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THE SHATTERED WORLD OF TORN

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Index1.Title. 2.Index. 3-6.World background , Making a Hero 7-10.Player Nations. 10-17. Equipment. 17-22.Character features and skills. 23-26.Magic 26-27.Other rules, Movement . 27-29.Basic Enemies. 30.Map

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World backgroundThrough the eyes of the sun tiger by Minister Kamlith About 200 years ago a world war ended in wide spread destruction across this world. Known as the Petimite or Old war , it was said to have been started by an argument between the nations of Petime and Numinia on whos side stood the Abiatic republic . It is said that the world at the time was too advanced to fight a war as we know them now , so instead sabotage , espionage , sanctions and other forms of diplomatic pressure were used until the world of Torn was a ripe powder keg waiting to explode. Unable to stand anymore, the people began to rise up and take power , this was when the war truly began . The government of Petime was overthrown the radicals and military actions were started against neighbouring Numinia and the republic. For nearly 8 years war raged and the other peace loving so called humane nations did nothing but stand back and watch as our world was destroyed by war. The end of the old war came with the arrival of our saviour in 2121BD (Before the disaster ) , his name was Heamlor Kelip and he bought with him the great sun tiger burned the sky and turned our enemies armies into the ash and dusts of the great deserts . Long may we remember, and burn the enemies of the tiger!

Making a HeroPre-adjusted cha racter sheet NameSexVisual appearanceSTATSPhysical-3 (+0) Charisma-3 (+0) Learn-3 (+0) Power-3 (+0) SKILLSCombat-(physical) Hand to hand-0 Melee weapon-0 Thrown weapon-0 Bow weapon-0 Gun weapon-0 Tech weapon-0 Quickness-0 Driving-0 Riding-0 Stealth-0 Perception-0 Health-4 Action Points-4 Move Speed-4 , Swim-2 , Climb-1 Defensive Mod- Melee-0 , Missile-0 RaceHeightAgeWeight-

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Athletics-0 Social-(charisma) Acting-0 Disquise-0 Diplomacy-0 Command-0 Psychology-0 Leadership-0 Luck-0

Knowledge-(Learn) Science- -4(untrained) Science- -4(untrained) Science- -4(untrained) Profession- -3(untrained) Profession- -3(untrained) Profession- -3(untrained) Craft- -2(untrained) Craft- -2(untrained) Craft- -2(untrained) Survival-0

Race and bonus features-

Equipment-

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Character NameSexVisual appearanceSTATSPhysical- (+ ) Charisma- (+ ) Learn- (+ ) Power- (+ ) SKILLSCombat-(physical) Hand to handMelee weaponThrown weaponBow weaponGun weaponTech weaponQuicknessAthleticsDrivingRidingStealthPerceptionHealth- / Action PointsMove Speed- , Swim- , ClimbDefensive Mod- Melee- , MissileRaceHeightAgeWeight-

Social-(charisma) ActingDisg5uiseDiplomacyCommandPsychologyLeadershipLuck-

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Knowledge-(Learn) ScienceScienceScienceProfessionProfessionProfessionCraftCraftCraftSurvival-

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RacesName-Clan Terith
Stats- +1 Physical , -1 Learn Abilities-Courage of the sun tiger- +2 action points 1/day -Invisible in the mist- Cant be seen by infrared Skills- +2survival , -2 guns , -2 driving Starting gear-Robes , Blade(AP1) , Handgun .4 (AP3) Background-Clan Terith comes from the north-eastern reaches of the ruined continent of old Numinia. There leader is the high minister of the local religion, the current high minister is Minister Kamlith. They are very religious and quite technologically stagnant as they believe books and texts of the old world to be evil tools of the Numins. They pray to the Sun Tiger, whom brought the destruction and destroyed their enemy in the old war.

Name-Clan Weirdwolf
Stats- -1charisma Abilities-Master craft- Start the game trained in one free craft Skills- +1 drive, and guns , +2 in chosen craft. Starting gear- Tools of chosen craft, Handgun .4 (AP3) , Knife , Bike-health(7) , Armour-2 , Speed-14 , Action Points-6

Background-Clan Weirdwolf come from Weirdwolf, a country just south of the great north rock, to its south are a group of nations joined to the old republic alliance. They are led by locally elected government, currently headed by President Hultz Kurgan. During the old war they supported the rebellion in Petime by providing massive amounts of guns , ammunition , armour , vehicles , bombs , missiles etc etc... , as such most of the weapons in the world today were made in Weirdwolf.

Name-New Nunian League


Stats- -1 physical, +1 charisma Abilities- Schooled - Start with one trained science , profession , or craft. - City folk - Re-roll any failed survival roll in towns. Skills- +1 guns, driving, perception. -2 thrown, and bows, +1 to any science , profession or craft. Starting gear-Cloths of profession, Tools of profession, Handgun .3(AP2). Background- The New Nunian League is part what remains of old Numinia, the nation that many would consider to be the loser of the old war. They are led by a governing body of guild masters elected by the people of Numinian workforce, the current Head CEO is Carter Zenta. They are a peaceful people who believe knowledge is power and are devoted to the sciences, wealth, and the preservation of human life.

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Name-Ravenstern
Stats- +1 Physical , -1 charisma Abilities-High mountains - +4 armour v.s. cold damage Skills- +1 hand to hand , melee . -1 Drive , diplomacy , and acting Starting gear- Kilt , Brawling ring fists +1 armour in melee , and +1AP for hand to hand. Background-Ravenstern was one of the more neutral nations in the old war due to their isolated position in some rather mountainous regions of the world. They have a great love of the natural world . The Ravenstern Government is chosen by the people and the current leader is Prime minister Mc Roy . They run the world fighting championships every 2 years with qualifying seasons in the year before , the prize money involved is quite substantial.

Name-Remnants of the Republic


Stats- +1 Health Abilities- Awareness - Re-roll perception to avoid ambushes/traps . - Born into war- 2/game session reload for free(0 action cost) Skills- +1 melee , Hand to hand , -1 luck , acting , psychology . Starting gear-Camouflaged fatigues (+1 stealth ) -BDU -Grenade launcher , sniper scope 2 , or night vision. -Dual Handguns .3(AP2) , Assault rifle .4(AP3) ,or Sniper rifle .5 (AP5)

Background-The remnants of the republic include many smaller nations across the world , each nation has their own governing body chosen by the people , in turn these each have a representative in the republic council , the current head of the council is Lady Franklina Tai of the country of Tempow . The old republic was known as the Abiatic republic during the time of the old war , and during this time they provided military support to the peaceful Numinia.

Name-Haybrim
Stats- nil Abilities- Desert born - +2 survival in deserts Skills- +1 stealth , acting , disguise . -2 perception , diplomacy . Starting gear-Robes , Blade (AP1) , Rifle .4 (AP4) Background-Haybrim is in the south of the great continent . During the great disaster that ended the old war they lost much land to the disaster itself . They are a Bedoin nation made up of many tribes that move nomadically . The capital city of Haybrim houses the league of intelligence , an international group of spies and assassins whom are said to choose a leader from their own number , the current leader is the dark master Ali Akrim . Most of the southern tribes suffer from some form of sun blindness .

