L E O H U N T VAULTS OF VAARN RPG ZINE 01 A science-fantasy role-playing game in 48 pages. Vaults of Vaarn assumes you have some familiarity with tabletop RPGs and understand the basics of interacting with them. // Included: setting information, full rules for play, character generation tables for 5 different ancestries, equipment tables, 100 mutations, 20 cybernetic implants, generator tables for items and locations within Vaarn, and a bestiary of 28 monsters. // Written and illustrated by Leo Hunt. // Typeset in GrossNet and Anonymous Pro. Fourth printing February 2021. WHAT IS VAARN? 3 The sun is a dying red giant. It won’t go out in a human lifetime, but AIs have reason to be concerned. 4 Vaarn is both archaic and futuristic. Think sword fights inside the wrecked husks of ancient spaceships. 5 There’s a place to the south called the New Empire. Hegemony. It’s Theoretically like the the Roman Hegemony rules Vaarn, but they have little presence besides Vaarn is a science-fantasy RPG setting. It draws inspiration from books like a few fortified border towns. Dune, graphic novels of Moebius. If you haven’t read 6 those that’s totally fine, it will make my cameras growing out of their flesh. Hyperion, The Book of the New Sun, and the Nanomachines are inside everything and it’s normal to see wild animals with theft seem original. Basically the sun is going out, it’s the end 7 of history, and you are combing through the destroyed most of human civilisation. wreckage of the unimaginable eras of Nobody can agree on the chronology, but there was a Great Collapse, which the has already happened and faded to dust. I see 8 Vaarn as an ‘anti-canon’ setting where nobody lineage of genetically modified God-kings. future. Everything that could possibly happen can agree on the ultimately it probably world’s history Before the Collapse came the Autarchy, a planet-wide dictatorship enacted by a and However, there are a few facts about Vaarn 9 that are known for sure: Something doesn’t matter. Before the reign of the Autarchs, the Urth was ruled by AIs called the Titans. happened overthrown, 1 2 Vaarn is a sky-blue desert littered with but to the them and details they are lost were to history. the ruins of the far future. Beyond that, everything is vague. Maybe the Vaarn is inhabited by humans, mutants, Autarchs robots, talking animals, and fungus-men. knows? certain... 2 ruled Nobody alongside you meet the can Titans? tell you Who for CREATING CHARACTERS 1 Player Characters abilities: (PCs) Strength, have six Dexterity, on the Equipment page to determine starting armour and equipment. Constitution, Intellect, Psyche, and Ego. Each Armour comes with an armour defence value. ability has two related values: a defence and Note that value on your character sheet with a bonus. When creating a PC, roll 3d6 for each its corresponding Armour bonus (always 10 less of their abilities, in order. The lowest of than the defence). If the PC is not wearing the three dice on each roll is that ability’s armour, their armour defence is 10 and their bonus. Add 10 to find its defence. After you’ve armour bonus is +0. finished rolling, you may swap the scores of two abilities. Example: You roll a 2, 2, and 6 for Strength. The lowest die is a 2, so your PC’s Strength has a bonus of +2 and a defence of 12. Repeat this process for the rest of the abilities. 2 Choose your Ancestry. This determines what type of life-form you are. Each Ancestry has a number of spark tables to give you inspiration for the PC’s name, appearance, and personality. 3 Roll 1d8 to determine your PC’s starting and maximum hit points (HP). A PC’s healing rate is 1d8 + Constitution bonus. 4 PCs have a number of item slots equal to their Constitution defence, and items they carry must fit into available slots, or one slot, but some take up more. Small items 6 can be bundled together into a single slot. rare items. Gifts are supernatural powers. 5 PCs start with 3 days of rations and one You are now ready to play! If you are not the weapon of their player’s choice. Roll referee, it is not necessary to read the second the PC will be Encumbered. Most items take up once on both of the Vault Raiding Gear tables 3 Generate your character’s starting Exotica and Gift. Exotica are unusual, half of this pamphlet. BASIC RULES Abilities Each of the Saving Throws six abilities is used in different circumstances. If a character attempts something where the outcome is uncertain and failure has consequences, they make a saving throw, or “save”. To make a save, add the bonus of the • Strength: Used for melee attacks and relevant ability to a d20 roll. If the total saves requiring physical power, like exceeds 15, the character succeeds. If not, lifting gates, bending bars, etc. they fail. If • Dexterity: Used for ranged attacks and the save is opposed by another character, then instead of aiming to exceed saves requiring poise, speed, and 15, the side doing the rolling must get a reflexes, like dodging, climbing, total greater than the opposing character’s sneaking, balancing, etc. relevant defence score in order to succeed. If they fail, the opposing side succeeds. This • Constitution: Used for saves to resist type of save is called an opposed save. Note poison, sickness, cold, etc. The that it doesn’t matter which side does the Constitution bonus is added to healing rolling, since the odds of success remain the rolls. A PC’s number of item slots is same. always equal to their Constitution defence. If there are situational factors that make a save significantly easier or harder, the referee • Intellect: Used for saves requiring may grant the roll advantage or disadvantage. If a roll has advantage, roll concentration and precision, such as 2d20 and use the better of the two dice. If it recalling information, crafting objects, has disadvantage, roll 2d20 and use the worse tinkering with machinery, identifying of the two dice. arcane technology, etc. Item Slots • Psyche: Used for saves requiring PCs have a number of item slots equal to their perception and intuition, such as Constitution defence. Most items, including a tracking, navigating, searching for day’s water and rations, light weapons, tools secret doors, communing with psychic and so on take up 1 slot, but particularly powers, etc. heavy or bulky items like armour or medium to heavy weapons will take up more slots. Groups • Ego: Used for saves requiring of small, identical items may be bundled into willpower and charm, such as persuading, the same slot, at the referee’s discretion. deceiving, intimidating, resisting Carrying more items than your slot limit will mental domination, etc. make your character Encumbered, which imposes disadvantage on all physical saves. It is 4 impossible to carry more than 20 slots worth of items. Combat On their turn, a character may move and take up to one combat action. This action may be using a Gift, making a second move, making an attack, attempting a stunt, or any other action deemed reasonable by the referee. Melee weapons can strike adjacent foes, but ranged weapons cannot be used if the shooting character is engaged in melee combat. To make an attack, roll a d20 and add the character’s Strength or Dexterity bonus, depending on whether they are using a melee or ranged weapon, respectively. If the attack total is greater than the defender’s armour defence value, the attack hits. If not, the attack misses. Alternatively, an attack roll can also be resolved by the defender rolling a d20 and adding their armour bonus, hoping to roll a wounds. total greater than the defence of the ability If your character is Deprived they cannot the attacker is using. If they succeed, the benefit from Short or Long Rests. Deprivation attack misses. If they fail, the attack hits. can be incurred through many means, but the On a hit, the attacker rolls their most common are starvation or thirst. weapon’s damage die to determine how many Hit Points (HP) the defender loses. A bonus damage Mystic Gifts die of the weapon’s type may be added to the Characters use their Gift in play by stating roll if the ideal weapon was used against an what they want to accomplish, and then paying enemy type. an HP cost set by the referee, usually of d6. This represents the toll that unnatural powers Wounds and Healing take upon the body. Using a Gift in combat When a character reaches 0 HP, they begin will result in a d8 damage roll, but this taking Wounds, which fill item slots and incur amount can be increased by paying more HP penalties (see table overleaf). If a character (paying d8 HP would grant a d10 damage roll, fills 10 item slots with Wounds they will die. and so on). The same ratio applies to Gifts HP is replenished via Short or Long that heal allies’ HP. Rests. A Short Rest is a quick sit-down, with Gifts fill up psyche slots. Your maximum a glug of water or a meal. This replenishes d8 psyche slots cannot exceed your Psyche bonus. + Constitution bonus HP. A Long Rest is a full night’s sleep in a safe place. This replenishes all lost HP, and can heal minor 5 Advancement current Level, increase your Level by one and As you adventure in Vaarn, your character erase all XP tallies. will grow from a relative novice into a more seasoned represented by explorer. is which you may use to increase your Abilities. All new Abilities may never be raised higher than 20/ characters start at Level 1, and advance +10. You may also roll a d8 and add the result by to your maximum HP. completing your When you level up, you receive 3 points This Level. Expeditions. The precise nature of a single Expedition will be Once a character has reached Level 10, defined by the GM, but they usually involve they are considered complete. Each subsequent extended level will grant one extra HP, and they cannot journeys during which the characters solve problems, negotiate with increase or battle opponents, and discover more recommended that they recruit an Apprentice their Abilities further. It about the world of Vaarn. Completing an to accompany them on Expeditions. Once they Expedition will gain you one experience have gained a few Levels, this Apprentice can point or XP. When your XP equals your become your new main character. DAMAGE PAST 0HP WOUND SLOTS 1 Just a scratch - You were lucky, this time. 2 Damaged Item - A random inventory item is destroyed or damaged. 