoke and do not interfere with a pony using visual stealth, but they can still be heard granting a +2 to ponies with audio perception talent. Flaw: Æther-Tech firearms can be dispelled or forced to erupt with a AoE 1 and a 4NL burst that denies the user’s active defense. These gems have a natural 6 resistance defense vs. attacks and magic, this defense can be upgraded to an 8 resistance. The improved resistance is accomplished through the use of higher-quality gems, and are generally designed for specialists. One can expect these types of gems to double or even triple the price of a firearm. Gunpowder: Today it is considered old technology, but one that has proven itself over time as easily produced and beneficial in multiple uses other than firearms. Bonus: A wound can be sealed with gunpowder and lit to cleanse the wound and cauterize it, stopping infection. Gunpowder can also be collected to create an explosive that has an AoE 4 and an 8L. Flaw: Combat in wet weather can cause a firearm to jam or misfire. Gunpowder can also catch fire and explode if not packed away carefully or placed in safe locations away from heat.
Equipment and Vehicles
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Personal Gear
Pony Designed Firearms: The company known as Mag-Lock Technologies created the first Roan firearms tech for utilization by ponies. The pistols utilize a strap wrist mounted system that has been created for ponies along with a modified trigger system which requires the use of both hooves, one which the pistol or revolver is attached to, and the other for pulling the trigger. This system unfortunately means that a pony cannot dual wield these types of pistols without some heavy modifications. The submachine guns utilize a dual safety mechanism which requires the pony to press the butt of the SMG to their shoulder and depress the secondary safety trigger with the steadying hoof, the other hoof is required for pulling the trigger. Rifles are not too dissimilar to that of a Canidian design, the only difference being the trigger mechanism’s size and access for a pony’s hoof. One thing ponies should remember, is that the kinetic energy required to launch their round still applies the same laws of physics similar to any gunpowder tech weaponry. Some of the most notable Roan firearm manufacturers are: Hoof and Hammer (H&H): Their revolver designs came from the helping hand of a retired Canidian veteran double amputee named Sgt. Lucky. These designs are often seen on law enforcement and utilize a wrist brace system that lets the owner quickly slap on their persuader and fire it utilizing a double-action trigger system. ML&T: The first to have developed the Æther-Tech munitions. These firearms are generally very opulent in their design, with engraved gold leaf, or silver etchings embedded into mahogany wood stocks. Many performance firearms are designed by ML&T for competitive sports as opposed to military use. Gideon’s Mercy: Gideon was the first company to condense the field machine gun into a light submachine gun. These have spread across the country to many security firms both federal and private for use as protection by troops on the move. Gideon introduced the world’s first ever blowback system using Æther-Tech to compact the size of the SMG into a personal defense weapon or PDW. Currently the Roan Military has begun a bidding process for companies to create more of these PDW type armaments. Gideon is also one of the major manufacturers of the heavier automatic weapons found on the newly developed Roan aircraft. Lyra Bon Saddle Rings: For the adventurer on the go, Lyra Bon armaments are made sturdy, and ready to withstand the rigors of travel through mountains, deserts, tundra, and jungles. Their simplistic design allow a pony to quickly strip them down and clean them with minimal difficulty. Canidian Designed Firearms: Canidians, having the benefit of having flexible digits, are better at grasping more detailed and intricate objects. Their weapons utilize a trigger guard system, and pistol grip styles that benefit any other race that has hands, or ponies
Archery Wpn.
Arrow/Bolt
Str
AP
Range
Cap
Reload
Wt
Diff
Short Bow
2
0
50 ft
1
1
1 lb.
2
Longbow
4
+1
150 ft
1
1
2 lb.
2
3
+2
150 ft
1
1
½ lb.
3
Composite Bow
DMG
+1 Broad Head
1L
Blunt
2NL
Piercing
1L
Crossbow
Slashing Attribute See desc.; Bludgeon Attribute 1 2
Bolt
1L
Æther Bolt
*
+2
Piercing Attribute 100 ft
1
+1 *
*
100 ft
Short bow: A common bow and arrow combination. For ponies, they utilize a technique where they anchor the base of the bow against their back hoof, and hold the top of the bow in the frog of their upper hoof. Arrows are loaded by mouth and fired. Longbow: A longbow has more range and impact than a short bow, and requires the pony to set and brace it in a similar fashion to the short bow. Composite Bow: A composite bow is similar to a longbow. It is made from multiple material composites that are bound together to make an extremely powerful bow. Crossbow: A crossbow is a variation of the standard bow, with a prod mounted horizontally atop the stock. The bowstring is held by a pawl, which can be released by a triggering mechanism. They tend to be slower to load, but pack a powerful punch.
Arrows
Broad head: Standard arrows tipped with a broad flat head that can pierce flesh. Some archers have been known to tie magically enhanced gems to the arrows in order to launch them a long distance where the impact generally sets off its payload. Blunt: A blunt arrow made for making a nonlethal takedown. An opponent who is stunned by a blunt arrow is also knocked down. Piercing: These tips come to a very sharp point that can penetrate most basic armors. Bolt: A bolt is specifically designed for crossbows, they are shorter than arrows, but can back a powerful punch. Æther Bolt: A bolt that is tipped with a gem. These gems are generally imbued with a spell from a caster. There are many variations of these types of bolts. Using the Æther creation rules, a GM or Player can define the type of Æther Bolt being used. On impact, these gems shatter, releasing their contained spell.
Page 66
2
4 lb.
3
¼ lb.
Piercing Attribute
¼ lb
* See description
Explosives
Archery Personal Gear
Special
Dynamite, Stick: Explorers often carry sticks of dynamite during expeditions both for mundane purposes, and also as makeshift weapons. A stick of dynamite explodes in a 10-foot radius (AoE 2), damaging everything in the area. Dynamite is typically sold in bundles of six to twelve sticks and requires fuses, cut to specific length (one inch of fuse burns for one second). Wiring multiple sticks of dynamite together grants a +2 damage bonus and increases the explosion radius by five feet (+1 AoE) for each additional stick (maximum of six sticks). Flare Gun: Flare guns are intended for use as a signaling device, but can be utilized as a weapon, or for increasing an areas level of light. The flare gun has a range of 100 feet and its light has a radius of 50-foot; it will increase the brightness of a location by two. As a weapon it does 2L and applies the Burn effect. Grenade, Hoof: While there are several different types of grenades, all are treated the same in regards to the rules. Grenades explode in a five-foot radius (1 AoE) doing 4L, a defensive grenade explodes with a ten-foot radius (2 AoE) and does 8L. Molotov Cocktail: A Molotov cocktail is a simple incendiary made from a bottle or small breakable container full of gasoline or other flammable liquid, with a greasy rag, or cloth corking the top. When lit and throw, the bottle shatters, showing a five-foot radius with burning fuel. An opponent inside the area of effect takes two points of lethal damage and immediately catches fire. They continue to take fire damage each round until they put themselves out. Explosives
s Roan
DMG
Str
Rng
Wt
Dynamite Stick
4L
2
10 ft.
½ lb.
Flare Gun
2L
2
100 ft.
1 lb.
Grenade, Basic
4L
2
10 ft.
½ lb.
Grenade, Defensive
8L
2
10 ft.
1 lb
Molotov Cocktail
2L
2
10 ft.
1 lb.
Light
Armor
DR
Spd
Str
Mat
Padded
+1
0
1
Soft
+1DR vs. Slash
Brigandine
+2
–1
1
Soft
+1DR vs. Slash and Pierce
Flak Jacket
+1
–1
2
Soft
+3DR vs. Ballistics
it requires more strength and takes away from his overall Dexterity when wielding it. In return it provides him with 1 DR.
Special
Special
Heavy
Buckler: A buckler is a small round shield that provides a light piece of defense, generally used by ponies that Ring Mail +2 –2 2 Hard +1DR vs. Slash; –1DR vs. Ballistics, Pierce are armed with a single handed weapon Plate +4 –2 2 Hard +2DR vs. Slash or firearm. Other bucklers may have custom modifications to allow a longer Flack Plate +3 –3 3 Hard +2DR vs. Ballistics, Pierce, and Slash firearm to be balanced upon it. Æther Suit 0 –1 2 Soft Nullify Æther Radiation up to a Diff 6 Wood Shield: A simple wooden shield like those of yore. It provides simAtmo-Suit 0 –5 3 Hard Deep sea diving. Nullify Cold ple protection with the added bonus of Fire Suit 0 –1 2 Soft +8 DR vs. Fire damage reduction. Metal Shield: Like the wooden Power When using Str rolls, triple the dice pool. +3 –3 2 Hard shield, but heavier and sturdier. It takes Loader When attacking double the Str Attribute. away from a wielders dexterity, but provides greater protection against attacks. Riot Shield: Similar to the metal shield, the riot shield is made of a material that provides ballistics protection. Armor has many variations, offering defenses against various types Pavise: A pavise is a large shield that is convex in shape and of attacks. A flak jacket is excellent against ballistics and shrapnel, measures about 4 to 5 ft. in height. It is high and broad enough to but holds up poorly against bladed weapons, while padded armor provide complete protection to a pony from one direction. It is eshas a rather balanced protection versus all types of damage. sentially mobile cover. These shields are generally propped up in a Armor technology has made many leaps and bounds since the permanent position for ranged weapon users to use as cover. Pavises days of knights in shining armor. can be connected with each other to form a wall of protection. Soft Armor: Generally worn by the police and lower rank solRiot Pavise: Similar to the regular pavise, a riot pavise offers diers, providing comfortable movement and mobility. ballistic protection. Generally it takes two to carry and position these Hard Armor: Hard Armor is made of tougher and sturner malarge shield plates, but once stationed, they are difficult to remove. terials but trades mobility for the better defense. Special Armor: Special Armor is made for protection against Armor Details specific elements. ▶▶ Name: The name of the equipment. Æther Suit: This suit protects the wearer from intense amounts ▶▶ DR: Damage reduction provided by the armor vs. both Lethal of concentrated æther. Any Æther Radiation difficulty ranked 6 or and Nonlethal damage. This bonus can be negated by any weapon lower can be ignored. with a AP value. Atmo Suit: This deep sea diving suit is made of hardened ma▶ ▶ Spd: The heavier the armor is, the more speed it takes away from terials and is very limited in its mobility, but it allows the wearer to a wearer’s mobility. A –1 means a loss of one rank of movement survive exploration of the ocean’s depths. from the character’s total movement rank. Fire Suit: A specialized fire retardant suit that protects the ▶ ▶ Str: The base Strength attribute required to wear this armor. wearer from intense heat. Generally worn by fire fighters. ▶ ▶ Mat: The type of material components that the armor can be Power Loader: An exo-suit that offers the wearer increased at made from. the cost of mobility. These units are rare, and often seen at loading ▶ ▶ Special: Special rules provided by the equipment. docks, though it is said that a few military variations can be found throughout Roan’s R&D facilities. Shield Defense DR Str Dex Weight
Shields
Shields are similar to armor in that they offer protection to the wielder. Unlike armor that provides full body protection, shields only provide protection in the direction the pony faces the plate. Thus a pony protecting their front, will find it a bit tougher to protect their flank or their rear. Shields do not provide total DR. Most shields provide a defense bonus to their Active Defense. Cyrus has an Active Defense (Dexterity) of 3 + Passive Defense (Body) of 3 for a total defense of 6. With a regular Wood Shield equipped, he now has a total defense of 8. Cyrus swaps his shield out for a Metal Shield. Due to the extra weight,
Buckler
1
1
1.5 lbs.
Wood Shield
2
2
5 lbs.
Metal Shield
2
1
3
–1
10 lbs.
Riot Shield
2
2*
3
–1
10 lbs.
Pavise
4
4†
–3
40 lbs
Riot Pavise
4
6†
–6
80 lbs
4*
* Versus Ballistic attacks only. † A pavise requires more strength than other shields, but multiple ponies can work together to move it.
Equipment and Vehicles
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Personal Gear
Armor and Shields
Clothing
Travelling Gear
Personal Gear
Traveler’s Wear
Arctic Wear: Thick woolen layers comprise this outfit, providing warmth to the explorer as they trek through snowy fields and mountain passes. Provides a +2 to defense vs. cold. Arctic Wear, Æther: Specialized winter wear that has gems embedded in them. These gems provide a very low heat signature which keeps the pony’s body warm during arctic exploration. Provides a +4 to defense vs. cold. Desert Wear: Lightweight and heat reflective clothing helps to keep an explorer cool during their trek through desert and arid environments. Provides a +2 to defense vs. heat. Desert Wear, Æther: Specialized gems are sewn into these light-weight clothes providing cool air to the pony. Provides a +4 defense vs. heat. Forest Wear: Patterned to help conceal a ranger as they make way through the forest. Provides a +2 bonus to the wearers stealth roll. Jungle Wear: Patterned to help not only conceal but fight the humidity and heat that can be experienced within a jungle biome. Provides a +2 to survival rolls in jungle when dealing with its heat and humidity. Ocean Wear: Nearly skin-tight dry suit meant to keep the wearer dry during their swim. +2 vs. an ocean or lake’s cold temperatures. Temperate Wear: Comfortable wear for all purpose travelling during comfortable weather.
Urban Wear
Hobo Wear: Generally tattered and mixed clothing worn by the poor, and travelling vagabonds. Surprisingly, for a nation of ponies, clothing has become a growing trend due to the protection it provides against the elements. Luxury Wear: Expensive clothing, it shows off wealth and sometimes demands respect with its mere presence. +2 to charisma based social rolls. Military Uniform: Sharp dressed uniforms worn by officers and soldiers during parade, very snappy and impressive. +2 to charisma based social rolls. Work Uniform: Uniform worn by utility workers. Generally made of tough materials, yet flexible enough to allow full range of movement.
Clothing Modifications
Camouflage: Camouflage benefits the wearer with a +2 to their stealth roll when applied to the appropriate biome. Biomes included different forest patterns, desert, arctic, urban, and more. When in the incorrect biome, the bonus becomes a –2, as wearing forest camo in a field of snow may not be very helpful. Æther Healing: Clothing can tear, but specially treated micro-gems can be placed on them which helps to heal the clothing of minor rips and tears. Page 68
Temperate Environments
Backpack: For the pony that is comfortable with walking upright, backpacks help to further provide balance. Can hold up to 100 pounds of tiny to small sized equipment. Bedroll: Simple foldable bed that can be rolled up and carried. Helps to provide warmth and comfort while travelling. Saddlebag: Leather bound satchels that rest comfortably upon a pony’s flank. Can hold up to a 150 pounds of tiny to small sized equipment. Binoculars: A valuable asset for both explorers and soldiers. They help to see four times further. Some Binoculars have also been magically treated to allow for different visual aspects such as seeing heat, magically influenced locations, and more. Candles: Specially treated wicks make sure these are not easily blown out by the wind and rain. Generally an alternative light source, it is also used by some casters for ritual magic. Increases the light of a location up to 10 feet. Canteen: Holds up to a quart of liquid. Easily strapped around the owner, or clipped to their clothing, saddles, or belt. Compass: Any explorer and cartographer knows that a compass helps to provide direction. As well, they can be a helpful early warning system for mana storms, as the needle itself begins to spin wildly when a storm approaches. The user will always know true north, except if there is interference. Flare: A flare is a small cylindrical device with specialized powder that, when the top is struck, illuminates a wide circumference of up to 25 feet. It may also be used as an improvised weapon similar to a torch. Flashlight: Provides illumination in a 20 foot cone. The Æther gems that power it can last up to 3 hours of continuous use before it needs to be recharged or replaced. Gas Mask: These masks have a specialized Æther filtration canister that scrubs poisons and miasma from out of the air that the pony is breathing. Generally last up to 2 hours a canister. The mask itself also protected the eyes, but at the cost of perception due to the enclosed eye holes. –2 to perception checks when this is equipped. Head Lamp: Provides light similar to the flashlight. It is strapped to the user’s head freeing up their hooves or gauntlet assisted H.A.N.D.s. Hygiene Kit: Basic Toiletries such as shaving razor, scissors, soaps, and other simple amenities for those who wish to keep their body in good condition. Lantern, Æther : Similar to the flashlight, this Æther ran lantern does not suffer from the cold, water, nor rain. It provides light up to 40ft in a circular area. Mirror: A small polished mirror handy for looking around corners, signaling friends with sunlight, and putting on makeup. Musical Instrument: Instruments of various makes and materials. Wind instruments, string, brass, and more. For the pony who enjoys giving a musical score or a jazzy tune to the others.
s Roan
Winter and Cold Environments
Crampons: Metal spikes that are strapped to a climber’s hooves. They assist in climbing slick surfaces, or finding purchase upon ice. When travelling on ice, the wearer suffers no penalty to movement speed. Ice Goggles: Large and thick goggles that help fend off the cold from the eyes. Generally lined with fur or other warm materials. Treated with either a special coating, or using a plate with thin slits, it helps to defend the eyes from snow-blindness in sunny conditions in an arctic biome. These can severely limit the wearer’s vision incurring a –2 perception penalty to rolls. Ice Pick: Provides a climber with a +2 to their climbing roll. These picks have a hammer on one side and a pin-point implement on the other for digging into thick snow or ice. Can be used as an improvised weapon with a 1L and 1AP. Winter Sleeping Roll: Provides warmth and comfort in the coldest of winter. Winter Tent: A specialized tent which utilizes a Gem Matrix to provide heat to the interior, making it possible to survive in the coldest climates of the arctic tundra. Generally used by many researchers and adventurers out in the cold.
Tools and Kits Medical Aid
Antidote: An antidote is made to combat a specific venom, or poison. When administered to a pony who has been bitten by a venomous animal, or poisoned, it provides a +4 bonus to their Body check rank before Body is doubled. A pony with 3 Body, now has 7 Body which doubles to 14 dice when rolling. First Aid Kit: A small portable kit which provides basic medical needs. A user who has this may gain a +2 bonus to their first aid rolls. Good for five uses. Surgeons Kit: A surgeon’s kit has everything a doctor needs to provide medical assistance in the field. Scalpels, forceps, bandages, anesthetics, gauze, and stitching. To the untrained, it provides a +2 bonus to medical rolls. To trained (+4 ranks in Medicine Skill) it provides a +4 to medical rolls. Salve: Provides healing to any burn wounds, negating the burn affliction whenever applied. Tonic: An alchemical salve that can be poured upon a wound during combat. It provides 1 point of health back when used.
Tools
Bolt Cutters: Bolt cutters give a +2 bonus to Strength rolls when cutting through metal, such as locks. Crowbar: A crowbar grants a +2 bonus to Strength rolls when breaking open chests, prying walls apart, or performing other feats of brute strength. Also counts as a club. Glasscutter: A small, specialized tool used for making clean cuts through glass. Grappling Hook: Used for finding purchase upon a ledge during climbs. Provides a +2 bonus on climbing rolls. Can be used as an improvised club or trip wire. Hacksaw: A small saw used to cut through metal. A character can cut through one inch of metal every ten minutes. H.A.N.D.s: Hydraulically Articulate pNeumatic Devices. These specially designed gauntlets strap up to the elbow of a pony’s foreleg. It provides specialized digits for grasping and manipulating tools. A pony now may manipulate any weapon type. These devices come in a light and medium configuration. Heavier models are considered complete suits. ▶▶ Light Configuration: A pony may add +2 dice to their pool when performing tasks that require precise movements. ▶▶ Medium Configuration: A pony may add +4 dice to their pool when performing a task that requires precise movements. In combat a pony may add +2 dice to their dice pool when performing melee attacks, or using ranged weapons. Handsaw: A small, portable saw with a sheath. Pickaxe: Miners utilize these tools for digging into hard bedrock and cracking tough stone. Ponies gain a +2 bonus to digging. Shovel: Sometimes hooves won’t do it for digging things out of the ground. A shovel helps by providing better leverage to the pony digging offering them a +2 bonus. Sledgehammer: A hefty mallet good for smashing things. Counts as an improvised bludgeon weapon. A +2 bonus is provided when a pony is working to break something with the hammer that isn’t in combat.
Equipment and Vehicles
s Page 69
Personal Gear
Oil: A pint of oil that will burn for 6 hours. Good for starting fires, or providing light via the use of an oil lantern. Pole, 10-foot: For touching things at a distance that you yourself don’t want to touch, things like traps, plants, animals, even other ponies. Purifier, Æther: A specialized mana gem that purifies the water it is placed into. Some companies have managed to create water skins that house these. Needs only a simple mana recharge every hundred uses (Diff 3). Ration (Daily): Compact and wellpreserved food. Generally ranging from jerky, to trail mixes, they help to keep a travelling pony a happy pony. Rope: 75 feet of rope used in climbing, tying up prisoners, securing cargo, and more. Tarp: Specially treated canvas that covers a 20 foot by 20 foot area. Ideal for protecting equipment during inclement weather, reinforcing tents, or simple shade from the heat. Telescope: Can be collapsed for travelling purposes, provides similar bonuses as the binoculars except up to a range of 6 times their view. Tent: Tents can come in varying sizes. They provide a semistable structure for users to sleep in. It provides protection from the elements and against insects. Generally made of a canvas or canvaslike material, held by poles, stakes and rope. Tent, Æther : A very specially treated tent which utilizes a Gem Matrix to increase the interior. A single pony tent may in fact actually be a two to six person tent on the inside. If the Gem Matrix is destroyed, occupants inside will find themselves ejected out of the tent in a comedic fashion, generally landing in a heap. Traveler’s Cot: A collapsible cot. It provides a stable structure and a raised platform. Designed to keep the sleeper off of wet or otherwise uncomfortable ground.
Personal Gear
Tool Kits
Æther Radio Pack: A heavy pack, generally in use by the military to coordinate troop movement. It is central to keeping teams in contact with a main command radio. These are placed in specialized saddlebags that are carried around by a designated radio-pony. A radio pack has a range of 3 miles. Æther Radio Kit: A collection of head-strapped radio devices for keeping units in contact. Needs an Æther Radio Pack user to set up a point of contact. A radio kit has a range of 1 mile. Aer Kit: Useful kit for flyers. Contains specialized tools for manipulating mana clouds and even thick fog. These things can be stored or passed to an Alchemist who can then extract the liquid mana from the cloud. Alchemical Kit: Necessary vials, tongs, and basic ingredients for an alchemist to begin doing their trade. Without this kit, the alchemist will not be able to create any mixtures. Artisan’s Tools: A set of brushes, pigments, and oils for the artistically minded who enjoy expressing their abilities, as well, the sculptors may find their kit to contain tools for chiseling or even molding clays. When doing any artistic work, this confers a +2 to their Crafts Skill roll when applied to artistic craft. Blacksmithing Kit: Hammer, tongs, and specialized tools for handling Æther gems. A blacksmith cannot do their work without these tools. Climber’s Kit: Cams, pitons, and other tools utilized in climbing and scaling across difficult terrain and mountains. Provides a +2 climb bonus to the user as well as any other climbers trailing along the same path, provided the cams and pitons are still there. Disguise Kit: A case containing cosmetics, hair dye, and minor props. For those who wish to take the guise of another or to hide themselves away in amongst the public, this can help by giving the user a +2 to Disguise Skill roll. Fletching Kit: Used by Archers as it provides arrowheads, shafts, and feathers for creating arrows, or bolts. Not necessary, but provides a +2 to crafting arrows. Gem Processor’s Kit: For the pony who wishes to repair a Gem Processing Unit (GPU). This kit contains fine tuned tools for manipulating the either trial between gems, as well as quartz diodes for providing connection between gem systems. Micro tools are available and provide help with tearing apart, or putting together a GPU. When repairing a GPU, it provides a pony with +2 to their crafting skill. Required for GPU repair. Jeweler’s Kit: For the pony who likes to refine their gems into flawless pieces, this kit contains the brushes, files, and jeweler’s loupe, all for up close work. When working with jewels, it provides a +2 to their crafting skill. Required for jewel crafting. Mechanic’s Kit: Contains all the tools necessary to work upon engines, and other vehicular needs. Merchant’s Kit: Contains tools for the daily business pony. Scales for weighing valuables as well as jeweler’s lenses for searching out imperfections. When conducting business they may earn a +2 to any charisma based skill. Munitions Kit: Users of Æther-Tech ballistics, or firearms can utilize this to create their own ammo. This can also include grinding Æther������������������������������������������������������������� gems for the purpose of specialized ammunition. +2 to crafting ammunition rolls. Photo Kit: A specialized gem placed within a telescoping system. Using intricate ruins, it creates a photo image that is housed Page 70
within the gems mana banks. Photo Development Kit: This kit extracts the photo image from a Photo Kits mana gem and transfers it to specially treated paper. Spell Book: Ponies who study in the art of the arcane can benefit from having a spell book nearby. Not only does this confer a bonus +2 to their spell casting roll, they are able to quickly write down and call upon other spells that go beyond their willpower’s ability to contain. Masterwork: When applied to any of the tool kits, it increases its quality and increases the bonus offered by +2. The cost of such equipment is 200% more than the original. Thieves Kit: Contains tools for pick locking and disabling devices. Provides a bonus +2 to thievery rolls, and +2 to disabling devices.
Food, Drink, and Lodging
Weary adventurers will require rest if they are to conserve their strength, and heal their wounds, and there is nothing better than a warm bed, hot food, and a cold drink. Where the field may be bitter and uncomfortable, ponies will find bonuses to their health for resting at a proper establishment. Inns, Motels, and Hotels: These establishments vary in quality yet all offer the same conveniences, giving a roof over a pony’s head and a bed to sleep in. A place that is in poor condition may provide little security, and next to no comfort. A high end establishment offers many amenities and comforts of home away from home. Meals: A good meal can benefit a pony with a +2 bonus to any action after the meal. Once that action has been committed to, the bonus goes away. Whether cooked around a campfire, a mother’s packed lunch, or at any establishment, as long as it’s filling and healthy, the benefits can be applied. The better the food, the better the bonus one earns on their next action.
s Roan
Materials Cloth and Ores
Different materials are used in crafts by many of Roans denizens. Each material offers benefits and detriments. Some may prove to house magic better, others may prove better as a weapon rather than armor and vice versa. These materials offer differing stat bonuses as follows:
Base materials
Leather: Basic soft material that is the baseline for all other soft
Premium Materials
Arimathen: An extremely light and airy material similar to leather, yet tougher and more durable. Many adventurers stand by this material as the next step up from Leather, and many guilds are known for awarding new explorers a set of arimathen armor after their first successful contract. Ceramitite: A mix of specially made ceramic powder and alloys to create a bulletproof sheet. ▶▶ Due to the nature of ceramitite, it is DR –2 vs. Slashing, Piercing, and Bludgeon. ▶▶ It provides a bonus DR4 vs. Ballistics and bonus DR4 vs. Fire in addition to its base DR. ▶▶ Cannot be used in weapon creation. Solaisidium: Considered by the Church of Harmony to be a holy material. It is similar to leather, and its qualities seem to grant against discordancy. ▶▶ When confronting discordant creatures, it provides a DR4 bonus in addition to its base DR. ▶▶ Cannot be used in hard material Material Element weapon creation. Can be used in soft weapons or as wrappings upon Basic bludgeon weapons providing a +4 Leather Life Dmg bonus against creatures with the Discordant attribute. Steel Earth Durendon: Generally referred Premium to as silver steel, it is a tough material that is able to absorb heavy impacts Arimathenium Water from explosive forces and bludgeon Fire weapons, it also provides good mate- Ceramitite rial balance for weapons. Solaisidium Life ▶▶ It provides a DR2 bonus vs. Force Durendon Earth and Bludgeon in addition to its base DR. Schwarzstahl Death Skyron
Air
Material Details ▶▶ Element: This is the magical element that the metal best repre-
sents. When a spell of the material’s nature is cast upon it, it benefits the caster with a +4 to their dice pool as well as increasing the armor’s acceptance of that spell’s difficulty by +4 allowing for greater spell modifications to the armor. ▶▶ Damage: Also known as Dmg, it is the maximum damage that can be applied to a crafted weapon. This takes into account the materials durability during its crafting stages as well as the damage type the weapon normally provides. ▶▶ Damage Reduction: Also DR. This is the base Damage Reduction bonus the material grants to any armor. Some materials may grant bonus DR or negative DR depending on special circumstances. ▶▶ Str Mod: The Strength required to wield the equipment effectively. ▶▶ Type: Soft materials like leather. Hard materials like Steel. ▶▶ Diff: Difficulty modifier added to the total difficulty challenge when creating a weapon or armor with this material. ▶▶ M-Diff: Magic Difficulty modifier added to the total difficulty challenge when enchanting any weapon or armor made with this material. ▶▶ Cost: When purchasing an item made of a particular material, its cost goes up by + the listed percentage.
DMG
DR
Str Mod
Type
Diff
M-Diff
Cost
—
—
—
Soft
+1
2
—
—
—
—
Hard
+2
4
—
—
+1
–1
Soft
+2
2
+25%
—
–1
+1
Hard
+3
3
+50%
*
*
+0
Soft
+2
2
+25%
+2
+2*
+1
Hard
+4
2
+75%
+3
+2
Hard
+5
3
+200%
–1
0
Hard
+1
1
+25%
–2†
*Read item description for special additions to the materials stats. † To a minimum of 0 Str mod. Equipment and Vehicles
s Page 71
Personal Gear
material comparisons. A quality of this material is that it provides a DR2 vs. Fire on top of its base DR. Cannot be used in hard material weapon creation. Can be used in soft weapons or as wrappings upon bludgeon weapons. Steel: Basic hard metal material that is the baseline for all other hard material comparisons. Most weapons and armors utilize steel. When developing a weapon or armor of a different material, use the item’s base stats listed below and add or subtract the stats of the different material using the chart below.
Schwarzstahl: Also known as Black Iron. This alloy is known for creating a wickedly sharp blade yet it is extremely difficult to obtain as the major export of this material comes from the Gryphon’s homeland. ▶▶ Provides a +2 Dmg bonus with slashing and piercing weapons. Skyron: The merger of Iron and Air Æther. This lightweight alloy can be found in many of the Roan airships and planes, its lighter weight allowing great protection, though it may not hold the toughness of steel. Some Roans have taken to creating large weapons from Skyron in order to wield them easily.
Gems
▶▶ Damage: This is the maximum spell bonus that can be applied to either Melee or Brawl damage.
Personal Gear
Gems range from common to rare commodities that are used by both fashion designers as well as engineers, spell casters, and smithies. Fashionistas enjoy the presence that these gems give them as jewelry. Ranging from gaudy and overly enlarged baubles to small petite and extremely well-cut gems. Greater masters of the arts further use these gems to implement charisma inducing spells in order to increase one’s presence and panache. Engineers and Arcane casters utilize these gems for creating magical tools to assist them. Whether creating an assistant golem, or a power source to run an airplane, you will find both of them working together hoof in hoof to make sure their dreams and desires come to fruition. Smithies work with gems to bring some glamour and pomp to their designs, whether it is a sword, a firearm, or armor. As well, these gems also may cast a boon upon such armor, though for a very expensive price. Such permanent effects require flawless gems which are rare to come by.
▶▶ Difficulty: This is the additional spell difficulty that is added to
the total difficulty dice pool during enchanting. Usually the better the gem’s quality, the harder it is to force the magic into it. Some elements are much easier to work with than others, and this is reflected in the differing difficulty bonuses. This difficulty is also used as the bonus defense vs. Dispelling attacks. ▶▶ Rarity: How much does the gem sell for and how hard are they to find. ▷▷ C – common and considered to be inexpensive. ▷▷ U – uncommon and priced at a mid to high value. ▷▷ R – rare and priced at high to expensive. ▷▷ L – Legendary and many find it difficult to even put a price to the object.
Gem Details ▶▶ Element: The elemental Æther that is required to be able to to
imbue the following gem with the casters needs. Not all elements are equal. Each element benefits a specific aspect of one’s physical or mental traits. Physical benefits are for skills that require Body, Dexterity, or Strength. Mental benefits are for skills that require Charisma, Intelligence, or Willpower. ▷▷ Air: Physical – Dexterity ▷▷ Earth: Physical – Body ▷▷ Shadow: Physical – Strength ▷▷ Fire: Mental – Charisma Gemstone Element ▷▷ Water: Mental – Intelligence ▷▷ Light: Mental – Willpower ▶▶ Quality: A gem’s quality affects the benAmethyst Air efits it passes to any material it is attached to. Flawed gems may provide temporary benefits which need to be recharged constantly, whilst flawless gems are perfect, even offering a slight magnification to the gem’s boost. ▷▷ Cracked: A cracked gem will only be able to handle a spell for two hours. Once depleted, the caster must recast a spell upon them or cast a new spell. These are considered rather utilitarian in use. ▷▷ Flawed: A flawed gem can hold a spell for a day. ▷▷ Flawless: A flawless gem can hold one permanent enchantment until dispelled. ▶▶ Primary Attribute: This is the maximum spell bonus that can be applied to a Primary Attribute. A gem’s type affects what Primary Attribute it can benefit. ▶▶ Secondary Attribute: This is the maximum spell bonus that can be applied to a Secondary Attribute. Any secondary Attribute can be boosted.
Ruby
Emerald
Sapphire
Diamond
Onyx
Fire
Earth
Water
Light
Shadow
Page 72
Quality
Prim Att
Sec Att
DMG
Diff
Rarity
Cracked
0
0
1
+0
C
Flawed
1
1
1
+0
C
Flawless
2
1
1
+0
R
Cracked
0
0
2
+1
C
Flawed
1
1
2
+2
U
Flawless
2
2
3
+2
R
Cracked
0
1
1
+2
U
Flawed
1
1
2
+2
U
Flawless
2
1
2
+2
R
Cracked
0
2
2
+0
U
Flawed
1
2
2
+1
U
Flawless
2
2
2
+1
R
Cracked
2
2
1
+2
U
Flawed
3
3
2
+4
R
Flawless
4
4
3
+6
L
Cracked
2
0
2
+2
U
Flawed
3
2
3
+4
R
Flawless
4
3
4
+6
L
s Roan
R
Vehicles
oans have access to the land, sea, and air and find themselves traveling across them in various powered and magical means. Described in this section are vehicles which the Roans utilize in peaceful times and in war, many of which embrace the adventurous feel.
Vehicle Armaments
Vehicle Equipment Details ▶▶ Size: The relative size of a vehicle as compared to the average pony
Canister
4L
2AP
HE-HP
4L
3SAP
1AoE
Flare*
Light
Smoke*
Cover 4 1,000/25,000
6-inch Gun
4r
Canister
4L
2AP
6AoE
HE-HP
8L
6SAP
3AoE
Equipment and Vehicles
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Vehicles
Special Rules (Size 0). Vehicle Size modifies its defensive factors, it’s capable Structural Armor Penetration (SAP): High impact, high exploload, and speed. ▶▶ Damage Reduction (DR) and Structural Damage Reduction sive artillery rounds. SAP ranks subtract from SDR. SAP completely ignore regular DR. (SDR): Vehicles with DR can still be destroyed by simple methStructural Damage Reduction (SDR): Armor with high imods such as melee, hoof to hoof combat, and simple firearms while pact resistance. Built to withstand punishment from artillery. SDR a vehicle with SDR will find itself to be impervious to forms of subtracts from the opponent’s total attack successes. SAP rounds light weaponry and melee, except for those that have structural can negate SDR. penetration. Area of Effect (AoE): Artillery can have a burst, covering a ▶▶ Vehicle Rank (VR): Determines the state of the vehicle’s condiwide area with shrapnel, fire, and debris. Units caught in this field tion as well as its performance. A vehicle with a high rank is able are forced to take evasive maneuvers else risk being hit. to handle more easily. As a vehicle begins to take vital damage, the rank lowers, making it difficult to control the vehicle. A vehicle Vehicle Medium to Heavy Ordnance at –5 VR will be considered disabled, if brought to –10 VR it After the end of the Æther Wars, the Roans were quick to assess explodes with a 6L, 4 AOE burst. their need to expand their use of ordnance in both offensive and de▶▶ Speed (Spd): The distance a vehicle can travel. This is measured fensive manners. A harsh lesson was taught to their ancestors when in miles per hour. In combat, a vehicle is considered to move five the Roan Empire was decimated by the terrifying power of heavy times its speed rating in feet (thus a car moving fifty miles per cannons. hour; in combat it will have a movement of 250 feet per turn). Unlike their neighbors, the Roans have been able to utilize Like normal movement, a driver can opt to make a double move their own research into magic to create lightweight ordnance that with a vehicle as normal. ▶▶ Crew: Number of operators required to effectively operate the is much safer and extremely unlikely to go volatile if ever damaged. The majority of their cannons utilize a revolver like system where a vehicle. Master Gunner will then impart varying levels of magic into a series ▶▶ Passengers (Pass): Number of passengers a vehicle can carry. of force gems which would then launch its ordnance at an intended ▶▶ Cargo: How much weight a vehicle could carry. ▶▶ Hard-point: The type of weapons a vehicle can have mounted on target. 3-inch Gun: Light ordnance generally relegated to anti-air and them. Windows means that a pony can usually hang their weapons anti-infantry. The Æther canisters are generally capped with a specialout the window. Light Fixed means a light weapon such as a maized gem allowing granting it penetration, or explosive capabilities. chinegun can be installed upon the vehicle. Open Top means that 6-inch Gun: These heavier cannons can be seen in use against the vehicle has no roof such as a jeep. Hard Fixed are medium to opposing warships as well as heavily armored emplacements such as heavy weapons that are affixed to the vehicle and requires a mainbunkers and castles. tenance crew to repair or replace it. ▶▶ Combat Pass (C-Pass): A combat pass is how many times a plane can effectively assault an opponent. This Cannon Ammo Range simplifies the need to calculate ammunition. Type Type DMG AP Min/Max Reload Special Lighter caliber weapons have more passes as opposed to heavier calibers. 500/15,000 2r 3-inch Gun
Vehicle Types and Models
Ammunition Types
Canister Shot: A canister full of bearings, at the center sits a rod of micro gems infused with powerful force magic ready to launch its payload. This is generally utilized as anti-air against aircraft and flyers alike. Flare: When launched, the gems that cover this shell will release a brilliant light increasing the light level around it by 4. It has the capability of blinding others just as it does bringing light to the darkest of nights. HE-HP Shot: High Explosive and Heavy Penetration Shot. These rounds fired at an extremely high velocity in order to penetrate thick armor with its arrow like tip. Within this arrow is a smaller shaft lined with gems imbued with force and fire spells creating a devastating explosion.
Roans have access to the land, sea, and air and find themselves traveling across them in various powered and magical means. Described in this section are vehicles which the Roans utilize in peaceful times and in war, many of which embrace the adventurous feel.
Land Vehicles
The most comfortable method of traveling by land is via roadsters, trains, and or Æther cycles. Roan production of land vehicles have increased dramatically, allowing nearly any pony the option of purchasing a car, truck, or cycle.
Passenger Cars
A growing trend across the civilized world is that of the automobile. It not only defines the rising middle class population, it also defines the growing wealth of a nation due to the evolution of the car going from a luxury vehicle to a basic standard of living. From exploration, to luxury, and now to today where it is seen as a common convenience for those wanting to visit grandma on the other side of the nation. Common passenger car models are:
Vehicles
Vehicle Light Ordnance
.50 Cal Machine Gun: A heavy machine gun, generally bolted to vehicle. It offers a steady rate of suppressive fire that will chew through most infantry armor. 20mm Cannon: These larger machine guns pack a heavier punch that can tear through thick sheets of armor. Explosive munitions can be used to effectively take out large groups of combatants.
▶▶ Camelback: For the family that likes to traverse across the coun-
Vehicle Armament Details ▶▶ Cannon Type: The type of cannon available for placing upon a
tryside, Camelback is best known for having invented the first fully enclosed car, a luxury that would be replicated across many other manufacturers. For those in the here and now, the Centennial Special is the newest middle class model to hit the market. Developed by Zebrican immigrant Behnia Camelini, a zebra with a love for comfort in travelling and decided to share his engineering dream with the rest of the world.
hard-point.
▶▶ Ammo Type: The type of ammunition available to a weapon. ▶▶ DMG: The Damage value of a weapon. L represents Lethal and NL represents Nonlethal.
▶▶ AP: Armor penetration is divided into two forms of penetra-
tion, the basic firearm armor penetration as provided above. The second form of penetration is Structural Armor Penetration pro▶▶ Pinion 6: A drive so smooth, you’d think you were in heaven. The vided by larger caliber weapons. Pelican Auto classed cars sports a new suspension system utilizing ▶▶ Range: The range of a weapon. Some weapons have a minimum a skyron suspension system, making any drive across a city feel like range that they can be fired safely, and it is considered extremely an easy walk in the park. Considered an old reliable at five years of dangerous to fire at a ship that is within point blank range. age, the Pinion 6 is the current go to on the market for any middle ▶▶ Reload: The amount of time it takes to reload a weapon. Heavy class salary with new options such as a convertible model for those Ordnance takes longer to reload as compared to its smaller cousin who want to stretch their wings, as well as a choice of 6 colors – the gun. This is why multiple cannons are placed upon a ship and Red, Blue, Green, Black, White, and Pink. Developed by the aged fired in sequences, so that while one canLight Ammo Range non is reloading, another cannon can fire Ordnance Type DMG AP Min/Max Reload Special in its place. .50 Cal Machine Gun
20mm Cannon
200
2/*
Tracer
1L
1
Inflict Fire
Incendiary
2L
1
Inflicts Fire
AP
3L
2
Incendiary AP
2L
2
Inflicts Fire 300
HE Round
3L
2
AP Round
4L
SAP 2
2/* 1 AOE Burst
* May requires a team to reload this weapon; once your ammunition is depleted, you are out of ammo. This generally pertains to aircraft. Page 74
s Roan
automobile veteran Sky Banks, who believes that a car should be at home with the family, in every neighborhood.
Trucks
The land trains of Roan, these massive cargo vehicles carry their precious load from all around the nation. Utilizing a heavier engine, they are able to tug heavy loads from cargo ports, and factories for delivery to the closest refinery, or even your local grocery store. The advent of the cargo truck has allowed Roans to easily ship their materials to locations that would otherwise be too far by hoof or wagon. It is quite a sight, seeing a truck from the eastern shore, reaching the west coast to deliver a load of fresh produce. Common trucks are:
▶▶ Applejax: The Apple Core Motor Division of Roan is best known
suspension found upon the Pinion 6’s, this jeep is proving its mettle in competition, the only unfortunate complaints from the troops is the pain in their rear seats with their nonexistent cushioning, and low focus headlights.
for their development of the forward cab. These monsters can be seen plowing across the country side, hauling their cargo in containers ranging from a simple open top back, to grain and liquid silos. If you’re eating an apple, it’s sure to be one brought you by the strength of the ACMD. Jonagold is the owner of ACMD, and proud to say that her trucks are the core cargo carriers of not just the Roan nation, but of neighboring nations as well.
Racecars
▶▶ Saddleback: If you wanted your goods to make it to your desti-
nation back in the old days, the Saddleback Wagon was your go to choice of transportation. Today it continues that tradition as a tough cargo-hauler that can be found all throughout the world, from the dusty desert, to the ice cold of the tundra. Nothing can stop a good Saddleback. Developed by Key Pearington and his three brothers in competition to the Applejax, their company the Pearington 4, continues to overhaul their trucks to carry heavier loads with sufficient speed.
Military Jeeps
The military jeep, still in production. It is a model that employs a new suspension system which allows the vehicle to traverse rough terrain, and no longer needs paved roads for travel, as the world itself is its playground. Current Jeeps in Development:
Motorcycles, Tricycles, and Quadcycles
It wasn’t long till some pony had the idea to slap a motor upon a bicycle. Of course it is often difficult for a pony to balance themselves upon a two-wheeled cycle, hence the creation of the tri and quad bikes. These bikes are generally found at home with the bachelors and bachelorettes of Roan who see no reason to spend extra for a car, when all they have is themselves to carry around. Wild riders and enthusiasts are typical owners, the wild folk pushing these little cars into daredevil stunts, and the enthusiasts enjoying a trip around the countryside on their lonesome. Similar to the custom cars, these motorbikes have a wide variety of developers competing to create the fastest, and sleekest models possible. Some of the existing companies are Arrowhead MotorWorks, The Mushers, Pedal Paws, and Peregrine Dive Cycles.
▶▶ Mark IV ACMD: Created by the ACMD. The Mark IV is one of
the contracted vehicles under development as a long range reconnaissance vehicle. New types of suspensions are being tested upon the vehicle, unfortunately current tests have shown the vehicle to be prone to flipping when reaching speeds of 45 mph or higher on open road due to unstable suspension. Upon difficult terrain, it proves that there is no barrier that can stop it.
▶▶ Mark 8 PA: Pelican Auto is another company contracted for the development of the military jeep. Sporting the skyron spring
Land Vehicles Size DR VR
Spd
Crew
Pass
Cargo
Hardpoint
Passenger car
2
1
4
100 mph
Driver
3
1,000 lbs. Windows
Truck
3
2
6
60 mph
Driver
2
2,500 lbs. Windows
Military jeep
2
1
4
75 mph
Driver, gunner
2
1,000 lbs. Open top; 1 light fixed .50-cal. machinegun
Race car
2
1
3
80 mph
Driver
1
250 lbs.
Windows
Cycle
1
0
2
85 mph
Driver
0
100 lbs.
Open top
Equipment and Vehicles
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Vehicles
If there is one thing the ponies of Roan like, it’s a good race. Where hooves once thundered across dirt side tracks, now the squealing tires and grumbling motors of stock cars fill the air. These custom cars came into existence during the war on Saltz when police ponies had the need for a car to catch up to cargo haulers and bootleggers carrying their illicit goods. As the crime rate dropped, so did the need for these custom cars and their drivers, and all interest turned toward sports. There are hundreds of custom racecars in existence today, and many of these tinkerers and dabblers in the art of the automobile will find company eyes scanning their creations, ready with pen and paper to make offers to purchase their specs or to hire them. Other companies have begun utilizing these racers as advertisements, with a growing fan base coming in from all corners of the world.
Container shipping is one of the most important and necessary means of cargo transportation through sea routes. There a variety of makes and models from all over the world such as the Mare’sk, the Poseidon Mobile Corp, and the Sea Wake Motor Systems.
Vehicles
Water Vehicles
Naval navigation is still considered one of the easiest ways to travel the world. Many ships can be seen docked in Roan ports, offloading great loads of product, minerals, and artifacts that they have brought over from neighboring countries. From river ferries to great cargo haulers, boats are still considered an integral part of the world’s commerce.
Speedboats
Looking good and moving fast — those are the twin duties of a high-performance boat. High-horsepower engines — often two or three throaty stern-drive or sometimes outboard power plants — combine with long, sleek V or catamaran hulls to speed these boats across inland lakes and through ocean swells. These crafts are also favored by some of the more illicit members of society as a transport for smuggling contraband, or for helping a convict or two out of a hot situation. They’re also popular for chase scenes in the growing film industries! Companies such as the Poseidon Mobile Corp, Coral Raves, and Sunsation Delights are known for some of the best high performance speedboats in Roan.
Fishing Boats
These boats range from utilitarian, to luxury, to the ever present fishing trawlers. Considered a staple amongst the Kelpish members of Roan, they are often found in abundance near fishing communities. For the upper tax brackets, these boats are comparable to a nice family home with all the necessary utilities required for creature comforts. Common Fishing Boats:
▶▶ Herring Drifter: trawlers with their rounded-bottom displace-
ment hulls easily accommodate home-like sleeping, cooking and bathroom facilities — some with full-size appliances, full showers, and even washer/dryer combinations — perfect for everything from a long weekend to a voyage around the globe, even with a crew of just two.
Patrol Boats
Coast guard classed ships which are highly effective in protecting convoys along the Roan seaboard, filling the gap until the Destroyer Escort finishes development. Their presence, and the threat light bombardment, is a deterrent to any pirate.
▶▶ Sea Star: The Sea Star is really designed for two to four anglers,
who cast lures from open platforms at the bow and stern. Sleek and low to the water, they’re generously powered to reach far-off hot spots in a hurry, and their open-cockpit design makes it easy for ponies to get to fishing once there.
▶▶ RNS Lovebird: A veteran gunboat of the Roan Navy and oddly
named after a lost bet. Lovebird was the first in a series of revised Dolphin-class gunboats. Captained by Mrs. Storm. Originally housing multiple light arms, the Lovebird was re-fitted with a 20mm and a 3” deck cannon. In addition to the multiple mounts for weapons. The Lovebird is powered by a combination of two hybrid Æther-Diesel engines and a Æther Æ-T-1500 Gem Turbine. Pneumatic actuators allowed the power source.
Cargo Ships
These massive ships lug heavy cargo to ports all over the world. A large crew can be seen rushing about the ship, ensuring the security of their cargo. Most models have a crew of 20 to 30 people running it, and the bunks are made to be as comfortable for them as possible so as to combat the monotony of day to day work. Water Vehicles
Size DR VR
Spd
Crew Pass
Cargo
Hardpoints
Fishing boat
3
1
5
45 mph
Driver
8
2,000 lbs. Windows, open top
Cargo ship
9
2
7
45 mph
Driver
30
5,000 t
Windows, open top
Speedboat
2
1
2
60 mph
Driver
3
600 lbs.
Open top
Patrol boat RNS Lovebird
8
4
12
45 mph
Driver
60
2,000 t
Windows: 6 light fixed .50-cal. MGs, 3 light fixed 20-mm cannon, 1 hard fixed 3-inch gun
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Fighters
Airplanes
Aerial navigation takes advantage of the ley lines to provide safe passage over turbulent landscapes. Though they may not be able to carry as large a load as its naval based cousins, airships have quickly grown to accommodate travel for passengers, as it has for the military. Provided are a list of civilian and military air vehicles utilized by Roans today. Stall: When a pilot’s dice pool failure equals or exceeds the Stall rate, the plane is considered to have failed catastrophically and goes into a dive. Only a recovery attempt can be done on the pilot’s next turn.
At the dawn of commercial air travel, Doberman Airways was Canidia’s shuttle to the world. As the lone international airline in the early days before the centennial celebration, Doberman was responsible for showing the rich and famous every corner of the world. Passenger planes are for those who need to get someplace in a hurry, unlike the airships, these planes are able to transfer its people from one country to the next in a matter of hours. The switch from biplane to monoplane made the experience feel more spacious and modern for the public. Well-hoofed travelers enjoyed feeling like they were a part of the future—a vital part of Canidia’s push to tomorrow. The Bigglesworth airplane came in two different models: the Puppy Paw class (for shorter journeys) and the Empire class (for longer excursions). The Puppy Paw model could accommodate 32 passengers and included a steward’s pantry, and three lavatories. The Empire class airplane could accommodate just 20 passengers if it was to be flown at night, since that’s how many beds they had.
Cargo Airplanes
Early aviation promoters were always looking for practical uses for the airplane. One idea was to use them as carriers of freight. The first practical demonstration of air freight showed international business how to get parts and merchandise as quickly as possible. Pegasi One, one of the first air freight companies to be formed in Roan, for the purpose of carrying parcels. This airline delivered the first air cargo in the Roan Nation in only mere hours, between New Damsire and The Amber City, a feat that would take over a week by car, and a few days by train. Airplanes
Size DR VR
Spd
Crew
Pass
Cargo 6 tons
Hardpoints (light fixed weapons)
Bigglesworth
3
3
7
320 mph
5
20–32
None
Cargo plane
3
3
7
320 mph
3
5
10 tons None
RCP 1
2
3
6
430 mph
Pilot
0
0.5 ton 2 20-mm cannon (C-Passes: 10), 4 .50-cal. MGs (C-Passes: 10)
CAF 1
2
2
10
530 mph
Pilot
0
0.5 ton 6 .50-cal MGs (C-Passes: 10)
Equipment and Vehicles
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Vehicles
Passenger Airplanes
After the Æther wars, many military minds admitted to the importance of air dominance, saying that the development of combat aircraft and air tactics is important to a nation’s security. The first such developments came from the Canidians who stuck to utilizing their Diesel-Tech engineering. The Roans on the other hoof, decided to experiment with the use of Æther-Tech engines. It would be an arms race between two allied nations to prepare for the possibility of combat against Falconigrad. ▶▶ The Ubiquity RCP 1 Experimental Æther Engine: Developed by a plucky young kelpish engineer named Clear Skies, when flown for the first time, Ubiquity 1 gave an immediate hint of the aircraft’s potential, but there were a number of serious problems that had to be remedied. The Ubiquity 1 lacked performance and maneuverability at low and medium altitudes, and had inadequate range to operate as an escort fighter. These shortcomings were met by ensuing variants, which progressively increased the capability of this remarkable aircraft, regarded as a giant or juggernaut due to its size. It was, nevertheless, a giant in achievement, robust, reliable and able to absorb an enormous amount of punishment from enemy weapons. It is heavily armored with 2 nose mounted Clyde 20mm Cannons and 4 wing mounted .50 Caliber guns. Though it isn’t as graceful as the Canidian designed crafts, this plane certainly has earned its share of respect from the canine engineers for being able to take a serious beating and continue flying. ▷▷ Talent (Iron Works): The armor built around the Ubiquity makes it a tough nut to crack in combat. When damaged, the Ubiquity divides the damage in half after DR has been applied rounded up. Example: The Ubiquity receives a total of 7 points of lethal gunfire. It now counts it as 4 points. ▶▶ The Lightning CAF 1: Undoubtedly one of the great fighter aircraft of Canidia, it is difficult to overstate the capabilities of this remarkable aircraft. In combat over contested Canidian and Falconigrad airspace, the Lightning destroyed more enemy aircraft than all other defenses, air or ground, combined. It carried out anti-shipping operations in the Canidian Channel, and is famous for causing havoc to raiders in the Walking Sands Desert. ▷▷ Talent (Feather Wing): The Lightning is an amazing fighter, but it suffers from being fragile. Every 1 point of damage now counts as 2 points of damage.
Dell-Class Æther Airship
Similar in respect to the Patrol Boat, the Sky Patrol Ship ensures the safety of the skies. Powered by multiple Æther engines, these military vessels are able to keep up with some of the faster airships, providing protection and support. It is not uncommon for a Sky Patrol Ship to be licensed as a cargo protector when needed. The idea behind the design of the Sky Patrol Ship is taking the patrol boat of the sea, and adjusting it for flight by the use of a redesigned hull that supports an Æther buoyant system. There are at present nine airships of the Dell class in service. All the ships of that class are named after different weather patterns. The first of the series to be built was given the name “Squall” when it was commissioned. The early history of this class of airships was one of delay and indecision. The first ship was laid down in the spring of 1384 and launched almost exactly three years later. This was the first time ever in Roan history that a military budget would cause the removal of not one, not two, but three houses and senate seats from Roan government due to failure to balance and commit to a budget. The Squall’s construction was completed by Aero Dynamics in Damsire, at the military Harbor of Coltic Port and put out to the Coltic Ocean. The Squall entered service two and a half years after it was launched. The latest information available shows that the Derecho and the Heat Wave only took a year and a half to build and entered service the year they were launched. The Dell Sky Ships utilize a central housing area for the ÆtherTech engines which impart energy to the entire ship’s system. The power unit consists of Æther Twin-Turbines which are duplicated so that the sky ship is still operational with one or more engine failures. Each of these turbines can produce 25,000 horsepower. The total power of 100,000 horsepower is capable of producing an estimated speed of over 150 mph, but the true figure is not available to the public. Supporting the entire ship are a series of buoyant systems located throughout the exterior and interior of vehicle. Each system is capable of housing over 10,000 Lumens of Æther energy, the ship as a whole able to house a quarter of the energy output by a city such as that from the Amber Cascades. These buoyant systems absorb natural Æther from the aerial ley lines that flow through the air, creating a buoyant system of internal mana clouds within each compartment. With an service ceiling of 30,000 ft, the Dells are considered to be one of the highest flying sky ships in the Roan Air Force and comparable to the Canidians Doberman class ships which have a service ceiling of 35,000 ft. The major difference between the two, is the speed at which the Roan ships can ascend or descend, being able to fill or decrease the ships buoyant system more efficiently than the Canidian ships, which must utilize a gas system and diesel engines.
Vehicles
Airships
Airships are the bread and butter air transports of Roan society. Transportation of heavy machinery and material is a difficult job in which millions of bales are spent. However, with the emergence of airships, ponies can now easily transport heavy items with less fuel consumption, making transportation cheaper. For civilians, they make for an inexpensive and comfortable mode of transportation across the world, albeit a slow one. Airships are also used for the purpose of defense. They played a vital role during the Æther Wars. Many countries use airships with sophisticated designs to meet the challenges of war. Airships can be deployed and stationed at any location to serve as an aerial base of operations by both the military and scientific fields.
Common Airships
A common airship that generally ferries its passengers to and from pegasi sky cities, or from one state to the next. Unlike the airplane, airships offer more room and comfort for a passenger to stretch out and relax. Most would say these are recreational by nature, and are generally equipped with cooking, sleeping and bathroom facilities making it ideal for those who want to feel the sun above and the air below.
Sky Trains
Sky trains are the cargo ships of the sky, delivering their goods expeditiously. When packages are required to reach a location quickly, it is the duty of these sky trains to ensure that their load reach their designated locations. Generally used for cross country cargo transport, some models are designed for travel all over the world. Large ships equipped with powerful engines, these craft are ideal for carrying cargo, navigating large swaths of clouds.
Airships
Size DR VR
Spd
Crew
Pass
Cargo
Hardpoint
Common airship
8
1
4
70 mph Driver
20
12 tons Windows
Sky train
10
1
6
60 mph Driver
20
25 tons Windows
Dell-class Æther sky patrol ship
10
3
12
70 mph Driver
45
15 tons
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Windows: 6 light fixed .50-cal. MGs, 4 light fixed 20-mm cannon, 1 hard fixed 3-inch gun
s Roan
▶▶ Armament: As a measure of ship defense, the sky ship is lined
with a series of turrets housing three inch and six inch cannons that utilize a mixture of Æther-shells and flak-shells. Supporting the cannons are the ship’s zero-point defenses, which are a series of machine gun emplacements that serve as antiair and anti-boarding party weapons. These 50 caliber and 20mm firearms are used to ward off smaller fighters and bombers who would attempt to damage or even board the sky ship.
Equipment and Vehicles
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Vehicles
To insure the safety of the crew, crew quarters are separated into six sections throughout the ship, and include a fire control room per section that is easily accessible during any emergency. The ship is manned by three complete crews which account for over 210 Roan including air command. The ship is able to commit to periods of about 90 days without having to dock at port and will generally have a compliment of supply ships and smaller destroyer class combat sky ships to defend it. After each 90-day spell of duty, it has to spend at minimum 25 days in port while it is prepared for its next voyage. Every eight years it has to have a major overhaul to renew its Æther-Tech Engines as well as having its ballasts scrubbed or refitted.
Equipment Price and Weight Lists Weapons & Explosives
Equipment Price and Weight Lists
Melee Weapons
Price
Weight
Dagger/bayonet
$1.00
½ lb.
Stiletto
$2.00
Sword
Explosive Devices
Armor & Shields
Price
Weight
Dynamite stick
$1.50
½ lb.
Light Material Armor
½ lb.
Flare gun
$5.00
1 lb.
$15.00
3 lbs.
Grenade, basic
$10.00
Great sword
$35.00
8 lbs.
Grenade, defensive
Rapier
$6.00
1 lb.
Molotov cocktail
Club
$1.00
2 lbs.
Hammer
$2.00
3 lbs.
War hammer
$35.00
8 lbs.
Short axe
$3.00
Battle axe
Firearms
Armor
Price
Weight
Padded
$55.00
5 lbs.
½ lb.
Brigandine
$65.00
10 lbs.
$20.00
1 lb
Flak jacket
$75.00
10 lbs.
NA
1 lb.
Hard Material Armor Ring mail
$80.00
20 lbs.
Plate
$100.00
55 lbs.
$175.00
65 lbs.
Price
Weight
Deckers
$25.00
1 lb.
Flack plate
3 lbs.
Automatic pistol
$40.00
2 lb.
Special Armor
$30.00
6 lbs.
Revolver
$35.00
2 lb.
Æther suit
$85.00
10 lbs.
Spear
$10.00
6 lbs.
Submachine gun
$100.00
10 lb.
Atmo-suit
$90.00
160 lbs.
Polearm
$15.00
8 lbs.
Rifle
$75.00
10 lb.
Fire suit
$90.00
10 lbs.
Lance
$20.00
10 lbs.
Shotgun
$65.00
10 lb.
Power loader
$180.00
65 lbs.
Archery Weapons
Price
Weight
Ammunition
Price
Weight
Qty.
Short bow
$5.00
1 lb.
Box of 9 mm
$7.00
7 lb.
250
Longbow
$10.00
2 lb.
Box .45 ACP $10.00
15 lb.
Composite bow
$15.00
½ lb.
Box .30–06
$15.00
Crossbow
$9.00
4 lb.
Box birdshot Box of slug
Price
Weight
Buckler
$5.00
1 ½ lbs.
250
Wood shield
$10.00
5 lbs.
16 lb.
30
Metal shield
$25.00
10 lbs.
$9.00
20 lb.
250
Riot shield
$30.00
10 lbs.
$10.00
24 lb.
100
Pavise
$50.00
40 lbs
Riot pavise
$75.00
80 lbs
Page 80
s Roan
Shields
Clothing Traveler’s Wear
Travelling Gear
Price
Weight
Arctic wear
$40.00
4 lbs.
Arctic wear, Æther
+20.00
4 ½ lbs.
Desert wear
$20.00
½ lb.
Desert wear, Æther
+10.00
Forest wear
Price
Weight
Crampons
$4.50
1 lb.
Ice goggles
25b
—
Ice pick
$3.00
1 ½ lbs.
1 lb.
Winter sleeping roll
$3.00
4 lbs.
$10.00
1 lb.
Winter tent, 1 occup. $12.00
8 lbs.
Jungle wear
$25.00
½ lb.
Winter tent, 2 occup. $16.00
14 lbs.
Ocean wear
$60.00
¼ lb.
Winter tent, 4 occup. $30.00
26 lbs.
Temperate wear
$20.00
½ lb.
Price
Weight
Hobo wear
—
½ lb.
Luxury wear
$20.00–$80.00
½ lb.
Military unif. $10.00–$30.00
½ lb.
Work unif.
½ lb.
$10.00–$20.00
Clothing Modifications
Price
Camouflage
+10.00
Æther healing
+15.00
Price
Weight
Backpack
$5.00
¼ lb.
Bedroll
$3.00
2 lbs.
Saddlebag
$5.00
3⁄10 lb.
Binoculars
$25.00
1 ¼ lbs.
Candles (8)
5b
8⁄10 lbs.
Canteen
10b
2⁄10 lbs.
Compass
20b
—
Flare
25b
¼ lb.
Flashlight
$3.00
1 lb.
Gas mask
$15.00
2 lbs.
H.A.N.D.s, light
$15.00
1 lb.
H.A.N.D.s, med.
$30.00
1 ½ lbs.
Head lamp
$6.00
—
Hygiene kit
$2.00
1 lb.
Lantern, Æther
$6.00
1 lb.
Mirror
$3.00
0.1 lb.
Musical instrument
$6.00– $50.00
¼– 6 lbs.
Oil
$1.30
1 qt.
Pole, 10-foot
$1.00
4 lbs.
Purifier, Æther
$10.00
2 lbs.
10b
1 lb.
Rope, 50-ft.
$1.50
4 lbs.
Tarp
$6.00
5 lbs.
Telescope
$40.00
1 lb.
Tent, 1 occupant
$9.00
5 lbs.
Tent, 2 occupants
$12.00
10 lbs.
Tent, 4 occupants
$25.00
20 lbs.
Tent, Æther, 1 occ.
+$10.00
+0
Tent, Æther, 2 occ.
+$15.00
–5 lbs.
Tent, Æther, 4 occ.
+$20.00
–10 lbs.
$6.00
2 lbs.
Rations
Traveler’s cot
Equipment and Vehicles
s Page 81
Equipment Price and Weight Lists
Urban Wear
Winter Gear
Temperate Gear
Food & Lodging Food
Tools & Toolkits
Price Benefit
Tools
Weight
Cheap meal
20b
+2
Boltcutters
$3.50
5 lbs.
Cold meal
25b
+3
Crowbar
$2.00
2 lbs.
Hot meal
75b
+4
Glasscutter
75b
—
+6
Grappling hook
$3.00
2 lbs.
75b
1 lb.
H.A.N.D.s, light
$15.00
1 lb.
Five-course quality meal $2.50
Hacksaw
Equipment Price and Weight Lists
Price
Hotel/Motel/Inn
Per Night
Benefit
Cheap lodgings
$1.75–2.50
+2
H.A.N.D.s, medium
$30.00
1 ½ lbs.
Decent lodgings
$2.00–5.50
+4
Handsaw
$2.50
1 lb.
Five-star lodgings $6.00–12.00
+6
Pickaxe
$1.50
6 lbs.
Shovel
$1.50
4 lbs.
Sledgehammer
$2.00
6 lbs.
Medical Aid
Price
Weight
Antidote
$4.00
—
First aid kit
$10.00
1 lb.
Surgeon’s kit
$15.00
1 ½ lbs
Salve
$1.00
—
Tonic
$4.00
—
Page 82
s Roan
Toolkits
Price
Weight
Æther radio pack
$75.00
40 lbs.
Æther radio kit
$30.00 0.25 lbs.
Aer kit
$25.00
1 lb.
Alchemical kit
$30.00
70 lbs.
Artisan’s tools
$20.00
40 lbs.
Blacksmithing kit
$40.00
100 lbs.
Climber’s kit
$30.00
30 lbs.
Disguise kit
$20.00
10 lbs.
Fletching kit
$20.00
15 lbs.
Gem processor’s kit
$35.00
40 lbs.
Jeweler’s kit
$35.00
45 lbs.
Mechanic’s kit
$40.00
85 lbs.
Merchant’s kit
$25.00
30 lbs.
Munitions kit
$30.00
20 lbs.
Photo kit
$35.00
30 lbs.
Photo developm. kit
$30.00
40 lbs.
Spell book
$10.00
0.5 lbs
Thieves kit
$20.00
20 lbs.
Masterwork
+15.00
–5 lbs.
“T
Non-Player Characters
he world is a big place, believe me, as a pilot, I’ve seen some of it, but not all of it.” Clear said, peering out the open window to observe the setting sun. “Full of a lot of folks, Ponies, Gryphon’s, Canidian’s, and then some.” The celebration only seemed to be increasing outside, plenty of tourists and citizens can be seen partying outside the bar, others enjoying a good benter, or sharing in the festivities. “Roan is a good place though, full of a lot of good ponies, plenty of whom you can find throughout the various cities, and if you’re friendly enough, they might even help a pony out.” The kelpie let
loose a small sigh. “Course, you’ll find plenty of trouble too, and that is why you should never turn down the helping hoof of a friend.” “Let me tell you about some of the folks round here, heck if you want, you might meet a few of them here in the bar, it certainly does attract all kinds.” Clear offers a hoof to you, and gives you a firm shake. “Was a pleasure, maybe you’ll hear more about the Wild Geese, but for now, I say it is a good time to spread your own metaphorical wings and take flight. If you have questions, I’m always happy ta help.”
Non-Player Characters
Roan
s Page 83
Curiosity Sparks By backer Steven “AE” Bakker Gender: Male Race: Unicorn
Archetype:
Engineer
Motivation:
Knowledge
Style:
3
Health:
6
to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower × 2. ▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll. ▶▶ Intelligent: A pony has a +1 added to their intelligence.
Primary Attributes Physical
Mental
Body
2
Charisma
Dexterity
2
Intelligence 4
Strength
2
Willpower
2 4
Flaws ▶▶ Migraines: The stress of military life, and being a mage has placed
Secondary Attributes Size
0
Initiative
6
Move
4
Defense
4
Perception
8
Stun
2
Magic Defense
6
Skills
a lot of pressure upon Curiosity Sparks, and he suffers from migraines every now and then.
