BX Frontiers
BX Frontiers
Foreword
Though I was first introduced to the hobby through 3rd edition Dungeons & Dragons, it holds little
actual nostalgia for me. I fell in love with the role-playing aspect, but hated so much how the system was
heavily engineered towards video game-esque special powers, and less around character. The heavy
mechanics frequently got in the way of imagination and putting yourself into your character’s shoes, and
most players’ goals seemed to be little more than seeing who could build the most damage-dealing toon.
My first encounter with an older edition of Dungeons & Dragons came when a friend suggested I
try a new video game. The game was Icewind Dale, and as I began generating my party, I realized that
this was D&D, but not like the D&D my friends and I played. Stupidly, I had assumed that D&D’s previous
editions were akin to 3rd edition, but this was not at all so mechanically dense, and I fell in love with what I
learned was second edition D&D. Like Merlin in The Once and Future King, living backwards in time, I fell
in love with older and older editions, until I finally discovered the Basic and Expert sets of Dungeons &
Dragons. The simplicity and streamlined rules were everything I could have ever hoped for, both as a game
writer, and as a game referee.
When the Old School Renaissance came along, I was overjoyed to see that there were quite a lot
of gamers who preferred the retro clones, including people my age and younger. This has since spurred
me on to create content for B/X-styled systems, especially since, to my disappointment, there was little to
no modern or science fiction-themed material using B/X rules. Though I no longer play the d20 system, I
still have some fond memories of creating adventures for the d20 Modern game, and having adventures
away from the typical medieval fantasy adventure.
The following material was generated over weeks of working on modern and science fiction
adventures which I hope to put out very soon. Here, I have compiled all of my optional rules for modern
and science fiction play, and hope to include it for free at the end of each adventure module, though I will
also have a pdf form of this system available for download from various distributors. It is my sincerest hope
this will be helpful to people playing the older B/X systems who want guns and glory, instead of the usual
swords and sorcery.
M. A. Packer
What is Needed
This campaign setting is written exclusively for the Basic and Expert Dungeons & Dragons role-
playing system, and its retro clones, such as Old School Essentials and Labyrinth Lord. This book is a
stand-alone rules system which allows players and referees to create and run adventures in modern
settings, and basic science fiction settings.
As stated earlier, the players and referee need a complete set of polyhedral dice. They also need
pencils, erasers, and notebook paper. They also need imagination and cooperation, as this is a social
game that requires teamwork to make the dreams work!
The following is a conversion for Saving Throws from the B/X systems:
Poison becomes Toughness: rolled to resist toxins, illness and physical force.
Magic Wand becomes Awareness: rolled to detect anomalies, and to spot potential danger.
Paralysis becomes Control: rolled to resist fear and to pilot a vehicle in a daring manner.
Dragon Breath becomes Reflex: rolled to escape sudden danger, such as a trap that goes off.
Spells becomes Concentration: rolled to resist mental intrusions and to focus on difficult tasks.
*Wisdom modifiers apply to awareness and concentration rolls, and Constitution modifiers apply to
toughness rolls.
Character Creation
Use the following guidelines when creating a character. Note that, even though there are some
elements of future tech, characters are assumed to be normal humans. This means that characters may
not have psionics, magic, cybernetics or anything else that does not currently exist in a real-world setting,
depending on what the referee has prepared.
Ability Score Generation: roll 3d6 and place the values wherever desired.
Technological Level: usually the modern, digital age, but may be set in past modern or near-
future, as well as far-flung, science fiction settings.
Age Range: characters should be no younger than 15 and typically no older than 50.
Appropriate Roles: all characters should be able and willing to fight; this is not a pacifistic game,
and combat is highly inevitable. Some suggestions on characters that will be helpful would be
someone who is technically savvy (especially with computers), a character with medical talents
(since the party may not always be able to reach a hospital), and someone with good diplomatic
skills (since some situations will require a flashy smile and well-chosen words).
PC Progression
Hit Dice
PCs gain 1d8 HP + their constitution modifier each level until 9 th, at which time they only gain 3 HP each
new level thereafter.
Attack Matrix
Lv. 9 8 7 6 5 4 3 2 1 0 -1 -2
0 11 12 13 14 15 16 17 18 19 20 20 20
1-3 10 11 12 13 14 15 16 17 18 19 20 20
4-6 8 9 10 11 12 13 14 15 16 17 18 19
7-9 5 6 7 8 9 10 11 12 13 14 15 16
10-12 3 4 5 6 7 8 9 10 11 12 13 14
13-15 2 2 3 4 5 6 7 8 9 10 11 12
16-18 2 2 2 3 4 5 6 7 8 9 10 11
19+ 2 2 2 2 3 4 5 6 7 8 9 10
Note that a rolled 1 always misses on an attack roll. When attacking a creature from behind or unawares,
gain +2 to the attack. -4 to the attack roll if in total darkness or blinded.
Saving Throw Matrix
Ability Mods: PCs gain bonuses to their ability scores based on which of the following traits they take:
Brawny: these characters gain +1 to their Strength, and -1 from Intelligence or Charisma.
Graceful: these characters gain +1 to their Dexterity, and -1 from Strength or Wisdom.
Tough: these characters gain +1 to their Constitution, and -1 from Intelligence or Wisdom.
Smart: these characters gain +1 to their Intelligence, and -1 from Strength or Constitution.
Observant: these characters gain +1 to their Wisdom, and -1 from Strength or Constitution.
Charming: these characters gain +1 to their Charisma, and -1 from Strength or Constitution.
XP Bonus: PCs gain a bonus of 10% to received experience if any two of their ability scores are above 16,
or 5% if only one ability score is above 16.
Restrictions: PCs whose Strength is less than 10 cannot wear armor heavier than medium, and if their
Strength is less than 8, they cannot use two-handed weapons.
Special Qualities: PCs have a base movement rate of 120’, and they may specialize in 3 of the following
skills: each specialized skill increases by 3% each level to a maximum of 99%. These function like thief
skills in the D&D B/X books. Other skills increase by 1% each level. The referee may impose penalties to
these rolls. Typically, penalties would be anywhere from 5% to 50%
Berserker Fury
You fly into a passionate rage, boosting your physical prowess beyond your body’s normal limits.
Levels 1-3: you deal +1 damage with melee attacks for one minute; become exhausted afterwards.
Levels 3-6: you gain +1 to hit and +2 damage while enraged.
Levels 7-9: you gain +2 to hit and +2 damage while enraged.
Levels 10+: you gain +3 to hit and + 3 damage while enraged, no longer exhausted afterwards.
Shadow Strike
You are able to take advantage of one’s unawareness to make a deadly strike.
Levels 1-3: whenever you attack an unawares enemy while sneaking, you deal an extra 1d6 damage.
Levels 3-6: your damage bonus increases to 2d6.
Levels 7-9: your damage bonus increases to 3d6.
Levels 10+: your damage bonus increases to 4d6.
Defensive Stance
You plant your feet firmly on the ground, gaining increased resistance to all forms of harm.
Levels 1-3: your AC is reduced by 1, and you cannot move. Lasts 1 round.
Levels 3-6: your AC is reduced by 2, you gain +1 to saves, and you move one third. Lasts 2 rounds.
Levels 7-9: your AC is reduced by 2, you gain +2 to saves, and you have half move. Lasts 3 rounds.
Levels 10+: you resist up to 5 damage, your AC is reduced by 2, you gain +2 to saves, and you can move
normally. Lasts 4 rounds.
Critical Planning
Your ingenuity allows you to see beyond the norm, planning things meticulously for the best effect.
Levels 1-3: after 1 hour of planning, allies gain +1 to actions during first 2 rounds of combat.
Levels 3-6: after 30 minutes of planning, allies gain +1 to actions during first 2 rounds of combat.
Levels 7-9: after 10 minutes of planning, allies gain +2 to actions during first 2 rounds of combat.
Levels 10+: at any chosen moment, allies gain +2 to actions during first 2 rounds of combat.
Wonder Heal
Your compassion and sense of one’s health allow you to perform almost miraculous first aid.
Levels 1-3: restore 1d4 HP to one creature, 3 times per day + wisdom modifier.
Levels 3-6: restore 1d8 HP to two creatures, 3 times per day + wisdom modifier.
Levels 7-9: restore 1d10 HP to four creatures, and remove poison from one creature, 3 times per day +
wisdom modifier.
Levels 10+: restore 1d10 HP to four creatures, and remove poison from two creatures, 3 times per day +
wisdom modifier.
Magnanimous Riposte
Your personality exudes vast amounts of charm, allowing you to influence those around you.
Levels 1-3: reroll 1 failed charisma reaction roll per day.
Levels 3-6: reroll 2 failed charisma reaction rolls per day.
Levels 7-9: reroll 3 failed charisma reaction rolls per day.
Levels 10+: reroll 4 failed charisma reaction rolls per day, and gain +1 to reaction rolls.
Experience Point Rewards
Whenever players properly role-play their characters, or engage cooperatively in situations where
tensions may rise, it is good to reward them with experience points. Use the following table to help
determine appropriate rewards:
Using Awareness
An Awareness save is made by characters whenever they encounter something potentially deadly.
Mind that this doesn’t help them locate cleverly hidden traps, as there is a skill roll for that. Instead, this roll
is made whenever the character encounters a situation that involves people or potential environmental
hazards. For example: if someone is lying or otherwise trying to deceive the character, they roll an
Awareness save to see if they notice something fishy about them. Likewise, if the character is in an
environment where noxious fumes linger in the air, the terrain seems unstable, or a structure surrounding
the character may collapse, they are entitled to an Awareness save to see if they notice. Again, this does
not reveal an enemy ambush or the trip line to a landmine. It should be noted that the skill needed to find
and remove traps may also be used to detect hidden doors!
Strength Rolls
It should be noted that there are skills to open locked doors, lockers and chests. These strength
rolls are made to bypass physical obstacles. To do so, roll 2d6 and add the character’s strength modifier
to the roll, or +3 to +6 if it is a large creature making the roll. If the roll exceeds the target number needed
to bypass the obstacle, (usually 5), the roll is successful. The referee may adjust the number as needed,
depending on what is being done. Use the following examples to determine a proper target number:
Intelligence Rolls
Whenever characters face a difficult task that requires knowledge and reasoning, they may use
their intelligence to resolve it. Similar to a strength roll, a character rolls 2d6 and adds their modifier from
intelligence to the roll. As a reminder, modifiers go as follows:
Intelligence Modifier
3 -3
4-5 -2
6-7 -1
9-12 none
13-15 +1
16-17 +2
18 +3
When resolving an intelligence roll, consult the following table to determine the outcome:
1- Roll for Surprise: each side rolls 1d6; a tie means both are surprised, a difference of 5 or 6 means
the side with the lowest roll is surprised. Some monsters may have bonuses to surprise and to
resist being surprised.
2- Roll for Initiative: each side rolls 1d6; the side with the lowest roll goes last, ties mean both sides
act at the same time.
3- Move: each character on the acting side moves first; some may hold off moving and acting
entirely, choosing to act during the enemy’s phase and interrupting an enemy’s turn.
