new horizon adventure - the ghost train
TRANSCRIPT
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New Horizon Roleplaying GameNew Horizon Game Studios
www.newhorizonrpg.com
The Ghost Train Adventureusing
Volt 3.3 Rule System
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2
Story The adventure begins just after the dis-
appearance of a fourth small town. This
time there were witnesses. A few people
were on their way to the town when they
caught sight of an unmarked train. The
train itself was an older model, the kind
that went out of commission at least
fty years ago. There are no markings on
the train, and no sign of a driver. Wit-
nesses claimed the passenger compart-
ments were black as night, and strange
smoke billowed out of the wheels. Some
witnesses claim that the train wasn’t even
following the railway.
Where to Start The most likely spot for this adventure
to begin is in Trapper Town. Disappear-ances of this scale always nd their way
back to the local law enforcement. Play-
ers can hear about the disappearances
in any number of ways. The rumors are
spreading through the town in everyday
conversation, with wildly exaggerated
stories that run the gamut from attacks
by the Rusty Stars to grim stalker. How-
ever they nd out about the disappear-
ances, the players should eventually
make their way to Berrik the local Rail
Marshall who will direct them on their
way. The two most likely paths to Ber-rik are talking to Alabaster or Kaleb.
Alternatively, the players may just decide
to seek out Berrik on their own. See the
NPC section for information on these
three individuals.
Alabaster As High Marshall of the Walk of Man,
Alabaster is concerned for the safety of
his people. These strange disappearances
threaten to put people in a panic, some-
thing he doesn’t need right now since
he is already dealing with the everyday
issues of enforcing such a large faction
and dealing with the Rusty Stars threat.
He can be found at the sheriff ’s ofce
where he will give as much information
as he can to anyone willing to help. His
information consists mostly of popula-
tion size and possible armaments in the
towns that have disappeared. Alabas-
ter doesn’t know what to believe about
the rumors of a ghost train and super-
natural phenomena. He admits there is
a possibility, but would rather see this as
the work of criminals. He will eventu-
ally send the players to talk to Berrik for
more information.
Kaleb As a former outlaw himself, Kaleb has
no doubt in his mind that this is the work
of some very clever outlaws. Though he
can’t guess as to what their overall plan
is, he applauds the ruse, and in fact may
seem a little envious. Kaleb can be found
at Captain Booze’s Bar where the local
color is constantly discussing the disap-pearances. Kaleb doesn’t have much in-
formation beyond what the players can
get from Alabaster, but he does men-
tion that there are a lot of old rails out
in the foothills that lead to dead towns
and mines. He will eventually send the
players to talk to Berrik for more infor-
mation.
Berrik Berrik lives a few blocks from Captain
Booze’s Bar, in a house that is entirely
decked out in train memorabilia. The
front door has a sign taken from an
old train depot and the inside is home
to a massive model train set that runsthrough every room in the house. Berrick
can be found sitting at a table in an outt
reminiscent of old train conductors back
on earth. He is meticulously construct-
ing a new train set. Berrik is a friendly,
though socially awkward, individual. He
is nervous around females, but can talk
forever about anything related to trains.
The information he has to give involves
the train in question.
There was a project at one time for
automated trains, allowing them to be
guided by transmitted signals. The proj-ect didn’t meet with wide success as there
were too many variables without linking
the entire train network wirelessly. A few
of the prototypes were bought by private
collectors, and have since disappeared
from most people’s knowledge. The
system can be rigged to take commands
from a short wave radio transmission.
As they talk, the conversation should
eventually turn toward the towns which
have disappeared. At this point, Berrik
will point out that his model set is a scale
replica of the entire Walk of Man railsystem, complete with every rail line that
he knows. Examination of the towns
that have disappeared shows that they
are all within radio range of an aban-
doned line that leads off into the foot-
hills of the Azuremar mountains.
On the Trail Players can take the next train and get
off a day’s trek from the abandoned
rail line. The GM is free to change their
method of transportation to whatever
they wish, and possibly sprinkle in some
side adventures along the way. Possible
encounters include a run in with ravag-
ers. If the GM feels like throwing in a
sign the players are on the right track, the
ravagers can be feeding on the remains
of settlers from the towns that disap-
peared.
