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Infinite Horizons Vol 1, Issue #3, Sept 2011


An Avalon Games Product, All rights reserved, Version 1.0, 2011

All comments, suggestions and


contacts can be made at
Avalon Games,
avalon@comstar-games.com
Or visit
Avalon Games at
www.avalon-games.com
Some game design, artwork and layout by Robert Hemminger
Some art by Image Portfolio Louis Porter, Jr. Design, Robert Hemminger and Sade
Cover Art by Joe Calkins


Contents
Top Ten

Page 2

Gaming
Infinite Futures, Heritage New Adaptoid
Infinite Futures, New Prestige Classes
Infinite Futures, New Feats
Infinite Futures, New Gear
Generic NPCs for IF
Space Armada
Altered Earth Preview
Strike Legion Scenario

Page 3
Page 5
Page 12
Page 13
Page 15
Page 18
Page 30
Page 49

Fiction
Leaders
Comics
Sorceress
Artist Spotlight, Ryan Rhodes
Wired
Artist Spotlight, Bradley McDevitt
Dept 13

Page 54

Page 67
Page 73
Page 78
Page 84
Page 87

Non-Fiction
Profiling for Writers
Page 92
An Analysis of the Larger Trends in Sci-Fi Page 95

Top ten time, this go around we will look at the top ten
Sci-Fi movies. Lots to chose from, but these are the ten
I think rate the best.
1. Star Wars. Wow, what can you say, might not have
been the best made picture even, but to the small mind of
the kid who watched it the first time in a theater, it blew me
away. What, almost 30 years later its still going strong.
2. War of the Worlds. This great Sci-Fi from the
50s still stands up today, and is way better the
Tom Cruises lame ass remake. The Martians
war machines are so cool.
3. Star Trek II. The best of the Star Trek films,
it was what Star Trek was all about, action,
adventure, and a great bad guy. The best of this
movie series of a beloved T.V series.
4. Logans Run. Wow, what a cool movies,
with the runners, the domed city, the ruins of
Washington, great Sci-Fi fun.
5. The Fifth Element. Very European in its look
and writing, this is a wild Sci-Fi ride, with great action,
great characters and some wild effects. Very good time.
6. The Andromeda Strain. This original version of this
movie is all in the head, very brainy movie. The remake
was OK, but it just doesnt stand up to the first version.
I still watch it today when it comes on the T.V.
7. Planet of the Apes. Ok, its a dog now, but back
in the 70s it was a blast, made a hell of a lot of sequels,
but the first is still cool. Just dont get me started on
Wahlbergs version; someday someone is going to
have to tell him he cant act.
8. Aliens. Ok Alien was cool, but James Camerons
second try at the move just kicked ass. Space marines
at their best and a ton of alien monsters.
9. Terminator, One and Two. Again another James
Cameron movies, the first was way cool, and the
second showed what a great Sci-Fi could do with CGI.
Wow what a ride. While short lived the T.V show
was kind of cool too.
10. Avatar. Ok, so it did over billion in tickets,
and its a cool story, but the special effects just
blew my mind. Its the future of movie
making I think.

Infinite Horizons 2

New Adaptoid
By David Caffee
ThisissuewecontinuewiththepossibleAdaptoidsyoucanplayintheHeritagesetting.

Armored
Personality:Armoredadaptoids
growupinaculturethatvalues
hardworkandselfdiscipline.
Theharshnessoftheir
planet'senvironmenthas
forcedthepopulationto
bepractical.Thecultures
ofSerantikussurviveby
workingtogetherandmaking
sacri?icesforthecommongood.
Theseadaptoidsareknownfor
workingwellwithothersand
beingeasytogetalongwith.
Theyknowhowtorelaxwhenthe
workisdonebuttendtoavoidexcess.
ThepeopleofSerantikusplacea
highpremiumonhonestyandare
quicktocondemnliarsandthieves.
Theyraisetheirchildrentobe
forthrightandtakeresponsibility
fortheiractions.

Infinite Horizons 3

PhysicalDescription:Armoredadaptoidsusuallystandaboutsixfeettallandtheyareverybroadlybuilt.Their
thickskullshaveaheavybrowridgeanddeepseteyes.Theirskinisreddishbrownandpartiallycoveredwith
platesformedfromdepositsofcalciumandiron.Theseplatesformduringadolescenceandcontinuetogrow
throughoutadultlife.
Armoredadaptoidsnormallywearlittleclothingandmuchofwhattheydoweariscomprisedofutilitybelts,
pouchesandsafetygear.Incoolerclimatestheytendtobundleupagainsttheunfamiliarchill.Youwillusually
?indarmoredmalesdisplayingatleastoneweapon,usuallyanornatedaggerintendedpurelyforshow.
Language:TheprimarylanguageofarmoredadaptoidsisSerantik,atonguecharacterizedbygrowlingintonations
andasimplesentencestructure.
Society:Communitylifeamongtheseadaptoidsiscenteredongroupsofalliedclans.Claneldersmeettogetherin
informalcounselsinordertodiscusslocalissuesandsettlepersonaldisputes.Con?lictsbetweenclansareusually
settledpeacefullybutcanleadtooutbreaksofviolence.RegionalgovernmentsonSerantikusarelimitedintheir
authorityandusuallystayoutofinterclancon?licts.
Armoredadaptoidseattheirmealscollectivelyinlargefeastinghallsandmostofaclan'ssocialactivitiesareheld
thereaswell.Membersofaclannotonlysharefoodbutlivingspaceandothernecessitiesaswell.Verylittle
effortisputintoensuringcomfortorprivacy.
Religion:ThepredominantreligionofSerantikusisamonotheisticfaith.Religiouslifecentersontheworshipof
anallpowerfulGodwhoisreferredtoasTheAllCreatorandGrandfatheroftheUniverse.Devoteesattemptto
formapersonalbondwiththeirdeitythroughdiligentprayerandastoiclifestyle.Followersofthispathbelieve
thatthedesignoftheAllCreatorwillbecomeevidenttothosewhopayattentiontotheworldaroundthem.The
churchoftheAllCreatormaintainsadoctrinethat?irmlyembracesdestinyandreincarnation.Itisbelievedthat
thewayonefaceshisfateiswhatin?luenceswhereoneendsupinthenextlife.
Adventurers:AlargenumberofprivatemilitarycompanieshavesetuppermanentrecruitingpostsonSerantikus.
Thesemercenaryarmiesprovideanopportunitytoyoungadaptoidseagerforexcitementandhighpay.Other
youngadaptoidshireouttoemployersdesperateto?indpeoplewillingworkunderextremeenvironmental
conditions.Itisnotunusualforanarmoredadaptoidtospendaportionofhisformidableyearsworkingandliving
offworldbeforereturningtoSerantikusandsettlingdown.
ARMOREDTRAITS
+4Strength,2Dexterity.Armoredadaptoidsarestrongbutclumsy.
Anarmoredadaptoid'sbasespeedis20feet.
+4naturalarmorbonus.
+5bonustoallsavesagainst?ireorextremeheat.ThepeopleofSerantikusareengineeredtowithstandveryhigh
temperatures.
+2bonustoallsavesagainstbiohazards,toxinsandradiation.
Craftisalwaysconsideredaclassskillandarmoredadaptoidsreceivea+2competencebonusonallCraftchecks.
Theseadaptoidsareknownasskilledtechniciansandartisans.
AutomaticLanguages:SerantikandTradespeak.BonusLanguages:Any

PrestigeClasses
In?initeFuturesisanevergrowinggamesystem
andAvalonmeanstoexpandonitspotentialhere
withinthepagesofIn?initeHorizons.

Nueromancer
By David Caffee
A nueromancer is a person who has chosen to
enhance his higher brain functions with technology
so that he may better serve as an emissary,
intelligence analyst or explorer. The nueromancer
possesses increased memory, faster problem solving
capability and also develops limited telepathic
abilities. Nueromancers are prized for their ability to
recall every moment of their life with flawless
accuracy. They also have a knack for surviving
dangerous situations and this makes them capable of
undertaking scientific, intelligence or diplomatic
missions that are too risky for most operatives.
Characteristics: The nueromancer is proficient with
simple weapons and one personal firearm of choice.
He is proficient with light armor as well. The
implants that augment the neuromancer's brain allow
him to develop a variety of physical and mental
abilities as he progresses in level.
Background: The vast majority of nueromancers
come from high technology worlds where the ability
to create advanced cybernetics exists. Many of them
receive their implants at the request of an employer
who pays for the surgery. The nueromancer often
works for this employer for a set time before striking
out as a freelancer.
Prerequisites:
ComputeruseSkillofRankof4
PerceptionSkillRankof4

Skill Points at 1st Level: (10 + Int modifier) x 4


Skill points at each additional level: 10 + Int modifier

Hit Die: d4
Action Points: The nueromancer gains a number of action points equal to 6 + character level (rounded down) at first
level and every time he takes a level in this class.
Class Skills
The nueromancer's class skills and their related abilities are: Appraise (Int), Bluff (Cha), Computer Use (Int),
Diplomacy (Chr), Disable Device (Dex), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Knowledge (any) (Int),
Sense Motive (Wis), Perception (Wis).
Infinite Horizons 5

Level
1
2
3
4
5
6
7
8
9
10

BaseAttack

+0

+1

+1

+2

=2

+3

+3

+4

+4

+5

Fort
+0
+0
+0
+1
+1
+1
+2
+2
+2
+3

Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

DefenseBonus

+0

+1

+1

+1

+2

+2

+2

+3

+3

+3

Special

Perfect memory
Enhanced senses, Telepathic resistance +2
Ability boost x1 per day, night vision +1
Healing surge 1d8, Telepathy
Emotional control
Ability boost x2 per day, Telepathic resistance +4
Healing surge 2d8
Pain tolerance +4
Ability boost x3 per day
Telepathic immunity, healing surge 4d8

!
Class Features
All of the following are the class features of the
nueromancer.
Weapon and Armor Proficiency: A nueromancer is
proficient with simple weapons, one personal firearm of
choice and light armor.
Perfect Memory: The nueromancer has the ability to recall
precise details, faces, and even long sequences of numbers
with unerring accuracy. The nueromancer automatically
passes any skill check that involves nothing but memory or
mathematics. He can also choose to take 10 on any
knowledge check as a full round action. This ability does
not give the nueromancer the ability to make untrained
knowledge checks.
Enhanced Senses: At 2nd level the nueromancer gains a
plus +2 bonus on all Listen, Search and Spot checks due to
the enhancement of his visual and auditory cortexes.
Ability Boost: At 3rd level the neuromancer learns to
temporarily boost his physical abilities by allowing his
implants to take partial control of his body. Using this
ability he gains 2d4 temporary points of Dexterity for ten
minutes. The nueromancer can use this ability once per
day at level three and gains an additional usage per day at
levels 6 and 9. At level 4 the nueromancer also gains a +2
bonus to his Constitution score whenever he uses his boost.
At level 7 he gains +2 Strength and at level 10 the
character gains 3d4 points of temporary Dexterity and the
increases to Constitution and Strength are increased +4.
Night Vision: At 3rd level the nueromancer gains night
vision. He can see extremely well in low light conditions.
His range of vision is twice that of other humans in poor
lighting and he retains the ability to distinguish detail under
such conditions.

Telepathy: Beginning at 4th level the nueromancer


gains the ability to uses a small number of telepathic
abilities. Nueromancer bonus abilities are based on
Intelligence, and saving throws against these abilities
have a difficulty class of 10 + ability level +
Intelligence Modifier. When a nueromancer gets 0
powers at a given level, the nueromancer gets only
bonus powers. The nueromancer can learn any
telepathic power.
Healing Surge: At 4th level the nueromancer gains
the ability to heal himself with a concentrated effort.
Each use of healing surge is a full round action that
restores 1d8 hit points to the nueromancer. He can use
this ability a number of times per day as he has points
of Intelligence bonus. At 7h level the healing surge
restores 2d8 points of damage. The amount of damage
healed increases to 4d8 at 10th level and 4d8 at 20th
level.
Telepathic Resistance: Starting at 2nd level the
nueromancer's implants begin to shield him from
unwanted telepathic contact. At level 6 the nueromancer gains a +2 bonus to all saving throws against
telepathy.
Emotional Control: At 5th level the nueromancer
gains the ability to temporarily suppress all emotions.
This effect lasts for one minute per point of Intelligence bonus. While the emotional control is in effect
the nueromancer gains a +4 bonus on any saving
throw against fear and a +4 to level checks used to
resist the Intimidation skill.

Infinite Horizons 6

Pain Tolerance: At 8th level the nueromancer learns to completely ignore the sensation of pain. This renders him
immune to torture and telepathic affects involving pain. From this point on the nueromancer gets to double his
Constitution modifier for the purpose of gaining hit points.
Telepathic Immunity: At 10th level the nueromancer can automatically resist any unwanted telepathic contact with his
mind.
Bloodline Restriction: Symbiotes cannot become nueromancers. The nanotech lifeforms inside a symbiote's body
instinctively breakdown any foreign object that enters the body. The advanced materials used in nueromancer implants
are particularly tempting to them as the collective can recycle these parts to construct offspring.
!

Obeah Doctor
By David Caffee
An obeah doctor is a dedicated healer who uses a
combination of telepathy, natural medicine and
technology to aid those in need. These wandering
medicine men go wherever they feel that they are
needed most. Obeah doctors airdrop into frozen
mountain passes and traverse endless deserts in order
to bring care to others. They travel to combat zones
and treat all in need, warring parties and civilians
alike. The creed of the obeah orders will not allow
artificial boundaries or the hatreds of others to
prevent them from delivering medical care to others.
Obeah doctors do not accept payment from their
patients and the orders support their hospital schools
strictly through anonymous donations. An obeah
doctor in the field can expect to receive at least
minimal logistical support from any hospital school
run by his order. Different orders commonly help
each other by sharing medical supplies as well.
Obeah doctors are highly respected on some planets
for their courage and selflessness. However their
independence and sense of ethical responsibility have
caused some planetary governments to order all
obeah shot on sight. Obeah hospitals have been
established on many worlds to provide regular
medical care to anyone can reach them. Obeah
doctors are sent roaming far and wide in a quest to
bring healing to those who do not have access to
these hospitals. The obeah tend to congregate in
disaster areas, war zones and frontier colonies.
The obeah are trained to be adaptable, tough minded
and in control their darker natures. What separates
an obeah doctor from a normal telepath is a carefully
nurtured sense of inner peace and emotional clarity.
The obeah doctor uses his telepathic potential to
channel pure compassion into another person and
heal him or her with a touch.

Infinite Horizons 7

Characteristics: The obeah doctor is proficient with


any one lethal weapon and any two non-lethal
weapons of choice. He is proficient with light and
medium armor as well. The obeah doctor is a
telepath who develops the ability to heal others with a
touch. He enhances this ability with a variety of
traditional medical skills. All members of the obeah
orders practice a defensive martial art, which is
known simply as The Way. This training combined
with their intimate knowledge of human anatomy
allows them to deliver extra damage with non-lethal
attacks. An obeah doctor knows exactly how to
incapacitate a foe without causing serious harm.

GAME RULE INFORMATION


Hit Die: d6
Class Skills
The obeah doctor's class skills and their related
abilities are; Climb (Str), Craft (any), Diplomacy
(Cha), Knowledge (any) (Int), Perception (Wis),
Survival (Wis), Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill points at each additional level: 4 + Int
modifier

Background: It is a rare person who can become an


obeah doctor. Very few people are driven to pursue
this life of sacrifice and charity to others. Fewer still
possess the combination of telepathic potential,
intelligence, physical fitness and emotional balance
that is required to complete obeah doctor training. All
members of the obeah orders undertake the same
training, though most will reach a certain stage and
not be able to advance. Those who have not
completed training serve the order according to their
talents, either as support staff, medical practitioners,
telepathic healers or herbalists. In order to qualify as
a full-fledged obeah doctor a person must demonstrate mastery of the healing touch as well as a host
of medical and survival skills, including martial arts
training and basic combat training.

Level
1
2
3
4
5
6
7
8
9
10

BaseAttack

+0

+1

+2

+2

+3

+3

+4

+4

+5

+5

Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

DefenseBonus
Special

+1Healing touch, improved unarmed strike, non-lethal damage +1d6

+1

Psych training +4

+2

Treat disease

+2

Improved trip

+3

Non-lethal damage +2d6, surgery

+3

Psych training +8

+4

Improved disarm

+4

Restore ability damage, Non-lethal damage +4d6

+5

Paralizing strike

+5

Non-lethal damage +5d6, Deflect Missiles

!
Infinite Horizons 8

Class Features
All of the following are the class features of the
obeah doctor.
Weapon and Armor Proficiency: An obeah doctor is
proficient with one lethal weapon and two non-lethal
weapons of choice. The obeah doctor is proficient
with all light and medium armor as well.
Telepathy: Beginning at 1st level the obeah doctor
gains the ability to uses a small number of telepathic
abilities. Obeah doctor bonus abilities are based on
Wisdom and saving throws against these abilities
have a difficulty class of 10 + ability level + Wisdom
Modifier. When an obeah doctor gets 0 powers at a
given level, the obeah doctor gets only bonus powers.
Obeah doctors can only learn powers from a limited
list because they cannot learn telepathic powers that
are overly aggressive or cause severe harm to the
target.
Healing Touch: An obeah doctor can telepathically
link himself to another person's body and greatly
accelerate the natural healing process. Each use of
healing touch restores 2d8+2 hp/level (max +10). An
obeah doctor can use the healing touch a number of
times per day equal to his Wisdom modifier plus his
obeah doctor level. If he attempts to use the healing
touch after this allotment has been expended then the
subject will be healed as normal. However, the
obeah doctor will take 2d8 points of non-lethal
damage from mentally overexerting himself.
Code of Conduct: The obeah doctor's code of
conduct is not a set of rules that are enforced by some
authority. Nor is it an arbitrary creed followed out of
tradition. It is a guide designed to help rid oneself of
selfish emotions like anger, fear and greed. Obeah
doctors gain their healing touch through the power of
this emotional purity. Committing actions that are
against the spirit of the code can cause the obeah
doctor to lose his inner equilibrium and temporarily
deny him the ability to use the healing touch. An
obeah doctor who attempts to use his healing power
while in this state of emotional turmoil will suffer the
same side effects as an obeah doctor who attempts
the healing touch after his daily allotment is up.

The exact wording of the obeah code varies from


school to school but its purpose is always the same.
The code instructs one on how to live a life without
malice towards others. Below is one of the more
common versions;
1. Think nothing of yourself when others are in need.
2. Never use violence for any reason other than to
protect life. It is always better to take a punch than to
throw one. It is always better to stun rather than
wound and better to wound rather than kill.
3. Do not deceive others for selfish reasons.
4. Treat all others with respect and kindness. It is
not your place to judge who is deserving of
compassion and who is not.
5. Do not dwell on negative emotions.
Violating the code: Committing minor infractions
against the spirit of the code will cause an obeah
doctor to slip into a state of inner turmoil and
uncertainty. Guilt, anger and other negative emotions
taint the obeah doctor's inner tranquility and prevent
him from using the healing touch. The obeah doctor
can relieve himself of this burden and restore the use
of his healing touch with a day of reflection and
meditation. Minor infractions include things like
using violence for a reason other than personal
defense, killing someone in self-defense or acting
vindictively against others.
Major deviations from the spirit of the code would
include things like killing for a reason other than
personal defense, participating in or abiding by
torture or denying aid to a mortally injured person.
Such an act of deliberate cruelty would shatter an
obeah doctor's emotional world. Regaining the use
of his healing touch would require the obeah doctor
to spend a full year meditating and seeking
knowledge of self.
Improved Unarmed Strike: At 1st level the obeah
doctor gains the ability to make unarmed attacks
against an armed opponent without drawing an attack
of opportunity.
Bonus Nonlethal Damage: Obeah doctors are students of the fighting arts as well as healers. At 1st
level the obeah doctor does an additional 1d6 points
of nonlethal damage whenever he successfully makes
a nonlethal attack. This additional damage increases
by another +1d6 at levels 5, 8 and 10.

Psych Training: An obeah doctor is trained in a wide


range of medical fields, including psychology. This
familiarity with the workings of the human mind
gives them an edge when using telepathy. At 2nd
level the obeah doctor gets a +4 increase to the DC of
saving throws to resist his telepathic abilities. At 6th
level this bonus increases to +8.
Treat Disease: At 3rd level the obeah doctor gains the
ability to quickly reverse the ill effects of biohazards.
Anyone under the care of an obeah doctor with this
ability will not suffer secondary damage from any
kind of biohazard.
Improved Trip: At 4th level the obeah doctor gains
Improved Trip as a virtual feat. He gains this feat
regardless of whether or not he meets the prerequisites
for it.
Surgery: At 5th level the obeah doctor gains Surgery
as a virtual feat.
Improved Disarm: At 7th level the obeah doctor
gains improved disarm as a virtual feat.
Restore Ability Damage: At 8th level the obeah
doctor can use the healing touch to restore ability
damage. Restoring ability damage this way counts as
one of the obeah doctor's uses of healing touch for
that day. Instead of restoring hit points, this healing
touch will restore 1d4 points of permanent ability
drain or 2d4 points of temporary ability damage.

Deflect Missiles: At 10th level the obeah doctor


develops the ability to deflect any type of thrown
weapon or primitive projectile. Once per round the
obeah doctor can attempt a reflex save (DC 15) in
order to negate a successful attack from a thrown
weapon or primitive projectile. The obeah doctor can
attempt to deflect projectiles and energy weapons with
a force shield only if he is proficient with it.
Paralyzing Strike: An experienced obeah doctor
learns to incorporate telepathy into his martial arts. At
9th level he can deliver telepathic signals directly into
an opponents nerves during an attack. The obeah
doctor can use this ability once per round. An obeah
doctor can use his paralyzing strike a number of times
per day equal to his his obeah doctor level. The obeah
doctor must declare that he is using a paralyzing strike
before making the attack roll. A failed roll ruins the
attempt. A foe struck by this attack must make a
Fortitude saving throw (DC 10 + obeah doctor level +
Wisdom modifier.), a failed save means target is
completely immobilized for 2d6 minutes.
Multiclass Restriction: An obeah doctor who takes
levels in any class other than guardian, master scholar
or telepath cannot ever again advance in level as an
obeah doctor. The character's use of the healing touch
is not affected as long as he continues following the
obeah code of conduct.

Infinite Horizons 10

Available
now at
RPGNow, E-23, Pazio
and other
great online stores.
!"#$%&'&(#$)*$+,-$
!
!
!

!
!

NewFeats
By David Caffee
Everyone loves feats, they often define what a
character is and what they can do. Here are three
new Feats for your game

Peaceful Warrior*
Prerequisites: Wis 15+, obeah doctor level 8
Benefit: An obeah doctor with this feat retains his emotional balance when he kills in defense of life.
Normal: An obeah doctor must meditate for one day to regain inner tranquility if he kills in self-defense.
Special: This feat does not prevent the loss of emotional balance caused by acts of deliberate cruelty.
Righteous Anger*
Prerequisites: Wis 15+, obeah doctor level 4
Benefit: An obeah doctor with this feat is not penalized if moves in anger against people who have
committed great atrocities out of malice or callousness. He retains his emotional balance even if he does
nothing to avoid conflict with said parties.
Normal: An obeah doctor must meditate for one day to regain inner tranquility if he uses violence for any
reason other than pure self-defense.
Special: This feat does not prevent the loss of emotional balance caused by acts of deliberate cruelty.
Trigger Sense*
You are in tune with your opponent and can sense the moment right before he pulls the trigger, making
you harder to hit.
Prerequisite: Dex 15+, Dodge
Benefit: You gain a +2 bonus to Defense against all ranged attacks. You lose this bonus whenever you
are deprived of your Dex bonus due to being caught flat-footed or surprised.
!

SteamPoweredWarwitha
greatkitbashingsystem

Infinite Horizons 12

NewGear
By David Caffee
You have to have a good gun if you are going to survive the
high tech battles of the future. Here are three new guns for
your Infinite Futures games.

