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BOMBSHELL MINIATURES presents

COUNTERBLAST
FOR SAVAGE WORLDS
TM

by VICKY MORGAN-KEITH
Game Design by BRETT AMUNDSON • RON COVER • AARON HENDERSON
PATRICK KEITH • FRANK MORAN • VICKY MORGAN-KEITH

Setting Written by VICKY MORGAN-KEITH • PATRICK KEITH Editor in Chief VICKY MORGAN-KEITH

Book Design & Layout by PATRICK KEITH • VICKY MORGAN-KEITH

Art Direction by PATRICK KEITH Cover Art HEATH FOLEY

Illustration & Concept Art GIORGIO BARONI • IZZY COLLIER • HEATH FOLEY • PATRICK KEITH • JEAN LEE • JEFF PAULSRUD
KERI RUEDIGER • DEREK RODENBECK • GABRIEL ROMERO • GEOFF SHUPE• JOHAN TORNLUND • DÁVID LÁSZLÓ TÓTH

Miniature Painting by BRETT AMUNDSON • ELIZABETH BECKLEY-BRADFORD • MARTIN JONES • PATRICK KEITH
VICKY MORGAN-KEITH • MARY PROFITT • JESSICA RICH

Sculpting by PATRICK KEITH • CHAD HOVERTER • KEVIN WILLIAMS

Playtesting by CHARLES ALEXANDER • DAVE COULSON • JACOB DOTTER • BRANDON GOBEN • TOM HASWELL • TIMOTHY
HIXON • BRIAN KITO • JEFF LABELLE • TERRENCE MILTNER • LEE OLSEN • TRAVIS POWELL
BRIAN ROBINETTE • DONAVAN VICHA

Special Thanks Ron Hawkins Garry Morris


Tom Anders Jason Hickey Jeff Neckermann
Ghent Bot Martin Jones Tim Neckermann
Paul Coxe Brian Kito Sterling T. Northum
Chris Frazee Paul La Duca Troy Perez
Melissa Grady Jim Ludwig Kevin Williams
Jean-Sébastien Grosse Andrew McColl And all of our Kickstarter Backers!
Tom Haswell Kat Martin

Bombshell Miniatures
Greenville TX 75402
www.bombshellminis.com
support@bombshellminis.com

This book is printed under the Copyright laws of the United States of America. Contents copyright © 2023 Bombshell
Miniatures. This book is a work of fiction; any resemblance to events, places, organizations, or persons - living or dead - is
purely coincidental. Bombshell Miniatures holds the exclusive rights to this work. Unauthorized duplication is prohibited.

COUNTERBLAST is a trademark of Bombshell Miniatures 2023. The Bombshell Miniatures logo, the COUNTERBLAST
logo and all related places, character names, and things are trademarks and copyright © 2023 Bombshell Miniatures.