4- Ranged Attacks: characters attacking with ranged weaponry may do so.
5- Melee Attacks: characters using melee weaponry may do so.
6- Other Actions: characters using devices, special powers, or making any other action may do so.
7- Other Side Acts: the next side engages in steps 3 through 6.
8- Restart the process again
Movement
During a turn outside of combat, characters use the larger of their move numbers to determine how
far they may move. A grid usually has 5’ x 5’ squares, meaning each 5’ of a character’s movement covers
1 combat map square. Even if a character has a lot of movement outside of combat, once they move into
an area on the map where they discover an enemy, the referee cuts their movement rate short to sort out
initiative and surprise. During combat, they use the smaller of their movement numbers to determine how
far they can move during their combat segment.
A character can move as far as their movement and any encumbrance allows, but their movement
ends once they enter into melee with an enemy. Attempting to move out of melee with a hostile enemy
means that enemy may attack them at +2 to hit. If a character uses some of their movement to enter into
melee with an enemy, and they defeat that enemy within the same segment, they may use the remainder
of their movement to continue moving.
Time
There are generally three types of phases during the game. These are Turns, Rounds, and
Segments. Each goes as follows:
Turns: turns are each character’s actions outside of combat, and last about 10 minutes.
Rounds: rounds are periods of combat in which everyone acts, and last about 1 minute.
Segments: each character’s set of actions in combat, and last about 3 seconds.
Attacks
When a character attacks, they roll a 20-sided dice and add any modifiers they may have from their
ability scores, or the weapon they are using, if it is a +1 or higher value. They then compare this number
to their attack table which says what number must be rolled to hit a particular AC. For example, if a
character needs a 15 to hit someone whose AC is 5, they miss if the attack they rolled is less than 15, and
hit if it is 15 or higher. A rolled 1 on a d20 is always a miss, no matter how high-leveled the character is. A
roll of 20 on a d20 is always a hit, and if the referee wishes, this may also cause the rolled damage to be
doubled, making it a critical hit.
When a character is successfully hit in combat, damage dice are rolled. Typically, only melee
damage is increased by positive modifiers from high strength, but certain ranged weapons, such as pulled
bows or thrown weapons, may also receive this bonus to damage. After the number is rolled and all
modifiers applied, the one taking the damage reduces their current HP by the amount generated.
HP and Dying
Characters lose HP as they take damage, and when HP falls below 1, that character is on death’s
door. During this time, they have 3 rounds in which their allies must pull them to safety or administer first
aid. If a dying character goes 3 rounds without first aid, they die at the end of the 3rd round, meaning they
are out of the game, and unless there are supernatural or super scientific interventions that could bring
them back to life, the player must roll a new character.
The referee may decide that certain conditions affect this rule. For example, if a character falls
below 1 HP from simply being punched and kicked, they simply go unconscious and awaken with a quarter
of their maximum HP restored after an 8-hour rest. Conversely, if a character falls below 1 HP from being
hit by a grenade, or being crushed under falling shipping containers, the referee could declare that they are
irreplaceably dead due to dismemberment. Note that these are not hard fast rules, but players should be
aware that the referee has the final say on the consequences of certain events, and should always accept
the possibility of character death.
Leveling up a Character
When a character gains enough experience points to level up, they will need to spend time training.
This usually requires a week of dedicated and uninterrupted training, which means it should be done
between missions. The cost to train is typically $500, and requires a type of training facility, be it a gym or
school. If a campaign takes place in extenuating circumstances that prevent downtime or the party finding
an opportunity to train, the party only needs to spend a few hours in meditation and recollection, usually
before going to sleep.
Coup de Grace
Whenever a creature of man-size or smaller is incapacitated, asleep, or completely vulnerable,
such as when choking and gagging, or paralyzed, they may be killed outright, either with a melee weapon
or a ranged weapon within short range. This condition will apply to creatures of greater than man-sized,
but only if the weapon being used to deliver the coup de grace is sufficient to do the job. For example, a
.22 holdout pistol would not finish a sleeping elephant, but an antimaterial rifle may.
Saves
Saving throws are done by rolling a d20 against the relevant save. For example, if a character is
exposed to poison and their Toughness save is 12, they must roll a 12 or higher to resist being poisoned.
A referee may apply circumstantial modifiers to these rolls. Using the above example, if the character has
not been sleeping or eating well within the past few days, they could have a -1 on their saving throw,
accounting for poorer than usual health. Wisdom and Constitution apply modifiers to certain saving throws,
as detailed earlier.
Firing from Cover: if a character has elected to remain hidden behind cover, they may blindly shoot around
cover; this imposes a penalty of -2 to their attack rolls against targets whose positions are known to them,
and -4 if merely guessing where enemies are.
Pop-up Attacks: if a character is already hiding behind cover, they may use their turn to pop up and attack
an enemy they can see at -1 to hit, then return to cover. When doing this, enemies cannot attack them
unless they are holding off on using their turn, in which case they may interrupt pop-up attacks. A pop-up
attack may only be taken if a character declares that they are holding off on their attack action during their
segment.
Dual-wielding: characters who use a weapon in each hand may only do so if both weapons are one-
handed. Under these circumstances, the penalty to the main attack is -2 and the penalty to the off-hand
weapon is -4. If a character is declared as ambidextrous, these penalties may be -3/-3 instead.
Burst Fire, Single: when a character wielding an automatic weapon uses automatic fire on a single target,
they suffer -2 to the attack, but roll double the damage dice. This attack expends 5 rounds of ammunition.
Burst Fire (and Explosive), Group: when a character wielding weapons that cause area explosions, or a
weapon with automatic fire on a group of characters, whether in a 30’ line, or a 25’ x 25’ area, they suffer -
2 to the attack, but deal normal weapon damage to every creature in that group that can be hit by the attack
roll. This attack expends 10 rounds of ammunition, or 1 rocket/grenade.
Firing From Vehicles, and Cover: firing at a moving vehicle imposes a penalty of -2 to attack rolls.
Mounted weapons have no such penalties. Exposed enemies have no protection from attacks, but enemies
inside vehicles impose -2 to attack rolls made against them, and fully hidden enemies have full cover. If a
weapon is used against a vehicle with little or no armor, such as a heavy machinegun against a normal car,
and the occupants are fully concealed, there is a -4 penalty to strike one target, and a -6 penalty when
using burst fire against everyone in the vehicle.
Common Weapons
The following are common weapons and their relevant combat statistics. The range listed with
missile weapons is the weapon’s increment. All attacks made within the first increment are made at +1 to
hit, +0 in the second increment, -1 in the third increment, -2 in the fourth increment, etc. The following list
contains upgraded variants of each weapon type. Players need to consult with their referee before
purchasing +1 or better equipment as it may not be available for purchase.
Ammunition costs 2d6x$5 per 20 rounds of normal ammunition. Heavier weapons, such as support
machine guns and antimaterial rifles cost 2d6x$10 per 20 rounds. Energy weapons cost 2d6x$50 rounds
per 20 rounds of energy cells. Rockets for a rocket launcher cost 2d6x$50 per round.
Unarmed attacks deal only 1d2 damage, and have the potential to harm the one making them, such
as when punching someone in armor while bare-fisted, (usually 1 damgage).
Vehicles
When using a vehicle to make a daring maneuver, a control save must be made. This also includes
instances where one’s vehicle is being rammed or pressed by another vehicle. If the opposing vehicle is
of larger size, -1 or -2 is applied to the handling save. Vehicles also have a 25% chance of suffering a
systems failure whenever they take a blow that is equal to at least one tenth their Hull Points. A systems
failure makes it so the vehicle cannot operate, and it will need repairs.
Vehicle weaponry may harm creatures who are otherwise immune to harm to damage from normal
weapons. Likewise, vehicles are immune to damage from normal weaponry, save vehicle weapons, or
weapons that have +1 or greater quality. Any creature of roughly man-sized or smaller who is stricken by
a vehicle weapon must roll a toughness save or else die instantly. A successful save means they take
normal damage. The only exceptions to this are Beefers and people wearing powered armor.
A vehicle’s movement during combat is equal to one third its total move. Thusly a car with a speed
of 240’ can move 80’. To ram your vehicle into another, roll a save vs. control and apply its ram damage
on a successful hit. Note that aircraft used to perform a ramming maneuver will do excessively more
damage, but, in the process, become destroyed, and will invariably kill anyone in them.
Cars
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
240’/300 miles 1/4 40 7 500lbs 2d6 2d6 x $1,000
Armaments: n/a
Notes: these common automobiles run on gasoline, and are designed for general comfort and protection
on the road. They have any number of features, but the more stylish ones, which cost double the normal
car, can have increased movement (300’) and are very maneuverable.
Trucks
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
240’/400 miles 1/2 50 7 600lbs 2d6 2d4 x $1,000
Armaments: can be fitted with one support weapon, such as a support machine gun, a grenade turret, or
rocket turret.
Notes: each of these vehicles are equipped with a two-way radio which broadcasts out to 2 miles. These
typically have an open frame, granting no cover to the riders.
Motorcycles
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
210;/300 miles 1/1 25 6 100lbs 1d8 1d6 x $500
Armaments: n/a
Notes: these motorbikes are very popular, especially amongst young adults who seek to own their own
vehicle at affordable prices. All motorcycles have a basic navigations and communications system, but
using these while in transit incurs a 5% chance of getting into a crash or falling over each mile of travel.
Kombis
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
240’/500 miles 1/12 65 9 1k lbs 2d6 $2d8 x $1,000
Armaments: n/a
Notes: kombies are vans with tightly positioned seating, allowing multiple passengers. These are often
used by intrepid individuals seeking a living as public transporters. A person need only hold their thumb up
to hail a ride; holding it up if they are able to pay and down if unable to pay. Some few will even purchase
these vehicles and gut out the extra seating, filling it instead with bedding and basic amenities for living.
Motor Boats
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
120’/300 miles 1/6 50 8 1k lbs 2d8 3d4 x $500
Armaments: n/a
Notes: these boats, sometimes used for leisure, are most often used by fishermen who scour the New
Thames for mutated fish and prawns, which they sell for profit.
Patrol Boats
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
90’/400 miles 1/10 60 7 2k lbs 2d10 3d12 x $1,000
Armaments: patrol boats are armed with machine gun turrets which deal 1d12 damage and have a range
increment of 100’. They also have torpedoes which may attack anything above or below the water, moving
at 120’ and dealing 4d6 damage.
Notes: patrol boats are equipped with medical kits and have computerized communications and
navigations equipment which allow one to communicate out to 5 miles and see everything underwater at a
distance of 1,000’. They have large spotlights with a maximum range of 500’ and stores of food, water, and
weapons.
Patrol Helicopters
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
120’/800 miles 2/20 70 7 2k lbs 4d10* 4d12 x $10,000
Armaments: these craft have forward-facing, twin-linked machine guns which deal 3d6 damage and have
a range increment of 120’. They also have two independent turrets; one on each side of the hull, which
deal 1d10 damage and have a range increment of 100’. Lastly, they have a compliment of 10 rockets which
deal 4d6 damage within a 20’ burst, and have a range increment of 90’.
