The Apostle

Whether it’s crystals, herbs or mind-expanding meditation, the Apostle is always up to date with the latest fad promising to heal the body and nourish the mind. He is also quick to preach these revelations to anyone who will listen and, sometimes, even to those who won’t. What makes other people put up with him? Well, he is a talented psionic healer and in a world starving for medical tech his powers are a godsend. And clever people know not to anger him, as his knowledge of healing and physiology can also be used to harm.

Health

Apostles start with 6+Muscles Health and gain an additional 3+½ Muscles at each new level.

Armor

Apostles are not trained in any armor.

Weapons

Apostles are trained in grenades, light melee weapons, pistols and submachine guns. All other weapons are used with a -2 attack penalty.

Starting gear

Apostles start with the following items:

  • Needler
  • Autoloader
  • Dagger
  • Medkit
  • Exploration kit
  • 2 rations
  • 4 ammo clips
  • $100

Apostle abilities

Level 1 Psionic talent
Level 2 New powers
Level 3 Healthy living
Level 4 New powers
Level 5 Chi focus
Level 6 New powers
Level 7 Gives you wings
Level 8 New powers
Level 9 Surgery is so last century
Level 10 New powers

 

Psionic talent

You begin your career with 3 Psi points, which are used to fuel your psionic powers. At each new level you increase your max Psi pool by 1.

To use a psionic power, you must take an action and spend 1 or more Psi points; the more powerful the effect the higher the Psi cost. Any Psi spent is lost even if the power fails to produce any effect. Expended Psi is recovered at the rate of 1 per hour.

At the 2nd, 4th, 6th, 8th and 10th level you learn how to use several new psionic powers. This is a breakdown of your available powers by level:

Level 1 Bioshield, Health radar, Psychic chemistry, Ray of healing
Level 2  Enervation, Lifeward, Mind over matter
Level 4  Healing burst, Life siphon, Purge
Level 6  Death field, Etherealness, Resuscitate
Level 8  Portal, Spirit fire
Level 10  Waves of hope

 

Healthy living

Your daily detox routine may not win any prizes for flavour, but it definitely works. You gain a +2 bonus to Toughness and your max Health increases by 3 points.

Chi focus

Having spent years learning how to control and enhance the life energy flowing through your body, it is finally time to reap the benefits. At the start of each new day, roll 1d4 to see how many points you have available. You can spend Chi to gain one of the following benefits:

  • A +2 bonus to all Guts rolls required by your psionic powers for 3 rounds.
  • A +2 bonus to Resolve and Toughness against attacks and other hostile effects for 1 round.
  • Recover 1 used Psi point.

Chi cannot be used to gain the same benefit before it expires, except from recovering used Psi. Any unused points are lost when you roll for new ones.

At the 8th level you gain 1d6 Chi daily. At the 10th level you gain 2d6 Chi.

Gives you wings

Like a secret recipe, your healing powers some with a little extra kick. Anyone (including yourself) who regains lost Health from one of your powers also gains +1 Muscles and +1 Reflexes for 1d4 rounds. This bonus is not cumulative with multiple healings.

Surgery is so last century

You have mastered the healing arts with nothing but your mind to an astonishing degree. Take that science! When you use a psionic power that restores lost Health, its healing effect is increased by an additional 1d6 points. If you roll 1 or 2 on this die, you cannot use this ability again until you spend a Chi point to regain it.

Apostle powers

Bioshield

Level 1 power

Spend 1 Psi to dramatically enhance your body’s natural regeneration rate, healing most new injuries mere moments after they are inflicted. Roll 2d8 when the power is used to measure its effectiveness. Any new damage you suffer will come off this pool of points before it reduces your Health. For example, if you roll 6 when you activate the power, your Bioshield will be able to absorb 6 points of damage in total; any further damage will reduce your Health.

The power’s protective effect lasts for 10 minutes or until all points have been lost to damage, whichever comes first. You cannot have more than one Bioshield active at a time.

You can activate a Bioshield as a move instead of an action, but you roll ones less die (1d8 instead of 2d8).

Bioshield protects against 2d10 damage at the 4th level and 2d12 damage at the 8th level.

Death field

Level 6 power

Spend 2 Mana to create an invisible, life-draining field in a 30 feet radius area that you can see up to 300 feet away. At the end of each round, all enemies inside that area suffer 1d8 psionic damage. The lifeforce drained by the spell, measured by the total damage it has inflicted on enemies so far, can be spent to gain one or more of the following benefits:

  • Spend 10 lifeforce to restore 1d8 lost Health.
  • Spend 15 lifeforce to gain +1 Muscles and Reflexes while the power is active. Using this benefit multiple times increases the attribute bonus accordingly.
  • Spend 20 lifeforce to recover 1 used Psi point.
  • Spend 25 lifeforce to take an additional action this round (on your turn in the Initiative order).

The death field lasts for 5 rounds, at the end of which all of the lifeforce drained vanishes. The damage per round increases to 1d10 at the 9th level.

Enervation

Level 2 power

Spend 1 Psi to target an enemy that you can see within 200 feet. If you successfully roll Guts versus Toughness, the target’s Muscles or Reflexes (your choice) is reduced by 3, to a minimum of 0, for 3 rounds. The power cannot affect a non-living target (such as a mech).

Enervation reduces the chosen attribute by 4 at the 5th level. At the 8th level, it lasts for 4 rounds.

Etherealness

Level 6 power

Spend 2 Mana to become ethereal, assuming a semi-corporeal, translucent form. Your gaseous form makes you harder to hit, adding a +2 bonus to Evasion, and reduces any damage you suffer by 3 points (except from psionic damage). While you are ethereal, you are able to pass through walls and other objects with some effort; you can pass through 5 feet of solid matter with every move you take. Your ability to interact with physical objects is limited and you handle all objects as if you had Muscles 0 (this also applies to the damage of close combat attacks).

The power lasts for 5 rounds, increased to 7 rounds at the 9th level.

Healing burst

Level 4 power

Spend 2 Psi to restore 2d12 lost Health points to yourself and all other comrades within 20 feet of you. You can use this power as a move instead of an action, but it loses one die and heals 1d12 points only.

Healing burst affects a 30 feet radius around you at the 7th level and 40 feet at the 10th level.

Health radar

Level 1 power

Spend 1 Psi to become able to diagnose patients simply by looking at them. The power allows you to sense and identify disease and poison by focusing on someone within 10 feet. It cannot determine the best course of treatment, especially for rare illnesses and toxins that you haven’t encountered before, but will usually provide you with some helpful insight on how to treat the condition (if treatment is possible).

The power’s acute diagnostic sense also informs you about the amount of Health points of anyone that you can see within 300 feet.

At the 3rd level you become able to use the power for more nefarious purposes. After you damage an enemy within 100 feet with a close combat or ranged attack (not an explosive weapon), you can target his weak points. Every other weapon attack you make against that enemy gains +1 damage die while the power lasts. This bonus cannot be used against mechs and other non-organic enemies.

Health radar lasts 5 minutes. This is increased to 10 minutes at the 5th level.

Life siphon

Level 4 power

Spend 2 Psi to target a living creature that you can see within 300 feet with an invisible beam that steals his lifeforce. The target loses 2d6x2 Health and either you, or another teammate within 30 feet of you, restores an equal amount of lost Health.

You can use this power as a move instead of an action, but it loses one die and steals only 1d8x2 Health.

Life siphon steals 2d8x2 Health at the 7th level and 2d10x2 at the 10th level.

Lifeward

Level 2 power

Spend 1 Mana to summon a short-lived energy shield that can deflect most attacks. The power is used as a response to an attack that targets yourself or a comrade within 50 feet and this doesn’t cost an action. You can decide to use lifeward after the attack roll is made, but before any damage or other effects are applied. Roll Guts (with a -2 penalty against an explosive attack) to see if lifeward deflects the attack. If your roll is higher than the result of the attack roll, all damage and other effects are negated. If you roll within 3 points of the attack roll, the attack does half damage only. Any other result fails to stop the attack.

Lifeward has no effect on attacks that do not require some kind of attack roll to work. Although it doesn’t cost an action to activate, each additional use in the same round costs +1 Psi (2 Psi for the second use, 3 Psi for the third use and so on).

Mind over matter

Level 2 power

Spend 1 Mana to target either yourself or a comrade within 30 feet. The power negates the need to breath for up to 3 minutes and provide sustenance to the body, erasing all traces of hunger and thirst accumulated so far.

At the 5th level, you don’t need to breath for 5 minutes. At the 8th level you can affect an additional target within 30 feet.

Portal

Level 8 power

Spend 3 Mana to instantly teleport to a location within 100 miles. If you can’t see your destination point, it must be a place that you have visited before. The power fails to function if there have been changes at your destination that would prevent you from materialising there (for example, a cave-in that has filled an underground chamber with rubble).

