Monday, 31 August 2015

Submission of the Servers - Hellspace

Many people give up a part of their identity to a greater power. For Servers this is to Godmachine.



Others accept Demons into their minds and bodies, sometimes calling themselves Heralds.

Servers main agenda is spreading the Godmachine's presence across Hellspace. Despite their philosophical incompatibility with Boneheads both faction sees the other as misguided fools, rather than a genuine threat to their own ways. 

d6 Notable Servers

1: 8Z-Chrometongue - Mouth of Godmachine (2)



Gear: Metal Body with Head-Jack Removed, Voice-Amp. 
- Interface with a Machine
- Babble Machine-Gospel (+1)
- Cause Nearby Machinery to go Haywire 

2: Null-A-11-B - Void Drone (1)



Gear: Head-Jack, Smooth Body. 
- Interface with a Machine (+1)
- Shut Down all Machinery Nearby
- Have No Personality or Ego at All

3: Free-Agent Vermella - Rogue Troubleshooter (2)



Gear: Head-Jack, Gun-Arm, Powered Suit. 
- Interface with a Machine
- Protect Godmachine at Any Cost (+1)
- Get into Inaccessible Places

4: Seeker-H5 - Techno-Artifact Hunter (2)



Gear: Head-Jack, Tattered Maps, Grapple-Gun.  
- Interface with a Machine
- Interpret Signs from Godmachine
- Assess the Technological Function of an Object (+1)

5: 29-Vine - Anti-Organo-Activist (2)



Gear: Head-Jack, Cyber-Body. 
- Interface with a Machine
- Suppress Lingering Humanity (+1)

6: Bit-Channel-43 - Bio-Ware Engineer (2)



Gear: Head-Jack, Cyber-Pets, Body Augmented in Every Way. 
- Interface with a Machine
- Make Someone More Machine than Man (+1)
- Augment a Machine with Organic Material

Creating a Server Character




Take the Move
- Interface with a Machine

Gear: Take a head jack, and choose one of the following:
- Gold Beaded Robes.
- Neon Blood.
- Techno-Incense.

Roll 1d6 for your role, and your second Move.

1: Monk: Contemplate Quietly.
2: Monitor: Be the Eyes of the Godmachine
3: Judge: Punish an Enemy of the Godmachine
4: Inquisitor: Uncover the Truth
5: Lexicon: Translate Anything
6: Troubleshooter: Remove a Chaotic Element

Finally, Roll d66 on the Wild Card table for your final Move and Gear.

Friday, 28 August 2015

The Crusade - Hellspace

I haven't talked about Hellspace for a while. It's still bubbling away in the background, largely unformed, while I work on the Odd World Supplement. 

The Crusade 

Hark! Child of Humanity. And hear the first truth you've ever heard. 

We are the human philosophy, because everyone else has been tainted by demons or worship. 

We commanded that Godmachine deliver us to humanity's promised home, and here we are. Now we must do our part and take the fight to these demonic squatters. 

d6 Famous Crusaders

1: Gog Megnon - Crusader Raid Leader (3)


Gear: Powered Axe and Shield, Voice Amp, Secret Demon Mind-Implant
- Carry out a Medieval Solution
- Lead Others to their Deaths (+1)
- Secretly Consort with Demons

2: Parsonus Rekt - Paranoid Preacher (1)


Gear: Bear-Helm, Electric Sword. 
- Carry out a Medieval Solution
- Summon Demonic Images, and Blame Others (+1)

3: Kutter Fracto - Angelic Demon-Slayer (2)


Gear: Demon-Killing-Sword, Angel Suit with Wings. 
- Carry out a Medieval Solution (+1)
- Boast about his Prowess. 

4: Render Dymo - Death-Machine Builder (2)


Gear: Powered Armour, Red Cloak, Dangerous Tools. 
- Carry out a Medieval Solution
- Create an unreliable combat robot
- Bemoan the weakness of flesh (+1)

5: Hunnibul - Mutated Beast-Man (2)


Gear: Big Hammer, Horn, Rags. 
- Carry out a Medieval Solution
- Crush and Gore (+1)
- Preach the Diversity of New Humanity

6: Arsun Pike - Hellspace Prospector (1)


Gear: Survival-Suit, Loud Gun. 
- Carry out a Medieval Solution
- Find the worst parts of Hellspace (+1)



Creating a Crusader Character

Crusader

- Carry out a Medieval Solution
Gear: Take a crested/horned/spiked helmet, and choose one of the following:
- Impractical Melee Weapon.
- Primitive Demon Detection Device.
- Monstrous Body Mod.

