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MEGAMAN X:
THE REI GN OF SI GMA


     D&D CAMPAI GN
TABLE OF CONTENTS
SYNOPSI S . . . . . . . . . . . . . . . . . . . . . Page 3

TERM NOLOGY . . . . . . . . . . . . . . . . . . Page 4
    I

RULES . . . . . . . . . . . . . . . . . . . . . . . . Page 6

DM POLI CI ES . . . . . . . . . . . . . . . . . . Page 8

FACTI ONS . . . . . . . . . . . . . . . . . . . . . Page 9

RACES . . . . . . . . . . . . . . . . . . . . . . . . Page 15

ELEMENTS . . . . . . . . . . . . . . . . . . . . . Page 18

CLASSES . . . . . . . . . . . . . . . . . . . . . . Page 19

CUSTOM FEATS . . . . . . . . . . . . . . . . . Page 49
SYNOPSI S
   21XX. . .

   Robot s wi t h t he abi l i t y t o t hi nk and act f or t hemsel ves
   have been cr eat ed. They ar e dubbed “ Repl oi ds” . The age
   of hum anki nd and r obot s wor ki ng and l i vi ng t oget her had
   begun.

   However , as r obot soci et y spr ead and pr osper ed, t her e
   was i n i ncr ease i n cr i m nal i nci dent s i nvol vi ng
                                 i
   Repl oi ds. To com   bat t hi s new wave of cr i m   e, a speci al
   i nvest i gat i on and secur i t y or gani zat i on consi st i ng
   ent i r el y of Repl oi ds was f ounded. They ar e known as t he
   M aver i ck Hunt er s.

   I n addi t i   on, a separ at e or gani zat i on had com i nt o
                                                            e
   power i n      r egar ds t o t he mayhem Pol i t i cal and m l i t ant ,
                                            .                  i
   t he Repl i    f or ce made sur e t o pr ot ect t he humans whi l e
   m nt ai ni
     ai           ng peace wi t h t hem .

   These ar e t he st or i es of t he br ave Repl oi ds whom had
   r i sked t hei r l i ves f or t he sake of t he f ut ur e.
TERM NOLOGY
         I
REPLOI D: Robot s wi t h t he abi l i t y t o t hi nk and
act f or t hem  sel ves, t he f i r st r obot s t o have
f r ee wi l l .


MAVERI CK: Repl oi ds whom have r ebel l ed agai nst
soci et y and bet r ayed t he hum  ans. They ar e
uni ver sal l y f ear ed and hat ed.


MAVERI CK HUNTER: Repl oi ds whom have j oi ned t he
cause agai nst t he M aver i cks. They hunt down and
br i ng as many Maver i cks as t hey can t o j ust i ce.


ABEL CI TY: The m n ci t y and l ocat i on of t he
                      ai
M aver i ck Hunt er ' s HQ. I t was r ecent l y at t acked
by M aver i cks, and near l y hal f of t he m r opol i s
                                                et
i s dest r oyed.
TERM NOLOGY:
       I
REPLI FORCE: A M l i t ar y and Pol i t i cal
                  i
Or gani zat i on who' s m n m ssi on i s t o pr ot ect
                          ai   i
t he hum ans and m nt ai n pl anet ar y st abi l i t y
                    ai
bet ween Repl oi ds and Hum   ans.

M ECHANOLOI D: Robot s who f unct i on at a ver y
si m e l evel . These r obot s ar e t he m
    pl                                    ost pr one
t o t he Maver i ck Vi r us.

M AVERI CK VI RUS: A br ut al and code scr am i ngbl
vi r us t hat t r ansf or m t he vi ct i m i nt o a
                           s
r ut hl ess ki l l i ng machi ne. W l e som Repl oi ds
                                   hi         e
go M  aver i ck on t hei r own, ot her s succum t o t he
                                                    b
vi r us. I t i s unknown wher e t hi s Vi r us cam f r om
                                                      e
or who cr eat ed i t , but i t i s known t hat i t i s
t he cause of al l t he t r oubl e i n t he
Repl oi d/ Hum an wor l d.
RULES
RULE #1: TH D IS IN CH GE.
           E M        AR

W l e t hi s i s not a di ct at or shi p, onl y a gam
  hi                                                 e, t he DM i s t he one who has t he ul t i m e say i n t hi ngs. You can
                                                                                                  at
di scuss wi t h t he DM but you cannot ar gue wi t h t he DM i f you ar e unhappy wi t h a concr et e deci si on That i s t he way
                       ,
i t goes. I want you t o have f un, but I don' t want t her e t o be m     ass chaos.

RULE #2: D N
          O OT TALK W EN TH D IS P OGR
                     H     E M    R   ESSIN TH GAM
                                           G  E   E.

Al l i n al l , t hi s i s   an    i ncr edi bl y soci al exper i ence, and we al l want t o have a gr eat t i m  e. Of cour se we can al l
t al k and have f un, t      hat   ' s t he whol e poi nt . However , when t he DM m akes i t cl ear t hat i t ' s t i m t o m
                                                                                                                        e     ove al ong, he
woul d appr eci at e i t     if    you gave hi m your r espect . Now of cour se, a f ew j okes her e and t her e ar e wel com     e, but do
not be obnoxi ous wi t       h i   t or your char act er wi l l be puni shed.

RULE #3: PAY ATTENTION.

Of cour se, you have seen m l i st en and wor k and st uf f whi l e I wai t ed f or m t ur n, t hat ' s f i ne. As l ong as your ar e
                              e                                                         y
not COM  PLETELY l ost , I don' t car e i f you f i ddl e wi t h your i Pod or what not , j ust be sur e t o l i st en and make sur e
you know what i s goi ng on. You can ask f or quest i ons and r ef r eshes on t he st or y, j ust be sur e t o under st and why we
ar e al l her e.

RULE #4: N M
          O ETA- GAM G! !
                    IN

Ser i ousl y by now t hi s shoul d not be an i ssue, but j ust make sur e t o pr et end your char act er doesn' t know what you
know. Ot her wi se boot s wi l l be t hr own t o heads. - _-

RULE #5: N W IN G.
          O H IN

For cr yi ng out l oud guys we ar e i n col l ege or have j obs, or bot h. Ther e r eal l y i s no r eason t o whi ne i f som hi ng
                                                                                                                               et
happens t hat you don' t l i ke, and f r ankl y I wi l l t ake l ess pi t y on you over al l . St ay hum e and t ake i t l i ke an
                                                                                                        bl
adul t i f som hi ng unl ucky happens or i f anot her char act er beat s you on a ski l l check. I t ' s annoyi ng and chi l di sh
              et
t o whi ne.
RULES
RULE #6: STAY TRUE TO YOUR CH ACTER
                             AR    .

I t ' s under st andabl e t hat som i m
                                   et   es we can act a t eeny bi t out of char act er . I t        happens.
However , do not m    ake i t a habi t . I t ' s annoyi ng and def eat s t he whol e pur pose of      maki ng one i n
t he f i r st pl ace. And as t hi s cam pai gn i s heavi l y st or y i nf l uenced and your act i   ons m  ake a huge
im  pact on i t , you m ght want t o r econsi der what you do, and i f i t i s som hi ng
                         i                                                               et         t hat your own
char act er woul d do. I can gi ve you hel p wi t h bei ng I n- Char act er .

RULE #7: D N
          O OT CHEAT.

Ser i ousl y guys, i f you want t o cheat , you r eal l y have no busi ness pl ayi ng t hi s gam         e. Al l di ce
r ol l s must be vi si bl e t o t he DM and i f you ar e r ol l i ng wi t h an el ect r oni c r ol l er , you m
                                       ,                                                                        ust
f i r st pl ace t he devi ce on t he t abl e and t hen r ol l . That ' s m r ul e as a DM
                                                                          y                 .

RULE #8: ENJOY!

I put a l ot of wor k i nt o t hi s campai gn, and I r eal l y hope you guys enj oy pl ayi ng i t as much as
I di d maki ng i t .
DM POLI CI ES
POLI CY #1: CRITICAL FAILURES. ( BOTCHES)

The way I see cr i t i cal bot ches, i s t hat i f you r ol e a 1 ( excl udi ng any modi f i er ) , i t ' s an i nst ant
f ai l ur e, no m t er what . To m
                 at               e, anyt hi ng above i sn' t consi der ed a bot ch. I don' t want you guys t o
bot ch, and you shoul d not have t o. I f you do bot ch, you wi l l r ol e f or per cent age, t he hi ghest bei ng
t he wor st .

POLI CY #2: CRI TI CAL SUCCESSES.

Now, wher e t her e i s f ai l ur e, t her e i s al ways success. I f you r ol l a 20/ 20, l et ' s j ust say gr eat t hi ngs
wi l l com t o you. Even a si ngl e 20 wi l l do you m
          e                                                 uch good. St ay l ucky!

POLI CY #3: DUBS. ( DOUBLES)

I wi l l onl y count Dubs i f t hey ar e of si gni f i cant val ue, pr ef er abl y 15 and above. W ever happens
                                                                                                  hat
dur i ng a Dub, i s most l y up t o m di scr et i on.
                                     y

POLI CY #4: SKI LL CHECKS.

Som ski l l checks I wi l l not count as a m or act i on, dependi ng on how I see t hem Som i m
     e                                           aj                                             .     et  es I may
f or get and say one t hi ng anot her t i me, and t hen som hi ng com et el y di f f er ent . I t j ust depends. I
                                                            et        pl
wi l l al so be aski ng you t o do r andom ski l l checks i n game, so be r eady.
FACTI ONS




   CHOOSE YOUR ALLEGI ANCE.
MAVERI CK HUNTERS




           St r ong and uni f i ed, t he M   aver i ck Hunt er s ar e a
           sm l , but ef f i ci ent gr oup of Repl oi ds who pur sue
              al
           t he M aver i ck r ebel l i on wi t h a j ust cause, dest r oyi ng
           as m  any of t hem as possi bl e. They ar e ver y wel com ng  i
           wi t h t hei r r anks, br i ngi ng i n anyone who has t he
           wi l l t o f i ght f or t he sake of st oppi ng t he
           M aver i cks. Each m ssi on i s si m l ar t o a bount y, and
                                  i                 i
           t hei r m ber s ar e not bound t o any st r i ct r ul es or
                     em
           codes. They ar e seen m nl y as a gr oup of Fr eedom
                                         ai
           Fi ght er s who f i ght t he good f i ght . Thei r l eader i s
           known as Si gnas, a new, but f or m dabl e com ander
                                                      i           m
           wi t h a st r ong sense of r i ght eousness and except i onal
           l eader shi p ski l l s.




SI GNAS
MAVERI CK HUNTERS
            A br i l l i ant sci ent i st on                        X, st andi ng f or
            Repl oi ds and m     achi nes, Dr .                     l i m t l ess pot ent i al , i s
                                                                         i
            Cai n handl es al l of t he R&D                         a uni que r obot f ound
            i n t he M   aver i ck Hunt er HQ,                      year s ago, and hi s
            r epai r i ng and cr eat i ng                           desi gn was used t o
            what ever he has t o t o                                cr eat e t he Repl oi ds
            suppor t t he cause.                                    t oday. He f i ght s wi t h a
                                                                    st r ong sense of j ust i ce
            “ Repl oi ds, cr eat ed by hum   ani t y,               and pur i t y.
            yet possessi ng abi l i t i es f ar
            beyond our own. ”



                                                                    “ I used t o hesi t at e, I used t o
                                                                    wor r y, I can no l onger l et

                                                          X     X   t hose bur dens pr event m f r om
                                                                                                 e
                                                                    pr ot ect i ng t he peopl e I car e
DR. CAI N                                                           about ! ”




                     A f or m  er Maver i ck whom                   A hum e and
                                                                            bl
                     was f ound by Si gm     a, Zer o               i nf or m i ve Repl oi d,
                                                                             at
                     now f i ght s f or t he                        Al i a wor ks t i r el essl y
                     Maver i ck Hunt er s, a                        t o pr ovi de her
                     st r ong spi r i t ed l eader                  M aver i ck Hunt er s wi t h
                     wi t h a conf i dent                           qual i t y i nf or m i on
                                                                                        at
                     at t i t ude. Hi s past                        and gui dance. She i s
                     however , r em ns a
                                      ai                            of t en seen day and
                     myst er y t o hi m  .                          ni ght i n f r ont of t he
                                                                    com  put er , gui di ng
                                                                    whom  ever she can t o
                                                                    m ake sur e t hey com    e
                                                                    hom  e.

