Jihad: Burning Sands
Jihad: Burning Sands
Jihad: Burning Sands
Burning Sands
A science fiction space opera supplement and expansion for
Please Note
This is a supplement for the Burning Wheel Fantasy Roleplaying System. It requires the Revised Edition to squeeze out full enjoyment. I recommend having the Monster Burner on hand for maximum benefit.
Original Concept
Radek Drozdalski Luke Crane
Credit Due
6-23-7500 This is a work of loving homage and dark nod to contemporary politics
Illustrations
Jordan Worley
Contents
Jihad ........................................................... 6
A World Shall Burn. . . . . . . . . . . . . . . . . . . . . 8
The Planet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Jihad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The Noble Opposition. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Noble Allies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Populate the Opposition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Example of World Burning: Throne of Fire . . . . . . . . . . . . . . . . . . . . . . . . . .13 Allies, Servants and Conspirators. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Peasant Leads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
. 21 . 23 . 23 . 24 . 25 . 26 . 28 . 29 . 30 . 31
Lifepath Traits . . . . . . . . . . . . . . . . . . . . . . . 32
Character Traits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Traits Described in the Character Burner . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Special Lifepath Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Resources . . . . . . . . . . . . . . . . . . . . . . . . . 48
Skills to be Found in the Character Burner . . . . . . . . . . . . . . . . . . . . . . . . . 39 Wises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Special Burning Sands Skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Fanaticism . . . . . . . . . . . . . . . . . . . . . . . . . 57
Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Shield Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Shields and Great Strike . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Shield Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Shields and Natural Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Shield Exhaustion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Shield Dialing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Shooting From Within a Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Shields and Range and Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Anti-Shield Missiles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Crystal Knives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Cant I Just Wear Armor? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Fellahin Crystal Knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Slave Pistol. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Slave Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Basic Sample Resources Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Human Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Circles, War and The Black Market. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Infiltration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Terrorism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Life During Wartime. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Special Weapons . . . . . . . . . . . . . . . . . . . . . 66
Vehicle Specifications. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 Groundcar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 Ornithopter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Military-Grade Ornithopter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Mid-Sized Shuttle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 Frigate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Vehicular Pursuit and Escape. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 Run and Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Dogfighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Damage and Wrecks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Sensorium Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77 Hard Points and Range and Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Propaganda War . . . . . . . . . . . . . . . . . . . . . 79
Body of Argument. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Dueling Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Dueling Maneuvers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Realigning Your Argument . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Controlling the Media . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Win, Lose, Compromise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Jihad
Salt. It is a commodity more precious than life, for it is life. It grants youth; it grants wealth; it grants power. It is the very lever that can move the universe. Through the Salt, the Mahdi was transmogrified from the rebel duke of a devastated and hunted house to the emperor of a thousand thousand worlds. For aeons, trade in the Saltthe most precious geriatric drug, fruit of one lonely, desperate, desert worldhas been regulated by the emperor through his controlling shares in the OCDC Corporation, and upheld by the noble houses that sit upon the OCDC board, each holding a world or even entire systems in fief. Only through the Salt is travel between the lonely starsand thus intergalactic trade and the Imperium itselfpossible. Only through the Salt can humanity reach the peak of human potential and beyondwhether the superhuman logical reasoning processes of the Analyst, the sublime mathematical purity of the Syndicate navigator, or the mysterious witchcraft of the secretive Sisterhood. And as the Salt is life, its absence is death. For once you eat of the Salt, there is no retreat from its power. In truth, the Imperium has but one law: The Salt must flow! But now the Mahdiprophet of the savage Fellahin tribes that roam the desert planet that gave birth to the Salthas seized its very source. And with it, he has seized the Imperium itself, for he who can destroy a thing controls that thing. But the Fellahin tribes are not content to rule the empire that once sought to grind them into dust. They say that God sent the Mahdi to them. He gave them the power to throw off the yoke of their oppressorsthe infidel ancestor worshippers who hold a thousand thousand worlds in fealty. The Shaykhs and Saltmasters say the time has come to burn out the rot of the corrupt nobility. The Mahdis Davas and Hujjats proclaim that the nobility governs out of pride and misbegotten heritage, that they are brutal and ignorant. They say the nobility does not heed the Mahdithe prophet come to the desert to lead the chosen tribes to righteous victory. To turn aside from the Mahdi is to denounce and deny God. Heresy, pure and plain.
Introduction
Now, the Mahdi preaches jihad against the old order. The Fellahin tribes obey with vigor and fervor. They pledge themselves to death in his service. The nobility must be forced to their knees and given one choice at the end of a knife: Convert or burn in the fires of hell. And so, the winds of war whip like a merciless sandstorm across the galaxy. Syndicate ships are disgorging jihadi warriors upon world after world. They come to sweep aside the old order and install a beneficent theocracy to govern and control. Many worlds, and the nobility that rule them, are ready to bow down before the bloody-handed prophet-emperor. Yet, other houses prepare to make a stand, for they know they are avatars of ancient and proud lineages that reach back 10,000 years and more. Noble heritage is clear on the matter: The universe is theirs by genetic right! These doomed houses will never bend knee to an upstart duke with a rabble of ignorant desert savages at his back, not when a million ancestors have marched before them. Most know they cannot succeed. Not when the Mahdi-Emperor controls the Salt, and through it space travel and intergalactic commerceand their own Salt-addicted lives. But the pride of a million ancestors does not allow for defeat! As blood wets the earth of world after world, the Sisterhood, like an implacable spider, watches what it has wrought and plots. For millennia, the Sisterhood governed and controlled quietly, behind the thrones of countless rulers, carefully manipulating breeding among the nobility to create a genetic messiah. When their schemes came to fruition in the form of the Mahdi-Emperor, the Matriarchs found they could not control him. Now, the fate of their order is balanced on a knifes edge, as the Jihad threatens to destroy the eugenics scheme the Sisterhood has patiently pursued for so many thousands of years. The time has come: Choose your side or be swept into oblivion. Will you fight for the Mahdi-Emperor with his fanatical jihadi warriors as they seek to remake the galaxy in their own image? Will you help them burn out the hives of these ancestor worshippers who claim that the entirety of a mans worth is written in his genetic heritageinfidels who claim that a fortunate, select few are bred to wealth and power and the rest are born only to servitude and slavery in their cause? Will you fight against such oppression? God has ordained the struggle holy!
Burning Sand
Will you raise your sword in the defense of the ancient and glorious nobility who have ruled mankind since before Terra was lost? Will you fight for the nobility who claim the blood of heroes and the mandate of the ancestors? Will you spend your life to defeat the tyrannical spread of savage religious oppression and a merciless theocracy? Or will you heed the words of the Matriarchs, play both sides against the middle, and salvage what genetic material you can from this disastrous war caused by a man too willful to obey the precepts of the Sisterhood that made him what he is? Choose now, be burned and forever changed.
The battlegrounds for this ideological war are the cities and villages of the noble homeworlds. The people are the true prize for each faction, and they suffer the most by itit is their lives that are ruined when the nobles confiscate property or when the jihadis bomb the factories. Their obeisance, their allegiance, their worship and work: All are necessary to rule. Without them, a throne is an empty symbol. The Syndicatemasters of intergalactic commerce, banking and communication before the Mahdi-Emperor put his heel upon their necksappears to have made its choice. They will do nothing to risk the Mahdis displeasure and its supply of Salt. Or will it? There is no question, the Syndicate chafes under the Mahdis boot. And watching from the sidelines, most mysterious of all, are the strange, heretical technologists of 9. They wait and seek advantage. They have the potential to be powerful allies or fearsome enemies. Worse still, they are not nearly as beholden to the Salt as the noble houses. Though they need it, they are not as slavishly addicted as the rest. So, in secret, they pick their allies and enemiesaiding them with their alien technolog y and forbidden thinking machines.
Introduction
hooks into them. You want to start off right in the actionits space opera after all! You definitely dont want to spend sessions hunting for clues. The World Burner should help you do just that.
The Planet
What necessary resources does it possess? Why does the Jihad need to secure this planet?
Manufacturing facilities (shield/lasgun production, ship production, processing of raw materials for the above items, etc.) Natural resources (ores for creating spaceships, shields, lasguns, etc.; Important medicines/drugs; agricultural products; etc.) A famous school for Analysts, Swordmasters, Sisters, Syndicate mathematicians, Imperial scientists, or Court Doctors, etc. Buried alien technology dating from before the first Jihad against the machines. An extremely ancient and important temple. Or something else?
What are the predominant features of the planet?
A jungle paradise? A polluted, industrial wasteland? Rural farmland? Completely urban? A waterworld/desertworld/mountainworld? Or something more varied?
What are the people of the planet like and how do they feel about the nobility/Jihad?
Happy and wealthy, the people love their rulers, but theyre soft. Slaves. The people have been crushed under their rulers heels for 100 generations. Easy picking for the missionaries if their apathy can be broken. Criminal societies and smugglers are powerful and offer the ambitious an avenue to power. Poor and angry. These people have lost much in recent years and are ready to rise up against their oppressors. Criminal societies and smugglers are taking root. Middle class, stolid, hardworking. A rarity in the Galactic Empire, but somewhat common on planets that are home to the important schools. These people are tough, independent and demand fairness from their rulers. Or perhaps a more foreign, alien culture? 9
Early phaseInfiltration No resources in place, no intelligence networks, no converts. Everything is covert. Identify objectives: infiltrate Fidahi into important circles, secure converts, establish safe houses, locate Salt caches, build dossiers on important human targets, scout important target buildings/bases/palaces, insert Dahi missionaries. Identify opposition: Whos trying to stop you? Noble spymasters, Syndicate bankers, smugglers. Middle phaseTerrorism Safe houses available, networks of Fidahi if purchased as affiliations, converts available. Dahi missionaries go to work. Everything remains covert. Identify objectives: begin covertly sowing division among targets, assassinate/ convert/neutralize targets that jeopardize continued covert operations (such as spymasters, strategists, Sisters, Master of Assassins, Syndicate Communicators), destroy house shields, family atomics; seize media assets, begin conversions, eliminate/destroy key Temples, secure landing fields for Jihad transports. Take control of Syndicate banks, Salt caches, Smuggler networks, or gain leverage over economic centers. Establish mosques and covert training camps. Identify opposition: Whos trying to stop you? Noble spymasters, Syndicate bankers/Communicators, smugglers, Sisters, strategists, assassins, house allies, potential resistance leaders, Magnates. Final phaseWar
Jihadis land on planet en masse. Overt warfare under way or commencing. It doesnt end unless the planet converts or the ruling noble house is wiped out. All resources available.
Identify objectives (victory conditions): convert/kill all nobles, complete destruction of Temples, convert population, destroy/convert/disarm military, secure key assets (manufacturing production, planetary resources, etc.), kill leaders that could lead to organized resistance. Establish mosques. Identify opposition: Whos trying to stop you? The Ur-Baron, Viscount, Count, Duke, etc. or the Warmasters, Swordmasters, Strategists, Spymasters, resistance leaders? 10
Introduction
Use the following questions and examples to build up the opposition to the jihad or to create a background for your nobility. Who is your great and noble Ancestor?
Alexander, Ramses II, Ghengis Khan, Rama, Charlemagne, Xerxes, Muhammad, Confucius, or perhaps another great figure?
What has your line been bred for?
Have they assassinated some powerful figure and drawn attention to themselves? Have they destroyed an important asset? Have they openly declared war and asked for surrender?
Most importantly, this war is a losing battleits suicide. Why do the nobles fight?
Noble Allies
Houses Minor, Houses Major in same system, Houses Major in other system, The Syndicate, The 9, The Mahdi, The Sisterhood? Or another mysterious force?
What is the source of their interest?
The nobles owe them a great debt and they are protecting their investment The planet is the source of a vital and irreplaceable resource. The planet is the source of a vital manufactured good. The genetic line is essential to continuing plans (Sisterhood) The planet has resources/goods that will allow the Jihad to attack the ally next.
What resources can they offer?
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Nobles
Noble Houses consist of a ranking maleBaron, Ur-Baron, Count or Duke and a number of positions beneath him. Typically this includes a member of the Sisterhood, a Strategist or Warmaster, a Swordmaster, an Analyst and an Assassin or Master Assassin. In smaller houses, the roles will be combined. In larger, more powerful, houses, the roles will be held by upper echelon nobility. For example, in a Dukes household, his cousin, a Count in his own right, may be his Warmaster.
Jihadis
The Jihadi opposition will be lead by a combination of Shaykhs, Saltmasters, Davas and Hujjats. On a very important world, a Pir will be sent personally, but usually he handles interplanetary affairs and not covert operations. The Davas head up the conversion effort. Under them are disparate groups of Mustajib, Dahi and Fidahithese are the religious soldiers in the field spreading the word of the Mahdi. The Shaykhs and Saltmasters work at intelligence and terrorism, and when the time comes, they command the troops in the final battles. They command cells of Rafiq, Fedayin and Veterans. The Hujjat sees to the spiritual welfare of the Jihadis in general. It is his job to keep the religious fervor high. Occasionally, he will be brought forth to pass judgement on the infidel. In a similar fashion to nobles, the jihadis tend to be related. Family bonds are very strong among the Fellahin. It is not uncommon for whole villages, clans and creches join the jihad en masse. The Mahdi makes sure that these families are then deployed together in order to keep morale and discipline high.
12
Thor (as GM): All right guys! We wiped out the nobility on the last world when we played as the Jihadis. Lets play the nobility this time. Andy: One of the things that I really liked in our last campaign was the nobilitys relationship with the technologists of 9, and the way that relationship was entwined with debts and obligations. I want to explore that more from the Noble side. Lets say the 9 are heavily involved on this planetthey probably have ships on the way, full of fighting machines. All: Cool.
13
Burning Sand
Thor: Thats cool with me, too. But were getting a little ahead of ourselves. Before we do anything else, we have to set the stage by setting up the world. So the first thing we have to figure out is what necessary resources does this planet have? Why are the Jihadis here? Anthony: I think the noble house here is one of the backup genetic lines the Sisterhood was watching in case the Mahdi didnt work out. Maybe the Mahdi wants the line wiped out. Tom: Fine with me. Thor: Ok, thats great! So you guys are going to want to aim for fairly high Ancestry to reflect your genetic heritage. Lets also say the planet is the source of an ore that is required for making the Syndicate freightersthe ships they use for intergalactic transport. Cool? Maybe thats why the 9 are so interested in this planet. They build the freighters and cant afford to lose the source of their ore. The next thing we need to figure out is what this planet looks like. Is it all jungle, or totally urban or what? Rich: Well, if the mineral resources are so important, I think it should be a polluted, industrial wasteland. Were just strip mining this place. In fact, maybe were not even doing it. Weve just sold the rights to 9. Also, I think the world sort of has the look and feel of Eg ypt back when they were building the great pyramids. Thor: Huh. Ok. How do the people of the planet feel about their rulers then? Tom: Theyre not happy at all. Theyre especially unhappy about the alliance with 9. They feel betrayed. But theres not much they can do about it. The Eg yptian thing is cool, so I think the nobility should act like theyre gods. They dont even live on the planet anymore. Theyve had an artificial paradise moon built in orbit that serves as their palace. So its really difficult to infiltrate. Hell, you have to pass genetic testing to even get in. Andy: Sweet! I bet they made the 9 build the moon as part of the price for the mining rights. Drozdal*: Its probably shaped like a pyramid. Thor: All right! Thats hot! But I dont want you guys just hiding on your moon the entire time. Theres got to be something important on the planet, a reason that you have to come down on a fairly regular basis. Rich: All our important Temples to the Ancestors are still on the planets surface. We must come forth to pay homage.
