Rad Renegades & Fierce Foes

Player Handbook - Beta Version

Introduction

Welcome to Rad Renegades and Fierce Foes, a world where danger lurks behind every corner, and the only thing standing between you and total chaos is a ragtag group of misfits, rebels, and heroes—that's right, you!

Rad Renegades hero group ---

The World

The World - neon-soaked city skyline

Picture this: a neon-soaked city skyline, the streets echoing with the roar of motorcycles and the chatter of shady deals. Or maybe you're cruising through a quiet suburban neighborhood where nothing seems out of place—except for that government van parked a little too long down the street. And don't forget the lake town, where summer fun is just a mask for something lurking beneath the waves...

In this world, every day feels like the plot of a wild 80s action flick, and you, my friend, are the star of the show! Whether you're dodging bullies in the high school parking lot, chasing down shady criminals in the back alleys, or uncovering extraterrestrial conspiracies, you've got a lot on your plate. But hey, what's a little chaos when you're a Rad Renegade?

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The Challenge

The Challenge - corrupt cops and government agents

The city is crawling with corrupt cops, the suburbs are swarming with mysterious government agents, and that peaceful lake? Well, let's just say it's seen more than its fair share of "fishing accidents." One minute you're dealing with a gang of street punks, the next you're trying to outsmart a mind-bending alien from another dimension. And don't get me started on the monsters—vampires, werewolves, psychics gone rogue, and even the occasional haunted vending machine.

Whatever this week's trouble is, one thing's for sure: it's going to take guts, brains, and teamwork to save the day. But no worries—you've got your crew, and together you're unstoppable.

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The Crew

The Crew - ragtag group of misfits and heroes

Are you a hard-hitting street rebel with a knack for solving mysteries? Or maybe you're a super-charged hero with gadgets that would make Doc Brown jealous. Whether you're a brainy inventor, a psychic powerhouse, or just someone who's really, really good with improvised weapons, you and your fellow renegades are the only thing standing between normal life and total chaos. And let's be honest, you were never really about the "normal life" anyway.

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The Foes

The Foes - aliens, monsters, and ghosts

Aliens, monsters, ghosts, and even that sketchy guy who runs the local arcade—they all have one thing in common: they're up to no good, and it's your job to stop them. Some are crafty, some are just plain mean, but all of them are fierce. You'll need to outsmart, outfight, and outcool them if you want to keep the world safe. Or at least, keep things from totally falling apart.

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The Adventure

The Adventure - weekly challenges and excitement

Every week, it's something new:

- Busting up a biker gang run by werewolves? Check. - Foiling a mind-control plot at the local high school dance? You bet. - Stopping a giant robot from destroying the city? All in a day's work.

So grab your gear, rally your friends, and get ready to kick some butt. It's time to face the fiercest foes the world's ever seen and show them what being a Rad Renegade is all about. After all, heroes are cool—but rebels? They're unforgettable.

Now go get 'em, champ!

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Table of Contents

1. Introduction 2. World Description 3. Core Mechanics

- Dice System - Ability Scores - Ability Score Generation - Ability Modifiers - Ability Checks - Saving Throws - Skills - Proficiency Bonus - Passive Skills - Difficulty Classes (DC) - Advantage and Disadvantage - Critical Hits and Misses

4. Combat Rules

- Initiative - Action Economy - Attack Rolls - Damage - Damage Types - Armor Class (AC) - Hit Points - Death and Dying - Cover - Range - Opportunity Attacks - Cyber Combat - Car Combat

5. Character Creation

- Step-by-Step Character Creation

6. Archetypes and Roles

- Investigators - Mystery Kids - G-Men - Conspiracy Theorist - Action Heroes - Loose Cannon - Legends of Steel - Prodigy Fighter - Technologists - Specter Tracker - Hyper Squad - Gadgeteer - Supernaturals - Unnaturals (Mutates) - Mind Bender - Outsider - High School Heroes - Jock - Misfit - Theater Kid

7. Equipment

- Weapons Table - Weapon Properties - Armor Table - Adventuring Gear - Currency - Encumbrance

8. Rest and Recovery

- Short Rest - Long Rest - Healing

9. Conditions and Status Effects 10. Environmental Rules

- Lighting - Vision - Terrain - Weather - Hazards

11. Experience and Leveling

- Experience Points (XP) - Leveling Up - Milestone Leveling - Level Requirements

12. Glossary 13. Special Weapons 14. Quick Start Guide 15. Quick Reference Sheet 16. Examples of Play 17. Game Master's Guide 18. Index

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Quick Start Guide

The old warehouse on the edge of Oakridge had been abandoned for years, but tonight, something was different. Four figures crouched behind a chain-link fence, their breath visible in the cool night air.

The Challenge

The Challenge - corrupt cops and government agents

Maya, the thirteen-year-old with the oversized backpack and a notebook full of conspiracy theories, adjusted her wire-rimmed glasses. "I'm telling you, I saw government agents going in there three nights in a row. Same van, same time, 11:47 PM exactly." Her voice was a whisper, but it carried the weight of someone who'd been right about these things before.

Beside her, Jake—all sixteen years of varsity letterman jacket and nervous energy—cracked his knuckles. "And you're sure this isn't just, like, a drug deal or something? Because my mom will kill me if I get arrested again." Despite his words, he was already scanning the perimeter, looking for the best way in.

"Relax, muscle," said Sam, the new kid who'd transferred in last month. Nobody knew much about Sam, except that they had a way with electronics and a mysterious past. "If this goes sideways, we're out of here before anyone knows we were here. Trust me."

The fourth member of their impromptu crew, Alex, was already halfway over the fence. At fifteen, they were the youngest, but also the most fearless. "Are we doing this or what? Because I've got a curfew, and I'm not missing another episode of Stranger Things for nothing."

Maya looked at her friends—her crew—and felt that familiar mix of excitement and terror. This was it. This was how it always started. A weird feeling, a strange observation, and suddenly you're breaking into a warehouse at midnight because something just doesn't add up.

"Okay," she said, pulling out her walkie-talkie. "Remember the plan. We get in, we see what they're hiding, we get out. No heroics. No getting caught. We're just... investigating."

Jake grinned. "Yeah, 'investigating.' That's what we'll tell the cops."

As they slipped through the shadows toward the warehouse, none of them knew that in twenty minutes, they'd discover something that would change everything. But right now, in this moment, they were just a bunch of kids about to start their first real adventure.

Welcome to Rad Renegades and Fierce Foes! This guide will get you playing in minutes.

Creating Your First Character (5 Steps)

Step 1: Choose Your Ability Scores

Use the Standard Array: 15, 14, 13, 12, 10, 8. Assign these to your six abilities:

- Strength: Physical power - Dexterity: Agility and reflexes - Logic: Logic and tech skills - Streetsmarts: Intuition and awareness - Charisma: Personality and social skills - Grit: Resilience and endurance

Step 2: Choose Your Archetype

Pick one of five archetypes:

- Investigators: Mystery solvers and truth-seekers - Action Heroes: Combat specialists and daredevils - Technologists: Inventors and tech experts - Supernaturals: Mutants, psychics, and aliens - High School Heroes: Teenagers with extraordinary abilities

Step 3: Choose Your Role

Select a specific role within your archetype (e.g., Mystery Kids, Loose Cannon, Gadgeteer).

Step 4: Calculate Your Numbers

- Ability Modifiers: (Score - 10) ÷ 2, rounded down - Hit Points: Your role's hit die + Grit modifier - Armor Class: 10 + Dexterity modifier (or armor AC if wearing armor) - Proficiency Bonus: +2 at level 1

Step 5: Get Your Equipment

Choose starting equipment from your role's equipment list.

Basic Rules Summary

Making Checks

Ability Check: d20 + Ability Modifier + Proficiency Bonus (if proficient) vs. DC

Attack Roll: d20 + Ability Modifier + Proficiency Bonus vs. target's AC

Saving Throw: d20 + Ability Modifier + Proficiency Bonus (if proficient)

Combat Basics

- Initiative: Roll d20 + Dexterity modifier to determine turn order - On Your Turn: Move up to 30 feet + take one Action + one Bonus Action (if available) - Attack: Roll to hit (d20 + modifiers) vs. AC, then roll damage if you hit - Damage: Subtract from target's hit points

Common DCs

- Easy (10): Routine tasks - Moderate (15): Challenging tasks - Hard (20): Difficult tasks - Very Hard (25): Nearly impossible

First Session Tips

1. Start Simple: Don't worry about every rule. Focus on having fun! 2. Ask Questions: If you're unsure, ask your GM or check the handbook 3. Work Together: This is a team game—cooperate with your fellow players 4. Embrace the 80s/90s Vibe: Lean into the retro action movie aesthetic 5. Be Creative: Improvise, use your environment, and think outside the box

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Quick Reference Sheet

Keep this page handy during play for quick rule lookups.

Core Dice Formulas

Roll Type Formula
Ability Check d20 + Ability Modifier + Proficiency Bonus (if proficient)
Attack Roll d20 + Ability Modifier + Proficiency Bonus vs. AC
Saving Throw d20 + Ability Modifier + Proficiency Bonus (if proficient)
Damage Weapon Dice + Ability Modifier (Str for melee, Dex for ranged/finesse)
Passive Skill 10 + Ability Modifier + Proficiency Bonus (if proficient)

Ability Modifiers

Score Modifier Score Modifier Score Modifier
1 -5 8-9 -1 16-17 +3
2-3 -4 10-11 +0 18-19 +4
4-5 -3 12-13 +1 20-21 +5
6-7 -2 14-15 +2 22-23 +6

Proficiency Bonus by Level

Level Proficiency Bonus
1-4 +2
5-8 +3
9-10 +4

Difficulty Classes (DC)

DC Difficulty Examples
5 Very Easy Walking, opening unlocked door
10 Easy Climbing ladder, finding obvious item
15 Moderate Picking lock, tracking, basic hacking
20 Hard Complex hacking, difficult acrobatics
25 Very Hard High-security break-in
30 Nearly Impossible Mythical feats

Action Economy

On Your Turn:

- Movement: Up to 30 feet (or your speed) - Action: Attack, Cast Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use Object - Bonus Action: If granted by ability/feature (only one per turn) - Reaction: Once per round, in response to trigger (Opportunity Attack, etc.)

Common Actions

Action Effect
Attack Make one melee or ranged attack
Dash Double your movement speed
Disengage Movement doesn't provoke opportunity attacks
Dodge Attacks against you have disadvantage until next turn
Help Grant advantage to ally's next check/attack
Hide Make Stealth check to become hidden
Ready Prepare action/movement for trigger

Conditions Quick Reference

Condition Key Effects
Blinded Can't see; fail sight checks; attacks vs. you have advantage; your attacks have disadvantage
Charmed Can't attack charmer; charmer has advantage on social checks
Frightened Disadvantage on checks/attacks while source in sight; can't move closer to source
Grappled Speed 0; can't benefit from speed bonuses
Incapacitated Can't take actions or reactions
Invisible Can't be seen; heavily obscured for hiding; attacks vs. you have disadvantage; your attacks have advantage
Paralyzed Incapacitated; auto-fail Str/Dex saves; attacks vs. you have advantage; melee hits are crits
Petrified Incapacitated; weight ×10; attacks vs. you have advantage; resistance to all damage
Poisoned Disadvantage on attack rolls and ability checks
Prone Can only crawl; attacks vs. you have advantage (melee) or disadvantage (ranged); standing costs half movement
Restrained Speed 0; disadvantage on Dex saves; attacks vs. you have advantage; your attacks have disadvantage
Stunned Incapacitated; auto-fail Str/Dex saves; attacks vs. you have advantage
Unconscious Incapacitated; prone; auto-fail Str/Dex saves; attacks vs. you have advantage; melee hits are crits

Cover Bonuses

Cover Type AC Bonus Dex Save Bonus
Half Cover +2 +2
Three-Quarters Cover +5 +5
Total Cover Can't be targeted -

Death Saving Throws

- Roll d20 (no modifiers) - 10+: Success (mark 1 success) - 9 or lower: Failure (mark 1 failure) - Natural 20: Regain 1 HP, become conscious - Natural 1: Two failures - 3 Successes: Stable (unconscious, no death saves) - 3 Failures: Death

Rest & Recovery

Rest Type Duration Benefits
Short Rest 1 hour Spend Hit Dice to heal; regain short rest abilities
Long Rest 8 hours Regain all HP; regain all spent Hit Dice; regain long rest abilities; remove 1 exhaustion

Critical Hits & Misses

- Natural 20: Automatic hit + critical hit (double damage dice) - Natural 1: Automatic miss (GM may add consequences)

Advantage & Disadvantage

- Advantage: Roll 2d20, take higher - Disadvantage: Roll 2d20, take lower - Both present: Cancel out, roll normally - Multiple sources: Don't stack (you either have it or you don't) --- ---

World Description

This section provides three distinct settings for your world, each with its own unique vibe, drawing inspiration from 80s/90s pop culture. These locations serve as premade settings for building stories, but the game can take place anywhere you and your GM imagine.

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1. Neon City (Dystopian Big City)

Vibe: Dystopian Noir

Inspiration:

Blade Runner, The Warriors, Escape from New York

Description

Neon City illustration

A massive, sprawling metropolis full of towering skyscrapers, neon lights, and shadowy alleyways. The city is run by corrupt corporations and plagued by crime, with law enforcement barely holding things together. It's a place of stark wealth and crushing poverty, where tech and surveillance are omnipresent. Heroes must navigate a labyrinth of dark streets, underground organizations, and powerful elites.

Key Features

- Smog-choked skyline and constant rain - Dark, gritty districts, filled with criminal elements - Underground resistance groups and rogue hackers - Sleek, advanced technology mixed with crumbling infrastructure ---

2. Oakridge (Suburban Town)

Vibe: Mysterious Suburbia

Inspiration:

Stranger Things, E.T., The Goonies

Description

Oakridge illustration

A picturesque, quiet suburban town that hides dark secrets beneath the surface. Oakridge is a seemingly normal, friendly community where nothing exciting ever happens—until it does. Strange occurrences, government cover-ups, and hidden threats are lurking just outside the clean-cut houses and manicured lawns. The town is full of bored teenagers, curious kids, and adults who know more than they're letting on.