You can take other passengers with you by spending an additional 1 Psi per extra passenger. Anyone to be transported must be willing to do so and within 10 feet of you when the power is activated.

Psychic chemistry

Level 1 power

This power imbues a specially prepared formulation, either a liquid or foodstuff, with psionic energy that grants special properties when it is consumed. Formulas, a list of which can be found later on, have their own preparation time, cost of raw ingredients (only the finest and purest can serve as a receptacle for psionic energy) and a cost in Psi points to be invested for the formula to work. You can only attempt to create a formula of level equal to or lower than your own level.

To create a formula, you must spend the required preparation time in a single block without interruptions. The Psi points required by the formula are spent at the end of the preparation time. At this point, you have to roll Guts versus 10 + the formula’s level to check if you are successful in creating it. A failed roll means that nothing comes out of your labour and the ingredients consumed cannot be reused.

A successfully crafted formula becomes an item, taking up an inventory slot, that can be consumed as a move to gain the listed benefits. The psionic energy stored inside a formula dissipates 1d6 days after being crafted, at which point it becomes a completely mundane item without any special properties (though it still counts as a unit of rations).

At the 3rd level you can cut a formula’s preparation time to half, but you suffer a -3 penalty to the final Guts roll.

At the 6th level you gain a +2 bonus to Guts rolls for crafting formulas.

Purge

Level 4 power

Spend 2 Mana to cure one disease or poison, purging it from your body or from another target within 5 feet. The poison or disease is completely eradicated, although any damage it has already inflicted will remain until healed. Chronic conditions, like arthritis or cancer, are more difficult to cure and require a successful Guts roll versus DF 12-20 (depending on the severity and stage of the condition). A failed roll doesn’t cure the condition but halts its progress and alleviates the symptoms for 1d6 days. You cannot attempt to cure the same condition until at least one month passes.

Ray of healing

Level 1 power

Spend 1 Psi to restore 2d6x2 lost Health to yourself or another teammate within 50 feet. This power can only affect living creatures. You can use it as a move instead of an action, but it loses one die and heals 1d6x2 points only.

At the 3rd level, you become able to use the power in order to assist a disabled comrade. If the target is blinded, stunned or paralysed, you can choose to negate that disabling condition instead of restoring lost Health.

Ray of healing restores 2d8x2 Health at the 4th level and 2d10x2 Health at the 8th level. Its range is increased to 100 feet at the 6th level.

Resuscitate

Level 6 power

Spend 2 Mana to target a comrade within 10feet who has died from negative Health. The power returns his Health to -10, bringing him back to life, and stabilises his condition. You are unable to resuscitate someone who has dropped to more than twice the amount of negative Health that would normally kill him (e.g., at -29 or lower Health for a 4th-level character) or if more than 1 minute has elapsed from his death.

At the 9th level you are able to resuscitate a character up to 10 minutes after his death.

Spirit fire

Level 8 power

Spend 3 Mana to produce 3 spheres of glowing light hovering above your head. The spheres produce enough light to illuminate a 30-foot radius around you. At the beginning of each round you can imbue one of the spheres with some of your lifeforce, losing 1d6 Health in the process, and shoot it at a comrade that you can see within 200 feet (you cannot use the spheres on yourself) for one of the following effects:

  • The target gains a +4 bonus to all defence scores for 1 round.
  • The target regains 1d6x3 lost Health.
  • The target can take an additional action for this round.

Instead of a comrade, you can shoot a sphere at an enemy within 200 feet by rolling Guts versus his Evasion. If you are successful, the target suffers 1d6x3 psionic damage and loses his next action and move.

Once used, a sphere is expended and vanishes. The power lasts for 1 minute or until all 3 spheres have been used.

Waves of hope

Level 10 power

Spend 4 Mana to unleash powerful pulses of positive energy that affect all comrades within 60 feet of you. The power emits three pulses, at the rate of one pulse per round, with the following effects:

  • On the first round, everyone affected immediately regains 1d8x3 lost Health.
  • On the second round, everyone can take an additional action on their turn in the Initiative order.
  • On the third round, everyone gains +2 Muscles and +2 Reflexes for 3 rounds.

You need to concentrate intensely in order to fire the pulses. If you attempt to take an action or move while the pulses are being fired, you need to roll Guts versus 20. A failed roll means that your concentration is broken and the power immediately ends.

Waves of hope drains your psionic ability so much that you can’t use it again until at least one hour passes.

Formulas

Black lotus

Level 10 formula

40 hours to prep, $500 in ingredients, 12 Psi

A single piece of fruit painted with a carefully prepared fragrant ink. When consumed, it increases your psionic ability to godly levels. You gain 3 extra Psi points, a +2 bonus to all Guts rolls required by your psionic powers and you roll 2 additional dice to determine their effects. The formula lasts for 1 minute, at the end of which the extra Psi is lost if it hasn’t been used yet.

Cure-all

Level 8 formula

30 hours to prep, $400 in ingredients, 10 Psi

A thin brown liquid with a distinctive nutty taste. When consumed, it increases immunity and natural healing, neutralising all poisons in your body and restoring 3d6x4 lost Health. Additionally, you gain a +2 bonus to Toughness for the next 1 hour.

Detoxer

Level 4 formula

14 hours to prep, $150 in ingredients, 6 Psi

A bright green liquid best drank with your nose closed. When consumed, it will immediately neutralise any poison in your body (but any damage already inflicted remains until healed).

Dragon blood

Level 5 formula

18 hours to prep, $250 in ingredients, 7 Psi

A dark red liquid with fiery spices. When consumed, it enables you to use an action in order to breath a cone of fire that is 30 feet long and 15 feet wide at its end. Roll Reflexes versus the Evasion of everyone in that area; those hit take 3d6x3 fire damage, while everyone else suffers half that damage. The formula has enough power to produce a single breath only. If this is not used within the next 5 rounds, it’s power wears off and is wasted.

At the 8th level you can produce an advanced version of this formula that costs $400 in ingredients and 10 Psi, but does 3d6x4 damage.

Elementar

Level 5 formula

18 hours to prep, $250 in ingredients, 5 Psi

A clear liquid with white, red or blue speckles. While preparing this formula, choose one of the following types of damage: cold, electric or fire. When consumed, it makes your body able to absorb and dissipate this energy, granting resistance to that type of damage for 1 hour.

Flash shake

Level 4 formula

16 hours to prep, $150 in ingredients, 6 Psi

A yellow milky paste with a spicy finish. When consumed, it boosts your reaction time and speed, granting a +1 bonus to Reflexes and increasing your movement speed by 10 feet for 1d6 minutes.

At the 8th level you can prepare an advanced version of this formula that costs $350 in ingredients and 10 Psi, but grants +2 Reflexes.

Herculean blood

Level 3 formula

12 hours to prep, $100 in ingredients, 5 Psi

A thick red liquid with a metallic yet invigorating flavour. When consumed, it greatly increases your physical strength, granting a +1 bonus to Muscles for 1d6 minutes.

At the 6th level you can prepare an advanced version of this formula that costs $300 in ingredients and 8 Psi, but grants +2 Muscles.

Ironfist

Level 6 formula

22 hours to prep, $300 in ingredients, 8 Psi

A small piece of sweet fruit infused with exotic spices. When consumed, it makes you able to deliver quick but devastating blows with nothing but your hands. For the next 5 rounds, your unarmed attacks do 1d6 damage (plus half your Muscles) and you are able to perform two of them in a single action. When the duration ends, you feel drained and suffer -1 Muscles for 1d4 hours.

Ironskin

Level 2 formula

10 hours to prep, $100 in ingredients, 4 Psi

A creamy black liquid with a smoky metallic taste. When consumed, it causes your skin to harden significantly, providing either 4 points of armor or +2 protection to the armor you’re already wearing (whichever is best). However, it also reduces your Reflexes by 1 (to a minimum of 0). The effect lasts for 1d4 hours.

At the 6th level you can prepare an advanced version of this formula that costs $300 in ingredients and 8 Psi, but provides 6 armor (or a +3 bonus to your armor).

Life anchor

Level 6 formula

20 hours to prep, $250 in ingredients, 8 Psi

A small piece of bread with herbs baked in.  When consumed, it makes your body able to withstand tremendous amounts of damage before packing in. You become able to drop to -50 Health without suffering any ill effects and without falling unconscious. You die instantly if your Health falls below -50. The formula’s effect lasts for 1 minute, at which point you immediately come under the effects indicated by your current Health total.

Liquid rage

Level 7 formula

24 hours to prep, $300 in ingredients, 9 Psi

A thick red liquid that leaves a burning sensation in your mouth and throat. When consumed, it induces an intense rage that increases your strength and ability to withstand pain. For the next 10 rounds, you are only able to move and attack with close combat weapons or unarmed strikes. You gain +2 Muscles and reduce the damage of any attack striking you by 2 points. You can also take one additional move every round, and you can use a move instead of an action to attack in close combat (albeit at a -2 penalty).