14
Introduction
Tom: Definitely. Its not like we could move them. We keep a family seat on the planet too, for when were on the surface. Thor: Ok, weve got some good ideas flowing here, but lets try to focus it a little. What phase of the Jihad are we in, and what are the jihadis victory conditions? What do the Jihadis need to destroy, turn or capture in order to win? Are they just starting off in the infiltration phase, where theyre trying to set up their spy networks and training camps? Have they progressed to the terrorist phase, trying to take out your spymasters and Salt caches and stuff? Or are we talking full-on invasion? Personally, I think it would be pretty cool to set it up similarly to how we ended our Jihadi campaign. Theyve landed, blown up some important temples, seized a couple of nukes, and now have access to the media. The ships havent landed with their soldiers yet, but its just a matter of time. Drozdal: Yeah. Thats good. Tom: Sure. Im down. I think they need to exterminate the noble family to win. Thor: Is turning members of the family an option, or do they really need to kill you all? Tom: Eh. You can turn them if you can think of a good reason why the Jihadis would want them, but I dont really see it. Thor: Ok. Ill think abut it. Any other victory conditions guys? Rich: If our bloodline is so important, I bet we have a really important Temple to the Ancestors. Thor: Ah! Nice! That begs the question, whos your most important ancestor? Whos the progenitor of your line? Andy: Lets stick with the Eg yptian theme. How about Ramses II. He was the pharaoh in Moses time, right? I bet the Temple is filled with relics and mummies of our Ancestors from our entire history on this planet. Rich: [doing Yul Brynner] Moses... Drozdal: Also, I think the Jihadis want to sever the planets relationship with 9. They want to make the nobles and the 9 turn on each other. Thor: Rock! So the Jihadis victory conditions are: one, exterminate the family; two, destroy the Temple of Ramses; and three, sever the planets relationship with 9. Tom: You know what? I bet the 9 arent really here for the ore at all. Theres a long-lost Temple buried somewhere on the planet. Its really ancient.
15
Burning Sand
Anthony: Yeah! Its so old, it predates the first Jihad against the machines. Its full of ancient and forbidden alien technolog y! Tom: Sweet! Finding it might be a victory condition for the nobility. Andy: Oh thats cool. You know what that means? It means we have to get to the root of our Ancestry to win! Thor: I dont know about winning, but thats really cool. Ok, lets keep this moving. Are there any other planets in this solar system? Any important minor houses? Anthony: Yeah, theres a planet thats dedicated to agriculture in this system. They are completely dependent on us for trade and their Salt supply. Theyre fed up with their treatment. I bet theyll turn to the Jihad for the right offer. Tom: And theres another house on that planet that are just complete brownnosers. Theyre less powerful than the first house. Thor: Ok. Any other important houses? Andy: Yeah. Theres a house on the main planet, the mining planet, thats totally zealous about their Ancestry almost to the point of being criminal. Thor: Huh. Oh, what if theyre ignoring 9s exclusive mining rights, and they make all these guerrilla excavations in hopes of finding the lost temple? Rich: I bet some of them even feel their Ancestry is greater than the Ancestry of our house. Theyre looking for the lost Temple because they think it will prove it! Thor: I love you guys! This stuff is awesome! One last question: Why is your house fighting? I mean, this is basically suicide. The Jihadis control the Salt. That means they control intergalactic trade, they control space travel, and they can cut you off from the Salt at anytime. Youll die without it. So why are you fighting? Tom: Pure pride. Our Ancestry is better than the Mahdis. Theres no way were bowing down to him! Besides weve got Salt caches to weather the storm, right? Thor: Excellent. I think weve got a really good handle on the world at this point. So have you guys got ideas about characters you want to play? Tom: I want to play the duke. Hes a Swordmaster, too. He took over the duchy when his older brother died. One of his Beliefs is: My genetics are superior to all others, and Ill prove it to the universe.
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Introduction
Andy: I really liked the whole propaganda war aspect the spymaster had going on in the last campaign . I want to play the dukes spymaster. Im definitely taking the Analyst, Propaganda Officer, and Strategist lifepaths. His Beliefs are about protecting the dukes family. Anthony: I want to play up the Sisterhood stuff. I think it ties in really well to Toms thing about the purity of his genetics. I want to play a Sister whos on a mission to save the bloodline before the Jihadis kill them all. If its cool, I want to play a pregnant Sister Concubine, attempting to get her unborn child out of the system. I think she was the concubine of the former duke, Toms characters brother. Tom: Well, Ive been duke for some years now. Anthony: Ok, how about its a 13 year girl? A girl so she cant inherit. Ive been giving her the Simhanada Training. Since your characters brother is dead, my character has no status in your household, except as the mother of the dukes niece. Her Beliefs are going to be about protecting her daughter and saving the familys genetic line. Drozdal: I want to play with the 9 stuff we put in the world. My character is Andys characters brother, and were cousins with the Duke. When the family cut its deal with 9, my character was sent to the 9 as a hostage and was raised with them. Now hes returned to the planet as 9s ambassador. Hes trying to strengthen 9s ties wit the family by arranging a marriage between Anthonys characters daughter and one of the 9. Rich: I really like the house minor thats been performing all the illegal digs. Im going to make an Ur-Baron/Engineer that serves as the dukes Warmaster. His Beliefs are about keeping the family alive until he can find the lost Temple! *Note: All of Drozdals dialogue has been translated from the Secret Language. Some elements may have been lost in translation.
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Jihad Lifepaths
This chapter is meant to be used in combination with the Character Burner. It is important to note for the majority of the settings, players can use the lifepaths provided here, plus what is described in the Character Burner. The
18
Lifepaths
material here is intended to be supplementary. Also, most of the skills and traits listed here are described in the Character Burner. New skills and traits are described in this chapter. In all cases, I ask for a bit of common sense from the reader. Burning Sands is meant to represent a feudal/medieval culture, but it is also spacefaring and highly technological. Therefore certain aspects of the Character Burner will be inappropriate. These elements must either be translated into the current setting or just ignored. Please refer to this chapter first for guidance, if you cant find what youre looking for, please use common sense. For example, the following skills should be replaced when found in the Noble, Noble Court or Citydweller settings: Riding may be traded for either Pilot or Driver. Firebombs may be replaced with Munitions. Appropriate weapons include Sword, Knives, Axe, Pistol and Rifle.
Fellahin Setting
The Fellahin are the people of the desert homeworld of the Jihadis. Noble homeworld characters may not take these paths. All Jihadis are Born Fellahin. This setting is unique to Burning Sands and is not found in the Character Burner.
Peasant Leads
Any character who is Born Fellahin may use Peasant Leads from other settings to get back into the Fellahin setting.
Lifepath
Born Fellahin
Time Res
8 yrs 5
Stat
Leads
Outcast
Skills: 4 pts: Desert Survival, Desert-wise, Orienteering Traits: 1 pt: Respect for the Desert, Xenophobic
Lazy Stayabout 7 yrs 3
Skills: 3 pts: Lazy-wise, Fellahin-wise, Wife-wise, Work-wise Traits: 1 pt: Scorned by the Tribe
Fellahin 5 yrs 5
Jihadi
Skills: 6 pts: Water Discipline Training, Creche-wise, Foraging, Tribal Etiquette Traits: 1 pt: Loyal to the Tribe, Salt of the Earth
19
Burning Sand
Maker 5 yrs 7 +1 M
Jihadi
Skills: 4 pts: Salt Fabrication, Jury Rigging, Weaving, Wetsuit Manufacture Traits: 2 pts: Frugal, Ingenious, Inventive, Clever
Sandcrawler1 5 yrs 6 +1 P
Jihadi
Skills: 6 pts: Stealthy, Observation, Weather-wise, Mending, Knives Traits: 1 pt: Asynchronous Walk, Disciplined
Saltmaster2 7 yrs 25 +1 M/P
Jihadi, Outcast
Skills: 7 pts: Salt-wise, Haggling, Sand-wise, Pistol, Intimidation, Trader-wise Traits: 1 pt: Pragmatic, Respected, Affinity for Trade
Midwife3 10 yrs 15 +1 M
Villager, Outcast
Skills: 5 pts: Astrology, Falsehood, Ugly Truth, Tribal History Traits: 2 pts: Disturbed, Dreamer, Cassandra, Touch of Ages
Father5 15 yrs 20 +1 M
Villager, Jihadi
Villager, Outcast
Skills: 10 pts: Observation, Persuasion, Ugly Truth, Measurements, Fellahin-wise, Water-wise, Local
History, Tribal History
Jihadi
Skills: 7 pts: Command, Instruction, Village and Town-wise, City-wise, Tribe-wise, Rites of Succession Traits: 2 pts: Traditional, Stubborn, Savvy, Chief
Reverend Mother8 40 yrs 30 +2 M
Skills: 6 pts: Command, Instruction, Women-wise, Obscure History, Ritual of the Thirst Traits: 2 pts: Salt Saturated, Well of Memories, Om Tayyib
Fellahin Wife 8 yrs 5 +1 M, P
City, Villager
Skills: 2 pts: Child-Rearing, Seduction, Soothing Platitudes, Cooking; also, see note below* Traits: 2 pts: Human Property, Loyal, Vengeful *Note: The Fellahin Wife is essentially a slave; she is her husbands property. A player who takes the Fellahin Wife lifepath may also choose her husbands lifepath from the Fellahin setting and may choose from his skills: She gets half of his skill points, rounded down. She also receives half of her husbands resource points.
FELLAHIN NOTES
All requirements as listed in the Character Burner plus those included here. 1: Sandcrawler requires Desert Rat. 2: Saltmaster requires Father or Sandcrawler. 3: Midwife requires Fellahin Wife or Sister to the Tribe. 4: Sister to the Tribe requires Midwife or Desert Rat. 5: Father requires Fellahin, Maker, Sandcrawler, or Saltmaster. 6: Elder requires Father or Shaykh. 7: Shaykh requires Desert Rat and Father or Saltmaster. 8: Reverend Mother requires Sister to the Tribe and Elder or the Sister lifepath from the Sisterhood.
20
Lifepaths
Jihadi Sub-Setting
The Jihadi Sub-Setting is the Religious Sub-Setting for Fellahin. As such, the following lifepaths are considered included in this setting and may be taken when in the Jihadi Sub-Setting: Porter, Notary, Custodian, Interpreter, and Archivist. All other Religious lifepaths are unavailable.
Lifepath
Rafiq1
Time Res
3 yrs 7
Stat
+1 P
Leads
Skills: 9 pts: Soldiering, Jihadi-wise, Doctrine, Martial Arts, Knives, Throwing, Pistol, Stealthy Traits: 2 pts: Fanatic, Dutiful
Fedayin2 Climbing, Knots 5 yrs 15 +1 M/P
Skills: 12 pts: Stealthy, Rifle, Lasgun Operations, Munitions, Intimidation, Sword, Pilot, Observation, Traits: 1 pt: Martyr, Thousand Yard Stare
Jihadi Veteran3 8 yrs 10
Skills: 9 pts: Jihadi-wise, Campaign-wise, Ugly Truth, Doctrine, Tactics, Field Dressing, Command Traits: 2 pts: Disillusioned, Maimed
Mustajib4 4 yrs 9 +1 M
Skills: 6 pts: Doctrine, Literacy, Temple-wise, Jihadi-wise Traits: 2 pts: Respondent, Obedient
Fidahi5 4 yrs 12 +1 M/P
Skills: 7 pts: Oratory, Suasion, Jihad-wise, Peasant-wise, Soldier-wise, Noble-wise, Priest-wise Traits: 1 pt: Sworn to the Mission
Dava7 8 yrs 18 +1 M
Skills: 5 pts: Religious Law, Ritual, Religious History, Command Traits: 1 pt: Revered, Booming Voice
Hujjat8 Command, Etiquette 9 yrs 20 + 1 M/P
Outcast
Skills: 9 pts: Interrogation, Amercement, Local History, Torture, Intimidation, Planet-wise, History, Traits: 2 pts: Righteous, Merciless, Suspicious, Cold-Blooded
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Burning Sand
Pir9 13 yrs 30 +1 M
JIHADI NOTES
22
Lifepaths
Peasant Setting
Use the Peasant Setting in the Character Burner, plus the paths listed here, for low born characters who are from the Noble homeworld. Characters who are not Jihadis or Fellahin use these paths. Players who are playing Fellahin may not choose paths in the Character Burner Peasant setting unless they take the Mustajib or Fidahi lifepath. Unavailable Lifepaths Include: Augur, Recluse Wizard, Itinerant Priest, Peasant Pilgrim.
Lifepath
Collaborator
Leads
Citydweller, Villager
Skills: 4 pts: Peasant-wise, Persuasion, Jihad-wise, Doctrine, Soldier-wise Traits: 2 pts: Collaborator
Dahi1 4 yrs 8 +1 M
Jihadi, Citydweller
Skills: 6 pts: Peasant-wise, Country-wise, Road-wise, Doctrine, Suasion Traits: 2 pts: Determined, Charismatic, Cruel
All requirements as listed in the Character Burner plus those included here. 1: Dahi requires Mustajib.