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The current leadership has put strain on relations with The Numian League and the republic , due to Akrims personal past exploits as a night-assasin ( he is known to have killed the last CEO of Numinia before being elected himself).

Name-Shu-suan
Stats- +1 Physical , -1 learn , charisma. Abilities-Courageous warrior - +1 Armour v.s. guns. -Strength threw courage-1/day pay 1 action point to heal 1 health.

Skills- +2 hand to hand , melee . +1 athletics , quickness . -2 guns , stealth. Starting gear-Suan Noble body suit +3 Armour , Katana (AP1or2) Background-The Shu-suan are an empire ruled by the Shu family , the current emperor is Bei Shu. They chose not to take sides during the old war and are greatly untouched by it , however the great disaster has caused much suffering for the people of this ancient nation . Historically Suan is a technologically backwards nation but they have opened their eyes during the last 200years events and are quickly catching up , however the nobility still detest the use of guns and carry instead a ceremonial katana to show their pride and station. The upper family are the SHU(Royalty), the lower are the SUAN(Nobles)

Name-Axium
Stats- +1 health, speed ( via Bio-implants ). Abilities- nil Skills- -2 riding , bows . +1 tech weapons. Starting gear- God Blade (AP2) 1/day +2melee , Faith gauntlet (AP4) costs 3 action points to use and has rang incs. of 15 (10/day) , Half plate with shield of thunder upgrade- -3AP to attacking enemies weapons. Background-The Axium nation is ruled by a government chosen by the people . The current Prime minister is Jeff Malik who was elected after his discovery of a major archaeological find in the dig site at the temple of the rising hammer. He found a single working Thunder shield and this has led to the Axims scientists unlocking this new and wondrous tech. The Axium way is to explore and rob the graves of the ancients to further the glory of Axium

Name-Odin Born
Stats- +1 Physical , speed , health . -1 Learn Abilities-Strength threw courage-1/day pay 1 action point to heal 1 health. -Another time - -1 on all sciences. Skills- +1 Hand to hand , Melee , survival , and ride. -2 Drive , and guns. Starting gear-Half plate , War axe (AP3) , Faith gauntlet (AP4) costs 3 action points to use and has rang incs. of 15 (unlimited/day) Background-Government unknown , Leader unknown , were they come from ...... unknown.

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Name-Sand and dust devils


Stats-+1 physical , speed , -1 charisma , learn , health. Abilities-Desert dweller - +3 survival in the wasts. -Damaged nerves - +1 Armour Skills- +1 melee , ride , hand to hand Starting gear-Machete (AP1) , Spear , Robes(+1 stealth in desert ) , Scaled shields 1 armour ( 2 in melee ) . Riding Lizard- Health-8 , Armour-2 , speed-6 , action points-6. Background-Tribes of the destroyed land , these peoples are nomadic and hostile . They suffer greatly from sun madness.

Name-Ganglanders
Stats- -1 health Abilities- Nil Skills- Nil Starting gear- Metal Padded Camouflaged clothing , Knives , Handguns .3 (AP2) , Assault rifles .4 (AP3) Background- Ganglanders exist everywhere . Every nation is troubled by roving gangs of thugs who would rule themselves .

EquipmentWeaponsWeaponHand to hand KnivesRing Fists Tiger Claws Staff/Riflebutt Spear/Rifle with bayonet. Blades Katana Axe,2handed God Blade Pistol.3 Pistol.4 Pistol.5 Rifle.3 Rifle.4 Rifle.5 Assault rifle.3 Assault rifle.4 Assault rifle.5 Sniper rifle.4 Sniper rifle.5 Grenade Grenade launcher Rocket launch Range incs2x Physi 6 10 15 20 20 30 40 20 30 40 44 50 Physi x2 12 25 Cost$0 $ $50 $50 $20 staff $20 staff $40 $200 $100 $*** $50 $65 $90 $35 $63 $103 $115 $165 $245 $232 $306 $83 $172/*$72 $1300 or$4900 AP0 0 1 1 0 0 1 1 3 2 2 3 4 3 4 5 3 4 5 5 6 6/5 6/5 12/8 Ammo 1 1 30 20 10 10 6 6 30 20 20 12 6 1 6/1* 1or4 SpecialMelee* Melee*ss +1 Armour v.s. melee* +1 Armour v.s. melee* +1 combat rang, Melee* +1 combat rang, Melee* ss*, +1AP if 2handed. Melee* 2AP if used in 2 hands , Melee* Needs 2 hands, Melee* +2 melee 1/day, Melee* Sa,B* Sa,B* Sa* Ss* Ss* Ss* sa,fa,B* sa,fa,B* sa,fa,B* Sa,B* Ss* Ss*Blast5 *As a rifle attachment. Ss*Blast5 Ss *Blast8 , 1 or4 barrel

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Missile launch Heavy Machinegun Bow Weapon Whip Shotgun .3 Shotgun .4 Shotgun .4 pump action Shotgun .5 Auto action Shotgun .4 double barrelled

40/80* 40 12 Rang 1 20/max3 25/max4 25/max4 25/max5 25/max4

$2500/ $4900 $425 $24/$48 Cost $20 $31 $51 $106 $145 $77

15/8 5 2/3 AP 0 or 1 3 4 4 5 4

1 100 1 Ammo 1 1 6 20 2

Ss*Blast8,Guided* Requires pod , fa* Ss , Modern* Specials Make opposed Athletics rolls to disarm/trip(-1 action point) opponent. Ss,-1AP per rang inc,-1cover ss,-1AP per rang inc,-1cover sa,-1AP per rang inc,-1cover sa,-1AP per rang inc,-1cover Ss/sa,-1AP per rang,-1cover inc

*Firing modes for weaponsMelee Cost 2 action points to make each attack ss-single shot Cost 2 action points to fire each shot , cost 1 ammo Sa-semi auto Cost 2 action points to fire the first shot in the round , plus an extra 1 action point for one additional shot , costs 2 ammo. Fa-fully auto Cost 1 action points to fire each shot , cost 4 ammo , shots must be fired at the same square or an adjacent square. B-Burst Follows the semi auto rules except Costs 4 ammo per shot but gives a +1 to hit in first rang increment.

*Blast weapons Blast weapons have a direct hit AP value and a blast AP value . Direct hit damage is dealt to the target of the attack. Blast damage starts one square out from the hit square and decreases by 1 AP for each square further out it goes until it reaches 0AP . At this point it causes no more damage. *ReloadingThis action is a standard action and costs 1 action point. *Night fighting When fighting in darkness , reduce rang incs. to half ( or less at game masters discretion ). *Scopes - Scopes range in quality , a +1 scope grants +50% to rang incs , +2 is 100% , +3 150% etc etc... ArmourArmour TypeRobe / cloths +Metal Inserts Sheilds, militia Militia vest BDU Suan noble suit Half plate Full Plate Iron Suit +Halo Battle Suit +Heavy Mount Suan Legend +Jet pack Advanced BDU/ Powered + Skin Soul Patched Advanced Battle suit Armour +2 1 1 3 3 2 4 8 8 8 4 9 Cost $25 $100 $100 $250 $1000 $1000 $550 $1000 $5000 $2000 $5000 $1000 $5000 $2000 $3500 $3000 $10000 Move Pen. -1 -1 -2 -2 -3 -2* +10(+8*) -2 SpecialsCan have camo +1 stealth. As above. Add-on . +1 v.s. melee. +2 v.s. melee. +2 v.s. Guns. -1 to enemy leadership in melee combat. +2 v.s. melee. +2 v.s. melee. +2 v.s. melee. -1AP on enemy attacks. +2 v.s. guns. Mount one Heavy weapon. -2 to enemy leadership in melee combat. 1hour/day , move over objects. +4 v.s. guns. Advanced* 1/combat after taking damage, make luck check to regain 1 health. +4 v.s. guns, 1/combat after taking damage, make luck check to regain 1 health. Heavy*

