(You can find the full pdf here.) “What more could a woman ask for than a strong wind at her back and a horizon that contains within its bounds more friends and lovers than one could know in a lifetime?”
—Torrina Drake, Captain of the Skulking Huntress
The Skulking Huntress coughs up steam and smoke across the unblemished Amaurean sky. The crew never touches down long in these uncharted lands. The fans that once pushed through smog now tilt downward giving the ship more lift as she rises from the ground. The sails swell with wind as the rigging beats against the masts. The engine hums below the deck. The crew feels her pulse in their boots. As the ship leans and tilts, Captain Torrina Drake shouts commands and curses across the bow.
From below, the ship appears as no more than a wispy white cloud floating across the sky. The ship’s only mage and only eight year old, Ruby Trinquist, maintains an arcane ward that disguises the ship, but some creatures and even some elves have pierced the veil. With a pair of improvised cannons, Sayyid al Hurra and Candace Renault fire molten iron and blackpowder at any who attempt to ground the ship. Though these days they drift fairly free of trouble, the appearance of more and more Schlecteners in Moondew Watch each day means their days dominating the skies will end sooner or later. But it also means they’ll have more goods to pilfer when their stock runs low.
First a reconnaissance ship, back when war paid for the maintenance, later a freighter, and finally a smuggling vessel for the Golden Cloud, there’s no doubt that the full extent of compartments in the Skulking Huntress remains a mystery even to the crew. As the First Mate Bill Whitlock tells it, “she’s got all the charm of a coffin and enough room for all your friends.” Though his comment draws more questions than laughs, it’s true that the Skulking Huntress bears a striking angular appearance. Fashioned in lacquered wood with a skeleton of steel, the ship’s design harkens back the to years when Schlecten magic and mechanical ingenuity outpaced any fears over limited resources. In Amaurea, the crew has found ample fuel for their beloved ship, but each venture to claim it threatens to be the last as the elves grow more prepared for their swindling. Still, the crew raises anchor and rises into the sky, bold and reckless as ever under the Skulking Huntress’ unfurled sails.
Captain Torrina Drake favors the tilt and sway of an airship deck or a few drinks to solid ground. The glare of Amaurea’s sun keeps her wide-brimmed hat pulled low over her eyes. At times she finds herself missing the swirling smog of Schlectenberg. Pressed into the Skybreaker’s Company for petty theft, she grew up with a rope in her hand and sails above her head. With a mouth filthy enough to make the crudest sailor blush, she cemented her place among her crew. And when she stole the Skulking Huntress from the Golden Cloud and escaped through Eternity’s Gate, she earned her spot as the most infamous criminal of the skies.
Drake’s thieving earned her a spot on the Skulking Huntress, a reconnaissance ship turned low-level freighter. The crew showed her how to hunt rats in the brig and trained her in the ancient practice of swearing like a sailor. Amused by hearing a sweet little girl saying crude and vile things, they adopted her as a daughter of sorts. As she grew up, the mechanic Bill Whitlock taught her to handle liquor and more importantly how to cheat at cards.
By eighteen, Drake had grown tired of serving as a deckhand and dealing with the Skybreaker’s strict rules and regulations. She devised a plan with Whitlock and he started brewing up something potent. When the crew invited her to join in the next round of drinking games, they’d already consumed a great deal of Whitlock’s special batch. Given her age, the crew assumed that Drake would be an easy mark after a few games. Yet the crew awoke to find themselves pressed into service aboard the Golden Cloud, where the laws of Schlectenberg hold no sway.
In the lost hours of the night Drake had convinced the nearly-blind-drunk captain to sign over the deed to The Skulking Huntress to the Golden Cloud for a single golden coin. Her only condition with the Golden Cloud was that she be made Captain. Under the ownership of the Golden Cloud the ship was securely out of the Skybreaker’s jurisdiction and Drake had ensured her indefinite service as the captain and made the whole deal legally binding. Under the protection of the Golden Cloud, Captain Drake was free from any legal recourse from the Skybreaker’s Company, though this detail mattered little to those she’d betrayed.
