Professional Documents
Culture Documents
APOLLYON
Player Manual Part I
COMBAT AND
EXPLORATION
I never set out to write a retro-clone, only my own esoteric setting material, but
HMS Apollyon has turned into a retro-clone of sorts specifically a sort of homage
to the earliest editions of Dungeons and Dragons. I have a copy of the Whitebox,
the later collectors edition that I bought long ago in my youth, but I never really
read it with a critical eye until playing in Brendan S.s Pahvelorn game on Google+.
Most of the basic rules and mechanics here are pulled or interpreted from the
Whitebox and the Little Brown Books it contains, but they are more the
product of others work and games Nick W., Ramanan S. and most of all Brendan
S., as well as the players who have stuck with the setting as it has contorted and
evolved, especially Chris H. and Eric B.
I have tried to keep my rules concise, but rather than just offer another set of
retro-clone rules I want to provide my reasoning for why I have adopted them. You
may notice small text boxes below some of the rules, and in these I have tried to
justify why I am using a rule and what I hope to accomplish with it. Its my belief
that while setting is largely formed by evocative description, NPC interaction and
collaborative storytelling, that rules are still important as they can destroy or
support a settings tone. I shy away from too many player-facing mechanics and try
to emphasize player skill over character skill but mechanics do help make a
setting, especially combat mechanics which largely set the game pace, character
turnover (lethality) and how important central is to the game.
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The intent of the HMS Apollyon setting is to provide players an exploration game in
a setting where life is cheap, the world cruel, and combat against the denizens of the
haunted hull a desperate, not altogether wise gamble. These combat rules are
written with this goal in mind.
through play and thus are esoteric as opposed to systematized. While systematized
rules have an intuitive appeal, I have found that the effort to fit everything into a
structured rule set rather than a collection of smaller subsystems or individual
rules tends to stifle the sort of rulings not rules mindset that early Dungeons and
Dragons fosters as well as discouraging the individualized house rules that are
necessary to fill gaps in any rule system in a comprehensible manner that doesnt
rely on metagaming or build science more appropriate to war games.
EXPLORATION
The Exploration Turn
Time spent Exploring the Hull of the Apollyon is
measured in turns and each turn being roughly ten
minutes of time, though they are not exact.
Perhaps this is because time in the Hull of the
Apollyon doesnt flow normally, rather it skips:
starting, stumbling along, rushing forward towards
conflict and drawing out decline, decay or pain.
Happy moments burn quick and fierce while
danger and despair stretch endlessly in the
darkness. A turn is best viewed not as a discreet
length of time but as the duration of an action.
Each player action (group or individual) requires a
turn: checking a door for traps, exploring the
jumbled debris of a forgotten cabin, or chalking
out a protective circle all take a turn.
Besides actions, movement and exploration are
also measured in turns. A hallway, vault or
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1D6
1
Random Encounter
2
Environmental Encounter (Clues, Strange Occurrences, Wildlife) or Random Encounter
3
Torches/Candles are Depleted
4
Lanterns use flask of oil
5
Magic Dissipates
6
Fatigue Point Accumulates
NOTE: results 3 and 4 can be combined into a single Light Exhaustion result in some conditions, and one
replaced with an additional random encounter chance in more dangerous areas.
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Light
One of the main effects of the exploration die is to
deplete light sources. Light aboard the Apollyon
is a precious resource as most of the more
dangerous denizens of the hull operate far better in
darkness than humanity and its allies. Light is
relatively common even in unexplored, lost areas
of the ship as some of the ancient light fixtures are
incredibly durable and the arcane furnaces that
power the Apollyons bulk still burn deep within
its hull, however most of the ship is still dark and
scavengers without light will quickly become lost
or fall prey to the hulls many predators. There are
three categories of light used during play and all
effect combat and exploration.
Targets in darkness (and beyond a light source such as the 40' radius of a lantern) are impossible
to aim missile attacks at. Even hull dwellers
cannot target unilluminated explorers in the dark,
except from close range, and explorers cannot use
missile weapons in the dark beyond
reaction/reach or melee range (if the weapon can
be used in melee).
Surprise Chance
Darkness
-4 to all rolls/AC
2 in 6
-2 to all rolls/AC
2 in 6
Dim*
None
None
None**
* Any creature with a stealth skill of 3 or greater may act freely in dim light.
** Illuminated creatures may still be surprised, but may only surprise others when opening a door
Illuminated
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Light Sources
Various types of light are used by Sterntowner to
fend of the dark, from crude oily dried fish fitted
with wicks to chemic arc lamps. For mechanical
purposes these light sources can be roughly
classified by the number of scavengers they
provide full illumination, and the radius of the
light they shed, revealing underworld features and
foes.
Torch : The bright light of an open torch flame
illuminates up to three characters and provides
dim lighting for up to three more. While bright,
the flicker firelight is random and distracting,
obscuring as much as it conceals beyond 30.
Torches may be used to set fires, or light oil bombs.
In combat they are an improvised weapon doing
1D6/3 fire damage, but if wielded in the off-hand
their awkward nature means they provide no
additional bonus for dual wielding. Torches can
easily be bundled together with four filling a
encumbrance slot.
Lantern: Lanterns come in a wide variety of styles,
but all normal lanterns are assumed to use a
reservoir of flammable liquid to create a steady
and widely spread light, but are not as bright as
torches. Two explorers can be illuminated per
lantern, and two more provided with dim light.
The lantern spreads light out in a soft pool 40 in
every direction, though many lamps are made with
shutters to quickly dose them, filters or screens to
dim them or a directional lens to focus them in one
direction (a bulls-eye lantern). For purposes of
game play all lanterns are deemed the same.