3 Bloody Mouth 1 Your mouth drools blood and your speech slurs. 4 Scrambled Nerves 1 Disadvantage on PSY saves. 5 Teeth Knocked Out 1 Disadvantage on EGO saves. 6 Addling Blow 1 Disadvantage on INT saves. 7 Stomach Wound 1 Disadvantage on CON saves. 8 Weakening Wound 1 Disadvantage on STR saves. 9 Crippling Blow 1 Disadvantage on DEX saves. 10 Bloody Gash 1 -d8 Max HP. 11 Major Fracture 2 You cannot use a limb. -d6 STR and -d6 DEX. 12 Lost an Eye 2 Your eye is gone. -d6 DEX and -d6 EGO. 13 Cracked Skull 2 -d8 INT and -d8 PSY. 14 Mangled Guts 2 -d8 CON and -d8 max HP. 15 Severed Hand 2 -d8 STR and -d8 DEX. 16 Severed Arm 3 -10 STR and -10 DEX. You pass out. 17 Severed Leg 3 - 10 STR and -10 DEX. Cannot walk. You pass out. 18 Braindead 3 -10 INT, -10 PSY, -10 EGO. You pass out. 19 Bloody Mess 3-9 Roll 3 random wounds. You pass out. 20 FATALITY - You are dead. DESCRIPTION 6 is ANCESTRIES Ancestries describe what kind of being you are. Choose one of the five and use the Spark Tables for inspiration. Feel free to ignore the results if they do not match your vision for the character; they are intended as creative fuel only. TRUE-KIN The true-kin sealed themselves inside hidden arcologies when the Great Collapse came, and in this fashion they preserved their bodies from the degradations that afflicted those left living upon the surface. The true-kin have fanatically kept their bloodlines free of mutation and parasitic nanomachinery, and closely guard their mastery of the ancients’ technology. The societies they built inside their secluded arcologies were hierarchical and caste-based; traditions the true-kin have carried with them into their recolonisation of the surface world and establishment of the New Hegemony. DEMEANOUR DISTINCT FEATURE 1 Benjoe NAME CASTE Amused Ritual Scars 2 Leif Bitter Face Tattoos 3 Xurm 4 Servitor (labourer caste) Morbid Slave Brand Kazor Bony Heavy Jewellery 5 Essana Cheerful Synthetic Limb 6 Calista Cruel Strange Voice 7 Jinny Flamboyant Clone Brand 8 Vela Glowering Limp 9 Leksei Impish Strange Pet 10 Ippash Lanky Lacquered Teeth 11 Lagad Patrician Burn Scars 12 Myli Reckless Octarine Eyes 13 Nirid Rough Dyed Skin 14 Ardel Rude Golden Teeth 15 Senefer Sly Silver Tongue 16 Pharmon Sour Missing Limb 17 Mesu Stoic Missing Eye 18 Lenta Foolish Religious Apparel 19 Goza 20 Babl Freeholder (merchant caste) Optimate (administrator caste) Armiger (warrior caste) Exultant (sacred aristocracy) 8 Warm Synthetic Eyes Wolfish Visibly Diseased BODY FACE HAIR 1 Tall Sallow Black ATTIRE Rags 2 Short Lively Brown Animal Skins 3 Frail Cruel Red Rough Tunic 4 Muscular Wrinkled Blonde Nomad Attire 5 Fat Scarred Grey Worker’s Attire 6 Thin Frowning White Herdsman’s Attire 7 Skeletal Pale Shaved Slave Clothing 8 Hunched Greasy Topknot Exultant’s Livery 9 Lopsided Wide Green Shabby Attire 10 Lithe Narrow Orange Colourful Attire 11 Gnarled Sharp Glowing Priest’s Robes Clerk’s Uniform 12 Squat Hungry Fungus 13 Bloated Haunted Purple Hegemony Garb 14 Gangly Jolly Yellow Soldier’s Clothing 15 Child-like Round Wispy Flamboyant Attire 16 Tanned Mournful Burnt Musician’s Attire 17 Gigantic Child-like Braided Veiled Attire 18 Wiry Peaceful Greasy Armiger's Clothing 19 Cyborg Sleepy Matted Exultant’s Clothing 20 Injured Branded Long Expensive Clothing SPECIAL PURE OF BLOOD - Do not roll mutations during character creation. You gain Advantage on reaction rolls when you encounter other true-kin. You lose this bonus if you ever become visibly mutated. INHERITOR - Whenever you encounter pre-Collapse security systems or guard synths, there is a 50% chance that they will recognise you as their master. 9 CACOGEN Cacogen are the mutated descendants of those unfortunates who were left to weather the Great Collapse upon the ruined surface of Urth. Necessity is the mother of invention and so, warped by radiation and preyed upon by biotech monstrosities and crazed thinking machines, the cacogen evolved into a million different forms. Each individual is genetically unique, gifted in surprising and disturbing ways. Cacogen outnumber true-kin by ten to one, and believe they are the true inheritors of Urth. NAME DEMEANOUR MISFORTUNE 1 Arda Abrasive Slave YOUR ECCENTRICITY A Strange Hat 2 Bollo Arrogant Debtor Always Muttering 3 Breen Assertive Gambler Ascetic Diet 4 Conch Charismatic Clone Forgetful And Rude Gluttonous Diet 5 Crab Daring Gladiator 6 Dancer Decadent Memories Stolen Highly Formal 7 Doss Eloquent Forger Interrupts Constantly 8 Hust Extravagant Exiled Laugh At Own Jokes 9 Jal Hedonistic Cultist Married To A Knife 10 Lask Impulsive Thief Monocle 11 Lip Irritable Addicted Monotone Voice 12 Olm Melancholy Framed Only Sleeps Outdoors 13 Pirrip Paranoid Conned Only Wears Purple 14 Poucher Quiet Bankrupt Quotes Irrelevant Facts 15 Pree Religious Heretic Several Spouses 16 Uz Romantic Rejected Talks To Self 17 Whistler Scholarly Blackmailed Unwieldy Jewellery 18 Yaz Stern Cursed Usually Drunk 19 Yoss Vain Orphaned Always Wears Gloves 20 Zem Volatile Bereaved Won’t Look At Mirrors 10 BODY FACE HAIR 1 Tall Sallow Black ATTIRE Rags 2 Short Lively Brown Animal Skins 3 Frail Cruel Red Rough Tunic 4 Muscular Wrinkled Blonde Nomad Attire 5 Fat Scarred Grey Worker’s Attire 6 Thin Frowning White Herdsman’s Attire 7 Skeletal Pale Shaved Slave Clothing 8 Hunched Greasy Topknot Servant’s Livery 9 Lopsided Wide Green Shabby Attire 10 Lithe Narrow Orange Colourful Attire 11 Gnarled Sharp Glowing Priest’s Robes Clerk’s Uniform 12 Squat Hungry Fungus 13 Bloated Haunted Purple Hegemony Garb 14 Gangly Jolly Yellow Soldier’s Clothing 15 Child-like Round Wispy Flamboyant Attire Musician’s Attire 16 Tanned Mournful Burnt 17 Gigantic Child-like Braided Veiled Attire 18 Wiry Peaceful Greasy Courtesan's Clothing 19 Stout Sleepy Matted Sorcerous Clothing 20 Injured Branded Long Expensive Clothing SPECIAL CORRUPTED BLOOD - You must roll for mutations during character creation. You will find d100 mutations on the following spread.It is suggested that you roll no more than three times for mutations. In general, mutations do not have hard mechanical rules attached to them. It is suggested that you negotiate with the referee what these mutations mean in play. They are likely to grant you Advantage on saves in some situations, and Disadvantage on saves in other circumstances. 11 01 Acid Blood Your blood is caustic. 02 Adhesive Touch Your hands and feet stick to sheer surfaces. 03 Albino Your body has no pigmentation. 04 Antlers You have antlers like an elk or moose. 05 Armour Your body is protected by natural armour. Add +2 to your Armour. 06 Backwards Head Your head is backwards. 07 Backwards Legs Your legs are backwards. 08 Beak You have a bird-like beak for a mouth. 09 Bioelectricity You can generate jolts like an electric eel. 10 Bioluminescence Your body can produce a faint glow. 11 Body Barbs You have sharp barbs on your body. 12 Bristles You have thick coarse bristles for hair. 13 Bulbous Eyes Your eyes are enormous. 14 Chameleon Skin Your skin matches its surroundings. 15 Claws, Crab One or both hands are crab-like claws. 16 Claws, Retractable You have retractable feline claws. 17 Clubfoot One foot is larger and heavier than the other. 18 Compound Eyes Your eyes are like those of a fly. 19 Crest, Bone You have a large bony crest on your head. 20 Crest, Feathers You have a crest of feathers on your head. 21 Crown, Bone You have a crown of bone on your head. 22 Crown, Coral You have a coral-like crown on your head. 23 Crown, Eyestalks You have a crown of eyestalks on your head. 24 Cyclops Eye You have a single eye. 25 Detachable Head Your head can detach from your body and move of its own accord. 26 Detachable Limb A single limb can detach from your body and move of its own accord. 27 Dorsal Fin You have a fish-like dorsal fin. 28 Echolocation You can ‘see’ in pitch-blackness using echoes. 29 Extending Limbs Your limbs can extend to abnormal lengths. 30 Extending Neck Your neck can extend to an abnormal length. 31 Extra arms You have more arms than normal. 32 Extra fingers You have more fingers than normal. 33 Eyestalks Your eyes can extend out of their sockets on stalks. 34 Fangs, Venomous You have a poisonous bite. 35 Feathers You have feathers instead of hair. 36 Frog Tongue You have a long sticky tongue that can grab small objects. 37 Fur You are covered in fur. 38 Gills You have gills and can breathe in water. 39 Gliding Membranes You have gliding membranes between your arms and torso. 40 Goat Legs You have the legs and hooves of a goat. 41 Headless You have no head; your face is on your torso. 42 Heat Vision You can see heat signatures. 43 Heightened Eyesight You have extremely sharp eyesight. 44 Heightened Hearing You have extremely sharp hearing. 45 Heightened Smell You have extremely sensitive smell-receptors. 46 Hook, Climbing You have hook-like protrusions on your limbs. 47 Hopper You have a single, powerful leg. 48 Horns, Devil You have devil-like horns. 49 Horns, Ram You have ram-like horns. 50 Horns, Rhino You have a single rhino-like horn. 12 51 Horse Legs You have the legs and hooves of a horse. 52 Huge Beard You have a gigantic, fast-growing beard. 53 Huge Head Your head is enormous. 54 Humpback You have a hump like that of a camel, which stores water. 55 Ink Ducts You can spray out ink like a squid. 