L
Total
(Average)
Engineering
4
8
(4)
Gem Tech
2
6
(3)
4
Diplomacy
2
2
4
(2)
Firearms
2
3
5
(2)
Magic
4
2
6
(3)
7
(3)
Healing Survival
4
1
5
(2)
Tactics
4
1
5
(2)
ieutenant Curiosity Sparks enlisted in the army engineers immediately after graduating from Bell University. He fell into the army life happily, enjoying the combination of challenge and reward, as well as the chance to access developing technologies. Currently in 12th Battalion “Iron Gears”, attached to Ft. Harness, he is known as friendly but quiet, always hanging around with other engineers or, if possible, scientists. He has a knack for the machines he loves and is considered a ‘good luck charm’ to have on a mission due to a couple of well discussed incidents when he squeezed extra performance from the vehicles, radio equipment or batteries. Curiosity comes from an upper-class background, and naturally speaks with a cultured accent. He usually tries to reduce it so as to fit in better, but it comes out in full force when he’s exited. He also does not worry too much about rank when talking to other ponies, which sometimes gets him into trouble when he is too casual with the non-commissioned officers. As an only child he was very sheltered until university and is still awkward around other races and will have an open interest in any new technological or magical items he comes across. ‘Talking shop’ is usually the best course for drawing him out of his shell, as he varies between wide-eyed interest, and self-conscious quiet around anything new. Similarly, he will naturally flirt with earth ponies, but panics and bails out if it is reciprocated. When he socialises it tends to be in small groups, discussing music, gadgets he has collected or heard of and new places he would like to visit.
Non-Player Characters
s Page 85
Non-Player Characters
Levels
Craft
Base
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up
BlueStar By backer BlueStarBrony Gender: Male Race: Unicorn
Archetype:
Face
Motivation:
Knowledge
Style:
3
Health:
5
1
Charisma
Dexterity
4
Intelligence 4
Strength
1
Willpower
1 4
Secondary Attributes Size
0
Initiative
8
Move
5
Defense
5
Perception
8
Stun
1
Magic Defense
5
Skills
Speed –3
B
Mental
Body
DR
Flak Plate +3 (+2 DR vs. Ballistic, Pierce, & Slash)
Primary Attributes Physical
Armor
Levels
Total
(Average)
Athletics
1
1
2
(1)
Craft
4
2
6
(3)
Firearms
4
5
9
(4)
Knowledge
4
1
5
(2)
Magic
4
2
6
(3)
Stealth
4
2
6
(3)
Survival
4
1
5
(2)
Tactics
4
1
5
(2)
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower *2. ▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll. ▶▶ Danger Sense: BlueStar cannot be caught unawares in combat. He always retains his full defense, and opponents cannot back stab him.
Flaws ▶▶ Poor Vision: BlueStar suffers from poor eyesight, if he loses his glasses, his perception suffers a –4 penalty.
Equipment Weapon
Rating
AP
Range
Size
Attack
(Average)
Sniper Caster*
3L
1
250 ft.
0
8
4
* The Sniper Caster is able to utilize ammunition, as well as pure magic. If magic is used, BlueStar uses his Magic Skill instead, but can apply a magic status effect to the weapon. Non-Player Characters
s Page 87
Non-Player Characters
Base
lueStar and his family resided in the Delta Blues area of Fort Packard. Filled with a history of military mares and stallions, the Star Family are well known, many of them having attended the Bell Academy. BlueStar was in his final year at Bell Academy when news of his father’s passing came to him. While recommendations were made for his enlistment in logistical elements of the Roan Army, BlueStar himself continued to press for a position in reconnaissance, despite poor vision and glasses which would cause issues with his acceptance into any recon unit. Late that winter that BlueStar would find his father’s journal, detailing the development of the Sniper Caster, a experimental rifle that never got off the development floor. BlueStar would study the weapon, building up the weapon according to his father’s schematics, the scope offsetting his flawed eyes by enhancing his sixth-senses. His perseverance would earn him a place amongst the 108th Guardian Angels recon division of tough tactical rangers tasked with aiding and supporting combat units in difficult situations through logistics, recon, and long-range covering fire. The 108th are known for being stationed out near Peregrine’s Claw, a series of treacherous mountains housing a division of Falconigrads own aerial recon. BlueStar was relegated to constant recon duty, traveling alone or with a squad and learning as much as they can about the Gryphon’s military recon who constantly harassed their borders. It was during this time, while on duty, that BlueStar and his unit would be caught off guard by the Falconigrad airship Hildegard commanded by Admiral Heir Marx Guthenheim. The Hildegard scored a direct hit upon the 108ths transport, forcing the smaller ship to spin wildly into the clouded skies, it’s controls unresponsive. While the crew desperately tried to get the transport under control and flyers helped assist non-flyers with abandoning ship, BlueStar’s sixth sense greatly assisted him. The 108th official history records how BlueStar calmly braced himself and his rifle, staring down the length of the barrel, sight magnified by the scope atop the caster. With a resounding crackle of energy, pure aether energy would found its mark, passing through the bridge of the opposing ship with and struck Admiral Guthenheim. The loss of the commanding Admiral threw the Gryphons into a panic, with younger leaders vying for the wounded Gryphon’s position, while the 108th with renewed morale, began assaulting the Gryphon ship, snipers quickly devastating the rest of the leadership, breaking the Gryphons morale and forcing them into a retreat. The 108th Guardian Angels would be awarded the Presidential unit Citation for its counter action against the Gryphon forces, with BlueStar himself receiving the Feather Cluster and Roan Legion of Merit for his miracle shot that helped to end what could have been a major tragedy for the 108th and for Roan. BlueStar is currently with the Guardian Angels’ special detachment, the Long Bows, who are constantly on call by the Roan Military Board for special support cases in the defense of the Roan Nation.
Scout
3
Archetype:
Style:
Health:
Motivation: 4
Proving herself
Strength
Dexterity
Body
Physical
2
3
2
3 Willpower
2
Intelligence 4
Charisma
Mental
Primary Attributes
Magic Defense
Perception
Move
Size
4
6
5
0
Stun
Defense
Initiative
Secondary Attributes
2
5
7
By backer John Boulton Gender: Female Race: Nocturne
Reluctance
Skills Firearms
Base
Levels
Total
(Average)
3
2
5
(2)
6
(3)
5
(2)
6
(3)
SMG Demolitions
4
1
Explosives Diplomacy
3
1
4
(2)
Stealth
3
5
8
(4)
Tactics
4
5
9
(4)
Talents ▶▶ Flight: Reluctance can use her bat pony wings to allow her the gift of flight.
▶▶ Luminous Eyes: Reluctance may ignore up to a -2 penalty in low light and dark conditions when using visual perception.
▶▶ Sensitive Ears: Reluctance has sensitive bat ears that can hear
Flaws ▶▶ Political Enemies: Similar to Criminal ID (since it has a similar effect)
Equipment Weapon Rating AP
Range
Size
SMG*
150 ft.
0
3L
—
Attack (Average) 13
(6)
* Basic SMG weapon as described in the equipment section. Armor Flak Jacket
R
DR
Speed
+1 (+3 DR vs. Ballistics)
–1
eluctance was born in a small cave settlement on the border which deeply espoused the Virtues, to the extent that foals were often named for the one it was hoped they would embody. In her case, her irreverent and satirical parents chose her name as a result of one of their long standing arguments about professional dedication. The humor was lost on little Relly, and her unfortunate moniker pushed her towards a life of action to prove she was anything but reluctant. Not that there was any shortage of action, as the daughter of prominent Night Watchers she was expected to join the militia to protect her cave and the nearby ‘day lighters’ settlement, and she did.
Notes on Play
Reluctance is designed to be a moderately competent combatant, scout and tactician. She can be used as a support character, a mission provider, or an intrigue plot hook. She is as likely to be a Lieutenant as she is a base commander or general, and she has political connections which are more apt to use her, than she can use them. This allows her to be assigned to a group, to be the one directing the PCs, or to have some specific adventure kick-off knowledge that she may not be able to follow up on herself, such as rumors of a spy or an invasion. It would also not be unreasonable for her to appear as a rescuing agent with a small squad. She would be best used as an occasionally appearing character in all of the described roles, functioning as an ally for the PCs.
Non-Player Characters
s Page 89
Non-Player Characters
very minute sounds, giving her a bonus +2 to auditory perception. Unfortunately these fragile ears don’t take well to massive sonic sounds which gives sonic weapons a bonus +2 to their stun attack. ▶▶ Inspiring Command: As an Action, your pony may grant a +2 Skill Bonus to all allies within 30 ft. ▶▶ Tactical Defense: As an Active Action, your pony may provide a +2 to Defense to all allies within 30 ft.
Joining as a gunner, she rapidly rose through the ranks, as her tour coincided with a marked increase in border raids. Occasional forays turned into a relentless assault snaking along the edge of pony territories as Gryphons and Canidians would exploit the random incursions of the Ratvarians. Their tactics were to launch an attack after the Ratvarians had weakened the defenses, or use the opportunity to mount an assault on another objective while the pony forces were tied up. The effect was devastating, the ponies rapidly losing settlements in the state and being forced into retreat as those were over-run. A political solution was impossible, as the Gryphon and Canidian forces were disavowed as “uncontrollable bandits”, the Ratvarians could not be negotiated with, and the territory was far-flung enough to be written off. The ponies lost the arable lands, driven back to the Nocturne Strongholds and Pegasus Aeries. It was from these defense positions that Reluctance orchestrated the counter-attacks which resulted in her rapid promotions and the re-taking of pony territory. Scouting, planning, and night-time bombing raids were followed by daylight offensives to take and hold territory. The ‘pushes’ were practiced, with routes and key objectives marked and communicated to every soldier, then executed and followed by a rapid dig-in against the inevitable counter-attack. This was successful, but not without cost. She ruffled a lot of feathers along the way, the Pegasi in particular did not appreciate being second string to the nighttime assaults. Her home cave was lost in a feint offensive, which she did not react to, that was followed by a very real invasion from underground. Finally, she “overstepped her mandate” by chasing the bandits into Gryphon and Canidian territory and seizing it for pony-kind. This prompted real political response from the neighboring nations and the “bandit problem” was solved, at the cost of the territory she conquered and her rank for ‘violating another nation’s sovereignty’. Her career continued in kind. Friends in high political places would station her near potential hot-spots, and enemies in the government and military would use the slightest excuses to demote and denounce her. Her martial successes would be lost in political intrigue. Those who served with her directly remained loyal, and were often friends, while others from associated units or her home cave had mixed feelings, claiming she is both too reckless and too cautious, and often derelict in duty. She continues to be stationed in locations long enough to build it up and drill the troops, and then be randomly promoted and demoted based on the fortunes of her allies in the rear echelons. Finally, her injuries and age are starting to slow her down.
Non-Player Characters
Cobalt duCoeur
Skills Diplomacy
By backer Cobalt Gender: Male Race: Unicorn
Levels
Total
(Average)
5
2
7
(3)
8
(4)
7
(3)
8
(4)
7
(3)
8
(4)
9
(4)
10
(5)
Etiquette
Archetype:
Medic
Motivation:
See below
Style:
3
Health:
3
Insight
4
3
Body Language Magic
2
5
Healing Magic
Primary Attributes Physical
Base
Medicine
Mental
Body
1
Charisma
Dexterity
2
Intelligence 4
Strength
1
Willpower
Trauma
5
4
5
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up
2
to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower × 2. ▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll. ▶▶ Life Giver: Your pony heals one lethal or two nonlethal wounds per one success rolled on your Medicine ▶▶ Spell Casting Lux: As a healer, Cobalt has chosen the path of Light for his magical speciality
Secondary Attributes Size
0
Initiative
6
Move
3
Defense
3
Perception
6
Stun
1
Magic Defense
2
Flaws ▶▶ Pacifist: As a practitioner of the healing arts, Cobalt believes in pacifism, that one should not hurt another
Page 90
s Roan
B
orn to a leading Captain of Industry and a well known socialite, Cobalt was always assured that he was destined for greatness. Born and raised in [Roan equivalent of Canterlot], Cobalt had a different colthood from other ponies; from a young age he was expected to attend white-tie affairs hosted by his family, to be fully familiar with both the upper echelons of society and the heads of industry. The young colt was certainly capable of all that was asked of him, but he was never comfortable with it. Young master DuCouer much preferred to stay behind the scenes and help everything run smoothly, rather than being the pony in the spotlight himself. During his school years at a prestigious academy he met his closest friend, Cottonball. The two were inseparable throughout school, sparking many unsavory rumors about exactly how close the two were. Cobalt’s parents could not allow such rumors to persist as it reflected poorly on Cobalt, but more importantly on themselves. Using their powerful connections they were able to persuade Cottonball’s family to move away, satisfied that a separation would truly put an end to the problem. Some years later Cottonball returned on his own to see Cobalt. Upon reaching the city Cottonball was gravely injured in an unfortunate accident. Cobalt was able to reach the hospital before his friend passed away, but their time together was short and painful. It was then that Cobalt decided he would become a doctor so he could prevent such a thing from happening again. He currently works at the largest hospital in the city as an expert in emergency surgery. While his magic is not very strong, he
is extremely dexterous with it and the tiny manipulations he can make with it are almost unmatched. Cobalt lives with his sister in her spacious home on the outskirts of the city, and has recently been seen with a new stallion named Nightwatch, a Pegasus in the army, though their true relationship remains speculation at best.
Personality
Generally shy and reserved, Cobalt does not like to be the center of attention. He much prefers to go about his days as unnoticed as possible, content with life in the background. Work at the hospitals provides the stallion with all the excitement he could ever wish for. When he does have to interact with other ponies he is very cultured and polite, befitting of a pony belonging to the upper class. Beneath all the manners and etiquette lies a pony who is very unsure of himself, second guessing everything he does and that happens to him. Still he wishes nothing but the best for everypony he meets, no matter what it costs him. Motivation: After losing his cloest friend, Cobalt has a strong desire to never see another pony hurt again, be they friend or enemy.
Appearance
A light blue unicorn with an icy blue mane and golden eyes. He stands slightly shorter than the average stallion, with a slimmer build and more feminine features. It is not uncommon for him to be mistaken as a female upon first glance. Non-Player Characters
Non-Player Characters
s Page 91
By backer Brandon Geitz (StormWind) Gender: Male Race: Pegasus
StormWind
Archetype:
Flight Tactician
Motivation:
Duty
Style:
3
Health:
4
B
Primary Attributes Physical
Mental
Body
2
Charisma
2
Dexterity
5
Intelligence 2
Strength
2
Willpower
2
Secondary Attributes Size
0
Initiative
7
Move
7
Defense
7
Perception
4
Stun
2
Magic Defense
4
Skills
Base
Levels
Total
(Average)
Acrobatics
5
3
8
(4)
Firearms
5
4
9
(4)
10
(5)
SMG 5
3
8
(4)
Tactics
2
4
6
(3)
7
(3)
Pack Tactics
Talents ▶▶ Nimble: StormWind has the ability at character creation to spend points and increase his ability up to a max of six.
▶▶ Flight: StormWind has the ability to fly being a pegasus. ▶▶ Blessing of Aer: Whenever StormWind uses any Style Points while performing a Dexterity based Skill check, he earns a bonus +1 die.
▶▶ Cloud Manipulation: StormWind is able to manipulate clouds using his pegasus magic.
▶▶ Offensive Finesse: StormWind is able to use his Dexterity rating while using the Melee Skill.
Flaw ▶▶ Frail: Being a pegasus, their bones are slightly lighter than is normal. At character creation, StormWind’s Body Attribute is lowered by 1 point to a minimum of 1 after stat building is complete.
Equipment Weapon
Rating
AP
Range
Str
Size
Attack
(Ave.)
.45 ACP SMG
3L
1/0
250 ft
2
0
13
(6)
Wing Blade*
3L
—
—
2
0
11
(5)
* Wing blade, custom-made for pegasus wings, uses sword stats. Armor
DR
Flak Jacket +1 (+3 vs. Ballistics)
Speed –1 Non-Player Characters
s Page 93
Non-Player Characters
Melee
orn into in a poor but caring Pegasi family, StormWind outdid his parents as he grew up, helping others in need when even he had less than the one he was helping. But he always put others before himself and took temporary part-time jobs while trying to support his family members while going to school. When StormWind reached adulthood he went straight for recruitment to join the Roan Military. As a going away gift, StormWind’s father handed him a B-3 style bomber jacket. StormWind gladly took the jacket and decided he would wear it throughout his career. He wanted to make a difference in the world and wanted to do that through the army he joined, but the only way he could change things was to get noticed by his enemies and the ponies of Roan. StormWind was nervous when he first joined, but he eventually became comfortable with his surroundings. Assigned to a combat air wing, StomWind soon saw action as raids and skirmishes near Roan’s borders made sure he had several chances to gain experience and be more than just another fresh pair of wings. However, one battle nearly spelled the end of his career as his unit broke apart under the weight of superior numbers. StormWind was acting as wingpony, and became detached from his partner’s plane as it was shot in the wing. StormWind himself crashed and suffered a damaged wing, and broke a leg and a few ribs. Worse, he had crashed into a concentrated area of Æther. StormWind, confused by the pain of his injuries and the Æther flowing around him tried to get away, but hurt too much to move. Friendly troops found him just as he was about to pass out and succumb to the Æther flow, and quickly evacuated him. His condition however, was still critical as the excess Æther couldn’t be completely discharged. Fortunately, one of the childhood friends that StormWind had helped so many times growing up heard of the problem and offered an experimental serum he had helped develop that would suppress the excess Æther. StormWind is still dangerously overexposed to Æther, and has to take the serum weekly or risk going through pain and madness. StormWind was back in action as soon as he recovered, and his experience has concentrated his thoughts on planning and options, proving adept at finding the enemy’s critical points, and understanding their plans. This made him known for turning the tide of battles in the jaws of defeat. His actions were recognized and he reached the rank of Technical Sergeant.
Swift Shadow
Secondary Attributes
By backer Daniel “Mykin” Greenwell Gender: Male Race: Nocturne Archetype:
Smuggler
Motivation:
Honor
Style:
3
Health:
4
0
Initiative
6
Move
5
Defense
5
Perception
5
Stun
2
Magic Defense
4
Skills
Primary Attributes Physical
Size
Mental
Body
2
Charisma
3
Dexterity
3
Intelligence 3
Strength
2
Willpower
Non-Player Characters
2
Page 94
s Roan
Base
Levels
Total
(Average)
Bluff
6
3
9
(4)
Diplomacy
5
2
7
(3)
Firearms
5
2
7
(3)
Insight
5
2
7
(3)
Stealth
5
2
7
(3)
Streetwise
5
2
7
(3)
Thievery
5
2
7
(3)
Talents ▶▶ The Night’s Vigor: You may purchase the Strength attribute up to a maximum of 6 points during pony creation.
▶▶ Flight: Bat Ponies are capable of flight and may move through the air according to the distance chart.
▶▶ Luminous Eyes: May ignore up to –2 penalty in low light and dark conditions when doing a visual perception.
▶▶ Sensitive Ears: +2 stun when struck by auditory weapons or –2 to skill rolls within extreme sound. When using auditory perception gain a bonus +2 dice to your dice pool. ▶▶ Charismatic: Your pony gains a +1 Charisma rating. This bonus affects his Charisma rolls and all Charisma-based Skills. It also factors into his Secondary Attributes and raises his maximum Charisma rating by one point.
Flaws ▶▶ One Eye (Missing Right Eye): Your pony suffers a negative two
(–2) to visual perception due to the loss of an eye, and also must suffer this penalty for any opponent that is standing on the side they are blind too. ▶▶ Criminal ID: Your pony has a known criminal history, even if it’s just petty theft. This flaw can make it difficult when talking to a pony or other sentient species in a position of Authority.
Equipment ▶▶ Backpack: Can hold up to 100 pounds of tiny to small sized Helps to provide warmth and comfort while travelling.
▶▶ Thieves’ Kit: Provides a bonus +2 to thievery rolls, and +2 to disabling devices.
▶▶ Temperate Wear: Comfortable wear for all purpose travelling during comfortable weather.
▶▶ Canteen ▶▶ Flashlight: Provides illumination in a 20-foot cone. The Æther
gems that power it can last up to 3 hours of continuous use before it needs to be recharged or replaced. ▶▶ Rations (5 days): Compact and well-preserved food. Generally ranging from jerky, to trail mixes, they help to keep a travelling pony a happy pony. ▶▶ Work uniform: Uniform worn by utility workers. Generally made of tough materials, yet flexible enough to allow full range of movement. Weapon Rating AP
Str
Size
Attack (Average)
Revolver
3L
—
2
0
10
(5)
Dagger
1L
—
1
0
2
(1)
Armor Padded
DR
Str
+1 (+1 DR vs. Slash)
1
fter his abusive father finally picked a fight he couldn’t win, Swift Shadow found himself on the streets at a very young age and was soon swept into the employment of one of the cities loading docks. On the surface, it was just another shipping company owned by a rather eccentric but friendly Pegasus. At night, however, the place transformed into one of the more profitable smuggling operations known to Roan. With no family to turn to and no money to sustain himself, the young one-eyed Nocturne took his new life as a smuggler in stride. He soon earned a reputation for being able to sneak anything anywhere and being able to do so in a timely manner without ever raising suspicions from the authorities. For his part, Swift Shadow never really cared much for the small bit of fame he was getting. As long as he was getting paid and the job was done right, he was happy. Or so he thought. While smuggling a large amount of “saltz” to Falconigrad on board a large airship, a large shipping crate broke open and a good amount of saltz spilled out, along with a badly injured earth pony. Opening some of the other crates revealed similarly injured ponies and it became apparent that Swift Shadow and his crew were smuggling ponies out of the country to become slaves in Falconigrad. As they discussed what to do, Swift found the idea that he was unwittingly delivering innocent ponies into a life of forced servitude both unsettling and irritating. He was thankful no one wanted to hoof over the potential slaves over to their current client and a plan was immediately hatched. The airship docked at a private port near a large estate and Swift Shadow was met by the dock’s owner and their current client, along with some guards and slaves. The somewhat disappointed look on the vain Gryphoness’ face at only discovering saltz in the crates they were offloading only confirmed Swift’s suspicions. He brushed off her comments about there being nearly double the number of crates she was expecting by saying his employer lost some of the goods to customs and threw in something extra. Swift also personally offered to show her and her guards a good time in town as way of apology. And honestly, you just don’t turn down an invitation from a bat pony to party. The Gryphoness accepted, booze was had, and the party washed away any ill feelings for the rest of the night. By the time anyone noticed that Swift had disappeared, the first cracks of dawn were seeping through the windows and everyone was too busy getting rid of their hangovers to really care. That changed when the Gryphoness and her guards returned to their estate to find all of her slaves missing along with most of the shipping crates. However, the crates of saltz she paid for were still there along with a message simply stating “We don’t smuggle slaves.” And that is how Swift Shadow added Slave Liberator to the small list of jobs he does. Though if anyone asks him directly about it, it never happened and he most certainly didn’t make sure that every slave he smuggled out of there made it back home in one piece.
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Non-Player Characters
equipment.
▶▶ Bedroll: Simple foldable bed that can be rolled up and carried.
A
By backer Stephen Goldthorp Gender: Male Race: Pegasus
Topsy Turvy
Archetype:
Explorer
Motivation:
Adventure
Style:
3
Health:
4
mal. Topsy Turvsy at character creation, will have his Body Attribute lowered by 1 point to a minimum of 1 after he completes all his stat building. ▶▶ Poor Vision: Without his glasses, Topsy suffers a -1 to his perception when looking at distant objects. ▶▶ Absent-Minded: Topsy can get distracted and needs to concentrate on what he’s doing. ▶▶ Overconfident: Topsy gets very stubborn, especially once he has his sights set on a goal. ▶▶ Pacifist: Topsy doesn’t like to turn to violence, and sees such acts as a last resort.
Primary Attributes Physical
Mental
Body
1
Charisma
Dexterity
3
Intelligence 3
Strength
1
Willpower
5 3
Secondary Attributes Size
0
Initiative
6
Move
4
Defense
4
Perception
6
Stun
1
Magic Defense
4
Skills
Flaws ▶▶ Frail: Being a pegasus, their bones are slightly lighter than is nor-
Equipment ▶▶ H.A.N.D.s, backpack, first-aid kit, head lamp, mechanic’s kit, thieves’ kit
Weapon
Levels
Total
(Average)
Acrobatics
3
1
4
(2)
Athletics
3
1
4
(2)
Bluff
6
2
7
(3)
Crafting
3
1
4
(2)
Diplomacy
5
1
6
(3)
Drive
3
1
4
(2)
Insight
4
1
5
(2)
Investigation
3
1
4
(2)
Knowledge
3
1
4
(2)
Medicine
3
1
4
(2)
Pilot
3
1
4
(2)
Stealth
3
1
4
(2)
Streetwise
3
1
4
(2)
Survival
3
1
4
(2)
Talents ▶▶ Nimble: Topsy Turvsy has the ability at character creation to spend points and increase his ability up to a max of six.
▶▶ Flight: Topsy Turvsy has the ability to fly, being a pegasus. ▶▶ Blessing of Aer: Whenever Topsy Turvsy uses any Style Points while performing a Dexterity based Skill check, he earns a bonus +1 die. ▶▶ Cloud Manipulation: Topsy Turvsy is able to manipulate clouds using his pegasus magic. ▶▶ Charismatic: Your pony gains a +1 Charisma rating. This bonus affects his Charisma rolls and all Charisma-based Skills. It also factors into his Secondary Attributes and raises his maximum Charisma rating by one point.
Range
Str
Size
Attack (Average)
Revolver
3L
—
30 ft.
1
0
4
(2)
Dagger
1L
—
—
—
0
1
(1)
Armor
DR
Str
Padded Jacket
+1 (+1 DR vs. Slash)
1
T
opsy Turvsy is a gentle colt first and foremost and a bit of a dashing rogue. A jack of all trades and master of none, but quick witted and a passion for adventures and helping and meeting others. Coming from a family of merchant traders Topsy grew up with a lifestyle of often traveling to distant lands and accompanying his parents on trips abroad. However, after an airship accident his parents decided it would be prudent to send him to the Fleetwood boarding college where, they hoped he would be safe with his hooves on the ground. He was a shy child and studious, often buried in books, but always yearned for a more adventurous life. Despite objections from his family, Topsy joined the military briefly and served as a combat medic seeing service abroad and on the frontlines. After a relatively short career, Topsy joined the Society of Explorers and ventured on many expeditions to unexplored arctic, mountainous, desert and jungle locations. Writing up accounts of his journeys and perils all the way, Topsy became and acclaimed author recounting all the short comings and pitfalls during his travels. Taking up a part time post as a lecturer on geography and archaeology, Topsy Turvsy continues to travel the world, going on adventures to discover hidden treasures and meeting and helping others along the way. Topsy Turvsy relies most on his charm and good nature, preferring nonviolent solutions to problems whenever possible although that can lead to tricky situations in regard of his line of work.
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Non-Player Characters
Base
Rating AP
Steel Prism By backer Matthew Grieves Gender: Male Race: Unicorn
Archetype:
Soldier
Motivation:
Military pride
Style:
3
Health:
6
Primary Attributes Physical
Mental
Body
2
Charisma
3
Dexterity
2
Intelligence 3
Strength
2
Willpower
4
Secondary Attributes Size
0
Initiative
5
Move
4
Defense
4
Perception
7
Stun
2
Magic Defense
4
Skills
Base
Levels
Total
(Average)
3
4
7
(3)
Firearms
2
2
4
(2)
Magic
4
2
6
(3)
Melee
2
3
5
(2)
Tactics
3
3
6
(3)
Diplomacy Leadership
Squad Tactics
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up
Flaws ▶▶ One Eye: Your pony takes a –2 penalty to sight perception and cannot see anything that is toward their blind side.
I
’m Steel, Steel Prism that is, I might not have that roadie strength like my father before me, but like good old Iron Hooves, I’ll pound you just the same. See I tread a trail, a line, generational that is, father, father’s father, mother’s, you name em, we’ve been there, all military and all for the protection of Roan and its citizens. Nothing like having a father to look up to, ’course he made the training feel like I was trying to crack a walnut with the my snoot, but in the end, it worked out for me. Not to sound like any old broken record, I joined up, did my time, the usual ya know. Serving on the boarder’s and making sure the Gryphs played nice. Course we had our influx of colts and fillies filling the ranks, a bit soft, about that time, we began losing some ground to the Gryphons who in turn began to get a little over eager bout their lot in life.
Non-Player Characters
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Non-Player Characters
to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower × 2. ▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll. ▶▶ Die Hard: He may be wounded, beaten, and torn, but your pony will not allow such annoyances to put her to sleep for good. She is able to continue fighting with wounds far greater than the normal pony can survive. Benefit: Your pony continues to fight, staying stable in combat when reduced to negative Health. She is able to carry on, but will suffer wound penalties on all actions equal to her current Health. Her death threshold is also increased to –7 Health.
Was about that time, that I had to trail along with several of the grunts, things were looking alright till we walked right into an ambush, damn near wiped us out, you’d never hear so much shouting and screaming. Colonel was out in a snap, didn’t see how, but he was gone, and with none of the gold bars showing themselves, meant I had to do something to pull our rags out of this grinder. It’s not a pretty memory I’ll tell you, comrades killed shouldn’t be used as a defensive line, they should be laid to rest, to be remembered. By the harmony of the six, if it weren’t for the trouble we were in, I’d have shed a few tears respectfully for our lost. The gryphs kept pounding at us, I swear it’s like we insulted their mother, or something I don’t know, but they dogged us, and dogged us hard. Days passed by, you don’t really know how many, a fight might seem like forever and be only a minute, others times days . . . weeks. We fought though, desperately trying to reach a signal out to command. Ammo low, and all of us held together by medical wraps and a prayer, I ordered bayonets, we all agreed, if we had to go, we did it our way. I guess it was a miracle at this point, one that cost more than any of us wanted to pay, but the techy got an S.O.S. out to command, and we held, sure as the horn on my head, we held, blades clanging, claws shredding, and rifles bursting with fire. I tell you, I don’t know what bastard did it, but all I know, is that one moment I was toughing it out, pounding a falc into a new pillow sack, next I was seeing only half the world. Guess I was lucky though, losing just an eye, probably the cost of survival. We all held onto that choke point though, didn’t budge an inch, and when command finally arrived with supporting troops and evac, most of the Gryphs were already on the retreat if not dead under our hooves. I don’t remember much after that, next thing I knew, I was blinking away tears, staring up at the sterile ceiling tiles of some hospital. It was like them new fancy motion films. I’d blink and there’d be this old gruff mare before me, bars decorating her, I’d have been terrified if it weren’t for this motherly expression she held, soft tones commending me on a job well done. The usual happens when one survives any encounter like that, you recover . . . well you recover what you still got left, then you get debriefed, and if the brass find your abilities worthy, you get a shiny trinket that somehow declares you a rank above the rest. I’d earned my own set of bars, being placed in charge of my old crew and the fresh young faces there to fill in for the wounded and lost. Captain Steel Prism, not something I would have expected to hear so soon in my career. Here we are though, sitting across the border from Falconigrad, dealing with the occasional skirmish, though much has seemingly died down with the visit of one of the Falconigrad Diplomats. I don’t trust em though, Gryphs just have this want to take everything, a bit like us way back when we were an Empire, rather than a respectable nation. I keep the blades sharp, the guns cleaned, and the troops ready, I know they’ve got something ready for us, but I’ll surprise them, we Roans don’t go down so easily, no matter what!
Rambles By backer Damon Hinton Gender: Male Race: Unicorn
Archetype:
Face
Motivation:
Knowledge
Style:
3
Health:
5
tary rumors with Rambles in order to see if there is any connection between said rumors and the latest crime.
Equipment
Primary Attributes Physical
▶▶ Major Exposition – A military veteran who shares the latest mili-
Mental
Weapon Rating AP
Body
2
Charisma
3
Dexterity
2
Intelligence 3
Strength
2
Willpower
Stiletto*
3
Size
0
Initiative
5
Move
4
Defense
5
Perception
6
Stun
2
Magic Defense
5 Total
(Average)
Bluff
3
2
5
(2)
Brawl
2
2
4
(2)
Diplomacy
3
2
5
(2)
Insight
3
2
5
(2)
Investigation
3
2
5
(2)
6
(3)
Melee
2
2
4
(2)
Performance
3
2
5
(2)
6
(3)
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower × 2. ▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll.
Resources
0
5
(2)
Armor
DR
Str
Padded Coat
+1 (+1 DR vs. Slash)
1
Contacts: Rambles has a few major contacts who assist him by offering leads, sharing rumors, or “accidentally” releasing specific evidence to him. ▶▶ Paddy O’Whack – A sergeant in the Roan police force, he shares his information with Rambles, and in returns, he’s given tips to the latest movements of the underworld. ▶▶ Glimmering Hearts – A singer for Tony 2 Pony who offers Rambles advice, and information, some of which comes directly from Tony 2 Pony himself for only Rambles ears to hear.
ambles was unfortunate enough to be born on the wrong side of the tracks, but it seemed lady luck had blessed him with an unnaturally sharp and perceptive mind. He is often found moving from bar to bar, alley to alley, like a sieve, sifting through the latest rumors, and pulling out small nugget of information form amongst the deluge of verbal waste. While most would consider him a rascal, or a stooly, Rambles believes the more operative word is “Information Broker.” A skill which he excels at extremely well, working as a face or a Mr. Johnson to offer information to adventurers, the R.I.B., as well as various other private eyes, or malcontents. The validity of his information is based upon how much he likes a customer, and most who know Rambles, consider it best to keep him happy, or else the next piece of information he gives may be one’s last. It isn’t to say that Rambles indulges in the various vices of the city, rather, he follows his own personal code of ethics, deeming certain pieces of information as extremely important to the various law enforcers throughout town, which would explain his involvement with the R.I.B. and sometimes even the S.O.I. Rambles is a clever disguise artist, taking various positions throughout the city in order to continue his informative behaviour, some of his favorite personas are those so common, that folks tend to ignore their existence, from janitorial duties, to driving taxi cabs. These occupations generally prove to be quite a fountain of knowledge, mafia boss’s discussing their plans ignore the janitor in the room, the crony capitalist blathering away about illegal stocks not realizing the cabby is mentally filing away everything he says, and even the Gryphon Ambassador, gloating about the might of their latest military creation, not caring about the local garbage pony cleaning out his trash. As long as the world is willing to yap away, Rambles will always have a job.
Notes on Play
Rambles is an information broker, and a face. He can help players by selling them important information, but as a player himself, he is the face of the group, negotiating payment, or using his abilities to help with information gathering as well as minor forms of espionage. His ability to disguise himself is extremely handy for those who wish to involve themselves in a hardcore pulp action adventure against corrupt politicians, or battling the mafia.
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Non-Player Characters
Levels
Acting
1
Attack (Average)
R
Base
Clues
*
Size
* Ignores DR and Active Defense if opponent is grappled, knocked out, entangled, or doesn’t see the user coming; Piercing Attribute.
Secondary Attributes
Skills
1L
Str
By bacler Masterweaver Gender: Female Race: Kelpie
Slinks Inventor 3
Archetype:
Style:
Health:
Motivation: 6
Fight the frogtopi!
3 1
Dexterity Strength
0 4 6 5
Size Move Perception Magic Defense
2 Willpower
Stun
Defense
Initiative
2
5
9
3
Intelligence 6
Charisma
Mental
Secondary Attributes
2
Body
Physical
Primary Attributes
Skills
Base
Levels
Total
(Average)
6
4
10
(5)
11
(5)
5
(2)
6
(3)
Crafting Engineering Pilot
3
2
Airship Knowledge
6
2
8
(4)
Investigation
6
2
8
(4)
Demolitions
6
2
8
(4)
Tactics
6
1
7
(3)
Thievery
3
1
4
(2)
Talents ▶▶ Mental Flow: Slinks is smart, as seen by her Int 6 attribute. ▶▶ Aquatic Adaptation: Slinks can breathe underwater, and her vision is unhindered by it.
▶▶ Luck of the Kelpie: Once per scene or combat, Slinks can add a +1 to any dice pool, be it her own or an ally.
▶▶ Reverse Engineering: Slinks is able to study and reverse engineer any mechanical item she comes across. She gains a +4 to her dice pool against any mechanical object she is studying.
point of hysteria.
▶▶ Criminal ID: Slinks’ work gets her in a lot of trouble, and au-
thorities have her on speed dial when any weird happenings . . . happen. ▶▶ Disfigured: Slinks is missing a hoof, one that has been replaced by a spring.
Equipment Armor
DR
Str
Padded Coat
+1 (+1 DR vs. Slash)
1
▶▶ Airship Ingenuity: This airship is built in a way that only the mind
of a genius could understand its layout. Every room is meticulously laid out in a way that invading Frogtopi will be rendered confused, giving Slinks long enough to activate her security system. It is a sturdy airship, one that offers comforts and the tools needed for one to SCIENCE! The ship is made of durable composites so that it can survive any of Slinks’ experiments, and scattered across all the halls one can see various photos, and sketches of Frogtopi, their vehicles, and their devious plans which Slinks aims to thwart. Anyone who is able to board the fortress that is her ship will sometimes be greeted by her minions, the various mechanical COGMOTROOOOOOOONS! These mechanical wonders of Slinks’ design help to maintain the ship, and rebuild it after anything damages it; which is often, as adventurers causing mayhem seem to wind up on her ship on a regular basis.
hey say that genius and madness are often blurred, but Slinks knows better than most that’s not true at all; it’s just that neither genius nor madness can, by definition, operate in a society that is not willing to accept the constant and impending threat of invading frogtopi from Polaris! She has made it her life’s duty to prepare the world for the imminent threat, inventing devices with such varied purposes as water filtration, siege warfare, espionage, architectural reconstruction, and all forms of musical theater. Slinks is a maroon earth pony with freckles, large purple eyes, a pale yellow mane, and a bronze Penrose triangle emblazoned on her flanks. Her left forelimb has been replaced with a mechanical limb consisting of simple hinged joint surrounded by coiled metal reaching from shoulder to hoof. Her day-to-day garb is a lab coat stuffed with tools and a welding mask. Slinks funds her works via unscrupulous commissions – if a Gryphon needs a lightning cannon for his fortress of doom, she’ll build it for a small price . . . and a promise to join the fight against the frogtopi when the time comes. However, she’ll just as readily sell rubber boots to a plucky group of heroes if they submit to the same promise. In fact, one of her most consistent sources of income is a toy based off her leg’s shock absorber, sold with her likeness and name. Slinks owns an airship, the Ingenuity, which she uses as a personal laboratory, engineering shop, and all around home. She can usually be found aboard it, upgrading it, or rebuilding it, often with the assistance of her Cogmatrons – strange clockwork ponies that require frequent maintenance. On occasion she will be willing to hire an apprentice or assistant, but she usually leaves them in a couple of weeks when they suggest perhaps the frogtopi aren’t real. Sometimes Slinks will launch a raid on a city or town, taking scrap materials and food but usually leaving some form of infrastructure improvement as payment. The various governments have, at best, mixed feelings about this, since it makes her part of the airpirate problem, if one of the less dangerous ones. She has been captured repeatedly, usually to be put on trial for these raids, but those who wish to commission her have constantly broken her out. It’s an open secret that Slinks is insane, although saying that to her face is likely to get you labeled as a frogtopi collaborator. However, her unique form of genius can be a lucrative resource for the few willing to put up with her eccentricities . . . or those who just want to raid her airship for gadgets. Still, Slinks has survived the Ingenuity’s destruction at least five times, and always reappeared in a month or two; her unpredictable arsenal and sheer stubbornness make her a dangerous foe. From a design standpoint, Slinks is meant to be a source of all things the GM would need for their campaign. Does a player want a unique set of equipment? Buy from Slinks. Do you want to have them raid a dungeon? The local Lord sends them after the Ingenuity. Do you need a quest-giver? Slinks can mention some ancient magic she’s after. Invading army? Slinks has her Cogmatrons. A GMPC? The Ingenuity blew up, again, so Slinks joins the company. If, however, a role-player wishes to play as Slinks, there are a few things they should remember. Number one: Slinks believes the frogtopi are real, in face of all evidence. Number 2: She’s only a prototypical mad scientist; there are no “real” mad scientists in the world of Roan yet, so Slinks has no reason to act a specific way. Number 3: Slinks should be played during a time she is without her airship, so as to keep her at the same power level as other players.
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Non-Player Characters
Flaws ▶▶ Paranoia: Slinks is paranoid about the Frogtopi invasion to the
T
By backer Wing McAllister Gender: Male Race: Pegasus
Wing
Archetype:
Soldier
Motivation:
Duty
Style:
3
Health:
4
Equipment ▶▶ Mechanic’s kit: Contains all the tools necessary to work upon engines, and other vehicular or mechanical needs.
▶▶ Saddlebag: Leather-bound satchels that rest comfortably upon a pony’s flank.
Primary Attributes Physical
▶▶ Binoculars: To see things explode from a distance.
Mental
Body
2
Charisma
Dexterity
3
Intelligence 4
Strength
2
Willpower
Weapon Rating AP
2
Revolver
2
Secondary Attributes Size
0
Initiative
6
Move
4
Defense
4
Perception
6
Stun
2
Magic Defense
4
Skills Craft
Levels
Total
(Average)
4
4
8
(4)
9
(4)
5
(2)
6
(3)
3
2
Revolver Investigation
4
4
8
(4)
Knowledge
4
4
8
(4)
9
(4)
Physics
Talents ▶▶ Nimble: Wing may, at character creation, increase his maximum
Dexterity Attribute up to 6 instead of 5. (Points must still be spent to do so). ▶▶ Flight: Pegasi are capable of flight and may move through the air using the regular walking rules with distance from the ground affecting their aim and their defense. If knocked out of the air, they suffer only half the fall damage. ▶▶ Reverse Engineering: A +4 knowledge bonus is applied to Wing’s dice pool vs. the object studied. Through timely study, Wing can observe and take apart an unknown mechanical device. The device is considered dismantled, but Wing gains a +4 to his dice pool as a benefit when rolling against these devices, contraptions, machines, and vehicles.
Flaws ▶▶ Frail: –1 to Maximum Body during character creation to a minimum of 1.
1
0
Attack (Average) 5
(2)
Armor
DR
Str
Padded Coat
+1 (+1 DR vs. Slash)
1
orn in Ft. Packard to a Unicorn father and a Pegasus mom, Wing was raised in a family firmly seated in academia. The early exposure to Bell University’s laboratories stoked a love for physics in the young lavender Pegasus, and that passion would culminate in a career of teaching and exploration. Through a field that practically demands keen senses and the bonds of friendship, the stallion grew into an exceptional problem solver with a knack for grasping the vibe of his environment. After acquiring his doctorate, Wing assumed a traditional professorial role, but the burdens of being chained behind a desk were ill-suited to his wandering personality. The stallion needed to teach a hungry, ever-changing audience, not hide behind a suit and tie in the same old classroom. He had to do research his own way, not conform to the wishes of grant-seeking paper pushers. He needed to break free of society’s expectations and get his hooves dirty – with the science that he loves. He threw together a proposal in the heat of this epiphany and garnered a special sabbatical that facilitated his travels across Roan as an ambassador of the university. Numerous immaterial riches were gained on this sabbatical, including a fateful encounter with a certain laser-lemon earth pony named Ambrosia who was destined to become his special somepony. The move ended up being exactly what the stallion was missing, for he gained the freedom to teach on the fly and investigate the numerous peculiarities that led him closer to his ultimate research goal. A believer that magic and physics go hoof-in-hoof, Wing’s primary scientific focus revolves around the connection between those mystical powers and fundamental force carriers. Already, his adventures have brought about several interesting discoveries, most notably the applications of mana through its ties to weather. With the skies filled with airships, technology and magic in motion, and education opportunities lingering around every turn, the horizons look bright in the eyes of this Pegasus. Roleplaying: Wing is a bastion of chaotic good. All that time surrounded by science has made him a problem solver that is tired of ruts and routine. Analysis time has also made him keenly aware of others’ emotions, and this empathetic talent serves him well in reading situations and doing something about it. The trade-off in roleplay is that he often approaches problems in a way that makes others label him as strange (counter societal norms), and his empathy will often make him take up tasks for reasons that – say a businesspony – would declare as nonsensical. But, all that fun is in the chaos.
Non-Player Characters
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Non-Player Characters
Firearms
1
Size
B
Base
Engineering
1L
Str
By backer Kyle Merwin Gender: Male Race: Unicorn; Automaton Organo-Tech
Sterling Soul
Archetype:
Explorer
Motivation:
Knowledge of magic
Style:
3
Health:
5
may lose function of their parts, this can be an Æther burst, a dispel, or any other reasons.
Primary Attributes Physical
Flaws ▶▶ Snow Blind: Circumstance may have it where an Automaton
Equipment ▶▶ Mechanic’s tool kit
Mental
Body
2
Charisma
1
Dexterity
3
Intelligence 4
Strength
2
Willpower
3
Weapon Rating AP
Range
Size
Rifle
250 ft.
0
Secondary Attributes Size
0
Initiative
7
Move
5
Defense
6
Perception
7
Stun
2
Magic Defense
5
Skills
Total
(Average)
4
—
—
—
Magic
3
8
(4)
Mechanics
2
7
(3)
Gem Tech
2
7
(3)
Firearms
3
3
6
(3)
Investigation
4
1
5
(2)
Knowledge
4
1
5
(2)
Engineering
6
(3)
Archeology
6
(3)
5
(2)
6
(3)
Combat
3
2
9
(4)
Armor
DR
Str
Padded Coat
+1 (+1 DR vs. Slash)
1
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up
terling Soul comes from the lower echelons of Unicorn nobility, and spent his spare time in a hobby of pursuing arcane lore, and investigating the mysteries of the past. This genteel pursuit came to an abrupt end when an artifact unexpectedly transformed him into a being made of metal and magic. Many of his former associates quickly cut ties to this . . . this . . . ‘monster’ and he was forced to deal with the changes by himself. Yet from this accident and loss of what little money he had left, Sterling Soul gained a new perspective on life. What used to be a diversion has now become a driving passion as he delves further into researching the magic of old while studying the new advancements of both magical and technology. While those who didn’t mind his new appearance found his knowledge and willingness to get his hooves dirty helpful, a few of them worry just how far Sterling Soul might go in the future. . . . Other, less scrupulous contacts only see an ally willing to test things that most flesh and blood souls would think twice about. With war looming on the horizon, many groups and originations have started funding expeditions to unexplored regions and testing new equipment. Sterling Soul has put his best hoof forward ready to help advance society and further improve upon his new body and his new life. On his back he has saddle bag stuffed with maps, papers, and books rest on his body while his horn is closer to a jagged piece of blackened metal then a pointed unicorn horn.
to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Partly Metal Partly Real: Sterling Soul has a +1 to his passive defense. Can be healed by mechanics, magic, and medical skills. ▶▶ Uncanny Valley: Sterling Soul suffers a –2 to his charisma to a minimum 1. ▶▶ I Didn’t Ask for This: Sterling has access to augmentations. ▶▶ Spell Casting Ignus (Fire): Sterling has access to fire magic. ▶▶ Enchanter: Sterling can enchant objects and items.
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Non-Player Characters
Levels
Magic
1
S
Base
Craft
3L
Attack (Average)
Scholar
3
Archetype:
Style:
Health:
Motivation:
By backer Pinkamena Gender: Female Race: Organo-Tech Pegasus
Starswept Dusk
5
Love
A
Primary Attributes Physical
Mental
Body
2
Charisma
2
Dexterity
3
Intelligence 3
Strength
3
Willpower
2
Secondary Attributes Size
0
Initiative
6
Move
6
Defense
5
Perception
5
Stun
2
Magic Defense
4
Skills Acrobatics
Levels
Total
(Average)
3
1
4
(2)
5
(2)
4
(2)
5
(2)
5
(2)
6
(3)
5
(2)
6
(3)
8
(4)
9
(4)
Aerobatics Athletics
3
1
Flying Diplomacy
2
3
Negotiations Knowledge
3
1
Engineering Melee
3
5
Swords
Talents ▶▶ Pegasi Wings: Starswept has the pegasus ability of flight. ▶▶ Partly Metal Partly Real: Starswept has a +1 to her passive defense. Can be healed by mechanics, magic, and medical skills.
▶▶ Uncanny Valley: Starswept suffers a –2 to her charisma to a minimum 1.
▶▶ I Didn’t Ask for This: Starswept has access to augmentations. ▶▶ Kinetic Legs: Any Melee attack gains a +2 bonus to the dice. ▶▶ Blade Novice: Starswept gains a +2 bonus to her dice pool when using swords.
▶▶ Maneuver: Blade & Pommel – When attacking an opponent, for every 2 points of Lethal Damage, gain an additional 1 point of Nonlethal Damage.
Flaws ▶▶ Snow Blind: An Automaton may lose function of their parts; this can be an Æther burst, a dispel, or any other reasons.
▶▶ Secret: Deeply guarded regret in relation to her transformation. Equipment Weapon Zandatsu*
Rating AP 3L
-
Str
Size
Attack
(Ave.)
2
0
14
(7)
* Zandatsu may increase its AP by +1 to a maximum of 2 at the cost of 1 Style Point per AP.
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Non-Player Characters
Base
tomboyish Pegasus, Starswept developed an early interest in technology when she was given a toy automaton for her birthday, that walked across a surface once wound up. She contemplated its movements and found beauty in the logic of its design, unlike the nuances of small talk with her peers or abritrary feminine social convention. She began tinkering, and gained a basic understanding of engineering before entering a specialized school. In time, she began to see mechanisms in every aspect of her life, how the world ticked like a giant clock. Studying engineering, robotics and biology, pony anatomy began to look like another machine to her, and she couldn’t deny the similarities in the methodical design of each discipline. She grew attracted to her lab partner even though she knew that the mare was straight. She would admire the mare’s hooves and offer to rub them, which was platonic enough for the other mare to enjoy. When her lab partner was involved in an accident that resulted in the amputation of a leg, Star swore to her that she would find a way to restore that beautiful hoof as it had been. What followed was her first major achievement, the invention of the prosthetic hind leg. She shifted her focus to the study of prosthetic body parts as well as sensory emulation to allow the blind to see and the paralysed to feel. This led to the discovery of organotech. She became an authority of robotics and prosthetics, but still yearned for more. That automaton toy she had kept all these years again sparked inspiration. She decided that she was going to create the world’s first organotech automaton and she would be the patient. She hoof-crafted her own metallic chassis, heavily inspired by her studies of automatons. She placed her life in the hands of some of the most talented pony minds and underwent surgery to replace 90% of her body with the machinery she had developed. When she awoke, reborn into her new body, she became aware of a never-ending hunger for electricity, as a consequence of the fact that if her battery ever drained completely, her organs would fail. This neccesitised the study of electricity, as she currently had to regularly sit on a charging pad to keep herself topped up, or disable subsystems like speech, movement or sight in order to save power. Over the course of the next few weeks she sought out automatons to interface with, many of whom found her as fascinating as she found them. It wasn’t long however before she encountered those that would reject her or even attack her, calling her an abomination. Nostalgia hit Star hard as she felt an unexpected regret in her heart. She longed for the touch and scent of flesh that was so different from her sterile cold metal. The needs of a mare tormented her as an existential crisis set in, no longer able to date other mares as self loathing took hold of her. She was advised to take a break from her work, where she embraced Kirin culture. Through meditation she found peace and through Kirin martial swordplay she channeled her darkest feelings. This resulted in a mastery of the use of a Kirin blade and the forging of her own electrical absorbing blade, the Zandatsu. Upon her return she decided she would continue her work in organotech and design chassis for any pony who wishes to follow in her hoofsteps. However her empathy for the stigma and existential dread of her fellow automatons drive her to help ease the tension between ponies and automatons. She has very little tolerance for jokes or jabs related to her past or about automatons. When the situation calls for diplomacy or violence, she would be there to act in the best interest of both of her races continued harmonic existance, even if this means removing some individuals from the picture.
By backer Rome Silvanus Gender: Male Race: Pegasus
Rome Silvanus
Archetype:
Captain
Motivation:
Duty
Style:
3
Health:
4
Weapon Wing Blade*
Mental
Body
2
Charisma
Dexterity
4
Intelligence 3
Strength
2
Willpower
2
Size
0
Initiative
7
Move
7
Defense
7
Perception
4
Stun
2
Magic Defense
4
Firearms
Base
Levels
Total
(Average)
4
3
7
(3)
8
(4)
Pistol 2
3
5
(2)
Investigation
3
3
6
(3)
Melee
4
3
7
(3)
Tactics
2
3
5
(2)
6
(3)
Talents ▶▶ Nimble: Rome Silvanus has the ability at character creation to spend points and increase his ability up to a max of six.
▶▶ Flight: Rome Silvanus has the ability to fly, being a pegasus. ▶▶ Blessing of Aer: Whenever Rome Silvanus uses any Style Points while performing a Dexterity based Skill check, he earns a bonus +1 die. ▶▶ Cloud Manipulation: Rome Silvanus is able to manipulate clouds using his pegasus magic. ▶▶ Offensive Finesse: Rome Silvanus is able to use his Dexterity rating while using the Melee Skill. ▶▶ Pistol Marksman: +2 to combat when using Pistols. ▶▶ Maneuver: Snapshot - When drawing his pistol, Rome earns a +2 to his Initiative, the pistol must then be used that turn.
Flaws ▶▶ Frail: –1 to max Body during character creation to a minimum
Revolver*
3L
—
Rng. 30 ft.
Reload Size 2
2
0
11
(5)
DR
Str
Flak Jacket
+1 (+3 vs. Ballistics)
–1
here are quite a few fliers in all of Roan. There are fast fliers, strong fliers, agile fliers, but dare one compare him or herself to Rome Silvanus, the captain of the Blue Valkyries. Intelligent, charming and enthusiastic – those are a few words to describe this Pegasus of our day and age. He and his companions soar through the heavens, figuratively of course, patrolling the city of Percheron and keeping an eye out for any trouble, for though the war has long since ceased, petty crime is still about and active. Though still considered a youngun by some, Rome’s skill and finesse in flight can only be compared to the greatest of Roan’s fliers! At least, that’s what Rome likes to believe. Although skilled, and an intelligent flight specialist, many know him for his cocky attitude which, at times, leads him to underestimate his opponents. Rome’s success among the other flier squads doesn’t come from him alone, his team of some of his most trusted friends are what helped him get his reputation. Hoofer, Seff, and Josephine equally feature in improbable stories and rumors, with their teamwork pulling them through in the end. Who could forget the time when the city of Steiner’s Light came under the harassment and molestation of a group of renegade mages who’ve steered from the path of goodness and prosperity? Or perhaps a reminder of the flood of ’92 where the streets were partially drowned in the waters of a magical water generator? After the war had ended, many ponies were left without jobs. The world had no need of scouts and air support. Times have been tough for the fliers of Roan, and many had to find new ways to provide for their families and loved ones. Not all gave in to the hard times as easily. There were still opportunities, and some close squads went into business together. Often times there are ponies who seek to hire small groups fetching packages, delivering news, letters, and sometimes even ‘persuasion’. Rome and his ex-squad tend to steer clear of the more mercenary jobs, but desperate times call for desperate measures and even they, unfortunately, have to take up offers such as these. Right now it is said that Rome and the Blue Valkyries patrol the streets and skies of Amber, searching for jobs and opportunities to enhance their reputations. Most of the city folk already know of these four and are not shy to ask or tell.
Equipment Rating AP
(Ave.)
Armor
of 1.
Weapon
Attack
0
Attack (Average) 12
(6)
* Utilizes .45 ACP ammunition. Non-Player Characters
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Non-Player Characters
Diplomacy
Pack Tactics
-
Size
T
2
Secondary Attributes
Skills
3L
Str
* Wing blade uses Sword stats. A weapon custom made for pegasus wings.
Primary Attributes Physical
Rating AP
Deckard Spade
Skills
By backer Deckard Spade (Gregory Stango) Gender: Male Race: Unicorn Archetype:
Relic hunter
Motivation:
Protector
Style:
2
Health:
5
1
Charisma
Dexterity
4
Intelligence 3
Strength
2
Willpower
2
Initiative
7
Move
6
Defense
5
Perception
7
Stun
1
Magic Defense
5
Athletics
2
2
4
(2)
Firearms
4
5
9
(4)
10
(5)
7
(3)
8
(4)
3
4
Investigation
3
1
4
(2)
Knowledge
3
2
5
(2)
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower × 2. ▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll. ▶▶ Quick Draw: Deckard Spade can draw a weapon as a free action.
4
Non-Player Characters
0
(Average)
Poker
Secondary Attributes Size
Total
Gambling
Mental
Body
Levels
SMG
Primary Attributes Physical
Base
Page 112
s Roan
Equipment ▶▶ First Aid Kit Weapon SMG
Rating
AP
Range
Attack
(Average)
3L
—
250 ft.
13
(6)
Armor Flak Jacket
R
DR
Str
+1 (+1 DR vs. Slash)
1
The Eye of Fate
The Eye of Fate is a relic that Deckard came across, and at the cost of his friends, it has housed itself within him, forcing upon him premonitions and delusions at the cost of any life around him. Benefit: The Eye of Fate will absorb a charge from any sentient creature that Deckard kills, up to a maximum of 5 charges. With each charge, Deckard may choose to reroll his dice. For a cost of 5 charges, Deckard may foresee a future outcome, and at the cost of 3 style points, stop the outcome from happening through some sort of happenstance. Flaw: The Eye of Fate cares not for Deckard’s friends, and will sometimes allow an enemy or a trap to reroll its damage against them in order to appease the Eye’s hunger (This will cost the GM a style point). The eye will also place visions of the past, present, or future upon Deckard, giving him a perception penalty of –2 to –6 depending on the severity of the vision.
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Non-Player Characters
aised by his mother after on the stories of his gun slinging father, Deckard Spade grew up learning to risks, gambles, and bets in a less than forgiving world. Poor and itinerant, he had made in friends all throughout Roan even before taking up his father’s weapons and life as a gun slinging relic hunter. After a few years of relic hunting, and Deckard fancied himself an expert. He and his friends often boasted of their results, despite only having ever found minor items, which brought in enough to live modestly while providing for his mother. His group’s biggest break was in finding the location of The Eye of Fate, a relic from before the Aether Cataclysm. While it impressed most people, Deckard himself was skeptical of this ancient relic and rumors surrounding its ability to give the user premonitions. He was had grown up with the idea that all ponies were born free, that fate is an illusion of the mind used to give someone comfort in a perceived purpose. To a gambler such as himself, such items were an affront to his open lifestyle. Regardless, he knew the item held worth to collectors, and maybe even to the military. With a little trepidation, he and his team ventured towards the dark lands, unexplored and unmapped. They traveled far into the depths of a cavernous maw within Ratvarian infested territory. The twisted landscape of the depths was alien and unforgiving. Tired and exhausted, Deckard and his friends came upon a chamber of pure silver, illuminated by naturally enhanced gemstones whose glow was both warm and inviting, an oasis of light and hope within the damned caverns.
The Eye of Fate rested upon a central pedestal, and it beckoned Deckard closer. Not wanting to hang around the depths any longer, he went to collect the prize as his team waited, when the relic flew off its stand and burrowed into his skull. Deckard learned an important lesson that day, that the relic would require a hefty payment in the form of the souls of those dearest to him. The depths and its inhabitants sprung upon him and his crew with bloody savagery. Their flight was a harrowing one, the unicorn himself being the only survivor, as each member of his crew fell, a new premonition would guide him, souls of the lost drawing him to safety. Deckard learned then and there the price of the Eye of Fate, as he dragged himself from the caverns, alone and bloodied. While the scar and his skull healed, the Eye lay beneath the surface along with heavy mental scars. Over a year has passed, and Deckard now chases after rumors, searching out and destroying any relics he comes across to prevent their tragic use by any other Roan. His determination to protect those around him has led him to living a solitary life at times, afraid that the Eye of Fate still embedded in his mind will take another sacrifice.
Jupiter Echo By backer Joe Stevens Gender: Male Race: Unicorn
Archetype:
Privateer
Motivation:
Adventure
Style:
2
Health:
5
Primary Attributes Physical
Mental
Body
1
Charisma
3
Dexterity
2
Intelligence 3
Strength
2
Willpower
4
Secondary Attributes Size
0
Initiative
5
Move
4
Defense
3
Perception
7
Stun
1
Magic Defense
5
Skills
Base
Levels
Total
(Average)
Bluff
3
2
5
(2)
Craft
3
2
5
(2)
6
(3)
Engineering 3
4
7
(3)
Firearms
2
2
4
(2)
Pilot
2
2
4
(2)
Tactics
3
3
6
(3)
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased up to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower × 2. ▶▶ Spark of Light: When spending a style point on any Willpowerbased skill checks, add +1 Die to your roll. ▶▶ Inspiring Command: As an Action, your pony may grant a +2 Skill Bonus to all allies within 30 ft. ▶▶ Tactical Defense: As an Active Action, your pony may provide a +2 to Defense to all allies within 30 ft.
Equipment
J
Armor
DR
Str
Padded Coat
+1 (+1 DR vs. Slash)
1
upiter Echo, or just Echo to his friends, was born in Mare Fiora, one of many coastal cities growing across the Roan western seaboard. Though it did not have the vast size of other cities by the sea, its access to precious minerals in the Coltic Sea were paramount to its growing success. Echo himself lived a rather comfortable life as an air-mechanic, assisting in the repairs of many types of aircrafts, from the small passenger planes, to the massive engines of cargo airships. Things would
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Non-Player Characters
Diplomacy
have been just fine if not for the sudden arrival of the Schwartz Krummholz Raiders. Mare Fiora was left in a very precarious position, Roan military was more than a day away, which left the coastal town having to put its faith in its own reserves. Unfortunately, it would not be enough to deter the Krummholz from invading the town and securing much of its precious valuables for themselves. Ponies were quickly pressed into service in the defense of their town, their meager offensive was barely enough to even scratch the paint off the raider’s airships. Echo himself rose to defend his hometown, his high hopes placed upon his knowledge of aircrafts was unable to account for his lack of true combat experience and actual flight. His plane only able to reach the wild blue yonder before being torn violently from the skies by a hail of flak. It was the end or Mare Fiora, its land now held by the raiders, and its citizens dead or worse, but Echo would survive, what was left of his plane, found floundering in the sea, was collected by a nomadic group of sky merchants along with any other survivors that they came across. It would be days before Echo would awaken from his trials. He knew it was a fool’s choice to go back to Mare Fiora with vengeance, and unlike the many who tried, Echo decided to stay with the merchants, using his knowledge as an engineer to support them as well as taking on the role of a pilot to not only better his abilities, but defend his new home. The caravan would continue to tread a dangerous path through neutral waters outside of any national support, making lucrative contracts and small fortunes in trade and work; all of this came to a head when the Crimson Swans surprised the caravan, striking the caravans leader a mortal wound. Echo would quickly rally the ponies of the caravan together and launch a surprising counterattack, clipping the Swan’s wings, and letting the sea be their new home, their airship now a spoil of war for the stallion, the newly christened Concordia would be home to the now named Crimson Corsairs both in honor of lost friends and as an added insult to the now defunct Crimson Swans. The Crimson Corsairs, now a team of privateers, are led by the infamous Jupiter Echo – and are known to be one of the most successful and dangerous raider groups in the skies. The Black Swans moved across the neutral seas, raiding in the Roan, Canidian, Falconigrad, Mirages, preying on pirates and commercial targets alike and recruiting the best flyers he could. (Recruitment into the group is strictly on an invitation only basis.) A decade later the Corsairs ranks had swelled to four squadrons (of six planes each). One of the more remarkable aspects of the Crimson Corsairs is their relative lack of brutality. While they are dangerous and skilled combatants, the Corsairs inflict a surprisingly small amount of collateral damage. The group seldom expends ordnance wastefully, and attacks against unarmed vessels and towns is not tolerated at all by Echo. While the Swans can be as ruthless as any other group, they do their best to direct their actions against legitimate military, commercial or piratical targets. Echo is well known to many coastal towns by the numerous wanted posters, depicting various prices for his head, stallions bristle with anticipation in turning in his bounty while mares find themselves swooning over the legend that is Echo of the Crimson Corsairs.
Cashile By backer Wireframe Gender: Male Race: Zebra
Archetype:
Information broker
Motivation:
Social adventurer
Style:
3
Health:
3
Primary Attributes Physical
Mental
Body
1
Charisma
5
Dexterity
2
Intelligence 3
Strength
2
Willpower
DR
Str
Padded Coat
+1 (+1 DR vs. Slash)
1
W
2
Secondary Attributes Size
0
Initiative
5
Move
4
Defense
3
Perception
5
Stun
1
Magic Defense
3
Skills
Armor
Levels
Total
(Average)
Bluff
5
2
7
(3)
Diplomacy
5
1
6
(3)
Insight
3
2
5
(2)
Investigation
3
3
6
(3)
Geography
3
1
4
(2)
Politics
3
1
4
(2)
Performance
5
1
6
(3)
Stealth
2
1
3
(1)
Streetwise
2
2
4
(2)
Thievery
2
1
3
(1)
Knowledge
Talents ▶▶ Charming: You may purchase the Charisma attribute up to a maximum of 6 points during pony creation.
▶▶ Keen senses: +4 to visual perception ▶▶ Secret Keepers: Once per session, the player may ask the GM for a secret pertaining to the current scene they are in, hint or are awarded 1 style point if the GM is unable to give them anything. This cannot be a riddle, it must be a clear and concise
Resources ▶▶ Contacts: Cashile can have a contact in one area Flaws ▶▶ Impulsive: Cashile is prone to moments of stubbornness ▶▶ Pacifist: Cashile considers himself a peaceful zebra Equipment ▶▶ Disguise kit: +2 to disguise roll ▶▶ Hygiene Kit: Keep one clean ▶▶ Merchant’s kit: +2 to any charisma-based skill while doing business ▶▶ Photo Kit: Photographer tools ▶▶ Photo Development Kit: To develop photos ▶▶ Telescope: Collapsible, allows a user to see far off distances
Notes on Play
Cashile is a curious zebra searching for wonder. He is a Roan who wants to be amazed, who wants to see the beauty in the little things in life and explore all that there is to see, mapping it all to share with those willing to listen.
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Non-Player Characters
Base
ord has reached my ear that you have a question. If so, you’ve come to the right zebra. Finding an answer to questions happens to be something I’ve gotten quite good at. What I cannot guarantee however is that my answer will be what you want to hear. But let us not waste words on a dry throat. I find it most favorable to learn whom I’m dealing with over a glass of wine, or in your case, perhaps a good ale will be more satisfactory. I know just the place. The first one is on the house. There are plenty of ponies good in engineering, archeology, politics or even less civilized practices such as brawling, shooting or dare I say, killing. What few seem to realize though is that information and secrets, in the right hoof, can be a commodity like everything else on the market. More importantly, knowing the right ponies, or the right secrets, may get somepony into more places than any aggressive act might enable. I wield words and reputation, as you might your gun and armor. Words might not help a pony fight off a tomb sow, but amongst ponies the right words at the right moment can prevent a fight, sway opinions altogether or get you just that extra bit of information one otherwise might miss. More importantly though, play your cards right and use the right words to the right pony may just get you friends. Friends in the right places can prove invaluable in finding a trail of rumors leading to an answer. Dealing with ponies is all about observation, learning the signs, watching body language and emotions and finding the right questions to ask at the right times. It’s a dance of sorts, of words and suggestions, of charm and wit. It’s a game with the goal of divulging little, but obtaining insight and information about the opposing party to get an edge or even your answer, but not show the other what you intended to gleam. I do however work by two rules: I will not provide you with blackmail material or information that’ll directly cause somepony to lose his job, business or worse. It’s inevitable to obtain secrets that could be used as such, but I find more worth in pony’s trust and loyalty rather than get what I or clients want at the cost of somepony else. Second, I don’t deal with ponies that I can’t trust. Words unfortunately are easily forged, a lie easily told, and for those great in it, it may even be impossible to tell. Bales of course speak to everypony. This zebra however considers himself quite flexible. Goods, services, a favor or two may well prove satisfactory. In this line of work one shouldn’t underestimate the value of favors. After all, one never knows when a previous client may prove to be able to provide the information I require. Of course the exact details of said payment depends on the nature of the question you seek answered, and how valuable to you the potential answer is. Now then, let us hear how this zebra may be of service to you.