Lanterns are generally contained and so cannot be
used to start fires (unless thrown), they do have the
advantage that they can be attached to belts,
backpacks, helmet or other locations leaving the
hands free for climbing (though this is not advised
in combat as any strike rolling a 15 or above [even
if it misses] will shatter the lantern dousing its
carrier with flaming oil) unlike torches. Lanterns
may also be set down before combat and will
continue to provide light and it is assumed that all
scavengers do this, as they are professionals, well
versed in the dangers of the hull.
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Magic Exhaustion
Like light, magical spells with persistent effects
wear off at an unpredictable rate in the doomed
cabins of the HMS Apollyon, the gods are far away
or fickle and wizardry is never quite the science its
practitioners make it out to be. When the Magical
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Fatigue
The Hull is a strange place, filled with the physical
challenges of climbing, fighting and forcing doors
as well as the stress of intruding into a terrible,
magically charged nightmare. A lot of people
deal with stress and strain by eating, and there is
nothing like a quick bite to restore a person
physically and mentally.
Fatigue is modeled as a random effect on the
Exploration Die and when a 6 results the party
takes gains a fatigue point, which the GM should
track. When three points accrue the characters
The purpose of the fatigue rules is purely to present players with another risk
and reward system. With the strict encumbrance system used in the game the
decision to bring rations, and how many, is a meaningful one. Players may opt to
make more frequent stops, risking dangerous encounters or push on and with less
risk but more danger if the risk manifests itself in a combat encounter for an
exhausted party. More importantly the fatigue system provides another way
(beyond the traditional HP) for characters to have their abilities and resources
tested. There is nothing unreasonable about spell effects that target fatigue or
the addition of fatigue points for undertaking difficult feats of dungeon
navigation or strenuous exercise (long climbs, intense combat, flight from enemies
or moving heavy objects.)
Item
Jewelry
Coins
Specialists Tools
Torches
Candles
Thrown Weapons
Ammunition
Insignificant Item
Insignificant up to 1,000 Coins, significant item per 1,000 coins.
1 Significant Item contains many small items needed for skills
Up to 4 per slot
UP to 5 per slot
Up to 2 per significant Item (Javelins, tomahawks, daggers)
10 30 shots per significant item depending on type
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EXAMPLE: Dondo the Filtcher alone has managed to survive an encounter with a pack of revenants of
greed. His companions lay dead around him among mounds of valuables collected by the living corpses
over the years. Between the equipment of his dead companions and the undead hoard Dondos fortune is
made. Unfortunately Dondo is not a strong man, his STR of 8 means he can only carry eight significant
items before becoming Encumbered and 12 maximum. Searching through the piles of fine wood furniture
and rotten rugs Dondo finds several items he believes will be the most valuable:
An emerald tiara (an insignificant item)
In a large gilt frame (1 significant item)
A decorative silver tea kettle (1 significant item)
A bundle of steel drill bits (1 significant item)
A pearl covered wedding gown. (1 significant item)
Dondo immediately discounts bringing the whiskey and chair, but even so the treasure includes 7
significant items (assuming he doesnt have 300 coins on him already) and Dondo will need at least a
lantern or some candles to have any chance of returning to town.
Dondo is no fool however, and knows that a single man laden with treasure, even if hes a stealthy survivor,
shouldnt venture into the hull without arms and armor. Dondo retains his blue velvet brigantine (1
significant item), his cutlass (1 significant item) and five candles (1 significant item), he discards his food
ration (1 significant item), his rope (1 significant item), his crossbow (1 significant item), 30 bolts (1 significant
item) and even his lock picks, tiny saws and listening cup (specialists tools - 1 significant item). With most
of his equipment discarded, Dondo has space for five significant items. Dondo cant resist grabbing up the
fine silver engraved revolver slung around the hip of one of his dead comrades, making sure its loaded (1
significant item) and adding it to his equipment.
When Dondo slinks back into town, hes recovered only the following items of treasure:
The painting (cut from its frame and rolled up)
The wedding gown
The emerald tiara
Everything else was left behind, perhaps warranting a follow up expedition, with a pack dog or porters,
but without any guarantee that the treasure will remain.
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Skills
There is a debate to be had regarding the use of skills in tabletop games, including all
the classic Thieves Skills because its often opined that rolling dice to solve a
problem rather than allowing the players to use their creativity to figure out the
puzzle involved diminishes one of the best aspects of tabletop gaming. However, some
undertakings in a fantasy setting are unknowable, and reasonably either too tedious
or unfair to ask players and GMs to adjudicate on an ad hoc basis. A mechanical
component is necessary for certain character activities that cant be part of player
skill, but are obvious elements of character knowledge. Specifically things that
specialists (or other subclasses) know that cannot be readily known by players but
that are important to in game challenges. The clearest example of this sort of skill
is something like Arcana or Tinker as no game Ive been in has available locks to
pick or secret languages to focus hermeneutic knowledge on.
Moreover, focusing on these tasks for too long detracts from the play of other
players who arent figuring out the lock puzzle or deciphering the secret inscription.
It also demands that players only play characters whose skills reflect or mirror
their own, an idea antithetical to the fun of tabletop roleplay. On the other end is
something like the Search which really should be easy to model with player
knowledge (I pull on the candle holder, I dig through the refuse pile etc.) but
demands a great deal of knowledge by the GM regarding things like secret door
mechanisms and what sort of dungeon dressing is scattered about (both to conceal
valuables and to provide pointless things to search).
While a good GM and a good room description should include important detail, this
isnt always possible, and sometimes describing the wide variety of detritus on the
floor of an abandoned stateroom that a party might root through is not a good use of
game time. In these cases a skill system is helpful. Skills also have an advantage of
being clear about time and risk, with each skill roll taking One Turn, and
occasioning a roll on the Exploration Die.