The Ghost Train News often travels slow in the Walk of Man once one gets outside the boundaries of the
larger cities. Most news comes in the form of rumors brought in by train passengers and
hunters returning home after expeditions on the plains. The latest rumors have taken a
dark turn. Smaller settlements across the Walk have been found deserted. Most look as
if the people just packed up and left. Nothing of value has been left behind, except for the larger permanent buildings. Three towns have disappeared so far with no one left dead or
alive, and no one seems to have any clue as to what is going on. Smaller towns are getting
scared, and the citizens are arming themselves more than usual against whatever strange
events are taking place.
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Whatever happens along the way, the
players eventually nd themselves at
the end of the rail line, or at least the
original end. It appears that sometime
recently, someone has added new rails
and extended the line into the hills. Fol-
lowing the line leads to what appears to
be a mining camp. Portable buildings,probably taken from the towns, serve as
shelter and living space. The mine looks
new, with fresh ore and tracks out front.
The Ghost Train is currently absent.
At the MineIf they can stay out of sight, the play-
ers will be able to see that the people
who disappeared have apparently been
chained together and forced to work in
the mine. The individuals holding them
hostage look like a ragtag band of para-
military types and rabble-rousers. TheGM is free to extend this scene as much
as they wish. The more guards they put
around the place, the harder things will
be for the players. Different areas where
encounters may happen include: Narrow
streets between the buildings, in areas of
new construction with dangerous unn-
ished work, the mess hall, labor barracks,
guard barracks, and the mouth of the
mine. There can also be multiple levels in
the mine, each with guards watching the
workers. Freeing the workers may result
in some help for the players.
Ending the Mission When the GM wants to end the mis-
sion, they simply have the Ghost Train
make it’s appearance. The train is back
from harvesting fresh workers, and
brings with it the brains of the opera-
tion. The nal encounter will likely take
place on the train itself, and can vary
from in the cars to outside on the lad-
ders or upper railing. The entire opera-
tion is masterminded by a vanir by the
name of Rykus. If the players manage
to stop him without killing him, Rykus
confesses that he and his men were
once Rusty Stars, but they defected
when they found a rich charonium de-
posit and decided to go into business
for themselves. If Rykus is killed, play-
ers can nd out this information from
a different source, such as a soldier or
someone’s journal.
RewardsStandard criminal bounty, plus daily wage of 100 geodites, plus a completion bonus
of 1,000 geodites.
NPCs The NPCs you need for this adventure are: Alabaster, Kaleb, Berrik, Rykus, the Ge-
neric Bandit and the Generic Worker.
Armor
Alabaster
AttributesStrength:
Constitution:
Toughness:
Willpower:
Movement:
Agility:
Perception:
Stealth:
Acting:
Speaking:
7
8
9
9
8
7
8
5
8
9
Humanities:
Science:
Medicine:
Repair:
Animal Ken:
Driving:
Close Combat:
Ranged Combat:
7
3
3
3
5
8
5
7
Backgrounds & TraitsLaw Enforcement Agent:
Mesa Trapper:
Aesir Wafan:
Ambidexterity:
Contact:
Sense of Orientation & Time:
Duties:
Enemy:
Silent Machinery:
Swiftness:
8
7
3p
1p
3p
2p
-1p
-3p
1p
1p
Damage thresholds
Negligible
Minor
Moderate
Serious
Severe
Negligible
Minor
Moderate
Serious
Severe
8
13
18
23
28
0
-3
-5
5
11
18
24
30
Stun InjuryL e g s :
A r m s :
Coverage: Deflect: Stop: Slow:
Regnant Jacket 11 4 6 11
Encumbrance15 30 75
0: -2: -5:
DamageAttacks
Ultrasound Blaster:
EMP Blaster:
Punch:
Kick:
Wrestling:
Chance to Hit
6
4
8
7
I n j ur y :
S t un:
P i er c
e:
D ef en
s e / A
u t o:
Gr a
p pl e
/ A i m
e d :
G u ar d
/ Di r e
c t e d :
S t r i k e / S n
a p S h
o t :
8
7
2
0
9
9
12
11
11
7
8
7
5
8
1
10
4
5
BP
28
30
25
27
27
22
24
17
19
25
R an
g e:
A t t a c k
s :
2
3
3
3
Ranges1
2
3
4
5
10 m
20 m
50 m
100 m
200 m
6
7
8
9
500 m
1000 m
2000 m
5000 m
Fence:
Power:
Precision:
-2
-1
0
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Armor
Berrik
AttributesStrength:
Constitution:
Toughness:
Willpower:
Movement:
Agility:
Perception:
Stealth:
Acting:
Speaking:
7
5
5
9
9
7
7
9
3
5
Humanities:
Science:
Medicine:
Repair:
Animal Ken:
Driving:
Close Combat:
Ranged Combat:
7
3
3
3
3
3
5
7
Backgrounds & TraitsContact:
Duties:
1p
-1p
Damage thresholds
Negligible
Minor
Moderate
Serious
Severe
Negligible
Minor
Moderate
Serious
Severe
6
11
16
21
25
0
-3
-5
3
9
15
22
28
Stun InjuryL e g s :
A r m s :
Coverage: Deflect: Stop: Slow:
Thick Leather Armor 16 3 6 10
Encumbrance15 30 75
0: -2: -5:
DamageAttacks
Cold Swift:
Dagger (slash):
Dagger (thrust):
Punch:
Kick:
Wrestling:
Chance to Hit
4
9
10
8
7
I n j ur y :
S t un:
P i er c
e:
D ef en
s e /
A u t o:
Gr a
p pl e
/
A i m e d :
G u ar d
/ D
i r e c t e d :
S t r i k e / S n
a p S h
o t :
6
2
3
2
0
7
13
14
12
11
11
5
6
6
7
5
8
4
1
5
4
5
BP
12
13
20
25
27
27
24
27
25
17
19
25
R an
g e:
A t t a c k
s :
2 2
Ranges1
2
3
4
5
10 m
20 m
50 m
100 m
200 m
6
7
8
9
500 m
1000 m
2000 m
5000 m
Fence:
Power:
Precision:
-2
-1
0
Armor
Kaleb
AttributesStrength:
Constitution:
Toughness:
Willpower:
Movement:
Agility:
Perception:
Stealth:
Acting:
Speaking:
9
8
9
9
8
7
5
7
3
5
Humanities:
Science:
Medicine:
Repair:
Animal Ken:
Driving:
Close Combat:
Ranged Combat:
5
5
3
5
3
8
8
8
Backgrounds & TraitsBounty Hunter:
Law Enforcement Agent:
Mercenary:
Vanir Wafan:
Contact:
Sense of Orientation & Time:
Dark Secret:
Duties:
Enemy:
Vanir Armor:
7
7
5
3p
1p
2p
-2p
-1p
-1p
1p
Damage thresholds
Negligible
Minor
Moderate
Serious
Severe
Negligible
Minor
Moderate
Serious
Severe
8
13
19
24
28
0
-3
-5
6
12
18
24
30
Stun InjuryL e g s :
A r m s :
Coverage: Deflect: Stop: Slow:
Reinforced Area (hard) 9 8 14 17
Heavy Vanir Armor 18 6 8 13
Encumbrance25 50 125
0: -2: -5:
DamageAttacks
Silent Thunder (unique rifle):
Knife (slash):
Knife (thrust):
Punch:
Kick:
Wrestling:
Chance to Hit
4
12
11
11
10
I n j ur y :
S t un:
P i er c
e:
D ef en
s e /
A u t o:
Gr a
p pl e
/
A i m e d :
G u ar d
/ D
i r e c t e d :
S t r i k e / S n
a p S h
o t :
11
4
5
5
3
13
15
16
14
13
13
10
8
8
9
7
10
10
3
6
6
7
BP
16
15
21
27
29
29
32
28
26
19
21
27
R an
g e:
A t t a c k
s :
4 5
Ranges1
2
3
4
5
10 m
20 m
50 m
100 m
200 m
6
7
8
9
500 m
1000 m
