Ultimum Beta Rulebook 4.0

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  • 1

    Credits

  • 2

    TABLE OF CONTENTS

  • 3

    WHAT THE F*** IS ULTIMUM

    CORE RULES IMPORTANT NOTES FROM THE DEVELOPERS

  • 4

    GETTING STARTED

    WHAT YOU NEED

    DICE

    How the Dice Work

    Tie Resolution

    Die Steps

    d2 d4 d6 d8 d10 d12 d20 d100

    1

    Level 1

    d2

    Level 2

    d4

    Level 3

    d6

    Level 4

    d8

    Level 5

    d10

    Level 6

    d12

    Level 7

    d12+d4

    Level 8

    d12+d6

    Level 9

    d12+d8

    Level 10

    d12+d10

    Level 11

    d12+d12

    Level 12

  • 5

    IMPORTANT INFO*

    ABILITIES

    Vigor:

    Dexterity:

    Intellect:

    Senses:

    SKILLS

    Novice:

    Adept:

    Expert:

    Master:

    Grand Master:

    Ascendant:

    PURCHASING SKILLS

    Die Steps

  • 6

    TALENTS

    Active Talents

    Passive Talents

    Talent Description Example

    TALENT NAME

    Description: If needed, this is where the Talent is explained to the player. Use: This section notes when a skill can be used. Speed Cost: This lists the number of Ticks a Skill costs to use and whether it will be Charge Up or Cool Down. Class Vs Target: This explains what Skills the Player will roll against her target and her targets Skill roll. Duration: How long the Talent lasts. Range: The range or radius of a power. Effect: Any additional effects or explanations. Damage: The damage that a Talent deals.

    How to Calculate Damage

    HOW TO CREATE A CHARACTER

    1. CHOOSE A RACE

    2. CHOOSE A CLASS

    3. ASSIGN ABILITY POINTS

    Feral Charge

    The Asaborn may charge a foe and add an attack at the end of a Sprint. Normally, a character cannot attack after a Sprint.

    Heightened Senses

    Increase Perception Skill by one Die Step. Can see in Darkness with no penalties.

    Charge Up or Cool Down?

    Round Up or Down?

  • 7

    4. ASSIGN HEALTH POINTS

    VIGOR DIE HEALTH POINTS

    5. ASSIGN SKILL POINTS

    SKILL LEVEL SKILL COST ABILITY MODIFIER

    6. ASSIGN STARTING EQUIPMENT

    AMOUNT ITEM TYPE

    7. CHOOSE A MOTIVATION

    ROLL (d8) MOTIVATION

  • 8

    8. PLAY THE GAME

    9. LEVEL UP

    EXPERIENCE

    ABILITIES

    SKILLS

    SKILL LEVEL SKILL COST ABILITY MODIFIER

    TALENTS

    LEVEL TALENT AWARDED ABILITY UPGRADE

  • 9

    CHAPTER 1: RACES

    NEW FRONTIERS

  • 10

    Valentinas situation was not uncommon for many younger men and women of the Phoenix Fleet. Many families felt a strong pull to discover the fate of the homes they left on Earth before the Exodus. Many of the civilizations people were interested in learning more of their own history and accompanied the humans as they explored the world.

    1. CHOOSE A RACE

    Some Notes on Races

    Class Restrictions:

    Average Sizes:

    D12 Upgrade:

    Movement:

    Talents:

  • 11

    ASABORN

    ASABORN WOLF

    Vigor (d6 / Level 4)

    Dexterity (d6 / Level 4)

    Intellect (d6 / Level 4)

    Senses (d6 / Level 4)

  • 12

    ASABORN BEAR

    TIER 1 RACE TALENTS

    TIER 2 RACE TALENTS

    Heightened Senses

    Increase Perception Skill by one Die Step. Can see in Darkness with no penalties.

    Vigor (d10 / Level 6)

    Dexterity (d4 / Level 3)

    Intellect (d4 / Level 3)

    Senses (d6 / Level 4)Tactical Acumen

    Increase the Speed Cost of a Melee or Ranged attack by 2 to add Knockdown, Disarmed or Blind.

    Feral Endurance

    Increase Resilience Skill by 1 Die Step. Also, increase Sprint distance by 1 Hex.

    Pack Attack

    When Flanking a target, the Asaborn adds her Dexterity Die to her damage rolls.

    Arctic Adaptation

    Increase Survival by 1 Die Step. Also, gain immunity to the Frozen combat effect.

    Pheromone Manipulation

    Increase Persuasion Skill by 1 Die Step. Also, reroll a failed Persuasion check once per day. May be used in combat.

    Blitz

    The Asaborn replaces Sprint with Blitz and may make a melee attack at the end of a Blitz. .

  • 13

    TIER 3 RACE TALENTS

    BACKGROUNDS

    TALENT DESCRIPTIONS

    ALPHA PREDATOR

    APEX PREDATOR

    BLITZ

    OMEGA PREDATOR

    PACK ATTACK

    TACTICAL ACUMEN

    Alpha Predator (Wolf Only)

    The Wolf may add her Leadership Die to all her allies next Skill, Attack or Damage roll within 20 Hexes. Wolf Only.

    Apex Predator (Bear Only)

    The Bear enters a berserker rage and triples all Vigor Die damage to Melee attacks for the next 3 Melee attacks.

    Omega Predator

    If the Asaborn is Flanking an enemy, all other allies within 10 Hexes also Flank the same enemy.

  • 14

    ATLANSAR

    ATLANSAR

    Vigor (d6 / Level 4)

    Dexterity (d6 / Level 4)

    Intellect (d6 / Level 4)

    Senses (d6 / Level 4)

  • 15

    TIER 1 RACE TALENTS

    TIER 2 RACE TALENTS

    TIER 3 RACE TALENTS

    BACKGROUNDS

    TALENT DESCRIPTIONS

    DEADLY STROKES

    P.A.D. PERFECTION

    ELEMENTAL MASTERY

    GENETIC PERFECTION

    NATURAL ACROBATICS

    Secrets of the Eons

    The Atlansar have developed an innate sense for advanced technology. Increase Technology Skill by 1 Die Step.

    Fleet of Foot 2

    Increase Sprint Distance by 2 Hexes. Requires Fleet of Foot 1.

    Natural Acrobatics

    The Atlansar may move through hindering terrain, cover and enemy occupied Hexes with no movement penalty.

    P.A.D. Perfection

    If the Atlansar P.A.D. is depleted, roll a d100, if a 1-25 is rolled, reboot the P.A.D. to Half its points.

    Exotic Countenance

    Increase Persuasion Skill by 1 Die Step. Also, reroll a failed Persuasion check once per scene.

    Elemental Mastery

    Add (Intellect Die) to the damage of any Elemental Talent or Weapon effect.

    Fleet of Foot 1

    Atlansar physiology allows for exceptional speed and agility. Reduce Sprint Speed cost by 1, to a minimum of 1.

    Deadly Strokes

    Atlansar can train themselves to become ambidextrous. Remove Two-Weapon Fighting Penalties.

    Genetic Perfection

    The Atlansar removes a Negative Critical Effect automatically, 10 Ticks after receiving it.

  • 16

    AUTOMATA

  • 17

    AUTOMATA

    TIER 1 RACE TALENTS

    TIER 2 RACE TALENTS

    TIER 3 RACE TALENTS

    Vigor (d8 / Level 5)

    Dexterity (d8 / Level 5)

    Intellect (d8 / Level 5)

    Senses (d8 / Level 5)

    Self-Repair

    Every 6 Ticks from the start of their first turn, the Automata repairs (Vigor Die) x 1 Health Points.

    Logical Discipline

    Increase Discipline Skill vs Persuasion Skill attempts by 2 Die Steps.

    Firmware Specialization

    The Automata may reduce any one Ability by 1 Die Step and raise another Ability by 1 Die Step.

    Equipment Interface 1.0

    Add 4 Inventory Slots that may hold any Weapon(s), item(s) or device(s) that can be used as though they were in hand.

    Mimic Program

    Copy a Skill used within line of sight, for one action, once per day at Expert Level. Remove Two Weapon Wielding penalties.

    Equipment Interface 2.0

    Works the same as Equipment Interface 1.0, but increases the available Inventory Slot size from 4 to 8.

    Wireless Speech

    Communicate wirelessly/silently with other Automata, Computers or Communication devices up to 33 Hexes or 100 meters.

    Armor Interface 1.0

    Add Armor directly onto the Automatas Frame, reducing the Speed Penalties for wearing Medium and Heavy Armor by 1.

    Armor Interface 2.0

    Removes remaining movement penalties for wearing Armor and increases any Medium or Heavy Armor Points by 25%/50%.

  • 18

    BACKGROUNDS

    TALENT DESCRIPTIONS

    ARMOR INTERFACE 1.0

    ARMOR INTERFACE 2.0

    EQUIPMENT INTERFACE 1.0

    EQUIPMENT INTERFACE 2.0

    MIMIC PROGRAM

    SELF-REPAIR

  • 19

    CROKODAN

    SALTWATER CROKODAN

    Vigor (d8 / Level 5)

    Dexterity (d64 / Level 4)

    Intellect (d4 / Level 3)

    Senses (d6 / Level 4)

  • 20

    PHILIPPINE CROKODAN

    TIER 1 RACE TALENTS

    TIER 2 RACE TALENTS

    TIER 3 RACE TALENTS

    BACKGROUNDS

    Vigor (d6 / Level 4)

    Dexterity (d8 / Level 5)

    Intellect (d4 / Level 3)

    Senses (d6 / Level 4)

    Vicious Bite

    Increase Critical Range by 1. Reduce Defense Skills by 1 Die Steps until next turn.

    Armored Scales

    Increase Damage Reduction by 1. This Damage Reduction adds to Armor DR and always applies, even when armor is destroyed.

    Crushing Bite

    Increase Critical Range by an additional 1. Increase Critical Effect roll by 2.

    Patience of the Ancients

    Wait 1 tick to reduce the speed of the next action by 1 tick. This talent can be used consecutively.

    Crok Chai Silat Style

    Increase the damage of all Wrestling Attacks by 1 additional Vigor Level.