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Armour rolls and Damage Armour rolls are made on a D8 and you must roll equal to or under your total armour . If successful you negate the attacks damage entirely ( If you fail you take -1 health) . Before you roll check if the attack had an AP value , if so reduce your armour value by this much. If this takes your armour value to zero you get no save, if it takes it to a negative number then add this number to the health damage you suffer. Vehicles / Mounts Type Carry Speed Action Cost Gun type Armour Health gas

Bike Lizard Horse Car Heavy, car

1 1 1or2 2 5

14 6 10 12 16

6 6 6 6 6

$800 $500 $400 $1000 $1600

2 2 1 3 4

7 8 8 10 10

10 12 14

APC Tank, light

10 6

12 12

6 6

$5425 $11725

HMG HMG Light gun (Rocket)

8 10

10 12

14 14

Tank ,heavy

10

$25850

2HMG Heavy gun (Missile)

12

16

14

Vehicle movement A driver must use 4 action points(or all if they have less than 4) to control the vehicle , or they must make a luck roll to avoid a crash ( see *crashes* ). Riding a horse/lizard costs 3 action points +/- 1 one action point or more equal to the +/- of your ride skill.(i.e.+1 skill= -1 Action points). A vehicle may use 1 of its action points to move 1x its speed. It can do this multiple times. Mounts may also use their action points to attack at a cost of 2 action points per attack , their skill is +0 and their AP is the same as their armour. Gas is the amount of hours that can be travelled on a full tank and the tank size for refilling. Bikes get 2 hours per gas point. Vehicle Shooting Vehicles shoot using the action points and Skills of the gunner/s in the vehicle . Crashes Most crashes happen when a driver / rider is killed or for some reason cant attend to the wheel / reins. When this happens the vehicle takes damage equal to the speed it moved last turn its armour value. Passengers take 1/20 the damage rounded down but get no armour.

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Advanced Gear in the world of Torn


Suan Divine Blade of Ja de Back story (22AD) The divine blade was created of a mixture of ancient technique and even more ancient technologies by Jutan Shu , and Gunter Heimlich . It was created as a gift for the Shu-Suan Emperor , however it never made it to the imperial capital as the convoy it travelled on was attacked by what the only survivor insisted were zombies . The survivor was imprisoned for his insanity as he was obviously lying. The current whereabouts of the blade is unknown. AP-2 (4 if used in two hands) Specials*Cutting edge Enemy Armour if any, is decreased by one additional point after applying AP , this does not add damage however. *Made by the master- Counts as a Katana. *Gods Skill- 1/day add +2 Melee weapon skill for 1 round. *Hibernia-Gatea The weapon has a powerful secret , it has an onboard AI within its infinitely complex circuits , it carries the ancient knowledge of one of the Aesir sent to close this planet off from Aasgard many centuries ago before the disaster or the war. Game mechanically it helps the Hero concentrate on tasks of the mind, when close at hand, granting a +1 to the Learn stat of the hero who owns the weapon.

Rapid-fi re Daemons Karlias and Ebaden . Back story (98BD) an old man sat alone in a shed with his sidearms on the table in front of him, a decision to be made, a fate to determine. His family protected an ancient secret of biblical proportions. He stepped out of the shed and down the alley to the main street. On the other side of town he saw them, Angry Jed, Billy Murphane, and Cockney Williams. I call you out Jed. And as the leader of your gang id settle this towns dispute with you man to man. If I drop you then your men leave and they dont come back. Deal Sheriff.Said Jed. The old man smiled, he was old but he was good. And a good man needed nether God nor the Devil to kill this braggart bastard. Jed drew first, but the old man drew faster. Bang, bang! Jed dropped to the ground missing his left eye, half his skull, and most of his brains. Not that he had any brains anyway, that was always Billys department. Bang! The old man looked surprised. Holding his hand to his chest it quickly went crimson, he looked up at Billys smoking gun and then to his daughter and only child saying No .....Dont.... before falling dead. Tears in her eyes the young girl (Jessica) ran to her father, she was only ten but in this part of the world you learnt about death young and fast. Billy- Well look at that Williams, looks like I just got me a promotion, now I think this town owes us some free whisky . Jessica Whispering under her breath as she grabbed her fathers guns. Dont go pa dont go. But he was gone already. Her eyes welled up even more. He had taught her a family saying as soon as she could talk and always used to say it, it just seemed appropriate now. She stood up and turned to see the two men laughing and walking towards the saloon. I call thee Karlias, and Ebaden to take the souls off these two honourless men, and to do with them my most unholy vengeance, that I may feel no terror or fear with the slaying off them or their kind. Jed As he turns and smiles- Stupid girl, put down the sixs.

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Jessica- May I unleash an evil upon this world to destroy all evil, I pledge my soul to thee Karlias, Ebaden, I drag thee from Hell ............ I SUMMON THEE WITH VENGENCE. As she screamed the last part it was as though Jed felt something wasnt right all of a sudden. Reaching for his guns, he didnt just feel it , he knew it. It was as though she slowed time, her arms moved so fast to his eyes that they were as a blur. Bang bang! His guns were blown from his hands. Bang bang! Williams took a round threw each eye. Jed- As Jessica walked up and stood above his now cowering form P-p-p-please girl d-dontt kill me, Ill leave, I promise. It was a deep, male voice that came back at him, much to his surprise. I didnt disarm you to hear you beg, all we want is your undivided fear. Followed by demonic laughter playing threw his head. Jed stared wide eyed up above the girl in abject terror now as he could clearly see the two demonic figures looming above her. BANG BANG BANG BANG BANG BANG!!!!

There are two guns in the set and both are required otherwise they count as a Handgun .5 with only 6 ammo ( six shooter). AP-6 Range-30 Ammo- Unique ammo of cold iron is provided by the demons via their contract with you threw hell. Enemys no bigger than a tank sized vehicle always pass armour saves on no better than a 6 or less. Specials*The deal of the century- This is quite literal . You must say the words while killing a person or people of the most terrible nature , and holding both guns . This grants you use of the weapons and increases your natural lifespan by 666 years . * Karlias , and Ebaden , the dead eyed bastards of hell- The demons themselves within these guns make your aim true or truer . They grant you a guns skill with these weapons of +4 , if you already have +4 or better they instead increase your skill by 1 point.

Aesir Thunder Shields These belts have been found in many excavations and at least five are known to be in the hands of the Axium government . They look like and generally function as a simple if highly valuable and ornate looking belt buckle . If you can however manage to power them they form a solid shell of crackling thunder and lightning that absorbs the kinetic energy of incoming objects and numbs the hands of your foes. Specials*Call the thunder The Axium power pack used on the only functional known models provides enough power to make the shield function for a limited time only ( 1 combat/day ) and must be recharged after use ( It seems to do this by its self ) .It costs 1 action point to activate the shield . *Odins Protection- The shield once active reduces the AP of all physical attacks against you by 3.

