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Dishonored RPG SWADE Players Booklet

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0% found this document useful (0 votes)
171 views14 pages

Dishonored RPG SWADE Players Booklet

Uploaded by

Alalala
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Dishonored

Fan Supplement for Savage Worlds Adventure Edition

0.2
Hello fellow player! eager to achieve riches, fame and mystical
Dishonored is a video game series that powers. Or they might be children of rich or
(currently) consists of three games: noble families who have been dishonored and
Dishonored, Dishonored 2 and the Death of the deprived of their luxurious lifestyle, and the goal
Outsider. The world is similar to Europe in the of the campaign is to regain their former status
19th century, but they use whale oil to power the after a proper vengeance. In any case the legal
economy instead of coal. The protagonist way to achieve their goals seems impossible,
receives magical abilities from the Outsider, a so they work in the shadows. Your heroes must
deity, to achieve his or her goals. The heroes have high ambitions. It’s very important to the
are key persons who form the future of the setting because common people with common
world. interests won’t get the attention of the Outsider,
A perfect adaptation isn't possible, so my thus won’t get his magical mark.
goal was to make the feel of this setting very At the start, none of your heroes bear the
close to the original video games. In this work I mark of the Outsider. If you want it you need to
won't bother to describe everything. If you are a prove the worthiness of your hero and seek
player, you don't need to know every single shrines dedicated to the Outsider for a possible
detail about the world, but you may watch some contact. Not everyone is required to get the
gameplay videos to catch the feeling. I suppose mystical powers, and no one should be
your GM knows the world of Dishonored, so he excluded from the chance to get them.
or she will tell you what is important. Otherwise, Good gaming!
there are huge fan-made info sites to the Zoltan
games, like this one. So whenever you don’t
understand something, or you want more This is a test version, so any advice is
details, just search the net. welcomed. Missing stuff, redundant parts,
Your heroes might be scoundrels who had a better ideas, grammar, or spelling mistakes,
tough childhood, learned some trade, and anything you think is important.

This game references the Savage Worlds game system, available from Pinnacle Entertainment
Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights
of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or
warranty as to the quality, viability, or suitability for purpose of this product.

This is a fan work, do not sell it in any way.

1
Players Guide
HEROES
Hindrances: Choose Hindrances worth 4
ARCHETYPES points
Edges: Void Sense, Bonecharm Carver
This is your chapter if you don’t want to
bother with the numbers but want to jump into Conman
the story right away. The archetypes below are
Attributes: Agility d6, Smarts d6, Spirit d8,
all Novices with all Hindrances possible, worth
Strength d6, Vigor d6
4 points in all. You need to choose these
Skills: Athletics d4, Common Knowledge d6,
because they are part of the personality of your
Fighting d6, Intimidation d6, Notice d6,
hero. Points from Hindrances are built in the
Persuasion d10, Shooting d6, Stealth d4, Taunt
stats.
d6
Aristocrat Pace: 6; Parry: 5; Toughness: 5
Hindrances: Choose Hindrances worth 4
Attributes: Agility d6, Smarts d6, Spirit d8, points
Strength d6, Vigor d6 Edges: Charismatic
Skills: Athletics d6, Common Knowledge d8,
Fighting d6, Gambling d6, Notice d6, Defrocked Overseer
Persuasion d8, Riding d4, Shooting d6, Stealth
Attributes: Agility d8, Smarts d8, Spirit d6,
d4
Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 5
Skills: Athletics d4, Common Knowledge d4,
Hindrances: Choose Hindrances worth 4
Fighting d8, Intimidation d6, Notice d6, Occult
points
d4, Persuasion d8, Shooting d8, Stealth d4
Edges: Aristocrat
Pace: 6; Parry: 6; Toughness: 5
Bonded Sectarian Hindrances: Choose Hindrances worth 4
points
Attributes: Agility d8, Smarts d6, Spirit d8, Edges: Alertness
Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d6, Detective
Fighting d6, Notice d6, Occult d6, Persuasion
Attributes: Agility d6, Smarts d8, Spirit d6,
d4, Shooting d4, Stealth d4, Void Power d10
Strength d6, Vigor d6
Pace: 6; Parry: 5; Toughness: 5
Skills: Athletics d4, Common Knowledge d8,
Hindrances: Vow to serve the master. Choose
Fighting d6, Intimidation d6, Notice d8,
Hindrances worth 4 points in addition.
Persuasion d6, Research d8, Shooting d6,
Edges: Arcane Background (Bonded) (free),
Stealth d4
New Powers
Pace: 6; Parry: 5; Toughness: 5
Powers: Blink, and choose another one
Hindrances: Choose Hindrances worth 4
Bonecharm Maker points
Edges: Investigator
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6,
Fighting d6, Notice d6, Occult d10, Persuasion
d4, Repair d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 5