    Natural Swimmer

    The Crokodan may move at full speed in water and use any skills in water with no penalties.

    Scale Mail

    Increase Damage Reduction by 2. This Damage Reduction adds to Armor DR and always applies, even when armor is destroyed.

    Ambush Predator

    Increase Stealth Skill by 1 Die Step. Increase the Critical Range of Surprise Attacks by 1.

    Evolutionary Perfection

    Regenerate Vigor Die Health Points every 6 ticks from the point of first receiving Health Point damage.

  • 21

    TALENT DESCRIPTIONS

    CRUSHING BITE

    Use: Anytime (Replaces Vicious Bite) Speed Cost: 3 Charge Up Class Vs Target: Striking vs Block/Dodge/Parry Range: 1 Hexes Damage: Vicious Bite deals standard Striking Damage but increases the Critical Range of the attack by a total of 2. Effect: Requires Vicious Bite. After using Vicious Bite, the Crokodan reduces Block, Dodge and Parry by 1 Die Step until their next turn.

    EVOLUTIONARY PERFECTION

    PATIENCE OF THE ANCIENTS

    Use: Anytime Speed Cost: 1 Charge Up Duration: Instant Effect: For each tick that the Crokodan waits, patiently, she may reduce the speed of her actions on her next turn. For example, if the Crokodan waits for 6 ticks, on her next turn, she may make a full Basic Move (Speed cost 3) and a Striking Attack (Speed cost 3) for a total of 6 ticks. The 6 ticks spent waiting to not apply in total to each action, but to the sum of all actions on her next turn. Ticks spent waiting may not be divided among multiple turns.

    VICIOUS BITE

    Use: Anytime Speed Cost: 3 Charge Up Class Vs Target: Striking vs Block/Dodge/Parry Range: 1 Hexes Damage: Vicious Bite deals standard Striking Damage but also increases the Critical Range of the attack by 1. Effect: After using Vicious Bite, the Crokodan reduces Block, Dodge and Parry by 1 Die Step until their next turn.

    HUMAN

  • 22

    HUMAN

    TIER 1 RACE TALENTS

    Vigor (d6 / Level 4)

    Dexterity (d6 / Level 4)

    Intellect (d6 / Level 4)

    Senses (d4 / Level 3)

    Elite Training

    Each turn spent Aiming increases Critical Range by 1 to a maximum of 2. May only Aim for 2 consecutive turns.

    Scholastic Upbringing

    The Human may increase any two Knowledge Skills by 1 Die Step.

    Aggressive Instincts

    Add d4 to all Initiative Skill Rolls.

    Expert Craftsman

    Increase RFD rolls for Tech Tier by 5%. Increase Engineering Skill by 1 Die Step.

  • 23

    TIER 2 RACE TALENTS

    TIER 3 RACE TALENTS

    BACKGROUNDS

    TALENT DESCRIPTIONS

    ELITE TRAINING

    Use: Anytime Effect: Each turn spent aiming increases the Critical Hit Range of the current weapon by 1 to a maximum of 2. A character can only aim for a maximum of 2 consecutive Ticks. VENGEANCE OF MAN

    Description: The plight of mankind has instilled a new sense determination into the soul of humanity. This allowed the loyal survivors of the Phoenix Fleet to steel their nerves in the face of the threatening unknown, no matter the cost, no matter the odds. Use: Automatic Damage: (Character Level) Effect: If during a combat scene, there are more enemies than allies or there is a single enemy of Colossal Size or larger on the field, Vengeance of Man automatically activates. While active, Vengeance of Man increases the Damage of all of the Humans attacks and Talents and her Damage Reduction by her level. If the number of enemies decreases and places the players character at an equal ratio or greater than the enemies or the single Colossal enemy is killed, Vengeance of Man deactivates and the Human no longer gains the bonus.

    WILL OF MAN

    Use: (Discipline Level) Number of times per combat. Effect: If a Human must make an Acrobatics, Discipline or Resilience Instinct Skill roll to beat a Combat Effect and succeeds, the Human moves their place in the Initiative to act immediately after the attackers turn.

    Adaptive

    Immediately gain 1 free, immediate Ability Upgrade to any Ability. (May not be used to upgrade to d12).

    Sixth Sense

    May add Psychics Skill to their Neutral, Passive and Active Sentry Alert Levels for finding Infiltrators.

    Will of Man

    If successful in defending against a combat effect, immediately move their Initiative Slot to act after the attacker.

    Natural Explorer

    Increase Survival and Cartography Skills by 1 Die Step.

    Vengeance of Man

    Increase damage and Damage Reduction of all attacks by your level. Activates when out-numbered.

  • 24

    KNOXIAN

    KNOXIAN

    Vigor (d8 / Level 5)

    Dexterity (d4 / Level 3)

    Intellect (d6 / Level 4)

    Senses (d6 / Level 4)

  • 25

    TIER 1 RACE TALENTS

    TIER 2 RACE TALENTS

    TIER 3 RACE TALENTS

    BACKGROUNDS

    TALENT DESCRIPTIONS

    ARMOR MASTERY

    Effect: If the Knoxians Armor Points are depleted, she may spend 2 ticks to increase Armor Points to 25% of their total. Any time Armor Mastery is used, it can only raise Armor Points to 25%. Armor Masterys effects are not cumulative.

    IMPERVIOUS PRIDE

    Use: Once per session. Effect: If the Knoxian dies by hitting 0 or fewer Health Points, she activate Impervious Pride. Impervious Pride revives the Knoxian to consciousness with 1 Health Point and makes her invincible to damage for (Vigor Level) Ticks.

    Stone Skin

    Increase Damage Reduction by 2. This Damage Reduction adds to Armor DR and always applies, even when armor is destroyed

    Resilient Genetics

    Increase Resilience Skill by 1 Die Step.

    Natural Mineralogist

    Increase RFD rolls for the Mineral Scanner by 5%. Increase Geology Skill by 2 Die Steps.

    Unburdened

    The Knoxians currently equipped Armor, Shield and P.A.D. only take up one Inventory Slot each.

    Merchants Sense

    Increase Persuasion by 2 Die Steps when bartering or trading. Also, reroll any Persuasion Skill check once per session.

    Armor Mastery

    If Armor Points are depleted, may spend 1 tick to increase Armor Points to 25% of their total.

    Fortified Block

    Increase the Damage Reduction of any Shield worn by (Vigor Level).

    Heavy Musculature

    May reduce the Vigor requirements for all weapons and armor by 1 Die Step.

    Impervious Pride

    Activates on death. Brings the Knoxian to 1 Health Point and makes her invincible for (Vigor Level) Ticks.

  • 26

    SIMIAN

  • 27

    SIMIAN GORILLINI

    SIMIAN ATELES

    TIER 1 RACE TALENTS

    TIER 2 RACE TALENTS

    TIER 3 RACE TALENTS

    Vigor (d8 / Level 5)

    Dexterity (d4 / Level 3)

    Intellect (d4 / Level 3)

    Senses (d8 / Level 5)

    Vigor (d4 / Level 3)

    Dexterity (d8 / Level 5)

    Intellect (d6 / Level 4)

    Senses (d6 / Level 4)

    Well Taught

    Increase any one Knowledge Skill by 1 Die Step.

    Primal Provocation

    The Simian may now use Persuasion to Taunt a number of targets equal to (Vigor Level).

    Warcry

    Lowers the Combat Skills of all enemies within 10 Hexes by 2 Die Steps for Half Character Level number of ticks.

    Hierarchal Upbringing

    Increase Persuasion Skill by 1 Die Step.

    Natural Boxer

    The Simian increases Striking Critical Range by 2.

    Simian Agility

    Increase Acrobatics Skill by 1 Die Step. May reroll any failed Acrobatics check once per Scene.

    Pedal Manipulation

    The Simian may use a foot or feet in the same way that she uses a hand to perform Skills.

    Atlas Grip

    May wield a Large Melee, Ranged Medium or Ranged Heavy weapon in one hand with a -1 Die Step penalty.

    Not Just for Kicking

    The Simian may hold a Ranged Light or Small Melee weapon in one foot and attack with it, but not move while holding it.

  • 28

    BACKGROUNDS

    TALENT DESCRIPTIONS

    NOT JUST FOR KICKING

    Effect: The Simian may hold an item, weapon or shield with one of their feet. Any item may be used out of combat normally. Any weapon suffers a -2 Die Step to its Combat Skill if used as a secondary attack and a -4 Die Step if the Simian is already Dual-Wielding. If holding a shield, the Simians Block Skill is at -2 Die Step. If hanging with both hands, the Simian may equip items, weapons or shields in both feet simultaneously. Dual-Wielding penalties apply as normal.

    WARCRY

    Use: Anytime (Effects do not stack, only refresh) Speed Cost: 2 Charge Up Class Vs Target: Persuasion vs Discipline Duration: (Vigor Level) x 2 Ticks Range: 10 Hexes Effect: Warcry lowers the skills of enemies within range by 1 Die Step. If the Simians Warcry roll beats the targets defense roll by 5 or more, Warcry lowers the targets defenses by 2 Die Steps instead of one.

    VASAYAN

  • 29

    VASAYAN

    TIER 1 RACE TALENTS

    Vigor (d4 / Level 3)

    Dexterity (d4 / Level 3)

    Intellect (d8 / Level 5)

    Senses (d8 / Level 5)

    Living Power Source 1

    The Vasayan may power any item that uses energy as a power source through touch with no side effects.

    Energy Perception

    Increase Perception Skill by 1 Die Step. Suffer no penalties to see in Low Light or Darkness.

    Living Power Source 2

    The Vasayan is now immune to all Critical Hit Effects, except those that simply deal additional damage.

    Unknowable Mind

    Increase Psychics Skill by 1 Die Step. Also, become immune to all Psychic mental manipulations at will.