Roll 1d6 again for your second Move.
1: Mythkeeper- Tell a Relevant Fable
2: Soldier- Follow Orders
3: Hunter- Think Like your Prey
4: Unveiler- Sniff Out Demonic Things
5: Warsmith- Make anything into a brutal Weapon
6: Chaplain- Prove your Faith in humanity. 

Finally, roll d66 on the Wildcard table as usual.

Monday, 24 August 2015

Self-Made Mockeries

What do you get when Mockeries decide to make more of their number?

They have no link left to humanity, so lack the cooperation of a loyal mockery.

They are born without eyes, as they do not need them.

Their music is not the pleasant song of a Mockery, but something indigestible to human tastes.


Got-No-Gazer - Rabble Rouser
STR 6, DEX 15, WIL 15, 8hp. Hidden Dagger (d6).
- Call in a team of Mock Birds with a Canon (d12).
- Rally Mockeries to shed the link to humanity.
- Immediately know an exaggerated version of your life story upon touching you.
Misty Igg - Bodyguard to Mr Free. 
STR 14, DEX 8, WIL 7, 10hp. Hoof Punch (d8).
- Fly into a rage to protect other Mockeries.
- Vainly seek out adornments for herself.
- Eat pig-meat in defiance of her original image.













Avoree Fib - Ancient Mockery
STR 12, DEX 6, WIL 4, 7hp. Chicken-Club (d6).
- Tell a depressing story about his eternal existence.
- Cry out in pain and blame an innocent.
- Gorge himself on food that he doesn't need.












He-Metal Sage - Strategist
STR 10, DEX 10, WIL 17, 8hp. Ornate Pistol (d8).
- Craft elaborate plans to overthrow humanity.
- Enforce needless military bureaucracy on his compatriots.
- Lay colourful explosives (d12) and detonate them at the end of a speech.











Mr Free Gothkit
STR 5, DEX 18, WIL 16, 12hp. Flailing Arms (d6).
- Cause awe in other Mockeries, who recognise him as their chosen one.
- Gibber nonsense and flail around.
- Order other Mockeries onto suicide missions.

Disputed Geographies of the Odd World

Extract from Chief-Pen Shunnock's closing lecture to the Bastion Grand Society of Cartographers, on the day of their final dissolution and demolition.

Over one-hundred-and-eighty-one years this Society has sought to shine a light on the dark parts of our world, only to be dragged into deeper shadows by the interference of ignorance and bureaucracy. 

Yet I wish to end our pathetic history with decisiveness. I declare these five laws of geography to be true, sworn on my own life. Let the end of our institute be the beginning of the peoples' efforts to put this chaos into order. 

The First Truth: Bastion is the hub of everything. A pillar of light that the rest of this nonsensical world must be drawn relative to.

The Second Truth: In spite of Bastion being our sole reliable point of reference, the city itself changes at such a rate, and hides so many unseeable parts, as to make any sort of large-scale mapping impractical. This is doubly true when you consider the Underground. 

The Third: The Deep Country is an utter waste of time and undeserving of our cartographic efforts. Vast emptiness punctuated by embarrassing shadows of our idiotic past. If you can find a signpost pointing to Bastion, you need know nothing more. 

The Fourth: The Golden Lands lie in every direction but North, and the mapping of these lands appear as our best hope to understanding our world. 

The Fifth: Sea Travel to the Polar Ocean to the North presents problems that are beyond the realm of cartography, so all maps should be topped with First-Quill Chinler's Border of Uncertainty to best present our knowledge of that area. 

Wednesday, 19 August 2015

The Mockra

The Mockra is easily in the top ten stupidest things anyone in Bastion has decided to build. It has many mock-heads attached to one mock-body and the result is always ridiculous.


