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Kill Sector - Rulebook (2021)

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0% found this document useful (0 votes)
382 views251 pages

Kill Sector - Rulebook (2021)

rpg

Uploaded by

zecharges
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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(1)

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


(2)

▒░ Foreward ░▒
Tyson and I created Kill Sector out of our love for early first-person shooters, crazy action figures, pulpy sci-fi, and
gladiatorial combat. We felt like there was a void to be filled with that last bit - plenty of fiction hints at or briefly
plays with raw, two-fisted gladiatorial combat - but it’s not often that it’s given the focus we believe it deserves. We
made this system to give ourselves and others the tools to make unique characters, explore strange new worlds, and
blow up the things they find along the way. It’s something we’re very passionate about, and we believe we got the
idea across as intended. Although we had an aesthetic in mind, it’s open-ended to fit whatever your personal vision
may be with what we provide. We sincerely hope you enjoy Kill Sector in whatever way you deem fit.
- Noah Eadie

Kill Sector provides a safe environment to express the gladiator within us all. Do you feel it calling to you? War
shall be waged within the collective imagination of the people rather than slaying our fellow man in real life
warfare. Conflict is eternal but we have a choice in how it is waged. Noah and I will continue to release new content
and innovate the tabletop world. Our active discord community is THE place for all that is Kill Sector. If this is what
you truly seek, join us and begin your story. Who are you?
- Tyson John Thatcher II

P.S.: Our community is always growing. If you want to hang out with like-minded people, show off your characters,
and play and run sessions online, join our Discord server:
https://discord.gg/XzubarW
See you around!

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


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▒░ Table of Contents ░▒
Two Handed Firearms 30 Other 112
Foreward 2
Staves 33 Traps 113
Kill Sector Original Content License 6 Thrown Weapons 36
Vehicles 115
Shoulder Weapons 38
Introduction 7 Base Vehicles 115
Explosives 39
Setting 8 Land Vehicles 115
Weapon Modifications 40
Characters 8 Air Vehicles 116
New to Roleplay Games? 8 Powers 46 Water Vehicles 117
Important Terms 8 Limited Use Powers 46 Amphibious Vehicles 118
Shorthand 11 Attacks 46 Vehicle Modifications 118
Attacks 11 Buffs 49 Movement 118
Afflictions 11 Defense 50 Offense 119
Damage Ranks 11 Healing/Reviving 51 Defense 120
Gameplay 12 Mobility 52 Other 120
Pacing 12 Walls 52
Followers 122
Character Creation 12 Weather 54
What You Need 12 Other 60 Cybernetics 124
Some d10’s or Percentile Dice 12 Non-Limited Use Powers 64
Bodily Weaponization 124
A Combat Grid 12 Alternate Forms 64
Sensory/Internal Systems 125
Game Pieces To Represent Attacks 65
Transport/Motion 127
Characters 12 Healing/Revival 67
Other 128
A GM With a Gauntlet Prepared Sensory 68
13
Buffs 69 Abilities 132
One To Eight Other Players 13
Defense 70 Numeric Bonuses 132
Character Sheets 13
Mobility 71 Speechcraft 135
A GM Screen 13
Auras 73 Speeches 135
Imagination 13
Other 74 Speechcraft Modifiers 136
Missing Something? 13
Power Modifiers 78 Special Talents 136
Dice 13
A Combat Grid 14 Body 82 Other 150
Game Pieces To Represent Body Parts 82
Characters 14 Weaknesses 152
Mobility 82
A GM With a Gauntlet Prepared Party Discretion 152
Natural Weapons 83
14
GM Discretion 152
Sensory Organs 85
One to Eight Other Players 14
Bodily Weaknesses 153
Other 86
Character Sheets 14
Faulty Training 158
Bodily Functions 89
A GM Screen 14
Moral/Ethical Limitations 159
Body Structure 92
Imagination 14
Supernatural Ailments 162
Body Size 99
Character Creation 15 Mental/Emotional Challenges 164
Gear 100 Bad Reputation 167
Creation Process 15
Armor/Suits 100 Flawed Electronics 168
Limitations 16
Armor 100 Communication Barriers 170
Advice Etc. 17
Suits 100
Building a Boss Enemy 19 Character Sheet Style Guide 172
Equipment 101
Function Menu 20 Writing Down Functions 172
Instruments 101
Order of Operations 173
Shields 102
Weapons 21
Defense 103 Example Characters 175
Melee Weapons 21
Mobility 104
Light Melee Weapons 21 Short Combat Rules 187
Sensory 106
One Handed Melee Weapons 21
Other 107
Two Handed Melee Weapons 24 Full Combat Rules 189
Consumables 108
Ranged Weapons 26 The Ultimate Rule 189
Foods 108
One Handed Firearms 26 Vitals 190
Stims, Serums, and Potions 110

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


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Rolling Dice 190 Using a Two-Handed Flips and Other Acrobatic


Crits 190 Weapon With One Hand Feats 204
197 Knowledge 204
Flow of Combat 191
Other Combat Maneuvers Accumulated Knowledge
Round vs. Turn 191 197 204
Your Turn 191 Attacking Through Utilizing Unfamiliar
Standard Action 191 Someone 198 Technology 204
Perform an Attack or Coup-de-Grace 198 Stealth 204
Combat Maneuver 191 Non-lethal Attacks 198 Perception 205
Perform an Affliction 192 Called Shots 198 Find Hidden
Grapple 192 Immune and Vulnerable to People/Objects 205
Interact With a Complex the Same Damage Type 199 Scavenge 205
Item 192 Sneak Attacks 199 Vehicles 205
Ready an Action 192 Damage Reduction and/or Vehicles and Functions 205
Move Action 192 Immunity vs Secondary
Effects 199 Facing 205
Move Across the
Battlefield 192 Multiattacks 199 Seats 206

Move Cautiously 192 Afflictions Upon Hit Vehicle Actions 206


(Hacking, High Recoil, etc) Running Someone Over 206
Stand Up 192
200
Interact With an Item 192 Vehicles Providing Cover 206
Other Technical Info 200
Swift Action 193 Driving Skill Checks 207
Natural Weapons/Attacks
Draw, Sheathe, or Change Time 207
200
Weapons 193 Narrative Time vs Combat
Weapons vs Attacks 200
Pick Up Object From the Time 207
Grapples 200
Ground 193 Rounds 207
Moving In-Depth 200
Reload 193 Waves 207
Terrain 200
Interact With a Simple Item Inter-Wave Rests 207
193 Hindering Terrain 200
Halftime 207
Free Action 193 Doubly Hindering Terrain
Gauntlets 208
201
Fall Prone 193 Distance 208
Hazardous Terrain 201
Drop a Weapon 193 Squares 208
Slippery Terrain 201
Recall Information 193 Size 208
Different Types of Movement 201
Look Around 193 Diagonals 208
Burrowing 201
Be Stealthy 193 Mega Squares 208
Flying 201
Full-Round Action 194 Measuring Radii and Cones
Climbing 201
Take a Defensive Stance 208
194 Swimming 201
Technical Rules 208
Reaction 194 Moving Through Other
Line of Sight versus Perception
Characters 201
Perform an Attack of 208
Opportunity 194 Allies 201
Multiplying and Adding 208
Other Reactions 194 Enemies 201
Rounding 209
Attacking In-Depth 194 Other Technical Info 201
HP and Healing 209
Reading an Attack 194 Being Prone 201
Darkness 209
Range 194 Squeezing 202
Blindness 209
Accuracy Modifier 194 Diagonal Movement and
Biological, Mental, and
Measurement 202
Damage Amount and Type Emotional Effects 209
194 Skills 202
Inanimate Objects 209
Hands Used 195 DC Benchmarks 202
Choking/Suffocation/Drowning
Use Limit 195 Skills Being Subsets to Other 209
Skills 202
Melee vs Ranged 195 Effects Stacking 210
Athletics 203
Damage 195 Fall Damage 210
Climbing 203
Damage Types 196 PVP (Player vs Player) Rules 210
Jumping 203
Cones and Radii 196 Character Reset Between
Moving Heavy Objects 203 Gauntlets 210
Afflictions 197
Grapples 203
Affliction Value 197
Gauntlet Master’s Guide 211
Coordination 203
Effect 197
Balancing 203 The Number One Thing To Know 212
Common Modifiers 197
Safely Landing From a Fall The Core Directives of Gauntlet
Maximum Modifiers 197
203 Mastery 212
Cover 197
Driving 203 GM-Exclusive Vitals 214
Attacking/Afflicting Twice
Wall-Running 203 Underling Vitals 214
197

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


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Bystander Vitals 214 Pool Room 233


Preparation 215 Atmosphere 233
Default Gauntlet Recipe 215 Interstitial Room 233
The Arena 215 Altar 233
Briefing 215 Pool 233
Character Meetup/Prologue 216 Secret Area 234
The First Wave 216 Atmosphere 234
Inter-Wave Rest 216 Closed Off 234
The Second Wave 216 Small Room 234
Halftime 216 Pit 234
The Boss Wave 216 Sequence of Events 235
Celebration/Epilogue 216 Introduction 235
Some Basic Lore 216 Wave One 235
Example Arena Venues 217 Dire Bodybuilders 235
Diverse Enemy Types 218 Wave Two 236
Party Size 219 Inter-Wave Rest 236
Character Value 220 Highly Flammable Environment
Adventure Mode 220 236

Multi-Session Campaigns 220 Cryo Nessie 236

Extended Gauntlet Approach 221 Cryo Nessie Cultists 236

Story Arc Approach 221 Cryo Nessie Cult Leader 236

Meandering Adventure Approach Wave Three 237


221 Halftime 237
Advice 222 Wrestling Ring Restrictions 237
Arena Design 222 Laser Turrets 237
Building a Wave 223 Adrenasin 238
Adding Narrative 223 Motorsickle 238
Running the Gauntlet 223 Boss Wave 239
Interpreting the Rules 224 Inter-Wave Rest 239
Iron Helga’s Entrance 239
Hell Gym Example Gauntlet 226
Iron Helga 239
Background 227
Celebration 240
Player Recommendations 227
GM Prep Notes 227 Function Index 241
Terrain and Landmarks 227
From Zero to Gauntlet - A Checklist for
Overview 227
First-Timers 250
Structure 227
Theme 227
Sections 227
Main Gym Area 228
Atmosphere 228
Wrestling Ring 228
Electric Chair 229
Exercise Machines 229
Guillotines 229
Weightlifting Area 229
Trophy Wall 229
Vending Machines 229
Sauna and Lockers 230
Atmosphere 230
Lockers 230
Bathrooms 230
Sauna 230
Iron Maiden 230
Storage Room 231
Atmosphere 231
Offices 231
Shelves 232

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


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▒░Kill Sector Original Content License░▒


You can create and publish whatever original Kill Sector content (including but not
limited to: characters, functions, gauntlets, settings, rule modifications, or new rulesets) you wish
for noncommercial, public use so long as A) your content is free to access and B) it does not
include a significant portion of the original Kill Sector rules text unmodified or only superficially
modified. You can also make your own content inspired by Kill Sector (similar rules, similar
content, similar spirit) so long as it isn't Kill Sector in essence. If you want to make your own
Kill Sector content for commercial gain, please contact us so we can come to a mutually
beneficial agreement. If you are unsure if your content correlates to this content license, please
contact us and we will promptly respond. The Kill Sector Original Content License is subject to
change over time - if it has been over a year since publication of this version of the license, seek
out the most updated version of the license (if one exists) and follow accordingly. This version of
this license is in effect beginning 9/22/2020.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


(7)

▒░ Introduction ░▒
In Kill Sector, you and your friends enter a You will do battle against hordes of fiends,
deadly world of flesh and steel, blood and wires, beasts, aliens, robots, and other such baddies. It’s
violence and ashes, acid and fire. your ragtag squad against the world, the world being
People come into the arena from all walks of the odds-on favorite. Suit up, load up your plasma
life. What connects them are the ability to die and the blaster, sharpen your fangs, and get ready to tear
desire to kill. through this world like a red-hot chainsaw through a
cyborg berserker’s robot hide!

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


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▒░ Setting ░▒ Roleplaying games are exercises in


improvisational storytelling, with one player
Kill Sector lives in the realm of dedicated to applying a set of rules alongside their
gritty-cheesy pulp sci-fi action, a world with cults own sensibilities of cause-and-effect and dramatic
and dinosaurs and phasers and reactors. The kind of timing to give it meaning. Kill Sector’s name for this
world where radiation gives you powers. The world player is the Gauntlet Master, or GM for short. The
of action figures and middle school notebooks. We’d other players work together as a party of colorful
tell you more, but what happens outside of the arena characters motivated towards a common goal - in our
is completely up to you. In here, it’s all about what’s case, fighting droves of creatures in fantastic feats of
in front of you and how you can mow it down. bravery, strategy, and quick thinking.
The GM operates as referee, storyteller, and
▒░ Characters ░▒ liaison between the players and the world. They
prepare their own gauntlet ahead of time, or study a
pre-constructed one, then gather some friends
You’re a gladiator, coming into the arena as
together to participate within it. The GM operates the
whatever you want for whatever reason you want. A
arena, runs the enemies, and generally simulates
prisoner, serving their sentence in forced bloodsport.
whatever is outside the control of the other players.
An aristocrat, with too much money and too big an
Gauntlet Masters are free to use our rules as they so
ego. A war hero, nostalgic for the battlefield. A foul
choose, modifying them or even inventing new ones
predator, just lucid enough to strategize the hunt. An
should the situation arise (these are referred to as
adrenaline junkie, here purely for the rush. There are
“house rules”). Our rules exist simply to provide a
as many reasons to enter the arena as there are
basis of consistency and fair play.
gladiators.
The other players - referred to onwards
simply as “players” - invent characters through which
they experience the world the GM has set up. Players
can simply use the rules to make a set of mechanics
they’d enjoy using, but the game is much more fun
when you design your character with narrative as a
first priority and bring personality and theatrics into
it. You don’t need to be a good actor to roleplay
successfully - just say and do whatever you’d
imagine your character saying and doing.
Roleplaying games are built on the dynamic
of players saying what they want their characters to
do, the players and the GM rolling some dice, and the
GM describing what happens as a result. In this way,
it’s a cooperative storytelling exercise that balances
imagination with structure.

▒░ Important Terms ░▒

▒░ New to Roleplay Games? ░▒ In most cases, these will be reiterated or


described in full in the main rules text. This glossary
If you just want to jump to making your is to provide enough surface-level context to build a
character, or already know most of the basics, feel character. You can skim this bit for now, coming back
free to skip to the next chapter, coming back as to it when needed.
needed.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


(9)

1d10: Rolling a single ten-sided die. Arena: The physical place where a gauntlet occurs.

xd10: Rolling x ten-sided dice (4d10 = 4 10-sided Astral Crit: Rolling 100 on 1d100, before applying
dice). modifiers. You do something incredibly unlikely or
skillful, perhaps something that bends the laws of
1d100: Rolling two d10’s in order to produce a physics or probability.
number from 1 to 100. This is the main means of
randomization in this game. Astral Crit Fail: Rolling 1 on 1d100, before
applying modifiers. Something extremely
unfavorable occurs, perhaps something that bends the
laws of physics or probability.

Attack: A method of harming an unwilling target -


usually with a weapon or other damaging effect.

Attack Roll / To-Hit Roll: A 1d100 roll, modified by


accuracy, attempting to meet or exceed an enemy’s
evasion in order to strike them with an attack.

Boss: A really powerful enemy, usually found at the


end of a gauntlet.

Check: Synonymous with “roll”, but generally


referring to rolling for a skill (ex perception check).

Crit: Rolling a 96-99 on 1d100, before applying


modifiers. Not only do you succeed, you succeed
beyond expectation.

Crit Fail: Rolling a 2-5 on 1d100, before applying


modifiers. Not only do you fail, you fail beyond
Accuracy / Precision: Alternate names for the expectation.
modifier a given attack or weapon applies to rolls to
hit someone with it (a rapier having +10 accuracy Damage: The number subtracted from your HP when
means you add 10 to the roll to hit). you are harmed.

Action: Something a character does, which consumes Damage Roll: A roll or series of rolls used to
a portion of their turn. determine how heavily someone is injured by an
attack.
Affliction: Some sort of harmful effect, usually less
direct than damage but sometimes just as dangerous. Difficulty Class (DC): How hard a certain task is to
perform, denoted with what kind of expertise would
Affliction Roll: A 1d100 roll, modified by a given be applicable - for example, a “DC 50 knowledge
number (ex “affliction 50” means add 50). If it check” would be modified by knowledge.
matches or exceeds the HP of the target, the listed
effect occurs. Enemy: Someone that wants to kill you.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 10 )

Evasion (EVA): How good you are at avoiding Non-Player Character (NPC): Any character that is
attacks. not a player’s avatar. These could be enemies, or
followers, or otherwise.
Follower: A character that is under the direct control
of a player character - a minion, a sidekick, et cetera.

Function: The building block of character creation.


An individual aspect of your character, governed by a
set of rules. It can be something they can do (ex
pyromancy), something they have (ex extra legs), or
something they are (ex undead).

Gauntlet: A gladiatorial event spanning multiple


waves, ending with a boss wave.

Gauntlet Master (GM): The person in control of the


gauntlet and the storytelling within.

GM Discretion: The gauntlet master having even


more authority than usual on a certain situation -
mostly because it’s a situation that would make for
finicky rules and could be easily resolved with the
GM’s interpretation of common sense - much like a Opposed Roll/Check: Two characters rolling against
referee. each-other, with whoever rolls the higher total
winning the roll in question.
Grapple: Holding someone tight, like in wrestling.
Party: A group of player characters working
Hands (HND): How many dextrous appendages together.
your character has, or how many of those appendages
a given weapon or piece of equipment requires for Player: A person controlling a player character.
use.
Player Character (PC): A player’s avatar within the
Health Points (HP): How much damage you can game.
take before you die.
Point-Buy: A hypothetical currency which is spent
House Rule: A modification or addition to the rules on functions to build characters with. Individual units
invented by a GM to suit their taste. are “character points” or simply “points”.

Max HP: How much HP you start with, and also the Rank/Damage Rank: The amount of damage an
maximum your HP can reach under most attack does, ranked in increasing order; strong
circumstances. This represents your character at their damage is one rank above average, very strong is one
healthiest possible state. rank above strong, et cetera.

Modifier / Bonus: A number that’s added to a roll. If Roll: Any time that you roll dice. If the game says
a modifier is negative - sometimes referred to as a simply to roll for something, but doesn’t say what to
penalty - it subtracts from the roll instead. roll, assume 1d100.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 11 )

Round: A 6-second interval of in-game time, within If there isn’t an amount written for hands
which all characters are given a turn to perform used, it’s a natural weapon or function, meaning it’s a
actions. part of the character’s body and can’t be disarmed. If
there isn’t an amount written for the use limit, it can
Session: The gathering of people to play a gauntlet. be used indefinitely unless otherwise noted by the
Players create characters, then they run them through function describing it.
a gauntlet. Intended to take about three hours total,
although the first time with mostly new people might Damage Ranks
take four. Damage operates on a scale of damage
ranks. Here is each rank and how much damage they
Skill Check: A 1d100 roll, modified by any special deal:
expertise, representing your attempt at performing a
given task. Succeed by hitting or exceeding the skill’s
Rank Name Damage Amount
DC.
Nil 1
Speed (SPD): How far a character can move in a
single move action. Miniscule 1d10

Square: The core unit of spatial measurement. One Very Weak Smallest result of
rolling 1d100 three
square is equal to five feet in real life.
times

Temporary HP: HP which only exists for a short Weak Smaller result of rolling
time. Your temporary HP is not limited by your max 1d100 twice
HP.
Average 1d100
Turn: The time during which a group of people
Strong Larger result of rolling
allied with one-another can perform actions.
1d100 twice
Vitals: A character’s HP, evasion, speed, and number
of available hands. Very Strong Largest result of rolling
1d100 three times
Wave: The period of time starting when a group of
enemies pours in, and ending when the same group of Lethal Total of 2d100,
enemies is slain. minimum 100

Obliterative Total of 3d100,


▒░ Shorthand ░▒ minimum 150

There are two main shorthand elements used Obliterative + Total of 4d100,
in Kill Sector one for attacks and one for afflictions. minimum 200

(endless series of obliterative ++, obliterative


Attacks +++, et cetera goes here)
Range / Accuracy Modifier / Damage Amount and
Type / Hands Used / Use Limit Infinity Infinite - the target is
dead unless they have
an outright immunity to
Afflictions
the damage type of the
Range / Affliction Value / Effect / Hands Used / Use attack.
Limit

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 12 )

▒░ Gameplay ░▒ however you’d like, but we suggest you stick to the


default flow until you’ve got a hold on the system.
Kill Sector is, at its core, about creating
truly unique characters, solving problems with Character Creation
whatever tools you have, and having violent, We utilize a point-buy system so that players
destructive fun. Although you can run Kill Sector can make whatever kind of character they want. In
with limited physical conflict, its focus is on most roleplaying systems, the norm is to pick a race
high-octane combat-driven narrative. Combat-driven, (elf, human, dwarf) and a class (paladin, fighter,
however, does not mean rules-driven - the rules wizard), which dictate most of your capabilities.
should be a vehicle for storytelling, not a substitute. While there’s nothing wrong with that, Kill Sector is
for people who want to play characters that don’t fit
that mold. As long as your GM is willing to help fill
in the gaps, just about any character type can be built
within our system. We only ask that they are able to
die and fit whatever point-buy amount your GM is
using (most likely 10 points).

▒░ What You Need ░▒

Some d10’s or Percentile Dice


Physical dice can be bought at any gaming
store, most comics stores, and online. You can buy
them loose, or in a set with other dice - those are
useful for other systems. Two d10’s can be used as a
d100. A percentile die is a pair of matching d10’s -
one labelled normally and the other 10, 20, 30, 40, et
cetera - specifically made to roll d100 rolls.
Otherwise, just take two different-colored d10’s and
denote which one is the digits place and which one is
the tens place.
When you roll a 0 for the digits or tens
place, read it as a “0”. When you roll a 0 for both
places, however, read it as 100 - an astral crit!

Pacing A Combat Grid


Kill Sector is a one-shot system. That means Otherwise known as game mats, battle mats,
in place of sprawling months-to-years-long et cetera. Effectively, they’re large foldable paper
campaigns with highs and lows, we boil it down into grids, treated for use with dry-erase markers. These
one burst of energy and wrap it all up in one night. It can be bought at gaming stores or online.
can be extended into a full-fledged campaign with
some fanangling of the rules, but its strengths are in Game Pieces To Represent Characters
the one-shot style of play. If people have gaming miniatures, they’re
The game’s default pacing is framed around welcome to use them. However, considering the
gauntlets, where the player characters fight enemies tendency of Kill Sector characters to have alien
in increasingly difficult waves, until an overpowered features and weird body plans, there might not be
boss comes in at their throats. You can pace the game many miniatures on the market that fit most
characters.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 13 )

We prefer using small wooden discs - Character Sheets


they’re cheap, disposable, and come in the right sizes Players can choose to design their characters
to denote different character size categories - 1” for at the beginning of the session before the gauntlet, or
medium or smaller, 2” for large, 3” for huge. They’re bring a character they already made. In either case,
completely nondescript, allowing you to imagine the GM should quickly inspect the character sheet
whatever you like. They can be found at most arts and make sure everything is up to snuff - that the
and crafts stores. GM’s should have a set labelled character points add up, and they wrote enough that
with the numbers 1 through 20 in marker for they won’t need to constantly refer to the book.
enemies, and a fair few blank ones for players to Most characters can fit on a single notecard,
mark with their characters’ names. but more complex characters - or characters with
We also have a lot of success with using the multiple forms - might opt for a full sheet of
figures from brick-based construction toys - those notebook paper. If it’s readily available, players can
really let you customize your appearance and make write their characters on a virtual document. Don’t let
anything you need to have represented. new players use characters with their sheet sight
All this is to say that what you use doesn’t unseen.
matter all that much - what’s important is having a
large grid to draw the battlefield on, and some way to A GM Screen
place moveable pieces representing characters on it. Prop something up between the GM’s notes
and the rest of the table, so that players don’t
A GM With a Gauntlet Prepared accidentally see information they aren’t meant to see.
The gauntlet can be pre-built by another GM screens can be fashioned out of a three-ring
author, or hand-crafted by the GM - the latter being binder, or a pair of books, or anything else that will
generally preferred. The gauntlet can be written out stand up and provide some privacy for the GM.
in a notebook, on a virtual document, or in the GM’s
head. Imagination
For a gauntlet, you’ll need the map for the It’s less important that you have one
arena, mechanical descriptions for any hazards, particular kind of imagination or another, and more
items, or other features in the arena, mechanical important that you’re willing to use whatever
descriptions for the enemies of each wave, any other imagination you have.
notes that might be necessary, and some scratch space
to keep track of enemy HP, ammo, conditions, and ▒░ Missing Something? ░▒
any other factors that might change from round to
round.
In a scenario where you’re improvising a
If you have a physical combat grid, design
session of Kill Sector last-minute, or if you simply
the map to fit its dimensions. More on gauntlet
lack the funds to acquire the conventional materials,
design later.
this section outlines cheap or free alternatives.

One To Eight Other Players


Dice
It’s recommended to play with three or four
Assuming you have a phone or other
players - that’s where the pacing and scale are best
internet-connected device, you should be able to
balanced, and what GM’s are suggested to design for.
easily find number generators or dice rollers that
Any more or any less, and the GM should consider
generate a whole number between 1 and whatever
tweaking their gauntlet to accommodate - less
you need.
enemies or less-tough enemies for less players and
Barring this, you can simulate a d100 with
vice-versa.
twenty slips of paper, a pen, and two hats, bags,
baskets, or containers as necessary.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 14 )

On the first ten slips, write the following they can improvise as need be. For some experienced
numbers, one on each: 00, 10, 20, 30, 40, 50, 60, 70, GM’s, this is actually a preferred method. If nobody
80, 90. Put these in the first container. On the second wants to be the GM, have the game be improvised by
ten slips, write the following numbers: 0, 1, 2, 3, 4, 5, the group, using majority rule as GM discretion.
6, 7, 8, 9. Put these in the second container.
When you are asked to roll a d100, shuffle One to Eight Other Players
each container, then draw one slip from each. When If you have nobody else to play with, just
asked to roll a d10, shuffle one container and draw play it in your head. If this issue becomes chronic,
from it. state your concerns on social media, and let people
If you only have enough paper for ten slips, know that you’re looking to play a quality rules-lite
or one container, simply draw twice from one roleplaying game with them.
container when asked to roll a d100 - draw once,
replace the slip, shuffle, and draw again.
If you lack paper, acquire twenty visually
distinct rocks, and dig two small holes. If you can,
mark these rocks as detailed like the slips above. If
you cannot mark the rocks, simply agree on which
rock represents which number.

A Combat Grid
If you lack the means to acquire a combat
grid, you can use grid paper. Lacking that, simply use
any surface, and a ruler if possible, measuring one
inch as one square, eschewing the grid and instead
measuring the actual distances between characters
and objects. Lay down household materials as
improvised obstacles.
If you do not have a ruler, notch off regular Character Sheets
measurements estimated at once inch each on some If you have nowhere to write down the
sort of straight edge, and consider each measure to be information concerning your characters, keep the idea
one square. If you utterly lack some means of in your head and memorize the information. It might
measure, estimate to your best judgement. be in your best interest to run simpler characters in
this scenario. If possible, grab some rocks or other
Game Pieces To Represent Characters small objects to represent things like ammunition,
If you’re low on funds, you can fold up uses per wave, current health, and so on.
some bits of paper to fit a square, and tape coins
inside the folds to weigh them down. Bottlecaps or A GM Screen
soda tabs also work. In reality, just about any small If you lack any sort of standable barrier,
object that fits in the space of one square that you keep the secret information behind you, and turn
have a significant amount of (rocks, bits of paper, around when you roll dice. If you lack any space to
change, et cetera) will work. In an absolute do this, then just use the honor system.
worst-case scenario, simply mark the areas the
characters are in, and erase/redraw as necessary. Imagination
Just think of things you really like, and use
A GM With a Gauntlet Prepared that. (What’s the last movie you watched?)
If you have someone willing to be the
gauntlet master, but they do not have a gauntlet ready,

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( 15 )

▒░ Character Creation ░▒
These rules are used both for player ▒░ Creation Process ░▒
characters and for enemies - the only differences are Players have a soft time limit of thirty
that each player character is run by a separate player minutes to make a character if it’s right before the
and generally have more HP and evasion, while all gauntlet. The goal isn’t to make a mechanically
enemies are ran by the GM and generally have less all-powerful or conceptually perfect character - the
HP and evasion. goal is to try something new and interesting, solve
problems using whatever tools you have, and have
fun.

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( 16 )

Step 1: Choose a Concept


Come up with the basic idea behind your
character. Think about whatever kind of person or
creature you would enjoy fighting as in an arena. Go
crazy with this - there are few restrictions
conceptually with what you can play. As long as the
character fits the following two tenets, you should be
fine:
1. They can die (or “die” in terms of being
functionally useless for the rest of the
gauntlet). They cannot be immune to every
damage type, for example.
2. If they’re a player character, they can
feasibly fit within whatever point-buy limit
Step 3: Spend Points
set for the gauntlet at hand (generally, this is
Spend points on functions that fit the
10 points).
character’s concept in the function menu to follow.
You don’t need to know everything about your
Don’t feel beholden to your original concept - be
character at this point - in fact, you probably
open to functions that don’t exactly fit your original
shouldn’t. If you’re stumped on a character concept,
concept if you like the idea. Keep in mind that, in
you can simply skip to the next step, and invent the
order to fit the character point allowance, you might
idea as you go along.
need to pare down your concept if it’s too complex,
or add to it if it’s too simple.
Step 2: Apply the Default Vitals Player characters have an allowance of 10
character points unless the GM sets a different value.
Player Character Vitals Players should have their character be worth exactly
160 HP / 50 EVA / 6 SPD / 2 HAND their allowance in the end - any more, and they’re
overpowered; any less, and they aren’t as helpful as
NPC Vitals they could be. Enemies are not held to this amount -
80 HP / 35 EVA / 6 SPD / 2 HAND they can use more or less points, depending on what
the GM needs.
Other Important Numbers for All Characters Unless otherwise noted, you can buy
Generic characters weigh 150 pounds and anything multiple times. If it’s a physical thing, you
have a carrying/moving capacity of 200 pounds. gain another copy of it. If it’s something you can only
They’re medium sized - about six feet tall. use so many times, you gain that many more uses out
They also have a default unarmed strike: of it. If it’s more of an abstract or numeric function, it
Melee / 0 / very weak bludgeoning stacks each time you get it if applicable.
This covers punching, kicking, Wherever you see a specific damage type
body-checking, et cetera. Change the damage type as mentioned in any function, you can change the
appropriate - if they have small, catlike claws, their damage type when purchasing the function if it
strikes deal slashing damage; if they’re made of acid, would better fit the character concept.
their strikes deal acid damage; if someone decides to … and that’s it! You now have a character,
bite instead of punch, it deals piercing damage ready to play!
instead.
These numbers will most likely change as
Limitations
you spend points on them.
● No matter how your character is built, or
what circumstances they are in, an attack’s
accuracy can never exceed +40, and a

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( 17 )

character’s evasion cannot exceed 90, under ▒░ Advice Etc. ░▒


any situation whatsoever. Both these ● Any idea that enters your head - no matter
numbers can, however, go negative. how crazy or far-fetched or ridiculous - is a
● A character’s HP cannot exceed their valid character concept. As soon as you
point-buy value times 100 (meaning a player picture a character in your head, any at all,
character, by default, cannot have more than you can build them in Kill Sector.
10pt x 100 = 1000 HP). Bosses are exempt ● If you have no idea what to do - you’re
from this HP limit. overwhelmed, indecisive, or aren’t feeling
● Although it is not a hard-and-fast rule, it is particularly creative - do the following: flip
strongly recommended for fair play that any to a random page, pick a random function -
player character must take at least normal closing your eyes and pointing blindly is
damage from at least three of the nine base good enough - and go from there. If that
damage types in the vast majority of isn’t enough of a base, or you don’t like that
situations. Thus, a character should not be particular function, repeat the process a few
immune or effectively immune to more than times.
six damage types, nor be readily able to
grant themselves such damage immunities
constantly.
○ Exceptions to this must come with
a strong appeal as to how a
particular build with more than six
damage immunities is fair play - an
appeal stronger than simply stating
that taking the functions provided
inherently grants you such a right.
The exact strictness of this clause is
at GM discretion.
○ Some functions grant total
immunity in certain specific
situations or for short intervals -
those are unaffected by this clause,
unless they overlap in such a way
that you’re functionally invincible
all the time.
● When applying weaknesses - adverse
functions that give back points - you’re
advised to limit the points given to half the
point-buy value (ex. 5 points worth of
weaknesses for a 10-point character, giving
● Kill Sector is an all-inclusive game. Your
you a total of 15 points to work with) unless
character can have whatever appearance,
you’re experienced with the game. No
personality, ethnicity, occupation, social
matter what, you cannot take more than 10
status, religion, culture, philosophy,
points worth of weaknesses (ex. 10 points
ideology, orientation, or gender identity.
worth of weaknesses for a 10-point character
Whether any of these factors affect the way
gives you a total of 20 points to work from).
your character is treated in the setting is up
to you and the GM.

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( 18 )

● Although you don’t need either, developing make a free version of it that doesn't do
a backstory or personality to your character anything mechanically.
can inform the character creation process, as ○ For example, we have a one point
well as get you invested. It’s also a lot of function for having an extra head
fun. that lets you reroll knowledge and
● If you want to do something that isn’t listed, perception checks - your second
pitch it to the gauntlet master. head has their own mind and
● When purchasing a function, you can personality to process information
change the damage types listed into any with. If you just want two heads to
other damage type without changing the say you have two heads, with GM
cost. discretion you can have a free
● You can change the flavor of a function if version of it that doesn't give you
you’d like - a stinger tail can be cybernetic, the rerolls - maybe it's because both
your x-ray vision can be a hereditary power heads share the same personality, or
rather than software, a utility-belt-like they simply don't care to help each
function can be assigned to a duffel bag, the other out.
snail foot function to walk on walls and be ● When creating a new character, consider the
immune to tripping can be described as a numbers on your sheet secondary to the
psychic power, and so on. If there isn’t a overall design of the character. The
perfect analogue, find the closest fit and point-buy system is only here to give a limit
modify it - if it’s generally more powerful to obvious and significant advantages any
than what you based it off of, it costs one character can have. Your character’s
another point or two. personality and even their equipment
● Don’t just write down function names - functionality can branch off what they
write down some reminder for what it does. achieved through point-buy.
In some cases, just writing down the effect ○ For example, the Soldier of
of the function, rather than the function Inescapable Light has a blaster
name, reads better. connected to his jetpack - which
● Just because one function has a feature share a power source - via a cable.
listed, that doesn’t automatically preclude all This isn’t a point-buy function, nor
other functions from having that feature. For should it be. Although it is useful in
example, if a weapon says it knocks back some edge cases (even if the blaster
the target upon getting hit, that doesn’t mean is knocked out of your hands, it’ll
you can’t say similar of other weapons if still drag behind you), it’s also a
used properly. detriment in other edge cases (if the
● When we list the mechanics of a function, blaster’s cable is severed, it’ll cease
they’re the most obvious aspects of the to function). It’s not nearly enough
function when translated from pure narrative to warrant a point, or even count as
to something mechanically cohesive. If the a small benefit.
argument for something to work a certain ○ Just mention it when describing
way makes sense, go for it. If it makes the your character and/or when it
character significantly more useful, consider becomes relevant. Some GM’s may
taking that interpretation of the ability as a even allow you to improvise some
small benefit or even a full point in the details like this, so long as you’re
future, or finding an equal downside. consistent with it.
● On the flipside, if you want something ● Although not required, it is recommended to
solely for flavor reasons, and don't care take at least one function that somehow
about the mechanical benefits of it, you can protects you from dying. That can be

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( 19 )

something as straightforward as buying an one player character to die by the end of it.
HP increase or damage type immunity, or If you get especially invested in a given
something obtuse, like taking the Money character you make, keep in mind that their
function and bribing would-be assailants. survival is not guaranteed.
● When building your character, it’s worth
considering how they plan to contribute to a ▒░ Building a Boss Enemy ░▒
fight, how each function ties into this plan,
what situations they’d be at a tactical
Using the vitals of a player character, build a
advantage or disadvantage in, and how they
character with about 2.5x the character point limit (10
might handle their battle plan not panning
being default character limit, this makes the default
out.
boss minimum 25). This is only a guideline, however
● If you’ve got all the functions you want to
- if you prefer, you can make several individual
use for your character, but still have some
bosses, or use more or less points.
points remaining, look through the numeric
The boss is supposed to be the most difficult
bonuses part of the abilities section - those
part of the gauntlet, at which point multiple character
are the easiest to justify narratively without
deaths are expected. Do not hold back in this regard.
breaking your concept (“I’m smart” or “I’m
evasive” or “I’m accurate”).
● Kill Sector is a death-heavy system - in a
given session, it’s quite likely for at least

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( 20 )

▒░ Function Menu ░▒
Note: Functions that are indented and beneath a given function are functions that’re somehow closely
related to the root function. The root function is not a prerequisite for the functions beneath it. For example, the
Extended Flail is listed beneath the Flail function because it’s mostly the same, save for the modifier that grants it
reach; your character does not need to take a Flail first in order to get an Extended Flail.

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( 21 )

▒░ Weapons ░▒
On hit, the target takes affliction 25 to drop
everything in their hands.
Note: You can carry more than your hand
allotment in weapons - it’s assumed you have holsters
One Handed Melee Weapons
or similar.
1 pt ///Axe
Melee / -10 / strong slashing / 1 hand
▒░ Melee Weapons ░▒
1 pt ///Buzzsaw
Light Melee Weapons Melee / -5 / average slashing / 1 hand
Deals a crit on a 90-98, rather than on a 96-99. Deals
1 pt ///Dagger an astral crit on a 99 or 100, rather than just 100.
Melee / 0 / weak piercing / 1 hand
Can be used in a grapple. Can be thrown six squares. 2 pt ///Chain
Reach / 0 / average bludgeoning / 1 hand
2 pt ///Heavy Taser Free trip, push, or disarm attempt upon hit.
Melee / 0 / average electric / 1 hand
If it hits, affliction 25 to knock the target 2 pt ///Chainsaw
prone. This weapon can be used in a grapple. Melee / 0 / very strong slashing / 1 hand

1 pt ///Power Drill 1 pt ///Club


Melee / -5 / weak piercing / 1 hand Melee / -10 / strong bludgeoning / 1 hand
Can be used in a grapple. The damage
increases one rank if used in a grapple as you
continuously drill into the body.

2 pt ///Projectile Taser
Reach / 0 / very weak electric / 1 hand / 6 single-fire
sets of prongs
Can be used in a grapple.
On hit, the target takes affliction 25 to drop
everything in their hands.
Furthermore, as long as they are within
reach melee distance and the prongs are kept in (free
action for you to release them, or a move action and
DC 50 coordination or athletics for them to pull them
out), they take the damage and affliction again at the
end of their turns.
Once you launch a set of prongs, they
cannot be reused. 1 pt ///Flail
Melee / -10 / strong piercing / 1 hand
1 pt ///Stomping Boots
Melee / 0 / weak bludgeoning 2 pt ///Extended Flail
Worn on your feet. Reach / -10 / strong piercing / 1 hand
(Any melee weapon can be
1 pt ///Taser extended for 1 point.)
Melee / 0 / very weak electric / 1 hand
Can be used in a grapple.

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( 22 )

1 pt ///Hammer of opportunity by spending two swift actions from


Melee / 0 / average bludgeoning / 1 hand your next turn.

1 pt ///Hollow Point Blades 3 pt ///Lance


Melee / 0 / strong slashing / 1 hand / 8 single-use Reach / 0 / average piercing / 1 hand
blades +5 damage per square moved in a straight
Each disposable blade shatters inside of the line towards the target immediately before attacking
victim on contact - the ammunition is only used up if them (ie from a move action or other movement
it successfully hits, or if you miss in such a way that effect that occurs just before the attack).
it hits a wall or other object (GM discretion, but by Free trip attempt upon hit.
default, this is a 50% chance - express this by saying
the blade breaks if the die roll was an odd number). 1 pt ///Mace
It takes a swift action to attach a new blade Melee / 0 / average bludgeoning or piercing* / 1
from the holster. hand
If the damage dealt is even, it deals
1 pt ///Kama bludgeoning. If the damage dealt is odd, it deals
Melee / -10 (+10 instead if disarming) / average piercing.
piercing / 1 hand
Attempts to disarm with the kama take +20 1 pt ///Nunchucks
on the roll to hit, for a net result of +10. Melee / 0 / very weak bludgeoning / 1 hand
Can be swung up to three times by taking
1 pt ///Katana -15 on each shot. Announce if you’re swinging
Melee / 0 / weak* slashing / 1 hand multiple times before rolling.
If you spend a swift action to change
weapons into the katana (ie you unsheath the katana), 1 pt ///Pickaxe
or spend a swift action to exclaim a kata before Melee / -15 / strong piercing / 1 hand
attacking, increase the damage by two ranks. If the pickaxe is used against someone or
You cannot unsheath the katana and something that reduces how much damage it takes,
exclaim, nor exclaim twice to boost the damage and the pickaxe rolls to deal more damage than that
twice, and you only gain the damage boost if you reduction, the target takes the full damage rather than
attack the same turn you perform the boost. just the damage minus the reduction. (For example, if
Once you unsheath the katana, you must the pickaxe rolls 80 damage against someone that
spend a swift action to re-sheath it (which can be part reduces damage by 50, instead of the target taking
of a swift action to change weapons) before being 80-50=30 damage, the target takes the full 80
able to gain the unsheathing bonus again. damage.) The pickaxe does not deal any damage if it
Purchasing a katana opens access to the doesn’t exceed the reduction.
following two functions:
1 pt ///Mastery of the Blade 2 pt ///Rapier
Allows you to take two swift actions to Melee / +10 / average piercing / 1 hand
unsheath your katana and exclaim to boost
the damage twice. 1 pt ///Scizor
1 pt ///Reflex Slicer melee / -5 / average slashing / 1 hand
Allows you to unsheath your katana or Attempts to disarm this weapon take -30.
exclaim a kata on an attack of opportunity
by forfeiting your swift action from your 1 pt ///Sickle
next turn. Melee / 0 / weak slashing / 1 hand
If you have both Mastery of the Blade and Reflex Free trip or disarm attempt upon hit.
Slicer, you can unsheath and exclaim during an attack

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( 23 )

1 pt ///Small Trident (Any melee weapon can be made


Melee / 0 / weak piercing / 1 hand double-ended for 1 point.)
Can be thrown up to 24 squares as a ranged attack
without a penalty to hit. 2 pt ///EMP Sword
Melee / 0 / average slashing + EMP* / 1
2 pt ///Space Sword hand
Melee / +5 / average beam / 1 hand If it hits, deal affliction 50 to shut
If you would be hit by a ranged beam attack, down all electronics on the target’s person
and you are wielding the space sword, you can use until the end of their next turn.
your reaction to reflect it. Choose a target within the (The EMP ability can be put on any
same distance between you and the attack’s origin (if weapon for 1 point.)
they shoot you from 7 squares away, choose a target
within 7 squares), then roll to hit with the space 2 pt ///Everbleed Sword
sword. If you roll lower than their roll to hit, you Melee / 0 / average slashing / 1 hand
miss the attack and take damage as normal. If you If it hits, the target is unable to stop
roll equal or higher than the roll to hit, but less than bleeding due to blood-thinning agents in the
the evasion of your target, the attack is reflected and sword. They take 10 damage at the
veers off harmlessly. If you roll equal or higher than beginning of each of their turns until the end
the roll to hit, and equal or higher than the target’s of the wave. Getting hit by multiple counts
evasion, they are hit with the original attack instead. of everbleed over time stacks. This is a
biological effect.
(The everbleed ability can be put
on any weapon for 1 additional point.)

1 pt ///Cryo Sword
Melee / 0 / average cold / 1 hand

3 pt ///Hacking Sword
Melee / 0 / average slashing / 1 hand
If the attack hits, deal affliction 0 to
take control of all electronic devices on the
target’s person. Control is indefinite and tied
to wielding the weapon. The hacked target
can still use their electronics while you
control them as well. You must spend your
standard action to give them a standard
action, move action for a move action, et
cetera.
(The hacking ability can be put on
any weapon for 2 points.)
1 pt ///Sword
Melee / 0 / average slashing / 1 hand
2 pt ///Holy Sword
Melee / 0 / average beam / 1 hand
2 pt ///Double Ended Sword
If the target is undead, a ghost, or
Melee / 0 / average slashing / 1 hand
demonic, increase the damage by two ranks
Can swing twice at -10 on each
(it does very strong beam instead). Can
attack. Announce if you’re attacking
radiate light in a 6 square radius, free action
multiple times before rolling.
to toggle.

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( 24 )

(The holy ability can be put on any 1 pt ///Whip


weapon for 1 point.) Reach / 0 / very weak slashing / 1 hand
Free trip, push, or disarm attempt upon hit.
3 pt ///Invisible Sword
Melee / 0 (target has -25 evasion)* / 1 pt ///Wrench
average slashing / 1 hand Melee / -10 / average bludgeoning (or repair and
Target is at -25 evasion for the max HP drop*) / 1 hand
attack - it’s harder to dodge, but not You can mechanically repair any inorganic
inherently more accurate, meaning it doesn’t character or object hit with the wrench instead of
affect your ability to hit non-moving targets. dealing damage if you wish. Roll for damage with the
(The invisible ability can be put on wrench, and mechanically repair them that amount
any weapon for 2 points.) instead of damaging them. However, “percussive
maintenance” comes with a downside - each time you
2 pt ///Poisonous Sword repair someone or something with the wrench, reduce
Melee / 0 / average slashing / 1 hand its max HP by 10. If the target does not wish to be
If it hits, the target is poisoned. repaired and their max HP reduced, they instead take
Each round, on the beginning of their turn, the wrench’s normal damage.
they take very weak poison damage. They If hitting a willing target, treat their evasion
are cured if the last die roll in calculating as if it’s no more than 10.
damage was the lowest.
(The poisonous ability can be put Two Handed Melee Weapons
on any weapon for 1 point.)
2 pt ///Auger
2 pt ///Rusting Sword Melee / 0 / strong piercing / 2 hands
Melee / 0 / average slashing / 1 hand You can burrow at half your speed while
Deals double damage against wielding this (1 square of burrowing equals 2 squares
metallic creatures or structures. If used to of normal movement).
disarm a metallic weapon, the metallic
weapon is destroyed. If used to trip or push 1 pt ///Baseball Bat
someone wearing metallic armor, the Melee / 0 / average bludgeoning / 2 hands
metallic armor is destroyed. If you would be hit by a ranged bludgeoning
(The rusting ability can be put on attack, and you are wielding the baseball bat, you can
any weapon for 1 point.) use your reaction to reflect it. Choose a target within
the same distance between you and the attack’s origin
2 pt ///Triple Ended Sword (if they shoot you from 7 squares away, choose a
Melee / 0 / average slashing / 1 hand target within 7 squares), then roll to hit. If you roll
Can swing two or three times by lower than their roll to hit, you miss the attack and
taking -20 on each attack. Announce if take damage as normal. If you roll equal or higher
you’re attacking multiple times before than the roll to hit, but less than the evasion of your
rolling. target, the attack is reflected and veers off harmlessly.
(Any melee weapon can be made If you roll equal or higher than the roll to hit, and
triple-ended for 1 point.) equal or higher than the target’s evasion, they are hit
with the original attack instead.
1 pt ///Vicious Sword
Melee / -10 / strong slashing / 1 hand
(Any weapon can be made vicious.)

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( 25 )

1 pt ///Battle Shovel blade to deal weak bludgeoning. Once you take a


Melee / 0 / average piercing / 2 hands move action to pull the ripcord, however, things get
You can burrow at one third your speed interesting; the damage changes to deal obliterative
while wielding this (1 square of burrowing equals 3 slashing, but at the beginning of each of your turns,
squares of normal movement). the damage decreases by one rank. Once it has
decreased five times, it becomes inert again, for it's
1 pt ///Belt Sander used up all its fuel, and only deals weak bludgeoning.
Melee / 0 / average slashing plus 20 fire / 2 hands Additional canisters of specialized gasoline
for the HODC cost 1 point apiece, and take a
1 pt ///Big Axe full-round action to refill it with.
Melee / -10 / very strong slashing / 2 hands

2 pt ///Big Chainsaw
Reach / 0 / very strong slashing / 2 hands

1 pt ///Big Flail
Reach / -20 / very strong bludgeoning / 2 hands

1 pt ///Big Hammer
Melee / 0 / strong bludgeoning / 2 hands

1 pt ///Big Sword
Melee / 0 / strong slashing / 2 hands

3 pt ///Giant Fan
3-square cone / affliction 0 / pulled 2 squares towards
you / 2 hands
then
Melee / 0 / very strong slashing / 2 hands
Can be toggled into reverse as a swift action, pushing
1 pt ///Jackhammer
them 2 squares away instead.
Melee / -5 / strong piercing / 2 hands
If the jackhammer is used against someone
1 pt ///Heavy Dagger
or something that reduces how much damage it takes,
Melee / +10 / average slashing / 2 hands
and the jackhammer rolls to deal more damage than
that reduction, the target takes the full damage rather
1 pt ///Hedge Clippers
than just the damage minus the reduction. (For
Melee / 0 / average slashing / 2 hands
example, if the jackhammer rolls 80 damage against
Called shots performed with the hedge
someone that reduces damage by 50, instead of the
clippers have their to-hit penalty reduced by 10. (For
target taking 80-50=30 damage, the target takes the
example, if attempting a called shot to someone’s
full 80 damage.) The jackhammer does not deal any
arm, and the GM says the to-hit penalty would be
damage if it doesn’t exceed the reduction.
-20, it would be only a -10 instead if using the hedge
clippers.)
1 pt ///Mancatcher
Reach / 0 / very weak piercing / 2 hands
2 pt ///High-Octane Diesel Chainsaw
On a successful hit, roll a grapple. As long
Melee / 0 / special* / 2 hands
as the mancatcher is being used to grapple onto
Until you start it up, the HODC barely does
someone, whenever grapple checks are made by
anything - you can thwack someone with the inert

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( 26 )

either party, the mancatcher deals very weak piercing 2 pt ///Spear


damage to whoever was initially grappled by the Reach / 0 / average piercing / 2 hands
mancatcher. You can throw the spear up to 6 squares as a
ranged attack by taking a +5 bonus to hit, or up to 48
5 pt ///Plane Propeller squares by taking a -15 penalty to hit.
3-square cone / affliction 50 / pulled 2 squares
towards you / 2 hands 1 pt ///Staff
then Reach / 0 / average bludgeoning / 2 hands
Melee / 0 / very strong slashing / 2 hands
Can be toggled into reverse as a swift action, pushing 2 pt ///Trident
them 2 squares away instead. Reach / 0 / average piercing / 2 hands
You can throw the trident up to 24 squares
1 pt ///Scythe as a ranged attack without taking a penalty to hit.
Reach / -5 / average slashing / 2 hands
Free trip attempt upon hit.

2 pt ///Electrified Scythe
Reach / -5 / average slashing and electric / 2
hands
Free trip attempt upon hit.
The electrified scythe deals half of
its damage rounded up in slashing, and half
of its damage rounded up in electric. Modify
the damage amounts as usual for the target.
If they take more damage than usual from
both damage types, apply both modifiers to
all of the damage (example: if they take
double damage to both slashing and electric,
they take quadruple damage to this attack).
(Any weapon can have a fused
damage type for 1 additional point.)
▒░ Ranged Weapons ░▒
1 pt ///Sledgehammer
Note: For mechanical purposes, cylinders/mags/etc
Melee / 0 / lethal bludgeoning / 2 hands
are synonymous, as are shots/rounds/etc. GM
Once swung, it’s a move action to ready for
discretion if weapons of different types can use the
another swing - alternatively, you can simply drop it
same type of ammo, but by default they do not.
as a free action.

2 pt ///Oversized Sledgehammer
One Handed Firearms
Melee / 0 / obliterative bludgeoning / 2
hands 1 pt ///Belly Gun
Once swung, it’s a move action to 6 squares / -10 / very strong piercing / 1 cylinder of 6
ready for another swing - alternatively, you shots / 1 hand
can simply drop it as a free action. This Belly guns are revolvers with the barrel
weapon can only be used by large or huge sawn off (named belly guns since you’re supposed to
sized characters. press it against your enemy’s belly). This weapon can
(Any weapon can be made be used in a grapple without provoking an attack of
oversized for 1 point.) opportunity.

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( 27 )

2 pt ///Caltrop Launcher Is not reloaded - automatically regains its


12 squares / 0 / average piercing / 1 hand / 1 mag of charge if you don’t use it for a round, effectively
10 shots allowing you to use it every other round. Cannot take
If you miss your target, place 1d10-1 extra ammo to increase charges.
squares of caltrops adjacent to them. You can also
fire at the ground, making a 3x3 square area of 1 pt ///Nailgun
caltrops (shooting into a narrow hallway fills it 12 squares / +5 / weak piercing / 1 hand / 1 mag of
appropriately with 9 squares of caltrops). Caltrops 20 nails
deal 10 piercing damage to anyone that walks into a
caltropped square. 1 pt ///Pistol
12 squares / 0 / average piercing / 1 hand / 1 mag of
1 pt ///Crossbow 12 rounds
24 squares / 0 / average piercing / 1 hand / 12
single-load bolts 3 pt ///Bottomless Pistol
Reloading the crossbow is a move action. 12 squares / 0 / average piercing / 1 hand /
endless mags of 12 rounds
1 pt ///Handheld Buzzsaw Launcher The pistol still needs to be reloaded
12 squares / -10 / average slashing / 1 hand / 1 mag as normal, but the mags are endless.
of 4 buzzsaws (Any weapon that has limited
Can ricochet off hard surfaces by taking -10 ammo, and isn’t explicitly ineligible for
to hit per surface. Can be used as a melee attack by extra ammo, can be made bottomless for 2
depleting 1 ammo. points.)
(Any two-handed ranged weapon can be
made handheld - it only takes up one hand but has
-10 to hit and half ammo.)

2 pt ///Hook and Chain


6 squares / 0 / very weak piercing / 1 hand
Once it hits, roll opposed grapple checks to
snare them. If you win, immediately drag the target
into the square adjacent to you that is nearest to them
- if multiple squares are the same distance, you
choose. Once they are pulled in, they are no longer
grappled.
.
3 pt ///Immuno-Suppressor Gun
12 squares / 0 / affliction 100 / immune system
suppressed / 1 hand / 1 mag of 12 syrettes 3 pt ///Hacking Pistol
Suppressing the target’s immune system 12 squares / 0 / average piercing / 1 hand / 1
means that for the rest of the wave, affliction rolls mag of 12 rounds
made against the target based biological effects If the attack hits, deal affliction 0 to
automatically succeed, and they also take double take control of all electronic devices on the
damage from poison. This is a biological effect - it target’s person. Control is indefinite and tied
does not work on non-biological entities. to wielding the weapon. The hacked target
can still use their electronics while you
1 pt ///Laser Sidearm control them as well. You must spend your
24 squares / 0 / average beam / 1 hand / 1 charge* standard action to give them a standard

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( 28 )

action, move action for a move action, et (Any ranged weapon can be made
cetera. silenced for 1 point.)
(The hacking ability can be put on
any weapon for 2 points.) 1 pt ///Piton Launcher
12 squares / -10 / weak piercing / 5 mags of 5 shots /
3 pt ///Ghost Hunting Pistol 1 hand
12 squares / 0 / average beam and electric / Can be fired up to 5 times by taking an
1 hand / 1 mag of 12 rounds additional -20 on each shot. Each shot, if aimed at a
Half the damage, rounded up, is wall, can cover 1 square worth of wall with easily
dealt in beam. Half the damage, rounded up, climbable pitons (DC 10 athletics). For the sake of
is dealt in electric. If the target takes double this weapon, stationary walls have -50 evasion. More
damage from both beam and electric useful for spelunking than aiming at enemies, but can
damage, then the target takes quadruple still deal some damage in a pinch.
damage from the ghost hunting pistol.
The pistol also has an interface that 2 pt ///Remote-Controlled Satellite
informs the wielder if there are ghosts Perception / 0 / average beam / 1 mag of 6 shots / 1
present - it will make a notification if it hand
notices any ghosts within 12 squares, will The target must be outdoors - a beam is
notify exactly how many ghosts are in the being shot from a satellite in orbit. If someone is
12 square radius, and will let the user know indoors, you can target the ceiling above them to
if the gun is pointing at a ghost within its damage it instead.
firing range. The detection works through For 1 additional point, you have a mental
walls, invisibility, disguising oneself as link with the satellite instead of having a remote,
something other than a ghost, and any other meaning you can use it hands-free.
interference. Short of electronic interference,
an EMP effect, or hacking the device, its 1 pt ///Rep-Serum Gun
readings are almost always accurate - 12 squares / +25 / affliction 125 / target becomes a
making a decoy signal of a ghost is a DC 90 reptile for the rest of the wave / 1 hand / 1 mag of 4
knowledge check, and concealing the signal shots
of a given ghost is DC 120. Reptiles cannot be sensed by heat-seeking
(Any weapon can be specialized for technology, take 40 less damage from slashing and/or
hunting ghosts for 2 points.) piercing attacks, and take double damage from cold
attacks. If the target is willing, you automatically
2 pt ///Homing Pistol succeed the affliction roll and treat their evasion as
12 squares / +10 / average piercing / 1 hand no more than 10. This effect is biological; it doesn’t
/ 1 mag of 12 rounds work on machines.
(Any ranged weapon can be made Reloading the Rep-Serum Gun takes a
homing for 1 point.) standard action.

1 pt ///Laser Pistol 1 pt ///Revolver


12 squares / 0 / average beam / 1 hand / 1 12 squares / 0 / strong piercing / 1 hand / 1 cylinder
battery of 12 shots of 6 rounds

2 pt ///Silenced Pistol 1 pt ///Demon Hunter’s Revolver


12 squares / 0 / average piercing / 1 hand / 1 12 squares / 0 / strong piercing* / 1 hand / 1
mag of 12 rounds cylinder of 6 rounds*
After firing, take -25 to stealth instead of 3 of the shots deal beam damage
-100. instead, making for 3 piercing ammo and 3

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( 29 )

beam ammo. You can choose which ammo instead of having it fire randomly, without the -25
is used when you fire it. penalty.
(Any weapon can have some of its You can take Extra Ammo, but not
ammo be of a different damage type or have Bottomless for the Roman Candle; Extra Ammo
different 0-point modifiers applied.) triples how many Roman Candles you have and can
be taken multiple times, tripling the amount each
2 pt ///Spymaster's Revolver time (taking Extra Ammo twice gives you 3 x 3 = 9
12 squares* / 0 / strong piercing / 1 hand / 1 candles; taking Extra Ammo three times gives you 3
mag of 6 rounds (1 everbleed, 1 extended, 1 x 3 x 3 = 27 candles, et cetera).
curving, 3 silenced)*
Of the revolver's six shots, one of
them is everbleed, one of them is extended,
one of them is curving, and the remaining
three are silenced.
If the everbleed ammo hits, the
target is unable to stop bleeding due to
blood-thinning agents in the sword. They
take 10 damage at the beginning of each of
their turns until the end of the wave. Getting
hit by multiple counts of everbleed over
time stacks. This is a biological effect.
The extended ammo's range is 24
squares instead of 12 squares.
You can change the curving
ammo's direction once in midair.
After firing any of the three
silenced ammo, take -25 to stealth instead of
-100.
1 pt ///Sawn-Off Shotgun
(Any weapon with limited ammo
6 square cone / -10 / strong piercing (only deals half
can have different modifiers applied to
to targets beyond half the range) / 1 hand / 8 shells
different pieces of ammunition if all the
total, can hold 2 at a time
modifiers cost the same amount and you pay
Targets four or more squares away take only
that amount.)
half damage even if hit; targets four or more squares
away take one-quarter damage if missed.
1 pt ///Roman Candle
You can fire both loaded shells at once - if
12 squares / special* / strong fire / 1 hand / 1 candle
you do, roll separately for each attack. This uses up
with 6 shots
double the ammo.
The Roman Candle does not fire like normal
Reloading each individual shell takes a swift
weapons. The first time you use it, you spend a swift
action; meaning it takes two swift actions to
action to start it up. Starting on that turn, the Roman
completely reload it.
Candle automatically fires one shot at the end of each
of your turns until its ammo is depleted.
2 pt ///Tractor Gun
Once it starts firing, you cannot stop it. It
12 squares / 0 / average beam / 1 hand / 3 batteries
fires at a random target in its range at -25 accuracy.
of 2 rounds
You are an eligible target as long as you are in range.
On hit, the target takes affliction 50 to be
If it’s in your hands, you can spend your
pushed up to 6 squares towards you (your choice how
standard action to fire it normally at a chosen target
far they’re pulled in).

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( 30 )

2 pt ///Uzi 2 pt ///Auto Blaster


12 squares / -10 / average piercing / 1 hand / 1 mag 12 squares / -10 / strong beam / 2 hands / 1 mag of
of 18 rounds 18 shots
Can be shot up to three times by taking an Can be shot up to three times by taking an
additional -15 on each shot. Announce if you’re additional -15 on each shot. Announce if you’re
shooting multiple times before rolling. shooting multiple times before rolling.

Two Handed Firearms 1 pt ///Blaster


12 squares / 0 / strong beam / 2 hands / 1 battery of
1 pt ///Antique Cannon 10 shots
24 squares / -10 / lethal bludgeoning / 2 hands / 6
single-fire cannonballs 1 pt ///Blood-Fused Blaster
Take -2 movement and -10 evasion as long 12 squares / 0 / very strong beam / 2 hands /
as it’s on your person. 1 battery of 10 shots
Takes a standard action to reload each shot. When you fire the blaster, you take
damage equal to 10% your original
2 pt ///Assault Rifle maximum HP as it feeds upon your blood
12 squares / 0 / average piercing / 2 hands / 1 mag of (note - you do not lose maximum HP -
18 rounds rather, you take damage that scales with
Can be shot up to three times by taking -15 your maximum HP). If it cannot feed upon
on each shot. Announce if you’re shooting multiple your blood, it does not function.
times before rolling. (Robots can rebrand this as
electro-fused, ghosts ecto-fused, et cetera -
1 pt ///Assault Shotgun anyone can use a version of this mechanic
6 square cone / 0 / strong piercing (only deals half to so long as you name whatever it drains for
targets beyond half the range) / 2 hands / 1 mag of 10 you to take damage upon taking the
shells modifier.)
Targets four or more squares away take only
half damage even if hit; targets four or more squares
away take one-quarter damage if missed.

1 pt ///High Recoil Assault Shotgun


6 square cone / 0 / strong piercing (only
deals half to targets beyond half the range) /
2 hands / 1 mag of 10 shells
Targets four or more squares away
take only half damage even if hit; targets
four or more squares away take one-quarter
damage if missed.
When fired, take affliction 100 to
be knocked back 2 squares. Anyone that
does not evade also takes affliction 100 to be
knocked back 2 squares.
(Any ranged weapon can be made
2 pt ///Bolt-Action Sniper Rifle
high recoil.)
48 squares / 0 / strong piercing / 2 hands / 7
single-load bullets
Takes a move action to reload each individual shot.

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( 31 )

1 pt ///Buzzsaw Launcher 1 pt ///Double-Barreled Shotgun


12 squares / 0 / average slashing / 2 hands / 1 mag of 6 square cone / 0 / strong piercing (only deals half to
8 buzzsaws targets beyond half the range) / 1 hand / 8 shells
Can ricochet off hard surfaces by taking -10 total, can hold 2 at a time
to hit per surface. Can be used as a melee attack by Targets four or more squares away take only
depleting 1 ammo. half damage even if hit; targets four or more squares
away take one-quarter damage if missed.
2 pt ///Long Range Buzzsaw Launcher You can fire both loaded shells at once - if
24 squares / 0 / average slashing / 2 hands / you do, roll separately for each attack. This uses up
1 mag of 8 buzzsaws double the ammo.
Can ricochet off hard surfaces by Reloading each individual shell takes a swift
taking -10 to hit per surface. Can be used as action; meaning it takes two swift actions to
a melee attack by depleting 1 ammo. completely reload it.
(Ranged weapons can have their
range doubled for 1 point.) 1 pt ///Flamethrower
6 square cone / 0 / average fire / 2 hands / 1 tank of 8
2 pt ///Cannon sprays
24 squares / 0 / very strong piercing / 2 hands / 1 mag You take -10 evasion while it’s on your
of 6 shots person, due to the clunky tank on your back. The tank
has 60 HP and can be hit with a called shot at -20. If
1 pt ///Carbine it’s reduced to 0 HP, the weapon is destroyed and you
24 squares / 0 / average piercing / 2 hands / 2 mags take very strong fire damage. You can remove the
of 7 rounds tank aspect of the flamethrower for an additional 2
points.
1 pt ///Mega Carbine
24 squares / 0 / strong piercing / 2 hands / 2 2 pt ///Hardlight Cannon
mags of 7 rounds 24 squares / 0 / strong beam / 2 hands / 1 battery of
Take -2 movement and -10 evasion as long 10 shots
as it’s on your person.
(Any weapon can be made mega.) 2 pt ///Heavy Blaster
12 squares / 0 / very strong beam / 2 hands / 1 battery
2 pt ///Robot Hunter’s Carbine of 10 shots
24 squares / 0 / average piercing* / 2 mags /
2 clips of 7 rounds 3 pt ///Heavy Caltrop Launcher
Can toggle between piercing or electric 12 squares / 0 / strong piercing / 2 hands / 1 clip of
damage as a swift action. 10 shots
(Any weapon can be given an alternate If you miss, place 2d10+5 squares of
damage type for 1 point.) caltrops adjacent to your target. You can also fire at
the ground, making a 5x5 square area of caltrops
4 pt ///Universal Carbine (shooting into a narrow hallway fills it appropriately
24 squares / 0 / average piercing* / 2 hands with 25 squares of caltrops). Caltrops deal 10
/ 2 mags of 7 rounds piercing damage to anyone that walks onto a
Can toggle into any single damage type as a caltropped square.
swift action.
(Any weapon can be made universal for 3 2 pt ///Heavy Plasma Blaster
points.) 12 squares / -10 / lethal beam / 2 hands / 1 clip of 8
shots

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( 32 )

2 pt ///High-Pressure Hose 3 pt ///Lightweight Machinegun


12 squares / 0 / strong piercing / 2 hands / 1 tank of 12 squares / 0 / average piercing / 2 hands /
10 sprays 1 belt of 25 rounds
On hit, the target takes affliction 50 to be pushed 2 Can shoot up to five times by
squares away from you. taking -25 on each attack. Announce if
shooting multiple times before rolling.
1 pt ///Longbow Any weapon or gear that reduces
24 squares / 0 / average piercing / 2 hands / 20 speed and/or evasion can be made
single-load arrows lightweight for 1 point.
Remember that reloading takes a swift action.
3 pt ///Micromissile Launcher
24 squares / +10 / very strong piercing / 2 hands / 6
single-fire missiles

2 pt ///Oxy-Converter Rifle
6 square cone / 0 / average poison* / 2 hands / 4
canisters of 2 shots
This weapon deals damage by converting
the surrounding oxygen into carbon dioxide; this
weapon deals no damage to creatures that don’t
breathe oxygen.
After dealing damage, everyone that was hit
for full damage takes an affliction 25 to have the air
in their lungs converted prematurely - if it works, on
the end of their next turn, they take affliction 25 to
die where they stand. If the second affliction fails, it’s
because they managed to recycle the air in their
lungs.

1 pt ///Plasma Blaster
12 squares / -10 / very strong beam / 2 hands / 1
battery of 10 shots

2 pt ///Railgun
24 squares / +15 / strong bludgeoning / 2 hands / 5
single-fire rails
Reloading each rail takes a move action.
2 pt ///Machinegun
12 squares / 0 / average piercing / 2 hands / 1 belt of
1 pt ///Rifle
25 rounds
12 squares / 0 / strong piercing / 2 hands / 1 clip of
Can shoot up to five times by taking -25 on
10 rounds
each attack. Announce if you’re shooting multiple
times before rolling.
1 pt ///Rocket Launcher
Take -2 movement and -10 evasion as long
24 squares / 0 / lethal piercing + area attack / 2
as it’s on your person.
hands / 2 single-fire rockets
Area attack:
3 square radius where it lands / 0 / half the damage
rolled for the initial attack

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( 33 )

If the rocket misses its first attack, it follows after the second charging turn - otherwise it
the trajectory until it hits a hard surface, at which explodes harmlessly.
point it explodes. If during this trajectory it passes by Cost cannot be split between
another character, it might hit them instead; roll to hit multiple characters.
at minus 10, or minus 20 if it’s the second character Only you can use the weapon,
for it to pass by, et cetera. nobody else.
Standard action to reload. Goes through diehard, perfect
Can’t take extra ammo - extra rockets cost 1 defense, and forcefields, but not damage
point per pair. immunities.
You still have to roll to hit.
1 pt ///Scatter Blaster (Any weapon can be made into a
6 square cone / 0 / average beam / 2 hands / 4 doomsday weapon for 15 points.)
batteries of 2 shots

2 pt ///Quantum Scatter Blaster


6 square cone / 0 / average beam / 2 hands /
4 batteries of 2 shots
Only affects targets that you desire
to hit within the area - making it effectively
harmless to allies. If you choose to have it
pass through architecture when you fire it, it
passes through walls and can still affect
whatever is on the other side.
(Any weapon can be made
quantum for 1 point.)

2 pt ///Sin Blaster
12 squares / 0 / strong* cold / 2 hands / 1 battery of 7
shots
Increase the damage by one rank against
targets that have killed something this wave.
The pointed claws on the front of the barrel Staves
can be used to perform a melee attack:
melee / 0 / weak piercing / 2 hands 1 pt ///Acid Staff
Free grapple attempt on hit with the melee 12 squares / 0 / strong acid / 2 hands / 10 charges
attack. If the ranged attack is used against someone No reloading - taking extra ammo just
grappled by the claws, it automatically hits. triples the charges. Can’t pick up ammo from other
staves. You can take extra ammo, but not bottomless
2 pt ///Sniper Rifle for this.
48 squares / 0 / average piercing / 2 hands / 7
single-load bullets 2 pt ///Staff of Crackling Corrosion
12 squares / 0 / strong acid / 2 hands / 10
17 pt ///Large Hadron Collider Gun charges
48 squares / 0 / infinity beam / 2 hands / 7 As a move action, spend one charge
single-load bullets to melt through six squares in a line of
Takes two consecutive full-round concrete, stone, or other materials of similar
actions to charge. Must be fired on the turn hardness. Steel and similarly hard materials
can be melted through as well, but counts

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( 34 )

for double (melt through 1 square of steel 2 pt ///Staff of Inferno


per 2 squares of melting dedicated to 12 squares / 0 / strong fire / 2 hands / 10
melting steel). Dirt and similarly soft charges
materials can also be melted through, and When firing, before rolling to hit,
counts for half (melt through 2 squares of you can spend four charges instead of one to
steel per 1 square of melting dedicated to fire out three distinct flames instead of the
melting steel). All melted material must be usual projectile:
within 12 squares and in a line radiating out 12 squares / +10 / very strong fire / 3 flames
from the staff. each choose different targets
No reloading - taking extra ammo Each flame must target a different
just triples the charges. Can’t pick up ammo target; targets can include inanimate objects
from other staves. You can take extra ammo, or arbitrary spots of empty space if you don't
but not bottomless for this. have three enemies to target.
No reloading - taking extra ammo
1 pt ///Death Staff just triples the charges. Can’t pick up ammo
12 squares / 0 / strong poison / 2 hands / 10 charges from other staves. You can take extra ammo,
No reloading - taking extra ammo just but not bottomless for this.
triples the charges. Can’t pick up ammo from other
staves. You can take extra ammo, but not bottomless 3 pt ///Healer’s Staff
for this. 12 squares / 0 / strong healing* / 2 hands / 10
charges
2 pt ///Staff of The Big Freaky Skull Deals no damage - instead, the target is
12 squares / 0 / strong poison / 2 hands / 10 magically healed the amount rolled. If the target is
charges willing, roll to hit as if their evasion is no more than
When firing, before rolling to hit, 10.
you can spend four charges instead of one to No reloading - taking extra ammo just
launch a big freaky skull instead of the triples the charges. Can’t pick up ammo from other
normal projectile: staves. You can take extra ammo, but not bottomless
12 squares / +20 / strong poison / freaks for this.
target upon hit / uses up 4 charges
As a reaction, the wielder of the 5 pt ///Staff of The Mender
Staff of The Big Freaky Skull can make any 12 squares / 0 / strong healing* / 2 hands /
one freaked target critically fail a roll; this 10 charges
removes the freakitude upon the target. Deals no damage - instead, the
No reloading - taking extra ammo target is magically healed the amount rolled.
just triples the charges. Can’t pick up ammo If the target is willing, roll to hit as if their
from other staves. You can take extra ammo, evasion is no more than 10.
but not bottomless for this. Upon firing, you can use two
charges instead of one to heal in a 6-square
1 pt ///Fire Staff cone or 3-square radius instead.
12 squares / 0 / strong fire / 2 hands / 10 charges No reloading - taking extra ammo
No reloading - taking extra ammo just just triples the charges. Can’t pick up ammo
triples the charges. Can’t pick up ammo from other from other staves. You can take extra ammo,
staves. You can take extra ammo, but not bottomless but not bottomless for this.
for this.
1 pt ///Ice Staff
12 squares / 0 / strong cold / 2 hands / 10 charges

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( 35 )

No reloading - taking extra ammo just No reloading - taking extra ammo just
triples the charges. Can’t pick up ammo from other triples the charges. Can’t pick up ammo from other
staves. You can take extra ammo, but not bottomless staves. You can take extra ammo, but not bottomless
for this. for this.

2 pt ///Staff of The Slick 5 pt ///Staff of Rotting Shadows


12 squares / 0 / strong cold / 2 hands / 10 12 squares / 0 / strong poison* / 2 hands /
charges 10 charges
As a move action, you can expend If the attack hits an undead, the
a charge to cover the ground in ice, turning undead instead heals that amount. If the
up to 9 contiguous squares within 12 squares target is willing, roll to hit as if their evasion
of you into slippery terrain. If you choose to is no more than 10.
cover water, you can cover double the area Upon firing, you can spend an
(2 squares of coverage per square dedicated additional charge to imbue the shot with
to water). Slippery terrain acts as doubly Rotting Shadows. If a shot imbued with
hindering terrain, unless you want to move Rotting Shadows hits its target, in addition
at normal speed; this takes DC 50 to dealing damage or healing as normal, the
coordination - failing makes you fall prone target is surrounded by a special magical
instead of moving at all. darkness - light cannot pierce this darkness,
No reloading - taking extra ammo and the undead can see through it even if
just triples the charges. Can’t pick up ammo they do not have darkvision or similar. This
from other staves. You can take extra ammo, special magic darkness persists until the end
but not bottomless for this. of the wave, and takes up a 5x5x5 cube area
centered on the square the target stood when
1 pt ///Lightning Staff hit. If a Rotting Shadows attack misses its
12 squares / 0 / strong electric / 2 hands / 10 charges mark, it still produces the magic darkness
No reloading - taking extra ammo just triples the wherever the attack happens to land. If the
charges. Can’t pick up ammo from other staves. You shot misses its target, it creates the darkness
can take extra ammo, but not bottomless for this. wherever the attack ends its travel, whether
that be on a hard surface or the ends of its
2 pt ///Staff of Storms range.
12 squares / 0 / strong electric / 2 hands / 10 No reloading - taking extra ammo
charges just triples the charges. Can’t pick up ammo
When firing, before rolling to hit, from other staves. You can take extra ammo,
you can choose to use three charges instead but not bottomless for this.
of one to fire twice, or five charges instead
of one to fire three times. 1 pt ///Sonic Staff
No reloading - taking extra ammo 12 squares / 0 / strong bludgeoning / 2 hands / 10
just triples the charges. Can’t pick up ammo charges
from other staves. You can take extra ammo, No reloading - taking extra ammo just triples the
but not bottomless for this. charges. Can’t pick up ammo from other staves. You
can take extra ammo, but not bottomless for this.
3 pt ///Necromancer’s Staff
12 squares / 0 / strong poison* / 2 hands / 10 charges 2 pt ///Staff of Acoustics
If the attack hits an undead, the undead 12 squares / 0 / strong bludgeoning / 2
instead heals that amount. If the target is willing, roll hands / 10 charges
to hit as if their evasion is no more than 10. Upon firing, before rolling to hit,
you can spend two additional charges to

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( 36 )

acoustically enhance the attack, applying Thrown Weapons


any one of these enhancements: Thrown weapons work off of single-fire rules - after
● +10 to hit each one is thrown, it’s a swift action to re-arm unless
● damage increased by one rank but otherwise noted. Thrown weapons can be arced over
-5 to hit walls and similar cover at GM discretion.
● Attacks in a 6-square cone instead
● Travels an additional six squares 1 pt ///Aerial Bombs
(three squares instead if made into 12 squares down / 0 / very strong piercing / 1 hand /
a cone) 6 bombs
● Can change direction once in Can only be fired directly downwards. The
midair bombs are not propelled and are too heavy to aim
You can apply multiple enhancements (even horizontally. Best used by aircraft and flying
multiple enhancements of the same kind) to characters.
the same attack, assuming you have enough Can be launched beyond the maximum
charges to do so. You cannot give one attack range, but will veer 1 square per 3 squares beyond the
more than three enhancements in this way. maximum range (minimum 1 square) in a random
No reloading - taking extra ammo direction.
just triples the charges. Can’t pick up ammo
from other staves. You can take extra ammo,
but not bottomless for this.

1 pt ///Sun Staff
12 squares / 0 / strong beam / 2 hands / 10 charges
No reloading - taking extra ammo just
triples the charges. Can’t pick up ammo from other
staves. You can take extra ammo, but not bottomless
for this.

2 pt ///Staff of Guiding Light


12 squares / 0 / strong beam / 2 hands / 10
charges
As a swift action, you can spend
two charges to produce a floating ball of
light - about the size of a small pumpkin -
anywhere within 12 squares and perception.
It can float in a stationary point, or be
attached to an object or person upon
summoning. No need to roll to attach to an
unwilling target - it always attaches. The
1 pt ///Bolas
ball emits light in a six-square radius. Any
12 squares / 0 / very weak bludgeoning / 1 hand / 10
light summoned by the Staff of Guiding
bolas
Light can be dismissed as a free action or
Free trip or disarm attempt upon hit.
reaction by the wielder of the staff.
No reloading - taking extra ammo
1 pt ///Boomerangs
just triples the charges. Can’t pick up ammo
12 squares / 0 / average bludgeoning / 1 hand / 6
from other staves. You can take extra ammo,
boomerangs, return if missed*
but not bottomless for this.

