TEXT: REMEMBER FROM WHERE
  YOU HAVE FALLEN
  AND REPENT
  [REVELATION]
  
  ARTIFACTS
  Artifacts is an unofficial fan-created supplement for 
  Degenesis. It has a goal of providing more content for 
  players and Game Masters without deviating too far from 
  the lore and style of Primal Punk or the mechanics of 
  KatharSys.
  In terms of raw content, Artifacts adds several dozen 
  new pieces of equipment and gear, both intended to 
  supplement existing pieces of equipment and fill in gaps 
  that Katharsys leaves. New rules for the Barrel Change 
  modification and rules for Muffled firearms increase the 
  range of tactical options available to Game Masters and 
  players. Some additional gear has been added for outside 
  combat, such as flashlights.
  Artifacts includes expanded combat rules, including 
  more options for unarmed combat, a revamped version of 
  the Fatal weapon quality, alternate initiative systems, and
  permanent injuries.
  Artifacts also includes expanded profiles of the 
  Enemoi, with intentions of adding the Resistance and 
  Matadores as similarly expanded Clans; these Clans 
  receive profiles equivalent to those the Cults receive in 
  Primal Punk and Katharsys.  Artifacts also includes new 
  Potentials, and rules for characters who wander without a 
  Cult.
  Beyond this, Artifacts also includes custom rules for 
  advanced character creation, allowing players to make 
  characters who fit into the group without relying on the 
  XP progression system (which can have some downsides).
  In addition, there are rules for the creation and 
  development of settlements, which can give bonuses to 
  player characters as well as serve as a dramatic 
  centerpiece for a plot.
  Finally, there is a large work-in-progress bestiary and 
  NPC folio, which aims to include several NPCs for each 
  Cult and Clan detailed in Katharsys.
  This PDF was created on 01/06/18 at 20:57:17.
  A R T I F A C T S
  1
  
  TABLE OF CONTENTS
  ASCHE
  4
  NEW POTENTIALS
  5
  HEROIC POTENTIALS
  7
  NEW AMMUNITION
  8
  EXTENDED CHANGE BARREL RULES
  8
  PAPER CARTRIDGES
  9
  VARIABLE BLACK POWDER CALIBERS
  10
  NEW MODIFICATIONS
  10
  NEW FIRE AND LIGHT SOURCES
  11
  NEW ORIENTEERING GEAR
  11
  NEW WEAPONS
  12
  NEW ARMOR
  15
  GRENADES AND MINES
  16
  ARMOR FOR ANIMALS
  17
  PLAYING ENEMOI
  21
  ENEMOI RANKS
  22
  ENEMOI POTENTIALS
  26
  ENEMOI GEAR
  27
  STEREOTYPES
  28
  EXAMPLE CHARACTERS
  29
  PLAYING MATADORES
  31
  MATADORES RANKS
  32
  MATADORES POTENTIALS
  34
  MATADORES GEAR
  36
  XPALERS AS A CULTURE
  39
  CULTLESS
  39
  POTENTIALS BY XP THRESHOLDS
  40
  FAVORED ATTRIBUTES IN PLAY
  40
  UNTRAINED SKILLS
  40
  VETERAN CHARACTER CREATION
  40
  DHARMA
  41
  SKILL SPECIALIZATIONS
  43
  DEATH SAVES
  44
  FATAL WEAPONS REDUX
  44
  MULTI-PASS INITIATIVE
  44
  PERMANENT INJURIES
  45
  ATTRIBUTES
  47
  IDENTITY
  47
  REGION
  47
  CONCEPTS
  48
  CULTS AND CLANS
  49
  GOVERNMENT
  49
  IMPROVEMENTS
  49
  INTRIGUE
  56
  GROWTH
  56
  AGENDAS
  56
  DISTRICTS
  56
  POTENTIALS
  56
  TECH LEVEL
  56
  ROLEPLAYING IN SETTLEMENTS
  56
  THREATS TO SETTLEMENTS
  56
  BEASTS
  61
  CLANS
  65
  COCKROACHES
  65
  PNEUMANCERS
  67
  MECHANS
  68
  PHOSPHORITES
  69
  ENEMOI
  70
  STUKOV NOMADS
  72
  EXALTERS
  73
  STORSKIS
  73
  CORPSE EATER
  74
  RESISTANCE
  74
  PANDORIANS
  75
  GARGANTI
  75
  USUDI
  76
  VOIVODULES
  76
  MATADORES
  77
  CORREDORES
  77
  FLAYERS
  78
  ADRIANI
  78
  ROMANOS
  79
  MASAI
  79
  SHABATH
  80
  CULTS
  80
  SPITALIANS
  80
  CHRONICLERS
  82
  HELLVETICS
  83
  JUDGES
  85
  CLANNERS
  87
  SCRAPPERS
  88
  NEOLIBYANS
  89
  SCOURGERS
  89
  ANUBIANS
  90
  JEHAMMEDANS
  90
  APOCALYPTICS
  91
  ANABAPTISTS
  91
  PALERS
  92
  ENEMOI
  93
  WEAPONS DESIGN
  94
  POTENTIALS
  94
  DHARMA
  95
  A R T I F A C T S
  2
  
  EXPANDING CLANS
  96
  EXPANDED COMBAT
  97
  FUTURE PLANS
  97
  SETTLEMENTS
  97
  THE THREATS SECTION
  97
  LEGAL AND FONTS
  98
  A R T I F A C T S
  3
  
  ASCHE
  Konrad woke to another facade. He could hear people 
  moving about, another day's spectators come for the 
  fights. He wondered who he would be fighting today.
  It used to matter. He had held his sword in his hand 
  and stood on the battlefield, knowing who the enemy was.
  Then, one day, he was here. He couldn't remember what 
  had landed him in the cesspit—he didn't want to. The 
  memories had been lost in sorrow, and he caught only 
  glimpses of the steps leading to his exile.
  The wood of the bedframe creaked as he got to his feet,
  the stress lifting from it. He splashed some water from 
  the basin onto his face, looking at himself in the mirror. 
  He thought he looked old, in some primordial way, like he
  had been wandering for ages in faraway lands. The 
  woman he'd been calling his lover—she was nothing to 
  him—came in, carrying his usual meal; barely cooked 
  meat from some creature he could hardly distinguish and 
  a thin gruel. Beside it on the tray, a paper bulb contained 
  what he needed to make it through the day. He nodded 
  and smiled at her, wondering if the scar he had just 
  noticed had always been there, or if he'd lost himself in 
  dream during the last fight.
  "Ready for another fight?"
  "Will be soon. Thank you."
  She smiled at him, and turned her attention to the 
  bottom fold of her tunic.
  "No."
  She looked a little startled by the response, but turned 
  away and left. Konrad couldn't care less what she thought.
  She was just another part of this ash-life, the burned out 
  husk of a man's greatness.
  He thought of his wife, so long ago. He missed her 
  dearly, but there was no way to turn back the hands of 
  time. He had sacrificed everything. He could feel the 
  spoon wavering in his hand, and he crushed it, feeling the 
  metal bend and twist under the force.
  There was the iron will of Konrad Krieger, Preservist. 
  He was fury and might in his youth, and in his fading 
  years he was still a force of nature. He devoured the meal, 
  his appetite restored, and he wished he hadn't sent her—
  Minna?—away so quickly.
  No matter, he could go and fight now. He took the 
  paper bulb. He didn't need it now. All the same he crushed
  it in his palm and held the wreckage to his face, breathing
  deep.
  The fight called again.
  A R T I F A C T S
  4
  AND YE SHALL HEAR OF
  WARS
  AND RUMORS OF WARS
  SEE THAT YE BE NOT TROUBLED
  FOR ALL
  MUST COME TO PASS
  BUT THE END IS NOT YET.
       FOR NATION SHALL RISE AGAINST 
  NATION
                             AND KINGDOM
     AGAINST KINGDOM
  AND THERE SHALL BE
  FAMINES
  PESTILENCES
  EARTHQUAKES
  [MATTHEW]
  
  NEW POTENTIALS
  ABLE GOVERNOR
  On rare occasions, a person is born who displays innate 
  leadership and charisma. Whether through their voice, 
  method of carrying themselves, or intellect and acumen, 
  these people are simply better at running settlements 
  than their peers.
  If a character with this Potential is the governor of a 
  settlement or district, they may spend Ego equal to their 
  Potential’s rating to achieve 1 Success toward the 
  settlement’s current agenda. This can only be done once 
  per agenda.
  BLOODHOUND
  Some people are indomitable in their pursuit of truth and 
  secrets. Their quarry never escape their keen senses and 
  cannot rest until they surrender or fight to the death.
  The character may spend a number of points of Ego up 
  to their Potential's rating to gain that many successes on 
  any INS+Perception, INS+Empathy, and INS+Survival 
  tests they make while searching for a specific target. They
  may only choose to follow one target a week, unless they 
  find, capture, kill that target; at that point they may 
  choose another target.
  COMBAT MEDIC
  In the best of situations, doctors have enough time to 
  ensure that their patients have the best care they can 
  receive. In the field, surgeons rarely have the luxury of 
  taking as much time as they should.
  For each level of this Potential, the time required to 
  perform Surgery is decreased by 2 hours (to a minimum of
  6 hours).
  CONFESSOR
  PREREQUISITE: Faith
  It is possible to have a soothing touch that can wipe away 
  the cares and pains of the world. People with this touch 
  are of great comfort to the dead and dying, allowing them 
  to become close with them at the penultimate phase of 
  their life.
  A character with the Confessor Potential may make a 
  PSY+Faith roll with a number of bonus dice equal to the 
  Potential level against a dying target's 
  PSY+Faith/Willpower. If the target knows secrets that the 
  Confessor does not, the Confessor gains +1 Secrets.
  FURY
  PREREQUISITE: Primal
  Some people have no ability to control themselves. When 
  they get in a fight, they don't leave until someone isn't 
  walking away in one piece.
  Once per combat, the character may spend a number of
  Ego points equal to their Potential Level to cause that 
  much Trauma in addition to the normal damage from 
  their next hit. If they are hit before the end of the round 
  following an attack with Fury, they take one point of 
  Trauma themselves.
  FAIR OMEN
  PREREQUISITE: Faith
  With enough knowledge of the years and the divine 
  spheres, it is possible to augur the future, seeing a bright 
  note in someone’s future.
  The character may make a vague, but positive, 
  prediction for another character (“they will try to strike you 
  down, but you will escape”). If the circumstances seem to be
  falling into place, the recipient of the omen gains +1D per 
  Potential level to their next roll.
  Only one Fair Omen can be active at once—too many 
  prophecies lose their meaning.
  HEALER'S OATH
  First, do no harm. This has been passed down through 
  generations; it is at the core of the Spitalian philosophy, 
  even if it goes unheeded, but even outside the Spitalian 
  order healers and doctors across the world remember the 
  basic tenets of medical tradition.
  The character may spend an amount of Ego up to their 
  Potential level to gain that many Triggers on any First Aid
  or Surgery rolls they attempt. 
  ISOLATE
  PREREQUISITE: Primal
  Being alone is a respite for those who despise society or 
  have been scorned by it for so long that they have 
  forgotten what it means to be truly human.
  The character regains one Ego every 4-Potential Level 
  days they do not make a social skill roll (e.g. 
  CHA+Expression, PSY+Cunning, or INS+Empathy). They 
  may interact with others in ways that do not require them
  to make a roll without losing this benefit, and can choose 
  to automatically fail a roll to avoid breaking their sabbath.
  LEGENDARY ARTISAN
  PREREQUISITE: CHA+Arts 8
  A true master can produce pieces of art that lift the spirits
  beyond the physical world, bringing them to sublime 
  perfection.
  A R T I F A C T S
  5
  
  The character spends a week preparing a work of art 
  worthy of legend. This is difficult; CHA+Arts (5). Once 
  finished, it is worthy of the greatest patron:
  When the art is revealed and dedicated/gifted to or 
  performed for a specific character, they regain Ego equal 
  to the Potential level.
  The artisan does not necessarily need to know who 
  their patron is when they are working, and they do not 
  need to roll when they present the work, only while 
  creating it. As a result, they can save their great work for 
  an opportune time, unveiling it to best help their allies.
  MIND OVER MATTER
  PREREQUISITE: Willpower
  The woes of the body stem both from physical and 
  psychological causes, and those who have learned to 
  master their 
  When the character rests, they may spend 1 Ego to 
  regain a number of Flesh Wounds equal to their level in 
  this Potential.
  SERENITY
  PREREQUISITE: Focus
  Mental exercises, daily hygiene, prayers, meditation. All 
  can help keep a man sane on the edge of the abyss. When 
  the going gets rough and there is no respite, some people 
  can return to their own inner strength and draw away 
  from the world. The troubles around them fade away, and 
  they are renewed.
  The character may regain an additional Ego point when
  they rest, once every 4-Potential level days.
  KILL SHOT
  Patience and perseverance goes a long way on the 
  battlefield, especially if contact has not yet been made 
  with the enemy. When a sniper has the opportunity to 
  watch their target, or a gunslinger can put the sights right
  on target, they have devastating effects.
  The character may take an action aiming an attack 
  before they actually fire, making an AGI+Projectiles roll to
  gauge their shot. If they fire with their next action, they 
  can apply one Success or Trigger from the previous roll to 
  their actual attack per level of this Potential.
  KILLING BLOW
  Armor provides no protection against the finesse of a 
  skilled attacker using the right weapon. Thin blades find 
  cracks in armor. A club hounds a joint in a suit of plate 
  and crashes straight through. The stab plate can't protect 
  against a chop to the side of the abdomen.
  When the character attempts to make a BOD+Melee or 
  BOD+Brawl attack against a character with armor, they 
  treat the target's Armor as being one point lower per 
  Potential level.
  POISONER
  PREREQUISITE: INS+Survival 8
  The character may poison weapons that they use. When 
  they attack with an appropriate weapon (melee weapons 
  that break the skin, arrows, crossbow bolts), the target 
  makes a free BOD+Stamina reaction with a difficulty equal
  to the Potential level. If they fail, they suffer 1 Trauma.
  The attack is still subject to having its damage reduced 
  by armor or other special effects. If no damage is 
  delivered then the Potential has no effect.
  XENOPHOBIA
  PREREQUISITE: Primal
  A mind filled with hate cannot know doubt. The 
  xenophobic are not susceptible to the machinations of 
  outsiders, even if this comes at the cost of a great 
  sacrifice.
  A character with the Xenophobia Potential ignores an 
  equal level from any Potentials that grant bonuses to 
  CHA- or PSY-based actions against the character or 
  enable special actions against them (like Black Omen, At 
  Eye Level, or Confessor), but also an equal reduction to 
  beneficial effects (like Doctrine: Assault or Call of 
  Jehammed)
  A R T I F A C T S
  6
  
  HEROIC POTENTIALS
  These Potentials are intended for defining characters, but 
  may be too powerful to be given out willy-nilly. GM’s 
  should consider ways to balance these Potentials in games
  where characters are easily reaching the requirements for 
  them.
  ERIS
  PREREQUISITE: INS+Primal 10
  Chaos is your home and livelihood. Where others see 
  discord and chaos, you see rebirth and opportunity.
  When the character uses Burn of the Discordia variety, 
  they do not suffer the normal effects. Instead, an attribute
  is chosen at random, and the result is the new temporary 
  value of the attribute. At the second level of this Potential,
  they may reroll the first roll, so that the Burn impacts a 
  different attribute. At the third level of this Potential, they
  may reroll the result, so that the attribute may change in 
  a different fashion. This gives the user a high amount of 
  control over how the Discordia effects them.
  FAUST
  PREREQUISITE: At least 2 permanent Spore Infestation
  Make enough deals with the devil, and you’ll always know
  where to find him. The character has begun to be 
  thoroughly contaminated by the white phalanges of the 
  sepsis, and the Primer calls to them with unusual vigor. 
  They may regain lost Ego points equal to their level in this
  Potential once per day, as if they had used Burn of the 
  appropriate Potency (they do not get any other bonuses). 
  If this triggers the potential to gain permanent Spore 
  Infestation, the difficulty to resist is always 3, regardless 
  of how many Ego points were regained.
  HELEN
  PREREQUISITE: CHA 6
  A face that launches a thousand ships. The character may 
  use CHA+Seduction (5- Potential level) to “borrow” 
  another character’s Ego (they can resist with 
  PSY+Faith/Willpower, if they desire), transferring a 
  number of points equal to the Potential’s level to 
  themselves. This Ego is treated as a separate pool which 
  can be used whenever Ego could be used, but it will not 
  increase. 
  Both the target and the user’s regular Ego pools  
  recover normally while there is borrowed Ego in the pool. 
  Borrowed Ego can be transferred back to the original 
  owner at any time so long as the character can interact 
  with them.
  Ego can only be borrowed from one target at a time, 
  and the amount of borrowed Ego can never exceed the 
  Potential level.
  ODYSSEUS
  PREREQUISITE: Allies 2, Renown 4, Network 4
  Long wanderings and a heroic legacy mark the character 
  as one of the best of their age. People bend over 
  backwards to get a chance to take part in the epic of their 
  life.
  The character gains +1D per level of the Potential to 
  CHA+Conduct, CHA+Seduction, and PSY+Deception when 
  interacting with characters from other Cultures outside 
  their homeland, or when interacting with characters from 
  their Culture inside their homeland (so a Borcan would 
  gain dice with outsiders in Africa or Franka, or with 
  Borcans in Borca).
  A R T I F A C T S
  7
  
  NEW AMMUNITION
  .45 PISTOL - “BULLY”
  This cartridge has more power than the standard pistol 
  ammunition. Used rarely, those who use .45 Pistol 
  appreciate its increased stopping power over 9mm 
  ammunition. It is most commonly found in the hands of 
  the Enemoi.
  7.62 N - “FIST”
  7.62 is a large rifle cartridge intended to outpower the 
  5.56x45 cartridge used in many weapons. Also known as .
  308 ammunition, it hits harder than most other rifle 
  cartridges, but is much more expensive and is rarely used,
  as cheaper ammunition often has the same effect.
  14MM - “DANGER”
  14mm bullets are rare. Intended for use against vehicles, 
  they are almost entirely impractical in this day and age. 
  .410 - “TINY”
  If the 12-gauge shells used in shotguns were a scrapper's 
  paradise, .410 shotgun shells are a much tinier paradise. 
  Able to be used in a revolver due to their size, they are not
  particularly powerful but are cheap due to the ease of 
  reloading them. They require less powder and projectile 
  material which makes them very sustainable, even if they 
  lack power.
  8 GAUGE
  8-gauge ammunition is larger and more expensive than 
  12-gauge ammunition, but packs a bigger punch. Rarely 
  used due to the fact that only trained soldiers can handle 
  the kick of such a weapon in combat situations, it is 
  nonetheless simple to manufacture and has seen limited 
  adoption among certain circles, including Scrappers.
  CRAFTING AMMUNITION
  Crafting ammunition usually requires a projectile, casing, 
  primer, and propellant; the chemical and material 
  components for these can be scavenged, but there are 
  additional steps required to turn Bygone leftovers into 
  functional ammunition.
  The Difficulty associated with manufacturing 
  ammunition is dependent on the Tech Level of the 
  ammunition they are creating.
  Tech Level III ammunition can be created with a 
  Difficulty 3 test. Tech Level IV ammunition requires a 
  Difficulty 5 test, and Tech Level V ammunition requires a 
  Difficulty 6 test.
  Some Tech V ammunition is caseless;  this ammunition
  is much more difficult to create; cased ammunition can 
  simply be filled with propellant, but caseless ammunition 
  must be able to cycle through a weapon without the 
  advantage of a casing to keep it moving cleanly.
  Caseless ammunition requires much more precision; 
  the difficulty of creating caseless ammunition increases 
  by 1.
  All tests in creating ammunition are INT+Science tests.
  It may be necessary to find scrap prior to creating 
  ammunition. This uses the standard scrap collecting rules,
  but characters must focus explicitly on gathering scrap for
  creating ammunition. Each kilo of scrap found in this 
  manner can create about a dozen rounds of ammunition 
  at the appropriate Tech Level.  Each Trigger on an 
  ammunition creation test creates two extra rounds. A 
  Botch destroys the materials, and may damage any special
  equipment being used. It takes between one and two 
  hours to create ammunition.
  Toolkits, gunsmithing kits, or workshops all provide 
  bonuses to the ammunition crafting process, but only the 
  greatest bonus applies. This bonus is further increased by 
  any Potentials or other factors aiding the character 
  manufacturing ammunition.
  Characters who are seeking to purchase ammunition 
  have to deal with scarcity, paying the full price for the 
  ammunition, but characters who want to sell ammunition 
  will rarely be able to do so for full price: firearms are rare,
  and rounds of ammunition are targets of thieves and 
  corrosion.
  The most a character can sell home-made ammunition
  for is about twenty percent of the purchase price, and this
  is only with a history of trustworthiness and in limited 
  quantities. Someone not yet known for their ammunition 
  making or who tries to sell ammunition in bulk runs into 
  distrust or crashes the market, and can have rounds sell 
  for ten to five percent of their usual value.
  AMMUNITION
  STATS
  Ammo
  Damage
  Tech Level
  Price in CD
  .45 Pistol
  11
  IV
  55
  7.62 N
  13
  IV
  100
  14mm
  15
  IV
  200
  8 ga. shot
  14
  III
  30
  8 ga. slug
  14
  III
  30
  Paper 
  Cartridge
  8
  III
  12
  .410 shot
  7
  III
  5
  .410 slug
  7
  III
  10
  Freon Cart.
  12
  IV
  90
  EXTENDED CHANGE BARREL RULES
  The barrel change rules in Katharsys are somewhat 
  lacking in substance. They allow a character to modify 
  A R T I F A C T S
  8
  
  their weapon to use different ammunition, but do not 
  account for the vagaries of the individual types of 
  ammunition that might be replaced. 
  The Extended Barrel Change table gives each 
  ammunition three values: handgun handling, rifle 
  handling, and magazine use. There is also a column to 
  indicate whether or not the ammunition has a particular 
  quality associated with it (i.e. muzzle loader for black 
  powder firearms or Thunder Strike for high-caliber 
  firearms).
  A weapon's ammunition capacity is calculated by 
  determining the weapon's original ammunition capacity 
  and original round's magazine use (for instance, a Pistol 
  has a Magazine of 12 and fires 9mm rounds with a 
  magazine use rating of 20, so its total ammunition 
  capacity is 240).
  If using the Extended Change Barrel rules, one may 
  also desire to alter the Expand Magazine modification so 
  that it adds 90 ammunition capacity to a firearm to 
  balance the differences between cartridges, or simply use 
  whatever the weapon's final statistics are after the change
  barrel ammunition counts are applied with the original 
  formula. Partial capacity is ignored, though recorded.
  If Change Barrel modifies a firearm so that it would 
  receive a different Handling modifier from its 
  ammunition type than its current ammunition type 
  receives, the appropriate modifier is applied to its 
  Handling. Handguns and rifles have different Handling 
  ratings from ammunition: handguns cannot use 14mm 
  ammunition.
  In addition, it is assumed that all shotgun “slug” 
  ammunition requires a rifled barrel, so separate barrels 
  must be used for the shot and bullet variants of the 
  ammunition. Depending on the feel of the campaign and 
  personal taste, weapons may be used with either without 
  additional modifications; in any case the Barrel Change 
  modification for  weapons of the same caliber does not 
  consume any modification slots.
  For example, the Assault Rifle holds 30 5.56x45mm 
  rounds. Its total Magazine Use is equal to 30 (its total 
  magazine capacity) * 60 (the 5.56mm round's size), or 
  1800. If it were to be converted to fire 7.62 N rounds, it 
  would be able to hold 24 rounds (1800 divided by 75, 7.62 
  N's Magazine Use).
  TOTAL MAGAZINE USE = MAGAZINE SIZE x WEAPON CALIBER
  MAGAZINE USE
  NEW MAGAZINE CAPACITY = TOTAL MAGAZINE USE ÷ NEW
  CALIBER MAGAZINE USE
  EXPANDED BARREL CHANGE
  STATS
  Ammunition
  Handgun
  Handling
  Rifle
  Handling
  Mag.
  Use
  Qualities
  8 gauge (Either)
  -2D
  -
  120
  Scatter/None
  14mm
  N/A
  -1D
  100
  Thunder
  Strike, Blunt
  CALIBER 12 
  (Either)
  -1D
  -
  90
  Scatter/None
  7.62 N
  -2D
  -
  75
  5.56x45mm
  -1D
  -
  60
  HF Full Jacket
  -1D
  -
  60
  HF Hollow Point
  -1D
  -
  60
  5.56mm Flechette
  -
  +1D
  60
  Powder and Bullet
  -
  -
  50*
  Muzzle Loader
  Paper Cartridge
  -
  -
  50
  .50 GL
  -
  -
  40
  .44
  -
  +1D
  35
  Thunder Strike
  .45 Pistol
  -
  +1D
  30
  .410 (Either)
  -
  +1D
  30
  Scatter/None
  9mm
  -
  +1D
  20
  .357
  -
  +1D
  15
  5x30 Caseless
  -
  +2D
  15
  4.6x30mm
  -
  +1D
  10
  *If using the Variable Black Powder Caliber rules, this is 
  25 times the Caliber Rating of the weapon.
  PAPER CARTRIDGES
  Firearms that use powder and bullet ammunition may 
  have the Muzzle Loader quality removed when paper 
  cartridges are used.
  To remove the Muzzle Loader quality, however, 
  modifications must be made to the weapon. They may be 
  converted to a needle gun, where a needle is inserted 
  through the rear of the paper cartridge and strikes a 
  primer at the rear of the bullet after passing through the 
  powder charge. Most systems like this are bolt action, 
  with a new round being loaded directly into the weapon's 
  breach. Alternative solutions exist, but the modification 
  into a breach loading weapon removes the Muzzle 
  Loading quality.
  The conversion from a Muzzle Loader to a paper 
  cartridge firing gun requires an AGI+Crafting (3) roll, and 
  access to two kilograms of Tech III scrap. A glitch results 
  in damage to the weapon's barrel or functional 
  mechanisms, 
  Although functionally identical to powder and bullet 
  ammunition, paper cartridges are distinct and must be 
  A R T I F A C T S
  9
  
  acquired, although they can be made from powder and 
  bullet ammunition given time and raw materials.
  At a GM's discretion, Judges' firearms may be 
  upgraded to use paper cartridges, either as a Rank 
  increase reward, a reward for service, or simply as a result
  of these weapons being more common in the Judges' 
  arsenals as Justitian prepares for war.
  VARIABLE BLACK POWDER 
  CALIBERS
  Not all black powder firearms are created equal. When 
  working with a black powder weapon, it is possible to 
  have varying amounts of black powder or more lead shot.
  Black Powder weapons come in calibers from 1 to 4; 
  these represent increased powder loads and larger bullets,
  making the weapon significantly more powerful as it fires 
  larger projectiles with more energy.
  Caliber 1 Black Powder weapons cause 7 damage, 
  Caliber 2 Black Powder weapons cause 8 damage, Caliber 3
  Black Powder weapons cause 10 damage, and Caliber 4 
  Black Powder weapons cause 12 damage.
  Due to the fact that the projectiles fired are rather slow
  compared to the average bullet, the Bulletproof quality 
  provides one additional point of protection against Caliber
  3 Black Powder weapons and three additional points of 
  protection against Black Powder 4 weapons.
  If using the Paper Cartridges rule, only Calibers 1-3 can
  be used with Paper Cartridges.
  MUSKET BALLS AND BULLETS
  When working with a black powder firearm, it is possible 
  to fire either lead balls or pre-formed bullets. Bullets are 
  designed to provide an edge on the opposition; they are 
  able to form a better gas seal than a ball, allowing for 
  better quality. However, they are more difficult to 
  manufacture; increase the cost for Black Powder and 
  bBullet ammunition by +4 (or +2 per caliber rating if 
  using variable black powder caliber weapons), but 
  increase the Damage of the projectile by 1, increase the 
  standard range increment by 5 meters, and increase the 
  long range increment by 15 meters.
  NEW MODIFICATIONS
  WEAPONS
  MUFFLED
  Adding a silencer to the weapon and making some minor 
  modifications to the mechanisms results in a weapon that 
  functions just as reliably as the original but creates much 
  less noise when fired.
  EFFECT: 1 slot, the weapon gains the Muffled quality.
  A R T I F A C T S
  1 0
  
  NEW FIRE AND LIGHT SOURCES
  FLASHLIGHT
  A simple device, most surviving flashlights use an LED 
  connected to an E-Cubed to generate enough light to 
  allow users to navigate at night. Unlike most light 
  sources, they are directional; while they still make it hard 
  to sneak at night, they can limit the effectiveness of 
  return fire when used in combat. Some variants of 
  flashlights have been created by scrappers, using filament
  lights or other scavenged light sources, but all flashlights 
  have similar functionality and power usage.
  HANDHELD BEACON
  These portable devices, often used in tandem, allow a 
  signaler to mark their own location. Used when navigating
  large vehicles into place or for distant communication, 
  they have both reflectors for use during day or when 
  alternate light sources are available as well as internal 
  lights powered by E-Cubed.
  POCKET FLASHLIGHT
  The pocket flashlight is a smaller cousin of the flashlight. 
  Able to be carried easily, the pocket flashlight can also be 
  mounted to a weapon (which uses up a modification Slot 
  until it is removed again).
  The main weakness of the pocket flashlight is its 
  limited lighting ability; they are simply not as bright as 
  larger devices.
  NEW ORIENTEERING GEAR
  GEOTRACKER
  In 2070, it became clear that GPS might no longer 
  function following impact. While this was viewed as an 
  unlikely scenario, both the 216 phenomena and the threats 
  to satellite navigation led to the creation of the 
  Geotracker. Relying on footage from a recon drone or 
  camera feeds, it creates three-dimensional maps.
  The geotracker system has three components: drones, 
  hubs, and nodes. Drones are used for scanning large 
  areas, and few remain intact. Hubs store information and 
  serve as the computational engines to create the three-
  dimensional imaging required for an area, including 
  accounting for environmental conditions. Nodes are 
  individual units with a 6 inch display; they indicate 
  location and can show any landmarks.
  Geotracker drones can fly, hover, or roll, and weigh 
  about 20 kilograms. They are highly mobile, and can enter
  any space that a human could enter, and can scan ten 
  square kilometers of territory in an hour. They are 
  automated, but can be manually controlled from a control 
  terminal. Information gathered can be radioed back to a 
  hub in real-time, but the drones can also be run with 
  radio silence in automated information gathering modes.
  Geotracker maps support the addition of arbitrary data,
  similar to the Hellvetics' Pathfinders. However, nodes 
  cannot pick up additional information in the field; they 
  are limited to using maps downloaded from hubs. Nodes 
  only hold about 100km2 of map information: hubs contain 
  enough storage capacity to map the world several times 
  over.
  One advantage of the Geotracker systems is that they 
  can map caves, though a drone would have to fly into 
  them first or a team with cameras would have to complete
  a survey.
  A R T I F A C T S
  1 1
  
  NEW WEAPONS
  WEAPON QUALITIES
  BLINDING
  The weapon causes a target to suffer a -4D penalty to all 
  ranged attacks and a -2D penalty to all melee attacks and 
  active defenses for a number of turns equal to the 
  weapon's Blinding rating. An INT+Focus or INS+Primal 
  reaction can reduce the duration of the blindness's effect 
  by 1 per success or trigger on the roll.
  DEPLOYED
  Deployed weapons are intended to be fired from a 
  stationary position. Someone using a deployed weapon 
  must take an action to deploy it prior to firing. Firing a 
  weapon without deploying it requires a BOD+Force 
  greater than the weapon's Deployed quality rating. 
  Otherwise, the weapon's Handling is decreased by 1D for 
  each point the Deployed quality exceeds the character's 
  BOD+Force.
  GRAPPLE
  A weapon with the Grapple quality causes the target to be 
  stuck in its grasp. Until they succeed on an AGI+Mobility 
  test with a difficulty equal to the weapon's Grapple rating 
  (this takes an action but does not suffer a penalty), the 
  target of a Grapple weapon suffers a penalty on all 
  attempted actions (but not reactions) equal to 1 plus the 
  number of Triggers rolled on the attacker's roll and 
  cannot move.
  Weapons with the Grapple quality do not gain damage 
  from extra Triggers unless they normally deal damage.
  LOOSE AMMUNITION
  This weapon needs to be loaded at the start of combat if 
  the character is surprised. Otherwise, if the user has a 
  projectile they may reload the weapon without taking an 
  action to do so.
  MUFFLED
  Most firearms have a loud report that is obvious to all 
  in the nearby vicinity; muffled firearms can still be heard 
  by most of the people around them, but lack the 
  distinctive gunshot noise. Only those being shot at or 
  those who are actively looking for attackers will think 
  they heard a gunshot; a single muffled shot simply sounds
  like someone dropping something heavy or breaking a 
  tree limb.
  An INS+Perception (2) test is required to determine 
  that a muffled gunshot's report is actually a firearm 
  discharge. Once a character suspects that the sound is a 
  muffled firearm, they automatically recognize all muffled 
  weapon attacks as gunshots rather than background noise.
  A character who is hit is usually aware that they are being 
  shot at, and may shout an alarm if they survive the 
  impact.
  If someone is downrange from a firearm, the audible 
  crack of a supersonic bullet provides a +2D bonus on the 
  Perception test to realize that they are being shot at and 
  discern the direction that the fire is coming from. Not all 
  bullets are supersonic, .45 Pistol is one example of a 
  round where the standard loads are subsonic.
  SINGLE LOADER
  This weapon is not reloaded via magazine, stripper clip, 
  or speed loader: it may have a loading gate or use a 
  magazine tube and require loading one round at a time. 
  Four rounds can be loaded into the weapon in a single 
  Action.
  SUSTAIN
  The weapon or attack is particularly involved, and 
  requires a character to devote all their effort to keep the 
  effects on target. A character who makes an attack with a 
  Sustained weapon may make no other attacks with that 
  weapon (or at all, if using unarmed combat) during that 
  round, though they may still use actions or reactions for 
  other purposes.
  SMOKE
  The weapon creates a large amount of thick smoke that 
  obscures vision. All attacks intended to attack a target 
  within a number of meters equal to the weapon's Smoke 
  rating suffer a -2 penalty. Smoke is caused each time the 
  weapon is fired, and the cloud decreases in radius by one 
  meter for each turn that has passed since the weapon has 
  been fired.
  UNARMED COMBAT
  GRAPPLE
  The character grabs another character, pulling them close 
  and forcing them into position. This limits the target's 
  mobility and forces them to break free to be fully 
  effective.
  SPECIALTY: At the end of the attacker's turn, they may 
  choose to use an action next round to maintain the 
  grapple. If they do, they do not need to roll a second 
  attack. Otherwise, the defender goes free.
  PIN
  The goal of a pin is to force a target down and keep them 
  from acting. If the attack succeeds, both attacker and 
  defender are forced prone, but the defender loses access 
  to any weapons they were carrying and can only act to 
  break free of the grapple.
  A R T I F A C T S
  1 2
  
