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e x i l I u M

Exilium

- cred i ts -
f k w b q

Designed and written by Greg Saunders


Editing and Proofing by Greg Saunders
Cover by Paul Bourne
Interior art by Paul Bourne and Brandon Knight
Line art by Gary Dupuis, coloured by Derek Dow
Sketch art by Jared Blando, IP and copyright Jason Moore and Micropanzer Wargames Studio,
used by kind permission, coloured by Jared Blando and Derek Dow
Graphic Design and Layout by Paul Bourne
Proofreading by Mim Waller

Based on the Mini Six system, Mini Six is a trademark of AntiPaladin Games
The Open D6 system and logo are covered by the Open Gaming Licence, a copy of which is at the end of this book

This book, including all art, concepts, characters, text, and intellectual properties (unless otherwise stated)
© 2017 Greg Saunders

Dedicated to my three girls

2
Exilium

- co n ten ts -
i l c z h

Fallen Angels 4 Exiles and the Game 50 Ocean 124


Rewards 50 Cloud 126
Introduc tion 6 Uplift Special Rules 54
Welcome to Exilium 8 That’s It 55 Secrets 130
What is this Game About? 8 Project Chimera 130
What is Role-playing? 8 Th e Fl am e Wo rlds 60 Chimera 130
What do we Need to Overview of the System 60 Chimera Key Members 132
Play the Game? 9 The Fire Council and Unity 62 Glitter 133
A Final Comment… 9 Currency 64 Black Technologies 133
Roles within the Game 9 Technology 64 Eater-clouds 133
Creating the Game 10 Ultratech 64 Glitter Puppets 133
Key Themes of Exilium 10 Salvaged Technologies 65 Replicators 133
Styles of Play 11 Graintech 65 Dragon 133
Glitter 67 Dragon’s Goals 134
creating exiles 14 Key Technologies of the Flame Worlds 68 Corrupt Glitter 134
Steps in Character Creation 15 Glitter Augmentations 68 Agents of Dragon 135
Step 1 – Concept, name and past 15 Hacks 68 Dragon in Games of Exilium 135
Step 2 – Attributes 17 ‘Plants 69 The Vrix 135
Step 3 – Skills, Perks and Loci 69 The Vrix in Games of Exilium 136
Complications 18 Puppets 70 The Seedship 136
Skill Descriptions 19 Weapons 73
Static Defenses 21 Armour 76 Narrato r Advice 138
Perks and Complications 21 Diffusive Computing 77 What does the Narrator do? 139
Step 4 – Define their Crime 22 Vehicles 77 Structuring Missions 140
Step 5 – Define what they Own 23 Spacecraft 78 Shadows 144
Step 6 – Define the Scales 23 Eugenics, Bioengineering and Uplifts 79 Dark Souls 145
Advanced Exile Option – Uplifts 24 Uplifts 80 Taygin Morn 147
Advanced Exile Option – Simulcra 25 Uplift Designs of the Flame Worlds 82 Raster Pilk 147
We’re Done! 26 Uplift Equipment 83 Absoth Cains 148
Glitter and Medical Technologies 85 Blays White 148
co re rules o f exilium 28 The Flame Worlds 86 Boris Stow 149
Standard Tasks and Resisted Tasks 29 The Stars 86 Julius Armitage 149
Conflicts 33 Steel 87 Creating Non-player Characters 150
Combat 36 Uplifts Originating on Steel 92 Example Incidental Characters 151
Damage 39 Unusual Uplifts 102 Comprehensive Non-player
Dangers of the Flame Worlds 40 The Moons of Steel 104 Characters 152
Native Environments 40 Emerald 105 Tying it all Together 152
Gravity Wells 41 Sapphire 107
Fluid atmospheres 42 Uplifts originating on Sapphire 110 List o f Backers 153
Healing 43 Opal 114
Vehicles 43 Diamond 116 ind ex 154
Hacks 45 Stone 118
Loci 47 Mist 121 character Sheet 157

3
Exilium

fallen angels Something has awoken.

What you know...


Increasingly you feel you are not in your own body. Dreams have come that shake
your belief in yourself. Your sleeping mind is full of incredible hints at higher realities,
snatches of a heavenly existence, and the pain of a terrible fall from grace. Now this
place where you live no longer feels like home. And the Dreams are getting stronger,
and stranger…

What you have been told...


The thing that calls itself the Envoy has told you that something has awakened inside
of you. And with that awakening comes a realisation that you were once something
more than human; you were a god, a post-human, one of the Numina.

You and your fellows carved worlds from pure matter, danced in the corona of suns
and created life as playthings. You moulded the very stars themselves, and held worlds
in the palm of your hand. Your world was called Elysium – a paradise beyond this
reality. Separated from the material realm, your kind found delight in watching and
manipulating the lesser beings trapped in a material existence on the Flame Worlds,
playthings created for your pleasure. You called it Dreaming, an endless source of
entertainment and intrigue.

But times change. You committed a crime.

A terrible crime, one that stood against all that your peers believed in. And for that
you were thrown out, ejected, cast down to the lower worlds, named an Exile. Now
even in your awakened state Elysium seems little more than a vague memory that
slips through your fingers, haunting your dreams.

Now that this truth has been revealed to you, it seems an obvious thing.

But there is hope. The Envoy, the force that represents Elysium in the material reality,
has offered you a chance to return home. All you must do is walk these lesser worlds
performing tasks as required by your new master, and in doing so find a way to
resolve the guilt of your crime. Increasingly you see that this is the only way you can
return to Elysium. Under the Envoy’s guidance you invoke your one-time comrades,
the Numina, and through them reveal more of your home and your past. Doing so
risks psychosis, but the Envoy gives you the black pills to help with that, as long as
you do as asked.

This is where you are – the Flame Worlds, a place of death and intrigue, among
billions of souls trapped in this mundane existence. You and your fellow Exiles must
accept the Envoy’s offer, and meet others of your kind to do his bidding. What will you
discover among the Flame Worlds? Who knows, but if it ends your exile, it is worth it.

4
cha pter o n e
i n trod uctio n

1
I D B K Q
Exilium

- i n trod uctio n -
I D B K Q

E
xilium is a science fiction role-playing game set in a drones known as Puppets with semi-AI; uplifted animals of
distant future in a solar system known as the Flame bewildering forms; and all manner of other creatures. The
worlds, a series of planets that exist within a binary game centres on a group of seemingly ordinary people
system of two suns – Flame, an enormous bloated red giant, that have become haunted by dreams, possessed by the
and Gold, a small yellow star. In the distant past the Flame overriding feeling of being trapped in a body not their own,
Worlds were colonised by humans from Earth, but that and haunted by memories of a bizarre and beautiful place.
event has been lost to history This forms a disconnection with material reality, increasingly
making these individuals feel like lost souls, isolated from
Flame stands alone, but Gold has a system of orbiting worlds: the world around them.
Steel, Stone, Mist, Ocean and Cloud, strung out from the star
toward the gulf of interstellar space. Numerous moons orbit Only the thing calling itself the Envoy offers any explanation.
these worlds, such as those surrounding the planet Steel – This mysterious being contacts these lost individuals and
Emerald, Sapphire, Opal and Diamond. The Flame system gathers them together. It tells them that they are of the
is filled with a myriad of life forms: genetically modified Numina – a race of post humans who inhabit a realm called
humans capable of surviving on these alien worlds; robotic Elysium, a paradise, majestically isolated from the material

6
Introduction

universe. The Numina interact with material reality on the functioning society, so Dreaming Numina can experience
Flame Worlds, and of all the beings present humans have a every flavour of the exotic emotions of material existence.
special role; they serve as the hosts of the Numina, for even Dreaming serves another purpose beyond entertainment.
utopia can become dull with the passage of great time. Sometimes dark thoughts such as greed, desire, hate and
fear can surface in Numina. Such impulses stain the purity
The minds of the Numina are able to pass beyond Elysium of Elysium, and so must be purged. Dreaming allows Numina
and into the material universe, entering the Flame system to satisfy their darker needs, by urging their hosts on
and interacting with the subconscious minds of humans. They the Flame Worlds to perform illicit or dangerous acts for
call this Dreaming, and the being whose mind they impinge their satisfaction. Doing so purges the Numina’s mind and
upon is their host or vessel. As they Dream, the Numina removes any threat to the stability of Elysium.
experience the emotions and thoughts of the vessel, and may
subconsciously urge the host to act in any way they desire. The Dreaming is the key to the Numina civilisation, but
vessel does not know that another mind is interlaced with their sometimes a Dream can become a nightmare. Some
own, or that the thoughts and urges they experience are not a Numina become addicted to the feelings they experience
result of purely their own volition. In this way the Numina can while Dreaming. These Numina Dreamers are never satisfied
experience what it is to punish an errant slave in the mines of with their experiences, but seek more and more, pushing
Stone or to kill a Splice Hound in the arenas of Steel, to hunt their vessels to wilder and darker acts, and can drive their
a bomber on the scoop ships of Mist or to clinch a deal as a vessels ever onward to commit terrible crimes, their Dreams
master of a merchant house on Diamond. becoming never-ending. Such powerful and wilful Numina
are called Shadows. They must be stopped, for at their most
Each world of the Flame System is a society unto itself, with extreme they impinge their hungers onto the Flame Worlds
workers, bureaucrats, officials, criminals, all the facets of a and can destabilise a whole planet. The mysterious entity

7
Exilium

that embodies Elysium in the material reality of the Flame glow that marks them out when the Shadow manifests its
Worlds names itself the Envoy. One of its most important desires. If the Exiles perform well, and do all that is asked
duties is to maintain the stability of the Flame Worlds and the of them, they might find a way to resolve the guilt of their
system of Dreaming, and part of that process is restricting barely-recalled crimes. If they do, the Envoy can bestow the
the influence of Shadows. But to do this, tools are required – greatest gift of all – forgiveness, and a return to Elysium.
beings that understand Elysium but can also interact directly
with the material universe. That is where Exiles come in.

Sometimes crimes are committed on Elysium. For some,


W elc o m e to E x il iu m
Dreaming is not enough, and Numina commit crimes within
Elysium itself. The punishment for those who perpetrate Exilium is a role-playing game where you and a group of
these crimes is expulsion – they become Exiles. Numina friends play out adventures in the exotic and alien Flame
criminals find themselves trapped on the Flame Worlds; System, a solar system of bizarre and exciting worlds.
trapped within bodies not their own. The vessels that carry
Exiles find that their dreams become strange, repetitive and
otherworldly, and increasingly they come to understand What is this gam e about?
that the Flame Worlds aren’t their home and that they have Players take the part of a team of Exile agents. Gathered
lost something, something incredible. The Envoy offers the together by the Envoy and hunting Shadows among the
Exiled Numina a choice – walk alone and fragmented among Flame Worlds, they hope to appease their strange master
the Flame Worlds, or help in finding and releasing Shadows and resolve the guilt attached to their crimes, and in doing
that threaten the stability of the whole system and win a so win their return to Elysium, a paradise beyond the
return to that lost paradise. material universe.

Exilium is about action and adventure set against a


Ex am ples o f Shadows background of moral ambiguity and the darkest desires of
Warmongering generals on Steel, corrupt rulers on Diamond, humanity.
pirate lords on the Splinter Moons, saboteurs on Ocean,
deranged scientists exposed to Graintech on Cloud, gangland
killers on Sapphire, rebellious slave leaders on Emerald, What is role- pl aying?
corrupt merchants on Opal... A role-playing game is a type of free-form, collaborative
game where a group of Players create a story together using
The Envoy gives Exiles black pills that help to dull the dreams a set of rules as a framework and take on the role of a set of
of Elysium. These drugs also allow Shadows to be identified characters in the story. Exilium is a fairly action orientated
by sight, surrounding the Shadow’s host with a dull red role-playing game, where creating and describing exciting

designer’s notes
Exilium is a slight re-imagining of one of my earlier games, In Flames. Exilium takes some of the concepts and ideas in
that game and develops them into something related but new, and combines content found in the two supplements
for In Flames, Uplifts and Chimera, into a single book. Instead of creating a new core system for Exilium, a classic
system that suited the action and adventure trope was chosen, namely the D6 system developed by West End Games.
Thanks to the generosity of Eric Gibson, the D6 system is covered by the open gaming licence, which means that it
may be used for other game designs. This game uses an adaptation of the excellent MiniSix rules from Anti-Paladin
Games. The other major advantages of the D6 system is that the main D6 Space rules are available free on-line, should
you wish to introduce more detail into your game.

http://opend6.wikia.com/wiki/Open_D6_Resurrection_Wiki

The D6 Space and related modules are particularly relevant for those who want to add more detail to the mechanical
aspects of Exilium.

8
Introduction

adventures is given the same weight in play as is creating an you can easily copy down the relevant information onto a
in-depth story. Saying that, the system used in play is fairly blank piece of paper should you wish to. Also, you’ll need
rules-light, so you won’t find lots of modifiers for different some normal, everyday six sided dice. Ideally, you’ll have a
conditions, or complex rules that attempt to model exactly handful, say ten dice in total, but as a minimum you’ll need
how characters interact with their environment. There four or five.
aren’t any hard-and-fast rules on character movement for
example. Instead we rely on the judgement of Players and Exilium is a role-playing game with an emphasis on action,
the Narrator, and common sense. The golden rule is to let so you could use miniatures or strategic maps. Saying that, if
the story flow. The rules are there just to aid game play, not you want to ignore them and use a more free-form approach
to hinder it. to the game then feel free.

Finally, you’ll need your imagination, so bring along some


fuel for the brain – pizza and pop works well!

A final comm ent…


This is a game, and should be treated as such. Exilium
deals with some mature themes such as morality, the
consequences of actions and the darkest desires of
humanity, so always remember that it’s not real! If you and
your fellow Players start touching on ideas that you’re not
comfortable with, bring it up straight away and work it out
between you. We’re just giving you an environment for an
exciting adventure, and you should always treat it that way,
nothing more.

R o l e s wi t h i n
the game
Exilium, like many role-playing games, involves two distinct
sets of people: a Narrator who is the person responsible for
describing the world, judging to some extent the actions
of characters within that world and setting the challenges
ahead; and the Players who control the starring characters
within the game and, with the help of the Narrator, create
the story. The game requires one person to be the Narrator
and at least one Player, although three or more Players are
better. You will need to decide from the start who will take
on each role before you can proceed. Let’s look at them in
more detail.

Narrator – This person is in charge of detailing the setting


of Exilium. They present the other Players with the facts of
What do we n e ed to the setting. They construct the challenges that the Exiles
pl ay th e gam e? face within the game. They also adjudicate the actions of
There are a few things you will need to play Exilium. The other characters and play the roles of those characters.
first is a few friends – role-playing is a shared experience. In a sense they are the director and editor of the story
Typically, between three and six of you are ideal. You’ll also that’s being created. Narrating a game can be a challenge
need some paper and pencils (you can use pens, but a lot of but also immensely rewarding. One prerequisite is a clear
the information you’ll be writing down will change during understanding of the mechanics of the game, as it’s the
play so pencils are better). You will need a character sheet Narrator who has the job of making final rulings about any
such as the one shown at the back of this book; although aspects of the game system.

9
Exilium

Players – The Players take on the roles of the starring Exiles have to learn the hard way. What will they encounter
characters in the story that they and the Narrator create. out among the Flame Worlds? Only time will tell. This is one
They are literally the focus of the setting. Playing a character of the most fun aspects of the game, allowing the Narrator
can be great fun, and there is certainly less of a requirement and Players’ imaginations to run wild. The Flame System
to understand the game system than that which lies with the has been described in some detail for the benefit of the
Narrator. However, the challenge is to actually think about the Narrator but there is plenty of scope for creating all kinds of
character you are playing and to act out that character to the environments, making for a dynamic and enjoyable gaming
other members of your group. This isn’t as easy as it seems, but experience. Players should learn to expect the unexpected!
it’s the reason playing a character in a game can be such fun.

Have a chat among yourselves as to who wants to take Ac tion and Adventu re
on each role. Perhaps you’ll alternate Narrators between Overcoming Shadows on the Flame Worlds is the stuff of
several people as the game continues, of perhaps one of you adventure. Exilium can be portrayed as a fast-paced, action
feels they are best suited to the role. Either way, you need and adventure game, where Players battle enemies that
to make the decision about who does what before you can are clearly defined in black-and-white. This is perhaps the
proceed any further. easiest theme to convey in games of Exilium, and although
it does sidestep some of the other more challenging themes
of the game it can be a lot of fun to play!
C r e at i n g t h e G a m e
The first thing you and your friends need to do when setting Technological Myste ry
up to play Exilium is to create the game environment. This To most Exiles the workings and requirements of many
means deciding on the kind of game you want to play in items of technology on the Flame System is a complete
terms of theme and style, setting down some basic facts mystery, such as the strange and seemingly limitless powers
that will underpin the adventures ahead, and creating your of Graintech. This sense of technological mystery is an
characters. We’ll look at each of these processes in turn. important feature, and can help add a lot to the flavour to
the game.

Ke y Th em es o f Exilium
Hom e
There are several key themes running through Exilium that To the vast majority of inhabitants of the Flame Worlds, the
differ significantly from typical fantasy and science fiction existence of Elysium is a myth. To those that have heard of
role-playing games, and they can help to offer a unique Elysium it is nothing but a legend, a vision of an ideal utopia.
gaming experience. Here we explore some of these themes Only the Exiles and the Envoy know that Elysium truly exists.
to help establish the mood of the game and illustrate how
missions can be developed. The distinction between Elysium and the rest of the Flame
Worlds is important to the feel of the game. For Numina,
Exilium is a fairly flexible game and supports a wide range their Dreaming self is not the same as their true self. On
of playing styles. Players and Narrators playing Exilium can Elysium they may act as paragons of civilised behaviour, but
explore all, some or none of these themes during the course on the Flame Worlds their inner selves are laid bare. Only
of their games, selecting those that they find most enjoyable the Exiles understand the intimate connection Elysium has
and discarding those that are of no interest. with the rest of the Flame Worlds.

Elysium should be presented to Players as the reason why


Discove ry and Wond e r they are called into action by the Envoy. Elysium figures
The Flame Worlds are strange places. Odd creatures stalk strongly in the motivation of characters in the game, even if
the forests and swim the deeps, bizarre Puppets perform no action takes place there during the game.
almost indecipherable acts, and whole civilisations are
conjured from nothing but Glitter. Discovery and wonder is
a big part of playing Exilium. It is important for the Narrator D eath
to remember that until the Exiles worked for the Envoy, they Considering the violence and conflict inherent in the worlds
were entirely normal citizens, unfamiliar with many of the of the Flame System, it comes as no surprise that death is a
more wondrous aspects of the Flames Worlds fairly regular occurrence. For Numina Dreamers the death

10
Introduction

of a vessel is of no consequence; they remember none of matter how barbaric their actions on the Flame Worlds or
the trauma that accompanies such an end. However, for how civilised they normally are on Elysium. As a result, the
Exiles the situation is very different. Barred from returning Flame Worlds can be very dangerous places.
to Elysium, death is very real. There is no escape, and just
like the other denizens of the Flame Worlds, dying really Exiles are different. These individuals witness and
is the end. The theme of violence as an ending is common remember all that they encounter on the Flame Worlds,
in pretty much all role-playing games, but is of particular and must live with the consequences. Should they manage
importance in games of Exilium juxtaposed with the to return to Elysium, could they live among their peers
essential immortality of Numina. whilst remembering what they have seen? This raises some
difficult questions.

Mo ralit y These moral questions can form a strong backdrop to


In the Flame System, the actions of Dreamers are controlled Exilium. Of course the purpose of the game is to have
by essentially unconscious desires. Numina act in a manner fun, but difficult questions can hang in the background
unfettered by ingrained social controls, acting under throughout the gaming experience, giving Elysium a very
the influences of impulses that normally remain buried different perspective to many games where the morality of
beneath layers of behavioural programming. They do not actions is not a feature.
act like they would on Elysium; their emotions run wild and
unchecked. Fuelling this is the fact that, for Numina on the
Flame Worlds, actions have no consequences. S t y l e s o f pl ay
Normal Dreamers remember little when they cease to As well as considering the themes that might be the focus
Dream, so what happens on Steel, Cloud and the Moons of a game of Exilium, Players and the Narrator should also
cannot affect them – they feel no pangs of conscience, no consider the different styles of play they would like to explore.

11
Exilium

Action/adventure – In this style of play, action and adventure Ex am ple o f gam e creation
dominate the game. Similar to an action film, the characters James, Tom and Nancy are going to play a game with Rich as
are involved heavily with combating real physical threats their Narrator. Before proceeding with character creation,
such as the Shadows and the various creatures of the Flame they review the themes and styles presented here. Looking
Worlds. Guns and combat are prominent. Little emphasis is at the list of themes, Tom and Nancy like the sound of a
placed on creating three-dimensional characters; instead game that features technological mystery, suggesting that
it’s what those characters actually do that’s important. the game focuses on their efforts to make sense of one of
Naturally it’s conflict and confrontation that drive action the bizarre technologies of the Flame Worlds. James likes
games. the idea of action as a focus in the game, pointing out that
Shadows are potent and violent beings, and Rich agrees that
Investigative/discovery – This style of play focuses on solving a game with a focus on action would be fun to moderate.
mysteries, be they as simple as who is the Shadow that’s They therefore order the themes for their game as
controlling a smuggling ring, or as complex as unravelling a technological mystery – action, with technological mystery
conspiracy to topple an elected House Lord on Opal. Here being the focus of play.
we are less concerned with conflict and confrontation and
more with mystery and discovery, so weaponry is likely to Looking at the play styles, they decide that the order action/
be far less prominent. investigation suits their game, the idea being to make use of
unknown technology in seat-of your pants encounters with
Only two examples of style are included here, so feel free to Shadows and their minions. Rich now has an idea of the kind
expand on the list. Before play, the Players and the Narrator of game they all want to play.
should discuss their ideas and decide which themes and
styles they would like to have as the focus of their game. Finally, they each assign a memory fragment to Elysium.
Review the options presented here (as well as any others Thinking about it and discussing it among themselves, they
that come up) and order them in terms of their importance come up with these memories:
in your game.
James – ‘I remember falling from a great height through
It’s likely that all sorts of themes and styles of play will purple clouds, surrounded by whale-like beings that I
come up during the game, but usually one or the other will recognise as my friends’. This memory tells us that the
dominate. Doing this helps the Narrator to create adventures beings of Elysium are no longer human.
that everyone will enjoy and assure that Players are taking
part in the kind of games they want to play. Tom – ‘I remember sharing my mind with my lover, and
understanding the deepest thoughts and colours of their
soul’. This memory fragment shows that the inhabitants of
Elysium Elysium have relationships that transcend the body.
One final thing needs to be discussed by the Players and the
Narrator – the nature of Elysium. This isn’t predefined in Nancy – ‘I recall a great war where thousands died beneath
the rules presented here; instead the Players and Narrator the wheels of great engines, only to spring back to life
come up with a description of what Elysium is actually like laughing and begin the war again’. This memory fragment
during play. Exiles have only a fragmentary memory of indicates that the beings of Elysium do not understand
Elysium, so to start the ball rolling each Player should create war or death in the same way as the peoples of the Flame
a single memory of Elysium that they can share – as each Worlds do.
Player describes the fragment, they should say what that
memory represents. This could be a person, a scene or a Memories of Elysium are a shared resource – each character
place, magical or mundane, anything, in fact, that helps to experiences all of the memories created by the Players, as
build up some kind of image of what Elysium represents. It is they talk and reminisce about their home. When it comes
through this evolving collection of memories that the secret to using memories to invoke Numina, a Player can use any
of Elysium is created by the Players during the game. of the memories created at this point (more on this later).

I D B K Q

12
cha pter tw o
exi l es

2
I D B K Q
Exilium

- creati ng exi l es -
p c q u l

N
ow that everyone’s roles and the theme and style of all within the framework of the rules. Some of the terms
your game have been decided, the Players need to used here won’t be completely clear until you read the next
create their alter egos in the game. Player characters section of this book, but you’ll find that most are fairly self-
(PCs, also just referred to as characters) in Exilium are explanatory. It is suggested that you read the core rules
called Exiles, and are the figures through which Players before you make up a character, as some of the decisions
interact with the Flame Worlds. The personalities of these you make here will strongly influence what your character
characters are the roles Players adopt during play and their can do in the game.
focus within the game. It is the choices Players make for
their Exiles and how those characters interact that creates There is an Exile character sheet at the end of this book.
the story. Creating Exiles can be a shared experience, and Take a look at it now to see how a character is set out.
building from each other’s ideas can help to create a more
interesting group of people. Remember to include the
Narrator in the design process, as they have an important Exiles
part to play in creating the game everyone will share. As previously discussed, all the characters portrayed by
Players are Exiles, the generic name given to a Numina that
Exiles are described by a series of words and numbers that has committed a crime on Elysium and been exiled to the
put into context what they can do and how they can do it, material world. Exiles are minds trapped in the bodies of

14
CREATING EXILES

material beings, a lost and isolated group; it is only through of the character, what they can and cannot do. The four
the intervention of the Envoy – the force that represents qualities are Might, Agility, Wit and Charm. Each has a
Elysium in the material reality – that they have any focus at numerical value, but more on that later.
all. The Envoy offers the one real hope of any Exile: a promise
of return to Elysium. This is the driving force in the game, Define their Skills, Perks and Complications – An Exile’s
the achievement that every Exile strives for. It is against this Skills describe how their abilities work and how others
backdrop that Exilium is played. perceive them, giving an angle on how a character operates.

It’s important to remember that Exiles are an amalgam Perks describe little things that help or hinder the Exile in
of a post-human mind descended in a host’s body. The certain situations, or just tell us a little bit more about what
original mind is blended with the Exile Numina, which is they are like. A Complication is just that – something that
only now making itsel felt. The person that is hosting the makes the character’s life just that bit more complicated.
Exiled Numina wasn’t a great hero or an especially gifted
individual with incredible abilities or skills; they were an Define their crime – This is where we think about the crime
ordinary person. They would seem just like any citizen of that the Exile committed on Elysium that got them banished
the Flame Worlds. Before the dreams of Elysium came, they to the material world. We don’t need to detail the whole
could have been an artificial intelligence engineer, a soldier, thing, which will be revealed in play, but we jot down some
a merchant or a teacher. They might have been friendly, ideas and thoughts.
reserved, sporty or lazy. Remember that when you are
visualising your character for the first time. What were they, Define what they own – Here we describe only the most
and what have they become? precious of items that help to define a person, as well as a
few mechanically important devices they may own, such as
The rules here are for the creation of Exiles. Creating the other tools that help them to use their skills.
characters found in the game – the non-player characters
(NPCs) who are controlled by the Narrator – follows pretty Guilt and dislocation – Finally, we need to determine the
much the same steps, but without some of the detail, values of the guilt and dislocation scales that describe the
especially regarding their past and their mental state. state of the Exile. We’ll cover these in detail later, so don’t
worry too much about them now!

Ste ps in And we’re done! It may seem a lot of work, but actually
c h a r a c t e r c r e at i o n creating a character is pretty simple. OK, now we’ve
considered the overall process, let’s look at the steps in
There are a series of simple steps that should be followed detail.
when generating a character for Exilium. They are fairly
straightforward, and are outlined below. Ste p 1 – Conce pt, nam e and past
First we need to come up with a concept for our character.
Imagine your character – Picture them in your head. Who Picture them in your mind. This is key to the process of
were they, and where are they now? What are they like? character creation so try to come up with a concept that
Who were their parents? Are they friendly or reserved, interests you and represents the type of person you would
jovial or sober? This mental image is your map to guide you want to play. To help you along, here are some examples of
in creating your alter ego. important questions to ask about your character.

Think of a name – Give someone a name and automatically • What do they look like?
the image of them condenses into a person. • How old are they?
• What do they like?
Define their past – Here we describe who the character was • Where are they from?
before the dreams of Elysium came into their mind. A short • Why are they here?
description will suffice, and we also create some relationships • What were they?
to the past that may affect the Exile during play. • What have they become?

Define their Attributes – Each character is defined by four From questions like these you can draw up a mental image
Attributes, two of which are mental qualities and two are of your character that can then act as a template for the rest
physical qualities. These broadly describe the capabilities of the character creation process.

15
Exilium

The next thing to do is to give your character a name. This Exile Teams
will help to make your character more real – give something a The Envoy selects Exiles of similar age and in similar locales
name and it’s automatically more solid. Any name that takes to form teams – groups of operatives who work together.
your fancy will do – a proper name, a nickname, anything. When they meet for the first time, many teams choose a
name that describes them as a whole. The Envoy does not
Names force teams to come up with a suitable name; generally
Humans of the Flame Worlds have names that are very groups of Exiles come up with something themselves after
similar to those of Ancient Earth but corrupted by the they have worked together on a few occasions. The names
passing of time. These ancestral names can have their roots they select are generally descriptive terms or phrases,
in any of the cultures of Earth and from any time period, words from old Earth for which the meaning is now lost, or
as the incredibly fragmentary cultural information that the short, snappy logos that are often found on the casings
does exists about humanity comes without racial or cultural of Ultratech equipment (these items being copied studiously
bias. Typically, such names are either shorter corruptions from Ancient Earth designs).
of names, or ‘evolved’ forms. Players can create suitable
names by taking a human name and either leaving it as it Examples include the White Ghosts, the Subtle Company or
is, removing or changing some of the letters, or changing Halzen’s Incorporated.
the spelling to represent a similar but subtly different sound.
Second names (family names) work in exactly the same way. When thinking about the image of your character, give them
a past. Where did they come from? Describe in a few words
Examples of first names include Jon, Rikkard, Heln, Pieter or what they were before they became haunted by Elysium.
Hanner. Think of all the things that define us as people: jobs, family,
friends and roots. Think about your character and see what
Examples of second names include Smit, Perosi, Judge or fits your image. Finally, give the character two relationships
Canno. with their past, things that the Narrator might introduce

16
CREATING EXILES

during play to bring the character’s past to life. These could the more adept the Exile is at doing things that involve that
be people, organisations or family for example. Jot these quality. There are two physical qualities called Might and
down as a few words or sentences. Agility, and two mental qualities called Wit and Charm.

Money Might – This Attribute describes the raw physical potential


In Exilium, the universal money system of the Flame Worlds of the character’s body. It is used in tasks that require pure
is called the credit. One credit can be thought of as one US physicality for their success.
dollar. In Exilium we do not generally track money for Exile
characters. This is because most of the things that Exiles High Might value – a sportsman, a soldier or an endurance
need are provided by the Envoy, including enough credits runner; Low Might value – a weakling, a disabled person or
to live on. an elderly person.

Exiles come from a past where they may have been relatively Examples of actions that may use Might
rich or poor, but it can be assumed that once they’ve realised Breaking down a door, lifting a heavy weight, punching
what they are and accepted the terms of the Envoy (i.e. have someone, climbing a wall, and intimidating someone.
become player characters), then they no longer work or
earn in the way they did before the dreams came. The Envoy Agility – This Attribute describes the Exile’s physical finesse,
takes care of their needs. including such concepts as balance, nimbleness, dexterity
and poise. It is used in tasks that require the careful and
In Exilium we aren’t generally concerned with accounting for controlled application of the physical form for their success.
individual credits, however some Exiles may be wealthier or
of a better social class than others, or worse. This aspect of High Agility value – a fencer, a gymnast or a musician; Low
the past of an Exile will give some flavour to how they appear Agility value – a clumsy oaf, a thug or a small child.
– are they well-dressed and spoken, or rough and ready
for example. This may also affect how they are perceived Examples of actions that might use Agility
on the different worlds but it won’t really influence how Picking a lock, using a sing-sword, balancing on a beam, tying
they materially live now, certainly not on missions when an intricate knot, playing most sports, and aiming a rifle.
immediate needs are supplied for them. Rich, poor or
high and low class backgrounds are handled by Perks and Wit – The Wit Attribute describes the pure intellect and
Complications as described later in this chapter. the ability to think rationally and logically, and also gives an
idea of retained knowledge. It is used in tasks that require
Character Creation Example planning, specialist knowledge, or just a lot of thinking.
James is now making his first character for Exilium. Thinking Remember that sometimes the Narrator will rule that a
about the setting, he thinks a young kid fresh out of military character just won’t know something if it’s really specialised,
academy ready for action on Steel would be a fun choice. but Exiles are all natives of the Flame Worlds have some
So, picturing his character, he comes up with a soldier, tall knowledge of each of them.
and slim with an athletic build, but he has cold, hard eyes.
He is called Remillard Kane. Remillard has family in one Bear in mind that, although Numina are post-humans
of the Spire Cities of Emerald, thinking about Remillard’s operating outside of the scope of humanity, an Exile has been
relationships, James jots down ‘doting sister’ and ‘military effectively ‘dumped’ into a human body. A low Wit Attribute
fraternity’. Both of these could be used during play by the doesn’t mean that the Exile is stupid; it’s just that they either
Narrator to link to Remillard’s past. find it hard to operate in the confines of their new mental
prison or have difficulty relating to material reality.

Ste p 2 – At tributes High Wit value – a professor, an accountant, a military


A character’s Attributes describe just what they are capable commander or a well-adapted and aware Exile; Low Wit
of doing. There are four Attributes that describe four value – an idiot, a school kid, an animal or a poorly adapted
different areas of expertise, each with an associated value. and unaware Exile.
Attributes encompass the natural physical ability of the
Exile as well as giving a basis for any skills or knowledge they Examples of actions that might use Wit
may have picked up throughout their life. Each is described Arguing with someone, planning an engineering project,
below, along with some examples of where it might be used. remembering your route through the twisting tunnels of an
In every case, the larger the value associated with Attributes, Emerald Spire City, or fixing a computer operating system.

17
Exilium

Charm – This Attribute is used in any task that involves The normal ‘human’ scale for Attributes is 1D to 4D. Higher
influencing how another person or creature thinks, feels or values than this represent exceptional ability and cannot be
behaves. It is used in tasks that rely on an Exile’s influence, chosen without the Narrator’s permission.
leadership and standing.
Character Creation Example Part 2
High Charm value – your best friend, your mother, or a So James is creating Remillard, a soldier. James considers
social worker; Low Charm value – a cold hearted person, a assigns his 10D worth of Attributes.
murderer, or your ex.
Might 3D+2 – Remillard was in good shape when he met the
Examples of actions that might use Charm Envoy, military academy suited him.
Persuading someone to help you, calming a restless animal,
asserting your leadership over a group, issuing orders, and Agility 3D – as a soldier, Remillard knew how to use his body
acting. to the best advantage.

Choosing the value of Attributes Wit 2D+1 – the Exile that has possessed Remillard struggles
When we create an Exile, we must assign values to each to connect to the material world and to understand his
of the four qualities, picking values that best suit our surroundings fully.
image of our character. We do this by assigning dice (D)
to each Attribute. Don’t worry exactly what this means at Empathy 1D – Unable to connect, Remillard has difficulty
the moment; suffice to say the higher the number of dice interacting with ordinary beings.
assigned to an Attribute, the better the character is at tasks
related to that Attribute. The following table gives you an Already we have a good image of Remillard in our mind.
idea of what the values mean for a human.

1D Below average Attribute Ste p 3 – Skills, Pe rks and


2D Human average for Attributes Com plications
3D Average impressive Attribute The next step in Exile creation is to assign Skills to a character.
4D Average exceptional Attribute Skills are physical and mental abilities that describe a
5D Highly trained Attribute for a human, character’s competence, and they may represent physical or
Olympic athelete mental proficiencies. Skills are associated with an Attribute
that acts as the Skills base or root, and each Skill defaults to
You have 10D to split between each of the qualities – the level of the related Attribute. For example, a character
spending on a one to one basis – but an Attribute must with a Might of 3D has 3D in all Skills under Might before
always have at least 1D. It is possible to split dice. Each dice allocating any dice. If two Skill D are added to Brawling it is
is worth three ‘pips,’ a pip being a bonus of +1, with the third recorded as 5D. The pip progression from Attributes remains
pip moving the number of dice up the next value. - if a character has a Might of 3D+2 and adds 2D to Brawling,
his Brawling becomes 5D+2.
Example progression is 1D, 1D+1, 1D+2, 2D, 2D+1, etc.
During Exile creation Players may allocate up to 7D extra on
An Attribute may have dice only (no bonus pips), or +1 or Skills to best represent the unique talents of their character.
+2 pips. Going to “+3” advances the dice code to the next When putting dice into each Skill you can put whole dice
largest dice. in each, or use a mixture of whole dice and pips. No more

heroic exiles
The value of 10D to assign between Attributes leads to the creation of pretty heroic Exiles. This might seem counter-
intuitive when hosts are ordinary people of the Flame Worlds that have realised that they are Exiles from Elysium,
but there are two ways to look at this. Firstly, heroic Exiles are much more in keeping with the idea of action and
adventure inherent in the game and secondly, many of the dice may be assigned to the mental characteristics of the
Exile, which is, after all, partly post-human.

18
CREATING EXILES

than 2D may be spent on each individual Skill during Exile Narrator should agree on suitable focused areas during
creation. Unspent Skill dice can be used to purchase Perks character creation.
(see later). The following table gives a sense of the meaning
of skill values for humans. Example: A character with an Agility of 3D suggests a
Running Speciality of Athletics. He spends one Skill dice
1D Below average Attribute on it, but records it as Running 6D on his Exile sheet, his
2D Human average for Attributes or untrained skills Athletics remains 3D. This is the only time the 2D Skill limit
3D Average trained skill can be exceeded during character creation.
4D Average professional level of skill training
5D Expert skill training The Skill list for Exilium is shown below:
6D About the best trained in a city of region,
1 in 100,000 • Might Skills: brawling, lift, stamina, swimming
7D Among the best trained on a continent,
1 in 10,000,000 • Agility Skills: athletics, dodge, drive, heavy weapons,
8D Among the best trained on a planet, 1 in 100,000,000 melee, pickpockets, pilot, pistol, rifle, stealth, zero-gee
9D+ Incredible level of expertise
• Wit Skills: bureaucracy, history, language, medicine,
navigation, repair, security, survival, tech

• Charm Skills: bargain, command, diplomacy,


persuasion, seduce, streetwise

Skill D escriptions:

Might Skills
Brawling – the Exile’s ability to throw a punch or to kick in
an unarmed fight.

Lift – the ability to lift heavy objects and to successfully use


a host body to manipulate them.

Stamina – the Exile’s ability to use the reserves of stamina


to resist fatigue and tiring situations.

Swimming – the ability of the Exile to manoeuvre in liquids


and avoid drowning in water.

Agility Skills
Athletics – the Exile’s skill in performing adroit physical
manoeuvres such as gymnastics.

Dodge – the Exile’s skill in avoiding attacks by throwing


himself out of the way of attacks.

Skill Specialisations Drive – the physical skill of the host in operating ground-
Specialisations represent just that – an area of specialisation based vehicles that don’t have semi-AI.
within the general area of a Skill. For example, Pilot
specializations might include space craft and hover craft. Heavy weapons – ability in the operation of all manner of
One Skill dice can be spent to gain three specialty dice for heavy weaponry such as mortars and rocket launchers.
any Skill the Exile has except combat Skills such as brawling,
melee, pistol and rifle, which don’t have specialisations. Melee – training of the Exile in the use of melee weapons
Specialisation are not listed here, instead the Player and such as blades, sing-swords and the like.

19
Exilium

Pickpockets – the Exile’s ability in using sleight of hand to Language – the Exile has knowledge of, and ability to speak
remove small items from a target unnoticed. fluently, the various dialects of Speak, the common tongue
of the Flame Worlds. This is required in order to pass oneself
Pilot – the Exile’s skill in piloting flying and water-borne craft off as a local of a certain region.
not controlled by semi-AI, including space craft.
Medicine – the Exile understands how to apply whatever is
Pistol – the skill of the Exile in hitting targets with small at hand to heal wounds and repair physical damage.
hand-held weapons such as pulse pistols.
Navigation – the Exile’s experiences have led to the ability to
Rifle – the Exile ability to operate long-arm weaponry such use navigational aids to help in successfully piloting vehicles
as conventional rifled slug-projectors. to their destinations.

Stealth – the Exile skill in manoeuvring unobtrusively while Repair – the Exile has some understanding of the workings
making use of cover to remain unseen. of mechanical and electrical devices required to repair
damage.
Zero-gee – the Exile’s skill in manoeuvring in zero-gravity
environments. Security – the Exile retains memories of the workings of
security systems required to break into or otherwise subvert
Wit Skills secure areas.
Bureaucracy – the Exile has developed an understanding
of the sometimes complex and byzantine workings of the Tech – the Exile has a general knowledge of the technologies
bureaucracies of the Flame Worlds, including the moons of of the Flame Worlds, including Ultratech and the Salvage
Steel. technologies.

History – the Exile has some knowledge of the history of the Survival – the Exile understands how to make the best use
societies of the Flame Worlds. of available equipment to survive in hostile environments.

20
CREATING EXILES

Charm Skills personalised versions. Players should be encouraged to


Bargain – the Exile understands the worth of items and create their own Perks and Complications that define the
knowledge, and can use that to bargain with others. Exiles they wish to play. Complications earn Exiles character
points when they affect their lives, which can be used to
Command – the Exile’s natural superiority allows it to issue improve Attributes and Skills.
orders which few would refuse.
Perks
Diplomacy – the Exile’s experiences have led it to successfully Good looking (1): The Exile is exceptionally good looking.
navigate the social strata of Flame World society. During every gaming session, they can double the number
of dice rolled for any task that might involve appearance
Persuasion – the Exile remembers enough of its normal life as a key component at the Narrator’s discretion. Examples
to be sympathetic with others, and so manipulate them to include persuasion and seduction.
its way of thinking.
Daredevil (2): The Exile cannot grasp the concept of their
Seduce – the Exile’s is used to utilising sexual charms without mortality, and sometimes they enter situations that more
restraint. considerate individuals would avoid. Once per round of
combat per session, the Exile may double the number of
Streetwise – the Exile has experienced enough of the seedier Might dice rolled in a physical attack, but their reckless
side of the Flame Worlds to know how to act in rougher nature means that when they do, their dodge, block, and
areas and how to make contact with criminal elements. parry static resistances are all reduced by half for the rest
of the round.

Static d e fenses Destiny (2): Exiles with destiny acutely feel more than most
In the combat system Exiles calculate their static defenses that they transcend the physical world and are destined for
of dodge, block, and parry prior to the game. To calculate a triumphant return to Elysium. Once per game session,
each, simply multiply the number of dice an Exile has in the the Exile may declare a task they attempted but failed as
relevant Skill by 3 and add any pips to the total. Use the being directly related to their destiny and can immediately
associated Attribute if the character does not have the Skill. attempt the task a second time. These results are final.

Block = (Brawling Skill dice x 3) + pips. Lucky (2): The Exile considers they are lucky. Once per
Dodge = (Dodge Skill dice x 3) + pips. session, the Exile can state that they feel lucky and then
Parry = (Relevant weapon Skill dice x 3) + pips. double the result of their next roll.
Soak = (Might Attribute dice x 3) + pips + armour value
Observant (2): The Exile is very aware of their surroundings.
Once per session, their Player may announce that they are
Pe rks and Com plications giving an object or person very close scrutiny. The Narrator
Perks and Complications are facets of the Exile that will may then reveal something secret or hidden from the rest
either help or hinder them as they adventure among the of the Exiles. If nothing is revealed, this Perk may be reused.
Flame Worlds. Unspent Skill points can be used to purchase
Perks, with the cost of each Perk listed after its name. Up Memory (1): The Exile recalls things with crystal clarity.
to two Complications can be bought during Exile creation; Once per session, the Player may ask the Narrator to recall
these don’t cost or award Skill points but instead award a scene or event that the Exile has witnessed. The Narrator
something called character points (CPs) when they come then describes the details of the scene as closely as possible.
into play – we’ll discuss what CPs are later.
Rich (1): The Exile comes from a particularly rich background
Interesting Perks and Complications can be created using – before the realisation dawned that they were an Exiled
the relationships already created for the character in the Numina, they held a position that generated wealth, or
earlier stages of character creation. perhaps they inherited it. The Envoy provides for Exile
agents, but this Exile has money to spare and can generally
Example Perks and Complications purchase what they want.
The following examples of Perks and Complications do
not form an exhaustive list, but are merely a springboard High class (1): The Exile obviously comes from a high class
for discussion between the Players and the Narrator for background, and mixes well with others of a similar social

21
Exilium

class. The Exile also impresses those of a more moderate Agility Skills (base 3D): athletics, dodge, drive, heavy
background. weapons, melee 4D, pickpockets, pilot, pistol, rifle 4D,
stealth, zero-gee – total cost 2D
Complications
Age: The Exile is either really old or really young. In addition Wit Skills (base 2D+1): bureaucracy, history, language,
to all the issues that may be caused by age in the various medicine 3D, security, tech, navigation, repair, survival 3D
Flame World societies, the Narrator might choose to impose – total cost 1D+1
a penalty to an action. Whenever your age causes you great
difficulty, you receive one character point which may be Charm Skills (base 1D): bargain, command 2D, diplomacy,
spent as described later. persuasion, seduce, streetwise – total cost 1D

Crazy: The Exile has trouble associating with the material Total spent on Skills – (+2) + 2D + (1D+1) + 1D = 5D
world; it could be that they are really paranoid, or maybe (remembering that +3 in pips equals 1D).
just a touch sociopathic. That fear of almost everything
could also be a problem. The Exile earns one character point Next, James picks some Perks. He decides that as Remillard
any time your psychosis really gets in the way. is rather reckless, so daredevil is a good Perk at a cost of 2
Skill points (i.e. 2D of Skills). He has enough Skill points left
Enemies: Someone doesn’t like the Exile at all. And they are over to pay for this.
a credible threat. Maybe they have more friends than you.
Maybe they’re just bigger and meaner. Either way, you have Looking at the list of Complications, James chooses Enemies
your own personal bully. The Exile earns a bonus character as a fun Complication and, looking at what he decided for
point every time the enemy complicates things. Remillard’s past, notes down ‘military fraternity’. It seems
that Remillard left the academy with some enemies.
Gremlins: The Exile has a gift – specifically the kind that
breaks machines. They are no good with engines, electronics,
or machines, including Puppets and semi-AI. The Exile earns Ste p 4 – D e fin e th eir crim e
one character point whenever this Complication makes life The next step in Exile creation is to think about the Exile and
difficult. ask ‘what was their crime’? What did they do to get exiled
from Elysium? Like their memory of Elysium itself, an Exile’s
Personal Code: The Exile lives by a creed and you will knowledge of their crime will be hazy at best. At this point
not cross that line. Maybe they won’t fight an unarmed we only need to define a starting point for the description,
opponent or maybe they will never tell a lie. No matter how something we can add to during play. To do this we need to
it is defined; the code has to mean something. The Exile ask a question: what was the actual deed that took place?
earns one character point whenever the code complicates We note this down for the character in the manner shown
their success. below:

Poor: The Exile comes from a poor background. They get all I stole
they need from the Envoy, but still obviously have little that I beat
they can call their own. Any time an Exile’s obvious poverty I killed
makes like difficult for them, they earn a character point. I coveted
I lied
Low social class: The Exile comes from a low social class I was truthful
and it shows. Any time the Exile’s background inhibits their I pretended
interactions with middle or higher class characters, they I mocked
earn a character point.
Pick a verb that describes what the crime was and make a
Character Creation Example – Part 3 note of it on the Exile sheet. This is the start of a detailed
James needs to select Skills for Remillard, a young soldier description that will come out during play. Note that a
straight from the academy. He has 7D to split between his memory fragment of a crime is very much a personal thing
Skills, and comes up with the following: for the Exile; few would reveal what they remember of their
past to their peers. When it comes to using a memory of a
Might Skills (base 3D+2): brawling 4D+1, lift, stamina, crime to invoke Numina, only the character who committed
swimming – total cost +2 the crime they described may do so - more on this later.

22
CREATING EXILES

Character Creation Example – Part 4 sum of the number of dice assigned to the Exile’s Might and
Thinking about his character Remillard, James thinks the Wit Attributes. Any pips are ignored.
description ‘I killed’ fits in with the martial view of his
character he is forming, and makes a note of it on the Exile Example of setting the level on the guilt scale
sheet. Salkus has a Wit of 2D+1 and a Might of 2D, therefore his
starting value on the dislocation scale is 2 x (2 + 2) = 8.

Ste p 5 – D e fin e what th ey own


Exilium isn’t the sort of game where we rigidly define what Advanced Charac te r O ption –
Exiles own, how much they can carry, and the like. After all, Loci and Hack Augm entations
the Envoy provides all sorts of useful stuff for operatives. Player Character Hosts may have Hacks, ‘Plants and Loci at
All Exiles start with a selection of suitable clothes and the start of the game – these technologies are described in
equipment. Think about what the Exiles was before the Welcome to the Flame Worlds, and the mechanics of their
dreams of a lost paradise assailed them, and describe one use are outlined in the Playing the Game section. Below
key item for each physical skill that the Exile has. This is going are described the use of augmentations in Exile creation.
to be useful stuff, like a doctor’s medical bag, a soldier’s Consult with your Narrator if you wish to create an Exile with
pulse rifle, or a hand-held computer with semi-AI. any of these augmentations.

It could also be a personal augmentation that explains the Loci Limitations for Exiles
character’s Attributes or Skills, such as boosted musculature Loci are interfaces between computer processors and the
explaining a high Might Attribute. Also, give them at least brain, and they limited in two ways. Firstly, they take up space
one sentimental item like a picture of a child, a journal of the on the temples, and secondly, fusing a processor to the brain
host’s previous life, or anything else that helps you picture is a difficult process. In addition to this, too much external
what the character was like prior to the arrival of the Exile. processing power can lead to mental instability. In game terms,
Think about how your Exile is going to be presented to the no Exile can safely have more Loci than the value before the ‘D’
world. Is there something that helps to define them? of their Wit Attribute divided by 2 and rounded down.

Lists of some of the common items to be found on the Flame For example, an Exile with a Wit of between 2D and 2D+2
Worlds are presented later in this book. can safely have a single Locus. An Uplift with a Wit of 4D
could have two Loci. Exceeding this safe limit results in one
or more of the Loci malfunctioning. Note that the calculation
Ste p 6 – D e fin e th e scales is performed prior to Wit any bonuses from a Hack.
Finally, we need to define the Exile’s guilt and dislocation
scales. The guilt scale measures how heavily the burden Hack Limitations for Exiles
of guilt rests on the Exile. A value of zero means that the Hacks are genetic alterations performed to fuse alien DNA
Exile has resolved their guilt and would be able to return to with the human genome. No human or Uplift can safely have
Elysium should the Envoy allow it; any other value indicates more Hacks than the value before the ‘D’ of their unaltered
that their guilt remains and they are unable to return to (i.e. pre-Hack) Might Attribute divided by 2, and then rounded
Elysium. The value of the guilt scale starts at eight minus down. For example, a human with a Might of between 2D and
the number of dice assigned to the Exile’s Wit Attribute. Any 2D+2 can safely have a single Hack. An Uplift with a Might of
pips are ignored. 6D could have three Hacks. Exceeding this safe limit results in
one or more of the Hacks malfunctioning and the possibility
Example of setting the level of the guilt scale of medical complications, as decided by the Narrator.
Salkus has a Wit of 2D+1, therefore his starting value of the
guilt scale is 8-2 = 6. There is an additional cost to Exiles for Loci and Hacks – they
cost Dislocation points when installed. Firstly, calculate the
The dislocation scale indicates how well connected the Exile character’s Dislocation scale in the normal way. Importantly,
is with reality. As long as this value is positive, the Exile can do this before the effects of Hacks are applied. Then, for
function normally. If the value ever drops to zero, the Exile every level of Hack the character has, reduce the value of
has dislocated; the dreams and memories have affected the Dislocation scale by two points. For every Locus, reduce
them to such an extent that psychosis has occurred. the scale value by one point. For example, a character with
Effectively, the Exile is out of the game from this point. The a Dislocation scale value of 8 with one Level 1 Hack and two
starting value of the dislocation scale is equal to twice the Level 2 Loci would have their starting Dislocation scale value

23
Exilium

reduced to 4 – a dangerous way to begin the game! This human DNA, and raised to human-equivalent intelligence
reduction in the Dislocation scale represents the difficulties through genetic engineering. All of the inhabited worlds of
Exile minds have in accessing technology within the Host. the Flame System are home to Uplifts, and they come in all
Effectively, Hacks and Loci allow Exiles to trade points on manner of shapes, sizes and outlooks. Examples of the Uplift
their Dislocation scale for bonuses to their abilities. Note of the Flame Worlds that may be made into Exile characters
that ‘Plants fully described in Welcome to the Flame Worlds are given in the Welcome to the Flame Worlds section of
section are free – assuming the technology is small enough this book.
to be ‘Planted and it makes sense to do so, characters may
have ‘Planted items at no charge. Uplift Exiles require a bit more work from the Narrator and
player, and are governed by some extra rules.

Advanced Exile O ption – U plif ts Uplifts as Exiles


So far we have assumed that the Exile characters created by Uplifts can host Exiles – the brain chemistry is similar
players area human. In the Flame System, it is humans that enough for Numina to enter an Uplift brain. However, as a
hold sway in the majority of societies. However, that is not result of the incomplete compatibility of the post-human
to say they are the only members. Instead a myriad of alien Numina mind with the baser, cruder parts of an Uplift’s
life forms can be found serving, interacting and sometimes consciousness, some of the basic instincts and drives of the
leading humanities’ actions. original creature remain that can influence the behaviour
of Exiles. Furthermore, trying to deny these base urges can
actually damage the Exile – this is explained in detail in the
rules section of this book.