Mimicream

Level 8 formula

32 hours to prep, $400 in ingredients, 10 Psi

A clear, almost invisible, tasteless cream pudding. When consumed, it alters your body and facial features (including your hair and voice) to match those of another person that you have met at least once in the past. It takes 1 minute for the transformation to be completed and the effect lasts for 1d6 hours. Your attributes and other abilities do not change. Your new form is an extremely close match to the other person.  There are subtle differences, but these require more than casual observation and a Perception roll versus 20 to spot.

Negat

Level 3 formula

16 hours to prep, $150 in ingredients, 5 Psi

A dark chocolate bar with whole nuts. When consumed, it disrupts hostile psionic energy seeking to harm you, granting a +2 bonus to all defence scores against psionic powers, as well as resistance to psionic damage. These effects last for 2d10 minutes.

Nitebrite

Level 1 formula

8 hours to prep, $40 in ingredients, 3 Psi

A bright red gel with no discernible taste. When consumed, it provides perfect night vision for the next 2d4 hours. You become able to see in total darkness as if it was broad daylight. On the other hand, your eyes become very sensitive to light and you have a -1 penalty to attack and Perception rolls in daylight or when facing bright lights.

Oxygel

Level 2 formula

12 hours to prep, $80 in ingredients, 4 Psi

A thick blue gel with fresh minty taste. When consumed, it makes your body able to function without any air for 2d6x10 minutes.

Psyfoon

Level 3 formula

14 hours to prep, $130 in ingredients, 5 Psi

A pure white ice pop with a refreshing minty taste. When consumed, it allows you to immediately recover 1 used Psi point.

At the 7th level you can prepare an advanced version of this formula that costs $320 in ingredients and 9 Psi, but recovers 2 used Psi points.

Redberry X

Level 7 formula

28 hours to prep, $350 in ingredients, 9 Psi

A refreshing drink with hints of berries and guava, and a metallic finish that some people might find off-putting. When consumed, it supercharges your reaction speed and makes time seem like it has slowed down. For the next 3 rounds, you are able to take an additional action on your turn in the Initiative order, but each time you do so  you lose 1d4 Health from the strain inflicted on your body.

Regen

Level 1 formula

8 hours to prep, $20 in ingredients, 3 Psi

A thick purple liquid with all the flavour of undiluted cod oil. When consumed, it dramatically increases the body’s natural regeneration rate, healing 1d4 lost Health at the end of each round for 3 rounds.

Sleepwell

Level 2 formula

12 hours to prep, $60 in ingredients, 4 Psi

A clear blue liquid with a peaceful scent of camomile and lavender. When it is consumed before you sleep, it induces a peaceful slumber that heals and rests the body. If you sleep for at least 6 hours, you recover 2d6 lost Health when you wake up and gain +1 Muscles and Brains for 2d12 hours afterwards.

Stardust cake

Level 1 formula

6 hours to prep, $20 in ingredients, 3 Psi

A dry, crumbly cake with a strong cinnamon flavour. When consumed, it expands your consciousness and heightens your senses. This grants a +2 bonus to Perception rolls and +1 Resolve for 1d8 hours. When its effect ends, you feel drowsy and have -1 Reflexes for 1 hour.

Zoom zoom

Level 9 formula

36 hours to prep, $450 in ingredients, 11 Psi

A clear liquid with vibrant blue and green speckles. When consumed, it will instantly teleport you to any location within 10 miles that you can visualise in your mind. If you are not able to see your destination, it must be a place that you have visited before and the formula will fail to work if the destination has changed enough to prevent you from materialising there.

Zorphine

Level 3 formula

12 hours to prep, $100 in ingredients, 5 Psi

A clear, tasteless liquid that numbs the tongue ever so slightly. When consumed, it acts as an extremely strong analgesic, instantly blocking almost any pain. For the next 30 minutes you gain a +4 bonus to any Toughness rolls made to avoid being stunned or knocked unconscious, and you don’t suffer any action penalty when hit by electric damage.

Mark X Obliterator

The Mark X autonomous battle platform, codenamed “Obliterator”, represents the pinnacle of war mech technology. Only a single functional prototype was produced before the Collapse and it is still in the hands of the former colonial government. The Obliterator has made a few appearances in the field, usually when the ex-government needs to make a show of force. All such encounters have ended with the complete destruction of any opposing forces.

The Obliterator’s heavy body is supported by a bipedal walking platform, in many ways similar to the Dreadnought-series mechs. It is however significantly higher, standing 14 feet high, and carries several more weapons. It is also accompanied by three hovering drones that provide advanced defensive, fire control and damage control capabilities. The Obliterator’s advanced AI and plasma weaponry is probably the result of implementing breakthroughs achieved by studying Promethean technology.

Level 15 mech destroyer (huge)

6,400 XP

Attributes: Muscles 16, Reflexes 4, Brains 6, Guts 0

Defences: Evasion 4 (Armor 12), Resolve 0, Toughness 16

Health: 223

Speed: 20 feet

Initiative: 8

Attacks

Frag cannon: +12 to hit (range 150/750). Explodes in a 10 feet radius for 3D8x2 physical damage. 4 ammo (carries enough ammo to reload 10 times).

Chainsaw: +16 to hit (close combat). 3D10+8 physical damage. Same traits as sword.

The Obliterator’s main armaments are dual frag cannons and dual chainsaws. It can fire with both cannons or strike with both chainsaws by using the usual rules for two weapons (-4 penalty to each attack roll). Its advanced combat and mobility software allows it to take an additional action or move on each round of combat.

The Obliterator also carries an impressive arsenal of special weapons, which can wreak untold devastation but have equally impressive power requirements. When it uses a special weapon, the Obliterator cannot make any other attacks in the same round. When a battle starts, it is able to use any one special weapon. After it makes a special attack, all special weapons become unavailable until they are charged. The Obliterator rolls 1d12 to charge its weapons at the beginning of each round.

1-5 No weapons charged
6+ Jump jets charged
7+ Flame thrower charged
8+ Shock mines charged
9+ Missile launcher charged
10+ Plasma mortar charged

 

If the Obliterator hasn’t used any special weapons for two or more rounds, it rolls 2d12 to charge them.

  • Flame thrower: Projects fire in a cone that is 40 feet long and 20 feet wide at its end. Roll +12 to hit versus Evasion. Anyone hit suffers 3d8x3 fire damage.
  • Jump jets: The Obliterator jumps up to 50 feet high and lands up to 150 feet away. Its massive weight shakes the earth when it lands and anyone within 20 feet must roll Reflexes versus 20 to avoid falling prone (requiring a move to stand up again).
  • Missile launcher: Fires a missile with range 400/2,000 feet. The missile has +12 to hit and explodes in a 30 feet radius for 3d10x4 fire or cold damage (chosen by the mech when it is fired).
  • Plasma mortar: The Obliterator’s heaviest weapon fires three shots of plasma in a parabolic arc (so they can land behind obstacles that lack overhead cover) that target three separate areas within 500 feet (so long as the areas of effect do not overlap). Each shot has +12 to hit and explodes in a 20 feet radius for 3d10x3 fire damage. Anyone taking damage also suffers a debilitating effect as if he has taken electric damage.
  • Shock mines: Launches four mines anywhere within 300 feet (so long as their areas of effect do not overlap). These are fired in a parabolic arc, so they can land behind walls and other obstacles if there is no overhead cover (indeed, the Obliterator likes to use them to flush enemies out of cover and into the open). The mines detonate at the start of the Obliterator’s turn in the Initiative order in the next round. Each one explodes in a 20 feet radius with +12 to hit, doing 3d8x3 electric damage.

The trio of drones accompanying the Obliterator provide specialised repair, shielding and targeting functions to the mech.

  • Repair: As long as this drone is active, the Obliterator regains 1d8 lost Health at the end of each round.
  • Shielding: If this drone is disabled, the Obliterator loses 2 points of armor.
  • Targeting: If this drone is disabled, the Obliterator suffers a -2 penalty and loses one damage die from all ranged attacks (including its special weapons).

Each drone also carries short-ranged anti-personnel weapons that provide perimeter defence. At the end of each round, each drone can make one ranged attack with +8 to hit against a target within 60 feet for 2D8 physical damage.

The drones cannot be targeted individually, but for every 50 points of damage inflicted on the Obliterator one of the drones is disabled (roll to determine which one).

The Witch

Like the witches of legend, this psionic user has learned how to command the elements and even weather itself with nothing but the mind. A rarity even among other psyhics, the Witch focuses on creating and manipulating fire, cold and electricity rather than illusions or mind tricks. The Witch’s flashy and violent powers are often accompanied by an equally flamboyant and volatile personality.

Health

Witches start with 6+Muscles Health and gain an additional 3+½ Muscles health at each new level.

