The Raven Scout

As a former member of the elite Raven Corps, the Scout is an expert in reconnaissance who has been fitted with implants allowing him to control recon drones via a neural interface. He can always be found with a faithful drone by his side, surveying uncharted areas or protecting his six. Even though the Scout is a competent explorer on his own, he becomes a survival superhero with his mechanical sidekick close by.


Raven Scouts start with 8+Muscles Health and gain an additional 4+½ Muscles at each new level.


Raven Scouts are trained in light and medium armor.


Raven Scouts are trained in combat rifles, grenades, light melee weapons, pistols, shotguns and sniper rifles. All other weapons are used with a -2 attack penalty.

Starting gear

Raven Scouts start with the following items:

  • Assault rifle OR battle rifle
  • Autoloader
  • Dagger
  • Recon armor
  • Raven drone
  • Medkit
  • Exploration kit
  • 2 rations
  • 4 ammo clips
  • $100

Raven Scout abilities

Level 1 One with the machine
Level 2 Jury rig
Level 3 Survival training
Level 4 A boy and his drone
Level 5 Reconnaissance
Level 6 Speed of thought
Level 7 Mobility
Level 8 Scout’s best friend
Level 9 Opportunity fire
Level 10 It’s twins!


One with the machine

Your drone control implants allow you to direct a drone effortlessly. You don’t need a control unit to command a drone and you can do so as a move instead of an action. You can only command one drone per round using your implants.

While you are controlling a drone, its sensor output is fed directly into your optical and acoustic nerve, replacing your normal vision and hearing.

At the 4th level, a drone controlled by your implants gains a +1 bonus to Evasion. At the 8th level, you have a +1 bonus to attack rolls with a drone’s weapons.

Jury rig

It’s hard to find a good mechanic in the middle of nowhere, so you have learned how to do some basic drone repairs yourself. Once per day, you can spend 30 minutes working on a damaged drone to repair 1d6+Brains lost Health.

Survival training

You’ve spent so much time in the wild that you know it like the back of your hand. You have a +2 bonus to Survival rolls as well as to any Perception or Stealth rolls attempted in the wilderness.

A boy and his drone

Your trusted drone can feed you with information on a target to make your attacks more effective. The drone can lock on a target it can see by using an action and rolling Reflexes versus the target’s Evasion. Your own attacks gain a +1 bonus to the attack roll and +1 damage die against a locked target, as long as you are using a ranged non-explosive weapon. The lock remains until the drone loses sight of the target. Only one target can be locked at a time.

At the 7th level, you also gain +1 critical chance against a locked target.


Scouting an area is one thing, making a good plan out of that information is another. Fortunately, you have become very good at both. If you study an area of up to 300 feet radius for 30 minutes, either through a detailed map, direct observation from a vantage point or through your drone, you grant yourself and all comrades a +1 bonus to Evasion and Stealth rolls for an encounter that occurs there within the next 3 hours. This bonus only applies to open areas and is lost indoors.

Speed of thought

Your control implants are fast, but you have learned how to push them to the edge. So what if you have to burn a few brain cells on the way? You can control a drone as a free action for a number of times per day equal to your Brains. After using up this allowance, each additional time you use this ability costs 1d4 Health.


Olympic athletes would be jealous of your speed. Your movement speed becomes 40 feet and you only lose 10 feet of speed when moving through difficult terrain due to natural causes (ice, heavy undergrowth etc.).

Scout’s best friend

Your drone could be described as overprotective. After you are attacked by a melee or ranged attack, the drone immediately fires at the attacker with a non-explosive weapon. This ability can only be used once per round.

Opportunity fire

When you see an opening, you know how to exploit it. Your attacks with a ranged, non-explosive weapon inflict an additional 1D6 damage if the target is unaware of the attack or if he has been hit by your drone’s attack in the current round.

It’s twins!

There’s no finer drone pilot on the planet. You can now control two drones simultaneously using One with the machine, using a move to issue commands to both. Only one of them can use the Scout’s best friend ability.


Remotely controlled airborne vehicles played a crucial role in exploring and mapping hard to reach or dangerous territory during the early stages of colonisation and are still used for such purposes to this very day. Even though the means to produce new drones have been severely limited ever since the Collapse, there’ still a good number of them left in decent working condition. The high cost and difficulty of maintaining them does mean that drone use is not as wide as in the past.

