Showing posts with label Important NPC's. Show all posts
Showing posts with label Important NPC's. Show all posts

Monday, May 25, 2026

Verith Maw is a claustrophobic, vertical slum-district anchoring the lower-industrial rings of a high-gravity Megastructure For 13 Parsecs rpg

 Verith Maw is a claustrophobic, vertical slum-district anchoring the lower-industrial rings of a high-gravity megastructure. In 13 Parsecs, it serves as an ideal "underbelly" hub—a place where players go to disappear, fence stolen cyberware, or pick up high-risk, low-legality corporate sabotage contracts.



The Concept: The Sinking City

Verith Maw is built directly over a massive, unshielded plasma-coolant exhaust column known simply as The Vent. The entire district consists of modular, rust-strewn habitats and catwalks suspended by heavy-duty carbon-tension cables.

Because of the extreme heat and localized gravitational fluctuations from the structure's core, the district is slowly dropping. Every few decades, the lowest layers—the "Sump"—melt or collapse into the plasma exhaust, forcing residents to weld new modules onto the top of the stack.

Atmosphere: Constant low-frequency vibration, neon signs flickering through thick, amber-tinted industrial smog, and the perpetual hiss of hydraulic stabilizers fighting the gravitational drag.

Key Locations

LocationTypeDescription
The Rust GrottoBlack Market HubA chaotic bazaar built inside a hollowed-out cargo freighter that crashed and wedged between two structural pillars. Best place for illegal augmentations and forged transit chips.
Circuit & SpineCantina / SafehouseA multi-level bar wrapped around a primary power conduit. The taproom is heavily shielded from electronic surveillance, making it the premier spot for data-brokers and runners to meet clients.
The Drop-PointIndustrial Crane GridA shifting maze of automated cargo cranes. Local gangs use the blind spots in the crane paths to transfer contraband away from corporate drone patrols.
The SumpToxic WastelandThe absolute bottom of the Maw. The air requires filtration masks, but the discarded corporate tech that falls from the upper rings makes it a goldmine for scavengers and desperate tech-mancers.

Notable Factions & NPCs

The Cable-Born (Street Gang)

A localized syndicate of augmented grease-monkeys and parkour-runners. They treat the tension cables like a highway system, using magnetic grappling rigs to move faster than any corporate security team can track.

  • Key NPC: Jaxx "The Anchor" Peters — A veteran rigger with heavy industrial hydraulic arms. He controls access to the upper transit elevators and charges a steep premium for unmonitored passage.

Apex Sub-Dynamics (Corporate Presence)

Apex is the mid-tier megacorp responsible for maintaining the coolant column. They don't care about the crime, the drugs, or the violence in Verith Maw—they only care if someone tampers with the plasma flow.

  • Key NPC: Director Karenza Leon — A cold, ruthlessly efficient executive with optical cybernetic overlays. She frequently hires external mercenaries (13 Parsecs crews) for off-the-books wetwork to keep local gang leaders from getting too ambitious.

Adventure Hooks for Your Crew

  • The Sump Salvage: An Apex corporate transport carrying an experimental AI-core crashed directly into the Sump. The corp wants it back before it melts; the Cable-Born want it to weaponize their defense grids. The crew is caught in the middle.

  • Blackout Protocol: The power conduit feeding the Circuit & Spine has been tapped by a rival syndicate, threatening to blow the district's stabilizers and drop the entire Maw into the Vent. The barkeep offers a massive stash of military-grade cyberware if the crew eliminates the leeches quietly.



Navigating the shaking, smog-choked catwalks of Verith Maw is dangerous. This d100 random encounter table is split into themes to help you quickly narrate the chaos, environmental hazards, and sudden violence of the district.

01–25: Environmental & Industrial Hazards

d100Encounter
01–05Vent Flare: A sudden spike in the plasma exhaust below causes the floor plating to rapidly heat up. Everyone must find high ground or take thermal damage.
06–10Cable Snap: A high-tension structural cable snaps with a thunderous crack, whipping through a nearby catwalk and severing a chunk of the sector.
11–15Coolant Rain: A burst pipe overhead showers the alleyway in scalding, chemically toxic emerald fluid. Neon signs short-circuit and explode in showers of sparks.
16–20Gravity Pocket: The localized gravity stabilizers flicker. For 1d4 minutes, gravity shifts 45 degrees to the left, or drops to zero entirely, sending unsecured cargo flying.
21–25Smog Blind: A thick, amber wave of industrial sulfur rolls out of a ventilation shaft. Visibility drops to zero; filtering breathing apparatuses are required to avoid choking.