Pilfering goods from freighters in the smog of Schlectenberg, Drake’s fortune rose while the Skybreaker’s Company attempted to apprehend her with less and less consideration for legality, but they still wouldn’t dare challenge the Golden Cloud. In this time she gathered potential crewmates among the deckhands, smog shears, and navigators. Her crew spent the next years snatching up air taxis and emptying out salvage barges, but still she wanted more freedom. Drake’s next plan involved a little girl named, Ruby, who she kept calling her secret weapon. This lost her some crew and even drew skepticism from Whitlock, but when Drake ordered the crew to make due course for Eternity’s Gate he was the first to repeat the order.
These days, beneath the unblemished skies of Amaurea, Drake wakes around noon and stumbles from her quarters onto the deck. One hand attempts to fasten her belt while the other sheathes her cutlass. All while she grits her flask between her teeth. She pitches and yaws with the ship, guided by experience and studsole boots she acquired with the Huntress. When she tumbles overboard, one shot from her hookcannon and she climbs back aboard. She leads the crew in song, howling crass shanties and remembering past lovers. Without the Skybreaker’s Company to give chase, she and the crew enjoy a vacation of sorts, that is, when they aren’t dodging Amaurean creatures or the natives.
After landing in Amaranth, Drake learned to never to dock anywhere in this jungle world too long. While the Nivenilyans repaired the ship and offered them all the bizarre food they wanted, they held the crew in a lab to study and quarantine until Drake finally broke them loose using her flask, her wits, and a creature she mistook for a sword. Drake’s victories leave her restless with little authority to undermine but her own. She lives more recklessly with each day, inviting danger near the Huntress and relishing a good chase. Each new misadventure earns Drake a new song, a stiff drink, and strange new treasures only available in the wilds of Amaurea.
Captain Torrina Drake
(Level 7, Medium size, 30’ speed)
Attributes: Agility 8 (3d8), Fortitude 5 (2d6), Might 3 (1d8), Logic 4 (1d10), Will 3 (1d10), Presence 6 (2d8)
Hit Points: 38
Feats: Attack Specialization II, Bane Focus (Forced Move), Evasive Footwork, Multi-Attack Specialist III (Cutlass), Superior Bane Focus (Demoralized)
Humiliating Showmanship (damaging attack, 2 attacks): Agility vs. Guard, advantage 2. Also inflicts demoralized bane on 1 damage or more. On 5 damage or more, forced move can be chosen instead of demoralized. Drake likes to play with her toys, rarely going straight for the kill, preferring to thoroughly lambaste and mop the deck with them first.
Hookcannon Salvo (damaging attack, 50’ ranged): Agility vs. Guard. Also inflicts forced move bane on 5 damage or more. Drake prefers to use the Hookcannon to blast enemies straight over the side of the airship.
Hookcannon Snatch (improvise action): Agility vs. CR 12 - 30. With an improvise action, Drake can use her hookcannon’s grappling hook to catch either herself or an ally gone overboard. The CR is equal to 10 + 2 per 5’ of distance, to a max range of 50’. Used when she herself goes overboard, the distance is always 25’ (CR 20).
Personal Affront (inflict demoralized): Presence vs. Resolve, advantage 3. Drake’s cutting insults burn hotter than the Great Forge of Schlectenberg.
Brazen Taunt (inflict provoked): Presence vs. Resolve. Drake typically attempts to draw all challengers to herself when a fight breaks out.
William “Barnacle Bill” Whitlock, First Mate
First mate of the Skulking Huntress and the second fastest to raise a pint glass, Bill Whitlock rattles with laughter, keys and tools jingling from the tentacles that replaced his left hand. His laughter carries across the bow of the airship, mixing with the hum of the engine and the roar of the wind. Often enough, he grips the railing alone, amused deeply by an unheard joke. Below deck he oversees the coal engine, consulting with Captain Drake and hammering at a hand-rigged distillery. He cooks up throat-burning and tongue-wagging spirits for the crew and experiments with its use as an explosive. So far the only complaint from Drake is that he’s wasting too much good drink with his fiery experiments.
On most airships, a white-haired old mate with a wandering eye would hardly cause comment, but Whitlock’s new hand, combined with his many other eccentricities, is difficult to overlook. In a chance encounter with the exiled Nivenilyan surgeon Zinueth, and too many pulls from his bottle, Whitlock underwent one of the surgeon’s strange procedures. Where his wrist once ended in a stump with a hook, a mass of tentacles now writhe and wander, sticking to surfaces and objects as he staggers along. At times, Whitlock opens a door, only to close it on his own suction cup covered fingers as he fails to disentangle himself from his surroundings. Other times his new eight-fingered appendage might snatch another crew member’s drink. Though he’s quick to apologize when caught in the act, the crew remains undecided as to whether the tentacles have a mind of their own, as he claims, or just serve as a cover for his personal brand of degenerate humor.
