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Authors

Marzio Morganti – Daniele Fusetto – Luca de Marini - Gilbert Gallo


Published by Acchiappasogni
Graphic and Layout: Luca De Marini
Editing: Hélène-Maya Calamai, Guy Larke Translated by: Guy Larke

Illustrations
Fabio Porfidia, Gaetano Carlucci

Ave, Praetorians! (Hail Praetorians!)


Augusta Universalis - the manual that you have in hand - it is the fourteenth of a series of published RPGs by the highly successful Italian game
company, Acchiappasogni. It is also the second to use the new game engine first introduced in the game Dark Destiny (Destino Oscuro) 2.0! For those
that have been with us for a long time will notice some familiar concepts already introduced with our first manual, Crimson Sky, released 5 years ago,
and some mechanics from develop our second milestone product, Musha Shugyō, published in 2014 (with a wide variety of expansions and spin-offs).
But, it is important to remember that this manual is thought and structured to be a stand-alone product, that will allow you to quickly dip into the
powerful and fantastic scientific history of the game without the more advanced rules, choices or details from the volume that you hold in your hand.
Welcome, therefore to old friends and new ones. Rome greets all its Praetorians!
The Long Road to the Spur
The development of Augusta Universalis has been a long time coming (more than two years). During that time we have installed the new system from Dark Destiny in
addition to all the knowledge we have acquired over the years as creators and editors of games. We have strived to produce a body of work to you with a deep, detailed
background with room for artistic license by Demiurges (Game Masters) with spectacular abilities and the unique directions for your Characters to grow in!
Naturally, none of this would have been possible without the hundreds of fans that have supported our plans. Thanks also to our friends on social media who have
come to know to us and to playtest the game. We will never forget the weeks and months you contributed to the playtest. Lastly thanks to our personal friends with
whom our writers played live and online with every week!
In short, to all you, thank you from the bottom of our hearts!
Playtesters and precious Contributors
Alberto Ottaviani, Alessandro Costella, Alessandro “The DiceFather” Monteverde, Alessandra Marino, Alessio Cipriani, Andrea Micaloni, Andrea Sirombo,
Antonio Scendrate, Barbara Tossani, Carlo Valenti, Chiara Libang, Christian Cernusco, Christian Fontana, Christian Vergari, Cristian “Gayus” Pupella, Cristiano,
Cristiano Albini, Cristiano T., Daniele, Dario Alberto Bergamaschi, Dario Guarise, Davide Dal Pozzo, Davide “Darolin” Iozzi, Diego “Brenna” Baronchelli, Edoardo
Cremaschi , Eleonora Comba, Elia Rampi, Enrico Pusceddu, Federico Carlini, Francesca Coronese, Francesco, Francesco Asuni, Francesco Miccoli, Gabriele
Spreafico, Gaglio, Giangi, Gianluca Valli, Giulia Garassino, Giulia Palumbo, Hector “Satana” Chan, Heimdall Erik, Ivan Lanìa, Lapo Bindi, Lavinia Gallinari,
Lorenzo “Kebab” Ragaglia, Luca Bechi, Luca Carettoni, Giuliano Gianfriglia, Ivan, Marta Villa, Marzio Morganti, Massimiliano Lucchina, Matteo Ermolli, Matteo
Hakudoshi, Matteo Leto, Matteo Gunetto, Matteo “Vincent” Concardi, Mattia, Mattia Crotti, Michele Bianco, Paolo “Precisazione” Pallini, Pauly, Ponzio, Riccardo,
Riccardo Passacantando, Roberto Galvani, Sara Romano, Scudo, Tirry, Tony, Ugo Moreno, Vanessa Cavina, Vanessa Colciago, Zappa, Zeus Maria Longhi.

Alphatesters
Simone Tortellini Lusetti, Alessandro Pierazzo, Beatrice Fabris, Luca Fabris, Alberta Franco, Giacomo Bain, Matteo Poletto
The Acchiappasogni Team.

WWW.ACCHIAPPASOGNI.ORG

http://www.acchiappasogni.org/augustauniversalis/eng/
Augusta Universalis is published by:
Acchiappasogni di Luca De Marini e Davide Quaroni - Via Leonardo da vinci 30
27020 TRAVACO’ SICCOMARIO (PV) - ITALIA
All rights reserved.
Reproduction of any of this material without the written permission of the publisher is expressly
forbidden. This is a work of fiction. Any resemblance to persons, organizations, places, or events is to be
considered purely accidental. Made in Italy. First limited edition. Printed in the month of October 2017.
For any further information please write to:
pinguino@acchiappasogni.org

4
Augusta Universalis: Quickstart

ULTOR MARTIS
“Now!”
As Gaius Valerius shouted, the whole Manipulum moved as if it was just one body and a single mind.
The sudden crossfire of the soldiers transformed the hangar into a burning hell of explosions, scorching
lead and dust. In the blink of an eye Praetorians wrapped themselves in the reinforced plates of their
Technoloricae, dashing at superhuman speed.

Qaleb switched between phase movement and brief flashes of his visible presence, while twirling in the
air wrapped in the golden laminates of his finely chiseled armor. He stopped, standing in front of two armed
opponents. He pierced the first man’s throat with his wrist blade, while directing against the second a fire gush
spurting directly from his helmet, shaped as the face of one of Phidias’ perfect Greek statues. The burning
Colonial Guard’s screams counterbalanced the low gurgling of his companion, who faintly grabbed the
arm of the assassin of Byzantium in the useless attempt to pull the blade out of his throat, before collapsing
lifelessly on the ground.

Lars chanted holy litanies in ecclesiastical Teutonic, wrapped and defended by his heavy battle armor that
turned him into a stronghold, against the enemies’ bullets. The enemies were assailing him with a heavy and
old-fashioned machine-gun, screaming in rising fear for the approaching Teutonic knight, who was getting
nearer one firm step after another in a blinding sight of sparks and metallic smashes. He reached the target
with a last, sudden dash, and with a flowing movement he pulled his greatsword out of his back laminates,
grabbing it with two hands, and dealt a tremendous blow. The blow tore apart the machine-gun and chopped
the enemies’ bodies, slashing flesh and polymer alike, cutting into the ground and sent a clump of dirt flying
into the nearby wall.

Zaphyra carefully examined the elevated positions of her opponents, evaluating her own reaction speed
against their surprise. Thanks to her systems of spectrometric analysis implanted in her retinae, she roughly
determined the protection value of the observation tower from which the guards were targeting her with an
automatic grenade launcher, and pulled out of her scapula her shoulder anti-tank light gun. Zaphyra rested
firmly her foot on the ground, and shot, making the observation tower explode. Torching men felt down for
several meters, while their companions were watching in terror.

Thulile swiftly jumped onto the group of guards blocking the exit, roaring with the sonic implants of her
lion-shaped helmet, and pulling out the long hunting spear from her spine. Running, she threw the spear and
impaled the first opponent against the armored door. While the other foes were watching their companion’s
corpse, the young Zulu summoned back the spear, which came back flying to her, and she pierced a second one
with all her might. Soon after, she pulled out of her wrist a small gun, quickly ending the last opponents with
a double lead injection in their torsos.

Briefly, a deafening silence descended upon them, broken only from the noises of the last opponent still
standing. The captain of the Colonial Guard, provided only of an old assault rifle, was facing a Gaius
Valerius with his Imperium at the fullest. The shining muscular centurion armor wrapped him with its plates
of reinforced titanite, the crest stood out of the helmet protecting his face, electrical discharges run through the
metallic club, symbol of his rank, and the heavy square shield with the engraved eagle of Rome clawing the
thunder.

The face of the captain was pale, his hopes to make use of the outnumbering forces against the Praetorians
had vanished in a stream of blood... and it was his fault.

5
Augusta Universalis
Quickstart Guide

Welcome to the galaxy of Augusta Universalis: a paper instead their fierce military reaction....and THAT was
sci-fi and alternate history role-playing game. In this unprecedented and unexpected.
handbook, you will find everything you need to play, but Thanks to the cunning guerrilla of the Romans, the
it will be possible to freely download much more material mission was annihilated, even if the huge technological
from our website augustauniversalis.destino-oscuro.com. gap between the two cultures caused thousands of victims
If you are already acquainted with Dark Destinies, you among the humans.
will be pleased to know that Augusta Universalis is a Dark Thus, the vanquishers were able to have access to the
Destiny new setting, inspired by several science fiction and keys of a much more developed science, taking advantage
space opera archetypes. While reading the handbook, of one of their enemies: the humble Servant Ysszir, the
you will feel yourself at home, noticing nonetheless many only survivor of the massacre, and the one who revealed
changes in the playing system. the secrets of his culture, in the end even loving humanity.
On the other hand, if you are approaching this system Thanks to his friendship with Octavianus, Ysszir took the
or even a role-playing game for the first time, don’t worry! roman name of Lucius Astropherius.
First of all, we will explain you what a role-playing game Two centuries later, the Sserath aliens arrived in
is. Moreover, you won’t have to deal with tons of rules large number to conquer the Earth, they found a species
to learn by heart. The lion’s share of the handbook is the (humans), who were very united and technologically
exhaustive description of the setting, that is the section of advanced to deploy a barrier strong enough to prevent
the Spur of Orion ruled by the Roman Empire, so that you them from landing and to force them to go back to
and your friends will be able to picture this alternative Usselet, one of the Sserath mother worlds, with the
reality, and live amazing adventures. dishonor of being defeated and humiliated for the first
time in the History of the Great Kingdom.
It was the beginning of a deep and ferocious hatred,
The Setting in Brief which connected the destinies of the two races in the
In the year 2771 a.U.c. (2018 A.C.), Humanity rules centuries to come. From that point on, Rome began the
over the solar system, with colonies that rise and spread conquering of the interstellar space and the strengthening
on the inhabitable planets of the so-called Outer Rings. of its domain on Earth, after developing the first reactors
Merchant spaceships pass through huge spacetime from the projects found in the database of the spaceship
gates floating in the orbits of the civilized worlds, while of the Sserath exploration mission, Rome sent the first
special ultra-light speeded shuttles face danger to bring rudimental missions to the Moon, to Venus and to Mars,
supplies, weapons, materials and medicines to the while gathering resources and material on Earth.
further colonies. Following Lucius’ latest instructions, Rome sent
Rome and its Empire are the forces who united all automatized missions to Mercury to dismantle the
the human beings under the same flag, in an outburst planet and extract its hematite, until the planet became
of grandeur who brought together the destiny of all just a handful of dust lingering in space. The natural
humanity. characteristics of the mineral were used to surround the
But it hasn’t always been like this. Sun with a Dysonic Swarm, a set of titanic solar panels
There was a time when human beings were divided, that still today transfer the energy of our star to the Earth
unconscious of the magnificence of the planet they lived via high-intensity laser pulses.
upon, of the existence of all the other people, and of the Exploiting the almost never extinguishing energy of
real form and structure of the universe. It was during the the Sun, Rome managed to develop the new Kugelblites
reign of the Princeps Octavianus Augustus, that the Great engines (“ball lightning”), focusing billions of times a
Sserath Kingdom crossed its millenarian path with a very beam of light, it is possible to produce a tiny black hole;
young and intelligent life form, native of one of the richest its devastating gravitational effects are restricted by a
planets ever discovered. The Earth was destined to become powerful magnetic field that allow the exploitation of the
part of the Sserath dominion, a new world to be given in black hole itself to create large amounts of energy.
sacrifice to their polycephalic Great King. Due to this new kind of engines, it was possible to
The only mistake the invaders made during their little assemble and activate the Limes Orbitalis (singular - Limen
twelve-member explorative mission was to land on that Orbitalis), that is stable spacetime tunnels connecting two
peculiar peninsula that catches the eye from the space, cosmic systems by bending space and thus nullifying the
rich on water, natural resources and amazing biodiversity. otherwise huge times of travel. The only needed requirement
The vivisection experiments and the mass murders is the presence of another Limen at the destination point, and
ordered to the Sserath Warriors by the Sserath Sages did that is why only highly civilized outer systems can benefit
not force those “uncivilized” mammals to surrender, but from this strategic advantage. For all other destinations,