Petina DePony
Talents ▶▶ Alicornium: You may purchase the Willpower attribute up
By Baron Engel Gender: Female Race: Unicorn
to a maximum of 6 points during pony creation.
▶▶ Invisible Hand: A unicorn may carry an object using their
Archetype:
Mysterious madame
Motivation:
Hedonism
Style:
5
Health:
5
willpower; this object may be at a distance equal to their willpower. ▶▶ Spark of Light: When spending a style point on any Willpower-based skill checks, add +1 Die to your roll. ▶▶ Lucky: Once per game session you receive a +2 luck bonus to any die roll.
Primary Attributes Physical
Mental
Body
3
Charisma
4
Dexterity
4
Intelligence 3
Strength
3
Willpower
2
Secondary Attributes Size
0
Initiative
7
Move
7
Defense
7
Perception
5
Stun
3
Magic Defense
2
Base
Levels
Total
(Average)
Bluff
4
4
8
(4)
Diplomacy
4
3
7
(3)
Firearms
4
2
6
(3)
Gambling
3
4
7
(3)
Insight
3
4
7
(3)
Performance
4
4
8
(4)
Streetwise
4
3
7
(3)
Thievery
4
2
6
(3)
Skills
Flaws ▶▶ Overconfidence: Your pony believes themselves to be per-
fect, unable to lose in a given situation. They will take on even the strongest, most dangerous task without realizing how far out of their league they are in comparison. Game Masters may attempt to distract these ponies with difficult challenges, bar brawls and other fun distractions.
Resources and Connections:
Petina maintains extensive connections with local and federal government officials and contributes to their political campaigns. She’s worked to develop relationships with those in the fashion and entertainment industry. On several occasions the Heavenly Bawdy has hosted events and awards ceremonies for the entertainment and fashion industry. By developing and cultivating these networks Petina has gained a great deal of influence and protection from those might attempt to block or interfere with her business model. She has also nurtured contacts with unorthodox suppliers and ponies capable of dealing with unusual situations. In this way she’s helped make certain that most criminals understand that it is not in their best interest to practice their trades on board her vessel.
Major Possession: The Heavenly Bawdy
Possession: Wardrobe and Flat
Petina carefully follows trends and stays on top of current fashions. She has an extensive wardrobe. She is not trained heavily in combat but she routinely carries a small discreet automatic pistol in her purse or sometimes concealed on her. She resides on board the Heavenly Bawdy in a modest size flat that is very well furnished.
Description
I
t was three in the afternoon when I strolled into the ballroom. Most of the lights were off in the room. Only the sunlight pouring through the large observation windows lit the place, throwing long shadows across the floor. My shift didn’t start for a couple more hours but I needed a drink. The ballroom and the bar area was mostly unoccupied. It was a Friday but the fun didn’t get rolling until around six in the evening when the air-cabs, yachts, and ferries full of stallions and mares started to bring up the customers from below. Silver Flask was standing behind the bar when I walked in, our eyes met and he nodded his head. A couple minutes later I had a Sidecar in front of me. I took a long sip and closed eyes, yeah that hit the spot! With basic essentials taken care of, I looked around the room; the room was mostly empty. There was a collection of tourists gabbing away in a corner. They had arrived a day or so ago, and were
Notes on Play
Petina is a very headstrong, opinionated, intelligent mare who likes to be in charge of things. One should avoid including her as an active member of any party. If one does decide to include Petina in the party, and she’s not trying to take charge of the party, especially when she’s away from her base of operations, then you’re not playing the character correctly!
Non-Player Characters
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Non-Player Characters
The Heavenly Bawdy is a large cruise-style airship that is part nightclub/hotel, part casino, and part brothel. The Heavenly Bawdy operates on a seasonal schedule that takes it back and forth across Roan seeking out pleasant climates and customers with cash to spend. To avoid problems with local municipal ordnances, the airship will often orbit just on the outskirts of major metropolitan areas. Counting on its reputation, large casino-style neon lights, and carefully placed and well-funded advertising campaigns to bring customers to them. The Heavenly Bawdy does not operate at very high altitudes to avoid the need for hull pressurization; however it does operate at an altitude that those patrons who hire the special services of certain mare or stallion companions can become members of the Mile High Club. You even get a membership card once you’ve joined! Except for routine maintenance and major resupplying, the Heavenly Bawdy operates year round. Petina’s airship employs a full kitchen and wait staff, bartenders, casino personnel, special services staff, musicians and performers, accountants, a ship’s doctor, legal staff, cleaning crews, security personnel along with all the crew necessary to operate and maintain a large airship.
taking advantage of the Early Bird drink specials. A couple of the regulars were waiting for either the card room to open, or for the special mare and stallion companions to go on the clock so they could hire one of them for their special services. However the real pony of importance in the room was a little unicorn mare; a drop dead gorgeous, white mare with green eyes that seemed to be able to see right into a pony’s mind. A drop dead gorgeous mare in a short, snug little black dress, that just happens to by my boss: Petina DePony. Nobody seems to be quite certain about where Petina came from, or how she came into possession of the Heavenly Bawdy at such a young age, or even what her real age is. Some say she’s a former sky pirate who found some forgotten treasure left from before the Ascension. Others say she’s the illegitimate daughter of an industrialist or politician and she had the dirt on them. The purchase of this airship was a form of hush money. Still others speculate that Miss Petina has stumbled upon arcane magic that makes ponies want to give their money to her. Considering how successful she’s been at running this place, that one has some merit. However I believe in a more controversial theory that most ponies seem to dismiss with a wave of a hoof. I believe Miss Petina acquired the Heavenly Bawdy through hard work and using her wits. She got ownership of this floating palace of hedonism by busting her haunches, mighty fine haunches they are, and not losing sight of the prize! One way or another I have Miss Petina to thank for this job of mine. She was willing to roll the dice on a stallion who was down on his luck and had almost given up on himself. Now I have a roof over my head, money in my pocket, and three solid meals a day. Drinks and mares come out of my own pocket. My job ain’t hard. Make certain ponies have a good time. Make certain that folks don’t get out of line and cause trouble, and if they do, escort them off the ship. Miss Petina has given my coworkers and I quite a bit of latitude when it comes to escorting folks off the ship. Just no tossing of non-pegasi over railings, and even really drunk pegasi get thrown in an air-cab; splattered, flattened ponies down below makes for bad PR. Suddenly Petina looked my way and our eyes met. I’ve worked here for almost a year now, but I still feel a shiver of excitement run up my spine when she does that. Heavenly Bawdy employs some mighty pretty mares, and I’ve even partaken of their services once or twice, but if there is one mare on board this ship that will fill your sleep with fantasies, it’s Miss Petina. However she’s completely out of my league, and besides sleeping with the boss always leads to trouble. She shot me an impish grin then went back drinking her Whiskey Sour. I finished my drink and paid my bill. Figured I’d go talk to Steel Mane see if anything had happened since I went off shift this morning. All in all, the Heavenly Bawdy is a nice place to work.
Skills
Femme Fatale
Archetype:
Vigilante
Motivation:
Power
Style:
5
Health:
6
Primary Attributes Mental
Body
3
Charisma
Dexterity
4
Intelligence 4
Strength
3
Willpower
Levels
Total
(Average)
Acrobatics
4
4
8
(4)
Bluff
3
3
6
(3)
Brawl
3
3
6
(3)
Insight
4
3
7
(3)
Investigation
4
4
8
(4)
Melee
3
3
6
(3)
Stealth
4
4
8
(4)
Thievery
4
4
8
(4)
Talents ▶▶ Alicorn Horn: A pony may have their Willpower purchased
By backer Bela Morris Gender: Female Race: Unicorn
Physical
Base
3
up to a maximum of 6 instead of the regular maximum of 5 at character creation. ▶▶ Invisible Hand: A unicorn has access to the Invisible Hand talent and may carry an object using their willpower; this object may be at a distance equal to their willpower *2. ▶▶ Spark of Light: When spending a style point on any Willpower-based skill checks, add +1 Die to your roll. ▶▶ Lucky: Foxy is one lucky mare, somehow able to avoid terrible danger, or stumbling upon clues and riches by accident. Once per game session she receives a +2 Luck bonus to any Die roll after all dice have been tallied up. Weapon
3
Stiletto*
Secondary Attributes Size
0
Initiative
8
Move
7
Defense
7
Perception
7
Stun
3
Magic Defense
6
Rating
AP
Str
Size
1L
*
1
0
Attack (Average) 5
2
* Ignores DR and Active Defense if opponent is grappled, knocked out, entangled, or doesn’t see the user coming; Piercing Attribute. Armor
DR
Str
Diff
Sneak Suit
+1
1
5
“C
hang on, I can lose these guys!” I snapped back as I juked the car left around a corner and then right again into the alleys that run between the main streets, the lighter, more tail-happy Aeromotive sliding its way through turns that left the front-heavy Hawthorns following us plowed into the corners of buildings. I made a left out the alley and then, after a few blocks to make sure we hadn’t been followed, a right into a familiar parking garage. “You turn a wheel like this ain’t your first dance.” she commented with grudging respect as I backed the car into a corner parking space, hoping it would obscure the worst of the damage if someone came looking before I came back for it. “What was your first clue? I’m not going to ask what you were up to, better for both of us. Elevator here goes all the way to Undertown, I’m sure you can find your way from there. I’ve got to make a few calls, I was in the middle of a job when you came along, have to find someone to pick up the client for me.” I said, heading to the aforementioned elevator. We parted company once we reached Undertown, as I headed to a lounge I favored while she headed the opposite way. I later found out she had just busted up a real estate scheme that would have put dozens of families for a new office building. I ended up having to split that fare with a buddy, and ended up in the red once paint and body came into the picture, but I’m still glad she’s out there, fighting for the helpless in a world of criminals who operate above the law.
Non-Player Characters
Non-Player Characters
orrupt Executive Outfoxed: Police were unprepared for what they discovered upon responding to reports of a violent disturbance at a party being held at the home of Zenith Industries Vice President Argento Lingua. The corporate executive was found in his bedroom, having been tied to the bed and beaten to unconsciousness, his safe having been opened and the contents emptied out onto the floor. A considerable amount of money was taken, but sources within the Police Department say that it that what was left behind was equally telling: Documents detailing his directing the funds for installation of additional safety measures at their gem processing unit fabrication facility on the West Side to a shell company run by a cousin, who repaid a considerable sum to the executive’s own personal accounts. The gem fabrication facility was, of course, recently in the news after being ravaged by a devastating fire that cost the lives of several workers. When asked, he claimed to have never met his assailant before the party, but described her as “A real fox. Blue unicorn mare with a dark mane and gold eyes.” He has been detained, and the Roan Investigation Bureau is now looking into his business dealings, both at Zenith and at Western Ætheric before the buyout that put him in the VP seat at Zenith.” That article was all it took to fire the collective imagination of Amber City, and since then, “The Fox” has been the public pseudonym for our very own vigilante. Personally, being a blue unicorn with a dark mane whose name starts with Fox, I kind of wish they’d been more creative, seeing as despite having the wrong eye color and gender, I’ve been the butt of more than a few jokes. Tell the truth, I’ve only encountered her once, and that was hardly my choice. Generally I prefer to get paid for outdriving bullets. It was supposed to be an easy gig, the local Aldermare had hired me to take her to Trotter’s, an upscale restaurant Downtown and take her back to her place when the time came. What I wasn’t expecting was gunfire breaking out and a certain infamous blue Unicorn mare bursting out of the building across the street. Of course, my luck being what it is, she popped the door and dove into the backseat, levitating what I didn’t need to get a good look at to know was a gun to my head “Get us out of here!” she roared, but by the time she got the words out my hoof was already on the floorboard, the car’s eight tailpipes spitting flame as bullets pinged off the teardrop tail. Once again I found myself thanking the Æthermotive design staff for sticking with louvered engine covers. “Listen, those cats catch up, they ain’t gonna want anyone who can talk about this left standing, so keep your hoof to the floor and do what I say!” she barked, and turned her gun behind us, firing at the cars that had taken up pursuit. The occasional ping of “Listen, stay down, relax, and
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Mane Coon By backer Sura Resch Gender: Female Race: Roadie
Archetype:
Spy
Motivation:
Thief with a heart of gold
Style:
5
Health:
5
Skills
Primary Attributes Physical
Mental 3
Base
Levels
Total
(Average)
Bluff
4
4
8
(4)
Diplomacy
4
3
7
(3)
Firearms
4
2
6
(3)
Gambling
3
4
7
(3)
Body
3
Charisma
Dexterity
5
Intelligence 3
Insight
3
4
7
(3)
Strength
3
Willpower
Performance
4
4
8
(4)
Streetwise
4
3
7
(3)
Thievery
4
2
6
(3)
3
Secondary Attributes Size
0
Initiative
8
Move
8
Defense
8
Perception
6
Stun
3
Magic Defense
3
Talents ▶▶ Tough Hide: You may purchase the Body attribute up to a maximum of 6 points during pony creation.
▶▶ Terra’s Blessing: When spending a style point on any Strengthbased skill checks, add +1 Die to your roll.
▶▶ Iron Skin: Once per session MC may reduce all damage taken to 0. This includes fall damage, attack damage, or ambient damage.
▶▶ Offensive Finesse: Mane Coon may use her Dexterity rating as the Base Attribute for Brawl.
▶▶ Danger Sense: During combat, whether surprised or not, your pony retains her full Defense rating. This includes attacks she cannot see coming, such as backstabbing, snipers, and traps. A Game Master may even make empathy rolls to see whether or not your pony gets a bad feeling about her current situation. ▶▶ Dodge: Your pony can perform the Dodge maneuver as a reflexive action. Any Defense bonuses provide a bonus to the Dodge maneuver as well. If your pony loses her Active Defense, she loses her Dodge ability as well.
Flaws ▶▶ Intolerant: Mane Coon has a prejudice against Ratvarians. ▶▶ Criminal identity: Mane Coon has a known criminal history.
This flaw can make it difficult when talking to a pony or other sentient species in a position of authority.
C thrives in cities where her love for the thrill of breaking and entering shines. A life as thief is what she happens to be most suited for, as a lifetime of perfecting her skills will attest. She considers herself an actor in a grand play, where the dashing rogue will face challenges, obstacles, and the interference of others, all so that she can claim her prize. She will not for a moment allow the Ratvarians who have inserted themselves into her stomping grounds to fester with their strange mutations and hidden agendas. Having encountered them multiple times in the shadows of her chosen career, they threaten her operations and the people she holds dear. They are a race that is a danger to all and will use whatever means to ensure that they are dealt with.
In Her Own Words
“You’re a young foal, wide-eyed and bushy-tailed, giving me a look of innocence, but you haven’t a clue who I am – what I am,” I say to the colt before me. “Always asking for a story, always wanting ta hear more. “If I said the thieves’ highway, you’d look at me with that innocent confusion, too young to know what it is apart from the fantasies that may be fed to you by your parents.” “It’s the playground for those like me, for professionals who can dance from shadow to shadow.” I chuckle. “Of course none are more graceful than I when it comes to doing so, like ballet, moving through light like a nether blade, shifting from shadow to shadow.” The foal just looks at me, sparkles in his eyes as I continue my tale. “Of course it isn’t without the pulse of action, the beat of the heart as guards move closer, not knowing I’m there, but just as easily ready to pounce on me if they were to suspect.” “I’m no amateur though.” I chuckle, flicking my mane away from my eyes. “I’ve practiced long and hard, learned from my brother, he was the best, that is till I got better. Taught me the honor of it all though, no blood, a pro doesn’t need to spill blood, an amateur does, and they’re the ones who always end up caught by the blues.”
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Non-Player Characters
M
“This is a dark story kid, remember, it ain’t glory and fortune without some pain.” I take a moment to reminisce, my muzzle crinkling at old smells from the past reminding me of something I truly hated. “Rats, a menace, something you might not even know about, a bogey pony perhaps to keep you tucked in bed at night.” The colt seems to tremble from my words, but I continue. “No, rodents exist, sure enough, but these things, Ratvarians as the underworld calls em, are detestable little plots that have no business here, none at all.” “You’re thinking, why I seem to hold them in such low regard, well it ain’t a humble opinion.” I spit to the side, rubbing my muzzle with a hoof. “Nope, nearly costed me my life they did.” I gesture to the colt who scoots closer to me. “It was simple, move in, clean house, and take only my fair share!” “Course nothing is ever that easy, you got to plan, pick the right tools, know the building layout. And to think they say thievery isn’t hard work.” I laugh, the colt joining me though he doesn’t know why. “Still, nothing worse than having to improvise on the spot.” “I saw them, I saw their coiled tails, and their beady eyes, so many eyes.” I shiver in remembrance. “You’d know em if you saw them, like a gothic painting spat upon and smeared, there just isn’t anything right about the way they look.” “So there I was, right? Slipping among shadows and staring at these things as they made work upon my target, bashing furniture, and shattering glass, searching for something.” I huffed a feminine snort. “Insult I says, no finesse, no courtesy, just sheer brutality.” I pull a small blackjack from my saddlebags. “Nah, Clipper here and I decided to impart some lessons upon them, a whack and a crack, leaving a couple of lumps to lay around, thinking upon their decisions in life.” “It all worked rather well, till the rest seemed to notice something was amiss, as if they could sense the missing presence of their friends.” I shake my head. “It wasn’t pretty, a thief doesn’t like exposure, and yet there I was, caught dead in the night with those things.” I mime a fast trot with my hooves. “So I ran, no point fighting, quickest way to get killed you know. I’m fast though, leading them through corridors and passages in that building, and quick as a switch, I hoof out my signature smokes.” “Coughing and rasping told me I hit my mark, and I quickly made for my prize.” Here I frown, shaking my head at the kid. “I’ll tell you this, it wasn’t pretty, no prize, none but a few . . . poor fellows who didn’t deserve what they had got, no pony, no, nothing should ever suffer like they did.” “I nearly lost myself at the sight, stunned until the waft of smoke reached my nose, and the feeling of heat, telling me those rats were fed up with the chase.” I sigh, patting the kid on his head. “You run when you need to kid, nothing wrong with that, it’s what I did, escaping that growing inferno.” “You should get going, a mare like me is only gonna cause you trouble with these tales.” I chuckle. “Mane Coon isn’t about to let a colt go off and best her, that’s for sure.” I give him a smile which he returns with a giggle before he totters off. Kid gives me a good feeling, something that helps to wash away the dark visions from my tale. As a last warning I tell him. “Watch the rodents, you see em, you let me know.” “Well M.C.” I tip a flask to my lips, quenching my thirst. “Another little fan, good kid, hate to see him in my profession, too much kindness in those eyes to deal with what I do.”
Steel Rain By backer Blaise Simpson Gender: Male Race: Roadie
Archetype:
Soldier
Motivation:
Honor, guilt
Style:
5
Health:
8
Primary Attributes Physical
Mental
Body
5
Charisma
3
Dexterity
4
Intelligence 2
Strength
4
Willpower
3
Secondary Attributes Size
0
Initiative
6
Move
8
Defense
9
Perception
5
Stun
5
Magic Defense
3
Skills
Levels
Total
(Average)
Bluff
4
4
8
(4)
Diplomacy
4
3
7
(3)
Firearms
4
2
6
(3)
Gambling
3
4
7
(3)
Insight
3
4
7
(3)
Performance
4
4
8
(4)
Streetwise
4
3
7
(3)
Thievery
4
2
6
(3)
Talents ▶▶ Tough Hide: Your maximum Body Attribute is increased by +1 during character creation.
▶▶ Terra’s Blessing: When spending a style point on any Body based skill checks, add a bonus +1 Die to your dice pool.
▶▶ Iron Skin: Once per session you may spend a style point and reduce all damage taken either from an event or attack to 0.
S
taff Sergeant Steel Rain is a study of contradictions, born and raised on a small farmstead alongside his younger brother, Cloudy Sky Rain, owned and run by his mother, Misty Dawn, and retired military father, Sleet Rain. Steel Rain grew up working in the traditional earth pony craft. Though due to his father’s eccentricities was trained from a young age to be “ready” when the next war broke out. This placed him and his younger brother in an odd circle growing up, making them more mature and focused than other young stallions their age. As in many strict households, rebellion occurred, though in different ways. Both brothers struck out, and while the younger sought out a life of music and performance to follow his passion, the elder resolved to bury the majority of his youth and pursue the life of an academic, studying economics at the prestigious Bell University. Steel Rains call to action came just near graduation, while working a midnight shift at a seedy bar. Steel Rain broke up a particularly vicious brawl that broke out over a matter of money and someone’s horse of a mother. And while he was stitching shut a gash
Non-Player Characters
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Non-Player Characters
Base
from a knife and washing the blood off of his hooves, he realized that he liked the fight and the chaos of it. That thought scared him more than any horror story of war that his father used to tell him. Quitting the job on the spot, but now at a loss as to how to help his brother, Steel Rain wandered aimlessly through the city away from campus. Whether it was bad luck or fate, Steel Rain found himself entering a drafting office for the armed forces of Roan. Reading through the material, Steel Rain found himself more and more intrigued by his prospects in the military and being able to channel that darker side into something productive. After some serious introspection and consultation with his brother, who had finally gotten his break as a performer, and mother, who had lent her support to both her sons. Steel Rain joined the military soon after graduation and found that he enjoyed the camaraderie and order that came with the lifestyle. Serving two tours of duty on the border did much to the stallion and made him realize that in order for peace to reign, good stallions and mares needed to stand ready to commit violence on the behalf of those who could not. Excelling in sharpshooting, hoof-to-hoof combat and leadership, Steel Rain’s commanding officer recommended him for specialized training in a new field that was developing, soldiers who were being trained to deploy from the air behind enemy lines to take and hold key points along with disrupting enemy formations and logistics. The soldiers were officially called military parachutists but came to be known by the moniker “Paratroopers”. He earned his wings and has been leading a squad ever since, stationed at the Roan Coalition Airbase “Citadel” in Pinto Verde. The small but highly effective group of soldiers that Steel Rain leads has seen combat in several different theaters and have acquitted themselves well against all enemies. They are a rowdy bunch who throw legendary barracks parties and have been cited several times for the rambunctious and somewhat destructive attitudes and activities. But when the chips are down, Special Task Unit High Jump One or, as they are better known, “The Falling Falcons”, are “On target. On time. Every time.” They leap in to the fray with skill and a furious focus. Eliminating threats and securing objectives so that others may follow. Steel Rain now stands heads and shoulders above the standard earth pony. His coat is an ash like gray, covering a well-defined physique that is punctuated by several burn and cut scars running along his neck, chest and front forelegs, though he usually dresses up with articles of clothing that cover these marks. His dark blond mane and tail are cut short in a military fashion. He carries himself with the posture of a veteran soldier either in his uniform or out of it while on leave. He laughs loud and enjoys life when he can and is not one to stand much on ceremony and can be downright goofy when dealing with situations he is not accustomed to. While fighting or on deployment, one would say that he is a completely different stallion. Focused on the mission and dedicated to seeing that his ponies do not throw away their lives needlessly. He charges into combat with a wide array of mission specific equipment and personal weapons but usually carries a heavily modified rifle and a combat knife with him when other equipment is unneeded, wielding them with deadly efficiency, using his size and strength along with a surprising amount of speed and skill to eliminate threats. Steel Rain has been noted to go so far as to carry several wounded out of combat even when he himself is on the brink of collapse.
Additional Characters Hooves, Paws, and Claws
Skills
A
Levels
Total
(Average)
ll around the world, agents, adventurers and troops come into constant conflict with thieves, armies, thugs, and bums of all kinds, Canidian thuggies, Roan mobsters, Gryphon soldiers. Below are a few examples of troops one can run into while out in the field, or even in the midst of a busy city.
Athletics
3
3
6
(3)
Brawl
3
3
6
(3)
Mechanics
3
5
8
(4)
Soldiers
Firearms
3
5
8
(4)
Gunnery*
3
5
8
(4)
Intimidation
3
3
6
(3)
Melee
3
4
7
(3)
Tactics
3
3
6
(3)
Craft*
From the enlisted, to the conscripted, soldiers can be found all across the world of Roan. They may be professional troops recognized by their country, or they are a gathering of sell swords, offering their abilities to the highest bidders. These troops have skill and organization which helps to keep them in order. The mass majority of the world’s militaries function as guards, protecting the various borders of their own countries from the grasps of opposing forces. Archetype:
Soldier/ Mercenary
Motivation:
Orders/Power/ Honor/Glory
Style:
0
Health:
6
Physical
* These skills are often employed by engineers, and artillery handlers. Optional for the archetype that they fit best.
Talents ▶▶ Auto-Fire: +1 to Firearms dice pool when using auto-fire attacks. ▶▶ Racial Talent: Racial Talents are based upon the npc’s deciding race. They may choose any of the pony, gryphon, canidian, or mirages as their choice of racial build.
Primary Attributes Additional Characters
Base
Mental
Body
3
Charisma
Dexterity
3
Intelligence 3
Strength
3
Willpower
Equipment
3
Weapon
3
Secondary Attributes Size
0
Initiative
6
Move
6
Defense
6
Perception
6
Stun
3
Magic Defense
6
Rating
AP
Cap
Range
Str
Size
Attack
(Ave.)
Rifle*
3L
1
5
250 ft
2
0
8
—
SMG*
1L/3L
1/0
20/30
150 ft
2
0
6/8
—
Pistol*
1L/3L
1/0
7
30 ft
1
0
8/8
—
Dagger
1L
0
—
—
1
0
6
(3)
* Firearm equipment for soldiers varies based upon what they are offered from their armory. Troopers range from rifle users, to submachine guns (SMG), and while a simple soldier will be armed with a pistol, others like to purchase their own sidearm. The marked equipment is merely examples of what a soldier could be equipped with. Armor
DR
Str
Diff
Flak Jacket
1 (3 vs. Ballistics)
2
5
Additional equipment a soldier carries may include rations, bedrolls, matches, and other minor goods required to fend of the elements, boredom, and fatigue. Soldiers are living thinking beings in the end, and should be treated as such. In the midst of combat, a soldier is not expected to be carrying their entire worldly possessions. While both Roan and Canidian soldiers enlist into the military by choice, Falconigrad soldiers are selected and trained at birth in order to create the most efficient soldiers. In the Mirage culture, it is a mixture of enlisted, as well as prisoners who were offered the choice of either jail, or enlistment.
Page 126
s Roan
Mafia Goon
While a common thug is just a thug, the mafia likes to employ a more professional air about their occupation. Mafia thugs will talk sweet “threatening” words of encouragement, or persuasion before utilizing violence as a means to finally change someone’s mind. They are often seen in the major cities, ignoring the smaller towns and villages, deeming them unworthy of their time and money. A small town means less business, and little business is bad business. Though they might not be as sturdy as a soldier, they are certainly tough when it comes to a close quarters fight. Archetype:
Goon/Thug
Motivat.:
Orders/Greed/Power
Style:
0
Health:
4
Weapon
Primary Attributes Physical
Mental
Body
2
Charisma
4
Dexterity
3
Intelligence 3
Strength
4
Willpower
Flaw ▶▶ Mafia’s Honor: When the mob offers protection, they mean it,
and any who dare to cross the line against a protected business, will quickly wish they hadn’t. The mob, though violent, has an honor system that keeps them clean and professional. This includes ensuring that no civilians are harmed in any mafia scuffles, no harm can be brought to an officer unless he can’t be bought, same for politicians. The mob however have an intense dislike of the R.I.B. and considers themselves at war with the agency. (A mafia goon will gain +1 style points if they act upon their mafia honor.)
Equipment Rating
AP
Cap
Range
Str
Size
Attack
(Ave.)
Rifle*
3L
1
5
250 ft
2
0
9
—
SMG*
1L/3L
1/0
20/30
150 ft
2
0
7/9
—
Pistol*
1L/3L
1/0
7
30 ft
1
0
8/10
—
Club
2NL
0
—
—
2
0
10
(5)
* Firearm equipment for Mafia Goons can be as colorful as the military, as there is always a corrupt supply sergeant willing to misplace some goods for a coin here and there.
2
Secondary Attributes 0
Initiative
4
Armor
DR
Str
Diff
Move
4
Defense
4
Nice Suit*
—
—
—
Perception
4
Stun
2
Magic Defense
5
* Snappy dressers, the Mob will earn a +1 bonus to their dice pool when performing any Charisma based skills. When mafia families go to war, it can be just as devastating as any military conflict. Though the mob generally has rules against harming civilians, sometimes there isn’t much one can do during a firefight in the middle of a city.
Skills
Base
Levels
Total
(Average)
Brawl
8
6
14
(7)
Stealth
3
6
9
(4)
Survival
2
2
4
(2)
Base
Levels
Total
(Average)
Athletics
4
3
7
6
Brawl
4
3
7
3
8
4
6
3
7
3
Skills
Knuckles* Firearms
3
3
Pistol Intimidation
4
3
7
3
Melee
4
3
7
3
8
4
Clubs
* Brass knuckles, iron horseshoes; anything to pack more punch or kick.
Talents ▶▶ Racial Talent: Racial Talents are based upon the npc’s deciding race. They may choose any of the pony, gryphon, canidian, or mirages as their choice of racial build.
Non-Player Characters
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Additional Characters
Size
Agent
Agents can be from the military, government, or private sector. Their abilities are used for information gathering, espionage, and counter-ops. Archetype:
Agent/Saboteur
Style:
0
Motivation:
Duty/Greed/ Nationalism
Health:
7
Primary Attributes Physical
Mental
Body
3
Charisma
4
Dexterity
3
Intelligence 3
Strength
3
Willpower
4
Additional Characters
Secondary Attributes Size
0
Initiative
6
Move
6
Defense
6
Perception
7 (8)
Stun
3
Magic Defense
7
Skills
Base
Levels
Total
(Average)
Athletics
4
3
7
(6)
Diplomacy
3
2
5
(2)
6
(3)
Government Brawl
4
3
7
(3)
Con
4
3
7
(3)
Firearms
3
3
6
(3)
7
(3)
Pistol
Flaw ▶▶ Conspiracy: Sometimes being an agent means having to extend one’s belief of the could and could not. Other times this extension of belief becomes a little daunting for an agent and they begin making assumptions that border on silly to downright crazy.
Equipment Weapon
Rating
AP
Cap
Range
Str
Size
Attack
(Ave.)
Rifle*
3L
1
5
250 ft
2
0
9
—
SMG*
1L/3L
1/0
20/30
150 ft
2
0
7/9
—
Pistol*
1L/3L
1/0
7
30 ft
1
0
8/10
—
Dagger
1L
0
—
—
2
0
8
(4)
* Firearm equipment is generally supplied from the agency’s own stock, others are supplied from their own personal armory such as those of the S.O.I.
Intimidation
4
3
7
(3)
Investigation
3
5
8
(4)
Armor
DR
Str
Diff
Melee
4
3
7
(3)
Flak Jacket*
1 (3 vs. Ballistics)
2
5
8
(4)
7
(3)
8
(4)
Dagger Streetwise Rumors
3
4
* Normally agents do not wear armor unless they know they are about to enter into a dangerous situation.
Talents ▶▶ Racial Talent: Racial Talents are based upon the npc’s deciding
race. They may choose any of the pony, gryphon, canidian, or mirages as their choice of racial build which includes the additional benefits of being that race. ▶▶ Keen Senses: Agents are known for having almost a sixth sense for danger. They earn a +4 bonus to their Perception roll with one particular type of sense. (Vision, Hearing, Taste, Smell, and Touch. Please choose one.) Page 128
The Roan Investigative Bureau is filled with a combination of civilian and government agents, each providing an important skillset in order to accomplish a variety of tasks ranging from clerical duties, to hazardous field interaction. If it is considered necessary for military action, one would look to the Stable of Intelligence, where the various subsections of the Roan military cooperate with each other. There are times though when the R.I.B. and the S.O.I. must work with each other, or with civilian agencies such as the local police or sheriffs to accomplish a task. This inter agency collaboration is considered extremely important, and many look down upon the idea of keeping the various agencies hidden in their own secret little subsections.
s Roan
Pilot
Military Air Force, stunt flyers, and passenger plane pilots. These sky captains are the new explorers of the world of tomorrow! All across the world, air-ponies, dogs, gryphons, and more, take to the skies to ferry along equipment, passengers, cartography, or the defense of the skies. Others take to raiding and pillaging the unprotected, believing that air superiority will grant them complete domination of the world. Archetype:
Pilot/Combat Pilot
Motivation:
Duty/Freedom/Greed
Style:
0
Health:
4
Primary Attributes Physical
Mental
Body
2
Charisma
2
Dexterity
4
Intelligence 3
Strength
2
Willpower
2
Secondary Attributes 0
Initiative
7
Move
6
Defense
6
Perception
5
Stun
2
Magic Defense
4
Skills
Base
Levels
Total
(Average)
Athletics
2
4
6
(3)
Brawl
2
3
6
(3)
Mechanics
3
5
8
(4)
Firearms
4
2
6
(3)
7
(3)
Additional Characters
Size
Talents ▶▶ Bump of Direction: Even in the worst conditions, a pilot is able to figure out what direction they are going. A pilot earns a +2 bonus to any navigation rolls. ▶▶ Racial Talent: Racial Talents are based upon the npc’s deciding race. They may choose any of the pony, gryphon, canidian, or mirages as their choice of racial build.
Craft*
Pistol Gunnery*
3
5
8
(4)
Pilot
4
6
10
(5)
Survival
3
3
6
(3)
Tactics*
3
4
7
(3)
Equipment Weapon
Rating
AP
Cap
Range
Str
Size
Attack
(Ave.)
Pistol*
1L/3L
1/0
7
30 ft
1
0
8/10
(4/5)
Dagger
1L
0
—
—
1
0
6
(3)
* Yes it is handy for a pilot to have a nearby sidearm or weapon for self protection.
* These skills are often employed by mechanics, and pilots who like to have a better understanding of what they are flying. Optional for the archetype fits best. As for Gunnery, pilots and their crew, especially those of the military, are expected to be combat ready at all times.
Armor
DR
Str
Diff
Flak Jacket*
1 (3 vs. Ballistics)
2
5
*Not every pilot has a need for a flak jacket, but for those who work in the military, or transfer cargo through known dangerous territory on the other hand, find a flak jacket to be their closest friend. Non-Player Characters
s Page 129
May West as an Applewood starlet, before she joined the navy
Supporting NPCs The following NPCs are stat-less as they are merely here to help supply character to the pony world of Roan.
President Hayes, Current President of the Roan Republic
A career soldier in the Roan Army. Possessing excellent “frontline” negotiation experience, he was originally the leader of the Hard Corps, leading them through many of its most storied incursions, most famous of which took place during the Silent War against Falconigrad. As a leader he has kept everything together, and his tenacity upon the battlefield has allowed him to push through impossible odds with his unit. Squint graduated from Officer Training at Bell University and transferred to Ft. Packard, and would take part in the Silent War against Falconigrad. During combat, the post commander was nowhere to be found, leaving Squint to take command of the infantry ground pounders at the young age of 24. He would be known for not only implementing the craziest plans, but for having coined the famous answer to the Falconigrad demands of the fort’s surrender “Horse Apples.” Then Major General Hayes, would enter into the war, supporting the beleaguered troops of Ft. Packard with his own, and meeting Squint, whom he quickly took a liking too. With the backing of the rest of the Roan military as well as support from the Roan Air Force and Navy, they would quickly push back the Gryphon front deeply into Falconigrad territory. During the end of the Silent War, Westwood was inducted into a secret operation with the Canidians known as “The Goose’s Egg” where they infiltrated the Castle Peregrine in order to uncover a mole within the Roan Military. Westwood is a no nonsense soldier, choosing to lead any charge that others would deem too dangerous. As of the Centennial, Squint has accepted President Hayes request to take charge of the Ft. Packard as commander, spreading his form of tactical prowess throughout the military. He is on great terms with the marines, one of his closest friends being Major Big Joe, a stallion and blood brother since they were foals. GMs should utilize Squint in military campaigns as a liaison, a character who offers difficult risks in battle that prove to have great rewards if completed. He can generally be found on the frontlines where ever combat exists, or back at Ft. Packard, detailing Roan’s defenses, or relocating the various grunts to their prospective units. His command retinue is always changing, young officers are taken under his guiding hoof, learning the importance of respect earned as opposed to respect demanded. Outside of a military campaign, Squint is good support for any spy, or mercenary group that desires the support of the military.
Non-Player Characters
s Page 131
Additional Characters
Many see President Dresden Hayes as quite a character. Funny and jovial, many wouldn’t believe such characteristics would be prudent of a presidential position, but charisma, and a sharp wit, Hayes rose to be President of Roan, his platform is one of strength and progress for the nation. Early on before his election, Hayes was a young Major General in the Roan Army, and was known for demanding his officers to earn the respect of the lower rank in order to foster stronger military bonds. Those who abused their position for personal gain would find themselves quickly positioned out of the way, unfortunately Hayes would not be quick enough to transfer the then commanding officer of Ft. Packard, leading to the Silent War. It was in the Silent War that Hayes would come to the aid of the battered Roan divisions, leading him to a chance meeting of a young Roan officer by the name of Squint Westwood. Hayes would quickly took a liking to the young Squint, seeing a bright future for the soldier. When Hayes was convinced to make a pass for the presidency, he was surprised to be met with such a positive reaction from the nation whom he had only recently defended as Major General in the Silent War. His knowledge of international politics, and his hooves off approach to domestic policy was considered more of a breath of fresh air, allowing the nation’s states more control over their citizens affairs. With his actions, he has currently balanced the relationship with Falconigrad, and strengthened the alliances with Canidia, and Zebrica. Hayes would also be a huge actor in the push for technological evolution within Roan, funding many schools of science and engineering in order to foster the pursuit of knowledge. The upcoming centennial is proof of this pursuit, and it fosters strong relations with all countries to push for a better tomorrow. GMs can utilize President Hayes as more of a background NPC, seen or heard by radio, giving speeches, and appointing new laws that fit within the boundaries of the Roan Constitution. If players are ever called to meet with him, it would fit strongly with spy campaigns, military action, or matters of national security. He is a very optimistic character, pushing those around him to better themselves as opposed to forcing them to kowtow to him.
Commander Squint Westwood
Additional Characters
Admiral May West
The Kelpish jewel of Redwood, with a wit as sharp as her looks. May is both a highly respected officer and actress as she is a secret joke amongst sailors, going as far as naming a flotation device in honor of her rather defined flanks. Sailors truly don’t mean any ill towards the Kelpish Admiral, many who serve under her find her charisma refreshing, and it helps that she’s cute too. May West joined the military in order to oppose the Bay Island Raiders who were responsible for the attack upon Redwood in 1390, and incidentally, destroying the movie set that she was to star in. Surprisingly this Redwood starlet quickly rose through the ranks of the navy through use of charisma, and intimidation, earning the nick name “Cold Iron” due to her unforgiving nature against raiders and pirates. It came as no surprise to her fellows when she attained the rank of Admiral due to her careful planning, and protection of her fillies and colts of the Navy, a notion that has certainly earned her respect and admiration, if not for the fact that she enjoys putting on quite a show for the boys and girls during the Army Navy playoffs. May West’s most well known accomplishment has been her stalwart protection over the territories near the Sea of Grace, in Roans upper peninsula, it is also where she met Sky Sharks of the Island of Fortuna Major, a troop of airborne raiders with a penchant for speed and danger, of course liberal use of artillery quickly dwindled the shiver of Sky Sharks resulting in not only their capture, but the enforced recruitment of Mustang “Hell Diver”, a pegasus who would find himself forever ensnared by May. It isn’t often when an air power is dominated by the sea. GM’s who need a major NPC for any naval based story campaign, will find May to be a very knowledgeable character to use. Her command over the naval ships of the north has given her a wide perspective, and her relationship with Mustang allows her a strong insight into the various raiders and pirates.
Page 132
Air Force Captain Mustang “Hell Diver”
Once commander of a small wing within the Sky Sharks of Fortuna Major, now a seasoned officer in the Roan Air Force. Many would and still do ask exactly how this came to be, what would cause a known raider to trade the life of danger for a live of military duty. Mustang himself, when asked, merely shrugs and taps the wedding band on his hoof, saying. “The Jewel of the sea beat hell itself, what more could I do than fall in love with the sea?” Generally known by his call sign “Hell Diver,” Mustang, when offered the choice, chose life in the military over imprisonment. Obviously not wanting to meet some of his dear friends in stripes, he decided that the Air Force would be a better home and quickly found himself embroiled in a small skirmish known as the Talon Blitz conflict, where his knowledge of raider tactics was used to great effect against the Gryphon’s Air Force. Stealing cargo, sabotaging airships, and baiting the Gryphons in ambushes. Plenty of other officers complain about his style of combat, saying that such tactics should be below the ponies of Roan. Surprisingly, the very officer that defeated his crew, May, would come to his defense citing “His results produce victory, with little casualties, what more could a nation ask of a commander who brings his troops home safely.” Mustang of course was now smitten by the Kelpish starlet, and it wouldn’t be long till the two were bound in wedlock. Mustang is often seen as rambunctious, excitable, but courteous. Gm’s can utilize Mustang as a source of knowledge on raiders, and pirates alike. His insight into the world of piracy and smuggling has been paramount to the success of Roan. He is a more upbeat and friendlier trooper compared to Squint, but both are well known for planning extremely risky maneuvers. Many still can’t believe that a once upon a time raider such as Mustang, could ever be chained down, May West, his wife, says “He’s a raider at heart, and it’ll take a mare to beat it out of him.” Mustang has yet to be able to counter this statement.
s Roan
Marine Major Big Joe
Antonio “Tony 2 Pony” Provolone
Non-Player Characters
s Page 133
Additional Characters
The Unicorn Major known as Big Joe, for his love of coffee, has established a reputation of being the marines marine. Gung-ho and stubborn, he is as much of a pain to the enemy as he is to the higher ranking officers who command him. He is the rare combination of brawns and brains coming together to form a walking, talking, stallion of demolition. He keeps things simple by leading his troops, finding the enemy, breaking them, and letting the Army clean up the mess. Generally at odds with Squint Westwood over military procedure, only Westwood is able to tame the beast by merely uttering his true name in private “Sugar Plum,” as he is probably one of the few ponies who can say it and survive, it helps that they are considered best friends since childhood. (Sugar Plum “Joe” still curses his mother for giving him such an adorable name.) He favors the Gryphon tactic of fast mobilization, and blitzing through the opposing forces in conjunction with the army’s armored cavalry. The faster and more violent the movement, the less casualties there are, as well as the demoralization of the enemy. GMs will find Big Joe easy to use as a supporting NPC. Like the cavalry, his marines are rearing and ready to go. Players can utilize Big Joe and his crew as a forward assault against difficult positions, whether they are held by opposing soldiers, raiders, or cultists.
Antonio Provolone of the Formaggio Family, was a powerful Don, effective, and clever. His spread into industry and banking allowed him to build a massive amount of capital that would help lay the foundations of the Formaggio Family for years to come. His use of doubles coined him the nickname “Tony 2 Pony,” as he always seemed to be in two places at the same time. Tony oversees a business founded on gambling, bootlegging, and union corruption, but he is known as a generous stallion who lives by a strict moral code of loyalty to friends and, above all, family. He is also known as a traditionalist who demands respect commensurate with his status. It wasn’t until the death of his father from Saltz poisoning, that Antonio went straight, a promise he had made to the late Provolone. In doing so, his position quickly moved from illegal maneuvering, to heavy enforcement against the transfer of Saltz, which quite often put him in co-operation with the RIB. Tony prides himself on being careful and reasonable, but does not completely forsake violence. It is understood that when Tony offers to reason with someone, it should be taken as a warning – and if that warning goes unheeded, the pony is likely to earn a permanent pair of cement shoes. He is currently at war with the invading Saltz manufacturing, going even as far as allying with the Roan Law in order to stop the aged old drug from corrupting innocent ponies. His family generation of old is known for having been enslaved to the drugs influence during the pre Roan Nation era, and he is violently against those who would try and reintroduce it into society. GMs should use Tony 2 Pony for heavily inspired pulp action adventures within the cities of Roan. His information network is vast, and he is more than happy to share his knowledge on opposing mafia families, for a price. Tony works as a double edged sword, any work that involves him will certainly catch the attention of both the R.I.B. as well as the other mob families, so players should certainly be careful about how they approach Tony for advice.
KP Gender: Female Race: Roadie
Archetype:
Agent
Motivation:
Duty
Style:
5
Health:
6
Primary Attributes Physical
Mental
Body
3
Charisma
3
Dexterity
5
Intelligence 3
Strength
3
Willpower
3
Secondary Attributes Size
0
Initiative
8
Move
8
Defense
8
Perception
6
Stun
3
Magic Defense
6
activities, so that she can focus the tremendous amounts of youthful energy that she was blessed with towards something more proactive. Acrobatics 5 3 8 (4) It was no surprise when she finally decided to join the SOI once she became of age, quickly signing up under her father’s old unit Athletics 3 3 6 (3) The Trail Blazers. With the guidance of the Trail Blazers, KP was Diplomacy 3 2 5 (2) quickly introduced to all manner of espionage from utilizing specialized æther cameras, and gem recorders, to the improvement of 6 3 Government her marksmanship, and field infiltration. Brawl 3 [5] 3 6 [8] (3 [4]) Kp was fully accepted into the arms of the Trail Blazers in 1398 and together they embarked upon one of the most dangerous assignCon 3 3 6 (3) ments, gathering extended intelligence on the Ratvarian society. The Firearms 5 4 9 (4) assignment required them to live in hiding within one of the major Ratvarian locations found within the outskirts of the Roan border 10 (5) Pistol called the Costello Rodinia. An old castle from the Roan Empire Intimidation 3 3 6 (3) days nestled deeply into the Bridle Mountain Valley. The operation would come to be known as Dark Camelot. Investigation 3 4 7 (3) With the assistance of Col. Mustang and his pegasi brigade, the Trail Melee 3 3 6 (3) Blazers, including KP, were secreted into the valley, set high above the castle itself, requiring the team to descend the dangerous cliff Streetwise 3 4 7 (3) walls in order to infiltrate the castle itself, with the Colonel ready 8 (4) Rumors to support them with ean exit strategy. Due to the tight passages of the castle corridors, it was up to KP, younger and more agile than the veterans, to enter into the tighter nooks and cranny in order to Talents ▶▶ Tough Hide: You may purchase the Body attribute up to a maxi- spy upon the various upper classed rodentia that had made the castle their home. mum of 6 points during pony creation. The most unexpected aspect of this new class of Ratvarians, ▶▶ Terra’s Blessing: When spending a style point on any Strengthwas that they actually had a society far beyond the more deranged based skill checks, add +1 Die to your roll. ▶▶ Iron Skin: Once per session your character may reduce all dam- and chaotic mutations of the regular rodents found throughout the world. For KP, it meant that she had to be very clever in regards to age taken to 0. This includes fall damage, attack damage, or ambiobserving these rodents without being discovered. Due to her part ent damage. ▶▶ Offensive Finesse: KP may use her Dexterity rating as the Base in the operation, she was easily able to observe and study the various abnormalities of the upper class rats, as well as detail their inner Attribute for a select combat Skill (Brawl). workings. It would be in the last days of the operation where the Trail Equipment Blazers would live up to their name; KP’s ability as a saboteur would shine as brightly as the explosions Weapon Rating AP Cap Range Str Size Attack (Average) she left behind her during their evacuation. The Trail Blazers returned to the SOI, presenting their 9 mm Pistol 1L 1 7 30 ft 1 0 8/10 (4/5) findings about the Ratvarians newly discovered Dagger 1L 0 — — 2 0 8 4 ranks within their society, which allowed the Roan Agencies to counter many of the Ratvarian tactics. More importantly, KP had discovered the whereabouts of an outArmor DR Str Diff cast group known as the Albinis, Ratvarians who have taken a vow Flak Vest* 2 (+3 vs. Ballistics) 2 6 of fasting, starving themselves of desire to avoid the mutations that have taken so many of their kind. * KP has been issued a special flak vest that For KP herself, life would continue to build adventure after adoffers her flexibility in the field and venture for her, be they solo operations, or united tasks with fellow agents and allied agencies. Most who know her personally, like to young brunette mare who would come to be known as assure others that the mares bight may be vicious, but only while KP, was born in the spring of 1375, in the small city of Buon the job, in pony, she is an extremely positive and outgoing mare, cephala, Roan, but spent most of her life in the city of Lancie close willing to forgo being the social butterfly, sparing viewpoints with to the eastern border. Her parents were veterans in the RIB and SOI, others, and enjoying a good laugh. which would certainly influence the filly’s future choices in life as KP is an agent, one who can assist the player characters with esshe grew up. pionage, offering the players information, or assisting them by saboKP had earned a reputation, as a young filly, for being ramtaging an opponent’s mooks and their equipment. Personality wise, bunctious, and extremely adventurous; willingly rolling in the dirt she is rather cheerful, and optimistic, even in the worst situation, and muck like any other child, but to an almost rebellious degree. and is generally compared to a firecracker that never stops popping. Her high level of energy was quickly noted by her teachers who impressed upon her the importance of entering into more physical Skills
Base
Levels
Total
(Average)
Non-Player Characters
s Page 135
Additional Characters
A
Fluffle Puff Gender: Female Race: Fluffle
Archetype:
Fluffle Puff
Motivation:
Fluffle Puff
Style:
Phbbtt
Health:
Phbbtt
Primary Attributes Physical
Mental
Body
Phhbbtt
Charisma
Phbt
Dexterity
Phbttt
Intelligence Indubitably
Strength
Phbbtttt
Willpower
Str
Diff
Fluffle Coat
Phbbbbbtt*
—
—
A
Phbt Phbt
Size
Fluffle
Initiative
Yes
Move
Yes
Defense
Yes
Perception
Yes
Stun
Yes
Magic Defense
Yes
Yes”
DR
* What . . . you’d seriously try to hurt her? What’s wrong with you?
Secondary Attributes
Skills
Armor
Base
Levels
Total
(Average)
Yes
Yes
Yes
(Yes)
* Fluffle Puff is an enigma, applying skills such as a banana peel to a wound in order to heal an injured adventurer. It is best not to ask.
Talents ▶▶ Fluffle Puff: Fluffle Puff is such an enigma that she is a Talent in
Resources ▶▶ Fluffle Cart: Fluffle Puff is ready to make a deal anytime, and
anywhere. From out of her fluffled coat extends an impossibly ornate merchant’s stand, with all her wares on display. Cash Register included! ▶▶ That Doll!: A small adorable doll can be seen peeking out at random from Fluffle Puff ’s coat. It is considered a holy artifact, and seems to change expression depending upon who is looking at it. Do not steal!
Equipment Weapon
Rating
AP
Cap
Range
Str
Size
Attack
(Average)
Pillow*
Ouch
Yes
Lots
That dot on the horizon
—
0
Pow
(Boop)
Non-Player Characters
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* Fighting shouldn’t happen with Fluffle Puff, but if it does, she’s more apt to vanish into a puff of logic than hang around to commit any violence. If need be though, she can dish out some terrible fluffy justice. With the might of her comfort pillow, she will run a foe through a terrible fluffy gauntlet of comfort and pain.
Additional Characters
her own right. Seemingly indestructible, the only thing that one can hurt are her feelings, and woe be to the adventurer who would even attempt such a thing. ▶▶ Shhhhh!: Those who try to make sense of Fluffle Puff will be shushed by the ball of fluff, and all their worries will suddenly be alleviated. ▶▶ Fluffled: Fluffle Puff, when angered, will fluffle the culprit. One who is fluffled will assume the form of a fluffled pony, it matters not what species they were. Their ability scores hit rock bottom, they speak in raspberry tongue, and the most random forms of chaos will happen within their presence, extending outwards in a one mile radius. ▶▶ Fluffle Space: The fluffle of her fluffle is deep, vast, and nearly infinite. Who knows what secrets hide within her coat, or how much. Makes for convenient pocket space!
ny adventurer is sure to come across this fuzzy phenomenon, a bright pink, fluffy pony that seems to randomly spring up wherever a deal is to be made, no matter the circumstances. Adventurers far and wide have reported running into this pink riddle of impossibility in the middle of forgotten ruins, near chitter hive clusters, and once it was rumored that she came across a company of troops in need of supply by river flow . . . lava river flow. Fluffle Puff can be encountered, offering travelers and adventurers her brand of exotic wares as well as advice, if only one could understand her unique style of speech. She is wise beyond her years, and many believe that she may have been present to the cataclysm that changed the world. The most important thing that any traveler needs to remember, is that you do not rip off the Fluffle, else you’ll find yourself temporarily fluffled. A well-known victim describes the process as the strangest day of their life, their body puffed up, their mental faculties left them, and they found it extremely difficult to speak. Most importantly this victim is a gryphon, showing that anyone can be fluffed. The biggest question on any adventurers mind, is just who is this enigmatic ball of energy, and how did she come to be? The previous thought that she came out of the cataclysm is considered true, as many veterans who’ve crossed her path in their heydays, have seen her during their later years, just a small friendly visit, sometimes returning the item they had traded to her at the time. There hasn’t really been any adventurer known to speak ill of her, many calling her “Fluffle Puff ” and considering her an adorable, positive sight to see at the end of a harrowing adventure through death traps, marauders, and ghastly creatures. For those interested in her line of trade, folks will find Fluffle to have an assortment of goods, past, present, and somehow, impossibly . . . future. Doesn’t do well to ask her how she came across some of her wares, the most one will get is a raspberry as an answer, and it isn’t meant as insult, one should certainly believe that she is offering a legitimate answer, but sadly none will ever understand her ancient tongue . . . if it is ancient. Fluffle Puff is a roaming merchant who is great to inject into a campaign for a small chuckle or two, or helping out a new player who has just joined a group with a few choice items to get them started. Prices may range from offering her a tasty delight, to the last symphony of Haydrick Vonfluzzle which can only be found in the heart of the City of Operandus. Weird? That is true, but the rewards certainly outweigh the detriments.
“W
History and Peoples
ith you being new here, a good question you might have is, why all the celebration.” Said Clear. “One Hundred years, a century as a nation, after the Æther War, a return of freedom and liberty to us ponies, and honestly to all the people, ponies, gryphons, canidians, all of us who chose to earn our citizenship here.” “Are we the best country?” Clear paused in thought for a moment. “I’d like to think so. We have a government set in such a way, that we the little folk have power over her, as opposed to a dictatorship having power over its people.” You ask how something like that can be maintained, and what makes it so effective for the country. “Easy, the founders, those who pushed to have Roan become a new nation, they established our Constitution, a document that keeps our own government in check, and keeps her from abusing us.” He said happily. “Our nation pushes for free trade, one without the usual crony capitalism, but it isn’t easy, I’ll be honest with you, sometimes the people, all of us, forget that it takes effort, and work to ensure the liberties we are given are not squandered, or abused.” “He’s probably giving a speech right now.” Says Clear. He notes the confusion you express and sighs. “I forget, folks outside Roan still don’t really keep a huge eye on our politics. I speak of President Hayes, a great stallion, General of the Army at one point, who assisted the nation during the Silent War against Falconigrad.” “He’s the reason why my company exists, and stays profitable, well . . . my company and every other company like it.” Clear
grins, gesturing to an official document hung up behind the counter. “The military is too busy with guarding our borders, and trade roots, that they can’t be everywhere at once, hence mercs like us answer the call of duty to the public.” “It’s a pretty recent bill actually, one that fully acknowledges folks like us, and allows us to act as private military contractors to assist expeditions and such into the parts of the continent that haven’t been explored yet.” You ask him about the use of airships, and why aerial cartography isn’t good enough to satisfy the exploration community. “That is a good question,” he replied. “A pretty picture from the sky is nice and all, but it doesn’t tell us much, especially if there is a lot of cover on the ground, trees, æther like fog, and even storms and dangerous large creatures.” “Not only that, when the cataclysm happened, a lot of the land was flipped head over hooves, burrowing into the ground, requiring spelunkers to go searching after them.” Clear tapped the counter lightly. “It’s a dangerous world now. Sure we may seem safe in our borders, but you have to remember, we hardly understand why the world became the way it is, we have theories, but we don’t have answers.” You ponder much of what he’s told you so far, and begin to question him about how the world came to be the way it is, surprisingly, Clear is more than happy to give you quite an education on the past.
History and Peoples
Roan
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The Nation of Roan Roan: A History
1100: The Turbulent Times
The Nation of Roan
T
he Roan Empire is experiencing a rich year in both agriculture, and trade. Its coffers are full, and its population blooming. With such greatness comes the need for expansion and the aristocracy of Roan turns their eyes towards the lands of their neighbors. The Empire commits to trade negotiations with both the Canidian and the Griffonia Empire, the Zebrican Dominion observes as a witness to the trade deals that begin to take place between these major nations. The canines and gryphons agree that the prosperity of the Roan Empire means that the wealth should be shared, for Canidia it means an expansion of their own trade, but for the gryphons, specifically for the Tsar Artrusse, it means stronger tariffs that can be placed upon businesses. The process of trade is less than amicable, with the Tsar negotiating deals with Canadian industrialist who wish to take advantage of the Roan prosperity. Roan who wishes to obtain more land for agricultural growth and population expansion, hoping to broker deals between the Canadian trade and the proletariat of Griffonia. The Tsar upon hearing about the proletariats growing part in the trade deals, decides to part from the negotiations, and does so in an unprofessional manner, disclosing the agreement they were making with the Canidian Industrialists. The Roan aristocracy takes offense to this action, and against the advice of the Zebrican Dominion, declare an embargo upon both nations, all while shoring up their borders military strength. Due to the population rise of the common pony, Roan is now beginning to feel the effects of famine upon their nation, and quickly declare war in an attempt to take land. Ponies are called to arms against both Canidia, and Griffonia, with many being promised land and titles for having served in the empire’s military. The Zebrican Dominion take no part in the combat, and declare their neutrality.
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As Roan prepares their military, Canidia is persuaded by industrial enthusiasts to allow the mass production of the newly refined firearms. Until enough firearms can be manufactured, the Canadian forces must turtle their forces in order to defend themselves against the brunt of the Roan Empire’s mighty cavalry.
1110: End of an Era
Canidia is slowly being crushed under the hooves of the Roan Military, their hope of an alliance with the Griffonia Empire seems brittle due to the Tsar Artrusse having started a cleansing of the lower classes within his own borders. Finally, in 1123, the mass production of firearms reaches a level that is considered enough to sufficiently supply the Canidian forces, and these weapons are quickly shipped to all major battalions on the frontline, just in time for the next Roan charge. The Battle of Wolf Fangs Pass begins, a major land bridge that connects Roan lands to Canidia. Tsar Artrusse finally submits some of his troops to support the Canidians, though only a small section of birds is moved into position, the rest are filled in by the Donks who were drafted from Mulekatan. The battle is considered a major loss for the Roans, who are pushed deeply into their own territory by the joint forces. Much of their land is lost, and many ponies are captured and imprisoned by both attacking forces. The aristocracy finds a major decline in their many houses as more and more lords perish or are captured, those taken by the Tsar’s armies, are never heard from again. With the empire surrounded, and food growing short, the Roan aristocracy submit to the conditions of surrender as provided by the Canidian government in 1105, praying that the canines will be much more lenient than the gryphons. By 1107 the Empire of Roan dissolved, and Canidians as well as Gryphons quickly establish a foothold into the country, depriving it and its ponies of land and wealth.
s Roan
1120: A Bridge Over Troubled Waters
1170: Path Into the Unknown
The Canidian committee of Industrial Development, are able to rediscover a lost particle dubbed Æther, a name gathered from the old texts derived from the Roan archives. This particle is also considered a “God Particle,” as its qualities are unlike anything ever seen before; it follows closely with the current laws of physics save for one, the ability to create or destroy energy. Æther is proven to be able to multiply, but the material it is multiplying with is unknown due to current technology being unable to observe the functions of this material. As a component in alchemical mixtures, Æther proves itself to be extremely volatile, yet can create impossible results such as transforming a lead alloy into gold, though unfortunately the amount of lead required for this
process, results in very little gold and renders the dream of one to one exchanges a moot point. For Roans or rather the roadies, as these ponies were generally called, a drug known as Saltz entered into their market as a means to easily control the population. Saltz is known for being a highly addictive narcotic, that causes a pony to enter into a state of complete lethargy, allowing them to practically forget all that is happening around them for a few hours. The Zebrican Dominion is one of the few nations to voice their distaste over this disrespectful action made towards the roadies, though neutral, they begin using their extensive wealth and knowledge to brow beat other nations into the removal of Saltz. Unfortunately, many nations believe it to be the easiest way of handling the growing roadie population, and enjoy the free labor that has come from the employment of the pony culture.
1200: Who Watches the Watchers?
What can only be described as a doorway opens over the Canidian Parliament, and from it a race of drakes known as The Wardens, enters into council with the government over their discovery and research of Æther. Æther becomes an extremely contested subject between not only the Canidians and Wardens, but to the rest of the world’s leaders who believe that all races should have access to this form of energy. The Wardens show their disapproval of this abuse of what they consider the powers of their masters, and begin seeking out researchers and practitioners of this new class of study defined as Magic and eliminating them. The Wardens command of magic is considered both frightening as it is awe inspiring. Many researchers are able to prove the existence of these Wardens in past history by the sudden disappearances of philosophers and alchemists of old. Wardens find the new advancement of technology more difficult to combat, as compared to the days of old where their presence alone was enough to cow the world.
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The Nation of Roan
The Roan Empire collapses under the immense debt placed upon them by both the canines and the gryphon governments entering into a time known as “The Sorrow.” Many Roans are relieved of much of their freedoms, having lost their right to land ownership, they now turn to a life of indentured servitude to provide for their families. Ponies already being at a disadvantage due to the lack of hands, paws, or claws, find it almost impossible to provide any skilled labor outside of smithing, or farming. During this time, the news of the Tsar and his family’s execution reaches the rest of the world, and all eyes are upon Griffonia as civil unrest turns to internal revolution with the Peregrine movement leading through the power of propaganda and military logistics. Canidians also find themselves heavily in debt to their own industrialists, due to the recent conflict and the overproduction of materials and firearms. The Canidian aristocracy is dissolved and a parliament is formed, led by a coalition of entrepreneurs and business pups. Massive loans are acquired from the Zebrican Dominion, who become one of the major shareholders of the Canidian industries, and through this course of action, become one of the world’s leading financiers.
demands that all wealth should be equally shared with all nations The Zebras respond passive aggressively and begin funding rebellious Donks and resistances within the empire, creating even more issues.
1285: The Centurial Strife
1220: Change of Heart
As time continues onward, doubt begins to enter the minds of many younger Wardens as they continue their secret cleanups. Warden Aer-Jalic is the first known Warden to forgo his enforced calling to befriend his servant, a young roadie filly named “Pure Heart”. During this time, other Wardens begin to abandon their calling, those who are still loyal begin to clash openly with these un-loyal drakes.
1225: The First Descent
The first Great Wyrm descends to the world from the realm now known as the outer Sphere. Gelu-Shalah is tasked with recovering the Wardens and properly setting them upon their rightful path. In doing so, she must also support the Wardens with increased power to better combat the rise of the world’s technological fighting prowess. Gelu-Shalah begins to befriend many of the world’s scholars and finds value in their pursuits of knowledge. Through her experiences alone, she begins to question the actions of her own kind, and in doing so, begins to allow the Wardens more freedom in their actions. The Grand Elders upon learning this are not pleased, and begin to send more drakes from the lower echelons of their ranks to try and combat this continued change of mind.
The Nation of Roan
1240: Loss
Gelu-Shala is the first the Great Wyrms to experience the loss of her first mortal friend, the aged scholar Aegis Pawers, to age; the passing teaches her a great lesson in life, that would otherwise be unknown to the immortal drake, that knowledge is meant to be shared in order to help others obtain a sense of enlightenment. “It is my end here, in this chapter of life, where I leave this withered husk to seek knowledges beyond my mortal coil, a new chapter lays before me in lands unknown.” —Canidian scholar Aegis Pawers
1280: Dark Horizons
Canidians find great economic growth, but the percentages of debts owed to the Zebrican Dominion cause the Parliament to convene with each other and forgo all payments. Naturally, the Zebras take offense to this, and cancel all loans to the Canidians, causing their economic bubble to burst under the pressure of unpaid debts. This disruption of economics spreads not only throughout the Canidian territories, but through the newly established Falconigrad Empire and many others. Much blame is passed around from country to country on the sudden economic turmoil and many citizens demand a resolution to this issue. Falconigrad considers this act by the Zebra’s to be robbery and Page 142
During the beginning of the late 1200s, Gryphons create an alliance with Warden Loyalists in an attempt to assassinate the Grand Wyrm Ignus-Lahar. The promise of a piece of the puzzle that is Æther knowledges is considered more than enough to bring the might of the Falconigrad Empire into this dangerous game. The War of Æther, otherwise known as The Centurial Strife, begins across the borders of Canidia, Falconigrad, and Mulekatan, which further grows to include the Zebrican Dominion, the walking sands, and more territories around the world. This long conflict pitted the many governments of the world against each other from 1287 to 1390. Though the length of combat was longer than a century, multiple truces were called in respect to rebuilding one’s nation, this created an era of stagnation for all. Two factors lay at the origin of the conflict: first, the attempted assassination of Ignus-Lahar; second, the financial state of all countries after the world’s economic bubble busted, created a fury in each nation’s populace and a demand for a return back to prosperity. Theoretically, the Falconigrad Empire and its alliance with the Grand Drake Loyalists, possessing the financial and military resources of the most populated and powerful nation in the world, held the advantage over the smaller, more sparsely populated nations. However, the expeditionary Canidian forces, well disciplined and successfully using their firearms as well as newly developed airships to stop advances by the elite Wardens and Falconigrad, proved repeatedly victorious over much of the now dubbed Draconic Alliances. As alliances grew and faltered between countries, one must ask themselves, what of the Roan ponies, now subservient to these many nations? It was as though karma itself dealt them a bad hand, for when momentary peace treaties cropped up during the wars, ponies were sent in as a proxy military to do battle against, of all things, other ponies. This was seen as a forced game of tug-o-war between equines, with promises from their respective nations of a cleansing of their debt, and a reinstatement of some form of citizenship. Many other ponies were found in utilitarian positions, those in Falconigrad were placed into labor camps, tugging along supplies and equipment to keep the vast empire supplied, while ponies of the Canidian nations were placed into janitorial duties, repairing equipment, keeping the coal burning within airships to provide mobility, and of course continued farm work to supply food to the military. Many of these ponies would experience the terror that is a war like no other. Even the technologically advanced Canidians with their newly created airships and use of firearms, waged war according to old rules of honor, completely defeating the purpose of having such a mobile military. The Grand Wyrms themselves were also experiencing for the first time their own mortality, as many of these large drakes began to fall in battle, whether from massive cannon fire, or from the spells of other drakes in a magical form of combat known as the Ætherial Gaze. Those witnessing a contest between two drakes of major houses, have tales that are still told today. Great swaths of deadly magic, pouring between two or more drakes, in a deadly game of tug-o-war,
s Roan
the loser completely vanishing from existence, the rest of its residual powers being absorbed into the victor(s). Many Grand Wyrms were unexpectedly dragged from the Outer Sphere, into the war through the combined powers of other drakes, dragging them through violently torn doorways in the Sphere. The abuse of magic all throughout the world was beginning to create ripples in the Outer Sphere, these powerful waves of motions would continue until a sudden rupture would tear through the Sphere itself unleashing a torrent of Æther into the world.
