S0urce C0de LITE is copyright 2015 by Altom Visual Productions. It was created with the intent of gameplay testing and to allow plays to experience

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1 S0urce C0de LITE is copyright 2015 by Altom Visual Productions. It was created with the intent of gameplay testing and to allow plays to experience the game in a more compact version to discover whether they would have interest. It should only be obtained through the Kickstarter page or directly through an official Altom Visual Productions site. You may not take or remove any part of it. You also may not change or modify it unless the main credit and name stay intact. You may not incorporate parts of this game, or this game as a whole into another product for distribution in any way unless given permission by the developer.

2 Contents Simple Gameplay Needs... 3 Creating a character... 4 Character Sheet Guide... 6 Actions... 7 Resting... 7 Combat... 7 Example of Gameplay... 8 Leveling... 9 Taking Talents... 9 Codex Knowledge... 9 Base Gameplay Mechanics Playable Races Skills Talents Archetypes Longshot (Ranged / Tech) Quiver (Melee / Ranged / Tech) Vanguard (Melee / Ranged) Status effects Gameplay Terms Item List Dual Wield Weapon Spread Weapons List Firearms Shields (Physical) Base Melee Energy Weapons (melee) Conventional Weapons (melee) Ranged (Dex Based) Weapons Chart Armor

3 Light Armor Medium Armor Heavy Armor FAQ

4 Introduction S0urce C0de is a tabletop game based on using the d20 system. The game is designed to build a character in a way that you can take a starting template and create something completely differently. There are Archetypes, or character progressions, that are made for you to decide from that gives certain abilities and skills to start and then you have the option and ability to build on from there. This fantasy meets science fiction RPG (role playing game) was inspired by many other games. Inside of these pages you ll find a variety of character races, skills, character talents, and even more. This game itself is published under the Open Game License so that it may legally and legitimately use a similar rule system to some other popular role-playing pen and paper games. It is meant to be potentially compatible with other game systems if you d like! S0urce C0de is meant to generate the same level of play and enjoyment that other similar tabletop games allow for, but also to try and expand it in some ways. There is the capability for high-tech futuristic or apocalyptic dystopia. Your character may be as intricate as you decide to create them. There is no penalty for taking multiple archetypes to try and shape a character more in the way that you d like. Become a vicious vanguard who fights like that of a sole army, or the silent longshot, taking out enemies from afar one by one. With a setting of high technology, the things you can create are truly limited only by imagination. As a tabletop game it is recommended to play on a game grid, but it can just as well be run as a Pen & Paper RPG, of just characters and spoken word. In the following pages you ll find pieces to build the puzzle of who your character will be, mentally and physically. Simple Gameplay Needs Gameplay Extras This booklet itself. Character Sheet (few provided in back of booklet and digital versions available online) Set of dice, d4 through d20 o A 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, and 20-sided die. Miniature figures to represent characters, figures, objects, or more. A battle / gameplay grid to measure distance squares. 3

5 Modifier Guide 0-1: : : : : : : : : : : : : : : : : : : :12 Left number Statistic Value Right Number Modifier Bonus Creating a character Your character is who you become, who you are, the entity that represents you inside of S0urce C0de. The personality, race, and habits are all up to your design. Here is a process for creating a character. 1. Distributing ability points a. All of your character s abilities start at 12 and you have a pool of 42 training points which you may distribute and increase the ability score of an ability up to a maximum score of 25. i. Says maximum starting score because there are ways to increase and change scores after character creation. b. You will need 8 ability totals. c. The stat totals will be input in 8 different stats. i. Strength (Str): Melee Related, Physical Activity ii. Accuracy (Acc): Range Related, Use of gun weaponry iii. Intelligence(Int): Science, technology, skill points iv. Charisma (Cha): Charm and diplomacy based checks. v. Psiessence (Psi): The psionic essence used in magic, mental resistance. vi. Constitution (Con): Health, Fortitude, physical resistance. vii. Dexterity (Dex): Dodge, movement, agility, speed, ranged weapons. viii. Durability (Dur): Natural defenses, damage resistance, armor, total defense. 2. Then picking a race, and an archetype. The race may slightly alter your ability scores and archetype is essentially your character progression. 3. Skill points gained are related to by the archetype picked. Skill points are determined by the character s Int Modifier + The number defined by the archetype. At level one they receive triple that number but then every level after it is their Int modifier + the number defined by the Archetype. 4. Determine totals of Total defense, Initiative, Saves, health. a. For total defense (TD) it is the amount total of your durability bonus, plus the bonus from any armor (natural, worn, temporary bonuses from skill), plus any shield bonus, plus any other miscellaneous bonuses. i. TD = Dur modifier + Armor Bonus + Shield Bonus + Misc. Bonuses b. Initiative is determined by adding up your dexterity bonus, plus any bonuses from talents, and any other addition modifiers. i. Initiative = Dex modifier + Archetype Bonus + Talent Bonus + Misc. Bonuses c. Saves, also known as your Tactical Rolls, are the different bonuses that affect your character s ability to resist different effects. 4

6 i. There are four different types of tactical rolls, as listed on the next page. The tactical roll total will be determined by the stat it takes from and any other bonuses that apply ii. Tactical Roll = Stat modifier + Archetype Bonus + Misc. iii. Health, at first level, is your HDT with whatever the max roll would be + your con modifier. If your HDT is a D6 and your con bonus is a +3, then your health would be 9 at first level. Every level after that you roll the die related to you HDT and then add your con modifier. HDT is determined by the archetype that you pick. 5. Choose up to 3 talents that you meet the prerequisites for. 6. Every character starts with a total of 2,000 Metz. 5

7 Character Sheet Guide There are a few different things of note on your character. More detailed descriptions are listed here. Stats Strength (Str): Melee Related Accuracy (Acc): Firearm Related Intelligence (Int): Science & Technology related. Charisma (Cha): Bluffs, Diplomacy, Charm related. Psiessence (Psi): Psionic Essence or Psiessence used in psionics/ MR Constitution (Con): Health, Resistance to poison, gas, and such, Etc. Dexterity (Dex): Dodge, movement, agility, throwing or ranged weapons Durability (Dur): Physical resistance, total defense {TD}. Total Defense (TD) Total defense is the term used for determining whether you hit an enemy or they hit you. When you roll an attack, you roll to see if you hit. To see if you hit, your attack roll must be equal to or greater than your target s TD or total defense. TD has a base of 10, then a bonus of your modifier from the Durability Stat (Modifier Chart listed on PG 5.) After that there is any increase by the following. Natural Armor Body Armor Augmented Armor External Shield Physical Equipped Hand Shield Psionic Increased Protection Initiative (Dex) Initiative is dexterity based so you can take the modifier and put it into the initiative spot. There are talents that will allow an increase in this score as well. When deciding who goes first, and then the turn order, each character rolls a d20 and then adds their initiative bonus. The highest value will go first and then in descending order of scores. If a tie, involved characters will roll once more to determine who goes first in their turn order. Saves (Tactical Roll) Dodge: Avoiding injury partially or fully depending on roll. Could be used in situations with explosions, flames, traps, or the like. Dex based. MR: Mental Resistance. Avoiding of mental changing things, especially in computers or technical beings, and related to sight or illusions. Int Based WR: Will Resistance. Avoiding of thing that would affect players mind using psionics or psionic related ability that affect actions. Psi Based PR: Physical Resistance. The resilience of the character s body as a whole. Con Based. To determine what a character must roll for a Tactical Roll we will go through a scenario. Person A and Person B. If Person A threw a grenade at Person B, Person B would get a Dodge Roll. The number they would have to roll would be determined by the attack value they rolled. If Person A rolled a 14 and had an attack bonus of +4, then roll that Person B would need for a Dodge roll would be a total of = 18. A total of 18. 6

8 Actions There are a variety of actions that characters can complete. Some of these determine when you can act during combat and how long they would take during combat or even outside of combat situations. Base Action: An action, such as an attack, using a psionic ability, using a skill., or even using an ability. o A move action is considered a base action. o Unless stated, most actions will be considered a basic action. Full Round Action: An action that requires a greater amount of effort or preparation but with usually a much stronger or greater output but requires the character s full turn to do so. Rapid Action: A swift action done during a character s turn that a requires fair amount of effort. Although it does not count as a basic action, you may only use one rapid action per turn unless otherwise stated. Free Action: These are actions that you can do at any point or at any time that require practically no effort, such as talking to another character. There is no limit to free actions that you can perform during a turn. Resting You have won the fight! Or you died. We ll say you won. Battle-scarred and exhausted, you need to restore yourself to full health. There are different items like med kits or abilities that can do that. Then there is also resting. For every hour a character rests, they may restore twice their constitution modifier, to a minimum of at least one, even with a constitution modifier of 0. Resting although, does not stop bleeding automatically. If a character is bleeding, they must stop the bleeding first for resting to actually take effect. Example: A resting character with a constitution modifier of 6 rests for an hour and regains 12 health points. Combat After the order is determined, the person going first (which could be a player character or one of the session leader controlled characters) may take their actions for the round. o Each round is a total of 10 seconds. o During a character s turn during the round may do one of the following during their turn Two Base Actions Note: To perform an attack action twice in one round, you will have to have an ability that allows it. Note: Weapons that have multiple shots, I.E. a Handgun that has 2 shots, those two shots are considered one attack action. One Full Round Action o Characters may also perform a rapid action if they are able, though they are primarily abilities, psionics, or powers that will be listed as such. o For psionics and abilities that say they last, that means that they last certain time this can be checked by comparing the round time. Certain abilities, psionics, powers, or talents have differences in the numbers such as saying they last a varied time depending on whether or not the user is in combat. If your character s health reaches 0 to -9 health they are unconscious. If their health reaches to -10 then they are dead. In combat, these are the stats that relate to the different bonus with attacking and damaging. Attack Bonus Damage Bonus Melee Strength Strength Ranged Dexterity Dexterity Firearms Accuracy None 7