PEASANT NOTES
Villager Setting
The Villager Setting is tied to the Noble homeworld. Only characters from the homeworld may be Born Villager. Jihadis may not be Born Villager, but they may take these LPs if you are playing in a post-initial-invasion game. Convert any Read and Write skills to a single Literacy skill for purposes of this setting. All Village Setting lifepaths are available except the following: Unavailable Lifepaths: Acolyte, Failed Acolyte, Village Priest, Venal Priest, Bowyer, Farrier, Apprentice, Journeyman, Master Craftsman
Lifepath
Repairman
Leads
Citydweller, Servitude
Skills: 5 pts: Repair, Machine-wise, Auto-wise, Tool-wise Traits: 1 pt: Grumbling, Scavenger
Fabricator 8 yrs 15
Skills: 6 pts: Fabrication, Machine-wise, Cloth-wise, Plastic-wise, Metal-wise Traits: 1 pt: Hard-Work, Exhausted
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Burning Sand
Citydweller Setting
Citydweller paths are available to all characters, but only characters native to the noble homeworld may be City Born. Fellahin and Jihadis may choose these paths, but they may not be City Born. Convert any Read and Write skills to a single Literacy skill for purposes of this setting. Ride becomes Drive. All Citydweller Setting lifepaths from the Character Burner are available except the following: Unavailable Lifepaths: Armorer, Dilettante (use the one listed here), Bishop, Privateer, Neophyte, Sorcerer, City Guard, Pilgrim, Apprentice, Craftsman, Master Craftsman, Temple Acolyte, Temple Priest
Lifepath
Smuggler1
Time Res
6 yrs 15
+1 M/P
Stat
Leads
Skills: 7 pts: Black Market-wise, Haggling, Fat Merchant-wise, Pistol, Climbing, Intimidation Traits: 2 pts: Street Smart, Nose for Trouble
Royal Guard2 6 yrs 10 +1 P
Court, Soldier
Skills: 7 pts: City-wise, Sword, Pistol, Brawling, Streetwise, Elite Guard-wise Traits:
Fabricator 9 yrs 20
Village
Skills: 6 pts: Fabrication, Machine-wise, Cloth-wise, Plastic-wise, Metal-wise Traits: 1 pt: Greasy, Hand-Eye Coordination
Syndicate Rep3 9 yrs 60
Noble Court
Jihadi
Skills: 4 pts: Jihad-wise, Soothing Platitudes, Doctrine, Falsehood Traits: 1 pt: Callow, Flatterer
Mustajib4 4 yrs 7 +1 M
Skills: 5 pts: Doctrine, Prayer Chanting, Literacy, Soothing Platitudes, Convert-wise Traits: 2 pts: Respondent, Devoted
Dahi5 7 yrs 10 +1 M
Skills: 7 pts: Oratory, Suasion, Jihad-wise, City-wise, Streetwise, Guard-wise Traits: 1 pt: Sworn to the Mission
24
Lifepaths
CITYDWELLER NOTES
All requirements as listed in the Character Burner plus those included here. 1: Smuggler requires one previous underworld/criminal/outcast lifepath or Captain, Quartermaster, 9 Ambassador or Syndicate Rep. 2: Royal Guard requires Man-at-Arms or Sergeant. 3: Syndicate Rep requires Student, Minister, Merchant, Courtier, or Treasurer. 4: Mustajibthe respondents to the prayers of the priestsrequires any Fellahin lifepath, Collaborator or Dilettante. 5: Dahi requires Mustajib or Fidahi.
Noble Setting
This is the primary setting for the noble rulers of the jihad-targeted homeworld. Players may choose from paths described in the Character Burner, excepting those listed as Unavailable below. Also, add 5 years of time to any path of noble entitlement (Lord, Baron, etc.), to represent the rigors of planet-wide domains and interplanetary travel. Please use the Born Noble path listed below, not the one in the Character Burner. Houses Minor are headed by Baron- and Lord-level nobility. These houses are concerned with planetary politics and commerce. Houses Major are headed by Ur-Baron-level nobility and upward. These houses are concerned with interplanetary politics and commerce. Viscount, Count, Duke, Noble Prince and Prince of the Blood have an additional lifepath trait available to them in their list: OCDC Directorate. It is first in their list, pushing Noblesse Oblige to second. Also, in the skills section, Crossbow becomes Rifle and Riding becomes Pilot. Armor Training is discardedthere is no armor in this setting. Convert any Read and Write skills to a single Literacy skill for purposes of this setting. Unavailable Lifepaths: Arcane Devotee, Religious Acolyte, Knight Restricted Lifepaths: Noble Prince and Prince of the Blood may only be taken by members of the Imperial House
Lifepath
Born Noble
Time Res
9 yrs 15
Stat
Leads
Any
Skills: 5 pts: General; 2 pts: Literacy, Poisons-wise Traits: 2 pts: Ancestry, Salt Addicted, Your Lordship, Your Eminence, Your Grace
Ur-Baron1 13 yrs 60 +1 M/P
Court, Soldier
Skills: 1 pt: General, 3 pts: Intrigue-wise, Poisons, Noble Rank-wise Traits: 1 pt: Regal Bearing, Pompous, Sharp Dresser, Callous, Noblesse Oblige, OCDC Directorate
All requirements as listed in the Character Burner plus those included here. 1: Ur-Baron requires the Your Eminence trait. Note: Ignore the Knight requirement for all Noble and Noble Court lifepaths.
NOBLE NOTES
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Burning Sand
Lifepath
Time Res
10
Stat
+2 M
Leads
Citydweller, Outcast
Skills: 7 pts: History, Geometry Training, Estimation Training Traits: 2 pts: Intelligent Eyes, Analyst Training, Eidetic Memory, Rainman, Quick Study
Concubine2 3 yrs 9 +1 M/P
Citydweller, Noble
Skills: 8 pts: Etiquette, Dance, Musical Instrument, Seduction, Soothing Platitudes, Fashion-wise Traits: 2 pts: Light Sleeper, Beautiful, Lesser Muse
Herald3 3 yrs 7 +1 M
Skills: 9 pts: Shield Training, Brawling, Intimidation, Etiquette, Pistol, Sword, Knives, Pilot Traits: 1 pt:
Bannerman5 5 yrs 8 +1 M/P
Soldier
Skills: 4 pts: Conspicuous, Banner-wise, Heraldry-wise Traits: 1 pt: Loyal, Stoic, Tough
26
Lifepaths
Assassin6 11 yrs 15 +1 M, P
Any
Skills: 12 pts: Inconspicuous, Stealthy, Climbing, Poisons, Apothecary, Pistol, Knives, Garotte, Exotic
Weapons, Disguise, Falsehood
Soldier, Outcast
Skills: 6 pts: Anatomy, Etiquette, Apothecary, Surgery, Soothing Platitudes, Ugly Truth Traits: 2 pts: Conditioned
Imperial Scientist8 12 yrs 15 +1 M
Soldier, Outcast
Skills: 7 pts: Science, Planetology, Planet-wise, Scientist-wise, Court-wise, Quantum Physics Traits: 1 pt: Insightful
Elite Guard9 5 yrs 10 +2 P
Soldier, Outcast
Skills: 13 pts: Martial Arts, Sword, Pistol, Rifle, Lasgun Operations, Survival, Climbing, Stealthy,
Knots, Tactics, Sensorium
Citydweller
Soldier, Citydweller
Skills: 10 pts: Instruction, Sword, Martial Arts, Knives, Two-Fisted Training, Conspicuous, Traits: 2 pts: Loyal, Ambidextrous, The Killer, Artful Dodger
Analyst12 15 yrs 20 +2 M
Skills: 10 General points. These points must be spent on non-martial, non-physical type skills. Traits: 2 pts: Salt Addicted, Human Property, Quick-Witted, Cynical
Master Assassin13 15 yrs 20 +1 M/P
Any
Skills: 16 pts: Food-wise, Cooking, Drink-wise, Crowd-wise, Weapons-wise, Fortress-wise, Shuttlewise, Sporting Event-wise, Assassin-wise, Extortion, Tracking, Persuasion
Soldier, Citydweller
Skills: 7 pts: Strategy, Tactics, Command, Army-wise, Supply-wise, Weapon-wise Traits: 1 pt: Cool-Headed, Booming Voice, Commanding Aura
Strategist15 15 yrs 25 +1 M
Soldier, Citydweller
Skills: 5 pts: Logistics, Supply-wise, Strategy, Strategy Games, Games of Chance Traits: 2 pts: Mind for Small Details, Meticulous
All requirements as listed in the Character Burner plus those included here. 1: Analyst Candidate must be the second lifepath and may only be chosen once; Candidate counts as any Student requirement. 2: Concubine may not be the characters second lifepath and requires that the character be female,
27
Burning Sand
young and nubile or have either Fidahi, Harem Slave LP or the Virgo lifepath in the Sisterhood. 3: Herald requires Page, Man-at-Arms or three lifepaths from the Professional Soldier setting. 4: Man-at-Arms requires Squire or Stormtrooper. 5: Bannerman requires Squire or three Professional Soldier lifepaths. 6: Assassin requires Stormtrooper, Elite Guard or two Desperate Killer lifepaths. 7: Court Doctor requires Student or Analyst Candidate. 8: Imperial Scientist requires Analyst Candidate, Student, Young Lady, Judge, Steward or the Your Lordship trait. 9: Elite Guard requires Man-at-Arms, Sergeant, Veteran Soldier or Royal Guard. 10: 9 Ambassador requires Doctor, Merchant, Engineer or Artisan. 11: Swordmaster requires a gray Sword skill plus Elite Guard, Stormtrooper or two Duelist lifepaths. 12: Analyst requires the Analyst Training trait and one additional Noble Court lifepath. 13: Master of Assassins requires Assassin or Analyst. 14: Warmaster requires Swordmaster, Analyst, Captain, Baron or Lord. 15: Strategist requires Analyst Candidate, Quartermaster, Captain, Master of Assassins or Sister.
Sisterhood Sub-Setting
Lifepath
Aaliyah1
Time Res
3 yrs 10
+1 M, P
Stat
Leads
Servitude
Skills: 5 pts: Literacy, Observation, Etiquette, Sisterhood Etiquette Traits: 2 pts: Secretive, Simhanada Trained, Guarded
Virgo2 3 yrs 10 +1 M
Servitude, Citydweller
Skills: 7 pts: Persuasion, Falsehood, Soothing Platitudes, History, Hand Speech Traits: 2 pts: Graceful, Charming, Charismatic, Ear for Voices
Libra3 3 yrs 10 +1 M
Citydweller, Court
Skills: 7 pts: Psychology, Trance, Ugly Truth, Noble-wise, Obscure History Traits: 2 pts: Poised, Iron Will, Omphalic Focus
Sister4 5 yrs 10 +2 M/P
Court, Fellahin
Skills: 7 pts: Command, Linguistics, Instruction, Doctrine-wise, Religious History Traits: 2 pts: Cynical, Perfect Pitch, Mysterious, Sixth Sense, Tenacious
Mother of Business5 50 yrs 85 +1 M
Court
Skills: 6 pts: Economics, Economics Engineering, Accounting, Administration Traits: 2 pts: Ruthlessly Practical, Affinity for Economics, Crone
Matriarch6 Missionaria-wise 50 yrs 75 +1 M, P
Court
Skills: 7 pts: Ancestry-wise, Genetic Engineering, Religious Engineering, Sisterhood History, Traits: 3 pts: Immanence, Well of Memories, Imperious, Domineering, Discerner, Crone
SISTERHOOD NOTES
Aaliyah, Virgo and Libra may only be taken once each. 1: Aaliyah requires Born Noble and must be the second lifepath. 2: Virgo requires Aaliyah and the Simhanada Trained trait. 3: Libra requires Virgo or Sister to the Tribe. 4: Sister requires Libra. 5: Mother of Business requires Sister. 6: Matriarch requires Sister twice, Mother of Business or Reverend Mother.
28
Lifepaths
Soldier Sub-Setting
The Soldier Setting describes the non-noble, planetary military forces, not the invading jihadis. Characters born on the noble homeworld may take Soldier Lifepaths in order to fight for their planets freedom from religious tyranny. Characters Born Fellahin may not. All Shield Training entries refer to the skill in this book, not the one in the Character Burner. Riding may be taken as Driving or Pilot. Available Lifepaths: Runner, Scout, Sergeant, Veteran and Captain. Unavailable Lifepaths: Musician, Archer, Foot Soldier, Crossbowman, Sailor, Herald, Bannerman, Cavalryman, Engineer, Armorer, Atilliator, Chaplain, and Wizard of War.
Lifepath
Soldier
Time Res
4 yrs 9
Stat
+1 P
Leads
Skills: 6 pts: Soldiering, Soldier-wise, Brawling, Knives, Pistol, Rifle Traits: 1 pt: Fucked
Soldier Medic 5 yrs 11 +1 M
Skills: 5 pts: Field Dressing, Apothecary, Survival, Injury-wise Traits: 2 pts: Burnt Out, Cold Hearted
Machinist 5 yrs 11
Citydweller, Villager
Skills: 6 pts: Repair, Driving, Machine-wise, Groundcar-wise, Military Vehicle-wise Traits: 3 pts: Greasy, Machine Speaker, Garrulous, Taciturn
Pilot1 4 yrs 12 +1 M/P
Citydweller, Outcast
Skills: 6 pts: Pilot, Sensorium, Ornithopter-wise, Jury-rigging, Fuel-wise Traits: 1 pt: Fly boy, Reckless, Stupid, Brave
Lasgunner2 3 yrs 12
Citydweller, Outcast
Skills: 5 pts: Rifle, Lasgun Operations, Heavy Weapons, Shield-wise Traits: 1 pt: Stoic, Paranoid
Armorer3 6 yrs 18 +1 M
Court, Citydweller
Skills: 5 pts: Munitions, Weapon Fabrication, Weapon-wise Traits: 1 pt: Burn Scars, Diligent
Engineer4 6 yrs 20 +1 M
Court, Citydweller
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Burning Sand
Stormtrooper5 5 yrs 15 +1 M, P
Skills: 8 pts: Battle Language, Brawling, Sword, Streetwise, Shield Training, Throwing, Exotic Weapons Traits: 1 pt: Arrogant, Cold-Blooded, Gloryhound
Propaganda Officer6 6 yrs 20 +1 M
Skills: 6 pts: Propaganda-wise, Interrogation, Falsehood, Persuasion, Propaganda Traits: 2 pts: Bitter, Cynic, Realist, Slippery, Tenacious
SOLDIER NOTES
All requirements as listed in the Character Burner plus those included here. Replace any references to Foot Soldier with Soldier, any references to Knight are substituted with Elite Guard and/or Stormtrooper. 1: Pilot requires Soldier or Squire (to reflect necessary experience without putting in a lame Flight School lifepath). 2: Lasgunner requires Elite Guard, Veteran, Stormtrooper, Sergeant, Squire or two Soldier lifepaths. 3: Armorer requires Fabricator or Machinist. 4: Engineer requires Armorer or Student and one Soldier setting LP. 5: Stormtrooper requires Veteran, Sergeant, Elite Guard or Man-at-Arms. 6: Propaganda Officer requires Veteran, Sergeant, Stormtrooper or Analyst Candidate.
Outcast Sub-Setting
Players may choose from the Outcast paths listed below and from the paths in the Character Burner. See the Restrictions and Unavailable paths. Restrictions: In the standard Burning Sands setting, no character may end his lifepaths in the Outcast setting. All must either end in Noble, Noble Court, Jihad or Soldier. In subsequent games, characters may end their paths here only with the approval of the other players and the GM. Noble or Fellahin characters who end their paths in the Outcast setting lose their access to Salt. They may not purchase Salt with their rps. They begin the game in Salt withdrawal as described in the Salt Special Rules section in this chapter. Unavailable: Smuggler, Outlaw, Pirate, Strider, Mad Summoner, Rogue Wizard, Crazy Witch, Cultist, and Heretic Priest.
Lifepath
Mulhid1
Time Res
3 yrs 9
Stat
Leads
Noble Court
Fellahin
Skills: 5 pts: Cult Doctrine, Powers That Be-wise, Guard-wise, Oratory Traits: 2 pts: Crazy Eyes, Booming Voice, Fanatic
Outcast Smuggler 7 yrs 20 +1 M/P
Skills: 9 pts: Haggling, Prospecting, Observation, Pilot, Wasteland-wise, Satellite-wise, Hideoutwise, Pistol, Camouflage
30
Lifepaths
Tribal Exile4 2 yrs 3
Skills: 5 pts: Foraging, Scavenging, Stealthy, Water Theft-wise Traits: 1 pt: Outlaw (to the tribes)
All requirements as listed in the Character Burner plus those included here. 1: Mulhid requires Dava. 2: Wild-Eyed Prophet requires Tribal Exile. 3: Outcast Smuggler requires Freebooter, Insurrectionist, Bandit, Fence, Blackmailer, Criminal or Citydweller Smuggler. 4: Tribal Exile requires Desert Rat.