                     “ W ever t he
                        hat                                                                                “ No, I am not goi ng
                     ci r cum ances, I wi l l not
                             st                                                                            t o l et m com ades
                                                                                                                     y   r
ZERO                 back down. ”                                                                          down! ”

                                                        ALI A
REPLI FORCE




          Pol i t i cal and l oyal , t he Repl i f or ce st ands as a banner
          of hum    ani t y among t he new wor l d of Repl oi ds. They
          t hem sel ves ar e com   posed of Repl oi ds, but t hei r m n  ai
          pur pose i s t o keep t he hum     an' s best i nt er est s st r ong
          and l oud i n t hese t r oubl i ng t i m es. The Repl i f or ce
          sol di er s oper at e on a ver y st r ong m l i t ar y agenda.
                                                         i
          Ther e ar e m    any r anks t o pr ogr ess bef or e r eachi ng t he
          r ank of of f i cer , and ever yone had t o ear n t hei r r ank
          wi t h seasoned exper i ence and l eader shi p. They see t he
          M aver i ck Hunt er s as an al l y, but not a t r ue
          or gani zat i on. Thei r l eader i s si m y known as The
                                                      pl
          Gener al , a st r ong and dedi cat ed Repl oi d who' s wi l l
          m ches hi s st r engt h. Hi s ul t i m e l oyal t y i s t o t he
            at                                     at
          Repl i f or ce and Hum   ans. Power f ul , yet r espect ed.




GENERAL
REPLI FORCE
An i ncr edi bl y ski l l ed and honor bound sol di er , t he
Col onel ' s honor and pr i de m  ake hi m one of t he m    ost
capabl e Repl oi d' s i n t he t he Repl i f or ce. St r ong spi r i t ed,
yet som     ewhat col d, he m akes sur e t hat al l m ssi on
                                                       i
obj ect i ves ar e execut ed wi t h pr eci se accur acy. He wi l l
not t ol er at e anyone who di sobeys an or der , as t hey ar e a
l i abi l i t y and can com om se ever yt hi ng t he Repl i f or ce
                            pr i
st ands f or .




“ W ar e t he Repl i f or ce, t he m
   e                                ost power f ul ar m i n
                                                       y
hi st or y. ”




                                  I nnocent and pur e, I r i s i s t he l i t t l e si st er of
                                  Col onel , whom ar e al m    ost t he pol ar opposi t es of       each
                                  ot her . She act s as a navi gat or and m       echani c, gui   di ng
                                  her t r oops but al so per f or m ng m nt enance. She
                                                                     i    ai                      t ends
                                  t o be a l i t t l e naï ve, but al ways st r i ves t o get     t he
                                  j ob done.




                                  “ Ther e i s no gai n i n sensel ess
                                  f i ght i ng, but I know m br ot her
                                                              y
                                  al ways f i ght s f or t he r i ght cause. ”
MAVERI CKS


                                                                                 CURRENTLY
                                                                                 UNPLAYABLE




         Cor r upt and evi l , The M   aver i cks ar e a r ebel l i on t hat
         wi shes t o dest r oy al l hum  an l i f e t o make a new wor l d
         wher e onl y Repl oi ds exi st . Som choose t o go M
                                                 e                   aver i ck
         on t hei r own, whi l e ot her s succum t o a f or cef ul vi r us
                                                    b
         t hat m akes Repl oi d' s go M  aver i ck agai nst t hei r wi l l .
         They ar e r esponsi bl e f or l aunchi ng nucl ear m ssi l es t o
                                                                  i
         Abel Ci t y, dest r oyi ng hal f of t he gi gant i c ci t y. Thei r
         l eader i s Si gm a, a zeal ous and egot i st i cal t yr ant who
         wi shes t o di ct at e hi s new wor l d. He used t o be t he
         com ander of t he M
             m                  aver i ck Hunt er s, but soon bet r ayed
         t hem al l . He i s a want ed cr i m nal and f ear ed by al l .
                                               i




SI GMA
RACES




HUMANOI D           HYBRI D
HUMANOI D
 Hum  anoi d Repl oi ds ar e am  ong t he m  ost com on of
                                                       m
 Repl oi ds, however t hey r esem e t he hum
                                      bl             ans t he
 m ost , and have an easi er t i m get t i ng al ong wi t h
                                      e
 t hem due t o t hei r si m l ar nat ur es. W l e not
                             i                  hi
 r et ai ni ng any ext r a f eat ur es l i ke Hybr i d
 Repl oi ds, hum  anoi ds gener al l y t end t o be t he
 Repl oi d' s i n char ge of var i ous or gani zat i ons.
 These ar e t he cl osest cr eat i ons t o ar t i f i ci al
 hum  ans known t o m  an.

 BONUSES:

 1 Ext r a f eat .

 +1 Bonus i n Appr ai se and Di pl omacy
HYBRI D
  W hen t he f i r st Repl oi ds wer e cr eat ed, t hey
  wer e bui l t t o r esem e hum
                           bl      ans, however ,
  af t er m any advances i n Repl oi d engi neer i ng,
  t hey began t o cr eat e ant hr opom phi c
                                         or
  cr eat i ons t hat t hey dubbed, “ Hybr i ds. ”
  Hybr i ds wer e gener al l y bui l t t o excel i n
  one speci f i c ski l l , but t hey have been
  known t o l i ve f ul l and nor m  al l i ves among
  t he hum  ans and Hum   anoi ds.

  BONUSES:

  2 +2' s i n ski l l s r el at ed t o whi ch ani mal
  your Hybr i d r esem es.
                        bl

  - 1 I n Di pl omacy
ELEMENTS
El ement s ar e a di st i ngui shi ng f           act or f or a Repl oi d. Som ar e at t uned t o one, whi l e
                                                                               e
ot her s ar e not . I t ' s j ust how t           hey wer e desi gned. M  aver i cks who do have an el em   ent can
use i t agai nst an el em     ent who i           s weak agai nst t hei r el em  ent , but t hey wi l l have t hei r
own weakness as wel l . Repl oi ds                wi t h no el ement s do not have t o wor r y about t hi s.

KEY:

An el em ent t hat i s Super Ef f ect i ve t o anot her el ement ; Add on ext r a di ce t o damage
r ol l .

An el ement t hat i s not ver y ef f ect i ve t o anot her el ement ; Remove a damage di ce.

AVAI LABLE ELEMENTS:

FI RE: WEAK AGAI NST WATER, STRONG AGAI NST I CE

WATER: WEAK AGAI NST LI GHTNI NG, STRONG AGAI NST FI RE

I CE: WEAK AGAI NST FI RE, STRONG AGAI NST AI R

LI GHTNI NG: WEAK AGAI NST ROCK, STRONG AGAI NST WATER

WOOD: WEAK AGAI NST METAL, STRONG AGAI NST ROCK

AI R: WEAK AGAI NST I CE, STRONG AGAI NST METAL

ROCK: WEAK AGAI NST WOOD, STRONG AGAI NST LI GHTNI NG

METAL: WEAK AGAI NST AI R, STRONG AGAI NST WOOD

PLASM ( NO ELEM
     A         ENT) : WEAK AGAI NST NOTHI NG, STRONG AGAI NST NOTHI NG.
CLASSES
GI GA BURSTER
   Gi ga Bur st er s ar e mast er s of unar m ed com bat , whi ch ut i l i ze
   cl ose r ange and br ut al m t i al t act i cs agai nst t hei r f oes.
                                  ar
   They ar e f ast , power f ul , and m ost of al l , r ut hl ess. They
   even have t he uni que abi l i t y t o channel al l t he dam   age t hey
   have r ecei ved i nt o one at t ack, m  aki ng t hem a devast at i ng
   DPS, whi l e al so havi ng t he abi l i t y t o Tank. I f you ar e
   pl ayi ng a Gi ga Bur st er , A Har moni zer i s r ecom ended i n your
                                                           m
   par t y.

   BONUSES:

   St ar t s wi t h bot h t he Unar med St r i ke and Dual W el di ng
                                                            i
   f eat s.

   - 2 To Tot al Ar mor Cl ass

   +5 To Speed

   REQUI REMENTS:

   Li ght Ar mor onl y.

   Onl y can use f i st s or f i st weapons.

   RECCOMENDED ELEMENT( S) :

   FI RE, LI GHTNI NG, ROCK
GI GA BURSTER
Level   Base Atk.    Fort. Save   Reflex Save   Will Save   Special
        Bns.
1       +2           +0           +2            +1          Giga Attk., Pulse
                                                            Punch (1)

2       +3           +0           +3            +1          Blitz (1)

3       +4           +1           +3            +2          Roar

4       +5           +2           +4            +2          Cross Counter

5       +6/+1        +2           +4            +3          Recuperate

6       +7/+2        +3           +5            +3          Pulse Punch (2)

7       +8/+3        +3           +5            +4          Blitz (2)

8       +9/+4        +4           +6            +4          Recuperate (2)

9       +10/+5       +4           +6            +4          Sabotage

10      +12/+6       +5           +7            +5          Blitz (3)
GI GA BURSTER
 SPECI AL ABI LI TI ES:
 GI GA ATTACK: A Gi ga Bur st er can t ake al l of t he damage t hey
 had r ecei ved so f ar and unl eash al l of i t i n one col ossal
 punch.


 PULSE PUNCH: The Gi ga Bur st er t akes a t ur n t o char ge ener gy
 i nt o a f i st , af t er war d t hey can send a punch t hat st uns t he
 opponent f or 1d4 t ur ns and deal s 1d4 dam       age. Can hol d t he
 char ge f or 5 t ur ns bef or e i t f ades. W  hen i t hi t s l evel 2,
 Pul se Punch deal s 1d6 dam        age and 1d4 st un, l evel 3 1d6 dam  age
 and 1d6 st un.

 BLI TZ: The Gi ga Bur st er di ves headst r ong t owar ds an enem      y,
 deal i ng 5 dam   age, and r ecei vi ng 5 dam  age i n r ecoi l . Ever y t i me
 t hi s ski l l l evel s, i t deal s 5 ext r a damage.

 ROAR: The Gi ga Bur st er yel l s wi t h best i al vi gor t owar ds i t ' s
 opponent s, br i ngi ng t hei r at t ent i on t owar ds i t .

 CROSS COUNTER: The Gi ga Bur st er ent er s a r eady st ance, and
 i t ' s ar mor cl ass r ever t s t o zer o. The f i r st opponent t hat hi t s
 i t wi l l deal f ul l dam age t o t he Gi ga Bur st er . However , t he
 Gi ga Bur st er wi l l i n r et ur n deal t he exact am   ount of dam age i n
 r et ur n i nst ant l y.
GI GA BURSTER
 SPECI AL ABI LI TI ES:

 RECUPERATE: The Gi ga Bur st er l eaves com   bat f or a m ent and r est s,
                                                           om
 heal i ng i t . 1d6 f or t he amount heal ed and anot her 1d6 f or t he
 am ount of t ur ns. They cannot at t ack or cast any ot her spel l s, but
 ar e abl e t o dodge and m   ove.

 SABOTAGE: The Gi ga Bur st er l ower s t hei r own Ar m or Cl ass t o r ai se
 t he chances of t hem bei ng hi t , l ast s f or 1d6 t ur ns.
ZET WARRI OR
   M ast er s of m ee weapon com
                    el                 bat , Zet W r i or s ut i l i ze
                                                    ar
   exper t and pr eci se at t acks t o swi f t l y br i ng down
   t hei r f oes. Ver sat i l e and agi l e, t hey ar e am ong som    e
   of t he m   ost ski l l ed Repl oi ds i n exi st ence. Zet
   war r i or s ar e super b dam age deal er s, usual l y deal i ng
   m t i pl e st r i kes i n one t ur n. However , what r eal l y
     ul
   m akes t hem st and out i s how t hey can handl e al m      ost
   any si t uat i on wi t h ease. They wor k excel l ent i n
   gr oups and wor k wel l wi t h ot her Zet W r i or s t oo.
                                                    ar

   BONUSES:

   Can use any m ee weapon.
                el

   St ar t s wi t h Dual W el d f eat .
                          i

   +2 To St r engt h


   REQUI REMENTS:

   Can onl y use m ee weapons.
                  el

   RECCOM ENDED ELEM
         M          ENT( S) :

   ANY
ZET WARRI OR
Level   Base Atk.   Fort. Save   Reflex Save   Will Save   Special
        Bns.
1       +1          +1           +1            +0          Rekkouha,
                                                           Shipuu(1)

2       +2          +2           +1            +0          Kuuenbu,

3       +3          +2           +1            +1          Double Strike

4       +4          +3           +2            +2          Tenkuuha

5       +5/+1       +3           +3            +2          Sougenmu

6       +6/+2       +4           +4            +2          Shipuu(2)

7       +7/+3       +4           +4            +3          Triple Strike

8       +8/+4       +5           +5            +3          Combo

9       +9/+5       +5           +5            +4          Dark Hold

10      +10/+6      +6           +6            +4          Shipuu (3)
ZET WARRI OR
 SPECI AL ABI LI TI ES:
 REKKOUHA: A f ear som AoE at t ack t hat deal s 5d6 Dam
                         e                                 age t o
 ever yt hi ng ar ound t he Zet W r i or . Can onl y use once per day.
                                 ar


 SHI PUU: An evasi ve st ance t hat r ai ses t he Zet W r i or ' s AC by
                                                       ar
 +2 f or a t i m e. Rank 1, 1d3. Rank 2, 1d4, Rank 3, 1d6. Takes a
 t ur n t o char ge.

