Infinite Mecha
Infinite Mecha
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Creative Director
Robert Hemminger
Writer
Justin Spotten
1
Contents
Introduction
Page 2
New Character Prestige Class
Page 3
New Race
Page 5
New Feats
Page 7
New Mechas
Page 8
Mecha Equipment
Page 15
Mecha Weapons
Page 18
2
New Character Prestige Class
Mecha Ace
The Mecha Ace is a pilot who has undertaken the challenge of
mastering the mecha. There are few who can handle the physical
strain and possess the mental focus to handle these complex and
deadly machines. An uncoordinated or unskilled pilot is more
likely to harm themselves rather than stop an enemy.
Hit Dice: D6
Class Skills:
Acrobatics, Climb, Computer Use, Diplomacy, Drive,
Engineering, Intimidate, Knowledge (Mecha, Starships),
Navigation, Perception, Survival, Stealth
Skill Points at each level: Int +6
Starting Funds: (2D8+3)x100 sbc
Weapon and Armor Proficiency - Mecha Aces have proficiency with Light Armor and
Laser Firearms
Starting Equipment - A Mecha Ace starts with a Flight Suit and Helmet, a Laser Pistol, a
Fast Use Medkit, a Tool Kit and a Universal Communicator.
Infinite Mecha 3
Class Features
Evaluate Enemy - At 7th level a Mecha Ace has
gained the ability to judge another pilot's skill and Mecha Rookie - At 2nd level a Mecha Ace has
prowess and the condition of their craft. After begun to gain some skill. They also receive a +1
making a successful Perception check (DC 15), a bonus to all rolls made in a mecha designated for
Mecha Ace can tell the exact level and Pilot skill them or one of that same type. The designated
rank of a target, and how many hit points their mecha is the mecha that the player made during
vehicle has remaining. The process counts as a character creation or a pre-generated one given to
standard action. the player by the GM.
Mecha Ace - At 10th level a Mecha Ace has be- Mecha Strike - At 9th level a Mecha Ace has
come a powerful and distinguished fighter. Mecha learned the weak points of a mecha and knows how
Ace gives the player a +3 on all rolls made in their to attack them close range. The pilot gets a +2 to
designated mecha or one of the same type. The attacking a specified enemy with either an unarmed
player also receives a +1 on all rolls made in a or melee attack. If the attack is successful, an
mecha of the same size category. When in their additional die of damage is added to the damage
designated mecha, the player's crit range is roll.
increased by one for all of the mecha's long range
weapons. Mecha Veteran - At 5th level a Mecha Ace has
amassed a respectable amount of skill. This ability
Mecha Dodge - At 4th level a Mecha Ace has gives the player a +2 on all rolls made in their
learned to judge when an opponent is about to fire. designated mecha or one of the same type. When
By reading an opponent's body language, a pilot making flight checks, the player automatically goes
gets a +2 to dodge a long range attack. The player up one flight maneuverability increment when in
must specify which target at the beginning of their their designated mecha or one of the same type.
turn, and it can only be against a single target. This
ability can only be used once per round.
4 Infinite Mecha
New Character Race
MAI (Mecha Artificial Intelligence)
After the successful release of the android, many companies began to think bigger. Mecha were already being
used for large scale construction, but capable pilots were harder to come by. Developers began to insert
modified android CPUs into mecha and the MAI was born. Soon they were being used for colonization
missions. The MAI would be sent in along with a group of androids to begin basic construction while the col-
ony team was on route. It was only a matter of time before military applications came into the picture…
Racial Abilities
Artificial Brain - The MAI comes equipped with
an AI system powerful enough to allow it to
function and reason on the same level as a human
being and engage in combat without the assistance
of a pilot. The Artificial Brain gives the Mecha
intelligence, wisdom and charisma scores
starting at 8 with 4 points to distribute amongst the
three.
MAI do not have hit dice. Their hit points are based
on their size modifier.