Upgrades for standard items**To do any of the below you require the correct tools** Weapons-

Requires Craft weapons- Must have the schooled feature to make improvements. Unschooled people can only use this skill to maintain the current quality of their weapons. *Easy draw sheath , holster , or bandoleer(Grants quick draw to the weapon),Check:2+ , Time: 1Hour , Cost:$10 *Change Action(Gives burst fire to a semi auto weapon),Check:5+ , Time:8Hours , Cost:$30

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*Fix it ( Fixes a broken weapon ),Check:3+ , Time:2Hours , Cost:1/2 weapon cost. *Add attachment not designed for weapon(max of 1 ),Check:3+ , Time:1Hour , Cost: Attachment cost +$5 *Quick Mag- ( one free reload per combat ), Check2+ , Time:1Hour , Cost:$15 *Sharpen / Temper ( Adds +1 AP to any one Melee weapon or arrows/ not Hand to Hand) , Check:5+ , Time:4x8Hours , Cost:1/2 weapon cost *Add Guard-( Adds +1 Melee Armour to any one Melee weapon/ not Hand to Hand) , Check:5+ , Time:2x8Hours , Cost:1/2 weapon cost *Break Down-(Gives weapon the ability to become one size smaller when using stealth to hide it/takes one round) , Check:5+ , Time:2x8Hours , Cost:1/2 weapon cost *Long Barrelled- Counts as one size bigger if trying to hide, +5 to range inc. , Check:4+ , Time:8Hours, Cost:$50

Explosives & Ammo-

Requires Craft Explosives- Must have the schooled feature to make improvements. Unschooled people can only use this skill to maintain the current quality of their Explosives.(Makes 1 Bomb or 10 Rounds). *AP Rounds- +1 AP v.s. opponents with armour of 5 or more , Check:5+ , Time: 3 hours , Cost:$20 *Hollow Point Rounds- +1 AP v.s. opponents with armour of 2 or less ( -1 AP v.s. armour of 5 or more ) , Check:3+ , Time: 1 hour , Cost:$0 *Stabilised Rounds- +5 Rang inc. , Check:5+ , Time: 3 hours , Cost:$20 *Tracer +1 to hit targets over 100 meters away with semi auto, and automatic weapons. Check:4+ , Time:2 hours , Cost: $20 *Improved Explosive 1- +10AP v.s. vehicles/ Buildings on the direct hit , but no secondary blast damage. Check:6+ , Time: 3 hours , Cost:$200 *Improved Explosive 2- Each blast range for secondary blast damage is now two squares instead of 1( i.e. a blast of 6 now has AP6 in square 1 and 2 , AP5 in 3 and 4 etc etc and ends on square 13). Check: 6+ , Time: 3 hours , Cost:$200 *Improved Explosive 3- Adds +1 AP to both main hit and blast . Check:5+ , Time: 1 hour , Cost:$50 *Dud rounds AP0 , Check:3+ , Time:1hour, Cost:$0

Armour-

Requires Craft Armours- Must have the schooled feature to make improvements. Unschooled people can only use this skill to maintain the current quality of their Armour. *Anti Guns- +2 Armour v.s. Guns.Check:6+ , Time: 4 Hour , Cost:$500 *Anti Melee- +2 Armour in melee. Check:5+ , Time: 3 Hour , Cost:$250 *Standard Upgrade- +1 Armour. . Check:6+ , Time: 4 Hour , Cost:$500 *Reduced Weight- Removes 1 speed penalty. Check:6+ , Time: 4 Hour , Cost:$100 *Camouflaged- Uses stealth skill check to add +1 Stealth (you do not need craft for this). Check(stealth):4+(6+ if done in the field) , Time: 30Min(10min if done in the field) ,Cost:$10 ( 0 if done in the field as temporary- lasts 1 day) *Powered- Add one power pack to power items like torches etc , comes with dynamo and solar . Check: 4+craft Armours , and 4+ craft Electronics(below) , Time: 1 Hour , Cost: $150

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*Add Combat attachment- Adds an AP1 weapon that is attached to the armour like spikes ( can be used with hand to hand skill ). Check:4+ , Time: 1 Hour , Cost:$20 *Repair Check :( 1 per point of armour lost because of damage) , Time: ( 30mins per point of armour lost because of damage) , Cost: Percentage of total armour value ( so if a suit of Armour 8 takes 4 damage then it costs 50% of its total value to repair).

Utility Equipment-

Requires Craft Electronics- Must have the schooled feature to make improvements. Unschooled people can only use this skill to maintain the current quality of their Electronic gear. *Night vision- Removes of the effects of darkness. Check:6+, Time:8hours, Cost:$800 *Flood light-Creates light out to 60 meters. Check:3+, Time:2hours, Cost:$40 *Radio-Communication out to 10 Kilometres. Check:6+, Time:2x8hours, Cost:$500 *Computer-Communication out to any other computer + acts as a basic PC with basic software. Check: 8+, Time: 5x8hours, Cost:$2000 *Resuscitation shock kit- The user and the dead target both make a luck roll, if either succeeds then the dead person is alive on worst possible Health. Check: 7+, Time:2x8hours, Cost: $1000 *Power tools- If you carry a number of power tools equal to the check number required for a task then you half the time required. Check:4+, Time:2hours, Cost:$50 *Video Camera- For day filming only unless you build in light or night vision, comes standard with 2hour record and 20meter sound capture. Can be hooked to computer to talk face to face. Check:5+, Time:1x8hours, Cost:$400

Vehicles-

Requires Craft Mechanic- Must have the schooled feature to make improvements. Unschooled people can only use this skill to maintain the current quality of their Mechanic. *Add Armour- +2 Armour. Check:, Time:, Cost:$ *Tune Up Engine- +1 Speed (lasts for 1 month). Check:, Time:, Cost:$ *Turbo/Nitrous- 1/day +10 Speed for 1 round. Check:, Time:, Cost:$ *Add Weapon mount- Can mount 1 x Heavy weapon. Check:, Time:, Cost:$ *Bullet proofed- +2 Armour v.s. guns. Check:, Time:, Cost:$ *Roll Cage- -1Speed, +10 Armour v.s. crash damage. Check:, Time:, Cost:$ *Air Bag- -1 Crash damage to a passenger. Check:, Time:, Cost:$ *Seatbelt- -1 Crash damage to belted passenger. Check:, Time:, Cost:$ *Tune Up Tires/Steering- +1 Drive Skill (Handling bonus), (lasts for 1 month). Check:, Time:, Cost:$ *Fix it- Repairs 1 Health to vehicle. Check:, Time:, Cost:$ Advanced-Tech Gear-

