3. SYNOPSI S
21XX. . .
Robot s wi t h t he abi l i t y t o t hi nk and act f or t hemsel ves
have been cr eat ed. They ar e dubbed “ Repl oi ds” . The age
of hum anki nd and r obot s wor ki ng and l i vi ng t oget her had
begun.
However , as r obot soci et y spr ead and pr osper ed, t her e
was i n i ncr ease i n cr i m nal i nci dent s i nvol vi ng
i
Repl oi ds. To com bat t hi s new wave of cr i m e, a speci al
i nvest i gat i on and secur i t y or gani zat i on consi st i ng
ent i r el y of Repl oi ds was f ounded. They ar e known as t he
M aver i ck Hunt er s.
I n addi t i on, a separ at e or gani zat i on had com i nt o
e
power i n r egar ds t o t he mayhem Pol i t i cal and m l i t ant ,
. i
t he Repl i f or ce made sur e t o pr ot ect t he humans whi l e
m nt ai ni
ai ng peace wi t h t hem .
These ar e t he st or i es of t he br ave Repl oi ds whom had
r i sked t hei r l i ves f or t he sake of t he f ut ur e.
4. TERM NOLOGY
I
REPLOI D: Robot s wi t h t he abi l i t y t o t hi nk and
act f or t hem sel ves, t he f i r st r obot s t o have
f r ee wi l l .
MAVERI CK: Repl oi ds whom have r ebel l ed agai nst
soci et y and bet r ayed t he hum ans. They ar e
uni ver sal l y f ear ed and hat ed.
MAVERI CK HUNTER: Repl oi ds whom have j oi ned t he
cause agai nst t he M aver i cks. They hunt down and
br i ng as many Maver i cks as t hey can t o j ust i ce.
ABEL CI TY: The m n ci t y and l ocat i on of t he
ai
M aver i ck Hunt er ' s HQ. I t was r ecent l y at t acked
by M aver i cks, and near l y hal f of t he m r opol i s
et
i s dest r oyed.
5. TERM NOLOGY:
I
REPLI FORCE: A M l i t ar y and Pol i t i cal
i
Or gani zat i on who' s m n m ssi on i s t o pr ot ect
ai i
t he hum ans and m nt ai n pl anet ar y st abi l i t y
ai
bet ween Repl oi ds and Hum ans.
M ECHANOLOI D: Robot s who f unct i on at a ver y
si m e l evel . These r obot s ar e t he m
pl ost pr one
t o t he Maver i ck Vi r us.
M AVERI CK VI RUS: A br ut al and code scr am i ngbl
vi r us t hat t r ansf or m t he vi ct i m i nt o a
s
r ut hl ess ki l l i ng machi ne. W l e som Repl oi ds
hi e
go M aver i ck on t hei r own, ot her s succum t o t he
b
vi r us. I t i s unknown wher e t hi s Vi r us cam f r om
e
or who cr eat ed i t , but i t i s known t hat i t i s
t he cause of al l t he t r oubl e i n t he
Repl oi d/ Hum an wor l d.
6. RULES
RULE #1: TH D IS IN CH GE.
E M AR
W l e t hi s i s not a di ct at or shi p, onl y a gam
hi e, t he DM i s t he one who has t he ul t i m e say i n t hi ngs. You can
at
di scuss wi t h t he DM but you cannot ar gue wi t h t he DM i f you ar e unhappy wi t h a concr et e deci si on That i s t he way
,
i t goes. I want you t o have f un, but I don' t want t her e t o be m ass chaos.
RULE #2: D N
O OT TALK W EN TH D IS P OGR
H E M R ESSIN TH GAM
G E E.
Al l i n al l , t hi s i s an i ncr edi bl y soci al exper i ence, and we al l want t o have a gr eat t i m e. Of cour se we can al l
t al k and have f un, t hat ' s t he whol e poi nt . However , when t he DM m akes i t cl ear t hat i t ' s t i m t o m
e ove al ong, he
woul d appr eci at e i t if you gave hi m your r espect . Now of cour se, a f ew j okes her e and t her e ar e wel com e, but do
not be obnoxi ous wi t h i t or your char act er wi l l be puni shed.
RULE #3: PAY ATTENTION.
Of cour se, you have seen m l i st en and wor k and st uf f whi l e I wai t ed f or m t ur n, t hat ' s f i ne. As l ong as your ar e
e y
not COM PLETELY l ost , I don' t car e i f you f i ddl e wi t h your i Pod or what not , j ust be sur e t o l i st en and make sur e
you know what i s goi ng on. You can ask f or quest i ons and r ef r eshes on t he st or y, j ust be sur e t o under st and why we
ar e al l her e.
RULE #4: N M
O ETA- GAM G! !
IN
Ser i ousl y by now t hi s shoul d not be an i ssue, but j ust make sur e t o pr et end your char act er doesn' t know what you
know. Ot her wi se boot s wi l l be t hr own t o heads. - _-
RULE #5: N W IN G.
O H IN
For cr yi ng out l oud guys we ar e i n col l ege or have j obs, or bot h. Ther e r eal l y i s no r eason t o whi ne i f som hi ng
et
happens t hat you don' t l i ke, and f r ankl y I wi l l t ake l ess pi t y on you over al l . St ay hum e and t ake i t l i ke an
bl
adul t i f som hi ng unl ucky happens or i f anot her char act er beat s you on a ski l l check. I t ' s annoyi ng and chi l di sh
et
t o whi ne.
7. RULES
RULE #6: STAY TRUE TO YOUR CH ACTER
AR .
I t ' s under st andabl e t hat som i m
et es we can act a t eeny bi t out of char act er . I t happens.
