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Infinite Horizons Vol 1, Issue #3, Sept 2011
An Avalon Games Product, All rights reserved, Version 1.0, 2011
All comments, suggestions and
contacts can be made at
Avalon Games,
Or visit
Avalon Games at
www.avalon-games.com
Some game design, artwork and layout by Robert Hemminger
Some art by Image Portfolio Louis Porter, Jr. Design, Robert Hemminger and Sade
Cover Art by Joe Calkins
Contents
Top Ten
Gaming
Infinite Futures, Heritage New Adaptoid
Infinite Futures, New Prestige Classes
Infinite Futures, New Feats
Infinite Futures, New Gear
Generic NPCs for IF
Space Armada
Altered Earth Preview
Strike Legion Scenario
Fiction
Leaders
Comics
Sorceress
Artist Spotlight, Ryan Rhodes
Wired
Artist Spotlight, Bradley McDevitt
Dept 13
Non-FictionProfiling for Writers
An Analysis of the Larger Trends in Sci-Fi
Page 2
Page 3
Page 5
Page 12
Page 13
Page 15
Page 18
Page 30
Page 49
Page 54
Page 67
Page 73
Page 78
Page 84
Page 87
Page 92
Page 95
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p ten time, this go around we will look at the top ten
i-Fi movies. Lots to chose from, but these are the ten
hink rate the best.
Star Wars. Wow, what can you say, might not have
en the best made picture even, but to the small mind of
e kid who watched it the first time in a theater, it blew me
ay. What, almost 30 years later its still going strong.
War of the Worlds. This great Sci-Fi from the
s still stands up today, and is way better the
m Cruises lame ass remake. The Martians
r machines are so cool.
Star Trek II. The best of the Star Trek films,
was what Star Trek was all about, action,
venture, and a great bad guy. The best of this
ovie series of a beloved T.V series.
Logans Run. Wow, what a cool movies,
th the runners, the domed city, the ruins of
ashington, great Sci-Fi fun.
The Fifth Element. Very European in its look
d writing, this is a wild Sci-Fi ride, with great action,
eat characters and some wild effects. Very good time.
The Andromeda Strain. This original version of this
ovie is all in the head, very brainy movie. The remake
s OK, but it just doesnt stand up to the first version.
till watch it today when it comes on the T.V.
Planet of the Apes. Ok, its a dog now, but back
the 70s it was a blast, made a hell of a lot of sequels,
t the first is still cool. Just dont get me started on
ahlbergs version; someday someone is going to
ve to tell him he cant act.
Aliens. Ok Alien was cool, but James Camerons
cond try at the move just kicked ass. Space marines
their best and a ton of alien monsters.
Terminator, One and Two. Again another Jamesmeron movies, the first was way cool, and the
cond showed what a great Sci-Fi could do with CGI.
ow what a ride. While short lived the T.V show
s kind of cool too.
. Avatar. Ok, so it did over billion in tickets,
d its a cool story, but the special effects just
ew my mind. Its the future of movie
aking I think.
Infinite Horizon
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New!"#$%&'"By David Caffee
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t Die:d4
ction Points:The nueromancer gains a number of action points equal to 6 + character level (rounded down) at first
vel and every time he takes a level in this class.
ass Skills
e nueromancer's class skills and their related abilities are: Appraise (Int), Bluff (Cha), Computer Use (Int),
plomacy (Chr), Disable Device (Dex), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Knowledge (any) (Int),
nse Motive (Wis), Perception (Wis).
Skill Points at 1st Level:(10 + Int modifier) x 4
Skill points at each additional level:10 + Int modifier
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lass Features
ll of the following are the class features of the
ueromancer.
Weapon and Armor Proficiency: A nueromancer is
oficient with simple weapons, one personal firearm of
hoice and light armor.
erfect Memory:The nueromancer has the ability to recall
ecise details, faces, and even long sequences of numbers
ith unerring accuracy. The nueromancer automatically
asses any skill check that involves nothing but memory or
athematics. He can also choose to take 10 on any
nowledge check as a full round action. This ability does
ot give the nueromancer the ability to make untrained
nowledge checks.
nhanced Senses: At 2nd level the nueromancer gains a
us +2 bonus on all Listen, Search and Spot checks due to
e enhancement of his visual and auditory cortexes.
bility Boost:At 3rd level the neuromancer learns to
mporarily boost his physical abilities by allowing his
mplants to take partial control of his body. Using this
bility he gains 2d4 temporary points of Dexterity for ten
inutes. The nueromancer can use this ability once per
ay at level three and gains an additional usage per day atvels 6 and 9. At level 4 the nueromancer also gains a +2
onus to his Constitution score whenever he uses his boost.
t level 7 he gains +2 Strength and at level 10 the
haracter gains 3d4 points of temporary Dexterity and the
creases to Constitution and Strength are increased +4.
ight Vision:At 3rd level the nueromancer gains night
sion. He can see extremely well in low light conditions.
is range of vision is twice that of other humans in poor
ghting and he retains the ability to distinguish detail under
uch conditions.
Telepathy: Beginning at 4th level the nueromancer
gains the ability to uses a small number of telepathic
abilities. Nueromancer bonus abilities are based onIntelligence, and saving throws against these abilitie
have a difficulty class of 10 + ability level +
Intelligence Modifier. When a nueromancer gets 0
powers at a given level, the nueromancer gets only
bonus powers. The nueromancer can learn any
telepathic power.
Healing Surge:At 4th level the nueromancer gains
the ability to heal himself with a concentrated effort
Each use of healing surge is a full round action that
restores 1d8 hit points to the nueromancer. He can uthis ability a number of times per day as he has poin
of Intelligence bonus. At 7h level the healing surge
restores 2d8 points of damage. The amount of dama
healed increases to 4d8 at 10th level and 4d8 at 20th
level.
Telepathic Resistance:Starting at 2nd level the
nueromancer's implants begin to shield him from
unwanted telepathic contact. At level 6 the nuero-
mancer gains a +2 bonus to all saving throws agains
telepathy.
Emotional Control:At 5th level the nueromancer
gains the ability to temporarily suppress all emotion
This effect lasts for one minute per point of Intelli-
gence bonus. While the emotional control is in effec
the nueromancer gains a +4 bonus on any saving
throw against fear and a +4 to level checks used to
resist the Intimidation skill.
)7)- A#+) !%%#1B C&*% 5)D E'-- 3)D),+) A&,8+ 4$)1'#-
SV SV SU SU SV Perfect memory
SZ SV S[ S[ SZ Enhanced senses, Telepathic resistance +2
SZ SV S[ S[ SZ Ability boost x1 per day, night vision+1
SU SZ ST ST SZ Healing surge 1d8, Telepathy
\U SZ ST ST SU Emotional control
S[ SZ SW SW SU Ability boost x2 per day, Telepathic resistance +4
S[ SU SW SW SU Healing surge 2d8
ST SU S] S] S[ Pain tolerance+4
ST SU S] S] S[ Ability boost x3 per day
O SW S[ S^ S^ S[ Telepathic immunity, healing surge 4d8
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ain Tolerance:At 8th level the nueromancer learns to completely ignore the sensation of pain. This renders him
mmune to torture and telepathic affects involving pain. From this point on the nueromancer gets to double his
onstitution modifier for the purpose of gaining hit points.
elepathic Immunity:At 10th level the nueromancer can automatically resist any unwanted telepathic contact with h
ind.
oodline Restriction: Symbiotes cannot become nueromancers. The nanotech lifeforms inside a symbiote's body
stinctively breakdown any foreign object that enters the body. The advanced materials used in nueromancer implan
e particularly tempting to them as the collective can recycle these parts to construct offspring.
Obeah DoctorBy David Caffee
An obeah doctor is a dedicated healer who uses a
ombination of telepathy, natural medicine and
echnology to aid those in need. These wandering
medicine men go wherever they feel that they are
eeded most. Obeah doctors airdrop into frozenmountain passes and traverse endless deserts in order
o bring care to others. They travel to combat zones
nd treat all in need, warring parties and civilians
like. The creed of the obeah orders will not allow
rtificial boundaries or the hatreds of others to
revent them from delivering medical care to others.
Obeah doctors do not accept payment from their
atients and the orders support their hospital schools
trictly through anonymous donations. An obeah
octor in the field can expect to receive at least
minimal logistical support from any hospital schoolun by his order. Different orders commonly help
ach other by sharing medical supplies as well.