General abilities

Drones are treated as mechs, although they don’t have any autonomous capability and must be controlled by a human operator. This means that they are immune to psionic damage and mind-affecting psionic powers, and they are not affected by attacks or other effects that target Resolve or require a Guts or Resolve roll to resist. They are also resistant to fire damage, but their electronics are sensitive to electric damage and they lose an additional 1d6 Health from such attacks.

Any attempt to hack, disable or disrupt a drone faces a DF equal to 12+2 per rarity grade (14 for common drones, 16 for uncommon drones and so on).

Controlling a drone

A drone must be controlled by a human operator and does not have an Initiative score of its own. Each drone comes with a remote control unit, an item that takes up an inventory slot and can be used to control a drone up to 100 miles away. The control unit also displays output from the drone’s audio, video and other sensors.

While equipped with a control unit, an operator can use an action to command the drone. This allows it to take one action and one move for that round. The drone cannot take more activities even if the operator still has other actions available.


All drones have basic audio and video sensors with lowlight capabilities, which halve any penalties associated with darkness. Models with more advanced sensor suites possess a Sensors rating that is added as a bonus to any Perception rolls made by the operator evaluating the information received by the drone.


A drone has its own Evasion rating, which is based on its manoeuvrability and speed. An operator with Reflexes or Brains of 5 or higher adds a +1 bonus to the drone’s Evasion (+2 with 8 or higher) while controlling it. This bonus is lost if the operator does not use an action to control the drone.


Drones usually have one or more built-in weapons that can be used by the operator, using his own attributes for the attack roll. If the operator has an ability that gives him an attack or damage bonus with certain weapons, then this can also be used when attacking with the drone’s weapons. The drone cannot use any other special attack ability possessed by the operator.

Each drone can carry up to five ammo clips to reload its weapons. The reloading procedure is automatic and doesn’t require any action. Replacing used ammo clips requires proximity to the drone and one action per clip to be replaced.


A drone is disabled and falls down when reduced to 0 Health. It is totally destroyed if its Health is reduced to -10 (plus -4 per rarity grade beyond common, e.g. a rare drone is destroyed at -18 Health).

As long as it is not destroyed, a damaged drone can be repaired by a mechanic with the proper facilities (usually found in the larger settlements only) at a cost of $10 per Health point restored, or in the field by using a drone repair kit.

Drone repair kit

Common item ($100)

This kit contains spare parts and the tools necessary to do emergency repairs for a drone in the field. Using a repair kit requires one hour of work and restores 2d10 lost Health. Each kit can only be used once.

Advanced drone repair kit (Uncommon item, $750): This version repairs 2d10x2 lost Health.

Super drone repair kit (Rare item, $3,000): This version repairs 2d10x3 lost Health.

Drone models


Uncommon drone ($13,500)

Though drones are useful for clandestine operations, there’s nothing wrong with a little explosive power when circumstances dictate so.

Attributes: Muscles 3, Reflexes 5, Brains 0, Guts 0

Defences: Evasion 7 (Armor 4), Resolve 0, Toughness 3

Health: 13

Speed: 80 feet (flying)

Sensors: 0

Weapons: Autoloader, grenades (see below)

The Bombardier can carry up to two grenades, each replacing one ammo clip. As an action, the drone can release one of the grenades to drop on the ground below. The attack roll for the grenade has a +2 bonus.


Legendary drone ($75,000)

More than able to hold its own in a firefight, this drone can occupy the enemy’s attention while you’re closing in.

Attributes: Muscles 6, Reflexes 6, Brains 0, Guts 0

Defences: Evasion 8 (Armor 8), Resolve 0, Toughness 6

Health: 36

Speed: 60 feet (flying)

Sensors: +2

Weapons: Combat shotgun x2

The HNT-KLR’s targeting system adds a +2 bonus to attack rolls and allows it to fire both shotguns in the same action without any penalty.

As a move, the drone can lock on to a target within sight. At the beginning of each new round, the drone can fire at a locked target with one of its shotguns without using an action. This automatic attack uses the drone’s Reflexes and occurs even if it is not directly controlled. The lock on a target is lost if he moves out of sight. The drone can only lock on to one target at a time.


Exotic drone ($52,500)

While other drones have been designed to roam far away from their controller, the Hoplite is best used at his side, protecting him with its potent energy shield.

Attributes: Muscles 6, Reflexes 5, Brains 0, Guts 0

Defences: Evasion 7 (Armor 6), Resolve 0, Toughness 6

Health: 30

Speed: 40 feet (flying)

Sensors: 0

Weapons: Combat shotgun

At the beginning of each round, the Hoplite can expend an ammo clip to produce an energy shield in a 10 feet radius around it that lasts until the end of the round. It reduces any damage taken by those within its area of effect, including the drone, by 1d6 points.