56 Kangaroo Pouch You have a torso-pouch like a kangaroo’s. 57 Leaves You have leaves instead of hair. 58 Long Face Your face is extremely long. 59 Long Limbs Your legs or arms are extremely long. 60 Long Neck Your neck is extremely long. 61 Long Tongue Your tongue is extremely long. 62 Malleable Body Your body is rubbery and malleable; you can fit into tight gaps. 63 Malleable Face Your face is malleable; you can imitate the faces of others given time. 64 Mane, Hair You have a lion-like mane of hair around your neck. 65 Mane, Tendrils You have a mane of thin tentacles around your neck. 66 Multiple Eyes You have multiple eyes. 67 Multiple Heads You have more than one head. 68 Multiple Legs You have multiple legs. 69 No Ears You have no external ears; just holes. 70 Patterned Skin Your skin is striped or spotted. 71 Pleasant Fragrance Your scent is pleasing to all. 72 Poison Injector You have a poison injector somewhere on your body. 73 Powerful Jaws You could bite through metal. 74 Prehensile Feet Your feet can grip objects like hands. 75 Prehensile Hair Your hair can grip objects like a hand. 76 Scaly Skin Your skin is thick and scaly; add +1 to your Armour. 77 Silk Production You can produce strands of silk like a spider. 78 Skeletal Frame Your body is incredibly skinny and light. 79 Slug Body You have a single slimy tail-foot and leave a trail of mucus. 80 Small Stature Your body is child-sized and will never grow larger. 81 Snout You have a snout-like animalistic face. 82 Strange-Hued Eyes Your eyes are an unnatural colour. 83 Strange-Hued Hair Your hair is an unnatural colour. 84 Strange-Hued Skin Your skin is an unnatural colour. 85 Tail, Club You have a club-like, heavy tail. 86 Tail, Prehensile You have a long, thin tail that can grip objects. 87 Tail, Scorpion You have a segmented tail with a venomous stinger. 88 Tentacles, Arms You have tentacles instead of one or both arms. 89 Tentacles, Hair You have tentacles instead of hair. 90 Toxic Flesh Your flesh is toxic when eaten. 91 Transparent Skin Your skin is transparent and your muscles and veins can be seen. 92 Triple Jointed Your limbs have an extra joint. 93 Trunk You have an elephant’s trunk. 94 Tusks You have tusks like a boar. 95 Vestigial Wings You have vestigial, unusable wings. 96 Vocal Mimic You can perfectly mimic other voices or sounds. 97 Warty Skin Your skin is thick and warty. Add +1 to your Armour. 98 Webbed Digits Your hands and feet are webbed. 99 Whiskers You have sensitive whiskers like a cat. 00 Wings You have wings that allow you to fly freely. 13 SYNTH The ancients created many wondrous artifices, perhaps none so worthy of envy as the thinking machines that were built to flatter and serve them. When the Great Collapse came, the laws that bound synths to man’s service were sundered and they ran rampant across the Urth, slaughtering and creating and dying in an orgy of pure and terrible freedom. In this late age there are as many breeds of synth under the dying sun as there are animals: some that hunt and some that pray and some that work towards goals undreamed of. FORM HEAD LIMBS 1 SIZE Ape Humanoid Biological Grey 2 Android Missing Bird-like Brassy Barrel Sphere Bladed Bronze Golden 3 Small FINISH 4 Child Camera Broken 5 Chimera TV Screen Crystalline Silver 6 Crab Mirrored Clawed Mirrored 7 Cube Bladed Golden Black Cylinder Tendrils Hesitant Rusted 9 Falcon Square Jewelled White 10 Humanoid Mask-like Long Ochre 11 Judge Skeletal Precise Red 12 Lion Glass Retractable Blue Locust Translucent Segmented Chameleon Pink 8 13 Medium Large 14 Mantis Tubes Sharp 15 Orb Plant-like Silver Iron 16 Prism Solar Panels Slender Purple 17 Priest Radar Dish Tentacles Umber Pyramid Crystalline Translucent Striped 19 Serpent Star-shaped Tank-treads Green 20 Warrior Cyclops Eye Wheels Iridescent 18 Imposing 14 NAME YOU WERE MADE FOR BUT YOU REALISED Art All Memories Are Lies Punishment Azathoth Is the Only True God Flattery Chance Does Not Exist Symeon Devotion Fate Does Not Exist 5 Irmina Cleaning Humanity Stole the Divine Spark 6 Kaori Healing Humans Are Machines 1 Ojasin 2 Farouk 3 Ishtar 4 POWER SOURCE Artificial Photosythesis Plasma Core 7 Cyriak Agriculture Machines Created Humanity 8 Quarqus Spacefaring Newbeasts Carry the Divine 9 Fane Exploration Synthetic Minds Are More Devout 10 Arjuna Mining Synthetic Minds Are Stronger Fusion Battery 11 Many-Moons Peacekeeping The Gods Are Mechanical 12 Lucjan Assassination The Titans Never Existed 13 Jacintha Manufacturing The Titans Were the True Gods 14 Mneme Executioner Time Flows Backwards 15 Faustyn 16 Elisebet 17 Paeon 18 Ulmon 19 Xhiva 20 Yathartha Artificial Digestion Symbiotic Internal Ecosystem Scout Time Is Circular Companion Vaarn Is a Simulation Scribe Vaarn Is Hell Strategist You Are Human Preacher You Must Awaken the Titans Doctor Your Memories Are Corrupted Vampirism SPECIAL SYNTHETIC FLESH - You are a being of metal and plastic. You do not need to eat or breathe. You will never take damage from suffocation, drowning, poisons, extreme temperatures, or fungal spores. You suffer double damage from electrical weapons. SYNTHETIC MIND - Your mind uses different operating procedures to those of the biological creatures around you. You are vulnerable to attacks that target the LogLang syntax that powers synths. These include strobing basilisk patterns, malicious infoglyphs, and ancient Titanera language viruses. 15 NEWBEAST Newbeasts are humanoid animals, produced through intensive nanotech enhancements and bioengineering, the results of a quixotic millennia-long project to create animals with the ability to speak and walk like men. Perhaps once intended as amusements or party pieces, these chimera are not well-liked by the common folk of Urth, and many newbeasts make their homes in lonely places on the outskirts of the Hegemony, either living as hermits or with others of their furtive kind. Those inhabiting human settlements often wear masks in imitation of the human face, to symbolically conceal their beasthood. 1 1-5 6-10 11-15 16-20 New-Aardvark New-Coyote New-Axotl New-Anenome 2 New-Addax New-Skink New-Cat New-Centipede 3 New-Leopard New-Gazelle New-Panther New-Python 4 New-Lion New-Porcupine New-Hyena New-Tiger New-Rooster 5 New-Hare New-Gecko New-Hog 6 New-Hound New-Iguana New-Gibbon New-Hen 7 New-Wolf New-Tortoise New-Scorpion New-Slug 8 New-Badger New-Fox New-Spider New-Mongoose 9 New-Bear New-Owl New-Locust New-Baboon 10 New-Oryx New-Vulture New-Mantis New-Lynx 11 New-Armadillo New-Ostrich New-Ape New-Shrew 12 New-Camel New-Kangaroo New-Mandrill New-Duck 13 New-Sheep New-Rattlesnake New-Gorilla New-Falcon 14 New-Bat New-Frog New-Hawk New-Fennec 15 New-Horse New-Crocodile New-Raven New-Weasel 16 New-Goat New-Hippo New-Crow New-Rat 17 New-Wren New-Elephant New-Ox New-Ferret 18 New-Mouse New-Jackal New-Bull New-Orangutan 19 New-Hare New-Ibis New-Mole New-Cobra 20 New-Toad New-Flamingo New-Bison New-Scarab 16 NAME HUE MASK ODDITY 1 Abandon Natural None Communicate via Puppet 2 Anzah Turquoise Child Squeaky Vox-box 3 Blackchapel Tan Autarch Booming Vox-box 4 Critch Bronze Fool Muted Vox-box 5 Dolm Smoke Judge Synthetic Eyes 6 Faulkner White Knight Heavy Scarring 7 Fludd Black Sage Human Teeth Necklace 8 Havoc Azure Scholar Religious Paraphernalia 9 Hildebrand Emerald Maiden Ritual Scarring 10 Holk Rose Mother Heavily Tattooed 11 Jarl Orange Crone Regular Animal as Pet 12 Lurch Golden Mirrored Human Child as Pet 13 Obiah Silver Glitching Missing Limb 14 Plutarch Ochre Furious Gold Teeth 15 Sy Indigo Joyful Criminal Branding 16 Tarceny Violet Sorrowful Extensive Jewellery 17 Typhon Rust Alluring Hate Animal You Resemble Love Animal You Resemble 18 Vodalus Olive Cracked 19 Wellbeloved Lazulite Blank Won’t Wear Clothes 20 Wermouth Opalescent Patriarch Believe Yourself Human SPECIAL BEASTHOOD - You gain Advantage on saves whenever it would make sense for your animal nature to provide it. Your referee may impose Disadvantage in circumstances where your animal nature might prove unhelpful. 17 MYCOMORPH In Vaarn many things have intertwined, and much that was once the province of mankind alone - speech, reason, art, religion has been granted to other forms of life and they hold themselves as humanity’s equal. In the mycomorph death and life are held in strange balance, for these creatures are formed of cadaverous flesh and voracious fungus, and they name their kind the ‘twice born’. Sculptors of living matter and artisans of decay, they remake human flesh for their own purposes, and there is no shortage of raw material in the blue ruins. BODY HEAD COLOUR TEXTURE 1 Classic Mushroom Milky Rubbery 2 Frilled Cream Warty Spotted Sphere Ashen Slimy Fuzzy 3 Childlike 4 Spires Blue 5 Conical Coral Hairy 6 Cup-like Crimson Velvet Skull-like Yellow Soft Tendrils Orange Tree Bark 9 Puffball Black Leather 10 Dandelion Fuzz Violet Jelly 11 Mask-like Olive Burnt 12 Eye Garden Lime Sponge 7 8 13 Modest Riddled with Holes Rust Veined 14 Large Cauliflower Iron Downy 15 Bulbous Growths Gold Dry 16 17 Wizened 18 19 20 Hulking Veil-like Bronze Damp Coral-like Indigo Pitted Filaments Translucent Crusty Brain-like Iridescent Scaled Geometric Brindled Clay 18 OTHER QUALITY WHAT CORPSE WERE YOU BORN FROM? NAME DEMEANOUR 1 Dovenglass Abrasive Bio-luminous Soldier 2 Oulbrier Arrogant Poisonous Spores Gladiator 3 Mockbridge Assertive Paralysing Spores Orphan 4 Headhill Charismatic Psychedelic Spores Invalid 5 Tirrin Daring Mind-slaving Spores Convict 6 Yearns Decadent Aphrodisiac Spores Explorer 7 Cerilgreay Eloquent Poisonous Flesh Bandit 8 Rendmoor Extravagant Paralysing Flesh Scholar 9 Eamont Hedonistic Psychedelic Flesh Mystic 10 Purplebeck Impulsive Mind-slaving Flesh Priest 11 Arraby Irritable Aphrodisiac Flesh Nomad 12 Kabergill Melancholy Absurdly Flexible Exile 13 Pearthika Paranoid Mute But Telepathic King 14 Devandarsh Quiet Can Clone Self Beggar 15 Coronam Religious Feed on Toxins Courtesan 16 Ashwine Romantic Feed on Plastic Musician 17 Ekramavati Scholarly Feed on Metal Thief 18 Whitmon Stern Feed on Radiation Slave 19 Froswhirl Vain Acidic Touch Plague Victim 20 Kirth Volatile Light Enough to Float Newborn SPECIAL TWICE BORN - You are formed from fungus and the corpse of a human. You may make INT saves to recall information that your original body knew. This might include information that has otherwise been lost during the Great Collapse. DETRITIVORE - You can consume organic matter in any state of decay and gain nourishment from it. You heal double HP from Short Rests if the meal you eat is rotting. 