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1Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
What you think of Coventry probably depends on how you got here.
For people who were born here, all this batshit crazy seems
perfectly normal, yknow? Just the way things are. But me, I had a
life, before that bugsucker decided me and my team had seen too
much of his dirty laundry. Arrested on charges of treason treason,
can you believe it? tried and sentenced in a total of 36 hours so
we wouldnt have time to muster a decent defense, and dropped
here.
What do I think of Coventry? Its like a preview of hell.
A Savage Worlds CampaignWritten and Created by John The Gneech
Robey
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2Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Coventry is a gung-ho adventure campaign somewhere between Mad
Max and Cowboy Bebop, with a side of Escape From L.A. The year is
2766 and your characters all live on the quarantined prison world
of Coventry, trying to make your way as best you can among the
local monsters, the faction wars, the octane-sucking racing
circuit, and of course the occasional insane robot. You might be a
local, born and raised on Coventry, you might have been dropped
here, or you might even have arrived here by accident due to a
shipwreck or other mishap. However you came to be here, however,
its all but impossible to leave.
The game will be a Savage Worlds Plot Point campaign model,
meaning you can go anywhere you want and do what you like: there
are ongoing threads of a larger story that you may follow or ignore
as you please. Jobs appear as they will when and where they do, and
those jobs may or may not be an appropriate challenge for your
skill level. Fortunately, assuming you pick up some GOJFree units
early on, the chances of a TPK are small, even if you charge
headlong into a mission way over your head.
Were All Mad HereThe world of Coventry is unique,
eccentric, and often terrifying. Things make sense here that
would leave people gobsmacked anywhere else and plenty of stuff
that happens doesnt actually make that much sense here either, to
be honest. But after a while, if you dont get killed, you just
sorta learn to go with it or you get indigo fever, at which point
whether things make sense or not just sorta doesnt matter that much
any more.
Transmat and RezzingTransmats are like the Star Trek
transporter:
they disassemble an object, transmit the objects information
instantaneously (actually slightly faster, as they generally send
via tachyon) to another transmat unit, and then reassemble the
object at the other end. This requires tremendous amounts of
computing power and no small amount of energy, and doesnt always
work. But statistically speaking, its the safest way to travel
All aboard the crazytrain.
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3Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
on Coventry mainly because nothing tries to eat you on the
way.
Most transmat units have just enough capacity to assemble
something as its sent to them, but an interesting wrinkle of
transmat technology is that an object or creatures information can
be stored in memory if you have a big enough data bank. That object
can then be assembled again and again with no theoretical limit,
called rezzing an object. This means among other things that many
resources are unlimited. Want a sandwich? Rez it. Need a bar of
gold? Rez it. Of course, gold is suddenly nowhere near as valuable
as it used to be. However, you have to have a data file for the
object you want to rez into existence. Transmats cant be used to
fabricate things that have never existed, unfortunately, mainly
because even the biggest supercomputer or most wild-eyed genius (or
biggest wild-eyed genius supercomputer) isnt smart enough to do the
math required to figure out the position, type, and motion of every
particle in a previously-nonexistent object. But if the object
youre trying to build can be made from standard parts, you could
rez all the parts into existence and then assemble it.
Transmats cant create more mass than they destroy something to
do with quantum mumble mumble heat death of the universe thing. To
get around this, given the number and sheer usefulness of transmats
out there rezzing up lunch all the time, there are whole fleets of
spaceships out there flying through interstellar debris fields
derezzing asteroids, which is not a cheap proposition. To pay for
this, transmat units charge a fee for rezzing, derezzing, or
transporting, usually commensurate with the size of the object and
the distance involved. Why is there still currency in a world where
anything you want can be rezzed into existence? Short answer:
because there are still some things that cant be transmatted or
rezzed, including the element known as indigo the reason Coventry
is the way it is.
The Most Valuable Planet In the Galaxy
The scientific name is indicum potentia lapis but colloquially
its called Indigo. It is a unique, radioactive, glowing blue-purple
stone usually found in nugget form that has so far only been found
on three planets in the explored galaxy, with 75%+ of it on
Coventry. Indigo is an incredible power source, the stability of
which depends on its purity. A nugget of 10% indigo makes a good
pocket warmer and glows faintly in the dark, while a nugget of 65%
indigo will explode if dropped from a height of 5m. Most scientists
believe that its impossible to have a nugget of 100% indigo because
it would burn itself up instantly which suggests there may have
once been a lot more of the stuff in the universe than there is
now.
Indigo is arguably the most valuable element known in the
universe, not only for its amazing properties, nor the fact that it
powers the modern singularity drives used for traveling the stars,
but ironically, because it cant be transmatted and by extension,
cant be rezzed. Attempts to transmat indigo pitch a failsafe error
on standard transmat units. If the error is overridden, the
container holding the indigo transmats perfectly, but the indigo
itself stays right where it is. (There are other elements and even
some peculiar creatures that wont transmat, but indigo is the most
commonly known example of this phenomenon.)
Coventry is suffused with indigo which, quite literally, makes
it the most valuable planet in the galaxy.
Indigo FeverThis suffusion of indigo also has a very
strange effect on the creatures living on Coventry, officially
named Indigo Stone Exposure Syndrome (ISES) but generally referred
to as Indigo Fever. Indigo fever creates an accelerated,
exaggerated development of mental and physical abilities, including
the spontaneous development of amazing psionic ability, at the cost
of gradual deterioration of rational faculties. tl;dr version: it
amps you up and drives you batshit crazy.
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4Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
anything that cant go via transmat (indigo ore being the biggie)
is carried in robot shuttles that have no life support systems and
accelerate at G-forces that would squoosh a living creature. Every
once in a while someone gets the bright idea to smuggle themselves
into an ore shipment with a makeshift EVA suit; most dont survive.
The ones that do survive are usually captured and sent right back
down to Coventry. There are a few would-be escapees whose eventual
fate is unknown... so they might have made it. Maybe. Probably
not.
However, there is a way to earn your release from Coventry:
thats by working for IndiCorp. By agreeing to what is essentially
twenty-five years of indentured servitude, its possible to earn a
Pardon Card and be taken back out into space. Pardon Cards do not
mitigate any other sentences you may have, so if youve got multiple
life sentences youll have to earn multiple Pardon Cards.
Its very rare that anyone manages to survive and collect a
Pardon Card, and by the time someone does they often have
irrevocable indigo fever and cant make the adjustment to life in
civilization again. But there are a few success stories, and those
(combined with indigo fever) are often enough to inspire an almost
fanatic devotion among IndiCorp employees on Conventry. But
whatever happens on Coventry, stays on Coventry, as the saying
goes, and the only law on the world itself is that of the gun.
So
As you might guess, the creatures native to Coventry have
evolved in this environment and are like Darwin gone mad. But
indigo fever effects everyone who comes to Coventry over time as
well, to a greater or lesser extent depending on how much indigo
theyre exposed to. The really crazy part? It doesnt just effect
living creatures: A.I. units and bots brought to Coventry start to
get twitchy, too.
GOJFree UnitsAnother side effect of transmat technology is
that people who can afford it have a limited kind of
immortality, in the form of a wearable unit that monitors their
life signs and compares them to a backup copy. If those life signs
fail, the unit immediately derezzes the wearer and stores their
information so they can be taken to a healing station and rezzed
back into existence with their fatal wounds edited out. The
colloquial term for these is GOJFree units (as in Get Out of Jail
Free) and they come in a variety of types. Of course, the GOJFree
unit itself must survive whatever it is that has killed you and
then be recovered being instantly vaporized, for instance, pretty
much means youre still screwed.
Coming to Coventry Is a One-Way Trip
There are several IndiCorp ships in orbit above Coventry at any
given time. Most things they send up or down go via secured
transmat;
Well that didnt work.
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5Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
someone who was not a cold-blooded killer when they arrived
might very well be one by the time they leave-- virtually
guaranteeing that they are sent right back.
There are those out in the galaxy at large who have made it
their lifes mission to do something about the Coventry situation.
Its definitely an uphill battle, though: many powerful and
entrenched organizations like the Coventry situation just the way
it is.
Coventry Fun Fact: I Seeeee You!It never really gets dark on
Coventry: at
least one of the moons is always up, the worlds crazy-strong
magnetic fields from its dense crust means theres constant auroras,
the cascades in The Haze are visible anywhere in the Dropward
hemisphere, and theres a huge self-luminescent gas giant on the
edge of the system so big and bright that its visible night or day.
However, this may be a blessing in disguise: do you really want to
imagine being on Coventry in the dark?
Coventry Fun Fact: Well Makka You a Deal You Cant Refuse
Derivatives of the makka tree, including the trees themselves,
their seeds, their fruit or juice, cannot be transmatted due to the
concentrations
of indigo infusing them, and makka trees do not successfully
grow except in indigo-rich environments. However, the incredible
regenerative and healing powers of the makka fruit and its extracts
make them very prized commodities across the galaxy. For the
moment, this commodity is securely in the talons of the avions,
because they do not share their hard-learned knowledge of
cultivating and harvesting the makka trees, despite many, many
offers by IndiCorp, SeTech Astronomy, and others to buy them
out.
