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Page 1: Player Pax

MDQ

Maurice Roth (order #6024236)

Page 2: Player Pax

The following is designated as Product Identity, in accordance with Section 1(e) of theOpen Game License, Version 1.0a: all character and place names and descriptions, all

artwork, graphic design, and images, any trademarks identified on this page or elsewhere,and all other original content. There is no new Open Gaming Content in this book.

Qalidar: Resistance Quick Start Player’s Pack is ©2014 Peryton Publishing.

This book is protected under the copyright laws of the United States of America. Anyreproduction or other unauthorized use of the material or artwork contained herein is

prohibited without express written consent of Peryton Publishing. If you purchased thiswork in electronic format, you may print out a reasonable number of copies for your own

personal use. This product is a work of fiction. Any similarity to actual people,organizations, places, or events is purely coincidental. All Rights Reserved. Qalidar, Qalidar:

Resistance, Peryton Publishing, and all associated logos are Trademarks of PerytonPublishing.

Design: Christina LeaEditor: Phillip Crozier

Peryton PublishingSo long ago I don’t remember when

http://www.perytonpublishing.com

Qalidar:

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Introduction 2The Characters 4Equipment 10Action 13Blank Character Sheet 20Pre-Generated Characters 21OGL 27

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Somewhere in the distant past - or perhapsnowhere, in no time at all - a hole was punchedin the universe. Space and time, never completelysolid, are now webbed by a network of flaws likecracks in glass. They aren't quite what you'd callfissures, not yet, but they're a far cry from solidground. Mystics and physicists argue over whodiscovered this phenomenon first, while linguistsquibble over the origins of its name: Qalidar.

For most travelers, Qalidar is the starlesscity at the heart of the Spiral where three roadsnamed for the three gorgon sisters converge.Academics insist on a broader definition. Forthem, Qalidar is also the transcendent Storm thatopens the way to this broken reality and offersthe canny traveler a powerful, if dangerous, pathto faraway ports and alien worlds. And beyondthat Storm, if such a thing is conceivable, Qalidaris the screaming light that sears the empty plainsof the Outside.

To the masses of people without the gift ofStorm walking, Qalidar is a rumor and a fantasy.To the trans-cosmic corporate alliances of theSynarchy, Qalidar is profit, a way to exploitfractured worlds and metaphyiscal wounds thatbleed alien energy. To the scattered cells of theResistance, Qalidar is both a menace to be fearedand a weapon to be mastered.

As Storm walkers, your characters will beamong those who can not only travel the worldsof Qalidar, but sense the weak points betweenthem and warp the unstable fabric of the cosmosto your advantage. You can step into the secretplaces where the oligarchs spin their webs, andyou can cover the wells through which thesubstance of Qalidar bubbles into the daylit world.

Will you use your gifts to fight back, or willyou surrender to the sprawling shadow of Qalidar?

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The GameThis is a d20-based system, so you'll need the usualvariety of polyhedral dice.

You’re familiar with role-playing games, right?That’s what this is. Like all role-playing games,

is played with a Game Master, whosets the scene and adjudicates actions, and one or morePlayers. Each Player takes the role of an imaginarycharacter and describes the actions of that characterto the Game Master.

The characters in this game are assumed to comefrom a world superficially similar to our own. Mostof the equipment they carry reflects this, but theirunusual travels and the people they know as a resultwill give them access to strange technology, familiaritywith alien creatures, and a unique perspective onseemingly mundane events.

Although this will, of course, depend on theindividual Game Masters, it’s likely that a lot of theaction in a campaign will takeplace in the shadows of these relatively mundaneworlds, at least at first.

ConspiracyThe walls between worlds are cracked, and terribleminds are reaching through those cracks. Whenstrangers in dark suits start snooping around somelocal buildings, you need to find out who they are,what got their attention, and where those weird lightsare coming from. If you're lucky, you'll put togetherenough pieces to figure out whether it's a hand or atentacle that's pulling the strings.

HorrorGiant mantis-wasps with a penchant for dissectionhatch their schemes - among other things - high inthe skeletons of crumbling skyscrapers. Beyond, three-faced masterminds conduct inhuman experiments onthe populations of whole worlds, and fungus-likepatches of living crystal wait to doom the unwarytraveler to a slow death. Turn the next corner and youcould find yourself surrounded by diseased, slaveringcannibals. Qalidar is not for the timid.

ResistanceYou're not signing up for a hopeless descent intomadness and despair, though. These are heroes whocan fight back. Maybe not directly, maybe not

conclusively, but your characters will be making adifference in this game.

At the very least, you will be in a to resist.There are a variety of factions reaching through thedamaged multiverse of Qalidar, and most of them, leftto their own devices, are going to make things worse.The game as presented assumes that you’re not ontheir side, but we can talk more about assumptionslater, in a bigger book.

Whatever friends you choose, your characters willbe important to them. In addition to various heroicabilities to be detailed later, all player characters havea rare talent called Storm walking. This ability enablesyou to travel across the flaws in the multiverse. As aStorm walker, you can freely explore alternateuniverses and the dark, ruined spaces between them.

WHAT’S IN THE BOOKThere are six characters, one for each class, included,along with full descriptions of their special abilities.We've chosen knacks for them to help you get startedquickly, but feel free to let the players come up withdifferent ones if they want.

A short Equipment section describes the stuff theplayer characters are carrying, along with a few othercommon items.

The Action chapter describes the core mechanicand other essential game system information.

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Your Stats and Special AbilitiesREADING THE CHARACTER SHEETMost of the information you’ll need in play is providedon the character sheets. Before we get into what makeseach of these characters unique, let’s take a look at thekind of general information they all have in common.

Character NameJust in case it’s not obvious, this is the name of thefictional character in the game world, not your name.

ClassThis is the type of character you're playing. Specialabilities, hit points, and defense modifiers are mostlybased on class and level. There are multiple blanksbecause it's possible for a a character to have morethan one class. For now, though, we're going to stickwith one each.

LevelIn the blank beside each class, you’ll find the level youhave attained in that class. Each of these entries isreferred to as a Class Level. Character Level, on theother hand, is the total of all your class levels. For thecharacters in this adventure, Character Level andClass Level will be the same.

Action BonusThis is a level-based bonus that applies to almosteverything. We'll talk more about how that works inthe Action chapter.

Knack BonusThis bonus replaces the Action Bonus for things yourcharacter is especially good at.

SpeedThe number of feet you can travel per round with anormal move action.

InterruptsInterrupts are extra actions you can take beyond yournormal attack. This is the number of interrupts perencounter that you can use.