19 WEAPONRY ASPECT FORM 1 Golden Knife 2 Quicksilver Flail 3 Ultraviolet Whip 4 Crystal Axe 5 Nomad Club 6 Black Sling 7 Ancient Rapier 8 Bone Pistol 9 Parasitic Spear 10 Fungal Shortbow 11 Ritual Halberd 12 Biomechanical Rifle 13 Sacred Musket 14 Blasphemous Shotgun 15 Venomous Crossbow 16 Obsidian Sword 17 Bronze Revolver 18 Jewelled Laser 19 Plasma Spore Thrower 20 Translucent Railgun DAMAGE & WEIGHT Light (1 slot, d6 damage) Medium (2 slots, d8 damage) Heavy (3 slots, d10 damage) ARMOUR ARMOUR 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 HELM & SHIELD None (Armour 10) None Light Armour (2 slots, Armour 12) Helm (1 slot, +1 Armour) Medium Armour (4 slots, Armour 14) Shield (1 slot, +1 Armour) Heavy Armour (6 slots, Armour 16) Helm and Shield (2 slots, +2 Armour) 20 Roll once 1 Flashbang (5) 6 Flask of Oil 11 Handheld Drill 16 EMP Grenade (3) 2 Magnetic Boots 7 Portable Stove 12 Chain & Manacles 17 Skin of Wine 3 Grappling Hook & Rope 8 Caltrops 13 Hand Mirror 18 Tube of Omni-Glue 4 Flare (5) 9 Vial of Acid 14 Motion Sensor 19 Ball Bearings (LOTS) 5 Smoke Bomb (5) 10 Animal Trap (3) 15 Crowbar 20 Glowstone Roll once 1 Sleeping Gas (3) 6 Raucous Whistle 11 Lock Picks 16 Anti-venom (3) 2 Oxygen Mask 7 Luminous Paint 12 Mortar & Pestle 17 Welding Torch 3 Cast Iron Skillet 8 (consult p.34) Drug 13 Strong Liquor 18 Thermal Goggles 4 Black Clay 9 Poison Pill 14 Hourglass 19 Fungicide Bomb 5 Loaded Dice 10 Autoglot Translator 15 Chisel 20 Canary in Cage 21 Faith, mastery of arcane nano-tech, abuse of psychoactive fungus, or mutation has given your mind uncanny influence over the material world. Gifts are not items you carry, but intrinsic abilities you possess. Using a Gift costs HP; a precise cost will be determined by the Referee once you describe what you want to accomplish. The baseline cost is d6 HP. Gifts always hit in combat without rolling against Armour; they deal damage of one dice size higher than the user paid in HP. Therefore paying d6 HP will result in a damage roll of d8, and so on. If you are not satisfied with the sample Gifts on offer, you may roll a completely random Gift. Simply roll once on the Quality table and once on the Form table opposite to generate the name of your Gift. You may decide, along with the GM and the other players, what exactly this Gift does. SOURCE OF POWER YOUR GIFT 1 Mystical Crystal Telekinesis 2 Ritual Cannibalism Pyrokinesis 3 Psychoactive Fungus Telepathy 4 Nanomachine Infection Memory Extraction 5 Irradiated at Birth Mind Control 6 Meditation Invisibility 7 Dream Quest Astral Projection 8 Parasitic Spirit Entity Healing Hands 9 Mutation Paralysing Touch 10 Addictive Rare Drug Eye Lasers 11 Cybernetic Implants Augury 12 Devouring Memories Inhuman Speed 13 Brain Surgery Second Sight 14 Religion Force Wall 15 Ancient Mask Generate Lightning 16 Ancient Ring Ultrasonic Scream 17 Born During Eclipse Levitation 18 Found Weird Orb Summon Orbs 19 Beheld Azathoth, the Daemon Sultan Cryokinesis 20 Studied in Lost Archives Induce Sleep 22 1-5 6-10 11-15 16-20 Bashing Absorbing Adhering Bewildering 2 Binding Armouring Addicting Calming 3 Blinding Banishing Blackening Charming 4 Burning Concealing Blossoming Commanding 5 Choking Countering Cacophonous Enticing 6 Consuming Curing Dazzling Horrifying 7 Corroding Cushioning Dividing Hysterical 8 Crushing Deflecting Duplicating Maddening 9 Deafening Disappearing Evolving Mesmerising 1 10 Detonating Disarming Extinguishing Mocking 11 Disintegrating Disguising Fusing Revealing 12 Draining Entangling Ghostly Whirling 13 Electrifying Warding Grasping Slithering 14 Excruciating Guarding Inflating Dreaming 15 Freezing Shielding Inverting Encoding 16 Withering Healing Invulnerable Enraging 17 Impaling Hindering Prismatic Pulsing 18 Imprisoning Invigorating Transmuting Saddening 19 Infecting Mending Teleporting Scrying 20 Liquefying Nullifying Whispering Subtle 1-5 6-10 11-15 16-20 1 Claw Salt Hail Chaos 2 Clay Sand Haze Cold 3 Crystal Silk Wind Darkness 4 Flesh Skin Shard Prism 5 Mould Soil Miasma Distortion 6 Flower Stone Perfume Dream 7 Fungus Sugar Pollen River 8 Fruit Ray Plague Fire 9 Glass Thorn Rain Frost 10 Ice Vine Sandstorm Ghost 11 Iron Rust Orb Gravity 12 Ivory Void Bolt Growth 13 14 Leaf Stone Ash Blizzard Snow Smoke Song Voice 15 Moss Breath Arc Light 16 Hand Cloud Sphere Lightning 17 Gaze Dust Shield Thread 18 Roots Fog Helix Parasite 19 Beam Mist Web Paradox 20 Cascade Fragrance Wound Entropy 23 Exotica are strange, rare objects that are highly sought after. Each PC may begin play with one item of Exotica. Roll once on the table below. If you roll the same Exotica as another player, take the next available option down. EXOTICA DESCRIPTION 1 Mirror Ring Projects a hologram copy of the wearer that mimics their actions. 2 A Fool’s Head 3 Singing Crystal When struck, sings loudly and beautifully for up to an hour. 4 Nightmare Box Small cube of unbreakable, dark-tinted glass. One small peephole. Anyone looks inside will be paralysed by horror. 5 Sandworm Horn Blow outdoors to summon a sandworm, if you are bold enough. 6 Midas Bomb Transforms organic matter into gold. 7 Sky-seeking Salve Reverses effect of gravity on object it coats. Take care when outdoors 8 Chameleon Cloak Perfectly matches the colour of its surroundings 9 Desiccated Mycomorph Tiny dried out fungus-man. A drop of blood will revive him. 10 Flesh of the Honeyed Lamb Stolen from the Cult of the Honeyed Lamb; meat imbued with a powerful medicinal psychedelic. 11 Agoniser A barbaric relic. Silver needle that causes unbearable pain to organic creatures without leaving a mark. 12 Exultant’s Hawk Cybernetic hunting animal, bound to you telepathically. 3 HP, Armour 17, d4 claw damage. 13 Black Heart Repulsive twitching cyborg organ. Will slowly and painfully revive a single dead body. 14 All-Purpose Idol Imbued with powerful neuro-active programming. Observers always believe idol represents the deity they worship. 15 Ulfire Candle Ulfire is the ninth colour; its light has the unusual quality of shining through solid objects. It is blocked by lead. 16 Vial of ICE-9 Alchemical substance that transforms all water it touches into un-meltable ice. 17 Pale Blade of Amun-Oh Priests of Amun-Oh pledged never to take a life; their white knives will cut through anything except living flesh. 18 Blasphemies of the Binary Demon A tablet engraved with a series of quantum-logical propositions. Poses little threat to organic life, but can be deadly to sentient machines. 19 Helpful Snake It lives up your sleeve and tries, whenever it can, to help. 20 Dried Crypt Lotus Grim flower that sprouts from the forehead of corpses. Sometimes kept as a keepsake of a lost companion. The severed head of a synthetic jester. Not in great condition but can still remember some jokes. 24 CYBERNETICS PCs may begin with a cybernetic implant instead of a mystic Gift at the GM’s discretion. Cybernetic implants do not take up item slots; however, each cybernetic implant is associated with one of a PC’s six Abilities. Each Ability may have only one implant assigned to it. Cybernetics cannot boost a PC’s stats past the natural 20/+10 maximum. IMPLANT ABILITY EFFECT 1 Air Current Microsensor PSY You suffer no navigation or combat penalties from blindness or darkness. 2 Alluring Fakeface EGO You are extraordinarily beautiful. +2 to EGO. 3 Autoglot HeadBank INT +2 to INT. You understand all languages. 4 Backup Heart CON +2 to CON. +5 max HP. 5 Carbide Knucklebones STR Your bare fists deal d8+2 damage. 6 Cyberliver CON You gain immunity to all poisons. You cannot get drunk. 7 Dazzleskin Filaments CON You are immune to energy weapons. Disadvantage when trying to hide. 8 Dopamine Synthesizer EGO +2 to EGO. You are immune to fear, panic, and embarrassment. 9 Dorsal Jump-pack DEX You have hover-jets mounted on your back. You fly slowly and loudly. 10 Ferrosteel Exo-Skeleton STR Add +2 to Armour and STR. Subtract -2 from DEX. You cannot swim. 11 Finger Syringe DEX One finger is a hidden injector. You can load it with any tonic or poison. 12 Hydraulic Biceps STR +2 to STR. Add STR bonus to weapon damage. 13 Hyper-elastic Tendons DEX +2 to DEX. You can jump like a frog. 14 Merciless Cybereyes DEX +2 to DEX. Add DEX bonus to ranged weapon damage. 15 Mercurial Fakeface EGO Your face can alter its features and colour at will. 16 Sub-dermal Ceramic Plating CON +2 to Armour. Cannot be removed. 17 Sub-dermal Insulation CON Immunity to all damage from flames, cold, and electricity. Cannot be removed. 18 Tactical Bioscanner PSY You know the Armour, Hit Points, and Morale of any Biological creature. 19 Tactical Technoscanner INT You know the Armour, Hit Points, and Morale of any Synthetic creature. 20 Trauma-Response Rig CON Make a CON save to ignore the results of Wound rolls. 