However , do not m ake i t a habi t . I t ' s annoyi ng and def eat s t he whol e pur pose of maki ng one i n
t he f i r st pl ace. And as t hi s cam pai gn i s heavi l y st or y i nf l uenced and your act i ons m ake a huge
im pact on i t , you m ght want t o r econsi der what you do, and i f i t i s som hi ng
i et t hat your own
char act er woul d do. I can gi ve you hel p wi t h bei ng I n- Char act er .
RULE #7: D N
O OT CHEAT.
Ser i ousl y guys, i f you want t o cheat , you r eal l y have no busi ness pl ayi ng t hi s gam e. Al l di ce
r ol l s must be vi si bl e t o t he DM and i f you ar e r ol l i ng wi t h an el ect r oni c r ol l er , you m
, ust
f i r st pl ace t he devi ce on t he t abl e and t hen r ol l . That ' s m r ul e as a DM
y .
RULE #8: ENJOY!
I put a l ot of wor k i nt o t hi s campai gn, and I r eal l y hope you guys enj oy pl ayi ng i t as much as
I di d maki ng i t .
8. DM POLI CI ES
POLI CY #1: CRITICAL FAILURES. ( BOTCHES)
The way I see cr i t i cal bot ches, i s t hat i f you r ol e a 1 ( excl udi ng any modi f i er ) , i t ' s an i nst ant
f ai l ur e, no m t er what . To m
at e, anyt hi ng above i sn' t consi der ed a bot ch. I don' t want you guys t o
bot ch, and you shoul d not have t o. I f you do bot ch, you wi l l r ol e f or per cent age, t he hi ghest bei ng
t he wor st .
POLI CY #2: CRI TI CAL SUCCESSES.
Now, wher e t her e i s f ai l ur e, t her e i s al ways success. I f you r ol l a 20/ 20, l et ' s j ust say gr eat t hi ngs
wi l l com t o you. Even a si ngl e 20 wi l l do you m
e uch good. St ay l ucky!
POLI CY #3: DUBS. ( DOUBLES)
I wi l l onl y count Dubs i f t hey ar e of si gni f i cant val ue, pr ef er abl y 15 and above. W ever happens
hat
dur i ng a Dub, i s most l y up t o m di scr et i on.
y
POLI CY #4: SKI LL CHECKS.
Som ski l l checks I wi l l not count as a m or act i on, dependi ng on how I see t hem Som i m
e aj . et es I may
f or get and say one t hi ng anot her t i me, and t hen som hi ng com et el y di f f er ent . I t j ust depends. I
et pl
wi l l al so be aski ng you t o do r andom ski l l checks i n game, so be r eady.
10. MAVERI CK HUNTERS
St r ong and uni f i ed, t he M aver i ck Hunt er s ar e a
sm l , but ef f i ci ent gr oup of Repl oi ds who pur sue
al
t he M aver i ck r ebel l i on wi t h a j ust cause, dest r oyi ng
as m any of t hem as possi bl e. They ar e ver y wel com ng i
wi t h t hei r r anks, br i ngi ng i n anyone who has t he
wi l l t o f i ght f or t he sake of st oppi ng t he
M aver i cks. Each m ssi on i s si m l ar t o a bount y, and
i i
t hei r m ber s ar e not bound t o any st r i ct r ul es or
em
codes. They ar e seen m nl y as a gr oup of Fr eedom
ai
Fi ght er s who f i ght t he good f i ght . Thei r l eader i s
known as Si gnas, a new, but f or m dabl e com ander
i m
wi t h a st r ong sense of r i ght eousness and except i onal
l eader shi p ski l l s.
SI GNAS
11. MAVERI CK HUNTERS
A br i l l i ant sci ent i st on X, st andi ng f or
Repl oi ds and m achi nes, Dr . l i m t l ess pot ent i al , i s
i
Cai n handl es al l of t he R&D a uni que r obot f ound
i n t he M aver i ck Hunt er HQ, year s ago, and hi s
r epai r i ng and cr eat i ng desi gn was used t o
what ever he has t o t o cr eat e t he Repl oi ds
suppor t t he cause. t oday. He f i ght s wi t h a
st r ong sense of j ust i ce
“ Repl oi ds, cr eat ed by hum ani t y, and pur i t y.
yet possessi ng abi l i t i es f ar
beyond our own. ”
“ I used t o hesi t at e, I used t o
wor r y, I can no l onger l et
X X t hose bur dens pr event m f r om
e
pr ot ect i ng t he peopl e I car e
DR. CAI N about ! ”
A f or m er Maver i ck whom A hum e and
bl
was f ound by Si gm a, Zer o i nf or m i ve Repl oi d,
at
now f i ght s f or t he Al i a wor ks t i r el essl y
Maver i ck Hunt er s, a t o pr ovi de her
st r ong spi r i t ed l eader M aver i ck Hunt er s wi t h
wi t h a conf i dent qual i t y i nf or m i on
at
at t i t ude. Hi s past and gui dance. She i s
however , r em ns a
ai of t en seen day and
myst er y t o hi m . ni ght i n f r ont of t he
com put er , gui di ng
whom ever she can t o
m ake sur e t hey com e
hom e.