2
Fencer Sailor
Attributes: Agility d8, Smarts d4, Spirit d6, Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d8, Vigor d8 Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Skills: Athletics d8, Boating d8, Common
Fighting d12, Notice d4, Persuasion d4, Stealth Knowledge d6, Fighting d8, Gambling d6, No-
d4, Shooting d6, Taunt d6 tice d4, Persuasion d4, Stealth d4
Pace: 6; Parry: 8; Toughness: 6 Pace: 6; Parry: 6; Toughness: 6
Hindrances: Choose Hindrances worth 4 Hindrances: Choose Hindrances worth 4
points points
Edges: First Strike Edges: Quick, Steady Hands

Guard Thief
Attributes: Agility d6, Smarts d6, Spirit d6, Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d8, Vigor d8 Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Skills: Athletics d8, Common Knowledge d4,
Fighting d10, Intimidation d6, Notice d6, Fighting d8, Notice d6, Persuasion d4, Stealth
Persuasion d4, Shooting d6, Stealth d4 d10, Thievery d8
Pace: 6; Parry: 7; Toughness: 7 Pace: 6; Parry: 6; Toughness: 5
Hindrances: Choose Hindrances worth 4 Hindrances: Choose Hindrances worth 4
points points
Edges: Brawny Edges: Thief

Marksman Thug
Attributes: Agility d8, Smarts d6, Spirit d6, Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d6, Vigor d6 Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Skills: Athletics d6, Common Knowledge d4,
Fighting d8, Healing d6, Notice d6, Persuasion Fighting d10, Intimidation d8, Notice d4,
d4, Shooting d12, Stealth d4 Persuasion d4, Shooting d4, Stealth d4
Pace: 6; Parry: 6; Toughness: 5 Pace: 6; Parry: 7; Toughness: 7
Hindrances: Choose Hindrances worth 4 Hindrances: Choose Hindrances worth 4
points points, one of those has to be Bloodthirsty,
Edges: Quick Mean, Ruthless, or Ugly.
Edges: Brawler, Menacing
Natural Philosopher
Attributes: Agility d6, Smarts d10, Spirit d6, Witch
Strength d6, Vigor d4 Attributes: Agility d8, Smarts d6, Spirit d8,
Skills: Athletics d4, Common Knowledge d6, Strength d6, Vigor d6
Fighting d4, Notice d8, Persuasion d4, Repair Skills: Athletics d4, Common Knowledge d6,
d8, Research d8, Science d8, Shooting d4, Fighting d6, Notice d6, Occult d6, Stealth d4,
Stealth d4 Persuasion d6, Void Power d10
Pace: 6; Parry: 4; Toughness: 4 Pace: 6; Parry: 5; Toughness: 5
Hindrances: Choose Hindrances worth 4 Hindrances: Vow to serve the coven leader.
points Choose Hindrances worth 4 points in addition.
Edges: Scholar or McGyver Edges: Arcane Background (Bonded) (free),
New Powers
Officer Powers: Blink, Thorns
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d6,
Fighting d10, Intimidation d6, Notice d6,
HINDRANCES
Persuasion d4, Shooting d6, Stealth d4 All people who use magic in any form are
Pace: 6; Parry: 7; Toughness: 5 enemies of the Abbey, so they cannot benefit
Hindrances: Choose Hindrances worth 4 taking this Hindrance.
points Tattooed Mark (Major): You are a wannabe
Edges: Command marked guy who has had a tattoo on his hand

3
which more or less depicts the mark of the ARCANE BACKGROUND
Outsider. Unfortunately the Outsider despise
your attitude, thus you cannot have the Gifted (BONDED)
Arcane Bond Edge, but Overseers are your REQUIREMENTS: Novice
enemies regardless. ARCANE SKILL: Void Power (Spirit)
STARTING POWERS: 0
POWER POINTS: 10
EDGES This Edge represents the abilities of the
followers of certain marked persons in the
FORBIDDEN: Martial Artist and all Arcane game like Daud’s and Delilah’s associates.
Backgrounds not listed below. Many Edges Choose it if you want your hero to be able to
aren't available which are based on non- use Powers from the beginning of the game.
existing Arcane Backgrounds or on Martial However, your hero becoming a Mark bearer
Artist. later in the story will cause problems with your
Weird Science fits the steampunk master.
(whalepunk) mood but the natural philosophers The hero has a Marked master who shared
in the game worked on more mundane styled his Powers with him. It's a free Edge! Although
machines. If you want to play an inventor, see it incorporates the obligation to serve his
the Invention Edge. You might search 19th master, so he gets the Vow major Hindrance,
century inventions and strange weapons for also free of getting a bonus for it. The hero may
ideas. learn the 2 Powers his master shares with his
All mystical Edges derive from the Void, but followers by taking the New Power Edge.
only the Powers come from the Outsider. It's Power trappings must be the same as of his
your choice to describe how your hero got it. master.
People who use magic are targets of the Abbey. If a player takes this Edge at the start you
need to create a powerful master as well. It's
better to do this together. The master must
ARCANE BACKGROUND have a style and motivations, especially a
(GIFTED) reason why sharing the powers. Those who
REQUIREMENTS: Seasoned, the will of the gather followers think big. They probably have a
Outsider cult, a secret society or a gang with goals.
ARCANE SKILL: Void Power (Spirit) Which type of society fits your hero? And the
STARTING POWERS: 1 available Powers must suit to the role of the
POWER POINTS: 15 master. If this master is freshly created the
The hero bears the mark of the Outsider, player may choose the 2 Powers, but one of
usually on the back of his left hand, and can them should be Blink (Teleport).
use Powers of the Void. When using Powers Bonded followers aren't considered Mark
the black mark glows white for a second. Bearers as they didn't have it actually.
Power usage doesn't require magic words or He senses the traces of the Void on people
special gestures, but the concentration and items, so those having an Arcane
sometimes can be obvious. Some powers might Background and magic items. In addition, he
require pointing to a place and bolts come from can identify the functions of held bonecharms
the palm of the hero. and other esoteric items with a short
He senses the traces of the Void on people concentration, no roll required.
and items, so those having an Arcane If the hero ever becomes Marked, he loses
Background and magic items. In addition, he this background but keeps the Powers. The
can identify the functions of held bonecharms Bonded hero may take certain Power Edges to
and other esoteric items with a short boost his abilities like extra Power Points but
concentration, no roll required. not the New Powers Edge to learn Powers
You have some time until your hero reaches beyond the shared ones. If he ever loses his
the Seasoned Rank when this Edge becomes master for whatever reason his powers will start
available. Use this time to think about if it fits to weaken. Later he will lose this Arcane
your hero, or you want him to use mundane Background and cannot use any Powers and
Edges only. The best advice for a hero who can Edges related to Powers until he joins another
receive the Mark: play an ambitious hero who master or becomes marked.
wants to protect or the people.

