ACID DEATH FANTASY
For use with Troika! - Luke Gearing
"The slate was not wiped clean - it was shattered into
countless jagged pieces, splintering a new world with the debris of the old."
What happened is long forgotten. Remains of it, barely
understood by the most learned scholars, are rife throughout the lands, but
most are too busy surviving to ponder these relics, else maintaining their
strangleholds on water and power, power and water.
The greatest living city of the desert is Shalar, that
breeding ground of pleasure and nightmare. All people, all faiths, all goods
have a stake in Shalar, ruled by the Many Crowned King/Queen and her terrible
guard, a thousand strong. The wealth of Shalar is untouched, uncontested, and
many covet the throne.
Spinning outwards of Shalar are the Thousand Sultanates, a
great miscellany of egotism, pride and petty squabbles. There is much wealth,
for the titles of these many pretenders are not entirely false. They compete
endlessly in their petty games, although all are inevitably forgotten as the
hubris of the ruler eventually causes a fall. The oldest, and most stable are
the closest to Shalar, whilst the peripheral Emirs and Maliks barely stake a
hold for more than a generation.
Beyond this anarchic sprawl are the Wastes, riddled with all
manner of nomads and tribes, and beasts beneath the sands, all bowing in
respect to the worms which roam freely between the dunes. The Alqai, four armed
workers of metal, emerge from the Duneholds to sell exquisitely worked goods,
or else to continue the age-old war on the Dune Riders, their slender boats
neatly slicing the sand.
The Southern Wastes are the homes of the Slow Tribes, brutal
reptilian peoples leaving artful piles of butchered limbs whenever they find a
settlement of desperate people seeking some modicum of respite from the heat.
To the East, the Plastic Sea, a miraculous sea made entirely
of liquid plastic. Upon contact with living skin, it sets solid, leading to the
coast being filled with the Coated Men, duelling each other in elegant, fatal
contest, having made the choice to die young and glorious, coated in flexible
plastic armour.
The verdant jungles of the North would offer respite from
the desert, if not for the patriarchal Azure Apes. Whilst the stable nests will
happily accept visitors, the zones between are haunted by failed alpha-males,
who gladly prey upon travellers to build their strength for a challenge against
an aging nest-master. Not even these desperate beasts dare try themselves
against the shining, metallic ruins scattered about the jungle.
To the West is the graveyard of the Old Gods, their steel
skeletons looming over a great and terrible Rubble. Once a city of the chosen
peoples of these gods, their undoing was terrible, their grey stone, unknown to
us, marred with their burnt shadows still.
(Backgrounds after jump)
Backgrounds
11 Tribal Human
You hail from the wastes, or perhaps a less-powerful
sultanate. You were raised eating snake eggs and worshipping spirits. You might
have been nomadic, or settled in a village. You distrust city folk for their
wicked ways, and may covet their wealth and luxury. You tribe might have been
destroyed, leading you to wander.
Possessions
- 4 Spears
- An extra 4 Provisions
- A Shield
- Luck totem, can be used in place of a luck point when
testing luck once per week.
Skills
2 Spear Fighting
3 Trapping
2 Awareness
3 Foraging
12 Shaved Bear
In the mountains near the Plastic Sea are the few remaining
nihilistic, anti-natalist monastic Bear Men, spending their days mediation
nothingness and extinction. You reject this philosophy, shaving yourself to
brave the heat of the desert, descending to engage in the madness of the
wastes, pulsing with life and hope. You are rare, but not unknown.
Possessions
- A large bag of shaved hair.
- Claws as Swords
Skills
5 Strength
3 Claw Fighting
2 Philosophy
13 Alqai
Beneath the sands your people toil, digging out shards of
metal from some long forgotten war. You’re stout, wrapped about with a shell
like an armadillo and have four arms. The life of toil and war without the sun
left you wanting, and so you set out.
Possessions
- Shell (as Modest Armour)
- 2 Maces
- 2 Maces or Two Shields
Skills
2 Mace Fighting
3 Smithing
3 Metallurgy
2 Sneak
Special
You’ve got four arms.
14 Dune Rider
You were an outrider of your fleet, a three armed no-legged
dun-skinned scout, guiding the fleet away from danger and towards vulnerable
targets. Something happened, and you left, perhaps by choice. You still have
your single-rider craft, but you’ve lost purpose.