BackgroundThis is a relatively freeform entry describing the thingsyour character has done apart from adventuring. TheGM will look to this for guidance when deciding howreasonable it is that you would know enough about aparticular skill to attempt a roll.

Ability Scores Strength measures your character’s

muscle and physical power. Agility measures hand-eye

coordination, dexterity, reflexes, and balance.: Constitution represents your

character’s health and stamina. You apply yourcharacter’s Constitution modifier to each roll of a HitDie. A penalty can never drop a result below 1,however. That is, a character always gains at least 1hit point each time he or she advances in level.

Intelligence determines howwell your character learns and reasons.

: Perception describes a character'ssensory awareness, attention to detail, and, to a lesserextent, intuition. While Intelligence represents one’sability to analyze information, Perception representsbeing in tune with and aware of one’s surroundings.

: Power measures a character’swillpower, force of personality, persuasiveness,personal magnetism, and ability to lead. This abilityrepresents actual strength of personality, not merelyhow one is perceived by others in a social setting.

TicksThese blanks are where you’ll mark temporarypenalties applied to your ability checks.

Armor PointsYou’ll subtract this number from the damage of mostattacks.

Active DefenseThis is the target number for anyone trying to hit youwhen you are aware of the attack. If you are not aware,or are unable to properly defend yourself, the number

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to the roll instead of your Action Bonus.For now, don’t worry about the little blank at the

bottom for “points.” That’s a high-level thing.

Special AbilitiesMore or less what it sounds like.

Experience PointsAs you probably guessed, experience points determinewhen you advance to the next level. Since this is aone-shot, there’s no need for us to worry about thatnow.

drops to ten. If you are completely helpless, it’s zero.Armor can also reduce your Active Defense score.

Hit PointsYour hit points measure how hard you are to kill. Nomatter how many hit points you lose, your characterisn’t hindered in any way until your hit points dropto 0 or lower. At zero hit points, you’re out of the fight,but you don’t actually die until you get to -10.

DisjunctionAn intuitive understanding of the growing fracturesin reality is something all of these classes have incommon. The Karcist and the Mystic are dedicatedstudents of these flaws and their uses.The Fixer and, often, the Ascendant,are also able to accomplish amazingthings by taking advantage of the lawsthat fall through the cracks. Despitethe apparently mundane nature oftheir skills, however, Scrappers andSharps are no less children of theStorm. Sometimes that whirlwind ofblows, that eerily precise shot, andthat apparently blind dodge are justthe result of hard, dedicated training,but sometimes they represent accessto shadowy echoes of the self, orreflections of danger seen in thecracked crystal of time before theyhave a chance to materialize.

Disjunction measures the effect ofthis universal breakdown effect onindividuals. The Mystic's disciplinesand the Karcist's spells are the mostcommon reason for an increase inDisjunction, but other classes canencounter situations that impact theirDisjunction as well.

KnacksAs you continue to adventure, youdiscover that you have a flair forcertain things. Whenever you gain alevel, you can choose one type ofability check to add to your list ofknacks. When you have a knack forsomething, you add your Knack Bonus

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THE ASCENDANTWhether by symbiotic blending, mechanicalenhancement, or some hybrid of the two, you havebegun a process of radical self-enhancement that willtake you farther and farther from ordinary humanityas you progress. The Ascendant's standard abilities arebased on fairly simple enhancements like night vision,enhanced healing, ability score increases, and naturalarmor. Other upgrade options also become available,including symbiotic or technological attachments andenhanced physical abilities.

DarkvisionYou can see even in absolute darkness. This vision islimited to sixty feet and is strictly black and white.

SprintYou can move three times your normal speed for oneround. This ability can be used once per hour.

Enhanced HealingYou have an exceptionally quick recovery time. Yourecover twice your character level in hit points eachnight, and ticks against your ability scores are alsoremoved at twice the normal rate (2 points per day ofcomplete bed rest). Also, one tick is removed per dayeven if you are active.

Natural ArmorYour current level is sufficient to gain +1 to yournatural armor points. This armor point is in additionto any external protection you may be wearing.

Upgrade: StretchingYou have reached a high enough level to choose anupgrade. To save time, we picked one for you. You canstretch your limbs and even your fingers a shortdistance without losing manual dexterity. This cangive you an extra two feet of reach and adds +10 toany checks involving escape from bonds, catchingthings, and any other situations where the GM decidesthat an extended grasp would help.

Knacks Ascendants spend a lot of time tinkering

with their own biological systems. As a member of thisclass, you automatically have a knack for any rollrelating to medicine.

You are especially adept at obtainingthe tools and equipment you need. You can apply thisknack any time you are rolling to buy an item with apurchase DC.

Any time the GM gives you achance to make an ability check against the effects ofa poison, you can use your knack bonus.

Add your knack bonus to any abilitychecks related to climbing things.

THE FIXERFixers take things apart and put them back togetherin new ways. You’re not a methodical professionalwho takes care to do everything correctly - more aroguish improviser who throws together alchemy,electronics, sympathetic magic, and whatever elselooks good at the time, only guessing at the potentialresult.

PotionsYou currently have two potions. Potions are single-useitems that can achieve a variety of effects. Nodisjunction cost is applied. Despite the name, a potiondoesn't have to be a sorcerous concoction that onedrinks from a medieval flask. It could just as easily bea serum in a syringe, a spray, or a pill capsule,depending on the materials the fixer has to work with.

Applying this to bare skin heals 1d8+3hit points (up to the target’s maximum, of course). Youhave two of these.

ImproviseFixers can cobble together amazing devices on thespot. These creations generally only work once, butcan serve any purpose for which you can make aconvincing case using available materials. The initialDC for this will be at least 15, possibly more,depending on its plausibility. Following a successfulroll, a d12 is rolled to determine the number of roundsit takes to finish the device.

Quick StudyFixers gain a +2 bonus to any check which they haveseen successfully performed by another character. Theaction being imitated must have been performedduring the same play session, and you must havedeclared the use of this ability when the original action

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You can converse with the local vectors to gatherinformation about the area. The actual informationavailable may vary greatly. Vectors may not knowexactly what happened yesterday but they may bearthe echo of events that others may have forgotten ornever seen. It usually takes between ten minutes andan hour to conjure a useful local vector. The difficultyof obtaining a useful vector for a particular locationis 10 + 1d10.

The GM will roll the vector’s Power score on 3d6and handle each question as a contest between the youand the vector. If the vector wins, it lies or is openlydefiant. If it’s a tie or the vector loses, it does its bestto tell the truth. The Game Master will either decidewhat it knows or roll d100 at the beginning of theinterview to determine its percentage chance ofknowing any given answer.