Notes: these flying gunships are well stocked with medical kits, weapons, ammunition, and have advanced
navigation computers and communications systems, as well as radar that can display nearly all living things
within 300’. Capable of hovering in place, they can maneuver more readily than most aircraft, albeit slowly,
and their armor provides ample cover for their occupants.
Assault Helicopters
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
90’/1,000 miles 2/50 90 7 5k lbs 4d12* 4d12 x $20,000
Armaments: these craft have forward-facing, twin-linked machine guns which deal 3d8 damage and have
a range increment of 120’. They also have six independent turrets; three on each side of the hull, which
deal 1d12 damage and have a range increment of 100’. Lastly, they have a compliment of 10 rockets which
deal 4d8 damage within a 25’ burst, and have a range increment of 90’.
Notes: these large, flying gunships are well stocked with medical kits, weapons, ammunition, and have
advanced navigation computers and communications systems, as well as radar that can display nearly all
living things within 500’. Capable of hovering in place, they can maneuver more readily than most aircraft,
albeit slowly, and their armor provides ample cover for their occupants.
Light Tanks
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
120’/600 miles 1/3 100 5 1k lbs 2d12 4d10 x $10,000
Armaments: this tank has a main canon which deals 4d8 damage and has a range increment of 200’.
They are also equipped with a machinegun turret which deals 1d12 damage and has a range increment of
100’.
Notes: these tanks provide ample protection to ground troops who use it as cover, and can push over
normal structures or crush normal vehicles, such as cars and trucks, with great ease. They have excellent
computers that provide communications as well as navigational properties, and are stocked with med kits
and ammunition. Their radar shows them the position of all living things within 100’. Tanks only take
damage from explosives and support weaponry.
Heavy Tanks
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
90’/700 miles 1/6 150 4 4k lbs 3d12 4d10 x $20,000
Armaments: this tank has a main canon which deals 4d12 damage and has a range increment of 250’.
They are also equipped with 2 machinegun turrets which deals 1d12 damage and have a range increment
of 100’. Lastly, they have a compliment of 10 rockets which deal 4d6 damage within a 20’ burst, and have
a range increment of 90’.
Notes: these tanks provide ample protection to ground troops who use it as cover, and can push over
normal structures or crush normal vehicles, such as cars and trucks, with great ease. They have excellent
computers that provide communications as well as navigational properties, and are stocked with med kits
and ammunition. Their radar shows them the position of all living things within 200’. Tanks only take
damage from explosives and support weaponry.
Fighter Jet
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
300’/1.5k miles 1/1 50 7 500 lbs 4d10* 4d10 x $1.2m
Armaments: their rockets deal 1d10x5 damage to a 50’ x 50’ area with a range increment of 300’, and their
front-facing guns deal 2d6 damage with a range increment of 200’.
Notes: jets are swift attack vehicles, capable of delivering 6 missiles to their targets. Their radar allows
them to see the position of moving targets within 1,000’, and their targeting computers provide them a
bonus of +2 against stationary targets. They have a communications system with a range of several miles,
and the cockpit can eject the pilot and passenger in the event the craft is compromised.
Private Jet
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
120’/600 miles 1/10 25 7 1k lbs 6d10* 4d10 x $800k
Armaments: n/a
Notes: small jets used for business travel. These have radar which shows them the position of objects out
to 1,000’, and they have communications systems with a range of several miles.
Passenger Airline
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
120’/600 miles 2/50 70 7 10k lbs 10d10* 4d10 x $1.5m
Armaments: n/a
Notes: large jets used for moving several people over great distances. These have radar which shows
them the position of objects out to 1,000’, and they have communications systems with a range of several
miles.
Cargo Plane
Move/Range Crew/Passengers Hull Points AC Cargo Ram Damage Cost
120’/600 miles 2/30 80 7 50k lbs 10d10* 4d10 x $1.3m
Armaments: countermeasures which have a 70% chance of deterring missiles.
Notes: large vehicles used for moving large amounts of cargo through the air. These have radar which
shows them the position of objects out to 1,000’, and they have communications systems with a range of
several miles.
Encumbrance
When carrying too many items, a character may be slowed down. Most items, such as hand
weapons and shields, weigh between 2 to 10 lbs, while most armor weighs around 10 to 50 lbs. Single use
items weight around 1 lb, and tool kits weight from 20 to 50 lbs. Use the following table to determine how
much encumbrance affects a character’s ability to move:
Note that a rolled 1 always misses on an attack roll. When attacking a creature from behind or unawares,
gain +2 to the attack. -4 to the attack roll if in total darkness or blinded.
Monster Treasure
Each monster, most especially humanoid creatures, may carry treasure on them, but some also
have hoards of treasure, either from items they’ve pilfered, or the residue of previous victims. The referee
may wish to create a table of treasure that fits his or her campaign setting, making sure to include items
appropriate to the technological level of the setting.
Along these lines, the referee may also wish to include an optional rule that grants the party
experience points equal to 1 XP per $1 of money and valuables they find. If such a rule is put into place,
the party should have to secure the wealth somehow, either moving it into a bank vault, or storing it in their
headquarters, if they have one.
Monster and NPC Stats
Armor Class: a number that is rolled against on a character’s to-hit table. Hit Dice: how many
d8s of health the NPC has. For example, if a creature’s Hit Dice reads 4, you would roll 4d8. As a shortcut,
you could also simply multiply the Hit Dice number by 5, so a 4 HD creature would have 20 HP. Move:
indicates how quickly the creature can move. The larger number is the number of feet the creature may
move during a turn (10-minute period), and the smaller number in parenthesis is how far it can move during
a combat turn (1 minute). Attacks: lists the type of attacks the creature may make, and how many.
Damage: lists the amount of damage for each attack. No. Appearing: indicates a general number of this
kind of creature that one will encounter. The referee is largely responsible for determining this number, but
this number may be rolled any time he or she wishes to make a random encounter. Save As: indicates
what level of PC their saving throws are equivalent to. If the referee wishes, he or she may adjust these
saves based on the type of creature. Morale: the number the referee rolls with 2d6 to indicate whether the
creature flees during unfavorable or terrifying circumstances; if the number is at or above the indicated
morale score, they stay in the battle. Treasure: usually indicates how much and what type of treasure
individual creatures carry on them. This may be adjusted by the referee, depending on circumstances.
Alignment: indicates the general alignment the creature has. Lawful means it is rigid in thinking, following
a code or laws. Neutral means it shifts its behavior depending on mood, and chaotic means it is reactionary,
doing whatever it feels like doing in the moment. Creatures may also exhibit good, neutral, or evil
tendencies.
Civilian Child
Children ranged from 3 to 12, these individuals are accompanied by 1d2 adults 80% of the time and will
almost never engage in combat, instead either freezing in place or running away. Children often appear as
NPCs that need rescuing or escorting to safety. If a child attempts to wield a weapon, they do so at -4 to
hit, and -2 damage if using a melee weapon. Children offer no experience points if defeated.
Civilian Adult
Regular adults aged from 13 to 90, these NPCs usually provide missions, or require escorting and rescuing.
10 or more adults have a 20% chance of having 1d4 tradesmen with them, and a 10% chance of having
1d2 businessmen with them. Like children, civilian adults have a higher probability of fleeing from danger
than facing it head on, and any civilian adult using a weapon suffers -2 to the attack roll.
Tradesman
Tradesmen may be hired to perform specific jobs, such as labor, construction, etc. They are a bit less timid
than regular civilians, though they will still usually provide missions. Because tradesmen are more
accustomed to using tools, they suffer no penalty for using weapons, though any using a weapon will
typically stick to a tool that most closely functions as a weapon, such as an axe, hammer, or nail gun, all of
which will deal 1d6 damage.
Businessman
Businessmen are diverse individuals with varied hobbies and talents. This means they most often offer
missions to PCs, and typically pay better, though there is a 15% chance they will either attempt to underpay
the party, or simply stiff them on the bill entirely. Businessmen are somewhat timid in combat, but will fight
if cornered. They suffer -1 to attacks with weapons.
Elected Officer
These men and women are prime sources of missions for NPCs, and pay very well, though there may be
conditions to whatever work they provide. For example, a politician may not want the party to know his
identity, or, if he is a corrupt individual, may lead the party to commit a crime, or blackmail them for a crime
to cover his own tracks. Elected officers have a 40% chance of being proficient with weapons, otherwise
they suffer -1 to any attacks made with them.
CRIMINALS Petty Crook Cat Burglar Armed Thug Wolf’s Head Desperado
Armor Class: 9 7 5 4 2
Hit Dice: 0 1 2 4 6
Move: 120’ (40’) 120’ (40’) 90’ (30’) 90’ (30’) 90’ (30’)
Attacks: 1 knife 1 pistol 1 shotgun 1 rifle 1 rifle
Damage: 1d4 knife 1d6 pistol 1d10 shotgun 1d8 rifle 1d8+1 rifle
No. Appearing: 2d8 2d4 2d6 1d6 1d2
Save As: PC 0 PC 1 PC 2 PC 4 PC 6
Morale: 6 7 8 9 10
Treasure: 1d4x$5 1d10x$5 2d8x$5 4d8x$5 4d10x$10
Alignment: chaotic chaotic chaotic chaotic chaotic
Petty Crook
These low-level criminals are pickpockets and muggers who usually only strike under the right conditions,
such as when they have a group outnumbering their victims, or they are operating at night. Petty crooks
will automatically give up and flee if their target outguns them.
Cat Burglar
More skilled criminals, these individuals are stealthy, gaining +1 on surprise when alone or with other cat
burglars. They also have a 35% chance to hide and move silently, which will grant them +4 to attack rolls
if attacking an unaware target.
Armed Thug
These are professional criminals, such as bank robbers or mafia goons. Though armed with firearms, they
keep these hidden until needed, and usually only attack if it’s part of a planned exploit. These usually
operate under a boss who has 6 HD and 3 armor class.
Wolf’s Head
Criminals that other criminals fear wolf’s heads are wanted men with histories of brutal crimes. These
individuals appear as rough members of society and have a 50% chance of blending into a crowd. If they
can’t carry their rifles with them, they have knives and pistols as backup weapons. If they know they are
being followed, they’ll try to lead their pursuers somewhere they can have an advantage, or they’ll simply
try to give them the slip by escaping into crowds or down back alleys.
Desperado
These highly trained criminals are usually hired out by mob bosses or seedy politicians to conduct
assassinations. If attacking an unaware target of man-size or smaller, they have a 40% chance of outright
killing them. These professionals expose themselves to the public as little as possible, preferring to stay in
hiding until hired to go out on a job, at which point they will equip themselves with whatever they need. If
being attacked by desperados while they are on a job, the desperado has +1 to all attack rolls and add 1d2
damage to any damage they roll.