Key Features

- Classic 80s/90s middle-class homes with big backyards - A local mall, high school, and small-town businesses - A mysterious government facility hidden in the woods - Wooded areas and a nearby lake for exploration ---

3. Clearwater Shores (Summer Vacation Lake Town)

Vibe: Laid-back with an eerie undertone

Inspiration:

Friday the 13th, Jaws, Camp Crystal Lake

Description

Clearwater Shores illustration

A quiet, scenic summer getaway by a large lake, popular with vacationers and campers. In the summer, Clearwater Shores is bustling with tourists enjoying the beach, fishing, and boating. But when the tourists leave, the town feels empty, and rumors of strange creatures in the lake or supernatural occurrences in the surrounding forests keep the locals on edge. The lake town's history is steeped in mystery, and many believe the calm waters hide something sinister.

Key Features

- A sprawling lake surrounded by dense forest - Quaint cabins and summer homes along the shore - Abandoned campsites and a mysterious island in the middle of the lake - Foggy nights with strange noises from the water ---

Core Mechanics

The alarm blared through the corporate tower's security system, but it was too late. In the server room on the 47th floor, "Cipher" had already done her work. Her fingers flew across three keyboards simultaneously, each screen showing cascading lines of code as she bypassed firewall after firewall. The security cameras were looping old footage. The motion sensors were reading empty rooms. The entire building thought everything was normal, even as she systematically downloaded every file from the CEO's private server.

"Thirty seconds, Cipher!" The voice crackled through her earpiece. That was "Rex," and he was never patient.

"Almost there," she muttered, not looking up. One more encryption layer to crack. Her Logic modifier was doing the heavy lifting, but it was her Streetsmarts that had gotten them past the front desk. A fake ID, a convincing story about being here for a late-night audit, and suddenly she was in the building. Now it was all about the numbers—the dice rolls, the modifiers, the DCs. Every firewall had a difficulty class, and she was beating them all.

Down on the 23rd floor, Rex wasn't waiting. The safe was supposed to be impossible to crack, but Rex had never been one for subtlety. He'd brought a thermal lance, and the safe door was already glowing red-hot. His Strength check had been perfect—he'd ripped the security panel right off the wall. Now it was just a matter of time before the lock gave way.

Pop. The safe door swung open. Inside, nestled among stacks of cash, was a small USB drive. The one they'd been hired to retrieve. Rex grabbed it, stuffing it into his jacket pocket just as the first security guard rounded the corner.

"Freeze!" The guard's voice echoed down the hallway.

Rex didn't freeze. Instead, he pulled out his sawed-off shotgun and fired. The blast echoed through the building, and suddenly the quiet corporate tower became a warzone. Bullets flew. Glass shattered. Rex was making Dexterity saves left and right, ducking behind cubicles, using every point of cover he could find.

"Cipher, we've got company!" he shouted into his comm.

"I see them," she replied, still typing. "I'm rerouting the elevators. Get to the stairwell on the east side. I'll meet you there."

Rex made it to the stairs just as Cipher emerged from the server room, her laptop still under one arm. They ran down flight after flight, security guards hot on their heels. Every turn was a new Dexterity check. Every door was a new obstacle. The building was swarming now, and they were running out of options.

Then, at the ground floor, they burst through the emergency exit into the parking garage. And there, idling in the shadows, was their ride.

The G-Man sat behind the wheel of a black sedan, engine running, door already open. He didn't say a word—just nodded as they dove into the back seat. Before the doors even closed, he was peeling out, tires screeching as he navigated the tight turns of the parking garage.

Security vehicles were already converging, but the G-Man was in his element. This was what he did. His Charisma had gotten them the car in the first place—a "borrowed" government vehicle that nobody would question. His Dexterity was handling the driving, every turn executed with precision. And his Streetsmarts? That was reading the traffic patterns, finding the gaps, knowing exactly when to accelerate and when to brake.

They shot out of the garage and into the neon-lit streets of the city. Behind them, sirens wailed, but the G-Man was already three moves ahead. A sharp left down an alley. A right through a construction zone. A U-turn that left their pursuers confused and heading the wrong direction.

Five minutes later, they were cruising through a quiet residential neighborhood, the chaos of downtown fading in the rearview mirror. The G-Man finally spoke: "Did you get it?"

Rex held up the USB drive. "Got it."

Cipher was already pulling up files on her laptop. "And I got everything else. This is going to blow the lid off everything."

The G-Man nodded, satisfied. Another successful operation. Another night where the dice had rolled in their favor, where every ability check had mattered, where the mechanics of the game had created a story they'd never forget.

Dice System

Rad Renegades and Fierce Foes uses the d20 system, similar to Dungeons & Dragons. The following dice are used throughout the game:

- d4: Four-sided die - d6: Six-sided die - d8: Eight-sided die - d10: Ten-sided die - d12: Twelve-sided die - d20: Twenty-sided die (the primary die for most rolls)

When you see notation like "2d6", it means roll two six-sided dice and add the results together.

Ability Scores

Your character has six ability scores that represent their core capabilities:

- Strength (STR): Physical power, athletic ability, and melee combat prowess - Dexterity (DEX): Agility, reflexes, balance, and ranged combat accuracy - Logic (LOG): Reasoning, memory, analytical thinking, and technological aptitude - Streetsmarts (STM): Intuition, awareness, street knowledge, and practical wisdom - Charisma (CHA): Force of personality, persuasiveness, leadership, and social influence - Grit (GRT): Mental and physical resilience, determination, and endurance

Ability Score Generation

At character creation, you generate your six ability scores using one of the following methods:

Method 1: Standard Array Assign these scores to your abilities: 15, 14, 13, 12, 10, 8

Method 2: Point Buy You have 27 points to spend. Ability scores start at 8 and cost points as follows:

- Score 8: 0 points - Score 9: 1 point - Score 10: 2 points - Score 11: 3 points - Score 12: 4 points - Score 13: 5 points - Score 14: 7 points - Score 15: 9 points

No ability score can be lower than 8 or higher than 15 before racial/role modifiers.

Method 3: Rolling Roll 4d6 and drop the lowest die. Do this six times and assign the results to your abilities. This method can create more powerful or weaker characters than the other methods.

Ability Modifiers

Your ability modifier is calculated as: (Ability Score - 10) ÷ 2, rounded down.

Score Modifier Score Modifier Score Modifier
1 -5 8-9 -1 16-17 +3
2-3 -4 10-11 +0 18-19 +4
4-5 -3 12-13 +1 20-21 +5
6-7 -2 14-15 +2 22-23 +6

Ability Checks

An ability check tests a character's innate talent and training in an effort to overcome a challenge. The GM calls for an ability check when a character attempts an action (other than an attack) that has a chance of failure.

Formula: d20 + Ability Modifier + Proficiency Bonus (if proficient)

The GM sets the Difficulty Class (DC) for the check. If your total equals or exceeds the DC, you succeed.

Saving Throws

A saving throw represents an attempt to resist a spell, trap, poison, disease, or similar threat. You don't normally decide to make a saving throw; you are forced to make one because your character is at risk.

Formula: d20 + Ability Modifier + Proficiency Bonus (if proficient in that saving throw)

Your role determines which saving throws you are proficient in. You add your proficiency bonus to saving throws you're proficient in.

Skills

Skills represent areas of expertise. Each skill is associated with one ability score. When you make a skill check, you roll:

Formula: d20 + Ability Modifier + Proficiency Bonus (if proficient)

Complete Skill List

1. Acrobatics (Dexterity): Balance, tumbling, escaping restraints 2. Animal Handling (Streetsmarts): Calming, training, or understanding animals 3. Athletics (Strength): Climbing, jumping, swimming, grappling 4. Deception (Charisma): Lying, disguising, misleading others 5. Driving (Dexterity): Operating vehicles, evasive maneuvers, stunts 6. Insight (Streetsmarts): Reading people, detecting lies, understanding motives 7. Intimidation (Charisma): Coercing, threatening, inspiring fear 8. Investigation (Logic): Examining clues, searching, analyzing evidence 9. Mechanics (Logic): Repairing, building, and understanding mechanical devices 10. Medicine (Logic): Diagnosing, treating wounds, stabilizing the dying 11. Occultism (Logic): Knowledge of supernatural, paranormal, and mystical phenomena 12. Perception (Streetsmarts): Noticing details, spotting hidden things, awareness 13. Performance (Charisma): Acting, singing, playing instruments, entertaining 14. Persuasion (Charisma): Convincing, negotiating, inspiring cooperation 15. Sleight of Hand (Dexterity): Pickpocketing, concealing objects, trickery 16. Stealth (Dexterity): Hiding, moving silently, avoiding detection 17. Survival (Streetsmarts): Tracking, foraging, navigating wilderness 18. Technology (Logic): Hacking, programming, using advanced tech

Proficiency Bonus

Your proficiency bonus represents your character's level of training and expertise. It starts at +2 at level 1 and increases as you level up:

Level Proficiency Bonus
1-2 +2
3-4 +2
5-6 +3
7-8 +3
9-10 +4

You add your proficiency bonus to:

- Attack rolls with weapons you're proficient with - Ability checks using skills you're proficient in - Saving throws you're proficient in - Spell attack rolls and spell save DCs (if applicable)

Passive Skills

A passive skill check is a special kind of ability check that doesn't involve any die rolling. It represents the average result for a task done repeatedly.

Formula: 10 + Ability Modifier + Proficiency Bonus (if proficient)

Passive Perception is the most commonly used passive skill, representing your ability to notice things without actively searching.

Difficulty Classes (DC)

The GM sets the Difficulty Class for ability checks, attack rolls, and saving throws. Typical DC values are:

- Very Easy (5): Simple tasks that most people can do - Easy (10): Routine tasks with a small chance of failure - Moderate (15): Challenging tasks requiring skill or luck - Hard (20): Difficult tasks that test even skilled characters - Very Hard (25): Extremely difficult tasks, nearly impossible - Nearly Impossible (30): Tasks that only legendary characters can accomplish

Advantage and Disadvantage

Sometimes a special ability or situation lets you roll with advantage or disadvantage.

Advantage: Roll two d20s and take the higher result. You have advantage when circumstances are in your favor.

Disadvantage: Roll two d20s and take the lower result. You have disadvantage when circumstances work against you.

If you have both advantage and disadvantage, they cancel out and you roll normally. Multiple sources of advantage or disadvantage don't stack—you either have it or you don't.

Critical Hits and Misses

Critical Hit (Natural 20): When you roll a natural 20 on an attack roll, you score a critical hit. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers.

Critical Miss (Natural 1): When you roll a natural 1 on an attack roll, your attack misses regardless of modifiers. Some GMs may add additional consequences for critical misses, such as dropping your weapon or leaving yourself open to counterattacks.

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Examples of Play

These examples show how the game mechanics work in practice.

Example 1: Skill Check

Situation: Jamie (a Mystery Kid) wants to investigate a suspicious van parked outside the school.

GM: "You notice a black van with tinted windows. What do you want to do?"

Player: "I want to investigate it—see if I can find any clues about who owns it or what's inside."

GM: "Make an Investigation check."

Player: "I have Investigation proficiency and a Logic modifier of +2. My proficiency bonus is +2, so I roll... [rolls d20] ...a 14! That's 14 + 2 + 2 = 18 total."

GM: "That's a success! You notice government license plates, a small antenna on the roof, and what looks like surveillance equipment visible through a gap in the window tinting. This is definitely a government surveillance vehicle."

Example 2: Combat Round

Situation: The party is ambushed by werewolf bikers in an alley.

Round 1 - Initiative:

- GM: "Everyone roll initiative. [Players roll]" - Player 1 (Loose Cannon): "I got 18!" - Player 2 (Mystery Kid): "I got 12." - GM: "The werewolves got 15. Turn order: Loose Cannon, Werewolves, Mystery Kid."

Loose Cannon's Turn:

- Player 1: "I draw my service pistol and shoot at the closest werewolf." - GM: "Roll your attack." - Player 1: "[Rolls d20] 16, plus my Dexterity +3 and proficiency +2 = 21 total." - GM: "That hits! Roll damage." - Player 1: "1d10 piercing... [rolls] 7, plus 3 = 10 damage." - GM: "The werewolf snarls as the bullet tears through its shoulder. It's hurt but still standing."

Werewolf's Turn:

- GM: "The werewolf charges at the Loose Cannon, claws extended." - GM: "[Rolls] 19 to hit. That hits your AC of 15. [Rolls damage] 2d6 + 4 = 11 slashing damage." - Player 1: "Ouch! I'm down to 9 hit points."

Mystery Kid's Turn:

- Player 2: "I use my walkie-talkie to call for help—Kids' Network ability!" - GM: "Good thinking! You'll have backup arriving in a few rounds."

Example 3: Social Interaction

Situation: The G-Man needs to interrogate a suspect.

GM: "The suspect is sitting in the interrogation room, looking nervous. What do you do?"

Player (G-Man): "I want to use my Government Authority to intimidate him into talking."

GM: "Make an Intimidation check. You have advantage because of your Government Authority ability."

Player: "[Rolls two d20s for advantage] I got 12 and 18, so I use the 18. Plus my Charisma +2 and proficiency +2 = 22 total."

GM: "Excellent! The suspect breaks immediately. 'Okay, okay! I'll talk! The boss is meeting with someone at the old warehouse on 5th Street tonight. That's all I know, I swear!'"

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Combat Rules

The warehouse exploded into chaos the moment the first shot rang out.

"Get down!" shouted Marcus, the Loose Cannon, as he dove behind a stack of wooden crates. Bullets whizzed overhead, splintering the wood and sending shards flying. He could hear the rapid pop-pop-pop of automatic weapons, the sound echoing off the concrete walls. This was supposed to be a simple recon mission. Simple. Right.

Across the warehouse floor, Zara—the Hacker—was already in motion. Her initiative roll had been perfect, and she'd acted first, ducking behind a forklift before the enemy even knew what was happening. Now she was using her turn to pull out her laptop, fingers flying across the keyboard. "I'm disabling the security system," she called out. "Give me six seconds!"

But six seconds felt like an eternity when you were being shot at.

Jake, the High School Hero, wasn't waiting. He'd rolled a 19 on initiative, second only to Zara, and he was using every point of it. He sprinted across the open floor, bullets kicking up concrete dust around his feet. His Dexterity save was just enough—he made it to cover behind a metal drum, his heart pounding. "I'm pinned down!" he yelled.

The enemy—three figures in black tactical gear—had rolled lower on initiative, but they were making up for it with firepower. One of them was advancing, spraying bullets in a wide arc. Another was taking careful aim, lining up shots. The third was moving to flank, trying to get around Marcus's position.