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*Invisible Rune*Travelling Rune*Repair Rune-Repair runes ( can repair up to your ranks in repair) *Strength Rune- Adds +1 athletics, +1 quickness, +1 Health , +1 to a combat skill , then +1 Physical.(rank1-5) *Armour Rune- Creates an aura of protection around the Armour for 1,2,3,4 rounds a day for +1,2,3,4 bonus armour. (Starts at +1/for 1 round and then can be upgraded by +1 round or Armour up to rank 5) *Weapon Rune- Creates an aura of destruction around the weapon for 1,2,3,4 rounds a day for +1,2,3,4 weapon skill.( starts at +1/for 1 round and then can be upgraded by +1 round or skill up to rank 5) *Energy Rune- Creates a burst of energy AP2,4,6,8,10 (range 5 per rank)

Character Skills and featuresSkills These represent what the character can and cant do. All skills start at zero except- Dual hand to hand , dual melee , dual guns , and dual tech weapons (these allow you to use a weapon in each hand and start at -3 unless you take the schooled feature in that skill) , also sciences , professions , and crafts (-4,-3,and-2 unless you take the schooled feature in that skill). All Skills require a roll of a 4+(on a D8) to perform correctly , this can be increased or decreased at the game masters discretion , the only difference is hand to hand , and melee (both only used in melee combat) , require a roll-off between the attacker and defender , whoever wins causes damage(the defender must win by at least 2 points ) , a draw causes no damage. You get 10 when making a character , but may only invest 1 in each skill. You may never spend more than 3 skill points in any one skill. More skill points may be awarded by the game master as the game goes on from time , study , and practice. Features Features are those special little differences that make you better than the other guy. There is a list of these below . You can choose 2 when making a new character. The game master may award the characters with one of these per game session if felling generous . Basic Feature s List - (each can be taken once) 1. Awareness- reroll perception v.s. ambush/traps. 2. Strength through courage- 1/day spend 1 action point to heal 1 health. 3. Schooled -Gain trained status in chosen untrained skill ( this can be taken once for each skill). 4. Random stranger- Only Heros / characters can remember your face well , other NPCs seem to get a bit forgetful after 1 day. 5. Doctor- Can heal 2 health per day instead of 1 , must be trained in profession medic to take this feature. 6. Field-medic Heal roll is 2+Health lost, instead of normal 4+Health lost , must be trained in profession medic to take this feature. 7. Professional soldier- Re-roll athletics to avoid explosions. 8. Professional scout - Re-roll stealth rolls v.s. Guards / patrols / security etc. 9. Professional Martial arts- +1AP with Hand to hand attacks. 10. Aimed Shot- Spend +1 action point on any attack to gain +1 AP. You may not move in this turn.

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11. Natural sprinter In any turn that you do nothing but move in , you may add +1 to your speed. 12. Grease monkey- Craft Vehicles rolls to make , repair , maintain , or improve are all made at a +1. 13. Roll with the punches- An attacker in melee combat needs to beat you by 2 instead of the normal 1 to cause damage. 14 . Unparryable- A Defender that you have attacked in melee combat needs to beat you by 3 instead of the normal 2 to cause damage. 15. Monkey- You may climb at your speed instead of . 16. Professional sniper- Add 50% onto any bonus to rang increment granted by a scope you are using on a rifle of any type. If no scope is used add +5. 17. Fury of force- Any turn you move at least 4 squares in , you gain +1AP to melee combat attacks made after that move until end of your turn. 18. Hero factor- When rolling athletics to avoid a blast attack , you may ( if you pass ) choose to move on top of another model . If you do this the model you are on top of takes no damage. After damage is worked out , move your model 1 square (as you roll of your friend ). 19. Loud captain- +1 command when working out distance for using the command skill. 20. Inspirational leader - +1 leadership when your leadership is used instead of a friendly NPCs. 21. Theatre master - +1 acting skill when impersonating someone that you have had time to study ( at least 1 day ) . 22. Artistic flair Can use the disguise skill to increase camouflage bonus to stealth by +1 ( requires 1 hour and correct tool/paints , to setup for any one location ). 23. Quick Psychologist If you pass a psychology roll , you gain a +1 to the diplomacy skill when dealing with 1 nominated person that you are close to ( within 4 squares ) . 24. Hunter- +1 to survival skill when used to gather food. 25.Natural direction- +1 survival when avoiding getting lost. 26. Master crafter Must be schooled/trained in a craft . When using that craft you can make better than standard versions of items . The game master determines what bonuses can be gained. 27. Likable - +1 diplomacy when trying to make someone more friendly towards yourself . 28. Fast-talk Can re-roll any diplomacy roll. 29. Silent Killer You may make a stealth roll with a -2 penalty when killing an opponent to avoid a noisy death . 30. Lightning fast - +1 Quickness when determining who goes first in combat. 31. Super lucky Reroll any luck rolls . 32. Trick shot Avoid 1 pt of enemy cover , when shooting . Extra Hero Features-

The Martial Arts Tree-

1.Professional Martial arts- +1AP with Hand to hand attacks *Rhino Strike- With successful hit in hand to hand melee you may choose to push your opponent backwards a number of squares equal to your AP , if they move into an object they and the object both take an AP0 melee hit. Using Rhino Strike costs 1 extra action point for the attack. *Flight of Suan- May be used once per turn when making any hand to hand attack , allowing you to move up to half your move before the attack is made.

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* Position of the Iron Monk- May be used once per combat , so long as you stay in the square you are in when you activate this skill you gain +2 Melee Armour . If you move , the effect ends. Costs 1 action point to activate. *Grace of Glorious Illusion May be used once per combat in any turn that you move at least 10 squares , you gain +2 Armour v.s. guns . If you move less than 10 squares in any following turn the effect ends . * Horrifying Blitz Your Hand to Hand attacks work as a semi automatic weapon . You can now make one extra attack for 1 action point every time you make a standard attack. *Killer Hard Head- Ignore the first point of health loss you suffer in melee combat 1/day. *Trip attack- 1/round nominate one of your Hand to Hand attacks . This attack works as normal except if you beat the defender by 3 points or more they have been dropped to the ground and will lose 2 action points in their next turn. *Charge 1/combat you can make a special charge hand to hand attack. You must move at least 10 squares and make a standard attack against your target. A successful hit means they are send to the ground by the force and will lose 2 action points next turn. *Bear Hug 1/round against one opponent you may make a special attack . Make a standard attack( tell your opponent before rolling so it is clear this is a Bear Hug) , if you beat your opponent by at least 3 then they have been grabbed and take your normal damage . For the rest of this round you may use your remaining action points to make additional squeeze attacks at a cost of 1 action point per attack , these additional attacks only have an AP of 0 , however if the opponent beats you on the opposed roll you only have to let go of him/her and take no damage. At the end of your turn you let go automatically. *Renowned Fighter( Ask the game master before taking)- +1/-1 to ally/enemy leadership within your command radius , so long as you can be seen and heard . *Awake the volcano If you have not moved , you may use all your action points to make 1 attack against everyone in melee combat range. To take this feature you must already have the Trained status in Hand to Hand Dual weapon.