9 Example of Gameplay Here we will run through an example combat situation just to go over some basics and potentially answer questions that weren t answered before. You come across an enemy armed with a pistol. You are holding a rifle and there is a grenade on your back. Since both characters are aware of each other, you roll initiative to determine who goes first. o You roll your d20 and get a 12 on the roll. Your initiative bonus is a 4 so your initiative total is 16. o The enemy rolls and lands a 15. Their initiative bonus is a 3 making their initiative total an 18. o With a higher number of 18, the enemy goes first. The enemy moves into a spot of cover and then takes a shot. o They roll an attack with the d20 and roll a 12. The attack bonus they received to using a firearm is a 7 giving them a total attack bonus of 19. o Your TD (Total Defense) is a 21 thus their attack misses you. o By taking cover and firing they have used up their whole turn, switching to yours. You move forward quickly and roll your attack o You roll a 13 and have an attack bonus of 7 with firearms for a total of 20. Your rifle allows for a second shot so you take a second shot and roll a 15, adding the bonus of 7 making it 22. o Their TD is 18 so both shots hit. o Each shot deals 1d8 damage. You roll the first d8 and it lands on a 7. You roll the second d8 and it lands on a 5. The total damage they take is 7+ 5 = 12. The opponent takes 12 damage, and had a total health of 10, so they were reduced to -2 hp. At -2 HP (Hit points) they are currently unconscious and bleeding out, losing one HP every round. You have won the encounter and now are able to loot. 8

10 Leveling The way leveling works is that you need a total amount of experience to be considered that level. At level 1, your starting experience total is 0, but when you have reached a total of 2,000 experience you would then reach level 2, and so on. The amount needed is listed in the experience total chart to the right. Also, at level increments of four, you are able to take a bonus talent that you meet the prerequisites for. This is also listed in the chart to the right. When leveling up, different archetypes vary in the amount of skill points they gain from leveling up. Taking Talents Upon character creation, you are able to take up to three starter talents. (As long as you meet the prerequisites, like needing a certain stat value or skill points invested in a skill). The talents do not have to be taken immediately and may be taken further down the line if the character does decide to take their time in determining what they want to do next. Level Experience Total Needed Bonus Talent , , ,000 1 st 5 15, , , ,000 2 nd 9 75, , , ,000 3 rd , , , ,000 4 th 17 1,300, ,800, ,550, ,600,000 5 th Codex Knowledge Each archetype has codex knowledge. These define which weapons a character can use without any penalty. Characters without Codex Knowledge in a weapon type, receive a penalty of -6 to attack rolls with the weapons related to that codex. If a player starts as an archetype, then levels up and takes a level in a different archetype, any new codex gained adds to their useable list, and they do not lose the ones they gained from their first archetype. 9

11 Base Gameplay Mechanics There are always a bunch of base things to learn in games that can be hard to remember so here is a quick small, basic guide that notes things which will be referenced throughout the handbook. If playing on a game board, each spot is representative to 5ft Character movement states a number next to their racial type and that number represent so how many blocks they may move with base action. In relation to the bullet above, a movement of 4 is = 20 feet, 5 = 25ft, 6 = 30ft, and so on. The Average jump height is 2ft up into the air o Specific races may state otherwise about their base jump height Metz, the in game currency, can be used with a digital form as if with a card or the like. It can be a physical of coins or paper. There will be different types of the coin and paper currency so they can be used to represent all sorts of amounts. There are 3 different physical attack types and most weapons will have this listed next to the weapon itself. It may say something such as Melee/Ranged, or Melee/Firearms meaning it has the capability to do both things listed, and it will show the two different damage types. Melee: Strength based and involves everything from using fists/claws/physical being, melee weaponry, picking an item up and swinging it while still holding on. Weapon Types o Unarmed, Claws, Blade, Blunt, Melee Laser, Staff. Ranged: Dexterity based. Throwing knives/grenades/shurikens/ Archery. It is basically anything that is being shot as a projectile but not from a gun or firearm related object. Ranged does include things like the Crossbow and Bow because they are not Gun based weaponry. These things are more projectiles that require more of a physical skill to use. Weapons Types o Bow, Crossbow, Thrown. Firearms: Accuracy Based. Pistols, rifles, shotguns, sniper rifles, laser pistols, rocket launchers. The usage of firearms does not apply a damage bonus from the modifier bonus by taking into consideration that the amount of force applied by the user does not increase the force dealt with the weapon itself. Weapon Types o Pistol, Submachine Gun (SMG), Assault Rifle, Shotgun, Sniper Rifle, Laser Pistol, Laser Rifle, Special. 10

12 Playable Races In this edition of S0urce C0de there are 5 Base races. The races and their abilities are as follows. Astu o Frequently speaking in a short, callous tone and completely lacking in hair, the Astu are an extremely intelligent and resourceful race. Patterns appear across their smooth skin, similar to that of snake skin, in different shapes. Their eyes are silver and frequently with hexagonal or pentagonal patterns on them. They are known to augment and implant upon themselves to improve their own ability. Science and technology are naturally things they continuously search for advancement in. Similar to the Quintessi, and distant genetic cousins. Movement: 4 +4 Intelligence -1 Strength -1 Charisma Human o Humans are a common race known for their development and sense of knowledge and discovery. Known to vary in size and shape, as well as augment themselves to better compete with other races in a variety of fields. Movement: 4 +2 Accuracy +2 Intelligence 2 Bonus talents Quintessi o A pearl skinned race with silver or white hair and a usually proper or calm attitude towards most things. They are also extremely passionate. They are known to be intelligent, cunning, and sly. It is common to find them as assassins, politicians, or even working in trade. Frequently their society follows a caste system. They have gentle features and white or light blue eyes. Their eyes are extremely sharp and good for looking over detail. Movement: 4 +4 Charisma +1 Accuracy +1 Intelligence 11

13 Vainus: o Pale and almost identical to humans, visually. An extreme sensitivity to light goes along with their night vision. Their original creation was through genetic mutation and manipulation of humans. They have now become a race of their own, although very few know the secret to their origin and even fewer are willing to share it. Movement: Psiessence +2 Charisma Regeneration (Regenerative Cells) +2 hp per round unless dead or unconscious. Night vision Ability to see in dark up to 40ft. If bright light flashed in eyes, stunned for up to 3 rounds. Must roll a physical resistance save of 17 or else character is stunned. Must roll for each round. If pass on one round, are not stunned for the rounds that follow. Veisuva o Dark purple skin, large and retractable fangs, able to extend jaw twice as long as their own head and able to eat raw meats without worry of disease. Extremely similar in appearance to humans except for their skin color and eyes. Eyes a bright purple but resembling that of snake eyes and their hair can color anywhere from an onyx black to a dark grey. Frequently they are looked at in fear because of their raw strength and yearning to advance, and very few times with they let anything stop them from achieving their goals. Movement: 5 +4 Strength -1 Charisma +2 Intelligence o +8 Bonus to rolls to intimidate 12

14 Skills Skills function in S0urce C0de as ways to do different actions. Skills relate to character attributes and you take the bonus from the related stat + skill points placed on the skill + any bonuses. To use a skill, you roll your d20 and then add your total skill bonus to determine how well your skill works. There is no maximum for the number of points that can be applied to a skill. As stated in the leveling section, when you gain a level you gain a certain amount of skill points relative to your Archetype + your Intelligence modifier. Certain skills can be used without adding points into the skill, while other skills need to be taken or trained. Skills that you can use without adding points into are considered untrained skills. For a skill to be used if it is a trained skill, the user must have at least 5 ranks in the skill. A user with only 4 ranks in a trained skill may not use that skill. Acrobatics (Dex){Trained} You have the ability to perform an acrobatic stunt as a move action. Players may also roll this to catch themselves during a fall. Biology (Int){Trained} You have a knowledge of biology, varying from your own race, to a variety of other races. The amount of skill points invested into Biology will help provide more details about the biology of the target. Climb(Str){Untrained} Ability to scale and climb walls, buildings, structures, or even just objects and reach the top or whatever area is the user s goal. It may allow them to advance up a steep slope or incline, and even help to move across a ceiling if there is something for them to grab onto. Computer Hacking (Int){Trained} You use technology to attempt to break into and through computer firewalls to overcome security measures, hidden information files, and more of the like. Also allows the user to create hacks or viruses to implement into computer systems. Computer Operation (Int){Trained} The ability to control and operate different bits of computer hardware (mainframes, implant technology, etc.) and software (ability to understand process of certain programs, creation of interfaces). Computer Programming (Int){Trained} The ability to create programming implants, programming chips, bugs. Allows user to notice a hack or issues in a computer s system. Counterfeiting (Dex){Trained} The ability to create a fake replica of a real product or object. The higher the roll determines the greater quality of the replica. Criminology (Int){Trained} Knowledge about parts of crime and criminal behavior. May help with learning different tricks of the trade or even related to black market knowledge. Diplomacy (Cha){Untrained} Ability to change and influence attitudes of those you interact with. This could be to befriend a humanoid npc, to improve a mood. 13