Coventry Fun Fact: Major Toms Not Coming Home
A few years ago, a madman named Mad Jack McMad managed to build
a viable spaceship from salvage, wrecked parts, and his own
blood-sweat-and-tears. Even more impressive is that he built it
almost completely in secret, bribing or killing anyone who found
out about it, but IndiCorp agents got wind of it barely an hour
before launch. IndiCorp troops and warbots descended upon the
launch site en masse, but were warded off by Mad Jacks own guerilla
army of traps, warbots, and self-destruct systems in his lair. With
a hearty Suck it, IndiCrap tubelickers! Jack launched his ship into
the night. Reports vary
Get your own lunchbox!
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6Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
on whether his ship was destroyed by explosive decompression due
to a flaw in the design, or by a missile fired from an IndiCorp
cruiser in orbit. Either way, the last transmission received from
Mad Jack McMad was, I can see my house from here!
Coventry Fun Fact: It Wasnt Always a Prison
Coventry was first colonized by rakashans roughly 200 years ago
(under the name Kallast, an old clan name). At the time, indigos
existence was known but little was known about it. Rakats found
Coventry a place largely to their taste, with lots of things to
hunt and kill, and the export of indigo and makka brought a lot of
prosperity quickly-- so quickly that makka trees were driven to the
edge of extinction within a few decades, which caught the alarmed
attention of the avions. Meanwhile, a Terran corporation that would
eventually become IndiCorp developed the singularity drive, a major
breakthrough in FTL technology that requires the unique properties
of indigo to fuel it. Naturally, war couldnt be far behind. The
Indigo War was a vast, sprawling epic of interstellar devastation
and intrigue; the net result was IndiCorps monopoly over the planet
and its quarantine status. Abandoned and/or ruined bases,
settlements, and colonies from before the quarantine still dot the
landscape, often inhabited by squatters who may or may not have
anything to do with the original populace.
Character CreationThe first thing an outlander sees
of Coventry is the Drop: an open plain of transmat reception
towers full of wrecked vehicles, picked bones, and scavengers that
only know that free food occasionally materializes there out of
nowhere. Interplanetary law requires that we have a fighting chance
to survive down here, tho, so when we get transmatted down,
IndiCorp also rezzes a crate full of guns and one runner for every
two people sent.
They dont bother sending down food tho I guess they figure itd
just weigh you down while you try to get the hell away to somewhere
safe. In as much as Coventry has anywhere safe.
The first session of the game will be building the party and
generally getting the hang of things. Well start in media res, with
everyone pulling themselves out of the wreckage of a convoy out of
Happy Landing headed for Three Shantak Heights (oops). Outlanders
will be assumed to have arrived on Coventry sometime fairly
recently but having had enough time to get their bearings (unless
they have the Clueless Hindrance). It would be good if there were
some interconnection between at least a few of the PCs, and there
will probably be a bit of a flashback on the convoy to get everyone
acquainted with each other.
This aint no place for a hero.
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7Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Character Archetypes & Pregenerated Characters
The following are all suggestions or possible models you may
wish to use for creating your own character; you are not required
to take one of these, but you may if you wish, or take one and
alter it to suit your tastes. Whatever works!
Avion MysticYour character is an avion from Hightown,
steeped in mysticism and with a deep (and frankly rare for
Coventry) sense of compassion. See the Avion Species Abilities
section for the abilities and hindrances you gain from being an
avion.RiatraRace: AvionAttributes: Agility d8, Smarts d8, Spirit
d6, Strength d6, Vigor d6
Skills: Fighting d4, Healing d8, Knowledge: Nature d8, Notice
d8, Shooting d6, Survival d6, Tracking d4Pace: 6/10 (flying),
Parry: 4, Toughness: 5 (Shield d6), Charisma: 0Gear: SeTech N220
Little Lady, 50 rounds N220 ammo, Hands-free Radio Headset, SeTech
600 Basic Shield, $100Edges/Hindrances: Code of Honor, Loyal,
Vengeful, FlightDescription: Riatra is a quite lovely avion from
Hightown with shimmering green and blue feathers, which she further
adorns with beads and gems laced with glowing indigo highlights.
Despite the lack of inflection in her speech and her creepy,
jerking birdlike movements, she is actually a very loving and
compassionate creature towards her friends... and a cold-hearted
terror to those she despises.Quote: Of course I eviscerated him. He
would have harmed the makka tree.
BotYour character is a mobile, articulated A.I. unit,
commonly known as an android or bot. Bots are generally
considered property on Coventry, and as such if you dont have an
owner theres a good chance someone will try to claim you along the
way. See the Bot Species Abilities section for the abilities and
hindrances you gain from being a bot.0MG-BzRace: BotAttributes:
Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Bot Ops d6, Driving d4, Investigation d6, Knowledge:
Security d6, Knowledge: Technology d6, Lockpicking d6, Piloting d6,
Repair d6, Taunt d6Pace: 6, Parry: 2, Toughness: 4, Charisma:
-3Gear: Cellular Phone, Flashlight, GPS, dozens of attachments
(fire extinguisher, lighter, etc., see Powers)Edges and Hindrances:
Habit (perpetually cheerful), Loyal, Small, Bot Systems, Asimov
Circuits OR Property, Construct, Outsider, UnnaturalRecharge:
0MG-Bz uses a hybrid battery/solar power system and must shut down
for 4 hours/day to recharge. (It does not have to be 4 consecutive
hours, just 4 hours total.)Powers:Armor: Confers 2 or 4 points of
Armor (deflector shields)Elemental Manipulation: Perform tricks
with a chosen element (various attachments)Description: 0MG-Bz
(known by most as OMG Bees!) is a light industrial loader/personal
assistant bot built by CyberDig Industries, about three feet tall
and shaped something like a giant egg with a variety of spindly
arms and a rolling ball base. Programmed with a youthful male voice
and a perpetually cheerful personality that tends to drive people
nuts after a while, 0MG has developed his own quirky form of indigo
fever: he has become perpetually timid and paranoid of harm. 0MG
tends to jump at loud noises and run around flailing his arms
whenever anything actually dangerous shows up. On the other hand,
hes a very loyal pal and can be counted on to retrieve your GOJFree
unit at all costs.Quote: Dont stick your knife into that! You dont
know where its been!
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8Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Bot JockeyYoure a mechanical whiz with an affinity for
Robotics. Somewhere along the line youve acquired, built, or
scavenged yourself a bot.DebbieRace: HumanAttributes: Agility d6,
Smarts d10, Spirit d4, Strength d4, Vigor d4
Skills: Climbing d4, Investigation d6, Notice d6, Repair d6,
Robotics d6, Shooting d4, Stealth d6Pace: 6, Parry: 2, Toughness:
4, Charisma: -1Gear: Tamm 30k Body Pistol (one clip)Edges and
Hindrances: Big Mouth, Habit (hyper, loves bots, indifferent to
people), Young, Bot JockeyB1G D4DY: (See Sentinel Bot under the Bot
Jockey Edge. B1G D4DY is armed with a Tamm 30k SMG with one clip of
ammo.)Description: Debbie is a child prodigy born and raised on
Coventry, whose favorite toy/companion/friend is a BRAPP 2000
Sentinel Bot named B1G D4DY, or Big Daddy as Debbie calls it. What
dire straights have led to Debbie wandering around Coventry with
only her bot and a teddy bear for company and no food or gear other
than a couple of guns with just enough ammo for one clip each,
nobody else knows and Debbie doesnt like to talk about.Quote: Whoa,
Big Daddy! That was awesome!
Grease Monkey/Wrench WenchYour character loves bots, vehicles,
computers,
gadgets, and making treasure out of junk. Prone to dirty
coveralls and randomly wearing goggles on your forehead.Clinton
Clicks ClaytonRace: HumanAttributes: Agility d6, Smarts d8, Spirit
d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d4, Lockpicking d6, Notice d8,
Piloting d4, Repair d8, Robotics d4, Shooting d6, Survival d4Pace:
6, Parry: 4, Toughness: 5 (Shield d6), Charisma: 0Gear: Tamm 30k
Body Pistol, 50 rounds 30k ammo, Computer (Handheld), Flashlight,
Hands-free Radio Headset, SeTech 600 Basic Shield, Toolkit,
$45Edges and Hindrances: Bad Luck, Hard of Hearing, Quirk (shouts,
plays music way too loud), McGyverDescription: Clicks is a
happy-go-lucky redneck born and raised on Coventry. Years of loud
music, louder engines, and an explosion a bit too close to his ears
when he was a kid have left him half-deaf, which makes him prone to
shouting things like Hot dang thats one sa-weeeeeeeeet ride! in
peoples ears. As you might expect, he follows the Racing League
season religiously.Quote: What did ya do to my baby???
This is my robot; this is my gun. One is for combat,
the others for fun.
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9Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Gun BunnyYour character likes guns. A lot. This particular
variety of gun bunny carries a pistol in each hand.Archer Ace
OFeanRace: HumanAttributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Driving d4, Fighting d6, Intimidation d6, Notice d6,
Shooting d10, Stealth d4, Taunt d6Pace: 6, Parry: 5, Toughness: 5,
Charisma: -2Gear: Main-hand: Tamm 30k Body Pistol, Off-hand: Tamm
30k Body Pistol, 50 rounds 30k ammo, Hands-free Radio Headset,
$15Edges and Hindrances: Loyal, Mean, Overconfident, Ambidextrous,
Two-Fisted
Description: Archer was the captain of a mercenary company that
ended up on the wrong side of political expediency and got
kangarooed to Coventry. Bitter? Yeah, just a bit. Like to take down
IndiCorp and the whole rotten system it represents? Yeah, just a
bit. Need to earn a living? Yeah, just a bit. Good at killing
things? Yeah, just a bit.Quote: Smoke it. *BLAM*
HustlerCoventry is a planet of opportunity, if youve got
the moxie. Let the loonies blast each other to bits youll be
there to pick up the pieces and rake up the profits.