TalismanTalismans are single-use items that you presumablyprepared for yourself with the help of conjuredvectors. You have two of these. Normally, you’dprobably want to list these with your equipment, sincethey’re gone after one use, but we put them with thespecial abilities on this sheet so you wouldn’t missthem.

This talisman allows you toproject illusionary forms with visual, auditory, andolfactory aspects, but no tactile substance. They canmove according to your mental commands, but nopart of them can extend beyond the area of effect.Alternatively, you can use the prism to alter your ownappearance, adding +10 to any attempts at disguise.The effect lasts 1d4+3 rounds, after which the prismis useless.

Upon activation, this silver feather streakstowards the target (up to 50 feet away), who must thenwin a contested Power check with you or be renderednearly weightless and hurled 1d6 x 10 feet in theopposite direction before returning to normal. Ifstopped by a wall or some other object before travelingthe full distance, the target takes 1d8 points ofdamage. In either case, the target takes 1d4/2 ticksagainst Agility for the rest of the encounter fromdisorientation.

was performed. This bonus does not apply to checksfor which you already have a knack.

Trap SenseYou add +1 on any rolls made to avoid traps and +1on Active Defense to any trap-related attack roll.

ShatterYou have an uncanny talent for finding the weakpoints in things. When you attack inanimate objects,the hardness is cut in half (round down).

Calculated DefenseYou add your Intelligence bonus as well as your Agilitybonus to Active Defense, except on the first round.

Knacks As a Fixer, you automatically have a

knack for finding useful objects amidst piles of junk. This knack also comes with being a

Fixer. Whenever you’re trying to subvert or sabotagesomething, you can use your knack bonus.

: You’re especially good at bluffing andconning people.

Covers rolls to hide and sneak up on people.

THE KARCISTAs a karcist, you give form to the ever-growing flawsin the structure of the multiverse and bind theresulting entities - ephemeral intelligences calledvectors - to your will. Vectors can manifest asanimistic spirits, demons, and even computer viruses.The karcist's skills are rooted in the forms of ritualmagic, relying on symbols, talismans, and secret names.

Magic CircleDisjunction: 0Range: TouchArea: 10-ft.-radius emanation from touched creature

This spell creates a circular barrier through whichno vectors can pass. Vectors can do nothing thatdisturbs the circle, directly or indirectly, but othercreatures can. The vector cannot physically reachacross the magic circle, but purely mental attacks can.

Spectral InvestigationDisjunction: 1

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Knacks As a Karcist, you automatically begin

with a knack for finding detailed information usinglibraries, the Internet, or other complex storage media.

On initiative rolls, you add your knackbonus instead of your action bonus.

When attempting to gleaninformation from new languages or other tasksinvolving the relationships between languages, youuse your knack bonus.

THE MYSTICThe mystic is an ascetic who learns to see the truenature of reality through contemplation. As a mystic,you can learn to read minds, heal wounds, and evenuse your heightened awareness and studieddetachment to sidestep the whims of fate.

Cosmic AwarenessMystics are uncannily accurate guessers. In any abilitycheck involving knowledge (usually Intelligence), youmay make a special cosmic awareness check with abonus equal to your mystic level + your Intelligencemodifier + your Perception modifier. This can be used,for example, to see whether you know some relevantinformation about local notable people, legendaryitems, or noteworthy places. If you have a knack whichapplies to the check, you add an additional +2 to thisroll. Multi-classed mystics with a relevant knack canuse total levels in place of mystic levels but do not gainthe additional +2 bonus. You may not take 10 or take20 on this check; this sort of knowledge is essentiallyrandom. Cosmic awareness can only be attemptedonce for any given query.

TranscendenceAs a mystic with a Power score of 12 or higher, youcan use your heightened awareness and studieddetachment to sidestep the whims of fate. This poweris represented by the ability to re-roll any die resultthat directly affects you and that you can see.Furthermore, the revised roll can be "nudged" in eitherdirection by a number equal to your Power bonus plusyour Transcendence bonus.

Face in the CrowdNon-player characters tend not to notice you unlessyou want to be noticed. This translates to a -20 onPerception rolls to notice your presence among otherpeople. This ability does not affect those who haveencountered you before and are specifically lookingfor you.

Psionic DisciplinesAt your current level, your character has chosen twopsionic disciplines, described below. Whenever youuse a discipline, your Disjunction score goes up by thelisted amount.

(Disjunction: 2 DS, Range: Touch) Using thispower, you can heal your own wounds or those ofanother creature. At your current level, you can roll1d8. The target recovers a number of wounds equalto the total. A Heal effect can never cause the target toexceed his normal hit point total.

(Disjunction: 2 DS, Range: 30 meters)With this power, you release an invisible mass ofpsychic energy that streaks unerringly to the target.The bolt travels at the speed of light and in a straightline, so the target must be within your line of sight atthe time the power is used. No attack roll is required.

At your current level, this bolt causes 1d8 damage.The bolt ignores armor and other damage reduction.

After attempting a Mindshock, whether the attackwas successful or not, you must win an Intelligencecontest with the target. If you lose, you take one pointof damage per die of the bolt as backlash from psychicenergy unleashed.

Knacks You can use your knack bonus

for any rolls to slip free of rope, handcuffs, or other,similar, restraints.

Covers rolls to hide and sneak up on people.

THE SCRAPPERThis is the close combat expert, whether armed orbare-fisted. No other class can match you for combatstamina or breadth of hand-to-hand weapon skills.

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ExpertiseYou use either your scrapper level or action bonus,whichever is higher, for hand-to-hand attack rolls.

Bonus InterruptYou gain more interrupts than other classes as youadvance. This has already been added to yourcharacter sheet.

CriticalYour attacks in hand-to-hand combat are more likelyto strike a deadly blow. At your current level, anunmodified hand-to-hand attack roll of 19 is treatedas a natural 20 (critical hit).

Knacks If you attempt to

dodge any damaging effect that covers an area insteadof an individual target, you can use your knack bonus.

You are especiallygood at picking up on weapons that other people aretrying to conceal.

THE SHARPThe sharp is all about precision. You train intenselywith your chosen weapon, study your target, andstrike decisively.

SpecializationChoose any weapon with which your character couldreasonably be familiar. Whenever using this weapon,use your Knack Bonus +1 for the attack roll and add+1 to your damage. In this case, we’ve already chosenthe standard pistol as your specialization.

Long ShotYou’re used to having some distance to work with. Nomatter what the weapon, you can use your knackbonus if you are forty feet or more away from thetarget.