But people just can't let it go. Each time the creature is destroyed, somebody thinks they can make a better one. 


Roll d20 to see what the hell they did for a body this time. This gives the thing it's STR, DEX, and Armour. The body is always just big enough to support the number of heads.

d20 Bodies
  1. Gnarled Tree. STR 10, DEX 0, Armour 3. 
  2. Lumbering Armoured Dino-body with long necks. STR 18, DEX 3, Armour 3.  
  3. Soft-Footed Dog. STR 15, DEX 12, Armour 1. 
  4. Powered Wagon. STR 16, DEX 3, Armour 3. 
  5. Snake Body STR 13, DEX 12, Armour 1. 
  6. Pile of Goo with heads just poking out. STR 12, DEX 12, Armour 1. 
  7. Big starfish STR 15, DEX 12, Armour 1. 
  8. Crustacean STR 12, DEX 10, Armour 2. 
  9. Majestic Eagle STR 12, DEX 18, Armour 1. 
  10. Scorpion. STR 15, DEX 16, Armour 2. 
  11. Snail. STR 13, DEX 6, Armour 2. 
  12. Classic Dragonlike Body. STR 15, DEX 12, Armour 2. 
  13. Pile of shaggy hair. STR 16, DEX 12, Armour 1. 
  14. Giant hunched primate. STR 14, DEX 14, Armour 1. 
  15. Turkey-like Fowl. STR 11, DEX 12, Armour 1. 
  16. Wyvern-like Flying Serpent. STR 14, DEX 15, Armour 1. 
  17. Big Cat. STR 15, DEX 18, Armour 1. 
  18. Red and Elephant-Like. STR 17, DEX 6, Armour 2. 
  19. Mechanical Spider. STR 15, DEX 12, Armour 3. 
  20. Bloated Toad. STR 13, DEX 6, Armour 2. 


Each turn it can decide to attack in one of three ways.
  1. Body Attack if it has one.
  2. Individual head attacks against different targets.
  3. Combined head attacks against one target for d12 damage. Requires at least 3 heads capable of attacking.  
It has 3d6 heads and 10hp plus one more for each additional head.

Roll d100 for each head. Each has a personality and attack of its own. They are all monstrous in size, regardless of the creature it's based upon.

The first head you roll is currently the lead-head. This head has control of the body and can silence the other heads. The heads can vote in a new lead-head at any time with the lead-head breaking ties. The Lead-Head gives the thing its WIL Score.



When an attack causes Critical Damage the Mockra is not defeated, but one head is destroyed. When half the heads are dead it withers up and dies.
A surviving Mockra with empty necks will dedicate its life to finding replacement heads.
Duplicates form a little clique away from the other heads.