Infinite Mecha 5
-4 to Identity Tolerance: A MAIs brain is devel- Limited Options: MAI do not get full access to
oped but less adaptive than humans, so they have the feat list. They have a choice of these feats:
trouble coping with aftermarket modifications. See Alien Logic, Auto Fire Proficiency, Combat
Chapter 7 of Infinite Frontiers for a description of Expertise, Common Model, Connections (group
Identity Tolerance. that created MAI or organization that is employing
No Air requirements: MAI do not need to breath. MAI), Deadly Aim, Double Tap, Drive-By
Attack, Far Shot, Greater Bull Rush, Greater
Recovery Systems: MAI do not bleed to death, Sunder, Greater Trip, Greater Weapon Focus,
but they can lose their data if badly damaged. A Greater Weapon Specialization, Hair Trigger,
MAI reduced to negative hit points is unconscious Heavy Weapons Proficiency, Improved Bull Rush,
and inoperable. At this point, the automated Improved Critical, Improved Initiative, Improved
systems try to recover the MAI's data before it is Overrun, Improved Precise Shot, Improved
lost, various system errors and misexecuted Sunder, Improved Trip, Improved Station, Lead
commands in the process cause the MAI to lose Hose, Lead Rain, Lethal Burst, Lock'n Load,
one hit point every round. This continues until the Mecha Crush, Mecha Fling, Mecha Sweep, Mecha
MAI successfully backs up its data or becomes Trample, Mecha Weapon Boost, Mecha Weapon
damaged beyond repair. Each round the MAI Proficiency, Paragon (MAI), Personal Firearms
makes a Will save DC 10. The character takes a Proficiency, Pinpoint Targeting, Point Blank Shot,
penalty to this roll equal to their negative hit point Power Attack, Precise Attack, Rock'n Roll, Simple
total. If this check is successful, the MAI Weapons Proficiency, Save Enhancement, Simple
successfully backs up its data. Another character Weapons Proficiency, Skill Focus, Skip Shot,
can help the MAI recover its data by connecting to Sniping, Step Up, Stun Mecha, Thruster Blast,
the MAI's internal computer and making a Walk Fire, Weapon Focus, Weapon Specialization,
successful DC 15 computer check. A MAI reduced Zero-G Training.
to -10 or fewer hit points has lost its data. Even if
the body can be repaired, it would need an entirely The only races that may multiclass as a MAI are
new MAI installed. Androids (all types) and Cyber-sapiens. In order to
choose this option the character must have their
Once a MAI's data has been successfully backed brain inserted into a mecha body. In order to
up, the body ceases operation, and can lay accomplish this someone must make a
dormant for literally years until salvaged and (appropriate check) to remove the brain and
rebooted. MAI do not have a chance have a another (appropriate check) to transfer it into a
chance of spontaneously waking up while in this mecha body. MAIs can also undergo this process
state. in order to multiclass. The entire process cost
(Purchase DC). The character cannot perform any
When a MAI is repaired and revived, if a feats that are not on the MAI feat list. In order to
computer check was used to backup the MAI's level in the other class, the character's brain must
data, the computer used to make the check must be be re-implanted into the original body.
present, or else the MAI wakes up with all of its
skills and feats , but with a case of amnesia until Playing as a MAI requires Racial Level
the data from the computer can be downloaded Adjustments. It starts with one level at Large and
into its internal computer. then one additional level per size category.
6 Infinite Mecha
New Mecha Feats
Crack Shot
Prerequisite: Base Attack Bonus +2, Mecha Weapon Proficiency
Benefit: While piloting their mecha, the player may use a standard action to make a precisely aimed shot
with one long range weapon, increasing the weapon's range by one increment. This can only be done while
the mecha is stationary.
Greater Multishot - The Mecha Pilot's skills have increased to the point where they can use the full
weapons array of their mecha at once.