First Edition Published in the United States

2
Fiction Companion to play. Due to the pulp-style
action prevalent in the Counterblast setting,
INTRODUCTION we strongly encourage the use of the Creative
Combat rules detailed in Savage Worlds.
The following Setting Rules from the Savage
Inspired by Saturday morning serials or sci- Worlds Core Rulebook are also encouraged for
fi and monster films of the 50s? Like to share Counterblast: Fanatics, Fast Healing, Heroes
peril with trusty comrades and triumph over Never Die, More Skill Points, and Multiple
evil? Enjoy fast paced action with a smattering Languages.
of cinematic thrills? Yeah? You’ve got moxie!
Check out Counterblast! Cliffhanger
Earth of the 1950s looks to the cosmos. The In addition to the rules for Heroes Never Die
arrival of extraterrestrials encourages humans in Savage Worlds, the Cliffhanger rule allows
to turn away from the conflict of World War II and characters the opportunity to escape seemingly
embrace a much larger future. Now the newest certain death and even earn Bennies in the
member of the Galactic Council of Worlds, Earth process! Any hero who appears to meet their
and her newfound allies—the Alanti, Illyrians, end during a session and returns the following
and Shrinaar—brave constant threat from game with a creative reason for escaping the
numerous opponents. The brutal Neiran Empire fatal situation, earns one extra Benny at the
engages in political treachery with one hand and beginning of the game. For situations where the
border conflicts with the other. The mechanical entire party are eliminated, such as a building
AI created on Gallinia Prime seeks to destroy collapse, a truck going over a cliff, or a rocket
all that lives and is not Mekkus. And as if the ship crash, allow the players to use an Interlude
galaxy didn’t have enough problems, an alien to create a convincing narrative of how the party
interstellar species, known as the Edofleini, incredibly survives, and award each character
plans invasion, looking for a nice new home to two Bennies.
grow their spawning pools. So just know going
in, the galaxy—and your hero—certainly have
their hands full.
NEW EDGE
One last thing. The enemies of the Galactic
Council of Worlds aren’t the only dangers your Moxie
character may encounter. With an entire galaxy Requirements: Wild Card, Novice, Spirit d6+
to explore and discover, numerous perils lurk in Through pep, courage, and innate know-how,
the vast unknown among the stars. But, so too, this Hero proves resourceful in a multitude of
does great fortune. situations. The character gains a +2 bonus to
So don a bubble helmet, check the setting on Soak rolls and makes Unskilled Attempts without
that trusty ray gun, and blast off for the Outer the -2 penalty. If a Soak roll is successful with a
Reaches in an ultonium-powered rocket ship. raise, the character gains a Benny in addition to
Battle interstellar invaders as a soldier of the any normal benefits.
valiant Galactic Defense Force. Explore the
hidden secrets of a lost alien civilization on far SKILLS
flung planets, recover salvage and hunt criminals Counterblast uses all Savage World skills
for bounty as a Galactic Recovery Agent, or just except the Arcane Background skills Faith,
try to keep flying by getting a valuable cargo Focus, Occult, Psionics, Spellcasting, and Weird
to the infamous Stellar Exchange. All this and Science. The only Arcane Background Edge
much more awaits players in the Counterblast available in Counterblast is Arcane Background
setting for Savage Worlds, where play is fast, (The Deep). The associated skill for it is Deep
furious, and fun! Connection (Spirit).
Counterblast requires the Savage Worlds
Core Rules and the Savage Worlds Science

3
additional target within 5”, rather than just 3”.
Knockback: On a successful hit the target
GEAR moves backwards 1d6”. This occurs whether
the attack is Soaked or not. If the victim strikes
an object, he takes 1d6 damage for every 2”
GEAR & WEAPON FEATURES of Knockback generated. Inanimate objects
Arc: On each raise, this weapon can strike an along the path, such as walls or trees are
additional target within 3” with no penalty. automatically hit, but characters get an Agility
These additional hits do not count as a multi- roll at –2 to avoid flying heroes unless they
action. are caught unaware. Those who don’t get out
Blinding: Success causes the Half-Blind of the way suffer a d6 damage for every 2” of
condition, a raise causes the Blind condition. Knockback as well.
Burn: When a target is hit by a burning Knockdown: Target becomes prone.
substance, such as acid or eye slug spit, roll Laser: Work as Lasers in the Savage Worlds
a d6. On a 2-6, enough of the substance has Core Rulebook.
hit the target to cause the following damage: Parry: +1 Parry
2-1d6; 3 or 4-2d6; 5 or 6-3d6. The burning Pinning: Target is Entangled on a successful
substance continues to cause damage at hit, Bound on a raise.
the beginning of the victim’s turn. Roll a d6 Pulse: Robots or High-Tech targets are Stunned
immediately after it does so. On a 6, it grows on a raise in addition to wound instead of
in intensity to a maximum of 3d6. On a 1, the being Shaken and wounded.
damage drops a level or burns out if reduced Razor Sharp: On a success and each raise,
below 1d6 damage. Actions may be taken to grants a +2 damage bonus.
remove the burning substance or neutralize its Sonic: This weapon ignores cover provided by
effect. Examples are removing contaminated water. The weapon also grants Knockback
armor or clothing, washing or brushing away on a success in addition to damage, and
the substance, using a neutralizing agent, Knockdown on a raise. Sonic weapons do not
etc. A character may also make a Healing roll function in vacuum.
to halt the effects of a burning substance on Twinned: A Hero wielding weapons of this type
himself or others. ignores the Off-hand penalty and gains a
Great Arc: As Arc, but the weapon can strike an Parry bonus.