Obeah doctors are highly respected on some planets
or their courage and selflessness. However their
ndependence and sense of ethical responsibility have
aused some planetary governments to order all
beah shot on sight. Obeah hospitals have been
stablished on many worlds to provide regular
medical care to anyone can reach them. Obeah
octors are sent roaming far and wide in a quest toring healing to those who do not have access to
hese hospitals. The obeah tend to congregate in
isaster areas, war zones and frontier colonies.
he obeah are trained to be adaptable, tough minded
nd in control their darker natures. What separates
n obeah doctor from a normal telepath is a carefully
urtured sense of inner peace and emotional clarity.
he obeah doctor uses his telepathic potential to
hannel pure compassion into another person and
eal him or her with a touch. Infinite Horizo
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haracteristics:The obeah doctor is proficient with
ny one lethal weapon and any two non-lethal
eapons of choice. He is proficient with light and
medium armor as well. The obeah doctor is a
lepath who develops the ability to heal others with a
uch. He enhances this ability with a variety of
aditional medical skills. All members of the obeah
rders practice a defensive martial art, which is
nown simply as The Way. This training combined
ith their intimate knowledge of human anatomylows them to deliver extra damage with non-lethal
tacks. An obeah doctor knows exactly how to
capacitate a foe without causing serious harm.
Background:It is a rare person who can become an
beah doctor. Very few people are driven to pursue
is life of sacrifice and charity to others. Fewer still
ossess the combination of telepathic potential,
telligence, physical fitness and emotional balance
at is required to complete obeah doctor training. All
members of the obeah orders undertake the sameaining, though most will reach a certain stage and
ot be able to advance. Those who have not
ompleted training serve the order according to their
lents, either as support staff, medical practitioners,
lepathic healers or herbalists. In order to qualify as
full-fledged obeah doctor a person must demon-
rate mastery of the healing touch as well as a host
f medical and survival skills, including martial arts
aining and basic combat training.
GAME RULE INFORMATION
Hit Die: d6
Class Skills
The obeah doctor's class skills and their related
abilities are; Climb (Str), Craft (any), Diplomacy
(Cha), Knowledge (any) (Int), Perception (Wis),
Survival (Wis), Swim (Str).
Skill Points at 1st Level:(4 + Int modifier) x 4
Skill points at each additional level:4 + Intmodifier
7)- A#+) !%%#1B C&*% 5)D E'-- 3)D),+) A&,8+ 4$)1'#-
SV SU SU SU SZ Healing touch, improved unarmed strike, non-lethal damage
SZ S[ S[ S[ SZ Psych training +4
SU S[ S[ S[ SU Treat disease
SU ST ST ST SU Improved trip
S[ ST ST ST S[ Non-lethal damage +2d6, surgery
S[ SW SW SW S[ Psych training +8
ST SW SW SW ST Improved disarm
ST S] S] S] ST Restore ability damage, Non-lethal damage +4d6
SW S] S] S] SW Paralizing strikeSW S^ S^ S^ SW Non-lethal damage +5d6, Deflect Missiles
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lass Features
ll of the following are the class features of the
beah doctor.
eapon and Armor Proficiency: An obeah doctor is
oficient with one lethal weapon and two non-lethal
eapons of choice. The obeah doctor is proficient
ith all light and medium armor as well.
elepathy: Beginning at 1st level the obeah doctor
ins the ability to uses a small number of telepathic
ilities. Obeah doctor bonus abilities are based on
isdom and saving throws against these abilities
ve a difficulty class of 10 + ability level + Wisdom
odifier. When an obeah doctor gets 0 powers at a
ven level, the obeah doctor gets only bonus powers.
beah doctors can only learn powers from a limited
t because they cannot learn telepathic powers that
e overly aggressive or cause severe harm to the
rget.
ealing Touch:An obeah doctor can telepathicallynk himself to another person's body and greatly
celerate the natural healing process. Each use of
aling touch restores 2d8+2 hp/level (max +10). An
beah doctor can use the healing touch a number of
mes per day equal to his Wisdom modifier plus his
beah doctor level. If he attempts to use the healing
uch after this allotment has been expended then the
bject will be healed as normal. However, the
beah doctor will take 2d8 points of non-lethal
mage from mentally overexerting himself.
ode of Conduct:The obeah doctor's code of
nduct is not a set of rules that are enforced by some
thority. Nor is it an arbitrary creed followed out of
adition. It is a guide designed to help rid oneself of
lfish emotions like anger, fear and greed. Obeah
octors gain their healing touch through the power of
is emotional purity. Committing actions that are
ainst the spirit of the code can cause the obeah
octor to lose his inner equilibrium and temporarily
ny him the ability to use the healing touch. An
beah doctor who attempts to use his healing powerhile in this state of emotional turmoil will suffer the
me side effects as an obeah doctor who attempts
e healing touch after his daily allotment is up.
The exact wording of the obeah code varies from
school to school but its purpose is always the same.
The code instructs one on how to live a life without
malice towards others. Below is one of the more
common versions;
1. Think nothing of yourself when others are in need.
2. Never use violence for any reason other than to
protect life. It is always better to take a punch than to
throw one. It is always better to stun rather than
wound and better to wound rather than kill.
3. Do not deceive others for selfish reasons.
4. Treat all others with respect and kindness. It is
not your place to judge who is deserving of
compassion and who is not.
5. Do not dwell on negative emotions.
Violating the code:Committing minor infractions
against the spirit of the code will cause an obeah
doctor to slip into a state of inner turmoil and
uncertainty. Guilt, anger and other negative emotions
taint the obeah doctor's inner tranquility and preventhim from using the healing touch. The obeah doctor
can relieve himself of this burden and restore the use
of his healing touch with a day of reflection and
meditation. Minor infractions include things like
using violence for a reason other than personal
defense, killing someone in self-defense or acting
vindictively against others.
Major deviations from the spirit of the code would
include things like killing for a reason other than
personal defense, participating in or abiding bytorture or denying aid to a mortally injured person.
Such an act of deliberate cruelty would shatter an
obeah doctor's emotional world. Regaining the use
of his healing touch would require the obeah doctor
to spend a full year meditating and seeking
knowledge of self.
Improved Unarmed Strike:At 1st level the obeah
doctor gains the ability to make unarmed attacks
against an armed opponent without drawing an attack
of opportunity.
Bonus Nonlethal Damage: Obeah doctors are stu-
dents of the fighting arts as well as healers. At 1st
level the obeah doctor does an additional 1d6 points
of nonlethal damage whenever he successfully makes
a nonlethal attack. This additional damage increases
by another +1d6 at levels 5, 8 and 10.
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Psych Training:An obeah doctor is trained in a wide
range of medical fields, including psychology. This
familiarity with the workings of the human mind
gives them an edge when using telepathy. At 2nd
level the obeah doctor gets a +4 increase to the DC of
saving throws to resist his telepathic abilities. At 6th
level this bonus increases to +8.
Treat Disease: At 3rd level the obeah doctor gains the
ability to quickly reverse the ill effects of biohazards.
Anyone under the care of an obeah doctor with this
ability will not suffer secondary damage from any
kind of biohazard.
Improved Trip:At 4th level the obeah doctor gains
Improved Trip as a virtual feat. He gains this feat
regardless of whether or not he meets the prerequisites
for it.
Surgery:At 5th level the obeah doctor gains Surgery
as a virtual feat.
Improved Disarm:At 7th level the obeah doctor
gains improved disarm as a virtual feat.
Restore Ability Damage:At 8th level the obeah
doctor can use the healing touch to restore ability
damage. Restoring ability damage this way counts as
one of the obeah doctor's uses of healing touch for
that day. Instead of restoring hit points, this healing
touch will restore 1d4 points of permanent ability
drain or 2d4 points of temporary ability damage.
Deflect Missiles:At 10th level the obeah doctor
develops the ability to deflect any type of thrown
weapon or primitive projectile. Once per round the
obeah doctor can attempt a reflex save (DC 15) in
order to negate a successful attack from a thrown
weapon or primitive projectile. The obeah doctor can
attempt to deflect projectiles and energy weapons with
a force shield only if he is proficient with it.
Paralyzing Strike:An experienced obeah doctor
learns to incorporate telepathy into his martial arts. At
9th level he can deliver telepathic signals directly into
an opponents nerves during an attack. The obeah
doctor can use this ability once per round. An obeah
doctor can use his paralyzing strike a number of times
per day equal to his his obeah doctor level. The obeah
doctor must declare that he is using a paralyzing strike
before making the attack roll. A failed roll ruins the
attempt. A foe struck by this attack must make a
Fortitude saving throw (DC 10 + obeah doctor level +
Wisdom modifier.), a failed save means target is
completely immobilized for 2d6 minutes.