Shady Sadie McGeeRace: HumanAttributes: Agility d6, Smarts d6,
Spirit d8, Strength d6, Vigor d6
Skills: Driving d4, Fighting d4, Lockpicking d4, Notice d6,
Persuasion d8, Shooting d4, Stealth d6, Streetwise d6, Taunt
d6Pace: 6, Parry: 4, Toughness: 4, Charisma: 2Gear: SeTech N220
Little Lady, 50 rounds N220 ammo, Computer (Handheld), $40Edges and
Hindrances: Greedy, Small, Wanted (people shes scammed),
Attractive, Connections (Black Market)Description: Sadie (commonly
known as Shady Sadie) has a simple motto: a fool and his money are
my favorite clients. Shes always got an angle on something, whether
its running guns to the wilds, organizing Luxury Tours to The Haze,
or selling discount bot parts that fell off the back of a buzzer
convoy. She knows not to poison the well she drinks from, so she
stays pretty up-and-up with her friends or anyone she wants to have
a long-term investment in, but even then her goal is to always buy
low and sell high.Quote: I can get that for you wholesale.
Youll love the Eastern Blight this time of year. Trust me!
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10
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
LeaderYoure a natural leader and a tactician par
excellance. With your guidance and a little luck, theres nothing
that cant be done.Rick The Captain HollingsRace: HumanAttributes:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Driving d4, Fighting d6, Intimidation d6,
Knowledge: Battle d6, Notice d6, Persuasion d8, Shooting d6Pace: 6,
Parry: 5, Toughness: 7(2), Charisma: 0Gear: Tamm BFG Sureshot,
Survival Knife, TAMM Flak Jacket, 50 rounds BFG ammo, Camouflage
Fatigues, Hands-free Radio Headset, $40Edges and Hindrances:
Heroic, Loyal, Vow (make the world a better place), Command,
Natural LeaderDescription: Whatever happened to Rick to send him to
Coventry, he generally keeps to himself except to say he would do
it again without hesitation. He clearly has some kind of military
or police training, and when an ally responded to him Aye, aye,
Captain! once, it stuck and people who know him have called him The
Captain ever since. Hes a strangely idealistic and hopeful man, a
kind of Boy Scout with a sniper rifle. Having been sent to
Coventry, hes made it his mission to make Coventry a place worth
going to. Good luck.Quote: We can do it. And I know how.
Mi-Go InquisitiveYou are mi-go, a fungi from Yuggoth, an
enigmatic species spread across the galaxy doing who-knows-what
for reasons known only to yourselves. Your current purpose is to
observe and document Coventry and the activities there to return to
your master colony on one of the moons of Chaaeta in order that
they may move on to the next stage of the operation. See the Mi-Go
Species Abilities section for the abilities and hindrances you gain
from being a mi-go.InquisitiveRace: Mi-GoAttributes: Agility d6,
Smarts d10, Spirit d4, Strength d4, Vigor d6
Skills: Investigation d6, Knowledge: Science d8, Notice d8,
Shooting d6, Stealth d6, Tracking d4, Weird Science (Arcane)
d6Pace: 6/6, Parry: 2, Toughness: 5, Charisma: -2Gear: Mi-go
netgun, Mi-go brain scrambler (see Powers), $500 worth of Indigo
oreEdges and Hindrances: Bad Eyes, Clueless, Hard of Hearing, Weird
Science, Aethereal Wings, Alien Physiology, All Arms and Legs,
Creepy, Elusive Mind, Mechanistic Mind, Secret Masters, Wheels
Within WheelsPowers:Confusion: Target must make a Smarts roll at -2
or be Shaken, -4 on a Raise, up to 5 targets if points spent (Mi-go
brain scrambler)Entangle: Restrained target suffers -2 Pace and
skills linked to Agi and Str; Break free with Str or Agi; Single
target costs 2 points, Medium Burst Template costs 4 (Mi-go
netgun)Description: Inquisitive is this creatures title; if it
indeed has a name, it does not share it. It works with the party,
but always serving its own inscrutable purposes and occasionally
doing things that just make no sense to anyone else. It speaks in a
buzzing vibration and by changing the coloration of the fronds on
its head (the meaning of which is lost to anyone who isnt another
mi-go). Inquisitive has no discernible emotion or personality,
except occasionally making oblique references to the will of
Shub-Niggurath. Inquisitive had a chunk taken out of its head by an
encounter with a sandsquid, which has had a detrimental effect on
its senses. These wounds are slowly regenerating (as it buys off
those hindrances) but it will take some time.Quote: May I have your
skull when you are dead?
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11
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
PsychYour character is a psionic with the ability to
manipulate the elements-- most commonly to set things (or
people) on fire. On Coventry, thats a very handy
ability.NemesisRace: HumanAttributes: Agility d6, Smarts d8, Spirit
d8, Strength d4, Vigor d4
Skills: Driving d4, Fighting d4, Healing d6, Notice d6, Psionics
(Arcane) d8, Shooting d6, Stealth d6, Taunt d6Pace: 6, Parry: 4,
Toughness: 4, Charisma: 0Gear: Tamm 30k SMG, 50 rounds 30k ammo,
Hands-free Radio Headset, LighterEdges and Hindrances: Clueless,
Quirk (memory wipe), Vengeful, Psionics, Danger Sense
Powers:Burst: Use Cone Template; Roll Agility or 2d10 damage
(fire)
Confusion: Target must make a Smarts roll at -2 or be Shaken, -4
on a Raise, up to 5 targets if points spent (mind blast)Succor:
Remove 1 Fatigue level, 2 on a Raise, also remove Shaken status and
restore consciousness (empathic healing)Description: A powerful
psionic who has just arrived on Coventry, Nemesis has no idea what
she did to get here, because it was apparently so bad that she
underwent a memory wipe just prior to being sent down. Aside from a
few fleeting impressions and what she can deduce by her skills and
strange bits of trivial knowledge she remembers, she has no
recollections of her previous life. She might as well have just
sprung forth fully formed in The Drop, roasting a shantak that
tried to make a meal of her as soon as she arrived. Her only tie to
her past is a message she recorded for herself: Your memory has
been erased. You would be grateful if you knew why. Your name is
Nemesis now. Stay alive as long as you can, just to prove them
wrong.Quote: Enjoy the silence.
Rakashan BladefighterThe rakats have long held ritual
one-on-
one combat as the noblest and most pleasurable activity in which
sentient beings can partake. (Sex is pretty good, too, but a
distant second.) The rakashan bladefighter is the ultimate
expression of this philosophy, forever in search of the next big
challenge. Of course, there are times when one must use a gun, but
thats hardly any fun at all. See the Rakashan Species Abilities
section for the abilities and hindrances you gain from being a
rakashan.KshaaRace: RakashanAttributes: Agility d6, Smarts d4,
Spirit d6, Strength d10, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d6, Shooting d6,
Stealth d6, Taunt d4, Tracking d4Pace: 6, Parry: 6, Toughness: 6,
Charisma: 0Gear: Longsword, Tamm 30k Body Pistol (one clip),
ClawsEdges and Hindrances: Arrogant, Poverty, Stubborn, Brawny,
Sweep, Bloodthirsty, Racial Enemy (Avions), Claws, Low Light
Vision
Description: Essentially, a big furry Klingon with a sword.
Loves to fight, loves to slay his enemies, has a strange tendency
to want to eat any avions he meets. He also loves hot cocoa with
rainbow marshmallows.Quote: I can smell your fear.
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Runner JockeyIf they put wheels on a dishwasher, you could
drive it and probably have. Speed, tight turns, careening
through canyons, dodging bullets... oh yeah, thats a good time,
baby.Zanna KaleeRace: HumanAttributes: Agility d8, Smarts d6,
Spirit d6, Strength d6, Vigor d6
Skills: Driving d8+2, Fighting d4, Gambling d6, Notice d6,
Piloting d6+2, Repair d6, Shooting d6, Streetwise d4Pace: 6, Parry:
4, Toughness: 5, Charisma: -1Gear: Tamm 30k Body Pistol, 50 rounds
30k ammo, Hands-free Radio Headset, Toolkit, $15Edges and
Hindrances: Habit (fixated on vehicles), Overconfident, Quirk
(thrillseeker), Ace, Quick
Description: Zanna was born in the back of a runner and her
folks say that pretty much tells you everything you need to know
about her. Having just joined the Racing League, she hasnt won any
races yet, but every race shes entered shes picked up at least one
and often two spots over the previous one. Unfortunately, she plays
so hard that it usually wipes out the runner by the end, which
makes for an expensive hobby, and she often has to take weird jobs
on the side to make ends meet. Shes currently between vehicles as
it were.Quote: Hop in, hotshot!