Specialists, and many other characters, have a
selection of Skills that provide a large chunk of
their utility, allowing them to extract knowledge
and valuables from ancient machines, to save the
lives of the gravely wounded, and to move quickly
or stealthily past obstacles. Skills are noted by a
number from 1 to 5, representing the characters
chance of success on a six-sided die. Thus a
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Engineering
Machines, gears, hydraulics, pumps, steam and
cogs are a lot like magic to most people, but
somehow with knowledge of these strange
apparatuses normal men can do the work of
magicians both in war a peace. The art of
engineering fascinates many as it seems a path to
power, but really its the same sort of knowledge
that builders, mill keepers, alchemists and siege
masters have always had, an understanding of
tools, basic forces and the mechanics of the natural
world. A successful Engineering test can provide
information about the purpose of almost any
machine and mechanism, as the same principles
apply to even the most fantastical ancient or
ruined devices. A skilled engineer will also have
Survival
All worlds have their wilderness, even the
artificial floating hell of the HMS Apollyon, and
all have those who learn to survive and thrive in
this wilderness. Survival is not just knowledge of
what specific fungus is edible, or the habits of a few
creatures which may be common knowledge of
most that scavenge in the hull. Survival is an ethos
and way of understanding that allows its
practitioners to live and thrive in almost any
environment with the knowledge of how to
determine which unknown plants and animals are
dangerous, which are food and how to best track
and hunt them, using whatever materials are
available. Survival provides several bonuses, most
obviously allowing some understanding of natural
creatures that have been observed for a few
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Piloting or Sailing
Not all machines are stationary, and those that
move require a different set of skills to direct and
control than those that dont. A pilot can get the
most out of any means of transport, from a simple
raft to an ancient steam engine or suit of ancient
powered armor. Piloting skill is most useful when
operating boilermail or other powered armor, as it
adds directly to the suits reliability, but the skill
has a wide application elsewhere. Most commonly
a pilot may control and navigate a sailing vessel of
any size (assuming there is sufficient crew) and use
Medicine
Not all healing is magical, and there are many
things that a knowledgeable chirurgeon can do to
brush aside the boney talons of death. As a general
matter this skill provides knowledge of anatomy,
health, disease and injury and can be useful from
an investigative standpoint when inquiries about
the time and nature of death are required. For
scavengers the most practical application of this
skill however is first aid and battlefield
medicine. A successful medicine check can
provide aid to the wounded in two ways. First by
the application of proper medical procedure in the
immediate aftermath of battle a chirurgeon can
heal up to 1D6/2 points of damage to an
individual from wounds received in that
Acumen
An understanding of value and business, this skill
includes both the knowledge of business practices
and procedures: trade routes, contracts,
commercial paper and deeds as well as the ability
to evaluate and appraise items for value. With a
successful skill check the nature, history and value
of non-magical treasure and artifacts can quickly
be determined and fakes revealed. Likewise, a
successful use of this ability will allow the
character to understand the terms of complex
documents, bureaucratic processes and the
etiquette of commercial society.
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Chemics
The Alchemist and the Assassin both depend on
their knowledge of chemicals, solvents, acids,
poisons and potions to practice their trade and the
Chemics skill represents this. It may be used to
identify poisons, drugs, potions, medicines and
other substances as well as to manufacture such
items. A chemic check is required in almost all
aspects of poison-craft as well to assure the users
safety and to successfully use poisons. Chemics
allows the collection and proper storage of poisons
and other dangerous substances (such as slimes and
Scholarship
Scholarship is a skill that represents a characters
general and specific knowledge of history, dead
languages and other esoteric fields of study useful
in exploration of forgotten areas of the vessel.
With a successful check, a scholar can decipher
the meaning of an ancient inscription or even
understand ancient technology well enough to
explain its purpose and perhaps means of
operation (though without the detailed
knowledge of an engineer). This skill can be used
to gain information about the likely source and
Legerdemain
The skills of the grafter, the actor, entertainer, spy
and courtier. Flattery, disguise, oratory and sleight
of hand to pass a bribe, lift a pocket watch or
dispose of the incriminating evidence as the secret
police kick down the door. Legerdemain consists
of all the soft skills of deception and its successful
use will give a character a +1 to any reaction roll
resulting from parlay, or a charisma check based
on deception. Additionally this skill includes the
disguise and impersonation so that with a
successful check, sufficient materials, and
knowledge of the habits or class of the disguises
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Animal Handling
Beyond the basic care and feeding of animals,
there is a great deal of skill in properly motivating
training and maintaining control of both war and
pack beasts. While it causes little difficulty to
handle a single attack dog in combat, a pack of
such dogs or more monstrous creatures demand
special skill to control. Animal Handlers may
control up to their own level +1 HD of war beast
(more if they are specialists who have elected to
take the Animal Handler subclass). An animal
handling skill check is required to retain or regain
Arcana
A rare skill, limited to those who have actual
rigorous training in the magical arts: church
inquisitors, academically trained wizards and a
few esoteric scholars. Arcana is a powerful skill
however, similar to scholarship, but much more
focused on specific kinds of magical knowledge.
With a successful application of the Arcana skill a
practitioner may emulate the effect of the 1st level
Magic-User Spells Detect Magic Read Magic
and Identify as well as generally gaining
knowledge about magical effects or objects.
Characters skilled in Arcana may also add or
subtract their skill to any rolls involving the use of
wards, sigils and similar objects (such as Devil
Shells or Ghost Salt). For example on a successful
Arcana Skill check the character could determine
Stealth
Stealth is the skill associated with assassins and
thieves, but useful to any character who wishes to
avoid being spotted. Hiding in shadows, moving
silently through piles of trash, and slipping past
guards are all part of the stealth skill. Failure of
the skill doesnt automatically mean that the
character gives away their presence (if previously
hidden), and certainly if given ample time and in
an environment with concealment options, the skill
is unnecessary to hide. However, where true skill
(sneaking past an alert beast, hiding in the
shadows of a pillar, moving across a creaking
wooden floor to loot a sleeping merchants
nightstand or slipping behind a guard to
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Tinker
This is the skill of fixing, understanding and
manipulating small devices and tools. Most often
tinkering is used by scavengers to disarm small
mechanical traps or their triggers, but is also
valuable for picking locks and to repair jammed
firearms or other broken weapons. Its a fairly
similar skill to Engineering, but implies
mechanical ingenuity and inventiveness rather
than a grander understanding of machines and
construction.