Once per round, when the drone’s controller is hit by a ranged attack, he can choose to have the drone intercept the strike and take the damage (and other effects) instead of him. The drone must be within 10 feet of the controller to use this ability. It is not effective against area-effect attacks.


Legendary drone ($75,000)

When one drone is definitely not enough, and two drones might not cut it, the Hydra comes to the rescue.

Attributes: Muscles 4, Reflexes 8, Brains 0, Guts 0

Defences: Evasion 10 (Armor 6), Resolve 0, Toughness 4

Health: 30

Speed: 80 feet (flying)

Sensors: +2

Weapons: Autoloader x3

The Hydra can use two of its autoloaders to attack with a -2 penalty, or all three with a -4 penalty.

When it is controlled by someone via drone control implants, the Hydra can use an action to split into three smaller drones. Each baby drone has 1/3rd of the Hydra’s total Health, gains a +1 bonus to Evasion and carries one autoloader. All three baby drones can act independently of each other and are controlled simultaneously using the same action or move. They can join together again to form the mother drone by using another action. For each baby drone that is destroyed, the Hydra loses 1/3rd of its max Health and one autoloader.


Rare drone ($30,000)

More stealthy and silent than a skilled ninja, this drone is a great choice for surveying enemy-occupied areas with discretion.

Attributes: Muscles 3, Reflexes 8, Brains 0, Guts 0

Defences: Evasion 10 (Armor 4), Resolve 0, Toughness 2

Health: 17

Speed: 80 feet (flying)

Sensors: +2

Weapons: Autoloader, flashpak (see below)

The Intruder has an active camouflage system that conceals it against any background. This adds a +3 bonus to any Stealth rolls it makes and allows it to hide even when being watched or with no nearby cover.

The drone’s flashpak can produce a blinding burst of light as an action. Everyone within a 20 feet radius must roll Toughness versus 18 and those failing are blinded for 1d4 rounds. The flashpak needs 5 rounds to recharge before it can be used again.


Rare drone ($30,000)

Lightning fast and notoriously hard to pin down, the Mosquito also comes equipped with an electric ray that elevates it above merely annoying status.

Attributes: Muscles 2, Reflexes 8, Brains 0, Guts 0

Defences: Evasion 10 (Armor 4), Resolve 0, Toughness 2

Health: 16

Speed: 100 feet (flying)

Sensors: +2

Weapons: Needler, electric ray (see below)

The Mosquito has automated evasion routines that grant a +2 bonus to its Evasion against the first attack targeting it each round.

The drone can fire an electric ray with range 40/200 feet as an action, inflicting 2D6 electric damage and forcing the target to roll Toughness versus 18 to avoid being stunned for 1d3+1 rounds. The ray needs 3 rounds to recharge before it can be used again.


Uncommon drone ($13,500)

This drone’s incendiary weapon makes it ideal for clearing vegetation, creating distractions or throwing a barbecue.

Attributes: Muscles 2, Reflexes 6, Brains 0, Guts 0

Defences: Evasion 8 (Armor 4), Resolve 0, Toughness 2

Health: 12

Speed: 60 feet (flying)

Sensors: 0

Weapons: Needler, mini flamethrower (see below)

The Nero’s mini flamethrower projects fire in a cone that is 15 feet long and 10 feet wide at its end. Make a single attack roll using Reflexes versus the Evasion of anyone inside that area. Those hit suffer 2D6x2 fire damage, while everyone else takes half damage only. Each use of the flamethrower consumes an entire ammo clip.


Common drone ($2,500)

The Raven is a basic drone designed for medium-range surveillance. Tens of thousands of Ravens were mass-produced to map Prometheus and they’re still easy to find.

Attributes: Muscles 2, Reflexes 5, Brains 0, Guts 0

Defences: Evasion 7 (Armor 4), Resolve 0, Toughness 2

Health: 8

Speed: 60 feet (flying)

Sensors: 0

Weapons: Autoloader

The Kid

Rare drone ($30,000)

Armed with two heavy pistols, The Kid is able to put a deadly hail of bullets downrange.

Attributes: Muscles 4, Reflexes 7, Brains 0, Guts 0

Defences: Evasion 9 (Armor 6), Resolve 0, Toughness 4

Health: 20

Speed: 60 feet (flying)

Sensors: +2

Weapons: Combat magnum x2

The Kid runs advanced targeting software that adds a +2 bonus to any attack rolls it makes. It can fire both of its combat magnums with only a -2 penalty to each attack roll.


