Académique Documents
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CHTHONIAN
HIGHWAYS
A Post-Apocalyptic Roleplaying Game of Road Warriors and Ancient Horrors
Game Design by MISKA FREDMAN, JUKKA SORSA and VILLE TAKANEN Art by HANS ZENJUGA
Introductory Story by KEN MARTIN Proofreading and Editing by KEN MARTIN and
CHRISTOPHER STRATTON SMITH Layout by MISKA FREDMAN and VILLE TAKANEN
PLAYTESTING BY Rami Sihvo, Teemu Pennanen, Mattis, Tuukka, Suzu, Susanna, Akusti. Jouko Salminen,
Atte Yliverronen, Meri, Jaakko Mansikka-Aho, Samuli Ahokas, Antti Isosomppi, Jouko Salminen, Nestori Lehtonen and
Tony Kihlberg SPECIAL CONTRIBUTORS Johnny Blaze and Juha Sihvonen
Ironcore Engine is a tabletop roleplaying game system developed by Miska Fredman, Jukka Sorsa, Ville Takanen and Hans Zenjuga.
Ironcore Engine logo is a trademark of Ironcore Creative.
Chthonian Highways game text and Ironcore Engine by Miska Fredman, Jukka Sorsa, Ville Takanen,
Hans Zenjuga is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0
International License. To view a copy of this license, visit http://creativecommons.org/licenses/
by-nc-sa/4.0/. We ask you to use full name of the work (Chthonian Highways) and link www.
ironspine.com/ch when crediting the derivate works.
All illustrations are copyright of Hans Zenjuga Hans Zenjuga 2015. All rights reserved
Ironspine and Ironspine logo are trademarks of Ironcore Creative. Myrrysmiehet logo is a trademark of Myrrysmiehet Ltd.
THE WORLD.............................................................. 8
RULES...................................................................... 12
ROAD WARRIORS...................................................... 20
JUNK........................................................................ 29
VEHICLES................................................................. 37
COMBAT................................................................... 40
WHEELS.................................................................... 48
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Sol Kane (Order #11402280)
LONGSHOT BY KEN MARTIN
Wasteland the whole world was a wasteland. If Mikal? Whats up? Jona asked me again. I could tell
you didnt see it every day and every night, then you he was sensing something, that somehow he could feel
dreamed it. Strange places Id never been to and even it in his head. That was his job.
stranger creatures. Nightmares.
There was another sound in the back compartment.
It was night, and we were making the run down to Someone else moving, shifting around. Probably Kim
Crossroads for supplies. Mostly medicine for the sick getting her blades together, because she knew me
kids on the farms around Jasper. I was driving down knew I was about to do something no one ever did.
the highway on Dead Mans Stretch, the highway that No one stops in the middle of the blacktop at night
runs twenty clicks long, straight as an arrow, through under a baleful moon not if they werent looking for
marsh and salt-flats. trouble.
We did the run at night my choice as driver. I didnt As my boots crunched under the rubble strewn around
want to see the horrors of the Stretch, the things that the road, I tapped my right thigh for the reassuring
crawl out of the bog and rake their talons across the and familiar shape of my sawn-off shotgun. I needed
blacktop, calling to each other. I never wondered Kim and Jona right now, and all the guts we had.
where they came from or why they crawled out onto
the road. It didnt bother me what their story was, or if I reached the back of the vehicle and flung open the
they even had a story. Didnt bother me until tonight. rear doors. Jona had vomited, the smell of it almost
Lately, I was dreaming too much about the horrors. welcome in this cursed place. With his special gift,
Nightmares. I expected that. I just wished it wasnt always in my
truck. He bailed out and collapsed on the road, a mess
The 75 Rapier screamed its angry eight-cylinder snarl of rags and old army fatigues, and Kim came after him
at the night, its lights flashed with bugs as they were with her blades. She handled them with all the finesse
caught in the beams that cut through the black ink. of a dancer and the fury of a banshee. And I caught a
But now something pulled at my mind, my thoughts clever smile on her face that told me everything: we
drifted, and I wanted to know what was out there. were about to play a dangerous game.
Even though it wanted to ride on like those horses I kicked Jona in the leg. Get some fuel. And when he
from the old days, before the Reckoning, I pulled the looked at me in the ghostly darkness and the dimmest
pickup to a stop. Shifting down through the gears, it grey moonlight like I was a crazy man, I instructed,
eventually surrendered with a whine and a shudder. I Half a gallon should do it. He got up to find a fuel
heard a voice from the back. can. Kim was already scoping the fog that came up out
of the marsh, her keen eyes searching for horrors.
Hey! Whats going on? It was Jona, nervous, of
course. He always was. I unlatched my drivers door, In minutes we were ready. Jona with his special brain
heavy and squealing on hinges, and planted my boots and the rifle, Kim with her stealth and blades, and me,
on the tar. I smelled the dank, choking stink of the Mikal I had the shotgun with the arc light taped to
marsh out in the night. I could feel its dead-cold the barrel. Oh, and on my belt I kept a stupid hunting
fingers clawing at me through my leathers. knife that didnt seem right, but was my only memory
of the days before the Reckoning.
Nothing yet.
Lets go.
Maybe they still need to wake up? Maybe theyre
right there, beyond my senses, waiting in the slowly
churning, freezing fog. Do they come for something?
Or someone?
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Sol Kane (Order #11402280)
INTRODUCTION
ABOUT THIS PLAYTEST KIT
This is not the complete book. This Alpha playtest kit (v.0.4.2f8) has the prototype core rules
for Ironcore Engine and some rules designed specifically for this game. Please take into considera-
tion that the rules are a work in progress. They are only partially proofread and they certainly have
some mistakes here and there. Some parts of the book are still missing and being developed.
All feedback is welcome and appreciated. Please visit www.ironspine.com/ch for more information.
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Sol Kane (Order #11402280)
Introduction
and resourcefulness. Abilities are used to measure the
characters general vitality and well-being, and to push ABOUT THE DICE
Skill Checks beyond the characters comfort zone.
Chthonian Highways uses different dice for various
Characters use Skill Checks that are dice rolls made rolls and checks. Some rolls need more than one die,
to see if a character succeeds or fails in a task. A Skill so its a good idea to have at least two of each die type,
Check is made by rolling a 20-sided die and adding but at least four or five twenty-sided dice.
modifiers to the result, and if this total is equal to or
more than the tasks Challenge Level, the action suc- Dice rolls use special formulas to indicate what dice
ceeds. The Challenge Level (CL) is a target number are rolled and if something is added or subtracted
that determines the difficulty of a task. The default CL from the result. Lets take a quick run-through:
of 15 can be modified, according to the tasks difficulty.
2d6+2: Firstly, you have the number of dice
Characters can Push their Abilities and gain extra dice rolled (2), then the die type (d6) and finally any
for the Skill Check. Pushing will cause Strain on the modifiers added or subtracted from the total of
exerted Ability and lower it temporarily. When you the dice rolls.
roll more than one die in a Skill Check, you roll all the d100: Roll two different colored ten-sided dice,
dice at the same time and pick the highest result. one color for the tens digit and one for the ones
digits. If you roll from the tens die a 3 and from
When characters exert themselves and act according the ones die a 4, that would be 34. If your result
to their motives and weaknessess, they gain Velocity was 0 and 5, that would be 5. Double zeroes is a
points that are an abstract measure of a characters hundred.
involvement in the action and narrative of the game. d%: This is treated otherwise as d100, but d% is
The more the character is involved in the situation, the used to resolve percentile chances. For example,
greater thing can happen. if an event has a 30% chance to happen, you
would need to roll 30 or lower with a d100 for it
Edge and Handicap represent special circumstances to occur.
affecting a characters actions. Edge will add a die to +1D / -1D: Add (+1D) a die of the same type
the Skill Check. Conversely, a Handicap subtracts a to a roll or remove (-1D) a die from a roll. For
die from a Skill Check. If the amount of Skill Check example, if you get +1D modifier to a 2d6 roll, it
dice drops to zero or below, roll two dice and pick the becomes 3d6. If the amount of dice drops to zero
lowest result. or below, roll two dice of that type and pick the
lowest result. For example: a character gets a -1D
Characters grow and develop by accumulating expe- penalty from a Handicap to their Skill Check.
rience during the game. Experience points (XP) are This leaves the character with 0d20 and the
used to develop character skills and abilities. player rolls two twenty-sided dice and picks the
lowest result to calculate the result.
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Introduction
IN-GAME TIME UNITS ACKNOWLEDGEMENTS
The time is measured in the game in abstract units. Here are some, but certainly not all, of the works of
Shortest time unit is a turn, which comprises of a few art and fiction, or communities and people, that have
seconds of intense action, and the longest time unit inspired us while working on this game thus far:
is a season, that can encompass a whole story arc and
perhaps months, or even years, of in-game time. Mad Max movies, H.P. Lovecraft, Stealing Cthulhu by
Graham Walmsley, The Book of Eli, Moebius, Hellboy,
Turn: A turn is a measure of time during which a char- B.P.R.D., Dawn of the Planet of the Apes, Twitter, The
acter can act. This is usually a few seconds. Mist by Stephen King, Role Playing Game Designers
Round: During one round all characters in a scene can G+ Community, Roolipelaajien Suomi FB Group,
act in their turn. Once all characters have acted, a new The Colony, The Walking Dead (comics and series),
round begins. A round can be anything from a few Judge Dredd, Maze Runner, Tremors, The Road, I Am
seconds to a few minutes. Legend, Godzilla, Pacific Rim, Stalker RPG, yog-blog-
soth.blogspot.com, Imperial Assault, Mutant RPG,
Scene: A scene is something where one or more char- The Cypher System, Fate Core, Acthung Cthulhu,
acters are involved in the same events in the same sur- E.N.O.C. ,
roundings. A scene is not necessarily location based,
because for instance a car chase can be one scene We would especially like to thank Ropecon and
where the location changes all the time, but the partic- Tracon roleplaying conventions for their continuing
ipating characters remain the same. A fight, a pursuit support for indie game designers, publishers and role
or searching an abandoned house can all be scenes. playing game players.