Armor

Witches are not trained in any armor.

Weapons

Witches are trained in grenades, light melee weapons, pistols and submachine guns. All other weapons are used with a -2 attack penalty.

Starting gear

Witches start with the following items:

  • Needler
  • Autoloader
  • Dagger
  • Medkit
  • Exploration kit
  • 2 rations
  • 4 ammo clips
  • $100

Witch abilities

Level 1 Psionic talent
Level 2 New powers
Level 3 Elemental focus
Level 4 New powers
Level 5 Lifeblood
Level 6 New powers
Level 7 Born of flame and thunder
Level 8 New powers
Level 9 Witch’s revenge
Level 10 New powers

Psionic talent

You begin your career with 3 Psi points, which are used to fuel your psionic powers. At each new level you increase your max Psi pool by 1.

To use a psionic power, you must take an action and spend 1 or more Psi points; the more powerful the effect, the higher the cost in Psi. Any Psi spent is lost even if the power fails to produce any effect. Expended Psi is recovered at the rate of 1 per hour.

At the 2nd, 4th, 6th, 8th and 10th level, you learn how to use several new psionic powers. This is a breakdown of your available powers by level:

Level 1 Cloudcall, Eldritch light, Hellstorm bolt, Stormcloak
Level 2 Darkweb, Frost ray, Incinerate
Level 4 Elemental arms, Hellstorm blast, Shock mine
Level 6 Elemental barrier, Thunderborn, Weather control
Level 8 Elemental armor, Firestorm
Level 10 Blizzard

Elemental focus

When you first acquire this ability, choose between having an electric focus or a fire focus. You gain a +2 bonus to any Guts rolls required by psionic powers that inflict that type of damage and you roll +1 die when determining their effects. For example, a power that does 1d6 damage will now do 2d6 damage.

In addition to these bonuses, you have a chance of gaining back psionic power from your focus. Roll 1d6 every time you suffer damage of your focused type; on a roll of 6, you recover 1 expended Psi point. At the 6th level, this chance improves to a roll of 5-6.

At each new level you gain, you have the option to switch your focus to the other damage type. You only get one opportunity per level to do so.

Lifeblood

You have learned how to use your own lifeforce to fuel your psionic powers. Careful – such self-abuse can get dangerous and addictive! Lose 1d6 Health to recover 1 expended Psi point. You can do this as often as you like, but the Health lost cannot be recovered by any means for the next 12 hours.

Born of flame and thunder

You become resistant to either electric or fire damage. You cannot alter your choice afterwards.

Witch’s revenge

Once per round, immediately after being hit by an attack, you can target the attacker with one of your psionic powers without using an action. The power used must inflict damage and it cannot affect anyone else apart from the attacker.

Witch powers

Blizzard

Level 10 psionic power

Spend 4 Psi to blast a 30-foot radius area up to 300 feet away with ice. Everyone in the area suffers 2d10 cold damage and has to roll Toughness versus your Guts to avoid being paralysed until the power’s effect wears off. Anyone remaining or subsequently entering the area also suffers 2d10 cold damage per round and is subject to the paralysing effect. The power lasts for 3 rounds.

Cloudcall

Level 1 psionic power

Spend 1 Psi to cloak an area of up to 100-foot radius around you in light or heavy fog. Once it is conjured, the fog remains stationery and will stay in place for 10 minutes before dissipating. A moderate wind reduces this duration to 1 minute, while a strong wind will disperse the fog in 1 round.

Darkweb

Level 2 psionic power

Spend 1 Psi to plunge an area up to 300 feet away into darkness. The power affects up to a 30-foot radius around the point chosen; you can also target yourself so that the darkness follows you around. The degree of darkness can be adjusted from a dusky lowlight to pitch black with just a thought, and the power will override any other source of lighting in the area. This effect lasts for 5 minutes.

Eldritch light

Level 1 psionic power

Spend 1 Psi to illuminate an area up to a 50-foot radius around you with diffuse light. The light moves as you move and lasts for 10 minutes. The exact radius of the effect and the intensity of the light (from no lighting to broad daylight) is under your control and may be instantly changed with just a thought.

Elemental armor

Level 8 psionic power

Spend 3 Psi to shield yourself and up to 4 friends within 100 feet. You gain resistance to either cold, electric or fire damage (your choice, but it must be the same for everyone affected by the power), as well as a +2 bonus to your armor’s protection. This protection lasts for 10 rounds, but those protected must stay within 100 feet of yourself to retain the benefit.

Elemental arms

Level 4 psionic power

Spend 2 Psi to imbue up to 3 weapons within 30 feet with elemental power, making them able to inflict electric or fire damage (your choice). This power can only enhance weapons that do physical damage and its effects last for 5 rounds. After being enhanced, a weapon can move any distance from you without losing this effect.

At the 8th level, the power will also add +1 damage die for all enhanced weapons.

Elemental barrier

Level 6 psionic power

Spend 2 Psi to erect a rectangular wall of pure fire or electricity up to 300 feet away. The wall can have a total surface of 1,000 square feet (with the exact height and length chosen by you) and must not intersect with any objects at the moment of its creation. While it doesn’t inhibit the passage of matter in any way, anyone or anything passing through the wall takes 2d10x2 fire or electric damage. The wall also obscures sight of the other side, but sound travels through it unobstructed. It stays in place for 5 rounds.

Spend additional Psi when you create the wall to increase its max surface (+500 square feet per point) or duration (+5 rounds per point).

Firestorm

Level 8 psionic power

Spend 3 Psi to rain bolts of fire that attack up to 5 targets within 300 feet. Roll Guts versus Evasion to attack; anyone hit suffers 1d8x3 fire damage and is set on fire. An enemy on fire will lose 1d6 Health at the end of each round (fire resistant enemies lose half Health and immune ones don’t lose any), but can use an action and roll Reflexes versus your Guts to put it out. The fire will die out by itself after 3 rounds.

At the 10th level, this power affects one additional target (for a total of 6).

Frost ray

Level 2 psionic power

Spend 1 psi to fire a ray of intense cold at a target up to 100 feet away. Roll Guts versus Evasion to hit; a successful strike does 1D8 cold damage and the target must roll Toughness versus your Guts to avoid losing his next action and move. Enemies that are resistant to cold damage gain +5 Toughness, while immune ones are not affected at all.

Hellstorm blast

Level 4 psionic power

Spend 2 Psi to project a blast of energy at a point up to 500 feet away. Roll Guts versus Evasion to attack; the blast explodes in a 20-foot radius for 1d6x4 electric or fire damage (your choice).

The blast’s damage increases to 1d8x4 at the 7th level and 1d10x4 at the 9th level.

Hellstorm bolt

Level 1 psionic power

Spend 1 Psi to fire a bolt of energy at a target up to 500 feet away. Roll Guts versus the target’s Evasion; if you hit, the bolt does 1D8x2 electric or fire damage (your choice).

The bolt’s damage increases to 1D10x2 at the 4th level and 1D12x2 at the 8th level.

Incinerate

Level 2 psionic power

Spend 1 Psi to superheat the air in front of you, affecting a cone that is 15 feet long and 10 feet wide at its end. Roll Guts versus the Evasion of anyone caught in the area; those hit take 1d8x2 fire damage, while everyone else takes half damage only.

The power’s damage increases to 1d10x2 at the 4th level and 1d12x2 at the 8th level.

Shock mine

Level 4 psionic power

Spend 2 Psi to create an invisible, undetectable trap at a point up to 300 feet away; no creatures can be within 10 feet when the trap is laid. The trap remains in place for up to 30 minutes, or until it is detonated. When you place the trap, you can declare a short list of up to 5 people or creatures that will not set it off. Anyone else passing within 10 feet will detonate it; it can also be remotely detonated by yourself as a move if you are within 500 feet.

Roll Guts versus Evasion to hit with the trap when it finally detonates; it explodes in a 10-foot radius for 1d10 electric damage. Anyone taking full damage must also roll Toughness versus your Guts to avoid being stunned for 3 rounds.

You can lay several shock mines, but their areas of effect must not overlap.

At the 8th level, the trap does 1d12 damage.

Stormcloak

Level 1 psionic power

Spend 1 Psi to create a crackling electrical field around you. The field protects you as if it was an armor with 4 protection (this does not stack with any armor you are already wearing). It also inflicts 1d4 electric damage to anyone making a close combat attack against you. This lasts for 5 rounds.

Stormcloak gains +1 damage die at the 3rd level and +1 protection at the 6th level. At the 9th level, its duration is increased to 10 rounds.

Thunderborn

Level 6 psionic power

Spend 2 Psi to store a powerful electrical charge within your body. Once per round, you can use a move to fire a portion of the charge as a lightning bolt. The bolt strikes one target up to 500 feet away by rolling Guts versus Evasion and inflicts 1d6x3 electric damage. If it hits with a natural 18+, the target must also roll Toughness versus your Guts to avoid being stunned for 1d3+1 rounds.