Marcus didn't wait for them to get the advantage. On his turn, he popped up from behind the crates, shotgun raised. The attack roll was a natural 18, plus his proficiency bonus. The blast caught the advancing enemy square in the chest, sending them stumbling backward. The damage roll: 2d8, and he'd rolled high. The enemy went down, but the other two were still in the fight.

Zara's turn came around again. "Security's down!" she shouted, slamming her laptop closed. "But we've got bigger problems—there's a van outside with more of them!"

The second enemy had taken aim at Jake's position. The attack roll: 15. Jake's AC was 14. The bullet found its mark, tearing through his shoulder. The damage: 1d8+2. Jake grunted, feeling the pain, but he was still in the fight. He made his Grit saving throw to stay conscious, and somehow, he passed.

Marcus used his action to reload, then his bonus action to take aim. The third enemy was trying to flank, but Marcus was ready. He fired, and this time the roll was even better—a natural 20. Critical hit. The damage dice exploded, and the enemy crumpled to the ground.

But the last enemy wasn't going down without a fight. They pulled a grenade from their belt, pulled the pin, and threw it. The GM called for a Dexterity save from everyone in the blast radius. Zara made it, diving behind the forklift. Marcus made it, using his reaction to hit the deck. Jake... Jake rolled a 3. The grenade went off, and the world went white.

When the smoke cleared, Jake was on the ground, bleeding. But he was still breathing. Still fighting. Because that's what heroes do—they get back up, they keep fighting, and they make sure their crew gets out alive.

Initiative

Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The GM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.

The GM ranks the combatants in order from highest to lowest. In the case of a tie, the GM decides the order among tied participants.

The combatant with the highest initiative acts first, then the next highest, and so on. The order remains the same from round to round.

Action Economy

On your turn, you can move a distance up to your speed and take one action. You can also take one bonus action and one reaction per round.

Movement

Your speed is typically 30 feet, though some roles or abilities may modify this. You can break up your movement, using some of your speed before and after your action.

Action

The most common actions you can take are:

- Attack: Make one melee or ranged attack - Cast a Spell: Cast a spell with a casting time of 1 action - Dash: Double your movement speed for this turn - Disengage: Your movement doesn't provoke opportunity attacks this turn - Dodge: Until your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage - Help: Grant advantage to an ally's next ability check or attack roll - Hide: Make a Dexterity (Stealth) check to attempt to hide - Ready: Prepare to take an action or move in response to a trigger - Search: Make a Streetsmarts (Perception) or Logic (Investigation) check to find something - Use an Object: Interact with an object in the environment

Bonus Action

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. You can take only one bonus action per turn.

Reaction

A reaction is an instant response to a trigger of some kind. You can take one reaction per round. The most common reaction is an opportunity attack.

Attack Rolls

When you make an attack, your attack roll determines whether the attack hits or misses.

Formula: d20 + Ability Modifier (Strength for melee, Dexterity for ranged) + Proficiency Bonus

If the total of the roll plus modifiers equals or exceeds the target's Armor Class (AC), the attack hits.

Damage

When you hit with an attack, you roll damage. The weapon or ability description tells you which dice to roll for damage and what modifiers to add.

Formula: Weapon Damage Dice + Ability Modifier (Strength for melee, Dexterity for finesse/ranged)

Damage is subtracted from the target's current hit points.

Damage Types

Different attacks and effects deal different types of damage. Understanding damage types is important for determining resistances, immunities, and vulnerabilities.

Physical Damage Types

Bludgeoning: Damage from crushing, smashing, or impact. Examples: baseball bats, hammers, falling objects.

Piercing: Damage from sharp, pointed objects that penetrate. Examples: knives, bullets, arrows.

Slashing: Damage from cutting or slicing attacks. Examples: swords, axes, energy blades.

Energy Damage Types

Fire: Damage from flames, explosions, or extreme heat. Examples: flamethrowers, molotov cocktails, fire-based abilities.

Cold: Damage from freezing temperatures or ice. Examples: cryogenic weapons, ice-based abilities.

Lightning: Damage from electrical energy. Examples: shock collars, tasers, electrical attacks.

Energy: Damage from pure energy or plasma. Examples: plasma rifles, energy swords, proton packs.

Special Damage Types

Psychic: Damage to the mind or consciousness. Examples: telepathic attacks, mind-bending abilities.

Necrotic: Damage that withers matter and life force. Examples: supernatural decay, life-draining abilities.

Radiant: Damage from divine or pure light energy. Examples: holy weapons, light-based abilities.

Damage Type Interactions

Resistance: If a creature has resistance to a damage type, damage of that type is halved (rounded down). Multiple resistances stack multiplicatively (e.g., resistance to fire and resistance to all damage results in 1/4 damage).

Immunity: If a creature has immunity to a damage type, it takes no damage from that type. Some immunities can be bypassed by certain abilities or effects.

Vulnerability: If a creature has vulnerability to a damage type, it takes double damage from that type. Vulnerabilities are rare and represent significant weaknesses.

Example: A werewolf might have resistance to bludgeoning, piercing, and slashing damage from non-silvered weapons, but vulnerability to silver weapons.

Armor Class (AC)

Armor Class represents how difficult it is to land a solid blow on a target. When an attack roll equals or exceeds the target's AC, the attack hits.

Base AC: 10 + Dexterity Modifier

With Armor: Armor provides an AC bonus that is added to your base AC (10 + Dexterity modifier). Light armor allows full Dexterity modifier, medium armor allows up to +2 Dexterity modifier, and heavy armor doesn't allow Dexterity modifier (see Equipment section for armor details).

Hit Points

Hit points represent a combination of physical and mental durability, the will to live, and luck. When you take damage, you subtract the damage from your current hit points.

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or fall unconscious (see Death and Dying, below).

Healing

You can spend Hit Dice to heal during a short rest, or regain all hit points and spent Hit Dice during a long rest (see Rest and Recovery).

Death and Dying

When you drop to 0 hit points, you fall unconscious and must make death saving throws.

Death Saving Throws

At the start of each of your turns, you make a death saving throw (a special saving throw that doesn't use any ability modifier). Roll a d20:

- 10 or higher: You succeed. Mark one success. - 9 or lower: You fail. Mark one failure.

Three Successes: You become stable (see below).

Three Failures: You die.

Natural 20: You regain 1 hit point and become conscious.

Natural 1: You suffer two failures instead of one.

Stabilizing a Creature

A creature can be stabilized with a successful DC 10 Logic (Medicine) check, or automatically with certain abilities or items. A stable creature doesn't make death saving throws but remains unconscious. A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Damage at 0 Hit Points

If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you die instantly.

Cover

Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm.

- Half Cover: +2 bonus to AC and Dexterity saving throws - Three-Quarters Cover: +5 bonus to AC and Dexterity saving throws - Total Cover: Can't be targeted directly by an attack or spell

Range

Weapons have a normal range and a long range. Attacks within normal range have no penalty. Attacks at long range have disadvantage. Attacks beyond long range are impossible.

Opportunity Attacks

When a hostile creature you can see moves out of your reach, you can use your reaction to make one melee attack against it. This is called an opportunity attack.

You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.

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Cyber Combat

Cyber Combat represents battles that take place inside digital systems, virtual networks, alien constructs, or psychic cyberspace. It uses a streamlined version of normal combat — fast, abstract, stylish.

Cyber Combat is initiated whenever:

- A character attempts to hack a secure system - An AI or ICE (Intrusion Countermeasure Entity) detects them - A digital spirit/entity attacks - The GM triggers a cyberspace encounter

1. Cyber Stats Overview

Cyber Combat uses four stats, derived from the character's normal sheet:

Cyber Stat Derived From Purpose
Cyber HP Logic × 2 (min 8) Measures your avatar's stability in cyberspace.
Firewall Logic Mod + tool bonuses Determines how hard you are to hit digitally.
Bandwidth 1 + (Logic Mod) + equipment Number of Cyber Actions per round.
Hack Bonus Logic Mod + gear + skill ranks Used for attacking systems/ICE.

Gadgeteers, G-Men, Conspiracy Theorists, Outsiders, Mindbenders = strongest cyber roles. Mystery Kids = can participate, but often chaotic fun. Mutates = can treat cyber combat as semi-psychic warfare.

2. Turn Order & Rounds

Cyber Combat uses initiative (DEX-based) unless:

- Mindbender or psychic dive → use Streetsmarts - Technologist entering a digital construct → use Logic

Round = 6 seconds, same as physical combat.

3. Cyber Actions

Every round, characters get:

🖱️ 1 Main Action

(e.g., attack ICE, run a program, upload a virus)

⌨️ Bandwidth Actions (1–4)

(extra actions based on your gear and Logic)

↩️ 1 Defensive Reaction

(block, parry, firewall boost)

4. Cyber Attack Types

There are four primary digital attack forms:

Attack Type Roll Effect
Brute Force Hack Bonus vs ICE Firewall Deals digital HP damage.
Logic Spike Logic Save Quick mental overload.
Data Corruption Hack Bonus (disadvantage) Reduces system functions temporarily.
Bypass Hack DC Lets you skip the current ICE or trap.

Damage uses d6s and d8s unless boosted by programs.

5. Defense & ICE

Systems defend themselves using ICE (Intrusion Countermeasures Entities).

ICE Stats Template

Stat Typical Value
Cyber HP 10–50
Firewall 12–18
Bandwidth 1–2
Damage 1d6–2d8 per hit

Types of ICE:

- White ICE (Basic) – alarms, gatekeepers - Black ICE (Lethal) – digital damage echoes to real HP - Blue ICE (Adaptive) – strengthens over time - Red ICE (Aggressive) – attacks twice per round - Quantum ICE (Alien/advanced) – unpredictable effects

6. Cyber Terrain

GM can flavor cyberspace like:

- neon grids - floating data cubes - rivers of code - firewalls as glowing walls - nodes as islands - corporate servers as cold skyscrapers

Bonuses/penalties:

- Encrypted Zones → -2 to hack rolls - Open Source Zones → +2 to hack rolls - Archive Rooms → +2 investigation - Trace Corridors → ICE gets +2 to hit

7. Win Conditions

Players succeed when they:

- Break the target Firewall / ICE - Access the desired Node - Modify or delete secure data - Escape before trace completes (usually 3–8 rounds)

8. Cyber Consequences

If players fail:

- A trace completes → physical enemies dispatched - Digital damage bleeds into real HP (10–50%) - Corrupted memories / glitch effects - Backdoors left open → future danger - AI entities escape into the real world

9. Programs, Viruses & Utilities (Quick Rules)

(These correspond to the computer gear list.)

Programs (Buffs/Tools)

- Take 1 action to run - Last 3 rounds (unless stated)

Examples:

- ICEbreaker.exe → +3 attack - Firewall+ → +3 defense - GhostTrace → stealth in cyberspace

Viruses (Attacks)

- Deal direct cyber HP damage - 1 action

Examples:

- The Glitch King → 3d6 digital damage - DataCorrupt.bx → lower ICE defenses

Daemons (Allies)

Small digital assistants:

- Aid one roll/round - Can take one defensive action/round

10. Multi-Layer Hacking (Advanced Encounters)

Bigger systems have multiple layers: 1. Perimeter Firewall 2. Security ICE 3. Data Node 4. Root Access 5. Vault / Secret Layer

Each layer requires:

- 1 hack roll or - 1 cyber combat scene

Perfect for cinematic pacing.

11. Tag-Team Cyber Combat

Multiple players can:

- Join the same cyberspace battle - Provide buffs from outside - Tag in/out like a wrestling match

This keeps everyone involved in digital scenes.

12. Hybrid Combat (Cyber + Real)

Boss fights can have:

- A physical fight happening outside - A cyber fight happening simultaneously - Each side influencing the other

Example:

- Hacker weakens a drone's defenses → team deals more damage - Team damages a mech → hacker bypasses new vulnerabilities ---

Car Combat

Fast. Chaotic. Cinematic. Easy to run.

Designed to work with:

- Your vehicle list - Driving skill - Archetypes/Roles - Weapons & stunts - Chase rules - Explosive over-the-top 80s/90s action logic

1. Car Combat Fundamentals

Car combat uses normal initiative, except:

- Drivers roll DRIVING + DEX - Passengers roll normal initiative

A "round" is 3 seconds (faster pacing than normal 6-sec turns).

Each round:

- Driver gets 1 Driving Action + 1 Normal Action - Passengers get normal combat actions (attack, use item, etc.)

2. Driving Actions

Drivers choose from the following Driving Actions each round:

➡️ Speed Up

Increase Speed by one category (Low → Medium → High → Extreme). Make a Driving check (DC 10). Failure → lose Handling this round.

⬅️ Brake / Evasive Slowdown

Reduce speed category and gain:

- +2 AC against attacks - +2 Handling next round

⤴️ Hard Turn / Drift

Make a Driving check:

- DC 12 at Medium - DC 14 at High - DC 16 at Extreme

Success = You reposition and gain +1 AC. Failure = Lose control (see Section 5).

⤵️ Ram / Slam

Collide intentionally with another vehicle or creature.

Attack roll: Driving + DEX vs target's AC Damage: Vehicle weight class determines damage:

Vehicle Damage
Motorcycle 1d8
Car / Sedan 2d8
Muscle Car 2d10
Truck / Van 3d8
APC / Heavy 3d10+

If both vehicles collide → both take damage.

↗️ Sideswipe

Attempt to push another vehicle:

- Opposed Driving checks - Winner shoves loser 5–15 ft - If near hazard → risk crash

🏎️ Nitro Burst / Boost (if equipped)

Gain +1 Speed category. Lose 2 Handling next round.

🌀 Trick Maneuver (Stunt Action)

Performing cinematic nonsense:

- Jump a ramp - 180 spin - Drive on two wheels - Reverse to dodge - Tokyo drift slide - Knight Rider spin‐turn

DC ranges: 13–18 Success → earn "Style Points" (+1 on next 3 actions) Failure → immediate Out-of-Control check.

3. Passenger Actions

Passengers can:

- Fire handheld weapons - Throw items - Use mounted weapons (if any) - Attack other passengers - Jump between vehicles (very 80s)

Jump Between Vehicles

- DC 14 DEX + Acrobatics - Failure → you fall, roll damage based on speed

4. Vehicle Stats in Combat

Every vehicle has:

Stat Meaning
AC Difficulty to hit
HP Vehicle health
Handling Bonus on driving checks
Speed Category Determines chase distances
Hardpoints Mounted weapon slots
Seats Character capacity

5. Losing Control (Crashes, Spins, Wrecks)

A vehicle must roll Out-of-Control Check (Driving + Handling vs DC 12–18) when:

- Taking more than 10% HP damage in a hit - Attempting a stunt and failing - Driving at Extreme speed and hit an obstacle - Tires blown, engine hit, critical vehicle failure

Fail Results (GM chooses or rolls d6):

1. Spinout – Lose next turn, vehicle stops. 2. Skid – Move 20–40 ft uncontrollably, hit object. 3. Roll Over – Vehicle flips; passengers take 2d6–4d6. 4. Crash – Vehicle takes 3d8+ damage; everyone takes 1d8. 5. Fire – Vehicle is burning; 1d6 fire/round until fixed or abandoned. 6. Total Wreck – Vehicle at 0 HP; no longer operable.