 KUUENBU: The Zet W r i or get s a +6 Bonus t o t he Jum ski l l .
                   ar                                   p

 DOUBLE STRI KE: The Zet W r i or can at t ack an ext r a t i m wi t h
                             ar                                e
 each weapon he has equi pped, but i t t akes of f an ext r a dam  age
 di ce f or t he weapon on t he ext r a hi t .

 TENKUUHA: The Zet          W r i or can char ge ener gy i nt o i t ' s weapon
                              ar
 f or a t ur n, and t     hen have t he opt i on t o bl ock wi t h i t t o
 r ef l ect a pr oj ect   i l e on anot her t ur n i f t hey wi n t he dodge
 r ol l . Anot her hi t     di ce must be r ol l ed t hen f or t he r ef l ect ed
 at t ack.
ZET WARRI OR
 SPECI AL ABI LI TI ES:
 SOUGENM    U: W l e bei ng caught Fl at - f oot ed, a Zet W r i or m
                 hi                                          ar         ay
 m ake a Ref l ex save and pr event t he dam     age. I f successf ul ,
 t he enem at t acki ng t he Zet W r i or wi l l onl y be hi t t i ng an
             y                     ar
 af t er i mage.

 TRI PLE STRI KE: The sam concept as doubl e st r i ke, except
                              e
 t he Zet W r i or can hi t t wo m e t i m
              ar                   or     es af t er t he f i r st
 st r i ke wi t h t hei r weapons.

 COM BO: The Zet W r i or can now char ge or use a Speci al
                       ar
 Abi l i t y af t er an at t ack, excl udi ng Tr i pl e St r i ke.

 DARK HOLD: The Zet W r i or t ar get s a vi ct i m and f r eezes
                           ar
 t hem wi t h i t ' s gaze f or 1d4 t ur ns. Takes a t ur n t o char ge.
BUSTER
I nt ui t i ve and bal anced, Bust er s ar e nat ur al
l eader s and can t ake on any bat t l e si t uat i on
wi t h t hei r m edi um t o cl ose r ange t act i cs.
They can f ul f i l l and r ol l i n com    bat , besi des
heal i ng and l ong r ange. Tanki ng or DPS, a
Bust er wi l l excel i n t he r i ght gr oup, and
per f or m wel l even on t hei r own. W ' s uni que
                                             hat
t o t hem i s t hat t hey can char ge t hei r bodi es
wi t h t hei r own ener gi es and deal ext r a
dam  age. Ar m  ed wi t h t hei r t r ust y Ar m Cannon,
t he Bust er wi l l do what ever i t t akes t o l ead
t hei r gr oup t o vi ct or y.

BONUSES:

St ar t s wi t h t he Ai m f eat .

+1 AC

+5 t o HP

+2 To Di pl omacy and I nt i m dat e
                              i

REQUI REMENTS:

Can onl y use Ar m Cannon Weapons

RECOM ENDED ELEM
     M          ENT( S) : ANY
BUSTER
Level   Base Atk.   Fort. Save   Reflex Save   Will Save   Special
        Bns.
1       +0          +1           +1            +1          Charge Shot,
                                                           Heroic Will

2       +1          +2           +2            +2          Enduring Spirit (1)

3       +2          +3           +2            +3          Rescue

4       +3          +3           +3            +3          Motivate (1)

5       +4          +4           +3            +4          Double Buster

6       +5/+1       +4           +4            +4          Enduring Spirit (2)

7       +6/+2       +5           +4            +5          Motivate (2)

8       +7/+3       +5           +5            +5          Enduring Spirit (3)

9       +8/+4       +6           +5            +6          Charge Shot EX

10      +9/+6       +6           +6            +6          Motivate (3)
BUSTER
SPECI AL ABI LI TI ES:
CHARGE SHOT: The Bust er t akes a t ur n t o gat her ener gy i n i t s
body, af t er war d, t he next at t ack r ol l per f or med by t he Bust er
wi l l deal an ext r a dam age di ce and add a t em     por ar y +2 t o
At t ack Bonus.

HEROI C W LL: The Bust er ' s wi l l i s st r ong and f i er ce, gr ant i ng
         I
i t a +2 boost t o W l l Saves.
                    i

ENDURI NG SPI RI T: The Bust er ' s spi r i t i s dur abl e and t enaci ous,
cut t i ng 2 Damage f r om r ecei vi ng any hi t , and i ncr easi ng by 2
ever y t i m t he abi l i t y i s l evel ed up.
            e

RESCUE: The Bust er can t hr ow t     hem sel ves i nt o    har m s way t o
                                                                  '
save a par t y m ber f r om r ecei
                em                    vi ng dam age i f     t hei r AC f ai l ed
t hem The Bust er wi l l i nst ead
     .                                r ecei ve t he f ul   l am  ount of
dam age, but gai ns a t em por ar y   +5 t o Cr i t f or    1d3 t ur ns.

M OTI VATE: The Bust er r al l i es t hei r par t y t o boost t hei r
spi r i t s and encour age t hei r vi ct or y. Ever yone i n The Bust er ' s
par t y gai ns a t empor ar y +2 t o hi t f or 1d4 t ur ns. Takes 1 t ur n
t o char ge. Cannot be r eappl i ed unt i l t he M i vat e r uns i t ' s
                                                      ot
cour se. Adds +2 f or ever y t i m t he abi l i t y i s l evel ed.
                                    e
BUSTER
SPECI AL ABI LI TI ES:
DOUBLE BUSTER: The Bust er t akes a t ur n t o gat her hi s ener gi es,
appl yi ng an equal am     ount of power i nt o i t ' s ot her ar m   ,
al l owi ng i t t o dupl i cat e i t ' s i ni t i al Ar m Cannon f or 1d6
t ur ns. The Char ge Shot and Char ge Shot EX Abi l i t i es appl y t o
bot h Ar m Cannons, al l owi ng you t o f i r e m t i pl e char ged shot s
                                                        ul
i n one t ur n. Can onl y be used once per day, as i t t akes a
gr eat deal of st r ess on t he user .

CHARGE SHOT EX: Thi s Char ge Shot r epl aces t he ol der one. The
Char ge Shot i s now m   uch m e power f ul and easi er l and hi t s
                                or
wi t h, now gr ant i ng 2 ext r a di ce t o t he damage r ol l and
i ncr easi ng hi t chance by 5. W    hen com ned wi t h Doubl e Bust er ,
                                              bi
M i vat e, and a Rescue, The Bust er can deal and ext r aor di nar y
  ot
am ount of dam   age i n one i nst ant .
HARMONI ZER
  Har m  oni zer s ar e a uni que f or m of Repl oi d, bor n wi t h a
  near l y l i m t l ess sour ce of unknown power . The ener gy
                  i
  l i t er al l y emanat es f r om t hei r body whenever t hey access
  t hei r pool of m    yst er i ous power . W hat i s known of i t
  however , i s t hat i t can r epl eni sh a wear y Repl oi d
  com et el y and al so gr ant t hem ext r aor di nar y bat t l e pr owess
        pl
  f or a cer t ai n am   ount of t i m e. Har moni zer s ar e t he sol e
  Heal er and Buf f / Debuf f Cl ass, and ar e ext r em y i m
                                                            el     por t ant
  as t he pl ay an i r r epl aceabl e r ol e on any gr oup.

  BONUSES:

  St ar t s wi t h t he Doubl e Char ge f eat .

  +10 t o HP

  +2 To Tot al Ar mor Cl ass

  +5 To Heal and Sur vi val Ski l l s

  REQUI REMENTS:

  Cannot use weapons.

  Bar r i er Devi ce mandat or y.

  UNABLE TO HAVE AN ELEMENT
HARMONI ZER
Level   Base Atk.   Fort. Save   Reflex Save   Will Save   Spells
        Bns.
1       +0          +3           +1            +3          Restore (1), Fortify,
                                                           (1) Blind (1) Seraph
                                                           Form, Paradise
                                                           Lost

2       +1          +4           +2            +4          Wave of Light (1)

3       +2          +4           +3            +5          Cleanse, Stun (1)

4       +3          +5           +3            +5          Emancipate,
                                                           Restore (2)

5       +3          +6           +4            +5          Fortify (2)

6       +4          +7           +4            +6          Blind (2) Stun (2)

7       +5          +7           +5            +6          Wave of Light (2)

8       +6/+1       +8           +5            +7          Restore (3)

9       +6/+1       +8           +5            +7          Ascension, Fortify
                                                           (3), Blind (3)

10      +7/+2       +8           +6            +8          Stun (3), Wave of
                                                           Light (3)
HARMONI ZER
 SPELLS:
 RESTORE: The Har m      oni zer f ocuses i t ' s ener gi es ont o a si ngl e
 f r i endl y t ar get , heal i ng t hem f or 3d6 l i f e gai n. Each t i me
 t hi s spel l l evel s, t he am   ount heal ed i ncr eases by an ext r a
 di ce.


 FORTI FY: The Har m  oni zer encases a f r i endl y t ar get wi t h a
 myst i c aur a t hat st r engt hens t hei r endur ance. AC i s i ncr eased
 by 2 f or 1d6 t ur ns. W t h each t i m t hi s spel l l evel s up, t he
                            i              e
 AC bonus i s boost ed by 2.

 BLI ND: The Har m oni zer ' s eyes shi ne br i ght l y as t hey st ar e at
 an enem t ar get . I f i t hi t s, t he vi ct i m has a - 2 hi t chance
         y
 f or 1d6 t ur ns. Each t i m t hi s spel l l evel s up, t he negat i ve
                              e
 hi t chance i ncr eases by 2.

 CLEANSE: The Har m     oni zer unbur dens a f r i endl y t ar get of a
 si ngl e st at us ai l ment , i ncl udi ng st uns.

 STUN: The Har m     oni zer f i r es a bol   t of t hei r own r aw ener gy
 di r ect l y i nt o a enem f oe. I f i t
                            y                   hi t s, t he enem s body
                                                                 y'
 st r uggl es t o pr ocess t he power ,       causi ng t hei r body t o l ock up.
 They ar e st unned f or 1d3 t ur ns.         As t he spel l l evel s up, i t
 i ncr eases t o 1d4, and t he t hi r d       l evel i t i ncr eases t o 1d5.
HARMONI ZER
   SPELLS:
   SERAPH FORM The ener gi es i nsi de of t he Har m
                   :                                     oni zer t r ansf or m
   t he bei ng, changi ng t hei r appear ance t o m ch an Ser aph. The
                                                     at
   Ser aph i s i ndest r uct i bl e and can use spel l s wi t hout char gi ng
   t hem Al l heal i ng i s doubl ed and t hey ar e abl e t o f l y. The
         .
   t r ansf or m i on l ast s f or 1d6 t ur ns. Can onl y be used once per
                at
   day at l evel 1- 4, t wi ce per day at l evel 5- 9, t hr ee t i m   es 10-
   14 et c.

   PARADI SE LOST: One coul d not even cl assi f y t hi s as an at t ack.
   The Ser aph Har m   oni zer begi ns t o pul se wi t h unknown ener gy,
   t hei r eyes shi ni ng a br i ght r ed. Af t er war ds, a m  assi ve wave of
   ener gy i s expel l ed f r om t hei r body, t ar get i ng al l enem es,
                                                                       i
   except bosses. They ar e not dest r oyed, t hey si m y er ased f r om
                                                               pl
   exi st ence. Regar dl ess how m   any t ur ns ar e l ef t i n Ser aph For m,
   t hey wi l l r ever t back t o t hei r nor mal st at e.

