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  • 7/26/2019 Infinite Horizons Issue 3

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    Infinite Horizons Vol 1, Issue #3, Sept 2011

    An Avalon Games Product, All rights reserved, Version 1.0, 2011

    All comments, suggestions and

    contacts can be made at

    Avalon Games,

    [email protected]

    Or visit

    Avalon Games at

    www.avalon-games.com

    Some game design, artwork and layout by Robert Hemminger

    Some art by Image Portfolio Louis Porter, Jr. Design, Robert Hemminger and Sade

    Cover Art by Joe Calkins

    Contents

    Top Ten

    Gaming

    Infinite Futures, Heritage New Adaptoid

    Infinite Futures, New Prestige Classes

    Infinite Futures, New Feats

    Infinite Futures, New Gear

    Generic NPCs for IF

    Space Armada

    Altered Earth Preview

    Strike Legion Scenario

    Fiction

    Leaders

    Comics

    Sorceress

    Artist Spotlight, Ryan Rhodes

    Wired

    Artist Spotlight, Bradley McDevitt

    Dept 13

    Non-FictionProfiling for Writers

    An Analysis of the Larger Trends in Sci-Fi

    Page 2

    Page 3

    Page 5

    Page 12

    Page 13

    Page 15

    Page 18

    Page 30

    Page 49

    Page 54

    Page 67

    Page 73

    Page 78

    Page 84

    Page 87

    Page 92

    Page 95

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    p ten time, this go around we will look at the top ten

    i-Fi movies. Lots to chose from, but these are the ten

    hink rate the best.

    Star Wars. Wow, what can you say, might not have

    en the best made picture even, but to the small mind of

    e kid who watched it the first time in a theater, it blew me

    ay. What, almost 30 years later its still going strong.

    War of the Worlds. This great Sci-Fi from the

    s still stands up today, and is way better the

    m Cruises lame ass remake. The Martians

    r machines are so cool.

    Star Trek II. The best of the Star Trek films,

    was what Star Trek was all about, action,

    venture, and a great bad guy. The best of this

    ovie series of a beloved T.V series.

    Logans Run. Wow, what a cool movies,

    th the runners, the domed city, the ruins of

    ashington, great Sci-Fi fun.

    The Fifth Element. Very European in its look

    d writing, this is a wild Sci-Fi ride, with great action,

    eat characters and some wild effects. Very good time.

    The Andromeda Strain. This original version of this

    ovie is all in the head, very brainy movie. The remake

    s OK, but it just doesnt stand up to the first version.

    till watch it today when it comes on the T.V.

    Planet of the Apes. Ok, its a dog now, but back

    the 70s it was a blast, made a hell of a lot of sequels,

    t the first is still cool. Just dont get me started on

    ahlbergs version; someday someone is going to

    ve to tell him he cant act.

    Aliens. Ok Alien was cool, but James Camerons

    cond try at the move just kicked ass. Space marines

    their best and a ton of alien monsters.

    Terminator, One and Two. Again another Jamesmeron movies, the first was way cool, and the

    cond showed what a great Sci-Fi could do with CGI.

    ow what a ride. While short lived the T.V show

    s kind of cool too.

    . Avatar. Ok, so it did over billion in tickets,

    d its a cool story, but the special effects just

    ew my mind. Its the future of movie

    aking I think.

    Infinite Horizon

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    New!"#$%&'"By David Caffee

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    (*)+%'6) >-#++)+C+?#+#,' Q&,&5'$ #$ 2+ '9'5:#// I2+: *; T

    t Die:d4

    ction Points:The nueromancer gains a number of action points equal to 6 + character level (rounded down) at first

    vel and every time he takes a level in this class.

    ass Skills

    e nueromancer's class skills and their related abilities are: Appraise (Int), Bluff (Cha), Computer Use (Int),

    plomacy (Chr), Disable Device (Dex), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Knowledge (any) (Int),

    nse Motive (Wis), Perception (Wis).

    Skill Points at 1st Level:(10 + Int modifier) x 4

    Skill points at each additional level:10 + Int modifier

    Infinite Horizo

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    lass Features

    ll of the following are the class features of the

    ueromancer.

    Weapon and Armor Proficiency: A nueromancer is

    oficient with simple weapons, one personal firearm of

    hoice and light armor.

    erfect Memory:The nueromancer has the ability to recall

    ecise details, faces, and even long sequences of numbers

    ith unerring accuracy. The nueromancer automatically

    asses any skill check that involves nothing but memory or

    athematics. He can also choose to take 10 on any

    nowledge check as a full round action. This ability does

    ot give the nueromancer the ability to make untrained

    nowledge checks.

    nhanced Senses: At 2nd level the nueromancer gains a

    us +2 bonus on all Listen, Search and Spot checks due to

    e enhancement of his visual and auditory cortexes.

    bility Boost:At 3rd level the neuromancer learns to

    mporarily boost his physical abilities by allowing his

    mplants to take partial control of his body. Using this

    bility he gains 2d4 temporary points of Dexterity for ten

    inutes. The nueromancer can use this ability once per

    ay at level three and gains an additional usage per day atvels 6 and 9. At level 4 the nueromancer also gains a +2

    onus to his Constitution score whenever he uses his boost.

    t level 7 he gains +2 Strength and at level 10 the

    haracter gains 3d4 points of temporary Dexterity and the

    creases to Constitution and Strength are increased +4.

    ight Vision:At 3rd level the nueromancer gains night

    sion. He can see extremely well in low light conditions.

    is range of vision is twice that of other humans in poor

    ghting and he retains the ability to distinguish detail under

    uch conditions.

    Telepathy: Beginning at 4th level the nueromancer

    gains the ability to uses a small number of telepathic

    abilities. Nueromancer bonus abilities are based onIntelligence, and saving throws against these abilitie

    have a difficulty class of 10 + ability level +

    Intelligence Modifier. When a nueromancer gets 0

    powers at a given level, the nueromancer gets only

    bonus powers. The nueromancer can learn any

    telepathic power.

    Healing Surge:At 4th level the nueromancer gains

    the ability to heal himself with a concentrated effort

    Each use of healing surge is a full round action that

    restores 1d8 hit points to the nueromancer. He can uthis ability a number of times per day as he has poin

    of Intelligence bonus. At 7h level the healing surge

    restores 2d8 points of damage. The amount of dama

    healed increases to 4d8 at 10th level and 4d8 at 20th

    level.

    Telepathic Resistance:Starting at 2nd level the

    nueromancer's implants begin to shield him from

    unwanted telepathic contact. At level 6 the nuero-

    mancer gains a +2 bonus to all saving throws agains

    telepathy.

    Emotional Control:At 5th level the nueromancer

    gains the ability to temporarily suppress all emotion

    This effect lasts for one minute per point of Intelli-

    gence bonus. While the emotional control is in effec

    the nueromancer gains a +4 bonus on any saving

    throw against fear and a +4 to level checks used to

    resist the Intimidation skill.

    )7)- A#+) !%%#1B C&*% 5)D E'-- 3)D),+) A&,8+ 4$)1'#-

    SV SV SU SU SV Perfect memory

    SZ SV S[ S[ SZ Enhanced senses, Telepathic resistance +2

    SZ SV S[ S[ SZ Ability boost x1 per day, night vision+1

    SU SZ ST ST SZ Healing surge 1d8, Telepathy

    \U SZ ST ST SU Emotional control

    S[ SZ SW SW SU Ability boost x2 per day, Telepathic resistance +4

    S[ SU SW SW SU Healing surge 2d8

    ST SU S] S] S[ Pain tolerance+4

    ST SU S] S] S[ Ability boost x3 per day

    O SW S[ S^ S^ S[ Telepathic immunity, healing surge 4d8

    Infinite Horizo

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    ain Tolerance:At 8th level the nueromancer learns to completely ignore the sensation of pain. This renders him

    mmune to torture and telepathic affects involving pain. From this point on the nueromancer gets to double his

    onstitution modifier for the purpose of gaining hit points.

    elepathic Immunity:At 10th level the nueromancer can automatically resist any unwanted telepathic contact with h

    ind.

    oodline Restriction: Symbiotes cannot become nueromancers. The nanotech lifeforms inside a symbiote's body

    stinctively breakdown any foreign object that enters the body. The advanced materials used in nueromancer implan

    e particularly tempting to them as the collective can recycle these parts to construct offspring.

    Obeah DoctorBy David Caffee

    An obeah doctor is a dedicated healer who uses a

    ombination of telepathy, natural medicine and

    echnology to aid those in need. These wandering

    medicine men go wherever they feel that they are

    eeded most. Obeah doctors airdrop into frozenmountain passes and traverse endless deserts in order

    o bring care to others. They travel to combat zones

    nd treat all in need, warring parties and civilians

    like. The creed of the obeah orders will not allow

    rtificial boundaries or the hatreds of others to

    revent them from delivering medical care to others.

    Obeah doctors do not accept payment from their

    atients and the orders support their hospital schools

    trictly through anonymous donations. An obeah

    octor in the field can expect to receive at least

    minimal logistical support from any hospital schoolun by his order. Different orders commonly help

    ach other by sharing medical supplies as well.