1380: The Æther Cataclysm
1390: Plans for a Nation
The major powers finally agreed upon a peace treaty to halt the needless deaths in the Æther Wars. Then two months later, the nations of the world met together to hammer out terms of the agreement in what would later be known as The Federation of Nations. Under terms of the treaty, as witnessed by the Grand Wyrms, the Roan ponies were forgiven of past sins and relieved of their debts. With their slate wiped clean, they were allowed to reclaim
1400: Phoenix’s Blessing and Economic Growth
In order to avoid the effects of a depressive market, the Roan nation focused upon growing its private businesses, thus creating a free market. This freedom of capitalism allowed these smaller businesses to dominate the market, and it kept the economic bubble in a very flexible state where consumers held the torch that allowed business to grow brightly, or fade away. The Roan Nation is composed of several states; of which each has the right to secession if the primary political structure ever become corrupt. These states are the primary subdivisions of the Roan Nation, and possess a number of powers and rights under The Roan Constitution, including the regulation of intrastate commerce, running elections, creation of local governments, and ratifying Constitutional amendments. The country is divided into twenty-four states, and each state is further separated into districts, and sub districts. The Federated States of Roan are separated into territorial and constitutional communities forming part of a federated union. As such, these states have transferred a portion of their sovereign powers to a federal government made up of three different branches. They are also considered as an entire union, for the purpose of international law. A federated state holds administrative jurisdiction over a defined geographic territory. An internal security organization was created in 1408 with the purpose of keeping the government in check, based upon the Internal Security Pound (ISP) of Canidia, Roan formed the Roan Investigative Bureau whose job it is to uphold the laws provided by the Constitution and to halt any corruption from within the Roan Nation.
1410: Decade of Optimism
By the 1410s, innovative forces thrusting into Roan life were creating a new way of living. The Canidian automobile and the web of newly laid hard-surfaced roads produced mobility and a blurring of
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The Nation of Roan
The sudden influx of Æther into the world would cause havoc to all within the Inner Sphere. Magic would flip mountains, bring forth brutal tidal waves, flood lands, and raise up creatures never seen in history. The inhabitants of the world would also suffer under adverse effects like Æther poisoning, and mutations, but none would be affected as much as the ponies of Roan. Combat continued to rage between nations, but many were ignorant to the sudden change of the roadie ponies, backs split open to reveal wings of leather or feathers, heads grew horns, others gained gills, and the unchanged, seemed stronger, hardier than ever before. Most importantly, it was like a heavy fog being lifted from their minds, the effect of Saltz was suddenly cleansed, leaving many ponies in an extremely sober and mentally charged state. With this clarity of mind, they quickly adapted to their changes, and learned a very powerful new ability, the knowledge of how to control the æther. What happens when an airships pony laborers make up nearly a quarter of the ship’s crew, a set of ponies that suddenly find the ability to cast magic, use enhanced strength and more. You find that as a Canadian, you are in a lot of trouble, especially when the greater compliment of your troops were fighting upon the land far below your ship. All throughout the land, supplies, airships, firearms, and equipment were suddenly vanishing. Unicorns would blink into existence within secure armories and bunkers and then vanish with their choice of stolen goods. Pegasi and nocturnes were found hidden in clouds, springing surprise assaults against the crew of airships. Kelpies invaded from the sea, capturing landmarks in surprise attacks at night with an impossible luck at their side, sabotaging ships, and disrupting trade at sea. In 1387, after the dust settled, nations finally began to pursue peace at the behance of the few Grand Wyrms that were still alive, as well as the new Roan army. Negotiations were made between the ponies of the now reclaimed Roan Nation, and that of the surviving Grand Wyrms, one that requested a complete end to the war, with all hooves, paws, and claws washed of any past grievances.
their old lands, or what was left of them after the climax of the war. The Roan nation was now ready to turn inward and concentrate on domestic affairs and the building of their newly reformed nation. Private concerns preoccupied most Roans during their first decade until The Great Depression hit Canidia and Zebrica due to excess expenses spent during the war. Though many other nations suffered under this global effect of monetary loss, the Roans proved unaffected by the collapse due in part to having first restarted the nation as an agrarian society. The ponies quickly grew in population, and growth required leadership, but having remembered the errors of the old aristocracy, the Roan ponies believe that, in order to prosper, they would need to restrict its leadership in the form of a constitution created by the people to defend the people from a tyrannical government. By 1399 the first elections take place, and Roan’s first ever President is elected to office with the country officially declared a proper nation by the end of the year, thus beginning a new chapter for the equine nation.
The Nation of Roan
the traditional rural-urban split. The radio and motion pictures inaugurated a national culture, one built on new, urban values. Young ponies turned to new leaders and values and sought unorthodox dress, recreations, and morals that would be considered alien to the old empire if they were still around today. New ideas, however, continued to inundate the pony countryside, and optimism remained high. The R.N. population delighted in the “miracles” that new inventions had brought them; æther lights, airplanes and airships, new communication systems, and medicines. Trotter Dale’s solo flight to Zebrica in 1417 by the first pony built airplane seemed to capture the spirit of the age, powered by Twin harmonic æther engines, ushering in a new era of energy consumption. A major point of focus during these early years, was the study of the Roan pony himself. The changes brought on by the Æther Cataclysm to the equine biology was massive, as their once vegan attitudes morphed into an omnivorous diet in order to satisfy the body’s requirements of daily nutrients. Dr. Zebas Zhivago of the Zebrican Dominion, was one of the leading experts in the field of nutrition, studying the changes in the pony body, and why it now required sustenance from meats. At first he was considered a laughingstock to the science community, but it all changed when he proved the importance of iron and proteins required of the Roan body. The ætherial changes made to the pony body had re-adapted their metabolism in order to balance the new strengths that came with their, for less of a better word, mutations. This created a ripple across the agricultural community, with many farmers accepting the news as a challenge, one they took to with a great vigor, raising cattle, and poultry to help satisfy a hungering nation. Trade became necessary, and it helped to not only revive the economies of other nations, but to create a competitive market across all borders, thus providing a much needed injection of capital across the world.
1420: A Careful Opening of the Doors
The 1420s were an age of dramatic social and political change. For the first time, more Roans lived in cities than on farms. The nation’s total wealth more than doubled during the 20’s, and this economic growth swept many Roans into an affluent but unfamiliar “consumer society.” With Roan entering an economic boom, it was only logical that they would increase the spread of their trade and development with allied nations. In an act of apology and of friendship, Roan established an alliance with Canidia and Zebrica, further increasing the influx of mixed immigration and trade. The opening of the doors to neighboring countries as well as allies, created quite a mixing of the cultural pot for Roan. Many ponies were generally accepting of these new immigrants, while others believed that isolation was a necessary key to the country’s security. In the end, the political front runners of the time, agreed upon an immigration and visa system that would offer foreign nationals a chance at becoming a part of the growing industrial revolution that was Roan. Education was established as a means to full citizenship - This means one has applied to a higher form of learning (either college or an apprenticeship/trade school) or has proven to be a boon to Page 144
society (invention, prospering self-business of two to four years, or four years of military service, or land ownership). Citizens have earned the right to vote and have proven their responsibility. Citizens that have broken a class 3 law (Larceny, Murder, Grand Theft, Fraud, etc.) will find themselves receiving either a warning, or the complete revocation of their right to vote. A citizen who has lost the right to vote may file an appeal and contest the sentence before the court of law. For those born to a parent or parents who hold a citizenship, the child is considered a state sponsored citizen with the right to common laws, but they are unable to vote in any political movements until they have earned their full citizenship. This right to common law is cemented to them and cannot be revoked. Foreign born individuals that wish to become citizens of Roan must prove their worth and pass a citizenship test which also includes the individual’s need to accomplish a college degree or higher or present proof of such education credentials taken in another country. Those who do not pass the citizenship tests, do not have the full rights of a citizen and may remain in the country of Roan at the pleasure of the Roan government.Foreign born individuals within the borders of Roan must be registered with an approved visa as a visitor, worker, diplomatic, or other, and may remain in Roan only as long as their visa permits. Any valid visa holder may apply for the citizenship path and once citizenship is approved, no longer require a visa. Foreign born non-citizens may be deported for any reason at any time and do not have the right to appeal their deportation until they have reached a deportation holding area on the border. Valid visa holders may request a deportation hearing before they are sent to the border. Those on a Government Diplomatic Visa may be restricted to their embassy while the government of Roan negotiates with the Diplomat’s home country. Any foreign non-citizens who are caught performing any illegal activity will be permanently barred from Roan. A foreign national may be sponsored by a business for a visa. It is considered the responsibility of both the business and the foreign national to continue the upkeep of a visa, and excessive penalties will be applied to any business late in filing their yearly Visa Employment Documentation (VED), if negligence is found to be on part of the foreign national, they are offered a two-week grace period before being deported. This was considered necessary so that businesses could not abuse a foreign national, and a foreign national could not abuse their place in Roan society. To become a Roan citizen, meant having to prove oneself. This was also applied to the Roan populace as well, as education was considered a strong social issue. Ponies believed that any born in the country were subject to the rights of Roan law, but that certain issues required a strong understanding of the nation itself.
1430: Cleansing of a Nation
As the economy continued to grow, so too did notions of vice and temptation. The return of a narcotic known as Saltz, entered into Roan Society, and intermixed with the swinging nature of its populace, it quickly ingrained itself into society. With Saltz came the rise of organized crime in Roan, and the
s Roan
1440s: A Nation’s Vigilance
Due to the overwhelming evidence of Falconigrad foul play, President Dan Saul Knight as a last act of his presidency in 1444 and with full support of the house and senate, placed an embargo upon Falconigrad, denying the gryphon’s a major source of economic trade. Relationships would grow extremely tense between the two nations, with constant demands being made by both sides. Due to the strategic situations developing in the Kaiser Gebirge, it seemed crucial to employ the S.O.I. field operatives in unconventional warfare operations in order to decrease the growing border skirmishes the Roans were having with Falconigrad Soldiers (Falconigrad denies any participation in this, attributing any skirmishes as resistance members wanting to entice the Empire into a war with the Roan). During this time, the S.O.I. would prove their worth as a military intelligence agency, able to supply their troops with advance knowledge of gryphon incursions along the border, and with assistance from the R.I.B., the ability to also stop excessive amounts of contraband being smuggled into the country. With information being provided by the S.O.I. to the Roan government, it was decided that the military would require growth
in both its technological developments, as well as in general numbers of enlisted soldiers. To that end, the congress passed various bills offering greater support to enlisted soldiers in terms of increased educational support, pay, and health benefits.
1450s: Growing Racial Divide
By the early 50s, the S.O.I. discover the existence of an underground resistance within Falconigrad that consisted of both gryphon’s and ponies. In order to support their fight against the dictatorship, the S.O.I. supplied materials and training to key resistance members in order to spread their knowledge of subterfuge against the regime. In doing so, they were supplied with additional information that pinpointed the possible location or locations of the third party who have been supporting the empires trafficking of Saltz materials to the Roan nation. S.O.I. operatives would begin making incursions into Æther Zones considered too dangerous for most explorers to delve into, in an attempt to discover this third party and stomp them in their continued actions to undermine Roan national security. While Roan agencies continued their due diligence, society itself moved on. With the aftermath of the Saltz movement, a growing racial concern began to spread amongst ponies that were for and against the acceptance of immigrants to the nation. More surprisingly was the growing interspecies tension that was beginning to contest pony races against each other. These issues would culminate into a difficult decade of unrest, and racism/specism, with groups forming together into vigilante organizations all throughout Roan, creating more issues for the R.I.B. to have to contend against. It did not help that the office of the president began to lean towards the isolationism of the Roan Nation, cutting trade and threatening other nations with embargos.
1460: The Path of Six
In 1462, A young roadie named Angel Eyes was found in the City of Amber, preaching a path of harmony and balance to all who would listen. Most had chosen to ignore the young stallion, but the compassion in his voice, and the path that he spoke of, seemed to echo well with not only the Roans, but with its immigrated species as well. The importance of understanding one’s virtue and vice, and how they both play along to create a balance in one’s life became a growing central idea that warmed many hearts. It was then, in 1466, that the R.I.B. had discovered their quarry, hidden throughout many of the cities in Roan as well as evidence of their existence in other nations. Ratvarians, a race of rodentia that had grown from the mire that was the Æther Wars, were the reason for Roans woes, from the return of Saltz, to the growing racial tension, these creatures were being located all throughout the world, spreading lies and discord in order to absorb the malice and hate that they had planted as small seeds of vice. The R.I.B. have yet to understand how large a force the Ratvarians hold, but have increased their vigilance against these creatures, going as far as supporting Angel Eyes in his lessons of The Harmony of the Six Paths. This mental meditation grew quickly, though Angel Eyes himself wanted to keep it as a practice of meditation, rather than a religion, as he saw no good coming from it becoming centralized under differing authorities. In the end, various pilgrimages were made all across the nation by his friends who would become known as Guides, spreading the lessons they have learned in understand the
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1430’s was considered to have the most corrupted influential figures in both politics as well as in business. The names of Kel “Lucky” O’Blarney, Senator Charlie Ton, and Tramp the Scamp, were just a few of the figures that had subsisted during this time of trouble. The Roan Bureau of Investigation would find themselves working overtime during this decade to combat against not only the government corruption, but from their own internal conflicts with planted moles in the organization. In 1436 President Dan Saul Knight declared a war against the influx of Saltz, declaring that the justices were more than ready to tango with the growing corruption. Director Helen Bach was then appointed to the R.I.B. replacing the aged Mike Raffone. Mrs. Bach’s first action was to target the launderers, ignoring the low level dealers, and thugs who transferred the ingredients necessary in Saltz creation. By 1443, three governors, two senators, 1 major bank owner, and four entrepreneurs were tried before their peers and found guilty of being involved in illegal Saltz operations. More importantly, the R.I.B.’s strikes against these operations presented evidence of Falconigradian influence with many of the needed ingredients coming from the borders along the Kaiser Gebirge. It was during this time, that the growth of the Falconigrad Military necessitated the need for Roan to adopt an intelligence service to help with world logistics. Taking a page from the Canidians agency known as the Dog House (DH), the Roan Military created their own intelligence agency known as the Stable of Intelligence (S.O.I.). Detachment 101 of the Stable of Intelligence was the first unit in Roan military history created specifically for the purpose of conducting unconventional warfare operations behind enemy lines. It was formed in 1438, to perform espionage, sabotage, guerrilla warfare, propaganda, and escape-and-evasion operations in support of Roan military objectives against Falconigradian insurgents. Training came courtesy of the Canidian 120th DH Pathfinders, at a confidential location known as The Farm. This would help to ready the Roans in pinpointing their own weaknesses and strengthening them, as well as pursuing counter insurgency measures against any invading hostile nations.
self, and one’s neighbor. These Guides would not be the end of the Ratvarians, but it would certainly throw a wrench into their plan of spreading more discordance.
The Nation of Roan
1470s: Battle of Ft. Packard – The Call of Duty
Late winter, 1475 – Gryphon’s, under the cover of a blinding blizzard, encircled Ft. Packard, located just beyond the Vaugn mountain ridges, which is separated by the River Quiet. The previous Roan units that had inhabited the fort were relocated to the neighboring fort in the northern Dell region. The S.O.I. knew that there was a potential build-up of Falconigrad troops and equipment around the River Quite, but Colonel Turner Buckle, commander of the garrison, believed that General Crowschev was incapable of such a bold initiative. So it was that, on the 14th day of the month, soldiers of the 100th were sent out on a routine scouting mission along the River Quiet. They met up with a part of the 27th division, never realizing that they had in fact combined themselves with a small battalion of disguised Mulekatan soldiers led by Donk-rosky. Donk-rosky was tasked by the Falconigradian command to disrupt communications along the Roan border, allowing multiple divisions of gryphon’s to quietly sneak into the country. The 100th division would find themselves completely cut off from the fort, which was surrounded by the gryphon’s larger task force. This confrontation would be Roans first official theater of combat known as “The Silent War” due to the battle’s location near the River Quiet. On the 24th day of the winter season, thick snow and heavy fog prevented the Roans from employing their airpower and the Falconigrad advance of 150,000 gryphons forced a dent in the Roan borderlines. The continued efforts of Donk-rosky and his fellow Donks dressed in Roan uniforms and driving captured Roan vehicles, caused confusion and within five days the Gryphons had surrounded Ft. Packard. Their situation was desperate, but when the Falconigrad commander gave the Roans a chance to surrender, a young Lieutenant Squint Westwood answered with just the two word – “Horse Apples”. It was this same young Lieutenant that walked into the middle of Donk-rosky’s unit in the 36th day of the winter season, and challenged him to a bet which would determine the Donks current allegiance. Donk-rosky still hasn’t shared the details of the bet as of today, but it was considered so phenomenal, that the soldier of Mulekatan gladly considered the young insane roadie a dear friend. It was then, that the skies above decide to clear, allowing sunlight to wipe away the intense fog that had descended across the land. A blessing for the Roans, not so much for the Gryphons. The Roan Air Force arrived with the morning sun at their backs, striking with lethal accuracy against the encamped Gryphons, and liberating many Roan soldiers who had been pinned by heavy artillery barrages. This would also be the first time that the Roans introduced their small flock of Æther Airships and airplanes, allowing them to dominate the sky. From the River Quite, a mixed force of Kelpies and Canidians linked up with the battered Roadie and Donk elements, creating a major counter-offensive against the gryphon soldiers, forcing them back across the borderlines. At the base of the Vaugn Mountain range, the Roan forces began a siege campaign against one of the Page 146
major gryphon military installations, the Castle of Ravingorod, distracting the Falconigrad command from their true intention, the infiltration of their castle. Before the start of the Silent War, a Roan surveillance airship was lost with all hands on board considered missing, as well as an important enigma coding machine. S.O.I. began announcing across all coded channels the importance of recapturing the device. Unknown to the Gryphons the S.O.I. had full knowledge of the Gryphon’s operation and that the enigma machine was a plant, within it a æther beacon helped to locate Ravingorod. The Roan Military Command were then able to quickly gather a squad of dependable soldiers along with the Canidian 1st Mountaineers. The capture of Ravingorod and much of the intel within would lead to a devastating blow to the Falconigrad Empire’s military intelligence, forcing them to accept a Treaty of peace with the Roans. This would end the first ever major military conflict for Roan with a victory of Falconigrad in the early spring of 1478. The last two years sees Falconigrad undergo a change of leadership, with General Akita Crowschev seated as Head Minister of Diplomatic Relations, placing blame upon the Ministries attempts at forcing Roan to lift its embargo at the cost of many innocent gryphon lives. Crowschev immediately entered into discussions with the Roan government, allowing them ownership of Ravingorod and mining rights to its surroundings in return for the lifting of the Roan embargo.
1480s–1490s: A Nation Blooms, and the End of an Era
An economic boon blessed the land, Roans found they had extra money to spend, and they spent it on consumer goods such as readyto-wear clothes and home appliances like Æther refrigerators. In particular, they bought radios. The first commercial radio station in the Roan, Ventura’s Amber Waves Radio, hit the airwaves in 1482 in the newly built City of Amber; three years later there were more than 200 stations in the nation. By the end of the 1480s, there were radios in more than 3 million households. Along with the radio, the growth of the film industry pulled many Roans into the theaters to watch great epics. Canidia, a major developer of film, presented the most movies which were viewed all across the world, including within Roan. Historians estimate that a little more than two quarters of the Roan population could be found attending theaters at least once a week, turning it into a national pastime. More advanced cars also gave young ponies the freedom to go where they pleased and do what they wanted and what many young equines wanted to do was party: The Fox Trot, the Rock N Rolla, the Black Mamba, and more. Mixes of Jazz and hardcore R&B bands played at dance halls like the Silver Haystack in New Damsire and the Fulcrum in the city of Amber; radio stations and gem records (millions of which were sold in 1485 alone) carried their tunes to listeners across the nation. This new form of music brought about a rebellious mindset to the young ponies of Roan, many who were ready to break the mold and reshape the world with their ideas. After its victory over the Falconigrad Empire, Roan is flushed with excitement, and with the coming Centennial Celebration for the country, many brilliant minds begin putting their heads together, forming a competitive market in the development of technological innovations with the use of Æther Technology as well as the prioritization of international trade.
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1499: Preparations for the Centennial Celebration
Roans prepare for the greatest event in their lives, the 100th Anniversary of the founding of their nation, with many other nations visiting the great capital of New Damsire, the first city of the original empire that the Roan ponies fought for, and took back during the Æther War. The Celebration is to take place the first of Spring, the gates opening at the World’s Equestrian Exposition, also known as the Centennial Celebration. It is expected to stay open over the next six months, with more than an estimated 26 million visitors flocking to the 1000-acre fairgrounds and 250-plus buildings full of art, food, entertainment and technological gadgets. The Celebration, ostensibly meant to celebrate the 100th anniversary of Roans rebirth, will serve as a showcase for a fully rebuilt and vibrant New Damsire. A surprising presence in Roan society would come during the
preparations in the form of the Warden Drakes, offering peace in return for knowledge, knowledge of this world they have been inhabiting for so long now, free from the influence of their elders, these wardens are only now beginning to reach out to other cultures.
Life in Roan Today As Roan enters into its 100th year as a nation, it projects a powerful image of prosperity, of flappers and jazz, of growing æther technology ranging from the continued use of the Radio, to the newly develop planes, trains, and automobiles. The current generation is constantly reminded of the blood sweat and tears that brought about their current comforts and wealth, a history that was brought on by their own hooves. Such education ensures that the Roan’s have a good understanding of what it meant to be destitute, and to avoid the arrogance that generally comes from success and wealth, though not all Roan’s embrace such ideals, especially those who have been educated abroad. Roan isn’t perfect, and the last thing the nation wants to do, is to enforce the idea that perfection is a must, rather, they embrace their flaws, seeing it as proof that none are made equal, but all can work to obtain better heights.
Politics
The Roan Nation is built upon a Constitutional Republic, one that limits the power of its government, in order to increase the power held by the nation’s citizens. This form of government evolved from the need to avoid a dictatorship like society, and to nurture the ideals of a self sufficient populace who have the right to the pursuit of happiness. No Kings would rule over a country, rather, a President is voted into office based on what platform they stand upon, as well as their career integrity, and if they are found to be failing in their duties, they are easily removed by vote from legal citizens. Roan has separated their government organization into three branches, and have formed an investigative service known as the Roan Investigative Bureau who is tasked with ensuring that the integrity of the government is in check, and to remove any who would utilize their position for personal gain.
Roan Intelligence Bureau – R.I.B.
The Roan Intelligence Bureau was created as an information and security agency for internal investigation, specifically focusing on the Roan Government and halting any corruption that may be growing within the system. Though it may sometimes take a while for the R.I.B. to apprehend a political member of the various parties, they always wrangle their culprit in the end. The R.I.B. was formed by the founders of the Roan Nation as a way to stop the growth of a dictatorship, that the government is for the common pony, and that no pony who holds office may be allowed to any form of incentive such as bribes, insider trading, and the selling of information. It is the duty to find, process, and halt any form of corruption in the system and bring the culprits to light for all to see so as to instill the importance lesson that “Crime doesn’t pay.” As enforcers of the Roan Constitution, as well as its Amendments, they are tasked with being in an unbiased position of investigative research into the Executive, Legislative, and Judicial branches of government.
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Roan entered into an economic boom, their net worth more than doubling due to the growth of trade. The population of Roan also broke the 100 million mark, ponies alone were beginning to separate themselves out into suburban families, leaving much of the land to the agricultural communities. Many soldiers who were invested in the Silent War, found themselves yearning for adventure, and fortunately, beyond the borders of many nations, much of the land still remained untouched due to the æther mists that blanketed it. Guilds were formed, funded by historians, scientists, and even governments, calling for adventurers to go out and rediscover the lost world, to return with its secrets, and to help society understand why the cataclysm happened in the first place. Aside from the growth of adventurers, came a need for protectors, private militaries to fend off raids from many pirates that constantly plagued the shipping routes. Airships clashed in the skies, and mercenaries battled upon the ground to push back against this growing menace to society. Tensions during this time were heavy between mafia and pirate families, both vying for territory in which to expand their operations. The R.I.B. and S.O.I. feared that these various thugs, professional or not, would consider pooling their resources together in a vast network of alliances. With so many soldiers yearning for adventure in far off lands, the Government and Military agencies decide to mobilize these troopers into battling against the mob, as well as marauders across the land, sea, and air. The World’s Leaders also began to worry that the Ratvarians had what one Roan diplomat called “expansive tendencies”; moreover, they believed that the spread of discordance anywhere threatened nations everywhere. As a result, Ratvarians needed to be “contained”–by force. To many of these rodents were springing up across various countries and laying the seeds of chaos, corrupting trade, and bolstering the various troublesome gangs, thugs, and marauders with dark magic support. Much of Roans domestic policy was reshaped due to this threat. Many ponies in the Roan nation were worried that Ratvarians, or “discordance,” could destroy Roan society from the inside as well as from the outside. During this time, the growth of the Six Paths philosophy, and its guides, more than tripled, with many non-pony races following the harmonic path to personal peace.
The head of the R.I.B. are called Guardians, who are voted into position by the Roan citizens for a single term consisting of 4 years. These Guardians are then able to select citizens to fill positions within the R.I.B. as a supporting cabinet after extensive financial and background investigation. Guardians consist of 7 leaders, each representing a different aspect of Roan society, two scientific/ educative, 2 business, and two military branches of service and education. The seventh member of the cabinet is selected by Congress as a representative of the Legislative branch. Any actions employed by the R.I.B. must be done so after a 2/3rds approval vote by the Guardians, this is a safeguard that is enacted to protect the interests of all Roans. Guardians have the power to arrest any member of all branches of government if proof of violation, or corruption is found, and an immediate vote is to be held in order to fill the now vacant position. Any Guardian found that is found to be lax in their position can be removed by vote of their peers, or by a unanimous vote from the house of congress meaning all members of congress have to agree with the Guardians removal. This series of checks and balances ensures that no single agency or branch of government has complete power over another. As well as having to do investigations on government, the R.I.B. is also tasked with supporting the nation’s many investigative districts with the focus on keeping the welfare of the nation in check. This has led to many major breakthroughs against organized crime, but no matter how well-oiled the R.I.B. maybe, crime itself is forever a constant, especially those committed by the smartest criminals and of course espionage by external countries and the Ratvarians. Within the R.I.B. you have the Special Investigative Teams (S.I.T.) made up of military, police, and civilian organization in charge of investigating any reports of corruption or misconduct.
The Nation of Roan
Roan Military Stable of Intelligence – S.O.I.
Canidia insisted that the Roan Government invest in a proper military intelligence agency, offering to train their best operatives at a location known only as “The Dog House.” The Canadian’s accepted numerous ponies from various branches of the Roan military as well as Zebrican brush-troopers. Thanks to the assistance of the Canidian intel agencies, Roan formed the Stable of Intelligence, which pulls multiple branches of the Roan Military together as a joint investigative command. They investigate internal and external threats and work closely with the R.I.B.s S.I.T.s. They are charged with investigating any breaches of military contracts, assisting the R.I.B. or supporting Roan’s allies with espionage, counter-terrorism, and military mobilization. Under the Military’s S.O.I. you have the Army, Navy, Air Force, Marines, and Special Operations Teams. Each branch of is meant to work together in a joint effort while also accomplishing individual mandates.
Political Relations
Roan is considered to generally be on good terms with most nations, and is actively pursuing the growth of their free market as a source of continued economic expansion. They have a strong alliance with the Canidian and Zebrican nations, and are fairly respective of the Mirages neutrality, unfortunately though, their relation with Falconigrad has grown more tense than ever due to recent conflicts. ▶▶ Formal diplomatic relations, once rare due to the chaos that was Page 148
the Æther War, have made a definite comeback in the past century. Though there are naysayers who see this as a new arena for the various forms of political conflict. The recent conflict between Roan and Falconigrad and its aftermath are cited as great examples of the new political game of chess, and the danger it incurs. Other nations are certainly not innocent of being altruistic and neutral in their positions. ▶▶ Canidia has a neutral or good diplomatic relations with most governments, utilizing their industry to provide goods for trade with other countries, a major source of income that has certainly helped the Canidian’s recover from the debt that came out of the previous war. ▶▶ The Zebrican ruling council members prefer to treat all other nations as a business relation, without being too friendly. Considered to be a neutral power, they are made up of a vast series of corporate states who push for economical and industrial modernization, as bad as the economic downturn from the war was, Zebrica was still able to stay afloat where other nations floundered. ▶▶ The Mirages are also considered a neutral nation, remaining private with their affairs, many suspect their secret societies as trying to influence the political playing field in their favor. Others believe that, with the Sand Skritts hampering their borders, they do not have time to indulge in the boorishness of political fencing. ▶▶ The Falconigrad Empire certainly tries to maintain cordial relations with the other nations, especially now that Crowschev has settle in as leader of the nation. They generally prefer to keep their neighbors on good terms until they find themselves in a position of power, which they will quickly take advantage of.
Science and Military
Roan science is perhaps the most advanced in the world, though extremely limited. The struggle to rebuild their civilization from scratch after the declaration of their independance a hundred years ago, coupled with subsequent military development, has resulted in a large number of innovations in the field of engineering by the us of Æther; not the least of which is airship technology, and communications. Roans place great emphasis on education, believing that a knowledgeable nation will be less prone to the sort of insanity that their old Empire catered to. The greatest wonders of scientific discovery in the history of ponykind, Æther, are also the greatest mystery. These particles dubbed “Mana” have no known boundaries as compared to the newly discovered DNA structures of the world’s creatures. Even the Warden drakes who are willing to share their knowledge about magic, have no idea how it came to be, nor how it truly works. Such magic, the use of combining an element with a neutral Mana particle to create a spell, is considered something wholly fantasy yet real in the world of Roan, and it has left many scientific minds brimming with excitement over unlocking the truth behind its creation. Roan possesses a moderately sized military force, though not as equipped as the Canidians, or vast in numbers like the Falconigrad Empire, they are still a power not to be messed with. The Roans wanted to place themselves in a position of power in order to provide a serious deterrent to any possible foreign aggression, and with the help of their Canidian allies, implemented a military intelligence agency known as the Stable of Intelligence (S.O.I.). The large military was considered necessary to counter any incursions by the Falconigrad Empire into their territory, as well as to patrol the
s Roan
Lunar Cross
A few stolen Canidian Airships from the Æther Wars began to reappear throughout Roan during the mid 1300s, manned by the Nocturnes, and staffed by various other pony races as a rising fleet of mobile hospitals. The Lunar Cross is a neutral corps dedicated to providing professional medical care to ponies traveling or inhabiting the Roan Nation, though it is not unheard of for a fleet of Lunar Cross ships to appear over an allied nation after a crisis to offer medical assistance. The hospital ships of the Lunar Cross are considered nonaggression zones; no combat activity whatsoever is permitted in and around these vessels. This edict has been agreed upon by all nations and enforced due to the mutual benefit it provides; no one wants to waste resources trying to take down a medical ship, more so because of the stigma that could come from taking such actions. Some would believe that pirates and marauders would take sanctuary upon these ships in order to avoid the pursuit of nations law enforcement or military. Unfortunately for these lawbreakers, neutrality and peace onboard the ship does not mean one gets a free pass to take advantage of them. The Lunar Cross may appear to be neutral and peaceful, but they have their own compliment of guards who are more than willing to work with the various nations in providing medical attention to said pirates before passing them over to the various nations authorities. The Lunar Cross’s main offices are located near Ft. Dell, and many theorize that the original fleet was the very fleet stolen by
Dell during the Æther Wars, after the ponies had hyper evolved. The Lunar Cross is funded and equipped by the entire Roan community, and each nation voluntarily contributes large amounts of money, material, and even personnel. Lunar Cross is seen as a major learning facility for many doctors, and hundreds of applications are sent to the medical fleets with the hope of joining the flock, and learning the medical advances that they have made in the name of life and prosperity. The airships of the Lunar Cross are immediately recognizable by their midnight blue paint scheme layered with pure whites, and broken only by the medical cross emblazoned upon the hull. Banks of ætherial spotlights keep the ship and its surrounding area well-lit, and, coupled with new radio-technology which constantly broadcasts the ship’s location, serve to advertise their presence of neutral medical aid. Many of the Lunar Cross’s ships are one-of-a-kind refits. They all have several elements in common, however. They are large in size, since they must act as fully functional hospitals and patient care units, while also supporting its various sister crafts which carry supplies, personnel, and equipment. The Lunar Cross will always be there to support the Roan Nation, as they did when conflict errupted between Roan and Falocnigrad during the late 1300s. Though they were hampered by the winter winds, and dense clouds, once a foothold was established, they began supporting the many wounded Roan soldiers, as well as offering care to the Falconigrad troops they came across.
Commerce and Industry
Most of Roan’s major manufacturing industries are located near the Amber City as well as the major coastal trade cities, but with advances in the automotive industry, as well as the airship industry, many companies have begun spreading out into untouched territories within Roan to establish not only a new factories, but to build a suburban paradise for the ever growing Roan families. Agriculture itself is considered to be a respectable industry and large swaths of land are dominated by farmers, who have existed in their domains for many family generations since even before the founding of Roan, when they lived to serve either their Canidian or Gryphon masters. Now as free citizens of Roan, they are able to reap the benefits of their farms, and the addition of magic has only led to the enhancement of their produce. More importantly, the biological changes to the pony body meant an increase in necessary vitamins and proteins, and Roan’s found themselves becoming more and more omnivorous requiring farmers to indulge in growing livestock. Massive fleets of ships both air and sea, can be seen leaving the many ports dotting Roan to deliver their manufactured goods to the rest of the world, be it æther-tech radios, tools, produce, and even military equipment. This open free trade has allowed Roan to enter History and Peoples
The Saddle Rangers Guild
When the first Roans established their fledgling nation, they were concerned with the difficulty of maintaining privacy while trading with the other major nations of the world. Because of the aftermath of the Æther Wars, many nations were to weak economically to be able to provide consistent trade with the small pony nation. The Roans’ solution was at once logical and innovative: why try to make Roan into a trading center when other nations would do a far better job? Up until that point, trade between nations was sparse at best; self-sufficiency was the order of the day, especially after the resource depleting war that had finished all but a few years before. The other nations were rather surprised when, in the early 1300s , they were each visited in turn by airships affiliated with the “Saddle Rangers Guild,” and politely invited to participate in formal trade with the rest of the world using the Guild’s members as middle-ponies and couriers. Although some nations (notably the Falconigrad Empire) were initially suspicious, the numerous benefits to be gained eventually earned the Roans the patronage of the entire world, which in turn helped to fund their own capitalist nation. In time, the Saddle Rangers Guild would earn a major windfall after windfall, turning their profits towards investments of Roan industry and sciences, allowing the nation itself to finally be self sufficient enough as to not have to rely upon trade with their neighbors, of course trade certainly wouldn’t stop, as the good graces of their allies was too important to suddenly dry up all the economic goodwill that had been sealed between the various nations and Roan (Falconigrad Empire withstanding).
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borders of their land. Although the modern situation is not as dire as it was in the past, the Roan military still warrants maintenance of their growing air and sea fleets, as well as the nurturing of their ground pounders. New ships are still being built, most of which belong to the “Combat Fleet” category of warships. Roan has been extremely open with her allies in this regard, to assure that they are not preparing a preemptive assault fleet as their old ancestors would have so many centuries ago.
into an economic boon, trade has also increased the need for military defense, what with marauders and pirates blotting the air and sea outside of Roan.
Entertainment & Sports
Movies became a daily part of Roan society. About 75% of Roan attended a movie theater weekly. When cinema began, the film industry was located in the country of Canidia, but later on Roan would create their own studios throughout the country where 300 movies were produced every year. Early films were silent, but in 1388 sound was created in movies by the use of æther crystals. These movies were played in movie theaters, which were referred to as movie palaces, and were luxurious and adorned with columns and a sense of royalty. When a Roan citizen took their family to the movies, it would usually be a day’s event, watching a few minor animated cartoons before enjoying a full film, while enjoying a meal. Elsewhere, for the common working Roan out in the farmlands, or trapped in a mechanics garage, the Radio became their window to the world, giving them updates on the latest news, technological advances, or playing their favorite broadcast be it a steamy drama, action packed detective stories, and more. A radio was quite an investment for the common pony, but it paid for itself over time with its entertainment, and it was easier for mom and dad to tune the radio to a show, than it was to go to the movies every single day. More importantly, with the growth of sports, Radio was the easiest way to keep an ear to the ground on how well one’s favorite team is doing. With the anatomical changes to the Roan body, sports had to adapt, and new sports were created in order to satisfy the public. Hoofball, a common past time for the Roan Empire, was brought back much to the delight of the pony nation, Parkour was another
The Nation of Roan
Sunny Side Up Network (S.S.U.N.)
The Sunny Side Up Network, generally called SUN, is one of the most widely listened and influential news and entertainment broadcasting networks in Roan, S.S.U.N. is based out of The City of Amber. Since its birth during the 1380s, SUN has become an important part of society, spreading the latest news, offering commercials for the latest gadgets and gizmos, or pushing the newest rage in fashion and the arts, the “SUN is always shining down on you,” as the motto goes.
Canidian Broadcasting Entertainment (CAN. B.E.)
It CAN. B.E. yours, the Canidian Broadcasting Entertainment industry, pushing the arts in all things film, for your viewing pleasure at your local theater, and soon in your home. Canidia has always had an eye for acting, and with the creation of film technology, have pushed to expand their entertainment industry all across the world. Only during the 1380s did they pick up upon Roan actors and actresses, Mae West, being one of the most well known. CAN. B.E. has worked closely with Roan to perfect a new form of technology that will allow viewers to watch their shows in the comfort of the family home, no longer requiring citizens to have to always go to the theaters, except on special occasions, these broadcasts would be as widespread as the radio itself. Page 150
sport introduced by the Canidians, which quickly attracted many athletic ponies to test their mettle within various obstacle courses. With Roan finally rising up to the challenge of manufacturing aerial vehicles, National Air Races grew as a form of competition between producers, and pilots. These air races are held on a grand scale with thousands flocking to its fields to watch in awe as racers were pitted in thrilling high speed chases. They feature the aviation greats of the world, including Roans own military commander Mustang, Rosy Turner from Zebrica, Jackie Spaniel from Canidia, Clear Skies, and many others. These races run for a 10-day period during the summer, and the performers would be put through various gauntlets to show off their skills as well as the capabilities of their aircraft, for a great aircraft meant great business for its manufacturers. For the Military side of Roan, combat competitions between the various militaries and civilian agencies such as the police, grew and grew. Marksman, hoof-to-hoof, and War Games, these became a focal point for ponies yearning for excitement, as well as keeping the military in top condition.
The Harmony of the Six Paths – Religion
“I have lived a life, a long life, one that I believe many will never experience for these memories, these thoughts are all my own. In a world where so many living, thinking creatures survive, together, or in solitude. We are a merciful world, as we are violent, capable of the deepest love, a love that can be as passionate as it is cruel. We are creators like those before us, who can create art of such beauty as to be blinding, and yet shroud a world in war so ugly as to turn away the soul. "To dream perchance, of a world where our magic is a balance, as the world itself sits in balance with its elements, bending yet never breaking.” —Angel Eyes It is said that when the breath of Æther touched the world, it came with a price. The world’s creatures whose virtues and vices, ever present, became more valued in the balance that is harmony and chaos; neither good, nor evil, a necessary balance between two halves that come together to form a whole. Each path of Æther follows an element that is the life of the world itself, each element also represents a state of balance that can lead to extremes for better or worse.
Harmonic State
Roans is known for its liberty, freedom, and individuality with respects to the Six Paths. There is no distinct view or belief in an anthropomorphic god, rather there is a stronger belief that all things exist in a balance, that the balance itself is what dictates the universal laws of both science and magic. There is much debate over the idea of a guardian of the Six Paths, stemming from rumors and theories of the event known as the “Ascension” which occurred towards the end of the Æther Wars, forever changing the world and giving the Roans their freedom. The theory as follows, is that the greater elders of the draconic nation of Ddraig during the height of the war, had poured their essence together into a single being, a pony, for the changes to the Roan body and culture is deemed reason enough to believe that they were saddled with the responsibility of maintaining a balance, that the mantel was hence passed from dragon to pony, though other species would tend to argue against this notion, for even the young
s Roan
drakes who now fill the seats of power in their homeland still believe they are the sole heir to the nature of Æther, one that they feel was robbed from them. Each path offers its benefits, and all tenets must be followed for true harmony, else too much of one path, may lead to vice, and from vice, discordance. Virtue
Æther Element
Vice
Stability
Earth
Stubbornness
Freedom
Air
Suppression
Passion
Fire
Rage
Tranquility
Water
Agitation
Thoughtfulness
Shadow
Doubt
Enlightenment
Light
Blindness
Balance of the Six Paths
Path Entrance
For those who wish to learn more about the Six Paths, there are many establishments found throughout Roan, and others slowly being accepted in other nations across the world. It is a religion only in ideology, but is accepting of the merger of any other religion. To find it, one merely needs to ask a pony where they may find the Path’s Entrance, and soon enough they shall be directed towards a house, or building known as the “Open Road.” As one’s first journey is made by the first step upon the path of life. A Guide will offer to educate a newcomer in the ways of the Six Paths, explaining to them the minor and major intricacies of each element, and how one can best live their life according to the balance.
Guides of Harmony
When the Six Paths was established by Angel Eyes, many followers of his teachings became known as Guides. These guides are more common than one would think, they are teachers, soldiers, bakers, and even politicians. A guide is not expected to give up their material gains, rather, they are expected to share the wisdom that they have learned through life. Many who question the Six Paths, do so with hopes of finding an answer, a Guide’s job is to help the individual find this answer for themselves, by supplying their own lessons in life. A beggar can be taught the path to success by a business pony, that very business pony may learn generosity or acceptance of a little humble pie from the beggar. A good Guide does not force another to pick a path, rather they Shepard the individual to the doors of Harmony, and hope that they will pick the right path necessary to find their answer.
Religion or Philosophy?
Many nations believe that the Path of Six and the guides who follow in its teaching, create a form of religion, but many Roans believe that it is merely a philosophy that can be followed by all living beings, no matter if they believe in their own religion or not. The Path of Six has no basis on a god or saviors, and cares not in investigating in such notion, rather it is about self-discovery, and meditation. Many guides who follow the Six Paths, are known for also being part of a religious faction, or being atheists. Many agree that the basis of the Six Paths is to acquire a balance, and that its philosophy does not impeded upon their own notions of the world real or unreal. This allows the philosophy a wide berth of freedom amongst the general populace as a form of practiced meditation which can help further one’s belief in their own god, or gods.
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The Nation of Roan
For those who follow in the Six Paths, it requires a moment’s meditation to calm the nerves and contemplate what one has learned in the past minute, hour, day, week, and even year. Each virtue and vice contributes to the world, both being necessary ingredients in life. Beginning with the path of Earth that one stands upon, they must remain stable in mind, for stability is comfort in one’s own strengths, stubbornness is the one’s personal choice not to move, or change their mind, and it can tie into the path of Light when one is enlightened to a specific reasoning for good or ill as to why they should or shouldn’t move. The path of Air continues afterwards with the realization of one’s freedom, yet with the freedom to live and to do as one pleases, one must also suppress their ambitions, even though suppression can lead one towards doubt, or agitation; suppression is necessary for one to keep themselves in check The path of Fire brings one to passion, passion of the arts, of poetry, or passion in love. Many things in life are made because of an individual’s passion to create, but passion can wrongly lead into stubbornness, or to its own vice of rage. A burning rage can be directed towards an enemy, just as it can wrongly be directed at innocence, and it requires stability and thoughtfulness to calm one’s rage so that it can be either extinguished, or properly directed. The path of Water is considered one’s ability to reach out with a hoof in peace towards others, but like the changing tides, or a running river, these moments can turn towards agitation. Agitation may extend from impatience, but it can also be a warning that advises us to question why something is the way it is, or why one committed to an action that seems most disagreeable. The path of Shadow follows next, bringing about meditation as a form of probing one’s thoughts and reasoning. During this time of thoughtfulness, one can find themselves in doubt over their actions, and doubt can sometimes lead one to depressions, but as well, doubt can also lead one towards correcting themselves, and improving upon their weaknesses. The last path is that of Light, which is simply seen as enlightenment, where knew knowledges can expand one’s mind, which can affect the actions they perform in the future. As good as the light
can seem, it can blind one towards the wrong reasoning, and with blindness, one can fall into a strong passion that can quickly evolve into a rage wrongly used against others. Though these things may be considered a path of virtues and vices, there is truly no right or wrong way to follow it. The balance is the strongest key to the entire whole of this religion, one where pony is considered to best live their life in good will towards their fellow neighbors regardless of religion, politics, and species. To allow bias in one’s life, is to live wrongly by fire, light, and shadow. To stay firm in this path is to wallow in their own grave of muddy earth, water, and lack of air.
The Falconigrad Empire “A Nation requires vigilance, and if 10% suffer, better to have suffered, than to allow spies to prevail. When wood is chopped, chips fly.” —Gryphon Commissariat of Internal Affairs
The Falconigrad Empire
U
p until the Æther Wars, the Aeriene Empire was a crumbling world superpower and it is considered the largest country in the world stretching from the Roan border in the west to the Hawking Sea to the east. The Aeriene Empire was politically, economically and socially backwards. There was little industry and the vast majority of the population were peasant farmers working in an agrarian system while the Tsar and his ministers were perched high above the rest of the Gryphon populace. When war broke out in 1100’s, the Tsar was more than ready to seize honor in his name with the price being that of his nation’s blood. A price that the citizens were not willing to pay. This in turn would empower a group known as the Peregrine Movement. The Peregrine were a revolutionary party, committed to the ideas of a socialist nation. They believed that the working classes would, at some point, liberate themselves from the economic and political control of the ruling classes. Once they had achieved this, a genuine socialist society based on equality could be established. In their view, this process was bound to take place, sooner or later. The party would contest the Tsar’s power, and their greatest opening came at the defeat of the Tsar’s loyalist military, the majority of whom were in combat against the Roadie Cavalry in the battle of Grant’s Peace in 1103. At this moment, the peasants rose up in a great revolt, overthrowing the Tsar and allowing the Peregrine movement to capture and execute the royal family. The revolution would break the country into many parts, and the Peregrine would find it difficult to gain power from its Gryphon citizens, as the ideals of the Peregrine were still considered at odds to the freedom that the Gryphons asked for. The Peregrine’s major advantage was location, and their hold of the Aeriene Aeries, now called Falconigrad, gave them access to the railways that connected the lands together. Though they lacked the military might of the Aeriene government loyalists, they held a logistical advantage through the nation’s people. The Peregrine organized a highly effective propaganda campaign in the areas they controlled. Through speeches, newspapers, and leaflets, the Gryphon citizens were continually told that they were now in charge of the empire, through the Peregrines – life would be better, the wealth would be distributed more fairly, and land made available for all. In addition, they were told that the Roan Empire and their leaders would destroy all the achievements of the Revolution, break up the Peregrines and enforce their own system upon the nation. In this way, support for the Peregrines was organized and built Page 152
up successfully, even allowing the leaders to march their citizens in arms against the Roan Empire in co-operation with the Canidian Military. This would result in the complete decimation of the Roan Empire in 1107, its land now open for the newly established Falconigrad Empire. As promised, land, food, and wealth were taken from the Roan populace and provided to the Gryphon citizens. The final nail upon the Roan cross was the Treaty of Ways, which condemned all Roans to a life of indentured servitude to the nations of Canidia and Falconigrad. Under Falconigrad rule, the perception of a utopia was established, and the nation organized into a caste system that would determine the destiny of every young chic born to the empire. Politics, war, art, agriculture, and industry were the major points of development which would drive the empire onwards, and those who would disagree, would know the full might of the Peregrine’s secret police. With the coming of the Wardens in 1152, and their masters the Grand Drakes in 1180, Falconigrad reached out a claw in friendship, presenting themselves as the allies of order that the dragons needed, and through cunning and guile, the Æther War began with the attempted assassination of one of the Grand Elders, Ignus-Lahar in 1192, for his kind attitude towards the rest of the world, an attitude that was considered traitorous by his brethren. The Grand Drakes and Falconigradians never expected infighting to break out amongst their own numbers. The enslaved Roans were breaking out in rebellion, many of these servant classes finding an alliance with rebel Gryphons, who were fed up with the actions of the secret police. All across the land, magic and firearms ravaged the Falconigrad countryside, turning its green and vibrant vistas into depressing grays of a no-birdies land. Falconigrad finally realized that their hold over the Roans must be relaxed, with the advent of the Æther Ascension, the magical evolution of the Roan pony, and the subsequent birth of the Roan Nation, Falconigrad was placed at odds with the rest of the world for their own past actions and had no other choice but to agree to the demands made by other nations with recognizing the Roans as a growing world power. A century has now passed, hardening the hearts and minds of the Falconigrad Empire, one that has had to accept a truce with its neighbors in order to lick their wounds, and rehabilitate their devastated landscape. A wall of mountains grown by the cataclysm of the war, separates Falconigrad from Roan, and the Iron Claw of the Gryphon Empire continues to grasp at the rich fertile pony lands barely beyond their own borders. Falconigrad survives and grows in strength and numbers ready to reclaim what is rightfully theirs. “Call it what you will, incentives are what get people to work harder.” —Akita Crowchev High leader of Falconigrad on the harsh conditions placed upon the workers of Falconigrad
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A Fortress by Caste
The Gears of Industry Falconigrad is best known for all the precious metals that are mined from the mountains they live upon. It is agreed that their country is blessed by great veins of metals and jewels, though it requires many in the worker’s caste to excavate these resources. Due to the abundance of metals, Falconigrad has been able to rapidly expand and increase the development of their industries, through an extremely compartmentalized system of checks and balances. Each industry is commanded by a council, and these councils dictate the provisions necessary for the empire. Other nations find such compartmentalization to be highly detrimental to the production of goods and free capitol, but Falconigrad believes otherwise, that absolute control and organization makes for expedient and quality production of goods. Gryphons desire form over function, believing that style combined with power makes for a worthy display, be it in the public sector or the military sector. Farms are laid out in fanciful colors, rows of crops placed in fashions as to be pleasing to the eyes, equipment sports gold leaf to prove how well the birdies of Falconigrad are doing. Where other countries distance themselves from the overproduction of military goods, the Gryphons feel that an industry of war is required for the security of the empire against any and all invading nations. “To be prepared, is to be vigilant, to be unprepared is to be dead, better to have security than an early grave.” A common quote that best describes how closely knit together the Gryphon society is. Everything is considered a part, or gear, and gears work together, rotating, pushing the might of Falconigrad ever forward with each turn of its wheel.
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The Falconigrad Empire
A birdie’s future is determined at their birth, by a special group known as the Council of Placement, determines a newly born Gryphons position in society by reviewing their birth parents, then observing their avian form. Once a Gryphon’s future is decided, they are placed in the care of their true parents as determined by the council; these parents are then tasked with raising the chicks in accordance to the Council. Once a Gryphon has come of age, he is removed from his true parents and placed into their respective colleges by the Council of Education. Different colleges prepare the young Gryphon for their part in the Falconigrad Empire. Those who are birds of prey and show military prowess, are placed into military academies, those with an eye for art and or song are generally placed in theater and prestigious art academies, and the rare Gryphon birdies who show a sharp eye and tenacity for politics can find themselves placed into the Council of Education’s personal colleges. For those who are determined to be unfit for the trials of the arts, military, or politics, they will find themselves placed into apprenticeships with different journey-birds and masters such as blacksmiths, farmers, and industrialists. There is never a Gryphon who is considered to be left behind, for in Falconigrad, there is always a home, and a place of worth for every birdie. In Falconigrad, special civilian peace forces known as Ospreys, patrol the various cities, ensuring the peace, and reminding the citizens that the Empire requires unity, and that this unity is acquired by every Gryphon citizen working together towards the same goal. It is a known fact that dissidents will crop up, many of them having heard the supposed wonders of outside nations, but Falconigrad holds no grudge towards these lost children, and it is the responsibility of the Ospreys to locate and educate these citizens as to the truth of the other nations.
The Falconigrad Empire
Military: Birds of a Feather
Truth in Light
As a soldier in the Falconigrad Military, a birdie is expected to stand beside the millions of brothers and sisters in arms, their camaraderie is like no other, a mindset bred into them even before they are hatched. They are the hammer, their foe the anvil which they strike with no mercy, by wing, sea, and land, there is no protection from the might of the Gryphon empire. It is the highest honor to fight in the same illustrious ranks which have produced some of the most renowned heroes the world has ever known. Once selected for military processing, young Gryphons are expected to take part in a specific conflict and are raised as close to the epicenter of combat as possible. Most famous are the border guards, who are less of a guard and more of a forward military operations, each under the command of a Governor General who is tasked with recruitment, equipment, and the constant maintenance of their military nest. These Governor Generals answer to the Council Militariat, who supply the logistical details necessary to keep the armies in peak condition. Falconigrad considers themselves to be blessed with the greatest mobile cargo transports, for it takes an army to supply an army, and the Council Militariat has seen to it that cargo transporters and the military are one and the same; even the simplest mail-bird has rank in the military. Supporting the army is the mobile armor found in land, sea, and air divisions. Newly developed ironclad land rollers known as tanks have begun to crop up along the Gryphons’ front lines, as well as support by ironclad diesel airships, and a powerful navy. Though Falconigrad may not have the finesse of the Canidian or the grace of the Roans, they more than make up for this through numbers. To ensure that the military has pinpoint accurate information against their opposition, the employment of NOA or the Night Owls Agency, is utilized in information gathering and espionage. The NOA is staffed by very competent and flexible Gryphons who have proven their competency in multiple forms of infiltration and information gathering. If required information proves to difficult to obtain, the NOA will call upon the Edelweiss, a special task force of highly trained Gryphons who have proven themselves through valorous actions in their respective fields of duty. The Edelweiss, named after a special flower that grows in the mountain aeries of Falconigrad, are members pulled from multiple military positions be it army, navy, and/or air force. These specialists are well equipped and constantly trained to ensure that they provide peak efficiency during any operations, and are often supported by a range of highly customized vehicles to assist in their tasks.
Falconigrad propaganda would have anyone believe that they are a perfect utopia whose citizens are kept safe by their many councils, but the dark truth is, heavy slavery, and a ultra-nationalistic mindset plagues the country. If Gryphons aren’t being subjected to the cold and near starvation, they are being treated to random searches by the Ospreys or enforced servitude to the mobile powerhouse that is the military. The compartmentalization of the entire empire has made it nearly impossible for a common Gryphon to requisition food, equipment, or even medicine for their family and fellow neighbors. This massive spider web of bureaucracy ensures that even the citizens themselves don’t truly know who is in charge of the empire. Worst yet, is the empire’s continued use of slavery, be it prisoners of war, captured citizens of other nations, or the Gryphons themselves who have failed to meet the expectations their empire placed upon them. These slaves are generally placed into the most insulting or even dangerous positions, sweeping streets as janitors, working upon highly erratic machinery, or working in the dark depths of mines with little to no knowledge of the surface world. Many of these slaves can trace their roots all the way back to the Æther War, a few of the Roans even further. It is only through the assistance of resistance cells scattered throughout the empire, that many of these slaves and citizens find freedom beyond the borders of Falconigrad. It is an extremely dangerous game of chess played by these resistance members, their only assistance comes from any supplies passed to them from smugglers and agencies of any allied nations who support their cause. In return these cells collect and share information they’ve found detailing the military mobilization of the empire, its production facilities, and any operations that they are carrying out in the dark. The greatest strength the empire has is both its access to a vast amount of precious resources as well as a very effective propaganda campaign that can easily sway the masses to their version of history and current events.
It is in vain that you think that victory can be achieved by using “people’s meat.” Victory is achieved through the art of combat. War is waged with skill, not with people’s lives. —General Dirlewanger
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Gryphons of Falconigrad Falconigrad is home to the millions of Gryphons, perched in their fortified aeries. The government has separated its peoples into a caste system where birth and blood determine a birdies future. Mighty raptors find themselves drafted into the military, songbirds are forced into the arts. The dereliction of one’s birthright is considered treason to the well oiled machine that is the empire. All Gryphons benefit from the following talents:
▶▶ Flight: A Gryphon is subject to the flight rules used by pegasi and nocturnes.
▶▶ Gryphon Claws: Gryphons all have claws in their paws and may
choose to change their attack from a nonlethal to a lethal attack. 1L point is done for every 2NL points of damage including from the Brawl skill, or the base Strength attribute.
Weapon DMG Claws
*
▶▶ Feline Grace: Gryphons are a hybrid creature, the front half be-
ing an avian and the rear half being a feline. When selecting the Gryphon caste, a player also chooses the Gryphons felidae half from the table below. They may choose only one.
Political Caste (Vultures, Owls, Birds of Prey)
Great minds lead the empire, stemming from our Glorious Leader, to our Council of Ministers. They are the minds that hold up our grand civilization, allowing nothing to bring us down. Where we are the hammer, they are the scalpel which tears away at the rotten husk which tries to take away our hopes and dreams. Never doubt these Gryphons, for they truly hold the hearts of the world in their gentle claws. At birth they are found marked by our seers, and led into a glorious life of tutelage, where their minds are pampered and grown to ensure their leadership of our country never falters.
▶▶ BUTDIO (Bottom Up, Top Down, Inside Out): – The power
AP
Special
0
1L point is done for every 2NL points of damage including from the Brawl skill, or the base Strength attribute.
of a politician to take any moment in time, any scenario bad or good, and twist them to their own needs. Good news can be made to look like a tragedy, tragedies can be made to look like a heroic event. Once per session a Political Caste Gryphon may spend 1 style point to convince an NPC or group of NPCs to follow the Gryphon character’s instructions or suggestion.
Description
Cheetah
Known for their speed, this attribute applies to their movement speed. For every two ranks of Movement, they earn a bonus +1 rank of movement, this is cumulative. Example: A Gryphon has a movement of 8, this means they have an additional +4 ranks of movement for a total of 12 ranks of movement. ▶▶ Cheetah Print: The cheetah breed has a natural spotty pattern that helps to camouflage them in fields and savannas. A +2 bonus to stealth is applied when they are hidden in these environments.
House Cat
The common body type found throughout Falconigrad, they are very perceptive and are known for their extremely acute night vision. ▶▶ Cat’s Eye: In total darkness, these Gryphon types can still see movement and shapes and so their max penalty is a –4 to their perception rolls. ▶▶ Cat righting reflex: If they ever fall, or are tripped, they will always land on all fours and are thus immune to trip attacks, though it remains to be seen if an unconscious Gryphon can still land on its feet.
Jaguar Leopard Puma Cougar
One of the apex hunters, these variations of feline body types are known for their incredible stealth and ability to ambush even the most perceptive targets using a very deadly pounce. If a Gryphon succeeds in its stealth roll vs. an opponent’s perception, they will have access to the following ability. ▶▶ Pounce: The Gryphon may make a dive towards one unsuspecting opponent using their move rank as the total move distance. This is considered a free surprise Brawl Skill attack that can only be done when not in flight. Any attack that successfully damages an opponent by +4 or more becomes a grapple.
Lion
Lion mixes are known for congregating together in groups known as prides. Their group mentality leads them to building effective team tactics. ▶▶ Hunter’s Pride: In combat, a lion Gryphon may attack any opponent that is being attacked by an ally. This gives them a +2 bonus that may also be applied on top of any other talent, or maneuver which would grant them a bonus as well.
Tiger
Contrary to popular belief, it is the tiger mixes, not the lions, which create some of the largest and strongest Gryphons. Ferocious and strong, they are quite often found filling military positions throughout the empire. ▶▶ Tiger Claw: With razor sharp claws backed by the strength of a tiger, Gryphon tiger mixes may perform a power attack vs. an opponent once per combat for the cost of 1 style point. For every 2 points in your total Brawl Skill attack, you gain an additional die to your pool. A Gryphon with a total Brawl Skill of 8 will earn +4 additional dice. This is a terrifying and ferocious ability. History and Peoples
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The Falconigrad Empire
Feline Species
Gryphon Flaws
War Caste (Birds of Prey, Owls)
Grand warriors who follow the old ways, where intellect, and strength come together to forge a soldier of great renown. Even the lowliest of privates may someday lead a great military as generals, or they may find themselves hidden in shadows as specialists, cleaning away the filth of those so called other nations to allow Falconigrad the right to rule what has always belonged to them.
▶▶ Hammer and Sickle: A Gryphon will perform a diving tackle,
which when it connects, will follow up with them lifting their enemy into the air and dropping them. This ability may be used only once per combat at the cost of 1 style point. The first strike has a range equal to their Move rank and utilizes the Gryphon’s Brawl skill. The second move lifts the opponent straight up into the air equal to their move rate where they will then drop their foe to the ground. Damage is equal to 1 die per Move rank. A Gryphon with a Move rank of 6 will have a total dice pool of 6. This entire maneuver counts as two attacks in one. If the first part of the attack fails to connect, the maneuver is over.
Art Caste (Song Birds)
There is no greater art than that of Falconigrad. Our dancers are without peer, and our art has truly blessed this world with its light. From Ra’van Avianzovsky to our most treasured dancer Robin Anismov. If art is your calling, then you shall remember the many masters who have come before you, for in their knowledge is the key to your shining like a star upon Falconigrad and the world.
▶▶ Molting: The Gryphon suffers from constantly leaving feathers
all over the place. Any opponent using tracking to find the a Gryphon gains a +2 to their dice pool to a max of +4. The Gryphon also receives a –2 to any Charisma based skill rolls due to their embarrassing situation. Molting is not always a permanent issue, it is considered seasonal, but can also be brought on by stress. Example: A Gryphon is being chased by guards. He barely makes his rolls, and fails on multiple occasions. The GM deems it fit to apply the Molting flaw to the Gryphon due to the stress of the chase. Now the Gryphon has to deal with the fact that he is leaving a trail of feathers for his pursuers to follow.
▶▶ Feather Lice: a Gryphon is infested with a bad case of lice, which
causes them to itch, squirm, and grumble complaints. Gryphons with lice suffer a –2 to their dice pool when performing any action and when in the presence of any others suffer a further –2 to any charisma based skill rolls as many people will want avoid them and not catch their affliction. This malady can be taken care of with proper bathing and prescription soap.
▶▶ Feather Flu: Similar to the pegasus flaw.
▶▶ Social Savant: The Gryphon is extremely good at their trade,
The Falconigrad Empire
whether it is dance, art, poetry, or any other form of the artistic pursuits. Once per session a Gryphon may choose to count their next skill roll as all successes. This can only be applied to one skill specialization of one Skill. Acceptable skills are the following: Crafting and Performance.
Farming and Engineering Caste (Nuthatch and other common birds)
Our workforce of the land, providing us food, ores, and many other important resources to help feed the growing cogs of the Falconigrad Empire. Work birds are just as important as any other caste, for they provide the necessities that oil our grand machine. We hold great respect for our fellow workers, for without them, progress for all of Falconigrad would grind to a halt.
▶▶ Social Cloak: Your demeanor allows you to blend into a crowd, almost to the point of completely vanishing. When using stealth in a crowd, you gain a +4 to your dice pool.
Gryphon Talents
▶▶ Prehensile Tail: A Gryphon can use their tail to ready an object for free. This can only be bought at character creation.
▶▶ Hippogriff: Instead of choosing a feline half, this hybrid is a mix
of avian and pony. They may select a single pony race, and then they may choose one trait of that race as their bonus trait. In Falconigrad they are seen as an example of the greatest treachery possible in the eyes of other Gryphons, if caught they generally suffer summary execution. Page 156
s Roan
The Canidian Nation By Iain Stewart “An enemy, even a victorious one, only remains an enemy so long as they remain perceived as one.” —Professor Hassinger, Roan National Services Institute
A
“So let us not be held down by perception of the past, but be held aloft by hope for the future.” —Foreign Secretary Holleri Daur, Canidian Conservative Party, at the signing of the Joining of Nations
Engineers of Renown Canidia is a nation of predominantly canine ethnic backgrounds. Like Roan, this has gradually become less of a majority as the world begins to truly connect and intermingle. Culturally recognized as a ‘canine melting pot’, they are formed of many breeds, with the genetics of Canidia stretching from poodles and spaniels of the cities, to the collies of the wide farming plains and even as far as huskies and wolves in the northern frontiers of the far border regions. Throughout their history, this species background has proven to be a great asset. Capable of standing on two legs and possessing the undeniable advantage of flexible and coordinated fingers, they are naturally suited to the challenges of complex tasks and precision work. In particular, this was the prime reason behind the astonishingly rapid growth of Canidian engineering technology. While other nations had to spend time and money developing methods to do things, the Canidians simply built the end result with their evolutionary advantages powering the way. To this end, even the Canidians that are not engineers have developed a natural sense of practicality. Driven to logic and fascinated by detail in all walks of life, they have a reputation for being introspective and curious. Their work ethic is honest and forthright, demanding information and comparatives to drive solid numbers and proven techniques. Indeed, some Roans find them almost offensively inquisitive to their much preferred
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The Canidian Nation
s the world begins its unending march toward interconnectivity and the beginning of a new era in technology and scientific understanding, the value of stability is without equal. To Roan, the neighboring nation of Canidia has become all that could possibly be hoped for in a similarly forward thinking partner. Yet this land of canine breeds, famous engineers and great industry with relaxed borders and free trade belies the past that Roan and Canidia share together. Before the Æther War tore the order of the world asunder and redefined the borders and histories of all major nations, the Roan Empire had already fought and lost one war against their now firm allies, the Canidians. In 1104, at the height of its aggressive peak, the Roan Empire was contested by an alliance spearheaded by ingenious new Canidian weapons technology. After the Battle of the Two Fangs Pass in 1105, where the Roan force was decisively routed, the Empire found itself defeated and shattered in two short years. It marked a change in world power that would last until the mighty resurgence of the Roans in the 1400’s. In this moment, even before the horrific years to follow in the 1100’s, Canidia had discovered the power of its engineering advances and the way that one breakthrough could change the balance of power on a global scale. In defeating the Roan Empire, Canidia found its own strength, and through the tumultuous times that would follow on the division of Roan territory and the steady march toward world war, they would give their heart and soul to the pursuit of engineering arts. This was to prove a crucial factor in holding the line when the nightmare years of the Æther War struck hard. As times wore on and the populace tired of war and loss, it was the technological miracles of the Canidians that held off the tide. As the nation weakened, its focus only grew stronger still, a will of metal and measurements supporting the emotions of all those wanting an end to this seemingly eternal conflict. When, at long last, the Æther War wound down to its conclusion, the Canidians found a world unrecognizable to the one they had experienced such joy at being on top of long ago at the fall of the Roan Empire. Knowing that the Roans could not be held down forever, they fell back on their skills once again to prop up a nation that now had to rapidly readjust from total war to a world that desired improvement to ensure such things never happened again. Faced with untold casualties and the wreckage of finely crafted machinery littering the hills of their northern lands, it is not difficult to see why a nation tired of war began to view the Roan in a very different light.
Progressive attitudes grew within the people of Canidia, asking for a future that benefited all and sought to avoid more war. The concept of indentured servitude began to be called for what it was, slavery. Protests and discussions about the presence of the Roan in the Canidian lifestyle began to emerge. Gradually, the Roan were afforded more respect, the scars of the old wars between Canidia and the long gone Roan Empire disappearing as each successive generation was born. Finally, when Roan was ready to re-emerge as an independent nation once more, Canidia was there to greet them and immediately seek to usher in a new age of mutual prosperity. It had taken over a hundred years and a war that could almost be described as apocalyptic for both nations to reach this point. One found itself craving change from the horrors that had come before, and the other reforming itself anew with a wish to do better this time. At a summit of historic proportions, one marking the end of centuries of distrust and pointing to the past, the two nations signed an agreement to work together. A new age for Roan and Canidia had begun. The sins of the past, of both nations, were finally put to rest.
privacy at times, for a Canidian considers it only natural to ask straightforward questions in pursuit of enlightenment. In contrast, the canines may find the ponies of Roan to be too impulsive in their willingness to voice opposition, for Canidians have a core ethos to respect those of a higher position in their belief that they know what they’re doing. For such an industrious people, this has led them to great heights of efficiency and progress, but can at times result in a slower push to drive in wild new directions that don’t fit established understanding.