d100 Heads
  1. Gorilla WIL 10, Bite d6, Wants to Establish Dominance.  
  2. Tiger WIL 14, Bite d8. Wants to engage in finery. 
  3. Polar Bear WIL 6, Bite d8, Wants to feast. 
  4. Fox WIL 15, Bite d6, Wants to deceive. 
  5. Camel WIL 16, Butt d4, Wants to have a simple life.  
  6. Swan WIL 13, Peck d6, Wants to be recognised as the best.  
  7. Fly WIL 5. Acid Spray d8 (blast). Wants to see everything close up.   
  8. Dragon WIL 18, Bite d8, Fire d10 (blast). Wants to sleep.  
  9. Skull WIL 15, Butt d6, Wants to be given flesh.  
  10. Bloodied Stump WIL 4, Whack d4.
  11. Monkey WIL 4, Bite d6, Wants to have everything explained.  
  12. Panther WIL 12, Bite d8, Wants to be left alone.  
  13. Moose WIL 10, Gore d8, Wants to take things very seriously.  
  14. Mouse WIL 6, Bite d4, Wants to horde tiny things.  
  15. Komodo Dragon WIL 10, Bite d8 and d6 STR loss on Critical Damage, Wants to see the world.  
  16. Shark WIL 10, Bite d10, Wants to devour.  
  17. Mosquito WIL 6, Bite d4 and d6 STR loss on Critical Damage, Wants to drink blood.  
  18. Sabretooth WIL 10, Bite d6, Wants to be trusted as a genuinely good being.  
  19. Tulip WIL 10. Wants to be admired. 
  20. Living Shield WIL 10. Wants to Protect.
  21. Mandrill WIL 6, Bite d8, Wants to sow chaos.  
  22. Python WIL 14, Bite d8 and constrict for d6 STR loss on Critical Damage, Wants to earn your trust and then bite you. 
  23. Mammoth WIL 12, Gore d10, Wants to be remembered.  
  24. Badger WIL 8, Bite d6, Wants to find a nice home. 
  25. Vulture WIL 14, Peck d6, Wants to seek out the dead.  
  26. Eel WIL 10, Bite d6, Wants to give ruthless advice.  
  27. Mantis WIL 16, Bite d6, Wants to attract a mate and betray them.  
  28. Venus Flytrap WIL 2, Bite d8, Wants to eat what it can.  
  29. Bellows WIL 2, Air Blast (no damage but blows things), Wants to blow.  
  30. Scorpion Tail WIL 0, Sting d6 and d6 STR loss on Critical Damage, Wants to sting.  
  31. White Ape WIL 10, Bite d8, Wants to be reunited with the creator.   
  32. Elephant WIL 16, Gore d8, Wants to honour the dead.  
  33. Rockhopper Penguin WIL 6, Peck d4, Wants to argue and fight.  
  34. Viper WIL 7, Bite d6 and d6 DEX loss on Critical Damage, Wants you to betray all of your ethics.  
  35. White Horse WIL 12, Bite d4, Wants to be adored.  
  36. Catfish WIL 4, Wants to stay out of the way.  
  37. Beetle WIL 4, Bite d6, Wants to create fortification.  
  38. Sunflower WIL 10. Wants to bring happiness to the world.  
  39. Feeding Pump WIL 2, Discharges a satisfying slime. Wants to feed you.
  40. Muscle-Arm WIL 4, Punch d10, Wants to punch and grab.  
  41. Clay-Bust WIL 10. Wants to be moulded into a more attractive shape.  
  42. Black Bear WIL 9, Bite d8, Wants to attract human companionship.  
  43. Reindeer WIL 12, Gore d8, Wants to distribute gifts.   
  44. Magpie WIL 16, Peck d4, Wants to collect shiny things.  
  45. Donkey WIL 6, Bite d4, Wants anything other than to be laughed at.  
  46. Turtle WIL 15, Bite d6, Wants to be loved.  
  47. Lobster WIL 12. Wants to go back underwater. 
  48. Glowing Energy-Ball WIL 15, Zap d6 (Ignoring Armour), Wants to become organic.  
  49. Giraffe WIL 11, Butt d6, Wants to get higher.  
  50. Goat WIL 19, Butt d6, Knows secrets about the other heads.  
  51. Wizened Old Man WIL 16, Wants to give cryptic advice.  
  52. Toucan WIL 8, Peck d4, Wants to carry out annoying pranks.  
  53. Zebra WIL 10, Bite d4. Wants to convince you not to eat him.  
  54. Pigeon WIL 10. Wants to be free of the Mockra.   
  55. Buffalo WIL 7, Gore d6, Wants to boss you around.  
  56. Tortoise WIL 16, Wants to live forever.  
  57. Caterpillar WIL 4. Wants to eat and eat until it turns into a butterfly.  
  58. T-Rex WIL 5, Bite d10, Wants to rule the world.  
  59. Pelican WIL 8, Beak d6, Wants to swallow tiny beings whole.  
  60. Eagle WIL 17, Beak d8, Wants to ensure high standards. 
  61. Blind Old Woman WIL 14. Wants to trick people into wronging her, then drop a curse on them.  
  62. Ostrich WIL 5, Peck d4, Wants to 
  63. Parrot WIL 7, Bite d6, Wants to mimic you.  
  64. Toad WIL 5. Wants to amass wealth.  
  65. Kangaroo WIL 10, Bite d4, Wants to fight honourably.  
  66. Platypus WIL 10. Wants to gather more heads.  
  67. Triceratops WIL 7, Gore d10, Wants to hire you for a job.  
  68. Worm WIL 4, Wants to assess every detail.  
  69. Slug WIL 8, Digest d6, Wants to slowly explain things.  
  70. Human Baby WIL 5, Wants to creep you out.  
  71. Warthog WIL 10, Tusk d6, Wants to eat disgusting things.  
  72. Emperor Penguin WIL 15, Peck d6, Wants to be recognised as ruler.  
  73. Mole WIL 10, Wants to get deeper underground.  
  74. Crocodile WIL 13, Bite d8, Wants to make friends.  
  75. Wombat WIL 10, Wants to sleep.  
  76. Chicken WIL 9, Peck d4, Wants to run away from danger. 
  77. Pteradactyl WIL 6, Beak d8, Wants to collect fish for its non-existent young. 
  78. Anteater WIL 15, Wants to eat ants. 
  79. Dolphin WIL 15, Bite d6, Wants to prove how clever it is.  
  80. Featureless Human Head WIL 11, Copies the features of whoever talks to it.  
  81. Meerkat WIL 7, Bite d4, Wants to relax.   
  82. Walrus WIL 14, Tusk d6, Wants to witness and discuss death. 
  83. Hunting Hound WIL 7, Bite d6, Wants to hunt small animals. 
  84. Koala WIL 16, Bite d6, Wants to commit murder.  
  85. Wolf  WIL 11, Bite d6, Wants to be dramatic.  
  86. Flamingo WIL 6, Beak d4, Wants to find peace and quiet.  
  87. Ferret WIL 5, Bite d6, Wants to get you close then bite you.  
  88. Statue-Head WIL 10, Butt d8, Wants to crack jokes.   
  89. Otter WIL 10, Bite d6, Wants to play.  
  90. Brutish Human WIL 7, Bite d6, Wants to out-animal the animals.  
  91. Rhino WIL 7, Gore d8, Wants to debate, but loses temper instantly.   
  92. Baby Seal WIL 4, Wants to see you suffer.  
  93. Rat WIL 12, Bite d6, Wants to survive.  
  94. Crane WIL 15, Beak d4, Wants to enlighten the crude.  
  95. Hummingbird WIL 7, Beak d6, Wants to collect sweet things. 
  96. Peacock WIL 11, Beak d4, Wants to be flattered.  
  97. Antelope WIL 8, Bite d4, Wants to have freedom. 
  98. Capybara WIL 10, Bite d4, Wants to be taken seriously.   
  99. Puffin WIL 6, Wants to avoid danger. 
  100. Guard Dog WIL 12, Bite d8, Wants to be rewarded. 