Prerequisite: Base Attack Bonus + 4, Mecha Weapon Proficiency, Multishot
Benefit: The Mecha Pilot can attack with all of the long range weapons at the mecha's disposal at once
with no penalties. They may either attack a single target with multiple weapons or target as many separate
targets as they have long range weapons equipped. Rate of fire restrictions still apply and the player may
not make called shots when using this feat.
Multishot - The Mecha Pilot has become so proficient with the mecha's OS that they may attack with
multiple weapons at once.
Prerequisite: Base Attack Bonus +2, Mecha Weapon Proficiency
Benefit: The Mecha Pilot can attack with two long range weapons at once with no penalties. They may
either attack a single target with multiple weapons or two separate targets with two different weapons.
Rate of fire restrictions still apply and the player may not make called shots when using this feat.
Infinite Mecha 7
Types of Mecha
Construction Mecha
Construction Mecha are designed to be tough, durable and versatile machines able to complete a wide
variety of projects in almost any environment. They found their niche in off-world colonization, where their
powerful bodies could be adjusted on the fly to accommodate any environment colonists encountered and
their responsibilities largely involved building large, ready-to-assemble shelters and other buildings. In
Zero-G, the Construction Mecha flourished and became the standard for space-based construction, quickly
replacing slower and costlier EVA construction teams.
8 Infinite Mecha
Big Bear GLM (General Labor Model) Zero-G edition
A Zero-G variant of the Big Bear was quickly developed as
the demand for fast and safe labor in space grew. Here, the
Big Bear once again dominated the field with its cheap cost
and cut in man-hours required to complete a job.
Military Mecha
Like their forefathers, the Construction Mecha, the Military Mecha grew out of the need to have military
power in any environment necessary. While combat suits and powered armor could handle smaller conflicts,
there arose a need to have large-scale military might available anywhere it was required. Unlike the
Construction Mecha, the Military Mecha does not dominate the battleground, but rather is used for very
specific missions or in areas where its versatility and maneuverability outweighs its lack of speed and hefty
price tag.
Infinite Mecha 9
Tin Man LEM (Law Enforcement Model)
The Tin Man was developed for law enforcement agencies
to combat the rise of vehicular and mecha based crimes. The
Tin Man is not designed for lethal combat. Instead it has
been outfitted with a number of weapons designed to
neutralize enemy vehicles without harming the occupants.
Its quick, lithe form allows it to maneuver through city
streets easily and keep up with any fleeing vehicle.
Capture Foam: Dam-* Crit-20 (Special) Range-60ft RoF-Single Ammo-6 Size-Large Weight-40Lbs
EMP Rocket Launcher: Dam-10D6 Crit-20 (Electric) Range- RoF-Single Ammo-6 Size-Huge Weight-35Lbs
10 Infinite Mecha
Sky Fall
Sky Fall was created with one purpose in mind: to make
anything that flies come crashing back down to earth. A
hulking machine, Sky Fall is less a mecha and more of a
mobile artillery platform. Its Quadrupedal form allows it to
maneuver itself deftly around the battlefield and its Gungnir
Cannon can punch a hole straight through almost anything
that approaches it. It is deployed mainly as a sentinel for
military bases and other points of interest, but has now
recently begun being used as long range artillery against
particularly troublesome enemy fortifications.
Gungnir Cannon Dam-10D12 (Heat) Crit-20 Range-2 Mile RoF-1* Ammo-20 Size-G Weight-2 tons
(The Gungnir can only be fired once every two rounds)
Cavalcade Chain Gun Dam- 7D6 Crit-20 Range-60ft RoF-S,A Ammo-Linked Size-H Weight-80 Lbs
Infinite Mecha 11
Horus
A common combat model, the Horus can be outfitted with most standard weapon systems and gear. It is a
common sight among mercenary companies and fringe world military forces.
