Kill Sector - Rulebook (2021)
Kill Sector - Rulebook (2021)
                             ▒░ 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!
▒░                                      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
▒░                                     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!
▒░ Important Terms ░▒
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.
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.
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.
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.
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
         There are two main shorthand elements used                   Obliterative +              Total of 4d100,
in Kill Sector one for attacks and one for afflictions.                                           minimum 200
          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,
▒░                        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.
●   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
    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
 ▒░                               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.
 ▒░ 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
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.
                                                                                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.
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
         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.
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.
         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).
                                                                     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
           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 ///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
          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.
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.
         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.
          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.
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:
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.
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
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
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
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
 ▒░ 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.
                                                                     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
Melee Obliterative+
6 squares Obliterative
12 squares Lethal
48 squares Strong
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.
                                                                               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
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,
                                                                   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
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.
        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.
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
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
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.
         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
                                                                     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
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.
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.
         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
                                                                     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
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
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
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 ///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.
         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
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.
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.
                                                                     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.
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.
         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
                  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.
                                                                              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 ///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.
         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.
                                                                    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).
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
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.
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
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.
                                                                     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
                                                                    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
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
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.
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
                                                                                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
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.
▒░                 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.
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 ///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.
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.
          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.
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
           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.
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
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,
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.
 ▒░ 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
         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
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.
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.
                                                                     1 pt ///Improved Cover
                                                                               A vehicle that provides partial cover grants
                                                                     total cover; a vehicle that provides no cover provides
                                                                     partial cover.
Other
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.
                                                                    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
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.)
                                                                     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.
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
         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
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
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.
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:
Tiny 1 meal
Small 2 meals
Medium 4 meals
Large 8 meals
Huge 16 meals
 ▒░ 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.
                                                                   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
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
(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.
                                                                     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.
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.
                                                                                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
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.
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).
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
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
                                                                               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.
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.
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
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.
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.)
                                                                     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
Party Discretion
                                                                    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.
          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
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.
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,
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
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)
          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.
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).
          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.
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
                                                                     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).
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
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.
         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 ░▒
          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.
         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
2: Description/Art
          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.
▒░                      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.
Sparse                        he/they
Character and art by Ravioli Rosethorne (itsallcoolhere@gmail.com)
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.
Ogbore                         he/him
Character and art by Christian Heffernan (www.webdesignerandartist.com)
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.
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
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.
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
Wasteland                                            he/him
Character by Tyson John Thatcher The Second / Art by Noah Eadie (noahjeadie@gmail.com)
1 Piercing 6 Beam
2 Slashing 7 Electric
3 Bludgeoning 8 Poison
4 Fire 9 Acid
Slaughterhaus                                                               he/him
Character and art by James Ballantyne (@CircusAlley on instagram)
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.
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
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
Onyx                          she/they
Character and art by Noah Eadie (noahjeadie@gmail.com)
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:
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
 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.
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
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,
                    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.
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.
                                                                                                    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:
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
                                                                      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.
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
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.
                                                                    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.
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
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.
         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
                                                                                                   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
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
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
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,
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
 ▒░ 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.
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.
                                                                                            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
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,
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.
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
●   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
    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
          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
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.
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)
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.
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.
                   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.
▒░                     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.
▒░ 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.
                                                                                            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.
▒░                    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.
▒░ Celebration ░▒
▒░                                               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
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 /// 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
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
4 pt /// Animated Skeleton 92 1 pt /// Ball Form Compliant 127 0 pt /// Biological/Emotional/Mental Effect 78
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
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
1 pt ::: Brittle 154 2 pt /// Combo Attack 137 1 pt /// Deep-Water Amphibious Vehicle 118
2 pt /// Bullet Flow 74 1 pt ::: Committed to Gear 158 1 pt /// Demon Hunter’s Revolver 28
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 /// 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 ::: 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
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 /// 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
2 pt /// Challenge 137 0 pt /// Custom Magic Equipment 78 1 pt /// Dread Fiend Glitz Nail Polish 112
(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
0 pt /// Chest Weapon 124 1 pt ::: Damage Weakness 154 2 pt ::: Easily Stressed 165
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
1 pt /// Electrokinesis 74 0 pt /// Favored Enemy 140 1 pt /// Gas Mask 103
1 pt /// EMP Bomb 112 1 pt /// Fire Breath 90 2 pt /// Get Them Mad 135
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
2 pt /// Evasive Trance 140 1 pt /// Flashlight 106 0 pt /// Glitch Drifter 72
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 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 Arm 86 3 pt /// Footsoldier’s Toast 135 1 pt /// Guarded Posture 133
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
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
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
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 /// 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
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 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
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
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
1 pt ::: Overconfident (GM Discretion) 166 1 pt /// Poisonous 44 2 pt /// Radar 106
2 pt /// Overwatch Training 146 2 pt /// Poisonous to the Touch 91 0 pt /// Ragdoll Body 97
6 pt /// Oyster Boat 118 1 pt /// Portal Slipstream Expert 72 2 pt /// Rapier 22
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
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
3 pt /// Return From Death 52 2 pt /// Sheer Will 146 3 pt /// Sonar (With Sight) 86
1 pt /// Revolver 28 1 pt /// Shoot The Bullet 141 1 pt /// Soul Eater 67
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
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
4 pt /// Stuffed Crust Out of Space 109 2 pt /// Teleporting-Optional 44 1 pt /// Tripwires 114
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
1 pt /// Warlock 78
1 pt /// Whip 24
2 pt /// Windstorm 60
 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?