After The Fall - Role Table (d13)

d13 Role Description Health Die Role Item

1

The Antiquarian

You are a student of history, taking to the old lore for lost arts and methods that can be applied to modern times, because if you learned anything at all in your studies, it’s that the times change, but the age-old problems stay the same.

  1. Where does your obsession with the past come from?
  2. Was it driven by a dissatisfaction with your present?
  3. What are your hopes for the future?
  4. Do they include using your powers to forge a new path for the world or for yourself?

D4 VIT Die

Favorite Book:

1.     A thick, square, leatherbound hardback filled with codes and laws regarding something called “Tax Law.” It has a gold embossed emblem of a balanced scale on the cover.

2.     Clearly self-made rather than mass-produced, this volume is bound with scraps of maps and pieces of plastic or metal, sown together with a musky-smelling, burgundy cord made of leather. It has sloppy, handwritten notes detailing the former owner’s journey through the years, “After the Fall.” It doesn’t end. The entries cut off in a splatter of old blood.

3.     This tome has a floral pattern and smells of dead flowers. It contains yellowed images that have curled at the edges and are spotted with age. Elegant handwriting in a language you don’t understand, captions each picture of smiling faces and strange-looking environments.

4.     The words “field journal” are etched onto the pressed paper cover in scratchy black lettering. On the inside are the moody impressions of plants, animals, and people captured in charcoal strokes.

5.     Soft, cured hide forms the cover of this book, smelling vaguely of damp earth and bergamot. Yellowed animal teeth dangle from a corded bookmark.

6.     Lined pages studded with a spiral metal spine, compose this book filled from front to back with looping scribbles and nightmarish creatures, all rendered in ballpoint pen ink.

2

The Augmenter

Unique among the other warp users, you connect to technology on an almost biomechanical level, perceiving them as living organisms not much different than yourself and interacting with them as you would any other sentient creature. They respond to this shared connection, animating in your presence and following your every command.

  1. How old were you when you first animated a piece of tech by accident? How did your parents react? Fear? Anger? Shame?
  2. When people first accused you of being infected with nano-bites, were you able to talk them down, or did they drive you away? Were you shunned? Hated? Attacked?
  3. Are machines more comforting to you than organics?

D6 VIT Die

Favorite Piece of Tech:

  1. Ol' Blu Radio
  2. Ol'Blu Cassette Player
  3. Mechanical Sphere
  4. Holo Emitter
  5. Motion Sensor
  6. Wristlight
  7. Wristputer
  8. Cracked Tablet
  9. Pulse Pistol
  10. Rusted Plasma Rifle
  11. Glitchy AI
  12. Rogue Trashbot

3

The Berserker

You are the instrument. Violence – your form of artistic expression. Your enemies – a canvas to pain.

  1. What drove you to forge your body into a weapon? What keeps you going when on the verge of defeat?
  2. What rumors of your exploits swirl amongst the gossip mongers and fishwives? Are they true? If false, who spread them?
  3. Who was your greatest foe? What trophy did you pry from their mangled corpse?
  4. What epic contest of skill resulted in your war wound?

D8 VIT Die

Roll on the Trophy Table:

  1. A monster skull that never rots
  2. A scabbard whose sword cannot be unsheathed.
  3. Prayer beads from a holy order.
  4. An ivory tusk tipped in gold.
  5. A black pearl earring.
  6. A leathery patch of skin with a tattooed map in fading blue ink.
  7. A bundle of fine red hair tied up in twine.
  8. A three-eyed wolf pelt.

Roll on the War Wounds Table:

  1. Cybernetic Eye
  2. Mechanical Limb
  3. Chunk of Ear Missing
  4. Walks with a Limp
  5. Is mute from a previously cut/crushed vocal cords (either speaks with a mechanical device or add the Skylander Language to your character sheet)
  6. Burn scars along your hands or neck

4

The Grifter

Your intentions are too complex to relegate to either good or bad and often fall under a morality all your own – what works best for you. Whether you grift among the wealthy or the poor or work your subtle powers of personality on a particular industry or belief system, your machinations are layered, always focused on achieving your agenda and bending hearts and minds…and wallets to your will.