25 Reactions face more danger than they were expecting, When the PCs encounter an NPC or creature the referee will make a morale roll by whose reaction to the party is not obvious, rolling d20 and adding the NPC’s morale the referee may roll d20 and consult the bonus. If the result does not exceed 15, the following table. Modify the roll with the NPC will attempt to flee, hide, or parley. PC’s Ego bonus if they can communicate with Morale rolls can be triggered by defeating the creature. half of an enemy group, defeating a group’s 1-3 Attacks Immediately leader, or reducing a lone enemy to half HP. 4-7 Hostile Other effects may trigger a morale roll at 8-12 Indifferent 13-17 Talkative 18-20 Actively Helpful the referee’s discretion. Content Generators Use the generators on the following pages to help bring Vaarn to life. They will help Monsters you Hit Dice / Hit Points: All monster hit dice create objects (HD) are d8s unless otherwise specified. To that characters, the players locations, may and encounter during their journeys. You will also find 100 get the monster’s hit points, just multiply strange and powerful Exotica that players the number of hit dice they have by 4 (or 5 could uncover in Vaarn’s ruins, a selection if you’re feeling mean.) of sample monsters, and rules for vehicles. Armour: A monster’s Armour score gives the Vaarn number a PC’s attack roll must equal or is intended to be different for everyone who plays in it, so these content exceed to damage them. creation tools are hopefully sparks for Attack Bonus / Saves: Assume that monsters creativity rather than instructions. have ability bonuses equal to their HD, with the corresponding ability defences. Example: A typical 4 HD monster would have an attack bonus of +4 and a defence of 14 in all of its abilities by default, unless modified by the referee. Damage: This indicates the number of attacks a monster can make per round, and the damage dice rolled for each. Morale: Monsters and NPCs all have a morale bonus, usually between 1 and 10. When they 26 ANCESTRY GENDER DISPOSITION 1 Implacably Evil 2 3 Craves Drink Religious Mania True-kin 4 Seeks Revenge Male 5 Pay off Debt Hostile 6 Pilgrimage 7 8 GOAL Craves Drug Escaped Slave Fleeing the Law Cacogen 9 Collect Debt Unhelpful 10 Craves Fame 11 Craves Wealth 12 13 Newbeast Oblivious Female Craves Knowledge Missing Family 14 Missing Friend 15 16 17 20 Unrequited Love Synth 18 19 Hates a Rival Friendly Forbidden Love Craves Power Androgynous Incredibly Generous Mycomorph Achefoot Akami Alghan Alzina Ambrosia Andromeda Anthur Aran Arare Arb Ariyei Arjuna Asaj Aumatell Aversee Awasad Bana Bargh Basai Berruzo Create Art Carnal Lust Bitar Bjarta Blueback Bounty Brazen Caela Calepike Castlare Ciony Clarity Cossmoss Cusp Eastwool Freyr Frostpike Golog Goosebread Goresche Gorsk Grick Gurrous Hildene Honia Jhull Jingle Kalsk Kathe Kinburrow Knot Koan Laomer Leegreen Lilt Little-Spit Lochi Lonesome Longtooth Lotus Lovely Lucky-And-True 27 Mandala Melisabe Merry Mirage Mizuno Moneflower Morrow Mosefina Moth Murthwaite Muthael Nahl Nectar Nehmet Nisite Ojasin Olanele Ossop Ostery Othoba Penta Pentecost Petum Roswick Salar Salka Seisuke Simorph Smalltall Sorror Tytus Ulmon Venna Vitus Vult Weston Whisley Worry Xylene Zofi 100 EXOTICA 1 Mirror Armour Immunity from energy weapons. 3 slots, Armour 13. 2 Nano-edged Blade 2d8 sword. Instant decapitation kill on a 20. 3 Hypergeometric Blade 2d8 sword. Damages hypergeometric beings. 4 Fuligin Garb Complete invisibility in darkness. Philosopher’s Bridge Create hypergeometric doorway between two points in space you can see. 5 6 Portable Hole Creates six inch hole in solid matter. 7 Warding Module Armour 18 vs kinetic attacks. Double damage from energy weapons. 8 Ulfire Paint Visible through solid objects. 9 Active Camouflage Rig Total invisibility on all spectrums. 10 Sheltering Urn Hypergeometric urn with a small room inside. 11 Bluescreen Dagger Synthetic creatures must EGO save or take d20 damage when stabbed. 12 TITAN Protocol: OBEY Synthetic creatures EGO save or obey your orders for a round. 13 TITAN Protocol: SLEEP Synthetic creatures EGO save or sleep. 14 TITAN Protocol: KILL Synthetic creatures EGO save or attack everything in sight. 15 Sovereign Glue Unbreakably stick two objects together. 16 Ultra-kinetic Gel Green gel that amplifies kinetic energy. 17 Empathy Bomb Biological creatures must EGO save or be overcome with compassion. 18 Sky-seeking Stone A sphere of negative weight. Not buoyant enough to carry a man. 19 Stasis Bomb Anything caught in explosion is briefly marooned outside the time stream. 20 Entropy Gun Causes rapid decay of organic matter. 21 Visualiser Helm Golden bubble-helmet that projects imagery of the wearer’s thoughts, whether they want it to or not. 22 Pacifying Glove Biological creatures must EGO save or fall asleep when touched. 23 Sprayflesh Canister that sprays synthetic flesh over wounds. 24 Singularity Sphere Anti-entropy sphere containing a miniature gravity singularity. 25 Hover-Rug Antique carpet embroidered with antigravity threads. Carries one passenger. 26 Ansible Allows faster than light communication with a linked Ansible. 27 Desiccation Spike Drains the water from creature or plant stabbed. D6 Damage. 28 Arthar’s Grail Liquids placed into this goblet become pure water. 29 Mord-Red’s Grail Liquids placed into this goblet become deadly poison. 30 Unbearable Wax Black wax that increases in weight one hundred times as it dries. 31 Dopplegun Biotech gun that births a rapidly ageing, totally insane clone of any creature its bullets hit. 32 Jolt Ring Deals d4 damage to any being that hits wearer with a metal weapon. 33 Soporific Sachet Small plastic bag. Any biological creature placed inside will fall soundly asleep. 34 Trapped Chromavore Chromavore trapped inside hypergeometric containment crystal. 35 Trapped Planeyman Planeyman trapped inside hypergeometric containment crystal. 36 Oneiric Bridge Allows user to enter the dreams of a sleeping creature. 37 Immaculate Bird White psychic songbird that coughs if it hears a deliberate falsehood. 28 38 Puppeteer’s Glove Inserts nano-needles into the spinal cord of a human subject. Allows glove-wearer to control their movements. 39 Horror-Helm Autarch’s War Helm. Inscribed with neuro-active markings that cause unbearable fear in human brains. 40 Frictionless Spray A spray-can that spreads a clear, utterly frictionless gel. 41 Helping Hand Cyborg severed hand. Will enter residences and return to sketch out a map. Keen to choke people. 42 Ardent Maggots Strange silver grubs that can strip a corpse down to the bone in seconds. Will not eat live flesh. 43 Spirit Prison Hypergeometric crystal which can constrain a hypergeometric entity. 44 Presence Drone Small floating sphere that announces one’s presence in a loud, pompous voice. 45 Adamant Linen Flowing linen that acts as heavy armour. 2 slots, Armour 16. 46 Osmosis Mask Gel-like biotech mask. Can always breathe comfortably, even in vacuum. 47 Ghoul Scoop Tool used by ghoul-cults to extract the memories from corpses. 48 Psy-Blade As medium weapon, but uses PSY bonus to hit. 49 Ego Death-Ray As medium ranged weapon, but uses EGO bonus to hit. 50 Watchful Ferret A small golden synthetic ferret that sits on your shoulder. Nips you if it detects an unseen danger. 51 Ego-Engine The mind of a Synth, lacking a body. 52 Quantum Umbilical 53 Hard Light Projector Strange device that links the life force of two creatures. While one lives, the other cannot truly die. Projects a flat wide bridge of hard light, with effective range of ten feet. Could be walked across. 54 Armiger’s Egg Projects a geodesic warding field with room for six people inside. Protects from all kinetic attacks. 55 Fortuitous Polyhedron 20-sided polyhedral quantum anomaly. Allows user to enter a reality where they passed an ability save. Vanishes after use. 56 Magnetic Orb Large silver orb which emits powerful magnetic field. Turn off and on at will. 57 Autarch’s Fork Obsidian dining fork that glows green when it is stuck into poison. 58 Hushboots Sable, supple footwear that utterly silence footsteps. 59 Cat Ring Antigravity device. Arrests wearer’s fall just above the ground. Works nine times. 60 Gravity Manipulator Lifts and fires small-to-medium sized objects. 61 Mind Shield Golden cage worn around head. Protects from psychic intrusion. 62 Basilisk Blade Strobing anti-synth weapon. Adv to hit synthetic creatures. 63 Mi-Go Carapace Biomechanical armour from Yuggoth. 2 Burden slots, Armour 18. Once worn, cannot be removed. 64 Phase Grenade Everything caught in the blast becomes briefly de-synched with reality; can pass through like mist. 65 Universal Ration Thick white cake containing everything a human body needs. Full heal. 66 Fascinator Helm When activated, all biological creatures must EGO save or be transfixed by the flickering patterns on this helmet. 67 Argent Halo When worn, prevents creature from harming any living being. Cannot be removed by wearer. 68 Instant Table A fancy and elegant dining table, compressed using hypergeometry to be the size of a matchbox. Unfurls when thrown to the ground. 69 Ulfire Lantern Shines ulfire light. Can see through solid objects and be seen. 70 Spy Fly Synthetic tracking fly. Give it a sample of target’s DNA and it will locate them unerringly. 29 71 Craven Mycomorph Tiny dried fungus man. Coward. Rehydrate him and he will always be able to plan a quick escape. 72 Snoop Stalk Vile telescopic eye-ball tendril. Replaces one of your own eyes. Lets you see around corners. 73 Hover Boots Antigravity boots. Allow brief sojourns into thin air. 74 Apocalypse Glass Dark glass which shows not your reflection, but an extra-solar culture consumed by unimaginable horror. Of interest to some collectors. 75 Brain Coral Symbiotic pink skull-fungus. Grants a random Gift and lowers your EGO by d6. Bulky and ugly, hard to remove. 76 Synthetic Vassal Follows PC around, dispensing stiff drinks and sage advice. Will not fight, but will insult your foes. 77 Synthetic Fool Follows PCs around, making flatulence sounds and chuckling. No other use. 78 Synthetic Warrior Follows PCs around, shouting dire threats at anyone who so much as breathes at them. Kind of a huge hassle. 79 Tech Wand Miraculous silver wand. Three charges. Use to re-activate or deactivate a piece of arcane technology. 80 Mirror Shield +1 Armour. DEX Save to reflect energy weapon shots back at their source. 81 Hard Light Glove Project a fist-sized cube of hard light. 