The Canidian Nation
Industry: The Precision Powerhouse As a country, Canidia possesses extensive veins of natural resources. From deep coal mines rivaling some of the Falconigrad pits in size; to iron, copper and priceless rare earth elements, the frontiers are still being explored even today to uncover the true limits of materials. Steelworks, mining and refining form the backbone of national Canidian employment in heavily unionized companies. This traditional background powers the East Coast’s powerful heavy goods industries and the large airship manufacturers in the central plains. This connection has resulted in a symbiotic relationship, as the increasingly complex inventions requires advancing technology for resource harvesting improvements to that drive the next generation of technology. Centuries of stability, public support in engineering and high employment in the region have permitted this to become a frighteningly efficient system for such a large scale, over-ruling much of the fragmented bureaucracy normally expected in such an environment. Originally, this was an unrivaled arms industry, as canines came to develop the world’s first mass-producible service rifle just prior to outbreaks of war. Demand for this revolutionary tool grew, leading to many calls for ethical consideration as the country (unintentionally or otherwise) began supplying both sides of some regional conflicts. While their involvement in this era remains a murky matter of debate, the economic growth it enabled was undeniable. In an effort to distance itself from being seen as a weapons dealer to the world, Canidia implemented a pursuit of new markets with significant government investment to encourage innovation. Many of the nation’s modern corporations initially emerged during this time, including Alta Power, Fairlee Group and, crucially, Frontier Aerospace. This was the breakthrough to bring the attention of the world to the possibilities of airships. The industry had a rocky beginning, with a series of crashes in one year, including the disastrous crash of the ‘Spirit of Canidia’ VIP airliner. (A catastrophe that resulted in three hundred deaths, including the current Prime Minister of the country.) It took another decade before funding returned and post-crash analysis proved that crew errors had been the root cause and not the technology. The renewed demand quickly outstripped military and VIP contracts. Roan became a high end importer of Canidian airships to bolster its rapidly increasing requirements for inter-connectivity and even Falconigrad controversially ordered a small batch. Today, Canidia is the world leader in the aerospace sector for civilian transport, owing much to their existing mass market economies of scale. Page 158
Aside from its arms and airships, Canidia is an established exporter of mining equipment, precision machinery and engines for trains and ships. While it has never broken into the nautical industry, many components of cruise liners are built in Canidia. As the new age brings forth new technological potential, Canidia is beginning a tectonic shift toward miniaturization and efficient design, signaling their efforts to chase the innovative edge of Roan’s mastery of Æther technology.
Military: Clouds of Steel As new wars threatened its borders, and the world grew unstable in the aftermath of the Æther War’s end, even the highly liberal government of the time was forced to conclude that Canidia required the ability to defend itself without rushing to rearm again. Too many lives had been lost before the right equipment had been developed. It was this fear that led to the development of the first service rifles and that directly imposed the military’s wishes upon the first airships. Being canines of varying breeds, they could afford to cherry-pick the largest or fastest among them for varying roles and then design equipment to suit their purpose. Greyhounds for scouts or mastiffs for infantry became common. Pugs and poodles became pilots or air-crew to fit inside the cramped airships. Reliable rifles and thick armor on their stronger breeds form the backbone of their ground forces. They are fast on their paws, wearing excellent equipment and have a rigid command structure, making them a well drilled, if fairly inexperienced force. The defining trait of Canidian military might, however, is their air-fleet. Formed of dozens of specially designed airships, each bristling with precision ballistic weaponry and coated in resilient plating, they are the means by which Canidia exerts its influence on any part of its sphere of control. While many classes of airship are used, such as high-speed scouts, advanced counter-air vessels and long endurance patrol ships, the ‘Ships of the Line’ are their core, each named for a province of Canidia. With land attack howitzers, counter-air flak cannons and housings for several small fighter-craft, they are the cornerstone of Canidia’s aerial task-forces. Where they fly they are a potent reminder of the country’s potential should they ever be stirred to defend themselves. Naturally, however, the world will often point to their vastly underfunded and often forgotten fleet that could barely be called a ‘navy’ on the seas. Canidians are notoriously unsettled over water and find little wish to put real effort into developing their requirements on the high seas, preferring instead to offer those tasks to the Roan. However, when pressed about this perceived weakness, especially with the advent of Falconigrad aggression and their mighty coal fleets, Canidians will often quote the controversially undiplomatic words of their current Sky Marshall when confronted about their lack of navy vessels: “No ships? No ships? We are currently in a ship! Three hundred meters above such ‘sea level’, and four hundred and eighty miles in-land. Show me any one of those sky-cat watersplashes that can accomplish that!” —Sky Marshal Hambrecht, on board the airship CFA Queensberry
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Pedigree
▶▶ I’ll show you cute!: Benjiis are tough little pups who don’t take
Canidians come in various shapes and sizes, and their parents are considered a major factor in their birth and upbringing. A poodle can be found working as a guard, just as easily as she can be a tracker, hunting through the giant forests of Canidia. This is factored into their Pedigree which categorizes the Canidian population into various aspects common with their breed. All Canidians benefit from the following:
▶▶ Bite: Canines might be known for having a terrible bark, but it still hurts when they bite. When grappling, they may choose to use a Bite to gain a +2 to their grapple dice pool.
Weapon DMG Bite
2L
AP 0
gruff from anything or anyone. Once per combat or once per scene, Benjiis may re-roll their dice pool.
▶▶ Puppy Dog Eyes: A rare collection of Benjiis have a terrifying
ability of petrifying their foes with a diabetes inducing attack. In combat it can be used to stun an opponent, outside of combat it can be used to persuade another into agreeing to their terms. Be glad that they hate being stereotyped as cute, or else this ability could bring many nations to their knees.
▶▶ Combat: Once per combat and at the cost of a single action point, the Puppy Eyes can be used upon an opponent who can be seen by them. The Canidian rolls their Perception vs. the opponents Willpower. The opponent is stunned for every point of success down to a minimum of being stunned for 1 round. It cannot be used on the same NPC twice.
Special A painful bite that can also help a Canidian with grappling by adding a bonus +2 to their grapple dice pool.
▶▶ Follow your nose: Canidians are known for having an incredible sense of smell. When doing any perception check that includes smell, the Canidians receive a +2 bonus due to their sensitive nose.
Example: 4 successes over means the opponent is stunned for 4 rounds while 0 or less successes means the opponent is stunned for 1 round.
▶▶ Scene: This ability may be used once per scene and at the cost
Baltoes: Huskies and Other Hunting Breeds (Including Wolf Mixes)
The Canidian Nation
Baltoes are hardy and perceptive canines that are fiercely loyal to their nation and their friends. These cold weather experts are often found in the alpines of Canidia, or running sleds in the winter tundra of the north, delivering their cargo to the many outposts scattered throughout. Baltoes can be a bit rough around the edges, but they generally mean well, and under all that winter fur is a generally friendly pup. The Baltoes pedigree generally includes Akita, Boxers, Bernese Mountain Dog, Sheppard, Bloodhound and Siberian Husky. They have the following racial talents.
of a single action point. A Canidian can persuade another to do something for them short of murder. A Canidian rolls 4 dice. For every point of success down to a minimum of 1, the Canidian earns a resource point attributed to that particular NPC as a favor to be called upon in the future. This trick does not work on the same NPC twice.
▶▶ Mush!: Baltoes are known for having endurance well beyond the normal Canidian. Their health and stun are increased by +1.
▶▶ Wolfs-bane: Most canines can have a mean bite, but Baltoes have
some of the worst, their canines are much sharper than is normal. Their bite is a 4L and instead of a +2 to their grapple dice, they add +4 instead.
Benjiis: Small in Stature, But Large in Heart (Toy Dogs & Other Small Canines)
Small dexterous and clever, the Benjiis of Canidia are often seen in positions of engineering, utilizing their small size to enter tight spaces. Many Benjiis tend to have quite an attitude to make up for their short stature, but corporations, pilots, and owners of an industrial machine will know that the harsh lip service they provide hardly compares to their engineering prowess. The Benjiis pedigree generally includes Chihuahua, Maltese, Pomeranian, Papillion, Pug, Toy Poodle and Shih Tzu. They have the following racial talents.
▶▶ Bite Sized: Benjiis are smaller in stature compared to your average Canidian and are a Size –1 canine.
History and Peoples
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Cliffordes (Large, Gentle Canines)
▶▶ Iron Will: Pongoes are very determined, and when set upon a
Large is a good way to describe these canines, they’re often seen assisting Benjiis by carrying and maneuvering large heavy objects through sheer strength. In the military it is not uncommon to see Cliffordes wielding a vehicle’s 20mm cannons in their own paws. Contrary to their stature, they are considered to be the gentle giants of Canidia in contrast to the small Benjiis. The Cliffordes pedigree generally includes Malamute, Wolfhound, Rottweiler, Great Dane, and Mastiff. They have the following racial talents.
▶▶ Gentle Giants: Cliffordes are known for being large and are a size
goal, they are very difficult to turn away from its path. Pongoes gain a +1 to their Magic Defense against spells that target the mind. They also gain a +2 to their charisma checks vs. any Charisma based skill attempts used against them.
▶▶ For the Pack: In combat a Canidian gains a +2 combat bonus
when assisting an ally. This includes brawl, melee, and ranged attacks, because Pongoes are extremely good at coordinating their efforts with their allies, almost to the point that it is a sixth sense.
Canidian Talents
1 canine.
▶▶ ROUGH!: Cliffordes seem to have an unbelievable ability to release a loud and powerful bark in the face of an enemy. For a free action, Cliffordes may use this bark once per combat to interrupt and stun an enemy. It is a 5ft ranged bark that can be used during a Cliffordes turn, or during an opponent’s turn who is performing an action against or within range of the Cliffordes. The opponent will no longer be stunned on their next turn.
Pongoes
Pongoes tend to be natural athletes, active, and very alert canines that usually make well-rounded guards. They are well known for their instincts around water and woods and are often employed in security fields. It is quite common for them to be found participating in hunting and field activities. The Pongoes pedigree generally includes Dalmatians, Greyhounds, Poodles, Retrievers, Setters, Spaniels and Pointers. They have the following racial talents.
▶▶ Fetch: Canidians are known for being good at catching things.
They may make a dexterity check to catch objects thrown in their general direction vs. the throw skill of the person who threw the object.
▶▶ Advanced: You can purchase the Fetch talent a second time to
increase the Canidians ability to catch objects. At level 2, a Canidian can catch an arrow (or bolt) out of the sky by rolling their dexterity check or their athletics skill vs. the range attack roll of the person who fired the weapon. If the Canidian misses the roll, they miss the object, if a Canidian botches their roll, they are instead the new target of the arrow (or bolt) and roll their defense as normal.
▶▶ Obedience Degree: Colleges across Canidia offer a high level
of education and canines who have graduated will be the proud owner of an Obedience Degree. Any knowledge skill checks a canine makes will benefit from a +2 to their dice pool.
Canidian Flaws
▶▶ Fleas: a Canidian is infested with a bad case of fleas, which causes The Canidian Nation
them to itch, squirm, and grumble complaints. Canidians with fleas suffer a –2 to their dice pool when performing any action and when in they are in the presence of others they suffer a further –2 to any charisma based skill rolls as many people will want avoid their affliction.
▶▶ Mange: a Canidian suffers from a bad case of hair and fur loss due
to a mite infestation. They suffer a –2 minimum to a –4 maximum with any social rolls.
▶▶ Collared: When a Canidian is released from the pound for hav-
ing served their time for crimes committed, they receive a collar that identifies them to the public. This collar will generally be removed by order of the Canidian court justice after a set time has passed presenting them as acceptable to the community. Being collared means a Canidian is easier to identify in case they are caught or subjected to suspicion by any law enforcement.
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Mirages of the Walking Sands by Matthew Steen
F
ound in the city of Qaher in the desert of the Walking Sands, the Mirage are much more than mere ponies. With multi-faceted eyes and a thick chitinous carapace, they could easily be mistaken for pony-shaped insects, if anything else. Their hard outer shells boast a variety of colors and patterns, as well as ridges and spiny protrusions unique to each individual. Though not all are gifted with flight, some Mirage are born with large, diaphanous dragonfly-like wings. Their most striking feature, however, is a bifurcated mandible, split vertically at the chin and lined with razor sharp ‘teeth’ formed from their chitinous structure. There have also been tales of some Mirage being capable of delivering a venomous and paralytic bite, but that may just be rumor. Whether through some trick of the light, aether manipulation, or some other unknown means, Mirage also have the unique ability to mimic creatures of similar size and shape. With a quick glance, they could blend in with a crowd of another species, but with careful study and attention to detail, perfectly copying a specific individual is possible. This trait has had immeasurable impact on how their society works and how they go about life in a philosophical manner.
Mirage Culture
History and Peoples
Mirage Beliefs Cultivation of the self and one’s own personal sense of self are highly important to the Mirage. For a species capable of looking like someone else, losing yourself in the illusion is a dangerous prospect and all too common. On the other hand, having a strong identity also helps in telling the real you from an impersonator. This aspect is frequently reflected in choices in clothing and accessories, with some individuals having signature styles hidden amongst the patterns in their clothing so subtle as to go unnoticed at a casual glance. Being one’s self is also, paradoxically, equal in importance to being someone else. Just as you should know yourself, to
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Mirages of the Walking Sands
The Mirage as a species and culture have adapted primarily around two things: harsh desert life, and their talent at mimicry. As such, water and water sources are highly prized features, oft controlled by those of influence. These would include but not be limited to things such as underground wells, oases, rivers, and all manner of technological irrigation systems. Clothing in Qaher is made mostly of loosely wrapped fabric, light and breezy in texture and oft adorned with elaborate patterning. Such patterns usually hold some personal meaning or signature style to the one wearing it. Military regalia is designed to help protect from the heat and to keep out the sand. White and khaki colored clothing is common for regular military, though private armies for Border Princes or raiders are commonly seen in red or black garb, accompanied by House colors. Hospitality is also a major factor. No one wants to find themselves stranded in desert with no one to turn to. Should one find somebody lost or in dire need of help, assistance is not only expected, but a major social obligation. Likewise, if someone is asking for shelter or sanctuary, being a good host is also very important. Providing a place to sleep, a warm meal, and some measure of safety to anyone, from visiting dignitaries all the way down to the lowliest of travelers or even rivals and enemies, are the basic expectations, though some go farther still, lavishing their guests with fresh clothing, food for the road, or even expensive gifts. After all, in a society
where anybody could be anybody, you never know who you are actually providing for, and who may return the favor someday. On the inverse, matters of honor are also of grave importance. What defines a breach of honorable behavior is mostly personal and intentionally vague, however. There is a show of skill involved in actually getting someone wrapped up in such confrontations and they are thankfully rare. You’d have to convince those nearby that such an action is indeed an infraction. What is defined and done with much ceremony, however, is how such disputes are settled: Dueling. Duels are settled by combat using weapons chosen by the offender, and concluded on terms set by the offended. Although death is a possibility, usually the terms are nonlethal, such as to first blood or ‘to the pain’. Such duels are done in order to damage the reputation of the loser. For a duel to take place, a third party is selected as host, to provide a decent meal and place to sleep for both participants to share. The idea is to make sure both participants are in good shape to ensure some measure of fairness. To disrupt this or attempt to cheat at this point is an immediate dishonor on one’s whole clan, family or organization, even going so far as possible banishment. Next, a suitable battleground is selected and combat may commence. Interference is also taboo, although spectators are not uncommon. The last major pillar of Mirage culture is intrigue. It’s the seedy undercurrent that everything else is built on. Deception and espionage are not only commonplace, but also a national pastime of sorts. In most cases, intrigue is seen as a test of skill. To pull a fast one on someone or to out a deceiver shows a relative disparity in multiple skill-sets and frequently adjusts social hierarchies. Sometimes even elevating those of low standing to the heights of affluence or putting the well-to-do in the bottom rung of society. Oddly enough, no matter how much damage is done, it’s rarely taken personally. It’s hard to hold a grudge when someone was simply better at the game we all play. Loyalty to one’s friends ties into the sense of honor. They will honor any oaths they make, just be careful of how they phrase them, and that they truly are who they say they are.
be another is know that individual, through and through. Skill, observation and dedication to the task as well as the patience to pull it off are vital aspects to this and carry on all other aspects of life. On occasion, studying another leads to unlikely friendship as two individuals discover how much they actually have in common. Without the strong sense of self, it is also possible to lose oneself in the illusion. There are plenty of cases where two of an individual are running around, both believing themselves to be the original.
That there is and has only ever been one Malikah on the throne gives rise to the notion that she may be immortal. Ageless. An idea cultivated, nourished and spread by her followers. This may only be but a rumor, with the truth far more mundane. In certain, smaller, circles, it is also said that the name Zhevarashad is also a title in itself, passed from one to the next to maintain the illusion. Her personal brood is never seen by the public and the next heir apparent is only known to those in on the deception. It may be a case of potential heirs hiding in plain sight as her personal attendants, handmaidens, or even personal guard, ever observant of every interaction. They know what she knows. They see what she sees. They observe her at all times, learning to play the part the moment she falls. Of course this may be a mere rumor itself.
Mirage Society
Mirages of the Walking Sands
Mirage society is a mishmash of political intrigue and deal making. An ever changing number of Border Princes and their Houses trade ownership of every oasis within the Walking Sands as often as such opportunity presents itself. Semi-autonomous nomadic tribes vie for favor through subterfuge and prowess both on the battlefield and within the courts in equal measure. Their standing is nearly on even footing with the somewhat less-mobile city-states oft found along the sparse rivers the desert has yet to swallow. However, regardless of who owns which water source at any given time, Mirage society as a whole pays homage to the Malikah of Qaher as Queen Mother of some metaphorical hive. Her lineage has ruled, unchallenged, barring impersonators, for as long as has been recorded.
Mirage Language The language of the Mirage is a fickle thing, prone to double entendre and hidden meanings. Within its poetic cadences and musical rhythms, insectoid clicks and sibilant hisses rumble out a staccato of layered intentions. Although this makes it difficult for outsiders to properly enunciate, Mirage are quick to pick up other languages through mimicry and gesture to more easily blend in with other cultures.
Malikah Zhevarashad: Queen Mother Eternal High above the petty squabbles of the lower leadership, community heads, and self proclaimed Princes of the Oases, Zhevarashad has remained supreme ruler of the Mirage, the Walking Sands and all in between. In appearance she is a full head taller the her loyal subjects, her carapace a fine polished obsidian, and her mane always a different color than her last public appearance. As fitting of royalty, her poise and diplomatic manner belie the true cunning native to her people. One might say she speaks with daggers dripping with honey. As such any assistance she gives to the outside world often comes at a price and frequently on her terms. Given gladly but taken with trepidation. Page 162
The Walking Sands The vast section of desert inhabited by the Mirage is known colloquially as The Walking Sands. This is due in no small part to its ever shifting nature. In most deserts, the slow shifts in natural features can be attributed to wind erosion moving sand from one pile to the other. Here, however, more proactive forces are to blame and the changes more drastic. So much so that any attempt to map the interior of the region might find itself outdated in a matter of days. There are many tales of age-old waterholes vanishing overnight, rivers changing course for seemingly no reason, and even those who say they witnessed entire sand dunes get up and walk away. Not to mention rocks leaving trails in dry riverbeds. This makes navigating the arid wasteland nigh-improbable from the ground while frequent sandstorms make flight a risky venture. Going unprepared into the wastes is a certifiable death sentence.
Rise of the Skritt When Aether came unto the world, one hundred years ago, naturally the desert fauna were affected. From the local insect population, one species hyper-evolved to become the new apex predator. Known as Sand Skritts, this species of beetle appears almost spherical in shape with a shiny carapace ranging in color from sapphire blue to a brilliant emerald green to deepest blood red. With its tiny legs and a set of pincing mandibles it’s looks harmless enough on its own, but it’s real capabilities shine when in its native environment. The Skritt have evolved in such a way that, through the power of Aether, they can shape and move the surrounding sands at will. With this ability they create massive golem-like bodies to carry themselves around and crush their prey to a bloody pulp. It didn’t take long before such creatures started to increase in number and within a few seasons they began the grand swarm, causing the largest sandstorm in recorded history. It was as though the desert as a whole leapt to the sky. The Mirage were cut off from the rest of the world.
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The Twenty-Year Hunt and the Fall of al Shet’Lan
▶▶ Bombardier (Character Creation only): a Mirage may be born with a special set of glands in their hooves that allow them to release an explosive stream of boiling liquid. This may be used only once per day.
Weapon DMG Bombardier
Range
Special
0
15 ft
A stream attack that hits all targets within its range. May benefit from Brawl stat.
▶▶ Flight: Similar to a pegasus, Mirages may be born with a set of working wings, though unlike a pegasus or nocturne, they are not made of feathers or leather, rather they are made up of very thin hardened chitin.
▶▶ Luciferase: Some Mirages are able to create a natural light with their body. This is a 30ft sphere of light.
▶▶ Sticky Hooves: A Mirage may be born with a special set of glands
in their hooves which allow them to expel a sticky fluid. When a target is struck, they must make a Str vs. Diff (3+Mirages Body Attribute), or be stuck in place for a number of rounds equal to every 2 successes made to a minimum of 1 round.
Weapon DMG
AP
Range
Sticky Hooves
—
30 ft
—
Special A sticky substance that can entangle an opponent.
▶▶ Venomous Mandibles: When an opponent is bit by a Mirage
and the damage is equal to or more than 4, that opponent is considered to be stunned for one round as a paralytic venom is injected into their body.
Weapon DMG Bite
1L
AP 0
Special A venomous bite that can paralyze an opponent if the damage applied is equal to 4 or more successes.
Mirage Flaws
▶▶ Molting: Rather than a clean molting season, the Mirage suffers
from constantly leaving flakes of their chitin all over the place. Any opponent using tracking to find the Mirage gains a +2 to their dice pool. The Mirage also receive a –2 to their Con skill rolls when they are in their shape shifted form, as the constant sprinkle of loose chitin might alert another to the Mirages deception.
▶▶ Shape Changer: A Mirage is able to disguise themselves as anoth-
er pony or creature of the same size. A size 0 Mirage may disguise themselves as a size 0 creature. This confers a +1 bonus to stealth and Bluff. The longer they observe and study the target they wish to mimic, the larger the bonus. For every hour of study, they obtain a +1 bonus up to a max of +6.
2L
AP
▶▶ The Light: Some Mirages have an obsession with bright lights
▶▶ Chitin: A Mirage’s natural chitin armor confers a DR 1 to their defenses.
History and Peoples
and will find themselves drawn to the gentle glow of lamps in the dark and other bright light sources in dark locations. A Will vs. Diff 6 is required of a Mirage to break their attraction away from a light source or they will be penalized with a –2 to their actions as they are constantly distracted by the light. Severe cases of this phenomenon have Mirages not only staring at a light, but following it, even at the cost of their own safety.
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Mirages of the Walking Sands
Qaher spent twenty long years in isolation behind a wall of sand. Outside supply lines were cut and the Mirage had to subsist on what little the desert provided, and she was a cruel mistress indeed. They had little choice but to attempt to thin the herd and break through to the outside. Many joined the military for training to hunt the Skritt into oblivion. A Great Hunt was organized. Full-scale military operations began to venture into the storm to cut the Skritt down. For many years, there seemed no end to the swarm. They seemed to reproduce faster than they could be taken down. A new strategy would have to be concocted. Things were looking grim until Arash al Shet’lan, a lowly Captain, began to notice patterns in the chaos. On their own, the Skritt are mindless animals, but the closer they were to specific locations, the more they seemed to coordinate their movements. It was determined that a higher mind was in control and these points of heightened awareness could be used to locate whatever was in control. After much experimentation, al Shet’lan led raid after raid into the storm, eventually finding a hive containing a queen. Its destruction heralded a victory for the Mirage as local control of the swarm abated. This moment was when the Hunt started to turn. Every hive they cut down weakened the storm. The armies of the Mirage fought with renewed vigor and the highest morale they’d had in over a decade. Eventually, the swarm was pushed back. Contact with the outside world was re-established. The Hunt was over. All that remained was a single cyclone. A perpetual column of swirling sand. A last raid. With renewed supply lines, artillery barrages were now a possibility. More up to date weaponry was brought in from the outside. Things were looking up. That is until the unthinkable happened. The cyclone proved impenetrable. Artillery strikes were carried wildly off-course by the wind, resulting in mass-friendly fire casualties. Even the most basic of Sand Skritt were fighting with a cruel intellect. And in a daring all-or-nothing charge, al Shet’lan and his raiders fell. The Hero of the Hunt was dead. The losses incurred were so dire that such a raid has never again been attempted. Instead, a permanent watch post was erected in al Shet’Lan’s honor to keep the swarm from spreading again. The towering cyclone still stands to this day, an ominous reminder of the dangers of the Walking Sands. All Mirages have access to the following two talents:
Mirage Talents
Pony Automatons
T
Organo-Tech
hese mechanical equines come in many flavors. Some are ponies who’ve suffered so greatly in body that their vitals needed to be replaced by magical and or technological means. Others came to life through the infusion of Æther into their mechanical bodies, sparking a soul into existence and allowing them to take on a purpose. Even more rare are the ones that have awoken from decades, even centuries of slumber to find themselves in a new world, confused, and alone without a master, and slaved to accomplishing a preprogrammed task that was infused into their being whether it is known to them or unknown. All Automatons, due to their design, suffer the following flaw:
Some ponies have suffered tragic events that have either destroyed their bodies, or they chose to submit themselves to the glories and the mysteries of science. Through the advent of Æther Technology, they have been given a second chance at life, wearing a coat of steel and perceiving with eyes of artificial light. Some may find such changes to be a blessing, a second chance at life for those who would otherwise be in a constant state of misery. Others find it uncomfortable to be around such ponies, their naturally steely gazes and disposition making them rather uncanny to look upon.
▶▶ Snow Blind: Augmentations are body modifications that en-
▶▶ Partly Metal Partly Real: With their natural body gone, a tough-
er exterior must be constructed and it confers a natural +1 Passive Defense versus physical attacks. As well these ponies can be healed by magic, medicine, and even mechanics.
hance an automaton, and they run off magic. Circumstances can have parts of these augmentations shutdown and this is generally considered going Snow Blind. This is normally the aftermath of a powerful dispel cast against the automaton, or a sudden influx of too much Æther energy being infused into their body. It costs a GM 2 style points to activate a Snow Blind which temporarily disables a single augmentation for a either a combat scenario, or a scene. This must be done within reason and should not be abused.
▶▶ Uncanny Valley: Maximum Charisma reduced by 2. ▶▶ I didn’t ask for this: Your pony has been augmented. They may
choose one Augmentation from the list below, and if they desire it, may purchase other augmentations as though they were a Talent. They may only purchase these augments once unless specified otherwise in the talent description.
Augmentation Eyes: Motion Detection Eyes: Range Optics
Pony Automatons
Special Eyes Ears Ears: Detection Alicornium Horn Wings Muscle Enhancement Legs: Concealment
Effect +2 to Visual Perception Checks. May purchase this up to a max bonus of +6. May use any ranged weapon as though they have a scope. On the second purchase it will negate a –2 from ranged penalties and can be purchased an additional time to ignore up to a –4 from ranged penalties. Special optics are installed that allow the automaton to detect magic. They gain the Mage’s Eye Talent. +2 to Auditory Perception Checks. May purchase this up to a max bonus of +6 Any audible sound within your perception range can be pinpointed. Though you may not know what made the sound, you will know where it is coming from, even through a wall. This has a range of 40ft. They have a unicorn horn and have access to the talent “Mages Hand.” Automaton is capable of flight. Specialized microfibral wiring allows you to Triple your lift strength as opposed to Doubling it. You can hide a small blade, firearm or object with a +4 to stealth rolls.
Legs: Kinetic
Any melee attack gains a +2 bonus to their dice pool.
Legs: Booster
Your ground movement is increased by +4.
Lungs: Toxin Resistance Aqualungs Coat Proofing (Element) Taste
Organo-Tech can breathe freely in toxic miasmas. Organo-Tech can breathe freely underwater. The automatons coat is made of a material that grants a +2 bonus defense versus a single element. Each element can be purchased as protection with up to a maximum bonus defense of +4. Automatons may be machine, but they have their natural curiosity of food. Surprisingly enough, they are able to detect poisons in food with this augmentation and some are hired on as taste testers by VIPs throughout the world. Page 164
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Æther-Tech
▶▶ Unknown Calling: Arcano-Tech automatons have a magical
Science has allowed the creation of programmable automatons utilizing experimental Gem Processing Units (GPUs) to command and control these machines. Under extremely rare circumstances, the abundance of natural Æther has led to the increased sentience of a few automatons. This has led to many major debates amongst the magical and scientific community with some scholars theorizing upon the idea of a magical conception of a “Spirit within the machine”. It is unknown as to the reason why these automatons have been given a soul, and some have taken to forming protests against what they believe is an unnatural occurrence, that life should be defined by proper birth as opposed to techno-magical circumstances.
subroutine that drives them to complete a mission, but due to their age, and the many years that have passed by, this mission has become lost within their own Æther knowledge banks. Once their mission is rediscovered, for good or for ill, they will find it difficult to resist. A Will vs. a difficulty ranging as low as 4 and as high as 10 is needed. This difficulty represents the importance of the mission, the Will check represents the automaton’s ability to deny this subroutine.
Automaton Talents
▶▶ Augmentations: All pony automatons have access to one bonus
augmentation as listed in their descriptions. Though this is similar to purchasing a talent, this purchase does not count towards the 1 talent/resource purchase. This means that a player can choose to use their 1 purchase point for a talent/resource towards purchasing an additional augmentation. This would begin their character with 2 augmentations at the start of the game.
▶▶ Real Steel: Æther-Tech ponies are fully mechanical, and cannot be healed by magical or medical means. They require a mechanic to help repair their broken parts, even going as far as having parts replaced. Because of their body, they receive a natural +1 DR to their defense.
▶▶ Uncanny Valley: Maximum Charisma reduced by 2. ▶▶ Augmented: Similar to the Organo-Techs, an Æther-Tech pony
Automaton Flaws
▶▶ Æther Degradation: An automaton who is caught in an area
where naturally occurring mana is very minimal, will find it hard to do simple activities and even harder to do complex ones. They incur a –2 to their dice pool when trying to commit to an action. This represents the automaton becoming lethargic due to their energy reserves being depleted.
may choose from the Augmentation list as though they were purchasing a Talent. They may purchase an augment once unless specified otherwise in the talent description.
Arcano-Tech Awakened by unknown means, these automatons are made of unknown alloys and inscribed with spells that allow them locomotion. Many question if they too have a soul similar to the Æther-Tech ponies, but even more question their reason for being activated. Either way, these automatons have a preconceived goal that they are set to accomplish no matter how impossible it may be.
▶▶ Snow Blind: Augmentations are body modifications that en-
▶▶ Overcharge: Arcano ponies have an innate ability to supercharge
their system, increasing all their Primary Attributes by 1 point for 4 rounds. This comes at a great cost, as their bodies will then shut down as though they are stunned for 2 rounds. This ability may freely be used once a session, every other activation costs a style point.
▶▶ Rust Bucket: Due to age, or abuse, these automatons suffer a –1
▶▶ Unobtanium: These ponies have a body of an unknown
to their Body Primary Attribute. This can be alleviated through conditioning or full body repair, though this is can generally be an extremely expensive and timely effort.
material, and do not gain the benefits of normal healing. They may only be healed by magical means, or by absorbing mana which converts the energy into 2 Health points per hour. The player may choose to also spend a Style Point to heal one Health point or Stun.
▶▶ By Ancient Design: Like the Arcano and Æther-Tech, these sentient machines have access to the augmentation chart, purchasing these augments count the same as obtaining a Talent and can only be purchased once unless specified otherwise in the talent description.
History and Peoples
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Pony Automatons
hance an automaton, and they run off magic. Circumstances can have parts of these augmentations shutdown and this is generally considered going Snow Blind. This is normally the aftermath of a powerful dispel cast against the automaton, or a sudden influx of too much Æther energy being infused into their body. It costs a GM 2 style points to activate a Snow Blind which temporarily disables a single augmentation for a either a combat scenario, or a scene. This must be done within reason and should not be abused.
T
RIB/SOI Report: Ratvarians
he Roan Investigative Bureau and the Stable of Intelligence have cooperated together in the task of combating the Ratvarian menace. Ratvarians are considered one of the most frightening groups to contend against the nation’s security. The Ratvarian society has gained a reputation amongst the intelligence community as one of the most chaotic and savage forces an individual can cross paths with. Their penchant for chaos has made them the bogeymen of societies all across the world, a species of tainted minds and ghastly appearances. Intelligence has drawn a line connecting the Ratvarians creation to the Æther Wars, where possibilities of hyper evolution through magic and corpse feeding quickly grew the trench rats into the chaotic beings of today. Their guiding belief is that chaos has bred them for greatness, and they may very well be in service to one of the elder dragons from the outer sphere. Ratvarians are known to live in shadows, every so often mutating themselves in horrifically new forms, with various sub factions cannibalizing each other in order to obtain greater heights of mutation in with which to ease their pain and satisfy their addictions, a never ending cycle of lies that they continue to perpetuate. These rodents have been documented with using blood in their rituals, and though each of their subcultures varies in their rituals and doctrine, blood is always the focal point of their ever growing lust for life. The RIB and S.O.I. have listed multiple locations of known ritual sacrifices, where many unfortunate victims have been drained of all their fluids. The possibility of organ farms keeps the Intel community busy with trying to find and save any species who have been subjected to these horrors.
Ratvarians
Culture “In chaos is relief, in absence is pain. To indulge brings pleasure, to not brings death.” —Translated Ratvarian script Chaos is considered to be the cornerstone of the Ratvarians way of life. They have a belief that purity is merely chaos in stasis, waiting to be released back into the world in a horrendous mixture of agony and pleasure, and thus the largest count of their sacrificed are generally children who are considered pure, yet somehow their population continues to persist. There culture is ranked according to sentience and mutation, a ratvarian that has suffered major mutations, but continues to keep a hold of their own sentience is considered to be part of the higher caste. For those who have gone beyond sentience, entering madness, they must be controlled, and are done so in some form of a hive mind, the strongest of which is rumored to be held by a supposed Crown of Rats. The Crown of Rats is considered to be a mire of Ratvarians, somehow connected by their tails and forming an extremely intelligent union of chaos and sanity. Ratvarian elites consider themselves a sophisticated culture, flaunting themselves in rich clothing which adorns and covers their increasingly disturbing visage, and many of these elites are protected Page 166
by the ouroboros guards, fighters who have gone far enough in chaos to have lost their sanity yet not far enough that they are impossible for the elites to control. The Ratvarians universally believe in the name of Drahomicidia, the dragon believed to have birthed them through the power of his umbral magic. During the time of the Æther Wars, IgnusDrahomira was considered to be a powerful wielder of magic, pulling drakes from the outer sphere to contest against and draining the fallen of their magic, yet it is unclear as to how he fell. Rumors portray his possible downfall having been part of the cataclysm, others say that multiple dragons sprang a trap upon him, bringing him to his demise. The Ratvarians care not for any rumors as Drahomicidia symbolizes an end, one that hides a new beginning which every rodent believes to be the final gift that is to be blessed upon them. Throughout Roan, investigators have turned up micro pockets of ratvarian phenomenon, ranging from mental intimidation, coercion, or ritualistic homicide, and crushed them, such locations are generally involved in intense racial conflict which then quickly calms whenever agents are able to locate and disrupt ratvarian manipulations. The more intelligent rodents seem to spread chaos on a slower but much larger scale, allowing things to simmer, this generally tends to happen near the borders of Roan, especially those near Falconigrad where constant conflict seems to happen on a regular basis even during the supposed truce.
Ratvarian Divisions The Stable of Intelligence (SOI) has been continuing ongoing research of the Ratvarian’s chaotic evolution, noting that certain traits continue to appear, defining a specific path of evolution for these rodents based upon their appetites. According to SOI evidence, a ratvarian evolves based upon their choice of vice or vices, and only the greatest of these rats are able to contain their sentience, to the point of exerting their power of self control over other rats. This has brought about the theory of a hivemind network that works between different clusters of the Ratvarian hives. It is not uncommon for hives to intermix with themselves in order to obtain the perfect mutation.
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Talents ▶▶ Devourer: The Devourer must perform and succeed on a grapple
The Devourer – Acedia Gula
Wanton sloth and gluttony in a ratvarian creates this disgusting amalgamation of rodentia. This beast of a rat is known for its hunger pains, pains that can never be satisfied no matter how much they feed upon the living or the dead. SOI have deemed these brutes to be extremely dangerous to any living being, anything caught within their grasps are sure to be devoured, and it is not unknown to see a devourer with evidence of their last meal pressing against their bellies.
The Devourer Stats Archetype:
Chaos
Motivation:
Hunger
Style:
0
Health:
16
attack vs. a victim. Once grappled, the victim has until the Devourer’s next round to break out or be eaten. When devoured, the victim takes 1L per round of combat. They may make attacks form inside the beasts gut in order to escape, or try and force their way back out of its mouth. ▶▶ It eats so much!: The constant feasting of the Devourer allows it to naturally heal at a rate of 1 Health per round. ▶▶ Bile: A GM may spend a style point to allow the Devourer to vomit out a disgusting bile which is highly corrosive. The bile is a 20 ft Stream that covers all in its path. Victims must make attempt to dodge this using only their Active Defense vs. 6. A victim who is covered in bile suffers 1L per round for the next six rounds or until they can wash it off with water. ▶▶ Unsightly Appearance: Even the bravest ponies will falter at the sight of a Devourer whose belly throbs and pulses with the bodies of its previous victims, fighting to try and escape, some can even hear the screams coming from within as acids burn away at these unfortunate few. A Will vs. 6 is required for anyone who sees this creature for the first time. If they fail they are incapable of acting for 1 round, but they can move.
Flaw ▶▶ Corpulent, Very Corpulent: Fat hardly can describe these bloat-
ed monstrosities. There movement is extremely hampered by their girth and they lose their Active Defense in combat (already calculated above). ▶▶ Bestial: Character cannot communicate or use tools Weapon
Primary Attributes Physical
Size
Attack
Range
(Average)
Bite
3L
2
17
—
(8)
Claw
2L
2
16
—
(8)
4NL
2
18
10 ft.
(9)
Tail Whip
Mental 8
Charisma
Dexterity
3
Intelligence 2
Strength
8
Willpower
The Jealous Wrath – Luxuria Ira
2 6
Secondary Attributes Size
1
Initiative
6
Move
6
Defense
8
Perception
8
Stun
8
Magic Defense
14
Base
Levels
Total
(Average)
Brawl
8
6
14
(7)
Stealth
3
6
9
(4)
Survival
2
2
4
(2)
These Ratvarians have been corrupted by lust and anger, to the point that their bodies of split into horrifically sexually explicit lamentations made real. SOI agents must take heed when coming across these creatures, as a powerful veil seems to surround them, hiding their true form from the naked eye. To any who look upon them, they will see a form of great sexual desire, beckoning the weak willed to join them in what would be blood filled debauchery. Those who suffer the touch of a Luxuria Ira will find themselves mutating, becoming unwilling servants to these monsters. These victims can be identified by their vacant stares, others by medical examination and identification of disease that they contracted from the Luxuria Ira. SOI have determined that The Jealous can be found in the red light districts of many major cities all throughout the world, and are difficult to pinpoint, it is considered that once found, they should be exterminated quickly in order to 1. Release the enslaved minds of their victims 2. Remove their blight and infestation. The Jealous are not a being of combat, though if backed into a corner, their true forms will be revealed in order to shock their attackers. During this momentary lapse of action, the Jealous will attack with a surprising amount of strength, making an opening so that they may
History and Peoples
s Page 167
Ratvarians
Body
Skills
Rating
try and escape. If they can, they would rather make any who attack them become their minion, as opposed to killing them outright. For those under control, some would rather die than suffer such torture.
The Jealous Stats Archetype:
Chaos
Motivation:
Jealousy
Style:
0
Health:
9
Primary Attributes Physical
Mental
Body
1
Charisma
5
Dexterity
4
Intelligence 4
Strength
3
Willpower
4
The Envious Rage – Invidia Ira
The Envious Rage or Invidia ira, is not to be mistaken with the Luxuria Ira. Where one uses cunning and guile to woo potential victims into their grasp, the Invidia Ira is like a hurricane of raging emotions, searching out lone victims and dispatching them with glee. Agents have noted that unlike other Ratvarians, the Invidia Ira is able to take extreme amounts of punishment, and that complete dismemberment is necessary to stop these things from moving; fire on the other hand is considered the perfect tool for completely removing the creature. As the Invidia Ira is torn apart, it’s tendons and any loose hanging body parts become whip like weapons. Agents have seen these tentacle like appendages grasp weapons to assault their victims with. Agents are able to identify the locations of the Envious Rage by locating recent victims who have been completely torn apart. The reason for the creatures hunt is to spread fear throughout a community.
The Envious Rage
Secondary Attributes Size
0
Initiative
14
Archetype:
Chaos
Motivation:
Rage
Move
12
Defense
7
Style:
0
Health:
8
Perception
14
Stun
1
Magic Defense
9
Base
Levels
Total
(Average)
Brawl
3
5
8
Con
5
6
Stealth
4
Survival
4
Skills
Primary Attributes Physical Body
3
Charisma
(4)
Dexterity
6
Intelligence 3
11
(5)
Strength
8
Willpower
6
10
(5)
4
8
(4)
Ratvarians
attribute stat in charisma as noted above. If the are ever discovered, or a powerful dispel were to wash over them, they would lose this veil and their Charisma attribute and any Charisma skills would only count as a total of 1, because nothing in the world could truly love them for their real form inside and out. ▶▶ Lovers Kiss: When embraced by this scarlet woman. They perform a special kiss that requires the victim to make a Will vs. 8. If they lose they are now considered under the influence of the ratvarian, but if they succeed, they will see the true form of the Jealous.
Flaw ▶▶ Jealous: If the Jealous ever sees a couple in love, they will mark them, and stalk them, for no other creature should dare to be happily in love around them. Operatives have used this to their advantage in stopping the Jealous’s movements. Rating
Size
Attack
Range
(Average)
Bite
1L
0
9
—
(4)
Claw
1L
0
9
—
(4)
1NL
0
9
5 ft.
(4)
Tail Whip
3 5
Secondary Attributes
Talents ▶▶ Mirror Mirror: A veil covers the rodents form, giving it the high
Weapon
Mental
Page 168
Size
0
Initiative
9
Move
14
Defense
9
Perception
8
Stun
3
Magic Defense
8
Skills
Base
Levels
Total
(Average)
Brawl
8
4
12
(6)
Stealth
3
4
7
(3)
Survival
3
4
7
(3)
Talents ▶▶ Ecstasy of Pain: The Envious Rage seems to indulge in pain, for every 2 points of health lost, they receive a +1 bonus die to their roll.
▶▶ Many of One: When the Envious Rage is dismembered, they will
continue attacking. This counts as an DR2 vs all attacks. Fire based attacks ignores the DR bonus. If the Envious is not disposed of properly (with fire), it has a chance of pulling itself back together. ▶▶ Kavorkian Scarf: The Envious Rage is grapple to grapple multiple targets without any negative points to its attack. Once an opponent is grappled, the tentacles begin to constrict them at a rate of 1 NL per round. The Envious Rage is able to perform attacks as regular, as long as they still have their arms, or extra tentacles.
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Flaw ▶▶ Ignus: Fire is extremely effective against this beast, for every 1L
they instead receive 3L. Agents are told that even a simple lighter is enough to cause these things excruciating pain. ▶▶ Screamer: Once it begins its attack, the Envious makes a shrill scream that alerts everything to its position. Though it may frighten others away, it makes it rather obvious where the Envious is. Weapon
Rating
Size
Attack
Range
(Average)
Bite
2L
0
14
—
(7)
Claw
2L
0
14
—
(7)
2NL
0
14
15 ft.
(7)
Tentacles
The Envious Greed – Invidia Acaritia
The Envious Greed is considered the bane of the Intelligence Agencies, it may have once been a ratvarian, but this living, rolling mass of flesh is nothing more than a horrifically ferocious infiltrator, hiding in the smallest spaces, waiting for its prey to go to sleep so they can speak words of ill. Their bodies are a liquid mass of goo, able to sleep through pipes, which thus required many to place protective harmonic wards upon pipes, in bathrooms, and even in sewers in order to keep these deadly pests out. If these things ever got into a secure vault, many valuables would vanish.
Talents ▶▶ It sludges: The Envious Greed can pull itself through any crack
or hole with ease. As well they cannot be harmed by physical attacks and ranged attacks. Attacks that have an AOE will harm them, as the dispersion of their body destroys their ability to pull themselves together.
Flaw ▶▶ Sludge: Cannot use tools. ▶▶ Fire Bad: Fire is extremely efficient against these creatures and
nothing else will do short of magic or completely obliterating them. Fire such as a torch or larger, will instantly kill these creatures. Many agents have outsmarted these sludges with fire traps. ▶▶ Wards Hurt: Wards and protective talismans cause extreme pain to these creatures. Such wards will keep them away from important places, thus they rely on lies to have another remove the ward for them. Weapon
Rating
Size
Attack
Range
(Average)
Bite
3L
2
17
—
(8)
Claw
2L
2
16
—
(8)
4NL
2
18
10 ft.
(9)
Tail Whip
The Envious Greed Stats Archetype:
Chaos
Motivation:
Greed
Style:
0
Health:
9
Primary Attributes Physical
Mental 1
Charisma
1
Dexterity
10
Intelligence 6
Strength
1
Willpower
Ratvarians
Body
8
Secondary Attributes Size
0
Initiative
16
Move
8
Defense
11
Perception
14
Stun
1
Magic Defense
9
Skills
Base
Levels
Total
(Average)
Brawl
1
1
2
(1)
Con
1
15
16
(8)
Stealth
10
5
15
(7)
Survival
6
2
8
(4)
History and Peoples
s Page 169
The Broken
Some rodents do not gain a benefit from their transformation, the effects of chaos severely breaking their minds, and leaving nothing but an empty puppet for others to control. Even among the ratvarians, the Broken are looked down upon, seen as laborers, guards, and cannon fodder. Higher minds have even utilized them in their place, to throw off SOI agents who are tracking them down. SOI Agents who are able to identify a Broken ratvarian, is advised to try and capture them for study, as their continued chaotic evolution, albeit slow, is considered a major boon to the scientific community in discovering ways of countering the ratvarian influence.
The Broken Archetype:
Chaos
Motivation:
Jealousy
Style:
0
Health:
6
Mental
Body
3
Charisma
Dexterity
3
Intelligence 1
Strength
3
Willpower
Ratvarians
Flaw ▶▶ Broken: The mind of these ratvarians are broken, and without a
hive leader, they mostly mill about in a daze, attacking anything that looks edible or threatening to them, even their own kind. ▶▶ Bestial till controlled: If a Broken is not under the control of a hive mind, they are only able to effectively use basic weapons such as clubs, spears, and makeshift swords/daggers. A controlled Broken has access to any equipment due to the boost in their intelligence. Rating
Size
Attack
Range
(Average)
Bite
1L
0
7
—
(3)
Claw
1L
0
7
—
(3)
1NL
0
7
5 ft.
(3)
Tail Whip
1
Albinis
5
The Albinis are a very small minority of ratvarians with albinism as a trait. They are considered to be in intense fasting and live within hidden monasteries throughout the world. Their penchant for balance has lead to their near starvation from chaotic magic, and has also lead to their having been marked by the Ratvarians as dangerous and to kill on sight. Agents have learned plenty from the Albinis, knowledge ranging from the dangers of chaos, to information about the Crown of Rats, thus aiding in the defense of the Roan nation. In return, the Roan Nation has allowed asylum for the Albinis in select locations as to keep their secrecy in check The RIB has noted that certain Albinis are chosen as guardians to protect others, these soldiers are mentally trained to peak condition, and are considered extremely rare, but agents should net take these soldiers lightly, they are steadfast and extremely efficient at removing any threats to the Albinis.
Secondary Attributes Size
0
Initiative
6
Move
6
Defense
6
Perception
17
Stun
3
Magic Defense
6
Base
Levels
Total
(Average)
Brawl
3
3
6
(3)
Stealth
1
6
7
(3)
Survival
1
3
4
(2)
Skills
this connection will allow the leader to confer a +3 bonus to all their Primary Mental Attributes. Along with the Primary Mental Attribute bonus, up to two bonus skills and 6 skill points can be temporarily given to the Broken, so as to follow the will of the Hive.
Weapon
Primary Attributes Physical
Talents ▶▶ Hive Minded: A Broken can be connected to a hive mind, and
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s Roan
The Albinis Stats
Primary Attributes
Archetype:
Chaos
Motivation:
Abstinence
Style:
0
Health:
9
Physical
Primary Attributes Physical
Mental
Body
4
Charisma
5
Dexterity
6
Intelligence 5
Strength
4
Willpower
8
Mental Secondary Attributes
Body
3
Charisma
4
Dexterity
4
Intelligence 4
Size
0
Initiative
8
Strength
3
Willpower
Move
7
Defense
7
Perception
13
Stun
3
Magic Defense
12
6
Secondary Attributes Size
0
Initiative
8
Move
7
Defense
7
Perception
10
Stun
3
Magic Defense
9
Skills
Skills
Base
Levels
Total
(Average)
Brawl
2
8
11
(5)
Stealth
4
5
9
(4)
Survival
4
6
10
(5)
lowed them to find a balance that makes them immune to mental attacks and the effects of chaos, only if they remain abstinent from emotions.
Total
(Average)
Brawl
4
8
12
(6)
Melee
4
8
12
(6)
Stealth
6
5
11
(5)
Survival
5
6
11
(5)
live a life devoid of wants and needs. It is extremely difficult to convince these peaceful rodentia to accept assistance, just as it is difficult to anger them into fighting. Rating
Size
Attack
Range
(Average)
Bite
1L
0
12
—
(6)
Claw
1L
0
12
—
(6)
2NL
0
13
5 ft.
(6)
lowed them to find a balance makes them immune to mental attacks and the effects of chaos, only if they remain abstinent from emotions. ▶▶ Pounce: An Albinis, once per combat, may make a diving attack using their spear up to a distance equal to their move value. ▶▶ Meditative Shield: The Albinis Guard are mental trained for combat and keeping their mind at peace. When any spell or mental persuasion is used against them, they gain a +4 bonus to their dice pool
Flaw ▶▶ Abstinence: The Albinis are completely stoic in their decision to
live a life devoid of wants and needs. It is extremely difficult to convince these peaceful rodentia to accept assistance, just as it is difficult to anger them into fighting.
Equipment
The Albinis Guardian Stats
Weapon
Rating
Size
Attack
Range
(Average)
Bite
1L
0
13
—
(6)
Claw
1L
0
13
—
(6)
Spear
3L AP3
0
15
10 ft.
(7)
2NL
0
14
5 ft.
(7)
Archetype:
Chaos
Motivation:
Abstinence
Tail Whip
Style:
0
Health:
12
Armor
DR
Weight
Breastplate
3
10 lbs.
History and Peoples
s Page 171
Special +1DR vs. Slashing and piercing.
Ratvarians
Flaw ▶▶ Abstinence: The Albinis are completely stoic in their decision to
Tail Whip
Levels
Talents ▶▶ Stability: The mental exercises of this species of rodentia have al-
Talents ▶▶ Stability: The mental exercises of this species of rodentia have al-
Weapon
Base
Wardens of D’draig “We are the first six, made by the æther of our forebearers.” —Aer Sapientia
A
fter the Æther Wars, many of the Grand Drakes vanished, leaving their creation, the Wardens behind to find their own path in life. For many of these Wardens, it was a changing of the times. With their shackles broken, the now masterless Wardens were free to venture forth into the world of their own accord. When the cataclysm happened, much of the land was torn apart, with huge chunks of land being trapped in the air due to the over abundance of magic, these ætherial islands closest to the cataclysm would become the home of the Wardens. The SOI have been keeping tabs upon the various Wardens, many of whom are adapting to a life of freedom, and have helped with assisting the various SOI agents in documenting the drake culture, and what it means to be a Warden of the D’draig.
Wardens of D’draig Stats Learned Scholar
These Scholars are common across the world, found inhabiting libraries, or attending conventions in order to learn new things and share their own wealth of knowledge. They are sometimes accompanied by Marauders, usually a mate of theirs more often than not. Archetype:
Scholar
Motivation:
Knowledge
Style:
0
Health:
9
Primary Attributes Physical
Wardens of D’draig
Wardens Culture The SOI would like to thank Aqua Itis and Aer Sapientia for assistance in the explanation of draconic culture, beginning with their naming scheme. It is noted that the Wardens all have a defined first name based upon the element that represents them, thus Aqua Respectus, having been born of the element of water and Respectus meaning respect, a name which places her in a position of responsibility which requires the demands of her followers. In contrast, Aer Sapientia is of the Air class of elements and Sapientia means wisdom. Aer Sapientia is considered in Roan terms, to be a scholar. Sapientia is one of many Wardens who has taken to being merely called by their secondary name, and he is one of the first Wardens created, or at least introduced to our Inner Sphere. More and more drakes are beginning to take on a more creative secondary name, but they tend to keep their tradition of applying their element as their primary first name, which can get confusing at times when trying to identify a Warden. Wardens have mostly accepted their place in life, having taken the initiative to define a culture of their own, one that has kept themselves separated from most of the world, not out of malice, or hatred, but out of self exploration, till they are comfortable with communicating with the rest of the world. It isn’t uncommon to see Wardens who have left their homes in order to obtain new information about the world, these drakes are generally considered roaming scholars, even the warriors, all venturing out to collect some new form of knowledge to bring back to their own kind in order to share their experiences. There are Wardens that agents and even the populace are warned about, they consider themselves true to their original cause of keeping the worlds magic in check, but to the nation of D’draig, they are seen as renegades who continue to cling to a lost cause. Usually travelling in packs of four or more, containing veterans of the Æther War and any young Wardens who have answered the ancient callings of their creators. Page 172
Mental
Body
3
Charisma
5
Dexterity
3
Intelligence 8
Strength
2
Willpower
6
Secondary Attributes
Skills
Size
0
Initiative
11
Move
5
Defense
6
Perception
11
Stun
4
Magic Defense
9
Base
Levels
Total
(Average)
Brawl
2
8
10
(5)
Knowledge
8
6
14
(7)
Magic
6
6
12
(6)
Stealth
3
5
8
(4)
Survival
8
6
14
(7)
Talents ▶▶ Element: A Warden has access to one of the Element Talents. ▶▶ Flight: Like the pegasus talent. A Warden is able to fly. ▶▶ Elementary my friend: A Scholar is known for utilizing an amaz-
ing sense of deduction in order to figure out a conundrum or puzzle. At the cost of 2 style points, a Scholar can earn a +2 to their total successes after rolling. ▶▶ Breath Attack: Once per combat a Warden may use a magic breath attack for free. It is built using the spell casting chart and their Magic Skill, but no dice rolling is necessary as the spell automatically succeeds. All rules that apply to casting a spell apply to the Breath Attack. The spell must use the damage section of the Effects chart.
s Roan
Flaw ▷▷ Cold: All drakes (except for those of the Aqua and Aer elements who are instead affected by heat) are susceptible to the icy cold elements, and will find their Primary Attributes (all six attributes) lowered by 1 point. Weapon
Rating
Size
Attack
Range
(Average)
Bite
1L
0
11
—
(5)
Claw
1L
0
11
—
(5)
2NL
0
13
5 ft.
(6)
Tail Whip
Warden Marauder
These Wardens are considered heavy hitters, known for their prowess in combat, they are typically armed with blades, but are efficient in close combat. Many are found as swords for hire, others can be seen accompanying marauders as bodyguards. Archetype:
Marauder
Motivation:
Power
Style:
0
Health:
9
Skills
Primary Attributes Physical
Mental
Body
5
Charisma
3
Dexterity
4
Intelligence 4
Strength
5
Willpower
4
Secondary Attributes 0–1
Initiative
8
Move
9
Defense
9
Perception
8
Stun
5
Magic Defense
9
Levels
Total
(Average)
Brawl
5
5
10
(5)
Knowledge
4
4
8
(4)
Magic
4
3
7
(3)
Melee
5
8
13
(6)
Stealth
4
6
10
(5)
Survival
6
4
10
(5)
Talents ▶▶ Element: A Warden has access to one of the Element Talents. ▷▷ Flight: Like the pegasus talent. A Warden is able to fly. ▷▷ Breath Attack: Once per combat a Warden may use a magic
breath attack for free. It is built using the spell casting chart and their Magic Skill, but no dice rolling is necessary as the spell automatically succeeds. All rules that apply to casting a spell apply to the Breath Attack. The spell must use the damage section of the Effects chart. ▶▶ Scales: A Marauder’s scales are tougher than most wardens, and they are benefited by a DR1 which can be added to any additional armor that they equip. ▶▶ Tremor: A Marauder that has a Size of 1, may once per combat, create a 15ft burst of ruptured ground. Any opponent caught in the burst that is not flying, must make a Dex vs. Diff 8. Failure to pass means they are toppled to the ground until their turn.
Flaw ▶▶ Cold: All drakes (except for those of the Aqua and Aer elements who are instead affected by heat) are susceptible to the icy cold elements, and will find their Primary Attributes (all six attributes) lowered by 1 point. Weapon
Rating
Size
Attack
Range
(Average)
Bite
3L
0
15
—
(7)
Claw
2L
2
14
—
(7)
2NL
0
14
10 ft.
(7)
Tail Whip History and Peoples
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Wardens of D’draig
Size
Base
Talents ▶▶ Arrows Alight: Warden Rangers have an uncanny ability to im-
bue their arrows and bolts with a charge of magic based upon their element. This does not increase its damage, but causes the arrow to explode with a 1 AOE blast that also releases an effect based upon the element of the Ranger. ▶▶ Element: A Warden has access to one of the Element Talents. ▶▶ Flight: Like the pegasus talent. A Warden is able to fly. ▶▶ Breath Attack: Once per combat a Warden may use a magic breath attack for free. It is built using the spell casting chart and their Magic Skill, but no dice rolling is necessary as the spell automatically succeeds. All rules that apply to casting a spell apply to the Breath Attack. The spell must use the damage section of the Effects chart.
Flaw ▶▶ Cold: All drakes (except for those of the Aqua and Aer elements Warden Ranger
Rangers are known for their incredible accuracy, and many are found today armed with either classical ranged weapons such as bows and crossbows, others can be found with firearms. These rangers have the rather uncanny ability to imbue an arrow or bolt with magic, causing the projectile to explode. A bullet is considered to small for such an effect, and drakes who prefer firearms will often have a crossbow of some form as backup. Archetype:
Ranger
Motivation:
Adventure
Style:
0
Health:
7
Wardens of D’draig
Weapon
Rating
Size
Attack
Range
(Average)
Bite
2L
0
??
—
(?)
Claw
1L
0
??
—
(?)
2NL
0
??
5 ft.
(?)
Tail Whip
Equipment
Primary Attributes Physical
who are instead affected by heat) are susceptible to the icy cold elements, and will find their Primary Attributes (all six attributes) lowered by 1 point.
Mental
Body
3
Charisma
3
Dexterity
8
Intelligence 4
Strength
3
Willpower
Wardens can have access to an assortment of equipment, and various other types of armor, the above builds are merely the common examples of Wardens met throughout the world. Some are known to strictly use melee weapons, others have been found, armed with firearms. Most if not all Wardens, are generally clothed, unlike their larger masters, their scales don’t fully protect them from all the elements.
4
Secondary Attributes
Skills
Size
0
Initiative
12
Move
11
Defense
11
Perception
8
Stun
3
Magic Defense
9
Base
Levels
Total
(Average)
Brawl
3
3
6
(3)
Knowledge
4
4
8
(4)
Magic
4
4
8
(4)
Range
8
6
14
(7)
Stealth
8
4
12
(6)
Survival
4
4
8
(4) Page 174
s Roan
Creatures W
Creature development by Makar Rusakov
hat you are about to read is a careful composition of the unfortunately real creatures that inhabit this world. I, Makari the Brownfeather, will likely be deceased by the time this has reached proper publication. In an age of industrialization, it is fairly easy to forget that we inherited the world from its original natives. Nature did not breed the Equine, rather the Equine conquered the wild after it had seemingly, almost mysteriously, come into existence. Whether the result of evolution or magic, the answer is irrelevant. But rather, I ask the question – who is the monster? The golden meadows were once home to many forests and creatures. The oceankin have since fled into the deep, frightened by the large steel steeds that now gallop on the surface above them. In this writing, you will find my own personal studies and observations as a former monster hunter – back when the world needed beings such as myself. Shunned, cold and living in a decrepit yurt, I have only one last ambition before I pass away: venture forth and rediscover what was once known to us. For I imagine with all the technology and advancement in the world, it will only encourage monsters to return to their previous homelands. The sins of your progress will be greatly judged by nature itself, the least I can do is give you the tools to defend yourself when the time comes for you to eventually leave your civilized comforts. We live in an ever changing world – one where magic itself constantly molds the landscape around us, and we have a duty to embrace that world and its secrets.
A Brief Introduction to Monsters
Many monsters have come to exist since the Æther Cataclysm. The many explorers and adventurers of the land met shallow graves early on in life because there were no forewarnings of such things. Few
I
dared to venture further into the territory of native creatures to retrieve the bodies; so remember that the next time you are feeling brave and wander deep into the wildernesses. Contrary to folklore, silver blades, bolts and arrows, and bullets are only beneficial to fighting monsters made out of chaotic magic. A silver sword is expensive to come by—mostly found in private collections—but they are resilient and many are still in working condition. The ones found in museums were probably embedded deeply in the guts of monsters before being retrieved by huntsmen. Arrows and bolts are usually just annoyances to certain creatures of chaotic magical substances, such as the Golems – but they make for great distractions. Truly, the best way to combat being ripped to shreds by a corpse-eater or burned alive by a fire elemental is to simply avoid them at all costs. But, for those eager for adventure or colonists on a new frontier, they are the first and only true enemy. In recent years, monsters have become utilized as weapons – captured, caught and isolated. Their anger for all things Equine boiling over and then, like a true weapon, unleashed in a surprising act of war. Battlefields did not exist centuries ago, back in the times of harmony. Monsters did not create politics or raise armies. Be wary of bloodied beaches and battered plains littered with corpses. For if the mysterious spirits do not scare you away, surely the corpse-eaters will. The weapons that once hunted their kind, use the same kind of ores that create the machinery of today. This frightens some creatures away, but invites others in closer to the more remote lands and edges of the frontier. For others – the more predatory kind that hunt equine for game – it only lures them nearer, more so than the scent of blood. You may say the world is progressing, but as empires and nations turn against each other, the monsters merely believe they are the next target.
The Exiled Beasts of the Wilderness
The Rog Banished to the highest mountains of the world, they’ve only recently been drawn into returning to the wilderness. Attracted by fire, rather than being afraid of it – they have been known to ambush weary travelers, explorers, and hunters who set up campsites near small rivers, creeks and streams. Now, the popular name of an alcohol enjoyed by Kelpies, the Rogs were the symbol of hunters and trappers. Often believed to lure small animals and lesser monsters in, their idols resemble large antlers on a bear-like body. You may recognize this image better on a bottle of Rog Liquor, true – but the Roan
image is not entirely falsified. Their true appearance is far less intimidating, but all the more beautiful. Easy to spot, yet ever so elusive – a Rog has the features of both a deer and a goat, but with an incredible height and stride. Their golden antlers made them targets of trophy hunters, to obtain a golden antler was believed to grant good luck and an eternity of heightened senses. Rogs are smart, however – luring their victims and enemies away from campfires and into the mountains or deep behind the thickest of trees. Their antlers, when hit against a stump or rock, produce a beautiful ringing sound. Once a token of good luck on a late night hunt and the inspiration for many songs and even instruments, now the most terrifying thing you can hear by the riverside before slumber. Rogs can be defeated by merely being stabbed or hit with enough arrows, but are seemingly vulnerable to magic above all. The enchanted antlers can indeed be used by alchemists to create a gorgeous coat of golden pain that can be used to reinforce weapons and armour. However, consumption of such via the mixing into medical ailments by a herbalist, will usually result in a horrible rash and persistent sneezing.
s Page 175
The Exiled Beasts of the Wilderness
n the deep woods, predators and prey alike fled from the Equine, who galloped toward them in suits of armor. Loud clanging echoed between the trees, turning even the most peaceful animals mad. Without homes, in permanent exile – their malice grows. Some creatures were worshiped and embraced by hunters, taken in as god-like figures. However, the wooden totem poles and shrines that inhabit little known roads and dirt paths in present times serve as warnings rather than guardians.
Forest Wanderers
Rog Stats Archetype:
Animal
Motivation:
Territorial
Style:
0
Health:
5
Primary Attributes Physical
Mental
Body
3
Charisma
—
Dexterity
4
Intelligence —
Strength
5
Willpower
2
Secondary Attributes Size
0
Initiative
7
Move
8
Defense
7 DR1*
Perception
7**
Stun
3
Magic Defense
3
Skills
Base
Levels
Total
(Average)
Brawl
5
3
9
(4)
Stealth
4
1
5
(2)
Survival
3
3
6
(3)
Forest Wanderer Stats
Talents ▶▶ Ringing Antlers: A Rog that is con-
The Exiled Beasts of the Wilderness
Thought to be a type of elemental by amateur alchemists, and falsely at that, these dastardly shapeshifters are the products of many horror stories and cautionary tales told to young colts to scare them from wandering about forests unattended. Often taking the form of beautiful members of the opposite gender, possessing thin hooves and the lower body of a deer – they prey exclusively on those who move about the woods on their own, unguided by talismans or lantern light. Folklore states that she is a sworn enemy to the Rog and that the hunterfollowers of the Rog were constantly in “spiritual battle” against the temptations of Forest Wanderers. Thus, why it is now a tradition by Equine standards, to always hunt in groups of at least three. With the ability to take on the form of any desirable gender and species, they would provoke loners to approach them for romantic fulfillment. But those thin hooves would then crush whoever dared to come near, killing them instantly. Their body would be scattered among the wilderness, to further provide aesthetic atmosphere to their homes, perhaps. Ancient druids would carve a deer’s tail into trees to mark sightings and locations where she has appeared to them. Unfortunately for herbalists, she guards the most valuable and precious of herbs from outsiders. But, as mentioned before, they are easily avoidable when moving in large groups and – in a large contrast to Rogs – they are utterly terrified of fire. Metal talismans forged and melded out of steel and flame will keep her at bay. Culturally, you can find these for sale just about anywhere as souvenirs and knick knacks.
Archetype:
Trickster
Motivation:
Survival
Style:
0
Health:
4
Primary Attributes
sidered to be hidden from the view of others, may ring their antlers, creating an air of misdirection. Anyone who fails their perception check are considered to believe the Rog is coming at them from any direction but the correct one. ▶▶ *Tough hide: The hide of a Rog confers a DR1 to their defense. ▶▶ **Alertness: Perception +2
Physical
curs a –2 to their Magic Defense versus any spell or enchanted weapon attacks. ▶▶ Bestial: Character cannot communicate or use tools
Horns
Rating
Size
2NL
0
Body
1
Charisma
5
Dexterity
4
Intelligence 3
Strength
4
Willpower
3
Secondary Attributes
Flaw ▶▶ Weak (Magic): A Rog in-
Weapon
Mental
Attack (Average) 11
(5)
* Creatures with four or more legs double their Move rating when running. Page 176
s Roan
Size
0
Initiative
7
Move
5
Defense
7
Perception
6**
Stun
3
Magic Defense
4
Skills
Base
Levels
Total
(Average)
Acrobatics
4
3
7
(3)
Athletics
4
1
5
(2)
Brawl
4
3
7
(3)
Con
5
6
11
(5)
Stealth
4
4
8
(4)
Survival
3
3
6
(3)
Poohdini Stats
Talents ▶▶ Shapeshifter:
Forest Wanderers are able to observe and then shapeshift into the form of a creature that is the same size as them. Forest Wanderer gain a +2 bonus to their Con Skill per hour when observing an adventurer up to a +6. ▶▶ Bladed Hooves: The Forest Wanderers hooves count as having an AP2.