  SPECIALTY: At the end of the attacker's turn, they may 
  choose to use an action next round to maintain the 
  grapple. If they do, they do not need to roll a second 
  attack. Otherwise, the defender goes free.
  THROWN WEAPONS
  POWDER BOMB
  This simple explosive device consists of a small amount of
  high explosive (or concentrated gunpowder), small 
  reserves of petrol or alcohol, and flour or sawdust in a 
  canister. Impact-detonated. 
  In Hybrispania, these are thrown onto the decks of 
  Surge Tanks or into clusters of Scourgers. In Borca, they 
  are thrown into clusters of Judges and in Pollen they land 
  at the feet of Spitalians as they close in on spore fields. 
  They are equal opportunity killers, destroyers of life and 
  limb.
  SPECIALTY: The Powder Bomb does equal damage to all 
  enemies within a 5 meter distance of the original impact. 
  Because they are impact fused, they can also be used as 
  mines, which is safer than attempting to throw them.
  MELEE WEAPONS
  CHAINSAW
  What it lacks in subtlety, the chainsaw makes up for in 
  raw power. This petrol-powered weapon is a descendant 
  or modified version of old industrial tools or weapons. 
  Used rarely, often by Scourgers or by mercenaries aiming 
  to use the psychological impact of the roaring noise of the
  weapon, it is unwieldy but delivers devastating blows.
  SPECIALTY: One unit of petrol will run a chainsaw for 
  about an hour; without fuel the weapon's damage 
  decreases to 2+F/2 and it loses the Terrifying quality.
  QUARTERSTAFF
  The quarterstaff is made a two to three meter long section
  of wood hewn from hardwood. Due to the fact that it 
  comes from the hardwood, rather than a branch, it is able 
  to be an effective weapon in the hands of a skilled user 
  without being easily turned away by armor.
  It is not uncommon to reinforce a quarterstaff with 
  metal on the striking ends, either to protect the ends of 
  the staff or to add to the impact; spikes or reinforcing 
  bands are common, and it is not unheard of for grips or 
  further reinforcement to be added.
  NET
  Nets are a classic weapon; used as a melee implement, 
  they allow a fighter to trap enemies and then strike with a
  weapon held in their other hand. Although most nets used
  in combat are simply constructed from rope or chain, 
  there are also nets designed to cause injury to targets as 
  they try to escape.
  HANDGUNS
  SAWNOFF
  This shortened shotgun has reduced range, but is also 
  able to be carried and used more like a handgun than a 
  traditional shotgun. It lacks the modification capacity of 
  its larger counterpart, but is otherwise very similar.
  PEPPERBOX PISTOL
  This simple firearm is something like a revolver, but 
  instead of having a cylinder that rotates it has four barrels
  and four chambers. Easily reloaded via breach-loading, 
  each of the barrels and chambers has a separate trigger, 
  making it near impossible to fire all four at once.
  SPECIALTY: The Pepperbox pistol may not have the 
  Expand Magazine modification applied to it.
  JUDGES' REVOLVER (JUDGES)
  An alternative to the muskets and hammers of the Judges,
  the Judges' Revolver fires .410 ammunition. As the Judges 
  have been involved in fighting more and more, these 
  revolvers have become almost as iconic as their 
  traditional weapons, since they are able to be made with 
  the relatively primitive manufacturing capabilities 
  Justitian's arsenals provide.
  The largest advantage the Judges' Revolver provides 
  comes in the form of mobility; it is light and can be used 
  from horseback, and also provides an opportunity to 
  easily switch to a Judgment Hammer if necessary.
  PERCUSSION REVOLVER
  Simplistic in design and function, percussion revolvers 
  use black powder and bullets wrapped in paper, allowing 
  them to be loaded at the speed of more modern brass 
  cartridge-based firearms, but making them somewhat 
  more expensive to operate than black powder firearms.
  HOLDOUT REVOLVER
  Tiny, but inefficient, holdout revolvers are used by the 
  desperate or those who don't know better. Capable of 
  deterring apathetic attackers or easily frightened animals,
  the only virtue of a holdout revolver is its small size and 
  the fact that it will likely work even after a beating due to 
  the simplicity of its design.
  SMARTGUN
  Smartguns are the result of Bygone weapons programs. 
  Linked with a powerful computer, they are able to lay 
  down an incredible amount of fire in a very short amount 
  of time. The expense of operating a smartgun and the fact 
  that most require repairs with components that can only 
  A R T I F A C T S
  1 3
  
  be scavenged means that only a few are used across 
  Europe, though they are somewhat more common in 
  Africa.
  SPECIALTY: The Smooth Running trait on a Smartgun only
  incurs a -1D penalty on the next attack from the weapon.
  GATEKEEPER (HELLVETICS)
  Stubbed Trailblazers, while effective, are not cost-
  efficient, and their use of the precious and scarce HF 
  ammunition makes them hard to issue. For Hellvetics 
  operating in the field who need a sidearm, the Gatekeeper 
  serves as a handy backup weapon, and is often issued to 
  users of Defenders or Devastators.
  SPECIALTY: A Hellvetic gains as much ammunition for 
  their Gatekeeper as they do for their primary weapon if 
  they are using a Defender or Devastator as their primary 
  weapon.
  DERRINGER (APOCALYPTICS)
  A stealthy hidden weapon, a derringer can remain hidden 
  in a pocket, or even sometimes as a piece of jewelry or an 
  inconspicuous object in plain sight. When assembled, it 
  allows a quick shot with two barrels; what it lacks in 
  power it makes up for in stealth.
  FREON RAY GUN (CLANNERS)
  The chosen weapon of the Mechans and a rare find among
  others, the freon ray gun freezes targets, causing their 
  skin to be bitten by the frost even as they go into shock. 
  What it lacks in range it makes up for in brutal 
  effectiveness and the horrific frozen visages of its victims.
  The Mechans build these guns into the palms of their 
  suits; they are nearly impossible to extricate without 
  being rendered inoperable.
  RIFLES
  SCHMIDT CARBINE (SCRAPPERS)
  This exotic looking firearm, produced by the Scrapper 
  gunsmith Johannes Schmidt, is a dubious technical 
  achievement. A fixed magazine-fed revolving rifle, it 
  operates entirely on a pump action; the backward motion 
  of the slide ejects the round in the bottom of the cylinder, 
  then drops the firing pin to fire the weapon. Forward 
  motion pulls the cylinder forward. Schmidt produced 
  hundreds of these weapons, and many more have been 
  produced in the years since his death.
  The lack of a conventional trigger, and the short barrel 
  of the weapon, combine to make the firearm somewhat 
  inaccurate.
  SPECIALTY: The Schmidt Carbine is a ramshackle weapon; 
  it has only one slot for further modification.
  DEFENDER (HELLVETICS)
  Another specialist weapon, the Defender is available to 
  any Hellvetic of Corporal rank or higher in place of the 
  Trailblazer. Although not as versatile as the Trailblazer, it 
  is a squad assault weapon intended for use in a supporting
  fire or designated marksman role.
  Defenders are heavier than Trailblazers, with a single 
  long barrel. This allows them to be used as a precision 
  single shot weapon, or, thanks to the increased size of 
  their single magazine, a squad support weapon with 
  improved automatic fire rates.
  SPECIALTY: Like the Trailblazer, the Defender has a bipod 
  that may be deployed. It does not, however, have a 
  bayonet attachment.
  DEVASTATOR (HELLVETICS)
  A secondary weapon for the Hellvetics, the Devastator is 
  used in the place of the Trailblazer for close quarters 
  combat operations as well as in limited utility roles firing 
  flares or frangible ammunition.
  One advantage the Devastator has over most shotguns 
  is its military design, with a focus on increased effective 
  range and an under-barrel magazine that allow it to have 
  a solid ammunition capacity.
  SPECIALTY: Devastators are issued with 3 flare rounds, 
  which provide total illumination to an area of one 
  hundred square meters for three turns. These do not 
  count against ammunition for the weapon.
  RIOT SHOTGUN
  A merciless weapon associated with Scourgers and 
  mercenaries, riot shotguns provide power and fire rate in 
  a lethal combination: they are expensive and heavy, but 
  make good weapons with cheap ammunition.
  Riot shotguns are semiautomatic weapons, and 
  perform poorly with the hand-loaded ammunition 
  available after the Eshaton, especially with Scrappers' 
  hand-loads.
  CARBINE
  Formerly issued to Bygone alpine and urban combat 
  forces, carbines are smaller than full assault rifles, but are
  just as dangerous, albeit at shorter ranges.
  One of the popular elements of carbines is their ability 
  to be easily modified. Although modern military-style 
  carbines were rare for civilian use in Europe, there were 
  Bygone arsenals intended for reservists stocked with 
  countless numbers of them that were quickly looted by 
  survivors of the Eshaton.
  Carbines are less sensitive than a sniper rifle, they can 
  still be used for hunting or combat within short ranges.
  A R T I F A C T S
  1 4
  
  NEEDLE GUN
  Although needle guns often resemble a hunting rifle on 
  first glance, they are actually more closely related to the 
  musket. They use paper cartridges that are more simple to
  produce, but function very similarly to a modern round of 
  ammunition.
  Needle guns are more difficult to maintain than 
  muskets, but the advantages their design present in terms
  of rate of fire and simplicity of use give them a definite 
  battlefield advantage.
  VARMINT RIFLE
  These weapons are used to frighten or kill small animals, 
  but are not typically intended for combat. Although they 
  may be used as weapons of last resort, varmint rifles are 
  also occasionally used as training weapons in the stead of 
  rifles firing larger, more expensive, rounds.
  HEAVY WEAPONS
  GATLING GUN
  This manually-operated heavy weapon fires rounds 
  without requiring some of the complex machinery of 
  other machine guns. While it is rather reliable (when 
  manufactured by a professional), it suffers from an 
  extreme size, as the weapon has several barrels. 
  Bygone Gatling guns (which were archaic by the time 
  of the calamity) were often deployed as crew-served 
  weapons, with one person feeding in ammunition and 
  another firing, but more emphasis has been placed on 
  portability in the guns manufactured in Justitian and 
  throughout Europe in recent years, although only the 
  most brutish hulks can carry and fire such weapons at the 
  same time.
  SPECIALTY: The Gatling Gun has long barrels, and cannot 
  fire .410 shot.
  MEDIUM MACHINE GUN
  Still based on the old 7.62N rounds, the Medium Machine 
  Gun provides a high degree of power while sacrificing a 
  minimal amount of mobility and tactical flexibility. Firing 
  quickly, it is a fearsome weapon, as it is significantly 
  more powerful than a Light Machine Gun.
  One of the weaknesses of the MMG is that it must be 
  deployed prior to use, while most LMG models can be 
  fired on the move if users are careful to avoid excessive 
  bursts.
  HEAVY MACHINE GUN
  Even larger than the Medium Machine Gun, the Heavy 
  Machine Gun provides unrivaled firepower on the 
  battlefield, but it also uses some of the most rare and 
  expensive ammunition available. Although it fires more 
  slowly than other machine guns, it still has the worst 
  recoil of any machine gun, and is almost always used as 
  an emplaced weapon.
  ANTI-MATERIEL RIFLE
  The original purpose of anti-materiel rifles has been lost 
  to time, but they remain a relic of Bygone war. While few 
  forces in Europe could field anything that would stand up 
  to a rifle of such magnitude, they are prized tools in hunts
  against dangerous psychonauts, especially Biokinetics.
  NEW ARMOR
  ARMOR QUALITIES
  HARDENED
  This armor is able to turn away incoming attacks, with a 
  surface that seems to redirect incoming blows or 
  projectiles; attacks made against the armor suffer a 
  penalty to hit equal to the weapon's Hardened rating.
  PADDED
  Padded armor provides increased protection against 
  weapons with the Blunt quality as well as any unarmed 
  attacks or attacks from animals.
  SHIELD QUALITIES
  FLIMSY
  The shield has limited value against repeated assaults, 
  and is  intended to be used once or twice to block 
  incoming blows. When its defense bonus is applied to 
  active or passive defense, it loses -1D/-1 from its Defense 
  rating (though it can never incur a penalty to Defense). 
  The shield's Attack penalty remains the same.
  ARMORS
  PADDED ARMOR
  This cloth armor provides protection on account of the 
  many layers from which it is spun. It is simple to 
  manufacture, but provides limited protection against 
  most weapons.
  SEGMENTED ARMOR
  Made up of interlocking metal plates, segmented armor is 
  not as durable as armor made of larger plates, but is much
  cheaper to manufacture, as parts of the suit can be made 
  using scrap instead of requiring the creation of dedicated 
  armor pieces.
  Segmented armor is a lot cheaper than plate armor to 
  manufacture, although its reduced protective qualities are
  somewhat problematic. Still, it can be assembled by less 
  skilled craftsmen, making it a common piece of armor 
  among more primitive clans.
  A R T I F A C T S
  1 5
  
  SKIRMISH ARMOR (CLANNERS)
  Boiled and treated leather with an additional layer of 
  enamel, these armors are the purview of the Corredores. 
  Hardened against piercing weapons, they are able to turn 
  away blows with surprising effectiveness, given their 
  weight and maneuverability.
  The secret of making skirmish armor is unknown to 
  most. Only the Sabia and those they have whispered to 
  have the skills to do so—it is a gift of the Pregnoctics, or 
  perhaps a technique that the rest of humanity has yet to 
  discover. In any case, the subdued sheen of skirmish 
  armor has become feared among Scourgers as an emblem 
  of violent, terrifying, defiance.
  SPECIALTY: Skirmish armor provides a +1D bonus to 
  PSY+Domination tests made in combat against Scourgers.
  TRAINING PADS
  Scavenged from Bygone athletic equipment or 
  manufactured in limited qualities by the Hellvetics or any 
  number of Cults or Clans that want to ensure that fighters
  can spar without injury, training pads typically combine a 
  composite surface with foam or other soft filling that 
  absorbs impact.
  SHIELDS
  HIDE SHIELD
  Made of leather or hide stretched over wood, this shield is
  haphazard and limited, but provides versatility in combat;
  while it is more difficult to use than smaller shields, it 
  provides cheap protection for charging into battle, and is 
  often discarded after contact with the enemy.
  GRENADES AND MINES
  The following items listed are available in both grenade 
  and mine forms; mines are deployed as traps (see 
  KatharSys p. 134), and grenades are used as throwing 
  weapons using AGI+Projectiles. For the sake of simplicity, 
  these objects are simply referred to as “grenades”, as 
  mines can also use standard Explosives.
  USING GRENADES
  Grenades have special attributes not used in other 
  weapons. Each grenade uses the Grenade statistics (in the 
  Throwing Weapons table), but each has different falloff 
  ratings.
  Falloff is unique to grenades. While most explosives in 
  Degenesis lose damage at a rate of 1 per meter (KatharSys 
  p. 112), some grenades transfer damage over greater areas 
  or lesser areas. The Falloff rating of a grenade is how 
  much damage the blast loses for each meter from the 
  epicenter; round up if a fraction results (so a target 1 
  meter from a grenade or mine target always suffers at 
  least 1 damage less than someone directly on the grenade 
  or mine).
  All Qualities a grenade has apply to any target caught 
  in the blast. If the grenade's falloff is N/A, then the effect 
  is centered on the weapon's epicenter.
  FLASHBANG
  Flashbangs are stun grenades intended to be used in 
  conjunction with close quarters fighting to provide an 
  edge to breaching teams attacking fortified positions, 
  especially when there may be hostages or civilians that 
  cannot be attacked, or when it is desirable for the 
  defenders to be captured alive.
  SPECIALTY: Flashbangs apply their Blinding effect to 
  everyone who observes them directly from a distance of 
  less than twenty five meters. Allies may make a 
  PSY+Reaction (2) test and enemies may make a 
  PSY+Reaction (4) test to avert their gaze and avoid the 
  effects entirely. If they are hiding behind cover, they 
  automatically are protected from the Blinding effect.
  SMOKE
  Smoke grenades are used to send signals or provide cover 
  for troops moving through the open. They are a valuable 
  tool for buying a moment's respite from incoming fire. 
  DEFENSIVE FRAG
  Defensive fragmentation grenades are intended to be used
  from cover as a way to halt enemy advances. They project 
  shrapnel over a large area, causing potentially dangerous 
  wounds to everyone caught in the blast. As they can 
  wound targets at a much greater distance than they can 
  be thrown, they can be dangerous if used incorrectly.
  OFFENSIVE FRAG
  Offensive fragmentation grenades are intended to be used 
  to clear bunkers and tightly clustered opponents. Like 
  their defensive cousins, they project shrapnel in all 
  directions, but they are intended to operate with a much 
  smaller wounding radius to allow their users to throw 
  them without the advantage of solid cover.
  CONCUSSION
  Concussion grenades are offensive grenades designed to 
  penetrate armor or attack hardened targets through 
  explosive force. Although they may wound with shrapnel, 
  the primary role of a concussion grenade is to damage a 
  vehicle or heavily armored opponent: they have seen use 
  against Biokinetics in limited quantities, and the 
  Spitalians pay handsomely for them.
  INCENDIARY
  Incendiary grenades start fires. Typically manufactured 
  with thermite or white phosphorous, they burn with 
  A R T I F A C T S
  1 6
  
  intense heat; they can destroy pretty much any man-
  made object, though they have a limited blast radius to 
  concentrate their force and protect their users.
  ARMOR FOR ANIMALS
  From the Matadores' horses in the arena to the 
  mammoths of the Garganti, many animals and their 
  owners find themselves in need of protection from 
  intentional and accidental harm.
  Gas masks are available for horses at twice their 
  normal price. Any Tech Level IV or lower armor can also 
  be found in configurations for horses, with a cost equal to 
  five times the cost for human armor and identical effects.
  Mammoths are harder to equip. The Garganti have 
  limited armor for them available; Tech Level II or lower 
  armor can be purchased for mammoths at a cost equal to 
  twenty times its ordinary price.
  Armor for canines and other smaller animals (any 
  animal too small to be a mount) costs twice as much as 
  normal, and any Tech Level IV or lower armor is available.
  Most Cults with specialized gear cannot provide animal
  armor in an equivalent form; the largest exception to this 
  being the Spitalians, who produce “suits” for their steeds,
  albeit with major functional differences from the ones 
  used for humans. They still provide the same protection 
  from damage and contagions, so they are in high demand.
  A R T I F A C T S
  1 7
  
  CONTACT
  The Prealps are beautiful with life. Undeterred by the 
  Eshaton, they bloom with their vibrant evergreens atop 
  hills which fall away into valleys with crystal blue rivers. 
  The commander of the Enemoi stood in the Citadel. 
  The jarring and rattling of the vehicle along the hilly path 
  went unnoticed by his trained legs.
  The monitor in the Citadel flashed red as a message 
  came in and a marker appeared.
  A3@127.0.0.5: <329°:178289m>
  A nod was all it took for the driver to keep going. Ahead
  of them, Orion crashed through the brush. They were 
  drawing closer, ever closer. Another crest, and they could 
  see into the valley itself.
  The entrance to the bunker was carefully concealed, 
  but an indicator on the screen pointed to it. The truck 
  picked up speed as it rolled downhill, following just beside
  Orion.
  Today, they were after the greatest haul of all.
  The Marshaller cradled his battle rifle carefully, 
  strapped into one of Orion's harness seats. If the driver 
  went any more quickly, he could have sworn that they 
  would 
  flip 
  over. A
  bounce rattled the pistol in its holster as they prepared to 
  debark.
  Three figures stood outside the entrance, each masked 
  and draped in a cloak. The Enemoi had no mercy. A 
  sharpshooter dropped the first before he had a chance to 
  turn.
  Battle had begun, and the Enemoi had the initiative. 
  The Guardian perched on Aquilla had a clear shot at the 
  Chroniclers in the valley. With the bunker still closed, they
  ran for the treeline. It would provide them no refuge, even
  though the Guardian's next shot went wide.
  One of them turned to stand his ground. Orion gently 
  hummed with the distorted noise of a vocoder as it rattled
  through the chassis. Another report from a rifle rang out, 
  and the offending Mediator fell to the ground dead. The 
  last Chronicler kept running, even though cover was still 
  hundreds of meters away. He would find no mercy at the 
  hands of the Enemoi.
  A R T I F A C T S
  1 8
  DEFENDERS OF THE WEAK
  ENEMOI
  
  THE ENEMOI
  A nomadic clan of Borca, the Enemoi are on the rise as a 
  rival to the Chroniclers as well as the entrenched 
  organizations of Justitian. Fighting for the interests of the 
  common man, rather than those who hold political power,
  their convoy is recorded in times dating back to the 
  Eshaton.
  Although there are likely other settlements of the 
  Enemoi, the convoy is the most obvious example of their 
  presence in the world; where they have settled elsewhere 
  they live unassuming lives, often in the original bunkers 
  intended to shield humanity from the Eshaton; or at least 
  those run by the UEO and not the Recombination Group.
  CONVOY
  Each truck is a massive eight-wheeled vehicle; each tire 
  stands as tall and as wide as a man as the convoy rumbles 
  through Southern Borca and near the territory of the 
  Hellvetics. When a location of interest is found, the 
  Marshallers find a safe campsite and the convoy stops to 
  form a fortified camp.
  The trucks are lined up by the Marshallers, forming a 
  pentagon. Steel arms fold out of each truck, linking it to 
  the trucks adjacent to it, forming a barrier against assault 
  and weather. Supports are buried into the ground, 
  increasing the stability of the assembled fortress. As the 
  Enemoi use the machines' built-in tools to fortify, they 
  also deploy a steel net over the aperture of the pentagon, 
  forming a makeshift roof to protect from airborne attacks.
  In the span of a half hour, the Enemoi are able to go 
  from nomads in a caravan to a military presence with an 
  unassailable fortress. Although they lack the size and 
  resources of a Cult, they have the ability to stand up 
  against any force in Borca with their makeshift 
  fortifications.
  The Citadel, the largest of the trucks, stands the tallest.
  It is the central gathering point of the Enemoi's most 
  prestigious members, the Ancestors and the Acolytes. The 
  Ancestors are ancient, scholars and thinkers. They guide 
  the Enemoi to their destinations, assessing the world 
  around them, searching for a sign that humanity is ready 
  to rebuild.
  In the Citadel, massive banks of computers are only 
  passing wonders, however. The AMSUMO Acolytes are the 
  real attraction: each one holds information that could one 
  day lead Europe on a path to vitality and rebirth. However,
  the Enemoi guard their secrets closely; the knowledge 
  they hold could shift the balance of power in the favor of 
  one faction, plunging the recovering world into a state of 
  tyranny.
  Orion is the home of the drivers. Few in number, but 
  critically important, they are responsible for keeping the 
  convoy out of harm's way and directing the ancient 
  machines' paths. The fastest and most agile of the trucks, 
  it is also used for scouting paths and hunting.
  Orion is crucial to Enemoi operations; without it they 
  would be forced to send all of their operators out on foot. 
  It is not as heavily guarded as the Citadel, but it is closely 
  monitored, with a full contingent of Marshallers keeping a
  wary eye out for dangers, as well as scouting for places to 
  set up camp.
  Sagittarius is the armory of the Enemoi, where the 
  Armorers ply their trade. With tools that would make 
  Scrappers drool, Armorers carefully work with centuries-
  old equipment to keep the Enemoi armed and supplied, 
  making ammunition and repairing or fabricating firearms 
  as needed.
  Even though it is not the core of the Enemoi archives, 
  there are enough books and digital files on engineering 
  and design here that even the Chroniclers would be taken 
  aback by the full technology of the Enemoi.
  If Sagittarius is one of the finest arsenals outside the 
  Alpine Fortress, Fornax is similarly rivaled only by the 
  most tightly guarded Spitalian or Chronicler data centers. 
  Not just an archive, Sagittarius is a laboratory and 
  workshop.  Various groups of Enemoi collaborate to keep 
  the convoy rolling, working on parts for the trucks and 
  developing new technologies to keep them ahead of the 
  machinations of hostile Cults.
  Finally, there is Aquilla. The public face of the Enemoi, 
  as it were. It is the one truck that is made publicly 
  accessible when the Enemoi set up camp, providing a 
  sheltered space to discuss the needs of the people and 
  trade.
  TRADE
  The conflict between the Enemoi and the Chroniclers 
  stems from the Enemoi trading in data; they acquire as 
  many books, Stream viewers, or artifacts as they can, and 
  put them to good use in the Citadel or on the battlefield. 
  They have the closest link to the Bygone world of any in 
  Borca barring Marauders and Sleepers, but they refuse to 
  parlay with the Chroniclers. They also cautiously bargain 
  for necessities of life; food, gear, and other necessities. 
  Their caution often leads them away from great bargains.
  This is not without cause; the Chroniclers are 
  suspected of poisoning one of the trucks in the past, 
  something which makes the Enemoi wary of buying food 
  from strangers. However, the Enemoi still adhere to a 
  democratic ideal, and see the self-aggrandizement of the 
  Chroniclers as a sign that they are dangerous; men who 
  A R T I F A C T S
  1 9
  
  present themselves as gods seek to dominate and control, 
  not rebuild.
  GREATER CALLING
  The focus of the Enemoi is on the rebuilding of society. 
  Remnants of the Bygone world, they want to see 
  humanity rally under a single flag as it had in the past, 
  perhaps to the extent that they are willing to overlook the 
  disunity of humanity prior to Eshaton.
  While the Ancestors and Commanders of the Enemoi 
  debate what the exact criteria are for the Enemoi to 
  pledge their loyalty to another force, there one universal 
  consensus among them is that there is no Cult in Borca 
  that would meet their criteria.
  Much of the goal of the Enemoi is to help those around 
  them; they stand up to the Cults when they oppress the 
  common people of the land; many a Spitalian, Judge, or 
  Anabaptist has met their end at the hands of the Enemoi 
  during the endless crusade against the Sepsis, as the 
  Enemoi lack their dogmatic hatred of the infected.
  As nomads, the Enemoi seek out people to help. Almost
  every day is met with a plea for help from a representative
  of one settlement or another, and the Commanders and 
  Ancients make their decisions with guidance from the 
  Acolytes.
  Once a worthy goal is found, the Enemoi deploy their 
  military branch. Not only do they serve a higher power, 
  but with every victory against the Cockroaches, 
  psychonauts, or Cults their influence with the providers of
  Borca grows. They receive gifts of gratitude and 
  sometimes even recruits from those they help, and they 
  leave behind networks of informants and agents.
  THE STORM
  Chernobog in the East has created a schism in the 
  Enemoi. While few believe the new balance of power to be 
  better, the shockwaves sent by the weakening of the Cults 
  has created a vibrant discussion in the core of the Enemoi.
  His methods, and the reputation of the Marauders, 
  bring concern to both factions of the Enemoi, and they 
  wait anxiously for every bit of news trickling in from the 
  East. As an unknown factor, few of the Enemoi believe 
  that he is a savior come to restore democracy and 
  progress to Europe. However, he may be an opportunity.
  OLD GUARD
  The conservative Ancients want to remain nomadic, 
  continuing the traditional Enemoi way of life. They seek 
  to gather more knowledge, as they have always done, and 
  continue watching to see how things turn out.
  Above all, the conservative branch of the Enemoi fears 
  Chernobog. He is an enemy of the Cults, but the Enemoi 
  do not define themselves by their opposition to any 
  particular faction. Chernobog is an unknown factor; the 
  Marauder may be operating for the will of the people, but 
  at the same time he is causing massive death and 
  destruction.
  At some point the Enemoi will be forced to confront 
  the fact that the chaos coming in this time of rebirth is 
  stretching them thin: too thin. They are running out of 
  resources and operators with each encounter, and some 
  among the old guard even espouse limiting the Enemoi to 
  only working with known friends and allies until the 
  situation becomes more clear.
  RISING STAR
  The younger, more brash members of the Enemoi, 
  including a handful of Officers and Commanders, believe 
  that the weakness of the Cults means that the Enemoi 
  should expand to fill the gaps. They want to expand the 
  clan, adopting members rapidly and bringing villages and 
  settlements formerly under the banner of the Enemoi.
  In the past, radicals of this sort were exiled or sent 
  away on mercenary duty, spreading the philosophy of the 
  Enemoi, but lacking any real power to lead them. 
  However, as the faction has been gaining more 
  membership and the situation in the east grows more and 
  more influential in Borca's politics, they have begun to 
  gain influence with the clan.
  The conservative faction dreads the takeover of foolish 
  hotheads that they see as coming at any moment. At the 
  same time, they have come to accept it as a part of life: 
  operators and technicians have lofty ideals, but by the 
  time an Enemoi spends much time with the Ancestors and
  Acolytes they learn the ways of the world, and their 
  tempers cool.
  DOVES
  Although the Enemoi have been waiting for centuries 
  without a sign of the return of civilization, they do not 
  give up hope. They send out a handful of members each 
  season to search the world for oases of justice and 
  democracy.
  Few who leave the convoys return, either because they 
  do not survive, or because they settle into life elsewhere. 
  This does not concern the Enemoi; the Doves who are sent
  out into the world spread their message of justice and 
  democracy where they roost.
  Indeed, many Doves are sent out because they are too 
  enthusiastic about the cause. While the Enemoi help 
  where they can, their resources are spread thin. Their 
  emissaries try to do what they can alone or in scattered 
  pockets across Europe, models for the society they wish to
  one day join.
  A R T I F A C T S
  2 0
  
  MACHINE MEN
  There is no answer to the strife among the Enemoi on 
  the lips of the Acolytes. They are silent when asked about 
  the internal politics of the clan.
  Despite this, the Acolytes are still full of surprises. 
  They filter relevant information to the Enemoi, as they 
  have for the past five centuries, and they so no sign of 
  stopping. With each month, the Acolytes unveil another 
  supply cache: some have already been looted long ago, but
  even after all the years many are intact and provide the 
  Enemoi with new insights into the Bygone world and gear 
  to survive the age of homo degenesis.
  The Acolytes are never used for field operations; they 
  are too valuable and any risk to them would jeopardize 
  the entire operation. In addition, the knowledge each 
  AMSUMO contains would be a great boon to enemies like 
  the Chroniclers; even in the hands of a less hostile party 
  they could disrupt the balance of power in Borca.
  NEW RECRUITS
  The Enemoi recruit from a variety of sources. Newcomers 
  must swear loyalty to the ideals of the Enemoi, and it is 
  very rare for a newcomer to achieve prominence among 
  the Enemoi.
  Outsiders are likely to become Operators and later 
  Marshallers, Guardians, and Corpsmen than they are to 
  join any other branch of the Enemoi. When the Enemoi 
  care for the injured, they may occasionally bring them on 
  as civilian traders, but most Clanners do not have the 
  technical skills required to join the technical branch of the
  Enemoi.
  Former Hellvetics are common sources of recruits for 
  the military branch of the Enemoi. While they are unlikely
  to take in deserters, Hellvetics whose ideals demand a 
  move to greener pastures often seek out the Enemoi.
  Drivers are always born to the Enemoi, and raised 
  among them. Vehicles are too rare outside the convoy, and
  it takes years of experience to maneuver the massive 
  vehicles.
  HISTORY AND LEGACY
  The Enemoi were founded shortly after the Eshaton. 
  Reservists, deserters, and idealists, they saved those they 
  could from the rioting and looting. When HIVE ravaged 
  Europe, they continued rolling, replenishing their ranks 
  from the like-minded and relying on their AMSUMO 
  forces more heavily. They replenished them from those 
  they could find that had been spared the 216 glitches.
  Slowly it became clear that rather than coming back to 
  life, the flame of civilization would be reduced to naught 
  but embers. The Enemoi rebelled against this, but their 
  numbers were few. They recalled their AMSUMO units, 
  realizing that they held the key to the future, and used 
  them to preserve their ideals and their mission.
  Humans again did the heavy lifting: the survivors used 
  scavenged weapons and blueprints to become a fighting 
  force, and the convoy patrolled Borca. As the landscape 
  shifted, they were spared the worst of the Primer's 
  impact. The last bastion of hope, they were able to draw 
  many of the survivors of the calamity to their light.
  Then the cold began to sink in. For centuries they 
  wandered, recruiting those they could, spreading their 
  flame. Some settled in pockets, but these were often 
  temporary. It was easy for colonies to lose their way and 
  give in to despotism or simply be extinguished by the 
  world's cruelty.
  Despite this, the convoy kept on rolling. As the other 
  Cults began to form, they were a constant, always 
  working in the background.
  They bide their time, waiting. They depend on the 
  voluntary support of those they defend. Of course, they 
  coordinate their efforts on the grateful: a matter of 
  practicality. Sometimes the commanders do this out of 
  spite, but usually it simply boils down to being the only 
  option; those who can pay keep the convoy rolling, and 
  almost anywhere can scavenge together scrap, or food, or 
  drafts. Any offering is accepted.
  PLAYING ENEMOI
  The Enemoi have the favored skills of (INT) Engineering, 
  (INT) Science, (CHA) Negotiation, (INS) Orienteering, and 
  (AGI) Projectiles. The Enemoi operate out of Borca, and 
  the vast majority of their number are Borcans.
  The Enemoi are considered to be Clanners for the 
  purposes of determining their Backgrounds; when dealing
  with other Clanners, they are able to use their 
  Backgrounds as if they were dealing with other members 
  of their own clan. They cannot typically access Clanner 
  gear that indicates that it belongs to a certain Clan, like a 
  Pneumo Hammer or Druschinnik silk armor. 
  The Enemoi are not particularly wealthy or affluent. 
  Individuals gain the standard 50 x (Rank + Resources) 
  Drafts of the Clanner Cult, though the Enemoi are 
  substantially more advanced and issue more expensive 
  gear than most other clans.
  A R T I F A C T S
  2 1
  