Acrobatics
Any character can climb a rope, scaffolding or
rough wall with time and effort, but the acrobat
can do it quickly, silently and with a fair bit of
style. This skill not only replaces the traditional
Climb skill, but allows the acrobat to engage in
other athletic feats, such as leaping over chasms or
across rooftops.
Force
Force is a simple skill of properly applying
strength to break things in an efficient manner. It
is a universal skill, most commonly used by
scavengers to smash open locked or stuck doors.
Tools (crowbars, hammers, or wrenches) give a+1 to
skill bonus in appropriate situations. Failure
indicates a noisy and failed opening attempt
requiring an encounter check or breakage. This
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The
ENCOUNTER
Surprise
Surprise is difficult for most scavengers to achieve
due to light conditions, as an illuminated group
cannot gain surprise except when passing through
a closed door. Only with wise use of scouting,
stealth and concealment do scavenger bands have
much chance to surprise hull dwellers, but it is far
more common for a group of scavengers to be
Reaction Roll
Upon encountering another group or creature, the GM
will make a reaction roll to determine how the creature
or creatures are generally disposed towards the
Scavenger party. The 2D6 roll provides a general
2
or
less
violent angry
10
threat
warning
guarded
Neutral
neutral
positive
helpful
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11
12
or
more
amicable friendly
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Henchmen exist for two purposes in a high lethality game, the first of these is
to provide ready back-up characters in case of a primary characters death. The
second is to soak up attacks and damage preventing characters from dying. As a
Game Master I want to encourage the first sort of use, and while I am not
opposed to the second, I dont want to make it inexpensive and without
consequences. Thus I try to make hench-people available to my players early in
the game and cheaply (Vagabonds are available from level 1 with only a
successful Charisma Check and a five GP per session upkeep cost) but I want to
limit their numbers (one per PC) and utility. Henchman that players have
invested XP (from their own total), or obtained using faction reputation are
different, and have both level and abilities from player investment. The player
is far less likely to see a longtime henchman as disposable cannon fodder and so I
have little problem treating them as a species of almost pure back up character.
Initiative
Monsters and Characters both act individually in
order of initiative, with players winning any ties.
Initiative determines the order characters and
NPCs act in combat. Each character and each
group of enemies (or each enemy depending on
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Breaking Contact
When in melee combat a creature or character
must first break contact before fleeing. Breaking
contact is accomplished with a Dexterity check
like any other combat maneuver, however the
opponent that the fleeing party most recently
attacked in melee gets a free melee attack. Other
enemies in melee may attack the fleeing character
or monster, but only if they have not acted in that
round and doing so will use up their action in the
round. With a successful Dexterity check, and
Pursuit
When a enemy breaks contact Pursuit is
adjudicated with a simple d6 test, with each pip on
the die indicating approximately 10 or one point.
Each creature has a movement statistic rated from
-6 to 6 that is added to or subtracted to their die.
The fleeing creature rolls a D6 and adds or
subtracts their modifier as well as any distance
from their pursuers that they have retained from
the prior round. Results of less than zero indicate
that the fleeing creature has made less than 10 of
progress, or is slowed by some obstacle. Pursuers
now roll to catch up to the fleeing creature with a
d6 and any additions based on their movement. If
the a pursuers movement points are greater than
the fleeing creatures movement points then the
Movement
-2
0
1
2
4
5
6
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The purpose of these initiative rules is to make standard combat (without surprise or
ambush) more dangerous and less onesided. Careful planning to ambush an enemy
should be rewarded, but I want to make the luck of initiative a little less
overwhelming. Staggered initiative within the party also prevents some kinds of
tactical gamesmanship, while making initiative another mechanic that provides
character and monster differentiation and choice. The main reason for individual
initiative is however to streamline play and speed up combat resolution by giving
players a clear order to follow, which I have found useful and even necessary when
running larger parties of up to ten players and fifteen or so adventurers and
henchmen.
DEFENSE
hit Points
Like damage, all Hit Points aboard the HMS
Apollyon are generated using six sided dice. Since
hit points represent largely intangible things - the
luck to narrowly dodge a bullet with only a hole in
ones hat, or the sudden rush of adrenaline that
allows the character to fend off a wights claws
with their arm, they should be re-rolled each
session that begins in a town or haven, representing
the fact that some days are better than others.
Likewise hit points recover quickly, regenerating
between sessions, or with a few days of inactivity.
As in all D20 based games Hit Points are
generated based on level. However, since all
varieties of adventurer share the same D6 hit dice,
the number of dice each class rolls varies
considerable. Like Attack Bonuses below, there
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Low
1
2
3
4
5
6
7
8
9
10
1D6
1D6
1D6+1
2D6
2D6
2D6+1
3D6
3D6+1
4D6
5D6
1D6+1
2D6+1
3D6+1
4D6+1
5D6+1
6D6+2
7D6+2
8D6+2
9D6+3
10D6+3
1D6
1D6+1
2D6
3D6
3D6+1
4D6
5D6
5D6+1
6D6
7D6
Armor Class
Armor class determines the difficulty of injuring a
target, and may reflect many factors from
nimbleness, immunity to pain or difficult to
penetrate armor. Armor class is an ascending
number, that an attack roll on a D20 (adding any
applicable bonuses) must match or exceed to hit.
The base armor class of a normal, unarmored
human is 10, while the best armor class (available
only through the use of powered boilermail armor
or to extremely powerful outsider entities) is 20.
The best armor available to humans in simple body
armor is 18. No amount of bonuses or skill will raise
a character in body armors armor class aboven 18.