Uncommon drone ($13,500)

The next best thing to a field medic, this medical drone zooms around the battlefield to provide emergency assistance to injured allies.

Attributes: Muscles 2, Reflexes 7, Brains 0, Guts 0

Defences: Evasion 9 (Armor 4), Resolve 0, Toughness 2

Health: 12

Speed: 60 feet (flying)

Sensors: 0

Weapons: Autoloader

The TLC-2000 can be loaded with up to 5 medkits, each one replacing an ammo clip from its internal supply. As a move, the drone can use one of the medkits on an ally within 5 feet.


Exotic drone ($52,500)

A heavily armored drone with rocket hardpoints, designed for air superiority.

Attributes: Muscles 5, Reflexes 6, Brains 0, Guts 0

Defences: Evasion 8 (Armor 6), Resolve 0, Toughness 5

Health: 26

Speed: 60 feet (flying)

Sensors: +2

Weapons: Hand cannon, rockets (see below)

The Tomahawk’s targeting systems grant a +2 bonus to all attack rolls made with its weapons. It is able to carry up to two rockets, each replacing an ammo clip from its internal supply. A rocket can be fire as an action with range 200/1,000 feet.

If the Tomahawk doesn’t move during a round, it may use its action to fire twice with its hand cannon or fire once and use one rocket.

Steel Titans

Good armor protects you, but power armor goes one step further. Its internal servomotors greatly increase your physical capabilities, allowing you to beat the bad guys into a pulp without breaking a sweat. The strength-enhancing ability of each power armor is measured by its power factor, which is added to the damage of close combat attacks and to any rolls based on pure strength (for example, forcing open a door, lifting a heavy obstacle, climbing up a rope etc.).


Rare battle armor ($25,000)

Turn yourself into an unstoppable close combat machine with an armor as fearsome as its animal kingdom counterpart. Its built-in 2-foot long claws made from polycarbon alloy are ideal for some slice and dice fun.

Power factor +2

The Grizzly’s built-in claws can be extended or retracted at will. Each does 2D8 physical damage in close combat and both can be used for two-weapon attacks with no penalty. Its dedicated close quarters software also adds a +1 bonus to all close combat attack rolls.


  1. Composite: No penalty to Athletics and Stealth rolls.
  2. Enhanced: +1 power factor.
  3. Grounded: Resistance to electric damage.
  4. Hardened: +1 protection.
  5. Lightning: Claws do electric damage.
  6. Rending: When both claws hit the same target, you can immediately make one more claw attack against him.


Exotic battle armor ($45,000)

Take the fight to the skies with this suit’s integrated jetpack. While it doesn’t compare to more modern, implant-controlled jetpacks, it will still allow for limited flight that can get you to the right spot or get you out of trouble.

Power factor +1

The Icarus can be used to fly to a maximum height of 100 feet at a speed of 50 feet per move. You can carry one more man-sized person with you, but in this case speed is halved and the max flight ceiling is 70 feet. The armor has 5 fuel and each round of flight consumes 1 fuel point. It can be refuelled by using an action and spending 2 ammo clips.


  1. Asbestos: Resistance to fire damage.
  2. Composite: No penalty to Athletics and Stealth rolls.
  3. Efficient: Holds 7 fuel.
  4. Enhanced: +1 power factor.
  5. Hardened: +1 protection.
  6. Supersonic: Flying speed increased to 80 feet per move.


Rare plated armor ($35,000)

You can never have enough room for ammo and loot, but the heavy-lifting capabilities of this armored suit definitely help.

Power factor +2

The Intrepid has +1 protection. While wearing the armor, your inventory gains 6 additional slots.


  1. Composite: Only suffers a -2 penalty to Athletics and Stealth rolls.
  2. Enhanced: +1 power factor.
  3. Grounded: Resistance to electric damage.
  4. Hardened: +1 protection.
  5. Insulated: Resistance to cold damage.
  6. Roomy: Provides 8 inventory slots.


Exotic plated armor ($60,000)

The Phoenix of legend was reborn from its ashes. Definitely a misleading name for this armored suit: no one reduced to ashes by its integrated twin flame-throwers has ever been reborn.

Power factor +2

The Phoenix has +1 protection and provides resistance to fire damage. It has two built-in flame throwers with the following statistics: Damage 1D8x2 fire, Range 15/30 feet, Ammo 3.