  Enemoi do have special Potentials available to them, 
  though a number of Common Potentials, such as 
  Asceticism, Danger Sense, Number Cruncher, and 
  Unyielding are all common selections for Enemoi who 
  find themselves on the edge of their clan, such as 
  Marshallers and Doves.
  ENEMOI RANKS
  1 – CIVILIAN
  Civilians are the lowest of the Enemoi, although they are 
  few. They are the non-military face of the clan, managing 
  trades under the watchful eye of superiors. Without a job 
  to do while the convoy is on the move or when there is 
  nobody to trade with, they are technically equals of 
  everyone else in the clan, but have little influence.
  Most civilians have been born into the Enemoi, but 
  under extraordinary circumstances they are known to 
  recruit from the world at large. Advancement from civilian
  rank is largely dependent on aptitude, but the Enemoi are 
  nothing if not cautious, and outsiders who have been 
  adopted into the clan recently are rarely granted serious 
  responsibilities.
  PREREQUISITE: -
  RESULT: May be present on any truck in the Enemoi 
  convoy except for the Citadel, so long as there is no 
  pressing need for secrecy or safety concerns.
  EQUIPMENT: Backpack
  2 – OPERATOR
  Operators are trained in the basics of warfare. The rank 
  and file soldier of the Enemoi, they are not quite trained 
  to specialist levels in any field, though most have a basic 
  inkling of where their proficiencies lie.
  Operators are the backbone of any mission the Enemoi 
  undertake; while Guardians, Marshallers, and Corpsmen 
  may accompany them, the average fireteam of the Enemoi
  is predominantly made up of Operators. They train 
  together and work as a cohesive unit before being selected
  for more advanced training.
  PREREQUISITE: AGI+Projectiles 6, BOD+Force 4, Renown 1
  RESULT: Operators are not the elites, but they have some 
  privileges. They can enter any truck with a superior's 
  permission, and they are allowed to issue orders to 
  civilians in case of an emergency.
  EQUIPMENT: Battle Rifle, +2D rounds per month.
  3 – GUARDIAN
  Guardians are top-tier combatants and fireteam 
  commanders of the Enemoi. Specialized in combat, they 
  keep a watchful eye on outsiders and defend the convoy 
  when it is encamped.
  As Enemoi combat specialists, Guardians are given the 
  best tactical training available. While still inferior to the 
  Hellvetics' capabilities within the Alpine Fortress, 
  Guardians undergo intense training to ensure that they 
  can protect against any threat that the convoy encounters.
  They have access to ammunition for both training and 
  defensive purposes, and they prioritize the safety of their 
  brethren over all.
  PREREQUISITE: AGI+Projectiles 8; BOD+Melee 6; 
  INS+Perception 6; Authority 2
  RESULT: When on a mission, Guardians may bring an extra
  magazine for their Battle Rifle without the need to spend 
  Resources or drafts to do so, and when on a truck they 
  may access as much ammunition as they need. Wasting 
  ammunition may reduce Authority or Renown.
  EQUIPMENT: 2 frag grenades, Army Pistol (with Extended 
  Magazine modification), +2D .45 Pistol rounds per month,
  Kevlar jacket.
  3 – MARSHALLER
  Marshallers are the scouts and frontrunners of the 
  Enemoi. They search out threats that may strike the 
  convoy, as well as find areas of interest, whether they 
  verify the position of Bygone bunkers, search for clans in 
  need of assistance, or monitor Cult forces in an area to 
  determine where the Enemoi make their moves.
  Marshallers also are responsible for setting up camping
  sites: they must think tactically and find positions that 
  are resilient to assault and provide opportunities for safe 
  egress in the case of an emergency, as well as ensure that 
  there are no environmental hazards like spore fields or 
  seismic activity.
  As if to sign off on their work, it is the Marshallers who
  direct the drivers as they prepare to set up the convoy, 
  A R T I F A C T S
  2 2
  1
  CIVILIAN
  2
  TECHNIC.
  2
  OPERATOR
  3
  3
  GUARDIAN
  3
  MARSHAL.
  4
  OFFICER
  5
  COMMAND.
  4
  ARMORER
  X
  ANCESTOR
  2
  DRIVER
  3
  MASTER DR.
  3
  CORPSMAN
  MAINTAIN.
  0
  DOVE
  
  waving handheld beacons to direct the trucks to spots 
  where they can link together perfectly.
  PREREQUISITE: PSY+Reaction 6; INS+Orienteering 6; 
  AGI+Stealth 4; INS+Perception 6; Renown 2.
  RESULT: Marshallers are responsible for scouting and 
  advanced operations, protecting the convoy and checking 
  for threats. When they find a threat, or when they feel like
  they need backup, they may bring 1D Operators with 
  them.
  EQUIPMENT: Kevlar jacket, Camo Net, Camo Paint, Army 
  Pistol (with Muffled modification), Handheld Beacon, +2D
  .45 Pistol and +2D 7.62 rounds per month.
  3 – CORPSMAN
  Corpsmen make up the medical branch of the Enemoi. 
  Although they are also skilled soldiers, their training is 
  focused on defensive operations and emergency care. Less
  skilled than a Spitalian medic, the Corpsman's role is 
  limited: they keep people alive, but they have limited 
  resources for advanced medical care.
  When on the convoy, Corpsmen provide a degree of 
  medical care to other Enemoi and to outsiders who come 
  to the Enemoi in need of treatment. They have access to 
  quality equipment, but supplies are always limited.
  PREREQUISITE: INT+Medicine 6; INS+Empathy 4; 
  Authority 2
  RESULT: When traveling with the convoy, Corpsmen have 
  access to a Level 2 Apothecarium (INT+Science +2S for 
  substance analysis or drug production) and Level 2 
  Surgical Tools (INT+Medicine +2D for treating Trauma), 
  although this equipment is too valuable to be taken into 
  the field.
  EQUIPMENT:  2 smoke grenades, Kevlar jacket, Field Kit.
  4 – OFFICER
  Officers are elite battlefield command personnel, selected 
  from the ranks of the Guardsmen, Marshallers, and 
  Corpsmen. Although they no longer serve as front-line 
  engagement troops, they still work in the field with their 
  men.
  Officers are expected to lead by example, and they are 
  integrated into fireteams in the field. However, the 
  practice is typically to split them into a separate 
  command element alongside a Corpsman and a Guardian, 
  which is then attached to a fireteam or operates 
  independently as an observation unit.
  PREREQUISITE: CHA+Leadership 8; INS+Orienteering 8, 
  INS+Survival 6; Renown 3; Authority 3
  RESULT: Officers may bring 1D Marshallers, Corpsmen, or 
  Guardians (or an assortment thereof) with them on 
  missions, as well as 1D Operators or Technicians.
  EQUIPMENT: As Guardian, plus 2 smoke grenades, +2D .45
  Pistol rounds, Binocular.
  5 – COMMANDER
  Commanders are the top rank of the Enemoi combat 
  branch, and they are responsible for coordinating the 
  efforts of a highly diverse force and ensuring the safety of 
  units in the field.
  Commanders rarely go into the field, and when they do
  it is a matter of critical importance. Too valuable to risk 
  on minor duties, Commanders are responsible for the 
  safety of the convoy; serving as advisers to the Ancients 
  and Master Drivers to select safe courses through hostile 
  territory.
  PREREQUISITE: CHA+Leadership 10, INT+Legends 6, 
  Renown 5; Authority 5
  RESULT: May command two officers and their contingents 
  when going on missions personally. Resources increase to 
  6 for the purposes of acquiring equipment, and may bring 
  valuable and in-demand equipment (anything short of an 
  Acolyte) with them on critical missions.
  EQUIPMENT: As Officer, Geotracker node.
  2 – DRIVER
  Although the Enemoi train a whole cadre of drivers, only a
  handful of the elite actually become Drivers. Trained in 
  simulated training and under the watchful eyes of Master 
  Drivers as copilots, they keep the convoy rolling across 
  the territory of the Enemoi.
  Drivers are already a prestigious group: many are 
  trained, but few actually get to take the wheel of one of 
  the convoy's five trucks. These full-fledged Drivers work 
  in shifts, keeping the convoy rolling day and night.
  On the odd occasion Drivers are seen outside the 
  caravan, they are being used as scouts or cartographers.
  PREREQUISITE: AGI+Navigation 8; INS+Orienteering 8; 
  Renown 3
  RESULT: May drive any of the trucks in the Enemoi 
  Convoy, with the exception of The Citadel, which is 
  always driven by a Master Driver.
  EQUIPMENT: Kevlar jacket, Geotracker hub with map of 
  Enemoi territory (Southern Borca)
  3 – MASTER DRIVER
  Not technically a formal rank among the Enemoi, but 
  something that has formed nonetheless, the ranks of the 
  Master Drivers include only Drivers who have had years of
  experience and training.
  These specialists are highly respected by their peers, 
  and have additional privileges and prestige within the 
  organization.
  A R T I F A C T S
  2 3
  
  PREREQUISITE: AGI+Navigation 10; INS+Orienteering 10; 
  CHA+Leadership 6; Renown 4; Network 2
  RESULT: Master Drivers are experts of controlling the 
  vehicles of the Enemoi; they are able to take the wheel of 
  any truck in the convoy, and are largely responsible for 
  plotting courses when computer assistance is unavailable.
  Master Drivers are also trusted to make tactical 
  decisions regarding their vehicles in combat; they gain 2 
  Authority when they are behind the wheel of a vehicle.
  EQUIPMENT: Geotracker drone.
  2 – TECHNICIAN
  Technicians are the backbone of the Enemoi; what they 
  lack in the final training they need to become Maintainers
  and eventually even Armorers is made up for by their firm
  grasps of the basics. Technicians handle routine 
  maintenance on all Enemoi gear and on each of the trucks
  that makes up the convoy, though critical tasks are left to 
  the Maintainers.
  The Technicians are also occasionally sent into the 
  field; they don't have the full background of the 
  Maintainers or Armorers to do field work involving the 
  recovery of Bygone artifacts, but they do have a sufficient 
  amount of training to ensure that an Enemoi fireteam can 
  keep on fighting.
  PREREQUISITE: INT+Engineering 8; AGI+Crafting 6
  RESULT: Technicians have access to Enemoi workshops, 
  gaining a +1S bonus to all INT+Engineering, AGI+Crafting,
  and INT+Artifact Lore rolls while on the convoy or in an 
  Enemoi encampment.
  EQUIPMENT: level 1 digitool, Solar Panel
  3 – MAINTAINER
  Maintainers are the second-tier of the Enemoi scientific 
  caste. They move beyond rote mechanical maintenance 
  and begin to work on their branch's official goal: keeping 
  as much Bygone technology as possible functioning. They 
  must have superb skills, and are responsible for the 
  fabrication of replacement parts for the trucks and 
  maintenance on sensitive electronic systems.
  Maintainers are rarely sent out into the field; they do, 
  however, do a fair amount of trading with visitors to the 
  convoy: they assess the artifacts brought to the Enemoi, 
  assessing their value and their current state: on the rare 
  occasion that a functional Bygone device is brought to 
  them, they restore it to its original condition and stockpile
  it for others who need it.
  PREREQUISITE: INT+Artifact Lore 8; INT+Engineering 10
  RESULT: The Maintainers can claim time on the Sagittarius
  and use the cutting-edge facilities found there. They gain 
  a +2T bonus to all INT+Engineering and AGI+Crafting 
  tests made there, as well as the +1S bonus Technicians 
  receive.
  EQUIPMENT: Kevlar jacket, level 2 digitool.
  4 – ARMORER
  Armorers move beyond the Maintainers; they are 
  responsible for the maintenance of the Enemoi military 
  branch's firearms, and also develop new solutions to 
  problems: manufacturing gunpowder, bullets, and 
  primers from materials that can be acquired in Southern 
  Borca, as well as refining metals and forging new weapons
  aboard Sagittarius.
  When the Armorers go on a mission, it is a sign that 
  either there is a critically important objective to be 
  fulfilled, incredibly rare and valuable technology to be 
  recovered, or a significant amount of Enemoi forces who 
  will need supplying.
  PREREQUISITE: INT+Engineering 11; AGI+Crafting 8; 
  INT+Legends 10; Renown 3; Network 2
  RESULT: Armorers have unlimited access to the armories 
  of the Enemoi. They gain Resources 2 for the purposes of 
  acquiring gear unique to Cults that have a presence in 
  Borca, as they are able to access equipment recovered 
  from fights against those that the Enemoi have 
  encountered.
  EQUIPMENT: Gunsmith's kit, level 3 digitool.
  0 – DOVE
  The Enemoi send envoys into the world to see if it is time 
  to rebuild society under any particular banner. These 
  Doves are to return with signs of the stability and 
  democracy of such a society, at which point the Enemoi 
  will formally join them.
  So far, the Doves have found nothing, but they remain 
  in the world. Their mission has no set duration; some 
  return after months or years of wandering, but they are 
  not obligated to return: so long as they live in the world 
  and spread the ideals of their brethren there is no concern
  over their return.
  If the Enemoi find that a Dove has become a bandit, 
  they will often dispatch Marshallers and Operators to deal
  with them.
  PREREQUISITE: At least Rank 3; INS+Orienteering 6; 
  special permission from Commander, Ancient, or Acolyte.
  RESULT: Backgrounds fall to 0. They may rebuild, but only 
  by joining a Cult or other clans, in which case they start to
  rebuild their backgrounds within that Cult or with the 
  Clanners.
  With their training and background, they are often able
  to either sell their secrets or coerce the local populace into
  following their commands. Some pose as gods among 
  primitive clans, while others simply devolve into banditry.
  A R T I F A C T S
  2 4
  
  Their Resources increase to 3, but they must be wary: the 
  Enemoi hate when their own go rogue.
  EQUIPMENT: As previous rank; gain Geotracker node with 
  appropriate map (if intended destination is in Enemoi 
  known territory) or Compass (if not).
  X – ANCESTOR
  Ancestors are the guiding star of the Enemoi. The eldest 
  among their ranks, they serve as advisers to each of the 
  branches of the Enemoi, even those they did not originally
  come from.
  The Ancestors communicate with the Acolytes, feeding 
  them information and discovering Bygone secrets in turn. 
  They then pass these on to the others under their 
  command.
  In addition, while the three branches of the Enemoi are
  largely independent, Ancestors have authority over the 
  other branches of the Enemoi; when a Commander 
  attempts to outstep his role, any Ancestor will put him 
  back in his place.
  PREREQUISITE: Armorer, Master Driver, or Commander; 
  50+ years old; PSY+Will/Faith 10
  RESULT: Ancestors personally interact with the Acolytes. 
  They gain a +2S bonus to all INT+Artifact Lore and 
  INT+Legends tests they attempt, and maintain the rights 
  and privileges of their original ranks.
  EQUIPMENT: -
  A R T I F A C T S
  2 5
  
  ENEMOI POTENTIALS
  AMMOCRAFTING
  The Enemoi rely heavily on firearms. They use reloading 
  benches and machinery within their convoy to make 
  ammunition, but some Enemoi study the creation of 
  ammunition so much that they can make limited supplies 
  of ammunition in the field. This is aided by the Armorers, 
  who share extensive knowledge, both Bygone and more 
  recently discovered, of how to manufacture ammunition 
  with limited access to the tools and chemicals 
  traditionally used in producing finished rounds of 
  ammunition.
  This potential reduces the Difficulty of crafting 
  ammunition by an amount equal to its level, to a 
  minimum Difficulty of 1. In addition, the time required to 
  craft ammunition is always a single hour, even if a 
  character attempts to make more than one batch.
  INVULNERABLE
  Survival is often difficult for the Enemoi. Without the 
  guarantee of safety or the ability to fully supply 
  themselves, they are often stuck relying on others. Rest 
  and relaxation are luxuries, not guarantees, and the 
  Enemoi make the most of every moment.
  As a result, they have become very hardy; wounds and 
  hardships that would normally cripple or incapacitate 
  remind them of the stakes at hand. Whenever the Enemoi 
  receives a hit dealing at least 5-Potential level points of 
  damage, they recover 1 Ego Point immediately.
  ROAD WARRIOR
  Always on the move, the Enemoi are masters of firing 
  from their heavily armored caravans. When bandits attack
  from vehicles or horseback, they need to be able to 
  respond at a moment's notice, taking paths that their 
  opponents cannot follow and returning effective fire to 
  deter or destroy their enemies.
  When mounted or riding in a moving vehicle, the 
  Attack Difficulty modifier from movement speed is 
  decreased by 1 for each level of this Potential.
  Enemoi driving vehicles gain +1D per level of this 
  Potential for AGI+Mobility and INS+Orienteering rolls.
  SNIPER
  PREREQUISITE: Focus
  Without the ability to match most other forces one-on-
  one, the Enemoi have become experts at attacking from a 
  great distance. Years of training and practice on both 
  paper and hostile targets hones a soldier's skills until they
  can almost innately perceive the trajectory of a bullet, 
  watching for heat rising off the ground or grass blowing 
  in the wind to get hints for when and where to fire.
  When the Enemoi attacks using a ranged weapon, they 
  reduce the distance penalty by an amount equal to their 
  Potential level for both long range and extreme range 
  shots. If another character is within a few meters of them 
  and spends an action each turn to help them correct their 
  aim, the character doubles the penalty reduction (though 
  they can never gain a bonus) for shots after the first.
  STALKER
  PREREQUISITE: Marshaller, former Marshaller
  Stealth is an asset to the Enemoi; although it is hard to 
  hide a convoy, they make up for this by ensuring that 
  areas are cleared ahead of their advance, keeping the 
  convoy's most delicate vehicles far from any harm that 
  might befall them.
  Marshallers learn to be stealthy and avoid enemy 
  contact. If they provoke a response and bring 
  reinforcements down on their position, their efforts to 
  clear a path for the convoy might come to naught. When 
  they use their firearms, they rely on background noise to 
  mask their shots, and stay far enough away from targets 
  that the majority of the sound from the firearm is hard to 
  make out.
  When using a muffled firearm, the difficulty of tests to 
  make out the weapon's profile increase to 2+Potential 
  level, rather than just 2. So long as characters do not use 
  Salvo or Smooth Running qualities, they may fire as many
  shots as they desire without attracting suspicion; only 
  those hit by the bullet and those they manage to warn are 
  aware that they are under fire.
  TACTICAL APPROACH
  Enemoi are lightning fighters; they do not participate in 
  face-to-face engagements, but rather move quickly and 
  methodically to eliminate their enemies to accomplish 
  their goals. Losing a single soldier hurts them more than 
  it hurts the Cults, and with their tendency to come into 
  opposition with powerful factions, they need to win all the
  time, not just when circumstances favor them.
  When a character attacks while their target is still 
  unaware of them, they gain +1D per Potential level on any 
  attack they attempt.
  If the target of a character with this potential gains any
  Passive Defense bonuses for moving; for instance, if they 
  are aware of another combatant and are taking evasive 
  actions or if they are moving at great speed, the bonus 
  from this Potential does not apply.
  A R T I F A C T S
  2 6
  
  ENEMOI GEAR
  BATTLE RIFLE
  Saved from pre-Eshaton European arsenals, the battle 
  rifles used by the Enemoi have been maintained for 
  centuries. While not as advanced as the Trailblazers of the
  Hellvetics, battle rifles fire high-caliber rounds that make 
  sane enemies second-guess their assaults on the Clan.
  SPECIALTY: The Battle Rifle has a monopod grip, which 
  provides a +1D bonus when the user is prone or bracing 
  the weapon.
  ˃ Rifles
  COMBAT KNIFE
  Longer and deadlier than an average knife, the combat 
  knife is a refined invention of centuries of warfare, and 
  the Enemoi have made it even more of their own.
  SPECIALTY: The Combat Knife can be thrown with a range 
  of 3/10, but loses the Cutting quality.
  ˃ Melee Weapons
  GUNSMITH'S KIT
  Much like toolkits, gunsmith's kits contain a collection of 
  tools for maintaining gear. 
  SPECIALTY: Gunsmith's kits provide +1D for the purposes 
  of creating ammunition, or modifying weapons. They may
  not be improved, but they do work for both 
  INT+Engineering and AGI+Crafting.
  ˃ Technology
  ARMY PISTOL
  The Enemoi favor a high-caliber pistol for combat 
  engagements. Capable of delivering devastating hits, the 
  other advantage of the army pistol is its subsonic round, 
  which performs a little less poorly than other calibers 
  when used in conjunction with muffling efforts, although 
  the action of the slide can still be heard quite audibly.
  SPECIALTY: Although pistols can be found throughout the 
  world, the Enemoi use a special variant with a pocket 
  flashlight equivalent mounted under the barrel. Army 
  Pistols that gain the Muffled quality are particularly 
  effective.
  ˃ Handguns
  DIGITOOL
  Digitools are Bygone devices used for diagnosing and 
  maintaining electronics and other advanced devices. 
  Digitools come with a database of over 20,000 products 
  and countless variants of the same from before the 
  Eshaton, and can diagnose damage and give steps for 
  repair. They are incredibly valuable, and give the Enemoi 
  an advantage when working with Bygone technology.
  SPECIALTY: Digitools are available in three levels; each 
  level provides a +1D bonus to INT+Artifact Lore. Digitools 
  are powered by E-Cubed, and can assess or repair ten 
  items before needing replacement power or recharging.
  ˃ Technology
  SOLAR PANEL
  Solar panels are able to recharge E-Cubed at a painfully 
  slow rate. On a cloudy day, they might take the full day to 
  recharge a single cell, and on a sunny day they still 
  require six to eight hours to charge. They don't work at 
  night or in extremely dark weather conditions, such as 
  snowstorms, though they may be charged by artificial 
  light if it is bright enough.
  SPECIALTY: Solar Panels recharge one to two E-Cubed 
  batteries per day, depending on clouds and the amount of 
  sunlight: they are most effective during summer months 
  and nearer to the equator. They cannot function in 
  conditions during which a visibility penalty from weather 
  or darkness would be applied to combat.
  ˃ Technology
  A R T I F A C T S
  2 7
  G EAR // ENEMO I
  
  STEREOTYPES
  ANABAPTISTS
  Their fervor is admirable, but also 
  dangerous. They do not respect 
  others, nor do they care about the 
  crimes they commit in the name of 
  fighting the Demiurge.
  ANUBIANS
  The Anubians are harmless enough; 
  they do not reflect humanity as a 
  whole, so we will not serve them, but 
  at the same time we have no bad 
  blood with them.
  APOCALYPTICS
  Criminals, trouble-makers, and 
  bandits, they are not the worst of the 
  people who plague the lands. They 
  will fall when society is rebuilt.
  Many of them do not even know 
  their own heritage, the history 
  leading back to the Bygones' time. 
  This is probably for the best; they are 
  tools of chaos and disorder, and 
  society cannot stand with them at the 
  helm.
  CHRONICLERS
  The Chroniclers are fools with no 
  foresight. They play pretend and dress
  up as gods, fooling those around them
  into following their commands and 
  worshiping them. They have poisoned
  the Convoy. The knowledge they 
  hoard will be made public; they have 
  chosen the path of destruction.
  CLANNERS
  The salt of the Earth. For too long 
  they have been weak, but the 
  changing balance of power in their 
  favor does not necessarily profit 
  humanity as a whole.
  Still, we protect them and those 
  weaker than them from outside 
  forces, and some of the Clans are 
  worthy of our protection.
  HELLVETICS
  The Hellvetics were established with 
  the same principles as us. It is a 
  shame to see how far they have 
  fallen. They are little more than 
  bridge-trolls with a tollbooth now, as
  they withdraw from the Cantons.
  We cannot fill the void they leave, 
  and it saddens us.
  JEHAMMEDANS
  They are alright people; honorable 
  and trustworthy. They abide by the 
  laws, though we are concerned with 
  the extreme measures that they can 
  justify by their faith.
  We perhaps know as much or more
  of Jehammed and Aries than they do, 
  but we keep our lips sealed. It is not 
  our place to rewrite history.
  JUDGES
  The Judges are corrupt and decadent. 
  They were similar to us at one point, 
  but now they impose their judgments 
  on everyone, even those who would 
  be free of them.
  The struggle facing them is their 
  own creation, a consequence for their
  arrogance. We will see if they fall.
  NEOLIBYANS
  Reliable traders, good people to meet 
  with. Their practices in Africa are 
  more troublesome; slavery is 
  abhorrent and they place a 
  concerning emphasis on wealth over 
  the value of human life.
  Still, they are an asset to us, and 
  prolong our survival. We have a 
  common enemy in the Chroniclers.
  SCOURGERS
  They are threats, they trouble us. 
  They are like the Neolibyans, but they
  are harder to redeem: they seem to 
  revel in violence and revenge.
  They are not entirely damned: 
  they recognize valor and honor, even 
  if they do not share our democratic 
  ideals. Perhaps they can learn with 
  time.
  SCRAPPERS
  Scrappers may be our best allies: we 
  trade with them, rely on them for 
  supplies, and they give us the Bygone 
  scraps we depend on.
  SPITALIANS
  Their obsession with the Sepsis causes
  them to ignore the values of human 
  life. They execute their judgments 
  with fire and sword. The blood of the 
  innocents is on their hands, even if 
  they do good at times.
  PALERS
  Remnants of a Bygone age, but they 
  will not be the ones to restore 
  humanity. They are a threat, 
  mechanisms from the past designed to
  shape the world by force.
  SEPSIS
  The infected are dangerous, they pose 
  a threat to those around them. We 
  know little of it, and as a result we 
  hesitate to treat them like the 
  Spitalians do and burn them.
  Still, the psychonauts—homo 
  degenesis as they are called—are 
  worrying. There is no information on 
  them in the Bygone archives. We will 
  need to study further.
  Burn is also troublesome. We have 
  had cases of its use among our ranks. 
  Right now we are treating it like any 
  other drug or disease, but still its 
  usage continues.
  A R T I F A C T S
  2 8
  
  EXAMPLE CHARACTERS
  MARTHA KRIEGER
  Culture: Borca
  Concept: The Seeker
  Cult: Enemoi (Dove)
  Martha Krieger was a Marshaller 
  when she requested permission to 
  wander Borca as a Dove. Her unit 
  had been wiped out in a Paler 
  ambush, and she received 
  permission to go abroad after 
  psychiatric evaluations determined
  that she was no longer combat 
  capable.
  Since then, she has headed to 
  Justitian. Finding a home there 
  among the Spitalians, she has kept
  a low profile, sitting back and 
  watching events unfold. Her 
  husband is a member of the 
  Commando Prime; Elias Krieger 
  took her in when she first arrived 
  in Justitian cold and hungry.
  It has been over a decade; her 
  daughter, Theresa, and son, Elias, 
  occupy her attentions, but she has 
  begun to be unnerved by the 
  growth of the Clans.
  Despite all her orders and 
  training, she sent a messenger 
  back to the Enemoi, a fellow Dove 
  who she met in the city. It is a 
  mistake for her, as the Shutters 
  have now found her true identity 
  out. They plan an assassination, 
  posing as Cockroaches to elude 
  suspicion. The murder of a high-
  ranking Spitalian's wife would be 
  political suicide, if they were 
  caught.
  COMMANDER 
  KURTZ
  Culture: Borca
  Concept: The Abomination
  Cult: Enemoi (Commander)
  Kurtz has gone rogue. Long ago he 
  abandoned his mission, taking 
  three fireteams with him and 
  disappearing into the night. He has
  set up a mercenary outfit, but he 
  has done even worse than that—
  he has established himself in the 
  Prealps, filling the vacuum left by 
  the Hellvetics.
  Kurtz knows neither mercy nor 
  honor. He shoots fleeing villagers 
  when they do not pay tribute. His 
  men have the finest of each town 
  they pass, conscripting the young 
  men and taking what they want 
  from the storehouses.
  Kurtz himself has begun a 
  downward spiral into madness. 
  Each morning he consumes a bulb 
  of Argus, and each evening a dose 
  of EX. He leads his men out of 
  ambushes and to victory so often 
  that he is worshiped as a god by 
  the primitive Clans.
  The Enemoi have plans to hunt 
  down and kill Kurtz, but there is 
  some dissent. He is legally 
  permitted a court martial, and 
  while the conservative Ancients 
  hate him the most they have yet to
  authorize Marshallers to take him 
  down. Worse yet, some of the men 
  sent to kill him in the past have 
  joined his ranks.
  NOAH THE 
  SHADOW
  Culture: Borca
  Concept: The Traveler
  Cult: Enemoi (Marshaller)
  Noah is one of the foremost 
  Marshallers of the Enemoi. He has 
  a reputation for his exceptional 
  stealth, but he is also legendary 
  among his compatriots for his 
  ability to find paths that cut hours 
  or days off of travel times.
  He is frightening to behold, a 
  tall, heavily scarred man with only
  one eye, he has lost more battles 
  than the average man has fought, 
  but his record is still solid. He 
  adorns his chest with the masks of 
  the Chroniclers he has killed, 
  showing off his prowess.
  Noah's greatest joy is his love 
  of finding the relics of the Bygone. 
  It is as if he has a second sight: he 
  knows where to look and he can 
  tell where something is buried just
  beneath the dirt. Although he is 
  fearsome in battle, those who get 
  in his way while he is searching for
  treasure are in grave danger.
  Noah is popular, but his 
  Commander has been refusing 
  requests for his promotion to 
  Officer: he doesn't have the 
  personality to lead, and his 
  tendency to pursue personal goals 
  is a major source of concern for his
  superiors.
  
  BULLFIGHT
  Ikemefuna paused at the entrance to the alley. There was 
  that woman again. He turned to his bodyguard, extending 
  a hand. The Scourger looked at him for a moment, but this
  was not the first of Ikemefuna's trysts. He understood the 
  gesture fine.
  In the arena, a bull with a splendid blue and green 
  medallion on its back rushes toward three red capes. The 
  men behind them disappear, and horns met only air as 
  they pass. The crowd cheers.
  The price was settled. When Ikemefuna set his mind to 
  something, he would have it, and the woman—Caterina, 
  he scolded himself (it never hurt to remember a pretty 
  lady's name)—could've demanded a prince's ransom. 
  Ikemefuna had plenty, and none in his village went 
  hungry.
  The bull charged again, this time at a padded horse. It 
  barely staggered, but its rider pierced the beast with a 
  lance. Blood trickled slowly out, mixing with the sand of 
  the battlefield. The bull began to show its weakness.
  Caterina led him into a small building off the side of 
  the alley. Ikemefuna's guard still stood at the entrance to 
  the alley. That was fine; what could this little woman do 
  to 
  him?
  As
  the 
  bull 
  passes, the matador's assistants place stakes in its 
  shoulders. It flies into a rage, but the banderilleros deftly 
  flee the circle, leaving the bull to its wrath.
  Ikemefuna let himself rest easy. This was what life was 
  about: a beautiful woman and a private moment. His 
  hands reached to his shirt, undoing the buttons. Of course
  the Hybrispanian—Caterina—would want to be paid, but 
  he hoped to leave an impression on her. Maybe she would 
  follow him home, across the Gibraltar bridge, if she could 
  see that he was a man of beauty and sensitivity, a true 
  patron of the arts.
  Now a lone man enters the arena. A cape in one hand, a
  sword in the other, he faces the defiant beast in a contest 
  of will. The crowd waits, breath held; their heartbeats 
  resonate with the taunts of the man and the bellows of 
  the beast.
  He heard the floorboard behind him too late to react. 
  As Ikemefuna turned, the knife was already licking the 
  skin just above the spot at the base of his neck. His last 
  thought was how calm Caterina looked despite it all.
  The Matador claims a trophy from his fallen prey—an 
  ear—and a sum of dinars as his prize. Across town, 
  A R T I F A C T S
  3 0
  DEFIANT CROWS
  MATADORES
  
  Caterina and Ricard have made their own killing, and he 
  allows himself a smile. There will be a feast tonight.
  THE MATADORES
  Matadores are the last visage of Bygone Hybrispania. They
  carry an air of romance around them, fighting bulls and 
  traveling between cities in carts. They are not gladiators: 
  they refuse to fight other humans in the arena, although 
  their work as saboteurs and spies occasionally requires 
  bloodshed.
  Generally, Matadores have a good reputation. They are 
  incredibly cautious in their activities, and they make a 
  good living on the performances they put on. They are 
  hired by Neolibyans to put on shows across Hybrispania 
  and Africa, although they are clearly Hybrispanian and 
  potentially dangerous. The Scourgers suspect them, but 
  can prove nothing, so the Crows move unhindered to 
  wherever they are invited.
  LIFE OF LUXURY
  The Matadores enjoy a style of living that is extravagant 
  compared to most Cults'. Despite being much smaller 
  than any of the larger Cults, they manage to make a good 
  living because of their reputation, and part of that 
  reputation is extravagance and leisure.
  When Matadores show up in town, it is an event to 
  remember. Handsome fighters and beautiful women 
  arrive in colorful garb, and they quickly become the center
  of attention. That some members of the caravan are less 
  flamboyant and blend into the shadows is of little 
  concern. Vendors sell skewered meat, flatbreads topped 
  with both sweet and savory ingredients, and long sticks of
  dough fried in oil and sweetened with sugar.
  Despite the travels and their status as Crows in the 
  Lion's realm, Matadores enjoy a good life: after all, they 
  are hired to entertain the people and keep them from 
  rebellion, and they get the first pick of their creations. 
  Despite this, the Matadores are not decadent or 
  hedonistic; they remember the old times, and seek to 
  preserve them. The good memories of Bygone pleasures 
  simply remind people what they have lost.
  INDEPENDENCE
  Although the Matadores are Hybrispanian and seek to 
  preserve the land's traditions and values, they do not 
  affiliate closely with either side in the war. For a long 
  time, the Matadores refused to take sides, clinging to 
  neutrality. War, with all its ugliness, was not for them.
  In recent history, however, things have changed. The 
  Matadores need to keep up with the times, and they walk 
  a fine line between poverty and annihilation. They can feel
  the pulse of the Clans growing stronger across Europe, 
  and their own pulse beats strong and quick. Soon, they tell
  themselves, they will have an opportunity to make a play.
  Until then, they bow knees to no master. They may be 
  hired, but they cannot be bought.
  WEARY EXILES
  The Matadores, despite being Hybrispanian, are often 
  subject to resentment; the Guerreros do not trust them, as
  they work closely with the Neolibyans, and they are more 
  than willing to play both sides.
  As a result, the Matadores are driven closer to the Lion;
  outcasts among Crows. They are not, however, welcome in
  the Lion's kingdom. They travel through Africa when they 
  are invited to do so, but they stick out as outsiders. 
  Scourgers try to take stragglers as slaves, and their 
  operations are more difficult.
  They do not even consider themselves Hybrispanian in 
  the way that the other Hybrispanians do. They retain a 
  culture that has been lost since Bygone times, a museum 
  piece stuck out of time. The others have lost their culture; 
  they see no reason to join the Guerreros: they would give 
  up their identity as Hybrispanians for victory.
  At least, that's what the Matadores told themselves 
  after their attempts to curry favor with the fighters failed.
  PLAYING MATADORES
  The Matadores have the favored skills of (PSY) Cunning, 
  (AGI) Mobility, (BOD) Melee, (CHA) Expression, and (INS)
  Taming. Matadores are typically from Hybrispania.
  The Matadores are somewhat well off, a happy side-
  effect of currying the Neolibyans' favor. Individuals gain 
  100 x (Rank + Resources) Drafts during character creation.
  Matadores have special Potentials available to them, 
  but they are also likely to choose the Could Be Worse, 
  Danger Sense, Killing Blow, or Marathon Potentials.
  A R T I F A C T S
  3 1
  
  MATADORES RANKS
  1 – PEON
  The lowliest rank in the Matadores, Peons are the youth 
  still finding their footing or outsiders who have been 
  welcomed into the Matadores' ranks, which is a rare 
  honor indeed. They are largely used as errand runners. 
  They have few privileges, but they are entrusted with 
  much responsibility. If they pan out, they can be 
  promoted. If not, they are encouraged to pursue their own
  wanderings elsewhere.
  PREREQUISITE: -
  RESULT: The Peon has responsibilities, and those include 
  meeting the needs of his superiors. They get +1D on 
  Charisma-related skill tests when they are sent on 
  errands.
  EQUIPMENT: -
  2 – NOVILLERO
  Novilleros have taken their first step into the ring. They 
  provide entertainment when the real Matadors are 
  warming up, but they also will fight their own bulls from 
  time to time—but only the youngest and least able. They 
  are still apprentices, after all.
  PREREQUISITE: BOD+Melee 6; CHA+Arts 4
  RESULT: Free of errands, the Novillero is encouraged to 
  mingle with others, so long as they keep out of trouble. 
  They gain +1 Network in any city they have spent more 
  than a week in, as they meet up with old friends and swap
  tales.
  EQUIPMENT: Padded Armor, Estoc
  3 – PICADOR
  Picadors learn to feel the pulse of animals, not only the 
  bulls they weaken so that the matador can move in but 
  also the horse they ride into the arena. They play a 
  supporting role, but they do so well and with pride, and 
  they evoke an era of nobility and grace that has been lost.
  PREREQUISITE: INS+Taming 6; AGI+Navigation 6
  RESULT: Picadors are well trained and learn to feel the 
  pulse of animals. When they attack an animal in combat, 
  they inflict an additional 1 Trauma.
  EQUIPMENT: Percheron with Padded Armor, Lance
  3 – BANDILLERO
  They take up flags and move closer into the arena. They 
  will dodge as the bulls pass right beside them, but leave a 
  flag pierced into their flank. Each flag is unique to the 
  Bandillero, except the black flags used to shame a bull 
  that fails to perform.
  PREREQUISITE: BOD+Stamina 6; AGI+Mobility 8
  RESULT: Bandilleros are often forced to face raging bulls 
  face to face, and they gain +1D to all active defense 
  attempts due to their practice in avoiding the goring 
  horns and powerful kicks of animals in the arena.
  EQUIPMENT: Estoc
  4 – ESPADA
  Espadas the personal assistants of Matadors; they have 
  advanced to the ranks to the point where they are now 
  ready to pick up the final tricks of the trade for 
  themselves. They are loyal to their superior, knowing that 
  in weeks or months they will have the opportunity to 
  prove themselves and join their ranks.
  PREREQUISITE: BOD+Melee 8; AGI+Mobility 8
  RESULT: Espadas are the right-hand of any Matador, 
  ready to lend them a new sword if theirs breaks or provide
  assistance if things get out of hand. Their Estoc receives a 
  Level I upgrade, and they get +1 Authority among other 
  Matadores.
  EQUIPMENT: Estoc and Leather Armor if they do not have 
  them already. Former Picadores lose their mounts.
  5 – MATADOR
  They know how to fight, and they do so with a flourish 
  amid the cheers of the crowd. After a fight, a Matador will 
  take a bow and mingle with the adoring masses. They are 
  celebrities, discussed in what passes for high society and 
  paid by the wealthiest Neolibyans.
  PREREQUISITE: BOD+Melee 10; PSY+Reaction 10; 
  CHA+Arts 8; Renown 4
  RESULT: Matadors gain another Level 1 modification to 
  their Estoc, or replace their old Estoc with a new Estoc 
  with a Level 2 modification.
  EQUIPMENT: Suit of Lights
  3 – SUBALTERNO
  Subalternos are important; they coordinate the going-ons
  of fighters in the arena or merchants in cities. They are 
  A R T I F A C T S
  3 2
  1
  PEON
  2
  MERCHANT
  2
  NOVILLERO
  3
  3
  BANDILLERO
  3
  PICADOR
  4
  ESPADA
  5
  MATADOR
  4
  TENIENTE
  SPY
  3
  SUBALT.
  5
  MASTER
  3
  ASSASSIN
  4
  PHANTOM
  
  not yet considered experienced and wizened enough for 
  spy work, but their propensities and tendencies are being 
  noted. They may become an Espada if they love the 
  bullfight, but those who are ready for the real struggle 
  join the ranks of the Tenientes and the Masters. 
  PREREQUISITE: CHA+Leadership 6; BOD+Toughness 5; 
  Renown 1; Authority 2
  RESULT: +1 Authority when dealing with other Matadores, 
  as well as a +1D bonus to CHA+Negotiation if they are in 
  the markets.
  EQUIPMENT: Estoc, padded armor (if they do not already 
  have them).
  2 – MERCHANT
  Merchants are the backbone of the Matadores. While the 
  performance in the ring is one thing, they still need to 
  eat, and Merchants handle gathering the necessary 
  supplies, taking care of business too important for the 
  Peons, and listening to rumors and reporting them to 
  higher-ranking Matadores.
  PREREQUISITE: CHA+Negotiation 6
  RESULT: Merchants gain Resources 2 for the purposes of 
  purchasing items when they have permission to do so. 
  They also gain a +1D bonus to CHA+Empathy rolls to 
  determine if they are getting a good deal, which is 
  permanent.
  EQUIPMENT: –
  3 – SPY
  Spies are the first step into the intrigue and darkness that 
  surrounds the Matadores. They are trusted to be cunning, 
  but do not tip their hand. They listen and search for 
  incriminating secrets, taking them to their masters.
  PREREQUISITE: PSY+Cunning 6, INS+Perception 6; 
  Network 1
  RESULT: Spies can use the knowledge they have gained to 
  their own benefit, or share it with the rest of the 
  Matadores. They get +1 to Secrets or +1 to Renown, 
  depending on what approach they take.
  EQUIPMENT: Mandrake Poison (Diluted)
  4 – TENIENTE
  The Tenientes report directly to masters, and focus on 
  either coordinating the illicit work of spies and assassins 
  or the hiring out the merchants and fighters of their 
  caravan. When the work gets to be too much for a single 
  person, they share the responsibility with their fellows.
  PREREQUISITE: -
  RESULT: 
  EQUIPMENT: 
  5 – MASTER
  Masters coordinate their caravan's affairs, delegating 
  tasks to their Tenientes. They are one of the few members
  of the Matadores to live on both sides of their legitimate 
  and illicit businesses, and though whispers may spread 
  through the camp only the Masters know the whole story 
  behind the Matadores' actions.
  PREREQUISITE: PSY+Faith/Willpower 10; PSY+Cunning 10; 
  Authority 6
  RESULT: 
  EQUIPMENT: 
  3 – ASSASSIN
  Assassins kill the enemies of the Matadores, leaving them 
  dead in their sleep or striking in the busy square and 
  disappearing into the masses of people. They are fast, 
  agile, and able to fight well, though they depend on 
  poison to finish off their targets rather than brute 
  strength.
  PREREQUISITE: BOD+Melee or AGI+Projectiles 7; 
  AGI+Mobility 7; AGI+Stealth 6
  RESULT: Assassins can ply their trade independently; if 
  they are discovered and revealed they are kicked out of 
  the Matadores and become a fair target for everyone, but 
  they gain 2 Resources if they manage to maintain their 
  secret identity.
  EQUIPMENT: Hidden Blade; Hand Crossbow and 5 Bolts; 
  Mandrake Poison
  4 – PHANTOM
  Phantoms are a step above Assassins; they are not 
  necessarily more able killers, but they never leave a trace 
  behind. Even if they are forced to strike against a well-
  guarded target and they are spotted, they are never 
  caught in the resulting pursuit.
  PREREQUISITE: AGI+Stealth 10; AGI+Mobility 10
  RESULT: The Phantom has access to safehouses 
  everywhere the Matadores reach, from Africa to 
  Hybrispania. They gain +2 Secrets and +2 Resources when
  operating in these areas, as they are able to resupply and 
  catch up on rumors shared by other Matadores.
  EQUIPMENT: –
  A R T I F A C T S
  3 3
  