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( 37 )

If the attack hits, it falls to the ground near 1 pt ///Molotov Cocktails


the target. If the attack misses, it returns to the 6 squares / 0 / weak bludgeoning + area attack / 1
thrower’s hand. hand / 6 bottles
Area attack:
1 pt ///Big Boomerang 3x3 square area centered where it lands / 0 / average
12 squares / 0 / very strong bludgeoning / 1 fire
hand / 1 boomerang, return if missed* If a Molotov Cocktail misses its initial
If the attack hits, it falls to the ground near attack, it veers off 3 squares in a random direction.
the target. If the attack misses, it returns to (You can roll a d10 and use the direction the top part
the thrower’s hand. of the d10 points.)
Readying and lighting a Molotov Cocktail
2 pt ///Bowling Ball altogether takes a swift action and two hands; if it is
Melee / 0 / average bludgeoning / 1 hand not lit when thrown, it only deals the initial attack
The bowling ball can also be thrown: and not the area attack.
6 squares / 0 / average bludgeoning / 1 hand If you light a Molotov Cocktail and it's still
If the ball is rolled instead of thrown, it has in your hand at the beginning of your next turn,
double the range, and if it hits the target, apply the there's a 25% chance it'll go off prematurely - if it
same attack roll on an automatic trip attempt. The does, it performs the area attack centered on you.
ball has no range limit when rolled downhill. If the
ball is rolled downhill, the damage goes up a rank. 1 pt ///Nets
When the ball is rolled uphill, it has half the range, 12 squares (only affects medium or smaller)* / +25 /
and if it misses a target uphill, it rolls back and caught in net / 1 hand / 4 nets
attempts to hit you at -10. Can target one medium-sized subject, or
multiple smaller subjects next to one-another.
2 pt ///Carpet Bombs Small-sized subjects take up half the net apiece;
12 squares down / 0 / lethal piercing / 1 hand / 6 tiny-sized subjects take up one-quarter the net apiece.
clusters Ineffective against larger targets.
Can only be fired directly downwards. Once someone is hit by the net, they are
If the target evades, they still take half entangled within it. Their movement speed is halved,
damage. and they take -25 on attack rolls. They cannot
If you moved this turn before firing the perform coordination checks, and the only athletics
carpet bomb, you attack everyone that was check they can perform is attempting to get out of the
underneath you during that movement - split the net, which takes a move action and a DC 50 athletics
damage dealt evenly among them (they don’t all take check. Alternatively, they can attempt to damage the
lethal damage - two targets take half of lethal, three net - in which case, they attack it at -10 instead of
take one third, et cetera). Anyone that evades takes -25.
half of their split of the damage. The net has 0 evasion and 50 HP; it’s
Can be used beyond its maximum range - immune to poison and/or piercing, but takes double
for each 3 squares beyond its range (minimum once), from fire and/or acid.
reduce the damage by one rank.
1 pt ///Big Net
1 pt ///Chakrams 12 squares (big catch)* / +25 / caught in net
12 squares / 0 / average slashing / 1 hand / 20 / 2 hands / 1 net
chakrams Can target one huge-sized subject,
Remember that it takes a swift action to ready each or multiple smaller subjects next to
chakram. one-another. Large-sized subjects take up
half the net apiece; medium-sized subjects
take up one-quarter the net apiece;

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( 38 )

small-sized subjects take up one-eighth the Can also be used as melee weapons, which
net apiece; tiny-sized subjects take up can be used in a grapple. Each knife breaks on hit or
one-sixteenth the net apiece. on impact with a hard surface, whether used for a
Once someone is hit by the net, ranged or melee attack.
they are entangled within it. Their
movement speed is halved, and they take
-25 on attack rolls. They cannot perform
coordination checks, and the only athletics
check they can perform is attempting to get
out of the net, which takes a move action
and a DC 50 athletics check. Alternatively,
they can attempt to damage the net - in
which case, they attack it at -10 instead of
-25.
The net has 0 evasion and 100 HP;
it’s immune to poison and/or piercing, but
takes double from fire and/or acid.

2 pt ///Kunai
24 squares / -10 / weak piercing / 1 hand / 12 kunai
Can also be used as melee weapons, which
can be used in a grapple. Each kunai breaks on hit or
on impact with a hard surface, whether used for a
ranged or melee attack.

1 pt ///Shuriken
12 squares / -10 / weak piercing / 1 hand / 20 shuriken
Can throw up to four by taking an additional ▒░ Shoulder Weapons ░▒
-20 on each attack; all targets must be declared The average character is assumed to only have room
simultaneously before the first roll to hit. It takes a for one set of shoulder weapons, regardless of their
swift action to ready up to four shuriken. size. Consider shoulder-mounted weapons
two-handed weapons for functions that care about
2 pt ///Throwing Axes that, like Arm Weapon or Weapon Attachment.
12 squares / -10 / strong slashing / 1 hand / 12 axes
Can also be used as melee weapons. Each axe breaks 1 pt ///Additional Shoulder Slot
on hit or on impact with a hard surface, whether used Grants you an additional slot for shoulder-mounted
for a ranged or melee attack. weapons.

2 pt ///Throwing Hammers 1 pt ///Handheld Version of Shoulder Weapon


12 squares / 0 / average bludgeoning / 1 hand / 12 Apply to any shoulder-mounted weapon. It
hammers takes up two hands instead of being worn on the
Can also be used as melee weapons. Each hammer shoulders. For all intents and purposes, it is now
breaks on hit or on impact with a hard surface, considered a two-handed weapon.
whether used for a ranged or melee attack.
2 pt ///Mortar
2 pt ///Throwing Knives 24 squares in an arc* / 0 / very strong piercing / 6
12 squares / 0 / weak piercing / 1 hand / 12 knives single-fire shells / worn on shoulders

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( 39 )

Fires in an arc instead of a straight line. To reaction and DC 50 coordination for someone to hold
shoot in an arc, the shell follows these three steps: their breath)
1. Fly up at least 6 squares Cryo Grenade: 3 square radius / 0 / strong cold
2. Move horizontally at least 3 EMP Grenade: 3 square radius / affliction 75 / shut
squares down electronics for 1 round
3. Fall down any amount of squares Eyerot Grenade: 3 square radius / affliction 50 /
Hits the first thing it contacts during this trajectory, permanently blind if organic (-25 on all to-hit rolls,
assuming the shell has not moved more than 24 -25 evasion, DC 50 coordination or perception to
squares at that point. move in intended direction instead of a random
direction, cannot make vision-based perception
1 pt ///Shoulder Version of Handheld Weapon checks) (fixed if healed to max HP)
Apply to any handheld weapon. If it’s Flash Grenade: 3 square radius / affliction 75 / blind
one-handed, it takes up one half of a shoulder until end of thrower’s next turn (-25 on all to-hit rolls,
weapon slot. If it’s two-handed, it takes up a full -25 evasion, DC 50 coordination or perception to
shoulder weapon slot. move in intended direction instead of a random
direction, cannot make vision-based perception
1 pt ///Warhead Launcher checks)
48 squares / 0 / lethal piercing + area attack / 1 Frag Grenade: 3 square radius / 0 / strong piercing
missile / worn on shoulders Glass Grenade: 3 square radius / affliction 25 / for 1
Area attack: round, the target takes double damage from
3 square radius where it lands / 0 / half the damage bludgeoning and ignores beam; if they’re a player
rolled for the initial attack character or boss they also are stuck in place for the
If the warhead misses its initial attack, it round as their lower body is encased in glass; if it’s a
follows the trajectory until it hits a hard surface, at non-boss NPC they instead are totally encased in
which point it explodes. If during this trajectory it glass and miss their next turn
passes by another character, it might hit them instead; Incendiary Grenade: 3 square radius / 0 / strong
roll to hit at minus 10, or minus 20 if it’s the second fire
character for it to pass by, et cetera. Poison Grenade: 3 square radius / 0 / weak poison;
Standard action to reload. anyone that didn’t evade is poisoned (at the
Cannot take extra ammo - additional beginning of their turns, they take very weak poison
warheads cost 1 point apiece. damage, but are then cured if the last die rolled in the
calculation was the lowest)
▒░ Explosives ░▒ Shock Grenade: 3 square radius / 0 / strong electric
Slime Grenade: all terrain within 3 squares is
1 pt ///Grenades covered in slime, making it doubly hindering terrain
Pick three grenades from the following list (1 square of movement through doubly hindering
(you can grab the same one multiple times). Grenades terrain counts as 4 squares of normal movement)
need one free hand to throw. As an attack, throw the Smoke Grenade: the area within a 5 square radius
grenade to a point of your choice within six squares; becomes filled with a thick smoke that cannot be seen
the grenade then does something in a radius around through, which lasts until the end of your next turn
that origin point, depending on the grenade type. You Web Grenade: 3 square radius / affliction 75 /
only need to roll to hit if the grenade performs an cannot move from current square until end of
attack or you’re throwing it onto a moving object. thrower’s next turn
If you roll a crit miss, it either lands in a
Acid Grenade: 3 square radius / 0 / strong acid different square, blows up in your face, or simply is a
Choking Grenade: 3 square radius / always hits / dud, at GM discretion.
very strong poison (must be inhaled; free action or You cannot take extra ammo for this - you
must repurchase for each three grenades.

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( 40 )

1 pt ///Grenade Launcher 1 pt ///One Combo Grenade


Use to launch grenades up to 12 squares. Combine three of the grenades in the
Comes with no ammo of its own, but can hold up to grenades entry into one super-powerful grenade.
three grenades at once. Takes two hands to operate. Only one of the grenade types can deal damage. If
there are multiple afflictions, roll once against each
1 pt ///Mines target for all afflictions - if the afflictions are of
Pick two grenades from the grenades entry different values, modify the roll for each affliction as
to turn into stationary mines. They can be placed appropriate.
down as a standard action. Upon purchase, choose if For an example of this, the Mustard Gas
they’re detonated by anyone but whoever sets it Grenade is a combination of the smoke, eyerot, and
coming within proximity, by a timer you set upon poison grenades.
placement, or by a remote detonator which takes a You cannot take extra ammo for this - you
swift action and one hand to activate (each mine gets must repurchase for each grenade.
its own detonator). The mines have no special
sensory capabilities unless you purchase them for the ▒░ Weapon Modifications ░▒
sake of your mines (ex purchasing darkvision for Note: Where applicable, you can apply these to any
your mines instead of yourself). function that performs an attack, like pyromancy or
You cannot take extra ammo for this - you claws.
must repurchase for each pair of mines.
0 pt ///Alternate Damage Type
1 pt ///Mustard Gas Grenade Apply to any weapon. Change its damage
One powerful grenade with the following effects all type. You can, if you wish, change the damage type
at once: of some, but not all, of a weapon’s ammo - for
Eye-melting: 3 square radius / affliction 50 / blind if example, a revolver with 4 normal piercing bullets
organic until healed to full HP (-25 on all to-hit rolls, and 2 special fire bullets.
-25 evasion, DC 50 coordination or perception to
move in intended direction instead of a random 1 pt ///Auto-Load
direction, cannot make vision-based perception Apply to any weapon with limited ammo.
checks) You do not need to use any hands to reload this
Choking: 3 square radius / always hits / very strong weapon - it simply needs to be on your person. If it
poison took a swift action or move action to reload, it now
(must be inhaled; free action or reaction for takes a free action. If it took a standard action to
someone to hold their breath) reload, it now takes a swift action. If it took a
Smoke: Nobody can see inside the 5-square radius of full-round action to reload, it now takes a move
smoke created by this grenade, which persists until action.
the end of your next turn.
You cannot take extra ammo for this - you must 0 pt ///Autoturret
repurchase for each grenade. Apply to any weapon. It is now an
autoturret, which you can place anywhere that it will
1 pt ///One Big Grenade fit as a standard action. The autoturret has 50 HP, 0
Pick one grenade from the main grenades evasion, and no movement. If an enemy enters its
entry. Increase the damage by 2 ranks, and/or add attack range and it didn’t fire yet this round, it can
+50 to the affliction value. Increase the blast radius fire its weapon as an attack of opportunity - even if
by 2 squares. it’s a ranged weapon. You can purchase other
You cannot take extra ammo for this - you functions for the autoturret (ex taking Enhanced Legs
must repurchase for each grenade. to give it a movement speed of 2). You cannot use an
autoturret as a handheld weapon.

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( 41 )

0 pt ///Blood-Fused 1 pt ///Corrosive
Apply to any weapon. Its damage goes up Apply to any weapon. After dealing damage
one rank. However, when you attack with it, you take normally, it also deals 20 acid damage. If purchased
damage equal to 10% your original maximum HP as multiple times for the same weapon, the second
it feeds upon your blood (note - you do not lose application of corrosive only adds 10 damage, and
maximum HP - rather, you take damage that scales every application after that only adds 5.
with your maximum HP). If the damage for the
weapon ends up being lethal or higher, it drains 25% 1 pt ///Curving
of your HP to use instead. If it cannot feed upon your Apply to any ranged weapon. The projectile
blood, it does not function. can change direction once at any time. If you’re
Weapons that perform multiple attacks in trying to hit something behind cover, you have to be
rapid succession, like the assault rifle, drain once per able to see them to roll to attack without penalty.
attack performed.
(Robots can rebrand this as electro-fused,
ghosts ecto-fused, et cetera - anyone can use a
version of this mechanic so long as you name
whatever it drains for you to take damage upon
taking the modifier.)

2 pt ///Bottomless
Apply to any weapon that has limited ammo, that
isn’t explicitly excluded from taking extra ammo or
bottomless. The weapon has infinite
mags/batteries/etc of the appropriate size. It still
needs to be reloaded as normal, but there is no end to
the mags/batteries/etc.

0 pt ///Chaotic
Apply to any weapon. It has no set damage
type - instead, for each target it hits, roll a d10:

Result Type Result Type

1 Piercing 6 Beam

2 Slashing 7 Electric
15 pt ///Doomsday Weapon
3 Bludgeoning 8 Poison Apply to any weapon. Deals infinity
damage. Takes two consecutive full-round actions to
4 Fire 9 Acid charge. Must be used on the turn after the second
charging turn - otherwise it explodes harmlessly. You
5 Cold 0 (Roll Again) still have to roll to hit. Cost cannot be split between
multiple characters. Only you can use the weapon,
If you prefer a different order, feel free to nobody else. Goes through diehard, perfect defense,
rearrange which number correlates to which damage and forcefields, but not damage immunities.
type, so long as each damage type and the reroll are Doomsday weapons need unique names.
represented once apiece.

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( 42 )

1 pt ///Double Ended take double damage from both damage types, then
Apply to a melee weapon, allowing it to they take quadruple damage from this attack).
swing twice at -10 on each attack. Announce if
you’re attacking multiple times before rolling. 2 pt ///Ghost Hunting
Apply to any weapon. Change the damage
1 pt ///Triple Ended type to beam and electric - half the damage, rounded
Apply to a melee weapon, allowing up, is dealt in beam; half the damage, rounded up, is
it to swing twice or three times at -20 on dealt in electric. If the target takes double damage
each attack. Announce if you’re attacking from both beam and electric damage, then the target
multiple times before rolling. takes quadruple damage.
The weapon also has an interface that
1 pt ///EMP informs the wielder if there are ghosts present - it will
Apply to any weapon. When the weapon make a notification if it notices any ghosts within 12
hits, it also deals affliction 50 to shut down the squares (or the weapon’s range - whichever is
target’s electronics until the end of their next turn. further), will notify exactly how many ghosts are in a
radius of 12 squares (or the weapon’s range -
1 pt ///Everbleed whichever is further), and will let the user know if the
Apply to any weapon. When the weapon weapon is pointing at a ghost within its range.
hits, the target is unable to stop bleeding due to The detection works through walls,
blood-thinning agents in the weapon. They take 10 invisibility, disguising oneself as something other
damage at the beginning of each of their turns until than a ghost, and any other interference. Short of
the end of the wave. Getting hit by everbleed electronic interference, an EMP effect, or hacking the
multiple times stacks. This is a biological effect. device, its readings are almost always accurate -
making a decoy signal of a ghost is a DC 90
1 pt ///Extended knowledge check, and concealing the signal of a
Apply to any melee weapon. It has reach. If given ghost is DC 120.
it already has reach, extend it another square.
2 pt ///Hacking
0 pt ///Flickering Damage Type Apply to any weapon. When the weapon
Apply to any weapon. When you purchase hits, deal affliction 0 to take control of all electronic
this modifier, set a sequential list of damage types devices on the target’s person. Control is indefinite
(for example, “fire, cold, piercing”). Each time you and tied to wielding the weapon. The hacked target
attack with this weapon, hit or miss, the attack has can still use their electronics while you control them
the next damage type in that list, which cycles back as well. You must spend your standard action to give
once it reaches the end (first attack deals fire, second them a standard action, move action for a move
attack deals cold, third attack deals piercing, fourth action, et cetera.
attack deals fire again, et cetera). There is no way to
“skip” a spot on the list, except to intentionally miss. 0 pt ///Handheld
Apply to any two-handed ranged weapon.
1 pt ///Fused Damage Type Only takes up one hand due to miniaturization, but
Apply to any weapon and choose two has -10 accuracy and half the normal ammo rounded
damage types. The weapon deals half of its damage down to a minimum of 1 - if the weapon has
rounded up in the first type, and half of its damage mags/batteries/etc, cut the capacity of each in half; if
rounded up in the second type. Modify the damage the weapon is single-fire or holds all its charges at
amounts as necessary for the target. The only once, cut the total ammo in half.
exception is if they take more damage than usual
from both damage types, in which case apply both
modifiers to all of the damage (for example, if they

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( 43 )

2 pt ///Healer’s 0 pt ///Mega
Apply to any weapon. Deals no damage - Apply to any weapon. Increase damage rank
instead, the target is magically healed the amount by one rank, take -2 to speed and -10 to evasion
rolled. If the target is willing and has more than 10 while wielding it due to sheer bulk. If placed on a
evasion, roll to hit as if their evasion is 10. vehicle, it still affects its speed and evasion, even
though normally vehicles are not affected by this.
0 pt ///High Recoil You can only apply this once per weapon.
Apply to any weapon. When fired, apply
affliction 100 to yourself and to hit targets to get 2 pt ///Necromancer’s
knocked back 2 squares. Apply to any weapon. Change the damage
type to poison. If the attack hits an undead, the
1 pt ///Holy undead instead heals that amount. If the target is
Apply to any weapon. Damage type is willing, roll to hit as if their evasion is no more than
changed to beam. If the target is undead, a ghost, or 10.
demonic, the damage is increased two ranks. Can
radiate light in a 6 square circle, free action to toggle. 1 pt ///Nimble
Paladins on the cheap can opt instead to simply Apply to any weapon. +15 accuracy. Can
convert the damage type of their weapons to beam only be wielded by small or tiny sized characters.
when building their character, at no additional cost. You can only apply this once per weapon.

1 pt ///Homing
Apply to any ranged weapon. +10 accuracy
due to heat-seeking technology.

2 pt ///Invisible
Apply to any weapon. Target is at -25
evasion when attacked with this weapon. It’s harder
to dodge, but not inherently more accurate, meaning
it doesn’t affect your ability to hit non-moving
targets. While this doesn’t technically add to your
accuracy, this specific penalty to evasion must be
calculated towards the maximum possible accuracy
bonus of +40 - meaning that an invisible weapon can
only ever reach +15 accuracy.

1 pt ///Lightweight
Apply to any weapon that reduces speed and
evasion when wielded. Reduce speed penalty by 2
and evasion penalty by 10.

1 pt ///Long Range
Apply to any ranged weapon. Double the
range. If it’s a cone attack, increase the range by 4
squares instead; if it’s an area attack, increase the 1 pt ///Optional Modifier
range by 2 squares instead. Apply to any weapon modifier. You can turn
it on or off with a swift action. Best used on 0-point

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( 44 )

modifiers with as many drawbacks as benefits, like destroyed. If used to trip or push someone wearing
Vicious. metallic armor, the metallic armor is destroyed.

1 pt ///Oversized 2 pt ///Salt
Apply to any weapon. Increase the damage Apply to any weapon. Deals double damage
by two ranks if the damage rank before applying this against metallic creatures or structures. If used to
modifier is strong or less - otherwise, only increase it disarm a metallic weapon, the metallic weapon is
by one rank. Can only be wielded by large or huge destroyed. If used to trip or push someone wearing
sized characters. You can only apply this once per metallic armor, the metallic armor is destroyed.
weapon. Furthermore, the attack can hit ghosts as if
normal, regardless of damage type.
1 pt ///Penetrating Third, if a hit target has stacks of everbleed
Apply to any weapon. If the damage kills its on them, or otherwise have exposed organic wounds,
initial target, the attack continues moving in the same they take 25 damage for each stack of everbleed or
direction with the same damage, up to its maximum open wound.
range. If that attack hits a second target, use the same
to-hit roll, and apply the same damage to them. If that 1 pt ///Silenced
kills them as well, repeat the process. Apply to any ranged weapon. Take -25 to
stealth after shooting instead of -100. If taken twice,
(X * 3) or 1 pt ///Personal Modification the penalty is completely annulled - you do not need
For triple the cost of the modification, you to roll stealth after firing.
can have all weapons you wield always have that
modification as long as you’re wielding it. This also 1 pt ///Swappable Damage Type
transfers to weapons you pick up in the arena. The Apply to any weapon. Add an additional
modification only applies while you are wielding the damage type the weapon can apply. Swift action to
weapon, meaning it ceases to apply when out of your swap between them.
hands. If applied to a free modifier, like mega, this
function costs 1 point. 1 pt ///Teleporting
Apply to any ranged non-area weapon. Once
1 pt ///Poisonous the weapon is fired, you teleport adjacent to wherever
Apply to any weapon. Hit targets are the projectile lands, whether you hit or miss your
poisoned. Each round, on the beginning of their turn, original target. This is not optional - it always
they take very weak poison damage. They are then happens.
cured if the last die roll in calculating damage was
the lowest. 2 pt ///Teleporting-Optional
Apply to any ranged non-area
1 pt ///Quantum weapon. Once the weapon is fired, you may
Apply to any weapon. Only affects targets teleport adjacent to wherever the projectile
that you desire to hit within the area - making it lands, whether you hit or miss your original
effectively harmless to allies. If you choose to have it target. This is optional - you can choose
pass through architecture when you fire it, it passes after finding out whether or not you hit the
through walls and can still affect whatever is on the target.
other side.
1 pt ///Symmetrical
1 pt ///Rusting Apply to any ranged weapon. When it’s
Apply to any weapon. Deals double damage fired, it also fires an additional projectile 180 degrees
against metallic creatures or structures. If used to across from your intended shot. This is not optional -
disarm a metallic weapon, the metallic weapon is

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( 45 )

it always happens. The weapon consumes the autoturret where applicable (ex taking “enhanced
ammunition normally. legs” to give it a movement speed of 2).
You can only use the autoturret as a
1 pt ///Symmetry-Optional handheld weapon when it is toggled into its handheld
Apply to any ranged weapon. mode, and it only functions as an autoturret when in
When it’s fired, it can also an additional autoturret mode.
projectile 180 degrees across from your
intended shot. If you choose to do this, it 3 pt ///Universal
consumes double the normal ammunition. Apply to any weapon. By taking a swift action, the
weapon’s damage can be swapped to any one type.
0 pt ///Tethered Weapon System
Apply to any ranged weapon that deals at 0 pt ///Vicious
least average damage (referred to as the subweapon) Apply to any weapon. Increase the damage
and any other weapon (referred to as the main by one rank but take -10 to hit with it. Can only be
weapon). The subweapon is attached to the main taken once per weapon.
weapon by a tether that is 3 squares long - if severed,
the subweapon ceases to function. 0 or 1 pt ///Weapon Attachment
When firing the subweapon, instead of Apply to two weapons - one is the main
attacking, you can choose to “feed” the energy of the weapon, the other is the attachment. For example, a
subweapon into the main weapon. This still uses up sword (attachment) could be a bayonet for a carbine
ammunition as normal. During that turn, if the main (main weapon). The attachment takes -10 to
weapon is fired, its damage goes up by one rank for accuracy, but is always considered wielded whenever
each time it was fed this turn. If the stored-up energy the main weapon is wielded.
isn’t used this turn, it is expelled and does nothing. If turning a two-handed weapon into an
(Note: If you don’t have the hands to use attachment for a one-handed weapon, it costs 1 point;
both the main weapon and the subweapon, consider in all other cases, this modifier is free.
coordinating with an ally or a follower to use one of
them).

0 pt ///Transforming
Apply to any two weapons. Instead of being
individual weapon, they’re different forms of the
same multi-form weapon (for example, a
sledgehammer that can turn into a machinegun and
vice-versa). It takes a swift action to swap between
forms. Give this transforming weapon a cool name!

1 pt ///Turret Mode
Apply to any weapon. It can toggle between
a handheld weapon and an autoturret, which you can
place anywhere that it’ll fit as a standard action.
Switching takes a move action.
The autoturret has 50 HP, 0 evasion, and no
movement. If an enemy enters an autoturret’s attack
range and it didn’t fire yet this round, it can fire its
weapon as an attack of opportunity - even if it’s a
ranged weapon. You can purchase other functions for

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( 46 )

▒░ Powers ░▒
water to douse it. They take average fire damage at
the end of their turns as long as they are still on fire.
The exact nature of these powers - whether they’re
1 pt ///Ground Slam
magical, or psychic, or superpowers, or otherwise - is
6 square radius / 0 / very strong bludgeoning / 1 per
completely up to you.
wave
Everyone that didn’t evade takes affliction
▒░ Limited Use Powers ░▒ 50 to fall prone.

Attacks 1 pt ///Ice Blast


24 squares / +10 / very strong cold / 1 per wave
1 pt ///Acid Blast If it hits, the target takes affliction 50 to be
24 squares / 0 / lethal acid / 1 per wave unable to move from their current square until the
Upon hit, the acid also melts away one end of their next turn.
object on the target’s person of your choice. If the
chosen object has a defined HP amount, treat this as 1 pt ///Lightning Blast
if acid blast dealt 75 acid damage to it. 24 squares (up to three targets)* / 0 / very strong
electric / 1 per wave
1 pt ///Decay Beam Choose up to three separate targets, each
48 squares / 0 / obliterative / 1 per gauntlet being two squares or closer to at least one of the other
Only works on organic, living creatures or targets.
structures. If the target is organic but wearing
non-living material (clothes or armor, for example), 1 pt ///Mini Beams
you must hit the living components - take a penalty to 12 squares / 0 / average beam / 6 shots per gauntlet
hit at GM discretion, or be completely unable if
they’re covered head-to-toe. 1 pt ///Mini Beam Barrage
You can fire up to three mini beams
in a single attack by taking -10 to hit on
each shot. If you intend to fire multiple
beams at once, say so before making the
first roll to hit.

1 pt ///Mini Beam Charge


You can spend more than one mini
beam in a single shot - each additional
charge increases the damage by 20.

1 pt ///Poison Blast
48 squares / 0 / very strong poison / 1 per wave
If it hits, it also creates a 6 square radius
1 pt ///Eyebeam cloud of poison that lingers for until the beginning of
48 squares / +15 / very strong beam / 1 per wave your next turn on top of the target. Anyone caught in
this poison cloud at any point is poisoned (they take
1 pt ///Fire Blast very weak poison damage at the start of their turns,
24 squares / 0 / very strong fire / 1 per wave ends if the last die roll was the lowest, lingers even if
On hit, the target is engulfed in flame. They they leave the cloud).
can take a full round action to stop, drop, and roll,
extinguishing the flame, or drench themselves in

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( 47 )

1 pt ///Pyromancy and permanently reducing your max HP by


12 square cone / 0 / very strong fire / 1 per wave this amount (Write down 10% of your
Upon taking this function, if you change the starting max HP ahead of time to make the
damage type, you also change the name and medium: math simpler).
(Any use-per-wave power can be
made dire by doubling the cost.
Damage Type New Name Medium
Use-per-gauntlet powers can be made dire
Piercing Hydromancy Water by tripling the cost and increasing the max
HP loss to 20%.)
Slashing Razormancy Razors
2 pt ///Remove Flesh
Bludgeoning Geomancy Rocks
Perception / affliction 50* / flesh removed / 1 per
Cold Cryomancy Ice wave
When someone’s flesh is removed, they take
Beam Luxomancy Photons damage equal to half their max HP, and their max HP
is reduced by the same amount. Works on all targets
Electric Electromancy Electricity equally, biological or not, removing their outermost
layers if they do not have flesh.
Poison Toximancy Toxins
Before performing the affliction, you can
Acid Exesomancy Corrosives focus on a target and meditate on their destruction. At
any time, you can take a swift action to stare at your
(Other/Mix) (up to you!) (up to you!) quarry. When you perform the affliction, you add 25
to the affliction roll for each swift action spent staring
3 pt ///Charging Pyromancy at them. This staring bonus is lost at the end of the
Standard action to charge up, or to wave, if you lose perception of them, or if you spend
sustain a charge for a round. You can sustain a swift action to stare at someone else.
one charge at a time. Free action to dismiss
this charge. Standard action to release your 1 pt ///Rust Beam
charge, dismissing it and emitting the 48 squares / 0 / obliterative / 1 per gauntlet
following: Only works on metallic creatures or
12 square cone / 0 / very strong fire structures. If the target is organic but wearing metal
You do not start a given wave with armor, the damage hits their armor.
a charge.
Functionally, this allows you to use 2 pt ///Scatterer
pyromancy on alternating turns. Once per wave, as a standard action, you can
(Any use-per-wave power can be designate a point on the map as the detonation point
made charging by tripling the cost. for a huge explosion. You do not need to perceive the
Use-per-gauntlet powers can be made point, but you do need to mark its location. The
charging by tripling the cost and making it detonation’s radius is visually marked in obvious
take an entire inter-wave rest to charge it.) terms, blares an alarm sound, counts down the time
until detonation, and psychically informs everyone
2 pt ///Dire Pyromancy within its radius of its effect
12 square cone / 0 / very strong fire / 1 per At the beginning of your next turn, the
wave following attack happens at the detonation point:
The use per wave can be 3 square radius / +30 / obliterative piercing
replenished by straining yourself, taking Because of the time delay, this attack
damage equal to 10% your original max HP, generally works best to flush enemies out from

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( 48 )

buildings - hence its name. You cannot suppress the


psychic or sensory elements of the Scatterer.
Range Damage Rank

Melee Obliterative+

6 squares Obliterative

12 squares Lethal

24 squares Very Strong

48 squares Strong

6 square cone Very Strong

12 square cone Strong

3 square radius Very Strong

6 square radius Strong

2. Choose the damage type of the move. It


can be any one damage type.

3. Apply any number of the following


modifiers. You can elect not to apply any if
you wish. Each listing has a number in
parentheses - increase the damage by that
2 to 4 pt ///Ultimate Move many ranks when making that choice, or
Once per gauntlet, perform a specific, decrease if it’s negative.
hyper-cinematic move that only your character knows
- it can be a dark art, a hidden jutsu, a forbidden Amputating (+1 rank): The attack requires
ultimate training, a secret weapon, or anything of a at least one arm to perform. It destroys your arm in
similar nature. the process, leaving you with one less arm for the rest
If a player character or enemy takes this, it of the gauntlet.
costs 2 points. If a follower or other entity without Charging (+3 ranks): The attack takes a
player vitals takes this, it costs 4 points. full-round action to charge before attacking. It is
The Ultimate Move is a standard action, and visually obvious that it’s being charged. If you
you cannot perform any other attacks within that perform any actions between charging the attack and
standard action (ex via dual wield or similar). You do performing it, the charge is dismissed - you must
not roll to hit with your Ultimate Move - it always charge again before using it. Only take this once.
succeeds. It never provokes attacks of opportunity, Dire (+2 ranks): Once you perform the
although it still triggers readied actions. move, take damage equal to half your original max
Upon taking this function, follow the HP, and decrease your max HP by that amount.
directions below to design your ultimate move: EMP (-3 ranks): Turns off all electronics of
all target/s for the rest of the wave.
1. Choose the range of the move. The Everbleed Plus (-2 ranks): After the attack
damage of the move depends on the range hits, the target/s take 25 damage at the beginning of
chosen.

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( 49 )

their turns until the end of the wave. This is a Useful things decrease damage, and downsides
biological effect. increase damage.
Exhausting (+2 ranks): After performing 4. Have an idea for what happens narratively
the attack, your character falls prone to the floor, when you perform the attack so you can
exhausted - stationary, helpless, and open to a describe it when you perform it. The screen
coup-de-grace. They cannot do anything physical or might go black, for example, as you loudly
mental until the wave ends - they cannot take actions, exclaim the name of your ultimate move,
nor can they evade attacks. before it’s fired out the palms of your hand.
Quick-Change (no change to damage): Be as elaborate and specific as you feel
After performing the attack, you turn into a specific necessary - it’s your character’s big
alternate form you already have via the moment! Keep in mind that this cannot
Transformation function or similar. significantly affect the move mechanically.
Sacrificial (+2 ranks): One willing ally Any function can narratively be a character’s ultimate
within range of the attack dies in the act of you move or similar - this function is just made more
performing the attack. specifically around that idea.
Self-Destructive (+4 ranks): You are killed
in the act of performing the attack. Diehard and Buffs
similar death-preventing functions cannot save you.
If you take this modifier, you cannot take any other 1 pt ///Blessed Attack
modifier that wounds you but does not kill you (such Once per gauntlet, you can use a swift action
as Amputating or Dire), except for Unforgivable. to invoke the blessing of a higher power, causing
Super Poisonous (-2 ranks): After the your next attack to automatically crit.
attack hits, the target/s take weak poison damage at
the beginning of their turns until the damage rolled is 1 pt ///Burst Of Strength
evenly divisible by 3 (examples: 45, 21, 84). Once per wave, you can use a swift action to
Transformative (-2 ranks): When taking grant yourself or an ally that you touch +20 damage
this modifier, make another character sheet to on melee attacks, carrying/moving capacity
describe something you turn into after performing the quadrupled, and +30 to athletics checks (grappling,
attack. They have points worth of point-buy equal to climbing, et cetera) until the beginning of their next
the character’s total point-buy value minus 3 turn.
(meaning 7 points for a 10-point character). When
taking this modifier, choose if you turn back at the 1 pt ///Haste
end of the wave, or if you permanently remain in that Once per wave, you can use a standard
form for the rest of the gauntlet. Damage carries over action to give one ally within perception an extra
between forms, as well as certain other afflictions at standard action this turn.
GM discretion. Equipment that your character comes
with on their character sheet doesn’t carry over, but 1 pt ///Hawksight
acquired equipment picked up during the gauntlet Once per wave, you can use a swift action to
does carry over. In all other ways, they are another grant yourself or an ally that you touch +50
character, meaning powers and other functions do not perception, the ability to see in the dark, and +20 to
carry over. hit until the end of their turn.
Unforgivable (+1 rank): The attack either
includes some heinous act or is itself a heinous act, 1 pt ///Sudden Insight
which offends the powers that be. Your soul is Once per wave, you can use a free action or
marked for oblivion - if you die, your soul is reaction to allow yourself or one ally within
destroyed, meaning you cannot come back. perception to automatically succeed on a knowledge
Other Modifiers: If you have any other or perception check.
ideas for modifiers, talk them over with your GM.

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( 50 )

personal vulnerabilities or resistances. As


long as the forcefield is up, nothing from the
outside can penetrate the inside unless you
will it to. One use per wave.

2 pt ///Strong Forcefield
Once per wave, you can spend a
reaction to summon a personal bubble that
grants you 200 temporary HP which
disappear at the end of the turn it was
summoned. Damage taken by this forcefield
is not affected by your personal
vulnerabilities or resistances. As long as the
forcefield is up, nothing from the outside
can penetrate the inside unless you will it to.

1 pt ///Summoned Forcefield
Once per wave, as a standard
action, summon a personal bubble around
yourself or an ally within perception. This
forcefield grants the wearer 100 temporary
HP which disappear at the beginning of your
next turn. Damage taken by this forcefield is
Defense not affected by your personal vulnerabilities
or resistance. As long as the forcefield is up,
1 pt ///Defensive Teleport nothing from the outside can penetrate the
Once per wave, as a reaction, place yourself inside unless you will it to.
anywhere within 6 squares. You teleport before
whatever you reacted to happens. 2 pt ///Invulnerability
Once per gauntlet, as a free action, become
1 pt ///Forcefield immune to almost all damage and afflictions until the
Once per wave, you can spend a reaction to beginning of your next turn. Attacks that deal infinity
summon a personal bubble that grants you 100 damage still kill you, but otherwise you are
temporary HP which disappear at the end of the turn completely unaffected by all sources of damage.
it was summoned. Damage taken by this forcefield is You cannot use multiple counts of
not affected by your personal vulnerabilities or Invulnerability on consecutive rounds.
resistances. As long as the forcefield is up, nothing
from the outside can penetrate the inside unless you 4 pt ///Invulno-Chainer
will it to. You can use multiple counts of
Invulnerability on consecutive rounds.
3 pt ///Mass Forcefield
Once per wave, as a reaction, 1 pt ///Perfect Defense
summon a 5-by-5 square bubble with 200 Once per wave, as a reaction, ignore the
HP which disappears at the end of the turn it damage and effects of the next attack to hit you this
was summoned. The HP is shared among turn. This only protects against attacks - you cannot
everyone in the bubble - it’s not everyone use it to block against non-attack damage such as
individually gaining 200 HP. Damage taken Vengeful Magic or lava. You can use this to react to
by this forcefield is not affected by your an attack and have it protect you from that attack; if

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( 51 )

you do, you must choose whether or not you use rather than in the middle of the gauntlet when it
Perfect Defense before the damage dealt is declared. would slow everything down.
The GM follows these directions to make
1 pt ///Peril-Port your character:
Once per wave, as a reaction, teleport any 1. Start with player character vitals (160 HP,
one ally within your perception to a square adjacent 50 EVA, 6 SPD, 2 HND).
to you. You cannot teleport yourself with this. 2. Open up to a random page until you get to
one with character functions on it.
Healing/Reviving 3. Quickly pick a function at random, unless
you think a particular function on that page
2 pt ///Fixing Touch would be interesting to apply. Only pick
Once per wave, as a standard action, touch a something if it fits the character’s budget.
mechanical character that is not dead to bring them Don’t tell the player what they got! If a
back to full health, also healing any mechanical function is too time-intensive to apply, like
conditions on them. This operates as mechanical Fusion, or doesn’t make sense without
repair, and so does not work on those that are healed another function in place, like
medically. Can also be used to fix broken nonorganic Vehicle-Mounted Weapon, pick a different
objects. function.
4. Repeat Steps 2 and 3 until the point buy
1 pt ///Life Transfer value of the character is fully spent.
As a full round action, you can return 5. Add whatever flair you might wish to impart
someone from the dead, giving them as much HP as on this character.
you currently have. However, you die in the process, The GM does not show you the character you
and your soul is absorbed by the afterlife, meaning reincarnate into until it actually happens.
you cannot be revived yourself. Followers cannot If you take this function twice, that means
take this function unless they also have the Equal the first thing you reincarnate into automatically has
function, which grants them player character vitals. Reincarnation on their sheet, meaning they would in
turn reincarnate into a 6-point character. If you take
2 pt ///Healing Touch this function three times, the same thing happens, but
Once per wave, as a standard action, touch then the second thing you reincarnate into also has
an organic character that is not dead to medically heal Reincarnation - and so forth and so on. You cannot
them back to full health, also healing any medical take Reincarnation if it would result in a character
conditions on them. Can also be used to heal organic with 0 points in value or less.
architecture and objects. This operates as medical For the sake of your GM’s sanity, please
healing, and so does not work on those that cannot be don’t take this more than once without your GM’s
healed medically. express permission.
Each time you play a character with
2 pt ///Reincarnation Reincarnation, the Reincarnation character is
Once per gauntlet, at any point after you die, randomly generated again.
you come back as a semi-randomly generated
character made by the GM at full health. The point 2 pt ///Resurrect
buy value of the character is equal to your own point Once per gauntlet, as a full round action,
buy value minus 2 (by default, this is 8 points). return a character you can touch (other than yourself)
IMPORTANT: when you pick this from death with half health. This works as magical
function, inform your GM before the gauntlet begins, healing, and so can bring back anyone.
so that they can make the character then and there,

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( 52 )

3 pt ///Return From Death 1 pt ///Long Teleport


Once per gauntlet, come back from death Once per wave, as a move action, place
with half health. Happens at any given point of your yourself anywhere within 48 squares.
choosing after death. You can perceive what is
happening to your body while you wait to come back. 1 pt ///Short Teleport
Three times per wave, as a move action,
place yourself anywhere within 12 squares.

1 pt ///Switcheroo
Once per wave, yourself and one other
willing character with this function can each spend a
move action to swap places via teleportation,
regardless of distance or circumstance. Doing so
consumes the use per wave for both participants.

Walls
When summoned, walls must form one
connected shape. At least four squares of material
must touch solid ground when summoned. Squares
can be stacked on top of one-another for multi-story
structures. You cannot summon walls on an occupied
square unless the occupant consents.

1 pt ///Architect
Instead of just producing solid cubes of
material, you’re able to produce intricate architectural
forms.
When producing walls, you can create any
shape or recess within the structure - doorways,
windows, staircases, ramps, et cetera. You work with
Mobility a minimum resolution of three inches - you cannot
make structures or recesses smaller than three inches
1 pt ///Blitz Teleport in each direction. You cannot produce anything with
Once per wave, as a move action, teleport moving parts or separate forms with this - you can’t
anywhere within 12 squares. At the end of your turn, produce doorhinges, all furniture must be attached to
you teleport back to wherever you were before using the walls, et cetera.
Blitz Teleport.
0 pt ///Barrier Modifier
3 pt ///Group Teleport Apply to any function that lets you summon
Once per wave, as a move action, choose walls of material (such as Wall of Steel or Organic
any number of characters within 3 squares of you Wall). You summon only a quarter of the material
which consent to teleport with you; then teleport listed, but you can do it as a swift action instead of a
yourself and those chosen targets up to 48 squares. standard action.
You choose where you teleport, and everyone else
teleports somewhere of their choice within 3 squares 1 pt ///EMP Wall
of you. Once per wave, as a standard action, create a
temporary shape of up to 36 squares of

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( 53 )

electromagnetic pulses. Someone being in an EMP gains double the usual HP when mechanically
square causes their electronics to shut down until the repaired, but takes double damage from electric.
beginning of their next turn. The EMP wall fizzles
out at the end of the wave it was summoned. 2 pt ///Skeleton Key
A small, magic key attuned to walls that you
0 pt ///Fortress Modifier create. The bearer of your skeleton key can pass
Apply to any function that lets you summon through walls that you create without harm, as if the
walls of material (such as Wall of Steel or Organic walls weren’t there.
Wall). Instead of summoning it once per wave, you
summon it once per gauntlet, but you summon double
the material listed.

1 pt ///Maze Master
Summoning walls takes a move action
instead of a standard action for you.

2 pt ///Labyrinth Lord
Summoning walls takes a swift
action instead of a standard action for you.

1 pt ///Organic Wall
Once per wave, as a standard action,
produce a structure made of up to 36 squares of
organic material. Each square has 100 HP and can be
healed by medical means, but can be hurt with poison
and biological effects.

2 pt ///Quantum Wall Modifier


Apply to any function that lets you summon
walls of material (such as Wall of Steel or Organic 1 pt ///Wall Of Brick
Wall). When you summon the wall, you can choose Once per wave, as a standard action,
which sections can be passed through, and which produce a structure made of up to 24 squares of brick
sections block movement as normal. They look and mortar. Each square has 150 HP.
identical in either case - sections that can be passed
through project illusions of walls. You must inform 1 pt ///Wall of Crystal
your allies of what parts of the wall are passable. Once per wave, as a standard action,
As a swift action or reaction, you can produce a structure made of up to 36 squares of
change which sections of the wall can be passed crystalline material. Each square has 100 HP, is
through or block movement. transparent, lets beam damage pass through it, and
Unlike the Quantum weapon modifier, you takes double damage from bludgeoning.
cannot choose conditionally what can and cannot
pass through with this modifier - each section of wall 1 pt ///Wall of Eyes
is all-or-nothing. Once per wave, as a standard action,
produce a structure made of up to 36 squares of
1 pt ///Robo Wall organic material encrusted with eyeballs. Each square
Once per wave, as a standard action, has 50 HP and can be healed by medical means, but
produce a structure made of up to 36 squares of can be hurt with poison and biological effects. You
sentient machinery. Each square has 100 HP and can see through the eyes encrusted upon the wall,

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( 54 )

simultaneous to your normal vision. These eyes have 1 pt ///Wall Of Salt


whatever special visual abilities you have, such as Once per wave, as a standard action,
darkvision or truesight. produce a structure made of up to 36 squares of salt.
Each square has 90 HP. Ghosts cannot pass through
1 pt ///Wall Of Fire them.
Once per wave, as a standard action, create a
temporary shape of up to 36 squares of sheer flame. 1 pt ///Wall Of Sponge
Anyone entering a square of fire or being within a Once per wave, as a standard action,
square of fire at the end of their turn takes average produce a structure made of up to 60 squares of soft
fire damage. Unless fed flammable material, the spongelike material. Each square has 50 HP and is
flames extinguish at the end of the wave they were immune to bludgeoning and/or piercing but takes
summoned. quadruple damage from acid. Sponge is a porous
material that absorbs fluid.
1 pt ///Wall Of Force
Once per wave, as a standard action, 2 pt ///Wall Of Steel
produce a structure made of up to 36 squares of Once per wave, as a standard action,
invisible, invulnerable, transient material. The wall produce a structure made of up to 36 squares of steel.
disappears on the beginning of your next turn. Each square has 200 HP.

1 pt ///Wall Of Ice 1 pt ///Small Wall of Steel


Once per wave, as a standard action, Once per wave, as a standard
produce a structure made of 36 squares of subzero action, produce a structure made of up to 18
ice. Each square has 75 HP, is considered slippery squares of steel. Each square has 200 HP.
terrain, and can be repaired with cold damage (1
point of cold damage converts into 1 HP), but takes 1 pt ///Wall Of Stone
double damage from fire. Slippery terrain acts as Once per wave, as a standard action,
doubly hindering terrain, unless you want to move at produce a structure made of up to 36 squares of
normal speed; this takes DC 50 coordination - failing stone. Each square has 100 HP.
makes you fall prone instead of moving at all.
1 pt ///Wall Of Wood
1 pt ///Wall Of Mirrors Once per wave, as a standard action,
Once per wave, as a standard action, produce a structure made of up to 48 squares of hard
produce a structure made of up to 36 squares of dead wood. Each square has 80 HP and takes double
reflective glass. Each square has 100 HP, reflects damage from fire.
beam damage (useful for ricocheting attacks around
corners), and takes double damage from bludgeoning. Weather
You do not need any specific sort of
1 pt ///Wall Of Rubber environment in order to summon a given weather
Once per wave, as a standard action, effect. For example, you can summon a heatwave in a
produce a structure made of up to 36 squares of firm, tundra, or a blizzard in a desert. You don’t even need
bouncy rubber. Each square has 75 HP and is an atmosphere - you can summon weather effects
immune to bludgeoning, electric, and/or piercing but underwater or in space.
takes quadruple damage from acid. Attacking the When we say someone or something is
wall with a melee bludgeoning attack causes you to exposed to a weather effect, we mean that there’s no
bounce back two squares. Ranged bludgeoning solid barrier between it and the weather effect. If
attacks can ricochet off rubber walls by taking -10 to someone or something is protected by some sort of
hit for each wall hit. barrier, that barrier is exposed to the weather effect.

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( 55 )

The weather persists at full effect even if the Vision is obscured by this snow - you cannot
environment does not suit it. see beyond three squares in areas where snow is
Multiple weather effects can be active falling.
simultaneously. At the end of every factions’ turns (not just
on the end of your own turns), the sheer cold of the
2 pt ///Acid Rain blizzard freezes to the bone. Anything under and
Once per gauntlet, as a standard action, you exposed to the stormcloud that isn’t hidden in an
can summon a storm of acidic rain. The stormcloud is insulated structure takes 20 cold damage. If the
a 99-by-99 square disc, centered on you, summoned blizzard was summoned in a naturally cold area, it
48 squares directly above you. It dissipates at the end deals 30 cold damage instead.
of the wave it was summoned. If you start the blizzard at the beginning of
At the end of every factions’ turns (not just an inter-wave rest, you cover the area with a foot of
on the end of your own turns), everything under and snow. Once the inter-wave rest ends, everywhere
exposed to the cloud of acid rain takes 20 acid under and exposed to the cloud is covered in snow -
damage as liquid pollutants rain from the sky. If the water freezes into ice, which acts as slippery terrain,
storm was summoned in a highly-polluted area or an and all solid material is covered in snow, making it
area with high sulfuric acid content (like Venus), it hindering terrain. Slippery terrain acts as doubly
deals 30 acid damage instead. hindering terrain, unless you want to move at normal
You can apply weapon modifiers to weather speed; this takes DC 50 coordination - failing makes
functions at triple cost and GM discretion. If you fall prone instead of moving at all.
modifying damage, treat increasing or decreasing You can apply weapon modifiers to a
damage ranks as adding or subtracting 5 damage weather effect at triple cost and GM discretion. If
from the acid rain effect. modifying damage, treat increasing or decreasing
damage ranks as adding or subtracting 5 damage
from the sheer cold effect.

2 pt ///Blood Storm
Once per gauntlet, as a standard action, you
can summon a storm of blood. The stormcloud is a
99-by-99 square disc, centered on you, summoned 48
squares directly above you. It dissipates at the end of
the wave it was summoned.
The blood heals anything that is fed by it.
At the end of every factions’ turns (not just on the
end of your own turns), everything under and
exposed to the stormcloud that would heal by
drinking blood is healed 30 HP. If the storm was
summoned in an especially bloody area (like a fresh
battlefield where thousands have died, or a giant
wound on a massive creature), it heals 50 HP instead.
The blood obscures vision - it’s impossible
2 pt ///Blizzard
to see more than three squares out in areas under and
Once per gauntlet, as a standard action, you
exposed to the stormcloud.
can summon a nightmarish blizzard. The stormcloud
You can apply weapon modifiers to weather
is a 99-by-99 square disc, centered on you,
functions at triple cost and GM discretion. If
summoned 48 squares directly above you. It
modifying damage, treat increasing or decreasing
dissipates at the end of the wave it was summoned.
damage ranks as adding or subtracting 5 healing from
the healing effect.

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( 56 )

3 pt ///Bullet Storm 3 pt ///Diamond Storm


Once per gauntlet, as a standard action, you Once per gauntlet, as a standard action, you
can summon a storm of bullets. The stormcloud is a can summon a storm of diamonds (Note: This
99-by-99 square disc, centered on you, summoned 48 actually happens in real life on Saturn!). The
squares directly above you. It dissipates at the end of stormcloud is a 99-by-99 square disc, centered on
the wave it was summoned. you, summoned 48 squares directly above you. It
At the end of every factions’ turns (not just dissipates at the end of the wave it was summoned.
on the end of your own turns), everything under and At the end of every factions’ turns (not just
exposed to the cloud takes 20 piercing damage as on the end of your own turns), everything under and
bullets rain from the sky. If the storm is summoned in exposed to the cloud of diamond rain takes 4d10
a military complex, weapon factory, or other venue piercing damage as thousands of tiny diamonds fall
that stores massive amounts of firearms, it deals 30 from the sky. If the storm was summoned in an area
damage instead. with high methane volume in its atmosphere (like
For the rest of the gauntlet, even after the Saturn), it deals 5d10 piercing damage instead.
cloud has dissipated, the area that was under and Because the lasers are being refracted
exposed to the stormcloud is covered in a light through all the diamonds, anything that deals beam
covering of unused ammunition. Any ranged weapon damage goes up a damage rank during a diamond
that deals piercing, slashing, and/or bludgeoning storm.
damage and is not ineligible for Extra Ammo can be If you start the diamond storm at the
reloaded by taking a move action to scoop up the beginning of an inter-wave rest, you cover the area
bullets on the ground; this provokes an attack of with a foot of diamonds. Once the inter-wave rest
opportunity. ends, everywhere under and exposed to the cloud is
You can apply weapon modifiers to weather covered in diamonds - this acts as hindering terrain,
functions at triple cost and GM discretion. If and each square someone moves within this diamond
modifying damage, treat increasing or decreasing terrain deals 1d10 piercing damage as they step on
damage ranks as adding or subtracting 5 damage pointy diamonds.
from the bulletfall effect. The diamonds are tiny, malformed, and
uncut, making them devoid of value in most
1 pt ///Brainstorm situations.
Once per gauntlet, as a standard action, you You can apply weapon modifiers to a
can summon an intellectually stimulating brainstorm. weather effect at triple cost and GM discretion. If
The stormcloud is a 99-by-99 square disc, centered modifying damage, treat increasing or decreasing
on you, summoned 48 squares directly above you. It damage ranks as adding or subtracting 1d10 damage
dissipates at the end of the wave it was summoned. from the diamond rain effect, and adding or
The brainstorm is constantly raining liquid subtracting 2 damage from the stepping-on-diamonds
insight. Anyone under and exposed to the stormcloud effect.
gains +50 on knowledge and perception checks. Even
those that normally cannot make knowledge and/or 3 pt ///EMP Storm
perception checks are able to if exposed to this mind Once per gauntlet, as a standard action, you
rain, albeit without the +50 bonus. can summon a storm of electromagnetic pulses. The
If the storm was summoned on a research stormcloud is a 99-by-99 square disc, centered on
facility, university, or other venue well-known for its you, summoned 48 squares directly above you. It
intellectual pursuits, the bonus is +75 instead. dissipates at the end of the wave it was summoned.
You can apply weapon modifiers to a At the end of every factions’ turns (not just
weather effect at triple cost and GM discretion. on the end of your own turns), everything under and
exposed to the stormcloud takes 20 electric damage
and affliction 75 to have all their electronics powered
off until the end of their next turn. The EMP effect

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does not increase its duration if it succeeds on summon it anywhere that you choose within
someone already EMP’s - it simply resets the timing perception.
of recovery to the end of their next turn. If the effect is summoned as a 48-square
If the storm was summoned in a highly radius, it’s instead summoned as a 3-square radius.
magnetized environment, the affliction is 125 instead. Instead of being centered on you, it’s centered
You can apply weapon modifiers to weather anywhere you choose within perception.
functions at triple cost and GM discretion. If As a swift action, you can move the weather
modifying damage, treat increasing or decreasing effect up to 6 squares to somewhere within
damage ranks as adding or subtracting 5 damage perception.
from the electric damage effect.

2 pt ///Flamestorm
Once per gauntlet, as a standard action, you
can summon a storm of fireballs. The stormcloud
(which, in this case, is a big one-way portal from
space) is a 99-by-99 square disc, centered on you,
summoned 48 squares directly above you. It
dissipates at the end of the wave it was summoned.
At the end of every factions’ turns (not just
on the end of your own turns), everyone under and
exposed to the cloud rolls 1d100. Whoever got the
lowest result has a fireball fall on them:
48 squares / 0 / lethal fire
If multiple people roll the lowest, each of
them has a fireball fall on them.
If the storm was summoned in an extremely 3 pt ///Godstorm
hot environment (hotter than an Earth desert - at least Once per gauntlet, as a standard action, you
as hot as the surface of Mercury), the fireballs deal can summon a storm of holy light. The stormcloud is
obliterative fire instead. a 99-by-99 square disc, centered on you, summoned
You can apply weapon modifiers to a 48 squares directly above you. It dissipates at the end
weather effect at triple cost and GM discretion. of the wave it was summoned.
At the end of every factions’ turns (not just
0 pt ///Flash Storm on the end of your own turns), everything under and
Apply to any weather function. Instead of exposed to the stormcloud takes 40 beam damage and
once per gauntlet, it can be summoned once per affliction 50 to be blinded until the end of their next
wave. However, it only lasts until the beginning of turn (-25 on all to-hit rolls, -25 evasion, DC 50
your next turn. coordination or perception to move in intended
direction instead of a random direction, cannot make
1 pt ///Focused Storm vision-based perception checks) as sheer holy light
Apply to any weather function (the cost of rains upon them. The blinding effect does not
this modifier is not tripled, as it’s a weather modifier increase its duration if it succeeds on someone
as opposed to a weapon modifier). It’s a much already blinded - it simply resets the timing of
smaller effect that’s placed somewhere of your recovery to the end of their next turn.
choosing. If the storm was summoned on a holy
If the effect is summoned as a 99x99 square ground, it deals 60 damage instead, and the blinding
cloud, it’s instead summoned as a 6x6 cloud. Instead effect is affliction 75 instead.
of it being summoned 48 squares above you, you You can apply weapon modifiers to weather
functions at triple cost and GM discretion. If

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modifying damage, treat increasing or decreasing 2 pt ///Hailstorm


damage ranks as adding or subtracting 10 damage Once per gauntlet, as a standard action, you
from the radiant rain effect. can summon a storm of deadly hail. The stormcloud
is a 99-by-99 square disc, centered on you,
2 pt ///Laser Storm summoned 48 squares directly above you. It
Once per gauntlet, as a standard action, you dissipates at the end of the wave it was summoned.
can summon a storm of technicolor lasers. The At the end of every factions’ turns (not just
stormcloud is a 99-by-99 square disc, centered on on the end of your own turns), everything under and
you, summoned 48 squares directly above you. It exposed to the cloud of lasers takes 20 bludgeoning
dissipates at the end of the wave it was summoned. damage as they’re hit by hail. If the storm was
At the end of every factions’ turns (not just summoned in a naturally cold area, it deals 30
on the end of your own turns), everything under and damage instead.
exposed to the cloud of lasers takes 20 beam damage You can apply weapon modifiers to weather
as lasers rain from the sky. If the storm is summoned functions at triple cost and GM discretion. If
at a rave, music festival, nebula, or other venue modifying damage, treat increasing or decreasing
especially known for its brightly-colored lights, it damage ranks as adding or subtracting 5 damage
deals 30 damage instead. from the hail effect.
You can apply weapon modifiers to weather
functions at triple cost and GM discretion. If 2 pt ///Heatwave
modifying damage, treat increasing or decreasing Once per gauntlet, as a standard action, you
damage ranks as adding or subtracting 5 damage can summon an arduous heatwave. The heatwave is a
from the laser beam effect. 48-square radius effect, centered on where you stand
when you summon it. It dissipates at the end of the
2 pt ///Lightning Storm wave it was summoned.
Once per gauntlet, as a standard action, you At the end of every factions’ turns (not just
can summon a lightning storm. The stormcloud is a on the end of your own turns) anything exposed to
99-by-99 square disc, centered on you, summoned 48 the heatwave takes 20 fire damage.
squares directly above you. It dissipates at the end of Due to the physical strain on beasts and
the wave it was summoned. machine alike, all affliction rolls against targets
Once per turn, as a swift action, you (the exposed to the heatwave are at +25.
summoner of the storm) can summon a lightning If the storm was summoned in a naturally
bolt: hot area, it deals 30 damage instead, and the affliction
Under and exposed to the cloud* / +20 / average bonus is +40 instead of +25.
electric You can apply weapon modifiers to weather
The target must be somewhere under and functions at triple cost and GM discretion. If
exposed to the stormcloud to be targeted by the bolt. modifying damage, treat increasing or decreasing
If the storm was summoned in a humid area, damage ranks as adding or subtracting 5 damage
the bolts deal strong damage instead. from the fire damage effect.
On top of the normal effects, anything under
and exposed to the cloud that performs an astral crit 1 pt ///Heavy Rain
fail gets attacked by a lightning bolt. Same goes for Once per gauntlet, as a standard action, you
anything with any amount of metal on their body that can summon a deluge of rain. The stormcloud is a
performs a crit fail, or anything made entirely or 99-by-99 square disc, centered on you, summoned 48
mostly out of metal that rolls a 10 or less on a d100 squares directly above you. It dissipates at the end of
for anything other than rolling for damage. the wave it was summoned.
You can apply weapon modifiers to a The rain obscures vision - it’s impossible to
weather effect at triple cost and GM discretion. see more than three squares out in areas under and
exposed to the stormcloud. If the storm was

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summoned in a naturally humid area, it’s impossible characters with darkvision can see without a different
to see more than two squares out instead. lightsource.
You can apply weapon modifiers to weather You can apply weapon modifiers to a
functions at triple cost and GM discretion. weather effect at triple cost and GM discretion.

1 pt ///Inside Weather
When you summon a cloud for a weather
effect, instead of summoning it 48 squares above you,
you can summon it anywhere between 48 squares
above you and one square above you. This allows
you to summon the cloud inside of buildings, deep
underground, within vehicles, underneath domes, et
cetera.

2 pt ///Meteor Storm
Once per gauntlet, as a standard action, you
can summon a meteor storm. The stormcloud (which,
in this case, is a big one-way portal from space) is a
99-by-99 square disc, centered on you, summoned 48
squares directly above you. It dissipates at the end of
the wave it was summoned.
At the end of every factions’ turns (not just
on the end of your own turns), everyone under and
exposed to the cloud rolls 1d100. Whoever got the
lowest result has a meteor fall on them:
48 squares / +40 / very strong bludgeoning
If multiple people roll the lowest, each of
them has a meteor fall on them.
If a meteor is dodged, it lands in an adjacent 2 pt ///Sandstorm
square of the target’s choice; it has 100 HP, no Once per gauntlet, as a standard action, you
evasion, and takes up one square. A meteor that hits can summon a storm of whipping winds lashing out
someone is destroyed in the process. with lacerating sands. The sandstorm is a 48-square
If the storm was summoned in space, a radius effect, centered on where you stand when you
meteor also falls on whoever rolled the summon it. It dissipates at the end of the wave it was
second-lowest. summoned.
You can apply weapon modifiers to a At the end of every factions’ turns (not just
weather effect at triple cost and GM discretion. on the end of your own turns) anything exposed to
the sandstorm takes 20 slashing damage. If the storm
2 pt ///Overcast was summoned in an area that naturally has sand, it
Once per gauntlet, as a standard action, you deals 30 damage instead.
can make it so extremely cloudy that it blots out the The sand obscures vision - it’s impossible to
sun. The stormcloud is a 99-by-99 square disc, see more than three squares out in areas exposed to
centered on you, summoned 48 squares directly the sandstorm. If the storm was summoned in an area
above you. It dissipates at the end of the wave it was that naturally has sand, it’s impossible to see more
summoned. than two squares out instead.
The stormcloud is extremely thick, blocking You can apply weapon modifiers to a
out any sunlight that would shine beneath it. Only weather effect at triple cost and GM discretion. If
modifying damage, treat increasing or decreasing

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damage ranks as adding or subtracting 5 damage 2 pt ///Windstorm


from the slashing damage effect. Once per gauntlet, as a standard action, you
can summon a heavy windstorm. The windstorm is a
1 pt ///Seeing Storm 48-square radius effect, centered on where you stand
Apply to any weather function (the cost of when you summon it. It dissipates at the end of the
this modifier is not tripled, as it’s a weather modifier wave it was summoned.
as opposed to a weapon modifier). It acts as an As a swift action, you (the summoner of the
additional set of eyes and ears. windstorm) can move any character or object
You can perceive through the weather effect exposed to the wind up to 2 squares in the direction
as a proxy, simultaneous to your own senses. It has of your choice. If the target is unwilling, treat it as an
any sensory abilities you have. If it has some sort of affliction 75. If the target is less than 50 pounds,
sensory-obscuring effect, like Bloodstorm or Heavy and/or if the target is in midair, and/or if the
Rain, the weather effect ignores it for its own senses. windstorm was summoned in a naturally windy area,
increase the affliction by 25 for each condition met,
2 pt ///Smog and push them up to an additional 2 squares for each
Once per gauntlet, as a standard action, you condition met.
can summon a thick cloud of smog. The smog is a Coordination checks performed in the
48-square radius effect, centered on where you stand windstorm take a -25 penalty.
when you summon it. It dissipates at the end of the You can apply weapon modifiers to a
wave it was summoned. weather effect at triple cost and GM discretion.
At the end of every factions’ turns (not just
on the end of your own turns) anything exposed to Other
the smog takes 20 poison damage. If the smog was
summoned in a highly polluted area, it deals 40 3 pt ///Anxiety Ray
damage instead. Perception / affliction 250 / anxious until end of wave
The smog obscures vision - it’s impossible / 1 per wave
to see more than three squares out in areas exposed to Anxious characters cannot perform crits or
the smog. astral crits. When an affliction targets an anxious
You can apply weapon modifiers to a person, double the total roll (for example, an
weather effect at triple cost and GM discretion. If affliction 25 that rolls 50 becomes (25+50)*2=150
modifying damage, treat increasing or decreasing against the anxious target). Each time they fail any
damage ranks as adding or subtracting 5 damage roll, they have -10 on all rolls (including damage)
from the poison damage effect. going forward as long as they are anxious. This
penalty is cumulative.
2 pt ///Weather Druid This is an emotional effect - it does not
You can spend one once-per-gauntlet affect those that cannot feel emotions, such as
weather effect’s use to instead perform a different machines.
once-per-gauntlet weather effect that costs equal
points or less. For example, if you have one use of 1 pt ///Beam of Weakness
Overcast and one use of Smog, and you’ve already Perception / affliction 125 / weakened until end of
used Overcast, you can spend your use of Smog to wave / 1 per wave
perform Overcast again. If a weakened target has bonuses to athletics
Summoning a weather effect takes a swift checks of any kind, they lose all of those bonuses,
action instead of a standard action for you. and their melee attacks deal 25 less damage. If they
You can dismiss any weather effect you did not have any bonuses, then they lose the ability to
summoned as a free action. perform athletics checks of any kind, and they cannot
perform melee attacks. If they already cannot

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perform athletics checks, then they die as their As a reaction to any action a hexed character
muscles completely atrophy. This effect stacks. performs which requires a roll, the character that
placed the hex can cause the target to automatically
1 pt ///Create Gasoline astral crit fail at it. This uses up the hex on that target.
Once per wave, as a move action, coat 24
squares within perception with gasoline. You cannot
summon gasoline on an occupied square without the
occupant’s consent.
Gasoline is highly flammable - if ignited by
fire, electric, and/or beam damage, an entire puddle
catches on fire until the end of the wave. Entering a
square of flaming gasoline, having the gasoline ignite
while standing on it, or standing in it for an entire
round deals average fire damage.
Burning gasoline burns away completely at
the end of the wave.

1 pt ///Magic Spark
Once per turn, as a swift action,
deal 1 fire damage to any one point within
perception. You cannot modify this as an
attack in any way, except to change the 1 pt ///Entangling Vines
damage type. Once per wave, as a standard action,
summon a one-square mass of vines from the ground
1 pt ///Divination anywhere within perception, which latch onto the
Once per gauntlet, as a free action, you can first thing they contact. They have +25 to grapple and
ask the powers that be a yes-or-no question. On the wither away when they lose a grapple roll.
beginning of your next turn, they will answer Multiple purchases of this function can
honestly with perfect knowledge by giving you a either add another mass of vines for another target,
sign. You will know what is the sign and what is you increase the grapple bonus by +25, or add another use
reading too much into something. They may give you per wave of this power.
an answer that is ambiguous or in-between, to
represent “maybe” or “yes and no” or “both” or 1 pt ///Galvanizing Beam
something of that nature. Perception / +30 / galvanized for the rest of the wave
The exact sign depends on your personal / 1 per wave
relationship with the powers that be, but it could be Electric attacks have +25 to hit galvanized
something like: targets. Furthermore, electric attacks performed
● Whether the next number your character within 3 squares of galvanized target/s automatically
sees is even or odd redirect themselves to target the nearest galvanized
● The flip of a coin target.
● The next word your character reads
● The direction the wind blows 1 pt ///Hologram
● Whether a special gem embedded on the Once per wave, as a swift action, create an
back of your palm glows red or blue audiovisual hologram duplicate of yourself up to
three squares away from you. It is immaterial and
1 pt ///Hex cannot interact with material components. It has its
Perception / affliction 75 / hexed / 1 per wave own set of actions, which you use on your turns.

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When an attack connects with it, or it is No light can penetrate the darkness, but you
similarly made obvious to be immaterial (ex water and those with darkvision or similar can see through
splashing through it rather than onto it), it dissipates. it. You can keep the dark cloud for as long as you’d
If you purchase this multiple times, you can like by spending standard actions on it, but once it’s
use additional purchases to either increase the amount dismissed, you cannot summon another unless you
of holograms summoned per use by one, or increase have another use of magic darkness.
the uses per wave by one. You can apply the following modifiers to
Magic Darkness:
1 pt ///Invisibility Extended (1 pt): Increase the radius by 3 squares.
Once per wave, as a free action, become Lingering (1 pt): The darkness persists for an
invisible until the beginning of your next turn. If you additional round after you have dismissed it.
were invisible last round, and have another use of this Moveable (1 pt): You can move the magic darkness
power, you can use it to continue being invisible with the same action it takes to summon it.
without any interruption. Oppressive (1 pt): Only you can see through the
There are no limitations to what you can do darkness - not even those with darkvision or similar
while invisible. With the exception of vehicles, can see through it.
everything on your person also becomes invisible. Quick (1 pt): Summoning and upkeeping the Magic
Treat any attack performed while invisible Darkness only takes a move action the first time this
as a sneak attack unless your target is aware of you is applied, and only takes a swift action the second
through means other than sight. At GM discretion, time this is applied.
you may still have +10 to hit targets that are aware of
you through means other than sight, if their means 2 pt ///Mind Control
are somewhat imprecise. Perception / affliction 50 / mind controlled / 1 per
wave
5 pt ///Living Painting You must spend a standard action each
Once per wave, as a swift action, you can round (excluding the round you initiated control) to
apply any 0-or-1-point function to your character by sustain control. They follow your direct commands
painting it into being; doing so takes two hands and a during your turn, instead of acting on their own
paintbrush and palette (included with this function). during their own turn. You cannot sense through
If you purchased this function multiple those you control, nor do you know their exact
times, you can spend multiple uses in the same swift capabilities.
action to apply a function worth multiple points - for This is a mental effect, meaning it does not
example, if you purchase this twice, you can use it work on robots or other machines.
twice on 1-point functions, or once on a 2-point
function. 2 pt /// Mind Reading
Once-per-gauntlet use functions cost double Perception / affliction 100 / mind read until end of
when being applied via this function. wave / 1 per wave
The effects of any function applied via You’re aware of whatever the target is
Living Painting cease to exist at the end of the wave. thinking of for the rest of the wave. The target is not
aware you’re reading their mind.
1 pt ///Magic Darkness This is a mental effect, meaning it does not
Once per wave, spend a standard action to work on robots or other machines.
summon a 3-square radius area of magically
produced darkness anywhere within perception. You 1 pt ///Pain Magic
must spend a standard action each round (excluding Perception / affliction 125 / disarmed / 1 per wave
the round you summoned it) to sustain it by focusing Target feels sharp, intense, searing-hot pain,
on it. dropping everything in their hands. If they are
operating a vehicle or other heavy machinery, they

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momentarily lose control of it. If the affliction 1 pt ///Psychic Shove


succeeds by 50 or more, they also fall prone to the Perception / affliction 100 / pushed up to 4 squares
ground. and/or prone as you so choose / 1 per wave
This is a biological and emotional effect - it
doesn’t work on machines or robots, or those that 1 pt ///Repulsion Wave
cannot feel pain. 6 square radius / affliction 100 / pushed 2 squares
away from you / 1 per wave

1 pt ///Sick Ray
48 squares / affliction 75 / sick / 1 per wave
When someone is sick, at the beginning of
their turns, they roll a d100:
1-30: Take a standard action to retch, taking very
weak poison damage.
31-60: Take a move action to stumble around. Use
the direction the top point of the units d10 of this roll
points in as the direction. If the roll was odd, move 1
square. If the roll was even, move 2 squares.
61-90: Take a move action to stand still and recover.
They can choose to move one square instead of
standing still, provoking attacks of opportunity.
91-100: No effect this round.
If the units digit rolled was an 8, 9, or 0,
they are cured once that turn’s sick ray effect is
applied.
This is a biological effect.
2 pt ///Possession
Melee / affliction 100 / possessed / 1 per gauntlet 1 pt ///Slowing Beam
Your body is sucked into your target’s body, perception / 0 / speed reduced by 3 and evasion
allowing you to control them. Everything on your reduced by 15 until end of wave / 1 per wave
character sheet is sucked within the host’s body,
including gear, weapons, and even followers. You 1 pt ///Soul Extraction
cannot access any functions listed on your sheet, 12 squares / affliction -25* / soul extracted / 3 per
unless you spend an additional point on a given wave (can spend multiple uses at once)*
function to state that it persists while possessing You can spend multiple uses-per-wave in
someone. one use to increase the affliction value by 25 for each
The host relinquishes control over to you. additional use spent. You cannot expend more than
You gain access to all their memories, and know six uses total in a single use.
everything they are capable of doing. The host You can extract the soul of a dead character
helplessly witnesses your actions from within. without making an affliction check.
You can leave the body as a free action or A character whose soul is extracted falls to
reaction - doing so returns the host’s consciousness to the ground, and is left unconscious (or similar) at 1
the body. This automatically happens if the host body HP, barely alive, unable to act. Their soul leaves their
dies. body, and it enters a small token on your person, of
Possession works equally well on any entity which you have an arbitrarily high amount (coins,
with a soul, be it organic, mechanical, or otherwise. buttons, figurines). Someone looking at an occupied
soul token can see the resemblance of the character
whose soul was sucked into it. A Soul Eater can

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consume the soul in the object by touching it as a free ▒░ Non-Limited Use Powers ░▒
action and willing themself to consume the soul. You
can destroy a soul token as a swift action, Alternate Forms
permanently extinguishing the soul within.
You can free any amount of souls you’ve 3 pt ///Fusion
extracted as a free action - the souls return to their You can fuse with other characters to form
bodies, which return to life, able to act again. The one super-powerful character. Everyone involved
body remains at whatever HP it was left with before must take Fusion and state that they combine into the
the soul returned. A soul cannot return to a dead same character on their sheet. During character
body. When you die, all souls you’ve extracted creation, all players involved work together to make
automatically return to their bodies. this new fusion form. For example, players A and B
work together during character creation to make new
1 pt ///Soul Tokens character C for when their characters fuse.
Start the gauntlet with five soul The point value of the fusion character is the
tokens as described in Soul Extraction, total point-buy value of all participants minus 3
occupied with the souls of NPC’s of your points per active participant that is not a follower.
design, irrelevant to the gauntlet at large. Player characters that have followers include their
followers into their point-buy values; followers that
2 pt ///Summon Ghouls are participants always count as two points towards
Once per wave, as a standard action, the value of the character. Followers that have not
summon three 50 HP ghouls with 35 evasion, 6 taken Fusion do not count as a participant in the
speed, 2 hands, -20 on all rolls, and only one standard fusion. The fused character has the normal vitals of a
action per turn (no move or swift actions). They are player character - 160 HP, 50 evasion, 6 speed, 2
summoned anywhere within three squares of you. hands. The fusion character does not need to be a
You control them on your turns. You cannot control conceptual synthesis of both characters - two soldiers
more than nine ghouls at a given time. When you die, can fuse to make a turtle if they want.
they die too. Three examples of calculating a fused
character's value: Two ten-point player characters
4 pt ///Summon Imps fuse into one fourteen-point character (10 x 2 = 20 - 3
Once per wave, as a standard action, x 2 = 14). A ten-point character can fuse with their
summon 1d10 imps which you control on your turns. follower to form a nine-point character (10 + 2 = 12
They are summoned anywhere within three squares - 3 = 9). Three followers can fuse to form a six-point
of you. Each imp has 40 HP, 20 evasion, 6 speed, and character (2 x 3 = 6).
2 hands, and disappears at the end of the wave they All members must be adjacent to
were summoned. one-another and use a move action to fuse with each
other. Alternatively, characters can begin the gauntlet
1 pt ///Terror Magic pre-fused if they so choose. All functions a given
6 square radius / affliction 50 / each target terrified fusion member took during character creation are
until end of their next turn / 1 per wave absorbed into the fusion character’s body - weapons,
When someone is terrified, they must use a gear, vehicles, even followers. The fused form
move action to move away from the source as far as inherits any damage, afflictions, and other conditions
possible, and cannot target the source on that turn its members had upon fusing. For example, if
(they can't look in their general direction even if they someone's HP was 40 less than their maximum
try). before fusing, the fusion's HP is reduced by 40 upon
This is an emotional effect, and so does not fusing, as it inherits the damage dealt. The fusion
affect robots, machines, or other creatures that cannot character has a full turn worth of actions on the turn
feel emotion. it's introduced.

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All players involved in the fusion control the 1 pt///Ascension Form


same character, but it still has the normal action Apply to a form you already have
allotment of a player character. All players involved via Transformation. Damage and afflictions
can converse before committing to a joint action. It do not carry over to the form this function is
takes a free action to unfuse - if any one member applied to - it has full HP and is treated as if
wants to unfuse, it happens even if the other members it’s a fresh character. It also has a full turn
want to stay. worth of actions on the turn it’s introduced.
Whenever the fused character takes damage, However, the transformation is one-way -
it takes an affliction 50 to unfuse automatically. It you cannot transform back into the prior
automatically unfuses if the fused character dies. form by any means for the rest of the
Once characters unfuse, all members evenly gauntlet.
split the damage taken by the fused form. If the fused
character had any afflictions or other conditions 2 pt ///Lesser Transformation
applied on them, randomly assign each condition to As transformation, but the alternate
one member of the fusion each. form only has points worth of point-buy
It is possible for the members of a fusion to equal to the character’s total point-buy value
take so much damage their fusion form would minus 5 (meaning 5 points for a 10-point
instantly die if they tried - if two characters on character).
50/160 HP fused into a character that only has 160
HP, it would immediately take 220 damage - 110 1 pt ///Minor Transformation
from each member - and die. By the same merit, two As transformation, but the alternate
characters can fuse, and then have their fusion take form only has points worth of point-buy
damage in such a way that they would immediately equal to the character’s total point-buy value
die once they un-fuse - two characters with 160 HP minus 7 (meaning 3 points for a 10-point
fusing into a character with 500 HP, who then takes character).
400 damage, would have both characters die instantly
upon un-fusion because they would each take 200 1 pt ///Quick Transform
damage. Apply to a form you already have
via Transformation. Transforming into or
3 pt ///Transformation out of the form this function is applied to
As a standard action, you turn into or out of only takes a move action instead of a
an alternate form. Make another character sheet for standard action. You can apply this twice to
that form during character creation. They have points make it a swift action instead.
worth of point-buy equal to the character’s total
point-buy value minus 3 (meaning 7 points for a Attacks
10-point character), and the ability to transform back.
Damage carries over between forms, as well 3 pt ///Bomb Curse
as any affliction or other effect. Actions you have As a swift action, mark someone within
spent on the prior form this turn still count as having perception with the Bomb Curse. The gestures
been spent. All functions a given form took during needed to mark someone take up two hands. Multiple
character creation are absorbed into the body as it targets can have a Bomb Curse, but they cannot have
transforms - weapons, gear, vehicles, even followers. more than one Bomb Curse each.
You can purchase a given function once on As a standard action, snap your fingers
each form to say that it carries over between forms; (requiring one hand), triggering all your Bomb
for example, a werewolf character can purchase a car Curses. Each host of one of your Bomb Curses deals
on both their human and wolfman form to say that the following attack:
the car persists between forms. 3-by-3 square centered on target / 0* / very weak fire

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( 66 )

The host of a given Bomb Curse is automatically hit or using any actions other than attacking with it
by this damage. dismisses it. Once you attack with it, the Hell Flame
Modifying this attack costs double. is used up, meaning you must summon a new one
before repeating the attack.
3 pt ///Chest Triangle
6 squares / 0 / average beam
Can be used in a grapple. Using this never provokes
an attack of opportunity.

2 pt ///Fingergun
12 squares / 0 / average beam / 1 hand / swift action
to summon
Summoning a bullet takes a swift action.
You can have one summoned at a time per purchase
of this function.

2 pt ///Fireball
12 squares / 0 / strong fire / 1 hand / move action to
summon
Summoning a fireball takes a move action.
You can have one summoned at a time per purchase
of this function.

4 pt ///Flame Curse
Standard action to focus on an enemy within
line of sight. The target begins to emanate with magic
flame. You cannot move or do anything else while 1 pt ///Kill Mage
focusing - if you take any actions, the curse You can magically sense whenever someone
immediately ends. within perception is at 10 HP or less. As a swift
If the target is still within your line of sight action, you can magically deal 10 poison damage to
on your next turn, you can spend a standard action to someone within perception that is at 10 HP or less.
deal lethal fire damage to them (without rolling to
hit) and lose your focus - otherwise, the curse simply 2 pt ///Lightning Rod
peters out. 24 squares / -10 / average electric / 1 hand / swift
Seeing them through walls or through a action to summon
proxy does not count - you must be able to draw a Summoning each lightning rod takes a swift
line between you and the target, unbroken by action. You can have one summoned at a time per
physical objects. purchase of this function.

