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  • Cosms: Orrorsh

Most Victorians fight the Gaunt Man’s foul corruption with stubborn gallantry in the face of overwhelming odds. But a few have turned to darker sources of inspiration, such as alchemy, diabolism, or demonic powers.

 

Alchemy (*)

  • Prereq: At least 3 adds in Science.

In the fear-soaked world of Orrorsh, mortals have learned many different skills to fend off the forces of darkness. Perhaps none are more powerful or varied than their mastery of arcane chemical concoctions. Alchemy allows a character to create and charge magical potions with a variety of effects. They may drink them, give them to allies, apply them as unguents to surfaces, or even throw them like grenades. Choose any three of the potions below. Alchemists channel magical energy, so they may have no more than three potions in existence at any one time. If more are created, they have no magical “spark“ and simply fail to work. The player must record which potions are currently prepared and mark them off as they are used.

Creating new potions requires 30 minutes plus 10 minutes per concoction, and a small portable kit of assorted chemicals, reagents, and equipment.
Using Potions: Drinking a potion, elixir, or similar concoction is a simple action. Drinking up to three potions is a standard action. Some potions are used in glass grenades. These use the missile weapons skill and have a Range of 5/10/15, and detonate on impact as long as they hit some sort of solid surface.

Extra Potions: This Perk may be taken more than once. Each time after the first the Alchemist learns a new potion and may have one more potion in existence at once.

  • Demon’s Breath: Alchemists discovered these dreadful draughts by accident, but were eventually able to turn them into fearsome weapons. The potion is thrown inside a glass container. On impact, everything in a Small Blast Radius is engulfed in yellow-green fire that causes 16 fire damage.
  • Elixir of Enhancement: Choose an attribute each time this choice is selected. When imbibed, the potion increases that attribute by +2 for one minute. An elixir of Dexterity, for example, increases Dexterity by two points for one minute. When the elixir wears off, the character suffers a -2 penalty to the affected attribute for one hour.
  • Elixir of Life: Drinking this potent concoction immediately removes all Shock.
  • Iron Sheen: While priests’ blessings are the preferred method of allowing Victorian soldiers to affect the ethereal horrors of their world, alchemists have developed an oil of their own as well. As an action, an application can coat a sword, three knives, arrows, or bolts, a single cannonball, or up to six bullets. The weapons or projectiles can then harm creatures with the Ethereal Special Ability for the duration of the scene. The magical effects wear off quickly, so items may not be “sheened“ and stored.
  • Thunder Brew: This explosive brew is placed inside a glass container and used as a grenade. It detonates on impact, potentially concussing anyone in a Medium Blast. Those affected must make a standard Strength test. Those who pass suffer 2 Shock; those who fail are KO’ed.

 

Bulletsmith (*)

  • Prereq: At least 2 adds in science.

Adventurers of Orrorsh long ago learned lead bullets and steel blades were no match for the horrors of their realm. Alchemy proved a great help to their cause, and some intrepid souls eventually combined that arcane craft with the more practical skill of marksmanship. When this Perk is taken, the user has a “slayer’s gun“ and knows how to create various rounds for it. He receives his weapon and the knowledge to make basic metal slugs (damage 14) and any three of the specialized rounds below. Crafted for close encounters, the short-barrel carbine design of the slayer’s gun allows it to be used in melee like a pistol.

Because the bullets are necessarily large and require exacting specifications, monster hunters who make use of them have standardized a six-chambered, carbine-style gun to fire them—the rounds don’t work in any other kind of weapon.

Slayer’s Gun: Range 50/100/200, damage 14, Shots 6.

Bulletsmiths can keep and maintain up to six special bullets as long as they have access to their gear (which always contains a small bullet-making kit). If more rounds are created, they lose the magical essence the Bulletsmith inherently provides and act as regular slugs (damage 14). Replacement rounds may be created between scenes, or during down-time if the Game Master feels it’s appropriate. Slayer’s guns are designed to rotate quickly and so can fire any one of their preloaded six chambers (specified before use). Swapping or reloading up to three rounds is an action.

Slayer’s Bandoleer: Monster hunters wear a specialized bandoleer designed to hold 18 shells total (12 regular shells and their six special rounds).