Many Uplifts are physically quite powerful compared


to normal humans and therefore typical human Exiles;
however there is a further trade-off. Some Uplifts are not
as well-received on the Flame Worlds as humans, so social
stigma could be an issue. See Welcome to the Flame Worlds
for more details.

Creating Uplift Exiles


Creating a Player Exile based on an Uplift is a very simple
process. Generally, it is exactly the same as for human Exiles,
with just a couple of differences.

Some Uplifts have more than the standard 10D to assign


to their Attributes. Attribute dice can be assigned as the
Player wishes. However, the Player should take note of the
Attributes of a typical example of that Uplift so that their
choices for the physical Attributes of Might and Agility make
sense. For example, a Jakkar is a very strong Uplift as is
demonstrated by their typical Might of 5D+2. In the Uplift
descriptions, minimum and maximum values for the various
Attributes are given in the descriptions so that Players can
create Exiles that make sense for each species.

Exile Uplifts and Perks and Complications


The Perks and Complications of Uplifts are traits that describe
how typical members of the species act physically and
mentally. During Exile creation, the Perks and Complications
listed for the chosen Uplift form must be selected by the
These are not native intelligences – prior to man, it is thought Exile character – they are not optional. On the other hand
that the Flame system was home to no truly sapient species. these Perks don’t cost Skill points, and they are considered
These are Uplifts – hybrid beings created from alien and an addition to the usual Perks and Complications that any

24
CREATING EXILES

Exile can select (i.e. it is possible for an Uplift Exile to have Tough Shell – The metallic alloy exo-skeleton of the Simulcra
more than two Complications). is very resistant to damage and grants 2 armour points all
over the body.
Uplifted Exiles are to some extent forced to follow their
mental complications, even to their own detriment, and trying
to repress them can result in mental damage to the Exile. This
is outlined later in this book, but it’s worth mentioning now if
a Player is thinking of creating an Uplift Exile.

Uplift Exiles and Other Uplifts


Finally, they may have human-like intelligence, but Uplifts
are essentially alien, and their outlooks and motives can
seem very strange to ordinarily humans. Numina are post-
humans, and although they are so much more than human
now, the root of their minds does retain some humanity.

In some ways, this makes Exiles in Uplifts hosts more


obviously something they are not under close scrutiny,
especially to other Uplifts of the same species. Uplift Exiles
are Numina minds trapped within an alien body, and their
actions and thoughts may well betray them as something
other than they appear much sooner than it would an Exile
in a human Host.

Advanced Exile O ption – Simulcra


Robots of the Flame Worlds are known as Puppets. Simulcra
are a special type of Puppet that is almost identical in
mental make up to humans – they are intelligent, self-aware
and they feel. Much more details on Simulcra follows later in
this book but suffice to note here that Simulcra are suitable
Hosts for Exiles, as their Fractal Minds are of sufficient
quality to house a Numina mind in a similar way to a human.

It seems that more and more Simulcra house fallen Numina,


and they have obvious advantages over biological beings
that in some situations outweigh the prejudice many have
against Puppets. In the case of Simulcra, dislocation isn’t
just the split between the Numina mind and material reality;
it is the fracturing of the Fractal Mind under the pressure
of the Numina’s occupancy. This is the psychosis that has
been noted by those who study this new form of Puppet. Tireless – The Simulcra, like other Puppets, is powered by
In game terms, Exiles with Simulcra Hosts are handled in an internal battery that is charged wirelessly whenever the
exactly the same way as those with human Hosts, but with Puppet approaches a civilized area. As such, the Simulcra
one exception. never really gets tired or suffers exhaustion, only showing
wear after the passing of a long period of time.
All Simulcran Exiles gain the following Perks and
Complications for free at Exile creation in a similar way to Sensation denial – The Simulcra is in full control of its
Uplift Exiles. sensations, and can effectively shut down feelings of
pain and damage that are part of having a ‘human’ mind-
Simulcra Perks set. This means that the Puppet can keep going despite
The following Perks are granted to all Exile Exiles in Simulcra severe damage, and is only really taken out of action if it is
Hosts. destroyed.

25
Exilium

Non-biological – The Simulcra is not a biological entity, so it for the Narrator in helping Players create Exiles that shine in
does not need to breathe, not is it affected by disease, cold the setting.
or heat. Simulcra can survive under water or in a vacuum,
and are very tough compared to a normal human. Creating a picture
The Narrator should try their best to make sure the Players
Simulcra Complications really focus on their Exile first and foremost. Picturing
The following Complications are suffered by all Exiles in them in the mind makes all the other choices easy, giving a
Simulcra Hosts. smooth, hassle-free creation process. Some Players will be
better at this than others, so the Narrator is encouraged to
Avoided and shunned – The Simulcra is a machine, albeit put a little work in here where needed, offering suggestions
one that appears as human as possible. Some people, and options to reticent Players.
especially those on the more restrictive worlds, dislike
the thought of a machine mimicking a human being. For this Choosing appropriate Attribute values and Skills
reason a great many people avoid interacting with Simulcra, Assigning Attributes and Skills can be a little tricky if you
considering them strange and unnerving. The Simulcra Exile don’t have an image of your character in your mind. The
suffers a penalty of -1D to interaction tests against characters Narrator needs to remind Players of the image they came
that are wary of Puppets. Characters that hate or fear Puppets up with at the start of the process so that interesting and
will be immediately hostile towards the Simulcra. Every time a enjoyable Exiles can be created ready for play.
Simulcra Exile’s progress is inhibited in this way, they gain a CP.
Haunted by the past
Second class citizen – Even to those people that don’t The idea of an Exile’s crime is an important concept. It is
mind Puppets, they are often seen as second class citizens, through resolving this crime that the Exile hopes to be
merely servants to their betters. The situation is not as accepted back into Elysium. Crimes help Players to focus on
bad for Simulcra who are accorded citizenship by the more the isolation inherent to Exilium, adding an edge that makes
progressive Flame World factions, but prejudice exists. Every the bizarre Flame Worlds that much more real; they also
time this fact inhibits the Simulcra Player Exile’s progress provide a goal in play.
they gain a CP.
The Narrator should try to help Players to start considering
Metallic shell – The Simulcra is constructed from a metallic their Exile’s crime during creation so that, when the time
shell with no other means of movement than its legs. Every comes to reveal more of the crime during play, they have a
time this fact inhibits the Simulcra Player Exile’s progress head start.
(for example, they sink when trying to swim across a river),
they gain a CP. Don’t get tied up assigning equipment
The Narrator shouldn’t place too much emphasis on
equipment. Exilium isn’t the sort of game where keeping
W e’ r e d o n e! track of what the Exiles own should be of any real importance,
except for a few key things. Very personal items, weapons
Once we’ve gone through these steps, our Exile is complete and the like are all worth noting down, but most other
and ready for adventure in the Flame Worlds. Before we possessions can be kept track of in a very general way as
look at how to actually play the game, let’s consider some a piece of narrative. Don’t get drawn into the details. If the
points to bear in mind when creating Exiles. items you’re describing aren’t going to add to the drama of
play, forget them. Depending on the type of game you are
Narrator involvement in Exile creation playing, most Exiles will have access to some kind of gun –
One of the most exciting parts of any role-playing game for typically a pistol or rifle – and some ammunition.
Players is creating Characters. These are the focal point of
their experiences of the game, and it is through them that Creating Exiles is fun!
Players get to act out their part in the shared story they Make sure that, for everyone involved, the process of
and the Narrator create. The Narrator isn’t responsible for creating Exiles is interesting and fun. If people aren’t enjoying
creating Exiles, but they do have an important part to play in the process, it’s probably because they don’t understand
the process; the Players turn to the Narrator for advice and exactly what they have to do. It’s the Narrator’s job to make
adjudications when creating their Exile. Here is some advice sure this doesn’t happen.

26
chapter three
playing the game :

3
core rules
I D B K
Exilium

- core ru l es of exi l i u m -
k x q o m

I
n common with most role-playing games, Exilium uses dice example, a Exile piloting a space craft might require a dice
to resolve situations during play. This introduces a level of roll, or a Exile’s attempt to persuade an Uplift to give them
uncertainty to the game. Essentially, dice are rolled when directions to an encampment might also mean a dice roll.
Exiles attempt to impose themselves on the environment or
on other characters. From uncertainty comes tension, and When dice are rolled it represents a split in the direction
from tension comes drama – a requirement of any story. In of the story. One of those paths is that of success – what
this chapter we’ll look at how to use dice to resolve actions happens if the character gets things their way. The other
and conflicts, and how the numbers listed on the character path is that of failure – what happens if the character gets
sheet are used in play. it wrong. If the paths resulting from success and failure are
the same, don’t roll the dice. This may seem a little counter-
intuitive, but think of it this way. If a mechanic is attempting
Wh en do we roll dice? to fix a damaged hover car and has all the time in the world
Dice are used when Exiles attempt to shape the environment to do it, then – unless there are mitigating circumstances
or interfere with the actions of other characters. For – they are going to get the job done. We could break the

28
CORE RULES OF EXILIUM

repair down into lots of separate dice rolls to see if they Scen es
successfully repair all the individual components, but there Play is divided into scenes, just like in a novel or film. Each
is little point. If the mechanic fails to repair something the scene describes a different circumstance in which the Exiles
first time round, they can just repeat the process. Eventually, find themselves. Scenes can be further divided into action
they’ll successfully repair the car. In this kind of situation scenes and linking scenes. Any scene that involves rolling
the success and failure of all those rolls would lead to the dice to resolve actions and conflicts is called an action scene.
same overall result, so there is little point in rolling dice. Let A linking scene provides colour, no dice are rolled, and the
common sense prevail here. scene is used simply to connect actions scenes together.
Action scenes are the heart of the game.
We want dramatic tension in the game, not just endless,
meaningless dice rolling. However, if the result of a character’s
action affects the direction in which the story will progress, S ta n d a r d ta s k s a n d
then that is when we want to roll the dice. r e s i s t e d ta s k s
Examples of dice affecting the direction of a story In action scenes, a character is either attempting to shape
A Player controlling an Exile that is attempting to drive off their environment or is interfering with the behaviour
an onrushing attack by an assailant might describe how he of another character. These activities are called either
hopes to shoot the Puppet and disable it. If the Exile fails to standard tasks or resisted tasks respectively, and are
hit the Puppet, the Narrator describes how it closes on the generally described in the same way. The person controlling
character, sing-sword on maximum. With success or failure, the character describes their intent, i.e. what they want
the direction the story is taking will change. their character to do. The Narrator then describes the

29
Exilium

consequence – what happens if the character fails to do “finding a contact”, “gaining their confidence”, “meeting the
what they want? These are the paths of success and failure boss”, or possibly even an entire adventure trying to make it
as described earlier. work. Or, if that part of the story is fast-forwarding through
several months of time with a single scene, the Narrator
can also decide that “infiltrating the smugglers gang” is a
Timing perfectly reasonable intent on that scale.
As we have said, play takes place in scenes, and each scene
describes a different circumstance in which the Exiles find The most important standards are: what makes sense
themselves. How much fictional time passes in a scene within the fiction, and keeping all of the characters (those
depends greatly on the nature of those circumstances. A controlled by the Narrator and Players alike) operating on
fight may be over in a matter of minutes. A scene where about the same scale within each scene. The Narrator has
a party is foraging for supplies on Steel might represent the final judgement on what is or is not acceptable as a valid
several hours (for example, planning to be home before intent.
dark). A trek between research bases might take days or
weeks. The Narrator will determine how much passage of Sometimes, especially when multiple parties are acting at
time is appropriate for any given scene, although the Players the same time, it’s important to know how long tasks can
should feel free to suggest that time slows down for parts take. The Narrator always adjudicates this, and common
they’re particularly interested in, or speeds up for parts sense should prevail.
they’d rather skip through quickly.
In the case of conflicts between characters, intents for both
participants can be very similar. In conflicts, consequences
Intent are also a little different, but more on this later.
The first step in resolving an action or conflict is for a Player
to state what they are trying to get their Exile to do. What Example of a poor choice of intent
is the path of success? This is called the intent, or in other In a debate between Jason’s Exile and a bureaucrat, a poor
words what the character intends to happen if they succeed. choice of intent would be persuading the bureaucrat to allow
him into the offices of the sub-major, show him to the sub-
Generally, the intent of a standard or resisted task should major’s office and leave him to there for fifteen minutes. It
be immediately obvious in the context of the scene. What has too many objectives for a single conflict.
is the character trying to achieve in the scene? The intent
should reflect the very nature of the task or conflict taking In an argument over the leadership of a hunting party
place in the scene – it’s not appropriate to give an intent between two Exiles, a poor choice of intent would be
that doesn’t bear any resemblance to what’s going on. stealing the opponent’s vehicle, as it’s not really related to
The intent must also be a single goal and shouldn’t include what’s happening in the scene.
multiple objectives. At its most basic, the intent of an action
should make sense in the context of the story being created. Example of a good choice of intent
In a debate between Jason’s Exile and the bureaucrat, a
How much an Exile can accomplish with a single roll and good choice of intent would be persuading the bureaucrat
single statement of intent can be highly variable. It depends to let him into the building.
on how much an average person would be able to accomplish
in the amount of time available in a scene. The Narrator is In an argument over the leadership of a hunting party
always the final judge on how much can be accomplished between two Exiles, a good choice of intent would be forcing
and how long it will take to accomplish it. If he feels that the the opponent to back down.
scale of a Player’s intent is too long, or that the scope seeks
to accomplish too much, the task can always be broken If a character succeeds in achieving their intent, they get to
down into smaller pieces. narrate just how they did it, and so adding a little colour to
the story. This could be one of the Players or the Narrator,
An effective technique is to ask the Player, “how are you depending on who is rolling the dice.
doing that?” as many times as necessary. This will help to
break a large or long project into several steps (or sub-steps)
each of which can be a scene, task and roll by themselves. Intents to cause damag e
For example, an intent to “infiltrate the smugglers gang” Any intent to cause harm is handled by the combat mechanics
might be broken down into separate scenes and rolls for outlined later in this section. In these cases the intent may

30
CORE RULES OF EXILIUM

be just to beat the opponent and cause damage, but often will not always be the case. This is part of the responsibility
inflicting distress is either incidental to the actual intent, of the Narrator in the game – describing fairly what the
or just the means by which the intent is accomplished. In outcome of a situation might be. However, the Players may
either case, the magnitude of the damage is not pre-set but contribute to the scene by suggesting to the Narrator possible
is determined by the weapon or implement used. consequences for Exiles involved in actions and conflicts.

Example of using damage Example consequences


Mark is having a shoot-out with an uplifted splice hound; Rallying your comrades: consequence of failure – they
the hound killed his guide, and he’s not happy. His intent is remain dispirited and fearful. Stalking a scholar in a dusty
to kill the hound, so this is a combat encounter. Only when data vault: consequence of failure – he hears your approach.
the dice are rolled will the extent of the damage be known
should he succeed. If the character fails to achieve their intent it is the Narrator
who describes what happens. Generally, Players only narrate
what happens to their Exiles when they achieve their intent.
Consequ ence
The Narrator then describes what happens if the task is
unsuccessful. What is the path of failure? This is called the Standard tasks
consequence; what will happen if the character fails? When a character is attempting to perform an action which
isn’t directly opposed by someone else, we call it a standard
The Narrator also has the task of setting the consequences of task. Usually, we don’t have to worry about who goes first,
failure for the Exiles and for their own non-player characters. or how long it takes. Instead, we just need to think about
These are decided up front by the Narrator before any dice whether or not they succeed. Standard tasks can become
are rolled. In many instances the consequences of failure part of the greater framework of conflicts, but we’ll come
are pretty obvious, and this step can be rather quick, but this to that later.

31
Exilium

In tasks, difficulty is assessed as being at one of five levels: Of course in some instances the use of a tool could be
deemed to negate the need to roll dice in the first place
• Very Easy: Nearly everyone can do it. These checks and the task be deemed an automatic success. For example,
should only be made if a success is critical to the trying to put a nail into a piece of wood would be a very
scenario at hand. difficult task, unless you had a hammer, in which case the
task would be an automatic success.
• Easy: Characters will seldom have trouble with these
standard tasks, but an untrained individual may find Example of setting a difficulty for a task.
them challenging. Jane’s Exile Ferr is trying to take out a wall-mounted camera
with her pistol. It’s dark, and there is smoke blowing from
• Moderate: Characters of average ability have a a nearby wrecked vehicle. Pulling off the shot is going to
reasonable chance of failing at this level. Consistent be tricky. Considering this, the Narrator decides that the
success often requires training in the Skill, or a high standard task is going to be difficult.
level of natural ability.
Balt, a huge guy with a Might of 5D and a lift Skill of 6D,
• Difficult: Standard tasks at this level are truly is attempting to move a fallen beam lodged in place with
challenging. To succeed, a character needs to be well- rubble. The Narrator states that this task would be of
skilled or very lucky. Moderate difficulty.

• Very Difficult: Challenges of this level fall into the


domain of masters in the Skill being used; few others Reconsid e ring intents in
will succeed at them. standard tasks
The Player involved in the standard task now has a choice:
The difficulty must reflect the intent – the more unlikely the they can accept the difficulty assigned by the Narrator, or
intent is to happen, the higher the difficulty. The Narrator they can reconsider their intent if they think the standard
should consider the character and their abilities and try to task is too hard or the consequences too harsh. Only when
assess how likely it is that they will achieve their intent. they have accepted the difficulty that the Narrator has
assigned is their intent final. If a Player reconsiders their
Generally, most standard tasks at which characters have intent, the Narrator or other players involved in the conflict
a reasonable chance of success are going to be easy or can reconsider theirs; this can be done several times back
moderate. Difficult standard tasks are going to fail a lot of and forth until everyone is happy with the decisions.
the time, whereas very difficult standard tasks are very likely
to fail. The Narrator should make sure that the difficulty Example of changing intent in a standard task
level they select is a fair reflection of the task. After the Narrator told Jane how difficult it would be for
her character Ferr to shoot the camera, she changes her
intent. Now she’s just going to try and approach the door it
To ols and Difficulties covers without being seen. The Narrator considers the new
Exilium doesn’t use lots of detailed rules for pieces of situation, the darkness and smoke, and decides that the
equipment, instead they can be considered as tools that difficulty level of hiding from the camera is only moderate.
help a character perform a task. When the Narrator is
assigning difficulties, any tools the character has should also
be considered when assessing the difficulty level. Generally, Standard tasks, At tributes and
if the tool will be a significant aid to the task, the difficulty Skills
level will be reduced by one step i.e. a difficult task would The Player attempting the task then looks at their Attributes
become a moderate task. and Skills and selects which are most appropriate for the
standard task in hand.
In practice, the Narrator simply decides if the tool being
considered is useful for the task being attempted or not. Which Skill or Attribute makes the most sense?
This is usually quite obvious, for example if an Exile was First consider any of the Skills listed. If possible, pick one
trying to spot the logo on the side of a vehicle that was far that describes how the character is attempting to achieve
away, that might be a difficult task. But if the Exile had a pair their intent. If there isn’t a Skill on the character Exile that
of binoculars, and excellent tool for the task, the Narrator adequately describes the task, pick an Attribute instead.
might then assign the task as being of moderate difficulty.

32
CORE RULES OF EXILIUM

Example of picking a Skill or Attribute Compare the result to the value below associated with the
Gantz, Rochelle’s Exile, is attempting to infiltrate a locked difficulty of the standard task:
facility with the aim of robbing it. In this case, the security
Skill listed on the Exile sheet makes sense. Later, Gantz is
trying to sketch an adequate diagram of the facility for her
colleagues. In this case, the Wit Attribute would seem most Very Easy: 5
appropriate as there is no ‘art’ Skill listed on the Exile sheet. Easy: 12
Moderate: 18
Sometimes it will be difficult to decide which of multiple Difficult: 25
Skills or Attributes reflects the Exile’s intent, especially if the Very Difficult: 30
task isn’t covered by a listed Skill, or if more than one Skill
could be used. If this is the case, pick the one you want to
use (probably the one with the highest value) and describe
just why that quality is most appropriate. Assuming your If the result equals or exceeds the value associated with the
description makes sense, the Narrator should allow it. difficulty of the standard task, the task has been successfully
accomplished. If the result is less than the required value, the
Example of choosing between Skills and Attributes task has failed. If the Exile achieves their intent, their Player
Lorel, Lea’s Exile, has a persuasion Skill of 3D and a seduce gets to describe the next sequence of events, relating how
Skill of 3D+2. She’s trying to get an enforcement officer to the character achieved their goal and tying in the quality and
accept that she’s supposed to be in the armoury. She could various tags used. If the Exile fails to achieve their intent, the
feasibly reason with the officer logically, but that would mean Narrator describes the consequences of the failure.
using her weaker persuasion Skill. Instead she describes
how she tries to use her femininity to her advantage. The
Narrator agrees that this makes sense and lets Lea use her Con flic ts
seduce Skill.
Sometimes Exiles are not attempting to influence their
environment; they are in direct conflict with an opponent.
Rolling dice Typically this might be a fight, a heated argument or an
Then it’s time to roll dice. If the character is using an Attribute attempt to persuade another character to take a different
with no Skill, then we’ll roll dice based on the Attribute. If point of view. The method of determining who achieves their
they have an appropriate Skill, we’ll use those dice. A skilled intent in these situations is very similar to that described for
character always has a better chance of success than a standard tasks, with the addition of a new type of task: the
character relying on an Attribute alone. resisted task. Conflicts are usually composed of one or more
opposed or unopposed tasks. They may be resolved in a single
The number of ‘D’ associated with the Attribute or Skill is the dice roll or may take multiple rolls, depending on the nature
number of six-sided dice that are rolled. Roll them all once, of the conflict, the pacing of the scene, and the context of
and add up the values. Keep one of the dice rolled separate the story being told. As usual, the Narrator is always the final
from the rest, or ideally roll one dice that is a different colour. adjudicator of how a conflict is to be played out. The winner
This is called the wild dice. If this comes up with a 6, re-roll it gains their intent. There is no set consequence of losing a
after adding the values together and add the second result. conflict; instead the loser suffers the intent of the winner, and
If that is a 6, re-roll once more. Keep on rolling the wild dice may also be damaged in the process. Note that it’s not the
until a result other than 6 is obtained. Finally, add any ‘pips’. presence of a directly resisted task that makes a conflict – it’s
The final result is a single value, the higher the better. the fact that the intent of one of the participants is directly
opposed by another party. Conflicts can include resisted tasks
Example of rolling the dice and standard tasks in their resolution.
Gantz is trying to infiltrate the facility, and she has the
security Skill at 3D+1, so she rolls three dice. One is a
different colour to the rest – this is the wild dice. Conceding du ring con flic ts
Participants may back out of a conflict at any time; they
She obtains a 2, a 4 and a 6 on the wild dice, for a total of 12. merely let their opponent achieve their intent. Participants
She picks up the wild dice and re-rolls it, obtaining a 3, and in any resisted tasks that make up a conflict may concede at
adds this to the result for 15. Finally, she adds the +1 pip for any point before the dice are rolled. As soon as a character
a total of 16. concedes, they automatically lose the conflict and their

33
Exilium

opponent achieves their intent. No one in a resisted task Examples of intents and consequences in conflicts
may concede once the dice have been rolled; at that point it Brace is wrestling with an uplifted arena fighter. Brace’s
is too late to back out. intent is to force off the uplift with his shimmer-stick, while
his opponent’s intent is to knock Brace over and pin him
Example of conceding down. For Brace, failure in the conflict means being pinned
Jim and Tom are playing Exiles that are arguing over the best by his opponent. For the Uplift, failure in the conflict means
route to take through the jungle of Steel, and Tom’s pushing being clubbed back by Brace.
Jim to resolve the argument as a conflict. Jim could agree
and roll the dice but instead he concedes, giving Tom the Physical damage is often the result of a conflict. We’ll talk
victory and agreeing with his argument. more about this later.

Intent and consequ ences in Re-initiating con flic ts


con flic ts Generally, a lot of conflicts that don’t involve physical
In a conflict both participants state their intent. The intent combat can be resolved by a single dice roll, as often one
can be anything actively opposed by the other participant, participant achieving their intent ends the matter.
such as the desire to cause harm or to gain some other
advantage beyond mere hurt. Importantly, in a conflict, the However, sometimes this isn’t enough, and one participant
two intents of the participants will be directly opposed and or the other wants to push home the advantage. It is
mutually exclusive: only one participant can achieve their perfectly acceptable for either participant to try to initiate
intent. However, consequences are not described in the a second conflict immediately after the first with the same
same way as actions because, in a conflict, the main price opponent, with the aim of achieving a more comprehensive
of failure for the loser is suffering the intent of the winner. victory.

34
CORE RULES OF EXILIUM

Example of re-initiating a conflict and the initial attempt by Robb to persuade the leader to
Markus is having an argument with a mercenary over the help them is abandoned.
command of a squad of soldiers in a combat zone on Steel. At
the end of the conflict Markus shouted the Merc down, and
the conflict is over – Markus is in charge. However, Markus’s Timing
Player wants to really finish the upstart Merc, so he starts In many conflicts, it’s not important who acts first. In an
another conflict, this time to eject the guy from the group. argument for example, both sides will have their say before
In response to Markus’s attack, the Narrator expresses the the conflict is decided. In some conflicts, however, it is
Merc’s intent to fight Markus. Markus’s Player decides this important who acts first. In a gun fight, it’s often the first
is fair and changes his intent to beat up the Merc, and a new to fire who wins the day. In play, situations where timing is
conflict begins. important are divided into rounds. Individuals involved in
the conflict will then act in a certain order during each round
until the conflict is resolved.
Inte rru pting con flic ts
If an outside party interrupts a conflict before sufficient time
has passed for it to be concluded – for example by shooting O rd e r o f ac tions in a round
at one participant in an argument – the conflict is cancelled A round is considered to be approximately 10 seconds for
and all intents are ignored. Assume that they didn’t get a real time, enough to find an opening and throw a punch or
chance to finish what they started. A conflict can only be let off a few rounds from your slug gun.
interrupted before dice are rolled; after the dice are on the
table, the conflict is considered too close to resolution to First, during each turn, participants in the conflict declare
stop. their intent and actions planned for the round. Then, the
order in which each participant acts is determined – their
Example of changing intents and turn – is measured by their initiative. Initiative is determined
interrupting conflicts by each participant rolling their Agility Attribute, the
Three Exiles, Tollus, Bette and Robb, are trying to convince participant with the highest total acting first, and the other
a settlement’s leader to help them find their missing friend participants acting in descending order of initiative. For
in the caverns of Sapphire, but the leader is reluctant to simplicity’s sake the order of initiative from round to round
do so; he doesn’t trust people he doesn’t know well. The remains the same.
leader’s intent is to get the Exiles to leave the settlement
immediately. During their turn in the round, participants make rolls for
the actions they declared at the start of the round.
After the Narrator tells Robb’s Player that it’s going to be
very hard to convince the leader to help them out, Robb’s
Player changes his intent to persuading the leader to lend Ac ting out o f sequ ence
him some weapons: an easier task. The Narrator says this There are two instances when a participant in a conflict
will still be a difficult, resisted task, and changes the leader’s is allowed to act out of sequence. The first is if they are
intent to getting the Players to accept that he has nothing to targeted by an attack. In this case they may declare that they
give them. Everyone agrees this makes sense. are going to resist the attack using the appropriate static
resistance (see below). This counts as their action for the
However, before the dice are rolled, Tollus’s Player says, turn. If they have already acted during the turn, they may
“Forget this, I’m just shooting the jerk!” which interrupts the still resist the attack, but the value of their static resistance
negotiation. Bette’s Player reacts to this, saying, “No way, is reduced by 3.
I’m going to try and get control of the gun secretly so that
no one notices the disturbance and the negotiations can The second instance where acting out of turn is allowed is
continue.” This conflict – stealing the gun from Tollus before when delaying actions. In this case the participant states
he can step in – is the first in the narrative, and must be that they are waiting for a trigger condition to occur before
resolved first. The participants – Tollus and Bette – declare they act, such as firing a gun at anyone who comes through
their intents: Bette gets the gun, Tollus notices her trying, the door. The trigger must be clearly stated. The participant
the Narrator assigns the difficulty levels, and the conflict is does not act when their turn occurs, but any one time when
resolved. If Bette failed to disarm Tollus, he’d now be in a the trigger condition occurs between their original turn and
position to interrupt the conflict with the leader, therefore their turn in the consecutive round they may perform their
that conflict – shooting the blabbermouth – is resolved next, stated action.

35
Exilium

If the trigger condition is not met, or they want to do C o m b at


something else, they lose their delayed action and will have
to wait until their turn in the next round to act. Exilium is an action orientated game, and therefore combat
is going to come up rather a lot in play. To streamline
combat, some of the difficulty numbers used in resisted
Multiple Ac tions tasks that are common in fights are pre-determined. These
Exiles may attempt to do more than one thing during a turn are still resisted tasks even though the passive participant
by withholding one dice from every action they attempt isn’t rolling dice, as the value of the resistance varies from
for each action beyond the first (i.e. reducing their Skill or individual to individual.
Attribute values by one D during that round). For instance,
if a character tries to shoot twice, he will subtract one dice Note that these static resistances assume that the target
from each attempt. is attempting to resist the attack, i.e. their action for their
turn is resisting the attack; if they aren’t (i.e. a target is
unaware that there is an assassin armed with a pistol behind
Resisted tasks in con flic ts them), then the attack is resolved as a standard task with an
In resisted tasks, one participant is performing a task in appropriate difficulty level based on range and the like, as
an attempt to affect another. One participant is active, the determined by the Narrator.
other passive. The passive participant is resisting the active
participant; if they weren’t, it would not be a conflict.
Static resistances
Often, this resistance takes the form of a Skill or Attribute The three static resistances are listed below, with details of
roll. The Narrator must determine, with the help of the how they are used. The method of determining these values
Players, which Skill or Attribute is most appropriate using is described in the character creation section.
common sense.
• Block: used for resisting any form of unarmed attack.
Example of resisting in a conflict • Dodge: used for resisting ranged attacks by diving for
Toby’s Exile, Merelis, is trying to persuade a banker to let cover, dodging around and generally making it hard to
him withdraw some cash from an account for which he be hit.
doesn’t have the password. In this conflict, Merelis, the • Parry: resisting melee attacks with an appropriate
active participant, is using his persuade Skill. The Narrator parrying weapon.
and Players agree that the banker will use his Wit Attribute
to resist. If they have already acted during that round, then invoking a
static resistance is considered a special instance of multiple
actions during the round, and 3 is subtracted from the value
D ete rmining th e outcom e o f of the static resistance. Note that if a character invokes a
resisted tasks static resistance to resist an attack, they may then resist all
When a task is resisted, the active participant doesn’t attacks of that type until their next turn on the following
compare their rolled result with a difficulty level as in a round. For example, a character who dodges an attack is
standard task. Instead, the target number required to considered to be dodging all in-coming attacks until they
succeed in the task is the rolled result of the resisting Skill next act. This does not count as using multiple actions.
or Attribute.

Example of determining the outcome of At tacking a Targ et


a resisted task The target number required to successfully hit the target is
Continuing the example above, Merelis has a persuade Skill based on the appropriate static resistance, as per a typical
of 4D, and the banker a Wit of 2D+1. The Narrator rolls his resisted task.
dice for the banker, and gets a result of 9. This is the target
number for Merelis – if Toby gets 9 or more for his roll, • Block = (Brawling Skill dice x 3) + pips, the resistance
Merelis will succeed at his task. used when unarmed.
• Dodge = (Dodge Skill dice x 3) + pips, the resistance
The conflict only ends when one of the participants gains his used when trying to dodge a ranged attack.
intent through action, or his opponent concedes. • Parry = (Relevant weapon Skill dice x 3) + pips, the
resistance used when armed with a weapon.

36
CORE RULES OF EXILIUM

37
Exilium

Other factors may be involved depending on the situation; G renad es


some of these are listed below. Grenades are a form of thrown weapon. The attacker
chooses a target and the Narrator assigns a difficulty based
• Melee combat: the attacking character uses either on distance - Easy for under ten meters, Moderate for ten
the brawling or melee Skill, depending on weather the to twenty meters, Difficult beyond that. If the thrower can’t
attacker is armed. The block or parry resistances are see the target, increase the difficulty by one level. If the roll
used as appropriate. misses, roll 1D for direction, on a 1-3 the grenade deviates
beyond the target, a 4 to the left, a 5 to the right and a 6
• Ranged combat: Add the range modifier to the dodge means closer to the thrower. For distance off-target, roll 1D
static resistance in all cases. If the target isn’t dodging, per difficulty level.
then the modifier for the range of the attack is added to
the difficulty of the standard task. For example, hitting a Damage affects everyone is a blast radius around the
small target with a pistol might be a moderate standard grenade, as adjudicated by the Narrator. Grenades may be
task; doing it at long range would add 10 to the number dodged assuming there is sufficient cover to dive behind -
required for success. The Narrator should judge these once the thrown grenade’s location has been determined,
difficulties based on common sense. the Narrator can allow dodge Skill tests to dive into cover.

• Cover: If the target is behind at least 50% cover, add


5 to the number required for success. Add 10 for 75% Automatic fire o ptions
cover. It’s impossible to hit a target behind 100% Some weapons are capable of automatic fire, in which case
cover. Darkness can also be considered as cover at the the attacker can make use of the following two options if
Narrator’s discretion. they wish.

Range and cover effects on target’s Dodge


static resistance Bu rst fire
Point Blank/ Hand-to-Hand -5 Some weapons are capable of firing multiple shots in quick
Medium +5 succession, such as a burst of fire from an automatic slug
Long +10 projector or pistol. This doesn’t count as multiple actions,
50% cover +5 and adds +2D to the damage to the weapon. However, aiming
75% cover +10 is always more difficult in such situations and the dodge
static resistance of the target (and therefore the difficulty
of the test) is increased by +5. Also, if any dice rolled in the
Ammunition attack (not half as usual) come up with a 1, then the weapon
In Exilium it is not important to track ammunition or power runs out of ammunition or charge.
supplies to weapons. However, if during a combat Skill test
over half the dice rounding up that a character rolls (i.e. one
dice for a Skill of 1D or 2D, two dice for a skill of 3D or 4D) Su ppressing fire
come up with values of 1, then the weapon has run out of With automatic weapons, it is possible to attempt
ammo or power and may not be used until recharged. suppressing fire, where the aim is not to injure the target,
but to get fix them in position. A weapon fired in suppression
Note that this mean characters with higher Sills are less likely mode has the dodge static resistance of the target (and
to run out of ammunition – this is intentional, representing therefore the difficulty of the test) decreased by 5, and it is
the fact that unskilled characters are likely to fire more possible to target three characters in a single attack, as long
shots per ‘attack’ and are also less likely to look after their as they are separated by no more than a meter. However, the
weapons properly! wound value of the attack (i.e. the result of the damage roll
for the weapon minus the targets Soak, see below) is halved
(round down).
Aiming
Up to three rounds may be spent aiming prior to making a Damage is rolled once and applied to each target individually.
ranged attack. Each round grants a +1D skill bonus to the Additionally, if any dice rolled in the attack (not half as usual)
attacker. This assumes that the target remains in sight and come up with a 1, then the weapon runs out of ammunition
isn’t actively dodging (in which case they are moving too or charge.
quickly to be aimed at)

38
CORE RULES OF EXILIUM

Oth e r common ac tions in com bat The damage dice and armour values of common weapons
The following actions often come up in combat. Remember and armour are given in Welcome to the Flame Worlds, in
that a round is ten seconds, so participants may attempt the technology section.
anything that could reasonably be performed in that time.
Remember that the damage value of a suppressing fire attack
is halved (round down) before determining the wound level.
Movem ent The wound value is then used to determine the wound level
Participants in conflicts may move up to 5 meters as a free that results.
action, or move thirty feet at the cost of one action. If a
character wishes to run faster, they may attempt an athletic
Skill standard task with a difficulty based on the environment
– if they are successful, they may add half the total rolled wound value
to their movement. If the only action taken in a round is
running, the total move is doubled. 0 or less: Unharmed
1 – 3: Stunned
Full Dodge: If a passive participant does nothing except 4 – 8: Wounded
dodge until their next turn, they will add 10 to their dodge 4 – 8: Severely Wounded**
static resistance, and apply range and cover as usual. This 9 – 12: Incapacitated
result is useful against any number of attacks. 13 – 15: Mortally Wounded
16+: Dead

Damag e Any additional damage less than or equal to the


character’s current level moves him up by one level,
When a target has been hit, the attacker rolls damage i.e. a stunned character who receives a second wound
dice and sums them based on the weapon they are using, result of ‘Stunned’ becomes Wounded.
following the same procedure as with Attribute and Skill
dice. The target’s soak value is then subtracted from the **A character is Severely Wounded if the wound
damage to give wound value. value is between 4 and 8 and they are already at the
Wounded level.
• Damage = sum of damage roll for the weapon, +2D if
fired on automatic
• Soak = (Might Attribute dice x 3) + pips + armour value

39
Exilium

Wound Level E ffec ts


Wound levels affect the actions of Exiles during play, as scale modifier
described below.
Character, Animals None
• Stunned: -1D for all remaining actions this round and
Air Cycle, Car, Puppet, +2D /+6 to dodge and
next round.
Wagon soak
• Wounded: -1D to all actions until healed. War Puppet, Galley, +4D/+12 to dodge and
Tank soak
• Severely Wounded: -2D on all actions until healed. Fighter, Lt. Transport, +6D/+18 to dodge and
Heavy Mech soak
• Incapacitated: The character is out of the fight and in a
Capital Ship, Space +12D/+36 to dodge and
bad way. As a free action before losing consciousness,
Station soak
they may try to stay up by succeeding at a moderate
stamina standard task. If successful, they may continue Mega Space Station, +24D/+72 to dodge and
to act, but with a -3D penalty. If they fail, they are Planets soak
knocked out for 10D minutes.

• Mortally Wounded: The force of the attack renders


the character unconscious and near death, with little Dang ers o f
chance of recovering without assistance. The character the Flame Wo rlds
must roll their Might Attribute dice each round; the
character finally dies if the roll is less than the number As well as combat and violence, there are other sources
of minutes they’ve been at this level. of injury in the Flame System. Some of the more common
dangers that might be faced are described below.
• Dead: The character has perished.

Asphy xiation
Unarm ed and M ele e Com bat Assuming a character has a requirement to breathe, they
Damag e may ‘hold their breath’ for a number of turns equal to the ‘D’
The base amount of damage dealt in unarmed and melee number of their Might Attribute multiplied by 2. After this
combat is calculated based upon the attacking character’s time, they will begin to asphyxiate. Every turn thereafter,
lift Skill under the Might Attribute. Base damage is equal to the character will suffer damage equal to the number of
one half the number of dice in the lift Skill, ignoring pips and turns they have been asphyxiating (1D for the first round, 2D
rounding down the result. for the second etc.).

For example, a character with a lift Skill of 3D+2 would deal


1D damage in unarmed combat damage (3D after ignoring Falling
pips, halved to 1.5D, then rounded down to one). Melee A falling character suffers damage equal to the number of
weapons will add to this base damage value. meters fallen divided by two, rounding up (1D for up to two
meters, 2D for two to four meters etc.). This damage is then
halved in low gravity, doubled in high gravity and ignored
Scaling in zero gravity and dense fluid atmospheres. The effects of
Not all objects are on the same scale. Humans and horses high-pressure environments can be modelled in the same
may be close enough to be equals, but humans and manner, with meters of descent equating to meters fallen
tanks aren’t. When dealing damage to a smaller scaled for the purposes of the calculation.
target or resisting damage inflicted by it, the larger adds
the difference in ‘Modifiers’ to their dice rolls or static
resistances. N at i v e E n v i r o n m e n t s
Smaller scaled targets attempting to dodge attacks from, or The effects listed below describe the effect of gravity wells
actually attempting to attack, a larger scaled opponent will and unusual atmospheres on a typical Human form (noting
add the difference to their dodge and attack rolls. of course that humans are rarely found in the majority of

40
CORE RULES OF EXILIUM

the environments in the Flame System). Of course, the the surface as a result of an explosion during combat. These
inhabitants of the Flame system have evolved to operate considerations can help to add depth to the environment
in the environment in which they exist, and even those and are worth considering.
forms that are found in several environments such as
Uplifts may show local adaptation. As a rule of thumb the Standard G ravit y
rules below should not be applied to ‘native’ beings. For In Exilium, under standard gravity a Human may move its
example, a creature adapted to survive in high gravity does 15 feet as a free action or up to 30 feet as a normal action
not suffer the effects of that environment as listed below. during a round as previously described.
However, beings in ‘non-native’ environments will feel the
full affect. As always, the Narrator is the adjudicator as to
what environment is considered native to a particular being Ze ro G ravit y
and what affects if any of those listed below should apply. Humans and Uplifts have all been modified genetically to
Examples of adaptations that negate the undesired effects reduce the degree of sickness felt in zero gravity, but it
of exotic environments are given below. has not been eradicated. For Organic characters that do
not possess the zero-gee skill, introduction to zero gravity
requires a Might skill test of Moderate difficulty. If the Test
G r av i t y W el l s is passed the character may act normally, but if the Test is
failed the character is nauseous and the difficulty level of
The gravity of an environment can seriously affect how all Attribute and Skill tests are increased by one step (e.g.
human and Uplift Exiles can act in many ways. The most from moderate to difficult) until they leave the zero gravity
obvious effect is on movement and rules for moving under environment.
different gravity conditions are given below. However, the
Guide should consider other factors as well when fleshing Moving in zero gravity unassisted is difficult without
out environments, for example on low gravity worlds it training. When they are not under stressful situations
would be entirely feasible for creatures to be knocked off (for example combat), characters can float as normal in

41
Exilium

zero gravity. In stressful situations, for any character to F l u i d At m o s p h e r e s


successfully move under zero gravity requires a zero-gee
skill test with a Moderate difficulty value. Reduction of Fluid atmospheres can have a strong effect on the actions
the difficulty of this test may be applied for characters performed by human and Uplift Exiles as described below.
launching from a good anchor point. Should a character fail Movement can become considerably restricted for those
the test they lose control and are effectively floating freely unused to the environment. Respiration can become
for the rest of the turn. impossible dependent on the atmosphere and a character’s
physical nature, but of course, Puppets have no need to
Regaining control is possible once the character reaches a respire and are unaffected in this manner. In all instances
solid surface, but only if they succeed in an Easy zero-gee the Narrator should strive to ensure that common sense
skill test, otherwise they simply rebound away. A character prevails when describing the effects of these environments.
who is floating out of control finds the difficulty level of all Note that liquid atmospheres are nearly always considered
Attribute and Skill tests increased by one step (e.g. from to be thick.
moderate to difficult) until then meet a solid surface and can
steady themselves as above (the difficulty increase does not
apply to the test to regain control). No Fluid Atmosph e re
When unsupported in vacuum, humans may survive
Some Uplifts and Puppets have been specifically adapted unharmed for a number of turns equal to the ‘D’ value of
to perform in zero gravity, for instance Puppets maybe their Might Attribute (i.e. a Might Attribute of 2D+2 has a
equipped with ionic thrust jets to aid movement and of ‘D’ value of 2) assuming they exhale. After this time they
course have no need to respire – these beings do not suffer begin to asphyxiate. The boiling of bodily fluids, freezing
the movement and nausea effects described above. of extremities etc. also occurs, but not until a significant
amount of time has passed. Of course Puppets beings and
creatures supported by hostile environment suits do not
Low G ravit y suffer these effects. However, in the Flame System there are
Under low gravity, Human would be able to move twice no organic beings that can survive long-term exposure to
the usual distance. However, to move safely requires an hard vacuum.
Athletics skill test of difficulty value 10. Failure indicates
that the character has lost control while moving and the
difficulty level of all Agility-based Attribute and Skill tests Thin Fluid Atmosph e re
are increased by one step (e.g. from moderate to difficult) Assuming that the atmosphere supports the mode of
until they stop moving entirely for a single turn. breathing required by a character, their Might Attribute ‘D’
value (i.e. a Might Attribute of 3D+1 has a ‘D’ value of 3) is
Beings adapted to low gravity might be Puppets with halved (round up) under these conditions unless breathing
complex motor functions or Uplifts with highly developed is artificially aided.
balance and muscle coordination.
Organic beings adapted to these conditions would be able
to breath the atmosphere, and would have the enlarged
Hig h G ravit y breathing apparatus and lung capacity required to support
Under high gravity, human characters would move half their activities and thus not suffer these effects.
(rounded up) the usual distance, and a Might test of difficulty
value 10 is required to perform physically demanding
activities. Failure indicates that the character has become Standard Fluid Atmosph e re
fatigued, and the difficulty level of all Might-based Attribute Assuming that the atmosphere supports the mode of
and Skill tests are increased by one step (e.g. from moderate breathing required by a character, a standard atmosphere
to difficult) until they rest. The Narrator can adjudicate has no affect.
what actions are considered physically demanding, but this
typically includes running, climbing and melee combat.
Thick Fluid Atmosph e re
Uplifts with reinforced skeletal structures and bulky muscle Assuming that the atmosphere supports the mode of
mass would not suffer the ill effects of high gravity. Puppets breathing required by a character, a thick atmosphere has
are generally constructed from advanced composite no effect on their breathing. However, due to the dense
materials that are very resistant to strong gravity. nature of the fluid, the ‘D’ value of the Agility Attribute (i.e.

42
CORE RULES OF EXILIUM

a Agility Attribute of 1D+2 has a ‘D’ value of 1) is halved Assisted Healing: Exiles with the medicine Skill can attempt
(round up) under these conditions. These environments to help others heal more quickly. A medicine standard task
often negate falling damage. However, pressure effects can may be attempted once per day for each patient treated. On
be severe to skeletal-supported organic beings without a successful roll, the patient heals one wound level (see the
appropriate survival gear. The effects of increased pressure table below.)
can be assumed to follow the same rules as for falling given
previously, with meters descended equivalent to meters
fallen for the purposes of determining damage. M echanics o f Bio - fusing
A Bio-fusing tank is a device that aids in assisted healing. For
Organic beings adapted to survive in thick fluid atmospheres details on the Bio-fuser, see Welcome to the Flame Worlds
have powerful forms with increased muscle mass. Puppets section. Mechanically, when used in such a way, the tank
have strong reinforced skeletal frames and powerful motor adds +3D to the medicine Skill of the technician operating it.
functions. Both organic creatures and Puppets are adapted Without a skilled operator, a Bio-fusion tank itself acts like
to survive in a narrow band of external pressure, so it is a medic with a Skill of 5D in medicine. The process is slow,
possible that they would still suffer the effects of descending however; assisted healing Tasks can be attempted once per
to high-pressure atmospheres as describe above. The week instead of once per day. Bio-fusion tanks can heal
Narrator makes the final decision on what environment is major trauma – such as limb loss, ninety percent burns –
considered native for the being in question. that would normally require long term hospital treatment.
Biofusing can heal any injury except death; remember the
character receiving treatment must be alive when they
H ealing enter the tank.

All organic life forms may heal any physical damage they
receive whereas Puppets require repairs. Ve hicles
Natural Healing: If a wounded character rests he may All vehicles from ground cars to star ships are defined by
perform a Might standard task and if successful heals a a common set of statistics, much like Exiles. The following
wound level. The frequency of the check depends on the rules are used to resolve actions related to vehicles, including
severity of the character’s wounds, as shown below. combat and chases. These rules are fairly light and narrative,
but they should be enough for a Narrator to handle using
vehicles in their games.
M echanics o f Bio -welding
Bio-welding is healing technology that aids in natural
recovery; see Welcome to the Flame Worlds section for more Statistics fo r ve hicles
details. Mechanically, the Bio-welder removes the effects The following statistics can be used to describe any vehicle
of blood loss and shock. In game terms, the Bio-welder in play.
stabilizes wounds and stops injuries from progressing to the
next worse Wound Level due to blood loss or infection. After • Skill: Which Skill is used to drive or pilot the vehicle.
treatment from a Bio-welder, the recipient receives a bonus
of +1D to Might standard tests, and heals as per the ‘natural • Scale: The size of the vehicle, used as a bonus when
healing’ rules. comparing objects of different sizes.

healing

Wound Level Frequency of Natural healing Might Difficulty Assisted Healing Difficulty
Stunned 1 minute automatic Easy
Wounded 3 days 6 Moderate
Severely Wounded 3 days 6 Moderate
Incapacitated 2 weeks 8 Difficult
Mortally Wounded 5 weeks 9 Very Difficult

43
Exilium

• Body: Used as an Attribute to resist damage. Body is a Damag e to ve hicles


static resistance, similar to soak for Exiles. Scale is another factor that must be borne in mind, as most
vehicles are considerably larger than humans.
• Manoeuvrability (Man): How easy the vehicle is to
handle. Manoeuvrability gives a bonus on drive and Once damage is determined for the attack, the body is
pilot Skill rolls. subtracted to determine the equivalent of a wound level,
using the chart below.
• Move: How fast the vehicle can travel.

• Crew: The number needed to successfully operate the


vehicle. damage rolled effect

• Passengers (Psg): How many passengers beyond the Damage Roll ≥ Body Roll Temporary Effect
crew that the vehicle can carry. (one round)
Damage Roll ≥ 2 x Body Roll Permanent Effect
• Weapons: Any armaments mounted on the vehicle. (repair required)
Damage Roll ≥ 3 x Body Roll Permanent Effect
(part destroyed)
Ve hicle Movem ent
Move dice represent the relative speed between vehicles of
similar types. Vehicles are divided into four broad categories
including: Primitive Craft/Muscle Powered, Motorized Also, once the severity of the damage is determined, the
Ground and Water Craft, Aircraft, and Spacecraft. If vehicles Narrator may roll randomly using the following chart, or
of different categories must compare speed – such as a common sense, to determine which part is damaged.
fighter chasing a tank – the faster vehicle is granted bonus
move dice based on the difference in speed factors in the
following chart:
roll 1d effect

1 Lose 1D from Manoeuvrability


speed factor modifier 2–3 Random System Damaged
4–6 Structural Damage
Primitive Craft / Muscle Powered 0D
Motorized Ground / Water Craft 2D
Aircraft 5D
Spacecraft 10D Effects of Damage
The flowing damage effects show what can go wrong when
vehicles find themselves under fire.

Ve hicle com bat Manoeuvrability: Each time this is affected, the vehicle
Some vehicles have weapons; unless specified in their loses 1D from its manoeuvrability value. This can become
descriptions, they are considered to be of the same scale negative, resulting in a penalty to the driver’s Skill roll.
as the vehicle. Attacks are resolved in the same manner as
character versus character combat with the only difference System Damaged: Randomly select a vehicle’s system
being that the character uses their drive/pilot Skill in place and it either becomes broken or loses 1D from its rating
of dodge to avoid being hit. (if applicable). Examples include: communications/radio,
sensors, shielding, sail, rigging, armour, etc.

Weapon Rang es in Space Structural Damage: The vehicle receives one wound level.
Space is big and empty. Guns shoot great distances and ships Treat these like character wound levels. Mortally Wounded
are extremely fast. The ranges given are abstract units. vehicles stop running and Dead vehicles are considered
destroyed.

44
CORE RULES OF EXILIUM

Multiple Weapons on Ve hicles This assumes that the character attempting the repair has
When vehicles have more than one weapon of a single type, access to suitable tools and parts. Without these, the repair
they can be fired as a single salvo. This requires a successful will be much more difficult and time consuming and, at the
command Skill standard task with the difficulty based on the Narrator’s discretion, may not even be possible.
number of guns being combined. Each doubling of the number
of weapons combined increases the damage by one pip.

repairing vehicles

Dice lost due
to damage Difficulty Time Needed
1D Easy 1 hour
2D Moderate 4 hours
3D+ Difficult 1 day

Hacks
Hacks are augmentation of human DNA with that of alien
species, usually to boost the abilities of the human. For a
description of Hacks see Welcome to the Flame Worlds.

M echanics o f Hacks
Chases In the mechanics of play, Hacks give either boosts to the
When attempting to overtake or outrun an opponent, firstly, Attributes of their host and therefore to all the Skills that
the Narrator determines what range the two vehicles are at: are related to that Attribute, or they grant the user specific
short, medium or long. During each turn, each vehicle makes Perks not normally associated with their species.
a drive/pilot check, with the vehicle’s move dice granting a
bonus. Attribute Hacks that grant boosts to Attributes come in
levels 1, 2 and 3. These Hack levels give boosts of +1 pip,
The higher roll either closes or increases the range as +2 pips or +1D respectively to a specific Attribute over and
desired. If reduced below short range, the two vehicles above the individual’s base Attribute value.
catch up with each other; if increased beyond long range,
the vehicle escapes its pursuer. Remember, the progression of Attribute and Skills outlined
in the core rules, and that adding pips to an Attribute that
already has pips assigned can result in a change in the
Ramming number of D.
When vehicles are at short range, a pursuer may try to ram.
To successfully ram, the pilot needs to roll higher than the For example, a boost of +2 to an Attribute of 2D+2 would
target’s pilot Skill check. If successful, both vehicles suffer result in a final value of 3D+1. Attribute Hacks work
damage equal to the body of the attacking vehicle plus the differently for each Attribute, as described below.
difference in the move dice Attribute of the two vehicles.
Might – Boosts the physical strength and robustness of an
individual. Physically, this Hack is very noticeable, as extra
Re pairing Ve hicles muscle mass and reinforced bones are not easy to conceal.
Exiles may repair damage to their vehicles using the repair People sporting this Hack are often referred to as ‘apes’.
Skill. The difficulty and cost is determined as shown in the
table at the bottom of the page. The cost is based on the • Level 1: Increased muscle mass, improved blood
price of a new vehicle, as set out by the Narrator. circulation to increase oxygenation.