The charge has enough power to create up to 3 bolts, after which the power ends. The power will also expire after 10 minutes, if the bolts have not been used by then.

At the 9th level, each bolt does 1d8x3 damage and stuns on a natural 17+.

Weather control

Level 6 psionic power

Spend 2 Psi to influence the weather conditions in a 1-mile radius around you. The power allows you to impose any temperature between 0 to 35oC for one hour, thereafter the weather reverting back to its natural state, plus one of the following additional effects: clouds, light fog, light rain, light snowfall, moderate winds or sunshine. If the chosen weather would be completely unnatural for the area (e.g. rain or snow in the desert), you need to roll Guts versus 18 to successfully make it happen.

By rolling Guts versus 20 (24 for an unnatural change), you can impose a more severe weather change, choosing any temperature from -30 to 50 oC, plus one of the following: dense fog, hail, hurricane, snow storm or torrential rain. In this case however, the duration of the power is limited to 30 minutes only.

The area you can affect is increased to a 2-mile radius at the 8th level, and 3 miles at the 10th level.

Psi-crystals

These rare crystalline formations can sometimes be found buried deep in Prometheus’ mineral veins and are valued for their ability to enhance psionic powers. They are unique to Prometheus, having no known analogue on Earth. The rarest specimens are so highly coveted that they can make a lucky miner filthy rich overnight.

Before being able to use a psi-crystal, you must attune it to your psionic frequency. This requires 6 hours of uninterrupted meditation while holding the crystal in your hands. You can only be attuned to one crystal at a time; attuning a new crystal will make the previous one out of tune.

  Rarity Cost
Psi-pebble Uncommon $6,000
Psi-shard Rare $15,000
Psi-stone Exotic $30,000

All psi-crystals increase your max Psi pool by a certain amount. For example, if you usually have 6 Psi points at max and you become attuned to a psi-crystal with +2 Psi, you will be able to use up to 8 Psi points (as well as recover them by resting).

Crystal types

  • Psi-pebbles are the smallest psi-crystals and increase your Psi pool by 1 point.
  • Psi-shards are intermediate crystals that increase your Psi pool by 2 points.
  • Psi-stones are the most potent crystals, being able to increase your Psi pool by 3 points.

Each psi-crystal also has a secondary ability, determined by rolling on the variants table when the crystal is found.

Crystal variants

  1. Amplifying: You gain +1 Guts for any rolls made to use a psionic power or when determining the DF to resist one of your powers.
  2. Asbestos: You are resistant to fire damage.
  3. Astute: Once per 8 hours, you may use a psionic power without using an action or move.
  4. Celeritous: Use a move and spend 1 Psi to gain +2 Reflexes for 3 rounds.
  5. Energising: Recover 1d4 lost Health each time you use a psionic power.
  6. Fiery: You roll +1 damage die with any weapon or psionic power that inflicts fire damage.
  7. Focused: Choose one of your powers when you become attuned to the crystal. You gain +2 Guts for any rolls made to use that power or when determining the DF to resist its effects. You have to attune the crystal again if you want to change the selected power.
  8. Glacial: You roll +1 damage die with any weapon or psionic power that inflicts cold damage.
  9. Grounding: You are resistant to electric damage.
  10. Healing: Use a move and spend 1 Psi to recover 2d10 lost Health.
  11. Insulating: You are resistant to cold damage.
  12. Mnemonic: Choose one of your level 1 or 2 powers when you become attuned to the crystal. Once every 12 hours, you can use that power without spending any Psi. You have to attune the crystal again if you want to change the selected power.
  13. Neutralising: You are resistant to acid damage.
  14. Rejuvenating: Your natural healing rate is increased to once every 8 hours instead of once per day.
  15. Rending: You roll +1 damage die for any power that does psionic damage.
  16. Shielding: You gain a +1 bonus to both your Evasion and armor protection.
  17. Stalwart: Use a move and spend 1 Psi to gain +2 Muscles for 3 rounds.
  18. Thunderous: You roll +1 damage die with any weapon or psionic power that inflicts electric damage.
  19. Screaming: Use a move and spend 1 Psi to unleash a wave of psionic energy that does 2d10 psionic damage to everyone within 20 feet. This ability can be used only once per 4 hours.
  20. Perceiving: Use an action and spend 1 Psi to sense all lifeforms within 300 feet and their general type (e.g. humans, draks, xoraks etc.). This ability can be used once per hour.

The Sniper

Much more than a guy carrying a rifle with a big scope, a sniper is the ultimate marksman. He was already a good shot when he began his training. Now he scores headshots at 2,000 feet in the cover of night and slips away before anyone knew he was there.

Health

Snipers start with 10+Muscles Health and gain an additional 5+½ Muscles at each new level.

Armor

Snipers are trained in light armor only.

Weapons

Snipers are trained with combat rifles, grenades, light melee weapons, pistols and sniper rifles. All other weapons are used with a -2 attack penalty.

Starting gear

Snipers start with the following items:

  • Bolt-action rifle OR Marksman rifle
  • Autoloader OR combat magnum OR hand cannon OR six-shooter
  • Recon armor
  • Dagger
  • Medkit
  • 2 rations
  • 4 ammo clips
  • $100

Sniper abilities

Level 1 Focus, Deadeye shot
Level 2 Sharpshooter
Level 3 On a roll
Level 4 Covering fire
Level 5 1H1K
Level 6 Camouflaged killer
Level 7 Opportunity fire
Level 8 Priority target
Level 9 Renowned marksman
Level 10 Kill shot

 

Focus

Marksmanship is an art and, like any artist, you have to be focused to excel at it. You start each battle with a number of Focus points equal to your Brains or Reflexes, whichever is lower. At the beginning of each new round of combat, you also gain an additional 1d6 Focus points. These points can be spent to use your special abilities and any unused points accumulate and carry over to the next rounds, up to a maximum of 20 Focus accumulated at any time.

You roll +1 Focus die if you haven’t attacked in the previous round or if you scored one or more critical hits with a ranged attack.

At the 4th level you roll 1d8 for Focus. At the 8th level you roll 1d10.

Deadeye shot

Take a deep breath, hold it in and you can perfectly visualise each shot. Spend 4 Focus before attacking with a pistol, combat rifle or sniper rifle to gain a +2 bonus to the attack roll. If you spend 6 Focus, you also roll +1 damage die should the attack hit.

At the 5th level, any attack using Deadeye shot also gains +1 critical chance.

Sharpshooter

All this time practicing at the shooting range has finally paid off! You gain a +2 attack bonus with combat and sniper rifles. At the 4th level you also roll +1 damage die with such weapons.

On a roll

You can chain attacks together, with each successful shot building up your confidence. After you hit a target with a pistol, combat rifle or sniper rifle, you can spend 2 Focus to do +2 damage with the next attack you make using the same weapon. By continuing to make successful attacks and spending Focus you can accumulate a maximum of +6 damage after three successful consecutive attacks. Thereafter, the bonus stays at +6 for any further attacks, assuming that you pay the 2 Focus after each hit to maintain it. You lose all of the bonus if an attack fails, you use another weapon or take an action other than attacking (or using one of your class abilities).

Covering fire

Advancing on the enemy’s position is risky business, but your buddies can count you to provide cover. While armed with a combat or sniper rifle, you can spend 6 Focus at the beginning of a round to target one or more enemies in an area of 20 feet radius that you can see within the weapon’s maximum range. You also need to spend 1 Ammo for every enemy within that area that you wish to affect. Affected enemies suffers a -2 penalty to all attack rolls until the end of the round (even if they move outside the targeted area).

You cannot move away from your position after using this ability. If you do move, the attack penalty inflicted on the targeted enemies is negated.

1H1K

Let others spend their money on ten thousand bullets; one hit, one kill is the motto you live by. Spend 2 Focus to gain +1 critical chance with all combat and sniper rifle attacks; those weapons will also do an additional 1d6 physical damage on a critical hit. These benefits last until you move or have to reload, or the battle ends.

Camouflaged killer

Being a sniper is not all about lining up the perfect shot, but also getting to a good vantage point without anyone noticing. You have a +2 bonus to all Stealth rolls. When you attack with a combat or sniper rifle while hiding, your attack gains +1 critical chance.

After you shoot a combat or sniper rifle from a hidden position, spend 4 Focus and roll Stealth versus the enemy’s Perception to avoid revealing your position. If your roll is successful, you remain hidden. You cannot use this ability if there are any enemies within 50 feet of your position.

Opportunity fire

Walking in open ground is a very bad idea when you’re around. When an enemy within sight moves 10 or more feet without cover, you can spend 8 Focus to immediately attack him with a combat or sniper rifle. You cannot use this ability more than once per round.