XenobiologistYou are studying the varied flora and fauna
of Coventry. Fortunately, theres a lot of wild and fascinating
stuff to see. Unfortunately, most of it wants to kill you, eat you,
lay its eggs in you, or all of the above.Sir Reginald Ketarsis,
Magus RegisRace: HumanAttributes: Agility d6, Smarts d10, Spirit
d4, Strength d6, Vigor d6
Skills: Climbing d4, Knowledge: Science d8+2, Knowledge:
Xenobiology d8+2, Notice d6, Repair d6, Shooting d6, Survival
d6Pace: 4, Parry: 2, Toughness: 5, Charisma: -1Gear: Tamm BFG
Sureshot (one clip), Binoculars, Camouflage Fatigues, Hands-free
Radio Headset, Hiking Boots, (3x) Trail Rations, $30Edges and
Hindrances: Habit (constantly reliving old glories), Lame, Quirk
(fascinated by dangerous creatures), Jack-of-all-Trades, Scholar
(Science, Xenobiology)Description: Sir Reginald is that rarest of
things, a person whos on Coventry because he wants to be. Once a
big-game hunter, now a prominent xenobiologist, Sir Reginald is not
technically an exile: in fact, he is writing the definitive study
of Indigo Stone Exposure Syndrome for the Royal Terran Institute of
Xenology, both its short-term effects on transplants, and its
long-term effects on local evolution. He hopes one day to win the
Nobel Prize and fully expects to be picked up and returned to the
galaxy at large when his book is done. Boy, is he in for a nasty
shock.Quote: Actually, that isnt a stinger. You dont want to know
what it is, but it isnt a stinger.
You dont have to be crazy to do this. But it helps.
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13
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Game MechanicsSpecies
Although the rakats settled Coventry first, humanity has in
typical fashion moved in and more or less made the place their own.
When not in the Great Makka Forest or the Rakat Territories, you
can expect almost anyone you meet to be a human.
AvionA humanoid, feathered, quasi-saurian sentient
humanoid species with the ability to fly in open spaces. There
is a settlement of avions known as Hightown. Avions and rakashans
do not get along well, but avions have no such prejudices against
humans.Avion Species AbilitiesFlight: Avions can fly as long as
they have room to maneuver their massive 2 (12 foot) wingspan.
Their Pace while flying is 10, though they can double this during a
dive (each inch of forward movement must lower their altitude by
one inch). Their climb rate is 5. Use the standard encumbrance
rules to figure out how much an avion can carry. Any penalties
assessed from weight also subtract 2 from their flying Pace.
Nonhuman: Avions do not gain a free Edge during character
creation (although they may gain Edges by taking Hindrances as
normal).
BotBots come in a wide variety of shapes, sizes,
and functions. Most have little or no personality to speak of,
being mostly defined by their programmed function. A player
character bot is either the property of another PC, or is a
renegade bot. You must choose between Asimov Circuits (Pacifist) or
Property, unless you take the Renegade Bot edge.Bot Species
AbilitiesChoose One of Asimov Circuits or Property:
Asimov Circuits: The android cannot harm, or by inaction bring
harm to sentient beings. This gives him the Pacifist Hindrance
(Major). OR
Property: The android is the property of another member of the
party or an NPC. The android must follow all direct commands
from
their owner and is expected to follow implied wishes in good
faith.
Construct: Androids add +2 to recover from being Shaken, dont
suffer wound modifiers, and are immune to poison and disease.
Androids cannot heal naturally. To heal an android requires the
Repair skill which is used like the Healing skill only with no
Golden Hour.Outsider: Organic races often mistrust or misunderstand
androids. They subtract 2 from their Charisma when dealing with
races other than their own.Programming: Androids begin with a free
d6 in one skill, representing their original programmed
role.Recharge: During character creation, the player must determine
the androids power source. If the android cannot access his power
source at least once per day, hes automatically Fatigued each day
until hes Incapacitated. The day after that, he goes off-line and
must be revived with a Repair roll and a four-hour charge of
energy. The power source replaces the need for food and water,
unless they are the chosen power source. (NOTE: Most bots are
either solar- or battery-powered, or a hybrid unit
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
which must shut down for four hours daily to
recharge.)Unnatural: Arcane powers, both detrimental and
beneficial, suffer a 2 penalty to affect androids. This has no
effect on damaging powers, which affect them normally.
HumanHumans gain a free edge at character creation.
Other than that, they are the default template which other
species are compared to.
Mi-Go (Fungi From Yuggoth)A peculiar, secretive fungoid species
scattered
across the galaxy, mi-go are mechanistic, emotionless, creepy,
and obscure. There are actually many shapes and sizes of mi-go, and
who knows what horrible nightmare forms there may be in the depths
of their full colonies. The mi-go presented here are typical
interplanetary specimens, following their indecipherable agenda at
the orders of Nyarlathotep on behalf of Shub-Niggurath. They are
roughly human-sized and look somewhat like an enormous winged
shrimp, pinkish in color and with a knobby, bulbous, multicolored
head that lacks any discernible organs. Mi-go are also unique in
that they can leave Coventry at will: they can fly unprotected
through space, using their wings in a fashion not understood by
current science. However, individual mi-go dont just take off on
their
own-- theyre always following some ornate (and incomprehensible)
master plan.
Armament: Mi-go who need to defend themselves are sometimes
armed with a mi-go lightning gun. This has the same stats as a
SeTech ION and may be taken by a mi-go character in exchange for
their starting $500. Characters who are not mi-go take a -4 to
Shooting rolls when attempting to use it due to its very peculiar
arrangement.Mi-Go Species AbilitiesAethereal Wings: Mi-go may fly
at their base Pace. Mi-go whose wings are operational may fly
through deep space as if they were in atmosphere. Nobody is quite
sure how they do this, and the mi-go arent telling.Alien
Physiology: Mi-go may exist comfortably in deep space. They get a
+4 bonus to resist all negative environmental effects (heat, cold,
pressure, etc.) and do not need to breathe. Note that they are
still flammable and take normal damage from fire.
All Arms and Legs: Mi-go have many limbs that can operate as
either arms or legs on an as-needed basis. They gain one extra
non-movement action per turn that incurs no multi-action
penalty.Elusive Mind: Mi-go are masters of secrets and deception.
They get +2 to Trick attempts and to resist any sort of telepathy
or mental domination.Mechanistic Mind: Mi-go have mechanistic,
joyless minds. Spirit requires two points per step to raise during
character generation.
A utility bot makes friends with a cuddly native creature.
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Creepy: Theyre soulless fungoid floaty buzzy shrimp-bugs from
outer space. Yeah, theyve got -2 Charisma.Secret Masters:
Individual mi-go have free will of a sort, but they are all subject
to the will and plans of the Secret Masters. When mi-go are in a
group, one will always be selected to command and the others obey
that one without question. An individual mi-go, even one far
removed from the rest of the colony, is more like a worker ant than
a discrete person. However, mi-go naturally coordinate with each
other and get +2 to any attempt to aid, work with, or persuade
another mi-go (negating the -2 penalty for being Creepy).Wheels
Within Wheels: Mi-go are deliberate and meticulous, never doing
anything without consulting with their masters if possible, or
thoroughly going through all permutations of an action in their
mind if it is not. This gives them the Cautious hindrance.
RakashanAn aggressive, quasi-feline sentient humanoid
species. They have several enclaves and villages
scattered across Coventry that pre-date its quarantined status,
and were actually its first sentient settlers. Some think of the
world as theirs, although they are no more native than humans or
machine guns. Rakashans have a hunting instinct that makes them
predisposed towards attacking and trying to eat avions, which the
avions naturally resent. They have no particular prejudices
regarding humans, however.Rakashan Species AbilitiesAgile:
Rakashans have the feline grace of their ancestors. They start with
a d6 Agility attribute instead of a d4.Bloodthirsty: Rakashans can
be cruel to their foes, often toying with them for simple
amusement. They rarely take prisoners and feel little compunction
about punishing captured foes. This causes a -4 Charisma penalty
among more civilized types.Racial Enemy: Rakashans are constantly
in conflict with avions, and in fact have a predisposition to
eating them. Members of the two species suffer a -4 Charisma when
dealing with each other. Unless fettered by other authorities or
common goals, individuals of the two races may very well attack
each other on sight.Claws: Rakashans have retractable claws that do
Str+d6 damage and grant +2 to Climbing rolls on all but completely
sheer surfaces.Low Light Vision: Rakashan eyes amplify light. They
can see in the dark and ignore attack penalties for Dim and Dark
lighting.
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Other SpeciesInquisitive avions, aggressive rakashans,
and the ever-wanderlusting humanity are all suspiciously similar
to each other, presumably as a result of convergent evolution
(although theres much speculation on the topic). They all seem to
come from the same biological niche, digest the same proteins and
breathe the same air and, whether by coincidence or as a result of
this similarity, are the three most galactically-expansionistic
species in space, constantly competing for desirable worlds to
colonize or conquer. The mi-go, by comparison, quietly and subtly
insinuate themselves across the galaxy... and have been doing it a
lot longer. They actually inhabit more worlds than the rest of the
sentient species combined, but they dont seem to care about
territory and generally flee a world rather than fight for it.
There are a double-handful of other sentient species in the
explored galaxy, but most of them are too oddball or specialized to
travel from one world to another easily (such as the Ikkkkrnngl, a
kind of living crystal hivemind that cant be moved from where it
formed without suffering brain damage). There are a few other
species that are willing to make the jump, though, including
scrullians, a meter-high crab/spider species who are fascinated by
math; trilobes, who are sort of like three-legged, six-armed,
eight-foot-tall telepathic celery stalks; and pwanu, a delicate
species of giant insectoids that resemble Earth dragonflies but
require powered exoskeletons in anything greater than 0.6-G. Theres
no reason why members of these species (or others) might not end up
on Coventry, and if youd like to create a species, there are rules
for it in Savage Worlds.