  MATADORES POTENTIALS
  AFFECTION
  Matadores live and die for the thrill of the crowd. When 
  they are fighting with spectators (whether in the arena or 
  in the presence of a lover, sponsor, or potential ally), they
  may hold back to put on a show. Everyone is thrilled, even
  at times the Matador themselves, as they find themselves 
  in a close brush with death and are forced to make a 
  sudden return to form.
  When a Matador voluntarily takes a back 4D-Potential 
  level penalty in combat or when attempting a potentially 
  risky physical stunt, they regain 1 Ego. 
  CATHARSIS
  Matadores are entertainers through and through. They 
  specialize in helping people take their minds off of their 
  troubles, especially when their companions are trying to 
  engage in activities that would be incriminating. They 
  approach those who are restless, like guards or nervous 
  business partners, and have a seemingly magic way of 
  honeying their words and diverting attention.
  Matadores know how to put some people at ease, while
  drawing and holding the attention of those who suspect 
  them. A Matador gains dice equal to their Potential level 
  on CHA+Conduct tests to avoid getting in trouble for 
  distracting guards or the populace, and provides an 
  AGI+Stealth and AGI+Dexterity bonus of the same amount
  to their companions who attempt to capitalize on the 
  distraction.
  DENIAL
  The Matadores are involved in all sorts of backroom 
  dealing and nefarious plots, but they are almost never 
  caught. Some of this comes from prudence and caution, 
  but much of their success can be attributed to how honest 
  they seem even when they are lying.
  The Matador gains +1S to all PSY+Cunning rolls for the 
  purposes of deceiving others about crimes they have 
  committed or to conceal their clan's secrets.
  HUSBANDRY
  Matadores raise their own animals, both horses and bulls,
  for the arena and for labor.  These animals must be 
  carefully bred and trained so that they maintain their 
  desirable traits and can be used in the ring to full effect. 
  The best among them have developed an innate knack for 
  gauging an animal's worth and disposition.
  The Matador gains +1D per Potential level for the 
  purposes of INS+Taming rolls, especially when 
  attempting to tame a wild animal or when they are 
  attempting to gauge an animal's next course of action. 
  A R T I F A C T S
  3 4
  
  When dealing with a domesticated animal, they gain +1S 
  to all INS+Taming tests.
  MERCY
  An injured opponent should not linger on in suffering. 
  Whether fighting a bull in the ring, a target for 
  assassination, or just a guard who has seen too much, 
  Matadores believe in finishing off their enemies so that 
  they do not linger on. That the dying are more likely to 
  reveal their secrets is of no consequence to them.
  When a Matador is fighting a character who has 
  suffered Trauma, they gain +1D per Potential Level on 
  Bod+Melee rolls, up to a maximum value of the Trauma 
  the target has suffered.
  NIMBLE
  Matadores are quick and fast; they jump across rooftops 
  and climb ledges and walls. No matter what, they seem to 
  be able to catch themselves and run on. Likewise,  they 
  have a knack for slipping free of the grasp of a Scourger or
  a lover's spouse. It often seems that no chain can hold 
  them, and even hazardous edifices are to them nothing 
  more than roads leading away from danger when they are 
  being pursued.
  For each level of this Potential, Matadores gain +1S to 
  BOD+Athletics tests and +1D when attempting to use 
  AGI+Mobility to break free from a grapple.
  A R T I F A C T S
  3 5
  
  MATADORES GEAR
  ESTOC
  This light sword is able to make many blows quickly. 
  While it lacks the raw power of its heavier brethren, its 
  users practice to artfully land blows that awe their 
  audiences or efficiently dispatch their foes.
  SPECIALTY: Estocs do dreadful damage both to bulls in the
  arena, and to armored targets. Those who expect armored 
  plates to protect them soon realize that the hardened 
  point of an Estoc can penetrate steel.
  HIDDEN BLADE
  As nomadic spies and infiltrators, the Matadores survive 
  by being able to hide their true intentions. While sequined 
  bullfighters can walk around with their estocs as part of 
  their persona, their traveling companions are not as 
  flamboyant, and aim to avoid attention, rather than 
  drawing it.
  Hidden blades are able to be stored in a quick-draw 
  holster, typically along the wrist, though also in boots or 
  in shirt collars. Anywhere that might escape notice can be 
  a hiding place for a hidden blade.
  LANCE
  Long spears, lances are rarely used as battlefield weapons,
  but make excellent weapons from horseback. Meant to be 
  replaced relatively frequently on account of being easily 
  shattered if used in a charge, they are staples of the 
  Matadores in the arena.
  SPECIALTY: The Lance's damage increases to 4+F instead 
  of 4+F/3 when used from a vehicle or horseback, and the 
  weapon suffers no penalty from the vehicle or mount's 
  movement.
  SUIT OF LIGHTS
  Flamboyant suits emblazoned with sequins and reflective 
  threads, often of gold or silver. Most of these have been 
  reinforced for some modicum of protection, but they still 
  reflect a degree of care and complexity often not seen in 
  clothing since Bygone times.
  PERCHERON
  The horses used by the Picadores are bred from 
  workhorses, but they are particularly nimble and docile, 
  responding instantly to their rider's commands.
  SPECIALTY: The Percheron is equivalent to a gaited horse 
  in terms of statistics, but provides a +2D bonus to 
  AGI+Navigation/Mobility or INS+Taming when being used
  for stunts or for dodging attacks. They have a value of 
  1000 Drafts or Dinars.
  HAND CROSSBOW
  A stealthy weapon meant for assassins, a hand crossbow 
  is quiet and easily concealed. In the worst case scenario, it
  can be unstrung and its components can be hidden in an 
  assassin's sleeve; it rarely passes close scrutiny, but if the 
  guards are trying to stop members of a fleeing crowd it's 
  not impossible for the guilty party to slip out among the 
  innocent.
  MANDRAKE POISON
  The Matadores use a poison derived from the mandrake, 
  an ancient recipe preserved since before Bygone glory 
  made it obsolete. Very potent, it is almost always fatal; 
  care from a Spitalian or Anubian might be able to stop the 
  effects.
  Mandrake poison is a Potency 6 poison, and causes 
  targets to suffer a -2D penalty from hallucinations as 
  soon as it is ingested. Each turn, the victim suffers 1 
  Trauma as a result of asphyxiation and organ damage.
  Diluted mandrake poison is also applied in smaller 
  doses to food, where it is more subtle and leads to renal 
  failure following repeated dosing. Short term effects 
  resemble food poisoning, if the user is careless and uses 
  too much.
  A character who consumes several doses (equal to their
  BOD+Toughness) of diluted poison over a course of no 
  more than a month suffers 1 Trauma per day for the rest 
  of their excruciatingly painful life. The Anubians can 
  reverse the organ damage with an Imuit skin, while 
  treatment from the Spitalians can only prevent the 
  Trauma, prolonging the inevitable and takes six hours 
  each day.
  A R T I F A C T S
  3 6
  
  STEREOTYPES
  ANABAPTISTS
  Faithful and fierce, the Anabaptists 
  don't seem to understand the meaning
  of subtlety. At least some of them 
  know how to relax and have a good 
  time.
  ANUBIANS
  They are at the heart of the Lion. The 
  Scourgers fight for the lion, and the 
  Neolibyans gild its mane, but the 
  Anubians are the ones that pull the 
  strings and know the truth.
  APOCALYPTICS
  Much more easygoing than the 
  Anabaptists, but much more 
  dangerous to us. At least they are good
  for parties, and we can have our 
  agents pretend to belong to them. 
  Nonetheless, it is hard for two people 
  to keep the same secret, and they 
  could and would blackmail us given 
  the opportunity.
  CHRONICLERS
  They obsess over the past, but we 
  recreate it. While their agenda may not
  be entirely worthless, their pursuits 
  will be fruitless. If they cannot move 
  out of the past, they will never have a 
  present.
  CLANNERS
  There are a lot of Clans, and some of 
  them are fine. There are still those 
  who do not recognize the finer things 
  of life, but we don't have enemies 
  from among them.
  Of course, we will make our way 
  out of their ranks eventually and start 
  something greater.
  HELLVETICS
  Professional soldiers. We don't have a 
  lot of opportunities to meet, because 
  they never work with the Lion or the 
  Guerreros.
  That is probably for the best. They 
  will likely not be our allies, but they 
  don't have to be our enemies either.
  JEHAMMEDANS
  Strange people; like the Anabaptists, 
  but both a little more friendly and way
  too uptight. Many of them stay on the 
  move a lot, like we do, and they're fine
  to trade with, but you can't let them 
  catch you with their women and you 
  have to remember that they follow a 
  bunch of weird rules.
  JUDGES
  They are guardians of a foreign land. 
  They, like us, seek to build a new 
  world in the image of the past. Their 
  traditions, however, aren't built on 
  people: they follow words and letters 
  of laws, sometimes even the spirit. 
  Law itself, however, is not a society.
  NEOLIBYANS
  Good people if you can overlook their 
  vices. They're rich, and they're willing 
  to pay for entertainment and 
  spectacle. We can have good times 
  with them, though they're still 
  dangerous.
  SCOURGERS
  Thorns in our flesh. They don't trust 
  us, and they're probably correct about 
  that. Every encounter runs the risk of 
  boiling over. 
  The Neolibyans can keep them in 
  control while they remain ignorant, 
  but if they found out what we do in 
  the shadows we'd be in a world of 
  hurt.
  SCRAPPERS
  Really just a glorified Clan. There may 
  be a lot of Scrappers, and they may 
  have common codes and a joint 
  culture, but they don't really have 
  what it takes to stand the test of time.
  We stand on tradition, they don't, 
  and in the end we'll be the ones to 
  inherit the earth.
  SPITALIANS
  We have no beef with the Spitalians. 
  We don't use Burn like the 
  Apocalyptics, though the Spitalians 
  will suspect us nonetheless. At least 
  their Mollusks aren't as paranoid as 
  they are.
  If nothing else, it's nice to have 
  Spitalians around to patch up wounds. 
  Many of them keep secrets quite well.
  PALERS
  Who? We've heard of them, but we 
  don't know much about them. They're 
  remnants of the Bygone, but they 
  don't keep its societies or knowledge 
  intact.
  We have little to fear from inbreds 
  who fear the sun, because we thrive in
  both day and night while they can only
  live under the cover of darkness.
  SEPSIS
  The Primer is just one of the ways that
  the world has turned against us. We 
  have no use for it. Homo Degenesis? 
  This is still our world, ours to fight, 
  love, and grow old in. 
  We don't have any use for Burn, 
  because we have all the pleasures of 
  the world at our fingertips.
  We don't need the Pregnoctics, 
  because we don't fight battles we can't
  win.
  Sure, the Spitalians overreact, but 
  it's not like the Primer's products are 
  something to be loved. Besides, the 
  Apocalyptics already handle it, so 
  there's no money to be made there.
  A R T I F A C T S
  3 7
  
  EXAMPLE CHARACTERS
  ELIGIO MARQUEZ
  Culture: Hybrispania
  Concept: The Mentor
  Cult: Matadores (Matador)
  Eligio is a prodigy. Only twenty 
  winters of age, and he is already a 
  full-fledged Matador. He has 
  fought bulls in the grandest arenas
  in Hybrispania, and Neolibyans 
  have begun to ask for him by name
  when they schedule their events.
  He does not let his success go to
  his head. He has seen good men 
  injured or killed in the fight, and 
  he is not willing to join them. His 
  wife, Elena, is with child, and he 
  has begun to wonder about the 
  dangers he places himself in.
  So he has taken apprentices 
  already. He trains them because he
  knows that if there is an expert 
  watching his back, one who can 
  feel the flow of the bull's emotion 
  as readily as he can, that he has 
  nothing to fear.
  Despite his youth, they respect 
  him. His even hand and the 
  affirmation he gives to his trainees
  keep them coming back, and 
  already the fighters he has been 
  training have proved themselves. 
  One will become a Matador 
  himself in just a few weeks, and 
  Eligio takes a quiet pride in his 
  pupils.
  ALBA SANDOVAL
  Culture: Hybrispania
  Concept: The Mediator
  Cult: Matadores (Teniente)
  It was a miracle that gave Alba her 
  limp. A subalterno, she was injured
  by a bull in the ring. Now, she has 
  found her true calling as a 
  Teniente.
  Her responsibilities are to find 
  places for the Matadores to work 
  and keep track of their people 
  when they make camp. As a young 
  fighter, she never saw the drama 
  that could happen even between 
  such a small band as hers, and she 
  finds the interactions between 
  people fascinating.
  She goes from room to room in 
  the Neolibyan parlors, from tent to
  tent in the caravan, greeting all 
  with a warm smile and an 
  extended hand. Every issue simply 
  stems from something being out of
  place, and she figures out how the 
  pieces of the puzzle fit together.
  Once, she had longed for the 
  glory of the ring, but now she 
  realizes that there is art outside 
  the sword. She is a master of 
  words and a spinner of tales, a 
  keeper of histories, but first and 
  foremost she is responsible for 
  keeping her people together. It is 
  an honor that she would never 
  have dreamed of in her youth.
  RICARD
  Culture: Hybrispania
  Concept: The Hermit
  Cult: Matadores (Assassin)
  From early on, Ricard was known 
  to be quiet and efficient. Focused 
  on his work even as a youth, he 
  would memorize history books and
  fighting poses by himself.
  Now, he is a scarred and 
  weathered man. He still works 
  alone, but he has become different 
  than he was in his youth. He 
  yearns for independence, but 
  cannot quite bring himself to sever
  his ties to the Matadores, so he 
  accepts a role that requires 
  solitude.
  He has more than two dozen 
  kills to his name, and despite his 
  scars he rarely finds himself facing
  a fight when he sets out to take 
  down an opponent. His hair has 
  already begun to gray, but he has 
  no plans for retirement.
  Sitting around a fire and telling 
  stories of the old days will never 
  be for him. He will work until the 
  day he dies, but he plans to drop 
  dead, rather than being killed by a 
  quarry or their guards. He keeps 
  his hidden blades sharpened, and 
  the poisons that have become his 
  weapons of choice in recent years 
  in carefully concealed pouches on 
  his belt.
  
  ALTERNATIVE 
  CHARACTERS
  Some characters do not fit neatly into any Culture or Cult. 
  These rules are intended to allow one to run characters 
  that do not necessarily follow the traditional rank 
  structures or adhere to extant Cultures, Concepts, or 
  Cults.
  PALERS AS A CULTURE
  Palers outside of their homes may have signed on with 
  another Cult, or they may not be members of any Cult, 
  even that of their forefathers. Palers cannot select the 
  Paler Culture and the Paler Cult simultaneously; selecting 
  the Paler Culture means that the character is either 
  second or third generation removed from the bunkers and
  their dispensers, but still has the breeding and memes of 
  the Palers as a result of their parents, or that the 
  character has managed to join another Cult.
  Palers still develop the chakra symbols of their culture 
  of geographical origin if they develop Stigma from 
  becoming spore infested, and otherwise respond 
  appropriately to Sepsis as members of their region's 
  Culture would.
  The bonus attributes for Palers are Agility and Psyche; 
  their maximums for these attributes during character 
  creation are increased by 1.
  (AGI) Projectiles, (AGI) Stealth, (INT) Engineering,
  (PSY) Cunning, and (INS) Perception are the Paler Culture 
  skills, and increase their character creation limits by 1 as 
  normal.
  CULTLESS
  Being cultless is a disadvantage in the world of Degenesis. 
  Providers, sellswords, and those too lowly for even the 
  Clans find themselves without a Cult to call their own. 
  These lonely wanderers are destined to hard lives.
  Many of the Cultless are cast out of their Cult, though 
  some simply grow up in the wilderness, their parents also 
  as Cultless as they cannot provide their children with 
  associations.
  Cultless characters have significant disadvantages: 
  they can choose any three skills to choose as focuses at 
  character creation, but only these three skills.
  Those without a Cult also select only from Potentials 
  that are not associated with any particular Cult, and may 
  only purchase gear that is not associated with a Cult.
  Cultless characters cannot advance in rank; they 
  receive 50 x 1 + Resources CD at character creation, and 
  are always treated as having a Rank of 1.
  However, those who carve their own path can have 
  better luck with their backgrounds: Cultless backgrounds 
  go across Cults. However, gaining backgrounds is more 
  difficult: although they may be lost and gained normally, 
  they are limited by a character's skills and attributes.
  ALLIES
  Allies for the Cultless vary; they may be anyone they have 
  befriended from their attempts to join a Cult, and those 
  they have influence over. They cannot typically recruit 
  high-ranking members of Cults to their cause, even with a
  score of 5 or 6, but they can influence members of any 
  Cult, as they have no particular pattern of association to 
  limit their options.
  LIMIT: A Cultless character's Allies may not increase past 
  half of either of their CHA+Conduct or INS+Empathy 
  ratings.
  AUTHORITY
  The Cultless technically exercise no authority over 
  members of the cults, but they may be highly respected by
  others, even high-ranking members of Cults. They may 
  use their Authority normally if they have demonstrated 
  competence to those they are attempting to use their 
  Authority on, even if they are members of Cults.
  LIMIT: A Cultless character's Authority may not increase 
  past half of either of their CHA+Leadership or 
  PSY+Domination ratings.
  RENOWN
  The Cultless is known for their behavior and their 
  reputation has spread. They are charismatic, and even 
  though their codes of behavior may not perfectly align 
  with a Cult's, they are still able to exhibit such a raw 
  strength of persona as to attract many to their cause.
  LIMIT: A Cultless character's Renown may not increase 
  past half of either of their CHA+Expression or 
  PSY+Faith/Willpower ratings.
  RESOURCES
  Resources for the Cultless vary in their use. Unlike the 
  standard Resources attribute, the Cultless may not use 
  their Resources to access Cult stockpiles or supplies, as 
  they have no Cult. Instead, it reflects their stockpiles, 
  owed favors, or invested money that can come back to 
  them in times of need.
  USE: A Cultless character may immediately acquire an 
  item with a value of up to 200 times their Resources 
  rating, then their Resources rating decreases by 1.
  A R T I F A C T S
  3 9
  
  LIMIT: A Cultless character's Resources may not increase 
  past half of either of their CHA+Negotiation or 
  PSY+Cunning ratings.
  SECRETS
  Secrets have been the undoing and the windfall of many 
  Cultless souls. They tend to acquire them like Bygone 
  structures gather dust; without border or limitation, those
  who are known not to be aligned with enemies often 
  receive juicy gossip that should not be shared outside 
  allies.
  Although Secrets are often dangerous to those that 
  hold them, the Cultless must be especially careful to avoid
  showing their hand: reprisals for blackmail or reminders 
  of their place in the status quo frequently follow.
  LIMIT: A Cultless character's Secrets may not increase past
  half of either of their INT+Legends or PSY+Deception 
  ratings.
  NETWORK
  Networking is difficult for the Cultless, but they are 
  undaunted by many of the borders that limit the members
  of Cults. Viewed as either harmless or potential allies, 
  they are just as able to connect with outsiders as members
  of any Cult are.
  LIMIT: A Cultless character's Allies may not increase past 
  half of either of their CHA+Seduction or 
  INT+Focus/INS+Primal ratings.
  POTENTIALS BY XP 
  THRESHOLDS
  Potentials shape and define characters in Degenesis, but 
  they are also a major expense: it can be hard for a player 
  to view their character's advancement in an economic 
  light and save up to purchase Potentials when a point in 
  Reaction or Body greatly increases their character's 
  likelihood of living long enough to acquire and spend that 
  XP.
  To encourage characters to gain distinctive Potentials, 
  they can receive a free point to spend on a Potential at 
  certain thresholds. For games in which characters receive 
  more XP than is recommended, or in cases where 
  preserving difficulty is desirable, consider giving 
  potentials at 50, then 150, then 300 XP and then an 
  additional point in a Potential with every 200 XP gained.
  However, it may be desirable to give more power to 
  characters to allow them to become more fleshed out: if 
  this is the case, simply give a character another free 
  Potential at each 50 XP milestone. This has the advantage 
  of simplicity, but also grants much more diversification in
  characters than can be achieved simply by advancing 
  skills and attributes, especially if the combat difficulty of 
  the campaign is forcing characters to invest points into 
  combat skills.
  Potentials gained in this fashion do not count against 
  the total number of Potentials a character has if they 
  choose to purchase Potentials with XP at a later point.
  FAVORED ATTRIBUTES IN PLAY
  The favored attribute system in Katharsys can cause some
  issues with character design. Because some attributes and 
  skills are available at a different cost than others, favored 
  attributes can cripple characters' advancement potential. 
  Even in the best case scenario, favored attributes factor 
  into a character's actual abilities fairly infrequently.
  Using the Alternate Favored Attributes rule, characters 
  may gain +1S for any roll made using one of their favored 
  attributes and skills. This ability can only be used once per
  day.
  In place of the advancement differences between 
  favored and unfavored skills, all skills and attributes 
  advance at either the favored rate (for campaigns with 
  “fast” advancement) or the unfavored rate (for 
  campaigns with “slow” advancement).
  UNTRAINED SKILLS
  There are a number of skills in Degenesis that require 
  special training to be used effectively. While simply 
  surviving in the post-Eshaton world prepares most 
  characters to use a vast variety of skill sets, there are 
  some things that only come with practice and instruction.
  The following skills suffer a -1D penalty unless a 
  character has increased them at least once. If a character 
  is using them in a combination roll, they automatically 
  lose 1 die on the following result, and they cannot aid 
  another character by using these skills:
  AGI+Navigation, INT+Engineering, INT+Medicine
  INT+Science, INS+Taming
  VETERAN CHARACTER 
  CREATION
  For advanced characters, simply granting XP after 
  character creation can make them more powerful than 
  characters who have been forced to spend XP during play 
  due to the fact that players may choose to optimize by 
  putting their character creation points into unfavored 
  attributes and skills and advancing favored skills and 
  attributes more cheaply.
  This veteran character creation ruleset assumes that 
  characters come from a base of 400 XP, which gives them 
  the attribute and skill points that they need.
  A R T I F A C T S
  4 0
  
  For every 60 XP characters have gained during play, 
  characters gain an additional Attribute Point, and for 
  every 15 XP during play, characters gain an additional 
  Skill Point. Round in the normal fashion: if the character 
  is half-way or closer to getting their next Attribute or 
  Skill Point, they should receive it, otherwise any partial 
  progress is lost.
  A character being created in a party where the other 
  characters have gained 250 XP would then have 14 
  Attribute Points (10 plus the 4 new points) to spend, and 
  45 Skill Points (28 plus the 17 new points) to spend.
  At 75 XP, the maximum amount that each skill can be 
  increased is increased by 1, at 150 XP, the maximum 
  amount that each skill that has had its potential improved
  by a character's Culture, Concept, or Cult can be increased
  by is improved by a further 1, and at 225 XP, all attributes 
  can be increased by 1 further point.
  Characters get 1 additional Background point and 1 
  Potential for each 100 XP their cohorts have gained, and 
  can advance past the normal limit of 3 points in their 
  Backgrounds with these additional points (the original 4 
  points must be distributed before spending the additional 
  points).
  DHARMA
  The Dharma is an alternative to a Concept: they function 
  almost identically, but they are not based on the 
  Apocalyptic Tarot.
  Where a Concept gives a +2D bonus once per day and 
  can return Ego points to a character for roleplaying, at the
  GM's discretion a Dharma can work differently.
  A character acting in tune with their Dharma becomes 
  a beacon of inspiration, at the cost of self-sacrifice. They 
  may use Flesh Wounds in place of Ego to gain a bonus die 
  (or dice) when they make rolls that correspond to their 
  Dharma.
  BIRTH
  Life flows from the world again, and one must bear the 
  responsibility of going forth to return humanity to its 
  glory. Birth requires real pain and real sacrifice; the 
  conception of new ideas, the development of those ideas 
  into realities, and the painful step of pitting those realities
  against the harshness of the larger world. One must 
  sacrifice themselves to protect these nascent ideas, these 
  new beings.
  ATTRIBUTE: Body
  SKILLS: BOD+Stamina, INT+Legends
  CELEBRATION
  There is a time for Celebration, even in the darkest hours. 
  It defines humanity as standing apart from base animals, 
  the spark of knowledge of things beyond the self. The 
  downtrodden are encouraged, the well-to-do jubilant. 
  Even as hunger bites at the belly and claws scratch at the 
  door in the dark, Celebration is about acknowledging what
  mankind has. One must sacrifice themselves to show the 
  value of what is in humanity's hands already.
  ATTRIBUTE: Charisma
  SKILLS: CHA+Expression, CHA+Art
  CONSTRUCTION
  Evil sits in the shadows, in the chakra patterns and the 
  rapacious growth, in the twisted strands of life. Only 
  Construction allows humanity to stand against them. The 
  old things lie broken, the new things incomplete. It is time
  to restore the walls, replace the gates, and gild the temple
  with gold. One must sacrifice themselves on the gears and 
  levers of these institutions to keep them from collapsing.
  ATTRIBUTE: Intellect
  SKILLS: INT+Engineering, CHA+Negotiation
  GATHER
  The cold howls at the door, but still the sturdy wheat 
  finds its way. The birds of the field do not gather or store 
  away, but humanity has been cursed; they must do so. To 
  Gather is to find treasures, resources, necessities; to bring
  them together and make them useful. One must sacrifice 
  themselves to ensure that there will be enough for 
  tomorrow.
  ATTRIBUTE: Instinct
  SKILLS: INS+Survival, INT+Artifact Lore
  GRAVE
  Much has been lost, and the Bygone days are remembered
  in twisted steel and glass obelisks and stones that litter 
  the ground like so many grains of sand. The Grave stands 
  among these and the bones of the present, companions 
  lost and empires fallen. One must sacrifice themselves to 
  preserve the memories of those that have been lost.
  ATTRIBUTE: Intellect
  Skills: INT+Legends, INS+Empathy
  EMBRACE
  Insects. Spore fields. Psychovores. Psychonauts. There are 
  countless threats, and with each passing day good things 
  are destroyed. The Embrace holds on to what humanity 
  has: its lovers, its children, its parents, its mentors. As the
  darkness creeps into the night, the Embrace draws 
  mankind together in light and warmth. One must sacrifice
  themselves to hold on to those around them.
  ATTRIBUTE: Instinct
  SKILLS: CHA+Seduction, BOD+Stamina
  A R T I F A C T S
  4 1
  
  EXILE
  Someone must fall on the sword. When a community 
  needs cleansing, a scapegoat must be chosen. The Exile is 
  a terrible thing, a fate worse than death: the loss of 
  fatherland and home. Never desired, the cruel irony of 
  Exile is that the return would cause more harm than the 
  loss it has caused. One must sacrifice themselves to bear 
  the burden of the whole.
  ATTRIBUTE: Psyche
  SKILLS: AGI+Mobility, PSY+Reaction
  LOSS
  Not everything can be kept forever. As the hand opens and
  the coins fall out and blood spills across the ground, Loss 
  leaves the space open to be filled. With each passing, a 
  new potential world comes into place, waiting for 
  something to fill the void of Loss. One must sacrifice 
  themselves to clear space for the things that are to come.
  ATTRIBUTE: Agility
  SKILLS: AGI+Dexterity, INS+Perception
  LOVE
  The world is full of beauty, despite its faults. As humanity 
  tears itself apart, Love knits it back together. Love is 
  humble, Love is kind: it puts others above itself. 
  Ultimately, Love is selfless, attempting to bring 
  everything back to unity and peace, to create the world 
  outside that it feels in its heart. One must sacrifice 
  themselves to erase the wounds that keep things apart.
  ATTRIBUTE: Charisma
  SKILLS: CHA+Conduct, CHA+Seduction
  MASQUERADE
  Truth is dangerous. This is why there are secrets. The 
  Masquerade holds the secrets, keeps them safe; it 
  preserves the truth until it is needed, but also keeps it 
  from becoming known. There is a place for the burgeoning
  of knowledge and information, but the stars must align. 
  So the masks are put on and the music drones out 
  whispers among the whirl of the dancers. One must 
  sacrifice themselves to hide and preserve the truths that 
  would destroy.
  ATTRIBUTE: Psyche
  SKILLS: PSY+Deception, CHA+Art
  RAGE
  Some destinies lead only to destruction. When the time 
  comes, Rage ensures that the weak are pushed away and 
  only the resilient remain standing. Playing on despair and 
  fear, Rage draws forth a primal element, showing the 
  difference between the self and the other. It highlights 
  comparisons, creates gaps, and burns bridges. One must 
  sacrifice themselves to destroy the things of the other.
  ATTRIBUTE: Body
  SKILLS: BOD+Force, PSY+Domination
  REJECTION
  Every society has those who threaten it from within. Even 
  if the excision is painful, Rejection ensures that these 
  undesirables are removed from positions where they can 
  cause harm. Once the witch hunts begin, they can be hard 
  to stop, but a few innocents cast out can preserve the 
  innocents left behind. One must sacrifice themselves to 
  ensure that only the worthy remain in their society.
  ATTRIBUTE: Psyche
  SKILLS: PSY+Domination, CHA+Negotiation
  REVELATION
  The truth waits just outside the boundaries of common 
  knowledge. When Revelation comes, a new world can be 
  ushered in. However, knowledge shapes the path of future
  generations, and the gatekeepers are jealous of their 
  power. The weight of a Revelation can break a kingdom 
  and crush lesser minds. One must sacrifice themselves to 
  spread new and secret truths.
  ATTRIBUTE: Intellect
  SKILLS: INT+Legends, PSY+Faith/Willpower
  SEARCH
  The Search is necessary as a part of the human 
  experience. Even where there is nothing, shedding light is 
  the first step to expanding the boundaries of knowledge 
  and making way for future learning. One must sacrifice 
  themselves to find knowledge that no other has known.
  ATTRIBUTE: Instinct
  SKILLS: INS+Perception, INS+Empathy
  SILENCE
  Silence is good. Voices may be put down, but in the end 
  Silence restores order. Silence means that any danger can 
  be heard from further out, and the sentries do their work 
  handily. The corpses hanging mute in the public square 
  are the ultimate warning of Silence. One must sacrifice 
  themselves to preserve the status quo and eliminate 
  dissent.
  ATTRIBUTE: Agility
  SKILLS: AGI+Stealth, PSY+Deception
  A R T I F A C T S
  4 2
  