2 pt ///Hell Flame 2 pt ///Magic Missile


12 squares / +25 / lethal fire / 1 hand / must be 12 squares / always hits* / 10 beam, 3 fired at once* /
charged* 1 hand
In order to attack with a Hell Flame, you Can go around corners as long as you know
must first end your turn by using a standard action to where the target is. Fire up to three missiles at a time.
summon the Hell Flame and prepare it for firing, You cannot use magic missile multiple times
which takes up a hand. You can then attack with it on in the same turn - you cannot dual wield magic
your next turn by expending the normal action/s to do missiles, for example.
so. Taking any damage, being hit by any afflictions,

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Applying modifiers to Magic Missile costs behind it - they are mindless. Their soul was
twice as much. If modifying to change its damage, destroyed upon raising, and when they die, they turn
each rank of damage modification equates to a to dust, unable to be raised again.
change of 5 damage in the appropriate direction. If
changing its accuracy, a bonus of +10 adds an 2 pt ///Phylactery
additional missile, and a penalty of -10 removes a Somewhere on your body, you have an
missile. object to which your soul is linked. It cannot be
smaller than an apple. It softly glows with a dim light
1 pt ///Static Field and hums with a soft hum that obviously paints it as a
Being touched, grappled, or dealt damage by phylactery to anyone that knows what a phylactery is
a melee attack deals 10 electric damage to the source. (DC 25 knowledge). The phylactery has 50 HP and 0
Touching, grappling, or dealing damage with a melee evasion, and cannot be repaired under any means.
attack deals 10 electric damage to the target. You can During every inter-wave rest, if you are dead
choose to not shock someone (ex if they’re applying but at least one of your phylacteries is not destroyed,
first aid to you). you return from death at full HP. Whenever you’re
dead, there’s a visible trail of your essence going
Healing/Revival from your body out to each of your phylacteries -
making them easier to find.
4 pt ///Aura Of Healing If all of your phylacteries are destroyed, you
Yourself and all allies within 6 squares automatically die, and cannot return from death. You
magically heal 10 HP at the beginning of your turns. must be within 24 squares of your phylactery at all
Does not fix medical conditions like blindness or times, or else it shatters. If you purchase multiple
poison. phylacteries, you are safe as long as at least one
remains intact. You don’t need to be undead to have a
1 pt ///Meditation phylactery.
As a full-round action, heal yourself 25 HP.
If you spend an entire inter-wave rest meditating and 2 pt ///Regeneration
nothing else, you heal up to full HP and also fix one Heal 10 HP at the beginning of each of your
medical affliction on your person. turns. For 1 additional point, you can state that it also
cures one medical condition or affliction over the
4 pt ///Necromancy course of an inter-wave rest.
As a full-round action, return a fallen
non-undead organic creature within perception from 1 pt ///Soul Eater
the dead. They are now undead. Your undead are Whenever any creature dies, its soul floats
unaffected by electric, poison, and/or cold damage, just above its body. This includes non-organic
and are immune to biological, emotional, and/or creatures of sufficient complexity or intelligence, but
mental effects. However, they have half their normal excludes creatures that are extremely insignificant,
maximum HP and take double damage from beam. like a single insect (a swarm of these creatures would
You can only control up to 10 points worth add up to one soul). You can absorb their soul by
of undead at any given time (each undead is worth a simply moving over it, healing 25 HP. You can
minimum of 1 point). If there isn’t a cut-and-dry absorb as many souls as you can move over.
point cost for an enemy, the GM estimates, erring on Once something’s soul is absorbed, it cannot
the high end. Taking this function multiple times be brought back from the dead under any means -
increases the maximum undead control by 10 points. there is no longer a soul to occupy the body.
Your undead are under your direct control
and have no self-agency. They can recall memories of
their past life on command, but there is no identity

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For one additional point, the memories go


back all the way through someone’s entire life, rather
than just the past twenty-four hours.

3 pt ///Electroreception
You can flawlessly perceive electricity.
Know the exact location of organic creatures,
electronic devices, weapons that deal electric
damage, and anything else that produces electricity
within perception via electric signatures. This
penetrates solid material, even material stated to
block vision.

1 pt ///Ghostwalk
As a standard action, leave your body and
enter an ethereal form. On future rounds, you must
spend your standard action to sustain it.
The ethereal form is clearly visible and
vaguely shaped like you. It cannot interact with the
outside world, only traverse it. You can attempt to
communicate with it, but it’s very muddled and vague
- words come out warbly, gestures become
Sensory ambiguous in the haze. It can pass through walls, and
cannot be affected by the outside world, for it is
2 pt ///Danger Sense immaterial.
You are aware of imminent threats a split The ethereal form acts as a remote conduit
second before they occur. Sneak attacks do not gain for your senses. It has any special sensory capability
their +25 bonus to hit you, nor do they function as a that you have. You can use your move action to move
crit if they do hit, and you can react to them. Hidden your ethereal form around - it has a flight speed of 18
attacks (attacks dealt in the dark, attacks dealt by squares.
invisible weaponry, attacks dealt through an illusion, While it’s sustained, you are unable to sense
et cetera) do not gain bonuses to hit or apply your surroundings, and you are paralyzed, able only
penalties to your evasion by virtue of being hidden. to verbally report what you see. You’re prone, take a
-50 evasion penalty, and are open to a coup-de-grace.
1 pt ///Darkvision If you are damaged or given an affliction,
See in total darkness; this includes seeing in color. the ethereal form immediately ends. When your
ethereal form is dismissed, it zooms back into your
2 pt ///Death Empath body, potentially alerting enemies where you are - or,
Whenever you kill someone, you magically at least, in what direction you are relative to them.
gain all of their memories from the last twenty-four
hours of their life. The memories are perfect, and 2 pt ///Astral Project
include sensory, mental, and emotional information As a standard action, leave your
from their point of view. You even relive their body and enter an invisible ethereal form.
experience of death. On future rounds, you must spend your
This is a mental and emotional effect and so standard action to sustain it.
does not work on machines or robots. The ethereal form cannot be
For one additional point, you can receive the sensed. It cannot interact with the outside
memories of any dead body you touch. world, only traverse it. It can pass through

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walls, and cannot be affected by the outside 2 pt ///Truesight


world, for it is immaterial. Know when something is an illusion and
The ethereal form acts as a remote automatically see invisible objects as if they weren’t
conduit for your senses. You can use your invisible.
move action to move your ethereal form
around - it has a flight speed of 18 squares. Buffs
While it’s sustained, you are unable
to sense your own surroundings, and you are 2 pt ///Arctic Blessing
paralyzed, able only to verbally report what As a swift action, you can grant any weapon
you see. You’re prone, take a -50 evasion or willing person with the Arctic Blessing. Only one
penalty, and are open to a coup-de-grace. object can be imbued with your Arctic Blessing. The
If you are damaged or given an next time that weapon is used for an attack, or the
affliction, the ethereal form immediately person performs a natural attack, it deals an
ends. additional 25 cold damage. If you purchase this
function multiple times, you can either be able to
2 pt ///Dreamwalker imbue an additional object with Arctic Blessing, or
It only takes you a swift action to increase the cold damage dealt by 25.
sustain an ethereal form granted by
Ghostwalk or Astral Project. Furthermore, 1 pt ///Feed on Failure
you can still sense around yourself and Whenever anyone - friend or foe - performs
move around as normal - you are not a critical failure, you gain +1 on all rolls for the rest
paralyzed. of the gauntlet. Whenever someone performs an
astral critical failure, you gain +5. Critical failures
1 pt ///Persistent Vision and astral critical failures you perform yourself do
Ethereal forms granted to you via not count towards this.
Ghostwalk or Astral Project do not end if
you are damaged or given an affliction. 1 pt ///Mark of Damage
As a swift action, imbue yourself or an ally
3 pt ///See The Future you touch with a Mark of Damage. Next time they
You can accurately predict several seconds attack, the mark dissipates, and if they hit, the
into the future if you focus. damage is bumped up one rank. No attack can have
You can forego using actions on your turn to its damage rank bumped past very strong damage via
spend them on the enemy turn. If you use an action to Mark of Damage. Characters can only have one Mark
react to another action, yours happens first. If you of Damage on them at one time, but you can apply
used this to react to another character that can see the Marks of Damage to multiple people at once.
future, priority goes to whoever's turn it is.
You can also use actions to interrupt things 2 pt ///Weapon Enchanter
that happen during your turn - for example, if you As a full-round action, you can apply any 0
walk into a room, and someone in the room readied or 1 point weapon modifier to any one weapon in
an action to fire a shotgun at the doorway, you can your hands for the rest of the gauntlet. The
use your other move action to walk out before they enchantment persists no matter who is wielding it.
fire. Only one enchantment of yours can be
You cannot hold onto actions for more than active at a time per purchase of this function. You can
one round - they expire at the end of the enemy’s dismiss one of your enchantments on a weapon in
turn. your hands using a swift action.
Once a weapon is enchanted with a modifier
with a once-per-gauntlet effect, and it uses that effect,

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it cannot use another modifier with a turn, reduce the damage you take from each attack
once-per-gauntlet effect for the rest of the gauntlet. and/or other source of damage by 100.
Once a weapon is enchanted with a modifier with a
once-per-wave effect, and it uses that effect, it cannot 2 pt ///Damage Immunity
use another modifier with a once-per-wave effect for When purchasing this function, choose a
the rest of the wave. damage type. If you would take damage normally
from it, you are immune to that damage type. If you
Defense would take double damage from it as per another
function, you instead take damage normally.
6 pt ///Advanced Phylactery
Your HP is divided by four. However, you
are yourself immune to damage - instead, a remote
advanced phylactery inherits your HP, as well as your
damage resistances, immunities, vulnerabilities, and
so on. Once the phylactery is destroyed, you die.
The phylactery is a loud, glowing, jingling
handheld object - attempts to hide it take -50. You
begin the gauntlet with the phylactery next to you, or
in the hands of an ally. Whenever there is line of
sight between yourself and the advanced phylactery, a
bright glowing light strand connects you to it. Seeing
an advanced phylactery makes people immediately
aware of its function - this is part of the nature of the
phylactery and cannot be annulled.
As its owner, you cannot touch the advanced
phylactery, even through a proxy such as telekinesis,
or else you immediately die. You must be within 24
squares of your phylactery at all times, or else it
shatters and you die. Whenever you take damage
from a self-damage effect, such as a blood-fused
weapon, the advanced phylactery takes it instead..
Whenever someone holds the advanced
phylactery in their hands, and they make an effort to
5 pt ///Indomitable
avoid it being hit, it inherits their evasion for that
You cannot take more damage than 50% of
duration. It takes two hands to carry.
your starting max HP on a given round - anything
after that simply fails to affect you. For example, if
3 pt ///Bloodthirsty Guardian Spirit
your starting max HP is 160, you cannot take more
A protective spirit is at your beck and call -
than 80 damage in a given round.
for a price.
For the sake of this function, a round begins
As a swift action, you can summon this
on the start of your faction’s turn, and resolves at the
guardian spirit for a brief moment. Doing so reduces
end of the enemy faction’s turn.
your maximum HP by either 25% of your original
max HP (so if you have 320 max HP to start, each
2 pt ///Pain Chain
use reduces your maximum HP by 80) or 40 HP -
Whenever you are dealt damage, you can
whichever is higher - and you take that much
choose to siphon a portion or all of it off to a willing
damage. However, until the beginning of your next
ally instead of taking it yourself. The amount of
damage siphoned is doubled - if someone stabs you

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for 16 damage, and you want to siphon all of it, you damage - it always happens as long as you are
would instead have the ally take 32 damage. connected. The damage you take is of no type - you
The damage siphoned is not of any type, and simply take double the damage the tethered subject
it goes through all reductions and immunities. You would take after accounting for the damage type and
can only choose one ally to take the damage - you other such factors.
cannot spread it. You can only redirect as much damage as
You can only siphon as much damage as the you can take before dying, with the subject taking
ally can take before dying - if you get hit for 50 whatever you couldn’t. For example, if a tethered
damage, you could only siphon 40 of it off to an ally subject takes 30 damage, and you only have 50 HP,
with 80 HP, because after the 40 damage is doubled you take 25 x 2 = 50 damage, die, and the subject
to 80 and transferred, it kills them. takes the remaining 5 damage that couldn’t go
Your followers are assumed to be willing - through the tether.
other PC’s and friendly NPC’s must explicitly agree The tether is invisible until one of your
to it. subjects would take damage, at which point the tether
connecting them to you is manifested as a visually
5 pt ///Perfected Pain Chain obvious line connecting that subject to you. The
Whenever you are dealt damage, tether remains visible until disconnected by you.
you can choose to siphon a portion or all of The tether automatically disconnects upon
it off to willing allies instead of taking it death, or if a subject is ever further than 12 squares
yourself. away from you.
Calculate the damage you would
have taken, and transfer it untyped to your Mobility
chosen ally or allies. You can spread out the
damage over multiple allies - for example, if 2 pt ///Ambush Node
you get hit for 60 damage, you can have one As a standard action, you can summon an
ally take 20 and another ally take 40. ambush node where you are standing. The ambush
You can only siphon as much node is a stationary, invisible mote of magic. You can
damage to a given ally as they can take only have one ambush node active at a time per
before dying - if you get hit for 50 damage, purchase of this function. You can dismiss them as a
you could only siphon 40 of it off to an ally free action.
with 40 HP - this would kill them and you’d Whenever an enemy stands within 3 squares
still have 10 damage left to take. of an ambush node, you are made mentally aware of
Your followers are assumed to be it. You are also informed with one-word descriptions
willing - other PC’s and friendly NPC’s (whichever one word the GM decides is the best
must explicitly agree to be pain chained description on a first-impression basis) of each
beforehand. enemy within the radius.
At any time that an enemy is within 3
2 pt ///Vanguard’s Tether squares of an ambush node, as a move action you can
Protect your allies by taking on their injuries teleport yourself and up to three willing allies of your
for them. choosing within 3 squares of that ambush node,
As a standard action, you can magically causing the ambush node to disappear. Each member
connect or disconnect yourself to an ally or object of the teleport decides where they land within the
within 12 squares. You can connect yourself to as radius.
many targets as you want. You cannot connect to
yourself. 2 pt ///Earthswim
Whenever a subject of your tether would Burrow at your full movement speed.
take damage, you take twice that damage instead of
them taking any. You cannot elect not to take the

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3 pt ///Flight 2 pt ///Levitate
Fly at the same rate as your movement speed. As a reaction or swift action, toggle
levitating just a few inches off the floor. While
2 pt ///Lesser Flight levitating, you are unaffected by any terrain effects,
Fly at your movement speed minus including hindering terrain, and can move as normal,
2 squares. -5 evasion while flying. but you get pushed twice as far from pushing effects.

1 pt ///Minor Flight 1 pt ///Portal Slipstream Expert


Fly at your movement speed minus Whenever someone adjacent to you
4 squares. -10 evasion while flying. teleports, you can choose to ride the portal
slipstream, allowing you to teleport with them as
0 pt ///Glitch Drifter well. Doing this requires no action.
You’ve managed to harness some control When you teleport alongside them, you keep
over your unstable source code, partially unhinging your orientation relative to them - for example, if you
yourself from reality for better or for worse. were one square south of them when they teleported,
At the end of your turn, roll 2d10, and you are one square south of them again when they
denote the direction each d10 points in. Each d10 teleport.
represents a trajectory - moving as many squares as The teleporting character does not know you
that die is rolled, in the direction the top point of the came along for the ride - unless you tell them - until
d10 faces. For example, an “8” that is pointing they reach their destination.
northeast represents a trajectory of moving 8 squares Because following a teleport slipstream is
northeast. itself a form of teleporting, one Portal Slipstream
You must choose one of the two trajectories, Expert can piggyback off of an adjacent Portal
and teleport to the end point of that chosen trajectory. Slipstream Expert that’s following in someone’s
If the destination of a given trajectory is blocked teleportation.
from your view, you do not know where it leads.
Teleporting via Glitch Drifter can result in 1 pt ///Revenge-Port
teleporting inside of solid material or even another At the exact instant an ally of yours is killed,
character - in which case, both you and the other you are psychically informed of who died and what
object takes lethal damage; if both parties survive, killed them. At that exact moment and not after, you
they are “stuck” together at GM discretion. can optionally teleport within one square of their
At any point during your turn, before rolling body. Doing so takes no action.
the trajectories for Glitch Drifter, you can spend a
move action to suppress the effect of Glitch Drifter 1 pt ///Teleport Master
for that turn; otherwise, you must teleport at the end Whenever you teleport, you can bring along
of the turn. one willing adjacent ally or one target which you are
When taking this function, you can modify grappling.
it in the following three ways:
Control (1 pt): Roll two additional 2 pt ///Teleport to Object
trajectories each turn, granting you more options. You As a move action, teleport from any distance
can take this multiple times. to on top of or adjacent to a pre-chosen character or
Safe (2 pt): You can choose not to take a object. The character or object can be of any size.
trajectory. Note that if you take this, you no longer The character or object can be pre-existing from
need to suppress Glitch Drifter, as you can simply other functions, or can be a new mundane object.
elect not to move on that turn. This object is defined during character creation and
Far (0 pt): Double the distance that Glitch cannot be redefined.
Drifter carries you when you teleport. You can only
take this once.

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( 73 )

3 pt ///Teleport to Chosen Object Allies within 6 squares of yourself,


As a move action, teleport from including yourself, can psychically summon that
any distance to on top of or adjacent to a weapon into their hands as a free action. The weapon
specific character or object. The character or disappears if they let go of it or if they leave the
object can be of any size. The object can be range of the aura.
chosen during the gauntlet as a swift action If the weapon uses up ammunition, the
by touching it, and cannot be redefined once ammunition is split in a pool among everyone - for
set. example, an aura of revolvers grants everyone
revolvers, but only six shots can be used across all
4 pt ///Teleport to Changing Chosen wielders.
Object
As a move action, teleport from
any distance to on top of or adjacent to a
specific character or object. The character or
object can be of any size. The object can be
chosen during the gauntlet as a swift action
by touching it. The chosen object can be
redefined at any time by choosing a new
object, at which point it overrides the
previous choice.

1 pt ///Teleport To Point
As a move action, teleport from any distance
back to a specific point. You can define this point
once per gauntlet. Defining the point is a free action.
When you do this, the point is set as the square
you’re standing on. Once set, this location cannot be
changed.
The point isn’t tied to a specific object - you
cannot choose to teleport on top of your moving
0 pt ///Aura of Damnation
vehicle with this function. Instead, you teleport onto
You are surrounded with a visible aura of
the given square you’ve chosen. If something is
infernal doom.
overlapping the square, you teleport safely on top of
Anyone within 3 squares of you - including
or next to it. You do not have any special awareness
yourself - immediately goes to Hell when their time
of what’s in the vicinity of the point.
comes, no matter what. They are instantly teleported
Each time you purchase this function
to Hell when their HP would reach zero or they are
beyond the first, you can either define an additional
hit by an instant death effect.
point or gain full sensory awareness from the point of
They are teleported before any
view of all of your defined points.
death-prevention or on-death effects would occur,
such as Diehard or Reincarnation. The effects still
Auras
occur - for example, in the case of Diehard, they still
come back from death with 1 HP - but they occur
X+2 pt ///Aura of Armament
after they arrive in Hell.
When purchasing this function, choose a
If the gauntlet takes place in Hell, they are
weapon - you do not need to purchase it. The cost of
teleported to a different part of Hell that is
this function equals the cost of that weapon plus 2.
inconveniently far away.

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( 74 )

You can double the range of the aura for one Other
point. Note that, since there is no body left, those that
die within your aura - again, including yourself - 2 pt ///Bullet Flow
cannot come back from death. You’re immune to piercing damage dealt by
ranged attacks. Furthermore, the projectiles are stuck
1 pt ///Aura of Futility within your body. As an attack, you can choose one
Characters and objects within 3 squares of of the projectiles stuck within you and fire it out your
you die (or otherwise are destroyed) whenever they fingertip:
reach 15 HP or less, rather than 0. You are immune to Range of projectile* / 0 / same piercing damage as
your own Aura of Futility. projectile (roll at the same damage rank) / 1 hand /
The effects of this aura are visually projectile spent
noticeable in vegetated areas, as all the individual If the projectile was from an area attack, it
grass blades die all around you. instead hits only a single target within the distance
If you purchase this function multiple times, listed for the original attack, as you’re only launching
each purchase after the first can either double its the portion that hit you.
range or increase the minimum-HP-to-die amount by
5. 1 pt ///Create Water
This works equally well on all characters As a swift action, shoot a cube of water out
and objects, be they organic, mechanical, or of your hand into any point within 12 squares. If
otherwise. shooting water at someone, roll to hit them at -20, or
at no penalty if you use a standard action to aim it.
6 pt ///Aura of Vertigo The water deals no damage, but makes the target take
The area within 6 squares of you is a double damage from electricity until the end of their
bizarre, hazy non-space, within which all sense of next turn or until hit by an electric attack, whichever
cohesion is dissolved. You are immune to the below happens first. The cube of water has no special
effects of your own Aura of Vertigo. qualities and spreads as normal.
Whenever someone within your Aura of
Vertigo attempts to move themself or another object, 1 pt ///Electrokinesis
they must make a DC 75 coordination check to move You can remotely access and utilize any
as intended; otherwise, they move at the highest electronic device within your perception. Interact
possible speed for themself or the chosen object to with it as normal, with the main exception being that
move in a random direction. distance isn’t a factor. You don’t have any special
Perception checks made by entities within permissions within any software, but you can turn on
the aura are performed at -50. devices remotely, and interact with whatever relevant
Attack rolls made by entities within the aura interface it might have. You can only turn off a
are at -20, and their evasion is decreased by 20. device, or otherwise deactivate it, if you know how to
This is a mental effect, and so does not do so.
affect machines.
1 pt ///Explosive Barrel Summon
1 pt ///Slowing Aura As a standard action, choose a square within
Moving out of a square within three squares perception to summon an explosive barrel. The barrel
of you takes double the normal movement. You are is summoned upright. The spot must be stable ground
immune to the effect of your own slowing aura. - it cannot be summoned in midair. The spot also
cannot be occupied - it must be “safe” to summon it.
At the end of your faction’s turn, the barrel
is summoned. It has 25 HP, 0 evasion, and is

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( 75 )

immediately destroyed when hit with any amount of You have +50 on knowledge checks about
fire, acid, electric, piercing, or slashing damage. ghosts, and can tell if a ghost needs a special method
When the barrel is destroyed, it performs the to be removed outside of those listed in this function.
following attack: You can perform a threnody that can be used
3 square radius / 0 / very strong fire to slay any one given ghost - it takes three
Keep in mind that explosive barrels that are consecutive standard actions, and when it’s finished,
close to one-another will cause a chain reaction. they are banished from this realm - this goes through
You can purchase this function multiple any and all defensive measure they might have
times to summon multiple explosive barrels in a against it - forcefields, diehard, et cetera. You can
single standard action. decrease the chant duration by spending additional
Whenever you summon any number of points on this, at a rate of one standard action per two
explosive barrels, all your previously-summoned additional points.
explosive barrels disappear.
4 pt ///Halo of Eyes
3 pt ///Fleshmeld A spinning circle of ten eyeballs rotates
Pass through and meld into organic matter, around your body, each eye the size of a softball.
like water through water. You can meld through Each one provides +5 to perception checks and +1
living or recently-living organic characters, objects, evasion.
and/or terrain (dirt does not count, but plants do). Someone attacking the halo of eyes
You can “piggyback” on an organic creature, specifically treats it as a called shot at -20, which
taking up the same square as them, and optionally destroys one eyeball for each 10 damage dealt by the
moving when they move. attack instead of directly damaging you.
Melding with an unwilling character is If you’re within an area attack, destroy one
handled as a grapple. eyeball for each 10 damage you take.
When melding, as a standard action, you can You can launch these eyeballs as an attack,
deal average damage to the melded character or destroying them in the process:
terrain, and siphon half that damage as HP. 12 squares / 0 / weak bludgeoning
You can fire as many of these eyeballs as you wish in
1 pt ///Gemini Gene a single attack.
You and one other character must each take
this function, and state that you are paired to 2 pt ///Illusion
one-another as co-Geminants. As a standard action, you can create a visual
You can sense perfectly through your illusion adjacent to yourself. It has the following
co-Geminant as well as your own senses. You can restrictions:
telepathically communicate with your co-Geminant. ● The illusion can be animated in basic ways -
Whenever you take damage or an affliction, or are a lion breathing, a tree swaying - but it
healed or granted a benefit, the same happens to your cannot “react” to outside phenomena (a fake
co-Geminant. wall does not accumulate bullet holes).
● The illusion cannot move from its spot.
2 pt ///Ghost Slayer ● Neither the length, width, nor height can
You’ve mastered the art of hunting down exceed 2 squares.
and slaying ghosts, and have several tools at your ● The illusion must be additive in nature - you
disposal for these ends. cannot make an illusion of an absence of
Any attack you perform on a ghost affects it something.
as if it didn’t have the damage immunities of a ghost. When someone looks at the illusion, it is a DC 65
You have an arbitrary amount of salt on your perception check to tell that it is fake, and also be
person, to mark off barriers against ghosts. able to see beyond it. The creator of the illusion
knows it is not real, and so can already see beyond it.

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( 76 )

The illusion is immaterial - once someone passes does and does not hit instead of the original
through it, they realize it’s fake. Whenever the wielder.
illusion does something contrary to common sense - If multiple characters attempt to
like a civilian not reacting to getting shot - any hijack the same quantum matrix, they must
witnesses can reroll the perception check. make opposed knowledge rolls to determine
You can sustain one illusion at a time - if control of the quantum matrix.
you make a second, the first disappears. Illusions last
until the end of a wave or it is dismissed. 3 pt ///Skill Swap
Each time you purchase this function Upon taking this function, your character
beyond the first, choose one of the following benefits inherently knows the exact point-buy value of any
to apply (unless otherwise noted, you can take the given function anyone has, and is aware of the
same choice multiple times): concept of point-buy.
● Quadruple the maximum length, width, and As a standard action, you can swap skills
height. between two willing characters within perception.
● Gain the ability to sustain an additional For the sake of this function, “skills” refers to any
illusion. power, ability, or talent - but not weapons or
● Increase the perception DC to 80 (cannot equipment. In other words, skills are things you do,
take this again to go beyond 80). rather than things you have. Some things - like breath
● Add an audio aspect to the illusion. attacks - may be at GM discretion whether they are
● Allow the illusion to react in skills or not.
pre-programmed ways (ex. “a shadowy You can move multiple skills in one swap,
figure that draws a gun when approached and you can move skills from both characters to
within 12 squares”). You must describe each-other. You can only choose functions you are
specifically how they would react to things aware the target has - if you think someone has a
when you create them, not after. given function, but aren’t sure, you can make a
● Increase the range from which you can make knowledge check to see if your character can tell for
an illusion by 6 squares. certain.
Skill Swap can be the function you give up
3 pt ///Lava Walker if you’re one of the people swapping skills.
You are immune to fire damage. Whenever anyone receives a function via
Furthermore, moving from one square of lava to any skill swap, they are psychically informed of how it
other square in the same body of lava only takes one works, and will understand it regardless of their own
square of movement. intelligence.

0 pt ///Quantum Null Point 3 pt ///Spike Lord


Attacks and other functions performed As a standard action, summon a square of
within 12 squares of you with the Quantum modifier spikes on any surface - floor, ceiling, or wall - within
do not gain its benefits - the wielder cannot decide perception. You cannot summon spikes in an
what is and is not affected by the effect. occupied square unless the occupant consents.
Anyone who is pushed into or lands on a set
1 pt ///Quantum Hijacker of spikes takes lethal piercing damage; furthermore,
You can sense when someone any fall damage that would be dealt by landing on a
within 12 squares of you is performing an square of spikes is doubled and dealt as piercing
attack or other function with the Quantum damage instead of bludgeoning.
modifier. When this happens, as a reaction, You can spend an additional 2 points to be
you can hijack the effect's quantum matrix, able to summon spikes as a swift action instead of a
allowing you to choose who and what it standard action.

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( 77 )

1 pt ///Telepath
You can send messages psychically to
anyone you know or are aware of. They can be sent
to a single person or a group of people. There is no
maximum range, and you do not need to perceive
who you are sending it to. You can choose exactly
who can and cannot “hear” the message. This
function does not inherently grant them the ability to
send messages back.
The voice is just loud enough in their head
for them to hear it and understand it. They know that
the message is being relayed in their head. The
message can incorporate as many mental senses as
you wish (sound, visuals, et cetera) and can be as
complex and information-dense as you want. They
will comprehend the whole of it. The telepathy is
1 pt ///Spite Skull harmless in nature - you cannot use it to intentionally
When you die, your skull removes itself overwhelm or terrify someone.
from your body and begins to levitate. You continue This is a mental effect, and so you cannot
play as your animated, flying skull. It has a flight send psychic messages to machines or robots. You
speed of 6 squares, 50 HP, and 75 evasion. It has a can spend an additional point to make yourself
bite attack (melee / 0 / weak piercing), and any other capable of sending psychic messages to machines and
functions attached to your head (horns, breath robots.
attacks, et cetera). If you come back to life, your skull
re-enters your body as normal. 2 pt ///Telekinesis
Each time you purchase this beyond the An extra hand that can reach anywhere
first, you can add another skull (spread head-based within your perception.
functions across your skulls), or increase the HP of It can lift 50 pounds, has -15 on athletics
one of the skulls by 50. In the case of having multiple rolls, -10 to melee damage, and -10 accuracy. It takes
skulls, each applicable function can only be applied a swift action to move any number of telekinetic
to one skull each. hands up to 12 squares.
Its skills are modified separately from your
1 pt ///Stubborn Soul own - for example, if you took the Unathletic
Usually, when someone dies, their soul weakness, barring you from taking athletics checks,
floats just above their body. However, yours is your telekinetic hands can still perform athletics
stubborn, and refuses to leave its vessel. checks.
Your soul cannot be taken or manipulated by Each purchase of this function can either
Soul Eaters, Soul Extractors, or anything of the sort - grant you an additional telekinetic hand, or enhance
it is impossible to make it leave the body. your telekinetic hand/s - doubling carrying capacity,
Furthermore, because your soul is already adding +15 on athletics rolls, +10 to melee damage,
within its vessel, bringing you back from the dead is and +10 accuracy (meaning purchasing this ability
slightly easier - if someone bringing you back would twice, once for the initial hand and once to enhance
usually have to spend a swift action, it’s now a free that hand, creates one telekinetic hand with
action; a move action resurrection performed on your capabilities equal to a normal hand).
body takes a swift action; a standard action a move The hands are metaphorical - narratively,
action; and a full-round action a standard action. you are moving objects through sheer will.

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2 pt ///Magnetic Manipulation being biological, mental, and/or emotional. The


You can push and pull metallic affliction is now either a biological, mental, or
objects. Mechanically, treat this as an extra emotional effect (choose one), thus limiting its range
hand that can reach anywhere within your of valid targets. However, all affliction values are
perception, which can only interact with increased by 15. You can only apply this once per
metal. function.
Its strength, damage, et cetera are
modified separate from your own. (Triple Cost) ///Charging
The hand is metaphorical - Apply to any use-per-wave or
narratively, you are moving objects through use-per-gauntlet function. If it’s a use-per-wave
magnetic forces. function, it takes a standard action to charge up, or to
sustain a charge for a round. If it’s a user-per-gauntlet
1 pt ///Warlock function, it takes an entire inter-wave rest focusing on
As a free action, you can cash in a use per charging the function and nothing else to charge it.
wave from one power to regain a use per wave from You can sustain one charge at a time. Free action to
another power. The power you’re using up must cost dismiss this charge.
at least the same amount of points as the one you’re Your must spend the charge and consume
converting it to, and have at most as many uses. For the usual action/s tied to the function to perform it.
example, you cannot cash in a pyromancy use (1 pt) You do not start with a charge - you must charge up
to refill return from death (3 pt), nor can you cash in before performing the function at all.
a short teleport use (3 uses) to refill acid blast (1 use),
but you can do the opposite. You are not performing 0 pt ///Custom Magic Equipment
the power - just converting it. Apply to any use-per-wave or
use-per-gauntlet function. Instead of the function
2 pt ///Vengeful Magic being tied to yourself, it is tied to a piece of otherwise
As a move action, you can point to someone mundane equipment.Anyone can use the equipment
within your perception, marking them as your victim. to perform the function tied to it, not just yourself.
Whenever you take damage, the last person When taking this function, choose if the
chosen to be your victim (if any) also takes half that piece of equipment takes up hands to use, and if so,
amount, rounded up. You still take the damage you how many - this will affect how it is used. If the
were dealt - the difference is that they’re also taking function is triggered by a certain event (for example,
the damage. Diehard), someone must be wielding the magic
The damage is not of any type, and goes equipment when the triggering event occurs to be
through any reduction or immunity. able to use it.
You can only have one victim at a time per No hands: If the base function is
purchase of this function. You cannot purchase this use-per-gauntlet, there is no change. If the base
multiple times to increase the damage. function is use-per-wave, double the amount of uses,
but make it per-gauntlet use instead of per-wave.
▒░ Power Modifiers ░▒ One hand: If the base function is
These apply to any applicable function, not once-per-gauntlet and is NOT an attack or affliction,
just functions that are narratively described as it can now be used slightly faster. If it took a swift
powers. If multiplying the cost of a function, include action to use, it can now be used as a free action. If it
the cost of all modifiers applied to the function. took a move action to use, it can now be used as a
swift action. If it took a standard action to use, it can
0 pt ///Biological/Emotional/Mental Effect now be used as a move action. If it took a full-round
Apply to any function with an affliction action to use, it can now be used as a standard action.
listed within it, and which is not already described as If the base function is once-per-gauntlet and is an
attack or affliction, give it +5 to hit or the affliction

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( 79 )

by 25 (choose one upon taking this function). If the Example Custom Magic Equipment
base function is use-per-wave, either triple the
amount of uses and make it per-gauntlet use instead 1 pt ///Anklet of Survival
of per-wave, or double the amount of uses and give it Once per gauntlet, when something
+10 to hit but make it per-gauntlet use instead of would kill you, it instead leaves you at 1 HP.
per-wave (choose upon taking this function). The only exception is any form of
Two hands: If the base function is self-combustion like a self-destruct sequence
once-per-gauntlet and is NOT an attack or affliction, or having your pressurized oxygen tank
it can now be used much faster. If it took a swift or explode on you - you only have a 50%
move action to use, it can now be used as a free chance to survive that.
action. If it took a standard action to use, it can now
be used as a swift action. If it took a full-round action 3 pt ///Archimedes Cyber Skull
to use, it can now be used as a move action. If the Takes up one hand. Three times per
base function is once-per-gauntlet and is an attack or gauntlet, you can use a free action or
affliction, give it +10 to hit or increase the affliction reaction to allow yourself or one ally within
by 50 (choose one upon taking this function). If the perception to automatically succeed on a
base function is use-per-wave, triple the amount of knowledge or perception check. Three times
uses and give it +10 to hit, but make it per-gauntlet per gauntlet, you can use a swift action to
use instead of per-wave. grant yourself or an ally that you touch +50
If the function allows you to control another perception, the ability to see in the dark, and
entity, you can only control them as long as you are +20 to hit until the end of their turn. Three
wielding/wearing the equipment. If the function has times per gauntlet, as a reaction, place
some sort of sustained effect that you normally need yourself anywhere within 6 squares; you
to spend actions to keep up, you can only perform teleport before whatever you reacted to
these sustaining actions while wearing/wielding the happens.
equipment.
You can apply this function on top of
another function you already possess to describe
things like magic armor or weapons. Simply add the
cost of the Custom Magic Equipment function on top
of the original cost for the function. The amount of
hands used for the Custom Magic Equipment
function does not need to be the same as the hands
used for the function you placed it on - for example,
you could add Custom Magic Equipment onto a suit
of Good Armor, and say that the Custom Magic
Equipment takes up two hands because you need to
put your hands on your hips to perform the magical
effect.
You can place multiple functions onto the
same piece of equipment using this function - for
example, you can apply both Pyromancy and Diehard 1 pt ///Escape Coat
to the same suit of armor. As a move action, place yourself anywhere
The exact flavor of the piece of equipment is within 48 squares. Two uses per gauntlet.
up to you.

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2 pt ///Heart of the Phoenix Roc applying the other modifiers, at a minimum cost of 1
Takes up two hands. Once per point.
gauntlet, as a move action, return a character This is best used for attack-based
you can touch (other than yourself) from once-per-wave functions which you have applied
death with half health. This works as weapon modifiers to. For example, say you want to
magical healing, and so can bring back use Acid Blast four times per wave, and have
anyone. Everbleed applied to it. Instead of purchasing Acid
Blast four times and applying Everbleed to each one
2 pt ///Homing Ice Blast Sapphire (resulting in a total cost of 8 points), you need only
24 squares / +30 / very strong cold / 1 hand purchase Acid Blast once, then apply Everbleed, then
/ 2 shots apply Extra Uses three times (resulting in a cost of 5
If it hits, the target takes affliction points).
50 to be unable to move from their current
square until the end of their next turn. (Base Cost, Minimum 1 pt) ///Magical Healing
Apply to any function that medically heals
1 pt ///Pyromancer Rifle or mechanically repairs. It performs magical healing
12 square cone / +10 / very strong fire / 2 instead, allowing it to be used on anyone and
hands / 3 shots anything.
If applying onto a function you’ve applied
1 pt ///Tiara of Rust other modifiers to, treat the cost of this modifier as
48 squares / 0 / obliterative / 1 shot being equal to the base cost of the function before
Only works on metallic creatures or applying the other modifiers, at a minimum cost of 1
structures. If the target is organic but point.
wearing metal armor, the damage hits their
armor. 1 pt ///Potent
Apply to any function with affliction rolls
(Double or Triple Cost) ///Dire involved in them. Increase any number of afflictions
Apply to any use-per-wave or of your choice mentioned within the function by 25.
use-per-gauntlet function. If it’s a use-per-wave
function, you double the cost; if it’s a 0 pt ///Somatic
use-per-gauntlet function, you triple the cost. Apply to any use-per-wave or
You start with the usual number of uses. You use-per-gauntlet function that does not already
can replenish your uses by straining yourself, taking require hands to use. It now requires two hands to
damage equal to 10% your original max HP and use, but it has +5 to hit, and any afflictions tied to it
permanently reducing your max HP by this amount if have +10.
it’s a use-per-wave function (Write down 10% of
your starting max HP ahead of time to make the math 0 pt ///Hyper-Somatic
simpler). If it’s a use-per-gauntlet function, it costs Apply to any use-per-wave or
20% of your max HP instead. use-per-gauntlet function that does not
already require hands to use. Choose how
(Base Cost, Minimum 1 pt) ///Extra Uses many hands it requires to use, minimum
Apply to any use-per-wave or three. It has +2 to hit and +4 on affliction
use-per-gauntlet function. Gain additional uses equal rolls for each hand required to use it.
to how many uses you would gain by taking the
function again. 2 pt ///Transcendent
If applying onto a function you’ve applied Apply to any function that is described as
other modifiers to, treat the cost of this modifier as being a biological, emotional, and/or mental effect.
being equal to the base cost of the function before You can selectively choose when it does and does not

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( 81 )

count as any combination of the effect type/s listed in


its function.
For example, this would allow you to
perform an Anxiety Ray on a Soulless target, as you
can choose for it to not be considered an emotional
effect, which Soulless characters are immune to.

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( 82 )

Body
1 pt ///Fins
▒░ ░▒ Water is no longer hindering or doubly
hindering terrain for you.

▒░ Body Parts ░▒
1 pt ///Gliding Membrane
Glide at your movement speed. Gliding is
Mobility identical to flying, except you cannot move upwards,
move downwards without going at a diagonal, or
1 pt ///Cat Legs change direction in the middle of a move action. -10
Ignore fall damage. evasion while gliding.

4 pt ///Clamp Feet 1 pt ///Jumping Legs


Able to climb and walk up vertical surfaces You can jump whenever moving by
and ceilings, and also attack with your feet: spending one square of movement per square spent in
Melee / 0 / strong piercing midair. You cannot change direction in midair, and
You can also grapple using your feet. You you must land by the end of your movement.
can use any weapons held in your hands while you’re
grappling someone with your feet. 2 pt ///Leaping Legs
You can jump whenever moving by
1 pt ///Enhanced Legs / Enhanced Speed spending one square of movement per two
+2 squares of movement speed. squares spent in midair. You cannot change
direction in midair, and you must land at the
2 pt ///Extra Legs end of your movement.
+2 squares of movement speed, trip attempts
against you are at -25. Another character no larger 3 pt ///Powerful Wings
than yourself can easily ride on your back. You can fly at your movement speed plus
one (ex. 7 squares if your speed is 6). Your wings can
be targeted with a called shot at -10.

2 pt ///Decent Wings
You can fly at your movement
speed minus one (ex. 5 squares if your speed
is 6). Your wings can be targeted with a
called shot at -10.

1 pt ///Minor Wings
You can fly at your movement
speed minus three (ex. 3 squares if your
speed is 6). Your wings can be targeted with
a called shot at -10.

2 pt ///Really Long Legs


2 pt ///Foothands
Increase your movement speed by one. In
Free hands operate as additional legs,
addition, as a swift action, you can change how high
granting two additional squares of movement per free
up your legs hold the rest of your body, to a
hand.
maximum of three squares. Attacking the legs is a
called shot at -20, except for trip attempts, which
instead have +20 against the legs. Additional

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( 83 )

purchases of this function increase how high up your 1 pt ///Suction Cups


legs can elevate you. You can walk and climb on vertical surfaces and
ceilings.
0 pt ///Skate Feet If you purchase this function a second time,
Ice is no longer considered slippery terrain, your suction cups are especially strong, making it
and movement across ice only takes half the usual difficult to push you around and dislodge things from
movement (you can cross two squares of ice for only your person. After succeeding on a roll to push, trip,
one square of movement). However, any other terrain or disarm you, enemies must also beat you at an
is considered hindering terrain. opposed athletics check for the effect to occur. You
The skates can also be used to perform an also gain +20 on grapple checks when attempting to
attack: grab someone or upkeep a grapple (not to avoid or
Melee / -25* / weak slashing escape a grapple).
Going prone, flying, hanging from a Each purchase of this function beyond the
monkey bar, doing a handstand (DC 50 coordination second gives you a +20 bonus on the prior-mentioned
and a move action), or anything else that frees up opposed rolls, and +20 on grapple checks when
your leg changes it to -10 to hit instead of -25. attempting to grab someone or upkeep a grapple (not
These skates are considered part of your to avoid or escape a grapple).
biology, and thus cannot be removed.
Natural Weapons
0 pt ///Snail Foot
Feet and legs replaced with the sticky foot 1 pt ///Back Quills
of a snail or slug. Walk on walls and ceilings, trip and 6 square cone or 3 square radius / 0 / average
push attempts against you take -25. Decrease your piercing / 1 per wave
speed by 2 and your evasion by 10. Choose the cone or radius each time you use
the attack.
Firing your back quills does not provoke
attacks of opportunity.
If hit by a sneak attack, your defensive
instincts kick in - if you still have a reaction and back
quills, and you’re still alive after the sneak attack,
you can and must spend your reaction to fire your
back quills in a cone, aimed at whoever dealt the
sneak attack.

2 pt ///Beak
Melee / 0 / weak piercing
Can be used in a grapple.
Penalties to hit called shots with the beak
are reduced by 20. For example, this negates the -20
to-hit penalty to make a called shot at someone’s
0 pt ///Snakelike Lower Body arms with the beak.
+25 on athletics checks concerning
climbing, +20 evasion against trip attempts, only 1 pt ///Bee Stinger
move one-fourth as far whenever jumping. You can Melee / +20 / very strong poison and piercing* / 1
only apply this once. per gauntlet, kills upon use*
Can be used in a grapple.

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( 84 )

Deals half its damage in poison, and half its 3 pt ///Crocodile Jaw
damage in piercing. Melee / 0 / average piercing
Upon hit, you - the wielder of the attack - You may roll to grapple upon hit. Can be
die immediately. Diehard and other death-preventing used in a grapple, including a grapple initiated with
effects do not save you. the crocodile jaw.

1 pt ///Biological Weapon 2 pt ///Froglike Tongue


Apply to a weapon you’ve purchased, 3 square reach / 0 / very weak bludgeoning
making it a biological aspect of your body. It cannot Free trip or disarm attempt or roll to grapple upon hit.
be disarmed, and does not take up any hands to use.
If it was originally a two-handed weapon, it has -10 2 pt ///Gaping Maw
accuracy unless you spend an additional point. Melee / 0 / average piercing
Unless the weapon explicitly says you can’t Can be used in a grapple.
take extra ammo for it, it has one-quarter the ammo
listed rounded up, but you can take a full-round 3 pt ///Hornet Stinger
action to produce more ammo, refilling it. Melee / 0 / average piercing + poisoned*
If the attack hits, the target is also poisoned -
2 pt ///Claws at the beginning of their turns, they take very weak
Melee / -10 / strong slashing poison damage, but are then cured if the last die
Can be used in a grapple. rolled in the calculation was the lowest.
Once per wave, you can launch it as a 6
1 pt ///Small Claws square ranged attack, losing it for the rest of the
Melee / -5 / weak slashing wave. It grows back at the beginning of the
Can be used in a grapple. inter-wave rest.

2 pt ///Horns
Melee / -10 / strong piercing
You may roll to grapple upon hit.

1 pt ///Small Horn/Horns
Melee / -10 / average piercing

2 pt ///Mole Claws
Melee / 0 / average piercing
These claws can also be used to burrow at
half your speed (one square of burrowing equals two
squares of normal movement).

2 pt ///Poison Stinger
Melee / 0 / average piercing + poisoned*
If the attack hits, the target is also poisoned -
0 pt ///Crab Claw
at the beginning of their turns, they take very weak
Melee / 0 / average piercing
poison damage, but are then cured if the last die
Replaces a hand (reduce your hands by one).
rolled in the calculation was the lowest.
1 pt ///Big Crab Claw
Melee / 0 / very strong piercing
Replaces a hand (reduce your hands by one).

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( 85 )

1 pt ///Projectile Attack attack and the touching effect by one rank. Can only
Apply to a natural attack (you can choose apply this up to three times.
your fists for this). Once per wave, you can launch it Sticky (1 pt): The digestive tract has an additional
6 squares, losing it for the rest of the wave unless you +40 to grapple checks.
pick it up and re-insert it. It grows back at the Tough (1 pt): The digestive tract has +60 HP.
beginning of the inter-wave rest.
You can purchase this multiple times for the 3 pt ///Shark Jaws
same attack, each time doubling the range. Reach / 0 / strong piercing
Can be used in a grapple.
2 pt ///Improved Projectile Attack
Apply to a natural attack (you can 1 pt ///Stinging Tendril
choose your fists for this). You can launch it Melee / 0 / nil bludgeoning
6 squares as a ranged attack. It grows back If the attack hits, the target is also poisoned -
immediately. at the beginning of their turns, they take very weak
You can purchase this multiple poison damage, but are then cured if the last die
times for the same attack, each time rolled in the calculation was the lowest.
doubling the range.
2 pt ///Thick Tail
1 pt ///Projectile Digestive Tract Melee / 0 / strong bludgeoning
6 squares / 0 / miniscule bludgeoning
If it hits, roll for the stomach to grapple. It 2 pt ///Whip Tail
has +25 on grapple checks. As long as the stomach is Melee / 0 / average slashing
grappled on the target, it deals average acid damage Free push, disarm, or trip attempt upon hit.
each round. The stomach has 25 evasion and 25 HP.
You can apply the following modifiers to the Sensory Organs
digestive tract:
Ambulatory (1 pt): The digestive tract can detach 1 pt ///Big Eyes / Extra Eyes
itself from its victim at any time. It can move up to +30 to perception checks to see hidden people or
three squares on your turn; doing so takes no action. objects.
Multiple purchases of this modifier increases its
speed by three squares. 1 pt ///Nightvision
Highly Acidic (1 pt): Increase the acid damage by See in total darkness; +20 on perception
one rank. Can only apply this up to twice. checks specifically made in darkness. You can only
Proxy (1 pt): You can sense through your digestive see in black and white in the dark - you cannot
tract as well as your own senses. differentiate color while in the dark.
Retracting (1 pt): You can snap the digestive tract
back via a loose tonguelike apparatus as a reaction. 1 pt ///Scent
The tether is too loose to be considered a restraint on You can discern the chemical makeup of
the victim. This tether has no maximum range. your surroundings through the power of your nose or
Sapient (1 pt): The digestive tract has +10 evasion. other olfactory glands. You have +40 on perception
Spiky (1 pt): Increase the damage rank of the initial checks made within 12 squares - however, what you
throwing attack by one rank and change the damage pick up is purely described through means of scent.
type to piercing. Touching the stomach deals very Unless the source of the smell is previously known to
weak piercing unless someone takes their time (ex you, only the smell itself is described.
you picking it up or a DC 65 coordination check) - For example, you might not know that there
only your personal insides are immune to this. Taking is a dryad assassin hiding under the staircase.
this multiple times increases the damage of the initial However, you would pick up the conspicuous scent

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( 86 )

of birch coming from under the stairs, even through Note that the clicking noises used for sonar
any scent-masking techniques the dryad might have are much higher-pitched than normal noise, meaning
used to prevent the layperson’s ability to smell them. normal noise does not interfere.
Just about everything produces some sort of You are immune to blinding effects, so long
smell, and strong smells can’t cover up weak smells as you can use sonar as a backup.
for you. You can pick up scent trails left by objects
that have moved. 2 pt ///Sonar (Sans Sight)
You have +25 on knowledge checks You have sonar instead of sight.
specifically to identify specific smells and what This function includes the Blind weakness
might produce them. within it - taking the weakness on top of this
Additional purchases of this function function is redundant. You can “see”
increase the smelling range by 6 squares, increase the invisible objects, and “see” perfectly in the
perception bonus by +20, and increase the chemical dark and within smoke. You are unaffected
knowledge checks by +15. by visual illusions and/or blinding effects.
However, you can’t interact with
computers, projections on flat surfaces, or
any other communication that operates on
light and not texture. You can’t differentiate
color. You cannot sense through glass or
other solid, visually transparent materials.
You can’t tell that an invisible entity is
invisible - only that it pings back at you.
You can still interact with the world
as if you can see, outside of the limitations
listed above. It is assumed your personal
equipment is adapted to your needs. Note
that the clicking noises used for sonar are
much higher-pitched than normal noise,
meaning normal noise does not interfere.
This function also works to
describe blind characters that have been
blind their entire life or most of their life,
and know how to work without these
capabilities.

Other

1 pt ///Calloused Hands
3 pt ///Sonar (With Sight) Ignore any damage or effect that would
Use the bouncing of soundwaves to sense occur as a result of touching another character or
your surroundings. You can “see” invisible objects, object with your hands (things like spiky body,
and “see” perfectly in the dark and in smoke. poisonous to the touch, lava skin, static field, et
Assuming you also have eyes, you can cetera).
verify if something is an illusion, because it wouldn’t
show up on your sonar. 1 pt ///Extra Arm
Extra hand.

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1 pt ///Extra Head and vice-versa. Anything within the inner dimension


This additional head can make its own is treated as if it does not exist in normal space, and
knowledge and perception rolls. All of your heads vice-versa.
individually possess all your bonuses in knowledge When in a grapple, you can spend a standard
and perception rolls. They may have different names action to put the other member of the grapple inside
and personalities. your inner dimension, assuming it is open.
Choose one of the following options to
1 pt ///Flexible Tail describe how people can enter or exit your Inner
Extra hand. Melee attacks performed with a Dimension:
flexible tail or a weapon held exclusively in flexible Heavy Door: It's a move action to open or
tails have +10 to hit but the damage reduced by one close the door on your body. People can enter or exit
rank. the inner dimension as they wish while it's open. The
way out manifests as a clearly visible doorway. It
1 pt ///Gills takes a DC 60 athletics check, which can be rolled
Breathe underwater. You can also breathe air as once per turn as a move action, for someone to force
normal. the door open when closed.
Hidden Path: It’s a swift action to open or
2 pt ///Handfeet close the entry. People can enter or exit the inner
Your feet can be used as hands. Extra hands dimension as they wish while it's open. It takes a DC
equal to your legs. If all your limbs are holding 75 perception check, which can be rolled once per
something, you cannot walk. turn as a swift action, for someone to find a way to
open it from the inside when closed. This way out
2 pt ///Inner Dimension manifests as some sort of opening. You can tell
Inside of your body is an alternate people where to find the exit ahead of time if you
dimension. wish, in which case they find it immediately.
The inner dimension is a cube, five squares You can also spend additional points on this
in each dimension. The air is breathable, and the function to modify it:
environment is comfortable for the average character. Enlarged Dimension (1 pt): Double the
You can dress the place however you want length, width, and height of the inner dimension.
narratively, but on a mechanical level, the inner Hammer Space (1 pt): As a swift action,
dimension is blatantly empty and harmless. You can teleport anyone or anything within the dimension
populate it with objects and denizens that you (except for bound materials) into an adjacent square
purchase, and also purchase environmental hazards or within your hands.
for it at GM discretion. If you populate it with a Inaccessible (1 pt): When you die, the inner
follower, you can grant them the 1-point weakness dimension is not destroyed, and its contents do not
Bound, which states that they only exist within the spill out. Instead, it becomes completely inaccessible
inner dimension and cannot leave. by any means - including the means defined by the
When you die, the inner dimension is function itself - as long as you are dead.
destroyed. Its contents spill out harmlessly, except for Master of Your Own Domain (1 pt): You
followers bound to the dimension, which die can sense what's happening in your inner dimension,
immediately upon exposure to the outside world. and can speak as a disembodied voice within it.
Your inner dimension comes back if you come back, Vacuum (2 pt): There is no air in your inner
but its contents remain spilled out, and bound dimension.
followers must be resurrected separately.
The inner dimension is considered a 2 pt ///Inner Pilot
completely different plane of existence - nothing You're not one single entity, but rather a pair
within the inner dimension can communicate or of entities, one of which is piloting the other. The
interact with anything outside of the inner dimension, piloting character is referred to as the inner character,

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( 88 )

and the character being piloted is referred to as the base vitals of 160 HP and 50 EVA, and functions that
outer character. Whenever you take a function, increase their max HP increase it the normal amount.
choose if it applies to the inner character or the outer Other Sized Inner Character (X pt): If you wish to
character. It's assumed that the outer character is a change the size of the inner character, apply Medium
mindless shell of the inner character. Sized Inner Character first, then apply the new inner
Both characters are considered to have character size.
player vitals. The outer character has base vitals of Sentient Outer Character (2 pt): The outer
160 HP and 50 EVA, cannot make knowledge and/or character has a mind and personality of their own, so
perception checks, cannot communicate by any long as the inner character is piloting them. While
means, and is immune to emotional and/or mental piloted, the outer character can perform knowledge
effects. The inner character is tiny sized, resulting in and/or perception checks, communicate freely, and is
base vitals of 80 HP and 80 EVA, and cannot make no longer immune to emotional and/or mental effects.
athletics and/or coordination checks.If the inner They still require the inner body to provide actions
character has a function that increases their max HP for them to act.
via addition (such as Tough), that increase is reduced
by half due to their size. The outer character provides
total cover to the inner character.
The inner character can enter or exit the
outer character as a move action. It takes up two
hands for the inner character to operate the outer
character. When the inner character is operating the
outer character, the inner character must spend a
standard action to make the outer character perform a
standard action, spend a move action to make the
outer character perform a move action, et cetera.
When the inner character is outside of the outer
character, the outer character cannot evade attacks or
perform any actions or checks.
The cockpit area of the outer character is 2 pt ///Long Snakelike Lower Body
fairly obvious. While the inner character is piloting You have three additional body segments
the outer character, someone can attack the cockpit of which trail behind you. You can move these segments
the outer character as a called shot at -20; if they hit, individually, spending movement as normal. The
the damage is dealt both to the inner and outer segments can be used to grapple a character (+10 on
characters, even if the inner character would the grapple for each section adjacent to them beyond
normally be able to evade it. the first). You can also use them to trip anyone
You can apply the following modifications passing by as an attack of opportunity. +50 to
to this function: climbing checks, move one-quarter as far when
jumping. Immune to being tripped.
Hands-Free Interface (1 pt): The inner character
can operate the outer character without the use of 1 pt ///Marsupial Pouch
their hands. They still must be within the outer A pouch on your frontside within which you
character to operate them. can store things and people. A character at least one
Inconspicuous Cockpit (2 pt): The cockpit is only size category smaller than you or a two-handed
noticeable if someone succeeds at a DC 80 object can be stored within the pouch if nothing else
perception check; if they do not notice it, they cannot is in it. It’s a move action for someone to get in or out
perform the called shot against the cockpit. on their own, or a swift action and a free hand on
Medium Sized Inner Character (-1 pt): The inner your part.
character is medium sized instead of tiny; they have

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While someone is in your pouch, they ▒░ Bodily Functions ░▒


inherit your evasion instead of having their own. If
they’re only one size category smaller than you, they 1 pt ///Acid Breath
treat you as partial cover (-20 to hit the character in 12 square cone / 0 / strong acid / 1 per wave
the pouch, missing within that margin of 20 means Can be used in a grapple without provoking an attack
they hit the person whose pouch they are hiding of opportunity.
within instead). If they’re two or more size categories
smaller than you, they can choose to treat you as 2 pt ///Acid Spit
partial cover, or treat you as total cover but be blind 6 squares / 0 / average acid
to the outside world; once chosen, toggling between Can be used in a grapple without provoking an attack
these cover states takes a move action. of opportunity.

2 pt ///Powerful Lungs 2 pt ///Blood Drinker


Hold your breath perpetually without Whenever an adjacent organic creature is
suffocation checks. Also immune to people dealt slashing or piercing damage or otherwise
attempting to knock the wind out of you while bleeds, you can drink the blood to heal half that
holding your breath (attacking you never causes you amount; doing so takes no action. If you’re in a
to sharply inhale). grapple with them, or the piercing or slashing attack
was a bite you performed, heal the full amount
1 pt ///Really Long Arms instead.
Increase your melee reach by one square.
1 pt ///Carnivore
2 pt ///Super Flex Arms Able to eat organic matter quickly, healing
Arms that stretch out due to centripetal you in the process. Eating a “meal” worth of a dead
force. Once per turn, as a move action, whip your organic character takes a swift action, and heals you
arms about, increasing the reach of your melee 15 HP. Purchasing this function multiple times
attacks by 6 squares until the beginning of your next increases the amount of HP one meal provides by 15.
turn. How many meals an organic body provides
depends on its size:
1 pt ///Telescoping Neck
Your head can move independent of your
body, up to 6 squares away. Moving your head is a Size of Body Amount of Meals
swift action. Your head and neck can be attacked as a
Tiny 1 meal
called shot at -20, dealing double damage. When the
body moves, the head moves alongside it as Small 2 meals
appropriate.
Medium 4 meals
4 pt ///Turtle Shell
Large 8 meals
Receive 25 less damage from any source
except for piercing damage. As a move action, you Huge 16 meals
can go in or out of your shell. While in your shell,
you take 75 less damage from non-piercing damage
Organic handheld devices provide one meal
sources, but you are blind, you cannot move, attack,
if one-handed, two meals if two-handed.
or do anything else requiring physical action
If you kill an organic creature with a bite
(excluding, of course, coming out of your shell), and
attack, or land a crit on an organic creature with a bite
you cannot evade any attacks.
attack, you can consume a meal from them in the
For one additional point, your shell can be
process. Eating a meal out of a still-living target
covered in eyes, allowing you to see.

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reduces their max HP by half the damage dealt by the 1 pt ///Five Finger Firearm
bite attack used to eat them. 24 squares / 0 / average piercing / 5 shots per hand,
You cannot eat yourself. take damage and penalties upon firing*
You violently eject one of your fingers from
1 pt ///Advanced Eater your body as it spirals at mach speed towards your
Whenever you successfully bite opponent.
something you can heal from via Carnivore, You suffer 10 damage in the process. The
Technovore, or similar, you can eat one meal first finger launched from a given hand causes all
out of them. (Eating a meal out of a coordination checks and attacks with weapons in this
still-living target reduces their max HP by hand to take a -10 penalty. The second finger
half the damage dealt by the bite attack used launched from a given hand applies a -25 penalty
to eat them). instead, the third finger -75. From the fourth finger
Furthermore, as soon as you kill a onward, that hand is effectively unusable for anything
given foe, you can eat a meal out of them requiring complex dexterity.
without spending any action. Purchasing this function applies it to all your
hands that have five fingers (this includes the thumb).
1 pt ///Fast Eater This attack can be used in a grapple without
Whenever you spend a swift action provoking an attack of opportunity.
to eat something via Carnivore, Technovore,
or similar, you can eat up to an additional 1 pt ///Multi Finger Attack
two meals out of them from that same When launching your fingers with
action. Five Finger Firearm, you can launch
multiple fingers from the same hand at once.
1 pt ///Eyeball Breath If you do, each finger takes -5 for each other
Three times per wave, as a standard action, finger in the attack - for example, you’d
you can emit a 6-square cone of mucus interlaced launch two fingers at -5 apiece, or three for
with eyeballs. -10, four for -15, and all five for -20.
The terrain you hit with this becomes
hindering terrain, and you can look through the 2 pt ///Perfectly Coordinated Multi Finger
eyeballs sprayed there at any time. This vision is a Attack
transparent overlay over what you normally see, When launching your fingers with
meaning you can see through it and your own eyes at Five Finger Firearm, you can launch
the same time. multiple fingers from the same hand at once
Once someone steps onto or attacks a given at no penalty.
square of eyeballs (they have 0 evasion), the eyeballs
pop and you can no longer see through them, but it is 0 pt ///Glow-In-The-Dark
still hindering terrain. Always emit light in a 6 square radius,
If someone is in the area of the initial cone which makes you useful in dark areas but also means
attack, they are covered in the eyeballs, and you can everyone can see you.
see from their viewpoint, until they take a standard
action to stop, drop, and roll, popping all eyeballs on 2 pt ///Hypersuction
their person. 6 square cone / affliction 25 / pushed 2 squares
towards you
1 pt ///Fire Breath
12 square cone / -10 / very strong fire / 1 per wave
Can be used in a grapple without provoking an attack
of opportunity.

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( 91 )

produce directly from your body, such as from


Glow-In-The-Dark.

1 pt ///Poisonous Blood
Your blood is poisonous to others.
Whenever dealt slashing or piercing damage, perform
the following attack (it takes no action to perform):
Melee / 0 / weak poison
Additionally, your blood does not heal
blood-drinkers - instead, it simply poisons them (at
the beginning of their turns, they take very weak
poison damage, and are cured if the last die rolled in
the calculation was the lowest).
1 pt ///Lava Spew
As a standard action, produce one square of 2 pt ///Poison Spit
lava anywhere within melee range. The lava is 6 squares / 0 / very weak poison + poisoned*
shallow and viscous enough not to spread to adjacent If the attack hits, the target is also poisoned -
squares. If someone enters a square of lava or spends at the beginning of their turns, they take very weak
their entire turn within the lava they take lethal fire poison damage, but are then cured if the last die
damage. rolled in the calculation was the lowest.
When spewing into an occupied square, treat
it as a ranged attack at -30 accuracy which can be 1 pt ///Poison Spray
used in a grapple - if it misses, the target can move to 12 square cone / 0 / average poison / 1 per wave
an adjacent square, or redirect the lava spew so that a Anyone that didn’t evade is also poisoned -
different square gets covered in lava. at the beginning of their turns, they take very weak
Each additional purchase of this function poison damage, but are then cured if the last die
allows you to produce another square of lava. All rolled in the calculation was the lowest.
squares of lava produced in one spew must be
touching. 2 pt ///Poisonous to the Touch
Note that taking this function does NOT Direct bodily contact with someone
make you immune to fire. (grappling, using a natural melee attack, etc) poisons
them. At the beginning of their turns, they take very
1 pt ///Molt weak poison damage, but are then cured if the last die
Once per gauntlet, as a swift action or rolled in the calculation was the lowest.
reaction, shed your skin and heal back up to The poison is insidious enough that
maximum HP. If you use this while in a grapple, you someone wearing armor is still subject to it - it gets in
automatically escape the grapple. any cracks, et cetera. Only by wearing the proper
After molting, until the end of your next protection specifically designed for poison (airtight,
turn, you take double damage from all sources. super thick surgical gloves) can someone handle your
body.
1 pt ///Photosynthesis You are immune to your own poison.
At the beginning of your turn, if you’re
directly exposed to UV light (either from a sun or 1 pt ///Scream
from an artificial UV source), you heal 10 HP. 12 square cone / +10 / average bludgeoning / 1 per
You can modify a light-bearing function wave
(such as Glow-In-The-Dark or a Holy weapon) to Can be used in a grapple without provoking an attack
specifically emit UV light by spending one extra of opportunity.
point on it. You cannot heal from UV light that you

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2 pt ///Slimy ▒░ Body Structure ░▒


Whenever you move, you can choose to
leave a trail of mucus, which acts as doubly hindering 6 pt///Amoeba Body
terrain. You are immune to your own mucus. You are If you have a function that allows you to eat
immune to your own slime. others - like Carnivore or Technovore - you can eat
Once per wave, as a swift action, you can every meal within them as a single swift action.
produce extra slime, covering a 3 square radius Whenever someone touches you or you
around you. touch them, you automatically roll an opposed
You also have +25 on checks to initiate or grapple check - no need to roll to hit, as they are
upkeep grapples, but -25 on checks to avoid or already touching you. If you succeed, you engulf
escape grapples, due to your sticky body. You cannot them into your body. On each of their turns while
leave a grapply you initiated without succeeding at a inside your body, they take strong acid damage, and
grapple check to escape the grapple. can make an opposed grapple check as a standard
action to attempt to escape. They can attack you
1 pt ///Smoke Cloud while inside you with any attack that can be used in a
Once per wave, as a swift action, create a 3 grapple - if they do, they automatically hit, as they
square radius smoke cloud around you that lingers are inside you. You can also attack them with any
where you created it until it fades away at the attack you can use in a grapple. You are not
beginning of your next turn. Nobody can see through considered to be in a grapple when you have
the smoke but yourself and other characters with someone within you as per this function.
Smoke Cloud.
0 pt ///Angelic
1 pt ///Tracking Pheromones You are able to fly at your movement speed,
As a standard action, you can fire a 12 and can tell on sight if someone is a ghost, undead, or
square cone or 6 square radius of tracking demonic.
pheromones (choose upon character creation). Only However, you take double damage from
you can smell your own pheromones. You know the poison and from fire, you are instantly recognizable
exact position of everyone and everything you’ve by demons, and you cannot willingly harm someone
covered in your tracking pheromones, and you gain that you suspect is innocent or morally upstanding.
+5 to hit and +5 evasion specifically against them. (Note: You do not need to take this function
if you want your character to be an angel narratively -
1 pt ///Web Attack this function describes our interpretation of an angel,
6 squares / 0 / covered in web which exists separate from any other interpretation
Someone covered in web is stuck in place you might take.)
and cannot move from the square they’re in until they
take a move action to remove themselves from the 4 pt ///Animated Skeleton
webbing. Until then, they cannot move, but they can Take 50 less damage from piercing and/or
perform all other actions as normal. slashing. Unaffected by electric, poison, or cold
damage, and cannot be affected by any affliction or
2 pt ///Big Web Attack effect that would ail a living creature - bleeding,
3 square cone / 0 / covered in web poison, disease, fatigue, biochemicals, breathing, et
Someone covered in web is stuck in cetera. You are considered undead.
place and cannot move from the square However, your HP is reduced by 25% (ex
they’re in until they take a move action to from 160 HP to 120 HP), and you take double
remove themselves from the webbing. Until damage from beam.
then, they cannot move, but they can
perform all other actions as normal.

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( 93 )

1 pt ///Anti-Corrosive this stealth bonus is increased to +50 until the


Take 25 less damage from poison and/or acid. beginning of your next turn.

0 pt ///Aquatic Creature 2 pt ///Clay Golem


Water is no longer hindering or doubly A ceramic body made of hardened clay,
hindering terrain for you. All functions on your resulting in a thick, durable, clumsy body.
character sheet are not affected by being underwater You’re unaffected by electric, fire, and/or
unless you want them to be. poison damage, and cannot be affected by any
However, you have no legs - it costs four biological effect - any affliction or effect that would
times the normal movement for you to move on dry ail a living creature - bleeding, poison, disease,
land. When you are on dry land, your evasion is fatigue, biochemicals, breathing, et cetera.
decreased by 20. You cannot be healed by doctors, but can be
fixed by mechanics or mages. Instead of medical
healing, you are healed by mechanical repair, and the
mechanical repair only works at half effectiveness.
However, magical healing heals you twice as much.
An effect like Fixing Touch that would
mechanically repair you to full HP only mechanically
repairs half the damage you’ve taken (if you have
80/160 HP, instead of being brought to the full 160
HP, you’re brought to 120 HP instead).
Increase your max HP by 100. Decrease
your speed by 2, and your evasion by 25. You cannot
perform coordination checks unless you spend an
additional point on this function.

0 pt ///Cold-Blooded
Whenever you’re targeted by an area effect
that deals fire damage - even if it misses you - you
have +2 movement speed on your next turn.
Whenever you’re targeted by an area effect that deals
cold damage - even if it misses you - you have -2
movement speed on your next turn.
If hit by a non-area fire or cold attack, the
same respective modifiers apply. At GM discretion, if
3 pt ///Battle-Hardened you’re in an unusually warm environment, your
Take 50 less damage from piercing, slashing, and/or speed is increased by one square; and if you’re in an
bludgeoning. unusually cold environment, your speed is decreased
by one square.
1 pt ///Bulletproof Note that this is different from Reptile Body
Immune to ranged pierced attacks. Melee pierced - not all cold-blooded creatures are reptiles, and not
attacks still damage you as normal. all reptiles are affected by the temperature in this
fashion.
1 pt ///Camouflage You can only take this once.
+10 to stealth checks to hide yourself. If you
use the full-round action to take an evasive stance, 1 pt ///Edible Body
When someone successfully bites you, after
applying damage, your max HP is decreased by the

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( 94 )

same amount, and the biter either medically heals or an axe that deals beam damage, you still take the
is mechanically repaired twice that amount (choose damage. You cannot be pushed, tripped, or disarmed,
one upon taking this function - organic entities except by an attack of a damage type that you are not
generally medically heal, and technological entities immune to. Your speed is reduced by half, but you
generally mechanically repair). can fly.
You can heal allies by willingly letting them Your HP is reduced to half, and you cannot
bite you - if you do, they can choose to bite off any heal by any means whatsoever, not even by
amount up to 25 damage worth. If they have a bite self-healing.
attack, they can instead set a maximum number, roll Your influence cannot cross a barrier of salt
for damage, and deal either their maximum set - neither you nor your attacks or other effects. You
number or the damage rolled, whichever is lower. cannot fly over or under salt barriers, nor can your
Each purchase beyond the first increases attacks go over or under them, either.
how much your body heals someone - the second Whenever you’re within three squares of
purchase heals them triple the damage dealt, the third another character, they feel uneasy, like someone is
purchase heals them quadruple the damage dealt, et watching them - they don’t know which ghost is
cetera. watching them, or where they are, but they can tell
You can double the points spent on this that a ghost is nearby.
function to instead have it magically heal whoever You can interact with other ghosts as if
bites you. neither of you were ghosts - all of your attacks can
affect each-other regardless of type, et cetera. Your
2 pt ///Exoskeleton attacks, afflictions, and other functions affect other
Take 50 less damage from piercing and/or slashing. non-ghost characters as normal.
(Note: No matter what functions you take as
a ghost, you must take at least normal damage from
at least three damage types. You can change
immunities during character creation to be immune to
different damage types, so long as you adhere to the
minimum of three damage types affecting you
normally.)

0 pt ///Glass Body
Immune to beam damage - it passes right
through you - but take double damage from
bludgeoning.
Your flesh and muscles are glass, but you
still have blood and organs, meaning you still are hurt
by poison, et cetera. Medics might have an easier
time patching you up due to being able to see your
vitals without cutting you open.
4 pt ///Ghost
4 pt ///Goo Body
You're immune to piercing, slashing,
You are immune to slashing and/or piercing
bludgeoning, cold, and poison damage. You're also
damage, and take 50 damage less from bludgeoning.
immune to biological effects (fatigue, poisoning,
You can slip through small cracks. You can climb on
bleeding, biochemicals, etc). You can selectively pass
walls and ceilings. You can occupy the same square
through any and all material; however, if passing
as someone else, and are considered hindering
through material that would damage you, such as
terrain. You have +25 to grapple, and can escape any
lava, or through a weapon that would hurt you, like

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( 95 )

grapple as a swift action, even grapples you have lost. 6 pt ///Immune to Conventional Weapons
You cannot be tripped or pushed. Immune to piercing, slashing, and/or bludgeoning
You lack arms, meaning you cannot wield damage.
weapons, or perform any tasks that require complex
dexterity, but your powerful pseudopods increase 0 pt ///Inflated Body
your unarmed strike’s damage by one rank. Your body is balloon-like, and filled with a
Decrease your speed by three squares and slightly-lighter-than-air substance. You have half
your evasion by 30. You take double damage from your normal HP, and one-eighth your normal weight
cold. and carrying/moving capacity. However, you are
immune to bludgeoning damage, and are able to glide
1 pt ///Hard Skin - you can sustain or decrease in altitude, but not
Reduce damage from slashing and/or bludgeoning by increase it, via your inflated apparatus.
25.
6 pt ///Lava Skin
1 pt ///Heavy Body Your skin is made of lava!
+100 HP, -5 evasion and -1 square of movement Increase the damage of your unarmed strike
speed. Weight increased by 50%. by two degrees and change the damage type to fire.
Directly touching someone or being touched
3 pt ///Hivemind Swarm Body deals average fire damage to the other party (this is
Your body is not one single human-sized factored into the unarmed strike). This damage
entity, but thousands of tiny entities, like mosquitoes cannot be circumvented with a delicate touch. It’s
or snakes. Reduce your HP by twenty-five percent assumed your personal equipment is tempered to
(for example, 160 HP is reduced to 120). You take 25 work with your body, but not necessarily other
less damage from any non-area attack and effects people’s equipment.
(area attacks are things like pyromancy that hit You are immune to fire damage.
everyone in a certain area). You can escape any
grapple. You can pour through cracks, assuming one 3 pt ///Liquid Body
body within your swarm is that small. You can still Your body is not solid, but made of a fluid,
interact with the world as normal, including wielding like water or slime. Your HP is reduced by half, but
weapons. you’re immune to piercing and/or slashing damage.
As a move action you can spread yourself You can escape any grapple and pour through cracks.
out, taking up twice the space you normally would in You can still interact with the world as normal,
every direction - when you do, your evasion is including wielding weapons.
reduced by 15 and you cannot manipulate complex As a move action you can spread yourself
objects like weapons, but take an additional 25 less out, taking up twice the space you normally would in
damage from non-area attacks and effects. Move every direction - when you do, you take half damage
action to return to normal size. from non-area attacks and effects, but cannot
Other characters can occupy your space. manipulate complex objects like weapons and take
-15 to evasion. Move action to return to normal size.
1 pt ///Hydrodynamic Other characters can occupy your space.
+4 squares of movement speed, but only in It’s assumed you have some sort of
water (you should also take fins - otherwise, water is biochemistry and are able to get sick - if this isn’t the
still considered doubly hindering terrain). case, take Organless as well.

4 pt ///Hyperactive Body 7 pt ///Mist Body


+10 evasion, +5 squares of movement speed. Your body is not solid, but made of a gas.
Your HP is reduced by half, but you can fly at your
full ground movement. You’re immune to piercing,

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( 96 )

and slashing, and take 50 less from bludgeoning. You speed on the ground, and have no penalty to melee
can escape any grapple and pour through cracks. You attacks. However, you can’t stand up, you can’t jump,
can still interact with the world as normal, including and you can barely reach your arms above your head
wielding weapons. - coordination checks concerning operating
As a move action you can spread yourself machinery within your reach but above your head
out, taking up four times the space you normally have +25 DC, and reaching for anything beyond that
would in every direction - when you do, you take (doorknobs, lightswitches, et cetera) is completely
one-quarter damage from non-area attacks and beyond you.
effects, but cannot avoid attacks and cannot
manipulate complex objects like weapons. Move
action to return to normal size.
Other characters can occupy your space.
It’s assumed you have some sort of
biochemistry and are able to get sick - if this isn’t the
case, take Organless as well.

1 pt ///Cloudy Essence
Applicable only to characters with
Mist Body. Characters inside your squares
cannot see due to the thickness of your mist.

2 pt ///Organless
Your body lacks the usual internal organs a
living creature would have - maybe you’re a creature
made of a homogenous material, or are animated
from magical means, or your alien species simply
lacks internals.
0 pt ///Quadruped
You are immune to poison damage.
2 additional squares of movement, trip
Furthermore, you are immune to any biological effect
attempts against you are at -25, another character can
- any affliction or effect that would ail a living
easily ride on your back. You have two less arms.
creature - bleeding, poison, disease, fatigue,
biochemicals, breathing, et cetera.
1 pt ///Radioactive
You can be medically healed and/or
At the end of someone’s turn, if they’re
mechanically repaired - however, you only regain
within 3 squares of you, they take very weak poison
one-quarter the HP you normally would from these
damage. You cannot turn this off. If you purchase this
effects. An effect like Fixing Touch that would
multiple times, each purchase beyond the first can
mechanically repair you to full HP only mechanically
either double the radius or increase the damage by
repairs one-quarter the damage you’ve taken (if you
one rank. You are immune to your own radiation.
have 80/160 HP, instead of being brought to the full
160 HP, you’re brought to 100 HP instead). Magical
1 pt ///Radar-Reflective
healing effects still heal the normal amount.
You cannot be detected by radar as your
body deflects its own signature. You also have +20
0 pt ///Prone Posture
on stealth rolls to hide yourself, as your body is also
You are always considered prone, but have
somewhat transparent and reflective.
the following modified version of it.
Characters within their melee range to you
have +20 to hit you, and characters further away have
-20 to hit you. You can move your full movement

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( 97 )

0 pt ///Ragdoll Body 1 pt ///Sturdy


Immune to piercing and/or bludgeoning Ignore 4 squares of speed reduction due to
damage, but take quadruple from fire. heavy gear or weapons (the evasion is still reduced).

0 pt ///Reptile Body 1 pt ///Thick Body


You do not produce a heat signature, making +150 HP, double weight, -10 evasion, -2
you untraceable by heat-seeking devices (homing squares of movement speed.
weapons, thermal vision, radar, etc). Reduce damage
from slashing and/or piercing damage by 40 due to 1 pt ///Thick Fur
your scaly body. Take double damage from cold. Reduce damage from cold by 50.
(You don't need to take this if you just want your
character to be reptilian in flavor, or only partially 1 pt ///Tough
reptilian.) +50 HP.

1 pt ///Scales 0 pt ///Tree Body


Reduce damage from slashing by 50. Your body is made of a living tree. You take
20 less damage from all external sources (this does
2 pt ///Skeleton-Like Body *not* count as External Protection for the sake of
Reduce damage from piercing and/or slashing by 50. armor functions).
At the beginning of your turn, if you’re
0 pt ///Soulless directly exposed to UV light (either from a sun or
You are supernaturally stoic, as you have no from an artificial UV source), you heal 20 HP. You
spirit to break. You cannot be affected by emotional can modify a light-bearing function (such as
effects (like Anxiety Ray) or effects that target souls Glow-In-The-Dark or a Holy weapon) to specifically
(like Soul Eater). However, you completely lack a emit UV light by spending one extra point on it.
soul, meaning you cannot be brought back to life by You cannot heal from UV light that you
any means once slain. produce directly from your body, such as from
Glow-In-The-Dark.
1 pt ///Spiky Body As a move action, you can latch or unlatch
Direct bodily contact with someone your thick roots into the ground. While latched, you
(grappling, using a natural melee attack, etc) deals 15 cannot move, and your evasion decreases by 15, but
points of piercing damage to the other party. push attempts take -100 to hit against you and/or the
Someone moving very slowly and cautiously - affliction roll, whichever apply to the effect. If your
medics for example - can avoid getting pricked. roots are latched into hearty soil or onto biological
material, you heal 20 HP at the beginning of each of
1 pt ///Squishy Body your turns.
Take 30 less damage from bludgeoning. You You take double damage from fire and/or
can squeeze through gaps up to two size categories cold and/or poison.
smaller than you as hindering terrain. You can take
up as little as one-fourth the amount of seats you’d 2 pt ///Undead
usually take up in a vehicle or other vessel without You’re unaffected by electric, poison, and/or
penalty. cold damage, and cannot be affected by biological
4 pt ///Stone Body effects - any affliction or effect that would ail a living
Your skin and musculature is made of stone. creature - bleeding, poison, disease, fatigue,
Increase your HP by 50. You take 75 less damage biochemicals, breathing, et cetera. However, your HP
from piercing and/or slashing. You still have veins is reduced by 25% (if you had 160 HP, you now have
and organs, so you still are affected by biological 120 HP), and take double damage from beam.
effects.

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( 98 )

affliction 75 instead. Something as bright as the sun


is an affliction 150.
You also have vampire-specific weaknesses.
You take affliction 75 to be repelled by holy symbols
and/or garlic and cannot see your own reflection in a
mirror.
You take damage from exposure to UV
light. A UV flashlight deals weak damage to you, a
UV floodlight deals strong damage to you, and the
sun itself deals lethal damage to you.

1 pt ///Daywalker
Immune to the UV light damage
and blinding effects of bright light as per the
Vampire function. When you turn someone
else into a vampire, you can choose whether
they become a daywalker or not.