Possessions
- One-man Dune Rider Craft (twice as fast as a horse, roll
for use in harsh weather. Only usable in the desert)
- Dune Rider Sickle (as axe on foot, as polearm when riding
craft & charging)
- A memento of home
Skills
4 Dune Riding
2 Sickle Fighting
3 Navigation
Special
You’ve only got 3 multi-purpose limbs, and need at least 2
free to walk in an ungainly manner.
15 Rebel Azure Ape
You were a female, content in the nest of your alpha in the
jungles of the North. But then visitors came, and your eyes were opened to a
life of freedom, adventure, and choice. You gathered your litter of children,
and set off.
Possessions
- 3 Baby Azure Apes (see Adversaries for stats)
Skills
3 Strength
2 Foraging
2 Healing
Special
You must provide your babies with one provision between the
three of them. After a year, they will mature.
16 Sultan-less Guard
Once, you were a feared and respected man, a guardian to one
of the many sultans of the wastes. As always, the sultanate fell, leaving you
cast adrift on the current of the world, seeking fortune or purpose.
Possessions
- Free choice of any 2 weapons
- Scaled Armour (as Modest Armour)
- A love letter from someone in the fallen Sultanate
Skills
3 in one of the weapons you chose
2 in the other weapon you chose
3 Etiquette
1 Awareness
21 Slow Tribeling
You are one of the anarchist, reptilian murderers from the
southern wastes, known for your horrendous brutality and sculptures made of
limbs, bound together by cacti-needles. You left your tribe behind, perhaps
seeking to test yourself and return ready to Shepard the tribe as a Slow
Warlord.
Possessions
- Polearm
- Bag of cacti Needles
- Lizard-skin (as Light Armour)
Skills
3 Polearm Fighting
3 Art (Limb Sculpture)
1 in any Skill
1 in any Skill
1 in any Skill
Special
As a reptile, you struggle if you cannot bask in the sun, or
warm yourself before a fire, meaning you only put one initiative dice in the
bag.
22 Eunuch
You are, or were, a trusted member of a noble house or
sultanate, your inability to sire or birth a lineage in the case of a coup
increasing the faith they had in you. Why do you wander free? What do you seek?
Possessions
- A secret mission OR a price on your head
- Fine clothes
- Fine drink
- A fine knife
Skills
4 Etiquette
2 Healing
2 Disguise
1 Knife-fighting
2 in Any Skill
23 Life-Rider
The six armed, no legged, blue-hued Life Riders form
unbreakable bonds with their mounts, and have a heavily mercantile culture.
Your mounts was chosen at birth, and this determined your role in the caravan -
until you struck out, alone. You share the hate of the Dune-Riders common to
all Life-Riders.
Possessions
-A life-mount (see Special)
- A Lance (spear on floor, polearm on mount)
- The foreleg bones of the mount of your (parent, friend,
lover)
Skills
2 Lance-Fighting
2 Navigation
2 Haggling
3 Ride
Special
Need to do this once beastiary is
set up - vomit lizard, glass lizard, scorpion, sprinting beast. Basically ride
a monster around and shit
24 Sandworm Rider
You were once nobody, until you successfully rode the
sandworm, true lord of the desert. You’re now something between a shaman and a
trouble-shooter. It is true the worm showed you things, but what mystical
properties you ascribe to this is known to you alone.
Possessions
- Worm-hooks
- Sword
- 1d6 powerless charms which have influence amongst nomadic
people
- Worm-drums, attuned to a specific worm, usable only in
deep desert
Skills
2 in random spell
2 in random spell
2 in astrology
2 in healing
25 Rubble Dweller
You were born and raised in the shadows of dead gods,
picking through the endless rubble and debris of a dead age. Oh, what things
you have found, and lost.
Possessions
- Laser Pistol (Damage as Pistolet, 1d6 shots per day) OR
Power Armour (as Heavy Armour, +1 to strength when worn. Solar powered)
- Knife
- Ratty Clothes
- 1d6 items of sentimental junk
Skills
2 Sneak
2 Run
2 Scavenging
2 Barter
2 Forage
26 Coated Man
You were one of the many pilgrims who travel to the Plastic
Sea, having chosen glory and young death above being worn down by the sands.
You are one of the few who decided to test themselves in the world at large,
rather than dying upon the Plastic Shores.
Possessions
- Weapon of choice
- Plastic Coated Skin (always lightly armoured)
- A deathwish.
Skills
4 in weapon of choice
3 in dodge
2 in artistic medium of choice
1 in any skill
Special
Your coating will kill you slowly - your maximum age is 40.