Multiclass Restriction:An obeah doctor who takes
levels in any class other than guardian, master scholar
or telepath cannot ever again advance in level as an
obeah doctor. The character's use of the healing touch
is not affected as long as he continues following the
obeah code of conduct.
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!"# %&'&(# )* +,-
Available
now at
RPGNow, E-23, Pazio
and othergreat online stores.
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P)Q C)#%+By David Caffee
Everyone loves feats, they often define what a
character is and what they can do. Here are three
new Feats for your game
Peaceful Warrior*
Prerequisites:Wis 15+, obeah doctor level 8
Benefit:An obeah doctor with this feat retains his emotional balance when he kills in defense of life.
Normal:An obeah doctor must meditate for one day to regain inner tranquility if he kills in self-defense.
Special:This feat does not prevent the loss of emotional balance caused by acts of deliberate cruelty.
Righteous Anger*
Prerequisites:Wis 15+, obeah doctor level 4
Benefit:An obeah doctor with this feat is not penalized if moves in anger against people who have
committed great atrocities out of malice or callousness. He retains his emotional balance even if he does
nothing to avoid conflict with said parties.Normal:An obeah doctor must meditate for one day to regain inner tranquility if he uses violence for any
reason other than pure self-defense.
Special:This feat does not prevent the loss of emotional balance caused by acts of deliberate cruelty.
Trigger Sense*
You are in tune with your opponent and can sense the moment right before he pulls the trigger, making
you harder to hit.
Prerequisite:Dex 15+, Dodge
Benefit: You gain a +2 bonus to Defense against all ranged attacks. You lose this bonus whenever you
are deprived of your Dex bonus due to being caught flat-footed or surprised.
4%)#R (&Q)*)" E#* Q'%0 #6*)#% B'% S#+0',6 +.+%)R
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P)Q T)#*By David Caffee
You have to have a good gun if you are going to survive thehigh tech battles of the future. Here are three new guns for
your Infinite Futures games.
Net Launcher
This less-than-lethal weapon is designed to
ncapacitate rather than kill. It uses compressed air to
fire a net-capsule at the target. As the capsule breaks
apart the pieces of its outer shell become the weightedends of the net. The net itself is formed of extremely
hin strands held together in a loose weave. When the
net hits the target, he or she must make a successful
Reflex saving throw (DC 15) in order to avoid being
entangled. An entangled character takes 1d4 damage
as the strands of the net constrict and cut into his or
her flesh. The character's movement rate is cut in half
and he or she takes a -6 penalty on all skill checks and
attack rolls. A character who is entangled by two or
more nets is immobilized. Escaping from one net
equires an Escape Artist check (DC 16), each addi-ional net adds +4 to the DC.
Smart Rifle
This smart weapon fires a salvo of guided rockets that
are programmed by smart sensors mounted on the
ifle's frame. These smart rounds are larger than the
ones employed in smart pistols and explode with
much greater force.
A smart rifle has all of the same benefits as a smart
pistol including lock-on and seeker modes of firing.To lock on to a target, a character must use an attack
action and make an attack roll as normal. If the attack
oll fails then the weapon fails to get a clear fix on the
arget and will not fire. If successful, the character
can choose to fire the weapon at any time by using a
free action. Once fired, the smart round will strike the
arget it has locked on to, even if that means flying
around obstacles. A character can lock on to as many
as five targets in succession and they will remain
locked as long as they are within maximum range.
The smart rifle can fire in three round bursts but it can
only target one character per attack, meaning that a
character with the Burst Fire feat can deal and
additional +2 dice of damage to a single target but
cannot fire three rounds at separate targets.
To use the smart rifle in seeker mode, the character
simply chooses a direction and the smart round will
randomly select a target within a 45-degree cone. It
makes its attack with a +15 bonus. If the character is
not proficient with this weapon then the -4 penalty
still applies.
Thunder Striker
A powerful sonic weapon that operates by creating a
loud explosion inside of a reflection chamber that is
surrounded by vacuum. This set up forces the
soundwave to take a semi-coherent form as it leaves
the chamber. Stunners lose effectiveness at range as
the sonic beam loses focus. It does 3d4 nonlethal
damage to a target in the first range increment, 2d4
nonlethal damage to a target in the second range
increment and 1d4 nonlethal damage to anyone in a
five foot wide path beyond that out to maximum
range.
Sonic bolts rattle the insides of their targets. Anyone
who takes damage from this weapon must make a
successful Fortitude save (DC 15) or suffer from
severe abdominal discomfort that incapacitates him or
her for 2d4 rounds. Those who succumb to this effect
may also experience violent upsets in their digestive
systems, including vomiting and diarrhea.
A thunder striker can be used to create a sonic wave
that covers a 45-degree cone and extends to 60 feet.
Anyone caught in this sonic wave is affected by the
crippling effects described above. The DC of the
Fortitude saving throw is reduced to 12.
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eapon
t Launcher
mart Rifle
under Striker
Damage
**
4d6
**
CriticalDamage
--
X2
X2
Range Increment
30 ft.
100 ft.
20 ft.
Rate of Fire
S
S, A
S
Capacity
8
12
50
Size
Med
Large
Large
Weight
5 lbs.
9 lbs.
8 lbs.
Cost
500
2000
600
Restrictio
Licensed
Military
--
Net Gun
Smart Rifle
Thunder Striker
Infinite Horizo
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T),)*'1 P(>+ C&* =,U','%) C8%8*)+By Michael McNeill
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Book Two
978-0-9796901-5-0
Book One
978-0-9796901-9-8
Lets You Have It With Both Barrels!
DDARKARK QQUESTUEST BBOOKSOOKS
WWWWWW..DARKQUESTBOOKSDARKQUESTBOOKS ..COMCOM
Book Three
978-0-9830993-5-2
Series features stories by science fiction greats such as:
Jack Campbell/John G. Hemry, Jack McDevitt, John C. Wright, Brenda Cooper,
Bud Sparhawk, Charles E. Gannon, Lisanne Norman, Lawrence M. Schoen, Maria V.
Snyder, Deborah Teramis Christian, Andy Remic, Lee C. Hillman, Jonathan Maberry,
Judi Fleming, Danielle Ackley-McPhail, Patrick Thomas, Phoebe Wray, James Chambers,
Jeffrey Lyman, S.A. Bolich, James Daniel Ross, Nancy Jane Moore, Tony Ruggiero,
Ann Wilkes, Kimberley Long-Ewing, Robert E. Waters, Jennifer Brozek, Laurie Gailunas,Jeff Young, and C.J. Henderson
Iits easy to imagine yourself at the off-base bar on a deep-space transfer station,
overhearing the tales of passing space marines, naval officers, and assorted other soldiers.
If you enjoy a well-told story in the military SF genre, this is the book for you.
Don Sakers, Analog
Introducing Books Three and Four in the Award-Winning
Defending the Future Anthology Series
Book Four
978-1-937051-02-0
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Ensign Jones grabbed a handrail as the Federation missile slammed into the aft hull. The explosion rocked
the ship, shaking it like some small child playing with a toy.
Damn, he thought as he pulled himself along the passage tube. Another hit like that and we might not
survive this engagement. With the gravity turned off for battle stations, Jones found it hard to reach his
station. Still, he managed to make his way down the tube towards the beam weapon controls. The captain
wanted to make a quick pass on the Federation Carrier before it could launch all of its fighters. Jones
thought it was a suicide run at best but the captain had been lucky so far and she might just pull it off.
Might, Jones thought as the next missile hit home
This is Space Armada, another great Mini-Game from Avalon Games. Across our solar system, in the distant
future, two mighty space fleets battle. The imperialistic Federation means to bring the whole of the system
under their sway. Meanwhile, the Colonial Fleets, a coalition of small, independent fleets in their own
rights, have banded together to stop this move by the Federation. The fate of the human race now lies in
your hands as you command one of those fleets. Will the Federation bring law and order to the solar system,
or will the independent colonies and mining outposts remain free?
Space Armada is a fast past game of space fleet battles waged across the solar system. Players will need to
be decisive in their game play, all the while trying to protect their fleets ships,
waiting for the right moment to strike.
