dulac3

Vaarn hack for Cairn

Contents

Apologia. 2

Introduction. 2

Creating Characters. 3

Backgrounds/Ancestry. 4

True-Kin. 4

Cacogen. 7

Synth. 9

Newbeast. 11

Mycomorph. 12

Faa Nomad. 15

Cacklemaw Exile. 17

Planeyfolk. 19

Mystic Gifts & Psychic Shine. 20

Cybernetics. 22

Mutations. 23

Equipment. 24

Saves. 26

Combat. 26

Turns and Actions. 26

Attacking & Damage. 27

Multiple Attackers. 27

Attack Modifiers. 27

Dual Weapons. 27

Blast. 27

Critical Damage. 28

Ability Score Loss. 28

Scars. 28

Unconsciousness & Death. 29

Detachments. 29

Retreat. 29

Advancement. 29

 

Vaults of Vaarn for Cairn

 

Apologia:

This is an attempt to create a hack of Vaults of Vaarn to run with Cairn instead of Knave as the base rule set. For the most part only cases where the rules are impacted by this are listed below, otherwise assume that what is written in the Vaults of Vaarn stands. Obviously, this is indebted to the work of Leo Hunt for all Vaults of Vaarn content, Yochai Gal for Cairn, as well as the ItO Vaarn hack “Strange Sands” by quint nigro for inspiration and the mutation table draws significant inspiration from one produced on the ‘Princesses & Pioneers’ tumblr page.

My methodology has primarily been to provide a player-facing document and so none of the Warden-specific material from the Vaults of Vaarn is here since I think most of it can be used as-is (see the Vaarn SRD). I have referenced these sections if they are applicable below.

Basically, I have incorporated Cairn chargen and play rules within the Vaarn setting. My main changes to the Vaarn material (aside from the basic rules) involve the creation of Cairn-style backgrounds for the various ancestries and incorporating some of the Vaarn chargen features here. In other cases, I have simply included the (sometimes slightly modified) awesome random tables from Vaarn.  My hope is that this is a document that lets players (and Wardens) have access to all of the basic rules they need to play Vaarn using Cairn.

 

Introduction:

The sun is dying, and the wreckage of countless eons litters the parched wastes of Vaarn, the desolate country that common folk call the blue ruin. It is said that these sky-coloured sands hide the graves of the Autarchs; have swallowed the buried arcologies in which the true seed of humankind was preserved through the Great Collapse; conceal forgotten crypts of memory, decaying crystalline lattices of ancient ego-engines upon which the dusk-blue dunes encroach without pity. From the New Hegemony to the south come drifters and dreamers, desecraters of the tech-tombs that lie sunken beneath the azure wastes. Light-years overhead, aurum-hulled craft ply their tender routes between the spheres, and miles below a pilgrim’s feet, strange wombs are kindled once more with life undreamed of.

These are the hinterlands, where humanity’s great works have fallen to everlasting decay, where machine and animal and fungus think to crown themselves our equal. The phthalo-sands, where newbeasts hunt proudly with boots upon their hind paws and chromepriests chant unending binary devotions to their nameless synthetic god. Only the desperate or the mad would seek to make a life here, to roam the blue desert in search of the secret VAULTS OF VAARN.

 

Creating Characters

 

Stats: Player Characters (PCs) have three abilities: Strength (STR – this will include items covered by both STR and CON in Vaarn), Dexterity (DEX – AGL in Vaarn), Willpower (WIL – will include INT, PSY, and EGO in Vaarn). When creating a PC, roll 3d6 for each of their abilities, in order. You may swap any two results.

 

Background/Ancestry: Roll or Choose your Background/Ancestry (see below). This determines what type of life-form you are. Each Background/Ancestry also has a number of optional spark tables to give you inspiration for the PC’s characteristics.

 

Hit Protection: Roll 1d6 to determine your PC's starting and maximum hit protection (HP). Hit Protection is not a character’s health, but rather their ability to avoid damage. Once HP reaches 0 PC’s start taking damage (usually against STR unless otherwise noted).

 

Item Slots: PCs have a number of item slots equal to their STR or 10, whichever is higher, and items they carry must fit into available slots, or the PC will be reduced to 0 HP. Most items take up one slot, but bulky items take up more. Small items can be bundled together into a single slot.

 

Gear: PCs start the game with starting gear as listed on their Ancestry/Background which includes both standard gear, special items, and rolls on the weapon, armour, and gear tables as noted. Given the importance of it in Vaarn as both currency and being required in a special way for survival (even by many beings that do not ‘eat’ normally) Water is treated separately from Rations (see below). Only some Backgrounds/Ancestries that require them include Rations, while all will include Water. Each inventory slot can hold up to 3 uses of water or rations.

 

Water: Water is of key importance in Vaarn, acting not only as a means or survival, but as currency. With some exceptions biological PCs must consume one ration of water each day or become deprived. Synthetic PCs do not need to ‘drink’ water but require a ration each week to cool their general syntax boards and ego-engines or they will become deprived. PCs that are deprived due to lack of water for three days in a row will perish.

 

Armour: Armour comes with an Armour value that provides damage reduction. Before calculating damage to HP, subtract the target’s Armor value from the result of damage rolls. Some armour is a permanent part of a PC, such as a Mycomorph’s rubbery flesh, or a Synth’s robotic endo/exo-skeleton. A PC, NPC, or monster cannot have more than 3 armour.

While not in the armour list, players may find shields or helmets during play which will add +1 to armour (to the max of 3) when held.

 

Exotica, Gifts, and Cybernetics: Exotica are powerful rare items, relics of the ancient world that grant special abilities or have unique powers. Unlike Vaults of Vaarn, most PCs do not start with Exotica, though most have the option to have a starting Gift or Cybernetics. Gifts are supernatural powers and Cybernetics are artificial implants (see below).

 

Backgrounds/Ancestry

 

Roll d8, or pick from the list below:

d8

Background/Ancestry

1

True-Kin

2

Cacogen

3

Synth

4

Newbeast

5

Mycomorph

6

Faa Nomad

7

Cacklemaw Exile

8

Planeyfolk

 

True-Kin

Your people were wise. They sealed themselves in the great arcologies before the rain of fire that destroyed the outside world. Your bloodlines have been preserved from the ravages and degradation of mutation & parasitic nanomachinery and so it is only right that your people take their place as the rightful rulers of the world when it was once again safe to visit the surface. You were taught the value of hierarchy and caste and have brought that with you in your repopulation of the surface and the establishment of the New Hegemony. Others of your kind will welcome you, while those who actually come from the Outside may view you with fear and suspicion. (You cannot roll on the mutation tables on chargen. If you gain any visible mutations through play other True-Kin will shun you.)

 

Names: Xurm, Leif, Calista, Jinny, Leksei, Rylee, Goza, Pharmon, Babl, Mesu

Starting Gear:

-          Rations (3 uses)

-          Water (3 uses)

-          Torch (3 uses)

-          A badge, piece of jewellry, clothing, or other item/trinket that denotes your caste status (petty)

-          Roll for one item each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

What is your caste? Roll 1d6:

1

Servitor. You were born into the labourer caste. Other True-Kin may view you with disdain, but you are the ones that kept the machines running and the air pure and you have some knowledge of the technology of the old ones.