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Exilium

• Level 2: As above plus lining of bones to increase don’t cost creation points but instead affect the Dislocation
strength, additional muscle mass and improved Scale, as explained in Creating Exiles. Players are encouraged
strength in ligaments and tendons to create their own Hacked Perks with the consent of the
• Level 3: As above plus increased lung capacity, Narrator if they wish to employ them.
increased heart rate and even larger muscle mass
Some examples of Hacked Perks are given below; this is just
Agility – Boosts the speed and dexterity of an individual. At a small selection of the many Hacks that are seen on the
higher levels, this Hack can be physically noticeable, as the Flame Worlds.
recipient takes on an unnatural grace and poise that often
seems out of proportion to their frame. Armour (level 2) – This Hack toughens the skin of the
recipient, creating robust, natural armour that appears to
• Level 1: Improvements to the synaptic pathways to be composed of sub-dermal plates. This Hacked armour
speed signal transmission. grants the bearer a single armour point in all locations. It
• Level 2: As above plus improvements to balance isn’t subtle though!
control.
• Level 3: As above plus lightening of bone structure, Night vision (level 2) – This Hack grants the recipient
improved fine motor control and adrenal enlargement excellent low-light vision, similar to that when using a low
intensity rifle scope. In game terms, as long as there is some
Charm – Boosts the natural charm and social awareness of small source of illumination, the Exile can see normally.
an individual. Overtly sexualized and charismatic versions of During daytime, special nictating membranes cover the eyes
this Hack are easily noticed, but equally hard to ignore. to reduce light sensitivity. The drawback of this Hack is that
sudden bursts of light can blind the recipient.
• Level 1: Pheromone production boosted.
• Level 2: As above plus greater control of facial features Iron constitution (level 1) – The recipient of this Hack gains
to hide emotions. an enormously strengthened stomach and digestive tract.
• Level 3: As above plus improved control of posture and The result is that the Exile can eat pretty much anything
other physical indicators of mood. without becoming ill, and can gain nourishment from the
most seemingly inedible food. A drawback is that the Exile
Wit – Boosts the intellect and mental capacity of an needs more fluid than normal, consuming one and a half
individual. This is the least physically obvious of all the times the average daily amount for his species.
Hacks, but the effects on the emotional characteristics of
the recipient are blatantly obvious. Intensified hearing (level 1) – This Hack alters the hearing
capabilities of the recipient, increasing aural range and
• Level 1: Increased synaptic connectivity and improved sensitivity. As a result, the recipient can hear even the
brain organizational structure. faintest whisper, and can detect sounds outside of the
• Level 2: As above plus improved logical capabilities and normal limits for their species. The drawback is that they’ll
emotional detachment. need some kind of ear protection when in environments
• Level 3: As above plus greater emotional detachment that most would consider only moderately noisy.
and a boost to pure reasoning and mental abstraction
capabilities Camouflage skin (level 1) – The recipient of this Hack has
targeted pigmentation in their skin which is not normally
present in their species. The result can be anything from
Pe rk Hacks a complete change of skin colour to the presence of
Some Hacks are specifically designed to grant Perks to their camouflage stripes and blotches that allow the recipient
user. Typically, these Hacks are created by using Glitter nano- to blend into a certain environment, granting +1D to Skill
machines to insert components of human or alien DNA into tests that involve staying hidden (for example using Security
the cells of recipients. Any Perk allowed by the Narrator may or Survival Skills). It does look extremely strange in other
be introduced through a Hack, even those that would not environments, however.
normally be available to the species of the recipient, such
as a human gaining gills or the ability to fly. The level of the Hardened bones (level 2) – The recipient of this Hack has
Hack is equal to the level of the Perk under the normal rules unnaturally hardened bones which are able to withstand
for Perks. For Exiles, the difference between normal Perks a great deal of damage without breaking. As a result, the
and Hacked Perks is how the Perk is paid for; Hacked Perks recipient may block and make melee attacks unarmed, and

46
CORE RULES OF EXILIUM

gains +1D to the damage of unarmed attacks. They have to all the Skills related to that Attribute, Loci boost individual
be careful, however; the flesh on the bone is the same as Skills. Each Locus works with a single Skill and comes in one
normal which makes it susceptible to damage while blocking of three levels – 1, 2 or 3 – which respectively give a +1, +2 or
weapons, and the possibility of driving the bone through +1D bonus to the Skill over and above the individual’s base
skin when attacking is very real. Skill value. Remember the progression of Skills outlined in
the core rules, and that adding pips to a Skill that already
Gills (level 3) – This Hack spliced DNA from the seas of has pips assigned can result in a change in the number of D;
Sapphire into that of the recipient, causing gills to form at for example, a boost of +2 to a Skill of 2D+2 would result in
the base of the neck. This allows the recipient to breathe a final value of 3D+1. Loci work differently for each Skill, as
underwater assuming the water is oxygenated and non- described below.
toxic; this includes the upper levels of the seas of Sapphire
and the flooded areas of the cities. While doing so, the Athletics – This Locus informs on technique, provides better
lungs deflate giving some protection from pressure, but the processing of balance and reflex feedback, and actively
effects are only good to a depth of around 100m. manages physical sensations to get the best from an athlete.

Flight (level 3) – This Hack results in the recipient growing Bargain – Including algorithms that allow the wearer to
a thin but very tough membrane between the arms and the ‘read’ another, with a large database for assessing the value
sides of the body, which may be tightened unconsciously of a host of useful items, this Locus is a merchant’s most
to create gliding wings. When using this Hack, the recipient valuable tool.
never suffers damage from a fall as long as they are in
control of their actions, and may glide for long distances in Brawling – This Locus increases the special awareness of
low gravity. The wings are very obvious, however. the wearer and improves their hand-eye coordination and
balance, as well as their knowledge of fighting styles.

Hack limitations Bureaucracy – A mainly knowledge- based Locus, this device


Hacks are altering the genetic and biological make-up of carries a wealth of information on the protocol and processes
their host, and so are potentially damaging. Hacks can also of the various Flame World societies; it also actively roots
sometimes interfere with one another, causing numerous out loopholes from data viewed by the wearer.
serious problems. In game terms, no human or Uplift can
safely have more Hacks than the value before the ‘D’ of their Command – This Locus contains bio-algorithms to modulate
unaltered (i.e. pre-Hack) Might Attribute divided by 2, and the wearer’s demeanour and voice so that commands
then rounded down. For example, a human with a Might of become difficult to ignore.
between 2D and 2D+2 can safely have a single Hack. An Uplift
with a Might of 6D could have three Hacks. Exceeding this Diplomacy – With a large knowledge-base in the protocols,
safe limit results in one or more of the Hacks malfunctioning needs and desires of various Flame World factions, this Locus
and the possibility of medical complications, as decided by can give a serious boost to the performance of a diplomat.
the Narrator.
Dodge – Focused purely on ballistics knowledge, reflexes
and balance, and with in-built damage limitation algorithms,
Loci this is a very useful Locus for military personnel.

Loci are augmentations that fuse the mind of a human or Drive – This Locus contains a wealth of information on
Uplift with a computer. Loci grant a range of benefits, as operating ground vehicles, including how to get the best
described in Welcome to the Flame Worlds. performance out of different models and parameters on just
how far a vehicle can be pushed without danger. Requires a
Loci-linked vehicle to get the best results, otherwise reduce
M echanics o f Loci boost by one pip.
The sharing, database querying and location tools of Loci
do not require specific mechanics in play, as it only requires Heavy weapons – A visual assessment of trajectory, overlaid
the Narrator and Exiles to know the existence of these inner-eye targeting reticules, and a wealth of knowledge on
possibilities in order to make use of them. The main powers the performance of different heavy weapons complete the
of Loci do require some mechanical explanation. In game contents of this Locus. Requires a Loci-linked heavy weapon
terms, whereas Hacks enhance Attributes and therefore to get the best results, otherwise reduce boost by one pip.

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History – A purely knowledge based Locus; this device of weapons. Requires a Loci-linked weapon to get the best
carries a great deal of historical data on the societies of the results, otherwise reduce boost by one pip.
various Flame Worlds.
Navigation – This Locus contains a large amount of
Language – This Locus contains knowledge of a specific information regarding different ways to navigate successfully
dialect of Speak, and includes bio-algorithms to allow the through various environments, and includes a memory
wearer to speak the dialect as well as read it. augmentation to allow the wearer to memorize routes.

Persuasion – This Locus focuses on reading the emotions and


needs of a target, as well as understanding their motivations
through facial reading algorithms, thus making persuasion
an easier task.

Pickpockets – This Locus focuses on slowing down the heart


rate and carefully managing the stress of the wearer when
attempting sleight of hand operations. A useful Locus in all
sorts of situations dependent on fine manipulation, not just
pickpocketing!

Pilot – This Locus contains a wealth of information on


operating aircraft and spaceships – including how to get the
best performance out of different models – and parameters
on just how far a vehicle can be pushed without danger. Also
includes a calculation of gravity effects. Requires a Locus-
linked vehicle to get the best results, otherwise reduce
boost by one pip.

Pistol – Overlaid inner-eye targeting cross-hairs, a wealth


of knowledge on the performance of different pistols, and
increased targeting reflexes complete the contents of this
Locus. Requires a Locus-linked pistol to get the best results,
otherwise reduce boost by one pip.

Repair – This Locus is mainly a diagnostic and knowledge


based tool, packed with information of vehicles, equipment
and tools from across the Flame Worlds.

Rifle – The Locus gives overlaid inner-eye targeting cross-


hairs, an in-depth knowledge on the performance of myriad
rifles, and forced relaxation for long range aiming. Requires
a Locus-linked rifle to get the best results, otherwise reduce
boost by one pip.
Lift – Improvements to the technique and pain resistance of
the wearer aid in feats of lifting. Better versions of this Locus Security – A must for Smoke operatives, this Locus contains
also have active heart and cardiovascular management. detailed information on common security systems, including
information on disabling or fooling them.
Medicine – Packed with medical information, diagnostic
algorithms and detailed knowledge of drugs and their Seduce – Closely linked to the persuasion Locus but with a
effects, a medical Locus is a must for the best medical staff. heavy sexual overtone, this Locus seriously increases the
allure of the wearer to the opposite sex.
Melee – This Locus increases the special awareness of
the wearer and improves their hand-eye coordination, Stamina – This Locus focuses on pain management,
balance, and their knowledge of fighting styles with a host has active heart and cardiovascular management, gives

48
CORE RULES OF EXILIUM

information about workout styles, and provides the wearer augmentation designed for the purpose known as a Burn
with an inner- eye display of key performance parameters Locus. These devices are carried by specialized military
such as heart rate. units, covert operatives, criminals and police forces, and are
highly illegal among civilians on most of the Flame Worlds.
Stealth – Boosting the ability of the wearer to stay hidden,
move without sound and strike silently, and including active Burn Loci can only be used to attack other Loci that are
management of heart rate, stress levels and focus, this Locus connected to the central infrastructure by Threads; isolated
is popular among Smoke agents. Loci cannot be targeted. Burn Loci have a special attack Skill
– called Burning – that is used to attack other Loci. This is
Streetwise – A knowledge-based Locus that focuses on the a new skill based on the Wit Attribute of the wearer, with
activities, customs and motivations of several of the biggest Burn Loci adding pips or dice to the Burning Skill level in the
crime syndicates, this Locus is popular with law enforcement manner described above for levels 1, 2 and 3.
officers and criminals.
Only people equipped with Burn Loci have this attack Skill;
Survival – A knowledge-based Locus packed with those with normal Loci do not have this ability, and Burn
information required to survive in some of the most extreme Loci have no other function (beyond the usual abilities of
environments found in the Flame System. all Loci).

Swimming – Information on style techniques, breathing Burn Skill = Wit Attribute + 1 pip (level 1); 2 pips (level 2); or
routines, the ability of holding your breath without panicking, +1D (level 3)
and active heart and cardiovascular management, form the
suite of this Locus’s abilities.
Th read Bu rning
Tech – This Locus contains a great deal of information on the To attack a Locus via a Thread, an Exile equipped with a
workings of various pieces of Ultratech and Salvaged tech Burn Locus makes an attack roll using their Burning Skill. The
that might be encountered on the Flame Worlds. target number of the attack is equal to the target Locus’s
Burn static defence value, as calculated below:
Zero-G – This Locus has a careful balance of increased
control of movement in zero-G through active control of Burn static defence = (Wit Skill dice x 3) + pips
muscle motion and a damping of the inner- ear feedback to
reduce the sickness often felt in low gravity environments. The attack is resolved in the normal way. The attack is
instantaneous, working at the speed of thought. If the
attack is unsuccessful, then there are no ill effects on the
Loci, Pu ppets and Machin es target, but they will know they have been subjected to
All Puppets (including Simulcra) and most complex machines a Burn attack. In this case the target Locus has effectively
of a reasonable size have an inbuilt ‘sub-Locus’. This limited ‘shut out’ the attack, and so cannot be targeted again
device allows the device to perform all of the tasks common until the attacking algorithms in the Burn Locus have been
to all Loci (such as Thread linkages, location awareness etc.), redesigned, a task that takes around ten minutes. Should
but not the Skill-enhancing properties that human and Uplift an attack be successful, the Burn can damage the target
Loci have. Locus by interacting with it without permission. Damage is
resolved in the normal way, with the damage value of the
attack equal to the Wit Attribute of the attacker, and the
Th reads Burn Soak of the defender equal to the Wit Attribute of the
Loci have another ability – they may be linked together to target Exile.
allow bearers to communicate and share information with
others or with a central computer service. This is called • Burn damage = Wit Attribute of attacker
Threading, and the Loci are known as being loci-linked. For
details, see Welcome to the Flame Worlds. • Burn Soak = Wit Attribute of the defender.

To determine the Wound Value of the attack, the target’s


Bu rn Loci Burn Soak is subtracted from the attacker’s final rolled Burn
The act of attacking or subverting another person’s Locus Damage as normal, and the result compared to the following
through a Thread link is called Burning. It requires a special table of Wound Levels:

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Destroyed: As for Burned, except that the attacker may


burn wound permanently destroy the function of the Locus, including
wiping all information stored within.
Value 0 or less: Unharmed
1 – 3: Snap shot
4 – 8: Connection Loci limitations
4 – 8: Insertion Loci are limited in two ways. Firstly, they take up space on
9 – 12: Dominance the temples, and secondly, fusing a processor to the brain
13 – 15: Burned is a difficult process. In addition to this, too much external
16+: Destroyed processing power can lead to mental instability. In game
terms, no human or Uplift can safely have more Loci than
the value before the ‘D’ of their unaltered (i.e. pre-Hack) Wit
Any additional damage less than or equal to the Exile’s current Attribute divided by 2 and rounded down.
level moves him up by one level. For example, a Locus subject
to a ‘Snap shot’ Exile who receives a second wound as a For example, a human with a Wit of between 2D and 2D+2
result of ‘Snap shot’ establishes a Connection to the attacker. can safely have a single Locus. An Uplift with a Wit of 4D
A Locus becomes subject to Insertion if the wound value is could have two Loci. Exceeding this safe limit results in one
between 4 and 8 and they are already at the Connected level. or more of the Loci malfunctioning and the possibility of
mental instability, as decided by the Narrator.

Wound Level E ffec ts


Wound levels affect the abilities of the targeted Locus as Exiles and th e gam e
described below.
Exiles have a few special rules that only apply to them. These
Snap shot: The attacker gains a quick snap shot of the surface include the ability to improve their abilities as the game
thoughts and goals of the person wearing the target Locus, progresses – after all, they are the heroes of the story – and
as well as an indication of the purpose of the target Locus the ability to welcome guests, that is to open themselves to
and its level. The target knows they have been Burned, but other Numina who can help them achieve their aims. But
not to what extent. this comes at a price.

Connection: As for Snap shot, except that the attacker


remains connected to the target Loci for the number of Rewards
minutes equal to the attacker’s Wit Attribute dice, and may
view sensory information from the target as if they were During play Exiles and their players are rewarded for the
willing participants. The target knows that they have been contribution to the game in three ways – gaining experience,
Burned, but not to what extent. learning more of their past and of Elysium, and gaining the
pills that halt dislocation. Each of these rewards is discussed
Insertion: As for Connection, except that the attacker may in detail below.
insert a small amount of information into the target’s Locus,
such as a few moments of sensory information, a document
etc. The target is unaware that they have been Burned, and Reward on e - Expe rience
if the insertion is subtle enough they may never realize they At the end of each session the Narrator awards each Exile
have been subjected to an attack. a number of character points (CPs). The number of points
given per session typically varies from 3 to 7 depending on
Dominance: As for Insertion, except that the attacker may drama, danger, success, and fun! The more the character
edit stored information and insert whatever information has contributed to the story, the greater the reward.
they wish. The attacker can keep the target from knowing
about the attack, but any major changes to the target Locus Spending character points
will be immediately noticeable. Any Skill may be increased one pip by spending a number
of character points equal to its current number of dice. No
Burned: As for Dominance, except that the attacker may Skill may be increased more than one pip per session. Skill
shut down the target Locus for as long as the connection specializations cost only half as much to increase, rounding
remains intact. up. Character points are also used to improve Attributes.

50
CORE RULES OF EXILIUM

51
Exilium

This costs 10 times the number of dice a character has in an aspect of the crime that their Exile character performed.
the Attribute to raise it one pip. All Skills under this Attribute Now they may add a further detail – the victim of the crime,
also improve by one pip. Remember that increasing a Skill or the motivation, the location, anything that adds a little extra
Attribute above +2 pips leads to an increase of one dice (D). information. The Players should review the descriptions of
Elysium that they have already developed in order to gain
Example of increasing Skills and Attributes some insight into what their crimes may have been.
If an Exile has an athletics Skill of 2D+1, it would cost 2
character points to increase the value by one pip to 2D+2, Example of describing their crime
equal to the current number of dice associated with the Skill. If, instead, Tom decided to expand on the description of
his character’s crime, he might choose to add the victim to
If an Exile had a Wit of 3D+1 and wanted to improve it to 3D+2 their earlier description of ‘I killed’. He adds the victim – his
it would cost 30 character points – ten times the number of lover, Nirial. Now we know that Tom’s Exile character was
dice associated with the Attribute – in this case three. banished for killing his lover.

Reward t wo – Expanding on Numina and Exiles


Crim es and Elysium The goal of play is for Exiles to be accepted back into Elysium,
After every session, the Narrator should select one Player to resolve the guilt of their crimes and become Numina once
from the group who performed well – someone who played again. Exiles are well aware of Numina and their part in the
their character to the hilt, got involved in the story and creation of the Flame Worlds, and that Numina Dream,
helped create drama. The Narrator can then reward them drifting between the minds of their playthings in the material
with the option of expanding on the background of the universe. It is possible for Exiles and their host bodies to
game, for example, what the Exiles know of Elysium, or the become temporary homes to Dreaming Numina. This can be
crime that got them banished. of benefit to the Exile; due to their special connection to the
Numina, they can imbibe some of their ex-peers’ powers.
Describing Elysium However, opening to guests comes at a price.
The Player may choose to add to the description of Elysium
developed by the Players during Exile creation. This is in Invoking Numina
effect the Exile remembering a little more of the place they Exiles may, at their discretion, attempt to open themselves
have been banished from. This is performed in exactly the to Numina whenever they are attempting a task in a stressful
same way as describing Elysium in Exile Creation. The Player environment. The Envoy teaches that in doing so, the Exile
may add anything they like to the descriptions already might share some of the power of the Numina, channelled
developed, unless all the other Players and Narrator find it through their kindred minds into the body they occupy.
wholly inappropriate, in which case a compromise should be Opening to allow another being to occupy your mind is not
sought. Once the description is finalized it becomes a truth, something that is undertaken lightly; a stressful situation is
and will remain a part of the game going forward. required before it would be even considered.

Example of describing Elysium To invoke Numina, the Player must explain how the current
The Narrator awards Tom the option to expand on the scene is connected to either their crime or to the collective
background of the game, and he chooses to add to the memories all the Exiles have of Elysium. This is because it
description of Elysium. Thinking for a while, he comes up is through these vague memories that Exiles gain a link to
with the following: the Numina that they are channelling. The connection could
be direct, an emotional response, drawing on a memory
‘I remember a city wreathed in flame, where hundreds of fragment, or anything that relates a defined memory from
beings – playthings – were consumed in fire and death’. the character’s past to the current situation. Perhaps the
current scene echoes something of Elysium, or maybe
This tells us that Elysium is a place where deadly games are they see in their situation a way of redeeming their crime.
played with living, breathing creatures. Either way, Numina can be invoked if the Narrator agrees
that it makes sense. As play progresses and further memory
Describing their crime fragments are added to the descriptions of Elysium and the
Instead of adding to the description of Elysium, the Player character’s crimes, further routes to invoking Numina are
may decide to reveal a little more of the crime that got their revealed.
Exile banished. During Exile creation, the Players all revealed

52
CORE RULES OF EXILIUM

Example of invoking Numina the character gaining insight into the crime that haunts them
Alake is attempting to rescue his friend Marl from a burning and working towards redeeming the hurt from their past.
scout base. He needs to run in and drag Marl’s prone body
to safety. Alake’s Player, Will, decides to invoke Numina, However, invoking Numina is dangerous. Welcoming guests
telling the Narrator that this scene has triggered a flashback. reinforces the fact that the Exile is from another reality,
Looking at the memories of Elysium and of his crime, Will and serves to break down the glue that holds the Exile to
describes how the situation relates to Alake’s crime, defined the Flame Worlds. No matter whether a character’s crime
at the beginning of the game as ‘I ignored’. He describes or memory of Elysium was invoked or whether the task the
how Alake had the chance to save something important in Exile attempted was successful, look out for any rolls of 1 that
his past but chose not to help, and this is the root of Alakes’s occur when the Numina was invoked. If at least one value of
crime. The Narrator agrees that Will can use this trigger to 1 is obtained on any dice, the character’s dislocation value
invoke Numina. is decreased by one point. This represents the emotional
damage caused to the Exile by sharing the host’s mind with
Benefits of invoking Numina an alien entity, the Numina.
The result of invoking Numina in the task or conflict is to
allow a guest Numina into the character’s mind with the aim Example of the effect of dice values
of helping in the current conflict. This is the Exile drawing Alake is rushing into the building and dragging out Marl’s
on the power of the Numina through their connection – prone body. Given the debris in his path, the Narrator rules
something that ordinary beings can’t do. that safely dragging the body from the building is a difficult
Might standard task. Alake has a Might of 3D+1. However,
The Player looks at the task or conflict taking place and, with Will has invoked the Numina, so the result of his rolls will
the Narrator’s assent, picks the primary statistic involved. be doubled. The results on the dice are 1, 3 and 6 (the wild
For example, in an armed fight, Agility is the most commonly dice gave the result of 1, so isn’t re-rolled), which with the
used Attribute. The benefit is that, once the Numina is +1 pip gives a result of 11. The effect of invoking Numina is
invoked, the character doubles the result of dice rolled in to double this result to 22.
any one task using that Attribute, or any associated Skill,
during the scene. They must state that they are invoking Looking at the dice, assuming Alake successfully freed Marl,
Numina before the dice are rolled. This includes the physical a roll of 6 means that one point is deducted from Alake’s
or mental Attributes; Numina can help push the body beyond guilt scale, which moves down from 4 to 3. However, a roll
its normal limits. of 1 was also obtained, so regardless of the outcome of
the rescue one point is deducted from Alake’s dislocation
Invoking Numina makes difficult tasks and conflicts much scale, which takes it from 5 down to 4. Tony may have eased
easier to perform, and allows Exiles to perform tasks that Alake’s guilt a little by reliving and confronting an aspect of
are otherwise pretty much impossible. For example, lifting a his crime, but at the same time he’s taken one step closer to
beam off a fallen comrade might be a very difficult task for dislocation.
a normal human, but an Exile inhabiting a host with a Might
of 5D could achieve a target number of 30. Invoking Numina
cannot however allow a character to do anything beyond Dislocation
the abilities of a human, but anything else is possible, even if Should an Exile’s dislocation scale be reduced to 0, they
the chance of success would normally be very small. have dislocated, completely losing the connection with the
material reality they are force to inhabit. This is a permanent
For example, an Exile invoking Numina could lift an incredibly breakdown, a spiral into psychosis that cannot be reverted,
heavy beam, but could not read another character’s mind. where mind and body reject one another. The Exile becomes
the property of the Narrator, and it’s time for the Player to
Invoking Numina can lead to healing if the character involves create a new Exile.
their crime (as opposed to memories of Elysium); by doing
this, the character is forcing themselves to engage with their Luckily, the Envoy can intervene to stop his agents
past. After invocation, look at the dice as they are rolled dislocating. For those operatives that gain his favour, the
using the primary Attribute or Skill selected. If the task for Envoy dispenses curious black pills, each of which can be
which the Numina was invoked was successfully achieved used to restore a single point on the dislocation scale. These
and at least one value of 6 was obtained on any dice rolled are his rewards of service – help in avoiding the danger of
(including any wild dice and resulting re-rolls), then a point invoking Numina and therefore assistance to the Exile in
is removed from the character’s guilt value. This represents redeeming his crimes.

53
Exilium

During the scene when an Exile dislocates and is lost as discussed below. Other Perks and Complications as outlined
a player-controlled character, the Player has the job of in the section on Exile creation can be taken in the normal
describing exactly how this breakdown is manifest, and way – essentially, the Uplift grants additional non-optional
should try to choose something appropriate to the Exile’s Perks and Complications.
situation. Importantly, it should be obvious to every other
Exile involved in the scene that the Exile has cracked. The
Narrator has the final say in whether the behaviour of the
Exile is suitable.

Players are encouraged to act out their Exile’s behaviour,


and should try to portray an emotional response that
demonstrates realistically how their character would
behave when breaking down. This is a chance for the Player
and their Exile to shine in the narrative of the story.

Reward th re e – th e Envoy’s pills


Each session, The Envoy chooses one Exile to be given
between one and two of the black pills to help their fight
against dislocation. Only those Exiles that the Envoy sees as
performing their tasks satisfactorily are rewarded – those
who rebelled, failed to act or otherwise gained the Envoy’s
displeasure are not rewarded. It is possible for an Exile to
reduce their guilt scale to zero without the use of black pills,
but it is much less likely.

The pills have another effect - when Shadows manifest


their desires i.e. express the emotional release they crave,
they glow a dull red colour. This allows the Envoy’s agents
to identify Shadows, as the Envoy has often only a vague
knowledge of where Shadows are to be found, often from
information from its spies and monitoring of Flame World
communications.

U pl i f t S p e c i a l Ru l es
As mentioned in the Exile creation section of this book, Uplift Physical Pe rks and Com plications
Exiles are governed by some special rules. These relate to Physical Perks and Complications represent the physical
the Perks and Complications the character gains from the capabilities of the Uplift, and Exiles in Uplift form will be
Uplift. Note for examples of Uplifts and their appearance, constrained by these traits. Many have an effect on the
Perks and Complications, see Welcome to the Flame Worlds Attributes of the Uplift and are already figured into the
section of this book. creature’s profile; they are only mentioned in the Perks and
Complications list to remind the Narrator and Player that
Uplifts in general follow the same rules for Perks and they exist. An example would be the physical strength of a
Complications as with human Exiles – Perks offer some Jakkar Uplift which is reflected in the large Might Attribute
advantage to the Exile, while Complications inhibit the of the creature.
Exile’s actions but reward the Exile with Character Points
(CPs) when they do so.
M ental Pe rks and Com plications
However, for an Uplifted Exile, these traits (especially mental The process of an Exile fusing with an Uplift host is not as
Complications) take on a deeper meaning, which will be simple as for a human. All Uplifts have instinctive drives of

54
CORE RULES OF EXILIUM

their own that cannot be simply overridden by the Exile. Ex am ple o f following Instinc ts
In Uplifts, these instincts are represented by mental Perks and Com plications
and Complications. These describe how the Uplift behaves An Exile occupying an uplifted predatory host with the
compared to a human, and therefore how an Uplifted mental Complication ‘aggression’ is engaging an enemy in
Exile will behave. Generally, the rules for mental Perks and melee combat. The Complication tells us that this is what
Complications follow the same rules set out earlier. the Uplift does instinctively, so the act comes naturally
and without thought. However, no CP is earned because
The difference here is that in Uplift characters, the Narrator defeating the enemy is the current goal of the scene, i.e.
may state at any time that the current situation has there is no negative effect from this Complication.
stimulated the remnant instincts of the Uplift represented
by a mental Complication. The Player then has a choice: During the fight one of the Players suddenly decides they
they can allow the Host to follow its instincts, thereby need their foe to remain alive! The Players discuss this and
allowing the Complication to affect the scene and earning decide that they will break off the attack and let their foe
the character a CP in the normal way, or the Exile can try escape as the local police are outside and can capture him
to repress the instinct of the Uplift. However, doing so risks for questioning. The Uplifted Exile engaged in combat with
mental collapse. If the Exile tries or is forced to oppose or the enemy decides to withdraw from the fight and let him
deny an instinct of the Uplift that is described by a mental go. However, the Narrator points out that this is denying the
Complication, there is always the chance that they may instincts of the Uplift, so an Instinct Test is required. The
fracture the delicate connection that exists between the character has a Wit of 2D+2, so two dice are rolled, resulting
Exile and material reality. In such a situation, the Narrator in a 3 and a 1 (the +2 pips have no effect in this instance).
calls for an ‘Instinct Test’.
The highest result of 3 is compared to the character’s
current dislocation scale value of 5, and, as it is lower,
Th e Instinc t Test the dislocation scale is reduced to 4. The Exile just can’t
In an Instinct test, the Player rolls a number of dice suppress his aggression Complication and the fight goes on.
determined by their character’s Wit Attribute (ignoring any The character does, however, earn a CP as conciliation for
pips), and the values obtained are compared to the current ruining the team’s plans.
value of the Exile’s dislocation scale. If the dice with the
highest value has a result lower than the current value on The Narrator has a key role in deciding which actions
the dislocation scale, a single point is deducted from the might contravene an Uplift’s mental Complications, and
scale. This represents the mental fracture that can occur which situations require an Instinct Test. Typically, the
when an Exile denies the Uplifts urges. more stressful the situation in which the character tries to
deny their Instincts, the more likely it is that a Test will be
This is in addition to any losses as a result of invoking required. The Narrator should also call for the Instinct Test
Numina. It should be noted that the lower the value on the to be performed at what they deem to be the most stressful
dislocation scale, the less likely it is that the character will moment, representing the point at which the natural urge
lose a point by failing an Instinct Test; trying to deny the will be at its strongest.
instincts of an Uplift might begin the process of dislocation,
but the mind of an Exile is sufficiently strong that such an
action is unlikely to cause complete dislocation (i.e. reduce T h at ’ s i t
the scale to zero).
Everything that Exiles try to do in the game can be resolved
Importantly, if an Exile loses a point off their dislocation using the basic system presented here, and once you get the
scale in this way they must begin immediately to act in hang of the mechanics, the game is very straightforward.
accordance with the denied mental Complication for the The guilt and dislocation scales are integral to the game
rest of the scene – they just can’t fight it! They do however and should take a prominent role in play – remember that
gain a CP in the normal way, as conciliation. redeeming crimes is the goal of Exilium.

I D B K Q

55
cha pter fo u r
w el co m e to the

4
fla m e w o rlds
I D B K
Exilium

- the fla me worlds -


j t a l f

N
ow we know the mechanics of how Exilium is played, all that the host does but with a distinct, but unfocussed,
we can take a closer look at the Flame Worlds and feeling of dislocation. Dreaming is a transient experience,
the environments and civilisations they contain. First without history or depth. Numina lose their sense of self
of all, we’ll take a look at the main concepts that define the while they Dream; there is no comprehension that they have
system as a whole. a separate existence.

The benefit of Dreaming is that, on the Flame Worlds, the


Ove rview o f th e system moral and ethical laws of Elysium do not exist, leaving the
The Flame system comprises a binary star system, Flame and Numina to experience emotions that are normally withheld
Gold, and a series of planets that orbit Gold. These worlds from them. Base drives such as anger, lust or greed become
are Steel, Stone, Mist, Ocean and Cloud. Orbiting Steel the focus of Dreams, enabling Numina to experience and
are the moons of Sapphire, Emerald, Opal and Diamond, therefore expunge these emotions. It is through Dreaming
and Mist is surrounded by the Splinter Moons. Before we that the Numina and Elysium escape the petty desires that
describe these worlds in detail, we’ll look at some of the typified humanity.
paradigms and technologies that make the Flame Worlds
what they are. Dream Destinations
The different and unique environments and societies of
the Flame Worlds are perfect destinations for Dreams. For
example, Steel is a violent world where aggression rules
old earth a fractured and crumbling society. The Moons that orbit
Steel are worlds where selfishness and greed are virtues,
Most humans of the Flame Worlds have heard not vices, and where political and criminal elements fester
of Old Earth, and known that it was the cradle of without restraint. The factories of Stone and Ocean are vast
humanity, but know little of the place beyond that. resources gathering and producing facilities, where workers
Some scientists have unearthed greater detail, and toil under differing but equally harsh regimes. Each of these
know of some of the countries of Earth and the places allows a different emotional state to be explored and
larger corporations, but knowledge is fragmentary purged, covering the gambit of human flaws, hate through
and incomplete. It’s thought that the pirates of the fear to greed and selfishness.
Splinter Moons know more of Earth and the history
of humanity, but no one knows how they would gain
such knowledge. However, many of the things that Shadows
Unity builds are based on Old Earth designs, and For most Numina, a brief journey among the populace
it’s not uncommon for names, logos and symbols to of the Flame Worlds is enough to remove any negative
still be present in more prosaic designs even to this emotions that might stain Elysium. However, for a small
day. Many Flame Worlders recognise these names percentage of individuals, these Dreams do not ease the
and images, but they now have an entirely different underlying emotional state. Instead, exposure to these
contextual meaning. exotic environments exacerbates it, and Numina can become
obsessed with the emotions they experience in their hosts,
refusing to exit their Dreams and instead forcing the hosts
to experience the same emotions again and again; the Envoy
D reaming calls these Numina ‘Shadows’. Locked within a cycle of
Dreaming is the name given by the Envoy to the ability of emotional pain, these beings risk insanity and can develop
Numina to enter into and influence the mind of another into a serious danger to Elysium and the societies they have
being – called a host – in a distant place, in this case on the entered. Luckily, it is possible to break the cycle and free
Flame Worlds. The Numina experiences the process in a Shadows from their imprisonment. To do this, the Numina
similar manner to human dreaming, observing and feeling must be subjected to an overwhelming emotional stress

60
THE FLAME WORLDS

that is powerful and personal enough to satisfy their fixated to be identified by the dull red glow that surrounds them.
mind and return them to conformity. For example, a Shadow The Envoy also has access to equipment, which he hands out
on Steel might finally overcome his aggressive emotions if to Exiles to help them achieve their goals.
his host was utterly destroyed. A Shadow on the Moons
might only be freed when the power-base he has been The Envoy can manifest on the Flame Worlds as a human,
obsessively constructing is broken and his rule collapses. Simulcra or Uplift, but is often represented by intermediaries,
Carrying out these actions and releasing Shadows from the corporations and many other fronts.
cycle of mental fixation is a difficult task, often requiring
a degree of planning and consideration far outside the
capability of a normal Dreamer. It is this task that falls to Exiles
the Envoy, an emissary of Elysium able to observe the Flame Exiles are different to the rest of Numina. Expelled from
Worlds directly. Elysium as punishment for a terrible crime, these beings are
shunted down into a body on the Flame Worlds, melding
with the mind of their host in the process. They have vague
Th e Envoy memories of Elysium and a strong desire to return, but
The Envoy explains itself as the intelligence that embodies they exist directly in the Flame Worlds; they are not mere
Elysium in the material reality. Following strict rules and fragments of Numina hiding inside the minds of others. They
regulations set out in a law called the Writ – the directing also carry a terrible burden of guilt for the crime that exiled
mandate behind all Numina actions – the Envoy performs them, a crime they barely remember. Exiles retain their
all the functions required to maintain Elysium for the sense of self; they are the same fully functioning adults that
Numina, and monitors the Flame Worlds for the appearance they were before the Numinan Exiled mind came, but they
of Shadows. However, the Envoy cannot locate Shadows gain hazy and half formed memories of Elysium, enough to
precisely, or directly influence the Flame Worlds. Instead, a convince them that the Envoy is speaking truthfully.
force is required that can act within the worlds but that also
understands Elysium. For this, the Envoy turns to the Exiles, Unlike other Numina, Exiles are able to observe with clarity
as their unusual mental capabilities make them ideal for the the ‘big picture’ of events on the Flame Worlds, and see
task. He gathers them together to form groups of agents to their part within them. No longer guided by instinct and all
do his bidding and supplies the pills that allow Shadow hosts too aware of their existence beyond the present, Exiles can

61
Exilium

act with a far greater degree of planning than other Numina, countering threats to the Flame System as a whole. Well-
thus avoiding the intense selfishness that characterises trained and equipped, Smoke has been attempting to
other Dreamers. Freeing Shadows is the most common discover exactly what the person or group that calls itself
activity of Exiles, and this task regularly takes them across ‘the Envoy’ is for many years – so far to no avail. Still, Smoke
the various Flame Worlds at the behest of the Envoy. operatives are potentially a threat to the activities of Exiles.

The Fire Council is rife with political infighting, corruption


Th e Price o f Exile and inertia. Getting the various members to agree on a
Exiles are trapped outside their normal realm of existence. course of action is notoriously difficult, and some of the
They are isolated in an alien world. Forced into the limited more corrupt council members will do anything if the price
brain of a human, they are severely curtailed, with only the is right. The Fire Council is best thought of as a collection of
vaguest of memories of their lives prior to their exile, and squabbling bureaucrats backed up by a well-oiled machine
they are unable to return home. A fragile and lost group, and a deadly efficient fighting organization.
Exiles are desperate to return to Elysium, a paradise they
hardly recall. Only through relieving themselves of the guilt Ember is a large and well-defended space station, with tight
they feel at their crimes can Exiles be considered for return. security. Saying that, the Envoy often obtains security passes
for its operatives to enter the station.
The Envoy rewards the service of Exiles who have come to
terms with their guilt by offering them the opportunity to
return to Elysium. Only when the Envoy decides that their Shadows and th e Fire Council
debt to Elysium has been repaid, and the crimes expunged, The Fire Council is a breeding ground for Shadows. Greed
are they deemed fit to return. and power are dominant emotions among the council’s
highest members, so sometimes the Envoy is forced to send
Exiles to deal with tyrants in the highest echelons of power.
T h e Fi r e C o u n c i l Needless to say, this is not an assignment for the faint of
and Unit y heart.

The organization that controls and regulates the Flame


Worlds is called the Fire Council. Based on a large space O rganization o f Unit y
station called Ember that orbits Steel, the Fire Council is Unity is organized into four distinct entities, known as
responsible for the organization of the Flame System as a Canticles, which, when combined, represent a total solution
whole, including distributing resources, regulating disputes to warfare and policing on the Flame Worlds. There are the
and maintaining peace between members. Composed of Canticles of Fire, Storm, Steel and Smoke, each of which
elected members from every government of the System – is described below. Each of the arms of Unity has two
except the renegades of the Splinter Moons – the council is controlling officers, both given a traditional honorary name
a powerful body. Although the council members themselves of long lost meaning. The two officers of each arm of the
are elected from the various governments, the workers of military have equal control over their forces and, together
the council are the inhabitants of Ember – a body of around with their colleagues from the other arms, sit at the Council
fifty thousand men and women who are unaffiliated with of Unity known as the Hours. In turn this council elects a
any outside body. leader known as the Deacon who sits on the Fire Council.

The armed force of the Fire Council is called Unity, and Canticle of Fire
includes space as well as ground forces equipped with This is the arm of the Unity military that is responsible for
the best technology, known as Ultratech, available. This military actions in any medium that is not ground-based.
is considered the best fighting force in the System, easily This includes atmospheres, the vacuum of space, and liquids
surpassing the armed forces of the other factions, but is such as the seas of Sapphire. All of the spaceships under
numerically much smaller. A considerable proportion of Unity control are part of the Canticle of Fire, and they are
Unity’s standing force comprises Combat Puppets of various responsible for the warfare around the Splinter Moons. The
types; these are much more prevalent with Unity than any two commanders for the Canticle of Fire are known as Matins
other force. and Lauds. The Canticle of Fire includes pilots, their support
crews, marines, and specialist V-troopers (soldiers trained
The investigative police force of the Fire Council is called for operations under vacuum) within its organization, as
Smoke. These clandestine operatives are responsible for well as spaceships, aircraft and marine vessels.

62
THE FLAME WORLDS

63
Exilium

Canticle of Storm soldier of Unity carries a range of technologies that are the
Ground-based operations are performed by the Canticle envy of other armed forces.
of Storm. Within this division are infantry, mechanized and
Puppet forces, all under the control of the two commanders
Prime and Terce. These forces are primarily involved on Steel, Currency
helping to maintain some semblance of stability on the war-
torn world. The Canticle of Storm is acknowledged to be the The universal currency of the Flame Worlds is called the
most accomplished fighting force on the Flame Worlds. Line credit. Values vary from world to world, usually as a response
infantry, specialists such as rangers, snipers and demolition to the availability of goods and services.
experts can be found within the Canticle of Storm, as well as
tanks, transports and myriad other vehicles.
Technology
Canticle of Steel
The Canticle of Steel is the policing arm of Unity that maintains On the flame worlds, there are three levels of technology –
order on the moons of Steel and the other planets. Ironically Ultratech, the Salvaged technologies and Graintech, and one
this does not include Steel itself, where all-out war requires technology that results from the interaction of Ultratech
the intervention of the Canticle of Storm. More lightly armed and Graintech called Glitter. Each is introduced below.
and equipped than the Canticle of Storm, traditionally there
is much jealously between the Canticles, something which
the two commanders Sext and None struggle to contain. U lt r at e c h
The Canticle of Steel contains police officers, anti-terrorist
specialists, riot teams and internal security officers, as well The technological framework that holds the Flame Worlds
as support staff and vehicles. together, Ultratech is the name given to the cutting-edge
science of the Fire Council. From household goods to vehicles,
Canticle of Smoke weapons to spaceships, communication systems to medical
The infiltration and covert arm of Unity is known as the aid, Ultratech defines the look, feel and experience of the
Canticle of Smoke. An organization of unknown size and Flame System and the worlds it contains. Only those who
make-up, the Canticle of Smoke is greatly feared both scrape out their existence on the Splinter Moons and those
outside and within Unity, as its forces perform counter- that venture into the bizarre caverns of Cloud witness the
separatist and internal policing functions in all organizations other technologies that exist. To everyone else, Ultratech is
of the Flame Worlds. The identity of the two commanders the ultimate embodiment of mankind’s progress, knowledge
Vespers and Compline are secret, and they may never and manufacturing capabilities.
become the Deacon. Agents of the Canticle of Smoke are
called Shades, and are highly skilled operatives. Some Ultratech represents the pinnacle of what can be achieved
other support teams exist, but their function and make- in the traditional sciences; these technologies may be
up is unknown. It is rumoured that the Canticle of Smoke extremely advanced compared to those of the real world
is the best equipped arm of Unity, but this has never been but, importantly, the concepts involved in these devices
confirmed. Unity soldiers all have equipment created would be understandable to a trained scientist. Below is an
from Glitter technologies (see later in this section for an overview of Ultratech.
explanation of Glitter), and their competence demonstrates
the effect the new hybrid technology has had on the armed
forces of the Flame Worlds. Other forces in the System do Ove rview
not carry equipment of this level, but these items are slowly The technologies developed on Ancient Earth still survive in
spreading from Unity’s control. the Flame System. Ultratech can be used anywhere with the
minimum of backup and has proved startlingly robust.

Augm entations among Unit y and Form and function


th e Fire Council Ultratech devices are highly advanced compared to the real
The Fire Council is responsible for the creation of Glitter world technologies but are still distilled from recognisable
through their scientists on Redemption, and so they have physical laws. Sleek, efficient and practical, Ultratech
the largest share of the technology in the Flame System. technology represents the pinnacle of achievement in
Hacks, ‘Plants and Loci are popular and common among the classical sciences. Ultratech devices are highly robust
members of Unity and the Fire Council. Even the most basic and are suitable for use under extreme environmental

64
THE FLAME WORLDS

conditions. Metal, ceramic and composite materials are these devices closely resemble the Ultratech pieces they
used in the construction of Ultratech and structures tend once were, whereas the original forms of older and more
to be complex hybrid materials that are extremely resistant heavily altered devices are less recognisable. All are almost
and hardwearing. Ultratech is built to last. Fuel sources for uniformly covered in a layer of grease, dirt and rust, and give
devices that require them take many forms: liquid fuels, fuel the impression of being but moments from catastrophic
cells, electricity, nuclear power... all are possible and all can failure. Considering the materials that human engineers and
be found somewhere within the Flame System. technicians have to work with, their simple operation is a
wonder in itself.
Application
Everything from weapons and armour to buildings, vehicles Application
and furniture can be built using Ultratech. Although The Salvage Technologies serve every purpose on the
Ultratech devices can be extremely advanced, only devices Splinter Moons. Nothing is wasted; older devices are broken
that obey the laws of physics can be built. For example, down, their components reused and captured equipment is
force fields, resurrection chambers and devices for matter systematically stripped and recycled. On the Splinter Moons
transportation are not possible. this form of makeshift technology dominates; humanity has
no other choice.

S a lv a g e d Such is the bizarre range of technologies employed by


Technologies humanity; it is hard to make general statements about
the most common forms. All devices, however, are based
Compared to the wonders of Graintech and the stark on stolen and pirated Ultratech, so the prevalent concepts
efficiency of Ultratech devices, the technologies utilised by employed in those devices are also found here.
the pirates of the Splinter Moons are crude and inefficient.
Making use of a plethora of stolen components cobbled Salvaged Tech Puppets are similar to their Ultratech
together with minimum technical know-how, the miracle of counterparts, save being loosely repaired where required to
the Salvaged Technologies is that, against all the odds and maintain function. The weaponry employed by the pirates
for the most part, they actually work. is basically battered and bruised Ultratech equipment, jury-
rigged to operate under demanding conditions after capture
Mechanically, pieces of Salvaged Technology (weapons, from Puppets. Such is the limited resources of humanity that
vehicles, etc.) are identical to those of Ultratech, except that repairs are often patchy, making for unreliable and under-
Salvaged technology is usually of a poorer construction and performing devices. As a rule, the armour is constructed
quality. from sheets of metal and ceramic strapped to the body.
Generally very basic is design, human armour is clunky
and unwieldy but fairly effective. The varied and unusual
Ove rview spacecraft of humanity are all cannibalised inner System
Everything on the Splinter Moons has been cobbled together vehicles. Ships, transporters and other vessels captured
from pieces of Ultratech technology stolen from captured by the pirates are stripped, reconditioned and refitted to
ships and Puppets. Known as the Salvaged Technologies, suit their new owners. Such is the variety of these vessels
these devices are crude and cumbersome in appearance, that each is treated as a prized possession, something to
with a makeshift look that reveals their origin. All these stolen be nurtured and treasured. Relying on a small number of
devices have also been modified to run directly on liquid captured devices, computing power is reserved only for
fuel or electricity generated directly from combustion, as those systems that absolutely require it. Yet again human
the only source of power on the Splinter Moons is the stolen ingenuity keeps battered and broken devices in service
fuel resources of Ocean. Surprisingly, these devices do work beyond what could reasonably be expected.
in an awkward and ungainly kind of way, and despite the
apparent crudity, the fire of human weaponry has destroyed
many inner System Puppets. G raintech
Form and function Graintech is the most advanced technology to be found in
Bulky, crude and dirty, Salvaged Technology devices are the the Flame System. A wonder of science, Graintech employs a
paragon of inefficient, inelegant design. But for humanity, ceramic nanotechnology that can be used to create literally
what matters is not how these devices appear or how anything from seemingly inert Glitter. The following information
easy they are to use, but simply that they work. Some of has been discovered by scientists of the Fire Council.

65
Exilium

The Graintech technology of Cloud comprises billions of tiny of 10 -9 metre, or one thousand billionth of a metre), but
machines; each only visible when aggregated with others to collectively these tiny machines are exceedingly powerful.
form grains the size of pollen. They are capable of assembling
into complex, articulated constructs with integrated control The aggregated form of the Graintech machines large
and instinctive functions. Importantly, these macro devices enough to be visualised by the naked eye is known as a grain,
are capable of acting in a unified manner, therefore allowing with each tiny grain containing many millions of machines.
the agglomeration of engines to form working replicas of The latent power of Graintech is only unleashed when these
practically any imaginable object or device. These constructs individual motes agglomerate into macro-scale structures in
can have any texture or appearance including that of an organised and controlled fashion. Essentially, grains can
organic flesh, and may have internal subsystems that carry form any inanimate object, including complex machines and
out specific functions within the structure; for example, electrical devices. Importantly, grains are self-repairing and
a Graintech organic construct would have subsystems reusable. What could appear as a pile of soft grey dust one
controlling optics (vision), audio input (hearing), and all moment could conceivably form into a human, a spaceship
other functions required for authenticity. or a building in just a few brief moments, or transmute
between these forms in mere seconds. Grains constitute
quite literally the most powerful force in the Flame System.
Ove rview
Graintech involves the macro-scale manipulation of nano- Form and function
sized Puppets into organised and coherent structures. These Graintech has the capability to take on any form to complete
Puppets are constructed from ceramic inorganic matrices any function. The tiny Puppets that compose the grains
and are too small to be seen with the naked eye (on the scale are sufficiently small to mimic any macroscopic device

66
THE FLAME WORLDS

when aggregated together in the correct fashion, including resemblance to a memory the visitor has, usually connected
working mechanical and electrical devices, and can form to the emotional response that initiated the machines.
materials of any consistency or architecture. All that is
required is the correct pattern – a list of instructions on The initial reality created by Graintech is not constant;
how to perform the rearrangement – and sufficient grains. it melds itself to the subconscious reactions of the guest,
Once the device has been constructed from the pattern, it creating new elements and disregarding others in a complex
will remain true to that form until instructed to rearrange manner. The longer a visitor stays within the chambers,
into another form, or to decompose back to grains. When the greater influence they have over the reality the grains
required, patterns are recalled and an appropriate collection create for them such that, after a few weeks, it is possible
of grains is requisitioned. The pattern is transmitted along for the guest to shape the environment around them. This
with the activation codes and the device or structure is is dangerous however. Three scientists who have stayed
formed. Individual encrypted activation codes are employed for extended periods have been driven insane by the
for each Puppet using quantum encryption routines. These experience, and several others have found it hard to adapt
quantum routines are, out of necessity, incredibly complex to reality outside of Cloud.
so as to allow differentiation between the billions of devices,
and this accounts for the majority of the processing power Despite the dangers, such is the wonder of Graintech that
required to control Graintech. the rich and the powerful frequently manage to gain access
to the planet’s interior, much to the alarm of Smoke.
Control
Something controls the Graintech of Cloud: determining the
patterns needed to meet the requirements of the visitor Glitter
to the underground caverns; creating the environment;
and interacting with the guest. Scientists suspect that this Using the knowledge gained from the Graintech of Cloud
function is performed by an intelligence – most likely artificial and combining it with the Ultratech found on the rest of
– but they have little information to go on. When questioned the Flame Worlds, the scientists and military of Unity base
directly, the Graintech constructs appear to have no have created a whole new hybrid technology called Glitter.
knowledge that they are artificial and not what they appear to Consisting of a much cruder copy of the nanotechnology
be. This intelligence is what scares Unity; an alien technology of Graintech working on, in, or otherwise interacting
is one thing, but alien technology under the control of an with Ultratech, Glitter is a far superior technology to that
active alien mind is something entirely different. available on the rest of the Flame Worlds. However, it is still
vastly inferior to the power of Graintech.

Encounte rs with G raintech Many applications of Glitter started as non-military, but with
Those who encounter Graintech describe the experience as increased emphasis on applications in security and warfare
anything from miraculous to horrifying. As soon as a visitor from the Fire Council to maintain dominance in the Flame
enters the chambers that riddle the planet, the Graintech System, a new focus on increasing the hardware capability
stirs to life. Scientists have described a tickling sensation and control of Unity has come to light. Many technologies of
in the mind, as if something alien were sifting and sorting the Flame System are a result of Glitter.
through the contents. At the same time, shapes begin to
agglomerate from the grains. These initial constructions A pile of aggregated Glitter nano-machines looks very
are rudimentary and fleeting, almost as if something were similar to a pile of very fine glitter, hence the name. The
directing the tiny machines to try out various forms, looking nano-machines that mediate Glitter are larger than the
for a specific emotional reaction from the visitor. Once Graintech of Cloud, and far less versatile. In comparison to
that response is obtained, the Graintech bursts into life. the almost limitless capabilities of Grains, Glitter is designed
Dust billows from the walls, swirling into life to create a crudely to perform a single task. The laboratories of Unity
complete world around the guest. This simulacrum appears have produced a wide range of Glitter machines capable
totally authentic, with the occupants responding in a totally of producing incredibly varied effects, some of which are
realistic way. described in the technology sections below. Importantly, no
Glitter machines are self-replicating – the idea of a runaway
The response required to initiate the Graintech seems to nano-swarm converting raw materials into more copies
vary from person to person. Some describe a feeling of fear of itself is too nightmarish to consider! Instead, Glitter
setting the machines in motion; others relate a feeling of is constructed using specially built nano-factories called
love or even hate. The created reality usually bears some Assemblers.