  SPEECH
  Injustice, suffering, and the other big questions deserve 
  answers. Why are we here? What should we do? The only 
  way to find out is Speech, sharing information with others
  to surpass our own limitations. As individuals, humanity 
  can rarely accomplish wonders, but as a whole it can 
  thrive. One must sacrifice themselves to debate and retell 
  information.
  ATTRIBUTE: Charisma
  SKILLS: CHA+Expression, CHA+Negotiation
  UPHEAVAL
  Inertia is a disease. It breeds complacency and leads to 
  corruption. Someone must come along to tear down the 
  barriers, leading the way on the path to revolution. Only if
  someone is willing to lead the charge will the masses 
  follow suit. Only Upheaval can truly change the world for 
  the better. One must sacrifice themselves to be the 
  harbinger of a new era.
  ATTRIBUTE: Agility
  SKILLS: AGI+Mobility, AGI+Dexterity
  WAR
  Conflict is inevitable. Between humanity, the new forces 
  that have threatened since the Eshaton, even between 
  mankind and the world. Someone has to take up the 
  mantle to fight the War, even if it leaves their body 
  broken and their mind shattered. One must sacrifice 
  themselves to take their place in the great conflict.
  ATTRIBUTE: Body
  SKILLS: BOD+Toughness, BOD+Athletics
  WEEPING
  At times, Weeping is the last recourse of the sane. 
  Humanity is no longer the master of their world, and even
  as the sun rises it is right to mourn the passing of the old 
  world. The skeletons of empires and monuments of hubris
  stand all around, humbled by time and by fire from the 
  skies. It is time for Weeping. One must sacrifice 
  themselves to hold on to the remnants of the old world.
  ATTRIBUTE: Psyche
  SKILLS: PSY+Faith/Willpower, CHA+Expression
  SKILL SPECIALIZATIONS
  Characters can gain Skill Specializations by paying 10 XP 
  for a non-focus skill or 8 XP for a focus skill; this gives 
  them a +1D bonus when attempting to use the skill they 
  have focused in according to their specialization.
  Specializations are heavily focused. Most combat skill 
  specializations work only with a specific weapon or attack 
  type, and non-combat skill specializations will be likewise
  very limited. The following are examples of skill 
  specializations for each skill:
  BOD+Athletics: Climbing/Running/Swimming
  BOD+Brawl: Punch/Kick/Blade Bracelet
  BOD+Force: Bashing/Show of Force
  BOD+Melee: Scimitar/Knife/Splayer
  BOD+Stamina: Tracking/Marching/Diving
  BOD+Toughness: Pain Tolerance/Environmental 
  Resistance
  AGI+Crafting: Enhancing Gear/Appraisal/Structural 
  Analysis
  AGI+Dexterity: Stealing/Lock Picking/Gambling
  AGI+Navigation: Horse/Kom/Vehicle-Mounted Weapons
  AGI+Mobility: Dodging/Free Running/Escape Artist
  AGI+Projectiles: Bow/Assault Rifle/Soul Burner
  AGI+Stealth: Sneaking/Concealing Objects/Feign Death
  CHA+Arts: Singing/Painting/Tarot Reading
  CHA+Conduct: Traditions/Judging Reactions/Flattery
  CHA+Expression: Body Language/Oratory/Teaching
  CHA+Leadership: Encouragement/Propaganda
  CHA+Negotiation: Bartering/Contracts/Retorts
  CHA+Seduction: Flirting/Resisting Flattery
  INT+Artifact Lore: Identifying/Using/Modifying
  INT+Engineering: Upgrading/Understanding/Diagnosing
  INT+Focus: Meditation/Self-Restraint/Courage
  INT+Legends: Cults/Clans/Primer/Codex/History/RG
  INT+Medicine: Diseases/Surgery/First Aid/Drugs/Poisons
  INT+Science: Explosives/Logic/Chemistry/Literacy
  PSY+Cunning: Planing/Distraction/Subterfuge
  PSY+Deception: Disguise/Impersonation/Bluffing
  PSY+Domination: Torture/Intimidation/Authority
  PSY+Faith: Preaching/Religious Knowledge/Inspiring
  PSY+Reaction: Initiative/Surprise/Sixth Sense
  PSY+Willpower: Self-Conquest/Perseverance/Austerity
  INS+Empathy: Psychology/Group Dynamics/Emotion
  INS+Orienteering: Navigation/Cartography/Landmarks
  INS+Perception: Spot Hidden/Hearing/Sight/Smell
  INS+Primal: Rage/Fear Suppression/Instinct
  INS+Survival: Hunting/Foraging/Tracking/Trapping
  INS+Taming: Calm Animal/Training/Deterrence
  A R T I F A C T S
  4 3
  
  EXPANDED COMBAT
  DEATH SAVES
  At times, it may be desirable to reduce the level of 
  lethality that player characters are subjected to. In this 
  case, a system of “death saves” comes into play. If a 
  character takes damage in excess of their Trauma, they 
  immediately enter an incapacitated dying state.
  A character in this dying state makes a 
  PSY+Willpower/Faith (2) roll each turn. If they are 
  successful, they record this success. When a character has 
  achieved three successes, they are “out of the woods”. 
  They fall unconscious, and immediately lose any Ego 
  points they had remaining. They do not immediately 
  recover any Trauma or Flesh Wounds, but they remain 
  alive unless they take further damage before they have a 
  chance to heal.
  If characters take damage after recovering from the 
  dying state but before they can heal naturally or be 
  healed, they take damage while in the dying state, or they 
  fail their PSY+Willpower/Faith roll, they gain a death save
  failure. A character who accrues three death save failures 
  dies. Death save failures remain with a character even if 
  they recover partially.
  MEDICAL AID AND RECOVERY
  Stealing a character from death's doorstep is a feat, 
  especially since there is often little time to do so. An 
  INT+Medicine (4) test may be attempted each turn to take
  a character from the dying state and leave them in the 
  unconscious recovery state.
  Characters who recover do not immediately remove 
  any death save failures they have accrued. One failure may
  be removed by a successful surgery to remove Trauma, 
  but otherwise each death save failure takes a week to heal 
  as the specter of death hangs over an injured character. 
  Burn with a Potency of 4 or more can also restore the 
  vitality of a character, removing a death save failure's 
  effects from a character.
  GORY END
  On occasion, characters take too much damage to even 
  have a hope of survival. If at any point a character takes 
  damage equal to the sum of their maximum Flesh Wounds
  and Trauma, they die immediately, even if they have no 
  death save failures.
  Likewise, a character who is dealt damage that is in 
  excess of their remaining trauma by a weapon with the 
  Fatal quality is killed instantly.
  FATAL WEAPONS REDUX
  In Katharsys, Fatal weapons are stated to bypass Flesh 
  Wounds and cause damage straight to a character's 
  Trauma. They will almost always kill characters in single 
  hits this way.
  This revamp of the Fatal weapon quality is intended to 
  be used in conjunction with the Permanent Injuries and 
  Death Saves rules, and reads as follows:
  FATAL (REDUX)
  Fatal weapons ignore armor and deal damage directly to a 
  target. When a character is hit with a fatal weapon, they 
  suffer a Permanent Injury if the amount of damage they 
  receive exceeds an amount equal to the sum of their Body 
  and Psyche, and if they would be forced to make a death 
  save they instead die instantly.
  MULTI-PASS INITIATIVE
  When a character in Degenesis rolls sufficient Triggers on 
  their PSY+Reaction roll, they may gain additional actions 
  that they either use immediately or can save for active 
  defense.
  Under standard rules, a character takes all of their 
  actions at the first point in the turn when they would 
  originally move. 
  Multi-pass turns introduce the concept of initiative 
  passes; each character gets to use one of their remaining 
  actions in each pass until all characters have expended all 
  their actions.
  If a turn represents a few seconds of combat, the 
  purpose of the initiative pass is to break those seconds 
  down further. A character who acts very quickly, but has 
  many actions, is unlikely to be able to complete all their 
  actions before another character would get a chance to 
  act.
  With multi-pass initiative, the standard turn order is 
  still followed, but each character simply acts once per 
  initiative pass. A character may choose not to declare an 
  action when their turn in a pass comes up, but doing so 
  forfeits their opportunity to declare an action for the 
  remainder of the pass. A character may use any remaining
  actions for active defense even if they have already acted 
  in a pass or forfeited their action for a pass.
  When a pass ends, a new pass starts for any characters 
  who have at least one remaining action. Characters with 
  no actions remaining simply do not act in later passes.
  Initiative passes continue until every character has 
  expended all of the actions they can take in a combat turn,
  or have simply decided not to act.
  A R T I F A C T S
  4 4
  
  As with standard Initiative rolls, up to 3 Ego may be 
  spent to gain that many bonus dice on the PSY+Reaction 
  roll to determine their initiative order and number of 
  actions they will take in the turn, and these dice also 
  provide a bonus to the first action taken in that combat 
  round.
  Turn order:
  Run through Initiative passes until no character has remaining
  actions that they wish to use.
  Pass order:
  Fighter with the highest Initiative goes first, takes a single action.
  Tie: Actions happen at the same time.
  Characters with lower Initiative take actions in order.
  EXAMPLE: The Anabaptist and Jehammedan prepare for 
  their duel, circling and watching each other for signs of 
  weakness. With blades bared, they prepare to strike down 
  their opponent. A Cockroach, seeing their weakness, 
  prepares to strike with fury, killing the hated members of 
  the Cults.
  The Anabaptist is a skilled swordsman, with plenty of 
  Ego and a desire to use it quickly. He is also a hardened 
  combatant, and will make as much of an effort as he can.
  The Jehammedan has no intention of dying here, but 
  he is willing to accept a potential loss in the duel, so he is 
  going to hold back his efforts and save his fullest energy 
  for another day.
  The Cockroach is not a skilled fighter, but he has fury 
  and fanaticism, which cannot be ruled out.
  Everyone is in close quarters, but by the time violence 
  breaks out they will all be aware of each other.
  It is time to roll Initiative; the Cockroach will spend 3 
  Ego (which is important, since he is a mediocre fighter), 
  the Anabaptist 1, and the Jehammedan none.
  They roll results. The Jehammedan is the most veteran 
  fighter there, and rolls five successes with one Trigger. He
  will only act once.
  The Cockroach's fury will pay off for him; he only gets 
  two successes, but both are Triggers: he will move in two 
  initiative passes.
  The Anabaptist, while an impressive fighter, has poor 
  luck. With one success, he will go last.
  So the turn order is:
  Pass 1
  5: Jehammedan
  2: Cockroach
  1: Anabaptist
  Pass 2
  2: Cockroach
  The Jehammedan goes first, then the Cockroach, then 
  the Anabaptist. However, if the Cockroach survives being 
  entangled between two mortal enemies, he will get 
  another action in the second initiative pass.
  However, on the Anabaptist's turn, he swings at the 
  Cockroach, threatening his life. The Cockroach uses his 
  action from Pass 2 to make an Active Defense, allowing 
  him to avoid the bidenhander's arc, but removing his 
  chance to act in the second pass.
  The initiative pass ends with no actions remaining, so 
  the next turn begins.
  PERMANENT INJURIES
  Permanent injuries come as a result of combat; characters
  can suffer everything from disfigurement to loss of limb 
  during heated battle, and in an instant a warrior can be 
  blinded, crippled, or killed.
  Permanent injuries come as a result of powerful hits in 
  combat; when a character takes damage equal to twice the
  sum of their Body and Psyche, though Fatal weapons 
  cause these injuries much more readily.
  Having a permanent injury functions independent of 
  the normal health system; a character with a permanent 
  injury will never recover, but they are usually not more 
  likely to die as a result of suffering a permanent injury.
  At the GM’s discretion, permanent injuries can be 
  recovered from following a lengthy sabbatical or the 
  payment of XP to represent a character overcoming the 
  injury’s effects.
  When a character suffers a permanent injury, roll two 
  six-sided dice and add the result together. They suffer one
  of the following effects or a similar effect decided on by 
  the GM:
  A R T I F A C T S
  4 5
  
  PERMANENT INJURIES
  Roll
  Effect
  2
  Sucking chest wound: -1 Trauma limit
  3
  Severe abdominal injury: -1 Flesh Wound limit
  4
  Torn muscle. -1 to carrying capacity.
  5
  Eye or ear damage: -1D penalty to perception tests involving
  impacted organ.
  6
  Grievous scar: Causes a -1D penalty to Seduction tests.
  7
  Light scar: Makes character more easily identified by 
  strangers (+1D on tests to recall or identify)
  8
  Open wound: +1D to all tests to resist diseases and spore 
  infestation.
  9
  Throat injury: Character’s voice is quiet, -1D to Charisma 
  tests when interacting with multiple characters.
  10
  Missing finger: -1D to actions that require precision, such as 
  AGI+Projectiles or AGI+Dexterity actions.
  11
  Damage to foot or leg: -1D to AGI+Mobility to dodge and 
  any test to run or move quickly.
  12
  Loss of function in one hand: -2D to BOD+Brawl and 
  BOD+Melee actions requiring that hand, and -4D to all 
  AGI+Projectiles and AGI+Dexterity actions requiring that 
  hand. Most physical skills suffer a -1D penalty.
  A R T I F A C T S
  4 6
  
  SETTLEMENTS
  Settlements are a new mechanic introduced in Artifacts. 
  They provide another layer of play for Degenesis, and can 
  be used by the GM or players to boost the intrigue of a 
  campaign and give characters a common goal.
  Where individuals in Degenesis often have certain 
  agendas, needs, and ideals, settlements reflect the 
  combined interests—and strengths—of the people who 
  make them up.
  Settlements are distinct from Cults; they are living 
  places where a number of different Cults may intersect, or
  they may serve as a bastion of influence and power for a 
  particular Cult, but they are almost never Cults unto 
  themselves nor entirely independent of Cults.
  Settlements have five core attributes, and they also 
  gain population attributes based on player actions and 
  other events within the settlement itself.
  ATTRIBUTES
  Settlements have five core attributes, plus a number of 
  Cult or Clan population attributes. If an Improvement, 
  Threat, or other mechanic references a settlement’s 
  Population, it refers to the combined population of each 
  Cult and Clan in the settlement.
  The five main attributes are Necessities, Defense, 
  Wealth, Technology, and Morale.
  IDENTITY
  One important fact about every settlement is that it has 
  an identity and a history. Whether that identity is 
  necessarily going to be the same as its original founders 
  intended is uncertain.
  The identity of a settlement is measured in 
  independent attributes; one for each Cult or major Clan 
  that has an influence in the settlement. These may open 
  up special Potentials and determine what gear is available 
  for purchase in the settlement, including increasing the 
  Tech Level of the settlement.
  REGION
  The region that a settlement is built in determines a 
  number of things, notably the Cults and Clans that are 
  likely to be recruited by the settlement. Each region also 
  grants a special effect to the settlement.
  BORCA
  Borca is home to Anabaptists, Apocalyptics, Chroniclers, 
  Clanners, Hellvetics, Jehammedans, Judges, Scrappers, 
  and Spitalians. Settlements in Borca can find Tech III 
  A R T I F A C T S
  4 7
  
  scrap when they scavenge, making the construction of a 
  Smelter irrelevant. 
  Borca is also well populated, with a settlement gaining 
  +15 Population in one of the factions native to Borca when
  a settlement is founded.
  FRANKA
  Franka is home to Anabaptists, Apocalyptics, Chroniclers, 
  Clanners, Hellvetics, Judges, Scrappers, and Spitalians. 
  The constant threat of the Pheromancers’ insects means 
  that all settlements receive a Town Watch improvement 
  free. The moderate climate and fertile soil mean that for 
  every ten people searching for resources a settlement in 
  Franka receives 2 additional resources toward any 
  structure.
  Frankan settlements receive an additional +15 Defense  
  when they are created.
  POLLEN
  Pollen is home to Anabaptists, Apocalyptics, Chroniclers, 
  Clanners, Scrappers, and Spitalians. It is a rough and 
  unforgiving climate, untamed by humanity. All 
  settlements in Pollen gain a Palisade when they are 
  created, and the tight-knit society may choose a Potential
  as soon as it is formed.
  Pollen’s settlements receive a +15 bonus to Defense 
  when they are created.
  BALKHAN
  The Balkhan region is home to Apocalyptics, Clanners, 
  Hellvetics, Jehammedans, Palers, and Scrappers. The land 
  is as defiant as its people, who are brought together by 
  external threats when they cannot find internal reasons to
  cooperate. Balkhan governors are immune to replacement,
  including in cases of mutiny, so long as there is at least 
  one unresolved threat.
  Balkhan settlements gain a +15 bonus to Technology 
  when they are created.
  HYBRISPANIA
  A land of strife and bloodshed, Hybrispania is home to 
  Anubians, Apocalyptics, Clanners, Jehammedans, 
  Neolibyans, Palers, Scourgers, Scrappers, and Spitalians. 
  So long as a settlement is home to only Crows or Lions it 
  gains the Harmony Potential; when the inheritors of two 
  continents mingle each faction gets an Enclave of their 
  own.
  Hybrispanian settlements gain a +15 bonus to 
  necessities due to the hospitable climate.
  PURGARE
  Home to Anabaptists, Apocalyptics, Clanners, Hellvetics, 
  Scrappers, and Spitalians, Purgare is a land belonging to 
  the faithful and home to untarnished fields and orchards 
  fed by volcanic growth. If an environmental threat would 
  strike Purgare, it is instead ignored and the settlement is 
  not threatened.
  Settlements in Purgare gain a +15 bonus to necessities 
  or wealth when they are created (the creator may choose).
  AFRICA
  The land of psychovores and the Lion, Africa is home to 
  Anubians, Apocalyptics, Clanners, Neolibyans, Scourgers, 
  and Scrappers. An African settlement with both 
  Neolibyans and Scourgers adds its Wealth to its Defense, 
  and Scourgers can never mount a mutiny.
  Settlements in Africa gain a +10 bonus to Wealth and a 
  +10 bonus to Tech.
  CONCEPTS
  Just as individuals have their own spot on the Apocalyptic 
  Tarot, so do settlements. All things have their place in the 
  world.
  Concepts are most important to fledgling settlements, 
  but their bonuses persist across a settlement’s lifespan, 
  giving it a boost that becomes overshadowed by the new 
  life of the settlement but is no less important than it was 
  in the beginning.
  The effects a concept has on a settlement are based on 
  its attribute bonus, though individual improvements have 
  an associated Concept. All rolls required to finish the 
  creation of these improvements gain +1D. These 
  improvements may also be built one Tech Level earlier, 
  with the appropriate reduction in resource costs.
  Concepts that boost Body give the settlement +10 to 
  Necessities, reflecting the settlement’s ruggedness and 
  enterprising spirit. These concepts are aligned with 
  growth and large settlements, but focus more on being an 
  outpost for further exploration or focusing on grand 
  endeavors than a population center.
  Concepts that boost Agility increase a settlement’s 
  Population by +10.  Settlements built based on these 
  concepts have an advantage to growing their numbers and
  becoming a residence for massive numbers of people. For 
  the purposes of determining factions, this Population 
  bonus is associated with the most popular Cult or Clan in 
  a settlement.
  Settlements that have an Intellect-boosting concept 
  see their Tech improve by +10. These settlements may not
  grow as large as their peers, but make up for it by being 
  carefully placed near scrap fields and being populated 
  with inquisitive souls.
  Settlements with a Charisma-boosting concept have a 
  +10 Morale bonus. They are built on common shared 
  A R T I F A C T S
  4 8
  
  identities and powerful leaders who are capable of 
  overcoming sectarian conflicts and ensuring the greatest 
  well-being for the average citizen.
  Settlements with a Psyche-boosting concept have a +10
  bonus to Wealth. Located in daring positions along trade 
  routes and near lucrative raw materials, these settlements
  eschew comfort and easy expansion for the economic 
  opportunity of a boom that can become permanent with 
  dedication and effort.
  Finally, concepts that boost Instinct give a +10 bonus 
  to Defense. These settlements are often ideologically or 
  geographically isolated, but provide a bastion of security 
  for their inhabitants and focus on improvements that 
  allow Cults and Clans to extend their influence.
  CULTS AND CLANS
  In addition to having the generic Population attribute, 
  measuring unaffiliated residents of a settlement, 
  settlements also have Cults and Clans that impact their 
  development.
  Each member of a Cult or Clan in a settlement 
  increases the settlement’s appropriate attribute by 1. 
  Governors or leaders are added to a settlement when there
  are enough members of any organization to create a 
  faction within the settlement.
  GOVERNMENT
  FACTIONS AND LEADERS
  As the population of a settlement increases, a faction is 
  created. Whenever a Cult or Clan has 50 or more members
  in the settlement a new faction is created.
  A leader’s rank is equal to the two percent of the 
  population of the settlement; smaller, less advanced 
  settlements warrant lower-quality leaders, and very small
  settlements may not have a leader who is even in the 
  chain of command of their respective Cult. They may not 
  hold this rank on paper; but they have the statistics 
  relative to it (e.g. there are only so many Baptists, but the 
  NPC would meet the skill and background requirements to
  be a Baptist). If the cult does not go up to the appropriate 
  rank, the NPC should simply receive a power boost.
  The leaders of these factions have a role in fostering 
  agendas; they are able to act with the GM’s intervention, 
  and the leaders of large settlements may wrest control 
  from the PCs who founded the settlement or become 
  powerful figures in the campaign. Depending on the 
  method of government, they may have votes or another 
  role in determining the agenda.
  ROGUE FACTIONS
  A faction that does not see eye-to-eye with the governor 
  of a settlement may choose its own Agenda, or engage in 
  Intrigue. The same goes for player characters.
  The population of a rogue faction acts independently of
  the main settlement. A rogue faction that adopts the 
  Change Governor agenda can choose whether it wants a 
  new leader for itself or if it wants to make its own leader 
  the main leader of the settlement. In this case, a Mutiny 
  threat begins and resolves next session.
  PRODUCTION
  The people of settlements are rarely permitted to sit idle. 
  The lazy or worthless are not considered to be part of the 
  true population, and those who can contribute are 
  considered the true members of society.
  The governor of a settlement may choose where 
  production occurs.
  IMPROVEMENTS
  APOTHECARY
  While it is impossible for small settlements to achieve a 
  large medical system, most small settlements have 
  someone capable of looking at and treating basic injuries, 
  especially if they are not large enough to warrant any 
  attention from the Spitalians.
  Apothecaries are specialized places for the treatment of
  wounds, and although they are simple they are much 
  better than the alternative.
  CONCEPT: Healer
  REQUIREMENTS: Necessities 20, Wealth 10
  TECH LEVEL: II
  SKILLS REQUIRED: AGI+Crafting (2, 2); INT+Medicine (3)
  RESOURCES REQUIRED: 250
  EFFECTS: Characters staying in the settlement recover 
  Trauma in 7 days instead of 10 (additional decreases to 
  recovery times stack). The difficulty of treating Trauma 
  cannot exceed 4.
  ARMORY
  Armories store weapons and armor for fighters and 
  soldiers. Although they are often little more than huts 
  with a sturdy lock and walls to deter thieves, they are the 
  first step in ensuring that the inhabitants of a settlement 
  are able to defend themselves.
  CONCEPT: Destroyer
  REQUIREMENTS: None
  TECH LEVEL: II
  SKILLS REQUIRED: AGI+Crafting (3, 3)
  A R T I F A C T S
  4 9
  
  RESOURCES REQUIRED: 400
  EFFECTS: +10 Defense; 2 Rank I NPCs of an appropriate 
  Cult or Clan join the governor’s side in any battle. These 
  NPCs are not gained if the NPCs from an Arsenal are 
  present.
  ARSENAL
  CONCEPT: Destroyer
  REQUIREMENTS: Armory; Population 30
  TECH LEVEL: IV
  SKILLS REQUIRED: INT+Engineering (3, 3, 4)
  RESOURCES REQUIRED: 1250
  EFFECTS: +15 Defense; weapons up to Tech Level IV are 
  almost always available in the settlement; 4 Rank 3 NPCs 
  of an appropriate Cult or Clan join the governor’s side in 
  any battle.
  BANK
  When a settlement has grown in size to the point where it 
  attracts the attention of Neolibyans and Chroniclers, it is 
  not unheard of for a bank to be established, allowing 
  business owners and traders stopping in the settlement to
  leave hard-earned drafts or dinars under the watchful 
  eyes of bankers.
  CONCEPT: Mediator
  REQUIREMENTS: Wealth 50, Defense 30
  TECH LEVEL: III
  SKILLS REQUIRED: INT+Engineering (2, 3), 
  CHA+Negotiation (3, 3)
  RESOURCES REQUIRED: 2000
  EFFECTS: The cost of all items purchased in the settlement
  decreases by 20%. Characters who wish to deposit money 
  in the bank can do so, or exchange drafts and dinars with 
  a 10% surcharge.
  BARRACKS
  The nights are long and cold in the winter, and having a 
  place for the garrison to stay warm and out of trouble is 
  important. When forces are concentrated, it also becomes 
  easier to coordinate defense efforts and raids against 
  threats to the settlement.
  CONCEPT: Conqueror
  REQUIREMENTS: Armory; Necessities 20, Population 50
  TECH LEVEL: II
  SKILLS REQUIRED: AGI+Crafting (3, 3)
  RESOURCES REQUIRED: 1500
  EFFECTS: +1D to all CHA+Leadership rolls to rally 
  defenses, Defense +15.
  BURN DEN
  The comfort of the spores is sought-after by many. The 
  Apocalyptics are more than happy to oblige, keeping their 
  clients away from the watchful eyes of the Spital and the 
  Judges while giving them a place to gamble, drink, and 
  hire companionship.
  CONCEPT: Defiler
  REQUIREMENTS: Apocalyptics 20
  TECH LEVEL: I
  SKILLS REQUIRED: AGI+Crafting (2, 2)
  RESOURCES REQUIRED: 
  EFFECTS: Burn is readily available in this settlement, and 
  can be purchased in any quantity and variety. 
  CATHEDRAL
  A testament to the might of faith and the will of men, 
  cathedrals are built to remind people where their 
  priorities lie; and who has the most power. A symbol of 
  strength and struggle visible from miles away is a 
  reminder of who can accomplish feats of leadership.
  CONCEPT: Zealot
  REQUIREMENTS: Necessities 50
  TECH LEVEL: III
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Morale +25; Population +10
  CHURCH
  The faithful need a place to congregate, and the lost need 
  a place to find shelter. Churches provide both under the 
  watchful eye of their caretaker, no matter which 
  philosophy or faith is being spread.
  CONCEPT: Zealot
  REQUIREMENTS: Necessities 20
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Morale +10.
  CITADEL
  When all else fails, massive bastions of stone and metal 
  provide a sanctuary for the powerful. Protecting against 
  raids and treachery, a strong citadel is not only a symbol 
  of might but also a haven for loyalists.
  CONCEPT: Protector
  REQUIREMENTS: 
  TECH LEVEL: III
  SKILLS REQUIRED:
  A R T I F A C T S
  5 0
  
  RESOURCES REQUIRED:
  EFFECTS: +20 Defense. The governor and their allies gain 
  +1 Passive Defense when inside the Citadel.
  CLINIC
  Once a settlement grows large enough, it needs more care 
  than a single healer can provide. Clinics allow multiple 
  experts to collaborate, and provide a place where the 
  injured can recuperate. 
  CONCEPT: Healer
  REQUIREMENTS: Apothecary, Necessities 30, Population 
  50
  TECH LEVEL: III
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: All Spitalian services are available at half cost. 
  Population +20
  CORRAL
  Shepherds and cowherds take their wards away from the 
  settlement, finding safe shelter in pens and valleys, the 
  watchful eyes of the guards close enough to deter thieves 
  and raiders.
  CONCEPT: Hermit
  REQUIREMENTS: 
  TECH LEVEL: I
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  COURT
  The guilty must be tried and sentenced. The courts may be
  filled with the hushed whispers of the Judges coming to a 
  conclusion, or the raucous cries of Anabaptist justice, but 
  in any case they serve as a place for condemnation or 
  exoneration.
  CONCEPT: Righteous
  REQUIREMENTS: 
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  DISTILLERY
  Many people rely on spirits; the Spital and healers rely on 
  them to treat wounds and stave off infection, the 
  Apocalyptics pour libations onto the ground and into 
  themselves to celebrate and revel, and almost everyone 
  takes a draught to take the edge off the cold.
  CONCEPT: Hermit
  REQUIREMENTS: 
  TECH LEVEL: III
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  DWELLINGS
  Simple structures spring up around the settlement, 
  houses and huts intended to take the desperate and give 
  them some respite. They quickly fill with relics and 
  talismans, each speaking to their owners needs and 
  desires and becoming more than walls and roofs.
  CONCEPT: Creator
  REQUIREMENTS: 
  TECH LEVEL:I
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Necessities +10
  ENCLAVE
  Walls and a gate within outer walls, the enclaves rise 
  along with the tensions. Each serves as a reminder that 
  there is little goodwill between neighbors, but also as a 
  place to find peace and respite.
  CONCEPT: Mediator
  REQUIREMENTS: At least two factions.
  TECH LEVEL: I
  SKILLS REQUIRED:
  RESOURCES REQUIRED: 100
  EFFECTS: Intrigue against a particular faction and its 
  leader (including mutiny) suffers a -2D penalty. This 
  faction is chosen when the enclave is built. One enclave 
  can be built by each faction in a settlement.
  FACTORY
  The gears of industry begin to turn. Wood is ground into 
  paper to record the progress of the settlement, metal 
  heated and bent into shape, and the settlement begins to 
  see growth and prosperity as word spreads.
  CONCEPT: Mentor
  REQUIREMENTS: 
  TECH LEVEL: III
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Can transform collected Tech Level III scrap to 
  Tech Level IV scrap. This allows settlements to build Tech 
  Level IV Improvements if their Tech Level allows them to. 
  Wealth +10
  A R T I F A C T S
  5 1
  
  FARM
  Striking the earth, the farmers go about their labor with 
  humility and faith. Every year they fight back against the 
  threats facing the harvest, struggling with the earth. The 
  bad years are forgotten in times of prosperity.
  CONCEPT: Creator
  REQUIREMENTS: I
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED: 100
  EFFECTS: Necessities +15.
  FIGHTING PIT
  Dogs, gendos, women and men. Blood of all sorts can be 
  found in the fighting pit, cries of adulation and 
  exhilaration spilling out into the streets. The lucky leave 
  with their lives, the unfortunate are maimed or killed.
  CONCEPT: Abomination
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  FORGE
  The hammer falls again and again onto metal, turning it 
  from formless void to needed supplies. Nails for 
  construction, horseshoes to help with the fields, swords 
  for war. Every strike leads to a future fulfillment of 
  purpose.
  CONCEPT: Creator
  REQUIREMENTS: 
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  GALLOWS
  The condemned wait in lines for mortality, as 
  executioners and onlookers wait for the signal. Those who
  have done the unthinkable lose their lives, but order rises 
  from the ashes.
  CONCEPT: Traditionalist
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  GARAGE
  Vehicles are stored under a sturdy roof and protected by 
  walls of stone. The smell of oil and gas lingers above the 
  dust as the sounds of labor continue. Making the parts by 
  hand is nearly impossible, but the wonders they yield are 
  incredible.
  CONCEPT: Traveler
  REQUIREMENTS: 
  TECH LEVEL: IV
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  GAMBLING DEN
  When the Spital clamps down on Burn or the cards prove 
  more lucrative than companionship, the Apocalyptics can 
  be found in their dens, luring innocents with drink or skin
  before robbing them at the tables.
  CONCEPT: Defiler
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  GATHERING HALL
  When the settlement was founded, only a few had to 
  settle their grievances. Now there are many, and a leader 
  must be had. With the gathering hall comes order and 
  hierarchy, but also a place for each to have their voice.
  CONCEPT: Mediator
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  GUARD HOUSE
  The gates and the walls are nothing without capable 
  hands and sharp eyes to stave off the wilderness and turn 
  away unwanted guests. Giving protection from weather 
  and assault ensures sentries do their duty.
  CONCEPT: Ruler
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  A R T I F A C T S
  5 2
  
  JAIL
  Bars and walls keep the accused contained while they 
  await their punishment or release. Those who are 
  innocent plead their case just as loudly as the guilty, but 
  the day of reckoning has not yet come.
  CONCEPT: Traditionalist
  REQUIREMENTS: 
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  LABORATORY
  Beakers and vials find homes atop burners and in ice 
  chests. Chemistry reveals the secrets of a Bygone world as 
  the first steps are taken into a return to the golden age.
  CONCEPT: Heretic
  REQUIREMENTS: 
  TECH LEVEL: IV
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  LIBRARY
  Knowledge is power, and the library is a place for books 
  and learning. Those who are ignorant can only begin to 
  imagine the advantage that so many volumes hidden away
  from the sun can provide.
  CONCEPT: Visionary
  REQUIREMENTS: 
  TECH LEVEL: III
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  MANUFACTURING PLANT
  First came the furnaces and the massive cogs. They were 
  followed by conveyor belts and precision tools, machines 
  to shape brass into cartridges and turn plates of metal 
  into finished products, producing machines of incredible 
  complexity and value.
  CONCEPT: Mentor
  REQUIREMENTS: 
  TECH LEVEL: IV
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Can transform collected Tech Level IV scrap to 
  Tech Level V scrap. This allows settlements to build Tech 
  Level V Improvements if their Tech Level allows them to.
  MERCHANT HOUSE
  The halls of the traders are gilded with gold and filled 
  with exotic wonders. The sunlight that glitters through 
  their halls is matched only by the joys that having such a 
  place brings to a burgeoning settlement, and the benefits 
  that trade routes bring back from other regions.
  CONCEPT: Mediator
  REQUIREMENTS: 
  TECH LEVEL: III
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  MILL
  The wind or water pushes a wheel, which turns and 
  torques. A simple wonder perfected countless years ago, 
  but which provides the energy needed to turn hardy grain 
  into bread for life-giving sustenance.
  CONCEPT: Creator
  REQUIREMENTS: Farm
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Necessities +25.
  MINE
  In Bygone days, mankind scoured the world’s surface and 
  began to dig to find the last buried treasures of creation. 
  Now the brave follow their paths, seeking out veins of 
  metal running through the darkness.
  CONCEPT: Adventurer
  REQUIREMENTS: Population 30
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Wealth +10
  MONASTERY
  Purity requires removal, and the monastery springs up to 
  separate the righteous from the vulgar. There they can 
  contemplate their enlightenment in peace.
  CONCEPT: Hermit
  REQUIREMENTS: 
  TECH LEVEL: I
  SKILLS REQUIRED:
  A R T I F A C T S
  5 3
  
  RESOURCES REQUIRED:
  EFFECTS:
  MONUMENT
  The first heroes of the settlement must be recorded, then 
  the next generation can take their place. The cycle 
  continues until the stream of heroes runs out in the final 
  generation, and the names to the faces are no longer 
  remembered.
  CONCEPT: Martyr
  REQUIREMENTS: 
  TECH LEVEL: I
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  PALACE
  It is said that the loftiest goal is to achieve heaven on 
  earth. The only flaw is that the people with the power to 
  do so usually hoard the fruit of their labors. Palaces are a 
  reminder of who has power, and a place where the strong 
  can consolidate their control.
  CONCEPT: Ruler
  REQUIREMENTS: 
  TECH LEVEL: III
  SKILLS REQUIRED:
  RESOURCES REQUIRED: 6000
  EFFECTS: All Attributes +10; the governor gains +1D on all 
  rolls while within the settlement’s boundaries.
  PALISADE
  Wooden walls spring up overnight, barring access along 
  vulnerable routes. They are a place for the defenders to 
  fire from, a barrier to the gendos and bandits. They are 
  not meant to stand unwatched, but they give a 
  CONCEPT: Protector
  REQUIREMENTS: None
  TECH LEVEL: I
  SKILLS REQUIRED: AGI+Crafting (2)
  RESOURCES REQUIRED: 150
  EFFECTS: +10 to Defense. +2D on active defense against 
  ranged attacks to those using palisades in combat.
  RELAY
  The first silver tower reaches away from the ground, a 
  dowsing rod looking for the precious water of signals in 
  the wastes. Other settlements with relays open instantly, 
  as do any sites the Chroniclers choose to make known. 
  Sometimes, a Bygone secret sends a call.
  CONCEPT: Seeker
  REQUIREMENTS: 
  TECH LEVEL: V
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: 
  RELIQUARY
  The most valuable goods of the Cult and Clan find their 
  way to the reliquary; things too sacred or valuable to find 
  the light of day in their travels.
  CONCEPT: Disciple
  REQUIREMENTS: 
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: 
  SCRAP EXCHANGE
  People from all corners come to sell their goods. While the
  Chronicler or Neolibyan may take offense, the fact 
  remains that anyone can take an interest in the strange 
  artifacts that can be found here.
  CONCEPT: Seeker
  REQUIREMENTS: 
  TECH LEVEL: I
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  SCHOOL
  Children and the unlearned need a place to receive 
  instruction, so the school rises to provide a place to study 
  the letters and numbers that defy the ignorant.
  CONCEPT: Mentor
  REQUIREMENTS: 
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  SMELTER
  Metal starts its life as unassuming rocks, and even the 
  stuff the Bygones had used once may need to be heated to 
  reveal its true nature. Once the impurities are burned 
  away, the metal becomes valuable.
  CONCEPT: Creator
  REQUIREMENTS: 
  TECH LEVEL: I
  A R T I F A C T S
  5 4
  