15 Escape (Dex){Untrained} Ability to escape from binds, rope, shackles, or other things that would keep a character held in place. The difficulty roll depends on the strength of the binds. Explosive (Int){Trained} Knowledge of demolitions, the proper way to use and operate explosives, and even potentially ways to improve their power. Firearms (Acc){Trained} Knowledge of firearms, the process of their cleaning, ability to remove jamming or even how to take one apart or put it back together. First Aid (Int){Trained} Knowledge of First Aid techniques to help heal, cure, and stop bleeding or other injuries. Certain amounts of first aid knowledge are required to operate certain medical equipment. Forensics (Int){Trained} Knowledge and ability to perform scientific tests or techniques used in connection with the detection of crime. Allows to locate and even copy fingerprints. Forgery (Dex){Trained} Ability to produce a copy of a document, signature, banknote, artwork, or something else of similar nature. The greater the roll on a forgery attempt, the greater quality of the work created. Heal (Int){Untrained} Ability to attempt and heal an injury, without the need to be trained in matters of first aid. Although the extent of the healing process is significantly less than would be received from first aid, it does allow for some help. Interrogate (Cha){Trained} Ability to use varying techniques of interrogation. Is usually used when a subject is unreceptive or time is a deciding factor. If successful, spawns the most information that may be received from the subject. Intimidate (Cha){Untrained} Ability similar to diplomacy, allowing you to potentially change another s behavior or attitude but using more of an aggressive manner. Can be used to threaten a target or even to scare them away. Lip Reading (Int){Trained} Ability to determine what someone in view is saying, even if you are unable to hear them. May allow to determine part or all of what is said. Listen (Dex){Untrained} Make an attempt to pick up on different noises or sounds, or even listen in on a conversation. Can determine how much you hear from afar, or even potentially through a wall. 14

16 Lock-Picking (Dex){Trained} Ability to variety of tools to physically attempt and crack or break a lock to gain entrance to a locked door, chest, or another locked object. Martial Artist (Str){Trained} Trained ability in martial art(s) allowing for more versatility, flexibility, and focus during combat. Also allows for meditation to try and retain a sense of peace and balance. Greater ability in this skill allows for greater possibilities with a variety of talents. Pharmaceutical (Int){Trained} Restrain (Str){Untrained} Ability to restrain a target, potentially by holding them down, or even just keeping them held in place. Can also be used with making bindings, using rope for example. Search (Dex){Untrained} Ability to search an area, object, or the like to try and locate items or objects. Can be used to search for a trigger of a device, or an object lost in a room or area. Can also be used to search for specific loot or increase chances of finding something rare. Sneak (Dex){Untrained} Knowledge of drugs, medicinal or otherwise, their effects, and how to recreate them. Ability to move silent and sneak towards a location while trying to avoid detection. Poison (Dex){Trained} Knowledge of poisons and their users, as well as the ability to apply them correctly to weapons, ammunition, or more. Poison knowledge also allows for potential to recognize usage of a poison and ability to create an antidote Psychology (Int){Trained} Knowledge and study of the mind and the mind s behavior. Allows for noticing of certain behaviors and habits given off by the user s target. Can be used to try and determine certain ways to approach different people and how to best take advantage of a situation calmly and precisely Stealth (Dex){Untrained} Ability to hide or attempt to avoid detection. A bonus can be provided while using stealth in the shadows or darkness, and can be combined with a sneak roll to try and become hidden while sneaking. Strategy (Int){Trained} Knowledge of certain combat when it comes to weak points, ambushes, and other tactics of combat and battles. Strategy may be used to see through an ambush or even to look for the optimal places to set up your own. Tracking (Dex){Trained} Ability to track and follow a target or group of targets by footprints or other indications of their movement. 15

17 Talents Talents are special abilities that can give your character an upper hand. They are gained automatically at certain levels, but also can be gained through different archetypes. Certain talents have prerequisites which may come from needing to be a certain level, have a certain level in a particular skill, or even a minimum ability score. Improved Quick Reload: Reload of a Sniper rifle, Heavy weapon, or Special type weapon becomes a standard action instead of a full round action. Also makes the reload of a handgun, submachinegun, shotgun, or assault rifle become a free action instead of a rapid action Requirements: 12 ranks in Firearms Skill, Quick Reload Improved Sentinel s Focus: User may prepare Sentinel s Focus normally, except they may attack a number of targets once, equal to the modifier bonus of whichever statistic they are using for their attack. Requirements: 8 Ranks in Strategy, Sentinel s Focus Improved Snapshot: Any attack made with a sniper rifle may be treated as a base action, without the -6 penalty. Improved Unarmed Training: Unarmed damage becomes 1d10 Requirements: 8 ranks in Martial Artist, Unarmed Training Quick Reload: Reload of a handgun, submachinegun, shotgun, or assault rifle becomes a rapid action instead of a base action. Requirements: Firearms skill Sentinel s Focus: User takes their base action to prepare a single attack. Then during another character s turn, as long the Sentinel s focus user has sight of their target and the target is within range, they may make a single attack against any target that makes a move or takes an action within their range. Requirements: 4 Ranks in Strategy Snapshot: Any attack made with a sniper rifle may be treated as a base action, but with a -6 penalty. Requirements: 4 Ranks in Firearms Strong Arming: Character with Strong Arming may use their Strength stat as a replacement for Charisma if using the intimidate skill. Unarmed Training: Unarmed damage becomes 1d8 Requirements: 4 ranks in Martial Artist Requirements: 8 ranks in Firearms, Snapshot 16

18 Archetypes Longshot (Ranged / Tech) The longshot is a ranged based archetype focused on the use of sniper rifles. They are known to use a variety of technology to increase their range or the damage of their bullets. The longshot also carries a Handgun with them for versatility in case an opponent gets too close causing their sniper rifle to be less effective. If they come to close combat they ll adjust quickly to adapt with the situation. They have the ability to be phenomenal support or even solo if they are able to maintain distance. Enemies beware the power of your rifle. Usage: The longshot is made to work just as well for support as they would strictly by themselves but they have a high strength to fend for themselves. Background: You see a target running down the road but you are watching from the rooftop. One shot to their leg and then one through their chest They are frequently mercenaries or hired soldiers in the military of any faction. Races: All races vary as longshots. Role: The longshot is the support/assassination archetype. They focus on doing as much damage with one shot as possible. Codex: Firearms type 1, Firearms type 3, Melee type 1, Ranged type 2. Longshot Starting Gear: M45 Sniper Rifle (3d6) and back holster o Weapon on Type: Sniper Rifle o Type: Piercing o Critical 20x4 o Range 120ft o Magazine: 6 Shots (.357 Cal) o Weight: 26.0lbs o Focused Shot 1 shot / Full round action 3 M45 Magazines. Glock with Handgun Holster o Weapon Type: Handguns o Type: Ballistic o Critical 20x3 o Range 50ft o Magazine 6 shots (10mm bullets) o Weight 2.0lbs o Two Shots (Semi Auto) 2 Shots/1round action 2 Glock Magazines Wrist console. o Wrist device that advances as the longshot does. Allows them to use later abilities such as combat shield and multicloak. Essentially a small computer that syncs up with their body. Abilities: The Longshot focuses their abilities on Accuracy, Intelligence, Strength, and Durability. Hit Die Type: D4 Skill Points: Int Modifier + 6 per level 17

19 Level Base Attack Bonus Abilities Physical Resistance Dodge Mental Resistance Will Resistance Special Weapon Proficiency (Handgun) Secondhand Sniper Weapon Proficiency (Sniper Rifle) Leg Shot Multi Cloak Target Acquired Combat Shield Armor Piercing Suppressive Fire Headshot Focus Disarming Sniper Shot Weapon Proficiency (Handgun): + 2 bonus to hit with Handguns. Secondhand Sniper o Permanent increase to all handgun shot range by 15ft. Weapon Proficiency (Sniper Rifle): + 2 bonus to hit with sniper rifles. Leg Shot: Shoot into the target s legs and on a hit doing half damage but slowing the target to half their movement (rounded down) for 1d4 rounds. Is used by activating before an attack. o 2 Round Cool down. Multi Cloak No Movement o Gain a Cloak with reflection technology that hides you for a +20 to stealth but the cloak cancels when the longshot moves or fires. o 2 Round cool down. (Activated as rapid action) Target Acquired: Take time Analyzing target from at least 60 ft. away to get a +5 bonus to hit on next attack. o Uses Base Action. Combat Shield: Release an energy shield in front of you, fifteen feet across, and ten feet up. This adds a +3 bonus to TD but longshot cannot move while shield is active. o Uses Base Action. 18

20 Armor Piercing: Overcharge your rifle to for the next shot to ignore a target s Armor bonus to their TD with next firearms attack. o 6 Round Cool down after shot taken. Suppressive Fire: Lock onto an Ally, at least 70 ft. away. If an enemy gets within 5 ft. of that ally, the Longshot may fire 1 shot at one enemy within 5 ft. of the ally as a free action. o 4 Round Cool down after use. o Lasts until use or if target ally exits Longshot line of sight. o Uses Full Round Action to Prepare. Headshot Focus: Take a -6 to hit and If a successful hit is made, add 3d6 damage with a shot to the target s head. Disarming Sniper Shot: Shot from at least 60 Ft distance, roll an attack to hit the target that instead knocks the weapon away up to 1d6 x 5 feet away. o 2 round Cool down. 19

21 Quiver (Melee / Ranged / Tech) The quiver is a ranged based archetype focused on using the bow and arrow, while using different technology added to their arrows to give a versatility on the battlefield. Unlike most of the other archetypes, this archetype will directly end up using two different ability scores because of their use with the bow. A difference in bow usage is that when using the bow, it relies on Accuracy for ability to hit and dexterity for damage and power in pulling back. They will be trained in some slight unarmed combat in case they are unable to use their bow. They can buy materials and then create specialty arrows that give them the ability to be a deal more damage or even create a variety of effects. Usage: A quiver is built with the capability to work on their own. They will need to make sure they are stocked up on arrows and should try to prepare their arrows for diversity depending on what their goal is. Background: A quiver usually is the type that focuses on their own personal strengths and intelligence. Role: The quiver is the multifunctional ranged archetype. Built to assist or provide a variety of cover fire. Codex: Firearms Type 1, Melee type 1, Ranged Type 1, Ranged Type 2. Quiver Starting Gear: Rappel Gripper (Attach to a line to rappel down with ease) Composite Bow (1d8) o 80ft range o Comes equipped with back strap. Composite Quiver and 30 basic arrows (Max Capacity 30 Arrows) Light Armored Vest(+2TD) Abilities: The Quiver focuses their abilities on Dexterity, Intelligence, Strength, and Durability. Hit Die Type: D6 Skill Points: Int Modifier + 6 per level Races: Most quiver are frequently human. 20