  1. Composite: Only suffers a -2 penalty to Athletics and Stealth rolls.
  2. Enhanced: +1 power factor.
  3. Hardened: +1 protection.
  4. Hellish: Flame throwers have +1 damage die.
  5. Insulated: Additional resistance to cold damage.
  6. Smart: Flame throwers have +2 attack.


Uncommon battle armor ($11,000)

Whereas most power armor focuses on upper body strength, the Stomper takes the novel approach of having its most powerful servos located in the legs. These do not only give it awesome kick capabilities, but are also powerful enough to actually cause tremors when you stomp the ground with enough force.

Power factor +1

While wearing the Stomper, you can kick as an unarmed attack that does 1D6 physical damage. You can also jump up to 30 feet long and 15 feet high as a move. Once every minute you can use a move to stomp the ground, creating a tremor in a 10 feet radius around you. Everyone else in the affected area must roll Reflexes versus 16 to avoid falling prone (requiring a move to stand up again). Your kick attacks gain a +2 attack bonus and +1 damage die against prone opponents.


  1. Asbestos: Resistance to fire damage.
  2. Composite: No penalty to Athletics or Stealth rolls.
  3. Enhanced: +1 power factor.
  4. Hardened: +1 protection.
  5. Insulated: Resistance to cold damage.
  6. Rift: +2 DF to avoid falling prone. Anyone falling prone also suffers 1d3 physical damage.


Uncommon plated armor ($16,000)

Sometimes even the most sturdy defences fail. In such occasions an internal shield generator can make the difference between a grazing hit and a bullet in your brain.

Power factor +1

When you get hit by an attack, you can use the Tortoise’s shield generator to add a 1d4 bonus to the protection it provides. The attack misses if the new total is high enough to deflect it. The shield generator needs 10 rounds to recharge before it can be used again.


  1. Composite: Only suffers a -2 penalty to Athletics and Stealth rolls.
  2. Energised: Roll 2d4 for the shield bonus.
  3. Enhanced: +1 power factor.
  4. Hardened: +1 protection.
  5. Neutralising: Resistance to acid damage.
  6. Supercharged: Recharges in 5 rounds.


Legendary plated armor ($85,000)

Weapons? Who needs weapons?

Power factor +3

The Warmonger reduces any damage you take (except from psionic damage) by 2 points. Unarmed attacks with its spiked gauntlets do 1D6 physical damage. The armor also features a built-in grenade launcher that allows you to fire a grenade with range 120/240 feet by using a move, as well as an integrated LMG and combat shotgun with +2 attack, +2 damage and +1 damage die.


  1. Asbestos: Resistance to fire damage.
  2. Composite: Only suffers a -2 penalty to Athletics and Stealth rolls.
  3. Dauntless: Reduce damage by 3 points.
  4. Enhanced: +1 power factor.
  5. Hardened: +1 protection.

Loaded: Also has an integrated fifty cal.

Worms of the Desert

The skalixi (sing., skalix) are a diverse species of worm-like creatures with tubular bodies that are usually encountered in the sandy deserts of Prometheus and, less frequently, in any area with soft soil they can burrow through. They spend most of their time underground, venturing to the surface only to hunt for food. They are voracious eaters and although they only possess rudimentary intelligence, they have learned to hunt in packs using simple but effective techniques.

Skalixi are excellent burrowers, able to move through sand and soft soil at a rate equal to half their speed (e.g., a skalix with speed 40 can burrow through 20 feet per move). They are very god at surprising prey by suddenly emerging from the earth and inflict a -2 penalty on any rolls to avoid being surprised when doing so.

Skalixi do not have eyes and rely on a sonar-like echolocation sense to perceive their surroundings, as well as an extremely sensitive sensory system that can detect even the slightest vibrations. This grants them +6 Perception against hidden enemies and negates darkness and other low visibility penalties. They are also not fooled by cloaking and invisibility devices or any other illusions that can deceive vision.

Their long tubular bodies are surprisingly fast and agile. As they have no legs, they cannot be knocked prone.


The red-striped bodies of ember worms can reach 14 feet in length and sometimes glow from the heat they generate.

Level 6 giant worm (large)

1,200 XP

Attributes: Muscles 7, Reflexes 3, Brains 0, Guts 3

Defences: Evasion 3 (Armor 8), Resolve 3, Toughness 7

Health: 56

Speed: 40 feet

Initiative: 6


Bite: +7 to hit (close combat). 2D6+2 physical damage plus 1d6 fire damage.

Ember worms are immune to fire damage but take 1d4 additional damage from cold attacks. The intense heat they generate means that anyone coming within 5 feet of one suffers 1d4 fire damage per round.