Archetype:
Cuddler
Motivation:
Cuddles
Style:
0
Health:
4
Primary Attributes Physical
Mental
Body
1
Charisma
—
Dexterity
1
Intelligence —
Strength
1
Willpower
8
Secondary Attributes
Flaw ▶▶ Pyrophobia: A Forest
Wanderer is terrified of fire and loses their ability to shapeshift and also incur a –2 to all their abilities. Weapon
Rating
Size
Hooves
3L
0
Size
1
Initiative
1
Move
2
Defense
2
Perception
0 (7)
Stun
1
Magic Defense
See Talent
Skills
Attack (Average) 11
Brawl
(5)
* Creatures with four or more legs double their Move rating when running.
Base
Levels
Total
(Average)
1
5
6
(3)
Talents ▶▶ Æther Absorption: When a Poohdini is next to a caster, they
Poohdini
Flaw ▶▶ Bestial: Character cannot communicate or use tools Weapon
Rating
Size
Slime
1NL
0
Explosive Multiplication
See Explosive Multiplication Talent
Creatures s Page 177
Attack (Average) 1
(1)
The Exiled Beasts of the Wilderness
Easily the strangest thing to encounter in this world, the Poohdini are ridiculous happy little blobs that greatly populate Roan. These blobs vary in color depending on the element they closely represent. Æther eaters, they appeared soon after the Ascension and are the living annoyance of spell casters. Poohdinis find and snuggle any pony they come across for their Æther reserves. While they look harmless, one should be extremely cautious of the danger they represent due to their volatile habits of duplicating. Once they have consumed enough Æther, they split with an explosive burst of their elements. Not all splits are dangerous, as a blue Poohdini splits and drenches those nearby in water. Many pranksters enjoy placing a few of these guys in the most inconvenient of pockets and shelves – near beds is most common. Truly a rude awakening for those in slumber. One strange aspect of these slimy blobs is their blissful expression, as they are completely and utterly happy. This expression can quickly change to the most awkward of faces contorted by confusion and betrayal when struck with a painful blow. The cause for this is unknown, but it certainly hasn’t stopped it from being a source of amusement.
deny them the ability of casting by absorbing their magic. If a spell is cast upon them, they absorb it. If the absorbed mana is equal to or more than their health they multiply. ▶▶ Æther Sense: A Poohdini has terrible perception except when it comes to sensing the Æther contained in a spell caster. They may roll their perception of 8 to detect magic. ▶▶ Explosive Multiplication: When a Poohdini absorbs enough mana they explode based upon their natural element. The Poohdini element affects the outcome of their multiplication. ▷▷ Air creates a concussive force with an AOE 3 6NL. ▷▷ Water creates a wave of water filling an AOE 3 with no damage. If the room is an enclosed room, the ponies or creatures can be subject to drowning. ▷▷ Light creates a blinding flash that affects all who can see the Poohdini, roll versus diff 8 or suffer temporary blindness. ▷▷ Fire creates a devastating inferno with an AOE 3, 6L and burn. ▷▷ Earth traps anyone near the Poohdini’s AOE 3 range within a diff 4 versus strength wall of dirt. ▷▷ Shadow subjects all within the Poohdini’s AOE 6 with a fear effect diff 6 versus Willpower, any pony who fails the save suffer fear and cower for the next few rounds equal to how much they failed by.
Valravn Many will recall the numerous coat of arms containing the Valravn— large necrophage ravens, sometimes mistaken for Gryphons—that roam battlefields and execution grounds. Historically, many cultures immediately removed their dead from the battlefield to prevent the creation of a dreaded Valravn. At most, it usually just saved their loved one’s corpses from being Valravn dinner. The Valravn can transform into a Raven and Wolf hybrid in self defense. These cunning beings can communicate, but only after observing, at length, local speech in their raven form. They are born from ordinary Ravens, that have grown a taste for the flesh of the recently departed. Arch Valravns are even more vicious and dangerous, as they have devoured the hearts of kings, great leaders, and generals, consuming their knowledge and valor. Valravns contain the mixed souls of those they have eaten. Their anger and malice begins to fester, giving them their demonic appearance and lust for the dead. They eagerly wish to be alive again and soon, they wish to become reborn. They will strike a deal with a pregnant maiden, sometimes flying far and long for a suitable “business partner”. While only recorded once, a Valravn was able to safely secure their “heir” – the first born of a maiden. After the foal had come of age, the Valravn tore into the heir’s chest and ate the heart of the young one, consuming its blood. The Valravn transformed into a knight. Said knight, would go on to supposedly birth the lineage of the modern Gryphon royal families. The chronicle is retold by many Gryphon bards to this day. If you ever encounter a Valravn, pray it does not find you . . . for these are fearsome creatures, housing the knowledge of many defeated foes.
Valravn Stats
in raven form, will be able to observe and learn the language of any creature it is spying upon. This additional knowledge gives it a bonus +2 to any Con skill rolls. ▶▶ Raven Form: The Valravn turns into a raven. Dexterity is increased by +3 but all other Primary Attributes decrease by –1 and Size is decreased to –1. ▶▶ Wolf Form: When threatened, the wolf form of the Valravn makes its appearance, bearing razor sharp claws and teeth at its foe. The Valravn increases its Strength by +2 but its Mental Attributes decrease by –2. In this form the Valravn has access to its Claws and a bite attack. Bite offers the Valravn a +2 to grapples.
Flaw ▶▶ Weak Vs. Light: The dark magic that has created the Valravn
also gives it an aversion to light. Any caster using Lux as a form of magic gains +2 to their dice pool when spell casting against a Valravn. This bonus is also applied to any Lux based weapons or brawl enhancements. ▶▶ Bestial: Character cannot communicate or use tools Weapon
Rating
Size
Attack (Average)
Claw
1L
0
9
(4)
Archetype: Magical Creature
Motivation:
Hunger
Claw*
2L AP1
0
10
(5)
Style:
Health:
8
Bite*
2L*
0
10
(5)
0
* Creatures with four or more legs double Move rating when running.
Primary Attributes Physical
The Exiled Beasts of the Wilderness
Talents ▶▶ Fluent Tongue: A Valravn
Mental
Body
5
Charisma
Dexterity
4
Intelligence 3
Strength
4
Willpower
Arch-Valravn Stats
3 3
Archetype:
Animal
Motivation:
Territorial
Style:
0
Health:
14
Primary Attributes
Secondary Attributes
Physical
Mental
Size
0
Initiative
7
Move
8
Defense
9
Body
8
Charisma
Perception
7
Stun
5
Dexterity
9
Intelligence 7
Magic Defense
8
Strength
10
Willpower
Skills
6 6
Base
Levels
Total
(Average)
Brawl
4
4
8
(4)
Size
0
Initiative
15
Con
3
4
7
(3)
Move
8
Defense
17
Stealth
4
5
9
(4)
Perception
16
Stun
8
Survival
3
4
7
(3)
Magic Defense
14
Secondary Attributes
Page 178
s Roan
Skills
Base
Levels
Total
(Average)
Brawl
10
6
16
(8)
Stealth
9
8
17
(8)
Survival
7
7
14
(7)
Talents ▶▶ Fluent Tongue: A Valravn in raven form, will be able to observe
and learn the language of any creature it is spying upon. This additional knowledge gives it a bonus +3 to any Con skill rolls. ▶▶ Raven Form: The Valravn turns into a raven. Dexterity is increased by +3 but all other Primary Attributes decrease by –1 and Size is decreased to –1. ▶▶ Wolf Form: When threatened, the wolf form of the Valravn makes its appearance, bearing razor sharp claws and teeth at its foe. The Valravn increases its Strength by +3 but its Mental Attributes decrease by –1. In this form, the Valravn has access to its claws and a bite attack. Bite offers the Valravn a +3 to grapples.
Tomb Poogie Stats Archetype:
Animal
Motivation:
Protector
Style:
0
Health:
6
Primary Attributes Physical
Flaw ▶▶ Weak Vs. Light: The dark magic that has created the Valravn also gives it an aversion to light. Any caster using Lux as a form of magic gains +2 to their dice pool when spell casting against a Valravn. This bonus is also applied to any Lux based weapons or brawl enhancements. ▶▶ Bestial: Character cannot communicate or use tools. Weapon
Mental
Body
4
Charisma
—
Dexterity
3
Intelligence 2
Strength
4
Willpower
2
Secondary Attributes Size
0
Initiative
5
(8)
Move
7
Defense
7
18
(9)
Perception
4
Stun
4
18
(9)
Magic Defense
6
Rating
Size
Attack (Average)
Claw
1L
0
17
Claw*
2L AP1
0
Bite*
2L*
0
* Creatures with four or more legs double their Move rating when running.
Skills Brawl
Tomb Poogie
Levels
Total
(Average)
4
5
9
(4)
Talents ▶▶ Razorback: The Tomb Poogie’s back is normally made up of
soft fur, but if a very special tomb or mausoleum is disturbed, the Poogie’s back fur sharpens like razorblades and the wild boar goes completely mad adding a +1 to all of its Primary Physical Attributes.
Flaw ▶▶ Docile: A Tomb Poogie is normally calm and gentle, and will ignore anything that doesn’t threaten it or disturb its territory.
▶▶ Bestial: Character cannot communicate or use tools Weapon Hooves Razorback Tusk
Rating
Size
Attack (Average)
2NL
0
11
(5)
1L AP1
0
10
(5)
1L
0
10
(5)
* Creatures with four or more legs double Move rating when running. Creatures s Page 179
The Exiled Beasts of the Wilderness
Are hogs that are generally docile and melancholy, the supposed pets of Kukeri. Treading through graveyards and cemeteries throughout our established world, they are hard to rile up. Many simply ignore them and as a result, they do no harm. However, disturbing specific tombs or mausoleums will bring these sows into a berserk state. The fur on their backs suddenly hardening and becoming prickly like razor blades – charging toward the trespassers with a burst of incredible speed. They make amusing hats.
Base
Wolps Utterly harmless, but can be omens of bad luck and oncoming darkness in one’s life. A strange hybrid, constructed of a small mammal body, with wings, antlers, tails and fangs. They come in many varieties and are thought to be the result of magic. Origin entirely unknown – perhaps the humorous creations of a drunken drake. What is known, is that they are likely younger than Equine settlers. To see this in the wilderness is especially terrifying, as it is considered by many as an omen of death. I am inclined to believe this is true, but this has not stopped people from stuffing them and selling them as ornaments. Although a stuffed Wolp foot is actually tremendous good luck, an entire one will only bring misfortune in one’s life. Considered a hex, stuffed Wolps can be given as gifts to people to curse them with bad luck and eventually death. Taxidermists refuse to touch real ones, but are not above taking other animal parts and making their own hybrids to sell. The few taxidermists who do take these in are supposedly haunted by Poltergeists and bad dreams.
Wolp Stats Archetype:
Hybrid
Motivation:
Survival
Style:
0
Health:
3
Weapon Bite
Size
1L AP1
–1
Attack (Average) 2
(1)
Lavellan Is a type of water shrew, that can be found in deep rivers within the wildernesses. When submerged in water – or as long as their coats are drenched – they become entirely invisible. Frustrating to tavern owners who have them in their basements, getting into the drinks and going completely invisible to the naked the eye. Down on their luck adventurers can often be seen taking Lavellan contracts. In larger cities, extermination companies specialize in them. And how do Ratvarians approach them? They embrace them, often hiding them in the drinks of their enemies. Once swallowed, they immediately get caught inside the throat of the drinker – but upon investigation, nothing is seen in the throat. Certain breeds are larger than the average rat and are incredibly noxious, with the ability to poison livestock with its smell alone. Ratvarians would capture the “gas-bags”, as locals called them, only to unleash them into enemy fields to kill crop and literally “wreak” havoc upon the hens or chickens. Many farmlands have totems and statues of a being known as the “Nuckelavee” – believed to be a jealous deity that would destroy harvests with Lavellan if he was not worshiped. As times changed, these totems became scarecrows and the statues were deconstructed to create water wells. I bet Nuckelavee is still pretty angry about that.
Mental
Body
1
Charisma
—
Dexterity
4
Intelligence —
Strength
1
Willpower
Archetype:
Animal
Motivation:
Survival
Style:
0
Health:
3
Primary Attributes
3
Physical
Secondary Attributes
The Exiled Beasts of the Wilderness
Rating
Lavellan Stats
Primary Attributes Physical
Flaw ▶▶ Bestial: Character cannot communicate or use tools
Mental
Body
1
Charisma
—
Size
–1
Initiative
4
Dexterity
6
Intelligence —
Move
5
Defense
5
Strength
1
Willpower
Perception
6
Stun
1
Magic Defense
4
Skills
2
Secondary Attributes Size
–2
Initiative
6
Move
7
Defense
9
Stun
1
Base
Levels
Total
(Average)
Brawl
1
2
3
(1)
Perception
7*
Stealth
4
4
8
(4)
Magic Defense
3
Skills
Talents ▶▶ Aura of Bad Luck: When a Wolp is within 50 feet of a player, that
player or party incurs a –4 to all their rolls until the Wolp is either dead or the players are out of its area of effect. Even dead, a Wolp still sustains a bad luck aura of –2 though the range drops to 25 feet. Page 180
s Roan
Base
Levels
Total
(Average)
Brawl
1
4
3
(1)
Stealth
6
6
12
(6)
Survival
0
5
5
(2)
Yowie Stats
Talents ▶▶ Aqua Clear: When a Lavellan is fully sub-
merged, they naturally enter a state of invisibility. A diff 6 versus Perception is required to notice this little rodent affecting the water, even in a clear glass of water. ▶▶ Choke: If a Lavellan is ingested, they more often than not, tend to plug the throat of the consumer, causing them to panic and choke at 2NL per round. Once a character’s stun is depleted the effect begins to take away from health at 1L per round. ▶▶ Alertness: +2 to perception.
Archetype:
Animal
Motivation:
Survival
Style:
0
Health:
11
Primary Attributes Physical
Bite
Rating
Size
1L
–2
Attack (Average) 1
Body
7
Charisma
—
Dexterity
4
Intelligence —
Strength
7
Willpower
4
Secondary Attributes
Flaw ▶▶ Bestial: Character cannot communicate or use tools Weapon
Mental
(1)
* Creatures with four or more legs double their Move rating when running.
Size
1
Initiative
6
Move
11
Defense
10
Perception
7
Stun
7
Magic Defense
4
Skills
The Yowie
Levels
Total
(Average)
Brawl
7
6
13
(6)
Stealth
4
3
7
(3)
Survival
—
4
8
(4)
Talents ▶▶ Oh No! Not the Bees!: If
the Yowie is disturbed or attacked, the opponent will have to deal with the bees that constantly swarm its body. These dangerous little distractions cause all actions against a Yowie to suffer a –2 penalty, but due to their noise, it makes it easier to spot a Yowie giving a bonus +4 to perception checks. ▶▶ Grappling Bite: A Yowie can grapple a character and then bite them as a free action, making them extremely dangerous if they are able to get a hold of a character.
Flaw ▶▶ Docile: The Yowie is normally a peaceful creature, and will only attack when it is provoked.
▶▶ Bestial: Character cannot communicate or use tools
Creatures s Page 181
Weapon
Rating
Size
Attack (Average)
Bite
2L
1
16
(8)
Claws
2L
1
16
(8)
The Exiled Beasts of the Wilderness
These creatures are still wildly spotted by even the modern folk on casual vacations. With many different reports regarding them, it is safe to say they are native to and live in mountainous, wooded areas almost exclusively. Described by some of the first colonists as a large black creature with large white hands and feet, resembling something similar to a gorilla. Years later, deep wilderness expeditionaries reported a sighting of a monster with a chocolate-brown face, deep glaring eyes that could “rip into one’s soul” and a body covered in bristles. The behemoth is supposedly large in size and stands upright, making it an even more intimidating thing to see in the wilderness besides a pack of angry bees. Oh, perhaps I should mention that – the coat of the creature is somehow a hive to many large bees. From a distance, the Yowie has been mistaken as an oversized mutant beehive. Yowie are the subject of documentaries, literature and campfire stories. But, due to lack of physical evidence, very little is known about their species. Tourists, hikers and travelers mistakenly believe covering themselves in honey will scare away any Yowie. However, it is believed that this is the opposite case – as honey attracts the bearish, ape-like creature. Villagers would ignorantly give food offerings to supposed Yowie nests, only for them to get lost, as the Yowie inhabit areas known only as “Deep Wood”. The depressed and suicidal may enter the “Deep Wood” of their nearest location to pass away on their own terms, to die by at the hands of the Yowie or at least in his vicinity. Often to hide the original intent from their families, masquerading the event as another lost-in-the-woods cautionary tale to come. Some Yowie are timid and shy, as well as kind-hearted. It is not unheard of to go into the “Deep Wood” to die, only to wake up one morning at the edge of the wilderness, well fed and smelling of honey. Honey farmers and beekeepers may have artificial hives in the shape of Yowie. Beehives and bee activity in general, as well as the overwhelming scent of honey – are all indications of a nearby Yowie. It is unknown whether or not the bees bother them.
Base
The Reptilian and Aquatic
T
he greatest disadvantage in the world is to be illequipped for an encounter with a reptilian on land, or a monster upon the sea. Considered the most malicious and evil of monsters, these native creatures hid away in caves and the deep sea. When they emerged, they brought terror and horror along with them.
Primary Attributes Physical
The Reptilian and Aquatic
The Regulus This legendary reptile is the king of all serpents and should be treated as such. That being said, all tyrant kings deserve to be executed. A snake-like body with many small appendages, sometimes appearing mangled and broken, with the head of a rooster. Often slithering around or lazily crawling about, they leave behind a disgusting trail of venom and can use their tail to toss an acidic substance that can burn through even enchanted, reinforced armour. Rumour states that it even has a deadly stare, capable of killing a pony on the spot. This is not true. However, one myth—now proven to be a fact—is that their corpses secrete a hypnotic ooze that can put those who digest it into a psychedelic state. Some get so obsessed with tripping, that they have formed what is known as the “Cult of Regulus”. I want to say they are the kind of strange lads who dress up like frogs and worship the moon while high on Regulus corpse secretions, but that is only a half truth. They resemble biological terrorists, dipping the ooze in drinks and getting “ragged” on the weekends with their friends. The Regulus is basically deaf, but it has a wide spectrum of vision. Meaning your height is your best advantage. Dropping a rock on them does fine, as their scales are mostly for show and they have very little armour. But, if spotted – they will spray you with flesh-melting acid and they are not above squirting blood out of their eyes as an added bonus to terrify you. Often accompanied by its strange cult members, who watch it from afar – it is proven they are perhaps more deadly than the Regulus itself. So selfishly indulgent in the corpse’s ooze, they will valiantly defend their right to get “regged” at the cost of another’s life. Some have grown completely dependent on it; they can be found in swamps, bogs and small lakes with a Regulus skeleton tied to their back – talking about “those lights in the sky”. Approach with caution, or better yet – don’t even bother at all. These people are more harmful to themselves and are sure to make a scene. You’ll be walking down to the coffee shop one day, only to have some creep pulling a dead Regulus out of their trench coat. “Reg heads” are best left to the authorities. Reg areas are easy to find, surrounded by bog-living middleclass ponies and zebras. The skeletal remains on a stick in a small pond are also a sure tail sign of Regulus grounds or simply where they are hoarded by junkies.
Regulus Stats
Body
2
Charisma
Dexterity
5
Intelligence 6
Strength
2
Willpower
Animal
Motivation:
Survival
Style:
0
Health:
6
— 4
Secondary Attributes Size
0
Initiative
11
Move
7 (land), 10 (sea)
Defense
7
Perception
8 (audio only)
Stun
2
Magic Defense
6
Skills
Base
Levels
Total
(Average)
Brawl
2
3
5
(2)
Stealth
5
5
10
(5)
Survival
6
4
10
(5)
Talents ▶▶ Miasma: A natural miasma vents from the body of the Regulus
with an AOE 3. Any caught in this mist will suffer 1NL damage with no save for every 2 rounds of combat until they are able to escape from its noxious body odor. Killing a Regulus does not stop the miasma. ▶▶ Prismatic Vision: Regulus have an unexplainable way of visually detecting things around them. When doing a visual perception, the Regulus gains a +4 benefit. ▶▶ Venomous Spray: The Regulus can flick its tail, showering a victim with venomous acid. When covered, a victim will suffer 1L a round until they can wash it away with water. It is best to avoid this attack.
Flaw ▶▶ Deaf: The Regulus is unable to detect things with hearing. ▶▶ Bestial: Character cannot communicate or use tools Weapon Bite Tail Whip Venomous Spray
Archetype:
Mental
Rating
Size
Attack (Average)
1L
0
6
(3)
2NL
0
7
(3)
5L
0
10
(5)
Fire Elemental Found in various locations, these creatures in particular are raw energy of the elements personified in a single avatar. This smokeless fire is in the shape of a bipedal salamander; the cracking and popping of its flames are accompanied with a reptilian hiss. Other signs to look out for is rattling, the smell of sulfur in the air and an intense Page 182
s Roan
increase in temperature. Fire elementals were once studied by alchemists, who confirmed that they are becoming less and less common in the world with the rise of technology. Utterly harmless, however, they are believed to be the cause of spontaneous fire and combustion. Much like fire itself, it is neither good nor evil. They can provide and they can take away. It is hard to provoke a fire elemental, as once they are spooked – they disappear and reappear elsewhere sometime later. Higher fire elementals – represented by flying snakes that dart through the sky and can disappear in an instant, may be malicious to those that try to damage or capture its magical properties. Years ago, a sorcerer was hired to try and trap a fire elemental inside a crystal, so that it might be studied by alchemists. The entire forest was burnt down, the sorcerer and the alchemists with it. Yet, the trees grew back somehow, from the ashes. They twisted and contorted, some looking like lizards and serpents curling around a pole. Salamander and Serpent Fire Elementals can be found looking curiously at their reflections in water, mirror and other shiny objects. If encountering a possibly dangerous fire elemental, producing a mirror will distract them – allowing you to drop it and run, while they examine it. Breaking a mirror is bad luck however, some speculate doing so will summon a fire elemental to your position.
Fire Elemental Stats Archetype:
Animal
Motivation:
Survival
Style:
0
Health:
11
Primary Attributes Physical
Mental
Body
5
Charisma
4
Dexterity
5
Intelligence 5
Strength
4
Willpower
6
Secondary Attributes Size
0–1
Initiative
10
Move
9
Defense
10
Perception
10
Stun
5
Magic Defense
11
Skills
anything else, they will stop to primp and admire themselves. This will give an adventurer time to run away. ▶▶ Hydrophobic: A Fire Elemental hit by water equal to or larger than it is, will instantly die. Weapon
Rating
Size
2L
0–1
Bite
Attack (Average) 10
(5)
Cipakna A malicious sea monster of varying sizes. Part crocodile, part fish and even part toad. Apparently genderless. Every joint on its body is adorned with an additional mouth, the Cipakna has an incredible hunger for both meat and suffering. With a thunderous clap of its tail, it can cause earthquakes and shake rainforests. The paranoid accuse Cipakna of being responsible for city side earthquakes and tsunamis. Among sailors, it is a feared demon of the waters – inhabiting even oceans, where they grow to tremendous sizes that can dwarf small ships. It lays eggs on-shore, which are taken by poachers and sold as ornaments and good luck charms. Ironically, despite their fear for them, sailors often name their ships after it or a variant of such. Cips are very vulnerable to spears in the back, piercing the spine is the only way to kill it, as trying to hack at or launch anything else toward it will result in the mouth-joints devouring the weapon. Mummified Cip heads or just their skulls can be used to create incredibly durable leather and armour. But, one must wait an entire week before mutilating the corpse – until all the Death Worms leave its intestinal tract. Explains why the Cip is always hungry, right? A pony hoof is strangely a delicacy to them. Small river sailors, desperate for survival, would cast their own hoof for it to eat – even if it just satisfied them for a moment. Worshiped as a river god by a hooful of very strange individuals, Cip locations are identified by sacrificial bowls near rivers in plain site. Usually a board with a message nearby will announce the bowl is for hoof offerings and nothing else, for “Mother Cipakna” does not take anything less.
Cipakna Acutus Stats Archetype:
Animal
Motivation:
Survival
Style:
0
Health:
—
Primary Attributes
Levels
Total
(Average)
Brawl
4
4
8
(4)
Magic
6
8
14
(7)
Body
4
Charisma
Stealth
5
4
9
(4)
Dexterity
3
Intelligence —
Survival
5
4
9
(4)
Strength
5
Willpower
Physical
Talents ▶▶ Blessing of Ignus: A fire elemental has access to the element of Ignus and can create spells utilizing fire.
Flaw ▶▶ Vanity: A fire elemental is considered to be a rather vain creature.
If a reflection is ever presented to it, be it a mirror, still water, or
Mental — 3
Secondary Attributes Size
1
Initiative
10
Move
6 (land), 14 (sea)
Defense
7 DR2
Perception
8
Stun
4
Magic Defense
7
Creatures s Page 183
The Reptilian and Aquatic
Base
Skills
Base
Levels
Total
(Average)
Brawl
5
5
10
(5)
Stealth
3
5
8
(4)
Survival
—
5
8
(4)
▶▶ Gibbering Maws: The mouths which cover the Cips appendages
provide it a DR 2-5 as they snap and bite at any weapon or projectile used against them. The larger the Cip the higher its defenses.
Flaw ▶▶ Soft Spine: Any attack focused upon its back gain an AP3 and ignore the DR5.
Talents ▶▶ Earth Shaker: With a slap of its tail, the Cipakna causes a tremor
▶▶ Bestial: Character cannot communicate or use tools Weapon
equal to AOE 3+Size. Any caught within the quake must past a Diff 4+(Cipakna Size) or be toppled, the power of its slam causing them to be knocked to the ground. ▶▶ Gibbering Maws: The mouths which cover the Cips appendages provide it a DR 2-5 as they snap and bite at any weapon or projectile used against them. The larger the Cip the higher its defenses.
Flaw ▶▶ Soft Spine: Any attack focused upon its back gain an AP3 and ignores the DR2.
▶▶ Bestial: Character cannot communicate or use tools Weapon
Rating
Size
2L
1
13
(6)
4NL
1
15
(7)
Bite Tail Slap
Attack (Average)
Cipakna Tremoro Stats Archetype:
Animal
Motivation:
Survival
Style:
0
Health:
—
Primary Attributes Physical
Mental
Body
12
Charisma
—
Dexterity
10
Intelligence —
Strength
14
Willpower
8
The Reptilian and Aquatic
Secondary Attributes Size
4
Initiative
—
Move
4 (land), 20 (sea)
Defense
22 DR5
Perception
8
Stun
12
Magic Defense
7
Skills
Rating
Size
4L
4
30
(15)
8NL
4
34
(17)
Bite Tail Slap
Attack (Average)
Death Worms Gigantic, tape-worm like serpents that are usually born in the stomachs of reptiles. They hide their eggs in dead creatures sloshing about the tides of rivers and waters, creating an enticing smell that resembles a freshly bleeding, live animal. Cipakna, which are already usually infested with them, eat them out of their desperate hunger. These bright red, scaled pseudo-worms can spew a black acid from their maw. Somehow, they can even produce electric discharges – making them even deadlier if a pony is caught swimming in a lake with one. It is not entirely uncommon for them to spring out of toilets or bathtub drains either. As disgusting and vile as these creatures are, they are a delicacy to the Zebrican – who will pay heartily for their bodies. Apparently, when boiled – their scales peel off and a crunchy treat is left behind with a sweet, almost creamy texture in their centers – making a good substitute for butter. Remember that the next time you get some toast on a night out. Magic can be harvested from them to produce more efficient, long lasting batteries. The ones that are born out of the Cipakna, however, can cause incredible pain due to their corrosive skin. It is best to wait a full hour before touching their scaled, slimy body after they have been dealt with. When not swimming about in water, they are known to bury themselves into mud near bodies of water. Some lose track of time and end up becoming fossilized, only to be rehydrated later by heavy rains or flooding. Strangely enough, they have been spotted everywhere from city sewers to even deserts. A famous combat pilot once found one in the paneling of her plane during a routine inspection. It was lucky she did, as their acid spit can burn through most metals with ease.
Death Worm Stats
Base
Levels
Total
(Average)
Brawl
14
8
10–22
(5–11)
Stealth
10
3
13
(6)
Survival
—
5
8
(4)
Archetype:
Animal
Motivation:
Survival
Style:
0
Health:
5
Primary Attributes Physical
Talents ▶▶ Earth Shaker: With a slap of its tail, the Cipakna causes a tremor
equal to AOE 3+Size. Any caught within the quake must past a Diff 4+(Cipakna Size) or be toppled, the power of its slam causing them to be knocked to the ground. Page 184 s Roan
Mental
Body
2
Charisma
—
Dexterity
6
Intelligence —
Strength
4
Willpower
3
It is best to either bribe or simply ignore Hammer Spawn, then back away so they cannot bite you. The most unwise thing to do is let them tell you how to invest your money or ask that colt or mare out.
Secondary Attributes Size
0
Initiative
10
Move
10
Defense
8
Perception
8
Stun
2
Magic Defense
5
Skills
Hammer Spawn Stats
Base
Levels
Total
(Average)
Brawl
4
4
8
(4)
Stealth
6
6
12
(6)
Survival
3
4
7
(3)
Archetype:
Pest
Motivation:
Pain in the flank
Style:
0
Health:
4
Primary Attributes Physical
Talents ▶▶ Electric Boogaloo: A Death Worm can create a natural electric
Body
2
Charisma
Dexterity
4
Intelligence 4
Strength
4
Willpower
current in its body that emits a 5NL touch attack.
eating away at the equipments resistance difficulty at 1 Diff per round. When the equipment Diff equals 0, it is destroyed. This Acid can be contained in a glass vial.
Flaw ▶▶ Bestial: Character cannot communicate or use tools Rating
Size
Acid Spit
2L AP1
0
10
(5)
1L
0
9
(4)
Bite
0
Initiative
8
Move
8
Defense
6
Perception
8
Stun
2
Magic Defense
4
Base
Levels
Total
(Average)
Bluff
4
5
9
(4)
Brawl
4
3
7
(3)
Stealth
4
4
8
(4)
Survival
4
4
7
(3)
Talents ▶▶ Stop Talking!: The Hammer Spawn has a way with words, any
pony caught in a conversation with it must pass an Int vs Diff 6 or be bored out of their minds as the Hammer chatters away about the unfairness of the world and how the latest hit single was better on vinyl as opposed to crystal. ▶▶ Venom: The bite of a Hammer Spawn is painful, and causes 1L of damage every two rounds until the pony is either cured, takes an antidote, or passes out.
Flaw ▶▶ The Monologer: As much as it is an annoying talent, the Ham-
mer Spawn suffers from self monologuing. Any pony who is able to withstand the onslaught of words, can attack them with a +2 bonus to their dice pool.
Creatures s Page 185
Weapon Bite
Rating
Size
2L
0
Attack (Average) 9
(4)
The Reptilian and Aquatic
Is a large, wide serpent that is capable of jumping a meter high out of the water. It has the most insufferable bite, as I am one of the few people to ever survive it. Holding on to your flesh, it can break bones and has the venom production to challenge that of even a viper. The bane of small time fishermen and the worst thing to accidentally hull in as a catch on a merchant vessel. These creatures are also very talkative; if they don’t bite you first – they will poke their head out of the water and attempt to converse. Sometimes, with the face of a disgruntled stallion or mare, but with a very masculine voice regardless of its gender – it will introduce itself formally before openly complaining about its life and environment. Hammer Spawns also enjoy smoking tobacco and are addicted to alcohol, making them easy to bribe if you have any of these things. They are also incredible liars, which is humorous, looking back on how the original colonists would go to them for fortune telling and psychic readings. As always, there is some sliver of truth in it all. Eating a Hammer Spawn shows an increase in being able to witness premonitions. It is a customary meal for soldiers before battle, in hopes of giving them stronger awareness and intuition on the battlefield. Baby Hammer Spawn are harmless, since they do not gain a voice or even a face until adulthood – but they still have a mildly annoying bite. Fisherman are known to hunt for the eggs of a Hammer Spawn, capturing young and allowing them to dry out so that they can be turned into fashionable bracelets and charms.
2
Size
Skills
Attack (Average)
The Hammer Spawn
4
Secondary Attributes
▶▶ Acid Spit: Any acid that gets on a foes equipment, will begin
Weapon
Mental
The Reptilian and Aquatic
Enchanted Ones
Enchanted One Stats
One of the first and only civilizations before the Equine arrived were that of the Enchanted Ones. A strange draconid that is part pony and part serpent. Folklore states that they live in a paradise deep below the seas, near the ocean floors. In this utopia, they thrive in the wealth garnered from sunken ships and live without pain or death, unless it is brought upon them from those at the surface. Because of this, they live very unfulfilled lives and wish to feel the concepts of romance and even heartbreak. Their envy for surface dweller’s hardships have inspired them to take up song. Their magical voices and instruments lure in unsuspecting sailors and travelers to the beach side, where they may make love with the Enchanted One. At night, the Enchanted Ones are able to transform into a pony or zebra form. However, they are incredibly shy toward all except their lovers and partners. They flee at the sight of social events, such as parties, weddings and even funerals. In these forms, they usually wear hats or heavy clothing to disguise what gills and blowholes do still exist. If an Enchanted One remains in this form until dawn, they will eventually turn to suds and disappear. Besides their incredible shapeshifting abilities, they also have very malicious powers. Creating storms, to punish sailors who ignore them or harm them, and even brainwashing their lovers into drowning themselves. Prolonged contact with them is said to cause fits of insanity and eventually death. Zebra priests may be able to help stabilize these conditions, but the Enchanted Ones cause tremendous mental damage that is irreversible. Their lovers are known to become so obsessed with seeing them, that they spend days at sea and even go toward storms, in hope that it’s one of the Enchanted Ones calling for them. More often than not, Enchanted Ones produce children with surface dwellers while their husbands wait at the bottom of the ocean patiently, wondering what “errands” they had to do before swimming home. Consumed by their need to feel things as surface dwellers do, they will kidnap their own children or anyone who just happened to be nearby and attempt to bring them down to their underwater world. Most species end up drowning, while Kelpies are sometimes able to wrestle away, but the Enchanted Ones will smother and suffocate their lovers unknowingly. Usually a corpse is brought back to their paradise, resulting in their misery and mourning – only to start the process again within days of the incident. Some believe that by drowning their lovers and children, they steal their souls and allow them to be reborn as Enchanted Ones – allowing them to be together forever. Enchanted Ones are hard to avoid. The best advice that can be given is to appease them just enough so that they leave you alone. Otherwise, they may stalk you on your journey; and if you live by a pier . . . you are bound to be tormented by their songs at night. But after a while, they take the heartbreak in stride and most move on to new victims. Other Enchanted Ones on occasion can become so obsessed, they will don their Equine form to try and win you over. The best deterrent is being married, surprisingly. While not exactly being faithful to their own mates back in the underwater Utopia, Enchanted Ones refuse to meddle in the affairs of lovers and couples. This is probably because of the surface dwellers attachment to a loved one.
Archetype:
Hybrid
Style:
Motivation:
Love
Health:
6
Primary Attributes Physical
Mental
Body
3
Charisma
4
Dexterity
4
Intelligence 5
Strength
3
Willpower
3
Secondary Attributes Size
0
Initiative
9
Move
7
Defense
7
Perception
9
Stun
3
Magic Defense
6
Skills
Base
Levels
Total
(Average)
Acrobatics
4
3
7
(3)
Athletics
4
1
5
(2)
Brawl
3
3
6
(3)
Con
4
6
10
(5)
Magic
3
6
9
(4)
Stealth
4
4
8
(4)
Survival
5
3
8
(4)
* Enchanted ones can utilize a build that is similar to the ponies with the addition of the Talents listed below in the Stat profile
Talents ▶▶ Shapeshifter: Enchanted Ones are able to observe and then
shapeshift into the form of a creature that is the same size as them. They gain a +2 bonus to their Con Skill per hour when observing an adventurer up to a +6 maximum. ▶▶ Storm Bringer: When out in their element (the sea). Enchanted Ones have an almost unlimited access to the element of Aqua, their Magic Skill is boosted by +10 making them extremely dangerous to confront. ▶▶ Lovers Grip: When an Enchanted One performs a grapple, they do so with a +4 to their dice pool. ▶▶ Gills: Enchanted ones can breathe freely underwater.
Flaw ▶▶ Dawn Takes Them: If an Enchanted One is ever caught in their
shapeshifter form while the morning sun rises, their body falls apart into suds. Weapon Hooves
Rating
Size
2NL
0
Attack (Average) 8
(4)
* Creatures with four or more legs double Move rating when running. Page 186
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Creek Men Stats Archetype:
Hybrid
Motivation:
Style:
Spite
Health: Primary Attributes Physical
Mental
Body
4
Charisma
4
Dexterity
3
Intelligence 5
Strength
4
Willpower
4
Secondary Attributes
Creek Men
0
Initiative
9
Move
7
Defense
7
Perception
8
Stun
3
Magic Defense
4
Skills
Base
Levels
Total
(Average)
Acrobatics
4
3
7
(3)
Athletics
4
1
5
(2)
Brawl
4
3
7
(3)
Con
4
6
10
(5)
Magic
4
6
10
(5)
Stealth
3
4
7
(3)
Survival
5
3
8
(4)
Talents ▶▶ Razor Claws: The claws of a Creek Man are sharp, giving them an AP2 to their brawl attacks.
▶▶ Sirens Song: The Creek Man fools others into thinking they are
an Enchanted One. If undetected by sight, they gain a +4 to their Con Skill dice pool. ▶▶ Dead Foals Float: A Creek Man can remain very still when floating in water and resemble that of a tree trunk or corpse. If they are undetected by a passerby, they gain a free surprise attack upon their prey. ▶▶ Gills: Creek Men can breathe freely underwater.
Flaw ▶▶ Hatred of the Surface: A Creek Man will go out of their way to
drown surface dwellers, or rend them to shreds, even at the detriment of their own safety. They can be extremely and will only run if their life is in mortal danger. Weapon Claws
Creatures s Page 187
Rating
Size
2L
0
Attack (Average) 9
(4)
The Reptilian and Aquatic
Are the supposed jealous husbands of the Enchanted Ones. It is said that their lack of intelligence has pushed their significant others toward the surface world to prey on the unfortunate. Inhabiting fresh waters, these surely more brutal variants of the same species are more likely to rip and rend with their webbed-fingers adorned with talons. Their underwater utopia is more or less a place for them to drag their victims to put up as trophies. Those who dare swim near the deep will find such warning signs, the mocking bodies of the dead – often fashioned in humorous situations. It is not uncommon to find a morbid scene such as a skeleton picnic deep underwater, for Creek Men hate the surface dwellers, while their unfaithful wives adore them. They mock it in any way they can – one of the few creatures who act entirely out of pure hatred and malice. Those who have tried to hunt them have boasted their scars. Swipes from Creek Men talons can devastate even the toughest armor. You are likely to find them on the same hunting grounds as their wives, since they tend to jealously stalk their mates and hunt those they have affairs with . . . if they are already not being drowned in the depths of the deep waters. However, as their name suggests, they usually float about the creeks and rivers leading toward the larger bodies of water. Hoping to snatch any prey that may be following the water toward the meeting place with the Enchanted One. A mimicry song can be sang by them, almost identical to the beautiful vocals of an Enchanted One. However, they indulge in a feeling of peace and serenity. Many bards who have claimed to be inspired by the tunes of Enchanted Ones, have actually mistakenly been taken in by the much more persistent and emotional songs of the Creek Men. I prefer to think of them as requiems or eulogies. Solace to the scenery of an otherwise beautiful performance. They sometimes appear to be a dead corpse, floating along the river. Decaying and small feathers falling away from a skeletal form. In reality, this is a clever disguise of the Creek Men. But do not feel a fool, if you find yourself with its claws in your neck soon after poking the supposed body with a stick. It has fooled many and killed even more. Creek Men are more easily confronted with a spear and are especially susceptible to large rocks dropped on their head.
Size
The Reptilian and Aquatic
Mire Kings Have been the cultural boogeyman of many settlements for decades, regardless of location. All of us have grown up with the cautionary tale of the young lad who wandered into the mouth of an overgrown Mire King, believing it to be a humid cave. Truly, this is a being from the darkest of nightmares guaranteed to dampen beds. A beastly monster known for its gaping maw and the natural magical lure that hangs from its forehead. An ambush creature, sitting still and waiting quietly for their prey to approach. Its hide being much like that of a chameleon, taking in the colors of the environment to hide itself from both prey and predators. Their lures are a strong part of many alchemical and magical potions, making them a primary target for monster hunters for hire. Customers pay incredibly well for some of its teeth, which resemble ivory tusks in their larger forms. From the dankest of caves, to swamps and on occasion – a mindless wanderer of the forest among trees that blot out the sun, Mire Kings are especially deadly. Notably, they are worshiped by none. Even those of the ancient religions consider this a demon above all, a symbolic representation of greed, sloth and being easily irritable. Note, if you call a Kelpie a “lazy Mire King”, prepare yourself for a full on hoofto-hoof fight. Ranging in size from moderate to the size of caves that have gobbled entire parties up – their wrangler-lure on the forehead can create incredibly vivid illusions. Smaller variants may cause psychedelic trips, but they are far from a spiritual experience. One’s greatest desires are conjured before them, ensuring that it will become theirs when they come near. They can easily be avoided with the appropriate enchanted items or an individual in the party who has been given a blessing of good will and honesty, any time during that day – reinstating their wholeness for truth. An individual who is pure of heart and tells no lies, may also be completely immune to the Mire King’s effects. Mire Kings are an apex predator, but unless you are already in its mouth, it can be rather vulnerable. A truly skilled warrior may sever its lure and free its victims, while a skilled marksman could pierce it with a bolt or arrow. Mire Kings are known for briefly controlling “guards” or “scarecrows” rather – temporarily brainwashed individuals stuck in an illusion – to ward off other predators while the Mire King digests and makes more room for his reserve meal. Victims of the Mire King’s illusions, sometimes referred to as “puppets” – can also be used as tools to lure loved ones out into the open. Just beware, if your brother is lost in the swamps and he is standing at the entrance of cave, you might want to reconsider following him into it. “Big Sid” is also known as “He Who Does Not Exist”. Supposedly a sea story and nothing more, shared by sailors as an excuse as to why some shipments are late or why they had to drink all the alcohol on board the ship to cope with their disastrous journey. Many believe that Big Sid is just a literary metaphor for a large storm at sea or the hardships of maritime life in general. Imagined as a sea serpent, sometimes as an incredibly humongous squid or octopus – but only one true source worth noting suggests it to be a brother of a long extinct Hafgua or Lyngbakr. Many centuries ago, the seas were home to the largest creatures to ever exist. Now their skeletons wash up on shores or are used as visual markers for the incredibly large leagues beneath the sea from whence they appeared. Big Sid is a scientific and magical anomaly. Page 188
A pony by the name of Captain Pequod remarked upon the first time he encountered the horrid creature. It was in a small fishing village, wedged between the isles of many lands. He had stopped with his crew for a drink and a night of sleep in a real bed, without the floor beneath them moving. The fishermen were astonished upon seeing Big Sid, initially believing them to be the ghosts of past sailors. Somehow, Captain Pequod and his ship the Lament Voyager escaped the tentacles of the hateful Big Sid. Years prior, the fishing village unearthed the remains of Big Sid by accident. His body was preserved remarkably well and was used as a tourist attraction for months on end. Until one day, after a falling out with the local witch, a powerful sorceress resurrected Big Sid and his monolithic tentacles crashed half the village before he crawled into the water. Since then, he exacted revenge upon the local sailors and travelers, wiping out entire fleets. The large, tentacled monster with a pointed head and bird-like mouth, was green and slimy from vegetation that grew onto its corpse during deep submergence. This behemoth cephalopod appears to also be an undead creature to a degree, going through early stages of decomposition all over again. But this may be the tall tales of locals or artistic exaggerations from Captain Pequod’s remaining crew. Either way, he was inspired to go out and hunt the beast – recruiting 9 deckhands experienced in harpooning, 5 of which being Gryphon whalers. The Lament Voyager sailed off the next day and was caught in a thunderous typhoon storm. The ship was rocked back and forth for three days, before finally it became overcrowded with crabs and rotting fish. The crew fell ill and some attempted a mutiny, which brought Captain Pequod to the end of insanity, forcing his crew off the ship to act as bait – cutting open their bellies and hanging them from the neck from the port-side. Despite the horror, the crew were impressed that it did in fact seem to bring forth the legendary Big Sid. The Lament Voyager lured Big Sid into a tight passage between two islands where it was briefly stuck on the sand. Bombarded with cannon fire, harpoons, spears and numerous other blades and utensils – Big Sid manage to bite the aft off of the ship before retreating
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into the ocean. This left Pequod and his crew stranded on the island, destined to be starved and tormented day and night by Big Sid, who frequently slapped the islands with his tentacles, until death. The 5 whalers, being Gryphons, flew to safety and returned to the village with their story. Months later, a deranged Pequod returned for revenge – missing a rear hoof and claiming to be the only survivor of the original crew. The Lament Voyager now sunk to the bottom of the deadly waters, he managed to stay adrift on a part of its deck for a week before he was swallowed whole by Big Sid. He remained inside its stomach for an entire day, before he intentionally aggravated it by jabbing its insides with a boat oar. Pequod said he was vomited out near the village and from there, with only three limbs, he managed to swim to safety before being taken in by Enchanted Ones who nursed him back to health. The five whalers were essentially bullied back into contract with him, and soon found themselves upon the newly commissioned Lament Revenge and set out on a final voyage. Two whalers returned, with the tale that Big Sid bit Pequod in half – after they attempted to capture him with a magically reinforced net. Other eye witness accounts suggest Pequod, in a fit of drunken rage and insanity – threw himself into the water in an attempt to hop on top of Big Sid, who lurked beneath. And from there, he became trapped in his tentacles and was crushed, moments before he drowned. The remainder of the crew were mischievously deceived by the same Enchanted Ones that saved Pequod months earlier. It is said, the ghost ships of the two Laments mark the location of an ever approaching Big Sid. Beware sailors, do not fall to drink or Enchanted Ones in order to cope with the nightmares you experienced on the high seas.
Animal
Style:
the word “Minnow” in it, it is still large, and extremely dangerous. A Mire King Minnow may choose to try and gulp up a pony whole. The Mire King must first succeed with a grapple, and then on its next turn it can perform a Gulp. Ponies who are swallowed begin to take 1L of damage per round. They are able to try and escape the Mire King by combating its grapple check, or cut their way out. ▶▶ Dangler: The dangler extends out from the head of a Mire King and glows with a mysterious ethereal energy. Any creature that isn’t a Mire King that looks upon it must roll their Magic Defense vs. 8 or be caught in a trance. The affected will begin to slowly move towards the Mire King at a move rate of 5ft. Until they are caught by the Mire King, they will be allowed to continue rolling there Magic Defense per round until they can breakout of their trance.
Flaw ▶▶ Bestial: Character cannot communicate or use tools Weapon
Motivation:
Survival
Health:
7
4L
1
Charisma
Dexterity
3
Intelligence —
Strength
6
Willpower
Archetype:
Animal
Motivation:
Survival
Health:
22
Primary Attributes
—
Initiative
6
Move
9
Defense
7
Perception
6
Stun
3
Magic Defense
6
Body
12
Charisma
—
Dexterity
6
Intelligence —
Strength
16
Willpower
6
Size
4
Initiative
6
Move
8
Defense
18
Perception
8
Stun
12
Magic Defense
18
Skills
Base
Levels
Total
(Average)
Brawl
6
5
11
(5)
Stealth
3
6
9
(4)
Survival
6
4
10
(6)
Base
Levels
Total
(Average)
Brawl
16
8
24
(12)
Stealth
6
14
20
(10)
Survival
6
4
10
(6)
Creatures s Page 189
The Reptilian and Aquatic
Secondary Attributes 1
Mental
Secondary Attributes
3
Size
(8)
Big Sid Stats
Mental 3
Attack (Average) 16
Physical
Body
Skills
Size
Bite
Primary Attributes Physical
Rating
Style:
Mire Kings Minnow Stats Archetype:
Talents ▶▶ Gulp: Oddly enough, even though the Mire King Minnow has
Talents ▶▶ Gulp: Big Sid or Mire Kings that reach close to his size, is often
mistaken for a cave. Teams of adventurers have found themselves being swallowed whole. A pony or group of ponies found in its mouth or near it must roll their Dex vs. 14 Diff or be swallowed. ▶▶ Dangler: The dangler extends out from the head of a Mire King and glows with a mysterious ethereal energy. Any creature that isn’t a Mire King that looks upon it must roll their Magic Defense vs. 8 or be caught in a trance. The affected will begin to slowly move towards the Mire King at a move rate of 5ft. Until they are caught by the Mire King, they will be allowed to continue rolling their Magic Defense per round until they can break out of their trance.
O
tacles that can reach out as far as 50-100ft. This can snatch up unaware travellers, dragging them to the Mire Kings massive maw.
Flaw ▶▶ Bestial: Character cannot communicate or use tools Weapon Bite Tentacles
Rating
Size
Attack (Average)
4L
4
32
(8)
6NL
4
34
(17)
Insectoids and Deadly Vegetation
ne must look at nature and even its smallest of living beings, to understand that life itself is merely about perspective. Plants may not grow to create civilizations like ponies, but they still live and breathe and can feel pain. At least, that is what we used to think. It is obvious that the bugs we stomp at beneath our hooves or claw at with our talons are little brothers to the larger bugs that would love to sink their venom deep into our veins. Nature has never felt so threatened as it has now, in an era of industrialization and colonization. With each new settlement, nature creates a new defense mechanism. Beware, for hell is empty and the devils are all up here with us.
Throttle Vines
Insectoids and Deadly Vegetation
▶▶ Tentacles: As they age, the larger Mire Kings begin to grow ten-
Are dangerous, of course. As if their name alone did not warrant that response or assumption. They are partially sentient, magically enhanced vegetation that strangles victims and nourishes itself with the corpse. Humid environments like swamps, jungles and the occasional bathhouse are filled with these things. Mages use them as a makeshift security system to protect tombs, crypts and mausoleums from grave robbers. It is hard to travel anywhere nowadays, without seeing moss-covered skeletons wrapped in vines. Others are crushed into dust. To die in the humid jungle also has dire consequences, as it is hard to retrieve a corpse when a throttle vine has carried it into the trees above to feast on the remains – twirling and winding through the valuable armour and gear, damaging and denting it beyond repair. Some armours remain unharmed, making certain graverobbers proficient at cutting throttle vines. However, the ones that contain thorns or poisonous leaves have devastating effects on the living. For years, the wanderers of Roan believed a mythical hunter stalked the jungles and humid areas—having come from another planet or dimension during the hottest days of the year—invisible to its prey, sucking them dry, like a vampire from the legends, before hanging their bodies from the trees like a trophy or warning. Personally, I find sentient vines a lot more terrifying and they seem to flourish in the hotter days, true. Some Mages have indeed conjured invisible throttle vines . . . merely an illusion-spell cast over the foliage, and probably the origin of the “Invisible Hunter” story.
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Using the Throttle Vine
If an adventurer is fortunate enough to spot a tangle of Throttle Vines, they can easily avoid or dispatch these troublesome plants. ▶▶ Spotting the vine: A Perception check vs. 12 diff is necessary. A pony with knowledge Botany may instead use their Knowledge skill roll instead. ▶▶ Dispatching the vine: It is easy enough to get rid of these vines. A simple fire will quickly shrivel them away. ▶▶ Throttle Vine Grapple: If these vines remain undetected, they can snap up any adventurer who comes upon them. They make a grapple attack with a dice pool of 10 vs. the opposing pony’s defense. ▶▶ Vampiric Vines: Once a victim is grabbed, they are damaged for 1L per round that they are entangled.
Somber Roses Are the result of the conclusion to the Æther Wars. They began growing in those areas most devastated by Æther magic use. A particular hot spot is the “Garden Bed of Bosomir”. An epic battle now re-played by the specters of fallen soldiers, told in the dim candlelight of ghost stories. These fields are dark and gruesome, more so in reality than in the shroud of their history. Wherever an unnatural darkness in the day exists, there you will find large gatherings of somber roses. The landscapes can become the darkest shade of black and beneath this tightly knitted blanket of shadows lay feelings of dread. This literal dark magic appears fine from a distance, an ordinary rose field, a perfect place to pick a flower for a lover. But upon coming forth, coming nearer – the blackness is triumphant of wanderer’s vision. Their area of impact can be rather sudden, meaning a single step can cloak one in sudden darkness. If light is struck within the field, it will shine – but it will do so in contrast to the menacing shadows. Sir Dunkelheit – a knightly poet – made periodic visits to Somber Rose fields with his wife. They were both devoured by the terrible creatures they assumed co-existed within the darkness. Colts and fillies are known to have gone missing, having been dared to pick a rose from these gardens and beds to prove their own bravery. Many residents of Roan are professional herbalists, but all have failed to recreate these Somber Roses. Leaving it up to the brave,
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the fearless, and the adventurous to enter the darkness – which has proven a solid profession for many and an honourable service. Roan considers the Somber rose a memorial flower for fallen veterans, the dark inducing magic is used to create various levels of atmosphere – seen at memorials, funerals and some weddings. It is a customary military honour to be buried alongside them or in a modest garden of them. For the flower takes light and parades in darkness – such as the afterlife. Life continues to exist and grow even in the absence of light. A gentle dim light is also good for romantic settings. But offering a lover a banquet of Somber Roses in an odd number is considered offensive, as it alludes to death, almost like a curse. An even number represents good wishes. Merely two represent love and unity, a gesture between couples. A single offering is a goodbye. A Somber Rose begins its life as a Lumines Bulb, an extremely bright seed that emits a powerful light in contrast to the dark of its later life. As it dies, it grows stronger and harder to pick, like a root. As the Roan saying goes, “Do not appreciate pretty things, for they are delicate and fragile. But the dark and morbid survive”. These bright seeds are created by the very light absorbing effect the Somber Roses are known for, collecting the Æther and birthing a seed. When crushed, Lumines Bulbs explode in a brilliantly blinding flash of light and can be used to blind others in the case of a getaway. They are the primary ingredient in flash bombs and can also be used as ignition sources in other munitions. They are also well known for their use in fireworks, which some say have disastrous consequences on the environment. Creatures such as Chitter Hounds are incredibly vulnerable to the effects of these. Some warriors who wander the Somber Rose fields choose to illuminate themselves with the bulbs, while others may wear them for festivals, decorations or even night lights – then sold as their light consuming counterparts when coming of age. Trihoofen Marezan is the patron saint of vineyards and gardens. Often carved of stone or wood, a mare sprouting vines from one hoof and a Lumines Bulb from the other. An icon of this saint is always an indication of a nearby Somber Rose garden or Throttle Vine patch. Corpses are sometimes found with little amulets and figures of protection featuring Marezan.
Chitter Hounds
Chitter Hound Stats Archetype:
Insect
Style:
Motivation:
Survival
Health:
6
Primary Attributes Physical
Mental
Body
2
Charisma
—
Dexterity
5
Intelligence —
Strength
3
Willpower
4
Secondary Attributes Size
0
Initiative
6
Move
8
Defense
7
Perception
8 (auditory)
Stun
2
Magic Defense
6
Skills
Base
Levels
Total
(Average)
Brawl
3
5
8
(4)
Stealth
5
6
11
(5)
Survival
4
4
8
(4)
Talents ▶▶ Somber Fields: In the Somber Fields, Chitters are nearly invisible, and gain a +4 to their stealth roll.
▶▶ Chitin: A chitters’ tough exterior confers a DR 1 to their defense. ▶▶ Hive Mind: Chitters are able to work perfectly with each other in unison, and when attacking gain a +4 to their actions.
Flaw ▶▶ Blind: Chitter hounds are blind, and seek their prey out using an unexplained form of echolocation.
▶▶ Light Aversion: Chitters who are caught in the light of day, will begin to take damage at 1L per round it is caught in the daylight.
▶▶ Lux Aversion: Any Lux (Light) based spells that use nonlethal will now count as lethal damage.
▶▶ Bestial: Character cannot communicate or use tools Weapon Bite
Rating
Size
2L
0
Attack (Average) 10
(5)
* Creatures with four or more legs double Move rating when running.
Creatures s Page 191
Insectoids and Deadly Vegetation
Are insectoids that wander the open darkness of somber rose fields. They find refuge in caves, like many creatures – also luring smaller beings in to become victim to their resting Queen. Blind as an aging drunkard, they use their feelers and highly evolved hearing to find their sources of life. Smaller than the average pony, they are vicious and are bound to meet any kind of interaction with hostility. Folks claim ramming a hoof down it’s throat will stop it from attacking, but this is one of those fool’s tales that can only get one killed. It is a common misconception that they are all carnivorous predators, when in reality they live for the single, devout purpose of feeding their Queen. Their legs emit a terrifying chirp, which they use to communicate with one another and lure prey toward their queen. Their shells are hard, but make for great shields and armour reinforcement. Their legs are also delicious alongside some butter with lemon droplets. The creatures absorb the dark Æther from the roses of their hunting grounds, sharing a symbiotic relationship between the flora and fauna. Beware those who find dark shadows in the rose fields, for only the chitter-chatter of these creatures is a rattle more infamous
than war drums. Some have been seen with mild mutations, such as chattering maws and clicking jaws. Any adventurer who finds themselves in these somber fields, will know that trouble is upon them by the tell tale chirping that begins to hound them in the darkness. Chitters do not like entering the light, and some have noted that the light seems to burn away their flesh, leaving behind a chitinous husk of its former body.
Chitter Hive Queens
Secondary Attributes
Are usually trapped in their home, more like a slave to their own slaves than anything else. Incapable of moving and entirely reliant on their minions to herd food toward them. Artists usually paint these Queens to represent gluttons in society; often in the place of politicians and local property owners. The Queen communicates to the hive via telepathy, bringing them together more like a singleminded entity exercising different actions – rather than individuals with free will. Surrounding the Queen are gruesome thrones made of skulls from the recently devoured, emitting an eerie glow. From a distance, they may be mistaken for glowing cave mushrooms. The skulls are actually used as a protective shell for each of their eggs . . . a disturbing graveyard of the dead serving as nursery for the Chitter hive. Freshly laid eggs illuminate from the now empty eye sockets – a truly haunting final image to see before death. The Queen carries terrible claws that can rip and rend basic armour. Obviously, the enchanted armor types are the best defense. The kinetic energy alone from the transfer of a strike from this overgrown insect is enough to rupture organs, crack ribs and occasionally snap a spine in half. But most encounters end in a viciously mutilated body. Queens like to play with their food, sometimes pinning their victims down while slowly amputating the limbs and sucking the miserable, still living carcass dry after having experienced such intense suffering. These Mothers of the Hive are also equipped with a sonic scream, entirely capable of shattering poorly crafted armour, shields and blades – not to mention it could probably deflect most projectiles too. So beware of throwing any munitions its way, as it can come right back at you. Chitter Chitin is a badge of honour among other rival predators and warriors alike. But be cautious of those who have managed to best a Chitter Hive Queen—often by the amputation of her limbs and eventual decapitation—for this is a warrior of true tested steel, or at least a wealthy stallion with much more wealthy monster hunters.
Chitter Hive Queen Stats Archetype:
Animal
Motivation:
Style:
Survival
Health:
Insectoids and Deadly Vegetation
Primary Attributes Physical
Mental
Body
6
Charisma
Dexterity
4
Intelligence 6
Strength
6
Willpower
2
Initiative
10
Move
0
Defense
6 (no Dex.)
Perception
10
Stun
6
Magic Defense
12
Skills
Base
Levels
Total
(Average)
Brawl
6
3
9
(4)
Magic
6
6
12
(6)
Stealth
4
3
7
(3)
Survival
6
4
10
(5)
Talents ▶▶ Chitin: The Hive queen has an extremely thick, natural armor that gives it the benefit of DR4 to their defense.
▶▶ Scream: With a shrill cry, the Queen not only calls for her children’s help, but can stun anyone within her range of 30ft.
▶▶ Disturbing: Those who set eyes upon a Queen for the first time must test their Will check vs. 6 Diff. If they lose, they are stunned for 1 round as they gape in horror at the beast. Those with knowledge Entomology can use their Knowledge skill roll in place of their Will. ▶▶ Umbra: The Hive Queen has access to the Umbra path of elements and can create spells.
Flaw ▶▶ Egg Sac: Chitter Queens are generally stuck in their caves, requir-
ing her hoard of chitters to bring her sustenance. Her ability to move is almost negligible, though some have seen Hive Queens without their egg sac moving at a rate of 8 movement ranks and they also may utilize their Active Defense when defending. Also due to being stuck in one place, it is extremely hard for them to dodge and they lose their Active Defense. Note: Some hunters have been known to starve a Queen before capturing her, as it is truly the smartest way of defeating her . . . if they can defeat her unknown number of children. ▶▶ Bestial: Character cannot communicate or use tools
5 6
Size
Weapon
Rating
Size
Rending Scythes
4L 2AP
2
15
(7)
8NL
2
16
(8)
Scream
Page 192
s Roan
Attack (Average)
The Inexplicable, Horrible, & Paranormal
N
ot all things are explained by magic, alchemy or a herbalist’s wise words. History is written by the quill of storytelling, not fact. Information has been lost and what was once common knowledge no longer exists. With the emergence of the new, we have forgotten our own heritage and history. These are the living myths proven time and time again. And what bridges fact and imagination, much like our world and another – is strained or practically imaginary. Roans who are from the city, generally believe these tales to be nothing but superstition and tales to scare children.
The Fire of Fools Appears over bogs, swamps and marshes, to the rescue of some wanderers and to the fear of others. A strange phenomenon brought on by the effects of Æther. Resembling sentient, floating wisps, these flames have also appeared as flaming swords charging across the sky or skimming the surface of small bodies of water. Often mistaken for spirits and ghosts, sometimes their reflections reveal a grim, mangled corpse tightly pickled inside a transparent jar. Said to be the spirits of those experimented on by Dark Mages, these tormented souls shed light in hopes of guiding the lost away from the perils up ahead. More often than not, these phantom wisps merely bring travelers to the site of mass graves, graveyards or modest huts, long abandoned with scratched and bloodied floors. One specialist announced they were the spirits of those unbaptized before death or those exposed to large doses of Æther either prior to death or at birth. Sighted even in large cities, these swaying ghost lights can sometimes appear near railroads and artificial rivers. Alchemists believe they are spirits composed of smokeless flame like the Djinn. Thus, having no earthly body – a “soul on the shelf of life, seeking form – like liquid, constantly forming to the dimensions of its container”.
Genganger
Creatures s Page 193
Inexplicable, Horrible, & Paranormal
Are a type of revenant, a vengeful spirit that is the result of a suicide or an early, unglorified demise – leaving their living business unsettled. Their souls trapped in the earthly vessel, they are a strange hybrid of undead and spirit. Incredibly malicious and violent, these creatures roam their old homes as well as those of their neighbors’. They torment loved ones, ex lovers and old friends. Entirely capable of sneaking into households through windows and doors, sometimes their rage will allow them to simply burst through a thin wall or plunder an entire village in pursuit of their tormentors or former family. Especially hateful spirits can administer the “Dead Man’s Pinch”. In the location marked, the skin of the victim would grow discolored until turning black and blue from necrosis, the disease eventually ravaging the entire body until it resembled a corpse before finally tasting the embrace of death. Less vengeful variants only become violent when encountered. Usually docile, attempting to complete their mission or cause in life – they hope to rest peacefully in the grave. They come to life at night, but during the day – they return to merely being corpses, stuck at certain stages of decay with little sign of worsening, despite the conditions.
These creatures are strangely mortal and can be killed with a sword; a silver one is most enduring and successful in dispatching them. But, of course, the best defense and offense is deterrence. Houses and farmlands can be protected with religious symbols, sigils and so on. Throughout the land of Roan, the runic inscription of “For my brother, carved in runes – my dear sister, spare me!” remains on pieces of furniture and equipment. Sometimes on swords and rarely on pieces of armour. Most common, these runes are found on doorways – more as a decoration, than a superstitious precaution. Originally, those who feared the arrivals of these walking corpses, would paint the symbols in tar above each doorway and window. Many villages practice funerals in a fashion to prevent the rising of Genganger. When a Roan is buried, their coffin is carried over holy grounds, rather than through a gate. The coffin itself, is carried three times through this holy location or place of power. The shovels used to dig the grave would be left in the grave itself, the dirt manually pushed over it by loved ones. If the coffin was carried by a sleigh, it would be used as firewood or left somewhere to rot. Closing all possible “ladders” the dead could use to crawl back to life. Or some resemblance of it, at least. Local villagers and many Roan still carry the tradition of keeping “varps”. A pile of sticks, made to resemble a rune or sigil – placed in the location of a painful or sad demise. Those who pass by it must place a stick on top of it, to help commemorate what happened there.
Genganger Stats Archetype:
Spirit
Motivation:
Style:
level of Æther that will have an adverse effect on one’s health. Spiritual Battles of Goryo are maddening, full of suffering and painful emotions. These wounds still run deep, as the once dried blood can sometimes seep from the ground bright red once again. All we know of past devastating battles are due greatly to these Spiritual Battles. Historians and scholars examine Goryo from a distance. The battles playing back in complete detail has resulted in the most accurate documentation of historical conflicts. Mages associated with houses of knowledge, have sometimes cast spells of protection over scholars – so they may wander closer to these spectral conflicts. In the past, Dark Mages have summoned the wraiths of historical figures . . . often with disastrous results.
Sorrow
Health: Primary Attributes Physical
Mental
Body
2
Charisma
2
Dexterity
6
Intelligence 3
Strength
2
Willpower
6
Goryo Stats
Secondary Attributes
Archetype:
Size
0
Initiative
9
Move
8
Defense
8
Perception
9
Stun
—
Magic Defense
8
Skills
Base
Levels
Total
(Average)
Brawl
2
8
10
(5)
Stealth
6
3
9
(4)
Survival
3
2
5
(2)
Style:
Motivation:
Battle
Health:
—
Primary Attributes Goryo have build based on the character creation rules, and can vary from ponies, to gryphons and even other once-upon-a-time sentient creatures. Secondary Attributes Similar to the Primary Attributes.
Talents ▶▶ Lost History: These suffering spirits may have the build of any
Talents ▶▶ Dead Man’s Pinch: Strangely enough, these creatures do not at-
tack with claw or teeth, rather they make a Touch vs. an opponent’s Active Defense using their Brawl skill. If the touch succeeds it creates a mark which begins to spread, damaging the afflicted with 1L per week. A healing spell equal to the initial attack value of the Genganger is required to alleviate a victim of this touch of death.
Flaw ▶▶ Moons Bane: The Genganger is weak to silver. A weapon’s damage is multiplied by 2 then added to their corresponding skill.
Inexplicable, Horrible, & Paranormal
Spirit
All fear the Goryo
playable race. GMs may develop a Goryo using the character creation rules. ▶▶ Routine: Unless interrupted, these Goryo will reenact a past battle. ▶▶ Calling: Many reasons are attributed to the Goryo rising from the earth to fight. The perfect moon, a flower wilting or blooming. Many locations have many reasons, it is best to check with a local historian. ▶▶ Phantom Blade: The Phantom Weapons utilized by these spirits cause a huge amount of Æther DMG based upon the Æther Chart. ▶▶ Umbra’s Heart: It is extremely rare, but there have been instances where spirits helped assist a living being, though like lightning, it rarely happens for the same reason twice.