  • 30

    TIER 2 RACE TALENTS

    TIER 3 RACE TALENTS

    BACKGROUNDS

    TALENT DESCRIPTIONS DARKEN

    Description: The Vasayan has learned how to control the light waves that their life-energy emits. This allows the Vasayan to actually absorb light in a small area around them. Use: Anytime Range: 3 Hexes Effect: The Vasayan may now purchase ranks in the Stealth Skill. While using Darken, the Vasayan and all targets within 3 Hexes may add a d6 to their Stealth Skill. ENERGY SINK

    Use: Passive Effect: Anytime a Vasayan receives damage to her Health Points or Shield Points from an attack that deals Arc or Blaze damage, the Vasayan is instead healed by an amount equal to the damage done after Damage Reduction. The Vasayan does not gain temporary Health Points if the amount is more than the total Health Points. LIFE SIPHON

    Description: It is a little known fact that Vasayans feed off of energy, but all living organisms have energy. Use: Anytime Range: 1 Hex Effect: If the Vasayan successfully strikes an opponent with a Striking or Wrestling Attack that deals Health Point damage, they may add (Vigor Die) temporary Health Points. The temporary Health Points go away when lost or whenever combat ends. MELTDOWN

    Use: Anytime Speed Cost: 2 Charge Up Duration: Instant Range: (Intellect Level) Hexes Damage: Meltdown is powered by the Health Points of the Vasayan. The Vasayan may spend as many Life Points as she wishes to power the attack. Meltdown deals 1 damage per 1 Health Point spent to all targets (objects and characters) within range.

    The Vasayans last Health Point, if spent using Meltdown, deals 100 damage and bypasses all Damage Reduction and cannot be Blocked, Dodged or Parried. If the Vasayan uses Meltdown in this way, the Vasayan character is permanently dead.

    Life Siphon

    Make a Striking or Wrestling attack to steal Health Points from the target equal to Vigor Die.

    Meltdown

    The Vasayan may unleash their life force to damage all nearby targets.

    Energy Sink

    The Vasayan absorbs any attack with energy damage equal to (Character Level) and adds it to Health or Shield Points.

    Darken

    May now purchase Stealth Skill Ranks. May also add d6 to the Stealth Skill of all allies within 3 Hexes.

    Beacon of Light

    May dispel any darkness or illusions. All organic targets within 5 Hexes regenerate 1 Vigor Die of Health Points.

  • 31

    CHAPTER 2: CLASSES

    SECRETS ADRIFT

  • 32

    - Pythagoras, Corinthian Mindframe

    2. CHOOSE A CLASS

    TALENT DAMAGE

  • 33

    ARCHON

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: ELEMENTALIST

    TIER 2 TALENTS

    TIER 3 TALENTS

    Bolt

    Unleash a Bolt of energy at a single target.

    Efficiency

    Reduce the Charge Up times of all of the Archons Elemental Talents by 1.

    Precision

    Increase the Charge Up cost by 1 to ensure that no allies are affected by Blast, Fog or Wall.

    Alteration

    Increase the Charge Up cost to change the shape of the attack to better hit more targets.

    Collateral Damage

    Line attacks leave a Wall in their wake and Blast attacks leave a Fog in their area of effect.

    Elemental Specialization

    Add Burning, Frozen, Breakdown or Pulse to any of the Archons Elementalist attacks.

    Reach

    Increase the range of all of the Archons attacks by 6 Hexes.

    Line

    Unleash a Line of energy at all targets in the path of the attack.

    Blade

    Activate an energy Blade that can lash out at nearby targets.

    Blast

    Unleash a ball of energy that explodes and deals damage over an area.

    Fog

    Let loose a Fog of energy that damages all targets that remain inside of it.

    Wall

    Raise a Wall of energy that damages all targets who pass through it.

    Potency

    For each additional tick spent charging up over the base cost, add (Intellect Die) x 2 damage to the attack.

    Elemental Foundation

    Increase the damage of all of the Archons Elementalist attacks by (Intellect Die) x 1.

  • 34

    TIER 1 TALENTS: ARCANIST

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: GHANA MASTERY

    TIER 2 TALENTS

    TIER 3 TALENTS

    Energy Drain

    An attack that drains P.A.D.s and other energy sources.

    Shield Trap

    Cause a targets P.A.D. to activate in all directions at once, trapping the wearer.

    Resurrect

    Resurrect a recently dead character back to life.

    Adrenal Boost 2

    Further increase a characters strength. Requires Adrenal Boost 1.

    Autoimmune

    Cause a targets P.A.D. to attack the wearer with its point defense beams.

    Multitasking Savant 1

    The Archon may now do calculations on the Ghana with 1 hand.

    Multi-Tool

    The Ghana learns the ability to act as any Knowledge Skill based device for the Archon.

    Multitasking Savant 2

    The Archon may now do calculations on the Ghana with 1 hand and no penalties.

    Savior

    The Ghana recognizes a fatal threat and saves the Archon from an attack that would normally kill her.

    Scanner Apprentice

    The Ghana adds 5% to all Mineral Scanner d100 rolls. This does not include d6 Mineral Quantity rolls.

    Fabrication Apprentice

    The Ghana adds a d6 to item stat rolls for allies using the RFD to create new items.

    Alert

    The Ghana has a chance to recognize a Surprise Attack before it happens, making it a normal attack.

    Diligent Aide

    The Ghana assists the Archon with Knowledge Skill checks outside of combat by adding a d6.

    Disorient

    Cause Blind to nearby enemies.

    Illuminate 2

    The Ghana can regulate the temperature in an area to suit the Archon. Requires Illuminate 1. Cancels Frozen or Burning.

    Illuminate 1

    The Ghana can automatically adjust the lighting in an area. Removes Low Light and Darkness.

    Radiation

    Attack a target with harmful radiation that bypasses P.A.D.s, Shields and Armor.

    Disintegrate

    Attack a weapon, armor, shield or piece of equipment or cover with a powerful tight beam laser.

    Structural Repair

    Remove a Critical Effect from a target.

    Affliction

    Cause a Radioactive Poison to attack the cellular structure of the target.

    Illusionist

    Create clone illusions of a subject that appear real to distract enemies.

    Cleanse

    Remove negative Combat Effects from a target.

    Adrenal Boost 1

    Temporarily increase a targets speed.

    Mend Wound

    Restore Health Points to a target and stabilize Bleeding or Breakdown (For Automata).

    Cloak

    Cause a target to bend light, rather than reflect it, making it nearly invisible.

    Immolate

    The Ghana heats up a target object causing the wielder to drop it. Causes Disarm.

    Aegis

    The Ghana forms a formidable armored shell around the Archon.

    Dynamo

    The Ghana creates a field 2 Hexes out that magnetizes all projectiles to the Ghana. .

  • 35

    CLASS FEATURES

    RANGE

    THE GHANA

    THE TOWER

    TALENT DESCRIPTIONS

    ADRENAL BOOST 1

    ADRENAL BOOST 2

    AEGIS

    AFFLICTION

    ALERT

    ALTERATION

    AUTOIMMUNE

    Cryo

    Arc

    Caustic

    Blaze

  • 36

    BLADE

    BLAST

    BOLT

    CLEANSE

    CLOAK

    COLLATERAL DAMAGE

    DILIGENT AIDE

    DISINTEGRATE

    DISORIENT

    DYNAMO

    ELEMENTAL SPECIALIZATION

    ENERGY DRAIN

  • 37

    FOG

    ILLUMINATE 1

    ILLUMINATE 2

    ILLUSIONIST

    ILLUSIONIST 2

    IMMOLATE

    LINE

    MEND WOUND

    MULTITASKING SAVANT 1

    MULTITASKING SAVANT 2

    PRECISION

    POTENCY

    RADIATION

    RESURRECT

  • 38

    SAVIOR

    SHIELD TRAP

    STRUCTURAL REPAIR

    WALL

  • 39

    CONTROLLER

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: DRONE CONTROL

    TIER 2 TALENTS

    TIER 3 TALENTS

    Medical Drone

    Launch a drone that specializes in emergency medical treatment.

    MegaDrone

    Assemble a single, medium sized drone that is custom built by the Controller.

    Armor Hardpoint

    Add specialized armor to each drone to help protect them in combat. Applies to all drones.

    Shield Hardpoint

    Add an P.A.D. to protect each type of drone. Applies to all drones.

    Multi-Drone Program

    May launch an additional drone. For each time this Talent is chosen, the Controller may launch an additional Drone.

    Inventory Hardpoint

    Add stability upgrades to each drone Gives all drones 4 Inventory Slots for any item or items that fit in the 4 slots.

    Speed Boost

    Upgrade the movement engine for each drone to increase their Dexterity by 1 Die Step. Applies to all drones.

    Firmware Upgrade

    Increase the Drones Starting Master Skill by 2 Die Steps. Applies to all drones.

    CFA Build Routine 2.0

    The Controller may now fabricate her Drones and Turrets at a Speed Cost of 1 Cool Down. Also affects Mega Drone.

    Recon Drone

    Launch a drone that specializes in scouting and analyzing targets and their weaknesses.

    Larceny Drone

    Launch a drone that specializes in espionage.

    Shield Drone

    Launch a drone that specializes in protecting allies.

    Tank Drone

    Launch a drone that specializes in distracting and taunting enemies.

    Labor Drone

    Launch a drone that specializes in manual labor and construction.

  • 40

    TIER 1 TALENTS: TURRET CONTROL

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: COMBAT CONTROL

    TIER 2 TALENTS

    TIER 3 TALENTS

    Shotgun Turret

    A short range turret designed for close support.

    Flame Thrower Upgrade

    Turn the Shotgun turret into a short range Flamethrower. Pg. 85.

    Machine Gun Upgrade

    Turn the Battle Rifle turret into a Machine Gun turret.

    Grenade Launcher Upgrade

    Turn the Sniper turret into a Grenade Launcher turret. Pg. 85.

    Portable Turret

    The Controller can now throw the Turret to a location where it fabricates.

    Improved Targeting

    Increase the accuracy of all of the Controllers Turrets increasing their Combat Skill by 2 Die Steps.

    Adhesion Upgrade

    Turrets are now equipped with a set of high pressure talons that attach to any surface to provide fire from extreme angles.

    Fortification Upgrade

    Increase the Armor Points of all Turrets by 50 and add an P.A.D. with 50 Shield Points. Also affects MegaDrone.

    Chaff Defense

    The Controller activates a Nano-Chaff dispenser that disrupts mechanical sensors.