4
ARCANE BOND VOID SENSE
REQUIREMENTS: Heroic, Arcane REQUIREMENTS: Novice, Spirit d6+, direct
Background (Gifted) exposure to the Void
The hero may perform a ritual to give the Some people can sense the imprints of the
Bonded Arcane Background for his followers. Void, the people and items with Powers. This
When taking this Edge the hero must select two works only at 1-2 meters distance. No roll
of his Powers he shares with his apprentices. required.
All of them can learn the same two Powers. The hero can tell the difference of a
Usually one of these is Blink. The ritual can be bonecharm and a carved whalebone but cannot
reversed even without the presence of the identify their type. He also can see Void Rifts
bonded person to deprive the gift share. from close range.
Experiencing the Void means the hero was
summoned to the Void at least once. Or it might
ADVANCED ARCANE mean he was under the effect of Powers a few
BOND times. Your GM will decide if the exposure was
REQUIREMENTS: Legendary, Arcane enough to take this Edge.
Bond This Edge is useless for heroes with Arcane
The master may provide access to two of Background, it’s rather for an inquisitor type of
his additional powers for three persons. character who hunts heretics tainted by the
Furthermore, he might create two Void. This Edge becomes obsolete if the hero
pathways for his followers to choose from ever gets an Arcane Background. Erase it and
for both levels. For example there might the player may choose another Edge instead.
be a martial and a trickster pathway with
different Powers.
POWERS
BONECHARM APTITUDE All Powers are gifts from the Outsider. Many
REQUIREMENTS: Novice, Occult d6+ yearn the power but only a few get it. The gifted
Your hero may use one more bonecharm. bears the Outsider's Mark.
Attuning a bonecharm takes only 10 minutes for
him.
BLINK
Template: Teleport, p. 170
BONECHARM CARVER Blink is a Novice Power.
REQUIREMENTS: Novice, Occult d6+ This power can only be used with Personal
Weird Edge. The hero can craft bonecharms. limitation.
In addition, he can identify the function of any Actually Blink is a very quick jump so if the
bonecharms after a short concentration. hero tries to jump through hard objects like
The legality of bonecharms depends on bars, chain link fences or even people, they will
which year the campaign takes place. stop the motion and might damage him
sometimes. But he can jump through glass
INVENTION which will break in the process. He cannot blink
to places he cannot see.
REQUIREMENTS: Repair d8+, Smarts d8+,
Science d8+ MODIFIER
The Hero may invent one cool piece of Swapping places (+1): You may change the
equipment like a 12 shot revolver or rifle, position of your hero with his doppelganger
flamethrower, voltaic gun (lightning cone), within range. He needs to know that power to
grappling gun, hang-glider, hot air balloon, use this modifier.
parachute, grenade launcher, zeppelin,
submarine or similar items. The hero still need
to pay the price when he wants to build the BEND TIME
gear. Others can use these tools as well. He Template: Speed, p. 167
also might invent elixirs for plagues. This power can only be used with Personal
This Edge can be taken more than once for limitation.
different inventions. Only the Quickness modifier can be used.