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Assem ble rs might be boosting a natural ability, or creating something


Assemblers manufacture Glitter from a recipe of metals, entirely new by fusing alien DNA to the recipient’s own, and
alloys, crystals and other exotic materials. Assemblers are many consider Hacking to be very much part of the same
large devices, despite the tiny size of the machines they stable of technologies that created Uplifts.
create; they are impressive and complex manufacturing
tools that can fill an entire room. The business part of an The effect of the Hack stays in place while the nano-machines
Assembler is the fabricator vessel, a magnetically sealed are still maintained within the body, but can be reversed if the
chamber in which the Glitter is created. This is done by etching machines are flushed from the system; this is a painful process
tiny flecks of crystal using pulsed lasers, and layering them involving either whole blood transfusion or the ingestion
to create the nano-machine through atomic manipulation. of a pre-designed chemical agent, whereby the machines
An incredibly complex procedure, it takes several hours to are ejected, usually through vomiting and accompanied by
create a batch of Glitter, depending on the type of Glitter cramps and other withdrawal effects. After removal of the
under construction. Blueprints for creating Glitter come Glitter, the body reverts back to normal, with changes being
direct from Redemption Station, and are deeply encrypted absorbed now that the source of their maintenance has been
and closely guarded, allowing Unity to retain some control removed. However, many Hacks leave permanent effects
over the production of Glitter. Most large, well-supplied after their removal such as skin discoloration, loss of teeth,
cities have access to an Assembler. Unity is careful not to let and numerous other minor medical conditions.
these complex and expensive devices out of their hands, and
yet it is known that at least two Assemblers now lie outside Hacks need to be maintained over a long period of time
Unity control. by replenishing the nano-machines. This is usually done by
ingesting a pill containing the required supplements every
week. Failure to do so means the deterioration of the Hack
Key Technologies o f and loss of capability over time. Should a Hacked individual
the Flame Wo rlds fail to maintain the Glitter in their body for an extended period
of at least two months, the machines will become inactive.
There follows examples of some of the key technologies to Unfortunately, even when the machines creating the Hack are
be found among the Flame Worlds, including the effect that dead, they remain in the body, and unless they are removed
the invention of Glitter has had in recent times. their presence can cause toxic shock and other nasty side
effects. Outside of the military, several different companies
offer Hacks. These all work in subtly different ways, but the
Glitter mechanical aspects of their operation are indistinguishable.
A u g m e n tat i o n s
On the Flame Worlds, Hacks are becoming more popular,
The nano-machines of Glitter have been used to manufacture as the results of their use are similar in many ways to the
a whole new range of augmentations to the human or Uplift results of Uplifting technologies that have been available
body. Originally restricted to military personnel, these for many years. Originally restricted to Unity military
augmentations have spread across the Flame Worlds, and personnel, Hacks have spread to other military forces and
are the most obvious developments to come from Glitter. then inevitably to criminal elements, and are now trickling
Rules for including augmentations in Exile creation have been through to the general population. In military units they are
covered in the appropriate section of this book, and their restricted to highly skilled personnel, with agents of Smoke
description in game mechanics is covered in the Core Rules. being the most common recipients. Outside of military
institutions, Hacks are still expensive and are usually a
sign of an individual with wealth, power or notable ability.
Hacks Level 1 Hacks are relatively common among the military
and the successful members of society. Level 2 Hacks are
Nano-machines can be used to modify biological processes a serious sign of prestige and ability, and, accordingly,
of humans and Uplifts: a process called Hacking. Using Hacks, are rare. Level 3 Hacks are seen as something mythical by
humans and Uplifts can boost some of the abilities of their most of the population of the Flame Worlds; only the most
bodies by essentially reprogramming their genetic code. This connected and gifted individuals take up this level of Hack.
is achieved by infusing the body with Glitter programmed to As the effects of Hacks on the physique are often quite hard
perform a particular function by altering genetic sequences to hide, many Hacked individuals advertise their boosted
or prompting cellular activity by manufacturing hormones performance further by having their bodies tattooed; this is
and chemicals which then pervade tissue and bone. The Hack especially common in the military and criminal fraternities.

68
THE FLAME WORLDS

‘ Pl a n ts is ‘Locus-linked’ (see below). Loci are surgically attached,


and must be removed in a similar manner. These are simple
‘Plants are pieces of technology implanted into the wearer, procedures with no long-term ill effects. However, removal
surgically attached and removable only by the same process in any other way (such as by blunt trauma) results in brain
or by brute force (with accompanying damage). ‘Plants damage to the wearer.
tend to be communicators, computers and other smaller,
lightweight items of kit, often related to a particular role. Loci are very visible and are hard to hide, and are
They are common in the military where they have the manufactured by several companies who often emblazon
benefit of permanent attachment to the wearer, meaning the Loci with their logo.
they are never lost, mislaid or inaccessible. Loci are a special
form of ‘Plant with a specific purpose, but literally any piece
of tech that is small, light and potentially useful could be Locus-linking
‘Planted. Most ‘Plants (other than Loci, a special case) are Devices that have been Locus-linked have been specifically
positioned on the forearms or the wrist for ease of use, and designed for use with a Locus, providing feedback to the
are powered by small, removable batteries that can last Locus and accessing data directly from the device. This
several months. is achieved through a short-range (typically five metres
maximum) encrypted infra-red data transfer protocol. Every
Plants are numerous, especially among Uplifts. The advent Locus that works through a Locus-link has a password that is
of Glitter made attaching ‘Plants much simpler, leading to used in conjunction with a readout on the device to be linked
a proliferation of the technology. Now many people carry in order to ‘pair’ them. Once this is achieved, connection is
some kind of ‘Planted tech, with a communicator/time automatic if the device is in range, and allows information
piece/positioning system being the most prevalent. from the item to directly interface with the user’s brain.
Only a single device can be linked to a Locus at any one time;
Mechanically, ‘Plants are handled just like any normal piece a user must unpair one device to connect to another.
of tech. The only differentiation is that they cannot be
removed.
Th reads
One of the advantages of Loci is that they are ‘threaded’, the
Loci term used to describe the link between all Loci in a local area.
In military applications, Threads allow members of a combat
Glitter can be used to etch very fine processors; creating team to communicate non-verbally and instantaneously,
incredibly powerful computer systems that are very small and to share visual information through an ‘inner eye’ view.
(see Fractal Minds later in this book). At the same time, Outside of military units, Threads are used as a direct form
the technology developed to create Hacks can be used to of social networking, allowing information to be shared
carefully fuse neurons with hardware. Combining these between Loci wearers depending on how open they are with
technologies creates Loci (plural of Locus): augmentations the knowledge stored within their Locus and within their
that offer a wealth of possibilities to their bearers. Loci are mind. It is possible to close off a Locus to incoming Threads
a special type of ‘Plant that takes the form of a thin plate of or to encrypt it so that only trusted contacts can access it,
ceramic material which is surgically clamped to the temple but the majority of users don’t do this. Instead they open up
of the user. Within the Locus is a powerful processor mind part of their Locus to store information that they are happy
that is pre-programmed for a specific task. This mind is then to share, allowing them to keep in contact with friends and
linked directly with the wearer’s brain through a simple associates. Threads allow the following activities between
one-off Hack process. The result is that the mind within the Locus wearers, assuming access hasn’t been closed off.
Locus becomes essentially indistinguishable from the mind
of the wearer. Loci are used to store specific information, Communication – Wearers ofLoci can communicate non-
either knowledge in a certain field, or biological instructions verbally, sharing either text strings that appear as words
to enhance a physical ability. Each Locus enhances a single across the recipient’s vision or as ‘inner voices’ that they can
ability, and cannot be reprogrammed without removal. reply to in-kind.
The Loci affects the brain’s ability to process information
transferred from the body. Those Loci that contain data can Sensory sharing and storage – Loci allow sensory data to
also be accessed and viewed internally, with links to the be shared between Threaded members. To receive this
brain creating a virtual two-dimensional display that overlay kind of information, the recipient must essentially lose the
the visual cortex. Many Loci require tools or equipment that connection to their own senses. They become unaware of

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their surroundings and instead feel the incoming sensory


input as if it were happening directly to them. Given the
level of trust this kind of sharing requires, it isn’t often
done except among close friends or those who are trained
to accept it. It is also possible to record a sensory file onto
a Locus and download it; current storage limitations mean
that only around ten minutes of data can be saved within a
Locus in this way.

Updates and statuses – Many Loci wearers maintain


a kind of virtual space where they upload information
about themselves which they share with friends, including
memories, videos and text. An abbreviated form is often
maintained for perusal by strangers.

Location – Most Loci allow the user to triangulate their


position easily so they don’t get lost. This information is
often shared so that friends can locate one another.

Databases – Most large cities maintain databases that can


be accessed via Threads. These are typically storage sites
for municipal information, libraries, entertainment and
businesses. Thread networks are maintained within cities
and other areas with significant infrastructure. Outside of
these locations, Thread access can be limited or completely
non-existent.

Like Hacks, Loci were once restricted to the military, where


they are still very usual. However, on the Flame Worlds, Loci
are becoming increasingly widespread. Less invasive and
radical than Hacks, Loci are seen as more of a commonplace
item with few drawbacks. They are expensive but less so Body shapes vary widely, including very humanoid designs,
than Hacks, and so reach further down the strata of society, through to more outlandish, non-bipedal forms. However,
and Level 1 Loci have become somewhat of a fashion item the majority of Puppets have a distinctly humanoid form, as
for some. Level 2 Loci are generally worn by experts in a people feel more at ease interacting with Puppets in a form
particular field and are seen as much more of a work tool they connect with. Most of these Puppets are human-sized,
than a fashion statement. Level 3 Loci are rare and restricted and the majority are bipedal with four limbs. However, they
to those who have access to the forefront of technological can sport a wide range of other adaptations such as wings
advancement. The presence and acceptance of all these or inbuilt equipment, and can vary drastically in size. The
augmentations on the different Flame Worlds are discussed only thing that can be said with certainty is that all Puppets
below. are capable of some fine manipulation, either through the
use of mechanical digits or through rope-like tentacles. All
have some sort of optical system as well as audio and tactile
Pu ppe ts sensors, and all can talk. In this regard the sensory inputs
available to Puppets are very similar to those of humans.
Most of the Puppets – the artificial robots of the Flame Most Puppets are semi-intelligent, running near-AIs that can
Worlds – are of Ultratech design. They come in all shapes and mimic natural behaviour, but they lack the intuitive thinking
sizes, adapted to the particular purpose for which they were of real intelligence.
built. Unlike many of the other Ultratech designs employed
in the Flame System, Puppets are carefully designed for Weapons and armour used by Puppets are similar to those
specific purposes, so many of the Puppets found on Steel discussed below, except in the case of the Puppets’ armour,
are combat orientated whereas those employed on Stone where usually a composite ceramic material is built into the
and Ocean are built for production. outer casing rather than being a separate component.

70
THE FLAME WORLDS

Typical Steel Heavy Combat Puppet Simulcra is similar to a standard Puppet; however, whereas a
Might: 4D Wit: 2D+1 (not true intelligence) standard Puppet is clearly a machine, a Simulcra appears to
Agility: 3D+1 Charm: 2D+1 be a sentient being. Whether these Puppets are a true form
of artificial intelligence is still a hotly debated topic. Unlike
Skills: brawling 5D, dodge 4D+1, pistol 5D+1 and rifle 4D+1 normal Puppets, Simulcra can pay a heavy price for their
Note: Ceramic armour +5 emotional simulation. Like humans and Uplifts, Simulcra can
Static resistances: Dodge 13, Block 15, Parry 12, Soak 17 be prone to psychoses, dementia and other mental diseases.
Gear: heavy pistol, pulse rifle Although similarly named to known biological conditions,
these ailments are actually a result of degradation of the
Servant Puppet of the Flame Worlds Fractal Mind that can occur due to as yet unknown reasons.
Might: 1D+1 Wit: 3D+2 (not true intelligence) One of the biggest drawbacks for Simulcra is that, unlike
Agility: 3D Charm: 2D normal Puppets, they have a finite mental lifetime after
which it is wise to replace their Minds. This, and the high
Skills: dodge 5D, bureaucracy 4D+2, language 4D intrinsic cost of the Glitter used in their manufacture, makes
Note: Ceramic armour +2 Simulcra very expensive, but it is a price worth paying if the
Static: Dodge 15, Block 4, Parry 4, Soak 6 Puppet is designed to interact with biological entities, form
bonds and function as a full member of a society.

Glit te r and Pu ppet Technologies


Glitter isn’t directly present in Puppets, but the nano-
machines have allowed the manufacturing of more complex
components unavailable to normal Ultratech, leading to the
creation of a whole new range of Puppets. One of the key
technologies is outlined below, followed by some examples
of the Puppets that have been constructed as a result.

Frac tal Minds


The nano-machines of Glitter can be used to create miniscule
devices on an almost atomic scale. One of the most advanced
set of devices created in such a way is the atomically-etched
Fractal Minds that have been developed for the latest
generation of Puppets. Taking a hyperthin single crystal of
a superconducting metallic alloy (grown using ‘shepherd’
nanites), the circuitry of the brain is etched at the atomic
level through use of nano-machines. These crystals are
then stacked and sealed to form the highly complex wafer
that is a Puppet’s mind. The term Fractal Mind comes from
the almost exponential growth in potential of such a mind
compared to a ‘standard’ design.

Simulcra
Puppets with Fractal Minds are known as Simulcra, and
are much more sophisticated than previous generations of
Puppets. With older designs, intellect, physical capabilities
and overall performance were never an issue, but emotional
simulation was not possible on anything more than the
grossest scale. In comparison, Glitter has allowed the
creation of Puppets that can appear identical to humans Em b e r Se ries Simulcra
and Uplifts in terms of emotional response. Simulcra have The Ember Series of Puppets are a favourite form of combat
personalities, names and are individuals. This takes up a lot Puppet employed by military units across the Flame Worlds,
of processing power so in terms of overall performance a especially Unity. Towering over three times the height of

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Exilium

a man, Embers are impressive looking devices, and can urban environments where close-range combat is likely.
carry a range of weaponry depending on their target. In between missions the minds of Ember Simulcra are put
Unlike many other military Puppets, Embers are Simulcra into hibernation, as these huge and powerful combat units
with impressive human emotional emulation. The reason cannot easily socialize and tend to suffer from depression if
for this is so they can react instinctively on the battlefield, left on their own. Ember units are still undergoing tests on
something commanders see as vital to a modern combat the battlefields of the Flame Worlds, but initial reports look
machine. Embers come in several versions, depending on very favourable.
their purpose.

EmberSword – This Ember Simulcra is armed with a missile Rapie r Se ries Simulcra
launcher fitted with cluster shells and a rotary slug cannon, The Rapier Series is the first purpose built Simulcra designed
and is principally employed as an anti-personnel weapon by as a general utility Puppet that contains a Fractal Mind. This
the Canticle of Storm. Simulcra is designed to allow easier interaction with humans
and Uplifts, something seen as vital to performing a role in
EmberStorm – This Simulcra is designed for assaults on the the Flame System. As such the Simulcra is human- sized, thin
Splinter Moons, where the ability of the plasma cannon and and unthreatening, with a humanoid (but not too humanoid)
rail gun to operate in a vacuum is particularly useful to the appearance. It has a ‘non-human’ face so that, despite its
Canticle of Fire. mannerisms, it is clearly a Puppet. It is very human- like in
its actions, mannerisms and thought patterns, and is proven
to be able to form friendships with biological beings given
enough exposure. The Rapier is beginning to be seen in
many areas, from combat in the fields of Steel to civil duties
on the Flame Worlds.

Prion Se ries In filtration


Simulcra
The Prion series of Simulcra was a unit that had been
designed specifically to mimic humans, the original intent
being that it would integrate seamlessly into normal society.
Its most important feature was that the Puppet itself had
a thin, skeletal structure, over which is layered skin and
muscle, creating a near-perfect simulacrum of a human. A
Simulcra that was designed to get on well with humans and
Uplifts, the creators were surprised that people found the
very likeness of this Simulcra to a normal human repellent,
and the unit was soon retired as a dismal failure. However,
not everyone disliked the Prion; the Canticle of Smoke was
extremely interested in a Puppet that could pass as a human
except under close scrutiny. Quietly, they ‘acquired’ the
designers of the Prion and had the unit modified with the
addition of cutting-edge surveillance technology, creating
the perfect spy and assassin. Outside of the Canticle of
Smoke, few know that the Prion still exists, and no one
knows of the Simulcra’s new role in the societies of the
Flame Worlds.

Simulcra Minds
Simulcra operate in exactly the same way as normal
EmberSpear – This version of the Ember Series is armed Puppets, with one key difference: normal, standard Puppets
with two claws for direct physical attack, and is used by the are clearly machines, whereas Simulcra appear and act in a
Canticle of Steel as an intimidating enforcer in cities and other human-like manner. In the case of the Prion, externally there

72
THE FLAME WORLDS

is no indication that it is not human. Simulcra are the latest Unity aren’t the only manufacturer though. Some of the
and most advance designs of Puppet in the Flame Worlds, Merchant Houses of Diamond, particularly the House of
and are often equipped accordingly. Kelmar, make their own weapons, many very beautiful and
hand-crafted, and are also known for a range of craftsman-
made sing-swords. Besson, another House, makes more
Simulcra on th e Fl am e Wo rlds practical slug throwers called spit guns which are popular
The appearance of Simulcra on the Flame Worlds has been a with the lower echelons of society. On Sapphire, Uplift
recent event with the roll-out of the Rapier Series Puppets. weapons are produced, designed to be held my non-human
In comparison, the Ember model is of military use and is hands. Some of these designs are very unusual, being
not seen outside of the battlegrounds of the Flame Worlds. adapted to suit the tastes of their Uplift bearers.
Some of the inhabitants of the Flame Worlds are distrustful
of Simulcra, considering them dangerous simulacrums of
intelligent life, and on some of the more restrictive societies M ele e weapons
Simulcra they are banned. However, elsewhere their utility Melee weapons are common on the less lawful worlds, with
is recognized and they are becoming more widespread. knives being the most popular. On more heavily policed
The presence and acceptance of Simulcra on the individual worlds it is generally the criminal element of the civilian
Flame Worlds is discussed in the sections below. population that carry weapons and these are usually clubs
and similar blunt weapons which bear less of a punishment
Unity and the Fire Council – Simulcra are popular with the if discovered.
Fire Council and within Unity, being novel, impressive and at
the cutting edge of innovation. Here, these Puppets are the Generally, hand-to-hand weaponry tends to be of archaic
equals of humans and Uplifts. design, such as swords, axes and clubs, although often with
a noticeable technological enhancement, such as the ‘sing-
Steel – On the battlefields of Steel, Ember Series Simulcra sword’, a bladed weapon that vibrates rapidly with acoustic
are making a big impression. Huge and devastating like the energy sufficient to liquefy flesh.
Embers of old, these new human-like devices are capable
of reacting to battlefield conditions with a versatility not
seen before. Rapier Simulcra are present, but generally only
within Unity forces. Weapon Damage
Unarmed Might dice/2
Club Might dice/2+1D+1
Weapons Axe Might dice/2+3D
Hatchet Might dice/2+1D+1
Ultratech weapons cover the gamut from hi-technology Knife Might dice/2+1D
pulse weapons to conventional slug throwers and autoguns. Mace Might dice/2+1D+1
Humanity makes use of a huge array of technologies when Sword Might dice/2+2D+2
constructing weapons, so a startling and seemingly disparate Spear Might dice/2+2D
selection of weapons can be found scattered about the Sing-sword Might dice/2+4D
more violent Flame Worlds, all produced in the typically
sleek, efficient way that characterises Ultratech technology.

Rang ed weapons
Weapon Manu fac tu re rs Ranged weapons take the form of slug projectors, laser or
The largest manufacturers of weapons are Unity. Utilising pulse guns. Slug projectors that fire solid metal, plastic or
the void factories above Stone, large numbers of melee and ceramic rounds are common on the Flame Worlds, being
ranged weapons are produced every cycle, as well as puppet reliable, easy to manufacture and cheap – many of the
and vehicle mounted variants. Many Unity weapons are designs are identical to those of Earth, even bearing logos
Ultratech designs that haven’t altered since humans came and names of the original manufacturers. Lasers do less
to the Flame Worlds, and some bear names and symbols damage than slug projectors but benefit from unlimited
associated with old Earth. For example, a popular range of range (within reason) and near-silent operation (the cooling
pulse rifles are nick-named the ‘starry stripes’ because of systems do make some noise), so these are the choice
the symbol that adorns the stock. H&K weapons are also weapons of criminals, despite their relative rarity compared
named after a long-extinct faction or group from Earth. to slug projectors.

73
Exilium

Primitive ranged Damage Range Pulse weapons Damage Range


Bow 2D+2 30/100/300 Pulse Pistol 5D 20/80/250
Crossbow 4D+1 50/150/400 Pulse Rifle* 6D 80/250/400
Pulse Cannon* 7D 100/400/700
Slug projectors Damage Range
Light Pistol 3D+2 30/100/350 Laser weapons Damage Range
Heavy Pistol 4D 30/100/350 Laser Pistol 3D Unlimited in
Rifle* 5D 100/350/500 line of sight
Shotgun 4D+2 50/150/400 Laser Rifle 4D+2 Unlimited in
Mortar 6D 100/400/700 line of sight
Grenades 4D 10/20/30,hit
anything *Weapons capable of automatic and supressing fire
within 10

74
THE FLAME WORLDS

Pulse guns are popular among militaries; they operate by Rail guns: available as pistol, rifle or sniper rifle variants to
firing super-heated copper atom plasmas at the target, Unity forces
causing a great deal of damage, but at some cost to the range Range: 80/250/400m
and with a loud discharge. Higher technology weapons such Damage: 3D for a pistol; 5D for a rifle; 6D for a sniper rifle
as the man-portable mass drivers and the plasma discharge
guns are available, but they are expensive and difficult to use.
Launched weapons such as grenade launchers and mortars Mase rs
are found among militaries and well-armed criminals on Whereas lasers emit light, masers discharge x-rays. These
some moons but due to the lack of strong gravity and the powerful, heavy but extremely damaging devices are
relative inaccuracy of fire that results are of limited use. quite delicate, relying on crystalline discharge filaments
of extremely fine design grown with the aid of shepherd
On the more civilised Flame Worlds, inhabitants are nanites. Excellent anti-vehicle weapons, masers give an
generally either lightly armed or unarmed, with weapons impressive tearing sound as they are fired, emitting a searing
only being readily available on the black market. Many Exiles blast of x-rays and red light that leaves a powerful stench
carry weapons for protection, usually well-concealed pulse of ozone. Most importantly, they are extremely damaging
pistols and small blades. to the inner-workings of Puppet minds, and do double the
damage to Puppet targets.

Glit te r Weapons Maser anti-vehicle guns: two handed heavy weapons with
As with all new technologies, the military have focused power packs
on the possibilities of Glitter. These technologies have Range: effectively unlimited
generally been rolled-out into Unity, making the Unity Damage: 5D against vehicles; hard to wield against human
fighting machine the most impressive in the Flame System. size targets (+1D to dodge) but with a damage of 7D; rolled
Slowly, these items are bleeding out to other militaries and damage doubled against Puppets
inevitably into private hands, but the process has been slow
as only those who have access to the Glitter machines can
manufacture these devices. However, as the Fire Council is Nano Swarm L aunch e rs
made up of factions that have their own military arms, it A powerful anti-personnel weapon much feared across
is inevitable that these new weapons have spread beyond the Flame Worlds, the nano swarm launcher fires a shell
Unity. The following examples of new technologies that have that discharges a cloud of nano-machines when it bursts.
benefitted from Glitter can all be found on the battlefields of Designed simply to consume flesh, these nano-machines
the Flame System. coat their victims like a fine dust, before liquefying the
victim. Nano swarm launchers are extremely nasty weapons
that leave excessive scarring and painful lasting effects; they
Rail Guns are feared and hated.
The use of Glitter to create rail guns has been a principal
aim of the military thinkers from the start. Exceptionally Nano swarm launchers: a heavy, two-handed weapon with
powerful weapons, rail guns rely on light, portable, low- a backpack to carry the ammunition
power magnets that accelerate metallic shards at extreme Range: 20/50/100m
velocity. Using Ultratech, rail guns are large, bulky and Damage: damage inflicted over four turns, initially 4D
typically vehicle-mounted, or carried by larger Uplifts such damage to anything within 2m of the impact zone, decreasing
as Jakkar. However, the same layered crystalline technology by 1D each turn the subsequent three turns.
that has led to the construction of Fractal Minds can be used
to make ultra-small and lightweight magnets of suitable
power. Once these devices are pulsed with an electrical Pl asma Cannons
discharge they produce a massive acceleration, imparting Plasma cannons eject a shell packed with a highly unstable
a huge amount of kinetic energy to the small fragment of shell of compressed plasma. On impact, the plasma is
metallic alloy that is the fired round. Such is the speed of discharged through the tip of the shell and a huge amount
the round that, in many designs, it liquefies, further adding of focused destructive power is released. Hugely damaging
to the damage inflicted. Rail guns give a loud crack when to the immediate target, they have a narrow spread of
discharged as the slug breaks the sound barrier; many collateral damage and are excellent for ‘picking off’ targets
designs have long barrels that house not only the magnetic at range. The drawback is that these weapons are large and
components but also impressive sound dampening. heavy as a consequence of the Glitter-derived technology

75
Exilium

needed to store the plasma shells safely, and so are only nano-machines and infilled with resins to introduce micro-
really carried on vehicles and by larger Puppets. flexibility and to improve heat dissipation. This increases the
material’s ability to absorb impacts and improves comfort
Plasma cannon: Heavy vehicle or Puppet-mounted weapons for the wearer, meaning that even quite elaborate armours
with a scale of +1D can be worn without too much discomfort. The quality and
Range: effectively unlimited design of resistive plate is an indication of the power and
Damage: 6D against vehicles and structures; less damaging influence of a soldier within Unity; basic soldiers have a
at 3D against infantry due to the narrow focus range fairly utilitarian design, whereas commanders can have very
elaborate suits.

Armour Full commander’s suit: Armour value +10


Typical soldier’s full body suit: Armour value +7
Ultratech armour tends to be constructed from ceramic Light scout suit: Armour value +3
composites, the heavy metal armours of the past no longer
competing due to their bulkiness. Linked and articulated
panels of ceramic merged to skin-tight, body-hugging suits Cham eleon Skin
are common; discs of reactive gel sit behind these panels A favourite of Smoke agents, this material takes the form
and remain soft during normal use, but harden on impact. of a thin-layered coating that can be added to any existing
The most advanced armour is based on powered suits, with armour or military suits. This ‘skin’ contains a layer of tiny
fluid hydraulics and electrical circuits providing support for cameras and pixel projectors. The outer layer appears white
massive limbs and thick armour plates. Menacing to behold, when deactivated, but when powered-up an image obtained
power armour is indeed a fearsome sight. from the cameras situated on the other side of the wearer is
projected across the surface, creating a camouflage effect.
Environmental suits are of a similar design to armour.
Backpacks provide environmental requirements, and the A small backpack contains the power source and the
body is kept under pressure through the use of a gel that computers required to process and adjust the images to
floods the inside of the suit. compensate for the curvature of the human form. Chameleon
skins do not render the wearer invisible, but they do make
them hard to see, especially if they aren’t moving and they
are positioned against a random background image such
Armour Value as vegetation. Against a more structured backdrop such as
Light reactive gel suit +2 a plain coloured wall, the skin performs less well and the
Gel suit with ceramic plates +6 outline of the wearer is hard to mask, but it is still a marked
Full segmented ceramic +9 improvement on an unskinned form.
Powered suit +15
Any tests to stop, target or otherwise interact with a
Character in a chameleon suit are subject to the following
penalties: Attempts to see a chameleon suit wearer who
Glit te r Armou r is stationary against a random background are two levels
The soldiers of Unity carry the most advanced armour of more difficult. If the wearer is moving or the background is
the Flame System. Even the most basic units are heavily smooth the task is one level more difficult.
armoured compared to the forces of other factions. This is
a direct result of Glitter’s manufacturing power in creating
novel materials. The following examples of new technologies Weapons and Armou r on th e
that have benefitted from Glitter can all be found on the Fl am e Wo rlds
battlefields of the Flame System. Most of the weapons and armour derived from Glitter are in
the hands of Unity, and as such can be found on pretty much
all of the Flame Worlds. Understandably, major caches of
Resistive Pl ate technology are concentrated on Steel – where Unity forces
One of the most iconic items in the Unity armoury, resistive constantly battle to keep armies of the moon factions in
plate can be found in one form or another on pretty much check – and on the Splinter Moons where Unity wages war
all Unity soldiers. Extremely tough and hard wearing, against the pirates that infest the moons.
the plate is manufactured from ceramic that is etched by

76
THE FLAME WORLDS

Di f f u s i v e C o m p u t i n g shipped in from Ocean, although some other designs based


on solar and nuclear power may be found. Most of these
On the Flame Worlds communication is through diffusive devices are manually piloted, but the larger have powerful
computing nets via orbital satellites. Every citizen without a computer intelligences interacting with users through
Loci is fitted with an internal augmentation like a low quality holographic avatars.
Loci at birth that allows direct access to com-net, a diffusive
computing network. Citizens are able to contact one another
non-verbally, assuming that they have permission from the
other party. Some rudimentary computing is also possible Wheeled ground car Scale +2D
through these nets, although this is only basic querying Skill: drive Man: 1D
rather than any form of programming. Access to various Body: 2D Move: 2D+1
com-nets is very dependent on the location. On Stone and Crew: 1 Psg: 4
Ocean, ‘Unity control’ means comprehensive access. On Cargo: 500 lbs
Steel, connection is patchy due to the ongoing hostilities on
the planet. The moons of Steel vary in access; some of the Aerospace Snap Fighter Scale +6D
more restrictive regimes limit those who can use the com- Skill: pilot Man: 3D
nets, whereas others grant access only to the privileged. Body: 2D Move: 3D
Crew: 1 or 2 Psg: 0
Ultratech computers are incredibly powerful, complex Cargo: None
devices with a high degree of intelligence that are ubiquitous
in the Flame System. Many of these machines have semi- Weapons: Guns (2D), range: 30 / 50 /100; 4 missiles
intelligence and some awareness of themselves; one of (4D/ea), range: 0.5 mile / 2 miles / 5 miles
the final achievements of humanity back on Earth was
the development of artificial near-intelligence. The main Wheeled speed bike Scale +2D
difference between semi-AI and true artificial intelligence is Skill: drive Man: 2D
free will. Many Puppets and related computer systems on Body: 1D+2 Move: 2D+2
the Flame Worlds are subservient and limited in function, Crew: 1 Psg: 1
unable to act outside of their purpose and function. Cargo: None

Programming of Ultratech computers is performed verbally Racing speed bike Scale +2D
through a complex language specially designed for the Skill: drive Man: 2D
purpose. Even modest computers understand basic speech, Body: 2D Move: 3D
but programming requires a specialist vocabulary where Crew: 1 Psg: 1
the programmer explains his desires to the computer, Cargo: 200 lbs
interpretation being aided by the machine’s intellect. More
powerful computers interact with users through an avatar, FireFight tracked tank Scale +4D
typically a holographic representation. Skill: drive Man: 1D
Body: 6D Move: 2D
Crew: 3 Psg: 1
Ve hicles Cargo: 500 lbs

Ground, water and air vehicles are employed extensively Weapons: Pulse cannon (character scale, see
in the Flame System. Most are Ultratech devices, showing weapons above); Direct fire fusion gun (6D),
the same sleek efficiency of design that characterises the range: 0.5 mile / 1 mile / 2 miles.
technology. Depending on the terrain of the environment in
which they are to be deployed, wheeled, tracked and walker Single person gyrocopter Scale +2D
designs are common for ground-based vehicles. Liquid- Skill: pilot Man: 2D
based vessels range from boats to submarines to suit varying Body: 1D+2 Move: 3D
aquatic environments. Most air vehicles are based on highly Crew: 1 Psg: 1
efficient planes or rotor-equipped craft. Most vehicles are Cargo: None.
fairly small, with room for a couple of occupants, although
some larger designs are found on Stone. Chemical engines
usually provide power, fed from the almost limitless supplies

77
Exilium

S pac e c r a f t their passage on one of the scheduled departures. Generally


these ships are truly massive, up to 1 km in their longest
Most of the ships that travel space around and between the direction, and bulky as aerodynamics aren’t a requirement.
Flame Worlds are either space planes or interplanetary craft.
The same ships are used to carry people, goods and often
military units, often all at the same time but separated
Space pl an es within the vessel. It is not uncommon to have rival factions
The principal spacecraft used for transport between and even militaries sharing the same vessel, separated by
planetary surfaces and orbital platforms are space planes, heavy duty war Puppets under control of the ship. Thrust
with lift being generated by highly efficient chemical is generated through modern ion drives crated through
engines. These ships can be privately owned, but most are Glitter technologies. These drives are slow to accelerate but
owned and operated by the merchant houses of Diamond, capable of enormous speeds. Fusion-fired rockets provide
and are used to ferry goods and people up into orbit. A the initial acceleration and deceleration in these ships where
typical space-plane is moderate in size, up to 50 m in length, ion drives are simply too slow.
due to the high cost incurred with larger, weightier vehicles.
During transport, most passengers remain in coldsleep – a
state of suspended animation. The duration of journeys can
vary wildly due to the relative positions of leaving points and
Combat Space Plane Scale +4D destinations – a few months are typical.
Skill: pilot Man: 3D+2
Body: 1D+1 Move: 4D Control of inter-planetary craft has recently become the
Crew: 1 Psg: 1 purview of fractal minds, replacing the need for a crew.
Cargo: None Avatars of the controlling mind allow interactions with
Weapons: Twin rail guns (4D), Range: 1 / 3 / 5 passengers, and Simulcra are fairly common. With modern
craft it is not possible for humans or Uplifts to take over
Passenger Space Plane Scale +6D control – it is too firmly embedded within the complex
Skill: pilot Man: 1D artificial structures of the fractal mind.
Body: 2D+1 Move: 3D
Crew: 2 Psg: 8 The largest interplanetary craft that ply the space lanes
Cargo: 50 tons between the Flame Worlds are called Void Arks. Huge
vessels capable of carrying battalions of troops and their
support equipment, Void Arks are ancient vessels, some
constructed so long ago that their records are lost. Control
Inte rpl an etary craft of the ship may have recently passed from a human crew
The ships that ply the lanes between the worlds of the to Fractal Minds, but the structure of the vessel is older
Flame System are all under control and ownership of Unity, than most would even guess. Some of these ships are of
specifically the Canticle of Fire, and any who wish to travel an unusual design compared to some of the more modern,
inter-planet must pay Unity for the privilege. Ships follow set smaller interplanetary Unity craft. Based on a dual-lobed
paths between worlds on a well-structured and predictable structure around a central spindle running perpendicular to
rota, so passengers or others wishing to travel must book the direction of travel, with each side thinning out to narrow

average travel times

Steel/moons Stone Mist Ocean Cloud


Steel/moons - 1 month 9 months 24 months 40 months
Stone 1 month - - 8 months 23 months 39 months
Mist 9 months 8 months - 15 months 31 months
Ocean 24 months 23 months 15 months - 16 months
Cloud 40 months 39 months 31 months 16 months -

78
THE FLAME WORLDS

projections that point slightly to the rear of the vessel, in


many ways Void Arks resemble seeds. The surface of each
Eug enics,
vessel bristles with antenna, probes and sensor bubbles, Bio engin e e ring and
giving the ship a blistered, uneven appearance. U pl i f ts
Genetic modification of life forms has been common among
the Flame Worlds. From the development of humans to suit
Void Arc Scale +14D Steel’s environment to the modification of indigenous life
Skill: command (Fractal mind) Man: 0D forms to create Uplifts, genetic splicing and re-sequencing
Body: 8D Move: 1D has been a common occurrence. These technologies are
Crew: 50 passenger liaison, Guards Psg: 5,000 still employed, and new life is regularly created in the splice
Cargo: 100 kilotons + 30 fighters clinics of Emerald.

Weapons: 100 anti-fighter guns (3D, Fighter scale), In many ways bioengineering is a technology that has
range 1 / 3 / 5; 32 rail Cannons (4D+1), range 5 / 10 shaped the Flame System. The technology is exceptionally
/ 15; 6 100 Megaton Warheads (8D), range 15. Only sophisticated, with almost any modification of the body
50% of guns or cannons can be on one target at any possible, given the right genetic material.
time. The ship also carries a complement of over 100
Puppets including guards and soldiers, and has the
capability to produce more. Fo rm and Func tion
Bioengineering is applied to any world where there are
indigenous life, and bioengineered organisms come in a

79
Exilium

bewildering range of forms to suit a myriad of functions. of the miracle of science and a great deal of good fortune.
Some are beautiful constructs, very much like the economical Although Uplifts have many diverse forms, they all have
and adapted forms created by evolution, whereas some some common features as describe below.
are crude and ugly, such as the combat Barghor of Steel.
Uplifts vary from intelligent versions of creatures physically
indistinguishable from their natural counterparts, to Hadaption
humanised versions of these creatures. The process of hadpation is a difficult task. The most highly
hadapted species greatly resemble humans in body shape
and size, which considering that these species originate on
U pl i f ts alien worlds is an incredible feat of genetic engineering.
Many Uplifts exist in various forms with differing levels
Uplifts are intelligent beings that have been created by the of hadaption, depending on the need for which the Uplift
process of ‘uplifting’ – modifying the genetic makeup of a was originally designed. Generally, the more hadapted the
creature to increase intelligence to human-comparable Uplift, the easier it is for it to get along with humans. Those
levels. This process has been in use on the Flame Worlds that share a great deal of human society are often the most
for many hundreds of years, and still goes on today – new hadapted, conversely those that are either employed for a
Uplifts are being created by the various factions of the purpose that suits their original body shape or who have
moons of Steel, to add to the many hundreds of existing natural tools that are highly desirable may only have minor
forms, so the term ‘Uplift’ covers an exceptionally diverse levels of hadaption.
and unusual group of creatures. Many Uplifts are also
‘hadatpted’ – a term used to describe the process where
the form of a creature is altered to give a human-like body Intellig ence
shape, making it best able to interact with humans (the All Uplifts are intelligent and on the human-scale. Some have
name is a shortened version of ‘human-adapted’). The been heavily modified to bring on this intelligence, such as
level of hadaption generally indicates how much the Uplift the Barghor, others, like the Kyril, were borderline intelligent
resembles its root generic stock – how alien it appears. before modification. Generally speaking, the greater the
degree of manipulation required to germinate intelligence,
On the Flame Worlds, Uplifts can be found on almost every the more unusual and ‘alien’ the Uplift mind seems to
world. On some, they are second class citizens. On others humans. Some of the creatures of Sapphire have thought
they are full and equal citizens – this reward being reserved processes that are completely detached from the way in
for the more ancient and respected Uplift forms, such as the which a human mind works. It is important to remember
Jakkar of Steel. that Uplifts, although modified to encourage intelligence,
are alien species, and so their thought processes may seem
very strange to humans, especially those that have been
U plifting severely modified during uplifting and therefore most likely
The process of creating a new intelligent race from a non/ originated from very alien precursors.
semi-intelligent creature is a complex and difficult procedure.
The genetic sequence of the creature is unravelled and
analysed, and pieces of sequence that control intelligence Manipul ato rs
are identified, isolated and excised. Into this modified code All Uplifts have some means of using tools and complex
human genetic sequences are inserted, tailored to slot into devices, such as hand-analogues with opposable thumbs,
the alien DNA, such that the brain function of the chimera tentacles or some other design of appendage with fine
creature is greatly boosted. However the process is much motor control.
more complex than even this, as greater brain function
requires a whole host of biological changes to be made to
the body if the process of Uplifting is to be successful. For Spe ech
example, a larger brain requires a roomier skull cavity and Uplifts of the Flame Worlds have had their throat analogues
greater blood supply to survive. This in turn requires muscle heavily modified such that they can vocalise in Speak, the
adaption, which requires greater circulatory prowess and so common language of the Flame Worlds. They may only be
on, the process cascading until almost all of the biology of able to whisper or croak, and may be difficult to understand,
the original creature has been affected. The techniques of but they are able to communicate verbally. Many are also
uplifting are part science, part trial and error - every new well-versed in sign language, a common communication tool
Uplift species that is created results from a combination throughout the Flame Worlds.

80
THE FLAME WORLDS

81
Exilium

Re produc tion U plif ts in Unit y and


All true Uplifts of the Flame Worlds are capable of th e Fire Council
reproducing without assistance. This is one of the tests as to The Fire Council counts a reasonable number of Uplifts
whether a new species can be assigned Uplift status by the among its ranks. These are typically of the oldest and most
Fire Council – even those creations with great intelligence respected forms, as befits their station. Notably, a Verk
that are unable to breed are not considered Uplifts, but and a Jakkar both sit on the council, staring at each other
merely aberrations, mistakes of science. moodily across the negotiating table. The military wing of
the Fire Council, Unity, fields a large Uplift faction, focussing
on the Kyril and Jakkar Uplifts and on the Gorran forms. All
Th e alien mind are well suited to combat. Many Jakkar are also found in the
Uplifts are alien creatures, and their minds do not work in the higher ranks of Unity, considering such a position worth of
same way as a human mind. They may have a similar level their prowess on the field.
of intelligence, but the root biology and genetics history of
their brains are fundamentally different. Despite the best
efforts of scientists, Uplifts are still influenced strongly by U plif t Scientists
the base drives and instincts that defined the actions of the Without exception, the scientists that have created the
creatures they once were. Uplift species of the Flame Worlds are from Sapphire.
The manipulations of biology required to create the living
For example, an Uplift created from a pack animal would be Ultratech that makes life in the spire cities is the perfect
much more comfortable in the presence of others of its kind grounding for Uplift creation. Many of the rich players
and might even become ill if left alone for too long. in Sapphire society, and the underground Unions that
oppose them, have counted uplifters in their ranks. Today
the science continues, although much of what was known
U plifts and Numina about uplifting procedures is lost, for example the science
The intelligence of Uplifts is sufficient for the process of of creating the Jakkar is no longer known.
mounting by Numina to work in basically the same way as
with normal humans, with many Numina finding the ‘taste’
of an Uplift interesting and novel as they have mental U pl i f t d esig n s o f
processes that are quite alien compared to humanity. the Flame Wo rlds
Numina entering Uplift hosts can also become Shadows in
the same way as those that mount other beings. However, Uplifts may be found on many of the Flame Worlds in a
some of the more vestigial and ‘alien’ parts of the Uplifts variety of roles, depending on the local freedoms and rights
mind are closed to Numina. They are simply too different granted to Uplifts. These have been created from the myriad
to be interfaced. These are the baser drives and instincts life forms of Steel and Sapphire, as both places team with
of the Uplift, those strong mental processes that define the life that can be used as a template for the Uplifting process.
creature prior to genetic adjustment.
Each of the Uplifts is described using the following profile.

U plifts Acce ptance on Name: The commonly used name or names associated with
th e Fl am e Wo rlds the Uplift.
An important consideration is how Uplifts are treated on the
different Flame Worlds. On some, they are full citizens, on Introduction: A brief overview of the Uplift, and details
others they are treated with suspicion. This is also dependent of the creature prior to uplifting – location, habitat and
on the type of Uplift – some forms are regarded in much behaviour.
higher esteem than others, and are more likely to receive
acceptance in the varied societies of the Flame System. Designer: The group or individual responsible for completing
the uplifting process, i.e. creating an intelligent creature
Apart from the species differences that mark some Uplifts capable of achieving adulthood and reproducing.
are more accepted than others wherever they are, all the
societies of the Flame Worlds Uplift have different levels Attributes: Here are listed Attributes of a typical member of
of acceptance to Uplifts of any type. This results from their the Uplift species. Static Defences are calculated based on
history and connection to those places as well as the nature the Attributes of the Uplift. Minimum and maximum values
of the societies that exist on each world. are also listed for the physical Attributes for the purposes of

82
THE FLAME WORLDS

character creation, as well as the number of Attribute dice Ab e rrations


to be used in character creation, as discussed previously. On the battlefields of Steel and in the oceans of sapphire,
failed experiments at Uplifting can be found hiding at the
Perks and Complications: Each of the Uplifts in the following edges of society. These are creatures that have been created
sections has a list of Perks and Complications that define as part of unsuccessful attempts to generate independently
their most pertinent aspects and their instinctive drives reproducing Uplift species. Some are individuals; others part
and behaviours. These are meant as a guide to the Narrator of a small but infertile group. They may have human-level
for Uplift non-player characters, indicating the creature’s intelligence, or they may be little more than animals.
unique attitudes, outlook and behaviours. For Uplift Exiles,
these are the Perks and Complications that must be taken at Designer: All manner of designers involved in Uplifting have
Exile creation. failures in their past that they cast to the wayside. Even the
likes of Gor or DeTor have made mistakes.
Description: A description of the appearance, behaviour
and other general characteristics of a typical member of Statistics: As determined by the Narrator.
the Uplift race. Note that expansions of the information
summarised under ‘Perks and Complications’ will be given Perks/Complications: As determined by the Narrator.
here, and it is advised that players wishing to create Uplift
Exiles read this information prior to play. Description: These unfortunates are mistakes, errors,
experiments that did not come to fruition. Most are
A note on skills destroyed before reaching any degree of maturity, but some
None of the Uplifts featured below have been given skills. small numbers do escape. Most of these are infertile, and
Instead for non-player characters the Narrator should assign their genetic information dies with them in the harsh jungles
appropriate skills to an Uplift depending on its profession of Steel of in the oceans of Sapphire. Some however survive
and role in society, just as with human. and manage to propagate, even breeding with progenitor
species to create hybrids. Angry, vengeful and often insane,
these aberrations represent the darker side to tampering
with nature.

To normal Flame World society these are monstrosities.


They are thankfully rare, but may be encountered by
unfortunate agents of the Envoy. The Narrator is free to let
his mind run riot when creating new aberrations for Exiles
to encounter.

U pl i f t e q ui pm en t
Uplifts use equipment that is similar in operation to human
analogues. However, there are some noticeable differences.
The first is that many have a very alien look and feel –
often these devices have been designed around the ascetic
visions of alien beings, and can look extremely strange to
humans. Secondly, many show adaptations to non-human
hands or claws, and many are scaled to suit their users –
Jakkar weapons in particular are far too heavy to be used by
humans. Finally, often biotechnologies are employed with
these weapons, as they were created on Sapphire, the home
of biological Ultratech as well as the moon that is the centre
of Uplift experimentation. Below are listed some example
items that might be encountered on the Flame Worlds.

Melee weapons – swords, spears and other bladed or


weighted weapons are common to Uplifts and humanity,

83
Exilium

and are still very effective weapons. Many of the designs warfare as it is considered too dangerous to carry when not
used by Uplifts have the same ascetic, and are often serrated needed.
or spiked in such a way as to maximise effectiveness against
creatures with a tough hide or exo-skeleton. Powered Damage: Might dice/2 + 2D, if attack blocked or parried item
weapons are also common, either delivering an electrical used is destroyed after three rounds, if target is wounded
discharge or scintillating the edge of a weapon with energy acid causes extra damage of 3D+1 for three rounds.
that is dissipated in contact with the target.
Punch gun – this pulse weapon is shaped like a dual bladed
These weapons either carry their own power pack, or are dagger, intended to be used in close combat. When the
powered by batteries. The majority of these weapons are blade is successfully punched into a victim, the wielder may
of a size that could be carried and used by a human, but discharge a single pulse blast directly into the target. The
often the grips have been adjusted to suite the manipulators effect is devastating, but the weapon takes a long time to
of certain Uplifts (for example the unusual hands of Kyrils) reload and is effectively a one shot item.
which makes them difficult to use. Some are built to a size
that suits something like a Jakkar or Raksasa – far too big Damage: 6D+1 with pulse blast, Might/2 + 1D+1 for
for a human to wield. The following are examples of melee subsequent attacks until reloaded
weapons developed and favoured by Uplifts, typically of
Steel. Ranged weapons – The slug guns, lasers and pulse guns
of humanity are all to be found adapted in to a form more
Power mace – this weapon carries a power-pack in the suited to Uplifts. This generally means ascetic changes,
handle capable of delivering a high voltage, low current variations in the grip and the manually manipulated parts of
electric shock. On a successful hit, the owner of the mace may the weapon as well as changes to the size to accommodate
discharge this energy in a powerful jolt that can temporarily some of the larger Uplifts. Weapons that fire bladed
disable the motor reflexes of victims, essentially paralysing projectiles are also popular, often delivering a nerve toxin.
them. The drawback is that it takes the weapon some time These weapons are useful against Uplifts with tough hides
to power-up before another discharge is possible. Kyril are or exo-skeletons, where even a small puncture wound can
known to favour this weapon. be sufficient to deliver the toxic agent.

Damage: Might dice/2 + 1D+1, bearer must state if the Jakkar rail cannon – these huge weapons are wielded
weapon is being discharged before attack, assuming at least primarily by Jakkar, although some of the larger Uplift
a wound is caused the electrical discharge causes paralysis species such as Raksasa sometimes use them. More like a
for five rounds, once discharged takes three rounds to tank gun than a weapon, these guns use magnetic coils to
recharge fire a solid projectile at huge speeds, and are characterised
by the deafening crack as they fire.
Venom sword – this heavy and angular sword features
embedded poison sacs from an aquatic creature of Sapphire Scale: 2D
clustered along the blade edge. When the weapon hits, Range: 30/100/200
the venom is injected directly into the wound. The result Damage: 5D
depends on the type of toxin employed, but typically venoms
that cause intense debilitating pain or vigorous spasms of Shard projector – this weapon silently fires a high volume
the body are common, although the exact result depends on of ceramic slivers designed to tear large holes in the target.
the biology of the victim. Ammunition comes in the form of a block of ceramic that is
depleted as the weapon discharges. These weapons are a
Damage: Might dice/2 + 2D+2, assuming at least a wound is favourite of Uplifts with poor eyesight, as the high rate of
caused venom is delivered, pain venom – victim’s Attributes fire makes spraying the target an effective technique.
reduced by 1D (to a minimum of 1D) for five rounds, spasm
venom – victim effectively paralysed for five rounds. Range: 30/100/200
Damage: 5D+1, roll to hit target and anyone else standing
Acid spear – the blade edges of this weapon exude a thick within 1m.
and sticky acid, which smokes in air. On a successful hit, the
weapon delivers a dose of acid that causes serious injury to Acid Pulse rifle – this weapon is equivalent to the human
exposed flesh and eats through metal and ceramic armours. pulse rifle, with one key addition, an under-mounted acid
A very nasty weapon, the acid spear is used only in direct bomb launcher. This weapon can fire a sticky mine that

84
THE FLAME WORLDS

attaches to the target then detonates, covering a 1m radius depending on the degree of injury, while the machines
in a strong and viscous acid that is hard to scrape away. do their work. At the end of the process the recipient is
A standard acid pulse gun can fire five acid mines before disgorged from the tank replete with new flesh, repaired
requiring reloading. bone and re-grown organs. Bio-fusing has only two caveats
to a successful repair: the victim of trauma must be alive
Pulse component: when they enter the tank, and brain injury cannot be easily
Range: 80/250/400 healed. New brain tissue is generated, but memories linked
Damage: 6D to the damaged mind are irrevocably wiped.

Acid mines: Some criminal syndicates use Bio-fusion tanks for the
Range: 10/20/30 express purpose of wiping minds. Bio-fusion works well with
Damage: 3D+1 for three turns creatures with a well-defined physical template, so humans
and most mature Uplift species can be repaired. Aberrations
Bio Laser cannon – this weapon uses a combination of and other experimental creatures with undefined DNA
normal and biological Ultratech to deliver a powerful laser templates cannot be fixed very easily, however.
blast, using a biological source for the beam. It has a low
rate of fire, and can only be operated on alternative turns, Bio-fusing on the Flame Worlds
but has a very high level of damage for a hand held laser Bio-fusion tanks are rare. The nano-machines required for
weapon. their operation are at the cutting edge of Glitter, and as such
are in short supply. It is only really the military and some of
Range: effectively unlimited the major powers in the System that have Bio-fusion tanks,
Damage: 4D+2 and they guard them jealously. Still, given the revolutionary
nature of the technology, they have transformed the Flame
Uplift Armour – the armour worn by Uplifts is identical Worlds.
in performance to human armours. It is often species-
designed, as most Uplifts have a body-shape that is very
different to humans. Highly ornate plates of ceramic armour Bio -welding
are common among the older and more respected Uplift Whereas the Bio-fuser is a complex piece of equipment
species, with the younger or more ‘military’ species using for repairing shattered bodies, the Bio-welder is a man-
utilitarian designs created for rugged use on the battlefield. portable device capable of stabilizing blood loss, protecting
against infection and reducing shock, and is the mainstay
of battlefield medics and trauma units across the Flame
G lit te r and M edic al Worlds.
Technologies
The Bio-welder is usually mounted in a backpack, with a
Glitter has found applications in many of the medical facilities nozzle that arches over the operator’s shoulder. When
of the Flame Worlds. These advances have benefitted activated, the Bio-welder fires a small stream of simple
hospitals, surgeons and battlefield medics. Two of the most nano-machines that the operator coats over an open
impressive medical advances are outlined below. wound, preferably as soon after injury as possible. The
nano-machines set to work immediately sealing blood
vessels, forming a protective barrier over the wound, and
Bio - fusing entering the blood stream, synthesizing hormones to reduce
One of the biggest changes that Glitter has brought to the shock. In the case of trauma in the field, the Bio-welder is an
Flame Worlds is in Bio-fusing, the art of cellular repair. Even invaluable tool that saves many lives.
extreme injuries can be repaired by using nano-machines
designed specifically to manufacture stem cells from a Bio-welding on the Flame Worlds
recipient’s DNA; these stem cells are capable of transforming The Bio-welder is a common sight on the Flame Worlds,
into any other type of cell in the body. both in the military and in civilian life. Although the nano-
machines used in its operation are complex, only a very
This process takes place in a bio-tank, a large vessel packed small quantity is required at any time, so the benefits of
with a broth-like fluid containing the building blocks of wound stabilization far outweigh the cost. Most hospitals
the cells and clouds of nano-machines. The injured person and medics on the Flame Worlds are equipped with Bio-
is submerged in the tank for anything up to six weeks, welders.