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The World
WHAT WE KNOW OF THE PAST
What we know now as the Reckoning started roughly Some people banded together, and eventually estab-
twenty years ago. First there were massive earthquakes lished small survivor communes and fortified cities.
like none we had ever seen before. The quakes were Most of these communities secluded themselves from
followed by tsunamis and the thick fog that rolled in the outside world, but some of them sought out other
from the sea. Millions of people were killed and lost in settlements to trade or find allies.
these natural disasters. At least we thought they were
natural until the great sinkholes appeared and many Air travel became impossible when our skies were
cities collapsed into the deep chasms on the ground. filled with strange beasts that could rip airplanes into
Dense, foul-smelling steam poured out of these holes pieces in seconds and the acid rain and thick radiation
and people reported that they saw horrific creatures
climbing out of the thick mist. Many people began
to behave strangely and the cities erupted into chaos.
People attacked each other and authorities reported
men and women walking into the sinkholes. These
poor people disappeared deep underground and were
never seen again.
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The World
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The World
swamplands with constant rain. Northern Africa Cultist often use clothing to hide their appearances
is being overrun by a lush jungle with giant fungi, from others, and it is claimed that most of the cultist
man-eating plants and enormous insects. The coastal children would be mutants. These cults live mostly
cities are lost underwater probably because the polar secluded from the other settlements, but occasionally
ice caps have melted. their spies are found amidst our normal settlements
and communities.
Even the sky is not what it used to be. Blue sky is but a
dream from the past that is harder to remember each
day. When the sky is not covered in thick fog, you Cannibal Clans
might catch a glimpse of the moon and the stars in the
sky tinged with red or blue. Cannibals are a very serious and real threat in the
wastelands. Vegetation and game animals are getting
more scarce year by year and most of the new strange
Dreaming plants and wildlife have proven inedible for most. This
famine has forced some desperate people to rely on
After the Reckoning many people have dreamt more human flesh for their sustenance. Over time these
vivid dreams. Sometimes these dreams feel like they groups have grown into clans with their own moral
were real and the same events keep re-occurring each codes. Most of the cannibal clans share a hunter
night. mentality with a strict honor code. Cannibals see
themselves as a higher human race and the rest of the
Some people say someone or something is calling surviving humanity as little more than animals.
to them in their dreams and that they feel compelled
to follow the calling. Following the dreams has lead
to terrible tragedies and miraculous blessings. Some Bandits Gangs and Marauder Tribes
people have sacrificed their loved ones to the voices
calling to them in their dreams. Others have found Between the communities holding to the old moral
cures for pestilence or found hidden weapon caches standards and the cannibals and cultists lie the various
to fight off the marauders. bandit gangs and marauder tribes. Bandits are often
small groups of plundering and thieving highwaymen
and outlaws living outside the strongholds. They are
Mutations a threat, but not as potent as the marauder tribes,
which are communities by themselves, but are instead
We live in an age of transition. There are people a threat to self-sustenance and peaceful trade.
who still remember the old world, but there is also a
younger generation who has never seen that world. Marauders are known for their cruelty and often whole
Some of them were simply too young to remember communities are slaughtered by the marauder war
anything from before the time of Reckoning, and many parties. Some marauder tribes will spare some men,
have been born into this strange new world. Some of women and children and use them either as slaves
the children of the new generation have mutated with or integrate them into their own tribe to grow their
bulging eyes, webbed feet and hands, tentacles in place numbers.
of limbs or insect-like wings on their backs.
Monsters
Cults
There are monsters out there. Most of them seem to
Some of the survivors have started to worship these shun daylight and are more active by night. Some of
monstrous beings as their gods, praying for fortune the monsters let their servants to do their bidding,
and salvation from these terrible beasts. People have but then there are the monstrosities that act on their
surrendered their lives in servitude to these monsters own. It is known that some of these beings can take
in return for prosperity and protection. human shape or possess minds and use people like
foul puppeteers.
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The World
At the time of the Reckoning there were numerous Often the towns and citadels are run like small city
sightings of gigantic monsters destroying and devas- states, ruled by a single sovereign or a council of priv-
tating whole cities. But not so many anymore. Instead ileged representatives. While many of the settlements
there are more smaller creatures roaming the waste- have some level of self-sufficiency out of necessity,
lands and stalking humans in the night. Some of these trade is very common between the towns and citadels.
creatures seem to be mutated animals and plants, but Material goods are not the only commodity; marriages
many are clearly not from this world. are arranged and skilled workers and craftsmen are
also a valuable asset for many towns and citadels.
Scavs
Chthonian Highways
Besides the bloodthirsty marauders, deranged cultists
and degenerate cannibals, the harsh wastelands are The earthquakes and the sinkholes of the Reckoning
also home to Scavs. Scavs are nomadic survivors, who shattered most of the old roads and highways, but
move from settlement to settlement trading and scav- some were spared. The highways that are still good are
enging valuables from the wastelands. Occasionally used to transport people and goods through the waste-
the Scavs might trade weird otherworldly artifacts or lands between the settlements. While the cannibals
rare electronics and spare parts. and bandits often lie in wait along the roads, the roads
are still safer and faster to travel than the badlands
that are filled with unknown threats and abominable
Towns and Citadels monstrosities.
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Rules
When the outcome of a characters actions is uncertain or a character acts against
another character a skill is used and a die roll is made to resolve the situation. These rolls
are called skill checks. Ironcore Engine uses twenty-sided dice to resolve all skill checks.
Pushing allows you to roll up to three additional Skill When any of the Skill Check dice turns up with a result
Check dice, one die for each point of Strain taken for of 1, you have triggered a Trouble (See Trouble, pg. 18)
the Push, and add the highest Skill Check die result and gain a point of Velocity for every 1 that was rolled.
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Rules
It is up to GMs discretion if some tasks should have
CHALLENGE LEVELS even higher or lower Challenge Levels, but generally
they are very rare or extreme situations that are not
Challenge Level is based on difficulty of the task or explicitly covered by these rules.
opposition from another character. If a character
is acting against the environment the CL is a fixed
number based on the difficulty. If theres another Active Opposition
character acting against the character, the CL is based
on the opposing characters relevant Skill. Opposed When opposition is active, the characters are both
actions are situations when a character is resisting aware of each others actions and actively working
another characters actions. Opposed actions can be against each other. Do a Skill Check for all the charac-
either active or passive ters taking part in the situation and compare their Skill
Check results. The character with the highest result
succeeds in their actions. In case of tied results, the
character resisting another character wins the chal-
Fail Forward lenge. If both character are considered actors instead
of opponents, then the character with the highest skill
A good GM uses any failed Skill Checks as a means wins. If the skills are tied, then both characters succeed
to drive the game forward. A failed roll could cause partially or fail, depending on the situation.
an additional delay or obstacle, but it should not
stop a characters progress completely. You can even
allow the characters to succeed, but with a cost of Passive Opposition
lost resources or additional complications.
Passive opposition is used when a character is acting
against another character, but the target of the action is
not aware of the situation. In these cases the opposing
Unopposed Actions character does not make a Skill Check roll, but calcu-
lates a Passive Skill by adding 10 to their Skill level and
Unopposed actions are usually done against the envi- modifiers.
ronment. These actions are something that depend
on the acting characters skills and abilities alone. If the passive Skill is affected by an Edge add 5 to the
Unopposed actions have three levels of difficulty result, if its affected by a Handicap, subtract 5 from it.
based roughly on the needed specialization and how
demanding the task is in general. The levels of diffi- Passive Skill = 10 + Skill level + modifiers
culty are: Easy, Normal and Hard.
Passive Skill with an Edge = 15 + Skill level + modifiers
Easy (CL 10): Easy tasks are something that an unskilled
person could do and succeed maybe half of the time. Passive Skill with a Handicap = 5 + Skill level + modifiers
These are mostly routine tasks for characters with a
professional level of competence in the used skill.
Example: Kim is sneaking past a creature eating
Normal (CL 15): Normal tasks are the most common its prey. The GM states that the creature has a
actions when acting under stress. Normal difficulty handicap to its skill score because it concentrates
usually involves risk and unpredictability to a level on eating and doesnt care much about its sur-
that an experienced character can manage with a fair roundings at the moment. This gives the creature a
chance. passive skill score of 12 (10 + Perception 7, - 5 from
handicap). The player makes the roll against CL 12
Hard (CL 20): Hard tasks are actions that are very and hopes for the best
demanding. They require a lot of expertise and are
quite difficult even for experienced characters. Usually
good tools and preparation is needed to succeed in
Hard tasks with fair odds.