6
Augusta Universalis: Quickstart

there are the Guidae Alcubiaeris: ultra-light speeded Centuries didn’t completely change the political
motors that bend the spacetime to surpass the relativistic structure of the Empire: only one Augustus holds
limit of three hundred thousand kilometers per second; on unconditioned reigning power; around the Augustus,
the other hand, to maneuver these motors it is needed to be nine Caesars form the Imperial Senate with the task to
in an altered state of consciousness in order not to be caught assist and advise the Augustus. Each Caesar is sovereign
inside a star or against some asteroids or planets in the way by unassailable right, keeper of the highest military and
from the departure to the arrival point. civil power over his own country.
Rome and the people federated with Rome
accomplished all these innovations and even more under • Rome, the Western Mediterranean area and the
the astounded gaze of the Great Sserath Kingdom ...and Protectorate of Oceania are ruled directly by
in only two millennia. Two millennia during which the Augusti, supreme Emperors.
Rome and its allies lived quite in harmony on the Earth, • Byzantium (or Constantinople, “second Rome”),
due to the gradual Romanization of the elites, that the Eastern Mediterranean area and Asia Minor
had been so useful in subjugating and civilizing all the are under the Basileis (“Kings”), the most powerful
barbarian tribes at the borders. among the nine Caesars, ranked in authority only
Today, Rome rules over the Earth and the solar system, behind the Augustus of Rome.
forming the so-called Inner Ring. This Ring is protected • Moscow (“third Rome”) and the wide spaces of the
by systems of detectors and semi-automatized military steppes of the Russian Empire, one of the two parts
bases, altogether forming the Shoulder of Orion.
Moreover, there are human colonies in the star systems
of Sylde, Mayranis, Gliese and Proxima Centauri,
forming the Outer Rings. Structure of the Chapters
Military exploring and patrolling missions are In the manual, the Setting is presented in chapters
addressed to the creepy and mysterious systems of called Pillars, while the rules are presented actual Chapters.
Tau Ceti, Kapteyn and Epsilon Eoli, too much A Secret Chapter is dedicated to deepening the setting
unwelcoming, far, strange or dangerous to be useful to for the Demiurge and introduces potential adventures
establish new colonies. and unresolved mysteries from the Roman galaxy. In
Outside the Empire borders, in the giant Cloud of order to play it is necessary only to read the Praefatio
Kepler, many star systems compose the Great Sserath (the preface) which contains all the basic rules and the
Kingdom, still definitely outnumbering the “few” notions of the setting needed to dive into play.
human worlds.

7
composing the Union of the Soviet Tsarist units called Manipuli, and given operative Missions far
Empires, from the White Sea to the Pacific and wide in the Empire and beyond. Praetorian Guards
Ocean, are the domain of the Tsar (“Caesar”) and are given the privilege to “wear” the Technolorica, a
of the Soviet Tsarist Party that the Tsar represents. system of bio-mechanical implants that transforms the
• As of today, the whole portion of the Africa human body in a living weapon consisting of a variety of
Australis under the line of the Sahara Desert is assault, protection and support systems.
reunited in the Zulu Confederation, headed by There are other Guards fighting for Humanity, but
one and only Shaka (“Guide”). their exotic histories, coming from the mysterious Asia or
• The Holy Roman Empire includes the insular from the wild Neurope, deserve to be treated in different
and continental Europe of Celtic and German circumstances.
ethnicities, ruled by the Kaiser (“Caesar”), the first The economic structure of the Empire is divided in
among all Reges (“Kings”). hundreds of different Corporationes (“corporations”):
these are associations gathering all the experts in a given
In addition, other people of the Romanized Humanity branch of work and production, from the humblest
are: the Apache Federation of the Tatanka (“High farmer to the richest merchant. The Corporationes
Chief”), the Nihon-koku of the Tenno (“Heavenly follow through the life of each human being, teaching a
Sovereign”), the Heavenly Empire of the Longhuang profession and granting for his/her rights, when no one
(“Dragon Emperor”), the Aztec Dominatum else is able to do so.
(“Dominate”) of the Tlatoani (“One who Speak”), and in Among the Corporationes, some of them take a
India the Pravakta serves the republican structure of the different name: these specific associations gather the
Congress. experts in the branches, that are the most important for
The Praetorian Guards (the Player Characters) are the survival and the prosperity of humankind, that are the
independent military forces to the direct service of the Five Ordines which are:
Caesars and of the Augusti, with the task to protect and
serve them. • Ordo Martis- the soldiers;
The Praetorian Guards of the most ancient nations, • Ordo Dianae- the explorers;
close to Rome, are: • Ordo Mercurii- the diplomats;
• Ordo Plutonis- the spies;
• Guardia Adamantis of Rome (“Diamond • Ordo Minervae- the philosophers.
Guard”)
• Guardia Aurea of Byzantium (“Golden Guard”) Only the Ordines can choose the men and the women
• Guardia Rubis of the Russian Empire (“Ruby who will become Praetorians: during their Tirocinium
Guard”) (“training”), all candidates are trained in each of all
• Guardia Ferrea of the Holy Roman Empire the five associations, thus receiving a basic, but wide
(“Iron Guard”) training on all of the five branches of knowledge of these
• Guardia Leonis of the Zulu Federation (“Lion honorable corporations. At the end of the training, the
Guard”) new Praetorian has to choose one Ordo, that will continue
to train him during all his career to follow.
The Praetorian Guards have their own inner Thanks to the Ordines, the inner wars that often shook
organization divided in military Grada (“grades”), the peace of the Empire, never managed to achieve the
having the same value in the different Guards, but complete crumple of the solid Imperial political structure.
differently name according to the original culture of Praetorians partially depend on the Ordo they are formed
the foundation. The higher the Gradum, the greater and trained by. To preserve peace, it has been established
and wider will be the military and civil authority of the the possibility to reunite Manipuli of Praetorians from
Praetorian. Here follows the list of the classification of the different (and not always friendly) associations. In such
Grada in the Guardia Adamantis: circumstances, as of today, no Emperor has ever dared to
bring into question the availability of his own Praetorians
I. Probatus when requested from an Ordo, but instead trying to
benefit as much as possible from the occasion.
II. Immunis
Today, Rome and the countries of the federation are
III. Triarius
involved in several diplomatic and military ventures in the
IV. Signifer Spur of Orion, quite enough to engage Praetorians in a
V. Optio good deal of tasks.
VI. Centurion The War of the Eagles involve the most powerful
VII. Tribunus nations of the Earth in a fratricidal struggle. Rome and
VIII. Legatus the Holy Roman Empire protect the right to reign of the
IX. Consul young Livia Akiko Augusta, while Byzantium and
X. Imperator Moscow are allied in the attempt to overthrow the Empress
and establish on the Diamond Throne her gorgeous and
The Characters of the Players always belong to the terrible older sister, Anastasia Heracliades. Behind the
Grada from I – Probatus to VII – Tribunus, because conflict, there lies not only the human fragility before
only these levels in the hierarchy are united in small special the flatteries of power, but also the tragedy that tore

8
Augusta Universalis: Quickstart

apart their parents from these two sisters, altogether with • Always round down. Any decimal number as a
unsetting dreams foreseeing horrors coming from the result of a calculation, always round it down.
deep space... or testifying the folly of unreliable visions. • First, describe, then bend the rules when needed.
Always adopt this method. From the Creations
of the Systemata (“systems”) to the actions
How to play to Augusta carried out by the Characters. For example, when
you use your Tabula Praetorianis (your PC
Universalis sheet), focus on the PC’s name, Historia, Ordo,
Here follows an overview of the rules of Augusta Guardia and Systemata of the Technolorica
Universalis, explained in detail in the handbook. (contained in the Cartae Systemis). Secondly,
wait for the Demiurge to help you apply potential
What is a role-playing game? effects and Emblems. In time, you will learn to
In a role-playing game, you create your own story, manage them by yourself, but at the beginning it
Player Characters (PCs) that will make choices without an
established script. There are many kinds of RPG: firstly, it
is important for you to know that Augusta Universalis is
designed for the players to focus on playing their character,
possibly making tactically wise choices at the right time
during every kind of scene. It is the task of the Demiurge
(Game Master) to make the game experience as immersive
as possible, making it easier for the Characters to grow
up, rather than impose his own story concept. Players are
often requested to make choices, to reflect on the game
rules and manage them independently, especially when
they concern their own PC (Player Character).
You are the ones who will create the stories, and their
main protagonists and, when you will tell you friends
what happened during one of your adventure, you will feel
as the main characters did as if you really experienced all
those adventures and events...THIS is the main purpose
of a role-playing game!

Required Material
To play to Augusta Universalis you need:

• a pencil, an eraser and a paper clip;


• a Character Sheet: Character Sheets
are available in the handbook or on
our website http://www.acchiappasogni.
org/augustauniversalis/eng/;
• a few eight-sided dice: mostly, you will
need only two, but sometimes you
may need to add Bonus Dice (Bd),
so it would be better to keep at
hand four or five of them;
• a group of friends to explore
the mysteries of Augusta
Universalis. One friend
will narrate the events
(Demiurge), while the others
will perform the Characters
(PCs) of the story.

The basics
In this Role-Playing Game there are
a few basic laws to follow in order to correctly
interact with the rules. Some games (including
board ones) call these laws with other names,
such as “golden rule” or likewise: we call
them “laws” because they came before the
Rulebook.