0 pt ///Vine Body
You're a plantlike organism made of sinewy
3 pt ///Vampire vines.
When an adjacent organic creature is dealt At the beginning of your turn, if you’re
slashing or piercing damage or otherwise bleeds, you directly exposed to UV light (either from a sun or
can drink the blood to heal half that amount; doing so from an artificial UV source), you heal 40 HP.
takes no action. If you’re in a grapple with them, or You can modify a light-bearing function
the piercing or slashing attack was a bite you (such as Glow-In-The-Dark or a Holy weapon) to
performed, heal the full amount instead. specifically emit UV light by spending one extra
If your fangs would kill an organic creature, point on it. You cannot heal from UV light that you
they instead are left with 1 HP and gain the Vampire produce directly from your body, such as from
function. Glow-In-The-Dark.
You are considered undead. You’re You take double damage from fire, cold,
unaffected by electric, poison, and/or cold damage, slashing, and/or poison, but take 50 less from
and cannot be affected by biological effects - any piercing and/or bludgeoning. Whenever you're hit
affliction or effect that would ail a living creature - with beam damage, you heal 50 HP before taking the
bleeding, poison, disease, fatigue, biochemicals, damage dealt to you, as you absorb the intense light
breathing, et cetera. However, your HP is reduced by held within.
25% (if you had 160 HP, you now have 120 HP), and You have special control over the individual
take double damage from beam. sinews of your body, granting you +50 on
As a creature of the night, you can see in the coordination checks; furthermore, you can use your
dark, but bright light is hard on your eyes. If you’re coordination modifier rather than your athletics
exposed to light brighter than a single candle, you modifier on grapples if you wish.
take affliction 25 to be blinded until the light is
removed (-25 on all to-hit rolls, -25 evasion, DC 50 1 pt ///Weird to Look At
coordination or perception to move in intended Anyone within 6 squares of you and that can
direction instead of a random direction, cannot make see you on the start of their turn takes an affliction 50
vision-based perception checks). If it’s an especially to spend a swift action just looking at you in
bright light - brighter than a lightbulb - it’s an confusion. Allies can take a swift action to fully look

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( 99 )

at you and become immune to your effects for the If a melee attack is natural (claws, gaping
rest of the gauntlet. maw, et cetera), during character creation, you can
choose to make it wide instead of long, removing
4 pt ///Truly Bewildering reach but allowing it to hit up to two adjacent targets
Anyone within 6 squares of you due to sheer width as opposed to length.
and that can see you on the start of their turn You take up a 2x2 square area - you are the
takes an affliction 75 to spend a move action size of a bear.
purely to stare at you in astonishment. Allies
can take a swift action to fully look at you - 5 pt ///Huge Body
for the rest of the gauntlet, the affliction is You are huge, taking up more space and
decreased to 25 for them, and they only lose having more control of the battlefield. Triple HP,
a swift action if it succeeds. eight times weight and carrying/moving capacity.
Decrease your evasion by 30. All melee attacks move
7 pt ///Eldritch up two ranks in damage, and you gain reach on all
Anyone within 6 squares of you melee attacks (if they already have reach, apply reach
and that can see you on the start of their turn again).
takes an affliction 100 to spend a standard If a melee attack is natural (claws, gaping
action just leering at the sheer visual maw, et cetera), during character creation, you can
insanity that is you. Allies can take a swift choose to make it wide instead of long, removing
action to fully look at you - for the rest of reach but allowing it to hit up to two adjacent targets
the gauntlet, the affliction is decreased to 50 due to sheer width as opposed to length.
for them, and they only lose a move action if You take up a 3x3 square area - you are the
it succeeds. size of an adult elephant.

▒░ Body Size ░▒ 1 pt ///Small Body


You are small, allowing you to fit into
smaller spaces. Your HP is reduced by 25% (if you
had 160 HP, you now have 120 HP). Your weight and
carrying/moving capacity are divided by four.
Increase your evasion by 15.
You take up half the space of a
medium-sized creature - you’re about the size of a
0 or 1 pt ///Extended Body pony.
You take up an extra square of length, width,
or height (choose one each time you purchase this 1 pt ///Tiny Body
function). +25 HP, -5 evasion. The first time you take You are tiny, allowing you to fit into really
this function is free - each one after costs 1 point small places. Your HP is reduced by half. Your
apiece. weight and carrying/moving capacity are divided by
eight. Increase your evasion by 30.
3 pt ///Large Body You take up one-quarter the space of a
You are large, taking up more space and medium-sized creature - you’re about the size of a
having more control of the battlefield. Double HP, housecat.
quadruple weight and carrying/moving capacity.
Decrease your evasion by 15. All melee attacks move
up one rank in damage, and you gain reach on all
melee attacks (if they already have reach, apply reach
again).

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( 100 )

▒░ Gear ░▒
▒░ Armor/Suits ░▒
You can purchase multiple armor/suit type
functions and state that they’re all tied to the same
garment. Donning or doffing any of these takes a
full-round action. It’s assumed you begin the gauntlet
wearing whatever armor and/or suits you have on
your character sheet unless you state otherwise.

Armor

1 pt ///Extra Plating
Apply to any function that grants you
External Protection. Increase the External Protection
of that function by 5.

1 pt ///Light Armor
Suits
You have 10 External Protection. Reduce
Reminder: If one function grants you
damage taken from any external source by this
immunity to a damage type, but another function
amount; it does not work against damage dealt from
states you take double damage from a given type,
within your body itself, such as everbleed.
they mechanically cancel out to you taking normal
External Protection does not stack - you
damage from that type. You would need to thus take
cannot gain the benefits of External Protection from
an immunity function twice to go from taking double
multiple functions or other effects at the same time.
damage from a given type to being immune to that
type.
2 pt ///Good Armor
You have 20 External Protection. Reduce
1 pt ///Fireproof Suit
damage taken from any external source by this
Reduce fire damage by 50.
amount; it does not work against damage dealt from
within your body itself, such as everbleed.
2 pt ///Hermetically Sealed Biohazard Suit
External Protection does not stack - you
Ignore electric, acid, and/or poison damage.
cannot gain the benefits of External Protection from
Protected from biological effects from an external
multiple functions or other effects at the same time.
source, like eyerot grenades or external inhalants. It
does not protect you from biological effects that
1 pt ///Heavy Armor
originate from depriving your body, such as
You have 20 External Protection. Reduce
starvation or the need to sleep.
damage taken from any external source by this
While wearing this, decrease your evasion
amount; it does not work against damage dealt from
by 15 and speed by 2.
within your body itself, such as everbleed. Reduce
Once you take any piercing or slashing
your speed by 2 and your evasion by 10 due to the
damage, the seal is compromised, and you lose the
armor being heavy.
acid and poison immunities and protection from
External Protection does not stack - you
biological effects. You can fix it by applying a
cannot gain the benefits of External Protection from
sealing patch (three included with suit) as a move
multiple functions or other effects at the same time.
action, which would provoke attacks of opportunity.

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( 101 )

1 pt ///Kevlar Suit 1 pt ///Scuba Suit


Immune to ranged piercing attacks. Melee Water is no longer considered hindering or
piercing attacks, as well as ranged attacks of any doubly hindering terrain for you. You can also
other damage type, still deal their full effect. breathe underwater. However, you are only able to
breathe underwater due to the tank on your back. The
tank has 90 HP and can be hit with a called shot at
-20. If it's reduced to 0 HP, the tank is destroyed, you
take strong piercing damage, and you can no longer
breathe underwater.

1 pt ///Vital Spot Frame


A light bodysuit, usually worn beneath one’s
armor or clothing, that protects the vital organs.
While worn, you are completely immune to the
effects of someone performing a crit or astral crit on a
roll to hit or to perform an affliction against you. The
base effect, sans crit effect, can still happen if it
succeeds - it’s only the effects of the crit itself that
2 pt ///Reflective Suit are ignored. The frame is irreparably destroyed after
Immune to beam damage. Whenever you’re absorbing two normal crits or one astral crit.
hit by beam damage, it reflects elsewhere. Roll a d10
- on a 5 or below, it veers off harmlessly. On a 6 and ▒░ Equipment ░▒
above, it attempts to hit a randomly-chosen target -
friend or foe - with the effect’s range. If it was an
Instruments
attack, use the attack’s original range, and roll to hit
at the original attack modifier. If the source of beam
2 pt ///Directional Speaker
damage wasn’t an attack, use the distance the beam
A large self-powered electronic speaker. It
effect took to travel from its source as the range, and
takes two hands to carry. It has 0 EVA and 100 HP.
give it -10 to hit. You are not a valid target for
Keep track of which direction it is facing; when on
redirection from your own Reflective Suit.
the ground, it takes a move action and a DC 30
athletics check to rotate it.
1 pt ///Rubber Suit
The speaker has a connector cord that
Reduce electric damage by 50.
reaches out six squares, and can be plugged into any
musical instrument, including instruments that are not
1 pt ///Heavy Rubber Suit
electronic, as a swift action. The same instrument can
Immune to electric damage, -5 evasion, -1
be plugged into multiple speakers, and but each
square of movement speed.
speaker can only be connected to one instrument.
The speaker has a volume dial, the setting of
1 pt ///Thick Rubber Suit
which can be changed as a swift action. The settings
Reduce electric and/or bludgeoning damage
are: Off, Low, Normal, Loud, and Max. It's assumed
by 50. -5 evasion, -1 speed.
the speaker begins at Normal, unless you state
otherwise.
1 pt ///UltraThick Rubber Suit
Whenever an instrument is played that is
Reduce electric and/or bludgeoning damage
connected to the speaker, a specific effect occurs
by 75. -10 evasion, -2 speed.
depending on the volume setting the speaker is in:
Off: No effect.

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( 102 )

Low: Instrument's effect occurs in a six-square cone Purchasing this function grants you musical
pointed in the speaker's heading, instead of the talent in that instrument - if someone were to pick it
instrument's normal effect range. up and use it that wasn’t trained in that instrument, it
Normal: Instrument's effect occurs in a would have no mechanical effect.
twelve-square cone pointed in the speaker's heading,
instead of the instrument's normal effect range. 1 pt ///Large Musical Instrument
Loud: Instrument's effect occurs in a twelve-square You have a musical instrument of your
cone pointed in the speaker's heading, instead of the choice that is large enough to be considered furniture
instrument's normal effect range. Anyone in the cone (piano, full drum set, pipe organ, et cetera). As a
and six or less squares away from the speaker takes standard action, you can play it, granting every ally
very weak bludgeoning damage from the massive within 12 squares +5 on all rolls until the start of your
soundwaves and cannot gain the benefits of the next turn. If you have multiple instruments, you can
instrument. Don't roll to hit for the damage - it just play them all in a single standard action.
happens. Music is an emotional effect - robots and
Max: Instead of the instrument's normal effect, a soulless characters cannot benefit from it.
massive soundwave is shot out in a twelve-square The instrument is so heavy and cumbersome
cone pointed in the speaker's heading. Anyone within that it takes an athletics check DC 75 to carry it while
the cone takes weak bludgeoning damage. Don't roll moving at full speed. Being a stationary object, it has
to hit for the damage - it just happens. 0 evasion and 100 HP, and takes up the same space as
a medium-sized character.
Purchasing this function grants you musical
talent in that instrument - if someone were to use it
that wasn’t trained in that instrument, it would have
no effect.

1 pt ///Two Handed Instrument


You have a musical instrument of your
choice that takes up two hands (guitar, saxophone,
marching drum, et cetera). As a standard action, you
can play it, granting every ally within 6 squares +5 on
all rolls until the start of your next turn. If you have
multiple instruments, you can play them all in a
single standard action.
Music is an emotional effect - robots and
soulless characters cannot benefit from it.
Purchasing this function grants you musical
talent in that instrument - if someone were to pick it
1 pt ///One Handed Instrument up and use it that wasn’t trained in that instrument, it
You have a musical instrument of your would have no effect.
choice that takes up one hand (harmonica, ocarina,
panflute, et cetera). As a standard action, you can Shields
play it, granting every ally within 3 squares +5 on all
rolls until the start of your next turn. If you have 1 pt ///Buckler
multiple instruments, you can play them all in a Takes one hand to wield. Whenever dealt
single standard action. damage from an attack other than a sneak attack or a
Music is an emotional effect - robots and crit, reduce that damage by 25. This requires no
soulless characters cannot benefit from it. action - it simply happens.

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( 103 )

Treat shield bashes as unarmed strikes that 1 pt ///Two-Handed Shield


deal bludgeoning damage and can be modified as Takes two hands to wield. Whenever dealt
weapons. damage from an attack other than a sneak attack or a
crit, you can reduce the damage by 75 as a reaction.
1 pt ///Light Shield If wielding multiple shields, you can use them all in
Takes one hand to wield. Whenever dealt the same reaction. One reaction protects against one
damage from an attack other than a sneak attack or a attack.
crit, you can reduce the damage by 50 as a reaction. Treat shield bashes as unarmed strikes that
If wielding multiple shields, you can use them all in deal bludgeoning damage with the damage increased
the same reaction. One reaction protects against one one rank, and that can be modified as weapons.
attack.
Treat shield bashes as unarmed strikes that Defense
deal bludgeoning damage and can be modified as
weapons. 4 pt ///Amulet of Protection
An amulet of a red, triangular glowing gem.
1 pt ///Heavy Shield In order for the magic to work, the amulet must be
Takes one hand to wield, and reduces your worn conspicuously - everyone must be able to see it.
speed by 1 and evasion by 5. Whenever dealt damage The first time you would take damage on a
from an attack other than a sneak attack or a crit, you given round, a conspicuous-looking forcefield
can reduce the damage by 75 as a reaction. If spontaneously shows up just long enough to protect
wielding multiple shields, you can use them all in the you from the damage and all effects tied to it. You do
same reaction. One reaction protects against one not need to spend any actions for this to happen - it
attack. just does. For the sake of this function, a round
Treat shield bashes as unarmed strikes that begins on the start of your faction’s turn, and resolves
deal bludgeoning damage and can be modified as at the end of the enemy faction’s turn.
weapons. When the forcefield shows up, there’s a loud
noise, and the gem temporarily stops glowing until
2 pt ///Tower Shield the start of your next turn - this is very noticeable.
Takes one hand to wield, and reduces your
speed by 2 and evasion by 10. Whenever dealt
damage from an attack other than a sneak attack or a
crit, you can reduce the damage by 75 as a reaction.
If wielding multiple shields, you can use them all in
the same reaction. One reaction protects against one
attack.
As a move action, you can foist up your
tower shield until the beginning of your next turn.
You decrease your evasion by an additional 20, but
decrease the damage of all non-crit, non-sneak
attacks by 75 and decrease any push effect done to
you by 2 squares.
Someone attempting to disarm you of your
tower shield must beat you at an opposed athletics
check, on top of the normal roll to hit. 1 pt ///Gas Mask
Treat shield bashes as unarmed strikes that Perfectly filters surrounding air, protecting
deal bludgeoning damage and can be modified as you from negative effects brought on by inhalants. It
weapons. also protects your face from any effect that targets
your face, such as eyerot grenades.

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( 104 )

1 pt ///Grounding Rod This is best used to carry large, cumbersome


A long antenna jutting off your back. objects.
Redirect any electric damage or attack dealt to
anything, from anything, or passing by, any point
within 3 squares of you. The electricity is absorbed
by your body, causing you to take the damage (do not
roll to hit - it just happens). You can double the radius
for one point. (Note: This function does not include
an immunity to the electric damage - if you want that
as well, it costs an extra 2 points).

1 pt ///Handheld Micro-Field
A forcefield generator held in one hand. As
a move action, activate your field reactor, reducing
the damage dealt to you by attacks by 25 until the
beginning of your next turn.

1 pt ///Heavy Handheld Micro-Field


A forcefield generator held in one
hand. As a standard action, activate your
field reactor, reducing the damage dealt to
you by attacks by 50 until the beginning of
your next turn. The Heavy Handheld
Micro-Field takes up one hand, and reduces
your speed by 1 square and your evasion by
5.

Mobility

1 pt ///Grappling Hook
Harness holding 12 squares of rope with a 1 pt ///Ice Skates
large hook on the end. Standard action to launch, While your skates are on, ice is no longer
move action to rappel the full distance. considered slippery terrain, and movement across ice
Can also be used as a weapon: only takes half the usual movement (you can cross 2
12 squares / -15 / very weak piercing squares of ice for only 1 square of movement).
If it hits, you can roll to grapple at -10. However, any other terrain is considered hindering
terrain. Full-round action to put them on, swift action
1 pt ///Hover-Platform to kick them off.
A large-sized platform that levitates just The skates can also be used to perform an
above the ground. It's immune to terrain effects, and attack:
has 120 HP and 15 EVA, but is pushed twice as far Melee / -25* / weak slashing
by pushing effects. It can be controlled via a Going prone, flying, hanging from a
two-handed remote - you can spend a move action to monkey bar, doing a handstand (DC 50 coordination
move the platform three squares. The platform is and a move action), or anything else that frees up
extremely sturdy - it can carry ten tons worth of your leg changes it to -10 to hit instead of -25.
material. It moves too gently to be used for a
ramming attack.

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( 105 )

3 pt ///Jetpack something goes onto one conduit, they’re teleported


You can fly at your movement speed plus 2 squares. to the other conduit.
-10 evasion while flying.
2 pt ///Selective Portal Device
2 pt ///Battery Jetpack A pair of teleportation conduits.
You can fly at your movement Placing one or picking it up is a move
speed plus 2 squares. -10 evasion while action. When someone or something walks
flying. Two rounds worth of charge, gain a onto one conduit, and you want it to go
new charge by not using it for one round. through, they’re teleported to the other
conduit. You know what tries to go through,
2 pt ///Moon Boots when it tries to go through, and it’s up to
Special boots that let you jump and kick you there and then if it does actually go
really well. You can jump whenever moving by through.
spending one square of movement per square spent in
midair. You cannot change direction in midair, and 1 pt ///Scooter
you must land at the end of your movement. Riding the scooter takes two hands. While
You can also use the boots to perform a on your scooter you have +3 squares of speed, treat
charged kick; treat it as your unarmed strike, but the all hindering terrain as doubly hindering terrain,
damage increased one rank and the target pushed two move faster downhill, and move slower uphill. Use
squares away from you on hit. coordination checks for cool tricks.

1 pt ///Battery Moon Boots 1 pt ///Skateboard


Special boots that let you jump and While on your skateboard you have +2
kick really well. It has one charge, which squares of speed, treat all hindering terrain as doubly
you regain by not using it for one round. hindering terrain, move faster downhill, and move
You can jump whenever moving by slower uphill. Use coordination checks for cool
spending one square of movement per tricks.
square spent in midair. You cannot change
direction in midair, and you must land at the 0 pt ///Kickflip-Activated Weapon
end of your movement. Jumping once uses Apply to any weapon. It's bolted to
up the charge. your skateboard, allowing you to use it
You can instead use the charge to hands-free. Before rolling to hit with the
perform a charged kick; treat it as your weapon, you must roll to perform a kickflip
unarmed strike, but the damage increased or similar trick (DC 60 coordination); if you
one rank and the target pushed two squares fail the kickflip, you're disarmed of the
away from you on hit. skateboard. If the weapon was one-handed,
it has +10 to hit. You cannot use the weapon
1 pt ///Pogo Stick normally; it can only be shot with a kickflip.
Takes two hands to wield. You can jump
whenever moving by spending one square of 2 pt ///War Banner
movement per two squares spent in midair. You Holding the war banner takes up two hands.
cannot change direction in midair, and you must land The banner is three squares tall, and must be held
at the end of your movement. upright to function properly. As a standard action,
you can wave the war banner, allowing all allies that
1 pt ///Portal Device can see you or the banner to move their full
A pair of teleportation conduits. Placing one movement speed towards you as a free action at that
or picking it up is a move action. When someone or precise moment.

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( 106 )

Sensory 1 pt ///Nightvision Goggles


Swift action to turn on or off. While on, they
1 pt ///Camera Pack allow you to see in the dark, and grant +40 on
Three portable spherical cameras with perception checks while in the dark; however,
adhesive strips on them, allowing you to set them up attempts to blind you via bright light automatically
on any hard surface. Swift action and one hand to succeed. Daylight and similar levels of light do not
place and activate; you have +50 on stealth checks to bother you - it's especially bright light that does it.
hide them due to their small size and unassuming You cannot differentiate color while they are on.
shape. They’re connected to a portable screen you
can mount on your wrist or any hard surface. 2 pt ///Radar
One of several models of a device capable of
1 pt ///Flashlight tracking large moving objects. On the radar's screen,
Held in one hand. Illuminates 6 squares in a you can see the positions of all objects within range
90-degree cone. that follow these four criteria:
As a standard action, you can shine the light 1. Has moved at least two squares since the last round
in someone’s eyes within 3 squares - affliction 25 to 2. Produces some sort of heat signature (reptiles are
blind them for 1 round (-25 on all to-hit rolls, -25 thus not picked up by radar)
evasion, DC 50 coordination or perception to move in 3. At least medium-sized
intended direction instead of a random direction, 4. Physically exists (illusions will not trick the radar)
cannot make vision-based perception checks). You will only see each entity as a dot on the
radar, unable to distinguish its nature outside of its
2 pt ///Floodlight movements. However, no amount of hiding behind
Powerful shoulder-mounted light system cover or other conventional stealth methods can hide
that illuminates in a 24-square cone. Can also be used someone from the radar. It can detect invisible
to blind people: targets. Additionally, your radar will make an audible
6 square cone / affliction 25 / blinded until end of ping whenever a new signal shows up within its
their next turn range.
Blinded targets take -25 on all to-hit rolls, The range of your radar's radius depends on
-25 evasion, DC 50 coordination or perception to which model you select:
move in intended direction instead of a random
direction, and cannot make vision-based perception Model Notes Range
checks.
Wrist-Mounted Takes no hands 6 squares
Radar to use

Mobile Radar Takes two hands 12 squares


to use

Radar Console stationary 48 squares


object, 100 HP,
0 EVA, move
action to move it
one square, DC
75 athletics to
move it your full
movement speed
instead

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Other exclusivity extends to allies as much as it


extends to enemies.
1 pt ///Binoculars
Takes two hands and a move action to use, 1 pt ///Money
performing a perception check in a 90-degree cone You have a fistful of cold hard cash, which
with a +65 bonus, but only for detecting objects and you can use to bribe the greedy and desperate. The
characters at least 24 squares away.. money is approximately worth one month’s full-time
salary in skilled labor. It’s in whatever denominations
3 pt ///Hacking Interface you choose to carry it in. Your money is fairly
You’re aware of any electronics within your universal; most places with currency have the means
perception that you can hack. If someone or to exchange your money into their local currency and
something is hidden, you can only hack it if you’re vice-versa.
aware of it. As a rule of thumb, any object with an Attempting to offer someone money takes a
artificial electric circuit is considered electronic, no standard action, and requires no roll - just make your
matter how simple or complex. offer. Whether they go for it is up to the GM, keeping
As a standard action, you can attempt to in mind that not everyone uses money in the first
hack a chosen electronic, gaining control of it. place, and even then, not everyone needs it. If using
Automatically succeed on mundane objects Money at a shop that sells functions, one point worth
like light switches and fridges. Otherwise, it’s an of Money can typically get you two points worth of
affliction 25 to control the target. If you have a bonus functions from a shop.
to knowledge checks, increase the affliction by that
bonus. If you fail the affliction by 25 or more, the 2 pt ///Pocket Dimension
electronic device’s software, if any, is made aware You have on your person some apparatus
that you are hacking it - if it’s part of a cyborg, it will that either summons a pocket dimension (like a
alert the cyborg. magic wand) or contains a pocket dimension (like a
The hacked target can still use their magic sack).
electronics while you control them as well. You must The pocket dimension is a cube, five squares
spend your standard action to give them a standard in each dimension. The air is breathable, and the
action, move action for a move action, et cetera. environment is comfortable for the average character.
You can dress the place however you want
0 pt ///Hyper-Specialized Gear narratively, but on a mechanical level, the pocket
Apply to any piece of equipment, including dimension is blatantly empty and harmless. You can
a weapon. It's specifically crafted for you and you populate it with objects and denizens that you
alone to wield, meaning nobody else can use it unless purchase, and also purchase environmental hazards
they make a DC 90 knowledge check, or DC 60 for it at GM discretion. If you populate it with a
instead if you attempt to explain how to use it. This follower, you can grant them the 1-point weakness
exclusivity extends to allies as much as it extends to Bound, which states that they only exist within the
enemies. pocket dimension and cannot leave.
When you take this function, choose
0 pt ///Only Works For Me whether you summon the pocket dimension, or if the
Apply to any piece of equipment, pocket dimension is part of the object:
including a weapon. You are the only Summoned Dimension: As a swift action, you can
character that can be affected by it. For summon a portal to the pocket dimension in any
example, you can have a stimpak that only square adjacent to you. You can dismiss the portal
works on your own biology alone, or a from any distance as a swift action.
special flashlight that only you can see. This Carried Dimension: While the object is in your
hands, you can open or close the path to the pocket
dimension as a swift action.

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( 108 )

When the path between dimensions is smelling salts take up one hand. As a swift action,
closed, it's DC 75 perception or knowledge check you can hold your smelling salts under the nose of
(can be rolled once per turn) for someone to find the someone unconscious, waking them up in the process
way out from the inside. and medically healing them 2d10 HP. Smelling salts
In either case, the path to the pocket only work on characters that can be medically healed
dimension can comfortably fit objects and characters - they do not work on robots or machines. It does not
of any size. If the apparatus tying the pocket bring people back from the dead - it only brings back
dimension to the outside world is destroyed, its people knocked unconscious.
contents spill out harmlessly, except for followers Someone can only be brought back by
bound to the dimension, which cease to exist. Smelling Salts once per wave.
You can also spend additional points on this
function to modify it: 1 pt ///Reboot Sequence
Enlarged Dimension (1 pt): Double the length, A universal memory stick holding
width, and height of the pocket dimension. potent data capable of soft-rebooting robots
Hammer Space (1 pt): As a swift action, teleport that have been knocked out. The stick takes
anyone or anything within the dimension (except for up one hand. As a swift action, you can plug
bound materials) into an adjacent square or within the sequence stick into an unconscious
your hands. machine, waking them up in the process and
Inaccessible (1 pt): When the object is destroyed, the mechanically repairing them 2d10 HP.
pocket dimension is not destroyed, and its contents The reboot sequence only works on
do not spill out. Instead, it becomes completely characters that can be mechanically repaired
inaccessible by any means - including the means - they do not work on biological entities. It
defined by the function itself - until the object is brings them back from being unconscious,
repaired. not back from the dead. The reboot sequence
Master of Your Own Domain (1 pt): You can sense is techno-magical, meaning it works on any
what's happening in your pocket dimension, and can inorganic entity, including non-electronic
speak as a disembodied voice within it. entities like golems.
Vacuum (2 pt): There is no air in your pocket Someone can only be brought back
dimension. by a Reboot Sequence once per wave.

2 pt ///Ring of Control 2 pt ///Web Device


If you have someone mind controlled via the You can take a standard action to make a
Mind Control function or similar, it only takes you a knowledge roll at +25 by looking it up online. You
swift action each turn to upkeep control instead of a can also use this to reroll failed knowledge rolls.
standard action. You also know all of their
capabilities and have all of their memories. ▒░ Consumables ░▒
2 pt ///Ring of Proxy
Foods
As a swift action, touch any willing entity
that can see with the eye-shaped seal on the ring to
1 pt ///Blessed Yam
mark them. The ringbearer can see what the marked
The purest of foods. One single magical
see, even if the ringbearer is blind. The ring can have
yam, which takes a standard action to consume. Until
up to two marks active at once. Free action to dismiss
the end of the wave it was consumed, whoever eats it
a given mark.
heals triple the normal amount whenever they are
healed. This yam is magical, and thus can be
1 pt ///Smelling Salts
consumed by robots and other mechanical and
Potent ammonia-based inhalants that
inorganic creatures just as well as anyone else. (Best
awaken those that have fallen unconscious. The

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( 109 )

for healers to carry, to give to someone they know isn’t, you can drink it as a full-round action to
will take a lot of damage and need the extra healing.) medically heal yourself 100 HP.

2 pt ///Hearty Meal
Once per gauntlet, you can prepare a
sit-down meal for all your organic allies. This takes
an entire inter-wave rest for you to do, and the food
must be consumed during that inter-wave rest, while
it’s still fresh. There is enough for everyone to have
one meal. Any organic creature that eats their meal is
medically healed to full HP.

3 pt ///Arcane Buffet
Once per gauntlet, you can prepare
a magic sit-down meal for all your allies.
4 pt ///Stuffed Crust Out of Space
This takes an entire inter-wave rest for you
An eight-slice pizza bedecked with
to do, and the food must be consumed
extracosmic toppings. Each slice takes a standard
during that inter-wave rest, while it’s still
action to consume, magically healing 50 HP. Every
fresh. There is enough for everyone to have
fourth slice of Stuffed Crust Out of Space that
one meal. Any creature that eats their meal
someone eats also grants them one Cosmic
is magically healed to full HP. The food you
Rejuvenation; they can expend any amount of
prepare is special, and can be consumed by
Cosmic Rejuvenation to regain one use-per-gauntlet
anyone, even robots.
effect from any function whose base point-buy value
is equal to the amount of Cosmic Rejuvenation spent.
2 pt ///Proto-Paste Picnic
Expending Cosmic Rejuvenation takes no action.
A sizable twin-chambered vessel of
For example, someone can eat four slices,
blue and red slime. You can spend the
gain one Cosmic Rejuvenation, and regain a spent
entirety of an inter-wave rest combining the
use of Blessed Attack (which costs 1 point) by
pastes into a fizzy green paste, then
expending it. As another example, someone can eat
agitating, serving, and consuming said
eight slices, gain two Cosmic Rejuvenation, and
liquid. This proto-paste is a miracle
spend both of them to regain a spent use of Ultimate
chemical that can repair any sentient
Move (which costs 2 points).
inorganic creature, be they machine,
The pizza is cosmically-attuned, and thus
magically animated, or otherwise, to full HP.
can be consumed by robots and other mechanical and
However, it must be consumed during the
inorganic creatures just as well as anyone else.
inter-wave rest, while it’s still fizzy, or it has
no effect. There is enough for everyone to
4 pt ///Pizza Loyalty Program Card
have one meal. Any inorganic creature that
The function Stuffed Crust Out of
eats their meal is mechanically repaired to
Space costs 1 less point for you to take. No
full HP.
matter what, you cannot decrease the cost
below 1 point.
1 pt ///Partially-Finished Six Pack
A case holding six cans or bottles of a
1 pt ///Ultra Rations
beverage of your choice. However, you didn’t check
Food of the future. Three bars of pasty
the case before packing up for the gauntlet, so you
foodstuff, eating one takes a full round action and
don’t actually know how many are full. Each
medically heals 100 HP.
can/bottle has a 50% chance to be empty, but if it

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( 110 )

Stims, Serums, and Potions attacks deal +25 damage, and you take 25 less
Important: Unless otherwise noted, these damage from attacks. However, you can only use
are assumed to be biological effects, and thus only be melee weapons, and you must attack every round. If
usable by organic entities. You can choose to instead you cannot find an enemy, you will attack your
take a version that only works on inorganic entities, friends. If you cannot find friends, you will attack
or an even narrower subset of entities - mark it as yourself. If used against an unwilling target, treat it as
such if you do and rename it appropriately. An an affliction 50. The stim is an emotional and
example of this is the Aggro AI Pack being a version biological effect - it does not work on the soulless or
of the Berserker Stim that only works on robotic the mechanical.
entities. If it medically heals, you can change it to
instead mechanically repair the same amount. 1 pt ///Aggro AI Pack
Small data module that executes
1 pt ///Antidote hyper-aggressive subroutines. One time use
A one-time-use panacea that both cures and as a standard action. For the rest of the
prevents toxins, venoms, and other diseases. It takes a wave, melee attacks deal +25 damage, and
move action to use, medically healing whoever it's you take 25 less damage from attacks.
used on of any HP lost from poison damage and However, you can only use melee weapons,
making them immune to poison damage for the rest and you must attack every round. If you
of the wave (not gauntlet). cannot find an enemy, you will attack your
friends. If you cannot find friends, you will
2 pt ///Assassin’s Potion attack yourself. If used against an unwilling
A one-time-use potion of liquid that is target, treat it as an affliction 50. Only works
horizontally striped between see-through and black. on machines - if used on an organic target, it
Drinking it takes a standard action, granting the just makes them kinda itchy for a little
drinker +50 on all coordination and/or stealth checks while.
for the rest of the wave.
While the potion’s effect is still active, as a 1 pt ///Healing Serums
free action, the drinker can choose to utilize one of Two small syrettes of healing fluid. Standard
the below effects. Doing so will cause the potion to action to use one, medically healing 100 HP.
prematurely end its other effects at the end of the
turn. 2 pt ///Health Potion
Mist Boon: The drinker can selectively move A one-time-use green potion that scintillates
through solid material for the duration of one move with red bubbles. Drinking it takes a standard action,
action. (If they end that move action encased within healing the drinker to full and giving them temporary
solid material, they take obliterative bludgeoning HP equal to half of their maximum HP. Temporary
damage and begin to suffocate until removed. Ending HP can go over the maximum, and is removed first
the move action only partially encased is at GM when damage is dealt. Temporary HP disappears at
discretion, but is never of benefit to the drinker.) the end of the wave it was bestowed.
Shadow Boon: The drinker becomes completely
invisible and silent until the end of the turn. 1 pt ///Hyperfocus Stim
Mimic Boon: Until the end of their next turn, the Syrette of faintly yellow liquid. One time
drinker magically disguises themself perfectly as use as a standard action. For the rest of the wave,
someone they have seen. whoever uses it has +100 to perception rolls.

1 pt ///Berserker Stim 1 pt ///Inviso-Stim


Syrette of searing red liquid. One time use Syrette of cloudy indigo liquid. One time
as a standard action. For the rest of the wave, melee use as a standard action. You become invisible. Your
equipment becomes invisible with you. Stops

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( 111 )

working at the end of the wave or if you perform a takes a standard action, granting the drinker +25 on
standard action - whichever happens first. Note: coordination checks, +2 speed, +10 evasion, and +10
Cashing in a standard action to instead perform a on rolls to hit, for the rest of the wave.
move or swift action does not count as performing a
standard action. 2 pt ///Potion of Sharpened Wits
A one-time-use potion that crackles between
2 pt ///Potion of Endless Sight black, purple, and silver. Drinking it takes a standard
A one-time-use potion of a liquid that looks action, granting the drinker +75 to knowledge and/or
at all angles to have a flat painting of a bunch of perception checks, and one additional reaction per
eyeballs superimposed over it. Drinking it takes a turn, for the rest of the wave.
standard action, granting the drinker the ability to see
(if they’re blind), the ability to see through walls, the 2 pt ///Potion of The Hawk
ability to see in the dark, the ability to tell if A one-time-use blue potion that glows a
something is a visual illusion, the ability to see distinct beige. Drinking it takes a standard action,
invisible objects, and immunity to any blinding granting the drinker the ability to see in the dark, and
effects, for the rest of the wave. fly at their full movement speed, for the rest of the
wave.
2 pt ///Potion of Fate
A one-time-use potion of glistening
honey-gold liquid, within which green sparkles are
encased. Drinking it takes a standard action, making
the drinker immune to the effects of critical failures
and astral critical failures they or their allies perform,
and making them immune to the effects of critical
successes and astral critical successes of their foes,
for the rest of the wave.

2 pt ///Potion of Immunity
A one-time-use potion that swirls
rhythmically with currents of nine different colors.
As a move action, the character that purchased this
function can choose a damage type. At that point, the
potion changes to an appropriate color. Once a
damage type is chosen, a new one cannot be chosen.
Nobody besides the original owner of the potion can
set the damage type. Drinking it takes a standard
action, making the drinker immune to the chosen
1 pt ///Stimpak
damage type until the end of the wave (not the end of
Syrette of bluish-greyish liquid. One time
the gauntlet).
use as a standard action. Medically heal back up to
If the potion is drank before a damage type
full HP.
is chosen, a random damage type is chosen for the
immunity (the nine damage types are: piercing,
2 pt ///Strength Potion
slashing, bludgeoning, fire, cold, electric, acid,
A one-time-use potion that seems ready to
poison, and beam).
burst with its searing red liquid, across which small
arcs of white lightning occasionally zap. Drinking it
2 pt ///Potion of Nimbleness
takes a standard action, granting the drinker +50 to
A one-time-use light grey potion filled with
athletics checks, +25 damage on melee attacks, and
tiny, razor-sharp dark blue glass splinters. Drinking it

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( 112 )

quadrupled carrying/moving capacity, for the rest of The canister can be hit with a called shot at
the wave. -20 versus whoever is wielding it when held by
someone, or hit when placed on the ground (it has 20
Other evasion).

1 pt ///EMP Bomb
Bomb set off by remote detonation as a
standard action, 48 square radius, shuts off all
electricity until the start of your next turn via EMP. If
you’re a GM, ask your players which of their
equipment is electronic. If you’re a player, ask your
GM what is electronic.

1 pt ///Extra Ammo
Triple the ammo you have for a given
weapon. Note that if you take this twice, you now
have nine times the ammo for a given weapon.

1 pt ///Gasoline Canister
Takes one hand to carry. It holds 36 units 1 pt ///Ultra-Hyperglitz Nail Polish
worth of gasoline within it. When moving, you can One-time-use nail polish with fabulous
spend a swift action to pour the gasoline in a trail magic powers. Takes a standard action to apply,
behind you; each square of coverage takes up one causing your nails to grow and sharpen. For the rest
unit. of the wave, your unarmed strikes have +10 to hit,
You can also spend a swift action to splash have their damage increased by one rank, and deal
up to three squares adjacent to you with gasoline, piercing damage instead of their normal type.
using up one unit per square covered.
You can splash three units of gasoline on an 1 pt ///Dread Fiend Glitz Nail Polish
adjacent target as a standard action - roll to hit them; One-time-use nail polish with
if you hit, they take double damage from the next fabulous magic powers. Takes a standard
source of fire, electric, and/or beam damage; if you action to apply, causing your nails to twist
miss, you simply cover the square they're standing in and glisten. For the rest of the wave, your
with gasoline. This is treated as a ranged attack, unarmed strikes have their damage increased
meaning it provokes attacks of opportunity. by one rank, deal slashing damage instead of
Gasoline is highly flammable - if ignited by their normal type, and if it hits, the target is
fire, electric, and/or beam damage, an entire puddle poisoned (Each round, on the beginning of
catches on fire until the end of the wave. Entering a their turn, they take very weak poison
square of flaming gasoline, having the gasoline ignite damage. They are cured if the last die roll in
while standing on it, or standing in it for an entire calculating damage was the lowest.).
round deals average fire damage.
Burning gasoline burns away completely at 1 pt ///Murder Lux Glitz Nail Polish
the end of the wave. One-time-use nail polish with
If the canister is at least half-full, it can be fabulous magic powers. Takes a standard
hit with fire, electric, and/or beam damage or a action to apply, causing your nails to extend
ranged piercing attack to cause it to explode: and glow. For the rest of the wave, your
3 square radius / 0 / very strong fire unarmed strikes have reach applied to them,
have their damage increased by one rank,

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( 113 )

and deal beam damage instead of their 1 pt ///Kit


normal type. As Utility Belt, except that instead
of three objects chosen on-the-fly, you have
1 pt ///Utility Belt five specific different items chosen during
Three times per gauntlet, as a swift action, character creation.
you can produce a single device or other object out of
your utility belt. You cannot pick the same thing 0 pt ///Mundane Item
more than once per purchase of this function. You do You start the gauntlet with one
not need to pick these ahead of time - you choose chosen item that would qualify to come
them when you need them. from a utility belt. You can only take this
As a guideline, a given object should be once.
cheap, somewhat commonplace, and can feasibly fit
in a small pocket - even if it has to be unfolded first. 1 pt ///Occupational Gear
Specialized equipment can be pulled out if it has a Choose one job that has a
very specific use case - like Mummy Detection somewhat specific and well-known set of
Goggles that let you see mummies specifically. If it’s equipment that they use. The occupation can
an existing piece of gear, it should be something be fictional, but must have a somewhat
that’s only one point in value, and a disposable or specific type of gear that they typically use.
cheaply made version at that - likely to break in one This function operates as a utility
use, and possibly even backfire upon that use. It's belt, except instead of three items of any
ultimately up to GM discretion what can and cannot nature, you can produce up to four items
be pulled out, and how flimsy or limited it might be. someone of the chosen occupation would
Here are some examples of things you can reasonably have.
pull out of your utility belt: For example, you can choose to be
a surgeon bringing surgical tools, or a
Six squares rope Roll of tape Ball of wax teacher bringing teaching supplies, or a
handyman bringing carpentry tools.
Bag of rubber Ten foot Pepperspray (one In addition, you have +25 on
bands telescoping metal use, affliction 0 to
pole blind for 1 round) knowledge checks relating to that
occupation.
Utility knife Waterproof Flare gun (one
(miniscule poncho shot, 48 squares,
piercing) very weak fire) ▒░ Traps ░▒
Six pitons Tinderbox Bag of marbles
1 pt ///Bear Trap
Binoculars Whistle Earplugs Standard action to set/unset and/or hide it
(make a stealth check). If someone steps on it, they
Small magnet Notepad and Chalk
pencil take very strong piercing damage and affliction 25 to
have the triggering limb severed as appropriate. Can
Ten glowsticks Sneezing powder One pound of sand
also be used as a melee weapon; it takes two hands to
Timer Tape measure Audio recorder wield and has -20 accuracy.

Cheap flashlight Phrasebook of a Rubber gloves


chosen language
2 pt ///Planted Bear Trap
Standard action to set/unset and/or
Cheap slingshot Umbrella Cheap RC car hide it (make a stealth check), move action
(marbles deal
to plant firmly into the ground. If someone
miniscule bludg.)
steps on it, they take very strong piercing
Beef jerky Box of paperclips Pack of gum damage and affliction 25 to have the

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( 114 )

triggering limb severed as appropriate. If the


limb is not severed, they are stuck, and
cannot move off that square without ripping
the bear trap open, taking a standard action
and a DC 75 athletics check, and dealing
very weak piercing if you fail. Can also be
used as a melee weapon; it takes two hands
to wield and has -20 accuracy.

1 pt ///Lasso
Takes one hand to wield, allows you to
grapple from an additional 2 squares away as a
ranged attack. You can extend this bonus by 2
squares per additional point spent.

1 pt ///Tripwires
Six sets of tripwires. Full round action to
apply a tripwire on the border between two adjacent
squares at ankle level. The tripwires are transparent,
granting +25 on the stealth check for placing them -
once you place them, keep track of the stealth roll
result.
When someone walks over the tripwire, they
roll a perception check of DC equal to the stealth
result of the given tripwire. If they succeed, they can
carefully walk over it, using an extra square of
movement in the process. If they fail to see it, the
tripwire rolls to trip them at +25 - if it succeeds, they
fall prone into the square they travelled into and end
their movement.
Each purchase of this function grants six
sets of tripwire. Each set of tripwire is a 1 square (5
feet) long measure of transparent fiber, with a tiny
self-driving vibro-nail at each end, capable of
penetrating steel.
Each set also has a universal holster within
which you can place a weapon or other piece of
equipment to fire or otherwise trigger when the
tripwire is tripped - attacks made through this
medium have -10 to hit.

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( 115 )

▒░ Vehicles ░▒ 5 pt ///Limousine
200 HP / 25 evasion / 10 squares speed / 20 squares
straight line / 8 seats / 2x4 squares / running over -10
Because vehicles can be used by multiple
/ strong bludgeoning / partial cover
characters, the cost for a given vehicle can be split by
multiple characters.
6 pt ///Mech
If your vehicle moves only in a straight line
200 HP / 35 evasion / 8 squares speed / 16 squares
for a given move action, without turning at all, it can
straight line / 2 seats / large / running over -20 /
move twice as far (ex a car with a speed of 10
strong bludgeoning / partial cover
squares moves 20 squares in a single move action if
Has legs instead of wheels. Has two arms
that move action is in a straight line). You cannot
with a lift/carry capacity of 400 pounds, and has an
change heading at any point during this move action
unarmed strike:
if you want to get the double speed.
Reach / 0 / weak bludgeoning
However, you can spend a swift action to
turn the vehicle up to 90 degrees without moving -
9 pt ///Mining Rig
referred to as a pivot. Do this just before movement
200 HP / 25 evasion / 8 squares speed / 16 squares
to change your heading.
straight line / 4 seats / large / running over -20 /
Vehicles are inanimate objects - immune to
strong bludgeoning / total cover
poison damage and biological, emotional, and/or
Has treads instead of wheels; it ignores
mental effects, and have to be mechanically repaired
hindering terrain, treats doubly-hindering terrain as
instead of medically healed.
hindering terrain, and gets pushed half as far from
Vehicle shorthand is written as such:
pushing effects.
HP / EVA / speed / speed in straight line / seats / size
A front-mounted auger allows the Mining
/ running over accuracy / running over damage /
Rig to burrow at its full movement speed. It can also
amount of cover offered
drill into foes:
2-square-wide melee / 0 / very strong piercing
More information on vehicles can be found
in the vehicles section of the rules chapter.

▒░ Base Vehicles ░▒

Land Vehicles
Unless otherwise noted, assume land
vehicles have wheels - they move twice as fast
downhill, half as fast uphill, treat stairs and/or sand as
hindering terrain, and take double penalty from all
forms of hindering and/or doubly hindering terrain.

5 pt ///Car
200 HP / 35 evasion / 10 squares speed / 20 squares
straight line / 4 seats / large / running over -20 /
strong bludgeoning / partial cover
2 pt ///Motorcycle
1 pt ///Go-Kart 100 HP / 50 evasion / 10 squares speed / 20 squares
100 HP / 50 evasion / 8 squares speed / 16 squares straight line / 2 seats / medium / running over -20 /
straight line / 2 seats / medium / running over -20 / weak bludgeoning / no cover
weak bludgeoning / no cover

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6 pt ///Semi The jet can only fly in a straight line. It costs


200 HP / 25 evasion / 10 squares speed / 20 squares a move action to pivot, rather than a swift action. If
straight line / 2 seats / large / running over -20 / you do not move at least one-quarter of your full
lethal bludgeoning / partial cover movement speed on your turn, you stall out on the
Attached in the back is a 2 by 6 square cabin end of your turn, plummeting to the ground; both you
with 150 HP that grants total cover. Attackers can and the jet take fall damage from this if eligible, and
choose to hit either the semi or the cab when the damage you take is doubled. Taking off or
attached. When the cabin is detached, the semi has landing requires moving at least 8 squares in a
+10 evasion but only deals strong bludgeoning when straight line on the ground.
running over. (Note: the jet does not start with any
weapons; you must load it out yourself.)
12 pt ///Tank
400 HP / 10 evasion / 6 squares speed / 12 squares
straight line / 8 seats / huge / running over -20 /
lethal bludgeoning / total cover
Has treads instead of wheels; it treats doubly
hindering terrain as hindering terrain instead, ignores
all other forms of hindering terrain and is only
pushed half as far by push effects. Comes with a
covered turret rocket launcher with an extra pair of
rockets. The rocket launcher operates as such:
24 squares / 0 / lethal piercing + area attack / 2
hands / 2 single-fire rockets
Area attack:
3 square radius where it lands / 0 / half the damage
rolled for the initial attack
If the rocket misses its first attack, it follows 5 pt ///Magic Carpet
the trajectory until it hits a hard surface, at which 100 HP / 50 evasion / 8 squares flying / 16 squares
point it explodes. If during this trajectory it passes by straight line / 2 seats / medium / running over -20 /
another character, it might hit them instead; roll to hit weak bludgeoning / no cover
at minus 10, or minus 20 if it’s the second character Cannot be medically healed or mechanically
for it to pass by, et cetera. Standard action to reload; repaired; however, when magically healed, it heals
can’t take extra ammo - extra rockets cost 1 point per twice as much.
pair.
8 pt ///Stealth Bomber
200 HP / 35 evasion / 6 squares on land / 12 squares
Air Vehicles
on land in straight line / 24 squares flying in straight
line / 1 seat / large / running over -20 / strong
7 pt ///Helicopter
bludgeoning / partial cover
200 HP / 35 evasion / 8 squares flying / 16 squares
The bomber can only fly in a straight line. It
flying straight line / 2 seats / large / running over -20
costs a move action to pivot, rather than a swift
/ strong bludgeoning / partial cover
action. If you do not move at least one-quarter of
your full movement speed on your turn, you stall out
7 pt ///Jet
on the end of your turn, plummeting to the ground;
200 HP / 45 evasion / 8 squares on land / 16 squares
both you and the bomber take fall damage from this
on land in straight line / 32 squares flying in straight
if eligible, and the damage you take is doubled.
line / 2 seats / large / running over -20 / strong
Taking off or landing requires moving at least 8
bludgeoning / partial cover
squares in a straight line on the ground.

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The Stealth Bomber has +40 on stealth hindering or doubly hindering terrain. It
checks and cannot be detected by radar, as it deflects cannot travel on land.
its own signature. The Lava Barge is immune to fire
The Stealth Bomber is loaded with a rack of damage. This allows it to tread lava just as
bombs, which you can launch from your seat: well as water.
12 squares down / 0 / very strong piercing / 6 bombs
Can be launched beyond the maximum 4 pt ///Boat
range, but will veer 1 square per 3 squares beyond the 200 HP / 35 evasion / 12 squares surf / 24 squares
maximum range (minimum 1 square) in a random straight line / 4 seats / large / running over -20 /
direction. strong bludgeoning / no cover
The boat "surfs" along the top of a body of
5 pt ///Witch's Broom water. It does not treat water as hindering or doubly
100 HP / 60 evasion / 8 squares on land / 16 squares hindering terrain. It cannot travel on land.
on land in straight line / 32 squares flying in straight
line / 2 seats / medium / running over -20 / weak 1 pt ///Jetski
bludgeoning / no cover 100 HP / 50 evasion / 10 squares surf / 20 squares
The witch's broom can only fly in a straight straight line / 2 seats / medium / running over -20 /
line. It costs a move action to pivot, rather than a weak bludgeoning / no cover
swift action. If you do not move at least one-quarter The jetski "surfs" along the top of a body of
of your full movement speed on your turn, you stall water. It does not treat water as hindering or doubly
out on the end of your turn, plummeting to the hindering terrain. It cannot travel on land.
ground; both you and the broom take fall damage
from this if eligible, and the damage you take is 8 pt ///Submarine
doubled. Taking off or landing requires moving at 400 HP / 20 evasion / 10 squares swimming / 20
least 8 squares in a straight line on the ground. squares straight line / 8 seats / huge / running over
Cannot be medically healed or mechanically -20 / lethal bludgeoning / total cover
repaired; however, when magically healed, it heals The submarine does not treat water as
twice as much. hindering or doubly hindering terrain. It cannot travel
on land.
Water Vehicles
1 pt ///Surfboard
4 pt ///Barge 100 HP / 50 evasion / 10 squares surf / 20 squares
400 HP / 20 evasion / 8 squares surf / 16 squares straight line / 2 seats / medium / running over -20 /
straight line / 8 seats / huge / running over -20 / weak bludgeoning / no cover
lethal bludgeoning / no cover The surfboard rides along the top of a body
The barge "surfs" along the top of a body of of water. It does not treat water as hindering or
water. It does not treat water as hindering or doubly doubly hindering terrain. It cannot travel on land.
hindering terrain. It cannot travel on land. The surfboard does not require any hands to
use. However, it cannot be used by characters that
6 pt ///Lava Barge cannot make coordination checks (ex via the
400 HP / 20 evasion / 8 squares surf / 16 Uncoordinated weakness).
squares straight line / 8 seats / huge /
running over -20 / lethal bludgeoning / no
cover
The barge "surfs" along the top of a
body of water. It does not treat water as

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Amphibious Vehicles underwater - otherwise, everyone in the vehicle will


start drowning once they go underwater!
6 pt ///Hovercraft
200 HP / 35 evasion / 10 squares hover / 20 squares
straight line / 4 seats / large / running over -20 /
strong bludgeoning / partial cover
Has over capabilities instead of wheels;
ignores any terrain effect, gets pushed twice as far
from pushing effects. It does not fly - it simply
hovers slightly over the ground.

7 pt ///Hydromobile
200 HP / 35 evasion / 10 squares swim or land / 20
squares straight line / 4 seats / large / running over
-20 / strong bludgeoning / total cover
The hydromobile does not treat water as
hindering or doubly hindering terrain. It can go on
land or in the water.

6 pt ///Oyster Boat
200 HP / 35 evasion / 11 squares surf or land / 22
squares straight line / 4 seats / large / running over
-20 / strong bludgeoning / partial cover
The oyster boat "surfs" along the top of a
body of water. It does not treat water as hindering or 3 pt ///Flight (Jet Style)
doubly hindering terrain. It can travel on land or over Your vehicle flies at double its full
the water. movement speed, and increases its evasion by 10.
However, you can only fly in a straight line in your
▒░ Vehicle Modifications ░▒ current heading (thus doubling the speed again, as per
vehicle rules concerning moving in a straight line). It
Movement costs a move action to pivot, rather than a swift
action. If you do not move at least one-quarter of
1 pt ///Amphibious Vehicle your full movement speed on your turn, you stall out
The vehicle can drive around on land and on the end of your turn, plummeting to the ground;
"surf" along the top of a body of water. It does not both you and the vehicle take fall damage from this if
treat water as hindering or doubly hindering terrain. It eligible, and the damage you take is doubled. Taking
can travel on land or over the water. It cannot swim off or landing requires moving at least 8 squares in a
below the surface - only tread above it. Increase its straight line on the ground.
speed by one square.
3 pt ///Flight (VTOL Style)
1 pt ///Deep-Water Amphibious Vehicle Your vehicle flies at its full movement speed.
The vehicle does not treat water as hindering
or doubly hindering terrain. It can go on land and in 1 pt ///Hovering Vehicle
the water. Your vehicle hovers instead of using wheels.
Important: Make sure the vehicle offers Ignore any terrain effect, get pushed twice as far from
total cover, or that its operators can breathe pushing effects. It does not fly - it floats just above
the surface.

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0 pt ///Legged Vehicle vehicle. This turret offers the same amount of cover
Your vehicle has legs instead of wheels. Its as the rest of the vehicle.
speed is decreased by 2, but it does not treat sand The weapon cannot affect the speed or
and/or stairs as hindering terrain, and takes no evasion of the vehicle by virtue of being heavy. The
additional penalty from hindering terrain and/or weapon can be dismounted if need be - however,
doubly-hindering terrain. since it's built for vehicle use, it has -20 on all rolls to
hit if removed.
1 pt ///Nimble Vehicle The turret takes up one of the seats of the
Your vehicle can turn more than 90 degrees vehicle. If the turret is designed to be used by a
when taking a pivot action. large-sized character, it takes up two seats instead, or
four seats if designed for a huge-sized character.
0 pt ///Surfing Vehicle
Your vehicle can surf along the surface of 0 pt ///Manned Turret (Uncovered)
water. It cannot swim below the surface - only tread Choose a weapon you purchased via
above it. Increase its movement speed by two. It no point-buy. It’s mounted on a swivelling turret on your
longer considers water hindering or doubly-hindering vehicle. This turret has no cover, even if the rest of
terrain. However, it can never operate on land. This the vehicle offers cover.
describes boats, surfboards, jetskis, et cetera. The weapon cannot affect the speed or
evasion of the vehicle by virtue of being heavy. The
0 pt ///Swimming Vehicle weapon can be dismounted if need be - however,
Your vehicle can swim freely through water since it's built for vehicle use, it has -20 on all rolls to
- it no longer considers water hindering or hit if removed.
doubly-hindering terrain. However, it can never The uncovered turret takes up one of the
operate on land. seats of the vehicle. If the turret is designed to be
Important: Make sure the vehicle offers used by a large-sized character, it takes up two seats
total cover, or that its operators can breathe instead, or four seats if designed for a huge-sized
underwater - otherwise, everyone in the vehicle will character.
start drowning once they go underwater!
1 pt ///Spiked Bumper
0 pt ///Treaded Vehicle Increase the running over damage by one
Your vehicle has treads instead of wheels. -2 step, and make it deal piercing damage instead of
squares movement speed, -10 evasion, treat doubly bludgeoning. You can only take this once per vehicle.
hindering terrain as hindering terrain instead, ignore
all other forms of hindering terrain, get pushed half 1 pt ///Vehicle-Integrated Turret
as far from pushing effects. Choose a weapon you purchased via
point-buy. It’s built into the internals of your vehicle,
Offense operated by a remote-controlled swivelling turret.
Note: If a vehicle is larger than Choose which seat operates the weapon -
medium-sized, increase the damage of any melee only whoever is sitting in that seat can use the
weapon attached to the vehicle by one damage rank if weapon.
large, or two ranks if huge; choose upon purchase if The weapon cannot affect the speed or
that melee weapon has reach, or if it attacks in two evasion of the vehicle by virtue of being heavy. It
adjacent squares next to you simultaneously. cannot be removed from the vehicle without a proper
engineering check at GM discretion.
1 pt ///Manned Turret (Covered)
Choose a weapon you purchased via 0 pt ///Vehicle-Integrated Weapon
point-buy. It’s mounted on a swivelling turret on your Choose a weapon you purchased via
point-buy. It’s built into the internals of your vehicle.

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When taking this function, state which way 1 pt ///Ejection Seats


the weapon is facing (ex “front”, “top”, “left”); it can As a reaction, anyone can eject themself
only aim at targets in a 90 degree arc from that from your vehicle. They’re launched 12 squares up,
direction - keep track of the last direction your then optionally glide down via parachute at a rate of
vehicle moved in to denote its current heading. For 4 squares per round.
example, a front-mounted machinegun can only shoot
at targets within a 90-degree arc in front of you. 2 pt ///Escape Pods
Weapons with cone attacks cannot swivel at all - a Choose any number of seats in the vehicle to
back-mounted flamethrower can only ever shoot a replace with escape pods - one removed seat equals
cone directly behind the vehicle. Radius attacks still one escape pod.
operate as they normally do, hitting every target Anyone within a vehicle can enter an escape
within its radius. pod as a move action. Launching an escape pod is a
Choose which seat operates the weapon - standard action. A launched escape pod travels 24
only whoever is sitting in that seat can use the squares in a direction chosen upon launch; if
weapon. launched into a solid object, the escape pod deals
The weapon cannot affect the speed or average bludgeoning damage to the solid object.
evasion of the vehicle by virtue of being heavy. It Escape pods have 100 HP and 20 evasion,
cannot be removed from the vehicle without a proper have no propulsion systems of their own, and are
engineering check at GM discretion. immune to bludgeoning damage. They are medium
sized, and can cram one large-sized character within,
or two medium-sized characters.
You can replace two seats with one
large-sized Jumbo Escape Pod, with 150 HP, 10
evasion, and enough room to fit one huge character,
or two large characters, or four medium characters, et
cetera. The Jumbo Escape Pod deals strong
bludgeoning damage if it hits something.

1 pt ///Improved Cover
A vehicle that provides partial cover grants
total cover; a vehicle that provides no cover provides
partial cover.

Other

3 pt ///Complete Owner’s Manual


When you take this function, choose a
vehicle you have purchased or invested points into.
Defense You still have the complete owner’s manual, and
know exactly where to refer to for what kind of issue.
0 pt ///Compact You gain its effects as long as you hold it open in one
Reduce the number of seats by half. The hand.
vehicle has +5 evasion. Can only be applied up to Whenever you mechanically repair the
two times per vehicle, cannot be applied to a vehicle vehicle (or medically heal it if organic), it regains
that already only has one seat. twice as much HP. You have +50 on knowledge
checks concerning fixing problems with the vehicle.

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If the vehicle’s destroyed, you can bring it 0 pt ///Sentient Vehicle


back into operating condition during the course of an Apply to a vehicle. You ARE the vehicle.
inter-wave rest, choosing two of the following three Use the vitals of the vehicle rather than the default
downsides to apply to the newly-fixed vehicle: character vitals. Unless you choose to make yourself
● -20 evasion organic (as per Organic Vehicle), you are immune to
● speed reduced by half poison damage and to biological effects; however,
● Max HP reduced by half you can still be affected by mental and/or emotional
If you happen to be in a garage or similar effects, you can be hacked and/or EMP’d, and you
environment with the means to create spare parts, you must be mechanically repaired instead of medically
only take one downside. If you have a complete set of healed.
spare parts, you take no downsides. You can have up to two hands worth of
purchased weapons be permanently built into your
1 pt ///Spare Parts body as turrets that you control. There is no steering
A one-time-use set of extra parts wheel - YOU are the driver.
for a vehicle you have an Owner’s Manual
for. When bringing the vehicle back to X pt ///Vehicle Functions
operating condition using the Owner’s You can give your vehicle additional
Manual, you can use up your set of spare functions and abilities as if it were its own character
parts to not take any downsides. by spending your own points on it. If it’s a function
that requires actions to use, assign a seat to it.
2 pt ///Enlarged Vehicle
Double your vehicle’s HP, decrease its X pt ::: Vehicle Weaknesses
evasion by 15, double its seating, increase its size You can apply weaknesses to your vehicle
category one step, increase its running over damage when appropriate (for example, giving it a Bad
two ranks. Fighting Posture to decrease its evasion by 15), so
long as the total value of the vehicle after accounting
1 pt ///Extra Operator Seat for weaknesses doesn’t decrease below 1 point.
Apply to any function or other aspect on
your vehicle that’s tied to a seat. Assign an additional 1 pt ::: Reduced Cover
seat that can operate that same aspect. A given aspect If the vehicle provides partial
can only be operated by one seat per turn - multiple cover, it now grants no cover; if it provides
operators cannot use the same aspect on the same total cover, it now only grants partial cover.
turn. Cannot be applied to vehicles that already
do not provide cover.
0 pt ///Organic Vehicle
Your vehicle is organic rather than
mechanical in nature. This completely reverts all
aspects of being inanimate.

1 pt ///Periscope
Assign the periscope to a specific seat.
Whoever operates the periscope can scan the
battlefield as a standard action - performing a
perception check at +50 if in a 90-degree cone, or
+25 if looking in all directions.

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only 2 points of functions does not net you back an


extra point.

1 pt ///Horse (Example Follower)


80 HP, 35 evasion, 8 squares movement, trip
attempts against it are at -25, you can ride on its back.
This horse is fully sentient and can talk.

1 pt ///Lay Egg
You gain a follower, but instead of starting
with them, they are born from you mid-gauntlet. You
can spend an entire inter-wave rest building a nest,
laying an egg, and incubating it. You cannot do
anything else for the inter-wave rest - if you do, the
eggs do not incubate properly. At the end of the
inter-wave rest, the egg hatches out the follower that
you have pre-built, fully grown and ready for combat.
There is no limit to how many eggs you can
▒░Followers░▒ lay in a gauntlet - you can spend multiple inter-wave
rests laying eggs, resulting in multiple followers. If
Followers cannot have followers. you purchase this function multiple times for
Narratively, one follower can serve another, but different followers or multiple copies of the same
mechanically, they are still your follower, not theirs. follower, you can lay one of each egg during an
If a follower has any amount of weaknesses, inter-wave rest.
all of their equipment is hyper-specialized for them,
meaning only they are capable of using it. It's not 1 pt ///Remote-Controlled Ally
simply that they won't give up their equipment - it's Gain a follower under your control, for
literally useless in other people's hands. The GM is which you can buy their own separate functions with
free to make an exemption in benign cases where no your point-buy allowance. You must feed commands
exploit is made, but consider this rule the norm. into them through a remote control, which takes up
two hands to use. You must cash in a standard action
3 pt ///Equal for the remote-controlled ally to have a standard
Only a character with NPC vitals can take action, a move action for a move action, et cetera.
this, and they can only take this once. +80 HP, +15 However, choose two of the following benefits to
evasion. This results in the NPC having player grant them for free (you can pick the same one
character vitals. This is good if you want to make a twice):
follower that's just as competent as you are. ● +50 HP
● +5 EVA
1 pt ///Follower ● +2 SPD
Gain a follower under your control, for ● An extra limb
which you can buy their own separate functions with ● +10 accuracy on one attack (if chosen
your point-buy allowance. They do not come with multiple times, apply to different attacks)
their own point-buy allowance. Like an NPC, they It’s also implied that you can see what they can see
have 80 HP and 35 evasion. Followers can take through a screen. You can give them one extra benefit
weaknesses, but weaknesses given beyond its worth by having the remote control be a massive, immobile
in functions do not grant extra points back - for console, or one less benefit by having the remote
example, a follower with 3 points of weaknesses but control only take up one hand to use. Like an NPC,
they have 80 HP and 35 evasion. Followers can take

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( 123 )

weaknesses, but they cannot have more weaknesses function if you’re making your character ahead of
than purchased point-buy. time rather than right before the gauntlet.)

1 pt ///Summoned Ally 1 pt ///Transforming Limb/Ally


Once per gauntlet, you can summon into an As a standard action, you can detach one of
adjacent square a follower built during character your limbs and have it transform into a follower you
creation, which disappears at the end of the wave. build upon creation, or have the same follower turn
However, choose two of the following benefits to back into that limb. Any weapons or equipment that
grant them for free (you can pick the same one are built into that limb (arm weapons for a
twice): transforming arm, leg weapons for a transforming
● +50 HP leg, etc) are also built into that ally, granting them
● +5 EVA access to those functions. You can buy their own
● +2 SPD separate functions with your point-buy allowance.
● An extra limb Furthermore, choose one of the following benefits to
● +10 accuracy on one attack (if chosen grant them for free:
multiple times, apply to different attacks) ● +50 HP
Like an NPC, they have 80 HP and 35 evasion. ● +5 EVA
Followers can take weaknesses, but they cannot have ● +2 SPD
more weaknesses than purchased point-buy. ● An extra limb
● +10 accuracy on one attack
5 pt ///Summoner Like an NPC, they have 80 HP and 35 evasion.
When purchasing this function, design three Followers can take weaknesses, but they cannot have
characters with NPC vitals and three points worth of more weaknesses than purchased point-buy.
point-buy (80 HP, 35 EVA). This list of characters is While it’s in follower form, you cannot use
referred to as your stable. that limb, and vice versa. It’s assumed you have two
Once per wave, as a standard action, you can legs, and losing a leg decreases your speed by 3.
summon one of the characters from your stable as an Each purchase of Extra Legs or similar grants you an
ally you control. The character appears in an adjacent additional two legs; losing a leg if you have more
square of your choice. The character fades from than two decreases your speed by 2.
existence at the end of the wave. Nobody can use
their equipment but themselves - it’s useless in
anyone else’s hands. You cannot summon the same
character multiple times in the same gauntlet, unless
you have the same character take up multiple slots in
your stable, allowing you to summon them multiple
times.
You can spend additional points to further
modify this function:
Extended Stable (1 pt): Double the number of
characters in your stable.
Extra Summon (2 pt): You can summon once more
per wave.
Powerful (3 pt): Increase the point-buy value of
characters in your stable by 1.
You can take the same modifier multiple times.
(Note: This function is very time-intensive
to apply. It’s strongly suggested you only take this

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( 124 )

two-handed weapon, you have -15 to hit with it. The


weapon can be used in a grapple. If it already could
be used in a grapple, add 10 to its overall to-hit
(meaning a one-handed weapons nets a +5 and a
two-handed weapon nets a -5 from this function).
Reloading this weapon does not take any hands.

0 pt ///Chest Weapon
Choose a weapon you bought with
point-buy. It is inside your torso, from which you can
fire it. It cannot be disarmed.If it was a one-handed
weapon, you have -5 to hit with it. If it was a
two-handed weapon, you have -15 to hit with it. The
weapon can be used in a grapple. If it already could
be used in a grapple, add 10 to its overall to-hit
(meaning a one-handed weapons nets a +5 and a
two-handed weapon nets a -5 from this function).
Reloading this weapon does not take any hands.

▒░Cybernetics░▒ 0 pt ///Double Arm Weapon


Choose a weapon you bought with
▒░ Bodily Weaponization ░▒ point-buy. It cannot be disarmed. If it took two hands
before, you have +10 accuracy with it. If it took one,
you have +20 accuracy with it. However, this
0 pt ///Arm Weapon
permanently binds two arms to its use, meaning they
Choose a weapon you bought with
can never be used for anything else. Reloading this
point-buy. It cannot be disarmed and it only takes up
weapon does not take any hands.
one hand (this bypasses the penalty of wielding a
two-handed weapon with only one hand). If it only
X pt ///Gear Implant
took one hand before, you have +10 accuracy with it.
When you purchase gear, you can choose to
However, that arm can never be used for anything
have it be part of your body - for example, a
else. Reloading this weapon only takes one hand.
wrist-mounted grappling hook. Use the appropriate
cost and rules for where you place it, using the same
1 pt ///Stacked Weapon Arm
rules as applying a weapon to your body.
Attach an additional weapon to the same
arm.
2 pt ///Guardian Weapon
Designate a weapon to function like an
1 pt ///Weapon/Arm Mode
autoturret on your body. It cannot be disarmed, and it
As arm weapon, but as a swift
takes up no hands. You can fire it as normal. If an
action, you can toggle between that weapon
enemy enters its attack range or moves already while
and a normal arm.
in its attack range and you didn’t fire it yet this round,
it can attack them if you wish; doing so takes no
0 pt ///Body Weapon
action.
Choose a weapon you bought with
If you assign a weapon that can perform
point-buy. It is inside some part of your body not
multiple attacks to be a Guardian Weapon, you can
listed elsewhere in this section, from which you can
choose to only use some of the attacks on a given
fire it. It cannot be disarmed. If it was a one-handed
target and save the rest for another attack later that
weapon, you have -5 to hit with it. If it was a
round. For example, only firing two shots of a

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( 125 )

machinegun at one target and saving the other three 1 pt ///Self-Destruct


for another target. At any time, as a reaction or free action, you
You can purchase other functions for the can choose to explode, killing you. You automatically
guardian weapon where applicable (ex taking explode when you die. When you explode, you deal
Signature Weapon to make it more accurate). the following attack:
3 square radius / 0 / very strong fire
0 pt ///Leg Weapon If you choose to explode, death-prevention
Choose a weapon you bought with effects do not prevent you from dying.
point-buy. It cannot be disarmed. While standing on
the ground, if the weapon was one-handed, it takes 1 pt ///Wrist Weapon
-10 accuracy; if it was two-handed it takes -20. Going Choose a weapon you bought with
prone, flying, hanging from a monkey bar, doing a point-buy. It cannot be disarmed. If it took two hands
handstand (DC 50 coordination and a move action), before, you have -10 accuracy with it instead of the
or anything else that frees up your leg removes the usual penalty for firing a two-handed weapon with
penalty for a one-handed weapon, and reduces the one hand. You can still use that hand. Reloading this
penalty for a two-handed weapon to -10. weapon does not take any hands.

0 pt ///Mouth Weapon ▒░Sensory/Internal Systems░▒


Choose a weapon you bought with
point-buy. It is inside your mouth, from which you 1 pt ///Analysis Vision
can fire it. It cannot be disarmed. It’s assumed to be As long as you are aware of someone’s
a miniaturized version of the weapon. If it was a precise location, you know their current and
one-handed weapon, you have -5 to hit with it. If it maximum health. At GM discretion, boss characters
was a two-handed weapon, you have -15 to hit with may be exempt from this, as well as other enemies -
it. The weapon can be used in a grapple. If it already however, being exempt should be the exception, not
could be used in a grapple, add 10 to its overall to-hit the norm.
(meaning a one-handed weapons nets a +5 and a You can also, as a swift action, choose a
two-handed weapon nets a -5 from this function). damage type and analyze how that damage type
Reloading this weapon does not take any hands. would affect someone - the GM will either tell you if
they’re vulnerable, affected normally, resistant,
2 pt ///Palm Weapon completely immune, or affected unconventionally by
Choose a weapon you bought with it.
point-buy. It cannot be disarmed. If it took two hands
before, you have -10 accuracy with it instead of the 1 pt ///Antivirus
usual penalty for firing a two-handed weapon with Your cybernetics and other electronics
one hand. The weapon can also be used in a grapple - cannot be hacked.
if it is, it has +10 to hit. If the weapon already could
be used in a grapple, add 10 to its accuracy for all of 0 pt ///Biochemical Implant
its attacks. You can still use that hand. Reloading this Apply to any consumable function -
weapon does not take any hands. stimpaks, berserker stims, et cetera. You have an
implant in your brain to inject the chemical from
1 pt ///Power Fist / Power Kick within on command by spending the proper actions.
Starts charged and only holds one charge. This ignores any immunity to biological effects you
Performing an unarmed strike discharges it, bumping may have. Unless brain surgery is performed to
that unarmed strike’s damage up two ranks. Move remove it, only you can use it, and only on yourself.
action to recharge.

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1 pt ///Biotubes point value of abilities you chose to be initially


External tubing allows your blood, neuro- cyberchipped, and cyberchips take up slots equal to
transmitters, and other biochemicals to operate more the point-buy value of the listed ability (0-point
efficiently. functions take up and provide 1 slot).
Your max HP is increased by 100, but the You also have an additional cyberchip of
biotubes can be targeted with a called shot at -30. If it any 1-point ability. This effectively gives you one
hits, instead of the attack dealing damage as normal, more point worth of cyberchips than you have slots
if the attack dealt at least 25 damage, the biotubes are for.
destroyed - you take 100 damage and reduce your
max HP by 100. If you have multiple counts of 2 pt ///Electro-Converter
biotubes, only one set of biotubes can be targeted per Immune to electric damage. (Reminder: one
called shot. function stating you take double damage from a given
damage type and another function stating you are
1 pt ///Cranial Battle Simulator immune to a given damage type cancel out.)
You can tell someone’s exact evasion just by
looking at them. Additionally, once per wave, you
can “run the simulation” on a specific skill check or
roll to hit (examples: “jumping over this ravine” or
“bypassing the security on this terminal”). You need
to be the one attempting to perform the check. You
are informed of the exact DC required to succeed at
that check. If it’s an opposed check - like escaping a
grapple - you’re instead informed of the modifier to
the check that your adversary has.
If you perform the check by the beginning
of your next turn, you gain a +5 on the roll due to
being prepared. If you take too long to perform the
check, the circumstances might change in such a way
that the DC changes - if this happens, the bonus
granted by running the simulation may no longer
apply, according to GM discretion.
Running the simulation takes no action - you
can do it at any time, even on the enemy’s turn.

1 pt ///Cyberchip Implants
Choose any number of abilities you’ve
purchased (specifically the point-buy functions under
the “abilities” category, or any function you wish to
describe as an ability at GM discretion). They exist as 1 pt ///Internal Image Enhancer
electronic chips inside your brain, which can be As a move action, you can make a
inserted via a slot in the side of your head. You can perception roll at +50.
swap these cyberchips with those found off of fallen You can also spend a move action to add
enemies with cyberchips, or between other allies with +25 to a perception check you made at any point in
cyberchips. Taking one out is a swift action, putting the gauntlet by analyzing and enhancing your
one in and waiting for it to boot is a move action. perception of the events. A given perception check
You can sometimes tell what abilities a cyberchip can can only gain a retroactive bonus once.
grant you before putting it in, but they’re not always
clearly labelled. You have cyberchip slots equal to the

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Each additional purchase of this function considered one size category smaller, move twice as
increases the move action perception check by +50 fast downhill and half as fast uphill, treat stairs and
and the retroactive perception bonus by +25. sand as hindering terrain, and take double penalty
from all hindering terrain and/or doubly hindering
2 pt ///Scope Cable terrain.
An info cable going from your eyeball, the While in your ball form, you cannot perform
other end of which you can screw into most ranged standard actions or roll athletics checks.
weapons as a swift action. You have +10 accuracy
with whatever weapon it’s screwed into, and it cannot
be moved more than 1 square away from you without
severing the cable (called shot at -10). You can also
use this to peek around corners with your weapon.
You can take one swift action to remove the cable
from one weapon, and spend another swift action to
put it into a different weapon.

1 pt ///Target Lock
Once per wave, as a standard action, you can
lock onto anyone you can perceive, auto-succeeding
the next roll to hit them with an attack.

2 pt ///Thermal Vision
Know the exact location of organic creatures
within perception via heat signatures. Reptiles do not
produce heat, so they would not be seen. You also see
other heat sources, however, like fire.

1 pt ///Tracking Vision
1 pt ///Ball Form Compliant
Once you make visual contact with someone
Apply to any function that takes a
and are aware of them, you know precisely where
standard action to use, including weapons.
they are at all times. At GM discretion, boss
You can perform standard actions connected
characters may be exempt from this, as well as other
to that function while in ball form.
enemies - however, being exempt should be the
exception, not the norm.
2 pt ///Jet Boosters
Move action to move 12 squares in a
2 pt ///X Ray Vision
straight line. You can use this to elevate yourself to
See through any material. At GM discretion,
reach a higher plane if appropriate - either via a ramp,
extremely dense barriers or specialized materials
and/or a coordination or athletics check of DC 25 per
(such as lead) cannot be seen through.
2 squares up.

▒░ Transport/Motion ░▒
1 pt ///Battery Jet Boosters
Move action to move 12 squares in
2 pt ///Ball Form
a straight line. One charge, recharges after
As a swift action, you can curl into a sphere
one round of nonuse. You can use this to
about half your size, or revert back to normal form
elevate yourself to reach a higher plane if
from ball form. While you’re a ball, you have +6
appropriate - either a ramp, and/or a
squares of movement speed, +10 evasion, are

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coordination or athletics check of DC 25 per 1 pt ///Tread Mode


2 squares up. Swift action to swap between
normal legs and treads. Note that, while
2 pt ///Cybernetic Ice Blades you’re in legs mode, you are slowed down
Ice skates can come out of the soles of your by heavy equipment as normal.
feet to assist you in travelling across ice. While your
skates are out, ice is no longer considered slippery 0 pt ///Wheel Legs
terrain, and movement across ice only takes half the +4 speed while on the ground, move twice
usual movement (you can cross 2 squares of ice for as fast downhill and half as fast uphill, treat stairs and
only 1 square of movement). However, any other sand as hindering terrain, take double penalty from
terrain is considered hindering terrain. It takes a swift all hindering and/or doubly hindering terrain.
action to extend or retract the blades.
The skates can also be used to perform an 2 pt ///Wheel Mode
attack: Swift action to swap between normal legs
Melee / -10 / weak slashing and wheels.

1 pt ///Enhanced Legs ▒░ Other ░▒


+2 squares of movement speed.
(X * 2) pt (minimum 1) ///Battle Configuration
3 pt ///Forward Thrusters Matrix
Move action to toggle on or off. While You're able to enter one of four distinct
activated, every turn you must fly exactly 12 squares modes, dependent on the situation at hand. Choose
in a straight line, including the turn you activate it, four sets of functions, each set being worth a total of
but not the turn you deactivate it. This is separate X points (for example, if you spent 2 points on this
from your move action and does not consume any function, make four sets of functions, each set being
actions. You cannot use a move action to move an worth 1 point). These sets of functions cannot include
additional 12 squares in a straight line. The turn you weaknesses, but can include zero-point functions.
deactivate it, you can optionally fly up to 12 squares These sets are referred to as your Battle
in a straight line as part of the move action to turn it Configurations.
off. Once per gauntlet, as a swift action, you can
enter one of your Battle Configurations, gaining the
1 pt ///Hover Legs functions listed within it for the rest of the gauntlet.
Ignore any terrain effect, get pushed twice as far from You cannot access the other Battle Configurations
pushing effects. this gauntlet - you have locked into your chosen
Battle Configuration.
2 pt ///Hover Mode For example, you can spend six points on
As a reaction, swap between normal legs this function to have four Battle Configurations, one
and hover. of which gives you a Pistol (1 pt) and an Everbleed
Whip (2 pt), one of which gives you Powerful Wings
0 pt ///Tread Legs (3 pt), one of which gives you Gills (1 pt) Fins (1 pt)
-2 squares movement speed, -10 evasion, and Hydrodynamic Body (1 pt), and one of which
treat doubly hindering terrain as hindering terrain gives you a Motorcycle (2 pt) and Diehard (1 pt).
instead, ignore all other forms of hindering terrain, Each of these gives you three points worth of
get pushed half as far from pushing effects, cannot be functions, which is half of the total six points you
slowed down by weight of heavy weapons or gear spent on this function.
(your evasion still goes down, however). As another example, you can spend two
points on this function to have four Battle

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Configurations, one of which gives you a Pistol (1 electric damage, the diesel-powered equipment
pt), one of which gives you Minor Wings (1 pt), one explodes - dealing damage as appropriate according
of which gives you Gills (1 pt), and one of which to GM discretion - and ceases to function, on top of
gives you Diehard (1 pt). Each of these gives you one the normal crit effects. Furthermore, you cannot
point worth of functions, which is half of the total perform stealth checks as long as the diesel-powered
two points you spent on this function. equipment is powered on - swift action to turn a
If you spend only 1 point on this function, given piece of equipment off or on again.
you can only gain zero-point Battle Configurations,
like one that gives you a Reptile Body, another that
makes you a Machine, one that gives you a Glass
Body, and another that makes you an Angel.