Flaw
Spirits of the vengeful dead. These wraiths are rotted corpses inside suits of pristine armour, fighting an eternal battle on the fogs of former battlegrounds. These terrifying entities have been spotted in abandoned barracks and camps, guarding it from trespassers. Eternally in a realm of suffering and hunger, they prepare for a battle that is never to be repeated or a battle they can not go out and fight in. Tormented by past memories and utterly unaware of their own demise, more often than not. A residual haunting—often just figures of the past replaying the past like a story, a recording—happens as commonly as the moon reflecting on the surface of a lake. Interacting in these battles have dire consequences, as some wraiths are powerful enough to swipe ponies with their phantom swords. Of course, the sword does not physically damage, but it can emit a dangerous Page 194
Weapon
Rating
Size
Phantom Blade
8 RADS
0
Attack (Average) —
* Creatures with four or more legs double their Move rating when running.
s Roan
—
Poltergeist
Poltergeist Stats Archetype:
Spirit
Style:
Motivation:
Mischief
Health:
—
Primary Attributes Physical
Mental
Body
—
Charisma
4
Dexterity
5
Intelligence 3
Strength
2
Willpower
6
Secondary Attributes Size
0
Initiative
8
Move
7
Defense
Perception
9
Stun
6
Magic Defense
8
Skills
Base
Levels
Total
(Average)
Magic
6
6
12
(6)
Talents ▶▶ Mage’s Hand: Poltergeists are able to lift objects and throw them
about, causing mass hysteria to the occupant(s) they are harassing. Some are known to be extremely malicious and will even try to kill visitors. ▶▶ Incorporeal: These spirits do not have any shape or form, though a mage or a character with the “Mage’s Eye” Talent, will see the spirit as they once were before their death.
Flaw ▶▶ The Light: Lux magic seems to lure the Poltergeist out from hiding, some have even been known to vanish when touching a powerful Lux spell, as though they were transferred to the beyond to finally know peace. A spell caster may make a Lux vs. the Poltergeists Magic Defense, if they succeed by +4 or more, the Poltergeist vanishes.
Beware the Kukeri Mistaken for forest elementals and Yowie, these are large, ape-like bipedal creatures with long, narrow heads that are missing facial features. Covered in long furs of brown, black, or white – full grown adults have heads taller than their bodies. An omen of death, they do not exist in our realm directly and are unaware of our existence for the most part. They are a mirror reflection of another world – their spirits loom and protect us long after their extinction. Explorers will find them in camp fires, walking among the deep wilderness or simply standing calmly in the open with their kin. They appear to be tangible, but do not interact with their surroundings and can sometimes be sighted climbing over objects no longer there or leaning against trees that have fallen over the Spring prior. They bring forth many messages, these wanderers from another realm – often in areas
Creatures s Page 195
Inexplicable, Horrible, & Paranormal
Are the result of a summoned spirit, often a wraith – ripped from their ethereal realm and back into our’s. This dangerous practice has a harsh consequence. Most spirits, especially wraiths, are residual. Unaware they are dead and merely playing through history as their eternal suffering is extended beyond that of lifetimes. To bring one into the foreground, they gain a forbidden knowledge. Knowing they are dead, they lose their ability to visually manifest. Their anger resurfaces with more purpose, they begin to resent the living and become pranksters of sorts. Poltergeists inhabit a realm where their manifestation can only exist through the manipulation of objects through kinetic energies, emitting bouts of Æther in some famous hauntings too. A house haunted by a Poltergeist may seem entirely normal, but are also among the most deadly – as they can physically harm others with the appliances in one’s household. Their most devastating effect is the psychological kind, however. Whispers, sounds, general chaos and an everlasting bout of heavy atmosphere at all times. The keeping of Lumines Bulbs has proven successful in drawing Æther from Poltergeists and forcing them into levels of weakness, where they are unable to manipulate objects in our realm. Once the Lumines Bulbs become Somber Roses – Wraiths, being spirits of combat veterans more often than not, find peace and solace in them. Wraiths of murder victims are more difficult to please and assist back on to the ethereal realm. This is mostly because they are invited into the world by mournful loved ones, during a seance or summoning. Usually, an exorcism must take place – involving a bloodletting and a bargain of peace from the murderer. Many courts require those convicted of murder to ensure they leave no Poltergeist hauntings left behind due to their actions. Escorted by Exorcist Mages – this is known as “The Trials of the Vengeful Ones”. Ironically, murderers who absolve Poltergeists of their existence, are more likely to become one themselves. Thus a vicious circle begins, the Wraiths of Murderers being summoned by their victim’s relatives for closure or information – only to reenact their horrible crimes again in the household. Often pulling back the victim Wraith to play the role again as well. When cases are reopened, investigators risk Poltergeist activity through summoning the Wraiths for more clues. Some locals will claim that an innocent, tried, convicted, and put to death by the law – will come back as a Wraith in the mimicry of the crimes of which they were accused out of vengeance. However, only the murderer can banish or absolve the Wraith of their victim in the “Trials of the Vengeful Ones” – making this theory shaky, but entirely plausible. Poltergeists sometime bite, pinch and scratch. Tricking their victims into thinking they are dogs or spirits of foals through auditory hallucinations and dream interruptions. Either way, if you wake up in the middle of the night with a knife levitating above your throat – you likely have a Poltergeist. Nowadays, it is near impossible to sell a home or apartment without an enchantment seal in every closet – where Poltergeist supposedly hide. The seal being a white strip of paper with Mage-written symbols in alchemy-enchanted ink to lock vengeful wraiths in these solitary places. Real estate contracts should list every closet and ensure each has an up to date seal. Some of these seals can be found in decks of ships, as Poltergeists are said to inhabit the bottom hulls. The wraiths of the waters below are from long sunken vessels being reborn by the sense of journey and discovery, only to be trapped – envious of their living sailor brothers.
Inexplicable, Horrible, & Paranormal
where Æther was once plentiful. Good spring, good harvests – cold winters, warm summers. But more often than not, these residual haunts are seen most commonly before death, war, famine and destruction. Almost as if the energy from such tragic events to unfold in the future, have brought alive the past – a past long forgotten. Some villages and even big cities still celebrate rituals that ward off disease and the struggles of conflict by donning costumes modeled after Kukeri. Disease doctors and plague mages would dress up as Moss Kukeri, their “fur” actually being enchanted herbs from the local herbalist to protect them from harmful fumes and disease. During carnivals, Kukeri-costumed ponies stare into the windows of ponies – scaring some and giving comfort to others. They only wander at night, so that the sun does not catch them on the road. Unlike actual Kukeri, Kukeri-wearers, who also perform dances— some even on hot coals during summer solstice—bring omens of good luck. Kukeri dolls are given to mothers in labour to help garner forth a safe birth, and as a new toy for the young, newborn foal. But, due to their real life counterpart’s association with war and death – they were placed on the banners, shields and armour of armies. As if to say to their enemies, “We are going to kill you before the Kukeri can even appear, so here – have ours for now.” Kukeri are also keepers of cemeteries. They ward off wraiths from mass graves and happily grow flowers or gardens around most grave sites. Seemingly kind, they are also incredibly timid – running away not out of fear, but to give privacy to those visiting and honouring their loved ones. They stay nearby, watching from a distance, hoping you appreciate the Somber Rose they placed on your soldier’s grave. They’d never harm a fly, but keep necrophages and grave robbers away through intimidation and their large height, even if mostly through their narrow heads.. An infamous tombplunderer named Erilsoth the Great, better known as Erilsoth the Sloth for his lazy life ambitions, claimed to have killed a Kukeri. He searched for a face underneath the shaggy haired head, only to find none. He brought forth his only evidence, a scalp of a Kukeri – basically dripping with Æther. Erilsoth was applauded for his discovery, his accomplishment and received a letter of recommendation to the House of Intellects, to be a speaker for the Assembly of Monster Studies. He was hung three days later without trial, for the attempted robbery of a local Lord’s pet cemetery. He really should have taken the Kukeri’s warning to heart. Erilsoth became a patron saint of thieves and graverobbers, for his “wrongful execution”. His icon carved in stone and resembling a gravestone. These shrines are at the side of roads, paths, and lonely passages through the wilderness – where thieves and scum alike give offerings for good luck and good loot. Said offerings are often burglarized. Shrines are banned near cemeteries and any major gravesite recognized by local authority and law. Thieves mockingly place the shrines near areas that are infamous for Kukeri sightings. Find the grave-shrine of a thief and you may just be standing near a Kukeri and not even know it. Just remember, seeing a Kukeri is a profound, spiritual feeling only for the first few minutes; then you hope that the death it prophesied is not yours.
Kukeri Stats Archetype:
Unknown
Motivation:
Warning
Style:
0
Health:
12 Page 196
Primary Attributes Physical
Mental
Body
6
Charisma
3
Dexterity
3
Intelligence 3
Strength
5
Willpower
5
Secondary Attributes Size
1
Move Perception
8
Magic Defense
11
Initiative
6
Defense
8
Stun
6
Talents ▶▶ Incorporeal Phase: Kukeri seem to phase in and out of existence,
though there body may seem very real to the eye, their solidity seems to be resting in an entirely different realm of perception. ▶▶ Forewarning: The presence of a Kukeri brings a sense of foreboding to any who see it, some may even have a glimpse of a dire future which they might be able to avoid. A player may spend 1 style point in order to gain a hint from the GM about a possible future event that they will be able to plan for.
Flaw ▶▶ Docile: The Kukeri, if it is in a corporeal state, may be attacked
and easily dispatched, as it seems to offer no resistance. Though they may be easy to kill, the same Kukeri may suddenly appear in the same place within minutes or days, proving this action to be a useless gesture.
The Helhest Is one of the many terrible omens one could see – often brought forth by a curse or a hex, that can inhibit the victims with terrible illness. It is most well known as the family crest of several ancient knighthoods, to inspire fear and also intrigue. This harbinger of death has multiple forms, sometimes with only a hindering three limbs and also, as ancient scribes have written, headless. Their body resembles the corpse of a horse in late stages of decomposition. Meat and flesh sagging on a strong skeletal frame. Probably one of the most well known and common creatures in terms of folklore, imagery and local colloquialism. For the obnoxious and local fools who trot into taverns with ill regard for the silence and peace of minds, the migrant is to be dubbed “he who walks like a Helhest” – for the Helhest cares little for the silence of others’ homes and the sanctuary of locations where some may slumber and rest. Those who were unfortunate to see or even come in contact with these harbingers are tormented with dreams of death and despair. Soon, they suffer from a condition known as “Tunnel Fear” – a sensation among lone travelers, specifically those who travel through long, dark caverns, caves and – of course – tunnels. They travel with only a torch to provide them company, constantly looking over their shoulder, seeing things in the corner of their eye. Tunnel Fear brings the deepest of paranoias to life and can cripple weak minded adventurers.
s Roan
Secondary Attributes Size
0
Initiative
4
Move
8
Defense
8
Perception
4
Stun
6
Magic Defense
12
Skills
Helhest are seen most commonly in holy lands, a creature of the Old Ways, they seem to detest modern religions and some of the ancient ones that were forcefully modernized. The last scholar to record an encounter with a Helhest grew ill and died before they could scribble a better description. What he did manage, was the following: “Fear be to the Helhest, this hellish nightmare on three legs, this rotting corpse brought to life – yet fetches death! His skin inherits more pain and suffering than a battleground, the very sight can kill even the blind! With it, comes the trailing smell of plague and disease.” To ward away the Helhest, one must bribe them with oats. Thus came forth the saying, “he fed death oats” – when a traveler has apparently survived the impossible against all odds. Even the headless variant of this apparition will gladly take the oats down its neck hole. A farmer known as Istrid, once took the ultimate risk in order to save his village. The townsfolk were running low on oats and the hungry Helhest came by eagerly almost every other evening. Istrid poisoned the oats and ironically, killed the Horse That Fetches After Death. Where the Helhest was supposedly buried is spit upon by locals to this day. Some taking spitting pilgrimages, while other villagers made it a holiday. For valiant troops, soon to enter a courageous battle, the battle cry “Spit upon the Helhest grave!” is admiringly popular. Not so much, when the ills of battle become infected and said troopers lay in the grass, dying of bacterial infestation of flesh wounds. Ratvarians especially enjoy using the Helhest mockingly on banners and flags to taunt the Roan.
Archetype:
Undead
Motivation:
Style:
Hunger
Health: Primary Attributes Physical
Mental
Body
6
Charisma
2
Dexterity
2
Intelligence 2
Strength
6
Willpower
6
Levels
Total
(Average)
Brawl
6
6
12
(6)
Stealth
2
2
4
(2)
Survival
2
2
4
(2)
Talents ▶▶ Tunnel Fear: An adventurer who sees a Helhest, must make a
Will vs. 8 diff or be afflicted by this curse. The curse causes the adventurer to see things, and they must pass a Perception vs. 6 diff in order to see what is and what isn’t. This can be cured by being in good company.
Flaw ▶▶ Oats is Most: A Helhest seems to enjoy the taste of oats, and if fed, will leave an adventurer alone.
▶▶ Rusty Gut: The Helhest is unbelievingly vulnerable to poisons that they ingest. Poison damage receives a +2L bonus.
▶▶ Smell of Death: The Helhest has a rank smell about it, any adventurer using their sense of smell gain a +4 to their perception.
▶▶ Gangly Trot: A Helhest moves at half their normal move rank, it isn’t easy to move about when one is missing a leg. Weapon Bite
Rating
Size
3L
0
Attack (Average) 12
(15)
The Tale of the Bloody Marionettes Is an infamous one. In the once great city of Operandus, there was a grand drake who was obsessed with the creation of a powerful Simulacrum. With the help of a Dark Mage, who specialized in magic harvested from the bodies of Enchanted Ones – acquired from the aftermath of a typhoon that left many dead on the shores and beaches nearby. A magic was developed that would entomb and absorb sonnets, plays and music into special marionettes. These strange golems were crafted by commissioned alchemists and masons, who were paid a wealthy sum. These marionettes danced, sang and performed for many audiences in Operandus. Some considered it the apex of art, others felt it was an abomination and a magical heresy. During the Ascension, the city itself became trapped in a grand forest. The occupants were forgotten, lost to the power of the Simulacrum. Those who fled into the forests became prey to predators and creatures of strange origin. And for those who were raised in the city, survival was painfully unlikely. The forest began to softly echo the lost songs of old, a harmony similar to that of Enchanted Ones – attracting adventurers from
Creatures s Page 197
Inexplicable, Horrible, & Paranormal
Helhest Stats
Base
Secondary Attributes Size
0
Initiative
8
Move
7
Defense
7
Perception
8
Stun
3
Magic Defense
7
Inexplicable, Horrible, & Paranormal
Skills
far and near. Many sought out the city of Operandus, they’d heard the tales of the Simulacrum and the city’s hidden riches and glories. Armies were commissioned to capture it and restore it, industrialists tried to destroy the grand forest around it and Mages hired mercenaries to investigate the claims of the Simulacrum. “The Miro Hi-Hi Expedition” was a tragic disaster, where a Dark Mage hired the help of a band of thieves and nomads, to guide him through to the city. It was there, they managed to enter but only a few returned. Miro Hi-Hi, a flamboyant and strange unicorn – even by Mage standards, grew into increasing fits of insanity and eventually cannibalized the remainder of his small company, which many believe he was forced to do at the behest of spirits that dwelled in Operandus. His accounts confirmed the tales of porcelain mares and stallions connected to invisible strings, dancing throughout the shadows of the city and kidnapping the living. Those kidnapped were forced to attend ancient opera houses and stadiums throughout Operandus – watching performances until their death. Once the only coping mechanism for a lost city, now the spirits of new adventurers are believed to be among the wraiths – unknowingly trapped in the stadiums. Eternally watching, eternally clapping and roaring in applause. Some are not so lucky. The Mage suggested that many of his original party had their skin turned to porcelain, an eerie grin etched upon their very own porcelain faces, growing the ranks of the city’s haunted entertainers – not as spirits, but as statues themselves. When asked to describe the grin, Miro Hi-Hi merely gave them his own goofy smirk. Some speculate that his fallen mercenaries had polished faces and the only smile that was seen was Miro Hi-Hi’s own twisted reflection. Surely, he was a madpony long before he ventured out there.
Bloody Marionette Stats Archetype:
Golem
Style:
Motivation:
Entertainment
Health:
8
Base
Levels
Total
(Average)
Brawl
3
4
7
(3)
Con
3
5
8
(4)
Stealth
4
4
8
(4)
Survival
4
3
7
(3)
Talents ▶▶ Always Together: You never run into a marionette alone, if you
do, there is always another right around the corner. Seemingly out of nowhere, a second or even a third marionette will surprise a party they catch threatening their friend. ▶▶ Now and Forever: A marionette can be destroyed, but strange magics will slowly pull them back together, even the most devastated doll will pull itself back together in a few days. ▶▶ Ain’t no strings on me: A marionette may make a ranged 30ft attack using its brawl. An opponent who is struck will feel the sensation of strings controlling their body and are then forced against their will to tend to the marionette’s needs. They must roll a Strength check vs. 8 to break out of the marionette’s grasp. This difficulty will lower by –1 point per round until the pony breaks free, until then, their physical actions are manipulated by the marionette. ▶▶ Wire Whips: A marionette may make a ranged 30ft attack using its brawl. A series of wires whip out from the marionette to lacerate their victim.
Flaw ▶▶ Fragile: These marionettes are made of some of the most precious
porcelain or porcelain like material. Any brawl or bludgeon attack now counts as lethal damage. ▶▶ Song and Dance: An adventurer could choose to dance or sing, using an appropriate skill. If they succeed against an 8 diff, the marionette will join in the merriment to learn this new trait, allowing the adventurer to make a quick getaway. Weapon
Rating
Size
Porcelain Hooves
4NL
0
11
(5)
2L
0
9
(4)
Wire Whips Primary Attributes Physical
Attack (Average)
* Creatures with four or more legs double their Move rating when running.
Mental
Body
3
Charisma
3
Dexterity
4
Intelligence 4
Strength
3
Willpower
4 Page 198
s Roan
The Djinn
Djinn Stats Archetype:
Spirit
Style:
Motivation:
Service
Health:
11
Primary Attributes Physical
Mental
Body
5
Charisma
6
Dexterity
5
Intelligence 7
Strength
6
Willpower
6
Secondary Attributes Size
0
Initiative
11
Move
11
Defense
10
Perception
13
Stun
5
Magic Defense
11
Skills
Base
Levels
Total
(Average)
Brawl
6
4
10
(5)
Con
7
6
13
(6)
Magic
6
8
14
(7)
Stealth
5
4
9
(4)
Survival
7
3
10
(5)
Talents ▶▶ As You Wish: A Djinn will make a contract with a pony, offering
three wishes. Each wish made, comes at an unknown cost. A good Djinn may offer wishes for the better, while a devilish Djinn will create these wishes with a hefty fine attached. ▶▶ Elemental: A Djinn may be made up of the various elements of Æther found throughout the world, and will have access to that particular branch of magic in the case of spell casting.
Flaw ▶▶ A Bargain: A Djinn will always push to make a bargain with any who are indebt to them, most do so in the hopes of gaining further benefit over the one in debt, but such actions can sometimes lead the Djinn to accepting a bargain they themselves cannot payback. This is extremely rare though and only the most clever of ponies have been known to have done this. Weapon Fist
Creatures s Page 199
Rating
Size
3NL
0
Attack (Average) 13
(6)
Inexplicable, Horrible, & Paranormal
Are among the most mysterious and feared paranormal entities out there. Also known as Genies, they inhabit an unseen realm. They are crafted from a smokeless, scorching fire. Like blades formed in a forge master crafted by a naturally occurring magic – a blacksmith of the elements. Unlike most entities from the ethereal realm, they can take on physical forms and interact with the world. Myths regard them as being trapped or locked away, usually in jars or lanterns, sometimes samovars – only to be released and forever in debt to their saviour. In actuality, while some Djinn have been forced into object compression—as in, fooled or tricked to become an item or be eternally locked in possession of one—most Djinn seek out those who wish for them in their hearts. They appear in many forms, of all races, all species and take on similar monikers, guises and names. The title “Djinn” loosely translates to “A Garden of the Possessed Insane”. Many cultures have worshiped Djinn and also hated them. For Djinn exercise their free will extensively, they have been both good, evil and neutral. Often playing into the affairs of the world – in diplomatic and political roles, to even household squabbles. Some historians have marked numerous figures and heroes of tales as possibly being Djinn, to explain their feats and accomplishments. Djinn are sometimes elemental, in their raw forms representing water, air, earth and fire. But it is unlikely to ever see a Djinn in such a form, as they often appear to those that require their services as business ponies, merchants, religious figures, military authorities and peddlers or fences. Djinn partake in the highest form of currency: one’s soul. When a lone pony wishes upon a star, a Djinn may appear and offer a contract. Three wishes and if they so wish to go back on their deal, mercy can be given via an exchange of soul as payment. Rarely does any pony become satisfied with their cruel fate, as each wish comes with a sacrifice. A wish for eternal wealth, may be the death of a loved one—a parent perhaps—followed by the immediate inheritance of their property and income. More often than not, a Djinn will grant three wishes in turn for three evil deeds. To back out of the contract, those in debt to the Djinn may try to bargain a deal – as these Genies love bargains, tricks, games and competition. These devils take pleasure in those who fall into temptation, their delight is in their plunder. So of course, a Djinn will only reverse a contract by giving three impossible tasks to complete. The wealthy may hire a tribute to try and accomplish these tasks, but unfortunately for the one hired, they’ll find the test to be nearly impossible. Only one mage has ever outsmarted and beaten a Djinn. A young sorcerer and master of Umbra magic, a part time herbalist who lived among the Mirages of the Walking Sands. A noblepony who had dabbled into the Umbra, contracted his services, but soon the mage known only as “Oil the Youth”, found himself strung in a trial of deceptive nature and harmful tinkering from the Genie. Eventually, he was forced to wager his own soul for the safety of the noblepony’s. He deceived the Djinn into a game of cards with some druids, the catch was that Oil had no idea how to play cards and if he won by pure chance, which the Djinn ensured – their soul would be captured once they received the gamble from the game. The poorest of the Druids bet all their belongings and a chain of wealth, all while the Djinn ensured Oil had incredible luck and a blessed hand to play. The Mage won and the Druid was in debt to him, a debt he couldn’t pay. The Genie hunted Oil the Youth until he was Oil the Old, the Druid never did pay back the debt in full – even after
the Djinn provided as much assistance as possible. The Druid would always get the currency to pay back Oil, but would immediately lose it gambling once more. This vicious cycle proved to save the souls of two ponies, but destroyed the finances of another forever.
I
Nightmares From the Æther Wars
have spent much of my time traveling about the lands and battlefields devastated by the Æther Wars. While dangerous to life and limb, these blasted lands contain much in the way of riches—lost Æther technology, abandoned war gear, and even gold and silver coin, jewelry, and other items of luxury. But, as a survivor of these lands and multiple expeditions into them, I must warn those who wish to follow in my hoofsteps. These war-racked fields contain strange and unusual beasts, unlike those found in more healthy territories. Beasts that will waylay the unwary and drag them to their doom. I, Crispus, have seen this happen to companions, compatriots, and competitors. And thus, I put pen to paper and write this guide, so that those who wish to do as I did may have some warning of what they may expect. As I write this missive, here safely in my home in Paardstad, I find myself reflecting on my encounters with strange beasts. It is my deep-seated feeling that many of the creatures I describe here were twisted and warped by the energies released from the Æther Wars. Thus, they may be singular beings, and what you see in your journeys will not be the same as what I have seen. Keep this in mind.
Aiden-Capall (and many other creatures I will describe here) have some form of Ætheric capability at your call and command, else I fear you may never return from your journey. If you are forced into battle with an Aiden-Capall be aware that for all their insubstantial form, their fire burns hot. They fight as Roadies do, biting, striking with their hooves, and kicking. They will also attempt to knock down and trample a foe such as Canidians and Gryphons. Normal water has little effect on them, but Æthericinfused water can not only drive them off, but destroy them. Keep this in mind.
Aiden-Capall Stats Archetype:
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Nightmares From the Æther Wars
Motivation:
Style:
Survival
Health: Primary Attributes Physical
Aiden-Capall As beautiful as they are dangerous, the creatures known as the Aiden-Capall are fiery ponies, apparently formed from pure Ætheric energy. I recall encountering them near the Wychewood, in the shadow of the skeletal ruin of a great war engine. It was night when they appeared—a herd a dozen strong, burning bright in the darkness. The Nocturne on watch, a stout fellow by the name of Starwise, said it was a mesmerizingly beautiful sight. Fortunately for us, a Unicorn mage—Hermelinda her name was—was able to put a barrier around our camp and keep the Aiden-Capall out. And a good thing to, for I understand their fiery bodies will quickly ignite cloth, flesh, and wood with ease. Although they raged and battered at the barrier, it did not break, and I was able to study them safely. By all accounts, Aiden-Capall are most common wherever great engines of war were used. Many scholars suspect the release of negative Æther forces resulted in the creation of these creatures. In addition, these same scholars feel the Aiden-Capall are the souls of war dead, given some semblance of form. As their name indicates (“aiden” means fire in the local language), these beings appear as Roadies, Pegasi, and Unicorns made from flickering tongues of flame. They are, in fact, vaporous phantoms, which flit about, appearing to run across the ground without actually touching it. Worse yet, their insubstantial forms can cross water, marsh, and tangled fields without any reduction in speed. During the day the Aiden-Capall are rarely seen. I feel it is due to their bodies of fire, which are washed out and pale in direct sunlight. On overcast days, at dusk, and at night they show up readily, often from a great distance (as Starwise can attest). However, even this advance warning may be of no use if you only have physical weapons at hoof. As creatures of Æther energy themselves they can only be disrupted and destroyed by Æther power. But then, only a fool would journey into the battlegrounds of the Æther Wars without access to Ætheric energies of their own (I reward Hermelinda handsomely for her services). If you wish to defend yourself from the
Animal
Mental
Body
3
Charisma
2
Dexterity
4
Intelligence 3
Strength
3
Willpower
3
Secondary Attributes Size
0
Initiative
7
Move
7
Defense
6
Perception
6
Stun
3
Magic Defense
6
Skills
Base
Levels
Total
(Average)
Brawl
3
4
7
(3)
Magic
3
9
12
(6)
Stealth
4
3
7
(3)
Survival
3
5
8
(4)
Talents ▶▶ Element Ignus: The Aiden-Capall naturally have an affinity to
the element of flames. They have access to Ignus element spell casting. ▶▶ Coat of Flames: A Aiden-Capall has a coat of fire which provides a natural protection from creatures that would hunt them. Any opponent caught within 5 feet of them will suffer 1L fire damage. ▶▶ Magma Shoes: The Aiden is able to stomp foes with their deadly hooves of flames, this brawl attack counts as fire damage. ▶▶ Through Fire and Flames: Once per combat, an Aiden can let loose a gout of flame from their mouth. This has a 20ft range and is a 4L + Brawl Skill.
s Roan
Flaw ▶▶ Light Beacon: The burning coat of an Aiden allows it to be eas-
Primary Attributes Physical
ily seen. Unless the perceiver is blind, or the Aiden is hidden in fire, or with the light of the sun behind them, they are unable to successfully use their stealth and suffer a –4 to their stealth rolls. ▶▶ Element Aqua: The Aiden is extremely weak to any magical water element attacks. For every 1L damage, they now count it as 2L. Weapon
Rating
Size
Magma Shoes
4L
0
Dexterity
6
Intelligence 3
Strength
5
Willpower
Motivation:
Survival
Health:
9
4
0
Initiative
9
Move
11
Defense
11
Stun
Skills
9
Base
Levels
Total
(Average)
Brawl
5
6
11
(5)
Stealth
6
6
12
(6)
Survival
3
4
7
(3)
Talents ▶▶ Horrible Visage: It is quite a shock to stare upon a Barvest for
the first time. A Will check vs. 6 is required, failure means that the viewer is unable to perform any action except for movement. If the Barvest is a headless variant with floating glowing eyes, the difficulty is increased by +2. ▶▶ Breath of Fire: A Barvest is able to unleash a burst of fire every three rounds. This is a 6L stream of fire with a range of 15 ft. ▶▶ Black Pelt: A Barvest pelt is blacker than night itself. In darkness they are nearly unseen save for the small miniscule glowing eyes and teeth. When confronted in the dark, they gain a +4 to their Stealth skill checks. ▶▶ Rend: If a Barvest is able to successfully grapple a victim, they may use their Bite attack and ignore any damage reduction offered by the victim’s armor. Weapon
Rating
Size
Attack (Average)
Bite
2L
0
13
(6)
Claws
3L
0
14
(7)
Jeza I still shudder at the memory of this . . . this . . . thing. It wasn’t anything remotely akin to anything I had seen before and I hope to never see its like again. I encountered this ‘creature’ on the outskirts of the Ætheric Blight, a blasted and lifeless place. We had come seeking Ætheric crystals, which form and grow in these areas and are easily identifiable by the dim light they give off. It was while collecting some of these crystals that we first heard Jeza’s approach. There was a strange whistling sound, like a steam kettle . . . or the breathing of a Grand Drake. One of the Pegasi scouts took to the air and quickly returned, pale as a sheet. When
Creatures s Page 201
Nightmares From the Æther Wars
Barvest Stats
3
Size
Magic Defense
During one of my expeditions to Bogdantyr my company encountered a troop of what the locals call a “Barvest” or “Boguest.” They were Canidians (or were once Canidians), and were still dressed in the ragged remnants of their uniforms. That said, each one had fur as black as ink while their eyes were pits of orange fire. Their teeth were much larger than normal and seemed to glow orange in the dark. They came on us in a rush, howling as they did, frightening some of the younger members of the company. If they had once carried weapons, they didn’t use them now, preferring to fight with tooth and claw. The Barvest sought to drag us down by sheer weight of numbers. I saw a Roadie whose name escapes me to this day, dragged into the dirt by a Barvest. The creature then coughed forth a gout of flame, singeing the Roadie, before attempting to rend his throat. Fortunately, I had the foresight to hire a troop of Nocturnes (under the command of the doughty Starwise), who took to the air and fought the Barvest from beyond the reach of tooth, claw, and fire. For all their fearsome appearance the Barvest are fortunately physical in form and substance. Normal weapons will harm them. They can be ‘killed’ so to speak, although I am unsure if they are actually alive in the first place. Perhaps they were alive, once, but now are simply shells, inhabited by Ætheric spirits. In any case, they only seem to be abroad at night, haunting battlefields, ruins, lonely roads, and deserted moors. I have heard stories and rumors of other creatures similar to the Barvest. Some are said to be of great size, perhaps twice the height of normal Canidians. Others are reputed to move in utter silence, appearing and vanishing at will. But the most horrifying are the ones said to have no head, just two glowing spots where their eyes should be. It should be noted that Barvest don’t always run in packs. Many an isolated road is said to be the haunt of a singular Barvest. In some cases, the creature is malicious and will attempt to waylay travelers, but in others, the Barvest acts as a guide and will see a traveler safely through the night. In many cases, these Barvest have individual names, such as Black Shuck, Freydog, Gullytrash, Mauthe the Dhole, Padfoot, Striker, and so on.
Style:
Charisma
Perception
Barvest
Animal
5
Secondary Attributes
(5)
* Creatures with four or more legs double their Move rating when running.
Archetype:
Body
Attack (Average) 11
Mental
asked what he’d seen, he was at a loss for words, simply saying something large and horrific was coming our way. It was then the ground began to tremble. Not wanting to risk our lives fighting something from the Blight, I had our company pack up and prepare to move out. I then took my spy glass and went to see what this beast was. Hermelinda came with me, and together the two of us climbed a low hill to get a better view. I wish we hadn’t. I later learned the creature I saw had name. It is known as “Jeza,” which apparently means “the shambling horror.” And such is the case. Jeza is a horrendous conglomeration of once living forms. It moves . . . crawls really, on a multitude of legs, while several bobbing heads sway from long necks. Worse yet, the entire thing looks to be rotted, more of a giant decaying putrid mass then anything that is (or once was) alive. Whatever a Jeza is, a short look was more than enough for Hermelinda and myself. We left as quickly as our legs could take us, not wanting to see any more of the creature. The sound of its . . . breathing? pursued us, as did the tremors of its legs striking the ground. But, fortunately for us, Jeza is ponderous in size and its bulk seems to mean it moves only very slowly. Thus, we were early able to leave it far behind us, even burdened as we were by wagons. I asked about the creature once we reached the safety of Lostede. I was told it was known to the inhabitants, who kept well away from it. Apparently, the Jeza devours corpses, added them to its bulk in some fashion I’d rather not consider. Thus, it is known to dig up cemeteries and root through graves of war dead. It will also add the living to its form, if it can. The peoples of Lostede found this out to their sorrow, when they tried to drive it away with torches, spears, and pitchforks. Apparently, much of the mass I saw through my spy glass once dwelt there. I would think it best to leave the destruction of such creatures to the military. The benefit of an airship is that it is up in the sky, while the Jeza itself roams the ground, an easy target for cannons to obliterate, allowing the soldiers on the ground to incinerate what is left of the creature.
Jeza Stats Archetype:
Animal
Nightmares From the Æther Wars
Style:
Motivation:
Survival
Health:
7
Primary Attributes Physical
Mental
Body
3
Charisma
—
Dexterity
3
Intelligence 3
Strength
4
Willpower
4
Secondary Attributes Size
0
Initiative
6
Move
7
Defense
6
Perception Magic Defense
Stun 7 Page 202
Skills
Base
Levels
Total
(Average)
Brawl
4
8
12
(6)
Stealth
3
3
6
(3)
Survival
3
3
6
(3)
Talents ▶▶ Gibbering Mass: The Jeza is nearly without form, a grotesque
mass of flesh that grows when it absorbs a victim. For every victim of size 0 that is absorbed, the Jeza gains 12 stat points to be spread across its Primary Attributes (except for Charisma), and the Jeza increases its Body size by 1. It isn’t unheard of to run into a Jeza that is already consumed three or four bodies, it is even more frightening to run into one that has consumed a whole village. ▶▶ Fear: The Jeza’s form is so disturbing that it can cause anyone who see it to freeze in fear. A Will check vs. 8 is needed, if passed, the pony is unaffected, if they fail they are frozen for a number of rounds equal to the amount they failed by.
Flaw ▶▶ Teapots Squeal: The Jeza releases a noise like that of a teapot boiling. Any audio perception comes with a +4. Weapon Slap
Rating
Size
3NL
0
Attack (Average) 15
(7)
Mari Lwyd I first encountered these creatures south of Volcaewall. It came upon us in a rush, with no warning, due to the Mari Lywd’s haunting silence. Our first clue was when Nick Nack the Canidian cried out. We turned and saw the Mari Lwyd savaging his body. Several of us fired at the skeletal apparition, but to no effect—our shots passed harmlessly through the creature’s body. It was only when Fire-Born, an Ignus practitioner accompanying us for a time, cast fire upon it that the Mari Lwyd collapsed in a clatter of charred bones. I have seen Mari Lwyd many times since then. They are common on the great battlefields left over from the Æther Wars. The field of Flamsk is known to be rife with them, especially on the banks of the Albis. But, considering the extent of fighting that went on here, I am not surprised. Thus, I feel the Mari Lwyd are the remains of war dead, given a strange unlife from the effects of corrupted Æther energies. Typically, a Mari Lyrd appears as a skeletal pony, devoid of all flesh, but may take other forms, such as that of a Gryphon, or canidian. Often dressed in the tattered and ragged remains of their fighting harness, I have found that these creatures move with an unnatural silence. Their bones neither rattle nor do the various buckles, clasps, and attachments of their gear clink. Nothing a Mari Lwyd does makes a sound, not even the fall of bony hooves (or claws) upon the ground. The eye sockets of a Mari Lwyd burn with Æther-tinged flames. At night it is the only hint of their approach, and I feel there is nothing more unnerving than seeing the bobbing, glowing dots of a roaming Mari Lwyd. The creatures wander old battlefields and are quick to pursue and hunt down the living. I have no idea how they
s Roan
can detect living, breathing, beings, such as you and I, but they are unerring in their pursuit. Hermelinda tells me she feels the Mari Lwyd seek to consume the life force of the living, perhaps to ease the torment of their Æther-induced existence. Once they find their prey, a Mari Lwyd will attack with teeth, claws, hooves, horn, and or with whatever its skeletal form has left. A downed victim will be rent apart, while the Mari Lwyd worries at the remains with what teeth are left in its jaws. Once satisfied, the creature will then run off, presumably to look for another target. As they are ‘mere’ skeletons, arrows, bolts, and bullets have little to no effect on the Mari Lwyd. Magic is of more use, although care must be taken not to further empower one through the use of Ætheric energies. It is best to approach these creatures with a bludgeoning instrument. For those who are curious about such things, I did not name Mari Lwyd myself. It is, in fact, a name local to Volcaewall, and means “the Grey Mare.” It is one of a number of such names for these creatures. Others include Láir Bhán and Laare Vane, both of which mean “White Mare.” In all cases, the name seems to refer to the Mari Lwyd’s skeletal appearance.
Mari Lwyd Stats Archetype:
Animal
Style:
Motivation:
Survival
Health:
9
Primary Attributes Physical
Mental
Body
3
Charisma
—
Dexterity
4
Intelligence 3
Strength
4
Willpower
5
Secondary Attributes Size
0
Initiative
7
Move
8
Defense
7
Perception
8
Stun
3
Magic Defense
8
mers, bludgeoning instruments, and any powerful forces like an explosion. Any bludgeon type weapon counts as lethal and also gains a bonus +2 to the attack dice pool. An explosive deals double damage to the Mari Lwyd (damage is doubled after rolling the attack). Weapon
Rating
Size
Attack (Average)
Bite
2L
0
12
(6)
Claws
3L
0
13
(6)
Hooves
4NL
0
14
(7)
* Creatures with four or more legs double their Move rating when running.
Springwurm Much of the hills and vales of Behort are infested with these creatures. Individually they aren’t dangerous, but be warned, they come in swarms and can pull down the small and unwary. Worse yet, they are pests and seem capable of getting into just about any container, spoiling the contents. When traveling through Behort and the surrounding territories, secure your luggage tightly. Springwurms look, to me at least, like some sort of union between a feline and a tiny drake. They have the head and forelimbs of a cat, while the rest of the body is akin to either a great snake or the tail end of a Warden. Despite being only a few feet in length (the largest one I have ever seen was perhaps four feet long), Springwurms are fearless and will hiss and snarl at the hooves of a Roadie, the claws of a Gryphon, or the teeth of a Canadian. While their claws and teeth are sharp, and a bite is painful, Springwurms aren’t excessively dangerous (as I noted). They are, however, very swift. They can easily wriggle or crawl into holes, vanish into weeds and brush, and seem capable of squirming into spaces smaller than you’d expect. Ravenous eaters, Springwurms will readily devour fruit, vegetables, cheeses, and the like with gusto. They also chew through straps, ropes, and other restraints. Worse yet, a sated ’wurm will despoil anything it can’t consume, rendering it useless. In brief, they are pests of the highest order. Curiously, a Gryphon I know by the name of Brightwing says Springwurms are good eating. This I can not confirm, as such a diet is not for me.
Base
Levels
Total
(Average)
Brawl
4
6
10
(5)
Stealth
4
6
10
(5)
Archetype:
Survival
3
6
9
(4)
Style:
Springwurm Stats Animal
Motivation:
Survival
Health:
1
Primary Attributes
Talents
A Mari Lwyd’s body allows it to nearly ignore firearms, arrows, and other piercing weapons. They gain a 4DR vs. ballistics and piercing weapons.
Creatures s Page 203
Physical
Mental
Body
2
Charisma
—
Dexterity
8
Intelligence —
Strength
2
Willpower
4
Nightmares From the Æther Wars
Skills
Flaw ▶▶ My Tibia!: Mari Lwyd are rather fragile when it comes to ham-
Secondary Attributes Size
–1
Initiative
12
Move
10
Defense
9
Perception
8
Stun
1
Magic Defense
6
Skills
Base
Levels
Total
(Average)
Brawl
2
6
8
(4)
Stealth
8
6
14
(7)
Survival
4
6
10
(5)
Talents ▶▶ Holey Moley!: A Springwurm can fit into holes that are one size
smaller than it. This allows them to squeeze through some of the most impressive spaces, just to get at some food. ▶▶ Spoil: Springwurms have a nasty habit of spoiling food at a rate of 5 lbs. of food per hour. A farmer or merchant will want to quickly dispatch of these trouble makers before all their goods are ruined.
Flaw ▶▶ Glutton: A Springwurm is quite a glutton for food. They will be
distracted by any good eats, and will lose perception of dangers around them as they gorge themselves on food. A –2 to their perception penalty is applied when they are feasting. Weapon
Rating
Size
Bite
1L AP1
–1
9
(4)
2L
–1
9
(4)
Claws
Attack (Average)
* Creatures with four or more legs double Move rating when running.
Nightmares From the Æther Wars
Yahtehveo One evening over dinner, Farrokh – a Zebra friend of mine – told me a story from his homeland. Supposedly, the trees there, known as the “Yahtahveo”, are capable of snatching up and devouring the unwary. This, I felt, was absurd. Trees do not move, and plants do not eat ponies—ponies eat plants. I felt it was merely a jest, a tall tale told during dinner, until. . . . There was a time when my travels took me far to the south, where the air and ocean are both warm. To a stretch of beach known to home several great wrecks. Determinedly, we examined them for overlooked
I
treasures. Along the way, we passed through a mixture of ocean pine and open grasslands, along with dense strands of cryptomeria and laurel. There was a point when we came upon a small meadow; the rich green of the grass and the profusion of wildflowers catching our eye. Agreeing that it was a most excellent place to rest, we prepared to set up camp in the meadow’s sunny expanse, until Farrokh stopped me. Gesturing with a hoof, he indicated the three tall trees in the middle of the meadow. Initially I thought nothing of them—they looked to be a bit spindly, ill-leafed, and perhaps near-dead. Then Farrokh indicated the base of each tree. Amidst the rich green grass were shards of bones. With my High Mountain spyglass I was able to see that the bones were a mixture of animals – birds, foxes, Springwurms, wild cats. I could see the skulls of many different creatures scattered about the trunks. Worse yet, there appeared to be larger bones—of ponies I am sure, and possibly . . . of Canidians and Gryphons. Certainly, I spotted the glint of light on metal, perhaps the remains of harness fittings. In any case, I was sure anyone approaching any of the three trees was taking their life in their hooves. These were not dead wood, but insidious living things . . . plants that dared to prey on warm-blooded animals. Later, after we had passed the meadow, Farrokh told me more about the habits of the Yahtahveo. They tend to spring up in open clearings and meadows, growing tall on the light and rain. They use their long branches to snatch up the abundant animal life, usually taking the larger predators while leaving the mice and shrews alone. Since the cast-offs of each meal nourish the ground, the meadow grows rich, attracting more small animals, which in turn attract more predators. Once they reach full size, the Yahtahveo are large enough, and strong enough, to capture something the size of a Roadie. Thus, they may entangle passing deer and antelope, as well as any traveler too tired (or too foolish) to recognize the danger they are in. So, if you ever see a single tree – apparently dead, in the middle of an otherwise pleasant clearing – be on your guard. Look for bones near the tree’s root; and if you see any, leave the clearing at once.
Using the Yahtahveo
If an adventurer is fortunate enough to spot a tangle of Throttle Vines, they can easily avoid or dispatch these troublesome plants. ▶▶ Spotting the Yahtahveo: A Perception check vs. 12 diff is necessary. A pony with knowledge Botany may instead use their Knowledge skill roll instead. ▶▶ Dispatching the Yahtahveo: It is easy enough to get rid of this tree. A simple fire will quickly shrivel them away. ▶▶ Bark that is worse than Bite: If the tree remains undetected, they can snap up any adventurer who walk nearby them. They make a grapple attack with a dice pool of 12 vs. the opposing pony’s defense. ▶▶ Life Eater: Once a victim is grabbed, they are damaged for 3L per every 2 rounds that they are entangled.
A Brief Farewell
have armed you with knowledge! Now use this knowledge and use it for good! For this is a time where quills do not wetten without blood on blades first to tell the story! Heed the warnings, look for signs and watch out for pitfalls. As I pass from this life, I give you only one last blessing . . . do not take knowledge for
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granted; and not everything must be met with a blade. Choose your travels carefully as you do your paths, wanderers. Stay true to yourself and remember that the only monster you must fear at all times is your fellow Roan. So, head out! And let the legends of the past be reborn!
s Roan
H
Locations
ere you’ll find descriptions of some of the more well known locations throughout the Roan Nation. They give a small sampling of what the world has to offer, and a setting location for GMs to begin their campaign.
Port City of New Damsire Four years after the rebirth of Roan as a republic, the “Sunset Bay” was rediscovered, its old port town renamed to New Damsire in honor of it being one of the few remaining memories of the old Empire. Returning Roans found many mudflats surrounding the port, and a massive undertaking to dredge the shore took place, creating a quickly growing industry for construction around the port. The once small town quickly grew, having to accommodate for its quickly growing population of blue collar working class until it finally evolved into a full grown city.
New Damsire was fundamental in allowing trade between Roan and Canidia to go unhindered, with over 500,000 tons of shipping being process during its second year. Its port district is an independent, self-supporting department of the government of the City of New Damsire. The port is under control of a six-member Board of Harbor Commissioners appointed by the Mayor and approved by the city council, and is administered by an executive trade’s director. It is considered to have an AA bond rating. New Damsire is rife with business, good and bad. While the many districts support the ongoing trade effort, mafia families have grown as well due to the trade of Saltz, which as a side effect, has increased the presence of Agency officials within the city who are out to stop both the manufacturing of the drug as well as its transportation. Like the Amber City, New Damsire is a hub for adventurers to cross through, gather equipment, and hear the latest news and rumors.
Locations
Roan
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Sunset Bay It has become a major visitor-serving destination, funded and maintained by the port itself. This front connects to a large river delta which allows ships to enter and exit major waterways within the land of Roan itself. The mass amount of trade offered by the shipping yards called for a proactive effort to increase shipment across the rest of Roan. The creation of improved internal trade routes became paramount in allowing much of the ports trade to be shipped across the country. New Damsire is home to both naval and land based vehicle manufacturing. The city housing three of the country’s larger industrial manufacturers (South Astern, Clear Haven Aviation, and Twin Loriner). During the initial growth of Roan, the manufacturing rate skyrocketed in order to meet the demands by the country itself to supply tools for laying railroad tracks, supplying cargo airships, and the development of the Ventura Highway.
Ventura Highway Also known as the Main Street of Roan, or Father Road. It is the largest and most famous highway that connects the city of Damsire on the west coast to the city of Crescent Lights on the east coast. It runs through multiple forts and cities, and covers a total of 2,112 miles. It serves as a major path for the transport of goods, as well as passage for travelers going either east or west. One of the more famous locations along the Ventura Highway is the Amber Cascades, a massive series of reverse waterfalls reaching into the sky with the pure power of æther magic, creating a shimmering golden illusion of mountains as the water reflects the sun. Here due to the change of air passages, stationary Lenticular Clouds have taken shape and now, with the aid of magic, is home to many Pegasi. Along the highway, many farms can be seen along its valleys and dells, housed by many of Roans earth ponies, and safeguarded by militia stationed along various checkpoints to protect the civilian population from Roans many roaming creatures.
from personal water crafts, to transportation barges. A good portion of the navy can be found here, due to the city’s proximity to Bell University, where many naval cadets are found, arriving in droves to become the next leading seaponies in the Roan Navy.
Bell Naval University Established by then Admiral Silver Bell of the Roan Navy, and following principles learned in the Æther Wars, the college taught Basic Strategic Art. It is the Center for Strategic Leadership and Development, and emphasis on experiential education. Silver Bell saw the importance of caring for troops under her command, and thus worked this into her educative strategies to create a strong structure of respect between soldier and officer. Many of these career officers are placed in military exercises before graduation to acclimate them to the stresses found in combat, as well as a final test to see how well they do at providing group co-operation with their fellow soldiers. “If both soldier and officer are unwilling to show respect, they endanger themselves, their comrades, and the innocent, and do not deserve to be considered part of Roans military best.” – Admiral of the Navies Silver Bell, 1300s.
Locations
City of Crescent Lights This city is best known for its naturally sculpted shape, and the abundance of tightly knit buildings, shining so brightly as to make the landscape look like a crescent moon during the night. It’s naturally embedded into the peninsula closest to Falconigrad, and it has the largest open-water estuary in Roan, extending well over 200 miles. The Crescent City is known for having some of the best fisheries in the Roan nation. Many of the citizens who live there are known for being fishermares, hatchery workers tasked with raising new batches of fish, and finally the boating industry, known for the development of many of the marine vessels, ranging Page 206
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Ft. Packard
Ft. Dell
During the Æther Wars, after the Ascension, Army Colonel Pike Packard of the Equine Expeditionary Forces, led a major victory for all of Roan in their quest for independence along with the tactical genius of his sister Captain Silver Bell of the Equine Naval forces. Together they were known for their tenacity and efficiency. Where Packard was the hammer, Bell was the scalpel, and together they decimated the supply lines of opposing military forces, quickly establishing a hoofhold across many regions. When Roan was acknowledged as a new country reborn from the ashes of history, both Packard and Bell were promised seats in Roans military council, Packard himself would go on to command the fort named in his honor, where his sister opted to open a military college to spread her wisdom near the city that would be known as Crescent Lights. Ft. Packard houses over 30,000 ponies, with 5,000 households, and nearly 5,000 families. It is considered the largest military installation in Roan, and is home to the 1st Cavalry Division, 32nd Incoming Fire Brigade and many other Forces Command and other units. Many soldiers trained in Ft. Packard go on to be considered some of the finest leaders in the Roan military, much of its younger generation joining the military herd in droves to be accepted as the next Packard or Bell. “Military might is tempered by thought, and then followed through with tenacity. As a unit we are small, but as a nation we move like a hurricane, sweeping up those who would do harm to us in the fury of our winds.” General of the Armies Pike Packard, 1300s.
During the Æther wars, Dell Myotis was a private aboard the Canidian Zep Destroyer Caduceus. As an earth pony he was tasked with the dangerous task of gear repairs, and ammunition retrieval. When the Ascension happened, the Canidian crew suddenly found themselves surrounded not by a crew of regular earth ponies, but flocks and herds of fanged, bat winged Nocturnes and feathered winged Pegasi. Dell took the initiative, leading the others in revolt and taking over the ship, its canines now prisoners to the greater numbers of ponies. Dell was the first to easily adapt to his body’s physical changes, and lead the others on nightly raids against many opposing forces. The nocturnes keen night vision coupled with the pegasus cloud manipulation allowed them to surprise enemy fortifications and ships, and by the end of the Æther Wars, Dell’s force grew to include five others ship, and seven major supply locations under his wing. Dell was famed for his night raids, employing impressive aerial tactics, it was no surprise that he would link up with the growing land and sea powers of both Packard and bell, to create the beginnings of Roans official military. Generations later, Ft. Dell would be created not far from the Amber City, supporting a wide range of Air Force members, and vehicles. The fort works closely with the city’s many developers, engineers, and scientists in order to improve upon the Roan Air Force. The location itself has enough airships and planes, that, if it were a state by itself, it would have the largest Air Force in all of Roan. Ft. Dell houses over 20,000 ponies, with 2,000 households, and nearly 2,000 families. It is home to many divisions, among them are the Helldivers, the Silver Wasps, and the Dire harpies.
Locations
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Locations
Cantle Bay By William L Frazier
E
very city in Roan has its fair share of stories to tell, and most would be glad to sit you down in a bar and regal you at length of their storied pasts. Cantle Bay? Not so much. Where far larger ports up and down the coast dominate the headlines, Cantle Bay’s much happier being quietly overlooked – and greases as many hooves as it can get away with to stay that way. Ah, but we’re getting ahead of ourselves, aren’t we? You’ve got to know what the Bay is before you know what it doesn’t want to be. It is a city out of place on the coast of Roan, dominated not by the typical sorts of ponies you see throughout the land but by zebras and kelpies. Roan isn’t as pretty and pristine as the powers that be would have you believe, not by a long shot. A country doesn’t unify so quickly without breaking a few backs along the way, and those ponies who found their callings in more lawless times don’t just disappear because they’re inconvenient for relics of a bygone age. No, no, they keep doing what they’ve always done: surviving by their wits and making their bits as best they can without regard for silly things like scruples or morals. That’s where places like Cantle Bay come in: in the shadows of the bigger, prettier port towns, those ponies who ply trades considered unsavory by more civilized ponies still have a home. Whatever you need, whether goods or services, can probably be found somewhere in the numerous underground markets of the port town. Illicit herbs and potions filter into the country as easily as wheat or rice does, as does the pilfered wealth of rival nations and legitimate merchants alike. They even say, with the right contacts, one can find a small if thriving pony trafficking market in the darkest corners of the town . . . but good luck ingratiating yourself deeply enough to find it. The town of Cantle Bay in its earliest days was not a town at all but a small cove where an insular colony of kelpies had made their home. After the Æther War, it received its first land-dweller visitors in the form of a limping zebra pirate ship which had been caught by privateers and foul weather alike and was in search of any place to make landfall and hide. The zebras got on well enough with the kelpies of the cove, sharing with them tales of adventure beyond the sheltered bay and piquing their interest of exploration. When their ship was repaired and the pirates made their way back to the open sea, it was with the promise that they would come back and regale them with more stories . . . and with a couple of kelpie stowaways. Within a few years the bay had become something of an open secret among pirates and the first few houses and docks began to be built, aided by the kelpies who had quite taken a liking to their new neighbors and the chance to accompany them on exotic adventures across the seas.
The age of piracy on the high seas couldn’t last forever, of course. The unification of Roan made finding ‘legitimate’ targets quite difficult. The speedy clippers built for chasing down and boarding merchant ships gave way to the merchant ships themselves as the pirates turned from robbery to smuggling. The port grew from a bar and a few houses as warehouses became necessary to house their illicit cargo, then even larger as those goods were moved to hidden sublevels so the main storage could hold more legitimate goods as a cover. With legitimate trade came legitimate merchants and soon the bay was a bustling port in its own regard with just enough real business coming in and out to hide the thriving black market deals occurring behind closed doors. The government of Roan abhors Cantle Bay and would love nothing more than to storm in clean house and make the black spot by the bay a respectable port of call. It’s waters, well protected from the worst of the ocean’s fury by the high cliffs which surround the cove, would be an ideal place for a military dry-dock if they could just find the evidence they need that the town is in desperate need of . . . more direct oversight, let’s say. Unfortunately for them, generations living off the misfortune of other ponies has made the residents of Cantle Bay a cautious bunch, and inspectors both overt and subversive often spend days being given the runaround before skulking away empty-hooved. The ponies of the Bay protect their own and know that when one falls they all will so they go to great lengths to give the appearance of legitimacy. Real cargo passes through the port in far greater quantities than the goods which interest inspectors and the city is remarkable for its impeccable bookkeeping and tax collecting. Not so much as a single decimal point is ever appears out of place. Local governors would be lying if they said the wealth brought in didn’t benefit local infrastructure, either, with the ponies of Cantle Bay offering more than their fair share of revenue for government pet projects. Of course, where a community does its best to pull the wool over the eyes of those ponies dedicated to the common good, the common good suffers. There was a reason those kelpies so many years ago were isolated: they were on the fringes of kelpie society, worshippers of what they thought of as their patron god of the seas, a being named only as the Faceless One. Integration into zebra and pony society has lured many of these kelpies away from their ancestral cult, but a small group continues to operate within Cantle Bay almost without recourse. A month hardly passes without some trader or another disappearing in the dead of night, the thick scent of salt heavy in the air of the streets where they were dragged away. The town guard, or what can best be called the guard, keeps these kidnappings quiet lest the government finally find their reason to sweep the town.
Cantle Bay
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The Reaches The World Above
By J. A. Wagnon
A
The Legacy of War
cross the world, the term “Æther War,” is commonly freighted with alternating notes of awe and dread, and justly so; it was an era in which the very pillars of creation trembled under the strain of the primal forces that had been unleashed over the course of the conflict, forces that rent and twisted the very firmament of existence – immense mountain ranges disappeared, great oceans boiled away, and entire peoples vanished as new denizens, strange and eager, arose to lay claim to the newly remade corners of the world. Perhaps no better example of the War’s legacy can be found than the region collectively known as The Reaches. Dubbed for its remote location far beyond Roan and the common frontier of its neighbors, the territory was once the location of a great freshwater sea that became a focal point for one of the fiercest battles fought in the early stages of the Æther War. There, the great, prolonged exchange of Æther sundered the earth, collapsing the sea into the rocky depths below, raising jagged ridgelines and flattopped mesa in the process. The Æther infused water deep below the surface nourished the magically enhanced forests that rapidly claimed the former seabed. Now, more than a century after the war, the vast blue abundance of the inland sea has been supplanted by a verdant expanse of a forest canopy that stretches to the distant horizon, its emerald expanse occasionally broken by the abrupt prevail of grand mesa and impossible ridges that loom majestically over the surrounding canopy like island giants besieged by an endless swell of wind battered forest.
The Messarans Scattered among the great mesa formations are a hardy folk that are often referred to as Messarans – so named after the primary settlement of The Reaches. Composed primarily of Roan survivors from the war who sought refuge atop the rocky outcrops from the encroaching forests, Messarans sport slightly smaller builds than your average Roan as they have become adapted to life among rocky, uneven ground that juts above the forest canopy. However, there are also Canidians and even some Gryphons to be counted among the Messarans. These too are descendants of survivors of the upheaval who clung to the mesa during the great upheaval – all united by a sense of shared community and survival. Although Messarans are largely sympathetic to Roan in language and culture, Messarans are proud of what they have accomplished on their own and cherish their freedom, deliberately doing what they can to keep the powers at large at bay and out of their corner of the world.
The Down Below Deadly and impassable, the forest beneath the settlements of The Reaches is referred to as the “Down Below” by the native Messarans and is avoided by all except for the bravest or most desperate of individuals. The Æther-feed woods of the Down Below are home to an unknown number of strange plants and animals. Except for shallower areas where a few tenuous paths are maintained with great effort, the forest is impassable and mostly unexplored. Even the promise of wealth through the growing demand for Æther-water and weir-wood have not persuaded any serious attempts to venture into the “Deep Below” of the forest where no pony has been or at least returned to tell the tale.
Money to Be Made With steady, reliable contact with the outside world, the free cities of The Reaches have exploded in wealth through steady trade in Æther-water and weir-wood, giving rise to a new class of “Ætherbarons” that jealously protect their stocks and production sources. Prospectors are always on the prowl for new springs and conduits from the legendary “source,” the lost sea trapped within the rocks far below. Æther-water is drawn from these natural sources and refined into different potencies for trade. Weirwood, whose magical qualities are highly prized is harvested from the upper canopy of the forest by experienced limb jumpers and rangers familiar with the forest. The Free Cities, with their exotic construction, unique cultures and hint of danger enjoy a budding tourism industry among the wealthy and elite of the world, many of whom journey to the great healing baths found in the region. The nature of the surrounding forest has attracted many a researcher as well as adventurer seeking wealth or rumors of great ruins and artifacts scattered about the Down Below – some rumored to even predate the age of dragons.
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The Reaches
Part IV
To Messarans, the “world above” is comprised of the major settlements such as Messarda, High Rock, Gateway, Midway and Far Point along with the myriad of smaller settlements scattered atop the rocky outcrops above the forest canopy. Many are in close enough proximity to form close, complicated cities and interdependent communities tied together by great spans, bridges and wire. However, many more are separated by miles and miles of dangerous and impassable forest. The primary link between the settlements and the mainland are fliers who enjoy a prominent status in the region. Messaran fliers excel at navigation in all types of weather and are known for their incredible endurance flying. The cities the Messarans have built are a modern wonder in and among themselves. Built atop and carved into the mesa and ridgelines that comprise the only usable real estate in the region, Messaran constructs are efficient and high, standing tall above the surrounding forests.
Pirates!
The High Guard
Where there is wealth and success, there are those who will attempt to exploit it or outright steal it. With the advent of powered flight, the innumerable “islands” not inhabited by Messarans are ideal havens for those seeking to operate beyond the reach of any government or official agency. Adventurers, pirates, prospectors and profiteers abound. With limited population and lacking their own heavy industry, brigandage and piracy represented a growing threat to the entire region. After the successful sack of a major city by air pirates, the City Fathers and Mothers of the Free Cities agreed to extend a unique contract that would call for the employ of a professional company of mercenaries to act as the primary law enforcement and protector of The Reaches.
Based out of The Citadel, a highly fortified compound in Masarda, The High Guard – otherwise known as Silver’s Circus – provides protection, security and law enforcement to the Free Cities. From bases stationed in the major cities and outposts in lesser settlements, The High Guard takes to the skyways, keeping the trade lanes clear and patrolling the deep canopy for any signs of trouble. An elite fighting force united under a retired Roan visionary, they have become famous for their impressive victories over foes several times their strength through innovative tactics and guile. To the citizens of the Free Cities, they are nothing less than legends born upon wings as they battle to protect The Reaches from foes great and small.
The Night Stalkers and the Dragons Hovel By John Morris
T
he Night Stalkers were born out of the last great battle of the last great war. Formed from the remnants of the special warfare soldiers, from every country they had come to this futile last battle. All sent to recover some unremembered all powerful weapon.
The Legend
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Night Stalkers and Dragons Hovel
Col. Settee, mortally wounded during the final battle recovers and leads the remnants of his command and the other nations Special Operations Soldiers into the Black Range mountains to the cave of dragons, and vanishes, seemingly mixing his spirit with that of the mountain. None of the Night Stalkers were affected by the Grand Dragon spells designed to guard his privacy. Though the dragon was gone, his magic remained, now seemingly mixed with the spirits of past warriors. The dragons spells of dread and obfuscation still hinder and confounded all others that enter the Black Range mountains only to stumble blindly out of the spells range. The Night Stalkers not only were unaffected by the dreadful series of spells, but they seemed to have gained intimate knowledge of the entire Black Range and all of its draconic secrets. Outside the reach of the Grand Dragons spells, lies the Exclusion Ring, where the Night Stalkers live in the empty chambers of the lesser dragons, many less than a dozen square miles in size, these small towns are self sustaining, quiet and mostly peaceful. The Night Stalkers, always watchful, also patrol the hundreds of known lesser paths that lead into their lands. They discourage any would be travelers from accidentally entering the Dragon Kingdom by placing and rearranging apparent natural barriers alongside the open passes through the mountain range. While the Black Mountain Passes are well know and traveled, their constantly shifting
paths are arduous and filled with peril. Flood, winds, snow, and beasts, the Night Stalkers neither help nor hinder those that stay on the path. With garrisons at the eight cardinal point entrances to the underground roadways leading directly into the heart of the Dragon Kingdom and unmolested across the borders of almost every nation. Where others must detour around the Black Range mountains, the Night Stalkers are able to pass through them crossing the vast distances in short order, rested and refreshed by the mountains themselves. Those born in the mountain, have an uncanny ability to navigate its passages quickly and safely, perhaps a blessing of draconic magic from the old times perhaps. The Black Range Mountains stretch over 2500 miles north to south, as much as a 1000 miles wide tapering to narrows of less than 200 miles wide at points as they work their way down the continent. Their true numbers unknown the Night Stalkers moved family and friend to Rose City at the heart of the Grand Dragons lands, their new home. The caves themselves are wide and high enough for a dragon to soar, the floors are spacious and cleared of all debris, 10,000 square miles or more of vast open caverns, sun drenched fields and cold flowing water in abundance. Ponds and streams teaming with fish, hot springs fill pools in almost every cave, farm and fields support the hidden realm of the Night Stalkers. The eight cities of the Compass Rose, each built in a Lesser Dragons chambers. The largest is Dragon Gate City about 700 square miles in size, the smallest is Flaming George at just under 300 square miles. Each City guards an Expansive Tunnel system that pass through the mountains, across valleys , past lake and river to Rose City. Why they come, and who they help no one knows. Their eyes and ears are every were, watching the powers that be.
Amber City By Foxfire Glow
G
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Amber City
reetings. My name is Foxfire Glow, and if you’re reading this, I assume you’re either coming to pay Amber City a visit, or moving here in a more long-term capacity. Either way, you will find no other place like it in Roan or beyond, so you’re going to want to know a bit about the city before you arrive. That’s why I’m writing this, to give you a bit of the inside story, at least as much as I can, as this document will be out of date by the time it’s in your hand. A wise Roan once wrote “It is hopeless for occasional visitors to try to keep up with Amber City. She outgrows any of their predictions as quickly as they make them. Always a novelty, she is never the city you saw when you passed through last.” After all, this the city where change is the only constant. Much like a river, constantly carving away at its banks, the city grows and changes with every moment. A century ago it didn’t exist, today it has grown to rival the great coastal port cities, and shows no sign of slowing. This is where our story begins. Less than a century ago, where Amber City stands now, there was little more than a handful of small, close-knit farming communities arrayed along the shores of a lake and the river that fed it. Idyllic, but nothing too remarkable on the surface. The lake was the lifeblood of the communities, providing water for both drinking and irrigation of the crops and a trade route in the rivers that fed it and sprung from it. The ties to that body of water have only deepened over time. You see, in the case of what was once known as Lake Bishop, the Ascension was a quite literal occurrence, as a wellspring of magic began driving the waters of the lake high into the air. Those who first saw the results could think of nothing better to liken them to than shimmering mountains glowing gold in the morning light. Thus, the Amber Cascades were named. However, a city is not born in one fell swoop. It took a clever bit of civic planning, another magic event, and a quirk of geography to bring the small towns together and make Amber City what it is today. As soon as the first waves of researchers and reporters descended upon the small farming villages along the lake, it became quite apparent that individually, they would be unable to cater to the needs of so many newcomers. However, over the years the farmers and traders that made those towns their home had learned, like so many other Roans, that they were stronger, better, when they worked together than when they tried to go it alone. Their first step was to build out a road; alabaster concrete running along what was once the shoreline of the lake. What started as scarcely more than a ribbon of pavement has over the years became a smooth, wide, concrete roadway, flanked on one side by barriers topped with lighting sconces and arched over with raised pedestrian walkways to allow first-hoof access to the magical wonder that brings so many to the city. Shoreline Drive was the ribbon that stitched the small towns together and, ultimately, would form the backbone of a strong, prosperous city. Not long after they formed, it was noticed that the mist from the Cascades’ peaks weren’t dissipating, but seemed to coalesce into massive, stable lenticular clouds over the center of the city. After study, it was determined that not only was the area charged with aqua magic, but aer magic as well. Soon, the newly-minted pegasi
began to colonize the clouds, the settlement growing rapidly. A second population boom hit as alternative applications for skyron became apparent, the world’s first groundscrapers beginning to appear at the outer edges of the clouds. Soon, they encircled them entirely, taller and taller as the architects and the groups that backed them vied to outdo each other. Practically overnight the Cascades area gained another claim to fame in her architecture, the Rings. Ultimately, however, it was geography that set off the population boom that united Amber City into one entity. They say that everything in life is location, location, location, and Amber City won the proverbial lottery in that respect. Nearly equidistant between New Damsire in the west and Setting Moon in the east, the pegasi named the airport in the clouds above the city Midway Aerodrome. When Ventura Highway was built, they built it straight through the city, and as the railways were reconstructed, they followed as well. Little wonder that the city has become the crossroads of Roan. Every major railroad has yards in Amber City, Orchard Field was built because Midway simply couldn’t handle the traffic, and the stretch of Ventura Highway that passes through the city is consistently the busiest. With so much trade passing through the city, it was only a matter of time before ponies started to think maybe they ought to start making things here to begin with. Of course, where things are made, ponies have to be there to make them, and that brought about the population boom, as available work attracted a workforce. Now, on to who and what’s where. This, by its nature, cannot be complete, nor can I guarantee its accuracy beyond the date of publication, but I will attempt as best as I can to give you the basics of the various different parts of the city and what’s done there. Anypony who lives here will tell you that the city has it’s rough edges. It’s burly and bustling and wild, but most of all it’s real, like the earth beneath your feet. However, as the city has grown, different parts of the city have developed their own personalities, starting with Downtown and the Rings above, then Undertown below, and the North, West, and South Sides radiating out from there. That same city can look very different depending on your point of view. A shabby tavern can feel like home when it’s cold out and the wind cuts like a knife, and a luxurious home can be imposing when you’re standing in the gutter outside. Every neighborhood has its own unique character, it’s own unique history but no matter where you go there’s no question it’s all a part of one city. My city. The center of the city both geographically and, for better and for worse, in power, Downtown makes up for its diminutive size with its relative importance. The oldest part of our fair city, it gained its nickname due to being located below the Rings, just as the city was spreading out in every direction it could. City Hall, the Courthouse, and nearly every major company headquarters in the city can be found here. If there is business to be conducted, important deals to be made, above-board or not, they are made Downtown. Of course, where the wealthy and powerful congregate, so do those who cater to that sort of clientele. Bespoke clothing, fine dining, luxury accommodations, anything you desire can be had downtown . . . Provided, of course, that you’ve got the clout to get in the door in the first place. In the more exclusive places, any cash thrown around is set dressing, party favors. What really matters, what gets you what you want, is what you can get done. You do for them and they’ll do
expensive lakefront neighborhoods. Here lies the manufacturing powerhouse of the City, and where I call home. I grew up there, on the top floor of a two-flat on the corner between the Bonnie Miss pop bottling plant and the Æthermotive factory. By the time I was old enough for school I could tell one of their horizontally opposed engines from the inline they build a few blocks west at the Hawthorn Works. Little wonder I ended up driving for a living when I grew up. But then who am I kidding? I never really grew up, I just got older. Of course, just because we don’t have any lakefront property to call our own, doesn›t mean we don’t know how to have fun. Hawthorn Motor Works’ test track quickly became Roan’s first purpose-built motor race course, and it even birthed their own competition. Æthermotive got its start with engineers at Hawthorn Raceway, messing around with ideas the cautious management at Hawthorn weren’t interested in trying, like building a flat engine to lower the center of gravity and putting it in the back to reduce directional stability, making the car more nimble. As it turns out, in that case, putting the cart before the horses WAS the smart move. Up on the North Side, though, they’ve got a whole different turn of speed going on. For a long time, the chunk of land between the stretch where rich ponies who didn›t want to live in apartments Downtown or lacked the wings for the Rings built their big houses on the north shore, and the farthest the West Side’s factories (and by necessity, the workers who lived around them) would build from Ventura Highway and the South Side’s rail yards looked like it was going to end up one big public park, especially after the City government bought it up. . . . As if ! With a corner relatively close to Downtown, and placed between the factories of the west side and the well-to-do North Shore, they saw a convenient place to build a new airport to service the bigger airships and faster airplanes that needed bigger berths and longer landing strips. After a full half-decade of construction, the new airport opened the year I was born, and today more airships and airplanes take off and land there in a day than any other airport in the world. . . . Much to the chagrin of some of the aforementioned wealthy shoreline-dwellers, still crying Not In My Back Yard! Of course, most were smart enough to turn lemons into lemonade, and many of the homes near the airport have either converted into, or razed to make room for, cultural institutions in the names of those who once lived there. Museums, libraries, the city Opera House, the Orchestra, a litany of theatres, all have made the Near North Side a cultural destination second to none, the former owners earning praise for their gifts to the city while they moved further up the shore and built bigger, better estates. I’ve got valuable skills and contacts all over the world. I can go pretty much anywhere I want and make a living. I do travel, but when it comes down to it, I always come back to Amber City. I’m often asked why I still live in this city, and I just smile and say I like the weather. The winter winds cut sharper than any knife, the summer is hot and humid, and the city certainly has it’s rough edges, but this town is a habit I can’t break. Like falling for a mare who’s been in her share of fights, you may find lovelier lovelies, but never a lovely so real. Amber City is the beating heart of Roan, and maybe it’s courage, maybe it’s fear, but there’s nowhere else in the world that I would rather call my home.