Net Launcher
This less-than-lethal weapon is designed to
incapacitate rather than kill. It uses compressed air to
fire a net-capsule at the target. As the capsule breaks
apart the pieces of its outer shell become the weighted
ends of the net. The net itself is formed of extremely
thin strands held together in a loose weave. When the
net hits the target, he or she must make a successful
Reflex saving throw (DC 15) in order to avoid being
entangled. An entangled character takes 1d4 damage
as the strands of the net constrict and cut into his or
her flesh. The character's movement rate is cut in half
and he or she takes a -6 penalty on all skill checks and
attack rolls. A character who is entangled by two or
more nets is immobilized. Escaping from one net
requires an Escape Artist check (DC 16), each additional net adds +4 to the DC.
Smart Rifle
This smart weapon fires a salvo of guided rockets that
are programmed by smart sensors mounted on the
rifle's frame. These smart rounds are larger than the
ones employed in smart pistols and explode with
much greater force.
A smart rifle has all of the same benefits as a smart
pistol including lock-on and seeker modes of firing.
To lock on to a target, a character must use an attack
action and make an attack roll as normal. If the attack
roll fails then the weapon fails to get a clear fix on the
target and will not fire. If successful, the character
can choose to fire the weapon at any time by using a
free action. Once fired, the smart round will strike the
target it has locked on to, even if that means flying
around obstacles. A character can lock on to as many

as five targets in succession and they will remain


locked as long as they are within maximum range.
The smart rifle can fire in three round bursts but it can
only target one character per attack, meaning that a
character with the Burst Fire feat can deal and
additional +2 dice of damage to a single target but
cannot fire three rounds at separate targets.
To use the smart rifle in seeker mode, the character
simply chooses a direction and the smart round will
randomly select a target within a 45-degree cone. It
makes its attack with a +15 bonus. If the character is
not proficient with this weapon then the -4 penalty
still applies.
Thunder Striker
A powerful sonic weapon that operates by creating a
loud explosion inside of a reflection chamber that is
surrounded by vacuum. This set up forces the
soundwave to take a semi-coherent form as it leaves
the chamber. Stunners lose effectiveness at range as
the sonic beam loses focus. It does 3d4 nonlethal
damage to a target in the first range increment, 2d4
nonlethal damage to a target in the second range
increment and 1d4 nonlethal damage to anyone in a
five foot wide path beyond that out to maximum
range.
Sonic bolts rattle the insides of their targets. Anyone
who takes damage from this weapon must make a
successful Fortitude save (DC 15) or suffer from
severe abdominal discomfort that incapacitates him or
her for 2d4 rounds. Those who succumb to this effect
may also experience violent upsets in their digestive
systems, including vomiting and diarrhea.
A thunder striker can be used to create a sonic wave
that covers a 45-degree cone and extends to 60 feet.
Anyone caught in this sonic wave is affected by the
crippling effects described above. The DC of the
Fortitude saving throw is reduced to 12.

Weapon
Net Launcher
Smart Rifle
Thunder Striker

Damage
**
4d6
**

Critical Damage
-X2
X2

Range Increment
30 ft.
100 ft.
20 ft.

Rate of Fire
S
S, A
S

Capacity
8
12
50

Size
Med
Large
Large

Weight
5 lbs.
9 lbs.
8 lbs.

Cost
500
2000
600

Restriction
Licensed
Military
--

Net Gun

Smart Rifle

Thunder Striker

Infinite Horizons 14

GenericNPCsForInUiniteFutures
By Michael McNeill
Ingames,justlikeinbooksandmovies,thereare
morecharactersthanjustthemainheroesand
villains.Staunchalliesandtenaciousopponents
helporhindertheheroesastheymaketheirway
alongthepathofencounterstothe?inal
showdownwiththemainvillain,appearingagain
andagain.Thesesupportingcastmembersare
bestbuiltwiththeloveandattentionyouwould
giveaPCandshouldfollowthesamerulesof
charactercreation.
Butwhataboutthebitparts?Theextras?You
knowthehordesofnamelessminionsinidentical
armorwhoservetoprotecttheGrandVillaininhis
lair?Theresearchassistanttheheroeshaveto
convincetohelpthem?indthatvitalbitof
informationintherestrictedsectionofthelibrary?
Thesmugglertheheroessuddenlydecidetohire
sotheirshipisn'trecognized?
ThesearetheextrasbitpartNPCswhomay
neverbeusedagainbutmaybeneededatany
moment.Theyarenotruechallengetotheheroes
almostsetdressinginsteadofparticipantsinthe
story.Assuch,theircompetenceislimitedtoa
verynarrowrangeofskillsandknowledgeand
theylacktheadvancedabilitiesofthemore
importantcharacters.
To?illthatroleintheworldsofIn?initeFutures,
hereisatemplatetoapplytocharacterclasses,
designedspeci?icallyforthosebitparts,theEx
tra.
TheExtraisthemostcommonmemberofaclass.
TheExtraiscompetentintheir?ield,buttheyare
quicklyoutshonebytheheroesandvillains.Their
attributesareassignedusingtheExtraarray:13,
12,11,10,10,8.Onceattributesareassigned,the
Extra'sraceisselectedandracialmodi?iersare
applied.

Weaponandarmorpro?icienciesandclassskills
aredeterminedbytheExtra'sbaseclass(es).
Regardlessofbaseclass,theExtra'sHitDieisad4
andskillranksare2+Intmodi?ier.AnExtradoes
notgetanyofthebaseclass'sspecialabilitiesand
followtheirownprogressionchart.Extrasdogain
theFavoredClassbonusofeither+1HPor+1skill
rankperlevelintheirfavoredclass.
Example:Brendan'splayershavedecidedthey
needtoacquiretheuniformscurrentlybeing
wornbyfourguardsatthespaceport.Brendan
hadanticipatedthehackerworkingbyremoteand
wasn'tpreparedforasnoopandpooprun,sohe
needsguardsfast.
Trooperseemstobethebestbaseclasstohimand
hewantsthePCstohavetoworkalittlesincethey
threwhimoffstride.Hewantstheguardstohave
arespectablePerceptionscore,soheassignsthe
abilityscoresas:
STR:11DEX:12CON:10INT:8WIS:13CHA:10
Hedecidestheyareallhumansandputsthe
humanattributeboostintoINT,gettingthemupto
an10.SincetheyareExtraTroopers,theyonlyget
2+INTmodi?ierskillpoints.That'sallaregular
Troopergets,sotheyhaven'tlostanything.Since
theyarehuman,theygetanextraskillpoint.
BrendanoptstoputtheirFavoredClassbonusinto
theirhitpoints,sothattheyhavealittlemore
stayingpower.
BeingbuiltofftheTrooperastheirbaseclass,they
arepro?icientwithlight,mediumandheavy
armors.Theyarealsopro?icientwithallsimple
weaponsandpersonal?irearms,aswellasauto?ire.
Infinite Horizons 15

ThePCsareall5thlevel,sohemakestheExtraTroopers4thlevel.Thisgivesthema+1toanabilityscore,whichhe
assignstotheirWISscores,raisingtheirmodi?ierfroma+1toa+2.Theseguysaren'timportantinthelongterm
story,somakingthemallcookiecuttercopiesdoesn'tmatterandtheymightactuallybeclones.Hechecksthe
4thlevelentriesontheExtraprogressionchartand?illsintheinformationonhisNPCcardshekeepshandy.
Sincehewantsabitofa?ight,heassignsmaximumhitpointstotheguards5HPperlevel(d4+1forfavoredclass,
noCONbonus)foratotalof20.HealsomaxesouttheirPerceptionandStealthtohelpmakeitmorethana
cakewalk.KnowingtwoofhispartyhaveheavilyinvestedintheirDriveskill,heassignsDrivetobethelastskillfor
theguards,alsomaxedout.Nowhe'sgotthreefeatstoassignthehumanbonusfeatandthe1stand3rdlevel
characterfeats.HadtheynotbeenExtras,hewouldhavethreemorefeatstopick,aswellastwoSpecialAbilitiesto
dealwith.
Giventheirroleguardsdesignedtomakeitdif?iculttosneakintothestarportBrendanwantstokeeptheirfeats
focusedonchallengingthePCswhoaredeterminedtosneakin.HegivesthemSkillFocus(perception)andWell
Versed(perceptionandstealth)tomakethemmoredif?iculttosurprise.Justincasetheepisodeendsupina
vehicularchase,hegivesthemDrivebyAttack.
Finally,heout?itstheguardsfairlysimplyanSMG,acollapsiblebaton(treatasaclub),andTacticalScoutArmor.
Thearmorsuitsserveastheguards'uniformsandarewhatthePCsareafter.
Brendan?inishes?illingouthisNPCrecordsandinthespanofjustafewminutes,hehasgeneratedabasicExtra
TrooperNPCthatwill?illtonight'sunexpectedneedandwillbeaddedtohisevergrowingBagO'Trickstohave
handyfornexttime.
!

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

BaseAttack

+0

+1

+1

+2

+2

+3

+3

+4

+4

+5

+5

+6/+1

+6/+1

+7/+2

+7/+2

+8/+3

+8/+3

+9/+4

+9/+4

+10/+5

Fort
+0
+0
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6

Ref
+0
+0
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6

Will
+0
+0
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6

DefenseBonus

+0

+1

+1

+1

+2

+2

+2

+3

+3

+3

+4

+4

+4

+5

+5

+6

+6

+6

+7

+7

TotalFeatsandAbilityIncreases
1Feat
1Feat
2Feats
2Featsand+1toasingleAbilityScore
3Featsand+1toasingleAbilityScore
3Featsand+1toasingleAbilityScore
4Featsand+2toasingleAbilityScore
4Featsand+2toasingleAbilityScore
5Featsand+2toasingleAbilityScore
5Featsand+2toasingleAbilityScore
6Featsand+3toasingleAbilityScore
6Featsand+3toasingleAbilityScore
7Featsand+3toasingleAbilityScore
7Featsand+3toasingleAbilityScore
8Featsand+4toasingleAbilityScore
8Featsand+4toasingleAbilityScore
9Featsand+4toasingleAbilityScore
9Featsand+4toasingleAbilityScore
10Featsand+5toasingleAbilityScore
10Featsand+5toasingleAbilityScore

DARK Q UEST B OOKS


Lets You Have It With Both Barrels!
Introducing Books Three and Four in the Award-Winning
Defending the Future Anthology Series

Book One
978-0-9796901-9-8

Book Two
978-0-9796901-5-0

Book Three
978-0-9830993-5-2

Book Four
978-1-937051-02-0

Series features stories by science fiction greats such as:


Jack Campbell/John G. Hemry, Jack McDevitt, John C. Wright, Brenda Cooper,
Bud Sparhawk, Charles E. Gannon, Lisanne Norman, Lawrence M. Schoen, Maria V.
Snyder, Deborah Teramis Christian, Andy Remic, Lee C. Hillman, Jonathan Maberry,
Judi Fleming, Danielle Ackley-McPhail, Patrick Thomas, Phoebe Wray, James Chambers,
Jeffrey Lyman, S.A. Bolich, James Daniel Ross, Nancy Jane Moore, Tony Ruggiero,
Ann Wilkes, Kimberley Long-Ewing, Robert E. Waters, Jennifer Brozek, Laurie Gailunas,
Jeff Young, and C.J. Henderson

Iits easy to imagine yourself at the off-base bar on a deep-space transfer station,
overhearing the tales of passing space marines, naval officers, and assorted other soldiers.
If you enjoy a well-told story in the military SF genre, this is the book for you.
Don Sakers, Analog

WWW. DARKQUESTBOOKS . COM

Ensign Jones grabbed a handrail as the Federation missile slammed into the aft hull. The explosion rocked
the ship, shaking it like some small child playing with a toy.
Damn, he thought as he pulled himself along the passage tube. Another hit like that and we might not
survive this engagement. With the gravity turned off for battle stations, Jones found it hard to reach his
station. Still, he managed to make his way down the tube towards the beam weapon controls. The captain
wanted to make a quick pass on the Federation Carrier before it could launch all of its fighters. Jones
thought it was a suicide run at best but the captain had been lucky so far and she might just pull it off.
Might, Jones thought as the next missile hit home
This is Space Armada, another great Mini-Game from Avalon Games. Across our solar system, in the distant
future, two mighty space fleets battle. The imperialistic Federation means to bring the whole of the system
under their sway. Meanwhile, the Colonial Fleets, a coalition of small, independent fleets in their own
rights, have banded together to stop this move by the Federation. The fate of the human race now lies in
your hands as you command one of those fleets. Will the Federation bring law and order to the solar system,
or will the independent colonies and mining outposts remain free?
Space Armada is a fast past game of space fleet battles waged across the solar system. Players will need to
be decisive in their game play, all the while trying to protect their fleets ships,
waiting for the right moment to strike.

An Avalon Games Product, All rights reserved, Version 3.0, 2011


All comments, suggestions and contacts can be made to
Avalon Games Company, avalon@comstar-games.com
Or visit
Avalon Games at
www.avalon-games.com
Game design, artwork and layout by Robert Hemminger
Edited by Jeff Brewer

Contents
Introduction

Page 2

Game Construction

Page 2

Getting Started

Page 3

Players Forces

Page 3

Players Hands

Page 3

System Cards

Page 3

Patrol Zone

Page 4

Turn Order

Page 4

Special Counters

Page 4

Fighter Units

Page 5

Battles

Page 5

Winning the Game

Page 7

Multi-Player Games

Page 7

Introduction
Space Armada is a space fleet battle system,
both expandable and easy to play. This rule set
covers the Federation and Colony forces, as
well as the basic rules for playing the game.
Everything you will need to play is included,
as well as rules for multi-player sessions.
Game Construction
You will need to construct the game
components. For the most part, the amount of
time and extra expense you will put into the
games construction is up to you. The simplest
method is to print out all the parts, cut them
out, and start playing. Paper pieces are a bit
difficult to deal with though, so if you intend
to play Space Armada often, and we hope you
do, then you may want to invest a bit of time
and effort in making your game components
more durable and reusable.

Suggestions on Components
Construction and Printing
First off, if you want to spend the money, buy
some good quality paper. Use this to print out
the various components and counters. High end
paper will give you a better quality image and,
if you set your printer to its highest quality
setting, you should get a nice set of counters
and cards. Next, get your hands on some spray
glue (available at most craft stores and office
supply stores). Use this to mount the
components onto thick card stock or chipboard.
This will make the parts easier to pick up and
use, which generally creates a better overall
experience. Should you wish, you can protect
your many pieces with clear self-adhesive
lamination sheets (again available at most office
supply stores).

You should print up five pages of the cards,


for 30 cards total.

Page 2

Players Hands

Getting Started
Both players should pick a fleet. Both players
should then roll a d10, with the highest roll
going first.
Each player takes their fleet and flips the
counters upside down (except for the fighter
counters, which are placed to the side for
now). The counters are then shuffled. This is
your Fleet. Players may, if they wish, place
their counters in a cup or a bag of some sort
instead of laying them on the table.
The System deck should be shuffled at this
time, and placed between the players.
Each player draws five counters from their
Fleet, without looking at them or showing
them to their opponent. These counters are the
players starting hands.
Space Armada is played in turns, with each
player taking a turn pulling a new System card
and battling over its control. This continues
until the game is won (or in multi-players
games, if a draw is declared).
Players Forces

Each turn, players will draw new counters and


add them to their hand. Players may discard
unwanted counters. A player may have no
more then seven counters in their hand at any
one time. If, at any time, a player has more
then seven counters, the opposing player may
pick, at random, enough counters from the
players hand to return to the Fleet, to reduce
the hand to seven counters.
System Cards
The game of Space Armada involves the
collection of System cards. The first player to
collect ten System cards is the winner of the
game. Therefore, each time a new System card
is brought into play, the players will battle for
its control.
There are six types of System cards, each
showing a different area of the solar system
that the fleets are battling over.
When a player takes control of a System card,
the card should be placed next to that player,
showing it is now under their control.
Once a System card has been awarded, it
cannot be lost, traded or stolen

Each player has a Fleet to use. This Fleet holds


all the available counters that the player may
use during the game. A player may not use
counters from another Fleet, nor add to the
Fleet they are playing during the game.
When a ship is destroyed in battle, it is
returned to the Fleet, ready to be drawn again
for later use.

Page 3

Patrol Zone
All ships have a set patrol zone, as shown on each System card by the ship type icon at the bottom
of the card. Ships that are used while in their patrol zone may gain bonuses to their combat rolls or
some other benefit.
Only those units that are in the patrol zone of the card in play may be used in a battle. Some ships,
however, can be played if you control a set number and/or type of System card(s), as shown below.
Deployment Chart
Ship Type

Patrol Zone

System Cards Held

Battle Bonuses

Corvette

Any

Frigate

Outer System

Any if you hold two Outer System cards

+1 to hit if in Outer System

Destroyer

Asteroid Belt

Any if you hold three Asteroid Belt cards

+1 to hit if in Asteroid Belt

Carrier

Gas Giant

Any if you hold three Gas Giant cards

Battleship

Inner Planets

Any if you hold three Inner Planets Cards

+1 to hit if Capital Ship is in the battle

+1 to hit if in Gas Giant or in Earth orbit


+1 to hits that can be taken if in the
Inner Planets or in Earth Orbit

Capital Ship

Earth Orbit

Any if you hold any five cards

+1 to hits that can be taken if in Earth Orbit

Turn Order
Each turn, a player conducts a set number of
actions, as given below.
A. Draw System Card: The player draws a
new System card and places it between the
two players.
B. Draw New Forces: A player may, if they
wish (and if they have room within their hand)
draw up to two counters from their Fleet.
These two counters are drawn at random and
placed into the players hand for later use.
* Note: You may have no more then seven
counters in your hand at any one time.
C. Declare War: You may try to take control
of the currently active System card in play.
Place whatever force you wish from your hand
in front of you, within the restrictions listed in
the Deployment Chart, above. The opposing
player may then try to meet this fleet in battle
by placing their own fleet in the same manner
or just let you take the card unopposed.
The winner of the battle places the System
card with other System cards they have won.

D. Discard Counter: The last action a player


may take in their turn is to discard one counter
from their hand, returning it to their Fleet
(this is optional).
Special Counters
Some counters are not ships but rather special
counters that may be used in a battle. To use a
special counter, simply place it on top of the
ship that is to use it. There are no restrictions
on which ships can use special counters, other
than a single ship cannot have more than one
special counter active on it at any one time.
Once a special counter has been used, it is
returned to the players hand and may not be
used again that battle.
Special Counter Effects
Damage Control: The ships systems are well
protected and active crews repair the damage
it has taken in battle. Once during a battle, the
ship may ignore the effects of any one hit it
has taken in the current battle round.

Page 4

Force Shields: Once during a battle the ship


may activate its force screens and deflect an
incoming attack. You may activate this counter
and shift the damage this ship has taken onto
another ship within your fleet.
Nuclear Warhead: Any missile- or
torpedo-armed ship may have this counter
played on it. When a missile or torpedo attack
is made, but before the roll to hit is conducted,
declare the attack to be nuclear and remove the
nuclear warhead counter from the battle. Make
the attack as normal. If the attack hits, the
damage is 1d10 hits on that ship and one hit on
all other ships in that fleet. If the attack does
not hit, then all ships in that fleet (including
the targeted ship) take one hit, but no further
damage is done.
Fighter Units
Fighter units are neither placed in your Fleet
nor drawn. Instead, any ship that can carry a
fighter squad, as so noted on its counter, may
deploy them at the start of any battle round.
Those ships that can carry fighter squads may
launch one or all of those fighter units when
the ship is active. Fighters are then placed on
the target ship they are attacking.
When the fighters get to attack, each active
fighter counter deals on hit of damage
(without having to roll to hit) on the target
ship it is attacking. After the fighter counter
has made its attack, set the fighter counter
aside until the next time it is deployed.

Battles
To conduct a battle, follow the guidelines
below.
1. Both players lay out which ships they will
be using in the engagement. A player may
place up to seven ships from their hand in a
battle. To be able to send a ship into battle,
said ship must either be in its patrol zone for
the current System card in play, or be playable
due to System cards you hold. A ship can only
count those System cards that the player
currently holds.
2. Each player will then make an attack roll
with each of their ships, in a set order. Damage
done is recorded, and the battle continues until
one side flees or is destroyed.
3. To make an attack, roll 1d10, adding the
ships Combat skill to the roll and any other
modifiers that apply. A hit is scored if the total
roll is a 10+.
* Note: Regardless of modifiers, if a natural 1
is rolled, an attack always misses, and a
natural 10 will always hit.
4. If a hit is scored, the player attacked applies
one hit of damage to any one ship of their
choice within their fleet. Thus, while the
attacker gets to pick which ship attacks, the
defender gets to pick which ship is damaged.
5. If a ship takes more hits than it has in
Combat, it is destroyed.

Fighters get to do a little bit of damage,


applied where you want it, but then are lost for
the rest of the turn.

Page 5

6. When a ship gets to attack is determined by


the type of attack made, as shown below. If
both sides are making attacks of the same
type, the aggressor attacks first.
1. Launch Fighters and place their counters on
the ship(s) each fighter will attack.
2. The first round of attacks are made by ships
with Missile weapons.
3. The second round of attacks are made by
those ships with Beam weapons.

Each player will make their attacks in this


order, with the aggressor (the player whose
turn it currently is) rolling his or her attacks
first, then the defending player making their
attacks. Once both have conducted their
attacks rolls for that type of attack, move on to
the next stage of attack, until all attack rounds
are completed.
After all ships that are still active have made
an attack, start the next battle round, beginning
with missiles and moving down the list.
Ship Counters

4. The third round of attacks are made by


those ships with Torpedoes.

M Missile Attacks

5. The fourth, and final, round of attacks are


made by Fighters.

T Torpedo Attacks

* Note: Unlike other attacks, Fighters may


pick which ship they will apply damage to.
Thus, while they may go last, they get to pick
who they will hurt.

B Beam Weapon Attacks


F Fighter Squads and their number
* Note: Some ships can make more than one
attack in a battle round, as shown on the
counters. Multi-Attack ships total all their
combat scores for the total hits it can take.

! Combat and hits


that can be taken

Fighters and
Number of
counters
available

!""#$%&'()*&

M Missile Attacks
B Bean Weapon Attacks
T Torpedo Attacks
F Fighter Squads and their
number

Page 6

Examples of Battle
Paul and Roger are entering into a battle. Paul
has three Corvettes while Roger has a single
Battleship. Paul is the aggressor but he has no
fighters to launch (the first action taken in a
battle round) so Roger gets to go first. Roger
launches his single Fighter unit and places a
fighter counter on one of Pauls Corvettes.
Then, even though Paul is the aggressor,
Roger gets to use his Missile weapons as they
go before Pauls Beam weapons. Roger makes
a Missile weapon attack, rolling 1d10 and
adding 3 to the roll. He ends up with a total of
6, and the attack misses.
Paul finally gets to go, rolling once for each of
his three ships with Beam weapons. He ends
up scoring two hits, doing 2 points of damage,
which Roger applies to his Battleship. Roger
goes next and misses with his own Beam
attack.
Now Roger gets to attack with his single
Fighter. He does a single point of damage to
one of Pauls ships and then sets the fighter
counter aside, its work done.
This ends the battle round and a new one
starts, with each player going through the
sequence again.

Ending a Battle
A battle ends in one of two ways:
1. One side is destroyed.
2. One side flees the battle. When a Player flees
the battle, the other player may make one free
missile attack with any ship capable of doing so.
Damage done is applied as normal. After damage
is applied, the battle ends.
Those units that have fled are returned to the
players hand.
Ships that are destroyed in a battle are returned to
the players fleet, to be drawn at random once
more.
Winning the Game
Each time a player gains control of a System card,
they place it with their other System cards. When
a player wins ten System cards, they win the
game.
Multi-Player Games
The same rules apply in multi-player games.
However, when battling over System cards, the
player to the right of the active player gets the first
chance to enter into battle with the active player.
If they decline, then the option to battle continues
counter-clockwise until an opponent declares, or
all players concede the System to the active player.
In a multi-player game, should all the System
cards be drawn and played, and no player has ten
cards for the win, the game is a draw.