An ember worm’s most notable weapon is its ability to exhale a cloud of fire as an action. The cloud extends in a cone that is 30 feet long and 15 feet wide at its end. Roll Reflexes+3 versus the Evasion of everyone in that area, inflicting 3d8x4 fire damage to those hit and half as much damage to the rest. After it has used its fiery breath, an ember worm recovers x1 worth of damage at the beginning of each round (i.e., if the worm breathes fire again on the next round it will only do 3d8x1 damage, while if it waits for 3 rounds it will do 3d8x3).


These 8-foot long red-and-black worms have powerful muscles that they use to envelop their prey, like a boa constrictor. They also generate intense heat, which means that their meal is usually well done by the time they’re ready to eat.

Level 3 wormling

400 XP

Attributes: Muscles 5, Reflexes 3, Brains 0, Guts 3

Defences: Evasion 3 (Armor 5), Resolve 3, Toughness 5

Health: 21

Initiative: 6

Speed: 40 feet


Bite: +5 to hit (close combat). 1d4+2 physical damage.

Flamba worms are resistant to fire damage, but take 1d4 additional damage from cold attacks.

Instead of biting, a flamba worm can attack by trying to wrap its body around a normal-sized target within 5 feet. If the worm succeeds in a Muscles+2 roll versus the target’s Muscles or Reflexes (whichever is higher), it envelops him. An enveloped target has -4 Reflexes (to a minimum of 0) and can only attack with a one-handed weapon. He is only able to move at 1/3rd of his normal speed (taking the flamba with him).

At the end of each round, an enveloped target takes 1d4+2 damage from being constricted plus 1d6 fire damage from the intense heat generated by the worm’s body. He can try to break free as an action by rolling Muscles versus the flamba’s Muscles+2.


These young worms have not yet evolved into more specialised forms. They are about 3 feet long with grey bodies. They secrete a potent acid that can be spat at a surprisingly long distance.

Level 2 wormling

200 XP

Attributes: Muscles 2, Reflexes 4, Brains 0, Guts 3

Defences: Evasion 4 (Armor 5), Resolve 3, Toughness 2

Health: 11

Speed: 40 feet

Initiative: 7


Bite: +4 to hit (close combat). 1d4+1 physical damage plus 1d6 acid damage.

Acid spit: +4 to hit (range 30/90). 1d6 acid damage.

Larva are immune to acid damage. Once per battle, they can spray acid from their skin pores in a 10 feet radius around them. This requires an action and a Reflexes attack roll versus the Evasion of everyone in that area. Anyone hit suffers 2d10 acid damage, while everyone else takes half damage only.


These blue worms often crackle with static electricity. Their bodies constantly produce and store powerful electrical charges, making them similar to eels but far more deadly.

Level 4 giant worm

600 XP

Attributes: Muscles 5, Reflexes 5, Brains 0, Guts 3

Defences: Evasion 5 (Armor 6), Resolve 3, Toughness 5

Health: 27

Speed: 40 feet

Initiative: 8


Bite: +5 to hit (close combat). 2D4+2 physical damage plus 1d6 electric damage.

Lectro worms are immune to electric damage. In fact, taking any amount of electric damage will actually energise them, providing +1 Muscles and Reflexes for a number of rounds equal to the damage taken (this bonus is not cumulative with multiple sources of electric damage).

The constant electricity produced by a lectro’s body inflicts 1d6 electric damage to anyone striking it with a close combat attack.

A lectro worm is feared for its ability to use the electricity it generates as a weapon. It can use an action to either fire a lightning bolt that is 5 feet wide and 60 feet long or generate a cloud of lightning in a 20 feet radius around it. In either case, roll Reflexes versus the Evasion of everyone in the affected area, doing 2d6x3 electric damage to those hit or half as much damage to the rest. Once it uses this ability, the worm rolls 1d6 at the beginning of each new round and recharges it on a roll of 5-6.


Probably the strangest among the various skalixi (and that’s saying a lot!), the 12-foot leech worm has a head shaped like a closed flower bud with a small opening instead of the more usual maw. It has a very unique feeding mechanism, shooting leech-like parasites from its mouth and collecting them later to gain the nutrients they have digested from their targets.

Level 5 giant worm (large)

900 XP

Attributes: Muscles 6, Reflexes 6, Brains 0, Guts 3

Defences: Evasion 6 (Armor 6), Resolve 3, Toughness 5

Health: 47

Initiative: 9

Speed: 40 feet


Launch slug: +6 to hit (range 50/150). 1D4 physical damage (see below for additional effects).