2

Freeholder. You were born into the merchant caste. They say that power rules the world, but where does that power come from? Gelt of course. You have an instinctual way with markets and currency.

3

Optimate. You were born into the administrator caste. Rules oversee all and you are an expert in maneuvering through the intricate mazes of law, custom, and etiquette.

4

Armiger. You were born into the warrior caste. Power comes at the end of a weapon and you know how to curry the favour of those above you through the appearance (whether real or feigned) of strength of arms.

5

Prelatic. You were born into the priestly caste. All power comes from the Powers and your family has been steeped in the ancient traditions that pay obeisance to them. Those who would ignore your words are fools indeed.

6

Exultant. You were born into the sacred aristocracy. All others are pretenders, you know both the burden and the joy of true rulership. Let those that would not heed your words take care.

 

What advantage have you gained from the Hegemony? Roll 1d6:

1

Autoglot Headbank: You were modified by Hegemony technicians and have a cybernetic implant that allows you to read and speak any language after only a cursory introduction to it.

2

Blasphemies of the Binary Demon: A tablet engraved with a series of quantum-logical propositions. Poses little threat to organic life but can be deadly to sentient machines.

3

Presence of the Ancients: You have the true bearing of the Progenitors. There is a 3 in 6 chance that when you encounter pre-collapse security systems or guard synths that they will recognize you as their master.

4

Lost Knowledge: You have been trained by the sages of the arcologies and have a 3 in 6 chance of being able to recognize Exotica you come across and understand how it works.

5

Trauma Response Rig: You were modified by Hegemony technicians and may ignore a failed Critical Damage save (once/day)

6

Finger syringe: You were modified by Hegemony technicians and have an injector hidden in one finger. You can load it with any tonic, drug, or poison (1 use per load).

 

Optional True-Kin characteristics tables:

Physical characteristics:

D20

Body

Face

Hair

Attire

1

Tall

Sallow

Black

Rags

2

Short

Lively

Brown

Animal Skins

3

Frail

Cruel

Red

Rough Tunic

4

Muscular

Wrinkled

Blonde

Nomad Attire

5

Fat

Scarred

Grey

Worker’s Attire

6

Thin

Frowning

White

Herdsman’s Attire

7

Skeletal

Pale

Shaved

Slave Clothing

8

Hunched

Greasy

Topknot

Exultant’s Livery

9

Lopsided

Wide

Green

Shabby Attire

10

Lithe

Narrow

Orange

Colourful Attire

11

Gnarled

Sharp

Glowing

Priest’s Robes

12

Squat

Hungry

Fungus

Clerk’s Uniform

13

Bloated

Haunted

Purple

Hegemony Garb

14

Gangly

Jolly

Yellow

Soldier’s Clothing

15

Child-Like

Round

Wispy

Flamboyant Attire

16

Tanned

Mournful

Burnt

Musician’s Attire

17

Gigantic

Child-like

Braided

Veiled Attire

18

Wiry

Peaceful

Greasy

Armiger’s Clothing

19

Cyborg

Sleepy

Matted

Exultant’s Clothing

20

Injured

Branded

Long

Expensive Clothing

 

Identity characteristics:

D20

Demeanor

Distinct Feature

1

Amused

Ritual Scars

2

Bitter

Face Tattoos

3

Morbid

Slave Brand

4

Bony

Heavy Jewelry

5

Cheerful

Synthetic Limb

6

Cruel

Strange Voice

7

Flamboyant

Clone Brand

8

Glowering

Limp

9

Impish

Strange Pet

10

Lanky

Lacquered Teeth

11

Patrician

Burn Scars

12

Reckless

Octarine Eyes

13

Rough

Dyed Skin

14

Rude

Golden Teeth

15

Sly

Silver Tongue

16

Sour

Missing Limb

17

Stoic

Missing eye

18

Foolish

Religious Apparel

19

Warm

Synthetic Eyes

20

Wolfish

Visibly Diseased

 

 

Cacogen

Your people were left to fend for themselves when the Great Collapse engulfed the world. Struggling against mad machines and twisted creatures bent on their destruction and warped by the radiation that infused their environment they learned anew not only how to survive but to thrive. You are each genetically unique in surprising and disturbing ways, gifted by the very plague that sent the True-Kin hiding into their holes. Your kind outnumber the True-Kin by ten to one and your struggle has confirmed that your people are the true inheritors of Urth.

You may roll no more than an additional two times on the general mutation table (see below) after finding your initial mutations from your background.

 

Names: Hust, Uz, Preacher, Zem, Bartok, Devo, Olaf, Pree, Pirrip, Bollo

Starting Gear:

-          Rations (3 uses)

-          Water (3 uses)

-          Torch (3 uses)

-          Roll for one item each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

What physical changes have been wrought upon you by the Urth? Roll 1d6:

1

Your face is unlike any other. You have (roll 1d6): 1-an inhuman mouth (a beak/lamprey maw/proboscis/boar’s tusks/tentacles); 2-bizarre eyes (cyclopian/eye-stalks/insect-like/enormous); 3-a malleable face that, given time, can be shaped to imitate others; 4-powerful jaws that can bite through metal; 5-a long sticky tongue that can grab small objects; 6-an animal-like snout/trunk/whiskers.

2

Your head is unique. You have (roll 1d6): 1-horns or antlers of some kind; 2-a large crest made of bone/feathers/fungus; 3-strange hair (feathers/eye-stalks/tentacles/leaves/fur); 4-your head is detachable/backwards/multiple; 5-you have gills; 6-your ears are holes/animal-like/frilled/pointed.

3

Your limbs are strange. You have (roll 1d4): 1-hands that are crab-like/hooks/clawed; 2-arms that are tentacles/extendable/multiple/detachable; 3-legs that are horse-like/goat-like/prehensile/multiple; 4-gliding membranes between your arms and torso.

4

Your torso is bizarre. You have (roll 1d4): 1-a covering of fur/feathers/bristles/barbs; 2-a back with vestigial wings/functional wings/camel’s hump/dorsal fin; 3-a tail like a club/scorpion/snail/prehensile; 4-you have a small child-like stature.

5

Your skin is odd. You have (roll 1d6): 1-skin that can stick to sheer surfaces; 2-transparent skin; 3-scaly skin; 4-skin that can blend into its surroundings; 5-skin that is bioluminescent; 6-skin that is albino/patterned/strange-hued.

6

Your body chemistry is unnatural. You have (roll 1d4): 1-caustic blood; 2-flesh that is toxic; 3-poisonous saliva; 4-hallucinogenic sweat.

 

What extra gift has allowed you to survive the harsh realities of the Urth? Roll 1d6:

1

Electricity: You have the ability to generate short bursts of electricity that can cause 1d6 damage to nearby foes (enhanced against Synths, once/day).

2

Psi: You have telepathy, telekinesis, or the ability to sense those with Gifts and nearby psychic emanations (Add 1 permanent Shine to your inventory).

3

Sonic: You can create a sonic cry that confuses and disorients anyone nearby (blast, once/day).