“ W ever t he
hat “ No, I am not goi ng
ci r cum ances, I wi l l not
st t o l et m com ades
y r
ZERO back down. ” down! ”
ALI A
12. REPLI FORCE
Pol i t i cal and l oyal , t he Repl i f or ce st ands as a banner
of hum ani t y among t he new wor l d of Repl oi ds. They
t hem sel ves ar e com posed of Repl oi ds, but t hei r m n ai
pur pose i s t o keep t he hum an' s best i nt er est s st r ong
and l oud i n t hese t r oubl i ng t i m es. The Repl i f or ce
sol di er s oper at e on a ver y st r ong m l i t ar y agenda.
i
Ther e ar e m any r anks t o pr ogr ess bef or e r eachi ng t he
r ank of of f i cer , and ever yone had t o ear n t hei r r ank
wi t h seasoned exper i ence and l eader shi p. They see t he
M aver i ck Hunt er s as an al l y, but not a t r ue
or gani zat i on. Thei r l eader i s si m y known as The
pl
Gener al , a st r ong and dedi cat ed Repl oi d who' s wi l l
m ches hi s st r engt h. Hi s ul t i m e l oyal t y i s t o t he
at at
Repl i f or ce and Hum ans. Power f ul , yet r espect ed.
GENERAL
13. REPLI FORCE
An i ncr edi bl y ski l l ed and honor bound sol di er , t he
Col onel ' s honor and pr i de m ake hi m one of t he m ost
capabl e Repl oi d' s i n t he t he Repl i f or ce. St r ong spi r i t ed,
yet som ewhat col d, he m akes sur e t hat al l m ssi on
i
obj ect i ves ar e execut ed wi t h pr eci se accur acy. He wi l l
not t ol er at e anyone who di sobeys an or der , as t hey ar e a
l i abi l i t y and can com om se ever yt hi ng t he Repl i f or ce
pr i
st ands f or .
“ W ar e t he Repl i f or ce, t he m
e ost power f ul ar m i n
y
hi st or y. ”
I nnocent and pur e, I r i s i s t he l i t t l e si st er of
Col onel , whom ar e al m ost t he pol ar opposi t es of each
ot her . She act s as a navi gat or and m echani c, gui di ng
her t r oops but al so per f or m ng m nt enance. She
i ai t ends
t o be a l i t t l e naï ve, but al ways st r i ves t o get t he
j ob done.
“ Ther e i s no gai n i n sensel ess
f i ght i ng, but I know m br ot her
y
al ways f i ght s f or t he r i ght cause. ”
14. MAVERI CKS
CURRENTLY
UNPLAYABLE
Cor r upt and evi l , The M aver i cks ar e a r ebel l i on t hat
wi shes t o dest r oy al l hum an l i f e t o make a new wor l d
wher e onl y Repl oi ds exi st . Som choose t o go M
e aver i ck
on t hei r own, whi l e ot her s succum t o a f or cef ul vi r us
b
t hat m akes Repl oi d' s go M aver i ck agai nst t hei r wi l l .
They ar e r esponsi bl e f or l aunchi ng nucl ear m ssi l es t o
i
Abel Ci t y, dest r oyi ng hal f of t he gi gant i c ci t y. Thei r
l eader i s Si gm a, a zeal ous and egot i st i cal t yr ant who
wi shes t o di ct at e hi s new wor l d. He used t o be t he
com ander of t he M
m aver i ck Hunt er s, but soon bet r ayed
t hem al l . He i s a want ed cr i m nal and f ear ed by al l .
i
SI GMA
16. HUMANOI D
Hum anoi d Repl oi ds ar e am ong t he m ost com on of
m
Repl oi ds, however t hey r esem e t he hum
bl ans t he
m ost , and have an easi er t i m get t i ng al ong wi t h
e
t hem due t o t hei r si m l ar nat ur es. W l e not
i hi
r et ai ni ng any ext r a f eat ur es l i ke Hybr i d
Repl oi ds, hum anoi ds gener al l y t end t o be t he
Repl oi d' s i n char ge of var i ous or gani zat i ons.
These ar e t he cl osest cr eat i ons t o ar t i f i ci al
hum ans known t o m an.
BONUSES:
1 Ext r a f eat .
+1 Bonus i n Appr ai se and Di pl omacy
17. HYBRI D
W hen t he f i r st Repl oi ds wer e cr eat ed, t hey
wer e bui l t t o r esem e hum
bl ans, however ,
af t er m any advances i n Repl oi d engi neer i ng,
t hey began t o cr eat e ant hr opom phi c
or
cr eat i ons t hat t hey dubbed, “ Hybr i ds. ”
Hybr i ds wer e gener al l y bui l t t o excel i n
one speci f i c ski l l , but t hey have been
known t o l i ve f ul l and nor m al l i ves among
t he hum ans and Hum anoi ds.
BONUSES:
2 +2' s i n ski l l s r el at ed t o whi ch ani mal
your Hybr i d r esem es.
bl
- 1 I n Di pl omacy
18. ELEMENTS
El ement s ar e a di st i ngui shi ng f act or f or a Repl oi d. Som ar e at t uned t o one, whi l e
e
ot her s ar e not . I t ' s j ust how t hey wer e desi gned. M aver i cks who do have an el em ent can
use i t agai nst an el em ent who i s weak agai nst t hei r el em ent , but t hey wi l l have t hei r
own weakness as wel l . Repl oi ds wi t h no el ement s do not have t o wor r y about t hi s.
KEY:
An el em ent t hat i s Super Ef f ect i ve t o anot her el ement ; Add on ext r a di ce t o damage
r ol l .
An el ement t hat i s not ver y ef f ect i ve t o anot her el ement ; Remove a damage di ce.