12 Infinite Mecha
Gladiator Mecha
While in many works of mecha fiction, the brightly colored, super heroic machines would be the main focus
of the story; but in more serious science fiction settings these exaggerated mecha are relegated to purely
entertainment roles. Gladiator Mecha took the entertainment world by storm. Decommissioned military and
civilian mecha were retrofitted and pitted against one another in demolition derby/ wrestling style events. The
sport grew like wild fire once major corporations started getting involved by sponsoring events, pilots and
developing their own Gladiator Mecha.
Infinite Mecha 13
Robby the Rumbler
Robby the Rumbler is the king of the coliseum! Since the
sport was legitimized Robby the Rumbler has held the top
spot and no contender has come close to dethroning him.
Little is known about where the mecha came from or who
the pilot even is. Everyone just knows that when Robby
enters the arena they are in for a good time.
14 Infinite Mecha
Mecha Equipment
Dexterity Enhancement Grappling Launcher
Modifications to the frame and motors and actuators A pressurized launcher that allows the mecha to
gives the Mecha a dexterity bonus of +6. A repel up or down a surface. Each length of coil is
character can make the modifications themselves 500ft and each launcher has 5 bolts and coils. The
with a successful Craft (Structural) check (DC 30) Grappling Launcher gives the mecha a + 6 to climb
after devoting an amount of time depending on the checks and upon a successful piloting check allows
size of the Mecha: large 30 hours, Huge 60 hours, the mecha to stand up from prone as a standard
Gargantuan 120 hours and Colossal 240 hours. A action. To use, make an attack check with the DC
character attempting to make the modification being the hardness rating of the target surface. The
without a mechanical tool kit does so at a -4 Grappling Launcher may also be used as a weapon.
penalty. This can be taken multiple times. It has does 3D6 damage and the pilot may make an
immediate trip attack upon a successful hit.
Equipment Slots: 1 (Equivalent)
Activation: None Equipment Slots: 1
Range: Personal Activation: Attack action
Target: You Range: 500 ft
Duration: Persistent Duration: Instantaneous
Saving Throw: None Saving Throw: None
Purchase DC: 15 + one-half the mecha's base Purchase DC: 5 + one-quarter the mecha's base
purchase DC purchase DC.
Restrictions: None Restriction: None
Infinite Mecha 15
Recon drone
A small semiautonomous drone designed to
stealthily gather information while the mecha
remains safe. The drone remains docked on the
mecha's body until activated and can either be sent Tentacle arms
to inspect a specific area or can be controlled by the Instead of humanoid arms, the mecha is equipped
pilot. If the pilot chooses to control the drone with long tentacle like appendages. On a successful
himself then they cannot pilot the mecha or perform grapple attack they do crush damage and on a
any other actions until the drone has returned or successful trip attack they can knock a Mecha of
they switch it to auto. The drone is a small vehicle their size or smaller prone.
with a Class II Sensor System, a move speed of 30ft
and 40HP. Equipment Slots: 1 per arm
Activation: None
Equipment Slots: 2 Range: 10ft
Activation: Standard Action Target: You
Range Increment: 5 miles Duration: Persistent
Target: None Saving Throw: None
Duration: Persistent Purchase DC: 10 + one-half the mecha's base pur-
Saving Throw: None chase DC
Purchase DC: 20 + one-quarter the mecha's base Restriction: None
purchase DC
Restrictions: 2 (Military) Treaded Undercarriage
The Mecha's legs are replaced with tank treads. The
Strength Enhancement mecha has a maximum Move Speed of 30 over any
Modifications to the frame and motors and actuators terrain. The mecha gains 50 HP and a +4 to trip
gives the Mecha a strength bonus of +10. A attacks and bull rush attacks. If it is knocked prone
character can make the modifications themselves it takes a full turn to “stand” from prone and it is at
with a successful Craft (Structural) check (DC 30) a -2 for defense until its next turn. Must be
after devoting an amount of time depending on the Gargantuan or Colossal.
size of the Mecha: large 30 hours, Huge 60 hours,
Gargantuan 120 hours and Colossal 240 hours. A Equipment slots: 4
character attempting to make the modification Activation: None
without a mechanical tool kit does so at a -4 Range: Personal
penalty. This can be taken multiple times. Target: You
Duration: Persistent
Equipment slots: 1 (equivalent) Saving Throw: None
Activation: None Purchase DC: 15 + one-quarter of the mecha's base
Range: Personal purchase DC
Target: You Restrictions: None
Duration: Persistent
Saving Throw: None
Purchase DC: 15 + one half the mecha's base
purchase DC.