Tuesday, 18 August 2015

Sullendrome (Also On Small Posts and Patreon)

Did you notice that since I started the Patreon I've been posting fewer entries?

It's mostly coincidence. I've had less free time for writing, and the more I progress with the Odd World Toolkit, the more daunting each entry becomes.

But also I don't want to throw out a tiny post like this and have my generous supporters feel cheated. Even worse, I absolutely don't want people paying for non-gameable posts of disconnected thoughts.

So I'm going to try to post more, but each post will be assessed by my completely impartial eye, and I'll decide whether I want it to be Patreon-Funded Content, or if I'm just throwing it out as a freebie like in my old days in the underground blogsphere. If you're keeping checks on such things, the Patreon page will list what's paid and what's free.

So with that in mind here's an unfunded post with no promises to quality.

Sullendrome

A huge grey-glass dome fell on Bastion, crushing six boroughs and damning them to eternal shade.



It's all ruined old city, overgrown with bits of the Underground that have started to rise. There's no good reason to go in there. It's just a joyless place full of miserable things.

Everything appears in greyscale.

The Malaise kicks in as soon as you get under the dome.  That backache feels worse than it was before. Your hair won't sit straight. You're hungry but don't fancy anything in particular.

The Sorrow overcomes you the first time you see a corpse, and there are lots of them lying around in here. You feel very aware of your mortality, and while you're in the Sullendrome you count as having 0hp. This means any damage comes straight off your STR, and could potentially be critical. The good news is that this affects everyone else in here too.