Studied DefenseIn order to use this ability, you must stay clear andobserve your opponent for at least one round. If youattack or are attacked during this time, the observation

is disrupted. For every round spent observing in thismanner, you can add +1 to your Defense score againstthat opponent, up to a maximum of Agility Bonus +Perception Bonus, but at least +1 in any case. Thebonus lasts until the combat scene ends.

BullseyeThis works just like Studied Defense, but instead adds+1 to attack rolls and damage, with the samelimitations. The attack must immediately follow theobservation, or the bonus is lost. You can use Bullseyeand Studied Defense simultaneously.

Knacks Sharps are especially good at getting

in their hits from behind. Any time your opponent isin hand-to-hand combat with someone other thanyou, your attack roll counts as a knack.

This is another one that you got just forbeing a Sharp. It covers rolls to hide and sneak up onpeople.

You’re good at spotting andworking with (including disabling) electronic securitysystems.

Stage magic or pick-pocketing -whichever suits the occasion. You have a special talentfor dextrous misdirection.

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All Those Wonderful ToysThe equipment lists here assume that the buyer isa Storm walker or has access to Storm walkers.They also assume that you’re not playing outindividual purchases, some of which may evenrequire a trip across worlds. The charactersprovided already have equipment, so hopefullythere won’t be much need for shopping trips.

PURCHASE DIFFICULTYAbbreviated on the tables (Difficulty Class), thisis the number you have to hit on a shopping checkto buy the item. As with other checks, theappropriate ability score will depend on thesituation. Power, in its capacity as luck andcharisma, would be a common one, but it differentscenarios could allow for different opportunities.Be creative and maybe the GM will give you abreak on an otherwise impossible roll!

Purchase difficulty can represent special legalstatus, alien technology, or simple rarity. Moreprecise information will be provided with thecomplete game, but what we have here should bemore than enough to get you through thisadventure.

ITEM DESCRIPTIONSWe’re not going to describe everything here. Mostof the items on the tables are self-explanatory, buta few of them could probably use some clarification.

Miscellaneous Gear In its inert state, this material

looks like pale gray putty. It is actually a colony ofsynthetic hybrid cells. When its activationcompound is added, it bonds, even integrating withthe user’s nerves and capillaries, and takes on thecolor of the surrounding skin. Versions can also bepurchased that keep a specific color and textureregardless of the skin they bond to. The disguiseputty is engineered to become inert again after one

Miscellaneous GearItem Cost DC

Backpack $20 0

Bedroll $75 0

Caltrops (10) $5 0

Commlink (2 pc) $70 0

Disguise Putty $50 25

Emergency Rations (3day) $10 0

Fission Clamp $1,000 30

Flashlight $5 0

Folding Ladder (12') $70 0

Folding Shovel $15 0

Gas Mask $30 0

Grappling Hook $20 0

Handcuffs $25 15

Lock-Breaker $30 15

Mini Microphone $40 0

Night Vision Goggles $450 0

Parabolic Microphone $150 20

Rebreather $900 0

Rope Ladder (15') $25 0

Silencer $700 25

Standard Ammo Refill $30 0

Synthetic Rope (100') $35 0

Toolkit, Basic $20 0

Toolkit, Expert $35 0

Tracer $45 20

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week, and can also be removed with a secondcompound. A standard purchase includes two smallspray bottles with ten applications of each compoundand enough putty to completely cover a human face.

This bulky piece of equipmentattaches to a flat surface by four contact pads roughlytwo feet apart. When activated, it emits a complexseries of low-frequency energy pulses that severelyweakens the material in the area bounded by the pads.The effect reduces the effective hardness by 3d8points, to a minimum hardness of zero.

This is a hand-held device thatmechanically forces ordinary locks (no roll necessary).It doesn't work on more sophisticated security locks.

Use of this attachment reduces the noiseand halves the range when attached to any standardpistol or rifle. It does not work on shotguns or burstfire weapons. The difficulty of obtaining this weaponis based primarily on its legal status.

A standard ammo refillincludes however many shots it takes to fully reloadwhatever weapon it’s made for.

The basic toolkit includes ordinary itemslike screwdrivers, wrenches, and voltmeters. Theexpert toolkit includes more delicate instruments, aswell as a soldering iron and radio components.

Armor Type Cost DC Armor Points Penalty

Assault Armor $9,000 25 8 6

Medieval Metal Plate $3,000 0 5 6

Riot Gear $4,000 10 5 4

Commando Armor $8,000 20 5 3

Flak Vest $2,000 0 4 3

Hide Armor $150 0 3 4

Leather Armor $250 0 3 3

Environment Suit $3,000 15 3 2

Heavy Armor Vest $450 0 3 2

Light Armor Vest $300 0 2 1

Infiltration Armor $6,000 15 2 0

Leather Jacket $100 0 1 0

ArmorThe column describes the amount bywhich that armor reduces the damage you take fromattacks. The column is the amount by whichthat armor reduces your Active Defense score. On thecharacter sheets provided, these values have alreadybeen included for characters with armor.

This high-tech, multi-layeredarmor is made primarily for direct military operations.In addition to its value as armor, it can be completelysealed and includes a 30-minute supply of oxygen.

Not in any way related to“going commando,” this high-tech armor is mademostly of reinforced leather-like material andincludes a helmet with a built-in gas mask.

These suits protect the wearerfrom extreme environments, from space to deep sea,and serious temperature extremes. Intense heat (suchas fire) will still inflict damage, although it will bereduced by the suit’s armor value. The wearer will beprotected from deserts, frozen wastelands, and mildradioactivity, however. They carry two hours of lifesupport, which must be replenished in a friendlyatmosphere.

While not terribly protective,this high-tech fiber armor has the advantage of beingconcealable and flexible, barely limiting the wearer’srange of movement at all.

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FirearmsWeapon Damage Shots Range Inc. Cost/DC

Pistol 1d10 9 40’ $500/15

Rifle 2d10 10 200’ $600

Shotgun 3d6/1d6 5 50’ $300

Machine Gun (Burst 1d6) 1d10 30 25’ $2,500/20

AutoPistol (Burst 1d4) 1d10 15 25’ $3,000/25

Hand to Hand, Thrown, or Ranged Weapons

Weapon Damage Range Inc. Cost/DC

Bare Hands/Feet 1d2 – 0

Brass Knuckles 1d3 – $7

Pocket Knife 1d3 – $17

Swiss Army Knife 1d3 – $40

Combat Knife 1d4 10’ $35

Nightstick/Club 1d4 – $20

Quarterstaff* 1d4 – $25

Crowbar/Tire Iron 1d6 – $30

Machete/Sword 1d6 – $15

Big Sword 1d8 – $80

Overkill Sword* 1d10 – $100

Axe* 1d8 – $35

Hatchet 1d6 10’ $35

Bow/Crossbow* 1d8 120’ $100

Screamer Javelin 1d10 50’ $5,000/25

*Two-handed weapon

WeaponsRanged weapons have a column. Anyattack at less than this distance is not penalized forrange. However, each full range increment imposes acumulative -2 penalty on the attack roll. Thrownweapons have a maximum range of five increments.Projectile weapons like bows and guns have amaximum range of ten increments. Shotguns operatesomewhat differently. See below for special rules forthis weapon.