9
is very useful to make use of this method, because defeat the obstacle. Secondly, after you described, you
it greatly simplifies your first exposure to the rules. need to make a Check to know how the story continues: it
• If a specific rule collides with a generic one, the is up to you to suggest a fitting Peritia (“proficiency”), and
first one prevails. For example, if an Emblem the Demiurge proposes a fitting Virtus (“virtue”). Peritia
allows you to automatically inflict Danger Dice plus Virtus make the Basic Value (BV). You can decide to
(Dd) to your opponent’s throw, this rule prevails counter-propose to the Demiurge a different Virtus and/
on the generic one, that allows only the Demiurge or Peritia, according to the description you made of the
to inflict Danger Dice to the PCs’ and NPCs’ action.
throws. Then, add the outcome of the throw of 2d8 to the Basic
• If it has any kind of characteristics, it can be Value. The amount of Basic Value plus dice outcome is
defeated. Huge Kyroptid Butchers, powerful Nazi called Actual Value (AV).
Ubersoldat, mammoth unspeakable creatures from
deep space... it doesn’t matter how big they are, if Virtus + Peritia = Basic Value (BV)
they have any kind of statistics, there is always a
BV + 2d8 = Actual Value (AV)
way (no matter how difficult) to defeat them!
If the Check is made at the beginning of a Fight, the
Check opponent too has to make a Check. The winner is the
The game proceeds as if it were simply a dialogue until Character with the higher AV (in the event of a tie, the
there is an obstacle (or it is anticipated) to your character, defender is the winner).
whether that it is to find information on a manufactured In all other circumstances, a Check defines the Degree
product (information that you do not have), to move of Success (see below for further explanation), according
secretly (in order to avoid an enemy), to convince someone to the AV: the Check is not made to verify how well an
with which you are interacting, to defeat an enemy, to cross action was made, but the degree of success or failure the
a river or a crevasse, etc. Player obtained.
Firstly, you need Please keep in mind that it is not always necessary to
to describe how your make a Check to resolve a situation: if the Player plays well
Character tries to his Character, the Demiurge could consider unnecessary
overcome or to make him Check. Always ask yourself if it is interesting
to check what could happen if a PC was to fail for the
purposes of the adventure.
On the other hand, at the right occasion, the Demiurge
has to decide on which mixture of Virtus and Peritia the
Check is to be made, and he decides according to the
description of the PC’s actions made by the
Player, therefore interpretation is fundamental!
In the event that the Player hasn’t an
appropriate Peritia for the occasion, the
Player must make the Check adding
only the modifier of the appropriate
Ars, this meaning that probably the
Degree of Success won’t be very
high. Whatever the outcome, the
Demiurge includes in the Scene an
unexpected difficulty...trouble is
brewing!

Degree of
Success
An action is successful when the
Check is equal or more than 20. The
degree of success or unsuccess depends
on the distance from and above the
aim of 20. Here follows a list of the
different degrees:

• Critical Failure. It
occurs when the AV of the
Check is negative, that
is under zero: so, not
only you have failed, but
more problems will

10
Augusta Universalis: Quickstart

soon arise. In this circumstance, the Demiurge has


to apply one or more Complications. In Contests, How do I recognize
the Player obtaining a Critical Failure immediately a Scene?
loses the confront. Within the game world all the events experienced
• Failure. It occurs when the AV of the Check is by the Praetorians are divided into Scenes, the basic
less than 12. You have failed and you have no idea unit of measurement of the passage of time during the
how to unravel the knot. narration. Many resources available to the Praetorians
• Partial Result. This occurs when the AV of the are in fact usable a certain number of times per Game
Check is between 13 and 19. The Demiurge can Scene and it is absolutely essential to know how to
choose between the following options: (1) a Partial identify when a Scene starts and one ends. To do
Success, thus applying one or more unexpected this we will use the 3 classical Aristotelian Units, a
Complications; (2) a Partial Failure, thus applying late interpretation of the temporal subdivision in the
one or more unexpected Advantages. In both Hellenic (Greek) theater:
circumstances, Advantages and Complications
can prove useful from a storytelling point of view, • Unit of Place: a Scene takes place in one
and managed as “hints” to Concoct to improve place, if the action moves to another place, the Scene
the situation. ends and a new one begins.
• Whether the outcomes of a Partial Success or • Unit of Time: a Scene takes place in a
Failure have consequences on the long term, the determined period of time, if the action moves away at
Demiurge is free to apply Positive or Negative another time of the day (or even months and years),
Fortunae (“Fortuna = luck”; see below for further the Scene ends and a new one begins.
explanation). • Unit of Action: a Scene narrates a
• Success. It occurs when the AV of the Check specific episode, referring to a specific company
is between 20 and 25. You succeeded, and the and to a particular, single objective of the Characters
Demiurge simply describes the outcome of your involved in it; if this objective or the company
action. changes, the Scene ends and a new one begins.
• Critical Success. It occurs when the AV of the
Check is equal or more than 26. If possible, the In order for a Scene to end and another to begin,
Demiurge will grant you one or more Advantages one Unit is sufficient for it to stop.
to use in the development of the adventure.
Otherwise, the Demiurge could assign you the
doubled value of the Experientia (“experience”)
Dots usually gained. Fortunae
Fortunae are Temporary Bonuses or Malus given
An abundance of information, a situation breaking by the Demiurge to the PCs. Fortunae are quick and
through, strokes of luck and so on are Advantages. easy-to-use options in every minor, but lasting aspect of
Extra difficulties, hitches, problems, people to the Plot. Fortunae can reproduce any circumstance or
convince and so on are Complications. equipment of the game, as long as they are less important,
weaker, or more expensive of any other skill or means at
hand of the Praetorian.
Fas and Nefas Throws A discovered item like a weapon, a protective or
In given circumstances, the Check outcomes can electronic device can turn into a Fortuna, using the
cause peculiar effects. These are Fas (“positive, legal”) and rules to construct Systemata, but the final number of
Nefas (“negative, illegal”) Throws as seen below: Actio (“action”) Points (AP) is doubled. That is the value
resulting after determining Emblems and eventual Ammo
• 2nd Degree Fas Throw: when the result of a 7 (if applicable). Otherwise, a Fortuna can be managed as a
and 8, add an extra +1d8 to the final AV of the 1st Level Tractum (“trait”).
Check. These extra dice are called Fas dice, or Fd. A Praetorian can have a maximum of 5 Fortunae
• 1st Degree Fas Throw: when the result of a at the same time. If he acquires a sixth one, he has to
double 8, add an extra +2d8 to the final AV of discard an old one or renounce to the new one. It is up to
the Check. the Player to properly storytell the reasons and times of
• 2nd Degree Nefas Throw: when the result of this renouncement.
a 1 and 2, subtract -1d8 to the final AV of the There are really few limits to the management of
Check. These extra negative dice are called Nefas positive or negative Fortunae, and it is up to the Demiurge
dice, or Nd. to create them if so desired.
• 1st Degree Nefas Throw: when the result of
a double 1, subtract -2d8 to the final AV of the
Check. Concoct
When a Player obtains a Partial Result, just for one
Critical Failure or Success can be greatly helped by time it is possible to Concoct in order to try rolling the
these throws. The results for Checks can still be obtained Check again, but with a +3 bonus. The Player has to
even without them if the group doesn’t want them in play. justify the reroll and justify the PC’s new attempt.
Here follows a few examples on how apply the Concoct

11
It is not possible to have more than three advantages of
Cooperative Checks the same kind in the same Check. That is the highest bonus
Sometimes all the Players, or just a few, will for Checks is +6, and the highest number of Bonus Dice is “3”.
The Player can have a +2 Bonus to the Support
want to roll dice and run Checks of the same type
Emblems, or Bonus Dice describing how Historia, Guard,
just for the sake of finding more information about
Ordo, or Anima (Logos, Pathos or Deimos) and/or a
one thing. In this case it is useful to let one player
Systemata is connected to the Check itself.
roll the dice while considering the other PCs as
Every time you find a way to explain in game how you
helpers to the test. This is a Cooperative Check! benefit from one of these elements in order to accomplish
Therefore, the Demiurge will propose the a given action, you gain the sought advantage, keeping in
appropriate Virtus and Peritia and will ask the mind that advantages can be used only once per Scene.
Players who among their PCs possess the highest
Basic Value. Even if different characteristics are
Tracta
used, due to the description of the actions, the
Tracta are training skills that your PC learnt from
Check will be performed only by the Character his Guard, and they can be both an advantage or a
who has the highest Base Value. The others can disadvantage, according to the situation. When you
collaborate only on the condition that they possess describe how you profit from them in a Check, you
Peritiae compatible with the action that they are gain +1 Fas Dice per Tractum Level on the given throw.
attempting to accomplish (no Basic Values with​​ the On the other hand, when you describe how you are at a
sum of simple Artes in these cases). disadvantage because of them in a Check, you gain +1
Each Character contributing to the Check will Nefas Die per Tractum Level on the given throw, but you
automatically provide + 1Bd to the person performing earn +1 Missio Point for each Danger Die.
the Check. In addition, he may use his resources or
his Interpretative Bonuses to further improve the Special Attributes
Basic Value before the Check is performed - up to a Special Attributes consist of Logos, Pathos and
maximum of 3 benefits per Check type. Deimos:

• Logos represents positive and altruistic acts and


behaviors;
trick but, generally speaking, it is always about making the
• Pathos is the ability to feel human sentiments,
Player dipping deeper into in the Scene; trying to think
feelings and affection;
what the Character could do to improve his chances of
• Deimos is egotism and negativity.
success.
When one of these Attributes is somehow connected to
• Method change: try with a different Peritia or
your Check, you can blacken one Experientia (“experience”)
Virtus, changing the description of the executed
Dot in the corresponding Attribute to gain a Bonus Dice. In
action.
one session, it is possible to blacken a number of dots in an
• New options: basing on his skills or on the
Anima equal to the level of the given Anima.
elements described by the Demiurge, the Player
gains a new tool or information that justifies a
second Check. Danger Dice (Dd)
• Detailed description: simply, describe again in The Demiurge can reflect the complexity of a test or
a more detailed way, what the character is trying its dangerousness, by using Danger Dice. The Demiurge
to do. explains the circumstances that make the situation
• Strokes of genius: the Demiurge can reward so difficult. For example, the weather influences the
Players’ bright ideas or thrilling and exciting condition of a jump. Another example could be a target
descriptions, giving them the chance to Concoct. very far away, making it hard to aim.
The Demiurge identifies the kind and number of
Always keep in mind that it is never possible to sources of Danger to the Player, before he resolves the
Concoct more than once per Check, and never in Check. If, nonetheless, the Player continues, each source
a Contest (where a roll never ends in a Partial Result). turns into a Danger Die, up to a maximum of three. It is
It is also important not to mistake a Concoct situation important to notify the number of Dd before the Player
with situations where it is perfectly legitimate to go with resolves it using Bd, thus he can think whether it can be
a different Check, for example when it concerns a useful or not to add them.
completely different action with different goals. The Player makes the Check and chooses the two
highest scores. If the result is not a Critical outcome,
Advantages in Checks the Demiurge rolls all the previously notified Dd: the
While playing, it may occur to earn advantages in Demiurge cannot modify the circumstances.
Checks in the form of +2 Bonus at the BV or of Bonus After the Demiurge’s throw, if the result of the Dd is
Dice. The latter meaning that you can throw an extra 1d8 lower, the Player is obliged to exchange his dice with the
with the regular 2d8, and will the choose the two highest Dd. In other words, the results of the 2d8 chosen by the
scores to add at the BV. Player cannot be higher than the Dd.