Skills
Bot Ops SmartsPrereq.: Bot, Bot Systems
This is the skill bots use to run their special systems (via the
Bot Systems arcane background).
Knowledge (Xenobiology) SmartsSometimes, knowing what youre up
against
is the difference between victory, and being sandsquid chow.
When confronted with a peculiar
example of local flora or fauna, a Knowledge (Xenobiology) check
can give you a basic rundown of whats generally known about the
critter, including basic habits, known abilities or weaknesses,
etc.
Robotics Smarts This skill governs the creation,
maintenance, programming, and repair of advanced robotic or A.I.
systems. While simple robotics maintenance uses Repair, Robotics is
for true expertise in the technology.
Edges
Bot Jockey (Weird Edge)Prereq.: Smarts d10+, Robotics d6+,
Repair d6+
Your character has created or salvaged a bot buddy. The bot is
an Extra (no bennies, no wild die, only one wound) and is one of
three models: infiltrator, sentinel, or utility. The bot comes with
the gear listed by their type, but does not have any weapons or
other personal gear unless you buy it with your own cash. You may
customize the bot on creation by taking Hindrances to pay for
improvements if you wish, and the Bot Jockey may apply any bennies
they wish to spend to their bot buddy, including soak rolls. The
Bot Jockey may also spend their advancements to improve their bot
rather than their own abilities if desired (see Bot Upgrade). If
the bot is destroyed, it can be rebuilt and have its memory
restored from a backup within 2d6 days assuming the Bot Jockey has
access to the required parts and tools. NOTE: When designing
scenarios, GMs should factor in a Bot Jockeys buddy as if they were
another party member.
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Infiltrator Bot
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor
d6
Skills: Driving d4, Fighting d4, Investigation d6, Lockpicking
d6, Notice d6+2, Piloting d6, Shooting d6, Stealth d8, Swimming d6,
Throwing d4, Tracking d8Pace: 6, Parry: 4, Toughness: 4, Charisma:
-2Gear: internal radio, GPS, infrared sensor, parabolic microphone,
recorder unit, security interface probeEdges and Hindrances:
Alertness, Cautious, Small, Property, Construct, Outsider,
UnnaturalRecharge: During character creation, the player must
determine the androids power source. If the android cannot access
his power source at least once per day, hes automatically Fatigued
each day until hes Incapacitated. The day after that, he goes
off-line and must be revived with a Repair roll and a four-hour
charge of energy. The power source replaces the need for food and
water, unless they are the chosen power source.
Bot Upgrade (Weird Edge)Prereq.: Smarts d10+, Robotics d6+,
Repair d6+, Bot Jockey
Instead of taking an advancement yourself, you may choose to
upgrade your bot with an advancement. You must meet any Rank
requirement of the advancement you wish to give them.
Renegade Bot (Racial Edge)Prereq.: Android
You are your own bot! You also dont have to deal with those damn
Asimov Circuits.
Sentinel BotAttributes: Agility d6, Smarts d4, Spirit d6,
Strength d8, Vigor d6Skills: Climbing d4, Driving d4, Fighting d6,
Intimidation d6, Notice d4, Piloting d4, Shooting d6, Swimming d4,
Throwing d6Pace: 6, Parry: 5, Toughness: 7, Charisma: -2Gear:
internal radio and GPS, +1 Armor platingEdges and Hindrances:
Clueless, Brawny, Martial Artist, Property, Construct, Outsider,
UnnaturalRecharge: During character creation, the player must
determine the androids power source. If the android cannot access
his power source at least once per day, hes automatically Fatigued
each day until hes Incapacitated. The day after that, he goes
off-line and must be revived with a Repair roll and a four-hour
charge of energy. The power source replaces the need for food and
water, unless they are the chosen power source.
Utility BotAttributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6Skills: Climbing d4, Driving d6, Fighting d4,
Healing d4, Investigation d4, Knowledge: Common Knowledge d8,
Notice d6, Piloting d6, Repair d6, Shooting d4, Stealth d4,
Swimming d4, Throwing d4Pace: 6, Parry: 4, Toughness: 5, Charisma:
-2Gear: internal radio and GPSEdges and Hindrances: Property,
Construct, Outsider, UnnaturalRecharge: During character creation,
the player must determine the androids power source. If the android
cannot access his power source at least once per day, hes
automatically Fatigued each day until hes Incapacitated. The day
after that, he goes off-line and must be revived with a Repair roll
and a four-hour charge of energy. The power source replaces the
need for food and water, unless they are the chosen power
source.
Arcane BackgroundsThe Arcane Background edges allowed in
this
campaign are Bot Systems, Psionics, and Weird Science. Note that
you can also make a good gadgeteer type without any arcane
backgrounds (see the Grease Monkey/Wrench Wench sample character)--
Weird Science is for someone who wants to really specialize in
building a lot of crazy items.
Bot Systems (Arcane Background)Prereq.: BotPower Points:
12Powers: 2Skill: Bot Ops (Smarts)
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Highly specialized bots have a variety of systems that allow
them to do many different things, from built-in weapon systems to
flight jets. Each power you take represents one of these
systems.System Damage: When you take a wound in combat, roll 1d6.
On a 3 or lower, one of your systems (determined randomly) is
damaged and becomes inoperative. It will take a half hour and a
successful Repair or Robotics roll to repair the system.Glitch:
When you roll a 1 on your Bot Ops check, youve encountered a glitch
in your programming. You are Shaken, or alternatively the GM may
spend a Benny to take control of your bot and do something
hilariously disastrous with it for 1d4 rounds. (You may also spend
a Benny to go back to just being shaken.)
EquipmentVehicles
Vehicles are very important on Coventry-- you really dont want
to be walking out there. Fortunately, with transmat technology, you
never have to find a parking spot again! Many personal vehicles
have built in rez/derez carrying cases (similar to GOJFree units),
so you can tuck your car into your backpack when youre not using
it. And like GOJFree units, a cycle, runner, or buzzers carrying
case will derez it when it
becomes too badly damaged-- although this can be a somewhat
traumatic thing for the passengers if it happens at 75 kph or at
100m in the air.
There will be a Rules Upgrade with detailed information about
Racing in the game as well as customizing and upgrading vehicles,
later. For now, here are descriptions of some of the most common
types of vehicles youre likely to encounter. Cycles and runners use
the Driving skill, while buzzers use Piloting.
CycleThis is a fairly standard two-wheeled electric motorcycle.
Like most vehicles on Coventry, it has a reinforced frame for
off-road operation and provides minimal protection or comfort for
the rider. Riding with a passenger on board imposes -2 to Driving
rolls unless theres a sidecar.
Runner (Light)The light runner is a three-seat, four-wheel,
electric car much like a dune buggy. The seating arrangement is
generally a driver and a passenger up front, and a gunner in a rear
turret, which typically mounts an assault rifle or belt-fed machine
gun. The frame is reinforced for off-road operation, but its a
dirty, windy, bone-jarring ride.
Runner (Heavy)The heavy runner is larger, heavier, and therefore
slightly more comfortable than the light runner,
We play catch a little differently on Coventry.
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19
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
which has an either three-passenger or six-passenger
arrangement. (Three-passenger versions have a bed or cargo section
in the back.) Like the light runner, the heavy runner has a turret
which typically mounts an assault rifle or a machine gun. The heavy
runner is enclosed and has a certain amount of armor plating
standard, therefore providing more protection than the light
runner, and is reinforced for off-road operation.
BuzzerThe buzzer is, more than anything else, like a light
runner with VTOL turbines and landing skids instead of wheels. It
is usually a two-seat affair, mounting a machine gun under the nose
and additional guns or rocket launchers on the side. Heavy buzzers
that are designed to carry passengers or cargo also exist.
Ammunition TypesDifferent guns require different types of
ammo. Fortunately, there are only three calibers of personal
weapon in common use these days, the tiny, adorable N220, the
standard 30k, or the large and imposing BFG. There are two other
types of less-common ammunition: the first is Gy, which is
self-propelled. Caliber-wise, its interchangeable with BFG ammo,
but it does one step less damage (e.g., 2d8 becomes 2d6) in
exchange for x1.5 range modifiers; and Scat, which is scattergun
ammo (shot).
Standard ammo is the most common, but there are other types as
well, for different purposes. For instance, if going up against a
big, squishy target that doesnt have a lot of armor but still takes
a lot of punishment, you might want shrapnose (since the AP penalty
doesnt really matter). If you want to set someone on fire, you
might try burning. These are modifiers, not actual calibers of ammo
youd have to buy 50 rounds of 30k corroder for instance, at $100
for the box.
The last category of ammunition is a standard-gauge launcher
rocket, which explodes on impact and counts as a Heavy Weapon for
purposes of overcoming vehicular or other armor. Different types of
launcher rockets (such as chisel or burning) operate just like
different types of gun ammo.
Personal ShieldsPersonal deflector shield technology, while
expensive, is absolutely vital to anyone who sees a lot of
fighting (i.e., pretty much anyone living on Coventry). Each shield
has an initial rating of d4 to d12+, just like a Trait. When you
are hit by an attack that rolls damage (unless that attack
specifically ignores shields), you roll the die indicated by your
shield value and that to your Toughness for the purposes of this
attack. So for example, if you have a Toughness of 6 and a d10
shield and are hit by an attack, you would roll d10 and add that
number to your Toughness. If you rolled a 7, your Toughness against
that attack (only) would be (6+7=) 13.