AVAI LABLE ELEMENTS:
FI RE: WEAK AGAI NST WATER, STRONG AGAI NST I CE
WATER: WEAK AGAI NST LI GHTNI NG, STRONG AGAI NST FI RE
I CE: WEAK AGAI NST FI RE, STRONG AGAI NST AI R
LI GHTNI NG: WEAK AGAI NST ROCK, STRONG AGAI NST WATER
WOOD: WEAK AGAI NST METAL, STRONG AGAI NST ROCK
AI R: WEAK AGAI NST I CE, STRONG AGAI NST METAL
ROCK: WEAK AGAI NST WOOD, STRONG AGAI NST LI GHTNI NG
METAL: WEAK AGAI NST AI R, STRONG AGAI NST WOOD
PLASM ( NO ELEM
A ENT) : WEAK AGAI NST NOTHI NG, STRONG AGAI NST NOTHI NG.
20. GI GA BURSTER
Gi ga Bur st er s ar e mast er s of unar m ed com bat , whi ch ut i l i ze
cl ose r ange and br ut al m t i al t act i cs agai nst t hei r f oes.
ar
They ar e f ast , power f ul , and m ost of al l , r ut hl ess. They
even have t he uni que abi l i t y t o channel al l t he dam age t hey
have r ecei ved i nt o one at t ack, m aki ng t hem a devast at i ng
DPS, whi l e al so havi ng t he abi l i t y t o Tank. I f you ar e
pl ayi ng a Gi ga Bur st er , A Har moni zer i s r ecom ended i n your
m
par t y.
BONUSES:
St ar t s wi t h bot h t he Unar med St r i ke and Dual W el di ng
i
f eat s.
- 2 To Tot al Ar mor Cl ass
+5 To Speed
REQUI REMENTS:
Li ght Ar mor onl y.
Onl y can use f i st s or f i st weapons.
RECCOMENDED ELEMENT( S) :
FI RE, LI GHTNI NG, ROCK
22. GI GA BURSTER
SPECI AL ABI LI TI ES:
GI GA ATTACK: A Gi ga Bur st er can t ake al l of t he damage t hey
had r ecei ved so f ar and unl eash al l of i t i n one col ossal
punch.
PULSE PUNCH: The Gi ga Bur st er t akes a t ur n t o char ge ener gy
i nt o a f i st , af t er war d t hey can send a punch t hat st uns t he
opponent f or 1d4 t ur ns and deal s 1d4 dam age. Can hol d t he
char ge f or 5 t ur ns bef or e i t f ades. W hen i t hi t s l evel 2,
Pul se Punch deal s 1d6 dam age and 1d4 st un, l evel 3 1d6 dam age
and 1d6 st un.
BLI TZ: The Gi ga Bur st er di ves headst r ong t owar ds an enem y,
deal i ng 5 dam age, and r ecei vi ng 5 dam age i n r ecoi l . Ever y t i me
t hi s ski l l l evel s, i t deal s 5 ext r a damage.
ROAR: The Gi ga Bur st er yel l s wi t h best i al vi gor t owar ds i t ' s
opponent s, br i ngi ng t hei r at t ent i on t owar ds i t .
CROSS COUNTER: The Gi ga Bur st er ent er s a r eady st ance, and
i t ' s ar mor cl ass r ever t s t o zer o. The f i r st opponent t hat hi t s
i t wi l l deal f ul l dam age t o t he Gi ga Bur st er . However , t he
Gi ga Bur st er wi l l i n r et ur n deal t he exact am ount of dam age i n
r et ur n i nst ant l y.
23. GI GA BURSTER
SPECI AL ABI LI TI ES:
RECUPERATE: The Gi ga Bur st er l eaves com bat f or a m ent and r est s,
om
heal i ng i t . 1d6 f or t he amount heal ed and anot her 1d6 f or t he
am ount of t ur ns. They cannot at t ack or cast any ot her spel l s, but
ar e abl e t o dodge and m ove.
SABOTAGE: The Gi ga Bur st er l ower s t hei r own Ar m or Cl ass t o r ai se
t he chances of t hem bei ng hi t , l ast s f or 1d6 t ur ns.
24. ZET WARRI OR
M ast er s of m ee weapon com
el bat , Zet W r i or s ut i l i ze
ar
exper t and pr eci se at t acks t o swi f t l y br i ng down
t hei r f oes. Ver sat i l e and agi l e, t hey ar e am ong som e
of t he m ost ski l l ed Repl oi ds i n exi st ence. Zet
war r i or s ar e super b dam age deal er s, usual l y deal i ng
m t i pl e st r i kes i n one t ur n. However , what r eal l y
ul
m akes t hem st and out i s how t hey can handl e al m ost
any si t uat i on wi t h ease. They wor k excel l ent i n
gr oups and wor k wel l wi t h ot her Zet W r i or s t oo.
ar
BONUSES:
Can use any m ee weapon.
el
St ar t s wi t h Dual W el d f eat .
i
+2 To St r engt h
REQUI REMENTS:
Can onl y use m ee weapons.
el
RECCOM ENDED ELEM
M ENT( S) :
ANY
25. ZET WARRI OR
Level Base Atk. Fort. Save Reflex Save Will Save Special
Bns.
1 +1 +1 +1 +0 Rekkouha,
Shipuu(1)
2 +2 +2 +1 +0 Kuuenbu,
3 +3 +2 +1 +1 Double Strike
4 +4 +3 +2 +2 Tenkuuha
5 +5/+1 +3 +3 +2 Sougenmu
6 +6/+2 +4 +4 +2 Shipuu(2)
7 +7/+3 +4 +4 +3 Triple Strike
8 +8/+4 +5 +5 +3 Combo
9 +9/+5 +5 +5 +4 Dark Hold
10 +10/+6 +6 +6 +4 Shipuu (3)
26. ZET WARRI OR
SPECI AL ABI LI TI ES:
REKKOUHA: A f ear som AoE at t ack t hat deal s 5d6 Dam
e age t o
ever yt hi ng ar ound t he Zet W r i or . Can onl y use once per day.
ar
SHI PUU: An evasi ve st ance t hat r ai ses t he Zet W r i or ' s AC by
ar
+2 f or a t i m e. Rank 1, 1d3. Rank 2, 1d4, Rank 3, 1d6. Takes a
t ur n t o char ge.