6. Vehicle Weapons

Vehicles can have 0–3 weapon hardpoints depending on type.

Types of Vehicle Weapons:

- Roof Gunner Weapon (rifle, SMG, ghost equipment) - Mounted Turret (LMG, energy cannon) - Front Ram Reinforcement (+1d8 ram damage) - Rear Oil Slick / Debris Dropper - Alien Energy Node (Hover Pod) - Specter Cannon (Ghost Van)

Given your weapon list, ANY ranged weapon can be hard-mounted with GM discretion.

7. Chase Rules (Quick System)

Chases are measured in Chase Distance, not a grid.

Chase distance starts at 3–5 units depending on situation.

Each round:

- Driver rolls Driving vs opponent - Winner increases/decreases distance by 1 - At distance 0 → collision - At distance 8 → escape

Environmental hazards can modify rolls:

- Traffic: -2 - Rain: -2 Handling - Fog: disadvantage on ranged attacks - Hills/jumps: +2 DC on stunts - Downtown Neon City: +2 for weaving

8. Environmental Combat Hazards

You can include:

- Exploding barrels (classic) - Random civilians - Police blockades - Oil spills - Rain slicks - Road kill - Wild animals - Potholes (Neon City problem) - Logging trucks (always dangerous) - Narrow alleys - Collapsing bridges - Giant paranormal entities

Each hazard = DC 12–18 Driving check to avoid.

9. Special Rules for Kids / Under-15 Drivers

Per your earlier request:

Mystery Kids or any PC under age 15:

- All Driving checks at disadvantage - Speed capped at Medium unless overridden by GM or supernatural effect

THIS is deliberately cinematic. Kids can still drive… but dangerously, hilariously, and recklessly.

10. Archetype-Specific Driving Bonuses

Action Heroes

+1 Handling on all non-heavy vehicles.

Investigators (G-Men)

+2 to pursuit checks.

Technologists (Gadgeteers / Hyper Squad)

Can modify vehicle mid-combat:

- +1 AC for 1 round - Restore 1d8 HP - Boost weapon hardpoint

Supernaturals

- Mindbenders: +2 to avoid psychic hazards - Mutates: +2 to survive crashes - Outsiders: can interface with sci-fi vehicles

High School Heroes

- Jocks: +2 when operating big/heavy vehicles - Misfits: +2 when performing stunts - Theater Kids: +2 to dramatic jumps or vehicle entrances

11. Vehicle HP at 0

When a vehicle hits 0 HP:

Roll d4 for explosion chance: 1–2: Smoke, dead engine 3: Vehicle catches fire 4: Immediate explosion (3d8 in 10-ft radius)

Passengers roll:

- DEX save DC 12 to escape - Failure → 1d10 damage

12. Car Combat Summary

This system gives:

- Full cinematic chases - Easy stunts - Ramming, shooting, hijacking - Vehicle damage & wrecks - Kids driving dangerously - Archetype perks - Environmental chaos - Mounted weapons - Multi-vehicle scenes

And it's all balanced with your weapons, skills, and gameplay pacing.

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Character Creation

The diner was empty except for the four of them, sitting in a corner booth at 2 AM. Coffee cups sat cold and forgotten on the table between them, and a half-eaten plate of fries was the only evidence that anyone had ordered food. Outside, the neon signs of the city flickered, casting colored shadows across their faces.

"I don't get it," said Maya, pushing her glasses up her nose. "How do we even know what we're good at? I mean, I've never actually done any of this stuff before. How do I know if I'm strong enough? Fast enough? Smart enough?"

Sam laughed, but it wasn't unkind. "You're overthinking it, Maya. You don't know what you're good at until you try. That's the whole point." They pulled out a notebook and started sketching something—a device, maybe, or a weapon. "I mean, look at me. I didn't know I could hack into government databases until I tried. I didn't know I could build a signal jammer out of spare parts until I needed one. You figure it out as you go."

Jake was quiet, which was unusual for him. He was usually the one cracking jokes, keeping the mood light. But tonight, he was staring at his hands—big hands, calloused from years of sports and manual labor. "I know I'm strong," he said finally. "I know I can fight. But am I strong enough? Fast enough? What if I'm not good enough when it really matters?"

Alex, the youngest of the group, reached across the table and put a hand on Jake's arm. "You're already good enough, Jake. You saved my life last week, remember? When those guys cornered us in the alley? You didn't hesitate. You just... acted. That's what matters."

Maya pulled out her own notebook, this one full of conspiracy theories and coded messages. "I think I get it now," she said slowly. "It's not about what you are. It's about what you choose to be. You choose your strengths. You choose your weaknesses. You choose who you want to become."

Sam nodded. "Exactly. You're not born a hacker or a fighter or a detective. You become one. You pick the skills that matter to you, the abilities that define who you are. And then you use them."

Jake looked up, and for the first time that night, he smiled. "So we're basically building ourselves from scratch?"

"From scratch," Alex confirmed. "But we're building ourselves together. That's what makes us a crew."

Maya started writing in her notebook, listing out abilities, skills, traits. "Okay," she said. "Let's do this. Let's figure out who we are. Who we really are."

And in that moment, in that empty diner at 2 AM, four ordinary people started the process of becoming something extraordinary. They started creating themselves.

Step-by-Step Character Creation

1. Choose Ability Scores: Use one of the methods described in the Ability Score Generation section 2. Choose an Archetype: Select from Investigators, Action Heroes, Technologists, Supernaturals, or High School Heroes 3. Choose a Role: Select a specific role within your chosen archetype 4. Determine Proficiencies: Your role determines your saving throw proficiencies, skill proficiencies, weapon proficiencies, and tool proficiencies 5. Calculate Modifiers: Calculate your ability modifiers using the table provided 6. Determine Hit Points: Your role's hit die + your Grit modifier 7. Choose Equipment: Select starting equipment based on your role 8. Choose Special Abilities: At level 1, you may have access to special abilities from your archetype

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Roles

The safe house was a mess of papers, maps, and half-finished plans. But in the center of it all, the crew was gathered around a whiteboard, and each of them was about to make a choice that would define everything.

"I still don't understand why we can't all just be, like, generalists," said Maya, chewing on the end of her pen. "Why do we have to pick a specific role? Can't I just be good at everything?"

Sam shook their head, but they were smiling. "That's not how it works, and you know it. You can't be the best at everything. You have to choose what you're going to excel at. What you're going to become."

On the whiteboard, Sam had written out the five archetypes: Investigators, Action Heroes, Technologists, Supernaturals, and High School Heroes. Under each, they'd listed the three roles that fell into that category.

"Look," said Jake, pointing at the board. "I know I want to be an Action Hero. That's obvious. But which one? Loose Cannon? Street Fighter? Gadgeteer? They all sound cool, but they're all different. How do I choose?"

Alex, who'd been quiet, finally spoke up. "You choose based on who you want to be. Not who you think you should be, but who you actually are." They walked over to the board and pointed at "Mystery Kid" under Investigators. "This is me. I know it. I've always been the one asking questions, finding clues, putting pieces together. That's not something I chose—it's something I am."

Maya looked at the board, her eyes scanning the options. "I think... I think I'm a Conspiracy Theorist," she said slowly. "Not because I believe in every conspiracy, but because I see the patterns. I connect the dots. I find the truth that everyone else misses."

Sam nodded. "And I'm a Hacker. Not because I'm good with computers—though I am—but because I see systems. I see how things connect, how they work, how to break them when I need to."

Jake was still staring at the Action Heroes section. "I think... I think I'm a Street Fighter. Not because I like fighting, but because when things go wrong, when people need protecting, I don't run. I stand my ground. I fight back."

One by one, they made their choices. They defined themselves. They chose their roles. And in doing so, they became more than just a group of friends. They became a crew. They became a team. They became something that could take on the world.

There are 5 Archetypes each with 3 Roles for a Total of 15 Different PC Character Classes.

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Investigators

Investigators are the keen-eyed sleuths and inquisitive minds of the world. Driven by a thirst for knowledge and a desire to uncover the truth, they delve into mysteries that others might overlook or find too dangerous to explore. Whether they're young detectives, seasoned private eyes, or conspiracy theorists, Investigators use their wits, observational skills, and resourcefulness to solve puzzles and expose hidden threats.

Roles within this Archetype include the youthful Mystery Kids, the methodical G-Men, and the skeptical Conspiracy Theorists. Each Role offers a unique approach to investigation, from the innocent curiosity of young sleuths to the professional rigor of government agents and the unorthodox methods of those who see connections others miss.

Benefits of Choosing an Investigator Role

Exceptional Problem-Solving Skills: Investigators excel at uncovering clues, solving puzzles, and piecing together information. They often have abilities that grant them advantages on Investigation checks and the ability to discern hidden truths.

Social Influence: With skills in Persuasion, Deception, and Insight, Investigators can navigate social situations effectively, gather information, and manipulate outcomes.

Resourcefulness: Many Investigator Roles grant access to networks of contacts, allowing characters to call in favors, gather intelligence, or acquire resources that others might not have.

Drawbacks of Choosing an Investigator Role

Limited Combat Prowess: Investigators may not be as physically robust or combat-oriented as other Archetypes. They often rely on their wits rather than brute strength or advanced weaponry.

Specialized Skill Set: Their focus on investigation and social skills may leave them less prepared for challenges that require physical endurance or technological expertise.

Reliance on Information: Investigators may struggle in situations where information is scarce or when facing foes that cannot be reasoned with or understood through conventional means.

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Mystery Kids Role Guide

Role Overview

Mystery Kids illustration

Mystery Kids are adventurous youths driven by curiosity and a fearless spirit. They excel at uncovering secrets, outsmarting adversaries, and rallying their peers to face extraordinary challenges. Often underestimated by adults, they leverage their innocence and resourcefulness to navigate a world filled with mysteries and dangers.

Key Characteristics

- Age Group: Typically between 10 to 15 years old. - Primary Attributes: Streetsmarts and Grit. - Skill Proficiencies: Investigation, Perception, Stealth, Persuasion. - Weapon Proficiencies: Simple improvised weapons (slingshots, sticks, etc.). - Tool Proficiencies: Bicycles, walkie-talkies, basic gadgetry. - Starting Equipment: Backpack, flashlight, pocket knife, walkie-talkie, miscellaneous trinkets.

Creating a Mystery Kid

When creating a Mystery Kid character, consider how their youthful perspective shapes their interactions with the world. Reflect on their background, family life, friendships, and motivations for seeking out adventures.

Attribute Priorities

1. Streetsmarts: Reflects intuition and quick thinking. 2. Grit: Represents courage and resilience. 3. Dexterity: Aids in agility and stealth.

Hit Points

- Hit Die: 1d6 per Mystery Kid level. - Starting Hit Points: 6 + your Grit modifier. - Hit Points at Higher Levels: 1d6 (or 4) + Grit modifier per level after the first.

Proficiencies

- Armor: None. - Weapons: Simple improvised weapons. - Tools: Choose two: Bicycles, walkie-talkies, basic gadgetry, skateboards. - Saving Throws: Streetsmarts, Grit. - Skills: Choose three: Investigation, Perception, Stealth, Persuasion, Acrobatics, Survival.

Level Progression

Mystery Kids progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Investigator Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Investigator Special Abilities table. - Total Special Abilities: By level 10, a Mystery Kid will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Child's Innocence - Advantage on Deception/Persuasion vs adults 1
2 Quick Learner - Gain proficiency in one additional skill
3 Sneaky Moves - Advantage on Stealth at half speed; escape grapples as bonus action 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Kids' Network - Establish network of kids/teens for information/assistance 1
6 Courage Under Fire - Advantage vs fear; inspire ally once per encounter
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Keen Observation - Advantage on Perception (sight); decipher codes 2x faster
9 Swift Escape - Reaction: move half speed when enemy misses 1
10 Legendary Mystery Kid - Immune to fear; call upon community for assistance

Role Abilities

Level 1: Child's Innocence

- Effect: You have advantage on Deception and Persuasion checks against adults who perceive you as non-threatening.

Level 2: Quick Learner

- Effect: Gain proficiency in one additional skill of your choice.

Level 3: Sneaky Moves

- Effect: You have advantage on Stealth checks when moving at half speed. - Additional: You can attempt to escape grapples or restraints as a bonus action.

Level 4: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 5: Kids' Network

- Effect: Establish a network of other kids and friendly teens who can provide information or minor assistance within your community.

Level 6: Courage Under Fire

- Effect: You have advantage on saving throws against fear effects. - Additional: Once per encounter, you can inspire an ally within 30 feet, granting them advantage on their next attack roll or saving throw.

Level 7: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 8: Keen Observation

- Effect: You have advantage on Perception checks that rely on sight. - Additional: You can decipher codes, riddles, or puzzles twice as quickly as normal.

Level 9: Swift Escape

- Effect: When an enemy misses you with an attack, you can use your reaction to move up to half your speed without provoking opportunity attacks.

Level 10: Legendary Mystery Kid

- Effect 1: Unwavering Determination - You are immune to fear effects. - Effect 2: Community Hero - Your reputation has spread. You can call upon the community for significant assistance, such as organizing a search party or rallying against a common threat.

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Investigator Archetype Special Abilities table. This allows you to customize your Mystery Kid with abilities that suit your playstyle.

Investigator Special Abilities Table

(Refer to the Investigator Archetype Special Abilities provided earlier. Some examples include Eagle Eye, Gut Feeling, Cold Reader, etc.)

Gameplay Notes

- Driving Checks: Mystery Kids make driving or piloting checks at disadvantage unless they have a background providing proficiency. - Adult Interactions: Use Child's Innocence to gather information or avoid suspicion. - Peer Connections: Leverage Kids' Network to gain insights or minor favors from NPCs in your age group. - Combat Role: Focus on support, reconnaissance, and using abilities that aid the team rather than direct combat.