CULTISTS Initiate Acolyte Priest High Priest Leader
Armor Class: 9 9 8 8 7
Hit Dice: 0 1 1+1 2 4
Move: 120’ (40’) 120’ (40’) 120’ (40’) 120’ (40’) 120’ (40’)
Attacks: 1 knife 1 axe 1 shotgun 1 shotgun 1 rifle
Damage: 1d4 1d6 1d10 1d10 1d10
No. Appearing: 4d6 2d8 2d4 2d8 1
Save As: PC 0 PC 1 PC 2 PC 2 PC 3
Morale: 9 11 11 8 7
Treasure: 1d4x$2 1d8x$2 2d8x$10 4d8x$10 4d10x$50
Alignment: chaotic chaotic neutral neutral lawful
Initiate
These cultists are the bottom of the organization, and are undergoing training to become acolytes. For this
reason, they are typically not put into harm’s way, as the leaders fear their resolve will permanently break,
causing them to leave the organization permanently. Some initiates are willing to prove themselves,
however, and have a 15% chance of flying into a frenzy, gaining +1 to hit and damage to their attacks.
Acolyte
These are cultists who have been fellowshipped into the organization, and are ready to fight and die for in
the name of their leader’s ideals. Acolytes blindly follow orders, seeking to prove themselves to their
masters, in the hopes of a greater reward. These people cannot be reasoned with, and anyone attempting
to do so suffer -4 to their charisma for the purpose of a reaction roll.
Priest
Priests are middle managers in the cult organization, and are as zealous as their acolyte underlings. They
are the disciplinarians and commanders, able to grant +1 to attacks and saves to any of their acolytes who
join them in dangerous situations. They can also compel acolytes to sacrifice themselves for “the good of
the cult.”
High Priest
These are closest to the top and generally know that the cult is a farce, and work feverishly alongside their
leaders to generate new and more compelling propaganda to draw in more followers, and to maintain the
followers they have. High Priests always indulge in abusive rituals for their own perverse amusement, but
they always keep these as closely guarded secrets when out in the public eye, even going so far as to
attack rival organizations, and accuse them of committing the very crimes that their own organizations are
guilty of.
Leader
The leaders of cults are very charismatic, having effectively a 16 to 18 charisma, except that the mystique
they have generated around themselves allows them to have as many as hundreds of followers. They are
well-connected, and use the funds they defraud from their followers to buy up extravagances for
themselves, but also vehicles and weapons. Some few leaders are directly influenced by demons or other
otherworldly entities who compel them to commit horrid acts in secret. Cults of this supernatural nature are
often comprised of chapters, each chapter consisting of a full cult organization, except that all the leaders
fall under the influence of a singular, sinister entity whose origin and presence are closely guarded secrets.
SOLDIERS Grunt Rifleman Sniper Elite Super Elite
Armor Class: 8 7 6 4 2
Hit Dice: 1+1 2 4* 6* 8*
Move: 120’ (40’) 120’ (40’) 120’ (40’) 90’ (30’) 90’ (30’)
Attacks: 1 rifle 1 rifle 1 sniper rifle 1 rifle +1 1 support r +1
Damage: 1d8 1d8 1d12 1d8+1 1d10+1
No. Appearing: 4d8 4d6 1d4 1d6 1
Save As: PC 2 PC 2 PC 4 PC 6 PC 8
Morale: 9 10 10 11 11
Treasure: n/a n/a n/a n/a n/a
Alignment: neutral neutral neutral lawful lawful
Grunt
Basic soldiers, fresh out of the gate and equipped with somewhat meager gear, including 2 grenades. They
follow whatever orders they are given by their superiors, but even if made to guard a location, they will
dispatch as many as half their group’s numbers to go investigate potential threats.
Rifleman
Better trained soldiers, these men and women are equipped with better equipment and 4 grenades. Like
their grunt counterparts, they patrol and guard, depending on their orders. When acting as a team during
an operation they have planned for, they each gain +1 to their attacks and saving throws while on
assignment.
Sniper
These professional soldiers are equipped with long range rifles, and are skilled at hiding and moving silently,
gaining a 60% chance of doing so at any given time. While hidden, they have a 30% chance of outright
killing any creature they successfully shoot with their rifles, and they gain +4 to attacking unaware targets.
Elite
These finely tuned military men and women are so skillful at close quarters combat that, any time they are
engaged in melee with an opponent, they have a 25% chance of using their knives to instantly drop a man-
sized or smaller target down to 0 HP. They have 6 grenades and 2 flashbangs, and are equipped with night
vision equipment. Like snipers, they also have a 50% chance of hiding at any given time.
Super Elite
Exactly like elite, with the following exceptions: they have a 30% chance of using their knives to drop an
opponent down to 0 HP, and they have a 65% chance of hiding at any given time.
SPIES/HITMEN Observer Infiltrator Assassin* Grand A* Master A*
Armor Class: 7 6 5 4 3
Hit Dice: 1 2 3 4 6
Move: 120’ (40’) 120’ (40’) 120’ (40’) 120’ (40’) 120’ (40’)
Attacks: 1 pistol 1 shotgun 1 rifle 1 rifle 1 rifle
Damage: 1d6 1d10 1d8 1d8 1d12
No. Appearing: 1d4 1 1 1 1
Save As: PC 1 PC 2 PC 3 PC 4 PC 6
Morale: 9 10 10 11 11
Treasure: 2d8x$10 2d8x$20 2d8x$50 2d8x$100 2d10x$100
Alignment: neutral neutral neutral neutral neutral
Observer
These figures blend into the background, looking like ordinary people, and using sophisticated equipment
to keep tabs on their targets’ movements. Even the most astute character has only a 1% chance of noticing
one when passing by; 10% if staying in the same area as one for more than a few minutes. When
threatened, an observer will immediately gain initiative, and attempt to hide with a 30% chance of success,
or 65% if in a crowded area.
Infiltrator
Dressed in civilian attire, these hitmen use simple weapons that can be concealed easily on their persons.
When initiating an attack, there is only a 30% chance of noticing their intent, and when they have the
advantage on unsuspecting targets, they gain automatic surprise and +4 to their attacks.
Assassin
Trained hitmen who use stealth to bypass obstacles, and cloak themselves in anonymity. They are able to
infiltrate almost any location, having a 60% to stealth and open-lock checks. Using their rifles, they gain +4
to attack rolls against unsuspecting targets, and any target they hit with the rifle within the first 1d4 rounds
has a 50% chance of taking a fatal shot.
Grand Assassin
As with regular assassins, except that their stealth and open-lock checks are made at 70%, and their fatal
shots occur 60% of the time.
Master Assassin
As with regular assassins, except that their stealth and open-lock checks are made at 90%, and their fatal
shots occur 80% of the time.
CARNIVORES I Wolf/Hyena Lion/Tiger Black Bear Brown Bear Polar Bear
Armor Class: 8 7 7 6 5
Hit Dice: 2 4 3+1 4+2 5+3
Move: 120’ (40’) 120’ (40’) 90’ (30’) 90’ (30’) 90’ (30’)
Attacks: 1 bite 2 claws, 1 bite 2 claws, 1 bite 2 claws, 1 bite 2 claws, 1 bite
Damage: 1d6 bite 1d4 claws, 1d6 claws, 1d8 claws, 1d10 claws,
1d8 bite 1d10 bite 1d12 bite 2d6 bite
No. Appearing: 4d6 1d2 1d2 1d2 1d2
Save As: PC 2 PC 4 PC 4 PC 5 PC 6
Morale: 8 10 9 10 11
Treasure: n/a n/a n/a n/a n/a
Alignment: neutral neutral neutral neutral neutral
Wolf/Hyena
These pack animals will only attack when hungry, and when their numbers are greater. They will typically
try to lure potential prey out into the open where the whole pack can attack indiscriminately. When a canine
successfully bites an opponent of man-size or smaller, they have a 70% chance of latching on, which allows
them to deal automatic bite damage each round they maintain their grip.
Lion/Tiger
Large cats hunt through stealth, having a 65% chance of remaining unseen in their natural habitat. When
successfully hidden, they gain +2 to their attacks, and have immediate surprise. They will attack with their
claws first, and if both claw attacks are successful, they gain an immediate bite attack for free, and are
grappled onto their victim. While grappled, there is a 30% chance they will accidentally release their prey,
but so long as the grapple is maintained, they automatically hit with their bite attacks.
Black Bear, Brown Bear, and Polar Bear
Bears are usually solitary, but occasionally travel in pairs. They will attack with their claws first, and if both
claw attacks are successful, they gain an immediate bite attack for free, and are grappled onto their victim.
While grappled, there is a 30% chance they will accidentally release their prey, but so long as the grapple
is maintained, they automatically hit with their bite attacks.
CARNIVORES II Barracuda Humboldt Sq. Tiger Shark Great White S. Orca
Armor Class: 7 7 6 6 5
Hit Dice: 0 2 3 5 7
Swim: 90’ (30’) 120’ (40’) 120’ (40’) 120’ (4’) 90’ (30’)
Attacks: 1 bite 1 bite 1 bite 1 bite 1 bite
Damage: 1d4 bite 1d6 bite 1d8 bite 1d10 bite 1d12 bite
No. Appearing: 1d6 2d12 1d8 1d6 1d4
Save As: PC 0 PC 2 PC 3 PC 5 PC 7
Morale: 8 9 10 10 10
Treasure: n/a n/a n/a n/a n/a
Alignment: neutral neutral neutral neutral neutral
Barracuda
Vicious river fish with long, jagged jaws capable of delivering a painful bite. They are stealthy fish and gain
+1 on surprise rolls when initiating an attack.
Humboldt Squid
These vicious squid use their tentacles to latch onto victims. Any time a humboldt squid successfully attacks
a target, they have a 30% chance of latching on. If they successfully latch onto a victim, they automatically
deal 1d4 damage from the thorns on their tentacles, and they automatically deal bite damage while
attached.
Tiger Shark
Tiger sharks are like wolves of the sea, using their powerful bites to deal damage. If blood enters the water,
it has a 60% chance of drawing 1d4 tiger sharks.
Great White Shark
When successfully biting a man-size or smaller opponent, great white sharks have a 5% chance of
dismembering one of their opponent’s limbs: on a d6, 1= head, 2-3= dominant arm, 4-5= other arm, and 6
= leg (1-3= left leg, 4-6= right leg).
Orca
Orcas are powerful creatures. Whenever they successfully bite an opponent, they will attempt to thrash
them around. They have a 20% chance of thrashing, which deals 2d8 damage.
CARNIVORES III Killer Ape Fishman Crocodile Anaconda Werewolf*
Armor Class: 7 6 6 8 5
Hit Dice: 1 2+1 5 4 6+1*
Move: 90’ (30’) 90’ (30’) 60’ (20’) 60’ (20’) 120’ (40’)
Swim: n/a 120’ (40’) 90’ (20) n/a n/a
Attacks: 2 slams 2 claws, 1 bite 1 bite 1 bite 2 claws, 1 bite
Damage: 1d4 slam 1d4 claws, 1d10 bite 1d4 bite+ 1d6 claws,
1d6 bite constriction 1d8 bite
No. Appearing: 2d8 1d4 1d8 1 2d4
Save As: PC 1 PC 3 PC 5 PC 4 PC 7
Morale: 8 9 8 10 10
Treasure: n/a n/a n/a n/a 1d12x$5
Alignment: chaotic neutral neutral neutral chaotic
Killer Ape
Killer apes are always hungry for blood and violence, hiding in the bushes and ambushing with +1 on
surprise rolls. Upon killing a living thing, the troop will attempt to dismember and drag the corpse away for
consumption.