Once a craftsman employed by Blowfeld’s, Whitlock lost his hand when a lift crashed down with the iron skeleton of new bipedal machine still on it. Though he was lucky to survive, Blowfeld’s charged him for the medical aid they provided. Finding legal work grew difficult. He ended up in debt and chose the Skybreakers over imprisonment. His knowledge of mechanical engineering and his oddness earned him his spot on the Skulking Huntress. With no family of his own to speak of, the crew accepts Whitlock as their loony-but-useful mechanic, first mate, and moonshiner.
When the crew fends off the wildlife of Amaurea, Whitlock’s eight tentacles fire three pistols and reload with surprising coordination, leaving his right hand free to drink or toss some of his improvised spirits. Whitlock is half blind, but he can unleash a massive volley that more than makes up for his aim. Though she’ll never confess it amidst the constant beratement, Drake loves Whitlock, eccentricities and all. They’ve worked together since she was a little girl aboard the Skulking Huntress. He taught her how to drink too much and how to swear profusely. Her first pistol, which never leaves her side, was gifted to her by Whitlock when she was barely big enough to hold it. Rarely sour and fiercely loyal, “Barnacle Bill” Whitlock or “ye olde mollusk” as Drake calls him, will defend his crew and his ship with his life.
(Level 5, Medium size, 30’ speed)
Attributes: Agility 5 (2d6), Fortitude 4 (1d10), Might 2 (1d6), Perception 2 (1d6), Learning 5 (2d6), Will 4 (1d10), Presence 3 (1d8)
Hit Points: 32
Feats: Bane Focus (Persistent Damage), Craft Extraordinary Item, Knowledge I (Engineering), Multi-Attack Specialist IV
Notable Equipment: 9 Explosive Moonshine Jars (Extraordinary Item: Weapon [Firebomb Elixir], Deadly 2), Distillery (Extraordinary Item: Deadly 3, Energy 7, Expendable, Area [50’ cube])
Fire in the Hole! (damaging attack, 10’ cube, 25’ ranged, 3 attacks [Explosive Moonshine Jar]): Agility vs. Guard, advantage 1. Also inflicts persistent damage bane on 5 damage or more.
Tri-Gun Bombardment (damaging attack, 50’ ranged, 3 attacks): Agility vs. Guard, disadvantage 1. Also inflicts persistent damage bane on 5 damage or more.
Last Resort (damaging attack, 50’ cube [Distillery]): Energy 7 vs. Guard, advantage 3. Unbeknownst to Drake, Bill has a backup plan should they need a “Plan B.” His distillery has been rigged to trigger a massive explosion on command. This “Last Resort” shouldn’t destroy the Huntress on impact, only set it ablaze. Not if his calculations regarding ABV are correct, anyway.
A mere eight years old, Ruby Trinquist jumps, dives, and bounces across the masts and rigging of the Skulking Huntress as if it were her personal playground. She often hangs perpendicular to the deck or completely upside down with her feet lashed to the mast by arcane invocation while her cloak flutters beneath her. “Bet you can’t catch me,” she calls to the crew below. The words “show off” often follow her. Gravity, like modesty, remains a mere suggestion to this youthful prodigy, but she’s earned her place. Trinquist maintains the wards that hide the Skulking Huntress from prying eyes, and when any creature gets too close she’s quick to ground them.
Born into the Flair, Trinquist grew up on a cloud yacht until her parents sent her off to a preparatory school for gifted youth. Quickly, her mentors from the Council noticed her powers and her tendency to utilize them inappropriately. In class she earned low marks for discipline, she swatted bullies with telekinetic power, and read from her favorite novels disguised as textbooks until her teachers noticed the complex illusion spells. Years later she slipped away from the school disguised as one of her instructors.