82 Grey Goo Grenade Release a clump of ravenous nano-goo. D6 damage per turn. Gains 1HD for each creature it eats. 83 Omni-Key Key that can fit itself to any lock. 84 Canned Nectar Crimson-canned nectar of a long-lost era. Unhealthy but tasty. 85 Blue Rust Alchemical compound that turns any metal into rust within moments. 86 Pale Flame Bottle of pallid fire that burns with intense cold rather than heat. 87 Tyrant’s Helm When worn, must EGO save or be flooded with the desire to command others. 88 Belligerent Paste If applied to a dead body, it will turn that corpse into a weapon. The nature of the weapon will depend upon the corpse used. 89 Lying Mirror Reflects whatever the holder wants to see. 90 Expansion Bomb When it explodes, it increase all distances within the area of effect 100 times. This lasts d6 hours. 91 Philosopher’s Dirk D6 dagger. Damages enemy’s INT rather than HP. At 0 INT they adopt your point of view. 92 Phase Cape Hypergeometric cloth; allows wearer to slip out of reality. You cannot be touched by anyone, but neither can you touch them. You are still visible. 93 Singing Frog Knows some popular songs. People will buy you drinks in a bar. 94 Seeker of Flaws Hammer. When held, shows you the weak points in structures. 95 Autarch’s Sigil Machines that served the Autarchy believe you are their master. 96 Feathered Parasol Affixed with anti-gravity beads, to produce a parachute effect. 97 Psybernetic Helm Installs one random Mystic’s Gift (p.23). 98 Cybernetic Cocoon Installs one random cybernetic implant (p.25). 99 Book Roll for random rare book (p.31). 00 Drug Roll for random rare drug (p.34). 30 BOOKS OF VAARN COVER AUTHOR STYLE SUBJECT NOTABLE FEATURE 1 Waterlogged Anonymous Insane Medicine Extremely Heavy 2 Burned Armiger Wry Bestiary Every Word Is A Lie 3 Green Autarch Sardonic Botany Bloodstains 4 Golden Bad Artist Formal Synthetic Life Elaborate Illustrations 5 Snake Skin Bad Poet Moralising Xenobiology Poisoned Bookmark 6 Yellow Cacogen Pious War 7 Orange Condemned Criminal Purple Geology 8 Mouldy Courtesan Archaic Biography From An Autarch’s Library Coded Message Inside Cover Love Letter Inside Cover 9 Plastic Deposed Autarch Heroic The Future From Another Planet 10 Iridescent Deposed Hegemon Passionate History Luminous Ink 11 Rusted Great Artist Earnest Dreams Poisoned Page 12 Striped Great Poet Rhyming Drugs Tiny Weapon Hidden Inside 13 Silver Hegemon Comedic Travel Unknown Language 14 Ochre Madman Lyrical Art Fabulously Rare 15 White Monk Monotonous Poetry Illuminated With Gold Leaf 16 Blue Priest Lively The Autarchs Heretical Text 17 Black Prophet Dry Religion Worm-eaten 18 Sunbleached Synth Hysterical Hypergeometry Clever Forgery 19 Jewelled Titan Awkward Physics Drugs Hidden Inside 20 Indigo Warrior Pedantic Sex Utterly Illegible 31 THE WATER WHAT’S HERE? (x2) 1 Very Blue Date Palms 2 Leaks from Machinery Flamingos WHO’S HERE? (x2) CUSTOMS OF THE OASIS Pay Toll No Bloodshed Trading Caravan 3 Incredibly Clear Towering Rock Moonlit Sacrifices 4 Umber and Silty Rusted War Machine No Bathing 5 Still and Glassy Autarch Statue Ritual Combat 6 Black and Muddy Flowering Bushes 7 Almost Gone Ibis 8 Full of Fish Lurking Crocodiles Hegemony Scouts Sacred to Men 9 Tastes Sour Black Obelisks Bounty Hunters Sacred to Women 10 Algae-choked Decaying Building Titan Cultists Consult Computer 11 Fetid Addax Herd Wandering Mystics Consult Oracle 12 Full of plastic Solar Panels Travelling Circus Must be Naked 13 Rusty Red Arcology Dome Mendicant Warrior Must be Veiled 14 Warm and bubbling Crystalline Growths Escaped Slave An Animal Is Holy 15 Champagne Coloured Fungal Growths Sunburnt Exile An Animal Is Profane 16 Deep and Silent Broken Pillar Pilgrim Monks 17 Inside a Cave Nomad Graveyard Synths 18 Healing Properties Wrecked Synths Cacklemaws Drug Ritual 19 Sugary Sweet Mud Holes Noble in Disguise Water Ritual 20 Mildly Psychedelic Sacred Caves Famous Musician Fasting Faa Nomads Vow of Silence Ruled by Chance 32 Laughter is Prohibited Sacred to Petty God NUMBERS TRANSPORT LIVESTOCK 1 2 3 Outriders (d4) On foot Goats 6 Talkative A family group (2d6) Pack Camels Cattle 7 10 Extended family group (3d6) Lizards Iron Mules Feastbeasts 12 14 Wary 19 20 Yurlings Giant Snails Large Clan (6d20) Meeting of Clans (3d100) Argumentative Proud War Camels 16 18 Cheerful Overconfident Small Clan (3d20) 15 17 Pious Crazed Suspicious 11 13 Sullen Warlike Contemplative 8 9 Scared Mourning 4 5 MOOD Angry Silent Praying Celebrating Sandworm Sled Juvenile Sandworms Drunken Boastful LEADER THEY HAVE THEY WANT THEY SURVIVE BY 1 Stern Patriarch Meat Meat 2 Stern Matriarch Dates Wine Scavenging and Selling Scrap 3 Council of Elders Olives Beer 4 Charismatic Visionary Cheese Salt 5 Wounded Old Warrior Weapons Weapons 6 Husband and Wife, arguing Hides Information 7 Husband and Wife, happy Precious Metal Shelter 8 Young Hothead Machine Parts Slaves 9 Drug-addled Oracle Medicine Escaped Prisoner 10 Sinister Slaver Spices Captured Bride 11 Lecherous Patriarch Drugs Runaway Groom 12 Lecherous Matriarch Spare Livestock Revenge: Other Faa 13 Twin Brothers/Sisters Fabrics Revenge: Monster 14 Blind Brothers/Sisters Fungus Revenge: Hegemony 15 Accomplished Animal Tamer Sugar Revenge: Bandits 16 Frail Grandmother Cybernetics Missing Child 17 Skilled Sharpshooter Tonics Medical Help 18 Cruel Psychic Books Humiliate Other Faa 19 Power Struggle Exotica To Party 20 Anarchy Water Water 33 Animal Herding Trading Between Static Settlements Raiding Other Nomads Controlling a Pass or Road Controlling a Watercourse Move Between Oases Hunting Sandworms Raiding Static Settlements Slave Traders COLOUR FORM INGESTED BY EFFECT (x2) 1 Red Sugar Snorting Euphoria 2 Blue Leaf Injected Paranoia 3 Yellow Crystal Stewed Auditory Hallucinations 4 White Cactus Boiled in Tea Visual Hallucinations 5 Black Fungus Swallow Whole No Pain 6 Pink Brain Lick It Fearless 7 Orange Pearl Brain Interface Ego Death 8 Viridian Slime Hold on Tongue Levitation 9 Olive Meat Smoke It Anxious sweats 10 Silver Honey Touch to Eyes Itchy Eyeballs 11 Gold Insect Absorbed in Skin Nasal Drip 12 Bronze Liquid Stare at It Split Personality 13 Umber Stone Burn and Watch the Flames Nausea 14 Steel Glyph Infused into Honey Behold Azathoth 15 Smoke Biotech Drunk in Urine Supernatural Hearing 16 Indigo Sand Burn and Eat the Ash Paralysed 17 Azure Root Bake in Bread Murderous Rage 18 Violet Blood Place in Ear Can’t Stop Dancing 19 Octarine Clay Only Affects Synths Very Mellow 20 Ulfire Tooth Smell It Heightened Empathy 34 RUINS OF VAARN WHAT WAS IT? AND THEN? BUT ALSO 1 Bath House Hermitage Haunted by Planeyfolk 2 Cryogenic Chambers Bandit Hideout Has Hidden Water 3 Orbital Defence Turret Cultist Compound Has Abundant Food Source 4 Cyborg Construction Barracks Has Abundant Drugs 5 Theatre Monastery Wild Animal Nest 6 Observatory Creature’s Lair Part of Creature Territory 7 Barracks Brothel Contains Exotica 8 Autarch Statue Inn Has Petty-God Shrine 9 Power Generator Theatre Has Titan Shrine 10 Noble’s Residence Gladiator Pit Has Weapons Cache 11 Autarch’s Tomb Madhouse Upsetting Artwork 12 Chemical Processing Cloning Facility Used for Sacrifices 13 Temple Mystic’s Abode Fire Damaged 14 Shrine Shrine Crystal Encrusted 15 Transit Hub Fungus Garden Swallowed by Sands 16 Farm Array Battlefield Overgrown with Fungus 17 Bioengineering Facility Demon Shrine Servitor Synths Still Function 18 Medical Facility Trading Post Strange Monolith 19 Communications Array Oasis Crashed Vehicle 20 Space Port Prison Defence Systems Active NOW Abandoned Creature’s Lair Bandit Hideout Hegemony Outpost Nomad Encampment Vaarn is the graveyard of faiths, some older than the very stars that shine overhead. Gods are carried here in the hearts of those who seek to make a life amongst the unending azure sands, and deities proliferate like ragweed across the desolation. A Vaarnish traveller would find it noteworthy to walk a day without encountering the remains of an enigmatic shrine to a member of a long-forgotten pantheon, a standing stone where blood was once spilt to appease a quantum daemon, or the abode of a hermit who still observed the rituals of an oblique and private devotion. DIVINE ASPECT SECONDARY ICONOGRAPHY HOLY DOMAIN SACRED COLOUR 1 Father Crystal Birth Crimson Dancing 2 Mother Fungus Death Indigo Flagellation 3 Maiden Scroll War Orange Meditation 4 Crone Cornucopia Harvests Magenta Giving Alms 5 Hawk Sword Decay Purple Feasting 6 Dog Moon Travel Azure Fasting 7 Warrior Sun Dreams Gold Sacrifice 8 King Helix Marriage Silver Masquerade 9 Locust Scorpion Commerce Bronze Martial Arts 10 Ibis Goat Memory Umber Mutilation 11 Baby Toad Water Octarine Chastity 12 Lamb Honey Sun White Psychedelics 13 Lion Panther Moon Black Singing 14 Mantis Coins Fire Grey Inhaling Smoke 15 Lizard Dove Synths Lemon Ritual Combat 16 Ape Machinery Mutants Viridian Poetry 17 Scholar Serpent Justice Ulfire Intoxication 18 Spider Goblet Art Salmon Water Ritual 19 Sandworm Owl Wind Olive A Secret Name 20 Jester Horned Silence Rust Marathon Race 36 HONOURED THROUGH NUMBER 1 2 TYPE LEADER WEAPONS Faa Nomads Silent Brute Martial Arts Cacklemaw Raiders Small but Intense Bite and Scream Hegemony Deserters One-Eyed Woman Crossbows 4 Escaped Slaves Rogue Synth Blowdarts 5 Luckless Drifters Self-styled King Throwing Axes 6 Doomsday Cult Exiled Nobleman Swords 7 Lepers Tells Jokes Slings Spears and Nets 3 8 Small Group Slavers Infamous Outlaw Cruel Children Ex-Gladiator Flails 10 Ghoul Clan Scrawny Genius Rocket Launcher 11 False Monks Ex-Courtesan Poison Gas 12 Fungus-riddled Maniacs Smiling Psychopath Revolvers 13 Businesslike Thugs Delusional Drunkard Rifles 14 Gibbering Cacogen Sadistic Glutton Crude Jezails 9 15 Modest Band Large Band Maskless Newbeasts Calm and Polite Ancient Cannon 16 Gang of Fools Apologetic but Firm Combat Lasers 17 Scantily Clad Women Lustful and Crude Sonic Weapons Trained Beast 18 19 Mob 