This weapon resembles ametallic spear with an unusually bulky front end. Itactivates automatically when thrown, emitting a burstof sonic energy that, while carrying only as a piercingscreech, is destructive to anything coming into contactwith the device. The scream stops after the javelin hashit something.

A shotgun inflicts 3d6 points of damagewithin one range increment and 1d6 beyond that.Unlike other firearms, its maximum range is only fiveincrements.

Burst-capablefirearms have a burst number like 1d4.This is rolled first and determines thenumber of attack rolls the shooter canmake. All rolls must be either against thesame target or targets adjacent to oneanother. A low burst roll doesn'tnecessarily mean that a weapon hasfailed to operate correctly or the shooterhas done something wrong. The rollapproximates other contingencies likeshifting combatants, explodinginstrument panels, and random swarmsof flying trilobites.

Kirby SteelThis exotic material is not a natural metalor even an alloy, exactly, but a speciallycrystallized matrix of several alloysarranged to support a particular patternof energy. Kirby steel reacts to psychicenergy. In a hand-to-hand weapon, thiscreates a crackling sheath of energywhich allows the wielder to add his orher Power score to damage rolls. It is alsocapable of physically striking intangibleopponents.

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This Is How You Do StuffAction Bonus

or Knack BonusAbility Score

Bonusd20

THE CORE MECHANICWhen the success or failure of an action isn’t blatantlyobvious to the GM, you’ll need to roll an ability check(sometimes just called a check). As a player, all youreally need to know about that process is in theoversized diagram up there. The rest is for the GM,and it’s not that complicated, either - just a matter ofsetting Difficulty Classes and applying modifiers.

But okay, let’s not get ahead of ourselves. First,we’re going to break down that diagram.

Roll d20So yeah, we may have mentioned this before, butyou’re going to need some dice. As a d20-based game,

uses the standard array. For thisstep, you only need the twenty-sided one.

Ability Score BonusFor any ability check, the first thing to figure out iswhich ability score applies. That’s why we’re listing itsecond. More specific guidance follows in latersections, but the important question to ask is, “what

is being attempted?” Not the skill or area ofexpertise - the action. First aid, for example, could beIntelligence if you’re trying to remember how to treata burn, Agility if you’re trying to sew a stitch, or evenPower if you’re trying to talk down someone who’shyperventilating.

Action BonusAs we established in the Characters section, this is ageneric bonus that will be the same for all playercharacters of a given level.

Knack BonusWe’ll talk more about knacks in a bit, but all you needto know for now is that knacks are things you’reespecially good at and, if you have a knack that appliesto what you’re doing, you use your knack bonusinstead of your action bonus.

ABILITY CHECKSSkills are kept nebulous in this game, both for brevityand to simulate the proclivity of heroes to revealunexpected aptitudes at the most dramatic moment.Want to bluff the guard or re-wire the securitysystem? Make an ability check. Ability checks are alsothe way you resist poison, dodge attacks, and shakeoff disease.

Checks Without RollsAn ability check usually assumes that you’re undersome sort of time pressure or distraction. Sometimes,though, a character can work under more favorableconditions and eliminate the luck factor.

When your character is not beingthreatened or distracted, you may choose to take 10.Instead of rolling 1d20 for the check, calculate yourresult as if you had rolled a 10. For many routine tasks,taking 10 makes them automatically successful.Distractions or threats (such as combat) make itimpossible for a character to take 10. In most cases,taking 10 is purely a safety measure - you know (orexpect) that an average roll will succeed but fear thata poor roll might fail, so you elect to settle for theaverage roll (a 10). Taking 10 is especially useful insituations where a particularly high roll wouldn’t help.

When you have plenty of time(generally 2 minutes for a skill that can normally bechecked in 1 round, one full-round action, or one

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standard action), you are faced with nothreats or distractions, and the actionbeing attempted carries no penalties forfailure, you can take 20. In other words,eventually you will get a 20 on 1d20 ifyou roll enough times. Instead of rolling1d20 for the skill check, just calculateyour result as if you had rolled a 20.

Taking 20 means you are tryinguntil you get it right, and it assumes thatyou fail many times before succeeding.Taking 20 takes twenty times as long asmaking a single check would take.

Since taking 20 assumes that youwill fail many times before succeeding,if you did attempt to take 20 on a skillthat carries penalties for failure, youwould automatically incur thosepenalties before you could complete the task.

If the Game Master has no doubts aboutthe end result, she can simply decide which decisionswill lead to success and which will fail. This is oftenused to encourage players to pay attention to details.If you have to figure out how to open a secret dooryourself rather than simply relying on Perception andIntelligence checks, your imaginary surroundingsseem a lot more real. It can also be a convenient wayto move the action along when the realistic outcomeis obvious.

Opposed ChecksAn opposed check is a check whose success or failureis determined by comparing the check result toanother character’s check result. In an opposed check,the higher result succeeds, while the lower result fails.In case of a tie, the higher level (or greater hit dice)character wins. If these scores are the same, roll againto break the tie.

Conditional ModifiersSome situations may make a task easier or harder toaccomplish, resulting in a bonus or penalty to thecheck or a change to the DC. For example:

A +2 circumstance bonus to represent conditionsthat improve performance, such as having the perfecttool for the job, getting help from another character,or possessing unusually accurate information.

A –2 circumstance penalty to represent conditionsthat hamper performance, such as being forced to useimprovised tools or having misleading information.Reduce the DC by 2 to represent circumstances thatmake the task easier, such as having a friendlyaudience or doing work that can be subpar.

Increase the DC by 2 to represent circumstancesthat make the task harder, such as having anuncooperative audience or doing work that must beflawless.

Conditions that affect your character’s ability toperform the task change the modifier. Conditions thatmodify how well the character has to perform the skillto succeed change the DC. A bonus to the modifierand a reduction in the check’s DC have exactly thesame result: It’s just a matter of how you want todescribe the situation.