Fishman
These humanoid piranhas are incredibly stealthy, having a 90% chance of being unseen while in the water,
and surprising at +2. If fighting in the water, a fishman will attempt to pull an enemy underwater where they
will try to hold them until they drown. To do this, they must successfully hit with both claws and their bite.
Crocodile
Crocodiles have a 40% chance of latching onto their prey when they successfully attack. Successfully
grabbed opponents who are man-size or smaller are dragged into the water where they take ongoing 1d6
damage each round, as the crocodile spins and thrashes them about.
Anaconda
If an anaconda successfully bites an opponent, they have a 35% chance of constricting their prey.
Constricted opponents are unable to move, and suffer 1d8 damage each round as their lungs are
compressed.
Werewolf
These creatures appear as scruffy humans at most times, but under a full moon, they are rampaging
monsters, driven to kill the innocent. Their supernatural strength makes them immune to damage from
normal weapons; only silver and magical weapons my harm them. Anyone bitten by a werewolf must roll
a save vs. toughness or else contract lycanthropy, causing them to become werewolves themselves.
HERBIVORES I Rabbit Small Deer Large Deer Elk Moose
Armor Class: 7 8 8 7 6
Hit Dice: 0 1 2 4 6
Move: 120’ (40’) 150’ (50’) 150’ (50’) 120’ (40’) 120’ (40’)
Attacks: 1 claw 2 antlers 2 antlers 2 antlers 2 antlers
Damage: 1 claw 1d4 antler 1d6 antler 1d8 antler 1d10 antler
No. Appearing: 1d8 2d6 2d4 2d4 1d2
Save As: PC 0 PC 1 PC 2 PC 4 PC 6
Morale: 3 4 4 6 7
Treasure: n/a n/a n/a n/a n/a
Alignment: neutral neutral neutral neutral neutral
Rabbit
Rabbits are timid little animals that mainly make nuisances of themselves, devouring people’s crops. It is
extremely rare for a rabbit to attack a humanoid as they will flee at the first sign of danger, but if cornered,
they may attack out of defense.
Small and Large Deer
Deer are grazing mammals that, like rabbits, tend to run at the first sign of danger. Male deer may attack
out of defense, especially during mating season at which time their morale rises to 6 instead of 4.
Elk
Elk are much larger than deer, and tend to be less skittish. Though many fancy using them as mounts,
they are far inferior to horses as a means of transportation, and attempting to tame one for riding is nigh
impossible without magical intervention.
Moose
These herd animals are much less skittish than other herd animals, and will willingly attack creatures that
come too close.
HERBIVORES II Cow Bison Hippopotamus Rhinoceros Elephant
Armor Class: 7 7 6 5 3
Hit Dice: 3 5 6 7+1 9+1
Move: 90’ (30’) 90’ (30’) 60’ (20’) 90’ (30’) 60’ (20’)
Attacks: 1 horn(s) 1 horn(s) 1 bite 1 horn 2 tusks, 1 trunk
Damage: 1d6 horns 1d8 horns 2d8 bite 2d10 horn 1d8 tusk,
1d6 trunk
No. Appearing: 2d12 2d12 1d4 1d4 2d4
Save As: PC 3 PC 5 PC 6 PC 8 PC 10
Morale: 6 7 10 10 10
Treasure: n/a n/a n/a n/a ivory
Alignment: neutral neutral neutral neutral neutral
Minotaur
These mythic monsters resemble half man, half cow. Their ability to find their way through mazes is
unrivaled, making it impossible for them to become lost while underground. Though half cow, they are, in
fact, omnivores and will consume meat whenever the need arises.
Giant Boar
Boars are smart and territorial, and use their powerful olfactory senses to locate food. Once engaged in a
fight, they will usually blindly see it through to the grizzly end.
Gorgon Bull
These giant bovines resemble great cows with bodies coated in iron plates. Deadly fog exudes from their
mouths, and will petrify any creatures within 30’ x 30’ before them who fail their saving throws vs. toughness.
Catoblepas
These animals resemble a colossal herd animal with a long, low-hanging neck, a head like a warthog, and
a long, club-like tail. Creatures stricken by this tail have a 20% chance of being stunned for 1d4 minutes
afterwards. When they lift their heads, creatures they choose to make eye contact with must roll a save vs.
control or die instantly
Zaratan
The truly largest creature on the planet, this turtle is often mistaken for a small island in the middle of the
ocean. They do not attack unless directly threatened by anything capable of damaging them. Any ship
bitten by a Zaratan will begin taking on water and sinking. They are able to ignore 50 points of damage
each round when their shells are attacked, or 10 points of damage each round if their heads are attacked.
ETs I Alien Probe* Alien Engin. Alien Drone* Alien Soldier* Alien Leader*
Armor Class: 2 3 4 1 2
Hit Dice: 1 2* 5+1 4* 9*
Move: n/a 120’ (40’) n/a 90’ (30’) 120’ (40’)
Fly: 240’ (80’) n/a 240’ (80’) n/a 120 (40’)
Attacks: 1 pew pew 1 sonic tool 2 pew pews 2 big pews 1 hyper pew
Damage: 1d8 pew 1d6+1 sonic t. 1d10 pew pew 2d8 big pew 2d10 hyper pew
No. Appearing: 2d12 1d8 2d6 4d4 1
Save As: PC 1 PC 2 PC 6 PC 4 PC 9
Morale: 12 6 12 10 10
Treasure: n/a n/a n/a n/a n/a
Alignment: lawful neutral lawful neutral neutral
Alien Probe
These small, flying probes are smooth and almost featureless, and fly so silently that they always gain +1
on surprise rolls. They are immune to poison, disease, and mind-affecting abilities, and have the ability to
turn 99% invisible when holding perfectly still.
Alien Engineer
Engineers are short, bald aliens. They avoid combat, but will defend themselves with their strange hand
tools which they use to maintain their ships. Alien engineers have mild telepathic powers that can stun
creatures within 10’ of them, provided they make a Save vs. Concentration. Failure means they are stunned
for 1 round.
Alien Drone
Drones are larger constructs, similar to the probes. They have heavier weapons and a force shield that
can deflect 12% of all attacks landed on them. Apart from their lasers, they can also fire a boson 3 times
per day which explodes on impact, dealing damage equal to its current health to a 30’ x 30’ area. A
successful Save vs. Reflex will reduce the damage by half. They are immune to poison, disease, and mind-
affecting abilities.
Alien Soldier
These aliens are more heavily armed and armored, and have more advanced psychic powers which can
stun creatures within 20’ of them who fail a Save vs. Concentration; a failed save means the targets are
stunned for 1d10 rounds. Alien soldiers have a flight deck that gives them near perfect aerial
maneuverability, and upon being defeated, they have a 20% chance of activating a self-destruct feature
that deals 2d12 damage to a 30’ x 30’ area around them.
Alien Leader
These leaders have powerful psionic abilities which allow them to mentally control any creatures within 30’
of them who fail a Save vs. Concentration. If mentally controlled creatures are compelled to do something
against their nature, they are allowed to make another concentration roll to break free. Alien leaders have
powerful force fields which negate 30% of attacks successfully landed on them. When they die, their bodies
implode, dealing 4d6 irresistible damage to any creature within 20’ of them.
ETs II Scurrier Larva Drone Hunter Queen
Armor Class: 6 7 5 3 1
Hit Dice: 1* 0* 4+1* 8+1* 17+2**
Move: 120’ (40’) 90’ (30’) 120’ (40’) 90’ (30’) 90’ (30’)
Climb: 90’ (30’) n/a 120’ (40’) 90’ (30’) n/a
Attacks: see below 1 bite, 1 tail 2 claws, 1 bite, 2 claws, 1 bite, 4 claws, 1 bite,
1 tail 1 tail 1 tail
Damage: see below 1d6 bite, 1d4 claw, 1d6 claw, 1d8 claw,
1d4 tail 1d8 bite, 1d10 bite, 1d12 bite,
1d6 tail 1d8 tail 1d10 tail
No. Appearing: 2d12 2d6 4d4 2d4 1
Save As: PC 1 PC 0 PC 5 PC 9 PC 18
Morale: 10 7 10 10 9
Treasure: n/a n/a n/a n/a n/a
Alignment: chaotic chaotic chaotic chaotic neutral
Scurrier
These abhorrent little creatures seek out and ambush potential prey, latching onto their faces on a
successful attack roll, which is always made at -2. Once a scurrier has latched onto its victim’s face, the
creature must roll a save vs. reflex to keep it from latching on. Once it has latched onto its victim, that victim
falls into a deep coma as it implants an egg into their body. Attempts to remove it will cause it to rupture,
dealing 2d4 acid damage to its victim. Attacks against it have a 30% chance of splashing acid within 5’,
causing 1d4 damage. These creatures are extremely stealthy and gain a +2 on surprise rolls.
Larva
When a victim has been implanted by a scurrier, a larva is formed within 1d4 hours. These larvae will then
instantly kill their host as they eject from their bodies. Larvae that receive damage will have a 30% chance
of dealing 1d4 acid damage to any creatures within 5’ of their position. These creatures are extremely
stealthy and gain a +2 on surprise rolls, and have a 50% chance of being invisible when holding still.
Drone
These dog-sized creatures are so hyper-vigilant that any creature attacking from behind does not gain the
usual bonus to hit, and sneak attacks are impossible, except those made at very long range. When a drone
receives damage, there is a 40% chance they will deal 1d6 acid damage to any creature within 10’ of their
position. These creatures are extremely stealthy and gain a +2 on surprise rolls, and have a 65% chance
of being invisible when holding still.
Hunter
These man-sized creatures are so hyper-vigilant that any creature attacking from behind does not gain the
usual bonus to hit, and sneak attacks are impossible, except those made at very long range. When a hunter
receives damage, there is a 50% chance they will deal 1d8 acid damage to any creature within 10’ of their
position. These creatures are extremely stealthy and gain a +2 on surprise rolls, and have a 70% chance
of being invisible when holding still.
Queen
These t-rex-sized creatures are the mother of these insidious creatures, and produce 1d12 new scurries
per week. They usually remain safely tucked away in the deepest reaches of their hive where they
telepathically guide the workings of their lesser. There are always at least 8 hunters nearby to protect them,
but queens are devastating combatants. Any drones or hunters fighting within 50’ of their position are
immune to fear, and automatically succeed any morale rolls. If a queen lands all 4 of their attacks on a
man-sized or smaller creature, they will instantly dismember it, killing it instantly. When taking damage,
there is a 60% chance that a queen will deal 1d10 acid damage to any creature within 15’ of their position.