12
Augusta Universalis: Quickstart

Danger Dice and Fas Throws symbols, the Emblems.


A Fas Throw in the Player’s Check can undo one or When a fight is obviously going to start, it is necessary
more Danger Dice of the Demiurge: that the contenders describe how they get ready to fight.
Then they roll a Check for the appropriate Virtus +
• 2nd Degree Fas Throw: removes the lowest Dd Peritia according to the description. The outcome of
• 1st Degree Fas Throw: removes all Dd. this first Check establishes the Initiative Order ( i.e.
the sequence of rounds where each contender will take
Experience action). The higher the score, the faster the reaction
A PC gains experience with each Check he makes, be compared to the other opponents. The Initiative Order
it positive or negative. Thus, when you make a Check: stays the same during the entire fight.
Even the unaware contenders, those taken by surprise
• mark one Experientia Dot in the exploited Virtus, or victims of an ambush roll for Initiative and then
up to a maximum of two Experientia Dots per describe how they become aware of the impending attack.
Scene in the same Virtus; If the AV of the defender is lower than the attacker’s, the
• mark one Experientia Dot in the Ars that refers to defender is “Surprised” (the defender undergoes an extra
the exploited Peritia. Powerful Emblem or Block Emblem at the discretion of the
attacker, and in addition to the Emblems of the attack).
In the event of a Critical Success of whatever degree, Each contender receives Actio Points equal to his
double the Dots earned in the Check. Obviously, in the own Celeritas immediately after rolling for the Initiative,
full rulebook, the mechanics for levelling up are described before the first Tempus. In addition, he receives other
in more detail. APs equal to Celeritas at the beginning of his personal
If a Cooperative Check is carried out, all the Players second and subsequent rounds. To perform actions and
cooperating earns Experientia Dots. use weapons and protections, he will have to spend the
respective cost in APs reported on the Carta Systemis
or, for actions, in this manual.
Fighting He can perform actions and use Systemata as often as
In Augusta Universalis, fighting breaks down into
he wishes, even more than once per turn, as long as he
rounds and Contests among the opponents with
can pay the cost in APs. APs may be unspent but kept
attacks, defenses, counterattacks and interruptions. The
between turns to a maximum of 20 APs per fighter. APs
visible effects of the blows are represented by univocal

13
can never go below zero. Therefore, if you do not have If a Dodge succeeds, the defender avoids
APs for an action, simply, you can not do it. all damage and the effects of the Emblems.
All Combat Checks follow the normal rules of If a Dodge fails, the defender absorbs the damage equal
narration. After the description, the Demiurge will assign to the level of the Virtus used in the Defense Check,
a Virtus and a Peritia to be added to the result of 2d8 plus but suffers the effect of any Emblems related to the hit.
any Bd or Dd, just like any other Check. Each attack and In any case, a failed Defense Check can never reduce the
defense can involve one of the Systemata of Praetorian damage suffered by the target to 0 (minimum damage is 1).
Technolorica, paying the relative cost in APs and adding
to the basic damage of the blow the effects of its Emblems. Altered States
To strike, the attacker performs an Attack Check. Emblems that Affect Altered States (AS) have no
The AV of the Check will be used both to hit the cumulative effect and can not be entered more than
opponent and to hurt him. To succeed, the attacker must once in the same Technique unless otherwise specified in
pass the AV of the opposing Defense Check. the description of the Emblem itself.
The defender chooses between the two available If a Character is already affected by the maximum
defenses, Parry (free) and Dodge (Cost 1 AP). number of Emblems with an Altered State of the same
He carries out a Defense Check. In order to succeed, the type, you can not use a Technique with the same Emblem
defender must reach or exceed the AV of the opponent’s (or a heightened version) again.You can also use it, but
Attack Check. the Altered State already present will not be applied
The Base Damage inflicted by the attacker is equal to cumulatively. If they are not treated, the Altered States
the AV of the Hit Check. last for the whole Fight, after which they are automatically
The Total Damage is equal to the Basic Damage reset with a little rest or through a curative intervention,
modified by Emblems and effects and reduces the also according to the seriousness of the situation and to the
Life Points of the target by 1 LP for every 1 Damage. circumstances that led to the condition of Altered State.
If a Parry is Successful, the defender only suffers any
damage category Emblems related to the hit, eliminating Emblems without activation, Passive symbols
the base damage of the opposing AV. These are Emblems that are activated regardless of the
If a Parry obtains a Failure, the defender absorbs result of a Check. They apply to some types of passive
damages equal to their AV, but suffers the effect of all the defenses, such as the automatic absorption of the Aegides
possible Emblems linked to the blow. (“Protections”) which possess the Emblem Absorb.

14
Augusta Universalis: Quickstart

Cumulative Emblems Conclusion


A Cumulative Emblem can be added to an action
The game system of Augusta Universalis has been
several times. Each Emblem will tell you how many
designed, from beginning to end, to help you bring to life
times it can be accumulated within the same Action or
any situation typical of movies, comics,alternate history
Technique.
and fantastical science fiction. You can build objects,
weapons, support equipment and much more by yourself.
Types of Emblems The possibilities of customization provided by the system
For pure convenience, the Emblems are presented
are unlimited.
divided by type:
The handbook is full of ideas, objects, Characters and
many other aspects of the game. It is a world to be
• advantages;
discovered, in which you will be driven step by step
• alterations;
from a regulation explained in detail, with
• damage;
many examples and basic procedures to
• protection;
follow for Demiurge and Players. This
• space-time.
booklet, however, will continue
to be useful both as a quick
Below we list them in a synthetic form.
reference for the basic rules
Obviously you find them explained
and as a guide to the Emblems!
in more detail and in-depth in the
All this and much more is
core rulebook.
explained in detail in the manual,
along with a rich Setting, for a most
Versatility of the Emblems immersive experience possible. Augusta
Using the Emblems and, above Universalis is still all to be explored.
all, creating Systemata that mix We are waiting for you, Praetorian!
together different Emblems, you
may have some doubts about
how the Emblems can interact
with each other, but do not
worry; in the handbook you
will find a list of some common
examples of interaction.
Therefore, should any doubts
arise, we encourage you to email us
or contact us through our social
groups or our website.

15
ALTERATIONS Conclude: the action deals 1d8 more damage,
Continuous Damage: AS that deals 1d8 as long as it is the last action of your Turn. It also

C
/ 2 damage for each Emblem at the beginning
of the target’s turn before getting the APs of L gives a number of d8 Bonuses equal to the attacks
made in the Turn, including the latter. Choose the
the turn. Cumulable up to 10 times. Removed highest die and add it to Damage.
at the end of the scene/ fight.
Weakness: +1 DD at each opponent’s Relative Damage: if LPs lost from the
IMP, DEX or RES Test. Cumulative up to target are different from 10 or its multiples,
D 4 times. Removed with Remove, a strong
adrenaline rush (1 AP per Emblem) or at the M round the number of Damage already suffered
at the next ten, then inflict the Damage. This is
end of the scene / combat.
not cumulative.
Sensory Deprivation: +1 DD at each
opponent’s attack, Defense or Perception Multi: deals half damage but all enemies
E Check. Max cumulative 4 times. Removed with adjacent to the PC. The primary target also
“Remove” or source (1 AP for each Emblem). N suffers the effects of any additional Emblems
(+ 1AP to extend the Emblems to other
Disarm: if the opponent holds any
targets). Not cumulative.
weapons (does not apply to Systemata), he is

F disarmed. This is not cumulative. To counter


it you must recover the weapon with a Resume
Piercing: the target absorbs only with the
reference Virtue of the Defense Check if hit or
action or using Disarm on the opponent.
K with the BV if it has successfully parried. The
effects of the Aegides do not apply. Piercing
Equipment: the target obtains a temporary
always excludes Smash.
Fortune until the end of the Scene. This is
G cumulative. It can be removed with Cancel, Powerful: + 1d8 damage. When used with
Remove or at the end of scene/ combat. O Absorb + 1d8 damage and when with Healing,
curi + 1d8. This is cumulative ∞.
Numbness: +1 DD at each opponent’s
ING, SOP or AUC test. It is cumulative up Crumble: destroys 1 Systema or target

J to 4 times. It can be removed with Remove, R object when hit. This is not cumulative.
Concentration (1AP for each Emblem) or at Smash: the target ignores the Reference
the end of the scene / combat. Virtue of the Defense Check when it
Non-Lethal: if the opponent’s LP goes to 0 S absorbs or the BV when it blocks. This is not
cumulative.
or less, they remain at 1, but he faints and can’t

A act. This is not cumulative. Remove with Shake


the Target (1AP) or automatic at the end of the
Extreme Effort: decrease the cost of
another 1 AP Emblem (min 1), but sacrifice
scene following the current combat scene. T 1d8 LP for each level of Extreme Effort. This
is cumulative ∞.
Paralyze: target → -2APs for each Emblem
at the beginning of the turn (not less than 1). Utmost: + 3d8 to AV before of the damage

I Cumulative up to 4 times. Removed with


Remove, a muscle reactivation (1 AP per U
if the action is successful. If the action fails,
you lose the Turn and you can’t act. This is
Emblem) or at the end of the scene / combat. not cumulative.

Refracting: for each Emblem, anyone PROTECTION


attacking or defending from the PC suffers Remove: delete 1 Emblem, Alteration or
H 1DD per test. It is cumulative up to 2 times.
Removed with Remove or at the beginning of X Damage, from attack. This is cumulative ∞.
Usable only for Defense.
the next turn of the activated.
Absorb: it activates only together with
DAMAGE
Collimator: if the action fails, roll 2d8
Y Mighty: + 1d8 to absorption. Not cumulative.
Usable only for Defense.
and add up to the previous EV to improve the Heal: transforms Damage Emblems into
V EV only. It does not apply to damage. This is
Z Emblems that make life recovery possible. Not
not cumulative. cumulative. Not able to be improvised.