Restriction: None
16 Infinite Mecha
Turret attachment Vestigial arms
A turret attachment can be added to any A set of deployable medium sized manipulators
non-handheld weapon. This allows the weapon to with a camera that can be controlled by the pilot to
fire in any direction regardless of which way the accomplish non-combat tasks. All skill checks
mecha is currently facing. under a DC of 15 are at a -2 and all other checks are
at a -4. The pilot cannot perform any other actions
Equipment Slots: 1 (Equivalent) while actively using the arms and must abandon the
Activation: None task in order to pilot the mecha once again.
Range: Personal
Target: You Equipment Slots: 1
Duration: Persistent Activation: Instantaneous
Saving Throw: None Range: Personal
Purchase DC: 5 + one-quarter of the mecha's base Target: You
purchase DC Duration: Persistent
Restriction: None Saving Throw: None
Purchase DC: 13
Underwater propulsion Restrictions: None
A system of screws and ballast tanks that allow the
mecha to maneuver underwater. The mecha has a Vice Grip
move speed of 30ft and a +2 dexterity bonus while Regular manipulators can be switched out for
submerged. claw-like vice grips. This gives the Mecha a +6
strength bonus and upon a successful grapple check
Equipment Slots: 2 the mecha does 4D8 crushing damage. The mecha
Activation: Standard Action cannot wield handheld firearms and is at a -4 for
Range: Personal using melee weapons.
Target: You Equipment Slots: 1 per limb
Duration: Persistent Activation: None
Saving Throw: None Range: Mecha's reach
Purchase DC: 12 + one-quarter of the mecha's base Target: Enemy
purchase DC. Duration: Persistent
Restrictions: None Saving Throw: None
Purchase DC: 8 + one-quarter the mecha's base
purchase DC
Restrictions: None
Wheeled feet
The mecha has motorized wheels installed on the soles of its feet. It gives the mecha +20 to
Move Speed and +3 to dexterity. These bonuses are negated by rough terrain.
Equipment Slots: 2 (1 per Leg)
Activation: None
Range: Personal
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 10 + one-quarter of the mecha's base purchase DC
Restriction: None
Infinite Mecha 17
Welding Torch
Mecha Weapons A welding tool used by mecha on land or in space.
Melee Weapons The welding torch gives a +4 bonus to all Craft
Buzz Saw (Structural) checks. The torch does 3D6 worth of
A high powered circular saw designed for use on heat damage, ignoring 5 points of Damage
ship bulkheads and their internal framework. The Reduction, on a successful Touch attack and has
Buzz Saw does 3D8 worth of damage and ignores 5 enough fuel to be used continuously for 20 rounds.
points of damage reduction. Considered an
improvised weapon. Equipment Slots: 1
Activation: Attack action
Equipment Slots: 1 Range: Touch
Activations: Attack action Target: one Skill Check or one enemy
Range: 10ft Duration: 20 rounds
Target: Single Target Saving Throw: None
Duration: Instantaneous Purchase DC: 15 for the Welding Torch and full
Saving Throw: none fuel tank, 5 for the additional fuel
Purchase DC: 5 + one quarter of the mecha's base Restrictions: None
purchase DC
Restrictions: None Long Range Weapons
Bolt Launcher
Drill The Bolt Launcher was originally developed to be a
A high powered portable bore used mainly in handheld weapon for aquatic mecha. The launcher
mining operations on asteroids and in colony fires armor-piercing rods with a high-pressure
construction. The drill does 5D8 worth of damage pneumatic press. The weapon became popular as a
and ignores 10 points of damage reduction. side arm because of its effectiveness and the rods
Considered an improvised weapon. could be used as a makeshift melee weapon. Its only
true shortcoming is its limited ammo. The Bolt
Equipment Slots: 1 Launcher does 3D8 with a range of 80ft underwater
Activation: Attack Action and 3D10 with a range of 60ft in the open air. As a
Range: 10ft melee weapon the bolts do 2d8 and are consider an
Target: Single target improvised weapon.