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Exilium

The Flame Wo rlds


This section describes in detail the various bodies of the Flame System. Most of the population of the Flame Worlds knows
that they are not indigenous to the System, and stories of Lost Earth are common. However, few true records of Earth exist,
and for most the ancient past is of little real interest.

Diamond

Opal Ocean
Mist
Stone Cloud

Steel

Sapphire

Emerald

T h e S ta r s The Flame Worlds orbit the smaller star of a relatively


ordinary binary system. The larger of the two stars in this
Two stars dominate the Flame System: Flame and Gold. Both system is the vast sun Flame, an old star now past its main
are described below. sequence and now progressing down the Red Giant Branch
(RGB) of stellar life. Flame is huge, being approximately thirty
times the size of the sun of Ancient Earth. However, Flame
Fl am e: distant red giant is a distant body without close planetary neighbours, the
Diameter: 15,659,000 miles planets of the Flame System orbiting instead the second star
Mass: 297,998 Earths of the binary, Gold. No natural bodies orbit Flame, although
Gravity: - it is possible that planets once orbited the star in the distant
Atmospheric pressure: - past and were encompassed by the outer layers when Flame
Atmospheric composition: - left the main sequence and expanded to become a red giant.
Surface water: -
Average temperature: 2600°C Flame is an old sun; its core has long since depleted the
Rotational period: - original supply of hydrogen. The fusion of protons into
Orbital period: - helium nuclei is now the dominant power source. As a result

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THE FLAME WORLDS

of changes to the hydrostatic balance of the core, the centre Steel


of Flame is extremely hot but the outer layers are cool. Only
the weak visible radiation that escapes the star appears like
a dull flame, giving the star its name.

Flame is very distant from Gold and the Flame Worlds. Apart
from a few scientific teams from the moons that monitor
Flame, and the small number of Puppet-occupied weapons
platforms in nearby space that protect them, Flame is
generally ignored.

However, the importance of Flame to the environments


of the planets of the Flame System should not be
underestimated. Flame can be seen on all of the Flame
Worlds, and its rise and fall are part of the natural cycle
of life. For example, on Steel it is Gold that marks the
passing of night into day, but when Flame is visible during
the night, the landscape is cast into dense shadow by the
ghostly red glow.

Gold: b rig ht main sequ ence star


Diameter: 945,800 miles
Mass: 312,254 Earths
Gravity: - Distance from Gold: 0.7 A.U.
Atmospheric pressure: - Diameter: 9,607 miles
Atmospheric composition: - Mass: 1.1 Earth masses
Surface water: - Gravity: 1.1 G (Standard gravity)
Average temperature: 6440°C Atmospheric pressure: 1.3 atm (Standard fluid
Rotational period: - atmosphere)
Orbital period: - Atmospheric composition: 64% nitrogen, 34% oxygen,
2% other
The second star of the binary system is Gold. A small, bright Surface/atmospheric water: 67%
yellow sun, Gold is very similar in size and luminosity to the Temperature range: -5 to 36°C
sun of the Earth. It is the warm yellow rays of Gold that mark Rotational period: 26.6 Earth hours
out night and day on all the bodies of the system, and when Orbital period: 386 Earth days
people speak of the sun it is to Gold they refer.
We had been hunting for days, the hot red sun burning
A main sequence star still in the early stages of stellar life, overhead, dyed the colour of blood by the baleful clouds of
Gold is far younger than Flame and has an abundance of Steel. The forests were thick and near-impenetrable, tangles
hydrogen to burn. The existence of a binary system of stars of twisting, grasping growth and thick, ropey tendrils. Most
in such different stages of their lifetime is unusual. Scientists of the time the vegetation hid the sky above, but occasionally
theorise that Gold was originally a lone body before being the churning and wind swept storms of the upper atmosphere
captured by the massive gravitational pull of Flame when could be seen, boiling and tumbling with silent ferocity. The
passing through the surrounding stellar neighbourhood. rain was constant, stained green with microbial life forms.
Teves had been injured when the ground opened up during
Gold is a relatively stable body, displaying few solar flares a shake, and the wound soon festered and bubbled with
and other stellar phenomena compared to other stars of a life. Within three cycles Teves was dead, cursing his luck as
similar size and lifetime. the poisons ate into his system. Myself, a Simulcra, was not
susceptible to such spores, but the corrosion ate at my joints
Like Flame, the inhabitants of the system largely ignore Gold and I could feel myself seizing. With Teves gone we were two.
apart from a few scientific teams, despite the vital role the Myself and Pollee, an Uplift, were all that was left. Perhaps
star plays in the life of the Flame Worlds. two would be enough. Perhaps.

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He called himself ‘Vil’ and had been killing others for many Steel is a violent world. Wracked by a constant
cycles. At first the Envoy had thought that the anger would intercontinental war and home to a crumbling society, this
burn itself away, and Vil would dissipate as the aggression is a world of conflict. The closest of the Flame Worlds to
was sated, but others had reported that the Uplifted creature Gold, Steel teems with an abundant and highly aggressive
still lived and was becoming more violent with each killing. ecosystem. Given the exotic conditions that exist on the
Vil had become a shadow, and now he was destroying with planet, Steel is very different to Ancient Earth with a unique
reckless abandon. We were told that it must be stopped, and rapacious selection of indigenous life forms that have
ended, and that my team, the Silver Triad, had been selected adapted to survive in the harsh conditions.
for the task. With Teves gone we were now only a duo, and
the corrosion of my Puppet made me a dirty copper-bronze
rather than silver, but we continued none the less. Struc tu re
Steel is slightly smaller and less dense than Ancient Earth,
We found it in a clearing, although we heard it many with a distinctly blood-red appearance when viewed from
kilometres away. It hooted and brayed as it killed, mouthing space due to the thick clouds of unusual chemicals that
obscenities at the broken form beneath it. The dead creature comprise the upper atmosphere. Although when the clouds
was a Simian, unmodified, no doubt one of the naturals part it is sometimes possible to view the surface of the
of Steel. Vil had torn its limbs off, they were scattered on world, Steel often has deceptively uniform cloud layers that
the ground nearby. We stepped from the shadows of the hide the rich ecosystem beneath.
vegetation and challenged it, my sing-sword humming with
acoustic energy. Pollee adopted the fight-stance, fists held The upper cloud layer serves to reflect a large proportion
before her at the ready. Vil moved on her first. of the radiation that comes from Gold, helping to keep the
surface of the planet at the reasonable temperature levels
It was fast, eating up the ground with great strides. I could required for life to develop. Despite the high level of carbon
see that the creature was based on the Kyril body plan, dioxide in the atmosphere, the greenhouse effect that so
bipedal with four arms, but each held bladed-weapons. damaged Earth is not prominent; chemicals in the cloud
Its mouth was a slash of red, cruel and bitter, two tongues layers reflect much of the dangerous ultraviolet radiation
flicking forth as it roared. before it can interact with greenhouse gases at lower
stratospheric levels. Beneath the thick clouds the upper
Pollee was strong but slow. Her first strike knocked Vil to the layers of the air are constantly driven by strong winds, but
ground, dazed, but she could not follow up before he gained these storms usually do not affect the atmosphere near to
his feet once again. She did not get a second strike; the speed the surface of the planet. At ground level the air is often
of Vil’s blades was too much, cutting into her body like a quite still, while the winds high above help to equilibrate
ripe fruit. She cursed she died, Vil braying and screaming in surface temperatures across Steel.
triumph.
Beneath this thick cloud layer is a world dominated by large
Then he turned on me. landmasses. Although water is a major component of the
surface of Steel, it is not concentrated in the large oceans
I was quick, quicker than Pollee, and quicker than Vil. It and seas that are seen on Earth. Instead, it is held as vapour
landed many strikes on me, but I dodged and weaved and in the atmosphere or is stored in the significant biosphere of
none were enough to shut me down, despite the corrosion of the planet. Steel is a wet world, the atmosphere heavy with
my form. Finally I got the one strike I required, my sing-sword moisture.
cutting deep into the thing’s body, acoustic energy liquidising
flesh with a scream. Abruptly Vil sat down, arms draped at Tectonically, Steel is an extremely active planet. Despite the
its side. I modulated my sword then, turning the setting down relative proximity of Gold, it is the molten inner core of the
to the minimum. It took Vil’s Shell a long time to die as I cut, planet that supplies heat to the surface. The crust is formed
it watching me. Finally it even seemed to smile as it toppled from numerous plates floating on an extremely unstable
over, hissing though its broken mouth. I tried to catch the magma layer, with collisions between neighbouring zones
word but it was gone. occurring frequently. As a result Steel is geologically an
impressive world, with soaring mountains, deep chasms and
As I left Steel on the Envoy’s space plane I knew I should have almost daily earthquakes and significant volcanic events.
felt good about what I had done. But since then I can’t help These frequent eruptions and upwellings of deep magma
picturing those eyes, or hearing the braying of the thing as serve to bring mineral nutrients to the surface, aiding the
it killed Pollee. infestation of vegetation that characterises the planet. The

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THE FLAME WORLDS

core of Steel is of relatively low density due to the scarcity of niche. In many places the forests are so thick as to be almost
metals on the planet. All metal devices found on the planet impenetrable, and a high canopy casts nearly all the available
are of off-world origin. landmass into shade. Such is the ferocious competition
for space amongst members of the vegetative kingdom
The rate of erosion is also high compared to Earth due to the that native plants grow at phenomenal rates, some even
high moisture content of the atmosphere and the voracious reaching upward to the canopy to catch the filtered light of
spread of vegetative matter. Many of the features that mark Gold in just a few hours. Fallen life forms are consumed just
even recent tectonic events can be worn away in a very as quickly, succumbing to decay at an alarming rate.
short time scale.
The myriad small seas of Steel are also rich with life. In some
places so dense is the organic matter that the waters are
Environm ent cloudy: a thick soup of living creatures. The skies are also
The natural environment of Steel is an extremely rich and home to a wide variety of life, but most of the airborne
untamed wilderness. Dense forests and jungles dominate life forms are found close to the surface of the planet and
the equatorial regions, giving way to wide plains and away from the vast storms that churn the upper atmosphere
tundra as one nears the poles. Mountains can be found in beneath the higher cloud levels. Only microbes and the
abundance, on a grand and often breath-taking scale. The spores of fungi analogues are found in the high atmosphere,
place teems with vicious creatures – a world where kill or be travelling about the globe on the back of the fierce winds.
killed is the order of things. These winds also restrict aircraft on the planet, with orbital
landers having to be large and bulky in order to withstand
Hugely diverse flora and fauna can be found on the planet, the constant buffeting.
a result of the stable solar environment and the abundance
of natural resources. From airborne spores and microbes On Steel, diseases spread fast, mutating quickly due to the
to the mighty plant and fungi analogues that dominate the pressure to survive, resulting in microbe pandemics that
vast forests of Steel, life seemingly fills every conceivable rage across the planet. Among life forms even the most

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creatures of steel

The rich biosystem of Steel has resulted in some very ancient flora and fauna lines, including some extremely large
beasts. Although alien, many of the creatures and plants can be considered to be close analogues of the species of
primordial Earth, typically on a more impressive scale in terms of size. The following beasts are examples of those that
can be found under the canopy of the jungles of Steel, some in uplifted (i.e. human-scale intelligent) forms.

Vrix – an insectoid nightmare of feeding pincers and multi-part limbs. The Vrix is big enough to take humans, dissecting
them along with any armour they wear with precision using three sets of feeding mandibles.

Elephine – a large, burgeoning beast bigger than a house. The Elephine is a rarity – a true omnivore. The mouthparts
of this six-legged monster are powerful enough to crunch ceramic plates and anything they contain.

Simial – an ape-like creature rumoured to show intelligence, even prior to uplifting. This is an inquisitive beast that
takes delight in stealing anything shiny it can get its three-fingered paws on; it has a particular liking for guns and
other weapons.

minor wounds and injuries can be fatal, becoming infected and Steel is the breadbasket of the Flame Worlds, the vast plains
virulent in very little time. Human body chemistry was adapted near the poles being well-suited for this requirement once
long ago to coexist with the planet, and changes to the genetic the local vegetation has been tamed. The upkeep is high, as
code have allowed humanity to become fully compatible with influxes of native wildlife must be repeatedly beaten back,
Steel’s life forms, giving some resistance to disease. but such is the demand for ‘naturally grown’ food among the
elite of the moons of Steel, it is worth the time and effort.
As well as the many plant and fungi analogues that crowd over
the surface of Steel, a wide range of motive creatures may also
be found. Varying in size from tiny worm-like creatures to large Intellig ent life fo rms
mammal-like species bigger than anything seen on Earth, Steel Intelligent organic life forms are humans, modified forms or
swarms with a bizarre array of indigenous animals. Given the uplifted forms of the indigenous wildlife of Steel. Humanity
abundance of vegetative matter on Steel, many creatures are dominates, and is superficially the same as was found on
herbivores, such as Land-plows, concentrating on consuming Earth, although internal adaptations to Steel are many and
the vast riot of flora that fills the forests. However, with the varied.
presence of so many herbivores, the carnivores are never
far behind. Surprisingly, there are few true omnivores on Semi-intelligent creatures can have a wide and varied
Steel. Given the burgeoning pressure of a highly competitive selection of body shapes. The most common are Splice
ecosystem, most faunas are specialised eaters that concentrate Hounds, although many other forms are found, from small
on one particular foodstuff. Great and generally very dangerous furtive pack hunters like Seeders to huge juggernauts of
beasts such as Needle-bears, Turners and Slim-fish wander the flesh, tendon and bone such as the fearsome Tigerbears.
land and swim the oceans, much as they did long before any Many of the Uplifts originate from experimentation long
humans arrived. Battered perimeter barriers dissuade these in the past, such that the exact nature of their origin is
indigenous inhabitants from entering cities, but otherwise unknown to humanity.
the planet’s biosystem continues much as it has for millions
of years, despite the constant warfare that is the hallmark of One species of particular note in the forests of Steel is the
human occupation of the planet. fauna subgroup known collectively as the Barghor or Splice
Hounds. This large group of mammal analogues is marked by
The polar regions of the planet are the only places where a bipedal body structure roughly equivalent to the human
the biosphere thins and bare earth can be seen. These vast, format. Several distinct species have been found in the dense
open lands pose different challenges to the native wildlife, forests of Steel, the most notable difference between genetic
the colder weather and lower, thicker cloud levels squeezing groups being the number of limbs that varies between four
available resources to the limit. and eight. Body shapes are non-uniform, with some having

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THE FLAME WORLDS

squat and rounded bodies and other species having long common. These Ultratech off-world items present a strange
and sinuous forms, although all are tailed. Barghor have dichotomy of the technology levels of the moons and those
angular, wedge-shaped heads with wide mouths capable of Ancient Earth. At one extreme, soldiers on Steel wield
of devouring animal matter. Their large, forward-pointing very crude items such as blades, clubs and shields, typically
eyes are adapted to the red skies of Steel, with wide, slit- made of metals shipped in from Stone. At the other end
shaped pupils capable of taking in the maximum amount of of the spectrum, sing-swords, pulse rifles and advanced
available light. Most Barghor have distinctive body markings ceramic armours can also be found.
particular to their social and genetic groupings, although
some species have ridge-like armoured skins and some have The off-world mining and manufacturing operations on Stone
tough, bony protrusions covering their bodies. The smaller and Ocean supply Steel with everything that is required for
Splice Hound species are agile, quick and adept at climbing, continued existence, including metals, fuels and machinery.
while some of the larger, stockier Barghor are powerful Raw materials are transported from other distant Flame
hunters. Native non-uplifted Barghor are relatively large- Worlds to the orbital platforms encircling Steel which house
brained and display pre-Uplift human-level intelligence, the world’s factories and storage facilities.
forming social groups of considerable complexity. Some
groups have even been known to use tools.
Societ y
Puppets are common on Steel, and are typically employed Steel is a planet in a state of constant warfare. All of the
by humans to perform tasks considered unbefitting. One governments of the four major moons of Steel have a
of the most popular examples would be the numerous War significant presence on the surface, and constantly conduct
Puppets that come in a wide variety of forms based around a operations against each other, ranging from clandestine
bipedal, humanoid structure, and are armed with all manner raids to out-and-out war at the poles – operations known
of exotic and mundane weaponry. The lack of metallics on as the Formal Conflicts. Unity tries to act as a peacekeeper
Steel has resulted in the need for a supply of resources from on the planet, but political inertia and infighting on Ember
the moons. Orbital platforms process these items into the stops the Fire Council from doing any real good.
required manufactured goods. See the overall technology
section for examples of Puppets. The Formal Conflicts are loosely-organised battles that rage
between moon factions, including ground and air actions,
involving both infantry and machines. Humans, Uplifts and
Technology Puppets all take part in these wars. Over time, leaders of
The technologies available on Steel are, as one would these armies can rise to prominence; the Formal Conflicts
expect, primarily concerned with either inflicting or avoiding have sparked into bloody and destructive life many a leading
pain or injury. Weapons, armour and the like are very political career. The purpose of these wars is vague – anything

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from deciding the ownership of land for the production of Augm entations on Ste el
food, to avenging slights and ancient disputes. Unity finds On the battlefields of Steel, anything that gives an edge is
itself paralysed to act in a concerted manner, and is usually desirable. Although augmentations were initially only seen
restricted to containing conflicts rather than stopping them. in the Unity force on the world, they have now spread to
most of the other forces. Hacks, however, are still relatively
Steel is the most populous planet of the Flame System. uncommon outside of Unity, them being reserved for the
There are roughly two billion living on the planet, mostly in most senior soldiers and generals.
the twenty or so mega-cities that dot the globe. The humans
of Steel make up approximately half the mix of intelligent
life forms, the rest being Uplifts of the kind native to the Simulcra on Ste el
planet. Their cities can be found across the globe, and many The new range of Puppets called Simulcra are fairly
roads and other infrastructural elements exist or are under widespread on Steel – they make excellent weapons, and
construction, mainly to aid the war effort. Once pristine and the peoples of Steel are too concerned with the on-going
beautiful, the cities of Steel were unlike anything built by war to see new technology as anything other than a bonus
humanity on Ancient Earth. Enclosed by huge ceramic walls to the arsenal.
to keep the voracious predators of Steel at bay, these cities
are dominated by huge towers of white ceramic reaching
skyward, growing in stature from the outskirts towards U plif t Acce ptance
the city centre. Walkways and narrow roads span between This is the home of many of the creatures that form the basis
the towers, interconnecting the great structures on many for Uplifts, and as such it is on Steel that most can be found
levels, from the surface to high into the sky. Now battered in roles equivalent to their human counterparts. Uplifts are
by constant war, many cities show the damage that cannot treated with the same level of acceptance as humans on
be repaired, and are a testament to the conflict that rages this world – in war; there is no time for social niceties. In
across the planet. Three have been destroyed by ‘total- fact given the minor genetic alterations required for human
event’ weaponry – nuclear, biological and chemical – and survival on Steel, many outsiders consider all the residents of
are off-limits to all except the desperate. the planet, human and Uplift alike, to be genetically inhuman.
Uplifts can be found everywhere, although some of the more
For those that live within the cities, quality of life depends aggressive forms are found only in the armies and military
on how far you are from the war-zones. The cities of Steel encampments that dot the planet, but many are also seen in
remain perhaps the most comfortable of the system, the cities of the plains, including such designs as Kyril which
assuming they’ve suffered no war damage, and life can be find little favour outside of the military elsewhere in the
good. Education levels are high and with the goods that system. The story of Uplifts on the Flame Worlds is the story
come in from the Void Factories, most except the poorest of conflict – many of the species that have been created were
benefit from some of the best technology of the system. manufactured with a clear military purpose in mind.
Society is still stratified however, with the poorest living
on the outskirts of the cities nearest the walls where life
can be tough. But compared to some of the Flame Worlds, U p l i f t s o r i g i n at i n g
life on Steel is pretty good, as long as you are far from the on Steel
frontlines. Those cities that are close to the fighting, or have
become embroiled in the conflicts themselves, range from The following Uplifts are all created from creatures that
cities under effective military control with a high state of originally existed on the planet Steel. Most of the original
tension to heavily damaged battlegrounds where only those species still exist, although some of the progenitors of the
who don’t have the means to flee remain. Getting to some older Uplift species are long since extinct.
of these cities can be hard, as the militaries of the moons
restrict access to the majority of citizens. Name: Simial
Introduction: The Simial is a well-known Uplift of Steel,
The Envoy is represented on Steel by a shadowy collection created long ago from the template of a common arboreal
of businesses, banks and a small standing army of war herbivore; the Simial excels in many roles; from general
drones. The Envoy has quite a store of money and goods at servant to bloody arena fighter.
its disposal, and can usually provide for its agents. Contact
between the Envoy and Exiles is conducted through cloaked Designer: The Simial was designed so long ago that records
communications and uninformed representatives. It is rare of the creator of the species are long gone – some attribute
that the Envoy manifests directly. the creature to near-legendary uplifter Carol Voose, although

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THE FLAME WORLDS

there is no firm evidence either way. The creature has been Four arms (Perk) – Simials have four arms, and can use all
hadapted to a large extend, although it retains the multiple of them as well as a human uses two. They can also wield
limbs that characterise the progenitor species. two weapons that require two hands to use such as rifles
without penalty. They gain a bonus of 1D to Tests that involve
manipulating small objects.

Attribute dice: 10D

Description: Mentally, the Simial is a very well-adjusted


creature. Thought to be the oldest species of Uplift in the
Flame System the creature has had a long time to get used
to humans. Simial are also very adapted to the societies of
the Flame Worlds, and fill numerous roles in all walks of life,
perhaps more so than any other Uplift.

Their one mental flaw is that they are very trusting and naive,
and tend to believe everything they are told, especially
by those they perceive to be their betters. For this reason
Simials are often taken advantage of, and many fulfil the
most menial roles in Flame World society.

Name: Kyril
Introduction: The Kyril is based on a predatory pack hunter
found within the jungles of Steel. The original creature is still
existent, resembling a smaller, stooped and less developed
version of the Kyril with opposable grasping hands designed
for rapid movement through trees.

Major redesign of the brain cavity, spine, hip and hand


analogues were needed to create the Kyril, along with a
Attributes: general increase in size and body mass to support a larger
Scale: 0D brain. Cosmetically Hadaption of the Kyril is low, and the
Might: 2D (min 1D/max 4D) Uplift resembles the origin creature to an unnerving extent.
Agility: 3D+1 (min 3D/max 6D)
Wit: 2D Designer: Exactly when the Kyril template was created is
Charm: 2D not clearly known, but it is understood that the Kyril Uplift
Static: Dodge 9, Block 9, Soak 6 template was worked on for many years and is an example of
a very early Uplift design, being rather crude in appearance.
Perks and Complications:
Scientists of Sapphire did most of the hard work engineering
Mental the Kyril’s genetic structure, but the man to finally crack the
process and raise a Kyril that survived until adulthood was
Trusting (Complication) – Simials are naive creatures. Even Kyril DeTor, the famous uplifter of Lazuli, hence the creation
the fearsome arena fighters are trusting and easily misled now bears his name.
by those who would seek to manipulate them. Any time
a character allows another to manipulate them to their Attributes:
detriment, they gain a CP. Scale: 0D
Might: 2D+2 (min 1D/max 4D)
Physical Agility: 4D+1 (min 3D/max 6D)
Wit: 2D
Climber (Perk) – Simials were created from a tree-dwelling Charm: 1D
creature, and so receive a bonus of 1D to any Tests that Static: Dodge 7, Block 7, Soak 14
involve climbing.

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Fast (Perk) – As well as being agile, Kyrils have an excellent


sense of balance, giving them a bonus of +1D to athletic tests
that involve balance.

Four arms (Perk) – Kyrils have four arms, and can use all of
them as well as a human uses two. They can also wield two
weapons that require two hands to use such as rifles without
penalty. They gain a bonus of 1D to Tests that involve
manipulating small objects.

Attribute dice: 11D

Description: The Kyril is slightly smaller than man-sized, with


a bipedal body shape. The most immediately noticeable
feature of the Kyril is that it has four arms, with two arms
joining at each shoulder socket jointed like the human
equivalents and ending in narrow fingered hands. The legs
of the Kyril are double-jointed and backward sweeping
compared to a human, giving the creature a rapid loping
gait that is immediately identifiable. The creature’s body is a
patchwork of dark brown skin and red coloured protrusions
of exoskeleton, and as Kyrils rarely wear clothing their
coloured bodies are very striking. The skin is leathery and
tough and the exoskeleton is hard and fibrous, very different
from soft and pliable human skin. These give the Kyril an
Perks and Complications: insect like appearance which has led to their description as
‘beetles’.
Mental
The feeding mandibles of the Kyril are a complex collection
Pack hunter (Complication) – A Kyril alone is a very different of jaws, tubes and blades, designed to extract fluids and flesh
proposition to a pack of the creatures. When more than a from prey quickly and efficiently, a necessity in the rapacious
handful of the Uplifts are together, they tend to act as a jungles of Steel. Many humans find Kyril mouthparts
single group. In these situations their underlying predatory disgusting to look at, especially when they are in action, and
instincts come to the fore, and they become much more modification of the vocal tract to produce sound has not
aggressive, emotionally detached, wild and destructive. The improved the appearance. Most Kyril choose not to speak
character earns one CP every time they ‘run with the pack’ in in their buzzing, grating voices, instead preferring to sign,
a destructive and damaging way. their extra limbs proving useful for this purpose. Their eyes
register light in a lower visual wavelength than humans, but
Easily stressed when alone (Complication) – A lone Kyril is are otherwise similar in resolving power. The Kyril sense of
scatty, flighty and easily startled. The character earns one hearing is of lower quality than that of a human, and they
CP every time they demonstrate this behaviour to their find high notes particularly hard to distinguish.
detriment when left alone.
Kyril Uplifts are of a similar level of intelligence as standard
Inquisitive (Complication) – Kyrils’ are known from their humans. They displayed borderline intelligence prior to
inquisitive natures, and they can’t help but look into things Uplifting, and so tend to be quite ‘human’ in their outlook,
they know they shouldn’t. The character earns one CP every making them easy to deal with. They are very communal,
time their inquisitiveness leads them into trouble. and have difficulties if left alone for an extended period,
making them ideal for situations where a large body of
Physical individuals need to work closely together as a unit, hence
their prevalence on the war grounds of Steel. They find
Ugly (Complication) – Kyrils are very unattractive, especially decision-making difficult without colleagues to sound off
when eating. The character earns one CP whenever their of, and easily succumb to stress if pressured into action
appearance gets in the way of their activities. without their established social circle. Their one trait which

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THE FLAME WORLDS

has proved difficult to eradicate is the so-called ‘red mist’ Attributes:


– being predators, Kyrils find it difficult to ignore instances Scale: 0D
that can be likened to a hunt, and find themselves overcome Might: 1D+2 (min 1D/max 2D+3)
with their baser instincts in these instances, especially when Agility: 3D+1 (min 1D+1/max 6D)
with a group of colleagues (not necessarily other Kyrils). Wit: 4D
The situation makes them extremely dangerous on the Charm: 1D
battlefield when fielded in numbers. They are also naturally Static: Dodge 10, Block 10, Soak 5
inquisitive, and find it difficult to ignore interesting things –
many are the Kyrils that has paid the price for poking around Perks and Complications:
somewhere they shouldn’t have been!
Mental
Name: Shalk
Introduction: The Shalk is a heavily hadpated Uplift from Emotionally retarded (Complication) – Shalk find it hard to
Steel. Originally a small scavenging omnivore now long relate to others, especially those of the same species. Every
extinct, the creature almost completely redesigned as part of time the character’s emotional distance stops them from
the Uplifting process. Body size was increased considerably, progressing, they earn one CP.
along with the skull capacity, and the creature’s overall
shape underwent major revisions. A large amount of human Logical (Perk) – Shalk are very logical in their outlook, and can
DNA coding was introduced to the Shalk, giving it perhaps see through the emotional subtexts that cloud the thinking
the most human appearance of all the Uplifts. of others. The Narrator can award Shalk Exiles a bonus 1D to
any Tests that rely on logical thinking.
Designer: The Shalk is a product of the Loralt scientific
union on Sapphire, designed long ago before that group was Physical
smashed by the ruling cabals of the moon. By then the Shalk
had successfully bred and the Uplift’s future was established. Small (Complication) – Shalks are naturally smaller and
The origin of the Uplift’s name in not known. weaker than humans, and they have slight frames similar
to children. Exiles earn one CP every time their Host’s small
diminutive frame works to their disadvantage.

Natural with machines (Perk) – Shalks are naturals at dealing


with machinery of all kinds, even computers. They gain one
bonus 1D for ay Tests that involve manipulating any kind of
machine, even if they have had no specific training.

Attribute dice: 10D

Description: The Shalk is often referred to as a ‘Goblin’.


The Uplift has the appearance of a small, slender human,
typically around 3 to 4 feet tall, with a disproportionately
enlarged head, hands and feet. The Uplift’s skin is creamy
white and very smooth. They have a lightly off-balanced
manner of walking, and can often be quite badly bow-legged
compared to a human.

These traits have giving the species its other nick-name


– the children. Shalks have difficulty regulating their body
temperature, and as a result often wear protective clothing
to shield them from the elements. Although much of their
face looks very human, their eyes are jet black and on close
inspection minutely faceted, something that many humans
find extremely disconcerting. It is not easy to tell where a Shalk
is looking. Shalk males and females look very similar, and the
creatures are often hard to sex from appearance alone.

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Shalk Uplifts are generally of slightly higher intelligence than


humans, and tend to be very mathematical and logical. The
biggest difference between the Shalk and the human mind is
in emotions and empathy. Shalks seem to struggle with the
concept of self and others, and find relating to other people
very confusing. As a result, they appear to be emotionally
dysfunctional compared to their creators, in many ways
behaving much like humans on the autistic spectrum. They are
also same-species intolerant, tending to get on with others
species such as Humans and other Uplifts much better than
they do with other Shalks, except of course when mating.

The peculiar mindset of Shalks makes them ideally suited


to the roles of engineer and scientist, where their logical
thought processes stand them in good stead and their
lack of emotional development isn’t such an issue. They
are also perhaps surprisingly good soldiers, where their
detachment means they can keep a cool head in the heat of
a battle. Humans find fighting Shalks disconcerting as their
mannerisms and appearance strike an empathic chord –
people find it hard to shoot and kill beings that resemble
human children, even ones with guns. Interestingly, Shalks
are one of the few Uplifts to be found in reasonable
numbers in the Wombs of the Splinter Moons. How they got
there is hard to tell, but they seem to enjoy the isolation and
technical difficulties of life in the hard vacuum of space.

Name: Jakkar
Introduction: The Jakkar is a highly hadapted Uplift from
Steel. Based on one of the cunningly intelligent solitary
hunters of the Great Plains, the Jakkar has been almost
completely redesigned from its original form, with the
quadruped structure being replaced with a bipedal form and
the fore limbs adapted into hands (the lower limbs remain
hoofed). The Jakkar is the most famous and most respected Perks and Complications:
Uplift form, along with the Verk, and to many the ‘noble’
Jakkar represents the pinnacle of Uplift design. Mental

Designer: The originator of the Jakkar Uplift design is not Quiet and calm (Perk) – Jakkar appear quiet and calm, even in
known. One of the oldest designs, the Jakkar represents a crisis. These creatures never panic or show fear regardless
a level of hadpation that isn’t achievable through current of the situation.
technology. The origin of the name isn’t known, although
some think it refers to the threat howl of the original species Single-minded (Complication) – Jakkar can become obsessed
when defending a kill on Steel. with a goal once they have set their mind to it. If an Exile
find themselves with a goal that takes some time to fulfil
Attributes: and seems very difficult, the Narrator can rule that they
Scale: 1D/+3 have become obsessed. The character then earns one CP
Might: 5D+2 (min 4D/max 7D) every time they follow their obsession to the detriment of
Agility: 2D+1 (min 1D/max 3D+2) themselves or their colleagues.
Wit: 2D
Charm: 2D Noble (Perk) – Jakkar appear very noble, and others
Static: Dodge 7, Block 7, Soak 17 automatically look to Jakkar for leadership in moments of
Natural weapons: Claws (damage 2D) stress or crisis.

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Physical Jakkar females are smaller than the males, and have a loose
mass of tendrils very much like hair covering the forward
Large (Perk) – Jakkar are much larger than other creatures part of their heads. One overriding feature of Jakkar is their
and have a scale modifier of 1D/+3. musk, a pheromone odour that is very strong when Jakkar
enter their regular breeding periods. Some humans find
Strong (Perk) – Jakkar are very strong (reflected in Might this smell overpowering at close quarters, and many Jakkar
Attribute). attempt to mask it in company. However, to Jakkar of the
opposite sex the musk is a pungent aphrodisiac, a precursor
Tough (Perk) – The thick skin of a Jakkar affords a single point to the violent mating rituals the creatures enjoy. Jakkar
of armour all over their entire body. find it hard to control themselves when they encounter the
opposite sex in heat, and in these situations the mating drive
Non-human size (Complication) – the Uplift is very large can seem to reduce the dignified Jakkar to little more than
compared to a standard human, making the use of equipment an animal.
and locations designed for humans difficult. Every time the
Narrator deems that this limitation hinders the Uplift, they Jakkar carry themselves with an assured, delicate grace
gain a CP. that seems unlikely given their strength. They have a quiet,
contemplative air, and their dignity makes them seem
Mating lust (Complication) – In the presence of member of natural born leaders to those they interact with. In reality
the opposite sex in heat, Jakkar are overcome by a mating Jakkar retain much of their predatory nature – what people
lust and find it hard to concentrate on anything else. Every assume is a quiet and unimposing nature is actually the
time an Exile acts to their detriment due to mating lust, they poised sharpness of the hunter. Jakkar are intense and
earn one CP. single-minded beings, who are often consumed by their
goals. Luckily, their predatory nature is well-hidden, and
Attribute dice: 13D their interactions with humans and other Uplifts are very
favourable. However, should a Jakkar become upset, or
Description: The Jakkar is a large bipedal being approximately another person set themselves between a Jakkar and his
8 feet tall. It has a humanoid body shape, and is generally goal, they can be ferocious and remorseless in their actions.
proportioned in a similarly manner to a human. The Jakkar is On the fields of Steel Jakkar are the lords of the plains,
an imposing creature, broad shouldered and evidently very where their strength, cunning and leadership qualities are
strong. The skin of the Jakkar is a striking deep blue colour, very much in demand.
and is hard and tough providing natural protection against
damage. A large proportion of the skin surface is covered Name: Verk
in curious natural markings that almost look like tattoos of Introduction: The Verk is an adaption of the Jakkar,
abstract patterns and shapes. combining many of the Jakkar traits with one particular
aspect of the Melaton, one of the Great Plains herbivores of
The head of the Jakkar is dominated by two large light Steel. The Verk also displays a greater degree of hadaption
blue horns covered in similar markings to the body that than the Jakkar, the idea being the creation of an intelligent
sweep back from the brow forming a prong that stretches creature capable of sustained speed over the plains of Steel.
behind the creature’s head. These horns are unique to The result is a respected Uplift that has found a role off the
each individual and there length indicates the individual’s battlefield by utilising its balanced mental state between the
status. Long and heavy horns and are a great source calm assuredness and single-minded will of the Jakkar with
of pride for their owners – Jakkar that have disgraced the empathy and adaptive capabilities of humans.
themselves through actions on the battlefield often cut or
break their horns as a mark of social stigma. The shoulders Designer: The Verk is a fairly recent creation of Mullase
and back of the Jakkar are also covered in a light blue mass family scientists stationed on Steel.
of hard, bony protrusions, and for this reason Jakkar sleep
in a squatting position. Their faces are very human like, Attributes:
though they lack much of a nose, and their eyes are small Scale: 0D
and dark. They are colour-blind, and have limited vision Might: 3D+1 (min 1D/max 5D+1)
capabilities compared to humans – they sense motion Agility: 2D+2 (min 1D/max 4D)
well, but find distinguishing stationary objects difficult as Wit: 2D
ranges greater than 20 feet. In compensation, their sense of Charm: 2D
smell is exceptional. Static: Dodge 8, Block 8, Soak 10

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Perks and Complications: Description: the Verk combines physical traits of the
Jakkar, a powerful herbivore, and of humanity. The Jakkar
Mental ancestry is noticeable in the face upper body of the Verk,
which are often different in colouration to the Jakkar. The
Empathic (Perk) – Verk are very empathic creatures, and bony protrusions with cover the back of the Jakkar are also
can sympathise with almost all other species, making them present, but the horns that dominate the head are gone. The
well accepted into Flame World society. The Narrator should upper body and face do have signs of a greater degree of
grant a bonus 1D to any tests that involve empathy or hadaption however, and the Verk has a less alien appearance
understanding of the viewpoint of another being. than the Jakkar. However, below the waist is a different story.
Here the Verk sports a pair of powerful hoofed limbs taken
Reserved (Complication) – Verk can be quite reserved, and from the Melaton, capable of propelling the Verk for long
will often hold their own council instead of making a point periods of time. The creature is also built for endurance, and
they feel to be true. A character earns one CP every time they can run for many miles without the need to rest. The Verk
allow their Host’s natural reserved nature to get in the way has a strange, bird-like quality to its movements, which can
of their dealings with other creatures. be quite unsettlingly alien.

Physical The physical differences between the Verk and the Jakkar
are mirrored in the mental changes. The single-minded
Endurance (Perk) – the body of a Verk is built to endure, and predatory purpose of the Jakkar has been tempered by the
they have great reserves of stamina. In tasks that require gentle mind of the Melaton and a greater influence from the
great reserves of stamina Verk can continue far beyond the adaptive human mind. The resulting mix can be considered
capabilities of other creatures, even the mighty Jakkar. the best of all worlds, making the Verk particularly easy to
get on with. For this reason Verk Uplifts have generally left
Attribute dice: 11D the battlefields of Steel for all manner of other walks of life,
and are found on almost all of the Flame Worlds. Accorded
a greater degree of respect than the similarly successful
Gorran, there is only one species that the Verk does not get
on well with.

Verk and Jakkar seem to share animosity, the Verk


considering the Jakkar aloof and emotionally cold, the Jakkar
thinking the Verk nothing more than a ‘pet’ Jakkar. Even on
the Fire Council where a Verk and Jakkar are forced to work
together, tensions can run high between these impressive
Uplifts.

Name: Barghor
Introduction: The famous Barghor or Splice Hound is based
on a creature that is unusual among the many beings of the
Flame Worlds that have been uplifted, in that two Uplifts
based on the progenitor are in existence. Both have been
created to capitalise on the aggression and vicious nature
of the host. The Barghor is the most notorious – a silent and
lethal killer that haunts the forests of Steel. Whereas Jakkar
represent to many the noble ideal of uplifting, the Barghor
represents the darker side to exploitation of the natural
worlds of the Flame System.

Designer: The person responsible for the Barghor is Rebecca


Hilik, a scientist of Sapphire who worked closely with the
military over one hundred years ago to create her ‘children’.
The Barghor was her first major success, and has earned her
notoriety among the citizens of all the Flame Worlds.

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locations designed for humans difficult. Every time the


Narrator deems that this limitation hinders the Uplift, they
gain a CP.

Attribute dice: 12D

Description: The Barghor is a large quadruped Uplift with


a very low level of hadaption. In many ways the Barghor
resembles the creature from which it was constructed, but
it is much larger and more muscular. The Uplift has deep
red skin with a mottled appearance, suited for camouflage
among the jungles of Steel. The Uplift’s face is sloped, with
a shallow nose and a set of large, powerful jaws. The face is
surrounded by a set of curved horns, and it has characteristic
yellow eyes capable of seeing into the infra-red – excellent
for picking out prey amongst the foliage. It is unsurprising
given the appearance of the Barghor that they are locally
Attributes: referred to as ‘Demons’ on Steel. The Barghor’s powerful
Scale: 0D legs end in four claws, with the front set showing some
Might: 3D+2 (min 1D/max 5D+1) hadaption that let the creature use some simple equipment,
Agility: 4D (min 2D/max 7D) although not easily. The Barghor can stand on its hind legs,
Wit: 1D+1 although this pose is not comfortable for extended periods
Charm: 1D due to the design of the creature’s hips.
Static: Dodge 12, Block 12, Soak 11
Despite appearances, Barghor not just lone killers stalking
Perks and Complications: the jungles of Steel or competing in the battle arenas, they
are highly intelligent creatures, just in a very alien way. They
Mental are extremely solitary, and find it had to relate to other
species in a meaningful manner, giving them a reputation
Aggressive (Complication) – Barghor are naturally very as cold, uncommunicative and often very aggressive. They
aggressive, and will happily look to violence as a first solution are very selfish, and fixated with the idea of conflict in all
to any problem. Each time a character lets aggression be the its forms. Many are lone creatures that show allegiance to
first option in a crisis where better options exist (Narrator’s no one group, although others are employed as scouts or
decision), they gain a CP. reconnaissance agents due to their great stealth. Off Steel,
Barghor are rarely seen, except as the occasional body
Emotionally dead (Complication) – Barghor have almost guard to the rich and powerful that can pay the fees to the
no empathy toward other living beings, and find it Fire Council to register such a dangerous Uplift. Barghor are
almost impossible to connect to others. Every time this unpredictable and dangerous to deal with, making them
coldness comes between a character and another to their rightly feared by those who travel the wilds of Steel.
disadvantage, the character earns a CP.
Name: Seirim
Physical Introduction: The second Uplift based on the creature from
which the Barghor was created, the Seirim combines the
Hunter (Perk) – the Barghor is a perfect hunter, silent, competitive nature of the Barghor with a highly hadapted
focused and deadly. The creature gains 2D to Tests that physical form, to create one of the most common and
involve stalking, hunting or focusing their attention on a widely accepted Uplifts found on the Flame Worlds, despite
chosen target. the creatures fearsome appearance.

Weapons (Perk) – the Barghor sports an impressive pair of Designer: Rebecca Hilik’s second and most successful
claws that inflict Might/2 + 3D in damage. Uplift, the Seirim was designed to be a more ‘human’ form
of the Barghor, retaining some of the natural traits of the
Non-humanoid (Complication) – the Uplift has a non- uplifted hunter of Steel with a generally more ‘human’
humanoid body plan, making the use of equipment and outlook. Rumours persist that Hilik was working on further

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forms based on the same native of Steel before she was Conformist (Complication) – Seirim feel a deep-seated need
assassinated in the Lazuli genocides of Sapphire. to conform to the word of the ruling elite, no matter how
that may go against them. They find breaking the law very
Attributes: difficult, and are easily cowed by authority figures. Each
Scale: 0D time conforming gets in the way of the Seirim’s goals they
Might: 2D+2 (min 1D/max 4D) earn a CP.
Agility: 1D+2 (min 1D/max 3D)
Wit: 2D Physical
Charm: 2D
Static: Dodge 5, Block 5, Soak 10 Noisy (Complication) – Seirim can’t help but make noise, it’s
in their very nature. Any time their endless movement and
gabbling speech seriously impede them, they gain a CP.

Jittery (Complication) – As part of their restless nature,


Seirim are jittery and jumpy. Any time their inability to sit
still gets seriously in the way, the character earns a CP.

Weapons (Perk) – the Barghor sports an impressive pair of


claws that inflict Might/2 + 2D in damage.

Attribute dice: 10D

Description: The Seirim’s most striking feature is its face,


which is almost identical to that of its fearsome and feared
sibling, the Barghor. The Uplift shares the same skin tone,
horns and yellow eyes as the Barghor, and is known by its
nick-name as a ‘Red devil’ to many. The rest of the form is
similar to that of a bipedal human with hunched shoulders
and a stooping gait, only the double jointed legs and
oversized claws on the Uplift’s hands showing alien heritage.
The Seirim is relatively well-adapted to dealing with
humans. The aggression of the Barghor has been toned
down considerably into a natural competitiveness. The
solitary nature of the Barghor has been substituted with a
sociable nature coupled to a deep-seated need to conform,
something that makes the Seirim very adept at certain
functions within Flame World society. Found on and off of
Steel, Seirim are found in the military and in police forces
(where their fearsome appearance helps), in space ship
crews and in fact in any walk of life where an understanding
of social hierarchy is a must. Seirim are generally highly
verbal and constantly on the move – some say if you want
Perks and Complications: a silent and still Seirim, the only thing to do is kill one.
Alongside their more chaotic Kyrils, the Seirim is one of the
Mental most frequently encountered Uplift of the Flame Worlds.

Competitive (Complication) – Seirim are very, very Name: Gorran


competitive, and can turn even the most innocuous thing Introduction: The Gorran is a compact and powerful bipedal
into a bet that they will try to win at all costs. Some find this Uplift. Created recently as part of on-going research on
competitive nature off-putting and even childish. Whenever Sapphire, the Gorran was constructed for tasks where sheer
given the option to turn a situation competitive, Seirim will speed is of the essence. Created from a large hunter species
do so, and they earn a CP if this ultimately gets in the way of of Steel with additional Vassak heritage, the Gorran shares
what they wish to achieve. many physical traits of its predecessor, making it appear

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THE FLAME WORLDS

very alien. However, it has one of the most well-adjusted Starvation aggression (Complication) – Gorran need to feed
and balanced minds of the Uplifts, and is actually very easy regularly, and show a remarkable change in character if they
to get on with, fitting well into human society. are prevented from doing so, becoming aggressive, violent
and angry. Any time a Gorran falls foul of these emotions due
Designer: Designed by the scientist and genius Fabien Gor to a lack of a feed, they gain one CP.
of Sapphire as much as an exercise in what can be achieved
with Uplifting technology than anything else, the Gorran Physical
has been bred in large numbers across Steel and Stone in
particular. Agile (Perk) – Gorran are exceedingly agile, and can move
very fast and very gracefully (factored into their Agility
Attribute).

Taste for blood (Complication) – The Gorran feeding


mechanism is built to consume fluids, and they have a natural
taste for blood they find it hard to ignore. Every time a Gorran
feeds on blood in the sight of others and is prejudiced against
because of it, the character earns a CP.

Attribute dice: 12D

Description: The Gorran is a bipedal Uplift that shares


some similarities with the Barghor and Vassak, both species
of which contributed to its creation – most noticeably in
the presence of the horns that frame its face. The Gorran
is slightly smaller than an average human, with a squat,
powerful body encased in a tough, black hide. Sleek and
muscular, the Gorran has powerful legs and is built for speed.
The creature’s face shows some similarity to a Vassak, except
that it is the same shiny black as the rest of the creature.
The Gorran lacks obvious eyes; instead there are six sensory
pits that run down the centre of the creature’s face that
serve the same purpose. The Gorran has a mouth and can
speak, but it feeds on nutrient rich slurries through a tube-
like proboscis that is mounted within. Gorran can survive
without food for several days, but they become irritable
and aggressive very quickly. Rather gruesomely, on the field
of combat blood will amply serve as a foodstuff, and many
Attributes: Gorran are simply left to carry on without any other food
Scale: 0D supply – their commanders believing this gives them ample
Might: 2D+1 (min 1D/max 4D) incentive to fight. Unsurprisingly given Gorran features and
Agility: 4D+1 (min 3D/max 6D) feeding habits, they generally keep their faces covered when
Wit: 2D dealing with humans, who refer to them as ‘ticks’.
Charm: 2D+1
Static: Dodge 12, Block 12, Soak 8 Perhaps surprisingly given their quite alien appearance,
Gorran and humans actually get on very well once the latter
Perks and Complications: have got over the former’s appearance. That is because
Gorran are known for their well-balanced and surprisingly
Mental human minds, and their propensity to exhibit an excellent
and well-developed sense of humour. Lovers of practical
Sociable (Perk) – Gorran are very sociable creatures, and jokes and physical humour, the agile and quick Gorran is
are very easy to get along with. Gorran Exiles gain 1D to well-suited to pratfalls of all kinds. Found on many worlds as
Tests that involve making friends with strangers who aren’t well as Steel and Stone, the Gorran is one of the most widely
opposed to them in some way. accepted Uplifts, despite its looks.

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Name: Xular Perks and Complications:


Introduction: A modification on the Gorran using blueprints
stolen from Gor, the Xular takes the basic body form of As for Gorran plus:
the Gorran but adds several adaptations to increase the
close combat effectiveness of the Uplift. Unfortunately, Mental
the resulting creature is prone to all manner of mental
aberrations as a result of imperfect genetics. However, Paranoid (Complication) – Xular are intensely paranoid, and
the brutish creature does have sufficient advantages in really do struggle to see any other creature in a positive light.
intimidation and shock tactics to make the Xular a popular if Any time this natural paranoia inhibits a character’s actions,
dangerous addition to many illegal military units. they gain a CP.

Designer: Created by the Blue Veil Union scientists, a team Aggressive (Complication) – Xular are naturally very
in direct opposition to Fabien Gor, the Xular is a mockery of aggressive, and will happily look to violence as a first solution
the well-balanced and socially adaptable Gorran. to any problem. Each time a character lets aggression be the
first option in a crisis where better options exist (Narrator’s
decision), they gain a CP.

Attribute dice: 12D

Description: Xular are almost identical in physical


appearance to Gorran, just a little heavier and larger. They
are a worrying example of what can happen if relatively
unskilled hands are involved in Uplift design. Taking the well-
constructed Gorran, scientists of the illegal Blue Veil union
attempted to make various adaptations. Increasing the body
weight and bulk of the creature, they attempted to build in
some of the natural aggression and the cold, emotionless
nature of the Barghor, something seen as beneficial in
an Uplift bred for combat. The result was a burgeoning
creature with a high level of combat effectiveness but with
a disjointed and fractured mind. Xular are prone to paranoia
and other mental disorders, and are considered by some
analysts as terminally insane. This, of course, makes them
excellent warriors in some people’s eyes, and they have
been employed by the more shadowy organisations for this
purpose since their creation.

Unusual U plif ts
The following two Uplifts are unusual. The first is the
mysterious Shrika species of origins unknown, the second is
the terrifying Vrix. None are suited as an Exiles.

Name: Shrika
Introduction: One of the most bizarre looking Uplifts of
the Flame Worlds, the origin of the Shrika isn’t known.
Attributes: The creature resembles nothing else that currently exists
Scale: 0D in the Flame System, and it is apparently a very old race.
Might: 2D+1 (min 1D/max 4D) Some radical scientists of Sapphire believe that the Shrika
Agility: 4D+1 (min 3D/max 6D) is not actually native to the Flame Worlds, and that either
Wit: 2D it or the progenitor species it came from are true aliens.
Charm: 2D+1 Others disagree, and Unity sides with them, designating the
Static: Dodge 12, Block 12, Soak 8 creature an Uplift.

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THE FLAME WORLDS

Description: The Shrika looks very strange. Bipedal, the


creature has six limbs – two sturdy ‘legs’ and four tentacles
of variable length that appear where a human’s arms would
be. The body is built around a tough shell, similar to that of a
beetle, and a heavily ribbed underbelly. The creature’s head
is large and squat, and is dominated by a large beak-like
structure. Above this are two eyes set deep in pits, giving the
creature a menacing and disconcertingly alien appearance,
and a crest which sweeps forward. The Shrika has a rapid,
tumbling speech, and an unusual grasp of language that is
difficult to understand. Overall, the creature appears very
alien.

The motives of Shrika are unknown. They can be violent and


aggressive, or friendly and sociable in their own unusual
way. They can speak, but have a strange sing-song and lyrical
way of communicating that is hard to follow. As a result they
are very much left alone in Flame World society, being seen
as strange, otherworldly and difficult to communicate with,
although they are clearly intelligent. Natural scavengers,
they seem to get on very well with each other, and tend to
congregate in large groups when possible. It is very difficult
to get them to do something that they don’t wish to do; they
seem to lack focus when alone and easily lose concentration,
even under threat of physical violence. Most people don’t
bother to try to deal with them, and they are left pretty
much to their own devices.
Designer: Unknown
When they move into an area, they tend to do so on mass,
Attributes: creating an enclave of Shrika that others avoid. Luckily, they
Scale: 0D are nomadic, and soon move on, leaving the places they
Might: 2D occupied in pristine condition – often much better than the
Agility: 3D+2 condition was when they first arrived. For this reason on
Charm: 1D many worlds roaming bands are tolerated, as it is worth a
Wit: 2D lot of short time of noise for the overall long-term benefit.
Static: Dodge 9, Block 9, Soak 6
Natural Armour: +6 Interestingly, Shrika cannot be Hosts to Numina – their mind
is somehow shielded from entry. This race remains as much
Perks and Complications a mystery to Numina as to everyone else.

