Sanctuary. A colossal wall of opaque, salt-stained glass and a constant patrol of mounted guards separate one wealthy Bastionite’s passion project from the rest of the Surge: an aquatic-equine haven and the home of a retired, prize-winning race-seahorse called Nightheart.

Mounted Guard HP 3
Driven to protect the Sanctuary for money.
Armour 1 (Life Preserver)
Rifle (d10, Bulky)

Sea Horse HP 5
Driven to graze of ocean plants.
STR 11, DEX 12, CHA 6
Bite (d6)

Nightheart HP 8
Driven to be admired.
STR 12, DEX 14, CHA 8
Bite (d8)

Fort. Cracked, rime-covered stone in which a dozen arcane artists diligently hone their skills. These apprentices learn from an electric tattoo machine and are very exclusive, only take clients willing to get the tattoo they need to practice. £500 each.

ARCANE TATTOOS Roll d6

  1. Swallows. Hands. Push a powerful gust of wind capable of knocking back people close to you.
  2. Anchor. Legs. You cannot be moved by force.
  3. Eightball. Scalp. Once per day, force the Conductor to re-roll any roll and take the new result.
  4. Snake. Stomach. Immune to poison and other harmful effects from consumption.
  5. Rose. Neck. Once per day, touch a target and influence their mind. They can make a CHA save to resist the hypnotism.
  6. Lighthouse. Back. See perfectly through fog and other volumes (smoke, mist, etc.)

Apprentice HP 9
Driven to master their craft.
CHA 14
Tattoo Gun (d6), marked on Critical Damage
Marked. Permanent d6 CHA loss (minimum of 1) until the mark is removed by a Specialist.
Tattoos. Each apprentice has two tattoos (2d12).

Tattoo Machine HP 15
Driven to remake reality with its art.
Armour 1 (Stickered-up chassis), STR 12, DEX 4, CHA 16
Tattoo Guns (d8), marked on Critical Damage
Marked. Permanent d8 CHA loss (minimum of 1) until the mark is removed by a Specialist.
Tattoo Master. Capable of bestowing Master Tattoos.
Ropey Limbs. Can attack up to three targets at a time.

MASTER TATTOOS Roll d6

  1. Demon. Back. Attackers gain +d8 when attacking the same target as you.
  2. Dragon. Neck. Breathe fire (d6, Blast).
  3. Ship. Stomach. Carry one extra Bulky item.
  4. Angel of the Battlefield. Scalp. Advantage on saves against Critical Damage.
  5. Shield. Legs. +1 Armour when standing perfectly still.
  6. Reaper. Hands. Once per day, touch a target. If they fail a STR save, they lose d12 STR. If they succeed, you each lose d6 STR.

Signal Tower. A floating tower of rusted steel, dangling copper, and flashing red. The site of a defunct, conspiratorial broadcast called Truth 87.9. The sleepless, twenty-four hour host Smokey Joe claims to have a magic hourglass that alters the passage of time.

Church of the Fallen Rime. A house of worship made from beach wood and scrap metal. A rusted trap door in the temple leads down into ice caves where the most zealous believers slither through the dark mining frozen raw chaos for their foul rituals.

The Fogburner. An expedition ship trapped in ice for over 150 years, now the fortified home of Ellis Hudson, founder of the Church of the Fallen Rime. Hudson has lived well beyond his natural lifespan—a feat he attributes to the arcane artefacts still frozen in the ship’s submerged cargo hold.

Pirates. Operating out of a hidden cove, criminal maths sorcerers from the distant star Angor use rhythm machines to fold spacetime, allowing them to travel instantly across the Surge. King Uptza scours the Deep for a hidden prize—and the Rhythm Commanders piloting his six advanced pirate ships know better than to ask what it is.

Posted in

Leave a comment