   W AVE OF LI GHT: The Har m    oni zer r el eases a wave of ener gy t hat
   heal s t he ent i r e par t y f or 2d6. Thi s spel l t akes 2 char ges t o
   use. Each t i m t hi s spel l l evel s, i t adds an ext r a 1d6 t o t he
                   e
   r ol l .

   ASCENSI ON: A passi ve abi l i t y t hat gr ant s an ext r a t ur n t o
   Ser aph For m.
MASSI MO
    W r i or s of pur e m ght and gut s, t he
      ar                   i
    M assi m i s al ways a f ear f ul si ght
            o
    whenever one i s seen on t he bat t l ef i el d.
    Donni ng heavy ar m   or and m assi ve t wo
    handed weapons, t hey pr ef er t o cl eave
    t hei r way t hr ough any si t uat i on t hey
    possi bl y can. W l e com onl y seen as
                       hi        m
    m ndl ess br ut es, M
      i                    assi mos ar e f i ght i ng
    geni uses and wi se beyond t hei r year s.
    They ar e excel l ent t anks, but can DPS i f
    needed.

    BONUSES:

    +2 t o W sdom
            i

    +2 t o St r engt h

    +2 t o Const i t ut i on

    +2 t o I nt el l i gence

    - 4 t o Dext er i t y

    REQUI REMENTS:

    Must use a t wo handed m ee weapon
                            el

    Must wear heavy ar mor

    Cannot move at a speed f ast er t han 20 f eet per t ur n.
MASSI MO
Level   Base Atk.   Fort. Save   Reflex Save   Will Save   Special
        Bns.
1       +1          +2           +1            +1          Kaboom


2       +2          +3           +1            +2          Brace (1)

3       +3          +3           +2            +3          Iron Grip (1)

4       +4          +4           +2            +3          Pulverize (1)

5       +5          +5           +3            +4          Intimidate (1) Brace
                                                           (2)

6       +6/+1       +5           +3            +4          Iron Grip (2)

7       +7/+2       +6           +4            +4          Pulverize (2)

8       +8/+3       +6           +4            +5          Intimidate (2)

9       +9/+4       +7           +5            +5          Brace (3) Iron Grip
                                                           (3)

10      +10/+6      +8           +5            +5          Pulverize (3)
                                                           Intimidate (3)
MASSI MO
    SPECI AL ABI LI TI ES:
    KABOOM The M
            :         assi m sl am i t
                            o     s      ' s weapon f i er cel y
    agai nst t he vi ct i m s ar m ,
                            '     or     sunder i ng i t
    t empor ar i l y. 1D6 f or am ount
                                 m         of AC l ost and 1d4
    f or t he am ount of t ur ns i t
                   m                     l ast s.

    BRACE: The M      assi m br aces i t sl ef , i ncr easi ng hi s
                            o
    AC by 2 f or 1d6 t ur ns. Each l evel f or t hi s
    abi l i t y i ncr eases AC gai ned by 2.

    I RON GRI P: The M  assi m Gai ns a +2 Bonus t o
                               o
    Gr abs, wi t h each t i m t hi s abi l i t y l evel s
                             e
    i ncr easi ng t he bonus by 2.

    PULVERI ZE: The M  assi m sm
                              o    ashes i t ' s vi ct i m wi t h
    i t ' s weapon, Deal i ng 1d4 dam age per t ur n and
    Decr easi ng t hei r hi t by 2 f or 1d4 t ur ns. Level
    2: 1d5 dam   age per t ur n, - 4 Hi t chance f or 1d4
    t ur ns. Level 3: 1d6 Dam   age per t ur n, - 6 Hi t
    Chance f or 1d4 t ur ns.

    I NTI M DATE: The M
           I            assi m st ar es a vi ct i m down,
                               o
    causi ng i t t o be f ear ed f or 1d4 t ur ns. 1d5 l vl
    2, 1d6 l vl 3. `
MANCER
  Hi ghl y i nt el l i gent and m  ast er of t hei r
  own ener gy, t he M      ancer f i ght s usi ng
  var i ous m age- l i ke at t acks usi ng ener gy or
  t hei r own el em    ent . Dependi ng on what t ype
  of ener gy t he use, depends on what t ype
  of m   ancer t hey ar e cal l ed. Super b DPS.
  ( Fi r e = Pyr oM  ancer , I ce = Cr yoM  ancer ,
  Ener gy= Power M     ancer et c. )

  BONUSES:

  +4 t o I nt el l i gence

  St ar t s wi t h Doubl e Char ge Feat

  St ar t s wi t h Dual Cast Feat

  +2 t o 1 I nt el l i gence Based Ski l l .


  REQUI REMENTS:

  Can onl y wear l i ght ar m .
                             or

  Can onl y use 1 handed weapons
MANCER
Level   Base Atk.   Fort. Save   Reflex Save   Will Save   Special
        Bns.
1       +1          +0           +1            +2          Surge, Create,
                                                           Symbiosis
                                                           Bolt (1), Wave (1)

2       +2          +1           +1            +3          Armor (1)

3       +3          +1           +2            +3          Chain (1) Shock (1)

4       +4          +2           +2            +4          Ailment (1)

5       +5          +2           +3            +4          Unleash , Bolt (2)

6       +6/+1       +3           +4            +5          Wave (2) Armor (2)

7       +7/+2       +3           +4            +6          Chain (2) Shock (2)

8       +8/+3       +4           +5            +7          Ailment (2) Bolt (3)

9       +9/+4       +4           +6            +8          Wave (3) Armor (3)
                                                           Chain (3)

10      +10/+6      +5           +6            +9          Shock (3) Ailment
                                                           (3)
MANCER
  SPELLS:
  SURGE: W henever a M   ancer deal s Super Ef f ect i ve
  dam age, add on ext r a dam  age di ce r ol l t o i t .
  However , t hi s al so backf i r es f or t he weakness as
  wel l .

  CREATE: The M  ancer can cr eat e t he r aw f or m of
  hi s or her el ement f or pr act i cal use.

  SYM OSI S: The M
      BI               ancer gai ns a +2 Bonus t o hi t
  whenever t hey ar e i n an envi r onm ent t hat cat er s
  t o t hei r el ement .

  BOLT: The M   ancer f i r es a bol t of hi s or her
  el ement , deal i ng 1d8 dam  age f or l evel one, 2d8
  f or l evel t wo, and 3d8 f or l evel t hr ee.

  W AVE: The M ancer cr eat es a AoE wave of t hei r
  el ement , deal i ng 1d6 dam age t o ever yone wi t hi n
  20 f eet of t he M  ancer . 2d6 f or l evel 2, 2d6 f or
  l evel 3.

  ARM OR: The M  ancer coat s i t sel f i n an ar mor of
  t hei r el ement , i ncr easi ng AC by 2 f or 1d4 t ur ns.
  +4 f or 1d4 t ur ns, and +6 f or 1d4 t ur ns.
MANCER
   SPELLS:

   CHAI N: The M  ancer f i r es a bl ast of t hei r
   el ement t hat deal s 1d6 dam   age, t hen i t
   chai ns t o t wo m e peopl e near by deal i ng
                     or
   1d4 dam age. Level 2, 2d6 + 3 1d4s, Level
   3 3d6 + 4 1d6s.

   SHOCK: The M    ancer shoot s a cor r odi ng bol t
   of t hei r el em ent at a t ar get , deal i ng 1d6
   dam  age f or 1d6 t ur ns.
   I n addi t i on, any at t ack t hat i s t he same
   el em ent as t he Shock deal s an ext r a m ni -
                                                 i
   cr i t dam age. Level 2, 1d8 dam    age f or 1d4
   t ur ns, Level 3 2d6 Dam    age f or 1d4 t ur ns.

   AI LM ENT: The M  ancer hi nder s a t ar get wi t h
   t hei r el ement . Last s f or 1d4 t ur ns l evel
   1, 1d6 t ur ns l evel 2, and 2d4 t ur ns l evel
   3.

   UNLEASH: The M   ancer bur st s wi t h el ement al
   power , i ncr easi ng hi t by 4 f or 1d6 t ur ns.
PHANTOM
  Decept i ve and sneaky, t he Phant om pr ef er
                                           s
  t o at t ack t hei r enem es when t hei r back
                             i
  i s t ur ned. They have no honor and onl y
  wi sh t o end t he f i ght as qui ck as t hey
  possi bl y can. They ar e f ast and ver y
  dext er ous, and t hei r cunni ng i s unm ched
                                              at
  on t he bat t l ef i el d. An al most unm ched
                                           at
  deal er of DPS.

  BONUSES:

  +2 To Move Si l ent l y and Hi de

  +2 To Bl uf f

  - 2 To Const i t i on and St r engt h

  - 4 To Di pl omacy

  Requi r ement s: Li ght Ar m , M ee W
                              or  el   eapoms.
PHANTOM
Level   Base Atk.   Fort. Save   Reflex Save   Will Save   Special
        Bns.
1       +2          +0           +2            +1          Cloak, Backstab,
                                                           Gouge

2       +3          +1           +3            +1          Eviscerate

3       +4          +1           +3            +2          Prey

4       +5          +2           +4            +3          Hamstring

5       +6          +2           +4            +3          Execute

6       +7/+1       +3           +5            +4          Gouge (2)
                                                           Eviscerate (2)

7       +8/+2       +3           +6            +4          Prey (2) Hamstring
                                                           (2)

8       +9/+3       +4           +7            +5          Gouge (3)

9       +10/+4      +4           +8            +5          Eviscerate (3) Prey
                                                           (3)

10      +11/+6      +5           +9            +6          Hamstring (3)
PHANTOM
  SPECI AL ABI LI TI ES:
  CLOAK: A Phant om can cl oak i n t he m ddl e of t he bat t l e,
                                             i
  usi ng a Move Si l ent l y and Hi de Ski l l at t he sam t i m t o
                                                          e     e
  f ool enem es and sneak behi nd t hem Takes a t ur n t o
            i                              .
  char ge.

  BACKSTAB: The Phant om when deal i ng Fl at - Foot ed dam  age,
  aut om i cal l y act i vat es backst ab, whi ch deal s an ext r a 20
        at
  dam age t o t he at t ack.

  GOUGE: The Phant om st abs t hei r vi ct i m causi ng 1d6 bl eed
                                               ,
  dam age f or 1d4 t ur ns, 1d8 dam   age f or 1d4 t ur ns l evel 2,
  1d10 dam   age f or 1d4 t ur ns l evel 3. Takes a t ur n t o
  pr epar e.

  EVI SCERATE: The Phant om causes t he t ar get t o bl eed and
  l ose f ocus, l ower i ng t he Hi t chance by 2 f or 1d4 t ur ns,
  by 4 f or 1d4 t ur ns l evel 2, and by 6 f or 1d4 t ur ns l evel
  3.

  PREY: The Phant om gai ns an ext r a +5 t o t o cr i t when t hey
  choose t hei r t ar get i n Cl oak mode.

  HAM  STRI NG: The Phant om sl ashes t he vi ct i m l egs,
                                                    s
  decr easi ng t hei r movem ent t empor ai l y by 10 f eet f or 2
  t ur ns, 20 f eet f or 2 t ur ns, and 30 f eet f or 3 t ur ns.

  EXECUTE: The Phant om can i nst ant l y ki l l any t ar get t hat
  has l ess t han 10% heal t h i f hi t . Does not wor k on
  Pl ayer s.
RANGER
   M ksm
    ar      en of t he f i nest cal i ber , Ranger s
   pr ef er t o deal t hei r dam  age f r om a saf e
   di st ance away, usi ng pr eci se ai m ng and
                                            i
   pr oper posi t i oni ng. They ar e pr of i ci ent
   wi t h al most any f i r ear m and even bows.
   They ar e Super i or DPS deal er s and can
   deal dam   age m ost of t he t i m wi t hout even
                                      e
   wor r yi ng about t he possi bi l i t y of even
   bei ng hi t .

   BONUSES:

   +2 t o Dext er i t y

   St ar t s wi t h Cal l Shot Feat .