    Obeah doctors are highly respected on some planets

    or their courage and selflessness. However their

    ndependence and sense of ethical responsibility have

    aused some planetary governments to order all

    beah shot on sight. Obeah hospitals have been

    stablished on many worlds to provide regular

    medical care to anyone can reach them. Obeah

    octors are sent roaming far and wide in a quest toring healing to those who do not have access to

    hese hospitals. The obeah tend to congregate in

    isaster areas, war zones and frontier colonies.

    he obeah are trained to be adaptable, tough minded

    nd in control their darker natures. What separates

    n obeah doctor from a normal telepath is a carefully

    urtured sense of inner peace and emotional clarity.

    he obeah doctor uses his telepathic potential to

    hannel pure compassion into another person and

    eal him or her with a touch. Infinite Horizo

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    haracteristics:The obeah doctor is proficient with

    ny one lethal weapon and any two non-lethal

    eapons of choice. He is proficient with light and

    medium armor as well. The obeah doctor is a

    lepath who develops the ability to heal others with a

    uch. He enhances this ability with a variety of

    aditional medical skills. All members of the obeah

    rders practice a defensive martial art, which is

    nown simply as The Way. This training combined

    ith their intimate knowledge of human anatomylows them to deliver extra damage with non-lethal

    tacks. An obeah doctor knows exactly how to

    capacitate a foe without causing serious harm.

    Background:It is a rare person who can become an

    beah doctor. Very few people are driven to pursue

    is life of sacrifice and charity to others. Fewer still

    ossess the combination of telepathic potential,

    telligence, physical fitness and emotional balance

    at is required to complete obeah doctor training. All

    members of the obeah orders undertake the sameaining, though most will reach a certain stage and

    ot be able to advance. Those who have not

    ompleted training serve the order according to their

    lents, either as support staff, medical practitioners,

    lepathic healers or herbalists. In order to qualify as

    full-fledged obeah doctor a person must demon-

    rate mastery of the healing touch as well as a host

    f medical and survival skills, including martial arts

    aining and basic combat training.

    GAME RULE INFORMATION

    Hit Die: d6

    Class Skills

    The obeah doctor's class skills and their related

    abilities are; Climb (Str), Craft (any), Diplomacy

    (Cha), Knowledge (any) (Int), Perception (Wis),

    Survival (Wis), Swim (Str).

    Skill Points at 1st Level:(4 + Int modifier) x 4

    Skill points at each additional level:4 + Intmodifier

    7)- A#+) !%%#1B C&*% 5)D E'-- 3)D),+) A&,8+ 4$)1'#-

    SV SU SU SU SZ Healing touch, improved unarmed strike, non-lethal damage

    SZ S[ S[ S[ SZ Psych training +4

    SU S[ S[ S[ SU Treat disease

    SU ST ST ST SU Improved trip

    S[ ST ST ST S[ Non-lethal damage +2d6, surgery

    S[ SW SW SW S[ Psych training +8

    ST SW SW SW ST Improved disarm

    ST S] S] S] ST Restore ability damage, Non-lethal damage +4d6

    SW S] S] S] SW Paralizing strikeSW S^ S^ S^ SW Non-lethal damage +5d6, Deflect Missiles

    Infinite Horizo

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    lass Features

    ll of the following are the class features of the

    beah doctor.

    eapon and Armor Proficiency: An obeah doctor is

    oficient with one lethal weapon and two non-lethal

    eapons of choice. The obeah doctor is proficient

    ith all light and medium armor as well.

    elepathy: Beginning at 1st level the obeah doctor

    ins the ability to uses a small number of telepathic

    ilities. Obeah doctor bonus abilities are based on

    isdom and saving throws against these abilities

    ve a difficulty class of 10 + ability level + Wisdom

    odifier. When an obeah doctor gets 0 powers at a

    ven level, the obeah doctor gets only bonus powers.

    beah doctors can only learn powers from a limited

    t because they cannot learn telepathic powers that

    e overly aggressive or cause severe harm to the

    rget.

    ealing Touch:An obeah doctor can telepathicallynk himself to another person's body and greatly

    celerate the natural healing process. Each use of

    aling touch restores 2d8+2 hp/level (max +10). An

    beah doctor can use the healing touch a number of

    mes per day equal to his Wisdom modifier plus his

    beah doctor level. If he attempts to use the healing

    uch after this allotment has been expended then the

    bject will be healed as normal. However, the

    beah doctor will take 2d8 points of non-lethal

    mage from mentally overexerting himself.

    ode of Conduct:The obeah doctor's code of

    nduct is not a set of rules that are enforced by some

    thority. Nor is it an arbitrary creed followed out of

    adition. It is a guide designed to help rid oneself of

    lfish emotions like anger, fear and greed. Obeah

    octors gain their healing touch through the power of

    is emotional purity. Committing actions that are

    ainst the spirit of the code can cause the obeah

    octor to lose his inner equilibrium and temporarily

    ny him the ability to use the healing touch. An

    beah doctor who attempts to use his healing powerhile in this state of emotional turmoil will suffer the

    me side effects as an obeah doctor who attempts

    e healing touch after his daily allotment is up.

    The exact wording of the obeah code varies from

    school to school but its purpose is always the same.

    The code instructs one on how to live a life without

    malice towards others. Below is one of the more

    common versions;

    1. Think nothing of yourself when others are in need.

    2. Never use violence for any reason other than to

    protect life. It is always better to take a punch than to

    throw one. It is always better to stun rather than

    wound and better to wound rather than kill.

    3. Do not deceive others for selfish reasons.

    4. Treat all others with respect and kindness. It is

    not your place to judge who is deserving of

    compassion and who is not.

    5. Do not dwell on negative emotions.

    Violating the code:Committing minor infractions

    against the spirit of the code will cause an obeah

    doctor to slip into a state of inner turmoil and

    uncertainty. Guilt, anger and other negative emotions

    taint the obeah doctor's inner tranquility and preventhim from using the healing touch. The obeah doctor

    can relieve himself of this burden and restore the use

    of his healing touch with a day of reflection and

    meditation. Minor infractions include things like

    using violence for a reason other than personal

    defense, killing someone in self-defense or acting

    vindictively against others.

    Major deviations from the spirit of the code would

    include things like killing for a reason other than

    personal defense, participating in or abiding bytorture or denying aid to a mortally injured person.

    Such an act of deliberate cruelty would shatter an

    obeah doctor's emotional world. Regaining the use

    of his healing touch would require the obeah doctor

    to spend a full year meditating and seeking

    knowledge of self.

    Improved Unarmed Strike:At 1st level the obeah

    doctor gains the ability to make unarmed attacks

    against an armed opponent without drawing an attack

    of opportunity.

    Bonus Nonlethal Damage: Obeah doctors are stu-

    dents of the fighting arts as well as healers. At 1st

    level the obeah doctor does an additional 1d6 points

    of nonlethal damage whenever he successfully makes

    a nonlethal attack. This additional damage increases

    by another +1d6 at levels 5, 8 and 10.

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    Psych Training:An obeah doctor is trained in a wide

    range of medical fields, including psychology. This

    familiarity with the workings of the human mind

    gives them an edge when using telepathy. At 2nd

    level the obeah doctor gets a +4 increase to the DC of

    saving throws to resist his telepathic abilities. At 6th

    level this bonus increases to +8.

    Treat Disease: At 3rd level the obeah doctor gains the

    ability to quickly reverse the ill effects of biohazards.

    Anyone under the care of an obeah doctor with this

    ability will not suffer secondary damage from any

    kind of biohazard.

    Improved Trip:At 4th level the obeah doctor gains

    Improved Trip as a virtual feat. He gains this feat

    regardless of whether or not he meets the prerequisites

    for it.

    Surgery:At 5th level the obeah doctor gains Surgery

    as a virtual feat.

    Improved Disarm:At 7th level the obeah doctor

    gains improved disarm as a virtual feat.

    Restore Ability Damage:At 8th level the obeah

    doctor can use the healing touch to restore ability

    damage. Restoring ability damage this way counts as

    one of the obeah doctor's uses of healing touch for

    that day. Instead of restoring hit points, this healing

    touch will restore 1d4 points of permanent ability

    drain or 2d4 points of temporary ability damage.

    Deflect Missiles:At 10th level the obeah doctor

    develops the ability to deflect any type of thrown

    weapon or primitive projectile. Once per round the

    obeah doctor can attempt a reflex save (DC 15) in

    order to negate a successful attack from a thrown

    weapon or primitive projectile. The obeah doctor can

    attempt to deflect projectiles and energy weapons with

    a force shield only if he is proficient with it.