ROBOTS I Small Rover Small Flyer Med. Rover Med. Flyer Large Rover
Armor Class: 6 5 4 3 1
Hit Dice: 1 1 3 3 6
Move: 120’ (40’) n/a 120’ (40’) n/a 120’ (40’)
Fly: n/a 120’ (40’) n/a 240’ (80’) n/a
Attacks: 1 gun 1 gun 2 guns 2 guns, 4 guns,
1 rocket 2 rockets
Damage: 1d6 gun 1d6 gun 1d8 gun 1d8 gun, 1d10 gun,
2d4 rocket 2d6 rocket
No. Appearing: 4d10 4d8 2d10 2d8 1d6
Save As: PC 1 PC 1 PC 3 PC 3 PC 6
Morale: 12 12 12 12 12
Treasure: n/a n/a n/a n/a n/a
Alignment: lawful lawful lawful lawful lawful
Rovers
Rovers are wheeled robots equipped with small arms. They are often used for security in military or
corporate installations where they are under the control of a security team. All robots are immune to
disease, poison, and mind-affecting abilities.
Flyers
Flyers are winged drones equipped with small arms. They are often used for security in military or corporate
installations where they are under the control of a security team. All robots are immune to disease, poison,
and mind-affecting abilities.
Large Rover
Rovers are wheeled robots equipped with small arms. They are often used for security in military or
corporate installations where they are under the control of a security team. All robots are immune to
disease, poison, and mind-affecting abilities. These larger rovers are able to carry equipment for human
personnel, and may even be loaded with supplies or tethered to prisoners.
ROBOTS II S. Walker M. Walker L. Walker* G. Walker* C. Walker*
Armor Class: 5 4 2 1 -1
Hit Dice: 1 3 5 7 11
Move: 60’ (20’) 120’ (40’) 90’ (30’) 90’ (30’) 60’ (20’)
Attacks: 1 held gun, 1 held gun, 2 held guns, 4 fixed guns, 6 fixed guns,
or 2 fixed guns or 2 fixed guns or 2 fixed guns, 2 rockets 3 rockets
1 rocket
Damage: 1d6 held gun 1d8 held gun 1d10 held gun 1d12 fixed gun 2d8 fixed gun
1d4 fixed gun 1d6 fixed gun 1d8 fixed gun 4d4 rocket 4d6 rocket
2d4 rocket
No. Appearing: 2d8 2d6 2d4 1d8 1d4
Save As: PC 1 PC 3 PC 5 PC 7 PC 11
Morale: 12 12 12 12 12
Treasure: n/a n/a n/a n/a n/a
Alignment: lawful lawful lawful lawful lawful
Walkers
Walkers are robots that are articulated for bipedal or quadrupedal motion. They can traverse nearly any
terrain that a humanoid can, and are often humanoid in appearance. Their guns are usually affixed to them,
but some are able to hold and use weapons and tools as a humanoid can. If equipped with a rocket, these
attack a 30’ x 30’ area. These robots can have varying degrees of intelligence, either acting under the
guidance of behavioral subroutines, or able to think and act for themselves. All robots are immune to
disease, poison, and mind-affecting abilities. There are mainly five varieties of walker: small, medium,
large, giant, and colossal. Gargantuan walkers are able to absorb up to 10 points of damage each round,
and colossal walkers are able to absorb up to 20 points of damage each round due to their incredible size
and heavy armor.
UNDEAD Skeleton Zombie Ghoul Ghost* Mummy*
Armor Class: 6 7 5 6 3
Hit Dice: 1 2* 4* 8* 12**
Move: 90’ (30’) 90’ (30’) 90’ (30’) n/a 90’ (30’)
Fly: n/a n/a n/a 120’ (40’) n/a
Attacks: 1 claw or 1 claw or 1 claw or 1 touch 1 touch or
by weapon by weapon by weapon by weapon
Damage: 1d6 or 1d6 or 1d8 or see below see below or
by weapon by weapon by weapon by weapon
No. Appearing: 4d6 4d6 2d6 1d4 1d2
Save As: PC 1 PC 2 PC 4 PC 8 PC 12
Morale: 12 12 12 12 12
Treasure: n/a n/a n/a n/a n/a
Alignment: chaotic chaotic chaotic chaotic chaotic
Skeleton
These bare boned creatures shamble about, either wandering aimlessly, or working under the influence of
the powers that created them. They are immune to cold and only take half damage from edged weapons.
Skeletons are made from the undead bones of any small or man-sized creature, and either use a weapon
or their own natural attacks, such as teeth or claws. They are immune to poison, disease, and all mind-
affecting abilities.
Zombie
These withered and flesh-rotten corpses are little more than husks of their former selves, wandering about
in search of warm bodies to attack. They are immune to poison, disease, and all mind-affecting abilities.
Many will collapse after defeated, only to rise back up in a manner of minutes. Usually, these creatures
are defeated by either burning them with fire, decapitating them, crushing their heads, impaling their hearts,
or dousing them with holy water.
Ghoul
These creatures are very similar to zombies, except that they possess much more of their intellectual
faculties, and are organized. Anyone stricken by a ghoul must roll a save vs. toughness, or contract a
disease. They are immune to poison, disease, and all mind-affecting abilities.
Ghost
Ghosts are immune to all physical attacks, save by +1 or greater weapons. They can phase through solid
matter, and usually appear around the places where they perished. They are attracted to warmth and seek
to snuff it out; any creature touched by a ghost instantly loses 1d4 HD. If their HD are reduced to 0, they
perish. They are immune to cold, poison, disease, and all mind-affecting abilities.
Mummy
These are especially powerful undead possessed of magical powers, which will be listed below. Anyone
touched by a mummy must roll a save vs. toughness or succumb to mummy rot, which will cause them to
wither and die within 1d4 days. Any weapon that a mummy possesses is usually a +1 or better mace or
staff, and they may only be harmed by +1 or better magical weapons. They are immune to poison, disease,
and all mind-affecting abilities. Their powers are as follows:
1/day: summon 1d10 HD of undead.
1/day: cause 1d10 necrotic damage automatically on touch.
3/day: evoke a powerful feeling of dread, causing all creatures less than 6HD to roll a save vs.
control or flee in terror.
PLANTS Needle Flower Strangle Vine Man Trap Briar Swarm Swamp Maw
Armor Class: 8 7 6 4 2
Hit Dice: 1 3* 5* 6 10*
Move: 0’ (0’) 0’ (0’) 0’ (0’) 0’ (0’) 0’ (0’)
Attack: 1 barb see below 1 bite 4 brambles 1 bite
Damage: 1d4 barb see below 1d10 bite 1d6 bramble 2d10 bite
No. Appearing: 2d12 1d8 1d10 3d4 1
Save As: PC 1 PC 3 PC 5 PC 6 PC 10
Morale: 12 12 12 12 12
Treasure: n/a n/a n/a n/a n/a
Alignment: neutral neutral neutral neutral neutral
Needle Flower
These large yet seemingly harmless flowers have exquisite colors that contempt the eye, but are able to
fire barbs at a range of 20’. Creatures hit by these barbs must roll a save vs. toughness or else fall asleep
for 1d4 hours. They are immune to fear and all mind-affecting abilities.
Strangle Vine
These appear as normal vines hanging from high tree branches. When they strike, they have +2 to surprise,
and any creature walking within 5’ of their position must roll a save vs. reflex or else immediately start taking
1d8 strangle damage. Strangled victims cannot move, and any action made other than trying to keep them
from tightening will cause them to take 1d10 damage instead. They are immune to fear and all mind-
affecting abilities.
Man Trap
These unusually large bulbs will open and extend out to 10’ from their base. Any creature of man-size or
smaller that is successfully bitten has a 25% chance of being instantly swallowed. Swallowed creatures
take 1d6 damage each round, and may only escape by using a cutting tool to deal at least 10 damage.
They are immune to fear and all mind-affecting abilities.
Briar Swarm
These lashing vines appear as normal vines, and gain +2 to surprise rolls. They have a reach of 15’ and
may attack any creature within that range. They are immune to fear and all mind-affecting abilities.
Swamp Maw
These massive bulbs exist below the surface of tepid water where they are invisible 80% of the time. Any
creature of large-size or smaller that walks over their 30’ x 30’ position will immediately trigger their trap,
requiring a save vs. reflex. Creatures who fail are immediately engulfed and dragged back below the
surface of the water where they suffer 1d10 damage each round. As with man traps, a trapped victim must
use a cutting weapon to deal 20 damage before they can escape. If a swamp maw is triggered, but no
victims are captured, it will attack with its bite, which has a 30% chance of instantly swallowing anything it
hits. They are immune to fear and all mind-affecting abilities.
BIO FREAKS Crawler Shuffler Runner Boomer Big Boomer
Armor Class: 9 8 7 6 5
Hit Dice: 0 1 1+1 2+2 5+2
Move: 60’ (20’) 90’ (30’) 120’ (40’) 120’ (40’) 90’ (30’)
Attacks: 1 bite 1 bite 1 bite 2 slams, 2 slams
1 bite 1 bite
Damage: 1d4 bite 1d6 bite 1d6 bite 1d6 slam, 1d8 slam,
1d8 bite 1d10 bite
No. Appearing: 4d6 3d6 2d6 2d4 1d4
Save As: PC 0 PC 1 PC 2 PC 3 PC 6
Morale: 12 12 12 12 12
Treasure: n/a n/a n/a n/a n/a
Alignment: chaotic chaotic chaotic chaotic chaotic
Bio Freaks
These are essentially zombies who were created through biological/pharmaceutical means. They are
immune to poison, disease, and all mind-affecting powers, and cannot be frightened. They are also able
to regenerate from their wounds, meaning they may only be slain completely after destroying their brains
or hearts, or setting them on fire. There is also a 25% chance that a slain one will produce parasites or
transmit whatever disease it was that made them, meaning anyone handling them or any animals
attempting to eat them will have to roll a save vs. toughness or else contract the disease and become one
of them. These stats apply to all man-size or smaller creatures that have contracted the disease.
Optional Rules: Mutations
Mutations serve as extra special qualities a character has, either as the result of nuclear fallout, or
acquired through genetic tampering. Note that normal humans do not have access to these mutations,
and, likewise, humanoids and creatures who do have mutations will lose access to the special talents
mentioned earlier in this book. To determine what mutations a character has, use the following racial
templates:
Mutations
Roll a d100 on the table below to determine which mutation is being selected. If you roll two
mutations that are in conflict with each other, reroll them both.
Body Structure Alteration: this mutation causes your body to generally look different in a way that is mildly
detrimental. For example, one of your arms could be sticking out of the center of your toros, your skin could
be thinner than usual, making you susceptible to cold, or you could have only one eye and no depth
perception, etc.
Chameleon Skin: your skin has the ability to blend in with your surroundings, making you at least 50%
invisible to creatures with normal sight; 90% if the background is textured, but within the same color range,
such as trees and grass, or pipes and conduits.
Density Control: you can alter your own body density, either compressing into a tougher form and
improving your AC by 2, or expanding your form and enlarging your limbs, increasing your movement rate
by 30’ (10’), or allowing you to make melee attacks out to 15’ away from yourself. You may only have one
of these alterations active at a time, within one round of combat.
Diminished Sense: you are unable to see, hear, or smell as keenly as other people. This means you
suffer -1 to ranged attacks, and do not smell things, like smoke, or hear people walking behind you.
Double Physical Pain: you are so sensitive to pain that all damage received is increased by 50%.