  1. When was the first time you used your persuasive powers to get something you wanted? How did it go right? How did it go wrong?
  2. Which one of your many admirers gave you your memorable gift? What happened between you? Are they one of your connections?
  3. Have you made any enemies in your travels? How about an arch rival?
  4. Have you been banned from any Prime Cities?

D6 VIT Die

Memorable Gift Table: (Roll 1D8 + 100 for how valuable your item is)

  1. A floppy, deep-purple velvet hat studded with a Phoenix feather that continually smokes and burns.
  2. An elaborately engraved animal skull with cut green gems in the eye sockets.
  3. A bottle of high-end liquor with a handwritten tag reading “to us.”
  4. A Damascus steel flask engraved with a scene of Mako Hounds killing a prey animal.
  5. A very fine, pink-damask, silk handkerchief with initials embroidered in one corner. (should correlate to a connection)
  6. A crystal phial with a cork stopper, filled with deep-red liquid. (Restores 3D8 Health)
  7. A gilded deck of 54 fortune-telling cards constructed from handcrafted paper and embossed in gold.
  8. A polished granite stone with a hole through the middle, hanging from a glittering chain.

Roll on Striking Features Table:

  1. Albinism
  2. Melanism
  3. Heterochromia 
  4. Vitiligo

5

The Host

A being of immense and otherworldly power has taken an interest in you, and whether for good or ill, your body and mind have become a receptacle for that interest, changing and warping as their connection to your world grows alongside your own powers, fueled by the entity now intertwined in your destiny.

  1. Who were you before you became infected by the interest of this parasitic entity? 
  2. What were your dreams and goals? 
  3. How were they ruined in the aftermath of your possession?
  4. Is your relationship to the parasite symbiotic or antagonistic? Do you have plans to strengthen the bond or break it?

D4 VIT Die

Roll on the Parasitic Presence Table:

  1. Food and drink spoils.
  2. Candles snuff out and flames die.
  3. Ice forms on the surfaces of water and other liquid.
  4. Glass cracks in strange patterns.
  5. Doors and windows slam shut on their own.
  6. Mirrors reflect the past instead of the present.
  7. Others have nightmares.
  8. Shadows flicker and distort.
  9. Plants sprout up quickly, then wither and die.
  10. Writing is corrupted and rearranges itself.

6

The Keeper

You are called by ancient spirits to walk the wild places of the world, far from the reach of the Prime Cities and all of their laws. Here, surrounded by all of that beauty and terror, you commune with nature, drinking deep of her capricious nature and adding it to your own.

  1. What drove you to the wilds, I wonder? Was it a love of nature, or a fear of their cities built behind thick walls and choked to death with the rule of law?
  2. What is your relationship to your homeland? Are you welcome or estranged? Do you miss it? Did you leave anyone behind in your wanderlust?
  3. Keepers can recruit minions and may freely catch and release them at will. How did you and your minion meet? Was it friends at first sight or a lengthy process?

D6 VIT Die

Roll on the Starting Minion Table:

  1. Lab Grown Floob

  2. Wild Caught Floob

  3. Garanto Shriv

  4. Paka Ratt

  5. Eel Hound

  6. Slug-Bunny

  7. Caterlope

  8. Firemander

  9. Mako Hound

  10. Rogue Trashbot

  11. w

  12. w

7

The Operator

Some people are born to stand out. You, however, are trained to blend in, to utilize light and shadow to evade notice and prevent detection until the time of your choosing, which is always when it is too late to make a difference.

  1. What is your cover story? Who do you pretend to be? 

  2. What events or circumstances in your life have led you down this path of shadows and violence?

  3. Do you feel guilt as each life is snuffed out like a candle flame, or do you feel a certain sense of peace as you rid the world of the unworthy?

  4. Are the people in your life aware of your particular set of skills? What would you do if they found out?

D6 VIT Die

 Operator Code Name:

  1. a
  2. a
  3. a
  4. a
  5. a
  6. a
  7. a
  8. a

Operator Calling Card:

  1. a
  2. a
  3. a
  4. a
  5. a
  6. a
  7. a
  8. a

8

The Packratt

You take the motto, “always prepared,” to the extreme, loading your near bottomless pack with all manner of useful and random items in the absolute certainty that they will one day come in clutch.