16
Augusta Universalis: Quickstart

Reflect: if the defense succeeds, the attacker Reliable: each Emblem cancels 1d8 when
suffers his attack and his emblems, he can’t you get a Nefas Throw. This is applied to Ammo.
a defend himself and his turn is interrupted. Not
cumulative. Usable only in Defense.
l A jam occurs after the attack. This is cumulable
up to 2 times.
Undo: delete a SA immediately. This is Blitz: if the result of the attack Check is
b cumulative. ∞. Not able to be improvised. lower than your Dexteritas, replace it with
your Dexteritas level (max 8 and each Emblem
SPACE-TIME

Push Away: move the target away from


d applies to one die). You can’t get Critical
Success or Critical Failure. The effects of

c you. If he hits an obstacle, the target suffers +


1d8 damage. It is cumulative up to 2 times.
Fas and Nefas Throws still apply. This is
cumulative up to 2 times.
Block: the next attack hits automatically
Draw Near: bring the PC closer to the
without the need for a Test. The opponent can
h target of a distance step per Emblem. It is
Unlock by paying 2 AP as soon as he is hit, in
cumulative up to 2 times.
Fall down: the target has to spend 1PA to
m this way he does not suffer the effects of the
Emblem and can defend himself from the next
restore himself, otherwise he can only defend attack. This is not cumulative.
e himself. He/ she also suffers + 1d8 damage (not
absorbable) for each Distance step covered
Explosive: in the case of a Fas Throw,
launch 2 more dice and choose the highest,
with the fall. This is not cumulative.
Slump: -1PA to another used emblem
r which will be added to the EV. This is
cumulative up to 2 times.
(min. 1 AP). The PC is lying on the ground
f after the attack and must get to his/ her. This
Unstable: decrease the cost of another emblem
of 1 AP (min 1) but increase the chances of making
is not cumulative.

Distance: Increases the range of the attack


o a Nefas Check according to the instructions in the
manual. This is cumulative up to 2 times.

i by a Distance step for each Emblem. There is a


maximum of 3 levels of Distance. Invert: Flips AS that do not interact with
damage / heal: the LPs become DD, the malus
Neural: if the result of the Test to hit is
lower than your ING, substitute it with your
P become bonuses. Not cumulative, but can be
combined 3 associated emblems.
g level of ING (max 8 and each Emblem is valid
for one die). The effects of Fas and Nefas Aim: increases the chances of obtaining a
Throws still apply. This is not cumulative. n Fas Throw. This is cumulative up to 2 times.
Launch: while target in the air, the next Heavy: decrease the cost of another
attack hits automatically. The target suffers
j 1d8 damage for each level of falling distance. B emblem of 1 AP (min 1) but the PC Test suffers
a DP. This is cumulative up to 2 times.
This is not cumulative.
Returning: only for or Active Aegides. If the
Drag: bring the target closer to the PC by System is launched by the PC, it automatically
k a Distance level for each Emblem. Max. This is
cumulative up to 2 times. p returns to its hands immediately after the attack.
It also makes them immune to disarmament. Not
VANTAGGIO cumulative.

Conditional: provides +2 to the Check Stun: until its next turn, the target can’t
+2... under specific conditions as detailed in the
manual. Every +2 is an emblem. Max. 3 in total.
s move, interfere, counterattack or interrupt the
turns of other creatures. Not cumulative.

Support: inserted into an Instrumentum. Vampirism: cures 1 LP of the attacker for


It provides +2 to non-violent actions under every 3 Damage dealt to the opponent. Each
+2... specific conditions as detailed in the manual. additional Vampire Emblem increases the
Every +2 is an Emblem. This is cumulative up recovered LPs by 1 point. This is cumulative
to 3 times. up to 3 levels.

17
Augusta Universalis
Annientamento

The one shown below is a trial adventure to test the Background


Augusta Universalis ruleset and Fighting System.
Gliese is a system that has been contested for millennia
between the Sserath of the planet Akhssam, the Humans of
Introduction the planet Alcyon (arrived just a few centuries ago, the most
Annihilation is a Missio for 3-5 Praetorians of Augusta recent and inexperienced faction of the system’s nature)
Universalis, created through the contents of the Chapter and the violent native population of wild insectoids, the
“The Demiurge” of the Basic Handbook. Kyroptids of the planets Aptere, Endoptere and Exoptere.
The adventure is designed to be a quick introduction In various phases of the colonial history of the system,
to most of the mechanics possible, while allowing for a Sserath and Humans found themselves allied against
lot of flexibility for the players’ actions and their ideas in the common Kyroptid threat, but the recent genocide of
an open and non-linear context. Feel free, as Demiurges, Usselet by the Basileia of Byzantium Anastasia Heracliades
to interpret events according to the mentality of the severely tightened the relations between the two races,
individual factions or individual NPCs involved in the reopening a conflict in which the insectoids thrive and gain
Manipulum actions. more and more land on the only world for now contended
among all the forces in the field, the fertile Taygeta, in the
inner ring of the star system.
The Core of the Mission The insectoids keep the orbital space clear with their
The Praetorians are sent in support of Titus specimens of Bombers. These huge swollen insects,
Tanthius Tysonis, the Tribune of the Guardia unable to move and with a repulsive appearance, collect
Adamantis at the head of the Roman conquest mission boulders and then eject them from fleshy pressurized
on Taygeta, a planet disputed among Kyroptids, sacs against human and sserathi ships suspended in
Humans and Sserath in the Gliese star system. Tanthius orbit, knocking them down or damaging them. Bombers’
has lost contact with Castrum Ferri, the military largest and oldest specimens are stationed in orbit around
research outpost of the Archimandrite Hierotheos Aptere, Endoptere and Exoptere (not needing air to
Ileo Parmenides, a man of enormous wisdom survive) and are able to catapult boulders as big as small
who oversees secret experiments to understand the hills with so much power and precision that they hit
conscience of the Kyroptids and how to fight them better. Akhssam and Alcyon with cataclysmic impacts that the
The Manipulum will have to cross the Blood Jungle, a planetary defenses are not always able to block altogether.
swampy area infested with aliens and beaten by the Tagma It is still a mystery how it is possible for such
Amazon. Before the betrayal of the Basileia Anastasia, unintelligent creatures to be able to make such precise
they fought alongside the forces of the Tribune and now, attacks. They are comparable to human systems of
although not formally at war with other humans, refuse to targeting human missiles. Hierotheos and his research
submit to the will of the Augusta ruler, of whom Tanthius team were trying to unveil their secrets.
is the delegate in command. Following the outbreak of the War of the Eagles
The goal of the Missio is to get to Castrum Ferri, find between Livia Augusta and Anastasia Heracliades, the
out the cause of the communication failing and recover veteran Ecatontarca (Centurion) Byzantine Kyriake Eleni
Hierotheos safe and sound. Corintia and its contingent of soldiers separated from
The Archimandrite, however, is actually crazed, the rest of the troops led by Titus Tanthius Tysonis. They
dragged by his growing obsessions to the hive mind established a base in the Castrum Coelis, the Byzantine
Kyroptid that has increasingly isolated him from his spaceport from which the entire human contingent could
subordinates and his loved ones. He sold his soul to a receive supplies and control the airspace of the Blood
Kyroptid Queen who called directly into his laboratory Jungle. Kyriake is not directly hostile to Titus, but does
to be able to merge with it, becoming an integral part not intend to assist him in his work until he receives direct
of his psyche and thus having access to the Beehive orders from Byzantium. There is no doubt, however, that it
Mind of the insectoids, giving all the information will not allow the use of the skies over the Blood Jungle to
on the armaments and the human technology to the anyone other than their own men. Kyriake has also been a
Queen. At that point, the Praetorians will have to kill lover of Hierotheos for a long time.
Hierotheos and the Queen (fused into one Aberration) The Warlord Shazyr is the general commander of the
to prevent access of all the knowledge of Hierotheos to Sserathi contingent of conquest in the area. A few well-
the Hive Mind. trained Warriors, Servants and Sages and determined to
defeat both the insectoids and the humans. However they
were crushed between the two fronts, decisively more
hindered than their human opponents. . They established

18
Augusta Universalis: Annientamento

a command center in the old Tyridium Mines in Special Abilities


the northern mountains of the region. The Mines are
connected to a series of transport tunnels that cross the Whenever a NPC attacks or defends, it is possible
entire Blood Jungle underground, the fastest way to reach to activate a Special Ability Emblem. The first
Castrum Ferri after the activation of the Quarantine by activation is always free. From the second on, the cost is
the defense systems. 1 AP per activation. To activate one of these Emblems,
it is always necessary to describe how it is done. It is not
possible, during an attack, to declare: “The marauder
Notes about NPCs activates the Emblem Smash!”. We must rather describe
NPCs have only a few values.They can be created in the scene: “The marauder jumps on you and screams
a flash. as he throws his immense ax at you.” The activation
of the Emblem Smash is implicit, but the Demiurge can
point it out after describing the Scene. As always, the
• Unique Basic Value (UBV): This is the score description and the interpretation is first, then the
that will be used as a basis for any type of Check. mechanics is activated thanks to the description. Of
In any situation, having to take a Check, the NPC course, it is always possible to activate more than one
will use its UBV + the result of two dice. With this Emblem at the same time (Action Points permitting).
kind of NPCs we do not need several scores related
to social situations, fighting, etc.
• Resistance (RES): This is the value that determines Managing NPCs
the amount of Damage that is absorbed by the NPC In common scenes, managing NPCs is quite simple. It
every time he is hit, just as happens to the PCs. is not different from playing a common PC, except that
Rapidity (RAP): As for the PCs, it is used to establish using a simpler Tabula will make everything much faster.
the number of Action Points available to the NPC. During Fighting, however, the normal rules of Augusta
• Special Abilities: A set of Emblems of Universalis are followed, only that the use of a sheet
your choice, useful for representing the and a pencil to take some notes is recommended to the
physical abilities and armaments of the NPC. Demiurge. Typically, the things to consider in combat are
Life Points: Obviously, even NPCs, have a certain the following:
amount of Life Points available. Once they are
reduced to “0” they are defeated.

19
• Initiative - of PCs and NPCs; you need to convince Kyriake to remove the airlock and
• NPCs Life Points and Damage; reactivate the 4 Sserathi radio stations (see Places in the
• Actio Points of NPCs; Blood Jungle) scattered around the jungle. Once the radio
• Special Abilities - which Emblems were used for beacons have been reactivated, Shazyr will be able to call
the first time, so that the Demiurge can remember for help. If Kyriake has not removed the airlock, then a
having to pay 1 additional AP when he decides to battle will begin in the skies of the jungles between flocks
use them for the second time; of Byzantine Rotors and Sserathi Fighter-bombers, which
• Possible Altered States. will culminate in the defeat and death of Kyriake.