The Melee Weapon Trees-

1.Professional soldier- Re-roll athletics to avoid explosions. A1*Staff of the Sun Tiger- In your hands a standard staff , poll , spear , or rifle butt/bayonet has an AP of 2. A2* Sandstorm Strike (with the sand of the sun tiger weapon selection) If you have not moved , you may use all your action points to make 1 attack against everyone in melee combat range. To take this feature you must already have the Trained status in Melee Dual weapon. B1*Suan Blades man-(When you are holding your Katana) You now fret the squares adjacent to you. Opponents that want to move out of that area must make a successful Quickness check to do so. If they fail , they still lose the action points for moving. B2*Suan Blades Elite- Your Katana AP increases by 1 . B3/1*Suan Blades Master-If using your Katana two handed , you may make an extra attack for 1 action point any time you kill an opponent. B3/2*Suan Dual Blades- Any Hero Features that effect your Katana now also effects Wakizashi carried in the other hand. B4*Suan Blades Grandmaster- Katana and Wakizashi AP increase by 1 . Also in any round that you draw your Katana or Wakizashi you gain +1 action points.

2.Quick-draw You may draw one weapon per round for 0 action points. * Ijitsu Strike- ( you need at least one of the Suan Blade features to take this) Any time you use your Quick-draw , you may make one attack at 0 action points if you are drawing your Katana. May be used 1/combat.

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*Dual Quick-draw You may draw two weapons per round for 0 action points. The Gun Weapon Trees-

1. Professional sniper- Add 50% onto any bonus to rang increment granted by a scope you are using on a rifle of any type. If no scope is used add +5. A1* Invisible hunter- +1 stealth when sniping(single shot fired from cover) from at least 100M range. A2* Silent hunter - +1 stealth when sniping (single shot fired from cover) from at least 200M range.(stacks with above). A3*Master of the long-shot - Add 100% onto any bonus to rang increment granted by a scope you are using on a rifle of any type. If no scope is used add +10. A4*The Eagle- +1 to guns skill for every 1000M rang inc when sniping (single shot fired from cover). 2. Trick shot Avoid 1 pt of enemy cover , when shooting . A1* Sixth sense 1/combat avoid all of enemy cover for 1/round. A2* Lucky shot- 1/combat for one attack . If you miss you may re-roll using your luck skill. 3. Schooled(in dual weapon guns skill) -Gain trained status in chosen untrained skill ( this can be taken once for each skill). *Fast draw (can be taken only if you already have quick draw)- 1/combat when quick draw is used , that weapon gains +1 guns skill for the rest of the round. *Cross-eyed aim For your first shot of the round you may fire both guns at the same target(costing 3 action points - 2 for first shot 1 for off-hand shot ) , if one hits work out damage normally , if both hit work out the damage as if the target was only hit once (With players choice of gun) but at +2AP. 4. Professional soldier- Re-roll athletics to avoid explosions. * Extreme dive Add +2 to distance moved when avoiding a blast. A1* Tough soldier ( costs 1 feature and 1 skill point ) +1 Health A2* Quick soldier ( costs 1 feature and 1 skill point ) +1 Action points. Non-combat Trees-

1. Schooled -Gain trained status in chosen untrained skill ( this can be taken once for each skill).(Non combat only) A1*Highly Schooled Gain +1 to all rolls in chosen craft, profession, or science that you are schooled in . A2*Mastered - Gain +1 to all rolls in chosen craft, profession, or science that you are highly schooled in.(stacks with above). 2. Horse/Bike trained- -1 to action point cost to ride a mount/bike. *Lucky horse- Make a luck roll to ignore damage to mount/bike. *Tricky dismount-Jump from a moving mount/bike and take no damage. *Warhorse trainer- Train a horse for 1 month and give it +1 melee skill. *Horse breeder- Train a horse for 1 month and give it +1 Armour. *Race trainer - Train a horse for 1 month and give it +1 Speed. *Trick trainer- Train a horse for 1 month and give it +1 Actions.

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*Saddle Born- Use both hands while riding. 3. Quick Psychologist If you pass a psychology roll, you gain a +1 to the diplomacy skill when dealing with 1 nominated person that you are close to (within 4 squares). *Mind trick- Make a psychology check6+ to change someones mind on what they just saw, heard, or smelled. *Change thought pattern- Make a psychology check6+ , and a Diplomacy check4+ to change someones mind on a particular mater. This is to do with thought or what they are telling you.

Skill UsePhysical-

Hand to Hand- Combat rolls(opposed). Melee weapon- Combat rolls(opposed). Thrown weapon- Combat rolls(opposed). Bow weapon- Combat rolls(opposed). Gun weapon- Combat rolls(opposed). Tech weapon- Combat rolls(opposed). Quickness-Skill rolls for mental speed. *Each +1 adds 1 to action points. *Highest quickness acts first in combat. Athletics-Skill rolls for all physical tests(running , jumping , swimming , climbing , etc) Easy 2+ , Normal 4+ , Hard 6+ , Very Hard 8+ , Extreme 10+ . *Each +1 adds 1 to speed. Driving-Skill rolls to determine ability to drive bikes , cars , trucks , tanks etc..( Profession Pilot/captain are used for planes and boats ) Easy 3+ , Normal 5+ , Hard 7+ , Very Hard 9+ , Extreme 11+ . *Used to avoid crash situations when able to concentrate. *It requires 4 action points to drive. Riding-Skill rolls to determine ability to ride horses , lizards , and other domesticated animals trained for riding .Each + in skill reduces action points required to ride. Easy 3+ , Normal 5+ , Hard 7+ , Very Hard 9+ , Extreme 11+ . Stealth-Skill rolls to determine ability to hide or move unseen . Easy 2+ , Normal 4+ , Hard 6+.( Dark , Daylight , Light ). * Penalties 2x any armour move mod , noisy floor/undergrowth -2. * Positives - +1 per 10meters from nearest spotter/camera , camouflage bonuses , +1 for each point of possible cover. Perception- Used to find hidden objects or see people that are successfully using the stealth skill. (Easy- Sawn-off shotgun ,NormalHandgun ,Hard- Small blade ) , (Hard- Dark , Normal-Daylight ,East- Light ). Easy 2+ , Normal 4+ , Hard 6+.

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Social-

Acting-Skill rolls used to determine your ability to act as someone else. *-2 when pretending to be the opposite sex . -1 when voicing a character with a different accent . -2 if you have not met them in person. 2 if they are well known to person you are trying to fool. Disguise- Skill rolls used to determine your ability to look like someone else. * -2 if you have not met them in person . -2 if you need to change skin colour . -2 if they are well known to person you are trying to fool. Diplomacy- Skill rolls used to determine your ability to interact on a social level and to negotiate with NPCs. Command- Skill rolls used to determine your area of command and ability to assist others with battle commands (see main rules pg.29-30 ). Psychology- Skill rolls used to determine your ability to know a persons mental state. Also used for any attempt to psych out or intimidate on a mental level (also on a physical level , just add or subtract your physical stat mod if any , and remove your Social bonus / minus ). Leadership- Skill rolls used to determine your courage and the amount of it that rubs off on those you command. ( see page 29-30 main rules ). Luck- Skill rolls used to determine how luck a player is and their ability to avoid bad luck. Knowledge-