A leech worm attacks by launching one of its leeches at a target and can fire a second leech if it doesn’t move this round. If it succeeds in a ranged attack roll, the leech attaches itself to the target. An attached leech secretes potent digestive fluids that inflict 1d4 acid damage at the end of each round.

Attached leeches can be pulled off by using a move and rolling Muscles versus 14, but this causes 1 point of damage as some tissue is torn along. Alternatively, a leech can be killed by inflicting 1 or more damage on it.

Once per battle, a leech worm can spit out a ball of leeches at a point up to 30 feet away as an action. Roll Reflexes versus the Evasion of everyone within 10 feet of the targeted point. Anyone hit takes 1d8 physical damage and is stuck with 1d3 leeches.


The mighty volca is among the largest of its species, usually around 20 feet in length, and can swallow small prey in a single bite. Volcas can command their powerful bodies to vibrate so rapidly as to cause tremors in the surrounding area.

Level 8 monstrous worm (huge)

2,000 XP

Attributes: Muscles 10, Reflexes 2, Brains 0, Guts 4

Defences: Evasion 2 (Armor 9), Resolve 4, Toughness 10

Health: 87

Speed: 50 feet

Initiative: 5


Bite: +10 to hit (close combat). 2D10+5 physical damage.

A volca worm has great reach, able to attack in close combat up to 15 feet away. Its huge maw allows it to bite up to two normal-sized targets in the same action if they are within 5 feet of each other.

When the volca successfully bites a normal-sized target with a natural 18+, it swallows him whole. A swallowed target is trapped inside the volca and suffers 1d6 acid damage (from the stomach acids) and 1d4 physical damage (from being constricted) at the end of each round. He can attack the volca’s innards (which have Armor 5) with any one-handed weapon but suffers a -4 to the attack roll. The volca will spit out any swallowed target that does 20 or more damage in total to its innards.

Instead of moving, a volca can generate a powerful tremor in a 20 feet radius around it. Everyone in this area must roll Reflexes versus 20 to avoid being knocked prone. A prone target is swallowed by the volca on a natural 16+.

Relics of Another Age vol. 1

Understanding artifacts

Promethean technology is not only extremely advanced but was also designed by an alien civilisation with vastly different aesthetic and functional paradigms. Thus, the purpose and operation of an artifact is usually not immediately known upon its discovery (unless you’ve used a similar artifact in the past) and has to be learned before you can use it.

Understanding an artifact requires a period of examination and experimentation lasting 1d10 hours per grade of rarity (2d10 for uncommon artifacts, 3d10 for rare artifacts and so on) and a Brains roll versus the artifact’s Insight DF. A successful roll allows you to understand how the artifact operates and the effect it will produce. If you fail the Insight roll, you’ll have to wait for 1d6 days clearing your mind and contemplating on what you’ve learnt before trying again.

Once you have learned how to operate an artifact, you can teach this knowledge to other people and you automatically understand all artifacts of the same type (e.g., if you learn how to use a lifestone, you know how to use all lifestones that you subsequently encounter).

Charged artifacts

Some Promethean items are reusable, but feature a finite power source, having a number of charges that have to be expended when the item is used. The charges left in such an item are randomly determined when the item is first found; check its description to see how many charges are left. There is no human technology that can recharge a Promethean artifact, so choose carefully when and where to use a charged item.

Blue juice

Uncommon artifact ($11,000, Insight DF 14)

This small canister contains a thin blue liquid that is apparently inert. When it is poured over a charged artifact however, it is quickly absorbed by the device. An uncommon or rare artifact gains 1d3 charges, while an exotic artifact gains 1 charge. The juice is not powerful enough to recharge legendary artifacts.

The canister only holds a single dose of the empowering juice.

Disintegration ray

Legendary artifact ($40,000 per charge, Insight DF 16)

This slender, rifle-like device has 1d6 charges when found. It is treated as a combat rifle for attack purposes. Spend a charge as an action to fire a green ray at a target up to 600 feet away, rolling Reflexes versus Evasion to attack. If the ray hits, the target must roll Toughness versus 20. A failed roll means that most of the target’s mass is reduced to fine dust and he is instantly killed. On a successful roll, the target still suffers 3d10x4 physical damage.