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Rules
EDGE AND HANDICAP
speeding things up
Edge and Handicap are used if the odds are clearly
in the characters favor or against the character. An The Edges and Handicaps listed in the rules for
Edge represents a special advantage or benefit the different situations can be regarded as guidelines.
character has in the situation, or a task that is easier You can keep track of all the Edges and Handicaps
than usually, while a Handicap means that the char-
acter has a serious disadvantage, or the task is clearly
affecting a situation at any given moment, but
more difficult than usually. this can often be time consuming and impede the
immersion in the game. Theres nothing wrong
When an Edge or a Handicap affects a Skill Check, add with keeping track of Edges and Handicaps, but
a die in case of an Edge, and remove a die in case of a if you want to speed things up, the GM can just
Handicap. If the number of dice goes to zero or below, quickly evaluate the different factors affecting the
roll two dice, but use the lowest die result. situation and decide if the Skill Check has an Edge
or a Handicap affecting it.
Edges: An Edge represents conditions or things that
provide the character with a clear advantage in a
situation. This could mean that the character has
an element of surprise, perfect conditions or right Example: There are three circumstances giving an
tools for the job, or a special talent for handling such Edge and one giving a Handicap for the character.
situations. even one of the Edges is enough to grant an Edge
in the situation, but the Handicap cancels it out,
Handicaps: When a Handicap is affecting a situation- leaving the character with no dice modifiers to the
the characters control over their actions is somehow Skill Check.
limited or impaired. This might be a result of an injury,
missing tools, poor conditions or just lack of expertise.
Handicap = -1D to Skill Check. Most circumstantial modifiers range from +/-1 to
+/-3. Modifiers from different sources stack and can
Edges and Handicaps cancel each other out. accumulate to greater modifiers, but modifiers from
multiple same or very similar sources do not stack.
Only one Edge or Handicap is in effect at a time.
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Rules
VELOCITY Maintaining Velocity
If any of the gained Velocity points are not used, they
Velocity points represent the dramatic tension rising are stored on the character sheets Velocity track.
and the energy building up as the characters push their A character can have up to (10 - Madness) Velocity
abilities and involve themselves in the game narrative points at once. If a character has full reserve of Velocity
and action. The more a character puts themselves on points and one or more points of Madness is gained,
the line, the more likely they are to gain Velocity. the excess Velocity points are lost.
Losing Velocity
When the action ceases or there is significant down-
time and the characters have a chance to recover from
Strain, all unused Velocity points are transferred
into Experience points; one Velocity point for one
Experience point.
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Rules
STRAIN TAKING STRAIN
When a character suffers Strain the affected Ability or
When a character suffers fatigue, physical trauma or Abilities are lowered by the amount of Strain suffered.
mental shock, one of the Abilities is reduced by the
amount of Strain suffered. Excessive Strain will lead to Exhaustion regardless
of its source. When an Ability is reduced to zero by
Strain is divided into three different types depend- Strain of any kind, it becomes Exhausted. Exhausted
ing on their source and severity: Fatigue, Stress and abilities cannot be pushed, and recovering from
Damage. Damaged and Stressed Abilities have other exhaustion takes longer than recovering from Strain
gameplay effects. For instance, first aid can be used to (see Recovering from Strain, pg. 17).
remove Strain from a Damaged Ability, but not from
Fatigued or Stressed. If an Ability is Exhausted from taking damage or stress,
the character might also get an Injury or a Disorder.
Fatigue is something that strains the character, but
will not cause acute physical or mental trauma. All
Strain that is not classified as Damage or Stress is Effects of Exhaustion
considered as Fatigue. Characters suffer Fatigue when
they Push their Abilities, go for extended periods Exhaustion can have effects on a characters ability to
without rest or sleep, or otherwise drain their health function. An Exhausted Ability cannot be pushed until
and well-being. Fatigue is usually targeted at certain it is recovered back to unexhausted status, but when
Abilities, but if the target Ability is Exhausted, the more than one Ability has become Exhausted, this will
Strain will drain the Abilities from Body to Psyche, have more serious gameplay consequences.
like Damage.
The character is able to function normally with
Damage is physical trauma impairing the characters one Exhausted Ability.
performance. Damage is inflicted on the Characters If the character has two Exhausted Abilities, the
Body Ability. When Body is exhausted, damage will character loses one of its Actions.
start draining Precision, Wits and Psyche, in that order. When three Abilities are Exhausted, the charac-
Damaging hits that Exhaust two or more Abilities at ter is incapacitated and fall unconscious unless a
once, will cause an Injury. When an Ability is Strained successful Willpower check (CL 15) is made. A
by Damage, mark it with letter D to note that the character that is incapacitated (or unconscious)
Ability is Damaged. cannot Push or otherwise voluntarily cause
Fatigue on themselves.
Stress is mental shock and trauma that strains the When all four Abilities are Exhausted, the
characters self-control and ability to think clearly. character is dying and will die if not restored to
Stress is inflicted on the Psyche Ability first. When at least one Ability point within the next 1d10
Psyche is Exhausted, the Stress will start to strain Wits, minutes.
Precision and Body. Stress effects that cause two or
more Abilities to Exhaust at the same time, will cause Resuscitation: A dying Character needs to be resusci-
a Disorder. When an Ability is Strained by Stress mark tated by another character with a Medical Skill Check
it with letter S to note that the Ability is Stressed. against CL15. If the dying character is successfully
resuscitated, the character will be stabilized, and one
When an Ability is fully recovered, remove all the Ability chosen by the characters player recovers from
letter markings from it. the Exhaustion.
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Rules
RECOVERING FROM STRAIN Exhausted Abilities: Recovering from Exhaustion takes
at least six hours of relaxing sleep. A Character must
Characters can recover from Strain fairly quickly, but first recover from Exhaustion before recovering any
recovering from Damage, Stress or Exhaustion takes Strain in that Ability. When the Exhausted state is
much longer. When the character rests to recover removed, the Ability is restored to one point. Up to
from Damage, Stress or Exhaustion, all of the unused two Exhausted Abilities can be restored in 24 hours.
Velocity is transferred into Experience points.
Healing Effects: If a character is healed by some method,
Recovery from Fatigue: A character will recover from all Strain can be removed from any applicable Abilities in
Fatigue at the end of a scene, provided that the charac- any order the player wants. Recovery from Exhaustion
ter has an opportunity to catch a breath and rest safely requires 4 points worth of healing to remove the
for a few minutes. Exhaustion from an Ability before it can be healed
further.
Damaged and Stressed Abilities: It takes two hours of
non-strenuous rest to recover from 1d6 points of Second Wind: A character can spend two Actions to
Strain from a Damaged or Stressed Ability. Up to 6d6 recover a point of Strain from an undamaged and
points of Strain can be recovered this way in 24 hours. unstressed Ability.
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Rules
TROUBLES
Troubles are distractions, problems or difficulties that arise from the situation and complicate things further, even
if the character manages to achieve the objective. Troubles arise in two ways:
Natural 1s: When the player rolls a natural 1 on any of the Skill Check dice. You will never suffer more than
one trouble from one Action, even if you rolled multiple ones.
Intervention: The GM or any of the players suggests a specific trouble that might be a consequence of the
characters actions, related to their Vice, Disorders or Traits, or just be a result of bad luck. If the player
accepts the trouble, one point of Velocity is added for the Character suffering or accepting the Trouble.
This list of Troubles is not an exhaustive list and the GM can freely modify the existing results or come up with their
own that better fits the situation. Choose or roll d10 for a Trouble from the choices below:
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Sol Kane (Order #11402280)
Road Warriors
In the classic works of the post apocalypse genre, the player characters are known as road
warriors. All the player characters represent this archetype in their own way, and all of
them have their individual strengths and weaknesses that are indicated by the characters
Abilities, Skills and other personal traits.
ABILITIES
Characters have four Ability Scores ranging from 1 Precision (PR)
to 10 for humans. Most Ability Scores lie somewhere
between 3 and 5, but talented and experienced char- Dexterity, aim, flexibility and speed.
acters can have Ability Scores above 8. Each of the
Abilities represents different facets of your characters Damaged by unbalancing blows, sheer pain or
physical and mental capabilities and inner resources. drugs affecting your fine motor skills.
Fatigued by prolonged concentration on tasks
When making Skill Checks, your character can push requiring fine manipulation or accuracy and
with a related ability and increase the chance of having to hastily do precise movements.
success. Pushing also means that your character is
acting at the limits of their capabilities. Wits (WI)
Logical thinking, concentration, awareness, percep-
Value Description tion, memory and common sense.
0 Feeble Damaged by drugs and effects fogging the mind,
1 Weak distractions or sensory overload.
23 Mediocre Fatigued by mental tasks requiring prolonged
concentration, by sleep deprivation and by sim-
45 Good ply running out of ideas.
67 Excellent
89 Outstanding Psyche (PS)
10 Legendary You characters empathy, intuition, bearing, presence
and willpower.
Body (BD)
Damaged by shocking events, social attacks, fear
Physical fitness, constitution and resilience. and doubt.
Fatigued by resisting temptations, dealing with
Damaged by physical trauma. distressed or panicked people and having to
Fatigued when exerting your strength or endur- maintain composure or authority under stress.
ance, and when resisting physical pain.
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SKILLS Insight (Psyche): A characters ability to use instincts,
intuition and empathy to notice subtle details in people
Skills begin at level 0 and the maximum level for or ones surroundings. While Perception is more about
humans is 10. With a skill of 4 or higher the character the use of senses and memory, Insight relies more on
is qualified to practice an occupation. Skills above 9 gut feeling and empathy.
are very rare, legendary even.