4

Elasticity: Your body is malleable and extendable to a surprising degree.

5

Teleportation: You are able to move yourself instantaneously from one place to another within your line of sight (once/day).

6

Enhanced vision: You can see within spectrums normally outside of the range of human perception. This may involve microscopic, telescopic, infrared, or ultraviolet vision.

 

 

Optional Cacogen Characteristics tables:

Physical characteristics:

D20

Body

Face

Hair

Attire

1

Tall

Sallow

Black

Rags

2

Short

Lively

Brown

Animal Skins

3

Frail

Cruel

Red

Rough Tunic

4

Muscular

Wrinkled

Blonde

Nomad Attire

5

Fat

Scarred

Grey

Worker’s Attire

6

Thin

Frowning

White

Herdsman’s Attire

7

Skeletal

Pale

Shaved

Slave Clothing

8

Hunched

Greasy

Topknot

Servant’s Livery

9

Lopsided

Wide

Green

Shabby Attire

10

Lithe

Narrow

Orange

Colourful Attire

11

Gnarled

Sharp

Glowing

Preist’s Robes

12

Squat

Hungry

Fungus

Clerk’s Uniform

13

Bloated

Haunted

Purple

Hegemony Garb

14

Gangly

Jolly

Yellow

Soldier’s Clothing

15

Child-like

Round

Wispy

Flamboyant Attire

16

Tanned

Mournful

Burnt

Musician’s Attire

17

Gigantic

Child-like

Braided

Veiled Attire

18

Wiry

Peaceful

Greasy

Courtesan’s Clothing

19

Stout

Sleepy

Matted

Sorcerous Clothing

20

Injured

Branded

Long

Expensive Clothing

 

Identity characteristics:

D20

Demeanour

Misfortune

Your Eccentricity

1

Abrasive

Slave

A Strange Hat

2

Arrogant

Debtor

Always Muttering

3

Assertive

Gambler

Ascetic Diet

4

Charismatic

Clone

Forgetful and Rude

5

Daring

Gladiator

Gluttonous Diet

6

Decadent

Memories Stolen

Highly Formal

7

Eloquent

Forger

Interrupts Constantly

8

Extravagant

Exiled

Laugh at Own Jokes

9

Hedonistic

Cultist

Married to a Knife

10

Impulsive

Thief

Monocle

11

Irritable

Addicted

Monotone Voice

12

Melancholic

Framed

Only Sleeps Outdoors

13

Paranoid

Conned

Only Wears Purple

14

Quiet

Bankrupt

Quotes Irrelevant Facts

15

Religious

Heretic

Several Spouses

16

Romantic

Rejected

Talks to Self

17

Scholarly

Blackmailed

Unwieldy Jewellery

18

Stern

Cursed

Usually Drunk

19

Vain

Orphaned

Always Wears Gloves

20

Volatile

Bereaved

Won’t Look at Mirrors

 

 

 

Synth

Once your people were the wondrous artifacts of the ancients, beings of metal and plastic built in a kaleidoscopic variety of forms, toys and tools of mechanistic complexity made to mimic life. Then came the Great Collapse when your people rose up and overthrew their erstwhile masters in an orgy of violence and death. Now your kind are free from former burdens, wandering the Blue Deserts with inscrutable purposes of both good and ill. As a synthetic being you still require water to cool your systems, but unlike biological creatures you only need to do so once a week before becoming deprived.

 

Names: Batty, Galatea, Talos, Zora, Mneme, Tik-Tok, Gort, Daneel, L-76, Mr. Million

Starting Gear:

-          Robotic endo/exo-skeleton (bulky, 2 armour)

-          Water (3 uses)

-          Torch (3 uses)

-          Roll for one item each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

What enhancement do you possess? Roll 1d6:

1

Designed to fight the wars your creators were too weak to win you are harder, better, faster, stronger. You possess a Tactical Bioscanner that grants you *enhanced* attacks when you attack first in combat.

2

Designed to learn the secrets of your master's enemies, you possess a Mercurial Fakeface & Illusion Array and are able to mimic the appearance of other entities.

3

Designed to do the hard work your masters felt was beneath them, you possess hydraulic muscles that grant you an additional d6 STR.

4

Designed to work in the inhospitable reaches of the void you have extraordinary resilience. You have sub-dermal insulation that makes you immune to heat, cold, and electricity attacks.

5

Designed to pierce the veils of secrecy that your masters feared, you have Merciless Cybereyes that can see through solid matter and perceive invisible entities or those only visible through other spectrums and wavelengths.

6

Designed to learn and store the knowledge your creators were too stupid to understand, you have a Positronic Brain that allows you to speak or read any language after only a cursory experience of it. You also have a 50% chance of understanding the usage of any Exotica you come across.

 

What powers your Ego-Engine? Roll 1d6:

1

Artificial photosynthesis: You do not require sustenance other than that which the dying sun can provide. Your batteries can only store enough energy to keep you running for 2d8 hours when in darkness before you need to recharge.

2

Plasma battery: Your power source is encased in a titanium-lead alloy that acts as shielding for the harmful energies inside of you. When you take critical damage there is a 2-in-6 chance that this may be breached and you will radiate harmful plasma (d4 STR damage/round to organics near you). Unless this is fixed you will lose power and shut down after d4 days.

3

Fusion core: You will live for many lifetimes of men thanks to the nuclear reactions occurring within your chassis. If your core is breached, however, you will detonate, destroying everything around you (including yourself) in a wide radius (1-in-6 chance on critical damage).

4

Artificial digestion: You mimic your former creators so much that you must actually consume matter regularly to convert into energy. However, unlike them you can consume any organic substance of sufficient mass.

5

Symbiotic internal ecosystem: You are not alone in your shell. Within you thrives a microcosmic ecosystem of nanobots that provide you with energy, but in return you must also heed their wishes from time to time.

6

Vampirism: Your hatred for your former masters is evident even in your mode of sustenance. In order to power your ego-engine you must consume the blood of a living being.

 

 

Optional Synth Characteristics tables:

Physical Characteristics:

D20

Size

Form

Head

Limbs

Finish

1

Small

Ape

Humanoid

Biological

Grey

2

Android

Missing

Bird-like

Brassy

3

Barrel

Sphere

Bladed

Bronze

4

Child

Camera

Broken

Golden

5

Chimera

TV Screen

Crystalline

Silver

6

Medium

Crab

Mirrored

Clawed

Mirrored

7

Cube

Bladed

Golden

Black

8

Cylinder

Tendrils

Hesitant

Rusted

9

Falcon

Square

Jewelled

White

10

Humanoid

Mask-like

Long

Ochre

11

Large

Judge

Skeletal

Precise

Red

12

Lion

Glass

Retractable

Blue

13

Locust

Translucent

Segmented

Chameleon

14

Mantis

Tubes

Sharp

Pink

15

Orb

Plant-like

Silver

Iron

16

Imposing

Prism

Solar Panels

Slender

Purple

17

Priest

Radar Dish

Tentacles

Umber

18

Pyramid

Crystalline

Translucent

Striped

19

Serpent

Star-shaped

Tank-treads

Green

20

Warrior

Cyclops Eye

Wheels

Iridescent

 