It is not difficult to keep note of these variables. We Base


suggest creating a very basic chart on which, first of all, The Sserath camp is an improvised mine as barracks
the Demiurge can list the names of the PCs and NPCs and shelter for reptiloids. Long, twisted networks of
with their various Initiative scores: the fight, in fact, tunnels connect different areas of the base in a labyrinth
always starts with the calculation of this value. difficult to distinguish without the aid of special
After that you can draw a horizontal line and note equipment or the guidance of those who have occupied
only the damages or the Altered States suffered by the it for months. A possible battle against the Sserath inside
various NPCs. It is not necessary to keep track of the PCs’, the Mines of Tyridium would be long; a slow series of
as the Players will take care of them. ambushes, explosive traps and collapsing walls that will
For the Emblems of the Special Abilities the method put any PC in difficulty.
can be much the same. You can keep track of them on a
line under the name of each NPC, for example.
For Actio Points you have various options. You can Information
write them down as dots next to the names of the NPCs The Sserath are the only ones in the region to have
(which can be just symbolic names, like “Living Statue been able to sense the awakening of a Kyroptid Queen at
1”, “Living Statue 2”, etc.), write them as numbers, delete Castrum Ferri. Their instrumentation is more advanced
them with a diagonal line every time you spend or earn than human design and their secular knowledge of the
AP and write then next to the new value, or you can use insectoid behavior have made it easy to understand that
playing cards or dice. the humans, whatever they were trying to do, had drawn
the attentions of the most monstrous and aberrant of the
Kyroptids, able to penetrate with their consciousness into
Management of the Missio the weakest minds and absorb their will. The Sserath also
Annihilation does not contemplate a linear course of know that the radio beacons produce waves that greatly
events. disturb the psyche of the Queens and the pheromonic
Each Faction in the field has its own objectives and transmission of orders to the Kyroptids submitted to them
resources and it is up to the Manipulum to decide if, how if overloaded until they explode in an electromagnetic
and when to approach certain situations, in search of the storm. Obviously, this information will be given to the
solution. The Demiurge will keep in mind the movements, Manipulum only if they manage to get on good relations
objectives and forces in the field of the different factions with Shazyr.
making them react to the actions of the Praetorians,
according to their intuition and a healthy dose of logic. Shazyr
There are no pre-established maps for the Missio. 60 LP, UBV 14 (RA 4, RE 4)
Travel times in the region and the distances of its places Emblems: Absorb, Distance, Piercing, Powerful, Undo,
correspond to what the Demiurge deems appropriate Utmost
for the pace he/ she wants to give to the game, while the Shazyr is a Sserath Warlord with proven tactical
risks will be dealt with in a specific chapter. Below are the experience. He stands about two meters tall with reddish
factions in the field in the Blood Jungle: scales and piercing eyes. He is equipped with a thick
armor. His pistol and sword typical of his genetic rank of
Warlord. His devotion to the cause of the Great King is
The Sserath Contingent absolute, but he also knows that he will not be useful to
The Warlord Shazyr commands a reduced contingent the Race if he remains stuck with his men in the Blood
of Sserath in the region. They control the transport Jungle. If the PCs manage to earn his trust, at least in part,
systems in mines that extend below the wet ground then he will be willing to negotiate to give them a quick
of the Blood Jungle. The system once transported the and safe entry to Castrum Ferri.
Tyridium to Castrum Ferri to feed the fusion reactors of
the complex scientific machineries.
Sserath Warrior
Target 60 LP, UBV 12 (RA 4, RE 4)
The Sserath are isolated in the region, unable to Emblems: Absorb, Collimator, Distance, Powerful
communicate their position to the rest of the Race on the Sserath warriors, veterans, armed with pulsed energy
planet. They want to leave but, to do so, they need to be rif les with monomolecular wire bayonets to use in
airborne. Retreating on foot through the areas infested by melee. The creatures are about two meters tall with dark
the Kyroptids would result in certain death. To do this, green scales and fierce eyes. They speak little, with their

20
Augusta Universalis: Annientamento

human tongue being particularly poor. Sserath tend to Byzantine Rebels


be very unwilling to forgive any provocations and tend
to reacting with violence. Their obedience to Shazyr, in The Ecatontarca Kyriake commands the Byzantine
any case, is absolute. forces in the Blood Jungle. They control the Castrum
Coeli spaceport and all the combat airplanes available
to humans in that devastated region of the planet, with
Sserath Sage
which they exert a severe air blockade against all forces not
40 LP, UBV 10 (RA 4, RE 4)
directly loyal to the Basileia. She agreed to let the landing
Emblems: Distance, Paralyze
cell of the PCs land at Castrum Terra due to the presence
The Sserath Sages are scientists and scholars, armed
of Qaleb Silone and Zaphyra Sebastova, Praetorians of the
with electrocuted guns that are also used as instruments
Guardia Aurea and Guardia Rubis and therefore formally
of torture and interrogation. They are slightly shorter
allied or subjected to Anastasia Heracliades.
than the warriors and much slimmer, but endowed
with an emotionless calm, with purple scales and cold
stare. Each of them is a specialist in a certain branch of Target
knowledge (at the discretion of the Demiurge) who may Kyriake would like to know of new, possible orders
decide to exercise against or in favor of the Praetorians, from the Basileia to its contingent on Taygeta. New orders
depending on the situation. have not yet been issued (for this reason the PCs can not
know them).
Sserath Servant The PCs can try to deceive and give them false
20 LP, UBV 8 (RA 5, RE 3) orders (1 Danger Die to the Check, Kyriake is not
Emblems: None stupid), but unless they are “fighting against Titus
The Sserath Servants are small bipedal lizards, more Tanthius Tysonis and his men”, there will be very little
or less fifty centimeters tall, with light green scales. Once that it will satisfy the Ecatontarca and her feeling of
disarmed they are totally incapable of fighting even if having been forgotten on that haunted world, without
only to defend themselves. If possible they flee before the possibility of returning home or at least on the
any threat is made to their safety. Their task is to perform small and poor human colonies on Alcyon. The PCs
manual work under the orders of the Sages and the can exploit this sentiment to peacefully reunite the
Warlords and almost none of them speak the language of rebels with Tanthius’s human contingent.
humans.

21
Base left him, without however telling anyone in higher ranks
Castrum Coeli is poorly defended at the level about these manias (after all, she still felt bound to him).
of walls or physical barriers, but has excellent aerial Kyriake has also been able to see thanks to the aerial
coverage provided due to constantly flying around it exploration with the Rotors that Castrum Ferri has
to monitor possible assaults of Kyroptids, Sserath and activated the automatic Quarantine systems, an
even Tanthius and loyalists. Castrum’s barracks and impenetrable dome of reinforced and ultralight metal
halls are all in the gigantic Control Tower that stands that blocks access from the ground and the sky. She
at the center of the esplanade where landing tracks has no idea how it could be possibly entered, unless
and open-air workshops or depots have been built for the possession of heavy orbital artillery capable of
the Rebels’ Combat Rotors (high-tech helicopters). annihilating the dome (and anything underneath it), but
A possible battle against the Rebels would result in an air hopes that the PCs can find out about what happened
battle between the Battle Rotors and the PCs (also able to to her ex-beloved. Obviously, to get this information
fly with the Lorica in Assectum) that would culminate in the PCs will have to develop a good relationship with
the progressive climb of the Control Tower, fighting room Kyriake (which in addition will remove for them the
by room from the bottom to the top (if the PCs enter on airlock on the Blood Jungle).
foot) or from top to bottom (if the PCs fly to the top), until
you reach Kyriake. Kyriake Eleni Corintia
60 LP, UBV 14 (RA 4, RE 4)
Information Emblems: Absorb, Continuous Damage, Distance,
Kyriake strongly suspects that this time Hierotheos Powerful, Smash, Undo
has made a mess from which he can barely get out by the Kyriake is a middle-aged woman of Mediterranean
skin of his teeth. She is the only one to know about the appearance, with a tired expression and protected by
obsession her lover had gradually developed towards the a shimmering golden Technolorica (powered armour)
Kyroptids, arriving to secretly inject blood and insectoid and decorated with the ornamental motifs typical of
DNA to try to better understand the functioning of their the Tagma Amazon. She has with her a considerable
mind and forcing the Philosophers subjected to him number of soldiers and airmen of the Byzantine Ordo
to exhausting rhythms of research in a state of almost Martis. Like many Praetorians of the Guardia Aurea, her
complete sleep deprivation. In his delirium he had also armour has attached enhanced flame-throwers and anti-
tried to involve her in that madness and she had therefore personnel weapons.