The GM should also assign a penalty to checksinvolving tasks that he or she feels the character wouldwould not have enough information to performproperly. A thuggish mercenary, for example, isprobably going to have more difficulty figuring outthe purpose of a weird electronic device thancharacters with more technical backgrounds, unlesssomething in the mercenary's background storysuggests otherwise.

Difficulty Class ExamplesDifficulty (DC) Example (Ability Used)

Very Easy (0)Notice something large in plain sight(Perception)

Easy (5) Climb a knotted rope (Strength)

Average (10) Hear an approaching guard (Perception)

Tough (15) Rig a wheel to fall off (Intelligence)

Challenging (20) Swim in stormy water (Strength)

Formidable (25) Open an average lock (Agility)

Heroic (30) Leap across a 30-foot chasm (Strength)

Nearly Impossible(40)

Track a squad of centaurians acrosshard ground after 24 hours of rain(Perception)

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KNACKSAs characters continue to adventure, they will discoverthat they have a flair for certain things. Whenever yougain a level, you can choose one type of ability checkto add to your list of knacks. When you have a knackfor something, you add knack bonus, which is thesame as your level (to a maximum of 10), to the rollinstead of your action bonus (level divided by three).Anything you make an ability check for can be aknack. In addition to things you would normally thinkof as skills, this could include a particular weapon,rolling initiative, a defensive check like resistingpoison, or one of the mystic's opposed psionicdisciplines. As long as the GM rules that it's not toobroad a category, anything will work.

As previously mentioned, your knack bonus doesnot increase after level ten. Starting at 11th level, youbegin gaining knack points instead. Knack pointsrepresent a pool of bonus points that you can add toany check for which you have a knack. You can useas few or as many of these points as you wish on agiven roll, but, once expended, they are notreplenished until the beginning of the next session.

It should be noted that your character's knacksare not the only skills you know, just the ones you areespecially good at.

THE COMBAT CYCLEMaking an attack is an ability check like any otheraction, but, in order to make sure everyone gets theirshot in a fight, there’s a special set of rules fordetermining the order of actions in combat.

As the title of this section implies, combat iscyclical; everybody acts in turn in a regular cycle ofrounds. Each round represents approximately sixseconds in the game world. A round presents anopportunity for each character involved in a combatsituation to take an action. Combat follows thissequence:

1. Determine which characters are aware of theiropponents at the start of the battle. If some butnot all of the combatants are aware of theiropponents, a surprise round happens beforeregular rounds of combat begin. The combatantswho are aware of the opponents can act in the

surprise round, so they roll for initiative. Ininitiative order (highest to lowest), combatantswho started the battle aware of their opponentseach take one action (either a standard action ora move action) during the surprise round.Combatants who were unaware do not get to actin the surprise round. If no one or everyone startsthe battle aware, there is no surprise round.

2. Combatants who have not yet rolled initiative doso. All combatants are now ready to begin theirfirst regular round of combat.

3. Combatants act in initiative order (highest tolowest).

4. When everyone has had a turn, the combatantwith the highest initiative acts again, and step 3repeats until combat ends.

Actions in CombatIn a normal round, your character can take onestandard (attack) action, move, and perform as manyfree actions as the GM feels are appropriate in thesituation.

As the name suggests, you can attack ordo something else that takes a similar amount of time.

Your move action allows you to move upto your speed.

Some actions require so much of yourattention that you can neither attack nor move whilecompleting them. As the name implies, a full roundaction must be your only action for that round.

Free actions are minor activities that are notconsidered to take up a significant amount of time.Some free actions might include dropping an item,speaking, or ceasing an action upon which you werealready concentrating.

InterruptsInterrupts are a special kind of action that occursoutside the combat cycle. While your other actionstake place during or after your initiative phase, aninterrupt is an action you can take at any time, evenon someone else’s turn.

In addition to your normal actions, you have acertain number of these special actions. You can useup to your full number of interrupts in eachencounter. Again, that's per , not round.

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With few exceptions (the rapid burn ability ofhigher level scrappers and sharps being the main one)you can only use one interrupt per round, no matterhow many you have remaining for the encounter.

COMBAT TERMSThis section summarizes the statistics that determinesuccess in combat, then explains how they are derivedand what effect they have on the outcome.

Active DefenseYour Active Defense represents how hard it is foropponents to land a blow on you. It's the targetnumber for your opponent's attack roll. Your ActiveDefense is equal to the following:

No matter how many penalties you might have,your Active Defense is never less than 10 + sizemodifier.

If you can't react to a blow or you don't know it'scoming, you can't use your Active Defense. In this case,an opponent's target number to hit you is 10 + sizemodifier. In other words, for a human, the target is10. In some situations a roll may not be required atall. If you're standing next to a securely bound captive,for example, you don't have to make an attack roll topunch him.

Armor PointsArmor reduces the damage from attacks. If you have5 points of armor, then every attack that hits you willinflict 5 fewer points of damage upon you than itotherwise would have.

Attack RollAn attack roll represents your attempt to strike youropponent. This is just an Agility check so, when youmake an attack roll, you roll a d20 and add yourAgility bonus plus your Action Bonus. Other modifiersmay also apply to this roll. If your result equals orbeats the target's Active Defense, you hit and dealdamage.

A natural 1 (the d20comes up 1) on an attack roll is always a miss. A

natural 20 (the d20 comes up 20) is not only anautomatic hit, but a critical hit.

You can’t have a knack for attackrolls in general, but you can have knacks forindividual weapons and specific maneuvers.

Critical HitA natural 20 (a result of 20 on the die, before anymodifiers) on an attack roll is a critical hit. On acritical hit, your attack automatically inflicts itsmaximum possible damage and none of this damageis subtracted for armor.

DamageWhen your attack succeeds, you deal damage. Thetype of weapon used determines the amount ofdamage you deal. Effects that modify weapon damageapply to unarmed strikes and the natural physicalattack forms of creatures. The result, aftermodifications, is the number subtracted from thetarget's hit points.

Even if penalties reduce thedamage result to less than 1, a hit still deals 1 point ofdamage. Armor is an exception to this rule. It ispossible for a successful attack to inflict no damage atall if the target has enough armor protection.

: When you hit with a hand-to-hand or thrown weapon, add your Strength modifierto the damage result.

When you dealdamage with a hand-to-hand weapon that you arewielding two-handed, you add 1.5 times yourStrength bonus.

Certain creatures and magicaleffects can cause temporary ability damage (areduction to an ability score). See the Injury sectionbelow for more information.

Hit PointsHit points mean two things in the game world: theability to take physical punishment and keep going,and the ability to turn a serious blow into a less seriousone. When your hit point total reaches 0, you'redisabled. The GM will have more information aboutthis process.