KUUENBU: The Zet W r i or get s a +6 Bonus t o t he Jum ski l l .
ar p
DOUBLE STRI KE: The Zet W r i or can at t ack an ext r a t i m wi t h
ar e
each weapon he has equi pped, but i t t akes of f an ext r a dam age
di ce f or t he weapon on t he ext r a hi t .
TENKUUHA: The Zet W r i or can char ge ener gy i nt o i t ' s weapon
ar
f or a t ur n, and t hen have t he opt i on t o bl ock wi t h i t t o
r ef l ect a pr oj ect i l e on anot her t ur n i f t hey wi n t he dodge
r ol l . Anot her hi t di ce must be r ol l ed t hen f or t he r ef l ect ed
at t ack.
27. ZET WARRI OR
SPECI AL ABI LI TI ES:
SOUGENM U: W l e bei ng caught Fl at - f oot ed, a Zet W r i or m
hi ar ay
m ake a Ref l ex save and pr event t he dam age. I f successf ul ,
t he enem at t acki ng t he Zet W r i or wi l l onl y be hi t t i ng an
y ar
af t er i mage.
TRI PLE STRI KE: The sam concept as doubl e st r i ke, except
e
t he Zet W r i or can hi t t wo m e t i m
ar or es af t er t he f i r st
st r i ke wi t h t hei r weapons.
COM BO: The Zet W r i or can now char ge or use a Speci al
ar
Abi l i t y af t er an at t ack, excl udi ng Tr i pl e St r i ke.
DARK HOLD: The Zet W r i or t ar get s a vi ct i m and f r eezes
ar
t hem wi t h i t ' s gaze f or 1d4 t ur ns. Takes a t ur n t o char ge.
28. BUSTER
I nt ui t i ve and bal anced, Bust er s ar e nat ur al
l eader s and can t ake on any bat t l e si t uat i on
wi t h t hei r m edi um t o cl ose r ange t act i cs.
They can f ul f i l l and r ol l i n com bat , besi des
heal i ng and l ong r ange. Tanki ng or DPS, a
Bust er wi l l excel i n t he r i ght gr oup, and
per f or m wel l even on t hei r own. W ' s uni que
hat
t o t hem i s t hat t hey can char ge t hei r bodi es
wi t h t hei r own ener gi es and deal ext r a
dam age. Ar m ed wi t h t hei r t r ust y Ar m Cannon,
t he Bust er wi l l do what ever i t t akes t o l ead
t hei r gr oup t o vi ct or y.
BONUSES:
St ar t s wi t h t he Ai m f eat .
+1 AC
+5 t o HP
+2 To Di pl omacy and I nt i m dat e
i
REQUI REMENTS:
Can onl y use Ar m Cannon Weapons
RECOM ENDED ELEM
M ENT( S) : ANY
30. BUSTER
SPECI AL ABI LI TI ES:
CHARGE SHOT: The Bust er t akes a t ur n t o gat her ener gy i n i t s
body, af t er war d, t he next at t ack r ol l per f or med by t he Bust er
wi l l deal an ext r a dam age di ce and add a t em por ar y +2 t o
At t ack Bonus.
HEROI C W LL: The Bust er ' s wi l l i s st r ong and f i er ce, gr ant i ng
I
i t a +2 boost t o W l l Saves.
i
ENDURI NG SPI RI T: The Bust er ' s spi r i t i s dur abl e and t enaci ous,
cut t i ng 2 Damage f r om r ecei vi ng any hi t , and i ncr easi ng by 2
ever y t i m t he abi l i t y i s l evel ed up.
e
RESCUE: The Bust er can t hr ow t hem sel ves i nt o har m s way t o
'
save a par t y m ber f r om r ecei
em vi ng dam age i f t hei r AC f ai l ed
t hem The Bust er wi l l i nst ead
. r ecei ve t he f ul l am ount of
dam age, but gai ns a t em por ar y +5 t o Cr i t f or 1d3 t ur ns.
M OTI VATE: The Bust er r al l i es t hei r par t y t o boost t hei r
spi r i t s and encour age t hei r vi ct or y. Ever yone i n The Bust er ' s
par t y gai ns a t empor ar y +2 t o hi t f or 1d4 t ur ns. Takes 1 t ur n
t o char ge. Cannot be r eappl i ed unt i l t he M i vat e r uns i t ' s
ot
cour se. Adds +2 f or ever y t i m t he abi l i t y i s l evel ed.
e
31. BUSTER
SPECI AL ABI LI TI ES:
DOUBLE BUSTER: The Bust er t akes a t ur n t o gat her hi s ener gi es,
appl yi ng an equal am ount of power i nt o i t ' s ot her ar m ,
al l owi ng i t t o dupl i cat e i t ' s i ni t i al Ar m Cannon f or 1d6
t ur ns. The Char ge Shot and Char ge Shot EX Abi l i t i es appl y t o
bot h Ar m Cannons, al l owi ng you t o f i r e m t i pl e char ged shot s
ul
i n one t ur n. Can onl y be used once per day, as i t t akes a
gr eat deal of st r ess on t he user .