Electrical Generation: anyone touching you with exposed skin, or with metallic weapons will receive 3d6
electrical damage. You may choose not to deal any damage, such as in the event an ally is touching you.
A save vs. reflex reduces the damage by half.
Fat Cell Accumulation: you are always overweight, causing your movement to reduce by 30’ (10’). On
the plus side, however, you are better able to float and swim by 10%, and cold affects you 25% less than
usual.
Gas Generation (Musk): you can emit a cloud of noxious gas, requiring any breathing organism within 30’
of you to roll a save vs. toughness or else begin choking and gagging. Choking and gagging victims are
helpless and may be hit automatically on an attack action. Anyone who makes their saving throw is still
slowed down to half their movement, and suffer -1 to attack rolls while in the affected area. Lasts 1d4
rounds.
Heat Generation: three times per day, your body is able to exude and project intense heat. This attack
has a range of 30’ and deals 3d6 damage to all targets within the line of heat. A save vs. reflex reduces
the damage by half. Additionally, you are able to ignore 25% of any fire-based damage used against you.
Heightened Balance: you are able to balance and refrain from falling, tripping, or stumbling 99% of the
time, even in conditions that would normally knock someone onto their backside. While walking along
narrow ledges, or when tight-rope walking, you are able to move at your normal speed.
Heightened Hearing: you have especially keen hearing, and can hear a pin drop from 60’ away. This
ability is a double-edged sword, however, as loud noises, such as explosions or a plane flying overhead,
will require you to roll a save vs. control to avoid being stunned for 1d4 rounds.
Heightened Precision: you gain +1 to hit and +2 to damage on attack rolls made with any weapon or
special ability.
Heightened Smell: your olfactory senses are as keen as a wolf’s and you are able to smell the presence
of any living thing out to 60’ away. You also have a 70% chance of tracking someone within 1 day of them
passing through a given area. This diminishes by 10% for each day old the tracks are.
Heightened Taste: by merely tasting something, without ingesting it, you can deduce things about it, such
as if it contains poisons or deadly bacteria. Once per day, you may also “taste” the air and immediately
discern how many and what kinds of creatures were in a 30’ x 30’ area within the last day.
Heightened Touch: your sense of touch is so acute that you can feel structural weaknesses in buildings,
figure out complex machines with an increased 10% accuracy, and pick locks or disable machines with an
increased 30% accuracy.
Heightened Vision: your eyesight is incredibly keen, allowing you to see things clearly out to 2 miles, and
further gain +1 to hit with ranged weaponry.
Hemophilia: any time you take damage in combat, you have an accumulated 10% chance of bleeding.
When you bleed, you suffer 1 point of damage each round until the wound can close. Lastly, it takes you
twice as long to heal as a normal person, and healing agents are only 50% effective.
Increased Metabolism: you never seem satisfied with a meal and must consume twice as much food and
drink as a normal person, meaning you will suffer from the effects of hunger twice as badly as anyone else.
Increased Speed: your body moves much more quickly than the average person, allowing you to make
two attacks each round, your AC improves by 1, and your movement rate is increased by 50%.
Infravision: this peculiar ability allows your eyes to perceive heat, most especially in darkened places. You
can detect the heat signatures of living things through as much as 5’ of solid matter, with the exception of
led or heavily insulated substances. This ability does not work in broad daylight.
Light Generation: your body glows softly like a torch, providing lighting out to 60’ in darkness. Three times
per day, you can focus this energy, causing blindness for 1d4 rounds in creatures who fail a save vs.
awareness.
Multiple Body Parts: you have redundant body parts. This could be multiple eyes, granting a second eye-
based attack or skill roll, or you could have multiple arms, granting an extra attack during combat, or a
bonus of 10% to skill rolls made to craft or disable things. This could also grant you extra legs, making it
twice as hard to knock you prone, or improve your movement rate by 30’ (10’).
New Body Parts: this is mainly a cosmetic feature, granting you fur, scales, an extra eye, wings that don’t’
allow you to fly, or antenna. Whichever feature you choose; it provides a +1 bonus to a relevant saving
throw. For example, antenna could give you +1 to awareness, or fur could give you +1 to toughness.
No Bacterial Resistance: you are highly susceptible to microorganisms, and immediately become ill when
exposed to them. When traveling through a filthy environment, you suffer 1d4 points of damage per hour
you remain there, and require twice as long to recover from this damage, even if treated medically.
No Poison Resistance: any time you are poisoned, you automatically succumb to its effects, making
deadly poisons even more deadly.
No Sensory Nerve Endings: you cannot feel pain, and suffer no ill-effects from pain, beyond the usual
damage they cause. This means you may be unaware of surprise attacks made against you, such as when
a scoundrel fires a crossbow bolt into your back, or you may handle harmful objects without realizing it,
such as picking up scalding hot metal.
Oversized Body Parts: you have larger, or at least, more pronounced body parts. This could mean larger
arms, allowing +1 damage to melee attacks, larger eyes, granting better vision, larger legs, granting the
ability to jump higher, or a larger toros, granting you an improvement of 1 to your AC.
Partial Carapace: your body has leathery plates, akin to an armadillo, granting you an improvement of 2
to your AC.
Photosynthetic Skin: your body is able to process and make its own food simply by being exposed to
sunlight. You still require water and some minerals, but otherwise do not need food rations, unless spending
more than a day underground or in places where the sunlight cannot reach you. If you go without sunlight
for more than a week, you will become ill.
Physical Reflection: your body has the ability to reflect harmful energy away, granting an improvement of
2 to your AC against one type of energy. Once per day, you may even totally reflect the damage you
receive back to its source, taking no harm whatsoever. Examples of energy you can resist are sonic, laser,
radiation, and fire.
Poor Respiratory System: you are only able to travel half as far as a normal person during a given day,
due to poor respiration. You also suffer -4 to saves vs. toughness when resisting poisoned gasses or other
toxins in the air.
Quills/Spines: your body grows barbs along its legs, arms, and back. When attacking unarmed, you deal
1d6 damage, and anyone attacking you with a melee attack from behind has a 50% chance of taking 1d12
damage. Three times per day, you may even launch your quills at a range of 30’, dealing 2d8 damage to
your chosen target. If they make a save vs. reflex, they only take half damage.
Radiated Eyes: three times per day, you can fire devastating radiation from your eyes, dealing 3d8 damage
at a range of 60’. Any creatures caught in this line of radiation must roll a save vs. toughness to resist half
the damage dealt by this ability.
Regeneration: your body heals twice as fast, meaning healing treatments and curative items are doubly
effective, and the hit points you regain each day are doubled. Once per day, you may also create a healing
surge, restoring 2d6 points of damage instantly.
Shape Change: you are able to transform into one type of animal or creature of your choosing. You may
switch between forms any time you wish, but the transformation requires 5 minutes to complete. While in
your creature form, you may not wear your armor or use any weapons you have available, but you gain the
base attacks and AC of whatever creature you have chosen, while retaining your hit dice and saving throws.
Shorter: you are half as tall as normal creatures of your race. Your movement rate is reduced by 30’ (10’),
but your AC improves by 1.
Skin Structure Change: you have a somewhat ghoulish appearance, making your skin is much less
resilient than normal, causing you to take 1 extra point of damage, and suffering a -1 to resistance rolls.
Sonic Attack Ability: your voice is exceptionally loud and carries farther than normal. What is more, 3
times per day, you are able to shout, causing 3d6 damage to all creatures within a 30’ x 30’ area in front of
you. A successful save vs. awareness will reduce this damage by half.
Symbiotic Attachment: when attacking unarmed, on a successful hit, your victim must roll a save vs.
concentration or else fall under your control. They will remain under your control, provided you maintain
physical contact with them. Any time you let go, the link will be broken, and any time you compel your
victim to do something against their nature, they will gain a second save vs. concentration at +2 to break
free from your control.
Taller: you are 50% larger than normal, suffering a penalty of 1 to your AC and your reflex saving throws,
but gaining a bonus of 30’ (10’) to your base movement and +1 to melee damage.
Total Carapace: your body is covered in dense armor plates, akin to a lobster, granting you a bonus of 4
to your AC, but lowering your base movement rate by 30’ (10’). Your unarmed attacks cause 1d4 damage,
instead of 1d2.
Ultra Vision: this strange mutation allows you to see energy, such as electrical systems, force fields, and
other sources of raw power. You may see things like computer systems and robots through up to 10’ of
material, with the exception of led.
Vision Defect: your eyes are very dim, but not totally blind. You suffer -4 to attack rolls, and struggle to
make out details of objects that are more than 50’ away. The effects of darkness are doubled, making you
totally blind in poor lighting.
Weight Decrease: your strength and constitution are reduced by 25%, and your base movement is reduced
by 30’ (10’). Because this makes you so frail, you also suffer 2 extra points of damage from attacks landed
against you.
Wings: you have fully developed, fully functional wings which allow you to fly at a rate of 240’ (80’), and
grant you the same maneuverability as a bird. You suffer -2 to attacks while flying, and your encumbrance
is only 25% of normal while flying.
d100 Roll Mental Mutations d100 Roll Mental Mutations
01 Absorption 59 Mental Control
02 Anti-Reflection 60 Mental Control Over Physical
State
03-06 Complete Mental Block 61-62 Mental Defenselessness
07 Cryokinesis 63 Mental Defense Shield
08 Death Field Generation 64 Molecular Disruption
09-10 De-mutate 65-66 Molecular Understanding
11 Density Control (others) 67-69 Multiple Damage
12 Directional Sense 70 Planar Travel
13 Dual Brain 71-73 Poor Dual Brain
14 Empathy 74 Precognition
15-18 Epilepsy 75 Pyrokinesis
19-22 Fear Impulse 76 Radar/Sonar
23-25 Force Field Generation 77 Reflection
26 Genius Capability 78 Repulsion Field
27-31 Heightened Brain Talent 79 Sound Imitation
32-41 Heightened Intelligence 80-82 Telekinesis
42-45 Hostility Field 83 Telekinetic Arm
46 Illusion Generator 84 Telekinetic Flight
47 Intuition 85 Telepathy
48-52 Life Leech 86 Teleportation
53 Light Wave Manipulation 87 Thought Imitation
54 Magnetic Control 88 Time Field Manipulation
55 Mass Mind 89 Total Healing
56-58 Mental Blast 90 Weather Manipulation
91-95 Will Force
96-99 (Roll 1 Good Mutation)
100 (Pick 1 of Any Mutation)
Absorption: you are able to nullify damage from a single source equal to your current HP. Example
damage types could be fire, cold, electricity, lasers, poison, etc.
Anti-Reflection: whenever you use a mental attack, there is a 25% chance it will affect you instead.
Complete Mental Block: there are things you simply do not comprehend, and you cannot interact with
them at all. For example, if you choose robots as a mental block, you can see and hear them, but cannot
attack them or use any skills or powers against them, as though they didn’t exist. Choose something such
as robots, humans, mutated humans, mutated animals, etc.
Cryokinesis: through concentration on an object or person, you are able to cause it to freeze, dealing 1d6
cold damage each round you focus on it with no saving throw possible. This may also cause water to
freeze solid in a 5’ x 5’ area, or for the air in a 10’ x 10’ area to become cooler. This works at a range of
60’, and may be used any time.