Medicine (Wits): Training in the treatment of different
Each of the skills is connected to one of the charac- injuries and diseases. Medicine also includes the use of
ters Abilities. The connected Ability indicates which medical equipment and knowledge of various pharma-
Ability is used for Pushing a skill check. ceuticals and natural medicines.
Athletics (Body): Athletics encompasses a wide range Shooting (Precision): Shooting, ranged combat and
of different physical activities from swimming to heavy weapons skill used primarily for Skill checks
climbing, and from running to gymnastics. Athletics during combat.
also improves your characters mobility and ability to
avoid attacks in combat or other dangerous situations. Stealth (Precision): Ability to move unnoticed or stay
hidden in different environments. Stealth also includes
Dexterity (Precision): Readiness, grace and skill to covering tracks.
perform tasks requiring deft hands or great nimble-
ness. Dexterity can be used for example to pick pockets Strength (Body): The characters physical power and
or to forge documents. ability to lift, push, hold or move heavy objects.
Driving (Precision): Ability to drive and pilot various Survival (Body): Ability to find shelter and sustenance
land, water or air vehicles. by various means. Survival also includes the charac-
ters knowledge of nature and ability to track game and
Fighting (Body): Unarmed fighting, martial arts and to avoid dangers in the wilderness or in other unfor-
melee weapon skill used primarily for Skill checks giving environments.
during melee combat.
Willpower (Psyche): Willpower is the measure of the
Influence (Psyche): Ability to affect others in social characters self-control and discipline. It is the ability
dealings. Depending on the situation this can mean to resist impulses and fear and stay calm and under
negotiation, bartering, bluffing or deceit. control in chaotic or frightening situations.
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a single game session. The Experience Points can be
EXPERIENCE POINTS (XP) spent to raise character Abilities or Skills or to gain
other benefits, see Using Experience Points below for
Experience points or XP represent the learning and details.
development of a character. Experience points are
gained by overcoming problems and reaching short
and long-term goals, and can be traded for character Using Experience Points
benefits.
Experience points can be used to improve a characters
Abilities and Skills and heal from severe traumas it
Gaining Experience takes time and effort to overcome horror or injury.
XP Reward Achievement
1d10 Resolve a minor problem or survive a fight scene without any Damage.
1d10 Reach a short-term goal: complete a mission or a minor personal agenda.
2d10 Survive a life-threatening situation or a fight scene where you suffered an injury.
2d10 Achieve something significant that supports your characters Drive or Vice.
3d10 Survive a life-threatening encounter or survive a fight where you almost died or your friend died.
3d10 Reach a long-term goal: complete a campaign or a personal quest.
Velocity Gain a point of XP per each unused Velocity point.
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CREATING A ROAD WARRIOR
THE MAIN CAST
In Chthonian Highways the players take the role of road
warriors. Brave men and women who have proven
their mettle by defying the dangers of the wasteland.
They might not be heroes in tradional sense, but they
sure are the stars and the main cast of the game.
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2) ASSIGN PUSH LIMITS 2) CHOOSE A TRAIT
In addition to the Ability values, you need to set Each character has a Trait representing their special
a Push Limit for each of the Abilities. This is the talent, personality or perhaps something of their back-
maximum number of Strain you can take per round ground. Traits are mostly beneficial, but they also have
to push an ability. Push Limits range from 1 to 3 for a downside.
the characters.
The skill modifiers from the Traits are added to rel-
To assign the Push Limits for your character you need evant Skill Checks as circumstantial modifiers. They
to check the highest and lowest Ability values. Write are not counted as Skill levels and do not affect any of
down the Push Limit inside the circle next to the the derived attributes. The modifiers are applied only
Ability value on the character sheet. if the Traits impact in the situation can be justified.
For example, a Bulky character will not benefit from
Assign a Push Limit of 3 to the highest Ability the Strength bonus, if they cannot use their body mass
value. to their benefit.
Assign a Push Limit of 1 to the lowest Ability
value. You can choose or roll one Trait from the table below,
Assign a Push Limit of 2 to the two other or come up with one of your own. You can also
Abilities. change the names of the listed Traits to better fit your
In case of tied Ability values, the player can character.
choose, how the Push Limits are assigned.
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3) CHOOSE A ROLE
Choose a Role for your character. There are six different Roles and each one has a perk that will make them standout
from the crowd. Choose or roll a d6 to determine your characters Role.
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4) CHOOSE A DRIVE
Drive represents your characters motive, passion or reason to live to fight another day in a world of despair, chaos
and hopelessness. Whenever your characters Drive relates to their situation you gain a point of Velocity once per
scene.
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5) CHOOSE A VICE
Vice is your characters dark side. The secret passion, craving or flaw that helps to endure when the Drive is not
enough. When theres a chance that your Vice might cause trouble you can gain a Velocity point by giving in to your
Vice. If you want to fight your Vice, you can do it by making a Willpower check against CL (10 + Madness). In either
case, if your Vice comes into play, it usually causes a Handicap to all related Skill Checks for the rest of the scene.
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6) SKILLS Quick Skills
Divide 20 points between all the skills. One point buys Add the following levels between the skills and you are
one level to any of the Skills. You can add up to 4 levels done: 4, 3, 3, 3, 2, 2, 2, 1,
to any one skill during the character creation. In prac-
tice this means that the skills you receive from your
characters Role skills can be as high as level 6, while all
the other skills have a maximum level of 4. The skills 7) DAMAGE BONUS (DB)
can be increased later with Experience Points all the
way to level 10. A characters mass and strength will add to the damage
roll in melee. Damage Bonus is calculated by dividing
the Strength skills level by three (round down).
Skill List
Strength Damage Bonus
Athletics (Body)
02 +0
Dexterity (Precision) 35 +1
68 +2
Driving (Precision)
9+ +3
Fighting (Body)
Influence (Psyche)
Insight (Psyche) 8) GET GEARED UP
Medicine (Wits) All characters have their basic clothing and personal
items. They also have food and water for 1d6 days.
Mythos (Psyche)
You have some starting gear and barter bitz based
Perception (Wits) on your characters Role, and in addition to this each
character gets 750 bitz to spend on their own or the
Repair (Wits) convoys shared vehicles and their customizations.
Science (Wits)
Shooting (Precision) 9) CHARACTER DETAILS
Stealth (Precision) Write down your characters name and something
Strength (Body) about their appearance.
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JUNK
BARTERING Weapon Traits
Commerce in Chthonian Highways is based on barter- Area Effect X m: Area effect weapons cause
ing between individuals or professional traders. There full damage for the primary target and all other
is no real currency, but many people carry small trin- characters within the radius in meters takes half
kets and novelty items with them for bartering known of the Damage. Targets at ground zero take full
as Barter Bits (bitz); an abstract currency to measure damage.
the values of different pieces of equipment. Automatic: Automatic weapons are Quick and
capable of Automatic fire.
Blunt: Blunt weapons cannot be used for cut-
ting. They have Damage Reduction against Hard
WEAPONS armors.
Difficult: These weapons are particularly diffi-
Practically everyone in the world of Chthonian cult to handle and will cause a Trouble with a
Highways wields some kind of weapon. Melee Skill Check die result of 1 and 2, unless the users
weapons and various bow and harpoon weapons are relevant Skill level is 5 or more.
much more common than firearms, which are becom- Entangle (SFX): Instead of damaging the target,
ing more scarce as they malfunction or are lost and the target can be Grabbed, Knocked down or
their ammunition becomes harder to acquire. Disarmed with a SFX.
Heavy: This weapon is heavy and requires at
All weapons have the following attributes: Damage, least Strength 5 or all attacks with the weapon
Weapon Traits and Cost. In addition to these the are made with a Handicap.
ranged weapons have a Range and Ammo. Impact (SFX): Impact weapons have a potential
to cause a powerful concussive hit. The target
Damage: The amount of Damage the weapon can be Knocked down with one SFX and Knocked
causes on a successful hit. out with two SFX.
Weapon Traits: Weapon traits represent the Long: Long weapons are melee weapons that can
special qualities of different weapons. be used to attack up to Reach range, but they suf-
Cost: Weapons cost in barter bitz. fer a Handicap when fighting in confined spaces.
Range: The weapons effective range. Long Reload: This weapon takes two Actions to
Ammo: This is how many rounds the weapons reload instead of one.
cylinder, clip or internal magazine holds. When Loud: This weapon makes a loud noise and
the weapon runs out of ammunition, the weapon could attract attention.
must be reloaded before it can be fired again. Pierce (SFX): The targets Armor can be lowered
by 2 points per SFX.
Special Effects (SFX) Pistol: Pistol weapons are one-handed firearms
that can be fired in melee without a Handicap.
Some Weapon Traits, or other qualities, can cause Quick: Quick weapons can attack twice per
additional Special Effects (SFX). You can activate a round.
Special Effect by spending a point of Velocity or when Range: This is the optimal range of the weapon.
a damage die turns out with the highest possible result It is either Immediate, Reach, Close, Long or
e.g. six on d6, eight on d8, and so on. The traits that Extreme.
benefit from Special Effects are noted in the Weapon Rending: Rending weapons have Damage Boost.
Traits below. Some of the Special Effects refer to
Combat Stunts. These can be found on page 45.
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Scatter: Scatter weapons shoot multiple projec- Thrown (Range): These weapons can be thrown.
tiles instead of one solid bullet. Scatter weapons The effective range is noted in parenthesis and
gain Damage Boost up to Reach range, but have the maximum range is one range step over the
a Damage Reduction beyond their effective optimal range a knife with optimal Reach
range. range could be thrown up to Close range with a
Single Use: This weapon can be used once and Handicap.
then it is useless beyond repair. Two-handed: The weapon requires two hands.