Duration: Instantaneous
Saving Throw: none Equipment Slots: 1
Purchase DC: 10 + one-quarter the mecha's Activation: Attack Action
purchase DC Range: 60/80
Restrictions: None Target: Single enemy
Duration: Instantaneous
Saving Throw: None
Purchase DC: 12 for the launcher and bolts and 6
for 4 replacement bolts.
18 Infinite Mecha
Capture Foam GOLD (Guided Orbiting Laser Defense)
A fast drying super epoxy meant to capture and GOLD is a weapons system consisting of a series of
paralyze a fleeing vehicle. When firing the target small semi-autonomous drones that, when
must make a reflex save (DC 15) to avoid being hit. deployed, either hover around the mecha's body or
Upon a successful hit a Large size vehicle or can be sent out to attack a specified target. The
smaller is immobile and prone. The captured drones are come in three groups of two. Each pair
vehicle may make a DC 20 Drive check (or a DC 30 does 3D8 fire damage and the lasers themselves
Strength check for creatures or mecha) to escape. have a range of 60ft. Once activated, they can be
Each additional canister used on the vehicle sent out to attack to attack a target in waves of two,
increases the DC by 5. Each size increment above four or six. The drones have a maximum range of
Large reduces the escape DC by 1. If the attack is a 200 feet and a move speed of 30ft. Each pair counts
critical success, the target is automatically as a medium creature with 30 hp. The remaining
paralyzed for one round and cannot attempt an drones hover around the mecha and automatically
escape. If the pilot wants to escape the vehicle, they attack the closest enemy within 3 squares.
can make a flat D20 roll (DC 10) to see if the foam
is blocking the exit. Each canister of foam increases Equipment Slots: 2
this DC by 1. The pilot can make the same strength Activation: Standard Action
check to see if they can escape the foam. The Range Increment: 200 ft
launcher comes with 6 canisters and each ammo Target: 1-3 within 200 ft
pack comes with an additional 6 canisters. Duration: Persistent
Saving Throw: None
Equipment Slots: 1 Purchase DC: 20 + one-quarter of the mecha's base
Activation: Attack action purchase DC
Range: 60ft Restriction: Military (+2)
Area: 20ft
Duration: Instantaneous Gungnir Plasma Cannon
Saving Throw: Reflex The Gungnir is the largest portable cannon to date.
Purchase DC: 20 For Launcher and full load of This massive weapon is used exclusively for
Canisters, 10 for additional canisters. strategic long range artillery strikes. It is primarily
Restrictions: Military (+2) used to guard bases and other high profile targets
from aerial attacks. The cannon has a range of 2
miles and does 10D12 worth of heat damage. After
it fires, the cannon requires 2 full rounds to cool
down and recharge before it can be fired again. Due
to its massive size, only Gargantuan and Colossal
mecha and vehicles can equip it.