   St ar t s wi t h Ai m Feat

   Can Dual W el d Pi st ol s
             i

   Can Use Sni per Ri f l e

   Can Use Bow

   REQUI REMENTS:

   Can onl y wear Li ght Ar mor

   Cannot use M ee W
               el   eapons
RANGER
Level   Base Atk.   Fort. Save   Reflex Save   Will Save   Special
        Bns.
1       +1          +1           +2            +1          Target, Hold Breath
                                                           (1), Dash

2       +2          +1           +3            +1          Focus (1)

3       +3          +2           +3            +2          Examine

4       +4          +2           +4            +3          Hold Breath (2)

5       +5          +3           +4            +3          Focus (2)

6       +6/+1       +3           +5            +4          Crippling Shot (1)

7       +7/+2       +4           +6            +4          Focus (3)

8       +8/+3       +4           +6            +5          Crippling Shot (2)

9       +9/+4       +5           +7            +5          Hold Breath (3)

10      +10/+6      +5           +8            +6          Crippling Shot (3)
RANGER
SPECI AL ABI LI TI ES:
TARGET: The Ranger Takes a t ur n t o choose hi s t ar get
car ef ul l y, gi vi ng i t a +4 Chance t o Hi t f or t he Next
t ur n.

HOLD BREATH: The Ranger hol ds i t ' s br eat h f or 1d4 t ur ns
t o get a st eadi er shot , i ncr easi ng cr i t chance by +3.
W hen t hi s abi l i t y r eaches l vl 2, 1d6 t ur ns, l vl 3 2d4
t ur ns.

DASH: The Ranger can i nst ant l y move 20 f eet f or a qui ck
escape f r om har m Cannot use next t ur n.
                   .

FOCUS: The Ranger ent er s a st at e of Focus, i n whi ch i t ' s
ar m or cl ass i ncr eases by 2 f or 1d4 t ur ns, 4 f or 1d4
t ur ns, 6 f or 1d4 t ur ns.

EXAM NE: The Ranger l ocat es a weak spot on a t ar get .
    I

CRI PPLI NG SHOT: The Ranger Takes i t ' s t i m t o f i r e at a
                                                  e
l eg j oi nt , hi nder i ng t hei r movement by 10 f eet at l evel
1, 20 f eet at l evel 2, and 35 f eet at l evel 3. Last s f or
1d6 t ur ns.
CUSTOM FEATS
Feat s t hat wer e made f or t hi s Campai gn.

AI M Gr ant s a +1 t o Ranged At t ack Bonus.
    :

DOUBLE CHARGE: Char ges 2 Spel l s ever yi m you char ge a spel l .
                                            e

DOUBLE CAST: Can cast 2 Spel l s now per t ur n.