Hiding any sign of her invocations, she found an air taxi heading toward the place she last expected her parents to search for her, the Golden Cloud. She paid her way with loaned trinkets and ancient coins she had “borrowed” from the school’s library of artifacts. Among the eccentric and often drunk or otherwise-inebriated guests, the woman with the voice of a girl drew little attention. Though her request for milk among the many libations drew confused glances, she remained unnoticed. She discovered Candace when the assassin attempted to kill her, but still she feared the mages more and made Candace a bodyguard and even a friend of sorts. Two misfits on the run. The surrounding writhing bodies, flashing lights, and pounding music masked Ruby as well as any spell. That is, until the Council’s agents infiltrated the Golden Cloud.
Despite Trinquist’s intelligence, she couldn’t hide the fact that she didn’t know much of the adult world beyond what she mimicked or the phrases she stole. Candace wasn’t much help in this regard. Someone must have noticed, or perhaps the illicit nature of the Golden Cloud had drawn the mages. Frantically, the girl began sifting through nearby minds, searching a chance to escape. A Council mage found Trinquist before she could find a way out. The chase ended as Trinquist reached the edge of the flotilla with no ships left to jump to, only the smoke and the city below. Fighting off the mage’s invocations, she bound the mage’s feet to an empty vessel and sent it plummeting.
Returning to the main ships, she heard the word “Amaurea” in a nearby head and nearly flung herself at Captain Torrina Drake. She demanded transport from Drake, who pretended as if she had no idea what the girl meant. Trinquist clung to Drake’s arm. As the captain tried to brush the girl off, others began to notice the scene unfolding. “You can’t open the gate without me,” the young mage finally said and Drake ushered her away from the crowd and aboard the Skulking Huntress.
Drake will never forget how the eight year old rolled her eyes at the battered ship and wondered, “this was the best you could steal? Some pirate.” Though Trinquist can be a brat, Drake gained a crew member more powerful than the rest combined. True to her word, Trinquist pried open Eternity’s Gate long enough for the Skulking Huntress to escape and earned the nickname “Little Trouble.”
Accompanied by her floating tome of spells, a vigorously scratching quill, and an ample inkwell, Trinquist fights boredom on the ship by displaying her powers in new and often childish ways. Though she no longer fears capture, she still wrestles with what to do with her powers, which tend to lands her in more trouble than she or the crew bargained for, but so far she’s managed to get them out of the worst of it.
Ruby “Little Trouble” Trinquist
(Level 7, Small size, 30’ speed)
Attributes: Agility 2 (1d6), Fortitude 1 (1d4), Learning 2 (1d6), Will 2 (1d6), Presence 3 (1d8), Influence 6 (2d8), Movement 8 (3d8), Prescience 6 (2d8)
Hit Points: 22
Feats: Boon Focus II (Haste), Defensive Reflexes III, Multi-Target Boon Specialist VI (Area)
Arcane Trance (invoke haste): Auto-success of PL 8 via Boon Focus II. Ruby tends to be unphased by most threats and deals with them handily, but if the situation is dire, Ruby always opens by entering her Arcane Trance (haste) and running through a frantic retinue of complex contingencies and countermeasures, calling up protection magic for the group.
Telekinetic Deflection (defend action): Movement vs. Guard, advantage 3. Ruby telekinetically deflects enemy attacks without lifting a finger.
Show Off (invoke flight, 6 targets): Movement vs. CR 20 - 26 (PL 5 - 8). One of many signature moves employed by Ruby in taunting the crew.
Catch up! (invoke teleport, 6 targets): Movement vs. CR 16 - 24 (PL 3 - 7). With a snapping shut of her tome, Ruby, her floating book, and nearby allies flash in out and out existence.
Hide and Seek (invoke invisible, 6 targets): Movement vs. CR 20 - 22 (PL 5 - 6). Staying out of sight is one of Ruby’s favorite games.
I’ll Show You (invoke bolster, 6 targets): Movement vs. CR 16 - 22 (PL 3 - 6). When Ruby is angry she’ll stop at nothing to prove that she’s the best.
Telekinetic Shove (inflict forced move): Movement vs. Guard. One of Ruby’s favorite pastimes, both with crewmates and foes, is telekinetically shoving them off the deck of the Huntress when they least expect it. The only difference is that she quickly recalls any crew member who goes overboard.
Mind Trick (inflict phantasm): Influence vs. Resolve. Ruby uses phantasm to trick people into giving her all sorts of things.
Mind Scan (inflict mind dredge): Influence vs. Resolve. Ruby uses mind dredge to get dirt on everyone around her and use it for tricks, or if she really wants to have fun, for blackmail.