22
Augusta Universalis: Annientamento

Byzantine Soldier flying means the loyalist soldiers must move over land and
40 LP, UBV 12 (RA 4, RE 4) rivers into the territory infested by the Kyroptids and with
Emblems: Continuous Damage, Distance, Multi, Smash the constant risk of crossing the enemy Sserath, slowing
The Ordo Martis soldiers serving the Basileia wear down enormously the conquest of the region. The base
simple camouf lage uniforms with golden military always provides the PCs with all the tools and resources
decorations that identify their rank. Their armament is needed to rest, feed, treat their wounds and repair their
usually chosen based on the amount of destruction that Systemata. An eventual battle going against Tanthius and
can spread on numerous and poorly armoured adversaries, his soldiers would involve having to overcome the anti-
as is the war tradition of Constantinople. Submachine aircraft artillery and armored vehicles in an attempt to
guns, flamethrowers and incendiary grenades are by far enter the main building of the base and engage room-to-
the most used equipment. room collisions with the garrison, breaking or breaking
through the numerous armoured doors, until you reach
Byzantine Combat Rotor Tanthius in the Central Command.
100 LP, UBV 14 (RA 7, RE 3)
Emblems: +2 VS Smaller Size, Continuous Damage, Information
Distance, Piercing Tanthius has no problem in giving all the information
This airborne craft is expensive and difficult to he knows to the PCs.
repair. It is several meters long, moved by the rotation He will speak of the treason of Kyriake as an inevitable
of propellers and equipped with incendiary missiles and setback due to the politics of the Earth, but will not
machine guns. The minimum crew is made up of a Pilot express hatred or hatred towards her. After all, Kyriake’s
who holds the controls and a Gunner who takes care of loyalty is a huge merit for an old-school Praetorian like
the cover by handling the heavy machine gun with tracer him. Obviously, he will ask the PCs not to use the airspace
projectiles. The "+2 VS Smaller Size" Emblem applies to in the region so as to avoid having problems with the
all the PCs and NPCs that have a maximum Life Points of Byzantines. Moreover, the only reason they were able to
less than 100 LPs. disembark is precisely because on their cell there were
two Praetorians of the Rubis and of the Aurea, which
he had requested on purpose in a neutral and reliable
Loyalist Army interimperial contingent. Tanthius knows the existence
The Tribune Titus Tanthius Tysonis of the and the approximate position of all the factions in field
Guardia Adamantis is the general commander of the in the region, which unfortunately is much more infested
Roman forces on Taygeta, a Roman interimperial by the Kyroptids than in the past. This constant invasion
contingent. It could count on its side also a conspicuous began precisely with the end of communications with
Byzantine support, before the outbreak of the War Castrum Ferri, almost two months ago. The Sserath seem
of the Eagles. They have the control of Castrum to be those who have lost more men and terrain, so much
Terra, the initial base camp of the conquest, and so that their radio beacons lie abandoned in four different
most of the soldiers and armored land vehicles. locations of the Blood Jungle, unattainable by their
Tanthius is evaluating the evolution of the political probable new base located in the northern mountains.
situation on Earth and has requested the sending of Tanthius is sure that Hierotheos is in danger and knows of
Praetorians for the recovery of Hierotheos, given that all the sentimental relationship that bound him to Kyriake.
the teams sent have never returned.
Titus Tanthius Tysonis
Target 60 LP, UVB 16 (RA 4, RE 5)
Tanthius wants first to recover Hierotheos and find Emblems: Absorb, Drag, Heal, Launch, Powerful, Smash,
out what is happening at Castrum Ferri, not having the Undo
opportunity to explore the area by air has sent many Tanthius is a middle-aged man with a Mediterranean
recovery teams but none of them has ever returned. appearance and an extremely robust build. His priestly
He himself can not get away from Castrum Terra as he vocation appears in the insignia of the Legio Ecclesiastica
is occupied in the increasingly complicated logistics of Apothecaria, Military Chaplains of the Guard Adamantis.
the base itself. His secondary objectives are to get rid of He has a calm and decisive character, always on top of
the Sserath presence in the Blood Jungle and make the things and with enormous determination to resume the
Kyriake Byzantine contingent come to its senses, in order planetary conquest. He is revered and respected by his
to continue the conquest of the region. men and even by his enemies. He is armed with a titanic
battle-hammer that he wields with Herculean might in his
gargantuan Technolorica of Gravis Category.
Base
Castrum Terra is a heavy coastal fortification in
reinforced concrete and ultralight metal, with anti-aircraft Loyalist Soldier
batteries and numerous barracks where the regular 40 LP, UBV 12 (RA 4, RE 4)
soldiers of the Ordo Martis live, almost all natives of Emblems: Distance, Multi, Piercing, Smash
Alcyon. The base rises between the ridges overlooking the The Ordo Martis soldiers in service on Taygeta come
Taygeti Ocean (a unique, immense sea of the ​​ planet) and almost exclusively from the wild colonies of Alcyon.
the huge, alien native trees of the planet. The absence of These men and women were hardened by life on the
wild and Kyroptids infested worlds. They have their

23
own, peculiar culture focused on hatred of insects, with Exploration by Earth
meanings and gestures that can leave the inhabitants of Exploring the Blood Jungle by land is a long,
the Earth baffled. Their speech tends to drag the vowels difficult and oppressive experience. The absence of
when they speak Latin, while their local idioms are stable satellites or orbital vessels that can triangulate
now difficult to understand without specific linguistic the position of the PCs makes it necessary to use
training. They are armed with every kind of Ordo Martis “traditional” methods of orientation on the ground,
standard weapon. using machinery and Peritia typical of the Ordo
Dianae. The Demiurge is encouraged to cultivate an
Lightweight Armoured Loyalist atmosphere of constant danger, mystery and tension.
100 LP, UBV 14 (RA 3, RE 7) Some of the encounters that can be carried out during
Emblems: Absorb, Distance, Multi, Powerful this exploration are as follows:
Small and agile armored vehicles, suitable for
movement in the marshland of the Blood Jungle. They are • Sserath Radio Beacon 1: if the PCs know the
armed with deflagrating bullets and lateral light machine position of the beacons, they can get to this too.
guns, useful to devastate the Kyroptid hordes. The It is not possible to meet it by moving casually
minimum crew required to operate them is composed of through the Jungle. The Radio Beacon 1 is a
a Driver, a Gunner and a machine gun Operator. medium-sized structure with an alien antenna
appearance surrounded by a thin, ultralight metal
wall. The door of the Radio Beacon has been
The Jungles of Blood broken for years, inside there are rotten skeletons
The region known as the Jungles of Blood is a huge of Sserath Servers and Warriors, striated (at a
forest of native trees with an extremely high level of medical examination) by Kyroptid claws and fangs.
humidity in the soil and in the air, with natural geysers To repair Radio Beacon 1 a Check in electronic or
of methane and sulphurous gases that make normal similar subjects will suffice.
breathing impossible in their vicinity. The gravity of the • Sserath Radio Beacon 2: as before, if the PCs
planet is slightly higher than that of the Earth (1.07 G) know the position of the beacons, they can get
and the presence of liquid water is however contaminated to this as well. It is not possible to meet it by
by chemical compounds that make it necessary to filter moving casually through the Jungle. This Radio
it before being able to drink it. In any case, centuries of Beacon is only off, inside it will be the small and
Sserath presence on the planet have contributed to the undernourished Servant Kyuss, who survived
partial “terraformation” of Taygeta, so that it is now quite years in total solitude to keep the machines
hospitable even for humans, albeit with due caution partially working. Kyuss speaks very little Latin
and equipment. The tops of the trees reach almost fifty and is terrified by the PCs, but if approached with
meters in height, blocking the light rays of the small and delicacy can be saved and brought back to the
stable red dwarf Gliese, the star that illuminates the whole Mines of Tyridio, where he will be honored for his
system. The appearance of the jungle is oppressive, dark long resistance in solitude. To reactivate this Radio
and always enveloped in a bluish mist with a slight smell Beacon, the PCs only need to simply activate the
of methane and sulfur, a climate where only the Kyroptids main switch.
and their constant, crazy biological evolution can easily • Sserath Radio Beacon 3: like in the other two,
prosper. Beyond the tops of the trees, the airspace above if the PCs know the position of the Beacons, they
the jungle is an endless expanse of blue-green leaves can get to this too. It is not possible to meet it by
that reach the mountains to the north, rich in Tyridio, moving casually through the Jungle. The Radio
and with a huge central artificial clearing where you can Beacon itself has little damage,
see a rock formation similar to a small hill. If you come but has been chosen
within a few hundred meters, you can recognize it as by the Kyroptids as
Castrum Ferri, locked inside the corroded metal walls a nest to lay their
and reinforced concrete of the Quarantine automatic eggs.
systems, now active for months.

24
Augusta Universalis: Annientamento

• The disgusting larvae infest machinery and, in fleshy sacs under their skin and take it to the
without removing them, it will not be possible to colonies, where the Collector itself will be fed to
reactivate it. a Bomber that will store such a propellant useful
for the constant attack on humans and the lizards
Horde of Kyroptid Larvae in the system. It is therefore not uncommon that,
80 LP, UBV 8 (RA 3, RE 3) when the PCs arrive at one of these areas, there
Emblems: Continuous Damage, Powerful are at least 3 or 4 collectors that absorb the gas of
The larvae of Kyroptids are fatty, whitish worms about the Geysers. The Collectors are not hostile, but if
half a meter long, with mouths drooling acid from the they notice an alien presence (human or Sserathi)
circular teeth. They have a constant appetite for human they will launch pheromone signals with peculiar
flesh. They prefer to attack in groups but they are not a dances that will soon attract a patrol of Kyroptid
serious threat to the Praetorians if managed carefully. explorers to evaluate the situation. As soon as a
Collector is hit by any firearm or melee strike, its
• Sserath Radio Beacon 4: If the PCs know the organic system increases the temperature of the gas
position of the Beacons, they can reach this too. It is until it detonates as real devices, causing serious
not possible to meet it by moving casually through problems to the Praetorians in the immediate
the Jungle. This Radio Beacon is desert, sealed vicinity. A single exploding Collector deals a 2d8
since the first retreats of the Sserath following the AV dice attack, while if the Geysers catch fire after
revenge of the Kyroptids in the region. Inside there the first detonations, AV dice increases to 4d8.
is a precious box of Sserath Eptaionic Batteries You can defend and absorb these Damage dice as if
that, if properly grafted with a Biomechanical or they were a normal attack by Dodging or Parrying
similar Check, constitute a Fortuna that allows with your Systemata.
you to get +1Bd to a single fighting Check, by
downloading the battery accordingly. In the box Exploration by Air
there are 2 eptaionic batteries for each PC, each Exploring by Air the Blood Jungle may seem like the
of which constitutes an independent Fortuna. To best solution (although Tanthius will insist on not doing
reactivate the Radio Beacon , it will therefore be so), but as soon as the Byzantine Rebels’ Control Tower
sufficient to reactivate the main switch. captures the position of the PCs it will immediately
• Kyroptid Explorers: Crossing the Jungle is very send Battle Rotors to apprehend them. Clearly, not
likely to result in Kyroptidi assaults that, if the PCs being Kyroptid Explorers, they will not be shot down
can not identify with a proper check, will always on sight, but will be required to follow them to Castrum
involve an ambush and being caught by surprise. Coeli, to meet and be interrogated by Kyriake. A refusal,
An Explorer patrol usually consists of 3 actual the repeated violation of the air blockade or a direct
Explorers and 2 Warriors. attack against the Rotors will give the PCs the clear and
violent opposition of the Byzantine Rebels every time
Kyroptid Warrior the Praetorians take off. Also they will lose any chance
80 LP, UBV 14 (RA 5, RE 5) of support of Tanthius who, to preserve a possibility of
Emblems: Absorb, Continuous Damage, Piercing, Powerful reconciliation with Kyriake, will be forced to no longer
About two and a half meters tall, wrapped in a thick provide the structures, resources and machinery of
chitinous armor, with eight eyes and clawed paws, the Castrum Terra to the Manipulum of the PCs. Exploring
warriors are the backbone of the warlike force of the by air is not however immune to the danger of being
insectoids. Their poisoned bite can easily pierce almost attacked by Kyroptid Explorers as well, although good
any armor, while the chitinous scales absorb and cancel relations with Kyriake can yield a stock of Byzantine
the fire of lighter weapons. Once the enemy is seen, they Rotors during Manipulum air travel.
charge at him relentlessly until they or their prey stop
moving. Underground Exploration
If the PCs arrive at the Tyridio Mines and deal
Kyroptid Explorer effectively with the Sserath, they will be able to access
60 LP, UBV 12 (RA 4, RE 3) the transportation network that connected those areas
Emblems: Continuous Damage, Piercing, Powerful, Undo with Castrum Ferri. The trip will be relatively short,
About two meters or so in height, they are thinner and on awkward but well-maintained magnetic carts. The
slimmer than the Warriors and have come to understand Demiurge can evaluate possible battles between Kyroptid
concepts like teamwork and strategic retreat. If they Warriors and the PCs (aided by the Sserath allies) during
cannot kill an opponent, they run to warn the colony. the crossing: after all, the insectoid colonies are located
They can fly with retractable wings and their scales are just below ground level. If the PCs can not make the
much lighter and more brittle than those of Warriors. Sserath allies, they will be forced to proceed on foot. In
this case the attack on the part of the Kyroptids is certain,
• Geyser Swamp: The rare flat marshes in the and gets stronger and stronger as they approach Castrum
middle of the Jungle almost always host the Ferri. Old indications of magnetic exchanges for trucks
methane and sulfur gases that make the air in the are present and still legible on the junctions of the railway,
vicinity unbearable for humans. These areas are so it is impossible to get lost.
used by the Kyroptid Collectors to absorb the gas