0 pt ///Blood Powered
Some or all of your equipment which would
normally be described as electronically-powered is
instead powered by an organic circulatory system or
an analogue of such.
The upsides of this: the equipment in
question cannot be hacked or affected by EMP’s, and
doesn’t take double damage from electric (meaning if
you apply this to your purchase of Machine, you
negate your weakness to electric damage). However,
the equipment is affected by poison damage, as well
as any medical affliction that targets the blood such
as everbleed (meaning if you apply this to your
purchase of Machine, you lose your immunity to
poison and some of your overall biological
immunity).
It can be medically healed or mechanically
repaired, but at only half effectiveness - only
regaining half the HP it usually would.
3 pt ///Electric Conduit
0 pt ///Cybernetic Body Part You are immune to electric damage.
Apply to any function from the Body Furthermore, whenever you would be dealt electric
section. It's cybernetic instead of organic. damage, you instead heal one fourth of the amount
that would be dealt. You cannot heal yourself with
0 pt ///Diesel Powered attacks that draw from your internal store of energy -
Some or all of your equipment which would such as an electric breath attack - but you can heal
normally be described as electronically-powered is yourself with external sources of electricity - such as
instead powered by combustion engines fueled with your own electric gun.
gasoline. If you would otherwise take double damage
The upsides of this: the equipment in from electricity (for example, from taking the
question cannot be hacked or affected by EMP’s, and Machine function), you must spend an additional 2
don’t take double damage from electric (meaning if points on this function.
you apply this to your purchase of Machine, it
negates your weakness to electric damage) 2 pt ///Ironclad Mode
However, if you take a crit or an astral crit You can enter a state where you become
from an attack that deals fire, piercing, beam, or living artillery. Pitons extend downward from your

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feet, and your body locks up as you become covered and/or EMP'd; because your brain is electronic, this
in plated steel from head to toe. As a move action, means if someone hacks you, you are literally
toggle a state where you cannot move at all, cannot mind-controlled, and if someone uses an EMP on
be moved, cannot evade attacks, and take 25 less you, you are completely shut down for the duration.
damage from attacks. Choose your heading when you
become Ironclad - it cannot be changed until you get 1 pt ///Android / Well-Disguised Cyborg
out of being Ironclad. All attacks can only target Your mechanical aspects are
within a 90-degree angle from your front side, or extremely well-designed, appearing as the
another side if appropriate, like tails attacking the genuine article to the casual eye. It takes a
back. DC 80 perception check for someone to
notice your mechanical aspects - otherwise,
0 pt ///Ironclad-Only Weapon they will react to you as if you're fully
Apply to any weapon. You can only organic, meaning enemies might try to
use it when in Ironclad mode. Choose from poison you in vain.
which side of your body the weapon If something happens to contradict
emerges - it can only target within a the assumption that you’re organic - sparks
90-degree arc from that side. Increase the fly from your body instead of blood, or
damage by one rank. you’re apparently unaffected by a lack of
If you apply weapon mods to an oxygen - observers will probably realize
Ironclad-Only weapon, and a given mod your mechanical nature, or at the very least
would decrease evasion and/or speed (ex heavily suspect it. If it’s something subtle or
Mega), it costs 1 additional point to apply it not particularly obvious, like the sound of
to the weapon. metal on metal when struck with a sword,
it’ll take a perception check of some sort.

0 pt ///Full-Body Cyborg
Someone once organic, whose
entire body has been replaced with
cybernetics, leaving only the brain
remaining. Immune to poison damage and
biological effects (bleeding, disease, fatigue,
biochemicals, breathing, etc). However, you
cannot be healed by medical means - you
must instead be repaired. You also take
double damage from electric. You can also
be hacked and/or EMP'd. If you're hacked,
they cannot control your brain - only your
body. If you're EMP'd, your brain still
works.

0 pt ///Machine 0 pt ///Half-Body Cyborg


You're a robot or other machine. Immune to Someone who's roughly
poison damage, biological effects (bleeding, disease, half-robotic, half-organic. Take 50 less
fatigue, biochemicals, breathing, etc), mental effects damage from poison. State what parts of
like psychic-based mind control, and emotional your body are cybernetic (must be about half
effects. However, you cannot be healed by medical your body); that half of your body can be
means - you must instead be repaired. You also take hacked and/or EMP'd. You can be medically
double damage from electric. You can also be hacked healed and/or mechanically repaired, but at

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only half effectiveness - giving back only


half the HP they usually would.

1 pt ///Perfect Biology Simulacrum


You're only affected by biological effects
that you wish to be affected by.

2 pt ///Selective Sentience Core


You're only affected by mental and/or
emotional effects that you wish to be affected by.

1 pt ///Technovore
Able to eat technological matter quickly,
healing you in the process. Eating a “meal” worth of
a dead mechanical character takes a swift action, and
heals you 15 HP. Purchasing this function multiple
times increases the amount of HP one meal provides
by 15.
How many meals a mechanical body
provides depends on its size:

Size of Body Amount of Meals

Tiny 1 meal

Small 2 meals

Medium 4 meals

Large 8 meals

Huge 16 meals

Mechanical handheld devices provide one


meal if one-handed, two meals if two-handed.
If you kill a mechanical creature with a bite
attack, or land a crit on a mechanical creature with a
bite attack, you can consume a meal from them in the
process. Eating a meal out of a still-living target
reduces their max HP by half the damage dealt by the
bite attack used to eat them.
You cannot eat yourself.
You can apply functions to modify
Technovore as if it were Carnivore, swapping out the
mention of organic entities with mechanical ones.

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▒░ Abilities ░▒
1 pt ///Computer Expert
+35 to knowledge checks involving
computers (programming, hacking, using complex
▒░ Numeric Bonuses ░▒ software, etc). Accessing a computer is a move action
rather than a standard action for you.
2 pt ///Athletically Trained
+30 to all athletics checks - jumping, swimming,
climbing, grapples, etc.

1 pt ///Aware
You have +25 to perception checks and +10 to
knowledge checks (the latter based off of
accumulated guesswork).

1 pt ///Charismatic
Whenever you try to persuade an NPC,
alongside the usual roleplay, you can now also make
a charisma roll to simulate the nuanced skills of your
character’s body language, tone, facial expression, et
cetera. Only roll when your roleplayed attempt isn’t
enough. You must say what you’re doing to convince
them before rolling. What you say may give you a
1 pt ///Curbstomp Mastery
bonus or penalty depending on GM discretion. You
When you attack a prone target while
can only make one charisma roll per turn.
wearing stomping boots or other leg-based melee
For each purchase of this function beyond
weapon, the damage goes up three ranks. You can
the first, you gain +10 on these rolls. As a point of
only take this once.
reference, convincing an enemy to attack one of your
teammates rather than you this turn is a DC 50.
2 pt ///Deadly Fist Technique
Use of this function is at GM discretion,
Your unarmed strike’s damage is increased
especially since not everything is capable of being
three ranks. You can only take this once.
convinced - things like robots, beasts, feral people,
and mindless undead cannot ever be persuaded.
1 pt ///Dextrous
The weakness Uncharismatic does not exist,
You can perform one additional swift action per turn.
and should not be homebrewed, because gladiators
by default are not especially charismatic.
3 pt ///Mover
However, taking this function allows you to
You can perform one additional
take the 1 point weakness Talk It Out, where you
move action per turn. If used to move across
must attempt to peacefully communicate with any
the battlefield, you must also spend a swift
sentient creature before fighting it, no matter the
action on this additional move action.
context - it takes a full-round action to attempt to
persuade all enemies you’re currently aware of.
5 pt ///Veteran
You can perform one additional
1 pt ///Coordinated
standard action per turn. If used to attack,
+35 to all coordination checks - driving, balancing,
you must also spend a swift action on this
landing falls, etc.
additional standard action.

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2 pt ///Vigilant Reflexes Taking this function a second time


You can perform an additional 3 allows you to pivot once in the middle of a
reactions per turn. Each time someone move action and preserve the speed of flying
would provoke an attack of opportunity in a straight line (this takes no action). Each
from you, you can take it. You can only use purchase beyond the second adds an
one attack of opportunity each time you’re additional turn per movement.
provoked, but you can attack each individual
time they provoke one. 2 pt ///Roadkiller
Running people over no longer
1 pt ///Disarming Mastery takes -20 to hit for you. If you spend a
+20 on rolls to disarm. standard action to run someone over,
increase the damage by one rank. You can
2 pt ///Dodge only take this once.
+15 evasion against ranged attacks.
1 pt ///Evasive
2 pt ///Juke +5 evasion.
+15 evasion against melee attacks.
1 pt ///Grappler
+25 to grappling rolls.

1 pt ///Guarded Posture
+10 evasion against attacks of opportunity.

1 pt ///Headbutt Mastery
Melee attacks performed with your head
have +40 damage, but you also take half the total
damage dealt as untyped damage. Unless you have
horns or other head-based melee attacks, assume your
head deals the same damage as your unarmed strike
before increasing it via this function.

1 pt ///Intelligent
+25 to all knowledge checks - knowledge of
foes, knowledge of technology, etc.

1 pt ///Lasso Mastery
+35 to grappling rolls made through a lasso.
2 pt ///Driver
+25 to driving-related coordination and 2 pt ///Lucky
knowledge checks, vehicles you’re driving gain +10 Increase your astral crit range by 1, and your
evasion and +2 speed while you drive them. crit range by 5. This means the first time you take
this, you astral crit on 99-100, and crit on 90-98.
2 pt ///Jet Pilot
Pivoting a jet or other jet-style (2, 3, 4…) pt ///Musical Prodigy
flying vehicle takes a swift action instead of When you play an instrument as per the
a move action for you. +25 on jet-related Musical Instrument functions, it grants a +10 bonus
coordination and knowledge checks. instead of a +5 bonus. Each purchase beyond the first
costs an additional point than the previous purchase

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( 134 )

but increases the bonus by an additional 5. For same type, this benefit does not carry. If a weapon
example, purchasing this function twice would cost a has multiple attack options, choose one.
total of 2+3=5 points but give a total bonus of +15
whenever you play a musical instrument. 1 pt ///Sprinter
+4 speed when moving in a straight line;
1 pt ///Partner cannot gain this bonus when changing direction
You and another ally each need to buy this mid-movement.
function for it to apply. As long as you and your
partner are within three squares and perception of 1 pt ///Stealthy
each other, you get +5 on all rolls. +25 to stealth checks. This can be used to
This function only works in pairs - each hide yourself or hide objects on your person.
purchase of this function is tied to one individual; for
example, Alexa the Smog Druid would take Partner 2 pt ///Strong
(Crunchmaster Jr) and Crunchmaster Jr would take +15 damage on all melee attacks,
Partner (Alexa the Smog Druid) to say they’re both carrying/moving capacity doubled, +15 to all
each others’ partner. athletics checks (grappling, climbing, et cetera).
If you want to use Partner to have a group Ignore one square of speed reduction and/or 5 points
dynamic across multiple characters, you need to of evasion reduction caused by virtue of wielding
purchase this function once for each pairing. heavy objects.
You can only purchase this up to three times
per specific pairing. 1 pt ///Sumo Mastery
You have +5 on rolls to push and +5 evasion
3 pt ///Precise against being pushed. Push the target an additional 2
+10 accuracy with all weapons. squares when you successfully push. You do not need
to push someone the full distance. (Note: this
1 pt ///Pushing Mastery function is best applied when stacked multiple times.)
+20 on rolls to push.
1 pt ///Throw Lord
0 pt ///Reckless No accuracy penalty for throwing any
Your attacks deal 10 additional damage. weapon or object. Melee weapons deal full damage
However, they have -5 to hit, and your evasion is when thrown. Thrown objects can be thrown up to 12
decreased by 5. You can take this function up to three squares at minimum. Each purchase of this beyond
times. the first increases the to-hit and damage of thrown
objects and weapons by +5 and increases the range
1 pt ///Resilient by three squares. These bonuses also apply to
Affliction rolls against you take -100. weapons that are designed to be thrown, such as
Bolas or Kunai.
3 pt ///Shield Master
You have five additional reactions each turn; 1 pt ///Tripping Mastery
however, these reactions can only be spent using a +20 on rolls to trip.
shield to protect yourself.
1 pt ///Weapon Specialization
1 pt ///Signature Attack Choose one function. You have +5 accuracy
+10 accuracy with one of your specific with all instances of weapons with that same base
weapons or attacks. If you have multiple weapons or function, regardless of how many modifiers are
attacks of the same type (ex two axes), choose one applied to a given instance. For example, if chosen
instance. If you use another person's weapon of the for the Flamethrower function, you have +5 to hit on
all Flamethrower weapons, including Freezethrowers

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( 135 )

(flamethrowers modified to deal cold damage mano-a-mano encounters. For the upcoming wave,
instead) and any other kind of modified you and your allies have +15 on rolls to hit with
Flamethrower. melee attacks and +15 on damage rolls with said
melee attacks. This is an emotional effect, meaning it
does not help machines or the soulless.

2 pt ///Get Them Mad


Once per gauntlet, you can take an entire
inter-wave rest to rile up your allies. As soon as
combat begins this wave, you and your allies can
each choose if they want to be berserk for the wave.
When someone is berserk, their melee attacks deal 25
more damage and they take 25 less damage from all
sources. However, they can only perform melee
attacks, and they must attack somebody. If they can't
find an enemy, they will attack an ally. If they can't
find an ally, they will attack themself. The speech is
an emotional effect, meaning it does not help
machines or the soulless.

3 pt ///Marksman’s Parable
▒░ Speechcraft ░▒ Once per gauntlet, you can take an entire
Although not mechanically required, it’s strongly inter-wave rest to inspire your allies to shoot with
recommended that you roleplay any speech function precision. For the upcoming wave, you and your
that you perform. allies have +20 on rolls to hit with ranged attacks.
This is an emotional effect, meaning it does not help
Speeches machines or the soulless.

2 pt ///Carpe Diem 3 pt ///MVP Dedication


Once per gauntlet, you can take an entire Once per gauntlet, you can take an entire
inter-wave rest to focus your allies on seizing the inter-wave rest to put one of your allies (not yourself)
moment. For the upcoming wave, yourself and each on a pedestal and greatly motivate them. Choose one
of your allies can perform one additional standard of the following benefits for them to gain for the
action on one of their turns (not all of their turns - upcoming wave:
only one). This is an emotional effect, meaning it ● +15 on all rolls including damage
does not help machines or the soulless. ● +20 on rolls to hit
● +20 on rolls to hit with melee attacks and
3 pt ///Fable About Treading Lightly +15 damage on melee attacks
Once per gauntlet, you can take an entire ● +30 on melee damage rolls
inter-wave rest to sober up your allies on the dangers ● +25 on rolls to hit with ranged attacks
to come. For the upcoming wave, you and your allies ● +20 evasion
have +15 evasion. This is an emotional effect, This is an emotional effect, meaning it does not help
meaning it does not help machines or the soulless. machines or the soulless.

3 pt ///Footsoldier’s Toast 3 pt ///Pep Talk


Once per gauntlet, you can take an entire Once per gauntlet, you can take an entire
inter-wave rest to encourage your allies in their inter-wave rest to motivate all of your allies with a
rousing speech. For the upcoming wave, you and

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your allies have +10 on all rolls, including damage. ▒░ Special Talents ░▒
This is an emotional effect, meaning it does not help
machines or the soulless. 1 pt ///Bat Away
If someone attacks you with a melee weapon
3 pt ///Reminder to Aim True and misses, and you have at least one hand free, you
Once per gauntlet, you can take an entire can spend a reaction to disarm them of that weapon -
inter-wave rest to hone the martial cunning of your in which case, you automatically succeed without
allies with a motivational verbal display. For the rolling.
upcoming wave, you and your allies have +15 on all
rolls to hit. This is an emotional effect, meaning it 2 pt ///Battle Cry
does not help machines or the soulless. Once per gauntlet, as a move action, make
all attacks you and your allies perform go up one
3 pt ///Viking Speech rank in damage for the rest of the wave.
Once per gauntlet, you can take an entire
inter-wave rest to push your allies to fight viciously 0 pt ///Beowulf Style
and vigorously. For the upcoming wave, you and Whenever you hit with a non-natural melee
your allies have +25 on melee damage rolls. This is weapon (ex swords and hammers, but not claws and
an emotional effect, meaning it does not help teeth), the damage goes up two ranks, but the weapon
machines or the soulless. is instantly and irreparably destroyed in the process.
This is not optional - this always happens. Attacks
Speechcraft Modifiers and weapons that have limited uses (such as a
melee-based Ultimate Move) or that already have a
1 pt ///Inspired Word chance of breaking upon use do not gain this benefit.
Apply to any inter-wave speech-giving
function. You’re able to condense the core of the idea 3 pt ///Berserker
within the span of a few seconds, allowing you to Once per wave, as a free action, you can
perform the speech as a full-round action rather than choose to enter a berserk rage for the rest of the
an inter-wave rest. wave. Melee attacks deal +25 damage, you gain +25
on athletics checks, and you take 25 less damage
2 pt ///Orator from attacks. However, you can only use melee
Inter-wave speech-giving functions cost 1 weapons, and you must attack every round. You must
less point to purchase (down to a minimum of 1). attack something clearly visible to you in that given
Furthermore, your ability to weave words of moment. If you cannot find an enemy, you will attack
inspiration allows you to perform multiple speeches your friends. If you cannot find friends, you will
in the same inter-wave rest, granting all relevant attack yourself. You cannot rage during inter-wave
benefits simultaneously. rests.

1 pt ///Speechcraft-to-Binary-Code Interpretation 1 pt ///Fit of Rage


Device Once per gauntlet, as a free action,
Inter-wave speech-giving functions you you can choose to enter a berserk rage for
perform do affect robots and machines, as a subsonic the rest of the wave. Melee attacks deal +25
communications device in your larynx broadcasts a damage, you gain +25 on athletics checks,
logical approximation to your speech in a mechanical and you take 25 less damage from attacks.
syntax which calculating minds can understand. It However, you can only use melee weapons,
still does not affect other characters immune to and you must attack every round. You must
emotional effects (ex soulless characters). attack something clearly visible to you in
that given moment. If you cannot find an

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enemy, you will attack your friends. If you 2 pt ///Challenge


cannot find friends, you will attack yourself. As a standard action, you can challenge an
You cannot rage during inter-wave rests. enemy within perception to one-on-one combat. Your
(This is a one-time-use version of Berserker, target must be aware of you - you cannot challenge
for those that want to be able to enter a rage someone if you aren't within their perception. The
but don’t want to invest three points into it.) target takes an affliction 100 to be goaded into a duel.
If the target genuinely wishes to duel, the affliction
automatically succeeds.
If the affliction succeeds, for the rest of the
wave, the target has +15 to hit you and -15 to hit
anyone else, and you have +15 to hit them and -15 to
hit anyone else. Both parties are made aware of these
conditions when the duel begins.
You can only duel one person at a time, and
the only ways for the duel to end are for the wave to
end or for one of you to fall. This function is an
emotional effect, and so does not work on machines
or the soulless.

0 pt ///Duelist's
Apply to any weapon. The weapon
gains an additional +15 to hit against your
opponent in a duel as per the Challenge
function, but -15 to hit in all other contexts,
including being used when not in a duel.
This modifier does not stack with itself - it
can only be applied once per weapon.
4 pt ///Gunserker
Once per wave, as a free action,
1 pt ///Cleave
you can choose to enter a berserker rage for
If your melee attack kills its target, you can
the rest of the wave. Melee attacks deal +25
hit another target within reach of that attack with the
damage, you gain +25 on athletics checks,
same attack and damage rolls. If that enemy also is
and you take 25 less damage from attacks.
killed, repeat the process.
However, you must attack every round. You
must attack something clearly visible to you
2 pt ///Combo Attack
in that given moment. If you cannot find an
As a standard action, perform a combo
enemy, you will attack your friends. If you
attack. Perform a melee attack as normal. If the attack
cannot find friends, you will attack yourself.
hits, you can perform another melee attack weapon
You cannot rage during inter-wave rests.
against the same target at -20. If that second attack
(This is Berserker, with the stipulation that
also hits, you can perform another melee attack
you can still perform ranged attacks.)
against the same target at -40. If that third attack hits,
you can perform another attack against the same
1 pt ///Cautious
target at -60, et cetera et cetera. For the second attack
Once per wave, you can choose to ignore
and beyond, you can choose to instead use a ranged
one crit fail or astral fail. Doing so takes no action.
attack - it does not provoke an attack of opportunity,
You still fail at the given task (assuming you rolled
but it does end the combo.
low enough to fail in the first place), but there are no
If you make a combo attack, it is the only
additional repercussions.
attack you can make on your turn (you can still make

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attacks of opportunity). You cannot use a combo oxygen tank explode on you - you only have a 50%
attack as an attack of opportunity. chance to survive that.
You can purchase this function an additional
time to make the penalty steps decrease to steps of
-10, or purchase this function three times to make the
penalty steps decrease to steps of -5.

2 pt ///Commander
As a move action, give one of your allies
within perception an additional swift action this turn.
As a standard action, give one of your allies within
perception an additional move action this turn. As a
full-round action, give one of your allies within
perception an additional standard action this turn.
Any given character can only receive one
swift action, one move action, and one standard
action from the Commander function on a given turn.

1 pt ///Coordinated Strike
Once per wave, as a standard action, point at
a target. Until the end of this turn, all allies have +20
to hit that target.

2 pt ///Craft Weapon 1 pt ///Dodge Roll


If you spend an inter-wave rest doing Whenever you take a move action to move
nothing else, you can create any 1-point weapon of around, if you only move in a straight line, your
your choice. You choose the weapon on-the-spot movement does not provoke attacks of opportunity.
during the gauntlet, and you can make different Note that this means the entire movement during that
weapons during different inter-wave rests. It’s move action must be in a straight line - you cannot
assumed you have the proper materials to create it. simply change direction once you're out of range of
Creating it consumes your entire inter-wave rest. an attack of opportunity.
Purchasing this function multiple times
grants you another point of allowance for making 1 pt ///Double Jump
weapons. For example, if you purchase this twice, Once when in midair, you can change
you can choose to make either one 2-point weapon, direction and/or move two squares without spending
or two 1-point weapons, in a given inter-wave rest. any movement. Recharges upon landing on a solid
(Note: You do not need this function to be surface. Unless you have a function that lets you
able to make weapons in between waves - however, jump on demand, like having jumping legs or a pogo
without this function, you’ll need to make knowledge stick, you still must make athletics checks to jump as
rolls in to make anything more complex than a normal.
sharpened stick, and also have the appropriate
materials.) 2 pt ///Draw Attention
As a move action, you can draw attention to
1 pt ///Diehard yourself and make yourself appear to be the biggest
Once per gauntlet, when something would threat. All enemies within 6 squares of you take an
kill you, it instead leaves you at 1 HP. The only affliction 50 to focus on you. If the affliction
exception is any form of self-combustion like a succeeds, until the beginning of your next turn, they
self-destruct sequence or having your pressurized

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must treat you as if you are the most relevant 2 pt ///Triple Wield (Improved)
opponent - targeting you with their attacks, closing in You can use up to three different
on you, applying negative effects to you, et cetera - to attacks and/or afflictions in a single standard
the point that they will not attack anyone but you. If action without penalty. The same weapon
anyone else attacks an enemy that is currently cannot be used twice in a single standard
focused on you, that focus breaks, and they revert to action, but multiple weapons of the same
normal behavior. type can (ex three stingers).
This function is not an emotional effect - in
drawing attention to yourself, you're doing everything X pt ///X Wield
in your power to highlight your most threatening You can use a number of different
aspects, meaning even the logical mind of a machine attacks and/or afflictions in a single standard
or a soulless person would treat you as a priority action equal to X + 2; attacks get -10 to hit,
target. afflictions get -25 to the affliction value. For
example, you can spend 3 points to make
1 pt ///Dual Wield this Penta Wield, where you can perform
You can use two attacks and/or afflictions in five different attacks at -10 to hit. The same
a single standard action without penalty. The same weapon cannot be used twice in a single
weapon cannot be used twice in a single standard standard action, but multiple weapons of the
action, but two weapons of the same type can (ex two same type can (ex multiple uzis).
swords). (Without this ability, you can only use both
weapons at -20 accuracy). X pt ///X Wield (Improved)
You can use a number of different
2 pt ///Quad Wield attacks and/or afflictions in a single standard
You can use up to four different action without penalty equal to X + 1. For
attacks and/or afflictions in a single standard example, you can spend 4 points to make
action; attacks get -10 to hit, afflictions get this Penta Wield (Improved), where you can
-25 to the affliction value. The same weapon perform five different attacks at no penalty.
cannot be used twice in a single standard The same weapon cannot be used twice in a
action, but multiple weapons of the same single standard action, but multiple weapons
type can (ex four uzis). of the same type can (ex multiple uzis).

3 pt ///Quad Wield (Improved) 1 pt ///Element of Surprise


You can use up to four different When combat begins, you have a turn before
attacks and/or afflictions in a single standard any characters with less purchases of Element of
action without penalty. The same weapon Surprise than you. If applied to an enemy, this means
cannot be used twice in a single standard they have a turn before any player character without
action, but multiple weapons of the same Element of Surprise. If applied to a player character,
type can (ex four uzis). this means they go before their allies and before any
enemies with Element of Surprise. An enemy with
1 pt ///Triple Wield two counts of Element of Surprise, however, goes
You can use up to three different before a player character with one count of Element
attacks and/or afflictions in a single standard of Surprise, et cetera et cetera.
action; attacks get -10 to hit, afflictions get No matter how many purchases of Element
-25 to the affliction value. The same weapon of Surprise you take, you only gain one turn out of it
cannot be used twice in a single standard in a given wave. When taking a turn granted to you
action, but multiple weapons of the same by Element of Surprise, anyone that has not gone yet
type can (ex three stingers). cannot perform reactions, including attacks of
opportunity.

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Someone can still invoke the element of 0 pt ///Favored Enemy


surprise without taking this function if they There is a certain type of entity that you are
narratively set themselves up in such a way to gain obsessed with fighting for one reason or another.
this advantage within the given situation, such as When you take this function, describe a type of
setting up an ambush, or cleverly concealing their entity. Any option is valid, no matter how specific or
intent to attack until the last moment. Treat anyone broad, so long as it doesn't explicitly discriminate
that manages to gain the first turn in this way as against “enemies” on a conceptual level - for
someone who has one purchase of Element of example, you cannot say "people outside of my
Surprise for the sake of seeing who goes first. party" or "things I am supposed to fight" or “people
that act aggressively towards me”.
You have +10 on attack rolls to hit your
favored enemy, +25 on perception checks to find
them in hiding, track them, or tell if one is wearing a
disguise, and +25 on knowledge checks concerning
them.
However, if you know a member of your
favored enemy is present among your enemies, your
first priority is to chase down and kill them as
quickly as possible - this overrides the desire to
attack other enemies, to assist teammates, and to a
certain degree, even one's own self-preservation.
If an ally or a neutral NPC happens to be a
member of your favored enemy, you are incapable of
trusting them. You don’t need to attack them outright,
2 pt ///Evasive Trance but you cannot help them in any way, will never act
Taking a full-round action to enter a in their best interest, cannot hold a civil conversation
defensive stance increases your evasion by 25 instead with or about them, and may even go out of your way
of 10. Furthermore, while in the defensive stance, to endanger them. At GM discretion, a bond of trust
you do not take any damage from area attacks that may grow over the course of a session, allowing you
you evade (as opposed to taking half). to make an exception, but the initial state is one of
stubborn distrust.
1 pt ///Exploding Fist Technique Your character themself can fit the
Whenever you kill someone with your description during character creation - a vampire
unarmed strike, you can have them fly 6 squares in a hunter can themself be a vampire - and be completely
straight line and explode, causing the following fine.
attack: However, if your character doesn't fit the
3 square radius / 0 / average piercing description to begin with, and then turns into it
Note: This pairs well with Deadly Fist Technique. during the gauntlet - for example, a non-vampire
vampire hunter being bit and then turned into a
1 pt ///Explosion Dodger vampire - they are left with a major choice. They can
Whenever you evade an area attack, if you either accept a new worldview where their kind isn’t
can move yourself out of the area with a move action, worth hunting, or they can double down on their
you can do so as a reaction, forfeiting your move original stance and have a deep-set feeling of
action next turn but taking no damage from the area self-loathing. If they do the former, they lose the
attack (as opposed to taking half). Favored Enemy function, with all its benefits and
drawbacks. If they do the latter, they retain the
function, but they have -25 on all rolls going forward,

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except for knowledge, perception, attack, and damage you and you hit their evasion, their attack
rolls directly related to their favored enemy. hits you AND you hit them with yours.
You can have multiple favored enemies - if
you do, establish which enemy types take priority. 1 pt ///Shoot The Bullet
Multiple instances of favored enemy do not stack - You can only perform
for example, if you’re a cyborg hunter and a demon counter-attacks (as per Focused Counter
hunter, and you ran into a cyborg demon, you would and/or Improvised Counter) against ranged
only gain the bonuses of either cyborg hunter or attacks, and you can only use a ranged
demon hunter - not both. attack as your counter-attack, provoking
Here are some examples of valid Favored attacks of opportunity as normal. You cannot
Enemy categories and what they target: perform counter-attacks against melee
Robot Hunter: Robots attacks nor with melee attacks.
Ghost Hunter: Ghosts
Demon Hunter: Demons 3 pt ///Ultra-Counter
Reptile Hunter: Reptiles You can perform counter-attacks as
Vampire Hunter: Vampires per Focused Counter and/or Improvised
Monster Hunter: Non-sentient, violent biological Counter against ranged attacks. You can use
creatures a ranged attack as your counter-attack if you
Germaphobe: Characters capable of dealing poison wish, provoking attacks of opportunity as
or acid damage, or otherwise described as "dirty" or normal. You can perform any combination
"gross" of counter-attack against and/or with melee
and/or ranged attacks.
1 pt ///Focused Counter
Once per wave, when you are made the 2 pt ///Focused Stance
target of a melee attack, at any point before damage At the beginning of combat, you may
is dealt from the attack, you may attempt to choose if you are in a focused stance. During combat,
counter-attack them as a reaction. Choose one of your toggling whether or not you’re in a focused stance
melee attacks you can reach them with, and roll to takes a move action.
hit. If you exceed their roll to hit you, their attack When you enter your focused stance, choose
misses. If you exceed their roll to hit you and you hit a target - henceforth referred to as your opponent.
their evasion, their attack misses, and instead you hit You can change your opponent on the beginning of
them with yours. If you exactly match their roll to hit your turn if you wish. You can change your opponent
you and you hit their evasion, their attack hits you to anyone that you could otherwise perceive without
AND you hit them with yours. being in the stance.
You have +15 evasion against your
2 pt ///Improvised Counter opponent, +25 to perception checks against them, and
Whenever you are made the target +10 on attack rolls against them, but are unaware of
of a melee attack, at any point before anyone else - attacks from other targets are
damage is dealt from the attack, you may considered sneak attacks (+25 to hit, considered crits
attempt to counter-attack them as a reaction. if they hit). You cannot target anyone but your
Choose one of your melee attacks you can opponent or yourself.
reach them with, and roll to hit at -25
accuracy. If you exceed their roll to hit you, 1 pt ///Gun Brawler
their attack misses. If you exceed their roll Firing a ranged attack in melee range of an opponent
to hit you and you hit their evasion, their does not provoke an attack of opportunity.
attack misses, and instead you hit them with
yours. If you exactly match their roll to hit

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2 pt ///Close Quarters Mastery If you perform a hurricane of fists, it is the


Firing a ranged attack in melee only attack you can make on your turn (you can still
range of an opponent does not provoke an make attacks of opportunity). You cannot perform a
attack of opportunity. Furthermore, if the hurricane of fists as an attack of opportunity.
target is within melee range, you can use Perfect for characters with a multitude of
ranged attacks as if they were melee attacks arms.
(ex. attacks of opportunity, berserker rage,
cleave, whirlwind attack). You cannot use 1 pt ///Iron Grip
ranged attacks as if they were melee attacks Attempts to disarm you with a ranged attack
if the target is not within melee range. take -15. Attempts to disarm you via an affliction
take -50. If someone succeeds on a roll to disarm you
with a melee attack, they must also succeed at an
opposed athletics check against you to actually
disarm you of the weapon. These effects also apply to
any attempt to cause you to let go of something
you’re holding onto.
Each additional purchase of this function
beyond the first adds an additional -15 penalty to
attempts to disarm you with ranged attacks and an
additional -50 penalty to attempts to disarm you with
afflictions, and also grants you +25 specifically on
the opposed athletics check to prevent being
disarmed.
2 pt ///Hacker
Increase afflictions you perform to hack 2 pt ///Martial Arts Style
electronics by 25. +25 on knowledge checks Your body is a weapon. When you take this
concerning electronics and computers. As a standard function, choose three of the following seven options
action, you can perform a lockout on a piece of below - these are your Style Attacks. Whenever you
electronics you’ve hacked - until the beginning of perform an unarmed strike, you can apply one of
your next turn, only you can use the electronic device your Style Attacks to it as a modifier. You can modify
in question. the Martial Arts Style with weapon modifiers - it
Each purchase of this function beyond the costs the normal amount to apply the modifier to only
first grants an additional 25 to both the affliction and one of your Style Attacks, or double the cost to apply
knowledge checks, and makes it faster to perform a it to all three of your Style Attacks.
lockout; the second purchase reduces it to a move Bite: -10 to hit, damage increased one rank, damage
action, the third reduces it to a swift action or type changed to piercing.
reaction, and the fourth reduces it to a free action or Chop: Requires a free hand, +5 to hit, damage type
reaction. changed to slashing.
Haymaker: Requires a free hand, -10 to hit, -10
1 pt ///Hurricane of Fists evasion until the beginning of your next turn,
As a standard action, perform up to as many provokes an attack of opportunity if it misses,
unarmed strikes as you have open hands. However, damage increased two ranks, target is knocked prone
each attack has a -5 penalty for each other attack upon hit if you wish.
within the hurricane of fists - if you’re attacking Jab: Requires a free hand, damage decreased one
twice, each takes -5; if you’re attacking four times, rank, +10 to hit.
each takes -15; if you’re attacking six times, each Kick: Cannot be performed in a grapple, +10
takes -25; et cetera. damage, free trip or push attempt upon hit.

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Poke: Requires a free hand, -10 to hit, target is Multiple purchases of this function increase
blinded until beginning of your next turn upon hit, the HP pool and the knowledge bonus.
damage type changed to piercing. (Blinded targets Specific conditions and injuries can be fixed
take -25 on all to-hit rolls, -25 evasion, DC 50 in a full-round action if you spend HP from your pool
coordination or perception to move in intended to fix them. When you spend HP to fix a condition or
direction instead of a random direction, and cannot injury, the patient is also repaired the HP amount
make vision-based perception checks.) spent. The exact HP pool cost is at GM discretion.
Sweep: Cannot be performed in a grapple, apply the Here are some examples:
same die roll on a free trip attempt.
Malady HP to fix

Broken limb

Temporary blindness
(ex flashbang) 25 HP
Corrupted memory

Tracking malware

Mutilated limb
50 HP
Being hacked

Missing limb

Permanent blindness 75 HP

Total software lockout

Other maladies GM discretion

1 pt ///Battle Mechanic
Mechanically repairing and/or
fixing injuries or conditions via the
1 pt ///Mechanic Mechanic function only takes a standard
As a full-round action, you can action for you.
mechanically repair an adjacent ally or object. You
have a total of 200 HP you can heal in a gauntlet - 1 pt ///Intuitive Design
each time you heal someone, choose how much you You're easier to fix due to the
want to heal them, and subtract the amount repaired brilliant engineering behind your machinery.
from this pool. Because it takes a full-round action, Being mechanically repaired and/or having
this means your patient must come to you, rather than injuries or conditions fixed via the Mechanic
the other way around. function only takes a move action on the
You have +25 on knowledge and perception part of the mechanic, or a swift action
checks concerning repairing, software, engineering, instead if they have the Battle Mechanic
and other mechanical knowledge - all of which might function. They also have an additional +25
be useful to identify and treat especially well-hidden on knowledge and perception checks
or obscure maladies. concerning how obscure and subtle maladies
manifest in your machinery.

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1 pt ///Medic 1 pt ///Well-Documented Case Study


As a full-round action, you can medically The inner workings of your specific
heal an adjacent ally or object. You have a total of body are extremely well-known by doctors
200 HP you can heal in a gauntlet - each time you across the universe. Being medically healed
heal someone, choose how much you want to heal and/or having injuries or conditions fixed
them, and subtract the amount healed from this pool. via the Medic function only takes a move
Because it takes a full-round action, this means your action on the part of the medic, or a swift
patient must come to you, rather than the other way action instead if they have the Battle Medic
around. function. They also have an additional +25
You have +25 on knowledge and perception on knowledge and perception checks
checks concerning medicine, injuries, diseases, and concerning how obscure and subtle maladies
other medical knowledge - all of which might be manifest on your body.
useful to identify and treat especially well-hidden or
obscure maladies. Multiple purchases of this function 0 pt ///Medieval Background
increase the HP pool and the knowledge bonus. You come from a society less focused on
Specific conditions and injuries can be fixed technology than the rest of the world. You're used to
in a full-round action if you spend HP from your pool a level of technology roughly equal to that used in the
to fix them. When you spend HP to fix a condition or Middle Ages - pre-Industrial Revolution, pre-germ
injury, the patient also heals the HP amount spent. theory, pre-universal literacy.
The exact HP pool cost is at GM discretion. Here are Unless it's another function on your
some examples: character sheet, you cannot use any technology more
advanced than a crossbow or a pulley system, nor can
you make knowledge checks about them - they're
Malady HP to fix
completely beyond your comprehension and make
Broken limb you too uncomfortable to even try. You also cannot
read, as written language is not important to your
Temporary blindness people, who mostly live off the land, and may pass on
(ex flashbang) 25 HP information through verbal tradition instead of
written tradition.
One stack of everbleed
However, you've been trained in a specific
Being poisoned craft or profession, which grants you a specific
bonus. Choose one of the following:
Mutilated limb Bard: +60 on perception and knowledge checks
50 HP concerning verbal tradition - songs and stories,
Three stacks everbleed mythological figures, whether a rumor or tale is
based off of fact or a complete fabrication, the best
Missing limb
way to entertain large groups, and so on. You actually
Permanent blindness 75 HP can read (and can even be quite literate), but you
either lack the attention span or otherwise simply
Five stacks everbleed refuse to read anything that isn't literary or fanciful in
nature.
Other maladies GM discretion
Blacksmith: +75 on knowledge and perception
checks concerning the purpose and crafting process
1 pt ///Battle Medic of handmade metallic objects. The bonus is reduced
Medically healing and/or fixing to +25 when dealing with machine-made metallic
injuries or conditions via the Medic function objects. With the proper material and equipment, you
only takes a standard action for you.

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( 145 )

can construct your own metallic items at GM balance, and +30 on athletics checks specifically to
discretion. climb. You always know which way is north.
Doctor: +35 on perception and knowledge checks Soldier: Choose one weapon or attack on your
concerning the diagnosis, prevention, and curing of character sheet; critical failures with that weapon or
physical ailments, based off generations of verbal attack are only treated as normal failures, and astral
tradition. Checks about advanced medicinal critical failures are only treated as normal critical
technology do not gain this +35 bonus. Once per failures. +35 on knowledge checks concerning
gauntlet, you can nurse someone back to health military procedure, weaponry, equipment, and
during an inter-wave rest if you do nothing else, structure.
medically healing them to full HP. Other Professions: Work with your GM to craft a
Gatherer: +50 on perception and knowledge checks new profession that best fits your character, using the
concerning flora - identifying specific species of examples listed as a guideline for balancing purposes.
plant and fungal life, knowing how ingesting or If you want your character to actually be
otherwise using them may affect you, how to process quite adaptable to high tech, you can buy off the
and refine specimens that would only provide inability to understand technology and become fully
benefits once processed, and so on. literate by spending 2 points. If you want your
Hunter: +50 on perception and knowledge checks character to have multiple professions (or multiple
concerning fauna - identifying and following the counts of the same profession, if they're especially
tracks and leavings of specific animals, recognizing gifted), you can buy more at 1 point apiece; if
when you're encroaching on the space of a territorial purchasing the Soldier profession multiple times, you
animal, what kinds of attacks a given animal might must pick a different weapon or attack with each one.
be able to perform, what parts of an animal can be Knowledge and perception checks granted
eaten or otherwise made useful, and so on. by this function pertain not only to things you’ve
Magician: +50 on perception and knowledge checks experienced in your life, but also to things you've
to notice if something is magical and to identify never seen before - you can make intuitive
specific magical properties. You can read magical observations based off prior experience.
runes and other written codes and languages specific This function is especially useful for
to magic, but you cannot read otherwise. describing characters that come from a more
Merchant: +60 on perception and knowledge checks fantasy-themed setting being thrown into a gauntlet
concerning trade - appraising the specific worth of a that's much more sci-fi in nature.
given object, discerning a fake valuable object from
the real deal, identifying the economic supplies and 1 pt ///Multitask
demands of a given locale, knowing how to convince You can spend a move action and a swift
someone to buy or sell something, and so on. If you action to perform a standard action. Standard actions
choose this profession, you can name a specific performed this way cannot be used for attacks, but
industry or type of product, (such as "books" or can be used in any other way.
"produce" or "spices") - you have +80 on checks
concerning that, but only +40 on checks involving all 1 pt ///Murderer
other trade; if the chosen industry or type of product Whenever you kill something that has a
is especially niche or specific (like "romance novels" soul, you heal HP equal to the amount of damage you
or "apples" or "basil"), at GM discretion, you can be dealt beyond killing them. For example, if you deal
granted up to +120 instead of +80 on that given 80 damage to something that only has 20 HP, you
industry. You can read ledgers and other heal 80-20=60 HP.
arithmetic-based literature, but nothing else.
Sailor: +30 on knowledge checks concerning 2 pt ///Nimble Grappler
maritime travel - how to operate a sea vessel, how to You can use any attack or weapon in a
identify and navigate choppy waters, and so on. +30 grapple, and doing so does not provoke an attack of
on coordination checks specifically to keep your opportunity even if using a ranged attack.

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1 pt ///On Edge attack's accuracy modifier and damage. This does not
You can spend a swift action to increase work on projectiles larger than arrows, non-solid
your evasion by 5 until the beginning of your next projectiles like lasers, or area attacks like shotguns.
turn. You can spend multiple swift actions on a given
turn to increase your evasion multiple times.

2 pt ///Overwatch Training
As a standard action, enter Overwatch Mode
until the beginning of your next turn. While in
Overwatch Mode, the first time an enemy you can
perceive moves while in range of any of your
weapons, you must attack them, at +10 to hit. Treat
this attack as a full standard action worth of attacks -
meaning you can use it to attack with two weapons
via Dual Wield, or fire all five shots of a machinegun,
et cetera. Each purchase of this function beyond the
first increases the to-hit bonus by 10.

2 pt ///Perfect Disguise
Once per gauntlet, as a full-round action,
you can disguise yourself as anyone you have seen
this gauntlet. The disguise is only perfect on a
sensory level, meaning you look, smell, and sound 3 pt ///Resourceful
like one of them - for anything else, like their Once per gauntlet, at any time as a free
behavior patterns or language, you’ll need to make action or reaction, you can apply any 0-or-1-point
knowledge checks. You have +25 on knowledge function to your character. If you purchased this
checks concerning the subject of your disguise. function multiple times, you can spend multiple uses
If you do something to break the disguise - at a time to apply a function worth multiple points -
mispronouncing a well-known word, forgetting your for example, if you purchase this twice, you can use
cover name, doing the wrong salute, et cetera - it twice on 1-point functions, or once on a 2-point
anyone that witnesses it can make a perception check function.
at GM discretion to catch on.
1 pt ///Second Wind
1 pt ///Quickdraw Once per gauntlet, as a swift action, heal
You’re able to swap weapons as a free yourself 100 HP.
action instead of a swift action. A weapon that takes a
swift action to reload now takes a free action to 2 pt ///Sheer Will
reload, a weapon that takes a move action to reload Whenever you would make a roll - for
takes a swift action, a weapon that takes a standard damage, to hit, or for anything else - after rolling, you
action to reload takes a move action, and a weapon can take damage equal to 10% of your original max
that takes a full-round action to reload takes a HP, and then lose that same amount from your max
standard action. HP, to reroll until you get a higher result. You do not
merely reroll once and keep the higher result; if the
1 pt ///Redirect Projectile second roll was lower than the first, you roll again,
If a bullet, shuriken, arrow, or other small repeating until you get a higher result.
solid projectile misses you, you can use a reaction to You can do this multiple times for the same
catch the missile, redirect the momentum, and throw roll, replacing the new higher roll. You can apply it
it at the original shooter. Roll to hit using the original multiple times until it reduces your HP to 0, but no

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further. Like with any other rerolling-type function, if 1 pt ///Suplex


you apply this to a damage roll, you reroll the entire If you have someone grappled, you can
damage calculation, not a single die roll within the spend a standard action to automatically damage
damage calculation. them as if with your unarmed strike increased by
You must choose to reroll before you find three ranks. This is your only attack for this turn (you
out the outcome of your roll - whether you succeeded can still make attacks of opportunity).
at a skill roll, or managed to kill your target, et cetera.
1 pt ///Swapping Specialist
1 pt ///Only When Necessary Changing the damage type of a weapon that
You can choose to reroll as per requires a swift action to do so no longer takes any
Sheer Will up to and including after you’ve action for you - you can change the damage type at
learned the outcome of your roll. any point up to and including rolling to hit with it.

1 pt ///Sick Trick 2 pt ///Tackle


Once per gauntlet, as a free action or Your melee attacks deal +5 damage for each
reaction, you can gain +150 on coordination checks square you moved in a straight line towards the target
until the end of the turn. This is the function that lets immediately before attacking them.
you do that thing you saw in a movie one time.

2 pt ///Singer
As a standard action, you can sing, granting
every ally within 6 squares +5 on all rolls until the
start of your next turn. This is an emotional effect,
and thus doesn’t benefit machines and the soulless.
Also works for battle poets, command barking
sergeant-types, and the like - rename to taste.

2 pt ///Spring Attack
You can perform attacks in the middle of
moving around, and also move in-between
performing individual attacks For example, you can
use 3 of your 6 squares of movement to get out of
cover, fire your blaster, then use your remaining 3
squares of movement to get back into cover.

1 pt ///Step Up
Once per turn, whenever an opponent within
your melee attack range uses the “move cautiously”
action to move away from you, you can move one 1 pt ///Terrifying
square towards them. Doing so takes no action. Either your physique or your stature makes
you innately disturbing. As a swift action, you can
1 pt ///Strike Like a Feather intimidate foes. All enemies within 3 squares and line
Once per wave, before rolling to hit, you can of sight must take affliction 0 to be terrified on their
choose for an attack you perform to be utterly next turn. You may choose to only target one
non-lethal; if it hits and would kill the target, it leaves character with this - if you do, increase the affliction
them prone and unconscious at 1 HP, regardless of by 25. You can spend a standard action instead of a
how much damage it dealt. swift action to increase the area of effect to 6 squares.

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( 148 )

When someone is terrified, they must use a 3 pt ///Unerring


move action to move away from the source as far as Decrease your crit fail range by 5 and your
possible, and cannot target the source on that turn astral crit fail range by 1.
(they can't look in their general direction even if they (Note: Unless you take a weakness or
try). If the affliction fails on someone, they are function that increases your crit fail range, this makes
immune to further attempts at intimidation by you you effectively incapable of performing crit fails or
under most circumstances. astral crit fails.)
This is an emotional effect, and so does not
work on robots or machines.
Each purchase after the first increases the
affliction value by 25.
(Note: This does not preclude other
characters from making attempts to intimidate their
enemies when fitting - the difference here is that, for
this character, it’s always fitting.)

5 pt ///Trick Up Your Sleeve


Once per gauntlet, as a free action or
reaction, gain any combination of non-weakness
functions worth up to 2 points total. You cannot take
weaknesses as part of this action to gain more points.
You can spend multiple uses of this function all at
once - for example, spending three purchases of this
1 pt ///Unmaker
function to take six points worth of functions. (GM’s:
(You must take Medic or Mechanic to take
This is a fantastic function to give a boss, so that they
this function.) You use your knowledge of healing
can adapt to whatever the party is throwing at them.)
others as a means of destruction - fixing and
destroying being inverse processes, two sides of the
1 pt ///Ultra Barrage
same coin.
At any point on your turn before rolling to
You can perform a special melee attack
attack, you may designate one target for all of your
utilizing your medical or mechanical equipment - if
attacks as a swift action. Once you designate this
the target can be medically healed, use your pool of
target, you must commit to only targeting them for
HP healing from Medic (if you have any); if the
the rest of the round - you cannot target anyone else
target can be mechanically repaired, use your pool of
until the start of your next turn, even if your chosen
HP healing from Mechanic (if you have any). Expend
target dies.
an amount of HP (maximum 100) from the
If you select a target in this way, each attack
appropriate pool, then roll to hit. If you hit, deal
you perform against them that hits them this turn
damage to the target equal to the medic/mechanic HP
gains +10 damage for each attack before it that you
spent as you surgically dismantle them. If you miss,
performed that hit them this turn. For example, if you
the HP spent is still expended.
designate an Ultra Barrage against a target, and hit
The damage is of no type - it just happens.
them with three swords, the first hit does normal
It’s modified by how much or how little the target can
damage, the second does normal damage plus 10, the
be healed by the medium you use - for example, if
third does normal damage plus 20.
you use medical healing to unmake an organless
The damage does not increase on a miss -
character (who can only be medically healed at
only when it hits. The bonus damage does not apply
one-quarter efficacy), then your attack does
to attacks that you do not make a to-hit roll to
one-quarter damage.
perform, such as Ultimate Attack or Magic Missile.

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( 149 )

You can modify this attack with weapon


modifiers like any other weapon or attack. For an
additional 2 points, you can make this a ranged attack
with a range of 12 squares instead of a melee attack.

2 pt ///Whirlwind Attack
As a standard action, attack all eligible
enemies with a melee attack at -10 accuracy. Make
one attack roll and one damage roll. If the weapon
uses up ammunition, each target attacked uses up one
attack’s worth of ammunition. If you make a
whirlwind attack, it is the only attack you can make
on your turn (you can still make attacks of
opportunity) You cannot whirlwind attack as an
attack of opportunity.
You can modify Whirlwind Attack with
weapon modifiers, applying these modifiers on top of
whatever attack you’re performing.

1 pt ///Yoink!
When you disarm someone within your
arm’s reach, and you have the free hands to wield it,
you can choose to arm yourself with the weapon or
piece of equipment you disarmed. Doing so takes no
action. (You can still do this without this function;
however, there may be penalties in the roll to disarm
at GM discretion.)

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points for taking a false weakness because it does not


affect you - you instead spend the minimum cost of 1
point on the illusion of having it.
Note that applying the Inescapable Celebrity
weakness to your character would counteract any
benefits that having a false function would have -
people would immediately know the falsehood of
your pretenses, since they would automatically know
everything about you.

X pt ///Small Benefits
If you want your character to have
something that benefits them in a small way, but not
enough to warrant a point, don’t sweat it. If you want
another small benefit, however, they’ll total to
another point.
▒░ Other ░▒ For example, if you want your robot to have
a compartment in their torso, that’s free, but if you
also want an internal compass that lets them always
X - 3 (minimum 1) pt ///False Function know their direction, then consider those to total 1
You appear to have a certain function, and point.
the average person in the setting believes you have Other examples for these half-point
the function, but in reality you do not. The cost of functions aren’t listed because this system is not
this function is the cost of the function you’re intended for that level of granularity. Note that some
falsifying minus 3 points. It cannot ever cost less than GM’s might consider these “insignificant” benefits to
one point to have a false function. be worth 1 point individually. They also might not
As an example, maybe you want people to care at all about these small benefits. Run them by
believe you’re immune to fire damage. This is the GM if you’re unsure.
cheaper than actually being immune, as true
immunity costs 2 points, but this false immunity costs X - 1 pt (split between all participants) ///Team-up
only one point. Maneuver
Once something happens that plainly reveals You can split the cost of a function or set of
the falsehood - like a would-be ghost being hurt by a functions minus 1 between multiple characters,
normal sword - witnesses realize the truth. If stating that all contributors benefit from the function,
something happens that would raise suspicion - like a but only when they are all adjacent to one-another.
supposed ghost never going through walls - it’s a Each character contributes an even split of points
knowledge and/or perception check at GM discretion towards the function, rounded up. If there are any
for witnesses to put two and two together. Someone actions involved, they must all spend the actions
making a knowledge check about you unprovoked simultaneously in order to activate it. If it requires an
may already know the truth, again at GM discretion. amount of hands to hold it, all characters must hold it
You can use this function to represent with the amount listed.
having multiple stacks of the same function - for For example, three characters can split the
example, pretending to have eight counts of Diehard. 4-point cost of Hyperactive Body. They only spend 1
The cost is the total value of the stack of functions point each (the fourth being deduced free of charge),
minus three points - in this case, 8-3=5 points. but they only gain +10 to evasion and +5 to speed
You can also use this function to represent when adjacent to each other (you can all move in
pretending to have a weakness - for example, concert so that you never break the contact).
pretending to be Stationary. You do not gain back any

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( 151 )

As another example, two characters can split


the cost for an Everbleed Assault Rifle. They only
spend 1 point each out of the 3 point cost (the third
being deduced free of charge), but it only can be used
when both characters are adjacent, they both use two
hands each to hold it, and they both spend a standard
action to fire it (narratively, this is a really big gun
with an Everbleed Assault Rifle-like effect, but that
requires two people to assemble and fire it).
As a third example, four characters can split
the cost for 5 counts of Fire Blast. They only spend 1
point apiece, collectively sharing a bank of 5 fire
blasts per wave, but they can only use it if they’re all
adjacent to one-another and each spend their standard
action to use it.
You cannot use this to split the point gain of
a weakness to say you only have that weakness when
adjacent. However, you can put weaknesses into a
package of functions to make it cheaper. For
example, two people can split the cost of Hyperactive
Body and Highly Flammable - they only spend 1
point out of the 3-point package (4 from Hyperactive,
1 reduced from Highly Flammable) and have the
third point annulled, meaning they both have +10 to
evasion and +5 speed while adjacent, but they also
take double damage from fire while adjacent.

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( 152 )

discretion and should be the exception. For the sake


of brevity and simplicity, we strongly suggest
inexperienced players not taking more than half their
character’s value worth of functions. Weaknesses
taken by your followers count as weaknesses that you
take for this purpose - for example, if you have 6
points in weaknesses, and you have a follower, your
follower cannot have more than 4 points worth of
weaknesses.

Party Discretion

Some weaknesses will have the note (Party


Discretion) by their name. These are weaknesses that
somehow negatively affect your allies as well as
yourself - weaknesses that may directly punish your
allies for having you work alongside them. In some
cases, these can add to the overall narrative by
introducing tension or distrust, but in other cases, it
may detract from the experiences of the other players.
If you have one of these weaknesses on your sheet,
inform the other players and make sure they’re okay

▒░Weaknesses░▒ with you taking it before the session begins. Have a


backup plan in case they don’t approve - this could
either be a different character entirely, or a different
Use these to gain back extra points. The version of your character reworked to not have that
amount listed is how many points characters gain by weakness and still fit the pointbuy value of the
taking the weakness. gauntlet.
Weaknesses should only be accepted by the
GM if the weakness in question is of real detriment GM Discretion
for that particular character. Although some of these
scenarios are obvious, others may not be - it’s Some weaknesses are tagged as requiring
ultimately up to your GM. If someone plans to take a GM discretion; this means there is some amount of
function that completely nullifies the weakness additional effort the GM must put in to ensure your
(taking Unerring, which annuls astral crit fails while character’s weakness actually comes into play. More
you have Bad Heart, which kills you an an astral crit so than usual, the GM has the right to veto a given
fail), or the weakness is very unlikely to ever come GM Discretion weakness if they are not up to the task
into play by the nature of their character (putting - maybe there are too many weaknesses of this sort in
Lousy Shot on a character that only ever uses Magic the party, or it’d somehow be distracting from the
Missile, or giving a character with no attacks besides gauntlet itself. Just like a Party Discretion weakness,
their unmodified unarmed strike multiple weaknesses have a backup plan if a given weakness is vetoed -
that restrict who they can attack), or is largely either remove as many points worth of functions to
redundant (taking both Stationary and Legless), they balance out losing the weakness, or bring a different
cannot gain points off of that weakness - the character.
“weakness” would only be in flavor.
You cannot take more than ten points worth
of weaknesses. Exceptions should be at GM

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( 153 )

▒░ Bodily Weaknesses ░▒ to-hit rolls, -25 evasion, DC 50 coordination or


Note: If you want to play a character that perception to move in intended direction instead of a
has a certain physical disability, but you do not wish random direction, and cannot make vision-based
to explore the mechanical aspects of it, you can opt perception checks. If you take a vision-based
not to take the weakness. Instead state it’s simply a function, it overrides the blindness penalties, but only
narrative thing, which the GM ignores on a for whatever the function allows you to sense - for
mechanical level. example, taking Blind and Darkvision means that you
can see in the dark, but you can ONLY see in the
1 pt ::: Anemic dark. If you have a perception check bonus of at least
Once you start bleeding, you cannot stop. 50, either in general in some other specific sense (for
Each time you’re dealt slashing and/or piercing example, through the Scent function), or a +50 bonus
damage, you take 10 damage every round until the to coordination, then you do not need to roll to move
end of the wave. This effect stacks. You can take this in the intended direction instead of a random
weakness up to three times. direction.
You can only take this weakness once.
1 pt ::: Armless
One less hand than you naturally would
have, no prosthetic or anything of the sort. If you’re
reduced to one arm, tasks that require two hands are
likely beyond your capabilities. If you have no arms
at all, tasks that require any amount of manual
dexterity are effectively impossible, or at least
extremely difficult (coordination checks with high
DC’s at GM discretion). You can take this weakness
up to as many times as it’d take to be reduced to
having zero hands.

1 pt ::: Bad Heart


If you astral crit fail under any
circumstances, you instantly die on-the-spot due to a
massive heart attack.
You can only take this weakness once.

1 pt ::: Bad Immune System


1 pt ::: Cannot Feel Pain (GM Discretion)
Take double damage from poison.
The GM keeps track of your HP and
Afflictions that are biological effects automatically
physical injuries instead of yourself. They cannot tell
succeed against you.
you your current HP, and you must physically be
You can only take this weakness once.
looking at an injury to be aware of it. Whenever you
take damage, your GM might inform you that you
1 pt ::: Bad Knees
have taken damage, but will not inform you how
-25 evasion against trip attempts. It takes a
much. Other player characters can look at you and
standard action for you to get up from being knocked
get a rough estimate of your current state, but they
prone. You can only take this weakness once.
will not get an exact number.
You can only take this weakness once.
4 pt ::: Blind
You cannot see at all, and are not especially
well-attuned to other senses. You have -25 on all

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( 154 )

1 pt ::: Damage Weakness When taking the weakness, if a character's


A chosen damage type deals double damage max HP is greater than 80, taking Doomed gives
to you. Furthermore, after being hit by that damage back two points. If it’s between 41 and 80, then
type and calculating damage, roll an affliction 0 for it taking Doomed only regains one point; if a
to immediately kill you. If you have a function that character's max HP is less than or equal to 40, then
makes you immune to the given damage type, this they cannot take Doomed.
weakness and that function cancel out, and you take Calculate the character's max HP for this
normal damage from the damage type in question. weakness after all other functions affecting max HP
You can take this weakness up to four times, are considered. For example, you cannot first take
each time choosing a different damage type. Each Doomed for two points, then take Fragile twice to
time you take this weakness beyond the first, increase reduce your max HP to 40, and still keep the points
the affliction roll related to dying via damage types from Doomed; the points would be revoked as soon
you're weak to by 50. as your max HP was reduced.
Here's a table of each damage type and a You can only take this weakness once.
typical name to use denoting a weakness against that
damage type. 2 pt ::: Fragile
Reduce your max HP by half. Functions that
add to your max HP - like Tough - add half as much.
Damage Type Weakness Name
Like anything else, you can take this multiple times,
Piercing Puncture-Prone but you cannot take it to bring your maximum HP
below 10.
Slashing Thin-Skinned
2 pt ::: Giant Eyeball
Bludgeoning Brittle
You've got a giant, throbbing eyeball, ripe
Fire Highly Flammable for pluckin'! The eyeball can be hit with a called shot
at -15, and is automatically hit if someone manages
Cold Nesh to hit you by a margin of 25 or more. When the
eyeball is hit, you take double damage, and are
Beam Photosensitive blinded until the end of your next turn (-25 on all
to-hit rolls, -25 evasion, DC 50 coordination or
Electric Highly Conductive
perception to move in intended direction instead of a
Poison Frail random direction, cannot make vision-based
perception checks). You can only take this weakness
Acid Highly Corrodible once.

1 pt ::: Demonic 1 pt ::: Glasses


Take double damage from beam. You are You wear a pair of glasses or similar
considered demonic - certain game effects, like the eyewear which you require to see normally. You are
Holy weapon modifier, will target your kind partially blind without them.
specifically. If you trip or are pushed, or if your glasses
You can only take this weakness once. are disarmed, your glasses fall off. There is a 25%
chance the glasses are destroyed when they fall off.
1 or 2 pt ::: Doomed When you are without glasses, you cannot make
Your body crumbles under injury, and is vision-based perception checks and you have -15 to
incapable of being healed - whenever you take evasion and -15 on rolls to hit.
damage, decrease your maximum HP by the same You can only take this weakness once.
amount.

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( 155 )

2 pt ::: Heavy Sleeper Whenever you eat a meal while already at


In between waves, your character is fast max HP, you gain 1 Metabolism. Eating never
asleep, and it is impossible to wake you up until consumes Metabolism.
combat begins. You can only take this weakness once.
Once combat begins on a given wave, you
are eligible to be woken up. The only two things that 1 pt ::: Hydrophobic
can wake you up is being physically shaken - taking You cannot touch water. If sprayed with a
two hands and a standard action - or taking damage. squirt gun, take average damage. If sprayed with a
While you are sleeping, you cannot evade attacks or power hose, take very strong. If you enter a body of
perform actions, and you are open to coup-de-grace. water, take average damage each round. Humid air
You can take this weakness up to three deals miniscule damage each round, a steamy
times. You must be awoken a number of times equal environment deals very weak. Other means of taking
to how many times you took this weakness before damage via contact with water are at GM discretion.
you actually wake up. You can only take this weakness once.

2 pt ::: Legless
Either you have no legs, or what legs you do
have simply do not function. You cannot walk on
land - your movement speed does not apply to
moving over solid land. You can use up to two free
hands to push yourself, granting you one square of
walking movement per free hand used.
If you have this weakness and some means
of burrowing, you can burrow at half speed.
If you have this weakness and some means
of swimming, your swimming is unaffected.
If you have this weakness and some means
of flying, you can only fly in straight lines - you
cannot change direction in the middle of a move
action, although you can change direction from one
move action to another (for example, using one move
action to fly straight west, and another move action to
fly straight north). This is because you lack legs
2 pt ::: High Metabolism which would otherwise act as a rudder-like force to
(You can only take this weakness if you steer you effectively. For the same reason, you also
have a function that allows you to eat things, such as take -10 to evasion and -25 to coordination checks
Carnivore or Technovore.) while in midair.
You start off the gauntlet with 6 Metabolism. You can only take this weakness once.
Standard actions cost 2 Metabolism, move actions
cost 1 Metabolism. When cashing in a standard 4 pt ::: Lethargic
action for a move action, calculate that as a move You do not have a move or swift action. You
action. are only given a standard action per turn - you must
When you run out of Metabolism, you can cash that in to perform a move or swift action.
only move 1 square for a move action (this does not Instead of performing a full-round action normally,
consume metabolism), and you lose your move you must commit a standard action to whatever
action allotment per turn - you must instead cash in action you’re performing for two rounds in a row,
your standard action to use a move action. You also and cannot perform a reaction between those two
have -25 on all rolls. standard actions.

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( 156 )

You can only take this weakness once. violently, killing you and dealing the following attack
centered on you:
3 pt ::: Light Aversion 3 square radius / 0 / very strong fire
You’re used to an extremely dark You can only take this weakness once.
environment, and are especially sensitive to bright
lights. 2 pt ::: Self-Pacifying Implants
Affliction attempts to blind you via bright (Your character must have invested at least
light (ex flashbang grenades) automatically succeed two points into weapons, weapon modifiers,
on you. afflictions, and/or attacks to take this weakness.
Furthermore, being exposed to daylight or Functions that modify your unarmed strike counts
even sufficiently bright artificial light (anything towards this, but weapons modified to only heal and
brighter than a single candle) will blind you while not deal damage do not count towards this.)
you’re in it (-25 on all to-hit rolls, -25 evasion, DC 50 Bodily modifications forcefully deter you
coordination or perception to move in intended from performing violent acts. Perhaps you consented
direction instead of a random direction, cannot make to this modification during your life to curb
vision-based perception checks). destructive tendencies, or your people have been
Note that this weakness does not come with genetically modified by an oppressive force to deter
darkvision - you’ll need to take that separately. civil unrest. In either case, whatever internal
You can only take this weakness once. mechanisms govern this deterrence cannot be
removed from your body.
1 pt ::: Out of Shape Whenever you perform an attack, perform
Whenever you use a standard action and a an affliction, or otherwise put someone directly into
move action on the same turn, and/or whenever you harm’s way, you take damage equal to one-tenth of
perform a full-round action, decrease your speed by 1 whatever your max HP was at the start of the
and your evasion by 5. Using a standard action to gauntlet. For example, if you start the gauntlet with
perform a move action counts. Regain speed and 160 HP, you take 160 / 10 = 16 damage whenever
evasion lost this way by spending a full-round action you perform a violent act.
to catch your breath. Catching your breath does not You can take this up to three times; the
cause you to decrease your speed or evasion. You can second take increases the damage to 25% of your
take this weakness up to three times. starting max HP, and the third take kills you instantly
upon violent action.
1 pt ::: Pacemaker
Your heart (or similar organ or apparatus) is 1 pt ::: Sluggish
aided by a small electronic device. If you are crit by -2 movement speed, -5 evasion.
an electric attack or hit with an EMP, you instantly
die - not even having the Diehard function can save 6 pt ::: Stationary
you. If someone manages to hack your pacemaker You’re extremely heavy and cannot be
(automatic success for anyone with the means to easily transported. You cannot move, and it’s
hack), they can choose to stop your heart at any time, extremely difficult for others to move you.
again killing you instantly. You can only take this No movement speed of any sort, take -50 to
weakness once. evasion. Multiply your weight by ten. Landing on
someone to crush them does the same damage as
2 pt ::: Pressurized your unarmed strike, no more, no less.
Either yourself or something permanently Attempts to carry you take a DC 75 athletics
attached to yourself (like a breathing apparatus) is check, or DC 125 if you’re large sized, or DC 175 if
constantly under massive pressure, and is prone to huge sized. Any vehicle you are in, or any object or
combustion. If you are critted against, you explode person carrying you, has their speed reduced by half

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and their evasion reduced by 25, even if they would 1 pt ::: Water Breather
otherwise ignore such reductions. You breathe water, not air. You already have
You can take teleportation functions or other gills by virtue of taking this weakness - you do not
limited-use movement functions, but they cost double need to take the Gills function.
the normal amount, to a minimum of 1 point. You can You can hold your breath for one full round
only take this weakness once. as a free action. On the second round straight of
holding your breath, take affliction 0 to suffocate.
1 pt ::: Stitched Together Each round afterwards adds 50 to the affliction value.
You have obvious seams running down your Once you’re suffocating, continue making these
body. Whenever you’re hit by slashing damage, if the checks if you still cannot breathe. If the affliction hits
amount of damage dealt is even, you take triple again once you’re already suffocating, you die.
damage. You can only take this weakness once. You cannot take this if you can hold your
breath forever, do not need to breathe, or have an
1 pt ::: Unathletic alternate means of respiration (ex lungs).
You cannot perform athletics checks. If You can only take this weakness once.
someone goes to grapple you, they automatically
succeed. No upper body strength - cannot dangle off
a beam from one’s arms, or anything similar. You can
only take this weakness once.

1 pt ::: Uncoordinated
You cannot perform coordination checks.
Anything requiring more coordination than driving at
cruising speed, aiming a firearm, or swinging a sword
is utterly beyond you. You can only take this
weakness once.

1 pt ::: Unusual Respirator


You breathe some obscure substance,
produced by a suit you’re wearing, a fragile organ, or
a similar bodily apparatus. If a crit hits you, the
breathing apparatus shatters, and must be repaired or
replaced before you can breathe again.
You can hold your breath for one full round
as a free action. On the second round straight of
holding your breath, take affliction 0 to suffocate.
Each round afterwards adds 50 to the affliction value.
Once you’re suffocating, keep making those same
checks. If the affliction hits a second time, you die.
1 pt ::: Weak Point
You’re experienced in fixing your breathing
You have a very obvious weak spot. When
apparatus, so you know how to heal, repair, and/or
you take this weakness, define where the weak spot
replace the breathing apparatus during an inter-wave
is. Examples include an exposed heart or an exposed
rest.
brain. You cannot hide the weak spot on your person.
You cannot take this weakness if you can
If someone succeeds at a called shot at -15
hold your breath forever, do not need to breathe, or
to hit the weak spot, or if an attack against you
have an alternate means of respiration (ex gills). You
succeeds by 25 or more, they hit the weak spot and
can only take this weakness once.
you take double damage. Additionally, any damage

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reduction type effects, other than total nullification, 1 pt ::: Committed to Gear
are ignored for this attack, as the weak spot is not You either are incapable of using other
covered in any way. Like any other form of doubling people’s gear due to a limited set of training, or
damage, this stacks with crits. refuse to use other equipment out of personal
You can only take this weakness once. philosophy to a fault. You cannot pick up or use any
weapons, items, vehicles, or other physical
▒░ Faulty Training ░▒ accoutrements outside of what you start the gauntlet
These are various ways in which your with.
training or other means of gaining power did not fully Other people can use their own gear on you
inform you of what to expect on the battlefield. - for example, being healed by someone else’s
stimpak - but you cannot use it yourself.
3 pt ::: Accident-Prone You must be otherwise capable of using
Whenever you make any roll attempting to other people’s gear on some level in order to take this
do something (ex attack rolls, but not damage rolls), weakness.
if your die roll before applying modifiers is divisible You can only take this weakness once.
by 4 (ex "48", "72"), you take average damage, even
if you succeed. GM discretion exactly what happens 1 pt ::: Cruel
narratively to explain the damage. This stacks with You cannot ever choose to make an attack
critical failures, but does not override successful rolls non-lethal. Furthermore, after you kill someone, you
- you can take damage even while succeeding on a must spend a move action butchering the body before
given roll. This is different from a crit fail - it is not you can do anything else. If you killed someone in
considered a crit fail effect to trigger this weakness. the middle of using a weapon that performs multiple
You can take this weakness up to twice - the second attacks, like an assault rifle, you can use the rest of
time you take this, it triggers whenever a given die the attacks to butcher the body to fulfill this
roll before applying modifiers is an even number. weakness. If you killed multiple people at once, you
can spend a standard action to butcher all dead bodies
1 pt ::: Bad Fighting Posture within melee range to you, rather than a move action
Reduce your evasion by 15. Cannot be on each body one at a time. You can only take this
applied on a character whose evasion is 5 or less weakness once.
without this weakness. Can only be applied as many
times as would leave the character with at least 5 1 pt ::: Distracted Scavenger
evasion. You cannot do anything useful at all in
between waves, save for aimlessly wandering around.
1 pt ::: Cannot Crit You cannot make any rolls during inter-wave rests, or
You are either so methodical, risk-averse, or use any functions, or assist anyone, or even say
simply ignorant that you cannot fathom improvising anything useful. Your presence outside of combat is
outside of the norm to get ahead. You cannot roll utterly pointless on a mechanical and narrative level.
critical successes or astral successes - there are no You can only take this weakness once.
special rules for rolling a 96 or above for you. You
can still get critical and astral failures, however. If 1 pt ::: Instinctual Healer
your character virtually never rolls dice (for example, (You can only take this weakness if you
someone that only uses Magic Missile), they cannot have invested at least two points into functions that
take this weakness. recover other characters’ HP.)
You can only take this weakness once. You’ve never thought of healing people
outside of combat, and stubbornly find the concept
inconceivable, even if explained to you. You cannot
use any healing capabilities during an inter-wave rest.
You can still do other things during inter-wave rests,

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but you specifically cannot heal anyone. You can enemy in question is killed, or at least harmed, as
only take this weakness once. soon as possible.
If you are not aware of an immediate or
1 pt ::: Lousy Shot specific threat, you are able to act normally - you
-5 on all rolls to hit. Under no circumstances won’t become short-sighted until made aware of the
can the accuracy of any attack you perform be threat.
modified above 0. Each additional purchase adds an You can only take this weakness once.
additional -10 to hit penalty. You cannot take this
more than three times total. You cannot take this 2 pt ::: Uncontrollable (Party Discretion)
weakness if you do not have any attacks where you’d You’re a fickle creature, not to be trusted in
need to roll to hit besides an unmodified unarmed a stressful situation. Every round, there is a 10%
strike. chance that you will suddenly snap and attack your
allies that turn - roll at the beginning of your turn.
This roll does not happen during inter-wave rests. If
given to a follower, they generally prioritize attacking
their master over anyone else. You can take this
weakness up to four times, each time after the first
increasing the chance by increments of 10%.

1 pt ::: Untrained
Unlike other gladiators, you weren’t
formally trained in martial arts, nor do you have the
knack for it. You can aim your weapons properly, but
you don’t know the proper way to handle them for
maximum effect.
All attacks you perform are done at one
damage rank lower than normal. For example, your
unarmed strike deals miniscule (1d10) rather than
very weak (3d100, use the lowest), and a sword deals
weak as opposed to average damage. This includes
any weapons you pick up along the way. You cannot
operate weapons that deal infinity damage.
1 pt ::: Trigger-Happy
You can only take this weakness up to two
You have no concept of subtlety or
times.
espionage, and only a nascent understanding of
tactics. If made vaguely aware of an enemy’s
▒░ Moral/Ethical Limitations ░▒
location, you must chase them down and attack them.
Contrasting with Faulty Training, these are
It’s up to you how to attack them, or what with, but
intentional ways in which you limit yourself, either
your plan cannot involve any form of restraint - no
due to a moral obligation or a boundary you have set
hiding, waiting, hanging back to be healed or buffed,
on philosophical grounds.
cooperating with others, retreating, et cetera. You
cannot perform stealth checks while fighting
2 pt ::: Battle Prayer
someone.
You must perform a brief hymn to your
You can do something slightly complex or
deity or other spiritual authority before partaking in
indirect, like cutting a rope to drop a heavy object on
deadly conflict. When combat begins, you must
the enemy, so long as the consequences are
spend a full-round action praying before you can
immediate and violent. Your first priority is that the
evade attacks or perform any other actions. You

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cannot pray before combat to fulfill this need; it must Whenever you break one of these rules, you take
be done no sooner than when combat begins. Once some damage. This damage cannot be reduced,
you have prayed, you are capable of evading attacks redirected, or prevented by any means. The first time
and performing actions as normal for the rest of the you break a rule, you take 5 damage. Each time after
wave. that, the damage doubles: you take 10 damage the
You can take this weakness up to three second time you break a rule, 20 damage the third
times. You must perform a number of full-round time, 40 damage the fourth time, et cetera. Whenever
actions praying equal to the number of times you you break a rule and take damage, you must correct
took this weakness before you can evade attacks or your mistake or apologize - in combat, it must be by
perform actions. the end of your next turn; out of combat, it must be
within ten seconds. If you do not correct yourself or
2 pt ::: Corporate Shill (GM Discretion) apologize in time, it's considered another breaking of
(Your character must be able to talk and the rules, and you take damage again; this repeats
communicate with most people to take this until you eventually correct yourself, apologize, or
weakness.) die. If the GM doesn't catch you breaking a rule of
You're sponsored by a powerful corporate your brand, consider yourself lucky - whoever was
brand. When you take this weakness, you must define watching your stream must've been on break!
the name of this brand and what product/s they sell. You can take this weakness up to twice - if
As a representative of this brand, it's imperative to you take it twice, instead of progressively taking
show a good face and put your best foot forward. It's more and more damage, you are instead killed the
so important, in fact, that the corporation has a direct moment you break a rule.
sensory stream from your point of view - they know
everything you say and do, as you say and do it. 2 pt ::: Dominant (Party Discretion)
They've also implanted into you certain "corrective Who's the boss? You're the boss! You must
devices", in case you improperly represent the brand. make commands to your allies, and will not take no
The following is a list of rules which you for an answer. If anyone defies your orders,
must strictly abide by to properly represent the brand: intentionally or unintentionally, that's insubordination
1. must not swear - you must now prioritize attacking them until they
2. must be polite to the public correct their mistake. If you kill them before they
3. must not say anything controversial realize the error of their ways - well, then, that's one
4. must not be witnessed by the public doing less mutineer! You can only take this weakness once.
anything unsavory, unethical, or illegal You cannot take this weakness and also take One
5. must not say anything bad about the brand Above All or Subservient. If there are multiple
6. must not say anything good about characters with the Dominant weakness in the same
competing brands nor use competing group, they must fight each other to the death - there
products can be only one!
7. every third sentence you say or write must
promote your brand in some way that you 2 pt ::: Know Thy Enemy
haven't yet done so far this gauntlet Before striking down your enemy, you must
8. must have a product from the brand on meditate upon who they are and why they fight. You
person at all times (either as a purchased cannot target a given enemy with attacks, afflictions,
function or as a mundane item) or be a or other means of harm until you have spent a move
product from the brand (ex being a robot action studying them first. Once you have studied a
representing their robot factory) given individual, you are able to target them for the
9. must prominently display the brand logo on rest of the gauntlet. Until you have studied an enemy,
your body at all times you cannot target them with attacks, afflictions, or
10. must not act foolish (ie must not perform any other form of direct harm.
crit fails or astral crit fails)

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You can take this weakness up to three incapable of fighting, you must protect them unless
times. You must perform a number of move actions they prove themself to be a combatant. You will
equal to the number of times you took this weakness deeply distrust anyone that kills someone that
to study a given enemy before you can attack them. surrendered, was unconscious, or is incapable of
fighting, refusing their aid and refusing to aid them;
if they do this a second time, you consider them an
enemy instead of an ally, and must fight them as
such.
There are no exceptions to these restraints -
even the most evil or otherwise "deserving" entity
will only receive mercy from you. Even if an enemy
desires death, you will not personally be the one to
grant it.
You can only take this weakness once.