5
DARK VISION POSSESSION
Template: Dark Sight, p. Rank: Seasoned
This power can only be used with Personal Power Points: 3
limitation. Range: Smarts
Detects living animals and people in every Duration: 5
direction, even through walls. Black and white The hero may possess an animal or human.
sight except living beings who appear in Possession means the caster disappears and
orange. travels in the body of the victim. When the
possession ends the target gets stunned and
your hero reappears behind them. Small targets
FAR REACH like rats won’t survive this process.
Template: Telekinesis, p. 170 The hero cannot possess Mark Bearers.
Trapping: black smoke tentacle Those with magical talents recognize they are
possessed, but they cannot do anything against
MODIFIER it. The hero can possess fresh corpses or
Small objects (-3 PP): Grabbing small items unconscious people. Other Powers cannot be
up to 2 kg (4 pounds) is cheaper. used while possessing someone.

FOG SEMBLANCE
Template: Darkness p. 164 Template: Disguise, p. 158
The hero may steal the look of existing
MESMERIZE people from touch range. It can change only the
appearance of the hero.
Rank: Seasoned Modifiers cannot be used. Mark bearers
Power Points: 3 cannot be deceived.
Range: Smarts
Duration: 5
Trapping: summoning a void spirit SHADOW WALK
Summons an invisible spirit from the void Template: Intangibility, p. 163
which looks like a kind of crystal and attracts Rank: Veteran
the full attention of the targets. They became Trapping: black smoke monster
easy targets in a fight, the attacker gets the This power can only be used with Personal
Drop against them. Targets can be humans and limitation.
animals. The hero cannot travel through walls, only
Anyone sees the spirit’s place must make a through holes.
Spirit roll (at −2 if the caster got a raise on her
arcane skill roll). Those who fail will stare at the
place of the spirit and cannot do anything else. SUMMON BLOOD BRIAR
They don’t perceive the environment and forget Rank: Veteran
everything after the Power ends. Those who Power Points: 6
succeed also can see a small vibration in the air Range: Smarts
and if they continue to watch — which is a very Duration: one week
typical behavior — they must make a new Spirit The caster summons a Blood Briar, a semi
roll. sentient vine-like void creature described in the
The spirit can mesmerize targets within a GM’s booklet. They don’t like to be close to
Small Blast Template centered around it. each other.
However, items and people may cover the
sight.
Marked people see the spirit and aren’t
affected.

MODIFIER
Medium visibility (+1): visible within a
Medium Blast Template.
Large visibility (+2): visible within a Large
Blast Template.

6
SUMMON DEVOURING VANISHING CORPSE
SWARM Rank: Novice
Power Points: 2
Rank: Novice
Range: Smarts
Power Points: 2
Duration: Permanent
Range: Smarts
Corpses disappear including their non-
Duration: 5
metallic equipment and body parts.
Trappings: rats
Summons rats who attack the closest
MODIFIERS
targets. An alternative can be summoning
More targets (+1): The power may affect
bloodflies. They occupy a small blast template
more than one corpse for 1 additional Power
size. See the Swarm enemy type p.189.
Point each.
MODIFIERS
Rat Piper (+1): The swarm follows you and VOID GATE
attacks everyone. Rank: Legendary
Two small swarms (+2) Power Points: 5
Medium swarm (+3) Range: Smarts
Large swarm (+4) Duration: 1 hour
Trapping: through a painting
SUMMON DOPPELGANGER The hero can create a gate to the Void that
everybody can use.
Template: Summon Ally, Mirror Self, p. 169
You may put a single command to the mind
of your doppelganger when created, for WINDBLAST
example run to a certain place or attack a Template: Havoc, p. 162
target. Otherwise, the doppelganger will follow Trappings: wind, scream
you and will attack those who you attack.
With Blink, you may exchange places with MODIFIER
your doppelganger. Shockwave (+1): it deals 2d6 lethal damage
Modifiers cannot be used. in addition.

SUMMON FOLLOWER
Rank: Legendary THESE AREN'T IN THE
Power Points: 4
Range: Smarts
GAMES BUT THEY
Duration: Permanent PERFECTLY FIT
The hero can summon one of his Bonded Beast Friend
followers (see Arcane Background, Bond). Blind
Confusion
MODIFIER Deflection
Additional recipients (+1): The power may Fear
affect more than one follower for 1 additional Mind Link
Power Point each. Mind Reading
Mind Wipe
THORNS Object Reading
Puppet
Template: Bolt, p. 156
Stun

7
GEAR
Money is simply called coin. All of them are 7 Grenade (stun and shrapnel).
sided as the British 50 pence coins.
Heroes might use unusual weapons like a
crossbow, bow, compound bow, derringer (palm
TYPICAL WEAPONS pistol) or rapier if they want so or tools like a
hatchet (hand axe) or a maul.
Pistol Firearms use whale oil as propellant instead
Rifle (hunting and military use, the military of gunpowder. Double-barreled weapons didn’t
version is always single barreled) appear in the video games but multi-shot pistols
Sword did and 2 barrels is the easiest method to
Knife, dagger (daggers are rare) achieve more shots. It is possible to reload both
Brass Knuckles barrels with a single action.
Club Explosion of a full whale oil tank deals 4d6
Mace damage within a Large Template. Use less
Hand crossbow damage and smaller template for partially filled
Wristbow, powered by whale oil (mostly used tanks. Exploding more tanks can demolish
by the Whaler and the Howler gangs) walls. Hard cover can protect against these
explosions or may mitigate the injuries.