Each hit reduces your shield rating by one step (e.g., from d10
to d8); after being reduced to d4, your shield is depleted and
provides no protection until it recharges. Shields recharge by one
step at the beginning of your turn, up to their maximum value.
Some weapons (typically electrical ones) ignore shields. When
hit by such a weapon, you do not get the benefit of the shield, but
the shield is still depleted by the hit as if it had protected
you.
NOTE: The DuraTech tower shield is an actual shield in the
traditional sense, essentially a transparent riot shield, not a
deflector shield.
Tactical DerezThe single most devastating weapon on
Coventry, at least on a personal level, is arguably the IndiCorp
Tactical Derez which, as the name implies, derezzes its target with
a successful attack. However, its not an easy weapon to use: after
scoring a hit with your Shooting skill as you would with a normal
ranged weapon, you roll a d8 against the targets Agility. If
successful, you derez the target if they have no personal shield.
If they do have a shield, the derez effect is negated, but the
shield is depleted as it would be by another other successful
attack. If the target has a shield that is completely discharged,
the derez effect works normally. Once derezzed, the target is
stored in a memory unit similar to a GOJFree. You must swap out
memory units before you can use the weapon again (or delete the
derezzed target from memory, killing them
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
GunsPistolsCost Name Dmg Range Shots Notes$150 SeTech N220
Little Lady 2d6+2 10/20/40 8 double-tap, semi-auto$200 Tamm 30k
Body Pistol 2d8 12/24/48 10 AP 1, double-tap, semi-auto$250 Tamm
30k Persuader 2d8 12/24/48 8 +1 Shooting, AP 1, double-tap,
semi-auto$220 SeTech 30k Kicker 2d8+2 10/20/40 10 AP 1, double-tap,
semi-auto$375 Tamm BFG Mule 2d8+1 10/20/40 10 AP 2, double-tap,
semi-auto$400 IndiCorp BFG 2d8+1 14/28/56 7 AP 2, double-tap,
semi-autoSubmachine Guns$275 SeTech N220 Deathblossom 2d6 12/24/48
45 ROF 3, auto$300 Tamm 30k SMG 2d6 12/24/48 30 ROF 3, AP 1,
auto$300 BRAPP 30k Noisemaker 2d8 8/16/32 32 ROF 3, AP 1, auto$375
IndiCorp 30k Competitor 2d8 10/20/40 30 ROF 3, AP 1, auto, +1 vs.
recoil$2,000 CyberDig N220 Little Pal 2d6 10/20/40 60 Min Str d6,
ROF 3, auto, self-firing (free action
to designate target 1/turn), Shooting d6, worn like backpack w/
headset
Shotguns$200 SeTech Auto-Action 1-3d6 12/24/48 12 shotgun$200
Setech Double-barrel 1-3d6 12/24/48 8 ROF 1-2, shotgun$275 Tamm
Double-barrel 1-3d6+2 10/20/40 8 ROF 1-2, shotgun$275 Tamm Leverage
1-3d6+2 12/24/48 8 shotgun$600 IndiCorp Gatling Scat 1-3d6 12/24/48
20 Min Str d8, ROF 3, AP 2, shotgun, double-tap,
semi-autoRifles/Assault Rifles$400 Tamm BFG Sureshot 2d8
30/60/120 4 Min Str d6, AP 2, snapfire, +2 w/ called shots
$450 Tamm BFG Assaulter 2d8+1 25/50/100 50 Min Str d6, ROF 3, AP
2, auto$600 CyberDig BFG Fixer 2d8 30/60/120 30 Min Str d6, ROF 3,
computer assist provides +2
Shooting, AP 2, auto$650 SeTech ION 2d8+1 20/40/80 30 ROF 3,
burst 3, electric damage, ignores shields$600 HiBeam 227 1-3d6
30/60/120 50 Snapfire penalty, laser, burst 3, damage dice =
number of shots fired, sets flammable object on fire, virtually
silent and invisible (+4 to sniper Stealth checks)
$1,200 IndiCorp Tactical Derez (special) 1/2/4 1 d8 vs. Agility
to derez human-sized or smaller target; negated by shield; target
may then be deleted from memory or new memory card inserted to
reload; memory card $250
Machine Guns (Heavy)$1,000 Tamm BFG Beltfeeder 2d10 50/100/200
250 ROF 3, AP 4, auto, may not move, heavy$3,000 CyberDig BFG Big
Brother 2d10 30/60/120 200 Min Str d10, ROF 3, AP 2, auto,
self-firing (free
action to designate target 1/turn), Shooting d6, worn on
stablizing harness or mounted to power loader
Launchers$2,000 BRAPP Barzooker 4d8 25/50/100 6 Min Str d6, MBT,
may not move, heavy$2,200 BRAPP Ready-Steady 4d8 30/60/120 4 Min
Str d6, ROF 2, MBT, may not move, heavy$6,000 IndiCorp AutoLauncher
4d8 15/30/60 18 Min Str d10, ROF 3, MBT, may not move, auto,
heavy
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Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
AmmunitionCost Caliber/Name Category/Notes$10 N220 Small, 50
rounds$25 30k Medium (usually AP 1), 50 rounds$25 Scat Medium
(shotgun), 50 rounds$50 BFG Large (usually AP 2), 50 rounds$50 Gy
Large, self-propelled for longer range, slower round does less
damage, 50 rounds$100 Rocket 10 rounds+$75 (chisel) adds AP +2+$50
(shrapnose) AP -2, but +2 damage+$75 (burning) +1d6 fire damage
+$75 (corroder) -1 target Toughness on successful hit (max
-5)
Melee WeaponsCost Name Dmg Weight Notes$50 Survival Knife Str+d4
3 Contains supplies that add +1 to Survival rolls$250 Molecular
Knife Str+d4+2 1 AP2, cannot be thrown$350 Vibroaxe Str+d6+2 4 AP
2, battery powered
$450 Vibrosword Str+d6+2 8 AP 2, battery powered, +2
Fighting
$500 Molecular Sword Str+d8+2 8 AP 4$300 Electrospear Str+d6+2 5
electric damage, ignores shields
Body ArmorCost Name Protection Weight Notes$50 DuraLeather
Jacket +1 2 Covers torso, arms$50 DuraLeather Pants +1 2 Covers
legs$75 IndiCorp Durasuit +3 5 Covers torso, arms, legs$150
IndiCorp Heavy Durasuit +4 8 Covers torso, arms, legs$300 SeTech
Infiltration Suit +2 10 Covers torso, arms, legs, +2 to Stealth vs.
visual and infrared
$80 Tamm Flak Jacket +2/+4 9 Covers torso; +4 armor vs.
ballistic
$800 Infantry Battle Suit +6 20 Covers entire body$1,000 Hard
Armor +8 30 Covers entire body$20,000 Powered Armor +10 sp. Covers
entire body, Str +1 step, +2 Pace, jump 2d6, +1 Shooting
Personal ShieldsCost Name Armor Rating Notes$200 DuraTech Tower
Shield sp. +2 Parry, +2 Armor to ranged shots that hit;
transparent
$200 SeTech 600 Basic Shield d6$500 SeTech 800 Basic Shield
d8$800 SeTech 1000 Basic Shield d10$1200 SeTech 1200 Basic Shield
d12$1600 SeTech 1210 Basic Shield d12+1$725 Tamm LastDitch Shield
d8 creates 3d6 SBT electric blast when discharged
Miscellaneous StuffCost Item Notes$250 Rejuvenation Being rezzed
back into existence at healing station$35 Train Ticket Typical
station-to-station cost (cumulative)$1,500 Utility Bot$1,750
Infiltrator or Sentinel Bot
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22
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
instantly). The memory unit can be connected to any standard
transmat unit to rez the target back into existence within 24 hours
(after which time the file is automatically deleted).
If the target is wearing a GOJFree unit and is hit by a tactical
derez, the GOJFree unit is derezzed with them. However, if they are
wearing a relay- or regenerator-style GOJFree unit, that effect
activates first essentially leaving you with a duplicate version of
your target stored in your tactical derez.
This effect has led to the common saying on Coventry, Derezzing
weirds the combat.
Coventry Fun Fact: If You Cant Get Aboard, Get a Rail
For those without ready access to runners or transmat travel,
fast and (mostly) efficient maglev trains run between most major
settlements. With an average speed of 250 kph, its possible to get
from New Oxbridge to Camp Kassak (the end of the line at each
respective end) in just over 24 hours assuming you dont get waylaid
by bandits, have your train torn up by tremorwhips, or similar
hazards.
Coventry Fun Fact: Stop Breaking My Causality!
Transmat data streams are sent via tachyon which moves faster
than light. This means that if you kill someone with a high-end
GOJFree unit while theyre standing next to a rejuvenation unit,
their replacement body will actually materialize before their
killed body is derezzed (just long enough for them to catch their
bearings and watch themselves die). In theory, if you could somehow
prevent the person from dying in the short interval of time between
when the duplicate appears and the original derezzes, you could
create a paradox in which there is one version who died and one
version who didnt. In practice, nobodys been able to pull it off.