CHARGE SHOT EX: Thi s Char ge Shot r epl aces t he ol der one. The
Char ge Shot i s now m uch m e power f ul and easi er l and hi t s
or
wi t h, now gr ant i ng 2 ext r a di ce t o t he damage r ol l and
i ncr easi ng hi t chance by 5. W hen com ned wi t h Doubl e Bust er ,
bi
M i vat e, and a Rescue, The Bust er can deal and ext r aor di nar y
ot
am ount of dam age i n one i nst ant .
32. HARMONI ZER
Har m oni zer s ar e a uni que f or m of Repl oi d, bor n wi t h a
near l y l i m t l ess sour ce of unknown power . The ener gy
i
l i t er al l y emanat es f r om t hei r body whenever t hey access
t hei r pool of m yst er i ous power . W hat i s known of i t
however , i s t hat i t can r epl eni sh a wear y Repl oi d
com et el y and al so gr ant t hem ext r aor di nar y bat t l e pr owess
pl
f or a cer t ai n am ount of t i m e. Har moni zer s ar e t he sol e
Heal er and Buf f / Debuf f Cl ass, and ar e ext r em y i m
el por t ant
as t he pl ay an i r r epl aceabl e r ol e on any gr oup.
BONUSES:
St ar t s wi t h t he Doubl e Char ge f eat .
+10 t o HP
+2 To Tot al Ar mor Cl ass
+5 To Heal and Sur vi val Ski l l s
REQUI REMENTS:
Cannot use weapons.
Bar r i er Devi ce mandat or y.
UNABLE TO HAVE AN ELEMENT
34. HARMONI ZER
SPELLS:
RESTORE: The Har m oni zer f ocuses i t ' s ener gi es ont o a si ngl e
f r i endl y t ar get , heal i ng t hem f or 3d6 l i f e gai n. Each t i me
t hi s spel l l evel s, t he am ount heal ed i ncr eases by an ext r a
di ce.
FORTI FY: The Har m oni zer encases a f r i endl y t ar get wi t h a
myst i c aur a t hat st r engt hens t hei r endur ance. AC i s i ncr eased
by 2 f or 1d6 t ur ns. W t h each t i m t hi s spel l l evel s up, t he
i e
AC bonus i s boost ed by 2.
BLI ND: The Har m oni zer ' s eyes shi ne br i ght l y as t hey st ar e at
an enem t ar get . I f i t hi t s, t he vi ct i m has a - 2 hi t chance
y
f or 1d6 t ur ns. Each t i m t hi s spel l l evel s up, t he negat i ve
e
hi t chance i ncr eases by 2.
CLEANSE: The Har m oni zer unbur dens a f r i endl y t ar get of a
si ngl e st at us ai l ment , i ncl udi ng st uns.
STUN: The Har m oni zer f i r es a bol t of t hei r own r aw ener gy
di r ect l y i nt o a enem f oe. I f i t
y hi t s, t he enem s body
y'
st r uggl es t o pr ocess t he power , causi ng t hei r body t o l ock up.
They ar e st unned f or 1d3 t ur ns. As t he spel l l evel s up, i t
i ncr eases t o 1d4, and t he t hi r d l evel i t i ncr eases t o 1d5.
35. HARMONI ZER
SPELLS:
SERAPH FORM The ener gi es i nsi de of t he Har m
: oni zer t r ansf or m
t he bei ng, changi ng t hei r appear ance t o m ch an Ser aph. The
at
Ser aph i s i ndest r uct i bl e and can use spel l s wi t hout char gi ng
t hem Al l heal i ng i s doubl ed and t hey ar e abl e t o f l y. The
.
t r ansf or m i on l ast s f or 1d6 t ur ns. Can onl y be used once per
at
day at l evel 1- 4, t wi ce per day at l evel 5- 9, t hr ee t i m es 10-
14 et c.
PARADI SE LOST: One coul d not even cl assi f y t hi s as an at t ack.
The Ser aph Har m oni zer begi ns t o pul se wi t h unknown ener gy,
t hei r eyes shi ni ng a br i ght r ed. Af t er war ds, a m assi ve wave of
ener gy i s expel l ed f r om t hei r body, t ar get i ng al l enem es,
i
except bosses. They ar e not dest r oyed, t hey si m y er ased f r om
pl
exi st ence. Regar dl ess how m any t ur ns ar e l ef t i n Ser aph For m,
t hey wi l l r ever t back t o t hei r nor mal st at e.
W AVE OF LI GHT: The Har m oni zer r el eases a wave of ener gy t hat
heal s t he ent i r e par t y f or 2d6. Thi s spel l t akes 2 char ges t o
use. Each t i m t hi s spel l l evel s, i t adds an ext r a 1d6 t o t he
e
r ol l .
ASCENSI ON: A passi ve abi l i t y t hat gr ant s an ext r a t ur n t o
Ser aph For m.
36. MASSI MO
W r i or s of pur e m ght and gut s, t he
ar i
M assi m i s al ways a f ear f ul si ght
o
whenever one i s seen on t he bat t l ef i el d.
Donni ng heavy ar m or and m assi ve t wo
handed weapons, t hey pr ef er t o cl eave
t hei r way t hr ough any si t uat i on t hey
possi bl y can. W l e com onl y seen as
hi m
m ndl ess br ut es, M
i assi mos ar e f i ght i ng
geni uses and wi se beyond t hei r year s.
They ar e excel l ent t anks, but can DPS i f
needed.
BONUSES:
+2 t o W sdom
i
+2 t o St r engt h
+2 t o Const i t ut i on
+2 t o I nt el l i gence
- 4 t o Dext er i t y
REQUI REMENTS:
Must use a t wo handed m ee weapon
el
Must wear heavy ar mor
Cannot move at a speed f ast er t han 20 f eet per t ur n.