OUTCAST NOTES
Servitude Sub-Setting
The Servitude Sub-Setting from the Character Burner can be used as is plus the following:
Lifepath
Slave Gladiator
Time Res
2 yrs 3
Stat
Leads
Soldier, Outcast
31
Jihad Burner
This chapter uses the standard rules for character burning found in the Character Burner, pages 12-38. However, there are many new traits and skills presented in this chapter. Be sure to read through the material here before burning a character. In particular, pay special attention to the Salt Addicted trait as it has a strong bearing on Character Burning.
Lifepath Traits
Most of the traits in the Burning Sand lifepaths are from the Character Burner. Traits not listed in the Character Burner are described in the Special Lifepath Traits section below.
Character Traits
As is customary, character traits are not defined, but merely provided so you may include color and detail in your game. The list of character traits in the Jihad setting is as follows: Arrogant, Beautiful, Bedside Manner, Bitter, Brave, Burn Scars, Callous, Callow, Cassandra. Clever, Crone, Cruel, Cynical, Demagogue, Determined, Devoted, Diligent, Disciplined, Domineering, Dutiful, Flatterer, Fly boy, Frugal, Fucked, Garrulous, Gaunt, Greasy, Grumbling, Guarded, Hard-Work, Imperious, Ingenious, Insightful, Intelligent Eyes, Inventive. Loyal to the Family, Merciless, Mind for Small Details, Mysterious, Obedient, Odd, Paranoid, Perfectionist, Pompous, Pragmatic, Reckless, Regal Bearing, Respect for the Desert, Righteous, Salt of the Earth, Secretive, Sharp Dresser, Smart, Superstitious, Suspicious, Taciturn, Traditional, Wizened,
Affinities, Ambidextrous, Artful Dodger, Booming Voice, Calm Demeanor, Charismatic, Charming, Chronologue, Cold Hearted, Cold-Blooded, Commanding Aura, Cool-Headed, Disturbed, Domineering Presence, Dreamer, Ear for Voices, Eidetic Memory, Exhausted, Fearless, Gloryhound, Graceful, Hand-Eye Coordination, Iron Will, The Killer, Lesser Muse, Light Sleeper, Loyal, Maimed, Meticulous, Noblesse Oblige, Penetrating Gaze,
32
Jihad Burner
Poised, Quick Study, Quick-Witted, Quiet, Rainman, Savvy, Scavenger, Schemer, Sixth Sense, Street Smart, Stoic, Stubborn, Stupid, Tenacious, Thousand Yard Stare, Touch of Ages, Tough, Your Eminence, Your Grace, Your Lordship
If the character has the Ancestry trait, Analyst Training prevents him from using the rules described under Ancestry and Artha. Instead, he may spend a Persona point to temporarily shadeshift his Perception and all Perception-rooted skills he possesses. The shift lasts for one scene. A Deeds point allows him to double his dice and shade shift for one test. Analysts may use Roots Run Deep and The Blood that Flows Through Me Is Not My Own. If the Analyst fails the test he spent his artha on, he must immediately pass a Steel test. The hesitation obstacle is increased by his margin of failure. Hesitation, in this case, results in a crash. The character may not act or call on his training for minutes equal to the number of actions hesitated.
Ancestry
Dt The bloodlines of the noble families of the Imperium stretch back thousands of years. Eugenics and clever marriages have focused some of these lines into exemplars of their race and people, while some have fallen into desuetude and corruption. This trait allows the player to open up a special emotional attribute called Ancestry. See the Ancestry Special Rules at the end of this chapter.
Char Fellahin have a peculiar way of walking when they are out on the sand.
Dt The Soldier Medic is Burnt Out from patching holes in his comrades. Reduce hesitation from fear and pain by two. Characters with this trait may not practice any of the skills in their current profession. ( Use the last lifepath taken to determine current profession. The player may not use the practice rules for the skills listed on that path until this trait is voted off.)
33
Collaborator Conditioned
Dt Collaborator grants a +1D infamous reputation in the characters current setting: +1 Ob to deal with his people, but +1D to deal with the enemies of his people. Char Court Doctors are specially conditioned for loyaltythe nobility need doctors, of course, and it is vital that they not be assassins! A Conditioned character may not act in a directly harmful or knowingly indirectly harmful way against his benefactors. The player must nominate his characters benefactors before play begins. Dt Subtract one from hesitation due to fear or surprise. Dt The Matriarch may discern another characters intentions. When a character attempts to use any social skill in the presence of the Matriarch, the old crone may make a Perception test versus the social skill roll. Success indicates that the opposing player must divulge the intent behind his words.
Disciplined Discerner
Disillusioned
Dt Veteran Jihadis often become disillusioned with their roles in this war of conquest. -1D to starting Fanaticism for each time the Veteran LP is taken. (Yes, this is special case. Since you cant take a trait multiple times, this trait penalizes you for taking the lifepath multiple times.)
Fanatic
Dt This trait opens the Fanaticism attribute for Fellahin characters. Each Belief the character possesses that relates to his mission on the jihad, the religion or the Mahdi adds +1D to the attribute. If the Beliefs change during the game, dice may be added and lost as appropriate. Dt This trait adds +1D to a Fellahins starting Fanaticism attribute.
Holy Determination
34
Jihad Burner
Human Property
Dt This character is owned by another. The player must choose his owner at the start of the game. Also, increase the Higher Station penalty for Circles from +1 Ob to +2 Ob. Dt The Matriarchs of the Sisterhood are all tested before they are granted the rank of Mother of the Black Hood. The Motherhood candidates are infused with a powerful, toxic draught of the Salt Water. In order to pass the test, they must use every ounce of bodily control and training in order to attack and purge the poison with their very cellular structure! This trait may be used as a call-on for Health for recovery tests. It also allows the Matriarch character to actively resist any poison or drug ingested or injected. Test Health against the obstacle used to create the toxin. Success indicates the toxin is purged without harmful effect.
Immanence
C-O Call-On for Repair or Jury-Rigging when dealing with a machine that has previously resisted repair attempts.
Dt When the Fedayin accept their missions in the Jihad, they prepare themselves for deaththey are fully prepared to lay down their lives for the cause. This trait adds +2D to the characters starting Fanaticism attribute. Also, it counts as a call-on for Steel when the character is about to die. If the Steel test is still failed, the player must Death Rush his opponent/target. All hesitation actions are played as Close positioning tests rather than Run and Scream Withdraw. C-O Call-On for Trouble-wise.
OCDC Directorate
C-O In addition to managing their fiefs, all higher nobility are voting members on the board of the OCDC, an intergalactic corporation. This corporation governs trade and diplomacy between the known worlds. The trait acts as a call-on for Resources. Dt Reverend Mothers are accorded special privileges and respect among the Fellahin (and sometimes the Sisterhood). This trait counts as a +2D reputation among the Fellahin and Sisterhood as one who has imbibed the Salt Water, the Water of Thirst, and survived the test. She now sees what others cannot!
Om Tayyib
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Perfect Pitch
Dt This is a gestalt trait. It only works with Simhanada training and the Psychology skill. The Sisters are trained to combine their Simhanada control, their observational abilities and their psychological studies into a technique often simply known as The Voice. Through this technique, the sister may pitch her voice in tones most effective against a registered character (see the Psychology skill for registering). If she successfully registers a character, the sister may designate one of her social skills to act as gray shade in a Duel of Wits against that character. If attempting to sway a crowd with Oratory or Command, she must register one member of the crowd at +1 Ob in order to earn the gray shade skill.
Respected
C-O The Saltmasters are highly respected among the various tribesthey earned their position by an exacting attention to detail and a fair disposition. This trait counts as a call-on for Circles in the Fellahin setting only. Dt The Mustajib is the aide to a Dahi missionary or Dava priest. Players with this trait may purchase a relationship with their characters master at half cost. The relationship must still be a part of the Jihad. Dt Dava priests are revered for their faith and diligence in service to the Mahdi. This trait grants a +1D reputation within the Jihad.
Respondent
Revered
Ruthlessly Practical
Dt The Mothers of Business have refined their financial and economic skills across centuries of study and millennia of tradition. This trait allows the player to reroll one failed die per test on any Resources, Economics or Economics Engineering test.
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Salt Addicted
Dt The Fellahin homeworld produces a unique Salt that bestows incredible benefits upon those who ingest it. In modest amounts, it is a geriatric drug, preserving a youthful physique for decades beyond the natural human lifespan. Characters who are Salt Addicted start with a minimum of 7 mental points and 14 physical points on the stat/age chart. Add LP bonuses on top of that base. However, it is brutally addictive. Once a character has been hooked on the stuff, removing it from his diet will cause him to sicken and die in a matter of days. (Days equal to Health to become addicted. Days equal to Health to sicken and die.) See the Salt Special Rules section.
Salt Saturated
Dt In order to become Reverend Mothers, the candidate Sister of the Tribe must imbibe an immense and potent draught of Salt Water. To survive, she must control her bodys minutest functions and convert the poison to tonic. Once the test is passed, she becomes Salt Saturated. She may now convert any toxin imbibed. Test her Health against the obstacle to create the poison, success indicates the toxin has no effect. Dt The Lazy Stayabout is tolerated among the tribe because he is family, but he is also rebuked and treated ill. This trait grants a +1D infamous reputation among the Fellahin plus a +1 Ob Resources penalty for dealings among your own tribe. Dt The Sisterhood trains its initiates in supernormal levels of body control. The Aaliyah sisters learn to become aware of and control every musclevoluntary or involuntary in their entire physiology. This grants them numerous benefits (many of which require additional traits and training to tap). The Simhanada Trained may use their raw Stats in place of any physical or martial skill. No Beginners Luck/Double Obstacle Penalty is applied to these tests. No tests are earned toward aptitude, tests are counted toward advancing the stats. No physical or martial skills may be learned. But, any Sister can pick up any weapon and use it with near mastery. Also, spending a Persona point allows the Simhanada Trained character to shade shift her Observation for the purpose of one test.
Simhanada Trained
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Lastly, the Simhanada Trained have perfect recall and may even recite conversations theyve observed using the tones and speech patterns of the speakers. In play, it should be assumed that the Simhanada Trained character can remember and recite any conversation or detail perfectly. It is acceptable to offer an advantage die for this if the player can bring this ability into play in an interesting manner. See the Focus and Immanence traits and the Linguistics and Psychology skills for more on this deadly and powerful art. Simhanada Trained characters may not use their Ancestry for the Blood That Flows Through Me Is Not My Own rule. They may use the Roots Run Deep rule. (They may not use Ancestry as a stat for Simhanada Training.) They may not use Ancestry Persona points (they may use Persona points as per the standard rules). They may spend Deeds points to add Ancestry to a roll.
Dt The Dahi is the Fellahin missionary. He is sworn to spread the word of the Mahdi, to convert the infidels and to preach the jihad. This trait allows the player to add a fourth Belief to his character. It must be centered around his mission. This trait also allows the player to remove the Respondent trait if he so desires. C-O The denizens of 9 are renowned inventors and technophiles. This trait acts as a call-on for any skill test (including Beginners Luck) involving electronics, computers or weird technology.
Technophile
Well of Memories
Dt The character must have the Immanence or Salt-Saturated trait in order to take the Well of Memories. For most Matriarchs and Reverend Mothers, passing the test of Immanence grants her access to what is called the Well of Memoriesancestral memories contained within her bodys cellular structure! The Matriarch may now use her Ancestry attribute as a universal wise skill, as she explores the avenues of her ancestral past. Tapping these memories requires deep concentration. Every time the Well of Memories is usedas a wise skill, as help or as a FoRKthe Matriarch must pass a Steel test or become momentarily trapped in her ancestral memories.
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Special Traits
Ancestry
Dt
5 pts
See the lifepath trait description. Char 1 pt Any character may be specially conditioned for loyalty. A Conditioned character may not act in a directly harmful or knowingly indirectly harmful way against his benefactors. The player must nominate his characters benefactors before play begins. Dt
Conditioned
Fanatic
5 pts 4 pts
See the lifepath trait description. Dt See the lifepath trait description. Dt 4 pts Any character may be a spy for the other side. This trait can be used to negate one lifepath trait of the players choosingConditioning, for instance. However, the player must detail the nature of his subterfuge in his Beliefs. Also, a relationship with his spymaster/benefactor must be purchased and brought into play in the game.
Special Skills
Accounting, Administration, Almanac, Amercement, Anatomy, Apothecary, Architecture, Astrolog y, Brawling, Camouflage (MB, page 352), Child-Rearing, Climbing, Command, Composition Conspicuous, Cooking, Dance, Disguise, Doctrine, Engineering, Estimation Training, Etiquette, Falsehood, Field Dressing, Foraging, Fortifications, Games of Chance. Garotte, Haggling, Geometry Training, Heraldry, History, Inconspicuous, Instruction, Interrogation, Intimidation, Knives, Knots, Local History, Logistics, Martial Arts, Mending, Midwifery, Mimicry, Munitions, Musical Instrument, Obscure History, Observation, Oratory, Orienteering, Persuasion, Poetry, Poisons, Religious History, Ritual, Seduction, Soldiering, Soothing Platitudes, Stealthy, Strategy, Strategy Games, Streetwise, Suasion, Surgery, Survival, Sword, Tactics, Throwing, Torture, Tracking, Two-Fisted Training, Ugly Truth
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Alien Technology
Per
Battle Language
Per
Desert Survival
Will/Per
Driving
Per/Agi
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The social science that studies and describes the production, distribution, and consumption of goods and services and their management. FoRKs: Economics Engineering Skill Type: Academic Tools: No. The technique of designing and implementing whole economic models and systems. FoRks: Economics Skill Type: Academic Tools: Yes, lots of books. This skill allows the combatant to use all manner of strange weapons to injure and kill his opponents. Weapons like chains, whips, cestuses, and wrist blades. FoRKs: Brawling or Martial Arts Skill Type: Martial Tools: An exotic weapon. The art of using raw materials, tools and machines to create refined goods. FoRKs: Engineering Skill Type: Craftsman Tools: Yes. The science of the manipulation of the human genome in order to produce a specific desired result. FoRKs: Science or Appropriate Wises Skill Type: Sorcerous Tools: Yes. The communication of complex concepts via hand movement (rather than speech or writing). FoRKs: Battle Language Skill Type: Academic Tools: Yes The operation of slave guns, rocket launchers and heavy lasers in combat situations. Skill Type: Martial Tools: A big gun. This skill allows a character to temporarily repair a malfunctioning machine. A successful Jury-Rigging test renders the broken machine functioning again for a single test/use. FoRKs: Mending, Repair, Fabrication, Engineering Skill Type: Peasant Tools: No
Economics
Per
Economics Engineering
Will/Per
Exotic Weapons
Agi
Fabrication
Per/Agi
Genetic Engineering
Per
Hand Speech
Per/Agi
Per/Agi
Per/Agi
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Lasgun Operations allows a character to calibrate, maintain, repair and refuel a lasgun weapon. It is not a combat skill. Lasguns come in various shapes and sizes.Use the appropriate skill, Rifle, Pistol or Heavy Weapons, for actual firing. This skill may be FoRKed into combat skills when using lasers. See the Special Weapons section. FoRKs: Engineering, Alien Technology Skill Type: Military Tools: A lasgun This is a Simhanada gestalt skill. Characters with Simhanada Trained trait and this skill may decipher spoken languages by using minute and subtle clues in the speaker. Test Linguistics vs the obstacle, success indicates the character understands what is being spoken. FoRKs: Appropriate Wises Obstacle: Dialect, Ob 1. Same culture, different language, Ob 2. Same language family, Ob 3. Unrelated language, same planet, Ob 4. Same species, different planet, Ob 5. Skill Type: Sorcerous Tools: No. Reading, writing and basic arithmetic in one skill! Skill Type: Academic Tools: No. The precise measuring of water and Salt is key to the survival of the tribe. The Elders use meticulous methods and microgram accurate tools to ensure that not one drop or grain is lost. FoRKs: Estimation Training Skill Type: Craftsman Tools: Yes The dictionary defines this skill as: A theory in physics based on the principle that matter and energy have the properties of both particles and waves, created to explain the radiation of energy from a blackbody, the photoelectric effect, and the Bohr theory, and now used to account for a wide range of physical phenomena, including the existence of discrete packets of energy and matter, the uncertainty principle, and the exclusion principle. Theoretically, this skill could be used to design or modify shield systems and trans-space navigational systems. If a player manages to actually bring the skill into the game in a meaningful way, give them a Persona point. FoRKs: Science Skill Type: Sorcerous Tools: A Science Workshop.