An Avalon Games Product, All rights reserved, Version 3.0, 2011
All comments, suggestions and contacts can be made to
Avalon Games Company, [email protected]
Or visit
Avalon Games at
www.avalon-games.comGame design, artwork and layout by Robert Hemminger
Edited by Jeff Brewer
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Contents
Introduction Page 2
Game Construction Page 2
Getting Started Page 3
Players Forces Page 3
Players Hands Page 3
System Cards Page 3
Patrol Zone Page 4
Turn Order Page 4
Special Counters Page 4
Fighter Units Page 5
Battles Page 5
Winning the Game Page 7
Multi-Player Games Page 7
Introduction
Space Armada is a space fleet battle system,
both expandable and easy to play. This rule set
covers the Federation and Colony forces, as
well as the basic rules for playing the game.Everything you will need to play is included,
as well as rules for multi-player sessions.
Game Construction
You will need to construct the game
components. For the most part, the amount of
time and extra expense you will put into the
games construction is up to you. The simplest
method is to print out all the parts, cut them
out, and start playing. Paper pieces are a bitdifficult to deal with though, so if you intend
to play Space Armada often, and we hope you
do, then you may want to invest a bit of time
and effort in making your game components
more durable and reusable.
You should print up five pages of the cards,
for 30 cards total.
Suggestions on Components
Construction and Printing
First off, if you want to spend the money, buysome good quality paper. Use this to print out
the various components and counters. High end
paper will give you a better quality image and,
if you set your printer to its highest quality
setting, you should get a nice set of counters
and cards. Next, get your hands on some spray
glue (available at most craft stores and office
supply stores). Use this to mount the
components onto thick card stock or chipboard.
This will make the parts easier to pick up anduse, which generally creates a better overall
experience. Should you wish, you can protect
your many pieces with clear self-adhesive
lamination sheets (again available at most office
supply stores).
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Getting Started
Both players should pick a fleet. Both players
should then roll a d10, with the highest roll
going first.
Each player takes their fleet and flips the
counters upside down (except for the fighter
counters, which are placed to the side for
now). The counters are then shuffled. This is
your Fleet. Players may, if they wish, place
their counters in a cup or a bag of some sort
instead of laying them on the table.
The System deck should be shuffled at this
time, and placed between the players.
Each player draws five counters from their
Fleet, without looking at them or showing
them to their opponent. These counters are the
players starting hands.
Space Armada is played in turns, with each
player taking a turn pulling a new System card
and battling over its control. This continuesuntil the game is won (or in multi-players
games, if a draw is declared).
Players Forces
Each player has a Fleet to use. This Fleet holds
all the available counters that the player may
use during the game. A player may not use
counters from another Fleet, nor add to the
Fleet they are playing during the game.
When a ship is destroyed in battle, it isreturned to the Fleet, ready to be drawn again
for later use.
Players Hands
Each turn, players will draw new counters and
add them to their hand. Players may discard
unwanted counters. A player may have no
more then seven counters in their hand at any
one time. If, at any time, a player has more
then seven counters, the opposing player may
pick, at random, enough counters from the
players hand to return to the Fleet, to reduce
the hand to seven counters.
System Cards
The game of Space Armada involves the
collection of System cards. The first player to
collect ten System cards is the winner of the
game. Therefore, each time a new System cardis brought into play, the players will battle for
its control.
There are six types of System cards, each
showing a different area of the solar system
that the fleets are battling over.
When a player takes control of a System card,
the card should be placed next to that player,
showing it is now under their control.
Once a System card has been awarded, itcannot be lost, traded or stolen
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Patrol Zone
All ships have a set patrol zone, as shown on each System card by the ship type icon at the bottom
of the card. Ships that are used while in their patrol zone may gain bonuses to their combat rolls or
some other benefit.
Only those units that are in the patrol zone of the card in play may be used in a battle. Some ships,however, can be played if you control a set number and/or type of System card(s), as shown below.
Deployment Chart
Ship Type Patrol Zone System Cards Held Battle Bonuses
Corvette Any - +1 to hit if Capital Ship is in the battle
Frigate Outer System Any if you hold two Outer System cards +1 to hit if in Outer System
Destroyer Asteroid Belt Any if you hold three Asteroid Belt cards +1 to hit if in Asteroid Belt
Carrier Gas Giant Any if you hold three Gas Giant cards +1 to hit if in Gas Giant or in Earth orbit
Battleship Inner Planets Any if you hold three Inner Planets Cards +1 to hits that can be taken if in the
Inner Planets or in Earth Orbit
Capital Ship Earth Orbit Any if you hold any five cards +1 to hits that can be taken if in Earth Orbit
Turn Order
Each turn, a player conducts a set number of
actions, as given below.
A. Draw System Card: The player draws a
new System card and places it between the
two players.
B. Draw New Forces: A player may, if theywish (and if they have room within their hand)
draw up to two counters from their Fleet.
These two counters are drawn at random and
placed into the players hand for later use.
* Note: You may have no more then seven
counters in your hand at any one time.
C. Declare War: You may try to take control
of the currently active System card in play.
Place whatever force you wish from your hand
in front of you, within the restrictions listed in
the Deployment Chart, above. The opposing
player may then try to meet this fleet in battle
by placing their own fleet in the same manner
or just let you take the card unopposed.
The winner of the battle places the System
card with other System cards they have won.
D. Discard Counter: The last action a player
may take in their turn is to discard one counter
from their hand, returning it to their Fleet
(this is optional).
Special Counters
Some counters are not ships but rather specialcounters that may be used in a battle. To use a
special counter, simply place it on top of the
ship that is to use it. There are no restrictions
on which ships can use special counters, other
than a single ship cannot have more than one
special counter active on it at any one time.
Once a special counter has been used, it is
returned to the players hand and may not be
used again that battle.
Special Counter Effects
Damage Control:The ships systems are well
protected and active crews repair the damage
it has taken in battle. Once during a battle, the
ship may ignore the effects of any one hit it
has taken in the current battle round.
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Force Shields:Once during a battle the ship
may activate its force screens and deflect an
incoming attack. You may activate this counter
and shift the damage this ship has taken onto
another ship within your fleet.
Nuclear Warhead:Any missile- or
torpedo-armed ship may have this counter
played on it. When a missile or torpedo attack
is made, but before the roll to hit is conducted,
declare the attack to be nuclear and remove the
nuclear warhead counter from the battle. Make
the attack as normal. If the attack hits, the
damage is 1d10 hits on that ship and one hit on
all other ships in that fleet. If the attack does
not hit, then all ships in that fleet (including
the targeted ship) take one hit, but no further
damage is done.
Fighter Units
Fighter units are neither placed in your Fleet
nor drawn. Instead, any ship that can carry a
fighter squad, as so noted on its counter, may
deploy them at the start of any battle round.
Those ships that can carry fighter squads may
launch one or all of those fighter units when
the ship is active. Fighters are then placed onthe target ship they are attacking.
When the fighters get to attack, each active
fighter counter deals on hit of damage
(without having to roll to hit) on the target
ship it is attacking. After the fighter counter
has made its attack, set the fighter counter
aside until the next time it is deployed.
Fighters get to do a little bit of damage,
applied where you want it, but then are lost forthe rest of the turn.
Battles
To conduct a battle, follow the guidelines
below.
1. Both players lay out which ships they will
be using in the engagement. A player mayplace up to seven ships from their hand in a
battle. To be able to send a ship into battle,
said ship must either be in its patrol zone for
the current System card in play, or be playable
due to System cards you hold. A ship can only
count those System cards that the player
currently holds.
2. Each player will then make an attack roll
with each of their ships, in a set order. Damage
done is recorded, and the battle continues until
one side flees or is destroyed.
3. To make an attack, roll 1d10, adding the
ships Combat skill to the roll and any other
modifiers that apply. A hit is scored if the total
roll is a 10+.
* Note: Regardless of modifiers, if a natural 1
is rolled, an attack always misses, and a
natural 10 will always hit.
4. If a hit is scored, the player attacked applies
one hit of damage to any one ship of their
choice within their fleet. Thus, while the
attacker gets to pick which ship attacks, the
defender gets to pick which ship is damaged.
5. If a ship takes more hits than it has in
Combat, it is destroyed.
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6. When a ship gets to attack is determined by
the type of attack made, as shown below. If
both sides are making attacks of the same
type, the aggressor attacks first.
1. Launch Fighters and place their counters on
the ship(s) each fighter will attack.