Science-Skill roll to determine knowledge of a particular science, has untrained mod of -4 until you take the schooled feature in that science. Examples are Chemistry , Biology etc etc . Profession-Skill rolls to determine your understanding of a profession and your training in it , has an untrained mod of -3 until you take the schooled feature in that profession . Examples are Demolitions Expert , Animal Trainer , Computer Skills , Gambler etc etc Craft- Skill rolls to determine your understanding of a craft and your training in it , has an untrained mod of -2 until you take the schooled feature in that craft. Examples are craft weapons , explosives and ammo , armour , electronics and gadgets , vehicles , and advanced tech gear ( this cannot be taken , and must be learnt ). Survival- Skill rolls to determine your understanding of nature and your ability to survive in it , can be used to determine animal types , natural poisons , direction , weather , season etc etc. *Animal knowledge- 4+ ( 2+ if domestic , 6+ if exotic ). *Natural Poisons Creation- 6+ *Spot Natural Poison- 4+ *Natural Poison Cure- 6+ *Healing Herbs Spotting - 4+ *Healing Herbs use 5+ *Know Direction 4+ *Determine Season 2+ *Determine upcoming weather- 1hour 2+ , 1 Day 4+ , 2-3 Days 6+ , 4-5 Days 8+ *Find Cover from Sun- Wilderness 2+ , Tundra 5+ , Desert Sands 8+ *Find Fresh Water - Wilderness 2+ , Tundra 5+ , Desert Sands 8+

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*Skin Animal- 4+ *Craft Natural Trap- 2+ to 8+ dependent on size and quality . *Create Fire- With dry wood 4+ , With wet wood 8+(+4 with lighter or matches ).

Magic of the AncientsAll magics are of an ancient nature, as such one cannot simply choose to learn then, so you must find someone who can teach you or an ancient txt to learn from perhaps. To learn the basics of your chosen branch of power you must also purchase the schooled feature in that type of magic (i.e. Schooled-Elemental Magic ). Once you are trained you may practice freely and purchase other features called Spell Features as below. Casting a spell costs 2 action points unless otherwise noted in its description, before casting any spells in a combat a mage must take a casting stance (this costs 2 action points 1/combat). Some spells have a cost that is resembled by a chance of losing health. You can learn a spell so long as you know a spell of a lower number in that type of magic.

Elemental- The elements and the earth are at your disposal. Choose either +1 Armour, +1Speed(per skill point in elemental) , or Natures will(+4 to survival rolls) Necromancy- Your mighty will is so strong that even the dead bend to it. Act until dead(you never fall unconscious Spiritual- The mystical and unseen art of the spirit, know all , see all. +1 to all magic skills Life- Your mere presence can stop a man from dying. +1 Health , and a natural healing rate that heals 1 per day even from negatives.

Spell Features-

Elemental-

Fire1. Small Flame Strike- AP2 Hit within 10 Meters. 2. Large Flame Strike-AP3 Hit within 40 Meters. 3. Flame Burst- Strikes All within 2 Meters with a 4AP Blast Cost:8+ 4. Multi Flame Strike- 2 or 4 x AP3 Hit in 40 Meters Cost: 8+ or 7+ 5. Fireball- Range 50 Meters , AP6 Blast . Cost:7+ 6. Inferno- As Flame Burst but remains in play for 1 round +1 round for each point of skill in elemental magic. Cost 6+ Wind & Lightning1. Shocking-AP3 Strike in melee 2. Jump- Jump 10 Meters. 3. Blur of speed- Gain +2 Speed , +1 Action point , and +1 Armour v.s. guns for rest of round. Cost:8+ 4. Charged ground- Strikes All within 3 Meters with a 5AP Blast Cost:7+ 5. Chain Lightning- AP5 Hit within 40 Meters. If you hit you may roll against another target , max 5 targets. Cost:7+

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6. Fly- Fly up 2 x your Move Speed for 1 hour , Cost:6+

Earth1. Armour of Stone- +1 Armour for combat. 2. Fists of Stone- +2AP for fist attacks for combat. 3. Tremor- Athletics checks for all within 10 meters or fall and lose 2 action points next round. Cost:8+ 4. Wall- Create a 1-10 meter long wall with 2 cover bonus . Cost:8+ 5. Great wall- Create a 1-40 meter long wall with 2 cover bonus at top and full cover at bottom plus up to two sets of stairs. 6. Earthquake-Action Points: 4/round, Range: Up to 100 meters. Athletics checks for all within 50 meters or fall and lose 2 action points next round. Structures may collapse at game masters choice .Cost:5+ per round (this spell may be up kept for as long as the caster desires. Necromancy-

Long Life1. Heal the years( requires a freshly dead corps) Heals 1 Health and 1 year of lost age , Cost:8+ 2. Immortal Body 1 , -1 to enemy AP for combat , Cost:8+ 3. Immortal Body 2 , -2 to enemy AP for combat , Cost:7+ 4. Immortal Body 3 , -3 to enemy AP for combat , Cost:6+ and age 1 year. 5. Ancient anatomy- Dont need to eat , drink , breath , and are immune to natural heat and cold , poison , and disease , Cost:5+ and age 2 years. Lasts for 1day. 6. Last Chance Gain the effects of Immortal Body 3 and Ancient anatomy for 1 day. Cost:4+ and age 5 years ( If you die on a full moon while under the effects of this spell the effects may become permanent , however you loss two Charisma in the process). Bring out your Dead-(requires a corps/corpses) 1. Raise 1 Zombie/Skeletons, Cost: 8+, Age 1 Year 2. Raise 2-4 Zombies/Skeletons, Cost: 7+, Age 2 Year 3. Raise 5-10 Zombies/Skeletons, Cost: 6+, Age 3 Year 4. Call the champion 1 Wight,(Must be dead Hero) Cost: 6+, Age 3 Year 5. Call the champion 2 Wraith, (Must be dead Hero) Cost: 5+, Age 4 Year 6. Call the champion 3 Revenant, (Must be dead Hero) Cost: 3+, Age 5 Year Death and Decay1. Aura of Decay All within 1 Meter of the caster must make a Luck check 4+ or lose 1 Health. Cost: 8+ 2. Putrid weapon One held weapon gains +1AP for 1 day. Cost: 8+ 3. Lasting Aura of Decay (lasts for 1 hour) All within 1 Meter of the caster must make a Luck check 4+ or lose 1 Health. Cost: 7+ 4. Plague 1 Meters around caster, Luck roll 6+, or lose 2 speed and 2 action points until you rest 8 hours. Cost: 6+

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5. The Putrid Dead As Lasting Aura of Decay , but cast on one touched undead minion and is permanent until they are slain. Cost: 5+ , 2 Year 6. Ball of Plague 2 Meter blast up to 30 Meters from caster , Luck roll 6+, or lose 2 speed and 2 action points until you rest 8 hours. Cost: 5+ Spiritual-

Power1. 2. 3. 4. 5. 6. Illusion1. 2. 3. 4. 5. 6. Mysticism1. 2. 3. 4. 5. 6. Life-

Healing1. 2. 3. 4. 5.

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6. Body1. 2. 3. 4. 5. 6. Mind1. 2. 3. 4. 5. 6.