Lasgun Operations
Per
Linguistics
Per
Literacy
Per
Measurements
Per
Quantum Physics
Per
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Use the Pilot skill for Positioning tests when using ornithopters and shuttles. FoRKs: Sensorium, Estimation Training Skill Type: Seafaring Tools: A shuttle or ornithopter Bang, bang. Youre dead. Skill Type: Martial
Pilot
Per/Agi
Pistol
Agi
Tools: A gun
The immense study of an entire planetary systemfrom ecology and climatology to tectonics and geology, and everything in between. FoRKs: Science Skill Type: Academic Tools: nobut an Analyst helps. The mustajib issues the call to prayer and chants passages from the holy text during the services. FoRKs: Oratory Skill Type: Musical Tools: No. The noble houses all maintain expensive and complex recording, post-production and broadcast facilities. These are used to project the desired image of the ruling house and their actions. This skill allows the character to produce slick propaganda and distribute it via the mass media. See the Propaganda War Special Rules. FoRKs: Falsehood, Rhetoric and appropriate wises Skill Type: Military Tools: Workshop.
Planetology
Per
Prayer Chanting
Will
Propaganda
Will/Per
Psychology
Will
This is the core skill of the Sisterhood training program. It is enhanced by Simhanada Training and many other traits. At its most basic, the Psychology skill may be used to read another character in order to discern his traits. This process is called registering. Registering requires that the Sister make one (legitimate, in-game) social skill test against her quarry without use of bonuses or traits. The test can even be a failure. Once the test is made, the player may make a Psychology test for her desired effect. See below for obstacles. Once a character is registered, the skill allows the Sister to turn those traits against her quarry or negate them completely! This only applies to traits with social implications: Sisters can block the use of a registered call-on, negate an obstacle penalty-causing die trait and take the dice from a bonus die trait and use them for herself on her own tests. The Sister player must choose how it will be used when the trait is registered.
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Note that combined with the Omphalic Focus trait, the Psychologist can implant keywords in a victims psyche and cause him to hesitate. See the trait description for more. FoRKs: Linguistics, Religious Engineering Obstacles: Registering: one character trait, Ob 2. one call-on trait, Ob 3. one die trait, Ob 4. one Instinct, Ob 5. Omphalic Focus implantation, Ob equals targets Will. She may only register one aspect of her target character per Duel of Wits or applicable social skill test. Skill Type: Sorcerous Tools: No.
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The manufacture and design of mythology and religion. FoRKs: Religious Law Skill Type: School of Thought Tools: No. The study of the legal structure within a given religion. In this case, it is the laws and penalties of the Mahdis Jihad. This skill may be used as Rhetoric in a Duel of Wits. FoRKs: Doctrine Skill Type: School of Thought Tools: No. The ability to repair machinery and mechanical devices like fabricators, groundcars and even ornithopters. FoRKs: Jury-Rigging and any skill related to that which is being repaired Skill Type: Craftsman Tools: Yes. The Rifle skill bestows knowledge and experience of both marksmanship and combat rifle tactics. Slave rifles and laser rifles all may be used under this skill. FoRKs: Appropriate and situational wises for marksmanship tests, Tactics for Range and Cover combat. Skill Type: Martial Tools: A rifle of some sort It is vital for the Shaykh of the tribe to understand and properly adjudicate the rites for advancement and position within the tribal families. FoRKs: Tribal History, Tribe-wise Skill Type: School of Thought Tools: No. The Fellahin are an incredibly resourceful people. Life in a desert with little or no resources has left them no other choice but to use what they have. Centuries of experimentation and tradition have led them to develop not only edible salts from the desert, but to use that salt to manufacture durable plastics and crystalline instruments useful for navigation and water purification. This skill allows a Fellahin to either convert harvested Salt into an edible foodstuff, or to transform it into industrial materials. The industrial materials lose all of their drug properties, of course. FoRKs: Salt-wise Skill Type: Craftsman Tools: Yes.
Religious Engineering
Per/Will
Religious Law
Per
Repair
Per/Agi
Rifle
Per/Agi
Rites of Succession
Will/Per
Salt Fabrication
Per
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Its poetry in motion. Eee-ooo-ououou. FoRKs: Metaphysics, Genetic Engineering, Engineering, Planetology. Skill Type: Academic Tools: For knowledge-based tests, no. The ability to read and interpret vehicular and installation Sensorium panels. (Whats that blinking red light for?!) FoRKs: Pilot, Engineer Skill Type: Seafaring Tools: Kind ofyou need sensors! The use of the personal deflection screens, commonly known as shields, requires specialized training. Shields produce odd side effects to the wearers actions, this training skill mitigates some of those side effects. Characters without Shield Training are +1 Ob to all physical actions (like walking) while wearing a shield, +2 Ob to any vigorous physical action like fighting or running an obstacle course. See the Shields special rules for more on the devices and their uses. Skill Type: Martial Training Tools: A shield The Sisterhood is a culture and clique unto itselfthey do not obey the standard rules of etiquette. This skill allows the character access to their mysterious and rigorous ways. FoRKs: Sisterhood History Skill Type: Social Tools: No The obscure and twisted history of the Sisterhood. Skill Type: Academic Tools: No. This is a Simhanada gestalt skill. The Sisterhood teaches its members how to induce a trance upon themselves so they may rest while maintaining their awareness. Mechanics as Meditation (CB, page 250). Also, the Trance skill allows the Simhanada trained to slip themselves into a self-induced comaslowing their pulse and respiration to the absolute minimum required to keep them alive. This reduces the amount of oxygen, water and food required to survive in desperate conditionsif trapped under sand or lost in space, for example. Skill Type: School of Thought Tools: No.
Science
Per
Sensorium
Per
Shield Training
Sisterhood Etiquette
Will/Per
Per
Will
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Proper etiquette among the Fellahin tribes is paramount. When an outlander is in the presence of a Reverend Mother or Shaykh, a Tribal Etiquette versus test must be passed. If the outlander meets or exceeds the Reverend Mothers or Shaykhs successes, he has impressed the tribe and may be accorded respect. If he wins by two, he gains +1D to his next social or Circles test in the tribe. If he fails the test, he is just another foolish outlander to be ignoredall Duel of Wits or Circles tests within the tribe are at +2 Ob. If he fails outright (no successes), I recommend a complication like a challenge to a duel or a trial of survival. FoRKs: Tribal History, Tribe-wise Skill Type: Social Tools: No. The history of the Fellahin tribes. Skill Type: Peasant
Tribal Etiquette
Will/Per
Tribal History
Per
Tools: No.
Water conservation is of the utmost importance to the survival of the tribe. Characters with this skill know intimately how to preserve and extend their water supplies, whether in their creches, out in the desert or on jihad. FoRKs: This skill FoRKs into Desert Survival. Skill Type: Peasant Training Tools: No. This skill allows character to manufacture the special Fellahin wetsuits. These garments efficiently trap the bodys moisture and recycle it, allowing the wearer to survive for great lengths of time in the desert without additional water. FoRKs: Fabrication Skill Type: Craftsman Tools: Workshop. Using this skill, the character may build slave pistols, rifles, guns and stunners. FoRKs: Fabrication Obstacles: This is the point at which I break down and give up on my simulationist gamer tendencies. Im not researching gun manufacture. Its not important to this setting. Then why have the skill?! I ask myself that every day. Skill Type: Craftsman Tools: Workshop.
Wetsuit Manufacture
Per/Agi
Weapon Manufacture
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Arms . . . . . . . . . . . . . . . . . . . See Description Missiles. . . . . . . . . . . . . . . . . . See Description Personal Shield. . . . . . . . . . . . . . . . . . . . . . 45 Lasgun . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Deathwire and Recorder/Handles . . . . . . .25 Translink. . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Clothes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Traveling Gear . . . . . . . . . . . . . . . . . . . . . . . . 1 Fellkit and Wetsuit . . . . . . . . . . . . . . . . . . . . .5 Finery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Skill Toolkit. . . . . . . . . . . . . . . . . . . . . . . . . . .7 Printed Volumes. . . . . . . . . . . . . . . . . . . . . . 10
Resources
Poison Dog . . . . . . . . . . . . . . . . . . . . . . . . . 12 Poisoners Kit . . . . . . . . . . . . . . . . . . . . . . . . 12 Medikit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Workshop . . . . . . . . . . . . . . . . . . . . . . . . . 20 Property . . . . . . . . . . . . . . . . . See Description Groundcar . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Ornithopter . . . . . . . . . . . . . . . . . . . . . . . . .25 Shuttle . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Frigate . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 Syndicate Communicator. . . . . . . . . . . . . . 105 Interplanetary Crystal . . . . . . . . . . . . . . . . 75 Salt . . . . . . . . . . . . . . . . . . . . . See Description Salt Cache . . . . . . . . . . . . . . . See Description
Arms Arms covers the necessary hand weaponry to suit a characters idiom. In this setting, the most predominant weapons are a sword and dagger for the nobility or simply a pair of fighting knives for the lower castes. Run of the Mill Quality Arms 5 rps. Base Ob 1 to use, and they have the run of the mill stats for weapons. This may include exotic weapons if the character has the skill. Superior Quality Arms 20 rps. Base Ob 1 to wield. Use the superior quality weapon stats. The Fellahin crystal knife is a superior quality knife. Characters with the Rafiq lifepath may purchase the knife for 5 rps. Missiles Throwing knives are 3 rps. Slave pistols are 5 rps. Slave rifles are 10 rps. Stunners are 15 rps. Poor Quality Missiles half resource points cost rounded up. Poor quality missiles are all +1 Ob to hit. Superior Quality Missiles 3x rps cost. Superior quality missile weapons grant the character a +1D bonus balance die. This is added to his skill every time he takes a shot (not while positioning). Personal Shield Shields are available only to characters with the Shield Training skill in their lifepaths. See the Shields special rules section for mechanics. Characters whose last lifepath is Stormtrooper or Elite Guard may take a shield for 22 rps. Lasgun Man-portable beam weapons, commonly referred to as lasguns, are only available to characters with the Lasgun Operations skill.
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Bombs Use the stats for Iron-cased Bombs in the Burning Wheel but without the misfire die. These are only available to characters with the Munitions skill or Elite Guard, Rafiq or Stormtrooper lifepath. Deathwire The imperial homeworld exports a peculiar and vital product to the empire at large. Colloquially known as deathwire, this is a biomechanical thread with a tensile strength one thousand times greater than spiders silk. It can be used as a fantastic cutting instrument, but far more bizarre are its properties as a recording media. The molecular polymer chain that comprises deathwire can be configured to hold massive amounts of datavideo, sound, and text. A single strand the length of a mans arm can hold an entire days video capture from a single camera. Given its compact nature, deathwire is a favorite accoutrement among spies. It is also hideously expensive. Lastly, if fitted with special handles, the stuff can be used as a wicked garrottePower 3, Add 1, May only be used on Locked opponents, no shield protection possible. Translink A personal, earbead communications device common to just about anyone who has business to conduct. Traveling Gear This is all the necessary bits, odds and ends and what-nots that are needed for survival on the roadcandles, matches, flint and steel, a pocket knife, a rain cloak, a rain hat, a good sturdy rucksack, a thick leather belt, a money purse or wallet, a warm coat, etc. Fellkit and Wetsuit Desert survival gear. A must for any self-respecting Fellahin. Adds +4D to any Desert Survival test. Only characters with the Desert Rat LP may purchase this. Groundcar This is an efficient wheeled vehicle common to most homeworlds. Standard models seat four, but smaller two seaters and larger cargo models are available. Groundcar fuel cells last for thousands of miles of driving, but their biggest drawback is they require roads or flat terrain to operate at top efficiency. See the Vehicle rules in the Special Rules section for more details. Ornithopter These are winged aircraft, commonly called hornets, that use the flapping of the crafts wings to achieve lift and to augment thrust. The hornet design originated from the Mahdis homeworldoptimized for the harsh weather conditions thereand has since spread across nearly all the noble homeworlds. Ornithopters are strictly atmospheric craft, but they serve roles as civilian transport and military combat craft. They can be small and light enough to accommodate two passengers or large enough to hold a crew of 12. See the Vehicle rules in the Special Rules section for more details. Shuttle Shuttles are orbital landers used by the noble, mercantile and military organizations to ferry relatively small loads from the planet surface to interstellar spacecraft waiting in orbit. The smallest of the vehicles can accommodate a half-
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dozen passengers. A medium-sized shuttle can haul two truck loads worth of cargoeasily over a hundred passengers. The largest can accommodate large military vehicles or five to six hundred passengers. See the Vehicle rules in the Special Rules section for more details. Frigate A frigate is a large spacefaring ship used by the nobility both as a pleasure craft and as a military vehicle. Many frigates are outfitted with special antigravitational devices that allow them to operate in atmosphereacting as a massive assault landers or merely threatening displays of power. Skill Toolkits Many skills require tools. If a skill is listed with Tools: Yes, then a character must spend resource points on a toolkit in order to be able to adequately perform skill tests. Tests without tools (for skills that require them) are at a double obstacle penalty. A toolkit that has finite supplieslike medicine for Apothecarycan run dry. Each use after the first, roll the DoF. If a 1 comes up, the kit is empty. The character must make an Ob 2-5 Resources test to replenish it. The GM may set the obstacle depending on how rare the contents of the kit are. Ob 2 for carpenters tools, Ob 4 for surgeons tools, Ob 5 for sorcerous tools. Clothes This resource purchase includes all of the clothing a character would need for everyday life in his station (including shoes!). It is not just one outfit. Like the Arms purchase, Clothing allows the player to take what he needs to trick out his character (short of Finery). Finery Finery covers specialty clothing and expensive items that one would wear either on special occasions or when trying to make a point. Courtly regalia for nobles, vestments for priests, uniforms for swordmasters, etc. Like Clothing, this purchase includes a whole wardrobe, not just a single outfit. Take as much or as little as you like. Workshop A workshop is just a big toolkit. It is used for science, artisan and craftsman skill tests that require more than just simple tools. Purchasing this gives the character an appropriate room/building/tower to house the workshop. This counts as property when factoring resources. Printed Volumes A player may purchase books or scrolls containing lore, history or stories for his character. Choose what is appropriate for the story and for the characters lifepaths. Property A leaky shack, shallow caves, a bed at a flophouse, 1 rp. A rented room, private room in the tribal warren, 3 rps. A rented apartment, 10 rps. A house, office or cave system, 15 rps. A small business (a workshop, a cargo ship), a secure and livable safe house, 20 rps. Moderate-sized business, a bunker, 30 rps. Manor or estate, an urban htel, a mosque, *40 rps. A small factory, a fortified manor, *45 rps. A large business, a keep, a temple, *60 rps. A fortress or moderate-sized estate,
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covert training camps, *75 rps. A military complex, a large fortress, an underground cave network, a smugglers warren complete with hidden landing pads, *90 rps. A palace, *105 rps. Property obviously counts as property when factoring resources.