26–50: Street Life, Tech, & Scavengers

d100Encounter
26–30The Glitch-Preacher: A cyber-fanatic with a jury-rigged loudspeaker implant stands on a shipping crate, screaming that the Sinking City is a divine sign to purge all organic flesh.
31–35Scavenger Turf War: Two rival packs of Sump-scavengers are violently fighting over a crate of discarded cybernetic limbs that fell from the upper rings.
36–40Cyber-Psychosis: A heavily augmented heavy-labor drone operator has snapped. They are tearing through a storefront with industrial hydraulic claws, screaming at hallucinations.
41–45Data Leak: A malfunctioning advertising kiosk begins broadcasting encrypted corporate data instead of holograms. Local data-brokers are converging on it with extraction decks.
46–50The Juiced Doc: A back-alley Ripperdoc, visibly vibrating from too many neural stimulants, approaches the crew offering a "buy-one-get-one" discount on black-market optical rigs.

51–75: Law, Corporate, & Criminal Elements

d100Encounter
51–55Apex Sweeper Drone: An automated Apex Sub-Dynamics security drone descends, scanning the crowd. It locks its red spotlight onto a crew member whose forged IDs are being aggressively pinged.
56–60Cable-Born Toll: A trio of Cable-Born gangers drop down from the overhead structural beams on magnetic mag-lines, demanding a "transit fee" to cross their bridge.
61–65Corpse Shakedown: A corporate clean-up crew is executing a local resident in an alley for "intellectual property theft" (having unlicensed corporate software running in their neural implant).
66–70The Runaway Synth: A highly advanced synthetic humanoid, shivering and wrapped in a tattered tarp, begs the crew to hide them from a pair of silent, trench-coated corporate trackers.
71–75Bounty Trap: A localized EMP mine trips in the alleyway, disabling all cyberware and electronics for 1d6 rounds. Bounty hunters step out of the shadows with flash-batons.

76–100: Anomalies, Strangers, & Opportunities

d100Encounter
76–80Ghost in the Wire: Every crew member’s neural interface suddenly receives a static-heavy audio ping: a desperate voice giving coordinates deeper in the Sump, followed by a scream.
81–85The Blind Fencer: A completely unaugmented, blind old man sits at a folding table selling incredibly rare, pristine pre-collapse military hardware. He only accepts untraceable hard currency.
86–90Stray Combat Drone: A heavily damaged, rogue military drone is wandering the streets like a stray dog. Its targeting matrix is glitched, alternating between whimpering noises and spinning up its minigun.
91–95The High-Ring Tourist: A wealthy corporate heir from the top spires has overdosed on designer street drugs and is passed out in a gutter, wearing a chrono-watch worth more than the entire city block.
96–100The Maw Shivers: A massive structural shift occurs. The entire district drops six inches down the tension lines in a split second. Everyone is knocked prone, and alarms go off across the sector.

GM Tip: If the crew is moving fast or using stealth, roll once. If they are causing a scene or staying in one place too long, roll twice and combine the results (e.g., an Apex Sweeper Drone tracking a criminal right into a sudden Gravity Pocket).

When a crew takes a high-risk dive into the depths of Verith Maw—especially down into the scorching, toxic junk-heaps of The Sump—they aren't just looking for scrap metal. They’re hunting for lost corporate data, forgotten tech prototypes, and rare street commodities.

Here is a d100 random table of artifacts, oddities, and treasures your players can pull from the depths of the Maw.