PERSONAL WEAPONS
MIN WGT
TYPE DMG NOTES
STR Lbs
Arc Rod Str+d6 d6 5 Reach 1, Great Arc, requires DC*
Lazblade Str+d8 d4 3 AP2, Parry
Lazdagger Str+d6 d4 1 AP2
Zap Baton Str+d4 d4 1 Stun, Non-Lethal
*Deep Connection

4
RANGED WEAPONS
MIN
TYPE RANGE DMG AP RoF WGT NOTES
STR
Hvy Arc Blaster 30/60/120 3d6+2 2 1 d8 6 Arc, requires DC*
Lt. Arc Cannon 40/80/160 4d6 4 1 -- 300 Great Arc, requires DC*, HW
Particle Blaster 15/30/60 2d6 -- 1 d4 2 Laser
Blaster Rifle 30/60/120 3d6 -- 3 d6 4 Laser
Pulsar Rifle 30/60/120 3d6 2 3 d6 4 Pulse
Sonic Heavy
20/40/80 3d6 -- 3 d6 4 Sonic
Blaster
*Deep Connection
ROCKETS
TYPE RANGE DMG AP BLAST WGT NOTES

Arc 25/50/100 3d8 4 MBT 100 Arc, requires DC*, HW


Sticky Goo 20/40/80 -- -- MBT 40 Pinning
*Deep Connection
ARMOR
MIN
INNER SUITS ARMOR WGT NOTES
STR
Xenon Mesh +4 d4 4 --
Resistance to heat/cold/radiation damage,
Xenoturf Gear +2 d4 4
+4 bonus to resist and -4 to damage.

MIN
OUTER SUITS ARMOR WGT NOTES
STR
Edo Mantle +6 d6 6 Deep Recovery: Allows wearer to recover a
Power Point each round as an Action with a
successful Deep Connection check, 2 with a
raise.

ADDITIONAL GEAR special tools are required. Success means


the item is functional in half the time required.
Edo Orb: Gain a free Dispel attempt once per A raise on a Repair roll with a Toolkit reduces
session. the time required even further (GM’s call).
First Aid Kit: Grants a +2 bonus to Soak roll to
avoid Wounds. One use per kit.
Rebreather: As Rebreather, SW Sci Fi
Companion.
Techpad: A personal computer device capable
of performing a variety of functions, from
downloading data to analyzing various
diagnostics, hacking encrypted systems, or
performing financial transactions. Grants a
+1 bonus to Common Knowledge, Research,
and Science rolls. Enables Hacking checks,
but grants no bonus.
Toolkit: Negates the penalty to Repair rolls for
fixing machines, vehicles, or robots unless

5
foot, scans of the facility reveal nothing out of
IS ANYBODY HOME? the ordinary—except the absence of any staff.