2. The first round of attacks are made by ships
with Missile weapons.
3. The second round of attacks are made by
those ships with Beam weapons.
4. The third round of attacks are made by
those ships with Torpedoes.
5. The fourth, and final, round of attacks aremade by Fighters.
* Note: Unlike other attacks, Fighters may
pick which ship they will apply damage to.
Thus, while they may go last, they get to pick
who they will hurt.
Each player will make their attacks in this
order, with the aggressor (the player whose
turn it currently is) rolling his or her attacks
first, then the defending player making their
attacks. Once both have conducted their
attacks rolls for that type of attack, move on tothe next stage of attack, until all attack rounds
are completed.
After all ships that are still active have made
an attack, start the next battle round, beginning
with missiles and moving down the list.
Ship Counters
M Missile Attacks
B Beam Weapon Attacks
T Torpedo Attacks
F Fighter Squads and their number
* Note: Some ships can make more than one
attack in a battle round, as shown on the
counters. Multi-Attack ships total all their
combat scores for the total hits it can take.
Combat and hits
that can be taken
!""#$% '()*
Fighters and
Number of
counters
M Missile Attacks
B Bean Weapon Attacks
T Torpedo Attacks
F Fighter Squads and their
number
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Examples of Battle
Paul and Roger are entering into a battle. Paul
has three Corvettes while Roger has a single
Battleship. Paul is the aggressor but he has no
fighters to launch (the first action taken in abattle round) so Roger gets to go first. Roger
launches his single Fighter unit and places a
fighter counter on one of Pauls Corvettes.
Then, even though Paul is the aggressor,
Roger gets to use his Missile weapons as they
go before Pauls Beam weapons. Roger makes
a Missile weapon attack, rolling 1d10 and
adding 3 to the roll. He ends up with a total of
6, and the attack misses.
Paul finally gets to go, rolling once for each ofhis three ships with Beam weapons. He ends
up scoring two hits, doing 2 points of damage,
which Roger applies to his Battleship. Roger
goes next and misses with his own Beam
attack.
Now Roger gets to attack with his single
Fighter. He does a single point of damage to
one of Pauls ships and then sets the fighter
counter aside, its work done.
This ends the battle round and a new one
starts, with each player going through the
sequence again.
Ending a Battle
A battle ends in one of two ways:
1. One side is destroyed.
2. One side flees the battle. When a Player flees
the battle, the other player may make one free
missile attack with any ship capable of doing so.
Damage done is applied as normal. After damage
is applied, the battle ends.
Those units that have fled are returned to the
players hand.
Ships that are destroyed in a battle are returned to
the players fleet, to be drawn at random once
more.
Winning the Game
Each time a player gains control of a System card,
they place it with their other System cards. When
a player wins ten System cards, they win the
game.
Multi-Player Games
The same rules apply in multi-player games.
However, when battling over System cards, the
player to the right of the active player gets the first
chance to enter into battle with the active player.
If they decline, then the option to battle continues
counter-clockwise until an opponent declares, or
all players concede the System to the active player.
In a multi-player game, should all the System
cards be drawn and played, and no player has ten
cards for the win, the game is a draw.
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Corvette Corvette Corvette Corvette
Frigate Frigate Frigate Destroyer
Destroyer Destroyer Carrier Carrier
Battleship Battleship Capital
Ship
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Damage
Control
Force
Shields
Nuclear
WarheadDamage
Control Damage
Control
Damage
Control
Nuclear
WarheadForce
Shields
Force
Shields
Force
Shields
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Corvette Corvette Corvette Corvette
Frigate Frigate Frigate Destroyer
Destroyer Destroyer Carrier Carrier
Battleship Battleship
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Fighters
Damage
Control
Force
Shields
Nuclear
WarheadDamage
Control Damage
Control
Damage
Control
Nuclear
WarheadForce
Shields
Force
Shields
Force
Shields
Capital
Ship
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Science FictionScience Fiction
RoleRole--PlayingPlayingIn the Far FutureIn the Far Future
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DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D,
PLAYERS HANDBOOK, PLAYERS HANDBOOK 2, DUNGEON MASTERS GUIDE,
MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURERS VAULT aretrademarks of Wizards of the Coast in the USA and other countries and are used with
permission. Certain materials, including 4E References in this publication, D&D core rules
mechanics, and all D&D characters and their distinctive likenesses, are property of
Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th
Edition Game System License. All 4E References are listed in the 4E System Reference
Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob Heinsoo,Andy Collins, and James Wyatt; DUNGEON MASTERS GUIDE, written by James Wyatt;
and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;
MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurers Vault, D&D 4EGame System License 2008, 2009 Wizards of the Coast page 3 of 7 written by Logan Bonner,
Eytan Bernstein, and Chris Sims. 2008, 2009 Wizards of the Coast. All rights reserved.
AAAEEEAltered Earth Created byDavid CaffeeConcept Art by
Mike Willis
ALTEREDALTEREDALTEREDEARTHEARTHEARTH
http://www.wizards.com/d20http://www.wizards.com/d20http://www.wizards.com/d207/26/2019 Infinite Horizons Issue 3
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Setting IntroductionAltered Earth is a role-playing game of high energy battles and
thrilling adventures set against an epic science fiction back-ground. The action takes place in a futuristic world filled with
endless possibilities. Any kind of adventure that you can imag-ine is waiting for you in a setting that is filled with dangerous
wastelands, high tech cities, awesome war machines, and unex-
plored ruins.
Your character might be a gritty mercenary, a coldblooded assassin, an intrepid explorer, or a loyal soldier to the
cause. You might be motivated to seek out adventure for thesake of greed, for thrills, or simply to escape your previous life.
Or perhaps you have your own personal quest that you are pur-suing.
AdventuresThere are many types of adventures that can be had in the world
of Altered Earth. It all depends upon the type of role-playingcampaign you enjoy. There is something for everyone in this
setting, from in depth social role-playing to military combat tohigh tech dungeon crawls.
The player characters may find themselves
exploring ancient ruins in search of lost technological relics.infiltrating the fortress of a super powered warlord.
crawling through the mutant-inhabited sewers and tunnelsbeneath a sprawling mega-city.
crossing a desolate wasteland populated by strange creaturesand insane robots.
battling against (or becoming) criminals in a dystopian urbannightmare.
THE FAR FUTUREIt is said that this planet was once green and full of life. They
also say that a great civilization stretched across the entireglobe. We can never be sure, for all we know of this forgotten
civilization comes from the crumbling ruins that lie buried deepbeneath the sands of the wastes.
It is said that civilization was destroyed, not in a singleapocalyptic war, but in an endless stream of small ones. The
world turned barren, not because of a massive cataclysm, but aslow poisoning from radiation and toxic waste. The population
was devastated, not by a single plague, but multiple pandemicsbrought on by diseases that were once curable. So came about
the end of the old world. The legacy of this ancient civilization
was a long dark age of violence, economic ruin, starvation, anddisease.
Out of the darkness came the rise of the warlords, in-
vincible masters of the old technologies. Under their reign, anew age has begun. This is the age of the mega cities, standing
defiantly against the horrors of the great wastes. The world hasentered an era of technological rebirth and unimaginable sav-
agery. Along with the rediscovery of ancient technologies have
come horrific new uses for this knowledge. Human experimen-
tation is commonplace and life is held cheap by those in power.
The World of Altered EarthAltered Earth takes place in a barren and terrifying future land-scape. This campaign setting is a world where glimmering lux-
ury towers rise above the impoverished masses of the greatcities and wasteland nomads fight just to survive one more day.
The world of the far future is lorded over by ruthless megalo-maniacs who enforce their rule by threatening their subjects
with annihilation by atomic fire.
The Wastes
The wastes are a mostly barren environment home to mutantcreatures and crazed robots. Scattered settlements and a few
large bands of nomads make up the entire population of thewasteland. The semi-permanent communities are mostly made
up of scavenger towns and raider camps. Scavengers make theirliving by picking through the ruins of ancient cities that lie long
buried beneath the desert sands. They trade scrap metal and theoccasional relic with other wasteland residents and corporate
buyers from the cities. Raiders survive by preying on scavengercrews, corporate aircraft, nomad caravans, and other travellers.
While most of the wastes are covered by burning de-serts and frozen tundra, there is also a belt of hot, humid wilder-
ness called the Wetlands. This region to the far south is coveredby swamps and thick jungles. All of the plants in the Wetlands
are toxic from the poisonous soil in which they grow. The Wet-lands are an uninhabited area said to be home to bizarre muta-
tions and savage sub-humans. Perched on the edge of the poi-sonous zone is a massive settlement known as Salvations End.