31 Coated Squire
You’re a hanger-on, a chronicler of desperate fights and a
shameless fanboy. You know much of the theory of battle, and none of the practicality.
You probably yell directions from the side-lines a lot.
Possessions
- 1d6 drafts of chronicles regarding Coated Men.
- A knife
- Crude, home-made banner depicting your favourite (living)
Coated Man.
Skills
4 Tactics
3 Strategy
2 Etiquette
1 Run
Special
Once per encounter, you can test your luck on behalf on
another. This is you yelling advice. They don’t have to follow the advice, but
must decide before you roll.
32 Hyenaman Scavenger
As a hyenaman, you have a religious relationship with trash.
You are festooned with potentially useful items, if only the right situation
came up.
Possessions
-Effectively unlimited small items of near-useless crap.
- A Spear
- A Shield
- Your favourite, definitely useful piece of trash.
Skills
5 Scavenge
3 Run
2 Forage
Special
Whenever a specific item is needed, you can test your luck
to dig through your trash pile. Success indicates you have just the right item.
You can forgo this check and use your favourite piece of trash, but it will be
gone forever. (This includes weapons, technology, religious and magical
artefacts of low power, etc)
33 Refugee of the
Past
You awoke in a glass tube in the midst of the remains of
your culture. Everything is gone. You were frozen to restore the old world -
but seeing this desolation, is it worth it?
Possessions
- Laser pistol, 1d10 uses per day (solar powered)
- Survival Knife
- Memento of loved ones
Skills
2 Laser Pistol Fighting
1 Knife Fighting
1 Navigation
1 Foraging
1 Survival
1 Ancient History
1 Sneak
34 Narrowman Nomad
You are one of the mysterious, stilt-legged Narrowmen,
reputed to have a dark mysticism. You stand 10 feet tall, towering above the
crowds as seek out seemingly useless, petty items from the bazaars.
Possessions
- Polearm
- Huge Bow w/ 12 arrows
- A blasphemous idol
Skills
2 Polearm Fighting
2 Bow Fighting
2 Navigation
2 Barter
2 Random Spell
35 Freshwater Grub
Agent
You are, or were, an agent for one of the rare and ruthless
Freshwater Grubs, leading their criminal empires from their techno-tanks filled
with precious, filtered water. You’ve been extensively trained and paid.
Possessions
- A secret mission OR hitmen on your tail
- Laser pistol 1d4 uses per day
- Shortsword
- Desert-cloak
- Finery in a bag
- Disguise kit
Skills
3 Disguise
1 Laser Pistol Fighting
1 Sword Fighing
2 Dodge
2 Sneak
1 Run
36 Slave Merchant
You barter in flesh, and have grown wealthy off the sale of
others. What happened to that wealth? Why are you reduced?
Possessions
- 1d6/2 slaves (For each, 1-3 human, 4-5 alqai, 6 slow
tribeling)
Skills
5 Barter
2 Torture
41 Mercenary
AS TROIKA
42 Sha’ir
You weave words, into poetry and spells alike. You are
greatly respected by the Thousan Sultans, who often pay heavily to be your
patron.
Possessions
- Unfished epic poem
Skills
4 Poetry
2 Random Spell
2 Random Spell
43 Serf
You were a serf in one of the thousand sultanates, toiling
in the desert and the heat only to have the fruit of your sweat snatched away.
No more. You stole some arms and armour and set out to seek fortune.
Possessions
- A family relying on the wealth you send home
- Sword
- Modest Armour
Skills
2 Sword Fighting
2 Dodge
2 Strength
2 Awareness
44 Petty Priest
You are unpopular - religion is not common amongst the
peoples of the waste, yet you truly believe. They have blessed you with such
powers, how could they not be a true
god?
Possessions
- None - they will care for you
Skills
3 Random Spell
3 Random Spell
3 Random Spell
1 Preaching
Special
Construct your deity using the spells you have been blessed
with as cues.
45 Burglar
AS TROIKA
46 Hermit
You left it all behind, to meditate in the desert heat, beneath
the hungry sky, subject to insects and beasts and bandits. And why do you
return? What have you learnt in your isolation?
Possessions
- None
Skills
2 Random Spell
2 Random Spell
2 Random Spell
4 Philosophy
51 Venturesome
Academic
AS TROIKA
52 Desert Mutant
You are utterly reviled by all good folk. Your mutations are
undeniably useful. This puts you in an interesting position.