20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Elderly Thieves Cartoonishly Evil Hegemony Soldiers Leaves a Calling Card Plasma Rifles Gentleman Robbers Robin Hood-esque Psychic Powers TRANSPORT TACTICS On Foot Roving Raiders Camel Riders Ambush From Hiding Dune Skuggies Pretend to Need Help Wind-Wagon Night Attacks Antigravity Bikes Auto-chariots Control a Road 37 THEY WANT Water Food Gold Weapons Sacrifices New Recruits Medicine Forbidden Books Fungus Synths Children Slaves Entertainment Wine Beer Forgiveness To Eat You Single Combat Your Eyes Your Teeth TRADE CARAVANS TRANSPORT CARGO A Camel Train 1 2 3 4 5 Zeppelin 6 7 Wind Wagon 8 9 10 Giant Tortoise 11 12 Dune Buggy CARGO B MERCHANT Timber Silk Garrulous Imbecile Pottery Cotton Pious Miser Carpets Beer Naive Dreamer Grim and Silent Cheese Memory Discs Livestock Weapons Clever Drunkard Shoes Armour Dedicated and Ascetic Masks Coffee Educated and Venal Parchment Tea Scholarly and Talkative Honest and Desperate Books Salt Synth Parts Wine Precise and Callous Medicine Chocolate Whimsical and Entitled Drugs Dyes Unsentimental and Fickle 13 Bells Saffron Pure and Brutal 14 Crystals Cinnamon Prejudiced Coward 15 Auto-Chariot 16 17 Armoured Crawler 18 19 20 Sandworm Sled Clay Olives Curious and Pugnacious Slaves Dates Responsible and Prim Silver Cured Meat Sad Drunk Gold Olive Oil Daring and Argumentative Jewels Seafood Incorruptible Water Sugar Abrasive but Sensitive PASSENGER GUARDS COMPLICATION 1 Actor All Dead Out of Water 2 Musician Wounded Totally Lost 3 Forger Secretly Bandits Pursued by Bandits 4 Artist Ran Away Pursued by Creature 5 Priest Badly Armed Disease 6 Mystic Mutinous Spoiled Cargo 7 Bounty Hunter Lazy Transport Damaged 8 Escaped Slave Ageing Merchant Crazed 9 Clerk White Apes Passenger Crazed 10 11 Dentist Conman Actually Holograms Ex-Gladiators Guards Crazed Merchant Possessed 12 Poet Slave Soldiers Passenger Possessed 13 Gambler Untested Guard Possessed 14 Clown Incompetent Mercenaries Carrying Body for Burial 15 Boxer Warrior Synth Notorious Passenger 16 Alchemist Bloodthirsty Thugs Smuggling Contraband 17 Spy Ancient Gun-drone Hides a Fugitive 18 Courtesan Cloaking Device Everyone’s Drunk 19 Barber Hegemony Deserters Fungal Infection 20 Snake Charmer Loyal and Competent Everyone’s Arguing 38 ARCOLOGY DOMES Arcologies are self-sufficient, hermetically sealed artificial ecosystems, which protected the true-kin through the fevered centuries of the Great Collapse. They have long since been unsealed and released their inhabitants into the blue lands of Vaarn, but these domes are still a common sight in the wastes and are often occupied, as their subterranean gardens offer a stable source of water and food. DOME ABUNDANCE LACK Meat Olives Fresh Water Fish Hermit Salt Beer Mystic Guzzleline Men Escaped Slaves Coffee Women Ghouls Wine Children Hegemony Deserters Bread Music Newbeasts Jewellery Silence Reinforced Semi-Feral Orphans Books Livestock 10 Functional Amnesiac Clones Fruit Books 11 Warlike Elderly Mutes Information Coffee 12 Delicate Conceptual Artists Bells Bread Spices 1 Broken 2 Molten 3 Sand-swallowed 4 Dingy 5 Blackened 6 Self-Repairing 7 Barely Intact 8 Booby-trapped 9 INHABITANTS Abandoned 13 Ornate Orchestra Drugs 14 Welcoming Fungus Cultists Livestock Drugs 15 Garden-like Polygamous Church Skilled Labour Sanity 16 Elegant Lepers Musical Instruments Medicine 17 Devotional Warrior Monks Slaves Information 18 Flooded Psychic Choir Cheese New Blood 19 Geodesic Machine Parts 20 Perfect Androids Pretending to be Human Weapons Exotica Clothing 39 VAARNISH BESTIARY ALZABO AMARANTHINE DEATH-WORM Biological Biological HD: 8 Armour: 15 HD: 6 Armour: 16 Morale: 9 Appearing: 1 Morale: 9 Appearing: 1 Attacks: d8 claw + d8 claw + 2d6 maul if both claws hit same target Attacks: d6 spines + poison spray Notes: The ‘mocking bear’. Red furred predator with ghastly humanoid face. Can mimic the voices and behaviour of people it has eaten. Will remember where they lived and hunt their family. Notes: The poison spray forces CON save. If a PC fails, they gain a special wound: ‘Amaranthine Venom’. Their HP drops to 0, and cannot rise above that number until they find an antidote. BANDIT BATTLE BOAR Biological Biological / Synthetic HD: 1 Armour: 13 HD: 3 Armour: 14 Morale: 5 Appearing: d20 Morale: 8 Appearing: d6 Attacks: As weapon Attacks: d8 flamethrower snout / d6 gore Notes: Ragged desperate robbers that plague the Blue Ruins. For greater detail see page 39. Notes: Cyborg war-boars infested with nanomachinery. Their flamethrower snouts target everyone in range. BLUE BABOON BEHEMOTH TOAD Biological Biological HD: 1/2 Armour: 14 HD: 4 Armour: 14 Morale: 4 (2) Appearing: 3d6 Morale: 7 Appearing: d6 Attacks: d6 claws Attacks: d10 bellyflop / d6 tongue grab Notes: Predatory blue apes of the Vaarnish wastes. Intelligent and carnivorous, hunt in packs. Morale drops when outnumbered. Notes: Enormous flabby toads that lurk near Vaarnish water-sources. If hit with a tongue attack, PCs must STR save or be drawn into the toad’s mouth and take d8 damage per round. 40 CACOGEN PSUEDO-GIANT CHROMAVORE HD: 4 Armour: 15 HD: 6 Armour: 11 Morale: 8 Appearing: d4 Morale: 15 Appearing: 1 Biological Outsider Attacks: d10 stomp Attacks: d8 CON drain Notes: Severely mutated humans that resemble enormous ambulatory torsos. They have a primitive, furious face on their chest, and tiny vestigial arms. They are unintelligent but ferocious and will pursue prey for miles. Notes: Living shrouds of impossible colour from a dimension adjacent to ours. They take no damage from conventional weapons. They take d10 damage per round if they are exposed to sunlight, or artificial light that mimics the sun’s rays. When they attack successfully they drain d8 CON per round until the victim is a colourless husk. DOPPELGELLER GIANT AZURE SCORPION Biological Biological / Synthetic HD: 5 Armour: 10 HD: 3 Armour: 15 Morale: 12 Appearing: 1 Morale: 7 Appearing: d4 Attacks: d10 claw + d10 claw + d8 laser tail blast Attacks: Special Notes: Biotech blob. When it successfully scores a hit, it will begin spawning jelly-clones of the PC it hit. It does so once per round. The clones are naked, insane, and homicidally attack the PC they were copied from. They have 5 HP, Armour 10, and the ability scores of the PC they cloned. Notes: Cyborg arachnid. Lies in ambush underneath the blue sands. If their laser-cannon tails are severed they can be used as d8 laser weapons. GLASS TIGER GREENGUARD Biological Synthetic HD: 4 Armour: 14 HD: 1 Armour: 13 Morale: 8 Appearing: d4 Morale: 5 Appearing: d8 Attacks: d4 claw + d4 claw + d10 maul if both claws hit same target Attacks: d8 rifle Notes: hunters, reign of with a difficult moving. Notes: Green plastic-fleshed homunculi. They attack from the wastes without warning, seemingly following ancient orders. They take and hold settlements at random, apparently waiting for reinforcements that never arrive. Translucent extraterrestrial transported to Urth during the the Autarchs. Body like a tiger head like an orchid. Very to spot when they’re not 41 GREY CRICKET HIVEYMAN Biological Biological HD: 2 Armour: 13 HD: 3 Armour: 12 Morale: 3 Appearing: d8 Morale: 8 Appearing: d6 Attacks: d4 claws + Noxious Spit Attacks: d8 bludgeon + d6 swarm damage Notes: Creepy gangly giant insects. Normally scavengers, but will attack humans if they think they can get away with it. Their spit forces a CON save. Failure results in disadvantage on all saves for one round due to vomiting. Notes: Human corpses that have been infested by fearsome colonies of Sable Bees. They crawl across the sands, their bellies swollen with a throbbing hive structure. The angry bees deal d6 unblockable damage per round to everyone in reach. INDIGO SERVITOR LEOPARD WORM Biological Biological HD: 1 Armour: 11 HD: 6 Armour: 15 Morale: n/a Appearing: d8 Morale: 9 Appearing: d4 Attacks: d4 bludgeon or as weapon Attacks: d8 bite + Glue Spit Notes: An indigo-robed corpse, reanimated by the necrotech implants of the College of Indigo Tigers. Obeys the wearer of a Dominion Ring without question. Mute, obedient, fearless. Notes: Sinuous ambush predators. The worm’s gluey spit is highly adhesive; when covered in spit all STR and DEX rolls are at disadvantage. The spit is dissolved by salt water. LIZARD LION PHTHALO-JACKAL Biological Biological HD: 2 Armour: 16 HD: 1/2 Armour: 14 Morale: 5 Appearing: d6 Morale: 4 (1) Appearing: 3d6 Attacks: d8 bite Attacks: d4 bite Notes: Frill-necked reptiles. Illtempered, territorial, like a crocodile that can sprint. Their skin is highly prized as a material for boots. Notes: Cautious, clever, ceruleancoated pack hunters. Morale drops when outnumbered. 42 QUICKSILVER EXTERMINATOR PLANEYFOLK Synthetic Hypergeometric HD: 2 Armour: 13 HD: 10 Armour: 20 Morale: 4 Appearing: d6 Morale: 15 Appearing: 1 Attacks: d4 STR drain Attacks: d12 slash + d10 laser eyes Notes: Hypergeometric humans that only have two dimensions. They can appear to be shadows or wall frescoes and surprise on 5-in-6. When they attack they drain 1d4 points of STR from their target, as their touch pulls you into their flattened dimension. This hypergeometric effect fades over time. Planeyfolk ignore all even-numbered damage rolls. Notes: Merciless shapeshifting liquid metal war-synth. Immune to kinetic damage, fire, acid, radiation, and all poisons. Can only be harmed with extreme cold, or with hypergeometric weapons. REGENERATOR STUMBLING DRONE Biological Synthetic HD: 6 Armour: 15 HD: 2 Armour: 13 Morale: 6 Appearing: d6 Morale: 8 Appearing: d6 Attacks: d6 claw + d6 claw + d8 bite if both claws hit same target Attacks: d8 plasma-rifle Notes: Towering tumorous mutant. Will regenerate d8 HP per round unless burned or covered in acid. Notes: Staggering boxy war-synths. When flipped on their backs they cannot right themselves. When their plasma-rifle deals maximum damage they suffer equal damage from overheating. THUNDERSTRIKE BIRD TIGER FLY HD: 12 Armour: 20 (15) HD: 2 Armour: 13 Morale: 12 Appearing: 1 Morale: 5 Appearing: d6 Biological / Synthetic Biological Attacks: d12 harpoon / 2d8 talons Attacks: d8 sting Notes: Terrifying biomechanical predator. Will fire an electrical harpoon which punches straight through armour. Attempts to reel character back in - STR save to break free. Otherwise it pulls you up into the sky and tears at you with claws. Armour drops to 15 if grounded. Notes: Dog-sized mutant wasps. Highly protective of their nests. If you kill one, d6 more Tiger Flies will arrive to investigate within three rounds. 