Page 7

Corvette

Corvette

Corvette

Corvette

Fighters

Fighters

Frigate

Frigate

Frigate

Destroyer
Fighters

Destroyer

Destroyer

Carrier

Carrier

Fighters

Fighters

Battleship

Battleship

Capital
Ship

Fighters
Fighters

Fighters
Fighters

Damage
Control

Nuclear
Warhead

Damage
Control

Force
Shields

Damage
Control

Nuclear
Warhead

Force
Shields

Force
Shields

Damage
Control

Fighters

Fighters

Force
Shields

Fighters

Corvette

Corvette

Corvette

Corvette

Fighters

Fighters

Frigate

Frigate

Frigate

Destroyer
Fighters

Destroyer

Destroyer

Carrier

Carrier

Fighters

Fighters

Battleship

Battleship

Capital
Ship

Fighters
Fighters

Fighters
Fighters

Damage
Control

Nuclear
Warhead

Damage
Control

Force
Shields

Damage
Control

Nuclear
Warhead

Force
Shields

Force
Shields

Damage
Control

Fighters

Fighters

Force
Shields

Fighters

Science Fiction
Role-Playing
In the Far Future

ALTERED EARTH

AE

Altered Earth Created by


David Caffee
Concept Art by
Mike Willis

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D,
PLAYERS HANDBOOK, PLAYERS HANDBOOK 2, DUNGEON MASTERS GUIDE,
MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURERS VAULT are
trademarks of Wizards of the Coast in the USA and other countries and are used with
permission. Certain materials, including 4E References in this publication, D&D core rules
mechanics, and all D&D characters and their distinctive likenesses, are property of
Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th
Edition Game System License. All 4E References are listed in the 4E System Reference
Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob Heinsoo,
Andy Collins, and James Wyatt; DUNGEON MASTERS GUIDE, written by James Wyatt;
and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;
PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;
MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurers Vault, D&D 4E
Game System License 2008, 2009 Wizards of the Coast page 3 of 7 written by Logan Bonner,
Eytan Bernstein, and Chris Sims. 2008, 2009 Wizards of the Coast. All rights reserved.

Setting Introduction
Altered Earth is a role-playing game of high energy battles and
thrilling adventures set against an epic science fiction background. The action takes place in a futuristic world filled with
endless possibilities. Any kind of adventure that you can imagine is waiting for you in a setting that is filled with dangerous
wastelands, high tech cities, awesome war machines, and unexplored ruins.
Your character might be a gritty mercenary, a cold
blooded assassin, an intrepid explorer, or a loyal soldier to the
cause. You might be motivated to seek out adventure for the
sake of greed, for thrills, or simply to escape your previous life.
Or perhaps you have your own personal quest that you are pursuing.

Adventures
There are many types of adventures that can be had in the world
of Altered Earth. It all depends upon the type of role-playing
campaign you enjoy. There is something for everyone in this
setting, from in depth social role-playing to military combat to
high tech dungeon crawls.
The player characters may find themselves
exploring ancient ruins in search of lost technological relics.
infiltrating the fortress of a super powered warlord.
crawling through the mutant-inhabited sewers and tunnels
beneath a sprawling mega-city.
crossing a desolate wasteland populated by strange creatures
and insane robots.
battling against (or becoming) criminals in a dystopian urban
nightmare.

THE FAR FUTURE


It is said that this planet was once green and full of life. They
also say that a great civilization stretched across the entire
globe. We can never be sure, for all we know of this forgotten
civilization comes from the crumbling ruins that lie buried deep
beneath the sands of the wastes.
It is said that civilization was destroyed, not in a single
apocalyptic war, but in an endless stream of small ones. The
world turned barren, not because of a massive cataclysm, but a
slow poisoning from radiation and toxic waste. The population
was devastated, not by a single plague, but multiple pandemics
brought on by diseases that were once curable. So came about
the end of the old world. The legacy of this ancient civilization
was a long dark age of violence, economic ruin, starvation, and
disease.
Out of the darkness came the rise of the warlords, invincible masters of the old technologies. Under their reign, a
new age has begun. This is the age of the mega cities, standing
defiantly against the horrors of the great wastes. The world has
entered an era of technological rebirth and unimaginable savagery. Along with the rediscovery of ancient technologies have
come horrific new uses for this knowledge. Human experimentation is commonplace and life is held cheap by those in power.

The World of Altered Earth


Altered Earth takes place in a barren and terrifying future landscape. This campaign setting is a world where glimmering luxury towers rise above the impoverished masses of the great
cities and wasteland nomads fight just to survive one more day.
The world of the far future is lorded over by ruthless megalomaniacs who enforce their rule by threatening their subjects
with annihilation by atomic fire.

The Wastes
The wastes are a mostly barren environment home to mutant
creatures and crazed robots. Scattered settlements and a few
large bands of nomads make up the entire population of the
wasteland. The semi-permanent communities are mostly made
up of scavenger towns and raider camps. Scavengers make their
living by picking through the ruins of ancient cities that lie long
buried beneath the desert sands. They trade scrap metal and the
occasional relic with other wasteland residents and corporate
buyers from the cities. Raiders survive by preying on scavenger
crews, corporate aircraft, nomad caravans, and other travellers.
While most of the wastes are covered by burning deserts and frozen tundra, there is also a belt of hot, humid wilderness called the Wetlands. This region to the far south is covered
by swamps and thick jungles. All of the plants in the Wetlands
are toxic from the poisonous soil in which they grow. The Wetlands are an uninhabited area said to be home to bizarre mutations and savage sub-humans. Perched on the edge of the poisonous zone is a massive settlement known as Salvations End.
More of a giant migrant camp than a real city, Salvations End
is a frequent stopping point for bandits and mercenaries.
Garrison Towns
The mega cities and their warlord masters operate military outposts in the wastes and some of these outposts have given rise
to nearby towns. The forces garrisoned here are not under orders to protect the civilian population. However, by keeping a
close proximity to this show of strength the townspeople are
protected from raiders and wasteland creatures. The main economic activity in these garrison towns revolves around providing contraband and entertainment to the soldiers. Smugglers,
thieves, and other disreputable types flock to this type of settlement, as do other wasteland residents looking for a good time.
The local garrison rules over these settlements and they are
allowed to do as they please without any repercussions from the
town folk.
In the town of Stone Face, the civilians revolted
against the garrison and slaughtered a great many of them in a
sudden and unexpected spree of murder and guerrilla ambushes. The city troops stationed there retreated so hastily that they
left behind a large
amount of military equipment and supplies. The
town survived retaliation
by storming the base and
activating the anti-aircraft
systems. Stone Face has
since become a wasteland
paradise for mercenaries,
weapon smugglers, banStone Face: A monument built to
dits, outcasts, and killers.
honor a pantheon of ancient gods.

Green Farmers
The most despised of all wasteland dwellers are known as green
farmers. These deluded souls are convinced that they can live
off of the poisoned land of the wastes. The disgusting green
farmers actually eat things that are grown in the dirt and follow
other sickening practices that drive them insane. Inbred and
disease-ridden, the greens are loathed by even the lowliest of
wasteland residents.
Green farmers are a cult that preaches doctrines too
ridiculous to comprehend. They have been known to steal perfectly good food scraps and bury them under the toxic soil. Stories are even told of green farmers who take children from
wasteland families and bury them alive, a dark sacrifice to their
dead earth mother. Most military forces slaughter green farmers
on sight, using them as target practice to ensure that their twisted philosophy does not spread to the urban centres. Despite
these efforts, the insane cult of the greens does make it inside
larger settlements where they lure the desperate and mentally ill
away from the safety of city life and lead them off to die in the
wastelands. Green fever has swept through entire cities, leading millions of people to abandon their homes for the false
promise of a better life. Great masses of people have died from
these exoduses. Most civilized communities are determined
never to allow such tragedies to happen again.

The Mega Cities


These massive walled cities are overpopulated urban jungles.
The typical mega city is home to anywhere from 50 to 120 million people. Having that many people squeezed into that small
of an area has a horrific effect on the standard of living. Aside
from the obvious problems of food shortages and resource scarcity, the sheer number of people involved creates its own types
of problems. There can be as many as half a million sky cars
and other aircraft in the sky at any given moment. There are
vast millions of land vehicles on the road every hour of the day.
In any given city there are between 5 and 15 million raving
lunatics roaming the tunnels and walkways.
Penthouse Level
The very wealthy and well connected live in sky high penthouses that are covered in environment domes and filled with hydroponic gardens. The living quarters are spaced very far apart and
great stretches of plant life and synthetic landscaping separate
individual houses. The elite almost always travel by air and
they dart from one dome to another without ever coming in
contact with the rest of the city. Many residents of the penthouse level like to brag that they have never been below the
100th floor of any building.
Uptown
Under the penthouse level is uptown, home to corporate executives and other professionals. While this strata of real estate
is not nearly as luxurious or spacious as the penthouse level,
uptown apartments are palaces compared to the places most
people live. Some residents of uptown have sky cars or other
aircraft but most of them travel by means of land vehicles that
race along elevated skyways. The skyways have ramps that
connect them to the mid levels of large buildings so one can
travel all over a city without ever getting close to the ground.

Midtown
The majority of the population is cramped into austere housing
complexes in midtown. These spartan accommodations are
designed to provide the basic needs of the people in a minimum
of space. Many apartments in midtown consist of a single room,
often shared by more than one family. Getting around in midtown means you have to navigate a maze of hallways, elevators,
suspended bridges, and public transportation conduits. Security
is a constant problem in this stratum of the city and the people
are continually victimized by both organized crime and random
acts of violence.
Downtown
Literally at the bottom of the social structure are those that live
at or near ground level; squatters, mentally ill people, and criminal gangs. These are the people who have nowhere else to go
and are forced to carve a niche for themselves in the crumbling
buildings and shanties of the slum known as downtown or
lowtown. The residents of downtown make due by squatting
in the abandoned lower floors of high rises or constructing their
own houses from bits of collected scrap. People here get around
by walking, though some people do have ground vehicles.
Driving through downtown can be problematic as the original
streets have all but disintegrated, leaving behind a labyrinth of
alleys, courtyards, cul de sacs, and tunnels.
The Sub-Levels
Beneath each of the great cities are mazes of ancient tunnels,
sewers, and underground structures. The mega cities were built
upon the ruins of older metropolises, which were in turn built
over top of cities that are older still. Each layer of construction
left behind an enormous patchwork of subterranean channels
and excavations. These sub-levels are a city unto themselves,
populated by mutants, escaped experiments, runaway androids,
and other strange creatures.
Government and Law
No one actually runs a mega city. Each city has its own semblance of government but these bodies are so limited in their
reach that most people ignore them. Some governments are iron
fisted tyrannies; others are ruled by the whims of the populace.
In either case the political leaders can only hope to influence
major events rather than impose their will directly. The dictates
of government matter little to those who live below the marble
floored offices of uptown. Rival political factions work ruthlessly against each other as they try to have their own supporters installed in positions of power but aside from these petty
games very little is accomplished.
There is very little in the way of law and order within
the mega-cities. That is not to say that there are no laws, just
that there is little effort to enforce those laws. The only criminal
activity that the authorities actively work against is weapon
smuggling, as an armed population is much harder to keep under control. Those who can afford to hire private guards are
very well protected but everyone else must fend for themselves.
Various parts of the city are designated as secure zones and
protected by corporate security units. Those who cannot afford
to live and shop in secure zones are at the mercy of the criminal
element. The city government will only call in their forces in
the event of a riot or rebellion. In this case the politicians will
order their units to crush the disorder with extreme prejudice.

Prisons in the mega cities are very rare and most of the
ones that do exist are nothing more than slave labor camps. Any
time the workforce gets low, a crackdown will be announced
to round up suspicious people for lightning fast trials and life
sentences grinding away in the prison industrial system. When
society does see fit to provide punishment to actual criminals,
the prescribed remedies usually include fines, restricted privileges, exile, or death depending on the severity of the offense.
Most cities have at least one wild zone where the
military has been unable to stop the spread of looting and destruction from a previous riot. In these districts anarchy is the
norm and people flock to them in order to participate in wanton
destruction and mayhem. The borders of a wild zone shift constantly as parts of it calm down and new incidents flare up
along the edges. Wild zones persist long after the riots that gave
birth to them have subsided. Criminals and political radicals set
up shop in the lawless districts and work to keep the authorities
out. Bored youth and disenfranchised workers take trips into the
wild zones to act out their most psychotic and anti-social impulses.

Townships
On the outskirts of every mega city you will find impoverished
slums known as townships. The townships are outside of the
city walls, caught in between the wasteland and the urban
nightmare of the city itself. The townships are populated by a
combination of people who have been exiled from the city and
refugees from the wastelands. The citizens that live in the townships are recruited to do the dirtiest and most dangerous jobs,
both in the wastelands and the city proper. Townships are hubs
of traffic in the wastelands and anything you want can be
bought in here for the right place.

The Corps
The economic powerhouses of the world are called corps. These giant organizations are the engines of commerce that connect
the great cities and the wastelands together. Depending on the
city they are based in, the corps may be called corporations,
collectives, cartels, or syndicates. Whether the economy is
based on strictly regimented state capitalism or an unrestrained
free market, the top of the monetary food chain always ends in
the head offices of the corps. In some cities a small handful of
conglomerates dominate nearly every industry. In others, the
corps specialize in different sectors of the economy, avoiding
competition with each other in order to maintain their respective monopolies. In most cities the market is much more open
and the fortunes of individual corps rise and fall like the tide.
Some of these combines have become so large and powerful
that they begun to expand into more than one city, restoring a
tiny glimmer of global commerce to the world.

The Warlords
The rulers of the new age are the warlords. These hereditary
autocrats lord over the mega cities and the wastes alike, demanding loyalty under the threat of nuclear annihilation. The
warlords have no interest in actually governing anything; they
simply demand tribute in order to maintain their powerful and
expansive military forces. The warlords are locked in endless
power games with one another, games of byzantine politics,
espionage, and brinksmanship. As a result of this power struggle, control over the mega cities is constantly shifting, though a

change in rulers makes little difference in the life of the common citizen.
The warlords have maintained their power through the
generations through their control of nuclear weapons and other
ancient technologies. Most of them are highly skilled in the
sciences and they employ top scientists to aide them in barbarous experiments designed to create new types of living weapons. The warlords also use these experiments to push forward
the limits of their own minds and bodies, giving themselves
extraordinary powers as a failsafe defence against treason or
treachery.
The warlords rule from floating sky palaces, underwater bases, and fortresses buried deep inside of mountains.
They surround themselves with legions of genetically engineered servants and hordes of robotic war machines. They also
employ the services of elite mercenaries in order to strike anonymously at each other. An ancient compact declares it off limits
for a warlord to strike directly at another warlord or his family.
Instead they conduct clandestine warfare against the retainers,
military installations, and cities of their foes. The precarious
balance of power creates a dangerous situation as the various
warlords are continuously poised on the brink of an atomic Armageddon. Any warlord that gets too ambitious or arrogant
toward his rivals will soon find nuclear missiles aimed at his
holdings.

Playing in Altered
Earth
This free preview was put together to give you, the players, a
chance to adventure in Altered Earth before the setting comes
out. In addition to the background information that you have
just read, this preview also includes a few bits of new gaming
material that will allow you to take this new world for a ride
and check it out. You need the D&D CORE RULEBOOKS to
play.
On the following pages you will find:
*5 ready made characters, showcasing all of the new classes
and races available in this world.
*A mini adventure that you can use to introduce a group of
players to the violent world of Altered Earth, complete with 5
new creatures and 1 new hazard.

The Characters
Seven: An android specialist who has only recently Awakened
to sentience and is uncomfortable around people.
Razor: A veteran of many military operations, this cyborg specialist is calm, collected, and professional.
Tiny: A gene freak athlete who has spent years using his impressive strength to spill blood in the arena.
Tweak: An experimental athlete whose creators turned her into
a living weapon. Emotionally scarred, she trusts no one.
Frost: This heartless fiend was once a wealthy dilettante who
died of a drug overdose. In his new life the risen diplomat
makes his living as a street hustler and con man.

Seven (android specialist)

Altered Earth

Female
Height: 6
Hair: Silver
Age: 5
Weight: 200 lb.
Eyes: Silver
Alignment: Good
Total XP: _______________

Score

+8

Dex

Initiative

+4

1/2 Level

+0

Abilities
Ability

Score

Modifier +1/2 Level

STRENGTH
CONSTITUTION
DEXTERITY
INTELLIGENCE
WISDOM
CHARISMA

15
14
18
13
10
8

+2
+2
+4
+1
+0
-1

+2
+2
+4
+1
+0
-1

Weapons
Unarmed
Tactical Sidearm
Tactical Sidearm

Range
15/30
15/30

Movement

Defenses

Initiative

Score

10+1/2
Defense Score Level

Armor/
Ability

Class Feat Misc Misc

AC

18

10

+8

+0

Fort 12

10

+2

+0

Ref

16

10

+4

+2

Will 10

10

+0

+0

Hit Points

Attack
+4
+6
+6

Damage
1d4+2
2d4+4
2d4+4

Surge Value

Surges

26

13

7(+1)

8
Current Surges

Second Wind
Death Saving Throw Failures
Current Conditions and Effects

Armor

Action Points

AC Bonus

Check

Speed

+4

-0

-0

AC Bonus

Check

Speed

Shield

Action Points
1

None

Speed 7

Run and Gun


Specialist Attack 1
You rush toward the enemy, blasting wildly as you
charge.
At-Will Martial, Weapon
Standard Action
Ranged weapon
Special: You may move up to half your speed before
the attack.
Target: One creature
+6 vs. AC; 2d4 + 4 damage
Kneecap
Specialist Attack 1
You make sure that your shot leaves the sucker
limping.
Encounter Martial, Weapon
Standard Action
Ranged weapon
Target: One creature
+6 vs. AC ; 2d4 +4 damage and the target is slowed
until the end of the encounter.

Senses
Passive

10
10

Base Skill Misc Misc

Perception 10 +0 Insight
10 +0 -

Skills
Score Skill

Ability
+1/2 Lvl

Trained

Misc

+9
+7
-1
-1
+5
+4
+0
+1
+0
-1
+0
+0
+1
+3
+11
-1
+9

+4
+2
-1
-1
+0
+2
+0
+1
+0
-1
+0
+0
+1
+1
+4
-1
+4

+5
+5
+5
+5
+5

+2
+2
+2
-

Acrobatics (Dex)
Athletics (Str)
Bluff (Cha)
Diplomacy (Cha)
Dungeoneering (Wis)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (Cha)
Nature (Wis)
Perception (Wis)
Psych (Int)
Science (Int)
Stealth (Dex)
Streetwise (Cha)
Thievery (Dex)

Powers
Throwing Lead
Specialist Attack 1
Rapid fire is a poor substitute for careful aim, but it
gets the job done.
At-Will Martial, Weapon
Standard Action
Area burst 1 within 10 squares
Requirement: You must be wielding two pistols or a
weapon with the auto-fire keyword.
Target: Each creature in burst
+4 vs. AC; 2d4 damage

-0 -

Low light vision

Bloodied

Bodysuit

Special Senses

Max HP

Current HP

Base Armor Misc Misc

Languages Known
Close Quarters Shot Specialist Attack 1
You fire round after round into your enemies, clearing
the path ahead.
Daily Martial, Weapon
Standard Action
Close blast 3
Requirement: You must be wielding two pistols, or a
weapon with the auto-fire quality.
Target: Each enemy in blast you can see
+6 vs. AC; 4d4 + 4 damage, and the target is pushed 1
square.
Miss: Half damage.
Skill Program
Android Racial Power
Your artificial nervous system can temporarily boost
your performance at a variety of tasks.
Encounter
Free Action
Personal
Effect: Reroll a skill check roll. Use the second roll,
even if its lower.

Universal
Gutter Speak

Feats/Special
Improved Initiative
Living Construct
Inorganic (immune to poison and disease)
Diagnostic Cycle (2 hrs extended rest)
Self Repair Function (Int mod to surge value)

Class Features
Assassin (1/round, +1d8 damage against an enemy
that is granting combat advantage to you)
Cunning Defense (add Wis to AC against
opportunity attacks)
Steady Shot (move action; +2 bonus to next ranged
attack)

Wealth
Account/Storage
Internal Bank Chip

Credits: 70,000
Metal Ingots:
Gemstones:

5 gold

silver

scrap

Razor (cyborg specialist)


Male
Height: 62
Hair: Bald
Age: 35
Weight: 280 lb.
Eyes: Black
Alignment: Unaligned
Total XP: _______________

+3

Dex

Initiative

+3

1/2 Level

+0

Abilities
Ability

Score

Modifier +1/2 Level

STRENGTH
CONSTITUTION
DEXTERITY
INTELLIGENCE
WISDOM
CHARISMA

15
16
16
12
11
10

+2
+3
+3
+1
+0
+0

+2
+3
+3
+1
+0
+0

Weapons

Score

10+1/2
Defense Score Level

Armor/
Ability

Class Feat Misc Misc

AC

19

10

+7

+0

+2 -

Fort 15

10

+3

+0

+2 -

Ref

15

10

+3

+2

Will 10

10

+0

+0

Hit Points
Surge Value

Surges

28

14

9(+4)
Current Surges

Second Wind
Death Saving Throw Failures
Current Conditions and Effects

Armor

Action Points

AC Bonus

Check

Speed

+4

-0

-0

AC Bonus

Check

Speed

Shield

Action Points
1

None

Speed 5

Find the Soft Spot Specialist Attack 1


Careful observation of the target reveals a chink in
his armor.
At-Will Martial, Weapon
Standard Action
Ranged weapon
Target: One creature
+6 vs. AC; 3d4 damage, and the target takes 1 ongoing bleed damage (save ends).
Head Shot
Specialist Attack 1
You take aim right between the enemys eyes.
Encounter Martial, Weapon
Standard Action
Ranged weapon
Target: One creature
+6 vs. AC; 6d4 + 3 damage, and the target is stunned
until the end of your next turn.

Senses
Passive

15
10

Base Skill Misc Misc

Perception 10 +5 Insight
10 +0 -

Skills
Score Skill

Ability
+1/2 Lvl

Trained

Misc

+3
+9
+0
+0
+0
+5
+0
+1
+0
+0
+0
+5
+1
+6
+8
+5
+3

+3
+2
+0
+0
+0
+3
+0
+1
+0
+0
+0
+0
+1
+1
+3
+0
+3

+5
+5
+5
+5
+5
-

+2
+2
-

Acrobatics (Dex)
Athletics (Str)
Bluff (Cha)
Diplomacy (Cha)
Dungeoneering (Wis)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (Cha)
Nature (Wis)
Perception (Wis)
Psych (Int)
Science (Int)
Stealth (Dex)
Streetwise (Cha)
Thievery (Dex)

Powers
Expert Shooter
Specialist Attack 1
A precisely placed shot makes its way past the targets armor.
At-Will Martial, Weapon
Standard Action
Ranged weapon
Target: One creature
+6 vs. Reflex; 3d4 + 3 damage, and the target is
dazed until the end of your next turn.

-0 -

Low light vision

Bloodied

Bodysuit

Base Armor Misc Misc

Special Senses

Max HP

Current HP

Range Attack Damage


+4
1d4+2
20/40 +6
3d4+3

Unarmed
Pinnacle AR

Movement

Defenses

Initiative
Score

Altered Earth

Languages Known
Patient Sniper
Specialist Attack 1
You calmly pick your foes off one at a time.
Daily Martial, Weapon
Standard Action
Ranged Weapon
Target: One creature
+6 vs. AC; 6d4 + 3 damage, and 5 ongoing bleed
damage (save ends).
Miss: Half damage, and ongoing 3 bleed damage
(save ends).
Effect: Make a secondary attack.
Secondary Target: Each enemy adjacent
to the primary target
Secondary Attack: +6 vs. AC
Hit: 3 damage, and 5 ongoing bleed
damage (save ends).