37. MASSI MO
Level Base Atk. Fort. Save Reflex Save Will Save Special
Bns.
1 +1 +2 +1 +1 Kaboom
2 +2 +3 +1 +2 Brace (1)
3 +3 +3 +2 +3 Iron Grip (1)
4 +4 +4 +2 +3 Pulverize (1)
5 +5 +5 +3 +4 Intimidate (1) Brace
(2)
6 +6/+1 +5 +3 +4 Iron Grip (2)
7 +7/+2 +6 +4 +4 Pulverize (2)
8 +8/+3 +6 +4 +5 Intimidate (2)
9 +9/+4 +7 +5 +5 Brace (3) Iron Grip
(3)
10 +10/+6 +8 +5 +5 Pulverize (3)
Intimidate (3)
38. MASSI MO
SPECI AL ABI LI TI ES:
KABOOM The M
: assi m sl am i t
o s ' s weapon f i er cel y
agai nst t he vi ct i m s ar m ,
' or sunder i ng i t
t empor ar i l y. 1D6 f or am ount
m of AC l ost and 1d4
f or t he am ount of t ur ns i t
m l ast s.
BRACE: The M assi m br aces i t sl ef , i ncr easi ng hi s
o
AC by 2 f or 1d6 t ur ns. Each l evel f or t hi s
abi l i t y i ncr eases AC gai ned by 2.
I RON GRI P: The M assi m Gai ns a +2 Bonus t o
o
Gr abs, wi t h each t i m t hi s abi l i t y l evel s
e
i ncr easi ng t he bonus by 2.
PULVERI ZE: The M assi m sm
o ashes i t ' s vi ct i m wi t h
i t ' s weapon, Deal i ng 1d4 dam age per t ur n and
Decr easi ng t hei r hi t by 2 f or 1d4 t ur ns. Level
2: 1d5 dam age per t ur n, - 4 Hi t chance f or 1d4
t ur ns. Level 3: 1d6 Dam age per t ur n, - 6 Hi t
Chance f or 1d4 t ur ns.
I NTI M DATE: The M
I assi m st ar es a vi ct i m down,
o
causi ng i t t o be f ear ed f or 1d4 t ur ns. 1d5 l vl
2, 1d6 l vl 3. `
39. MANCER
Hi ghl y i nt el l i gent and m ast er of t hei r
own ener gy, t he M ancer f i ght s usi ng
var i ous m age- l i ke at t acks usi ng ener gy or
t hei r own el em ent . Dependi ng on what t ype
of ener gy t he use, depends on what t ype
of m ancer t hey ar e cal l ed. Super b DPS.
( Fi r e = Pyr oM ancer , I ce = Cr yoM ancer ,
Ener gy= Power M ancer et c. )
BONUSES:
+4 t o I nt el l i gence
St ar t s wi t h Doubl e Char ge Feat
St ar t s wi t h Dual Cast Feat
+2 t o 1 I nt el l i gence Based Ski l l .
REQUI REMENTS:
Can onl y wear l i ght ar m .
or
Can onl y use 1 handed weapons
41. MANCER
SPELLS:
SURGE: W henever a M ancer deal s Super Ef f ect i ve
dam age, add on ext r a dam age di ce r ol l t o i t .
However , t hi s al so backf i r es f or t he weakness as
wel l .
CREATE: The M ancer can cr eat e t he r aw f or m of
hi s or her el ement f or pr act i cal use.
SYM OSI S: The M
BI ancer gai ns a +2 Bonus t o hi t
whenever t hey ar e i n an envi r onm ent t hat cat er s
t o t hei r el ement .
BOLT: The M ancer f i r es a bol t of hi s or her
el ement , deal i ng 1d8 dam age f or l evel one, 2d8
f or l evel t wo, and 3d8 f or l evel t hr ee.
W AVE: The M ancer cr eat es a AoE wave of t hei r
el ement , deal i ng 1d6 dam age t o ever yone wi t hi n
20 f eet of t he M ancer . 2d6 f or l evel 2, 2d6 f or
l evel 3.
ARM OR: The M ancer coat s i t sel f i n an ar mor of
t hei r el ement , i ncr easi ng AC by 2 f or 1d4 t ur ns.
+4 f or 1d4 t ur ns, and +6 f or 1d4 t ur ns.
42. MANCER
SPELLS:
CHAI N: The M ancer f i r es a bl ast of t hei r
el ement t hat deal s 1d6 dam age, t hen i t
chai ns t o t wo m e peopl e near by deal i ng
or
1d4 dam age. Level 2, 2d6 + 3 1d4s, Level
3 3d6 + 4 1d6s.
SHOCK: The M ancer shoot s a cor r odi ng bol t
of t hei r el em ent at a t ar get , deal i ng 1d6
dam age f or 1d6 t ur ns.
I n addi t i on, any at t ack t hat i s t he same
el em ent as t he Shock deal s an ext r a m ni -
i
cr i t dam age. Level 2, 1d8 dam age f or 1d4
t ur ns, Level 3 2d6 Dam age f or 1d4 t ur ns.
AI LM ENT: The M ancer hi nder s a t ar get wi t h
t hei r el ement . Last s f or 1d4 t ur ns l evel
1, 1d6 t ur ns l evel 2, and 2d4 t ur ns l evel
3.
UNLEASH: The M ancer bur st s wi t h el ement al
power , i ncr easi ng hi t by 4 f or 1d6 t ur ns.