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Can transform collected Tech Level II scrap to 
  Tech Level III scrap. This allows settlements in regions 
  where Tech Level II is the highest scrap level to build Tech
  Level III and higher improvements if the settlement’s 
  Tech Level allows them to.
  STABLE
  Horses and other animals are kept away from the 
  elements, protected and monitored by watchful eyes.
  CONCEPT: Traveler
  REQUIREMENTS: 
  TECH LEVEL: I
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  STREAM NODE
  CONCEPT: Visionary
  REQUIREMENTS: Chroniclers 50
  TECH LEVEL: V
  SKILLS REQUIRED: INT+Engineering (3, 3); INT+Artifact 
  Lore (4)
  RESOURCES REQUIRED:
  EFFECTS:
  TEMPLE
  CONCEPT: Chosen
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS: Morale +10; +1 Ego at the start of each session 
  for characters with Faith as their dominant skill.
  TOWN WATCH
  Defensible positions are noted, and volunteers are 
  recruited. People stand watch to keep the settlement safe 
  from external threats.
  CONCEPT: Protector
  REQUIREMENTS: Population 5
  TECH LEVEL: I
  SKILLS REQUIRED: AGI+Crafting (2), INS+Perception (2)
  RESOURCES REQUIRED: 100
  EFFECTS: The Time to deal with all external Intrigue is 
  increased by 1.
  TRADER CAMP
  Most settlements require at least some resources from 
  outside. Setting up a Trader Camp is often the first step to
  achieving influence in the greater world, as a formal place
  for trading is established and agreements for traders to 
  come by regularly are signed.
  CONCEPT: Adventurer
  REQUIREMENTS: None
  TECH LEVEL: I
  SKILLS REQUIRED: AGI+Crafting (2, 2), CHA+Negotiation 
  (3)
  RESOURCES REQUIRED: 500
  EFFECTS: Necessities +10
  VAULT
  Once the drafts and dinars start to flow in, there is the 
  issue of finding a place to put them. The Cults and Clans 
  want somewhere to stash their supplies where they will 
  not be tampered with. A vault is made, protected by 
  natural walls of earth and well-armed men.
  CONCEPT: Protector
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  WALL
  Stone arises around the boundary markers, extended time 
  and time again as the settlement expands beyond its old 
  limits. The rings remind attackers of the challenge they 
  face, and the cost of violence against the settlement.
  CONCEPT: Protector
  REQUIREMENTS: Palisade
  TECH LEVEL: II
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  WELL
  Water is found deep beneath the earth, but it must be 
  drawn out with care. Once it is found to be clean and free 
  of infestation, the trips to the river or lake are replaced 
  with a short walk to the well.
  CONCEPT: Healer
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  A R T I F A C T S
  5 5
  
  RESOURCES REQUIRED:
  EFFECTS: Necessities +10.
  WORKSHOP
  Once a hammer and metal were the finest tools available. 
  Now they are joined by precision instruments, tools for 
  turning ingots not only into swords but also into barrels 
  of firearms and sturdy locks.
  CONCEPT: Visionary
  REQUIREMENTS: Forge
  TECH LEVEL: IV
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  INTRIGUE
  GROWTH
  AGENDAS
  Agendas are goals set by the governor of a settlement or 
  the leader of a district. 
  CHANGE GOVERNOR
  CONSTRUCT IMPROVEMENT
  To construct an improvement, a settlement needs to 
  gather resources and experts must be consulted. Once per 
  session, each player character or leader may either gather 
  resources (per the rules in the core Katharsys), or 
  contribute a skill roll to the settlement. 
  This roll can be boosted with Ego, but may only be 
  attempted once per session. If the roll fails, the character 
  will have to retry later.
  A settlement can contribute a number of resources 
  equal to its current Population to all improvements each 
  session. Note that the scrap for a settlement is based off 
  of the Region it is located in, and as a result it may be 
  necessary to construct a Smelter, Factory, and 
  Manufacturing Plant.
  CREATE DISTRICT
  GATHER RESOURCES
  PREVENT INTRIGUE
  RECRUIT SETTLERS 
  REMOVE THREAT
  DISTRICTS
  POTENTIALS
  When a settlement has grown to a certain Population 
  level, it qualifies for a Potential.
  TECH LEVEL
  A settlement’s tech level is important, as it determines 
  the point at which it is possible to manufacture or 
  purchase certain materials and objects within the 
  settlement, as opposed to importing or doing without 
  these things.
  A settlement’s Tech Level is not only based on the 
  education, literacy, and materials available to the 
  inhabitants of the settlement, but also on the existing 
  improvements, Potentials, and 
  ROLEPLAYING IN SETTLEMENTS
  THREATS TO SETTLEMENTS
  A R T I F A C T S
  5 6
  
  TABLES
  BRAWL
  (BOD + BRAWL)
  Name
  Hand.
  Dist.
  Damage
  Mag.
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Grapple
  -
  1
  -
  -
  Grapple (F/4), Special
  -
  I
  -
  -
  -
  Pin
  -2D
  1
  -
  -
  Grapple (F/3), Sustain, 
  Special
  -
  I
  -
  -
  -
  MELEE WEAPONS
  (BOD + MELEE)
  Name
  Hand.
  Dist.
  Damage
  Mag.
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Combat Knife
  +1D
  1
  3+F/3
  -
  Cutting (3T, +1D 
  damage), Special
  1
  IV
  2
  200
  -
  Enemoi
  Estoc
  +1D
  1
  4+F/3
  -
  Smooth Running (2T), 
  Armor Piercing
  2
  II
  2
  900
  -
  Matadores
  Lance
  -
  3
  4+F/3
  -
  Special
  2
  I
  1
  100
  -
  Matadores
  Hidden Blade
  -
  1
  2+F/3
  -
  Camo (3S),
  -
  I
  1
  80
  -
  Matadores
  Quarterstaff
  -
  2
  1+F/2
  -
  2
  I
  2
  5
  -
  Quarterstaff (Fighting)
  -
  2
  2+F/2
  -
  Blunt
  2
  II
  2
  50
  -
  Chainsaw
  -2D
  1
  8+F/2
  -
  Out-of-Control 2, 
  Terrifying 2, Special
  3
  IV
  1
  2300
  -
  Net
  -1D
  4
  -
  -
  Grapple (3), Sustain
  2
  I
  1
  80
  -
  Razor Net
  -2D
  4
  2+F/3
  -
  Grapple (2), Sustain
  2
  II
  1
  300
  -
  THROWN WEAPONS
  (AGI + PROJECTILES)
  Name
  Hand.
  Dist.
  Damage
  Mag.
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Grenades
  -
  5/30
  special
  1
  Deviation
  -
  III+
  -
  Varies
  Combat Knife
  +1D
  3/10
  3+F/3
  1
  Special
  1
  IV
  2
  200
  -
  Enemoi
  Powder Bomb
  -2D
  5/15
  8
  1
  Special, Deviation
  1
  III
  -
  450
  1
  A R T I F A C T S
  5 7
  
  GRENADES
  (AGI + PROJECTILES)
  Name
  Falloff
  Damage
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Flashbang
  N/A
  N/A
  Dazed (5), Thunder Strike, Blinding (4)
  -
  IV
  -
  Smoke
  N/A
  N/A
  Smoke (5)
  -
  IV
  -
  Defensive Frag
  ½
  10
  -
  IV
  -
  Offensive Frag
  2
  12
  -
  IV
  -
  Concussion
  3
  15
  Blunt
  -
  IV
  -
  Incendiary
  5
  12
  Fire Hazardous
  -
  III
  -
  PROJECTILES
  (AGI + PROJECTILES)
  Name
  Caliber
  Hand.
  Dist.
  Damage
  Mag.
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Hand Crossbow
  Bolt
  -
  10/25
  5
  1
  Camo (1S)
  1
  II
  2
  500
  1
  Matadores
  HANDGUNS
  (AGI + PROJECTILES)
  Name
  Caliber
  Hand.
  Dist.
  Damage
  Mag.
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Army Pistol
  .45 Pistol
  -
  10/30
  11
  7
  Special
  1
  IV
  2
  2500
  1
  Enemoi
  Sawnoff
  12-ga Buckshot
  -1D
  3/15
  10
  2
  Scatter, Double 
  Barreled
  1
  IV
  1
  1300
  -
  Pepperbox Pistol
  .410 slug
  -
  10/20
  7
  4
  Salvoes (4)
  1
  III
  1
  1200
  -
  Judges' Revolver
  .410 shot
  -
  5/20
  7
  5
  Scatter
  1
  III
  2
  800
  2
  Judges
  Percussion Rev.
  Paper Cartridge
  -
  5/20
  8
  3
  1
  III
  1
  600
  -
  Holdout Revolver .357
  -
  5/15
  6
  6
  -
  III
  1
  700
  -
  Smartgun
  4.6x30 mm
  +1D
  15/30
  7
  20
  Smooth Running (1T)
  1
  V
  2
  40000
  -
  Gatekeeper
  9mm
  -
  10/30
  9
  8
  Smooth Running (3T)
  1
  IV
  1
  1800
  1
  Hellvetics
  Derringer
  .357
  -
  3/10
  6
  2
  Double Barreled, Camo 
  (2S)
  -
  III
  1
  800
  2
  Apocalyptics
  Freon Ray Gun
  Freon Cartridge
  -
  10
  5
  5
  Area Damage (45°), 
  Terrifying (2)
  -
  IV
  1
  4000
  -
  Clanners
  A R T I F A C T S
  5 8
  
  RIFLES
  (AGI + PROJECTILES)
  Name
  Caliber
  Hand.
  Dist.
  Damage
  Mag.
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Schmidt Carbine
  .357
  -2D
  20/60
  6
  30
  Single Loader
  3
  II
  1
  4000
  3
  Scrappers
  Battle Rifle
  .308
  -
  40/200
  13
  20
  Smooth Running (2T), 
  Special
  3
  IV
  2
  15000
  3
  Enemoi
  Defender
  HF-full jacket
  -
  50/200
  11
  60
  Smooth Running (2T), 
  Salvoes (4)
  3
  IV
  2
  16000
  2
  Hellvetics
  Devastator
  8-ga (either)
  -
  15/60
  14
  6
  Scatter (if using shot)
  2
  IV
  2
  8500
  2
  Hellvetics
  Riot Shotgun 
  12-ga Buckshot
  -
  5/20
  10
  8
  Single Loader, Scatter, 
  Jamming
  3
  IV
  2
  3500
  -
  Carbine
  5.56x45mm
  -
  25/80
  11
  15
  Salvoes (2)
  2
  IV
  2
  8000
  -
  Needle Gun
  Paper Cartridge
  -
  10/40
  8
  1
  2
  III
  2
  1200
  -
  Varmint Rifle
  .357
  -
  25/100
  6
  8
  2
  IV
  2
  750
  -
  HEAVY WEAPONS
  (AGI + PROJECTILES)
  Name
  Caliber
  Hand.
  Dist.
  Damage
  Mag.
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Medium Machine
  Gun
  .308
  -2D
  50/200
  13
  Belt
  Jamming, Salvoes (5), 
  Deployed (7)
  3
  IV
  2
  6000
  -
  Heavy Machine 
  Gun
  14mm
  -3D
  50/400
  15
  Belt
  Jamming, Salvoes (3), 
  Deployed (9)
  5
  IV
  1
  9000
  -
  AM Rifle
  14mm
  -1D
  50/500
  15
  5
  Thunder Strike, 
  Sensitive, Deployed (8)
  5
  IV
  2
  7500
  -
  Gatling Gun
  .410
  -2D
  20/80
  7
  Belt
  Salvoes (4), Deployed 
  (7)
  7
  III
  1
  4000
  -
  ARMOR
  Name
  Armor Rating
  Qualities
  Enc.
  Tech
  Slots
  Value
  Res.
  Cult
  Padded Armor
  1
  Padded (3)
  2
  I
  1
  90
  -
  Segment Armor
  4
  Massive (6)
  4
  II
  2
  600
  -
  Skirmish Armor
  3
  Hardened (1D)
  2
  III
  2
  1200
  3
  Clanners
  Suit of Lights
  2
  First Impression (+1D),
  2
  IV
  3
  2000
  2
  Matadores
  Training Pads
  2
  Padded (4)
  1
  IV
  3
  1500
  -
  Shields
  Name
  Defense
  Attack
  Qualities
  Enc.
  Tech Value Resources
  Cult
  Hide Shield
  +2D/0
  -1D
  Flimsy (4)
  2
  I
  80
  -
  A R T I F A C T S
  5 9
  
  Fire and Light Sources
  Name
  Effect
  Enc.
  Tech Value Resources
  Cult
  Flashlight
  Reduces darkness penalty by 2 in a 45 degree arc, 100 
  hours by E-Cubed
  1
  IV
  400
  -
  Handheld 
  Beacon
  Reduces darkness penalty by 2 for spotting the character
  or location in which the beacon is placed. Does not work 
  in total darkness without E-Cubed, which lasts for days of
  constant use.
  0
  IV
  300
  -
  Pocket Flashlight Darkness penalty -1 in a 45 degree arc, 100 hours by E-
  Cubed
  0
  IV
  800
  -
  Poisons
  Name
  Effect
  Enc.
  Tech Value Resources
  Cult
  Mandrake 
  Poison
  Potency 6, 1 Trauma per round and -2D on all actions as a
  result of hallucinations and seizures.
  -
  II
  80
  3
  Matadores
  Mandrake 
  Poison (Diluted)
  Exposure to BOD+Toughness doses in a month causes 
  renal failure.
  -
  II
  10
  1
  Matadores
  Orienteering/Tracking
  Name
  Effect
  Enc.
  Tech
  Value
  Resources
  Cult
  Geotracker 
  Drone
  Map a 10km2 area in an hour.
  4
  IV
  40000 -
  Geotracker Hub
  Store a Geotracker map, download 100km2 worth of 
  data into a node (takes 5 minutes).
  3
  V
  12000 -
  Geotracker 
  Node
  INS+Orienteering +3D where map is present. Degrades 
  to +2D two years after original recording was taken, 
  then +1D after four years. Never drops below +1D.
  -
  V
  3000
  -
  Technology
  Name
  Effect
  Enc.
  Tech
  Value
  Res.
  Cult
  Gunsmith's Kit
  +1D for INT+Science, INT+Engineering, and 
  AGI+Crafting tests regarding weapons or ammunition.
  2
  IV
  3000
  2
  Enemoi
  Digitool
  +1D per level for INT+Artifact Lore tests.
  1
  V
  8000 x level
  6
  Enemoi
  Solar Panel
  Recharge 1-2 E-Cubed per day in good weather.
  4
  IV
  6000
  3
  Enemoi
  A R T I F A C T S
  6 0
  
  THREATS
  This section contains rules for new enemies to pit against 
  the player characters. There isn’t much effort made in the 
  way of balancing most of these enemies for combat 
  encounters; a GM may wish to reduce the combat 
  proficiency of some enemies, or be careful about the 
  numbers in which they are encountered.
  Remember that many of the threats presented here are 
  not necessarily hostile when they are first encountered, 
  and that many are best defeated outside of combat. Tweak
  as appropriate to your party, and keep in mind that many 
  players’ characters should have at least an inkling about 
  the strengths and weaknesses of their opponents.
  BEASTS
  Animals of all sorts survived the cataclysm, many of them
  were better suited for the world that followed than 
  humans were. Where humanity retreated, nature 
  returned, and species that were once thought to be 
  endangered flourished.
  Likewise, as civilization crumbled, zoos and private 
  collections freed their charges, and exotic animals may be 
  found in various places. On occasion, they encountered 
  the Primer and were changed, but these successors are 
  rarer than their ancestors, who have found a new home in
  the ashes and concrete skeletons of the old world.
  BEAR
  Massive scavengers and carnivores, bears are among the 
  largest creatures in Europe, rivaled only by mammoths. 
  Although they tend not to hunt humans, they will eat 
  whatever they can get their hands on when hungry, and 
  the cold winters of the north drive them into proximity 
  with human settlements.
  Bears are largely solitary, living alone, although 
  mother bears watch after their cubs with legendary vigil. 
  Although there are rare cases of bears being tamed, they 
  are not domesticated and can be highly dangerous to 
  handle.
  HABITAT: Europe
  COMBAT STATS
  PROFILE: Bear
  INITIATIVE: 4D / 3 Ego Points
  ATTACK: Maul 6D, damage 3+1D, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  4D 
  MOVEMENT: 6D
  ARMOR: Thick Fur, 2 Armor
  CONDITION: 18 (Trauma: 9)
  SKILLS: N/A
  POTENTIAL: Behemoth
  Bears are terrifying creatures. They are considered to have
  the Terrifying (2) quality when they attack, as only the 
  foolish fight them toe-to-toe, and bears can surprise the 
  unwary with their speed and ferocity.
  CATTLE
  Cattle are common livestock: used for meat, milk, and 
  leather, they are expensive and highly valuable, but 
  require a significant amount of care to ensure that they 
  have access to grazing land and protection from predators
  and attackers.
  Easily spooked, cattle flee from loud noises and 
  predators, and are often herded with dogs or by 
  professionals on horseback.
  Cattle cost between 500 and 2000 Drafts per head, and 
  require grazing land (typically 1 Resources per dozen 
  Cattle) in order to feed so that they can produce milk, 
  calves, and fatten up for the slaughter.
  HABITAT: Universal
  COMBAT STATS
  PROFILE: Cattle
  INITIATIVE: 3D / 1 Ego Point
  ATTACK: Kick 3D, damage 2+1D, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 3D; 
  Ranged Combat Active (Take Cover), Reaction 3D; Mental 
  2D 
  MOVEMENT: 5D
  ARMOR: Hide, 1 Armor
  CONDITION: 14 (Trauma: 7)
  SKILLS: N/A
  POTENTIAL: Stampede
  If a cow or bull is frenzied (PSY+Domination 4, Thunder 
  Strike weapons, or violent attacks on the animals can 
  cause frenzy), they gain a Trample attack, which behaves 
  like a Kick but gains +2S and +2 damage.
  DEER
  Deer are not kept as livestock or pets, but they can still be 
  found in the wilderness of Europe and Africa in a variety 
  of different breeds. Although they are herbivores and 
  typically flee from any perceived confrontation, they can 
  be dangerous if cornered.
  HABITAT: European and African breeds distinct, but 
  analogues exist on both continents.
  A R T I F A C T S
  6 1
  
  COMBAT STATS
  PROFILE: Deer
  INITIATIVE: 6D / 2 Ego Points
  ATTACK: Kick 5D, damage 1+1D, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  3D 
  MOVEMENT: 7D
  ARMOR: Fur, 1 Armor
  CONDITION: 8 (Trauma: 4)
  SKILLS: INS+Perception 6
  POTENTIAL: Skittish
  The animal is particularly wary around humans and 
  predators, and will flee rather than fight. It gains +2D to 
  movement when attempting to flee, which it will do 
  except if it is defending its young.
  DOG
  Large dogs survived the Eshaton in the service of their 
  masters, or went feral afterward. The canine species is 
  resilient and highly domesticated, and even many dogs 
  from feral colonies have again found their way into the 
  company of humanity.
  Valued as pets and companions as well as for their 
  utility, dogs are used for a number of purposes, including 
  their highly refined senses, which can be used to scent out
  particular substances or track prey or fugitives. Larger 
  dogs may even be used in combat.
  A dog typically costs between 200 to 800 Drafts, 
  depending on its age, breeding potential, and training. 
  Pups may cost less, if the onus for feeding and training 
  the dogs will fall on their new owner.
  HABITAT: Universal
  COMBAT STATS
  PROFILE: Dog
  INITIATIVE: 4D / 6 Ego Points
  ATTACK: Bite 6D, damage 3, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 5D; Mental 
  5D
  MOVEMENT: 4D
  ARMOR: Fur, 1 Armor
  CONDITION: 8 (Trauma: 4)
  SKILLS: INS+Perception 8
  POTENTIAL: Bloodhound or Sentinel (choose one)
  Bloodhounds gain a +2 bonus to INS+Perception when 
  they can track their quarry by scent. Although 
  Pheromancer trails and rivers may disrupt a bloodhound's
  abilities, if they can pick up the scent on the other side of 
  the disruption they may regain the bonus.
  Sentinels, on the other hand, will alert their owners 
  whenever they detect a threat, and gain a +2D bonus to 
  using their Bite attack when operating alongside a human 
  ally.
  GATOR
  Alligators and crocodiles are constant threats where the 
  rivers are warm enough to support them. Although 
  practically unheard of in Europe, they can be found across
  Africa, and they have become invasive species in warmer 
  parts of Hybrispania and Purgare.
  HABITAT: Africa, though some have been imported to 
  Europe or have traveled there as an invasive species.
  COMBAT STATS
  PROFILE: Gator
  INITIATIVE: 5D / 3 Ego Points
  ATTACK: Bite 7D, damage 2+1D, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  MOVEMENT: 6D
  ARMOR: Scales, 1 Armor
  CONDITION: 10 (Trauma: 4)
  SKILLS: AGI+Stealth 8
  POTENTIAL: Ambush
  Gators often hunt their prey from stealth; they pose as a 
  piece of wood floating in a river or simply hide in the dirt 
  or mud before striking violently. When they attack prior to
  being discovered, they gain +2D.
  GOAT
  Goats are browsing livestock: rather than grazing, they 
  browse, searching for leaves, shoots, or fruit rather than 
  grass. They tend to be smaller than sheep, though this is a
  generalization rather than a rule, and are raised for dairy 
  and meat.
  Goats tend to be spry and adventurous for 
  domesticated animals, and will chew on almost anything, 
  although they typically only eat food. Unlike sheep, which 
  tend to cluster, goats tend to be independent, and rams 
  are known to attack humans in certain situations.
  HABITAT: Universal
  COMBAT STATS
  PROFILE: Goat
  INITIATIVE: 5D / 2 Ego Points
  ATTACK: Butt 6D, damage 4 (6 for rams), Range 1 m
  A R T I F A C T S
  6 2
  
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 5D; Mental 
  4D 
  MOVEMENT: 4D
  ARMOR: N/A
  CONDITION: 6 (Trauma: 3)
  SKILLS: INS+Perception 6
  HYENA
  Hyenas are scavengers and pack hunters native to Africa; 
  they are known for their iconic howling and chattering 
  laugh. They can burrow, although they typically rely on 
  pre-existing dens. They are not territorial, and typically 
  travel alone or in pairs, although larger groups are 
  possible.
  Most of the surviving hyenas are striped hyenas. They 
  have a monogamous lifestyle and males help raise cubs; 
  they are also smaller and less aggressive than wolves.
  HABITAT: Africa
  COMBAT STATS
  PROFILE: Hyena
  INITIATIVE: 6D / 2 Ego Points
  ATTACK: Bite 6D, damage 3, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  MOVEMENT: 6D
  ARMOR: Fur, 1 Armor
  CONDITION: 8 (Trauma: 4)
  SKILLS: INS+Perception 6
  POTENTIAL: Haunting
  Hyena do not possess the PSY+Domination skill, but their 
  chilling laughter and howling can be frightening. They 
  may make a 4D mental attack against others; this is often 
  not an intentional attack, but rather the result of 
  communication.
  JACKAL
  Jackals are not native to northern Africa; they have 
  migrated in from the Middle East or from central Africa, 
  pushed by the endless expansion of the psychovores and 
  welcomed by the changing climates.
  They are small creatures, and will not attack humans 
  unless truly desperate. They can, however, be dangerous 
  to small livestock like goats, although they get most of 
  their food by foraging and scavenging rather than 
  hunting. They are not pack hunters, preferring to ambush 
  small prey.
  HABITAT: Africa
  COMBAT STATS
  PROFILE: Jackal
  INITIATIVE: 5D / 2 Ego Points
  ATTACK: Bite 6D, damage 2, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  MOVEMENT: 4D
  ARMOR: Fur, 1 Armor
  CONDITION: 6 (Trauma: 3)
  SKILLS: INS+Perception 7
  POTENTIAL: Opportunist
  Jackals strike first, hoping to wound their prey or 
  attackers to the point where they can press their 
  advantage. If they are attacking a target with trauma, they
  get +1D on their attacks.
  LEOPARD
  Leopards are opportunistic hunters native to Africa. They 
  are territorial, but male and female leopards may overlap 
  territory.  They have a broad diet, eating both large 
  animals and even insects, although they avoid larger prey 
  that could cause them injury in a fight. 
  Leopards are incredibly strong, and tend to hunt from 
  trees. They will also cache killed prey (or their own living 
  young) in trees to protect them from scavengers; they are 
  known to stash carcasses that weigh more than they do.
  HABITAT: Africa
  COMBAT STATS
  PROFILE: Leopard
  INITIATIVE: 6D / 2 Ego Points
  ATTACK: Bite 5D, damage 5, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  MOVEMENT: 8D
  ARMOR: Fur, 1 Armor
  CONDITION: 10 (Trauma: 5)
  SKILLS: AGI+Stealth 6; INS+Perception 8
  POTENTIAL: Night Prowler
  Leopards gain +1S for AGI+Stealth (they have a rating of 
  6) against anyone suffering a darkness penalty due to 
  their natural aptitude for hiding in shadows and their 
  stealthy movement.
  LION
  Pushed north by the psychovores, lions are fearsome 
  predators with strong mythical associations. Despite their 
  repuation as hunters, lions prefer to scavenge; lionesses 
  A R T I F A C T S
  6 3
  
  hunt, with male lions watching over cubs. Lions 
  coordinate their hunting, as they have poor stamina and 
  tend to strike in short bursts and trade responsibilities.
  Lions are known to hunt humans, and they are also 
  able to hunt fairly large animals, though smaller, less 
  defensible prey like wildebeest over elephants and 
  giraffes.
  HABITAT: Africa
  COMBAT STATS
  PROFILE: Lion
  INITIATIVE: 6D / 2 Ego Points
  ATTACK: Bite 6D, damage 2+1D, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  5D 
  MOVEMENT: 7D
  ARMOR: Fur, 1 Armor
  CONDITION: 14 (Trauma: 7)
  SKILLS: AGI+Stealth 5; INS+Perception 8
  POTENTIAL: Pounce
  When a lion first attacks a target, it gains a +2D bonus to 
  its attack and does an additional 2 damage. This bonus 
  can only be gained once per combat; lions may retreat to 
  save energy if targets do not fall easily.
  LYNX
  Lynx are big cats that are native to Europe. Although they 
  typically small animals, including goats, they will 
  occasionally hunt deer. They are rarely hostile toward 
  humans, although they may pose a threat if provoked. 
  Unlike most other large predators, it is a strict carnivore.
  Lynx are solitary and territorial; they are typically 
  silent, but can make similar calls to domestic cats. They 
  hunt alone, and are only slightly smaller than wolves. 
  They seem to be innately aware of Sepsis, and avoid spore 
  fields: this trait has been exploited by both Apocalyptics 
  and Spitalians in their hunts for spore fields.
  HABITAT: Europe
  COMBAT STATS
  PROFILE: Lynx
  INITIATIVE: 7D / 2 Ego Points
  ATTACK: Bite 6D, damage 4, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  MOVEMENT: 8D
  ARMOR: Fur, 1 Armor
  CONDITION: 8 (Trauma: 4)
  SKILLS: AGI+Stealth 6; INS+Perception 8
  POTENTIAL: 
  SHEEP
  Sheep are grazing livestock. They consume grass or 
  roughage, unlike goats, their cousins. They tend to be 
  fairly docile, and they are very vulnerable while feeding. 
  They tend to cluster together while feeding. Sheep are 
  raised for their wool, but also for milk and meat.
  More docile than goats, sheep are not particularly 
  inquisitive about their surroundings; if they wander it is 
  because of some external stimulus or the result of a 
  predator driving them from their feeding grounds. Sheep 
  rams do grow horns, but they curl in on themselves and 
  are used primarily in fighting other sheep: sheep are 
  typically docile around nonthreatening humans.
  HABITAT: Universal
  COMBAT STATS
  PROFILE: Sheep
  INITIATIVE: 3D / 1 Ego Point
  ATTACK: Butt 5D, damage 3 (5 for rams), Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 3D; 
  Ranged Combat Active (Take Cover), Reaction 4D; Mental 
  4D 
  MOVEMENT: 3D
  ARMOR: Wool, 1 Armor
  CONDITION: 8 (Trauma: 4)
  SKILLS: N/A
  WOLF
  It is not for nothing that the wolf has been a symbol of 
  power since the dawn of man. Untamed, wolves represent 
  a primal, primordial force that remains undisturbed by 
  the developments of the world. Not as strong or as 
  cunning as Gendo, they have persevered through numbers
  and general resilience even as humanity and many other 
  species were lost.
  Wolves are pack hunters and scavengers. With close 
  social structures, they rarely set out on their own. While 
  they pose little threat to an armed human they can be 
  incredibly dangerous when hunting in groups.
  HABITAT: Europe
  COMBAT STATS
  PROFILE: Wolf
  INITIATIVE: 5D / 2 Ego Points
  ATTACK: Bite 6D, damage 1D, Range 1 m
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  A R T I F A C T S
  6 4
  
  MOVEMENT: 5D
  ARMOR: Fur, 1 Armor
  CONDITION: 8 (Trauma: 4)
  SKILLS: INS+Perception 8
  POTENTIAL: Pack hunter
  So long as at least two wolves are attacking a target, all 
  animals attacking the target get +1D to all active defenses 
  and +1 to passive defense.
  A R T I F A C T S
  6 5
  
  CLANS
  Clans are weaker than Cults, but what they lack in 
  numbers or resources they often make up for in 
  determination, terrain advantage, or special gear and 
  tactics.
  When you have Clan NPCs appear, remember that they 
  are not part of the conflict between the Cults, though 
  some Clans are inimical to everyone outside their own 
  circle.
  COCKROACHES
  Cockroaches have a caste-based society. Those born into a
  caste never leave, and the one unifying factor for the 
  trend are their bloodlines, which are adhered to 
  religiously. 
  After the fall of Praha, the Cockroaches were inspired 
  to attack the Cults of Borca, but they were repelled. Since 
  then they have been licking their wounds and preparing to
  return. Cockroaches are found primarily in the 
  Protectorate. Cannibalistic and aggressive, they should 
  not be underestimated.
  ENCOUNTERING COCKROACHES: Cockroaches overwhelm 
  their enemies with frantic assaults and how expendable 
  their ranks are. If a Cockroach dies, they can serve as food 
  for their fellows, and if they manage to kill an outsider, 
  then all the merrier. Like their namesakes, they will flee 
  from any combat that seems likely to overwhelm them, 
  but they do not mind taking losses in battle.
  GATHERER
  Even though the Cockroaches are feared across the 
  civilized regions of the world, they still need to eat. 
  Gatherers, far from being the legendary warriors of the 
  clan, are still common among their ranks.
  When not searching for food or supplies, Gatherers 
  serve as scouts for the Cockroaches, planning their next 
  assault.
  COMBAT STATS
  PROFILE: Cockroach Gatherer
  INITIATIVE: 5D / 2 Ego Points
  ATTACK: Stone Axe, 4D, Damage 5 (blunt), Range 1; Bow, 
  4D, Damage 5, Range 10/40
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 5D; Mental 
  4D 
  MOVEMENT: 8D
  ARMOR: None, 0 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INS+Perception 6, AGI+Stealth 7
  POTENTIAL: Deranged
  When another Cockroach dies in battle, the Gatherer 
  regains 1 Ego. This can temporarily give them more Ego 
  than their limit.
  WARRIOR
  Warriors are the outside world's common picture of the 
  Cockroaches. Violent, aggressive, and willing to die for 
  their clan, they are fearsome warriors. 
  Most commonly armed with a knife made from the 
  bones of their fallen compatriots and a large hide shield, 
  they are able to stand their own in combat despite their 
  primitive gear.
  COMBAT STATS
  PROFILE: Cockroach Warrior
  INITIATIVE: 6D / 4 Ego Points
  ATTACK: Bone Knife 6D, Damage 6, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 9D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  7D 
  MOVEMENT: 7D
  ARMOR: None, 0 Armor
  CONDITION: 14 (Trauma 6)
  SKILLS: INS+Perception 8
  POTENTIAL: Deranged
  When another Cockroach dies in battle, the Gatherer 
  regains 1 Ego. This can temporarily give them more Ego 
  than their limit.
  READER
  Despite their names, the Cockroaches' readers are more 
  shaman and prophet than archivist. They are just as wild 
  and mad as their counterparts, but they have a keen 
  intellect behind that.
  Readers are rarely seen by outsiders; they are not 
  fighters, and flee confrontation. The time for the 
  Cockroaches has not yet come, and they will hide in the 
  shadows until they lead their people into the day.
  COMBAT STATS
  PROFILE: Cockroach Reader
  INITIATIVE: 3D / 6 Ego Points
  ATTACK: Staff 4D, Damage 3, Range 2
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 4D; 
  Ranged Combat Active (Take Cover), Reaction 3D; Mental 
  7D 
  MOVEMENT: 4D
  ARMOR: None, 0 Armor
  CONDITION: 10 (Trauma 5)
  A R T I F A C T S
  6 6
  
  SKILLS: INS+Perception 6, CHA+Leadership 7
  POTENTIAL: Deranged
  When another Cockroach dies in battle, the Gatherer 
  regains 1 Ego. This can temporarily give them more Ego 
  than their limit.
  KING
  Cockroach Kings are legends, sealed away in vaults. 
  Coming from a bloodline that produces gargantuan 
  mutants, they are hardly identifiable as human and not a 
  nightmare of Homo Degenesis. Nonetheless, it is a great 
  honor for a woman to bear a child of the Kings for her 
  clan.
  When unleashed in battle, Kings show their strength by
  wielding a club that would be impossibly heavy for even 
  the strongest human to wield practically. When their 
  enemies fall before them, they earn the respect of their 
  clan.
  COMBAT STATS
  PROFILE: Cockroach King
  INITIATIVE: 5D / 8 Ego Points
  ATTACK: Iron Club of the Cockroach Kings 8D, Damage 12, 
  Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 4D; 
  Ranged Combat Active (Take Cover), Reaction 5D; Mental 
  8D 
  MOVEMENT: 3D
  ARMOR: Indomitable Bulk, 3 Armor
  CONDITION: 24 (Trauma 12)
  SKILLS: None
  POTENTIAL: Deranged
  When another Cockroach dies in battle, the King regains 1 
  Ego. This can temporarily give him more Ego than his 
  limit.
  A R T I F A C T S
  6 7
  
  PNEUMANCERS
  The Pneumancers are warriors without leaders, but they 
  are effective and well-trained. The remnants of a warrior 
  caste that outlived their society, they still long to rebuild 
  the world according to the Mechanist's designs. They have
  a long road ahead of them, as they cannot even control 
  Nullpellia and their long-held territory has fallen to the 
  Judges and Clanners.
  ENCOUNTERING PNEUMANCERS: Pneumancers have grand
  aspirations, and may one day become a Cult if they could 
  achieve their goals. They are not necessarily hostile, and 
  they will seek optimal conditions for a fight if they know 
  they are going to have to fight. Their Pneumo Hammers 
  are terrifying weapons.
  HERO
  The heroes among the Pneumancers have distinguished 
  themselves as warriors and fighters. They are also the 
  first leaders of the Pneumancers after their independence 
  from the Mechans has been cemented, and they are forced
  to find a path for their fledgling clan.
  COMBAT STATS
  PROFILE: Pneumancer Hero
  INITIATIVE: 8D / 10 Ego Points
  ATTACK: Pneumo Hammer 8D, Damage 10, Range 10/30; 
  Sword 8D, Damage 9, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  8D 
  MOVEMENT: 7D
  ARMOR: Loincloth, 0 Armor
  CONDITION: 20 (Trauma 10)
  SKILLS: INS+Perception 8; AGI+Crafting 7; 
  CHA+Leadership 8
  POTENTIAL: Inured
  Pneumancers ignore the first three points of Trauma they 
  suffer in battle. As warriors, pain is a natural part of life to
  them.
  MERCENARY
  Sellswords, they are the new face of the Pneumancers. 
  They once fought for their spiritual masters, but now they
  fight for the idol of filthy lucre. It is something that they 
  can control, or so they tell themselves as they spend all 
  their Drafts on the caresses of Magpies and the escape of 
  Burn and distillate.
  COMBAT STATS
  PROFILE: Pneumancer Mercenary
  INITIATIVE: 6D / 6 Ego Points
  ATTACK: Pneumo Hammer 6D, Damage 10, Range 10/30; 
  Knife 8D, Damage 5, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  5D 
  MOVEMENT: 6D
  ARMOR: Loincloth, 0 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INS+Perception 6
  POTENTIAL: Inured
  Pneumancers ignore the first three points of Trauma they 
  suffer in battle. As warriors, pain is a natural part of life to
  them.
  WARRIOR
  Hardened fighters, the warriors of the Pneumancers are 
  now left leaderless after the clan's schism from the 
  Mechans. They are now left largely without leadership, 
  played by the Scrappers and Apocalyptics who have 
  flocked to Nullpellia.
  COMBAT STATS
  PROFILE: Pneumancer Warrior
  INITIATIVE: 5D / 4 Ego Points
  ATTACK: Pneumo Hammer 6D, Damage 10, Range 10/30; 
  Sledgehammer 4D, Damage 6, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 4D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  5D 
  MOVEMENT: 5D
  ARMOR: Loincloth, 0 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INS+Perception 6
  POTENTIAL: Inured
  Pneumancers ignore the first three points of Trauma they 
  suffer in battle. As warriors, pain is a natural part of life to
  them.
  A R T I F A C T S
  6 8
  