Universal

Feats/Special
Durable
Cyborg Defense (+2 AC and Fortitude)
Medical Implants (+2 healing surges)

Class Features
Assassin (1/round, +1d8 damage against an enemy
that is granting combat advantage)
Cunning Defense (add Wis to AC against
opportunity attacks)
Steady Shot (move action; +2 bonus to next ranged
attack)

Wealth
Account/Storage
Untraceable black card

Credits: 50,000
Metal Ingots:
Gemstones:

gold

silver

scrap

Tiny (gene freak athlete)


Male
Height: 66
Hair: Black
Age: 24
Weight: 310 lb.
Eyes: Blue
Alignment: Unaligned
Total XP: _______________

+1

Dex

Initiative

+1

1/2 Level

+0

Abilities
Ability

Score

Modifier +1/2 Level

STRENGTH
CONSTITUTION
DEXTERITY
INTELLIGENCE
WISDOM
CHARISMA

20
14
13
12
11
10

+5
+2
+1
+1
+0
+0

+5
+2
+1
+1
+0
+0

Weapons

Score

10+1/2
Defense Score Level

Armor/
Ability

Class Feat Misc Misc

AC

19

10

+7

+0

Fort 14

10

+2

+2

Ref

13

10

+1

+0

Will 10

10

+0

+0

Hit Points
Bloodied

Surge Value

Surges

29

14

11
Current Surges

Second Wind
Death Saving Throw Failures
Current Conditions and Effects

A chain sword is a powered 5 weapon.


On a roll of 1-5, the weapon stops
working and deals half damage on all
attacks (save ends).

Armor
AC Bonus

Check

Speed

-0

-0

AC Bonus

Check

Speed

Combat Armor +6

Action Points
Action Points

Shield

None

Base Armor Misc Misc

Speed 6

Shoulder Slam
Athlete Attack 1
You and you opponent collide with a resounding
impact.
At-Will Martial
Standard Action
Melee 1
Target: One creature
+5 vs. Fortitude; 1d6 + 2 damage, and you push the
target 1 square if it is your size or smaller.
Miss: You push the target 1 square.
Step Up
Athlete Attack 1
You lead an opponent into your space and then make
him pay for his over eagerness.
Encounter Martial, Weapon
Immediate Reaction
Melee weapon
Trigger: An enemy moves adjacent to you
Effect: You shift one square, slide the target into the
square you were occupying, and make a basic melee
attack against that target.

Senses
Passive

15
10

Base Skill Misc Misc

Perception 10 +5 Insight
10 +0 -

Skills
Score Skill

Ability
+1/2 Lvl

Trained

Misc

-1
+10
+0
+0
+0
+7
+0
+1
+0
+5
+0
+5
+1
+1
-1
+0
+1

+1
+5
+0
+0
+0
+2
+0
+1
+0
+0
+0
+0
+1
+1
+1
+0
+1

+5
+5
+5
+5
-

-2
+2/-2
-2
-

Acrobatics (Dex)
Athletics (Str)
Bluff (Cha)
Diplomacy (Cha)
Dungeoneering (Wis)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (Cha)
Nature (Wis)
Perception (Wis)
Psych (Int)
Science (Int)
Stealth (Dex)
Streetwise (Cha)
Thievery (Dex)

Powers
Relentless Flurry
Athlete Attack 1
You unleash one attack after another to wear down
the opponents guard.
At-Will Martial, Weapon
Standard Action
Melee weapon
Target: One creature
+7 vs. AC; 2d8 + 7 damage.

-0 +2

Special Senses

Max HP

Current HP

Range Attack Damage


+7
1d6+5
+7
2d8+5

Unarmed
Chain Sword

Movement

Defenses

Initiative
Score

Altered Earth

I Will Break You


Athlete Attack 1
You unleash hell upon your foe with an attack powered by rage and adrenaline.
Daily Martial, Weapon
Standard Action
Melee weapon
Target: One creature
+7 vs. AC; 6d8 + 5 damage.
Miss: Half damage
Effect: Until the end of your next turn, if the target
shifts or attacks anyone besides you, you can make a
basic melee attack against that opponent.

Languages Known
Universal

Feats/Special
Superior Weapon Proficiency (chain sword)
Survival of the Fittest (+2 to all saving throws)
Unnatural Selection (+1 to all defenses when
bloodied)

Class Features
Agile Defense (+2 AC and Reflex when not wearing
heavy armor)
Dynamic Movement (+2 speed)
Taunt (mark an enemy of your choice)
Unarmed Fighting (unarmed damage increases to
1d6)

Wealth
Account/Storage
Internal Bank Chip

Credits: 0
Metal Ingots:
Gemstones:

55 gold

silver

scrap

Tweak (experimental athlete)


Female
Height: 511
Hair: Pink
Age: 35
Weight: 135 lb.
Eyes: Green
Alignment: Unaligned
Total XP: _______________

+4

Dex

Initiative

+4

1/2 Level

+0

Abilities
Ability

Score

Modifier +1/2 Level

STRENGTH
CONSTITUTION
DEXTERITY
INTELLIGENCE
WISDOM
CHARISMA

16
13
18
10
11
12

+3
+1
+4
+0
+0
+1

+3
+1
+4
+0
+0
+1

Weapons

Score

10+1/2
Defense Score Level

Armor/
Ability

Class Feat Misc Misc

AC

20

10

+8

+0

- +2

Fort 15

10

+3

+2

Ref

16

10

+4

+0

- +2

Will 10

10

+0

+0

Hit Points
Bloodied

Surge Value

Surges

33

16

10
Current Surges

Second Wind
Death Saving Throw Failures
Current Conditions and Effects

Armor
Bodysuit

Action Points

AC Bonus

Check

Speed

+4

-0

-0

AC Bonus

Check

Speed

Shield

Action Points
1

None

Base Armor Misc Misc

Speed 6

Running Smash
Athlete Attack 1
You dash across the battlefield and tear into your
opponent with a series of brutal hits.
At-Will Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be unarmed or wielding
two melee weapons.
Special: You can shift 2 squares before the attack.
Target: One creature
+5 vs. AC; 1d6+3 damage.
Dance of the Gladiator Athlete Attack 1
You leap across the battlefield and set yourself up for
a powerful attack.
Encounter Martial, Weapon
Standard Action
Melee weapon
Special: You may shift 4 squares equal either before
or after the attack.
Target: One creature
+5 vs. AC; 2d6 + 3 damage.

Senses
Passive

10
10

Base Skill Misc Misc

Perception 10 +0 Insight
10 +0 -

Skills
Score Skill

Ability
+1/2 Lvl

Trained

Misc

+11
+10
+1
+1
+0
+6
+0
+0
+0
+6
+0
+0
+0
+0
+9
+1
+4

+4
+3
+1
+1
+0
+1
+0
+0
+0
+1
+0
+0
+0
+0
+4
+1
+4

+5
+7
+3
+5
+5
-

+2
+2
-

Acrobatics (Dex)
Athletics (Str)
Bluff (Cha)
Diplomacy (Cha)
Dungeoneering (Wis)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (Cha)
Nature (Wis)
Perception (Wis)
Psych (Int)
Science (Int)
Stealth (Dex)
Streetwise (Cha)
Thievery (Dex)

Powers
One-Two Hit
Athlete Attack 1
You unleash a combination of rapid blows.
At-Will Martial, Weapon
Standard Action
Melee weapon
Requirement: You must be unarmed or wielding
two melee weapons.
Target: One or two creatures
+5 vs. AC; 1d6 per attack

-0 +2

Special Senses

Max HP

Current HP

Range Attack Damage


+5
1d6+3
20
+4 Ref 2d4+4

Unarmed
Energy Bolt

Movement

Defenses

Initiative
Score

Altered Earth

Languages Known
Thrill of Victory
Athlete Attack 1
You charge headlong at the enemy, screaming joyously as you do so.
Daily Martial, Weapon
Standard Action
Melee weapon
Special: You can shift 1 square before the attack.
Target: One creature
+5 vs. AC; 2d6 + 3 damage.
Effect: You can spend a healing surge.
Energy Bolt
Experimental Racial Power
The air crackles as your body generates a burst of
energy.
At-Will Force
Standard Action
Ranged 20
Target: One creature
+4 vs. Reflex; 2d4 + 4 damage.
This power can be used as a basic ranged
attack and a character with this power is considered to
be armed with a ranged weapon.

Universal

Feats/Special
Toughness

Class Features
Agile Defense (+2 AC and Reflex when not wearing
heavy armor)
Dynamic Movement (+2 speed)
Taunt (mark an enemy of your choice)
Unarmed Fighting (unarmed damage increases to
1d6)

Wealth
Account/Storage
Internal Bank Chip

Credits: 80,000
Metal Ingots:
Gemstones:

gold

silver

scrap

Frost (risen diplomat)

Altered Earth

Male
Height: 511
Hair: White
Age: 75
Weight: 160 lb.
Eyes: Gray
Alignment: Evil
Total XP: _______________

Score

+1

Dex

Initiative

+1

1/2 Level

+0

Abilities
Ability

Score

Modifier +1/2 Level

STRENGTH
CONSTITUTION
DEXTERITY
INTELLIGENCE
WISDOM
CHARISMA

10
11
12
13
16
18

+0
+0
+1
+1
+3
+4

+0
+0
+1
+1
+3
+4

Weapons
Unarmed
Combat Pistol

Movement

Defenses

Initiative

Score

10+1/2
Defense Score Level

Armor/
Ability

Class Feat Misc Misc

AC

13

10

+3

+0

Fort 10

10

+0

+2 -

Ref

11

10

+1

+0

Will 15

10

+3

+2

Bloodied

Surge Value

Surges

23

11

7
Current Surges

Second Wind
Death Saving Throw Failures

Armor

Long Coat

AC Bonus

Check

Speed

+2

-0

-0

Powers
Quick with a Gun Diplomat Attack 1
Pulling a pistol against you is a mistake.
At-Will Martial, Weapon
Immediate Interrupt
Ranged weapon
Trigger: An enemy targets you with a ranged attack
Target: Triggering enemy
+3 vs. AC; 1d6 + 1 damage.
Expert Shooter
Specialist Attack 1
A precisely placed shot makes its way past the targets armor.
At-Will Martial, Weapon
Standard Action
Ranged weapon
Target: One creature
+3 vs. Reflex; 1d6 + 1 damage, and the target is
dazed until the end of your next turn.
Forceful Persuasion Diplomat Attack 1
You words didnt sway the punk, maybe your fist will.
Encounter Martial
Standard Action
Melee 1
Target: One creature
+4 vs. AC; 2d4 + 4 damage.
Effect: Until the end of your next turn, the target
takes a 3 penalty to attacks.
Sustain Minor: The effect persists.

-0 -

Passive

13
20

Base Skill Misc Misc

Perception 10 +3 Insight
10 +10 -

Special Senses

Current Conditions and Effects

Action Points

Speed 5

Senses

Max HP

Action Points

Hit Points

Current HP

Range Attack Damage


+2
1d4
6/12 +3
1d6+1

Base Armor Misc Misc

Gun Diplomacy
Diplomat Attack 1
You offer the guard his choice of metals; silver or
lead.
Daily Martial, Weapon
Standard Action
Ranged 5
Target: One creature
+4 vs. Will
Hit: The target cannot attack the diplomat or his allies
Sustain Minor: The target will continue to refrain
from attacking until it is attacked.
Threatening Words Diplomat Feature
You viciously bully and verbally torment your enemy.
Encounter Psychic
Minor Action
Personal
Effect: You gain a +5 power bonus to the next Intimidate check you make before the end of your next turn.
Word of Calm
Diplomat Feature
You give reassurance, and hope to a wounded comrade, giving this ally the strength to push on.
Encounter Psychic
Minor Action
Close burst 5
Target: You or one ally in burst
Effect: The target can spend a healing surge and
automatically end one condition that a saving throw
can end.
Undying
Risen Racial Power
You have cheated death once. Cheating it again is
easy.
Encounter
Free Action
Personal
Effect: You automatically succeed on a saving throw
against death.

Skills
Score Skill

Ability
+1/2 Lvl

Trained

Misc

+1
+0
+9
+11
+3
+0
+3
+1
+10
+9
+0
+6
+1
+1
+1
+9
+1

+1
+0
+4
+4
+3
+0
+3
+1
+3
+4
+0
+3
+1
+1
+1
+4
+1

+5
+5
+5
+5
+5
-

+2
+2
+3
-

Acrobatics (Dex)
Athletics (Str)
Bluff (Cha)
Diplomacy (Cha)
Dungeoneering (Wis)
Endurance (Con)
Heal (Wis)
History (Int)
Insight (Wis)
Intimidate (Cha)
Nature (Wis)
Perception (Wis)
Psych (Int)
Science (Int)
Stealth (Dex)
Streetwise (Cha)
Thievery (Dex)

Languages Known
Universal
Gutter Speak

Feats/Special
Skill Focus (Perception)
Power Swap (switch an at will power with one from
another class)

Class Features
Extreme Measures (whenever you spend an action
point, you gain a +2 bonus to all rolls until the end of
your next turn)

Wealth
Account/Storage
Internal Bank Chip

Credits: 80,000
Metal Ingots:
Gemstones:

gold

silver

scrap

Sample Adventure:
Urban Jungle
Introduction
The Mega-City of Octagon: A young woman from midtown
goes missing and her father sells his future to a loan shark to
get her back. Her voyeuristic trip to a wild zone ended in disaster as she was forced to flee from the rampaging mob. During
her flight she ended up outside of the building and got lost in
the labyrinthine slums of the street level. The adventurers go on
a mission to find her before she falls victim to the countless
dangers of this forgotten world within a world.
Urban Jungle is an ALTERED EARTH adventure for
characters of 1st level. This mini-adventure assumes that the
players will be using the ready-made characters that are included with this free preview. You need the DUNGEONS AND
DRAGONS Players Handbook, Monster Manual, and Dungeon Masters Guide to play.

Background
Among the tent cities, squatters camps, and shanties
of low town there exist vast stretches of vacant lots and crumbling pavement. Even in a place where every square foot of
building space is precious, there are sections of land that for
one reason or another are simply abandoned and forgotten to
the ages. Some of these places have sat empty for so long that
no one can remember what, if anything, had once been built on
them. Centuries of neglect have transformed former urban areas
into virtual wildernesses, overgrown with head high weeds,
thick brush, and even small forests of stunted trees. These plant
infested regions are divided from each other by the megaplexes
and skyscrapers that dominate the citys geography. While these enormous structures seem to be built one on top of the other,
a closer inspection reveals that the gaps between them are
sometimes as much as a hundred yards apart. The twisting
maze of unoccupied strips provides a corridor for animals and
people to travel from one miniature wilderness to another.
Living hidden in this secret world is a culture of primitive humans who call themselves the Ibu Aja. No one knows
where these hunter gatherer tribes come from and no one has
ever attempted to translate their language. The slum dwellers of
lowtown will tell you that the Ibu have always been there and
this may be close to the truth. Just like today, the cities of the
ancient world had a problem with orphans and street children.
During the dark age, many of these children were left to fend
for themselves, roaming the streets in packs like wild dogs. As
the mega cities grew upwards, they sealed themselves off from
those unfortunates at ground level. Isolated and left to their own
devices, generations of these urban savages have built an entirely new culture for themselves in the forgotten corners of the
city. Rival tribes of Ibu Aja survive by hiding in the dense vegetation of the abandoned lots and overgrown structures. They
support themselves by hunting, scavenging, and occasionally
raiding downtowners.

The Mud Hole


Located between the Western Mega Pyramid and the citys
outer wall is a residential district connected to the rest of the

city by Skyway 10. The street level of the district is one of the
oldest and most neglected sections of downtown. Dominating
the crumbling landscape is an open area called the Mud Hole.
In a mega-city, the movement of free flowing water is
always vertical. Rainfall, leaking pipes, and discharging
wastewater chutes create waterfalls and urban rivers that appear
and disappear at random intervals. All of this water has to end
up somewhere and much of it flows into a sinkhole to form the
shallow lake known affectionately by the locals as the mud
hole. The hole itself is nearly a thousand yards across and it
provides (somewhat) drinkable water to a great number of wild
animals, such as giant rats. These animals in turn attract the
attention of the Ibu Aja. Several tribes have claimed the area as
a hunting ground.
The area surrounding the Mud Hole is full of scraggly
weeds, twisted, leafless trees, and similar wildlife. Occasionally, the shattered remains of an ancient building will be visible
peeking up from the vegetation but most of this rubble has been
so worn down and moss covered that it has begun to resemble a
field of natural boulders.
FEATURES OF THE MUD HOLE
The following features describe the general layout and make-up
of the Mud Hole area.
Illumination: The region receives a minimal amount sun
during daytime hours, due to the shadows of the massive structures that tower above it. At night the region is lit by dim light
that is provided by distant trash fires and the twinkling electric
lights from far above.
Outer Wall: The region sits near the city wall, an immense
barrier that dominates the skyline.
Doors: Unless otherwise noted, the doors in the area are
high security barriers. Forcing a security barrier open requires a
DC 20 Thievery check or a DC 18 Strength check.

Adventure Synopsis
The adventuring party must travel outside Octagons
security zone and enter the lawless and forgotten realm of
downtown. To reach the street level they must pass through one
of several access routes, all of which are controlled by criminal
gangs. A tense crossing leads to a shoot-out and a chase
through the sub-levels. After getting outside of the buildings the
adventurers must race to locate the missing girl before she falls
victim to an urban savage hunting party.

Adventure Hook
The Dungeon Master can use the hook below to lure the adventurers into the Mud Hole region and give them a reason to
search for the missing girl.
HOOK: REBELIOUS YOUTH
The characters are contacted by members of an organized crime
syndicate who need someone to do a job for them downtown. A
distraught father has approached their boss in order to take out
a large loan. The father needs money to hire professionals to
locate his missing daughter. The boss, Ken Shi, has agreed to
act as an intermediary to help the father find the right kind of
people.
The mans daughter, a teenage girl named Glitter, ran
off with a group of friends on a trip into a wild zone that sprang

up after a recent riot. The anarchistic sightseeing tour was cut


short when a gang of looters broke through a security barrier
and entered the building in which the teens were staying. Glitter ran downstairs while her friends went up, separating the
group. The friends then made their way back to the relative
safety of mid-town and informed Glitters father of the bad
news.

3.
Death from Above
Level 1 encounter, 500 XP

Quest: Find the Girl


A reward has been offered for the safe return of a missing teenager.
Start: A seedy loan shark contacts the adventurers with an
offer of employment.
Goal: The adventurers must rescue a young woman named
Glitter and return her to her father.
Outcome: Upon completing this quest the adventurers gain
500 Quest XP and are paid a reward of 250,000 credits for the
safe return of the girl.

4.
What the Hell is it?
Level 2 encounter, 600 XP

5 stirges
All sort of strange creatures lurk in the abandoned buildings
and ancient tunnels that fill downtown.

2 ochre jellies
No one knows what it is or where it comes from but this disgusting stuff is definitely dangerous.

Random Events
The slums of downtown are no place to set up camp. Each time
the adventurers take an extended rest here, roll 1d20 and consult the table. You might also want to roll on this table if the
characters get side tracked or if they spend too much time
searching the same area.
1-10
11-20

No event
Random Encounter

Any event that occurs will interrupt the adventurers rest, so


they do not gain the benefits that are normally associated with
an extended rest.
RANDOM ENCOUNTER
The downtown level of any mega-city is home to many kinds
of dangers. If the adventurers stay in one place for too long
then they may attract the attention of one or more of these
threats. Roll 1d4 and consult the paragraphs below.
1.
Rats
Level 1 encounter, 500 XP
3 dire rats
8 giant rats
Rats are an unfortunate fact of existence in downtown. Both
predators and prey, they are an essential part of the urban food
chain. The larger and more aggressive rats have acquired a
taste for fresh meat. They have abandoned their ceaseless
searching for scraps and will gang up on any creature that enters their territory.
2.
Riot
Level 2 encounter, 622 XP
2 human bandits
12 human rabble
The chaos and violence of the wild zone has spread out into the
streets. The adventurers are accosted by a rampaging mob
armed with primitive weapons.

SKILL CHALLENGE: HOT PURSUIT


Encounter Level 1 (200 XP)
Tracking the missing girl through the streets of the mega-city
will not be easy.
The characters can use their skills to in an attempt to find Glitter. This is a 1st-level skill challenge with a complexity of 2,
requiring 6 successes before 3 failed checks.
Primary Skills: Diplomacy, Nature, Perception,
Streetwise
Diplomacy (DC 15): A few nice words and the right
tone of voice can coax cooperation out of the most hesitant and
frightened downtowner.
Nature (DC 15): You use your tracking skills to follow a trail through the tall weeds and tangled brush of an abandoned lot. This skill can only be opened up by a successful
Perception check.
Perception (DC 15): You notice something odd about
a plant infested area nearby. A successful Perception check
opens up the use of the Nature skill.
Streetwise (DC 10): With her store bought clothes and
brightly dyed hair, Glitter stands out like a sore thumb. It
doesnt take long before you find someone who has seen her or
at least heard of her passing.
Secondary Skills: Any
Any (DC 20): If the players can think of a reasonable
way to use a skill that not listed above, allow them to use it.
Using a secondary skill does not count as a success or failure
for the skill challenge; instead it provides a +2 bonus or -2 penalty to another characters next skill check.
Success: The party discovers the general location of
the missing teen and follows the trail while it is still hot.
Failure: The party wanders aimlessly through lowtown. Roll once on the Random Encounters table. The party
must attempt this skill challenge again if they hope to locate
their subject. After a second failure and random encounter the
party stumbles on the girl through pure dumb luck.

ENCOUNTER 1: GATE CRASHERS


Encounter Level 1 (548 XP)
SETUP
This area is located on one of the lower floors of the housing
complex where Glitters father lives. The crime boss Shi is on
friendly terms with the gang that controls this access point between mid-town and downtown. What the loan shark doesnt
know is that another gang has recently taken control of this
crossing and will not allow anyone else to pass through.
This encounter includes the following creatures.
3 human street warriors (W)
8 wardroid junkers (J)
When the adventurers reach the end of the corridor, read
the following:
You see a trio of lightly armed people hanging about a decrepit
and graffiti covered stairwell. One of them seems to be fiddling
with the remnant of a broken robot. When they spot you, the
leader of the three points his pistol at you and demands, Was
yer bidness? in a broken facsimile of Universal.
Streetwise DC 15:
The three men you see before you are not wearing the same
gang colors as the crew that Ken Shi is friendly with.
TACTICS
The street warriors will threaten the adventurers with their
weapons in the hopes that they will simply turn around and
leave. When that doesnt work, one of them will activate the
wardroid junkers that are scattered throughout the room. Each
junker mindlessly goes after the nearest PC while the street
warriors attack from behind a homemade barricade. All of the
attackers fight to the death.

Human Street Warrior

Level 1 Artillery

Medium natural humanoid


XP 100
Initiative +3
Senses Perception +0
HP 25; Bloodied 12
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6
m Knife (standard; at-will) Weapon
+4 vs. AC; 1d4 + 2 damage.
r Pistol (standard; at-will) Weapon
Ranged 6/12; +5 vs. AC; 1d6 + 3 damage.
Alley Fighter, Triggered Effect (when hit by a melee attack)
The street warrior shifts 1 square.
Alignment Unaligned Languages Gutter Speak
Skills Streetwise +6
Str 14 (+2)
Dex 16 (+3)
Wis 11 (+0)
Con 13 (+1)
Int 10 (+0)
Cha 12 (+1)
Equipment P6 combat pistol, armored long coat
Description These scraggly youths bear the scars of countless
street battles.

Wardroid Junker

Level 1 Minion

Medium natural animate (construct)

XP 25

Initiative +2
Senses Perception +5; low light vision
HP 1; a missed attack never damages a minion
AC 17; Fortitude 14, Reflex 13, Will 12
Speed 6
m Jagged Fist (standard; at-will)
+6 vs. AC; 6 damage.
Alignment Unaligned
Languages Skills Athletics +8, Perception +5
Str 16 (+3)
Dex 14 (+2)
Wis 11 (+0)
Con 13 (+1)
Int 12 (+1)
Cha 3 (-4)
Description These shambling piles of scrap are constructed from the
parts of fallen military robots.

FEATURES OF THE AREA


Illumination: Dimly lit day and night. Faulty electrical
lights flicker on and off throughout the area.
Barricade: This pile of scrap and debris provides cover
against ranged attacks.