The Despair comes if you awaken under the dome (whether from sleep or unconsciousness). All of your Ability Scores are halved, rounding up. You feel certain that you're going to die.





Bishop Malanco - Slender Old Bore
STR 8, DEX 5, WIL 7, 0hp. Impractical Claw-Mace (d4), Grey-Painted Face, Grey Priest Regalia.
- Drone out a soul-crushing sermon on how we deserve to live under the dome.
- Put out a call to the day-city (Bastion) for all sinners to come home to Sullendrome.
- Paint depressing artwork in black paint.

The Big Dim - Elephant-like Mutant
STR 9, DEX 2, WIL 2, 0hp, Fists (d10), Huge Body and Rough Hide (2).
- Blast a sad noise from his trunk-like nose.
- Seek the approval of Bishop Malanco.
- Exaggerate a tragic backstory when he's really just a mutant from the Underground that got lost.

Sour-Men - Grumpy Men-at-Arms
STR 5, DEX 5, WIL 5, 0hp, Footman's Axe (d6), Heavy Chain Armour with Sad-Face Shield (1).
- Stop anyone from leaving the dome.
- Beckon new people into the dome.
- Become instantly demotivated when doing anything, calling in a Greydove to do it.

Greydoves - Wailing Wretches.
STR 2, DEX 5, WIL 5, 0hp. Grey Robes.
- Encourage any sinners to join their number so that they might one day be forgiven.
- Show a spark of pleasure as they discuss how they will kill themselves.
- Prepare modest tombs and talk enviously of the dead.

Saturday, 15 August 2015

Bastionese Hirelings

So if you want people with truly unique skills you know Orders. Those guys typically have their own agendas and, although you might work alongside them at some point, they aren't someone you can just throw money at and they'll follow you into some hole.

The Good Book tells you that you can hire the following people:
(cost is per day)
Lighter Boy (1s): STR 2d6, d6hp, Lantern, Club. 
Mercenary (5s): 2d6hp, Musket (d8), Sword (d6).
Expert (10s):d6hp, Pistol (d6), Expertise in one Area. 



So let's blow this up.

If you look around a Slum roll 3d6 on the Lackies table and 2d4 on the Mercenaries table. These places are horrible to look around. 

If you go to a Dangerous Workers' Union Club roll 3d6 on the Mercenaries table and 2d4 on the Experts table. If you aren't part of the union everyone is rude to you and makes you do a pile of paperwork. 

If you go to the Specialist Individuals's Grooming Lounge roll 3d6 on the Experts table. This place is fancy and the old rule is that you have to buy a drink to get inside. The cheapest is a humiliating Strawberry Spritz for 1s and the most finest is a Centurion Brandy for 1G a snifter. The safe bet to avoid humiliation is a Bitter Gin for 5s.  

If you roll multiple of the same type of hireling they're a team and will only work if hired together. Roll d6 to see how they're connected.
1: Older mentor and student(s)
2: Over-affectionate lovers (if 3 or more they're a group-thing or there's a bitter third-wheel)
3: Father and Daughter(s)
4: Mother and Son(s)
5: Charismatic individual and admirer(s)
6: Psychically Linked Twins (or Triplets etc.)

As usual Ability Scores are 10 unless noted otherwise.


Lackies 
Cost 1s a day and do something very specific. Accepting of general danger, but they won't get directly involved without persuasion. 
1: Sweep - DEX 16, 6hp. Telescopic brush. Can squeeze through any gap they can get their head in. 
2: Busker - 2hp. Musical instrument. Will tell stories and sing songs to try to raise spirits. 
3: Urchin - STR 5, DEX 15, 1hp Will sneak around and look pitiful. 
4: Digger - 3hp. Mattock. Will break things and do other grunt work.
5: Runner - 5hp. Staff (d6). Will run ahead and take messages around. 
6: Tough - STR 15, 4hp. Big Hammer (d8). Will push around those weaker than them. Not so keen on targets that fight back.