Physical Name: Vrik


Introduction: Probably the most terrifying creature found
Tough (Perk) – the shell of the Shrika affords 2 points of on Steel, the Vrix is an intelligent monster that knows no
armour over their entire body. equal. Thought to have been Uplifted in the distant past for
an unknown purpose, the Vrix haunt the forests of Steel:
Noisy (Complication) – Shrika constantly chatter in their own hunting, fighting and mating in an animalistic way that hides
sing-song way. their fearsome if alien intelligence. However, they sometimes
carry weapons that appear to have been designed for them
Mental alone. The origin of these creatures isn’t known, although
some speculate that Vrix is the creation of an early Uplift
Alien (Complication) – most people find it very hard to get terrorist group.
on with Shrika, they are very alien and enigmatic in their
motives and outlook. Designer: Unknown

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they are encountered they are hugely destructive and full of


rage, laying waste to all in their path before they retreat into
the jungles. This would make them appear to be nothing more
than animals. However, there are reports of Vrix carrying
destructive but beautifully designed ranged weapons, and
the sites of their carnage show evidence of heavy energy
discharges. They are very rare and the location of their
settlements in the thick jungles of Steel is unknown, so there
has been little opportunity to study them or their technology.

The Moons o f Steel


The four major moons that orbit Steel are called Sapphire,
Diamond, Opal and Emerald, and each is remarkably
different in appearance. Emerald is a frozen, icy world of
pristine snow and ice. Sapphire is an ocean world of violent
seas, raging storms and a rich ecosystem. Opal is a cratered
moon of broken and jagged rock with a thick, impenetrable
atmosphere, and Diamond is a smooth and featureless ball of
airless stone. Some of the moons host indigenous organisms,
Attributes: but intelligent life is dominated by humans, with Puppets
Scale: 2D/+6 either acting as servants or in enforcement roles. Some of the
Might: 8D moons are home to Uplifts, either based on creatures found
Agility: 5D on Steel or raised from indigenous life forms.
Charm: 1D
Wit: 6D The moons of Steel are home to the major civilisations and
Static: Dodge 15, Block 15, Soak 24 political factions of the Flame Worlds. Although outwardly
very different, the civilisations of the moons have a common
Perks and Complications: trait that characterises them – a lust for power, prestige
and wealth. The population of the moons plots constantly
Physical against its peers for access to the limited off-world resources
the Fire Council provide.
Tough (Perk) – the exoskeleton of the Vrix offers 2 points of
armour over their entire body. The four powers of the moons constantly scheme and
intrigue against each other. Using the Fire Council as a
Huge (Perk) – Vrix are massive creatures and have a scale platform to attack their enemies, they constantly bicker,
of 3D. forming and dissolving alliances at a bewildering speed. Life
in government on the moons is both politically cutthroat
Mental and dangerous, with success often an extremely short-lived
phenomenon. Understandably, violence and crime are also
Non-human sized (Complication) – the Uplift is very large rife on the moons, as inhabitants use any methods at their
compared to a standard human, making the use of equipment disposal to gain influence and wealth.
and locations designed for humans difficult.

Alien (Complication) – the motives of Vrix are unknown: Fo rmal Con flic ts
they can be incredibly violent and destructive, but also very The formal conflicts on Steel are the most obvious expression
artistic. on inter-moon friction – skirmishes, engagements and open
warfare involving wide ranging armies from the different
Description: No one knows who was responsible for creating moons and even different factions or cities on individual
the Vrix. Some even doubt that the creature is an Uplift at all. moons. These battles are often instigated on the most flimsy
A huge and fearsome creature, easily the largest intelligent of reasons, despite the attempts of the Fire Council to limit
being in the Flame System, the Vrix is an enigma. Whenever them, and the Envoy has hinted to some of its agents that

104
THE FLAME WORLDS

these reckless wars may be the result of Numina interference Emerald


in the Flame Worlds. On many of the moons gambling on
the outcome of the conflicts is a legitimate and genuine
way to acquire wealth, and many of the desperate sake
their meagre wages on the outcome of such battles. This in
turn fuels competition and conflict in a cycle of aggression,
characterising the never-ending conflict that scars Steel.

Simulcra on th e Mo ons o f Ste el


On technology- focused Sapphire, Simulcra are very popular.
Creations with human-scale emotions and intelligence that
are actually slaves are much less difficult to control than
free-thinking beings. On the other moons, acceptance
differs by location. On Diamond and Emerald, Simulcra are
accepted as citizens; on Opal, Simulcra are distrusted and, in
some cases, feared.

Augm entations on th e
Mo ons o f Ste el
Sapphire is a hotbed of technology and innovation, and
many of the scientists on the Redemption base are from
this moon. As a consequence, augmentations are welcomed
on Sapphire, and most citizens have some form of Glitter- Diameter: 1,190 miles
derived technology, even though they have fewer freedoms Mass: 0.89 Earth masses
than most as they are essentially indentured slaves. Gravity: 0.22 G (Low gravity)
On the other moons, acceptance differs by location; on Atmospheric pressure: 0.3 atm (Thin fluid atmosphere)
Diamond and Emerald the new technologies are accepted Atmospheric composition: Mixture of trace gases
as just another advance in science, whereas distrust in including complex organic molecules
new advances is common within the oppressive society of Surface water: 100%
Opal. The military of the moons is only slowly equipping its Temperature range: -158 to 136°C
personnel with augmentations as Unity slowly trickles out Rotational period: 11.1 Earth hours
these technologies as a result of constant pressure on the Orbital period (around Gold): 386 Earth days
Fire Council from the moon factions.
The cold cut like a knife carving with sure authority into
Geld and chilling him to his very core. It was like a numbing
U plift Acce ptance on th e ache, a droning whine that overrode any other feelings and
Mo ons o f Ste el thoughts. It could not be forgotten or ignored; instead every
One of the moons of Steel, Sapphire, is home to many of moment had to be endured, witnessed, as if Geld was duty-
the creatures that have been Uplifted, as well as to the bound to experience every facet of life on Emerald. Beneath
scientists that pioneered and maintain the technology to the penetrating stab of frost a second thought sat, swelling
create them. As a consequence, on Sapphire all Uplifts are and growing of its own accord. It was the memory of warmth,
treated in the same way as every other citizen – generally as the thought equally unavoidable and only marginally more
a source of indentured labour, although Uplifts have been bearable than the cold itself. He lived near the surface of the
present long enough to have a presence in every stratum of moon, protected from the extremes of heat and cold that
society. On the other moons acceptance differs by location characterised the exposed ice but too close to feel even the
– on Diamond and Emerald Uplifts are citizens much like tiniest hint of the warmth that existed below. Sometimes
everyone else, whereas within the oppressive society of frost built up on his wings, water and organics precipitated
Opal Uplifts are distrusted with only a few of the older or from the atmosphere. It was unbearable.
more common forms treated as second class citizens. Uplifts
of unusual or uncommon form are treated with a great deal So now he had thrown in his lot with Robbe, the silver child
of suspicion on this paranoid moon. who had promised success in the gambling dens that followed

105
Exilium

the Formal Conflicts on Steel. He said he had a method, a Environm ent


way of predicting the outcomes while avoiding the interest of The frozen surface of Emerald is made up of cracked and
the Icers, and he mentioned confidentially several powerful fractured ice, broken by the innumerable impacts that
backers he had apparently won over. In truth Geld doubted have scarred the surface throughout the moon’s existence.
his claims – he still lived near the surface after all. But there Geologically stable, the deep crevasses that line the surface
was hope. Maybe he would get lucky; maybe Robbe really have not changed for centuries. Spires of frozen water
did have a plan. He could feel the plots, the insinuations thrown up in concentric rings around ancient meteor impact
and secrets hanging in the air about the diminutive figure. sites have created vast and majestic mountains surrounding
Maybe for once Geld had thrown in his lot with the right flat seas of crazed ice. The blue sky is speckled with stars.
person: a winner. He could only hope. Despite the bite of the Occasional wispy white clouds break the monotony of the
unreasoning cold, there was always hope. firmament, especially around the poles. There is no natural
life on Emerald; it is a beautiful, but dead, world. The surface
The moon Emerald is an unearthly, beautiful place. A frozen of Emerald is mined to extract the rare and exotic organic
wilderness of shattered pinnacles of ice and deep crevasses, molecules trapped in the ice. This is the only reason that the
Emerald glows with a soft green light generated by the moon was settled, and the processing plants that convert
organic molecules captured from the atmosphere that stain these molecules into usable forms are at the centre of the
the ice. great cities. Most of the population of the moon, around five
million, is dependent in some way on the organics that are
sent up into space for distribution across the Flame System.
Struc tu re
Emerald is an icy body approximately one quarter the
size of Steel. The moon has only a small, rocky core and is Technology
considerably less dense than the planet it orbits. Mainly The cities of Emerald have been melted into the icy crust of
composed of water, complex organics thought to have the moon. Ultratech dominates the world, with access to the
originated on comets that once crashed into the moon choicest devices and technologies restricted to the depths.
during the evolution of the Flame System can also be found
on Emerald. A thin cold atmosphere composed of remnants
of a thicker gas layer that has slowly escaped the moon’s Societ y
gravity covers the surface. This faint atmosphere comprises Emerald has three great cities – Beryl, Malachite and Jade
a cocktail of unusual chemicals and gases. – sited within the largest of the ancient craters on the

106
THE FLAME WORLDS

surface. Each is housed within vast cave systems carved Unity has a strained relationship with the ruling classes of
into the stable crust of the moon. Sealed from the surface, Emerald, and below the outer ports of the cities – officially
the internal atmosphere of each of these cities is made Fire Council territory – Unity is not to be seen. However,
suitable for sustaining organic life through the use of huge Smoke does monitor and operate on Emerald, carrying
environmental processors that generate from the ice a out clandestine missions on behalf of elements of the Fire
breathable atmosphere. Huge and awe-inspiring, these Council.
great settlements are grandiose and formal in style, with
enormous column-filled plazas with soaring vaults above.
Massive communal caverns break the regularity of the grid- Sapphire
like tunnel systems. In the higher levels, the populace lives
in small cells but, as one descends, these dwellings give
way to larger apartments. The deeper you go, the more
impressive the surroundings – only the wealthiest live in the
depths of the cities. At the centre of each city are the huge
processors that turn extracted exotic organic molecules
into useable forms for distribution across the Flame Worlds.
Travel between these three cities is possible on the moon’s
surface, with the low gravity making walking easy but, due
to the intense cold of night and unbearable heat of day, most
inhabitants make use of the network of connecting tunnels
below ground to move about the moon. Puppets have no
trouble moving about the surface of Emerald for short
spaces of time, but organic beings must rely on cumbersome
environmental suits to survive. Most never leave the cities.

Only the lower levels of the cities could be considered


comfortable. In the upper levels, in shadow and hidden
from Gold’s light, the cities are basic and unwelcoming
places. Freezing temperatures, and chill, damp air make the
upper levels unpleasant places to live. All those on Emerald
crave the luxury and resources of the deeper levels – to
be wealthy on Emerald is to be warm. Only the poor are
forced to huddle near the moon’s frigid surface, plotting and Diameter: 800 miles
scheming to fulfil the simplest needs. These are the cold- Mass: 1.29 Earth masses
slums; riddled with crime, hate and desperation. Gravity: 0.79 G (Standard gravity)
Atmospheric pressure: 1.2 atm (Thick fluid atmosphere in
Compared to some of the other moons, Emerald is a fairly oceans, Standard fluid atmosphere at planetary surface)
ordered society and crime is relatively low, at least in the Atmospheric composition: 63% nitrogen, 30% oxygen and
luxurious depths. This order is maintained through strict laws 7% others
and brutal enforcement, the police force – known as ‘Icers’ – Surface water: 83%
exacting severe punishment on those who break the rules. Temperature range: -30 to 20°C
Illicit elements are forced to operate with extreme care or Rotational period: 17.8 Earth hours
to relocate to the cold-slums where desperation rules – here Orbital period (around Gold): 386 Earth days
the gangs dominate, and even Icers fear to tread.
Helga swam through the corridors and passageways, the
Within the cities, the population of Emerald is controlled glow of her own body lighting the way. Around her a few
by several noble families that trace their lineage back into other creatures moved, adding to the bioluminescence, their
the distant past, usually headed up by a powerful individual. combined eerie yellow glow picking out the rough stone of
These ‘grand families’ control most of the goods that come the passages. She was deep, deeper than she would normally
into Emerald from Steel and the factory worlds. There is no go, and the pressure was building. Her tentacles brushed her
centralised government as such; instead the families band surroundings as she propelled forward, driven by the jets of
together into ‘the party’ to discuss matters that affect them liquid she forced out behind her.
all and to make decisions for the whole moon.

1 07
Exilium

She was meeting with Roumad. He was her contact in the around the spires of rock and iron that rise from the
depths, the one who had planned the whole thing. He lived deep ocean toward the surface of the moon, sheltering
deep in the spire, below the popular levels of Lazuli, well out from the ferocity of the mid-ocean currents. These spires
of sight and mind. Down here there were few lights and a are populated to a depth of around two miles, with the
dearth of useful biotechnologies. It was not an easy place to dominant skeletal organisms of the upper levels giving way
live. Helga was glad she was only visiting. to the formless, jelly-like organisms at greater depths.

He was in his chamber. The blue luminescence of his head


shone weakly, revealing some of his form and reminding
Helga just how large he was. She swam closer to him, and he
shifted slowly as he became aware of her.

‘How did we fare?’ he asked, the patterns of light-speech


stippling his bulk.

‘Badly,’ Helga replied, before darting for the entrance as


Roumad’s cranial display expressed his rage.

She swam back to the more habitable levels. Yes, they had
failed, the side he said they should back had been destroyed
on Steel, and Roumad had lost much wealth. As she left him
she blazed in a sudden burst of colourful light, expressing her
pleasure. It was lucky for her she had backed the other side.

Sapphire is a small ocean moon covered by a thin veneer of


broken and partially melted ice and shrouded in clouds of
water vapour. From Steel, Sapphire appears as a blue sphere
speckled with white and black, an imperfect jewel hanging
in the night sky.

Struc tu re
At the centre of Sapphire is a dense ball of iron and rock of
a very irregular shape. Sitting above this core is liquid many
miles deep, forming oceans that cover the vast majority of
the surface of the moon. Although these oceans are primarily
of water, they do contain a wide variety of complex organic
molecules. From the core, great twisting spires of rock and Technology
iron protrude toward the ocean surface, some even breaking The myriad common life forms of the moon have been
through the water and ice to form solitary islands of stone: adapted by Ultratech genetic manipulation to provide for the
black stains in the blue ocean. Above the ocean, white clouds needs of the population. Phosphorescent microbes cluster
float in a thick atmosphere that is supersaturated with water, at the walls of tunnels and dwellings, providing lighting
and vast electrical storms rage in the skies. The upper layer of within the cities. For the uplifted population, foodstuffs are
the ocean is a constant swirl of violent and churning currents, farmed from the microbes and larger edible organisms of
some of which migrate across the entire globe. Sapphire; but for humans these creatures are poisonous,
hence the need to farm Steel and employ hydroponics to
feed the humans of the Flame Worlds. The unique use of
Environm ent biotechnology makes Sapphire unusual among the moons.
Sapphire is a violent place. Constant storms and powerful This ‘living Ultratech’’ carries out all the functions of the
currents churn the ocean depths and violent electrical other moons, giving the cities of Sapphire a very distinct
discharges wrack the atmosphere near the liquid surface. appearance. In the air-filled sectors of the cities, this unique
Perhaps surprisingly, a wide variety life exists on Sapphire technology gives way to the more common Ultratech seen
despite these harsh conditions. Myriad organisms cluster elsewhere in the Flame System.

108
THE FLAME WORLDS

The development of new technologies and Uplifts is the The uplifted life forms travel about the moon in the manner
main export of the moon, and the majority of technological of the other marine life, swimming between rocky spurs
developments of the Flame System originate here. when the currents and storms permit them to do so. Humans
must make use of vehicles. Puppets on Sapphire are not
equipped to propel themselves in an aquatic environment
Societ y and so are reliant on external propulsion.
The cities of Sapphire are numerous. Carved into the spires
that jut surface-ward from the core, the settlements of Sapphire has a society based upon indentured labour. The
Sapphire are composed of honeycombs of twisting and richest members of society are served by the poorest, with
labyrinthine tunnels that cut deep into the rock. Each city those in servitude earning a ‘kindness’ for their work. The
has air-filled sectors maintained by atmosphere generators only way an inhabitant can escape servitude is to stake their
and suitable for organic life forms that require a breathable meagre earnings in a venture such as a sortie on Steel and
atmosphere. The native Uplifts can exist in the flooded to thereby earn enough wealth to purchase their freedom.
sections of the cities, as can the Puppets that are found on Sapphire is famed for its scientists – the development of
the moon; however, humans must don heavy environmental biotechnology prevalent on this world makes Sapphire’s
suits to venture from the air-filled areas. scientists the most respected in the System.

The largest settlement is Lazuli, a vast undersea city stretching Within the society of Sapphire, there is a continual conflict
vertically along the upper length of the greatest rock spur on the between the group and the individual. Groups form because
moon. Humans don’t dominate the mix of ten million intelligent those in servitude often band together, pooling their
life forms as much as they do on the other moons, but still the resources and thereby maximising their potential investing
most populated areas of the cities are near the surface of the power. These semi-secretive organisations are known as
moon where it is easier to create air-filled regions. Deeper Unions. As a result, the society of Sapphire is split into two
down, the crushing pressure of liquid restricts life to uplifted discrete factions – the many Unions of the poor opposed by
local species and Puppets. The biological Ultratech that is a small number of rich and powerful individuals. The two
utilised by society on Sapphire in the flooded areas of the cities layers of society are in constant conflict, with the Unions
can only exist at higher levels, so deeper down there is a dearth seeking to win freedom from their masters while the rich
of technology making for a distinctly undesirable environment. individuals strive to maintain their position. A further
For humans, the air-filled chambers at the depths are confined, dynamic that helps maintain this social division occurs when
cramped and very basic, constructed not for comfort but to Unions are successful at gaining wealth for their members;
withstand the terrible pressures, and only equipped with the at this point, there is usually a fracturing of the group as
most basic and rugged of technologies. Understandably, it is individual members seek to protect their newly-acquired
the upper levels of the cities that are occupied by the wealthy, wealth. This dynamic maintains the social strata on Sapphire
leaving the slums at the depths for the poor. despite the relatively rapid rise and fall of the fortunes of
the Moon’s occupants.
The availability of technology within the cities of Sapphire is
highly stratified. In the higher levels of the cities, the larger, Sapphire is a lawless place. Collectively, the Unions have
more complex bioengineered organisms can be found, more power than any other organisation, and are not above
creating the most technologically advanced layer of society. breaking the codes of ethical conduct in the pursuit of
It is here that new technologies and Uplifts are created for wealth. The deeper levels of the cities are not for the faint-
export across the system, and where the wealthiest reside. hearted, and those who seek to operate outside of the law
Sinking to lower depths results in a change in the available find the darkness welcoming. Slavery breeds resentment,
biotechnology as increasing pressures damage the functions and resentment fuels crime.
of the technological organisms. At the lowest habitable
depths, only microbe technology is available; only the The humans are just about the largest faction on Sapphire but,
poorest are restricted to such frugal living. unlike the other moons, tensions between humans and Uplifts
are not prominent. Instead, the conflict between Unions and the
The air-filled sectors of each city follow a similar more powerful individuals at the top of the social ladder drive
stratification. Although the Ultratech found in these areas the moon. Virtual slavery is guaranteed to the unsuccessful and
is of a more standard design than the biological technology can be a powerful driving force for social ambition.
of the rest of the city, the difficulties of maintaining a living
space at such crushing depths means that, for the poor, only The forces of Unity are a common sight within the cities of
the most basic technologies exist. Sapphire, brought in to maintain order by the controlling

109
Exilium

individuals. The deeper that one descends, however, the Designer: The Opilk was designed in the distant past by
more sparse Unity forces become until, at the depths, only the notable Uplifter and social reformer Callam Hale, who
Smoke maintains a watchful vigilance. was subsequently killed in Union clashes with the ruling
classes. His team, the Forged Uplifters, consider the Opilk
U plifts o riginating on Sapphire the pinnacle of their work.
The oceans of Sapphire hold a bewildering array of creatures,
and with some of the key scientific minds of the Flame Attributes:
Worlds coming from Sapphire, it is no surprise that many Scale: 0D
have been uplifted using the same methods that created the Might: 1D+2 (min 1D/max 3D)
bio technology found in the undersea cities. Some examples Agility: 4D+2 (min 3D/max 7D)
of the more well-known Uplifts with origins on Sapphire are Wit: 1D+1
shown below. Uplifts of Sapphire tend to be sophisticated Charm: 1D+1
compared to those of Steel, and less overtly combat Static: Dodge 15, Block 15, Soak 5
orientated. Even the forms with lower levels of hadaption
can show surprisingly human mind-sets. Perks and Complications:

Name: Opilk Mental


Introduction: The Opilk is very alien in appearance and
in mind set. Based on a deep-sea creature lacking a solid Kleptomaniac (Complication) – Opilk love to steal things.
bone structure, the Opilk is constructed around a tough Anything is fair game, especially small, easily concealed
cartilage-like material. Opilk need to be kept wet at all objects. They often don’t even seem to realise they are doing
times, so outside of their native environment they always it! Every time a character’s thievery gets them into trouble
don environmental suits. They are inquisitive and are prone they gain one CP.
to stealing objects that take their fancy – most humans have
a hard time understanding the motivations of these unusual Physical
creatures. The name of the Uplift comes from its voice –
Opilk is an approximation of the bubbling ‘burping’ sound Agile (Perk) – Opilk are exceedingly dexterous, and can move
they often make at the end of spoken sentences. very fast and very gracefully in water (factored into their
Agility Attribute) and when wearing an environment suit.

Non-humanoid (Complication) – the Uplift has a non-humanoid


body plan, making the use of equipment and locations
designed for humans difficult. Every time the Narrator deems
that this limitation hinders the Uplift, they gain a CP.

Need water (Complication) – Opilk need to be immersed


in water to survive, they soon dry out and expire if they
are exposed to air for more than a few minutes. Any time a
character risks leaving water (and their environmental suit) for
more than a moment in a stressful situation, they gain one CP.

Attribute dice: 10D

Description: The Opilk is a strange looking creature,


resembling a purple octopod with tough rubbery skin and
flexible, malleable bones. A large bulbous sack holds the
creature’s brain, eyes, mouth and sensory organs, with rods
of cartilage supporting the structure when removed from
the buoyancy of water. Beneath this eight long flexible
tentacles are the creature’s main manipulators, with each
limb capable of independent action. Opilk are extremely
dexterous, and are adept at tasks that require careful
manipulation of objects – for this reason they make excellent

110
THE FLAME WORLDS

mechanics. The Opilk cannot survive out of water for more found in all works of life, in the Lea family they represent
than a few moments, the skin drying and shrivelling without almost the entirely of the workforce. Moletta is rightly
a covering of moisture, so beyond the oceans of Sapphire famed for her work on the mental aspects of her Uplifts,
the Opilk is always seen in a tough environmental suit. The and despite appearances many of her creations are actually
suit is also resistant to vacuum, allowing the Opilk to exit able to interact with humans very easily.
spacecraft safely, and it is for this reason that many of the
creatures are to be seen working as engineers on the ships Attributes:
that move between the Flame Worlds. Scale: 0D
Might: 2D+2 (min 1D/max 5D)
The mind of the Opilk is as strange as its appearance. The Agility: 1D+2 (min 1D/max 3D)
creature is very alien, and often seems to act in ways that Wit: 3D+1
do not make sense to other observers. They are notorious Charm: 3D+1
kleptomaniacs, who will happily steal anything that looks Static: Dodge 5, Block 5, Soak 5
interesting. They have a hard time understanding that this
is unacceptable – even older Opilk who have lived with Perks and Complications:
humans for many years steal on a fairly regular basis. It is
thought that they lack an understanding of the concept of Mental
ownership, their superiors on Sapphire often resorting to
violence as the only suitable way for keeping Opilk in line. Prevaricating (Complication) – Kekara find it hard to make
snap decisions, they’d rather dither and prevaricate that
Name: Kekara be forced into an action. Every time a character fails to act
Introduction: An unusual Uplift based on a crustacean, the decisively and suffers as a consequence, they gain a CP.
Kekara Uplift shows some highly hadapted features and yet
retains much of its original form. Mediator (Perk) – Kekara are excellent mediators, and can
empathise with even the most extreme viewpoint. Whenever
they are called upon to draw two opposed sides together or
to strike a deal between factors, they gain a bonus of 1D to
the Test.

Physical

Extremely tough (Perk) – the leathery shell of the Kekara


affords 3 points of armour over their entire body.

Non-humanoid (Complication) – the Uplift has a non-humanoid


body plan, making the use of equipment and locations
designed for humans difficult. Every time the Narrator deems
that this limitation hinders the Uplift, they gain a CP.

Noisy when moving (Complication) – Kekara can’t help but


make noise as they move as the carapace over their four
legs clicks and clacks together. Any time this noise seriously
Equally at home in water or in air (with some small items impedes them, they gain a CP.
of technology), the Kekara’s hard carapace means that the
creature doesn’t dry out and it therefore not restricted to Smelly (Complication) – The fishy smell of a Kekara announces
areas where a ready water supply is a necessity. Kekara are their presence long before they come into view. Any time this
mediators – excellent at empathising with differing points of noise seriously impedes them, they gain a CP.
view, and are therefore highly respected members of Flame
World society. Attribute dice: 10D

Designer: The Kekara is the work of Moletta Lea, a leading Description: The Kekara appears as a six limbed crustacean,
geneticist and linguist whose family have long held with the four back limbs acting as legs and the two front
considerable power on Sapphire. Although Kekara can be limbs showing a high level of hadaption. The creature is

111
Exilium

covered in a leathery carapace, with the majority of the


body is encased in a tough but flexible shell. The creature’s
head is also covered with a similar material. The Kekara can
only exist out of water with some technological adaptations,
such as coverings for the eyes and a breather mask over the
mouth. The eyes themselves are complex and multifaceted,
and the mouth-parts are a complex set of feeding pincers
and chewing plates which humans find disgusting to see in
action. For most Kekara, wearing eye and mouth coverings
is very beneficial when dealing with humans, aside from the
need when breathing air! They are also very smelly, carrying
an odour of sea life that is hard to ignore. This coupled with
the fact that their limbs make distinct ‘clacking’ sounds when
they move make the appearance of a Kekara well-advertised
in advance. Kekara are notoriously uninterested in their
young, which they brood in large numbers, regularly crushing
them as they move about their living spaces. Until they have
reached the first stage of maturity Kekara children are seen as
an annoyance by their parents more than anything else.

Kekara have a very empathic nature. They attune very well


to those around them, and easily see the point of view
of others they deal with, even those who seem violently
opposed to their point of view. They are extremely
proficient relating to others, and offering differing opinions
on the same subject. For this reason they make excellent
ambassadors, traders and mediators, and can perform any
role where direct interaction between two often opposing
groups is a requirement. Needless to say, the Fire Council
employs a large number of Kekara. Perks and Complications:

Name: Raksasa Mental


Introduction: A heavily hadapted deep sea hunter of
Sapphire, the Raksasa is the most intimidating Uplift Reserved (Complication) – Raksasa can be quite reserved,
based on a species from the moon. Tough, powerful but and will often hold their own council instead of making a
contemplative and reserved, the Raksasa’s threatening point they feel to be true. A character earns one CP every
appearance does not match its inner nature. time they allow their Host’s natural reserve to get in the way
of their dealings with other creatures.
Designer: Another creation of Moletta Lea, the Raksasa was
named for its fearsome appearance in some long forgotten Conformist (Complication) – Raksasa feel a deep-seated
language by its creator. The Uplift is the last species created need to conform to the word of the ruling elite, no matter
by this famous Uplifter before her death at the hands of how that may go against them. They find breaking the law
terrorists. The Raksasa displays all that Moletta was famous very difficult, and are easily cowed by authority figures. Each
for – a well-adjusted and calm mind coupled with a very time conforming gets in the way of the Raksasa’s goals they
alien appearance. earn a CP.

Attributes: Physical
Scale: 1D/+3
Might: 6D+1 (min 4D/max 7D+2) Large (Perk) – Raksasa are much larger than many other
Agility: 1D+1 (min 1D/max 2D) creatures and have a scale modifier of 1D/+3.
Wit: 1D+1
Charm: 1D Extremely strong (Perk) – Raksasa are very strong (reflected
Static: Dodge 3, Block 3, Soak 19 in Might Attribute)

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THE FLAME WORLDS

Non-humanoid size (Complication) – the Uplift is very large Designer: The Sapra was created by Daniel Sapr, the rogue
compared to a standard human, making the use of equipment Uplifter. Operating out a base on one of the void factories
and locations designed for humans difficult. Every time the of Stone, Sapr first successfully bred the Sapra just as Unity
Narrator deems that this limitation hinders the Uplift, they forces stormed his stronghold. His research was confiscated
gain a CP. and his security force purged. After several years his
less controversial research was sold on, and the genetic
Attribute dice: 12D blueprints for the Sapra along with the creature’s Uplift
rights were bought by the Talek family on Sapphire and his
Description: The Raksasa looks extremely intimidating. creation re-introduction to the moon.
A large bipedal creature, bigger than a Jakkar, with a tough
but smooth skin, the Raksasa’s most notable features are
its huge gaping fang-filled mouth, its orb like red eyes and
the protrusions that adorn the top of its head, remnants of
the lures once used to trick prey in the murky depths of the
ocean. The creature has monochromatic vision and cannot
see reds, as this wavelength of light did not filter down to the
depths at which the progenitor species dwelt. The mouth of
the Raksasa is permanently gaping due to the structure of its
jaw, meaning its fangs are always on display. The creature has
a rasping, dry voice which can be quite penetrating even at
low volume. The creature can breathe in water and in air, so
it doesn’t require the breather units used by Opilk. The skin
of the Raksasa needs to be kept moist, so it often wears an
environmental suit when out of water, although usually the
face and hands are left uncovered. If it dries out, the skin
becomes cracked and irritated. The Raksasa is often employed
for its fearsome appearance and can be seen as part of many
military units, police forces and criminal organisations across
the Flame Worlds. It is rather slow moving with low agility, so
in military units it is often employed as heavy support since it
can carry some of the larger anti-vehicle weapons.

Despite the creature’s looks, the Raksasa is actually quite level


headed and calm, again showing the Lea family’s brilliance at
mental engineering. Raksasa are an undemanding species, Attributes:
quite happy with their lot, and so make excellent servants or Scale: 0D
slaves as they are unwilling to oppose those they perceive Might: 3D (min 1D+2/max 5D+2)
as their masters, ideal for life on Sapphire. Once they know Agility: 2D (min 1D/max 4D)
their place in the local social hierarchy, they are willing to Wit: 2D
perform any task assigned to them by those perceived to Charm: 1D
see their betters. Static: Dodge 6, Block 6, Soak 9

Name: Sapra Perks and Complications:


Introduction: A human-sized Uplift created from some of
the smaller predatory hunters of the seas of Sapphire, the Mental
Sapra is ubiquitous to Sapphire. The Uplift has been heavily
hadapted into a human form and scale, with basic human Borderline sociopathic (Complication) – Sapra find it hard to
limbs and body shape, although it remains finned and is fit into society, and can be prone to destructive tendencies
excellent at moving through water. The Sapra is a mainstay and other forms of anti-social behaviour, especially if they
of the security forces of the cities of Sapphire, and is well- do not get their way. Any time that a Sapra is thwarted in a
represented in the military. The Sapra is characterised by goal it feels strongly about, it may collapse into sociopathic
a disregard for life that some of the more civilised would behaviour. If this further hinders a character’s goals then it
consider borderline sociopathic. is awarded a CP.

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Exilium

Physical

Breathe water (Complication) – Sapra need water to breathe.


Without water they will die from asphyxiation in a few
minutes. Any time a character loses their breather unit for
more than a moment in a stressful situation, they gain one
CP.

Graceful in water (Perk) – Sapra gain a bonus 1D to their


Agility Attribute when moving in water.

Attribute dice: 10D

Description: the Sapra is bipedal and of similar size to a


human, although it appears bulkier due to the environmental
suit the creature must wear to keep its skin moist. It has
grey skin with a rough and uneven texture. Both the arms
and legs sport fins which help the creature to move through
water, and add to the apparent bulkiness of the Uplift.
Out of the environment suit and in water the Sapra is
surprisingly graceful. The Sapra breath water and needs to
wear a breather mask in air, along with goggles to protect
the delicate films of its azure eyes. Placid. How had that scum won again? How? What did they
know that he didn’t? Again the thoughts of an infiltrator rose
The Sapra come across to those who deal with it as a in Rill’s mind, unbidden but hard to ignore. Surely that had to
thug and a bully. With a disconcerting lack of concern for be it. Still, what could he do?
other forms of life, the Uplift only seems to respect those
who employ it. For this reason, the creature is often found Rill thought of Harmony, a city at peace. How could his
in the security forces of those less concerned with public people, good people, lose so much to those disgusting
perception of their activities. To those who actually get to degenerates? It was a disgrace. Harmony deserved better, he
know a Sapra well, the creature is actually disconcertingly deserved better. Something had to be done.
alien, with a clear internal personality clash between the
predatory mind and the desire to be part of a (generally) Rill stared through the window in his chamber. A rare
peaceful society. Sapra would be very much at home on commodity, four metres of glass sandwiching two of oil
Steel and many do form parts of the Sapphire force on the protected him from the ferocity of Opal’s environment. The
war-torn world, but their need to keep their skin moist at window was barely translucent let alone transparent, and all
all times means in general they are more effective in the Rill could see was the swirling of clouds, toxic and lethal. It
oceans of Sapphire. wasn’t a great view, but it was all Rill had. And after that
latest outcome, with Harmony below Placid in the ratings, it
would not be his for long.
O pa l
It was time for a long shot, a last attempt to salvage some
Diameter: 968 miles pride. Rill turned to study the holographic display of the
Mass: 0.85 Earth masses current Formal Conflicts for the fifth time that cycle, trying
Gravity: 0.83 G (Standard gravity) to find the one war that could win him some semblance of
Atmospheric pressure: 188 atm (Thick fluid atmosphere at self-worth. Around him, a city mourned.
planetary surface, Standard fluid atmosphere in cities)
Atmospheric composition: 26% methane, 32% nitrogen, The cratered and shattered surface of the small moon
30% oxygen, 5% carbon dioxide and 7% others Opal is hidden from outside view by a thick, impenetrable
Surface water: 5% layer of atmosphere. Exotic chemicals stain the skies with a
Temperature range: 80 to 220°C fantastic array of colours: reds, pinks, blues and greens. This
Rotational period: 46.8 Earth hours slowly swirling, boiling soup of pigments makes Opal a very
Orbital period (around Gold): 386 Earth days beautiful object to view in the night sky.

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THE FLAME WORLDS

Struc tu re Societ y
Opal is a rocky world, with a dense, metallic core. There are three cities on Opal: Placid, Serene and Harmony.
Tectonically, Opal is dead, the core having cooled down Hugging the shattered surface of the moon, these pitted
sufficiently to solidify many millennia ago. The surface is and scarred settlements are constructed from super-
broken and pitted with craters, many of which are millions dense metallo-ceramic composites that are resistant to the
of years old; although the planet has a thick atmosphere, atmosphere, built around a central atmospheric processor.
the rate of erosion is low due to the lack of precipitation The entire population lives within these havens and the
and strong wind currents. The enigmatic cloud formations underground complexes that they enclose. Due to the
of Opal are generated by the complex interactions of exotic distances involved and the ferocity of Opal’s climate, travel
chemicals that make up the atmosphere of the moon. between the cities is impossible. Instead, the inhabitants of
Opal are restricted to one of the settlements, a situation that
The slow winds of Opal do not mix adjacent clouds together has led to the paranoid society that dominates the moon.
to a great extent, resulting in relatively stable cloud formations.
The reactions of chemicals in the clouds produce a stately Each city is a distinct and isolated entity, completely separated
progression of cloud pigmentation through all the colours of from its neighbours. Intercity interactions are virtually non-
the rainbow, which can be fascinating to view from space. existent. This isolationist policy is maintained by the difficulty
of travelling Opal’s surface, and has led to the development
Like the stained ice of Emerald, the pigmented atmosphere of strong enmities between the three cities. Such is the level
of Opal is collected on a large scale to produce molecules of distrust and prejudice on Opal that inhabitants of the city
that are shipping system-wide. The three large cities of Opal of Placid see the citizens of Harmony and Serene as alien and
are all built around a central atmosphere processing core barbaric – degraded caricatures of themselves. Unsurprisingly,
for this purpose. Atmospheric collection is the only reason the other cities feel the same about their neighbours.
there are approximately three million people on Opal –
there could be no other reason to live in such a dangerous The search for infiltrators – mysterious agents from the other
environment. cities – is a constant occupation on Opal, with many arrests
and punishments meted out by those in power and their
Puppet police. As much as anything, Opal is a place of fear.
Environm ent Uplifts are not welcome on Opal, and even those that rank
Despite the restful and beautiful cloud formations of Opal highly in the Fire Council are barely tolerated and treated
and the tectonically dead core, the moon has a lethal with suspicion. Humans and some puppets make up the
environment. The majority of chemicals in the clouds population.
are incredibly toxic to organic life forms and corrosive to
Puppets, and the thick atmosphere generates crushing Goods are shipped to Opal from orbit via heavily shielded
pressures at the moon’s surface. An organic life form left dropships and distributed to the wealthy, just as on any
exposed on Opal would survive mere seconds before the moon. Competition between cities is the driving factor in
immense pressure and aggressive atmosphere destroyed it. Opal society, with each city desperate to be seen as the
Opal is a harsh and unforgiving place, totally in discordance greatest and most prestigious among its peers. Currently,
with the serene and hypnotic appearance of the moon Serene is the most prestigious city, followed by Harmony
from space. There are no native life forms on Opal, and and finally Placid, but the situation changes regularly.
the dominant human population is incapable of surviving
unprotected. Opal is an oppressive place. Despite the fact that each city is
essentially identical, each believes itself to be the pinnacle
of achievement, and the two other cities to be corrupt and
Technology degraded. Small-scale crime is almost unheard of in the
The technology of Opal is based on Ultratech, with the streets of the cities of Opal; those in power crush any such
availability of technology in the cities restricted to those activities with a ruthless energy. Higher up the social ladder,
wealthy inhabitants who can afford it. The cities are carved crime is more common, with large-scale social corruption a
from the moon’s surface and capped with structures common component of Opal’s society.
constructed from incredibly strong metallo-ceramic hybrid
materials capable of surviving the harsh and unforgiving Each of the three cities of Opal is run by a controlling council,
environment of the moon. The cities of Opal are pragmatically a powerful organisation that controls every aspect of life.
designed and austere, lacking the organic lines of Sapphire, Members belong to powerful corporations that provide the
or the grand structures of Emerald. infrastructure of the cities.

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Exilium

Unity has forced itself into Opal society in an attempt to been elevated too, up among the richest in the city, but their
break the hostility between the cities, but this has just fortunes had waned since those distant days. Bad decisions
made the situation worse. Each city believes it suffers the by those who ran the House had accounted for that, and now
presence of Unity while its neighbours go free. they had precious little wealth left, just enough to keep fuel
in the engines. For how long she didn’t know.

Silently she left the viewing chamber, heading for the


Di a m o n d business rooms. She was tired of listening to the others, and
the recent run of poor fortune had finally silenced them. Now
it was her turn to do something for her House, and she meant
to succeed.

Diamond orbits considerably further from Steel than the


other moons. It is an airless sphere of super-dense rock
covered in a fine, white, crystalline dust, and its crushing
gravity field renders it completely uninhabitable. Instead,
natives dwell in floating habitations found high above the
white globe, free from the moon’s irresistible pull. In the sky
of Steel, the brilliant, reflective surface of Diamond cannot
be missed; the moon appears as a sphere of white brilliance,
especially at night.

Struc tu re
The surface of Diamond is exceptionally smooth, with height
variations of no more than a few tens of metres to be found
across the entire surface. It has been theorised that this
uniformity is a result of a relatively recent catastrophic event
that melted the rocky crust of the moon, wiping out all traces
of craters and other previous surface events. The source
of the fine, white, crystalline Glitter that covers the entire
Diameter: 1020 miles surface of the moon is an enigma. The sparkling material
Mass: 3.21 Earth masses has been seen to spew periodically from beneath Diamond’s
Gravity: 4.2 G (High gravity at surface, Standard gravity in crust, presumably driven by tectonic activity, but the exact
floating cities) process involved is unknown. The gravity of Diamond is
Atmospheric pressure: 0.04 atm (No fluid atmosphere ferocious as a result of the incredibly dense core, making visits
on planetary surface, Standard fluid atmosphere in city to the surface only possible by employing specially designed
dwellings) machines capable of withstanding the strain.
Atmospheric composition: Trace gases
Surface water: 0%
Temperature range: -140 to 220°C Environm ent
Rotational period: 18 Earth hours Despite the high gravity, Diamond is an airless world. There
Orbital period (around Gold): 386 Earth days is no climate and, apart from the rare, random deposition
of white crystalline powder, there is no noticeable tectonic
Jeda watched through the thick transparent ceramic viewing activity. However, the density of the moon’s core makes
port beneath her as the House drifted over the endless white. investigations into the inner workings of Diamond difficult.
Occasionally, another House passed below. Jeda pitied them
- she and her family did not have much it was true, but
they were not at the bottom. Lifting her eyes upward and Technology
raising her head against the loathsome pull of gravity, she Diamond makes great use of Ultratech technology, and many
took in the view of the city above through the clear skylight, of the standard Ultratech found across the Flame Worlds is
innumerable silver disks suspended against the black of the built here, especially those pieces of Ultratech that need
sky reflecting the luminance of Diamond. Once, her house had gravity in their manufacture. As a manufacturing and design

116
THE FLAME WORLDS

centre Diamond is known for the puppets that are designed The Houses of Diamond contain some of the most
and produced, and work on semi-AI systems is a focus of technologically adept manufacturers and ruthless
the moon. Various machines are employed to maintain the merchants of the System; it is from here that the Fire Council
position of each habitat above the surface of the moon and distributes goods and services among the member planets
at particular strata within a city, but all derive their power and moons, and where the majority of new puppets are
from liquid and gaseous fuels shipped from distant Ocean. derived. The merchants trade everything that comes in from
across the Flame Worlds with representatives of the other
moons and Stone, dealing directly with the needs of the
Societ y orbital factories as well as those on Steel making Diamond a
The four million inhabitants of Diamond exist in the loosely hive of activity. The main indicator of success on the floating
arranged orbital cities that float over the moon. Composed Houses of Diamond is the position above the surface – the
of agglomerations of many separate habitats, these orbitals poor live lower, closer to the moon, whereas the rich soar
are found high above the surface; sufficiently distant to high above. In the centre of each city are the plazas – great
reduce the effective gravity to standard limits. These cities flat discs surrounded by domes of clear ceramic. It is within
can stretch vertically over many tens of kilometres, despite these great structures that the inhabitants barter and trade,
their relatively narrow width. The small disc-like habitations setting prices that affect all of humanity. Disagreements
that comprise each city are constructed from the same between Houses are prevalent in the cities, but allegiances
Ultratech materials that are prevalent on Steel, and are for the purposes of funding warfare on Steel are common.
extremely tough and resistive. Each habitat is the home of Crime on Diamond is low thanks to the efficiency of the local
a collection of, typically, a few hundred inhabitants, known enforcement police, known as Tradesmen.
collectively as a ‘House’. As unstable orbits collapse, the
position of each habitat within the city is maintained by There is no central government on Diamond; instead, a
burning fuel shipped in from distant Ocean, augmented by council containing members of all the greater Houses puts
solar radiation collected from energy harvesters directed at urgent matters to the vote. Members on the Fire Council are
Gold and at Diamond’s highly reflective surface. The largest selected by vote from among the Houses. Unity is welcomed
city is called Pale and is located directly over the equator, on Diamond, and is an integral part of local policing. Uplifts
where the solar radiation level, and therefore collectable are also welcome, and make up approximately a third of the
energy, is at a maximum. population.

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Exilium

S to n e A Drone from the factories came later to remove the remains


of the machine and the fallen ones that lay scattered about
Distance from Gold: 3.1 A.U. it. I went back to work at the 65/886/75 sector three mine,
Diameter: 1,095 miles the others went elsewhere. It had been the third quake of the
Mass: 0.4 Earth masses cycle, so we expected at least two more. But we dug all the
Gravity: 0.3 G (Low gravity) same; there was ore to claim. There was always ore to claim,
Atmospheric pressure: 0.01 atm (No fluid atmosphere) and I relished the work.
Atmospheric composition: 93% nitrogen, 2% oxygen, 4%
carbon dioxide, trace others Stone is one of the factory planets of the Flame System,
Surface water: 1% operated by representatives of the moons Opal and Diamond
Temperature range: -225 to 10°C under the auspices of the Fire Council. Riddled with mines
Rotational period: 58.3 Earth hours and excavations, huge quantities of metallic elements,
Orbital period: 499 Earth days ores and stone are removed from the world every day. So
invasive is this stripping of the planet that, in many places,
the crust is now unstable and would be prone to collapse
without support. Stone has been raped and its resources
plundered by the inhabitants of the Flame Worlds. Stone is
a horrific place to work, where most mine workers sweat
and toil in a cramped environmental suit under constant
fear of tremors. The Void Factories are little better, being
effectively sweatshops in orbit.

Struc tu re
Stone is a small rocky world with little atmosphere. Despite
the size of the planet the core is still warm, resulting in fairly
frequent and large-scale tectonic events at the surface.
The crust has been battered and fractured by impacts, and
many craters litter the dull orange soil of the planet. Stone
harbours large deposits of many different kinds of metals and
ores deep below the surface, resources that are gathered
by the Fire Council and shipped all over the System. Harsh
conditions dominate, as the Fire Council’s greedy members
look to strip the maximum profit from the world.

In silence the machine toppled as the thin atmosphere would Environm ent
not carry the sound. We stood watching as the excavator The environment of Stone is dead, with little atmosphere
slowly, ponderously swung downward, the mighty drilling and no life. There is very little surface water, just a small
tip tilting from the sky toward the ground. The crack was quantity of permafrost at the planet’s poles. Scientists agree
widening all the time, the fragile layer of stone broken by that Stone is too small and too distant from Gold to have
the quake that had shaken the ground. It had always been a ever supported life. However, despite the lack of energy
gamble to bring the machine this way. obtained from the distant star, the core holds sufficient
residual warmth to trigger frequent the tectonic activity
Some of those caught near the device were running, trying that marks the world.
to escape the opening maw that was reaching for them.
The falling machine had already crushed some, their
metallic bodies torn and broken. Those closest that were In habitants o f Ston e
not yet caught stood and watched languidly, accepting The inhabitants of the moons frequently travel to Stone;
their fate. Afterward, the dust took a long time to settle. We along with Ocean it is the most common destination for
approached the hole and looked down at the wreckage, the workers and some million workers toil on the surface. Stone
venting gases and leaking fuel, the twisted and blackened is a factory world, a place where workers excavate rare ores
metal. The machine was wrecked. and manufacture materials for the moons and Steel. There are

118
THE FLAME WORLDS

two principal occupations on the world: working in the vast deposits. Large prospecting groups direct this work,
orbital Void Factories, and digging in the seemingly endless uncovering new deposits and organising the mine’s
mine complexes. The mines are used to remove ores and construction. Quakes are a persistent problem, being
metals from the planet’s crust, while the Void Factories are capable of destroying mines and valuable equipment.
employed to convert raw material into more transportable Another group of workers monitor seismic activity on Stone,
forms for consumption on Steel and the moons. using the information to predict where the worst quake
events will occur. Although not altogether successful, these
The mines of Stone are operated by the controlling council predictive methods reduce the damage from the majority of
of Opal, which has experience in living and working under quakes. Still, they are a constant danger in the mines.
extreme conditions. To the paranoid people of Opal, an
assignment to Stone is exile of the worst kind – few make it The mines also serve another purpose. When they have
back to the cities of their birth on Opal. been exhausted and all the usable amounts of ore and metal
extracted, the shafts and chambers are used as rubbish
The mine workings are composed of miles and miles of huge dumps. All the non-recyclable waste from Steel and the moons
interconnecting tunnels and chambers. Oppressive and ends up on Stone, and is packed tightly into the empty mines.
difficult places to work, these tunnels are created by massive Because of the endless mine workings on the planet, some
mining machines that bore through the crust of the planet say it is only the System’s rubbish that stops the whole world
following the seams of ores and metals; they are filled with from collapsing. The Void Factories are, as the name suggests,
choking dust and have a thin atmosphere that necessitates orbital platforms used for the construction of components for
the use of environmental suits. Many of the workers who use on the other Flame Worlds. Technically operated under
arrive to earn a living on Stone don’t know what they’ve let the auspices of Unity but in reality owned by the Merchant
themselves in for. Houses of Diamond, profit is the number one concern.

Once the seams of resources are spent, the mines are As well as the living workers, many Puppets are found in
abandoned and new facilities are constructed over new the Void Factories, so the platforms often lack atmosphere,

119
Exilium

so human and Uplift workers are required to use space into the core of the world, or operating the various kinds
suits. The Void Factories are huge, eerie places, without of manufacturing machinery in the Void Factories. To the
adornment or decoration. Stabilised above the equator of Puppets, work is life, and life without work is meaningless.
the planet in geosynchronous orbit, the Factories refine and Several distinct designs of puppet are available on Stone,
shape resources that have been despatched into orbit from each suited to a particular role on the world.
Stone via huge beanstalks tethered to the planet’s surface.
Immensely strong, these giant cables are mounted with Workers and some humans and Uplifts do die on Stone,
lifts that shuttle material up into orbit, and are cunningly usually when they are caught in one of the frequent tremors
designed to survive the strongest seismic quakes that Stone that collapse the mines shafts. Many Puppets simply wear
has to offer. out and are replaced by new ones manufactured in the Void
Factories.
Life in the Void Factories is equally as oppressive as on the
surface of Stone; factory workers toil for long hours for little
pay, and workers’ rights are almost unheard of. Progressive Technology
factions of the Fire Council look to improve conditions in the Stone technology tends to be rugged, dependable and
Factories, but so far to no avail. relatively simplistic Ultratech. The Puppets are the most
sophisticated devices on the planet’s surface, with most of
the machinery being large-scale, chemically driven mining
vehicles, and simple refineries.

The Void Factories do make use of significantly more


advanced technologies, primarily because it is within these
orbital platforms that machines and devices are manufactured
for use on all the other Flame Worlds. These pristine metallic
platforms bristle with technology. Void Arks are regular
visitors, picking up the immense production output of Stone.

Societ y
Stone is controlled directly by the Fire Council, with Unity
acting as law enforcement. The workers from the moons
of Steel all pledge allegiance to the Council while they are
on-planet, and Unity ensures that conflicts between rival
factions are not allowed to get out of hand.

Simulcra on Ston e
Simulcra are uncommon on Stone because Puppet, human
and Uplift workers are plentiful.

Augm entations on Ston e


It is the moons of Steel that supply workers to fill the
factories and mines of Stone, bringing their augmentations
with them.

U plif t Acce ptance on Ston e


The work force of Stone does include a large number of In the mines and factories of Stone Uplifts and humans alike
Puppets that can carry out multiple tasks on the planet. direct the mining and manufacturing operations, operating
Though not truly intelligent, these Puppets work ceaselessly on behalf of the moons they represent. They are treated
for the benefit of their human and uplifted masters, directing equally poorly as is everyone on the planet – many on the
and operating the mining machinery that digs ever deeper Fire Council and within more liberated elements of the moon

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THE FLAME WORLDS

factions consider Stone to be a canker in the Flame System. Tale related by Speaker Richard Hunn to youngsters of
Some of the more unusual Uplifts can be found on Stone, Taylor’s Womb.
performing roles suited to their inhuman physiognomy.
‘It was a bad time. Old Earth was dying. Over population,
pollution, wars, famine, and economic and ecological
Mi s t disaster – all these ailments and more were slowly eating
away at the heart of our home. Eroded on all fronts by
greed the planet’s resources dwindled and failed; sucked dry
by billions of hungry souls eager for succour. Without the
resources to feed increasingly desperate people wars flared
dark and bloody, and billions died in pointless conflict. It was
a bad time for us, and it couldn’t last.’

‘Some said the end of the world, the end of humanity, was
close at hand. Words of doom and destruction spread like
wildfire. The very rich isolated themselves, hiding from the
desperation and pain all about them by building ivory towers
high above the seething masses below. Most of these power
brokers had turned their backs on the poor, the sick and the
unfortunate, preferring to maintain the sham of their private
dreams rather than lend a helping hand and risk being pulled
down into the morass. Most, but not all. Some stood aside
from their weaker peers and offered something rare and
precious – hope.’