ENCOUNTER 2: THE HUNTED


Encounter Level 2 (625 XP)
SETUP
The battle with the crew stationed at the crossing has alerted
the gang bosses to the presence of the adventuring party. They
quickly deploy their top hunter to go after the PCs and get revenge.
This encounter includes the following creatures.
1 cyborg thug (T)
4 geo canines (C)
When the adventurers reach the next floor, read the following:
You hear heavy footsteps behind you. Turning, you see a powerfully built form striding up behind you. Four growling attack
animals follow close behind him.
TACTICS
The cyborg thug unleashes the geo canine, hoping to pin the
PCs down while he deals with whichever character that seems
to be the most dangerous. The cyborg thug and his canines
fight to the death.
Cyborg Thug
Medium natural humanoid

Level 2 Brute
XP 125

Initiative +2
Senses Perception +1; low light vision
HP 46; Bloodied 23
AC 16; Fortitude 18, Reflex 14, Will 13
Speed 5
m Brass Knuckles (standard; at-will)
+7 vs. AC; 1d6 + 4 damage.
R Wrist Dart (standard; recharge 4 5 6 )
Ranged 3/6; +4 vs. AC; 1d4 + 2 damage, plus 2 ongoing poison damage and the target is dazed (save ends both).
Alignment Unaligned
Languages Universal, Gutter Speak
Skills Streetwise +7
Str 18 (+5)
Dex 13 (+2)
Wis 11 (+1)
Con 16 (+4)
Int 10 (+1)
Cha 12 (+2)
Description Cyborg thugs act as enforcers for criminal syndicates.
They have been forced to replace flesh with synthetics due to their
years of fighting and hard living.

GEO Canine
Medium experimental beast

Level 2 Skirmisher
XP 125

Initiative +4
Senses Perception +3; darkvision
HP 36; Bloodied 18
AC 16; Fortitude 14, Reflex 13, Will 14
Speed 8
m Bite (standard; at-will)
+7 vs. AC; 1d6 + 2 damage.
Lockjaw, Triggered Effect (when the GEO canine hits with a bite
attack)
The target is grabbed.
Alignment Unaligned
Languages Str 14 (+3)
Dex 12 (+2)
Wis 14 (+3)
Con 12 (+2)
Int 3 (-3)
Cha 10 (+1)
Description Genetically Engineered Organisms are produced from the
DNA of long extinct animals and altered to serve specific functions.
GEO canines are vicious, powerfully built creatures with massive
jaws.

FEATURES OF THE AREA


Illumination: Dimly lit day and night. Faulty electrical
lights flicker on and off throughout the area.
Door: The door sealing off the stairway from the main
hallway is a high security barrier. Forcing a security barrier
open requires a DC 20 Thievery check or a DC 18 Strength
check.
Stairs: This long neglected maintenance shaft is one of the
few ways to leave the tower and enter the street level.

ENCOUNTER 3: THE IBU AJA


Encounter Level 1 (525 XP)
SETUP
This area is a sprawling urban wilderness that snakes between
the massive towers of the mega-city. The adventurers arrive in
this area after following the trail of their missing quarry.
This encounter includes the following creatures.
4 human urban savages (S)
1 toxic waste puddle (T)
When the adventurers reach the clearing, read the following:
You see an empty lot ringed by small trees and thorny brush. A
series of large pipes pass overhead. From one of these pipes
you see a steady drip of noxious liquid that is forming a large
puddle on the ground in front of you.
Perception (DC 16):
You hear a faint rustling in the vegetation. Four shadowy figures move along the edge of the clearing.
TACTICS
The urban savages will attempt to take the adventurers by surprise and pelt them with javelins from every direction. When
they move into melee range, the savages will attempt to flank
two of the PCs at a time in order to take advantage of their
stealth hunter ability.
Human Urban Savage
Level 1 Lurker
Medium natural humanoid
XP 100
Initiative +5
Senses Perception +0
HP 28; Bloodied 14; see also savage fury
AC 15; Fortitude 14, Reflex 13, Will 12
Speed 6
m War Club (standard; at-will) Weapon
+5 vs. AC; 1d6 + 3 damage.
r Javelin (standard; at-will) Weapon
Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
Stealth Hunter
The urban savage deals an addition 1d6 damage against any
target it has combat advantage against.
Savage Fury (useable only when bloodied; encounter)
The urban savage deals maximum damage on its next successful war club attack.
Alignment Unaligned
Languages Tribal
Skills Nature +5, Stealth +6
Str 16 (+3)
Dex 13 (+1)
Wis 11 (+0)
Con 16 (+3)
Int 12 (+1)
Cha 10 (+0)
Equipment hide armor, war club, three javelins.
Description Urban savages live primitive lives in the most neglected areas of the city. They decorate their bodies with a wide
variety of piercings, ritual scarring, and crude tattoos. Many of
them construct trinkets and jewelry out of bits of shiny refuse.

Toxic Waste Puddle


Level 2 Obstacle
Hazard
XP 125
A leaking pipe or spilled tanker has created a large puddle of
hazardous liquid.
Hazard: The puddle fills an area of 10 contiguous squares,
making it dangerous to cross.
Perception
No check is needed to notice the puddle.
Attack
Opportunity Action
Melee
Target: Creature in the puddle.
Attack: +5 vs. Fortitude
Hit: 1d10 damage and the target is blinded (save ends).
Miss: Half damage, and the target is not blinded.
Countermeasures
A character can move safely through the toxic waste puddle
with a move action and a DC 15 Acrobatics check.
FEATURES OF THE AREA
Illumination: The region receives a minimal amount
sun during daytime hours, due to the shadows of the massive
structures that tower above it. At night the region is lit by dim
light that is provided by distant trash fires and the twinkling
electric lights from far above.

Altered Earth:
Concept
Art

Extras
Currency
Each mega city issues its own currency which almost always
takes the form of electronically transferred funds. They may be
are called credits, electronic currency, or E-cash. There is no established method of currency exchange between cities, though the
purchasing power of all these currencies remains roughly the
same.
Those brave souls who venture out beyond the city
walls must trade their electronic money for something more tangible. Precious metals and gems have a universal appeal and high
value. These qualities make them desirable as a means of exchange. Other commodities such as drugs, medicine, and ammunition are frequently bartered by those who live in the wastes.
However, these items make poor choices for more affluent people
who need to make their wealth portable.
Exchange Rates
Bankers and merchants in the mega cities recognize the utility of
exchanging local money for commodities that can be traded in
other cities and wasteland camps. To make these transactions
easier, the banks and trading posts have begun smelting gold,
silver, and platinum into small, easy to carry ingots. These ingots
of precious metal have a standard weight of 10 grams and are
usually pressed into cubes, bars, or disks. Scrap metal dealers
often do the same with the raw materials that they collect in order
to barter them for the goods they need. The following chart gives
you the value in credits of varies exchange commodities.
COMMODITY

VALUE IN CREDITS

Rations and Survival Gear


Survival in the deep wastes means being prepared.
RATIONS, FOOD PELLET
50 credits
They may not fit most peoples definition of food, but these
chewable pellets will provide you with most of your daily nutritional requirements and keep you alive for a short period of time.
Food pellets expand in your stomach to curb hunger pangs.
Weight: -RATIONS, PROTIEN BAR
75 credits
Made from phytoplankton and microscopic organisms from a
citys protein tanks, a pack of protein bars satisfies your bodys
minimum daily requirements.
Weight: 1 lb
RATIONS, SELF HEATING
100 credits
The closest thing you will get to a home cooked meal in the barren wastes and untamed wildernesses of the world. Self heating
rations usually take the form of soup, stew, or porridge.
Weight: 2 lb.
Medical Supplies
These items can help an injured character get back into the fight
quicker and help an unconscious character stay alive.
FIRST AID KIT
500 credits
This kit contains a wide variety of common medicines and medical supplies.
Property: A fully stocked first aid kit grants you a +2 bonus to
Heal checks. A first aid kit can be used 10 times before it is depleted and needs to be replaced.
Weight: 4 lb.

Scrap Metal (10 gram ingot)


Zinc
Copper
Tin
Nickel
Titanium

3
10
20
25
50

Precious Metals (10 gram ingot)


Silver
Gold
Palladium
Platinum

IMMUNE BOOSTER
2000 credits
A sequence of oral medications that aid your natural defenses
against disease.
Property: Using an immune booster gives you a +2 bonus to
Endurance checks used to resist the effects of disease.
Weight: --

100
1,000
2,500
100,000

Gemstones (5 carat)
Amber, garnet, jade
Alexandrite, topaz
Emerald, sapphire
Diamond, ruby

100,000
500,000
1,000,000
5,000,000

NANO-TECH AMPOULE
15,000 credits
A vial of nano-tech surgeons suspended in a clear liquid. It must
be injected into the neck or chest.
Item Slot: Consumable
Power (Healing): Minor Action. Inject the ampoule and spend a
healing surge. You regain an additional 2d4 hit points.
Weight: --

Gemstones (50 carat)


Emerald, sapphire
Diamond, ruby

15,000,000
50,000,000

Services
Whenever you spend money on something other than a physical
object that you get to keep, you are purchasing a service. The
following chart lists the typical prices for some of the services
that are available in all of the mega cities and many of the wasteland communities.
Lodging
Rent-a-Box, per hour
Typical hotel, per night
Luxury hotel, per night

15
500
12,000

Food and Drink


Firewater, shot
Firewater, small bottle
Meal, slop
Meal, typical
Meal, decent
Meal, luxury

10
50
10
20
200
5,000

Sex Worker
Low town
Midtown
Uptown
Penthouse level

20
100
2000
50,000

Professional Services
Medical center, per night
Vehicle repair, per HP

3,000
500

Vehicles

Special Weapons and Armor


Environmental Armor Suit

Level 7+

This extremely tough armor allows you to survive extreme conditions.


Lvl 7 +2
2,600,000 credits
Lvl 12 +3
13,000,000 credits
Lvl 17 +4
65,000,000 credits
Armor: Hard Plate, Full Plate
Enhancement: AC and Fortitude
Property: Resist 5 (choose damage type: fire, cold, lightning, poison, or thunder)
Level 12: Resist 10
Level 17: Resist 15
Gain an item bonus to Endurance checks equal to the
armors enhancement bonus.

PLUS Series Advanced Weapon

Level 1+

PLUS Advanced Weapon Industries is a famous gunsmith and milWhether you are cruising the urban battlefields of the city
itary outfitting business. Their specialty is refurbishing existing
streets or crossing vast stretches of desolate wastes, youll get
weapons and rebuilding them with superior parts and materials.
where you are going a lot quicker if you have your own vehicle. This process increases the accuracy and stopping power of these
firearms.
Lvl 1 +1
360,000 credits
Lvl
6
+2
1,800,000 credits
Huge vehicle
Lvl 11 +3
9,000,000
credits
Weapon:
Any
pistol
or
rifle
HP 80 Space 1 square by 2 squares Cost 100,000 credits
Enhancement: Attack rolls and damage rolls
AC 15; Fortitude 18, Reflex 2
Critical: +1d6 damage per plus
Speed 15
Pilot
Level 1
The pilot sits in the drivers seat, in the forward left of the pas- Flash Bang Grenade
A flash bang erupts with a blinding pulse of light and a disorientsenger cab.
ing noise.
Load
Lvl 1
20,000 credits
Six medium creatures; one thousand pounds of cargo.
Type: Superior ranged, light thrown
Out of Control
Weight: 1 lb.
An out-of-control ATV moves forward at full speed the first
Item Slot: Consumable
round. Each round its speed is reduced by 4 squares until it
Power (Consumable): Standard Action. Make an attack: Area
reaches a speed of 3 squares and then it remains at that speed.
Each round that an ATV is out of control there is a 50% chance burst 1 within 10; Dexterity vs. Fortitude; on a hit, deal 1d6 damthat it will swerve. Roll percentile to determine the direction of age, and the target is blinded and deafened (save ends); on a miss,
the target is blinded and deafened until the end of your next turn.
the swerve: 01-50 hard left, 51-100 hard right. If the ATV
strikes a solid object such as a boulder or a brick building then it
and its passengers take damage according to the vehicles speed. Incendiary Grenade
Level 1
Target: Vehicle and passengers
This grenade ignites a splattering of hot burning material as it
Attack: +6 vs. Reflex
explodes.
Hit: Speed 15; 3d10 +5 damage.
Lvl 1
20,000 credits
Speed 11; 3d8 + 5 damage.
Type: Superior ranged, light thrown
Speed 7; 3d6 + 5 damage.
Weight: 1 lb.
Speed 3; 8 damage.
Item Slot: Consumable
Miss: Half damage.
Power (Consumable): Standard Action. Make an attack: Area
Compartments
burst 1 within 10; Dexterity vs. Reflex; on a hit, deal 1d6 fire damA heavy-duty ATV has two compartments: a passenger cab and age and 3 ongoing fire damage (save ends); on miss, deal half
a rear cargo bed.
damage.

ATV

Smoke Grenade

Level 1

Clone Soldier Fodder Troop

Level 3 Minion

This grenade fills the area with noxious fumes that burn the eyes
and throat.
Lvl 1
20,000 credits
Lvl 6
150,000 credits
Type: Superior ranged, light thrown
Weight: 1 lb.
Item Slot: Consumable

Medium experimental humanoid (brainwashed) XP 38


Initiative +6
Senses Perception +1
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 15, Reflex 15, Will 13
Speed 6
m Bayonet (standard; at-will) Weapon
+10 vs. AC; 5 damage.
r Rifle (standard; at-will) Weapon
Power (Consumable
Zone): Standard Action. The smoke Ranged 20/40; +10 vs. AC; 5 damage.
grenade creates smoke within an area burst 1 within 5 squares.
Hit the Deck (immediate interrupt, when targeted by a ranged or
The burst creates a zone, and all squares within the zone are con- area attack)
sidered lightly obscured. The zone lasts until the end of your next The clone soldier fodder gains +2 to AC and Reflex Defenses
turn.
until the end of its next turn.
Level 6: The zone persists (save ends).
Alignment Unaligned Languages Universal
Skills Athletics +9
Str 16 (+3) Dex 17 (+3) Wis 13 (+1)
Con 14 (+2) Int 10 (+0) Cha 9 (-1)
Equipment rifle, bayonet, body armor.

Sample Creatures
CLONE SOLDIER

Mass produced from the cells of a preserved specimen, clone


soldiers can be bred quickly and in large numbers. These readymade warriors are born with a physical age of 11 or 12 and are
ready for combat within a few years. The clones are raised to be
fanatically loyal to the army, security force, or police unit that
ordered their creation. The warlords often use clone soldiers as
disposable foot soldiers, while civic politicians and corporate
executives deploy them as security guards, political militias, and
riot police.

CLONE SOLDIER FODDER TROOP TACTICS


When deployed alone, clone soldier fodder troops charge mindlessly at the enemy in massive human wave attacks. When
fighting alongside other creatures, the fodder troops will follow
in the path of their more powerful allies. They prefer to attack
from a safe range but will not hesitate to engage the enemy with
their bayonets.

Clone Soldier Grunt

Level 3 Soldier

Medium natural humanoid


XP 150
Initiative +8 Senses Perception +2
CLONE SOLDIER LORE
HP 46; Bloodied 23
A character knows the following information with a successful
AC 20; Fortitude 16, Reflex 17, Will 14
skill check.
Speed 6
(Science) DC 15: Clone soldiers that are bred together
m Bayonet (standard; at-will) Weapon
are identical when they are removed from the cloning tanks but
+8 vs. AC; 1d4 + 4 damage.
differences in age, life experiences, and diet cause them to disr Rifle (standard; at-will) Weapon
play slight changes in their physical appearance. Clone soldiers
Ranged 20/40; +8 vs. AC; 2d6 + 3 damage.
identify each other by their scars and by their data tattoos.
C Grenade (standard; encounter) Weapon
(Psych) DC 20: Clone soldiers are conditioned from
Area burst 1 within 10; +6 vs. Reflex; 3d6 damage.
birth to serve and sacrifice in the name of The Cause. The
Hit the Deck (immediate interrupt, when targeted by a ranged or
Cause is never defined as a specific ideology, except to say that
area attack)
the Cause is what makes the army they serve philosophically su- The clone soldier grunt gains +2 to AC and Reflex Defenses until
perior to any other. The Cause represents all that is good and just the end of its next turn.
in the world; it is what separates them from the purposeless mass- Alignment Unaligned Languages Universal
es. While the rest of the warlords and corporate moguls are self- Skills Athletics +9, Stealth +10
serving and amoral, the clone soldiers can rest well knowing that Str 16 (+4) Dex 19 (+5) Wis 13 (+2)
the leader they serve is truly dedicated to advancing the Cause.
Con 14 (+3) Int 10 (+1) Cha 9 (+0)
Equipment rifle, bayonet, grenade, body armor.
CLONE SOLDIER GRUNT TACTICS
Clone soldier grunts have survived long enough to realize that
mass charges and hand to hand combat are not good strategic
options. Instead, they fire from cover and attempt to pin an enemy down with heavy cross fire. They use their bayonets only
when their ammunition runs out. Each clone soldier grunt carries
a single hand grenade which it will use the first time it has the
chance to hit multiple enemies.

A HISTORY OF WORLD WAR THREE AS IT REALLY (NEVER) HAPPENED


This scenario is written for use with Legionnaire Games newest release: The War That Never Was module for the
Strike Legion: Planetary Operations miniatures rules. The module includes unit information and organizations for thirteen nations, along with some special rules, five scenarios, and a campaign game based on the what-if scenario of
World War Three as fought in Europe in the late 1980s.
The organizational information and unit Data Cards necessary to play this scenario are placed at the end of this article.
Players already owning the Planetary Operations rulebook should have no difficulty in playing through this scenario using
the Advanced (and some optional) rules, though the special rules and rules for NATO and Warsaw Pact units found in
the new module are not outlined in this scenario. New and prospective players can use the free Planetary Operations
Blue Book demo download to play through this scenario using the Basic Game forces listed in the scenarios Forces
section.

The War That Never Was Scenario Six: Northern Exposure


Location: III Corps area of operations, northern West Germany.
Game Length: 10 turns
Forces:
NATO: One UK Brigade Group (consisting of one HQ, two Armored Regiments., two Mechanized Infantry Bn., and one
Heavy Artillery Rgt.) one FRG Panzergrenadier Brigade, three FRG Tornado Air markers, and two UK Jaguar Air markers.
Warsaw Pact: Two DDR Panzergrenadier Regiments (BMP-2), one DDR Panzergrenadier Regiment (BTR_70), one DDR
Panzer Regiment, two DDR SP Heavy Field Artillery Bn., one Soviet Antitank Regiment, and five DDR MiG-23 Air markers.
Basic Game Forces:
To play this scenario using only the Basic Game rules, remove all but the MBT and Mech Infantry units from each sides
available forces.

Map
Light Foliage
Hill

NATO
Setup
Area

Urban
(Solid Cover)
Light Urban
(Cover)
Warsaw
Pact
Setup
Area

Road

Setup
The Warsaw Pact player sets up first, placing the DDR Motor Rifle Division on the map in the indicated area. The NATO
player sets up second, placing the FRG Panzergrenadier Brigade in the area indicated on the map. Roll for Initiative normally on turn one.

Reinforcements
The Soviet Independent Antitank Regiment enters play on turn 4, anywhere along the east edge, or on the south edge of
the map up to 18 from the east edge, of the map. All units of the Regiment must be under Advance orders when entering play.
The UK Brigade Group enters play on turn 2 anywhere along the western board edge . All UK units enter under March
orders (or Advance orders if playing the Basic Game rules).

Special Rules
Prior to commencing the first turn, the NATO player rolls 2d4. The dice total is the number of Damage points that must
be allocated to units of the FRG Panzergrenadier Brigade. All, some, or none of the Damage points may be allocated to
each battalion of the Brigade, so long as all Damage points are allocated prior to play.

Weather (optional)
Roll on the Moderate Weather Table to determine the weather. Roll an additional d6 to determine the Trend if a
Weather Condition is called for by the Weather Table die roll. A die result of 1-3 indicates a Clearing Trend, a 4 or 5
results in No Trend (static weather conditions throughout the game), and a roll of 6 indicates a Worsening Trend.
If the Weather table dice result in a condition other than none, Moderate Wind is in effect. Roll for the initial wind direction prior to beginning play.

Victory Conditions
The Warsaw Pact player wins at game end if he controls at least one of the three roads leading off the west or north
edges of the map. To control the road, there may be no NATO ground units within their Firefight range of the point
where the road exits the table.

Force Organizations
FRG:
Battalion
Organizations
Panzer
Panzergrenadier
Artillery
Anti-Tank Coy.

Pioneer Coy.
HQ
Brigade
Organizations
Panzer

Soviet:
Composition

3x Marder w/Mech.
Infantry
3x M109GA2
1x Jaguar I or II OR
1x JgdPz Kanone OR
1x Wiesel-1 AT
1x M113 w/Engineers OR
1x Fuchs w/Engineers

Armored Rgt.

DDR:
Battalion
Organizations

Heavy Artillery Rgt.


HQ

Composition

Panzer

3x MBT

Independent
Panzer

5x MBT

Panzergrenadier

3x APC w/Mech. Infantry

1x Marder w/Mech Infantry

Panzer Recon

3x MBT, BRDM-1, BRDM -2,


PT-76, or BMP-R

Composition

Panzerjaeger

1x BRDM-1, 2x MT-12 AT Gun w/


Trucks

1x HQ, 2x Panzer Bn.,


1x Panzergrenadier Bn.,
1x Artillery Bn.,
1x Pioneer Coy.,
1x Anti-Tank Coy.,

SP Field Artillery

3x SAU-122

SP Heavy
Field Artillery

3x SAU-152

Pioneer Coy.

1x BTR-60 w/Engineers

FlaK Battery

1x S-60 AA Gun w/Trucks

SAM Battery

1x SA-6 or SA-8

Composition

AA Coy.

1x SA-9 OR 1x SA-13 OR 1x ZSU23(4)

4x MBT, 1x Scimitar (det).

AT Coy.

1x BRDM-1 OR 1x BRDM-2

Recon Coy.
Mechanized
Infantry Bn.

Composition
3 AT battalions, each
consisting of 3x BRDM or
BRDM-2

3x MBT

UK:
Battalion/Regimental
Organizations

Antitank Rgt.

4x FV510 w/Mech Inf.,


HQ
3x M109
1x FV510 w/Mech Inf.,

1x BRDM-1 OR 1x BRDM-2 OR 1x
PT-76 OR 1x BMP-R
1x BTR-60 w/Mech. Infantry

DDR (continued):

BRDM Anti-Tank Vehicle

Regimental
and Brigade
Organizations
Panzer Rgt.

Panzergrenadier
Rgt.

Composition

STATS
MV: 6/Wheeled
Def: d3
Attack: d3
Range: (base)/(base)
EW: 0

1x HQ, 3x Panzer Bn.,


1x Panzergrenadier (BMP)
Bn., 1x SP Artillery Bn.,
1x Recon Coy.,
1x Pioneer Coy., 1x AA Coy.

STATS
MV: 6/Wheeled
Def: d3
Attack: d3
Range: (base)/2
EW: 1

NOTES
Detachment

Amphibious
AT

MSL Depl: 6
1DMG
Supply Points: 2

DATA CARDS: Data Cards are color-coded by


nationality: green for FRG, tan for UK, red for Soviet, and gold for DDR. Units with a movement value printed in blue text have Limited Bridging capabilities.