Role-Specific Equipment

At character creation, Mystery Kids start with the following equipment:

- Trusty Backpack - Flashlight with extra batteries - Pocket Knife (counts as a simple improvised weapon) - Walkie-talkie tuned to friends' frequency - Bicycle or Skateboard - Personal Trinket (such as a lucky charm or a photo)

Sample Character Creation

Step 1: Concept

- Name: Jamie Lopez - Background: A 12-year-old with a knack for gadgets, always tinkering and inventing small devices to help in adventures.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Streetsmarts (15): +2 modifier - Grit (14): +2 modifier - Dexterity (13): +1 modifier - Logic (12): +1 modifier - Charisma (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Investigation - Stealth - Acrobatics

Additional Proficiency from Quick Learner (Level 2): Mechanics (for gadgetry)

Step 4: Equipment

- Backpack containing small tools and spare parts - Flashlight modified to be extra bright - Pocket knife with multiple functions - Walkie-talkie with enhanced range - Customized skateboard with hidden compartments - Wristwatch inherited from an inventor grandparent

Step 5: Special Abilities

Level 1:

- Role Ability: Child's Innocence - Special Ability: Eagle Eye - Gain advantage on Perception checks to spot hidden objects or creatures.

Level 3:

- Special Ability: Gadget Mastery (from Technologist abilities, if allowed) or Gut Feeling - If something feels wrong or suspicious, the GM provides a subtle hint towards the truth. (Note: Ensure cross-archetype abilities are permissible in your game.)

Advancing Your Mystery Kid

As you level up, choose special abilities that enhance your investigative skills, support capabilities, and adaptability. Balance role abilities with special abilities to create a well-rounded character.

Role-Playing Tips

- Embrace curiosity and a fearless approach to the unknown. - Utilize your age to gain advantages in social situations. - Collaborate with teammates to devise creative solutions. - Play up the dynamic of being underestimated by adults and adversaries.

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G-Men Role Guide

Role Overview

G-Men illustration

G-Men are elite government agents specializing in investigating and handling paranormal activities, extraterrestrial encounters, and supernatural phenomena. Armed with cutting-edge technology, extensive training, and government resources, they are the frontline defense against threats unknown to the general public. Their authority and connections grant them advantages in both social and combat situations, making them formidable opponents and invaluable allies.

Key Characteristics

- Primary Attributes: Logic and Grit. - Skill Proficiencies: Investigation, Perception, Intimidation, Technology. - Weapon Proficiencies: Small firearms (pistols, SMGs), melee weapons (batons). - Tool Proficiencies: Forensic kits, surveillance equipment, vehicles. - Starting Equipment: Standard-issue firearm, badge/credentials, communication device, vehicle access.

Creating a G-Man

When creating a G-Man character, consider your background within the agency. Are you a seasoned veteran, a rookie eager to prove yourself, or someone with a personal vendetta against the supernatural? Your connections, experiences, and motivations will shape your approach to missions and interactions.

Attribute Priorities

1. Logic: Essential for investigation, analysis, and technological tasks. 2. Grit: Represents determination, mental fortitude, and resilience. 3. Dexterity: Aids in firearms proficiency and agility.

Hit Points

- Hit Die: 1d8 per G-Man level. - Starting Hit Points: 8 + your Grit modifier. - Hit Points at Higher Levels: 1d8 (or 5) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor (bulletproof vests). - Weapons: Small firearms, batons, tasers. - Tools: Forensic kits, surveillance equipment, vehicles. - Saving Throws: Logic, Grit. - Skills: Choose three: Investigation, Perception, Intimidation, Technology, Insight, Athletics.

Level Progression

G-Men progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Investigator Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Investigator Special Abilities table. - Total Special Abilities: By level 10, a G-Man will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Government Authority - Advantage on Intimidation vs civilians; access government databases 1
2 Assistant Agent - Gain assistant agent (HP 10, AC 12)
3 Analytical Mind - Advantage on Investigation/Perception for crime scenes 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Backup Call - Summon 1 agent (increases to 5 by level 9) 1
6 Combat Driver - Auto-succeed regular driving; advantage on combat driving
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Enhanced Resources - Choose advanced equipment (surveillance/weapon/armor)
9 Supernatural Insight - Knowledge of supernatural/alien lore; proficiency in Occultism 1
10 Elite Agent - Command civilians; call in agency favor once per mission

Role Abilities

Level 1: Government Authority

- Effect: You have advantage on Intimidation checks against civilians due to your government credentials and authority. - Additional: You can access government databases for research, allowing you to gain information on individuals, fingerprints, and identification quickly.

Level 2: Assistant Agent

- Effect: You gain an assistant agent who accompanies you on missions. They act on your initiative count and can perform basic actions (e.g., help, attack, investigate).

Assistant Agent Stats:

- HP: 10 - AC: 12 - Abilities: Proficient in Investigation and Perception. - Weapons: Standard-issue pistol (1d6 piercing damage).

Level 3: Analytical Mind

- Effect: You have advantage on Investigation and Perception checks when analyzing crime scenes, evidence, or supernatural phenomena. - Additional: You can use your government network to run advanced analytics, providing deeper insights at the GM's discretion.

Level 4: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 5: Backup Call

- Effect: You can call for backup during combat. This summons one additional agent to assist you. The number of agents increases by one every two levels (Levels 5, 7, 9), up to a maximum of 5 agents at Level 9. - Backup Agents arrive after 1d4 rounds and act on your initiative count.

Level 6: Combat Driver

- Effect: You have guaranteed success on regular driving checks. - Additional: You have advantage on combat driving checks (e.g., chases, evasive maneuvers).

Level 7: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 8: Enhanced Resources

- Effect: You gain access to advanced government equipment. Choose one: - Option 1: High-tech surveillance gear (advantage on Technology checks related to surveillance). - Option 2: Experimental weapon (e.g., energy pistol dealing 1d8 damage). - Option 3: Defensive gear (light armor providing +1 AC over standard issue).

Level 9: Supernatural Insight

- Effect: You have extensive knowledge of supernatural and alien lore. - Additional: Gain proficiency in Occultism (or similar skill). You have advantage on Logic checks related to the supernatural or extraterrestrial.

Level 10: Elite Agent

- Effect 1: Commanding Presence - Your authority is unquestioned. You can command civilian NPCs to comply with reasonable requests without a check. - Effect 2: Agency Favor - Once per mission, you can call in a significant favor from your agency, such as satellite surveillance, a specialized team, or clearance to restricted areas.

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Investigator Archetype Special Abilities table. Customize your G-Man with abilities that enhance investigation, combat, or support roles.

Investigator Special Abilities Table

Refer to the Investigator Archetype Special Abilities provided earlier. Examples include:

- Eagle Eye: Advantage on Perception checks to spot hidden objects or creatures. - Interrogator: Once per session, force a target to truthfully answer one question. - Codebreaker: Advantage on checks related to decrypting codes and ciphers. - Mind Fortress: Resistance against mind control or psychic attacks. - Contacts in Low Places: Call in a favor from an underworld contact.

Gameplay Notes

- Authority Utilization: Use Government Authority to influence social interactions and gain access to restricted information or locations. - Assistant and Backup Agents: Leverage your agents to aid in investigations, provide combat support, or perform tasks simultaneously. - Driving Expertise: Utilize Combat Driver ability during vehicle chases or when operating advanced vehicles. - Resource Management: Make strategic use of your agency's resources, especially at higher levels with Enhanced Resources and Agency Favor. - Combat Role: G-Men are versatile, capable of frontline combat with firearms and supporting roles through their abilities.

Role-Specific Equipment

At character creation, G-Men start with the following equipment:

- Standard-Issue Firearm: Pistol dealing 1d6 piercing damage. - Badge/Credentials: Proof of authority, granting access to certain areas and information. - Communication Device: Secure line to the agency and team members. - Vehicle Access: Standard agency car or unmarked vehicle. - Forensic Kit: Tools for collecting and analyzing evidence. - Light Armor: Bulletproof vest providing AC 12 + Dexterity modifier.

Sample Character Creation

Step 1: Concept

- Name: Agent Sarah Mitchell - Background: A dedicated agent with a background in forensic science, driven to uncover the truth behind supernatural events after a personal encounter.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Logic (15): +2 modifier - Grit (14): +2 modifier - Dexterity (13): +1 modifier - Charisma (12): +1 modifier - Streetsmarts (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Investigation - Perception - Technology

Step 4: Equipment

- Standard-Issue Firearm: Customized grip for better handling - Badge/Credentials: With high-level clearance - Communication Device: Enhanced encryption - Agency Vehicle: Unmarked SUV equipped with surveillance gear - Forensic Kit: Advanced tools for on-site analysis - Light Armor: Sleek bulletproof vest

Step 5: Special Abilities

Level 1:

- Role Ability: Government Authority - Special Ability: Interrogator - Once per session, force a target to truthfully answer one question.

Level 3:

- Special Ability: Codebreaker - Advantage on checks to decrypt codes and ciphers.

Assistant Agent Details

At Level 2, Agent Sarah gains an assistant agent:

- Name: Agent Mark Davis - Role: Provides support in investigations and combat.

Stats:

- HP: 10 - AC: 12 - Skills: Proficient in Insight and Athletics - Weapons: Standard-issue pistol (1d6 piercing damage)

Advancing Your G-Man

As you level up, select abilities that enhance your investigative prowess, combat effectiveness, and support capabilities. Balance your role abilities with special abilities to tailor your character to your preferred playstyle.

Role-Playing Tips

- Professional Demeanor: Maintain a confident and authoritative presence. - Agency Protocols: Follow procedures, but know when to bend the rules for the greater good. - Team Leadership: Use your assistants and backup effectively, coordinating strategies. - Moral Choices: Navigate the ethical dilemmas that come with government work and secrecy.

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Conspiracy Theorist Role Guide

Role Overview

Conspiracy Theorist illustration

Conspiracy Theorists are eccentric investigators who see connections and hidden patterns where others see randomness. Armed with a vast array of obscure knowledge, hacking skills, and a relentless drive to uncover the "truth," they delve into secrets that governments and organizations want to keep hidden. Their unconventional methods and skepticism make them invaluable in uncovering plots and gathering information from limited clues.

Key Characteristics

- Primary Attributes: Logic and Streetsmarts. - Skill Proficiencies: Investigation, Insight, Technology, Stealth. - Weapon Proficiencies: Non-lethal weapons (pepper spray, tasers), improvised traps. - Tool Proficiencies: Hacking tools, surveillance equipment, trap-setting tools. - Starting Equipment: Laptop with hacking software, homemade gadgets, disguise kit, basic non-lethal weapon.

Creating a Conspiracy Theorist

When creating a Conspiracy Theorist character, consider what drives your obsession with uncovering hidden truths. Do you have a personal history with government cover-ups? Are you part of an underground network of like-minded individuals? Your background will influence your approach to investigations and interactions.

Attribute Priorities

1. Logic: Essential for analysis, hacking, and understanding complex systems. 2. Streetsmarts: Reflects intuition, adaptability, and resourcefulness. 3. Dexterity: Aids in stealth and setting traps.

Hit Points

- Hit Die: 1d6 per Conspiracy Theorist level. - Starting Hit Points: 6 + your Grit modifier. - Hit Points at Higher Levels: 1d6 (or 4) + Grit modifier per level after the first.

Proficiencies

- Armor: None. - Weapons: Non-lethal weapons (pepper spray, tasers), improvised weapons. - Tools: Hacking tools, surveillance equipment, trap-setting tools. - Saving Throws: Logic, Streetsmarts. - Skills: Choose three: Investigation, Insight, Technology, Stealth, Deception, Perception.

Level Progression

Conspiracy Theorists progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Investigator Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Investigator Special Abilities table. - Total Special Abilities: By level 10, a Conspiracy Theorist will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Hidden Connections - Advantage on Insight to detect lies; draw conclusions from limited info 1
2 Basic Hacking - Proficiency with hacking tools; hack law enforcement databases
3 Intuitive Insight - Once/day: Divine the Truth (ask GM one question) 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Deeper Access - Hack advanced systems; access classified information 1
6 Trap Mastery - Set traps quickly; advantage on checks to detect/disarm traps
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Truth Seeker - Advantage on Investigation; uncover hidden information
9 Government Infiltration - Infiltrate secure locations; access restricted areas 1
10 Master Conspiracist - Connect any two pieces of information; immunity to deception

Role Abilities

Level 1: Hidden Connections

- Effect: You have advantage on Insight checks to detect lies or uncover hidden motives. - Additional: When presented with limited information, you can attempt to draw conclusions or theories that may reveal hidden truths.

Level 2: Basic Hacking

- Effect: You have proficiency with hacking tools. - Additional: You can hack into local law enforcement databases to gather information, given sufficient time and equipment.

Level 3: Intuitive Insight

- Effect: Once per day, you can Divine the Truth from a situation with little to no surface information. Ask the GM one question about the situation, and they must answer truthfully, though possibly cryptically.

Level 4: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 5: Deeper Access

- Effect: You gain the ability to hack into higher-level government agencies (e.g., state law enforcement, DMV databases). - Additional: You have memorized credentials and security protocols to aid in your hacking attempts.

Level 6: Trap Mastery

- Effect: You have proficiency in setting up booby traps. - Additional: You can set a non-lethal trap with available materials in 10 minutes. Traps deal 1d6 damage or impose conditions (e.g., restrained, blinded).

Level 7: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 8: Truth Seeker

- Effect: You can now use Divine the Truth twice per day. - Additional: Your Insight checks can reveal if someone is under supernatural influence.

Level 9: Government Infiltration

- Effect: You can hack into federal government databases, including agencies like the FBI or CIA. - Additional: When hacking, you have advantage on Technology checks due to your extensive knowledge of government systems.

Level 10: Master Conspiracist

- Effect 1: Unravel the Web - Once per session, you can connect multiple pieces of unrelated information to reveal a significant truth or conspiracy. - Effect 2: Ghost in the Machine - Your hacking attempts leave no trace. Government agencies cannot track your digital footprints.

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Investigator Archetype Special Abilities table. Customize your Conspiracy Theorist with abilities that enhance your investigative prowess, stealth, or support roles.

Investigator Special Abilities Table

Refer to the Investigator Archetype Special Abilities provided earlier. Examples include:

1. Eagle Eye: Advantage on Perception checks to spot hidden objects or creatures. 2. Codebreaker: Advantage on checks related to decrypting or understanding codes and ciphers. 3. Gut Feeling: The GM provides a subtle hint when something feels wrong. 4. Shadow Stalker: Advantage on Stealth checks made to follow or observe a target without being noticed. 5. Smoke and Mirrors: Create a false trail or distraction to mislead pursuers.