*Note that only Noble Born characters or characters with the Shaykh, Saltmaster, Minister, Town Official, Merchant, Magnate, Steward, Master of Horse, Master of Hounds, Bailiff, Coroner, Constable, or Treasurer LPs may spend more than 40 rps on property. Other characters simply may not own that degree of property (unless otherwise specified). The property purchase comes with appropriate and attendant staff, buildings and accoutrements. It does not provide the character with other free purchases from the Resources list.
Poisoners Kit This kit allows the erstwhile assassin to mix poisons. All of the ingredients necessary for concocting the poisons listed under the Vile Poisoner skill in the Character Burner are present in this kit. After each use, roll the Die of Fate. On a 1, the supplies have run out and the character must refill the kit via a Resources, Foraging or Scavenging test (or another means sanctioned by the GM). Poison Dog The Poison Dog is a small robot designed to inhabit noble living quarters and kitchens. The unobtrusive device is equipped with molecular analysis devices that enable it to detect poison and foreign substances in food and drink. The Poison Dog has a G6 Observation skill specifically directed toward detecting poison in food. Test the robots skill against the Poisoners successes. If he generates more successes, poison is detected and identified. If he ties the poisoner, he deems the food suspect and unsafe, though no poison can be accurately identified. If he generates fewer successes, the poison has slipped through undetected. Medikit This is a semi-robotic medical kit that adds +1D to the Field Dressing skill. Salt Salt. The most necessary of substances, one of the building blocks of life. This purchase represents that the character has a stock of the drug called Salt. Every 5 rps spent represents a couple of dosesthats a generous discount. Acquiring a weeks supply of Salt for one character in game starts at Ob 3 Resources and is subject to availability. Salt counts as property. Salt Cache A player may invest his rps in a Salt Cache. It costs 45 rps to buy-in. Players may invest additional resources in 15 rp intervals. Divide the final total result by 15. The result equals a cache of dice the player may add to Resource tests. Follow the rules for caches described on BW page 92. Salt Caches count as property. Note: When playing characters who are Born Fellahin and part of the Jihad (not collaborators), the group starts with a 3D Salt Cache for free. The individual players may invest additional RPs in it to increase the size and gain more dice. Syndicate Communicator A Syndicate Communicator is a rare and much soughtafter commodity. To the world at large, he looks like a grotesque crystalline statue of a man, immobile and unfeeling. But within the shell lies the soul of a man who has
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completely given himself over to the Salt. He is the only crystalline structure known to be able to communicate across interstellar or intergalactic lines. Nobles may be able to communicate between worlds via their Interplanetary Crystals, but only the Communicator can transmit across galaxies. In order to maintain their posts on the OCDC board and remain in the favor of the emperor (or Mahdi!), the major noble houses require the services of these bizarre creatures. The Syndicate obliges by leasing them to the houses, installing them and maintaining themfor obscene sums of money. The Dukes and Princes benefit via the instantaneous intergalactic communication. Interplanetary Crystal An Interplanetary Crystal is an extraordinarily large chunk of Salt crystal that may be made to resonate with other crystals on planets in the same system. This allows for instantaneous communication within the system. A necessity for the major and minor houses governing their various worlds!
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Artha
The Burning Sand setting uses special artha rules. Peasants, villagers, cityborn and soldiers are merely pawns in the game. Players whose characters are Born Peasant, Born Villager or City Born may only spend Fate and Persona artha. They may not spend Deeds points. Thats right, youre nothing in this setting unless youre a noble or a fanatic. Players whose characters are Born Fellahin and Born Noble may spend Fate, Persona and Deeds as normal. However, players whose characters have the Ancestry, Fanaticism, Analyst Training or Simhanada Training traits have special restrictions and bonuses placed on their artha expenditures. See the individual trait descriptions and special rules in this section for more.
Salt
The Salt is taken either in the form of crushed crystal powder straight on the tongue or as an admixture with liquid and sugar. Both forms have the desired effect, the latter is simply easier on the palette. Those who take the Salt straight on the tongue liken the sensation to plugging ones tongue into a wall socket. Momentarily painful, ultimately exhilarating. The Salt crystals bond with amino acids in the body and quickly work their way into the DNA structure of the host. Once bonded, the aggressive crystalline structure begins to modify certain aspects of the living hosts core. In almost
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every way, it is a beneficial effect for the host, as the Salts influence counters the effects of aging and cellular deterioration. The main drawback is that the Salt itself degrades rather rapidly, leaving the DNA structure weakened. Without regular infusions of the mineral, the host will indeed sicken and die. With regular infusions of the stuff, a user can easily live two or three times the typical human life span.
One dose of the Salt gives the imbibing character the Salt Addicted trait. See the Lifepath Trait in this setting. If the Salt is imbibed after character burning, and the character has fewer than 14 physical points, each dose of Salt grants +1 P until the character reaches 14 points total. (This doesnt apply to wounded characters.) The player may decide where the points are allocated, but it is best to raise the lowest stat first. Two points may not be allocated to a stat until all physical stats have gained one die. Three points may not be allocated to a stat unless all physical stats have gained two dice. Adjust Health, Reflexes and Mortal Wound according to the new numbers. However, once these benefits are reaped, the character becomes Salt Addicted. A character may go for days equal to his Health without Salt. Thereafter, his Health drops by 1D per day. Once Health reaches zero, the character is comatose. If it drops below zero, the character dies.
Ancestry
Ancestry allows the player to tap his characters breeding and utilize it in ways that low born men and women cannot even conceive.
Ancestry starts at B3. The Salt Addicted trait adds +1D. The Your Lordship trait adds +1D. Your Eminence adds +2D. Your Grace adds +3D. During character burning, the player may nominate one skill category (as per page 49 of BW) to be rooted from Ancestry instead of its normal roots. For example, a character who is born to play the sitar might put his Ancestry in Musical skills. All skills in that category are rooted from Ancestry when opened in burning or play. If a skill has two roots, simply count Ancestry as the sole root. Ancestry is also used for learning skills and using Beginners Luck for skills in this category.
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Special Rules
Once per scene, if a player is called on to make a stat test, he may choose to replace his characters stat with his Ancestry exponent and roll those dice instead. He may not spend Persona or Deeds on this test.
Ancestry allows a player to spend Persona and Deeds points to tap his mysterious past. A Persona point allows the player to add +1D per Belief related to his birthright, heritage or ancestry to any stat, Resources or Circles test. A Deeds point allows the player to add all of the dice from his Ancestry attribute to a stat, Resources or Circles test. (Not skills!) This is done instead of doubling the dice. Characters with Ancestry may not benefit from Boon or Divine Inspiration artha. Their players must use the Persona and Deeds Ancestry and Artha rules described above. However, all other artha expenditures are available as normal.
If any test involving the Ancestry attribute is failed, the ability is taxed (like Resources). When using Ancestry to replace a stat or when spending a Deeds point to tap Ancestry, the margin of failure is taxed from the attribute. When spending a Persona point, subtract -1D from the attribute for each Belief die added, up to a maximum of the current rolls margin of failure. If Ancestry is taxed to zero, reduce the overall exponent by 1. If the actual exponent is reduced to zero, the player may no longer access this characters Ancestry.
Father, Forgive Me
Ancestry may be recovered like Taxed Resources. The get a job type skill is Etiquette, the cycle is annual. Using Etiquette (and appropriate FoRKs), the character must pay homage to and venerate his ancestors at their shrines and tombs. For the Sisterhood, this involves Sisters paying their respects to the Great Mother and the Mother Superior until they are suitably chastened and reminded of their lineage.
Ancestry advances like a stat (BW, page 44). Tests for advancement are earned as normal when Ancestry is used for the Roots Run Deep tests. If adding Persona point dice, the number of dice added counts as the obstacle for a test against Ancestry. If using a Deeds point to add the Ancestry dice to a test, it counts as a Difficult test for advancement.
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These artha-derived tests are noted separately from any tests earned from the ability being tested. A player spending a Persona point can earn a test toward Ancestry and a test toward his stat.
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Ancestry is out there on its own in the world. No FoRKs, no help. (Linked tests are ok.)
Fanaticism
Fanaticism is the sister to and opposite of Ancestry. The fires of belief and conviction fuel the action and initiative of the Jihad. Without Fanaticism, the Jihad would be just another peasant uprising destined to die on the shores of some foreign world. But Fanaticism fuels the fires of warit is pure proof that God is on the side of the jihadis.
Starting Fanaticism
The Fanatic trait opens the Fanaticism emotional attribute at B0. Each Belief the player ties into the jihad and his mission or his devotion to the Mahdi adds +1D to the starting exponent. If these Beliefs are lost or changed, the dice are lost. Belief dice may be regained with additional (or different) appropriately fanatical Beliefs. Holy Determination adds +1D to the starting exponent. The Martyr trait adds +2D. Disillusioned subtracts -1D from the exponent for each time the player took the Veteran Jihadi lifepath. If earned in play, Disillusioned subtracts -1D from the exponent. (Essentially, it negates the Holy Determination trait.)
Fanaticism is a rated attribute with an exponent and a shade. Fanaticism may be used to modify stat, skill and attribute tests (not Resources or Circles). When spending a Persona point, the player may add +1D for each of his Beliefs relating to the jihad or his particular mission. For example, a particularly devout Dahi with the Sworn to the Mission trait could add up to four dice to a test to convert a group of infidel peasants. Rather than double dice, a Deeds point allows the character to add his full Fanaticism dice to the stat, skill or attribute test. Characters with Fanaticism may not benefit from Boon or Divine Inspiration artha. They must use the Gods Will rules described above. However, all other artha expenditures are available as normal.
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The Leap
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Special Rules
penance, the officiating Hujjat may determine the penance and give the player a new goal or mission in the jihad. Penance allows the atoning characters current Fanaticism to help the ritual. During the ritual, the officiating Hujjat may question the atoning player characters fanaticism. Doing so indicates that the atoning player must change one of his Beliefs. The Belief to be changed and the new one to be written are up to the owning player. However, the Hujjat may withhold atonement dice as he sees fit if the new Belief fails to focus on the Jihad and its goals. Some or all of the dice may be withheld. It is best to keep your Hujjat happy. If atoning after dropping permanently to zero, the player must change his Beliefs and focus them on his fervor for the jihad. Each Belief so rewritten, gains him +1D of Fanaticism.
Fanaticism advances like a skill (BW, page 44). Spending Persona points to add dice can count as a test for advancement for Fanaticism. The number of dice added counts as the obstacle for the test. Consult the advancement table to see what type of test this counts as. Spending a Deeds point to add Fanaticism dice to a test always counts as a Difficult test for advancement for Fanaticism. The artha-derived tests for attribute advancement do not affect the skill or stat test. The player earns two tests to advance two abilitiesFanaticism and the skill/stat being tested. When using the Leap, compare the obstacle of the stat/skill test with the Fanaticism exponent as per the standard procedure for advancement.
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These obstacles illustrate a world (or even system) untouched by the jihad. These would only be appropriate to use if playing nobility on a world where there is no obvious Jihad presence. Once the invasion/infilitration is on, use the obstacle modifiers below based on how far along the war is on the target world. Ob 1 Food for the day. Lodging for the night. Clothing, shoes, and other simple, mundane material goods. Day laborers wages. Ob 2 A cheap pistol (poor quality). Rent in a rundown urban neighborhood. Traveling Gear. Tools. Printed Volumes. Translink units. Pay for a medic or soldier. Ob 3 Poison Dog. Medikit. A cheap rifle. A decent slave pistol or sword. Finery. A veteran soldiers or pilots pay. Ob 4 Fellkit and Wetsuit. A slave rifle. A groundcar. Cheap explosives. Poisoners kit. A cheap stunner. A workshop. A safe house. Pay for an Elite Guard or a Stormtrooper. Ob 5 A couple of doses of Salt. A lasgun. An ornithopter. Explosives. Deathwire. An armed groundcar. A decent quality stunner. Ob 6 An armed ornithopter. A shield belt. Basic surveillance system. An Imperial Scientists stipend. Fees for a Sister Concubine. Ob 7 A cheap shuttle. A bunker. Basic security system. Retainer for an Assassin. Ob 8 Industrial equipment. Small estate. Covert training camps. Strategists, Warmasters or Swordmasters stipend. Ob 9 A large, unarmed, cargo shuttle. A small fortress. An Analysts or Master of Assassins wages. Ob 10 A frigate. A Syndicate Communicator. An installation, fortress or supersecret smugglers den. A Salt Cache (5D). Ob 11 A massive and imposing temple or mosque. Ob 12 A gigantic, mind-numbing palace. Ob 13 Family atomics.
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Human Resources
All Resources tests to acquire services must be preceded by a successful Circles testthe player must be able to make contact within his Circles before he can proffer money for the services. Any of the pay, stipends or retainers for characters merely indicate the basic cost of services for these character types. The obstacle may be raised or lowered as deemed appropriate by the GM and the situation at hand.
Once the full-on war is on, the black market gets into full swing. All Resources tests must be preceded by a Circles test. The character must have Circles relating to the item or goods he seeks. You cant just go out and buy food. Youve got to know whos selling it and when. Then you show up with the cash or trade goods and make your purchases. If a player cant bring an appropriate Circle to bear, he cant make the purchase. The Circles test counts as a Linked test (BW page 29). The following sections describe various conditions and modifiers leading up to that point.