More of a giant migrant camp than a real city, Salvations Endis a frequent stopping point for bandits and mercenaries.
Garrison Towns
The mega cities and their warlord masters operate military out-posts in the wastes and some of these outposts have given rise
to nearby towns. The forces garrisoned here are not under or-
ders to protect the civilian population. However, by keeping aclose proximity to this show of strength the townspeople are
protected from raiders and wasteland creatures. The main eco-
nomic activity in these garrison towns revolves around provid-ing contraband and entertainment to the soldiers. Smugglers,
thieves, and other disreputable types flock to this type of settle-ment, as do other wasteland residents looking for a good time.
The local garrison rules over these settlements and they areallowed to do as they please without any repercussions from the
town folk.In the town of Stone Face, the civilians revolted
against the garrison and slaughtered a great many of them in asudden and unexpected spree of murder and guerrilla ambush-
es. The city troops stationed there retreated so hastily that theyleft behind a large
amount of military equip-ment and supplies. The
town survived retaliationby storming the base and
activating the anti-aircraftsystems. Stone Face has
since become a wastelandparadise for mercenaries,
weapon smugglers, ban-dits, outcasts, and killers. Stone Face:A monument built to
honor a pantheon of ancient gods.
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Green Farmers
The most despised of all wasteland dwellers are known as green
farmers. These deluded souls are convinced that they can liveoff of the poisoned land of the wastes. The disgusting green
farmers actually eat things that are grown in the dirt and followother sickening practices that drive them insane. Inbred and
disease-ridden, the greens are loathed by even the lowliest ofwasteland residents.
Green farmers are a cult that preaches doctrines tooridiculous to comprehend. They have been known to steal per-
fectly good food scraps and bury them under the toxic soil. Sto-
ries are even told of green farmers who take children from
wasteland families and bury them alive, a dark sacrifice to theirdead earth mother. Most military forces slaughter green farmers
on sight, using them as target practice to ensure that their twist-ed philosophy does not spread to the urban centres. Despite
these efforts, the insane cult of the greens does make it insidelarger settlements where they lure the desperate and mentally ill
away from the safety of city life and lead them off to die in thewastelands. Green fever has swept through entire cities, lead-
ing millions of people to abandon their homes for the falsepromise of a better life. Great masses of people have died from
these exoduses. Most civilized communities are determinednever to allow such tragedies to happen again.
The Mega CitiesThese massive walled cities are overpopulated urban jungles.
The typical mega city is home to anywhere from 50 to 120 mil-lion people. Having that many people squeezed into that small
of an area has a horrific effect on the standard of living. Asidefrom the obvious problems of food shortages and resource scar-
city, the sheer number of people involved creates its own types
of problems. There can be as many as half a million sky cars
and other aircraft in the sky at any given moment. There arevast millions of land vehicles on the road every hour of the day.
In any given city there are between 5 and 15 million ravinglunatics roaming the tunnels and walkways.
Penthouse Level
The very wealthy and well connected live in sky high penthous-es that are covered in environment domes and filled with hydro-
ponic gardens. The living quarters are spaced very far apart andgreat stretches of plant life and synthetic landscaping separate
individual houses. The elite almost always travel by air andthey dart from one dome to another without ever coming in
contact with the rest of the city. Many residents of the pent-house level like to brag that they have never been below the
100thfloor of any building.
Uptown
Under the penthouse level is uptown, home to corporate ex-
ecutives and other professionals. While this strata of real estateis not nearly as luxurious or spacious as the penthouse level,
uptown apartments are palaces compared to the places most
people live. Some residents of uptown have sky cars or other
aircraft but most of them travel by means of land vehicles thatrace along elevated skyways. The skyways have ramps that
connect them to the mid levels of large buildings so one cantravel all over a city without ever getting close to the ground.
Midtown
The majority of the population is cramped into austere housing
complexes in midtown. These spartan accommodations aredesigned to provide the basic needs of the people in a minimum
of space. Many apartments in midtown consist of a single room,often shared by more than one family. Getting around in mid-
town means you have to navigate a maze of hallways, elevators,suspended bridges, and public transportation conduits. Security
is a constant problem in this stratum of the city and the peopleare continually victimized by both organized crime and random
acts of violence.
Downtown
Literally at the bottom of the social structure are those that live
at or near ground level; squatters, mentally ill people, and crim-inal gangs. These are the people who have nowhere else to go
and are forced to carve a niche for themselves in the crumblingbuildings and shanties of the slum known as downtown or
lowtown. The residents of downtown make due by squattingin the abandoned lower floors of high rises or constructing their
own houses from bits of collected scrap. People here get aroundby walking, though some people do have ground vehicles.
Driving through downtown can be problematic as the originalstreets have all but disintegrated, leaving behind a labyrinth of
alleys, courtyards, cul de sacs, and tunnels.
The Sub-Levels
Beneath each of the great cities are mazes of ancient tunnels,
sewers, and underground structures. The mega cities were builtupon the ruins of older metropolises, which were in turn built
over top of cities that are older still. Each layer of constructionleft behind an enormous patchwork of subterranean channels
and excavations. These sub-levels are a city unto themselves,populated by mutants, escaped experiments, runaway androids,
and other strange creatures.
Government and Law
No one actually runs a mega city. Each city has its own sem-
blance of government but these bodies are so limited in theirreach that most people ignore them. Some governments are iron
fisted tyrannies; others are ruled by the whims of the populace.In either case the political leaders can only hope to influence
major events rather than impose their will directly. The dictatesof government matter little to those who live below the marble
floored offices of uptown. Rival political factions work ruth-
lessly against each other as they try to have their own support-
ers installed in positions of power but aside from these pettygames very little is accomplished.
There is very little in the way of law and order withinthe mega-cities. That is not to say that there are no laws, just
that there is little effort to enforce those laws. The only criminalactivity that the authorities actively work against is weapon
smuggling, as an armed population is much harder to keep un-der control. Those who can afford to hire private guards are
very well protected but everyone else must fend for themselves.Various parts of the city are designated as secure zones and
protected by corporate security units. Those who cannot affordto live and shop in secure zones are at the mercy of the criminal
element. The city government will only call in their forces inthe event of a riot or rebellion. In this case the politicians will
order their units to crush the disorder with extreme prejudice.
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Prisons in the mega cities are very rare and most of the
ones that do exist are nothing more than slave labor camps. Any
time the workforce gets low, a crackdown will be announcedto round up suspicious people for lightning fast trials and life
sentences grinding away in the prison industrial system. Whensociety does see fit to provide punishment to actual criminals,
the prescribed remedies usually include fines, restricted privi-leges, exile, or death depending on the severity of the offense.
Most cities have at least one wild zone where the
military has been unable to stop the spread of looting and de-struction from a previous riot. In these districts anarchy is thenorm and people flock to them in order to participate in wanton
destruction and mayhem. The borders of a wild zone shift con-stantly as parts of it calm down and new incidents flare up
along the edges. Wild zones persist long after the riots that gavebirth to them have subsided. Criminals and political radicals set
up shop in the lawless districts and work to keep the authoritiesout. Bored youth and disenfranchised workers take trips into the
wild zones to act out their most psychotic and anti-social im-pulses.
Townships
On the outskirts of every mega city you will find impoverishedslums known as townships. The townships are outside of thecity walls, caught in between the wasteland and the urban
nightmare of the city itself. The townships are populated by acombination of people who have been exiled from the city and
refugees from the wastelands. The citizens that live in the town-ships are recruited to do the dirtiest and most dangerous jobs,
both in the wastelands and the city proper. Townships are hubsof traffic in the wastelands and anything you want can be
bought in here for the right place.
The CorpsThe economic powerhouses of the world are called corps. The-se giant organizations are the engines of commerce that connect
the great cities and the wastelands together. Depending on thecity they are based in, the corps may be called corporations,
collectives, cartels, or syndicates. Whether the economy isbased on strictly regimented state capitalism or an unrestrained
free market, the top of the monetary food chain always ends inthe head offices of the corps. In some cities a small handful of
conglomerates dominate nearly every industry. In others, thecorps specialize in different sectors of the economy, avoiding
competition with each other in order to maintain their respec-tive monopolies. In most cities the market is much more open
and the fortunes of individual corps rise and fall like the tide.Some of these combines have become so large and powerful
that they begun to expand into more than one city, restoring a
tiny glimmer of global commerce to the world.