Gameplay Notes

- Hacking Skills: Utilize your hacking abilities to gather information, bypass security systems, and uncover secrets. - Divine the Truth: Use Intuitive Insight and Truth Seeker to gain critical information when clues are scarce. - Trap Setting: Set up booby traps to protect yourself or ambush adversaries. - Combat Role: Focus on support, information gathering, and disrupting enemies rather than direct combat. - Stealth and Deception: Leverage your skills to avoid detection and manipulate situations in your favor.

Role-Specific Equipment

At character creation, Conspiracy Theorists start with the following equipment:

- Laptop: Equipped with specialized hacking software. - Hacking Tools: USB drives, code injectors, lock picks. - Surveillance Gear: Small cameras, listening devices. - Disguise Kit: Tools for altering appearance. - Non-Lethal Weapon: Choose one (e.g., pepper spray, taser). - Notebook: Filled with theories, codes, and observations.

Sample Character Creation

Step 1: Concept

- Name: Riley Carter - Background: A former IT specialist who became obsessed with government cover-ups after stumbling upon classified files. Now operates from a hidden basement, determined to expose the truth.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Logic (15): +2 modifier - Streetsmarts (14): +2 modifier - Dexterity (13): +1 modifier - Grit (12): +1 modifier - Charisma (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Investigation - Technology - Stealth

Step 4: Equipment

- Laptop: Customized with encryption and hacking tools. - Hacking Tools: Including a multi-tool for physical locks. - Surveillance Gear: Miniature cameras and bugs. - Disguise Kit: Wigs, makeup, and clothing accessories. - Taser: Non-lethal weapon for self-defense. - Notebook: Filled with cryptic notes and conspiracy webs.

Step 5: Special Abilities

Level 1:

- Role Ability: Hidden Connections - Special Ability: Codebreaker - Advantage on checks to decrypt codes and ciphers.

Level 3:

- Special Ability: Shadow Stalker - Advantage on Stealth checks to follow or observe a target without being noticed.

Advancing Your Conspiracy Theorist

As you level up, select abilities that enhance your investigative skills, hacking prowess, and ability to uncover hidden truths. Balance your role abilities with special abilities to create a character adept at navigating the shadows and exposing secrets.

Role-Playing Tips

- Paranoid but Perceptive: Portray a character who is cautious, always looking over their shoulder, but incredibly observant. - Unconventional Methods: Use unorthodox tactics to gather information and solve problems. - Trust Issues: Be wary of authority figures and question everything. - Deep Convictions: Let your belief in hidden truths drive your actions and interactions.

Example Scenario Usage

- Hacking into Systems: Use Basic Hacking and Deeper Access to infiltrate databases, retrieve classified information, or disable security systems. - Divining the Truth: In situations with limited clues, use Intuitive Insight to ask the GM critical questions that can guide the team's next steps. - Setting Traps: Prepare ambushes or secure locations using Trap Mastery, slowing down or incapacitating pursuers. - Unraveling Conspiracies: At higher levels, use Unravel the Web to piece together disparate information, revealing larger plots that others might miss. --------------------------------------------------------------------------- ---

Action Heroes

Action Heroes are the daring adventurers and fearless fighters who thrive in the heat of battle and high-stakes situations. They are the front-line combatants, always ready to dive into the fray with confidence and style. Drawing inspiration from iconic action movies, they perform incredible feats of strength and agility, often improvising solutions in the midst of chaos.

Roles within this Archetype include the reckless Loose Cannons, the formidable Legends of Steel, and the agile Prodigy Fighters. Whether they're maverick cops, ancient warriors, or young martial arts experts, Action Heroes bring excitement and intensity to any scenario.

Benefits of Choosing an Action Hero Role

Superior Combat Abilities: Action Heroes are built for combat, with high proficiency in weapons, strong attack capabilities, and abilities that enhance their fighting skills.

Physical Resilience: They often have higher hit points and abilities that increase their survivability, allowing them to withstand significant damage.

Dynamic Movement: With skills in Athletics and Acrobatics, Action Heroes can perform impressive physical feats, navigate difficult terrain, and execute daring maneuvers.

Drawbacks of Choosing an Action Hero Role

Limited Subtlety: Their focus on direct action may make them less effective in stealth, investigation, or social manipulation.

Lower Emphasis on Technical Skills: Action Heroes may lack proficiency in technology-related skills, making them reliant on others for tasks involving hacking or gadgetry.

Potential for Recklessness: Their bold nature can lead to impulsive decisions, which may put themselves or the team in danger if not managed carefully.

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Loose Cannon Role Guide

Role Overview

Loose Cannon illustration

Loose Cannons are maverick law enforcers who operate on the fringes of the rules. Unconventional, impulsive, and often reckless, they rely on their instincts and street smarts to get the job done. Their quick reflexes, improvisational skills, and fearless approach make them formidable in high-pressure situations. While they may clash with authority figures, their results are undeniable, and they often find themselves at the center of action-packed scenarios.

Key Characteristics

- Primary Attributes: Dexterity and Grit. - Skill Proficiencies: Athletics, Perception, Intimidation, Improvised Weapons. - Weapon Proficiencies: All simple and martial weapons, proficiency with improvised weapons. - Tool Proficiencies: Vehicles (land), lock-picking tools. - Starting Equipment: Standard-issue sidearm, badge (optional), personal vehicle (often not standard issue).

Creating a Loose Cannon

When creating a Loose Cannon character, consider your background within law enforcement. Are you a detective who plays by your own rules, a cop on the edge after a personal loss, or someone who believes that the ends justify the means? Your motivations, relationships with colleagues, and attitude towards authority will shape your interactions and decisions.

Attribute Priorities

1. Dexterity: Essential for quick reflexes, shooting, and dodging. 2. Grit: Represents toughness, determination, and resilience. 3. Streetsmarts: Aids in improvisation and navigating urban environments.

Hit Points

- Hit Die: 1d10 per Loose Cannon level. - Starting Hit Points: 10 + your Grit modifier. - Hit Points at Higher Levels: 1d10 (or 6) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor. - Weapons: All simple and martial weapons, improvised weapons. - Tools: Vehicles (land), lock-picking tools. - Saving Throws: Dexterity, Grit. - Skills: Choose three: Athletics, Perception, Intimidation, Investigation, Acrobatics, Survival.

Level Progression

Loose Cannons progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Action Hero Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Action Hero Special Abilities table. - Total Special Abilities: By level 10, a Loose Cannon will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Improvisational Combat - Proficiency with improvised weapons; treat any object as weapon 1
2 Quick Reflexes - Advantage on initiative; draw/stow weapon as free action
3 Reckless Bravery - Advantage on melee attacks; enemies have advantage vs you 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Streetwise - Advantage on Streetsmarts checks in urban environments 1
6 Adrenaline Rush - Once/short rest: temp HP (Grit + level) + extra action
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Uncanny Dodge - Reaction: halve damage from one attack
9 One-Person Army - Advantage vs enemies near allies; enemies have disadvantage vs fear 1
10 Legendary Loose Cannon - Once/long rest: drop to 1 HP instead of 0; +2 attack/damage for 1 min

Role Abilities

Level 1: Improvisational Combat

- Effect: You have proficiency with improvised weapons. - Additional: You can treat any object as a weapon, dealing damage appropriate to its size (e.g., a chair might deal 1d6 bludgeoning damage).

Level 2: Quick Reflexes

- Effect: You have advantage on initiative rolls. - Additional: You can draw or stow a weapon as a free action on your turn.

Level 3: Reckless Bravery

- Effect: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Level 4: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 5: Streetwise

- Effect: You have advantage on Streetsmarts checks related to urban environments, such as finding shortcuts, identifying gang territories, or locating resources.

Level 6: Adrenaline Rush

- Effect: Once per short rest, you can take an Adrenaline Rush, gaining temporary hit points equal to your Grit modifier + your level. Additionally, you can make one additional action this turn.

Level 7: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 8: Uncanny Dodge

- Effect: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Level 9: One-Person Army

- Effect: You have advantage on attack rolls against any creature that is within 5 feet of an ally (they are distracted by your ally). - Additional: Enemies have disadvantage on saving throws against your actions that cause fear or intimidation.

Level 10: Legendary Loose Cannon

- Effect 1: Indomitable Will - Once per long rest, if your hit points are reduced to 0, you can choose to drop to 1 hit point instead. - Effect 2: Heroic Stand - For one minute, you gain +2 to all attack and damage rolls, and your movement speed increases by 10 feet.

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Action Hero Archetype Special Abilities table. Customize your Loose Cannon with abilities that enhance combat prowess, mobility, or resilience.

Action Hero Special Abilities Table

Refer to the Action Hero Archetype Special Abilities provided earlier. Examples include:

1. Adrenaline Surge: Once per session, you can ignore all penalties and damage for one round. 2. Improvised Weapon Master: You can use any object as a weapon with proficiency, gaining +1 to damage. 3. Second Wind: Regain hit points equal to your level plus Grit modifier once per encounter. 4. Lightning Reflexes: Gain advantage on all Dexterity saving throws. 5. Combat Roll: After being hit, roll a Dexterity check; on success, halve the damage taken.

Gameplay Notes

- Reckless Playstyle: Embrace your character's tendency to act first and think later. - Improvisation: Use your surroundings to your advantage; almost anything can become a weapon or tool. - Conflict with Authority: Role-play your interactions with superiors and colleagues who may not approve of your methods. - Combat Role: You excel in close combat and quick, decisive actions. Lead the charge and draw enemy attention.

Role-Specific Equipment

At character creation, Loose Cannons start with the following equipment:

- Standard-Issue Sidearm: Pistol dealing 1d6 piercing damage. - Badge (Optional): May or may not carry depending on your character's relationship with the force. - Personal Vehicle: A car or motorcycle, possibly modified for speed and handling. - Casual Attire: Comfortable clothing that doesn't impede movement. - Multi-tool or Lock Picks: For accessing restricted areas.

Sample Character Creation

Step 1: Concept

- Name: Jack "Maverick" Thompson - Background: A seasoned detective who prefers to work alone. After losing his partner in a gang confrontation, Jack has become more reckless, determined to take down criminals by any means necessary.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Dexterity (15): +2 modifier - Grit (14): +2 modifier - Streetsmarts (13): +1 modifier - Strength (12): +1 modifier - Logic (10): +0 modifier - Charisma (8): -1 modifier

Step 3: Skills

Choose three skills:

- Athletics - Intimidation - Perception

Step 4: Equipment

- Sidearm: Customized with improved grip. - Badge: Often left at home. - Motorcycle: Modified for speed. - Casual Clothing: Leather jacket, jeans, boots. - Multi-tool: For various purposes.

Step 5: Special Abilities

Level 1:

- Role Ability: Improvisational Combat - Special Ability: Improvised Weapon Master - You can use any object as a weapon with proficiency, gaining +1 to damage.

Level 3:

- Special Ability: Second Wind - Regain hit points equal to your level plus Grit modifier once per encounter.

Advancing Your Loose Cannon

As you level up, select abilities that enhance your combat effectiveness, survivability, and mobility. Balance your role abilities with special abilities to create a character that embodies the action hero archetype.

Role-Playing Tips

- Defy Authority: Challenge superiors and rules when they conflict with your goals. - Gritty Determination: Show resilience in the face of adversity; never back down. - One-Liners: Embrace the spirit of action heroes with memorable quotes and quips. - Solo Acts: While teamwork is important, your character may prefer to handle certain situations alone.

Example Scenario Usage

- Improvisational Combat: In a bar fight, grab a pool cue or bottle as a weapon. - Quick Reflexes: Gain the upper hand in surprise encounters with advantage on initiative. - Reckless Bravery: Charge into dangerous situations, gaining advantage on attacks but risking enemy focus. - Adrenaline Rush: When the odds are against you, tap into your reserves for extra actions and temporary hit points. - Uncanny Dodge: Mitigate damage from powerful attacks, allowing you to stay in the fight longer.

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Legends of Steel Role Guide

Role Overview

Legends Of Steel illustration

Legends of Steel are mighty warriors hailing from bygone eras, embodying raw strength and indomitable will. Often displaced in time, they find themselves in modern settings, where their ancient combat skills and primal instincts set them apart. These brawlers excel in physical combat, wielding heavy weapons with ease and crushing foes with sheer force. While they may not be the most intellectually inclined, their courage and prowess make them invaluable allies when facing formidable adversaries.

Key Characteristics

- Origin: Warriors from ancient times or mythical realms. - Primary Attributes: Strength and Grit. - Skill Proficiencies: Athletics, Intimidation, Survival, Melee Weapons. - Weapon Proficiencies: All simple and martial melee weapons, especially heavy weapons. - Tool Proficiencies: None (or ancient tools relevant to their time). - Starting Equipment: Ancient weaponry (sword, axe, etc.), minimal armor, personal mementos from their time.

Creating a Legend of Steel

When creating a Legend of Steel character, consider their background and how they arrived in the modern world. Were they transported by a mystical artifact, a cosmic event, or a curse? How do they perceive the new world around them? Your character's quest to return home (or adapt to this new era) will influence their motivations and interactions.

Attribute Priorities

1. Strength: Essential for melee combat and physical feats. 2. Grit: Represents toughness, resilience, and determination. 3. Grit and Dexterity (balanced): Dexterity aids in dodging and initiative; Grit enhances survivability.

Hit Points

- Hit Die: 1d12 per Legend of Steel level. - Starting Hit Points: 12 + your Grit modifier. - Hit Points at Higher Levels: 1d12 (or 7) + Grit modifier per level after the first.

Proficiencies

- Armor: Light and medium armor (preferring minimal armor to not hinder movement). - Weapons: All simple and martial melee weapons. - Tools: None, unless relevant to their origin (e.g., blacksmithing tools). - Saving Throws: Strength, Grit. - Skills: Choose three: Athletics, Intimidation, Survival, Perception, Insight, Acrobatics.

Level Progression

Legends of Steel progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Action Hero Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Action Hero Special Abilities table. - Total Special Abilities: By level 10, a Legend of Steel will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Ancient Strength - Double carrying capacity; advantage on Strength checks; proficiency in Intimidation 1
2 Battle Rage - Bonus action: rage (1 min, 2x/long rest) - +2 melee damage, resistance to B/P/S
3 Fearless Warrior - Immune to fear; allies within 10ft have advantage vs fear 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Extra Attack - Attack twice when taking Attack action 1
6 Time-Displaced Resilience - Advantage on saves vs disease/poison
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Mighty Strike - Once/short rest: +3d6 damage + knock prone on hit
9 Indomitable Spirit - Once/long rest: reroll failed saving throw 1
10 Legendary Warrior - Extra attack when reducing enemy to 0 HP; once/session: call upon ancient knowledge

Role Abilities

Level 1: Ancient Strength

- Effect: Your carrying capacity is doubled, and you have advantage on Strength checks for lifting, pushing, or breaking objects. - Additional: You are proficient in Intimidation, if not already.