Challenger 1 MBT
STATS
MV: 5/Tracked
Def: d4
Attack: d5
Range: 2/5
EW: 1

PV:
SPECIAL

NOTES

MSL Def +1
Assault +1
Firefight +1

3DMG
Supply Points: 2

FV510 Warrior w/Mech Infantry


STATS
MV: 7/Tracked
Def: d3
Attack: d4
Range: 1/3
EW: 0

MV: 15 radius
Def: d4
Attack: d6/d6
EW: 2

10

NOTES
Mech Infantry

Assault +1

MSL Depl: 6
2DMG
Supply Points: 3

PV:

16

AT
Scout
Amphibious

MSL Depl: 6
1DMG
Supply Points: 2

NOTES
Detachment

Firefight +1

2DMG
Supply Points: 2

PV:
SPECIAL

10

NOTES
Air Marker
Attack Dice: 4
Supply Points: 4

PV:

STATS
MV: 6/Tracked
Def: d3
Attack: d6
Range: 3/8
EW: 1

NOTES

MSL Def +1
Assault +1
Firefight +1

2DMG
Supply Points: 1

13

NOTES
Mech Inf

Assault +1

MSL Depl: 6
2DMG
Supply Points: 3

PV:

16

SPECIAL
ART/1 R12

NOTES
Detachment

Firefight +1

2DMG
Supply Points: 2

PV:

12

SPECIAL
MSL (d5) R5

NOTES
Detachment

AT

MSL Depl: 6
1DMG
Supply Points: 2

Tornado

PV:
SPECIAL

MV: 15 radius
Def: d4
Attack: d6 /d6
EW: 2

45

NOTES
Air Marker
Attack Dice: 4
Supply Points: 4

Fuchs APC w/Engineers


STATS
MV: 6/Wheeled
Def: d4
Attack: d3
Range: (base)/2
EW: 1

PV:

SPECIAL
MSL (d6) R3

Jaguar 2
STATS
MV: 6/Tracked
Def: d3
Attack: d3
Range: (base)/2
EW: 2

20

SPECIAL

M109GA2 Self-Propelled Artillery

STATS

SPECIAL
ART/1 R12

Jaguar
STATS

PV:

SPECIAL
MSL (d5) R4

M109A2 Self-Propelled Artillery


STATS
MV: 6/Tracked
Def: d3
Attack: d6
Range: 3/8
EW: 1

15

NOTES
Detachment

Marder w/Mech Infantry


STATS
MV: 7/Tracked
Def: d4
Attack: d4
Range: 1/3
EW: 1

PV:

SPECIAL
MSL (d5) R4

Leopard 2A4
STATS
MV: 6/Tracked
Def: d5
Attack: d5
Range: 2/5
EW: 2

SPECIAL
MSL (d5) R4

BRDM-2 AT/Recon Vehicle

1x HQ, 3x Panzergrenadier
Bn., 1x Independent Panzer
Bn., 1x SP Artillery Bn.,
1x Recon Coy., 1x AT Coy.,
1x Pioneer Coy., 1x AA Coy.

PV:

SPECIAL
Assault Engineers+
Assault +1

PV:

10

NOTES
Detachment
Mech Inf
2DMG
Supply Points: 4

T-72M MBT
STATS
MV: 5/Tracked
Def: d4
Attack: d4
Range: 1/4
EW: 0

PV:
SPECIAL
MSL (d4) R4
MSL Def +1

BMP-R
STATS
MV: 6/Tracked
Def: d3
Attack: d3
Range: (base)/3
EW: 1

Amphibious
Scout

BTR-60 w/Mech Infantry


STATS
MV: 4/Wheeled
Def: d3
Attack: d3
Range: 1/3
EW: 0

MSL Depl: 6
1DMG
Supply Points: 2

NOTES
Mech Infantry

Amphibious
Assault +1

MSL Depl: 6
2DMG
Supply Points: 2

PV:

SPECIAL
MSL (d4) R4

NOTES
Mech Infantry

Amphibious
Assault +1

MSL Depl: 6
2DMG
Supply Points: 2

Amphibious
AT

MSL Depl: 6
1DMG
Supply Points: 2

SPECIAL
Assault Engineers+
Amphibious

SPECIAL
ART/1 R15
Amphibious

SPECIAL
ART/2 R15

The War That Never Was:


A Planetary Operations Module contains complete force lists for these four nationalities, along
with additional Data Cards and organizational information for the United States, Canada, France,
Denmark, Greece, Turkey, Bulgaria, Hungary, and
Czechoslovakia, plus five scenarios and one Campaign Game.

SPECIAL
AA MSL (d3) R6

MV: 12 radius
Def: d3
Attack: d5/d4
EW: 0

NOTES
Detachment
Mech Infantry

PV:

13

NOTES
2DMG
Supply Points: 2

PV:

17

NOTES

PV:

NOTES
Detachment
MSL Depl: 4
1DMG
Supply Points: 2

MiG-23 Flogger
STATS

2DMG
Supply Points: 2

SA-9 Gaskin AA Vehicle


STATS
MV: 6/Wheeled
Def: d3
Attack: d3
Range: 1/4
EW: 1

PV:

2DMG
Supply Points: 3

SAU-152 Self-Propelled Artilllery


STATS
MV: 5/Tracked
Def: d3
Attack: d6
Range: 4/10
EW: 0

NOTES
Detachment

SAU-122 Self-Propelled Artilllery


STATS
MV: 5/Tracked
Def: d3
Attack: d5
Range: 4/10
EW: 0

PV:

SPECIAL
MSL (d5) R4

BTR-60 w/Engineers
STATS
MV: 4/Wheeled
Def: d3
Attack: d3
Range: 1/3
EW: 0

NOTES

SPECIAL
MSL (d4) R4

BMP-1 w/Mech Infantry


STATS
MV: 6/Tracked
Def: d4
Attack: d3
Range: 1/3
EW: 0

MSL Depl: 8
2DMG
Supply Points: 2

PV:

BRDM Anti-tank Vehicle


STATS
MV: 6/Wheeled
Def: d3
Attack: d3
Range: (base)/(base)
EW: 0

NOTES

PV:
SPECIAL
MSL (d5) R3

PV:
SPECIAL

26

NOTES
Air Marker
Attack Dice: 4
Supply Points: 4

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Leaders
by A. J. Kenning
The greatest determiner of a corporation's success is
the skill of the Earner who leads it. Thus, it becomes
imperative that a corporation hire the very best leader
available to them, no matter what the cost. Because
everything needed for success- innovation, pride,
teamwork- will flow from the leader.
from The Business Guru,
by Aiden Blakely (CEO of the Savidi
Corporation- widely considered to be the wealthiest
and most successful corporation of all time)
****
Savidi Futures Elementary School, Savidi Corporation
mining world Chambles
Evaluations.
Every quarter, there were evaluations. Ostensibly, they
were evaluations of how the children were doing in
their classes. However, they were actually also
evaluations of the teachers, of how well they were
doing in their jobs. And the consequences of a low
evaluation were serious indeed- potentially leading to
downgrade and disgrace, for child or teacher.

Yet, the use of such evaluations and punishments
meant that there had to be someone somewhere who
decided when a child's poor performance over the
quarter was the fault of the teacher or the child.
At Savidi Futures Elementary School, that duty was
Student Councilor Richard Green's. Which was why
no teacher ever wanted to get on the wrong side of Mr.
Green. Though this was not to say that Mr. Green
would in any way have abused his position. In fact, he
would never even consider such a thing, and would be
thoroughly disgusted by anyone who would. Yet, on
the other hand, he was a man of belief, and if you did
not fit into those beliefs, then there were
consequences. Consequences which most teachers,
being only Techs- and low-end Techs at that- simply
could not afford. A single black mark from Mr. Green
could mean reassessment, reassignment, or even- if
worst came to worst- complete removal of the
Info-chip in their heads. With every downgrade
meaning a steep loss of both position and income, and
complete removal meaning that they were no longer
Techs at all and were reduced to being common
Servers.

But, worse still, they would be unskilled Servers, since


all of their training would have been in Tech
skills- skills which they would no longer have any use
for in their new positions, and which they would no
longer even have access to, now that their info chip was
gone, since all Tech info was owned by the Corporation,
and so was removed with the chip. Leaving only the
memories of what was. Memories with holes in them.
Which was why Ms. Sarah Lake- a middle aged,
hard-nosed, sophisticated woman who had taught fifth
grade for over thirty years- was nervous as she said:
I'm not so sure. I don't think that Charles is quite ready
for promotion. She glanced out the observation
window at the boy sitting out in Reception.

Charles Brooks- a well-dressed, well-meaning,
well-bred child of nine years of age- was just sitting
there quietly, waiting to hear the results of his evaluation.
Well. In my assessment, he is more than ready, Mr.
Green said- his assessment being far more important
than any teacher's. They both understood that implicitly.
Mr. Green- a short-headed, perpetually navy-blue
suited, watery-eyed individual- was sitting on the corner
of his desk, looking through a stack of glossies that lay
out on a file folder beside him. A folder with the name
Charles Brooks careful stenciled on the tab. I don't
see anything out of the ordinary in here.
Maybe not. But, even so Ms. Lake frowned
slightly as she continued to gaze out at the boy. I'm
worried about his low Subject marks.
Yes, Mr. Green admitted. However, his tone declared
that his opinion would not be changing. Those
bothered me, too.
Ms. Lake gave a slight shake of her head. He has
always had low marks in his Subjects. And it's only
gotten worse over the years. Math, science, history,
languages, reading. Everything, really.

Infinite Horizons 54

That is true. Mr. Green steepled his hands. Very


true. But. Charles will be an Earner, and Earners
don't really need those skills, now do they. He smiled
thinly. Truth be told, an Earner needs only Market
skills. Any other skills he needs, he can simply hire.
He clucked his tongue. Really, I don't even know why
we spend so much time as we do teaching Subjects to
children like him. It is, quite simply, a waste of both
time and resources. After all, he is an Earner, not some
Tech. He glanced down at the folder. And this child,
he will be a great Earner. Picking up one of the
glossies, he held it out for examination. I mean, just
look at his parents, and their Success. Just look at
them. He sighed over their stats. Ahh. We can expect
great things from this boy. Great things.
Still. Such low marks. She set her already firm
jaw. I really think one more year here might do him a
great deal of good.
Mhm. But it might not. It might be a complete waste
of both time and resources. He gave her a
condescending smile. And, besides, the boy has fine
marks in the skill-set that he actually needs. I am
pleased with his marks in his Market courses, and
excited by his marks in his Leadership Assessments.
Truly, Charles knows how to Earn and how to Lead.
And, as I said, that is all a boy like him needs to
know.
But Ms. Lake was the sort that believed that
education implicitly made you a better person. And
thus, in her opinion, everyone should be educated.
Which was the argument that she really wanted to
make. However, she realized that that argument would
mean little here, and so she decided to change tacks,
quickly thinking of a new direction. what if
someone he hires decides to betray him? How will he
ever stop them, or even figure out that he is being
betrayed, if he doesn't have enough Subject-learning to
understand even the basic concepts of their work?
Mr. Green chuckled. Ah, my dear Ms. Lake, that
would never happen to him. I would have thought you
of all people would understand, being a teacher. Still, I
suppose that that is why we have people who are
Earners, and people who are not. Hm. Since you do
not understand, I will spell it out for you- the core of
Leadership is discernment, and those with discernment
would never choose the wrong people. And thus, it is
quite impossible for that kind of betrayal to ever
happen to one such as him.
Well. Then surely for the sake of his own life, a
better understanding of the world would give him-

Ms. Lake. He set the glossies aside, turned to her,


and scowled. Charles is ready to begin giving his
Success to the Savidi Corporation. And his Success is
of the kind that the Corporation and the Market are
always very much in need of. It is people like him who
keep us from a return to the Endless Depression. We
need him. We need his Success. He leaned subtly
forwards. Just now, you are the only one standing in
the way of that Success. Now, you don't want to be
an obstacle to Success, do you, Ms. Lake?
She turned sharply away from the window, her eyes
clouded with sudden panic. No. Certainly not! She
shut her eyes for a moment. I supposeyes.
Yes, he is ready for promotion.
Good.
Sighing softly, Ms. Lake glanced one last time at the
boy out in Reception. A boy who had, a few minutes
earlier, listened to his low evaluation scores with an
endearingly sad look upon his face, and who she
suspected was now stoically contemplating his future
while sitting there quietly in his chair, waiting for his
results.
Of course, being a boy, he was actually doing nothing
of the sort. In actuality, he was sitting there
contemplating his revenge.
Revenge for something that had happened only a little
earlier that day.
****

They were playing kickball, because the boys
always all played kickball at the noon recess. It was
Recommended by the Savidi Corporation's School
Board, and so any boy who did not play was
immediately taken to one of the school councilors for
assessment of what was wrong with him.
As usual, the recess monitors had chosen Charles to be
one of the team captains, since it had long been known
that the boy was destined for leadership, and the recess
monitors didn't want to be seen as trying to stand in
the boy's way by holding him back from a leadership
role.

Infinite Horizons 55

The team that Charles had then assembled was very


like the teams he had assembled during other
recesses- which was only to be expected since he filled
his teams first with his friends and followers, and he
had a lot of both. However, that day there was a new
boy at the school, and Charles had nabbed him up
early, after having secured only a few of his more
important friends. Doing so because the new kid
looked to be incredibly athletic.
And that decision was one of the major reasons why
his team was losing that day.
Haden Cross- a tall, golden-haired, round-faced Earner
boy of nine years of age- was just as fit as he looked.
Yet, as it turned out, that did not necessarily make him
swift, or agile, or smart- all of which were needed in
kickball. Which meant he was utterly, drastically,
horribly bad at the game, and he had been unable to do
anything for the team for the entirety of the recess.
And even when he did finally get a piece of the ball, he
was too dazed by it to run for a few moments, even
with everyone screaming at him, and then was too
slow to make it to base in the time that was left to him
after.
OuUUUt! the other team's roller shouted happily,
and a little snottily.
But Haden kept trudging on towards first base,
seemingly unaware that he was now out.
Charles hung his head. Ohmygod, the new dude
is such a dud.
Edward- a tall, narrow-eyed, large-nosed Earner
boy- sniffed. Dude, you're the one who was stupid
enough to choose him. Edward was a close friend of
Charles's, but he hated to lose. Hated it so much that
he could even have spoken much meaner insults,
except that his was not a creative soul.
Charles shrugged. Well, he looked like he could play,
you know.
Edward sneered. Looks aren't everything, dude.
Which is why you just look dumb, when you're
actually stupid.
Yet Charles good-naturedly ignored his friend's insults,
since, in this case, he felt that they were deserved. So,
who's up next, then?
You are, dude.

Dude, you're right!


Charles got an easy run onto first, and then stole
second while the next kicker was in the middle of
striking out. Which put Charles in good position for
scoring. Yet, this was the final inning, and that last out
had left his team with only one out left in the game,
and they were still two runs down. Which meant that
Charles and a boy not even on base yet had to score
for them to even tie. And, as his dad always said, tying
was just another kind of losing.
One out left, and three scores to make. The odds
weren't good. And he sighed over how close this
brought his team to losing. But then he shrugged
good-naturedly and turned to clap and cheer for the
next boy going up to kick.
Yet, even as he turned, he heard a loud groan well up
from his team, and he held back his cheer until he
could learn the reason why. And in the next moment,
he saw who it was who was kicking next, and he
swallowed his cheer completely, since it never did to
be seen supporting a beaker, and it was social death to
be seen supporting a beaker who was about to cost
your team the game.
Tristan Chandaro- a bookish, narrow-bodied,
glasses-wearing (his family didn't believe in voluntary
surgery) boy of nine years of age- was from a Tech
family, and beakers just weren't made for sport.
Everyone knew that. Which was why they were
always chosen last when picking teams. And Tristan
was always among the last to be chosen even from
among the Techs, being even more beakery than most
beakers.
Only, there was something about Tristan that no one in
his school seemed able to remember- he was actually
quite good at kickball. And so, when the roller tried to
get an easy out on him, Tristan easily sent the ball out
into the far left field, where only quick reflexes on the
fielder's part kept Charles locked on second base.
Once their surprise had faded, the bench cheered
Tristan. Briefly. A cheer because they had to cheer
their happiness, and brief because he was still a beaker.
The next kicker came up to the plate, the roller rolled,
and the kicker babied a shot along the base line
towards third. And everyone started to run- the kickers
making for bases, and the other team scrambling for
the ball, most leaving their positions and rushing in
towards third base.
Infinite Horizons 56

Yet, only two steps off of second, Charles saw the ball
rolling in towards third, and the basemen eyeing up the
ball and him. At which point, he should have just
rushed the base. But instead, he got confused, and
started vacillating about whether or not to run at all.
Tristan saw the confused look, and knew it for what it
was. And he began screaming and waving for Charles
to run, throwing both of his hands in a gesture towards
third. Yet Charles just kept vacillating. Tristan
frowned, and continued towards second anyway, still
gesturing madly.
The ball bounced on, bounding a little to the left of the
baseline. Then the third baseman was scooping it up
and stepping back towards third. And, still confused,
Charles forgot about the runners coming after him, and
moved back onto second base, completely missing the
fact that Tristan was almost right on top of him by
then- thus giving the other team an easy out, and the
win.
The monitors called the game.
There was a great deal of laughter from the other team,
which slowly began to turn into shouts of celebration.
Charles's face was red, but he endured the laughter
without saying anything.
Yet, as he returned to the bench, his own team started
to jeer him. And soon, the other team left off
celebrating their victory in order to join in. Even
Haden called out insults, even after having played so
horribly himself. Which he got away with because
none of his many errors had been at the crucial
moment. The only moment that mattered now.
Then Charles reached the bench, and his friend
Edward moved to stand before him. Dude, Edward
said. And there was such contempt in that one word
that it was somehow the worst insult of them all.
****
After recess was called, and everyone else had gone,
Charles stayed on the bench, his head in his hands. A
few moments later, Tristan sat down beside him.
Tristan's dad worked for Charles's, and the two boys
had known each other since they were toddlers. They
had, in fact, been best friends before coming to school,
and, unusually, even for a little while after, before
settling into their respective ranks.

Tristan took a deep breath. Hey, it's all right. He


actually wanted to say something more than that, but
he was too young to be able to think of anything.
Yet, all such desire faded when Charles lifted his head
from his hands, revealing that events had brought him
not to tears, but to anger. I'll get them back for this!
All of them!
Tristan didn't think anything of those claims, though,
because such claims were common amongst boys their
age. Come on. It was just a game.
No one says that kind of stuff to me. Not to me!
It was just one game. You'll do better next recess, I'm
sure, and they'll forget everything.
Dude, they're gonna pay. He frowned. Then he
glanced over at Tristan. You'll help me, won't you?
Tristan didn't like the idea of taking revenge, against
anything really, and it didn't seem worth all the trouble
it would cause either, not over just a few insults, but he
had loyalty to his long-time friend. Sure. And he
didn't think anything would ever really come of it
anyway, believing it all to be just talk. Like a thousand
other such times in a boy's life.

Charles smiled briefly. Thanks, dude.
****
Three days later
During the noon recess, Charles motioned Tristan
away from the kickball games. Carefully avoiding the
gazes of the monitors, they ducked behind some trees,
where they put their heads together over Charles's
handheld.
The handheld wasn't exactly a toy, being a computer,
but it definitely had the plasticky look of something
that had been made specifically for children- certain
select children who came from incredibly wealthy
families.
Currently, the screen was displaying a series of cartoon
images that had been made with the Advanced 'Toon
Generator program, though using only the set
characters and backgrounds, and having been
assembled with no sense of artistry or style. Although
whoever had made the stock images had had a certain
flair, in a fake-clean kind of way.
Infinite Horizons 57

The program was meant for crafting animated


cartoons, but Charles had only made a series of stills,
since he didn't understand the Action Tools Set of
the program. Yet, even so, his stills did quite
graphically get his point across- showing:

Tristan, with greater presence of mind, swiftly tabbed


off the handheld. And only then did he turn around.

*Two generic cartoon boys (with Charles's and


Tristan's names written on their shirts) as they entered
a room carrying large buckets of ice cubes.
*Ice cubes which they dumped over every inch of the
floor in the dormitory.
*Then they pulled the fire alarm.
*And all of the sleeping boys leapt out of bed and
landed on the ice.
* Followed by lots of scenes of screams and slipping
and falling, and getting up and slipping and falling
again. With Toon-Charles and Toon-Tristan looking on
and laughing.

Charles shrugged. Nothing.

Charles paged through the series proudly- proud both


of the idea and of his skill with 'Toon Generator- while
Tristan looked on over his friend's shoulder with a
fixed smile.

Yeah, dude. A game, Charles said hurriedly.

The loud voice had come from Haden Cross. The new
kid.

A word that only enticed Haden all the more, of


course. And he pushed out his lips. Why aren't'cha
playing kickball, hm?
Charles attempted an air of nonchalance. Badly. We
was doing something, dude.
Dude, what's more important than kickball? He
edged towards the handheld. Some kind of game, or
something?

Oh? What game? A grin crept over Haden's face.


Justjust a game. You wouldn't like it.

Hm, Tristan said when they came to the end.


So? What do you think? Chares asked.
Do you think we'll actually be able to carry that
much ice?
Charles had seriously been expecting to get only praise
for his work, and he was irritated to not to be getting
it. Yet, he gritted his teeth and considered the question.
(Though not really considering it- more trying to think
of reasons why it was a stupid question. Which it
certainly was, since this was his plan.) And an answer
soon came to him. Dude, we'll just make several trips,
if we have to.
Well, Idon't know, Tristan replied, obviously
feeling that there was something fatally flawed in the
plan, but being too young to really understand how to
reason out why he was getting that feeling.
Dude, it'll work! Charles insisted.
Dudes! What'cha doing? a loud voice called from
behind them.
Charles turned to see who it was.

Dude, I disagree. I like games. He started to grab the


handheld.
Yet Tristan was faster, tabbing the handheld back on,
and surreptitiously hitting a few keys while he did so,
bringing up a chess game even as he turned the screen
towards Haden.
The new kid instantly reeled back, and stared at
Charles in both horror and disgust. Dude! You were
playing a beaker game? Why?
Charles's face was all confusion.
Tristan's mouth twitched downwards. Then he said:
'Cause his dad wants him to learn it. 'Cause his
dad's old-fashioned, you see, and thinks that this is the
best way to learn strategy.
Haden chuckled contemptuously. 'Corporates is the
best way to learn real strategy, not some beaker game.
Tristan didn't reply. But he believed that the only thing
anyone ever learned from a game based on dice was
that chance ruled dice games, no matter how many
rules and pieces were placed around them.
Infinite Horizons 58

Yeah, Charles said. I'd rather be playing


'Corporates right now, too, dude.
Haden cocked his head. Then why are you playing
this beaker game, huh?

I am, sir. And he was, even though he had absolutely


no idea what a leadership program was.
****

Well. 'Cause of my dad. Like he said.


Oh, Haden replied, not really impressed. Then he
hitched up his pants and sneered, obviously getting
ready to return to the subject he had originally come
here to talk about. Sowon any kickball games
lately- for the other team?
Charles scowled. No.
Yeah, you really popped a boner there that day.
Yeah yeah, Charles replied flatly.
A big one.
Get out of here, dude.
Haden sniggered. See, what I figure is- you're
hanging out here because you're afraid you're going to
pop another boner.
Get out of here!
He chuckled. Whatever, dude. And he walked away.
****
Mr. Green had summoned Charles to a meeting in
order to make some decisions about which classes the
boy should apply for when he was promoted. Which
mostly seemed to consist of Charles signing a bunch of
papers that he didn't really understand.
And then Mr. Green was leaning back in his chair.
Well now. Charles, I am going to tell you something
that perhaps I shouldn't, but I think you deserve to
know. He steepled his hands. Charles, you are a
special boy even among special boys- you are a
Leader.
Sir?

Mr. Green leaned forwards and placed his hands
flat-palmed atop his desk. You are. And I'm going to
do something for you. There's a leadership program at
Savidi Secondary School of Business that is perfect for
special Earner children like you. And I am going to see
that you are enrolled in it. He smiled. You should be
proud.