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InitiativeInitiative Checks: At the start of a battle, eachcombatant makes an initiative check. An initiativecheck is an Agility check. Each character applies hisor her Agility modifier and Action Bonus to the roll.As with any ability check, it is possible to have a knackfor rolling initiative. Characters act in order, countingdown from highest result to lowest. In every roundthat follows, the characters act in the same order.If two or more combatants have the same initiativecheck result, the combatants who are tied make anadditional roll, unmodified, each round to determinewhich one of them goes first that round.

Even if you can't take actions, you retainyour initiative score for the duration of the encounter.

Size ModifierThis number can be found in the section describingthe creatures under "Size and Type."

SpeedYour speed tells you how far you can move in a roundand still do something, such as attack or cast a spell.Most humans have a base speed of 30 feet per round.This can be significantly reduced by primitive armoror, at the GM's discretion, being overloaded withequipment. If you spend the entire round to run allout, you can move up to quadruple your speed.

SurpriseWhen a combat starts, if you are not aware of youropponents and they are aware of you, you're surprised.

Sometimes all thecombatants on a side are aware of their opponents,sometimes none are, and sometimes only some of themare. Sometimes a few combatants on each side areaware and the other combatants on each side areunaware. Determining awareness may call forPerception-based ability checks.

If some but not all of thecombatants are aware of their opponents, a surpriseround happens before regular rounds begin. Anycombatants aware of the opponents can act in thesurprise round, so they roll for initiative. In initiativeorder (highest to lowest), combatants who started thebattle aware of their opponents each take a standard

action during the surprise round. If no one oreveryone is surprised, no surprise round occurs.

Combatants who areunaware at the start of battle don't get to act in thesurprise round. Unaware combatants cannot useActive Defense.

INJURYThe most common way that your character gets hurtis to take damage and lose hit points. No matter howmany hit points you lose, your character isn’t hinderedin any way until your hit points drop to 0. When yourhit points reach 0, you're disabled. At the GM's option,you may still be hazily conscious, but you are unableto take any attack or movement actions.

If you attempt any strenuous actions, especiallycombat, while disabled, you take another point ofdamage. At –1 (negative one) hit points, you’reunconscious and begin losing one additional hit pointevery round until stabilized by a successful DC 15 firstaid/medical check. A natural twenty on a first aidcheck will also heal 1d4 points of damage. When yourhit point score reaches –10, your character is dead.

Ability DamageThis is generally noted as "ticks against" the abilityscore in question. Rather than subtracting from thescore and re-calculating, ticks against an ability arenoted to the side and subtract directly from the bonus.If you take ten or more ticks against any one score,you are incapacitated, just as if you had been reducedto zero hit points. Note that, while ticks against abilityscores, can affect things like Active Defense thatdepend on ability score bonuses, Constitution tickswill never reduce your hit point total.

Stun DamageThere's no such thing as stun damage. Quickly andsafely rendering people unconscious is only an optionif you drug them. Hit someone on the head hardenough to knock him out, and his next stop should bethe emergency room. That's not "stun damage;" it's realbone-cracking, blood-shedding damage. If you wantto beat someone unconscious, the only way to do it isto wear him down to zero hit points.

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Temporary Hit PointsCertain effects might give a character temporary hitpoints. When a character gains temporary hit points,note his current hit point total. When the temporaryhit points go away the character's hit points drop tohis current hit point total. If the character’s hit pointsare below his current hit point total at that time, allthe temporary hit points have already been lost andthe character's hit point total does not drop further.When temporary hit points are lost, they cannot berestored as real hit points can be.

HealingAfter taking damage, you can recover hit pointsthrough natural healing or through specialintervention like psionic powers. In any case, you can'tregain hit points past your full normal hit point total.

With a full night's rest (8 hoursof sleep or more), you recover 1 hit point per characterlevel. A significant interruption (having to get up andinvestigate a disturbance, for example) during yourrest prevents you from healing that night.

If you undergo complete bed rest for an entire dayand night, you recover twice your character level inhit points.

Ability damage istemporary, just as hit point damage is. Ability damageheals at the rate of 1 tick removed per night of rest (8hours). If you have ticks against more than one abilityscore, all of them heal at the same time. Complete bedrest restores 2 ticks per day (24 hours) for eachaffected ability score.

Medical AttentionA standard first aid check has a DC of 15 onIntelligence. Success will insure that the characterremains stabilized unless wounded again. A naturaltwenty on a first aid check will also heal 1d4 pointsof damage.

The above results assume that only a field kit orimprovised equipment is available. Working in amodern or better medical facility, the same degree ofsuccess will heal 1d12 points of damage, with acritical success automatically achieving the maximumresult.

SPECIAL MANEUVERS

Firing into MeleeWhen making a ranged attack against someoneengaged in hand-to-hand combat, your attack roll isat a -4 penalty. You can forgo this penalty but, if youmiss your target, you risk hitting whoever the targetis fighting with. The GM will assign a number to eachof the adjacent combatants and roll 1d6. If there areless than six potential targets and the roll matches anunassigned number, the shot goes harmlessly by.Otherwise, the combatant matching the rolled numberis hit and takes damage normally.

Penetrating ArmorTo attempt to bypass armor, add four plus the armor'sprotective value to the target's active defense. If youscore a hit against this new target number, yourdamage all goes directly to the target instead of beingabsorbed by the armor.

Taking CoverWhen you find yourself under fire, one of the bestthings you can do is take cover. Crouching behind avehicle, wall, or door frame provides a bonus to yourActive Defense. The more complete the cover, thebetter the bonus.

Cover Def. Example

1/4 +2 standing behind a short wall

1/2 +4 firing around a corner, at anopen window, or behind acharacter of the same size

3/4 +7 Peering around a corner

9/10 +10 Standing at a narrow openingor behind a slightly open door

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0-20 No effect

21-25 Character can be sensed by vectors,tethered, corrupted, karcists, andmystics as if glowing.

26-30 Vectors and Shroud get +2 on allrolls against the character.

31-35 Tethered and Corrupted areenraged. The sentient ones are notcompelled, but others will attackautomatically.

36-40 Roll on Minor Disjunction Effectstable whenever a class ability isused.

41-45 Roll on Major Disjunction Effectstable whenever a class ability isused.

46-50 Add another roll on Minor DisjuctionEffects table whenever a classability is used.

51-55 Add another roll on MajorDisjunction Effects table whenever aclass ability is used.

Minor Disjunction Effects (d6)1 Some small possession, like a watch or a

pen, disappears and returns to where it'skept when not being worn.