Infiltration
During the infiltration phase of the invasion, its the Jihadis who are at a disadvantage. Food and clothing, etc. remain at Ob 1. However, Ob 2-5 Resources tests suffer +1 Ob. Ob 6+ tests suffer +2 Ob. This penalty does not apply to Salt. So long as the jihadis have an appropriate relationship to help them maintain their supplies, they never suffer an obstacle penalty for acquiring Salt.
Terrorism
Typically, in the Jihad invasions, there is a period of time where the Jihadis have established bases and training camps on the target planet and are using them to fund and supply missions to subvert and destroy. Resources tests from Linked Circles tests incur no penalty. Resources tests not preceded by a successful Circles test are +1 Ob. Resources tests preceded by a failed Circles test incur a +2 Ob (+1 for failing the linked test, +1 for the scarcity penalty). All military and weaponry purchases are at +1 Ob, even if made within the characters Circles. Nobility and the general populace only suffer a Resources obstacle penalty under these conditions if they are trying to acquire something that the Jihadis have destroyed or made scarce. Or if they trying to force through unreasonable purchases in a terrorism-plagued district.
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Shields
The elite soldiers and affluent nobility protect themselves from harm with personal deflection fields, more commonly known as shields. These devices produce an energ y screen surrounding the wearerthis screen deflects incoming energies (including kinetic!) away from the shield bearer. The shield itself is worn as a medium sized belt-buckle. The controls for operation are simplea straight-forward dial lets the wearer increase the intensity of his shield, from 0 to 7. For the untrained, shields cause a +1 Ob to basic physical actions (like walking) and +2 Ob to vigorous physical actions (like fighting).
Shield Dice
Whenever the wearer of an active shield is struck, roll the shield dice against Ob 1. If the test is passed, the blow is completely deflectedno damage is done. The shields themselves are also unharmed and undepleted by attack (1 s dont mean anything). A shield may be dialed from one to seven dice. Each level after 2D has certain side-effects. 1D No penalty. At this level a shield is virtually undetectable (Ob 9 Observation test.) 2D No penalty, default setting for most shields. 3D +1 Ob to Perception and Observation tests. 4D +1 Ob to Perception, Observation, Agility tests, Throwing and Stealthy. 5D +1 Ob to Perception, Observation, Agility tests, Throwing, Climbing, Stealthy and Speed. 5D also incurs a +1 Ob exhaustion hazard. See Shield Exhaustion. 6D Same penalties as 5D, but with a +2 Ob exhaustion hazard. 7D Same penalties as 5D, but with +3 Ob to exhaustion.
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Shield Training
Characters with Shield Training gain intimate knowledge of shieldshow to use them, and how to defeat them. Primarily, the training skill negates the +1/+2 Ob penalty that wearing a shield untrained causes. In addition, the following list details modifications to the existing martial actions that the training skill grants: Strike Strike always acts as the first test in a Linked test for a Feint or Counterstrike. (This counts as long as the obstacle is met. It doesnt matter if the blow is deflected.) Counterstrike Counterstrike strike half successes may be split between damage, location and shield penetration. Each die put into shield penetration raises the shield obstacle by one.
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Feint Extra Feint successes may be split between damage, location and shield penetration. Each die put into shield penetration raises the shield obstacle by one. Shield Training also grants an additional martial maneuver: Shield Strike (Aggressive, counts as Strike for all counters) Shield Training teaches combatants how to move and fight with their shields up, but it also teaches them how to slow their Strikes down to better penetrate their opponents shields while maintaining the full force of their intended blow. A Shield Strike can be performed in two or three actionswith the dice rolled on the final action of the Shield Strike. While not as powerful as Feint and Counterstrike, it can be useful: A two-action Shield Strike raises shield obstacles by one. A three-action Shield Strike raises the shield obstacle by 2.
Shields add their current dice level to the natural defenses against Throw, Push, Lock and Charge. The Counter Lock maneuver negates the shield dice bonus to natural defenses.
Shield Exhaustion
Shields can be dialed so high that they impede the exchange of air to their wearer. Using shields at this level in combat is exceptionally dangerousbreathing and air flow are paramount to winning a martial contest! If a shield is dialed up to 5D or higher, the player must make a Forte test against exhaustion at the end of every exchange. The base obstacle is 0. Use the following modifiers. Total the penalties for all consecutive volleys across all exchanges: 5D Shield, +1 Ob exhaustion per volley after the first volley at this level 6D Shield, +2 Ob exhaustion per volley after the first volley at this level 7D Shield, +3 Ob exhaustion per volley after the first volley at this level If the Forte test is passed, the character may fight on without penalty. If the Forte test is failed, the character hesitates for a number of actions equal to the number of volleys hes had his shield at 5D or higher. If this number is equal to his Reflexes, he hesitates for a whole exchange and must make another Forte test for exhaustionhes choking at this point. Add on another exchange worth of penalties and make the test. If he continues to hesitate for whole exchanges, someone better turn his shield belt off, or hes going to suffocate. People usually die from suffocation in two or three minutes. Use your best judgement here.
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When factoring the Forte test obstacle, total all of consecutive exhaustion penalties. If the shield has been at 5D for 6 volleys, the Forte test is Ob 6. If the shield-bearer drops his shield to 4D or less for one volley, the modifiers resets to 0.
Shield Dialing
It costs one action in the script to change the settings of your shield or one die of action in Range and Cover to get a breath of air and negate exhaustion. If a tie results in Range and Cover, that means there was no time to dial the shield as things got hot and heavy. Be sure to make a special little exhaustion check at the end of the volley.
Characters may not fire missile weapons when their shields are up. If they do, they lose a limb if theyre lucky, die if theyre not. Shields tend to make one a bit more confident when under fire. Imagine a commander standing in the open on a hillock, ordering his troops to advance, as slave rifle rounds simply glide off of him. To that end, shields grant +2D to the Steel Close and Steel Withdraw maneuvers. Since characters may not fire while their shields are up, shielded characters may not spend dice to fire in Range and Cover and may not benefit from weapon positioning dice. They may benefit from help, though! Especially with help from guys with rifles.
Anti-Shield Missiles
Slave pistols, slave rifles and stunners are designed to penetrate shields. Extra successes above the obstacle to hit can be allocated to DoF bonuses for damage, used to move the location of the hit or can be used to increase the obstacle of the shield test. Stunners increase the shield obstacle by one for each success allocated to shield penetration. Slave pistols increase the shield obstacle by one per two successes allocated. Slave rifles increase the shield obstacle by one per three successes allocated. Stunners are such slow missiles, they may be Blocked, Counterstruck or Avoided. Slave pistols and rifles are also relatively low velocity and may be Avoided.
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Crystal Knives
Fellahin crystal knives disrupt shields. Shield tests against these weapons are always at +1 Ob. In fact, if a character wearing a shield is using a crystal knife, his shield suffers a +1 Ob to all tests due to the knifes resonance distortion.
There is no armor in this setting. Not personal armor, not vehicular armor. Laser weapons or nuclear stand-off munitions efficiently destroy any material resistance put in their way. The reason why the Soldier gets the Fucked trait is because he doesnt have a shield. Guess who they turn the lasers on during the pitched battles? And the jihadis shun such personal protectionthey are armored by their faith in the Mahdi.
Special Weapons
SQ knife: Shortest, Fast, Power 1, Add 1. Also, Crystalline Shield Disruption: +1 Ob to shield tests made against the knives. IMS: B4, B7, B10. Magazine: 10. Optimal, 1D. Extreme, 1D. Max range, 40 meters. DoF as a bow. Low Velocity: +1 Ob to hit due to slow velocity. In Fight!, Avoid successes reduce shooters successes. Shield Penetrator: Every two extra successes allocated to penetration increases shield obstacles by +1 Ob.
Slave Pistol
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Special Rules
IMS: B5, B7, B11. Magazine: 15. Optimal, 1D. Extreme, 2D. Max range, 120 meters. DoF as a bow. Low Velocity: +1 Ob to hit due to slow velocity. In Fight!, Avoid successes reduce shooters successes. Shield Penetrator: Every three extra successes allocated to penetration increase shield obstacles by +1 Ob.
Slave Rifle
Slave Gun
IMS B5, B9, B13. Belt: 500. Optimal 2D, Extreme 3D. Max range, 1000 meters. DoF as a bow. Machine gun: The Slave Gun fires high velocity ammunition in rapid succession. It is a vehicular-mounted, light anti-vehicle weapon. When firing the weapon, the player can choose to do a controlled burst or a full burst. A controlled burst counts as a single shot. For a full burst, roll two DoF and choose the higher result. Use the Heavy Weapons skill to operate this device.
Stunner
IMS: B3, B5, B7. Magazine: 8. Optimal, 2D. Extreme, 1D. Max range, 10 meters. DoF as a bow. Parabolic Shot: +1 Ob to hit due to slow velocity. In Fight!, Avoid, Block and Counterstrike successes reduce shooters successes. Counterstrikes attack dice allow the defender to deflect the stunner pellet back at another target. Roll to hit with the strike-half dice. Shield Penetrator: Each extra success allocated to penetration increases shield obstacles by +1 Ob.
Lasgun Rifle
IMS: G5, G9, G14. Power Pack: 12. Optimal, 2D. Extreme, 4D. Max range, 500 meters. DoF as a bow. Temperamental: Requires an Ob 3 Lasgun Operations skill test before the power pack can be engaged and the weapon discharged. It takes 10 actions to calibrate and engage a lasgun (or one volley in Range and Cover). Once engaged and calibrated, the weapon does not have to be recalibrated until it runs out of fuel. If firing an uncalibrated laser weapon, roll the DoF: 1: The weapon overloads and does a Mark result to the shooter. 2-3: The weapon burns out and is unusable. 4-5: The weapon simply will not fire. 6: Fire at +2 Ob to hit. Shield Destroyer: See Shield Dice and Laser Weapons.
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Ammo Check
The Ammo Check mechanic represents that characters are firing off bursts of wild rounds with their slave pistols and rifles. The player need only log magazines worth of ammunition rather than individual bullets. After an exchange of Range and Cover conflict, each player who participated makes a Pistol, Rifle or Heavy Weapons skill check for his character. This represents the character ducking behind cover for a moment and popping his magazine to check his rounds. The better skilled he is, the more likely hell be able to conserve ammunition and really make his magazine last. Test the skill at the end of each exchange at Ob 0 (yes, zero) and apply the following obstacle penalties: +1 Ob for each volley in which the weapons positioning dice were used +2 Ob for each Steel-based maneuver performed +2 Ob for a full burst fire described under the slave gun The above modifiers are for total volleys for the Range and Cover conflict. They can stretch across multiple exchanges. Add bonus dice to the test based on the following conditions: +1D if your magazine/belt/power pack is larger than your opponents +1D if your weapon has a longer range than your opponents +2D if your magazine/belt/power pack is twice as large as your opponents If you fail the test, youve burned a magazine/belt/power pack of ammunition. Mark it off your gear list. If you pass, youre fine for another exchange.
Fail the Ammo Check test, and you may not shoot on your next volley. Instead, you reload during that volley. If you managed to win the positioning test while youre out of ammo, you can still maneuver, buy cover and prevent your opponent from shooting at you! Also, very important, if you begin a volley with an empty magazine, you cant use that weapon for positioning dice in that volley.
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After a particularly intense burst of fire in one volleyin which both players discharged their weaponseither player may spend a Fate point to call for an ammo check right then and there. Both players test their skill against their current Ammo Check obstacle. If either fails, he is subject to the Out of Ammo rules above.
Vehicle Specifications
Vehicles
Lets face it, a science fiction setting isnt complete without some machines. In this particular setting, harrowing chases through the desert canyons, dogfights over the arroyos and desperate flights into orbit are whats called for. In that vein, Ive provided a number of generic vehicle types and their stats. Ill try to keep it simple. Vehicles have 10 stats, some of them are for color, some of them are mechanical. They are as follows: Vehicle Type, Structural Tolerances, Integrity, Control, Sensorium, Engine Multiplier, Profile, Capacity, Hardpoints, and Ordnance. Type The vehicle Type describes what kind of machine it is, so we know what skills to use for operating the machine, which mechanical penalties are appropriate to apply and which situations the vehicle is appropriate for. Structural Tolerances (ST) Structural Tolerances are the vehicle equivalent of the PTGS. Vehicles have three tolerances: Surface damage, Breached and Destroyed. Surface damage is the equivalent of Superficial wounds. The difference is that vehicles never suffer the +1 Ob for Superficial Wounds (they feel no pain), but they do suffer -1D from three Surface damage results. Breaches are the Light Wound equivalent for vehicles. The dice lost due to Surface and Breach damage are subtracted from the Integrity stat listed below. The final result is Destroyed. Pretty self-explanatory. Its the Mortal Wound equivalent for vehicles. If you want to shoot people inside of a vehicle, your shot must cause a Breach result first. IntegrityIntegrity describes how tough and durable the overall structure of the vehicle is. It is essentially the equivalent of the Forte stat. Dice lost from damage are subtracted from this stat. If Integrity reaches zero, the vehicle breaks down. Engine points per die indicates how much damage the engine can take. Its described in detail further on.
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Control Each vehicle has a rating describing how difficult or how easy it is to control when piloting or driving it. The Control stat can range from an obstacle penalty (+1 or +2) to bonus equipment dice. Apply the penalty/bonus to tests to maneuver the vehicle. Sensorium The sensorium is the vehicles instrumentation and sensor apparati. Sensorium dice are added to the Sensorium skill when trying to get a fix on other craft. The base obstacle for Sensorium tests is 10 minus the targets Profile. Margin of success is added to any positioning tests made against that vehicle. Engine Multiplier This number delineates the overall top speed of the vehicle. Its an abstract number that is used to generate bonus dice in the maneuvering system. Capacity A piece of color description that denotes how much the vehicle can carry. Useful for narrative/story purposes and thats about it. Profile This stat describes the overall bulk of the ship and its energy output. It is used to generate an obstacle for Sensorium tests. Hard Points A limit on how many weapons may be mounted to the vehicles chassis. Hard Points consist of fixed mounts, pintles and turrets. Each affects the range positioning dice of vehicular weapons. See below for more on that. Ordnance The exact weaponry mounted to the vehicle and where its located. Shields Vehicular shields use the same rules as personal shields, but the rules for exhaustion count instead as Power Drain. Test Integrity vs Power Drain obstacle as you would Forte vs Exhaustion. Translate the other penalties like so: Speed penalties apply to Driving or Piloting. Perception/Observation penalties apply to Sensorium tests.
Groundcar
Type Ground. Passenger Vehicle. Structural Tolerances Surface, B7 Breach, B10. Destroyed, B16. . Integrity B6 (2 Engine points per die) Control +1 Ob Sensorium none Engine Multiplier x13 (Ram base damage B9) Profile B4 Capacity 1 driver, 4 passengers Hard Points none Ordnance none Shields no
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Special Rules
Ornithopter
Type Air. Atmospheric Transport. Structural Tolerances Surface, B6. Breach, B9. Destroyed, B15. Integrity B5 (4 Engine points per die) Control +1D Sensorium B2 Engine Multiplier x20 (Ram base damage: B9) Profile B5 Capacity 2 crew, 2 passengers Hard Points none Ordnance none Shields no
Military-Grade Ornithopter
Type Air. Atmospheric Combat Craft. Integrity B6 (3 Engine points per die) Control no bonus, no penalty Sensorium B3 Engine Multiplier x20 (Ram base damage B10) Profile B6 Capacity 2 crew, 1 passenger Hard Points 3. Chin pintle mount and two fixed under wing mounts Ordnance Chin mount slave gun (3D), pair of fixed under wing slave guns (2D ea) Shields no Structural Tolerances Surface, B6. Breach, B9. Destroyed, B15.