    Paralyzing Strike:An experienced obeah doctor

    learns to incorporate telepathy into his martial arts. At

    9th level he can deliver telepathic signals directly into

    an opponents nerves during an attack. The obeah

    doctor can use this ability once per round. An obeah

    doctor can use his paralyzing strike a number of times

    per day equal to his his obeah doctor level. The obeah

    doctor must declare that he is using a paralyzing strike

    before making the attack roll. A failed roll ruins the

    attempt. A foe struck by this attack must make a

    Fortitude saving throw (DC 10 + obeah doctor level +

    Wisdom modifier.), a failed save means target is

    completely immobilized for 2d6 minutes.

    Multiclass Restriction:An obeah doctor who takes

    levels in any class other than guardian, master scholar

    or telepath cannot ever again advance in level as an

    obeah doctor. The character's use of the healing touch

    is not affected as long as he continues following the

    obeah code of conduct.

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    !"# %&'&(# )* +,-

    Available

    now at

    RPGNow, E-23, Pazio

    and othergreat online stores.

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    P)Q C)#%+By David Caffee

    Everyone loves feats, they often define what a

    character is and what they can do. Here are three

    new Feats for your game

    Peaceful Warrior*

    Prerequisites:Wis 15+, obeah doctor level 8

    Benefit:An obeah doctor with this feat retains his emotional balance when he kills in defense of life.

    Normal:An obeah doctor must meditate for one day to regain inner tranquility if he kills in self-defense.

    Special:This feat does not prevent the loss of emotional balance caused by acts of deliberate cruelty.

    Righteous Anger*

    Prerequisites:Wis 15+, obeah doctor level 4

    Benefit:An obeah doctor with this feat is not penalized if moves in anger against people who have

    committed great atrocities out of malice or callousness. He retains his emotional balance even if he does

    nothing to avoid conflict with said parties.Normal:An obeah doctor must meditate for one day to regain inner tranquility if he uses violence for any

    reason other than pure self-defense.

    Special:This feat does not prevent the loss of emotional balance caused by acts of deliberate cruelty.

    Trigger Sense*

    You are in tune with your opponent and can sense the moment right before he pulls the trigger, making

    you harder to hit.

    Prerequisite:Dex 15+, Dodge

    Benefit: You gain a +2 bonus to Defense against all ranged attacks. You lose this bonus whenever you

    are deprived of your Dex bonus due to being caught flat-footed or surprised.

    4%)#R (&Q)*)" E#* Q'%0 #6*)#% B'% S#+0',6 +.+%)R

    Infinite Horizo

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    P)Q T)#*By David Caffee

    You have to have a good gun if you are going to survive thehigh tech battles of the future. Here are three new guns for

    your Infinite Futures games.

    Net Launcher

    This less-than-lethal weapon is designed to

    ncapacitate rather than kill. It uses compressed air to

    fire a net-capsule at the target. As the capsule breaks

    apart the pieces of its outer shell become the weightedends of the net. The net itself is formed of extremely

    hin strands held together in a loose weave. When the

    net hits the target, he or she must make a successful

    Reflex saving throw (DC 15) in order to avoid being

    entangled. An entangled character takes 1d4 damage

    as the strands of the net constrict and cut into his or

    her flesh. The character's movement rate is cut in half

    and he or she takes a -6 penalty on all skill checks and

    attack rolls. A character who is entangled by two or

    more nets is immobilized. Escaping from one net

    equires an Escape Artist check (DC 16), each addi-ional net adds +4 to the DC.

    Smart Rifle

    This smart weapon fires a salvo of guided rockets that

    are programmed by smart sensors mounted on the

    ifle's frame. These smart rounds are larger than the

    ones employed in smart pistols and explode with

    much greater force.

    A smart rifle has all of the same benefits as a smart

    pistol including lock-on and seeker modes of firing.To lock on to a target, a character must use an attack

    action and make an attack roll as normal. If the attack

    oll fails then the weapon fails to get a clear fix on the

    arget and will not fire. If successful, the character

    can choose to fire the weapon at any time by using a

    free action. Once fired, the smart round will strike the

    arget it has locked on to, even if that means flying

    around obstacles. A character can lock on to as many

    as five targets in succession and they will remain

    locked as long as they are within maximum range.

    The smart rifle can fire in three round bursts but it can

    only target one character per attack, meaning that a

    character with the Burst Fire feat can deal and

    additional +2 dice of damage to a single target but

    cannot fire three rounds at separate targets.

    To use the smart rifle in seeker mode, the character

    simply chooses a direction and the smart round will

    randomly select a target within a 45-degree cone. It

    makes its attack with a +15 bonus. If the character is

    not proficient with this weapon then the -4 penalty

    still applies.

    Thunder Striker

    A powerful sonic weapon that operates by creating a

    loud explosion inside of a reflection chamber that is

    surrounded by vacuum. This set up forces the

    soundwave to take a semi-coherent form as it leaves

    the chamber. Stunners lose effectiveness at range as

    the sonic beam loses focus. It does 3d4 nonlethal

    damage to a target in the first range increment, 2d4

    nonlethal damage to a target in the second range

    increment and 1d4 nonlethal damage to anyone in a

    five foot wide path beyond that out to maximum

    range.

    Sonic bolts rattle the insides of their targets. Anyone

    who takes damage from this weapon must make a

    successful Fortitude save (DC 15) or suffer from

    severe abdominal discomfort that incapacitates him or

    her for 2d4 rounds. Those who succumb to this effect

    may also experience violent upsets in their digestive

    systems, including vomiting and diarrhea.

    A thunder striker can be used to create a sonic wave

    that covers a 45-degree cone and extends to 60 feet.

    Anyone caught in this sonic wave is affected by the

    crippling effects described above. The DC of the

    Fortitude saving throw is reduced to 12.

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    eapon

    t Launcher

    mart Rifle

    under Striker

    Damage

    **

    4d6

    **

    CriticalDamage

    --

    X2

    X2

    Range Increment

    30 ft.

    100 ft.

    20 ft.

    Rate of Fire

    S

    S, A

    S

    Capacity

    8

    12

    50

    Size

    Med

    Large

    Large

    Weight

    5 lbs.

    9 lbs.

    8 lbs.

    Cost

    500

    2000

    600

    Restrictio

    Licensed

    Military

    --

    Net Gun

    Smart Rifle

    Thunder Striker

    Infinite Horizo

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    T),)*'1 P(>+ C&* =,U','%) C8%8*)+By Michael McNeill

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    Book Two

    978-0-9796901-5-0

    Book One

    978-0-9796901-9-8

    Lets You Have It With Both Barrels!

    DDARKARK QQUESTUEST BBOOKSOOKS

    WWWWWW..DARKQUESTBOOKSDARKQUESTBOOKS ..COMCOM

    Book Three

    978-0-9830993-5-2

    Series features stories by science fiction greats such as:

    Jack Campbell/John G. Hemry, Jack McDevitt, John C. Wright, Brenda Cooper,

    Bud Sparhawk, Charles E. Gannon, Lisanne Norman, Lawrence M. Schoen, Maria V.

    Snyder, Deborah Teramis Christian, Andy Remic, Lee C. Hillman, Jonathan Maberry,

    Judi Fleming, Danielle Ackley-McPhail, Patrick Thomas, Phoebe Wray, James Chambers,

    Jeffrey Lyman, S.A. Bolich, James Daniel Ross, Nancy Jane Moore, Tony Ruggiero,

    Ann Wilkes, Kimberley Long-Ewing, Robert E. Waters, Jennifer Brozek, Laurie Gailunas,Jeff Young, and C.J. Henderson

    Iits easy to imagine yourself at the off-base bar on a deep-space transfer station,

    overhearing the tales of passing space marines, naval officers, and assorted other soldiers.

    If you enjoy a well-told story in the military SF genre, this is the book for you.

    Don Sakers, Analog

    Introducing Books Three and Four in the Award-Winning

    Defending the Future Anthology Series

    Book Four

    978-1-937051-02-0

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    Ensign Jones grabbed a handrail as the Federation missile slammed into the aft hull. The explosion rocked

    the ship, shaking it like some small child playing with a toy.

    Damn, he thought as he pulled himself along the passage tube. Another hit like that and we might not

    survive this engagement. With the gravity turned off for battle stations, Jones found it hard to reach his

    station. Still, he managed to make his way down the tube towards the beam weapon controls. The captain

    wanted to make a quick pass on the Federation Carrier before it could launch all of its fighters. Jones

    thought it was a suicide run at best but the captain had been lucky so far and she might just pull it off.

    Might, Jones thought as the next missile hit home

    This is Space Armada, another great Mini-Game from Avalon Games. Across our solar system, in the distant

    future, two mighty space fleets battle. The imperialistic Federation means to bring the whole of the system

    under their sway. Meanwhile, the Colonial Fleets, a coalition of small, independent fleets in their own

    rights, have banded together to stop this move by the Federation. The fate of the human race now lies in

    your hands as you command one of those fleets. Will the Federation bring law and order to the solar system,

    or will the independent colonies and mining outposts remain free?

    Space Armada is a fast past game of space fleet battles waged across the solar system. Players will need to

    be decisive in their game play, all the while trying to protect their fleets ships,

    waiting for the right moment to strike.