22 Level Base Attack Bonus Physical Resistance Dodge Mental Resistance Will Resistance Special Archery Disarm Level Arrow Types, Rapid Shot Unarmed Combat - Level Arrow Type Rope Shot Archery Disarm Level Unarmed Combat - Level Arrow Types arrow Type arrow Types Abilities Archery Disarm - Level 1: Melee attack, either unarmed or using bow, to knock enemy weapon up to 10 feet away. The damage done by the bow with melee is 1d8. Archery Disarm Level 2: May use ranged attack instead of melee attack to shoot target s weapon and knock up to 10 feet away in any direction. Unarmed Combat Level 1: Unarmed melee damage moves up one step. If was base of 1d4 becomes 1d6. If was 1d6 becomes 1d8. Unarmed Combat Level 2: Ability to strike twice with unarmed melee as an attack action. o If user has Dual-wield (Melee), character gets third unarmed melee strike in their attack action. Tendon Shot: An arrow shot into the target s leg that if successful causes the target to take a penalty of -3 to their movement for 2 turns.. Rope shot: Ability to expertly attach rope to an arrow without chance of the rope falling off. If done without skill, must roll a dexterity check of 20 to successfully attach rope strongly. Rapid Shot: Ability to fire two arrows a base action. Arrows can be fired at same target or different targets. 21

23 Arrow Effect Types o The quiver gains the ability to make the different arrows and learns to make more at different levels. At Level 2 they can pick two they are able to make. They gain the ability to make more at varying levels stated in the chart and they must have use a basic arrow to create any of the effect arrows. Effect arrows replace the basic arrow that was used to create it. o The Arrows are made by going to an ammunition or technology store and purchasing the materials necessary for them. Effect arrows have their own damage and do not receive a damage bonus from dexterity when fired nor is their damage determined by the bow fired, except for steel tipped and flaming arrows. Shock Arrow Deal 3d8 electrical damage and stun target for 1d6 rounds (PR Save = damage taken from arrow to avoid being stunned) Formula: Basic Arrow + Microshocker. Gas Arrow (May target area, or specific target) Inhaled gas affects target(s) depending on type of gas used. o After collision, affects a 10ft area radius from where it hits. Formula: Basic Arrow + (Any Type) Gas Canister. Steel tipped Piercing +5 bonus damage. Explosive Explosive area around 20ft out from collision target. 3d10 damage if shot at specific target and hit. 2d10 damage to any surrounding within the 20ft range. Formula: Basic Arrow + Frag Grenade. Flaming Formula: Basic Arrow + Oil. Ignites upon release and will light target on fire if they fail a dodge save of 17 o Target on fire takes 1d8 damage for 1d10 turns. Corrosive(acid) 2d10 acidic damage Formula: Basic Arrow + Acid Vial Hacking Must be connected to before firing. Can then be activated and accessed through a wireless connection. When activated sends a signal 15 feet in every direction allowing access to the networks of electrical systems from the location of the arrow for 10 minutes. Formula: Basic Arrow + Wireless sensor Smoke +6 to hide inside of smoke. +3 TD Inside of smoke o Smoke Lasts 4 rounds o Area radius of 15ft from center Formula: Basic Arrow + Smoke Grenade Radar (Sonar) Allows visual of all radio wave signatures on a radar beacon in a 50 ft. radius from arrow impact for 12 turns in combat or 5 minutes outside of combat. Formula: Basic Arrow + Radar Chip 22

24 Vanguard (Melee / Ranged) The Vanguard is the all-around forward damage dealing class. It is built to be up in the front and taking out the enemies in front of them. He is meant to be able to leap into a situation, take out the enemies, and then continue on towards their objective. They heal quickly and are a heavy force to face when supported by allies but it isn t uncommon for them to try and take out enemies on their own. They are able to use an arsenal of weaponry and built to adapt to combat situations quickly and with grace. Usage: A vanguard would be used on the front lines of an assault, leading in the ability to take damage, just as well as they can dish it out. Background: A mercenary for hire, or a soldier with strong dedication. Vanguards come from all sorts of backgrounds and follow many different paths. Races: It is common to find vanguards of all races. Role: The vanguard can function as a minor tank but is mainly the head on Archetype. Can be altered or varied to give more of a sneak feel but is most commonly seen on front lines with a weapon or even their fists. Codex: Firearms type 1, Firearms type 2, Firearms type 3, Melee type 1, Melee type 2, Ranged type 2. Vanguard Starting Gear: Soldier Body armor (+4TD) Short sword (1d8) and sheath o 1 hand o Weight: 6lb o Range: 5ft o Critical: 20x2 2 Handgun Holsters. Medium Back Scabbard: A large holster that slings across the wearer s back allowing them to holster a weapon there that is an assault rifle, shotgun, or melee weapon. 1 Gun Selection of Choice from the following o 2 Glock (1d4) Weapon Type: Handguns Type: Ballistic Critical 20x3 Range 50ft Magazine 6 shots (10mm bullets) Weight 2.0lbs Two Shots (Semi Auto) 2 Shots/1round action o Assault Carbine (2d8) Weapon Type: Assault Rifle Type: Ballistic Critical 20x2 Range 70ft Magazine 20 shots (5mm bullets) Weight 10.0lbs Two Shots (Semi Auto) 2 Shots/1round action Abilities: The Vanguard focuses their abilities on Accuracy, Dexterity, Intelligence, Strength, and Durability. Hit Die Type: D8 Skill Points: Int Modifier + 4 per level 23

25 Level Base Attack Bonus Physical Resistance Dodge Mental Resistance Will Resistance Special Ex Disarm - Level 1, Unarmed Combat - Level Dual-Wield: Firearms Adrenaline Rush - Level Blind Fire Efficiency Point Blank Shot Iron Bones - Level Unarmed Combat - Level CQC Efficiency Ex Disarm - Level Improved Dual-Wield: Firearms Adrenaline Rush - Level Iron Bones Level Iron Bones - Level Abilities Dual-wield (Firearms): May roll an attack with a handgun or submachine gun in each hand as a basic action, but at a penalty of - 4 to their attack with each shot rolled. Improved Dual-wield (Firearms): May roll an attack with a handgun or submachine gun in each hand as a basic action with no penalty. Ex Disarm o Level 1: Unarmed Unarmed Touch Attack Skill used to disarm an enemy of their weapon usually facing a -5 penalty. o Level 2: Shoot away weapon Use ranged attack of any sort to shoot or knock away held weapon of target. 24

26 Abilities Unarmed Combat Level 1: Unarmed melee damage moves up one step. If was base of 1d4 becomes 1d6. If was 1d6 becomes 1d8. Unarmed Combat Level 2: Ability to strike twice with unarmed melee as an attack action. o If user has Dual-wield (Melee), character gets third unarmed melee strike in their attack action. Blind Fire efficiency Removed accuracy penalty received from blindfiring. Point-blank Shot - deal more damage with guns when 5 feet from an enemy. +3 damage, +3 hit. CQC Efficiency - more efficient in close quarter combat/unarmed combat/knife combat (+2 to attack and damage with unarmed or knife attacks) Iron Bone Training: Over your preparation for combat and the like you have learned how to turn you even your body into a stronger denser form to help withstand pain and punishment. o Note: The Levels are not stacking one on the other, they replace the bonus from the previous level. Level 1: +2TD Level 2: The +2TD bonus becomes a +4TD Level 3: The +4TD bonus becomes a +8TD Adrenaline Rush - Level 1: - Increase TD and movement speed for X turns by Str Modifier o TD Increase by 4, Speed increased by 4 o (Cannot be used with Blood Lust) o X = Str Modifier o After use, must wait 2 hours before use again. Adrenaline Rush - Level 2: - Increase TD and movement speed for X turns by Str Modifier o TD Increase by 6, Speed increased by 8 o (Cannot be used with Blood Lust) o X = Str Modifier + 2 o After use, must wait 4 hours before use again o Adrenaline Rush abilities do not stack; they instead would replace one another. If you used Adrenaline Rush Level 1, and then two turns later used Adrenaline Rush level 2 the bonus to TD would go from 4 to 6 and speed from 4 to 8 but they would not stack. 25