25
Castrum Ferri the Manipulum (merely sniffing and threatening them)
until the Hierotheos-Queen orders it.
The main method to reach Castrum Ferri is The reactor itself shines with bluish light, highlighting
underground, through the magnetic carriages of the the internal anatomy of the Queen lying on it.
Tyridio mining transport. The PCs can be particularly The reactor control machines are positioned in
brilliant and find other ways to overcome the thick, a raised cell, closed by windows with armored
strong layer of ultralight metal and reinforced concrete glass, that the PCs can break (or break from the
of the dome that closes this building in an absolutely outside) to eventually take control of the machine.
hermetic Quarantine: the Demiurge must encourage Hierotheos will try to persuade the PCs to step aside
them (and maybe share it on the Augusta Universalis RPG and join the only Hive Mind to receive his great, sacred
page!), without impeding it to follow the normal course revelations. Whether the PCs accept or do not accept,
of the Missio. In any case, if the PCS manage to pass the after an absolutely crazy dialogue in which the scientist
Quarantine barrier, the scenario that arises before them will praise the illumination received by the Mind Hive.
is as follows... He will insult the irrevocably evil nature of human beings
and glorify his effort to give the Kyroptids new specimens,
• The atmosphere is dark, disturbing, with a more armed and intelligent, with which to invade the
strong smell of decomposing carcasses and worlds “stolen” by humans and massacre them all. If the
unmentionable organic substances of alien origin. PCs refuse, he will try to get them killed by the insectoids,
• Kyroptid cobwebs are everywhere. They are sticky, making the fight begin.
but fragile, and wrapped in slimy drool that envelop
all the corridors and the halls of the laboratory. Hierotheos-Queen
• Destroyed machines scream in the distance, with 140 LP, UBV 18 (RA 4, RE 6)
flickering lights. Some are simply out of service. Emblems: Distance, Continuous Damage, Crumble, Drag,
In the background sounds as distant as billions of Launch, Piercing, Powerful, Smash
small steps fade before the PCs can really realize Hierotheos-Queen will attack the PCs even if they fly,
what they’ve heard.
shooting highly corrosive acid at them and grabbing them
with chitinous tentacles that protrude from its bulging
As the PCs advance in the corridors (whose complexity body. He will continue to fight to the death, ignoring the
and precise structure is left to the improvisational skills of
pain and the eventual attempts of the PCs to make him
the Demiurge and to the actual rhythm he wants to give
come to his senses.
to his game), they will encounter the horribly mutilated,
scarred and decomposed corpses of the scientists
following Hierotheos. Any of these could still be alive, Kyroptid Warrior
devoured by pain and madness, quartered, mutilated 80 LP, UBV 14 (RA 5, RE 5)
and used as an obscene organic sacs to contain the eggs Emblems: Absorb, Continuous Damage, Piercing, Powerful
of the insectoids ready to hatch at the slightest stimulus, About two and a half meters tall, wrapped in a thick
killing the host and vomiting on the Pretorians a Horde chitinous armor, with eight eyes and clawed paws, the warriors
of Kyroptid Larvae. are the backbone of the warlike force of the insectoids. Their
The Demiurge is free to invent and propose delusional poisoned bite can easily pierce almost any armor, while the
dialogues that these scientists address to the PCs, letting chitinous scales absorb and cancel the fire of lighter weapons.
them send bits of the terrible truth about Hierotheos’ Once the enemy is seen, they charge at him relentlessly until
betrayal and his madness, which has led them all to they or their prey stop moving.
death. When the Demiurge deems it opportune, it will be
possible for the PCs to arrive at the great Reactor Hall Kyroptid Explorer
where the Queen and Hierotheos give endlessly birth to 60 LP, UBV 12 (RA 4, RE 3)
eggs for a new colony. It is also where they both wish the Emblems: Continuous Damage, Piercing, Powerful, Undo
PCs to arrive. About two meters or so in height, they are thinner and
slimmer than the Warriors and have come to understand
Final Fight - Hierotheos concepts like teamwork and strategic retreat. If they cannot
kill an opponent, they run to warn the colony. They can fly
Hierotheos, fused to the body of the repulsive with retractable wings and their scales are much lighter and
Kyroptid Queen, has the appearance of a naked, lean and more brittle than those of Warriors.
lanky man, grafted with insettoid eyes and chitinous legs.
He is connected by aberrant fleshy tumors directly to the Horde of Kyroptid Larvae
chest of a monstrous Queen, a creature six meters tall 80 LP, UBV 8 (RA 3, RE 3)
with dozens of legs and a tiny skull with an expression Emblems: Continuous Damage, Powerful
full of hatred, which constantly pops small, sharp The larvae of Kyroptids are fatty, whitish worms about
dribbling appendages. From the soft underbelly of the
half a meter long, with mouths drooling acid from the circular
monstrosity there are constantly emerging eggs that run
teeth. They have a constant appetite for human flesh. They
down through the claws of the Workers who take care
prefer to attack in groups but they are not a serious threat to
of them until they open up. The reactor room is entirely
occupied by Warriors and Explorers, who will not attack
the Praetorians if managed carefully.

26
Augusta Universalis: Annientamento

Advice for the Demiurge repellent mouths, rebuilding his aberrant body in a new
form, crawling out of the Castrum until it becomes so
The following tips will be useful for managing the colossal that it can be seen standing out on the trees.
final battle: The Praetorians will easily realize that they no longer
have enough strength to hurt and destroy the monster,
• To avoid being overwhelmed by the enemy’s which is not even attacking them. They are little more
numbers, the PCs will simply be able to fly using than ants compared to him.
their Technoloricae. Neither the Warriors nor the Before the PCs withdraw or choose suicide assaults,
Larvae have wings, and only the Explorers and they will be contacted by means of radios integrated into
Hierotheos-Queen can hit them while they are in their Technolorica by all their allies, who have not left
flight. Obviously, this means that falling on the them alone.
ground will result in being easily overwhelmed by A flock of Sserath Fighter-Bombers launches into
the Kyroptid hordes, with the maximum possible the colossal monstrosity, hitting it with bullets full of
attacks every round. The death of the landed PC in explosive blue energy, led by the Warlord Shazyr.
this case is practically assured. At the same time, the entire aircraft of the Rebels’
• The Kyroptid Explorers are not as fierce as the Rotors, devotees to Byzantium, will go to their aid,
Warriors nor perpetually hungry like the Larvae. bombarding Hierotheos with incendiary missiles. On
If struck by flashy or flashing weapons, they will the Rotors you can also see Tanthius and his men, finally
retreat temporarily and prefer to hit the enemy reconciled with Kyriake for this final battle.
from behind or suddenly, perhaps all together, To end the fight it will be enough to hit Hierotheos
team up against a single isolated target that directly, in the rare moments when he is forced to open
stayed behind. A decisive reaction by the PCs the obscene and strong chitinous plates inside which he
should however repel them again and wait for a is taking refuge from the blows.
new assault. If the PCs demonstrate cowardice To do this, at least 3 PCs must be able to distract him,
and fear, the rangers will immediately assault hitting him, flying so close that it is impossible to see
them en masse. them or inventing something else appropriate (a simple
• There is no limit to the number of Larvae, Warriors Check will be enough to decide the outcome of these
and Explorers that the Demiurge can throw against actions). Hierotheos, mad with rage, will open the barriers
the PCs. When one dies, another takes its place and an appropriate Check with a successful outcome will
the next Tempus. be enough to eliminate it definitively, bringing down its
• If the PCs decide to blow up the reactor, they entire, demonic, chitinous body for good!
must first enter the Overhead Control Cell in the This Scene is not a Fight, but a gift for the PCs from
hall, reactivate the machines with an electronic the Demiurge. He does not spare the extra Bonus dice
or computer Check while the Kyroptid Explorers for distraction and the support given to the Praetorians
assault them on all sides. The PCs then finally by the two battle air fleets, so that the last, lethal blow is
trigger the energy overload to escape quickly while brought into a true moment of glory for all the Players at
Hierotheos-Queen, blocked by her own obscene the table. The rules for Action Points and all the other
body unable to move, laughs madly. If the PCs are Fight Scenes must not be used, keeping the whole Scene
not fast enough (at the discretion of the Demiurge) the most beautiful, fluent and narrative possible. At this
the nuclear explosion will also annihilate them point, the PCs can not really lose.
along with all the blasphemous insect colony The finale remains the same, with a moving greeting
founded by Hierotheos.
between Shazyr, Kyriake and Tanthius, which will
promise to unite forces more against the common
After the battle, all the insectoids born of Hierotheos-
threat, ignoring in the future the extremely important
Queen who survived the battle (or the explosion of the
diplomatic issues between their races and political
reactor) will lose the mind control of the Mind Hive
and will start killing each other, ignoring the PCs. The factions.
PCs will then be able to return to Castrum Terra where
Tanthius and Kyriake (if they are still alive) will welcome
them as heroes.

Finale Bonus - Annihilation


If the PCs have succeeded in making friends and
resolving the objectives of the Sserath faction, of the
Loyalists, and of the Byzantine Rebels, the death of
Hierotheos-Queen (regardless of how it takes place) will
not end the adventure or the fight..
From the rubble of Castrum Ferri, laughing madly
from the horrendous wounds suffered, Hierotheos will
absorb all the bodies of the hundreds, thousands of
Kyroptid who gave birth in the months when he was able
to build his colony, attracting those alive to his thousand

27
8 VI Centurion Medium 3

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