Other rules of noteLife , death , health , and heal ing All Characters have an amount of health equal to 4 (+1 for each point of physical above 3) . If you reach 0 health you are unconscious . You do not die until you are reduced to a negative amount of health equal to your normal starting health ( a character with 5 health dies if he reaches -5 health ). When wounded you will heal 1 health per day with full rest until your health reaches a positive number , at this point you need to find someone with the profession medic skill . Someone with the profession medic skill(trained only) can heal you for 1 health/day on a skill roll of 4+damage taken , you dont need to be resting for this. Leadership and Command You can use the command skill to boost the abilities of a group of friendly NPCs(1-10) within 10 squares per skill point you have in your command skill (or radio contact) , they gain a +1 to one action they make that round .This costs you 2 action points and may only be used 1/round. NPCs must make a leadership test at the end of any turn they lose health in , or any time at game masters discretion . The roll is a 4+. Any Hero within command range can use his Leadership instead . NPCS All NPCs have -2 Health. All NPC,s must make leadership rolls at end of any turn they are hurt in or at game masters choosing , or flee / take cover.

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Other combat actions / rules 1.Readying- use one action point to get an extra action point in the next turn( can only be done once a turn ). 2.Held attack/fire-use two action points and make no other actions this turn. From the end of your turn until the start of your next turn you may interrupt at any time to make one shot/attack. 3. Dual fighting After each standard attack ( costing 2 action points) , you may make an attack with your off-hand weapon at a cost of only 1 action point . Keep in mind if you are not trained at the appropriate dual fighting combat skill then you suffer a -3 on all attacks that round. Dual fighting with semi-auto handguns DOES give you the option of making two extra attacks at one action point each after the main attack. 4.Drawing a weapon- This costs 1 action point and allows you to draw and ready ( i.e. remove safety , unsheathe etc..) up to two weapons ( one in each hand , or one two-handed weapon ). 5.Magic spells- Cost action points equal to the spell cost but can be cast over multiple rounds . 6.Shooting at range All weapons have a max of 10x their range inc . Each range inc beyond the first is a -1 to hit.

*Firing modes for weaponsMelee Cost 2 action points to make each attack ss-single shot Cost 2 action points to fire each shot , cost 1 ammo Sa-semi auto Cost 2 action points to fire the first shot in the round , plus an extra 1 action point for each additional shot , costs 2 ammo. Fa-fully auto Cost 1 action points to fire each shot , cost 4 ammo , shots must be fired at the same square or an adjacent square. Movement1.Move-moving costs 1 action points and you move up to your speed ( speed for swimming , for climbing) , you can do this as many times as you have action points to spare . 2.Take cover- It costs you 1 action point to perform this action and you must be next to a piece of cover . You gain 1 point or more (up to game master) of cover so long as you stay in this square. Each point of cover increases the number that enemies require to hit you . 3.Avoiding Blasts-If caught in a blast radius you may make an athletic skill roll (4+) to move 2 squares back from the blasts centre , thus avoiding some or all damage , this reduces your action points by 1 in your following turn . 4. Standing / crouching / lying down Any of these actions can be performed free as part of any MOVE , TAKE COVER , or AVOID BLAST action .

Basic Enemies-

NameGang member Quickness0 Bows-1 GearLeathers

Health1 H to H-1 Tech. Wep-2 GearBlade

Armour1(leathers) Melee+0 Leadership-2 GearRifle.3

Speed4 Guns-1 Drive+0 GearBike

Actions 4 Thrown-1 Perception+0 GearFood x 5 Days

NameSand Devil Quickness+1 Bows+0 GearShield

Health2 H to H+0 Tech. Wep-2 GearBlade

Armour1/2(melee) Melee+1 Leadership-1 GearSpear x2

Speed5 Guns-1 Stealth+1(Desert) GearBow x10

Actions 4 Thrown+0 Perception-1 GearFood x 1day

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NameOdins raider Quickness+1 Bows+0 GearHalf plate

Health2 H to H+0 Tech. Wep+0 GearSheild

Armour3/5(melee) Melee+1 Leadership+1 GearBlade

Speed5 Guns-3 Ride+1 GearGreat Axe

Actions 4 Thrown+0 Perception+0 GearFood x 7

NameDragon 1 Quickness+3 BowsGearClaw(AP4)

Health15 H to H+4 Tech. WepGearBreath(AP3)

Armour10(7*) Melee+3 Leadership+3 Gear-

Speed6/12(fly) GunsBreath fire+2 Gear-

Actions 10 Thrown+3 Perception+2 Gear-

NameHealthDragon 2 30 QuicknessH to H+4 +6 BowsTech. WepGearGearClaw(AP8) Breath(AP6) *A dragons armour has a lower value against guns. NameMutant Quickness+0 Bows-1 GearClaw(AP1) Health2 H to H+1 Tech. Wep-2 Gear-

Armour20(14*) Melee+5 Leadership+4 Gear-

Speed6/14(fly) GunsBreath fire+4 Gear-

Actions 12 Thrown+5 Perception+3 Gear-

Armour2 Melee+0 Leadership+1 Gear-

Speed6 Guns-2

Gear-

Actions 4 Thrown+0 Perception+0 Gear-

NameZombie Quickness-1 Bows-2 GearClaw(AP0)

Health2 H to H+0 Tech. Wep-2 Gear-

Armour2 Melee+0 LeadershipGear-

Speed3 Guns-2

Gear-

Actions 4 Thrown+0 Perception-1 Gear-

NameIcelings Quickness+2 Bows-2 GearIce Blade(AP3)

Health3 H to H+1 Tech. Wep-2 GearClaw(AP1)

Armour3 Melee+1 Leadership+1 Gear-

Speed4 Guns-2

Gear-

Actions 6 Thrown+1 Perception+1 Gear-

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NameDog/wolf Quickness+0 BowsGearClaw(AP0)

Health1 H to H+0 Tech. WepGear-

Armour0 MeleeLeadership-1 Gear-

Speed5 GunsStealth+0 Gear-

Actions 4 ThrownPerception+1 Gear-

NameLion/Tiger Quickness+2 BowsGearClaw(AP2)

Health3 H to H+2 Tech. WepGear-

Armour1 MeleeLeadership+1 Gear-

Speed6 GunsStealth+1 Gear-

Actions 6 ThrownPerception+1 Gear-

NameBear Quickness+1 BowsGearClaw(AP3)

Health5 H to H+3 Tech. WepGear-

Armour2 MeleeLeadership+2 Gear-

Speed5 GunsStealth+0 Gear-

Actions 5 ThrownPerception+0 Gear-

NameSoldier 1 Quickness+0 Bows-1 GearBDU

Health1 H to H+0 Tech. Wep-1 GearKnife

Armour3/5(BDU) Melee+0 Leadership+0 GearAssault rifle.4

Speed3 Guns+0 Drive+0 GearSpare ammo

Actions 4 Thrown+0 Perception+0 GearFood x 7 Days

NameSergeant Quickness+1 Bows-1 GearBDU

Health2 H to H+1 Tech. Wep-1 GearBlade

Armour3/5(BDU) Melee+1 Leadership+1 GearHandgun.4 / spare ammo

Speed4 Guns+1 Command+1 GearGrenade x1

Actions 5 Thrown+1 Perception+1 GearFood x 7 Days

NameSoldier 2 Quickness+0 Bows-1 GearBDU

Health1 H to H+1 Tech. Wep-1 GearKnife

Armour3/5(BDU) Melee+0 Leadership+0 GearSniper rifle.4

Speed3 Guns+1 Drive+0 GearScope 2

Actions 4 Thrown+0 Perception+1 GearFood x 7 Days

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