27 Status effects Status effects are conditions that can affect characters with a variety of different, you guessed it, effects. They can vary from losing hp over a certain number of rounds, to being unable to take actions during your turn unless a specific condition is met. This section is to outline and describe the specific details related to terms that you will encounter. Addicted (Item): An addicted character needs to have their item that they are addicted to once every 8 hours or they suffer -4 to rolls until they do. If they 3 days without their addicted item they suffer -8. If they go an entire week they will die from immediate withdrawal. Bleeding: The Bleeding status works in a way of the character who is bleeding is taking constant damage. Most things bleed but some weapons and injuries can cause more bleeding than others. A weapon or effect related to bleeding will have a number in parenthesis next to it like so, Bleeding (1). That says how much damage the bleeding effect does. The number of turns that it lasts will be listed in the weapon or attack as well. There s also a % chance for if bleeding will activate. To roll the percentage you must roll a d10 and get the number on or above to make the effect happen. An example is listed below. Bowie Knife: Upon damaging an opponent, the bowie knife has a 40% chance to Bleeding (2) for 6 rounds. To stop the bleeding effect a character can take a standard action to stop the bleeding effect for that turn. Certain items can also stop bleeding prematurely. Bleeding can only affect character with flesh. Blinded: A blinded character cannot see, whether it be from something causing partial or temporary blindness, or they are naturally blind. While blinded, a character has a 50% miss chance to hit another character. They also get a -4 bonus to their TD. Confused: A confused character must roll a 1d4 for each round for the duration of their confusion. The result they end up with determines what they do that turn. 1: They attack themselves (roll to hit) 2: They stand there and do nothing 3: Attack the person closest to them (roll to hit) 4: They act normally Dead: If a character s health points are -10 or below they are dead. In certain circumstances the bodies of dead characters are taken and repurposed for different users. Deafened: A deafened character takes a -4 penalty to their Dodge Save unless they can actively see the cause. They also receive -12 to any listen checks that they roll. Defenseless: A defenseless character is sleeping, unconscious, paralyzed, bound or tied, or in some other way they would be helpless. Ranged attacks against defenseless targets get a +4 attack bonus. Melee attacks receive a +8 attack bonus. Defenseless characters also receive a -6 to their TD. A character may inflict a Death Blow to a target that is defenseless by taking a full round action. Disarmed: A disarmed character loses or drops their weapon and must take a base action to pick it back up. 26

28 Dying: A dying character is a character whose health is anywhere from -9 to -1. A dying character is also unconscious A character who is dying may be patched up and stabilized. This occurs by healing them or using an item purposed just for stabilizing them, or as long as they are able to reach an HP of 0 or higher. A character left dying for over an hour without assistance dies. Fatigued: A fatigued character takes a -4 penalty to their strength and can only move at half their speed during the time they are fatigued. Fatigue lasts until a character rests for at least 2 hours. Some items can heal fatigue. Stabilized: A character who was dying but the bleeding status has been stopped is considered stabilized. A stabilized character does not take damage when they make an action but if they are under 0 health they are still only able to make one standard action. If they are stabilized and above 0 health they may act normally. Unconscious: An unconscious character is considered defenseless and thus cannot defend themselves or take actions. Intoxicated: An intoxicated character takes a -4 to all their rolls for the duration of their intoxication. Invisible: An invisible character gains a +4 to their attack roll against enemies that they can see. They are visibly undetectable by the naked eye normally although it does not affect the sound of footsteps or movement. Paralyzed: A character whom is paralyzed cannot move or make actions (unless stated otherwise). They are frozen in whatever position they were last and they are considered defenseless. Stunned: A stunned character cannot take actions. A stunned character also takes a -4 to their TD for the duration of the stun. 27

29 Gameplay Terms Cover: There are two types of cover, half cover and full cover. Entering and exiting cover are both free actions. In order to enter cover the player must approach the wall or object and state that they are using it for cover. Half cover provides a 25% miss chance, while full cover provides a 50% miss chance. DC: DC stands for dice check. This just refers to what your roll total has to equal for something. Say a poison requires a DC 16 PR save. You need to roll a total of 16 with your physical resistance save or be affected by the poison. Death Blow: The Death Blow, if with a melee weapon, deals an automatic critical hit on a successful attack. If the Death Blow is with a ranged weapon and the attacker is more than 30 ft. away, it only does double damage on a successful attack. If the attacker uses a ranged weapon within 30ft, it functions along the rules of a melee weapon in that it deals an automatic critical hit upon a successful attack. If the Death Blow does not kill the target, target rolls a physical resistance check with a goal of the damage that was taken, and if unable to roll equal to or greater than the damage, the subject dies instantly. Certain characters and races will be immune to death blows or critical hits, thus they would not need to roll the physical resistance save to withstand death. Example: Damage taken from Death blow was 36. o Players rolls Physical Resistance check and their d20 comes up with a 12 o Their physical Resistance bonus total is a 6 o Their character s level is 8 o = 26 o Because 26 is less than 36, the target character dies instantly. Fall Damage: Fall damage relates to how far you fall. For every 10 feet that you fall past 20 feet, you take 1d6 damage. This continues to stack for every 10 feet up to 50d6 or 520 feet. Certain skills, abilities, or items may reduce the fall height and damage. This fall damage relates to falling on solid ground, although if the character falls into water and their fall is less than 100 feet while the water depth is greater than or at least 20 feet, they take no damage. Beyond 100 feet falling into the water, they take fall damage normally. Also if the water is less than 20 feet deep, they take fall damage as normal. Knocked Down: If a character is knocked down they fall to the ground and receive a -4 to all attack rolls while knocked down. They also take a -4 to their TD while they are knocked down. They may stand up but standing up is considered a move action Miss Chance: A miss chance means that before rolling an attack, you roll to see if you would naturally miss your target at first beforehand. A miss chance entails that you roll a percentage. You can do this by rolling 2 d10s (or a single d10 twice and just say whether the first roll is for the first digit or the second digit. Miss chances can be stacked upon each other but up to a maximum of 100%. Also, a miss chance can be avoided by weapons with an area of effect. -Example: A grenade is thrown into the area of a space with a miss chance set for that area, the miss chance would not take affect them. The area effect would still happen normally unless otherwise stated. Score: The world score is referring to the number total next to an ability. A character with a total strength of 23, has a Strength Score of 23. This is different from the modifier, which refers to the bonus related to the score of the ability or the value. 28

30 Item List Acid Vial: Vial of dangerous acid that can be used to corrode metal or flesh. (2d6 damage to flesh) Air toxicity Scanner: Small, handheld device, that is able to check to see if air quality in an area is clear or not and breathable for oxygen breathing creatures. Alarm Clock: A slightly primitive device used to set for a specific time and then set off a sound. Backpack: Allow wearer to carry 40 extra pounds. Bandages: Wrap up a quick injury and keep on moving forward. Recovers up to 15 health. Takes 1 base action during combat. Basic Arrows: Basic arrows made from a metal blend. Basic Flash Grenade: Flash grenade that blinds those exposed to it, within a 15-foot range. Targets may roll a Physical Resistance check of 18 to avoid being blinded. Lasts for 1d4 rounds. Throwing range of 40 ft. Binoculars: If looked through, allows user to view distance up to 200ft. Canteen: Small almost flask like metal container made for holding liquid. Cellphone: Basic mobile phone used for communication above ground and on the same planet. Compass: Allows holder to check the direction of north on planet with functioning gravitational presence that links to the compass. Composite Quiver: Basic bow quiver that can hold 30 arrows. Cooking tools: Assortment of pots and other cooking tools to prepare food and meals. Included in it are metal tongs, a knife set, spoons, a kettle, a frying pan, a grill, and a large carrying case. Cortevine: Drug used to allow cross-race reproduction between Beastmen and human species subjects. Must be injected into both races prior to their attempt to crossbreed. Crossbow Bolts: Metal bolts fired from a crossbow used for ammo. Defibrillator: Stabilize character that is unconscious and at or between 0 and -9 health. They are restored to 1 Hp. Each Defibrillator has 5 uses. Must be with 5ft of target to use. Energy Cuffs: A stronger style of handcuffs, that restrains by a beam. This allows targets of varying sizes to be cuffed. DC Escape of 40. Eyepatch: A simple eyepatch. Be styling, become a space pirate, be dangerous. Fishing Rod: A simple fishing rod. Firecracker: Bundle of firecrackers that when set off make large bang-like sounds, sometimes attracting attention in the area to that point. Flare: Create an artificial torch for light that may come in a variety of colors. Lasts for 5 minutes. Must be lit by a flame. Lights up to a 30ft radius. Flare (Water Type): Create an artificial torch for light that may come in a variety of colors. Lasts for 5 minutes. Activated by snapping center and shaking. Is waterproof. Lights up to a 20ft radius. 29

31 Forensic Kit: A small kit used to collect evidence from a scene that contains a fingerprint brush, fingerprint powder, fingerprint lifting tape, 5 vials, a black light flashlight, and a supply of sterile gloves. +10 Bonus to search when searching for evidence of some sort. Full Face Combat Mask (Plastic Blend): Covers the wearer s full face with a visor in front of the eye area. Designed for Medium sized humanoids. This design is created from a hard plastic blend. May hide identity. Frying Pan: A pan that food is placed in to cook over a flame or heat. (1d6 damage if used as melee). Gas Canister: Air tight canister built to hold gas or fumes or some sort and keep them contained until canister is opened or has seal broken somehow. Genetic Manipulator: A small tool, frequently used in medical practices. It is shaped like a needle except the end resembles that of an USB plug in. The holder injects the genetic manipulator and it pricks the DNA of whoever it is injected into. It stores 3 molds of their DNA in a chip built into the manipulator. The chip can be removed or left inside. As long as it is a blank chip it will take the DNA and store it, if there is already DNA in the chip it will inject itself into the person the Genetic Manipulator is injected into. Their genetic code will be rewritten with the bare minimum to change the receivers genetic code. The injections last for 1 hour per use. The uses should be administered after one use has run out otherwise it only starts a new use time period. Example: If Used 30 minutes before and then used again, it starts a full new hour, does not stack up to now being a total use time of an hour and thirty minutes. Users max health decreases by 30 for the duration of the use. If surpass character s total health they will die. Grapple Gun: A grappling gun with the hook attached and 50ft of titanium chain. The gun itself is very large, looking similar to that of a rocket launcher. Grapple gun is attached to a pack that goes on the user s back. The grapple gun is able to carry up to 200lbs of weight with it. To hit the aimed spot requires an accuracy check of 16 if it is over 25 ft. Under 25ft has no check. Grappling Hook: A hook to be attached to the end of rope or chain and then used to climb up or drag an object. A grappling hook throw is strength based. Base check of 10 and then a +1 for every 5- foot distance throwing. Handcuffs: Metal cuffs used to restrain a subject, used largely by police force. Head torch: Simple headlight put on the wearer s head to provide light 15 feet in front of the wearer. Holo Projector: A small disc able to record up to 2 minutes of a holographic message from the user, when activated that hovers and records the user s full body, to be displayed until the message has been erased. Ink: Ink used to write with simplistic pens. Knapsack: Allows wearer to carry 90 extra pounds. Lighter (Basic): Basic fuel lighter, small flame. They come in many different designs, some with a flip top, and some with no cover at all. Small smoke can be created by the flame. Lighter (Energy): A blue energy flame appears of a small square box when a button is pressed on the side. The flame is extremely hot and recharges itself. No smoke is created. GM Chip: A genetic manipulator chip that is used to store DNA and genetic code inside of it. If overclocked, it can be increased to 5 Uses but turns down the use time to 45 minutes. 30