Stun: The weapon deals Fatigue instead of Dam- A character with Strength 7 or more can use the
age, and does not cause any Strain after three weapon in one hand with a Handicap.
exhausted Abilities.
MELEE WEAPONS
Melee weapons are weapons used in close combat. When rolling for Damage, add the characters Damage Bonus
to the Damage roll result.
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RANGED WEAPONS
Ranged weapons use various projectiles to hit targets at distance. Ranged weapons can be used only for ranged
attacks.
Firearms
Firearms are weapons that use cartridges loaded with propellant and projectile as ammunition. All firearms are
Loud and usually quite rare which makes them naturally hard to find, but also quite expensive.
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Heavy Weapons
All Heavy weapons have the Heavy and Two-handed Traits and they are Difficult as well, unless they are mounted.
Explosives
Explosives are weapons or devices that cause damage over a large area. All explosives have the Area Effect and
Single Use Traits.
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PERSONAL ARMOR
Personal armor is a whole of protective clothing and equipment put together to absorb or deflect slashing, bludgeon-
ing and penetrating attacks. Most of the protective gear people use in the world of Chthonian Highways is made
out of various pieces of clothing and scavenged protective materials. Actual military grade body armors of the Old
World are very rare and expensive.
Armor Traits
Concealable: This armor can be concealed under other clothing with ease. To notice the armor you must
make a successful Perception check against CL 15
Light: Light armor does not hinder movement in normal circumstances or cause significant burden.
Hard: Hard armor can drop the Damage to zero.
Heavy: You cannot Dodge while wearing heavy armor, and you suffer a Handicap for all Skill Checks requir-
ing stealthiness, agility or flexibility inclluding Initiative checks. In addition to restricted movement,
you cannot recover from Fatigue by resting when wearing heavy armor. It is just too encumbering to relax
sufficiently.
Protective Gear
Armor Armor Value Coverage Traits Cost
Leather jacket 2 Torso Light 50
Padded leather 3 Torso Light 75
Plastic plate 4 Torso Hard 150
Chain shirt 5 Torso Concealable, Light 250
Tire armor 6 Torso Heavy 200
Kevlar vest 7 Torso Concealable, Light 650
Full plate 8 Full body Hard, Heavy 2000
Tac suit (Tactical body armor) 10 Torso Hard, Heavy 3000
Wargear (Heavy military armor) 12 Full body Hard, Heavy 4500
Helmet +1 Armor Head Hard 80
Shield +1 Armor Front Hard, Blocking +1 100
Riot shield +3 Armor Front Hard, Blocking +3 250
CONSUMABLES
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AMMO
Firearms use cartridges that have a bullet and propellant substance packed in a metallic case. Most of the cartridges
that are found and traded are still leftovers from the Old World military depots and weapon caches. It is also possible
to reload the cartridges for half the cost with Repair AND Shooting skill of 4 or more, and a set precision tools.
Projectiles used by bows, crossbows and slingshots are fairly easy to produce from scavenged materials, and there-
fore commonly available.
MEDICAL EQUIPMENT
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ELECTRONIC GEAR
Electronics require batteries to work. Each time you use an electronic device for the first time in a scene, roll d10. If
you rolled a 1, the battery is running out and the battery will run out by the end of the scene. When the battery has
run out, the device will not work until the battery is replaced. When you buy electronic gear, it comes with batteries.
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MISCELLANEOUS EQUIPMENT
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Vehicles
There is a myriad different vehicles used on the chthonian highways, each and everyone
of them unique in their own way. Practically every vehicle has some customizations and
idiosyncratic fixes made to them over the past twenty years or so.
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Vehicle Traits
4WD: Four-Wheel drive vehicles have two or more axles providing power to four wheel ends. This makes
them better on soft ground and at pulling other vehicles. 4WD vehicles gain an Edge to checks that are
related to tire grip or pulling other vehicles.
Bike: Bikes are light vehicles and only half or the Armor value protect the passengers. Bikes can sideswipe
only other Bikes and have a Handicap for Remain Under Control checks. On the other hand the lighter
frame has its benefits Bikes gain an Edge for the following Vehicle Maneuvers: Jump, Bootlegger Turn,
Hard Turn, Precision Driving and Boost. Bikes can also add the Drivers Driving skill level to their Defense.
Enclosed: The driver and the passengers are well protected inside the vehicle and are very difficult to hit.
Attacks at the passengers are done with a Handicap AND require Velocity. This also reduces the drivers visi-
bility and makes attacking from the vehicle more difficult. All vehicle maneuvers and attacks from the vehicle
are done with a Handicap.
Heavy: Heavy vehicles have a very large and heavy chassis. The large size and mass makes the vehicle excel-
lent at ramming, but very poor to handle. Add an additional die to Collision Damage, but a Handicap for
Bootlegger Turn, Hard Turn, Boost, Precision Driving and Evasion Maneuvers. Heavy vehicles cannot do
Jump maneuvers.
High-rider: Its more difficult to shoot the passengers, unless the attacker is travelling on a high-rider as well
or standing on a vehicle.
Off-road: Off-road vehicles travel off-road at normal speed and can move on rough terrain at half speed.
Open-topped: Passengers gain only half of the vehicles armor (round down).
VEHICLES
The vehicles listed here are some samples of possible vehicle types used in Chthonian Highways. Practically every
vehicle is unique so these are more like default values or starting points for vehicles.
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VEHICLE CUSTOMIZATIONS
Here are some of the common customizations made for the vehicles. This is not a complete list and you can come
up with your own customizations by using this list as a guideline. Use common sense when figuring out how many
customizations fit a vehicle, or if a customization can be made multiple times or at all.
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Living in the post-apocalyptic world of the chthonian highways is harsh, merciless and
dangerous. When you set on a journey through the wastelands, you are lucky if you dont
have to fight or flee for your life. Youre even luckier if you make it unscathed and alive to
your destination.
Ranges
SETTING THE STAGE
Ranges are handled with abstract measures instead
Before starting a combat or any other action scene, all of absolute distances. There are five different range
characters and NPCs are divided into groups or inde- categories.
pendent characters. Usually NPCs with similar sta-
tistics are handled as groups, and named and unique Immediate (0 2 m): The area around a char-
characters, such as the player characters or important acter of roughly a few steps in radius. This is the
NPCs, are handled as independent characters. typical melee range.
Reach (up to 5 m): A bit further away than just a
All characters in a group act at the same time and quick lunge or a few short steps. Optimal range
perform their actions. Independent characters each for light thrown weapons such as shurikens or
have their own initiative values and actions. throwing knives or melee weapons with the
Long trait.
Close (up to 20 m): Optimal range for pistols,
Environment and Circumstances shotguns, burst fire weapons, bows and heavier
thrown weapons like spears or boomerangs.
When setting the stage for a combat scene, it is also Long (up to 100 m): Optimal range for most
important to determine any special terrain or other rifles.
features that are obvious for all. These features can Extreme (over 100 m): Optimal range for scoped
create special conditions that might give the characters hunting and sniper rifles. Practical range for
Edges or Handicaps or result in other gameplay effects. most long range rifles is around one kilometer.
Zones
INITIATIVE
If the combat area is particularly large or includes
significantly different smaller areas, it is a good idea To determine the order in which all groups and
to divide the area into smaller zones. Each zone is independent characters can act, all participants in an
usually up to 20 meters in diameter, that is equiv- encounter make a Perception check at the beginning
alent to Close range. And of course a zone can be 5 of the scene to determine the initiative value for each
or even 100 meters in diameter if a smaller or bigger group and character. The Initiative roll can be Pushed
scale is needed. with Wits as any Perception Skill Check.
For example, in a house, each room can be a zone, and The groups and characters will start acting from the
in a ruined city block, each street can be a separate highest to the lowest result. After rolling the initiative,
zone. it can be modified later with Velocity and Troubles.
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ACTING IN ACTION SCENES Reactions
Action scenes such as a combat, a chase or an escape Reactions are quick reflexive actions that are often
from a collapsing building are measured in rounds. A instinctive and triggered by another action. In combat,
round can be anything from a few seconds to a minute reactions can be taken only against opponents that
or so, depending on the situation and pace of the you are facing and whose actions you are aware of.
action. In combat each round represents a few seconds A character can perform a single reaction per round.
of action, but in a car chase one round can be even up Additional Reactions can be taken by spending an
to one minute. Action. Examples of Reactions:
During a round each character can perform two Parry: Roll d20 + Fighting to avoid a melee
Actions. Actions can be performed in a characters attack.
turn or used as Reactions at any point of a round. Dodge: Roll d20 + Athletics to avoid any attack.
On Guard: If you were guarding and a target
Short Actions (1 Action) moves into your line of sight and range, take a
free shot or strike before the opponent acts.
Short actions are quick and easy actions that take Opportunity Action: See below.
one Action to perform. Short actions are the most
common actions in combat. Examples of short actions: When a character reacts to defend, the player rolls
a Skill Check instead of using the passive skill and
Short Move: Move up to 5 meters (Within Reach the Skill Check can be pushed further with a related
range). Ability. If the Skill Check is higher than the passive
Reload: Reload a clip-fed, bolt, pump or Defense value, it is used as the Defense value instead
lever-action firearm or a bow weapon. against the incoming attacks.
Communicate: Give or receive an order, ask a
simple question, or make a gesture.
Draw: a holstered or sheathed weapon. Opportunity Actions
Drop: or pick up an item.