TYPE RANGE DAMAGE AP ROF SHOTS MIN STR. WEIGHT COST


Pistol, one-shot 12/24/48 2d6+1 1 1 1 d4 2 100
Pistol, double- 12/24/48 2d6+1 1 1 2 d4 3 130
barreled
Revolver 12/24/48 2d6+1 1 1 6 d4 4 200
Rifle, one-shot 24/48/96 2d8 2 1 1 d6 8 300
Rifle, double- 24/48/96 2d8 2 1 2 d8 11 400
barreled
Wristbow 5/10/20 2d4 0 1 1 d4 2 200
Notes: Reload 1
There are certainly smaller caliber guns, but Sleep bolts deal 3 levels of stun damage.
the heroes would use only these anyway. Any metal armor will block the bolt, thus Called
Tyvian steel weapons may add +2 to any roll Shot is required sometimes. They cost 15 coins
to avoid damages to the weapon like benting or apiece.
notching. Their price increases by 50%. Special bolts cannot be bought in standard
Incendiary bolts used by wristbows or shops. The hero need contact to the black
crossbows and cause 2d6 fire damage when hit market or certain exclusive weapon makers.
and in the following round and cost 20 coins
apiece.

8
ARMOR
Only some guards of the Dunwall City Watch Steel masks are worn by overseers and
wear simple helmets and gorgets. These wide Corvo. It provides protection only from the front.
gorgets cover also their shoulders. A gorget is Armored jackets have sleeves, but they
rather a remnant of armors but still provides aren’t contain steel plates. They provide armor
some protection. In can be combined with thick 1 on arms. Most people don’t realize if a jacket
coats. is armored.

ITEM ARMOR MIN STR. WEIGHT COST


Winter Coat, Leather Jacket (torso, arms) 1 d4 5 100
City Guard Gorget (body) 1 d4 3 150
Armored jacket (torso) 2 d6 15 300
Steel Mask (head, front only) 3 d4 3 100
City Guard Helmet, Open Face (head) 3 d6 5 200

SETTING
Outfits resemble to the late Victorian style
KEY FACTS except skirts. Women wear pants, too.
Gangs rule the underworld. The guards and
The single country, the Empire of the Isles detectives have fewer tools to identify criminals
consists of several large islands, all ruled by the compared to the modern days. There is no
Kaldwin dynasty. The Mediterranean Serkonos, fingerprint identification, for example.
the huge, English-French styled Gristol, the All mystical abilities and Powers come from
Russian based, cold Tyvia, and the Scotland the Void and from the Outsider. People wearing
and Ireland based Morley. his mark and their followers can learn and use
The Pandyssian continent can be found far them only.
on the East. People say the travel is very Audiographs are used to record and play
dangerous, the local flora and fauna is sound and music.
poisonous and the native people are primitive. Photos are called silvergraphs. There are
There is an attempt to make a colony there black and white and sepia toned silvergraph
every generation, but these ventures ended in pictures and projectors to see silvergraph
madness and failure. slides.
Whale oil is the main fuel of the modern Electrified Security Systems protect
machines. Light blue, fluorescent and explosive important entrances and rooms.
liquid in metal and glass tanks. Whaling is a key Bone art is popular, scrimshaws made from
industry. whale bone and ivory.
The world is similar to Europe in the 19th Tattoos are popular among the lower
century. The industrial revolution means there classes. These are typically gang symbols and
are factories, large mines, banks, typewriters, decorative ones in different quality. Decent
safes, electric security systems, lifts, cameras, people aren't tattooed or only on covered body
newspapers, railway system, street lighting, parts.
tinned food and maybe even steampunk The Void is the source of magic. It’s an
machines like clockwork soldiers. endless empty space with floating rocks,
The starting date is the 19th century in the whales and sea where everything is gray or
game as well, the exact year depends on the dull. Most people know about its existence.
GM. Sometimes the Void leaks into the real world
but only a few can see them. These Void Rifts