Roll d12 for each Lacky's Twist from this table.
1: Exceptionally dirty, even for someone from the slums.
2: Actually a noble poorly disguised to live amongst the poor as some sort of spiritual experience.
3: Mute.
4: Actually a dog that's been trained to do this job pretty well.
5: Needlessly violent and angry.
6: Religious zealot of some Star-Cult, prohibiting them from all sorts of things.
7: Astral abduction survivor.
8: Diseased, but works for half the normal fee.
9: New arrival to Bastion from Deep Country.
10: Lives in the Underground and knows about all horrible things.
11: Says they have a claim on the true Crown of Bastion.
12: Massive criminal record with the local guards.



Mercenaries
Cost 5s a day and are up for dangerous work. 
1: Handler - 4hp. Terrier 1hp, d6 Bite. Will get their dog to sniff things out and do other doggy things. 
2: Musketeer - 8hp. Musket (d8), Bayonet (d6). Will shoot things. Sing war songs and shout HURRAH.   
3: Adventurer - 9hp. Pistol (d6), Cutlass (d6). Will try to be one of the party and take treasure for themselves. 
4: Scout - DEX 15, 7hp. Bow (d6), Knife (d6). Will look ahead, give survival tips, but not much for fighting. 
5: Champion - 10hp, Claymore (d8), Modern Armour (1). Will fight dramatically alone, but always wants the glory for themselves. Demands an additional 1s for dangerous foes.
6: Sapper - 6hp. Bomb Kit (can make a bomb in an hour, and has one prepared), Pistol (d6). Will blow up things and help with some construction.


Roll d12 for each Mercenary's Twist from this table.
1: Revolutionary that hates any sort of establishment.
2: Mind-numbingly idiotic.
3: Argumentative Humanist that thinks all bad things come from Cosmic Interference.
4: Follower of one of the Cosmic Angels, with a home-made costume.
5: Pretentious snob that thinks they're above everyone else because they sometimes eat fancy food and go to the theatre.
6: Cigar-smoking badass.
7: Working one last job before retirement. Reduce to 1hp.
8: Thinks they can talk to animals, but they can't.
9: Dark clothes, lone wolf, won't work with any other hirelings. Thinks they're so cool.
10: Believes they have a Guardian Spirit watching over them. When they're in mortal danger there's a 1-in-20 chance it will materialise as a 10ft flaming snake with one eye (15hp, Immune to physical attacks. Spray Fire for d10. Vanishes once the Hireling is safe).
11: A smug member of the Universal Servants that insists their pay go to charity, but will claim expenses for the smallest things.
12: Rampant anti-revolutionist that thinks anyone disrupting the order should be hung.



Experts 
Cost 10s a day and have a specialist skill as well as general smarts. 
1: Explorer - 6hp, Pistol Brace (d8), Fancy Exploration Gear (compass etc). Will aid in navigation and advise on situations based on their own travels. 
2: Marksman - 4hp. Long-Rifle (d10). Will sit back and shoot things, but won't get their hands dirty. 
3: Academic - 1hp. Pistol (d6). Will advise using broad booksmarts (History, Science, Law etc) and take notes of new findings. 
4: Catburglar - DEX 18, 5hp. Grappling Hook, Ether. Will sneak into places and find hidden paths. 
5: Doctor - 2hp. Medical Kit. Will patch up wounds and allow for a Full Rest even without being back in civilisation. 
6: Engineer - 3hp. Scattergun (d8), Toolbelt. Will advise on all sorts of devices and come up with a temporary fix for anything.



Roll d12 for each Expert's Twist from this table.
1: Secretly has an Arcanum (roll on the Starting Arcanum table in the book)
2: Member of an over-protective noble family that will seek revenge if they die.
3: Needlessly greedy, wants double the normal fee.
4: Has a Lacky servant that follows them everywhere.
5: Has utterly zero experience of the world outside of studying their expertise.
6: Mechanical arm.
7: Total snob that will complain about everything.
8: Child Prodigy.
9: Seems to be incredibly noble and good-hearted, doing this work to save a dying sibling or something.
10: Raging alcoholic.
11: Will only work if they're technically appointed joint-leader of the expedition.
12: The best at what they do. Everyone is in awe of them and they get an extra 5hp. They live up to the hype, but will only work this one job and then move on.