Switch: weapons or equipment. Opportunity Actions (OA) are situations that allow a
Disengage: You spend your action to disengage character to perform an Action as a Reaction. These
safe from the fight. situations can arise during an action due to Troubles
Attack: Make a melee or ranged attack. or actions that other characters take.
Guard: Attack as a reaction if an enemy moves
into line of sight and range after your turn. Fumbling (Trouble): A fumbling opponent is
Aim: Gives an Edge to your next shot or strike. open to actions of opportunity.
Retreat: An enemy that retreats from melee,
Long Actions (2 Actions) with out Disengaging first, is open to Opportu-
nity Actions.
Long actions require most of the characters concen- Overwatch: When a character is guarding all
tration and effort to perform. Performing a long action targets moving into line of sight and within
takes two Actions. Examples of Long actions: the weapons range, they can be attacked as a
Reaction.
Dash: Move up to 20 meters in straight line Close movement: An opponent moving past
(Within Close range). you within your melee weapons range can be
Charge: Move straight without obstacles up to attacked as a Reaction, even if the character was
Reach range and attack with an Edge. not on guard.
Long Reload: Reload a weapon with Long
Reload trait.
Long Burst: Make a long burst attack with an
automatic weapon.
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MAKING ATTACKS All ranged weapons are effective up to their optimal
range and beyond that all attacks are made with a
If your character tries to do something that another Handicap.
character tries to avoid or resist, you are making an
attack. Attacks are resolved as Skill Checks using All ranged weapons, except Pistols, suffer a Handicap
Fighting for melee attacks, Shooting for ranged attacks, if used in melee for shooting. Thrown or bow weapons
Athletics for thrown weapons and Dexterity for small cannot be used in melee.
thrown weapons. The Skill Checks result is compared
to the targets Defense and if the result is equal to or Touch Attacks
higher than Defense, the attack hits. Otherwise, the
attack fails. Touch attacks are made when a character touches
another and do not require a solid impact or penetrat-
Melee Attacks ing hit on the target; a light touch is enough. Touch
attacks are always made with an Edge.
Melee attacks are attacks made unarmed or with a
melee weapon. Melee attacks can be made at targets Some ranged attacks can be counted as Touch Attacks
at Immediate range or up to Reach range with very as well, especially if the attack just needs to hit or
long weapons like spears or polearms. Melee attacks glance the target and not cause any damage.
use always the Fighting skill.
Unarmed melee attacks are made with a handicap Shooting into Melee
against hard armor and armed opponents. Unarmed
attacks cause 1d4 points of damage. If a ranged attack is attempted at a target that is
engaged in melee, the attack is made with a Handicap.
If the attack would already suffer a Handicap, a point
Ranged Attacks of Velocity is required to hit the target.
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Cover and Visibility
DEFENSE
If at least half of your target is obscured or in cover,
When in combat, it is assumed that all characters are or the target is prone, you will suffer a handicap to all
trying to avoid getting hit by using cover or trying to attacks against this target.
position themselves so that they can avoid harm to the
best of their ability. All attacks are made against the If you cannot see your target, you can still attack, but
characters Defense value, unless the character uses hit only if you spend one Velocity to hit your target. In
a Reaction to Parry or Dodge an incoming attack. addition to this, your target gains an Edge for all attack
Defense value is equal to 10 + (Precision OR Wits and defense checks made against you.
Push Limit) + (other possible modifiers)
There might still be occasions when you or your Small and Large targets
target are being surprised or are totally unaware of the
incoming attack, or you use all your own Action to Targets smaller than a domestic dog are harder to hit
avoid getting hit, not just try to stay out of harms way, and gain a +3 bonus to their Defense.
while doing something else at the same time. These
circumstances affect your Defense or the attackers However, targets that are very large, like trucks or
Skill Check as described below. huge animals, easier to hit. These targets have a -3
penalty to their Defense.
Situation Effect
Target stationary and unaware Halve the Targets Defense (round down) for ranged attacks,
Melee attacks hit automatically.
Target surprised Attacker gains an Edge
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DAMAGE Reduction adds a die to the Damage roll, but the
highest result is dropped from the total.
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COMBAT STUNTS
Combat Stunts are special maneuvers that the character do in combat. Most Combat Stunts require a Fighting or
Shooting Skill Check against the opponents Defense with a Handicap. Some Combat Stunts might have additional
effects if Ability points are spent for the maneuver. Spending Ability points causes Strain on the Ability in the same
way as Pushing.
Example: Mikal tries to knock out a guard. A knockout requires two Torque, so in practice this means that the
opponents Defense must be beaten by 10 or more. Mikal has the element of surprise on his side, and he gains an
Edge to his attack roll. Mikals Fighting is 4, and he gets a 16 from the dicethanks to the Edge. His result of 20
against the opponents Defense of 12 is not enough to knock the opponent out. The player decides to use a point
of Velocity and add d10 to the result. The Velocity boost adds 4 to the result, bringing the total to 24, which is
enough to knock out the opponent.
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of each round before any of the characters act. Remove
AUTOMATIC FIRE dice from the continuous damage pool if the die comes
up as 1.
Some firearms are capable of automatic fire. When
firing automatically, you spend 15 rounds of ammo
for a short burst or 30 rounds for a long burst. A short Example: Titus throws a molotov at an abomina-
burst adds one die to your attack attack Skill Check, ble creature and rolls for damage. He rolls 3d6 and
and a long burst adds two dice. gets a three and double sixes! The creature is set on
fire and both dice are rolled again at the beginning
Special Effects (SFX) from automatic fire can produce of the next turn. This time the dice come up as 1
additional hits to the same target or other targets and 5. Six points of damage, but one of the damage
within Reach range from the originating target. dice is removed and next time only one die is rolled
Additional hits do not need a separate to hit roll, but for continuous damage.
they can be dodged. Their damage is rolled separately,
but the additional hits cannot produce more additional
hits.
POISON
In addition to automatic bursts, automatic weapons
can fire 3-round bursts with a single pull of a trigger. Poisons or medical drugs can have various effects
This uses 3 rounds of ammo, but you gain an Edge and an effort can be made to resist them. This does
against a single target that is within the optimal range. not actually represent neutralizing the poison, but
resisting its effects.
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Combat
FALLING DAMAGE Choose a primary target and make an attack with an
Edge. If the target is hit, the target takes an extra die
If a character falls down to ground, they suffer Falling of damage and other targets within the radius take the
Damage from the impact. As a rule of thumb a charac- normal damage.
ter suffers d6 points of Damage for every starting three
meters (or floors) fallen, up to 10 dice at maximum.
Explosive Damage
Prepared jump: If the character jumps volun-
tarily, an Athletics check against CL 10 can be If a target is hit by an explosive projectile, like a rocket
made to reduce the damage by two dice + a die or grenade, or is in contact with an explosive when
per Torque spent. it detonates, the target will receive the full potential
Water: When falling on water, add a die for damage. To give an example, a creature hit with a
every ten meters fallen, instead of three. rocket launcher would suffer 40 points of damage
Soft ground: If the surface, the character falls instead, making a damage roll with 4d10.
on, is particularly soft or elastic, reduce the
Damage by two dice. Double the damage if the explosion happens inside the
Rough surface: If the surface is uneven, hard or target. This could happen for example if a grenade is
sharp, like edged rocks for example, add two dice thrown inside a vehicle or into a creatures gaping maw.
to the damage.
Other targets that are within the area of effect, but are
not directly, hit suffer the normal rolled damage. Roll
once for all similar targets and separately for all unique
HIT LOCATIONS targets, such as player characters.
AREA EFFECTS
6 4
Area effect weapons affect all targets within their area
of effect radius. Usually these are explosives, but can be
flammable or gas weapons as well. 5
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WHEELS
VEHICLE SPECS OTHER FEATURES
Vehicles are described by Specs that represent their While the Specs descibing the vehicles performance,
performance and durability. When driving a vehicle, each vehicle has additional features like Fuel consump-
a character can use the vehicles Specs OR the relevant tion, Armor and Passenger capacity.
Ability to Push Skill Checks. For instance, if a charac-
ter is trying to do a bootlegger turn, they could use the Fuel (B/C): Each Vehicle has two Fuel values: Burn and
vehicles Steering instead of their Precision. A vehicles Capacity. The Burn represents the fuel consumption
Specs can be pushed by one point per round. per 100 kilometers and the Capacity is the fuel capac-
ity in U.S. gallons (3.785 liters).
When the character pushes with one of the Specs, the
Specs are strained, exactly like when pushing with an Fuel can also be burned voluntarily to give an Edge
Ability. The strain on Specs represents the wear and when trying to move or maneuver fast, such as in a
tear on machinery as the character revs the vehicle. high-speed car chase, for instance. One point of Fuel
Restoring a Spec requires maintenance and adjust- can be burned this way once per scene.
ments, and when one of the Specs gets exhausted, it
becomes broken until the vehicle is repaired. Armor Value (AV): A vehicles Armor value represents
how much it offers protection for the vehicle and its
Use a vehicle Spec OR Ability for Pushing passengers. Motorcycles and open-topped vehicles
obviously offer less protection than vehicles with
A Spec can be Pushed by one point per Action. enclosed cabins, and the Armor value affecting the
passengers is halved (round down) and shown in
parenthesis after the actual Armor value.
Hull (HU)
As with regular armor, a vehicles armor reduces the
Robustness, build and integrity of the vehicle chassis. damage inflicted on the vehicle or its passengers. A
Hull is used when ramming or using the vehicles mass vehicles Armor always counts as Hard armor.
or build.