    Tactical Reload

    Reduce all reload speed costs by 3 to a minimum of 1.

    Hardened

    May add a d8 to Discipline checks against Confusion, Fear or Suppression.

    Superior Sights

    The Controller increase the Aiming levels for Ranged Light weapons by 1 Die Step.

    Negate Cover

    The Controller analyzes weak points in her enemys cover. Reduce current targets cover bonus die by 2 Die Steps.

    Perfect Intel

    For each Drone, MegaDrone or Turret the Controller has active in combat, increase Critical Range by 1 to a maximum of 2.

    Triangulate Fire

    The Controllers Drones and Turrets may now Flank enemies.

    Field Mechanic

    Repair mechanical devices and Automata in combat with CFA. Add a d6 to all Mechanics checks to repair Armor Points.

    Field Medic

    Add d6 to all Medicine Skill checks.

    Improve Cover

    The Controller analyzes the benefits of her own cover. Increase the Controllers current cover bonus die by 1 Die Step.

    Battle Rifle Turret

    A medium to long range turret capable of automatic fire.

    Non-Lethal Turret

    A short to medium ranged turret capable of incapacitating targets.

    Sniper Rifle Turret

    A long range turret designed for long range engagements.

    Harpoon Turret

    A utility turret designed for lethality and target control.

    Blade Turret

    A melee turret designed for extremely close support.

    Hack Drone/Turret

    Use the CFA to take control of drones, turrets and non-sentient Robots using Technology instead of Thievery.

    Master Controller

    Add Controller Character Level to all Turret and Drone damage.

    Smoke Defense

    The Controller activates micro smoke grenades to provide concealment over an area.

    Immediate Defense

    Add 2 ticks to current Cool Down to make a Single Fire or Standard Melee attack after a successful Defense Skill check.

    Secondary Weapon

    Combine any two, different Turret types into one, effectively giving a turret two different weapons.

  • 41

    CLASS FEATURES

    Number of Drones:

    Destruction:

    DRONES

    LABOR DRONE

    Notes

    .

    LARCENY DRONE

    Notes

    MEDICAL DRONE

    Notes

    Armor Points: 30 Damage Reduction: 5 Shield Points: 20 Medicine Skill Starts at Master.

    Vigor (d6 / Level 4)

    Dexterity (d4 / Level 3)

    Intellect (d2 / Level 2)

    Senses (d2 / Level 2)

    Vigor (d2 / Level 2)

    Dexterity (d6 / Level 4)

    Intellect (d2 / Level 2)

    Senses (d4 / Level 3)

    Vigor (d2 / Level 2)

    Dexterity (d4 / Level 3)

    Intellect (d6 / Level 2)

    Senses (d2 / Level 2)

  • 42

    RECON DRONE

    Notes

    SHIELD DRONE

    Notes

    TANK DRONE

    Notes

    MEGADRONE

    Vigor (d2 / Level 2)

    Dexterity (d4 / Level 3)

    Intellect (d2 / Level 2)

    Senses (d6 / Level 4)

    Vigor (d4 / Level 3)

    Dexterity (d6 / Level 4)

    Intellect (d2 / Level 2)

    Senses (d2 / Level 2)

    Vigor (d2 / Level 2)

    Dexterity (d4 / Level 3)

    Intellect (d2 / Level 2)

    Senses (d6 / Level 4)

    Vigor (d4 / Level 3)

    Dexterity (d4 / Level 3)

    Intellect (d4 / Level 3)

    Senses (d4 / Level 3)

  • 43

    TURRETS

    TURRET

    Notes

    Vigor (d2 / Level 2)

    Dexterity (d8 / Level 5)

    Intellect (d2 / Level 2)

    Senses (d8 / Level 5)

  • 44

    TALENT DESCRIPTIONS

    ARMOR HARDPOINT

    CHAFF DEFENSE

    FLAME THROWER UPGRADE

    IMMEDIATE DEFENSE

    MEGADRONE

    MULTI-DRONE PROGRAM

    PERFECT INTEL

    PORTABLE TURRET

    SECONDARY WEAPON

    SHIELD HARDPOINT

    SMOKE DEFENSE

  • 45

    DESPERADO

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: DRIFTER

    TIER 2 TALENTS

    TIER 3 TALENTS

    Local of Everywhere

    Increase Sociology and Cartography Skills by 1 Die Step.

    HereYou Dropped This

    Whenever a Warlord drops or throws her shield, the Desperado may spend 1 Cool Down to automatically return it.

    Know When to Holdem

    Increase Discipline Skill by 1 Die Step.

    Friendly Competition

    If a Controllers Drone is active, the Desperado gains a d6 bonus to the whatever Skill the Drone has at Master Level.

    Its All In the Hips

    Increase Dodge Skill by 1 Die Step.

    One of the Pack

    The Desperado may now act out of turn during the Striders Kill Frenzy as though she were one of the Striders Pets.

    Distracting Display

    The Desperado makes an impressive display and distracts all enemies within Line of Sight.

    I Like Your Box

    The Drifter forms a strong bond with the Archons Ghana. If the Archon is incapable, the Desperado may use the Ghana.

    Scavenger

    Increase the Scanner rolls of an RFD by 10%. The Desperado cannot be the character using the RFD to gain this bonus.

    Ultra Combo!

    The Desperado may automatically make an attack against a Wardens target as a Combo.

    Prime Example

    If the Desperado makes a successful Instinct Skill Check that affects other players, all other players succeed.

    Moral Support

    The Desperado may add her Persuasion Skill Die to her allies next Skill Check.

    Its CreepyBut Ill Help

    Anytime a players Domitor is summoning a Slave with Charge Up, the Desperado bolsters the Domitors defenses.

    Lingering Instincts

    If the Shaman uses the One Mind Talent, the Desperados instincts are left behind in the connection.

  • 46

    TIER 1 TALENTS: ESPIONAGE

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: ASSASSIN

    TIER 2 TALENTS

    TIER 3 TALENTS

    Hacking

    Add d6 to Technology Skill checks for Hacking computers, drones and Automatons.

    Superior Hacker

    May hack computers, drones and Robots from up to 10 Hexes or 30 meters.

    Ghost Thief

    The Desperado adds her (Intellect Die) all Stealth, Thievery, Acrobatics and Technology Skill checks.

    Unsavory Speed

    Remove all penalties for movement while Crawling, Climbing or using Stealth.

    Like a Rattlesnake

    The Desperado adds a d4 to all Initiative Skills rolls and gains a free Perception check to nullify a Surprise Attack.

    Monkeywrenching

    When dealing damage to Devices, Machines or other inanimate objects, add Engineering and Mechanics dice.

    Legendary

    The Desperado evades a fatal blow that would bring them to 0 or fewer hit points.

    Backroom Connection

    The Desperado knows someone in every settlement with an applicable Knowledge Skill die of d12.

    Scoundrel

    Increase Thievery by 1 Die Step.

    Snatch

    The Desperado is able to catch thrown weapons directed at her.

    Fast Getaway

    After a successful Surprise Attack or successful Thievery Skill check in combat, reduce all movement speed costs by 1 for 10 Ticks.

    Avoidance

    Increase Stealth by 1 Die Step.

    Shadow

    Move and make attacks to multiple enemies within an area simultaneously.

    Equilibrium

    Remove Two-Weapon fighting penalties when using Small Melee or Ranged Light weapons. Must be wearing Light Armor.

    Opportunist

    May make a free Melee or Ranged attack against a target that begins a Charge Up action once per combat.

    True Grit

    If P.A.D. is disabled and not in cover, may increase Critical Hit Range by 2 and reroll Critical Hit dice once per attack.

    Mind the Gap

    Ignore the targets Damage Reduction by (Mechanics Level).

    Opportunist

    May make a free Melee or Ranged attack against a target that begins a Charge Up action once per combat.

    Duelist

    After a successful Feint Attack, the Desperado may attack with the weapon that made the Feint.

    Peerless Gunslinger

    Reduce the penalties for aiming and firing pistols by 1 Die Step. Pistols can now only be aimed for 1 Tick.

    Subtle Defense

    When making a Dodge Skill check to avoid being hit, may move up to 2 Hexes for free, immediately.

    Ill Take That

    May disarm or steal weapons and Shields that the Desperado meets the Vigor requirements to use.

    Expert Thief

    While hidden under the effects of Stealth, the Desperado may redirect a Sentrys attention to another location.

    Its a Tarp!

    Gain free Perception check vs finding nearby Traps when moving within 2 Hexes of a trap.

    Extra Attack

    The Desperado may make an extra Melee Attack.

    Poison Blade 2

    Works like Poison Blade 1. Increase poison damage from Chemistry Skill by 2 Die Steps. Gain immunity to Poisons.

    Poison Blade 1

    Apply Poisons to Melee weapons using Chemistry Skill. Poison is applied upon damage to Health Points.

    Not Very Stylish

    Gain Armor Points equal to (Dexterity Level) x 10 while not wearing armor. The Desperado cannot have armor equipped.

  • 47

    CLASS FEATURES

    TALENT DESCRIPTIONS

    BACKROOM CONNECTION

    DISTRACTING DISPLAY

    DUELIST

    EXTRA ATTACK

    FRIENDLY COMPETITION

    HEREYOU DROPPED THIS

    HOLDOUT

    I LIKE YOUR BOX

    ITS CREEPYBUT ILL HELP

    LEGENDARY

    LIKE A RATTLESNAKE

    LINGERING INSTINCTS

    MORAL SUPPORT

    ONE OF THE PACK

    OPPORTUNIST

  • 48

    POISON BLADE 1

    POISON BLADE 2

    PRIME EXAMPLE

    SCAVENGER

    SHADOW

    Use: Once per Combat Speed Cost: 8 Cool Down Duration: Instant Range: (Dexterity Level) Hex Diameter Effect: The Desperado may move anywhere within the range and attack each enemy within the range once. The Desperado may attack a number of enemies equal to (Dexterity Level). May be used with Small Melee weapons or Ranged Light weapons only.

    SNATCH

    SUBTLE DEFENSE

    TRUE GRIT

    ULTRA COMBO!