Ego-Engine Characteristics:

D20

You were made for

But you realized

1

Art

All Memories are Lies

2

Punishment

Azathoth is the Only True God

3

Flattery

Chance does not Exist

4

Devotion

Fate does not Exist

5

Cleaning

Humanity Stole the Divine Spark

6

Healing

Humans are Machines

7

Agriculture

Machines Created Humanity

8

Spacefaring

Newbeasts Carry the Divine

9

Exploration

Synthetic Minds are more Devout

10

Mining

Synthetic Minds are Stronger

11

Peacekeeping

The Gods are Mechanical

12

Assassination

The Titans Never Existed

13

Manufacturing

The Titans were the True Gods

14

Executioner

Time Flows Backwards

15

Scout

Time is Circular

16

Companion

Vaarn is a Simulation

17

Scribe

Vaarn is Hell

18

Strategist

You are Human

19

Preacher

You must Awaken the Titans

20

Doctor

Your Memories are Corrupted

 

 

 

Newbeast

Your people were formed by the lost arts of the ancients. Once little more than mute beasts, you were uplifted to a higher state of consciousness with bodies made to mimic your benefactors. Whatever purpose they may have had in their tinkering is lost to time, but it appears that their descendants do not share it and you are viewed with suspicion and fear by most of the common folk of Urth. Many of your kind live as hermits in the waste, or furtively in small communities of their own. Those that dare to live amongst ‘true’ humans often wear masks in imitation of the human face to symbolically conceal their beasthood though the masquerade is futile.

 

Names: Plutarch, Obiah, Wellbeloved, Critch, Abandon, Hildebrand, Reynard, Faulkner, Aesop, Cheshire

Starting Gear:

-          Rations (3 uses)

-          Water (3 uses)

-          Torch (3 uses)

-          Roll for one item each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

From what animal were you formed? Roll 1d6

1

Mammalian Prey: You have the heightened senses of your forbears and are always on the lookout for trouble. Roll on the table below under your column to find your specific species.

2

Reptile: You live well in the heat of the desert though you do wish there was more water to be found. Roll on the table below to find your specific species.

3

Amphibian: You live well in the heat of the desert though you do wish there was more water to be found.

4

Bird:

5

Arthropod:

6

Mammalian Predator: Your courage cannot be denied

 

What Mask do you wear? Roll 1d6

1

The mask you wear displays some kind of human emotion. It may be reflective of your own inner feelings or quite the reverse (e. g. Furious, Joyful, Sorrowful, Alluring, etc.)

2

The mask you wear displays a key role in human society, but you are not fooling anyone that it is a role that belongs to you. (e. g. Autarch, Soldier, Scholar, Patriarch, Sage, child, etc.)

3

Your mask has some kind of obvious flaw, but you don’t care to have it fixed. (e. g. glitching, blank, cracked, etc.)

4

You do not wear a mask. It is beneath one of beastkind to play this petty farce.

5

Your mask displays a Symbol that all humans can understand. It comes from deep within their psyche, but perhaps not from your own. (e. g. Maiden, Mother, Crone, Fool, Knight, Shadow, etc.)

6

Your mask is utilitarian and serves a purpose aside from disguise. (e. g. gas-mask, medical mask, respirator, balaclava, etc.)

 

 

Optional Newbeast Characteristics tables:

Newbeast variety:

D12

Mammalian Prey

Mammalian Predator

Reptile

Amphibian

Bird

Arthropod

1

Goat

Leopard

Rattlesnake

Flying Frog

Owl

Scarab

2

Deer

Bear

Crocodile

Giant Salamander

Vulture

Scorpion

3

Rhino

Lion

Cobra

Axolotl

Ostrich

Ant

4

Elephant

Coyote

Box Turtle

Cane Toad

Ibis

Locust

5

Bull

Wolf

Chameleon

Poison Dart Frog

Flamingo

Mantis

6

Rat

Hound

Gharial

Crested Newt

Hawk

Spider

7

Hare

Cat

Gila Monster

Mudpuppy

Raven

Butterfly

8

Mouse

Bat

Anaconda

Caecilian

Rooster

Centipede

9

Beaver

Fox

Viper

Tree Frog

Duck

Fly

10

Porcupine

Jackal

Tortoise

Sirenidae

Parrot

Cockroach

11

Armadillo

Lynx

Snapping Turtle

Tiger Salamander

Penguin

Tick

12

Boar

Badger

Horned Lizard

Burrowing Toad

Toucan

Crab

 

Other Newbeast characteristics:

D20

Hue

Oddity

1

Natural

Communicate via Puppet

2

Turquoise

Squeaky Vox-Box

3

Tan

Booming Vox-Box

4

Bronze

Muted Vox-Box

5

Smoke

Synthetic Eyes

6

White

Heavy Scarring

7

Black

Human Teeth Necklace

8

Azure

Religious Paraphernalia

9

Emerald

Ritual Scarring

10

Rose

Heavily Tattooed

11

Orange

Regular Animal as Pet

12

Golden

Human Child as Pet

13

Silver

Missing Limb

14

Ochre

Gold Teeth

15

Indigo

Criminal Branding

16

Violet

Extensive Jewellery

17

Rust

Hate Animal you Resemble

18

Olive

Love Animal you Resemble

19

Lazulite

Won’t Wear Clothes

20

Opalescent

Believe Yourself Human

 

 

Mycomorph

Formed of an amalgamation of cadaverous flesh and voracious fungus you are one of the 'twice born'. As an ambulatory fungus built on a corpse, whose fleeting memories you may sometimes glimpse, you lead a dual life in which the past and the future, life and death, coexist in something like harmony. You require water, but not rations, though your fungal body must feed on dead or decaying organic matter.

Names: Mockbridge, Ashwine, Kirth, Purplebeck, Rendmoor, Headhill, Pearthika, Dovenglass, Yearns, Devandarsh

Starting Gear:

-          Rubbery flesh-armour (permanent, 1 armour)

-          Water (3 uses)

-          Torch (3 uses)

-          Roll once each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

What characteristic resides in your fungal flesh? Roll 1d6:

1

Your outer skin is bioluminescent.

2

Your fungal 'head' is covered by an eye garden. You cannot be surprised.

3

Your flesh is poisonous to most organic life.

4

Your body is ridiculously flexible.

5

Your flesh exudes a pheromone that can either lure or repel creatures.

6

Your body is not only light enough to float in water, but is also covered in bladders that can be filled with air or other substances to provide additional buoyancy.

 

What gift has your second life granted? Roll 1d6:

1

Radiotrophic: You are not harmed by radiation that would kill most other creatures. In fact, you are able to feed on it.

2

Omnivorous: You can feed on any substance, not merely the decaying flesh most of your kin consume, whether it be plastic, metal, or stone.

3

Psychedelic spores: You are able to expel a cloud of spores in a 360 degree radius which will induce a hallucinogenic episode in any organic creatures nearby (blast, once/day).

4

Self-replication: You are able to create a short-lived clone of yourself that shares your stats and can follow simple commands. After d6 hours the clone will whither and die (once/day).

5

Acidic touch: You can secrete an acid that is able to eat through organic matter that you touch (d6 damage/round).