  1. Are you stingy or paranoid? A hoarder or helpful? What kind of Packratt are you?
  2. What brings you outside of the Prime Cities to live a life of danger and excitement? Do you miss home? Do you miss safety? Do you thrive on the excitement and danger?
  3. How do people underestimate you? How do you prove them wrong?

D4 VIT Die

Pack Type:

  1. A second-hand military pack with multiple pockets and tool loops made from canvas.
  2. a
  3. a
  4. a
  5. a
  6. a
  7. a
  8. a
  9. a
  10. a

9

The Savant

Even amongst all the strange, twisted creatures this world has to offer, you are unique. You were born a savant. Gifted, they say, in processing and perceiving the world around you at speeds others cannot possibly imagine. Where they rely on crude, concrete senses to roughly sketch the world in what they see, hear, or feel, you sense it in dozens of layers. You look out at the world and see calculations, probabilities, and statistics, utilizing these spectrums to navigate in a world that all too often feels alien to you.

  1.  What is your Savant’s obsession? 
  2. What event or experience imprinted this desire on their soul, if they still have one? 
  3. What or who would they be willing to sacrifice to achieve it? 
  4. What have they already sacrificed in pursuit of this interest?

D6 VIT Die

10

The Summoner

You are something else entirely, aren’t you? Not only are you connected to the warp like all of the others, but you’ve learned to wield its insidious power as your own. Like a piano wire in the hand, you reach out and ensnare wandering spirits from beyond your world, binding them into your service with an offer they can't refuse and a vow that you must not break.

  1. What desperate situation drove you to the point of opening yourself up to spirits from the warp?
  2. How do you feel about needing them? About them needing you?
  3. What did you offer the first spirit that you contracted with? Are they still with you?

D4 VIT Die

Summoning Method:

  1. Blood letting
  2. Drug induced trance
  3. Fertility ritual
  4. Séance with an item of the recently dead
  5. Dreamwalk into the warp
  6. Sacrifice an animal

Binding Vow:

  1. Can only tell lies about themselves.
  2. Can only speak truths to enemies.
  3. Cannot be sexually intimate.
  4. Cannot enter holy sites.
  5. Cannot break an oath.
  6. Cannot touch another in kindness.
  7. Cannot harm someone whose name is unknown to them.
  8. Must kill or abandon anyone who sees their true face.

11

The Warper

You are an anomaly. A thing that should not exist yet clings to life in a world that fears your power. And they will fear you, won’t they? The longer you escape their judgement and their axes, the more you thrive – the more you grow…the more you hunger. And one day, when the powers within you are fully under your command, you will remake the world in your perfect image.

  1. How old were you when your Warp powers developed? 
  2. How were they discovered? 
  3. How did your life change afterwards?

D4 VIT Die

Physical Mutation Table:

  1. Adhesive Touch: You have microscopic suckers and hooks on your hands and feet, allowing you to climb walls and ceilings.
  2. Aquatic Adaptation: You develop gills and webbed digits.
  3. Bioluminescent: Your body generates a cold, soft glowing light when feeling strong emotions.
  4. a
  5. a
  6. a
  7. a
  8. a

12

The Warlord

Where Berserkers make themselves a tool of war, you are a Master of them. In your hands, they sing a song of destruction that is targeted, joyful, and all-consuming.
1. What early loss or defeat in life drove you to pick up a weapon for the first time? 
2. What event in your past caused your current reputation? Is it true?

D8 VIT Die

13

The Zealot

What is more fearsome than a true believer? They shape the world around them by their very belief. And when words and passions are not enough to effect change, their belief shapes the weapon too, molding it to the hand of the faithful.

D8 VIT Die

Roll on the Belief Table:

  1. Old World
  2. The Future
  3. World Order
  4. Ultimate Freedom
  5. Personal Redemption
  6. Personal Vengeance
  7. Mass Redemption
  8. For the Better Good