    An Avalon Games Product, All rights reserved, Version 3.0, 2011

    All comments, suggestions and contacts can be made to

    Avalon Games Company, [email protected]

    Or visit

    Avalon Games at

    www.avalon-games.comGame design, artwork and layout by Robert Hemminger

    Edited by Jeff Brewer

    mailto:[email protected]://www.avalon-games.com/http://www.avalon-games.com/http://www.avalon-games.com/mailto:[email protected]:[email protected]
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    Contents

    Introduction Page 2

    Game Construction Page 2

    Getting Started Page 3

    Players Forces Page 3

    Players Hands Page 3

    System Cards Page 3

    Patrol Zone Page 4

    Turn Order Page 4

    Special Counters Page 4

    Fighter Units Page 5

    Battles Page 5

    Winning the Game Page 7

    Multi-Player Games Page 7

    Introduction

    Space Armada is a space fleet battle system,

    both expandable and easy to play. This rule set

    covers the Federation and Colony forces, as

    well as the basic rules for playing the game.Everything you will need to play is included,

    as well as rules for multi-player sessions.

    Game Construction

    You will need to construct the game

    components. For the most part, the amount of

    time and extra expense you will put into the

    games construction is up to you. The simplest

    method is to print out all the parts, cut them

    out, and start playing. Paper pieces are a bitdifficult to deal with though, so if you intend

    to play Space Armada often, and we hope you

    do, then you may want to invest a bit of time

    and effort in making your game components

    more durable and reusable.

    You should print up five pages of the cards,

    for 30 cards total.

    Suggestions on Components

    Construction and Printing

    First off, if you want to spend the money, buysome good quality paper. Use this to print out

    the various components and counters. High end

    paper will give you a better quality image and,

    if you set your printer to its highest quality

    setting, you should get a nice set of counters

    and cards. Next, get your hands on some spray

    glue (available at most craft stores and office

    supply stores). Use this to mount the

    components onto thick card stock or chipboard.

    This will make the parts easier to pick up anduse, which generally creates a better overall

    experience. Should you wish, you can protect

    your many pieces with clear self-adhesive

    lamination sheets (again available at most office

    supply stores).

    Pag

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    Getting Started

    Both players should pick a fleet. Both players

    should then roll a d10, with the highest roll

    going first.

    Each player takes their fleet and flips the

    counters upside down (except for the fighter

    counters, which are placed to the side for

    now). The counters are then shuffled. This is

    your Fleet. Players may, if they wish, place

    their counters in a cup or a bag of some sort

    instead of laying them on the table.

    The System deck should be shuffled at this

    time, and placed between the players.

    Each player draws five counters from their

    Fleet, without looking at them or showing

    them to their opponent. These counters are the

    players starting hands.

    Space Armada is played in turns, with each

    player taking a turn pulling a new System card

    and battling over its control. This continuesuntil the game is won (or in multi-players

    games, if a draw is declared).

    Players Forces

    Each player has a Fleet to use. This Fleet holds

    all the available counters that the player may

    use during the game. A player may not use

    counters from another Fleet, nor add to the

    Fleet they are playing during the game.

    When a ship is destroyed in battle, it isreturned to the Fleet, ready to be drawn again

    for later use.

    Players Hands

    Each turn, players will draw new counters and

    add them to their hand. Players may discard

    unwanted counters. A player may have no

    more then seven counters in their hand at any

    one time. If, at any time, a player has more

    then seven counters, the opposing player may

    pick, at random, enough counters from the

    players hand to return to the Fleet, to reduce

    the hand to seven counters.

    System Cards

    The game of Space Armada involves the

    collection of System cards. The first player to

    collect ten System cards is the winner of the

    game. Therefore, each time a new System cardis brought into play, the players will battle for

    its control.

    There are six types of System cards, each

    showing a different area of the solar system

    that the fleets are battling over.

    When a player takes control of a System card,

    the card should be placed next to that player,

    showing it is now under their control.

    Once a System card has been awarded, itcannot be lost, traded or stolen

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    Patrol Zone

    All ships have a set patrol zone, as shown on each System card by the ship type icon at the bottom

    of the card. Ships that are used while in their patrol zone may gain bonuses to their combat rolls or

    some other benefit.

    Only those units that are in the patrol zone of the card in play may be used in a battle. Some ships,however, can be played if you control a set number and/or type of System card(s), as shown below.

    Deployment Chart

    Ship Type Patrol Zone System Cards Held Battle Bonuses

    Corvette Any - +1 to hit if Capital Ship is in the battle

    Frigate Outer System Any if you hold two Outer System cards +1 to hit if in Outer System

    Destroyer Asteroid Belt Any if you hold three Asteroid Belt cards +1 to hit if in Asteroid Belt

    Carrier Gas Giant Any if you hold three Gas Giant cards +1 to hit if in Gas Giant or in Earth orbit

    Battleship Inner Planets Any if you hold three Inner Planets Cards +1 to hits that can be taken if in the

    Inner Planets or in Earth Orbit

    Capital Ship Earth Orbit Any if you hold any five cards +1 to hits that can be taken if in Earth Orbit

    Turn Order

    Each turn, a player conducts a set number of

    actions, as given below.

    A. Draw System Card: The player draws a

    new System card and places it between the

    two players.

    B. Draw New Forces: A player may, if theywish (and if they have room within their hand)

    draw up to two counters from their Fleet.

    These two counters are drawn at random and

    placed into the players hand for later use.

    * Note: You may have no more then seven

    counters in your hand at any one time.

    C. Declare War: You may try to take control

    of the currently active System card in play.

    Place whatever force you wish from your hand

    in front of you, within the restrictions listed in

    the Deployment Chart, above. The opposing

    player may then try to meet this fleet in battle

    by placing their own fleet in the same manner

    or just let you take the card unopposed.

    The winner of the battle places the System

    card with other System cards they have won.

    D. Discard Counter: The last action a player

    may take in their turn is to discard one counter

    from their hand, returning it to their Fleet

    (this is optional).

    Special Counters

    Some counters are not ships but rather specialcounters that may be used in a battle. To use a

    special counter, simply place it on top of the

    ship that is to use it. There are no restrictions

    on which ships can use special counters, other

    than a single ship cannot have more than one

    special counter active on it at any one time.

    Once a special counter has been used, it is

    returned to the players hand and may not be

    used again that battle.

    Special Counter Effects

    Damage Control:The ships systems are well

    protected and active crews repair the damage

    it has taken in battle. Once during a battle, the

    ship may ignore the effects of any one hit it

    has taken in the current battle round.

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    Force Shields:Once during a battle the ship

    may activate its force screens and deflect an

    incoming attack. You may activate this counter

    and shift the damage this ship has taken onto

    another ship within your fleet.

    Nuclear Warhead:Any missile- or

    torpedo-armed ship may have this counter

    played on it. When a missile or torpedo attack

    is made, but before the roll to hit is conducted,

    declare the attack to be nuclear and remove the

    nuclear warhead counter from the battle. Make

    the attack as normal. If the attack hits, the

    damage is 1d10 hits on that ship and one hit on

    all other ships in that fleet. If the attack does

    not hit, then all ships in that fleet (including

    the targeted ship) take one hit, but no further

    damage is done.

    Fighter Units

    Fighter units are neither placed in your Fleet

    nor drawn. Instead, any ship that can carry a

    fighter squad, as so noted on its counter, may

    deploy them at the start of any battle round.

    Those ships that can carry fighter squads may

    launch one or all of those fighter units when

    the ship is active. Fighters are then placed onthe target ship they are attacking.

    When the fighters get to attack, each active

    fighter counter deals on hit of damage

    (without having to roll to hit) on the target

    ship it is attacking. After the fighter counter

    has made its attack, set the fighter counter

    aside until the next time it is deployed.

    Fighters get to do a little bit of damage,

    applied where you want it, but then are lost forthe rest of the turn.

    Battles

    To conduct a battle, follow the guidelines

    below.

    1. Both players lay out which ships they will

    be using in the engagement. A player mayplace up to seven ships from their hand in a

    battle. To be able to send a ship into battle,

    said ship must either be in its patrol zone for

    the current System card in play, or be playable

    due to System cards you hold. A ship can only

    count those System cards that the player

    currently holds.

    2. Each player will then make an attack roll

    with each of their ships, in a set order. Damage

    done is recorded, and the battle continues until

    one side flees or is destroyed.

    3. To make an attack, roll 1d10, adding the

    ships Combat skill to the roll and any other

    modifiers that apply. A hit is scored if the total

    roll is a 10+.

    * Note: Regardless of modifiers, if a natural 1

    is rolled, an attack always misses, and a

    natural 10 will always hit.

    4. If a hit is scored, the player attacked applies

    one hit of damage to any one ship of their

    choice within their fleet. Thus, while the

    attacker gets to pick which ship attacks, the

    defender gets to pick which ship is damaged.

    5. If a ship takes more hits than it has in

    Combat, it is destroyed.

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    6. When a ship gets to attack is determined by

    the type of attack made, as shown below. If

    both sides are making attacks of the same

    type, the aggressor attacks first.