Mid-Sized Shuttle
Type Air. Orbital Military Lander. Structural Tolerances Surface, B12. Breach, G14. Destroyed, G16. Integrity G4 (5 Engine points per die) Control +1 Ob Sensorium B3 Engine Multiplier x25 (Ram base damage G10) Profile B7 Capacity 50 passengers
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Hard Points 2, Chin Pintle Mount and Underbelly Turret Ordnance Slave Gun (Chin 3D), Lasgun (Turret 5D) Shields Yes0 to 7D as controlled by the gunner.
Frigate
Type Air. Orbital Military Lander, Space Battle Craft. Structural Tolerances Surface, G6. Breach, G16 Destroyed, W10. Integrity G8 (2 Engine points per die in atmosphere, 3 Engine points in space) Control +2 Ob Sensorium B5 Engine Multiplier x16, Atmospheric. x32 Space (Ram base damage G8/G12) Profile B9 Capacity A lot of people and vehicles Hard Points 18, 2x chin mount and 2x underbelly turret, 2x cupola batteries, 6 broadside batteries per side. Ordnance Lasgun (Chin and Batteries 4D), Lasgun (Turret/Cupola 5D) Shields Yes0 to 7D as controlled by the gunner.
Pursuit and escape are two prime conflicts involving vehicles. These rules follow the same basic guidelines as The Chase is On rules on page 239 of the Burning Wheel. Test Pilot or Driving for the conflict. Add bonus dice from Control or the Sensorium if applicable. The faster vehicle gains bonus dice: Compare the Engine Multipliers of each vehicle. The higher multiplier gets +1D to the positioning test. For each four points of difference, the faster vehicle gets +1D to keep away from, overtake or escape his opponent. If in urban conditions or rugged terrain, the smaller vehicle (lower Integrity exponent), gains +1D to position. Make a versus test. If the fleeing vehicle wins, he has lost his pursuer and may proceed to his destination undetected and unimpeded. If the pursuing vehicle wins, the fleeing vehicle cannot break contact before he arrives at his destination. The pursuer may choose to hold his position and continue the chase or he may choose to engage his quarry in a firefight. (See below for more on that.)
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Special Rules
The Run and Gun rules described here are meant to be used for hot pursuita chase involving weapons. The vehicular combat system in Burning Sand is based heavily on the Range and Cover system (pages 127-138) in the Burning Wheel. To begin, the opposing pilots/drivers make initial positioning tests against one and another. The winner may choose to start in Optimal Range, Extreme Range or Out of Range. The players then script their Close, Maintain and Withdraw actions as per usual. The winner may spend his successes to fire or maneuver for a better position (i.e., take cover on BW page 130). It costs one success to fire each weapon on the vehicle. Aiming may be done from moving vehicles, but at an increased cost of two successes to buy one aiming die. In the maneuver choices, Speed is replaced by the drivers skillSpeed Close becomes Driving/Piloting Close, for example. Stealth and Steel maneuvers are not possible with vehicles. That leaves Driving Close, Driving Maintain, Driving Withdraw and Perception Maintain. The special rules for Speed Withdraw apply, but only if there is room to run, dodge and swerve. Not, for example, if both cars are careening down a highway vying for position. For the initial positioning test, add the Extreme Range dice for all weapons mounted on the vehicle or for any weapons held by the passengers of groundcars or ornithopters. For subsequent positioning, the vehicles may only benefit from certain weapons. If Closing, a vehicle may use positioning dice from any forward, turret or sidemounted weapons. If Withdrawing, only rear- or turret-mounted weaponry may be brought into play. If Maintaining, it is important to determine who is the lead vehicle and who is trailing. Lead vehicles may only use side-, rear- and turretmounted weaponry. Trailing vehicles that are maintaining distance may only use forward- and turret-mounted weapons. In all cases, use common sense to judge whats appropriate.
Passing Gear
Its cool to imagine groundcars racing through the tight streets of urban hives blasting away at each other, trying to reach a Salt cache before their opponents do. The winner of the initial positioning test determines whos in the lead and whos trailing. In order to pass or overtake another vehicle using these rules, the trailing car must Close to Too Close to Shoot. He must then successfully
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Withdraw stating his intent is to take the lead (and not to veer off, for example). If he wins, then he has taken the lead. If he continues to Withdraw, he can pull ahead of his opponent and eventually pull out of range.
Shootin Em Up
Firing weapons mounted on a moving vehicle incurs a +1 Ob penalty to shoot. Firing sidearms or otherwise unmounted weapons incurs a +2 Ob penalty to shoot.
For example, Tom Closes and wins the positioning test by two successes with his ornithopter. Hes now Too Close to Shoot and wants to ram the frigate. He tests his B5 Integrity vs the G8 Integrity of the frigate and loses, three successes to five. That means Tom is rammed by the frigate at the big ships damageG8 plus the two extra successes plus the frigate was on the maintain, another +1 Power for a total of G11 Mark.
A ram counts as a missile attack. Roll the Die of Fate to determine damage: 1-2 Incidental, 3-4 Mark, 5-6 Superb. Extra success on the positioning test can be used to aim the ram to a specific location or add a bonus to the Die of Fate roll as per the rules on BW page 175. The loser of the integrity test takes the damage according to the DoF roll. The winner takes the losers ram damage at one step less than the result on the Die of Fate. If an Incidental result is generated, the winner doesnt take any damage.
The frigate leans into Toms ornithopter as he comes. Toms going to die nowthe gray damage is going to incinerate himbut he won the positioning test by two. He opts to ram in the frigate in the control tower (See Damage and Wrecks below). Thor rolls the DoF for the frigatea 6! Toms tiny ship takes a G16 Superb result. The frigate suffers a Mark result hit from Tom. The ornithopter has a B9 ram and Tom was closing, for a total of a B12 Mark. Assuming the shields are down so the frigate can fire, the frigate is just going to shrug that damage off. Next time, pack a nuke.
If vehicles are shielded, just roll for the shields first. One success deflects a ram.
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Special Rules
Dogfighting
Aerial combat uses the same general rules as Run and Gun. Variations are listed below.
Weather
Weather conditions are of paramount import to pilots. The GM may determine the days conditions before the battle or chase begins. He may also opt to have the weather conditions change during extended chases or pitched battles. No Weatherclear skies. +1D to Sensorium tests. Light Weathersome clouds and wind. No bonus, no penalty. Moderate Weatherclouds, rain and fog. +1 Ob to Piloting/positioning tests. Heavy Weatherstorm conditions. +3 Ob to Piloting/positioning tests, +1 Ob to Sensorium tests.
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Vehicle damage is a bit sticky in a character-driven roleplaying game. Generally, you have situations where important characters are operating the machine in question. When the machine is rendered inoperable while travelling at high speeds, our Americas Scariest Police Chases instinct kicks in and we start thinking dark thoughts.
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Special Rules
Grounded
A pilot whose engines are knocked out while in motion must pass an Ob 5 Piloting/Driving test or crash. If passed, the vehicle churns up the highway, but is still marginally operableany system not knocked out may still be used. (Like guns and shields!) If the test is failed, see Wrecked below.
Wrecked
Once a vehicle loses all of its Integrity dice or it is hit with a Destroyed result, its knocked out of commission. If the vehicle was in motion when it was shot up or rammed, an Ob 6 Driving or Piloting test will prevent the vehicle from crashing. If this test is failed, the vehicle plows into the turf and breaks up. I recommend rolling a Die of Fate for each character on board. On a 1, they survive miraculously unharmed. On a 2-5 theyre hurt badlySevere or Traumatic wounds. On a 6, its a Mortal Wound.
Sensorium Modifiers
Add Sensorium equipment dice to the Sensorium skill. Sensorium obstacles are 10 minus Profile stat. Reduce obstacle by one for each of the following conditions: the target craft is using shields, afterburners, lasguns, or sensorium. Increase the obstacle by one each for rugged terrain, bad weather, strange natural phenomena or urban conditions.
Turrets +1D to optimal and extreme range for weapon range dice. Pintle No bonus, no penalty to optimal and extreme range for weapon range dice. Fixed -1D to optimal and extreme range for weapon range dice.
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Surveillance vs Stealthy
Temples, fortresses, mosques etc., are outfitted with security surveillance devices that constantly monitor the perimeter and sensitive internal areas. Surveillance systems have the Observation skills and are designed to spot stealthy intruders. B4 Observation Basic security, secure offices or homes B5 Observation Moderate security, a temple or mosque, a military installation B7 Observation High security, a military installation on alert, a Salt bank B9 Observation Crazy security, a nobles palace G8 Observation Paranoiac insanity, remote military installation built into a mountain Test Observation vs Stealthy as normal. If the surveillance system wins, then the infiltrator has been detected. A message is sent via translink to all available personnel and other appropriate measures are takensecurity doors are automatically locked, dogs dispatched, poison gas released, etc.
Security vs Disguise
Certain security systems (different than surveillance systems) can be used to detect infiltrators who are using disguise or deception. They can be used to detect any fool using prostheses, wigs, or make-up to change his appearance. Test the security system against an obstacle equal to Disguise successes. If the system wins, the disguise has been detected. If the character wins, then nothing untoward is detected. This type of security is rated in a similar fashion to surveillance, but it is a separate system altogether and must be purchased and rated separately.
Surveillance systems and vehicular sensorium can detect other active security and surveillance systems. Test the detecting systems dice against an obstacle equal to 10 minus the target systems exponent.
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Special Rules
Propaganda War
There are many fronts to this war. The jihadis excel at terrorism, but the nobles have a decided advantage in the propaganda war. This a war fought for the hearts and minds of the populacefought to convince them whose side is more righteous, whose actions are more atrocious. It is played out over the long term, not moment to moment. Each act of terrorism, each broadcast state of the crown address is but one thrust in this duel. A propaganda war plays out like a Duel of Wits. The stakes are to either convince the populace that the jihadis are the enemy invader and must be destroyed or, in the case of the of jihadis, to convert the populace en masse.
Dueling Skills
Propaganda is the only dueling skill applicable to this type of Duel of Wits. Other skills may be used as FoRKs and help, but only Propaganda can be used to make the maneuvers without a double obstacle penalty.
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Thor, as GM, privately notes that hes conducting a Point. He announces to Tom and Rich that the jihadis will kidnap a well-known high official. They dont know about Thors Point, but Tom and Rich decide to strike at the zealots with a Point, too. They announce they are dropping leaflets in all the outlying mountain villages describing how the jihadis sleep with dogs and bury pigs with their dead. After playing out the attempted kidnapping of Andys character, both sides reveal their maneuvers. Rich tests his spymasters Propaganda skill plus applicable FoRKs. His successes remove dice from the Will of Jihad total. Thor tests for the jihadis. They don t have Propaganda yet. So he rolls the Hujjats Will and takes half the successes rounded down. Those are subtracted from the Will of the Populace total. In the next scene, Thor privately notes that his jihadis are conducting a Feint. He tells Tom and Rich there will be a suicide bombing. Tom and Rich decide there will be a news broadcast downplaying the casualties, but also describing the capture of one of the jihadis. They privately decide that a Rebuttal is in order after Thors last Point. Well, Feint beats Rebuttal. When the actions are revealed after the scene is played out, Thor gets to test the Hujjats Will. His successes are subtracted from the nobles body of argument.
Jihadi maneuvers initially come in the form of bombings, suicide bombings, kidnappings and raids. Public and visible acts of violence that resonate through the community they are meant to intimidate or convince. But as the war progresses, the tactics become varied and quite deep.
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Special Rules
The following list describes the actions associated with the individual maneuvers: Avoid involves going to ground. Obfuscate involves spreading false rumors via informants and spies. Points and Rebuttals involve attacks and counterattacks: bombings, suicide bombings, kidnappings and raids. Points can also come in the form of publicly issued fatwahs and inflammatory sermonsonce the jihadis have their own broadcast stations, of course. Incite involves breaking up public rallies, burning the nobility in effig y, publicly defacing temples and tombs or other attacks on the nobles honor. A Dismiss could involve destroying the nuclear stock piles, Salt caches, ancestral temples or even the palace. Feints can involve any combination of the ideas listed above. In general, noble maneuvers involve news broadcasts, live broadcasts (of arrests and stuff), educational programs, rallies, staged events, and leaflets/pamphlets. Specifically, Avoid involves not covering the jihadi attacks in the news at allno matter how ruinous the attacks were. Obfuscate involves broadcasting incongruous programminglike childrens showsinstead of any news or staging military parades and rallies while all hell is breaking loose. Incite involves publicly attacking the Mahdi, publicly humiliating captured jihadis, posting public notices containing disinformation or shutting down mosques. Point and Rebuttal involve attacking jihadi cells, mass arrests, raiding training camps, starting concentration camps, capturing jihadi Salt or broadcasting public executions. Dismiss involves major military maneuvers or the capture and destruction of whole jihadi cells. Of course, once the jihadis learn the Propaganda skill and capture a few media outlets, they can use some of the nobles tactics against them. And once the nobles have lost their grip on their media network, theyll be forced to resort to the bombing and terror tactics of the jihad. Dont forget! The players cant take a Propaganda Duel of Wits action unless they accompany it with some in-game play and a roll of the dice. It can be as complex as a raid or as simple a Circles test backed with a Resources test. Either way, the Propaganda war is meant to supplement the situations played out in the game, not be the main focus.
Extra successes from the defense half of a Rebuttal or Obfuscate maneuver can be added back into the Body of Argument.
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The nobility start the game controlling their homeworld media. Each Workshop the noble players buy for their Propaganda skill counts as a media broadcast station, a publishing house or a volunteer corp ready to do the will of their masters. Each Propaganda Workshop also adds +1D to Propaganda skill tests.
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Special Rules
An Interplanetary Crystal also allows nearby noble homeworlds to help each other in the propaganda war. Nearby sympathetic worlds each add +1D to Propaganda skill tests. The number of sympathetic worlds needs to be discussed and agreed upon prior to play. Each Propaganda Workshop and Interplanetary Crystal also represents a potential target for the jihad. Capturing Propaganda Workshops and using them grants the jihad player the +1D advantage, and takes it from the nobles, of course. Destroying the media stations or wiping out volunteer corps simply takes that particular advantage die away from the nobility.
A total jihad win means the populace converts en masse and rejects their former rulers. A total noble win means the populace irrevocably rejects the precepts of the jihad. They can never be converted. Compromise involves portions of the population converting. A major compromise in the nobles favor means, though small pockets convert, the jihad must retreat from this phase as they have no popular support. A major compromise in the jihads favor indicates that the population accepts the new rulers, though they may not convert. Often, at this point, the nobles must go into exile.
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