01–25: Black-Market Cyberware & Bioware

These components are highly illegal, heavily modified, or pulled directly from corporate test subjects.

d100Artifact / TreasureEstimated Street Value
01–05"Sump-Eye" Thermal Rig: A heavily jury-rigged optical implant that bypasses thick industrial smog and heavy plasma smoke, granting perfect thermal vision but leaving the user with a permanent twitch.1,200 Credits
06–10Overclocked Reflex Booster: A jagged, military-surplus neural spine implant. When activated, it doubles reaction speed for 3 rounds, but forces a grueling physical system shock immediately after.3,500 Credits
11–15Apex "Chameleon" Subdermal Mesh: A rare patch of active-camouflage skin netting salvaged from a black-ops corpse. When grafted, it allows the user to blend seamlessly into rusted metal and industrial shadows.5,000 Credits
16–20Hydraulic "Breaker" Fist: An oversized, rust-pitted cybernetic forearm built for heavy demolition. It ignores structural armor thresholds but drains battery cells at three times the normal rate.2,800 Credits
21–25Unlicensed Splicer Kit: A sealed, bioluminescent vial containing synthetic, highly illegal gene-therapy sequencing designed to temporarily rewrite muscle density for high-G environments.4,000 Credits

26–50: Datashards, Intel, & Encrypted Code

The most valuable currency in Verith Maw isn't physical—it's the data that corporations killed to hide.

d100Artifact / TreasureEstimated Street Value
26–30The Thorne Dossier: A corrupted datashard containing blackmail material on Apex Director Karenza Thorne, including off-the-books wetwork contracts and shell company financial routings.6,000 Credits (or a massive target on your back)
31–35Glitch-Preacher Source Code: An unencrypted memory chip containing the core linguistic algorithm used by the local cyber-cultists. A clever decker could use it to manipulate or disperse street crowds.800 Credits
36–40Corporate Transit Decryptor: A sleek, matte-black hardware key that continuously cycles through Apex Sub-Dynamics security codes, granting unmonitored access to high-ring cargo elevators.3,200 Credits
41–45Ghost-Grid Coordinates: A hand-etched data drive revealing the location of a stable, unmonitored tap into the megastructure’s primary power grid, perfect for setting up a permanent hidden safehouse.2,500 Credits
46–50AI Fragment "Vandal": A rogue, highly aggressive piece of ICE-breaking software trapped on a secure quantum drive. It speaks in erratic, fragmented poetry but can shred basic corporate firewalls in seconds.4,500 Credits

51–75: Exotic Tech, Weapons, & Industrial Gear

Hardware designed to survive the brutal gravity shifts, high heat, and corrosive atmosphere of the lower rings.

d100Artifact / TreasureEstimated Street Value
51–55Mag-Grip Grapple Rifle: A heavy-duty, pneumatic line-launcher modified by the Cable-Born gang. It can fire a carbon-tension line up to 100 meters and lock onto any metallic surface with massive magnetic force.1,500 Credits
56–60Plasma Torch Carbine: An industrial plasma-cutter weaponized into a short-range rifle. It easily melts through heavy blast doors and corporate armor, but a critical failure risks catastrophic backfire.3,800 Credits
61–65Gravity Anchor Belt: A bulky, harness-style generator that creates a personal localized gravity field, completely neutralizing the Maw's random gravity fluctuations for its wearer.2,200 Credits
66–70Prototype EMP Grenades (x3): Experimental tactical ordinance stamped with a redacted corporate logo. They completely disable all cyberware and non-shielded electronics within a 15-meter radius.1,800 Credits (set)
71–75"Sump-Stalker" Hazard Suit: A battered, heavy-layered environmental suit coated in anti-corrosive sealant. It completely protects the wearer from boiling coolant leaks, acid smog, and ambient radiation.2,000 Credits

76–100: Oddities, Curios, & High-Value Luxury Salvage

In a place as miserable as Verith Maw, rare organic items or pure luxury goods from the upper rings fetch astronomical prices.

d100Artifact / TreasureEstimated Street Value
76–80A Living Bonsai Tree: Found perfectly preserved inside an airtight, automated hydroponic stasis pod that slipped out of an upper-ring luxury garden. A staggering rarity in the smog-choked slums.7,500 Credits to the right collector
81–85Pre-Collapse Whiskey: A pristine, unopened bottle of authentic, organic earth-style whiskey, discovered hidden away in a dead captain's personal safe within the Rust Grotto.3,000 Credits
86–90Pure Gold Bullion (2kg): A solid brick of heavy raw gold, stamped with an ancient planetary federation seal. Completely useless for modern tech, but highly valued by old-school black market fences.5,000 Credits
91–95High-Ring Chrono-Watch: A sleek, diamond-coated timepiece recovered from an overdosed corporate heir. It is biometric-locked, but the raw materials alone are worth a fortune.4,200 Credits
96–100The Omega Drive: A pristine, gold-plated master data drive containing the complete architectural blueprints of the megastructure's stabilizing core. Holding this means every faction in the city is actively hunting you.Priceless (Destroys the campaign balance if sold carelessly)