Level 2: Battle Rage

- Effect: Enter a rage as a bonus action. While raging: - You have advantage on Strength checks and Strength saving throws. - You deal an extra 2 damage on melee weapon attacks using Strength. - You have resistance to bludgeoning, piercing, and slashing damage. - Duration: Rage lasts for 1 minute. You can rage twice per long rest.

Level 3: Fearless Warrior

- Effect: You are immune to fear effects. - Additional: Allies within 10 feet of you have advantage on saving throws against fear effects.

Level 4: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 5: Extra Attack

- Effect: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6: Time-Displaced Resilience

- Effect: You have advantage on saving throws against diseases and poisons, representing your hardy constitution from a less sanitized era.

Level 7: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 8: Mighty Strike

- Effect: Once per short rest, you can declare a Mighty Strike before making a melee attack. If the attack hits, it deals an additional 3d6 damage and the target must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be knocked prone.

Level 9: Indomitable Spirit

- Effect: Once per long rest, when you fail a saving throw, you can choose to reroll it and must use the new roll.

Level 10: Legendary Warrior

- Effect 1: Unstoppable Force - When you reduce a creature to 0 hit points, you can immediately make another attack as part of the same action. - Effect 2: Path Home - You have gained insights into returning to your own time. Once per session, you can call upon ancient knowledge or abilities to aid you significantly, as determined by the GM.

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Action Hero Archetype Special Abilities table. Customize your Legend of Steel with abilities that enhance combat prowess, resilience, or utility.

Action Hero Special Abilities Table

Refer to the Action Hero Archetype Special Abilities provided earlier. Examples include:

1. Adrenaline Surge: Once per session, ignore all penalties and damage for one round. 2. Reckless Assault: Add +2 to attack rolls when attacking with disadvantage. 3. Hardened Body: Reduce all non-magical damage by 1d4. 4. Knockback Strike: On a critical hit, knock the target back 10 feet. 5. Raging Fury: When dropped to 0 HP, make one last attack before falling unconscious.

Gameplay Notes

- Out of Time: Your character is from another era. Role-play the confusion or wonder at modern technology and customs. - Physical Prowess: Excel in situations requiring strength, endurance, and combat skills. - Combat Role: Frontline fighter specializing in melee combat. Draw enemy attention and protect allies. - Limited Knowledge: May lack understanding of modern languages, technology, or social norms.

Role-Specific Equipment

At character creation, Legends of Steel start with the following equipment:

- Ancient Weapon: Choose one (e.g., greatsword, battleaxe, warhammer). - Minimal Armor: Leather armor or equivalent (AC 11 + Dexterity modifier). - Personal Memento: An item from your time (e.g., amulet, heirloom). - Basic Supplies: Rations, waterskin, simple clothing.

Sample Character Creation

Step 1: Concept

- Name: Thora of the Iron Hills - Background: A renowned warrior princess from a bygone age, Thora was caught in a temporal rift during a great battle. She now seeks a way back to her homeland while fighting evil in this strange new world.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Strength (15): +2 modifier - Grit (14): +2 modifier - Dexterity (13): +1 modifier - Streetsmarts (12): +1 modifier (for adaptability) - Logic (10): +0 modifier - Charisma (8): -1 modifier (due to being out of touch with modern social norms)

Step 3: Skills

Choose three skills:

- Athletics - Survival - Intimidation

Step 4: Equipment

- Weapon: Greatsword inscribed with ancient runes. - Armor: Leather armor adorned with symbols of her clan. - Personal Memento: A locket containing a portrait of her family. - Basic Supplies: Dried meats, waterskin, fur cloak.

Step 5: Special Abilities

Level 1:

- Role Ability: Ancient Strength - Special Ability: Hardened Body - Reduce all non-magical damage by 1d4.

Level 3:

- Special Ability: Reckless Assault - Add +2 to attack rolls when attacking with disadvantage.

Advancing Your Legend of Steel

As you level up, select abilities that enhance your combat effectiveness and survivability. Focus on abilities that complement your role as a powerhouse melee combatant.

Role-Playing Tips

- Culture Clash: Display confusion or curiosity about modern technology and customs. - Honor Bound: Uphold a personal code of honor or warrior ethos. - Quest for Home: Let your desire to return to your time influence your decisions. - Stoic Demeanor: Show strength and resilience, both physically and emotionally.

Example Scenario Usage

- Battle Rage: Use rage to enhance your combat abilities during tough fights. - Mighty Strike: Overwhelm powerful foes with devastating attacks. - Time-Displaced Resilience: Resist diseases or toxins that may affect others. - Fearless Warrior: Lead the charge against fear-inducing enemies, bolstering your allies. - Unstoppable Force: Chain attacks when defeating enemies to control the battlefield.

Interactions with Modern World

- Technology: May mistake cars for beasts or buildings for castles. - Language Barriers: Use gestures or simple words; perhaps you know an ancient dialect. - Allies' Assistance: Rely on teammates to navigate the modern world, creating role-play opportunities. - Modern Weapons: May prefer traditional weapons but could adapt over time.

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Prodigy Fighter Role Guide

Role Overview

Prodigy Fighter illustration

Prodigy Fighters are exceptional martial artists who have honed their bodies and minds to achieve peak physical condition. They specialize in unarmed combat and the use of improvised weapons, turning everyday objects into deadly instruments. Often appearing less intimidating due to their youth or demeanor, they are frequently underestimated by opponents—a mistake that proves costly. Their discipline, agility, and mastery of martial arts allow them to execute multiple strikes in quick succession, overwhelming foes with speed and precision.

Key Characteristics

- Primary Attributes: Dexterity and Grit. - Skill Proficiencies: Acrobatics, Athletics, Perception, Stealth. - Weapon Proficiencies: Unarmed strikes, improvised weapons. - Tool Proficiencies: None (or martial arts-specific tools like training equipment). - Starting Equipment: Simple clothing, personal mementos, basic supplies.

Creating a Prodigy Fighter

When creating a Prodigy Fighter character, consider your background and what drove you to pursue martial arts. Are you a student seeking mastery, someone avenging a personal loss, or a wanderer honing your skills? Your character's motivations, training, and philosophy will shape their interactions and development.

Attribute Priorities

1. Dexterity: Essential for agility, unarmed strikes, and dodging. 2. Grit: Represents determination, resilience, and mental fortitude. 3. Streetsmarts: Aids in adaptability and improvisation.

Hit Points

- Hit Die: 1d8 per Prodigy Fighter level. - Starting Hit Points: 8 + your Grit modifier. - Hit Points at Higher Levels: 1d8 (or 5) + Grit modifier per level after the first.

Proficiencies

- Armor: None. - Weapons: Unarmed strikes, improvised weapons. - Tools: Choose one: musical instrument, calligraphy set, or artisan's tools related to your training. - Saving Throws: Dexterity, Grit. - Skills: Choose three: Acrobatics, Athletics, Perception, Stealth, Insight, Survival.

Level Progression

Prodigy Fighters progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Action Hero Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Action Hero Special Abilities table. - Total Special Abilities: By level 10, a Prodigy Fighter will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Martial Arts Training - Unarmed strike d4; use Dex for unarmed/improvised attacks 1
2 Flurry of Blows - Spend 1 EP: bonus action unarmed strike after Attack action
3 Evasion - Take no damage on successful Dex save; half on failure 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Combo Strikes - Chain unarmed strikes on attack roll 12+ (max 3 additional) 1
6 Stillness of Mind - Action: end charmed/frightened effect on self
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Improvised Weapon Mastery - Proficiency with improvised; deal unarmed damage; special moves
9 Unyielding Spirit - Once/long rest: spend 1 EP to drop to 1 HP instead of 0 1
10 Legendary Prodigy - Combo on 10+ (max 5 additional); enemies have disadvantage vs you round 1

Role Abilities

Level 1: Martial Arts Training

- Effect: - Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and improvised weapons. - Unarmed Strike Damage: You can roll a d4 in place of the normal damage of your unarmed strike. - Dexterity for Attacks and Damage: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and improvised weapon attacks.

Level 2: Flurry of Blows

- Effect: - Immediately after you take the Attack action on your turn, you can spend 1 Energy Point (EP) to make one additional unarmed strike as a bonus action. - Energy Points: You have a number of EP equal to your Prodigy Fighter level (minimum of 2). You regain all expended EP after a short or long rest.

Level 3: Evasion

- Effect: - When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and half damage if you fail.

Level 4: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 5: Combo Strikes

- Effect: - Combo Chain: When you make an unarmed strike and roll a 12 or higher on the attack roll, you can immediately make another unarmed strike as part of the same action. This can continue until you fail to roll a 12 or higher, up to a maximum of three additional strikes per turn. - Note: Each additional strike beyond the first in a combo does not add your attribute modifier to the damage.

Level 6: Stillness of Mind

- Effect: - You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Level 7: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 8: Improvised Weapon Mastery

- Effect: - You are proficient with improvised weapons. - Damage Increase: Improvised weapons you wield deal damage equal to your unarmed strike damage die. - Special Moves: You can apply martial arts techniques to improvised weapons, such as disarming or tripping opponents.

Level 9: Unyielding Spirit

- Effect: - When you are reduced to 0 hit points but not killed outright, you can spend 1 EP to drop to 1 hit point instead. - Limit: Once per long rest.

Level 10: Legendary Prodigy

- Effect 1: Masterful Combo - Combo Extension: Your Combo Chain now continues on attack rolls of 10 or higher, up to a maximum of five additional strikes per turn. - Effect 2: Aura of Confidence - Enemies have disadvantage on attack rolls against you during the first round of combat, representing their underestimation of your abilities.

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Action Hero Archetype Special Abilities table. Customize your Prodigy Fighter with abilities that enhance combat prowess, mobility, or resilience.

Action Hero Special Abilities Table

Refer to the Action Hero Archetype Special Abilities provided earlier. Examples include:

1. Lightning Reflexes: Gain advantage on all Dexterity saving throws. 2. Combat Roll: After being hit, roll a Dexterity check; on success, halve the damage taken. 3. Wall Run: Run along a vertical surface for up to 30 feet, gaining advantage on Athletics checks. 4. Adrenaline Surge: Once per session, ignore all penalties and damage for one round. 5. Daredevil Leap: Gain advantage on all Acrobatics checks involving jumps, flips, or dodging.

Gameplay Notes

- Underestimated Presence: Use your unassuming appearance to catch opponents off guard. - Energy Points (EP): Manage your EP wisely to maximize your combat effectiveness. - Combat Role: Excel in close-quarters combat with quick strikes and mobility. - Improvised Weapons: Turn the environment to your advantage by using objects as weapons.

Role-Specific Equipment

At character creation, Prodigy Fighters start with the following equipment:

- Simple Clothing: Comfortable attire suitable for movement. - Personal Memento: An item significant to your training or philosophy (e.g., a headband, pendant). - Basic Supplies: Rations, waterskin, small amount of currency. - Optional: Training tools like a practice weapon or meditation aids.

Sample Character Creation

Step 1: Concept

- Name: Mei Ling - Background: A young martial artist trained in a secluded monastery. Mei left her home to explore the world and test her skills, seeking wisdom and understanding.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Dexterity (15): +2 modifier - Grit (14): +2 modifier - Streetsmarts (13): +1 modifier - Logic (12): +1 modifier - Charisma (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Acrobatics - Perception - Stealth

Step 4: Equipment

- Clothing: Simple robes suitable for martial arts practice. - Personal Memento: A pendant from her master. - Basic Supplies: Rations, waterskin, small pouch of coins. - Optional Tool: Calligraphy set for meditation.

Step 5: Special Abilities

Level 1:

- Role Ability: Martial Arts Training - Special Ability: Lightning Reflexes - Gain advantage on all Dexterity saving throws.

Level 3:

- Special Ability: Combat Roll - After being hit, roll a Dexterity check; on success, halve the damage taken.

Advancing Your Prodigy Fighter

As you level up, select abilities that enhance your combat effectiveness, mobility, and resilience. Focus on abilities that complement your role as a swift and skilled martial artist.

Energy Points (EP)

- Level 1: EP = 2 (minimum applies even at level 1) - Level 2: EP = 2 - Level 3 and Beyond: EP equals your Prodigy Fighter level. - Regaining EP: You regain all expended EP after a short or long rest.

Role-Playing Tips

- Humble Demeanor: Display modesty, letting actions speak louder than words. - Discipline: Emphasize your training and adherence to a personal code or philosophy. - Curiosity: Explore the world with an open mind, learning from experiences. - Underestimation: Use opponents' assumptions to your advantage in social and combat situations.

Example Scenario Usage

- Flurry of Blows: Use EP to make extra attacks when you need to deal damage quickly. - Combo Strikes: Chain attacks when facing multiple weaker foes or to overwhelm a strong enemy. - Evasion: Survive area attacks like explosions or traps with minimal damage. - Improvised Weapon Mastery: In a tavern brawl, grab a chair or bottle as a weapon. - Unyielding Spirit: Stay in the fight when others might fall, inspiring allies.

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Technologists

Technologists are the brilliant minds and inventive geniuses who harness the power of technology to overcome challenges. They excel in understanding, creating, and manipulating technological devices, from simple gadgets to advanced machinery. Their analytical thinking and problem-solving abilities make them invaluable in situations that require technical expertise.

Roles within this Archetype include the gadget-making Gadgeteers, the spectral-hunting Specter Trackers, and the high-powered Hyper Squad members. Whether they're inventors, ghost hunters using advanced equipment, or tech-savvy heroes with transformation abilities, Technologists bring innovation and strategic advantages to the team.

Benefits of Choosing a Technologist Role

Technical Mastery: Technologists have high proficiency in skills like Tech Savvy and Mechanics, allowing them to hack systems, repair equipment, and create useful devices.

Gadget Access: They often have abilities that let them craft or modify gadgets and gear, providing unique tools that can turn the tide in various situations.

Strategic Thinking: With strong Logic attributes, Technologists excel at planning, analyzing complex problems, and finding creative solutions.