32 Lockpick: A simple Lockpick that can be used to open simpler doors that aren t equipped with electronic locks, or even chain locks/padlock and do it silently. Used dexterity. Match: Simple match used to light something. Cigarette, candle, fire cracker, etc. Matchbox: A box of matches. 30 uses. Medium Back Scabbard: A large holster that slings across the wearer s back allowing them to holster a weapon there that is an assault rifle, shotgun, or melee weapon. Medkit {Basic}: A simple Medkit that is able to restore up to 25 health points. Using takes a base action. Each Medkit holds three uses. Medkit {Advanced}: An advanced version of the Medkit, provided with greater medical efficiency. Restores 35 health points. Each Medkit holds three uses Medkit {Premium}: Exceptional version of the Medkit with antitoxins, and enhanced healing serums. Restores 50 health points. Each Medkit holds three uses. Metal Wire: A length of metal wire that can be bent and wrapped for different uses. Microshocker: Small, electrical device triggered by pressure that deals 2d6 electric damage. Morphine: Gives a + 20 temporary health bonus for 6 rounds. If more than 3 uses by single user in 6 rounds, must perform a Physical Resistance (PR) save and achieve a score of 15. If failed, user becomes addicted and must take another shot of morphine within 8 hours or suffer a -4 to all rolls until they do. Is injected through a syringe and can be done as a rapid action. Painkiller: Gives a + 10 temporary health bonus for 6 rounds. If more than 5 uses by single user in 6 rounds, must perform a Physical Resistance (PR) save of 15. If failed, user becomes addicted and must take another painkiller in 8 hours or suffer a -4 to all rolls until they do. Programmable Transceiver: Device that may be linked to any other object that would send out a signal. Small enough to fit into a pocket and the size of a small phone. Radar Chip: Chip that sends off a radar signal in a 20ft area but as long as it can send out a signal it can be activated through a transceiver or system linked to the radar chip itself. Rappel Gripper: Attach to a line to rappel down with ease. Re-Breather: A breathing mask, powered by solar energy. Holds an input for Re-Breather cartridges which provide the oxygen that pumps through the mask. Provides the wearer with up to 30 minutes of oxygen while mask is worn and active. Can be used underwater. Re-Breather cartridges: Each cartridge provides 30 minutes of oxygen to a re-breather device. Red Dot Sight: +15 Range. Can be equipped to assault rifle, and sniper rifles. Reflex Scope: +40 Range. Can be equipped to assault rifles and sniper rifles. Rope: Thick rope used to tie down things or tie things together. Rucksack: Allows wearer to carry 60 extra pounds. Screwdriver: A simple screwdriver. Screw it. Night Vision Goggles: Allows wearer to see in total darkness while worn for up to 35 feet. If light is flashed in users face wearer stunned. 31

33 Sewing Kit: Needle and thread inside of a bag the player can use to patch clothing and varying cloth like materials. Short Scope: Provides +15 to your weapon s range and can be equipped to the.45 Falcon, Revolver, or Laser Pistol Small AX Missile: Specific design of small missile, known for accuracy and linked to targeting systems. Welder: A metal welding tool that functions like a blowtorch and allows the user to melt pieces of metal. The flame is intensely hot. 1d10 damage. Wireless sensor: Sends out a signal 15 feet in range, in all directions, connecting each of the devices in range. Voice Translator: A translator that can be attached to the wrist or neck to translate common spoken languages. Smoke Grenade: Range 30ft, 15ft radius on release of smoke. Adds +6 to hide, +3TD to anyone inside of smoke. Lasts 40 seconds. Tent: A place to sleep and find a bit of shelter. Yay Tent. Suppressor (Light): A light suppressor you are able to attach to a handgun, submachine gun, assault rifle, or sniper rifle. Twenty Uses. Enemies must roll listen check 30, to hear the shot fired. (Must be within 20 feet of shot when fired to hear). Thermal Goggles: Wearer can see heat signatures up to 50 feet away and through up to 4 feet of solid metal or stone. Tracer Bullet: A bullet that can be designed, created, or modified to match different gun sizes. If the bullet connects with the target, it continues to send a signal for up to a week and at a distance of up to 200 feet. Variable Zoom 2x: +60 range. Can be equipped to assault rifle, and sniper rifles. Variable Zoom 3x: +80 range. Can be equipped to assault rifle, and sniper rifles Watch: Allows wearer to check time on an AM/PM, 12-hour system. Weapon flashlight: A flashlight attachment that can be added to firearms weapons providing light up to 10 ft. away. 32

34 Dual Wield Dual-Wield Rules A dual-wielding character gains the ability to make an attack with an offhand weapon during their attack. There are restrictions to a character dual-wielding. For the talent Dual-wield (Melee) it applies to One-handed melee weapons Unarmed melee attacks For the talent Dual-wield (Firearms) it applies to Handguns Sub-Machine Guns One-handed special firearms One thing to make of note is the talents can function differently depending on what you have in your hands. To receive no penalty to attack for wielding a firearm in one hand, and a melee weapon in the other, then one would need improve Dual-wield in both melee and firearms. If a character had Dual-wield (melee) but not in firearms and they attacked they would receive a - 4 to their attack with melee, but since they lacked the Dual-wield (Firearms) they would receive a -8 penalty to that attack. This penalty is applied if they have a weapon in both hands, regardless of whether they attacked with both weapons. The penalty also applies if you use a throwing weapon as a melee. o One-handed crossbows are included For the talent Dual-wield (Thrown) it applies to Throwing Weapons Grenades Dual-Wield Chart Without Dual-Wield Talent Dual-Wield Talent Improved Dual-Wield Talent Main Hand Off Hand Penalty Penalty

35 Weapon Spread This section is dedicated to the description and understanding of the term spread. Spread is a term that will appear in different sections and can relate to weapons, abilities, or other things like it with how they cover the area. Spread can also vary depending on if the players are using a particular type of grid of not. A grid that uses squares is referred to as a square grid, and a grid that uses the hexes is referred to as a hex grid. An example of both grids is located to the right. The Square grid on the top will be referred to as Grid A and the Hex grid on the bottom will be referred to as Grid B. Variable weapons have spread such as shotguns or flamethrowers. If a weapon has a type spread it will state on it the type, such as cone, and the distance of the spread will be listed. Both of these spreads are specifically, a cone which match the figures to the right. Some weapons such as grenades or missiles have a spread area that is just spreading out from the point that they hit. A grenade with a radius spread range of 20 feet is the center point of the blast, wherever it hits, and it then spreads out 20 feet outwards from that point. Figures 1 and 2 are examples of cone spread like you would get from a shotgun s spread, while figures 3 and 4 are an example of radius spread as you would get from grenades and explosives. Figure 1. Figure 2. Figure 4. Figure 3. 34

36 Weapons List Firearms When it comes to firing, if it shows multiple shot options, they player has the option to roll each shot as one attack but they do not have to take every shot. Handling 1shot/1round: Varying weapons will have more or less shots per round. Handguns and SMGs can be wielded in one hand but assault rifles, shotguns, sniper rifles, heavy, or special weapons must be held in two hands. Reloading Handguns: Each weapon has a particular type of ammo required for use. Weapon type o Handgun, Submachinegun, Shotgun, Assault Rifle 1 Base action. o Sniper rifle, Heavy Weapon, Special Weapon 1 Full action to reload Glock - 1d4 o Weapon Type: Handgun o Type: Ballistic o Critical 20x3 o Range 30ft o Magazine: 6 Shots (10mm Bullets) o Weight: 2.0lbs o Two shots (Semi Auto) 2 shots/1 Base action 9mm - 1d6 o Weapon Type: Handgun o Type: Ballistic o Critical 20x2 o Range 50ft o Magazine: 10 Shots (9mm Bullets) o Weight: 2.0lbs o Single Shot 1 shot/1 Base action Falcon.45-1d8 o Weapon Type: Handgun o Type: Ballistic o Critical 20x2 o Range 40ft o Magazine: 20 Shots (.45mm Bullets) o Weight: 2.5lbs o Single Shot 1 shot/1 Base action Revolver - 1d10 o Weapon Type: Handgun o Type: Ballistic o Critical 20x4 o Range 60ft o Magazine: 6 Shots (.44 Magnum Bullets) o Weight: 2.0lbs o Single Shot 1 shot/1 Base action Hand Cannon - 2d12 o Weapon Type: Handgun o Type: Ballistic o Critical 20x3 o Range 60ft o Magazine: 1 Shots (12.8mm Bullets) o Weight: 4.0lbs o Single Shot 1 shot/ Full round action Laser Pistol - 1d12+3 o Weapon Type: Handgun o Type: Laser o Critical 20x3 o Range 50ft o Magazine: 8 Shots (Small Charge Battery) o Weight: 2.5lbs o Single Shot 1 shot /1 Base action 35