There have been cases of transmat duplicate people being created,
however. These duplicates are colloquially known as
zomblegangers.
GOJFree UnitsCost Type Notes$500 Basic Derezzes you for storage
at death, must be recovered, data lasts 6 hours$750 Deluxe As
Basic, but data lasts 48 hours$1,500 Relay Deluxe Derezzes you for
storage at death and transmits your data to preset destination
in
case no recovery possible, data lasts 48 hours$3,000 Regenerator
Derezzes you for storage at death and 50% chance to rez you back
instantly at a
random position within 2d10 spaces on the next turn (otherwise
must be recovered), data lasts 48 hours
$5,000 Relay Regenerator As Regenerator, but if instant rez
fails, transmits your data to preset destination in case no
recovery possible, data lasts 48 hours
VehiclesCost Type Accel Top Spd Tough. Crew Hardpoints
Notes$3,000 Cycle 20 36 8(2) 1+1 1 -2 Driving for extra
passenger$15,000 Runner (light) 20 40 10(3) 1+2 (fwd, turret) Tamm
BFG Beltfeeder in turret$25,000 Runner (heavy) 15 40 15(4) 1+2/1+5
(2 fwd, turret) Tamm BFG Beltfeeder in turret$150,000 Buzzer
(light) 20 50 14(2) 1+1/1+5 (3 fwd) fly; can hover; extra
passengers on
skids have no armor; Tamm BFG beltfeeder and BRAPP Ready-Steady
mounted
$300 Sidecar negates extra passenger penalty for cycles$2,000
Vehicle Derez Case Rezzes/derezzes small vehicle with PIN code,
suitcase- or backpack-sized
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23
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Coventry GazeteerSystem DataStar: Hu4557712 (F2 V
yellow-white)Orbit 1 (0.4 au): asteroid beltOrbit 2 (0.8 au):
Peevis (hot rockball) named for a
rakashan folk hero; retrograde rotation
Orbit 3 (1.2 au): Arkis (hot rockball) named for a rakashan folk
hero; reddish tint; some indigo
Orbit 4 (2 au): Coventry {formerly Kallast} (terrestrial)
originally named for an old eakashan clan name, now for a city on
Earth; see below
Orbit 5 (3.6 au): Hoshar (small gas giant) from a rakashan word
for agate; bluish due to methane in atmosphere, visible during the
day on Coventry under optimal conditions, small but measurable
tidal effect
Orbit 6 (6.4 au): Chaaeta (small gas giant) -- from a rakashan
word for graveyard; several moons and pseudorings, several trojans
at lagrange points
Orbit 7 (13.2 au): (empty orbit)Orbit 8 (26 au): Shaktar (large
gas giant) -- named
for a rakashan war/death god; unique red and dark tiger stripes;
handful of large moons, one with atmosphere and primitive
vegetation, several rings
Orbit 9 (50.8 au): asteroid beltOrbit 10 (102.8 au): Anta (huge
gas giant/gray
dwarf) -- named for the rakashan astronomer who first charted
the system; failed binary neighbor; self-luminescent, visible in
Coventry sky night or day; own mini-system of uninhabitable dwarf
planets and moons
World: Hu4557712 IV (Coventry)Diameter: 9,497 km (~74%
Earth)Circumference (equator): 29,836 kmGravity: 0.89 GComposition:
High-IronAxial Tilt: 12 (minor seasonal effects)Length of Day: 19
hours, with one leap hour
every 16 days (19.065 hrs)Length of Year: 1,934.4 local days
(242 weeks of
8 local days each with a day removed every 10 years; 4.21 Earth
years)
Moons: Troos (large) and Diebos (small)Atmosphere:
Nitrogen/oxygen with large traces of
indigo (0.91 Earth normal atmospheric pressure)
Climate: Warm, dry (68% surface water)Terrain: Plains/steppes
primary; mountainous/
volcanic secondaryPopulation: 3.76 million (estimated); ~71%
human,
18% rakashan, 8% avion, 3% other
Coventry, with Troos in the foreground. Note the Haze, upper
left.
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24
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Citizens Republican Alliance of Popular Liberity, Organization,
and Aggressive Defense (C.R.A.)
A self-declared nation northeast of the Haze, ruled by a
powerful psych who calls himself Der Kommisar. Sadly, it wasnt
until the letterhead was already printed that someone realized the
acronym of the nation would end up to be CRAPLOAD. They prefer to
go by C.R.A.
Camp Kassak: The largest prison/indigo mine of the C.R.A., into
which enemies of Der Kommisar are thrown.Freedom City: Capital city
of the C.R.A., Freedom City is a cold city of glass box skycrapers
and grimy, overrun warrens.Hazewash Mountains: A caustic, volcanic
range, combining the charm of soot and sulphur with the beauty of
the Eastern Blight. Yay.
Shalnaht Pass: A large town in the C.R.A.; suffers from some of
the conditions of the Eastern Blight, but to a lesser scale than
further south.Vospa: A shivering, lonely city in the northeast.
Rail is expected to reach Vospa within two years.
Coldass MountainsA harsh mountain range in the northwest.
The
name is apt.Mount Holycrap: The tallest mountain on Coventry one
of the tallest on any inhabited world, at a staggering 11,467m
(37,622 ft). It is literally impossible to reach the top without
life support equipment.Twotoes Station: A tiny, semi-independent
settlement on a glacier in the frozen northwest, primarily operated
by SeTech Astronomy. Little more than a few dozen techs and support
staff
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25
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
in metal buildings. The story goes that the name is from the
average number of toes people have left after an extended stay
there.
Eastern BlightA plain devastated by fallout from the Haze.
Hostile to most life and pretty damned ugly to look at.
Electric Shark GulfA clear, tropical, lovely body of water
populated by horrifying and vicious predators.
Ember IslandA large, lightly-populated island in southeast
Coventry.Nyss: An avion colony, attempting to repopulate the
makka tree, so far with little success.
Great Makka Forest, TheThe sole remaining forest of Makka trees
on
Coventry.Heskree: An avion ranger outpost in the northern
reaches of the Great Makka ForestHightown: An avion-only
settlement, the only remaining source of makka.
Hashwa StraightThe body of water between northern Coventry
and Ember Island.
Haze, TheA dangerous desert plain that dominates the
northern hemisphere of Coventry. It is named for an enormous
(4.000+ km across) indigofire storm that has been going for as long
as Coventry has been under observation by humans (roughly 250
years) and shows no signs of stopping any time soon. The entire
area glows with a blue-purple, smoky haze. Naturally, this is where
the richest indigo deposits are to be found. Why wouldnt it be?
Transmat units become unreliable or even inoperative the further
into the Haze one goes, as the indigo in the air interferes with
their operation.
Independents WestA catchall term for the settlements on the
west coast of northern Coventry which do not have a formal
allegiance to larger factions.
Fugi: A small but pleasant independent city on the west coast, a
major source of seafood. Home of one of the most popular runner
jockey tracks on Coventry.
Indigo Cove: We were trendy, once.
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26
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Indigo Cove: Once a lush resort town surrounded by a beautiful
forest of makka trees, now little more than a depressed town by the
sea, but still a fairly important acricultural center.New Oxbridge:
Coventrys only university, founded before the quarantine. Many of
the buildings are made mostly or even entirely of makka wood, from
the days when makka trees were still plentiful.Sun City: Envisioned
as a shining resort city that would act as an interplanetary
spaceport, this city fell on hard times when the quarantine was put
into place. These days its the heart of the entertainment industry
on Coventry, as well as the home of the Racing League.Tarkin Town:
A hard-working but prosperous mining town among the Indepedents
West.Thalkat: A rakashan clan-holding-turned-city in the
Independents West, famed for its elaborate architecture and high
culture.
IndiCorp TerritoryDrop, The: The area where IndiCorp usually
transmats down anyone or anything they are sending to Conventry.
The regular appearance of disoriented, unprotected people there has
made it a popular place for scavenging predators. The amount of
wrecked or abandoned gear there has also made it a popular place
for sentient scavengers as well.
Happy Landing: A small town near the Drop. Technically an
IndiCorp settlement, but several other factions have
representatives there.Hash: A grubby canyon city popular with
bandits, thugs, creeps, and freaks. Also scum and villainy. On the
other hand, produces some kickbutt runner jockeys.Indigo City:
Situated on Lake Indigo (we know, we know), Indigo City is the
largest, most prosperous city on Coventry and the central hub for
all IndiCorp activity. Indigo City is well-maintained, densely
populated, shiny, clean, and only the tiniest bit a soul-crushing
police state. Which is at least more than can be said for Freedom
City.Survey Station 9: An IndiCorp outpost on the northwestern edge
of the Haze.Survey Station 16: A very profitable indigo mine.Survey
Station 64: A mostly-underground IndiCorp mining and scientific
facility, constantly battered by the indigofire storms of The
Haze.Three Shantak Heights: A semi-independent settlement on the
southwest edge of The Haze that has recently become a hub of
activity due to a huge vein of indigo found in the nearby
mountains. Technically an IndiCorp outpost, but basically in name
only.
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27
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Monster IslandA densely-overgrown island with local fauna
that just shouldnt be.Eat-Or-Be-Eaten: This is a rakashan
hunting lodge resort. The rakats refer to it as Kwas-sha-Kwa; Eat
Or Be Eaten is the literal translation.