Priority target

There will be times when a high-value target must go down no matter what. Spend 8 Focus and use a move to mark an enemy that you can see. You inflict an additional 2d6 physical damage with every pistol, combat rifle or sniper rifle attack that hits the marked enemy. This damage is increased to 2d10 if the attack scores a critical hit.

At the beginning of each new round, you have to spend 2 Focus to maintain the benefits of this ability. You can only have one priority target at a time.

Renowned marksman

Distance makes no difference when you become one with your weapon, guiding its bullets as if by thought. Spend 4 Focus when you attack with a pistol, combat rifle or sniper rifle to negate the penalty for shooting beyond the effective range.

Kill shot

When you use Deadeye shot and your attack hits, you can spend 4 Focus to turn it into a critical hit. Each time you use this ability in the same battle, its cost goes up by +2 Focus (6 Focus for the second critical hit, 8 for the third and so on).

New weapons

Arsonist

Rare fifty cal ($25,000)

Napalm: great in rockets, cannon shells and mortar rounds. Fantastic when combined with the pinpoint accuracy of a sniper rifle. Now you can finally be precise with your collateral damage.

The Arsonist fires napalm-laced bullets that inflict fire damage. When an attack hits with a natural 17 or higher, the napalm spreads and ignites a 10 feet radius around the target or the next 3 rounds. Every one in the ignited area at the end of each round takes 1d6 fire damage. An area cannot be ignited again while it’s still burning.

Models

  1. Frantic: Ignites an area on a natural 16+.
  2. Heavy: +2 damage.
  3. Hellish: An ignited area inflicts 1d8 damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when you fire beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Blackhat

Uncommon marksman rifle ($11,000)

Made specifically for dealing with rogue mechs, this sniper rifle fires disruptor rounds that mess up with a mech’s delicate electronic systems.

The Blackhat inflicts an additional 1d6 damage on mechs. When a shot hits a mech with a natural 17+, the target must roll Toughness versus 16 to avoid being paralysed for 1d3+1 rounds.

Models

  1. Heavy: +2 damage.
  2. Lightning: Shots inflict electric damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Precise: Only -2 attack when shooting beyond effective range.
  5. Ultra: Stuns mechs on a roll of 15+.
  6. Vicious: Extra critical damage increased to 2d8.

Goodnight Kiss

Rare bolt-action rifle ($25,000)

Nothing works better than a little knockout toxin when you want to avoid drawing attention.

Instead of a normal shot, the Goodnight Kiss can fire a sleep dart. This attack is silent and does no damage if it hits, but forces the target to roll Toughness versus 18 or fall unconscious for 1d6 rounds. After waking up, the target is drowsy and suffers a -2 penalty to all d20 rolls required by actions for a period equal to the rounds he slept. Mechs and anyone else not affected by poison are immune to this effect.

After firing a sleep dart, the Goodnight Kiss has to be reloaded with a new ammo clip before it can shoot another one.

Models

  1. Heavy: +2 damage.
  2. Lightning: Shots inflict electric damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Potent: +2 DF to avoid unconsciousness.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d10.

Ionstorm

Legendary marksman rifle ($65,000)

This rapid-firing rifle gits hard and follows up even harder, using the bullets it fired as beacons for its signature lightning attacks. Positively (or negatively) deadly.

Roll 1d6 after each shot (hit or miss). On a roll of 5-6, the Ionstorm can immediately fire another shot at a target of your choice.

When the Ionstorm hits someone, it marks that target. At the end of the round, the weapon fires bolts of lightning that strike all marked targets for 1d6x2 electric damage. The only way a marked enemy can avoid this damage is if he moves outside of the weapon’s max range or gets behind full cover before the Ionstorm fires the bolts. All marks are erased at the beginning of the next round.

Models

  1. Heavy: +2 damage.
  2. Masterful: +1 critical chance when you aim as a move before firing.
  3. Negative: Lightning bolts do 1d8x2 electric damage.
  4. Positive: If a d6 roll does not trigger a free shot, the next 1d6 roll will trigger it on a roll of 4-6.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Reanimator

Exotic bolt-action rifle ($45,000)

War has no winners, but some losers might be exploited more than the rest. This gun hijacks the central nervous system of a dead target, using electrical impulses to reanimate the body for a short amount of time before the synapses finally collapse.

When the Reanimator kills a non-mech enemy, that target is turned into a “zombie” under your control for the next 1d4 rounds. A zombie always acts lasts in a round, after everyone else has finished acting. You can command it to move up to half of its speed and attack with whatever weapons it is carrying. It suffers a -2 penalty to attack rolls and cannot make more than one attack per round (even if it was capable of more attacks when alive). It is also incapable of using psionics or any other complex abilities or special attacks.

A zombie’s Evasion is reduced by 2 (to a minimum of 0). It has resistance to cold and electric damage. It is destroyed if it suffers 10 or more damage in total or when the weapon’s effect expires.

The Reanimator can only control one zombie at a time. If you create another zombie, the previous one is instantly destroyed.

Models

  1. Adrenal: Zombies move at full speed and don’t have reduced Evasion.
  2. Heavy: +2 damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Precise: Only -2 attack when you fire beyond effective range.
  5. Relentless: Zombies can suffer up to 15 damage before destroyed.
  6. Vicious: Extra critical damage increased to 2d8.

Revok

Exotic fifty cal ($52,500)

Enough power to blow your mind and blow their heads off.

The Revok has a +2 bonus to attack rolls and +2 critical chance.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 20 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Deadly: Extra critical damage increased to 2d8.
  3. Heavy: +2 damage.
  4. Incendiary: Shots inflict fire damage.
  5. Precise: Only -2 attack when you fire beyond effective range.
  6. Savage: If one or more damage dice explode, the attack is a critical hit.

Seer

Uncommon marksman rifle ($11,000)

Not the most powerful fun out there, but it has a rather unique ability that will be of great interest to trackers, spies or the town gossip. Fires nanosensors that can be used to eavesdrop and spy on the unsuspecting target. Knowing the enemy’s plan is half the battle after all.

Instead of firing a regular shot, you can use the Seer to shoot a nanosensor that attaches itself to the target (with a successful attack roll) or to a solid surface. A sensor shot is completely silent, does no damage and leaves very few physical traces. Anyone that comes within 5 feet of the sensor has a chance to spot it by rolling Perception versus 20 (for a group of people, make a single roll using the highest Perception among them).

The Seer’s nanosensors broadcast audio and video (in an 180-degree arc) back to the weapon’s high-resolution screen. A sensor can transmit for up to 24 hours before it runs out of power, but the weapon must be within 5 miles to receive the data.

After firing a sensor, the Seer runs out of ammo and must be reloaded.

Models

  1. Arctic: Shots inflict cold damage.
  2. Cunning: +2 DF to spot a sensor.
  3. Heavy: +2 damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Subzero

Rare fifty cal ($30,000)

A little bit more potent than a cool breeze.

The Subzero has a +1 bonus to attack rolls and inflicts cold damage. When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being paralysed until the end of the next round.

Models

  1. Brutal: When an attack hits with a natural 18+, the target must roll Toughness versus 18 to avoid being pushed back 5 feet and falling prone (requiring a move to stand up again).
  2. Heavy: +2 damage.
  3. Intense: +2 DF to avoid being paralysed.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Potent: Paralyses enemies on a roll of 17+.
  6. Vicious: Extra critical damage increased to 2d8.

Sweet Spot

Uncommon marksman rifle ($11,000)

A self-correcting gun that learns from each successive shot until you hit that sweet spot.

Every additional shot fired at the same target gains a cumulative +1 critical chance (+1 for the 2nd attack, +3 for the 3rd and so on), to a maximum of +4. This bonus resets to 0 when you score a critical hit, if you shoot someone else or if you switch to another weapon.

Models

  1. Corrosive: Shots inflict acid damage.
  2. Heavy: +2 damage.
  3. Lightning: Shots inflict electric damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Transformer

Uncommon bolt-action rifle ($11,000)

Sniper rifles rule the open range, but what happens if the enemy manages to close in? This weapon transforms between a super-accurate long-range rifle and an assault configuration optimised for close engagements in just a few movements.

Use a move to switch the Transformer to assault mode. In this mode, the weapon has the damage, range and other traits of an assault rifle. It can be switched back to a sniper rifle as another move. Ammo in assault rifle mode is twice what it was in sniper rifle mode. For example, if the Transformer has already fired a shot before it switches to assault mode, it will have 4 shots left. If it fires 2 shots and then becomes an assault rifle again, it will have 1 shot left.

Models

  1. Corrosive: Shots inflict acid damage.
  2. Heavy: +2 damage.
  3. Incendiary: Shots inflict fire damage.
  4. Masterful: +1 critical chance when you aim as a move before firing.
  5. Precise: Only -2 attack when shooting beyond effective range.
  6. Vicious: Extra critical damage increased to 2d8.