    1. Launch Fighters and place their counters on

    the ship(s) each fighter will attack.

    2. The first round of attacks are made by ships

    with Missile weapons.

    3. The second round of attacks are made by

    those ships with Beam weapons.

    4. The third round of attacks are made by

    those ships with Torpedoes.

    5. The fourth, and final, round of attacks aremade by Fighters.

    * Note: Unlike other attacks, Fighters may

    pick which ship they will apply damage to.

    Thus, while they may go last, they get to pick

    who they will hurt.

    Each player will make their attacks in this

    order, with the aggressor (the player whose

    turn it currently is) rolling his or her attacks

    first, then the defending player making their

    attacks. Once both have conducted their

    attacks rolls for that type of attack, move on tothe next stage of attack, until all attack rounds

    are completed.

    After all ships that are still active have made

    an attack, start the next battle round, beginning

    with missiles and moving down the list.

    Ship Counters

    M Missile Attacks

    B Beam Weapon Attacks

    T Torpedo Attacks

    F Fighter Squads and their number

    * Note: Some ships can make more than one

    attack in a battle round, as shown on the

    counters. Multi-Attack ships total all their

    combat scores for the total hits it can take.

    Combat and hits

    that can be taken

    !""#$% '()*

    Fighters and

    Number of

    counters

    M Missile Attacks

    B Bean Weapon Attacks

    T Torpedo Attacks

    F Fighter Squads and their

    number

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    Examples of Battle

    Paul and Roger are entering into a battle. Paul

    has three Corvettes while Roger has a single

    Battleship. Paul is the aggressor but he has no

    fighters to launch (the first action taken in abattle round) so Roger gets to go first. Roger

    launches his single Fighter unit and places a

    fighter counter on one of Pauls Corvettes.

    Then, even though Paul is the aggressor,

    Roger gets to use his Missile weapons as they

    go before Pauls Beam weapons. Roger makes

    a Missile weapon attack, rolling 1d10 and

    adding 3 to the roll. He ends up with a total of

    6, and the attack misses.

    Paul finally gets to go, rolling once for each ofhis three ships with Beam weapons. He ends

    up scoring two hits, doing 2 points of damage,

    which Roger applies to his Battleship. Roger

    goes next and misses with his own Beam

    attack.

    Now Roger gets to attack with his single

    Fighter. He does a single point of damage to

    one of Pauls ships and then sets the fighter

    counter aside, its work done.

    This ends the battle round and a new one

    starts, with each player going through the

    sequence again.

    Ending a Battle

    A battle ends in one of two ways:

    1. One side is destroyed.

    2. One side flees the battle. When a Player flees

    the battle, the other player may make one free

    missile attack with any ship capable of doing so.

    Damage done is applied as normal. After damage

    is applied, the battle ends.

    Those units that have fled are returned to the

    players hand.

    Ships that are destroyed in a battle are returned to

    the players fleet, to be drawn at random once

    more.

    Winning the Game

    Each time a player gains control of a System card,

    they place it with their other System cards. When

    a player wins ten System cards, they win the

    game.

    Multi-Player Games

    The same rules apply in multi-player games.

    However, when battling over System cards, the

    player to the right of the active player gets the first

    chance to enter into battle with the active player.

    If they decline, then the option to battle continues

    counter-clockwise until an opponent declares, or

    all players concede the System to the active player.

    In a multi-player game, should all the System

    cards be drawn and played, and no player has ten

    cards for the win, the game is a draw.

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    Corvette Corvette Corvette Corvette

    Frigate Frigate Frigate Destroyer

    Destroyer Destroyer Carrier Carrier

    Battleship Battleship Capital

    Ship

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Damage

    Control

    Force

    Shields

    Nuclear

    WarheadDamage

    Control Damage

    Control

    Damage

    Control

    Nuclear

    WarheadForce

    Shields

    Force

    Shields

    Force

    Shields

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    Corvette Corvette Corvette Corvette

    Frigate Frigate Frigate Destroyer

    Destroyer Destroyer Carrier Carrier

    Battleship Battleship

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Fighters

    Damage

    Control

    Force

    Shields

    Nuclear

    WarheadDamage

    Control Damage

    Control

    Damage

    Control

    Nuclear

    WarheadForce

    Shields

    Force

    Shields

    Force

    Shields

    Capital

    Ship

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    Science FictionScience Fiction

    RoleRole--PlayingPlayingIn the Far FutureIn the Far Future

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    DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D,

    PLAYERS HANDBOOK, PLAYERS HANDBOOK 2, DUNGEON MASTERS GUIDE,

    MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURERS VAULT aretrademarks of Wizards of the Coast in the USA and other countries and are used with

    permission. Certain materials, including 4E References in this publication, D&D core rules

    mechanics, and all D&D characters and their distinctive likenesses, are property of

    Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th

    Edition Game System License. All 4E References are listed in the 4E System Reference

    Document, available at www.wizards.com/d20.

    DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob Heinsoo,Andy Collins, and James Wyatt; DUNGEON MASTERS GUIDE, written by James Wyatt;

    and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt;PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt;

    MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurers Vault, D&D 4EGame System License 2008, 2009 Wizards of the Coast page 3 of 7 written by Logan Bonner,

    Eytan Bernstein, and Chris Sims. 2008, 2009 Wizards of the Coast. All rights reserved.

    AAAEEEAltered Earth Created byDavid CaffeeConcept Art by

    Mike Willis

    ALTEREDALTEREDALTEREDEARTHEARTHEARTH

    http://www.wizards.com/d20http://www.wizards.com/d20http://www.wizards.com/d20
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    Setting IntroductionAltered Earth is a role-playing game of high energy battles and

    thrilling adventures set against an epic science fiction back-ground. The action takes place in a futuristic world filled with

    endless possibilities. Any kind of adventure that you can imag-ine is waiting for you in a setting that is filled with dangerous

    wastelands, high tech cities, awesome war machines, and unex-

    plored ruins.

    Your character might be a gritty mercenary, a coldblooded assassin, an intrepid explorer, or a loyal soldier to the

    cause. You might be motivated to seek out adventure for thesake of greed, for thrills, or simply to escape your previous life.

    Or perhaps you have your own personal quest that you are pur-suing.

    AdventuresThere are many types of adventures that can be had in the world

    of Altered Earth. It all depends upon the type of role-playingcampaign you enjoy. There is something for everyone in this

    setting, from in depth social role-playing to military combat tohigh tech dungeon crawls.

    The player characters may find themselves

    exploring ancient ruins in search of lost technological relics.infiltrating the fortress of a super powered warlord.

    crawling through the mutant-inhabited sewers and tunnelsbeneath a sprawling mega-city.

    crossing a desolate wasteland populated by strange creaturesand insane robots.

    battling against (or becoming) criminals in a dystopian urbannightmare.

    THE FAR FUTUREIt is said that this planet was once green and full of life. They

    also say that a great civilization stretched across the entireglobe. We can never be sure, for all we know of this forgotten

    civilization comes from the crumbling ruins that lie buried deepbeneath the sands of the wastes.

    It is said that civilization was destroyed, not in a singleapocalyptic war, but in an endless stream of small ones. The

    world turned barren, not because of a massive cataclysm, but aslow poisoning from radiation and toxic waste. The population

    was devastated, not by a single plague, but multiple pandemicsbrought on by diseases that were once curable. So came about

    the end of the old world. The legacy of this ancient civilization

    was a long dark age of violence, economic ruin, starvation, anddisease.

    Out of the darkness came the rise of the warlords, in-

    vincible masters of the old technologies. Under their reign, anew age has begun. This is the age of the mega cities, standing

    defiantly against the horrors of the great wastes. The world hasentered an era of technological rebirth and unimaginable sav-

    agery. Along with the rediscovery of ancient technologies have

    come horrific new uses for this knowledge. Human experimen-

    tation is commonplace and life is held cheap by those in power.

    The World of Altered EarthAltered Earth takes place in a barren and terrifying future land-scape. This campaign setting is a world where glimmering lux-

    ury towers rise above the impoverished masses of the greatcities and wasteland nomads fight just to survive one more day.

    The world of the far future is lorded over by ruthless megalo-maniacs who enforce their rule by threatening their subjects

    with annihilation by atomic fire.

    The Wastes

    The wastes are a mostly barren environment home to mutantcreatures and crazed robots. Scattered settlements and a few

    large bands of nomads make up the entire population of thewasteland. The semi-permanent communities are mostly made

    up of scavenger towns and raider camps. Scavengers make theirliving by picking through the ruins of ancient cities that lie long

    buried beneath the desert sands. They trade scrap metal and theoccasional relic with other wasteland residents and corporate

    buyers from the cities. Raiders survive by preying on scavengercrews, corporate aircraft, nomad caravans, and other travellers.

    While most of the wastes are covered by burning de-serts and frozen tundra, there is also a belt of hot, humid wilder-

    ness called the Wetlands. This region to the far south is coveredby swamps and thick jungles. All of the plants in the Wetlands

    are toxic from the poisonous soil in which they grow. The Wet-lands are an uninhabited area said to be home to bizarre muta-

    tions and savage sub-humans. Perched on the edge of the poi-sonous zone is a massive settlement known as Salvations End.