Passengers (PAX): The number of passengers the
vehicle can fit comfortably is given as a number value
Steering (ST) under the Passengers feature, and the crew needed
to operate the vehicle is given in parenthesis, if more
Steering and handling of the vehicle are pushed with than one person is required to operate the vehicle. For
the Steering. The Spec is used for evasion and special example, a vehicle with a Passengers stat of 5 (2)
maneuvers. would fit five passengers in total and two of them are
needed to operate the vehicle.
Engine (EN)
Acceleration and speed of the vehicle are governed
by the Engine. This Spec is used in pursuit and when
trying to max the speed of the vehicle.
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Wheels
VEHICLE ACTIONS
Each round, the drivers make opposing Driving checks
Pushed with Engine. The highest result gets to decide
if the distance between the vehicles is increased or
decreased by one step, in addition to being increased or
Vehicular combat is handled much like regular combat decreased by one step per Torque spent. For example,
with a few exceptions. There are rounds and turns as if the vehicles started the pursuit at distance 3 and the
usual, and initiative is rolled when necessary. The driver chasing the other vehicle won the Driving check
biggest difference is how movement is tracked. In with one Torque, they could decrease the range down
a typical situation, all the vehicles are moving and to one.
usually in the same general direction, unless the action
takes place around a location, building or stationary When the distance drops to zero, the vehicles move-
object. These situations are handled a bit differently ment should change to being grid-based. If the dis-
and explained below in Vehicle Movement. tance grows to six or more, the other vehicle manages
to escape, at least for now.
The Grid
VEHICLE MOVEMENT
The grid is an abstract map used for measuring move-
ment and distances between vehicles. When vehicular
Pursuit combat begins, draw a grid of suitable size, or use
squared paper to track the vehicle movement. Each
When a pursuit begins, set a number that represents grid square roughly represents a 20 by 20 meter area.
the distance between the vehicles. Usually three is a
good number to start with. If you are in the same grid square with another vehicle,
it is considered that you are right next to it or up to
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Wheels
Reach range away from it. Vehicles in adjacent grid Off-road: Most vehicles are designed for travel on roads
spaces are within Close range from each other,or up or other relatively flat terrain. Normal vehicles cannot
to 20 meters apart. Up to three vehicles can be in the travel off-road at High Speed and suffer a Handicap for
same grid space at the same time. Vehicle Maneuvers.
Terrain
Mostly the driving conditions on the chthonian
highways are decent. The road is fairly flat and unob-
structed. But it would be a miracle, if a trip would not
include an occasional detour through the badlands,
or a road with shattered asphalt or scattered junk and
rubble.
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Wheels
Vehicle Maneuvers
All vehicle maneuvers are either Actions or Reactions and require a Driving check against the given Challenge level.
Each maneuver is associated with one of the vehicles Specs for Pushing the Skill Checks.
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Wheels
Boarding
CHASE COMBAT Jumping or climbing from a vehicle to another is
called Boarding. Boarding can be made within Reach
range and the two vehicles need to be in the same grid
Vehicle Defense square. Boarding from Immediate range requires an
Athletics check against DL 10 and from Reach range
Vehicles are relatively big and therefore quite easy against DL 15. If the vehicle happens to have some-
to hit, even if they are travelling fast. Vehicles have thing that can be firmly grabbed, the check can be
a Defense value of 10, except for Heavy vehicles, made with an Edge.
which are very easy to hit and have Defense of 5. Bikes
can use the drivers own Defense value instead of the Boarding can be avoided by making an Evade maneu-
vehicles. ver. If the Evade check result is higher than the board-
ing characters Athletics check result, the boarding
Drivers can make Evade maneuvers to avoid hits by fails, and the boarding action is aborted at the last
taking a Reaction. second.
Mounted Weapons: Mounted heavy weapons are more If the attacker tries to hit the passengers directly,
stable, and do not have the Difficult Trait. Regular bypassing the vehicles armor, the attack requires a
mounted weapons become easier to handle and aiming Called Shot. Enclosed vehicles and High-Riders need a
becomes a short action. Called Shot with a Handicap to directly hit a passenger.
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Wheels
Exhausted Steering: When the Steering is
COLLISIONS & CRASHES exhausted, all Skill Checks related to controlling
the vehicle are done with a Handicap.
Collision Damage for the vehicle and the passengers is Exhausted Engine: When the Engine is broken,
2d10 for Cruise speed. Passengers and the vahicle are all Skill Checks related to speed, acceleration or
protected by the vehicles Armor. the engines torque are done with a Handicap.
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Wheels
Critical Damage
If two Specs are broken from a single hit, the vehicle suffers critical damage. Roll from the table below to see what
happens.
Losing Control
What happens when the driver is suddenly dead (or passes out). Roll once per round at the beginning of the drivers
turn to see what happens. Feel free to adapt the results to fit the situation better.
1d6 Effect
1 Pedal to themetal! The gas pedal is stuck and the vehicle moves forward at High Speed for the
next round.
2 Sudden stop. The vehicle stops after moving to squares forward.
3 Vehicle turns sharply. Vehicles in the same square have to evade (CL 10) or suffer 1d10 Collision
Damage.
4 Vehicle spins out of control. The vehicle goes into an uncontrollable spin and might crash into
adjacent vehicles or objects in the same grid square (roll a Driving Skill Check against CL 10 or
get hit). Bikes fall over and the passengers take Collision Damage.
5 Vehicle rolls over. The vehicle flips on its side or roof. Vehicle and Passengers take 2d10 points of
Collision Damage.
6 Vehicle continues to move forward at Cruise Speed.
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Sol Kane (Order #11402280)
FEAR & MADNESS
The horrible monsters that crawled into our world from beneath the earth and depths
of the oceans are not only dreadful in their appearance, many of these creatures defy
rational thinking and the laws of physics as we know them. Their eldricht presence is dis-
turbing on an instinctual level, invoking fear and distress in the most primal and ancient
parts of human brain and consciousness.
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Fear & Madness
SANITY CHECKS If the Sanity check is successful, the character retains
self-control and all is well. If the Sanity check is failed,
Sanity Checks are made to test if the character is the character suffers Stress based on the Intensity of
overpowered by fear or confusion and loses rational the situation and a point of Madness, if the Skill Check
thinking and self-control. die result was a 1.
A Sanity Check is a Willpower Skill Check, except Sanity Check = d20 + Willpower + Madness
that the character can add Madness to their
Willpower skills level when making the check. The Oppressive environment or being helpless (restrained, para-
circumstances can provide an Edge or Handicap for lyzed, etc) = Handicap to the Sanity check
the Sanity check. If the character is in an oppressive
environment or is helpless, the character gains a Feeling secure or having more than two friends around = Edge
Handicap to the Sanity check. If the character feels to the Sanity check
that they are safe and protected or in company of more
than two friends, they will gain an Edge to the Sanity Natural 1 from a Sanity Check causes a point of Madness.
check.
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Fear & Madness
FEAR RATING AND INTENSITY
Fear Ratings determine the Challenge Level for the Sanity checks, while Stress Intensity is the amount of Stress
suffered from a failed Sanity check. The examples below should be considered more like guidelines because every
situation and character is unique and should be considered separately.
Fear Rating
Situation Fear Rating
Being attacked by mutated animals or witnessing the deaths of multiple people 6
Witnessing torture or being attacked by mutated humans 9
Witnessing the murder of a close friend, being attacked by aberrant creatures or suffering from 12
serious personal loss or torture
Witnessing cannibalism or paranormal activity, or being injured by an aberrant creature 15
Being attacked by paranormal or alien entities, or being cannibalized 18
Reality shattering terror, being torn between dimensions and space-time 21
Stress Intensity
The more personal and immediate the disturbing experience is, the more intense it will be. If the Fear Rating
represents how difficult the experience is to handle, Intensity measures the magnitude of its effect on the characters
mind.
Intensity Stress
Psychically violated, parasitic invasion, body horror in general, all senses affected 1d20
Assaulted, Immediate range, all senses affected 1d12
Within Reach range, one or two sense affected 1d10
Within Close range, one sense affected 1d8
Within Long range, obscured sensation with a single sense 1d6
Not in immediate vicinity, seen or heard on a recording. 1d4
Example: Jona falls down into a cave and is separated from the other members of the convoy. His only light
source in the darkness is his lighter, which allows just enough light to show that the cave floor is filled with
bloated and decapitated corpses. The stench of the rotted remains is overwhelming. The GM calls for a Sanity
check with a Fear Rating of 9, but with a Handicap because Jona is alone in the darkness without any knowledge
of his whereabouts or what might have decapitated the corpses. Jonas Willpower is 3 and his Madness is also 3.
The player decides not to push because the check is fairly easy and points might be needed later. The player rolls
two dice because of the Handicap and gets 12 and 1. The Handicap drops the highest result leaving Jona with the
1 and a check result of 7 (die 1 + Willpower 3 + Madness 3). Jona fails the Sanity Check. As Jona is practically
treading on corpses, the GM states that he is in immediate contact with them, but not under assault and there-
fore suffers 1d10 points of Stress and a point of Madness from the die result of 1. Jona Suffers 4 points of Stress
draining his Psyche down to 2. He certainly is scared and on the brink of a panic attack, but still manages to keep
calm.
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Fear & Madness
DISORDERS
If a character suffers Stress so much at once that it Exhausts two Abilities, the character suffers a Disorder. Roll d10
from the table below to see how the mental trauma affects the character.