The following adventure may be used as NOBODY HOME


an introduction to the Counterblast setting.
Pertinent gear, creatures, and vehicles unique Lights struggle to push back stark shadows
to the setting are included. In addition, a handful around the buildings’ exterior beneath the
of pre-generated characters of species common dark, cloudy overcast. No signs of struggle can
to Counterblast are listed below. be seen. The utilitarian structures containing
staff offices, quarters, kitchen, and lounge
are intact, the windows unbroken. While most
Crew Mission doors seem secure, a few, including the main
Your group is dispatched by the Galactic entrance are ajar, creaking softly in the faint
Recovery Agency to the remote mining breeze. A successful Notice or Tracking roll
facility Outpost Alpha 2, located on the planet outside the complex reveals multiple tracks
Lanos in the Anophi system of the Outer of various footgear leaving the complex and
Reaches. The Galactic Defense Force (GDF) heading toward a heavily wooded area nearby.
is spread thin in this area, so they are offering A raise includes notice of strange S-shaped
compensation for civilian assistance. The last tracks alongside those of the staff’s footgear.
received communication from the miners was A search of the main building reveals standard
inconspicuous; nothing unusual was reported. equipment and supplies. However, one office
No distress signal was received from the houses a secured weapons locker containing
facility, but subsequent communications have three pistols, a rifle, and some grenades (see
gone unanswered. The GDF can provide no below). A successful Hacking or Thievery roll
further information. Upon arrival, a flyover of the opens the locker. An Electronics roll with a -2
grounds prior to landing reveal some lights are penalty may also be attempted.
on. There is no obvious damage to the structures
of the outpost. After landing and approaching on

RANGED WEAPONS
MIN
TYPE RANGE DMG AP RoF WGT NOTES
STR
Sonic Pistol (3) 15/30/60 2d6 -- 1 d4 2 Sonic
Pulsar Rifle 30/60/120 3d6 2 3 d6 4 Pulse

6
GRENADES
MIN
TYPE RANGE DMG AP RoF WGT NOTES
STR
Flash (1) 5/10/20 -- -- -- MBT 1 Blinding
Inferno (3) 5/10/20 3d6 -- -- MBT 1 Burn

2ND HELPINGS powers. Some of the more common of these


are listed below. Edofleini modify a power by
While the heroes are investigating the outpost, drawing from their Deep Pool for Power Points
they hear a loud, unusual thrumming call and to achieve the desired enhancement.
the whine and clunk of powerful servos. A
contingent of Edo accompanied by an Edo CONFUSE
Scutter is returning to gather ultonium from the As CONFUSION Power, SWADE
mine after collecting the outpost staff and comes
across the team!
MIND BLAST
Rank: Seasoned
• Edo ground troops (Primeling leading four to
Power Points: 3
six underlings) backed by the Scutter.
Range: Smarts
• Edo may communicate with the party if one or
Duration: Instant
more have a Deep Connection and are “not
Mind Blast overwhelms an individual target’s
null”. Otherwise they see the party as merely
mind with searing pain, causing damage.
obstacles or food.
While there are no Range, Cover, or Illumination
• The Edo Primeling may still control outpost
penalties, it is interesting to note that this power
staff with its Puppet power the party can
is unable to penetrate lead. Mind Blast causes
attempt to rescue.
2d6 damage, 3d6 with a raise.
MODIFIERS
This adventure can prove to be a difficult
DAMAGE (+2): The blast causes 3d6 damage,
encounter as the Scutter resists damage not
4d6 with a raise.
caused by a heavy weapon. However, if the
FATIGUE (+2): The target suffers Fatigue if
characters are resourceful, they can locate such
affected by the power, but not Incapacitation.
weapons to aid them in the conflict. (Repair the
LINGERING DAMAGE (+2): Target takes 2d4
Light Particle Cannon and use grenades.
damage on its next turn, 3d4 with a raise.

EDO GROUND FORCE: PUPPETEER


As PUPPET Power, SWADE
Innate Edofelini Powers
All Edofleini manipulate The Deep in some
STUN
way and possess at least one or more innate
As STUN Power, SWADE

7
EDO ARC WEAPONS
The Edofleini designed Arc weaponry to harness the energies of The Deep through their innate
psionic connections. Edofleini are so inured to the use of these weapons, they can activate them
effortlessly. While Edofleini do not need to make a Deep Connection roll to activate an Arc weapon,
such as a rifle or pistol, a Fighting or Shooting roll (as applicable) is still required to hit the target.