    More of a giant migrant camp than a real city, Salvations Endis a frequent stopping point for bandits and mercenaries.

    Garrison Towns

    The mega cities and their warlord masters operate military out-posts in the wastes and some of these outposts have given rise

    to nearby towns. The forces garrisoned here are not under or-

    ders to protect the civilian population. However, by keeping aclose proximity to this show of strength the townspeople are

    protected from raiders and wasteland creatures. The main eco-

    nomic activity in these garrison towns revolves around provid-ing contraband and entertainment to the soldiers. Smugglers,

    thieves, and other disreputable types flock to this type of settle-ment, as do other wasteland residents looking for a good time.

    The local garrison rules over these settlements and they areallowed to do as they please without any repercussions from the

    town folk.In the town of Stone Face, the civilians revolted

    against the garrison and slaughtered a great many of them in asudden and unexpected spree of murder and guerrilla ambush-

    es. The city troops stationed there retreated so hastily that theyleft behind a large

    amount of military equip-ment and supplies. The

    town survived retaliationby storming the base and

    activating the anti-aircraftsystems. Stone Face has

    since become a wastelandparadise for mercenaries,

    weapon smugglers, ban-dits, outcasts, and killers. Stone Face:A monument built to

    honor a pantheon of ancient gods.

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    Green Farmers

    The most despised of all wasteland dwellers are known as green

    farmers. These deluded souls are convinced that they can liveoff of the poisoned land of the wastes. The disgusting green

    farmers actually eat things that are grown in the dirt and followother sickening practices that drive them insane. Inbred and

    disease-ridden, the greens are loathed by even the lowliest ofwasteland residents.

    Green farmers are a cult that preaches doctrines tooridiculous to comprehend. They have been known to steal per-

    fectly good food scraps and bury them under the toxic soil. Sto-

    ries are even told of green farmers who take children from

    wasteland families and bury them alive, a dark sacrifice to theirdead earth mother. Most military forces slaughter green farmers

    on sight, using them as target practice to ensure that their twist-ed philosophy does not spread to the urban centres. Despite

    these efforts, the insane cult of the greens does make it insidelarger settlements where they lure the desperate and mentally ill

    away from the safety of city life and lead them off to die in thewastelands. Green fever has swept through entire cities, lead-

    ing millions of people to abandon their homes for the falsepromise of a better life. Great masses of people have died from

    these exoduses. Most civilized communities are determinednever to allow such tragedies to happen again.

    The Mega CitiesThese massive walled cities are overpopulated urban jungles.

    The typical mega city is home to anywhere from 50 to 120 mil-lion people. Having that many people squeezed into that small

    of an area has a horrific effect on the standard of living. Asidefrom the obvious problems of food shortages and resource scar-

    city, the sheer number of people involved creates its own types

    of problems. There can be as many as half a million sky cars

    and other aircraft in the sky at any given moment. There arevast millions of land vehicles on the road every hour of the day.

    In any given city there are between 5 and 15 million ravinglunatics roaming the tunnels and walkways.

    Penthouse Level

    The very wealthy and well connected live in sky high penthous-es that are covered in environment domes and filled with hydro-

    ponic gardens. The living quarters are spaced very far apart andgreat stretches of plant life and synthetic landscaping separate

    individual houses. The elite almost always travel by air andthey dart from one dome to another without ever coming in

    contact with the rest of the city. Many residents of the pent-house level like to brag that they have never been below the

    100thfloor of any building.

    Uptown

    Under the penthouse level is uptown, home to corporate ex-

    ecutives and other professionals. While this strata of real estateis not nearly as luxurious or spacious as the penthouse level,

    uptown apartments are palaces compared to the places most

    people live. Some residents of uptown have sky cars or other

    aircraft but most of them travel by means of land vehicles thatrace along elevated skyways. The skyways have ramps that

    connect them to the mid levels of large buildings so one cantravel all over a city without ever getting close to the ground.

    Midtown

    The majority of the population is cramped into austere housing

    complexes in midtown. These spartan accommodations aredesigned to provide the basic needs of the people in a minimum

    of space. Many apartments in midtown consist of a single room,often shared by more than one family. Getting around in mid-

    town means you have to navigate a maze of hallways, elevators,suspended bridges, and public transportation conduits. Security

    is a constant problem in this stratum of the city and the peopleare continually victimized by both organized crime and random

    acts of violence.

    Downtown

    Literally at the bottom of the social structure are those that live

    at or near ground level; squatters, mentally ill people, and crim-inal gangs. These are the people who have nowhere else to go

    and are forced to carve a niche for themselves in the crumblingbuildings and shanties of the slum known as downtown or

    lowtown. The residents of downtown make due by squattingin the abandoned lower floors of high rises or constructing their

    own houses from bits of collected scrap. People here get aroundby walking, though some people do have ground vehicles.

    Driving through downtown can be problematic as the originalstreets have all but disintegrated, leaving behind a labyrinth of

    alleys, courtyards, cul de sacs, and tunnels.

    The Sub-Levels

    Beneath each of the great cities are mazes of ancient tunnels,

    sewers, and underground structures. The mega cities were builtupon the ruins of older metropolises, which were in turn built

    over top of cities that are older still. Each layer of constructionleft behind an enormous patchwork of subterranean channels

    and excavations. These sub-levels are a city unto themselves,populated by mutants, escaped experiments, runaway androids,

    and other strange creatures.

    Government and Law

    No one actually runs a mega city. Each city has its own sem-

    blance of government but these bodies are so limited in theirreach that most people ignore them. Some governments are iron

    fisted tyrannies; others are ruled by the whims of the populace.In either case the political leaders can only hope to influence

    major events rather than impose their will directly. The dictatesof government matter little to those who live below the marble

    floored offices of uptown. Rival political factions work ruth-

    lessly against each other as they try to have their own support-

    ers installed in positions of power but aside from these pettygames very little is accomplished.

    There is very little in the way of law and order withinthe mega-cities. That is not to say that there are no laws, just

    that there is little effort to enforce those laws. The only criminalactivity that the authorities actively work against is weapon

    smuggling, as an armed population is much harder to keep un-der control. Those who can afford to hire private guards are

    very well protected but everyone else must fend for themselves.Various parts of the city are designated as secure zones and

    protected by corporate security units. Those who cannot affordto live and shop in secure zones are at the mercy of the criminal

    element. The city government will only call in their forces inthe event of a riot or rebellion. In this case the politicians will

    order their units to crush the disorder with extreme prejudice.

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    Prisons in the mega cities are very rare and most of the

    ones that do exist are nothing more than slave labor camps. Any

    time the workforce gets low, a crackdown will be announcedto round up suspicious people for lightning fast trials and life

    sentences grinding away in the prison industrial system. Whensociety does see fit to provide punishment to actual criminals,

    the prescribed remedies usually include fines, restricted privi-leges, exile, or death depending on the severity of the offense.

    Most cities have at least one wild zone where the

    military has been unable to stop the spread of looting and de-struction from a previous riot. In these districts anarchy is thenorm and people flock to them in order to participate in wanton

    destruction and mayhem. The borders of a wild zone shift con-stantly as parts of it calm down and new incidents flare up

    along the edges. Wild zones persist long after the riots that gavebirth to them have subsided. Criminals and political radicals set

    up shop in the lawless districts and work to keep the authoritiesout. Bored youth and disenfranchised workers take trips into the

    wild zones to act out their most psychotic and anti-social im-pulses.

    Townships

    On the outskirts of every mega city you will find impoverishedslums known as townships. The townships are outside of thecity walls, caught in between the wasteland and the urban

    nightmare of the city itself. The townships are populated by acombination of people who have been exiled from the city and

    refugees from the wastelands. The citizens that live in the town-ships are recruited to do the dirtiest and most dangerous jobs,

    both in the wastelands and the city proper. Townships are hubsof traffic in the wastelands and anything you want can be

    bought in here for the right place.

    The CorpsThe economic powerhouses of the world are called corps. The-se giant organizations are the engines of commerce that connect

    the great cities and the wastelands together. Depending on thecity they are based in, the corps may be called corporations,

    collectives, cartels, or syndicates. Whether the economy isbased on strictly regimented state capitalism or an unrestrained

    free market, the top of the monetary food chain always ends inthe head offices of the corps. In some cities a small handful of

    conglomerates dominate nearly every industry. In others, thecorps specialize in different sectors of the economy, avoiding

    competition with each other in order to maintain their respec-tive monopolies. In most cities the market is much more open

    and the fortunes of individual corps rise and fall like the tide.Some of these combines have become so large and powerful

    that they begun to expand into more than one city, restoring a

    tiny glimmer of global commerce to the world.