Disorders are a damaged minds attempt to defend itself from total collapse, and affect the conscious actions of the
character. A character is able to act against a disorder to defend in combat or when trying to escape from mortal
danger. A gameplay effect of a Disorder is triggered by game events related to the Disorder, and the effect lasts for
the rest of the scene.
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THE RIG RAID
A Ready-to-play high octane car chase adventure for 2-4 characters.
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The Rig Raid
from scrap metal and leather or pink face paint. Some
of them bear fungoid mutations on their skin. THE ROAD
How to play the cultists When the adventure starts, the truck is driving in an
open wasteland highway. Within a few miles, the road
You cant reason with the cultists. They think their descends onto a chthonian trail where it ascends back
cause is nobler and greater than anything else and to a highway and leads into ruins. After the ruins there
impossible to explain to anyone who has not seen is a chase through an old bridge, and behind the bridge
the White Light and the beauty of Yuggoth in their there lies the mi-go mountain hive - a place where
dreams. They dont fear death, and are especially fear- people fear to go.
less and determined when they are in the company of
mi-gos or their flesh husks. The Wasteland Highway: It takes four rounds for the
truck to reach the end of the wasteland highway.
The greatest honor there is for a servant of Yuggoth
is to have their brains released from their body. They The Chthonian Trail: A chthonian trail resembles a
believe that showing strength of will and great loyalty canyon or giant chute, and takes four rounds to pass.
to mi-go will expedite their ascension to Yuggoth. One grid square on each side of the truck is accessible
When proving their worth, they often chant in unison on the trail as the walls rise too steeply on each side.
phrases like To Yuggoth!, Salvation for my mind!
or My body is ready! The Ruins: It takes four rounds to go through the ruins
and at the beginning of every round roll d6. If the die
roll is 4 or more, there is a Hard turn or a short Jump
all the vehicles must make or the vehicle crashes onto
a building, rubble or a car wreck and takes normal
Collision Damage.
Turn length
The Iron Bridge: The Bridge over the dried bay takes
Notice that the turn length is approximately 10 four rounds to cross, before the chase is cut by a
seconds, but it is flexible. In general one character heavily fortified gate that is manned by armed cultists.
can do one specific action every turn. If it fits the Going throught the gate would be a suicide. The bridge
is filled with rubble and vehicle wrecks. Drivers must
game let the character try it and dont worry to make a Precision Driving check at the beginning of
much about the time limit. their turn or the vehicle is hit by rubble and takes 1d10
points of Damage. On the bridge two grid squares on
For example, on the first turn a character might each side of the truck are accessible.
jam his cars wheel and gas pedal with something
found inside the car, on the second turn he can The Gate: The way throught the bridge is cut by a heavy
climb on top of the car and on the third turn, try iron gate manned by cultist warriors. Beyond the gate
to jump on a passing vehicle. lies the cultist lands and the dreaded mountain hive.
They open the gate for the truck and its escort vehi-
cles, but will fight any chasers with crossbows, guns
and molotovs. Going even close to the gate is a certain
THE SETUP suicide. There are enough men to fight of a small
warband.
Put the truck in the middle of the grid, and one sand
buggy on each side of the truck, one in front of it The Mountains: The mi-go mountain hive resembles a
and one behind it. Characters start four grid squares giant desert ant hill approximately a hundred meters
behind the truck. The truck moves at a steady speed high. There are bluish vapors rising from the hive,
and is always in the middle of the grid. All other vehi- and it oozes purple sludge that has turned most of its
cles move on the grid, depending on what they do. surroundings light-purple. Every character knows that
this place is beyond their limits (but if they want to
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The Rig Raid
go there, you can end this episode here, and you can In the beginning, the buggies are divided evenly
continue on with that scenario next time when you around the truck and drive at a steady speed.
have had time to think about how the characters can
get to the hive and what is in there).
Cultists
ff Drive: Serve the Mi-Go and prove their worth
SAND BUGGIES to their masters.
ff Vitality: 5
Cultists drive sand buggies that protect the truck. ff Push Limit: 0
There are four sand buggies protecting the truck, and ff Defense: 12
in each sand buggy, there are two cultists: the driver ff Attacks: per weapon
and a passenger standing behind the driver. Each sand ff Skills: Athletics 2, Fighting 2, Shooting, 2,
buggy carries a different weapon: one has two boom Driving 1
spears, another a regular spear, the third a crossbow ff Remarks: In addition to any other weapons,
and the fourth has a shotgun with five rounds. each cultist has a machete, an axe or a knife. The
trucks driver has a heavy pistol with 6 rounds.
Sand buggies protect the truck, and always try to stay
between the characters vehicles and the truck. If the Loot
characters are outnumbered, they try to ram the char-
acters vehicles, or if there are two sand buggies they Each cultist has a weapon and 1d20 bitz worth of other
to try to ram the vehicle from both sides. The buggy items.
passenger might also jump onto a vehicle and try to
burst the tires with their spear.
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The Rig Raid
TRUCK
The heavily armored truck is transporting the kid-
napped victims to the mountain hive. The trucks
wheels are covered by armor plating and it has heavy
snow plow in front to ram barricades. The truck is
clumsy and mostly drives forward at a steady speed, or
tries to sideswipe the vehicles on either side of it. It has
two armored towers on top of it where cultists throw
spears onto passing vehicles (they carry two spears per
cultist). There are as many cultists on top of the truck
as there are player characters.
Cultist Boss
ff Drive: Protect the Mi-Go masters and their
valuable cargo.
ff Vitality: 15
ff Push Limit: 1
ff Defense: 12 (Armor 3)
ff Attacks: Chainsaw (Damage 2d8+2, Rending)
ff Skills: Fighting 6, Strength 7
ff Remarks: Chainsaw Master: The Cultist Boss
can throw his chainsaw up to Reach range. It
takes a Trifle to pull the chainsaw back and
catch it; Regeneration: The cultist boss can heal
1d6 Strain per turn as a Trifle.
Loot
The characters can find 2d10 x 10 bitz worth of various
scarp and small items. With a succesful Perception
check against CL 15 they can find a pistol with 2d10
rounds and knife hidden in the trucks cabin.
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The Rig Raid
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Sol Kane (Order #11402280)
The Rig Raid
is coming. After that, the mi-go attacks the characters When he realizes that he is doomed to live in the
and keeps them away from the other mi-go and the mi-go body, he wants (choose one that fits your game):
strange devices.
...to be killed.
Mi-Go
...to be left alone, and he wanders into the the
They were pinkish things about five feet long; with wasteland.
crustaceous bodies bearing vast pairs of dorsal fins or
membraneous wings and several sets of articulated ...to join the mi-go, and he heads for the moun-
limbs, and with a sort of convoluted ellipsoid, covered tain hive.
with multitudes of very short antennae, where a head
would ordinarily be.... As it was, nearly all the rumours Loot
had several points in common; averring that the crea-
tures were a sort of huge, light-red crab with many pairs The characters can find various items from the cargo
of legs and with two great bat-like wings in the middle pod. The cylinders in the wall recesses contain human
of their back. brains preserved in a weird glittering substance. Each
cylinder is worth 500 bitz, if sold to people with right
The Whisperer in the Darkness, H.P. Lovecraft connections. On top of the cylinders the characters
can find a device that looks like a silver crown. This
ff Drive: Preserve special human brains and study is a dream-crown, and it can be used to contact other
them. people, or mi-go, through dream-like telepathy. Last,
ff Vitality: 24 but not least, the characters can find various minor
ff Push Limit: 3 alien artifacts worth 2d6 x 100 bitz in total.
ff Defense: 13 (Carapace: Armor 3)
ff Attacks: Claws 1d6 (Quick), Deathray 2d8
(Rending, Close range, clip 5) Dream-crown (Artifact)
ff Skills: Athletics 3, Fighting 3, Dexterity 6,
Medicine 12, Science 9, Perception 4, Shooting When a person wears this device like a crown in their
3, Mythos 8 head and closes their eyes, he starts to hear whispers
ff Remarks: Fly: The mi-go can fly at normal all around him. When the device is worn for the first
speed, and gain an Edge for Dodging while fly- time the user must make a Sanity Check against Fear
ing; Deathray: the mi-go is armed with a device Rating 15 (Intensity 1d12). Every time after the first
resembling a metallic beetle. The device shoots time wearing the device causes 1d6 points of Stress.
white beams that burn searing holes into flesh.
The device is usable by humans at cost of 1d10 When wearing the dream-crown, the character can
XP, but instead of running out of ammunition, initiate a telepathic conversation with any other
the device will reload itself automatically by person the character knows personally. The conversa-
dealing 1d4 points Damage (this does not apply tion happens in a dream-like illusionary environment.
to mi-gos. Sometimes shadowy figures can be seen lurking in
the shadows. If either of the characters looks at these
Bill figures, the mi-go will become aware of the characters
whereabouts.
The unconscious mi-go is actually a human named
Bill, whose brain is implanted into a mi-go body. Bill ff Obscurity: 15 (2d10 XP)
awakes after the other mi-go is defeated or he is trans- ff Activations: 1d20
ported out of the Cargo Pod. He speaks perfect English ff Barter Value: 2000 bitz
in a buzzing tone. He doesnt realize at first that he is in
a mi-go body, and is grateful that the characters have
come to rescue him. When he starts to realize what has
happened to him.
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The Rig Raid
EPILOGUE
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Sol Kane (Order #11402280)
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