‘So we built the Seedships, the vast vessels that could sail
the voids of the dark with a precious cargo of life. Thy gave
mankind an escape route, a way out of the horror they had
created.’
Distance from Gold: 12.3 A.U.
Diameter: 297,000 miles ‘The Seedship was huge. Whether it was one of many or
Mass: 18.3 Earth masses stood alone is not remembered, but even if only one such
Gravity: 0.94 G (Standard gravity at top of cloud layer) vessel was constructed it was a huge undertaking. Using
Atmospheric pressure: 1.6 atm (Standard fluid atmosphere orbital bases and scarce Earth resources we constructed
at top of cloud layer) the mammoth ark, even as armies fought the ignorant and
Atmospheric composition: 28% nitrogen, 22% oxygen, 17% untrusting tides of humanity that railed against the ‘waste’
carbon dioxide, 10% sulphur compounds, 23% exotics of precious commodities. Legend tells that the Seedship
Surface/atmospheric water: 42% took over a year of Earth’s time to construct, so vast was its
Temperature range: -112 to 36°C hull. And all the while the battles raged. But eventually the
Rotational period: 12.7 Earth hours Seedship sailed.’
Orbital period: 597 Earth days
‘No life was on board. Instead a precious twin cargo of data
and organics was carried through the gulfs of space: the
Th e Splinte r Mo ons templates for making humans. This was the Seedship’s cargo,
Diameter: 10 – 1000 miles the essence of human life, destined for an alien world. Amid
Mass: 0.001 – 0.1 Earth masses the bitterest fighting and the first sparks of global war the
Gravity: 0.0 – 0.65 G (Zero to Standard gravity) Seedship was despatched. Travelling slowly but accelerating,
Atmospheric pressure: 0.0 atm (No fluid atmosphere) always accelerating, the vast vessel made its ponderous way
Atmospheric composition: -NA- from Old Earth.’
Surface/atmospheric water: -NA-
Temperature range: -213 to -38°C ‘No one knows why the Flame Worlds were chosen as the
Rotational period: Variable destination. Perhaps it had been investigated and discovered
Orbital period: Average 300 Earth days to orbit Mist to be a possible new home for man. Perhaps several Seedships

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Exilium

were despatched in random directions, who can say? But Environm ent
it took many Earth-length years, hundreds or thousands, Beneath the upper cloud layers of Mist, the depths of the
for the voyage. On the vessel Intelligences controlled and planet seethe with violence and destruction. The clouds are
monitored the journey, vast Puppets that filled the empty toxic, and pressures mount quickly when descending toward
spaces with their cold thoughts. We were at their mercy, and the core. As far as has been determined by scientists, no life
they guided us toward our new home. They were our keeper exists within the Flame blanket of Mist’s atmosphere. Vast
and guardians, and they would be our mothers.’ swathes of radiation and magnetic flux spiral around the
gas giant, dosing nearby space with lethal levels of energy.
Vast beyond the scope of any other planets of the Flame To approach the cloud layers of Mist would be extremely
System, Mist is a gas giant of unimaginable proportions. A foolhardy.
swirling maelstrom of currents and storms, the clouds of
Mist are dyed violent shades of blue and green. Incredible Mist is barren: devoid of life. The radiation levels emitted by
magnetic fields and radiation storms burst from the planet the planet are huge and incompatible with the development
into space, stirred into action by the turmoil of the boiling of organic life forms. The Splinter Moons are airless balls
gases deep beneath the surface of the world. Mist is a harsh of rock, completely unsuited to life. However, some life
place, untouched by humanity. Yet despite the inhospitable forms are to be found among these orbiting boulders and
nature of the swollen planet, it is here, far from the warmth planetoids, although they are certainly not indigenous.
of Gold, that pirate clans of humanity cling to life.

Technology
Struc tu re Out among the Splinter Moons, a silent war wages in the
Mist is a world wracked by raging storms. The deep cloud void of space, with pirates battling the small but powerful
layers stretch far downward from the vaporous surface into forces of Unity for dominance. Powerful weapons designed
the depths of the planet, wrapping the core of compressed to operate in the extremely low gravity environment of
metals and exotic matter in a mantle of seething violence. the Splinter Moons are the most common armaments.
The clouds themselves are stained a deep green-blue by the Unfortunately, the environment of Mist is not conducive to
interactions of unusual chemicals, their complex reactions the operation of Puppets – the main component of Unity
further fuelling the violence of the atmosphere. Storms forces – and many weapons and systems that perform in the
collate and dissipate with startling rapidity, giving the dark design environments of the Void Factories do not operate
disc of the planet a restless, agitated appearance. well in the heavily irradiated vicinity of Mist. Most of these
systems will not operate when directly exposed to the flux
Seemingly random motions occasionally stir the clouds, of Mist, and so are only deployed when close to the surface
sometimes in accordance with the rotation of the world, at of the Splinter Moons and within the shelter that the rock
other times completely contrary to it. Mist is a bizarre and provides.
awe-inspiring place, remarkably different from the regularity
of the inner worlds. The ships that ply the space around Mist are relatively
unsophisticated Ultratech devices made ungainly by the
Several moons orbit Mist, known collectively as the Splinter presence of layers of radiation and blast shielding. Their
Moons. These structures range from spherical bodies nearly weaponry is also practical in design and not as sleek as the
as large as small planets to broken and irregular rocks and variants found in the Void Factories and on Steel.
boulders no larger than one of Steel’s cities. It is on the
Splinter Moons that the humans of the Mist region dwell, The pirates make use of very old-fashioned devices by
pirates occupying choice sites specially selected for their inner System standards known collectively as the Salvaged
lack of rotation and thus affording the occupants shelter Technologies. Power is supplied by electricity generated by
from the immense radiation of Mist. the burning of fuels captured from Ocean supply vessels.
Everything is practical and unadorned – pirates have no
The supply lines sent by the Fire Council from Ocean all pass time to improve the aesthetics of the devices they build.
in close proximity to Mist, using the planet’s vast gravity to The most complex machines found among the Splinter
slingshot toward the inner System and Steel. Without the Moons are the atmosphere converters: large machines that
assistance of the gas giant, travel toward the inner System generate a breathable atmosphere when suitably fuelled.
would take much longer. Mist is a necessary component Each Womb guards their converters jealously; without
of the shipments from distant Ocean that are so vital to them, existence is impossible. Vehicles that are present
civilisation on Steel. are based on scavenged Ultratech machinery, adapted to

122
THE FLAME WORLDS

become suitable for human use. Unreliable and with poor one million, these people have lived among the Splinter
performance, the space ships of humanity are ugly, brutish Moons for untold generations, clinging to life with the
things suitable only for short hops between moons. The vast tenacity that characterises their species. How they got
Void Arks seen at most other worlds steer relatively clear of there is unknown, but their settlements tunnel beneath the
the Splinter Moons, more for the dangers of collisions than surfaces of specially selected Moons, chosen for their lack
for fear of pirates. of rotation. These bodies always present the same face to
Mist, shielding the frail life that clings to their furthest side
from the extremes of radiation emanating from the giant
planet. Such is the ferocity of Mist’s emissions that most
humans have never gazed upon the world beneath their
homes with their own eyes. These people refuse to accept
the rule of the Fire Council, and consider everything within
grasp as rightfully theirs. The only other humans and Uplifts
in the system are the crews of the attack ships sent to Mist
by Unity on a regular basis to engage the human pirates
and, where possible, destroy their outposts, known to their
inhabitants as Wombs. These ships operate at the behest of
the Fire Council, the only organisations capable of funding
and equipping such actions.

The humans of the Splinter Moons live a precarious existence.


Their numerous small settlements, called Wombs, typically
house no more than a few tens of thousands of members.
Most live beneath the surface of their moon, shielded from
the ferocity of Mist by a layer of stone many miles thick.
Many have close to zero gravity, making life even more
difficult despite the cocktail of drugs humans consume to
harden their bodies to a weightless environment. The largest
settlement of humanity is known as the Mother Womb. Here,
over three hundred thousand live, much as their ancestors
did. There are perhaps thirty other Homes scattered about
the Splinter Moons, each a testament to humanity’s tenacity
and will to survive. Travel between the human settlements
is possible but only in specially constructed vessels designed
On the moons combat between human forces and Unity to withstand the radiation. Even so, the repeated exposure
forces are restricted to direct assaults. Such is the ferocity to Mist’s flux cannot be ignored, and radiation sickness often
of the radiation from the gas giant that the ships flying affects those who frequently travel from one settlement to
between the Moons are incapable of mounting weaponry the next. Their people call such men and women Sacrificials,
that is truly effective. Instead, the pirates hijack passing as they sacrifice their health for the good of their comrades.
fuel shipments by coupling their vessel to the tankers and It is these hardy folk who raid the passing supply lines,
dragging them off course toward the Moons using powerful stealing all they can and distributing what they acquire to
liquid-fuel engines. For their part, the Unity Puppet forces the Wombs, and they are also the warriors that engage the
of the inner System are more concerned with destroying the Puppets despatched from the inner System.
Wombs than taking out individual pirates, and they monitor
the activities of pirate vessels so they can locate their bases. Human technology on the Splinter Moons is limited and
Their human commanders prefer the resulting ground- unreliable, adapted from devices stolen from supply vessels.
based assaults, their troops shielded from the ferocity of Increasing sorties against Puppet forces have led to the
Mist by many miles of rock. development of improved weaponry, most of which is still
extremely crude in comparison to Ultratech devices but
nevertheless efficient and deadly. Within each settlement,
Societ y factories and refineries capable of making use of the raw
The life that is found hugging the countless broken fragments materials have been created, often running on hugely
of the Splinter Moons is humanity. Numbering around outdated technology.

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Exilium

Religions are rife on the Splinter Moons, from beliefs in the Ocean
half-forgotten gods of Ancient Earth to the adoration of the
mindless void of space. However, the swollen globe of Mist,
the body about which the Wombs orbit and where pirates
scratch out their fragile existences, looms heavy in these
belief systems.

The pirates have a complex society, with each Womb being


run by a council of elders and religious leaders known as
the Talk. These councils then nominate one of their own to
represent them at the Mother Womb on the Great Talk, the
body that directs the actions of all humans on the Splinter
Moons. It is the Great Talk that decides which supply vessels
will be raided, which Sacrificials shall be used, and who shall
lead the attack, as well as being responsible for co-ordinating
the defence of the Wombs. Politics is prevalent within the
Great Talk, as each Womb seeks to secure itself a greater
share of the resources gathered from successful raids. It is
possible to interact with the pirates of the Splinter Moons,
and some of the moons of the inner system, especially the
merchants of Diamond, have fairly regular contact. This is
all hidden from Unity however, who would not look kindly
on such trade.

Simulcra on Mist and th e Distance from Gold: 18.9 A.U.


Splinte r Mo ons Diameter: 87,000 miles
Simulcra are unheard of around Mist and Splinter Moons, Mass: 6.7 Earth masses
where such advanced technologies are rarely seen outside of Gravity: 0.74 G (Standard gravity at top of cloud layer)
Unity, and the Canticle of Fire makes the most use of standard Atmospheric pressure: 0.9 atm (Standard fluid
Puppets except for the occasional experimental Ember. atmosphere at top of cloud layer)
Atmospheric composition: 18% nitrogen, 2% oxygen, 12%
Augm entations on Mist and th e carbon dioxide, 55% hydrocarbons, 13% exotics
Splinte r Mo ons Surface/atmospheric water: 22%
The pirates of the Splinter Moons are completely isolated Temperature range: -150 to -126°C
from Glitter technologies, despite their relative closeness Rotational period: 396.7 Earth hours
to Cloud compared to the Inner System. The only exposure Orbital period: 898 Earth days
these humans and Uplifts have to the augmentations,
weapons and armour of Glitter is from the Unity soldiers Distant, cold and uninviting, Ocean is an azure-blue gas
who try their best to destroy them. giant at the fringes of the Flame System. Smaller and less
dense than the mighty Mist, Ocean is a slow, stately world.
U plift Acce ptance on Mist and So distant is Ocean from Gold that the star appears only
th e Splinte r Mo ons just brighter than its neighbours in the sky, although Flame
The vast majority of life around the gas giant Mist is swells huge and bloated as always.
concentrated within the pirate Wombs that dot the Splinter
Moons. Although mainly human, there are some of the more Despite the distance, the stability of Ocean and the lack
ancient Uplift forms present in these groups, notably Shalks of appreciable magnetic and radiation fields, coupled with
who seem to enjoy the isolation and technical difficulties of a rich resource of hydrocarbons, make the blue world an
life around the distant gas giant. However, the majority of attractive proposition to the Fire Council.
new Uplift creations are not to be found here due to the
isolation of the pirate faction from the rest of the system. Ocean is the great fuel source of the Flame System, perhaps
Some Uplifts join the human crews and commanders that even more vital to the civilisations on Steel and its moons
operate the Unity attacks on the Splinter Moons, chosen for than the mines of Stone, with on-world operations controlled
their intelligent and battle-savvy. by Sapphire.

124
THE FLAME WORLDS

Struc tu re solved. Needless to say, the chemicals in the atmosphere of


Whereas the gas giant Mist is a violent world of churning Ocean are extremely toxic, and the crushing pressures that
clouds and complex atmospheric reactions, Ocean is an build whilst descending through stratified layers toward
altogether different planet. It is distant and cold, and despite the core of the planet make the environment extremely
the size of the world, Ocean does not display the violent hazardous, albeit gentler than the raging violence of Mist.
environment that makes Mist such a dangerous destination.
The rich blue cloud layers of Ocean do not churn; the As far as scientists are aware, there are no indigenous life
clouds do not storm and howl. Instead, the chemicals of forms on Ocean or in the surrounding space. Despite the
the atmosphere have settled into stratified layers that seem lack of the deadly radiation found on Mist, Ocean is a sterile
changeless, no doubt due to the incredibly slow rotational and lifeless place.
period of the gas giant. Ocean is silent and seemingly frozen
in places, like a mere snapshot of a living, breathing world.
Technology
Only one phenomenon mars the solemn beauty of the Like the devices employed on Stone, the technology tends
planet, and that is the atmospheric effect known as bruising. to be rugged, dependable Ultratech. The Puppets operating
Periodically, these vast, dark upwellings of material stain the scoop ships under the guidance of their human masters
the delicate azure a dark and ugly reddish black. Lasting are the most sophisticated devices.
for typically one cycle of the planet’s rotation, these dark
blotches then fade back into the atmosphere, but during
their brief life they rage across the atmosphere, wrecking Societ y
the subtle stratification of the atmospheric layers. Typically, Ocean is vital to the stability of the civilisations of the inner
there are two rapidly moving bruises on the planet at System. The vast gas giant provides an almost limitless supply
any time. The nature of this effect remains unknown, for of fuels that can be collected and shipped back toward Gold.
powerful radiation bursts accompany their formation, At the behest of the Fire Council, Human scientists – under
radiating in tight bands away from the dark area and the governance of representatives of the moon Sapphire
restricting scientific inquiry. Needless to say, approaching – direct the vast factory ships that cruise the upper layers
these radiation sources too closely is extremely dangerous. of the atmosphere, siphoning gases from the planet ready
for shipment through the vast distances of space. Over fifty
The layers of the atmosphere tend to form into discrete thousand humans, Uplifts and Puppets work on the numerous
strata of chemical composition, and are so stable as to allow ships and orbital facilities that dot the world. Sapphire has
scientists to accurately predict which chemicals may be expertise in adapting alien environments, and so has been given
found at any depth. As long as the mysterious bruises are a mandate by the Fire Council to run operations on Ocean.
ignored, Ocean is relatively gentle for such a vast world. The
hydrocarbon-rich cloud layers mask a deep metallic core which Workers on Ocean perform a wide variety of tasks relating
comprises perhaps one-fifth of the diameter of the planet. to the collection of fuels, the most important being directing
Another unusual aspect of Ocean is that, despite its size, the ponderous vessels away from any oncoming bruises,
the gas giant does not support any moons. Instead, a pale as these unpredictable weather patterns are capable of
halo of broken rock, ice and ore encircles the planet. This destroying all in their path. Once the scoops have collected
nebulous structure is called the girdle, and is composed the fuels, they are despatched in orbital shuttles to the
of many fragments of material no bigger than a pebble. numerous transfer stations that orbit the planet. These
Viewing the girdle can be difficult; it is only visible when the stations compress the gases to liquids and pack them into
feeble light of Gold strikes at a certain angle. Otherwise, the tankers, despatching them off to Steel via a slingshot at Mist.
structure remains elusive. It is these fuel containers that the pirates of the Splinter
Moons raid so frequently. The manufacture of Puppets and
ships for the battles around Mist is also a prominent task;
Environm ent the necessary metals and other construction materials are
The gas clouds of Ocean are composed mainly of supplied by the debris found in the girdle.
hydrocarbons, including methane, ethane and many exotic
organic molecules. These chemicals are responsible for
the azure blue colour that characterises the atmosphere Simulcra on Ocean
of Ocean, although the exact nature of their interactions is It is human and Uplift scientists of the Inner System that
unknown. How so many unusual molecules formed so far man the ships and stations surrounding Ocean, and they
from the heat of Gold is another mystery that is yet to be bring Simulcra with them.

125
Exilium

Augm entations on Ocean below her, a labyrinth of stone bustling with life. Stretching
It is humans and Uplifts of the Inner System that man the endlessly into the distance on all sides and so far below her,
ships and stations surrounding Ocean, and they carry the city was unattainable. She was aloof and alone. Everyday
augmentations consistent with their origin. she watched them below her, the people, men and women,
going about their lives, oblivious to her pain. She could see
them talking, mouths working silently, voices stolen by the
U plift Acce ptance on Ocean cold winds that blew from the mountains all about her. Some
Uplifts as well as humans operate the vessels that ply the even touched one another, a hand on an arm or shoulder,
cloud tops collecting hydrocarbons, and numerous Uplift and at the sight she felt such a longing, such and incredible
forms can be found in the orbiting stations that surround desire, that it robbed her of breath. She would have cried if
the planet. Again Shalks are relatively numerous here, keen she knew how.
scientific observers of operations on the planet.
Everyday she would awaken in the tower. Her gown lay on
the bed beside her, beautiful and unspoilt, and she dressed
Cloud to the rising sun. Her suite of rooms was filled with images,
pictures of men and women she did not know. As she looked
at the faces that stared mutely back at her she thought that
perhaps there was something about them, some memory
tugging at the corners of her mind, but as soon as she tried
to focus on the feeling it was gone, dissipated into the air.
She found the images unsettling after, as if she were missing
something.

Her only companion in the tower was the golden bird. It flew
in one morning, a spark of flame f littering from windowsill to
bed frame. It watched her with beady red eyes, and croaked
at her. Its voice was rough and sharp. ‘Alone, alone’ it said,
tilting its head from side to side. Since then it had been back
every day, hopping from perch to perch, just out of reach.
‘Alone, alone’. Once, she grew tired of its company and threw
a tile that she had loosened from the tower floor. The tile
sailed toward the golden bird but it dodged aside easily.
‘Alone, alone’ it said reproachfully.

The man had first come as the skies darkened toward the
end of the year. She had seen him below her – seemingly
impossibly far out of reach – climbing the outer skin of the
tower, cloak flapping behind him in the wind. The golden bird
Distance from Gold: 26 A.U. watched too: ‘Alone, alone’ it remarked. She grew more and
Diameter: 3,612 miles more agitated as the man approached, swinging from stone
Mass: 1.2 Earth masses block to stone block, straining silently as he climbed, until
Gravity: 0.8 G (Standard gravity) he was almost within reach. She could see his face beneath
Atmospheric pressure: 0.01 atm (No fluid atmosphere in the mop of brown hair, honest and open. He smiled despite
cave systems) the strain. She stepped backwards as he reached the sill, his
Atmospheric composition: Trace hand seeking a hold on the inside of the tower.
Surface water: 0%
Temperature range: -120 to 136°C Then the golden bird attacked, ‘Alone! Alone!’ it screamed,
Rotational period: 44.6 Earth hours diving at the man. He raised his hand to protect his face from
Orbital period: 127 Earth days claws and beak, and lost his grip, slipping silently out of sight.
She rushed to the sill and saw him, a tiny, tumbling speck.
She yearned. She was the lady in the high tower, and she He disappeared into the soundless city below and she wept.
yearned for someone, anyone, to assuage her loneliness. After she stopped crying she tried to drive the bird away, but
Everyday, under the hazy glow of the sun, she studied the city it was useless. ‘Alone, alone’ it intoned solemnly.

126
THE FLAME WORLDS

The second time the man came began much like the first. She According to the peoples of the Flame Worlds, the distant
saw him as she surveyed the city, a tiny figure climbing the and shattered planet Cloud is a dead world. Little do they
needle of stone that was her tower. Again his cloak flapped know that beneath the surface, the agents of the Fire Council
in the wind; again he swung from handhold to handhold, known as Smoke have uncovered something astounding and
fighting the pull of gravity that threatened to drag him down truly magical.
to the nameless metropolis below. The bird grew agitated at
his approach, and flapped in and out of the tower, screeching Cloud is all that remains of the Numina in the material
‘Alone! Alone’. This time the man paused his climb just below universe. Appearing as a dead planet, beneath the crust
her windowsill, bracing against the stone, turning and incredibly powerful machines exist: the most advanced
securing himself with his back against the wall. And then, technologies in the Flame System. The planet contains
as the golden bird flew out of the window, the man drew a literally billions of Graintech devices, tiny engines of almost
small crossbow from his waist and pierced it with an arrow. limitless power. These microscopic devices have the ability
‘Alone!’ the bird screamed, tumbling downward to the city to aggregate and shape themselves limitlessly; creating
below in a flurry of gilded feathers. Slowly, the man turned macroscopic structures that can adopt unlimited forms.
back to the wall and climbed up to the windowsill and over Once playthings of the Numina, this technology is incredibly
into the tower. dangerous in the wrong hands.

He stood before her, smiling. ‘No longer alone,’ he said as he The Fire Council know nothing of Cloud’s past, and suspect
took her hand in his. the planet is evidence of an alien civilisation. So far they have
kept knowledge of the secrets of Cloud from the populace of
Dissolving, the tower, the city and the man and woman the Flame Worlds, but the situation may change at any time
crumble to dust, tiny floating motes that drift silently down – especially as those powerful in the Council consider the
to coat the cavern floor. alien technology as theirs to manipulate and enjoy.

1 27
Exilium

Struc tu re leaves, the machines switch and revert back to dust, leaving
Cloud is an old world, tectonically dead and devoid of life. the chambers as empty as they were before the intrusion.
So shattered and ancient appears the surface that some
radical scientists theorise that Cloud is the last surviving The only permanent structure that exists near the planet
vestige of a solar system that once orbited Flame. Evidence is the orbital station known as Redemption. Disguised by a
in favour of this theory is the erratic orbit of the planet, small moon, it is from this huge platform that scientists from
which is shifted considerably in alignment compared to the the moon Sapphire observe the world at the behest of the
remainder of Gold’s worlds. Others state that this ancestry Fire Council, directing scientists to the interior to learn more
is impossible, citing a collision with another body to account about this alien technology. Unity maintains an active force
for the unusual orbit. Tectonically, Cloud is dead and frozen, as well, training some of the most powerful weapons at its
the core being long since solidified and locked into place. disposal on the dead world below.
The surface of the planet is of shattered and broken rock,
the scars of innumerable huge craters and impacts marring
the crust. With a low surface albedo, Cloud is not visible Simulcra on Cloud
from Elysium except as a dark stain that blocks the light of Simulcra were born on Redemption Station, and make up a
stars in the night sky. disproportionately large component of the population.

Cloud is considered dead by most of the inhabitants of the


Flame Worlds. However, the discovery of magnetic anomalies Augm entations on Cloud
near the surface of Cloud led a scientific team from Sapphire Cloud is the home of Graintech and Redemption Station, the
to investigate the inner workings of the planet, with amazing origin of Glitter. This distant world is the hub of the technological
results. revolution that is washing over the Flame Worlds.

Environm ent U plif t Acce ptance on Cloud


The interior of Cloud contains huge caverns linked by caves A few Uplifts have visited Cloud, part of the Unity soldiers
that stretch in all directions. These are the empty remnants and scientists that visit the planet. The Graintech of Cloud
of tubes left after the erosion of lava that once welled from responds strangely to some Uplifts, as if the presence of a
the core of the planet, and subsequently eroded by the repressed alien instinct interferes with the mental reading
passage of water. This system riddled the crust and originally required for the creation of the dream realms afforded to
exited to the surface in several places, allowing any trapped human visitors. Many Uplifts that have been exposed to the
atmosphere to escape and making the interior of Cloud as caverns have often found the resultant creations terrifying
lifeless as the surface. However, sometime in the distant and confusing, refusing to go into details on what the world
past Cloud was massively altered beyond all recognition. The created for them. Interestingly, this is not enough to keep the
exit points from the cavern network were sealed, creating a inquisitive scientific minds of Shalks at bay, and they form
completely enclosed system of interconnecting chambers that a major component of the research team Unity employs
was then flooded with an oxygen-bearing atmosphere. Within on the world. The private realms Graintech creates when
these lava tubes, huge quantities of Graintech machines were probing the Shalk mind are said to be extremely disturbing
seeded. These microscopic devices coat the walls and fill the by those few who know of the wonders of Cloud.
chambers – an impossibly fine dust waiting for activation.

When a thinking mind arrives on Cloud, the Graintech Access to Cloud


machines stir into life. Following the patterns and desires The Fire Council restricts access to Cloud to all but the most
of the visitor, the machines construct a world capable of high-ranking individuals. However, given the wondrous
meeting the guest’s desires. Adapting themselves, the abilities of Graintech and the fractured and factional nature
machines construct a complete world around the person. of the Council, and the fact that many people would pay a
This becomes their realm: a private world peopled with lot of money to realise their dreams, there is a surprising
artificial Graintech constructs. These aggregations of number of visitors to the surface, all watched by Smoke and
Graintech devices are purely temporary; once the visitor a nervous Unity.

I D B K Q

128
cha pter five

5
secrets
I D B K
Exilium

- secrets -
o h w x g

I
n this section are given some aspects of the Flame System of scientists including humans, Shalk and other Uplifts
that are known to only a very few individuals, or perhaps carefully selected from the four moon factions of Steel for
the Envoy alone. Players must earn the right to know their knowledge and expertise, Chimera has been the most
some of these secrets, so the following information is best secretive project in the Flame System. Those Fire Council
kept to the Narrator. members who know of its existence are sworn to secrecy,
and are watched by Smoke to ensure that nothing about the
technology on Cloud escapes to public attention.
Proj ec t Chim e ra
For the scientists, Chimera has only ever been about
On the Flame Worlds, Ultratech is the dominant technology. gaining an insight into the Graintech of Cloud and, through
Highly advanced and capable of great things, the myriad it, understanding another part of a mysterious universe.
devices and constructs created from Ultratech are However, for the Fire Council, Unity and Smoke, a crucial
nevertheless crude tools compared to the mysterious part of Chimera has involved merging what knowledge
technology found in the caverns of Cloud: Graintech. is gained from Graintech with Ultratech to create a new
This nanotechnology is so advanced as to be beyond the blended technology that, although inferior to Graintech, far
understanding of even the most intelligent Shalk scientists surpasses what is available elsewhere in the System. This
in the Fire Council’s employ. However, that is not to say that technology is called Glitter, and creations of this hybrid have
progress has not been made. Decoding the barest fraction been available to Unity for some time.
of Graintech has allowed scientists to make miraculous
discoveries, and melding this newfound knowledge with Inevitably, Glitter has leaked out into the rest of the System,
Ultratech has led to rapid and astonishing advances in and some of the key advances such as Loci and Hacks have
technological understanding in recent times. become available to those outside of Unity who are prepared
to pay. On the Flame Worlds no one seems to know where
This new technology is now seeping out into the Flame this new technology comes from, but the name ‘Glitter’ is
System and having a profound effect. The project that has beginning to circulate despite the best attempts of Smoke
led to these discoveries is known by the code name Chimera, to keep it quiet.
and the new technology is called Glitter. However, all is not
as it seems. With the proliferation of Glitter built upon Grain
technology, the influence of the controlling intellect that Red em ption Station
manipulates the machines within Cloud is growing. Known Nestled into a deep crater on the tidally-locked moon
as Shard, this entity is aware of the Envoy and the Exiled Stratus, Redemption Station is both a scientific research
Numina, and seeks revenge… facility and a military staging post. Home to thirty scientists,
over fifty support staff and one hundred military personnel,
Chimera is a codename for Glitter – technologies at the as well as an unknown number of Shade agents, Redemption
bleeding edge of science. Also discussed is an enemy of the is a bustling place despite the secrecy of its existence. Above
Envoy that seeks to thwart the plans of Exiles on the Flame the surface of the crater floor, very little of Redemption
Worlds, and would kill them if it could… is visible; even the exits of the launch tubes for the rail
cannons that target strategic sites on the planet’s surface
are carefully blended and masked from view.
Chim e ra
The name given to the project to investigate and unravel Only when ships leave Redemption through irised hangar
the secrets of the alien technology on Cloud was Chimera. bays does the base become visible, and even then – despite
Undertaken in secret by the Fire Council and guarded by the emptiness of nearby space – only stealth-equipped
some of the most proficient Unity soldiers, Chimera was shuttles are used to transit to Cloud. Redemption is
based on Redemption Station concealed within a small composed of four modules carved into the rock of Stratus,
moon high in orbit above Cloud. Comprising a crack team linked to a central command and control area. The four

130
SECRETS

modules are: the alpha quadrant, where scientific research The beta quadrant provides accommodation for the staff,
is performed; beta quadrant, which houses general living including sleeping areas, social areas, a parkland site, gym
quarters; gamma quadrant, which is the main military facilities, and everything else to make Redemption a home
installation of the base; and delta quadrant, which from home. Military, scientific and administration staff mingle
houses shuttles, hangars and the communication arrays. by design, but the civilians’ natural wariness of the military
Redemption is a low-gravity environment, with Stratus only has kept a barrier between the two groups, resulting in an
providing around one quarter of the gravity field of Steel. unacknowledged split between science and military zones.
Consequently, the corridors of the base are more like tubes Despite this, everyone on Redemption has a deep interest in
or tunnels, and grip pads are used by the population to help the planet which has kept boredom at bay and meant that
them move about. tensions between the groups are low.

The alpha quadrant comprises thirteen laboratories for The delta quadrant houses the Unity facility and soldiers
the study of Graintech activity. These include: isolation known as Guardians who form part of the Canticle of Storm.
laboratories for dangerous work; extensive recording facilities This area is off limits to non-military personnel, and exactly
to log activity on the planet; genetic research laboratories; what is behind the large steel iris doors that section off this
and impressive micro-manipulation laboratories. Much of area is the topic of much debate among the scientists and
the work in dissecting the Grains is performed here, and administration staff. It is known that there is an armoury,
real state-of-the-art research is carried out to attempt to a testing ground, and billets for serving personnel, mess
understand the workings of the alien technology. No kinds rooms, briefing rooms, and the operational components
of military applications are worked on in this area. of the huge rail guns and other armaments that target the

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surface from Redemption. Also within this facility is a fully- unlimited access to the caverns of Cloud and is one of the
loaded ground assault team, capable of descending to the few individuals permitted to enter the caverns alone. He
surface and armed with heavy vehicle and Puppet support. says very little about what he does on his visits, however.
The presence of research facilities and scientists is widely
accepted, as the military application of the knowledge Casus Reel – The most prominent of the small group of Shalk
gained from Graintech is being generated to use somewhere. Uplifts on the Station, Reel has a hard job on his hands. Shalk
Smoke, the secretive arm of the Fire Council, is also rumored are known to be emotionally cold but very logical and make
to have facilities in the delta quadrant, although what excellent scientists, but they don’t get on with their own
exactly this comprises isn’t widely known. kind. Reel makes sure that disputes are handled quickly and
decisively, and works hard to maintain a tolerance among
The gamma quadrant houses shuttles, ground assault peers of his own species. Reel is able to achieve this because
craft and the huge sensor arrays that monitor the surface he has worked extensively with humans in the past and is
and allow discrete tight-beam encrypted communications the most open of his typically emotionally retarded race.
with Steel, all under the control of administrators from Like the other Shalk, Reel is diminutive with a light frame
the Canticle of Fire. This area is run by a dedicated team and grey skin, with the same black, faceted eyes that make
of engineers and heavy duty Puppets, and is off-limits to his species so distinctive.
personnel apart from the departure lounges that serve
shuttle trips to the surface. Messandra Stevens – One of the most intuitive and skilled of
the Chimera scientists, Stevens has found life on Redemption
Central to the base is the hub, the tactical and command hard to bear. Fiercely opposed to the military’s effective
area that links the four other modules. It is here that the take-over of operations, she has been refused permission
main infrastructural facilities of the base – including the to transfer off the project because she is, frankly, the best
mainframe of the mind that operates the facility – the scientist there is. Luckily for the Guardians now running the
control station and the fire control for the weapon systems project, Stevens has a very inquisitive mind with a real need
can be found. The military have had a strong presence here to find the truth, and so far her disgust at her employers has
ever since the operations at the base changed aspect from been outweighed by her scientific urges. Whether this will
scientific research to military application. continue much longer is another matter entirely.

Thomas Staal – Staal is a bit of an outsider among the


Chim e ra Key M em b e rs scientific team, as he has fully embraced the militaristic
The Chimera project has changed over the years since it nature of the current Redemption team. Not only that, but he
began, moving from a purely scientific activity to a heavily willing partakes in the latest Glitter to come from the military
military one, with growing resentment from the scientists labs, including Loci, ‘Plants and Hacks. This has given him
involved as they see their discoveries applied to military somewhat of an advantage over some of the other scientists;
applications. The following individuals are the main players it does seem to have affected him, however, and he is much
on Redemption, and their relationships drive the dynamics more withdrawn than he used to be. A tall, gaunt man, his bald
of the Chimera team. head accentuates the Loci attached to the side of his skull.

Revet Mugambe – Lead scientist from Emerald and one- Guardian Melanie Gale – A full Unity commander, Gale is
time overseer of Redemption, Mugambe is nominally the the current overseer of Redemption base and the Chimera
leader of the Chimera scientific team. Known as an excellent project. A striking woman, Gale has an exemplary record from
facilitator, Mugambe is firstly an administrator and secondly the Unity training academy, and has personally led numerous
a scientist, something which has led to antagonism between assaults on Wombs among the Splinter Moons. Efficient,
him and the rest of the team; sometimes he thinks that aggressive and decisive, Gale is seen as the ideal candidate
they don’t give him the respect he feels is due. A short, to ensure a steady growth in the military aspects of Chimera.
nondescript man, Mugambe has a piercingly high voice that
can sound comical, especially when he is angry. Mugambe’s Guardian Titus Reeves – Officially ranked as Gale’s second-
run-ins with Agent Coleridge are legendary on Redemption. in-command, Reeves, like many of the scientists, has
grievous reservations about Glitter. However, his fear comes
Since the base changed tack to take on increasingly military from a completely different route than the scientists’ natural
overtones, Mugambe has found himself marginalized caution – he fears that the technology will proliferate
and isolated from both the military and scientific teams. outside of Unity, reducing the capability of the Fire Council
However, one privilege of his position is that he has almost to maintain control in the Flame System. A hardened veteran

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SECRETS

from the battlefields of Steel, Reeves often disagrees with taking just over one minute. The real danger with this
Gale, and spends most of his time trying to get her to temper technology is that the breakdown is non-discriminating and
the incessant demands of the Fire Council for greater totally out of control. There is no simple way to ‘turn off’ the
technological output. A scarred and tough man, Reeves has cloud except by feeding it; each nanite consumes material
only one eye despite technology being in place to repair until it reaches a preset limit, at which point it deactivates.
him; he considers the damage a mark of office. As a result, pushing material into the cloud causes the cloud
to shrink as that material is consumed. A typical Eater-
Agent Coleridge – The big unknown on Redemption, cloud can consume about one metric ton of material before
Coleridge is the face of Smoke. How many operatives he has dissipating. The cloud can also be moved about by any local
on Redemption isn’t known, nor is their remit; their goals atmospheric disturbances such as wind. Eater-clouds are
are similarly mysterious. The Guardians dislike Coleridge known to be held by a number of criminals as a ‘last resort’
for his air of authority and lax attitude to taking orders; tool, either to cover an escape or just to make sure that they
the scientists and administration staff fear him for the take as many down with them as they can!
unknown he represents. Despite being seemingly disliked by
all, Coleridge has an easy-going and calm attitude which is
totally at odds with his role. Glit te r Pu ppets
At least one of the two stolen Assemblers has been used
to create a new hybrid technology called a Glitter Puppet.
Glitter Essentially, this is a Puppet – typically a military unit –
that, instead of limbs, has a slaved coating of Glitter that
The following section discusses some of the secrets of can be used to form crude appendages at will. These so-
Graintech, the Chimera project and Glitter that may be called ‘Glitter Puppets’ are highly versatile – being able
revealed to Exiles during play. to form multiple limbs – and hard to destroy, as only the
small central controlling hub containing the Fractal Mind
is susceptible to damage. The design and construction of
Bl ack Technologies Glitter Puppets is complex and archaic, and some of the
Black Technology is the term used by Unity to describe choices in their manufacture seem very non-human, leading
any highly dangerous and uncontrolled technology that Smoke to believe that the Shrika Uplift race is involved in
has been created from Glitter. Despite their best attempts their creation. This has yet to be confirmed however. What
to control access to Glitter, at least two Assemblers are no is true is that Unity lacks to knowledge to create something
longer in Unity hands. One is known to have been stolen as complex as a Glitter Puppet.
by a renegade Union of scientists on Sapphire; the location
of the other is unknown. The following examples of Black
Technologies are thought to have originated from those Re plicato rs
two missing machines. Needless to say, Unity considers One of the most horrifying discoveries by Unity searching
the re-acquisition of both Assemblers to be of paramount for the lost Assemblers was that of a replicator: a nano-
importance. The following Black Technologies have been machine capable of making copies of itself. This is seen
encountered by Unity, and all have been sampled, but as one of the most dangerous technologies to have been
Unity scientists lack the understanding to unravel their created on the Flame Worlds, as a self-replicating machine
construction or origin. could theoretically become unstoppable. Unity has only
recovered a small sample of self-replicating Glitter which
was recovered in a dormant state. The purpose of this
Eate r-clouds replicator has yet to be uncovered, but the discovery has
These deadly weapons are nothing more than cleverly made Unity, and Smoke in particular, extremely eager to
constructed clouds of flying nanites with a single purpose: find who has their stolen Assemblers.
disassembly. Contained within a small capsule, on release
the Eater-cloud billows outwards to form a sphere of
seething Glitter approximately two metres wide. The cloud D ragon
then sets about reducing organic and inorganic matter
within it into component parts. This can be terrifying to see All scientists on Redemption agree that something is
as flesh, metal, plastics, and everything else within the cloud controlling the Graintech that fills the caverns of Cloud.
appears to be eaten, leaving only a grey dust. The process is However, exactly what this intelligence is cannot be guessed,
incredibly fast, with the disassembly of even dense materials and its motives remain completely opaque. Most would

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agree that the artificial constructs stirred from dormant crystalline strata of Cloud. There it remains: an amputated,
Graintech by visitors to the caverns of Cloud are, to some scarred and dangerous intellect, incomplete and harbouring
extent, avatars of that intelligence, but so far attempts a deep anger towards those who created and then betrayed
to communicate directly with the controller have proved it. The influence of Dragon is now isolated on Cloud; outside
fruitless. This is the main cause for concern among those of the caverns, the Envoy destroyed the Grains that seeded
who take the cautious approach to studying Graintech. the Worlds and put safeguards in place to destroy Grains
Something alien to humanity is controlling the most that leave the vicinity of the planet, hence restricting the
powerful technology in the System. What the needs, desires technology to the surface and that of its orbiting moons.
and motives of this intelligence are is entirely unknown. This
presents a very real danger to the stability and perhaps even
the safety of the Flame System. Even the most cautious raise D ragon’s Goals
concerns over the hybrid technology of Glitter, as much of The broken mind that is Dragon seeks one thing: revenge
the minutiae of operation of the nano-machines are still against the Numina that it feels betrayed it. It knows of the
poorly understood. Is it possible that something alien could Envoy, and seeks to destroy the Numina’s avatar, but it has
be influencing Glitter as well as controlling Graintech? no influence beyond the caverns of Cloud. It also knows of
Exiles, servants of the Envoy who perform tasks for their
The scientists of Redemption may not know what controls new master in the hope of returning to Elysium, the strange
the Graintech of Cloud, but there is something on the Flame place the Numina entered when they exited the material
Worlds that does. The Envoy – the mysterious agent of the universe. Up until recent times, Dragon has been forced to
Numina in the material universe – is well aware of the other seek revenge against the Envoy through indirect means. It
mind that remains hidden on Cloud. It does not advertise can read the surface thoughts of those who enter the caverns
this knowledge to those it deals with, but it sometimes of Cloud, and has determined that some of those who have
refers to this other intelligence as Dragon. The Envoy knows visited it have been Exiles, but it retains enough cunning
that Dragon is also linked to the Numina. Graintech is the to know that, if it acts against these visitors immediately,
last remaining physical evidence of the Numina on the Flame others will be very wary of entering the caves; this would
Worlds. When they created the technology, they could result in it being unable to contact the outside world.
manipulate it as they wished simply by thinking of their However, with the advent of project Chimera and Glitter,
desires. To facilitate this process, they created a powerful things have changed. Glitter is sufficiently close to the nano-
artificial intelligence to read their surface thoughts, interpret machines of Graintech to allow close interaction between
their desires and mould the Graintech as required: Dragon. the two forms of technology, but sufficiently different to
escape the safeguards of the Envoy. Furthermore, Dragon
A true intelligence with emotion, desires and the ability to has discovered that, using Grains, it can reprogram Glitter.
learn, this controlling intellect was distributed across the Since the spread of Glitter on the Flame Worlds, Dragon
planets of the Flame System: a multi-nodal but connected has suddenly found a means of interacting with the greater
intellect of vast power. When the Numina left the material Flame System beyond Cloud and of intervening more directly
universe, they destroyed the evidence of their existence in the Envoy’s plans.
using the Envoy – their newly created avatar in the material
universe – to complete the task. As part of this process,
the Envoy set to work unravelling the mind of Dragon and Co rru pt Glit te r
destroying the Graintech that had been seeded across the Anybody with an active Hack or recent Locus who enters the
Worlds. However, this process was not instantaneous, and caverns of Cloud is a target for Dragon. If these technologies
once the process was underway, Dragon felt parts of its mind are discovered when Dragon first reads the mind of a visitor,
being erased as the Envoy moved from world to world. Being a specially created Grains are put into action. These enter the
true intelligence with a complete and treasured sense of self, visitor, usually through inhalation, and immediately isolate
Dragon desperately tried to escape its end. It was too slow to and subvert the Glitter in the visitor’s body. The Grains
save the parts of itself on most worlds, but it did manage to instigate changes to the structure of the Glitter, creating new
preserve itself on Cloud by sinking deeper into the core of the machines that are capable of long-range communication
world and sending waves of Graintech constructs to battle with Dragon. These machines are directed to the brain of
with the Envoy and impede the avatar’s progress. the visitor, where they subtly insert themselves into the
structure, giving Dragon access to sensory information
Unprepared for this assault, the Envoy’s work faltered through tap-offs and re-routes. Finally, the corrupt Glitter
and Dragon was able slip away, using the capabilities of allows Dragon to communicate with the visitor. The changes
Graintech itself to distribute its remaining intelligence in the take several days to complete, but at the end of the process

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SECRETS

the visitor will become an agent of Dragon. This process is status quo of the Flame Worlds. This means hunting down
accompanied by noticeable glitches in Chimera technology; agents of the Envoy – Exiles – and interfering with their
Hacks behave erratically and Loci don’t work, with these plans, even to the extent of destroying the Exiles themselves.
issues lasting perhaps several days as the subversion runs Dragon must be careful however, as its options are limited
its course. and it dare not reveal itself or its agents too early, as the
Envoy has far more resources in his control.

Ag ents o f D ragon
Dragon’s agents do not receive direct instructions from D ragon in gam es o f Exilium
the intellect as Dragon is not, and never was, human; its Dragon and the agents it control can be used as a direct
understanding of the human mind and its capability of threat against Exile teams. The aim of Dragon is to wreck
interacting with humans and Uplifts is limited. Instead, the plans of the Envoy, and that means the plans of the
Dragon comes like a dream or nightmare – an unfocused Exiles – and this kind of direct opposition adds another
urge that is hard to deny – pushing ever harder against the element to play outside of the conflict with Shadows which
mind of the agent so as to bend it to Dragon’s desire. This is at the core of Exilium. Dragon should be portrayed as a
is ultimately deadly, and will completely burn-out the mind dangerous, unknowable and alien opponent, something that
of the agent, but this can take some months to accomplish, the Envoy hints at but never discusses, and its agents should
and in that time Dragon can wreak much damage on the be similarly shadowy and dangerous.
plans of the Envoy. The corruption within the agent can also
be passed to another host, typically by the agent making
close contact with the target’s Chimera tech. Like all Glitter The Vrix
technologies, the corrupt nano-machines are incapable
of replicating themselves, and so the corruption is always On the Flame Worlds, no one knows anything of the Vrix.
limited to a single agent even though it can be spread from They are an enigma. Like the Shrika, they are characterised
one to another. Agents of Dragon have one goal: to disrupt as Uplifts, but only because it is assumed that any truly
and destroy the work of the Envoy and in doing so wreck the intelligent lifeform that is not human must be an Uplift. But

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many realise this can’t be the complete story. If Vrix are Th e Vrix in gam es o f Exilium
Uplifts, who made them? From what progenitor species? The Vrix and their Shrika allies make for an interesting
And why do they have their own technology? No one even change of pace to games of Exilium – a threat that is not
guesses at the truth. currently recognised by the Envoy but nonetheless could
destroy civilisation on the Flame Worlds. The Vrix aren’t
In reality, the Vrix are the true natives of the Flame Worlds, currently aware of the Envoy either, but they are learning
and the Shrika are their servant race. When humans first of the Numina. Perhaps Players learn more of the Vrix when
came to the Flame Worlds they had an uneasy relationship they encounter a rampaging Vrix on Steel. Or when the Vrix
with the Vrix. The ancient alien creatures were few in learn of the Envoy, they might decide to send their Shrika
number due to the effect of various genetic ailments on their servants to hunt down its agents. The Vrix allow a nicely
reproduction, being philosophically opposed to altering non-human element to be introduced to Exilium, which
their genome. But their technological knowledge was may serve Narrators as an opportunity to take a break from
incredible. When elements of humanity saw the power of hunting Shadows.
Vrix technology, they realised that with it they could do truly
wondrous things. But the Vrix did not want to share their
secrets with this upstart race from the stars, especially as Th e Se edship
human repeatedly colonised ancient Vrix breeding grounds
on the planet now known as Steel. Eventually war broke out, Few of the Flame Worlds has any understanding of ancient
and though the Vrix were few but their Shrika were many, so Earth, in fact in the whole planetary system only the pirates
the war was long and bitter. of the Splinter Moons and the Envoy have some fragmentary
knowledge. Of the Seedships that fled the planet even
Eventually human numbers and shear persistence won the Envoy knows little; the Numnia care nothing for their
the war, and the Vrix were nearly destroyed. The few that past and even their memories are fragmentary. However,
remained escaped to fortresses buried deep beneath they do recall that the Earth was suffering heavily at the
Steel. Sinking into suspended animation, the Vrix set their hand of mankind, and that some particularly catastrophic
powerful machines to one task – repairing the Vrix genome environmental calamity known as ‘Black Earth’ is thought to
so that their race could flourish and they could achieve their have triggered the migration.
ultimate goal – revenge.
What is known is that humanity had been systematically
Meanwhile, the Shrika were nearly eradicated and those and greedily raping the planet, destroying the very object
that remain lost focus with the passing of their masters. upon which their continued survival depended. Billions lived
Human stole Vrix technology and set themselves on the and died in countless cycles of exploitation and destruction,
path to ascension, creating Graintech on the way. always consuming more of precious finite resources. It was
clear to the few forward thinkers of that time that the Earth
In recent times the task of repairing the Vrix genome nears was dying. The migration of Seedships could be viewed as a
completion and the remnants of the race have started to last desperate attempt by humanity to escape the gutted ruin
awaken. So far, they have limited themselves to attempts to of their home world.
re-connect with their Shrika servants, understand the status
of the Flame Worlds and make the occasional rampage when Even the Envoy is unaware that that the wreckage of the
the human desecration of their ancient breeding grounds on Seedship that brought humanity to the Flame Worlds
Steel gets too tough to bear. But they are discovering who still exists. Orbiting Gold on a highly elliptical orbit, the
the Numina are, the nature of Shadows and are close to Seedship swings through the system close to Steel once
uncovering the work of the Envoy. every seven hundred years. It is unlikely that the passage
of the ship on its next fly past would go unnoticed. What
Slowly they are coming to realise that those first humans, technologies lie within? Hints at how the humans who came
those who became the Numina, have gone, and those to the system became the Numina? Perhaps the Vrix who
that remains are technologically inferior. In their hidden initially welcomed them are still on board? Is the Seedship
fortresses the Vrix breed and build their numbers, waiting in some way connected to Elysium? What is sure is that the
for the time when they can once again claim the Flame Envoy would not want this relic of the Numina to fall into the
Worlds as their own. wrong hands.

I D B K Q

136
cha pter six

6
na rra to r advice
I D B K
Exilium

- narrator advice -
i a v z u

A
s with many role-playing games, the Narrator has as part of the first session of play is a really useful way of
a difficult job. They are responsible for setting up making sure everybody knows what they want to do. There’s
the game, creating the backbone of the story that nothing more disappointing for a Player than creating an
the Players will be involved in, and adjudicating all of the Exile focussed on technology and investigative play only to
decisions that are made during play. This chapter gives discover that everyone else, Narrator included, is playing a
advice to the Narrator about how to perform these duties game of horror-based action, or for the Narrator to create a
effectively and how to make Exilium an interesting and fun horror scenario that no one wants to act out. The Narrator
game for everyone involved. Remember, the Narrator gets to should try to ensure that during these discussions everyone
have fun too! Only the Narrator needs to read this chapter, has equal say in the type of game they want to play.
though anyone can read it if they want to.

Th e myste ry o f Exilium
Discuss th e gam e first One thing you won’t find in this section is a description of just
It’s a good idea to discuss with the Players the type of what the Numina are, what Elysium is, etc. This is deliberate.
game you all want to create before going any further. As It is up to the Players and, to some extent, the Narrator to
discussed at the start of this book, touching on themes, decide these things; what may be the truth of the setting for
play styles, and what Players are expecting from the game one game will not be the case for another. Mystery is part of

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NARRATOR ADVICE

what makes Exilium an interesting and dynamic game; if you What is a scenario?
remove the mystery then you take away part of the setting. At its simplest, a scenario is a story or plot line that describes
You may choose to explore the mystery of Exilium in your a series of events that will take place within the setting of
games, for example by having the Exiles travel to Cloud, or the game. The Exiles then take part in this plot and interact
you might ignore this aspect of the game and simply deal with the various elements of the story. The difference
with the System as it is. As always the choice remains with between a scenario and the script of a film or play is that
the Narrator and Players to decide on the type of game they nothing is set in stone – the Players get to decide how their
wish to play. characters act during the story. The Narrator assesses and
reacts to the Players’ actions and describes the events that
unfurl as a result; the Players react to each new revelation
What do Exiles do? and, in doing so, direct the path of the story. It is this that
In any role-playing game, a clear understanding of what makes role-playing games so interesting; those playing
Exiles are doing within the setting is key to an enjoyable get to create a story collaboratively that involves all the
game. During games of Exilium, there are two forces that characters, themes and ideas they find most interesting in
drive the actions of Exiles: the setting. Unfortunately, this places a great responsibility
on the Narrator. They must create the basis of the story –
the scenario – and then they must react to the actions of the
Exte rnal d rive r – hunting Players and alter the flow of the story accordingly to create
Shadows a smooth game. Luckily, the focus of the game for Players is
Exilium is about Exiles performing missions at the request of very clear: resolving their character’s guilt and getting them
the mysterious the Envoy to bring down Shadows, Numina accepted into Elysium. This makes the creation of scenarios
that have become obsessed with the lives of the hosts (the an easier proposition for the Narrator.
humans they ‘touch’ in the Flame Worlds). More information
of Shadows follows later in this section.
Scenario fo rms
Once the themes have been established with reference to
Inte rnal d rive r – resolving guilt the ideas of the Players at the start of play, and a suitable
In reality, the aim of Exiles is to be accepted back into inspiration has been considered, the Narrator can begin to
Elysium. This can only happen if they resolve the guilt of create a scenario that features some of the concepts outlined
their crime or, in other words, if they have confronted their above. Scenario construction is key to playing Exilium and is
past sufficiently within the Flame Worlds to resolve the past worth considering in more detail.
that haunts them. This is the goal of Players – to heal their
characters.
Scripted ve rsus fre e- fo rm
How is this achieved? Exiles assuage their guilt by using it, scenarios
invoking Numina in actions and conflicts within the Flame Some Narrators like to script their scenarios, going into detail
Worlds, however doing so risks dislocation. This is a cycle – regarding the scenes that take place and writing out the
the Exiles need to welcome Numina into themselves but risk major events, locations and characters involved. Purchased
destruction when doing so. adventures fall into this category. This can be very useful, as
going into detail gives the Narrator a sense of comfort that
they’ve covered every eventuality. However, there are a few
W h at d o e s t h e things to be aware of with this approach. Writing detailed
N a r r at o r d o ? scenarios is extremely time consuming and Players will more
than likely deviate from well-constructed plot lines, which
The Narrator has three really important jobs in the game. often means that no matter how much time the Narrator
Firstly, they are responsible for adjudicating the rules and has spent crafting their scenario, the story might end up
describing them to the Players, so they need to have a firm somewhere else completely. Also, it can be difficult not to
understanding of the mechanics of the game. Secondly, they railroad Players when using scripted scenarios, restricting
are responsible for creating the stories that the Players take their choices and giving the game a forced feel.
part in, and populating them with interesting locations and
characters. Finally, they create, describe and control the The alternative is the free-form approach, which you might
scenes that make up each scenario. These are tough jobs, so also call winging it! Here, the Narrator starts with a rough
let’s look at them in more detail. idea of the plot and the direction of the story and perhaps

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some of the characters and locations involved, but then observable changes in the Flame System. As such much of
makes up the rest on the fly as the game progresses. This the information on which missions are based is inaccurate
technique has the advantage of allowing the Narrator to or based on the conjecture of others. This can lead to the
react to the ideas and plans of the Players, but does put complications, as described below.
a lot of emphasis on the skills and ideas of the Narrator. It
can also cause problems if it becomes apparent that the
Narrator is acting off the cuff, as Players can lose focus on Imm e rsion
the game world and the story if they think the Narrator is Once the objective has been related to the Players, the first
‘making it up’. part of any mission is immersion. During this step the Player
Characters move to the location of the mission and adjust
Ideally, a combination of these approaches to scenario the environment they find themselves in, working out how
construction is best, combining the detail and forethought the environment works and just what they can and cannot
of a planned scenario with the flexibility and reactive nature do. Depending on the experience of the Exiles, this step
of a free-form game. Narrators should consider these two can take a considerable amount of time to complete. The
approaches before play to see which better fits their style. Narrator should monitor the actions and discussions of the
Players to assess when they are ready to move onto the next
step in the mission.
S t r u c t u r i n g Mi s s i o n s
In Exilium, missions are assigned to teams of Exiles by the
Envoy. In game terms the Narrator creates the mission,
presents an outline of the goals to the players (representing
their Characters interactions with one of the humans, Uplifts
or Puppets employed as agents by the Envoy), and play
begins. All missions have several key features that must be
considered by the Narrator, and these are discussed below.