Extra Shells: This Perk may be taken more than once. Each time after the first the Bulletsmith learns to make a new type of shell and may maintain two more special rounds at a time. Here are some of the shells Bulletsmiths have thus far discovered:

  • Adamant Shell: Some of the Victorians’ foes are armored from head to toe with metal, scales, or even a carapace. These shells are designed to cut through them, causing Armor Piercing 4.
  • Electric Shell: Water-based creatures or creatures standing in water take an additional +4 damage when hit by electric shells. A previously unknown side-effect of these rounds is that they can cause glitches in high-tech electronic equipment. Robots and machines take the extra damage, and sensitive equipment shorts out and is inoperable for three rounds.
  • Explosive Shell: The most dangerous of the Bullet Smith’s shells causes damage 15 in a Small Blast Radius.
  • Giant Killer Shell: The Victorians developed these heavy shells to take down the Gaunt Man’s biggest horrors. They cause +5 damage against Large or greater creatures.
  • Holy Water Shell: +2 damage versus any supernaturally evil creature, including gospog, vampires, and undead.
  • Phantom Shell: These rounds are made from various reagents such as cold iron, salt, and holy water that allows them to affect ethereal creatures normally.
  • Silver Shell: Creatures with the Lycanthrope Special Ability take +4 damage from silver shells.
  • Sun Shell: These rounds contain something the alchemists call “liquid sunlight.“ They explode with ultraviolet light in a Medium Blast, causing any creatures “hit“ by them to be Very Vulnerable if they have a sensitivity to light or sunlight. Most creatures that can see in darkness are affected by sun shells.

 

Demoniacal Frenzy (*)

  • Prereq: None. The Gaunt Man eagerly awaits your descent into madness.

The dire nature of combat drives many souls to pure fury and rage, but warriors of Orrorsh can call on far darker forces if they wish.
Once per act, an Orrorshan with this Perk may add +2 to his melee or unarmed attack totals for the remainder of a scene. At the end of the scene, the hero must make a Corruption test.

 

Diabolist (*)

  • Prereq: Spellcaster

Most Orrorshan sorcerers skirt the edges of the Abyss when they learn the arcane arts. Diabolists jump right into the inferno, entreating with demons, devils, and all manner of foul beings for additional power. Once per act, a Diabolist may add +5 to her next three magical skill totals. When the act ends or the final spell is resolved she must make a Corruption test at –2.

 

Medals (*)

  • Prereq: See the individual medals.

Victorians are status conscious, and few are held in higher esteem than their heroes. The Victorians show this regard by awarding medals to the brave, the ingenious, and the intrepid. Sometimes the medals become imbued with their intent and aid the recipient in their quest to save Gaea.

New Medals: This Perk may be taken as desired during character creation. Afterwards, it may be taken multiple times, but only after completing the event described in the individual awards. The Dragon Slayer, for example, is awarded only after dealing the final blow to a huge monster. Medals don’t arrive instantly, of course, but may be delivered by courier after the Home Office receives dispatches testifying to the deed, a loved one receives letters, or the press announces it to the world. The Delphi Council understands the mystical nature of these awards, however, and assists the Victorians in delivering them when possible. Work with the Game Master to figure out the timing of the medal itself, but it should generally occur no later than the act after it was earned. The Perk may be purchased once the medal itself is in hand.

A medal must be awarded and worn to grant its power. They grant no bonuses to others. Medals may be awarded to outsiders from other cosms, but only have powers for those of Orrorsh’s reality. Unless an award says otherwise, it is never granted more than once.

  • Carnifex Princeps: The Victorians know exactly who the Gaunt Man is. This award is granted to anyone who takes part in the killing of a ravagon, his fiercest lieutenants. The hero draws and adds an additional card to his hand at the start of any Dramatic Scene.
  • Defender: Awarded to those who rescue or defend a significant number of people, such as a school or town, at great personal risk. The hero starts each act with one additional Possibility.
  • Dragon Slayer: Awarded to those who defeat a very large and powerful monster. The character adds +1BD to all damage totals against all Large or greater-sized creatures (not vehicles or constructs) when Attack is an Approved Action.
  • Order of Cynthia Bartholomew: Awarded for helping the injured or poor under great threat or for an extended period. “Ms. Bart,“ as the poor called her, was a Victorian humanitarian who always helped the poor and downtrodden. Once per act, the recipient can touch an ally to remove all Shock. This is a simple action.
  • Victoria Gloriana: Awarded after personally playing a Glory card. This prestigious award is only granted to the country’s greatest heroes. The medal grants a +1 bonus to any one attribute and its linked skills, chosen when the medal is awarded. Note that if the medal is worn and the attribute or linked skill is used, it does cause a Contradiction.
  • Possibility Wars Campaign Medal: Awarded to any Storm Knight who participates in a Glory event. The medal is awarded per cosm, and may be used once per act to restore one bonus die of Shock. This does not require an action and may be used at any time.

Occultist

Prereq: At least two adds in scholar.

Occultists are experts in not just the lore and legends of the various horrors that haunt their home, but their habits, traits, tell-tale signs, and most importantly, how to stop them! At the start of any fight against a supernaturally evil creature (GM’s call), the Occultist makes a scholar roll. He then draws one Destiny card with a Standard success, two with a Good success, or three with an Outstanding result. He keeps one and discards any others.
Whether he made the scholar test or not, the Occultist may then choose any one of his cards and place it directly in his pool.