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MMX CAMPAIGN CLASS WIP

  • 1. MEGAMAN X: THE REI GN OF SI GMA D&D CAMPAI GN
  • 2. TABLE OF CONTENTS SYNOPSI S . . . . . . . . . . . . . . . . . . . . . Page 3 TERM NOLOGY . . . . . . . . . . . . . . . . . . Page 4 I RULES . . . . . . . . . . . . . . . . . . . . . . . . Page 6 DM POLI CI ES . . . . . . . . . . . . . . . . . . Page 8 FACTI ONS . . . . . . . . . . . . . . . . . . . . . Page 9 RACES . . . . . . . . . . . . . . . . . . . . . . . . Page 15 ELEMENTS . . . . . . . . . . . . . . . . . . . . . Page 18 CLASSES . . . . . . . . . . . . . . . . . . . . . . Page 19 CUSTOM FEATS . . . . . . . . . . . . . . . . . Page 49
  • 3. SYNOPSI S 21XX. . . Robot s wi t h t he abi l i t y t o t hi nk and act f or t hemsel ves have been cr eat ed. They ar e dubbed “ Repl oi ds” . The age of hum anki nd and r obot s wor ki ng and l i vi ng t oget her had begun. However , as r obot soci et y spr ead and pr osper ed, t her e was i n i ncr ease i n cr i m nal i nci dent s i nvol vi ng i Repl oi ds. To com bat t hi s new wave of cr i m e, a speci al i nvest i gat i on and secur i t y or gani zat i on consi st i ng ent i r el y of Repl oi ds was f ounded. They ar e known as t he M aver i ck Hunt er s. I n addi t i on, a separ at e or gani zat i on had com i nt o e power i n r egar ds t o t he mayhem Pol i t i cal and m l i t ant , . i t he Repl i f or ce made sur e t o pr ot ect t he humans whi l e m nt ai ni ai ng peace wi t h t hem . These ar e t he st or i es of t he br ave Repl oi ds whom had r i sked t hei r l i ves f or t he sake of t he f ut ur e.
  • 4. TERM NOLOGY I REPLOI D: Robot s wi t h t he abi l i t y t o t hi nk and act f or t hem sel ves, t he f i r st r obot s t o have f r ee wi l l . MAVERI CK: Repl oi ds whom have r ebel l ed agai nst soci et y and bet r ayed t he hum ans. They ar e uni ver sal l y f ear ed and hat ed. MAVERI CK HUNTER: Repl oi ds whom have j oi ned t he cause agai nst t he M aver i cks. They hunt down and br i ng as many Maver i cks as t hey can t o j ust i ce. ABEL CI TY: The m n ci t y and l ocat i on of t he ai M aver i ck Hunt er ' s HQ. I t was r ecent l y at t acked by M aver i cks, and near l y hal f of t he m r opol i s et i s dest r oyed.
  • 5. TERM NOLOGY: I REPLI FORCE: A M l i t ar y and Pol i t i cal i Or gani zat i on who' s m n m ssi on i s t o pr ot ect ai i t he hum ans and m nt ai n pl anet ar y st abi l i t y ai bet ween Repl oi ds and Hum ans. M ECHANOLOI D: Robot s who f unct i on at a ver y si m e l evel . These r obot s ar e t he m pl ost pr one t o t he Maver i ck Vi r us. M AVERI CK VI RUS: A br ut al and code scr am i ngbl vi r us t hat t r ansf or m t he vi ct i m i nt o a s r ut hl ess ki l l i ng machi ne. W l e som Repl oi ds hi e go M aver i ck on t hei r own, ot her s succum t o t he b vi r us. I t i s unknown wher e t hi s Vi r us cam f r om e or who cr eat ed i t , but i t i s known t hat i t i s t he cause of al l t he t r oubl e i n t he Repl oi d/ Hum an wor l d.
  • 6. RULES RULE #1: TH D IS IN CH GE. E M AR W l e t hi s i s not a di ct at or shi p, onl y a gam hi e, t he DM i s t he one who has t he ul t i m e say i n t hi ngs. You can at di scuss wi t h t he DM but you cannot ar gue wi t h t he DM i f you ar e unhappy wi t h a concr et e deci si on That i s t he way , i t goes. I want you t o have f un, but I don' t want t her e t o be m ass chaos. RULE #2: D N O OT TALK W EN TH D IS P OGR H E M R ESSIN TH GAM G E E. Al l i n al l , t hi s i s an i ncr edi bl y soci al exper i ence, and we al l want t o have a gr eat t i m e. Of cour se we can al l t al k and have f un, t hat ' s t he whol e poi nt . However , when t he DM m akes i t cl ear t hat i t ' s t i m t o m e ove al ong, he woul d appr eci at e i t if you gave hi m your r espect . Now of cour se, a f ew j okes her e and t her e ar e wel com e, but do not be obnoxi ous wi t h i t or your char act er wi l l be puni shed. RULE #3: PAY ATTENTION. Of cour se, you have seen m l i st en and wor k and st uf f whi l e I wai t ed f or m t ur n, t hat ' s f i ne. As l ong as your ar e e y not COM PLETELY l ost , I don' t car e i f you f i ddl e wi t h your i Pod or what not , j ust be sur e t o l i st en and make sur e you know what i s goi ng on. You can ask f or quest i ons and r ef r eshes on t he st or y, j ust be sur e t o under st and why we ar e al l her e. RULE #4: N M O ETA- GAM G! ! IN Ser i ousl y by now t hi s shoul d not be an i ssue, but j ust make sur e t o pr et end your char act er doesn' t know what you know. Ot her wi se boot s wi l l be t hr own t o heads. - _- RULE #5: N W IN G. O H IN For cr yi ng out l oud guys we ar e i n col l ege or have j obs, or bot h. Ther e r eal l y i s no r eason t o whi ne i f som hi ng et happens t hat you don' t l i ke, and f r ankl y I wi l l t ake l ess pi t y on you over al l . St ay hum e and t ake i t l i ke an bl adul t i f som hi ng unl ucky happens or i f anot her char act er beat s you on a ski l l check. I t ' s annoyi ng and chi l di sh et t o whi ne.
  • 7. RULES RULE #6: STAY TRUE TO YOUR CH ACTER AR . I t ' s under st andabl e t hat som i m et es we can act a t eeny bi t out of char act er . I t happens. However , do not m ake i t a habi t . I t ' s annoyi ng and def eat s t he whol e pur pose of maki ng one i n t he f i r st pl ace. And as t hi s cam pai gn i s heavi l y st or y i nf l uenced and your act i ons m ake a huge im pact on i t , you m ght want t o r econsi der what you do, and i f i t i s som hi ng i et t hat your own char act er woul d do. I can gi ve you hel p wi t h bei ng I n- Char act er . RULE #7: D N O OT CHEAT. Ser i ousl y guys, i f you want t o cheat , you r eal l y have no busi ness pl ayi ng t hi s gam e. Al l di ce r ol l s must be vi si bl e t o t he DM and i f you ar e r ol l i ng wi t h an el ect r oni c r ol l er , you m , ust f i r st pl ace t he devi ce on t he t abl e and t hen r ol l . That ' s m r ul e as a DM y . RULE #8: ENJOY! I put a l ot of wor k i nt o t hi s campai gn, and I r eal l y hope you guys enj oy pl ayi ng i t as much as I di d maki ng i t .
  • 8. DM POLI CI ES POLI CY #1: CRITICAL FAILURES. ( BOTCHES) The way I see cr i t i cal bot ches, i s t hat i f you r ol e a 1 ( excl udi ng any modi f i er ) , i t ' s an i nst ant f ai l ur e, no m t er what . To m at e, anyt hi ng above i sn' t consi der ed a bot ch. I don' t want you guys t o bot ch, and you shoul d not have t o. I f you do bot ch, you wi l l r ol e f or per cent age, t he hi ghest bei ng t he wor st . POLI CY #2: CRI TI CAL SUCCESSES. Now, wher e t her e i s f ai l ur e, t her e i s al ways success. I f you r ol l a 20/ 20, l et ' s j ust say gr eat t hi ngs wi l l com t o you. Even a si ngl e 20 wi l l do you m e uch good. St ay l ucky! POLI CY #3: DUBS. ( DOUBLES) I wi l l onl y count Dubs i f t hey ar e of si gni f i cant val ue, pr ef er abl y 15 and above. W ever happens hat dur i ng a Dub, i s most l y up t o m di scr et i on. y POLI CY #4: SKI LL CHECKS. Som ski l l checks I wi l l not count as a m or act i on, dependi ng on how I see t hem Som i m e aj . et es I may f or get and say one t hi ng anot her t i me, and t hen som hi ng com et el y di f f er ent . I t j ust depends. I et pl wi l l al so be aski ng you t o do r andom ski l l checks i n game, so be r eady.
  • 9. FACTI ONS CHOOSE YOUR ALLEGI ANCE.
  • 10. MAVERI CK HUNTERS St r ong and uni f i ed, t he M aver i ck Hunt er s ar e a sm l , but ef f i ci ent gr oup of Repl oi ds who pur sue al t he M aver i ck r ebel l i on wi t h a j ust cause, dest r oyi ng as m any of t hem as possi bl e. They ar e ver y wel com ng i wi t h t hei r r anks, br i ngi ng i n anyone who has t he wi l l t o f i ght f or t he sake of st oppi ng t he M aver i cks. Each m ssi on i s si m l ar t o a bount y, and i i t hei r m ber s ar e not bound t o any st r i ct r ul es or em codes. They ar e seen m nl y as a gr oup of Fr eedom ai Fi ght er s who f i ght t he good f i ght . Thei r l eader i s known as Si gnas, a new, but f or m dabl e com ander i m wi t h a st r ong sense of r i ght eousness and except i onal l eader shi p ski l l s. SI GNAS
  • 11. MAVERI CK HUNTERS A br i l l i ant sci ent i st on X, st andi ng f or Repl oi ds and m achi nes, Dr . l i m t l ess pot ent i al , i s i Cai n handl es al l of t he R&D a uni que r obot f ound i n t he M aver i ck Hunt er HQ, year s ago, and hi s r epai r i ng and cr eat i ng desi gn was used t o what ever he has t o t o cr eat e t he Repl oi ds suppor t t he cause. t oday. He f i ght s wi t h a st r ong sense of j ust i ce “ Repl oi ds, cr eat ed by hum ani t y, and pur i t y. yet possessi ng abi l i t i es f ar beyond our own. ” “ I used t o hesi t at e, I used t o wor r y, I can no l onger l et X X t hose bur dens pr event m f r om e pr ot ect i ng t he peopl e I car e DR. CAI N about ! ” A f or m er Maver i ck whom A hum e and bl was f ound by Si gm a, Zer o i nf or m i ve Repl oi d, at now f i ght s f or t he Al i a wor ks t i r el essl y Maver i ck Hunt er s, a t o pr ovi de her st r ong spi r i t ed l eader M aver i ck Hunt er s wi t h wi t h a conf i dent qual i t y i nf or m i on at at t i t ude. Hi s past and gui dance. She i s however , r em ns a ai of t en seen day and myst er y t o hi m . ni ght i n f r ont of t he com put er , gui di ng whom ever she can t o m ake sur e t hey com e hom e. “ W ever t he hat “ No, I am not goi ng ci r cum ances, I wi l l not st t o l et m com ades y r ZERO back down. ” down! ” ALI A
  • 12. REPLI FORCE Pol i t i cal and l oyal , t he Repl i f or ce st ands as a banner of hum ani t y among t he new wor l d of Repl oi ds. They t hem sel ves ar e com posed of Repl oi ds, but t hei r m n ai pur pose i s t o keep t he hum an' s best i nt er est s st r ong and l oud i n t hese t r oubl i ng t i m es. The Repl i f or ce sol di er s oper at e on a ver y st r ong m l i t ar y agenda. i Ther e ar e m any r anks t o pr ogr ess bef or e r eachi ng t he r ank of of f i cer , and ever yone had t o ear n t hei r r ank wi t h seasoned exper i ence and l eader shi p. They see t he M aver i ck Hunt er s as an al l y, but not a t r ue or gani zat i on. Thei r l eader i s si m y known as The pl Gener al , a st r ong and dedi cat ed Repl oi d who' s wi l l m ches hi s st r engt h. Hi s ul t i m e l oyal t y i s t o t he at at Repl i f or ce and Hum ans. Power f ul , yet r espect ed. GENERAL
  • 13. REPLI FORCE An i ncr edi bl y ski l l ed and honor bound sol di er , t he Col onel ' s honor and pr i de m ake hi m one of t he m ost capabl e Repl oi d' s i n t he t he Repl i f or ce. St r ong spi r i t ed, yet som ewhat col d, he m akes sur e t hat al l m ssi on i obj ect i ves ar e execut ed wi t h pr eci se accur acy. He wi l l not t ol er at e anyone who di sobeys an or der , as t hey ar e a l i abi l i t y and can com om se ever yt hi ng t he Repl i f or ce pr i st ands f or . “ W ar e t he Repl i f or ce, t he m e ost power f ul ar m i n y hi st or y. ” I nnocent and pur e, I r i s i s t he l i t t l e si st er of Col onel , whom ar e al m ost t he pol ar opposi t es of each ot her . She act s as a navi gat or and m echani c, gui di ng her t r oops but al so per f or m ng m nt enance. She i ai t ends t o be a l i t t l e naï ve, but al ways st r i ves t o get t he j ob done. “ Ther e i s no gai n i n sensel ess f i ght i ng, but I know m br ot her y al ways f i ght s f or t he r i ght cause. ”
  • 14. MAVERI CKS CURRENTLY UNPLAYABLE Cor r upt and evi l , The M aver i cks ar e a r ebel l i on t hat wi shes t o dest r oy al l hum an l i f e t o make a new wor l d wher e onl y Repl oi ds exi st . Som choose t o go M e aver i ck on t hei r own, whi l e ot her s succum t o a f or cef ul vi r us b t hat m akes Repl oi d' s go M aver i ck agai nst t hei r wi l l . They ar e r esponsi bl e f or l aunchi ng nucl ear m ssi l es t o i Abel Ci t y, dest r oyi ng hal f of t he gi gant i c ci t y. Thei r l eader i s Si gm a, a zeal ous and egot i st i cal t yr ant who wi shes t o di ct at e hi s new wor l d. He used t o be t he com ander of t he M m aver i ck Hunt er s, but soon bet r ayed t hem al l . He i s a want ed cr i m nal and f ear ed by al l . i SI GMA