3 pt ::: One Above All (Party Discretion)


Choose one ally - your master - whose
orders you follow exclusively. You must follow your
master's every command. You will never listen to
anyone else, even if in your best interest. You will
always default to your master's orders over your own
will, even if it costs you your life. If your master dies,
or you otherwise lose access to them, you lose all
willpower. While in this state, you become incapable
of succeeding at any roll or evading attacks, and
affliction checks always succeed against you. While
masterless, you will imprint on whoever or whatever
3 pt ::: Merciful (Party Discretion)
first gives you a command, which becomes your new
Despite being a powerful combatant, you
master. You can only take this weakness once; if you
personally refuse to kill anyone in battle, nor do you
take this weakness, you cannot take Subservient, nor
abide by killing those that cannot fight back.
can you take Dependent with the subject being your
All of your attacks are considered non-lethal
master. Followers with NPC vitals cannot take this
(they knock the opponent unconscious at 1 HP
weakness.
instead of killing them if you would have killed them
by 50 or less damage).
1 pt ::: Only In Self-Defense
No attack you perform can do more than 50
You will not harm someone until they harm
damage, even after accounting for damage
you first. You cannot target an enemy for an attack,
weaknesses and other means of increasing damage.
affliction, or other form of direct or indirect harm
In other words, a given enemy cannot take more than
unless they have targeted you for an attack, affliction,
50 damage from any one attack you perform,
or other form of direct harm first. A missed attack
regardless of circumstance.
from an enemy still counts as them attacking you.
You cannot perform sneak attacks nor
One of your allies being targeted by an enemy does
coup-de-grace.
not count - it must specifically be you.
If an enemy combatant appears to surrender,
You can take this weakness up to three
you must protect them unless they renege on their
times. You must be directly threatened by a given
surrender. If an enemy combatant is knocked
opponent as many times as you have taken this
unconscious, you must protect them unless they wake
weakness before you can strike back.
up and begin fighting again. If someone appears to be

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2 pt ::: Rule of Duel (Party Discretion) ▒░ Supernatural Ailments ░▒


You personally cannot fight something that
is already engaged in combat with someone else - 3 pt ::: Curse of the Bishop
you must always fight one-on-one. You can only move into and target squares
Once an ally has targeted a given enemy exactly diagonal from you (northwest, northeast,
with an attack, affliction, or other means of direct southeast, southwest). You cannot change direction
harm, you cannot target them yourself until the ally in while moving - you always move in straight diagonal
question is removed from combat or is otherwise no lines. You can freely move and target upwards and
longer engaged with that particular foe at GM downwards - the restriction is in the horizontal,
discretion. top-down aspect. You cannot take both Curse of the
If an ally attempts to target someone you’re Bishop and Curse of the Rook, as they directly
already fighting, you must warn them against doing contradict each other. You can only take this
so. You will severely distrust any ally that disrespects weakness once.
your desire to fight one-on-one - for the rest of the
gauntlet, you will not aid them nor consent to being 3 pt ::: Curse of the Rook
aided by them. If an ally you already distrust You can only move into and and target
disrespects this desire again, you now consider them squares exactly orthogonal from you (north, east,
an enemy rather than an ally, and must fight them as south, west). You cannot change direction while
such. moving - you always move in straight orthogonal
You can only take this weakness once. lines. You can freely move and target upwards and
downwards - the restriction is in the horizontal,
2 pt ::: Subservient top-down aspect. You cannot take both Curse of the
You must listen to orders given by anyone Bishop and Curse of the Rook, as they directly
you trust or that holds some level of authority. You contradict each other. You can only take this
have your own free will, but it’s overwritten by the weakness once.
will of others. This overwrites even your own sense
of self-preservation. You cannot follow a command 3 pt ::: Haunted (GM and Party Discretion)
that contradicts another limitation on your behavior (You must be capable of performing crit
pre-defined by your character sheet - for example, if fails and/or astral crit fails to take this weakness.)
you also have the Rule of Duel weakness, you cannot You're forever haunted by an evil spirit,
obey a command to defy it. which seeks only to drive you to madness. When you
When you take this weakness, it might be take this weakness, define the form of the spirit that
useful to make a list of whose orders you prioritize haunts you, for narrative purposes. Only you can see
over others - maybe you have a specific master, or the spirit. When you roll a crit fail or astral crit fail,
you’re especially pliable to the advice of the elderly. on top of any other effects, the spirit suddenly
Regardless, unless you choose otherwise, the will of appears in order to torment you for the rest of the
your allies overwrites the will of your enemies. wave. The spirit will mislead you with their
Your will won’t be bent by non-literal hallucinations and deceive you into doing things you
phrases said in passing (ex. A grumpy merchant would otherwise never do.
saying, “Take a hike!”), but it will absolutely be bent At the beginning of each of your turns while
by anyone saying something that sounds like an being tormented, the GM rolls 1d10 to determine
earnest command. what happens to you this turn.
Characters with NPC vitals (ex. followers) 1-2: You think a random ally is actually an enemy
cannot take this weakness. You can only take this you must attack.
weakness once. 3-4: You think a random enemy is an ally you must
assist.

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5-7: You must spend a move action running away in You cannot uninstall the Morpheus Drive
a random direction, unable to look in that direction or without also destroying your body and whatever soul
target anything in that general direction for this turn. you may have.
8-9: You spend a standard action dropping all You can only take this weakness once.
handheld items and falling prone in terror.
10: You spend the turn paralyzed with fear (cannot
perform actions or evade attacks).

3 pt ::: Morpheus Drive Installed


Inside of your body is a Morpheus Drive -
an experimental machine still in its prototype stage,
which attempts to produce artificial souls using the
lived experiences of existing souls as a reference
point. These souls are being made as potential
implants for those born without souls. Within your
Morpheus Drive, you're harboring an artificial
proto-soul in mid-gestation. The proto-soul witnesses
your thoughts and experiences in order to inform
their own worldview. This technology is powerful
and magnificent, but there are still some bugs in the
system, and proto-souls have been known to take
over in times of dire stress…
When you take this weakness, mark six
points worth of functions which are tied to your
identity.
Each wave, at the beginning of combat, you
must roll 1d10. On a 3 or lower, the proto-soul takes
over your body. At GM discretion, you might also
2 pt ::: Sacrificial Bond (Party Discretion)
roll for a takeover whenever you're in a distressing
You are bonded to an ancient deity of
situation that isn't directly combat-related (for
sacrifice, and it’s time for the next offering.
example, finding yourself in the midst of an
Whenever anyone - friend or foe - is brought
avalanche).
to one-quarter of their original maximum HP or less,
When the proto-soul takes over, your
is unconscious, is vulnerable to a coup-de-grace, can
personality is irreversibly wiped and replaced with
be killed in one hit with something you have access
the proto-soul. This proto-soul is a new personality
to, or is otherwise left vulnerable to you, you must do
within the same body, which you control as your new
everything in your power to kill them for the sake of
player character. If you had a soul, it is destroyed and
your deity. If someone else kills your intended
replaced with this new soul. You also lose the
sacrifice before you do, that is alright, but if no-one
Soulless function, if you had it. The specifics of the
else intends to kill your quarry, you personally must.
personality, including how different or similar the
You cannot resist fulfilling the sacrifice - your deity
new personality is to the old personality, is
will momentarily take over your body to fulfill the
completely up to you as the player.
offering if you cannot do it yourself.
The proto-soul loses access to those
Whether or not your allies are aware of this
functions which you have marked as tied to your
in-character is completely up to you and your party.
identity - if they are weapons or equipment, they are
The deity has a mental presence inside your
incapable of using them. Their lived experience is
head, which offers no benefit but to remind you of
limited to a skewed, blurry version of the old soul's
your bondage to them as a herald of sacrifice.
memories - you now have -75 on knowledge checks.

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You can only take this weakness once. Crungulus the Mighty
480 HP / 20 EVA / 6 SPD / 2 HND
Big Oversized Axe: reach / -10 / obliterative+ slashing damage
5 pt ::: The Evil Within (GM and Party (4d100, min 200) / 2 hands
Discretion) only Crungulus can use his axe.
There is a great evil being living inside you, Veteran: Has two standard actions. Must also spend a swift action
which will emerge in an already desperate situation. if using the extra standard action to attack.
Second, Third, and Fourth Winds: Three times per gauntlet, as a
At a point determined by the GM, from your body
swift action, can heal himself 100 HP.
emerges a mini-boss enemy worth your point-buy
value plus 5 (using the default of 10 points makes for Harold, the Most Evil Bug in the World
a boss of 15 points) with player character vitals. Any 210 HP / 50 EVA / 13 FLY / 12 SPD / 0 HND
equipment the mini-boss has is hyper-specialized to it Killer Spit: 48 squares / 0 / average acid / 2 shots
Full-round action to produce two more ammo.
- no-one else but the boss itself can use it.
Immune to Conventional Weapons: Immune to piercing,
The timing MUST be inconvenient - if it slashing, and/or bludgeoning damage.
doesn’t happen by the time the gauntlet concludes, Powerful Wings: Wings can be targeted with a called shot at -10.
then it happens right as everyone thinks it's over. The
being automatically comes out when you die. The Bad Merlin
160 HP / 50 EVA / 6 SPD / 2 HND
mini-boss emerges harmlessly - it does not get to
Magic Blast: 12 square cone / 0 / very strong (any one damage
attack you as it comes out, unless built to do so by the type) / 6 per wave
GM. Deadly Fist Technique: melee / 0 / strong bludgeoning
This evil mini-boss character cannot under Protective Amulet: Ignores the first time he takes damage each
any circumstances be persuaded outside of attacking round; the amulet stops glowing momentarily when used up for the
round.
and killing you and all of your allies. It comes from a
dark realm where such alliances are utterly VLVLVL, Centaur-Knight of the End Times
inconceivable. It'll prioritize killing you first. 160 HP / 50 EVA / 8 SPD / 2 HND
The mini-boss may be designed by the GM Lance of Darkness: reach / +40 / average cold / 1 hand
ahead of time, or they can use one of the five listed Deals +5 damage per square moved in a straight line towards the
target immediately before attacking them (ie from a move action or
examples below. In either case, the mini-boss should
other movement effect that occurs just before the attack). Free trip
not be easily overcome by the character taking this attempt upon hit. Only VLVLVL can use its lance.
weakness - for example, the mini-boss should not Omega-Crossbow: 24 squares / 0 / average beam / 1 hand / 12
have a weakness to cold damage if summoned by an single-load bolts
ice mage, or have its only attack deal acid damage if Reloading the crossbow is a move action. Only VLVLVL can use
its crossbow.
summoned by someone immune to acid damage. The
Full Endplate Armor: Takes 40 less damage from any external
character taking this weakness is not aware of the source.
exact nature of the evil being until it shows up. A
new evil being is generated or chosen for each 1 pt ::: Unlucky
gauntlet. Increase your astral crit fail range by 1, and
You can only take this weakness once. your crit fail range by 5. That means the first time
Example Evil Entities you take this, you astral crit fail on 1-2, and crit fail
The Devil's Shadow
on 3-10.
360 HP / 50 EVA / 6 SPD / 2 HND
Big Sword: melee / 0 / strong slashing / 2 hands ▒░Mental/Emotional Challenges░▒
Only The Devil's Shadow can use her sword. Note: If you want to play a character that is
Defensive Teleport x 3: Three times per wave, can teleport 6
somehow neurodivergent, but you do not wish to
squares as a reaction.
Extremely Stealthy: +100 to stealth checks. explore the mechanical aspects of it, you can opt not
Eyes Everywhere: +90 to perception checks. to take the weakness. Instead state it’s simply a
Darkvision: Can see in the dark. narrative thing, which the GM ignores on a
Demonic: Takes double damage from beam. Considered a demon. mechanical level.

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1 pt ::: Anxious standing still, quivering with fear. You can only take
Your pent-up worries about the future color this weakness once.
your actions, reinforced by memories of your
failures. 2 pt ::: Dependent (Party Discretion)
Whenever you fail a roll, take -1 on all rolls When taking this function, choose another
for the rest of the gauntlet. Critical fails instead make player character present in the gauntlet or someone
you take -2 on all rolls going forward, and astral else on your character sheet.
critical fails apply -5. You are severely emotionally attached to
You can take this weakness up to three them, meaning if they die, you take -20 on all rolls
times. for the rest of the gauntlet, and lose all sense of
tactical nuance or patience - you become a hot mess.
2 pt ::: Compulsive Monologue If you play a character with this weakness
You cannot help but demonstrate your and their subject is not present at all in the same
power over language whenever excited by combat. gauntlet, temporarily take a different 2 points worth
Each wave, once combat begins and no of weakness, or temporarily remove 2 points worth of
sooner, you must begin a monologue. Mechanically, a functions, due to the emotional stress of them not
monologue consists of eight lines. Until you have being present.
completed eight lines of a monologue, you must For an additional point worth of weakness,
spend an action on each of your turns monologuing: you can also be Clingy, meaning you must be within
spending a move action completes one line of your 6 squares of them at all times or take the same
monologue, a standard action completes two lines, penalty as if they were dead, regaining your faculties
and a full-round action completes four lines. You can only when they come back within proximity. If you
spend multiple actions on the same turn to complete take this additional point worth of weakness, lose
more and more of your monologue.This monologuing another point of functions or add another point of
is compulsory - you must do it even if it's realistically weakness when the subject is absent from the
not in your best interest. gauntlet.
You can still fight and perform actions You can take this weakness once per subject
before completing your monologue - but you have to of dependence.
do it alongside spending actions to monologue each This weakness requires Party Discretion
turn. only if the subject of dependence is another player’s
Although not mechanically required, it's character.
strongly recommended for narrative purposes that
you roleplay the monologue itself, one line being 2 pt ::: Easily Stressed
approximately between five and ten words. Affliction rolls made against you cannot fail.
You can take this weakness up to twice; on You can only take this weakness once.
the second application, you are compelled to
complete sixteen lines, rather than eight. 1 pt ::: Weak-Willed
When affliction rolls are made
2 pt ::: Coward against you, they treat your health as if it’s
Whenever someone deals any damage to half of its true value. For example, if your
you or otherwise harms you, no matter the degree, current HP is 160, and an affliction checks
you must spend a move action next turn moving as to see if your HP is 100 or less, your HP is
far away from them as possible, and you cannot considered 160 / 2 = 80 HP, meaning the
target them or even look at them during that turn. If affliction succeeds. You can only take this
you were attacked by multiple sources, run away weakness once.
from the general direction of harm. If you are
completely surrounded, you still spend a move action

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1 pt ::: Impulsive 1 pt ::: Know-It-All (GM Discretion)


On the beginning of your faction’s turn, you Although you have an air of intellect, you're
must act first before anyone else. You also have only actually a bit of a buffoon. You have -25 to
twenty seconds to state what you plan to do. If you knowledge and perception checks, and the GM
don’t state your character’s plans within twenty secretly rolls your knowledge and perception checks
seconds, your character wastes their turn fidgeting for you. If you roll low on a knowledge check,
without purpose. instead of not knowing anything, you'll instead be
If something comes up in the middle of the secretly fed false information by the GM. You're
turn that requires more decision-making, you must stubbornly confident in your knowledge and
make the decision within five seconds. perception checks, and will loudly object to anything
If asked to make an important decision out that contradicts them. You can only take this
of combat, you must make the decision within five weakness once.
seconds and commit to it.
If multiple party members have this 1 pt ::: Overconfident (GM Discretion)
weakness, decide in which order they each act. Each You falsely believe you’re capable of just
one has twenty seconds allotted to their turn. about any feat, and are often the first one to try. You
You can only take this weakness once. You must roleplay your character as if they can succeed at
cannot take both this and Trigger-Happy, as they have any given skill or attack roll and are eager to prove it.
a lot of overlap. At least once per wave, the GM must point out a
specific difficult yet impressive feat which your
character is compelled to attempt. If anyone mentions
a specific feat that would be difficult to do, your
character must pursue accomplishing this fear. You
can only take this weakness once.

1 pt ::: Perfectionist
Any roll - other than a roll to determine
damage - that naturally rolls less than 40 takes a -5
penalty. You can take this up to four times - each
additional take increases the minimum threshold by
10 (“if you naturally roll less than 50”, “less than
60”, etc) and increase the penalty by 5 (-10 penalty,
-15 penalty, etc).

2 pt ::: Respect For Power (Party Discretion)


Whenever an enemy kills one of your allies,
you trade sides and work alongside that enemy until
this new ally is killed, in which case you fight
1 pt ::: Low Morale
alongside their assailant, and so forth and so on.
Each time one of your allies dies, you
You can only take this weakness once.
permanently take -10 on all rolls for the rest of the
gauntlet. Like most effects of this nature, this penalty
1 pt ::: Short-Term Memory Loss
stacks. If a given dead ally comes back to life, their
Your character cannot retain information
stack of the penalty disappears as long as they are
from one turn to the next. Any information they are
still alive. You can take this weakness up to twice.
told or that they gain from knowledge or perception
checks expire at the end of the turn they were made,
and you cannot act on this information in or out of
character. It’s a swift action and a DC 75 knowledge

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check to recall something from the previous turn - session begins, so they can adjust their character
any information from further in the past is completely sheet accordingly. This represents everyone having
gone. You cannot remember any strategy or plan, this information and being able to prepare ahead of
either - for example, if you’re sneaking around one time.
turn, your character will completely forget why
they’re doing it in the next turn. You can only take 2 pt ::: Suspicious (GM and Party Discretion)
this weakness once. You are not someone to be implicitly trusted
- and with good reason. When you take this
1 pt ::: Unintelligent weakness, define in what way your background or
You cannot make any knowledge-based behavior is suspicious - this might be informed by the
rolls, and people cannot describe things to you either. specific gauntlet you’re playing.
You know everything there is to know without a At the beginning of the gauntlet, the GM
knowledge check, but nothing beyond that. You secretly flips a coin - there is a 50% chance that, at
cannot have your character act on knowledge that some point in the gauntlet, you’ll turn on your allies.
you would know as a player or GM, but that the The GM will secretly inform you whether you will or
character would not. You can only take this weakness will not turn on your party - and if so, when that
once. would be and what that would look like.
Also at the beginning of the gauntlet,
1 pt ::: Unobservant whether or not you will in fact turn on your allies,
You cannot make perception rolls, and you must establish an air of mistrust among your
people cannot point things out to you either. You can peers. This could either be you saying something
see everything your character can see without making highly suspect, or there being some sort of public
a perception check, and nothing else. You cannot knowledge about your character that makes their
have your character act on knowledge that you would motives questionable.
know as a player or GM, but that the character would Example use of this weakness: The GM is
not. You can only take this weakness once. running a Wild West themed gauntlet, where the
party is hunting down the infamous Tin-Eye Tammy
▒░ Bad Reputation ░▒ and her posse. One of the party members - Flinty
Stan - took the Suspicious weakness and stated that
1 pt ::: Inescapable Celebrity (GM Discretion) he was once part of the posse. At the beginning of the
As soon as someone is aware of your gauntlet, the GM secretly flips a coin - on heads,
presence, they recognize you, and know exactly what Flinty Stan is loyal to the party; on tails, Flinty Stan
you’re capable (and incapable) of doing. Everyone - is secretly still working for Tin-Eye Tammy, and will
players and GM alike - can look at your character turn on the party no later than when the party
sheet at any time, and their characters can react encounters her. In either scenario, the rest of the party
accordingly. will all be aware of Flinty Stan’s past from the
The GM is encouraged to improvise some beginning of the session, but not his allegiance.
way that enemies use this information to their benefit You can only take this weakness once.
strategically. If the enemies are aware of your
presence ahead of time, this may include bringing 1 pt ::: Wanted (GM Discretion)
different weapons and equipment in an attempt to Some sort of powerful force wants you dead
counter your character. - be it law enforcement, a rival gang, or some other
You can only take this weakness once. nasty element from your past.
GM’s: If an NPC in your gauntlet has this In addition to whatever forces and enemies
weakness, and the characters would be aware of that the GM has planned, at some point during the
NPC’s presence going into the gauntlet, inform your gauntlet, an enemy will show up to hunt you down.
players of this NPC and their capabilities before the The enemy is designed by the GM; they're a 5-point
NPC - three points of which are always attributed to

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one purchase of Resourceful, so that they can adapt


to your fighting style. Their weapons and equipment Techno-Assassin
80 HP / 35 EVA / 6 SPD / 2 HND
are hyper-specialized to them - you cannot scavenge
Laser Dagger: melee / 0 / weak beam / 1 hand / can be used in a
from them once they're dead. grapple / can be thrown six squares
When fighting, they will default to only Stealthy: +25 to stealth checks.
targeting you, and cannot be persuaded from Resourceful: Once per gauntlet, as a free action or reaction, gain
otherwise - either you die, or they die; they cannot any function worth up to one point.
Hyper-Specialized Equipment: No-one else can use their stuff.
and will not be talked into a truce or allegiance. Once
you’re dead, they will leave, taking no qualms with
Hunter Drone
the rest of the party. They will only fight the rest of 80 HP / 35 EVA (25 when flying) / 6 SPD / 2 FLY / 1 HND
the party in self-defense. Whether or not this new Electro Blaster Arm: 12 squares / 0 / strong electric / 10 shots
enemy works alongside the enemies already in play is Minor Flight: Can fly at a speed of 2 squares; evasion reduced by
at GM discretion. 10 when flying.
Machine: Immune to poison and biological, mental, and/or
You cannot take this weakness more than
emotional effects. Takes double damage from electric. Can be
four times. Each time you take it, you double the hacked and/or EMP'd.
amount of enemies added (one purchase is one Resourceful: Once per gauntlet, as a free action or reaction, gain
enemy, two purchases is two enemies, three any function worth up to one point.
purchases is four enemies, four purchases is eight Hyper-Specialized Equipment: No-one else can use their stuff.
enemies). All the enemies from this weakness show
up at the same time. ▒░ Flawed Electronics ░▒
Although these weaknesses assume you are
a machine, it is not actually required unless otherwise
mentioned.

2 pt ::: Off Button


There's a large and obvious power button
built into your body. Not only that, but in accordance
with Humane Laws of Robotic Behavior, you are
programmed to be incapable of hiding the button in
any way or allowing someone else to hide it for you.
Foes can perform a called shot at -20 to hit the
Example Enemies For Wanted button; if they succeed, on top of taking the damage,
you shut down until someone spends a standard
Bounty Hunter action to turn you on again. While you're shut off,
80 HP / 35 EVA / 6 SPD / 2 HND
you cannot evade attacks or perform actions or
Revolver: 12 squares / +10 / strong piercing / 1 hand / 6 shots
Signature Weapon (Revolver): +10 to hit with their revolver
checks.
(already reflected in the Revolver function).
Resourceful: Once per gauntlet, as a free action or reaction, gain 1 pt ::: Outdated Software
any function worth up to one point. (You must be able to be hacked and be able
Hyper-Specialized Equipment: No-one else can use their stuff.
to be EMP’d in order to take this weakness.)
Attempts to hack and/or EMP you
Town Guard
80 HP / 35 EVA / 6 SPD / 2 HND
automatically succeed.
Sword: melee / 0 / average slashing / 1 hand
Light Shield: Takes one hand to wield, as a reaction reduce the 2 pt ::: Power Cord
damage of one source you're aware of by 50. Jutting from your body is a six-square-long
Resourceful: Once per gauntlet, as a free action or reaction, gain
cord, which must be plugged in at all times. The cord
any function worth up to one point.
Hyper-Specialized Equipment: No-one else can use their stuff.
has 80 HP, 25 less evasion than you have, and is

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immune to bludgeoning, but takes double damage You can only take this weakness, as well as any of
from slashing. It can be plugged into any power the modifying functions and weaknesses, once each.
outlet. While plugged in, you cannot move beyond
the range of the cord. Using the cord as a weapon is 1 pt ::: Rogue AI (Party Discretion)
tricky - if you yank on it or apply any real force to it, Deep within your coding is an ugly
there's a 50% chance it'll unplug. subroutine that seeks destruction above all else. The
This weakness comes with a cheap power rogue AI cannot be removed, as it's intertwined with
generator on wheels, which you can plug into. The your most core programming.
generator has 160 HP, 0 EVA, and can be pushed You start the gauntlet with zero Terrorbytes.
three squares as a move action. It's cumbersome, and Whenever you take or deal damage, you gain one
takes two hands and a DC 50 athletics check to carry. Terrorbyte. Someone that is hacking you can spend a
If someone enters a square that the cord is passing swift action to give you one Terrorbyte. You can only
through, they must beat a DC 25 coordination check gain Terrorbytes once per round. Your Terrorbytes
not to trip. If they fail, they are knocked prone, and reset to zero during inter-wave rests.
the cord is unplugged. Whenever you roll 1d100 for anything other
Someone can grab the cord and yank it out than determining damage, if the natural die result
of the socket as a standard action. Treat it as them before modifiers is equal to or less than the number
performing a grapple against the cord, using your of Terrorbytes you have, you're taken over by the
own athletics check to represent the athletics check of rogue AI, becoming a morally-blind killing machine.
the cord. If they succeed, they are considered to be This occurs alongside whatever the roll was
grappling the cord, and can unplug it at any time as a originally for.
free action or reaction. Once the rogue AI takes over, you have no
If you fail to receive power from the cord - allies, and instead treat everyone as an enemy.
either because it is unplugged, its source destroyed, There are four ways to reset the rogue AI:
or the cord itself severed, you are completely shut being hacked, being EMP'd, taking enough electric
down until you're plugged in again. While unplugged, damage, or being knocked out or killed. The rogue AI
you cannot evade attacks or perform actions or does NOT reset at the end of a wave; if all other foes
checks. are defeated, you stand as the last foe for the party.
Taking this weakness grants you access to Anyone that hacks you can reset the rogue
the following functions and weaknesses (":::" AI as a swift action. If you're not capable of being
represents a weakness that gives you more points, hacked, this cannot be done.
"///" represents a function that costs points): If you are EMP'd, the rogue AI is reset. If
1 pt ///Extended Cord you're not capable of being EMP'd, this cannot be
The cord is twelve squares long. done.
2 pt ::: Life Support If you take electric damage, you take
The plug powers machinery that is affliction 50 for the rogue AI to reset.
keeping you alive. As soon as the cord is If you're killed or knocked unconscious, the
unplugged, or if you're hit with an EMP, you rogue AI resets.
immediately die instead of being powered Whenever the rogue AI resets, you return to
down. Plugging it back in does not bring normal, and the Terrorbytes are reset to zero. The
you back to life. If you are resurrected and rogue AI cannot be reset before it takes over.
not plugged in, you die again immediately. Resetting the rogue AI does not remove it - it can
1 pt ::: Short Cord take over again if the situation arises.
The cord is only three squares long. You can take this weakness up to five times.
1 pt ///Thick Cord Whenever you gain Terrorbytes, you gain Terrorbytes
The cord has +50 HP, is immune to electric, equal to the number of times you took this weakness.
and no longer takes double from slashing.

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Note: This weakness does not inherently express it through gesture, or perception checks for
grant you the ability to be hacked and/or EMP'd - that whoever you’re communicating with to pick up on
must be acquired from another function or weakness. what you’re trying to explain.
If communicating through telepathy or a
1 pt ::: Technometric Organism similar mental link, your telepathy cannot use words.
(You must not already be capable of being You can only take this weakness once.
hacked and/or EMP’d to be able to take this
weakness.)
Your body can be hacked and/or EMP’d.
You can only take this weakness once.

▒░ Communication Barriers ░▒

2 pt ::: Bestial Communication


You are an animal with no concept of
complex language. You can communicate with other
members of your species just fine, but the
communication is extremely basic - your species’
language cannot have more than twelve words in it,
and no one word can exceed two syllables.
When you take this weakness, you may
choose to have a master - someone who has trained
you. You understand a maximum of six single-word
commands given to you by your master, which can be
accompanied by them pointing at a given target. You
2 pt ::: Language Barrier
are subservient and loyal to your master, and cannot
You cannot understand nor express any
go against their wishes.
known language. You have no idea what other people
You cannot understand any other language
are saying, you cannot read, you cannot speak, and
but your species’ language and the commands of
you cannot write. Although theoretically possible,
your master, if you have one.
your cultural understanding of language is so
If you can communicate telepathically, it can
different from everyone else that even gesticulation
only be with other members of your species and/or
or drawing is difficult. At GM discretion, it takes a
your master, and limited only to the language of your
minimum DC 50 knowledge check for you to make a
species.
gesture or drawing that expresses something more
You can only take this weakness once.
complex than “yes”, “no”, or “over there”, and a
minimum DC 50 perception check for other people to
1 pt ::: Cannot Talk Or Write
understand, and vice-versa for people trying to
Although you can understand what others
communicate to you.
say to you, and you can read, you can hardly return
You cannot communicate telepathically - it’s
the favor. You know enough of the common language
nonsensical to anyone else but you.
everyone uses to follow it, but not enough to express
You can only take this weakness once.
it at a convenient rate.
You cannot speak, nor can you write. You
1 pt ::: Obscure Language
can draw and/or gesticulate, but anything more
You speak, write, and otherwise
complex than “yes”, “no”, or “over there” would
communicate in a language known only by one other
require skill checks at GM discretion - either
person present in the gauntlet. You choose who
knowledge checks on your part to draw something or
happens to understand you - it can be someone else

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on the same character sheet, or someone else in the


party, or an NPC, or someone else altogether. Maybe
they’ve picked up the language in their travels, or
you’ve taught them over the course of several
months, or it’s a secret language you use to
communicate in code. You cannot understand the
common language everyone else uses - you cannot
speak it, write it, read it, or understand it when
spoken. The other person that knows your language
must act as your interpreter for the world. Similarly,
they are the only one with whom you can
communicate - they must act as interpreter for
whatever you say. If this interpreter is not present,
then you cannot communicate nor comprehend the
local language. You can only take this weakness
once.
Note: This is a useful weakness for an
animal companion NPC to take if you want to be able
to hold complex conversations with them. If their
communication is simple and unrefined, then the
Bestial Communication weakness would better fit
that idea.

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▒░Character Sheet Style Guide░▒


▒░ Writing Down Functions ░▒

How much or how little of a given function


you should write down depends on how experienced
you are with that function as well as the game as a
whole. The goal is to write down the minimum
required to not need to repeatedly look through the
book mid-game.
At the very least, you don’t need to write
down information listed in a function that only
pertains to character creation - things like different
customization options or different ways you can
invest more points into the function. That information
by and large becomes irrelevant the moment
gameplay begins.
If you know exactly how a function works,
you can get away with just writing down the name.
Otherwise, you should write down an abbreviated
version of the function text. This’d include things like
what kinds of actions you need to spend to do
something (“standard action to change forms” or
“swift action to summon”), or the core numbers
This chapter is for those looking for a smart behind the function (“take X less acid damage” or
way to organize their character sheet. Because Kill “can use X times per wave”), or important reminders
Sector characters are so varied on a fundamental you might otherwise forget (“free trip attempt upon
level from one to the other, we cannot provide a hit” or “cannot summon in an occupied square”).
one-size-fits-all sheet that everyone is expected to fill Unless you expect it to come up, you can probably
out. We cannot make a static form to fill out, because get away with not writing down what happens in a
we have no idea how much room you’d need for, say, specific edge-case, referring to the rulebook on the
describing your weapons, or your defensive abilities, off-chance it does become relevant.
or your multiple summonable followers. More complex characters might need
Instead, we offer the method that we use and multiple notecards or multiple pages, especially if
have seen others use to organize their sheets. At the they have alternate forms, a complex vehicle,
end of the day, the only format or style that matters is followers, or a lot of weaknesses. That’s perfectly
whatever format or style allows you to remember fine as long as you have it well-organized and can
what your functions are and how to use them. Feel quickly access the relevant information. However, if
free to riff from our base, or disregard it completely if you’re new to the game and are having a hard time
you prefer your own method. condensing your character into a digestible amount of
For this chapter, you should know your information, maybe your character is too complex.
character concept and what functions you’re taking to Consider reworking them to be easier to play with, or
represent them. This method works equally well on a putting that character to the side and playing
notecard or in a digital document. something simpler for now.

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Assuming there’s space, write down any under her breath when she can’t properly fit into a
cool details you have in mind for a given function - new pair of pants, cursing the name of those that
what it looks like when you use it, how you got that attacked her home. That could prompt another
function, et cetera. These little bits of flair can really character to ask what she’s muttering, which would
make a function stand out narratively. organically start a conversation between them.

▒░ Order of Operations ░▒ 3: Vitals

Character sheets in Kill Sector are typically Your character’s HP, evasion, speed, and
made as stylized lists. The following is the suggested number of hands. If your character has multiple
top-to-bottom order of items, as well as suggestions forms of movement - like if they can fly as well as
for how to format each item for maximum legibility walk - perhaps note that here. Same goes for if their
and expression, and how to use them. size is something other than medium.

1: Name

This should be written big and bold at the


top, like it’s the title. Consider using a really
expressive font that conveys the theme or personality
of the character. You could also write your
character’s pronouns here.

2: Description/Art

A surface-level explanation of what your


character looks like, what first impressions others
might get, and what people might know about the 4: Vehicles (If Simple)
character from casual knowledge. This is useful for
when characters are introduced to one-another. If
If you have a relatively simple vehicle - like
you’re artistically inclined, a picture is worth a
an unmodified motorcycle - this is where you’d put
thousand words - show people any art you have of
the relevant information. More complex vehicles
your character when you introduce them. If you’re
should have their own separate character sheet.
using a notecard, consider having the rest of the sheet
on the lined side, and the art on the blank side.
5: Attacks and Afflictions
It could also be helpful to go deeper, and
include descriptions of their personality or even their
Any relevant information about every kind
backstory. If you do write these down, don’t give all
of attack or affliction you can perform. We suggest
of it away the moment you introduce your character.
using the shorthand block given with each function
Instead, use these as cues to fill out the roleplaying
(the part separated by slashes that describes the
experience, revealing information only when fitting.
range, bonus to hit, damage, and so on).
Instead of simply saying your character is a
If you have some sort of effect that alters all
scaredy-cat, have them become visibly startled
of your attacks - like how taking large Body increases
whenever someone makes an unexpected loud noise.
melee damage by one rank - consider factoring that
If your character has a crossbow for a leg because she
into each attack. For weapons that fit under this case,
lost her original leg defending her village, don’t
either remember that these alterations are unique to
simply state as much as soon as it comes your turn to
you wielding it, or write down how it’d change if
describe your character. Instead, maybe she mutters
someone else were to wield it.

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Put the weapons you see yourself using the 8: Passive Functions
most at the top, especially if you have more weapons
than you can wield at once. Passive functions are functions that you do
If a weapon has a modifier, apply it here into not need to activate, as they’re always happening, or
the attack itself, so it’s easy to keep track of. happen in specific situations outside of you activating
If something has limited uses, put in some them. These would be your regenerative abilities,
way to track how many times you’ve already used it. your damage immunities, your bonuses to skill rolls,
If you’re using a notecard, draw little bubbles next to and so forth.
the name of the function - one for each ammo or use -
filling them in one at a time each time you use it. 9: Weaknesses
Only write down what your unarmed strike
does if you expect yourself to use it or if it’s If you’re using a weakness for the first time,
somehow different from usual. or think you might forget part of it, write the whole
thing down and put a reminder somewhere in the
vitals section. It could be as simple as adding the
words, “no knowledge checks” after the other vitals.
That way, it’s somewhere more visible where you’ll
be looking often.

10: Followers (If Simple)

If a follower has only one or two functions


and can be very quickly described, put them at the
end of your sheet. Otherwise, they should have their
own separate sheet.

11: Alternate Forms (If Simple)

If you have an alternate form - from, for


example, Transformation - and you can fit it in, write
it underneath everything else. If the alternate form is
6: Functions Relevant to Attacking largely the same as your main form, you could get
away with writing, “like the main form, but with X
These would be things that let you differences”. If the alternate form is as complex as
fundamentally change how you attack or that your main form, or you have multiple forms, use a
otherwise modify your attacks. Some examples separate sheet.
would be Dual Wield, which lets you attack twice, or
12: Point-Buy Receipt
Whirlwind Attack, which lets you hit everyone
around you at a slight penalty. Finally, write down the names and point-buy
costs of each of your functions, in a smaller font,
7: Other Active Functions with weaknesses written as negative values. This
way, you can quickly show the GM where your
Active functions are functions that would points went so that everything’s on the level. This is
require you to spend actions to make use of them. also a good space to work things out with
These would be your teleportations, or your characters-in-progress - although it’s the last part of
forcefields, or your stims, and so forth. the sheet, it’s often one of the first parts made, or at
least considered.

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▒░ Example Characters ░▒
The following characters are provided as inspiration for those that need to see an example of existing characters
before making their own. Of course, feel free to play as any of these characters if they appeal to you. You could also
use them as enemies in your own gauntlets. They are listed in ascending order of complexity:
1. Sparse (Simplest)
2. Ogbore and Shmim
3. Bitterwind
4. Soreblott Gattarax
5. Jebediah "Chompy" Crowley
6. Wasteland
7. Slaughterhaus
8. Bonekeeper Oakley
9. Bio-Hunter Zelch
10. Onyx
11. Vermonica (Most Complex)
Less complex characters have only a couple powerful and straightforward strategic options, while more complex
characters have more moving parts that are especially powerful if applied cleverly.

The backstories and personalities provided for each character are completely optional - feel free to use them
verbatim, modify them, or nix them altogether in lieu of your own backstory and personality.

Each character’s point-buy receipt is also included, in case you wish to modify them.

All characters listed are ten-point characters - the default value for most gauntlets. You’ll very likely need to modify
them if you intend to play them in a gauntlet where the GM set a different point value.

Many of the characters are created and/or illustrated by guest artists, credited below the name of their character. If
you would wish them to illustrate your own character, consider contacting them and negotiating a commission.

Note: Do not use the following example characters as a reference point for making your own sheets, in terms of how
much of a given function to write down. Each function is described exhaustively for all characters - this is to ensure
that anyone playing them knows how everything works without needing to look it up. A character you make for
yourself wouldn’t need this level of description, as you’ve presumably read the function entries in the book yourself
before adding them to your character, and thus only need to write down the important parts. Since these are
characters made for other people to use, we don’t know how much you know about a given function, and so include
everything relevant to using the function during gameplay for ease of use.

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( 176 )

Sparse he/they
Character and art by Ravioli Rosethorne (itsallcoolhere@gmail.com)

260 HP / 25 EVA / 8 SPD / 2 HND

Double Ended Jackhammer


6 square reach / -5 / strong piercing / 2 hands
Can be swung twice at an additional -10 to
hit. Announce if Sparse is attacking twice before
rolling.
If the jackhammer is used against someone
or something that reduces how much damage it takes,
and the jackhammer rolls to deal more damage than
that reduction, the target takes the full damage rather
than just the damage minus the reduction. (For
example, if the jackhammer rolls 80 damage against
someone that reduces damage by 50, instead of the
target taking 80-50=30 damage, the target takes the
full 80 damage.) The jackhammer does not deal any
damage if it doesn’t exceed the reduction.

Clay Golem
Sparse is unaffected by electric, fire, and/or
poison damage, and is immune to biological effects.
Instead of medical healing, they are healed by
mechanical repair, and the mechanical repair only
works at half effectiveness. However, magical Sparse came to life in the soil of an
healing heals Sparse twice as much. abandoned construction site of his own accord. He
An effect like Fixing Touch that would took a liking to some items from his surroundings: a
mechanically repair to full HP only mechanically pair of jackhammers, some roller skates, and a
repairs half the damage Sparse took (if Sparse has construction hat. He never takes the skates off, and
60/260 HP, instead of being brought to the full 260 though he can speak, he does so rarely and no one
HP, they’re brought to 160 HP instead). has been able to find his mouth.

Roller Skates Point-Buy Receipt


Move twice as fast downhill and half as fast 1 Jackhammer
uphill, treat stairs and sand as hindering terrain, take >>> 1 Double Ended
double penalty from all hindering and/or doubly 2 Clay Golem
hindering terrain. >>> 1 Can Coordinate
0 Wheel Legs (narratively changed to Roller Skates)
Noodle Arms 5 Really Long Arms x 5
Sparse can reach up to six squares away.
(This is already factored into their jackhammer’s
attack.)

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 177 )

Ogbore he/him
Character and art by Christian Heffernan (www.webdesignerandartist.com)

160 HP / 50 EVA / 6 SPD / 2 HND

Gun-Lance
Lance: Reach / 0 / average piercing / 1 hand
+5 damage per square moved in a straight line
towards the target immediately before attacking them (ie
from a move action or other movement effect that occurs
just before the attack).
Free trip attempt upon hit.
Uzi: 12 squares / -20 / average piercing / attached to lance
/ 1 mag of 18 rounds
Can be shot up to three times by taking an
additional -10 on each shot. Announce if Ogbore is
shooting multiple times before rolling.

Decay Beam
48 squares / 0 / obliterative / 1 per gauntlet
Only works on organic, living creatures or
structures. If the target is organic but wearing non-living
material (clothes or armor, for example), Ogbore must hit
the living components - take a penalty to hit at GM
discretion, or be completely unable if they’re covered Ogbore: An explorer who travels to the furthest
head-to-toe. reaches of the galaxy and to the most secluded planets to
find artifacts and powerful magics from a long forgotten
Eyebeam race.
48 squares / +15 / very strong beam / 1 per wave However, to explore such dangerous places, he
must be a powerful wizard and capable fighter! He has
Shmim it/its powerful spells to defend himself, and a gun-lance for
particular situations. He also has his loyal mount, Shmim,
80 HP / 35 EVA / 8 SPD / 0 HND
to provide him company, to keep him warm at night, and for
(Shmim is sentient and can talk)
its healing milk after a close battle.

Quadruped
Point-Buy Receipt
One character can ride on Shmim’s back. Trip attempts
3 Lance
against it take -25.
>>> 0 Weapon Attachment
>>> 2 Uzi
Healing Milk
1 Decay Beam
Once per wave, as a standard action, Shmim can
1 Eyebeam
feed an organic character that is not dead to medically heal
1 Horse
them back to full health, also healing any medical
>>> 2 Healing Touch (narratively changed to Milk)
conditions on them. Can also be used to heal organic
architecture and objects. This operates as medical healing,
and so does not work on those that cannot be healed
medically.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 178 )

Nennac-Theth-Nennac aka Bitterwind she/her


Character and art by Noah Eadie (noahjeadie@gmail.com)

160 HP / 50 EVA / 6 FLY / 0 HND


Ice Blasts
24 squares / +10 / very strong cold / 2 per wave
If it hits, the target takes affliction 50 to be unable to
move from their current square until the end of their next turn.

Fire Blasts
24 squares / 0 / very strong fire / 2 per wave
If it hits, the target is engulfed in flame. They can take a
full round action to stop, drop, and roll, extinguishing the flame, or
drench themselves in water to douse it. They take average fire
damage at the end of their turns as long as they are still on fire.

Sick Rays
48 squares / affliction 75 / sick / 2 per wave
This is a biological effect.
A sick character rolls 1d100 at the beginning of their turns:
1-30: Take a standard action to retch, taking very weak poison
damage.
31-60: Take a move action to stumble around. Use the direction
the top point of the units d10 of this roll points in as the direction.
If the roll was odd, move 1 square. If the roll was even, move 2
squares. Ice and fire, sickness and pain - these are the
61-90: Take a move action to stand still and recover. They can primordial elements of the 198th Psycho-Plane of Nennac. It’s a
choose to move one square instead of standing still, provoking land of blood-red clouds, screaming agony, serpent drownings…
attacks of opportunity. and dead-boring death stillness death.
91-100: No effect this round. Nennac-Theth-Nennac was sick and tired of what was
If the units digit rolled was an 8, 9, or 0, they are cured once that generally agreed upon as one of the most monotonous and
turn’s sick ray effect is applied. repetitive of mental hellscapes (“They don’t even have bone altars
to Sinmaster Zeltran - total snoozefest!”). She saved up enough
Pain Magics skull-bucks from her middle management job to afford a Mental
Perception / affliction 125 / disarmed / 2 per wave Interface rental, which she used to enter the mind of a simple
Target feels sharp, intense, searing-hot pain, dropping hermit in our world. She tricked this hermit to imagine her in her
everything in their hands. If they are operating a vehicle or other full form, allowing her to burst from his brain and manifest. (The
heavy machinery, they momentarily lose control of it. If the hermit died in the process… not that Nennac-Theth-Nennac
affliction succeeds by 50 or more, they also fall prone to the noticed.)
ground. Freed from the soul-draining servitude of her home
This is a biological and emotional effect. realm, Nennac-Theth-Nennac adopted an earthly name -
Bitterwind - and armed herself with an array of arcane cannons
Quad Wield: Bitterwind can perform up to four attacks and/or allowing her to manifest her native magics to new heights. She
afflictions in a single standard action without any penalty. honestly doesn’t know what to do from here - but she does know
that whatever it is, she’ll do it the Bitterwind way - screaming,
Snakelike Lower Body: +25 on athletics checks concerning laughing, and venting about the toxic corporate culture of Nennac
climbing, +20 evasion against trip attempts, only move one-fourth 198.
as far when jumping. (Only relevant if somehow unable to fly.) Point-Buy Receipt
2 Ice Blast x 2
Armless: Bitterwind can’t interact with anything requiring manual 2 Fire Blast x 2
dexterity, including weapons and equipment. Some tasks might be 2 Sick Ray x 2
2 Pain Magic x 2
doable - with difficult coordination checks - at GM discretion.
3 Quad Wield (Improved)
3 Flight
Demonic: Bitterwind takes double damage from beam, and is 0 Snakelike Lower Body
considered demonic for any game effects related to such. -2 Armless x 2
-1 Demonic

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 179 )

Soreblott Gattarax he/him


Character and art by James Ballantyne (@CircusAlley on instagram)

160 HP / 50 EVA / 6 SPD / 2 HND


Highly Acidic Projectile Digestive Tract: 6 squares / 0 /
miniscule bludgeoning
If it hits, roll for the stomach to grapple. It has +25 on
grapple checks. As long as the stomach is grappled on the target, it
deals strong acid damage each round. The stomach has 25 evasion
and 25 HP.

Overwatch Training: As a standard action, Soreblott can enter


Overwatch Mode until the beginning of his next turn. While in
Overwatch Mode, the first time an enemy he can perceive moves
while in range of any of his weapons, he must attack them at +10
to hit. Treat this attack as a full standard action worth of attacks -
meaning he can use it to fire all five shots of Big Rick’s
machinegun.

Trigger-Happy: Soreblatt has no concept of subtlety or espionage,


and only a nascent understanding of tactics. If made vaguely aware
of an enemy’s location, he must chase them down and attack them.
It’s up to him how to attack them, or what with, but the plan cannot
involve any form of restraint - no hiding, waiting, hanging back to
be healed or buffed, cooperating with others, retreating, et cetera.
He cannot perform stealth checks while fighting someone.
Soreblatt can do something slightly complex or indirect, like
cutting a rope to drop a heavy object on the enemy, so long as the
consequences are immediate and violent. His first priority is that
the enemy in question is killed, or at least harmed, as soon as
possible. If not aware of an immediate or specific threat, Soreblatt After generations of self-cloning, Soreblott Gattarax is
may act normally - he won’t become short-sighted until made what you might call the ultimate family man. In his perpetual quest
aware of the threat. to outrun the reaper, he's become obsessed with advanced cloning
tech that has allowed him to consistently be the next generation in
Committed to Gear: Soreblatt cannot pick up or use any his bloodline. Unfortunately, this one-man legacy has led him to a
weapons, items, vehicles, or other physical accoutrements outside genetic dead-end, his DNA being so far removed from its original
of what he starts the gauntlet with. Other people can use their own makeup that he's now an amorphous blob of skin, organs and a
gear on him - for example, being healed by someone else’s stimpak winning smile. What he lacks in physical ability though, he more
- but he cannot use it himself. than makes up for in intellect. His rough country boy demeanor
may not portray the mind of a top-class engineer, but how else
Big Rick could he have constructed his mechanical monstrosity, Big Rick?
200 HP / 35 evasion / 8 squares speed / 16 Now, at the controls of his death machine, Soreblott must enter the
squares straight line / 1 hand / 2 seats / large / colosseum in the hopes of winning the resources needed to
running over -20 / strong bludgeoning / no continue his research, or die trying.
cover
Point-Buy Receipt
Unarmed Strike: reach / 0 / weak bludgeoning 1 Projectile Digestive Tract
>>> 1 Highly Acidic
2 Overwatch Training
Machinegun Arm: 12 squares / 0 / average piercing / endless
6 Mech
belts of 25 rounds
>>> 1 Machinegun
Can shoot up to five times by taking -25 on each attack. >>>>>> 2 Bottomless
Announce if shooting multiple times before rolling. >>>>>> 0 Arm Weapon
>>> -1 Reduced Cover
Highly Conductive: Big Rick takes double damage from electric. >>> -1 Damage Weakness (Highly Conductive)
Furthermore, after being hit by electric damage and calculating -1 Trigger-Happy
damage, roll an affliction 0 for it to immediately destroy Big Rick. -1 Committed to Gear

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 180 )

Jebediah “Chompy” Crowley he/him


Character by Noah Eadie / Art by Lukasz Kowalczuk (http://lukaszkowalczuk.com/)

160 HP / 15 EVA / 4 SPD / 2 HND


Vicious Revolver
12 squares / -10 / very strong piercing / 1 hand / 6 shots

Gator Jaw
Melee / 0 / average piercing
Free roll to grapple upon hit. Can be used in a grapple,
including a grapple initiated with the gator jaw.

Partially Finished Six-Pack


Chompy brought a case holding six cans of light beer.
However, he didn’t check the case before packing up for the
gauntlet, so he doesn’t actually know how many are full. Each can
has a 50% chance to be empty, but if it isn’t, someone can drink it
as a full-round action to medically heal themself 100 HP.

Reptile
Chompy doesn’t produce a heat signature, making him
untraceable by heat-seeking devices (homing weapons, thermal
vision, radar, etc). Reduce damage from slashing and/or piercing
damage by 40 due to his scaly body. Take double damage from
cold.
Good ol’ Jebediah’s known across the bayous by a
Unintelligent, Unobservant, Uncoordinated hundred names - “Chompy”, “Choppy-Boy”, “Chompy-Boy”,
Cannot make knowledge, perception, or coordination “Chopper”, “Chomper”, “Chompy-Guy”, “Gator-Boy”,
checks of any kind. “Jebby-Bebby the Goofin’ Gator”, and on alternating weekends at
the local nightclub, “Wanda”.
Whatever people know him by, they know him to be
Fanboat reliable above all else - he’ll show up for any job, no matter how
200 HP / 35 evasion / 13 squares surf or land /
tough, no matter how long, no matter how grisly. Sure, he’s got a
26 squares straight line / 4 seats / large /
mean streak a mile long; sure, he’s best known for chopping people
running over -20 / strong bludgeoning / no
into paste; but at the end of the day, he’s got a heart of gold
cover
beneath all those scales. He’d never do wrong by Mama Crowley!
The fanboat "surfs" along the top of a body of water. It
does not treat water as hindering or doubly hindering terrain. It can Point-Buy Receipt
travel on land or over the water. 5 Boat
>>> 1 Amphibious Vehicle
Giant Fan (Attached to Back of Fanboat) >>> 0 Vehicle Integrated Weapon (Back)
3-square cone behind fanboat / affliction 50 / pulled 2 squares >>>>>> 3 Giant Fan
towards fanboat / 2 hands >>>>>>>>> 2 Potent x 2
then 0 Reptile Body
Both squares directly behind boat / 0 / lethal slashing / 2 hands 1 Revolver
Can be toggled into reverse as a swift action, pushing >>> 0 Vicious
them 2 squares away instead. For the cone aspect, choose any 3 Crocodile Jaw (Renamed to Gator Jaw)
square of the fanboat to be the origin point; however, it must 1 Partially Finished Six-Pack
always radiate out to behind the boat. Operated from driver’s seat. -1 Unintelligent
-1 Unobservant
-1 Uncoordinated
-1 Sluggish
-2 Bad Fighting Posture x 2

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 181 )

Wasteland he/him
Character by Tyson John Thatcher The Second / Art by Noah Eadie (noahjeadie@gmail.com)

160 HP / 50 EVA / 6 SPD / 2 HND


Chaos Grenades: Grenades need one free hand to throw. As an attack,
throw the grenade to a point of your choice within six squares. Wasteland
has five chaos grenades. They perform the following attack where they land,
centered on the point they were thrown to:
5 square radius / 0 / lethal chaotic*
Chaotic damage is randomized. For each target it hits, roll 1d10 to
determine its damage type at that moment:

Result Type Result Type

1 Piercing 6 Beam

2 Slashing 7 Electric

3 Bludgeoning 8 Poison

4 Fire 9 Acid

5 Cold 0 (Roll Again)

Grenade Launcher: Use to launch grenades up to 12 squares. Can hold


up to three grenades at once. Takes two hands to operate.
Blessed Attacks: Four times per gauntlet, use a swift action to invoke the
blessing of a higher power, causing Wasteland’s next attack to automatically
crit.
Protective Medallion: A medallion built into Wasteland’s armor, inset
with a round glowing amber gemstone. In order for the magic to work, the
medallion must be worn conspicuously - everyone must be able to see it.
The first time Wasteland would take damage on a given round, a
conspicuous-looking forcefield spontaneously shows up just long enough to
“A man who seeks order at the end of the world is a
protect him from the damage and all effects tied to it. He does not need to
spend any actions for this to happen - it just does. For the sake of this wasteland. The guidance of the past is all that remains after it has
function, a round begins on the start of the party’s turn, and resolves at the led you to ruin. We are not perfect, but we can get back up.
end of the enemy faction’s turn. When the forcefield shows up, there’s a Humans took to the stars, all the while we had the power to grow
loud noise, and the gem temporarily stops glowing until the start of and change within ourselves the whole time. Our numbers aren't
Wasteland’s next turn - this is very noticeable. what they once were, but we sure as hell won't be forgotten.”
Invulnerability: Once per gauntlet, as a free action, Wasteland can
~ Wasteland (this passage is all he seems to know of the
become immune to almost all damage and afflictions until the beginning of
his next turn. Attacks that deal infinity damage still kill him, but otherwise
common language; he recites it at seemingly random intervals)
he is completely unaffected by all sources of damage. Point-Buy Receipt
Language Barrier: Wasteland cannot understand nor express any known
5 One Big Grenade x 5 (Frag Grenades)
language. He has no idea what other people are saying, cannot read, cannot
speak, and cannot write. Although theoretically possible, his cultural
>>> 0 Chaotic
understanding of language is so different from everyone else that even 1 Grenade Launcher
gesticulation or drawing is difficult. At GM discretion, it takes a minimum 4 Blessed Attack x 4
DC 50 knowledge check for him to make a gesture or drawing that expresses 4 Amulet of Protection (narratively changed to Protective
something more complex than “yes”, “no”, or “over there”, and a minimum Medallion)
DC 50 perception check for other people to understand, and vice-versa for
2 Invulnerability
people trying to communicate to him.
-2 Language Barrier
Committed to Gear: Wasteland cannot pick up or use any weapons,
items, vehicles, or other physical accoutrements outside of what he starts the -1 Committed to Gear
gauntlet with. Other people can use their own gear on him - for example, -2 Doomed
being healed by someone else’s stimpak - but he cannot use it himself. -1 Weak Point (Exposed Neck)
Doomed: Wasteland is incapable of being healed - whenever he takes
damage, decrease his maximum HP by the same amount.
Weak Spot (Exposed Neck): If someone succeeds at a called shot at -15
to hit Wasteland’s neck, or if an attack against him succeeds by 25 or more,
they hit the weak spot and he takes double damage.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 182 )

Slaughterhaus he/him
Character and art by James Ballantyne (@CircusAlley on instagram)

160 HP / 35 EVA / 8 SPD* / 2 HND *6 SPD if Uncontrollable is vetoed

Everbleed Hammer: Melee / 0 / average +15 bludgeoning / 1 hand


If it hits, the target is unable to stop bleeding due to
blood-thinning agents. They take 10 damage at the beginning of each of
their turns until the end of the wave. Getting hit by multiple counts of
everbleed over time stacks. This is a biological effect.

Power Fist: Melee / 0 / average + 15 bludgeoning / 1 charge


Only holds one charge. Move action to recharge. Can be used in a grapple.

Bite: Melee / 0 / very weak +15 piercing


Can be used in a grapple.

Advanced Carnivore: Able to eat organic matter quickly, healing


Slaughterhaus in the process. Eating a “meal” worth of a dead organic
character takes a swift action, and heals him 15 HP. How many meals an
organic body provides depends on its size:

Tiny: 1 meal Small: 2 meals Medium: 4 meals

Large: 8 meals Huge: 16 meals Other: GM discretion


Organic handheld devices provide one meal if one-handed, two meals if
two-handed. Slaughterhaus cannot eat himself.
*If Slaughterhaus bites someone, he can eat one meal out of
them. Eating a meal out of a still-living target reduces their max HP by half
the damage dealt by the bite attack used to eat them. Furthermore, when
Slaughterhaus kills someone, he can immediately eat one meal out of them
without spending any action.

Berserker: Once per wave, as a free action, Slaughterhaus can choose to


enter a berserk rage for the rest of the wave. Melee attacks deal +25 damage,
he gains +25 on athletics checks, and he takes 25 less damage from attacks.
However, while raging, Slaughterhaus can only use melee weapons, and he
The Butcher Supreme, The Walking Abattoir, The Doom
must attack every round. If he cannot find an enemy, he will attack his
friends. If you cannot find friends, he will attack himself. He cannot rage
of Pigs. Slaughterhaus is the pinnacle of livestock destruction and
during inter-wave rests. meat preparation. The result of countless genetic and cybernetic
experiments to create what the board of Snuffling Sam’s Pork
Terrifying: As a swift action, Slaughterhaus can intimidate foes. All
Distribution deemed the ultimate employee, Slaughterhaus was
enemies within 3 squares and line of sight must take affliction 0 to be
terrified on their next turn. He may choose to only target one character with dragged into the world with an overwhelming hunger for meat, a
this - if he does, increase the affliction by 25. He can spend a standard action monstrous body and the inability to separate swine from man. Due
instead of a swift action to increase the area of effect to 6 squares. to this potent combination, he turned against his creators moments
When someone is terrified, they must use a move action to after his activation. Now that he is free, the carrion-fuelled cyborg
move away from Slaughterhaus as far as possible, and cannot target him on turns his attention to the distant lights of the coliseums, hoping to
that turn (they can't look in his general direction even if they try). If the
find more prey for his hammer’s swing and more gore for his
affliction fails on someone, they are immune to further attempts at
intimidation by Slaughterhaus under most circumstances. This is an
endless hunger.
emotional effect, and so does not work on robots or machines.
Point-Buy Receipt
Diehard: Once per gauntlet, when something would kill Slaughterhaus, it 1 Hammer
instead leaves him at 1 HP. >>> 1 Everbleed
Strong: +15 damage on all melee attacks (already factored into listed 0 Alternate Damage Type (unarmed strike changed to piercing)
attacks), carrying/moving capacity doubled, +15 to all athletics checks 1 Enhanced Legs*
(grappling, climbing, et cetera). Ignore one square of speed reduction and/or 1 Carnivore
5 points of evasion reduction caused by virtue of wielding heavy objects. 1 Advanced Carnivore*
1 Power Fist
Uncontrollable (Party Discretion): Every round, there is a 10% chance that 2 Strong
Slaighterhaus will suddenly snap and attack his allies that round - roll at the 3 Berserker
beginning of his turn. This roll does not happen during inter-wave rests. 1 Diehard
Before the session begins, ask if the party is okay with this - if not, 1 Terrifying
Slaughterhaus loses this weakness, but also has his speed reduced by 2, and -1 Bad Posture
the *asterisked paragraph in “Advanced Carnivore” is voided. -2 Uncontrollable (Enhanced Legs and Advanced Carnivore lost if vetoed)

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 183 )

Bonekeeper Oakley they/them


Character by Noah Eadie / Art by Ellen Canavan (@Ellen_canavan_art on instagram)

60 HP / 55 EVA / 6 SPD / 3 BRW / 2 HND / Tiny


Mole Claws
Melee / -25 / average piercing
These claws can also be used to burrow at half speed
(one square of burrowing equals two squares of normal
movement).

Necromancy
As a full-round action, return a fallen non-undead
organic creature from the dead. They are now considered undead.
Oakley’s undead are unaffected by electric, poison, and/or cold
damage, and are immune to biological, emotional, and/or mental
effects. However, they have half their normal maximum HP and
take double damage from beam.
Oakley can only control up to 10 points worth of
undead at any given time (each undead is worth a minimum of 1
point). If there isn’t a cut-and-dry point cost for an enemy, the GM
estimates, erring on the high end.
Oakley’s undead are under Oakley’s direct control and
have no self-agency. They can recall memories of their past life on
command, but there is no identity behind it - these undead are
mindless. Their soul leaves the body forever upon raising, and
when they die, they’re unable to be raised again.
Bonekeeper Oakley’s unlife was once fairly
Protective Cape
straightforward: forage underground for tasty worms, find new
Take 10 less damage from all external sources.
friends to wake up, learn about their new friends’ old lives, explore
Undead the world with their new friends until they deteriorate, and repeat
Oakley is unaffected by electric, poison, and/or cold the process. Thus is the life of a Bonekeeper, collecting life stories,
damage, and is immune to biological effects. However, they take weaving a spoken history from the accounts of the peacefully
double damage from beam. resting. Like most Bonekeepers, Oakley is a star-nose mole,
brought back from the dead by the ever-graceful Elk God Shevrahk
Scent
to populate the once-desolate Birchcrest Wood.
Oakley can discern the chemical makeup of their
Bonekeepers typically lead peaceful careers, and would
surroundings through the power of their nose. They have +100 on
never venture beyond Birchcrest Wood. However, Oakley’s mentor,
perception checks made within 30 squares - however, what they
Thornwood, has gone missing, with nary a clue to her
pick up is purely described through means of scent. Unless the
whereabouts. The only lead Oakley has is the knowledge that
smell is previously known to them, only the smell itself is
Thornwood’s ancestors were proud gladiators, and that she spoke
described, rather than the source.
fondly of family stories of epic clashes in the arena. Going off this
Just about everything produces some sort of smell, and
hint alone, Oakley ventures out into the world, seeking the
strong smells can’t cover up weak smells for Oakley. They can
adventure and danger they hope Thornwood must be herself
pick up scent trails left by objects that have moved.
seeking.
Oakley has +70 on knowledge checks specifically to
identify specific smells and what might produce them.
Point-Buy Receipt
Blind 2 Mole Claws
Oakley is blind, relying on their sense of smell rather 4 Necromancy
than a sense of sight. They have -25 to hit on all attacks they 1 Light Armor (narratively changed to Protective Cape)
perform (already factored into claws), and cannot perform 2 Undead
perception checks based on sight. If Oakley loses their sense of 1 Tiny Body
smell, they must make a DC 50 coordination or perception check 4 Scent x4
to move in the intended direction rather than a random one. -4 Blind
Oakley’s to-hit penalty does not apply to undead that they control.

Tiny
Can fit through tiny gaps; is about the size of a real-life mole.

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.


( 184 )

Bio-Hunter Zelch she/her


Character by Noah Eadie / Art by Lukasz Kowalczuk (http://lukaszkowalczuk.com/)

160 HP / 50 EVA / 6 SPD / 1 HND


Power Drill Hand: melee / +5 / weak piercing + 20 acid
Can be used in a grapple. If used in a grapple, it deals average piercing
instead of weak.

Web Mines: Zelch has two mines which can be placed as a standard action.
They're automatically detonated whenever someone but whoever sets it
comes within proximity.
3 square radius / affliction 75 / cannot move from current square until end of
minelayer’s next turn / 2 mines

Nightmare Serum: A one-time-use biological implant embedded in Zelch's


brain. Activating it takes a standard action, granting her +50 on all
coordination and/or stealth checks for the rest of the wave.
While its effect is still active, as a free action, Zelch can choose to utilize
one of the below effects. Doing so will cause the potion to prematurely end
its other effects at the end of the turn.
Mist Boon: Zelch can selectively move through solid material for the
duration of one move action.
Shadow Boon: Zelch becomes completely invisible and silent until the end
of the turn.
Mimic Boon: Until the end of her next turn, Zelch magically disguises
herself perfectly as someone she has seen.

Molt: Once per gauntlet, Zelch can shed her skin as a swift action or
reaction. She heals back to full HP and escapes any grapple she's in when
she does this. After molting, until the end of her next turn, she takes double Glistening black… searing silver… pulsating reds and
damage from all sources. throbbing greens… that is the world of Bio-Hunter Zelch, engineered by
XaltoCorp as their last in a long line of biologically-engineered
Stealthy: +50 on all stealth checks, including hiding herself and/or hiding hunter-killers. Her singular designation: to track down and exterminate her
objects on her person. predecessors and all other biological experiments. After forty years of
conceptual continuity playing god with living flesh, it took the
Grappler: +50 on athletics checks regarding grappling.
globally-celebrated execution of their chairman for XaltoCorp to finally see
Darkvision: Can see in the dark, including the ability to differentiate color. the light. They now exist to rid the world of the monsters they once made.
Zelch is the means by which they absolve themselves of their past sins - she
Bio-Hunter: Zelch has +10 on attacks to hit other biological experiments. exists at once as a shining beacon of XaltoCorp’s future, and a damning
She also has +25 on perception checks to spot them, track them, or see embodiment of their past.
through a biological experiment's disguise, and +25 on any knowledge check In her most personal of thoughts, she dreams of emancipating
concerning biological experiments. If fighting a biological experiment, herself of XaltoCorp, of becoming entirely her own person. Until then, Zelch
Zelch must go out of her way to prioritize killing them swiftly and lurks in the shadows, lives within narrow margins, half-heartedly accepts a
thoroughly. This priority overrides the need to attack other foes, to help hollow half-life as the puppet of the megacorporation that birthed her, and
allies, and potentially even her own self-preservation. If a party member or who thus see it fit to define her world as one of viscera and performative
neutral NPC happens to be a biological experiment, she innately distrusts abolition. Has XaltoCorp truly learned the evil of their ways, or is this just
them, will refuse to directly assist them, and may even act to sabotage them. the start of another cycle?
A bond may grow over time - and an exception made - at GM discretion, but
the default is stubborn distrust. Point-Buy Receipt:
1 Power Drill
Cannot Talk or Write: Although she can understand what others say to her,
>>> 0 Arm Weapon
and she can read, she can hardly return the favor. She knows enough of the
>>> 1 Acid-Tipped
common language everyone uses to follow it, but not enough to express it at
1 Mines (2x web)
a convenient rate.
2 Assassin’s Potion (Renamed to Nightmare Serum)
Zelch cannot speak nor write. She can draw and/or gesticulate,
>>> 0 Biological Implant
but anything more complex than “yes”, “no”, or “over there” would require
1 Molt
skill checks at GM discretion - either knowledge checks on her part to draw
2 Stealthy x 2
something or express it through gesture, or perception checks for whoever
2 Grappler x 2
she's communicating with to pick up on what she's trying to explain.
1 Darkvision
If communicating through telepathy or a similar mental link, her telepathy
0 Bio-Hunter (Favored Enemy: Biological Experiments)
cannot use words.
-1 Cannot Talk or Write

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Onyx she/they
Character and art by Noah Eadie (noahjeadie@gmail.com)

160 HP / 50 EVA / 6 SPD / 1 HND


Photon Barrager: 12 squares / -10 / average beam / 1 hand / 1 mag of 18
rounds
Can be shot up to three times by taking an additional -15 on each shot.
Announce if she’s shooting multiple times before rolling.
Sickle Arm: Melee / 0 / average slashing
Free trip or disarm attempt upon hit.
Mark of Damage: As a swift action, imbue Onyx or an ally she touches
with a Mark of Damage. The next time someone with a Mark attacks, their
Mark dissipates, and if they hit, the damage is bumped up one rank. No
attack can have its damage rank bumped past very strong damage via Mark
of Damage. Characters can only have one Mark of Damage on them at one
time, but Onyx can apply Marks of Damage to multiple people at once.
Battle Cry (lose if Dominant is vetoed): Once per gauntlet, as a move
action, make all attacks Onyx and her allies perform go up one rank in
damage for the rest of the wave.
Dazzling: Onyx is sheer grace and power personified. Anyone within 6
squares of her and that can see her on the start of their turn takes an
affliction 115 to spend a standard action simply looking at her, taken aback
by her constant display of beauty in motion. Allies can take a swift action to
fully look at her - for the rest of the gauntlet, the affliction is decreased to 65
for them, and they only lose a move action if it succeeds. This is an
emotional effect.
Murderer: Whenever Onyx kills something that has a soul, she heals HP
equal to the amount of damage she dealt beyond killing them. For example,
if she deals 80 damage to something that only has 20 HP, she heals 60 HP.
Reflective Suit: Immune to beam damage. Whenever hit by beam damage,
ONYX - Cosmic Warrior-Queen of the Ten Thousand
it reflects elsewhere. Roll a d10 - on a 5 or below, it veers off harmlessly. On
a 6 and above, it attempts to hit a randomly-chosen target - friend or foe - Legions of Rho. ONYX - murderess supreme, their violence as
with the effect’s range. If it was an attack, use the attack’s original range, cruel as it is just. ONYX - Unrelenting godling of death, their
and roll to hit at the original attack modifier. If the source of beam damage conscience as clear as the void of space. ONYX - a leader of action
wasn’t an attack, use the distance the beam effect took to travel from its over word - all shall submit to their divinely criminal will. There
source as the range, and give it -10 to hit. Onyx is not a valid target for are no questions or doubts in the kingdom of Onyx - only victory
redirection from her own Reflective Suit.
and death. Those who die, deserve it. Those who live, earn it.
Highly Coordinated: +70 on all coordination checks (wall running,
balancing, driving vehicles, landing falls, acrobatic feats, et cetera).
Onyx's will is the will of the cosmos, wretched and pure, tragic and
Dominant (Party Discretion): Onyx considers herself the de-facto leader true, dark and light.
of the party. She must make commands to her allies, and will not take no for
an answer. If anyone defies her orders, intentionally or unintentionally, that's Point-Buy Receipt
insubordination - she must now prioritize attacking them until they correct 2 Uzi
their mistake. If Onyx kills them before they realize the error of their ways - >>> 0 Alternate Damage Type (Beam)
well, then, that's one less mutineer! If there are multiple characters with the 1 Sickle
Dominant weakness in the same group, they must fight each other to the >>> 0 Arm Weapon
death. If this weakness is vetoed by the party, remove the Battle Cry >>> 0 Vicious
function to balance out Onyx’s point-buy value. 1 Mark of Damage
Damage Weaknesses (Acid and Poison): Onyx takes double damage from 2 Battle Cry (tied to Dominant)
acid and from poison. Furthermore, after being hit by either damage type 7 Eldritch (narratively changed to Dazzling)
and calculating damage, roll an affliction 50 for it to immediately kill her. >>> 0 Emotional Effect
Curse of the Bishop: Onyx can only move into and target squares exactly 2 Reflective Suit
diagonal from her (northwest, northeast, southeast, southwest). She cannot 2 Coordinated x 2
change direction while moving - she always moves in straight diagonal lines. 1 Murderer
She can freely move and target upwards and downwards - the restriction is -2 Dominant (party discretion)
in the horizontal, top-down aspect. -1 Damage Weakness (Acid)
Cruel: Onyx cannot ever choose to make an attack non-lethal. After she -1 Damage Weakness (Poison)
kills someone, Onyx must spend a move action butchering the body before -1 Cruel
she can do anything else. If she killed someone in the middle of using a -3 Curse of the Bishop
weapon that performs multiple attacks, like her barrager, she can use the rest
of the attacks to butcher the body. If she killed multiple people at once, she
can spend a standard action to butcher all dead bodies within melee range to
her, rather than a move action on each body one at a time.

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Vermonica she/it
Character and art by Jonathan Wojcik (https://bogleech.com/)
80 HP / 50 EVA / 6 SPD / 2 HND
Bite: Melee / -10 / weak piercing. Can be used in a grapple.
Decay Beam: 48 squares / 0 / obliterative / 1 per gauntlet. Only works on organic,
living creatures or structures. If the target is organic but wearing non-living material
(clothes or armor, for example), Vermonica must hit the living components - take a
penalty to hit at GM discretion, or be completely unable if they’re covered head-to-toe.
Worm Slime: 6 squares / 0 / covered in worm slime. Someone covered in worm slime
is stuck in place and cannot move from the square they’re in until they take a move action
to remove themselves from the slime. Until then, they cannot move, but they can perform
all other actions as normal.
Worm Nesting: Once per wave, as a standard action, produce a structure made of up to
36 squares of organic material. Each square has 100 HP and can be healed by medical
means, but can be hurt with poison and biological effects.
Carnivore: Able to eat organic matter quickly, healing Vermonica in the process.
Eating up to three* “meals” worth of a dead organic character takes a swift action, and
heals her 30 HP per meal. How many meals an organic body provides depends on its
size:

Tiny: 1 meal Small: 2 meals Medium: 4 meals

Large: 8 meals Huge: 16 meals Other: GM discretion

Organic handheld devices provide one meal if one-handed, two meals if two-handed. If
she kills an organic creature with a bite attack, or lands a crit on an organic creature with
a bite attack, she can consume a meal from them in the process. Eating a meal out of a
still-living target reduces their max HP by half the damage dealt by the bite attack used to
eat them. Vermonica cannot eat herself. *If the Cannot Feel Pain weakness is vetoed, then
she can only eat one meal per swift action, instead of three.
Regeneration: Heals 10 HP at the beginning of each of her turns.
Poison Immunity: Vermonica is immune to poison damage.
Soulless: Immune to emotional effects and effects that target souls, but cannot be
returned from the dead once slain. "Oh, it's out there alright, waaay out in the wastes. A skeleton,
Darkvision: Can see in the dark, including the ability to differentiate color.
Seething Form: As a standard action, Vermonica can change between her main form or something like a skeleton, bigger than anything that ever could have
and her Seething Form (described below). Damage carries over between forms, as well as lived, and well, it didn't. Wherever it came from, it was already DOA by the
any affliction or other effect. The Seething Form only has the abilities listed with it - none time it made a crater of whatever used to be there. Course, when something
of Vermonica’s main-form functions carry over.
rots, a lot of things show up to chew on it. Vultures, bugs, maybe even what
Squirmlings: Vermonica can spend an entire inter-wave rest building a nest, laying an
egg, and incubating it. She cannot do anything else for the inter-wave rest - if she does, used to be people before something Not Of This Earth landed on 'em. So
the eggs do not incubate properly. At the end of the inter-wave rest, the egg hatches, and you've got a lot of weird, nasty stuff coming out of that thing. Nasty stuff
out comes a Squirmling (described below). There is no limit to how many eggs creeping and crawling in this mountain of impossible, slimy guts until there's
Vermonica can lay in a gauntlet - she can spend multiple inter-wave rests laying eggs,
resulting in multiple Squirmlings. nothing for them to do but start eating each other. Sooner or later, well,
Cannot Feel Pain (GM Discretion): The GM keeps track of Vermonica’s HP and there's only one thing left, and it's still hungry, and it finally notices that
physical injuries instead of her player. The GM can’t tell the player her current HP, and there's a world outside that mountain of impossible, dusty bones..."
Vermonica must physically be looking at an injury to be aware of it. Whenever she takes
damage, the GM might inform the player that she took damage, but will not say how Point-Buy Receipt
much. Other player characters can look at her and get a rough estimate of her current 0 Alternate Damage Type (unarmed strike changed to piercing) (also applied
state, but they will not get an exact number. to follower and hive form)
Light Aversion: Affliction attempts to blind Vermonica via bright light (ex flashbang
0 Vicious (applied to unarmed strike) (also applied to follower and hive
grenades) automatically succeed on her. Being exposed to daylight or even sufficiently
bright artificial light (anything brighter than a single candle) will blind her while she’s in form)
it (-25 on all to-hit rolls, -25 evasion, DC 50 coordination or perception to move in 1 Decay Beam
intended direction instead of a random direction, cannot make vision-based perception 1 Web Attack (narratively changed to Worm Slime)
checks).
Cruel: Vermonica cannot ever choose to make an attack non-lethal. After she kills 1 Organic Wall (narratively changed to Worm Nesting)
someone, She must spend a move action butchering the body before she can do anything 2 Carnivore x 2
else. If she killed someone in the middle of using a weapon that performs multiple 1 Fast Eating*
attacks, she can use the rest of the attacks to butcher the body. If she killed multiple
people at once, she can spend a standard action to butcher all dead bodies within melee 2 Regeneration
range to her, rather than a move action on each body one at a time. 2 Damage Immunity (poison)
0 Soulless
Seething Form 120 HP / 50 EVA / 6 SPD / 2 HND 1 Darkvision
Bite: Melee / -10 / weak piercing. Can be used in a grapple. 3 Transformation
Swarm: Takes 25 less damage from any non-area attack and effects. Can can escape
any grapple. Can pour through cracks. Can still interact with the world as normal, >>> 3 Hivemind Swarm Body
including wielding weapons. As a move action, she can spread out, taking up a 2x2 area - >>> 3 Carnivore x 3
when she does, her evasion is reduced by 15 and she cannot manipulate complex objects >>> 1 Fast Eating
like weapons, but she takes an additional 25 less damage from non-area attacks and
effects. Move action to return to normal size. Other characters can occupy her space. >>> 0 Soulless
Carnivore: Like her main form, except each meal heals 45 HP. 1 Lay Egg
Soulless: The Seething Form is soulless in the same way as the main form. >>> 2 Carnivore x2
>>> 0 Soulless
Squirmling 80 HP / 35 EVA / 6 SPD / 2 HND -1 Cannot Feel Pain (lose Fast Eating if vetoed)
Bite: Melee / -10 / weak piercing. Can be used in a grapple.
Carnivore: Can eat one meal per swift action. Each meal heals 30 HP. -2 Fragile
Soulless: Squirmlings are soulless in the same way as their mother. -3 Light Aversion
-1 Cruel

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▒░ Short Combat Rules ░▒


This chapter is intended for players that are Rolling
already familiar with grid-based combat. Beyond the Kill Sector uses d100’s exclusively. The
concepts described here, the next chapter (full higher the number, the better.
combat rules) is largely similar to what you already
know. It would be worth looking through to catch the Initiative
smaller differences not mentioned here, but for the Instead of rolling for and keeping track of
sake of quickly jumping in, this will bring you up to initiative, Kill Sector works on a faction-by-faction
speed. basis. All the players go first in concert, then all the

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enemies. Allies can interrupt each other’s actions, Afflictions


perform actions at the same time, et cetera. Instead of conditions being dependent on
targets failing at saving throws, in Kill Sector, they’re
Damage dependent on wielders succeeding at affliction rolls.
Damage operates on a scale of damage ranks. Here is An affliction has a value tied to it - ex affliction 50 -
each rank and how much damage they deal: which you add to a d100 roll. If it is equal to or
higher than the target’s current HP, the listed effect
happens. Otherwise, nothing happens at all.
Rank Name Damage Amount

Nil 1 Crits
When rolling an attempt to do something,
Miniscule 1d10 you not only have a chance to critically succeed or
fail, but also a chance to astrally succeed or fail.
Very Weak Smallest result of
rolling 1d100 three
times 100 - Astral Crit: Not only do you automatically
succeed whatever you’re attempting, you do so in an
Weak Smaller result of rolling incredibly skillful or unlikely way - perhaps
1d100 twice something that bends the laws of physics or
probability - that massively benefits you. If you were
Average 1d100
rolling to hit, you can make your astral crit deal
Strong Larger result of rolling quadruple damage.
1d100 twice
95 to 99 - Crit: You automatically succeed whatever
Very Strong Largest result of rolling you’re attempting, and also gain some benefit out of
1d100 three times it due to skill or luck. If you’re rolling to hit, you can
choose to deal double damage as your crit.
Lethal Total of 2d100,
minimum 100
2 to 5 - Crit Fail: You automatically fail whatever
Obliterative Total of 3d100, you’re attempting, and also have something bad
minimum 150 happen due to bad luck or a sudden lapse in skill. If
you’re rolling to hit, you drop your weapon, or it
Obliterative + Total of 4d100, jams, requiring a swift action to repair.
minimum 200
1 - Astral Crit Fail: You automatically fail
(endless series of obliterative ++, obliterative
+++, et cetera goes here) horrifically bad at whatever you’re attempting, with
dire consequences. If you’re rolling to hit, your
Infinity Infinite - the target is weapon breaks in such a way that you take damage.
dead unless they have
an outright immunity to The examples listed are guidelines - it’s
the damage type of the ultimately up to the GM and/or player in question
attack.
what happens within the scale of the crit.

Most weapons fall between very weak and


very strong, meaning they have the potential to deal
the same amount of damage, but have a statistical
tendency to deal less or more.

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▒░ Full Combat Rules ░▒


This chapter fully describes the system, and ▒░ The Ultimate Rule ░▒
brings up to speed people who have never played The rules here are intended to facilitate fun,
grid-based combat with an action economy. If you’re not get in its way. If you don't know a rule off the top
already familiar with these sorts of rules, the previous of your head, and you can't find the rule within half a
chapter (short combat rules) cuts out some of the minute or so, and the outcome of the game doesn't
redundancies. Overall, Kill Sector’s rules are hinge on the ruling, make something up off the top of
lightweight, with just enough heft for a coherent your head. In an absolute worst-case scenario where
battle where luck, strategy, and bravery are favored in you can't think of anything, rule in favor of
equal measure. whichever side - enemies or players - needs more of a

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boost in the fight. If both sides are doing equally and have some sense of cause-and-effect, even if it’s
okay, rule in favor of the players. a highly exaggerated and unlikely form of
Some of these rules might be intentionally cause-and-effect. For example, if you’re trying to
broken by certain GM’s, either due to personal jump onto a ledge while being chased, you make it to
stylistic preference, or to better fit a given that ledge, then jump to the next ledge, crumbling the
circumstance where the rules do not line up with the first one so that the enemies cannot follow you.
narrative reasoning. It can’t be completely absurd - you don’t
automatically beat the entire gauntlet two waves
▒░ Vitals ░▒ before the boss because they get hit by a meteor - but
it should potentially turn the tide of a battle. If you’re
Health Points (HP): How much damage you can rolling to hit, you can choose to deal quadruple
take before you die. damage as your astral crit, or deal double damage and
do something nasty to the enemy (blind them, trip
Evasion (EVA): How hard you are to hit. them, grapple them, etc) at GM discretion, or deal
normal damage and do something really nasty to the
Speed (SPD): How fast you move. Different enemy (cut off both their legs, expose their brain,
abbreviations may stand for different move speeds break all their bones, etc) at GM discretion.
besides moving on land: FLY for flight, SWIM for Remember: If you’re rolling two d10’s to represent
swimming, SURF for moving over the surface of your d100, and they both come up 0, that reads as
water, CLMB for climbing, or BRW for burrowing. 100.