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Armor Type
Light
Medium
Heavy
-2
-1
14
-4
-3
15
-5
-5
Armor Class is one of the key, and easiest to ruin, aspects of the combat
system. The limitation of AC to a maximum of eighteen prevents armor class
from keeping pace with or outpacing attack bonuses. Indeed more powerful
creatures and fighters will rarely miss while armor class can be maxed out at
relatively low level. A higher level characters higher hit points will thus
decrease rather quickly against same level foes, and even a low level enemy
(or a character with poor attack bonuses) has a chance of striking a well
armored foe. The armor limitations also encourage the creation of magical
armors that arent simply a matter of increased AC and magical weapons that
dont simply ad a plus to attack and damage. In general combat on the
Apollyon is supposed to feel risky and scavengers should be encouraged to out
think, trick, and suborn the monsters they encounter rather than simply
cutting them down. The other benefit that this armor limitation gives is that
it allows the GM to grant armor increases more readily, evening out of armor
class over time as defensive bonuses are accrued through spells, magic and
skills without ever worrying that a character will become effectively
invulnerable.
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Shields
Shields are an effective means of defense,
providing a one point bonus to Armor Class. Even
the Armor Class bonus of shield cannot transcend
the hard limit of 18 for Armor Class, meaning that
heavily armored characters should consider
Dual Wielding
Despite its flashy appearance, wielding two
weapons at once provides only minimal benefit to
the untrained, and only in certain circumstances.
Wielding two weapons allows a player to choose
which weapon his character will attack with in a
given round and to obtain the defensive benefit of
a reactive or close weapon. Thus a character
wielding a sword and boarding axe might choose
to overpower a weak opponent one round with the
axe gaining a strike at another foe should the axe
attack kill while using the defensive finesse of the
sword the next round.
Popular weapon pairings include an offensive
weapon such as an axe or sword and dagger or an
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BoilerMail
The heaviest armor aboard the HMS Apollyon is
not the ornate, custom fitted steel plate armor of
accomplished Passenger Class rakes, but rather
rare suits of powered armor - boilermail. The best
known of these machines are the handful of
elegant Boarding Suits in possession of the
Marines, rarely seen ancient armors, with
elongated limbs and twisting rounded surfaces
now much marred by increasingly crude repairs.
However, even in these fallen times, powered
armor suits are still being manufactured in
Sterntown, and are held up as feeble proof of
humanitys great power and rightful dominance.
Using the limited mechanical and magical
resources of Sterntown, contemporary boilermail is
a shadow of the nimble ancient suits remaining in
the Marine armory or even the smooth gears and
hydraulics of the armor from before the last war.
The current state of the art in boilermail clanks,
smokes and possesses no beauty beyond brutal
mass. Modern suits are labeled Boilermail,
Steamplate, or Boiler & Plate as they are most
often powered by magically augmented steam
turbines, though some are powered by captured
devils (diabolic batteries), horolomantic regression
engines, enslaved fire and water elementals
(elemental boilers) or ancient engines roughly
adapted to operating on refined alchemical
oils. Each suit is custom made by an entire shop of
artisans and can take 10,000 - 500,000 GP to
manufacture - employing armorers, blacksmiths,
engineers, enchanters and a wide variety of
specialized craftsmen. More advanced suits can
take as long as a year to make and require tens of
thousands of pounds of high quality steel and or
bronze.
Boilermail ranges from light exoskeletal suits that
offer protection little better than plate mail, but
provide a dramatic increase to the wearer's
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(Ancient Artifact Armor): Marine Boarding Suits, Steward Venerable Riot Suits,
Fishman Archon Armor.
(After the Great Marooning): New Army Steward Armor, Converted Service Suits,
Advanced Black Gang Armor, Ghost Armor.
(Post Catastrophe) Steward Post Flood Suits, Marine Vengeance Armor, Internal
Combustion Suits, Hell Armor, Black Gang Runic Boiler Plate, Plague Armor.
(Trade Years) Steward Peacekeeper Exoskeletons, Marine Utility Armor, PreRetreat Private Boiler Plate, Fishman Exalted Thrall Battle Symbiote, Possessed
Armor, Black Gang Heavy Armor.
(Sterntown) Great House Vanity Armor, Modern Steward Artillery Exoskeletons,
Civilian Bronze Boiler suits, Merrowman Bone Juggernauts, Frogling Living Totems.
Wearing BoilerMail
Boilermail is a complex apparatus and while
untrained individuals can wear it, only a skilled
pilot can wring the best advantage from a suit and
only a skilled engineer can repair power armor
from battle damage or the near constant
breakdowns that contemporary suits of armor
suffer from.
The Piloting skill is added directly to a suits
Reliability, and is also used in lieu of a dexterity or
other physical stat check. (Strength checks in
boiler mail are generally only needed if
attempting to do something outside the normal
human strength range forcing doors or breaking
the grapple of something with a strength of 18 or
under is automatic). Engineering skill is used to
repair boilermail.
Boilermails functionality is measured for game
purposes by a single simple metric, Reliability,
which accounts for an armors current state of
repair, fuel levels, the exhaustion of its pilot, and
any damage it has suffered from use. While
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Boilermail is purely a setting item, the idea of clunky powered armor is something
that might not have a place in most fantasy world, but its a background setting
element and has been since the Apollyons inception. Its debatable if characters
should ever become equipped with boilermail, but Ive tried to write these rules so
that it is something that is both powerful and a bit limiting. A suit of boilermail
(piloted by an Engineer fighter, Scholar specialist or Alchemist magic-user) offers
a great degree of combat potency, but also has serious limitations for exploration
and dungeoneering. The idea of the armor is to create a template for powerful
NPCs and monsters, while also providing a potential artifact like piece of
equipment for higher level play.