  • 49

    DOMITOR

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: ENSLAVEMENT

    TIER 2 TALENTS

    TIER 3 TALENTS

    Enkidu Strength

    Increase the Enkidus Vigor by 1 Die Step.

    Utukki Speed

    Increase Utukkis Dexterity by 1 Die Step.

    Misdirect

    The Domitor gains the ability to misdirect an attack to the Enkidu. Increase the Domitors Leadership by 1 Die Step.

    Enkidu Crush

    The Enkidus Melee Striking attacks can now gain the Blast 1 quality for an additional 1 Cool Down.

    Enkidu Taunt

    The Enkidu gains the ability to Taunt its foes. Speed cost is 2 Cool Down.

    Utukki Evasion

    Increase Utukkis Dodge Skill by 1 Die Step.

    Coordinated Attack

    Utukki gains a free, Single Fire attack against enemies hit by the Life Blade or Energy Swarm 2.

    Enkidu To The Rescue

    The Enkidu gains the Intercept Ability as per the Warlord Class.

    Utukki Swarm

    Utukkis Ranged Attack gains the Full Auto Fire 3 quality.

    Enkidu Charge

    The Enkidu replaces Sprint with Charge and may now make a Melee Striking attack at the end of the Charge for 1 Cool Down.

    Utukki Stealth

    Increase the Domitor and Utukkis Stealth Skill by 1 Die Step.

    Enkidu Hyper Strength

    Increase the Enkidus Vigor by 1 additional Die Step. Increase Melee damage by (Character Level).

    Utukki Hyper Speed

    Increase Utukkis Dexterity an additional Die Step and increase damage by (Character Level) Requires Utukki Speed.

    Utukki Burst

    Utukkis Ranged Attack gains the Burst 3 quality.

  • 50

    TIER 1 TALENTS: ENSLAVEMENT

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: ANUKAR MASTERY

    TIER 2 TALENTS

    TIER 3 TALENTS

    Igigi Mind

    Increase Igigis Senses by 1 Die Step.

    Lilitu Senses

    Increase Lilitus Senses by 1 Die Step.

    Dominate

    The Igigi frightens its enemies with such intense fear that they drop their weapons and shields.

    Igigi Annihilate

    Igigi creates a spontaneous psychic blast attack that affects an area.

    Igigi Dread

    Igigi causes Fear in a target. Add d6 to Psychics check against the targets Discipline. Speed cost of 4 Cool Down.

    Lilitu Dimension

    Lilitu gains the ability to instantly blink to another dimension and back, evading an attack.

    Teleport

    Lilitu steps through dimensional strings, teleporting across the battlefield up to Sprint Speed Instantly for 3 Cool Down.

    Igigi Prison

    The Igigi creates a bubble of dark energy that surrounds a target and causes Bleeding and Breakdown.

    Lilitu Mass Shroud

    Lilitu gains the ability affect several targets with its shroud ability.

    Igigi Shield

    The Igigi gains an energy shield with (Character Level) x 5 Shield Points.

    Lilitu Confuse

    Lilitu gains the ability to confuse enemies. Increase the Domitors Persuasion Skill by 1 Die Step.

    Igigi Hyper Mind

    Increase Igigis Senses by an additional Die Step. Increase the Domitor and Igigis Psychics Skill by 1 Die Step.

    Lilitu Hyper Senses

    Increase Lilitus Senses by an additional Die Step.

    Lilitu Shroud

    Lilitu gains the ability to become invisible by shifting to another dimension adds a d12 to Stealth Infiltrator rolls.

    Life Blade 1

    Attack enemies with a blade of psychic energy drawn from the life force of the Domitor.

    Anukar Knowledge

    The Domitor may raise any two Knowledge Skills to Expert Level.

    Energy Swarm 1

    Create an energy shield made up of swarms of dark energy parasites that block incoming attacks.

    Domination

    Take mental control of another organic, non-sentient creature and decide its next actions.

    Life Blade 2

    Increase Damage of Life Blade. Requires Life Blade 1.

    Anukar Instincts

    Increase any 1 Defense Skill or Instinct Skill by 1 Die Step.

    Dimensional Savant

    Once a Slave is summoned, swap it with another Slave for a Speed Cost of 1 with Charge Up.

    Energy Swarm 2

    Channel the energy swarm into an attack. Requires Energy Swarm 1.

    Master

    Summon and control a second Slave. Must spend an additional Speed Cost to summon a second Slave.

    Soul Blade

    Increase Damage of Life Blade. Requires Life Blade 2.

    Summoning Adept 1

    Reduce the Speed Cost of summoning by 2.

    Annihilator Field

    Create a field that damages organic matter around the Domitor.

    Summoning Adept 2

    The Domitor may now decide whether the Summoning Speed Cost is Charge Up or Cool Down. Requires Summoning Adept 1.

    Lash

    The Anukar fires a beam of energy at a target and the beam spreads to other targets.

  • 51

    CLASS FEATURES

    Summoning:

    Acquiring Slaves:

    Range:

    SLAVES

    ENKIDU

    Average Height: 180-220cm

    Average Weight: 180-280kg

    Notes

    UTUKKI

    Average Height: 90-120cm

    Average Weight: 60-90kg

    Notes

    IGIGI

    Average Height: 80-110cm

    Average Weight: 50-80kg

    Notes

    Vigor (d8 / Level 5)

    Dexterity (d4 / Level 3)

    Intellect (d2 / Level 2)

    Senses (d2 / Level 2)

    Vigor (d4 / Level 3)

    Dexterity (d8 / Level 5)

    Intellect (d2 / Level 2)

    Senses (d2 / Level 2)

    Vigor (d2 / Level 2)

    Dexterity (d4 / Level 3)

    Intellect (d8 / Level 5)

    Senses (d2 / Level 2)

  • 52

    LILITU

    Average Height: 120-180cm

    Average Weight: 60-80kg

    Notes

    ANNIHILATOR FIELD

    DOMINATE

    DOMINATION

    ENERGY SWARM 1

    ENERGY SWARM 2

    ENKIDU TAUNT

    IGIGI ANNIHILATE

    Vigor (d2 / Level 2)

    Dexterity (d4 / Level 3)

    Intellect (d2 / Level 2)

    Senses (d8 / Level 5)

  • 53

    IGIGI PRISON

    LASH

    LIFE BLADE

    LIFE BLADE 2

    SOUL BLADE

    LILITU CONFUSE

    LILITU DIMENSION

    LILITU MASS SHROUD

    LILITU SHROUD

    MISDIRECT

  • 54

  • 55

    SHAMAN

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: TELEKINETIC

    TIER 2 TALENTS

    TIER 3 TALENTS

    Psychic Bolt 1

    Unleash a Psychic Bolt at an enemy for (4 x Character Level) + (4 x Senses Die).

    Shrapnel

    Cause an unmoving object to explode, destroying it and causing it to deal damage like a grenade.

    Reciprocate

    Reflect an incoming attack back at the originating attacker.

    Psychic Bolt 2

    Increase the damage of Psychic Bolt by an additional Senses Die and add Blast 1. Requires Psychic Bolt 1.

    Move Object 2

    Increase the weight of potential objects to 200kg.

    Psychic Shield

    Generate a Psychic Energy Shield equal to (Psychics Level) x 30 and acts like a P.A.D. but does not stack with a P.A.D.

    Force Dome Enhance

    Unlock several special traits for the Force Dome. Requires Force Dome.

    Force Dome Augment

    Increase the size and strength of the Force Dome. Requires Force Dome.

    Levitate

    The Shaman may now float up to 2 meters above the ground for (Senses Level x 2) Ticks. Maximum speed is Basic Move.

    Move Object 1

    Move an object weighing up to 50kg with enough force to cause damage.

    Precognitive Reflexes

    Increase Acrobatics Skill by 1 Die Step.

    Moment of Clarity

    Reduce the speed cost of the next action only by (Discipline Level). May be used Once per Combat.

    Add Force

    Increase the force and speed at which a targets weapon or projectile travels, helping it deal more damage.

    Force Dome

    Create a Dome of Psychic Energy that protects all targets within 1 Hex.

  • 56

    TIER 1 TALENTS: TRANSCENDANT

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: TELEPATHIC

    TIER 2 TALENTS

    TIER 3 TALENTS

    Mend Wound

    Restore Health Points to a target and stabilize Bleeding (or Breakdown for Automata).

    Mass Mend Wound

    Mend Wound now affects multiple targets equal to the Shamans Senses Level.

    Sky Hammer

    Bring down a violent psychic force to crush enemies into the ground.

    Mass Shield Boost

    Shield Boost now affects multiple targets equal to the Shamans Senses Level.

    Biological Memory

    See into the past memories of living plants and animals.

    Reduce Senses

    Temporarily Cause Debilitate Senses to a target, reducing their Senses by three Die Steps.

    One Mind

    The Shaman briefly links all of her allys minds together to act as one.

    Mental Communication

    Become a hub of non-verbal telepathic communication between organic creatures within 100m or 33 Hexes.

    Supreme Defenses

    Increase all Defense Skills by 2 Die Steps for (Psychics Level) ticks.

    Control Emotions

    Temporarily reduce a targets Discipline Skill to Novice (1).

    Transcendancy

    Increase Psychics Skill by 1 Die Step.

    Scholastic Foundation

    Increase any two Knowledge Skills by 1 Die Step.

    Mental Translation

    Discern mental motives and emotions to communicate with any species, regardless of language or intelligence.

    Confusion

    Cause confusion in a number of targets equal to the Shamans Senses Level.

    Transfer Control

    The Shaman enters the mind of a non-sentient beast and controls it.

    Safeguard the Mind

    Make a target immune to all abilities requiring a Discipline Skill check for defense for (Psychics Level) x 2 ticks.

    Meditation Training

    Increase Discipline Skill by 1 Die Step.

    Mend Armor

    Rapidly repair armor and stop Breakdown.

    P.A.D. Boost

    Bolster the reserves of a targets Energy Shield.

    Blink

    Teleport up to (Senses Level x 2) Hexes away instantly for a Speed cost of 3 Cool Down.