GM Rule of Thumb: When players salvage a physical item from the hazardous zones shown in the art—such as the broken catwalks near the boiling coolant leaks or structural collapses—have them make an Agility or Tech-use check. Success ensures the item is fully functional; a failure means the item is damaged, requiring a costly repair from a local Ripperdoc or grease-monkey before it can be used or sold for full value.

Here is a fully detailed black-market fence NPC designed specifically for 13 Parsecs. She is perfectly positioned to serve as a recurring patron, a source of dangerous jobs, or a buyer for the strange artifacts pulled from the depths of Verith Maw.

NPC Profile: "Tinker" Smith (Anatila Smothers)

"You bring me scrap, you get scrap-weight credits. You bring me an un-wiped Apex mainframe core that’s still warm? Well... then we’re having a real conversation."

 


  • Species: Remoni (A lanky, multi-limbed, or sharp-featured alien lineage known for calculating intellect) or Augmented Human.

  • Archetype Alignment: Underworld Slicer / Tech-Broker

  • Operation Base: Deep inside The Rust Grotto, operating out of a heavily shielded, triple-locked repair bay disguised as a junked starship engine manifold.

Description

"Tinker" Smith (Anatila Smothers)  is a master of asymmetric salvage. She has two pairs of cybernetic auxiliary arms mounted to her upper torso—each tipped with micro-soldering tools, optical scanners, and interface leads—allowing her to strip a corporate datashard or a piece of military cyberware in seconds. Her left eye is a spinning, multi-lens mechanical array that continuously evaluates the structural integrity and monetary value of whatever is placed in front of her.

Unlike the chaotic street gangs of the Maw, Tinker is entirely professional. She doesn't take sides in gang wars, and she doesn't care whose corporate emblem is stamped on the gear you bring her—as long as the tracking signals are thoroughly scrubbed before you cross her threshold.

Mechanical Interface (For the GM)

Tinker is an invaluable asset for a 13 Parsecs crew, but dealing with her requires navigating her strict codes of business.

The Valuation Check

When the crew brings a salvaged artifact or data drive to Tinker, she uses her advanced tech-broker skills to evaluate the gear.

  • Pristine Gear: She pays 60% of standard street value in hard, untraceable credits.

  • Damaged / Corrupted Gear: She pays 20% of the value as-is, OR she offers to repair/decrypt it using her Career Training as a tech-broker. The crew must wait 1d4 days and pay a flat 30% service fee, after which the item is fully functional for their own use or open for a higher-value resale.

The Rule of 2 (Complications)

Tinker’s shop is safe, but getting to and from it with high-value contraband is not. Whenever the crew completes a transaction with her involving an item worth more than 3,000 Credits, roll a d6. On a result of 1 or 2, a complication occurs:

  1. The Tail: An Apex Sub-Dynamics tracker drone or a Cable-Born scout spotted the transaction and is waiting in ambush outside her manifold doors.

  2. The Hot Data: The drive the crew just sold her triggered a silent, localized network ping before she could finish shielding it. The sector's corporate security is adjusting their patrol vectors directly toward the block.

Adventure & Job Hooks

Tinker doesn't just buy loot; she actively hires 13 Parsecs crews for high-risk data extraction and retrieval missions.

  • The Sump Extraction: Tinker has localized the signal of a crashed high-ring transport deep in the boiling coolant zones of The Sump. She needs a crew with a solid Augmented frontliner or a heavy hazard suit to dive into the toxic zone and retrieve an experimental gravity-anchor blueprint before the hull melts completely.

  • The Frame-Up: She has a buyers' market for a corrupted piece of Apex corporate blackmail data (The Thorne Dossier). She will provide the crew with forged security credentials and an encrypted system-override spike; they just need to sneak a Slicer into a mid-ring sub-station to upload it.