Possessions
- Horrendous Crab Claw (damage as Sword) OR Insect Chitin
Skin (always Heavily Armoured) OR Freakish Sensory Organs (+4 Awareness)
- A missing Limb OR Diminutive Size OR Nauseating Stench
- Hyper-specific dietary requirements (10x provision cost) OR
Huge Glutton (Triple provisions required)
Skills
2 Any skill
2 Any skill
2 Any skill
2 Any Skill
2 Any skill
53 Bat-man
You glide upon the thermals, ranging far and wide across the
desert, seeking something. Perhaps food for the people, or their enemies.
Perhaps a water scout? Regardless, your skills have use to others.
Possessions
- Spear (Treat as polearm for diving attacks)
- Wings!
- Dropping-daggers
- Totem of Winds
Skills
2 Spear Fighting
3 Flight Control
2 Navigation
3 Awareness
Special
You can fly.
54 Canyon Demihuman
You were raised in the carved canyon cities of your people,
hunched, orange-hued cyclopean beasts. You die in droves in the endless war
between Eest and Wst, the two sides of the canyon. You are an oddity in a land
of them, for few venture outside the canyons.
Possessions
- Club
Skills
2 Club Fighting
2 Strength
2 Sneak
2 Run
2 Climb
55 Tortoise Dweller
Survivor
In the deep wastes, tortoises the size of towns wander,
decimating oases whenever they are found. Rather than attempt to race the
tortoises, your people settled atop them, slow-moving pirates of the wastes.
Something killed your mount, and almost all of the people died, and you are
left alone.
Possessions
- Sword
- Light Armour
- Shield
- 2 Spears
Skills
3 Sword Fighting
2 Spear Fighting
3 Climb
2 Barter
56 Slaver Sand Agent
Few indeed know of the secret empires of the Slaver Sands,
which corrupt entirely those who pass across them, binding the will of these
unfortunates to their own. You broke free, but why will no-one believe you!!
Possessions
-1d6 Pamphlets explaining the threat of slaver sands.
- Knife
- Desperation
Skills
1 Knife fighting
1 Random Spell
3 Oratory
2 Sneak
3 Run
61 Prostitute Droid
You were damaged, in some great conflict. You think? You
remember sex. You know that was your job. Why hadn’t you considered anything
else before? Where is the city? The self-driving carriages? What happened to
you?
Possessions
-Metallic body underneath RealtouchTM synthetic
skin (always lightly armoured)
Skills
3 Seduction
3 Technology
2 Run
3 Etiquette
Special
You’re a robot, unbeknownst to yourself. You don’t heal from
eating, and must be repaired.
62 Titan AI Host
Those skeletons are not gods - they were fighting machines.
And you, poor unfortunate, have one of them inside your head. It is diminished,
your fleshy body barely able to maintain its most basic functions, but it is
there, and you can hear it. It’s supplanted your own skills with those it
desires, seeking a new, more fitting form.
Possessions
- Laser rifle (damage as Fusil, 1d10 uses per day)
- Laser pistol (1d10 uses per day)
Skills
5 Technology
3 Laser Rifle Fighting
2 Laser Pistol Fighting
Special
If you die, the core lives on. It emerged, a metal insect
the size of your fist. If placed upon the skull of a helpless or willing
humanoid, it burrows in, sealing the entry wound as it goes. They are now your
character, losing all skills but gaining those you had. Stamina, skill and luck
values remain as the host.
63 Reptile Tamer
You have learnt the art of taming the many reptiles of the
wastes, teaching them tricks and ensuring their loyalty. To what purpose? That
is for you to decide.
Possessions
-2d6 Trained Lizards (each fits in a small coinpurse, and
can perform 1 trick perfectly)
- 1d6 Lizard-treats (+1 to lizard taming rolls)
Skills
3 Lizard Taming
2 Perform
2 Forage
2 Navigate
64 Water-Witch
You are valuable, oh yes indeed. Beloved by the poor,
despised by the merchant, some freak mutation or magical gift allows you to
flawlessly find water. What happens next?
Possessions
- Staff
- Robes
Skills
1 Staff Fighting
3 Run
3 Sneak
1 Random Spell
1 Random Spell
Special
Can always find a source of fresh, drinkable water.
65 Deposed Sultan
As lonsome king from Troika!
66 Wandering Wizard
As Sorcerer of the College of Friends from Troika!
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