    Speed Time 1

    Moves the target up in the Initiative by 1 Tick.

    Blink

    Teleport up to (Senses Level x 2) Hexes away instantly for a Speed cost of 3 Cool Down.

    Mass Mend Armor

    Mend Armor now affects multiple targets equal to the Shamans Senses Level.

    Slow Time

    Increases the targets speed cost for all actions by 3 for the next action.

    Speed Time 2

    Moves the target up in the Initiative by 3 Ticks. Requires Speed Time 1.

    Wormhole

    Teleport all targets within 1 Hex up to 33 Hexes or 100m instantly. May not be used in combat. Once per Day.

    Supplemental Training

    Increase any one Combat Skill by 1 Die Step.

    Bolster Defenses

    Increase the Instinct Skills of a target by 2 Die Steps for Speed cost of 2 Cool Down for Psychics Level Ticks.

  • 57

    CLASS FEATURES

    Range:

    TALENT DESCRIPTIONS

    ADD FORCE

    BIOLOGICAL MEMORY

    BLINK

    CONFUSION

    CONTROL EMOTIONS

    FORCE DOME

    FORCE DOME AUGMENT

    FORCE DOME ENHANCE

    MASS MEND ARMOR

    MASS MEND WOUND

    MASS SHIELD BOOST

    MEND ARMOR

    MEND WOUND

    MOVE OBJECT 1

  • 58

    MOVE OBJECT 2

    ONE MIND

    PSYCHIC BOLT 1

    PSYCHIC BOLT 2

    RECIPROCATE

    P.A.D. BOOST

    SHRAPNEL

    SKY HAMMER

    SLOW TIME

    SPEED TIME 1

    SPEED TIME 2

    TRANSFER CONTROL

  • 59

    STRIDER

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: MARKSMAN

    TIER 2 TALENTS

    TIER 3 TALENTS

    Marker Light

    Mark a Target to with a high-energy, illuminated beam to help coordinate attacks. Add d6 damage to Marked Targets.

    Razor Intel

    Spread Keen Intel Bonus to all allies attacking the Marked Target. Requires Keen Intel.

    Keen Intel

    Increase the Critical Range of all Striders attacks to Marked Targets by 1.

    Weapon Mastery

    Choose a weapon type and increase the Combat Skill with all weapons of that type by 1 Die Step.

    Vicious Wound 2

    The Strider may add an additional 2 to their roll on the Critical Effect Chart. Requires Vicious Wound 1.

    Kill Shot

    Take a slow, steady shot that can cripple or kill a target.

    One in the Chamber

    Increase the magazine size of all Sniper Rifles by (Mechanics Level).

    Trajectory 1

    Increase the range of all Ranged attacks with ranged weapons and talents by 4 Hexes.

    Marker Light Alpha

    Augments Marker Light. Automatically Mark any target attacked and hit by the Strider

    Trajectory 2

    Decrease the targets cover bonus by 2 Die Steps. Can be stacked with the Null Cover Talents.

    Peerless Rifleman

    Reduce the Aiming penalties for Sniper Rifles by half from -4/-2 to -2/-1.

    Strapped Up

    Reduce the size of all Ranged Medium and Ranged Bow weapons by 2 Inventory Slots.

    Vicious Wound 1

    The Strider may add 1 to their roll on the Critical Effect Chart.

    Master Intel

    Increase Keen and Razor Intel Critical Range by an additional 1.

  • 60

    TIER 1 TALENTS: ASYMMETRIC WARFARE

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: PRIMAL SYNERGY

    TIER 2 TALENTS

    TIER 3 TALENTS

    Tracker

    Increase Survival Skill by 2 Die Steps when tracking targets.

    Got Your Back

    Cover an ally to make the ally immune to all Flanking attacks. Speed is 1 Cool Down. Only one ally may be Covered at a time.

    Shield Breaker

    Fire a shot that applies Breakdown dealing d12 damage per tick for 7 ticks to the enemys Shield.

    Flanking Master

    Attacks made against targets Flanked by the Strider gain +1 to Critical Range and +1 to the Critical Effect roll.

    Close Support

    Fire into Melee without penalty.

    SOCP

    If attacked in Melee while wielding a Ranged weapon, may immediately draw a Small Melee weapon and gain a free attack.

    Null Cover 1

    Reduce a targets Cover bonus by 1 Die Step.

    SERE Training

    Increase the Striders Survival Skill by 2 Die Steps.

    Tag

    If an ally attacks a target with a Ranged Weapon, the Strider may make a free, immediate Single Fire attack against that target.

    The Knife

    The Strider increases damage with Small Melee Balanced Weapons by (Survival Level).

    Hardened Veteran

    When SOCP is activated, the Strider moves her Initiative to act immediately after her attacker. Requires SOCP. .

    Area Denial

    The Strider chooses a Hex. If an enemy target enters that Hex, the Strider may make a free Single Fire attack against it.

    Null Cover 2

    Reduce a targets Cover bonus by 2 Die Steps. Replaces Null Cover 1.

    Alert

    The Pet has a chance to recognize a Surprise Attack before it happens, making it a normal attack.

    Companion Maneuver

    The Strider teaches her pets to disable her enemies, rather than kill them.

    The Beast

    Choose one pet and increase its size to Large and increase its main Abilities and Skills. Requires Well Fed.

    Armor Training 1

    The Striders tamed pets may now wear Light Armor. This armor can be crafted or found.

    Well Trained

    Increase the Dexterity of all of the Striders pets by 1 Die Step.

    Hunting Party 1

    Tame another non-sentient pet and control it alongside the Striders original pet.

    Lead by Example

    Increase the Strider and each of his Pets Acrobatics Skill by 1 Die Step.

    Kill Frenzy

    The Strider commands all her pets to attack a single target simultaneously.

    Armor Training 2

    The Striders tamed pets may now wear Medium Armor. This armor can be crafted or found.

    Well Fed

    Increase Vigor of all of the Striders pets by 1 Die Step.

    Ready for War

    Increase the Striders pets Combat Skills and damage.

    Hunting Party 2

    Tame another non-sentient pet and control it alongside the Striders original pet. Requires Hunting Party 1.

    Defend the Pack

    The Striders pets gain the Intercept Talent as per the Warlord Class.

    Tame

    Increase the Striders Leadership Skill bonus by 2 Die Steps when Taming.

    Sniper Suppression

    Increase the speed of an attack by 2 to apply Suppression to the target until the Striders Cool Down is finished.

  • 61

    CLASS FEATURES

    PETS Abilities:

    Movement Speed:

    Skills:

    Taming:

    MILITARY WORKING DOG

    DIRE HAWK

    PANGEAN CHEETAH

    VARIRAPTOR

    WOLVERINE

    Vigor (d4 / Level 3)

    Dexterity (d6 / Level 4)

    Intellect (1 / Level 1)

    Senses (d6 / Level 4)

    Vigor (d4 / Level 3)

    Dexterity (d6 / Level 4)

    Intellect (1 / Level 1)

    Senses (d6 / Level 4)

    Vigor (d4 / Level 3)

    Dexterity (d6 / Level 4)

    Intellect (1 / Level 1)

    Senses (d6 / Level 4)

    Vigor (d6 / Level 4)

    Dexterity (d4 / Level 3)

    Intellect (1 / Level 1)

    Senses (d6 / Level 4)

    Vigor (d6 / Level 4)

    Dexterity (d4 / Level 3)

    Intellect (1 / Level 1)

    Senses (d6 / Level 4)

  • 62

    TALENT DESCRIPTIONS

    ALERT

    AREA DENIAL

    COMPANION MANEUVER 1

    DEFEND THE PACK

    HARDENED VETERAN

    KILL FRENZY

    KILL SHOT

    MARKER LIGHT

    MARKER LIGHT ALPHA

    READY FOR WAR

    SNIPER SUPPRESSION

    TAG

    THE BEAST

  • 63

    WARDEN

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: MALEVOLANCE

    TIER 2 TALENTS

    TIER 3 TALENTS

    Cloud Strikes 1

    Combo. Add elemental energy damage to Striking and Wrestling attacks.

    Cloud Strikes 2

    Combo. Increase Cloud Strike damage. Requires Cloud Strikes 1.

    Dragon Strike

    Combo. The Warden makes a leaping charge attack at an enemy.

    Extra Attack 2

    The Warden may make an extra Striking or Wrestling Attack. Requires Extra Attack 1.

    Taming the Tiger

    Finisher. Increase Speed Cost of a Standard Striking Attack by 2 to add Stunned 2. If the attack hits, the Stun is applied.

    Iron Spike

    Combo. Increase the speed of Striking attacks by 1 to bypass Vigor Level points of Damage Reduction.

    Takedown

    Combo. This Wrestling Attack causes Knockdown and Grappled.

    Extra Attack 1

    The Warden may make an extra Striking or Wrestling Attack.

    Projected Strikes

    Combo. Increase the Wardens Striking attack range by 1 Hex and add (Dexterity Die) damage.

    Submission

    Combo. When making Wrestling Attack Skill checks, force the target to defend with Discipline Instinct Skill checks.

    Crashing Waves

    Finisher. The Wardens Striking attack now deal Blast damage equal to the Wardens Level + Senses Die.

    Landslide

    Combo. The Warden may apply Push to a target if the attack is successful.

    No Remorse

    Increases the Critical Range of her Striking and Wrestling attacks by 1. At level 10 increase by another 1.

    No Regret

    The Warden may add 2 to their roll on the Critical Effect Chart.

  • 64

    TIER 1 TALENTS: BENEVOLENCE

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: DOMINANCE

    TIER 2 TALENTS

    TIER 3 TALENTS

    Slip the Grapple

    If the Warden is Grappled, she may reroll a Wrestling Skill check once each Tick to break free of the grapple.

    Healing Lotus

    Cause a target to regenerate Health Points.

    A Reed on the Wind

    Increase Acrobatics Skill by 1 Die Step.

    Sacrifice

    The Warden sacrifices a number of her Health Points to heal the Health Points of an ally.

    Resurrect

    Resurrect a recently dead character back to life.

    A Reed on the Wind 2

    Increase Dodge Skill by 1 Die Step. Requires A Reed on the Wind 1.