The WarlordsThe rulers of the new age are the warlords. These hereditary
autocrats lord over the mega cities and the wastes alike, de-manding loyalty under the threat of nuclear annihilation. The
warlords have no interest in actually governing anything; theysimply demand tribute in order to maintain their powerful and
expansive military forces. The warlords are locked in endlesspower games with one another, games of byzantine politics,
espionage, and brinksmanship. As a result of this power strug-gle, control over the mega cities is constantly shifting, though a
change in rulers makes little difference in the life of the com-
mon citizen.
The warlords have maintained their power through thegenerations through their control of nuclear weapons and other
ancient technologies. Most of them are highly skilled in thesciences and they employ top scientists to aide them in barba-
rous experiments designed to create new types of living weap-ons. The warlords also use these experiments to push forward
the limits of their own minds and bodies, giving themselves
extraordinary powers as a failsafe defence against treason ortreachery.The warlords rule from floating sky palaces, under-
water bases, and fortresses buried deep inside of mountains.They surround themselves with legions of genetically engi-
neered servants and hordes of robotic war machines. They alsoemploy the services of elite mercenaries in order to strike anon-
ymously at each other. An ancient compact declares it off limitsfor a warlord to strike directly at another warlord or his family.
Instead they conduct clandestine warfare against the retainers,military installations, and cities of their foes. The precarious
balance of power creates a dangerous situation as the variouswarlords are continuously poised on the brink of an atomic Ar-
mageddon. Any warlord that gets too ambitious or arroganttoward his rivals will soon find nuclear missiles aimed at his
holdings.
Playing in AlteredEarth
This free preview was put together to give you, the players, achance to adventure in Altered Earth before the setting comes
out. In addition to the background information that you havejust read, this preview also includes a few bits of new gaming
material that will allow you to take this new world for a rideand check it out. You need the D&D CORE RULEBOOKS to
play.
On the following pages you will find:*5 ready made characters, showcasing all of the new classes
and races available in this world.*A mini adventure that you can use to introduce a group of
players to the violent world of Altered Earth, complete with 5new creatures and 1 new hazard.
The CharactersSeven: An android specialist who has only recently Awakenedto sentience and is uncomfortable around people.
Razor: A veteran of many military operations, this cyborg spe-cialist is calm, collected, and professional.
Tiny: A gene freak athlete who has spent years using his im-pressive strength to spill blood in the arena.
Tweak: An experimental athlete whose creators turned her intoa living weapon. Emotionally scarred, she trusts no one.
Frost: This heartless fiend was once a wealthy dilettante whodied of a drug overdose. In his new life the risen diplomat
makes his living as a street hustler and con man.
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Seven (android specialist)Female Height: 6 Hair: SilverAge: 5 Weight: 200 lb. Eyes: Silver
Alignment: Good Total XP: _______________Altered Earth
Initiative
Score Dex 1/2 Level
+8 Initiative +4 +0
Abilities
Ability Score Modifier +1/2 Level
STRENGTH 15 +2 +2
CONSTITUTION14 +2 +2DEXTERITY 18 +4 +4
INTELLIGENCE 13 +1 +1WISDOM 10 +0 +0
CHARISMA 8 -1 -1
Weapons
Range Attack Damage
Unarmed - +4 1d4+2
Tactical Sidearm 15/30 +6 2d4+4
Tactical Sidearm 15/30 +6 2d4+4
Action Points
Action Points 1
Powers
Throwing Lead Specialist Attack 1
Rapid fire is a poor substitute for careful aim, but it
gets the job done.
At-Will Martial, WeaponStandard Action Areaburst 1 within 10 squaresRequirement: You must be wielding two pistols or a
weapon with the auto-fire keyword.
Target: Each creature in burst
+4 vs. AC; 2d4 damage
Run and Gun Specialist Attack 1You rush toward the enemy, blasting wildly as you
charge.
At-Will Martial, Weapon
Standard Action Ranged weapon
Special: You may move up to half your speed beforethe attack.
Target: One creature
+6 vs. AC; 2d4 + 4 damage
Kneecap Specialist Attack 1You make sure that your shot leaves the sucker
limping.
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
+6 vs. AC ; 2d4 +4 damage and the target is sloweduntil the end of the encounter.
Defenses
10+1/2 Armor/Defense Score Level Ability Class Feat Misc Misc
AC 18 10
+8
+0---
Fort 12 10 +2 +0 - - -
Ref 16 10 +4 +2 - - -
Will 10 10 +0 +0 - - -
Hit Points
Max HP Bloodied Surge Value Surges
26 13 7(+1) 8
Current HP Current Surges
Second WindDeath Saving Throw Failures
Current Conditions and Effects
Armor
AC Bonus Check Speed
Bodysuit +4 -0 -0
Shield
AC Bonus Check Speed
None - - -
Close Quarters ShotSpecialist Attack 1
You fire round after round into your enemies, clearingthe path ahead.
Daily Martial, Weapon
Standard Action Closeblast 3
Requirement: You must be wielding two pistols, or aweapon with the auto-fire quality.
Target: Each enemy in blast you can see
+6 vs. AC; 4d4 + 4 damage, and the target is pushed 1
square.
Miss: Half damage.
Skill Program Android Racial Power
Your artificial nervous system can temporarily boost
your performance at a variety of tasks.
Encounter
Free Action PersonalEffect: Reroll a skill check roll. Use the second roll,
even if its lower.
Movement
Score Base Armor Misc Misc
7 Speed 7 -0 - -
Senses
Passive Base Skill Misc Misc
10 Perception 10 +0 - -
10 Insight 10 +0 - -
Special SensesLow light vision
Skills
Ability
Score Skill +1/2 Lvl Trained Misc
+9 Acrobatics (Dex) +4 +5 -
+7 Athletics (Str) +2
+5-
-1 Bluff (Cha) -1 - -
-1 Diplomacy (Cha) -1 - -
+5 Dungeoneering (Wis) +0 +5 -
+4 Endurance (Con) +2 - +2
+0 Heal (Wis) +0 - -
+1 History (Int) +1 - -
+0 Insight (Wis) +0 - -
-1 Intimidate (Cha) -1 - -
+0 Nature (Wis) +0 - -
+0 Perception (Wis) +0 - -
+1 Psych (Int) +1 - -
+3 Science (Int) +1 - +2
+11 Stealth (Dex) +4 +5 +2
-1 Streetwise (Cha) -1 - -
+9 Thievery (Dex) +4 +5 -
Languages Known
Universal
Gutter Speak
Feats/Special
Improved Initiative
Living Construct
Inorganic (immune to poison and disease)
Diagnostic Cycle(2 hrs extended rest)
Self Repair Function (Int mod to surge value)
Class FeaturesAssassin (1/round, +1d8 damage against an enemy
that is granting combat advantage to you)
Cunning Defense (add Wis to AC against
opportunity attacks)
Steady Shot (move action; +2 bonus to next rangedattack)
Wealth
Account/Storage
Credits: 70,000 Internal Bank Chip
Metal Ingots: 5gold silver scrap
Gemstones:
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Razor (cyborg specialist)Male Height: 62 Hair: BaldAge: 35 Weight: 280 lb. Eyes: Black
Alignment: Unaligned Total XP: _______________Altered Earth
Initiative
Score Dex 1/2 Level
+3 Initiative +3 +0
Abilities
Ability Score Modifier +1/2 Level
STRENGTH 15 +2 +2
CONSTITUTION16 +3 +3DEXTERITY 16 +3 +3
INTELLIGENCE 12 +1 +1WISDOM 11 +0 +0
CHARISMA 10 +0 +0
Weapons
Range Attack Damage
Unarmed - +4 1d4+2
Pinnacle AR 20/40 +6 3d4+3
Action Points
Action Points 1
Powers
Expert Shooter Specialist Attack 1
A precisely placed shot makes its way past the tar-
gets armor.
At-Will Martial, WeaponStandard Action Ranged weapon
Target: One creature
+6 vs. Reflex; 3d4 + 3 damage, and the target is
dazed until the end of your next turn.
Find the Soft Spot Specialist Attack 1
Careful observation of the target reveals a chink in
his armor.
At-Will Martial, Weapon
Standard Action Ranged weaponTarget: One creature
+6 vs. AC; 3d4 damage, and the target takes 1 ongo-
ing bleed damage (save ends).