  MECHANS
  Once lords of all they surveyed, the Mechans have fallen 
  from their mighty position. Jewgeny Kagarast, the 
  Mechanist, had a vision for a grand society, building cities
  in the world ravaged by the Eshaton. They did not last. 
  Now the Mechans find themselves lost: they are priests 
  without a congregation, hoarding secrets of technology 
  and mourning their lost greatness.
  ENCOUNTERING MECHANS: Mechans operate similarly to 
  the Chroniclers, though their ideals and philosophy are 
  different, and they are fewer in number. Lone Mechans 
  will surround themselves with hired thugs and coerced 
  Clanners, while in small groups they will work together to
  spring traps. Unlike the Chroniclers, they do not have a 
  taboo against killing.
  SEER
  Seers are the guides and pathfinders of the Mechans. Once
  able to enjoy prosperity, they are now forced out into the 
  world. They roam, observing from afar, looking at the 
  currents and tracing them back to the Mechans to figure 
  out what their course of action should be.
  COMBAT STATS
  PROFILE: Mechan Seer
  INITIATIVE: 7D / 6 Ego Points
  ATTACK: Freon Ray Gun 7D, Damage 9, Range 10
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction  7D; Mental 
  6D 
  MOVEMENT: 5D
  ARMOR: Mechan Suit, 3 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INT+Artifact Lore 6, INS+Perception 7
  POTENTIAL: Frozen Terror
  Mechans often look abhuman with improvised 
  augmentations and body modifications. When their grim 
  visage is coupled with the horrific freezing effect of the 
  Freon ray gun, their attacks gain the Terrifying (2) 
  quality.
  RECLAIMER
  Reclaimers are focused on rebuilding the stockpiles and 
  secret archives of the Mechans. They are masters of 
  technology, upgrading their suits and Freon weapons to 
  be more effective than the standard.
  COMBAT STATS
  PROFILE: Mechan Reclaimer
  INITIATIVE: 6D / 8 Ego Points
  ATTACK:  Freon Ray Gun (Modified) 9D, Damage 11, Range
  8
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  7D 
  MOVEMENT: 6D
  ARMOR: Reclaimer Suit, 4 Armor
  CONDITION: 12 (Trauma 6)
  SKILLS: INT+Artifact Lore 7, INT+Engineering 9
  POTENTIAL: Frozen Terror
  Mechans often look abhuman with improvised 
  augmentations and body modifications. When their grim 
  visage is coupled with the horrific freezing effect of the 
  Freon ray gun, their attacks gain the Terrifying (2) 
  quality.
  MINISTER
  The time for leading the flock is in the past. Now, the time
  has come to destroy them. The Ministers see to this by 
  leading the naive. The Mechans may have lost their 
  warriors, but they can always find new ones, and they 
  have the same mystic appeal that Chroniclers have when 
  they approach poor uneducated Clanners.
  COMBAT STATS
  PROFILE: Mechan Minister
  INITIATIVE: 6D / 12 Ego Points
  ATTACK: Freon Ray Gun 8D, Damage 9, Range 10
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  10D 
  MOVEMENT: 5D
  ARMOR: Mechan Suit, 3 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: CHA+Leadership 7, PSY+Domination 10
  POTENTIAL: Frozen Terror
  Mechans often look abhuman with improvised 
  augmentations and body modifications. When their grim 
  visage is coupled with the horrific freezing effect of the 
  Freon ray gun, their attacks gain the Terrifying (2) 
  quality.
  A R T I F A C T S
  6 9
  
  PHOSPHORITES
  In some parts of the Ramein region, one can find “P(15)” 
  scrawled on walls, doorways, giant vats of white 
  phosphorous left by the Recombination Group, the symbol
  of the Phosphorites. With the fall of the Mechans, they 
  have filled the void. These Clanners, though simple in 
  technology, wield deadly Bygone weapons and threaten 
  even the mighty Judges. Why else would there be a 400 
  Draft bounty on their heads?
  ENCOUNTERING PHOSPHORITES: Phosphorites are 
  terrifying enemies that do a lot of damage, and they tend 
  to attack in groups. They are more than a match for many 
  opponents; they die quickly, but Phosphor Launchers and 
  the poison they carry can easily overwhelm players.
  PRIEST
  The Priests are the ones who know the secrets of the 
  phosphor, of how to make flame from mixtures and set it 
  against the enemies of the Phosphorites. They wield great 
  influence, but even more powerful is the knowledge they 
  hold in their heads, secrets passed on from Bygone 
  chemists, though they are now little more than legend.
  COMBAT STATS
  PROFILE: Phosphorite Priest
  INITIATIVE: 6D / 8 Ego Points
  ATTACK: Phosphor Launcher 6D, Damage 12 (Fire 
  Hazardous), Range 20/60; Thorn Club 7D, Damage 6+1 
  Trauma, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  8D 
  MOVEMENT: 5D
  ARMOR: Rags, 0 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INT+Legends 6, INT+Engineering 8
  POTENTIAL: Radiant Poison
  Phosphorites' melee attacks cause an additional 1 Trauma 
  due to the toxic minerals spread on their weapons.
  REVIVER
  Revivers seek out old RG facilities and other Bygone 
  storage places where the priests' needed supplies can be 
  found. They also are responsible for finding scrap and 
  returning it to the Priests, who use it to make sure that 
  the Clan remains equipped and supplied according to their
  standards.
  COMBAT STATS
  PROFILE: Phosphorite Reviver
  INITIATIVE: 8D / 4 Ego Points
  ATTACK: Phosphor Launcher 8D, Damage 12 (Fire 
  Hazardous), Range 20/60; Sheet Metal Blade 9D, Damage 
  5+1 Trauma, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  4D 
  MOVEMENT: 7D
  ARMOR: Rags, 0 Armor
  CONDITION: 12 (Trauma 5)
  SKILLS: INS+Perception 8, INS+Orienteering 6
  POTENTIAL: Radiant Poison
  Phosphorites' melee attacks cause an additional 1 Trauma 
  due to the toxic minerals spread on their weapons.
  TEMPLE WARRIOR
  The temple warriors are the elites of the Phosphorite 
  ranks. They don't have the secrets of the priests, but they 
  do have the benefits of constant training and the best 
  diets in their corner of Ramein. They fight with the 
  ferocity of burning white phosphorous.
  COMBAT STATS
  PROFILE: Phosphorite Temple Warrior
  INITIATIVE: 9D / 6 Ego Points
  ATTACK: Phosphor Launcher 10D, Damage 12 (Fire 
  Hazardous), Range 20/60; Bone Spear 10D, Damage 7+1 
  Trauma, Range 2
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 9D; Mental 
  6D 
  MOVEMENT: 8D
  ARMOR: Rags, 0 Armor
  CONDITION: 16 (Trauma 8)
  SKILLS: N/A
  POTENTIAL: Radiant Poison
  Phosphorites' melee attacks cause an additional 1 Trauma 
  due to the toxic minerals spread on their weapons.
  A R T I F A C T S
  7 0
  
  ENEMOI
  The Enemoi roam the southern parts of Borca, searching 
  for Bygone artifacts and hope for a brighter future. They 
  fight for an ideal, not personal gain, and they are 
  welcomed by many villages as protectors. In others, they 
  are feared; the Chroniclers are quick to protect their 
  interests with propaganda.
  ENCOUNTERING ENEMOI: The Enemoi are descendants of 
  Bygone armed forces and maintain their martial 
  traditions. In addition to their war trucks, they have rifles 
  and pistols that are very powerful compared to average 
  weapons, and can engage with the advantage of stealth or 
  long distances. While they do not attack in overwhelming 
  numbers most of the time, they will rarely attack alone, 
  preferring 4-6 man fireteams or 2 man sniper-spotter 
  teams.
  OPERATOR
  Someone needs to hold the guns to keep the wolves at bay.
  Operators may be at the bottom of the Enemoi’s ladder, 
  but they are still trained and dangerous.
  COMBAT STATS
  PROFILE: Enemoi Operator
  INITIATIVE: 7D / 5 Ego Points
  ATTACK: Battle Rifle 6D (+1D when prone or braced), 
  Damage 13, Range 40/200; Combat Knife 5D, Damage 5
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  MOVEMENT: 6D
  ARMOR: Uniform, 0 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INS+Perception 5
  POTENTIAL: Tactical Approach
  +1D against unaware targets, unless they have a boost to 
  their Passive Defense.
  MARSHALLER
  Marshallers are stealthy warfighters capable of recon and 
  assault missions. Although they tend to avoid direct 
  confrontation, they should not be underestimated just 
  because they prefer good odds.
  COMBAT STATS
  PROFILE: Enemoi Marshaller
  INITIATIVE: 8D / 6 Ego Points
  ATTACK: Army Pistol 6D, Damage 11, Range 10/30; Combat
  Knife 7D, Damage 6
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  6D 
  MOVEMENT: 8D
  ARMOR: Kevlar Vest, 4 Armor (7 against bullets)
  CONDITION: 12 (Trauma 6)
  SKILLS: AGI+Stealth 8 (with camouflage bonuses); 
  INS+Perception 8
  POTENTIAL: Stalker
  The difficulty of a test to hear a Marshaller’s silenced 
  pistol is 4.
  GUARDIAN
  The elite fighters of the Enemoi, Guardians are squad 
  leaders and highly competent soldiers. Guardians are 
  rarely seen alone, but that doesn’t mean that they aren’t 
  capable of fending off many enemies by themselves.
  COMBAT STATS
  PROFILE: Enemoi Guardian
  INITIATIVE: 9D / 5 Ego Points
  ATTACK: Battle Rifle 8D (+1D when prone or braced), 
  Damage 13, Range 40/200; Army Pistol 8D, Damage 11, 
  Range 10/30; Combat Knife 7D, Damage 6
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 9D; Mental 
  5D 
  MOVEMENT: 8D
  ARMOR: Kevlar Vest, 4 Armor (7 against bullets)
  CONDITION: 16 (Trauma 8)
  SKILLS: INS+Perception 6
  POTENTIAL: Sniper
  -1D penalty from range. -2D on subsequent shots if a 
  spotter gives up one action to assist.
  MAINTAINER
  Maintainers keep the Enemoi machines moving, and 
  they’re highly valued members of Enemoi society. Most 
  outsiders only know that they have seen a Maintainer if 
  they come to the Enemoi to trade; they are careful to 
  disguise themselves on field missions to avoid Shutters.
  COMBAT STATS
  PROFILE: Enemoi Maintainer
  INITIATIVE: 5D / 7 Ego Points
  ATTACK: Combat Knife 5D, Damage 4
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility *D; 
  Ranged Combat Active (Take Cover), Reaction *D; Mental 
  *D 
  MOVEMENT: 5D
  A R T I F A C T S
  7 1
  
  ARMOR: Kevlar Vest, 4 Armor (7 against bullets)
  CONDITION: 10 (Trauma 5)
  SKILLS: INT+Artifact Lore 8, INT+Engineering 10, 
  AGI+Crafting 8
  POTENTIAL: Ammocrafting
  Reduces the difficulty of crafting ammunition by 2. The 
  time required is always 1 hour, even if the Maintainer tries
  to make more than one batch.
  CORPSMAN
  Corpsmen are highly regarded among the Enemoi, and are
  typically both hardy and intelligent. Although they lack 
  the intense training of the Spital, they are nonetheless 
  invaluable to the injured or sick.
  COMBAT STATS
  PROFILE: Enemoi Corpsman
  INITIATIVE: 7D / 6 Ego Points
  ATTACK: Battle Rifle 6D (+1D when prone or braced), 
  Damage 13, Range 40/200; Smoke Grenade
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  6D 
  MOVEMENT: 6D
  ARMOR: Kevlar Vest, 4 Armor (7 against bullets)
  CONDITION: 14 (Trauma 7)
  SKILLS: INT+Medicine 6
  POTENTIAL: Healer’s Oath
  May spend 1 Ego to gain 1 Trigger on a First Aid or Surgery
  roll.
  DOVE
  Infiltrators, but not necessarily spies, Doves have been 
  sent out to any Cult the Enemoi become aware of. While 
  not all Cults have proven fruitful for the Enemoi agenda, 
  that doesn’t mean that the Doves won’t try to change 
  that.
  COMBAT STATS
  PROFILE: Enemoi Dove
  INITIATIVE: 7D / 7 Ego Points
  ATTACK: As Cult they are infiltrating; Combat Knife 7D, 
  Damage 5
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  7D 
  MOVEMENT: 6D
  ARMOR: Clothes, 0 Armor
  CONDITION: 14 (Trauma 7)
  SKILLS: INS+Orienteering 7; INS+Perception 8
  POTENTIAL: Invulnerable
  If the Dove takes a hit causing 4 or more damage, they 
  recover 1 Ego point immediately.
  A R T I F A C T S
  7 2
  
  STUKOV NOMADS
  The Stukov nomads are elusive and xenophobic, believing 
  the rest of humanity to be corrupt. While they have had 
  minimal contact with outsiders, they consider their 
  territory to be sacred and exclusive, and will attack any 
  outsiders within their borders.
  ENCOUNTERING STUKOV NOMADS: The Stukov nomads 
  are masters of a seemingly inhospitable land. They 
  eschew all contact with others, believing them to be 
  corrupt, so they prefer to harass their enemies with hit-
  and-run attacks using stealth, night, and the hazards of 
  the desert to their advantage.
  NOMAD
  The average member of the pack is both a hunter and a 
  gatherer. One has to be to survive the wastes. They have 
  the secrets of desert survival memorized.
  COMBAT STATS
  PROFILE: Stukov Nomad
  INITIATIVE: 4D / 5 Ego Points
  ATTACK: Bow 5D, Damage 8, Range 10/40; Spear 6D, 
  Damage 6, Range 2
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 4D; Mental 
  5D 
  MOVEMENT: 5D
  ARMOR: Leather Armor, 2 Armor
  CONDITION: 12 (Trauma 6)
  SKILLS: INS+Survival 6
  POTENTIAL: Xenophobia
  Potentials aimed at social manipulation using PSY or CHA 
  count as one level lower against this Character, whether 
  they help or hurt them.
  PATHFINDER
  Vanguards of the Stukov, pathfinders are both great 
  hunters and experts in survival capable of finding the 
  water and holy sites scattered throughout the desert.
  COMBAT STATS
  PROFILE: Stukov Pathfinder
  INITIATIVE: 7D / 7 Ego Points
  ATTACK: Bow 8D, Damage 9, Range 10/40; Sharpened 
  Stone Axe 6D, Damage 9, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  7D 
  MOVEMENT: 6D
  ARMOR: Leather Armor, 2 Armor
  CONDITION: 14 (Trauma 7)
  SKILLS: INS+Orienteering 8, AGI+Stealth 8, 
  INS+Perception 6
  POTENTIAL: Poisoner
  Attacks made by the character that cause damage require 
  a BOD+Toughness (2) test from the target when they hit. 
  If they fail, they suffer 1 Trauma.
  WANDERER
  Occasionally it serves the Stukov to sacrifice the purity of 
  one or two members to ensure that their lands are safe. 
  These wanderers break from their pilgrimage to scour the 
  wasteland for interlopers or threats.
  COMBAT STATS
  PROFILE: Stukov Wanderer
  INITIATIVE: 8D / 10 Ego Points
  ATTACK: Battle Axe 10D, Damage 11, Range 1; Bow 8D, 
  Damage 10, Range 10/40
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 10D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  10D 
  MOVEMENT: 10D
  ARMOR: Leather Armor, 2 Armor
  CONDITION: 16 (Trauma 8)
  SKILLS: INS+Perception 8
  POTENTIAL: Poisoner
  Attacks made by the character that cause damage require 
  a BOD+Toughness (3) test from the target when they hit. 
  If they fail, they suffer 1 Trauma.
  A R T I F A C T S
  7 3
  
  EXALTERS
  DEJECTOR
  EMBOSSER
  RADICAL
  A R T I F A C T S
  7 4
  
  STORSKIS
  CHARCOAL BURNER
  CONDUCTOR
  ENGINEER
  A R T I F A C T S
  7 5
  
  CORPSE EATER
  DEVOURER
  HUNGER
  FAMINE
  A R T I F A C T S
  7 6
  
  RESISTANCE
  CONSERVATOR
  PATRIOT
  WARFIGHTER
  A R T I F A C T S
  7 7
  
  PANDORIANS
  ARCHETYPE
  BEAST
  MONSTER
  A R T I F A C T S
  7 8
  
  GARGANTI
  HERDSMAN
  KAGAN
  RIDER
  A R T I F A C T S
  7 9
  
  USUDI
  MOKOSCH
  SOULLESS
  WRAITH
  A R T I F A C T S
  8 0
  
  VOIVODULES
  OUTCAST
  VOIVODULE
  WHITE EAGLE
  A R T I F A C T S
  8 1
  
  MATADORES
  ASSASSIN
  MATADOR
  MERCHANT
  NOVILLERO
  PICADOR
  TENIENTE
  A R T I F A C T S
  8 2
  
  CORREDORES
  CAPITAN
  GUERRERO
  SABIA
  A R T I F A C T S
  8 3
  
  FLAYERS
  CONFESSOR
  PENITENT
  WITNESS
  A R T I F A C T S
  8 4
  
  ADRIANI
  FISHERMAN'S DAUGHTER
  GOATHERD
  MARTYR
  A R T I F A C T S
  8 5
  
  ROMANOS
  ENFORCER
  RAIDER
  VENDOR
  A R T I F A C T S
  8 6
  
  MASAI
  GUIDE
  KINSMAN
  SEER
  A R T I F A C T S
  8 7
  
  SHABATH
  EXHIBITOR
  LISTENER
  SCHOLAR
  A R T I F A C T S
  8 8
  
  CULTS
  SPITALIANS
  The Spitalians preserve the medical traditions of Europe, 
  but they also have become a martial force to be reckoned 
  with. Their war against the sporefields and the infestation
  they bring has become a driving force in their own 
  political structures, and they field some of the most 
  feared fighters in Europe.
  Note that all the NPCs presented below have a +1D bonus 
  to resist disease, on account of being or having been an 
  Orderly.
  ENCOUNTERING SPITALIANS: Spitalians often use other 
  Cults to bolster their forces or serve as attaches in other 
  Cults’ forces. They are disciplined, but lack the heavy 
  weapons of the Hellvetics. They make up for it with walls 
  of Splayers and inexorable advances. Preservists 
  coordinate their efforts, and can tear lesser opponents to 
  pieces with sheer force of will.
  ORDERLY
  Fledgling Spitalians, Orderlies are ready to serve their 
  patients and have passed the first tests on the road to full 
  membership in the Spitalians, but they are rarely content 
  with their position in life.
  COMBAT STATS
  PROFILE: Spitalian Orderly
  INITIATIVE: 4D / 4 Ego Points
  ATTACK: Scalpel 5D, Damage 4, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 4D; Mental 
  4D 
  MOVEMENT: 5D
  ARMOR: Spitalian Suit, 2 Armor (Sealed +4S)
  CONDITION: 8 (Trauma 4)
  SKILLS: INT+Medicine 4
  POTENTIAL: Healer's Oath
  The Orderly may spend 1 Ego to gain a Trigger on any 
  First Aid or Surgery roll they attempt.
  FAMULANCER
  Famulancers are the front-line soldiers of the Spitalians, 
  as well as their standard doctors. Found both in the 
  hallways of the Spital trying to make themselves useful to 
  a department and be promoted into its ranks or in the 
  field accomplishing missions for the Spitalians, 
  Famulancers are independent enough to be trusted with 
  tasks but not too critical to be sent into harm's way.
  COMBAT STATS
  PROFILE: Spitalian Famulancer
  INITIATIVE: 6D / 5 Ego Points
  ATTACK: Splayer (with Mollusk) 3D, Damage 7, Range 2; 
  Fungicide Rifle (Firedust) 4D, Damage 8, Range 2/8
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  5D 
  MOVEMENT: 6D
  ARMOR: Spitalian Suit, 2 Armor (Sealed +4S)
  CONDITION: 10 (Trauma 5)
  SKILLS: INT+Medicine 6
  POTENTIAL: Last Bastion
  The Famulancer is the Spitalian's weapon against the 
  Psychonauts, their last ditch effort to save the world from
  Homo Degenesis. They gain +2T on all attacks against 
  Psychonauts.
  PRESERVIST
  Preservists are the military elite of the Spitalians. 
  Frightening to behold, they are the leaders in the fight 
  against the Sepsis, and are an order onto their own. 
  Preservists' swords are legendary not for the quality of 
  their blade but the will and competence of those who 
  wield them.
  COMBAT STATS
  PROFILE: Spitalian Preservist
  INITIATIVE: 8D / 8 Ego Points
  ATTACK: Preservalis Sword 9D, Damage 10, Range 1; Pistol
  6D, Damage 9, Range 10/30
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  8D 
  MOVEMENT: 6D
  ARMOR: Preservist Suit, 3 Armor (Sealed +4S)
  CONDITION: 14 (Trauma 7)
  SKILLS: INT+Medicine 6
  POTENTIAL: Preservalis
  After a successful hit with their sword, the Preservist may 
  choose to make their next attack at -2D handling and 
  bypass the target's armor entirely.
  FIELD MEDIC
  The Spital frequently makes efforts to support their own 
  Preservists and Famulancers in the field, as well as the 
  forces of their allies operating toward a mutual goal of 
  fending off the spread of Burn and spore infestation.
  A R T I F A C T S
  8 9
  
  While field medics are not the warriors Preservists are, 
  they have saved many a venture from a gruesome end 
  with their medical skills, returning injured fighters to the 
  fray.
  COMBAT STATS
  PROFILE: Spitalian Field Medic
  INITIATIVE: 7D / 8 Ego Points
  ATTACK: Splayer (with Mollusk) 5D, Damage 7, Range 2; 
  Fungicide Rifle (EX-Aerosol) 5D, Damage -1+T Spore 
  Infestation for 10 minutes, Range 2/8
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  7D 
  MOVEMENT: 7D
  ARMOR: Spitalian Suit, 2 Armor (Sealed +4S)
  CONDITION: 12 (Trauma 6)
  SKILLS: INT+Medicine 9
  POTENTIAL: Combat Medic
  When the Field Medic performs surgery, it takes 8 hours 
  instead of 12.
  HIPPOCRAT
  Hippocrats are responsible for the Spitalians' internal 
  reviews as well as their interactions with other Cults. They
  are trained to use espionage as well as their rank to get to 
  the truth.
  Hippocrats can seal off laboratories found to be doing 
  illegal research, or 
  COMBAT STATS
  PROFILE: Spitalian Hippocrat
  INITIATIVE: 8D / 8 Ego Points
  ATTACK: Splayer (with Mollusk) 5D, Damage 7, Range 2; 
  Revolver 7D, Damage 10, Range 10/40
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  7D 
  MOVEMENT: 8D
  ARMOR: Spitalian Suit, 2 Armor (Sealed +4S)
  CONDITION: 14 (Trauma 7)
  SKILLS: INT+Medicine 7; PSY+Domination 7
  POTENTIAL: The Last Farewell
  If everyone else on the Hippocrat's side has fallen in 
  combat, they get +2D to all attack and defense rolls and a 
  +2 bonus to passive defense and damage for six rounds. 
  This bonus is lost if an ally regains consciousness or a 
  new ally joins the fray.
  A R T I F A C T S
  9 0
  
  CHRONICLERS
  Rebuilding the remnants of the Bygone Stream as well as 
  they can, the Chroniclers are enigmatic. They present 
  themselves as gods when among the unwashed masses, 
  and with their masks and suits they often look the part.
  ENCOUNTERING CHRONICLERS: The Chroniclers have a 
  public face and a dark side. Most of players’ interactions 
  with the Chroniclers involves harsh words—at worst the 
  terrifying thunder of a Vocoder. If they really earn the ire 
  of the tech-cult, they will face Shutters and their ilk, who 
  violate the Chroniclers’ public policy on violence, 
  operating in back alleys and lightning ambushes.
  AGENT
  Agents are the lowliest of Chroniclers; they are above the 
  Bits, but the Bits are not worthy of being called 
  Chroniclers yet. The Agent is not fully independent, but 
  often serves Mediators in the field. They have a parole, 
  and may not operate outside of Clusters.
  COMBAT STATS
  PROFILE: Chronicler Agent
  INITIATIVE: 5D / 4 Ego Points
  ATTACK: Vocoder 5D+4D, Damage 1+T Ego, Range 10
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 4D; 
  Ranged Combat Active (Take Cover), Reaction 5D; Mental 
  4D 
  MOVEMENT: 4D
  ARMOR: Cape, 1 Armor
  CONDITION: 8 (Trauma 4)
  SKILLS: INT+Artifact Lore 5
  POTENTIAL: Brainwave
  Once per day, the Agent may gain +1D on an INT-based 
  action roll.
  MEDIATOR
  Finally, independence! Mediators are still closely watched,
  but at least now that they have their ranks their comings 
  and goings are less heavily regulated. They sort through 
  potential purchases and do their part to keep the 
  Chroniclers' work going.
  COMBAT STATS
  PROFILE: Chronicler Mediator
  INITIATIVE: 6D / 5 Ego Points
  ATTACK: Vocoder 8D+6D, Damage 1+T Ego, Range 10
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  5D 
  MOVEMENT: 5D
  ARMOR: Chronicler Suit, 2 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INT+Artifact Lore 7 (+1 T from Fractal Memory)
  POTENTIAL: Fractal Memory
  The Mediator gains +1T on all action rolls on INT.
  SHUTTER
  Shutters are off the grid. They no longer officially exist. 
  They have access to sanctioned weapons, and when they 
  are unleashed they almost always use them. They are no 
  longer welcome in Alcoves, and they are officially 
  shunned.
  COMBAT STATS
  PROFILE: Chronicler Shutter
  INITIATIVE: 8D / 6 Ego Points
  ATTACK: Revolver 7D, Damage 10, Range 10/40; Mace 6D 
  (blunt), Damage 6, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  6D 
  MOVEMENT: 6D
  ARMOR: Chronicler Suit, 2 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INT+Artifact Lore 6
  POTENTIAL: Dead End
  When targets are trapped and cannot escape, the Shutter 
  gains +1D to all attack and defense rolls, and +1 to passive 
  defense.
  FUSE
  Fuses are the next step up from Shutters. They have the 
  ability to access safehouses and stashes across the 
  Chroniclers' known world, and operate in secret places 
  within Clusters.
  COMBAT STATS
  PROFILE: Chronicler Fuse
  INITIATIVE: 9D / 8 Ego Points
  ATTACK: Sniper Rifle 9D, Damage 11, Range 50/400; 
  Hatchet 7D, Damage 7, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  7D 
  MOVEMENT: 8D
  ARMOR: Chronicler Suit and Tough Skin, 4 Armor
  CONDITION: 12 (Trauma 6)
  SKILLS: INT+Artifact Lore 6
  POTENTIAL: Tough Skin
  A R T I F A C T S
  9 1
  
  The Fuse gains 2 Armor, and suffers a -2 penalty to 
  CHA+Seduction rolls.
  SKALAR
  Skalars are the top of the Chroniclers' black operations 
  branch. They coordinate the Shutters and Fuses that do 
  not officially exist, and oversee their own networks of 
  subordinates.
  COMBAT STATS
  PROFILE: Chronicler Skalar
  INITIATIVE: 10D / 10 Ego Points
  ATTACK: Flechette Rifle 12D, Damage 13, Range 30/120; 
  Sword 10D, Damage 9, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 9D; 
  Ranged Combat Active (Take Cover), Reaction 10D; Mental
  11D 
  MOVEMENT: 10D
  ARMOR: Reinforced Chronicler Suit, 3 Armor
  CONDITION: 16 (Trauma 8)
  SKILLS: INT+Artifact Lore 6, PSY+Domination 10
  POTENTIAL: Download
  The Skalar gains +2D and +2T when interrogating a 
  restrained victim.
  A R T I F A C T S
  9 2
  
  HELLVETICS
  Driven by the Hellvetic Doctrine, the Hellvetics have 
  bridged gaps between the eastern and western parts of 
  Borca, provide a passage to Purgare and allow trade 
  between Europe and Africa. They are fighters through-
  and-through, driven by a mixture of honor and tradition 
  and the mercenary attitude with which they pursue their 
  needs.
  ENCOUNTERING HELLVETICS: If you fight the Hellvetics in 
  the Alps, you will be lucky to escape with your life. It 
  becomes a matter of honor, and no losses are too heavy 
  unless some other emergency draws personnel away. They
  are disciplined forces that use numbers and cutting-edge 
  Bygone firearms to their advantage. Player characters will 
  rarely have the raw numbers or incredible technology to 
  surpass the Hellvetics.
  SOLDIER
  Bullets are scarce, and the Soldier has few. They are 
  expected to use their wits and allies to help them through 
  problems, but only a few would dare attack them and face 
  the might of their Trailblazers and the organization they 
  represent. They never venture far from the Alpine Fortress
  except under the watchful eye of a superior.
  COMBAT STATS
  PROFILE: Hellvetic Soldier
  INITIATIVE: 4D / 3 Ego Points
  ATTACK: Trailblazer 4D, Damage 11, Range 30/120; 
  Bayonet 4D, Damage 4, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 4D; 
  Ranged Combat Active (Take Cover), Reaction 4D; Mental 
  3D 
  MOVEMENT: 4D
  ARMOR: Harness, 5 Armor (Fire Resistant 8)
  CONDITION: 8 (Trauma 4)
  SKILLS: N/A
  POTENTIAL: Doctrine: Forced March
  The Encumbrance of the Soldier's Harness is decreased by
  1.
  CORPORAL
  Corporals have made it through their first few months in 
  the field, and enjoy privileges and trust, though not too 
  much. They command rookies who were like them not so 
  long ago, relying on their experience to make the right 
  call. They are not yet specialists, nor are they the leaders 
  of their team, but their seniors give them an opportunity 
  to prove their decision making capabilities before they 
  specialize.
  COMBAT STATS
  PROFILE: Hellvetic Corporal
  INITIATIVE: 5D / 5 Ego Points
  ATTACK: Trailblazer 6D, Damage 11, Range 30/120; 
  Bayonet 6D, Damage 5, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 5D; Mental 
  4D 
  MOVEMENT: 5D
  ARMOR: Harness, 5 Armor (Fire Resistant 8)
  CONDITION: 10 (Trauma 5)
  SKILLS: INS+Survival 4
  POTENTIAL: Doctrine: Assault
  If the Corporal charges and succeeds in his attack (ranged 
  or melee) with 2T, then his companions gain +1D on their 
  own attacks. This only works in the first combat round.
  SENTINEL
  They are the lawkeepers of the Alpine Fortress. They have 
  access to explosives, and their heavy harnesses protect 
  them from even more threats. They stand defiant; even if 
  the Hellvetics had enemies who cared to remove them, 
  they would not get past these gatekeepers.
  COMBAT STATS
  PROFILE: Hellvetic Sentinel
  INITIATIVE: 6D / 6 Ego Points
  ATTACK: Trailblazer 6D, Damage 11, Range 30/120; 
  Bayonet 5D, Damage 7, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 4D; Mental 
  6D 
  MOVEMENT: 7D
  ARMOR: Heavy Duty Harness, 7 Armor (Massive 9, Fire 
  Resistant 8)
  CONDITION: 12 (Trauma 6)
  SKILLS: CHA+Negotiation 6; INS+Navigation 6
  POTENTIAL: Doctrine: Shield Wall
  With a PSY+Reaction (4) test for melee attacks or (6) test 
  for ranged attacks (the Sentinel rolls 9D for these tests), 
  the Sentinel can block an incoming attack. If they get two 
  or more Triggers, they may make an attack with their 
  Bayonet.
  MEDIC
  It is time for what comes after the Hellvetics hold the line.
  The bandits hit harder this time than the last. Wounded 
  men scream in all directions, and a woman, hardly thirty 
  winters, does her best to attend to each of them. A smile 
  A R T I F A C T S
  9 3
  
  and a squeeze of the hand tells them they will be okay. 
  Now, where is the damn morphine?
  COMBAT STATS
  PROFILE: Hellvetic Medic
  INITIATIVE: 7D / 8 Ego Points
  ATTACK: Trailblazer 6D, Damage 11, Range 30/120; 
  Bayonet 7D, Damage 5, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  8D 
  MOVEMENT: 6D
  ARMOR: Harness, 5 Armor (Fire Resistant 8)
  CONDITION: 12 (Trauma 6)
  SKILLS: INT+Medicine 7; INS+Empathy 5
  SPECIAL: +1D to all Psyche and Charisma rolls while in the 
  hinterland.
  POTENTIAL: Doctrine: Morale
  If the Medic is outnumbered, they get +1D to mental 
  defense.
  FORAGER
  Technicians and quartermasters, foragers are responsible 
  for keeping their unit equipped and moving. After all, an 
  army marches on its stomach, and the Hellvetics can't be 
  seen in weakness. Still, with the shortages, they have to 
  be inventive from time to time and acquire supplies in the
  field.
  COMBAT STATS
  PROFILE: Hellvetic Forager
  INITIATIVE: 7D / 6 Ego Points
  ATTACK: Trailblazer 8D, Damage 11, Range 30/120; 
  Bayonet 7D, Damage 4, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  6D 
  MOVEMENT: 7D
  ARMOR: Harness, 5 Armor (Fire Resistant 8)
  CONDITION: 14 (Trauma 7)
  SKILLS: INT+Artifact Lore 6; CHA+Negotiation 7
  SPECIAL: Their uplinks are able to order supplies from 
  anywhere the Hellvetics operate, replenishing weapon and
  ammunition supplies.
  POTENTIAL: Doctrine: Discipline
  The Forager can turn one Trigger into Ego Points at a rate 
  of 1:1 whenever they attack or defend.
  SPECIAL DETACHMENT
  Specialists are elites; they have earned their place as the 
  Hellvetics' emissaries bodyguards and as the most 
  dependable soldiers among their ranks. When failure is 
  not an option and the Hellvetics need model soldiers on 
  display, they turn to the Special Detachment for 
  personnel.
  COMBAT STATS
  PROFILE: Hellvetic Special Detachment
  INITIATIVE: 8D / 10 Ego Points
  ATTACK: Stubbed Trailblazer 11D, Damage 11, Range 15/60;
  Knife 8D, Damage 6 (Smooth Running 2T), Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 8D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  7D 
  MOVEMENT: 8D
  ARMOR: Harness, 5 Armor (Fire Resistant 8)
  CONDITION: 16 (Trauma 8)
  SKILLS: INT+Science 5; INS+Orienteering 7
  POTENTIAL: Kill Shot
  The Specialist may spend an action to aim with 
  AGI+Projectiles, applying up to two Successes or Triggers 
  from that roll on an attack if they attack with their next 
  action. 
  A R T I F A C T S
  9 4
  