Warp Ten

Uncommon bolt-action rifle ($11,000)

Switch on the innovative but power-hungry Hyperspeed™ targeting system and the gun feels like it aims and shoots by itself.

The Warp Ten has 4 charges and recovers one used charge per 6 hours. Spend a charge after you attack to immediately fire another shot at a target of your choice. You can only use one charge per round.

Models

  1. Heavy: +2 damage.
  2. Incendiary: Shots inflict fire damage.
  3. Masterful: +1 critical chance when you aim as a move before firing.
  4. Precise: Only -2 attack when shooting beyond effective range.
  5. Supercharged: Stores 5 charges.
  6. Vicious: Extra critical damage increased to 2d8.

 

 

The Juggernaut

The Juggernaut has little use for subtlety or finesse, both in everyday life and in the battlefield. A true giant of a man, his phenomenal endurance makes sure he can absorb a tremendous amount of punishment and just keep on coming. Whereas other people might rely on assault rifles, rocket launchers or other fancy pansy stuff to protect them, the Juggernaut prefers to get up close and personal with more traditional instruments. And when he gets mad, which is more often than not, he can steamroll through an entire batallion.

Health

Juggernauts start with 12+Muscles Health and gain an additional 6+½ Muscles Health at each new level.

Armor

Juggernauts are trained in light and medium armor.

Weapons

Juggernauts are trained with grenades, all melee weapons, pistols and shotguns. All other weapons are used with a -2 attack penalty.

Starting gear

Juggernauts start with the following items:

  • Pump shotgun
  • Sword OR sledgehammer
  • Battle armor
  • Dagger
  • Medkit
  • 2 rations
  • 4 ammo clips
  • $100

Juggernaut abilities

Level 1 Now you’re mad
Level 2 Unbreakable
Level 3 Pulverise
Level 4 Ruinous charge
Level 5 Not dead yet
Level 6 Raging bull
Level 7 No surrender
Level 8 Counterstrike
Level 9 Pain feeder
Level 10 Run from the Chopper!

Now you’re mad

You’ve spent a fortune on anger management classes, but still go on a rampage when people make you mad. During a battle, you can enter a rage at the beginning of any round. This provides a +2 bonus to close combat attack and damage rolls, Toughness and Guts, but inflicts a -2 penalty to ranged attack rolls. Your rage lasts for 3 rounds, but you can end it prematurely if you wish so. At the end of a rage you suffer a -1 penalty to all Muscles and Reflexes rolls for as long as you’ve raged (3 rounds of raging are followed by 3 rounds of fatigue). You need to rest for 10 minutes before you can rage again.

At the 4th level, you can rage for 4 rounds. This increases to 5 rounds at the 8th level.

While on a rage, you gain 1 Adrenaline point every time you suffer damage, kill an enemy or score a critical hit. You only gain 1 point per round for each of these conditions (e.g. if you take damage twice in the same round, you will only gain 1 Adrenaline). You can spend 1 Adrenaline point to re-roll a failed Toughness, Resolve or close combat attack roll; you must keep the new result. You can also spend 1 Adrenaline to increase your speed by 10 feet for the current round. You lose all adrenaline points after you stop raging.

Unbreakable

Look up “toughness” in the dictionary and there’s a picture of you right there. You have a +2 bonus to Toughness. This increases to +3 at the 6th level and +4 at the 9th level.

While raging, you can spend 2 Adrenaline to halve the damage you suffer from an attack. You can only do this once per attack and you don’t gain any Adrenaline from the rest of the damage you suffer.

Pulverise

Nobody needs guns if they have hi-explosive muscles. You gain a +2 bonus to attack rolls with medium and heavy melee weapons and unarmed strikes. Additionally, your unarmed strikes do 1d3 damage.

At the 5th level, you also roll +1 damage dice with medium and heavy melee weapons and unarmed strikes.

Ruinous charge

Other people call you reckless, but you just love charging head first in the middle of trouble.

When you use a move to cover at least 20 feet in a straight line, you can spend 1 Adrenaline to make a close combat attack at the end of your move without using a separate action. Roll +1 damage die of this attack hits. This ability can only be used once per round.

Not dead yet

They can try killing you, but it will just make angrier. You don’t fall unconscious at 0 or less Health and you can continue to move and take actions. You do suffer a -2 penalty to all d20 rolls required by actions and your speed is reduced by 10 feet in this condition. While at 0 or less health you need to make Toughness rolls to avoid losing any more Health just like an unconscious character must.

Raging bull

When you see red, your strikes carry the impact force of a wrecking ball. While raging, your close combat attacks have +1 critical chance. Additionally, once per round you can spend 2 Adrenaline and use an action to attack all enemies within 5 feet with a medium or heavy melee weapon. Make a single attack roll; anyone hit suffers the damage rolled.

No surrender

The more they hit you, the harder you get. If you’ve lost more than half of your Health, you gain a +2 bonus to all defence scores (Evasion, Resolve and Toughness).

Counterstrike

When your opponents try striking you, you know how to exploit the weaknesses in their defence. Once per round after an enemy attacks you in close combat, you can spend 1 Adrenaline to immediately make a close combat attack against him. You can use this ability for free (without spending Adrenaline) if his attack failed with a natural 5 or lower.

Pain feeder

The thrill of a kill can actually invigorate you. When you kill an enemy with a close combat attack while raging, you can spend 2 Adrenaline to restore Health equal to the damage of the killing blow. If you do so, you do not gain any Adrenaline from that kill.

Run from the Chopper!

Build up enough rage and you can turn into a mean massacring machine. Use an action and spend 6 Adrenaline to make three close combat attack, with a +4 damage bonus for each. If you haven’t used all of your speed for this round, you may move between each attack to reach your next target (as long as the total distance doesn’t exceed your speed). Any critical hit scored doubles one of the extra damage dice you roll. Each killing blow grants an additional close combat attack. After using this ability, your Adrenaline pool is reduced to 0.

New weapons

Weapon Type Damage Ammo Cost
Axe Heavy melee 2D12 physical n/a $100
Las-whip Medium melee 1D6 fire 6 $1,000

 

Common weapons

Axe

A heavy bladed weapon designed to chop through threes, doors and heads.

  • Must be held with both hands.
  • -2 attack with less than 4 Muscles.
  • Critical hits inflict an additional 1d8 damage.

Las-whip

This curious weapon consists of a handle able to produce a long energy filament. Too dangerous to be used for encouraging your horse to move faster or for BDSM sessions, but it can become a very effective weapon in skilled hands.

  • Can be held with one hand.
  • -2 attack when striking at someone within 5 feet.
  • Strikes up to 15 feet away.
  • Spend 1 additional ammo before an attack to superheat the whip, doing +1 damage die and +2 damage if it hits.

Special weapons

Beehive

Exotic club ($15,000)

This plain, metal baton might not look like much, but the small perforations across its striking surface can release a swarm of relentless nanobots to plague your target.

When the Beehive successfully strikes a target, you can command its nanite swarm to envelop him. This inflicts a -2 penalty to any action the target attempts that relies on sight (including most attack and perception rolls) and makes hiding impossible. The swarm will also inflict 1d6 electric damage on the target at the beginning of each new round. If you strike another enemy, you have the option of moving the swarm to the new target or leaving it where it is.

The swarm is impervious to most attacks, but will break off an enemy and return to the Beehive if it is subjected to 10 or more damage from an explosive or other area-effect attack. It will also return to the Beehive if it rolls 1 on the ongoing 1d6 damage roll, if the target is killed or moves more than 100 feet away from you, or if you stop holding the weapon.

Models

  1. Hybrid: The swarm can inflict either acid or electric damage; choose which one at the beginning of each round.
  2. Killer: The swarm does 1d8 damage per round, but breaks off on a roll of 1-2.
  3. Nasty: +1critical chance.
  4. Potent: +2 damage.
  5. Shocking: When the swarm rolls 5 or 6 for damage, the target must roll Toughness versus 20 to avoid being stunned for 2 rounds.
  6. Vicious: Critical hits inflict an additional 1d8 damage.

Blammer

Legendary sledgehammer ($26,000)

Officially designated as “Blast Hammer Mark 1”, this is a rocket-propelled bludgeon that transcends the boundaries between close combat and ranged weapon. Whether you have the internal rocket amplify a strike or throw the hammer farther than an Olympic athlete, it’s a blast to use in any case.

The Blammer has a +2 bonus to attack rolls and +2 damage dice. It also has 4 Fuel points, which can be used to power one of the following abilities:

  • Use 1 Fuel after making a successful attack to inflict am additional 2d6 physical damage, or 2 Fuel for 2d10 damage.
  • Use 2 Fuel when you strike in order to attack 2 enemies standing next to each other, or 3 Fuel to attack everyone within 5 feet (friend or foe).
  • Use an action and 1 Fuel to throw the weapon at an enemy up to 100 feet away, rolling Reflexes for the attack. The Blammer returns to your hands after the attack.
  • Use an action and 4 Fuel to throw the Blammer in guided mode, attacking up to 3 enemies within 100 feet (use Reflexes for the attack roll). The Blammer ignores cover modifiers and returns to you after striking the last target.