EXAMPLE: The most successful and well known of Scavenger crew leaders in his generation, Rangvar
the Crowbar owes much of his fame and success to his ownership and canny use of his suit of Boilermail,
The Bronze Crab. A large, fully enclosed 5th generation suit made especially for Rangvar as a reward for
his services to the Collwing Family, the crab is not the best Boilermail, being new and prone to breakage,
but Ragnvars excellent piloting skill (Hes a 8th level Engineer with a 5 piloting skill), the suits huge
pincers and a rack of incendiary bombardment rockets built into its shell have proved potent against the
terrors of the hull.
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The Bronze Crab Heavy 5th Generation Boilermail Suit RELIABILITY: 1, AC: 19, DAM REDUCTION:
3, WARD+1 (immune to drowning/gas) DAM BONUS: +3, ATTACKS: 2 x huge pincers (2D6
crushing), (3) Incendiary Rockets (Artillery/Fire) 1D6 EV 10,
Rangvar is an experienced and intelligent scavenger, and does not simply wander into the hull wearing
the Bronze Crab, instead preferring to bring it along disassembled on his expeditions in the care of two
mechanic henchmen and supported by a large crew. The crew will often set up a base camp, scout the area
they wish to scavenge and only then will Rangvar remove the Crab from the train of pack hounds,
assemble it, and stride forward to use its might against whatever challenges have proven difficult for his
scouts to overcome.
Rangvar and his crew have recently discovered an abandoned entertainment district, seemingly
inhabited by well-armed fanatical members of the Cult of the Ravenous. The cannibal demon
worshippers have fortified themselves in an ancient opera hall, armed with several rifles and at least one
small artillery piece, in addition to the normal fel magic, cursed spears and warped hyena demons. The
opera house however is a rich prize, as regardless of what it may contain, the domed roof is plated in gold.
Rangvar and his crew resolve to smash the cult head on, using the Bronze Crab to spearhead their assault.
After a scouting mission to find a way through the crumbling tenement towers around the operahouse that
both avoids the carousel full of malicious ghost children and follows paths that are wide enough (10
minimum) and strong enough to support the two ton bulk of the Bronze Crab, Rangvar sets off with his
assault crew. Snipers and a hired Thieftaker fire elementalist infiltrate the ruins across from the Opera
well ahead of the main body, as the Bronze Crabs wheezing alchemical engine and clanking armor plate
will alert the cult sentries and guard beasts.
Deciding to gain whatever surprise he can, Rangvar and the Crab spot a hole in the crumbled masonry of
a storefront across from the operas main entrance and he plunges into the building. Negotiating the small
gap require a piloting check, which Rangvar makes easily rolling a 3 on a D6 against his 5 piloting skill.
The cultist guards have heard his approach by now and the cackling calls of a demonic hyena pack as
they are released to hunt barely cover the shouts of men pouring out onto the roof of the opera to prepare
heavy ordinance. Rangvar acts quickly smashing the crab through the storefront and readying a rocket.
To break through this masonry wall the Crab only needs to make another simple piloting test, but
Rangvar rolls poorly, a 1 on his D6, meaning that while the crab succeeds in breaking through the wall
(his skill is 5 in 6 after all) the Crab suffers a blow from the falling bricks and Rangvar must make a
reliability check.
Since Rangvar has a 5 piloting skill and the reliability of the Crab is 1 due to its age and complexity
Rangvar is in no danger as he cannot roll below the suits reliability of 6 on the D6 reliability check.
However, the falling wall does jar loose some connections and skews one of the suits complex gyroscopes
meaning that next time a reliability test is required its reliability will be only 5.
Rangvar pushes the suit forward into the mass of hyena beasts as the cultists turn their guns on the Crab
and Rangvars crew begins to fire their weapons.
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D10 plus
Reliability
-5 or
Greater
-4
-3
-2
-1
2
3
4
5
6
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D10 plus
Reliability
7
8
9
10
11
12
13
14
15
Saving Throws
Saving Throws represent a creature or characters
abilities to resist and avoid dangers that arent
properly modeled by Hit Points. All saving throws
are made against a static number that increases
slowly based on level and class. There are few
modifiers for saving throws, exceptionally high or
low Wisdom grants a bonus or penalty to all saves,
while the various non-human races have flat
modifiers to their saving throws. Magical items
will also sometimes grant bonuses to certain saving
throws. All saving throws are made the same way,
by trying to beat a target number with a single
D20 roll. For the specific setting of the HMS
Apollyon the classic five saving throws have been
retained but their names changed to be somewhat
less cryptic and to reflect the unique dangers of
the setting. Additionally a Death Save has been
added to somewhat increase player character
survivability and as a potential mechanism for
introducing and justifying permanent injuries.
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Poison
Device
Possession Spell
Explosion
12
10
8
6
13
11
9
7
14
12
10
8
15
13
10
8
16
14
12
10
Poison
Device
Possession Spell
Explosion
11
9
6
4
12
10
8
6
15
13
10
8
15
13
10
8
16
14
12
10
Poison
Device
Possession Spell
Explosion
13
10
8
6
14
12
10
8
13
11
8
6
16
14
12
10
15
13
10
8
Poison
Device
Possession Spell
Explosion
12
10
8
6
14
12
10
8
13
10
8
6
16
14
12
8
16
14
12
10
OFFENSE
Attack Bonus
Attack Bonus is a simple bonus to a character or
monsters ability to hit on a one for one basis. There
are two separate attack bonuses for ranged and
melee combat, as some creatures and classes are
better at one type of combat or another. Base
attack bonuses determined by class, but are
modified by certain aptitudes and by non-human
racial traits.
Warrior: This is the greatest level of martial skill,
representing a creature or individual that has not
only learned or been trained in combat, but
relishes in it or has a natural affinity for violence.
Among adventurers it is limited to the Fighter
class but many monsters, including almost all
predatory animals have a similar attack bonus.
Trained: The attack bonus for individuals who
have been trained in or become accustomed to the
risks and experience of combat, but who are not
narrowly focused on warfare. This group consists of
Clerics and Specialists.