Death Field Generation: this powerful ability may be used only once after 8 hours of undisturbed rest.
When used, you cause all living things within 20’ of you to instantly drop to 1 HP. If the creatures are
already at 1 HP, they wither and die. Once you have used this ability, you become so exhausted that you
fall prone, and cannot move for 1d20 rounds.
De-mutate: you are able to strip away mutant powers from a mutant you can see, within 60’ of your position.
The mutant is able to roll a save vs. toughness to resist. When your target fails their save, they immediately
lose their most powerful mutation. This ability may only be used once per week.
Density Control (others): functions as density control under the physical mutations section, except that
you are able to enact this ability on others whom you can see within 60’ of your position. It lasts as long as
you are in range and choose to maintain concentration.
Directional Sense: whether you are blinded, blind-folded, or lost, you always know what direction you are
going, and can never get lost.
Dual Brain: whether you have two or one heads, you have an extra brain, and gain 1d3 extra mental
mutations as a result! You may reroll failed mental dice checks, and any time one brain is rendered
unconscious or stunned, the other brain keeps you going. You cannot use mental mutations twice; you
may only use them the allotted amount for whichever brain has them.
Empathy: you can sense the feelings of intelligent creatures out to 60’. Three times per day, you may also
place an emotion into a single target who fails a save vs. concentration. This means you could cause a
creature to become angry, sad, happy, or entice them into doing something that doesn’t pose an immediate
or notable danger to itself.
Epilepsy: your body will succumb to temporary paralysis, making you helpless for 1d4 rounds. During
combat, there is a 10% chance at the start of each of your turns that you will succumb to it, or a 25% chance
of succumbing at the end of combat.
Fear Impulse: you have an intense phobia of a creature, place, or object. Whenever you encounter your
chosen phobia, you must roll a save vs. awareness, or flee in terror from its presence.
Force Field Generation: you are able to erect a temporary force field before you. The field has an area
of 20’ x 20’, and lasts for up to an hour, or until it has suffered 20 points of damage. You do not have to
concentrate on the force field, once it has been created, but you are only able to create up to three of such
fields per day.
Genius Capability: three times per day, you are able to perform brilliant mental feats. These feats typically
grant you +4 to a dice roll for attacks, a saving throw that involves thinking and reflexes, or you could
increase or decrease the price of a trade item by 25%.
Heightened Brain Talent: you can figure out a difficult problem in one third the time of a normal person.
You are also able to make up to two saves against mental attacks on three different occasions per day.
Note that if you are dual-brained, you only gain 2 saves.
Hostility Field: you subconsciously generate a potent field of animosity around you. Any animal or
intelligent creature who enters the field must roll a save vs. awareness, or else take on a negative
disposition towards you. This means that all charisma checks you make with them are penalized by 2, and
creatures who are already dislike you will immediately attack you with full prejudice.
Illusion Generator: you are able to create an illusion that affects all intelligent creatures within 60’ of you.
These illusions have sight and sound qualities, but as soon as they are attacked or otherwise touched, they
will disperse. Any creature who sees them may roll a save vs. awareness to see through them. You may
generate them at any time, but suddenly changing their physical characteristics will disperse their effects.
Intuition: you are innately aware of the intentions of those around you. This grants you a bonus of 1 to
attack rolls made against them, and AC and saves when they attack or use an ability against you. You
cannot use this ability at the same time as other special abilities.
Life Leech: three times per day, you are able to drain the life forces of any living creature within 20’ of your
position. All creatures in the area of effect for this ability must roll a save vs. toughness, or else suffer 1d6
points of damage. For each creature you affect, you regain 1 lost HP.
Light Wave Manipulation: three times per day, you are able to make yourself, and everything you are
carrying, invisible. This effect lasts for 10 minutes, or until you attack, run, or do anything else that takes
away your concentration.
Magnetic Control: this power allows you to move or repel metallic objects of up to 5lbs per point of your
wisdom score. You can move such objects at a rate of 60’ (20’) per round. If the objects are held, the one
holding them will need to roll a save vs. toughness or else have it pulled form their hands. If they are
wearing it, their combined weight must fall within the amount of weight you can move. This ability may be
used up to 3 times per day.
Mass Mind: any time you are in the company of mutants with similar powers to your own, this ability allows
you to multiply the effects of your power by the number of mutants who have the same power, while they
are within 20’ of your position.
Mental Blast: 6 times per day, you are able to launch a mental attack at a range of 60’. Creatures hit by
the attack must have a brain, and may roll a save vs. concentration to resist it entirely. If they fail, they
suffer 4d6 points of damage.
Mental Control: through this ability, you may enter the mind of any intelligent creature who is within 120’
of your position. If they fail a save vs. concentration, you are able to control their body remotely, as though
it were your own. Note that, if the subject you are controlling winds up dying while you are in control of it,
you must roll a save vs. toughness, or else die instantly. If you make this save, you are jettisoned back into
your own body and suffer 4d6 damage. Your own body is prone and comatose while you use this ability.
This may be used 3 times per day, and lasts up to 10 minutes.
Mental Control Over Physical State: this powerful ability allows you to negate pain, disease, poison, and
even remain active while you would normally be hovering on death’s door. It lasts for up to 1 day, allowing
you to refrain from dying before medical attention can be brought to you.
Mental Defenselessness: your wisdom score reduces to 3, making you somewhat feebleminded and
delicate against mental attacks.
Mental Defense Shield: grants you +2 to all saving throws made to protect your mind from psychic attacks
or telepathic interference.
Molecular Disruption: once per week, you are able to unleash a devastating mental assault against the
matter of one object. If it is a creature, they must roll a save vs. toughness, or else die instantly. If they
succeed their save, they are dropped down to 1 HP. If used against a solid object, such as a metal door,
it has a 25% chance of resisting being blown apart, though success means it is still maligned and warped.
This may be used at a range of 60’.
Molecular Understanding: you can immediately gauge the fatal weakness of any object or person you
can see. This allows you to add one dice of damage to any successful attack made against that object or
person. For example, if wielding a pistol that normally does 1d6 damage, you would deal 2d6 damage.
Multiple Damage: through a twisted force of mind, you perceive any damage dealt against you as being
50% worse than it normally is. For example, if you take 10 damage from an enemy, it is increased to 15
damage, because your belief that it was much worse suddenly makes it so!
Planar Travel: once per week, you are able to spend 10 minutes opening a small fissure in reality. This
fissure is 15’ x 15’ wide, and lasts up to 3 minutes. Entering into it brings you, either to a place you’ve been
before, or to a random location in the universe. Much of this is up to the referee’s discretion, as it can be
potentially deadly.
Poor Dual Brain: you have a second brain which may suddenly take over the primary brain. This functions
somewhat like Dr. Jekyll and Mr. Hyde, in that the second brain could have morals that are in conflict with
the primary brain’s, leading it to get into trouble. Any time the primary brain should become stunned or
otherwise incapacitated, this defective brain will suddenly take over. The referee may largely decide how
this affects roleplay.
Precognition: once per day, you are able to concentrate for three minutes, seeing into the future. How
this works in game: if the party enters into a dangerous situation shortly after, the player may decree that
he informed the party of what he saw, allowing them to change their decision. Likewise, if shortly after the
vision, if you or one of your friends suffers damage that leads to death, this ability could come in and reduce
the damage in such a way that you only drop down to 1 HP, rather than die.
Pyrokinesis: through concentration on an object or person, you are able to cause it to burn, dealing 1d6
cold damage each round you focus on it with no saving throw possible. This may also cause water to boil
in a 5’ x 5’ area, or for the air in a 10’ x 10’ area to become warmer. This works at a range of 60’, and may
be used any time.
Radar/Sonar: through this power, you can sense the presence of any solid thing around you, allowing you
to “see” perfectly in utter darkness. Note that the presence of solid masses in front of you will prevent you
from seeing anything behind them, but otherwise this allows you 360 degrees of vision out to 120’.
Furthermore, you gain +2 to ranged attacks.
Reflection: through sheer concentration, you are able to produce a bubble of force around you with a
radius of 5’. While concentrating, this bubble can negate up to 5 points of damage. For each round you
concentrate, this blocks an additional 5 points of damage, to a maximum of 20. There is also a 10% chance
that any damage fully negated by this bubble is sent directly back to the one who dealt it.
Repulsion Field: this power works similarly to reflection, except that it surrounds a single target out to 100’
away from your position, and each shot they fire has a 30% chance of striking them instead. The field is
invisible, requiring the trapped victim to succeed on a save vs. awareness to learn of its existence.
Sound Imitation: this allows you to project any sound you know out to 100’ away from its position, acting
as perfect ventriloquism. What is more, any time you successfully resist a sonic attack, you are able to
send it back to its source, damaging them instead, while taking no damage yourself.
Telekinesis: through this power, you can lift any amount of solid matter equivalent to your regular lifting
strength, and move it at a rate of 60’ (20’). This may be done out to a range of 120’, but you cannot lift
yourself. When lifting an unwilling creature, they are able to attempt to resist the effect with a successful
save vs. concentration.
Telekinetic Arm: you are able to manifest a telekinetic appendage which may attack and deal damage as
though it had 18 strength, out to a range of 10’.
Telekinetic Flight: through this power, you can telekinetically fly, carrying yourself and any amount of
weight you can lift normally. This grants you flight at a speed of 240’ (80’) and perfect maneuverability.
Telepathy: this power allows you to send and receive thoughts to any living creature out to 60’ away. If
you are trying to read the thoughts of an unwilling creature, they may resist it with a successful save vs.
concentration.
Teleportation: through this power, you are able to physically teleport you and anything you are carrying or
wearing out to a distance of 10 miles. For each mile you travel, there is a 5% chance you will suffer 4d6
damage from the shock of arrival. If you happen to teleport in the midst of creatures, there is a similar
chance you will deal this damage out to 10’ in every direction.
Thought Imitation: this power allows you to redirect any mental attack used against you, which you
successfully resisted. Instead of taking damage, you deal it to the one who first directed it against you,
provided they save against the attack at +2. In the rare event that two mutants with this power attack each
other, they may only attempt to redirect the same attack up to 3 times.
Time Field Manipulation: you are able to send objects or persons into the future with a failure rate of 1%
per week. You may also use this power, once per week, to stop time. This powerful effect grants you 1
minute of free time to act before its effect wears off, and you may only affect yourself during its duration.
Total Healing: once per week, you are able to restore all lost damage to yourself, or to one creature you
are able to touch.
Weather Manipulation: you are able to adjust the conditions of the weather, relative to the climate you are
currently in. For example, you may shift a cloudless sky to a cloudy sky, a cloudy sky to an overcast sky,
or an overcast sky to a stormy sky. This effect lasts for 1d6 hours, and cloudy skies have a 10% chance
of rainfall, while overcast skies have a 40% chance of rainfall. This ability may only be used once per week.
Will Force: once per day, you can double the effects of a mutant power, yours or a companion’s power,
for one round of combat. This may be done at a range of 60’.