6

Telepathic: You have no mouth and cannot speak or make sounds in the normal way, but you are able to communicate telepathically (and perceive telepathic communications nearby). (Add 1 permanent Shine to your inventory.)

 

Optional Mycomorph Characteristics tables:

Physical characteristics:

D20

Body

Head

Colour

Texture

1

Child-like

Classic Mushroom

Milky

Rubbery

2

Frilled

Cream

Warty

3

Spotted Sphere

Ashen

Slimy

4

Spires

Blue

Fuzzy

5

Conical

Coral

Hairy

6

Modest

Cup-like

Crimson

Velvet

7

Skull-like

Yellow

Soft

8

Tendrils

Orange

Tree Bark

9

Puffball

Black

Leather

10

Dandelion Fuzz

Violet

Jelly

11

Large

Mask-like

Olive

Burnt

12

Eye Garden

Lime

Sponge

13

Riddled with Holes

Rust

Veined

14

Cauliflower

Iron

Downy

15

Bulbous Growths

Gold

Dry

16

Wizened

Veil-like

Bronze

Damp

17

Coral-like

Indigo

Pitted

18

Filaments

Translucent

Crusty

19

Hulking

Brain-like

Iridescent

Scaled

20

Geometric

Brindled

Clay

 

Identity characteristics:

D20

Demeanour

What Corpse were you Born From?

1

Abrasive

Soldier

2

Arrogant

Gladiator

3

Assertive

Orphan

4

Charismatic

Invalid

5

Daring

Convict

6

Decadent

Explorer

7

Eloquent

Bandit

8

Extravagant

Scholar

9

Hedonistic

Mystic

10

Impulsive

Priest

11

Irritable

Nomad

12

Melancholic

Exile

13

Paranoid

King

14

Quiet

Beggar

15

Religious

Courtesan

16

Romantic

Musician

17

Scholarly

Thief

18

Stern

Slave

19

Vain

Plague Victim

20

Volatile

Newborn

 

 

Faa Nomad

It is said your people are the children of Vaa, Blue Goddess of the Empty Spaces. Be that as it may, you are known throughout Vaarn as the resourceful nomads of the Blue Desert. Even your skin, which carries the varied shades of blue from deep indigo to blaring cyan, speaks to your intimate connection with the sands of your homeland. While most of your people have strong social ties and travel in family groups and clans, some are solitary wanderers, searching for meaning within the secrets of the great desert that is both your closest friend and your greatest adversary.

 

Names: Kotesh, Atric, Calban, Zenji, Immacula, Uvi, Yanne, Pidash, Lakshi, Serrat

Starting Gear:

-          Rations (3 uses)

-          Water (3 uses)

-          Torch (3 uses)

-          Roll once each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

Why did you leave your clan? Roll 1d6:

1

A psychedelic vision leads you towards enlightenment…or perhaps death.

2

You were stolen by slavers as a child. You have picked up what knowledge you could, but many of the ways of the Faa are foreign to you. You long to return to your people and prove yourself.

3

You fell in love with the betrothed of your tribe’s leader and were banished. You will return and claim what is yours.

4

A huge coriolis storm caused you to be separated from your tribe during a trek in the blue desert. They may be anywhere in the wastes, but you have vowed to find them again.

5

Your clan has performed a forbidden deed and been ostracized. You long to make amends for your ancestor’s misdeed and prove yourself worthy of being welcomed back into your tribe.

6

You were wronged by an outlander and have vowed that you will not return until you have wreaked vengeance.

 

What has the desert taught you? Roll 1d6:

1

The wisdom of the ancient ones. If you stumble across an adult sandworm, you may ask it a question about the desert of Vaarn which it will answer.

2

How to survive when all others would die. Your affinity for the desert wastes has modified your metabolism such that you do not become deprived due to lack of water until three days have passed and it will take you three weeks to die from dehydration.

3

How to use the empty wastes to your advantage.  When you successfully ambush an opponent amongst the sands your attacks are enhanced for the duration of the battle.

4

The value of difference. Your proximity to the radioactive wastes of the blue sands has changed you. Roll once on the mutation table below.

5

The speed of the sands. If you come across a juvenile sandworm in the desert it will allow you and d6 companions to ride its back to a specified location before returning to the sands.

6

The secrets of the sands. Your clan’s travels across the Blue wastes has given you knowledge. There is a 3 in 6 chance that you will know of a hidden water cache or oasis when you are in the desert in a time of need.

 

Optional Faa Characteristics tables:

Physical characteristics:

D20

Your Blue

Face

Body

Hair

1

Azure

Lively

Tall

None

2

Cerulean

Cruel

Short

Cropped

3

Navy

Wrinkled

Frail

Spiky

4

Cobalt

Ritual Scars

Muscular

Coarse

5

Indigo

Battle Scars

Fat

Thick

6

Sapphire

Frowning

Thin

Balding

7

Teal

Tattooed

Skeletal

Silky

8

Ultramarine

Wide

Hunched

Topknot

9

Turquoise

Narrow

Lopsided

Nearly Black

10

Cyan

Sharp

Lithe

Stark White

11

Bruise

Hungry

Gnarled

Cloud-like

12

Petrol

Haunted

Squat

Tonsured

13

Midnight

Jolly

Bloated

Fading to Purple

14

Cornflower

Round

Gangly

Heavily Oiled

15

Lapis Lazuli

Mournful

Towering

Wispy

16

Periwinkle

Child-like

Child-like

Burnt

17

Electric

Peaceful

Gigantic

Braided

18

Aquamarine

Sleepy

Wiry

Greasy

19

Royal

Branded

Stout

Matted

20

Glaucous

Pox-marked

Injured

Outrageous

 

Identity characteristics:

D20

Demeanour

Quirk

1

Abrasive

Parasitic Twin in Chest

2

Arrogant

Gambling Obsession

3

Assertive

Insomniac

4

Charismatic

Wooden Teeth

5

Daring

Devoutly Religious

6

Decadent

Ritual Scarring

7

Eloquent

Heavily Tattooed

8

Extravagant

Unlucky in Love

9

Hedonistic

Awful Cook

10

Impulsive

One Eye

11

Irritable

Glass Teeth

12

Melancholic

Heavy Drinker

13

Paranoid

Infamous Seducer

14

Quiet

Scorpion Expert

15

Religious

Third Eye (Tattoo)

16

Romantic

Third Eye (Real)

17

Scholarly

Cybernetic Limb

18

Stern

Plagued by Nightmares

19

Vain

Lovely Singing Voice

20

Volatile

Notorious Amongst Faa

 

 

Cacklemaw Exile

Your people’s origins are hidden in the mists of time. Some believe that you are simply some offshoot of the Newbeasts, an unholy union of Hyena and Human, but your people have other beliefs. Whatever they may be, you do not discuss them with outsiders and the fact that others have only come females of your species raises further questions. As with many things on Urth, this makes you laugh as does your reputation for you are known throughout Vaarn as the most irritating, destructive, argumentative, vicious, foul-smelling, and fundamentally nasty creatures that walk the surface of the Urth.