9
are black and white, often flickering patches cannot defend themselves against the
which are usually remnants of the past. marauding pirates.
Popular drinks: Rivera Fig Wine, Old Pattie's Morleyans are proud of their elite
Gristol Cider, Mulberry Mead, Orbon Rum, universities, especially the University of
Padilla Pear Soda, High-proof Liquor, Plagued Wynnedown. However, they can’t afford it, so
Spirit Bull Rat Liquor, King Street Brandy. the vast majority of students are from the other
Popular fruits: Bastillian fig, Bastillian Peach, islands of the empire.
Tyvian pear, Gristol Apple, Morley Apple,
Serkonan Grape, Serkonan Plantain (banana). TYVIA
Dueling is legal in the presence of guards.
Tyvia is the northernmost and coldest island
but at the same time it has famous pears and
wine. Viticulture requires much sunshine so the
THE ISLES very southern part must have a pleasant
climate and the northern area could have pine
forests and long, snowy winters.
GRISTOL Tyvia is also known for its exceptional iron
This is the largest isle in the middle, its ore and the related metalworks. This ore is
territory is about the same as the total area of better than what the mines of Gristol provide.
the other islands. For comparison, it’s about the Tyvian steel are popular for jewelry and durable
size of the metropolitan France. Dunwall, the tools and weapons. We might assume it’s
capital of the empire, is located in the southern stainless by nature.
part of the island. Dabokva is the capital. The island has more
Gristol is the main industrial center and the autonomy than any other isles. Tyvia is
engine of development. Most inventors worked governed by the three High Judges. They also
here and their machines were first introduced in have a few elected (!) council members called
Dunwall. Noble families own much of the rural secretaries. These 16 secretaries make up the
areas, and they dominate the political affairs. Presidium, the council, and they obey to the
The isle is also the most suitable for agriculture. High Judges. Although there are elections,
Gristol maintains an army centered in there is only a single party, and all the
Whitecliff and a strong navy. candidates are members. The High Judges
enforce their iron rule through a secret police,
the Operators. They wear black, unadorned
SERKONOS uniforms and black steel masks. Most people
The sunny Serkonos is the jewel of the never meet them. They come at nights to
South, it’s best known for its warm winds, collect people who oppose the system, and
spiced foods and endless beaches. Its eastern they often disappear forever.
isles are notorious for their pirates who raid The government utilizes prison camps on the
merchant and whaling ships. Its capital is far north for the unruly and the criminal. These
Karnaca. are labor camps and few people return from
The island is under the control of the duke. them to home.

MORLEY
This rebellious island is located to the North
CALENDAR
and ruled by a king and a queen, but they are The year consists of 13 months with 28 days
the subjects of the empire. The king and queen each. It starts in summer, about at the
are officially married by tradition. The capital is beginning of our June.
Wynnedown. After the year people celebrate the Fugue
The Morley insurrection happened in 1801-2 Feast which concludes a day or two depending
and was brutally crushed. Many Morleyans left on cosmological signs. The High Overseer and
the island to Serkonos thereafter, especially the Abbey decides the length of this holiday.
because of next year’s famine. Their light hair This feast is outside the calendar and people
stands out among the dark Sekonians. are free from prosecution whatever they do.
Locals surely dream and maybe even plan to They often wear masks or paint their faces to
regain their independence. Their navy is limited hide their identity. This freedom means
to a few small ships and for this reason they drunkenness and free sex for the most,

10
sometimes brawls and pickpocketing. Many Its members, the Overseers are only men
aristocrats travel to the countryside during the who don’t have a family. They take the ‘Wanton
Fugue Feast. Flesh’ stricture very seriously.
1. The Month of Earth Euthanasia is practiced within the order,
2. The Month of Harvest members with deadly woulds or illness may ask
3. The Month of Nets their companions for mercy killing. It’s an honor
to free people from their sufferings. It’s usually
4. The Month of Rain
performed with a sword or a dagger.
5. The Month of Wind
6. The Month of Darkness The Seven Strictures
7. The Month of High Cold
8. The Month of Ice 1. Wandering Gaze
9. The Month of Hearths "Restrict the Wandering Gaze that looks
10. The Month of Seeds hither and yonder for some flashing thing that
11. The Month of Timber easily catches a man's fancy in one moment,
but brings calamity in the next. For the eyes are
12. The Month of Clans
never tired of seeing, nor are they quick to spot
13. The Month of Songs illusion. A man whose gaze is corrupted is like a
warped mirror that has traded beauty for
ugliness and ugliness for beauty. Instead, fix
THE ABBEY your eyes to what is edifying and to what is
pure, and then you will be able to recognize the
profane monuments of the Outsider."
The Abbey of the Everyman, or simply the
Abbey is the main religious organization in the 2. Lying Tongue
Empire. It's quite new, founded in 1701, and "Restrict the lying tongue that is like a spark
after just a very few years they won the in a man's mouth. It is such a little thing, yet
Rectification War (1705-1708) against all other from one spark an entire city may burn to the
cults which were mostly followers of the ground. The father of a lie will suffer a
Outsider. So it's a very popular religion from the punishment compounded by each person
beginnings. Their representatives are called relayed it. Better to live a life of silence than
Overseers who wear steel masks, and their unleash a stream of untruth. The echoes of lies
leader is the High Overseer. The Seven come back as the voice of the Outsider."
Strictures are considered the core principles of
their teachings. Their female order is the 3. Restless Hands
Oracular Order, a more secretive group. The "Restrict the Restless Hands, which quickly
blind sisters or oracular sisters wear red become the workmates of the Outsider.
blindfolds. Unfettered by honest labor, they rush to sordid
Benjamin Holger founded the Abbey who gain, vain pursuits, and deeds of violence. Of
died at the siege of Whitecliff in 1708. Main what value are the hands that steal and kill and
streets and squares bear his name everywhere. destroy? Instead, put your hands to the plow,
The heroes know his face well because they the fork, and the spade. For even the lowliest
met many busts and statues of him. The masks labor that is rigorous squeezes the muscles as
of the Outsiders depict his engaged face at that a sponge, rinsing impurities from the mind and
siege before his death. body."
They stand against magic, especially the
Outsider and burn witches and heretics whether 4. Roving Feet
they use real magic or just engaged in occult "Restrict roving feet that love to trespass.
practices. Drawing occult symbols or having They pay no heed to the boundary stones of
occult books is forbidden. The Abbey has the other men's fields. They wander into foreign
right to pursue, arrest and judge heretics and to lands, only to return with their soles blackened
execute the judgment. by iniquity. Where have you strayed that
The Abbey advocates technology and destruction now comes behind you? Would you
development. They even use this in reasoning walk across burning coals or broken glass?
why witchcraft must be eliminated. Then why do you prowl into the homes of the
honest, or into the dens of hidden things, for the
result is the same. You will fall into the Void!