  • 15. RACES HUMANOI D HYBRI D
  • 16. HUMANOI D Hum anoi d Repl oi ds ar e am ong t he m ost com on of m Repl oi ds, however t hey r esem e t he hum bl ans t he m ost , and have an easi er t i m get t i ng al ong wi t h e t hem due t o t hei r si m l ar nat ur es. W l e not i hi r et ai ni ng any ext r a f eat ur es l i ke Hybr i d Repl oi ds, hum anoi ds gener al l y t end t o be t he Repl oi d' s i n char ge of var i ous or gani zat i ons. These ar e t he cl osest cr eat i ons t o ar t i f i ci al hum ans known t o m an. BONUSES: 1 Ext r a f eat . +1 Bonus i n Appr ai se and Di pl omacy
  • 17. HYBRI D W hen t he f i r st Repl oi ds wer e cr eat ed, t hey wer e bui l t t o r esem e hum bl ans, however , af t er m any advances i n Repl oi d engi neer i ng, t hey began t o cr eat e ant hr opom phi c or cr eat i ons t hat t hey dubbed, “ Hybr i ds. ” Hybr i ds wer e gener al l y bui l t t o excel i n one speci f i c ski l l , but t hey have been known t o l i ve f ul l and nor m al l i ves among t he hum ans and Hum anoi ds. BONUSES: 2 +2' s i n ski l l s r el at ed t o whi ch ani mal your Hybr i d r esem es. bl - 1 I n Di pl omacy
  • 18. ELEMENTS El ement s ar e a di st i ngui shi ng f act or f or a Repl oi d. Som ar e at t uned t o one, whi l e e ot her s ar e not . I t ' s j ust how t hey wer e desi gned. M aver i cks who do have an el em ent can use i t agai nst an el em ent who i s weak agai nst t hei r el em ent , but t hey wi l l have t hei r own weakness as wel l . Repl oi ds wi t h no el ement s do not have t o wor r y about t hi s. KEY: An el em ent t hat i s Super Ef f ect i ve t o anot her el ement ; Add on ext r a di ce t o damage r ol l . An el ement t hat i s not ver y ef f ect i ve t o anot her el ement ; Remove a damage di ce. AVAI LABLE ELEMENTS: FI RE: WEAK AGAI NST WATER, STRONG AGAI NST I CE WATER: WEAK AGAI NST LI GHTNI NG, STRONG AGAI NST FI RE I CE: WEAK AGAI NST FI RE, STRONG AGAI NST AI R LI GHTNI NG: WEAK AGAI NST ROCK, STRONG AGAI NST WATER WOOD: WEAK AGAI NST METAL, STRONG AGAI NST ROCK AI R: WEAK AGAI NST I CE, STRONG AGAI NST METAL ROCK: WEAK AGAI NST WOOD, STRONG AGAI NST LI GHTNI NG METAL: WEAK AGAI NST AI R, STRONG AGAI NST WOOD PLASM ( NO ELEM A ENT) : WEAK AGAI NST NOTHI NG, STRONG AGAI NST NOTHI NG.
  • 20. GI GA BURSTER Gi ga Bur st er s ar e mast er s of unar m ed com bat , whi ch ut i l i ze cl ose r ange and br ut al m t i al t act i cs agai nst t hei r f oes. ar They ar e f ast , power f ul , and m ost of al l , r ut hl ess. They even have t he uni que abi l i t y t o channel al l t he dam age t hey have r ecei ved i nt o one at t ack, m aki ng t hem a devast at i ng DPS, whi l e al so havi ng t he abi l i t y t o Tank. I f you ar e pl ayi ng a Gi ga Bur st er , A Har moni zer i s r ecom ended i n your m par t y. BONUSES: St ar t s wi t h bot h t he Unar med St r i ke and Dual W el di ng i f eat s. - 2 To Tot al Ar mor Cl ass +5 To Speed REQUI REMENTS: Li ght Ar mor onl y. Onl y can use f i st s or f i st weapons. RECCOMENDED ELEMENT( S) : FI RE, LI GHTNI NG, ROCK
  • 21. GI GA BURSTER Level Base Atk. Fort. Save Reflex Save Will Save Special Bns. 1 +2 +0 +2 +1 Giga Attk., Pulse Punch (1) 2 +3 +0 +3 +1 Blitz (1) 3 +4 +1 +3 +2 Roar 4 +5 +2 +4 +2 Cross Counter 5 +6/+1 +2 +4 +3 Recuperate 6 +7/+2 +3 +5 +3 Pulse Punch (2) 7 +8/+3 +3 +5 +4 Blitz (2) 8 +9/+4 +4 +6 +4 Recuperate (2) 9 +10/+5 +4 +6 +4 Sabotage 10 +12/+6 +5 +7 +5 Blitz (3)
  • 22. GI GA BURSTER SPECI AL ABI LI TI ES: GI GA ATTACK: A Gi ga Bur st er can t ake al l of t he damage t hey had r ecei ved so f ar and unl eash al l of i t i n one col ossal punch. PULSE PUNCH: The Gi ga Bur st er t akes a t ur n t o char ge ener gy i nt o a f i st , af t er war d t hey can send a punch t hat st uns t he opponent f or 1d4 t ur ns and deal s 1d4 dam age. Can hol d t he char ge f or 5 t ur ns bef or e i t f ades. W hen i t hi t s l evel 2, Pul se Punch deal s 1d6 dam age and 1d4 st un, l evel 3 1d6 dam age and 1d6 st un. BLI TZ: The Gi ga Bur st er di ves headst r ong t owar ds an enem y, deal i ng 5 dam age, and r ecei vi ng 5 dam age i n r ecoi l . Ever y t i me t hi s ski l l l evel s, i t deal s 5 ext r a damage. ROAR: The Gi ga Bur st er yel l s wi t h best i al vi gor t owar ds i t ' s opponent s, br i ngi ng t hei r at t ent i on t owar ds i t . CROSS COUNTER: The Gi ga Bur st er ent er s a r eady st ance, and i t ' s ar mor cl ass r ever t s t o zer o. The f i r st opponent t hat hi t s i t wi l l deal f ul l dam age t o t he Gi ga Bur st er . However , t he Gi ga Bur st er wi l l i n r et ur n deal t he exact am ount of dam age i n r et ur n i nst ant l y.
  • 23. GI GA BURSTER SPECI AL ABI LI TI ES: RECUPERATE: The Gi ga Bur st er l eaves com bat f or a m ent and r est s, om heal i ng i t . 1d6 f or t he amount heal ed and anot her 1d6 f or t he am ount of t ur ns. They cannot at t ack or cast any ot her spel l s, but ar e abl e t o dodge and m ove. SABOTAGE: The Gi ga Bur st er l ower s t hei r own Ar m or Cl ass t o r ai se t he chances of t hem bei ng hi t , l ast s f or 1d6 t ur ns.
  • 24. ZET WARRI OR M ast er s of m ee weapon com el bat , Zet W r i or s ut i l i ze ar exper t and pr eci se at t acks t o swi f t l y br i ng down t hei r f oes. Ver sat i l e and agi l e, t hey ar e am ong som e of t he m ost ski l l ed Repl oi ds i n exi st ence. Zet war r i or s ar e super b dam age deal er s, usual l y deal i ng m t i pl e st r i kes i n one t ur n. However , what r eal l y ul m akes t hem st and out i s how t hey can handl e al m ost any si t uat i on wi t h ease. They wor k excel l ent i n gr oups and wor k wel l wi t h ot her Zet W r i or s t oo. ar BONUSES: Can use any m ee weapon. el St ar t s wi t h Dual W el d f eat . i +2 To St r engt h REQUI REMENTS: Can onl y use m ee weapons. el RECCOM ENDED ELEM M ENT( S) : ANY
  • 25. ZET WARRI OR Level Base Atk. Fort. Save Reflex Save Will Save Special Bns. 1 +1 +1 +1 +0 Rekkouha, Shipuu(1) 2 +2 +2 +1 +0 Kuuenbu, 3 +3 +2 +1 +1 Double Strike 4 +4 +3 +2 +2 Tenkuuha 5 +5/+1 +3 +3 +2 Sougenmu 6 +6/+2 +4 +4 +2 Shipuu(2) 7 +7/+3 +4 +4 +3 Triple Strike 8 +8/+4 +5 +5 +3 Combo 9 +9/+5 +5 +5 +4 Dark Hold 10 +10/+6 +6 +6 +4 Shipuu (3)
  • 26. ZET WARRI OR SPECI AL ABI LI TI ES: REKKOUHA: A f ear som AoE at t ack t hat deal s 5d6 Dam e age t o ever yt hi ng ar ound t he Zet W r i or . Can onl y use once per day. ar SHI PUU: An evasi ve st ance t hat r ai ses t he Zet W r i or ' s AC by ar +2 f or a t i m e. Rank 1, 1d3. Rank 2, 1d4, Rank 3, 1d6. Takes a t ur n t o char ge. KUUENBU: The Zet W r i or get s a +6 Bonus t o t he Jum ski l l . ar p DOUBLE STRI KE: The Zet W r i or can at t ack an ext r a t i m wi t h ar e each weapon he has equi pped, but i t t akes of f an ext r a dam age di ce f or t he weapon on t he ext r a hi t . TENKUUHA: The Zet W r i or can char ge ener gy i nt o i t ' s weapon ar f or a t ur n, and t hen have t he opt i on t o bl ock wi t h i t t o r ef l ect a pr oj ect i l e on anot her t ur n i f t hey wi n t he dodge r ol l . Anot her hi t di ce must be r ol l ed t hen f or t he r ef l ect ed at t ack.
  • 27. ZET WARRI OR SPECI AL ABI LI TI ES: SOUGENM U: W l e bei ng caught Fl at - f oot ed, a Zet W r i or m hi ar ay m ake a Ref l ex save and pr event t he dam age. I f successf ul , t he enem at t acki ng t he Zet W r i or wi l l onl y be hi t t i ng an y ar af t er i mage. TRI PLE STRI KE: The sam concept as doubl e st r i ke, except e t he Zet W r i or can hi t t wo m e t i m ar or es af t er t he f i r st st r i ke wi t h t hei r weapons. COM BO: The Zet W r i or can now char ge or use a Speci al ar Abi l i t y af t er an at t ack, excl udi ng Tr i pl e St r i ke. DARK HOLD: The Zet W r i or t ar get s a vi ct i m and f r eezes ar t hem wi t h i t ' s gaze f or 1d4 t ur ns. Takes a t ur n t o char ge.
  • 28. BUSTER I nt ui t i ve and bal anced, Bust er s ar e nat ur al l eader s and can t ake on any bat t l e si t uat i on wi t h t hei r m edi um t o cl ose r ange t act i cs. They can f ul f i l l and r ol l i n com bat , besi des heal i ng and l ong r ange. Tanki ng or DPS, a Bust er wi l l excel i n t he r i ght gr oup, and per f or m wel l even on t hei r own. W ' s uni que hat t o t hem i s t hat t hey can char ge t hei r bodi es wi t h t hei r own ener gi es and deal ext r a dam age. Ar m ed wi t h t hei r t r ust y Ar m Cannon, t he Bust er wi l l do what ever i t t akes t o l ead t hei r gr oup t o vi ct or y. BONUSES: St ar t s wi t h t he Ai m f eat . +1 AC +5 t o HP +2 To Di pl omacy and I nt i m dat e i REQUI REMENTS: Can onl y use Ar m Cannon Weapons RECOM ENDED ELEM M ENT( S) : ANY
  • 29. BUSTER Level Base Atk. Fort. Save Reflex Save Will Save Special Bns. 1 +0 +1 +1 +1 Charge Shot, Heroic Will 2 +1 +2 +2 +2 Enduring Spirit (1) 3 +2 +3 +2 +3 Rescue 4 +3 +3 +3 +3 Motivate (1) 5 +4 +4 +3 +4 Double Buster 6 +5/+1 +4 +4 +4 Enduring Spirit (2) 7 +6/+2 +5 +4 +5 Motivate (2) 8 +7/+3 +5 +5 +5 Enduring Spirit (3) 9 +8/+4 +6 +5 +6 Charge Shot EX 10 +9/+6 +6 +6 +6 Motivate (3)
  • 30. BUSTER SPECI AL ABI LI TI ES: CHARGE SHOT: The Bust er t akes a t ur n t o gat her ener gy i n i t s body, af t er war d, t he next at t ack r ol l per f or med by t he Bust er wi l l deal an ext r a dam age di ce and add a t em por ar y +2 t o At t ack Bonus. HEROI C W LL: The Bust er ' s wi l l i s st r ong and f i er ce, gr ant i ng I i t a +2 boost t o W l l Saves. i ENDURI NG SPI RI T: The Bust er ' s spi r i t i s dur abl e and t enaci ous, cut t i ng 2 Damage f r om r ecei vi ng any hi t , and i ncr easi ng by 2 ever y t i m t he abi l i t y i s l evel ed up. e RESCUE: The Bust er can t hr ow t hem sel ves i nt o har m s way t o ' save a par t y m ber f r om r ecei em vi ng dam age i f t hei r AC f ai l ed t hem The Bust er wi l l i nst ead . r ecei ve t he f ul l am ount of dam age, but gai ns a t em por ar y +5 t o Cr i t f or 1d3 t ur ns. M OTI VATE: The Bust er r al l i es t hei r par t y t o boost t hei r spi r i t s and encour age t hei r vi ct or y. Ever yone i n The Bust er ' s par t y gai ns a t empor ar y +2 t o hi t f or 1d4 t ur ns. Takes 1 t ur n t o char ge. Cannot be r eappl i ed unt i l t he M i vat e r uns i t ' s ot cour se. Adds +2 f or ever y t i m t he abi l i t y i s l evel ed. e
  • 31. BUSTER SPECI AL ABI LI TI ES: DOUBLE BUSTER: The Bust er t akes a t ur n t o gat her hi s ener gi es, appl yi ng an equal am ount of power i nt o i t ' s ot her ar m , al l owi ng i t t o dupl i cat e i t ' s i ni t i al Ar m Cannon f or 1d6 t ur ns. The Char ge Shot and Char ge Shot EX Abi l i t i es appl y t o bot h Ar m Cannons, al l owi ng you t o f i r e m t i pl e char ged shot s ul i n one t ur n. Can onl y be used once per day, as i t t akes a gr eat deal of st r ess on t he user . CHARGE SHOT EX: Thi s Char ge Shot r epl aces t he ol der one. The Char ge Shot i s now m uch m e power f ul and easi er l and hi t s or wi t h, now gr ant i ng 2 ext r a di ce t o t he damage r ol l and i ncr easi ng hi t chance by 5. W hen com ned wi t h Doubl e Bust er , bi M i vat e, and a Rescue, The Bust er can deal and ext r aor di nar y ot am ount of dam age i n one i nst ant .
  • 32. HARMONI ZER Har m oni zer s ar e a uni que f or m of Repl oi d, bor n wi t h a near l y l i m t l ess sour ce of unknown power . The ener gy i l i t er al l y emanat es f r om t hei r body whenever t hey access t hei r pool of m yst er i ous power . W hat i s known of i t however , i s t hat i t can r epl eni sh a wear y Repl oi d com et el y and al so gr ant t hem ext r aor di nar y bat t l e pr owess pl f or a cer t ai n am ount of t i m e. Har moni zer s ar e t he sol e Heal er and Buf f / Debuf f Cl ass, and ar e ext r em y i m el por t ant as t he pl ay an i r r epl aceabl e r ol e on any gr oup. BONUSES: St ar t s wi t h t he Doubl e Char ge f eat . +10 t o HP +2 To Tot al Ar mor Cl ass +5 To Heal and Sur vi val Ski l l s REQUI REMENTS: Cannot use weapons. Bar r i er Devi ce mandat or y. UNABLE TO HAVE AN ELEMENT