Equipment Slots: 4
Activation: Attack Action
Range: 2 miles
Area: 30-foot-radius Burst
Duration: Instantaneous
Saving Throw: Reflex save
Purchase DC: 35
Restrictions: Military (+5)
Infinite Mecha 19
Hyper mode Rocket Fist
A Hyper mode is a system installed to temporarily Some believe that firing a major appendage at an
double the physical output of a mecha when enemy and expecting it to be effective is foolish.
activated. The mecha's strength and dexterity They consider it unwise to purposefully cripple
bonuses double and the mecha gains an additional one's fighting machine in what they deem to be a
standard action per round for three rounds. The one-in-a-million shot. These are perfectly sound,
mecha is immobile for one round after it leaves logical arguments. They are also wrong! The Rocket
Hyper mode and must make a Fortitude save (DC Fist has been the single most effective weapon in
15) to reactivate. Hyper mode can only be used the mecha arsenal since mecha were developed. It is
once and then mecha needs maintenance, craft the quintessential finishing move hands down (pun
(Structural) DC 15, before it can be used again. intended) and no true mecha pilot would dare enter
a battlefield without this ace up their sleeve (pun
Equipment Slot: 1 also intended). Due to the sophisticated targeting
Activation: Standard Action systems implemented, Rocket Fists have a high
Range: Personal critical rate. The amount of damage is based on the
Target: You mecha's size: Large 4D6, Huge 4D8, Gargantuan
Duration: 3 Rounds 5D10 and Colossal 7D10. Any handheld weapons or
Saving Throw: Fortitude equipment held in that hand must be dropped before
Purchase DC: 15 + one half the mecha's base firing and the hand must be replaced afterwards.
purchase DC.
Restriction: None Equipment Slots: 1 (Must be hand or arm)
Activation: Instantaneous
Range: 60ft
Target: Single Target
Duration: None
Saving Throw: None
Purchase DC: 10 + one-quarter the mecha's base
purchase DC
Restriction: None
Torpedo
A small portable torpedo launcher developed for aquatic mecha. The torpedoes do 8D6 worth of damage in
an area of 2X2 squares. Each Launcher comes with 3 torpedoes.
Equipment Slots: 1
Activation: Attack Action
Range: 200 Ft
Area: 20-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex Half (DC 17)
Purchase DC: 18 + one-quarter of the mecha's base purchase DC
Restrictions: Military (+3)
20 Infinite Mecha
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other computer languages), potation, modification, correc- right holder's name to the COPYRIGHT NOTICE of any ard of the Coast, Inc.; Authors Jonathan Tweet, Monte
tion, addition, extension, upgrade, improvement, compila- original Open Game Content you Distribute. Cook, Skip Williams, based on original material by E.
tion, abridgment or other form in which an existing work Gary Gygax and Dave Arneson.
7. Use of Product Identity: You agree not to Use any Product
may be recast, transformed or adapted; (c) "Distribute" Identity, including as an indication as to compatibility, ex- Modern System Reference Document Copyright 2000,
means to reproduce, license, rent, lease, sell, broadcast, cept as expressly licensed in another, independent Agree- Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
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Game Content" means the game mechanic and includes the tity. You agree not to indicate compatibility or co- Jonathan Tweet, Monte Cook, Skip Williams, Richard
methods, procedures, processes and routines to the extent adaptability with any Trademark or Registered Trademark in Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
such content does not embody the Product Identity and is an conjunction with a work containing Open Game Content Collins, and JD Wiker.
enhancement over the prior art and any additional content except as expressly licensed in another, independent Agree-
clearly identified as Open Game Content by the Contribu- ment with the owner of such Trademark or Registered Future System Reference Document Copyright 2004, Wiz-
tor, and means any work covered by this License, including Trademark. The use of any Product Identity in Open Game ards of the Coast: Authors Christopher Perkins, Rodney
translations and derivative works under copyright law, but Content does not constitute a challenge to the ownership of Thompson, JD Wiker, based on material by Bill Slavicsek,
specifically excludes Product Identity. (e) "Product Identity" that Product Identity. The owner of any Product Identity Richard Baker, Kimber Eastland, David Noonan and Rich
means product and product line names, logos and identify- used in Open Game Content shall retain all rights, title and Redman
ing marks including trade dress; artifacts; creatures charac- interest in and to that Product Identity.