  • A Debt in Blood: A rival fence in the Circuit & Spine cantina tried to pass off a brick of counterfeit gold bullion to one of Tinker’s premium off-world clients. She wants the crew to track down the counterfeiter, shut down their operation, and "secure" their genuine inventory as compensation.

Tuesday, July 6, 2021

Hunter I Published by Warren Publishing Adapted for The Astonishing Swordsmen & Sorcerers of Hyperborea rpg

"In a dystopic future, following a nightmarish war between the human race and a race of radiation-spawned mutants, human/mutant hybrid Demian Hunter stalks the remaining mutants left on Earth, determined to eradicate every last one of them...no matter what the cost to himself--or to the world. " 



Damian Hunter was created in Eerie #52 (November 1973), the character is a tortured half breed mutant warrior roving the land in a personal war against the Saurian mutants. Hunter is a lone warrior on a one man war against his own kind; " Hunter has been on a mission for many years now & his personal war against mutant kind  has led to journies to other worlds. Hunter is a 7th level ranger with saurian mutants being his prime enemy. He seeks the mutant General Ophal and a small group of his surviving men, after they've savaged Hunter's family. The mutant is a consimate warrior & proficient with many forms of primative & futuristic weaponry. 

Hunter I 

No. Encountered: 1 (unique NPC)
Alignment: Lawful neutral 
Size: M
Movement: 40 (swim 40)
Dexterity: 17
Armour Class: 6
Hit Dice: 4
Attack Rate: 1/1 or weapon 
Damage: 1d6/1d6/weapon (+2 combat staff) 
Specials: 60 foot Darkvision, +2 on all hand to hand attacks due to mutant biology, Iron Will ( immune to fear based attacks), Nerves of Iron, 
Saving Throw: 17
Morale: 9
Experience Points: 50
Treasure Class: I
Damian Hunter occasionally uses a laser pistol Damage 1d6, Range 40 feet, 15 Ammo\. Damian Hunter on occasion get's little love from many of the human or mutant settlements. He continues his personal war regardless of the cost to himself. He is not at all above helping the occasional innocent. And has from time to time been the pawn of both wizards & higher cosmic powers. 



Damian Hunter could easily make his way to Hyperborea through the ageist of some mystical or super science artifact such as dread Crystal of Ages. Hunter himself could easily be in pursue of a gang of mutants warriors or a warlord who is working for a dark wizard. 


Monday, July 5, 2021

Tragg and the Sky Gods Published By Gold Key Comics Adapted for The Astonishing Swordsmen & Sorcerers of Hyperborea rpg

 Tragg and the Sky Gods published by Gold Key in the 70's were one of my Science Fantasy jams growing up. According to the Wiki entry; "Tragg and the Sky Gods was a comic-book title published by Gold Key Comics in the mid-1970s. The series was created by writer Donald F. Glut and artist Jesse Santos.[1] Later, artist Dan Spiegle would work on the title." 

The Seventies were all about the ancient aliens theory with U.F.O's being front & center with Close Encounter of The Third Kind being one of the sources of popculture back then. Enter  'Tragg and the Sky Gods'  had a plot ripped from the heart of popculture; "a group of advanced aliens who landed on Earth in the distant past and experimented on the Neanderthals they found there, producing two Cro-Magnons, who would become Tragg and his mate, Lorn. Tragg and Lorn would thus be the ancestors of all modern humans. Writer Glut tied Tragg into other series he created at Gold Key, by having Tragg's Neanderthal brother Jarn appear in Dagar the Invincible." 


Tragg is a tough hombre of a caveman & a 6th level fighter proficiant with any stone age weapon. He gains a +2 in hand to hand combat. And seldom really flappable in the face of some insane prehistoric enemies. His mate Lorn is a 4th level fighter & also proficiant with a wide variety of prehistoric weaponry. 

Trag 



No. Encountered: 1
Alignment: Neutral good 
Size: M
Movement: 30 (40 swim) 
Dexterity: 15
Armour Class: 8
Hit Dice: 3+3
Attack Rate: melee or by 1/1 (weapon)
Damage: 1d6, 1d6, or (per weapon + 1)
Saving Throw: 14 
Morale: 9
Experience Points: 90 
Treasure Class: I

Trag & his mate Lorn could easily make the transition over into Hyperborea. There are a number of other dimension gates within the prehistoric era that Trag & his tribe operate out of. Trag for all of his savagery is actually a decent tactican especially when it comes to the safety of himself, his mate, & his tribe. 