11
Instead, rest your feet on a firm foundation so "Beware the starving hordes, for they hunger
that when the winds of the Outsider shriek for more than sustenance. In spirit they are
against you, you will stand firm and not be destitute. In judgement they are lacking."
overthrown." "Live in silence. For a single untruth or
misspoken word can lead to ruin many times its
5. Rampant Hunger
magnitude."
"Restrict the Rampant Hunger or the "Do not accept to the invitation of the
intemperate will rise up among you like a Outsider. The drink he offers is poison, and on
virulent swarm, devouring everything wherever his hearth death simmers."
they go, even filth. For what goes into your
body, poisons you, and if you eat filth then filth
is what you will vomit up. Surely the glutton will
sell away birthright, family, and friends for a
OUTSIDER
morsel of meat." The black-eyed Outsider is a mystical man
6. Wanton Flesh living in the Void who provides power for a
selected few. This deity can summon people to
"Restrict the Wanton Flesh. Truly, there is no
the Void to talk and his favorite word is ‘choice’.
quicker means by which a life can be upheaved
The Outsider can be approached at shrines.
and sifted than by the depredations of
Many people stand such places in hope to
uncontrolled desire. What avail is the concourse
contact him by “appropriate” offerings or playing
of a prostitute? The attention of a loose
the “right” musical tones. Such altars typically
companion? Nothing. And what of the fruit of
consist of old, broken laths, barbed wires,
such unions? Only sorrow is born, only misery
candles, some cloth, often purple, and
is multiplied; within these things, the Outsider
offerings. The Outsider however is interested
dwells."
only in the potential of the hero, how he can
7. Errant Mind influence the world this way or another.
Setting such a shrine is considered a crime
"Restrict an errant mind before it becomes
by the Abbey. In some years the judgements of
fractious and divided. Can two enemies occupy
the same body? No, for the first will direct it one the Abbey is considered a law, in other years
it’s only a moral guidance for believers.
way, and the second another, until they stumble
Religions before the Abbey of the Everyman
into a ditch and its neck is broken. Likewise,
worshiped the Outsider. Some people still
two contrary thoughts cannot long abide in a
respect him secretly and small congregations
man's mind, or he will become weak-willed and
can be found all over the isles.
subject to any heresy."

Selected Sayings of the Overseer


"Let not the eyes linger upon pretty things. ANCIENT MUSIC
Better to pluck them out than to rest them long
on temptations." The Ancient Music is capable to dispel and
"One heretical thought leads inevitably to prevent the Powers and every type of magic
more, as a single errant weed soon overtakes working including bonecharms, and all
the field of wheat." supernatural Edges. The music breaks thin
"Know this: There is only one path. It is the glass. Whale oil tanks explode near them.
job of the Outsider to convince you there are Benjamin Holger, the founder of the Abbey
many." created the first such boxes, the Overseers call
"The duty of the tongue is to speak the them Holger’s Devices. It is played on music
Seven Strictures, all else is heresy." boxes by chosen Overseers. These music
"Burn the non-believers from your midst, for boxes are barrel organs. You may find sound
they are a blight upon the earth." samples here.
"There are among the guises of the
Outsider: the orphan with outstretched hand,
the strumpet with luscious words, the scholar
with copious tomes."
"The heretic cannot be redeemed, except by
oil and flame."