Hands (HND): How many hands or hand-like 95 to 99 - Crit: You automatically succeed whatever
appendages you have. you’re attempting, and also gain some benefit out of
it due to skill or luck. What happens has to be related
▒░ Rolling Dice ░▒ to what you’re trying to do. For example, if you’re
trying to jump onto a ledge, you do it with so little
With a few exceptions, just about every time
effort it’s considered a swift action as opposed to a
you roll dice, it’s a d100 roll. Whenever we ask to
move action. If you’re rolling to hit, you can choose
roll for something, unless we say otherwise, assume
to deal double damage as your crit, or deal normal
1d100.
damage and do something nasty to the enemy (blind
them, trip them, grapple them, etc) at GM discretion.
Crits
Whenever you roll a d100 when attempting
2 to 5 - Crit Fail: You automatically fail whatever
to do something - hitting someone, making an
you’re attempting, and also have something bad
affliction roll, performing a skill - something special
happen due to bad luck or a sudden lapse in skill.
happens if you roll very high or very low on the die.
What happens has to be related to what you’re trying
This doesn’t happen when you’re rolling for damage,
to do. For example, if you’re trying to jump onto a
or rolling to randomly choose something from a list.
ledge, you trip, falling prone to the ground. If you’re
The following numbers must be the number rolled
rolling to hit, you drop your weapon, or it jams,
with the d100, before applying any modifiers of any
requiring a move action to repair.
sort:
1 - Astral Crit Fail: You automatically fail
100 - Astral Crit: Not only do you automatically
horrifically bad at whatever you’re attempting, with
succeed whatever you’re attempting, you do so in an
dire consequences. What happens has to be related to
incredibly skillful or unlikely way - perhaps
what you’re trying to do. For example, if you’re
something that bends the laws of physics or
trying to jump onto a ledge, you get the wild idea of
probability - that massively benefits you. What
using your sword as a foothold, jamming it into sheer
happens has to be related to what you’re trying to do,
stone, shattering it immediately and accomplishing

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nothing. If you’re rolling to hit, you accidentally hit ▒░ Your Turn ░▒


yourself with it. Turns are split into actions. During your
turn, you can perform a standard action, a move
The examples listed are guidelines - it’s action, a swift action, and unlimited free actions. If
ultimately up to the GM and/or player in question you would like, you can cash in your standard action
what happens within the scale of the crit. to instead perform a move action or a swift action.
You can also cash in your move action to instead
perform a swift action. You can cash in a standard,
move, and swift action - typically, your whole turn’s
worth of action - to perform a full-round action. You
do not need to use up all your actions, but keep in
mind that they do not carry over to the next turn.
On the enemy turn, you are also given a
reaction. Reactions are exactly that - reactions to an
enemy’s own actions, meaning they generally need a
specific trigger. Unless otherwise noted, any reaction
can also be performed as a swift action during your
turn when appropriate. When you use a reaction, it
happens at the same instant as whatever you reacted
to. Like other actions, they do not carry over between
turns.
Your character can talk and relay
information at any time, even if it isn’t their turn. The
only exception is performing some function that has a
vocal element - it takes the necessary action that the
▒░ Flow of Combat ░▒ function describes. Only about ten to fifteen words of
Combat operates in a cycle of rounds. Each information can be conveyed in the space of a round,
round, each faction gets a turn, within which all since one round represents six seconds worth of time.
members of the faction act in concert. All players go What these actions can be used for are
first, then all the enemies. detailed below. If you want to do something, but
don’t know what kind of action it would take, ask
Round vs. Turn your GM.
A round is one cycle of combat within
which all characters act. This time is equal to six Standard Action
seconds within the narrative of the game world. A Can be cashed in for a move or swift action.
turn is a given faction’s portion of a round.
Within a faction’s turn, characters can act in Perform an Attack or Combat Maneuver
any order, interrupt one-another’s turns, and Choose an attack you can perform, then pick
coordinate with one-another. For example, Jimmy a target within its range. Melee range is one square,
can move, then Amy can shoot, then Jimmy can reach is two squares, perception is anything you can
shoot. When applicable, multiple characters can also see, anything else is labelled with the appropriate
act at the same time - Jimmy and Amy can both move amount of squares. Roll to attack them, modified by
at the same time while each holding one end of a the accuracy of the attack. If the attack roll meets or
huge cannon, so that they stay next to each other, exceeds their evasion, they are hit - roll for damage.
keeping the cannon from falling. Before rolling any attack, you can choose to
attack twice. You can use two attacks in a single
standard action with each one taking -20. The same

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attack cannot be used twice in a single standard or throwing a really heavy switch. This provokes an
action, but two attacks of the same type can. For the attack of opportunity (more on attacks of opportunity
sake of unarmed strikes, each limb counts as a in the reaction section to follow). If unsure what kind
separate attack. of action something takes to activate, ask the GM.
Whenever you attack, you can choose to
make it a combat maneuver instead. Choose from the Ready an Action
following list, then roll to hit. If you succeed, instead You can ready a standard, move, swift, or
of dealing damage, the following happens: free action by declaring a trigger for the action, and
Trip: Target falls prone. the action that is triggered. Example: “if someone
Disarm: Target drops a weapon or other held item of opens this door that isn’t a member of the party, I will
your choice. shoot them with my shotgun”. Important: No matter
Push: Target is moved two squares in the direction of the type of action performed, it always costs a
your choice. standard action to ready it. The standard action is
Unless you provide narrative reason or the spent when you ready it. If the trigger comes up
function says otherwise, ranged attacks can only be before your faction’s next turn, you can perform the
used to disarm, not to push or trip someone. A melee triggered action immediately after the triggering
attack can perform all of the above. The to-hit rolls event - not before. If you readied an action, but the
for a combat maneuver are handled exactly the same trigger never came up, nothing happens - you just
as attacks. happened to over-plan.
Some weapons, like whips, allow you to
perform certain combat maneuvers for free if you Move Action
successfully hit. This combat maneuver needs a Can be cashed in for a swift action.
separate to-hit roll than the original attack roll, unless
it says you can use the same roll as the attack roll. Move Across the Battlefield
Attacking is covered more in-depth later in Move a number of squares equal to your
this chapter. speed. You can move in multiple directions. This has
the potential to provoke an attack of opportunity -
Perform an Affliction more on this in the reaction section to follow.
Choose an affliction you can perform, then Attempts to jump or climb things requires an athletics
pick a target within its range. Roll a d100, modified check - more on that to follow.
by the affliction’s value. If the total meets or exceeds
the target’s current HP, the listed effect occurs. Move Cautiously
Otherwise, nothing happens. Move one square. You cannot use another
move action to move again this turn. The upside is
Grapple that this movement never provokes an attack of
Roll to hit with a melee weapon that doesn’t opportunity.
take hands to use, or a weapon that explicitly says it
can be used to grapple. If you hit, instead of dealing Stand Up
damage, you and your target roll opposed grapple Get up from being prone. This provokes an attack of
checks (grapples being an athletic skill - no modifier opportunity.
by default). The winner gets to decide if you’re in a
grapple - if they do, they are considered the grappler. Interact With an Item
Grappling is covered more in-depth later in this Some stuff on the battlefield takes a move
chapter. action to interact with, like operating a crank or tying
a simple knot. This provokes an attack of
Interact With a Complex Item opportunity. If unsure what kind of action something
Some objects on the battlefield require takes to activate, ask the GM.
multiple steps to interact with - like using a computer,

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Swift Action you can only roll once per subject per gauntlet - you
cannot reroll for it again in the course of the gauntlet.
Draw, Sheathe, or Change Weapons
Change the loadout of weapons in your
hands. This includes putting weapons away to free up
a hand and/or pulling weapons out.

Pick Up Object From the Ground


Pick up a weapon or other item from the
ground. This provokes an attack of opportunity.

Reload
Some weapons need ammo to be swapped
out after a certain number of shots in order to fire
again. Reloading is generally assumed to take two
hands, which can include whatever hands are used to
hold the weapon. This provokes an attack of
opportunity.

Interact With a Simple Item


Some objects on the battlefield can be
interacted with quickly - like a lightswitch or a Look Around
button. Something this simple does not provoke an Roll a perception check to quickly scan your
attack of opportunity. If unsure what kind of action surroundings, to look for something in particular, or
something takes to activate, ask the GM. to attempt to answer a question using only your
senses - for example, “Is this character actually a
Free Action human, or are they a vampire in disguise?”. You can
do this once per turn.
Fall Prone
Fall to the ground. When on the ground, Be Stealthy
people within reach with their unarmed strike take Whenever you do something, you can roll to
+20 to hit you, but people further away take -20 to hit do so without anyone noticing. You make a stealth
you. Being prone is covered in full later in this check, and the GM rolls opposed perception checks
chapter. for anyone with the potential to notice. When you roll
stealth, you must hit a minimum DC of 25 in order to
Drop a Weapon successfully sneak to a significant degree - otherwise,
Quickly drop a weapon to the ground. you are equally as obvious as if you didn’t bother to
Useful for pressing a button in a hurry. sneak in the first place. If someone senses your
presence, you can still roll to do some things - like
Recall Information hiding an object on your person or planting a bomb -
Roll a knowledge check to see what you can without them noticing what you did, assuming you
remember about a certain subject - things like, “what roll high enough.
do I know about the cave gremlins of Saturn?” or You generally can’t roll stealth to hide
“would I happen to know the structural weak points yourself from something that is currently looking at
of this particular model of mecha?”. You can roll as you - you would have to hide behind something first.
many knowledge checks as you want in a turn, but However, you can sneak up on something that isn’t
looking in your direction or isn’t paying much
attention.

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If sneaking about and being active, roll one Other Reactions


stealth check per action performed while stealthing. Some functions state that they can be
If you roll to hide somewhere and do not perform any utilized on reaction. If a trigger isn’t listed for a given
other actions while hiding there, you can keep the reaction, it doesn’t need one.
stealth roll made to enter that hiding spot for as long
as you do not perform actions. If you’re rolling to ▒░ Attacking In-Depth ░▒
hide an object for multiple rounds, roll once when For the basics of attacking, refer back to the
you hide it. standard action section of the action economy
subchapter. In short, roll for a given attack against
Full-Round Action someone in range’s evasion, then roll for damage if
you succeed.
Take a Defensive Stance
Gain +10 evasion until the start of your next Reading an Attack
turn. You should generally only do this if you have Attacks are written as such:
no other options. Range / Accuracy Modifier / Damage Amount and
Type / Hands Used / Use Limit
Reaction
Range
Perform an Attack of Opportunity The maximum distance for someone to be
When someone leaves a square that is within an eligible target to an attack.
range of a melee attack, you can attack them with it. Melee refers to squares adjacent to your
This happens whether or not the new square they character - squares they can reach with their arms.
enter is another square within range of your melee Reach refers to squares up to two away from your
attack. If someone is moving cautiously - only that character - how far they can reach with a melee
one square this turn - it does not provoke an attack of weapon specifically built to reach from far away like
opportunity. You can only use one attack in an attack a staff or a scythe. If a weapon has a number of
of opportunity - not a standard action worth of squares, followed by “reach”, that means it's a melee
attacks. If it’s a weapon that can be used to attack attack that reaches that far out.
multiple times, like a double-ended pickaxe, it can If it’s just a number of squares, then it’s a
only be used to attack once in an attack of ranged attack (more on melee vs ranged weapons
opportunity. later). If the range says “perception”, then anyone
Other things done by a character within you can sense the location of is an eligible target (it’s
range of a melee attack can trigger an attack of considered a ranged attack). If it says “cone” or
opportunity. Examples include: “radius”, it is an area effect - described later in this
● Getting up from being prone section.
● Firing a ranged weapon
● Reloading Accuracy Modifier
● Picking up a weapon The number you add or subtract from the
● Interacting with large machinery to-hit roll, before factoring in other modifiers, due to
● Anything else that would take someone’s your character’s accuracy with the attack or its own
full attention away from their immediate innate precision. Usually this is 0.
surroundings or put them in a compromising
position at GM discretion Damage Amount and Type
How to roll damage for the attack, and what
kind of damage it is. More on this later.

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limits. However, they do not reach very far under


most circumstances.
Ranged attacks provoke attacks of
opportunity. They generally have ammunition limits.
Their main advantage is that they can reach much
further than melee attacks.

Damage
When you damage someone, subtract that
amount from their HP. Damage operates on a scale of
damage ranks. Here is each rank and how much
damage they deal:

Rank Name Damage Amount

Nil 1

Miniscule 1d10
Hands Used
How many hands (or other dextrous limbs) Very Weak Smallest result of
rolling 1d100 three
it takes to operate the weapon or perform the attack.
times
If there isn’t an amount written, it doesn’t use any
hands - it’s a natural weapon or attack, and so can’t Weak Smaller result of rolling
be disarmed. 1d100 twice

Use Limit Average 1d100


How often you can perform the attack.
Strong Larger result of rolling
Might be written as a number of times used in a given
1d100 twice
interval of time (“1 per wave”, “1 per gauntlet”), or a
limit of ammunition (“1 mag of 6 shots”, “20 Very Strong Largest result of rolling
single-fire arrows”). 1d100 three times
Attacks that have mags or similar take a
swift action to swap between mags. Attacks that have Lethal Total of 2d100,
minimum 100
single-fire ammunition must be reloaded as a swift
action between shots. If a weapon has a certain Obliterative Total of 3d100,
amount of ammunition listed, that is the total amount minimum 150
you have for the gauntlet, not how many shots until
you need to reload - a revolver with six shots only Obliterative + Total of 4d100,
has six shots until it is out of ammo. minimum 200
If there isn’t a use limit written, it can be
(endless series of obliterative ++, obliterative
used indefinitely, unless otherwise described within
+++, et cetera goes here)
the function (ie if it’s describing part of a larger effect
within a function). Infinity Infinite - the target is
dead unless they have
Melee vs Ranged an outright immunity to
Melee attacks can be used as an attack of the damage type of the
attack.
opportunity. They generally have no ammunition

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Most weapons fall between very weak and Electric


very strong, meaning they have the potential to deal Jolts of conductive energy, frying the innards of most
the same amount of damage, but have a statistical creatures. Lightning, tesla coils, bioelectricity. Robots
tendency to deal less or more. and other metallic creatures are weak to this, while
the undead don’t have anything to fry.
Damage Types
Damage is usually dealt through specific Poison
mediums, known as damage types. Some characters Biologically destructive matter, targeting and
might be affected more, less, or not at all by certain sabotaging vital aspects of organic creatures. Venom,
damage types, and some functions rely on specific disease, radiation, biochemicals. Doesn’t hurt robots
damage types to occur (for example, characters that or other creatures without biological organs.
drink blood can heal from slashing and piercing
damage - the types that specifically spill blood). Acid
Below are the following damage types, brief Corrosive material, dissolving most matter. Stomach
narrative descriptions, and examples of things that fluid, acidic chemicals, acid rain. Melts through most
deal them. solid matter.

Piercing Some damage doesn’t have a type - it simply


Stabbing into something, making a deep puncture happens.
wound. Bullets, fangs, shrapnel, water jets. There are other things you can do at GM
discretion with weapons of certain damage types -
Slashing using a cold ice blast to freeze a lever in place,
Cutting across something, usually leaving a linear spitting acid to burn a peephole in a wall, and so on.
gash. Swords, claws, axes, scissors.
Cones and Radii
Bludgeoning Attacks and other effects with a cone or
Slamming into something, disrupting the internal radius shape - shaped effects - fill up a defined area,
organs, breaking bones, and leaving bruises. hitting everyone within it. They are considered
Hammers, cannonballs, punches, soundwaves. ranged attacks. Even if a shaped attack misses, it still
deals half damage - they avoided the brunt of the
Fire damage, but you can only evade so much of an attack
Intense burning flame, incinerating and reducing to that consumes the area around you.
cinders. Flamethrowers, fireballs, lava. Lingers on Cone effects are defined as a 90-degree
flammable objects like wood and straw. section of a sphere, the radius being the distance
listed, the center of the sphere being a square
Cold adjacent to yourself unless another origin point is
Lethally subzero temperature, harming through sheer described.
chill. Blizzards, magical cold, cryo grenades. Radius effects are defined as a sphere,
Especially powerful against reptiles. reaching out in every direction in the defined
distance, the center of the sphere being your
Beam geometric center unless another origin point is
Pure disruptive light and heat energy, vaporizing described.
whatever it collides with. Lasers, plasma, magically You can choose to roll the to-hit and/or
radiant light. Especially harmful to demons and the damage once for a shaped effect, calculating that
undead - light being symbolically antithetical to amount for all applicable targets, or roll separately
darkness. for each target. The former is quicker and allows for

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smooth gameplay, the latter is more realistic and Cover


makes for more granular gameplay. If someone is behind partial cover -
something that covers about half their body - take a
-20 penalty to hit them. If you miss by 20 or less, you
hit the cover instead. If someone is behind total cover
- they are covered from head to toe - you cannot hit
them. If there’s something in-between, GM discretion
what the penalty is.

Attacking/Afflicting Twice
You can choose to perform two different
attacks and/or afflictions in the same standard action -
attacks take -20 to hit, afflictions take -50 to the
affliction value. You cannot use the same attack or
affliction twice in one action - for example, the same
sword - but you can use any two different attacks or
afflictions - including two different swords, or two
different uses of the same once-per-wave affliction.
You must state before the first attack or affliction that
Afflictions you intend to attack twice.
Afflictions are written similar to attacks: Performing an attack that then applies an
Range / Affliction Value / Effect / Hands Used / Use affliction upon hit, or an attack that otherwise also
Limit includes an affliction, does not count as attacking
and/or afflicting twice - it’s all part of the same
Affliction Value attack. Same goes for weapons made to attack
Roll a d100, modified by this number. If the multiple times at once, like the assault rifle. You can,
total meets or exceeds the target’s current HP, the for example, choose to attack twice to fire two uzis at
listed effect occurs. Otherwise, nothing happens. a full spray, applying -20 to all attacks made.

Effect Using a Two-Handed Weapon With One Hand


What happens if the affliction succeeds. If it’s a melee attack, it takes -15 and deals
If a shaped affliction fails on a given target, half damage. If it’s a ranged attack, it takes -30.
nothing happens to them - they do not get half of the
effect. Other Combat Maneuvers
If someone consents to be affected by an Besides tripping, pushing, and disarming,
affliction targeting them - for example, someone you can perform just about any other kind of
wants to be turned into a lizard by the Rep-Serum maneuver you can think of - plunging attacks,
Gun - then the affliction auto-succeeds without whirlwind attacks, operating weaponry with feet,
needing to roll. foisting someone upon their own weapon, et cetera -
with whatever advantages and disadvantages make
Common Modifiers sense.
As long as a highly-trained martial artist can
Maximum Modifiers theoretically do it, you can at least attempt. Maybe it
No matter what the circumstance or how a has a penalty to hit. Alternatively, you may need to
character is built, an attack cannot gain more than make an athletics or coordination roll to do it without
+40 to hit (unless it outright says it always hits), and penalty - if you fail by less than 25, you still perform
a character cannot have more than 90 evasion. the maneuver, but take a penalty to the attack roll.
Exceptions to this rule should be very, very rare. Failing by more is treated as a crit miss. Even if you

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succeed on the roll, you might still have a penalty to matter of finding the right way to hit something to
hit. If you want your character to always be able to make it temporarily stop moving.
perform a certain maneuver, workshop a point-buy
value for the function that allows you to do so. Called Shots
Instead of attacking central mass, you can
Attacking Through Someone target a specific part of an enemy, like an arm or a
If you’re trying to shoot someone, and plane propeller. It takes some penalty to hit at GM
there’s another character between you and the target discretion, but if you hit, not only do you deal
that would partially - but not totally - obscure your damage, but the part is also either damaged or
view of them, you can do so at -10. If you fail by 10 severed, and some other effect may occur at GM
or less, you hit that character instead. discretion. If you miss, nothing happens, even if you
miss by a smaller margin than the penalty applied.
Coup-de-Grace If a given body part sustains total damage
If a character is completely helpless - they equal to at least one-quarter the max HP of the
have no means of defending themselves or evading overall entity, it is destroyed and/or severed.
attacks - you can perform a coup de grace on them. If an entity is healed, any sustained called
This is generally reserved for unconscious characters. shot damage a body part has is reduced by the same
Perform an attack on them, but don’t roll to hit - it’s amount. For example, if someone took a called shot
automatically a crit. to their arm that dealt 80 damage, and they’re then
healed 60 damage, they also reduce the sustained
Non-lethal Attacks damage by the arm to 80 - 60 = 20.
Unless otherwise noted, any attack you Dying due to having one’s head severed is a
perform can be non-lethal, meaning it knocks the biological effect - it doesn’t kill robots, the undead,
target unconscious instead of killing them. Before and the like; they instead only lose control of their
attacking, state that the attack is non-lethal. If it body and exist as a detached head. If someone has
would kill them by less than 50 damage, it instead multiple heads, they must lose all heads to die, but
leaves them unconscious and prone at 1 HP, and any they take -25 to all rolls for each missing head.
effect that would occur as a result of their death (such Below is a list of examples for called shot
as a self-destruct sequence) does not happen. If you targets, the penalty that would be taken to hit that
would kill them by 50 or more damage, you end up area, and any additional effect that would occur on
killing them as normal. hit. This list assumes the target has roughly humanoid
Example A: You perform a non-lethal proportions.
attack against someone with 20 HP. You land the
attack, and it deals 60 damage. You would have killed
Target Penalty Bonus Effects
them by 40 damage, as the 60 damage exceeded their
20 HP by 40. You knock them out unconscious. Arm/Tail -20 Disarm whatever is
Example B: You perform a non-lethal held in that limb
attack against someone with 10 HP. You land the
attack and deal 90 damage. You killed them by 80 Legs -20 Speed reduced by two
damage, as the 90 exceeded their 10 HP by 80. They until legs are healed
die as per normal.
Wings -10 Descend six squares;
An unconscious entity is incapable of apply fall damage if
performing actions and/or checks and cannot evade they hit the ground
attacks, leaving them open for coup-de-grace. They
wake up with 1 HP shortly after the end of the wave Natural -20 Weapon takes -10 to
at GM discretion. Anything can be knocked Weapon hit until weapon is
unconscious - not just biological creatures - it’s all a healed

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is still produced. This will at times be up to GM


Head -40 Double damage
discretion.
Eyes -50 Double damage, blind
until eyes are healed Multiattacks
If you’re attacking or performing afflictions
Other GM Discretion multiple times in such a way that you take a penalty
(like an assault rifle, a double-ended sword, or
Attacks that automatically hit cannot perform called attacking with two weapons without the dual-wield
shots, as they only aim for central mass. function), announce it before making the first roll, so
that the penalty is applied to all relevant rolls. If you
Immune and Vulnerable to the Same Damage roll before you announce you’re attacking/afflicting
Type multiple times, you only attack/afflict once. If
If a character has a set of functions or effects attacking multiple times, effects that occur on your
that make them both immune and vulnerable to the next attack (such as Blessed Attack or Mark of
same damage type, generally, the two cancel out, Damage) only apply to the first attack.
making them take standard damage from that type. Etiquette Tip: If using a weapon that
allows you to attack multiple times at once, only
Sneak Attacks rolling 1d100 at a time may make your turn take a
If you target a foe that is unaware of your long time and drag the game out. This is especially
presence, you have +25 to hit them with an attack, true if the weapon has a modifier on it that asks you
and if you hit, treat it as a crit - either double the to make another roll, such as Chaotic or High Recoil.
damage or apply some other crit effect. The +25 To speed the game along and keep things fast-paced,
bonus to hit can exceed the default maximum to-hit consider rolling all dice related to a single attack at
bonus of +40. Reactions cannot be used against sneak once when performing a multiattack, with each d100
attacks - you cannot react to what you can’t perceive! colored differently to differentiate between them. For
If you hit your target, they have +50 on the example, if rolling for a machinegun, roll 2d100 at
perception check to be aware of you if you make a once for each shot, one blue and one red; the blue
stealth check to remain hiding, and can attempt this d100 represents the roll to hit, and the red d100
roll even if they cannot normally make perception represents the damage dealt if it does hit. If that
checks. Stealth checks you perform after attacking on machinegun is chaotic, also roll a yellow d10,
the same turn take -100. rerolling just that d10 if it lands on a 0 and thus needs
to be rerolled. Doing this for a Chaotic High Recoil
Damage Reduction and/or Immunity vs Machinegun cuts down the time significantly -
Secondary Effects instead of picking up, rolling, and reading off dice
If an attack hits a target that’s immune to its thirty times, you only do it five times, using the same
damage type, or the damage is reduced to zero by number of dice.
damage reductions, in most cases, secondary effects
don’t happen either. For example, if a monster with
poisonous fangs bites an elephant with Hard Skin
(reducing piercing damage by 25), and the damage
rolled is less than or equal to 25, the elephant is not
poisoned. The main exception is if the secondary
effect resolving is not dependent on physically
wounding the original target. For example, if a robot
is hit with a poison blast, the robot doesn’t take
damage, but the secondary effect - a cloud of poison -

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Afflictions Upon Hit (Hacking, High Recoil, etc) grapple check is the grappler, and whoever lost the
In the case where an affliction is rolled upon grapple check is the grappled.
a damaging attack hitting someone - like the Hacking As the grappler, you must spend a move
Sword, which applies affliction 0 to hack electronics action each round to keep up the grapple. When this
on the victim’s person upon hit - the affliction is happens, both sides roll opposing grapple checks
rolled after damage is dealt, meaning the affliction is again - if you win, you keep the grapple; if you lose,
compared to their post-damage HP. the opponent can escape the grapple if they so
For example, if a creature with 80 HP is hit choose. If you don’t spend a move action to upkeep
with a Hacking Sword, and they’re dealt 50 damage, the grapple, the grappled may choose to
they are left with 80 - 50 = 30 HP, meaning the automatically escape without spending any action or
affliction 0 roll to hack their electronics only needs to performing any check.
meet or exceed 30. When attacking as the grappler, you can roll
If an attack has multiple afflictions tied to it, to deal damage with the weapon you’re grappling
choose upon the first time using it whether all with without needing to roll to hit, or roll to hit with
afflictions are tied to one roll - for example, the same any other weapon you can use in a grapple. You can
1d100 being used to modify both an affliction 50 and attempt to roll to hit with a weapon you cannot use in
an affliction 100 - or if you roll for each affliction a grapple at -30 to hit.
separately. The grappled character can spend a standard
action to attempt to escape. When this happens, both
Other Technical Info sides roll opposing grapple checks again - if they
win, they escape the grapple.
Natural Weapons/Attacks While in a grapple, either side cannot use
Any weapon or attack that doesn’t require most weapons, and have -25 evasion. Weapons that
hands to use are considered natural weapons/attacks. can be used in a grapple have any to-hit penalty
They’re implied to be attached to your body, and thus reduced by half when used against the other party in
“natural” to use. They cannot be disarmed. the grapple. The grappler can move if they so choose,
dragging the grappled character behind them. The
Weapons vs Attacks grappled character cannot move of their own volition,
Attacks are any means of dealing damage, except via teleporting.
while weapons are tools used to perform attacks.
However, unless explicitly labelled to only refer to ▒░ Moving In-Depth ░▒
one or the other, the two terms are largely used
interchangeably; any effect or rule that affects attacks Terrain
are also implied to affect weapons and vice-versa. The ground you walk on may be affected by
different terrain effects, which modify your ability to
Grapples traverse it. Terrain effects from different sources
Initiating a grapple is a standard action. Roll stack - for example, if someone throws a slime
to hit with a melee weapon that doesn’t take hands to grenade (producing doubly hindering terrain) on top
use, or a weapon that can be used in a grapple. If you of knee-high snow (doubly hindering terrain), then
hit, before dealing damage, you and your target roll the resulting terrain is considered doubly hindering
opposed grapple checks (grapples being an athletic terrain twice - it takes eight squares of movement to
skill - no modifier by default). If you win, you are pass through one square of this slimy snow.
grappling them, and can deal damage with the melee
weapon used to grab them. If you lose, you do not Hindering Terrain
grapple them and you do not deal damage - treat it as Rocky or uneven terrain, mud, knee-high
if the attack missed. In a grapple, whoever won the snow. Moving through one square of hindering
terrain takes two squares of movement.

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Doubly Hindering Terrain be further modified by the burrowing function in


Water, hip-high snow, sticky slime. Moving question. It’s assumed you have a decent enough
through one square of doubly hindering terrain takes sense of direction to be able to dig to your intended
four squares of movement. destination and not get lost along the way.

Flying
Soaring through the air, allowing you to
move vertically.

Climbing
Anyone can climb using an athletics check,
but some functions allow you to climb without the
need for a check.

Swimming
Anyone can swim slowly through water and
similar fluids as doubly hindering terrain (one square
of distance takes four squares of movement), but
some functions allow you to swim at full speed.

Moving Through Other Characters

Hazardous Terrain Allies


Lava, acid pits, spikes. Deals whatever you can move through, but not land on, a
amount of damage is listed each time you move one square occupied by an ally. If an ally is willing, you
square in it and on the beginning of your next turn if can spend one square of your movement to push an
you’re still in it. By default, acid pits deal average adjacent ally one square.
acid, lava deals lethal fire, spikes deal very strong
piercing., unless noted otherwise by the function or Enemies
game effect related to it. You cannot move through or land on a
square occupied by an enemy.
Slippery Terrain
Ice, grease, oil slicks. Acts as doubly Other Technical Info
hindering terrain, unless you want to move at normal
speed. This takes DC 50 coordination - failing makes Being Prone
you fall prone instead of moving at all. Falling prone is a free action. When prone
on the ground, people within reach with their
Different Types of Movement unarmed strike take +20 to hit you, but people further
Some functions grant you forms of movement away take -20 to hit you. You move at half your
beyond walking. normal speed - one square of distance counts as two
squares of movement cost. You lack the full range of
Burrowing movement with your arms - you have +10 to hit with
Digging through solid material. Digging trip attempts with melee weapons, but -10 to hit with
through sand or dirt is performed at the full all other melee attacks. Getting up is a move action
burrowing speed. Material as hard as stone and/or that provokes attacks of opportunity.
concrete is considered doubly hindering terrain for
burrowing. You cannot dig through steel. This might

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Squeezing DC 25
A creature can fit in a corridor one size A trained expert in the relevant skill
category smaller than them, moving at half speed - (someone with +25) can perform a DC 25 without
one square of distance taking two squares of issue. An average combat-trained gladiator can do it
movement. They also take -15 to evasion. You cannot most of the time, but failure is possible. An example
pass through a squeezing ally. of a DC 25 check is running full speed on a high
ledge just wide enough for both your feet.
Diagonal Movement and Measurement
Whenever measuring distance through DC 50
diagonal squares - for example, moving diagonally - A master at a given subject (someone with
count diagonal squares as equal distance to +50) can perform a DC 50 without even trying. An
orthogonal (up/down/left/right) squares. expert can do it somewhat reliably, but without
guarantee. The standard character has a 50/50 shot.
▒░ Skills ░▒ An example of a DC 50 check is running full speed
Characters are assumed to be generally on a high ledge just wide enough for one of your feet.
competent in most common tasks on a basic level,
and the DC’s of given challenges reflect that DC 75
assumption. There are point-buy functions tied to An absolute world-class savant (someone
general types of skills - however, this does not mean with +75) can perform a DC 75 no problem. A master
those are all the skills and there is nothing beyond can usually do it, an expert can manage it half the
them. If you want your character to be especially time, and an average character can do it with a hearty
skilled at cooking, for example, it can be fit into the dollop of luck. An example of a DC 75 check is
system without much futzing. The only reason any running full speed on a high ledge about as wide as
specific skills are established at all is because they three fingers.
tend to come up often enough to benefit from a little
structure. DC 100
Even if it isn’t listed anywhere in this book, A DC 100 is the start of feats that the
you can still attempt to do absolutely anything that average person can only perform with a sudden
you can set your mind to. The DC would be set by stroke of genius. Even a savant has some trouble with
the GM, and they’d also set if it’s any specific kind of it. A master can do it on a good day, and an expert
skill check (for example, whether you can use your would be sweating at the premise. An example of a
knowledge bonus on the roll). Ludicrous, DC 100 check is running full speed across a
supernatural, or completely nonsensical things may tightrope.
be impossible or nigh-impossible without a specific
function - for example, you cannot spontaneously Skills Being Subsets to Other Skills
turn into a bat, even by rolling for it, without a Some skills are subsets to other skills. If one
function for it (or an especially lenient GM). skill is a subset of another skill - like grappling being
a subset of athletics - it is modified both by the
DC Benchmarks modifier of the parent skill and the modifier of the
DC’s aren’t always multiples of 25 - the skill itself, assuming there are modifiers for both. For
following is just a means of comparative example, a character with the Athletically Trained
measurement, to wrap your head around how difficult function - granting +25 to all athletics checks - and
in real life a feat with a given DC would be for a the Grappler function - granting +25 specifically to
trained gladiator. grapple checks - has +50 to grappling checks
(applying both the +25 from Athletically Trained and
the +25 from Grappler) and +25 to any other athletics

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check (only applying the +25 from Athletically Coordination


Trained). Coordination represents one’s ability to push
the limits of their body through finesse, reflexes, and
Athletics agility.
Athletics represents one’s ability to push the
limits of their body through physical might, Balancing
endurance, and muscle power. DC 25 to stand still on a ledge three fingers
wide, DC 50 to slowly move across it, DC 75 to
Climbing move at full speed. Other examples are noted in the
Climbing at full speed up a ladder or wall DC Benchmarks section above.
with plenty of handholds: DC 25.
Climbing at full speed up a tree or a wall
with only a few handholds: DC 50.
Climbing at full speed up a telephone pole
or rough surface with no handholds: DC 75.
Climbing at full speed up a perfectly smooth
surface with no handholds: DC 100.
Climbing at half speed decreases the DC by
25. If someone fails a check to climb by 25 or less,
they climb at only half their intended speed; if they
fail between 26 and 50, they stay where they started
the climb check; if they make a crit fail or fail by
more than 50, they fall from where they started if not
on the ground already.

Jumping
DC 10 per square forward and/or upward.
Take a -25 penalty if you did not move at least two Safely Landing From a Fall
squares in a straight line immediately before DC 50 to ignore the first four squares of fall
jumping. A successful jump uses up squares of damage, and ignore another four squares for each 20
movement equal to the distance moved - for example, you beat the DC by (ignore eight squares if you roll a
if you jumped three squares, it cost three squares of 70, for example). If you ignore all fall damage, you
movement. You can attempt to jump further than your land on your feet - otherwise, you land prone. Roll
movement allows - increase the DC by 25 instead of 1d100 for each four squares that are not ignored.
10 for each square beyond what your movement Take the total all at once in bludgeoning damage. If
allows, and if successful, end your movement where you don’t ignore the entire height, but it isn’t enough
you land. to damage you (ie it’s less than four squares), you
still fall prone.
Moving Heavy Objects
DC 50 to move something higher than your Driving
capacity at full speed, DC 75 to move something Detailed in full in the vehicles section.
double your capacity at full speed, DC 100 to move
something four times your capacity at full speed. Wall-Running
Running along a wall tilted 60 degrees (a
Grapples steep slope): DC 40.
See the “Grapples” section of the Attacking Running along a wall tilted 90 degrees (a
In-Depth subchapter above. vertical wall): DC 60.

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Running along a wall tilted 120 degrees (a unobvious interface (a set of three colored levers),
slight overhang): DC 80. DC 50 for something with a complex interface made
You cannot stop moving while running of familiar components (a keyboard attached to some
along a wall or else you fall off. If running along a sort of speaker), DC 75 for a specialized and very
wall for multiple rounds in a row, roll again and complex interface (a mech cockpit), DC 100 for
increase the DC by 20 each turn. something completely weird and alien (an
extraterrestrial gun without a trigger or
Flips and Other Acrobatic Feats mentally-activated component).
DC 60 for a backflip or similar stunt. Different levels of success might result in
Anything else is at GM discretion. more utility - for example, it might be DC 25 to know
how to turn on an alien microwave, but DC 75 to
Knowledge know how to glitch it out so that it overheats and
Knowledge represents one’s body of useful explodes.
information gathered throughout their life, which can You can reroll an attempt to understand a
either be applied directly to recall important things or piece of technology, but if you ever roll lower than
used to intuitively understand something unfamiliar. you did on a previous attempt, you are stuck at the
level of understanding you currently have.
Accumulated Knowledge If you bought a piece of technology with
Something that everyone should (but might point-buy, you generally know how to operate it as
not) know: DC 10. intended - you might not be able to disassemble your
Something the average person would mech down to the screws, but you know what all the
remember from school: DC 25. buttons do.
Something that would need some research or Most weapons and other equipment that you
curiosity in the subject to know: DC 50. can get as a function in Kill Sector are familiar to all
Somewhat niche information you’d need to gladiators without needing to make a roll, except for
truly dig to find: DC 75. equipment modified to be Hyper-Specialized.
Completely obscure and/or insider
information that most people would never know: DC Stealth
100. Stealth checks are rolled whenever you
You can use this to recall information about attempt to do something and hide it, and opposed
a given subject - what you remember about an against the perception of anything that could sense
enemy, or a piece of technology, or a foreign the object. You must make a baseline DC of 25 to
language. You cannot reroll a knowledge check about hide at all - otherwise, even a casual observer will
a given subject. notice your efforts. Hiding in the dark grants you +25
against things that don’t have darkvision. If you do
Utilizing Unfamiliar Technology something loud (for example, firing a gun), you have
(In this case, “technology” refers not only to -100 to stealth for the round.
high-end electronic objects that beep and boop, but You can hide objects on your person or in
also to unfamiliar magical devices or other such the environment by rolling with your stealth modifier,
implements.) assuming you have something to hide it behind or a
The DC of accessing a computer you don’t way to make it blend in, and the stealth carries over.
own depends on the strength of passwords and If you have natural camouflage, you cannot use that
similar authentication mechanisms - it’s DC 10 if the bonus to hide an object that you’re tucking behind
password is super obvious (something like another object.
“password” or “1234”). If someone is aware of your presence, you
Being able to intuitively use a machine can still roll to do some things - like hiding an object
you’ve never used before is DC 25 for a simple but

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on your person or planting a bomb - without them ▒░ Vehicles ░▒


noticing what you did.
You generally can’t roll stealth to hide Vehicles have a certain speed, evasion score,
yourself from something that is currently looking at HP, size, and number of seats. Driving a vehicle is a
you - you would have to hide behind something first. move action, moving twice as fast if in a straight line.
However, you can sneak up on something that isn’t Each vehicle has only one driver’s seat; only whoever
looking in your direction or isn’t paying much is sitting in the driver’s seat can drive the vehicle.
attention. Speeds listed for vehicles are for tactical
It’s incredibly difficult to hide without some movement. You can, in theory, move much faster
sort of cover to hide behind - you take -50 to any without any obstacles at all and on generally smooth
stealth check performed where you aren’t actively terrain - something that doesn’t happen often in an
hiding behind something, going prone, blending in, arena.
or otherwise finding some other means to hide Vehicles are inanimate objects - immune to
yourself. poison damage and biological, emotional, and/or
mental effects, and have to be mechanically repaired
Perception instead of medically healed.
Perception represents one’s ability to Vehicle shorthand is written as such:
observe the world around them. HP / EVA / speed / speed in straight line / seats / size
/ running over accuracy / running over damage /
Find Hidden People/Objects amount of cover offered
When you roll a perception check to look The evasion score assumes someone is
around, you see anything whose stealth you met or driving the vehicle - if no-one is driving the vehicle,
exceeded with your perception. You can do this once its evasion is reduced by 30.
per turn. Unless otherwise noted, vehicles do not
have their speed or evasion reduced due to a piece of
Scavenge equipment being especially heavy.
At GM discretion, you can also use
perception to look for useful objects where it might Vehicles and Functions
be appropriate - for example, to look for a specific A function tied to your character does not
kind of firearm in an armory. You can reroll an apply to your vehicles as well - for example, a
attempt to find a useful object, but if you ever roll character with Enhanced Legs - granting them +2
lower than you did on a previous attempt, you are speed - does not also grant their car the bonus of +2
unable to reroll again, and will not find anything new. speed. If you want a vehicle to have a certain
function, apply the function to the vehicle itself.
However, functions that affect your ability to use
attacks or other such gear also carry over to weapons
or gear tied to vehicles, as long as you’re the one
performing the attack. For example, if you have
Precise (+10 to hit on all attacks), and you’re using a
tank-mounted flamethrower, you can apply that +10
to hit on the flamethrower attack, since it is an attack
you’re performing.

Facing
Whenever your vehicle moves, keep track of
the last direction it moves in - this is referred to as its
heading or facing. Some weapons and other functions

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face a specific direction relative to the vehicle’s Vehicle Actions


heading. Driving: Move action.
The driver can change the heading of their Pivot: Driver can turn the vehicle up to 90 degrees as
vehicle up to 90 degrees by spending a swift action. a swift action.
If a vehicle moves in a straight line facing Entering/exiting a vehicle: One square of movement
its heading, it moves twice as fast as stated prior. to go from the door to the seat or vice-versa.
Changing seats within a vehicle: Move action to
Seats move from one seat to another; if swapping seats,
Driving the vehicle, as well as any sort of both members must spend a move action.
active function - including individual weapons - Starting a vehicle: Vehicles are assumed to already
needs to be assigned to one specific seat within the be “started”. You can turn off a vehicle as a swift
vehicle. Only whoever is sitting in the seat can action, in which case starting it again takes a standard
interact with that function. A given seat-based action.
function can only be used by one character per turn. Buckling in: Swift action to buckle or unbuckle your
The same seat can be assigned to multiple functions seatbelt. Unless the owner of a vehicle says
if you wish, allowing whoever is sitting within it to otherwise, it’s assumed all vehicles larger than
use any of the functions tied to it by spending the medium size have seatbelts.
appropriate actions. The driver's seat governs driving Other actions: As normal.
the vehicle itself. Running someone over: One square of movement if
You can choose to divide a function further, hitting at -20, or standard action if hitting without -20
so that different actions are governed by different penalty (details to follow).
seats. For example, instead of having one seat govern
both firing and reloading a rocket launcher, you can Running Someone Over
have one seat be tied to firing it, and another seat be You can move your vehicle through
tied to reloading it. someone during a move action to attempt to run them
How many seats someone physically takes over. Running someone over consumes an additional
up depends on their size: square of movement per target being run over. Roll to
hit at -20, unless you use a standard action instead to
Size Category Seats They Take Up hit at normal. If you’re in a corridor only as wide as
your vehicle, gain +25 to hit with running over.
Tiny One quarter of a seat Medium vehicles deal weak bludgeoning, large
vehicles strong bludgeoning, huge vehicles lethal
Small One half of a seat bludgeoning.
Continue movement as normal after
Medium One seat
attempting to run someone over, whether you hit
Large Two seats them or not. The same vehicle cannot roll to run over
the same person multiple times per turn.
Huge Four seats
Vehicles Providing Cover
Other Sizes GM Discretion
When you’re being attacked by someone
outside of the vehicle while you’re inside the vehicle,
If someone is sitting in multiple seats at it’s the vehicle’s evasion they roll against. A vehicle
once, they have access to all functions tied to those might provide partial cover (-20) or total cover
seats. Someone that only takes up part of a seat can (cannot hit) to whoever is in it. If someone misses a
still access all functions tied to that seat. target sitting in a vehicle that provides partial cover
by less than 20, that means they hit the cover the

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vehicle gives them, meaning they end up hitting the individually. You can just do whatever, whenever,
vehicle instead. assuming it’s something your character can
reasonably do, rolling dice when necessary.
Driving Skill Checks Once you’re engaged in combat, or
Any stunt or similar complex maneuver otherwise in an extremely time-sensitive situation at
performed while driving takes a coordination check. GM discretion, that is when you’re supposed to
The following table lists some examples. strictly follow a turn-by-turn basis.

Rounds
Maneuver Coordination DC Narratively speaking, one round represents
six seconds. In real-life, you’re likely spending much
Changing direction DC 50 if 90 degrees or longer than six seconds playing out a round worth of
while driving in a less, DC 70 if between
action, but in the scope of the narrative, everything
straight line at double 90 and 180, DC 90 if
speed 180 degrees people do within a round occurs within the space of
six seconds. Any effect that occurs once a round
Landing a jump without DC 20 per 3 squares, occurs once every six seconds, even when not in
taking damage still consumes combat, unless explicitly stated otherwise.
movement
Waves
Driving with one hand DC 40
The time starting when enemies pour into
(ex shooting with other)
the arena or otherwise show up, and ending when
Driving with a popped DC 70, drive in circles they are all slain (or the players are all slain).
tire if you fail (turn 45
degrees each square) Inter-Wave Rests
A five-minute span of time between waves.
Braking just before DC 40 Use this time to scavenge and explore. During this
hitting something
time, heal 10% of your maximum HP. Use-per-wave
Other unorthodox GM Discretion effects and effects that have wave-based durations
maneuvers consider this the beginning of a new wave For
example, if you use your once-per-wave exesomancy
during an inter-wave rest to clear out some debri, you
Fail a check by 10 or less, and you simply
cannot use it in the combat to follow. If something
continue moving in a straight line for the rest of your
requires you to spend an inter-wave rest doing it, you
movement. Fail any check by 10 or more, and the
generally are only able to do that one thing - you
vehicle loses control and gets damaged at GM
cannot scavenge with the others.
discretion - being more severe the worse you rolled.

Halftime
▒░ Time ░▒ A fifteen-minute span of time that occurs
once, in place of an inter-wave rest, usually about
Narrative Time vs Combat Time halfway through the gauntlet. Use this time to go
When you’re not actively engaged in backstage, scavenge, relax, and do some narrative
combat, you do not need to worry about strictly roleplay for your character. During this time, heal
following turn-based structure. For example, if 25% of your maximum HP. In real-life, this is a good
you’re exploring an ancient tomb, and you’re not bathroom and food break, and a good time for the
being chased by baddies or otherwise in immediate GM to adjust the latter half of their gauntlet. If
peril, you do not need to count out how many squares something requires you to spend an inter-wave rest
you move at once, or only talk to one-another in doing it, you can either do that thing during a
six-second chunks as you all play out your turns halftime and still scavenge as if it’s an inter-wave

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rest, or do two such inter-wave rest things and A cone effect targets a specific 90-degree
nothing else. In all other ways, they function like section of a radius effect - anything within a
inter-wave rests. Halftimes are optional - GM’s might 90-degree cone radiating from the origin point which
not put them in a shorter session. is no further away than the listed distance.
If no origin square is listed for a shaped
Gauntlets effect, it's assumed you’re the origin, and thus the
Generally two to five waves, the last wave origin square is your geometric center (if your
typically including a tough boss character. geometric center doesn’t fall on a square, choose a
square adjacent to your geometric center). You’re
▒░ Distance ░▒ immune to area effects you caused that you’re the
origin and cause of, unless it’s something exploding,
Squares like a grenade or oxygen tank.
One square represents five feet.

Size
Tiny characters and objects take up
one-quarter of a square in each direction; small half a
square; medium one square; large two squares; huge
three squares. Movement is always calculated in
terms of squares - if you are large and have 6 speed,
you only move 6 squares, not 6 large-size units of
distance.

Diagonals
When moving around and measuring
distance, diagonals always count as one square.

Mega Squares
Some maps are so large, each square on the
grid represents an 8x8 square area - referred to as
mega squares. Measurements and interactions still
work as normal - this is just a matter of scaling things
up. If a map is this large, use a separate grid or an
unused part of the map to represent zoomed-in areas
when relevant. ▒░ Technical Rules ░▒
Measuring Radii and Cones
Line of Sight versus Perception
A radius effect targets everything within a
Line of sight refers to anything that your
certain distance away from the defined origin point.
character can see. Draw a line from where you
For example, if throwing a grenade with a 3-square
assume your eyes are to a point on the object you are
radius, everything three squares or less away from the
trying to look at. Perception refers to anything your
grenade is hit by it when it explodes. This includes
character can sense accurately - including through
things that are vertically no further than the listed
sound, touch, et cetera.
distance - a flying shark hovering only two squares
above a grenade with a 3-square radius is targeted by
it. Multiplying and Adding
If you’re both multiplying/dividing and
adding/subtracting the same number, add everything

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first, then multiply. (Yes, this goes against these effects - for example, the undead are immune to
PEMDAS.) biological effects, and the soulless are immune to
emotional effects. Biological effects only work on
Rounding biological entities, mental effects only work on
Unless otherwise noted, always round up. entities with a brain, and emotional effects only work
on entities that can feel emotions.
HP and Healing
Unless otherwise noted, you cannot be Inanimate Objects
healed beyond your maximum HP - maximum HP Typically speaking, simple inanimate
being the amount you start with. objects - including those created by functions, like
Medical healing only ever works on organic the Brick Wall function - are immune to poison
creatures unless otherwise noted damage, and to biological, mental, and/or emotional
Mechanical repair only ever works on effects. Inanimate objects of an organic nature - like
mechanical or mostly-mechanical creatures unless shrubbery - may be affected by poison damage and/or
otherwise noted. Can also be used to fix inanimate biological effects, at GM discretion.
mechanical objects. The HP and evasion of a generic inanimate
Magical healing is more expensive object depends on its size. Even though they’re
point-buy-wise than the other two, but it heals typically stationary, the evasion represents how
more-or-less anything, unless it explicitly says easy/difficult it may be to hit - a smaller target’s
otherwise. harder to hit than a bigger one.
Some healing effects don’t list a type of
healing at all - these are usually self-healing effects Size Category HP Evasion
like Murderer. These effects are only modified by
game effects that target all forms of healing, such as Tiny 10 30
the Doomed weakness.
For effects and rules that modify or talk Small 25 15
about healing in general - like the Doomed weakness
Medium 50 0
that bars you from healing - mechanical repair does
count as a form of healing alongside medical and Large 100 -15
magical healing.
Huge 200 -30
Darkness
Unless you have night vision goggles, These HP and evasion values are guidelines
darkvision, a light source, or similar, you cannot see that assume the object is completely stationary and
anything in the dark. made of a material roughly as tough as wood. At GM
discretion, a given object might have different HP
Blindness and/or evasion, and/or be affected differently by
Blind characters have -25 on all to-hit rolls, different damage types, and have other such qualities.
-25 evasion, must make a DC 50 coordination or
perception to move in their intended direction instead Choking/Suffocation/Drowning
of a random direction, and cannot make vision-based You can hold your breath for one full round
perception checks. as a free action. On the second round straight of
holding your breath, take affliction 0 to suffocate at
Biological, Mental, and Emotional Effects the end of your turn. At the end of each of your turns
Some functions and other game effects are afterwards, and each time you take damage, add 50 to
tagged as being either biological, mental, and/or the affliction value and take another affliction (take
emotional. Certain entities are unaffected by some of affliction 0, then affliction 50, then affliction 100,

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etc). Once the affliction succeeds the first time, reacts and takes their turn first. Once everyone goes
you’re on death’s door; keep making these afflictions. once, use that order as the turn order. If there are too
If the affliction hits a second time, you release your many players or there’s too much of a dispute of who
breath and intake air if possible; if there is no air for spoke first, instead have everyone make a
you to breathe, you die instead. The affliction value coordination check (if they cannot normally make a
and your status related to the affliction (ie whether coordination check, they can still roll this one, but
you’re on death’s door) resets as soon as you’re able with a -100 penalty), and have the players act in that
to breathe, and you do not need to roll again until you order. All characters with Element of Surprise or
suffocate again. similar go before anyone that doesn’t; anyone with
more purchases of Element of Surprise goes before
Effects Stacking anyone with less purchases of Element of Surprise.
Unless otherwise noted, assume that all Even if players are operating in terms of teams (ex
effects stack - that the same effect can overlap with “these three players versus those three players”), do
itself. NOT simply have each team take their turn as a team
- generally, the first team to go in this fashion has a
Fall Damage massive advantage, and might completely wipe out
DC 50 coordination to ignore the first four their opponents before they have a turn to react,
squares of fall damage, and ignore another four which is never fun for those players.
squares for each 20 you beat the DC by (ignore eight
squares if you roll a 70, for example). If you ignore Character Reset Between Gauntlets
all fall damage, you land on your feet - otherwise, On a purely mechanical level, player
you land prone. Roll 1d100 for each four squares that characters “reset” in between gauntlets - they return
are not ignored. Take the total all at once in to full health, regain all ammunition and capabilities,
bludgeoning damage. If you don’t ignore the entire lose whatever they picked up in the arena, et cetera.
height, but it isn’t enough to damage you (ie it’s less This happens even if they die during a gauntlet - they
than four squares), you still fall prone. are still playable if you so desire; it’s up to you
whether their death and subsequent resurrection
affected them in some way (or if it even happened at
all). They may still retain their memories from one
gauntlet to another if you want, and may even
accumulate scars from their gladiatorial career.
If you would like, you can reflect changes
made over the course of the gauntlet by changing
their sheet for future gauntlets; as per usual, you can
only bring characters to gauntlets with the same
point-buy value to them. For example, if your cool
ten-point psychic robot character Scavenger X picked
up an Auto Blaster over the course of a gauntlet, and
they took a liking to it (maybe it saved their life more
PVP (Player vs Player) Rules
than a few times), you can add the Auto Blaster to
If there is a mutiny in the party - someone
their character sheet for future gauntlets, thus making
joins the enemy faction - they perform their turn on
them a twelve-point character. This twelve-point
the same turn as the enemy. Whenever the player
version of Scavenger X can now only be brought to
characters are motivated to fight each other as a
twelve-point gauntlets. Naturally, you can make
whole - such as a battle royale or deathmatch - handle
different versions of the same character, so that you
initiative on an individual basis.
can, for example, still play the ten-point version
If there are only a few players, handle
when people play ten-point gauntlets.
initiative order in terms of which player verbally

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▒░ Gauntlet Master’s Guide ░▒


This is where you’ll find everything you need to build a gauntlet, as well as tips and tricks for running the game
more smoothly.

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▒░ The Number One Thing ░▒ Directive 2: Share the stage with the players.
▒░ To Know ░▒ While it’s great to express yourself as a GM,
The role of the Gauntlet Master is to build make sure your players also have room to express
and then run a gauntlet, using the rules as a vehicle, themselves - be wary you don’t focus more on your
yourself being the final arbiter of cause and effect. story and your own engagement than you focus on
You are expected to bend the rules in order to fit your your players or what they’d be engaged in. For
own interpretations, whether it be to enhance the example, while it’s important to set the scene for your
storytelling experience, or just to simplify things. players to contextualize themselves in the setting,
The Gauntlet Master’s role is more complex spending several minutes explaining
and demanding than the players of a given gauntlet, largely-irrelevant minutiae of your city’s inner
and takes some preparation, but is extremely workings may be interesting for some players, but is
rewarding in its own way. Because Kill Sector is built more likely to just take up time they could be
around single-session stories, it’s open for multiple role-playing. Set up your gauntlet so the focus is on
people in a friend group to trade off being Gauntlet ways your players can express themselves and/or
Master from session to session - anyone can be a have some effect on their surroundings. This doesn’t
Gauntlet Master if they’re willing to take on the extra need to just be combat - it can also be interviews,
effort. moral dilemmas, open-ended challenges,
Your main task is to tell a story. You do this conversations with interesting NPC’s, and so on.
by preparing a gauntlet, controlling the enemies and
other relevant aspects of that gauntlet, presenting this Directive 3: Treat the rules as a malleable
information to the players, listening to them describe base for your own ideas.
their characters’ intended actions, and telling the The rules in this book exist as a common set
players what happens to their characters as a result of of ideas and expectations between everyone at the
their actions. table. However, they intentionally do not describe
every single possibility and exception - doing so
▒░ The Core Directives of ░▒ would be miserably exhausting, both for us to write
and for you to run. It’s faster and more satisfying for
▒░ Gauntlet Mastery ░▒
the GM to make judgement calls based on their
These are not listed in any particular order
knowledge of the world than it is to pause the game
or hierarchy - they are all very important. Don’t
whenever something new comes up to look up the
worry about memorizing these - most of these are
relevant sub-rule. Interpret the rules through your
simply common courtesies - but make sure to read
own sense of cause and effect; do not follow the
them in full at least once before running for the first
established rules verbatim without room for
time.
interpretation.

Directive 1: Have fun.


Directive 4: Respect your players’ time.
Make sure you’re in a good headspace
Be mindful of everyone’s time and schedule,
before running a session - if you’re not enjoying the
not just in planning the session, but in running it.
game, not only are you doing a disservice to yourself,
Should someone need to leave early, work with them
but it makes it much harder for the players to enjoy it.
to find a narrative reason and allow them to leave. If
If you’re having trouble, try saying the following
someone is only able to show up late, find a way to
mantra to yourself before beginning: “No matter
work them in during the next lull in action. In the
what, I’m going to have a good time.” Set a healthy
case of a player cancelling last-minute, have a
limit for how often you run the game and for who -
conversation with your players to see if they still
running too often and/or running for too many people
want to play or if you should reschedule. When
can make what’s intended to be a fun time feel more
running an especially long session, include breaks
like an obligation.
every two hours or so, even if they don’t fit in

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narratively. If people want to get straight into the like a general, where you fully intend to “win”),
action, curb your prologue; if people want to wrap up inform your players beforehand so they can prepare.
the session overall, curb your epilogue. If people
seem to be tired earlier in the session than expected, Directive 6: Always check the sheets.
find a way to either wrap up the session or put a pin Check the players’ character sheets before
in it to continue later; in the event this happens the gauntlet begins to make sure the characters were
consistently, have a conversation with your players to constructed correctly and are appropriate for the
see where you might want to shorten your gauntlets gauntlet. Players may have done their math
or add more breaks. Don’t pressure people into incorrectly, forgot to write down a vital aspect of one
gauntlets you plan to run if they aren’t interested, of their functions, or accidentally made themselves
even if it’s a continuation of a session they previously too powerful or too weak. The vast majority of
played in. overpowered characters are honest mistakes rather
than intentional acts of sneakiness. You can abstain
from checking someone’s sheet if you’ve built that
trust with them; however a player shouldn’t refuse a
GM’s request to check their sheet. If in the middle of
the gauntlet, you sense someone may be using their
function incorrectly (“doesn’t their revolver only
have six ammo?”), it’s okay to briefly and
respectfully double-check with them.

Directive 7: Respect everyone’s boundaries


and comfort.
Make sure individual players are all having
a good time. Different people have different levels of
comfort with certain subject matters, and that’s okay.
Kill Sector is a very violent game, so players should
expect and be comfortable with concepts of violence
and death to some degree.
Call out players that are making others
Directive 5: Run the game less like a general
(including yourself) uncomfortable or are otherwise
and more like a storyteller. detracting from the experience, whether through their
Don’t treat Kill Sector (or any other tabletop actions in-game or their behavior outside the game.
RPG) as strictly a GM-versus-players affair. The Don’t be afraid to remove players that repeatedly
Gauntlet Master doesn’t “win” the game if they kill offend others, or that do something especially
all their players, just the same as the players don’t heinous; if you must give a narrative reason, make it
actually “win” the game if they kill everything and all quick and painful for the character, so that it doesn’t
survive (although either scenario can potentially be draw too much attention to their player.
very exciting). The only true terms of victory is that Don’t cross players’ boundaries of what
everyone has a good time - which includes, but is not subject matter they’re comfortable exploring in a
limited to, putting the players in challenging game. If players want their comfort to be challenged
situations. You control the enemies, and you want the (for example, in a horror-themed gauntlet), determine
enemies to fight in their best interests, but they act what would be going too far for them, erring on the
under their own limited perspective and motives. side of playing it safe. Be mindful of recent
Adjust the difficulty of your gauntlets to your tastes real-world events that your gauntlet may intentionally
and your players’ tastes. If you intend to run the or unintentionally evoke. There’s nothing wrong with
game in an especially adversarial manner (ie more running something you know (or think) would be

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thematically challenging, so long as your players give ▒░ GM-Exclusive Vitals ░▒


informed consent beforehand; if you plan to surprise As a gauntlet master, you have access to the
your players with something troubling mid-gauntlet following two types of character vitals, in addition to
and don’t want to spoil the moment by asking the two described in character creation. Although we
beforehand, make absolutely sure you know them may allow player access to these in the future through
well enough that you’re confident they’d be okay new functions, for now they’re best used as narrative
with that. You should avoid touchy topics altogether tools for specific kinds of characters. You’re by no
if running the game for people you don’t know means required to use them, but you may find them
especially well. useful.
If a player mid-session expresses sincere
discomfort about something, even if it’s something Underling Vitals
you didn’t think could make someone uncomfortable,
respect that. Put the game on hold, let them discuss as 40 HP / 20 EVA / 6 SPD / 2 HND
much as they’re comfortable discussing, and ask
what would make them comfortable. This may Underlings have -25 on all rolls, including
include (but is not limited to) rolling back the session damage. They cannot crit nor astral crit on attacks or
and pretending the triggering event didn’t occur, afflictions against characters that aren’t underlings or
rescheduling the game for when they have more bystanders. Any function that adds to their max HP
emotional energy, letting the player drop out of the (like Tough) only gives them half as much; functions
session, or even stopping the session altogether. that multiply their max HP, like Large Body, are fine.
Underling vitals are intended for minor
Directive 8: Help new players. enemies that are not threats individually. They could
Help new players understand the system as be, for example, enemies that operate in hordes,
they play. However, don’t constantly inform the lesser minions of another enemy, or
players of the best possible action they could take, to gladiators-in-training.
the point that you’re essentially playing for them - let
them play the game, wherever that takes them. If Bystander Vitals
helping a new player make a character, sit down with
them and help them figure out how to best express 20 HP / 5 EVA / 6 SPD / 2 HND
their vision of their character.
Bystanders have -50 on all rolls, including
Directive 9: Preserve the players’ control over damage. They cannot crit nor astral crit on attacks or
their characters. afflictions against characters that aren’t underlings or
Don’t tell the players what their characters bystanders. Any function that adds to their max HP
do, in terms of conscious decisions. Things like (like Tough) only gives them half as much; functions
split-second reactions that don’t affect the mechanics, that multiply their max HP, like Large Body, are fine.
or their actions when mind controlled or similarly Bystander vitals are reserved for your
compelled, are fair game. average person, with no training or talent in combat.
They may rise up en masse, for example, against a
Directive 10: PROJECT! gladiator set on killing all the spectators in the arena,
Speak loudly and clearly for everyone at the but typically they know they’re virtually dead on
table to hear. If people can’t hear you, they can’t arrival against any real combatant.
follow what’s happening. Be sure to articulate and
enunciate as much as you reasonably can to ensure
clarity.

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the arena, a character meetup sequence, three waves


of enemies (one of which is the boss wave) with
scavenging breaks in-between, something to do
during a halftime event, and a celebration sequence
for beating the boss. Prepare these ahead of time,
before the session. Once you have a grip on the
system, feel free to change the number of waves, the
difficulty of each wave, how long each wave is, the
amount of roleplay involved, et cetera.
This is going to be a ten-point gauntlet-
meaning players will bring ten-point characters.

The Arena
Draw on some grid paper in preparation, or
draw directly onto the mat. In most cases, it’s
assumed that the edges of the mat represent an
arbitrarily high and arbitrarily tough arena wall, or
some similar impassable barrier.
Make the arena terrain as complex or simple
as you’d like. We do suggest, however, that you try
▒░ Preparation ░▒ making an arena that suits different play styles - some
Although Kill Sector is open to areas with cover for ranged characters, a big open
improvisation and ad-libbing, it isn’t recommended moshpit for melee guys, some computers for hackers,
that you make your entire gauntlet off-the-cuff, things like that.
unless you’re experienced with the system or with If the terrain as a whole is highly unusual -
game mastering in general. Before gathering players for example, if the entire arena is underwater or in the
to play your gauntlet, you should have enough vacuum of space - consider letting the players know
written down and/or in your head that you can see it so they can build their characters accordingly. You
through from beginning to end without blanking out. don’t need to know everything about the terrain going
Some people need to prepare more than others, and in in, but you should at least know roughly what
time you’ll find what suits you best. For your first materials things are made of, how high up certain
gauntlet, we suggest using the below Default areas are elevated, and where the enemies come in.
Gauntlet Recipe to get a sense for how a gauntlet is Designate where the players will come in,
built and how much should be prepared for it. and how they come in - it could be an elevator, or a
Outside of preparing the gauntlet itself, ensure that teleportation system, or anything else you desire.
you and your group have the necessary materials to
play the game, as listed in the Introduction chapter. Briefing
Once all the players are ready to begin play,
▒░ Default Gauntlet Recipe ░▒ let them know what kind of gauntlet they’re in for, so
You can structure your gauntlet any way that they can bring fitting characters. Give as much or
you’d like. However, we do have a default structure as little information as you’d like. This will inform
that we suggest you use to begin with, experimenting their character creation, so be mindful of what they
and branching off as you become more familiar with should and should not know going in. As they make
the system and hone your skills. Think of this as a their characters, do whatever final preparation
recipe. remains, answering whatever questions players may
You’ll need to craft an arena, some hazards have. Players shouldn’t take much more than half an
and useful objects within it, a briefing on what’s in

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hour to create their characters - let them know when it. Enemies should add up to just around or slightly
they’re nearing that point. above the point buy value of the players.
Check everyone’s sheets before the session
properly begins. Make sure they’re all of the right Halftime
point-buy value. If they have any GM Discretion This is a brief, fifteen-minute period during
functions, that means they’d require you to do which the party catches their breath, gets some
additional work - veto any that you think would be last-minute preparation, does some roleplaying, and
too much for you to keep track of; if you veto a strategizes. This is also a perfect opportunity for
weakness, make sure the character in question also something interesting to happen backstage - maybe
removes enough functions to become a legal they’re asked to cut a wrestling-style promo, or they
ten-point character again, since vetoing a weakness watch a sideshow performance, or they briefly
means they now have too many points on their sheet. interact with whoever they’re about to fight. Halftime
is optional, and can be scheduled earlier or later in
Character Meetup/Prologue the gauntlet. Some people might want to skip
This is the very start of a gauntlet - when all halftime altogether and jump straight back into
the characters meet up, introduce one-another, and fighting.
briefly describe their relative capabilities before
being dumped into the arena. The Boss Wave
The stock version of this is for everyone to Victory should not be guaranteed, and it
be separately contacted to meet backstage, where might not even be very likely. The boss shouldn’t just
they are ushered together into a minutes-long elevator kill them outright or be entirely unfair, but this is the
ride to the arena. During the elevator ride, players finale, and it should feel like one. The boss enemy
should describe what their characters look like, and should be far more powerful than any single player
are free to otherwise roleplay as they see fit. character, and should give the party as a whole a run
Once everyone is content - or once two or for their money. Feel free to add additional enemies if
three minutes pass in game terms - the elevator fitting, or even have multiple bosses - go all out with
reaches its destination, there’s a brief countdown, and this one.
the door opens into the arena.
Celebration/Epilogue
The First Wave Should the party beat the boss, they are
As soon as the party enters the arena, it’s presented with fanfare and congratulations. They’re
already populated with the first wave of enemies. The given whatever rewards they were promised. Any
total point value of all enemies should be loose ends are tied up. Players might grieve for their
significantly lower than that of the party (don’t sweat fallen comrades, give a speech, or have parting words
the exact math - just keep it in mind when building with the other survivors.
the enemies). Enemies should be straightforward in
this wave - it’s an introduction to the gauntlet at ▒░ Some Basic Lore ░▒
large. Unless you’re specifically going for
something lore-heavy, there are only a few basic
Inter-Wave Rest concepts that should be implied with the setting your
This is when the players will scavenge and gauntlet takes place in. You can alter these if you feel
investigate their surroundings - and when they’re it’s right, but these are the common expectations, and
most likely to find whatever surprises you’ve hidden players should know of any changes before making a
in the arena. character.
The Second Wave ● Your setting should be open to magic,
At this point, it should feel like the enemies technology, nature, the supernatural, and
are on even ground with the party, or at least close to everything in-between. The universe is vast,

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and limitations to a character should be


d100 Venue d100 Venue
well-justified. Kill Sector is a system built
around openness of character creation. 1 Haunted house 27 Engine room
● Somewhere in the universe, there should be
an arena where people go to spectate 2 Space station 28 Slaughterhouse
well-trained warriors fighting to the death.
● The exact circumstances are up to you, but 3 Volcano 29 Ghost town
by default, gladiators are assumed to be
highly-paid employees, viewed by the public 4 Ocean 30 Ancient ruins
in a similar way to wrestlers.
5 Islands 31 Sewers
● The gladiators are far, far more powerful
than the average person, and come from 6 Desert 32 Spaceship
many walks of life.
7 Tundra 33 Heaven
You can invent whatever other lore you’d
8 Junkyard 34 Hell
like to contextualize your gauntlet - the planet it’s
built upon, what the site once was before being an 9 Graveyard 35 Mars
arena, what inspired the creation of this specific
arena, where the enemies come from and why they 10 Abandoned building 36 Aquarium
fight, anything like that. It can be dead simple, or it
can be complex - just make sure anything added 11 Jungle 37 Floating city
contributes to the experience of fighting in the arena
12 Command base 38 Sky
rather than take away from it.
By the same token, players should be 13 Gas giant 39 Rodeo
welcome to invent whatever lore they’d like to bring
in for their character - what planet they came from, 14 Outer space 40 Factory
how they acquired their weapons and abilities, their
15 Warehouse 41 Hospital
place in greater society, et cetera.
16 Orchard 42 Morgue

17 Temple 43 Docks

18 Cave 44 Alleyways

19 Swamp 45 Labyrinth

20 Canyon 46 Pyramid
▒░ Example Arena Venues ░▒
The generic, vanilla venue is a circular arena 21 Within a Beast 47 Circus
with a sandy floor, five-story-high walls all around,
bleachers at the top. Plenty of good times are to be 22 Mines 48 Bomb shelter
had there, but it’s always good to mix it up. If you’re
stuck without ideas, or if you want to try something 23 Castle 49 Missile silo
different, use the following list to decide the venue,
24 Mansion 50 Highway
using it as a jumping-off point. If none stand out to
you in particular, roll a d100. If you really want to go 25 Forest 51 Power plant
crazy, combine two or three of these. It’s assumed
these places aren’t currently occupied, or if they are, 26 Laboratory 52 Oil rig
any occupants are aware of the risks.

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around and dealing damage. They might do this in


53 Mountain 77 Toy store
different ways, with different ranges, damage types,
54 Zoo 78 Arena backstage and on-hit effects, but unless they’re forcing the
players to make different choices when fighting them,
55 Beast’s lair 79 Parking lot they can feel mechanically redundant.
When making an enemy relative to this idea,
56 Dungeon 80 Virtual reality
ask yourself two questions: “What is the best thing
57 Giant vehicle 81 Alternate dimension for them to be doing, all things equal?”, and, “How
should the players approach fighting this thing, all
58 Microscope 82 Sun things equal?”. If the answer for both questions for
every enemy type is simply to run up, roll to hit, then
59 Entire city 83 Parade roll for damage, the end result can feel a bit static. If
you do have multiple enemy types who mainly exist
60 Racetrack 84 Attic
to deal damage, they should do so in significantly
61 Liquor store 85 Big computer different ways - maybe one of them deals a large area
attack, while another sneaks around with their
62 Mall 86 Farm perfectly silenced sniper rifle. It’s highly
recommended that a given wave have multiple enemy
63 Criminal hideout 87 Battlefield types, each of which does something different and
fits a different niche.
64 Skatepark 88 Cantina
Here are some ideas for various different
65 Casino 89 Wedding things an enemy type could be built to do:
● Creating illusions to trick the party
66 Pinball machine 90 Construction site ● Attacking with a large area attack,
attempting to minimize collateral damage
67 Pirate ship 91 Venus
(or not!)
68 Inside food 92 Theme park ● Acting as bodyguards between the party and
the squishier enemy types
69 Anthill 93 Other sport event ● Grappling party members to keep them in
place and make them easier to hit
70 Medieval village 94 Lake ● Healing other enemies
● Providing bonuses to other enemies
71 Cyberpunk city 95 Beach
● Placing afflictions on the party
72 Train 96 Grotto ● Disarming or tripping party members
● Sneaking behind the party to perform deadly
73 Weapons testing site 97 Masquerade sneak attacks
● Machinegunning a barrage of low-accuracy
74 Rave 98 Obstacle course
attacks at the biggest, easiest-to-hit target
75 Wrestling ring 99 Garden ● Changing the arena via walls, lava, traps, et
cetera to hinder the party
76 Restaurant 100 Flea market ● Distracting the party by drawing attention to
oneself
▒░ Diverse Enemy Types ░▒ ● Charging up some sort of high-impact attack
or effect to put pressure on the party
When you’re giving enemies functions
● Studying the party for weaknesses
purely by flavor, it can be easy to end up with
● Attacking from unexpected locations
adversaries that have some nuances here and there
(burrowing under the ground, emerging
but overall have the same general role of running

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from underwater, emerging from lava, flying


in from the sky, et cetera)
● Separating party members in an attempt to
pick them off
● Guarding an area with a reach weapon and
multiple reactions
● Piloting or manning vehicles, especially
multi-person vehicles
● Improvising and adapting to the
environment
● Focusing on pilfering items and weapons
from other fallen enemies and using them
effectively (ex via dual wield)
● Fighting as a swarm of individually-weak
enemies fighting en masse
● Giving commands and offering leadership to
the other enemies
This list is far from exhaustive. Any given role can be
Standard Party (4-5 players)
fulfilled in any number of ways, and enemies can
The game runs as expected, with balanced
easily fit multiple roles. You can discover new roles
amounts of roleplay, focus on individual characters,
by looking at any non-direct-attack function and
atmosphere building, turn length, and overall energy.
asking yourself, “how would an enemy with that
function best benefit their cause?”. Incidentally,
players looking to fit a new mechanical niche might Smaller Party (2-3 players)
benefit by looking at the above list, swapping “party” Generally, there’s more focus on each
for “enemies” and vice versa. individual character and their interactions with
You can also vary the approaches and battle each-other and their environment. Combat resolves
formations your enemies use in order to attempt to quickly and smoothly, as there are generally fewer
take down the party. Here are some examples: moving parts. It’s likely for each character to have
● Flanking from both sides several moments in the limelight, either through
● Flanking from the front and back clever plays in combat or through expressing their
● Forcing the party into a bottleneck personality.
● Fighting in a square formation, much like
classic Napoleonic warfare Larger Party (6-8 players)
● Tough guys in the front, long-range artillery As you add more players, the party cast
in the back becomes more and more technicolor, more and more
Look to things like military history, general combat varied and diverse. It becomes less about the
history, and action-focused stories for more strategic individual characters and more about the experience
inspiration. The possibilities are truly endless. as a group. The overall energy of the gauntlet
heightens, as there are more people contributing their
creativity to the experience. Although combat is
▒░ Party Size ░▒
generally resolved in fewer turns, each individual
The amount of people in a party can
turn becomes much longer, as people strategize,
significantly affect the mood, pacing, and overall feel
cross-strategize, and cooperate with one-another.
of a gauntlet, as well as what aspects of storytelling
might warrant greater focus. Consider this when
Solo Adventure (1 player)
designing a gauntlet, or when adapting a gauntlet for
Playing a gauntlet with just one GM and one
a certain size group.
player is a very focused, granular experience. The

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game narrows down to the viewpoint of a lone only makes sense for gladiators to be sent out to
gladiator - there’s enough room for the atmosphere to not-strictly-gladiatorial excursions.
sink in, for each action and reaction to be described Here are some suggestions for adapting Kill
in visceral detail, and for the psychology and Sector’s rules for a more story-driven gauntlet:
personality of that one character to really shine ● Any significant combat encounter is
through. We highly recommend trying this at least considered a wave.
once. ● An inter-wave rest is any period of time
between one encounter and another lasting
Giant Party (9+ players) at least a couple minutes - even if it lasts
At this point, the game becomes truly beyond five minutes in game-time, it
chaotic. Combat becomes a loose casserole of generally counts mechanically as only one
strange, unique interactions and ad-hoc house ruling. standard inter-wave rest.
The sheer weirdness of situations that emerge ● If the gauntlet takes place over multiple
become the source of memorable moments. We days, once-per-gauntlet abilities are
recommend running for smaller groups first before refreshed at the beginning of each day. HP is
tackling such a large party, as it can become difficult also healed to maximum. If your maximum
to manage. HP has been reduced from the original,
restore up to 10 to your maximum HP at the
▒░ Character Value ░▒ start of each day.
How many points you let player characters ● The event could, if you so choose, be
use in your gauntlet will have a significant effect on televised or otherwise broadcast to a giant
the complexity of each character and how they audience - either via small floating camera
problem-solve. Characters with more points are far drones or some other means.
more complex and focused on their own capabilities, ● Consumable supplies, like ammunition and
while characters with fewer points are simpler and stimpaks, can be replenished where
focused on the general capabilities of any gladiator. applicable, assuming player characters have
The less points you give someone, the more mileage some plausible narrative means of doing so.
they’ll try to stretch out of each function. The more
points you give someone, the more their success is ▒░ Multi-Session Campaigns ░▒
based on their ability to build effective characters; if Although Kill Sector’s focus is on
they don’t find ways to use every point effectively, single-session stories, it’s totally possible to run an
they’re at a heavy disadvantage to characters that do. extended campaign lasting multiple sessions. There
Ten points - the default - is a balanced medium are no hard-and-fast rules for this, as different people
between these two ideals. might look for different things in a longform game of
Kill Sector. Below are the three approaches we’ve
▒░ Adventure Mode ░▒ had the most success with: the extended gauntlet
Although Kill Sector focuses on arena-based approach, the story arc approach, and the meandering
excursions, it can easily be used to tell stories with adventure approach. The first two are relatively
other objectives in mind - sending out gladiators to straightforward and retain the typical Kill Sector
inspect a potentially dangerous site, hiring them off structure, while the last one is much more open and
as mercenaries for important missions, sending them requires more GM input to retain cohesion (but is
out to reclaim some artifact from malevolent forces, also very rewarding to run). Whichever approach you
defending some important historical building, take, we suggest starting small - running two-or-three
auditioning them in tryouts for a major gladiatorial part campaigns before going all-out with something
event - the possibilities are endless. Considering how larger-scale.
powerful they are compared to the average person, it

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with the implication that there’s some sort of


time-skip in-between. Character sheets completely
reset between gauntlets, except for their memories
and specific items that you decide they can keep
between sessions.
You may decide to give the player characters
additional points from one session to the next, to
represent them advancing in their abilities. Whether
you give them only a point or two between each
session, or a windfall of points all at once, is up to
you. Whenever you give characters additional points,
they can also change their character sheet, with GM
discretion, to better fit the new direction they’re
taking their character.
Extended Gauntlet Approach This approach is best suited for serialized
The extended gauntlet is just that - one episodic stories, or stories meant to feel like a series
gauntlet stretched out to last multiple sessions. The of films. It’s also the easiest approach to let people
entire campaign, mechanically speaking, is a single drop in or drop out, or for you to run intermittently,
gauntlet, each session of play consisting of one wave. since each gauntlet can be handled mostly as a
The sessions are basically really long inter-wave rests standalone story.
building up to a combat scenario.
This approach is quite clean to run, Meandering Adventure Approach
mechanically speaking - anything that can be done The meandering adventure approach most
once per wave can be done once per session, and closely resembles the campaign style of other
anything that can be done once per gauntlet can only tabletop RPG’s. Instead of focusing on breaking a
be done once in the entire campaign. It’s excellent for story into discrete chunks, the game simply keeps
representing the standard gladiatorial event, with moving forward, picking up each session wherever
most of the added time being given to the specifics of you happened to leave off in the previous session.
running a sports event - interviews, research, Time marches forward as your characters do
downtime, et cetera - and the characters roleplaying whatever it is they set out to do.
within that space. It can also be used for any other There is no longer much delineation from
sort of story where each part culminates in a conflict one “gauntlet” to the next mechanically, as time is no
- a base defense story, for example. longer divided in such a way - instead, anything that
It’s suggested you limit this kind of has limited uses per gauntlet is generally recovered at
campaign to only a few sessions - at most four - since the beginning of each in-game day. For balancing
the longer you run it, the harder it becomes for reasons, you may decide that certain use-per-gauntlet
players to use their once-per-gauntlet functions. abilities don’t come back every day, but instead when
Players become much more hard-pressed to use different conditions are met (once every week,
something if it can only be used, for example, once in whenever the character prays at a specific shrine,
a six-session story as opposed to once in a single whenever the character kills a certain amount of
six-wave session. creatures). You may even make it cost additional
points for a given per-gauntlet or limited-ammo
Story Arc Approach function to say it comes back each day. Follow the
In the story arc approach, each session is guidelines listed in “Adventure Mode” for other ideas
one semi-self-contained gauntlet, with all the on how to handle time and resources; beyond those,
mechanical implications that carries. Individual the specifics are ultimately up to you.
sessions represent different acts of a longer story,

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It’s up to you what context your characters


have within your setting, and what goals (if any) you
present them. It’s also up to you exactly if and when
you give them additional points to work with,
alongside whatever materials they may naturally find
over the course of the campaign. For example, you
may decide they’re awarded additional points
whenever they accomplish a smaller part of their
overall goal, or whenever they defeat enough foes in
battle, or any number of other means. It’s also up to
you when they can spend their points - for example,
whether they must spend them immediately, or if they
can spend them whenever they want to suddenly
acquire whatever resources the functions grant them.
Whenever characters spend additional points, they
can also change their character sheet, with GM
discretion, to better fit the new direction they’re
taking their character. Whatever means you set up for
your players to gain more points for their characters,
inform them of such before the campaign begins.
For better or worse, this is the most
open-ended approach. The lack of structure allows
you to customize your players’ experience much
Arena Design
more than the other approaches. Also, because a
● The entire gauntlet does not need to take
given session doesn’t require the players to
place in the same area - maybe the venues
accomplish anything, they have much more freedom
switch out halfway through, or certain parts
to express their characters, interact with each other,
of the arena come in and out for specific
and simply explore the space you set up without an
waves.
immediate sense of urgency. However, without the
● Unless you have the equipment to accurately
specific gauntlet-based structure Kill Sector usually
portray it, avoid making arenas where large
hinges on, there are many open questions which only
portions of the map overlap each other on
you yourself can answer based on your intentions for
different floors. Having multiple floors and
the campaign. In the absence of the natural
elevations is encouraged, and the occasional
book-ending provided by the other two approaches,
overlap (like the over/under of a bridge) is
the story may feel like it lacks direction or cohesion
easy enough to navigate, but a three-story
unless you make a point of providing clear-set goals
castle with completely overlapping floors
or other means of structure. If you can keep it up,
might be hard to keep track of.
however, this is perhaps the best approach for
● Make sure the map design is decipherable,
longevity - you can keep a campaign going like this
and let players know whatever details would
indefinitely, so long as everyone is interested.
be obvious to them as players - how high up
the stairs go, how deep a drop is, the
▒░ Advice ░▒
placement of doors and windows, if a given
As the Gauntlet Master, you are ultimately
room is dark, how high the ceilings are,
the master of your own domain. These are simply
what materials the surroundings are
observations and pointers accumulated from
comprised of, what lies beyond the edges of
experience with the system and roleplaying at large.
the battle mat, et cetera.