EDO PRIMELING (Edofleini)


Edo Leaders or Primelings are the most commonly seen commanders of Edo forces. Bioengineered
from a mere spawnling, an Edo Leader is the culmination of several metamorphoses which occur
during the course of an Edofleini’s strange life.

Attributes: Agility: d8, Smarts: d10, Spirit: d10, Strength: d8, Vigor: d8
Skills: Athletics: d8, Deep Connection: d10, Fighting: d8, Notice: d10, Shooting: d8, Stealth: d8
Pace: 6; Parry: 6; Toughness: 13 (7)
Edges: Arcane Background: The Deep, Command, Fervor, Mentalist, Rapid Recharge
Gear: Arc rod (Str+d6, Great Arc, Reach+1), Edo mantle (+6), Edo orb

Special Abilities:
• Armor +1: Tough hide.
• Cannot Speak: Edofleini use telepathy to
communicate.
• Chameleon: Enemy attacks suffer a -2
penalty.
• Confuse
• Deep Pool: Primelings have 25 Power
Points.
• Hive Mind: What one Edo knows, its
colony knows.
• Infravision: Halve penalties
for Illumination when attacking
warm targets.
• Low Light Vision
• Mind Blast
• Poison (-2): Either Paralyzing or Lethal
(GM’s call).
• Puppeteer
• Reach +1
• Size 0 (Normal): Edo Leaders stand
around 6-7’ tall.
• Stun
• Tentacles (2): Str. A successful attack with
a raise Poisons the target.
• Very Resilient

8
EDO UNDERLING (Edofleini)
The second stage of true Edofleini evolution, an underling appears as a smaller version of an Edo
Primeling Leader.

Attributes: Agility: d6, Smarts: d8, Spirit: d8, Strength: d6, Vigor: d6
Skills: Athletics: d6, Deep Connection: d8, Fighting: d6, Notice: d8, Shooting: d6, Stealth: d6
Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Arcane Background: The Deep, Mentalist
Gear: Heavy arc blaster (Range 30/60/120, Damage 3d6+2, Arc)
Special Abilities:
• Armor +1: Tough hide.
• Cannot Speak: Edofleini use telepathy to communicate.
• Chameleon: Enemy attacks suffer a -2 penalty.
• Confuse
• Deep Pool: Underlings have 10 Power Points.
• Hive Mind: What one Edo knows, its colony knows.
• Infravision: Halve penalties for Illumination when attacking warm targets.
• Low Light Vision
• Mind Blast
• Stun
• Size 0 (Normal): Edo Underlings stand around 5’ tall.
• Tentacles (2): Str

9
EDO SCUTTER
Light Walker: Size 6, Strength d12+4, Toughness 25 (7), Pace 24 (2d6 Run)
Crew: 1*, Cost: Unknown

Notes:
1 x Armor, 1 x Reinforced Frame, Sensor Suite, Shields, Stealth System, Targeting System.

Crew:
Edo Underling Pilot: As Edo Underling with Piloting d6

Weapons:
• Lt. Arc Cannon
• Rocket Pod (ROF 1): 2 Arc and 4 Sticky Goo
• Mechano Claws: Strength: d12+4, HW, Razor Sharp, Twinned

10
CHARACTERS
Alanti
Alanti are humanoid selachimorpha (sharks). Hailing from their water world of Oshania, they vary
wildly in appearance and have three distinct subspecies: the powerful and muscular pysgrif, the
lithe and graceful pyswan, and the frail, but Deep attuned, pysci. All Alanti are at home in the water
and can deliver a savage bite with their sharp teeth.

Illyrian
Despite their odd appearance, with their squat, pear-shaped bodies and long, single eyestalks,
Illyrians are highly respected members of the Galactic Council of Worlds. Good natured and highly
skilled in whatever professions they choose, Illyrians make valued friends and crew.