Sunday, July 4, 2021

Marvel's Human Fly Comic Book Character Adapted for the Astonishing Swordsmen & Sorcerers of Hyperborea rpg

 The Human Fly was a young twenty something year old man who survived a head on car crash. This unknown man was given any number of reconstructive surgeries which replaced a good portion of his skeleton was stainless steel. He was given only a ten percent chance of walking ever again. But this is the Marvel universe in the Bronze Age of the Seventies.. And through sheer mental determination & will power this unknown man was able to not only able to walk. He was able to develop  incredible strength, unflagging will power,  & he was able to do  incredibly complex arcobatic maneuvers. This man became 'The Human Fly' a stuntman for a wide variety of  charities. But in the Marvel universe of the 70's nothing is ever a simple as it seems. Time & again the Human Fly became embroiled with various Marvel super heroes. Time & again The Human Fly fell afoul of villains trying to rob his events of the monies due charities or of super heroes who had him mixed up with a super villain sharing a similar name. 




The Human Fly was is a stunt man extraordinare who in Astosning Swordsmen & Sorcerers of Hyperborea is a duel classed thief  of 6th & an acrobat of 4th  level. The Human Fly was always running afoul of strange Pulp like circumstances. Even travelling into lost worlds such as the prehistoric  Savage Land & weird underwater grottos.
The Human Fly 

“I’m a stunt-man, not a crime-fighter !”


No. Encountered: 1 (unique NPC)
Alignment: Lawful good 
Size: M
Movement: 40 (swim 40)
Dexterity: 16
Armour Class: 6
Hit Dice: 3
Attack Rate: 1/1 or weapon 
Damage: 1d6/1d6/weapon (+3 cane of the stunt man) 
Specials: 60 foot Darkvision, +2 on all hand to hand attacks due to training, Iron Will Power ( immune to fear based attacks), Nerves of Iron, 
Saving Throw: 16
Morale: 10 
Experience Points: 50
Treasure Class: Q

The Human Fly is back up by a slick combination of a stunt time including his friend Locke who develops all of his one time use equipment. The Human Fly is able to use this special equipment  up to three times per day. Jet boots enable the human fly to fly as per the spell but very clumslly compared with a bird or other flying creature. The fly has used mini bombs 1d6 damage able to be tossed within a twenty foot radius.Special ropes with  built in Mag-clamp electro magnets tha stimulate the spider stick spell. Boots &  gloves with special  suction cups that allow the fly to use the equivelant of a spider climb spell enchantment for the sides of buildings, walls, ceilings, etc. The human fly carries a +3 cane of the stuntman made for him by his techican & buddy Locke. Cane of the stuntman has the following abilities  : 
  • Metal Spike - By touching a stud in his baton, the Fly can release a metal spike, essentially turning the baton into a +2  spear.
  • Electric Shock - The Human Fly can release a mild electric shock from his baton by pressing one of its studs the equivalent of a chain lightning spell. 
  • Bola - By Pressing one of the studs in his baton, the Fly can fire a propellant charge powered bola line. This can be used both to ensnare opponents as well as to create a swing line.
  • Globe Light - The head of the Fly's baton can be used as a powerful light source, activated by pressing one of the baton's studs & is the equivlant of a globe of daylight but only lasts 1d6 turns 
  • Knockout Gas - The Fly's baton can release knockout gas by pressing one of the studs. Victim must save vs poison or be knocked out for 1d6 hours. 
The Human Fly is known in certain circles of the Marvel universe as force for good for charity. 


The Human Fly generously donates all profits he makes as a stuntman to charity, and genuinely wants to help the unfortunate. He is more than willing to let other heroes deal with the bad guys if innocents are present. Seeing to their safety first before (inevitably) springing into action. He could easily end up on Hyperborea getting involved with other super heroes or mystic menaces such as dark wizards who could see using his audience for his stunts as a sacrifice to some unknown occult horror or Lovecraftian god. The Human Fly will bend Heaven & Earth to save any innocents. His personality  will be a stark contrast to the hard Sword & Sorcery reality of Hyperborea. 

The Human Fly comic book by Marvel ran from 1977 through 1979 based on the stunt work of Rick Rojatt.