2000 m
5000 m
Fence:
Power:
Precision:
1
1
1
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Armor
Generic Bandit (Olympian)
AttributesStrength:
Constitution:
Toughness:
Willpower:
Movement:
Agility:
Perception:
Stealth:
Acting:
Speaking:
7
5
8
7
7
5
5
3
3
5
Humanities:
Science:
Medicine:
Repair:
Animal Ken:
Driving:
Close Combat:
Ranged Combat:
3
3
3
3
3
3
7
3
Backgrounds & TraitsBounty Hunter:
Sense of Orientation & Time:
Natural Resistance:
3
2p
1p
Damage thresholds
Negligible
Minor
Moderate
Serious
Severe
Negligible
Minor
Moderate
Serious
Severe
6
11
16
22
26
-1
-4
-8
4
10
17
23
29
Stun InjuryL e g s :
A r m s :
Coverage: Deflect: Stop: Slow:
Synthetic Fibre Vest 7 3 4 6
Encumbrance15 30 75
0: -2: -5:
DamageAttacks
Combat Knife (slash):
Combat Knife (thrust):
Punch:
Kick:
Wrestling:
Chance to Hit
11
11
10
9
I n j ur y :
S t un:
P i er c
e:
D ef en
s e /
A u t o:
Gr a
p pl e
/
A i m e d :
G u ar d
/ D
i r e c t e d :
S t r i k e / S n
a p S h
o t :
4
5
4
2
15
15
13
12
12
7
7
8
6
9
3
6
5
6
BP
15
21
26
28
28
28
26
18
20
26
R an
g e:
A t t a c k
s :
Ranges1
2
3
4
5
10 m
20 m
50 m
100 m
200 m
6
7
8
9
500 m
1000 m
2000 m
5000 m
Fence:
Power:
Precision:
0
0
-4
Armor
Generic Bandit (Promethean)
AttributesStrength:
Constitution:
Toughness:
Willpower:
Movement:
Agility:
Perception:
Stealth:
Acting:
Speaking:
9
7
7
7
7
5
5
5
3
3
Humanities:
Science:
Medicine:
Repair:
Animal Ken:
Driving:
Close Combat:
Ranged Combat:
3
3
3
3
3
3
7
3
Backgrounds & TraitsBounty Hunter:
Cybernetic Limb (arm):
Combat Claws:
5
1p
1p
Damage thresholds
Negligible
Minor
Moderate
Serious
Severe
Negligible
Minor
Moderate
Serious
Severe
6
12
17
22
26
-1
-4
-8
5
11
17
23
29
Stun InjuryL e g s :
A r m s :
Coverage: Deflect: Stop: Slow:
Ravager Vest 7 3 5 7
Encumbrance25 50 125
0: -2: -5:
DamageAttacks
Combat Claws:
Punch:
Kick:
Wrestling:
Chance to Hit
11
10
9
I n j ur y :
S t un:
P i er c
e:
D ef en
s e /
A u t o:
Gr a
p pl e
/
A i m e d :
G u ar d
/ D
i r e c t e d :
S t r i k e / S n
a p S h
o t :
5
4
2
16
14
13
13
10
9
7
10
9
6
7
BP
18
27
29
29
33
19
21
27
R an
g e:
A t t a c k
s :
Ranges1
2
3
4
5
10 m
20 m
50 m
100 m
200 m
6
7
8
9
500 m
1000 m
2000 m
5000 m
Fence:
Power:
Precision:
0
1
-4
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Armor
Rykus
AttributesStrength:
Constitution:
Toughness:
Willpower:
Movement:
Agility:
Perception:
Stealth:
Acting:
Speaking:
8
8
7
8
5
5
7
5
5
5
Humanities:
Science:
Medicine:
Repair:
Animal Ken:
Driving:
Close Combat:
Ranged Combat:
3
3
3
3
3
3
8
8
Backgrounds & TraitsSense of Orientation & Time:
Vanir Armor:
2p
1p
Damage thresholds
Negligible
Minor
Moderate
Serious
Severe
Negligible
Minor
Moderate
Serious
Severe
7
12
17
22
27
-1
-3
-6
5
11
17
23
29
Stun InjuryL e g s :
A r m s :
Coverage: Deflect: Stop: Slow:
Reinforced Area (hard) 9 7 11 14
Medium Vanir Armor 17 5 7 11
Encumbrance25 50 125
0: -2: -5:
DamageAttacks
Ophion F-30:
Sword (cut):
Sword (thrust):
Punch:
Kick:
Wrestling:
Chance to Hit
5
14
14
11
10
I n j ur y :
S t un:
P i er c
e:
D ef en
s e /
A u t o:
Gr a
p pl e
/
A i m e d :
G u ar d
/ D
i r e c t e d :
S t r i k e / S n
a p S h
o t :
8
7
7
5
3
10
12
14
13
13
8
6
7
9
7
10
4
6
7
6
7
BP
10
26
24
27
29
29
24
31
29
19
21
27
R an
g e:
A t t a c k
s :
4 3
Ranges1
2
3
4
5
10 m