Shrinaar
Shrinaar are a race of felinoids ranging between 6’ to 8’ in stature. While females tend to be lithe
and slender, males are typically stronger and some can be quite muscular and powerful. They
possess many feline features, including digitigrade legs, fur, slitted pupils, tapered ears, and a tail.
They manipulate objects easily, their fingers terminating in sharp, retractable claws.

11
SPAR (Alanti Pysgrif)
Spar is relatively new to the Galactic Recovery Agency and came along at the urging of his pal,
Spreeg. He knows his way around weapons and his strength and toughness make him well suited
to protect his team. He voices little objection to Malo as long as he feels the pysci pulls his weight.

Attributes: Agility: d6, Smarts: d4, Spirit: d6,


Strength: d8, Vigor: d8
Skills: Athletics: d6, Common Knowledge: d4,
Fighting: d8, Intimidation: d8, Notice: d4,
Persuasion: d6, Shooting: d8, Stealth: d6
Pace: 6; Parry: 6(7); Toughness: 14 (6)
Gear: Xenon Mesh (+4), Bite (Str+d4), Sonic
heavy blaster (20/40/80, Damage 3d6, ROF
3, Sonic), Lazblade (Str+d8) AP 2 Parry,
Rebreather.
Edges: —
• Special Abilities:
• Aquatic
• Armor +2: Tough skin.
• Bite: Str+d4
• Brawn, Not Brains: -2
Academics checks.
• Cautious (Minor)
• Dependency: Alanti must
immerse themselves in water one hour
out of every 24 or become automatically
Fatigued each day until they are Incapacitated.
The day after Incapacitation from dehydration,
they perish. Each hour spent in water restores
one level of Fatigue. A Rebreather negates
Dependency as long as it is worn and
undamaged.
• Low Light Vision
• Size: +1 (Normal)
• Strong: Pysgrif start with a d6 in Strength
instead of a d4. Their maximum Strength is
d12+1.
• Tough: +1 Toughness.

12
SPREEG (Illyrian Tech)
Spreeg has been employed with the Galactic Recovery Agency longer than any other member of
his team. His tenure, coupled with his skill in managing others, most likely landed him the leader
position for this mission. His skill as a mechanic doesn’t hurt either.

Attributes: Agility: d6, Smarts: d8, Spirit: d6,


Strength: d6, Vigor: d6
Skills: Athletics: d6, Common Knowledge:
d8, Fighting: d6, Notice: d8, Persuasion: d6,
Repair: d8, Shooting: d6, Stealth: d6, Taunt: d6
Pace: 5; Parry: 5; Toughness: 8 (4)
Gear: Lazdagger (Str+d6, AP2), First Aid Kit,
Particle Blaster (Range 15/30/60, Damage
2d6, ROF 1, Laser), Techpad, Toolkit, Xenon
Mesh (+4).
Edges: Scholar (+2 Repair)
Special Abilities:
• Affable: +2 to Persuasion rolls.
• Head of the Class: Maximum
Smarts increased to d12+1
• Mild Mannered: -2 on
Intimidation rolls
• Monocular Vision: -1 penalty on
Trait rolls dependent on vision and
more than 10″ (20 yards) distant.
• Poison Resistant: +4 to resist poison
effects
• Reduced Pace: Running die
d4
• Size: -1 (Normal)