    The WarlordsThe rulers of the new age are the warlords. These hereditary

    autocrats lord over the mega cities and the wastes alike, de-manding loyalty under the threat of nuclear annihilation. The

    warlords have no interest in actually governing anything; theysimply demand tribute in order to maintain their powerful and

    expansive military forces. The warlords are locked in endlesspower games with one another, games of byzantine politics,

    espionage, and brinksmanship. As a result of this power strug-gle, control over the mega cities is constantly shifting, though a

    change in rulers makes little difference in the life of the com-

    mon citizen.

    The warlords have maintained their power through thegenerations through their control of nuclear weapons and other

    ancient technologies. Most of them are highly skilled in thesciences and they employ top scientists to aide them in barba-

    rous experiments designed to create new types of living weap-ons. The warlords also use these experiments to push forward

    the limits of their own minds and bodies, giving themselves

    extraordinary powers as a failsafe defence against treason ortreachery.The warlords rule from floating sky palaces, under-

    water bases, and fortresses buried deep inside of mountains.They surround themselves with legions of genetically engi-

    neered servants and hordes of robotic war machines. They alsoemploy the services of elite mercenaries in order to strike anon-

    ymously at each other. An ancient compact declares it off limitsfor a warlord to strike directly at another warlord or his family.

    Instead they conduct clandestine warfare against the retainers,military installations, and cities of their foes. The precarious

    balance of power creates a dangerous situation as the variouswarlords are continuously poised on the brink of an atomic Ar-

    mageddon. Any warlord that gets too ambitious or arroganttoward his rivals will soon find nuclear missiles aimed at his

    holdings.

    Playing in AlteredEarth

    This free preview was put together to give you, the players, achance to adventure in Altered Earth before the setting comes

    out. In addition to the background information that you havejust read, this preview also includes a few bits of new gaming

    material that will allow you to take this new world for a rideand check it out. You need the D&D CORE RULEBOOKS to

    play.

    On the following pages you will find:*5 ready made characters, showcasing all of the new classes

    and races available in this world.*A mini adventure that you can use to introduce a group of

    players to the violent world of Altered Earth, complete with 5new creatures and 1 new hazard.

    The CharactersSeven: An android specialist who has only recently Awakenedto sentience and is uncomfortable around people.

    Razor: A veteran of many military operations, this cyborg spe-cialist is calm, collected, and professional.

    Tiny: A gene freak athlete who has spent years using his im-pressive strength to spill blood in the arena.

    Tweak: An experimental athlete whose creators turned her intoa living weapon. Emotionally scarred, she trusts no one.

    Frost: This heartless fiend was once a wealthy dilettante whodied of a drug overdose. In his new life the risen diplomat

    makes his living as a street hustler and con man.

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    Seven (android specialist)Female Height: 6 Hair: SilverAge: 5 Weight: 200 lb. Eyes: Silver

    Alignment: Good Total XP: _______________Altered Earth

    Initiative

    Score Dex 1/2 Level

    +8 Initiative +4 +0

    Abilities

    Ability Score Modifier +1/2 Level

    STRENGTH 15 +2 +2

    CONSTITUTION14 +2 +2DEXTERITY 18 +4 +4

    INTELLIGENCE 13 +1 +1WISDOM 10 +0 +0

    CHARISMA 8 -1 -1

    Weapons

    Range Attack Damage

    Unarmed - +4 1d4+2

    Tactical Sidearm 15/30 +6 2d4+4

    Tactical Sidearm 15/30 +6 2d4+4

    Action Points

    Action Points 1

    Powers

    Throwing Lead Specialist Attack 1

    Rapid fire is a poor substitute for careful aim, but it

    gets the job done.

    At-Will Martial, WeaponStandard Action Areaburst 1 within 10 squaresRequirement: You must be wielding two pistols or a

    weapon with the auto-fire keyword.

    Target: Each creature in burst

    +4 vs. AC; 2d4 damage

    Run and Gun Specialist Attack 1You rush toward the enemy, blasting wildly as you

    charge.

    At-Will Martial, Weapon

    Standard Action Ranged weapon

    Special: You may move up to half your speed beforethe attack.

    Target: One creature

    +6 vs. AC; 2d4 + 4 damage

    Kneecap Specialist Attack 1You make sure that your shot leaves the sucker

    limping.

    Encounter Martial, Weapon

    Standard Action Ranged weapon

    Target: One creature

    +6 vs. AC ; 2d4 +4 damage and the target is sloweduntil the end of the encounter.

    Defenses

    10+1/2 Armor/Defense Score Level Ability Class Feat Misc Misc

    AC 18 10

    +8

    +0---

    Fort 12 10 +2 +0 - - -

    Ref 16 10 +4 +2 - - -

    Will 10 10 +0 +0 - - -

    Hit Points

    Max HP Bloodied Surge Value Surges

    26 13 7(+1) 8

    Current HP Current Surges

    Second WindDeath Saving Throw Failures

    Current Conditions and Effects

    Armor

    AC Bonus Check Speed

    Bodysuit +4 -0 -0

    Shield

    AC Bonus Check Speed

    None - - -

    Close Quarters ShotSpecialist Attack 1

    You fire round after round into your enemies, clearingthe path ahead.

    Daily Martial, Weapon

    Standard Action Closeblast 3

    Requirement: You must be wielding two pistols, or aweapon with the auto-fire quality.

    Target: Each enemy in blast you can see

    +6 vs. AC; 4d4 + 4 damage, and the target is pushed 1

    square.

    Miss: Half damage.

    Skill Program Android Racial Power

    Your artificial nervous system can temporarily boost

    your performance at a variety of tasks.

    Encounter

    Free Action PersonalEffect: Reroll a skill check roll. Use the second roll,

    even if its lower.

    Movement

    Score Base Armor Misc Misc

    7 Speed 7 -0 - -

    Senses

    Passive Base Skill Misc Misc

    10 Perception 10 +0 - -

    10 Insight 10 +0 - -

    Special SensesLow light vision

    Skills

    Ability

    Score Skill +1/2 Lvl Trained Misc

    +9 Acrobatics (Dex) +4 +5 -

    +7 Athletics (Str) +2

    +5-

    -1 Bluff (Cha) -1 - -

    -1 Diplomacy (Cha) -1 - -

    +5 Dungeoneering (Wis) +0 +5 -

    +4 Endurance (Con) +2 - +2

    +0 Heal (Wis) +0 - -

    +1 History (Int) +1 - -

    +0 Insight (Wis) +0 - -

    -1 Intimidate (Cha) -1 - -

    +0 Nature (Wis) +0 - -

    +0 Perception (Wis) +0 - -

    +1 Psych (Int) +1 - -

    +3 Science (Int) +1 - +2

    +11 Stealth (Dex) +4 +5 +2

    -1 Streetwise (Cha) -1 - -

    +9 Thievery (Dex) +4 +5 -

    Languages Known

    Universal

    Gutter Speak

    Feats/Special

    Improved Initiative

    Living Construct

    Inorganic (immune to poison and disease)

    Diagnostic Cycle(2 hrs extended rest)

    Self Repair Function (Int mod to surge value)

    Class FeaturesAssassin (1/round, +1d8 damage against an enemy

    that is granting combat advantage to you)

    Cunning Defense (add Wis to AC against

    opportunity attacks)

    Steady Shot (move action; +2 bonus to next rangedattack)

    Wealth

    Account/Storage

    Credits: 70,000 Internal Bank Chip

    Metal Ingots: 5gold silver scrap

    Gemstones:

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    Razor (cyborg specialist)Male Height: 62 Hair: BaldAge: 35 Weight: 280 lb. Eyes: Black

    Alignment: Unaligned Total XP: _______________Altered Earth

    Initiative

    Score Dex 1/2 Level

    +3 Initiative +3 +0

    Abilities

    Ability Score Modifier +1/2 Level

    STRENGTH 15 +2 +2

    CONSTITUTION16 +3 +3DEXTERITY 16 +3 +3

    INTELLIGENCE 12 +1 +1WISDOM 11 +0 +0

    CHARISMA 10 +0 +0

    Weapons

    Range Attack Damage

    Unarmed - +4 1d4+2

    Pinnacle AR 20/40 +6 3d4+3

    Action Points

    Action Points 1

    Powers

    Expert Shooter Specialist Attack 1

    A precisely placed shot makes its way past the tar-

    gets armor.

    At-Will Martial, WeaponStandard Action Ranged weapon

    Target: One creature

    +6 vs. Reflex; 3d4 + 3 damage, and the target is

    dazed until the end of your next turn.

    Find the Soft Spot Specialist Attack 1

    Careful observation of the target reveals a chink in

    his armor.

    At-Will Martial, Weapon

    Standard Action Ranged weaponTarget: One creature

    +6 vs. AC; 3d4 damage, and the target takes 1 ongo-

    ing bleed damage (save ends).

    Head Shot Specialist Attack 1

    You take aim right between the enemys eyes.Encounter Martial, Weapon

    Standard Action Ranged weapon

    Target: One creature

    +6 vs. AC; 6d4 + 3 damage, and the target is stunned

    until the end of your next turn.