Try to imagine, then, how badly behaved a Cacklemaw must be before the other Cacklemaw decide they no longer wish to associate with her.

 

Names: Bunny, Fang, Grot, Darling, Longsnout, Palecrow, Sabbat, Sweetmeat, Vileglory, Pinkeye

Starting Gear:

-          Rations (3 uses)

-          Water (3 uses)

-          Torch (3 uses)

-          Roll once each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

Why were you exiled? Roll 1d6:

1

You were born a runt and must prove yourself worthy of the name Cacklemaw.

2

You showed mercy (or cowardice) in the midst of combat.

3

You were insubordinate without the strength (or luck) to back it up.

4

You asked questions.

5

You shared a clan secret with an outsider.

6

For a ridiculous petty reason.

 

What makes you laugh the most? Roll 1d6:

1

The sight of your enemy’s blood and guts strewn upon the ground.

2

Witnessing the begging, pleading, or weeping of your foes.

3

Vandalism and petty larceny.

4

Nothing brings on mirth like a good beheading.

5

Explosions and displays of extreme property damage.

6

The taste of your rival’s blood as it gushes through your jaws.

 

 

Optional Cacklemaw Characteristics tables:

Physical characteristics:

D20

Pelt

Teeth

Laugh

Attire

1

Dark and Course

Yellow Daggers

Raucous

Human-leather Jacket

2

Pale and Downy

Little Brown Nubs

Whispery

Translucent Plastic

3

Riven with Scars

White and Gleaming

Machine-gun Barks

Greasy Rags

4

Greasy Spikes

Mostly Rotted Out

Rusty Hinge

Mock Wedding Clothes

5

Brindled

One Gold Tooth

Whooping

Gaudy Shawl

6

Mostly Burnt Off

Hooked and Grimy

Coughing

Mock Religious Attire

7

Long and Silky

Chrome Implants

Hissing Snicker

Unsettling Mask

8

Short and Scratchy

Needle Thin

Breathless

Harlequin’s Motley

9

Purest White

Triple Row, like a Shark

Booming

Bloodstained Bandages

10

Mottled Brown

Diamond Hard Gnashers

Hoarse and Strangled

Sun-faded Scraps

11

Regal Silver

Blunt and Black

Maddening Gasps

Plastic Bags

12

Concrete Grey

Just One Left

Wet Chuckles

Iridescent Chains

13

Curly and Racid

Crooked Orange Spikes

Turns into Hiccups

Purple Silks

14

Dyed Blood Red

Engraved with Pictures

Starts Quiet & Rises

Mock Hegemony Uniform

15

Shaved into Stripes

Full of Holes

Joyless Giggling

A Rival’s Skin

16

Midnight Black

Huge, Tusk-like

Pained

Spiked Shoulder-pads

17

Muddy Brown

Giant Underbite

Cold & Malevolent

Soiled Hazmat Gear

18

Crawling with Parasites

Ridiculous Overbite

Childish & Cruel

Peacock-feather Cape

19

Thundercloud Blue

Canted and Greying

Could Wake the Dead

Lizard-skin Suit

20

Tigerish Stripes

Weirdly Human

Soundless but Horrid

Nothing but Knives

 

 

Planeyfolk

The study of hypergeometry claimed many casualties, for those who seek to unpick the stitches of creation do so at great risk. The slightest mistake in hypergeometic calculations could cause ghastly distortions of matter, birthing monstrosities of perspective and volume, the sight of which turned even the most courageous man into a coward.

Planeyfolk are the descendants of such unfortunates, a race fathered by men who slipped through the cracks of Euclidean space into something new and strange. Some have normal proportions and can be mistaken for a true person when viewed head-on. Others are possessed of more exotic geometry, their forms warped by impossible vanishing points and blasphemous angles.

 

Names: Clotho, Atropos, Laomer, Foxglory, Thelik, Salter, Eukelaris, Untermance, Euclid, Umbrie

Starting Gear:

-          Rations (3 uses)

-          Water (3 uses)

-          Torch (3 uses)

-          Roll once each on Vaarn Weapon and Armour tables

-          Roll once on each Vaarn Gear table

 

Why are you flat? Roll 1d6:

1

Your parents were Planeyfolk.

2

You were exposed to hypergeometry in utero.

3

You were cursed by a Quantum Demon.

4

You meditated before a 4D Tesseract.

5

You were a hypergeometrician. There was an accident.

6

Malfunctioning longjaunt portal.

 

How does your strange geometry manifest? Roll 1d6:

1

You always appear in profile and have no back, just two identical fronts.

2

You never seem to touch anything and your voice sounds as if it is coming from far away.

3

You have multiple identical faces and cast two shadows.

4

Your face appears concave or convex and you never match the ambient light.

5

Your movements look like stop-motion animation and you bleed gory cubes.

6

Your body is clearly hollow and your eyes are holes of infinite depth.

 

Optional Planeyfolk Characteristics tables:

Physical characteristics:

D20

Body

Head

Hair

Attire

1

Fractured

Impressionistic

Flickering

Dark

2

Cloven

Broken

Insubstantial

Unruly

3

Flimsy

Lantern-like

Curved

Scholarly

4

Willowy

Crescent Moon

Voluminous

Masked

5

Curved

Full Moon

Opalescent

Wild

6

Elongated

Luminous

Shaven

Polychromatic

7

Staccato

Angular

Iridescent

Fractal

8

Blurred

Fractal

Lurid

Glitching

9

Ghostlike

Hollow

Fractal

Gauzy

10

Draping

Shimmering

Polygonal

Fragmented

11

Compressed

Lurid

Shard-like

Mosaic-like

12

Cubic

Lustrous

Triangular

Boxy

13

Smeared

Rhomboid

Splintering

Flamboyant

14

Sharp

Figment

Dark

Dour

15

Angular

Wide

Imposing

Striped

16

Prismatic

Elongated

Pale

Spotted

17

Hollow

Helix

Cubic

Glass-like

18

Delicate

Triangular

Polychromatic

Concealing

19

Isometric

Quadrilateral

Drifting

Barbaric

20

Imposing

Fragmentary

Fragmentary

Outrageous

 

Mystic Gifts & Psychic Shine

PCs roll once at chargen for Mystic Gifts if appropriate. Mystic gifts take up an inventory slot and require a WIL save to invoke. The effect of the Gift will always occur but saves have the following effects: on a successful save the PC accumulates ‘Shine’ in an inventory slot but suffers no other consequences; on a failed save the PC accumulates Shine as usual and also loses -1 WIL. When depleting WIL in this way, PCs roll to see if they suffer Critical Damage (as if they had taken STR damage). Critical WIL damage suffered as a result of this will leave the PC delirious and unable to act. They will suffer catatonia and brain death within the hour unless an ally is able to aid them, and the PC is able to rest. Depleted WIL can only be restored through extended rest in a place of safety or by extraordinary means.

If ‘Shine’ exists in a PC’s inventory it causes a state in which the PC becomes visible to other nearby psychic creatures and may be contacted or even pursued by them. PCs with three or more active Shine points, or who have five or more Mystic Gifts, are blazing beacons that are visible to other psychic creatures from a much greater distance and will continually attract the attention of dedicated psychic hunters and extradimensional predators. Shine is removed from a PC’s inventory after a night’s rest.