One week later


After their near discovery by Haden at recess, Charles
and Tristan took to meeting in an old children's fort,
instead of on school grounds. The fort was in Charles's
backyard and was still filled with the gatherings of a
young child, none of which stirred much interest in
either boy any more. And the fort itself was even a
little too small for them now. Yet, it kept them hidden
from the curious, and so they crowded inside.
Tristan placed his laptop on the floor so that they could
both look at it. A three-dimensional display of the D
Dormitory of the Savidi Futures Elementary School
came onto the screen, crafted from the actual plans of
the building- which he had gotten easily enough since
the school was a modular building whose general
plans were freely available from Savidi Construction's
netbase.
The image rotated, and spun in to show the inside of
the building. Then pulled in tight to the floor, revealing
that the floors had been slicked with a whitish,
plasticky-looking substance, which a text line stated
was white ice. White ice being a chemical that was
used in certain industrial work, including mining.
Then the image turned again, rising up and rotating to
show the hallway where a recognizable rendering of
Charles was holding a chemical-scent dispenser up to
the building's alarm sensors, causing the chemical
alarm to go off. Go off without anyone having to pull
the alarm manually, and so acquire glass residue from
the break bar on his hand- residue which wouldn't
wash off and which glowed in the dark, thus allowing
investigators to easily catch any casual pranksters.
Charles stared wide-eyes at the images. Man, this
looks insane, dude.
Tristan shrugged a shoulder. Anyway, the white-ice
will make the floor slicker than ice cubes would. And
it won't melt away, either. Plus, it's light, so we can
easily carry enough in. His attention turned inwards.
The only trouble is getting the floor waxed without
waking anyone up.
Infinite Horizons 59

Yeah, well, I'll think of something, dude, I'm sure,


Charles replied. So, I brought my dad's old Aura
Dynamics. He took a plastic case out of his pack and
opened it up, revealing a series of bulky needle
cameras inset in foam on one side, and a small,
single-purpose handheld viewer/recorder inset on the
other. The system was old tech, but durable, and with a
fair resolution for its time. The best that money could
buy, back when it had been purchased. Wouldn't be
the same if we couldn't watch it, eh?
Mm. Tristan studied the cameras for a
moment- vaguely interested in the old tech since it had
a different look and feel to it than the sophisticated
equipment he was being trained on in his AP
Electronics class. And then, as he stared at the
cameras, his eyes suddenly opened wide. Wait! I just
thought of something. This'll never work. We'll
never get past security, because they'll have lots of
automatic security cameras all over the place, which
will turn on and spot us as soon as we try to do
anything.
Will they? Yeah, I suppose they will. But, dude,
we'll just. We'll. Abruptly, Charles started to
panic. We'llwe'll turn them off!
Oh? How? 'Cause, I've got to tell you, I can't do
it.
Well, then what good are you! Charles exclaimed in
rising desperation.
Hm. Tristan turned away.
Dude, you're the Tech. Think of something!
There's nothing we can do. And he started to get
ready to leave, angry at the way his friend was treating
him.
No way, dude! Charles exclaimed, completely
oblivious to the fact that Tristan was about to leave.
There's got to be some way around them.
No, there doesn't. I don't- He suddenly turned
thoughtful. Wait. Maybe there is.
Dude!
The cameras probably wouldn't pick up modern
robotics equipment, if it was small enough. You know,
the size of a toy. Because otherwise the cameras would
be going off all the time. Since, in a large dormitory
for boys, there would be a thousand such toys.

Charles nodded decisively, even though he didn't


understand anything of what Tristan had just said.
Yeah! Do it!
Yes, well, as I said- modern robotics equipment.
That stuff costs a lot of money. I can't afford it. And, I
don't think you can, either.
Yeah. Charles hung his head, embarrassed. My dad
doesn't think kids should be given money. They should
earn it, he says, like everyone else.
Mm hmm. Having known Charles for so long,
Tristan had already known that.
Charles rubbed his thumb against his chin- a gesture of
his father's. So. Sounds like what we need is a Money
Man. A phrase he had picked up from the vids.
Hmm? Yeah, all right. But where are we going to
find someone like that?
Haden.
Tristan pressed his lips together. I don't know. He
didn't like Haden, and, even more importantly, didn't
trust him.
No, he's perfect, dude. Charles grinned endearingly.
'Cause they've started insulting him, too, see, since
he's bad at sport. He slapped his hands together. I'll
talk to him tomorrow. And then, Operation Ice
Storm will at last be underway.
****
Tristan frowned. I'm still not so sure about him,
But I'm sure, Charles replied, speaking as if that
settled the matter.
All right.
A few minutes later, Haden joined them in the fort.
With all three of them in there together, it was a tight
fit. But they made do.
I brought the money, Haden said, unconsciously
acknowledging the fact that that was the only reason
he was there.
Infinite Horizons 60

All right, dude! Charles grinned.


Yeah. Haden sniffed arrogantly. You really going to
get those guys?

But it's too hard. Andand, it's useless knowledge,


anyway.

Yes, I am.
It is not 'useless,' Ms. Lake replied, a little too
sternly. And that sternness broke the last bond between
them.

Awesome.
****
Three days later
Ms. Lake had told Charles to stay after school, but she
had given no reason as to why, which had made him
worry that she had somehow found out about
Operation Ice Storm. And so, he was almost twitchy as
she sat down on top of the child's desk across from
him andhanded him a math sheet. Please do these
problems for me, Charles.
What? Charles stared at the sheet for a moment.
Why?
Ms. Lake smiled gently. Don't worry. I'll help you if
you have any difficulties.

No, he stated, I won't do it. And you can't make


me! He stood up. I've already been promoted, so
none of my marks here matter anymore! He started
for the door.
Ms. Lake rose to her feet. Mr. Brooks. You sit down
in this chair, right now!
No. He kept walking to the door, and opened it.
Good-bye, Ms. Lake. He walked out.
And she let him go, because, in the end, he was
right- she couldn't force him to do anything anymore,
now that he had been promoted. Because he was an
Earner, and she was just a Tech.
****

But, the other kids don't have to do these, do


they?
She softly tapped the paper with a fingertip. Your
marks have been slipping for a long time now, Charles.
I want to help you to change that. ...I've only got you
for another couple of months, and in that time I want
to see you get some good marks. I want you to have
gotten something out of your Subject-classes here.

One week later


The three boys crowded into the fort one last time.
Tristan entered carrying two small, circular
cleaner-bots that he had modified, one under each arm.
So, Charles said, are we ready to do this?
Oh yeah, dude, Haden said.

Charles glared up at her, though a little hesitantly,


since she was his teacher. But, Mr. Green says I don't
need to have good marks in my Subjects, 'cause I've
got good marks in my Market courses. And that's what
really matters for me.
Ms. Lake made a sour face, but quickly schooled it
away. Well, that is true- you don't actually need good
Subject-marks. However, you really should try
anyway, for you own sake.
He glanced at the sheet, then back at her. Butit's
too hard, he whined.

Tristan? Charles asked when Tristan didn't chime in.


I guess so.
Good. Then we're all agreed. He brought his hands
together. Are the 'bots working?
Yes. They work perfectly. Tristan tabbed one on, and
it purred warmly.
Charles grinned. Then let's do it.

Well, that's why I'm here to help you, dear.


Infinite Horizons 61

****
****
It being a boy's dormitory after hours, there were a lot
of snores, and there were even more, other, ruder, sorts
of noises. Haden, lying on the lower bunk of the center
bed on the west wall, waited impatiently until he knew
that everyone was asleep. Then he rolled over, raised
an air-powered toy gun, and squeezed. Firing one
needle camera into the south wall, then pumping up
and firing a second one into the ceiling.
****
Tristan, sitting under a tree in the school's park,
watched as his laptop screen first lit up with one
camera feed on the left half of the screen, and then a
second feed on the right. We're live, he said into his
toy headset walkie-talkie.
****
Great, Charles said into his own headset. He was
crouched in the hedges outside a dormitory window.
Without moving his body, he raised his arm until his
hand was just above the windowsill. Then he
depressed the remote button on the controller clutched
in his palm.
After that, he snuck away, and hurried over to where
Tristan waited in the park.
****
Dude, whispered Haden though a smile as he heard
two tiny motors rev up beneath his bed. The rotors
were ultra-smooth, producing a sound not unlike a
heavy exhaled breath.
A moment later, then, a hovering cleaning-bot eased
out of each side of his bed and began spraying a soft
wax across the floor, shooting it out in a perfectly even
coating. The bots went about their work methodically
and efficiently, and without a single spot of floor being
missed- a testament to Tristan's programming ability.
Some time later, the bots finished with their work, and
they immediately returned to the underside of the bed.
Where they made a softly-hissing noise as they
self-destructed- falling apart until they looked much
like the wreckage that could be found under any boy's
bed, if he wasn't forced to clean there.

Tristan tapped a few keys, and studied the resulting


data. It looks like everything went perfectly. Now
all we have to do is wait for the firecracker to release
the chemical.
Charles, looking on over his shoulder, grinned
wickedly. Great!
****
There was a soft, puffy explosion.
A moment later, the chemical alarm went off. The
dormitory's emergency lights came on automatically,
casting the room in a harsh red glow. The whine of the
chemical emergency siren was louder and shriller than
the fire alarm, since an escape of the deadly chemicals
that the Savidi Corporation used in its mining
operations was far more dangerous than any fire.
Safer chemicals were available for use, but the cost of
those was greater, and the results less efficient. And so,
everyone on Chambles lived under the constant threat
of a deadly chemical leak.
They had all heard the horror stories- there were
enough of those in the Corporation's history- and the
boys in Dormitory D awoke in a panic at the sound of
the chemical alarm. They didn't stop to gather any of
their things, or even to dress; they just leapt for the
exits that led to the chemical bunkers. Exactly as they
were supposed to do.
And feet hit the floor. And kept on moving.
Charles laughed roaringly every time someone fell, but
especially if they landed on their butt, and the harder
the better. And the best of all was when two boys
actually slid into each other and fell in a tangle of
limbs- he actually had to look away from the screen,
he was laughing so hard.
Tristan didn't find any of it to be particularly
humorous. Instead, he watched with a certain amount
of pride in their accomplishment, and a little regret.
Meanwhile, inside the dormitory, Haden was sitting up
in bed, giggling, and saying, Dude! whenever
something particularly painful-looking happened.
Which, in the end, was what got them caught.
Infinite Horizons 62

****
Tristan was sitting in Mr. Green's office, hands folded
neatly in his lap, his face stiff. He was flanked on
either side by his parents, both of them frightened, in a
parenty kind of way.
The man sitting across the desk from them was not Mr.
Green, however. Instead, it was Section Investigator
Ben Wraithe, Savidi Security Forces- a muscular,
imposing, hard-eyed man in his early middle years.
Mr. Green was standing off to the side of the room,
supposedly only observing during the interrogation.
Investigator Wraithe glanced up from the recording
equipment that he had been inexpertly fooling with.
And his piercing gaze turned to Tristan. Now, we
know you're a smart kid. Smart enough to pull this off.
You're in big trouble.
Tristan wasn't falling for that trick, though. He knew
that they didn't have anything on him unless he opened
his mouth. So he didn't.
Investigator Wraithe tightened his jaw. We know you
were acting alone, kid. Which makes it all the worse
for you.
But Tristan wasn't falling for that one, either. I didn't
do anything.
Mmhm.
Listen to him, please, Tristan's mother pleaded.
He's a good boy.
Investigator Wraithe frowned grimly. Actually, we
already know the truth, kid. He tabbed PLAY on the
recording equipment, and a security disk of Dormitoy
D began to run- panning around the room as the alarm
went off and boys began to slide. And then zooming in
on a single boy who was just sitting on his bunk,
giggling.
Tristan swallowed slowly.
Then Investigator Wraithe hit a key, and the image
shifted to Mr. Green's office. Yet, while Investigator
Wraithe and Mr. Green were in the same positions,
Haden and his parents were where Tristan's family was
now. The time on the image read one hour earlier.

Tristan stared at the screen.


Haden looked near tears.
Investigator Wraithe tilted back in his chair. Now, we
know that your parents give you a large allowance,
kid. Large enough that you could buy whatever you
needed to pull this off. You're in big trouble, kid.
Haden whimpered, and tears started to flow. I. I
didn't do anything!
Tristan shut his eyes, already suspecting where this
was going.
Investigator Wraithe set his jaw. We know you were
acting alone, kid. Which makes it all the worse for
you.
Haden started trembling. No! No, I didn't do it
alone! Charles and Tristan were in on it, too!
Tristan hung his head.
Investigator Wraithe tabbed off the recording
equipment. So, you see?
Tristan sighed at the stupidity of mankind. Or at least
of most boys.
Investigator Wraithe leaned back in his chair. I'll give
you a few moments to think about what you want to
say.
****
Tristan was crying silently.
His mother was glaring at him. Harsh words had been
spoken, and the room was silent and tense after such
an angry and personal scene.
Yet then, Mr. Green shoved himself off of the wall,
and sat down on a corner of his desk. Yes, well now. I
realize that all three of you boys were involved in this
crime together.
But, I hope you realize that the consequences will
not fall on you equally.

Infinite Horizons 63

Tristan understood that, even at his young age. But he


was surprised to hear a Corporate official admit to it
(and his parents were even more surprised). While the
court system was, of course, supposed to hand out
justice in an impartial, even-handed manner, in reality
an Earner child would be treated differently. An Earner
child would have a lawyer, a psychiatrist, and an
image consultant, while a Tech child would have none
of those, because a Tech family wouldn't be able to
afford them. And, even more importantly, an Earner
child would be a good boy at heart who made a
mistake instead of a young troublemaker already
taking his first steps on his path to becoming a
criminal. And, most important of all, an Earner child
would come from an Earner family, and an Earner
family would have influence in the Corporation, and
thus would have influence in the courts, which the
Corporation oversaw.
Yet, it soon became apparent that court inequities
hadn't been the inequality that Mr. Green was speaking
of. When the courts convict you of this crime,
Tristan, the conviction will damage your future careerthat is inescapable.

Tristan bit his lip.


We need them. Charles especially. He is a special
child, even among Earners. He has so much to offer
our society, so much to offer us all. Mr. Green spread
his hands. Far more than any Tech has to offer us.
Tristan bowed his head. I understand.
Do you? Mr. Green asked. Do you truly understand
that we can't afford to lose his Earning potential?
Yes, Tristan replied in a very quiet voice.
That is good. He steepled his hands once more.
Now then, I want to explain something about justice
to you. He smiled faintly, strainedly. Sometimes
justice isn't about truth. Sometimes it is about what
is best for society.
Tristan's mother's lower lip tembled. No! You can't
do this!

Tristan's father smiled faintly. It was a childhood


prank! Does it really have to come to the courts, sir?

Investigator Wraithe glared at her- and he suddenly


seemed a very frightening man.

Mr. Green frowned. This is a serious matter, Mr.


Chandaro. Several of the children were injured. The
parents are very angry, and some are suing. So, yes,
it has to go to the courts.

She shrunk away from him.

Oh. His father's smile wilted away.

I. But she said no more.

Now, as I was saying. There will be consequences.


But, Tristan, you are only a Tech, so you do not have
so far to fall. Charles and Haden, on the other hand,
they are Earners. They stand to lose a great deal more,
for the same crime. He frowned, for a moment. A
conviction, for you, will hurt your future, but it will
not destroy you. For them, however, a conviction will
absolutely destroy their futures, because society has to
be able to put its faith behind its foremost, and it will
not put its faith behind criminals. And rightly so.

Mr. Green nodded to himself, satisfied, and turned


back to Tristan. Now, if someone were to step
forwards and claim that they did this prank alone, even
knowing that it would mean a much harsher sentence
than if the group had talked him into itwell, I'm sure
society would be very grateful to that person. He took
a folder from his desk, opened it, and placed it before
Tristan. I hope you make the right choice.

Infractors (committers of financial indiscretions) were


one thing, criminals quite another.
Mr. Green tapped his fingertips together several times.
Society needs those boys, Tristan. It needs their
Earning potential. Without our Earners, everything
would collapse, and we would fall back into the
Endless Depression. They, and they alone, keep us
from that darkness.

Tristan's father reached over his son and gripped her


hand. Hush, Anya. Please.

Tristan knew what was in the folder even before he


looked- a confession, with all of the answers already
filled out, only waiting to be signed. He stared at the
glossies for a long time.
Eventually, his father- a man of long service to the
Corporation- gripped his son's shoulder. You should
sign, Tristan. It's what's best for society.
And Tristan signed.
Infinite Horizons 64

****
A similar folder was placed before Haden.
Haden's father glanced down at the glossies, anger
stirring. What's this?
Mr. Green spread his hands. It is merely an
indemnification of Savidi Futures Elementary for the
entire affair, and a statement that your son is being
given immunity to prosecution in exchange for his
confession.

****
Tristan's mother was crying. How can you do this?
You know it's not true.

Tristan's father put his arms around her, but it failed to
comfort her. Because her son was signing his life
away.
****

Confession? the father said dangerously.


Mr. Green made a dismissive gesture. A confession
that he heard Tristan discussing his plans, but that he
himself took no part in it, yet neither did he inform
anyone in authority about it.
A pen was pressed into Haden's hand. Yet, the boy
hesitated, not wanting to do this to Tristan.
His father grabbed his arm and shook it, then pointed
aggressively down at the folder. Sign!
And Haden signed.
****
Charles folded his hands together and bowed his head
in an attitude of prayer.

So. Mr. Green pressed his fingertips together, and
glanced first at Charles's father, then at his mother. I
must impress upon you the seriousness of the situation.
A crime was committed here. Now, Savidi Futures
Elementary does not see any reason to punish your son
at this time. But he must learn that what he did was
wrong.
Charles's father grimaced. Oh, he will. As soon as we
get him home, he'll learn.
This will never happen again, his mother insisted.
We'll make sure of that.
Mr. Green smiled. Glad to hear it. He stood. Well, I
think we're done here.
Charles raised his head, his face showing a little bit of
pretend-contriteness. Can I go home now?
Mr. Green's smile widened. Yes, Charles. You can go
home.

One month later


The shuttle had a windowless cargo room, often used
to transport prisoners to CYSAFE [Criminal Youth
Sequestering and Factory Environment] Facilities- one
of many otherwise abandoned space stations that the
Savidi Corporation used as prison workstations.
Sending prisoners out there because, after all, the
prisoners were worthless, and so they should be
housed somewhere worthless, instead of using
valuable land-space and building materials in order to
make prisons for them. And, even better, out there they
were far away from any habitations.
Twenty children of various ages were sitting in that
airless cargo room, all of them dressed in orange
prison jumpsuits. Tristan was at the rear, head tilted
back against the wall, eyes closed- wondering how he
was going to survive five years in prison. Five years
with no chance of parole, since the whole idea of
parole for criminals had been abolished long ago.
The shuttle began its final approach to the station.
****
You just don't understand what we do. You've got
to reward talent. Pay is always commensurate with the
amount of talent that is brought to the corporation. We
are paid far more than anyone else because we do far
more than anyone else.
Aiden Blakely (in response to questions about the
enormous size of the golden parachute given to him
after his ousting as CEO of the Savidi
Corporation- ousted after the largest stock drop in the
history of the Galactic Market.)

Infinite Horizons 65

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The Machines Gods came, raped


the land, killed the people and
stole their ancient lore. All that
now remains are the radioactive
ruins and nuclear mutants that
the Machine Gods
bombs spawned.

Bad Baby Productions, 2011

Art and Story by Robert Hemminger

Her psychic powers keep her


safe from the deadly radiation
and her sword guards her from
the mutants that roam the
wastelands.

Finally after a long search and many dangers the


Sorceress finds her goal, the ruins of a long lost city.
Deep in the rubble, under bones and twisted steel lies a
vault, home to the last sentient mind on this dead world.

Why do you seek


me out little one?

I seek a way to
destroy the
Machine Gods.

Ha, Ha, Ha, good luck.


My brothers left me here ages
ago, they said I was imperfect
and could not ascend to become
a god as they planned for
themselves.

So you have sat


here rotting and
rusting away?


What else can a machine


do but wait to be used?


I would use you. Tell


me how to destroy
your brothers.


It would take a deep lore,


lost understanding and power your
little form does not possess. Even if
you are part machine yourself, you
would not survive the test.


What test?


The test of
the mind.
Only one who
can dive into the
Well of Souls
could hope to
stand before my
lost brothers
and survive the
battle.

You need
the lore of our
creators,
learning only
now held in the
Well of Souls.

Then I will travel


to this well and
gain what I need.


Please dont leave


me, I have been
so alone


Science Fiction
Role-Playing
In the Far Future

Ryan Rhodes
We have a great artist based in California a for you this issue. We are sure you will be as
impressed as we are by his work.

Infinite Horizons 73

Infinite Horizons 74

Infinite Horizons 75

Ryan Rhodes was born and raised in a small town in California's central San Joaquin Valley. He graduated from
the University of California at Davis with a degree in Linguistics and is currently pursuing his graduate studies in
the masters program at California State University, Fresno. Ryan has been privately commissioned for his artwork
and is recognized for his work in the graphic arts and computer-generated genres. Ryan lives in Fresno, California,
where he enjoys the diversity of foods, people, art and music.

Well Smith any luck


finding out who killed
Conrad?

It all started a few days ago while I was playing bodyguard to


an exec from Metrocom. The guy I was watching got wasted by
some Eco Terrorist, but it didnt end there. Seems these
terrorist were hired by someone at Metrocom. Normally I
wouldnt care, but its not a good thing for a bodyguard's clients
to get dead, so now I have to get the geek who killed my client.
Even if it means I might get dead in the process.

Some. Look I
need a net
head, someone
good, a real
digital cowboy.


Hum. Lets see?


Wilsons good.

Ya maybe.

Remember 10% of
shit doesnt pay
my bills.


You must be
on to
something if
you need a
net runner?

Bad Baby Productions, 2011

Art and Story by Robert Hemminger

Hollywood, land of fruits and


nuts. Also where a net head
cowboy named Wilson lives.

Who is it?

The name is
Margarita Smith,
Dreban sent me.

All right,
come on up.
You got
the
Credos?

Damn this
is getting
expensive.

So what
you got?


A number.

Not much
to work
with.

Ya, well Ive


got a real good idea
where to start,
Metrocom.

Some heavy
firewalls in
there.

You have been paid, now


plug in and get to work.


WOW!
What a
trip.

So what did you get?

Like I said, some heavy


firewalls in there. Almost
got zapped.
Who did

McCord call?

Some place in
Pasadena.

Hey killer lady get me a


diet Pepsi out of the
fridge.

So what
did you
find?


What
about the
money?

Couldn't trace it, but


it was a local deposit,
big bucks too.


You had better


be careful, I hear Coke
has death squads out
killing people who still
drink this stuff.

Shrew um.
Your dead client had tracer all
right, standard corp stuff.
Nothing big at first, but as I dug
into their computer files I found a
corp security office named
McCord. Seems McCord had a
tracer on the execs signal and
when he left his pad, the security
guy placed a call. The next day
McCord has a big deposit placed
into his account.
What about
McCord?

Nothing special, corp


security all his life. Hangs
out most nights at a
nightclub on Wilshire.


Hey sexy, want to hang out


at my place? My girl can be a
really rock hard plaything.

The club was


called Chrommos,
standard corp
trash hang out, lots
of wanna-bes and
mid level corp
types. I figured in
this case I could
catch more with
honey then a big
gun, so I dressed
up a little.


Sure.
Fucking heels
are killing me.

Piss off.

Come on baby,
lets party.

Get the hint


dumbass.

Hey, buy a girl


a drink?

TARGET IN SIGHT

Sure.

What will you


have?

Atomic
Fizz.


So you come here a lot?

Just to pick up guys


like you.

This is going to be my
lucky night.

Dont you
know it.

Damn, typical corp guy, passed out after only 15


minutes. Hell one of these days Im going to save up
my money and buy one of those new pleasure droids.
I figured Id smoke a stick or two and wait until sleeping
boy was good and out. Didnt see much at first, so I had
the comp switch me to infer-red.

Bingo. Infer-red
trigged beams, which
meant something was
behind the painting,
something valuable.

I had the comp plug into the lock, but that was
taking too long.

So I took a more direct way into the safe.

All I found were some hard credos and a data


chip, that and a vid phone number.

A number I knew well.

!"#$%&'&()*$!"#$+,-'*$
./&($0,12)'/3*$

!"#$%&'(&)$*+'
!"#$%#"&'"()'*+,-"$%.("&'/.01"$'%('2%(%"$3-,'
34%(5'"(6'7%53-,4'"()'4,$$%(5'.7'6.3-'#8..4%(59'

8$$+:;;<<<9=,5%.(("%-,>"0,49#.0'

!""#!""$$$%&'()*++,)-'.,/'0%1*/2

?@A'"()'+-%($'B,-4%.(4'"B"%&"1&,''

Bradley K. McDevitt
Bradley has shown work before in Game Geek, but this is his first time in
IH, so have a look at his great art.