Prosperity SoundA relatively temperate and pleasant area
in western Coventry, once envisioned to be the worlds heart of
civilization, when anyone still thought civilization was an
option.
Rakat TerritoriesColloquial term for the southeastern
portion
of the continent, dominated by older rakashan cities and
settlements from before the quarantine.
Falanjas: A long-settled rakashan clan-holding in the southeast,
famed for its beautiful beaches and pleasant climate. Now entering
its third century of war with its neighbor Shakaa to the
north.Lakt: A rakashan clan-holding; once much larger, it was
bombed almost out of existence by avion forces during the Indigo
War. The city is surrounded by acres of ruins.Shakaa: A
long-settled rakashan clan-holding in the southeast, famed for its
tall black spires. Now entering its third century of war with its
neighbor Falanjas to the south.
Sharlim: A rakashan mining outpost that is perenially plagued by
bandit attacks.Swahas: A wealthy rakashan clan holding Talat: A
rakashan settlement, populated largely by the descendants of
refugees from Lakt.
Southwall MountainsA major mountain range, separating
northern
Coventry from southern Coventry. Accurately named, if a bit
dull.
Coventry GlossaryBirdman: Slang term for an avion.
Bot: Slang term for any robot, but especially for self-aware
androids or A.I.
BRAPP: A heavy munitions and automation manufacturer.
Burn-Happy: Slang for someone who gains a peculiar thrill from
dying and being revived by a GOJFree unit.
Buzzer: A fast, lightweight, hovering vehicle. (Buzzers are to
helicopters as runners are to cars.)
CyberDig: A quirky robotics corporation with a reputation for
putting more personality into their creations than most companies
do.
Dropward: Towards the Drop, usually referring to the populated
hemisphere of the planet. Colloquially meaning the more inhabited
parts of Coventry. Opposite of Seaward.
Many small but interesting spots are not on the map.
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28
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Factions: Any of several power groups on Coventry, the de facto
governments of the world. The only officially recognized galactic
power on Coventry is IndiCorp. Other factions include SeTech
Astronomy, The Welcoming Committee, The Silver Chevron, The Racing
League, the various Independents West, different rakashan noble
houses, and the C.R.A.
Fembot: An android with a female shape or persona. Some are
creepily lifelike, but close examination will reveal their true
nature. The skeevier parts of humanity being what they are, some
have embarrassingly biological optional features.
GOJFree (Get Out of Jail Free) Unit: A worn device which reads
your life signs and instantly derezzes you if you are fatally
wounded so you can be restored at a healing station. More advanced
units integrate a transmat unit and send you directly to the
healing station or even rez you on the spot.
Gorilla Bear: An aggressive and territorial vaguely-humanoid
creature indigenous to Coventry. Only has the most passing
resemblance to gorillas or bears. Only has the most passing
resemblance to a thinking creature, for that matter.
Indigo Fever (ISES): Official name, Indigo Stone Exposure
Syndrome. A condition typified by exaggerated aggressive
tendencies, loss of inhibitions and self-preservation instincts,
and
often the development of extraordinary abilities, brought about
by extended exposure to indigo.
Indigofire: A phenomenon in which trace elements of indigo in
the atmosphere become charged and react with indigo traces in the
ground, creating powerful discharges of energy (usually in the form
of plasma or electricity). This can often kick up dirt and debris
and create wind and fire effects, causing a large and deadly
environmental phenomenon something like an electrified sandstorm or
tornado. The Haze is created by an enormous indigofire storm that
has been raging for centuries or longer.
Imposter Psychosis: See Zombleganger.
Makka: A type of tree, sometimes called the only good thing on
Coventry. Makka wood is lustrous, easy to carve with, and
beautiful. The fruit of the makka tree provides remarkable healing
benefits and is quite frankly delicious to every known species that
can process T-family (Earth-like) nutrients. There is only one
remaining forest of makka trees, and the avion settlement of
Hightown is built in it. They guard it quite ruthlessly.
Mandroid: An android with a male shape or persona. Some are
creepily lifelike, but close examination will reveal their true
nature. The skeevier parts of humanity being what they are, some
have embarrassingly biological optional features.
We were escorting a giant spoon into the Haze, when...
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29
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
Mind-Mold: A fungus that eats your brain, replaces it, then
wanders around Coventry pretending to be you. Does this planet ever
stop being creepy?
Moldie: Someone whos been taken over by mind-mold. Some can pass
as still being themselves; many are closer to the archetypal
zombie, right down to chanting, Braaaiins... Moldies in the
advanced stages of colonization ooze a red-brown discharge from all
their orifices and around their teeth and fingernails, which can
infect anyone they attack with mind-mold.
Molemen: See Tunnel Creeps.
Offworlder/Outlander: Anyone sent to Coventry, as opposed to
someone born and raised there.
Pardon Card: Entitles you to leave Coventry. Acquired by
twenty-five years of indentured servitude to IndiCorp.
Persona: In this context, the personality programmed into an
A.I. unit. Your plastic pal whos fun to be with!
Psych: Slang term for a psionic.
Racing League, The: A faction of extreme racing enthusiasts who
have tracks, circuits, and offices all over Coventry. And yes,
extreme racing plus indigo fever is a bad combination.
Rakat: Slang term for a rakashan.
Reep: Any of several species indigenous predatory scavengers,
reeps often stalk or chase their prey, similar to Terran wolves or
hunting cats. Some reeps get quite large.
Rez/Derez: Assemble or disassemble an object or creature using a
data file and a transmat unit. From resolving the object. Or
possibly Tron is still popular in 2766.
Runner: A fast, lightweight, all-terrain wheeled vehicle. At its
most basic, little more than a roll cage with wheels.
Sandsquid: Any of several species of burrowing, tentacled
predators native to Coventry. Some are only hazardous if you step
on (or in) them, others are quite large and will happily attack
man-sized prey. Legends tell of one in the Haze with a maw 10
meters across.
Seaward: The hemisphere of Coventry on the far side of the world
from the Drop, mostly vast swaths of stormy ocean. Opposite of
Dropward.
SeTech Astronomy: A large interstellar scientific/agro concern,
one of IndiCorps only real competitors. Required by treaty to be
allowed to do business on Coventry, but not allowed to remove
people from the planet (which doesnt mean they havent done it every
once in a while). They also have an apparently-random line of
weaponry, which is probably the result of a buyout in times
past.
Shantak: Any of several species of large, vaguely-reptilian
winged predators native to Coventry.
Silver Chevron, The: A faction that has dedicated itself to
establishing law and order on Coventry (good luck), particularly in
the form of patrolling the major roads between settlements, as well
as offering their services as dispute arbitrators and town
peacekeepers. Something akin to the Marshals of the old west, sadly
without the authority of a government to back them up.
Smig: Slang term for a submachine gun (SMG).
Tamm: A weapons manufacturer. Part of a larger corporation as
well.
Transmat: Units that disassemble an object at one end, transmit
the data regarding that object to a distant unit at FTL speeds, and
reassemble the object at the far end.
Tremorwhip: Any of several burrowing, vaguely snake-like
creatures native to Coventry. The smallest specimens have deadly
venom; the largest specimens have long, barbed tentacles and
sword-like stingers on the end of their tails. Attracted to
vibrations in the ground, making them a perennial road hazard and a
constant nuisance at industrial stations.
Tunnel Creeps: A peculiar subculture of semi-feral cannibal
weirdos, living in tunnels, caves and the like (hence the name).
Also referred to as molemen or mole people.
Warbot: Broadly, any robot or android with the ability for
combat. Most bots have been programmed with what are commonly
called Asimov Circuits which prevent them from engaging in
violence, but this is not universally true. Some bots are built
specifically for security
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30
Text 2012 by John The Gneech Robey: all rights reserved.
Illustrations their respective creators and are used for fan
purposes only.
or combat purposes, and other bots have just gone nuts.
Welcoming Committee, The: A faction of civic minded people,
mostly outlanders, who have chosen to patrol the Drop looking for
new arrivals and trying to get them to safety. They operate mostly
out of Happy Landing.
Zombleganger: Slang for a duplicate person created when a new
version of a person is rezzed but the previous one is still alive
and not derezzed. Rare, but not completely unheard of. Most
zomblegangers get along surprisingly well with their duplicates,
being something akin to identical twins, although there is a
condition known as Imposter Psychosis which will drive a
zombleganger to kill their twin (or vice-versa, or both).
Coventry Fun Fact: First Contact? That Would be Genesis
When intelligent life was found on Pluto, the human race reeled
they reeled again when they figured out, by interactions with the
mi-go and
the revelations of archeology in the now-warm Antarctic, that
there has never been a period of human history in which they werent
in contact with alien intelligence: the mi-go had been quietly
mining the Earth and studying humanity since before the ice age.
Worse, it turns out that human beings were themselves the product
of breeding programs by a now-extinct species of Earth-stranded
extraterrestrials known as the Elder Things. This was something of
a blow to humanitys ego.
There are scientists who point to the uncanny similarities
between human, avion, and rakashan physiology and behavior as
evidence that all three species share common ancestry. In the case
of the avions, it seems almost certain that they have a terrestrial
dinosaur in their family tree somewhere, although how it got there
is unknown. The evidence is less conclusive in the case of the
rakashans, although their similarity to Earths big cats is
certainly compelling. There are also very simian creatures on the
avion and rakshan homeworlds, respectively.
On the other hand, Coventry is never boring.