Prowling the deck of the Skulking Huntress with her twin blades in hand, Candace Renault prepares for attack, even in the clear blue skies of Amaurea. With more scars than the rest of the crew combined, she’s rarely chided. Often she spars with young mage Trinquist, who conjures up imaginary foes for her to dispatch. At night, Whitlock, Drake, and Renault play cards until one of them is caught cheating and the table is flipped, smashed, or tossed overboard. They’ve gone through thirty-four tables so far. Though the crew trusts her, they’ve had to restrain her from time to time when her temper or a night terror seizes her. The crew has gained a few extra scars in this process, but slowly they hope to repair the ex-assassin’s psyche.
Candace’s story begins like many amongst the poor huddled masses of Schlectenberg. She and her siblings took good care of each other, including regular checks for fleas and other parasites before their once-monthly washings. But one night her wretched life took a turn for the worse. Feeling a creeping sensation across her neck, she reached toward her ear as she’d done many times before. She groped for the parasite in the dark, but before her hand could reach her ear, she was paralyzed. While the vermin burrowed into her ear she was helpless, unable to react or move.
Candace’s next ten years were a bloodsoaked haze. Flooded by strange new thoughts revolving around violence and murder, Candace felt trapped in her own body. These thoughts were not her own but she couldn't stop them. Few would believe her, but those who did told her to seek out the Voices of Light to restore her broken psyche. She refused. She experienced more waking nightmares of bloody executions. After each episode, she would wake up in a gutter days later with blood on her hands. Tracking the hyper-realistic dreams back to their place of origin, invariably she would find corpses in positions identical to those from her dreams. Occasionally she would even find buckles or leather straps from her own outfit at the crime scene.
Her next dream led her to the Golden Cloud, where she saw a vision of herself tracking down a girl disguised as an adult woman. Candace tried taking her own life to avert the catastrophe. Luckily for her, the droning compulsion of the parasite in her head prevented her. As the events unfolded as foretold by the dream and Candace prepared the killing blow, she found herself paralyzed again. The child extended a flickering glowing hand and furrowed her brow, “I thought you’d be a little tougher?” Her pupils vanished as her eyes glowed amber. She scanned Candace. “Oh, wow, that is gross! You’re not with the Council, are you?” Ruby asked matter-of-factly as she summoned a pair of writing quills. With surgical precision, she guided the quills into Candace’s ear and excised the long, black tapeworm-looking creature. Upon realizing that the creature was not organic but mechanical and arcane, Ruby placed it in a small glass vial for later research. “You feel better now, I assume?” And so she did, and the voices in Candace’s head grew silent.
When Ruby secured passage aboard the Skulking Huntress, she told Drake that she and Candace were a “package deal.” Never one for caution, Drake shook on the deal immediately when she saw the grizzled assassin.
Candace has finally found the closest thing she’s known to peace aboard her new home, the Skulking Huntress. It takes all of her willpower not to react to the antics of Drake, Bill, and Ruby. But they’ve learned to spot the subtle cues that she’s amused, and then they really lay it on thick, working twice as hard to see if they can get her to crack a smile.
The crew gives Renault a wide berth, allowing her space and not asking questions about her past. Some nights she wakes up weeping or screaming in her bunk, but each day she hones her two-handed techniques. When a fight ensues, she gains a single-minded focus, carving through entire groups with ease. Drake claims that even if the enemy outnumbers Renault ten to one then they’re at the disadvantage.
(Level 6, Medium size, 30’ speed)
Attributes: Agility 7 (2d10), Fortitude 7 (2d10), Will 7 (2d10)
Hit Points: 38 (Infinite via Deathless Trance)
Feats: Battle Trance, Deathless Trance, Destructive Trance, Multi-Attack Specialist II, Impervious Trance, Reckless Attack
Dual-Blade Flurry (damaging attack, 2 attacks): Agility vs. Guard. Candace uses her standard attack in almost every circumstance and battle, rarely displaying more than prowess than this standard dual-blade attack.
Murderous Frenzy (damaging attack, 3 attacks): Agility vs. Guard, advantage 1. Also deals 5 damage to Candace. Though usually repressed, Candace can tap into her murderous frenzy via Battle Trance, which grants the following - Guard: 20, Toughness: 27, Resolve: Immune, Sustain infinite damage, her attack dice also explode on 1 less than the maximum.