Infinite Horizons 84

Bradley K. McDevitt is a twenty-two year veteran of the gaming industry, and has worked for numerous companies
such as WoTC/TSR, Goodman Games, Catalyst Games Lab, Atlas Games and many more. This is not even counting
his stints as a staff artist for GDW and as an Art Director for Dark Skull Studios.
At last count, he had over 455 published credits, with over a twenty more in process as of this writing, including
being the lead artist on Age of Cthulhu (Goodman Games), Agents of S.W.I.N.G. for Postmortem Studios, and the
re-launch of Dark Conspiracy for Tres Hombred Games.
To old-time gamers, he is best known as the author of cult-favorites It Came From the Late, Late, Late Show and
NightLife, as well as Haiiiii-Ya! for Goodman Games.
He likes to re-invent himself as an artist periodically, from beginning an aspiring cartoonist, to currently working in
a fusion style of inks and paints, with frequent diversions into digital work and graphic design. He is constantly
trying to expand his repertoire of styles, feeling that too much comfort in a single artistic style leds to stagnation and
burn-out.
He lives in Tontogany, Ohio with his wife and occasional collaborator, Jessie. In his spare time, he likes to surf the
web, explore new musical genres, and watch sci-fi and horror movies.
He may be reached at bkmcdevitt@yahoo.com and his website is at www.bradleykmcdevitt.net, with frequent
updates at http://www.facebook.com/home.php#!/pages/Bradley-K-McDevitt-Illustration.

The garrisons are


to keep Americans
from getting out of line
as the end of the world
After what seemed a lifetime
of driving the car returned to
Philadelphia and continued on
east until it reached the
warehouse district nearest to
port. Most of it was dark.

Welcome to
Department 13,
Professor.

Is this really your


headquarters?
No, this is a satellite
office so we can do
business here in
Philadelphia.

Bad Baby Productions, 2011

I am Agent L.
Professor, I am glad
you could come.

Story by Jennifer Schoonover Art by Robert Hemminger

The group that became


Department 13 was originally
spawned by several of Hitlers
closest affiliates, one of whom
helped cremate the Fuhrers body
three days before. When it became
clear the choices were to join
Hitler in welcoming these strange
dark masters or become food for
them, these first three or four
cabinet members fled the burned
city in search of ways to stop him.
They were able to find the couple
of German occult experts Hitler
had in his employ and together
they escaped Germany.
Over the next seven years these original German rebels
worked from various secret hideouts throughout Africa
and Australia, committing most of their energy on
research to determine what the Fuhrer unleashed
to give him power over death. It became clear that
Adolf Hitler was not the thing that
rampaged Europes countryside

The secret society of freedom fighters


grew and branched out, gaining members
all around the world to become the Global
Resistance, of which Department 13 is the
key unit for Arcane Studies.
Department 13 was able to stop the
changed leader just as he opened a
gateway in England for his dark masters.

Whatever this creature


was, it was trying to
bring its masters to
earth and this
was not the first
time in earth
history that
this attempt
had been
made.

Many were killed by the


resulting explosion on
July 12, 1952 and the untoter
fuhrer was destroyed.

The entire London area was sealed off by the


German forces behind a wall. Although the
actions undertaken by the members of
Department 13 did not eliminate the threat
of Nazi domination, they successfully kept
the world safe for a while longer and
vanquished the monster that
led the domination effort.

Tell, me,
Professor,
what you
know of
Hitlers deal
with the
alien gods?


Not much.

Then let me fill you in


on the terrible secret of
the Nazis rise.


It wasnt until the Battle of Berlin


began that Hitler knew everything
was lost. His commanders had
betrayed him and not followed his
orders. There was nothing left.
Except for a book. He had read
many books over the years, but
this one was special, handed to
him some three months before
by a hooded man in a Berlin crowd.

Several saw the man with glowing
red eyes who spoke three words in
German as he pressed the book
into the Fuhrers hand. Destroy
your enemies. Hitler called for
assistance in finding the strange
man in the crowd but he had
vanished. The book remained.

It was a hastily transcribed


notebook, sewn loosely
together with a false cover.
Inside the scribbled German
was a set of instructions on
how to completely destroy
the enemy when all else had
failed.

text

The sentences almost did not


make sense, discussing rebirth
and the destruction of the flesh as it
carefully detailed a horrific
nightmare of directions. Hitler
almost threw it out in disgust.
But something had stayed his
hand. Now, nearing the eve of his
own demise, he cleaned his pistol in
the bunker and happened to glance
into a small crate filled with his books.
The booklet with its plain brown leather
cover was on top.

He was going to die anyway. But


the ritual did not require just his
own death. It required several,
including children, and this was
where he had last closed the
book. This time he did not stop
reading and continued all the
way to the end of the ceremony.
To the promise of live after death
and the power of a god.
It is believed on that night he
prepared the ritual, including his
marriage to his mistress, Eva, and
in the following two days, April
30 and May 1 of 1945, the ritual
was carried out. Hitler and Eva
suicides. Soon after, Goebbels and
his wife killed their six children and
then themselves. The bodies were
cremated, as per Hitlers instructions.
The Hitler-thing seemed interested solely in
opening some sort of gateway between the
earth and somewhere else. The free the
Elder Gods.

Thisthis does not


sound like very good
odds.


I wont lie to you; it is very unlikely


that we will stop these creatures from
crossing overbut we must try. For
the sake of our world, we must try.

My God!. You built it.


You built my machine?
You may recognize it,
of course, the Infinity Chair. We
copied your notes, but we need
you to help us understand what
we are doing.
Can you help us?

Of course, I will.


The Writer's Toolbox: Profiling for Writers


By Danielle Ackley-McPhail
(Originally published in the Writer's Toolbox column,
Allegory Magazine.)
No! Not that kind of profiling! Character profiling. After
all, when you write fiction you aren't just conveying the
details of a series of events. No. You are introducing the
reader to your charactersyour babies. Don't you think
you should know who they are first?
When I give a workshop, one if the things I recommend is
that writers create character sheets when they get started,
mostly-but not exclusively-for their primary characters.
Gamers do this all the time; it is how they keep track of
what their characters look like, some history, and what
they can do. It allows them to follow the game (story) the
game master is running without being bogged down with
trying to remember everything pertaining to their
character. It also allows them to modify the details as the
character grows and learns, or when they acquire
possessions or get injured. Face it, a character sheet is a
condensed version of a life.
As writers we can adapt that process. Heck, I even have
friends that literally roll up their characters using gaming
manuals as guides. The basic details, anyway, particularly
for secondary characters. Not saying you have to go that
far, but the tracking aspect of the process is something we
could all benefit from. Things you might want to consider
in advance:
Name - give your characters a full name, first, middle, last
and nick. You might not use all of them throughout the
story, but it gives the character shape, personality. And it
starts those threads of connection. Besides, who knows
when the information might be useful!
Physical Description - readers like characters they can
picture in their mind. To do that they need things like hair
and eye color, flesh tone, height and weight. The more
attention you pay to details the more real that image is
going to be. It also fixes the character in your own mind
so you have an understanding of what the character is
capable of physically or what type of self-image they
might have. Don't get me wrong, though. I'm not saying to
lay several paragraphs on the reader at once going into
excruciating detail about what each character looks like,
but you can weave in threads of description as things are
happening without slowing down the pace too much.

Intangibles - If you are familiar with role-playing


games-of the D&D variety! Come on, keep it clean
well, unless you're writing erotica, then I guess you kind
of can't-anyway, as I was saying, in RPGs there are
characteristics that are not visible, though the effects are.
Things like dexterity, charisma, luckestablishing such
details, even if it is only for your own clarification, will
help enliven your character as you find places to bring
these characteristics into evidence. A stumble here, a
giggling starry-eyed girl there, happening upon just the
thing needed to propel the story forward (without it
seeming as if it happened by the Hand of Author), that
will develop more fluidly as you write if you have an
understanding of your character to begin with.
Relationships - Unless you are writing a sequel or in an
established universe with existing characters you might
not know in advance all the particulars of each character,
or even your main characters, particularly if you are, like
me, a pantser, but the nice thing about creating a character
sheet is that you can go back later and fill in the gaps. If
you know family details or the history between individual
characters make a brief note about the particulars on the
relevant character sheets. It helps you keep things
straight and also is a resource for figuring out who you
can recruit for various tasks later on as the story develops.
Skills - It isn't enough to know what someone looks like
you need to know what abilities they have. Can they ride
a bike? Do they know how to use a gun? Did their mother
make them take ballroom dancing classes for ten years?
You never know what will develop in a story, if your
character starts out with certain skills, write them down; if
skills surface while you are writing or they learn
something on the fly, write them down. And just as
important, note if there are skills they are particularly bad
at as well. These come in handy for two thingscomic
relief, and building tension.
The How-To's
There are many methods for tracking characters, from
paper to Word files to cool computer programs such as
Scriveners
(http://www.literatureandlatte.com/scrivener.php) that
allow a writer to organize every aspect of a writing
project.
At the beginning I mentioned character sheets like you
would use for a role-playing game. If you want to adapt a
gaming character sheet for your purposes you can likely
find examples on line or there are usually blank sheets in
the back of gaming manuals. If you don't want to go
through the bother of hunting one down you can just use
sheets of paper, index cards, or an electronic file on your
computer.
Infinite Horizons 92

Layout - Think of the information sheet you fill out when you go to the doctor or when you apply for a job. Name and
vital statistics are at the top, followed by more explicit details and history below. For story-specific events (those that
develop as you write) start a timeline or a bullet list on the back.
Detail - you can go into as little or much detail as you like, but keep in mind that you already wrote down what happened
as the story developed, what you want here are the cliff notes on the key events and characteristics. For example, if they
met someone on the train once, you probably don't have to record that, but if the person they met on the train was the
villain that killed their father, then yeah, good idea to make a note of when they first met.
Photographs/Drawings - Not saying you have to do this, but I've known both gamers and writers alike who either draw a
representation of their character or find an image online or in a magazine that is a rough approximation of how they
envision the character to look. For them it makes the character more real and they are better able to describe physical
attributes as they are writing with that example before them.
Summing Up
I've said it before and I'll no doubt will say it again, I'm not writing this to say that this is the way you should go about
creating and tracking your characters, merely presenting the method, explaining the reasoning, and giving you some idea
of how to go about it. The important thing in this article is not the means by which you establish the particulars about your
characters but that fact that you should.
Think about it, if someone tells you a story about someone one you know it's both easier for you to follow and more likely
you will be interested; if they tell you a story about a stranger, the less you can identify with the subject of the story the
less you care.
Writers need the reader to care about their characters. However you do it, it's your job to make sure they do.

An Analysis of the Larger Trends of Science Fiction


Or
Why is there a 'Coming of Age Story' in my Science Fiction?
By AJ Kenning
Science Fiction: the stories of speculation.

Terms tend to change over time, particularly in a


genre so undefined as is Science Fiction. So, to make
sure we are on the same page, we'll go through a
quick definition check. Back when I was studying,
Science Fiction was divided into three large
categories of kinds of stories - Futurism, Science
Fantasy, and Space Opera. (Not so long before that,
Fantasy was still considered a category of Science
Fiction, actually. But that's an interesting fact that's
really beside the point.)
Those three are fairly broad categories that aren't used
all that much outside of literary discussions, so most
people outside of literary circles won't have heard of
them, particularly since at least one of those
categories is now dead.

And then there is Space Opera, which are stories that


take the classic Fantasy Myths and set them in a
pseudo-space environment, and often so with very
few changes to either the storyline or the characters in
adapting the myths to the realm of space. Of the three
categories, this one is today the most popular. By far.
Which might seem like a weird choice, since it is the
one that has the least to do with science. That is, it
might seem weird, until you realize that this is the
category from which Star Wars comes from.
So, those are the three categories. And now that we'll
for sure be talking about the same thing, we can start
looking at why it is that these days all of the Science
Fiction stories you see are 'Coming of Age' stories.

But, what did they mean?


The idea of Futurism is (or possibly was) the concept
of taking a few issues from the modern day,
projecting those issues a little into the future, and
imagining what the future would be like if we continue down the path that those issues represent, or at
least what they represent to the author. More often
than not, these were 'Warning Tales' - an alarm cry for
a fearful
future. Prime exemplar of them: George
Orwell's 1984.
But, Futurism has been dead for so long now that an
entire generation has grown up in a post-Futurism
world. Which is an issue we'll come back to.
The second of those categories - Science Fantasy - are
those stories that most everyone generally thinks of
when they hear the term Science Fiction. Science
Fantasy stories are all about the tech. All of the
difficulties encountered by the characters of the story
are solved by the fantastic technology that is available
in the future. These are the tales of Buck Rodgers,
Flashman, Star Trek, etc etc.

To jump right in and explain what has been


happening, let's direct the line of reasoning with a
question - What happened to Futurism?
Now, that question might be more important to you
than you might think, too, because what happened to
Futurism is the same thing that is happening to
Science Fantasy and Space Opera now.
So, then, what did happen? The answer to that.
Well, actually there are several answers. There is the
industry reason, which is kind of empty and lacking
in any explanation; there is the conventional wisdom,
which is partly true, and partly not; and then there is
the primary reason - a reason that has to this day
remained largely unexplored. But, we're going to
change that, and start exploring it now.
Well, to the details. The reason that the industry gives
for the change is that they are just giving people what
the people want.

Infinite Horizons 95

Fine. Great. That explains WHAT you are doing and


why YOU chose to do it (ie, potential money). But it
explains nothing at all of WHY that is the trend.
Which is the question that we actually proposed. We
could then directly ask the industry: "Why?" But the
industry, in answer, tends to just repeat itself. And
thus, we will find no real answers there.
So, let's go to the conventional wisdom.
As a general rule (for everything), the conventional
wisdom is shallow and not always correct. That is just
its nature. But in this case, at least it offers an
EXPLANATION.
And here is that explanation. Several decades ago,
Futurism was a prevalent category of Science Fiction.
(Only several decadeshow quickly things change.)
And the conventional wisdom says that what changed
was the coming of the movies of Star Wars and
Aliens. And, yes, those two movies are thought to
have had a reach far beyond the movie houses, having
influenced every entertainment medium that makes
use of Science Fiction, from television to books to
radio and on.
And why did those two movies have such an
overwhelming effect? According to the conventional
wisdom, because, before those movies, the movie
business was a multi-million dollar industry
(meaning: a single film might make many millions of
dollars, if it was successful). Yet after those movies, it
was a billion dollar industry. But it was more than just
what those movies earned at the movie houses. They
were more than just movies; they were a multi-billion
dollar franchise - selling billion of dollars worth of
toys and video games and t-shirts, and doing so
continuously year after year, decade after
decadeseemingly possibly forever. And that doesn't
even include the monies from sequels.

Well, that's the conventional wisdom, anyways. And


there is truth to be found in it. But, Big Money and its
philosophy didn't actually kill off Futurism. Yes, it
struck it a heavy financial blow from which it never
recovered, but Futurism stories were still getting
produced afterwards, and were so for a couple of
decades more. There were just a lot fewer of them.
Science Fantasy took a hit to its earning, too, but not
as big a one, because there were still guardians of this
category around. Guardians such as Star Trek,
keeping just enough money rolling into the coffers to
keep the category acceptable to the big money
interests.
And thus ends the theory.
But it is a theory that only dives shallowly into the
larger trends of the industry, and so it is left lacking
when it tries to explain the utter death of Futurism a
couple of decades later, and now the weakening of
Science Fantasy, despite Science Fantasy's steady
earnings.
Which brings us, at last, to the primary trend.
Unfortunately, current literary theory has thought it a
good idea to alter the definitions of literary terms, so
we have to delve back into the realm of education, for
a bit.
Once, not so long ago, a Dynamic Character was a
character who changed in some way - physically,
mentally, or spiritually - during the course of a story.
Changed towards good or bad or indifference,
towards wisdom or ignorance or stupidity. What the
change was didn't matter. A dynamic character was a
character who changed, as opposed to a static
character, who didn't.

To the industry - the monied interests who pay for the


films to be made - this was like the Holy Grail. An
endless billion-dollar cash cow. They had the Grail
now, and they wanted every one of their films after
that to sip from the same chalice.

That definition is, though, a bit out of date now. The


industry still quotes it a lot. But they don't really
mean it. To the industry, it doesn't matter how much a
character has changed, if that change isn't a positive
one. If the change is not positive, they will flat out
declare that character to be static.

And so, the movie industry changed. Big money


interests rolled in, and the semi-independence of the
industry's auture's that had been in effect until then
got steam-rolled beneath them.

You might be thinking: that's silly. Or that we're


splitting hairs here.

Infinite Horizons 96

Well, the point is, we're defining our terms here, and
the important thing is it's not actually a dynamic
character that the industry is looking for here, but a
certain kind of dynamic character - one who finds
positive change.
Ie, a progressive dynamic character.
Oh, and the character doesn't just have to change,
they have to change A LOT. Or, to use the industry
quote: "Characters must face a difficulty, and be
profoundly changed by it." Currently, that is the
industry's definition of what makes for a good story.
In fact, there are currently some in the industry who
declare that profound change isn't just a necessity for
a story to be good, they declare that profound change
is necessary for a story to be a story at all. Instead, it's
an essay.
Now, take this industry formula back to Science
Fiction. The category of Futurism isn't about people;
it's about ideas - warning people about what those
ideas are doing to society, and what those ideas will
do if we continue to follow them. If you alter that,
you take away the essence of Futurism. Or, in other
words, it stops being a warning tale, and it becomes a
tale about a person who progressed. Yes, the tale
might still have a setting that contains said warning,
but the impact of that warning will be greatly
weakened since it is no longer the focus of the story.
After the change, it's just not the same as, say, a
post-apocalyptic war tale where no one has learned
anything, or is ever going to learn anything, and the
characters end up killing each other off, leaving no
one in the world left alive. You see, that's a tale that
WARNS where war could ultimately lead. If one of
those characters were to, instead, repent, then - even
if that character were killed - the warning would have
lost much of its backbone. Instead of representing a
bleak and hopeless spiral of death, they story would
be offering the chance of progress and redemption.
Thus, the story would have become a tale about how
people have changed in the face of incredible
hardship, instead of a warning about the endless spiral
of war.
So, Futurism is dead. Sacrificed on the altar of
Progressivism.
That all happened decades ago, though. It's part of the
distant, and pretty much forgotten, past. But now,
Science Fantasy has begun to follow in Futurism's
wake.

Having progressive characters within it doesn't in any


way hurt Science Fantasy - which is why this
category isn't currently dead. But making the story
about characters progressing does damage Science
Fantasy's integrity, actually. You see, every scene that
is about personal progression is a scene that isn't
being solved by futuristic tech. So, every scene that is
about personal progress weakens the science part of
Science Fantasy. Weakens it more and more with
every scene, until too many scenes have been so
altered, and then the tale stops being a Science Fiction
story at all, and instead becomes a Progressive story
set in space.
Unlike the other two categories, Space Opera wasn't
hit too hard, because Space Opera often contained
Progressive elements anyway, since a lot of the
Classic Myths had progressive elements. But the
thing about Space Operas is that they are often
complex stories. Not necessarily complex in depth,
but complex in that they often are about a lot of
different people, each with their own things going on,
each with their own kinds of tales, all of which tales
are then woven together into a larger story.
Technically, then, progressive arcs could have been
simply added to these kinds of tales. But there's only
so much time available in a story - particularly now,
when movies and books and television shows have
been so drastically shortened (supposedly due to
modern short attention spans, and not at all due to the
fact that a shorter work takes less time and money to
produce, and you can sell it for the same price, or
show it more often in a day, or with more commercials). And since the industry insists that every main
character have a progressive arc, there's really not
enough time to add a progressive arc to each character
while retaining their original storylines.
Because of that, and since the characters all have to
have progressive arcs, the progressive arcs tend to
replace the original storylines, and thus the variety
and complexity of the original myths is lessened.
That, while at the same time, since those storylines
are being replaced, the Space Opera stops being about
the Classic Myths at all, and becomes another
Progressive story set in space.

So, then, why is this all happening? Well, because
Progressive stories are currently very popular,
particularly amongst the Baby-Boom generation. And
what's popular has the potential to sell really well.
Infinite Horizons 97

Only, the issue is a little more complex than all that,


too. Because there's another trend in the industry
that's been happening at the same time. And that is a
trend to only do what's popular. No one in the
industry wants
to invest in niche products anymore.
s
They all want the potential Big pay day. They all want
the Holy Grail. Which means that currently
EVERYONE in the industry is doing the exact same
thing. Following the exact same trend, producing the
exact same story, reaching for the exact same
audience.
So, all of those things swirls around together, and spit
out the need for every story to be a Progressive story.
And this is where the writers come in.
Now, you have to understand that, on the whole,
writers are lazy people. So, they're naturally going to
do what's easiest. And now, they've got this
requirement of a progressive arc hanging over their
heads. But they still want to make a balanced, realistic
story (well, in general, they do).
So, what to do?
Well, there are many different kinds of Progressive
story arcs to choose from. But then there are the Big
Three - the three kinds that have the greatest change
built into them. (And it is a requirement by the
industry that the change be profound, remember.)

The Big Three are 'Coming of Age,' 'Moment of
Crisis,' and 'Realization of Imminent Death.' So, those
being the Big Three, and writers being who they are,
the writers have, naturally, gravitated to using the Big
Three. And so, those are just about the only kind of
stories currently getting made.
!

Now, of those three, the 'Coming of Age' story is the


easiest to write, since you don't actually have to set up
existing personalities or deep backgrounds. The
characters are kids, after all, so it is considered more
than acceptable to make them a gormless mass. A
gormless mass which can then be profoundly changed
in any way the writer wants, since the kid doesn't
have an established character for the subsequent
change to run counter to.
And thus, the sheer preponderance of 'Coming of Age'
stories from the industry coming from all mediums of
entertainment. And that is why there is now a Coming
of Age story in your Science Fiction.
Of course then there is that whole nature/nurture
question, not to mention the cynic's belief that people
don't really change, it's only their circumstances that
change - that, if they were put into the same position
again, they would act in entirely the same way. And
both of those questions seem like ripe areas for
storytelling. But that kind of examination of this issue
is not currently allowed. Verboten.
Now, whether you think this trend is good or bad,
beneficial or a detriment, there is one question we
should all be asking, and that is: How is it that the
genre of Science Fiction - the genre devoted to
peculation, to invention and imagination and insight has been allowed to become so rigid in its storytelling
!

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2007 Comstar Media, Authors Margaret S. Lundock and
Ramsey Tome Wyrm Lundock
Silver Age Sentinels d20 Copyright 2002, Guardians Of
Order, Inc.; Authors Stephen Kenson, Mark C. MacKinnon, Jeff Mackintosh, Jesse Scoble.
Spycraft Copyright 2002 Alderac Entertainment Group:
Authors Patrick Kapera, Kevin Wilson
Travellers Handbook (T20) 2002 Quicklink Interactive:
Authors Martin Dougherty, Hunter Gordon
Unearthed Arcana 2004 Wizards of the Coast: Authors:
Andy Collins, Jesse Decker, David Noonam, Rich Redman

All games available at


(Click on the name to visit their site)
RPGNow.com
e23.sjgames.com
wargamedownloads.com
wargamevault.com
Yourgamesnow.com
Drivethrustuff.com
www.ecardmodels.com
Paizo.com

     



  
     



  



Avalon is a proud participant of Kiva,


making loans that change lives.


   



Avalons premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
orcs, or blast off into the cold hard future with space marines and aliens.




Weapons and Armor

'

Warlord Grom

Weapons
Scimitar
Dagger

Damage mod
+1
-1





Notes____
-

Special Abilities

(
'

)



 
 

As mod
-1
+0

Health
(
*#&
)
)
)

&"  $ !(%


" & 
!  # #% ' !! 
  %! '
 &%.,    
  ')     !  
*
'" $!'%
%!!#  
%'   %!&% " %
 &## "!'  " 
 % ')     %
    #  !!'*
%  %!  !'
("   $ !&%
  ##  %
#'  %  '
 & %&% &
 ! %&(#) !
'*  "#&
  % '
 "'
+-&-.& 
    ' "   ( &"
  " &$ .+  '



Lamia

 



Major
Glory
Gyea



Battle Axe is a simple to play tabletop system for skirmish level


battles. Using cards instead of dice, you will find the game to be
less luck based and much more tactical in nature. The rules and
cards provide here will be enough to get you started, and new
characters and rule expansions are on the way so you can continue
to increase both the size and composition of your War Bands.




 
 








  

  



  
   


Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.

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