37 Assault Rifles: Submachine guns: Assault Carbine - 1d8 o Weapon Type: Assault Rifle o Type: Ballistic o Critical 20x2 o Range 70ft o Magazine: 20 Shots (5mm Bullets) o Weight: 10.0lbs o Two shots (Semi Auto) 2 shots/1 Base action B12 Automatic - 1d6 o Weapon Type: Assault Rifle o Type: Ballistic o Critical 20x2 o Range 70ft o Magazine: 10 Shots (5mm Bullets) o Weight: 12.0lbs o 3 Shots (Full Auto) 3 shots/1 Base action Geo Carbine - 1d12 o Weapon Type: Assault Rifle o Type: Ballistic o Critical 20x3 o Range 90ft o Magazine: 12 Shots (5.56mm Bullets) o Weight: 11.5lbs o Single Shot 1 shot/1 Base action Marksman Carbine - 2d10 o Weapon Type: Assault Rifle o Type: Ballistic o Critical 20x3 o Range 100ft o Magazine: 8 Shots (5.56m Bullets) o Weight: 14.0lbs o Single Shot 1 shot/1 Base action Trail Carbine - 2d12 o Weapon Type: Assault Rifle o Type: Ballistic o Critical 20x3 o Range 90ft o Magazine: 15 Shots (5.56m Bullets) o Weight: 12.0lbs o Single Shot 1 shot/1 Base action Shotguns: 9mm SMG - 1d6 o Weapon Type: SMG o Type: Ballistic o Critical 18-20x2 o Range 50ft o Magazine: 40 Shots (9mm Bullets) o Weight: 5.0lbs o 3 Shots (Full Auto) 3 shots/1 Base action 10mm SMG - 1d4 o Weapon Type: SMG o Type: Ballistic, Piercing o Critical 17-20x2 o Range 50ft o Magazine: 40 Shots (10mm Bullets) o Weight: 4.0lbs o 5 Shots (Full Auto) 5 shots/1 Base action 12.8mm SMG - 2d4 o Weapon Type: SMG o Type: Ballistic o Critical 17-20x2 o Range 40ft o Magazine: 40 Shots (12.8mm Bullets) o Weight: 6.0lbs o 4 Shots (Full Auto) 4 shots/1 Base action Shotguns follow a slightly different ruleset. If enemy is within 5ft range +10 to the attack and damage of the shot. Shotguns use a spread although it is a cone based spread. If two enemies are directly lined up, the shot hitting one would stop the shot hitting the enemy behind them. SPAS 13-2d6 o Weapon Type: Shotguns o Type: Spread o Critical 18-20x2 o Range 40ft cone o Magazine: 8 Shots (Shotgun Shells) o Weight: 12.0lbs o Single Shot 1 shot /1 Base action 36

38 Honey Beaver - 2d6 o Weapon Type: Shotguns o Type: Spread o Critical 18-20x2 o Range 25ft cone o Magazine: 8 Shots (Shotgun Shells) o Weight: 15.0lbs o Single Shot 2 shot /1 Base action Davenport - 3d6 o Weapon Type: Shotguns o Type: Spread o Critical 18-20x2 o Range 30ft cone o Magazine: 4 Shots (Shotgun Shells) o Weight: 13.0lbs o Single Shot 1 shot /1 Base action E22 Pump Action - 2d8 o Weapon Type: Shotguns o Type: Spread o Critical 18-20x2 o Range 50ft cone o Magazine: 6 Shots (Shotgun Shells) o Weight: 17.0lbs o Single Shot 1 shot /1 Base action Sniper Rifle (Firing within 20 ft. of target, Sniper rifle shot loses 10 Accuracy to hit) M45-3d6 o Weapon Type: Sniper Rifle o Type: Piercing o Critical 20x4 o Range 120ft o Magazine: 6 Shots (.357 Cal) o Weight: 26.0lbs o Focused Shot 1 shot / Full round action Barret d8 o Weapon Type: Sniper Rifle o Type: Piercing o Critical 20x4 o Range 200ft o Magazine: 8 Shots (.50 Cal) o Weight: 32.5lbs o Focused Shot 1 shot / Full round action Longbow E-29-1d20+4 o Weapon Type: Sniper Rifle o Type: Piercing o Critical 20x4 o Range 150ft o Magazine: 6 Shots (.50 Cal) o Weight: 28.0lbs o Focused Shot 1 shot / Full round action Savage 32-2d8 +4 o Weapon Type: Sniper Rifle o Type: Piercing o Critical 20x4 o Range 220ft o Magazine: 3 Shots (.357 Cal) o Weight: 27.0lbs o Focused Shot 1 shot / Full round action Heavy Weaponry: Scor MG34-3d6 o Weapon Type: Heavy (LMG) o Type: Piercing o Critical 20x4 o Range 150ft o Magazine: 30 Shots (.577 Cal) o Weight: 45.0lbs o Multi Shot (2) 2 shots / Full round action Blue Dragon - 2d6 per + 1d6 burn damage per turn o Weapon Type: Heavy (Flamethrower) o Type: Spread (Flaming) 6 rounds unless succeed in Physical resistance save of 10 + Acc bonus. o No Critical o Range: 15ft cone o Ammo: Flamethrower Fuel o Magazine: 20 Uses o Weight: 68.0lbs o Focused Shot 1 Shot / Full round action 37

39 Shields (Physical) Kite Shield TD: +2 Weight: 7lbs Classic, kite shield Held in one hand. E. Shield Handheld TD: +4 Weight: 3lbs Recharge time: 6 turn use, 2 turn recharge. Lighter. Essentially only the frame of a kite shield with an energy field projected inside the frame. Energy (E) aspect described in Energy Weapons section Attached to wrist as bracelet. Collapsible shield 1 handed (off-hand buckler) Weight: 6lbs TD(ac): +2 Used in combination with Retractable Lance. Shield shrinks down to 1/4 th size while not in combat, but expands out to full size in combat. Scale shield Weight: 5lbs TD: +3 Similar to the kite shield but with overlapping metal scales instead of 1 sheet of metal, providing more defense Held in one hand. Round shield Weight: 4lbs TD: +1 Lowest level of shield, simple round shape. Held in one hand. 38

40 Base Melee Stun Glove 1d8+2 Glove that covers the hand. Weight:.5 lb. Range: 5ft. Critical: 20x3 Sends an electric shock through the part of the glove that covers the hand. A one handed weapon; Could be worn and still wielding a weapon in hand though user must be wary of glove affecting the weapon held in their hand. Activated by tapping thumb and pinky finger together. Deactivated the same way. Shale Sword (Split sword) 1d10/1d6 2 handed long sword Weight: 8lbs/2x4lb Range: 6ft Critical: 20x2 2 handed long sword that deals 1d10 and can be split into two separate blades with a base action. Can be treated as dual-wielding with no penalty when split swords into two, and thus the damage becomes 1d6 for each. Putting them together or taking them apart is a base action. Ejection Pike 1d8/1d10 2 handed pike Weight: 20lbs Range: 10ft/30ft Critical: 20x2 (Melee) / 20x3 (Ranged) Pike can be wielded as normal, or the bladed end can be ejected (through some sort of propulsion system) for a ranged attack. Once the ranged attack is used the pike is useless unless the bladed end is retrieved. Retractable Lance 1d6 1 handed Weight: 12lbs Range: 10ft Critical: 20x2 Lance cone flattens for travel and can be extended for combat as a base action Folding Scythe 1d8 2 handed Weight: 10lbs Range: 5ft Critical: 20x3 Scythe is oversized, 6ft high with a 4ft blade. The blade can fold and the staff can retract for travel and extend and unfold for combat. Extendable Staff 1d8 1 handed Weight: 10lbs Range: 5ft Critical: 19-20x2 The staff extends from a one-foot cylinder to a 5-foot pole staff. Wrist Blade 1d6 1 handed (wrist blade) Weight: 4lbs Range 5ft Critical: 20x2 Sheathed on wrist facing back o Deployed as a rapid action Chainsaw 1d8 2 handed Weight: 12 lbs. Range: 5ft Critical: 20x4 A chainsaw. Pretty straightforward. Chainsaw (Wrist) 1d6 1 handed (wrist weapon) Weight: 8lbs Range: 5ft Critical: 20x3 39

41 Energy Weapons (melee) Energy weapons Variation of classical melee weapons that use highly concentrated energy rather than blades. They are a bit stronger than their metal based counterparts. E. Long sword 1d12 1 hand Weight: 4lb Range: 8ft Critical: 20x3 E. Short sword 1d10 1 hand Weight: 3lb Range: 6ft Critical: 20x2 E. Dagger 1d8 1 hand Weight: 2lb Range: 4ft Critical: 20x2 E. Battle Axe 1d hand Weight: 8lb Range: 6ft Critical: 20x3 E. Long Spear 1d10 2 hand Weight: 4lb Range: 10ft Critical: 20x3 Conventional Weapons (melee) Classic Weapons These are your classic old school role playing game weapons. Made of wood or metal, to highstrength compounds. The way they are created is up to you, just as is the way that you use them. Long sword 1d10 1 hand Weight: 8lb Range: 5ft Critical: 20x3 Short sword 1d8 Dagger 1d6 1 hand Weight: 6lb Range: 5ft Critical: 20x2 1 hand Weight: 2lb Range: 5ft Critical: 20x3 Battle Axe 1d12 2 hand Weight: 10lb Range: 6ft Critical: 20x3 Long Spear 1d10 2 hand Weight: 6lb Range: 10ft Critical 20x3 40

