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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
138
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
139
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
140
PART 2B: INFIRMARY
141
PART 3: MEGGITS HIDEOUT
VICTORY CONDITIONS
142