    Elemental Resistance

    The Warden gains resistance to all forms of elemental energy.

    Esuna

    The Warden removes a Critical Effect from a target. Speed cost 2 Cool Down.

    Elemental Adaptation

    If the Warden is damaged from an elemental energy type, the next attack of that energy type is resisted completely.

    Iron Will

    Increase Discipline Skill by 1 Die Step.

    Avatar

    The Warden manifests her inner Ki and takes on an alien persona, dramatically increasing her combat abilities.

    Iron Within

    While wearing no armor, the Warden gains DR equal to Vigor Level x 1.

    Ki Field

    The Warden generates an Energy Shield equal to (Senses Level) x 10. Ki Field acts like a P.A.D.

    Iron Without

    While wearing no armor, the Warden gains Vigor Level x 10 Armor Points.

    Faceted View

    The Warden now automatically sees through Illusions, Invisibility and Cloak effects.

    Void

    If the Warden succeeds in an Acrobatics Skill check, she may make a free Basic Move.

    Burst of Light

    Instantly heal a small amount of nearby allies Health Points.

    Purge

    The Warden removes a Combat Effect from herself or from one of her allies.

    Open the Gates

    On her turn, the Warden may reduce the speed of her actions by (Discipline Level) once per combat.

    Focused Training

    Increase Striking or Wrestling by 1 Die Step.

    Conduit

    The Warden transfers energy from a targets P.A.D. or Energy Shield to another P.A.D. Energy Shield.

    Iron Arms

    Use arms as a Shield to Block. The DR is equal to her Character Level. Remaining damage is dealt to Armor Points.

    Iron Bones

    Make a Resilience check when Critically Hit. Success negates the Critical Effect, but not the Critical Hit against Vigor Level.

    Iron Complete

    Increase Iron Within to Vigor Level x 3. Increase Iron Without to Vigor Level x 20. Requires Iron Within and Iron Without.

    Ki Field Augment

    The Wardens Ki Field now protects against Melee Attacks.

    Shattering Strike

    The Warden gains a chance to destroy Shields and Cover that attempt to Block her attacks.

    Like the Wind

    The Warden adds 3 to her total Sprint Speed.

    Parting Clouds

    If the Warden successfully parries an attack, the attacker receives damage equal to Dexterity Die. Bypasses DR.

  • 65

    CLASS FEATURES

    Combos:

    TALENT DESCRIPTIONS AVATAR

    BURST OF LIGHT

    CLOUD STRIKES 1

    CLOUD STRIKES 2

    CONDUIT

    CRASHING WAVES

    DRAGON STRIKE

    ELEMENTAL RESISTANCE

    EXTRA ATTACK 1

    THIRD ATTACK

    Extra Attack 2 Combo/Finisher

    SECOND ATTACK

    Extra Attack 1 Combo

    STANDARD ATTACK

    Standard Attack Combo

  • 66

    EXTRA ATTACK 2

    HEALING LOTUS

    IRON SPIKE

    LANDSLIDE

    NO REMORSE

    PURGE

    RESURRECT

    SACRIFICE

    SHATTERING STRIKE

    SUBMISSION

    TAKEDOWN

    TAMING THE TIGER

  • 67

    WARLORD

    Primary Ability:

    Primary Skills:

    TIER 1 TALENTS: WARRIOR

    TIER 2 TALENTS

    TIER 3 TALENTS

    Throw Weapon

    The Warlord may now throw Medium Balanced and Weighted and Large Balanced and Weighted weapons.

    Seize the Vor

    If the Warlord successfully Blocks, or Parries, she may act immediately in the Initiative Order. Requires Riposte.

    Watch the Afterblow

    Add d6 to Parry rolls.

    Extra Attack 2

    The Warlord may make an extra melee attack. Requires Extra Attack 1.

    Legion of One

    The Warlord can no longer be Flanked and gains Flanking Bonuses against her current target in melee combat.

    Blitzkrieg

    Blitz becomes Blitzkrieg. Increase the damage of Blitz by adding Vigor Die x 3 to the attack.

    Melee Weapon Mastery

    Choose a Melee weapon type and increase the Combat Skill with all weapons of that type by 1 Die Step.

    Seize Initiative

    If the Warlord does not win Initiative, roll a d12. If the result places the Warlord first, go first. If not, disregard the result.

    Extra Attack 1

    The Warlord may make an extra melee attack.

    Rapid Staccato

    Lash out with multiple attacks, hitting up to three separate enemies in front of the Warlord.

    Riposte

    If the Warlord successfully Blocks or Parries an attack, she may make a free, immediate counter attack.

    Measure Master

    The Warlord increases her Free Step range to two Hexes. All other movement costs remain the same.

    Tactical Authority

    The Warlord may sacrifice her turn for a Speed cost of 5 Cool Down and have any ally act in her place.

    Blitz

    The Warlord replaces Sprint with Blitz and may make a melee attack at the end of a Blitz. .

  • 68

    TIER 1 TALENTS: COMMANDO

    TIER 2 TALENTS

    TIER 3 TALENTS

    TIER 1 TALENTS: GUARDIAN

    TIER 2 TALENTS

    TIER 3 TALENTS

    Ranged Weapon Mastery

    Choose a Ranged weapon type and increase the Combat Skill with all weapons of that type by 1 Die Step.

    Close Support

    Fire into Melee without penalty.

    CQB

    The Warlord reduces the penalty for firing Ranged Medium weapons in melee combat to -2 Die Steps.

    Precision Killer

    May make a second Single Fire Ranged Light or Ranged Medium Attack in one turn for an additional 1 Cool Down.

    Tactical Reload

    Reduce all reload speed costs by 2 to a minimum of 1.

    Twin Shot

    The Warlord may fire two Ranged Light Weapons at two different targets with no penalty.

    Prone Stability

    Attacks with a Firearm while prone, gain the benefit of 2 consecutive Aiming ticks for no additional speed cost.

    Superior Firepower 2

    Reduce the number of allies who can be hit by Full Auto Fire by an additional 1 and increase all Full Auto Fire modifiers by 1.

    Bring the Rain

    Increase the Full Auto Fire modifier for any weapon that has Full Auto Fire by 1.

    Heavy Shot

    Upgrade the Blast 1 effect on all Shotguns to Blast 2. If a Shotgun has Blast 2, increase its effect to Blast 3.

    Superior Firepower 1

    Reduce the number of allies who can be hit by Full Auto Fire by 1.

    Iron Cradle

    Carry and operate a Ranged Medium weapon in one arm with a -1 Die Step penalty.

    Belligerent Taunt

    The Warlord may use (Vigor Die + Leadership Die) to Taunt enemies instead of (Senses Die + Persuasion Die)

    Deflection

    If the Warlord successfully Blocks an attack, she may decrease her current Initiative Slot by 2 to have her shield take no damage.

    Aggressive Block

    If the Warlord successfully Blocks a Melee attack, she may make a free, immediate Shield Bash against her attacker.

    Power Stomp

    The Warlord uses the remaining energy in her Energy Shield to unleash an energy wave against nearby enemies.

    Energy Tweak

    If the Warlords Energy Shield is depleted, it gains a free, instant, 30% chance to reboot to half its total Energy Shield Points.

    Bulk Awareness

    The Warlord reduces the Inventory Slot requirements for all Medium Armor by 2 and Heavy Armor by 4.

    Shield Wall

    If the Warlord is using a Large Shield, it may be planted in the ground and used as Combat Cover for her and one ally.

    Deadly Block

    Add Stunned 2 to Aggressive Block. Requires Aggressive Block.

    Indomitable

    The Warlord is now immune to Fear, Knockdown, Suppression and Trip.

    Captain Phoenix

    The Warlord may throw her Shield to intercept an attack if within Throwing Range.

    Armor Expert

    The Warlord reduces movement and Charge Up penalties for wearing Medium and Heavy Armor by 1.

    Intercept

    The Warlord may immediately move up to her full Sprint distance to intercept an attack meant for an ally.

    Armor Master

    The Warlord reduces movement and Charge Up penalties for Heavy Armor by an additional 1. Requires Armor Expert.

    The Keep

    The Warlord adds 50 additional Armor Points to any Medium or Heavy Armor she wears.

    Do or Die

    The Warlord makes a Leadership Skill check for all allies to finish their current Charge Up actions. immediately.

    Officer Training

    The Warlord may Dual Wield a Ranged Light weapon and a Melee Small or Medium weapon with no penalties.

  • 69

    CLASS FEATURES The Warlord is at his best when he is well equipped. When the Warlord rolls for his starting equipment at Character Creation, he gets to make a single roll on the Special Ability Chart for that weapon.