  JUDGES
  Hammer, musket, book, and hat. These are the icons of 
  the Judges. They hide their identities behind scarves and 
  sunglasses, not because they fear reprisal but because 
  they have one goal: to become the law. They stand 
  together to fight the chaos and madness of a world 
  without order, even if they do so with violence and 
  insanity of their own.
  ENCOUNTERING JUDGES: In much of the Protectorate, the 
  Judges rule by symbol. They are accepted because they are
  law, and retribution would follow in their wake. Lone 
  judges can be a fearsome opponent, but it is in massed 
  cavalry and hammers that Judges triumph. Those who 
  don’t fight back in the open face highly-skilled fighters 
  coming to exact vengeance, or the inexorable force of the 
  lawkeepers’ influence on society as the mob comes for 
  them.
  CITY JUDGE
  City Judges already bear the insignia and the 
  responsibility of a Judge. They do not have the ability to 
  try capital cases, but in dealing with small crimes they are
  given a broad level of discretion. The ability they show in 
  their independence determines their chances for 
  advancement.
  COMBAT STATS
  PROFILE: City Judge
  INITIATIVE: 5D / 4 Ego Points
  ATTACK: Judgment Hammer 3D, Damage 7 (Blunt, Impact 
  3T), Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 5D; Mental 
  5D 
  MOVEMENT: 6D
  ARMOR: Hat and Coat, 2 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: INT+Legends 4
  POTENTIAL: Fiat Lux
  When dealing with scum and Apocalyptics, the City Judge 
  gets a +1D bonus to every deception attempt and their 
  mental defense.
  PROTECTOR
  They are the iron fist of the law, with the power of life 
  and death. They have contacts in every town; even the 
  Apocalyptics will out fugitives to them, knowing that the 
  penalty that comes with harboring a criminal is worse 
  than the shame of admitting that one's Flock has sinned.
  COMBAT STATS
  PROFILE: Judges Protector
  INITIATIVE: 7D / 6 Ego Points
  ATTACK: Judgment Hammer 5D, Damage 8 (Blunt, Impact 
  3T), Range 1; Judges' Musket 6D, Damage 8, Range 10/40
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 7D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  5D 
  MOVEMENT: 7D
  ARMOR: Hat and Coat, 2 Armor
  CONDITION: 12 (Trauma 6)
  SKILLS: AGI+Navigation 7
  SPECIAL: Horse (gaited) 
  POTENTIAL: Fiat Lux
  When dealing with scum and Apocalyptics, the Protector 
  gets a +1D bonus to every deception attempt and their 
  mental defense.
  EXECUTIONER
  Fire and fury with a hammer in one hand and a musket in 
  the other. A whirlwind of righteous judgment, able to live 
  comfortably on bribes to look the other way or inspire a 
  whole city to follow them on the warpath. Executioners 
  have power, and they are watched closely from above. 
  From below, they are knelt to.
  COMBAT STATS
  PROFILE: Judges Executioner
  INITIATIVE: 8D / 8 Ego Points
  ATTACK: Judgment Hammer 7D, Damage 10 (Blunt, 
  Impact 3T), Range 1; Judges' Revolver 6D, Damage 7, 
  Range 5/20
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 9D; 
  Ranged Combat Active (Take Cover), Reaction 8D; Mental 
  6D 
  MOVEMENT: 9D
  ARMOR: Hat and Coat, 2 Armor
  CONDITION: 16 (Trauma 8)
  SKILLS: AGI+Navigation 8, CHA+Leadership 7
  SPECIAL: Horse (Charger) 
  POTENTIAL: Janus Face
  The Executioner makes an INS+Empathy test against a 
  target's PSY+Willpower/Faith. If successful, he gains a 
  +2D bonus to all attacks and defenses while fighting that 
  target.
  ADVOCATE
  They carry stacks of books and have written in the 
  margins of their Codex. Recent printings contain their 
  A R T I F A C T S
  9 5
  
  wisdom. Advocates are influential and quite skilled at 
  interpreting the law, even if they do not have the burning 
  passion of the Executioners.
  COMBAT STATS
  PROFILE: Judges Advocate
  INITIATIVE: 6D / 7 Ego Points
  ATTACK: Judgment Hammer 4D, Damage 7 (Blunt, Impact 
  3T), Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  6D 
  MOVEMENT: 5D
  ARMOR: Hat and Coat, 2 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: CHA+Expression 7, INT+Legends 6
  POTENTIAL: Lynch Law
  When the Advocate attempts to foment a crowd against a 
  particular individual or group guilty of a crime, they gain 
  +2D to their CHA+Leadership roll.
  ASSESSOR
  A man sits on a steed, sniffing the air. He can smell his 
  quarry nearby. This one isn't guilty, though. It is simply 
  time to ask some questions about the body found in the 
  well back in Brennen. If all goes well, he'll talk without a 
  fuss. If not? There are ways to force compliance.
  COMBAT STATS
  PROFILE: Judges Assessor
  INITIATIVE: 7D / 10 Ego Points
  ATTACK: Judgment Hammer 5D, Damage 8 (Blunt, Impact 
  3T), Range 1; Judges' Musket 7D, Damage 8, Range 10/40
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  8D 
  MOVEMENT: 6D
  ARMOR: Hat and Coat, 2 Armor
  CONDITION: 12 (Trauma 6)
  SKILLS: CHA+Expression 8, PSY+Domination 8
  POTENTIAL: Bloodhound
  The Assessor may spend 1 Ego to gain +1S when they are 
  attempting a roll related to searching for a target. They 
  may choose one target per week, unless they have found 
  their last quarry, at which point they may choose a new 
  mark.
  A R T I F A C T S
  9 6
  
  CLANNERS
  Clanners are simultaneously the downtrodden, the 
  restless hordes at the gates, and the providers for 
  everyone else. They are commoners among giants, but 
  even they have their heroes and legends. The Battle of 
  Praha has shown that when the Clans rise up the world 
  can shake and the powerful can fall.
  ENCOUNTERING CLANNERS: Clanners often cannot afford 
  to start fights, but that doesn’t mean they’ll go down 
  without a fight. They have the home court advantage, and 
  while the resources available to them vary, they can be 
  clever in finding help from neighbors or using terrain, 
  traps, wildlife, and local knowledge to their advantage. 
  Individual clans use different approaches. 
  HUNTER
  They brave the wilderness to find the supplies that their 
  Clan needs. Fighting wildlife, bandits, and hostile Cults, 
  they rely on their wits and survival instincts.
  COMBAT STATS
  PROFILE: Clanner Hunter
  INITIATIVE: 7D / 4 Ego Points
  ATTACK: Bow 5D, Damage 8, Range 10/40 or Rifle 6D, 
  Damage 6, Range 30/120; Club 6D, Damage 5, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 7D; Mental 
  4D 
  MOVEMENT: 7D
  ARMOR: Fur Cape, 1 Armor
  CONDITION: 10 (Trauma 5)
  SKILLS: AGI+Stealth 6
  POTENTIAL: Marathon
  +2D to BOD+Stamina rolls related to running.
  GATHERER
  Gatherers are important to the Clans; they find and 
  cultivate the plants and livestock that serve as a second 
  line of defense against starvation and the cold.
  COMBAT STATS
  PROFILE: Clanner Gatherer
  INITIATIVE: 4D / 3 Ego Points
  ATTACK: Knife 5D, Damage 3, Range 1, Smooth Running 
  (2T)
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 5D; 
  Ranged Combat Active (Take Cover), Reaction 4D; Mental 
  4D 
  MOVEMENT: 5D
  ARMOR: Clothes, 0 Armor
  CONDITION: 6 (Trauma 3)
  SKILLS: INS+Orienteering 7, CHA+Conduct 6, 
  CHA+Negotiation 4
  POTENTIAL: Could Be Worse:
  Trauma penalties reduced by 1.
  SHAMAN/SAGE
  Trying times require great minds, and the Shaman has 
  seen many years and can see many in the future. He 
  bolsters their faith and steels their resolve (+1D 
  PSY+Faith). The Sage, his counterpart, has seen his people
  through the worst days, and carries memories, perhaps 
  even Bygone ones.
  COMBAT STATS
  PROFILE: Clanner Shaman
  INITIATIVE: 6D / 8 Ego Points
  ATTACK: Knife 7D, Damage 4, Range 1, Smooth Running 
  (2T)
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  8D 
  MOVEMENT: 6D
  ARMOR: Shaman’s Robes, 1 Armor
  CONDITION: 10 (Trauma 7)
  SKILLS: CHA+Conduct 8, INT+Legends 8 (10 if T2+)
  POTENTIAL: Fair Omen (T1)
  The Shaman may make a vague, but positive, prediction 
  for a particular character. If the circumstances seem to be 
  falling into place, the recipient of the omen gains +2D to 
  their next roll.
  OR: Brainwave (T2+)
  Once per day, the Sage gains +3D on an INT roll.
  CHIEFTAIN
  Only the bold can truly lead, and Chieftans know how to 
  lead their Clans. Even if their world begins to collapse, 
  they will remain strong. To victory or extinction!
  COMBAT STATS
  PROFILE: Clanner Chieftan
  INITIATIVE: 9D / 8 Ego Points
  ATTACK: Pumpgun 10D, Damage 10, Range 5/40; Saber 
  9D, Damage 8, Range 1
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 9D; 
  Ranged Combat Active (Take Cover), Reaction 9D; Mental 
  10D 
  MOVEMENT: 9D
  ARMOR: Chieftan’s Armor, 3 Armor; Elephant Skin 3 
  Armor (6 total)
  A R T I F A C T S
  9 7
  
  CONDITION: 20 (Trauma 10)
  SKILLS: INS+Perception 10; CHA+Leadership 8
  POTENTIAL: Elephant Skin
  +3 armor, but -3D to CHA+Seduction
  CHAMPION (FIGHTER)
  The Champion embodies the Clan’s commitment to war 
  and strength of arms. They are well armed and committed
  to defending their people, even if it means hewing down 
  hordes of enemies.
  COMBAT STATS
  PROFILE: Clanner Champion
  INITIATIVE: 11D / 10 Ego Points
  ATTACK:  Bow 11D, Damage 10, Range 10/40 or Light MG 
  10D, Damage 11, Range 30/80, Salvoes (4), Jamming; 
  Battle Axe 9D, Damage 10, Range 1, Impact (2T)
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 12D; 
  Ranged Combat Active (Take Cover), Reaction 11D; Mental 
  10D 
  MOVEMENT: 11D
  ARMOR: Champion’s Protector, 4 Armor (+3 against 
  bullets if T4+)
  CONDITION: 24 (Trauma 10)
  SKILLS: INS+Perception 8, AGI+Mobility 10
  POTENTIAL: Danger Sense
  +3D on Perception when something threatens the 
  Champion.
  CHAMPION (SAVANT)
  The Champion embodies the Clan; whether they are a 
  master fighter or an engineer of note
  COMBAT STATS
  PROFILE: Clanner Champion
  INITIATIVE: 6D / 10 Ego Points
  ATTACK: Knife 7D, Damage 4, Range 1, Smooth Running 
  (2T)
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility 6D; 
  Ranged Combat Active (Take Cover), Reaction 6D; Mental 
  8D 
  MOVEMENT: 6D
  ARMOR: Clothes, 0 Armor
  CONDITION: 14 (Trauma 7)
  SKILLS: CHA+Arts 8, AGI+Crafting 10
  POTENTIAL: Legendary Artisan
  Possesses a work of art so inspiring that if given as a gift 
  or performed for a specific individual it restores 3 Ego.
  A R T I F A C T S
  9 8
  
  SCRAPPERS
  MOUSE
  BADGER
  FOX
  MANUFACTURER
  SCAVENGER
  CARTEL THUG
  A R T I F A C T S
  9 9
  
  NEOLIBYANS
  APPRENTICE
  SCRIBE
  MERCHANT
  GREAT HUNTER
  MAGNATE
  A R T I F A C T S
  1 0 0
  
  SCOURGERS
  DUFU
  HONDO
  CHAGA
  SIMBA
  KIFO
  A R T I F A C T S
  1 0 1
  
  ANUBIANS
  ENCHANTER
  SOUL SEER
  HEALER
  SICKLE
  HOGON
  A R T I F A C T S
  1 0 2
  
  JEHAMMEDANS
  SWORD OF JEHAMMED
  ISAAKI
  ABRAMI
  HAGARI
  ARIANOI
  ICONIDE/ICONESS
  A R T I F A C T S
  1 0 3
  
  APOCALYPTICS
  BATTLE CROW
  MAGPIE
  WOODPECKER
  OWL
  SEAGULL
  IBIS
  RAVEN
  PHOENIX
  A R T I F A C T S
  1 0 4
  
  ANABAPTISTS
  ORGIASTIC
  FUROR
  ELYSIAN
  ACHERON
  EMISSARY
  A R T I F A C T S
  1 0 5
  
  PALERS
  SPECTER
  SOLAR
  REDEEMER
  HALO
  DEMAGOGUE
  A R T I F A C T S
  1 0 6
  
  BLANK NPC TEMPLATE
  COMBAT STATS
  PROFILE: ***
  INITIATIVE: *D / * Ego Points
  ATTACK: *** *D, Damage *, Range *; *** *D, Damage *, 
  Range *
  DEFENSE: Passive 1, Melee Active (Dodge), Mobility *D; 
  Ranged Combat Active (Take Cover), Reaction *D; Mental 
  *D 
  MOVEMENT: *D
  ARMOR: ***, * Armor
  CONDITION: * (Trauma *)
  SKILLS: *
  POTENTIAL: 
  BLANK IMPROVEMENT TEMPLATE
  CONCEPT: 
  REQUIREMENTS: 
  TECH LEVEL:
  SKILLS REQUIRED:
  RESOURCES REQUIRED:
  EFFECTS:
  A R T I F A C T S
  1 0 7
  
  CHANGES TO KATHARSYS
  Artifacts implements a few new weapon qualities and 
  potentials that could be applied to Katharsys content. The 
  following changes are optional, but recommended, to 
  align Artifacts and Katharsys in game rules.
  The Devastator is the Sapper's new weapon, replacing the 
  “machine gun” they get.
  Slings, Bows, and Compound Bows should gain the Loose 
  Ammunition quality. All Projectile weapons should have 
  their Damage decreased by 3, except for the Harpoon 
  Crossbow. 
  Hunting Rifles use 5.56mm ammunition, rather than 357 
  ammunition, increasing their damage to 11. Nothing else 
  about the weapon is changed.
  The Medium Machine Gun and Heavy Machine Gun 
  entries are intended to replace the Heavy MG, although 
  the Heavy MG could still be used. If so, add the Deployed 
  (7) quality to it.
  Increase the damage of the Rocket Launcher to 18 from 15.
  Increase the damage of all Explosives by 4, except for 
  Explosive bottles.
  A R T I F A C T S
  1 0 8
  
  AUTHOR'S NOTES
  This version of Artifacts was created on 01/06/18 at
  20:57:20.
  Degenesis presents a large world, and the focus of 
  Artifacts is to whittle it down and play around with it. 
  Artifacts focuses almost entirely on the Protectorate, or, 
  barring that, Borca. Some of Artifacts is based on work 
  I've done for my own Degenesis campaign, and some of it 
  is simply kicking around ideas for fun.
  Where possible, I attempt to keep things as close to the
  original Degenesis style and lore. However, I do have a bit 
  of a love for firearms in my games, so there's a focus on 
  individual weapons more than general categories (though 
  I feel that Degenesis does a very good job of weapons 
  despite the scarcity of detailed variants through its 
  modification system).
  ENEMOI
  The Enemoi are one of my focuses, since they factor into 
  my campaign plans. Even though they are Tech V, I treat 
  them as Tech IV for some purposes, namely (INT) + 
  Engineering as a bonus skill, and the general fluff of the 
  group. While they still have AMSUMO units and are 
  generally technologically advanced, this isn't the front 
  they present to the world, and without a large bastion of 
  technological artifacts, like Exalt, they don't have the 
  ability to settle down into a happy transhuman era tech 
  society.
  When turning the Enemoi into the equivalent of a full 
  Cult, I did a few things. First, I took the blurb from the 
  Enemies section of Katharsys and expanded it into a rank 
  structure, extrapolating a basic military hierarchy and a 
  simple scientist hierarchy, with drivers being a unique 
  element. 
  My intention is to turn the Enemoi into full-fledged 
  enemies for the Chroniclers, as well as an alternative to 
  Hellvetics or Chroniclers as needed in campaigns. Also, I 
  just like adding detail, okay? 
  The fact that the Heavy Pistol is basically a 1911 and the
  Battle Rifle is an M14 is not supposed to be lost in my 
  interpretation of the Enemoi; they're clearly involved with
  the UEO (or at least got their trucks from the UEO), but I 
  give them very American-style gear, mostly to stand out 
  from the European-styled Hellvetics. Their camp 
  assembles into a pentagon, for crying out loud.
  I can't deduce their origin based on their designs or 
  firearms, which might just be a reflection on my 
  knowledge of such things, other than to see that the 
  magazine in their rifle is at an unholy angle and that the 
  pistol may be a revolver, because I can't think of any 
  convenient place to fit a magazine well on it (the bump up
  top seems to have a hammer on it, though it could well be
  part of the guy's armor). The exact function of the 
  weapon is unclear, as I can't see any sort of cylinder or 
  slide on the firearm. Being a Tech Level V clan, they seem 
  unlikely to use black powder weapons or muzzleloaders, 
  though.
  Graphically, I designed the Enemoi logo based on the 
  pentagon that their trucks make when encamped, with 
  the addition of an hourglass design from the sample 
  character art.
  WEAPONS DESIGN
  I also treat CALIBER 12 shotgun ammunition as being… 
  well… 12-gauge ammunition. It's described as a variety of 
  things throughout Katharsys, but I honestly believe that 
  it's basically a mistranslation or botched attempt at 12-
  gauge. That's why I write it as 12-ga. in the ammunition 
  descriptions instead of 12mm Buckshot, since a 12mm 
  shotgun doesn't pass the smell test to me.
  14mm ammunition is simply supposed to reflect the 
  various 12.7mm calibers, NATO and otherwise, as well as 
  slightly heavier rounds. Since .50 GL in the main rulebook 
  would be too easy to confuse with .50 BMG (and is itself 
  an oddity, as both a handgun and rifle ammunition) I 
  simply conflated the various real 12.7mm rounds into a 
  single round that is distinguishable from the .50 GL.
  Likewise, in the Changes to Katharsys section, I 
  suggest improving the damage output of many weapons. 
  The .357 cartridge is relegated to sub-par non-combat 
  weapons or last-ditch weapons, as it performs very 
  poorly. Explosives perform very poorly; they are nearly 
  incapable of causing serious injury at long distances, and 
  while it is theoretically possible for someone to be pushed 
  into Trauma from a point-blank explosive, that's a luxury
  that isn't likely to happen. Now rocket launchers and 
  explosives should be more meaningful when used against 
  vehicles, and much more likely to have a realistic and 
  devastating effect on characters.
  POTENTIALS
  Artifacts adds new Potentials and new rules that govern 
  them, so I figure it's important to add some justifications 
  for  why I add new Potentials and the logic that goes into 
  them.
  My philosophy for Potentials is that they should 
  generally offer something unique to a character that 
  makes them distinctive from others, and which cannot 
  normally be achieved through standard character 
  advancement alone.
  A R T I F A C T S
  1 0 9
  
  When I create potentials, I consider one Success per 
  Potential level per one type of action to be the “baseline” 
  for benefits. Bloodhound, for instance, gives one Success 
  per level while hunting down a fugitive or missing person,
  and I consider that to be more or less my balance baseline.
  Triggers typically cost Ego if they are acquired from a 
  Potential, though this may be replaced with simply 
  limiting the amount the Potential can be used (once per 
  day or combat, for instance).
  One thing I'd like to do as I build on Artifacts is to 
  extend the Focus/Primal and Faith/Willpower 
  dichotomies, so a lot of Potentials lean toward one end of 
  those groupings or the other.
  GENERAL POTENTIALS
  Bloodhound: The purpose of this potential is to give 
  players an easy guarantee (or at least, a much better shot)
  at hunting down quarry, allowing both the furthering of 
  the plot and some character definition.
  Combat Medic: Reducing the time for surgery is 
  something that is very potent in Degenesis, at least if the 
  GM is as stingy as I am when it comes to providing 
  players with time to pursue their objectives. It also means 
  that one medic can operate on more patients, without 
  forcing a party to wait for very long times.
  Confessor: I really added the Confessor Potential because I
  want to provide characters with ways to gain more 
  Backgrounds. It was originally a Matadore Potential, but I 
  decided that it wasn't totally applicable and made it a 
  general Potential locked into PSY+Faith to limit its power.
  Fury: Fury is an attack that comes with a consequence: it 
  allows a character to quickly weaken or dispatch a target 
  by dealing additional damage straight to Trauma, but also
  leaves that character vulnerable to reprisals for a short 
  time (intended to be used to make it less attractive as a 
  combat opener).
  Healer's Oath: This follows the 1 Success per 1 Potential 
  level rule a little differently. Since healing in Degenesis is 
  largely limited in effect, but almost always succeeds, the 
  Healer's Oath is used to give free Triggers at the cost of 
  Ego.
  Serenity: One of the least powerful Potentials, in my 
  opinion, but also one that is equally useful to everyone. At
  high levels, Serenity doubles the rate of Ego return, which
  is nice for characters who need to use Ego a lot but don't 
  want to use Burn and hit limits on playing to their 
  Concept.
  Kill Shot: This essentially allows a character to assist their
  own shot, though it's a little more valuable than normal 
  assistance since it gives a guaranteed success or trigger, 
  rather than simply a bonus die. It rewards stealthy play 
  and is useful for ammunition conservation, but it's far 
  less effective than two attacks.
  Killing Blow: The point of Killing Blow is to give melee 
  attackers a better chance of taking down armored 
  enemies. It is somewhat difficult to quantify the value of 
  this Potential; on one hand, it could be effectively a free 
  Trigger if all opponents a character faces had armor, but 
  it is still fairly situational, so I feel it falls more into the 
  same category as Hammer Blow, giving melee combatants
  more ability to take down armored opponents, especially 
  light fighters like Apocalyptics.
  ENEMOI POTENTIALS
  Ammocrafting: Effectively a free success on creating 
  bullets and ammunition. Due to the fact that this puts it 
  well into reach of characters who would normally not 
  have the appropriate skills to do this, it could be seen as 
  very powerful, but it's also crucial for a campaign in 
  which guns are going to play a pivotal role and the players
  need to feed theirs.
  Invulnerable: The character restores Ego points for taking 
  damage. There is precedent for this, though it's still a very
  generous ability (ergo why it's not in the General 
  Potentials section.
  Road Warrior: Highly situational and difficult to exploit, 
  this effectively gives free successes on driving rolls and 
  bonus dice for attacks from moving vehicles. Very 
  campaign-specific, especially since most characters in 
  Degenesis will have a hard time fueling a vehicle.
  Sniper: Makes Enemoi take good advantage of ranged 
  weapons that have decent range, allowing them to take 
  shots effectively out to their full line of sight once fully 
  improved. Since it's basically bonus dice and it's fairly 
  situational (and the Enemoi have good range on their 
  rifles to begin with), it's useful but not overpowered, 
  allowing them to actually function as a sniper without 
  running afoul of the stiff -4D ranged attack distance 
  penalty.
  Stalker: Makes attacking with silent weapons a little more 
  stealthy. Highly situational, effectively one free success 
  on an opposed Stealth roll.
  Tactical Approach: The point of Tactical Approach is to 
  allow characters to stealthily take down enemies with 
  well-placed shots. It's not particularly powerful (+1D per 
  level), but is easily used with silent weapons or melee 
  attacks to great effect.
  MATADORE POTENTIALS
  Affection: Based off of the Katharsys Matador NPC 
  Potential of the same name, simply rebalanced to function
  as a player Potential. I worry about it being a little similar 
  A R T I F A C T S
  1 1 0
  
  to a Concept in terms of mechanics, but it's probably fine,
  especially considering the Hellvetics' Discipline Potential.
  Catharsis: I want to compare this to At Eye Level from the 
  Neolibyan Potentials, but it's really more powerful than 
  that. It's intended to allow a whole party to take 
  advantage from the flamboyance of a Matador to get in 
  somewhere they're not supposed to go (presumably, the 
  Matador could then sneak in separately, or simply go 
  about other business).
  Denial: Gives a fairly powerful ability, but only useful for 
  staying out of trouble. Might be worded too broadly and 
  need revision.
  Husbandry: Very minor bonus, essentially a free skill 
  point in the Taming skill. +1D for wild animals is not a big 
  bonus, but +1S for domesticated animals gives some 
  reliability to the action. It does obsolete the skill to a small
  extent, which worries me.
  Mercy Kill: Mercy is to Tactical Approach as the end is to 
  the beginning. Matadores are ostentatious fighters, and 
  Mercy Kill gives them an ability to easily take heavily-
  injured opponents down. It's not super-powerful, but it 
  does mean that an enemy who is about to go down won't 
  get another turn as easily.
  Nimble: Taken from the Katharsys Matadore NPC 
  Potential and basically rebalanced to function more as a 
  player Potential. It's fairly generous, but it's also only 
  really useful in situations that a Matadore should be well-
  equipped to avoid, and since it's more about personal 
  safety than accomplishing other goals I figure it's fair.
  DHARMA
  One of the things that attracted me to Degenesis is its 
  post-apocalyptic setting and its “Sacrifice Everything” 
  tag-line. As opposed to many other games, Degenesis is a 
  game where player characters tend to suffer a great deal 
  to accomplish their objectives.
  The Dharma system is a way of encouraging players to 
  deal with this notion of sacrifice in a more direct level. 
  Unlike Concepts, a character's Dharma never provides a 
  direct bonus, instead allowing them to push harder and 
  give things their all in an act of sacrifice.
  As it stands, there are a few reasoning factors in the 
  role of Dharma that lead me to feel that it is balanced, and
  I'll go over them.
  Limited Combat Utility: Dharma is only very rarely going 
  to be applicable to combat, and when it is it almost always
  comes at the exclusion of most other pursuits.
  Meaningful Sacrifice: While it is conceivable that a 
  character may have more Flesh Wounds than they have 
  Ego, the exchange of Flesh Wounds for Ego simply allows 
  a character to drive themselves beyond their normal 
  limits, but has dire consequences in combat (especially if 
  it makes the difference between trauma and death).
  Alternate Paths: While the Concepts provide more 
  character-driven elements, Dharma provides a mood for 
  the campaign. A character driven by Dharma shapes the 
  world around them, while only some Concepts are 
  automatically concerned with looking outside themselves.
  EXPANDING CLANS
  Degenesis offers a dozen Cults to choose from, but some 
  of them are somewhat difficult to work into a campaign, if
  only because there are many Cults who treat each others 
  as natural enemies.
  While Rebirth is much better about this than the 
  original Degenesis, and it is possible for a party to come 
  together despite this, I knew fairly early on when I ran 
  Degenesis that I would want to provide my players with 
  more resources and tools in their arsenal, giving them a 
  way to fit into the group better if they did not want to 
  simply make a character from a fairly short list of factions
  that the other player characters would be amenable to 
  (coupled with my group's backstabbing potential and less 
  than stellar diplomatic prowess, this required essentially 
  neutral third-parties).
  Not all clans can easily fit into a campaign: the Enemoi 
  and Chroniclers hate each other, for instance, but clans 
  like the Matadores and several others tend to be limited in
  their reach and focus their efforts on psychonauts or the 
  harsh realities of life in the world of Degenesis, rather 
  than factional conflict.
  RANK TREES
  When working with Clans, I have essentially based my 
  assumptions for how to format things based on some 
  observations on how the Cults do their trees. I've basically
  split the Cults between four classifications, not all of 
  which work perfectly, but which give pretty good 
  baselines:
  The two-track Cult. Examples include Anabaptists and 
  Clanners. These cults typically have a combat and non-
  combat tree, with very clear progression up the chain. 
  People may be able to cross the tracks at some point, but 
  typically they choose one branch or the other and follow it
  all the way up. Skills on each track are closely associated, 
  though at some point they may cross over. My personal 
  observation is that these cults typically have two 
  diametrically opposed elements (Orgiast/Ascetic and 
  Hunter/Gatherer) that define their growth.
  The branching Cult. These cults get more wide 
  specializations as characters develop, which carry into 
  endgame. Scrappers and Neolibyans closely resemble this 
  A R T I F A C T S
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  model. As characters progress, they get to choose between
  multiple different skill groups, all of which provide 
  something interesting. Some of these Cults have a fair 
  deal of overlap (for instance, all Neolibyans are heavily 
  based on siocial skills), with unique abilities sometimes 
  serving to provide definition within these.
  The booming and collapsing Cult. Spitalians, Hellvetics, 
  and Apocalyptics are good examples of this pattern. There 
  are bazillions of low-level options, but generally 
  advancement happens in one or two tightly focused 
  skillsets. Characters who do well in these Cults have a 
  basic focus, then specialize, then return to their focus 
  again: martial prowess for the Hellvetics or skulduggery 
  for the Apocalyptics, for instance. These don't have to be 
  particularly diversified in skills, however.
  The complex Cult. Jehammedans and to a lesser extent 
  Palers follow this; the Palers would be a two-track Cult if 
  not for their odd pronging, and one look at the 
  Jehammedans explains the name of this pattern; there are
  a ton of origins, and a ton of conclusions, and people can 
  go every which way. Jehammedans in particular have a lot
  of in-setting reasons for the distinctions between 
  characters (since they essentially have two gender-
  specific trees overlaid to make one tree), and as a result 
  have a high number of start and end points. Apocalyptics 
  could also fall under this tree.
  RANK REQUIREMENTS
  I also pay a lot of attention to how characters gain Ranks. 
  Ranks in Degenesis are not terribly important; they 
  determine starting gear and privileges, but they're going 
  to change during play, and they are often arbitrary 
  distinctions that break down once you're actually in the 
  field anyway. The temptation to hit high ranks is there, 
  but it's not actually the core progression mechanic, so 
  much as guides to the ways the Cults value proficiency. I 
  treat even the mechanical side of ranks mostly as fluff in 
  my own games; having good Backgrounds and good skills 
  can get you a promotion even if you don't have the exact 
  requirements.
  In character creation, however, I make sure that most 
  characters can hit at most Rank 2 or 3 based on 
  requirements. Sometimes I'll use Backgrounds to ensure 
  that this cap is in place, and sometimes I will simply rely 
  on unpalatable skill/attribute requirements; a character 
  who wants to push into Rank 3 and have a head-start on 
  Rank 4 will need to give themselves serious deficiencies in
  other areas.
  The thing about Degenesis is that there are real 
  advantages to being a jack-of-all-trades; you can't 
  always trust your allies to have your best interests at 
  heart, and being able to do a little of everything can give 
  you a lot more power than someone who is only good at 
  one thing. In my group, I had an Anabaptist who was a 
  real combat monster, but he couldn't pursue any of his 
  own interests because he was socially inept and lacked the
  perception and intellect to really figure out what was 
  going on, leading him to be played by every major NPC in 
  the game.
  The way I handle Rank systems in the Clans I flesh out 
  is intended to ensure that any character who wants to 
  become elite pays the price in reduced competencies for 
  other fields.
  EXPANDED COMBAT
  The expanded combat section includes new rules intended
  to make Degenesis function a little differently than 
  standard. Some of this is simply a way to offset some of 
  the potential effects from the changes made in Artifacts, 
  some of it is simply personal taste, and some of it comes 
  down to adding new mechanics to diversify play styles 
  and add new options in combat.
  DEATH SAVES
  Death saves are common in a lot of games, and Degenesis 
  intentionally eschews them to give a degree of urgency 
  and add real danger to combat.
  The purpose of death saves is to tone down the degree 
  to which Degenesis kills players. My group's experience 
  with In Thy Blood is a large element in the creation of 
  these rules; the inability of all party members to really 
  follow along with the adventure, and the subsequent need
  to either have some characters sit out combat heavy 
  settings or just be politely ignored by enemies and 
  environmental hazards was moderately annoying.
  As is, the death saves prevent characters from dying to 
  a single powerful attack or a mistake at random, but still 
  leaves them vulnerable to very dangerous attacks 
  (double-barreled shotguns, explosives, etc.) and one-shot
  kills from massive damage (such as falling off a cliff).
  INITIATIVE PASSES
  Initiative passes simply add a delay between the actions of
  characters who get enough Triggers to get bonus actions 
  in combat, making it easier for characters with a poor 
  PSY+Reaction to act (and reducing the effects of 
  freakishly good luck on combat).
  FUTURE PLANS
  As always seems to be the way, my plans have gotten out 
  of hand. In addition to working on three personal games, 
  a novella, a novel, and Open Legend as a contributor, I’ve 
  been working full-time and not getting back into some of 
  my Eclipse Phase homebrew.
  A R T I F A C T S
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  As a result, Artifacts has seen very little love since its 
  last updates in 2016. As of April 2017, my plan is to make 
  Artifacts into a more significant addition, sticking 
  faithfully to the canon of Degenesis.
  I am excited about The Killing Game, and may extend a
  couple of Clans based on the information that comes out 
  in that (if SIXMOREVODKA does not do that themselves).
  The first priority as I return to Artifacts is to work on 
  the new Settlement mechanics. That had originally been 
  planned as a separate work, but I have since decided to 
  focus on making Artifacts more of my magnum opus 
  tribute to Degenesis, and as a result go more heavily 
  toward player-facing content.
  The second priority is finishing up NPCs.
  I am satisfied with the gear selection Artifacts offers. 
  With several dozen new pieces of gear, the main reason I 
  would expand further is to give more unique items to 
  Clans and Cults that need them. 
  SETTLEMENTS
  The settlements system is designed from the ground up to
  be a new mechanic that gives groups an identity to work 
  around. They can be built from scratch, designed by the 
  GM, or even adapted from existing rulebook content.
  Settlements work as a function of attributes, which are 
  developed using points and are divided into six categories:
  Necessities, Tech, Wealth, Defense, Population, and 
  Morale. In addition, each Settlement has ratings with any 
  of the Cults influential within it, so a Settlement may have
  an Anabaptist attribute or a Chronicler attribute. 
  Population is actually handled separately, as it is simply 
  the sum of these other attributes.
  Settlements have Agendas, which represent what’s 
  going on with them for a particular game session. PCs can 
  choose whether or not they contribute to these Agendas, 
  and depending on the way the settlement is run they may 
  even be able to choose the Agenda.
  Settlements provide a way for characters to recover 
  between games, to gain special bonuses (via Settlement 
  Potentials), and more.
  THE THREATS SECTION
  While I love Degenesis, one of the things that always 
  bothered me is that there were few rules for creating 
  NPCs. While Degenesis is not impossible to create content 
  for on the fly, I’ve found that as a GM my best work 
  comes when I do not have to create everything from 
  scratch and I can work on top of extant content.
  As a result, I have created the Threats section, which 
  once finished should contain something like a hundred 
  NPCs, each with their own stat block and details.
  However, as of the time of writing, I don’t have time to
  really finish up the NPCs section. I have already created an
  outline, and I would love if people would contact me—I go
  by KWilley on the Degenesis forums and on the semi-
  official Discord (https://discord.gg/vn36MW5).
  LEGAL AND FONTS
  The fonts used are Merriweather Light for the body 
  text, and Lato (in a variety of weights) for the headers, 
  which serve as substitutes to the Avenir font family used 
  in Degenesis. Both Merriweather and Lato are available 
  from the Google Font Project.
  Design-wise, everything in this book except the cover 
  was done by myself, drawing from the styles of the 
  original Degenesis book. The Degenesis logo and the 
  subtitle text have been drawn directly from KatharSys, 
  with a color change to make them work on a black 
  background. My only real deviations (that I am aware of) 
  from the original design stems from two sources: working
  with only LibreOffice, the GIMP, and Inkscape, which 
  allow me to do almost anything I need, and the fact that I 
  like adding red text on black backgrounds.  You'll notice 
  that I'm somewhat lazier than the original Degenesis art, 
  because I'm not a professional designer and because I 
  work almost exclusively in vector; I'm too lazy to make 
  grungy designs and stuff.
  If you'd like to open this PDF up in LibreOffice and 
  make changes to it, you can. All of the main graphical 
  elements should flow with pages. If you want to, for 
  instance, remove all the new ammunition types and 
  convert all the new firearms to existing calibers, you 
  could open up the PDF in LibreOffice, delete those 
  sections, export a new PDF, and give that to your group. 
  Likewise, if you want to make your own new things and 
  add them, feel free to do so!
  The contents of Artifacts, insofar as they are not 
  derivative works of SIXMOREVODKA's Degenesis content, 
  are formally released into the public domain without 
  warranty or guarantee. Content from Degenesis is used 
  without permission, but within the confines of fair use.
  A R T I F A C T S
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SOURCE: textdata/thevault/Degenesis [multi]/Degenesis - Artifacts.pdf