20 m
50 m
100 m
200 m
6
7
8
9
500 m
1000 m
2000 m
5000 m
Fence:
Power:
Precision:
1
1
1
Difficulty: Average
Armor
Generic Worker
AttributesStrength:
Constitution:
Toughness:
Willpower:
Movement:
Agility:
Perception:
Stealth:
Acting:
Speaking:
7
5
5
5
5
3
5
3
3
5
Humanities:
Science:
Medicine:
Repair:
Animal Ken:
Driving:
Close Combat:
Ranged Combat:
3
3
3
3
3
3
5
5
Backgrounds & TraitsClumsy (optional):
Coward (optional):
-3p
-2p
Damage thresholds
Negligible
Minor
Moderate
Serious
Severe
Negligible
Minor
Moderate
Serious
Severe
4
9
14
20
24
-2
-5
-10
3
9
15
22
28
Stun InjuryL e g s :
A r m s :
Coverage: Deflect: Stop: Slow:
Armor Jacket 10 2 3 6
Encumbrance15 30 75
0: -2: -5:
DamageAttacks
Ares Pistol:
Knife (slash):
Knife (thrust):
Punch:
Kick:
Wrestling:
Chance to Hit
3
9
8
8
7
I n j ur y :
S t un:
P i er c
e:
D ef en
s e /
A u t o:
Gr a
p pl e
/
A i m e d :
G u ar d
/ D
i r e c t e d :
S t r i k e / S n
a p S h
o t :
3
1
2
2
0
6
13
14
12
11
11
4
6
6
7
5
8
4
1
4
4
5
BP
10
13
19
25
27
27
24
26
24
17
19
25
R an
g e:
A t t a c k
s :
2 3
Ranges1
2
3
4
5
10 m
20 m
50 m
100 m
200 m
6
7
8
9
500 m
1000 m
2000 m
5000 m
Fence:
Power:
Precision:
-2
-1
2
6
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The Rusty StarsEvery culture goes through hard times,
some of them are harder than others. At
times the entire younger generation can
be left twisting in the wind so the older
established generations can manage to
remain stable and provide for them andtheirs. However where does that leave
the young folks in their twenties and
thirties, desperate to leave the nest but
unable and ostracized or scorned for
their lack of jobs? The Walk of Man,
always an old fashioned place run by
some well to do senior gentry of the
blue collar variety, have always been op-
posed to unnecessary modernization.
In the face of the Walk of Man losing
business to more modernized, albeit
less plentiful, resource gathering op-
erations countless orders for resources were shifted to regions that could pro-
vide them more quickly, like Aquilons
deep water mining operations.
In the face of the modern leader-
ships stubborn refusal to modernize
and expand, many young folks were
beginning to question the wisdom of
their elders, believing that they, in fact,
may have lost perspective on what’s re-
ally important, placing their generations
values ahead of the well being of the
current generation. To that end, an or-
ganization called The Shining Stars wasfounded to protest the so called Voice
of the West’s system. Their many pro-
tests went unanswered, and one day
after nearly a year, when their protests
reached a fever pitch, as they assailed
the Council of the Voices headquarters
with over a thousand protesters, speak-
ing from bullhorns, their leader person-
ally called out Avery Savern, the cur-
rent public representative of the voice.
Their yelled arguments reached a fever
pitch, and a line was crossed, guns were
pulled, and one man was left dead. But with Saverns death, the local constables
had no absolutely no choice but to clear
the streets by force.
Alabaster, the towns Sheriff yelled at
them through his megaphone, calling
them “you damned fools are noth-
ing but rusty stars,” forever changing
how these young folks were viewed.