Obj ec tive
Every mission must have an objective – what it is that the
Envoy tells the Exiles they need to do to complete the
mission? This could be something as simple as ‘take down
the Shadow’ to something as complex as ‘break the power
of the Shadow-led cartel that threatens the stability of
this region’. The objective is important because for the
Players it is the focus of their activities during the game,
the biggest clue they have as to what they are supposed
to be doing, especially when they are in an unfamiliar and
often potentially dangerous environment. Consequently,
the Narrator should give a fair degree of consideration to
mission objectives. Of course the objectives that the Players
are given might not really represent the situation they find
themselves in, but that is something for the Narrator to
decide.

The objective of the mission should be clear and concise. The


Narrator should remember that the Envoy is used to dealing
in absolutes, so the mission should be presented clearly in
black and white. The Envoy always describes missions as it
sees them, explaining the requirements and the outcome
it desires. This description, however, might not reflect the
true situation on the ground. The Envoy generates mission
objectives based on reports from operatives and the

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NARRATOR ADVICE

The Narrator should remember that, especially for Players Ac tion


playing Exilium for the first time, all of the Flame Worlds may Once the Players are familiar with the environment and
be new and exotic locations. The Narrator should ensure have identified the target, they need to take action. How will
that the sense of wonder and accompanying bewilderment they achieve the mission objective? What action or series of
are omnipresent in Exilium, especially in early missions. It is actions will they take? Planning and executing these actions
also worth remembering that even if characters are visiting is the main component of the mission, and in some cases
the same world on subsequent occasions, the Flame Worlds can be exceedingly complex. The Narrator should ensure
are all large enough to accommodate widely differing however that the actions required are matched to the
locations and societies, so Players should never feel that playing style of the Players. For example Narrators should
they understand a world completely, even if they have been not force Players simply interested in combat to sit through
there several times before. missions involving intrigue, or they might risk losing those
Players for good. Creating an objective and assessing the
Immersion is one of the most enjoyable stages of a mission, actions required to complete it are important jobs for the
where characters can perhaps forget the objective for a Narrator during mission planning.
short while and just enjoy the idea of being in a totally alien
environment. However, the Players should always be made When the Narrator is designing a mission, the possible
aware that if they waste too much time sinking into the actions that the Players may decide to take will result directly
environment they risk jeopardising the successful completion from the mission objective and the target in question. The
of the mission. The Narrator should also remember that the Narrator should try to second-guess a few of the more likely
denizens of the Red Worlds cannot differentiate normal actions that the Players may take, and prepare appropriately.
people and Exiles. Players should be extremely wary or However, the most enjoyable part of role-playing is that it is
revealing too much of themselves to the other denizens of a shared experience, and the Narrator will certainly never
the Flame Worlds, they would not be believed anyway! be able to cover all of the plans that a group of Players may
decide upon. In this instance improvisation is the key.

Targ et Planning the mission well in advance and understanding the


The next stage in any mission is identifying the target being objective, the target and the location of the mission will all
or organisation that is the focus of the mission. The mission help the Narrator feel comfortable in dealing with unusual or
objective told the Players what is expected of them, and this unforeseen Player actions. The Narrator should remember
step identifies the specific focus of the objective so that the that to the Players the environments they have entered are
Players can progress. In some missions the target is very outside of their experience, and the Narrator should feel
obvious, for instance those involving interactions with an comfortable making judgements during the mission without
authority figure, but for others uncovering the target can be having to worry about Players disputing them. After all, the
the bulk of the mission. Narrator knows a lot more about his version of Exilium than
the Players do.
The choice of a target by the Narrator when designing the
mission should take several factors into account. Firstly, the
main protagonist should be selected. It is a Shadow, a Dragon Com plications
agent or perhaps the Vrix? This of course is the primary Nothing is ever as easy as it seems. Without complications,
choice that the Narrator needs to make. Secondly, what is the many missions would be over rather quickly. Complications
destination of the mission? Certain groups and organisations add interest and an element of the unknown to missions,
are present on particular worlds, and Narrators should use and help to create the illusion that the Players are interacting
these groups if possible. By making use of the groups that with a living, breathing world full of possibilities.
help define the individual Flame Worlds, Narrators can help to
build the ambience of the location. The actual identification The Narrator should at least consider mapping out a single
of the target by the Players can take many forms. If the target complication to every mission, a factor that the Players are
is famous (or infamous), then finding them could be quite not aware of that only becomes apparent through play. Of
an easy process. Similarly if the target is an organisation of course many of the best stories involve many complications,
some sort, they may have a reasonably high profile. Some but the Narrator should always be conscious of over-running
targets, especially the military and the illicit organisations of the mission with side plots and losing sight of the mission
the moons of Steel will be much more difficult to uncover. objective. Complications are often what make missions
In many missions the identification of the target is the most challenging and dangerous, two key themes in any exciting
lengthy and involved step of the whole mission. role-playing session.

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Conclusion D esigning Sto ry Elem ents


Finally, after the actions of the Players and the complications During play, we can describe story elements as the
thrown in by the Narrator have been resolved, was the technologies, people and beings with which the Exiles
mission a success? Was the objective achieved and if not, why interact. Equipment, enemies, allies, Puppets, space craft ...
not? The state of the mission conclusion can then be used all are story elements. Designing and describing these is an
to define the final step of the mission, the reward. It should integral part of the Narrator’s role.
be fairly obvious if the mission is a success or not. After the
mission, the Envoy will quiz the Players on the outcome.
Encourage the Players not to lie in their assessments – it is Creating technology
well known that the Envoy employs other, rival Exile teams In any role-playing game set in the future, technology plays
to report on their peers. Also, the Envoy wants fast results a vital role. In many ways it is the description of exotic and
and Shadow endanger the Flame Worlds and Elysium. The powerful technologies that defines the concept of science
Players should soon realise that they have to act fast if fiction and introduces the sense of wonder on which so much
they are to succeed. In practice, once the mission has been enjoyment of the genre depends. Accordingly, technology is
completed the game can draw to a close, there is no need a very important concept. Generally speaking, the Narrator
to role-play the time after the objective has been completed is responsible for figuring into the game mechanics the
(or irreparably failed) unless there is a real desire to do so on effect of any technology that characters might bring to bear.
the part of the Players. The following sections describe how technology should be
approached when playing Exilium to give the Narrator a
guide as to just how this can be done.
Rewards
During play, characters earn character points, pills from
the Envoy to fend off dislocation and the ability to describe Technological Th em es
more of their crimes and of Elysium, their one-time home. Exilium is a ‘hard science fiction’ game. This means that, as
However, that is not the real reward of play. The goal far as possible, most of the technologies that are present
is redemption, reduction of the guilt scale to zero, and in the Flame Worlds should be considered feasible in an
acceptance back into Elysium. advanced society and should not contravene (at least not
drastically) the currently accepted laws of physics. Even the
Should a Player character ever reduce their guilt scale to science of nanotechnology on which Graintech is based is
zero, they are ready to be accepted back into Elysium. This is an area of keen scientific research in the real world; current
a great time for their Player, as they have achieved the goal predictions about the future possibilities of this technology
of Exilium: the redemption of their character. are not significantly different from those presented here. Of
course, the one science of Exilium that has no real world
The reward for achieving this goal is joint ownership with the counterpart – and so cannot be considered an extrapolation
Narrator of the method of their character’s redemption. This of current science – is Elysium, Numina, and the act of
occurs the next time that the character invokes Numina – as Dreaming, but this is science fiction after all. This is part of
the post-human that has mounted the character departs, it the essence of Exilium, so in this case a little deviation from
draw the redeemed soul away with it and back to Elysium. reality is required.
It could happen straight away, or further along in the story;
the Player and the Narrator should sit down and discuss An important consideration is that the Players control a
how the Exile makes his triumphant return to their life as a group of Exiles who are most probably familiar with only the
Numina. The Narrator should be very generous in giving the technologies of their home world, not the Flame Worlds as a
Player free rein to set the scene of their redemption any way whole. And to the Numina, technology has no meaning, or at
they wish. After all, they earned it. least on Elysium it may have a very different meaning to that
on the Flame Worlds. Numina have no real appreciation for
technology, and their overview is much less developed than
Inspirations fo r scenarios a normal human – much like a modern human in a science
One of the most challenging aspects of creating a scenario fiction setting. These factors strongly influence how the
is inspiration. All scenarios are based on a central idea or Narrator should portray technology.
premise from which the story unfolds. Getting inspiration
can be tricky, but luckily there are hundreds of fictional and For many technologies there is no set lists of devices;
non-fictional books, films and TV shows that the Narrator instead the Narrator can create anything that is required
can draw on. during a game ‘off the cuff’. This may seem like a daunting

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task, but what is most important to remember is that the is a story prop, an element of the adventure rather than
D6 rules engine is simple and robust; just assign a few something that alters the mechanics of the game.
key statistics to the technology (damage, range, etc. for a
weapon; manoeuvrability for a vehicle) and you are ready For many pieces of technology, there will always be an
to go. For many items of technology, a quick description of element of descriptive story that has no real effect on the
function is all that is required. In play, the characters and mechanics of the game. For example, the mechanical values
their interactions drive the story, not the technology. The assigned to different types of gun could be very similar, but
Narrator should see technology as a scene-setting device, the story effects could be very different. One might be a slug
and should not feel afraid of modifying or changing these thrower spitting out highly energetic metallic spheres, and
props as the game progresses. After all, who knows which the other a xenon laser that can sear flesh and bone. They
equipment Unity controls or why the Envoy gifts his agents both have the same game effect when they hit a target, but
one device over another? The Narrator shouldn’t waste time how they are described is very different.
giving needless detail about devices that have no real part
to play in the story. Technology in the game should be fun
and exciting; to keep it that way, the Narrator should focus Technology and Gam e M echanics
on what’s really important about a piece of equipment or Some pieces of technology have an effect that can be
device. modelled within the standard game rules. These devices may
be introduced simply by the Narrator when considering the
following questions: what is the purpose of the device, and
Technology as a Fl avou r how could that function be described in terms of the existing
A lot of technology in play is essentially a prop to help add game mechanics? If the technology can be described in this
flavour to the game. For instance, many of the space ships that manner, then it will be easy to integrate into the game.
skirt around the Splinter Moons cannot be ‘flown’ manually;
instead, a Fractal Mind does all the work. Using such devices Weapons as described in the technology section of
does not require a roll of dice, and the mechanics of game Welcome to the Flame Worlds have very precisely defined
play are not changed in any way. Technology of this kind numerical values that are integral to the framework of the

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game. Several examples are given there to aid the Narrator Each of the worlds of the Flame System is home to Shadows,
in designing new weapons for their games. addicted to the emotions that reality on that world
perpetuates.

Technology as a Myste ry
Exiles generally know very little about the more unusual Shadows on Ste el
technologies such as Graintech and the Salvaged Steel is a world of violence and unending war. Shadows are
technologies, and the Narrator should try to keep it that common here, drawn either by the death and destruction or
way. The Narrator should strive not allow Players to become by the emptiness and alienation war brings to perpetrators
comfortable with what they see on the Flame Worlds, and victims. Exiles typically have to kill these Shadows to
but should try to keep them off balance. This doesn’t release their Numina. However, the Shadow will need to feel
mean that every single device encountered should be what it is to die, so assassinations are typically not enough,
unique, but Players should never think that just because risking the Numina immediately returning to form another
something worked in a particular way during one mission Shadow.
it will definitely work the same way when they encounter
something similar elsewhere. With the entire knowledge Examples of Shadows on Steel
of Ultratech, the wonders of Graintech and Glitter and the Crazed military leaders, lone assassins, tyrant rulers of cities,
cobbled together mess of the Salvaged Technologies at the arms merchants, or arena champions.
Narrator’s disposal, there should be plenty of opportunity
to keep things fresh.
Shadows on th e mo ons
As on Steel, the function of those Exiles present on the moons
Shadows is to control and regulate those Shadows whose wealth and
greed becomes too great. Some Dreamers are emotionally
Hunting Shadows is at the core of Exilium – it is by bringing unsatisfied from a visit to the moons, and are driven ever
down Shadows that characters earn the help of the Envoy onward in the quest for more power and more control. As
and are eventually able to return to Elysium. Here we will they become wealthier and more dominant, these Shadows
discuss how the Narrator should create and use Shadows in can seriously disrupt the societies they occupy. Exiles are
their game. charged with stopping these Shadows from destabilising the
moons by breaking their power bases.

What are Shadows? Example Shadows on the moons


Shadows are Numina that have entered the minds of beings Debased merchants, tyrannical nobles, slavers, secret police
of the Flame Worlds, and become obsessed with what commanders, military leaders, or terrorist leaders.
they do. This obsession drives them onward to greater and
greater acts in a vain attempt to satisfy their needs – in
many ways, Shadows are Numina addicted to the feeling of Shadows on Ston e
reality. As the addiction grows, the Numina slowly subsumes The frustration, fear, anger and pain that accompany the
the host, forcing it to act in ever more extreme ways. harsh regimes of Stone are often the target of Shadows, who
Shadows threaten the stability both the Flame Worlds and rise fairly regularly among the workers. The Envoy instructs
Elysium. The Envoy’s task is to remove Shadows by freeing his agents to eliminate those that threaten operations on
the Numina, typically by exposing the Numina to such an the planet, releasing Numina trapped in a cycle of pain and
extreme of emotion that its needs are sated and it returns to hardship.
Elysium. The Envoy does this through its Exile agents.
Example Shadows on Stone
Example of a Numina becoming a Shadow Terrorists, eco-activists, disgruntled workers or corrupted
A criminal in the cold slums of Emerald performs his first officials.
kill. A passing Numina that is interacting with his mind at
the time feels what it is to kill another being, and becomes
obsessed with the sensation of murder. Now the Numina and Shadows on Mist and th e
host join together to become a Shadow; the Numina urges Splinte r Mo ons
the killer to seek out more victims and, in doing so, turns a Shadows inhabit both the pirates of the Splinter Moons and
one-time murderer into a cold, hard assassin. the forces that hunt them, revelling in the emotions that

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are generated from the Void war and the destruction that for example ambushing and disbanding a mercenary team
follows. Just like elsewhere in the Flame System, Exiles are headed up by a Shadow. However, if the players like the
sent to hunt down these Numina and destroy them before idea of political intrigue, then corrupt officials, rulers or
they tip the war either way. lawmakers might make better Shadows, and bringing them
down might involve revealing their links to shady operations
Example Shadows on the Splinter Moons or otherwise exposing them, rather than outright killing
Crazed Unity commanders or fanatical pirate lords. them.

Taking it a step further, more morally ambiguous Shadows


Shadows on Ocean might be Doctors or Activists, and freeing them to return
Ocean elicits feelings of boredom and frustration among its to Elysium might involve something that actually seems
population. Although not the sort of emotions that usually detrimental to society, such as breaking a freedom movement.
lead to the occurrence of Shadows, when they do appear it In this way Shadows give the Narrator an easy way to control
can be devastating due to the reliance of the whole Flame just what Exilium is about.
System on the fuels Ocean provides. The shipment of fuels
from Ocean to the inner System is vital to the maintenance
of civilisation throughout the System, and Exiles work hard Shadows and th e Envoy
to keep the scoops running smoothly. Although the Envoy can tell roughly where a Shadow
is, he cannot say exactly. Typically the Envoy uses his
Example Shadows on Ocean understanding of Dreamers coupled with information from
Tyrannical or corrupt officials, active Separatists, eco- networks of informants to pin-point Shadow activity. Once
terrorists or frustrated workers. the Envoy has done so, he calls a team of Exiles to meet him
and passes on what he knows. The exiles then have to figure
out who the Shadow is. Luckily, the Black pills the Envoy
Shadows on Cloud gives to Exiles have another effect – they make Shadows
Cloud is a totally artificial environment. Those who visit are when physically viewed glow with a soft red light, a vague,
awarded with a magical realm of their own, devised to fit ghostly outline that follows the form of the host. This allows
their needs. Consequently, Shadows are found in abundance Exiles to see who they need to deal with when they are face
among those who visit the world’s interior. Exiles often to face. However this tells them nothing about how they
come for these Dreamers, infiltrated by the Envoy into the must free the Shadow – that is something they’ll need to
planet through false identities and much covert political work out themselves.
manoeuvring amongst the Fire Council.
The Envoy also has access to supplies that can be passed
As the last exit point of the Numina, Cloud also may hold to his agents – equipment, passes, travel tickets etc. The
secrets to Elysium. The Envoy has good reason to send Exiles Envoy’s resources are not limitless however, so Exiles usually
to Cloud. get the bare minimum to get the job done, no more. During
their mission the Envoy will keep in touch, expecting reports
Examples of Shadows on Cloud of situations as they develop.
Anyone who has experienced Graintech and gained
everything they desire is potentially a Shadow. The Envoy can also be used by the Narrator to help Players
along, point them in the right direction should they stall in
their investigations.
Using Shadows to Rein fo rce
Th em es
As the Narrator, you’ll need to introduce the themes that Dark Souls
the players highlighted when the game began. The use of
different types of Shadow is the most obvious way to do this. This section describes a generic set of Shadows that may be
For example, if the players all want an action-orientated inserted into a game of Exilium, or may be used by a narrator
type of game, then Shadows that feature a design to harm, as a springboard for their own creations. The entries are
enslave or otherwise punish work well. So killers, corrupt described in such as manner as to allow the narrator to
soldiers, drug dealers, gangland lords etc. all make good adapt them to style of play of their game and to slot them
Shadows. Ending these Shadows might well come down into existing campaigns with little fuss.
to killing them or destroying the group they represent,

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NARRATOR ADVICE

Ta y g i n M o r n thought she perceived the reality of his situation he would


b u l ly a n d t h i e f have no qualms about having her killed. For the children
however Syrma represents a dream-like figure of purity and
Description: a short thin man with brown eyes, dirty black even love, an angel in the darkness of Morn’s reign. She is
hair and a thick beard who appears to be in his early fifties, perhaps the only person who could test Morn’s control over
with tattoos covering most of his body. He dressed in ragged, his children.
dirty clothing.

‘Come come lad, where’ya from? Got nowhere to go? Come Adventu re se ed – Mo rn
with me. I’ll sort you out.’ The Envoy knows there is Shadow activity on Emerald, and
that it originates in the slums, but not where exactly, so he
Location: Emerald, hiding out in a derelict part of town. sends in his team. Red herrings include a drug ring operating
in the same area as Morn, and a violent murder. In fact it’s
To all appearances Morn is a grubby, wizened old man with just possible that the Exiles stumble across Morn completely
a benevolent streak a mile wide. Taken to long, rambling by accident while investigating and ultimately getting drawn
monologues and irreverent and unintelligible mutterings, into a murder. Perhaps one of his children sees the crime, and
Morn is considered as borderline insane by most he comes inadvertently leads the Exiles away from the real Shadow.
into contact with. Wandering from area to area, he is known
to all as ‘Uncle Morn’ as he has a real fondness for children.
Morn drags a posse of children with him, begging food for R a s t e r Pi l k
his wards as he goes. Six children of ages up to sixteen can M e r c h a n t wi t h a d a r k
be found with Uncle Morn, ‘refugees’ as he calls them. In secret
reality he took these children when the Shadow came. Morn
is considered a kindly eccentric by all, ignored for the most Description: A tall, imposing man with steel grey hair and
part, just another sad case of a good man driven over the brown eyes in his sixties, dressed in fine clothes and sporting
edge by the nature of Emerald. an ornamental sword.

However, under Morn’s kind exterior lurks a truly twisted ‘Hmmm. There is simply nothing of interest you have to
and malevolent individual, shattered by the presence of the trade. You must be leaving now.’
Shadow. In reality Morn isn’t a kindly and benevolent man
trying to help lost children; instead he keeps the children as Location: Diamond, head of the Merchant House Garont.
his own gang. Working with his two ‘associates’ Xavier Coin
and Col Rice, Morn has taken the children he picked up and Raster Pilk has been a trader all his life, and the fierce
perverted them, twisting and corrupting their fragile minds. competition has made him the man he is. With a reputation
Working on the fears and hopes of these unfortunates with for making the kind of harsh business decisions that even
a little physical persuasion courtesy of Coin, Morn turns other merchants find cold, Pilk is a powerful force within
the children into slaves whose only hope of salvation lies in House Garont, if you have something worth trading that is.
obeying their ‘uncle’. He then uses them to rob and steal. The gift that separates Abbott from other drifters is a mental
The Shadow within glories in power and dominance, and detachment that some less generous individuals would
Morn has become a plaything to sate these urges. consider an illness – the effect of the coming of the Shadow.
To Pilk, people aren’t people; people are things, goods, and
Morn has two rules about his gang - never to get involved commodities to be bought, sold, and discarded when not
with the authorities, and never to let his secret out. The needed. He’d buy and sell anything for his own profit. That
children themselves are efficient at what they do and he has been successful there is no doubt. His one rule is that
are fiercely loyal to Morn, and so far no one in any of the he makes no deals outside of his own Merchant House – if
communities he has visited have ever had reason to doubt you want to talk to Pilk, you have to persuade Garont to
the old man. let you in. This keeps Pilk separated from undesirables. He
rarely travels.
The only person Morn allows to see the children on a regular
basis is the local healer Syrma Price, who helps to keep the Pilk has a secret. He has an addiction; only his is not drugs.
kids in relatively good health. Morn tolerates her presence He lives for the thrill of evading the law, buying things that
from time to time – breaking one of his rules – for the sake aren’t legal – not because he needs them, but because he
of keeping the children at ‘operating efficiency’, but if he can. This perversion was brought on by the coming of the

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Exilium

Shadow. Illegal trade gives Pilk a thrill, a release, something Steel. Unfortunately for him, drugs are hard to come by in
he now can’t live without. He has been feeding his need in the forest, and the shock of his wthdrawl has left his mind
the inner sanctums of House Garont, purchasing all manner ragged and bare. A bitter, uncompromising and sick man,
of illegal items and stashing them, paying or threatening the Cains is not someone to cross. Recently he and his gang
servants to silence them. So far, this has gone unnoticed. have started stalking some of the medical aid groups that
The trouble is Pilk is finding the release he feels isn’t coming move through the jungles. Cains is beginning to think that
as often as he would like, and he has begun contemplating these teams might have drugs he can use, but so far the
other ‘sources’ of amusement, such as Glitter… bodyguards have kept him at bay, at least for now.

Adventu re se ed – Pilk Adventu re Se ed – Cains


The Envoy sends the Exiles to Diamond, where some strange This adventure could be played out as a straight hunt
market patterns coincide with the presence of a Shadow. A through the jungles of Steel. Cains is a wily adversary, and
little investigation around the Merchant Houses identifies uses his keen local knowledge to lead the Exiles into all
House Garont, but Pilk is hard to meet. Perhaps the Exiles manner of trouble, such as an active army base, a hunting
need to offer something to sell that will draw an audience pack of Uplifts and perhaps an encounter with a Vrik…
with the Merchant. But once they know that Pilk is the
Shadow, how to free him back to Elysium? Uncover and
expose his dealings? If Pilk gets wind of their plans, a deadly B l ay s W h i t e
game of cat and mouse could follow… e x- a r m y m e s s e n g e r
Description: A short, muscular man in his mid-forties with
Ab s o t h C a i n s brown hair and eyes, dressed in tailored combat fatigues.
Thie f and kille r Blays typically travels armed with a hunting pulse rifle and a
selection of blades.
Description: A skeletally thin man in his late forties with
black hair and piercing blue eyes, dressed in a shabby ‘Which one of you gentlemen is Cobbs? I have a message for
overcoat covering body armour. He carries a pulse pistol and you.’
a long hunting knife.
Location: Steel polar regions
‘Hey mate, what you got there?’
Blays White keeps fit, talks well and affects an air of happy
Location: the Jungles of Steel optimism. Accustomed to the menacing and brutal character
of your average inhabitant of Steel, the soldiers of the units
To all intents and purposes the skeletally thin Absoth Cains is he frequents like dealing with someone of White’s apparent
an example of the depths that men can sink. Striding through good nature. However, beneath the air of gentility White
the jungles of Steel with his gang, Cain threatens and cajoles is just another of the typical mercenaries that keeps the
smaller groups he encouters in his thin, whispering voice, warzones of Steel connected. In fact it is this total lack of
intimidating those he can into giving him what he wants. He differentiation that has forced White to adopt his outward
steals as well, using what he gets to trade with those groups persona, as if his eccentric nature gives people something
too large or well organised to threaten but unscrupulous to separate him from the other violent characters of the
enough to deal with him. With his piercing gaze and world. Always smiling, White found himself a drifter after the
drawn, haggard features Cains comes across as a brutally Shadow came, simple as that. The Shadow longs to see ever
uncompromising man, leaving few to imagine that anything more of the world of Steel, and forces White onwards, never
resembling human feelings occupy his thoughts. Never letting him settle. Behind the smile he’s a devastated man.
alone, his thugs always accompany him, noted as much for
their lack of intelligence as anything else. To many he visits White deals in information, and has a reputation for
Cains is the epitome of scum, a deranged man feeding on discretion. He travels from unit to unit, spreading the news
the desperation of others. and delivering personal messages, all in exchange for food
and some lodgings. He guards this ‘business’ jealously,
Cains was born to host a Shadow long before it took place. warning others off ‘his patch’. Luckily, he’s well liked and
A serial drug addict, petty criminal and career vagrant, more importantly trusted, as far as people are willing to trust
Cains was set up perfectly to survive in the violence of drifters. He does travel with others though; eager not to be

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NARRATOR ADVICE

alone in the woods if he can help it. An ex-soldier, White society. This affects his work too – several of his creations
suffers from serious mental issues after the coming of the are nothing more than Aberrations, and several deaths have
Shadow, and is prone to bouts of paranoia and depression, been as a result of his work.
a personal affliction that he has managed to keep to himself
for the most part.
Adventu re Se ed – Stow
The Envoy alerts the Exiles to a serious of Aberrations that
Adventu re Se ed – White have recently run amok on Sapphire. Apparently, attacks
This adventure could be a little less ‘black and white’ than were centred on the same general location, and the Envoy
most. White isn’t outwardly dangerous or cruel, and isn’t reveals that there has been Shadow activity. Can the Exiles
injuring others. Hunting White down from the Envoy’s vague find and face the threat of Stow and his twisted creations
location could be hard, but the meat of the adventure could before others die?
actually be meeting with those who deal with White to
understand what makes him tick and therefore what could
free the Shadow. Perhaps a trip off world would do it, as a J u l i u s A r m i ta g e
visit to Cloud and the endless wonders of Graintech would un hing ed artist
sate anyone’s desire to see more of everyting.
Description: A short flabby man in his early forties, with
a shaved head, a beard and soft brown eyes, dressed in a
B o ris S tow shoddy tracksuit. Armitage is rarely seen without assorted
f l aw ed r o g u e U pl i f t e r artist’s tablets.

Description: a bearded individual in his early forties, with ‘So beautiful! Do you see it? Do you? The way that Shalk is
grey eyes and short but wild brown hair, wearing glasses and standing? The hopelessness? So beautiful.’
dressed in a laboratory coat.
Location: Opal
‘Hmmm. Wait, I see, I see it! This genetic structure’s sound,
yes, I could make something here…’ An artist, Julius Armitage spends his time making images
of Opal. Travelling from place to place, Armitage has seen
Location: Rogue Uplifter labs of Sapphire much that the moon has to offer. With an awkward gait and a
portly, unhealthy body, Armitage is a familiar figure to many.
Looking almost a mess even in a clean lab coat, Stow’s His broad face, constantly lined with concentration, darting
dishevelled appearance hides his brilliance. Travelling about eyes hidden behind his glasses and carefully sculpted beard
Sapphire, he helps with the construction of Uplifts. However make him instantly recognisable. When he speaks it is in a
Stow’s real talent does not lie in building or repairing things surprisingly tight, high pitched and nasal voice which many
(there are many others more highly skilled), but in a natural find uncomfortable. Clutched under one arm is an artist’s
ability to see things in a different way to everyone else and tablet, the tool of his trade.
a drive to create life. Not many people would be able to take
the smashed wreckage of DNA and envisage what it could Armitage walks about until he sees something that catches
become. Stow is an ideas man, a unique thinker and also a his interest. This could be broken tower jutting from the
passionate believer in himself, in short – a genius. Stow lives ruins of a building, a soldier or a child, seemingly nothing is
for ‘his work’. The Shadow that came to him has driven this insignificant enough to escape Armitage’s eye. Once he has
need to create life ever onwards – Stow finds it hard to stop found something he considers worthy of note, he gets out
his work. the tablet and begins to sketch. This can and has happened
anywhere. Once Armitage has sketched the image he rises,
Unfortunately, as it is for like many who see things differently puts the tablet away and sets off once more. After a full
to the rest of mankind Stow has difficulty communicating day he returns to his cramped accommodation, and makes
with others. Bumbling and stuttering through conversations copies of the scenes, using his precious paints. His room is
and glowing with embarrassment, Stow has struggles stuffed full of images, with paintings and sketches littering
to communicate his ideas, in fact he sometimes barely the floor and piled up on rickety bookshelves.
recognises people as fellow human beings. It seems he
suffers from some mental condition that alienates him from Armitage has no idea why he does this. It’s just a need, a
the world and ultimately stops him integrating into human burning passion that he must sate. Without his drawing tools

149
Exilium

he gets cranky and agitated, even violent. In fact though this scale by considering their strengths and weaknesses
few doubt that he’s ‘not quite right’, he isn’t a killer. But His in comparison to humans. Remember to use the scaling
secret is that he likes to sketch the dead – this is the Shadow rules where necessary when describing particularly large
driving him to create art, to capture a moment forever, creatures; note down the scale of the incidental non-player
even in death. He’s started following Jules Pent, a serial character as a Perk. The value of Attributes compared to a
killer. After Pent commits his crimes, Armitage arranges and human is reproduced here for ease of use.
sketches the corpses.

Adventu re Se ed – Armitag e 1D Below average Attribute


Dead bodies, seemingly artistically arranged, have begun to 2D Human average for Attributes
come to light on Opal. It seems someone is taking perverse 3D Average impressive Attribute
delight in killing. This adventure shows that not all Shadows 4D Average exceptional Attribute
are killers, in fact Armitage is little more than perverted. The 5D Highly trained Attribute for a human,
real danger here is Pent, the serial killer. But can the Exiles Olympic athelete
see the difference?

C r e at i n g n o n - p l a y e r Incidental characters have Skills but, instead of selecting


charac te rs Skills for each Attribute as with a Player character, we create
them on the fly using our mental image of the character.
Part of the job of the Narrator is to create and play the parts Then anything that crops up during play that the Narrator
of the various non-player characters that are encountered thinks the incidental character is capable of can be assigned
in the game. These range from uplifted animals, Puppets a Skill. The scale of skills compared to a human is also
and humans to all the other people that make up the world reproduced here.
of Exilium. We can divide these characters into two types
depending on their relevance to the story being told.

1D Below average Attribute


Incid ental non- pl aye r 2D Human average for Attributes or
charac te rs untrained skills
Incidental characters are just that – incidental to the main 3D Average trained skill
story. They act to support the Exiles and may oppose 4D Average professional level of skill
them, but they are incidental to the real focus of the game. training
Creatures and many Puppets will be incidental characters, 5D Expert skill training
as well as humans that are not central to the story being 6D About the best trained in a city of region,
told. 1 in 100,000
7D Among the best trained on a continent,
The most important aspect of an incidental non-player 1 in 10,000,000
character is to form a mental image of them before or 8D Among the best trained on a planet,
during play: ‘what can they do?’, ‘what are they like?’, and 1 in 100,000,000
‘what do they want?’ are good questions to ask. This mental 9D+ Incredible level of expertise
image will be used when defining them further. Jot down a
few notes, just enough to remind the Narrator of what they
are like and what they can do.
Finally, assign the incidental character any extra equipment
Incidental characters are defined in the same way as Exiles: or natural abilities it may have, so that the Narrator can take
using Attributes. Each incidental character has values these into account when assigning difficulties. Abilities and
assigned to the same four Attributes of Might, Agility, Wit powers that are not covered by Skills can be assigned as
and Charm. The scale assigned to humans in the character Perks. These don’t have to be described in the detail they
creation section of this book can be used to select are for Exiles; instead, a few words can be jotted down to
appropriate values, with 4D being the normal maximum for give an indication of what the character can do, like a short-
humans. Creatures and Puppets can also be assessed against hand reminder of the characters traits.

150
NARRATOR ADVICE

Example of an ability expressed as a Perk Policeman


The Narrator’s image of an uplifted creature from Steel The security forces of the Flame Worlds
includes the fact that it is a flier, but not a great one. The
Narrator notes down ‘clumsy flier’ as a Perk for the creature. Scale: 0D
Might: 2D+2 Wit: 2D
Example incidental non-player characters Agility: 2D+1 Charm: 2D
Some example incidental non-player characters for the Skills: Brawling 3D, Pistol 3D,
Narrator to use in their scenarios are given below. Security 3D
Gear: Light armor vest, pulse pistol, handcuffs
Static: Dodge 7, Block 9, Soak 8 (11)
Ex am ple Incid ental Charac te rs
Smoke Agent
Average Human One of the deadly agents of the Fire Council
A typical human of the Flame Worlds
Scale: 0D
Scale: 0D Might: 3D+1 Wit: 2D+2
Might: 2D Wit: 2D Agility: 4D Charm: 2D
Agility: 2D Charm: 2D Skills: Brawling 5D, Pistol 5D, Dodge 5D, Security 5D, Sword
Skills: Any three at +1D each 5D+1
Gear: As needed by profession Gear: Laser pistol, Sing-sword.
Static: Dodge 6, Soak 6 Static: Dodge 15, Block 15, Parry 16, Soak 7
Perks: Master of disguise
Typical Servant Puppet
Found on all the Flame Worlds Soldier of Steel
One of the combatants found on Steel
Scale: 0D
Might: 2D+1 Wit: 3D Scale: 0D
Agility: 2D+2 Charm: 1D Might: 3D+1 Wit: 2D
Skills: Any three at +1D each Agility: 2D+1 Charm: 2D
Gear: Ceramic body Skills: Dodge 3D+1, Rifle 4D+1
Static: Dodge 8, Block 7, Soak 7 (13) Gear: Gel suit with ceramic plate armour (+6), pulse rifle.
Perks: Not true artificial intelligence, subservient, trusting Static: Dodge 10, Block 10, Soak 10 (16)

Typical Security Puppet of the Splinter Moons Unity Soldier


Similar models found on all Worlds A soldier of Unity, the best on the Flame Worlds

Scale: 0D Scale: 0D
Might: 4D+1 Wit: 2D+1 Might: 4D Wit: 2D+1
Agility: 3D+2 Charm: 1D Agility: 3D+1 Charm: 2D+1
Skills: Brawling 4D+2, Rifle 5D Skills: Brawling 5D, Dodge 4D+1, Pistol 5D+1, Rifle 4D+1
Gear: Hardened ceramic body Gear: Full segmented ceramic armour (+9), pulse rifle.
Static: Dodge 10, Block 14, Soak 13 (22) Static: Dodge 13, Block 15, Parry 12, Soak 12 (21)
Perks: Not true artificial intelligence, suspicious, diligent
Pirate of the Splinter Moons
Criminal
An average thug of the Flame Worlds Scale: 0D
Might: 3D Wit: 2D+2
Scale: 0D Agility: 2D+1 Charm: 1D+1
Might: 2D+2 Wit: 1D+2 Skills: Dodge 4D, Rifle 4D+2
Agility: 2D+1 Charm: 1D+1 Gear: Vacuum gel suit with ceramic plate armour (+6),
Skills: Brawling 3D, Pistol 3D, slug rifle
Gear: Pulse pistol, bulky jacket to conceal it in Static: Dodge 12, Block 9, Soak 9 (15)
Static: Dodge 7, Block 9, Soak 8

151
Exilium

Com pre h ensive non- pl aye r When creating comprehensive characters, remember that the
charac te rs guilt and dislocation rules outlined at the start of this book for
Characters that have a more important part to play in the Exiles are used only for Exiles and not for other characters.
story are called comprehensive non-player characters. Normal people, even Shadows, don’t use these rules.
These individuals have an important part to play in the
evolution of the game. Important characters that feature
prominently in a story will be comprehensive characters, as T ying it all tog eth e r
will Shadows. The Narrator has the task of taking the scenario, the scenes,
the location of the action and the participants, then tying
Comprehensive characters can either be handled in the them all together to make a story with the aid of the Players.
same way as incidental characters, or optionally can be This might seem like a huge task, but once you get the hang
created in the same manner as Exiles, using the rules of it, it’s not too daunting. The main advice for a novice
outlined at the start of this book. In this case comprehensive Narrator is to let the story flow. Don’t inhibit the Players’
characters should have their Attributes and Skills defined creativity just because their desires don’t fit with the original
before play. Remember though, the total D that are assigned plan of the scenario. Instead, try to react to their actions and
to Attributes and Skills can be different to the values laid adapt the scenes as required.
out in character creation – those numbers are for heroic
humans (which is what Exiles are). The Narrator should Finally, remember that playing Exilium is supposed to be fun
feel free to tweak these numbers to fit their concept of a for the Narrator and the Players. As long as you keep that in
comprehensive character. mind, you should be OK.

152
The Backers

Th e Envoy thanks th e following Exiles


fo r th eir se rvices in creating this gam e

1954796132 Ed Kowalczewski Mike Bowie


Adam Kibbler Ed Sampert Neal Dalton
Alcethenecromancer Frank Hart Neal Tanner
André Roy Gestaltar skiten Nick
Andreas Loeckher GK Coleman Patrick Harris
Andrew MJ Gustave Michel Pesti
Antoine Lenoir Herman Duyker Peter
B Morris Ian McFarlin Peter Engebos
Backer Name Ian ONeil Phil Davies
Benjamin Widmer Jack Gulick Philip Schneider
Brennan Dawson Jakob Schmidt Phillip Sacramento
Brian Hollenbeck Jamie Wheeler Rachel ‫ لشيار‬James
Brian J. Shepherd Jason Corley Ralph Mazza
Brian Kreuzinger Jay Watson Raymond Bennett
Bruce Turner Jennifer Raymond Mullikin
Bryce Leland Carlson Jeremy Kear Recrispi
Caraig Jerry D. Grayson Redfuji6
Carl Rigney Jesse Burneko Reise, Reise
Carl Walter Jochen Linnemann Ricardo Madeira
Chris Edwards John “johnkzin” Rudd Richard Wallace
Chris George John A W Phillips Robert G. Male
Christopher Bruce John Doyle Robert Kim
Christopher Vogler John Duffield Ronald Olexsak
Chuck Dee Jon Mayo Semiomant
Clark Langridge Jussi Leinonen Shawn Carman
ColinJ Konig-Wolf Simon Jennings
Curt Meyer Lakshman Sophie Lagace
Dan Rogart Lorenzo Fossetti Steven Lord
Daniel Crisp Lou Goncey Steven Moy
Daniel T. Kulhanek Louis Sylvester Steven Warble
Daniel Wilks Marcus Burggraf Stewart Wieck
Darby Keene Mark A. Siefert T. Kurt Bond
Darren Foster Mark Solino Thomas Martin Eifried
David Ackerman Mark Thompson Thomas P. Kurilla
David Dalton Markus Raab Timolution
David Duerschlag Martin Costello Tobias
David Margowsky Martin Greening Tom Zunder
Dawid Wojcieszynski Martin Schramm Trey Palmer
DD Ra Matt Erspamer Trip the Space Parasite
DivNull Productions Matthew C H Winder Warren Nelson
Doug Grimes Michael Feldhusen Wyatt Sons
Douglas Bramlett Michael Wolf

153
Exilium INDEX

- i ndex -
k x q o m

A Character Creation Example Part 3 22 Environment 116


Aberrations 83 Character Creation Example Part 4 23 Society 117
Acting Out of Sequence 35 (Example) Incidental Characters 151 Structure 116
Action 141 Charm 18 Technology 116
Action and Adventure 10 Charm Skills 21 (Examples of) Dice Affecting the
Advanced Character Option – Loci Chases 45 Direction of a Story 29
and Hack Augmentations 23 Chimera 130 Diffusive Computing 77
Advanced Exile Option – Simulcra 25 Chimera Key Members 132 Discovery and Wonder 10
Advanced Exile Option – Uplifts 24 Choosing appropriate Attribute values Di scuss the Game First 138
Agents of Dragon 135 and Skills 26 Dislocation 53
Agility 17 Cloud 126 Don’t get tied up assigning equipment 26
Agility Skills 19 Access to Cloud 128 Dragon 133
Aiming 38 Augmentations on Cloud 128 Dragon in Games of Exilium 135
(The) Alien Mind 82 Environment 128 Dragon’s Goals 134
Ammunition 38 Simulcra on Cloud 128 Dream Destinations 60
(Julius) Armitage 149 Structure 128 Dreaming 60
Armour 76 Uplift Acceptance on Cloud 128
(Glitter) Armour 76 Combat 36 E
Asphyxiation 40 Complications 22, 141 Eater-clouds 133
Assemblers 68 Conclusion 142 Elysium 12
Attacking a Target 36 (Interrupting) Conflicts 35 Ember Series Simulcra 71
(Step 2 –) Attributes 17 (Re-initiating) Conflicts 34 Emerald 105
Augmentations among Unity and Conflicts 33 Environment 106
the Fire Council 64 Conceding during conflicts 33 Society 106
Automatic fire options 38 Consequence 31 Structure 106
Core Rules of Exilium 28 Technology 106
B Corrupt Glitter 134 (The) Envoy 61
Bio-fusing 85 Creating a picture 26 Eugenics, Bioengineering and Uplifts 79
(Mechanics of) Bio-fusing 43 Creating Exiles is fun! 26 (Creating) Exiles 14
Bio-welding 85 Creating the Game 10 Exile Teams 16
(Mechanics of) Bio-welding 43 Creatures of Steel 90 Exile Uplifts and Perks and Complications 24
Black Technologies 133 Criminal 151 Exiles 14, 61
Burn Loci 49 Currency 64 Exiles and the Game 50
Burn Wound 50 External Driver – Hunting Shadows 139
Burst fire 38 D
Damage 39 F
C (Effects of) Damage 44 Fallen Angels 4
(Absoth) Cains 148 Damage to Vehicles 44 Falling 40
Canticle of Fire 62 Dangers of the Flame Worlds 40 (A) Final Comment 9
Canticle of Smoke 64 Dark Souls 145 (The) Fire Council and Unity 62
Canticle of Steel 64 Death 10 Flame 86
Canticle of Storm 64 (Step 6 –) Define the scales 23 (The) Flame Worlds 60, 86
Chameleon Skin 76 (Step 4 –) Define their Crime 22 Fluid Atmospheres 42
(Steps in) Character Creation 15 (Step 5 –) Define what they own 23 Fractal Minds 71
Character Creation Example 17 Designer’s Notes 8
Character Creation Example Part 2 18 Diamond 116

154
Index

G Masers 75 Technology 125


(Example of) Game Creation 12 Mental Perks and Complications 54 Uplift Acceptance on Ocean 126
Glitter 67, 133 Might 17 Old Earth 60
Glitter and Medical Technologies 85 Might Skills 19 Opal 114
Glitter and Puppet Technologies 71 Mist 121 Environment 115
Glitter Augmentations 68 Augmentations on Mist and the Society 115
Glitter Puppets 133 Splinter Moons 124 Structure 115
Gold 87 Environment 122 Technology 115
Graintech 65 Simulcra on Mist and the Order of Actions in a Round 35
(Encounters with) Graintech 67 Splinter Moons 124 Overview of the System 60
Gravity Wells 41 Society 123
Grenades 38 (The) Splinter Moons 121 P
Structure 122 Perk Hacks 46
H Technology 122 Perks 21
Hack Limitations 47 Uplift Acceptance on Mist and Perks and Complications 21
Hack Limitations for Exiles 23 the Splinter Moons 124 Physical Perks and Complications 54
Hacks 45, 68 Modifiers to the Targets (Raster) Pilk 147
(Mechanics of) Hacks 45 Dodge Static Resistance 38 Pirate of the Splinter Moons 151
Hadaption 80 Money 17 ‘Plants 69
Haunted by the past 26 (The) Moons of Steel 104 Plasma Cannons 75
Healing 43 Augmentations on the Policeman 151
Heroic Exiles 18 Moons of Steel 105 (The) Price of Exile 62
Home 10 Formal Conflicts 104 Prion Series Infiltration Simulcra 72
Simulcra on the Moons of Steel 105 Project C himera 130
I Uplift Acceptance on (Servant) Puppet of the Flame Worlds 71
Immersion 140 the Moons of Steel 105 (Typical Security) Puppet 151
(The) Instinct Test 55 Morality 11 (Typical Servant) Puppet 151
(Example of following) Instincts (Taygin) Morn 147 (Typical Steel Heavy Combat) Puppet 71
and Complications 55 Movement 39 Puppets 70
Intelligence 80 Multiple Actions 36
Intent 30 The Mystery of Exilium 138 R
Intent and Consequences in Conflicts 34 Rail Guns 75
(Reconsidering) Intents in N Ramming 45
Standard Tasks 32 Names 16 Rapier Series Simulcra 72
Intents to Cause Damage 30 Nano Swarm Launchers 75 Redemption Station 130
Internal Driver – Resolving Guilt 139 Narrator Advice 138 Replicators 133
Interplanetary Craft 78 Narrator involvement in Exile creation 26 Reproduction 82
Introduction 6 Native Environments 40 Resisted tasks in conflicts 36
Comprehensive Non-player Resistive Plate 76
K Characters 152 Reward One - Experience 50
Key Technologies of the Flame Worlds 68 (Creating) Non-player Characters 150 Reward Three – The Envoy’s Pills 54
Key Themes of E xilium 10 (Incidental) Non-player Characters 150 Reward Two – Expanding on Crimes
(Invoking) Numina 52 and Elysium 52
L Numina and Exiles 52 Rewards 50, 142
Loci 47, 69 Roles Within the Game 9
(Mechanics of) Loci 47 O Rolling Dice 33
Loci Limitations 50 Objective 140
Loci Limitations for Exiles 23 Ocean 124 S
Loci, Puppets and Machines 49 Augmentations on Ocean 126 Salvaged Technologies 65
Locus-linking 69 Environment 125 Sapphire 107
Simulcra on Ocean 125 Environment 108
M Society 125 Society 109
Manipulators 80 Structure 125 Structure 108

155
Exilium

Technology 108 Environment 118 Uplifts in Unity and the Fire Council 82
Scale Modifier 40 Inhabitants of Stone 118 Uplifts Originating on Sapphire 110
Scaling 40 Simulcra on Stone 120 Kekara 111
(Inspirations for) Scenarios 142 Society 120 Opilk 110
Scenario Forms 139 Structure 118 Raksasa 112
Scenes 29 Technology 120 Sapra 113
Scripted versus Free-form Scenarios 139 Uplift Acceptance on Stone 120 Uplifts Originating on Steel 92
Secrets 130 (Designing) Story Elements 142 Barghor 98
(The) Seedship 136 (Boris) Stow 149 Gorran 100
Shadows 60, 144 Structuring Missions 140 Jakkar 96
(Examples of) Shadows 8 Styles of Play 11 Kyril 93
(What are) Shadows? 144 Suppressing fire 38 Shalk 95
Shadows and the Envoy 145 Seirim 99
Shadows and the Fire Council 62 T Simial 92
Shadows on Cloud 145 Target 141 Verk 97
Shadows on Mist and the (Standard) Tasks 31 Xular 102
Splinter Moons 144 (Standard) Tasks and Resisted Tasks 29
Shadows on Steel 144 (Standard) Tasks, Attributes and Skills 32 V
Shadows on Stone 144 Technological Mystery 10 Vehicle Combat 44
Shadows on the Moons 144 Technological Themes 142 Vehicle Movement 44
Shadows on Ocean 145 Technology 64 Vehicles 43, 77
(Using) Shadows to Reinforce Themes 145 (Creating) Technology 142 (Repairing) Vehicles 45
Simulcra 71 Technology and Game Mechanics 143 (Statistics for) Vehicles 43
Simulcra Complications 26 Technology as a Flavour 143 (The) Vrix 135
Simulcra Perks 25 Technology as a Mystery 144 (The) Vrix in Games of Exilium 136
Simulcra Minds 72 Thread Burning 49
Simulcra on the Flame Worlds 73 Threads 49, 69 W
Skill Descriptions 19 Timing 30, 35 Weapon Manufacturers 73
(Which) Skill or Attribute makes Tools and Difficulties 32 Weapon Ranges in Space 44
the most sense? 32 (Average) Travel Times 78 Weapons 73
Skill Specialisations 19 Tying it All Together 152 (Glitter) Weapons 75
(Step 3 –) Skills, Perks and Complications 18 (Melee) Weapons 73
Smoke Agent 151 U (Ranged) Weapons 73
Soldier of Steel 151 Ultratech 64 Weapons and Armour on the
Space Planes 78 Unarmed and Melee Combat Damage 40 Flame Worlds 76
Spacecraft 78 (Organization of) Unity 62 (Multiple) Weapons on Vehicles 45
Speech 80 Unity Soldier 151 Welcome to E xilium 8
(The) Stars 86 Unusual Uplifts 102 What Do Exiles Do? 139
Static Defenses 21 Shrika 102 What Do We Need to Play the Game? 9
Static Resistances 36 Vrik 103 What Does the Narrator Do? 139
Steel 87 Uplift Designs of the Flame Worlds 82 What is a Scenario? 139
Augmentations on Steel 92 Uplift Equipment 83 What is Role-playing? 8
Environment 89 (Creating) Uplift Exiles 24 What is this Game About? 8
Intelligent life forms 90 Uplift Exiles and Other Uplifts 25 When do we roll dice? 28
Simulcra on Steel 92 Uplift Scientists 82 (Blays) White 148
Society 91 Uplift Special Rules 54 Wit 17
Structure 88 Uplifting 80 Wit Skills 20
Technology 91 Uplifts 80 Wound Level Effects 40, 50
Uplift Acceptance 92 Uplifts Acceptance on the Flame Worlds 82 Wound Value 39
Stone 118 Uplifts and Numina 82
Augmentations on Stone 120 Uplifts as Exiles 24

156
c h a ra c t e r s h e e t

exile’s name

p a s t a n d re l a t i o n s h i p s

crime

attributes and skills p e r k s/co m p l i ca t i o n s

might wit

_____ Brawling _____ Bureaucracy


_____ Lift _____ History
_____ Stamina _____ Language
_____ Swimming _____ Medicine
_____ Navigation
agility _____ Repair
_____ Athletics _____ Security
_____ Dodge _____ Survival specialisations
_____ Drive _____ Tech
_____ Heavy weapons
_____ Melee charm

_____ Pickpockets _____ Bargain


_____ Pilot _____ Command
_____ Pistol _____ Diplomacy
_____ Rifle _____ Persuasion
_____ Stealth _____ Seduce
_____ Zero-G _____ Streetwise

static defenses
Block _____ Dodge_____ Parry______ Soak______

s ca l e s
guilt 1 2 3 4 5 6 7 8 9 10
dislocation 1 2 3 4 5 6 7 8 9 10
g ea r p o r t ra i t

augmentations

elysium notes
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