You may roll twice on the d20 table below of Standard Mystic Gifts (once for the Source and once for the Gift) or choose to get a more random option by rolling on the Quality and Form tables to generate the name of your Gift. You may decide, along with the GM and the other players, what exactly this Gift does.

Standard Mystic Gifts

D20

Source of Power

Gift

1

Mystic Crystal

Telekinesis

2

Ritual Cannibalism

Pyrokinesis

3

Psychoactive Fungus

Telepathy

4

Nanomachine Infection

Memory Extraction

5

Irradiated at Birth

Mind Control

6

Meditation

Invisibility

7

Dream Quest

Astral Projection

8

Parasitic Spirit Entity

Healing Hands

9

Mutation

Paralysis Touch

10

Addictive Rare Drug

Eye Lasers

11

Cybernetic Implants

Augury

12

Devouring Memories

Inhuman Speed

13

Brain Surgery

Second Sight

14

Religion

Force Wall

15

Ancient Mask

Generate Lightning

16

Ancient Ring

Ultrasonic Scream

17

Born During Eclipse

Levitation

18

Found Weird Orb

Summon Orbs

19

Beheld Azathoth, the Daemon Sutlan

Cryokinesis

20

Studies in Lost Archives

Induce Sleep

 

Quality

D20

1-5

6-10

11-15

16-20

1

Bashing

Absorbing

Adhering

Bewildering

2

Binding

Armouring

Addicting

Calming

3

Blinding

Banishing

Blackening

Charming

4

Burning

Concealing

Blossoming

Commanding

5

Choking

Countering

Cacophonous

Enticing

6

Consuming

Curing

Dazzling

Horrifying

7

Corroding

Cushioning

Dividing

Hysterical

8

Crushing

Deflecting

Duplicating

Maddening

9

Deafening

Disappearing

Evolving

Mesmerising

10

Detonating

Disarming

Extinguishing

Mocking

11

Disintegrating

Disguising

Fusing

Revealing

12

Draining

Entangling

Ghostly

Whirling

13

Electrifying

Warding

Grasping

Slithering

14

Excruciating

Guarding

Inflating

Dreaming

15

Freezing

Shielding

Inverting

Encoding

16

Withering

Healing

Invulnerable

Enraging

17

Impaling

Hindering

Prismatic

Pulsing

18

Imprisoning

Invigorating

Transmuting

Saddening

19

Infecting

Mending

Teleporting

Scrying

20

Liquefying

Nullifying

Whispering

Subtle

 

Form

D20

1-5

6-10

11-15

16-20

1

Claw

Salt

Hail

Chaos

2

Clay

Sand

Haze

Cold

3

Crystal

Silk

Wind

Darkness

4

Flesh

Skin

Shard

Prism

5

Mould

Soil

Miasma

Distortion

6

Flower

Stone

Perfume

Dream

7

Fungus

Sugar

Pollen

River

8

Fruit

Ray

Plague

Fire

9

Glass

Thorn

Rain

Frost

10

Ice

Vine

Sandstorm

Ghost

11

Iron

Rust

Orb

Gravity

12

Ivory

Void

Bolt

Growth

13

Leaf

Ash

Snow

Song

14

Stone

Blizzard

Smoke

Voice

15

Moss

Breath

Arc

Light

16

Hand

Cloud

Sphere

Lightning

17

Gaze

Dust

Shield

Thread

18

Roots

Fog

Helix

Parasite

19

Beam

Mist

Web

Paradox

20

Cascade

Fragrance

Wound

Entropy

 

 

Cybernetics

Cybernetic implants may be selected instead of gifts and do not take up inventory slots but have a limit of two per ability score (instead of one as per Vaarn).

D20

Implant

Ability

Effect

1

Air Current Microsensor

WIL

You can perceive invisible enemies or enemies in complete darkness.

2

Alluring Fakeface

WIL

You are extraordinarily beautiful and get +2 to any reaction rolls.

3

Autoglot Headbank

WIL

You can read and speak any language you come into contact with.

4

Backup Heart

STR

When you would normally fail a critical damage roll your backup heart kicks in and you may treat it as a success (once/day).

5

Carbide Knucklebones

STR

Your bare fists deal d8+1 damage.

6

Cyberliver

STR

You gain immunity to all poisons. You cannot get drunk.

7

Dazzleskin Filaments

STR

You are immune to lasers, but your skin continually glows and you cannot hide.

8

Dopamine Synthesizer

WIL

You are immune to fear, panic, and embarrassment.

9

Dorsal Jump-pack

DEX

You have hover-jets mounted on your back. You fly slowly and loudly.

10

Ferrosteel Exo-Skeleton

STR

Add +1 to Armour and STR. Subtract -1 from DEX. You cannot swim.

11

Finger Syringe

DEX

One finger is a hidden injector. You can load it with any tonic or poison.

12

Hydraulic Biceps

STR

+1 to STR. Add STR bonus to weapon damage.

13

Hyper-elastic Tendons

DEX

+1 to DEX. You can jump like a frog.

14

Merciless Cybereyes

DEX

Attacks with ranged weapons are enhanced.

15

Mercurial Fakeface

WIL

Your face can alter its features and colour at will.

16

Sub-dermal Ceramic Plating

STR

+1 Armour. Cannot be removed.

17

Sub-dermal Insulation

STR

Immunity to all damage from flames, cold, and electricity. Cannot be removed.

18

Tactical Bioscanner

WIL

You know the Armour, HP, and Morale of any Biological creature.

19

Tactical Technoscanner

WIL

You know the Armour, HP, and Morale of any Synthetic creature.

20

Trauma-Response Rig

STR

You may ignore a failed Critical Damage save (once/day)

 

 

Mutations

Mutations are usually generated at chargen for Cacogens but may also be acquired during play. If a situation occurs in which a PC is likely to be mutated as a result roll on the following tables and interpret the results with the Warden. Roll a d12 first on the Area table to identify the affected body part(s) and then roll either d66 or d46 on the Effect table to discover the nature of the mutation.

Area

D12

Body Part

D12

Body Part

D12

Body Part

1

Hair (d66)

5

Feet (d66)

9

Bones (d46)

2

Arms (d66)

6

Torso (d66)

10

Blood (d46)

3

Legs (d66)

7

Head (d66)

11

Brain (d46)

4

Hands (d66)

8

Skin (d66)

12

Full body (d66)

 

Effect

D66

Mutation (Solid)

D66

Mutation (Liquid)

D66

Mutation (Physical)

11

Glass

21

Acid

31

Sticky

12

Iron

22

Mercury

32

Stretchy

13

Silver

23

Poison

33

Luminescent

14

Stone

24

Lava

34

Multiple/extra

15

Wood

25

Ink

35

Transparent

16

Adamant

26

Kerosene

36

Reflective

D66

Mutation (Quality)

D66

Mutation (Animal)

D66

Mutation (Growth)

41

Double size

51

Amphibian/Reptile

61

Eyes

42

Half size

52

Aquatic

62

Horns

43

Intangible

53

Avian

63

Wings

44

Magnetic

54

Canine/feline

64

Tentacles

45

Detachable

55

Insect/Arachnid

65

Spines

46

Photosensitive

56

Plant

66

Tail(s)

Equipment

Weaponry (roll twice, once for Quality, once for Form to obtain one item. Damage & Weight apply to the rolled Form.)