    Defenses

    10+1/2 Armor/Defense Score Level Ability Class Feat Misc Misc

    AC 19 10

    +7

    +0- +2

    -

    Fort 15 10 +3 +0 - +2 -

    Ref 15 10 +3 +2 - - -

    Will 10 10 +0 +0 - - -

    Hit Points

    Max HP Bloodied Surge Value Surges

    28 14 7 9(+4)

    Current HP Current Surges

    Second WindDeath Saving Throw Failures

    Current Conditions and Effects

    Armor

    AC Bonus Check Speed

    Bodysuit +4 -0 -0

    Shield

    AC Bonus Check Speed

    None - - -

    Patient Sniper Specialist Attack 1

    You calmly pick your foes off one at a time.

    Daily Martial, Weapon

    Standard Action Ranged Weapon

    Target: One creature

    +6 vs. AC; 6d4 + 3 damage, and 5 ongoing bleeddamage (save ends).

    Miss: Half damage, and ongoing 3 bleed damage

    (save ends).

    Effect: Make a secondary attack.

    Secondary Target: Each enemy adjacent

    to the primary targetSecondary Attack: +6 vs. AC

    Hit: 3 damage, and 5 ongoing bleed

    damage (save ends).

    Movement

    Score Base Armor Misc Misc

    5 Speed 5 -0 - -

    Senses

    Passive Base Skill Misc Misc

    15 Perception 10 +5 - -

    10 Insight 10 +0 - -

    Special SensesLow light vision

    Skills

    Ability

    Score Skill +1/2 Lvl Trained Misc

    +3 Acrobatics (Dex) +3 - -

    +9 Athletics (Str) +2

    +5 +2

    +0 Bluff (Cha) +0 - -

    +0 Diplomacy (Cha) +0 - -

    +0 Dungeoneering (Wis) +0 - -

    +5 Endurance (Con) +3 - +2

    +0 Heal (Wis) +0 - -

    +1 History (Int) +1 - -

    +0 Insight (Wis) +0 - -

    +0 Intimidate (Cha) +0 - -

    +0 Nature (Wis) +0 - -

    +5 Perception (Wis) +0 +5 -

    +1 Psych (Int) +1 - -

    +6 Science (Int) +1 +5 -

    +8 Stealth (Dex) +3 +5 -

    +5 Streetwise (Cha) +0 +5 -

    +3 Thievery (Dex) +3 - -

    Languages Known

    Universal

    Feats/Special

    Durable

    Cyborg Defense (+2 AC and Fortitude)

    Medical Implants (+2 healing surges)

    Class Features

    Assassin (1/round, +1d8 damage against an enemythat is granting combat advantage)

    Cunning Defense (add Wis to AC against

    opportunity attacks)

    Steady Shot (move action; +2 bonus to next ranged

    attack)

    Wealth

    Account/Storage

    Credits: 50,000 Untraceable black card

    Metal Ingots: gold silver scrap

    Gemstones:

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    Tiny (gene freak athlete)Male Height: 66 Hair: BlackAge: 24 Weight: 310 lb. Eyes: Blue

    Alignment: Unaligned Total XP: _______________Altered Earth

    Initiative

    Score Dex 1/2 Level

    +1 Initiative +1 +0

    Abilities

    Ability Score Modifier +1/2 Level

    STRENGTH 20 +5 +5

    CONSTITUTION14 +2 +2DEXTERITY 13 +1 +1

    INTELLIGENCE 12 +1 +1WISDOM 11 +0 +0

    CHARISMA 10 +0 +0

    Weapons

    Range Attack Damage

    Unarmed - +7 1d6+5

    Chain Sword - +7 2d8+5

    A chain sword is a powered 5 weapon.

    On a roll of 1-5, the weapon stopsworking and deals half damage on all

    attacks (save ends).

    Action Points

    Action Points 1

    PowersRelentless Flurry Athlete Attack 1

    You unleash one attack after another to wear down

    the opponents guard.At-Will Martial, Weapon

    Standard Action Melee weapon

    Target: One creature

    +7 vs. AC; 2d8 + 7 damage.

    Shoulder Slam Athlete Attack 1

    You and you opponent collide with a resounding

    impact.

    At-Will Martial

    Standard Action Melee 1

    Target: One creature+5 vs. Fortitude; 1d6 + 2 damage, and you push the

    target 1 square if it is your size or smaller.

    Miss: You push the target 1 square.

    Step Up Athlete Attack 1You lead an opponent into your space and then make

    him pay for his over eagerness.

    Encounter Martial, Weapon

    Immediate Reaction Melee weapon

    Trigger: An enemy moves adjacent to you

    Effect: You shift one square, slide the target into thesquare you were occupying, and make a basic melee

    attack against that target.

    Defenses

    10+1/2 Armor/Defense Score Level Ability Class Feat Misc Misc

    AC 19 10

    +7

    +0- 2

    -

    Fort 14 10 +2 +2 - - -

    Ref 13 10 +1 +0 - 2 -

    Will 10 10 +0 +0 - - -

    Hit Points

    Max HP Bloodied Surge Value Surges

    29 14 7 11

    Current HP Current Surges

    Second WindDeath Saving Throw Failures

    Current Conditions and Effects

    Armor

    AC Bonus Check Speed

    Combat Armor+6 -0 -0

    Shield

    AC Bonus Check Speed

    None - - -

    I Will Break You Athlete Attack 1You unleash hell upon your foe with an attack pow-

    ered by rage and adrenaline.

    Daily Martial, Weapon

    Standard Action Melee weapon

    Target: One creature+7 vs. AC; 6d8 + 5 damage.

    Miss: Half damage

    Effect: Until the end of your next turn, if the target

    shifts or attacks anyone besides you, you can make a

    basic melee attack against that opponent.

    Movement

    Score Base Armor Misc Misc

    8 Speed 6 -0 +2 -

    Senses

    Passive Base Skill Misc Misc

    15 Perception 10 +5 - -

    10 Insight 10 +0 - -

    Special Senses

    Skills

    Ability

    Score Skill +1/2 Lvl Trained Misc

    -1 Acrobatics (Dex) +1 - -2

    +10 Athletics (Str)

    +5

    +5 +2/-2

    +0 Bluff (Cha) +0 - -

    +0 Diplomacy (Cha) +0 - -

    +0 Dungeoneering (Wis) +0 - -

    +7 Endurance (Con) +2 +5 -

    +0 Heal (Wis) +0 - -

    +1 History (Int) +1 - -

    +0 Insight (Wis) +0 - -

    +5 Intimidate (Cha) +0 +5 -

    +0 Nature (Wis) +0 - -

    +5 Perception (Wis) +0 +5 -

    +1 Psych (Int) +1 - -

    +1 Science (Int) +1 - -

    -1 Stealth (Dex) +1 - -2

    +0 Streetwise (Cha) +0 - -

    +1 Thievery (Dex) +1 - -

    Languages Known

    Universal

    Feats/Special

    Superior Weapon Proficiency (chain sword)

    Survival of the Fittest (+2 to all saving throws)

    Unnatural Selection(+1 to all defenses when

    bloodied)

    Class Features

    Agile Defense (+2 AC and Reflex when not wearing

    heavy armor)

    Dynamic Movement(+2 speed)

    Taunt(mark an enemy of your choice)Unarmed Fighting (unarmed damage increases to

    1d6)

    Wealth

    Account/Storage

    Credits: 0 Internal Bank Chip

    Metal Ingots: 55gold silver scrap

    Gemstones:

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    Tweak (experimental athlete)Female Height: 511 Hair: PinkAge: 35 Weight: 135 lb. Eyes: Green

    Alignment: Unaligned Total XP: _______________Altered Earth

    Initiative

    Score Dex 1/2 Level

    +4 Initiative +4 +0

    Abilities

    Ability Score Modifier +1/2 Level

    STRENGTH 16 +3 +3

    CONSTITUTION13 +1 +1DEXTERITY 18 +4 +4

    INTELLIGENCE 10 +0 +0WISDOM 11 +0 +0

    CHARISMA 12 +1 +1

    Weapons

    Range Attack Damage

    Unarmed - +5 1d6+3

    Energy Bolt 20 +4 Ref2d4+4

    Action Points

    Action Points 1

    Powers

    One-Two Hit Athlete Attack 1

    You unleash a combination of rapid blows.

    At-Will Martial, Weapon

    Standard Action Melee weapon

    Requirement: You must be unarmed or wieldingtwo melee weapons.

    Target: One or two creatures

    +5 vs. AC; 1d6 per attack

    Running Smash Athlete Attack 1

    You dash across the battlefield and tear into youropponent with a series of brutal hits.

    At-Will Martial, Weapon

    Standard Action Melee weapon

    Requirement: You must be unarmed or wieldingtwo melee weapons.Special: You can shift 2 squares before the attack.

    Target: One creature

    +5 vs. AC; 1d6+3 damage.

    Dance of the Gladiator Athlete Attack 1You leap across the battlefield and set yourself up for

    a powerful attack.

    Encounter Martial, Weapon

    Standard Action Melee weapon

    Special: You may shift 4 squares equal ei