Amber City
for you. Be careful, though, these are the real dangerous waters. This is where the sharks swim. The Rings are said to be home to the largest population of Pegasi in Roan, and the world, but we may never get a real number, because they seem to refuse to stay still long enough for us to do so, and neither do their homes. Oh, physically it stays in the same place, hovering over Downtown like strange stalactites suspended in the sky, but they’re constantly changing, constantly pulling things apart and rebuilding them, bigger and better or just plain different. There’s a joke that we have so much good architecture in the city we feel obligated to on occasion tear something down so as to be reminded to better appreciate what we still have, and I would put real money on that reputation coming from the Rings. Down on the ground, we’re still spreading out in every direction so there’s less need to make room, but up there, it’s a race to build the biggest, the tallest, the most exotic buildings as more and more ponies move in and out every day. On the flip-side, buried below downtown, Undertown is the result of a very unique set of circumstances. As the city grew, the city’s infrastructure had to grow with it. However, the construction crews found themselves facing a massive obstacle. What had made the area such fertile farmland, and part of what feeds the Cascades, is a particularly high water table sitting atop solid bedrock. When it came time for storm drains and central sewers to be installed, they simply couldn’t dig deep enough to safely bury pipe. Of course, this is Amber City, we don’t stop for something so simple as nature. It was decided that if they couldn’t bury the pipes, they would raise the city! Pipe was laid in the streets and then new roads and sidewalks built over the old. Buildings were jacked up or hoisted off the ground by airship and new, taller foundations built under them, or simply demolished and replaced once the ground had been built up to its new level. New front lawns were either filled in with more earth and gravel, or covered over vaults and extended basements built underneath. This began merely as utilities, but it didn’t take long for the local Nocturnes to make themselves at home in the sprawling network of subterranean tunnels and vaults. Initially renting connected basements, soon it became commonplace for them to be the landlords, renting out the above-ground floors of buildings built with entirely separate basements! South of downtown, Ventura Highway and the railroads cut a swath through the city, and anything past that line has been dubbed the South Side. Here is where the railways built their yards and the freight companies built their warehouses. Here is where anything and everything you could ever want is moved into, out of, or through the city and therefore why no matter what it is, it can be had for the right price. Here, teams of some of the biggest Roadies you’ll ever see shunt around full rail cars like foals would little red wagons, and more cargo is moved around here than any other place in the country. It’s hard work, but if anything, they play even harder. Wideshouldered, drinking, dancing, singing, brawling, full up with vigor and hearty food, I often find myself in the thought that they are avatars of the city itself, cast in flesh and blood. To the west, away from the Cascades, is where the more adventurously-minded Unicorns settled when the explosions from their magical experimentations started blowing out windows in the
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The Elderveldt The Lance Trio
By Ross Watson
A
small subcontinent lying not far from the Reaches, the Elderveldt is a wide, empty savannah rising above its rocky coastline. Many believe this place to be haunted or cursed with ill fortune. The Elderveldt has spawned numerous stories amongst explorers, sailors, and pilots alike—everyone seems to have heard at least one spine-tingling tale of mysterious sightings in or near the region. The waters around the Elderveldt are patrolled by the High Guard. From time to time, entrepreneurs from the Free Cities have attempted to set up profitable ventures on the Elderveldt. So far, none have lasted long, leaving behind several empty mining shacks, hunting lodges, and crumbling docks.
The Sentinels
One of the most distinguishing features of this subcontinent are the lines of carven stone pony heads that seem to gaze watchfully out to sea. Citizens in the Free Cities named these statues “the Sentinels,” for it certainly seems as if these noble ponies are holding some kind of vigil over the Elderveldt. The origin of these massive stone heads is not known. Each head towers more than twelve feet high, and there some superficial resemblances to the different kinds of ponies— even though the ponies did not separate until after the Cataclysm.
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The Elderveldt
Part IV
Dominating the center of this region are the remnants of three fallen sky-cities, relics of the æther war. An unknown event caused the cities to fall from their cloud anchors, spearing deeply into the earth at the heart of the Elderveldt. Abandoned for decades, these tall, angular ruins were named the Lance Trio by the first explorers to land upon the Elderveldt. Very little is known of what happened to these cities, why they fell from the sky, or even what they were called before the war. Some scholars speculate that the cities were originally founded by Roan expatriates, led by a group of ponies seeking an independent haven. Others contend that the Warden Drakes first built the cities over the Elderveldt as a forward base from which to launch a surprise attack that was never launched. Whatever the truth, the remains of these cities are a stark reminder of the Æther War’s grim cost. One fact about the Elderveldt is undeniable: æther itself is different there. Those who work magic can still cast spells normally, but doing so means that the wielder senses something unusual—a vague feeling of wrongness. Many learned ponies amongst the colleges of Roan speculate that the Elderveldt is a place where æther was somehow greatly disrupted during the war. This would explain the fate of the Lance Trio, as losing the cloud anchors to an unforeseen surge or drain of æther could certainly cause those cities to fall. Such an event would
be disastrous, resulting in few, if any, survivors. This theory is largely accepted to be true, though there are still many questions about how something of this magnitude could have happened in the first place, or why no sign of the cities’ inhabitants have ever been found.
Æther Spirits and Ghost Ships
The Elderveldt
Visitors to the Elderveldt have reported seeing wispy, glowing apparitions that appear only at night or in the deep shadows. These specters appear to be ponies, gryphons, canidians, and other beings—eerily silent, wandering specters that seem largely uninterested in the living world. Dubbed “æther spirits,” the apparitions can often be sensed by those talented in working magic before others catch even a glimpse of these reclusive creatures. No one has yet claimed to have successfully communicated with the æther spirits, and the apparitions appear far too randomly for anyone to engage in serious study of the phenomenon. Many believe that the æther spirits represent bad luck or even death, a superstition that has grown very popular. It is these apparitions that feature at the heart of many “Elderveldt stories” told around campfires. Others believe that the æther spirits are responsible for the many abandoned efforts to develop the region for business. It is an open question whether the apparitions are guarding the region, warning away those who don’t belong, or merely serve as messengers of misfortune. While the æther spirits encountered on the ground are frightening enough, there is another mysterious sight that sails the skies above the Elderveldt. On moonlit nights, the shape of a ghostly airship can sometimes be seen. It glows with a pale light, somewhat transparent, with snapped mooring lines and raggedly torn canvas. At least one pilot claims he passed close enough to the unusual vehicle to record a name stenciled across the side, identifying the vessel as the Interloper. There is no known registry for such an airship, but that has not stopped many storytellers from embellishing the details. Some claim that the Interloper was a special airship built by Roan or Falconigrad for gathering intelligence against the other. More stories say that the Interloper is not native to this world at all, but is a visitor from elsewhere—perhaps another reality. Whatever the truth, the Interloper has often appeared just before some aerial disaster. Failed engines, gas leaks, or simple pilot errors that result in a crash have all been attributed to some malign influence from the Interloper’s presence.
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The Interested Parties As the theories about the æther-disruption event began to spread from Roan’s college’s, interest in the Elderveldt region began to grow. Falconigrad was particularly intrigued by the idea of a weapon or device that could cause æther-tech to fail on such a large scale. Any method to accomplish the disruption of æther could be a powerful tool, so powerful it could not be allowed to fall into the hands of the Empire’s rivals. At first, the Empire thought it best to study the Lance Trio before committing a large force. The Empire recruited famed canidian researcher, Dr. Schnauzer, and sent him on an expedition into the ruined cities. However, the expedition never returned. In response, the Empire dispatched an airship filled with Gryphon troops to the region under the command of a veteran commander, Graf Thrushnev. Meanwhile, the Free Cities have taken notice of the Elderveldt as well. The idea of an æther-disrupting weapon under the control of Falconigrad is disturbing to many, especially the ponies of the Citadel. There, a special task force of adventuresome ponies has been organized under the direction of Captain Goldhoof. She is known to be one of the elite High Guard of the Citadel, and her leadership is sorely needed to create some kind of deterrent for the Empire’s ambitions in the Elderveldt. Captain Goldhoof is hard at work recruiting bands of ponies willing to explore this haunted region, assigning numerous dangerous missions from her office in the Citadel. Goldhoof is often frustrated that her position as an organizer and leader keeps her from personally leading more missions into the Lost Trio, for she is a bold explorer at heart.
The High Guard and the Player Characters
Captain Goldhoof ’s task force is a perfect opportunity to involve the player characters in the Elderveldt setting. Because the situation is unusual, Goldhoof ’s task force is willing to accept nearly any being, provided they have useful skills and are not enemies of the Free Cities. Characters from nearly anywhere can end up being drawn to the Citadel. Reasons to arrive here include following stories about the Elderveldt, being a native of the Free Cities, or being directly recruited by posters, announcements, or other agents of the High Guard. Unbeknownst to everyone else, the Ratvarians have also set their greedy eyes upon acquiring the mysteries of the Elderveldt. A particularly mutated Ratvarian leader has led a sizable group of his chittering kin into the depths of the Lance Trio. This leader—an ambitious and fearsome being named Ratsputin—intends to locate the true power of Elderveldt and use it to cause disruptions in æther across the entire world. Ratsputin has often boasted to his followers of the chaos he could inflict across entire nations by shutting down æther flows. In addition, he and his followers could then feast upon all the raw, unbalanced æther such an act would create. Complicating the exploration of the Lance Trio is the presence of a group of fanatical guardians. A faction calling itself “the Cult of the Master” emerged in the wake of the first, ill-fated expedition sent by Falconigrad. Graf Thrushnev believes that the cult is, in fact, made up of Imperial soldiers and scholars dispatched to study the ruins over one year ago.
s Roan
Reports indicate that this cult is led by Dr. Schnauzer, although, if true, the canidian has changed greatly from the stuffy and studious researcher he once was. Instead, Schnauzer is a wild-eyed fanatic, insisting that only the “pure” are worthy of serving the Master—whoever, or whatever, that may be.
The Core Conflict
The possible presence of an æther disruptor is the central conflict of the region. It provides a compelling reason to drive the action in and around the Elderveldt. The Game Master should keep this in mind, because it links into the motivations of the various factions at play in the area: Falconigrad, the High Guard (and the player characters), Ratsputin’s followers, and the Cult of the Master.
Other Concerns
Aside from the æther disruptor, there are numerous mysteries of the Elderveldt that the player characters can help solve.
▶▶ The Lance Citizens: The missing residents of the Lance Trio cities are a cause of some concern. There is simply no sign as to where they may have gone or even if they survived the fall. Perhaps the citizens became transformed during the æther disruption into something else entirely. . . .
▶▶ The Æther Spirits: The often-glimpsed apparitions of the El-
derveldt are one of the main reasons this place is considered haunted. Are these beings truly ghosts, or are they echoes of another place, another time? What about the Interloper? The ghost airship may have some significance—perhaps it was the trigger of the æther disruption, or perhaps it was merely another innocent victim caught up in the events of the Æther War.
▶▶ The Sentinels: The purpose of these giant stone pony heads is
a mystery. Who built them, and why? There may be some connection with the Elderveldt’s unusual properties, or with the history of the ponies themselves.
Dramatis Personae Below you will find information on the main movers and shakers present in the Elderveldt.
Graf Thrushnev of Falconigrad
Proud and perceptive, this gryphon leads the Imperial forces present in the Elderveldt. Thrushnev is intensely loyal to his motherland, aggressive, and ruthless to a certain degree. However, the Graf also possesses a strong sense of honor and is willing to extend respect to enemies who earn it. Thrushnev’s feathers are black tinged with a hint of silver at the tips, his piercing gaze a vibrant yellow in color. He wears razor-sharp iron tips on his talons and bears a long, jagged scar across the side of his head—a mark he received during a duel in his youth. The Graf fiercely hunts for Dr. Schnauzer and the remnants of the Imperial expedition. He has yet to learn much of the “Cult of the Master,” but his scouts have reported seeing signs of the expeditionary force in the lower levels of the Lance Trio. Thrushnev is icily polite to any groups hailing from Roan or the Free Cities, but he does not tolerate any interference in his plans. Typically, the Graf would prefer to capture and imprison ponies that get in his way rather than subject them to any more permanent ends. Falconigrad has sent the Graf along with a sizable force in their bid to locate and claim the æther disruptor. First, there is the Ironbeak—a well-armed and formidable airship. The Ironbeak runs on diesel rather than æther, a conscious decision in case the æther disruptor were to be used before Thrushnev can get his claws on it. Secondly, there is a large number of Imperial troops amongst Thrushnev’s forces. These gryphons are fanatically loyal to their commander, inspired by his noble birth and martial successes. Lastly, the Ironbeak has a small fighter bay, including what many claim is a new prototype fighter deployed for the first time by the Imperial Air Force.
Using Graf Thrushnev in Your Campaign
The Graf represents a sympathetic villain. His motives are easy to understand—he wants to serve his nation. In addition, Thrushnev is also an honorable opponent, one who respects signals for parlay or surrender. He is an antagonist that the player characters can interact with non-violently, and possibly the ponies could even come to respect him, and in turn, earn his trust.
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The Elderveldt
Part IV
Ratsputin of the Ratvarians
A vile, hulking beast of a Ratvarian, this mutant creature leads his followers into the Elderveldt from below. Ratsputin has devoured more than his share of wild æther over the years, and it has twisted his body into some truly horrifying ways. Ratsputin is quite tall and broad, with a long, pink tail that lashes behind him whenever he is agitated (which is often). The mutant has one eye swollen much larger than the other, both orbs possessing a slight greenish glow. His teeth are unnaturally long and sharp, and one of his arms is far out of proportion with the other. Most of his other mutations are hidden beneath a ragged, dark red robe swaddling his bloated form. Perhaps most telling is the unusual smell surrounding him, a chemical odor that is quite uncanny to the senses. There are quite a few amongst his followers who believe that Ratsputin has been driven mad by his experiences. Certainly, the mutant tends to mutter to himself, adding a strange echo to nearly everything he says by repeating it softly. Ratsputin seems unaware of this habit. Either because of his madness or in spite of it, Ratsputin’s followers are fearfully respectful of the mutant’s commands. He has a surprising number of Ratvarians under his control, and dispatches them in small patrols across the Lance Trio quite often. Ratsputin takes reports from these patrols and uses them to get an idea of how the search is progressing for the æther disruptor. The mutant intends to wait until one of the searching factions is close to locating their goal, then swoop in to steal it for himself.
Using Ratsputin in Your Campaign
Ratsputin is an unequivocally evil villain that the Game Master can present in his campaign as an obstacle for the player characters to overcome. Defeating Ratsputin and his sinister scheme should be a valued victory for the ponies. There is no reasoning with Ratsputin and the Ratvarians when it comes to the Elderveldt and the æther disruptor. At best, Ratsputin may pretend to offer his assistance in an alliance against one of the other factions if they acquire the device. However, he cannot be trusted, and the mutant will turn against his erstwhile allies as soon as his goal is in sight.
Dr. Schnauzer & the Cult of the Master
This canidian researcher was originally dispatched into the Elderveldt by Falconigrad to study the æther disruption phenomenon. A noted scholar, intellectual, and skilled æther-technologist, Schnauzer eagerly accepted the challenge of sniffing out the various mysteries on the haunted subcontinent. However, his mission ended abruptly and prematurely when he discovered the Deep Vaults beneath the surface. Soon after his arrival, Dr. Schnauzer encountered the Master and either went completely insane or fell under the Master’s control (see The Master on page page 222). He may have been bereft of his sanity, but Schnauzer retained his charisma and leadership. Thus, the rest of the expeditionary force swiftly joined him, becoming a cult rather than a well-ordered Imperial force. In appearance, Dr. Schnauzer is a typical canidian, his fur tending towards grey at the tips. He wears a broken set of spectacles on his nose. A torn and stained laboratory coat covers his torso. The good doctor has clearly suffered during his ordeal beneath the Elderveldt—he is quite gaunt and appears unwell. Dr. Schnauzer commands a sizeable number of gryphons and other canidians as his cultists. He often leads them in eerie plainsong or chants that echo through the caverns of the Deep Vaults. These chants are prayers or praising of the Master. In addition, Schnauzer firmly believes that he and his followers are “pure,” and only the pure are worthy to dwell in the Deep Vaults. He has not forgotten the importance of the æther disruptor device, but his priorities have shifted greatly. Now, his only goal is to keep the Deep Vaults pure, serve the Master’s wishes, and keep the æther disruptor away from any other faction’s control. Dr. Schnauzer seems to have a strange influence over the æther golems and æther spirits that are commonly found in the Deep Vaults. The apparitions seem drawn to Schnauzer’s presence, and even obey his commands from time to time. The æther golems, by contrast, largely ignore Schnauzer and his cultists, although there are a few golems that actively work with and support the cultists whenever they engage in combat against intruders.
Using Dr. Schnauzer in Your Campaign
The Elderveldt
The role of Dr. Schnauzer in this setting is that of an innocent victim. He provides the Game Master with someone for the player characters to rescue if possible. Despite his apparent madness, the good doctor can be reasoned with. A particularly compelling or knowledgeable pony could even shock Schnauzer back to his senses. It is worth noting that Schnauzer’s understanding of the Elderveldt dwarfs all others. For this reason alone, Captain Goldhoof and Graf Thrushnev are both very interested in capturing him alive if possible. In addition, Schnauzer is aware of the location and true nature of the æther disruptor, further enhancing his value to all factions. Only Ratsputin seems unaware that Schnauzer’s well-being is in his best interests, and the mutant is more likely to use Schnauzer as a hostage.
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The Lance Trio Three cities fell to the ground in the center of the Elderveldt. Previously, these settlements thrived, hung in the sky via a cloud anchor. The ponies built these cities downwards in a somewhat pyramidal shape, resulting in sharp angles descending towards a central point. When the cloud anchors failed during the æther disruption, all three cities slammed point-first into the earth, embedding themselves like hurled spears into the Elderveldt’s central region. These cities are little more than abandoned ruins today, but they remain mostly intact. It is commonly believed that the answers for many of the Elderveldt’s enigmas lie within these cities—a region now called the Lance Trio.
Lance One
The first of the fallen cities, known as Lance One by explorers, is also the most colorful. Plant life covers much of the exposed surfaces of this ruin, primarily creeping vines, ivy, and several beds of flowers. The sweet fragrance of these flowering plants fills the air in this city, and the abundance of vines makes ascending from one level to another relatively easy. In addition, the coloration of the plants and the snaking vines that lie upon the stone improve the ability to make a stealthy approach. At the top of the city, Falconigrad has established a base camp. Imperial tents have been set up in ordered lines, and a tether line has been established for the looming presence of a diesel-powered airship. This vessel is the Ironbeak, the personal transport for Graf Thrushnev—a veteran commander in the Imperial forces.
Using Lance One in Your Campaign
Lance One is a good site for sneaking around, if your group likes being stealthy and scouting things out. This is also the home base for Thrushnev’s Imperial forces, making Lance One a great site to engage in encounters with Falconigrad. The Ironbeak and its attendant fighters are also a great opportunity to engage in aerial combat if that is something that interests your group.
Lance Two
Part IV
Using Lance Two in Your Campaign
This ruined city is perfect for introducing some spooky elements into your campaign. Exploring Lance Two offers all kinds of opportunities to play up superstitions, fears, and phobias. If your group is particularly interested in exploring the “haunted” angle of Elderveldt, Lance Two is perfect to expose the ponies to more sightings (and potentially interactions) of the æther spirits. Secondly, Lance Two is the lair of Ratsputin and his band of Ratvarians. This mutant antagonist is rabidly territorial, meaning that any non-violent interactions with his group are quite unlikely. This can be a good thing if your group enjoys doing battle with this sinister threat.
Interacting with the Æther Spirits
As they explore the region, player characters have several opportunities to interact with the apparitions of the Elderveldt. The æther spirits should generally never openly attack the group. Instead, the Game Master should sue the apparitions to issue warnings about what the group may encounter in the Lance Trio, provide cryptic hints as to what is going on, or otherwise respond in mysterious ways related to the character’s own individual history. At the Gamemaster’s discretion, the apparitions may become an additional threat to overcome, making crossing dangerous areas of the cities even more so . . . such as startling a pony carefully trying to traverse a crumbling bridge!
Lance Three
The ruins labeled Lance Three are quite intact and free from overgrowth of vegetation. This city seems to have survived the fall in far better shape than the other two. The ruins are strangely beautiful, its exterior carved with numerous artistic scenes depicting peaceful ponies engaging in art, architecture, agriculture, and rituals of friendship. These engravings are often difficult to fully understand, and there are several symbols that somewhat resemble the Sentinel statues placed on the coastline of the Elderveldt. The denizens of Lance Three seemed to have a preoccupation with puzzles and games. The interior of the ruins often feature unusual hidden passages and locked doors that require ingenuity or unconventional thinking to open. Some levels are similar to a labyrinth or maze, and there are areas within the city that look as if they were designed to be used as theaters, arenas, or training grounds for various athletic activities. Occasionally, search parties from Falconigrad make their way into Lance Three, but the Imperial Soldiers have little patience for the maze-like layout and puzzles that they encounter. Graf Thrushnev considers Lance Three of little value, preferring to focus his efforts on locating Dr. Schnauzer instead. As for Ratsputin, his followers have penetrated some of the lower levels, but do not linger long. A few supply caches have been raided by the mutant Ratvarians, leaving behind only scattered debris. Silent and mostly empty, Lance Three remains mostly unexplored.
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The Elderveldt
The second fallen city is far more decrepit than the other two. Named Lance Two by explorers, these ruins are, from the outside, dark and crumbling. There are few entrances into Lance Two, and those that exist are typically lower down the spire, often formed into tunnels or tight, claustrophobic passages. On the interior, however, Lance Two is far cleaner than the other cities. Each room and passageway within Lance Two is adorned with dozens of mirrors and reflective surfaces. This creates a somewhat unsettling feeling for anyone entering the ruins, especially since the city rests at a tilted angle relevant to the ground. Lance Two is by far the most forbidding and creepy of the Trio. Intruders always feel as if they are being watched. Often, explorers catch glimpses of movement out of the corner of the eye, as if the reflections in the mirrors surrounding them are moving slightly out of synch. This is also the site where the majority of æther spirit sightings have been reported. Adding to the challenge of exploring Lance Two, Ratsputin and a group of Ratvarians have taken up residence here. Ratsputin’s followers located an entrance close to ground level, and the Ratvarians have slowly begun combing the passageways one by one as they
ascend. Ratsputin considers Lance Two his personal territory, and brooks no interference in his schemes. Thus, intruders are attacked on sight by the Ratvarians. So far, Graf Thrushnev is aware that something is going on over in Lance Two, but he is too busy searching for Dr. Schnauzer to have yet investigated the Ratvarian’s presence.
Using Lance Three in Your Campaign
The puzzling nature of Lance Three provides many opportunities for intellectual or scholarly ponies to show off their knowledge. The Game Master should consider presenting one or two puzzles when the player characters first explore Lance Three, but not to focus overly much on such challenges. Instead, the true value of Lance Three is that it is a perfect place for the ponies to set up their home base. If the group is interested in working with Captain Goldhoof, Lance Three can become a permanent outpost of the High Guard!
The Elderveldt
The Deep Vaults
Beneath the Lance Trio and intimately connected with all three cities is a cavern system named the Deep Vaults. Here, the walls are lined with pulsing, glowing crystals that collect and store æther. The crystals themselves give off a soft humming sound, and the air smells faintly of ozone. Inside these caverns lurks the remnants of the first Imperial expedition into the Elderveldt. Dr. Schnauzer and his team explored much of the Lance Trio before discovering an entrance into the cave system. Once he travelled within, the researcher stopped reporting back to Falconigrad. The Cult of the Master was all that remained. Visitors to the Deep Vaults may occasionally hear chanting echoing from the cavern walls. These chants are led by Dr. Schnauzer and his faithful congregation of cultists. However, the cultists are not alone in the Deep Vaults. Other beings roam the passageways, crystalline creatures that resemble ponies, canidians, and gryphons. Strong, powerful, durable, and nearly mindless, these unfortunate beings are all that remains after an overexposure to æther. Dubbed “æther golems,” these crystalline beings prowl restlessly amongst the caverns, attacking anyone they encounter other than themselves. Strangely, the Cult of the Master seem to have some rapport with these creatures. It is believed that some cultists are even able to control or lead the golems into battle! It is not overly difficult to find evidence of the expedition’s travels in the caves. Discarded gear, bizarre writings on the walls, and debris from numerous campsites are scattered throughout the region. Dr. Schnauzer and his followers have claimed many of the central caves for themselves. These chambers lie clustered around a huge, central cavern so wide that most lights cannot illuminate the other side. According to the Cult’s ravings, their “Master” resides here.
Using the Deep Vaults in Your Campaign
This region of the Elderveldt is meant for the climax of campaigns set in this region. In the Deep Vaults, the characters can encounter the Cult of the Master, Dr. Schnauzer, and potentially the Master himself. This area gives the Game Master an opportunity to introduce the stranger, more bizarre elements of the Elderveldt, from the Æther Golems to perhaps even stranger mutations of Ratvarians (such as Ratsputin, if he has survived long enough to follow the group here!). There should be a sense of exploration and wonder in journeying through the Deep Vaults.
The Master This setting is a gazetteer of the Elderveldt, and thus, does not present a definitive answer the Master’s true nature. Instead, presented below are three options for who—or what—is truly the Master. The Game Master is encouraged to either select one of these options, or come up with his own take on the Master for his campaign.
▶▶ Option 1: The Master is an elder dragon, biding its time hid-
den beneath the Elderveldt. This dragon has a unique method of working æther into a storm that disrupts æther-tech. The dragon is intending to refine this ability and eventually use it in a bid to try and reclaim immortality for himself and his kind. If unleashed, this vengeful dragon could ravage much of the world before he’s stopped. In the meantime, the dragon amuses himself by dominating the minds of other beings (such as Dr. Schnauzer) and creating new forms of drake servants.
▶▶ Option 2: The Master is actually a self-aware æther-tech device,
a bizarre crystal-lined machine constructed by a mad æther-technologist during the height of the Æther War. The device can modulate an ætheric discharge that creates a disruption in a targeted area. The device feels remorse for the fall of the sky-cities over the Elderveldt. It was the device’s discharge that transformed the Interloper and the citizens of the sky-cities into æther spirits, dooming them to a ghostly existence. Since then, the device has decided to study the effects of æther upon living beings, attempting to find a way to restore the citizens of the Lance Trio to physical form. Misunderstanding the device’s intentions, Dr. Schnauzer worships the device as a god.
▶▶ Option 3: There is no actual “Master.” Instead, the æther disrup-
tion was a freak natural event that occurs on a regular cycle— typically separated by centuries. The disruption itself is generated from a massive cave geode filled with crystals that have absorbed æther. Over time, the resonance between these crystals builds up, eventually to be released in a wave-like front of energy that causes ætheric disruption. Currently, the resonance is building up once more—and it will not be long before another æther disruption occurs! Dr. Schnauzer has been driven mad by being oversaturated by æther in the caverns. He is convinced there is some shadowy being at work creating the disruption, and the raving researcher’s statements have led others to believe this is true as well.
Page 222 s Roan
Non-Player Characters of the Elderveldt
Talents ▶▶ Blade Novice: Gain a +2 bonus to combat dice pool when Graf uses his sword in combat.
▶▶ Maneuver: Riposte – When counterattacking, Graf gains a +2
Graf Thrusnev – Gryphon General Archetype:
Tactician
Motivation:
Honor
Style:
5
Health:
9
bonus when using his sword. Whenever he is attacked, he may make a free counterattack against his opponent. ▶▶ Blade Master: Graf gains another +2 bonus to his combat dice pool when using his sword. ▶▶ Maneuver: Blade Dancer – Graf may attack a single or multiple opponents up to three times beginning with a –2 to his dice pool vs. the first, then a –4 on the second, and finally a –6 on the last strike.
Primary Attributes Physical
Mental
Body
4
Charisma
Dexterity
4
Intelligence 5
Strength
4
Willpower
Resource ▶▶ Rank 4: Military leader from Falconigrad.
5
Flaw ▶▶ Condescending: +1 Style point whenever he proves his
5
superiority.
Secondary Attributes
▶▶ Honorable: +1 Style point for any show of honor towards an
Size
0
Initiative
9
opponent.
Move
8
Defense
8
Equipment
Perception
10
Stun
4
Magic Defense
9
Skills
Weapon
Rating
AP
Cap
Range
Str
Size
Attack
(Ave.)
Crusher Pistol
1L
1
8
45ft
2
0
13
6
Base
Levels
Total
(Average)
Athletics
4
3
7
(3)
Schwarztahl Blade
6L
—
—
—
3
0
Brawl
4
4
8
(4)
Bite
2L
—
—
—
—
0
10
5
Diplomacy
5
4
9
(4)
Claw
3L
—
—
—
—
0
10
5
Firearms
4
5
9
(4)
Intimidation
5
5
10
(5)
Armor
DR
Str
Diff
Investigation
5
4
9
(4)
8
5
4
9
(4)
3 (+2 vs. Ballistics, Pierce, Slash)
2
Linguistics
Custom Flak Plate
Melee
4
4
8
(4)
Stealth
4
4
8
(4)
s Page 223
The Elderveldt
Part IV
Falconigrad Highguard Archetype:
Soldier
Motivation:
Orders
Style:
0
Health:
5
Talent ▶▶ Racial Talent: The Falconigrad Highguard are made up of elite
birds of prey who are usually known for their more stealth like feline qualities such as the panther body, cougars, and tigers.
Flaw ▶▶ Without Orders: A Falconigrad Highguard with no leadership,
Primary Attributes Physical
means chaos. If the squad leader is taken out, the gryphon suffers a –1 to their total dice pool on any action.
Mental
Body
3
Charisma
2
Dexterity
3
Intelligence 2
Strength
3
Willpower
Equipment Weapon
2
Secondary Attributes Size
0
Initiative
9
Move
6
Defense
5
Perception
6
Stun
3
Magic Defense
5
The Elderveldt
Skills
Base
Levels
Total
(Average)
Athletics
3
3
6
(3)
Brawl
3
3
6
(3)
Firearms
3
3
6
(3)
Intimidation
2
3
6
(3)
Investigation
3
3
6
(3)
Melee
3
3
6
(3)
Stealth
3
3
6
(3)
Rating
AP
Cap
Range
Str
Size
Attack
(Ave.)
Rifle*
3L
1
5
250 ft
2
0
8
—
SMG*
1L/3L
1/0
20/30
150 ft
2
0
6/8
—
Pistol*
1L/3L
1/0
7
30 ft
1
0
8/8
—
Dagger
1L
0
—
—
1
0
6
3
*Firearm equipment for soldiers varies based upon what they are offered from their armory. Troopers range from rifle users, to submachine guns (SMG), and while a simple soldier will be armed with a pistol, others like to purchase their own sidearm. The marked equipment is merely examples of what a soldier could be equipped with.
Page 224
s Roan
Armor
DR
Str
Diff
Flak Jacket
1 (+3 vs. Ballistics)
2
5
Captain Goldhoof Archetype:
Soldier
Motivation:
Adventure
Style:
5
Health:
9
Talents ▶▶ Alicornium: As a unicorn Goldhoof has an alicornium horn. ▶▶ Invisible Hand: Goldhoof is able to lift objects using her Will-
power instead of her strength. Her Willpower also defines how far away an object can be for her to lift it. 1 Willpower = 1 foot. ▶▶ Spark of Light: When spending a style point on any Willpower based skill checks; add a bonus +1 Die to Goldhoof ’s dice pool. ▶▶ Dual Wielding Lv 2: Goldhoof does not suffer the penalty for using a weapon in her off-hoof, this also counts for her ability as a Weapon Mage. When attacking with both weapons, the total difficulty penalty is a –2 to their dice pool. ▶▶ Weapon Mage: Goldhoof is considered an accomplished Weapon Mage.
Primary Attributes Physical
Mental
Body
4
Charisma
3
Dexterity
4
Intelligence 4
Strength
3
Willpower
5
Resource
Secondary Attributes Size
0
Initiative
8
Move
7
Defense
7
Perception
9
Stun
4
Magic Defense
9
Skills
Flaw ▶▶ Without Orders: A Falconigrad soldier with no leadership,
means chaos. If the squad leader is taken out, the gryphon suffers a –1 to their total dice pool on any action.
Equipment
Base
Levels
Total
(Average)
Athletics
4
3
7
(3)
Brawl
3
3
6
(3)
Diplomacy
3
5
8
(4)
Firearms
4
3
7
(3)
Investigation
4
3
7
(3)
Melee
5
3
8
(4)
Magic
5
5
10
(5)
Stealth
4
3
7
(3)
Weapon
Rating
AP
Cap
Range
Str
Size
Attack
(Ave.)
9mm Pistol
1L
1/0
7
30 ft
1
0
8
4
Dagger*
2L
1
—
Will
1
0
11
5
Steel Hooves
2NL
—
—
—
1
0
8
4
*Goldhoof has a custom set of Daggers. Armor
DR
Str
Diff
Custom Flak Jacket†
2 (+3 vs. Ballistics)
3
6
† Goldhoof has a custom flak jacket that is lined with small chain links in order to offer her the best protection possible against opponents.
s Page 225
The Elderveldt
Part IV
Dr. Schnauzer
Talents
Archetype:
Occultist
Motivation:
Preservation
Style:
5
Health:
9
Primary Attributes Physical
Mental
Body
3
Charisma
5
Dexterity
3
Intelligence 6
Strength
3
Willpower
Resource ▶▶ Rank 4: Leader of the Elderveldt Cultists.
6
Secondary Attributes Size
0
Initiative
9
Move
6
Defense
6
Perception
12
Stun
3
Magic Defense
9
The Elderveldt
Skills
Pongoes: Large Schnauzer ▶▶ Iron Will: The doctor obtains a +1 to their Magic Defense against spells that target the mind. He also gains a +2 to his charisma check vs. any Charisma based skill used against him. ▶▶ For the Pack: In combat the Doctor gains a +2 combat bonus when assisting an ally. ▶▶ Advanced Inspiring Command: The good Doctor is a skilled orator. He may grant +4 Skill Bonus points to all allied cultists within 30ft of him. It is not required for him to be able to see them, it is only required that the cultist can hear him.
Flaw ▶▶ Monologue: The good Doctor can’t help but dictate his genius to
Base
Levels
Total
(Average)
Con
5
3
8
(4)
Diplomacy
5
4
9
(4)
Empathy
5
3
8
(4)
Firearms
3
3
6
History
6
3
Investigation
6
Melee Stealth
all around him, even at the cost of completely distracting him. If he is baited into talking, he incurs a –2 penalty to his perception dice pool. ▶▶ Without Orders: A Falconigrad soldier with no leadership, means chaos. If the squad leader is taken out, the gryphon suffers a –1 to their total dice pool on any action.
Equipment Weapon
Rating
Size
Dagger
1L
0
6
(3)
(3)
Bite
2L
0
5
(2)
9
(4)
Claw
1L
0
4
(2)
3
9
(4)
3
2
5
(2)
3
3
6
(3)
Armor Padded Armor
Page 226 s Roan
Attack (Average)
DR
Str
Diff
1 (+1 vs. Slash)
2
5
Cultist of Elderveldt
Ratsputin – Ratvarian Orator
Archetype:
Occultist
Motivation:
Duty
Archetype:
Orator
Motivation:
Power
Style:
0
Health:
8
Style:
5
Health:
8
Primary Attributes
Primary Attributes Physical
Physical
Mental
Mental
Body
2
Charisma
Intelligence 3
Dexterity
2
Intelligence 6
Willpower
Strength
2
Willpower
Body
2
Charisma
Dexterity
3
Strength
2
2 6
6 6
Secondary Attributes
Secondary Attributes Size
0
Initiative
4
Size
0
Initiative
8
Move
4
Defense
4
Move
4
Defense
4
Perception
12
Stun
2
Perception
12
Stun
2
Magic Defense
8
Magic Defense
8
Base
Levels
Total
(Average)
Brawl
2
4
6
(3)
(2)
Diplomacy
6
4
10
(5)
6
(3)
Intimidation
6
3
9
(4)
4
6
(3)
Investigation
6
4
10
(5)
8
10
(5)
Stealth
2
4
6
(3)
Skills
Base
Levels
Total
(Average)
Athletics
2
3
5
(2)
Brawl
2
3
5
Con
2
4
Melee
2
Stealth
2
Skills
Resource ▶▶ Rank 1: Cultist of Elderveldt (+2 social bonus) ▶▶ Racial Talents: The Cultist of the Elderveldt are a mix of various races who have come to the calling of the Elderveldt.
Flaw ▶▶ Paranoia: “The Rats in the walls speak to me!” (+1 Style point whenever a cultist allows their paranoia to get the better of them.
Equipment Weapon
Rating
Size
Club
2NL
0
8
(4)
Sword
3L
0
9
(4)
Bite*
1L
0
7
(3)
Claw*
2L
0
8
(4)
Hoof*
2NL
0
8
(4)
Talents ▶▶ Festering Bite: Ratsputin is rumored to have ingested many
poisons, which has caused his bite attack to inflict lethal damage upon a victim. The bite will inflict 1L of damage for per round for the next 4 rounds. ▶▶ Hive Mind Leader: Ratsputin is able to control the minds of any other ratvarians within 20 miles of his position. If another Hive Mind Leader is present, then they contest their willpower against each other to see who controls the rats. Ratsputin will generally have a number of ratvarians in his retinue to be used as saboteurs.
Flaw ▶▶ Hubris: Ratsputin can be distracted by his own hubris and gloat-
Attack (Average)
ing. Whenever an opponent is at their worst, Ratsputin will take to gloating, his next action incurs a –2 penalty to his dice pool.
Equipment Weapon
* These brawl choices are based upon the cultist having the appropriate race.
Rating
Size
Attack (Average)
Bite
1L*
0
7
(3)
Claw
2L
0
8
(4)
DR
Str
Diff
Armor
DR
Str
Diff
Padded Armor
1 (+1 vs. Slash)
2
5
Leather Cloak
1
—
5
Part IV
s Page 227
The Elderveldt
Armor
Æther Golem Archetype:
Golem
Motivation:
Order
Talents ▶▶ Natural Armor: The Golem’s body provides it a 3 DR armor
Style:
3
Health:
11
▶▶ Æther Proof: The Golem is immune to magical attacks, but is still
bonus.
susceptible to status effects such as slowing it down.
▶▶ Detonation: When the Golem’s health reaches 0, it begins to
Primary Attributes Physical
flicker with energy. In 3 rounds the Golem with explode with a 5 AOE blast of 5L damage that ignores Active Defense. As each round passes the Golem flickers brighter and brighter.
Mental
Body
5
Charisma
2
Dexterity
4
Intelligence 2
Strength
6
Willpower
Flaw ▶▶ Autonomous: The Æther Golem is very direct in its movement.
6
A pony may use Tactics vs. Diff 8 to figure out the Golem’s pattern. If they pass, they gain a +2 to their attacks and defense. A pony may share this with their teammates to make it easier to defeat the Golem.
Secondary Attributes Size
1
Initiative
6
Move
6
Defense
9
Perception
8
Stun
—
Magic Defense
11
Skills
Equipment Weapon
Base
Levels
Total
(Average)
Brawl
6
6
12
(6)
Stealth
4
6
10
(5)
Ironbeak dieselpowered airship
Size
Attack (Average)
Bite
1L*
0
7
(3)
Claw
2L
0
8
(4)
Vehicles
Ironbeak Description
Rating
Size DR VR
10
5
14
Spd
Crew
60 mph
2 Drivers 15 Deckhands 30 Gun Gryphons
Talent ▶▶ All Diesel: Unlike the Æther class ships of Roan, Falconigrad
Pass
Cargo
Hardpoint
180
Windows 16 Light Fixed: .50 Cal 25 tons 10 Light Fixed: 20 mm Cannon 4 Hard Fixed: 3-inch Guns 4 Hard Fixed: 6-inch Guns
C-Pass
Flaw ▶▶ 24/7: The ship is constantly on watch, especially with the ghost
employs the use of diesel engines for their ships. This protects it from the possibility of any Æther collapse coming from the Trio.
ships that drift around the area. Soldiers onboard are considered to be superstitious and this can be used to the player’s advantage.
AP-42 Screaming Hawk Description
Size DR VR
AP-43 Screaming Hawk fighter aircraft
2
1
10
Spd
Crew
Pass
500 mph
1 Pilot
0
Cargo
Hardpoint
C-Pass
1,000 lbs 4 Light Fixed: 20 mm 6 × 20mm
XP-23 Crying Falcon (Experimental) Description
The Elderveldt
XP-23 Crying Falcon experimental fighter
Size DR VR 2
3
9
Spd
Crew
Pass
Cargo
Hardpoint
C-Pass
530 mph
1 Pilot 1 Rear Gunner
0
1,000 lbs
4 Light Fixed: .50 Cal 1 Rear Light Fixed: 20 mm
10 × .50-cal. 4 × 20mm
Talent ▶▶ Tail Gunner: The Crying Falcon is set up to include a second passenger who is tasked with navigation, cartography, and rear
Page 228
defenses. The occupant has access to a 20mm rear turret which they can fire during their opponents Predator phase during air combat.
s Roan
C
Example Game: The Bar Fight
lear Skies pours another mug of cider for you and himself, settling back and looking over his schematics. “Well, that’s the world in a nutshell for ya,” he pauses to take a swig of his cider before continuing. “Good friends, good places, as well as the bad . . . speaking of bad.” Clear gestures a hoof to the bar door, a surly set of Gryphons having just entered into the bar, their uniforms showing off the colors of Falconigrad. Though unarmed, each predator has enough of a natural presence to intimidate any lesser pony, too bad for them, they entered into the Tavern of the Wild Geese. The Gryphons have a Charisma of 3 + their Intimidation Skill of 3 = Total dice pool of 6 or a 3 average. The Game Master (GM) chooses to go with the average, most of the other patrons are intimidated enough to leave the Gryphons alone, but a few of the braver occupants are able to hold their own, glaring at the Gryphons. “Tender, my comrades desire drinks to wet our beaks.” The largest of the group demands. “We are told that this bar gives best hard drink.” The largest Gryphon has a Charisma of 4 + Intimidation Skill 5 = Total dice pool of 9 or a 4 average. On a dice roll by the GM, the Gryphon has 4 evens up, meaning he has 4 successes.
Clear has a Charisma of 3 + Diplomacy Skill 5 = Total dice pool of 8 or a 4 average. He opts for the average, matching the Gryphon’s intimidation with a flippant attitude. “Ahh, know us do you?” replies the Gryphon, dropping some coins upon the table. “You’ve heard much of us then?” “Heard, and fought you could say.” Clear answered, gesturing to you to make a little space. All throughout the bar, various patrons seemed to shift themselves, trying to get as much space between them and the Gryphons, though others seem to be readying for the fateful pin to drop. The local pianist is seen closing the covers over the piano keys and quickly making haste out of the bar and into the crowded streets. You yourself begin to wonder why you are still hanging around, rather than following the pianist, you decide to remove your cloak, your batwings unfurling from their confines. A set of bottles jingle together across your chest, as you decide to enter into a different narrative perspective at the behest of the GM, contrary to any description that may have been set previously. “Is that . . . nitro?” Clear asks the revealed nocturne quietly.
s Page 229
Example Game
Part IV
“As hard as the bits you place on the counter.” Clear countered, tapping the counter for emphasis. “I note the colors of the High Guard of Falconigrad.”
Clear has an Intelligence 6 + Willpower 3 = Perception 9. With a roll of the dice, he has 3 evens meaning he has 3 success, it is enough to notice the vial of nitroglycerin hidden in the Nocturne’s coat which has a natural Stealth of 3. “Yeth!” she responds with a strong lisp. “Nanana is the name, scienth is the game!” She grins, fangs showing, as she adjusts her pilot’s jacket, rattling yet more bottles and unknown, and probably dangerous, incendiary devices. Clear sighs, turning to the Gryphon and swiping the bits into a till. Soon enough, he slides a series of mugs across the counter, each one being snapped up by the various color guard members. Each Gryphon has a natural Dexterity Attribute of 3 which is doubled when used against any challenge. With a Dex dice pool of 6, it is extremely easy for them to go with the average in catching their mug, and quickly downing its contents. “Easy on the drinks lads, you’ll want to enjoy the flavor.” Clear quipped, “hard cider in celebration of events and all.” “Oh sure, for Roan!” one of the hawks rudely slams the mug upon the counter. “If country is as strong as drink, it is nothing like our great empire.” Clear rolls his eyes, ignoring the raucous laughter that followed as he focuses on pulling together a few other drinks. “Well come on then, better to introduce you to good company while they’re here.” He says, gesturing to her to follow, dodging and weaving under feathered wings. The Gryphons are clearly trying to trip the Kelpie as he passes. The GM counts the various passes a Brawl Skill attack. The Gryphons have a Strength 4 + Brawl 3 = Total dice pool of 7 or a 3 average. The two Gryphons closest to Clear make 3 and 2 success rolls. Clear has a Passive Defense 3 (Body) + Active Defense 5 (Dex) = Total Defense 8. He deftly maneuvers around the Gryphons without any trouble, the drinks balanced upon his back not spilling a single drop.
Example Game
Nanana has a Passive Defense 2 + Active Defense 2 = Total Defense 4. She’s not quite the veteran that Clear is, and would take 1 point of Stun damage, but the GM decides to ignore damage in favor of having her stumble from being battered by a wing. “Bleh . . . jerks.” The nocturne hisses quietly. “That’s one.” Clear says, as he slides the tray from his back to the table. “Nanana, disregard the nuisances. I’d like you to meet a few o’the crew.” The occupants of the table regard Nanana with friendly smiles, giving her a small wave. “Allo, Sugar Lock here.” Greets the Pegasus. “A procurer of all things to keep the Wild Geese happy.” “Procurer, that’s a new one.” the unicorn beside her says before receiving a sharp elbow to the side. “Ouch! Alright, alright . . . names Flickaloof, just call me Flick, resident caster for the flock.” “And good company, when they aren’t bickering over their next caper.” Clear chuckled, the smashing of glass reaches his ears, and Page 230
with a frown he turns to observe the Gryphons. “And two.” Slowly trotting up to the group of rambunctious guards, he stamps a hoof, gathering their attention. “You lot ’bout done, I don’t enjoy seeing my pub being disrespected.” He levels a glare at each bird, noting the largest of the group has merely taken a seat in the corner to observe the rest of the room. “You’re treading some white water, don’t tread any deeper.” Clear isn’t one for Intimidation, lacking the skill. His Charisma of 3 –2 for the lack of the Intimidation Skill, means he can only make 1 success. The Gryphons are hardly threatened by the Kelpie, all of them easily passing their Willpower 3 × 2=6 by going with the Average 3. “Little pony should learn when ground not his to stand on,” says Tweets, as named by the GM. “We held land long ago, we can hold again.” “Bout as well as you can hold your liquor.” Clear retorted with a flick of his tail. “By the Six, keep it civil, I don’t much feel like having to answer to Westwood as to why an incident went down here in my pub without him being invited.” A series of squawking laughter fills the air, the Gryphons clearly not taking any of the Kelpie’s hints. Tweets makes a powerful pass with his wing in an attempt to knock the kelpie down. Tweets uses his Brawl 7 against Clear Skies’ Total Defense of 8. Tweet rolls 3 successes, while Clear rolls 4 successes. “That’s three boyo!” Clear growls, avoiding the wing as he stands up, a set of manipulators extending from his hooves. With a sharp poke, he begins shouting at Tweets. “I’ll not be having any guff from you hatchling, you’re in the home of the Wild Geese, and you’d do well to respect that or else.” “Or else what?” Tweets glares at Clear. Tweets is considered to be distracted by Clear Skies, and so his Perception of 6 is at a –2. With his total Perception of 4, Tweets only succeeds with 1 success, and does not notice the mug coming at his head. “You should know better.” Says Flick, as he watches the mug collide with Tweet’s head. “Never mess with a flock.” Flick uses telekinesis combined with his Talent Weapon Mage, which allows him to use his Willpower instead of Strength for any Melee attack. His Willpower 5 + Melee 4 + Improvised Mug 1NL = Total dice pool of 10 or a 5 average. Flick counts an astonishing 6 successes. Tweets cannot count his Active Defense, so his Total Defense is a mere 3 + a DR 1 from his armor. His Successes are a 2 and DR1 against 6NL damage. DR counts as an auto –1 to the 6NL. Tweets success of 2 – the now 5NL is a total of 3NL. Tweets takes 3NL damage against his Stun rating of 3 (Body 3) and is stunned. As Tweets is knocked to the floor by the mug, the other Gryphons react quickly, reaching for their sidearms before freezing as
s Roan
The Gryphon catches the stick and makes a Willpower check vs. a Diff 4 not to panic. His Willpower 3 × 2 = Total dice pool of 6. He rolls only 2 successes and begins to panic, flying out of the bar while juggling the stick.
a small Pegasus hovers before them, juggling their pistols in her hooves. Sugar Lock used Clear’s distraction to lift both of the Gryphon’s firearms with her Thievery Skill. Her Dexterity of 4 + Thievery Skill 5 = Total dice pool of 9. Sugar also has the specialization Pick Pocketing, and is allowed to add the bonus +1 die from the specialization to her total, making it a dice pool of 10. She rolls 4 successes against one Gryphon, and then 5 against the other, easily relieving them of their weapons. “Now boys, rules of a pub fight, no firearms, and I’d hate to hafta have mine converse with the two your yours on a personal level.” Locke said sweetly, gesturing with her weapons. “So let’s keep it clean shall we?” The low growl of the larger Gryphon can be heard from behind them. “You would dishonor us, if bullet is what you need to win. Listen to little birdie pony, show what it means to be honor guard.” With that, the two guards ignore their weapons and dive at the Pegasus and Unicorn respectively. A bar brawl explodes within the pub, with much of the crowd outside peering into the mayhem through the windows. Honor guard and ponies begin swinging chairs, hooves, claws, and bottles. Initiatives are rolled now that the opening fight scene has begun, with the highest successes going first and the lower successes following afterward. If the GM chooses to, they may opt to have characters act first followed by NPCs. In this case, the GM chooses to let the main characters to go first before the opponents. Flick begins to charge a blinding light spell to use against an oncoming Gryphon. Flick is part of the Lux (Light) school of magic, and wants to use a stunning spell of light. The spell ingredient is as follows, Lux Diff 2 + Single Target Diff 1 + Effect (5NL) Diff 4 = Total Diff 7. Flick has a Magic Skill of Willpower 5 + Skill 4 = Total dice pool 9. He rolls his dice versus the Total Diff 7, and only scores four successes. It is not a total failure, he can cast again his next turn and add the successes together.
Part IV
Sugar uses her Talent Wing Slap (Level 2) against the Gryphon before her. Her Brawl Skill is a total 8 vs. the Gryphon’s Defense of 6. She boosts her dice pool by +1 using a Style Point giving her a total dice pool of 9. She scores 5 successes against the Gryphon’s 4 successes and manages to rattle him upside the head. He incurs a –2 to his next Skill roll due to the Wing Slap Level 2. gut.
The Gryphon facing Flick turns and belts him fiercely in the The Gryphon uses his Brawl Skill of 6 vs. Flicks Total Defense of 5 and 1DR. The Gryphon rolls 4 successes – 1 DR = 3 Successes vs. Flicks Total Defense success of 2.
Flick doesn’t want to lose any stun and decides to add 2 Style Points from his stash to boost his successes by +1. If he had added 1 Style Point, he would have earned a single die that he could have rolled. Adding two assured that he had an auto +1 Success. Flick manages to take the punch with gusto, and completes his spell, letting forth a burst of stunning light at the Gryphon. Flick’s previous success of 4 will be added to his next Magic Skill roll. His dice pool loses –2 dice because he is being contested by the Gryphon. His total Magic dice pool is now 7, and rolling his dice he gains 3 successes + his previous total of 4 = 7 total successes. Flick’s spell hits the Gryphon who uses his Magic Defense Body 3 + Willpower 3 = Total dice pool of 6. The Gryphon gets 3 successes and so he is hit for 2NL damage as well as the Lux side effect, a –1 to his next Skill roll for 1 round, though he is not stunned. Nanana in a mad fit of giggles, slams a bottle of Nitro into the head of the next Gryphon. “She can’t do that! It’ll blow the entire building apart!” shouts Flick, gesturing to the map and the models upon it. “Nanana, why would you do that?” “For Scienth!” the nocturnes squees. “That can’t be a valid answer!” Flick shouts. Sugar giggles, gesturing to the map. “You’re just saying that because you are the closest to ground zero.” “Among other things!” “Alright alright, you’re slowing the game!” Clear Skies grumbles as he sets the screen down. “Besides, its pulp, I’m not just going to blow everything to smithereens, even if physics says that it would.” Flick grumbles, crossing his hooves, while across from him Sugar begins stacking her dice.
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Example Game
Clear Skies avoids the whirlwind of ponies and birdies to take a seat next to the larger Gryphon, a notepad in his grip, which he begins to list whatever damages may come from the brawl. “So…” He says to the leader of the guards next to him. “Honor guard eh?” “Appointed Honor Guard.” The deep rumble of the leader’s reply seems to shake the smaller Kelpie. “Not my pick, too busy with preening than with proper training.” “I noticed.” Clear gave a curt nod. “A bit thinner than the regular veterans, family of the ministers?” “Da, unfortunately, else we would be cleaning bar.” “Oh don’t doubt us, else it’ll be the Quiet War all over again.” Clear chuckled, earning a light guffaw from the Gryphon. “Catch!” Nanana shouts, pulling a stick out and lighting its fuse before tossing it to a Gryphon.
“That . . . wasn’t a real stick of dynamite was it?” asks Clear. Nanana listens for a moment, before saying, “No, justh a dud.” “Oh thank god…” Clear lets go of a held breath. Sugar hovers before a Gryphon guard, eyeing him up and down before letting loose with a tut, “Ahh, not my type, too much stupid.”
Example Game
“The name of the game, is going with the rule of cool, she’s playing to her character motivation,” Clear gestures to Nanana, “And that is fine, it’s all about having fun.” “Then why can’t I do the eight lethal blast to the Gryphon?” Lock grumped. “I’ve done the real thing before.” “Just because you can do it, doesn’t mean your character can, you all are already playing with slightly increased stats anyway.” Clear gestures to Flick’s character sheet. “Besides, at the moment, you don’t have enough Magic Skill to do so without knocking yourself out!” “Oh fine.” “Trust me, you’ll get there in a few more sessions,” Clear says with a chuckle, “Besides, nab me a drink from the fridge, and I’ll toss you a Style point!” “Oh . . . fine.” Flick shrugs, and with a grin, he floats a bottle over to clear, gathering up a chip in payment. “Great! So, where were we?” Clear asked, pulling the GM screen up. “Right so an explosion –”
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Roan is a Pulp Action Adventure game that offers GMs and Players to indulge in a 1920s-40s like era similar to the pulp, mystery, and war flicks that we like to indulge in from time to time. Roan can certainly be played with a bit of tongue in cheek humor as shown above, or it can fit into a more serious atmosphere such as those of the Lovecraftian universes, where it is all about stopping the end times, or it can be a courageous campaign, following the footsteps of young soldiers fending off opposing forces. GMs and Players should be sure to take a moment to discuss what they would like to enjoy in a campaign, and Players should respect that, if any confrontations happen about the rules, to allow the GM to have the final say, and worry about reading up on the proper rules later on. No matter what, everyone should focus on having fun! —Clear Skies
s Roan
Credits and Thanks
Afterword
Greetings ’ve always been a fan of gaming. It started with the NES back in the late 80s, and that interest grew, and grew, until 2015, when the idea of doing an RPG Book came into my head. It was either that, or have a future as an Air Force Thunderbird Pilot . . . such is the way of life! I want to thank my folks, for the faith they’ve had in me with completing this project, and I hope to continue to rely on their good will to pursue the development of not only more books, but creating actual video games as I have always dreamed to do. My sister for helping with edits, and generally being there for me with advice on marketing and pitfalls that I should avoid, we fight like any siblings do, but it just means we care that much more! To all the friends who have supported me, and from the looks of things, will continue supporting me with my future insane endeavors, I want to personally thank them. So here’s to you guys, Jason, Justin, Matthew, Nathan, Ron. As well as my thanks to the many artists who have contributed to this
I
project, artists, for some who I hope that they can look back on this project and say “This was my first professional piece!” and remember the work fondly, as well as remembering the great people who worked with them to make this book happen. This book originally began as a Tesla-Tech fantasy for a card game known as Buck Legacy by Harrison, but due to time constraints with his own work, it broke off and evolved into the book you now hold in your hands. ROAN Inspired by the joy I get from the Hasbro show My Little Pony, and my love of all things pulp action adventure. This book is just the beginning in a long line of games I look forward to providing to you the readers. Games that I look forward to having many talented people work on, those who are known, and those who will one day be known! I hope you all will thoroughly enjoy this book, and all the work that has gone into it.
Roan
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So many talented artists and designers have helped me in making Roan into an amazing pulp action adventure. Look forward to more expansions to the game and supplements to help you all enjoy a grand adventure in Roan! —Robert F. Morris – Clear Skies
Kickstarter Supporters General of the Army MorseApple
Generals
Dark Horse William L Frazier Robert Morris Crazy Quill Uati, Bringer of Silence
Lieutenant Generals Sura-Resch Blaise Simpson Bela Morris Mr. Fishie
Major Generals
Redeye Rome Silvanus Daemon "HinDae" Hinton Wireframe Mrs. Washington John Boulton Brandon Geitz (StormWind) Joe Stevens Matthew Grieves Cobalt Deckard Spade (Gregory Stango) Stephen Goldthorp Starswept Dusk Steven 'AE' Bakker Wing McCallister BlueStarBrony Nicolaas Daniel "Mykin" Greenwell Kyle Merwin Masterweaver
Brigadier Generals Any Gilbert Caldera Silent Kosmos Mod Darnel "Scroll Scribe" Gobeil Alex "EQ" Ricks
Colonels
That Damn Yeti Erica "Vulpin the Ponyfox" Schmitt Joel Johnson JaegerPony Samuel (Ultronquake) Matthew George VGJustice Ben Call Brian 'Shining Arrow" Whitcraft
Damhoof Kabinsis Bradley Leek Chilled Steel Dray Lightwings Ben 'Drakin' Kovarik Meze Diapason PFox Ryan Bonathan-Knight Shikilicious & Tombstone Daniel H.
Lieutenant Colonels
Abe Brown Callum M. aka Swift Kafremker Crasher O'Hare Carson Hicks III Jeff Combos Frank Oldread Catsim Jack Shine Mark Ferguson Nestor D. Rodriguez Eric M Jackson Dana khatre Josh Warren Desert Lily Sweet Harps Amazing Adrian Robert 'Dusk Shield' Schumacher Maple Breeze Caerdwyn Scott "Calbeck" Malcomson Matt Spence Chris Mobberley C. Michel James Segarra III holyshadow30 Tailsdragon Iron Anchor Nimbus Vaidelot Alex Diviney Jack (Airdrop) shaw Hazel Mead Paul Ryan Havoc Wing Jean Pesant Michael Feldhusen Chris Volcheck Brilliant Verve Joseph Bartholomew Jeremy "PinkiePieAddict" Fischer Page 234
s Roan
Jonathan Kopetz Brent V Izaya Miles Dante DiGiacomo Bookybrony Aaron Mandelbaum Rickard Broström Richard Velazquez James Parthun III Jacob Feehan Tyler Dinelle Daniel T. Kulhanek Ty J. Evans Shchenya Moontune Stormy Skies Star-of-Twilight Lunar Flux & Tera Jeff Scifert Matthew Dames Skillfulist Quintin James Shryock Les Flores Cameron Myers Garrett Tate - runner2 Latte Macchiato Sternenlied Paul E V OBCOR B. Bence Kenneth Dunne J Quincy Sperber Sepia Skies Alex Milbrandt Silver & Staccato David Lord Salen Stormwing Laura Tarr RobbyTheChaotic Eric Moorer Sergey Anikushin Codesign Andrea Martinelli Nikolai "Lionel23" Wright Alexander (GreySky-GodoftheMachine) Snyder Joey McMichael Zerosilk92 almightybooda Brandon Anderson Josh "Big Sparkle" Jacobson Robert and Amanda Daley Michael Hart Goldfire Red Eye
Demitrius - Argeth FailureFox Benjamin Cooper Jake G. Twi.ce.shy
Majors
Tim Hall Eric Rushen Bastkitty Doubleclick AnimeFreak40K Michael Surbrook Thomas-ZOC-Hollingshead Riktor Brad Ames Boring Ugly Pink Earth Pony Steven Setzer Christopher Toy djthomp Bubble Berry Magosreborn Dave Van Domelen Andrew Hromekl Christine Child Malligator Ryan H. Cherry Mint Jonathan Garcia Chris O Alamandir David Silver(Silver Games LLC) Nicholas Kuehnle Tim "Lightning Click" Duffus Arthur Palmer Michael P. Charlton Hrothgar Micah "Darth" King Mike Dukes Ricklaster Nadine Kuijt Stefan Taft Ashcraft (God Emperor) Steven Martindale shawn heezen Craig Aoki Nathan Walton
Matias "Cuchovsky" de la Fuente Andrew Macdonald Markus Hyytinen Aubri Griffon Cypher Quill Casey "thevampman24" Ludwig Callenger MelvinLXY Brady Chatten Dawn Hammett Nick Pearce Chris Stewart Matthew Madden Dawberry Evan "Hydra" Dawson Robert E Gallasch Ian Stautz J. French Felipe Canales n/a Lectral Darkpony Andrew Murtha James C Locke Josh Madison
First Lieutenants
Coraline Hills-Hughes Nicholas Cadigan Spypone Kristopher "Fuzzytroll" Hunt Staren Jeffrey C. Wells Byron Mulvogue Winged Cat Sechin Tower Alistor Lovenought Jacob Schluns Star Eagle Karl "Thrillseeker" Maurer
Captains
Ignatius "Nman" Chibitty K Liu Ron Loz Bayan Haseem
Credits and Thanks
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Keith J. Scherer Tourma Burningrivers Taylor Eichen Rocketeer Andrew Vickers Matthew House Brandon "Neko Asakami" Allen Tyro Daniel Colón Haver "Dechstreme" Jarred "That_Gamer_Scout" M. James "Foxy Fixit" Cole Min "Demonskunk" Lungelow Ellen Hartguard Aaron Pothecary Jeffrey Hosmer The-Striped-Guy Jennifer Dulock Nirvash Chris Bailey Jeremy Levine Michal "Legeden" Rajnoha Christopher Henry Blair Roz Pede Yifu Ki Hawthorne Letrune
Second Lieutenants Deon Mitchell Angela "Noko" Nielsen Joshua "Spirit" Moyer Matt Steen
Sergeants Adam Tierney R Ernst-Meyer Philip Haubrich Ellia Wang Matt Marco J Earth_Pony
Contributor Credits AnticularPony
Bunnimation
Animation is fun. bunnimation.deviantart.com asktwiceratops.tumblr.com
Crecious
Working on this project, I realised two things: Clear Skies is an amazing, stand-up guy, and that this project is incredibly cool. In my spare time I’m usually either painting big pieces on my deviantart or drawing silly comics of the two princess sisters on my tumblr. But when Clear approached me with this idea, the epicness of the war setting and the charm of the 1920–1950s time period just blew me away. This, combined with ponies, has made this a blast to draw for. anticularpony.tumblr.com anticularpony.deviantart.com
Apple
Picking up a pencil early on in life, I migrated from medium to medium until I discovered the digital tablet! All was lost then, so many possibilities, the portability and ease of use made it a perfect medium for someone who ploughed through a tree of paper a year. With my digital art, I manage to travel while making my living. Even with a wide range of abilities, I tend right to stick with what I know right now – equines of the colorful persuasion. crecious.deviantart.com www.crecious.net
Aphex Angel (Nick Cobbs)
Dhui
main.askapplejack.me Freelance illustrator and comic artist. Art by this magical idiot can be found at aphexangel.deviantart.com askstalkerloo.tumblr.com
Baron Engel
Baron Engel has been a freelance illustrator since the late 1980s. He’s done illustration work for books, magazines, and comics, along with concept design ranging from video games to preproduction for film and television. He has done subjects related to sci-fi, fantasy, military history, vehicle design, horror, and environment design. Today he and his wife run Smudgemarks and Engelwerks. His interests include history, aviation, military history, motor vehicles, cooking, reading, and world-building. www.smudgemarks-engelwerks.com/ www.patreon.com/BaronEngel?ty=h baron-engel.deviantart.com/
Flytee
flytee.tumblr.com
GamerPony
Hello there. my nickname is rice and my real nickname is oat. I live in Thailand and i’m 20+ year old. I draw a lot of cartoon horse.... That’s all.. :v I’m not kinda guy, Who have anything to say about himself. ‘