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
+0
+0
+0
+0
+1
+1
+1
+1
+1
+1
Damage
All Damage aboard the Apollyon is calculated
using the same D6 as hit points. The vast majority
of attacks inflict one Hit Dice (HD) of damage,
easily capable of killing a trained warrior. Some
stronger attacks inflict a higher average damage
through two major mechanisms. The first is an
advantage mechanism, used by two handed
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Some may find these Hit Dice and Damage rules confusing, or feel they are
intuitively wrong. The idea that a maximum level fighter will have a
maximum of seventy three hit points (and realistically will have far fewer)
might seem shocking to players used to other systems derived from later games.
It is not that the fighters and monsters aboard the Apollyon are less durable
than those in other games, this is simply a more granular way of approaching
Hit Points and damage. Every Hit Point counts, and both damage and Hit
Point reserves are lower than in many systems. I believe this is easier to track
and provides a flatter power level then later edition games. The goal of these
rules is to make damage more serious, while mid-level characters and monsters
may be able to survive several hits with normal weapons, damage quickly
overwhelms Hit Points, especially combined with the Armor Class rules above.
Fights should be quick, potentially dangerous regardless of character level,
and even weak opposition will remain dangerous throughout a campoaign.
Combat Maneuvers
The variety of combat maneuvers listed below is
not meant to be exclusive or to encompass ever
possible event in combat. This does not mean that
most player suggestions for combat maneuvers
need an ad-hoc ruling. It is sufficient to simply call
most offensive actions an attack. The rules below
Melee Attacks
Melee attacks are made in the standard manner,
and it is assumed that characters have ready
access to whichever of their weapons they choose
to wield at the start of melee. Dropping or placing
torches on the ground is assumed to take place
prior to melee without any penalty as the
characters are trained and experienced
scavengers, well-practiced at fighting in the
cramped and gloomy gangways of the hull.
Charging - Characters and enemies may both
attempt to charge into battle against foes that are
not yet in melee. In an open area such charges may
target any enemy, but when constrained by narrow
areas or otherwise blocked by a defensive line that
cant be flanked charging enemies may only
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Missile Combat
Ranged Attacks are generally conducted the same
as melee attacks, and with the confined spaces of
the Apollyon range is less of a consideration then it
would be in many games. Because of the narrow
spaces, short sight lines, low ceilings, and many
obstruction in the hull, bows and rifles are
relatively rare, and even the infamous Steward
Standard Rifle (SSR) is more often found in a
carbine form. As such range calculations that
would be used in other games are largely absent
from the Apollyon. There are really only three
significant ranges for the use of ranged weapons
aboard the Apollyon, Melee, Reach and Long.
Melee When a combatant is in hand to hand
combat they are in melee, and may not use missile
weapons (except for reactive weapons, and then
only in a reactive manner).
Reach At reach range, missile weapons can be
used, though if fired into melee the normal
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Weapon abilities
While damage is nearly identical amongst
weapons aboard the Apollyon, weapons choice is
important as weapons types provide special
benefits and bonuses based on the following
general classes of weapon.
Heavy - Heavy weapons suffer a one point
initiative penalty and require two hands or
monstrous strength to use. These weapons inflict
2xD6 taking the highest damage due to their size
and power. This category includes two-handed
weapons, pole weapons and most rifles.
Light or Improvised - Light weapons are generally
less injurious than normal weapons doing D6/2
damage. This includes improvised weapons such as
clubs, furniture and torches, but also includes most
throwing weapons like javelins, throwing knives
and tomahawks when used in melee.
Reach - Reach weapons can be used from the
second rank of combat and may be 'set' to receive a
charge, giving up an attack but allowing a
reactive attack that does 2x Damage to the first
charging attacker to enter the weapon's range (i.e.
the attack need not be directed at the character
with the reach weapon). Pole weapons and spears
are reach weapons.
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Special Weapons
Silver Weapons Silver weapons have not simply
been silvered, but also marked with the proper
sigils and have undergone rituals of purification.
These weapons (including bullets) cost five times
the normal cost of a weapon, but have the
advantage of being able to harm many creatures
that are immune to normal weapons, especially
material undead, lyncanthropes and demons.
Missile weapons may not be effectively silvered,
but ammunition can be.
Hexed Similar to silver weapons, hexed weapons
can be obtained from Frogtown and some other
factions. The weapons have been marked with
powerful fetishes and spells capable of damaging
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Magic
Spell Casting
Spell casting occurs much like any other combat
action, on the casters initiative. Spell casting is not
considered instantaneous, but this is a mechanical
compromise rather than a decision about the
nature of magic in the setting. Spells may still be
interrupted, countered and otherwise interfered
with despite their treatment as a normal, initiative
based combat action.
Interruption A spell casters concentration and
ability to cast is interrupted when the caster is
struck in the same round as they are casting. The
caster may still cast if he makes a successful 4D6
Intelligence check, but if the check fails the spell
will be lost. A caster who decides not to cast on a
turn where they are hit does not risk spell loss.
Firearms and
explosives
The HMS Apollyon contains guns of varying
technological quality, from ancient self-targeting
weapons that fire caseless, explosive ammunition
to crude black powder gonnes. Bombs, artillery
and rockets are also available, though they are less
common and no longer manufactured in any
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Firearms
Unlike traditional weapons, firearms are
relatively easy to use effectively, and may by
fielded by any class without restriction which
provides an advantage to less martial classes.