12
List of popular bonecharms
BONECHARMS
Magical talismans carved from whale bones Name Effect
that can provide lesser or greater powers. Agility +1 to Athletics rolls
Some of them are corrupted causing a
disadvantage, too. Bitter Blood Bloodflies avoid your hero when
They provide bonuses, and sometimes possible and attack only close
special effects but these are always passive to their nests.
abilities. Powers cannot be incorporated, or any Bloody Mana Suffering a would level restores
ability which can be activated and deactivated. 3 Power Points.
A hero may use two bonecharms. Changing
Boar Skin +2 to Soak, Injury, and any
a bonecharm requires a 20 minutes attunement other rolls to survive wounds.
process.
The hero must wear them to receive the Calmness of +1 to Fear checks and any rolls
benefits. Short removals don’t have any effect Whales to resist effects that provoke
but after the hero is separated from the strong emotions, especially
bonecharm about ten minutes or more, the taunts.
attunement dissipates. A single bonecharm can Cat eyes Dim and Dark lighting penalties
be attuned to a single person. are halved (but not Pitch
Bonuses from more bonecharms don’t add Darkness).
together, the highest value applies. Sometimes Elongated The duration of a single, chosen
bonecharms provide positive and negative Power Power lasts 50% longer. A 5
modifiers to the same trait. In these cases round duration will extend to 8
calculate this way. For example your hero gets rounds. Every Power requires a
+1, +2 and -1 to his movement. At first calculate separate bonecharm.
the positive trait (because there are more than
one) which will be +2, then add the penalty, so Expansive +2 to the maximum Power
Spirit Points (but nothing to the
the final modifier will be +1.
current PPs)
Any hero can identify bonecharms with a
successful Occult roll. Those with an arcane Familiar Scent Wolfhounds cannot smell the
background don’t even need to roll. hero.
Some bonecharms are made from other Harming Void +1 damage when using Powers.
bones like the horn of blood oxen, fangs of
sabre-toothed bears or seal tusks. These Leviathan's Doubles the time the hero can
materials were also common before the Breath spend underwater without
drowning.
intensive whaling.
Malfunction Nearby constructions used by
Creating bonecharms enemies malfunction with 10%
Heroes having the Bonecharm Carver Edge chance. Guns don’t fire,
may craft their own bonecharms. Crafting takes grenades don’t explode. This
1 day of work and attunement, and costs 50 affect enemies who aim the
coins. You need to decide the effect before the hero.
roll. The process requires a successful Occult Power Slash +1 melee damage
or Void Power roll for a standard bonecharm Separation Hosts are rendered
and success with a raise for powerful ones. Trauma unconscious when you leave
When the roll doesn’t reach the difficulty, the them using Possession.
GM chooses or rolls a negative trait to the
bonecharm. Only a Critical Failure causes the Shadow +1 to Stealth rolls
whole project to fail. Spirited The hero heals slowly a level of
The Abbey of the Everyman banned the use would every day.
of bonecharms, their possession is a crime. Spiritual Pool The hero restores 2 extra
Overseers search and destroy them. Power Points per hour.
Tougher allies Allies summoned by the hero
have +1 Toughness.

13
Name Effect CORRUPTIONS
Twist of Critical Failures turn to max rolls
Fortune with 10% chance. Roll the Acing Name Effect
dices. Mana elixirs restore all
Power Points with 10% chance. Bad smell Animals hate your hero. Dogs
always bark at him. When
Underwater +1 Movement when swimming combined with White friends,
(so an average hero may move white animals are only cautious.
3+1” every round), +1 to
swimming Athletics rolls. Conspicuous -1 to Stealth rolls and guards
pick the hero more often for
Unnerving Enemies have +1 to difficulty routine check.
Target when shooting at the hero.
Costly Effect Every Power use costs another
Vengeance Suffering a wound grants a 1 Power Point.
benny. Soaked damage is not a
wound. Delayed Use one of the followings in this
order: The hero loses one extra
Vitality +2 to Vigor rolls against poison Action Card. The hero cannot
and diseases. It affects use his Quick Edge. The hero
sedatives as well. must discard court Action Cards
Void Surge There is a 10% chance the and draw another one. The hero
Power they use don’t cost still may keep Jokers.
Power Points. Heroes cannot Doom of When you roll a 1 on the wild
use Powers without having the machines die using any machines, the
appropriate Power Points. machine fails and must be
White Friends White animals are friendly and repaired. This includes even
won’t attack your hero until pistols and grenades. When no
being attacked by him. trait roll is required you still
need to roll a wild die.
Zephyr +1 Movement
Exhausting When the hero uses Powers
Contact and rolls a 1 on the wild die, the
hero gets a level of Fatigue.
POWERFUL BONECHARMS
Many Edges can be copied with a bone- Fragile When the wearer gets a wound,
roll d12 without a wild die. A
charm, they are considered powerful bone-
failed roll means the bonecharm
charms, too.
is destroyed. Soaked wounds
don’t matter.
Name Effect
Frailty -1 Toughness
Bloodfly The first ranged attack which
Alchemy would hit your hero transforms Leviathan's -1 to social rolls. The smell of
into bloodflies. Can be used Smell whales can be suppressed by
once per day. intense fragrance but the
overused scent isn’t pleasant
Cornered +2 to melee damage rolls for either. Intimidation isn’t affected.
Animal every lost health level of the
hero. Omission Add +1 to the difficulty when
using Powers.
Fickle Beasts Summoned beings in the
vicinity of the wielder turn Periodic The bonecharm works only
against their summoner. during the day or the night.
Summoned Followers are the Slow -1 Movement
only exception.
Slow Power Point regeneration is
Hardiness +1 Toughness Restoration halved.
Whirlwind Quicker melee attacks +1 to Unlucky fighter -1 to Fighting rolls.
Fighting rolls.
Worse aim -1 to Shooting rolls.

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