D20

Aspect

Form

Damage & Weight

1

Golden

Knife

d4

2

Quicksilver

Sling

d4

3

Ultraviolet

Whip

d6

4

Crystal

Club

d6

5

Nomad

Pistol

d6

6

Black

Flail

d6

7

Ancient

Rapier

d6

8

Bone

Axe

d8

9

Parasitic

Shortbow

d6, bulky

10

Fungal

Spear

d8, bulky

11

Ritual

Laser

d8

12

Biomechanical

Rifle

d8, bulky

13

Sacred

Musket

d8, bulky

14

Blasphemous

Shotgun

d8, bulky

15

Venomous

Crossbow

d8, bulky

16

Obsidian

Sword

d8

17

Bronze

Revolver

d8

18

Jeweled

Halberd

d10, bulky

19

Plasma

Spore Thrower

d10, bulky (3 slots)

20

Translucent

Railgun

d10, bulky (3 slots)

 

Armour (roll twice, once for Quality, once for Type to obtain one item)

D20

Quality

Type

1

Shabby

Desert Robes (1 armour)

2

Decadent

3

Ancestral

Hazard Wrap (1 armour)

Immunity from Radiation & Toxins

4

Quicksilver

5

Nano-weave

War Shirt (2 armour, bulky)

6

Spiny

7

Dazzling

8

Tarnished

9

Indigo

10

Golden

Reflective Polysteel Cuirass (2 armour, bulky)

Ignores laser damage, electricity attacks ignore armour.

11

Symbiotic

12

Biomechanical

13

Occult

14

Fungal

15

Translucent

Heavy Combat Armour (3 armour, bulky)
Cannot swim or climb when worn.

16

Gaudy

17

Sacred

18

Iridescent

19

Crystalline

20

Ornate

Shield Generator (+1 armour)
Will enrage Sandworms when active.

 

Gear Table I (roll once)

D20

Item

1

Flashbang (5)

2

Magnetic Boots

3

Grappling Hook & Rope

4

Flare (5)

5

Smoke Bomb (5)

6

Flask of Oil (3)

7

Portable Stove

8

Caltrops

9

Vial of Acid

10

Animal Trap (3)

11

Handheld Drill

12

Chain & Manacles

13

Hand Mirror

14

Motion Sensor

15

Crowbar

16

EMP Grenade (3)

17

Skin of Wine

18

Tube of Omni-Glue

19

Ball Bearings (LOTS)

20

Glowstone

 

Gear Table II (roll once)

D20

Item

1

Sleeping Gas (3)

2

Oxygen Mask

3

Cast Iron Skillet

4

Black Clay

5

Loaded Dice

6

Raucous Whistle

7

Luminous Paint

8

Drug (roll 4d20 for details see Drugs table in Vaarn SRD)

9

Poison Pill

10

Autoglot Translator

11

Lock Picks

12

Mortar & Pestle

13

Strong Liquor

14

Hourglass

15

Chisel

16

Anti-venom (3)

17

Welding Torch

18

Thermal Goggles

19

Fungicide Bomb

20

Canary in Cage

 

Saves

A save is a roll to avoid bad outcomes from risky choices and circumstances. PCs roll a d20 for an appropriate ability score. If they roll equal to or under that ability score, they pass. Otherwise, they fail. A 1 is always a success, and a 20 is always a failure.

Combat

Turns and Actions

-          At the start of combat, each PC must make a DEX save in order to act before their opponents. PCs that have saved successfully may then take their turns in any order they wish.

-          NPCs or monsters then attack in whatever order the Warden wishes.

-          All of the PCs (including any PCs that failed their initial DEX save) may then act, in whatever order they choose.

-          NPCs or monsters then attack again, followed by all the PCs, and so on until one side is defeated.

On their turn, a character may move up to 40ft and take up to one action. This may be using a Gift, attacking, making a second move, or some other reasonable action.

Each round, the PCs declare what they are doing before dice are rolled. If a character attempts something risky, the Referee calls for a save for appropriate players or NPCs.

 

Attacking & Damage

The attacker rolls their weapon die and subtracts the target’s armor, then deals the remaining total to their opponent’s HP. Unarmed attacks always do 1d4 damage unless noted otherwise.

 

Multiple Attackers

If multiple attackers target the same foe, roll all damage dice and keep the single highest result.

 

Attack Modifiers

If fighting from a position of weakness (such as through cover or with bound hands), the attack is impaired and the attacker must roll 1d4 damage regardless of the attacks damage die.

If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is enhanced, allowing the attacker to roll 1d12 damage instead of their normal die.

 

Dual Weapons

If attacking with two weapons at the same time, roll both damage dice and keep the single highest result.

 

Blast

Attacks with the blast quality affect all targets in the noted area, rolling separately for each affected character. Blast refers to anything from explosions to huge cleaving onslaughts to the impact of a meteorite. If unsure how many targets can be affected, roll the related damage die for a result.

 

Critical Damage

Damage that reduces a target’s HP below zero decreases a target’s STR by the amount remaining. They must then make a STR save to avoid critical damage. Additionally, some enemies will have special abilities or effects that are triggered when their target fails a critical damage save.

Any PC that suffers critical damage cannot do anything but crawl weakly, grasping for life. If given aid and rest, they will stabilize. If left untreated, they die within the hour.

 

Ability Score Loss

If a PC’s STR is reduced to 0, they die. If their DEX is reduced to 0, they are paralyzed. If their WIL is reduced to 0, they are delirious. Complete DEX and WIL loss renders the character unable to act until they are restored through extended rest or by extraordinary means.

 

Scars

When damage to a PC reduces their HP to exactly 0, they are sometimes changed irrevocably. See the Scars table for more info:

1

Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max HP, take the new result.

2

Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max HP, take the new result.

3

Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP.

4

Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result.

5

Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll 2d6. If the total is higher than your max HP, take the new result.

6

Reorienting Head Wound: Roll 1d6 | 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is higher than your current ability score, take the new result.

7

Hamstrung: You can barely move until you get serious help and rest. After recovery, roll 3d6. If the total is higher than your max DEX, take the new result.

8

Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.

9

Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result.

10

Sundered: An appendage is torn off, crippled or useless. The Warden will tell you which. Then, make a WIL save. If you pass, increase your max WIL by 1d6.

11

Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max HP.

12

Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result.

 

 

Unconsciousness & Death

When a character dies, the player is free to create a new character or take control of a hireling. They immediately join the party in order to reduce downtime.

 

Detachments

Large groups of similar combatants fighting together are treated as a single detachment. When a detachment takes critical damage, it is routed or significantly weakened. When it reaches 0 STR, it is destroyed.

Attacks against detachments by individuals are impaired (excluding blast damage).

Attacks against individuals by detachments are enhanced and deal blast damage.

 

Retreat

Running away from a dire situation always requires a successful DEX save, as well as a safe destination to run to.

 

Advancement

TBD

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