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Building a Wave moment, feel free to add your own


● More difficult gauntlets push players to use embellishments.
each aspect of the system to its fullest, ● When the players see a new enemy, describe
which can be very rewarding. their appearance, what they’re wielding, and
● More laid-back gauntlets let players focus whatever common knowledge people might
more on their characters and express recall of them. Have a couple ideas in the
themselves in low-stakes situations. back of your head about their background
● Have a decent amount of variety in enemy should someone make a knowledge check
types, especially from encounter to on them.
encounter. Even if you’re just fighting ● Whenever the players encounter a new
soldiers, maybe they’re armed differently, or setting, briefly describe its apparent
they have some special equipment. function, furnishing, and atmosphere.
● Generic enemy types (vampires, orcs, Consider the different senses of the players -
demons) are welcome in Kill Sector, but what they see, hear, smell, and feel. Just a
consider putting a twist on it. few vivid details can go a long way.
● Consider changing up the environment for a ● Whenever someone attacks - player or
wave in some way that benefits the enemies enemy - describe why they did or did not
- maybe the lights turn off while nocturnal hit, and the nature of the injury, correlating
beasts flood the arena. with how much damage they rolled. Go into
● Put enemies in the latter waves that disrupt especially vivid detail whenever they roll a
the usual order of combat, like centurions crit.
with vigilant reflexes and a spear, or ● Whenever anything happens that has the
psychics with mind control. potential of being interesting, embellish it
● Outside of the boss, any given enemy should with description. For the sake of pacing,
only either have high HP or high evasion - most things warrant only a sentence or two,
having both just makes them obnoxious. going deeper when emphasis is called for.
● Don’t fret about matching every aspect of
your enemies up to established functions. Running the Gauntlet
You’re given much more creative freedom ● Your first gauntlet does not need to be
than players in this regard. If you want an perfect. None of your gauntlets need to be
enemy to do something, just say that they perfect. Your gauntlets should be better than
can do it, and throw in some relevant your previous gauntlets, but even then,
numbers. progress rarely moves in a straight line.
● As long as you’re confident they’re ● Be open to players’ ideas, even if they don’t
appropriately difficult to fight, you only strictly fit your original plan for the gauntlet.
need to loosely guess an enemy’s point-buy ● Show your enthusiasm for the game - be a
value in terms of calculating encounter model for the enthusiasm you want to see in
difficulty. This is especially true when the players.
spitballing functions for an enemy. ● Don’t worry about keeping tabs on every
single thing happening in a gauntlet and
Adding Narrative every single possibility and every single rule
● When the players first meet each other, have - doing the best you can is enough. You will
them describe what they look like. Similarly, naturally remember the most important
whenever they use a new attack or function, things; if you don’t, and a player doesn’t
encourage them to briefly describe it - bring it up, it might not have been so
especially if it’s something like a magical important after all.
spell. If they can’t think of something in the

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( 224 )

● Don’t feel beholden to your own notes - if becomes obvious when it happens, it leaves
you think of something cool mid-session, a bad taste in everyone’s mouth. If you do
and it feels right, and you know how to decide to fudge dice, at minimum, be honest
implement it, by all means go for it. with 98% of your rolls.
● Bring extra materials for the players - dice,
paper, pencils - just in case.
● The players shouldn’t be able to completely
barricade or otherwise thwart the enemies’
entry into the arena. This can be improvised
with hidden entry points, teleportation,
launching them in, blasting away whatever
barricade, et cetera.
● An enemy with an animal intelligence isn’t
capable of much strategizing - they simply
move forward and attack.
● Sufficiently intelligent enemies should adapt
to their situation as much as the players do -
for example, picking up weapons from
Interpreting the Rules
fallen warriors.
● Kill Sector is a game that wants to be
● If you have less players than expected,
expanded upon, and is open for players to
reduce the enemy count to fit, or make them
bring new ideas us developers didn’t think
individually weaker. If you have more
of. If someone has an idea for a new
players than expected, increase the enemy to
function that they want to use, check it out
count, or make them individually stronger.
and workshop it with them. Compare it to
● Remember, the numbers you wrote are only
similar functions in the core rulebook and
for your own reference. As long as it’s
use your best judgement to figure out its
persistent from the viewpoint of the players,
point-buy cost and how fair and balanced it
you can change the numbers around before
might be.
they become relevant - especially things like
● Our existing rules assume a level of realism
accuracy and HP.
akin to action cartoons, movies, video
● As long as you didn’t roll the dice directly in
games, and comic books - if it makes sense
front of the players, you are allowed as the
for someone to do something within that
GM to lie about the results of your own dice
level of realism, it can be done.
rolls - known as fudging the dice. You
● Logic and common sense always override
should only do this sparingly, and only when
the rules. For example, even though
rolling the dice honestly generates a boring
opponents take -25 evasion when being hit
narrative. If you happen to consistently roll
by an invisible sword, and nets technically
way too high for the enemies while the
have an evasion when someone tries to
players roll way too low, despite making all
destroy it, that does not mean they can
the best moves, you can sway the dice in
subtract 25 evasion from the net when trying
their direction. The opposite is also true - if
to cut it with an invisible sword - the net
the enemies turn out being a total pushover,
can’t be “caught off-guard” by the sword’s
throw in the odd inflated damage roll. Note
presence, so making it easier to hit by virtue
that this is a controversial tactic, and it’s not
of the sword being invisible does not make
for every GM or group of players. It’s better
sense.
to err on the side of caution when fudging
● If you don’t remember how the rules work
dice - players can be vaguely aware that
for a specific situation (if there is a rule for
there is some deceit in the dice, but if it

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( 225 )

that specific situation), make something up characters can’t do something similar when
and stick with it. appropriate. If the dead player in the
● Keep the rules consistent enough so as not previous example died very recently and
to passively give people benefits that are from a reversible cause, they could feasibly
usually warranted by point-buy functions. be brought back to life by a skilled medic -
Otherwise, this punishes those that did if they make a very high roll - even though
purchase those functions by invalidating Resurrection is more fitting in most other
their worth. For example, a medic should situations. This is one of many balancing
not be able to bring a fallen player back acts that GM’s have to manage, and finding
from death out of nowhere, because this the sweet spot for you and your group might
invalidates the player that spent two points take time.
on Resurrection, points which could have
gone elsewhere.
● On the flipside, just because there’s a
function to do something doesn’t mean other

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▒░ Hell Gym Example Gauntlet ░▒

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▒░ Background ░▒ ▒░ Terrain and Landmarks ░▒


This gauntlet is a historic recreation of Iron
Helga’s Hell Gym. Half fitness center, half torture Overview
chamber, the true Hell Gym was shut down two
hundred years ago when grisly secrets regarding its Structure
owner’s practices came to light. In return, the ageless The arena proper has an impenetrable
Iron Helga herself has been allowed to proctor this transparent ceiling, above which the bleachers lie,
gauntlet and serve as its ultimate obstacle. spectators looking down at the action. Any attempts
to teleport out of the arena fail.
▒░ Player Recommendations ░▒
This four-wave gauntlet is written for 3-5 Theme
player characters of 10 points each. Each player The arena is a total recreation of Iron
character should state some sort of material prize or Helga’s Hell Gym. It’s a complete all-in-one training
service they would like Iron Helga to grant them center with a dark past.
should they defeat her and survive the gauntlet.
Sections
▒░ GM Prep Notes ░▒ Each of the following sections has its own
The map on the previous page depicts Iron entry, divided into distinct pages for ease of use.
Helga’s Hell Gym; use that as a reference when ● Main Gym Area: Where the players start,
drawing on your battle mat. The entire gym, and where most of the fighting takes place.
including the outermost walls, fits in a 24 x 30 square Also acts as the hub for the rest of the arena.
area. Don’t render it in color - use black marker to ● Sauna and Lockers: A potential relaxation
define the landmarks and terrain. spot, as well as a potential source for loot.
It’s important that you do not draw the ● Storage Room: The main source of loot, as
following locations on the initial battle mat: the pool well as a potential source of information on
room, the interstitial room connecting it, and the Iron Helga’s backstory.
secret chambers revealed by the electric chair. All of ● Pool Room: A massive pool, and the stage
these are secret areas for the players to discover for the fight against Cryo Nessie.
throughout the course of the gauntlet - only draw a ● Secret Area: A hidden section of the map
given area from that list when it is revealed. that will only be revealed when the party
For an additional layer of mystery, you may does a specific action. Includes a secret
choose not to draw any area hidden behind a door at bonus weapon.
first, so that the players can only see the main gym
area to begin with. If you do this, be sure to clearly
label the doors, so that they know there is more to
explore beyond this one initial room.
The following section details the
atmosphere, terrain, and mechanics of each area.
Reference this when a given area is entered for the
first time or a given object is interacted with. As per
usual, feel free to improvise with the terrain and
landmarks, regardless of whether it’s based on what
we provide.

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Main Gym Area

Atmosphere Wrestling Ring


The first thing the party notices when they Elevated one square from the ground is a
enter the gym is the pungent odor of sweat, hanging five by five wrestling ring. Stairs lead up to it. The
like a thick fog. Indeed, the air is thick and humid posts are stripped of cushioning. The canvas is firm,
from the collective perspiration of thousands. The and gives ever so slightly under the weight of a
ceiling is forty feet (8 squares) high. Acoustics normal gladiator. The words “IRON HELGA” are
provide the gym with a distinct echo. Almost emblazoned on the mat, in a font that evokes both
everything is orange, dark green, or grey. The floor is Varsity and Slavic tones.
a porous concrete, walls of hardwood, rafters of Climbing through the ropes into the ring is a
metal. Pennants and banners of sporting events and DC 25 coordination check and costs 1 square of
corporate advertisements hang from each wall and movement. Failure causes you to be entangled in the
the rafters. The room is well-lit with fluorescent rope, giving -10 evasion and taking a move action
bulbs. There are no windows. and another DC 25 coordination check to escape.

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As a swift action, someone inside the ring to release the blade, the victim takes lethal slashing
can perform a DC 50 coordination check to launch damage.
themself off the ropes three squares - failure causes
you to fall out of the ring prone. Weightlifting Area
Melee attacks performed off the ropes or off A dingy mat designates the spot for
the poles have -10 accuracy but are bumped up one bodybuilders to flex their weightlifting muscles. Foot
rank in damage. indents are clearly visible where massively strong
As a move action, someone can look under people stood lifting several hundred pounds.
the ring for a weapon and grab one if possible. On a There are two dumbbells here (melee / 0 / strong
DC 75 perception check, they find a bat, a folding bludgeoning / 2 hands), as well as four weights
chair, or a dumbbell, each of which is melee / 0 / (melee / 0 / average bludgeoning / 1 hand).
strong bludgeoning / 2 hands, or a ladder, which is
reach / 0 / very strong bludgeoning / 2 hands but Trophy Wall
gives -10 evasion and -2 speed when wielded. The Various trophies, ribbons, and medals won
ladder takes a standard action to unfold. by Iron Helga, her cronies, and her patrons.
Mostly here for show, but throwing someone into it
Electric Chair will cause the glass to shatter, dealing average
An old metallic chair is built into the wall, slashing, and the trophies to fall, dealing strong
connected by a cable to a nearby switch. A bludgeoning. Individual trophies are melee / -10 /
helmet-shaped apparatus hangs where the head of the strong bludgeoning / 1 hand.
seated would be.
When someone sits in the chair, the chair Vending Machines
attempts to grapple (the chair has +10 to hit and +50 SynthoMax, AdrenoJack, TauroBlast, and
to grapple) as shackles wrap around their wrists and ProtoGlam, all competing subsidiaries of Helga Cola,
ankles and the helmet lowers on their cranium. While are vended alongside Helga Cola Classic in these
grappled by it, two of your arms (if any) and two of obnoxiously bright neon colored vending machines.
your legs (if any) cannot move. Instead of a slot for cash or card, there’s a fourteen
Pulling the switch takes a move action. If inch hole that says “insert arm here”.
someone is sitting in the chair, they are severely Knowledge DC 50 to know ahead of time
electrocuted - they take obliterative electric damage. that sticking your arm into the machine lops it off and
The shackles then unlatch until someone else sits in replaces it with a five-liter energy drink of your
it. If the lever is pulled while someone is in the choice. It deals no damage, but that arm is
electric chair, the two secret doors leading to the nonfunctional. Instead, you can drink the entire thing
secret area open. as a standard action, receiving a benefit until the end
of the wave matching the chosen brand (Knowledge
Exercise Machines DC 75 to know which does what ahead of time, use
There are two treadmills, two ellipticals, and the same roll as above). These energy drinks are
two exercise bikes in a row built into the floor. On biological effects - robots and other non-organic
the wall in front of each of them is a TV, blaring characters do not benefit from drinking any of these.
steroid ads, harmful fitness advice, stock footage of
grizzly bears, and Iron Helga’s laughing face. Helga Cola Classic (orange and green can): take
20 less damage from all sources
Guillotines SynthoMax (blue and orange can): +20 accuracy
At the end of the row of exercise machines to all ranged attacks
are two guillotines. Similar to the exercise machines, AdrenoJack (red can): +6 speed
a TV is built into the wall in front of each. TauroBlast (black and gold can): +30 melee
If someone somehow manages to get their head stuck damage
in position, and someone else performs a swift action ProtoGlam (purple and silver can): +20 evasion

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Sauna and Lockers

Atmosphere jungle. In the middle is a small fireplace with some


The soft smell of poupore permeates through hot coals and a stoker. Sandalwood candles burn
this area, masking the usual sweat stink. To contrast softly in the corner opposite the iron maiden.
with the main gym area, the furnishing is lavish and Soothing sounds of a tropical forest can be heard in
comfortable, and the lighting is warm. It’s still quite the background, played off a stereo installed behind
humid, but it’s exfoliating rather than suffocating. the mural.
The thermostat can be cranked up
Lockers dangerously high, dealing very weak fire damage
Some venus flytraps lie potted in the corners each turn to anyone within the sauna room. If the
of the locker room. In the lockers and on the benches, thermostat is set comfortably, however, an organic
one can find the following: creature resting within the sauna for an inter-wave
rest heals 20% of their max HP rather than the usual
Beauty products Oils Clothing
10%, or 50% of their max HP for halftime rather than
Towels Jock straps Wallets the usual 25%.

Protective gear Lanyards Skincare products Iron Maiden


A large, human-shaped wrought iron cage
Bathrooms with a relief of a grotesque face. Spikes point inward.
Standard unisex single-stall bathrooms. If someone is placed within it, and the maiden is shut
Sink, toilet, mirror, toilet paper, soap, air dryer. on them (standard action), and they fail a DC 75
coordination check to escape, they take lethal
Sauna piercing damage from the spikes.
The source of the humidity and warmth.
Hardwood furniture, red lighting, faded mural of a

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Storage Room

Atmosphere
Cold, poorly lit, silent. Not much here. Iron Helga was always a hardcore
bodybuilder. She pushed her body so hard that she
Offices eventually attained biological immortality. Her
Two small working offices, which various colleagues were worried when she decided to open
workers at the gym cycle using. Very cramped, barely her own gym, where she would personally train
enough room for a desk, a chair, a bookshelf, a trash people “the old-fashioned way”.
bin, and a filing cabinet. If someone snoops through The Hell Gym started off relatively normal,
the offices long enough (DC 50 perception), they’ll but every few weeks, she would bring in more and
find materials on Iron Helga, which will reveal the more dangerous equipment - which she would insist
following information. were merely “decoration”.
It’s up to you exactly how this information People started getting suspicious when the
is conveyed. You could simply read out the following Hell Gym was open all hours of the night, despite
passage verbatim. However, you may instead opt to officially only being open during the day. Over the
have the players find Iron Helga’s personal journal, course of a year, the Hell Gym’s official opening
and convey the information through her own hours would dwindle more and more, despite the
perspective. Alternatively, maybe they found the lights being on 24/7. Eventually, Iron Helga’s Hell
official investigation dossier, and it’s through the Gym was officially closed to new patrons.
perspective of the investigators. You could even Once Iron Helga’s regulars started going
convey this information through a series of missing, an official investigation was launched, and
flashbacks, if you’d rather take a theatrical route, the gym eventually raided. Iron Helga’s patrons were
adapting the following information into a series of found in various states of torment - duct-taped to
vignettes. However you end up doing it is entirely exercise machines, strapped into stretchers, slowly
your call as the GM.

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cooking in an over-hot sauna. About half of them


were found dead or near-dead.
It turns out Iron Helga became obsessed
with pushing the body to its absolute limits, to the
exception of one’s personal health. She would submit
her patrons to excruciating training regimens, taking
extreme measures in an attempt to tone their bodies
and build them to her own level. She insists that these
were the means by which she built her own body into
its current state.
Helga was detained, and the Hell Gym
dismantled. However, the gladiatorial society was
intrigued by her story, and the means by which she
attained what she refers to as “a body built to betray
God’s ill-founded limitations”. They thus built a
replica of the Hell Gym, and granted Iron Helga
infinite self-cloning privileges, so that she may
proctor an arena based on her story, herself serving
as its final boss.

Shelves
If someone is looking for a specific object,
it’s DC 50 perception and a full round action to scour
the room. If they’re just looking for something
interesting to use, give them some piece of equipment
that matches how high they rolled. The standard fare
for a gym storage room:
● Trampoline
● Scooties (those square things with four
wheels and the handles)
● Traffic cones
● A big basket of various sports balls
● Tennis rackets
● Jump rope
● Old radio playing bad music
● Weightlifting equipment
● Balance beams
● Bean bags
● Parachute
● Volleyball net
● Run-down exercise equipment
● Giant climbing net
● Rope
● Soft gym mats
● Pogo sticks
● Medicine balls
● Giant exercise balls
● Other gym stuff (GM discretion)

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Pool Room

Atmosphere Pool
A shock of chlorine screams into your Blue floodlights tint the water, which is
nostrils. It’s sharply colder than the other rooms. partially iced over. The walls and floor of the pool are
Dark, no windows, only the blue pool lights, reminiscent of stained glass. The end nearest the door
refracted by the corpulent Cryo Nessie, to pierce the is only three feet deep, gradually becoming fifteen
dark. Glossy marble tile floor, slippery when wet. feet (three squares) deep on the other end. At the
Corinthian columns extend upward from each corner. deep end is a six square tall ladder and diving board.
Hanging from the vaulted sixty foot (12 square) In the center, on the bottom of the pool, is a massive
ceiling is a glass chandelier. glowing sigil to Cryo Nessie.
Water is considered doubly hindering
Interstitial Room terrain. Parts of the pool surface are patches of ice,
Between the main gym area and the pool which act as slippery terrain. Jumping into the water
room is a four-by-three airtight room. Both doors are without readying the body for the cold (DC 25
pneumatically shut, and are arbitrarily hard to open - perception) puts you temporarily at shock, causing
players cannot access this area until the gauntlet calls you to lose your next standard action.
for it. The first round someone is underwater, they
can hold their breath for free. At the beginning of
Altar your second turn underwater, roll an affliction 0 to
On the far end of the room, where the Cryo start drowning. Each time the affliction fails, the
Nessie cultists gather, there lay half a dozen pews, affliction value increases by 50. Once two of these
twice as many folding chairs, and a church organ, afflictions succeed, you drown to death. Once you
played by one of the cultists. There is a small offering emerge onto the surface, the affliction value resets, as
of swimming equipment (snorkels, surfboards, does your drowning status.
floaties) surrounded by blue candles.

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( 234 )

Secret Area

Atmosphere Pit
Smells of mildew. Generally looks A shallow ramp goes down a single square
unfinished. Brickwork, exposed pipes, bare wires, over the length of three squares. At the foot of this
dim incandescent lighting. Sounds of the boiler echo ramp is a bottomless pit - any non-flying character
through the halls, as does the periodic drip of an pushed in here must make a DC 50 coordination to
unseen leak. grab onto the ledge or fall to their death.

Closed Off
This area is unknown to the players to start,
and can only be opened by electrocuting someone in
the electric chair.

Small Room
At the end of the hallway is a small room
with a boiler and some shelves.
On these shelves, one can find several dozen
containers of whey protein. Tucked behind them,
however (DC 90 perception), is a scorpion launcher:
12 squares / 0 / average bludgeoning / 2 hands / 1
chamber of 6 scorpions
Once a scorpion hit a target, they latch on, dealing
weak piercing with their claws and stinger at the start
of each of the grappled character’s turns. Ripping one
off is a move action and a DC 75 athletics check.

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( 235 )

▒░ Sequence of Events ░▒ ▒░ Wave One ░▒

Introduction
It’s assumed each player’s character was
given around three weeks notice ahead of their
participation in this night’s gauntlet. The session
begins with each character getting ready in whatever
space they use to do so.
Go around the table, asking each player
where their character is before the gauntlet, what they
are doing to amp themselves up for the gauntlet, and
how they plan to arrive at the venue. Give them a fair
few minutes each if they really want to go into detail
with this. Players can provide simple answers if they
aren’t in the mood to roleplay.
Once each party member arrives at the
venue, they are guided by a stagehand to a waiting
room. The specifics of the stagehand and waiting Dire Bodybuilders
room are entirely up to your own embellishment. Amount: 5
As the party members fill up the waiting room and Startup: Strewn about the main gym area,
are introduced to one-another, have the players preoccupied with various exercise activities. Two of
describe what their character looks like, what they’re them are wrestling in the ring, two of them are trying
wielding, and whatever common knowledge (if any) to out-lift each other in the weightlifting area, one of
the other characters would know. them is on a treadmill. The players will have the drop
Once all the characters show up, give them a on the dire bodybuilders, but as soon as they do
couple minutes to continue any character interactions something that generates noise, the bodybuilders will
they might have. Once this reaches a natural end, a be ready to fight.
signal is given, and the waiting room shakes a little Description: Extremely buff humans, their body in
before it starts to move upward. The waiting room peak physical form. In their hands, they wield
functions as the elevator to the arena proper. two-handed dumbbells. On a DC 75 knowledge
After thirty seconds of this, the elevator check, a character would be aware that these dire
jerks to a stop. The sound of applause can be heard bodybuilders learned how to breathe fire as part of
from outside, as well as the muffled introduction of their training.
the characters. There’s a brief pause before the far
wall lifts up, revealing the entrance to Iron Helga’s 180 HP / 30 EVA / 5 SPD / 2 HND
Hell Gym. The room is connected to the six square Dumbbell: melee / 0 / strong +15 bludgeoning / 2
opening at the top of the map - this is where the hands
players start the gauntlet. They can place themselves Fire Breath: 12 square cone / 0 / very strong fire / 1
anywhere in the main gym area north of the wrestling per wave
ring. As soon as all characters vacate the waiting Strong: +15 damage on melee attacks (already
room, it closes off and returns to its starting place. factored into dumbbell), +15 on any athletics skill
The gym is already populated with the first check, lifting capacity 300 pounds.
wave - the Dire Bodybuilders. Notes: Identify each bodybuilder by their different
hairstyles. Five quick examples: mullet, bald,
topknot, mohawk, and ponytail.

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▒░ Wave Two ░▒ Crystalline Body: Immune to beam damage, takes double from
bludgeoning.
Ice Body: Immune to cold damage, takes double damage from fire.
Inter-Wave Rest Legless: Flippers instead of legs. No land speed - can only swim.
Run the inter-wave rest as per normal, lasting Note: Cryo Nessie is a semi-intelligent creature of a mystical and
approximately five minutes and having each character heal 10% of ferocious nature. Its exact intent, origin, and personality are
their max HP as they scavenge. open-ended.

Highly Flammable Environment Cryo Nessie Cultists


The second wave will take place within the pool room. Amount: 6
Before the door opens to the interstitial room between the main Startup: Gathered on the far end of the pool, sitting in the pews.
gym and the pool area, a brief video is projected onto the door. The One of them is playing the organ.
presentation informs the party that Cryo Nessie naturally produces Description: Humans twisted over time by their intense worship
a gas that is safe to breathe but highly flammable. Open flame, of Cryo Nessie. Their skin is pale, grey and wrinkly, their eyes a
electricity, or extreme heat may cause a deadly explosion. The piercing aqua. They wear dark blue cloaks with silver lining and
party is strongly advised against using fire, beam, or electric silver decor of aquatic and arctic designs. They each wield a long
damage of any kind, or any firearm that utilizes gunpowder. silver trident.
Once the party is informed, the door leading to the
interstitial room unlocks. Once everyone is in there, the door 80 HP / 35 EVA / 6 SPD / 2 HND
between the interstitial room and the gym closes, and the door to Trident:
the pool room opens. During this wave, only one of the two doors Reach / 0 / average piercing / 2 hands
of the interstitial room can be open at one time. This is a A cultist can throw the trident up to 24 squares as a ranged attack
consequence of the hardware, meaning it cannot be hacked into. without taking a penalty to hit.
It’s assumed the interstitial room is not yet filled with the gas.
The gas is potentially ignited whenever someone Cryo Nessie Cult Leader
performs an attack that utilizes fire, beam, and/or electric damage, Amount: 1
or they use a weapon that requires some sort of ignition (ie most Startup: At the altar, proselytizing to the other cultists.
firearms), or they do anything else to create a spark. Whenever Description: Much older than the other cultists, this grizzly old
someone does anything to ignite the gas while within the room, man has several blue beads in his unkempt grey beard. His cloak is
there’s a 50% chance that everyone in the room takes obliterative darker and more lavishly decorated than the others, with pointed
fire damage (2d100, minimum 150) as the room is engulfed in silver shoulderpads. Instead of a trident, he wields an immaculately
flame. crafted staff made of pine, with a sphere of ice levitating an inch
off the tip.
Cryo Nessie
Amount: 1 130 HP / 35 EVA / 6 SPD / 2 HND
Startup: Center of the pool. Staff of The Slick:
Description: Bluish crystalline plesiosaur about the size of an 12 squares / 0 / strong cold / 2 hands / 10 charges
elephant. Long craning neck, four paddle-like limbs. Its skin and As a move action, the cult leader can expend a charge
musculature are translucent, but its other internal organs are to cover the ground in ice, turning up to 9 contiguous squares
opaque. Any light shone onto Cryo Nessie refracts through it and within 12 squares of himself into slippery terrain. If he chooses to
across the room. Its only facial feature is its mouth, from which it cover water, he can cover double the area (2 squares of coverage
exhales barrages of sheer cold. If someone ends up underneath per square dedicated to water). Slippery terrain acts as doubly
Cryo Nessie, they’ll see a second mouth on its underbelly, about hindering terrain, unless you want to move at normal speed; this
the size of a person. takes DC 50 coordination - failing makes you fall prone instead of
moving at all.
240 HP / 5 EVA / 8 SWIM / 0 HND / Huge (3x3) Ritual Dagger:
Cold Breath: Melee / 0 / weak cold / 1 hand
12 square cone / 0 / very strong ice Can be used in a grapple. Can be thrown six squares.
Takes a standard action to charge up before use.
Gaping Maw:
Reach / 0 / very strong piercing
Can be used in a grapple.
Underwater Mouth:
3-square cone / affliction 0 / pulled in 2 squares
Then, Reach / -15 / obliterative piercing
Only targets underwater characters.

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( 237 )

▒░ Wave Three ░▒

Halftime
Beyond the usual aspects of a halftime
resting period (going backstage, getting refreshments,
extensive scavenging, et cetera), just before the party
returns to the gauntlet, they are ushered to the locker
rooms backstage. There, they are asked to cut a
wrestling-style promo shot with their next
adversaries, Motorsickle and Adrenasin.
There’s a cameraman, and someone holding a mic.
The party will come into the scene as Adrenasin is
cutting his part of the promo - “my name is
Adrenasin, and I am filled with adrenaline!”. From
there, he’ll find something about one of the party Laser Turrets
members to riff off of, and the promo goes from Amount: 6
there, as both parties hype themselves up and Startup: Scattered semi-evenly across the gym.
trash-talk their opponents. Emerge from hidden panels on the ceiling and walls
Adrenasin has an over-the-top attitude akin of the gym.
to American wrestlers from the 1980’s and early 90’s, Description: Multi-barreled laser rifles connected to
and speaks with that trademark strained cadence. the wall, with a set of servos allowing for full rotation
Motorsickle is more laid-back, but will chime in with within that spot, and sensors allowing the turret to
his gravelly voice to backup Adrenasin. acquire and track targets as dictated by its simple AI.
Once both parties are satisfied with their
80 HP / -15 EVA / 0 SPD / 0 HND / Stationary
promos, Motorsickle and Adrenasin go ahead into the
Long Range Bottomless Automatic Laser Rifle:
wrestling ring. If you’re playing music while running
24 squares / +10 / average beam
this gauntlet, play some really sleazy thrash metal as
Can be fired up to three times by taking -10 on each
their entry music. Then, have the party choose their
shot (cancels out the +10 bonus). The turrets generate
own entry music as they come in after Motorsickle
their own ammunition.
and Adrenasin into the ring.
Machine: Immune to biological effects and poison
Once the entire party has entered the ring,
damage, takes double from electric. Hacking it
the third wave’s combat begins.
completely overrides its will. Cannot be healed
medically - must be repaired mechanically.
Wrestling Ring Restrictions
Notes: Always shoots the nearest target that is
Anyone that is out of bounds of the
outside of the wrestling ring, and always shoots three
wrestling ring at any time during this wave will be
shots. These are technically more so hazards than
targeted by the laser turrets that come out from the
enemies - they don’t need to be destroyed in order to
walls and ceiling. The lasers attack at the beginning
complete the wave. Once the other enemies are
of the enemy turn, before any other adversaries. If the
defeated, the turrets fold back into the walls and
ring is too small to fit everyone, have the wrestling
ceiling.
ring temporarily expand as needed for the duration of
this wave.

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( 238 )

Motorsickle
Amount: 1
Startup: In the wrestling ring.
Description: Goblinoid creature with matted hair,
wearing all leather, riding a motorcycle with a sickle
in place of a front wheel. His brain is exposed via a
glass dome on the top of his head.

130 HP / 50 EVA / 6 SPD / 2 HND


Kick: Melee / +10 / strong +15 bludgeoning
Can be used in a grapple.
Motorsickle’s Cycle:
100 HP / 50 evasion / 10 squares speed / 20 squares
straight line / 2 seats / medium / running over +10 /
strong slashing / no cover
Coordinated: +35 to all coordination checks.
Precise: +10 accuracy to all attacks (already factored
into listed attacks).
Strong: +15 on all athletics checks, able to lift 400
pounds, melee attacks deal +15 damage.
Roadkiller: Running people over no longer takes -20
Adrenasin to hit for Motorsickle (already factored). If he spends
Amount: 1 a standard action to run someone over, increase the
Startup: In the wrestling ring. damage by one rank.
Description: Buff 80’s wrestler type wearing salmon Exposed Brain: If Motorsickle is successfully hit by
and lime getup (tights, boots, headband). Left arm an attack by 25 points or more above his evasion, he
replaced with this massive syringe-like weapon. Fake takes double damage from the attack.
spray-on tan, dirty blonde mullet.

180 HP / 35 EVA / 6 SPD / 1 HND


Punch: Melee / +0 / strong +45 bludgeoning
Can be used in a grapple.
Syringe Arm: Melee / +10 / average +45 piercing
After the target takes damage, they take affliction 75
to go berserk for the rest of the wave. At the
beginning of their turns, they’re compelled to attack
the nearest character with a melee attack. They take
25 less damage from all attacks, have +25 on
athletics checks, and deal 25 additional damage with
melee attacks. The berserk state wears off at the end
of the wave. This is a biological and emotional effect.
Diehard: First time Adrenasin would die, he instead
has 1 HP.
Strong x 3: +45 to athletics checks, able to lift 1600
pounds, +45 damage on melee attacks (already
factored into his listed attacks).

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( 239 )

▒░ Boss Wave ░▒ 560 HP / 55 EVA / 6 SPD / 2 HND / Extra standard action per turn
The Means of Production Transforming Weapon:
The following forms all take up 2 hands. It starts in its
Inter-Wave Rest dumbbell form; it takes a swift action to swap between them. In
Run the inter-wave rest as per normal, lasting parentheses is the description for the transforming mechanism, for
approximately five minutes and having each character heal 10% of flavor. Wielding the Means of Production properly requires the
their max HP as they scavenge. ability to lift at least 300 pounds.
Dumbbell Form: Melee / +10 / very strong +60
bludgeoning
Iron Helga’s Entrance (The Means of Production reverts back to its original
When Iron Helga is prepared to enter, gladiators are state)
warned to get off of the wrestling ring if they’re still on it. After a Blade Form: Melee / +10 / very strong +60 slashing
round or two worth of time, the wrestling ring becomes engulfed in (From one of the ends of the dumbbell extends a small
flame, and the ropes electrified. The ring then descends through an blade)
elevator about sixty feet (12 squares) underground. Off-screen, Flail Form: Reach / 0 / very strong +60 bludgeoning
Iron Helga then steps onto the ring, which elevates upwards. (Iron Helga pulls the dumbbell apart into two halves,
The lights dim slightly as Iron Helga emerges. The connected by a ten foot long chain)
party is now face-to-face with the ultimate threat, Iron Helga Shotgun Form: 6 square cone / +10 / very strong
herself. piercing
People take average fire damage whenever they enter a (Iron Helga cocks the dumbbell like a gun as the cap of
square of the ring or begin their turn within one of these squares. one of the ends recedes, revealing a shotgun barrel)
They also take average electric damage whenever they touch any Punch: Melee / +10 / strong +60 bludgeoning
of the ropes. Iron Helga is immune to these effects. Can be used in a grapple.
Cleave: If a melee attack Iron Helga performs kills her target, she
can hit another target within reach of that attack with the same
attack and damage rolls. If that enemy also is killed, repeat the
process.
Terrifying x 4: As a swift action, Iron Helga can intimidate her
foes. All of her enemies within 3 squares and line of sight must
take affliction 75 to be terrified on their next turn. She may choose
to only target one character with this - if she does, increase the
affliction by 25. She can spend a standard action instead of a swift
action to increase the area of effect to 6 squares.
When someone is terrified, they must use a move action
to move away from the source as far as possible, and cannot target
the source on that turn (they can't look in their general direction
even if they try). If the affliction fails on someone, they are
immune to further attempts at intimidation by Iron Helga under
most circumstances. This is an emotional effect.
Engineered Immunity to Stage Hazards: When Iron Helga is in
the ring, the fire temporarily ceases to ignite specifically where she
stands. When she touches the rope, specifically the parts of the
rope she touches temporarily deactivate while she’s holding on.
The ring itself has sophisticated AI specifically designed to make
sure Iron Helga cannot be harmed by the fire and electricity
generated by the wrestling ring. This does not extend to other fire
or electricity.
Grappler x 2: +50 to grappling checks. After calculating the four
counts of strong, this makes for a total modifier of +110 to grapple.
Iron Helga Strong x 4: +60 to athletics checks, able to lift 3200 pounds, +60
Amount: 1 damage on melee attacks (already factored into listed attacks).
Startup: In the center of the flaming, electrified wrestling ring. Precise: +10 to hit on all attacks (already factored).
Description: Hairy, muscular, butch bodybuilder and pinup model Veteran: Extra standard action per turn. She must also spend a
of Soviet descent. Very angular facial features. Shoulder-length swift action to use the second standard action on an attack.
brown hair. She wears a green tanktop and copper-colored gym Note: Iron Helga is intentionally an especially difficult boss -
shorts. In her hands rests a 300-pound multipurpose dumbbell generally, there might be only one or two survivors in a
weapon - The Means of Production. four-person party.

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( 240 )

▒░ Celebration ░▒

There’s a massive fanfare should Iron Helga


be defeated. Confetti in orange, black, and white
rains from the ceiling. A marching band plays a tune
of congratulation.
The player characters are granted whatever
rewards they were promised. Any loose ends between
them are tied up. Players might grieve for their fallen
comrades, give a speech, or have parting words with
the other survivors.

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( 241 )

▒░ Function Index ░▒
3 pt ::: Accident-Prone 158 2 pt /// Astral Project 68 1 pt /// Belly Gun 26

1 pt /// Acid Blast 46 2 pt /// Athletically Trained 132 1 pt /// Belt Sander 25

1 pt /// Acid Breath 89 2 pt /// Auger 24 0 pt /// Beowulf Style 136

2 pt /// Acid Rain 55 X+2 pt /// Aura of Armament 73 3 pt /// Berserker 136

2 pt /// Acid Spit 89 0 pt /// Aura of Damnation 73 1 pt /// Berserker Stim 110

1 pt /// Acid Staff 33 1 pt /// Aura of Futility 74 2 pt ::: Bestial Communication 170

1 pt /// Advanced Eater 90 4 pt /// Aura Of Healing 67 1 pt /// Big Axe 25

6 pt /// Advanced Phylactery 70 6 pt /// Aura of Vertigo 74 1 pt /// Big Boomerang 37

1 pt /// Aerial Bombs 36 2 pt /// Auto Blaster 30 2 pt /// Big Chainsaw 25

1 pt /// Aggro AI Pack 110 1 pt /// Auto-Load 40 1 pt /// Big Crab Claw 84

0 pt /// Alternate Damage Type 40 0 pt /// Autoturret 40 1 pt /// Big Eyes / Extra Eyes 85

2 pt /// Ambush Node 71 1 pt /// Aware 132 1 pt /// Big Flail 25

6 pt /// Amoeba Body 92 1 pt /// Axe 21 1 pt /// Big Hammer 25

1 pt /// Amphibious Vehicle 118 1 pt /// Back Quills 83 1 pt /// Big Net 37

4 pt /// Amulet of Protection 103 1 pt ::: Bad Fighting Posture 158 1 pt /// Big Sword 25

1 pt /// Analysis Vision 125 1 pt ::: Bad Heart 153 2 pt /// Big Web Attack 92

1 pt /// Android / Well-Disguised Cyborg 130 1 pt ::: Bad Immune System 153 1 pt /// Binoculars 107

1 pt ::: Anemic 153 1 pt ::: Bad Knees 153 0 pt /// Biochemical Implant 125

0 pt /// Angelic 92 2 pt /// Ball Form 127 1 pt /// Biological Weapon 84

4 pt /// Animated Skeleton 92 1 pt /// Ball Form Compliant 127 0 pt /// Biological/Emotional/Mental Effect 78

1 pt /// Anklet of Survival 79 4 pt /// Barge 117 1 pt /// Biotubes 126

1 pt /// Anti-Corrosive 93 1 pt /// Baseball Bat 24 1 pt /// Blaster 30

1 pt /// Antidote 110 1 pt /// Bat Away 136 1 pt /// Blessed Attack 49

1 pt /// Antique Cannon 30 1 pt /// Battery Jet Boosters 127 1 pt /// Blessed Yam 108

1 pt /// Antivirus 125 2 pt /// Battery Jetpack 105 4 pt ::: Blind 153

3 pt /// Anxiety Ray 60 1 pt /// Battery Moon Boots 105 1 pt /// Blitz Teleport 52

(X * 2) pt (minimum 1) /// Battle 2 pt /// Blizzard 55


1 pt ::: Anxious 165 Configuration Matrix 128

0 pt /// Aquatic Creature 93 2 pt /// Blood Drinker 89


2 pt /// Battle Cry 136

3 pt /// Arcane Buffet 109 0 pt /// Blood Powered 129


1 pt /// Battle Mechanic 143

3 pt /// Archimedes Cyber Skull 79 2 pt /// Blood Storm 55


1 pt /// Battle Medic 144

1 pt /// Architect 52 0 pt /// Blood-Fused 41


2 pt ::: Battle Prayer 159

2 pt /// Arctic Blessing 69 1 pt /// Blood-Fused Blaster 30


1 pt /// Battle Shovel 25

0 pt /// Arm Weapon 124 3 pt /// Bloodthirsty Guardian Spirit 70


3 pt /// Battle-Hardened 93

1 pt ::: Armless 153 4 pt /// Boat 117


2 pt /// Beak 83

1 pt /// Ascension Form 65 0 pt /// Body Weapon 124


1 pt /// Beam of Weakness 60

2 pt /// Assassin’s Potion 110 1 pt /// Bolas 36


1 pt /// Bear Trap 113

2 pt /// Assault Rifle 30 2 pt /// Bolt-Action Sniper Rifle 30


1 pt /// Bee Stinger 83

1 pt /// Assault Shotgun 30 3 pt /// Bomb Curse 65

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1 pt /// Boomerangs 36 1 pt /// Cleave 137 2 pt /// Deadly Fist Technique 132

2 pt /// Bottomless 41 2 pt /// Close Quarters Mastery 142 2 pt /// Death Empath 68

3 pt /// Bottomless Pistol 27 1 pt /// Cloudy Essence 96 1 pt /// Death Staff 34

2 pt /// Bowling Ball 37 1 pt /// Club 21 1 pt /// Decay Beam 46

1 pt /// Brainstorm 56 0 pt /// Cold-Blooded 93 2 pt /// Decent Wings 82

1 pt ::: Brittle 154 2 pt /// Combo Attack 137 1 pt /// Deep-Water Amphibious Vehicle 118

1 pt /// Buckler 102 2 pt /// Commander 138 1 pt /// Defensive Teleport 50

2 pt /// Bullet Flow 74 1 pt ::: Committed to Gear 158 1 pt /// Demon Hunter’s Revolver 28

3 pt /// Bullet Storm 56 0 pt /// Compact 120 1 pt ::: Demonic 154

1 pt /// Bulletproof 93 3 pt /// Complete Owner’s Manual 120 2 pt ::: Dependent (Party Discretion) 165

1 pt /// Burst Of Strength 49 2 pt ::: Compulsive Monologue 165 1 pt /// Dextrous 132

1 pt /// Buzzsaw 21 1 pt /// Computer Expert 132 3 pt /// Diamond Storm 56

1 pt /// Buzzsaw Launcher 31 1 pt /// Coordinated 132 1 pt /// Diehard 138

1 pt /// Calloused Hands 86 1 pt /// Coordinated Strike 138 0 pt /// Diesel Powered 129

2 pt /// Caltrop Launcher 27 2 pt ::: Corporate Shill (GM Discretion) 160 (Double or Triple Cost) /// Dire 80

1 pt /// Camera Pack 106 1 pt /// Corrosive 41 2 pt /// Dire Pyromancy 47

1 pt /// Camouflage 93 2 pt ::: Coward 165 2 pt /// Directional Speaker 101

2 pt /// Cannon 31 0 pt /// Crab Claw 84 1 pt /// Disarming Mastery 133

1 pt ::: Cannot Crit 158 2 pt /// Craft Weapon 138 1 pt ::: Distracted Scavenger 158

1 pt ::: Cannot Feel Pain (GM Discretion) 153 1 pt /// Cranial Battle Simulator 126 1 pt /// Divination 61

1 pt ::: Cannot Talk Or Write 170 1 pt /// Create Gasoline 61 2 pt /// Dodge 133

5 pt /// Car 115 1 pt /// Create Water 74 1 pt /// Dodge Roll 138

1 pt /// Carbine 31 3 pt /// Crocodile Jaw 84 2 pt ::: Dominant (Party Discretion) 160

1 pt /// Carnivore 89 1 pt /// Crossbow 27 1 or 2 pt ::: Doomed 154

2 pt /// Carpe Diem 135 1 pt ::: Cruel 158 15 pt /// Doomsday Weapon 41

2 pt /// Carpet Bombs 37 1 pt /// Cryo Sword 23 0 pt /// Double Arm Weapon 124

1 pt /// Cat Legs 82 1 pt /// Cryomancy 47 1 pt /// Double Ended 42

1 pt /// Cautious 137 1 pt /// Curbstomp Mastery 132 2 pt /// Double Ended Sword 23

2 pt /// Chain 21 3 pt ::: Curse of the Bishop 162 1 pt /// Double Jump 138

2 pt /// Chainsaw 21 3 pt ::: Curse of the Rook 162 1 pt /// Double-Barreled Shotgun 31

1 pt /// Chakrams 37 1 pt /// Curving 41 2 pt /// Draw Attention 138

2 pt /// Challenge 137 0 pt /// Custom Magic Equipment 78 1 pt /// Dread Fiend Glitz Nail Polish 112

0 pt /// Chaotic 41 1 pt /// Cyberchip Implants 126 2 pt /// Dreamwalker 69

(Triple Cost) /// Charging 78 0 pt /// Cybernetic Body Part 129 2 pt /// Driver 133

3 pt /// Charging Pyromancy 47 2 pt /// Cybernetic Ice Blades 128 1 pt /// Dual Wield 139

1 pt /// Charismatic 132 1 pt /// Dagger 21 0 pt /// Duelist's 137

3 pt /// Chest Triangle 66 2 pt /// Damage Immunity 70 2 pt /// Earthswim 71

0 pt /// Chest Weapon 124 1 pt ::: Damage Weakness 154 2 pt ::: Easily Stressed 165

4 pt /// Clamp Feet 82 2 pt /// Danger Sense 68 1 pt /// Edible Body 93

2 pt /// Claws 84 1 pt /// Darkvision 68 1 pt /// Ejection Seats 120

2 pt /// Clay Golem 93 1 pt /// Daywalker 98 7 pt /// Eldritch 99

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3 pt /// Electric Conduit 129 3 pt /// Fable About Treading Lightly 135 3 pt /// Fusion 64

2 pt /// Electrified Scythe 26 X - 3 (minimum 1) pt /// False Function 150 1 pt /// Galvanizing Beam 61

2 pt /// Electro-Converter 126 1 pt /// Fast Eater 90 2 pt /// Gaping Maw 84

1 pt /// Electrokinesis 74 0 pt /// Favored Enemy 140 1 pt /// Gas Mask 103

1 pt /// Electromancy 47 1 pt /// Feed on Failure 69 1 pt /// Gasoline Canister 112

3 pt /// Electroreception 68 2 pt /// Fingergun 66 X pt /// Gear Implant 124

1 pt /// Element of Surprise 139 1 pt /// Fins 82 1 pt /// Gemini Gene 75

1 pt /// EMP 42 1 pt /// Fire Blast 46 1 pt /// Geomancy 47

1 pt /// EMP Bomb 112 1 pt /// Fire Breath 90 2 pt /// Get Them Mad 135

3 pt /// EMP Storm 56 1 pt /// Fire Staff 34 4 pt /// Ghost 94

2 pt /// EMP Sword 23 2 pt /// Fireball 66 2 pt /// Ghost Hunting 42

1 pt /// EMP Wall 52 1 pt /// Fireproof Suit 100 3 pt /// Ghost Hunting Pistol 28

1 pt /// Enhanced Legs 128 1 pt /// Fit of Rage 136 2 pt /// Ghost Slayer 75

1 pt /// Enhanced Legs / Enhanced Speed 82 1 pt /// Five Finger Firearm 90 1 pt /// Ghostwalk 68

2 pt /// Enlarged Vehicle 121 2 pt /// Fixing Touch 51 2 pt ::: Giant Eyeball 154

1 pt /// Entangling Vines 61 1 pt /// Flail 21 3 pt /// Giant Fan 25

3 pt /// Equal 122 4 pt /// Flame Curse 66 1 pt /// Gills 87

1 pt /// Escape Coat 79 2 pt /// Flamestorm 57 0 pt /// Glass Body 94

2 pt /// Escape Pods 120 1 pt /// Flamethrower 31 1 pt ::: Glasses 154

1 pt /// Evasive 133 0 pt /// Flash Storm 57 1 pt /// Gliding Membrane 82

2 pt /// Evasive Trance 140 1 pt /// Flashlight 106 0 pt /// Glitch Drifter 72

1 pt /// Everbleed 42 3 pt /// Fleshmeld 75 0 pt /// Glow-In-The-Dark 90

2 pt /// Everbleed Sword 23 1 pt /// Flexible Tail 87 1 pt /// Go-Kart 115

1 pt /// Exesomancy 47 0 pt /// Flickering Damage Type 42 3 pt /// Godstorm 57

2 pt /// Exoskeleton 94 3 pt /// Flight 72 4 pt /// Goo Body 94

1 pt /// Exploding Fist Technique 140 3 pt /// Flight (Jet Style) 118 2 pt /// Good Armor 100

1 pt /// Explosion Dodger 140 3 pt /// Flight (VTOL Style) 118 1 pt /// Grappler 133

1 pt /// Explosive Barrel Summon 74 2 pt /// Floodlight 106 1 pt /// Grappling Hook 104

1 pt /// Extended 42 1 pt /// Focused Counter 141 1 pt /// Grenade Launcher 40

0 or 1 pt /// Extended Body 99 2 pt /// Focused Stance 141 1 pt /// Grenades 39

1 pt /// Extended Cord 169 1 pt /// Focused Storm 57 1 pt /// Ground Slam 46

2 pt /// Extended Flail 21 1 pt /// Follower 122 1 pt /// Grounding Rod 104

1 pt /// Extra Ammo 112 2 pt /// Foothands 82 3 pt /// Group Teleport 52

1 pt /// Extra Arm 86 3 pt /// Footsoldier’s Toast 135 1 pt /// Guarded Posture 133

1 pt /// Extra Head 87 1 pt /// Forcefield 50 2 pt /// Guardian Weapon 124

2 pt /// Extra Legs 82 3 pt /// Forward Thrusters 128 1 pt /// Gun Brawler 141

1 pt /// Extra Operator Seat 121 2 pt ::: Fragile 154 4 pt /// Gunserker 137

1 pt /// Extra Plating 100 1 pt ::: Frail 154 2 pt /// Hacker 142

(Base Cost, Minimum 1 pt) /// Extra Uses 80 2 pt /// Froglike Tongue 84 2 pt /// Hacking 42

1 pt /// Eyeball Breath 90 0 pt /// Full-Body Cyborg 130 3 pt /// Hacking Interface 107

1 pt /// Eyebeam 46 1 pt /// Fused Damage Type 42 3 pt /// Hacking Pistol 27

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3 pt /// Hacking Sword 23 0 pt /// High Recoil 43 1 pt /// Improved Cover 120

2 pt /// Hailstorm 58 1 pt /// High Recoil Assault Shotgun 30 2 pt /// Improved Projectile Attack 85

0 pt /// Half-Body Cyborg 130 2 pt /// High-Octane Diesel Chainsaw 25 2 pt /// Improvised Counter 141

4 pt /// Halo of Eyes 75 2 pt /// High-Pressure Hose 32 1 pt ::: Impulsive 166

1 pt /// Hammer 22 1 pt ::: Highly Conductive 154 5 pt /// Indomitable 70

2 pt /// Handfeet 87 1 pt ::: Highly Corrodible 154 1 pt ::: Inescapable Celebrity (GM
Discretion) 167
0 pt /// Handheld 42 1 pt ::: Highly Flammable 154
0 pt /// Inflated Body 95
1 pt /// Handheld Buzzsaw Launcher 27 3 pt /// Hivemind Swarm Body 95
2 pt /// Inner Dimension 87
1 pt /// Handheld Micro-Field 104 1 pt /// Hollow Point Blades 22
2 pt /// Inner Pilot 87
1 pt /// Hard Skin 95 1 pt /// Hologram 61
1 pt /// Inside Weather 59
2 pt /// Hardlight Cannon 31 1 pt /// Holy 43
1 pt /// Inspired Word 136
1 pt /// Haste 49 2 pt /// Holy Sword 23
1 pt ::: Instinctual Healer 158
3 pt ::: Haunted (GM and Party Discretion) 162 1 pt /// Homing 43
1 pt /// Intelligent 133
1 pt /// Hawksight 49 2 pt /// Homing Ice Blast Sapphire 80
1 pt /// Internal Image Enhancer 126
1 pt /// Headbutt Mastery 133 2 pt /// Homing Pistol 28
1 pt /// Intuitive Design 143
2 pt /// Healer’s 43 2 pt /// Hook and Chain 27
1 pt /// Invisibility 62
3 pt /// Healer’s Staff 34 3 pt /// Hornet Stinger 84
2 pt /// Invisible 43
1 pt /// Healing Serums 110 2 pt /// Horns 84
3 pt /// Invisible Sword 24
2 pt /// Healing Touch 51 1 pt /// Horse (Example Follower) 122
1 pt /// Inviso-Stim 110
2 pt /// Health Potion 110 1 pt /// Hover Legs 128
2 pt /// Invulnerability 50
2 pt /// Heart of the Phoenix Roc 80 2 pt /// Hover Mode 128
4 pt /// Invulno-Chainer 50
2 pt /// Hearty Meal 109 1 pt /// Hover-Platform 104
1 pt /// Iron Grip 142
2 pt /// Heatwave 58 6 pt /// Hovercraft 118
2 pt /// Ironclad Mode 129
1 pt /// Heavy Armor 100 1 pt /// Hovering Vehicle 118
0 pt /// Ironclad-Only Weapon 130
2 pt /// Heavy Blaster 31 5 pt /// Huge Body 99
1 pt /// Jackhammer 25
1 pt /// Heavy Body 95 1 pt /// Hurricane of Fists 142
7 pt /// Jet 116
3 pt /// Heavy Caltrop Launcher 31 1 pt /// Hydrodynamic 95
2 pt /// Jet Boosters 127
1 pt /// Heavy Dagger 25 1 pt /// Hydromancy 47
2 pt /// Jet Pilot 133
1 pt /// Heavy Handheld Micro-Field 104 7 pt /// Hydromobile 118
3 pt /// Jetpack 105
2 pt /// Heavy Plasma Blaster 31 1 pt ::: Hydrophobic 155
1 pt /// Jetski 117
1 pt /// Heavy Rain 58 0 pt /// Hyper-Somatic 80
2 pt /// Juke 133
1 pt /// Heavy Rubber Suit 101 0 pt /// Hyper-Specialized Gear 107
1 pt /// Jumping Legs 82
1 pt /// Heavy Shield 103 4 pt /// Hyperactive Body 95
1 pt /// Katana 22
2 pt ::: Heavy Sleeper 155 1 pt /// Hyperfocus Stim 110
1 pt /// Kevlar Suit 101
2 pt /// Heavy Taser 21 2 pt /// Hypersuction 90
0 pt /// Kickflip-Activated Weapon 105
1 pt /// Hedge Clippers 25 1 pt /// Ice Blast 46
1 pt /// Kill Mage 66
7 pt /// Helicopter 116 1 pt /// Ice Skates 104
1 pt /// Kit 113
2 pt /// Hell Flame 66 1 pt /// Ice Staff 34
2 pt ::: Know Thy Enemy 160
2 pt /// Hermetically Sealed Biohazard Suit 100 2 pt /// Illusion 75
1 pt ::: Know-It-All (GM Discretion) 166
1 pt /// Hex 61 6 pt /// Immune to Conventional Weapons 95
2 pt /// Kunai 38
2 pt ::: High Metabolism 155 3 pt /// Immuno-Suppressor Gun 27

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2 pt /// Labyrinth Lord 53 1 pt /// Long Teleport 52 1 pt /// Mini Beams 46

3 pt /// Lance 22 1 pt /// Longbow 32 9 pt /// Mining Rig 115

2 pt ::: Language Barrier 170 1 pt ::: Lousy Shot 159 1 pt /// Minor Flight 72

3 pt /// Large Body 99 1 pt ::: Low Morale 166 1 pt /// Minor Transformation 65

17 pt /// Large Hadron Collider Gun 33 2 pt /// Lucky 133 1 pt /// Minor Wings 82

1 pt /// Large Musical Instrument 102 1 pt /// Luxomancy 47 7 pt /// Mist Body 95

1 pt /// Laser Pistol 28 1 pt /// Mace 22 2 pt /// Mole Claws 84

1 pt /// Laser Sidearm 27 0 pt /// Machine 130 1 pt /// Molotov Cocktails 37

2 pt /// Laser Storm 58 2 pt /// Machinegun 32 1 pt /// Molt 91

1 pt /// Lasso 114 5 pt /// Magic Carpet 116 1 pt /// Money 107

1 pt /// Lasso Mastery 133 1 pt /// Magic Darkness 62 2 pt /// Moon Boots 105

6 pt /// Lava Barge 117 (Base Cost, Minimum 1 pt) /// Magical 3 pt ::: Morpheus Drive Installed 163
Healing 80
6 pt /// Lava Skin 95 2 pt /// Mortar 38
2 pt /// Magic Missile 66
1 pt /// Lava Spew 91 2 pt /// Motorcycle 115
1 pt /// Magic Spark 61
3 pt /// Lava Walker 76 0 pt /// Mouth Weapon 125
2 pt /// Magnetic Manipulation 78
1 pt /// Lay Egg 122 3 pt /// Mover 132
1 pt /// Mancatcher 25
2 pt /// Leaping Legs 82 1 pt /// Multi Finger Attack 90
1 pt /// Manned Turret (Covered) 119
0 pt /// Leg Weapon 125 1 pt /// Multitask 145
0 pt /// Manned Turret (Uncovered) 119
0 pt /// Legged Vehicle 119 0 pt /// Mundane Item 113
1 pt /// Mark of Damage 69
2 pt ::: Legless 155 1 pt /// Murder Lux Glitz Nail Polish 112
3 pt /// Marksman’s Parable 135
2 pt /// Lesser Flight 72 1 pt /// Murderer 145
1 pt /// Marsupial Pouch 88
2 pt /// Lesser Transformation 65 (2, 3, 4…) pt /// Musical Prodigy 133
2 pt /// Martial Arts Style 142
4 pt ::: Lethargic 155 1 pt /// Mustard Gas Grenade 40
3 pt /// Mass Forcefield 50
2 pt /// Levitate 72 3 pt /// MVP Dedication 135
1 pt /// Mastery of the Blade 22
2 pt ::: Life Support 169 1 pt /// Nailgun 27
1 pt /// Maze Master 53
1 pt /// Life Transfer 51 2 pt /// Necromancer’s 43
6 pt /// Mech 115
1 pt /// Light Armor 100 3 pt /// Necromancer’s Staff 35
1 pt /// Mechanic 143
3 pt ::: Light Aversion 156 4 pt /// Necromancy 67
1 pt /// Medic 144
1 pt /// Light Shield 103 1 pt ::: Nesh 154
0 pt /// Medieval Background 144
1 pt /// Lightning Blast 46 1 pt /// Nets 37
1 pt /// Meditation 67
2 pt /// Lightning Rod 66 1 pt /// Nightvision 85
0 pt /// Mega 43
1 pt /// Lightning Staff 35 1 pt /// Nightvision Goggles 106
1 pt /// Mega Carbine 31
2 pt /// Lightning Storm 58 1 pt /// Nimble 43
3 pt ::: Merciful (Party Discretion) 161
1 pt /// Lightweight 43 2 pt /// Nimble Grappler 145
2 pt /// Meteor Storm 59
3 pt /// Lightweight Machinegun 32 1 pt /// Nimble Vehicle 119
3 pt /// Micromissile Launcher 32
5 pt /// Limousine 115 1 pt /// Nunchucks 22
2 pt /// Mind Control 62
3 pt /// Liquid Body 95 1 pt ::: Obscure Language 170
2 pt /// Mind Reading 62
5 pt /// Living Painting 62 1 pt /// Occupational Gear 113
1 pt /// Mines 40
1 pt /// Long Range 43 2 pt ::: Off Button 168
1 pt /// Mini Beam Barrage 46
2 pt /// Long Range Buzzsaw Launcher 31 1 pt /// On Edge 146
1 pt /// Mini Beam Charge 46
2 pt /// Long Snakelike Lower Body 88 3 pt ::: One Above All (Party Discretion) 161

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1 pt /// One Big Grenade 40 2 pt /// Phylactery 67 1 pt ::: Puncture-Prone 154

1 pt /// One Combo Grenade 40 1 pt /// Pickaxe 22 1 pt /// Pushing Mastery 134

1 pt /// One Handed Instrument 102 1 pt /// Pistol 27 1 pt /// Pyromancer Rifle 80

1 pt ::: Only In Self-Defense 161 1 pt /// Piton Launcher 28 1 pt /// Pyromancy 47

1 pt /// Only When Necessary 147 4 pt /// Pizza Loyalty Program Card 109 2 pt /// Quad Wield 139

0 pt /// Only Works For Me 107 5 pt /// Plane Propeller 26 3 pt /// Quad Wield (Improved) 139

1 pt /// Optional Modifier 43 2 pt /// Planted Bear Trap 113 0 pt /// Quadruped 96

2 pt /// Orator 136 1 pt /// Plasma Blaster 32 1 pt /// Quantum 44

0 pt /// Organic Vehicle 121 2 pt /// Pocket Dimension 107 1 pt /// Quantum Hijacker 76

1 pt /// Organic Wall 53 1 pt /// Pogo Stick 105 0 pt /// Quantum Null Point 76

2 pt /// Organless 96 1 pt /// Poison Blast 46 2 pt /// Quantum Scatter Blaster 33

1 pt ::: Out of Shape 156 2 pt /// Poison Spit 91 2 pt /// Quantum Wall Modifier 53

1 pt ::: Outdated Software 168 1 pt /// Poison Spray 91 1 pt /// Quick Transform 65

2 pt /// Overcast 59 2 pt /// Poison Stinger 84 1 pt /// Quickdraw 146

1 pt ::: Overconfident (GM Discretion) 166 1 pt /// Poisonous 44 2 pt /// Radar 106

1 pt /// Oversized 44 1 pt /// Poisonous Blood 91 1 pt /// Radar-Reflective 96

2 pt /// Oversized Sledgehammer 26 2 pt /// Poisonous Sword 24 1 pt /// Radioactive 96

2 pt /// Overwatch Training 146 2 pt /// Poisonous to the Touch 91 0 pt /// Ragdoll Body 97

2 pt /// Oxy-Converter Rifle 32 1 pt /// Portal Device 105 2 pt /// Railgun 32

6 pt /// Oyster Boat 118 1 pt /// Portal Slipstream Expert 72 2 pt /// Rapier 22

1 pt ::: Pacemaker 156 2 pt /// Possession 63 1 pt /// Razormancy 47

2 pt /// Pain Chain 70 1 pt /// Potent 80 1 pt /// Really Long Arms 89

1 pt /// Pain Magic 62 2 pt /// Potion of Endless Sight 111 2 pt /// Really Long Legs 82

2 pt /// Palm Weapon 125 2 pt /// Potion of Fate 111 1 pt /// Reboot Sequence 108

1 pt /// Partially-Finished Six Pack 109 2 pt /// Potion of Immunity 111 0 pt /// Reckless 134

1 pt /// Partner 134 2 pt /// Potion of Nimbleness 111 1 pt /// Redirect Projectile 146

1 pt /// Penetrating 44 2 pt /// Potion of Sharpened Wits 111 1 pt ::: Reduced Cover 121

3 pt /// Pep Talk 135 2 pt /// Potion of The Hawk 111 2 pt /// Reflective Suit 101

1 pt /// Perfect Biology Simulacrum 131 2 pt ::: Power Cord 168 1 pt /// Reflex Slicer 22

1 pt /// Perfect Defense 50 1 pt /// Power Drill 21 2 pt /// Regeneration 67

2 pt /// Perfect Disguise 146 1 pt /// Power Fist / Power Kick 125 2 pt /// Reincarnation 51

5 pt /// Perfected Pain Chain 71 2 pt /// Powerful Lungs 89 3 pt /// Reminder to Aim True 136

1 pt ::: Perfectionist 166 3 pt /// Powerful Wings 82 1 pt /// Remote-Controlled Ally 122

2 pt /// Perfectly Coordinated Multi Finger 3 pt /// Precise 134 2 pt /// Remote-Controlled Satellite 28
Attack 90
2 pt ::: Pressurized 156 2 pt /// Remove Flesh 47
1 pt /// Peril-Port 51
1 pt /// Projectile Attack 85 1 pt /// Rep-Serum Gun 28
1 pt /// Periscope 121
1 pt /// Projectile Digestive Tract 85 0 pt /// Reptile Body 97
1 pt /// Persistent Vision 69
2 pt /// Projectile Taser 21 1 pt /// Repulsion Wave 63
(X * 3) or 1 pt /// Personal Modification 44
0 pt /// Prone Posture 96 1 pt /// Resilient 134
1 pt ::: Photosensitive 154
2 pt /// Proto-Paste Picnic 109 3 pt /// Resourceful 146
1 pt /// Photosynthesis 91
1 pt /// Psychic Shove 63 2 pt ::: Respect For Power (Party Discretion) 166

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2 pt /// Resurrect 51 3 pt /// Shark Jaws 85 2 pt /// Sonar (Sans Sight) 86

3 pt /// Return From Death 52 2 pt /// Sheer Will 146 3 pt /// Sonar (With Sight) 86

1 pt /// Revenge-Port 72 3 pt /// Shield Master 134 1 pt /// Sonic Staff 35

1 pt /// Revolver 28 1 pt /// Shoot The Bullet 141 1 pt /// Soul Eater 67

1 pt /// Rifle 32 1 pt ::: Short Cord 169 1 pt /// Soul Extraction 63

2 pt /// Ring of Control 108 1 pt /// Short Teleport 52 0 pt /// Soulless 97

2 pt /// Ring of Proxy 108 1 pt ::: Short-Term Memory Loss 166 2 pt /// Space Sword 23

2 pt /// Roadkiller 133 1 pt /// Shoulder Version of Handheld 1 pt /// Spare Parts 121
Weapon 39
1 pt /// Robo Wall 53 2 pt /// Spear 26
1 pt /// Shuriken 38
2 pt /// Robot Hunter’s Carbine 31 1 pt /// Speechcraft-to-Binary-Code
1 pt /// Sick Ray 63 Interpretation Device 136
1 pt /// Rocket Launcher 32
1 pt /// Sick Trick 147 3 pt /// Spike Lord 76
1 pt ::: Rogue AI (Party Discretion) 169
1 pt /// Sickle 22 1 pt /// Spiked Bumper 119
1 pt /// Roman Candle 29
1 pt /// Signature Attack 134 1 pt /// Spiky Body 97
1 pt /// Rubber Suit 101
1 pt /// Silenced 44 1 pt /// Spite Skull 77
2 pt ::: Rule of Duel (Party Discretion) 162
2 pt /// Silenced Pistol 28 2 pt /// Spring Attack 147
1 pt /// Rust Beam 47
2 pt /// Sin Blaster 33 1 pt /// Sprinter 134
1 pt /// Rusting 44
2 pt /// Singer 147 2 pt /// Spymaster's Revolver 29
2 pt /// Rusting Sword 24
0 pt /// Skate Feet 83 1 pt /// Squishy Body 97
2 pt ::: Sacrificial Bond (Party Discretion) 163
1 pt /// Skateboard 105 1 pt /// Stacked Weapon Arm 124
2 pt /// Salt 44
2 pt /// Skeleton Key 53 1 pt /// Staff 26
2 pt /// Sandstorm 59
2 pt /// Skeleton-Like Body 97 2 pt /// Staff of Acoustics 35
1 pt /// Sawn-Off Shotgun 29
3 pt /// Skill Swap 76 2 pt /// Staff of Crackling Corrosion 33
1 pt /// Scales 97
1 pt /// Sledgehammer 26 2 pt /// Staff of Guiding Light 36
1 pt /// Scatter Blaster 33
2 pt /// Slimy 92 2 pt /// Staff of Inferno 34
2 pt /// Scatterer 47
1 pt /// Slowing Aura 74 5 pt /// Staff of Rotting Shadows 35
1 pt /// Scent 85
1 pt /// Slowing Beam 63 2 pt /// Staff of Storms 35
1 pt /// Scizor 22
1 pt ::: Sluggish 156 2 pt /// Staff of The Big Freaky Skull 34
1 pt /// Scooter 105
X pt /// Small Benefits 150 5 pt /// Staff of The Mender 34
2 pt /// Scope Cable 127
1 pt /// Small Body 99 2 pt /// Staff of The Slick 35
1 pt /// Scream 91
1 pt /// Small Claws 84 1 pt /// Static Field 67
1 pt /// Scuba Suit 101
1 pt /// Small Horn/Horns 84 6 pt ::: Stationary 156
1 pt /// Scythe 26
1 pt /// Small Trident 23 8 pt /// Stealth Bomber 116
1 pt /// Second Wind 146
1 pt /// Small Wall of Steel 54 1 pt /// Stealthy 134
3 pt /// See The Future 69
1 pt /// Smelling Salts 108 1 pt /// Step Up 147
1 pt /// Seeing Storm 60
2 pt /// Smog 60 1 pt /// Stimpak 111
2 pt /// Selective Portal Device 105
1 pt /// Smoke Cloud 92 1 pt /// Stinging Tendril 85
2 pt /// Selective Sentience Core 131
0 pt /// Snail Foot 83 1 pt ::: Stitched Together 157
1 pt /// Self-Destruct 125
0 pt /// Snakelike Lower Body 83 1 pt /// Stomping Boots 21
2 pt ::: Self-Pacifying Implants 156
2 pt /// Sniper Rifle 33 4 pt /// Stone Body 97
6 pt /// Semi 116
0 pt /// Somatic 80 2 pt /// Strength Potion 111
0 pt /// Sentient Vehicle 121

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1 pt /// Strike Like a Feather 147 3 pt /// Teleport to Chosen Object 73 2 pt /// Triple Ended Sword 24

2 pt /// Strong 134 2 pt /// Teleport to Object 72 1 pt /// Triple Wield 139

2 pt /// Strong Forcefield 50 1 pt /// Teleport To Point 73 2 pt /// Triple Wield (Improved) 139

1 pt /// Stubborn Soul 77 1 pt /// Teleporting 44 1 pt /// Tripping Mastery 134

4 pt /// Stuffed Crust Out of Space 109 2 pt /// Teleporting-Optional 44 1 pt /// Tripwires 114

1 pt /// Sturdy 97 1 pt /// Telescoping Neck 89 2 pt /// Truesight 69

8 pt /// Submarine 117 1 pt /// Terrifying 147 4 pt /// Truly Bewildering 99

2 pt ::: Subservient 162 1 pt /// Terror Magic 64 1 pt /// Turret Mode 45

1 pt /// Suction Cups 83 0 pt /// Tethered Weapon System 45 4 pt /// Turtle Shell 89

1 pt /// Sudden Insight 49 5 pt ::: The Evil Within (GM and Party 1 pt /// Two Handed Instrument 102
Discretion) 164
2 pt /// Summon Ghouls 64 1 pt /// Two-Handed Shield 103
2 pt /// Thermal Vision 127
4 pt /// Summon Imps 64 2 to 4 pt /// Ultimate Move 48
1 pt /// Thick Body 97
1 pt /// Summoned Ally 123 1 pt /// Ultra Barrage 148
1 pt /// Thick Cord 169
1 pt /// Summoned Forcefield 50 1 pt /// Ultra Rations 109
1 pt /// Thick Fur 97
5 pt /// Summoner 123 3 pt /// Ultra-Counter 141
1 pt /// Thick Rubber Suit 101
1 pt /// Sumo Mastery 134 1 pt /// Ultra-Hyperglitz Nail Polish 112
2 pt /// Thick Tail 85
1 pt /// Sun Staff 36 1 pt /// UltraThick Rubber Suit 101
1 pt ::: Thin-Skinned 154
2 pt /// Super Flex Arms 89 1 pt ::: Unathletic 157
1 pt /// Throw Lord 134
1 pt /// Suplex 147 2 pt ::: Uncontrollable (Party Discretion) 159
2 pt /// Throwing Axes 38
1 pt /// Surfboard 117 1 pt ::: Uncoordinated 157
2 pt /// Throwing Hammers 38
0 pt /// Surfing Vehicle 119 2 pt /// Undead 97
2 pt /// Throwing Knives 38
2 pt ::: Suspicious (GM and Party Discretion) 167 3 pt /// Unerring 148
1 pt /// Tiara of Rust 80
1 pt /// Swappable Damage Type 44 1 pt ::: Unintelligent 167
1 pt /// Tiny Body 99
1 pt /// Swapping Specialist 147 3 pt /// Universal 45
1 pt /// Tough 97
0 pt /// Swimming Vehicle 119 4 pt /// Universal Carbine 31
2 pt /// Tower Shield 103
1 pt /// Switcheroo 52 1 pt ::: Unlucky 164
1 pt /// Toximancy 47
1 pt /// Sword 23 1 pt /// Unmaker 148
1 pt /// Tracking Pheromones 92
1 pt /// Symmetrical 44 1 pt ::: Unobservant 167
1 pt /// Tracking Vision 127
1 pt /// Symmetry-Optional 45 1 pt ::: Untrained 159
2 pt /// Transcendent 80
2 pt /// Tackle 147 1 pt ::: Unusual Respirator 157
3 pt /// Transformation 65
12 pt /// Tank 116 1 pt /// Utility Belt 113
0 pt /// Transforming 45
1 pt /// Target Lock 127 2 pt /// Uzi 30
1 pt /// Transforming Limb/Ally 123
1 pt /// Taser 21 3 pt /// Vampire 98
0 pt /// Tread Legs 128
X - 1 pt (split between all participants) /// 2 pt /// Vanguard’s Tether 71
Team-up Maneuver 150 1 pt /// Tread Mode 128
X pt /// Vehicle Functions 121
1 pt ::: Technometric Organism 170 0 pt /// Treaded Vehicle 119
X pt ::: Vehicle Weaknesses 121
1 pt /// Technovore 131 0 pt /// Tree Body 97
1 pt /// Vehicle-Integrated Turret 119
2 pt /// Telekinesis 77 5 pt /// Trick Up Your Sleeve 148
0 pt /// Vehicle-Integrated Weapon 119
1 pt /// Telepath 77 2 pt /// Trident 26
2 pt /// Vengeful Magic 78
1 pt /// Teleport Master 72 1 pt ::: Trigger-Happy 159
5 pt /// Veteran 132
4 pt /// Teleport to Changing Chosen Object 73 1 pt /// Triple Ended 42
0 pt /// Vicious 45

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1 pt /// Vicious Sword 24 1 pt /// Wrench 24

2 pt /// Vigilant Reflexes 133 1 pt /// Wrist Weapon 125

3 pt /// Viking Speech 136 2 pt /// X Ray Vision 127

0 pt /// Vine Body 98 X pt /// X Wield 139

1 pt /// Vital Spot Frame 101 X pt /// X Wield (Improved) 139

1 pt /// Wall Of Brick 53 1 pt /// Yoink! 149

1 pt /// Wall of Crystal 53

1 pt /// Wall of Eyes 53

1 pt /// Wall Of Fire 54

1 pt /// Wall Of Force 54

1 pt /// Wall Of Ice 54

1 pt /// Wall Of Mirrors 54

1 pt /// Wall Of Rubber 54

1 pt /// Wall Of Salt 54

1 pt /// Wall Of Sponge 54

2 pt /// Wall Of Steel 54

1 pt /// Wall Of Stone 54

1 pt /// Wall Of Wood 54

1 pt ::: Wanted (GM Discretion) 167

2 pt /// War Banner 105

1 pt /// Warhead Launcher 39

1 pt /// Warlock 78

1 pt ::: Water Breather 157

1 pt ::: Weak Point 157

1 pt ::: Weak-Willed 165

0 or 1 pt /// Weapon Attachment 45

2 pt /// Weapon Enchanter 69

1 pt /// Weapon Specialization 134

1 pt /// Weapon/Arm Mode 124

2 pt /// Weather Druid 60

1 pt /// Web Attack 92

2 pt /// Web Device 108

1 pt /// Weird to Look At 98

1 pt /// Well-Documented Case Study 144

0 pt /// Wheel Legs 128

2 pt /// Wheel Mode 128

1 pt /// Whip 24

2 pt /// Whip Tail 85

2 pt /// Whirlwind Attack 149

2 pt /// Windstorm 60

5 pt /// Witch's Broom 117

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▒░ From Zero to Gauntlet - ░▒


▒░ A Checklist for First-Timers ░▒
New to the hobby, and not sure where to begin, or who needs to do what? This checklist is for you! It
breaks down exactly what to do to go from having the core rulebook to playing your first session of Kill Sector.
Simply start at the top, checking off each step as you’ve accomplished it, and by the end, you’ll be knee-deep in
combat!

Prep - Everyone ⃞ (Optional) Come up with a story


⃞ Read the introduction chapter ⃞ Decide how many points each
⃞ Read the full combat rules chapter player will have (default 10)
⃞ Choose who will be the gauntlet master and ⃞ Design the arena layout
who will be the players ⃞ Read the character creation chapter
⃞ Determine whether this is an in-person ⃞ Create enemies for the first wave
session or an online session ⃞ Create harder enemies for the
⃞ Choose a day and time to play second wave
⃞ (Optional) Create half-time/rest
Materials event
Descriptions of these items can be found in the ⃞ Create a really hard boss enemy
introduction chapter. ⃞ Inform the players about the gauntlet
Materials for an In-Person Session
⃞ A place to play Prep - Players
⃞ d10’s / d100’s ⃞ Read the character creation chapter
⃞ Combat grid ⃞ Create a character sheet for a player
⃞ Game pieces (bottlecaps, 1-inch wooden character with the point-buy value set by the
discs, coins, etc) gauntlet master (usually 10)
⃞ Paper ⃞ (Optional) Come up with a concept
⃞ Pencils ⃞ Start with player character vitals
⃞ GM screen ⃞ Apply functions until you’ve hit the
Materials for an Online Session exact amount of points the gauntlet
⃞ Group chat service (voice, video, or text) master set (usually 10)
⃞ Random number generator / dice roller
⃞ Ability to create and share text documents The Session
⃞ Ability to create and share a combat grid ⃞ Gauntlet master checks players’ character
(spreadsheet, online RPG service, etc) sheets, players make necessary adjustments
⃞ Gauntlet master draws arena on combat grid
Prep - Gauntlet Master ⃞ (Optional) Gauntlet master introduces arena
⃞ Read the gauntlet master guide chapter and sets up story
⃞ Use the pre-made gauntlet or make your ⃞ Players introduce their characters
own gauntlet ⃞ Gauntlet master places enemies of first wave
Pre-Made Gauntlet on arena
⃞ Study Iron Helga’s Hell Gym ⃞ Players choose and place playing pieces
Gauntlet ⃞ Gauntlet master begins first wave, starting
Custom Gauntlet with the players’ first turn
⃞ (Optional) Come up with a theme ⃞ Play continues as decided by gauntlet master

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Alright, that’s
the end of the
book. Now, ask
yourself: Who do
YOU want to be?
Where do YOU
want to go?
What do YOU
want to fight?

Kill Sector © 2018-2021 Bahunga Worldwide. All rights reserved.

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