42 Ranged (Dex Based) Bows Composite Bow - 1d8 2 hand Weight: 5lb Range: 80ft Critical: 20x3 o Comes with strap to wrap around back. Ammo: Arrows Compact Folding Bow - 1d6: 2 hand Weight: 6lb Range: 60ft Critical: 19-20x2 o May draw/sheath as a rapid action. Ammo: Arrows Composite Crossbow - 1d10: 2 hand Weight: 10lb Range: 90ft Critical: 20x3 Ammo: Bolts Throwing Weapons Weapons used specifically by being thrown, whether to explode or just to cause damage through contact. Some also require a strength score to throw. Without required score will only go half the range. Grenades allow a fortitude save on explosions for half damage. The save is half of the value of the attack roll by the thrower. Frag Grenade - 4d6 1 hand Explosive Weight: 1lb Range: 50ft o Blast Radius: 20 Critical: None Pulse Grenade - 2d8 1 hand Explosive (Energy) Weight: 2lb Range: 65ft o Blast Radius: 15ft Critical: None Plasma Grenade - 3d10 1 hand Explosive (Plasma) Weight: 2lb Range: 55ft o Blast Radius: 25ft Critical: None Throwing Knife - 1d6 1 hand Weight: 1lb Range: 30ft Critical: 18-20x2 Strength score required: 15 Throwing Axe - 1d8 1 hand Weight: 4lb Range: 40ft Critical: 19-20x2 Strength score required: 18 Shuriken - 1d4 1 hand Weight: 0.5 lbs. Range: 35ft Critical: 18-20x2 Strength score required: 14 Exploding Shuriken 1d4 +3d6 explosion 1 hand Weight: 4 lbs. Range: 35ft o Blast radius: 15ft Critical: 18-20x2 Upon explosion, the shuriken cannot be retrieved or salvaged. It is armed by pressing a button located on the top and then thrown. After being armed and thrown, the shuriken detonates on impact Strength score required: 14 41

43 Weapons Chart Codex Firearms Type 1 Name Damage Type Damage Critical Range Magazine Ammo Weight Firing Rate Type Glock 1d4 Handgun Ballistic 20x3 30ft 6 Shots 10mm Bullet 2.0lbs Semi Auto 9mm 1d6 Handgun Ballistic 20x2 50ft 10 shots 9mm Bullet 2.0lbs Single Shot Falcon.45 1d8 Handgun Ballistic 20x2 40ft 20 Shots.45mm bullets 2.5lbs Single Shot Revolver 1d10 Handgun Ballistic 20x4 60ft 6 Shots.44 Magnum 2.0lbs Single Shot Bullets Hand Cannon 2d12 Handgun Ballistic 20x3 60ft 1 Shot 12.8mm 4.0lbs Single Shot bullets Laser Pistol 1d12+3 Handgun Laser 20x3 50ft 8 Shots Small Charge 2.5lbs Single Shot Battery 9mm SMG 1d6 SMG Ballistic 18-50ft 40 Shots 9mm Bullet 5.0lbs Full Auto (3) 20x2 10mm SMG 1d4 SMG Ballistic 17-50ft 40 Shots 10mm Bullet 4.0lbs Full Auto (5) 20x2 12.8mm SMG 2d4 SMG Ballistic 17-20x2 40ft 40 Shots 12.8mm Bullet 6.0lbs Full Auto (4) Codex Firearms Type 2 Name Damage Type Damage Type Assault Carbine B12 Automatic 1d8 1d6 Assault Rifle Assault Rifle Geo Carbine 1d12 Assault Rifle Marksman Carbine 2d10 Assault Rifle Trail Carbine 2d12 Assault Rifle Davenport 3d6 Shotgun Spread 18-20x2 E22 Pump Action 2d8 Shotgun Spread 18-20x2 Honey Beaver 2d6 Shotgun Spread 18-20x2 Critical Range Magazine Ammo Weight Firing Rate Ballistic 20x2 70ft 20 Shots 5mm Bullet 10.0lbs Semi Auto Ballistic 20x2 70ft 10 Shots 5mm Bullet 12.0lbs Full Auto (3) Ballistic 20x3 90ft 12 Shots 5.56mm Bullet Ballistic 20x3 100ft 8 Shots 5.56mm Bullet Ballistic 20x3 90ft 15 Shots 5.56mm Bullet 30ft cone 50ft cone 25ft cone SPAS 13 2d6 Shotgun Spread ft cone 11.5lbs 14.0lbs 12.0lbs Single Shot Single Shot Single Shot 4 Shots Shotgun Shell 13.0lbs Single Shot 6 Shots Shotgun Shell 17.0lbs Single Shot 8 Shots Shotgun Shell 15.0lbs Single Shot 8 Shots Shotgun Shell 12.0lbs Single Shot 42

44 Codex Firearms Type 3 Name Damage Type Damage Type Barret d8 Sniper Rifle M45 3d6 Sniper Rifle Longbow E- 29 1d20+4 Sniper Rifle Savage 32 2d8+4 Sniper Rifle Blue Dragon 2d6 + 1d6 burn Critical Range Magazine Ammo Weight Firing Rate Piercing 20x4 200ft 8 Shots.50 Caliber Bullet Piercing 20x4 120ft 6 Shots.50 Caliber Bullet Piercing 20x4 150ft 6 Shots.50 Caliber Bullet Piercing 20x4 220ft 3 Shots.50 Caliber Bullet Heavy Flaming None 15ft cone 20 Uses Flamethrower Fuel Scar MG34 3d6 Heavy Piercing 20x4 150ft 30 Shots.577 Caliber Bullet 32.5lbs 26lbs 28lbs 27lbs 68.0lbs 28.0bls Focused Shot Focused Shot Focused Shot Focused Shot Focused Shot Multi Shot (2) Codex Melee Type 1: Name Damage Handed Damage Type Critical Weight Note Brass Knuckles 1d6 One Handed Blunt 20x4 2.0lbs Stun Glove 1d8+2 One Handed Blunt 20x3.5 lbs. Shale Sword 1d10/1d6 Two Handed Slashing 20x2 15 lbs. Ejection Pike 1d8/1d10 Two Handed Piercing 20x2/20x3 20 lbs. Retractable 1d6 One Handed Piercing 20x2 12 lbs. Lance Folding Scythe 1d8 Two Handed Slashing 20x3 10 lbs. Extendable Staff 1d8 One Handed Blunt 19-20x2 10 lbs. Can shrink to fit inside of small pocket Wrist Blade 1d6 One handed Piercing 18-20x2 4 lbs. Chainsaw 1d8 Two Handed Slashing 20x4 12 lbs. Chainsaw (Wrist) 1d6 One handed Slashing 20x3 8 lbs. 43

45 Codex Melee Type 2: Name Damage Handed Damage Type Critical Weight Note E. Battle Axe 1d12+4 Two Handed Slashing, Energy 20x3 8.0lbs E. Dagger 1d8 One Handed Piercing, Energy 20x3 2.0lbs E. Long spear 1d10 Two Handed Piercing, Energy 20x3 4.0lbs 10ft Range E. Longsword 1d12 One Handed Slashing, Energy 20x3 4.0lbs E. Short sword 1d10 One Handed Slashing, Energy 20x2 3.0lbs Codex Melee Type 3 Name Damage Handed Damage Type Critical Weight Note Battle Axe 1d12 Two Handed Slashing 20x3 10.0lbs Dagger 1d6 One Handed Piercing 20x3 2.0lbs Long spear 1d8 Two Handed Piercing 20x3 8.0lbs 10ft Range Longsword 1d10 One Handed Slashing 20x3 8.0lbs Short sword 1d8 One Handed Slashing 20x2 6.0lbs 44

46 Codex Ranged Type 1 Name Damage Type Damage Critical Range Ammo Weight Note Type Composite Bow 1d8 Bow Piercing 20x3 80ft Arrow 5 lbs. Combat Folding Bow Composite Crossbow Hand Crossbow 1d6 Bow Piercing 19-20x2 1d10 Crossbow Piercing 20x3 90ft Crossbow Bolt 1d4 Crossbow Piercing 18-20x3 60ft Arrow 6lbs May draw or sheath as a rapid action 50ft Crossbow Bolt 10lbs 4 lbs. Can be used one handed Codex Ranged Type 2 Name Damage Type Damage Critical Range Blast Radius Weight Note Type Frag Grenade 4d6 Grenade Explosive None 50ft 20 ft. Spread 1 lb. Pulse Grenade 2d8 Grenade Explosive, None 65ft 15ft. Spread 2 lbs. Energy Plasma Grenade 3d10 Grenade Energy, None 55ft 25ft. Spread 2lbs Plasma Throwing Knife 1d6 Throwing Piercing 18-30ft None 1 lb. 20x2 Throwing Axe 1d8 Throwing Piercing 19-40ft None 4 lbs. 20x2 Shuriken 1d4 Throwing Piercing 18-20x2 35ft None 0.5 lbs. Explosive Shuriken 1d4+3d6 on contact Throwing Piercing, Explosive 18-20x2 45ft 15ft. Spread 4 lbs. Destroyed in explosion. 45

47 Armor There are a variety of armors available for wear and use, some with special abilities, and some purely just for style. With armor, there is a maximum bonus that you may get from your durability stat. For example, if an Armor said it had a Maximum Durability bonus of +3, even if the total bonus you got was a +5, the maximum you would get while wear that particular armor would be a +3. This is to balance out a bit with the bonuses. The armor is split up into 3 Main categories: Light, Medium, and Heavy armor. Then there are body slots related to the armor which describe where the armor is worn or located. Certain armor even has built in attachments. Body slots for armor are head, chest, arms, and legs. Armor that is worn on the full body will have Full listed next to the Worn area. These have the potential to change in further upcoming editions. Depending on the armor there may be exceptions to match with extra appendages depending on the race. There are also restrictions on the wearer type but those will be listed with statements such as humanoid restriction or such. All the character races listed in this booklet are able to wear all types of available armor. 46

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