ters; stories, storylines, plots, thematic elements, dialogue, Anime d20 — System Reference Document v1.0
incidents, language, artwork, symbols, designs, depictions, 8. Identification: If you distribute Open Game Content You BESM d20 Copyright 2003, Guardians Of Order, Inc.;
likenesses, formats, poses, concepts, themes and graphic, must clearly indicate which portions of the work that you Author Mark C. MacKinnon.
photographic and other visual or audio representations; are distributing are Open Game Content.
names and descriptions of characters, spells, enchantments, Cyberware: On the Bleeding Edge of Technology (EN
Some sections of Chapters 1(Abilities), 3 (Classes), 4
personalities, teams, personas, likenesses and special abili- World Gamer #1) Copyright 2004, En Publishing; Author
(Skills), 5 (Feat), 6 Equipment), 7 (Cyberware), 8 (Vehi-
ties; places, locations, environments, creatures, equipment, Ramsey “Tome Wyrm” Lundock
cles), 9 (Combat), 10 (Enviorments), 11 (Creatures) and 12
magical or supernatural abilities or effects, logos, symbols,
(Psychics) all use Open Content. EverQuest Role Playing Game: Player’s Handbook Copy-
or graphic designs; and any other trademark or registered
right 2002, Sony Computer Entertainment America Inc.
trademark clearly identified as Product identity by the 9. Updating the License: Wizards or its designated Agents
owner of the Product Identity, and which specifically ex- may publish updated versions of this License. You may use Pathfinder Role Playing Game: 2009 Paizo Publishing
cludes the Open Game Content; (f) "Trademark" means the any authorized version of this License to copy, modify and
logos, names, mark, sign, motto, designs that are used by a Science Fiction Beauties’ Handbook 2007 Comstar Media,
distribute any Open Game Content originally distributed
Contributor to identify itself or its products or the associ- Author Ramsey “Tome Wyrm” Lundock Sci Fi Spaceships
under any version of this License.
ated products contributed to the Open Game License by the 2007 Comstar Media, Authors Margaret S. Lundock and
Contributor (g) "Use", "Used" or "Using" means to use, 10. Copy of this License: You MUST include a copy of this Ramsey “Tome Wyrm” Lundock
Distribute, copy, edit, format, modify, translate and other- License with every copy of the Open Game Content You
Silver Age Sentinels d20 Copyright 2002, Guardians Of
wise create Derivative Material of Open Game Content. (h) Distribute.
Order, Inc.; Authors Stephen Kenson, Mark C. MacKin-
"You" or "Your" means the licensee in terms of this agree- 11. Use of Contributor Credits: You may not market or non, Jeff Mackintosh, Jesse Scoble.
ment. advertise the Open Game Content using the name of any
Spycraft Copyright 2002 Alderac Entertainment Group:
2. The License: This License applies to any Open Game Contributor unless You have written permission from the
Authors Patrick Kapera, Kevin Wilson
Content that contains a notice indicating that the Open Contributor to do so.
Game Content may only be Used under and in terms of this Travellers Handbook (T20) 2002 Quicklink Interactive:
12. Inability to Comply: If it is impossible for You to com-
License. You must affix such a notice to any Open Game Authors Martin Dougherty, Hunter Gordon
ply with any of the terms of this License with respect to
Content that you Use. No terms may be added to or sub- some or all of the Open Game Content due to statute, judi- Unearthed Arcana 2004 Wizards of the Coast: Authors:
tracted from this License except as described by the License cial order, or governmental regulation then You may not Use Andy Collins, Jesse Decker, David Noonam, Rich Redman
itself. No other terms or conditions may be applied to any any Open Game Material so affected.
Open Game Content distributed using this License.
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Avalon’s premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
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Weapons and Armor
' Warlord Grom Weapons As mod Damage mod Notes____
Scimitar
Dagger
-1
+0
+1
-1
-
-
Special Abilities
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Major
Glory
Gyea
“Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.”