Ranged attacks with the Blammer don’t add your Muscles to damage. When the weapon runs out of fuel, you can use an action and an ammo clip to reload its supply.

Models

  1. Corrosive: Strikes inflict acid damage.
  2. Nasty: +1 critical chance.
  3. Potent: +2 damage.
  4. Recharging: Regenerates 1 fuel point when an attack hits with a natural 16+.
  5. Savage: Knocks targets back on a natural 17+.
  6. Vicious: Critical hits inflict an additional 1d8 damage.

Bloodbrother

Rare sword ($7,000)

Being a petty, vindictive jerk was never this easy.

The Bloodbrother has a +1 bonus to attack and damage rolls.

When you successfully strike a non-mech enemy with this weapon, you can command it to form a one-way biofeedback link between the two of you. Every time you lose Health, the linked enemy must roll Toughness versus 18 to avoid losing the same amount of Health. The link lasts for 5 rounds or until the target scores a natural 18+ on his Toughness roll.

After the weapon forms a link, it cannot do so again for the next 3 hours.

Models

  1. Fiery: Strikes inflict fire damage.
  2. Nasty: +1 critical chance.
  3. Parrying: Additional +1 Evasion against close combat attacks.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.
  6. Relentless: +2 DF to Toughness rolls.

Chirurgeon

Uncommon axe ($1,500)

If you suck at playing Operation, try this instead. This weapon simply rewards the most brutal hits by sucking up blood and tissue to treat your own wounds.

The Chirurgeon has +1 critical chance. When it scores a critical hit on a non-mech target, you regain lost Health equal to the additional critical damage die (1d8).

Models

  1. Cleaving: When an attack hits with a natural 18+, you can immediately strike another enemy within 5 feet of the target.
  2. Fiery: Strikes inflict fire damage.
  3. Lightning: Strikes inflict electric damage.
  4. Penetrating: ignores up to 2 armor.
  5. Potent: +2 damage
  6. Vicious: Critical hits inflict an additional 1d10 damage.

Crimson mistress

Rare las-whip ($15,000)

A supremely flexible whip that wraps around the target like a constrictor snake. Goes great with a hat while exploring ancient Promethean ruins.

The Mistress has +1 damage die. Anyone hit must roll reflexes versus 18 or Muscles versus your Muscles (whichever is easier for the target) to avoid being entangled by the whip. Large or huge enemies cannot be entangled.

An entangled enemy suffers a -3 penalty to most physical actions (including attack rolls), doesn’t add his Reflexes to Evasion and can’t move more than 15 feet away from you. He also suffers 2D6 fire damage at the beginning of each round. The enemy can try to break free by using a move and rolling Reflexes or Muscles as above (these rolls are not penalised by the whip).

The Mistress cannot be used to attack while an enemy is entangled. You can choose to free an entangled enemy at any time; he is also freed if you stop holding the whip.

Models

  1. Clingy: -2 penalty to break free.
  2. Flexible: No penalty when attacking someone within 5 feet.
  3. Hot: 2D8 damage per round to entangled enemies.
  4. Long: Strikes up to 20 feet away.
  5. Nasty: +1 critical chance.
  6. Potent: +2 damage.

Earthsplitter

Exotic axe ($16,500)

The Earthsplitter ignores up to 4 armor when attacking and rolls +1 damage die. When you use an action to strike the ground in front of you, the weapon causes a a violent quake that affects either a 50-foot long and 10-foot line or a 20-foot radius around you (your choice). Make a single attack roll versus the Toughness of everyone in the affected area; those hit take 2d8x2 physical damage and fall prone.

The Earthsplitter can only produce one quake every 5 rounds and no more than 3 quakes in total per day.

Models

  1. Cleaving: When an attack hits with a natural 18+, you can immediately strike another enemy within 5 feet of the target.
  2. Devastating: Quakes do 2d6x3 damage.
  3. Fiery: Strikes inflict fire damage.
  4. Magma: +2 bonus to quake attack rolls.
  5. Potent: +2 damage.
  6. Vicious: Critical hits inflict an additional 1d10 damage.

Firelance

Uncommon spear ($1,150)

Any close combat weapon can be rendered useless if you’re dogpiled by enemies. This aptly-named spear has an internal flame-thrower just for these cases.

As an action, the Firelance can shoot fire in a cone that is 15 feet long and 15 feet wide at its end. Make an attack roll using Reflexes; anyone hit takes 1D10 fire damage. After using this ability, you have to reload the Firelance by using an action and an ammo clip before it can be used again.

Models

  1. Impaling: When an attack hits with a natural 18+, the target will continue losing 1 Health at the beginning of each round for 1d6 rounds (or until he receives any kind of healing). Mechs are immune to this effect.
  2. Incinerating: Fire damage increased to 1D12.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores 2 armor protection.
  5. Potent: +2 damage.
  6. Recharging: Critical hits automatically reload the cone of fire ability.

Lazerhawk

Exotic sword ($18,000)

You’ll never have to fight alone again, thanks to this brilliant sword and the energy drone it can produce. Not only does the drone cover your six, but it can also blast enemies with laser fire so that you can focus on your primary target.

The Lazerhawk has 3 charges and regains a used charge every 8 hours. Use a move and spend a charge while holding the weapon to summon an energy drone within 3 feet. The drone moves with you and adds a +2 bonus to your Evasion and armor. It has the following statistics: Muscles 0, Reflexed 5, brains 0, Guts 0, Evasion 8, Health 20. It succeeds automatically on any Resolve or Toughness roll. The drone loses 2 Health at the end of each round.

Once per round, you can command the drone to fire a laser beam up t0 50 feet away, doing 2D8 fire damage on a single target (roll the drone’s Reflexes to hit). This doesn’t take an action, but must be used on your turn in the Initiative order. Each shot reduces the drone’s Health by 1d6.

The drone vanishes if it drops to 0 health, or if you stop holding the sword. You can only have one drone active at a time.

Models

  1. Enduring: The drone has 25 Health.
  2. Nasty: +1 critical chance.
  3. Parrying: Additional +1 Evasion against close combat attacks.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.
  6. Supercharged: Holds up to 4 charges.

Pulsar

Rare spear ($5,500)

A superconductive spear able to deliver nasty shocks. Great for area denial when set on auto mode.

The Pulsar has a +1 bonus to attack rolls, +1 damage die and inflicts electric damage.

As an action, the Pulsar can be primed and thrown at a point up to 60 feet away, it will then emit an electrical pulse at the end of each round for 3 rounds, inflicting 2d10 electric damage to everyone within 15 feet. During this time, anyone attempting to grab the weapon suffers 2d10x2 electric damage (this damage is repeated at the end of each round holding the weapon).

After the weapon discharges, it needs 3 hours to recharge before it can be used in this away again.

Models

  1. Energised: Pulses do 3d10 damage.
  2. Impaling: When an attack hits with a natural 18+, the target will continue losing 1 Health at the beginning of each round for 1d6 rounds (or until he receives any kind of healing). Mechs are immune to this effect.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores 2 armor penetration.
  5. Potent: +2 damage.
  6. Supercharged: The pulse feature can be used twice in a 3-hour period.

Red scorpion

Uncommon las-whip ($6,000)

As if the original weapon wasn’t punishing enough, this improved version of the las-whip incorporates a painful electric charge in each strike.

                Anyone hit by the Scorpion also suffers an action penalty as if he had been struck by an electric attack.

Models

  1. Flexible: No penalty when attacking someone within 5 feet.
  2. Long: Strikes up to 20 feet away.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.
  6. Shock: On a critical hit, the target must roll Toughness versus 16 to avoid being stunned for 1d3+1 rounds. A target resistant to electric damage gains +5 Toughness, while an immune target is not affected at all.

Ripper

Uncommon dagger ($1,100)

A wicked blade with a super-sharp serrated edge that tears through vessels and inflicts profuse blood loss.

Anyone hit by the Ripper loses 1 Health at the end of each round, for a number of rounds equal to the damage rolled. This effect stops if the target receives any kind of healing (any effect that restores 1 or more Health). Multiple attacks with the Ripper against the same target will not cause additional Health loss, but may extend the duration of the effect.

Mechs are immune to the Ripper’s effect.

Models

  1. Balanced: No penalty when attacking with two weapons.
  2. Fast: No penalty when attacking as a move.
  3. Nasty: +1 critical chance.
  4. Penetrating: Ignores up to 2 armor protection.
  5. Potent: +2 damage.

Tormenting: Anyone hit also suffers a -1 penalty to all d20 rolls required by actions for as long as he continues losing Health.