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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
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.
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
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
+1
Psych training +4
+2
Treat disease
+2
Improved trip
+3
+3
Psych training +8
+4
Improved disarm
+4
+5
Paralizing strike
+5
!
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.
Infinite Horizons 10
Available
now at
RPGNow, E-23, Pazio
and other
great online stores.
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!
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
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
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
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
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.
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
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).
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
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
Battle Bonuses
Corvette
Any
Frigate
Outer System
Destroyer
Asteroid Belt
Carrier
Gas Giant
Battleship
Inner Planets
Capital Ship
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.
Page 4
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.
Page 5
M Missile Attacks
T Torpedo Attacks
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
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 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.
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.
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
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
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
Senses
Passive
10
10
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 -
Bloodied
Bodysuit
Special Senses
Max HP
Current HP
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
+3
Dex
Initiative
+3
1/2 Level
+0
Abilities
Ability
Score
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
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
Senses
Passive
15
10
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 -
Bloodied
Bodysuit
Special Senses
Max HP
Current HP
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
+1
Dex
Initiative
+1
1/2 Level
+0
Abilities
Ability
Score
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
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
Armor
AC Bonus
Check
Speed
-0
-0
AC Bonus
Check
Speed
Combat Armor +6
Action Points
Action Points
Shield
None
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
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
Unarmed
Chain Sword
Movement
Defenses
Initiative
Score
Altered Earth
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
+4
Dex
Initiative
+4
1/2 Level
+0
Abilities
Ability
Score
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
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
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
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
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
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
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
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
Perception 10 +3 Insight
10 +10 -
Special Senses
Action Points
Speed 5
Senses
Max HP
Action Points
Hit Points
Current HP
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.
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
3.
Death from Above
Level 1 encounter, 500 XP
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
Level 1 Artillery
Wardroid Junker
Level 1 Minion
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.
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.
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
3
10
20
25
50
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: --
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
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
Level 7+
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
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
Sample Creatures
CLONE SOLDIER
Level 3 Soldier
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
Composition
Panzer
3x MBT
Independent
Panzer
5x MBT
Panzergrenadier
Panzer Recon
Composition
Panzerjaeger
SP Field Artillery
3x SAU-122
SP Heavy
Field Artillery
3x SAU-152
Pioneer Coy.
1x BTR-60 w/Engineers
FlaK Battery
SAM Battery
1x SA-6 or SA-8
Composition
AA Coy.
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.
1x BRDM-1 OR 1x BRDM-2 OR 1x
PT-76 OR 1x BMP-R
1x BTR-60 w/Mech. Infantry
DDR (continued):
Regimental
and Brigade
Organizations
Panzer Rgt.
Panzergrenadier
Rgt.
Composition
STATS
MV: 6/Wheeled
Def: d3
Attack: d3
Range: (base)/(base)
EW: 0
STATS
MV: 6/Wheeled
Def: d3
Attack: d3
Range: (base)/2
EW: 1
NOTES
Detachment
Amphibious
AT
MSL Depl: 6
1DMG
Supply Points: 2
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
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
PV:
SPECIAL
MSL (d6) R3
Jaguar 2
STATS
MV: 6/Tracked
Def: d3
Attack: d3
Range: (base)/2
EW: 2
20
SPECIAL
STATS
SPECIAL
ART/1 R12
Jaguar
STATS
PV:
SPECIAL
MSL (d5) R4
15
NOTES
Detachment
PV:
SPECIAL
MSL (d5) R4
Leopard 2A4
STATS
MV: 6/Tracked
Def: d5
Attack: d5
Range: 2/5
EW: 2
SPECIAL
MSL (d5) R4
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
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
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
PV:
2DMG
Supply Points: 3
NOTES
Detachment
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
MSL Depl: 8
2DMG
Supply Points: 2
PV:
NOTES
PV:
SPECIAL
MSL (d5) R3
PV:
SPECIAL
26
NOTES
Air Marker
Attack Dice: 4
Supply Points: 4
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.
Infinite Horizons 54
Infinite Horizons 55
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.
The loud voice had come from Haden Cross. The new
kid.
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.
****
****
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 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.
Infinite Horizons 63
****
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.
****
Infinite Horizons 65
I seek a way to
destroy the
Machine Gods.
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.
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.
Some. Look I
need a net
head, someone
good, a real
digital cowboy.
Ya maybe.
Remember 10% of
shit doesnt pay
my bills.
You must be
on to
something if
you need a
net runner?
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.
Some heavy
firewalls in
there.
WOW!
What a
trip.
Some place in
Pasadena.
So what
did you
find?
What
about the
money?
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?
Sure.
Fucking heels
are killing me.
Piss off.
Come on baby,
lets party.
TARGET IN SIGHT
Sure.
Atomic
Fizz.
This is going to be my
lucky night.
Dont you
know it.
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.
!"#$%&'&()*$!"#$+,-'*$
./&($0,12)'/3*$
!"#$%&'(&)$*+'
!"#$%#"&'"()'*+,-"$%.("&'/.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.
Welcome to
Department 13,
Professor.
I am Agent L.
Professor, I am glad
you could come.
Tell, me,
Professor,
what you
know of
Hitlers deal
with the
alien gods?
Not much.
text
Of course, I will.
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.
Infinite Horizons 95
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.
LEGAL INFORMATION
Permission to copy, modify and distribute this document is
granted solely through the use of the Open Gaming License,
Version 1.0a.
This document provides an interface to the basic rules and
materials needed to create content compatible with the bestselling tabletop RPG system in the world.
'
Warlord Grom
Weapons
Scimitar
Dagger
Damage mod
+1
-1
Notes____
-
Special Abilities
(
'
)
As mod
-1
+0
Health
(
*#&
)
)
)
Lamia
Major
Glory
Gyea
Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.