If the target is an inanimate object, the ray can disintegrate up to a 10x10x10 feet cube-shaped portion. The object makes a Toughness roll depending on the materials it is made from: +0 for plastics/softwood, +2 for hardwood/concrete, +4 for stone, +6 for steel, +8 for hardened steel and possibly more for advanced alloys. A successful roll means that the object is not disintegrated, but still loses half of its maximum Health total (so, two rays are enough to destroy almost any small-to-moderate object or structure).


Rare artifact ($12,500 per charge, Insight DF 16)

This wand-shaped device has 1d8 charges when found. While touching a solid barrier (like a wall or door) with it, you can spend a charge as a move to instantly create an opening through the barrier. The artifact produces a 5-foot wide and up to 10-feet deep circular “window” by turning any solid matter in that area completely translucent and able to be traversed as if it was air. This has no effect on the structural integrity of the barrier or the surrounding structure (i.e., a wall or arch will not collapse after part of it is affected by the artifact). The opening remains for 1 minute or until the wand is used again on it (reversing the effect doesn’t require a charge), at which point the barrier becomes solid again.

Invisibility belt

Exotic artifact ($26,250 per charge, Insight DF 16)

This metal belt fits snugly around the waist and has 1d8 charges when found. Spend a charge as a move to become almost completely invisible. You automatically hide, even if you were being watched or if there is no cover nearby, and you gain a +6 bonus to Stealth rolls. You can also move at full speed while hiding. Your presence can be detected when you take a noisy action or attack, but you can hide again by using a move and making a successful Stealth roll.

Each charge provides 10 minutes of invisibility.


Exotic artifact ($26,250 per charge, Insight DF 18)

This silvery sphere measures one foot across and has 1d10 charges when found. Its features a number of dials that have to be carefully calibrated before each use, a process that takes 10 rounds minus your Brains score (minimum 1 round). Once activated, the device projects a holographic 3D map of the area, including all objects and creatures in the surrounding 500 feet. Its scanning capabilities can pierce any known kind of wall and will map even underground areas. The produced map is of extremely high resolution and can be zoomed in up to 100 times. It is not real-time however, being just a snapshot of the area at the moment the artifact scanned it.


Rare artifact ($25,000, Insight DF 16)

This smooth, flat grey stone fits in the palm of a hand and features several symbols carved on its surface. It can be activated as an action by pressing the correct series of symbols and holding it tight with one hand. After doing so, you immediately recover all lost Health and your body is purged from all poisons and diseases (including chronic conditions).

If a lifestone is used on a recently deceased character whose Health was not reduced below -50, it has a chance to resuscitate him. The dead character rolls Toughness versus 10 + the number of minutes that have passed since his death. On a successful roll, the character returns to life (and all of his lost Health is restored).

Lifestones can only heal living, organic creatures. Each lifestone can be used once only, becoming a useless, mundane stone afterwards.

Repulsor beam

Rare artifact ($12,500 per charge, Insight DF 14)

This pistol-like device has 1d8 charges when found. It is treated as a pistol for attack purposes. Spend a charge as an action to fire a ring-shaped burst of purple energy at a target up to 300 feet away. Roll Reflexes versus Evasion to hit; the broad-shaped front adds a +2 bonus to your attack roll. If the target is hit, he must roll Muscles versus 20 to avoid being pushed 2d6x10 feet back by the repulsion force. A target that is pushed into a solid object suffers 2d8 physical (if that obstacle is another creature, both take the 2d8 damage).

Large creatures are pushed back 2d4x10 feet only. Huge or larger creatures are pushed back 2d4x5 feet.


Uncommon artifact ($4,750 per dose, Insight DF 14)

This small tube contains 1d6 applications of a clear gel. When a dose of gel is applied on skin, it will spread over the entire body in a process that takes 5 rounds to complete. The gel forms a transparent protective coating that is able to absorb a total of 10 points of damage (except from psionic damage) before it affects your Health. Once it has absorbed 10 damage or if 6 hours have passed since its application, the gel falls off your skin. You can only have one layer of steelskin gel applied at a time.


Uncommon artifact ($36,000, Insight DF 14)

This tiny pellet establishes a psionic link so that by concentrating on it as an action, you can see and hear things as if you were standing where the stone is. You are unable to take any other actions while focusing on using a watchstone and you are oblivious to what’s happening around you. The link between you and the artifact can extend to a maximum of 100 miles.

When placed somewhere, the artifact changes its surface pattern to match the background and becomes very hard to detect (DF 20 Perception roll).

At the end of each day in which you’ve used the watchstone for more than 4 hours in total, roll 1d6. If you roll 1, the watchstone runs out of power and cannot be used again.