2 An easily inflammable object like a pieceof paper on the character's personcatches fire.

3 The smell of ozone wafts through thearea.

4 All batteries on the character's person godead. If he doesn't have anythingelectronic, there's no effect.

5 One of the character's shoes (orsomething similar) changes color.

6 The character takes one hit point ofdamage.

Major Disjunction Effects (d6)1 The character's shadow animates as the

vector of the same name and attacks.

2 The character slips out of reality into theStorm. If already there, the character endsup Outside. If already Outside, 1d4zarathir rise out of the ground andattack.

3 1d4 ticks against every ability score.

4 Character teleported 1d6x10 feet in arandom direction (1d4: 1-up, 2-forward,3-back, 4-down). Will appear in thenearest open space if it's occupied.

5 The attempted action is resolved, thenthe character disappears for d100minutes and reappears without beingaware of any time having passed.

6 Roll once on the Minor Effects table androll again on this one.

DISJUNCTIONDisjunction starts off identical to your Power abilityscore. An increased Disjunction score "heals" backdown to the Power score at the same rate as hit pointdamage. This healing, however, only occurs in themundane world. In the Outside, the Spiral, or theStorm, Disjunction does not heal.

The tables below describe the effects of increasingDisjunction. Each category includes all the othersabove it in the table as well. The effects in the first tablelast as long as the score remains in that range. Itemsfrom Minor Disjunction Effects and Major DisjunctionEffects tables are one-time events.

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© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.http://www.qalidar.com

(Base Score = PW)

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Ascendant 3

14 +2

12

9 -1

18 +4

10 0

+1

12

1 15

1

8 -1

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.http://www.qalidar.com

8(Base Score = PW)

BiohackerResisting Poison

Climbing

DarkvisionSprint

Enhanced HealingNatural Armor (already included above)

Upgrade: Stretching

2

30

1

3

BackpackCanteenPocket Knife (1d2)

Standard Pistol (1d10)Bag of Dirt

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Fixer 3

13 +1

18

9 -1

10 0

12 +1

+4

9

1 15*

1

10 0

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.http://www.qalidar.com

10(Base Score = PW)

ScavengingTampering

StealthFast-Talk

Quick StudyImproviseTrap Sense

Potions (Stim Patch x2)Shatter

Calculated Defense

2

30

*11 on the firstround

1

3

BackpackCanteenUtility Knife (1d2)

Portable Electronics KitLeather Jacket (Armor 1)Standard Pistol (1d10)

Glider Flaps (attach to sleeves and, whenextended and attached to boots, allow glidingfrom a high spot)

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Karcist 3

12 +1

14

9 -1

11 0

10 0

+2

6

2 10

1

16 +3

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.http://www.qalidar.com

16(Base Score = PW)

ResearchLinguisticsInitiative

Magic CircleSpectral Investigation

Talisman: Phantasm PrismTalisman: Feather

2

30

1

3

Light Kevlar Vest (2 Armor, -1 AD)Athame (1d4 damage)Backpack

CanteenPocket Knife (1d2)Standard Pistol (1d10)

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Light Kevlar Vest (2 Armor, -1 AD)BackpackCanteen

Mystic 3

10 0

10

10 0

14 +2

11 0

0

6

2 12

1

16 +3

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.http://www.qalidar.com

16(Base Score = PW)

Escaping BondsStealth

Cosmic AwarenessTranscendence 2/day

Face in the CrowdUncanny Dodge

Disciplines: Mindshock, Heal

2

30

1

3

Pocket Knife (1d2)Standard Pistol (1d10)Kirby Steel Short Sword (1d6+3)

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Scrapper 3

10 0

9

17 +3

16 +3

11 0

-1

15

2 15

2

8 -1

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.http://www.qalidar.com

8(Base Score = PW)

All melee attacks (Scrapper Expertise)Spotting Hidden Weapons

Dodging Area Effect Attacks

Bonus Interrupts (already included)Critical 19-20 (hand-to-hand only)

2

30

1

3

Light Kevlar Vest (2 Armor, -1 AD)BackpackCanteen

Standard Pistol (1d10)Truncheon (1d4)Yan Crystal Knife (1d4+1 dmg, non-ferrous)

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Sharp 3

14 +2

12

10 0

16 +3

10 0

+1

9

1 15

1

9 -1

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.http://www.qalidar.com

9(Base Score = PW)

Long Shot (Long Range Attack)Flank Attack

StealthSecurity Systems

Slight of Hand

Specialization (pistol)Studied Defense

Bullseye

2

30

1

3

Leather Jacket (Armor 1)BackpackCanteen

Pocket Knife (1d2)Standard Pistol (1d10)

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OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All RightsReserved.1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computerlanguages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form inwhich an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods,procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the priorart and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License,including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) "You" or "Your" means the licensee in terms ofthis agreement.2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may onlybe Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may beadded to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to anyOpen Game Content distributed using this License.3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that YourContributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of theCOPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, thecopyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expresslylicensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicatecompatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open GameContent except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. Theowner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing areOpen Game Content.9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorizedversion of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless Youhave written permission from the Contributor to do so.12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of theOpen Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material soaffected.13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extentnecessary to make it enforceable.15. COPYRIGHT NOTICE� Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.� System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip

Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,based on original material by E. Gary Gygax and Dave Arneson.

� Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch� Peryton Fantasy Role-Playing Game, Copyright 2009, Peryton Publishing, www.perytonpublishing.com� Creature Collection, Copyright 2000 Clark Peterson� Relics & Rituals, Copyright 2001, Clark Peterson

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� Farscape Roleplaying Game, Copyright 2002, Alderac Entertainment Group; Authors Ken Carpenter, Keith R.A. DeCandido, GavinDowning, Lee Hammock, Kelly Hill, Christina Kamnikar, and Rob Vaux, based on original material by Rockne S. O'Bannon and©2002 The Jim Henson Company. All Rights Reserved.

� Encyclopedia Arcane: Necromancy – Beyond the Grave, Copyright 2001, Mongoose Publishing� Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich

Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams,Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

� Advanced Player's Guide, Copyright 2004, White Wolf Publishing, Inc.� Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir,

and John Snead.� Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.� Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.� The Psychic's Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson.� Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc; Andy Collins, Jesse Decker, David Noonan, Rich Redman.� True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.� Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy.� Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe with Dave Mattingly, Aaron Sullivan, and Derrick

Thomas.� Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Jonathan Wright.� Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack.� Qalidar: Resistance Role-Playing Game, Copyright 2014, Peryton Publishing; Author Christina Lea.

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