    TALENT DESCRIPTIONS AGGRESSIVE BLOCK

    BLITZ

    BLITZKRIEG

    CAPTAIN PHOENIX

    DO OR DIE

    EXTRA ATTACK 1

    EXTRA ATTACK 2

    INTERCEPT

    IRON CRADLE

    MELEE WEAPON MASTERY

    POWER STOMP

    PRECISION KILLER

    RANGED WEAPON MASTERY

    RAPID STACCATO

  • 70

    RIPOSTE

    SEIZE THE VOR

    TACTICAL AUTHORITY

    THROW WEAPON

  • 71

    CHAPTER 3: SKILLS

    A ROCK AND A HARD PLACE

  • 72

    - Zeno, Argosian Tradeframe

    SKILLS

    General:

    Knowledge:

    Defense:

    Combat:

    In Combat:

    GENERAL SKILLS

    Athletics (Vigor)

    Leadership (Senses)

  • 73

    Command:

    Instruct:

    Perception (Senses)

    Fatal Flaw:

    Persuasion (Senses)

    Taunt:

    Piloting (Dexterity)

    Psychics (Senses)

    Stealth (Dexterity)

    Alert Levels

    ACTIVE

    vs

    PASSIVE

    vs

    SENTRY NEUTRAL INFILTRATOR

    vs

  • 74

    Thievery (Dexterity)

    KNOWLEDGE SKILLS

    DIFFICULTY VALUE

    Archeology

    Biology

    Cartography

    Chemistry

    Engineering

    Geology

    Mechanics

    Medicine

  • 75

    Sociology

    Survival

    Technology

    DEFENSE SKILLS

    Acrobatics (Dexterity)

    Discipline (Senses)

    Resilience (Vigor)

    Block (Vigor)

    Dodge (Dexterity)

    Parry (Dexterity)

    COMBAT SKILLS

    Initiative (Senses)

    Melee Balanced (Vigor)

    Melee Weighted (Vigor)

    Ranged Light (Dexterity)

    Ranged Medium (Dexterity)

    Ranged Heavy (Vigor)

    Ranged Throw (Dexterity)

  • 76

    Ranged Bow (Vigor)

    Striking (Vigor)

    Wrestling (Vigor)

    Attack and Defense Matrix

  • 77

    CHAPTER 4: COMBAT

    HOME AGAIN

  • 78

    - Connor The Cannon Gannon, Phoenix Militia

    RULES

    HOW IT WORKS

    1. ROLL INITIATIVE

  • 79

    2. TAKE ACTIONS

    MOVE

    USE SKILL

    ATTACK

    USE TALENT

    USE CREATIVITY

  • 80

    3. COMBAT EXAMPLE

    Example:

    After Combat

    12

    3

    4

    567

    8

    9

    10

    11

    12

    12

    3

    4

    567

    8

    9

    10

    11 12

    12

    3

    4

    567

    8

    9

    10

    1112

    12

    3

    4

    5

    67

    8

    9

    10

    1212

  • 81

  • 82

    4. SPECIFICS OF COMBAT

    MOVEMENT

    Basic Movement

    Sprint Movement

    Swimming

    Climbing

    Rough Terrain

    Going Prone

    Jumping

  • 83

    MELEE ATTACK

    Melee Weapon Attack Speeds

    WEAPON SPEED BONUS DAMAGE

    Melee Weapon Styles

    One Handed Weapon

    Two Handed Weapon

    LEVEL 2 HANDED DAMAGE BONUS

    Two Weapon Wielding

  • 84

    One Handed Weapon and Shield

    SHIELD TYPE DAMAGE SPEED

    Striking:

    Wrestling:

    RANGED ATTACK

    Aim

    WEAPON TYPE AIM PENALTY

    Single Fire

    Burst Fire

    Full Auto Fire

  • 85

    Firing into Melee

    Firing While In Melee Range

    Bows

    Thrown Weapons and Scatter Diagram

    Reload

    SKILL ASSIST

    ^Target

    7 - 8

    1

    2

    3

    4

    5

    6

  • 86

    COMBAT MECHANICS

    COMBAT TACTICS

    Disarm

    Feint

    Grapple

    Knockdown

    Push

    Sunder

    Suppression

    COVER

    OR,

    Partial Cover

    Cover

    Combat Cover

    NOT In Cover

    Cover

    Attacker

    Combat Cover

    Partial Cover

  • 87

    Combat Cover

    Full Cover

    OBJECT and COVER HARDNESS

    SIZE MODIFIERS

    SIZE MAX VIGOR MAX DEXTERITY

    MATERIAL DR ARMOR POINTS PER THICKNESS

    WEAPON DR ARMOR POINTS

  • 88

    SURPRISE ATTACK

    Ambush

    Cloak Strike

    FLANKING

    Flank Strike

    COMBAT EFFECTS

    Combat Effect Damage

    Bleeding

    Blind

    Breakdown

    Burning

    Cloaked

    Target

    Player 1

    Empty Hex

    Flank Ready

    Flank Ready

    Flank Ready

    Empty Hex

  • 89

    Confusion

    Debilitate

    Disarmed

    Exhausted

    Fear

    Frozen

    Poison

    Prone

    Pulse

    Stunned

    Vulnerability

    FALLING DAMAGE

  • 90

    CRITICAL HITS and EFFECTS

    CRITICAL HITS

    CRITICAL RANGE

    CRITICAL EFFECTS

    D20 ROLL CRITICAL EFFECT

  • 91

    CHAPTER 5: CRAFTING

    WOODEN SKYSCRAPERS

  • 92

    THE RFD

    SCANNING

    HOW TO FABRICATE

  • 93

    1. MINERAL ENVIRONMENTS

    LOOT:

    BARREN:

    CAVERN:

    CORAL:

    DESERT:

    FORCAST:

    MOUNTAINS:

    PLAINS:

    RUINS:

    SWAMP:

    VOLCANIC:

    2. MINERAL SCANNER RESULTS

    ENVIRONMENT COMMON UNCOMMON RARE EPIC

  • 94

    3. TECH TIER

    REQUIRED MINERALS

    MELEE WEAPONS

    RANGED WEAPONS

    ARMOR

    SHIELDS

    P.A.D.S

    MEDICAL

    SURVIVAL

    ESPIONAGE

    KNOWLEDGE

  • 95

    5. ROLL ITEM STATS

    How it Works

    Rhodium

    Tellanium

    Legend

    PISTOLS

  • 96

    SMGS BATTLE RIFLES

  • 97

    SHOTGUNS SNIPER RIFLES

  • 98

    MACHINE GUNS GRENADE LAUNCHERS and GRENADES

  • 99

    BOWS and CROSSBOWS SMALL MELEE

  • 100

    MEDIUM MELEE LARGE MELEE

  • 101

    ARMOR, SHIELDS and P.A.D.S

    Order of Defense

    P.A.D.

    Shield

  • 102

  • 103

    6. ROLL SPECIAL ABILITIES

  • 104

  • 105

  • 106

    SPECIAL ABILITY DEFINITIONS

    BLAST

    CONCUSSIVE

    PIERCING

    RETURNING

    SLEEP

    WOUNDING

  • 107

    7. PUT IT IN YOUR INVENTORY 8. USE THE RFD TO BREAK DOWN

    S*** YOU DONT WANT ANYMORE

    X Longsword

    X Longsword

    X Longsword

    X

    X

  • 108

    FABRICATE USEFUL OTHER STUFF

    TRANSPORTATION

    UTILITY

    SHELTER

    FURNISHINGS

  • 109

    CHAPTER 6: GAME MASTER

    NEW YORK, NEW YORK

  • 110

    HISTORY

    IT STARTED WITH A GIRL

  • 111

    ALL HAIL OUR ROBOT OVERLORDS SAVIORS

    A GOLDEN AGE

    ONE GIANT LEAP

    EXODUS

    NEMESIS

  • 112

    WELCOME HOME

    TRANSPORTATION

    METHOD ROUTE TIME

    ECONOMY

    NON-MINERAL ITEMS

    COMMODITIES VALUE IN COMMON

    SERVICES VALUE IN COMMON

  • 113

    CASTRA KNOXIUM

    HISTORY

    SOCIETY

  • 114

    RACIAL POINT OF VIEW

    CURRENT EVENTS

    LIFE IN CASTRA KNOXIUM

  • 115

    THE FANGLANDS

    SOCIETY

  • 116

    RACIAL POINT OF VIEW

    CURRENT EVENTS

    PROMINENT CLANS

    LIFE IN THE FANGLANDS

  • 117

    THE HIGHWOODS

    SOCIETY

    RACIAL POINT OF VIEW

  • 118

    CURRENT EVENTS

    LIFE IN THE HIGHWOODS

  • 119

    PHOENIX LANDING

    SOCIETY

    RACIAL POINT OF VIEW

  • 120

    CURRENT EVENTS

    LIFE IN PHOENIX LANDING

  • 121

    THE SANAVA

    SOCIETY

  • 122

    RACIAL POINT OF VIEW

    CURRENT EVENTS

    LIFE ON THE SANAVA

  • 123

    ULFHEIM

    SOCIETY

    RACIAL POINT OF VIEW

  • 124

    CURRENT EVENTS

    LIFE IN ULFHEIM

  • 125

    THE MAP

  • 126

    POINTS OF INTEREST

  • 127

    CHAPTER 7: ENEMIES

    THERE ARE WORSE THINGS

  • 128

    BAD GUYS

    CHOOSING THE RIGHT ENEMY

    1. ADVERSARY TIERS

    2. ADVERSARY TYPES

  • 129

    3. MONSTER FORMULA

    TIER 1 TIER 2

    TIER 2 TIER 3

    TIER 3 APEX

    BEASTS

    IN THE NEW ERA

    WHAT YOULL FIND

    HOW TO READ THIS SECTION

  • 130

    POLAR LEOPARD (Adversary)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    PANGEAN YETI (Adversary)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

  • 131

    WOLVERINE (Lone)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    M3 (Lone Apex)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

  • 132

    STONE RHINO (Adversary)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    PANGEAN HYENA (Adversary)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

  • 133

    VARIRAPTOR (Adversary)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    MAGNABOAR (Lone)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

  • 134

    PANGEAN CHEETAH (Minion)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    DIRE HAWK (Adversary)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

  • 135

    SWAMPAPUS (Minion)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    ASWANG (Lone)

    DESCRIPTION

    TACTICS

    ENVIRONMENT

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

  • 136

    THE KILIYON

  • 137

    KILIYON ROACH (Minion)

    DESCRIPTION

    TACTICS

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    KILIYON DRONE (Adversary)

    DESCRIPTION

    TACTICS

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

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    KILIYON ADJUTANT (Lone)

    DESCRIPTION

    TACTICS

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    KILIYON SOVEREIGN (Lone)

    DESCRIPTION

    TACTICS

    FIGHT or FLIGHT

    TALENTS

    SPECIES TRAITS

    LOOT

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

    STATS DIE LVL VITALS POINTS DR

    PRIMARY SKILLS DIE SECONDARY SKILLS DIE

    DEFENSE ROLL DEFENSE ROLL DEFENSE ROLL

    ATTACKS HIT DMG CRIT RoF RANGE

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    CHAPTER 8: MODULE

    STOLEN GOODS

    SYNOPSIS

    RECOMMENDED CHARACTERS

    FOR THE GAMEMASTER

    READ TO THE PLAYERS

    PART 1: WELCOME TO THE DOCKS

    PART 2A: INFO GATHERING

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    PART 2B: INFIRMARY

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    PART 3: MEGGITS HIDEOUT

    VICTORY CONDITIONS

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