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1 AI 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Origins
Roll for your Primary and Secondary Origins: Roll 1d6 to determine which chart to roll on, then 1d20 to determine your Origin. If you roll the same origin twice, your secondary origin is Engineered Human.
Type Power Skill Bonus Page

Ability Scores
You get an 18 in the ability that matches your Primary Origins type, and a 16 in the ability that matches your Secondary Origins type. If your origins have the same type, you get a 20 in that ability (Woohoo!). Roll 3d6 for each remaining ability, and determine the modiers for all of your abilities.
Score Bonus Score Bonus Score Bonus

Skills
You gain a +4 bonus to the skill(s) listed for both your Primary and Secondary Origins. In addition, roll 1d10 to determine one additional skill with which you gain a +4 bonus. If you get more than one bonus for a single skill, they add together. Arent you lucky?
d10 Skill (Ability) d10 Skill (Ability)

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d6 d20 Origin

Int Int Int Dex Con Cha Int Wis Wis Cha Cha Con Dex Con Str Str Con Wis Wis Dex Cha Cha Cha Int Con Con Dex Wis Wis Con Dex Str Str Cha Str Dex Int Wis Con Str

psi dark dark bio bio psi dark dark dark psi dark psi bio bio bio bio dark bio psi dark psi psi psi psi bio bio bio psi psi dark bio dark dark bio bio psi psi dark dark bio

1 2 3

Alien Android Arachnoid Cockroach Cryokinetic Doppelganger Ectoplasmic Electrokinetic Empath Entropic Exploding Felinoid Fungoid Gelatinous Giant Gravity Controller Hawkoid Hypercognitave Magnetic Mind Breaker Mind Coercer Mythic Nightmare Plaguebearer Plant Plastic Prescient Pyrokinetic Radioactive Rat Swarm Reanimated Seismic Shapeshifter Simian Speedster Telekinetic Temporal Wheeled Yeti

Conspiracy, Mechanics, Nature, Science Science Science Nature Mechanics Stealth Conspiracy Perception Mechanics Insight Science Athletics Stealth Interaction Stealth Athletics Athletics Perception Insight Mechanics Interaction Interaction Interaction Interaction Athletics Nature Acrobatics Interaction Interaction Science Stealth Athletics Athletics Interaction Athletics Acrobatics Mechanics Conspiracy Athletics Nature Interaction, Science

FF8 FF9 GW36 FF10 GW37 FF11 GW38 FF12 GW39 GW40 FF13 FF14 GW41 FF15 FF16 GW42 GW43 GW44 GW45 FF17 GW46 GW47 FF18 FF19 FF20 GW48 FF21 FF22 GW49 GW50 GW51 FF23 GW52 FF24 FF25 GW53 GW54 FF26 FF27 GW55 GW56

1 23 45 67 89

-5 -4 -3 -2 -1

1011 1213 1415 1617 1819

+0 +1 +2 +3 +4

2021 2223 2425 2627 2829

+5 +6 +7 +8 +9

Acrobatics (Dex) Athletics (Str) Conspiracy (Int) Insight (Wis) Interaction (Cha)

6 7 8 9 10

Mechanics (Int) Nature (Wis) Perception (Wis) Science (Int) Stealth (Dex)

Weapons & Armor

Starting Gear
Your character starts with an Explorers Kit, and 1d4+1 die rolls on the starting gear table below; roll a d6 and 1d20 per roll to determine each piece of equipment. You may exchange your Explorers Kit for an extra roll on the Starting Gear table, if youre feeling lucky.

You start with Armor, one Melee Weapon, and one Ranged Weapon or Gun. You can decide the actual look and construction of the weapons and armor you have, but the game mechanics dont change. Because really, whats the dierence between a torn stop sign and a battleaxe, after all?

Armor: There are two varieties of armor Light and Heavy. Light armor sacrices protection for mobility, while Heavy armor does the opposite. A shield can be used with any armor, but requires the full use of one hand no two-handed weapons for you. Armor Type Benet Special Light Armor +3 AC Add Dex or Int Modier to AC Heavy Armor +7 AC Reduce Speed by 1 Shield +1 AC Uses 1 hand Melee Weapons: Choose one. Light melee weapons rely upon nesse and skill, while heavy melee weapons thrive with brute strength and power. Melee Weapons Ability Accuracy Damage One-Handed Light Dex/Int +3 1d8 Two-Handed Light Dex/Int +3 1d12 One-Handed Heavy Str/Con +2 1d10 Two-Handed Heavy Str/Con +2 2d8 Unarmed Attacks: When all else fails, sts, claws, or pseudopods often work. Everybody can make the following attacks. Unarmed Attacks Ability Accuracy Damage Quick unarmed attack Dex/Int +3 1d4 Heavy unarmed attack Str/Con +2 1d8 Ranged Weapons and Guns: Choose one ranged weapon or gun. Guns have better range, and can be more accurate or deal more damage than their primitive counterparts. However, since ammo is scarce you need to be careful about how often you use your guns, lest you nd yourself without any more ammo the next time something wants to eat you. Ranged Weapons Ability Accuracy Damage Range One-Handed Light Dex/Int +3 1d8 5 Two-Handed Light Dex/Int +3 1d12 10 One-Handed Heavy Str/Con +2 1d10 10 Two-Handed Heavy Str/Con +2 2d8 10 Guns One-Handed Light Two-Handed Light One-Handed Heavy Two-Handed Heavy Ability Dex/Int Dex/Int Str/Con Str/Con Accuracy +4 +4 +2 +2 Damage 1d8 1d12 2d6 2d10 Range 10 10 20 20

123
d20 Item d20 Item

456
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Lantern Laptop computer Lighter Map, Local Matches Motorcycle Night-vision goggles Pickup truck Portable Stove Radio cell phone Riding horse Steel Mirror Supercrazy Glue Tent Umbrella Wagon Water purier Winter Outt Re-roll twice Choose one item

4 5 6

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

2 Ancient Junk rolls Beer, 6-pack Binoculars Bolt Cutter Camera, Digital Canoe Car, Sedan Chem-Stick (4) Climbers kit Compass Crowbar Draft horse Duct tape First Aid Kit Fuel, 5 gallons Gas Mask Generator (w/ 8 hrs of fuel) Handcus, Steel Heavy ashlight Keelboat

Explorers Kit: Backpack, Bedroll, Canteen, Flint and Steel, Trail Rations, 100ft of Rope.

* Engineered Human Int

Version 1.2 12/6/2010

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