13
PRRET OF THE MYR’YARR (Shrinaar)
Most Shrinaar possess talent for hunting and Prret is no exception. Handy with a rifle, she’s also
good at making herself unseen. Also recruited by Spreeg, Prret recently marked her fourth year as
an agent with the Galactic Recovery Agency. She respects Spreeg’s judgement, but is not afraid to
voice her opinion if it differs from his.
Attributes: Agility: d8, Smarts: d6, Spirit: d6,
Strength: d6, Vigor: d6
Skills: Athletics: d8, Common Knowledge: d6,
Fighting: d6, Intimidation: d6, Notice: d6,
Persuasion: d6, Shooting: d8, Stealth: d8,
Survival: d4
Pace: 8; Parry: 5(6); Toughness: 9 (4)
Gear: Lazblade (Str+d8, AP2, Parry), Blaster
Rifle (Range 30/60/120, Damage 3d6, ROF 3,
Laser, Scope), First Aid Kit, Xenon Mesh (+4).
Edges: —
Special Abilities:
• Agile: Shrinaar start with a d6 in Agility instead
of a d4. Their maximum Agility is d12+1.
• Bite/Claws: Str+d4.
• Child of the Wild: +2 to Notice rolls, Running
die d8.
• Curious (Major)
• Landlubber: -4 penalty to Boating rolls.
• Low Light Vision
• Racial Enemy (Neiran)
• Size: 0 (Normal)
• Tribal Ties: Code of Honor (Major) and
Loyal (Minor) Hindrances.

14
DIANE ARCHER (Human)
Like Spar, Diane is new to the Galactic Recovery Agency. Moreover, she’s new to space and very
excited to be here. Eager to impress, Diane hopes her varied skills prove useful. She finds working
with aliens, particularly Alanti, strange and challenging, but is determined to do her best.
Attributes: Agility: d6, Smarts: d6, Spirit: d6,
Strength: d6, Vigor: d6
Skills: Athletics: d6, Common Knowledge:
d6, Hacking: d6, Fighting: d6, Notice: d6,
Persuasion: d6, Piloting: d6, Shooting: d8,
Stealth: d6
Pace: 6; Parry: 5; Toughness: 9 (4)
Gear: Zap-Baton (Str+d4, Stun, Non-Lethal),
Pulsar Rifle (Range 30/60/120, Damage 3d6,
AP2, ROF 3, Pulse), First Aid Kit, Techpad,
Xenon Mesh (+4).
Edges: Moxie
Special Abilities:
• Size: 0 (Normal)

15
MALO (Alanti Pysci)
Reclusive and quiet, Malo keeps his own company for the most part, although he chats with Prret
and Spreeg on occasion. He tries not to be too obvious in his avoidance of Spar, who he finds
boorish. He spends most of his time contemplating The Deep and how best to use it to serve his
team’s mission.

Attributes: Agility: d6, Smarts: d8, Spirit: d8, Strength: d6-2, Vigor: d6
Skills: Athletics: d6, Common Knowledge: d6, Deep Connection: d8, Electronics: d8, Navigation:
d8, Notice: d8, Persuasion: d6, Stealth: d6
Pace: 6; Parry: 2; Toughness: 10 (6)
Gear: First Aid Kit, Rebreather, Techpad, Xenon Mesh (+4).
Edges: Deep Connection
Special Abilities:
• Aquatic
• Armor +2: Tough skin
• Bite: Str+d4
• Cautious (Minor)
• Frail: -1 Toughness
• Dependency: Alanti must immerse themselves in water one hour out of every 24 or become
automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from
dehydration, they perish. Each hour spent in water restores one level of Fatigue. A Rebreather
negates Dependency as long as it is worn and undamaged.
• Low Light Vision
• Outsider: -2 Persuasion rolls with non-Pysci.
• Size: 0 (Normal)
• Spells: Malo has 10 Power Points and may select three of the
following spells: Arcane Protection, Bolt, Boost/Lower Trait,
Deep Sight, Deflection, Elemental Manipulation, Entangle,
Environmental Protection, Healing, Light/Darkness,
Protection, Relief, Sound/ Silence, Speak
Language, Stun, Wall Walker.

DEEP SIGHT
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 10 minutes
Trappings: Glowing eyes.
This ability grants the caster enhanced vision, even if
blind.
With success, the caster can ignore illumination penalties,
even Darkness. On a raise, the caster can see
creatures or objects rendered invisible or concealed
due to biology or technology.
MODIFIERS
• ADDITIONAL RECIPIENTS (+1): The power may
effect an additional target for one Power Point each.

16
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