They were driven from the streets, ar-
rested by the dozens, high ranking of-
cers tracked down and arrested. Theirleader, a young Olympian named Jebe-
dia Kamerer. stood trial, a virtual kan-
garoo court trial, and was convicted of
the murder in less than a week. Though
due process was dubious, the video evi-
dence was absolutely irrefutable.
In the wake of Jebediahs hanging,
the men now called the Rusty Stars faced
difcult decisions without the benet
of their level headed leadership. Many
now favored direct actions and those
few that still favored rational discourse
were quickly shouted down by the oth-ers who’d lost family and friends due to
what they were calling The Purge. The
change began with acts of vandalism,
then theft of government property but
with the governments dismissive de-
nouncement of them as nothing more
than petty criminals, it quickly spread
to acts of arson and sabotage. With
this change to a more violent standing,
a new leader emerged. A disenchanted
Vanir woman named Olga Redstream.
Hailing from Cork, Olga was believed
to have been the lover of Jebediah Ka-merer. Her actions began leading the so
called Rusty Stars down a dark and an-
gry path. Reform was not forgotten, but
revenge seemed to be a much stronger
goal for many of their actions than any
real sort of social justice.
Spurred on by their seeming law-
lessness, many gangs of bandits, and in-
dividual highwayman became far bolder
and began rearing their ugly heads. Small
groups of extra-national criminals were
even beginning to suspect that the Walk
was unable, or even unwilling to expendthe resources to protect themselves.
Lawlessness was running rampant in
the walk. This led to the current proc-
lamation of open war on outlaws, the s
called ‘Season of Gunshots.’ With the
somewhat reluctant proclamation of
the bounty on outlaws, the Rusty Stars
only stepped up their aggression.
The typical rusty star agent wears cheap
imported body armor when on mission,
wearing a bandana of Red or white
around their neck, pulled up over their
faces on missions. Beyond that, they’ve
got little in the way of formal uniforms.
Their weapons are primarily imported
semi automatic weapons, and full autosif they can get them. A few more elite
soldiers in their group will carry heavier
ordnance or impressive melee weapons.
The leaders of their ‘freedom ght-
er’ groups are often simply called Leads,
and their regular recruits called ‘the
padfoots.’ A Lead will usually be slightly
better armored and armed, as well as
more experienced, and may be accom-
panied by an especially tough body
guard, the duty usually falling to quick
response trained Vanirs or Medeans.
They have a few especially eliteunits, often extremely talented merce-
naries, who they utilize for quick strike
raids and guards for their crucial fa-
cilities where they hide their growing
stocks of weapons and vehicles.
Rust Stars tend to hole up anywhere
they can, sometimes even taking over
industrial facilities, and continuing their
output for their own purposes, some-
times even feigning to continue ship-
ments and maintaining the illusion of
their bases standard operation as long
as possible.However, they often go out of their
way not to hurt the occupants if at all
possible, often keeping them guarded
for as long as they can, before pulling
out with their ill gotten goods, but a
few Rust Stars take liberties with their
prisoners, or even kill them outright for
‘supporting a system that doesn’t work.’
Few other stars condone this.
8/2/2019 New Horizon Adventure - The Ghost Train
http://slidepdf.com/reader/full/new-horizon-adventure-the-ghost-train 8/8
WeaponsChance to hit Damage
Snapshot Directed Aimed Range Pierce• Stun• Injury•
Strike Guard Grapple•• Deense••
Unarmed
Ranges
1 10m
2 20m
3 50m
4 100m
5 200m
6 500m
7 1000m
8 2000m
9 5000m
Armor
Stop Slow None Coverage
5 10 15 20
5 10 15 20
5 10 15 20
5 10 15 20
5 10 15 20
5 10 15 20
Wound thresholdsStun Injury Arm Leg
Critical +20
Severe +15
Serious +10
Moderate +5
Minor
Damage modifer •
Grappling modifer ••
StrengthConstitution
Toughness
Willpower
Movement
Agility
Perception
Stealth
Presence
Persuasion
HumanitiesScience
Medicine
Repair
Driving
Animal Ken
Close combat
Ranged combat
4 6 8 9 10 11 12 1314 15
-5 -2 -1 0 1 2 3 4 5 6
Traits
Character name
Player name
4 6 8 9 10 11 12 1314 15
Backgrounds
Attributes