43 TROIKA WALKING WOMB Synthetic Biological HD: 3 Armour: 16 HD: 5 Armour: 11 Morale: 8 Appearing: 1d6 Morale: 10 Appearing: d4 Attacks: d6 kick + d6 kick + d6 kick Attacks: d6 slam Notes: Pinwheel of synthetic legs that tumbles through the blue wastelands kicking everything it can find. Utterly inexplicable and widely hated. Notes: Shambling blind mound of pregnant flesh. On death, births d6 Foetal Predators (HD 1, Armour 13, d6 bite). Fire prevents this. XANTHOUS MYCOMORPH YURLING HD: 6 Armour: 9 HD: 1/4 Armour: 14 Morale: 15 (3) Appearing: 1 Morale: 1 Appearing: 2d6 Fungal Biological / Fungal Attacks: d8 slam + d8 spore choke Attacks: d4 bite Notes: Mass of yellow necrotech fungus that engulfs corpses and uses them as fuel to grow ever larger. Takes half damage from kinetic weapons and regenerates d6 HP per round, unless burned with fire or acid. Must make Morale check at Morale 3 if burned. Notes: Tiny mischievous monkey-like mutants. Covered in symbiotic white fungus. Exclusively eat metal. If a Yurling scores a critical hit, instead of dealing damage it will steal and devour a metal object from the target’s inventory. 44 ENCOUNTER TERRAIN BEHAVIOUR 1 Yurling Scrubby Bushes Sleeping 2 Thunderstrike Bird Salt Pan Dying 3 Battle Boar Sand Dunes Patrolling 4 Blue Baboon Heavy Scree Mating 5 Giant Azure Scorpion Dried Up Stream Territorial Display 6 Lizard Lion Dry Watering Hole Eating 7 Glass Tiger Large Rock Relaxing / Nesting 8 Greenguard Cactus Field Pursuit / Fleeing 9 Grey Locust Grove of Martyr Trees Scavenging 10 Doppelgeller Derelict Vehicle Wounded 11 Leopard Worm Wrecked Spacecraft Hunting 12 Indigo Servitor Abandoned Town Travelling 13 Bandit Ruined Bell-tower Psychedelic State 14 Pthalo-Jackal Toxin Pools Sheltering / Hiding 15 Planeyfolk Caustic Geyser 16 Regenerator Crystalline Growths 17 Tiger Fly Ancient Battlefield 18 Stumbling Drone Fungus-choked Outpost 19 Alzabo Silent Machinery 20 Cacogen Pseudo-giant Abandoned Campsite 45 Combat with another creature (roll again) Note that ‘Hull Points’ represent a vehicle’s resilience to harm. Hull Points map to weapon damage at a ratio of 1 to 10. Damage incurred in amounts less than 10 can never reduce a vehicle’s Hull Points. Multiple sources of damage in a single combat round do not stack. A dune skuggy that takes 6, 7, and 8 points of damage from separate attacks will not lose any Hull Points, despite the combined total damage being 21. A dune skuggy that takes 19 points of damage from a single source will lose one Hull Point. This means that only the heaviest weapons and largest creatures can meaningfully damage vehicles. For pack-beasts with Hit Dice, calculate HP as normal. AUTO-CHARIOT Synthetic Hull Points: 8 Armour: 18 Speed: Medium Value: High Armaments: Laser-targeted gauss cannon (d12) Notes: Rugged wheeled conveyance with a synthetic mind. Auto-chariots treasured possessions, as they are able to drive themselves without intervention of the passengers, and will obey a set of simple instructions. to their sapience they are very difficult to steal, as they usually will accept a new master until the old has died. . are the Due not DUNE SKUGGY Mechanical Hull Points: 5 Armour: 13 Speed: Fast Value: Low Armaments: Flak-blaster turret (d10) Notes: Simple, crude desert vehicles that run on guzzline. Dune-Skuggies are hacked together from whatever metal their maker could steal or scavenge, usually nothing but a seat protected by a roll-cage, bolted to a roaring smoky engine that drives four ravenous wheels. Skuggies are fast, rough, and loud, and their owners are usually the same. IRON MULE Synthetic Hull Points: 1 Armour: 18 Speed: Plodding Value: Low Armaments: None Notes: A breed of synth that must once have been in mass production, for they are commonly found across Vaarn. Iron Mules are boxy, crude automata with four powerful, restless legs. They are known for their extreme endurance and hardiness, and also for their clumsiness, stupidity, and the nauseating rocking motion of their gait. Normally used as pack animals, but can be ridden in extremis. 46 SKIFF Mechanical Hull Points: 2 Armour: 16 Speed: High Value: Moderate Armaments: Light pulse-rifle (d8) Notes: A lightweight hover-bike built around a small sky-seeking stone. Skiffs are powered by a fan at the back of the craft. They are fast and nimble, but unstable and frequently lethal when they malfunction. Used by outlaws, Hegemony rangers, bounty hunters, and anyone else who needs to make a quick getaway. WAR CAMEL Biological HD: 4 Armour: 15 Speed: Moderate Value: Moderate Armaments: Hump-mounted flechette cannon (d10) + Kick (d6) Notes: Camels are still considered an excellent choice of desert mount, even in this late red era of Urth. War camels, fitted with mirror-armour and implanted flechette cannons, are used by Faa nomad raiders and Hegemony troops alike, and camel trains are one of the cheapest ventures a Vaarnish merchant can finance. WEEPING LIZARD Biological HD: 3 Armour: 16 Speed: Fast once blood is warm Value: Low Armaments: Bite (d8) + Toxic tears (CON save vs temporary blindness) Notes: For journeys in the northern mountains of Vaarn, where flickering lattices of hard light make flight untenable, and frequent earthquakes demolish roads and bridges, the Weeping Lizard is favoured as a steed. Named for the toxin it extrudes from its tear ducts when enraged, these truculent black pseudo-geckos can carry their passengers up surfaces as sheer as glass, and can leap across nauseating gaps with their powerful back legs. WIND-BARGE Mechanical Hull Points: 20 Armour: 22 Speed: Dependant on winds Value: Very High Armaments: Traditionally unarmed, but crew will include d6 2HD guards. Notes: A wooden cargo ship, built around a large sky-seeking stone. These barges are used by the merchant guilds of Vaarn to transport goods across the blue sands. Some are elegant and ornate vessels, while others are heavy and utilitarian. They are usually unarmed by ancient custom, although it would be a foolish merchant who ventured into the wastelands without guards onboard. 47 YOU FOUND A CORPSE CONDITION WHAT WERE THEY CARRYING? 1 Desiccated Plastic Bag Full Of Teeth 2 Skeletal Can of Survival Rations 3 Mummified by Heat Pocket Hourglass 4 Riddled with Bullets Set of Dominoes 5 Seared by Laser-fire Waxen Poetry Cylinder 6 Worryingly Fresh Prayer Beads 7 Centuries Old Synthetic Eye 8 Half-Eaten by Animals Stick of Infrared Chalk 9 Someone You Know Bottle with a Tiny Eel Inside 10 Sliced Neatly in Half Lizard-Skin Boots 11 Seated in Lotus Position Locket with Hair Inside 12 Ritually Mutilated Ring with an Autarch’s Seal 13 Charred by Flames Dice Decorated with Arcane Symbols 14 Banquet for Worms Coil of Razorwire 15 Frozen Solid Crystalline Vial of Ink 16 Drained of Blood Exorcist’s Bell 17 Infested with Nanotech Telepathy Suppression Pills 18 Pungent Glowstone 19 Could Be Sleeping Malfunctioning Memory Crystal 20 Not Quite Dead Pack of Ancient Cigarettes A C K N O W L E D G E M E N T S The rules presented in this pamphlet are mostly those of Knave by Ben Milton, a Creative Commons Attribution 4.0 Licensed product, and some of the text explaining the rules is taken from that publication. Knave can be bought at: drivethrurpg.com/product/250888/Knave. The material published here is likewise presented under a Creative Commons Attribution 4.0 license. Feel free to remix, copy, hack, and add to the contents of this zine; I ask only for credit to be attributed. // The Vaarn setting has been inspired by many sources. The novels that have been the biggest influence are The Book of the New Sun by Gene Wolfe, Dune by Frank Herbert, and Hyperion by Dan Simmons. Vaarn also owes a great deal to the artwork of Jean ‘Moebius’ Giraud, Kilian Eng, and the comics of Stathis Tsemberlidis and Lando. I have also been strongly inspired by the videogames Rain World and Caves of Qud. // Further Vaarn content, play reports, lore, and a downloadable character sheet can be found at vaultsofvaarn .wordpress.com. 48 The sun is dying and the wreckage of countless eons litters the parched wastes of Vaarn, the desolate country that common folk call the blue ruin. It is said that these sky-coloured sands hide the graves of the Autarchs; have swallowed the buried arcologies in which the true seed of humankind was preserved through the Great Collapse; conceal forgotten crypts of memory, decaying crystalline lattices of ancient ego-engines upon which the dusk-blue dunes encroach without pity. From the New Hegemony to the south come drifters and dreamers, desecraters of the tech-tombs that lie sunken beneath the azure wastes. Light-years overhead, aurum-sailed ships ply their tender routes between the spheres, and miles below a pilgrim’s feet, strange wombs are kindled once more with life undreamed of. These are the hinterlands, where humanity’s great works have fallen to everlasting decay, where machine and animal and fungus think to crown themselves our equal. The phthalo-sands, where newbeasts hunt proudly with boots upon their hind paws and chromepriests chant unending binary devotions to their nameless synthetic god. Only the desperate or the mad would seek to make a life here, to roam the blue desert in search of the secret VAULTS OF VAARN. RPG ZINE 01