Secondly, guns are capable of doing large
amounts of damage on a lucky shot, and all
firearms, including automatic weapons, have the
ability to do exploding damage, causing an
additional die of damage when they hit for their
Exploding Damage
When the damage die for a successful firearm
attack rolls a 6 it will inflict a second die of
damage and if this second die also rolls a 6 a
third or even additional dice are added until the
damage die rolls something other than a six. The
raw, natural, die roll determines if the damage
explodes, even if the weapon itself does less or
more damage, and in the case of heavy firearms a
six on either die will explode, though the benefits
of weapon modifiers only apply to the first
Burst
Burst damage is another concept that separates
firearms from other weapons. Some firearms can
shoot multiple bullets quickly. While fully
automatic weapons and shotguns are treated
differently (see Cover below), even revolvers can
be fired as a burst. Burst weapons can strike
multiple times up to the burst value in a single
attack but use a larger number of bullets to do
so. A weapon fired as a burst rolls attack
normally, but for every '2' pips above the number
needed to hit strikes with an additional bullet.
Bursts expend large amounts of ammunition
however, using 2x burst value -1 rounds of
44 | P a g e
Cover
Automatic weapons, such as assault rifles and
submachine guns, are weapons with a magazine of
over 12 and the ability to exhaust that magazine
in a single round of fire. Automatic fire is very
effective, but empties the weapon, and targets are
often hit with multiple bullets, ricochets and
fragments. Shotguns are also treated as automatic
weapons for mechanical purposes, as the spread of
fire they throw is better at hitting enemies than a
single shot. No attack roll is made for automatic
fire; instead the target makes a Saving Throw vs.
Device. On a failed save the target takes normal
(if a shotgun) or double (if an automatic weapon)
damage for the gun, and on a success 1/2
damage.
The only protection against automatic weapon
attacks is cover, not full cover (which is presumed
to prevent attack with ranged weapons) but any
cover, even easily shredded items such as
furniture or partial protection like a corner to
peer and fire around. Even diving to the ground
and remaining prone will provide sufficient cover
to alleviate automatic weapon damage. Such
cover normally gives the attacker a -2 to -4 to hit,
but against automatic and shotgun fire it reduces
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weapons this penalty increases by an additional 1 for every value of "burst" the weapon has.
LongarmS
Longarms of various kinds, including muskets and
rifled muskets, are weapons that are meant to be
used at range. Longarms cannot be used in melee
to fire, only as an ungainly club (doing 1D6/2).
Longarms have the major advantage over pistols
that most are considered heavy weapons, doing
higher average damage.
Bayonets - Bayonets make a longarm far more
useful in melee combat, effectively turning the
rifle into a spear (Normal damage and adds the
reach modifier). Unfortunately, fixed bayonets
make aiming the rifle more difficult, causing a -2
to all ranged attacks. Fixing a bayonet takes 1
round.
Muskets - Harquebuses, Fusils, Jezzails, or any
other muzzle loading longarm are effective either
in a massed volley or if in the hands of an expert
carefully aimed from a distance. These weapons
arent much more effective than heavy crossbows,
and share a heavy arbalests long loading time. It
takes three rounds to reload a muzzle loading
firearm.
Cartridge Rifles - Most commonly bolt action
rifles using block, tube or strip magazines, though
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Shotguns
Shotguns never require a to hit roll, even though
they fire a single round per turn. Shotguns act like
automatic weapons, targeting a single opponent
and necessitating a save vs. wands. Failure means
that the target takes full damage from the weapon
(not the double damage from an automatic
weapon) and success means 1/2 damage. Cover
provides full protection on a save, and 1/2 damage
on a failed save. Shotguns have limited range and
can only be used effectively from reach range or
melee range (if not actively in melee combat)
Solid slugs may be fired from shotguns, making
them effectively long arms and removing their
special automatic modifier.
Blunderbuss A blunderbuss or coach gun is a
very short range shotgun used to fire balls or any
random bits of jagged metal that can be crammed
down the distinctive bell shaped barrel. Like all
black powder weapons blunderbusses take three
rounds to reload. Many blunderbusses, like the
more advanced pepperbox, are reactive weapons
that cannot be used except in the first round of
melee or reactively.
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Explosions
There are these devastating attacks that even
powerful characters cannot shrug off. Surviving a
direct hit by a 12 lb cannon ball is a function of
absurd luck rather than the abstraction of Hit
Points. Heavy weapons: cannons, catapults, antitank rockets or a falling girder, dont attack Hit
Points, these are save or die attacks with a Save vs.
Explosion as the only way to prevent annihilation.
I call these attacks Artillery Attacks after the
most common source of Save or Die attacks aboard
the Apollyon. Even if the target saves against an
Artillery Attack they will take its listed weapon
damage.
Besides a saving throw, the only other protection
against Artillery Attacks is Cover; a character or
NPC that has some idea of an impending artillery
attack may take cover and if they save will take no
damage. Taking cover may simply mean dropping
to the floor, or hunkering behind a shield,, but it
will allow a miraculous zero damage in the event
of a save, and the artillerys listed damage in event
of a failure. The key element of taking cover is that
it eliminates all movement and must be broken to
act (with the exception of firing certain missile
weapons mainly guns and crossbows). This
peculiar mechanic also explain why something
like a 2 inch cannonade has a damage listed as
only 2D6. Outside cover (charging or firing at the
mouth of a cannon loaded with grape shot) a failed
save is lethal to any normal creature or humanoid
Grenades
Grenades, oil bombs and other tossed explosives
have largely the same mechanics as Artillery
attacks they attack Saving Throws directly, and
can effect targets up to an Explosion Value until a
target makes their save. Unlike Artillery, hand
thrown and other small bombs arent nearly as
dangerous and only do damage (or damage to a
target in cover) if the target fails their saving
throw. Additionally small explosives do not
48 | P a g e
Artillery Weapons
Artillery Weapons aboard the Apollyon,
generally crew served weapons that would be
called siege weapons in other games, sometimes
do instantly lethal damage to normal targets.
These weapons make use of the Cover mechanic
to prevent them from being entirely devastating.
The same mechanic applies to some more
traditional fantasy attacks such as monster breath
weapons. Details on the Cover and artillery
mechanics are above, but the key distinction
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