Typically clad head to toe in garb aimed at preventing windburn, Sayyida’s eyes peer discerningly from the slit in her veil. From atop her lookout post in the crow’s nest, her rifleSahihun (meaning “true”) leans over the railing while her azure robes render her nearly invisible against the Amaurean sky. In her twenty-five years aboard the Skulking Huntress prior to Amaurea, she only fired the rifle once, but it took the head off the brigand who’d held a knife to Whitlock’s throat. The crew refers to Sahihun as Sayyida’s one true friend. The rifle remains close to her at all times. Though the crew gives her a hard time for her near obsessive cleaning and maintenance of it, they often turn to the lookout when they need an ear to listen to their troubles and offer advice.
In her younger years, Sayyida served as a Son of Jalnu, but her ambitions contradicted the expectations of the order, which demands commitment and unity above all else. During her service, Sayyida voraciously consumed each tome in Jalnu’s Archives, and discovered a passion for alchemy and tinkering. Already one of the most distinguished marksmen of the order, she experimented with alchemical methods of augmenting Sahihun’s capabilities and her own. She concocted an elixir that would steady her hand and hone her eyesight, allowing her to shoot at distances impossible for other marksmen. When the Sons of Jalnu discovered the source of her victories in their illustrious shooting competitions, they banished her from the Archives and amended the rules to prohibit any mind- or body-altering elixirs.Sayyida fills in where Whitlock’s hammer fails, repurposing the Skulking Huntress to survive the rust and rot of Amaurea’s jungles. Without Sayyida, the ship would have fallen into disrepair within weeks. She utilizes Whitlock’s moonshine as the base for many of her concoctions, sealing wood and steel from moisture. Though she imbibes an elixir each day, her comrades are hardly the sort to poke fun at chemical dependency. For anyone interested, however, she gladly explains that addictive side effects and toxins are themark of an inferior alchemist. Her elixirs never put the imbiber at risk, but require the Skulking Huntress to stop frequently to gather fresh supplies.
Though Sayyida relishes in designing and upgrading the weapons aboard the Skulking Huntress, she’s quick to explain that “the best weapons are the ones you never fire, but if you must, make sure you have no need of a second shot.”
Sayyida al Hurra, Lookout
(Level 4, Medium size, 30’ speed)
Attributes: Agility 6 (2d8), Fortitude 2 (1d6), Perception 5 (2d6), Learning 6 (2d8), Will 2 (1d6), Presence 1 (1d4)
Hit Points: 20
Feats: Craft Extraordinary Item III
Possessions: Sahihun (Extraordinary Item: Weapon [Sniper Rifle], Baneful [Incapacitated], Deadly 2), 1 Hyper-Invasive Round (Extraordinary Item: Death 9, Augmenting, Expendable), 3 Paralysis Rounds (Extraordinary Item: Immobile 7, Expendable), 3 Taljier Rounds (Extraordinary Item: Area [20’ cube], Expendable), 5 Steady Hand Serum (Extraordinary Item: Bolster 8, Expendable, Reliable), Spyglass of Farsight (Extraordinary Item: Perception 4)
Steady Hands (minor action [Steady Hand Serum]): Auto-success at PL 8 via Reliable property. Sayyida consumes her Steady Hand Serum to improve her accuracy, giving her advantage 3 to Agility rolls.
Tranquilizer Mode (damaging attack, 300’ ranged [Sahihun]): Agility vs. Guard, advantage 2. Also inflicts incapacitated bane on 5 damage or more. Sayyida opts to use the tranquilizer mode of Sahihun, unless she is forced to turn lethal.
Deadshot (damaging attack, 300’ ranged [Hyper-Invasive Round]): Agility vs. Guard, advantage 2. Also inflicts death bane on 1 damage or more. This bullet is Sayyida’s first prototype and an engineering masterpiece. Almost nothing would cause her to use it before crafting another.
Shoot to Capture (inflict immobile, 300’ ranged [Paralysis Rounds]): Immobile 7 vs. Toughness. On Drake’s orders, Sayyida fires a round filled with grease-spider venom, turning her target as stiff as a board.
Explosive Barrage (damaging attack, 300’ ranged, 10’ cube [Taljier Rounds]): Agility vs. Guard, advantage 2. Like anything designed by Taljier, this ammunition is excellent at exploding.