43. PHANTOM
Decept i ve and sneaky, t he Phant om pr ef er
s
t o at t ack t hei r enem es when t hei r back
i
i s t ur ned. They have no honor and onl y
wi sh t o end t he f i ght as qui ck as t hey
possi bl y can. They ar e f ast and ver y
dext er ous, and t hei r cunni ng i s unm ched
at
on t he bat t l ef i el d. An al most unm ched
at
deal er of DPS.
BONUSES:
+2 To Move Si l ent l y and Hi de
+2 To Bl uf f
- 2 To Const i t i on and St r engt h
- 4 To Di pl omacy
Requi r ement s: Li ght Ar m , M ee W
or el eapoms.
45. PHANTOM
SPECI AL ABI LI TI ES:
CLOAK: A Phant om can cl oak i n t he m ddl e of t he bat t l e,
i
usi ng a Move Si l ent l y and Hi de Ski l l at t he sam t i m t o
e e
f ool enem es and sneak behi nd t hem Takes a t ur n t o
i .
char ge.
BACKSTAB: The Phant om when deal i ng Fl at - Foot ed dam age,
aut om i cal l y act i vat es backst ab, whi ch deal s an ext r a 20
at
dam age t o t he at t ack.
GOUGE: The Phant om st abs t hei r vi ct i m causi ng 1d6 bl eed
,
dam age f or 1d4 t ur ns, 1d8 dam age f or 1d4 t ur ns l evel 2,
1d10 dam age f or 1d4 t ur ns l evel 3. Takes a t ur n t o
pr epar e.
EVI SCERATE: The Phant om causes t he t ar get t o bl eed and
l ose f ocus, l ower i ng t he Hi t chance by 2 f or 1d4 t ur ns,
by 4 f or 1d4 t ur ns l evel 2, and by 6 f or 1d4 t ur ns l evel
3.
PREY: The Phant om gai ns an ext r a +5 t o t o cr i t when t hey
choose t hei r t ar get i n Cl oak mode.
HAM STRI NG: The Phant om sl ashes t he vi ct i m l egs,
s
decr easi ng t hei r movem ent t empor ai l y by 10 f eet f or 2
t ur ns, 20 f eet f or 2 t ur ns, and 30 f eet f or 3 t ur ns.
EXECUTE: The Phant om can i nst ant l y ki l l any t ar get t hat
has l ess t han 10% heal t h i f hi t . Does not wor k on
Pl ayer s.
46. RANGER
M ksm
ar en of t he f i nest cal i ber , Ranger s
pr ef er t o deal t hei r dam age f r om a saf e
di st ance away, usi ng pr eci se ai m ng and
i
pr oper posi t i oni ng. They ar e pr of i ci ent
wi t h al most any f i r ear m and even bows.
They ar e Super i or DPS deal er s and can
deal dam age m ost of t he t i m wi t hout even
e
wor r yi ng about t he possi bi l i t y of even
bei ng hi t .
BONUSES:
+2 t o Dext er i t y
St ar t s wi t h Cal l Shot Feat .
St ar t s wi t h Ai m Feat
Can Dual W el d Pi st ol s
i
Can Use Sni per Ri f l e
Can Use Bow
REQUI REMENTS:
Can onl y wear Li ght Ar mor
Cannot use M ee W
el eapons
47. RANGER
Level Base Atk. Fort. Save Reflex Save Will Save Special
Bns.
1 +1 +1 +2 +1 Target, Hold Breath
(1), Dash
2 +2 +1 +3 +1 Focus (1)
3 +3 +2 +3 +2 Examine
4 +4 +2 +4 +3 Hold Breath (2)
5 +5 +3 +4 +3 Focus (2)
6 +6/+1 +3 +5 +4 Crippling Shot (1)
7 +7/+2 +4 +6 +4 Focus (3)
8 +8/+3 +4 +6 +5 Crippling Shot (2)
9 +9/+4 +5 +7 +5 Hold Breath (3)
10 +10/+6 +5 +8 +6 Crippling Shot (3)
48. RANGER
SPECI AL ABI LI TI ES:
TARGET: The Ranger Takes a t ur n t o choose hi s t ar get
car ef ul l y, gi vi ng i t a +4 Chance t o Hi t f or t he Next
t ur n.
HOLD BREATH: The Ranger hol ds i t ' s br eat h f or 1d4 t ur ns
t o get a st eadi er shot , i ncr easi ng cr i t chance by +3.
W hen t hi s abi l i t y r eaches l vl 2, 1d6 t ur ns, l vl 3 2d4
t ur ns.
DASH: The Ranger can i nst ant l y move 20 f eet f or a qui ck
escape f r om har m Cannot use next t ur n.
.
FOCUS: The Ranger ent er s a st at e of Focus, i n whi ch i t ' s
ar m or cl ass i ncr eases by 2 f or 1d4 t ur ns, 4 f or 1d4
t ur ns, 6 f or 1d4 t ur ns.
EXAM NE: The Ranger l ocat es a weak spot on a t ar get .
I
CRI PPLI NG SHOT: The Ranger Takes i t ' s t i m t o f i r e at a
e
l eg j oi nt , hi nder i ng t hei r movement by 10 f eet at l evel
1, 20 f eet at l evel 2, and 35 f eet at l evel 3. Last s f or
1d6 t ur ns.
49. CUSTOM FEATS
Feat s t hat wer e made f or t hi s Campai gn.
AI M Gr ant s a +1 t o Ranged At t ack Bonus.
:
DOUBLE CHARGE: Char ges 2 Spel l s ever yi m you char ge a spel l .
e
DOUBLE CAST: Can cast 2 Spel l s now per t ur n.