Head Shot Specialist Attack 1
You take aim right between the enemys eyes.Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
+6 vs. AC; 6d4 + 3 damage, and the target is stunned
until the end of your next turn.
Defenses
10+1/2 Armor/Defense Score Level Ability Class Feat Misc Misc
AC 19 10
+7
+0- +2
-
Fort 15 10 +3 +0 - +2 -
Ref 15 10 +3 +2 - - -
Will 10 10 +0 +0 - - -
Hit Points
Max HP Bloodied Surge Value Surges
28 14 7 9(+4)
Current HP Current Surges
Second WindDeath Saving Throw Failures
Current Conditions and Effects
Armor
AC Bonus Check Speed
Bodysuit +4 -0 -0
Shield
AC Bonus Check Speed
None - - -
Patient Sniper Specialist Attack 1
You calmly pick your foes off one at a time.
Daily Martial, Weapon
Standard Action Ranged Weapon
Target: One creature
+6 vs. AC; 6d4 + 3 damage, and 5 ongoing bleeddamage (save ends).
Miss: Half damage, and ongoing 3 bleed damage
(save ends).
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent
to the primary targetSecondary Attack: +6 vs. AC
Hit: 3 damage, and 5 ongoing bleed
damage (save ends).
Movement
Score Base Armor Misc Misc
5 Speed 5 -0 - -
Senses
Passive Base Skill Misc Misc
15 Perception 10 +5 - -
10 Insight 10 +0 - -
Special SensesLow light vision
Skills
Ability
Score Skill +1/2 Lvl Trained Misc
+3 Acrobatics (Dex) +3 - -
+9 Athletics (Str) +2
+5 +2
+0 Bluff (Cha) +0 - -
+0 Diplomacy (Cha) +0 - -
+0 Dungeoneering (Wis) +0 - -
+5 Endurance (Con) +3 - +2
+0 Heal (Wis) +0 - -
+1 History (Int) +1 - -
+0 Insight (Wis) +0 - -
+0 Intimidate (Cha) +0 - -
+0 Nature (Wis) +0 - -
+5 Perception (Wis) +0 +5 -
+1 Psych (Int) +1 - -
+6 Science (Int) +1 +5 -
+8 Stealth (Dex) +3 +5 -
+5 Streetwise (Cha) +0 +5 -
+3 Thievery (Dex) +3 - -
Languages Known
Universal
Feats/Special
Durable
Cyborg Defense (+2 AC and Fortitude)
Medical Implants (+2 healing surges)
Class Features
Assassin (1/round, +1d8 damage against an enemythat is granting combat advantage)
Cunning Defense (add Wis to AC against
opportunity attacks)
Steady Shot (move action; +2 bonus to next ranged
attack)
Wealth
Account/Storage
Credits: 50,000 Untraceable black card
Metal Ingots: gold silver scrap
Gemstones:
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Tiny (gene freak athlete)Male Height: 66 Hair: BlackAge: 24 Weight: 310 lb. Eyes: Blue
Alignment: Unaligned Total XP: _______________Altered Earth
Initiative
Score Dex 1/2 Level
+1 Initiative +1 +0
Abilities
Ability Score Modifier +1/2 Level
STRENGTH 20 +5 +5
CONSTITUTION14 +2 +2DEXTERITY 13 +1 +1
INTELLIGENCE 12 +1 +1WISDOM 11 +0 +0
CHARISMA 10 +0 +0
Weapons
Range Attack Damage
Unarmed - +7 1d6+5
Chain Sword - +7 2d8+5
A chain sword is a powered 5 weapon.
On a roll of 1-5, the weapon stopsworking and deals half damage on all
attacks (save ends).
Action Points
Action Points 1
PowersRelentless Flurry Athlete Attack 1
You unleash one attack after another to wear down
the opponents guard.At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
+7 vs. AC; 2d8 + 7 damage.
Shoulder Slam Athlete Attack 1
You and you opponent collide with a resounding
impact.
At-Will Martial
Standard Action Melee 1
Target: One creature+5 vs. Fortitude; 1d6 + 2 damage, and you push the
target 1 square if it is your size or smaller.
Miss: You push the target 1 square.
Step Up Athlete Attack 1You lead an opponent into your space and then make
him pay for his over eagerness.
Encounter Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy moves adjacent to you
Effect: You shift one square, slide the target into thesquare you were occupying, and make a basic melee
attack against that target.
Defenses
10+1/2 Armor/Defense Score Level Ability Class Feat Misc Misc
AC 19 10
+7
+0- 2
-
Fort 14 10 +2 +2 - - -
Ref 13 10 +1 +0 - 2 -
Will 10 10 +0 +0 - - -
Hit Points
Max HP Bloodied Surge Value Surges
29 14 7 11
Current HP Current Surges
Second WindDeath Saving Throw Failures
Current Conditions and Effects
Armor
AC Bonus Check Speed
Combat Armor+6 -0 -0
Shield
AC Bonus Check Speed
None - - -
I Will Break You Athlete Attack 1You unleash hell upon your foe with an attack pow-
ered by rage and adrenaline.
Daily Martial, Weapon
Standard Action Melee weapon
Target: One creature+7 vs. AC; 6d8 + 5 damage.
Miss: Half damage
Effect: Until the end of your next turn, if the target
shifts or attacks anyone besides you, you can make a
basic melee attack against that opponent.
Movement
Score Base Armor Misc Misc
8 Speed 6 -0 +2 -
Senses
Passive Base Skill Misc Misc
15 Perception 10 +5 - -
10 Insight 10 +0 - -
Special Senses
Skills
Ability
Score Skill +1/2 Lvl Trained Misc
-1 Acrobatics (Dex) +1 - -2
+10 Athletics (Str)
+5
+5 +2/-2
+0 Bluff (Cha) +0 - -
+0 Diplomacy (Cha) +0 - -
+0 Dungeoneering (Wis) +0 - -
+7 Endurance (Con) +2 +5 -
+0 Heal (Wis) +0 - -
+1 History (Int) +1 - -
+0 Insight (Wis) +0 - -
+5 Intimidate (Cha) +0 +5 -
+0 Nature (Wis) +0 - -
+5 Perception (Wis) +0 +5 -
+1 Psych (Int) +1 - -
+1 Science (Int) +1 - -
-1 Stealth (Dex) +1 - -2
+0 Streetwise (Cha) +0 - -
+1 Thievery (Dex) +1 - -
Languages Known
Universal
Feats/Special
Superior Weapon Proficiency (chain sword)
Survival of the Fittest (+2 to all saving throws)
Unnatural Selection(+1 to all defenses when
bloodied)
Class Features
Agile Defense (+2 AC and Reflex when not wearing
heavy armor)
Dynamic Movement(+2 speed)
Taunt(mark an enemy of your choice)Unarmed Fighting (unarmed damage increases to
1d6)
Wealth
Account/Storage
Credits: 0 Internal Bank Chip
Metal Ingots: 55gold silver scrap
Gemstones:
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Tweak (experimental athlete)Female Height: 511 Hair: PinkAge: 35 Weight: 135 lb. Eyes: Green
Alignment: Unaligned Total XP: _______________Altered Earth
Initiative
Score Dex 1/2 Level
+4 Initiative +4 +0
Abilities
Ability Score Modifier +1/2 Level
STRENGTH 16 +3 +3
CONSTITUTION13 +1 +1DEXTERITY 18 +4 +4
INTELLIGENCE 10 +0 +0WISDOM 11 +0 +0
CHARISMA 12 +1 +1
Weapons
Range Attack Damage
Unarmed - +5 1d6+3
Energy Bolt 20 +4 Ref2d4+4
Action Points
Action Points 1
Powers
One-Two Hit Athlete Attack 1
You unleash a combination of rapid blows.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be unarmed or wieldingtwo melee weapons.
Target: One or two creatures
+5 vs. AC; 1d6 per attack
Running Smash Athlete Attack 1
You dash across the battlefield and tear into youropponent with a series of brutal hits.
At-Will Martial, Weapon
Standard Action Melee weapon
Requirement: You must be unarmed or wieldingtwo melee weapons.Special: You can shift 2 squares before the attack.
Target: One creature
+5 vs. AC; 1d6+3 damage.
Dance of the Gladiator Athlete Attack 1You leap across the battlefield and set yourself up for
a powerful attack.
Encounter Martial, Weapon
Standard Action Melee weapon
Special: You may shift 4 squares equal ei