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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
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