  • 33. HARMONI ZER Level Base Atk. Fort. Save Reflex Save Will Save Spells Bns. 1 +0 +3 +1 +3 Restore (1), Fortify, (1) Blind (1) Seraph Form, Paradise Lost 2 +1 +4 +2 +4 Wave of Light (1) 3 +2 +4 +3 +5 Cleanse, Stun (1) 4 +3 +5 +3 +5 Emancipate, Restore (2) 5 +3 +6 +4 +5 Fortify (2) 6 +4 +7 +4 +6 Blind (2) Stun (2) 7 +5 +7 +5 +6 Wave of Light (2) 8 +6/+1 +8 +5 +7 Restore (3) 9 +6/+1 +8 +5 +7 Ascension, Fortify (3), Blind (3) 10 +7/+2 +8 +6 +8 Stun (3), Wave of Light (3)
  • 34. HARMONI ZER SPELLS: RESTORE: The Har m oni zer f ocuses i t ' s ener gi es ont o a si ngl e f r i endl y t ar get , heal i ng t hem f or 3d6 l i f e gai n. Each t i me t hi s spel l l evel s, t he am ount heal ed i ncr eases by an ext r a di ce. FORTI FY: The Har m oni zer encases a f r i endl y t ar get wi t h a myst i c aur a t hat st r engt hens t hei r endur ance. AC i s i ncr eased by 2 f or 1d6 t ur ns. W t h each t i m t hi s spel l l evel s up, t he i e AC bonus i s boost ed by 2. BLI ND: The Har m oni zer ' s eyes shi ne br i ght l y as t hey st ar e at an enem t ar get . I f i t hi t s, t he vi ct i m has a - 2 hi t chance y f or 1d6 t ur ns. Each t i m t hi s spel l l evel s up, t he negat i ve e hi t chance i ncr eases by 2. CLEANSE: The Har m oni zer unbur dens a f r i endl y t ar get of a si ngl e st at us ai l ment , i ncl udi ng st uns. STUN: The Har m oni zer f i r es a bol t of t hei r own r aw ener gy di r ect l y i nt o a enem f oe. I f i t y hi t s, t he enem s body y' st r uggl es t o pr ocess t he power , causi ng t hei r body t o l ock up. They ar e st unned f or 1d3 t ur ns. As t he spel l l evel s up, i t i ncr eases t o 1d4, and t he t hi r d l evel i t i ncr eases t o 1d5.
  • 35. HARMONI ZER SPELLS: SERAPH FORM The ener gi es i nsi de of t he Har m : oni zer t r ansf or m t he bei ng, changi ng t hei r appear ance t o m ch an Ser aph. The at Ser aph i s i ndest r uct i bl e and can use spel l s wi t hout char gi ng t hem Al l heal i ng i s doubl ed and t hey ar e abl e t o f l y. The . t r ansf or m i on l ast s f or 1d6 t ur ns. Can onl y be used once per at day at l evel 1- 4, t wi ce per day at l evel 5- 9, t hr ee t i m es 10- 14 et c. PARADI SE LOST: One coul d not even cl assi f y t hi s as an at t ack. The Ser aph Har m oni zer begi ns t o pul se wi t h unknown ener gy, t hei r eyes shi ni ng a br i ght r ed. Af t er war ds, a m assi ve wave of ener gy i s expel l ed f r om t hei r body, t ar get i ng al l enem es, i except bosses. They ar e not dest r oyed, t hey si m y er ased f r om pl exi st ence. Regar dl ess how m any t ur ns ar e l ef t i n Ser aph For m, t hey wi l l r ever t back t o t hei r nor mal st at e. W AVE OF LI GHT: The Har m oni zer r el eases a wave of ener gy t hat heal s t he ent i r e par t y f or 2d6. Thi s spel l t akes 2 char ges t o use. Each t i m t hi s spel l l evel s, i t adds an ext r a 1d6 t o t he e r ol l . ASCENSI ON: A passi ve abi l i t y t hat gr ant s an ext r a t ur n t o Ser aph For m.
  • 36. MASSI MO W r i or s of pur e m ght and gut s, t he ar i M assi m i s al ways a f ear f ul si ght o whenever one i s seen on t he bat t l ef i el d. Donni ng heavy ar m or and m assi ve t wo handed weapons, t hey pr ef er t o cl eave t hei r way t hr ough any si t uat i on t hey possi bl y can. W l e com onl y seen as hi m m ndl ess br ut es, M i assi mos ar e f i ght i ng geni uses and wi se beyond t hei r year s. They ar e excel l ent t anks, but can DPS i f needed. BONUSES: +2 t o W sdom i +2 t o St r engt h +2 t o Const i t ut i on +2 t o I nt el l i gence - 4 t o Dext er i t y REQUI REMENTS: Must use a t wo handed m ee weapon el Must wear heavy ar mor Cannot move at a speed f ast er t han 20 f eet per t ur n.
  • 37. MASSI MO Level Base Atk. Fort. Save Reflex Save Will Save Special Bns. 1 +1 +2 +1 +1 Kaboom 2 +2 +3 +1 +2 Brace (1) 3 +3 +3 +2 +3 Iron Grip (1) 4 +4 +4 +2 +3 Pulverize (1) 5 +5 +5 +3 +4 Intimidate (1) Brace (2) 6 +6/+1 +5 +3 +4 Iron Grip (2) 7 +7/+2 +6 +4 +4 Pulverize (2) 8 +8/+3 +6 +4 +5 Intimidate (2) 9 +9/+4 +7 +5 +5 Brace (3) Iron Grip (3) 10 +10/+6 +8 +5 +5 Pulverize (3) Intimidate (3)
  • 38. MASSI MO SPECI AL ABI LI TI ES: KABOOM The M : assi m sl am i t o s ' s weapon f i er cel y agai nst t he vi ct i m s ar m , ' or sunder i ng i t t empor ar i l y. 1D6 f or am ount m of AC l ost and 1d4 f or t he am ount of t ur ns i t m l ast s. BRACE: The M assi m br aces i t sl ef , i ncr easi ng hi s o AC by 2 f or 1d6 t ur ns. Each l evel f or t hi s abi l i t y i ncr eases AC gai ned by 2. I RON GRI P: The M assi m Gai ns a +2 Bonus t o o Gr abs, wi t h each t i m t hi s abi l i t y l evel s e i ncr easi ng t he bonus by 2. PULVERI ZE: The M assi m sm o ashes i t ' s vi ct i m wi t h i t ' s weapon, Deal i ng 1d4 dam age per t ur n and Decr easi ng t hei r hi t by 2 f or 1d4 t ur ns. Level 2: 1d5 dam age per t ur n, - 4 Hi t chance f or 1d4 t ur ns. Level 3: 1d6 Dam age per t ur n, - 6 Hi t Chance f or 1d4 t ur ns. I NTI M DATE: The M I assi m st ar es a vi ct i m down, o causi ng i t t o be f ear ed f or 1d4 t ur ns. 1d5 l vl 2, 1d6 l vl 3. `
  • 39. MANCER Hi ghl y i nt el l i gent and m ast er of t hei r own ener gy, t he M ancer f i ght s usi ng var i ous m age- l i ke at t acks usi ng ener gy or t hei r own el em ent . Dependi ng on what t ype of ener gy t he use, depends on what t ype of m ancer t hey ar e cal l ed. Super b DPS. ( Fi r e = Pyr oM ancer , I ce = Cr yoM ancer , Ener gy= Power M ancer et c. ) BONUSES: +4 t o I nt el l i gence St ar t s wi t h Doubl e Char ge Feat St ar t s wi t h Dual Cast Feat +2 t o 1 I nt el l i gence Based Ski l l . REQUI REMENTS: Can onl y wear l i ght ar m . or Can onl y use 1 handed weapons
  • 40. MANCER Level Base Atk. Fort. Save Reflex Save Will Save Special Bns. 1 +1 +0 +1 +2 Surge, Create, Symbiosis Bolt (1), Wave (1) 2 +2 +1 +1 +3 Armor (1) 3 +3 +1 +2 +3 Chain (1) Shock (1) 4 +4 +2 +2 +4 Ailment (1) 5 +5 +2 +3 +4 Unleash , Bolt (2) 6 +6/+1 +3 +4 +5 Wave (2) Armor (2) 7 +7/+2 +3 +4 +6 Chain (2) Shock (2) 8 +8/+3 +4 +5 +7 Ailment (2) Bolt (3) 9 +9/+4 +4 +6 +8 Wave (3) Armor (3) Chain (3) 10 +10/+6 +5 +6 +9 Shock (3) Ailment (3)
  • 41. MANCER SPELLS: SURGE: W henever a M ancer deal s Super Ef f ect i ve dam age, add on ext r a dam age di ce r ol l t o i t . However , t hi s al so backf i r es f or t he weakness as wel l . CREATE: The M ancer can cr eat e t he r aw f or m of hi s or her el ement f or pr act i cal use. SYM OSI S: The M BI ancer gai ns a +2 Bonus t o hi t whenever t hey ar e i n an envi r onm ent t hat cat er s t o t hei r el ement . BOLT: The M ancer f i r es a bol t of hi s or her el ement , deal i ng 1d8 dam age f or l evel one, 2d8 f or l evel t wo, and 3d8 f or l evel t hr ee. W AVE: The M ancer cr eat es a AoE wave of t hei r el ement , deal i ng 1d6 dam age t o ever yone wi t hi n 20 f eet of t he M ancer . 2d6 f or l evel 2, 2d6 f or l evel 3. ARM OR: The M ancer coat s i t sel f i n an ar mor of t hei r el ement , i ncr easi ng AC by 2 f or 1d4 t ur ns. +4 f or 1d4 t ur ns, and +6 f or 1d4 t ur ns.
  • 42. MANCER SPELLS: CHAI N: The M ancer f i r es a bl ast of t hei r el ement t hat deal s 1d6 dam age, t hen i t chai ns t o t wo m e peopl e near by deal i ng or 1d4 dam age. Level 2, 2d6 + 3 1d4s, Level 3 3d6 + 4 1d6s. SHOCK: The M ancer shoot s a cor r odi ng bol t of t hei r el em ent at a t ar get , deal i ng 1d6 dam age f or 1d6 t ur ns. I n addi t i on, any at t ack t hat i s t he same el em ent as t he Shock deal s an ext r a m ni - i cr i t dam age. Level 2, 1d8 dam age f or 1d4 t ur ns, Level 3 2d6 Dam age f or 1d4 t ur ns. AI LM ENT: The M ancer hi nder s a t ar get wi t h t hei r el ement . Last s f or 1d4 t ur ns l evel 1, 1d6 t ur ns l evel 2, and 2d4 t ur ns l evel 3. UNLEASH: The M ancer bur st s wi t h el ement al power , i ncr easi ng hi t by 4 f or 1d6 t ur ns.
  • 43. PHANTOM Decept i ve and sneaky, t he Phant om pr ef er s t o at t ack t hei r enem es when t hei r back i i s t ur ned. They have no honor and onl y wi sh t o end t he f i ght as qui ck as t hey possi bl y can. They ar e f ast and ver y dext er ous, and t hei r cunni ng i s unm ched at on t he bat t l ef i el d. An al most unm ched at deal er of DPS. BONUSES: +2 To Move Si l ent l y and Hi de +2 To Bl uf f - 2 To Const i t i on and St r engt h - 4 To Di pl omacy Requi r ement s: Li ght Ar m , M ee W or el eapoms.
  • 44. PHANTOM Level Base Atk. Fort. Save Reflex Save Will Save Special Bns. 1 +2 +0 +2 +1 Cloak, Backstab, Gouge 2 +3 +1 +3 +1 Eviscerate 3 +4 +1 +3 +2 Prey 4 +5 +2 +4 +3 Hamstring 5 +6 +2 +4 +3 Execute 6 +7/+1 +3 +5 +4 Gouge (2) Eviscerate (2) 7 +8/+2 +3 +6 +4 Prey (2) Hamstring (2) 8 +9/+3 +4 +7 +5 Gouge (3) 9 +10/+4 +4 +8 +5 Eviscerate (3) Prey (3) 10 +11/+6 +5 +9 +6 Hamstring (3)
  • 45. PHANTOM SPECI AL ABI LI TI ES: CLOAK: A Phant om can cl oak i n t he m ddl e of t he bat t l e, i usi ng a Move Si l ent l y and Hi de Ski l l at t he sam t i m t o e e f ool enem es and sneak behi nd t hem Takes a t ur n t o i . char ge. BACKSTAB: The Phant om when deal i ng Fl at - Foot ed dam age, aut om i cal l y act i vat es backst ab, whi ch deal s an ext r a 20 at dam age t o t he at t ack. GOUGE: The Phant om st abs t hei r vi ct i m causi ng 1d6 bl eed , dam age f or 1d4 t ur ns, 1d8 dam age f or 1d4 t ur ns l evel 2, 1d10 dam age f or 1d4 t ur ns l evel 3. Takes a t ur n t o pr epar e. EVI SCERATE: The Phant om causes t he t ar get t o bl eed and l ose f ocus, l ower i ng t he Hi t chance by 2 f or 1d4 t ur ns, by 4 f or 1d4 t ur ns l evel 2, and by 6 f or 1d4 t ur ns l evel 3. PREY: The Phant om gai ns an ext r a +5 t o t o cr i t when t hey choose t hei r t ar get i n Cl oak mode. HAM STRI NG: The Phant om sl ashes t he vi ct i m l egs, s decr easi ng t hei r movem ent t empor ai l y by 10 f eet f or 2 t ur ns, 20 f eet f or 2 t ur ns, and 30 f eet f or 3 t ur ns. EXECUTE: The Phant om can i nst ant l y ki l l any t ar get t hat has l ess t han 10% heal t h i f hi t . Does not wor k on Pl ayer s.
  • 46. RANGER M ksm ar en of t he f i nest cal i ber , Ranger s pr ef er t o deal t hei r dam age f r om a saf e di st ance away, usi ng pr eci se ai m ng and i pr oper posi t i oni ng. They ar e pr of i ci ent wi t h al most any f i r ear m and even bows. They ar e Super i or DPS deal er s and can deal dam age m ost of t he t i m wi t hout even e wor r yi ng about t he possi bi l i t y of even bei ng hi t . BONUSES: +2 t o Dext er i t y St ar t s wi t h Cal l Shot Feat . St ar t s wi t h Ai m Feat Can Dual W el d Pi st ol s i Can Use Sni per Ri f l e Can Use Bow REQUI REMENTS: Can onl y wear Li ght Ar mor Cannot use M ee W el eapons
  • 47. RANGER Level Base Atk. Fort. Save Reflex Save Will Save Special Bns. 1 +1 +1 +2 +1 Target, Hold Breath (1), Dash 2 +2 +1 +3 +1 Focus (1) 3 +3 +2 +3 +2 Examine 4 +4 +2 +4 +3 Hold Breath (2) 5 +5 +3 +4 +3 Focus (2) 6 +6/+1 +3 +5 +4 Crippling Shot (1) 7 +7/+2 +4 +6 +4 Focus (3) 8 +8/+3 +4 +6 +5 Crippling Shot (2) 9 +9/+4 +5 +7 +5 Hold Breath (3) 10 +10/+6 +5 +8 +6 Crippling Shot (3)
  • 48. RANGER SPECI AL ABI LI TI ES: TARGET: The Ranger Takes a t ur n t o choose hi s t ar get car ef ul l y, gi vi ng i t a +4 Chance t o Hi t f or t he Next t ur n. HOLD BREATH: The Ranger hol ds i t ' s br eat h f or 1d4 t ur ns t o get a st eadi er shot , i ncr easi ng cr i t chance by +3. W hen t hi s abi l i t y r eaches l vl 2, 1d6 t ur ns, l vl 3 2d4 t ur ns. DASH: The Ranger can i nst ant l y move 20 f eet f or a qui ck escape f r om har m Cannot use next t ur n. . FOCUS: The Ranger ent er s a st at e of Focus, i n whi ch i t ' s ar m or cl ass i ncr eases by 2 f or 1d4 t ur ns, 4 f or 1d4 t ur ns, 6 f or 1d4 t ur ns. EXAM NE: The Ranger l ocat es a weak spot on a t ar get . I CRI PPLI NG SHOT: The Ranger Takes i t ' s t i m t o f i r e at a e l eg j oi nt , hi nder i ng t hei r movement by 10 f eet at l evel 1, 20 f eet at l evel 2, and 35 f eet at l evel 3. Last s f or 1d6 t ur ns.
  • 49. CUSTOM FEATS Feat s t hat wer e made f or t hi s Campai gn. AI M Gr ant s a +1 t o Ranged At t ack Bonus. : DOUBLE CHARGE: Char ges 2 Spel l s ever yi m you char ge a spel l . e DOUBLE CAST: Can cast 2 Spel l s now per t ur n.