Drawbacks of Choosing a Technologist Role

Physical Limitations: They may not be as physically robust or combat-focused as other Archetypes, potentially making them vulnerable in direct confrontations.

Reliance on Equipment: Technologists may depend heavily on their tools and gadgets, which can be a weakness if they are without them or if their equipment is compromised.

Specialized Knowledge: Their focus on technology may leave them less skilled in social interactions or supernatural understanding, requiring teamwork to address those areas.

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Specter Tracker Role Guide

Role Overview

Specter Tracker illustration

Specter Trackers are specialized hunters who utilize advanced technology to detect, capture, and eventually combat paranormal entities. Starting as basic ghost hunters, they equip themselves with tools designed to sense and trap spectral beings. As they gain experience, their equipment and expertise evolve, allowing them to detect a wider range of supernatural and extraterrestrial entities. Their analytical approach and technical skills make them indispensable when facing otherworldly threats.

Key Characteristics

- Primary Attributes: Logic and Grit. - Skill Proficiencies: Investigation, Perception, Technology, Mechanics. - Weapon Proficiencies: Specialized paranormal equipment, non-lethal weapons. - Tool Proficiencies: Ghost detection devices, trap-setting tools, advanced scanning equipment. - Starting Equipment: Basic ghost detection device, spectral containment unit, utility belt with gadgets.

Creating a Specter Tracker

When creating a Specter Tracker character, consider your background and what led you to pursue the paranormal. Are you a scientist fascinated by the unknown, a skeptic turned believer after a personal encounter, or a tech enthusiast drawn to the cutting edge of ghost-hunting gear? Your motivations and experiences will shape your approach to investigations and interactions.

Attribute Priorities

1. Logic: Essential for operating and understanding advanced equipment. 2. Grit: Represents determination, resilience, and the courage to face the unknown. 3. Dexterity: Aids in handling equipment and reacting quickly to supernatural threats.

Hit Points

- Hit Die: 1d8 per Specter Tracker level. - Starting Hit Points: 8 + your Grit modifier. - Hit Points at Higher Levels: 1d8 (or 5) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor. - Weapons: Non-lethal weapons, specialized paranormal equipment. - Tools: Ghost detection devices, trap-setting tools, mechanics' tools. - Saving Throws: Logic, Grit. - Skills: Choose three: Investigation, Perception, Technology, Mechanics, Insight, Survival.

Level Progression

Specter Trackers progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Technologist Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Technologist Special Abilities table. - Total Special Abilities: By level 10, a Specter Tracker will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Ghost Detection, Spectral Capture - Detect ghosts 60ft; attempt to capture (contested Logic save) 1
2 Equipment Upgrade: Spectral Analysis - Analyze ghost info; advantage on Logic checks for ghostly phenomena
3 Intent Insight - Bonus action: learn ghost's immediate intentions 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Expanded Detection - Detect wider range of supernatural entities (ghosts, aliens, etc.) 1
6 Equipment Upgrade: Entity Containment - Capture other supernatural entities; containment DC +2
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Analyze Entity - 10 min analysis: learn entity stats, strengths, weaknesses
9 Combat Readiness - Equipment can harm entities; weapons deal energy/ectoplasmic damage 1
10 Master Tracker - Detection 120ft (penetrates barriers); disadvantage on entity saves; paranormal authority

Role Abilities

Level 1: Ghost Detection

- Effect: You have a basic ghost detection device that allows you to sense the presence of ghosts within a 60-foot radius. - Additional: Gain proficiency with ghost detection devices.

Level 1: Spectral Capture

- Effect: You can attempt to capture ghosts using your spectral containment unit. This requires an action and the ghost must make a contested Logic saving throw against your device's containment strength (DC = 8 + your Logic modifier + your proficiency bonus). - Limitations: At this level, you cannot harm ghosts, only detect and attempt to capture them.

Level 2: Equipment Upgrade - Spectral Analysis

- Effect: Your equipment is upgraded to analyze basic information about detected ghosts, such as type and general behavior patterns. - Additional: You have advantage on Logic checks to understand ghostly phenomena.

Level 3: Intent Insight

- Effect: When you detect a ghost, you can spend a bonus action to gain insight into its immediate intentions (e.g., hostile, neutral, seeking help). - Additional: This ability can be used on any supernatural entity you can detect.

Level 4: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 5: Expanded Detection

- Effect: Your equipment now allows you to detect a wider range of supernatural entities, including certain types of aliens and other supernaturals within a 60-foot radius. - Additional: Gain proficiency with alien detection devices.

Level 6: Equipment Upgrade - Entity Containment

- Effect: Your containment unit is upgraded to capture not just ghosts but other types of supernatural entities. - Additional: Containment DC increases by 2.

Level 7: Ability Score Improvement

- Effect: Increase one attribute by 2 or two attributes by 1 each.

Level 8: Analyze Entity

- Effect: You can perform an in-depth analysis of a captured or observed entity to obtain specific stat information (e.g., strengths, weaknesses, special abilities). - Time Required: Takes 10 minutes of uninterrupted analysis. - Additional: Gain advantage on subsequent interactions or combats with that entity.

Level 9: Combat Readiness

- Effect: Your equipment is further enhanced to not only detect and capture but also harm supernatural entities. - Weapon Upgrade: Your non-lethal weapons can now be modified to deal damage to ghosts and other ethereal beings. - Damage Type: Energy or ectoplasmic damage, depending on the entity.

Level 10: Master Tracker

- Effect 1: Ultimate Detection - Your detection devices now have a radius of 120 feet and can penetrate thin barriers. - Effect 2: Containment Mastery - When you attempt to capture an entity, they have disadvantage on their saving throw. - Effect 3: Paranormal Authority - You are recognized among paranormal circles and can access restricted information and resources.

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Technologist Archetype Special Abilities table. Customize your Specter Tracker with abilities that enhance your technological prowess, combat capabilities, or support roles.

Technologist Special Abilities Table

Refer to the Technologist Archetype Special Abilities provided earlier. Examples include:

1. Spectral Scanner: Detect invisible or ethereal entities within 60 feet for 10 minutes. 2. Tech Armor: Gain a temporary shield of 10 hit points through a personal force field. 3. Nano Swarm Launcher: Deploy nanobots to disrupt supernatural entities, dealing damage over time. 4. Advanced Optics: See through walls or barriers up to 10 feet thick for 1 minute using augmented vision. 5. Signal Scrambler: Jam supernatural communications or signals within a 50-foot radius.

Gameplay Notes

- Equipment Management: Regularly upgrade and maintain your devices to keep pace with evolving threats. - Detection and Analysis: Use your abilities to gather crucial information about entities before engaging. - Capture vs. Combat: Decide when to capture an entity for study and when to engage in combat. - Team Support: Provide valuable intel and technological assistance to allies during missions.

Role-Specific Equipment

At character creation, Specter Trackers start with the following equipment:

- Basic Ghost Detection Device: Handheld scanner that beeps or lights up when ghosts are nearby. - Spectral Containment Unit: Portable device capable of capturing and holding a ghost. - Utility Belt: Holds gadgets, batteries, and small tools. - Protective Gear: Light armor providing minimal protection (AC 11 + Dexterity modifier). - Non-Lethal Weapon: Such as a modified taser or energy baton.

Sample Character Creation

Step 1: Concept

- Name: Dr. Elena Vasquez - Background: A former physicist who turned to paranormal investigation after a personal encounter with a ghost. She combines scientific rigor with cutting-edge technology to understand and combat supernatural phenomena.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Logic (15): +2 modifier - Grit (14): +2 modifier - Dexterity (13): +1 modifier - Charisma (12): +1 modifier - Streetsmarts (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Investigation - Technology - Perception

Step 4: Equipment

- Ghost Detection Device: Customized with additional sensors. - Spectral Containment Unit: Compact and efficient design. - Utility Belt: Contains tools, spare parts, and notes. - Protective Gear: Lab coat modified with protective lining. - Non-Lethal Weapon: Energy baton emitting low-level pulses.

Step 5: Special Abilities

Level 1:

- Role Abilities: - Ghost Detection - Spectral Capture - Special Ability: - Spectral Scanner - Detect invisible or ethereal entities within 60 feet for 10 minutes.

Level 3:

- Special Ability: - Advanced Optics - See through walls or barriers up to 10 feet thick for 1 minute.

Advancing Your Specter Tracker

As you level up, select abilities that enhance your detection capabilities, equipment effectiveness, and combat readiness. Balance your role abilities with special abilities to create a character adept at facing a wide range of supernatural threats.

Energy Points (EP)

Specter Trackers may not use EP unless specified by certain abilities or equipment functions. If any special abilities require EP, refer to the ability's description for details.

Role-Playing Tips

- Scientific Approach: Emphasize logic and evidence-based methods when investigating. - Curiosity: Show eagerness to learn about new entities and phenomena. - Tech-Savvy: Utilize and perhaps even tinker with devices to improve performance. - Cautious Optimism: Balance skepticism with openness to the unknown.

Example Scenario Usage

- Ghost Detection: In a haunted house, use your device to locate spectral entities. - Spectral Capture: Attempt to trap a ghost causing disturbances, preventing it from causing harm. - Intent Insight: Determine if an encountered entity is hostile or seeking help. - Analyze Entity: Study a captured creature to uncover weaknesses before facing others of its kind. - Combat Readiness: Modify your weapons to harm a malevolent spirit that cannot be contained.

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Gadgeteer Role Guide

Role Overview

Gadgeteer illustration

Gadgeteers are inventive geniuses with an uncanny ability to create, modify, and repair weapons, tools, and gadgets from seemingly mundane items. Their resourcefulness allows them to improvise solutions on the fly, crafting devices that can aid themselves and their allies in various situations. As they gain experience, their creations become more sophisticated, durable, and potent. While their inventions are powerful, they may have limitations, especially at lower levels where devices might be temporary or less stable.

Key Characteristics

- Primary Attributes: Logic and Dexterity. - Skill Proficiencies: Mechanics, Technology, Investigation, Perception. - Weapon Proficiencies: Simple weapons, improvised weapons, gadget-based weapons. - Tool Proficiencies: Mechanics' tools, tinker's tools, crafting kits. - Starting Equipment: Toolkit, basic materials, notebook of schematics, simple weapon. ---

Creating a Gadgeteer

When creating a Gadgeteer character, consider what drives your passion for invention. Are you a tinkerer fascinated by how things work, a genius inventor seeking to change the world, or someone who turned to gadgets to survive in a harsh environment? Your background and motivations will influence your approach to problem-solving and interactions with others.

Attribute Priorities

1. Logic: Essential for understanding, creating, and modifying gadgets. 2. Dexterity: Important for delicate work, handling tools, and quick reactions. 3. Grit: Represents resilience and determination, useful when experiments go awry.

Hit Points

- Hit Die: 1d8 per Gadgeteer level. - Starting Hit Points: 8 + your Grit modifier. - Hit Points at Higher Levels: 1d8 (or 5) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor. - Weapons: Simple weapons, improvised weapons, gadget-based weapons. - Tools: Mechanics' tools, tinker's tools, crafting kits. - Saving Throws: Logic, Dexterity. - Skills: Choose three: Mechanics, Technology, Investigation, Perception, Sleight of Hand, Insight. ---

Level Progression and Abilities

Gadgeteers progress from level 1 to level 10. At each level, they gain role-specific abilities and can choose special abilities from the Technologist Archetype Special Abilities table. The gadget creation mechanics are integrated into the role abilities, providing a structured system for crafting and utilizing gadgets.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Technologist Special Abilities table. - Total Special Abilities: By level 10, a Gadgeteer will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Invention Points (IP), Improvised Invention - 2 IP; create basic gadgets (1 IP, 10 min); gadgets last 8 hours 1
2 Quick Fix - Action: repair item (works 1 hour); restore 1d6 HP to mechanical ally
3 Enhanced Gadgets - Create enhanced gadgets (2 IP, 1 hour); last 24 hours; minor special effects 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Gadget Mastery - Create in half time; combat gadgets; create advanced gadgets (3 IP, 8 hours) 1
6 Repair and Enhance - 10 min + 1 IP: repair/enhance ally gear (+1 attack/damage/AC for 8 hours)
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Advanced Engineering - Advanced gadgets can be permanent; require rare materials
9 Master Inventor - Enhancements grant +2; mass produce (3 identical gadgets in normal time) 1
10 Legendary Gadgeteer - Once/short rest: create basic gadget as bonus action; gadgets permanent until destroyed
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Role Abilities and Gadget Creation Mechanics

Level 1: Invention Points (IP)

- Effect: - Invention Points (IP): Represents your creative energy and focus. - Starting IP: 2 IP at level 1. - IP per Level: Gain +1 IP per level, up to a maximum of 11 IP at level 10. - Regaining IP: All expended IP are restored after a long rest.

Level 1: Improvised Invention

- Effect: - Create Basic Gadgets: Spend 1 IP and 10 minutes to create a basic gadget using available materials. - Gadget Complexity: Gadgets at this level are Basic Gadgets. - Limitations: Gadgets last up to 8 hours or until used, whichever comes first. - Gadgets per Day: Up to your Logic modifier (minimum of one). - Maximum Active Gadgets: Equal to your Logic modifier.

Level 2: Quick Fix

- Effect: - On-the-Fly Repairs: Use your action to repair a broken weapon, tool, or small device within reach. The item functions for an additional hour before breaking again. - Combat Application: Restore 1d6 hit points to a damaged mechanical ally (e.g., constructs, robots).

Level 3: Enhanced Gadgets

- Effect: - Create Enhanced Gadgets: Spend 2 IP and 1 hour to create an Enhanced Gadget. - Improved Crafting: Gadgets become more reliable and can include minor special effects (e.g., a stun effect on a weapon, a flashlight that emits UV light). - Duration Increase: Gadgets now last up to 24 hours or until used. - Gadgets per Day: Up to half your Logic modifier (rounded down).

Level 4: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 5: Gadget Mastery

- Effect: - Efficient Creation: Create gadgets in half the time. - Combat Gadgets: Craft gadgets that deal additional damage or have enhanced effects in combat (e.g., explosives dealing 3d6 damage, net launcher). - Create Advanced Gadgets: Spend 3 IP and 8 hours to create an Advanced Gadget. - Gadgets per Week: One advanced gadget per week (due to crafting time).

Level 6: Repair and Enhance

- Effect: - Repair Allies' Gear: Spend 10 minutes and 1 IP to repair or enhance an ally's weapon or armor, granting it a +1 bonus to attack rolls, damage rolls, or AC for 8 hours. - Number of Enhancements: Limited to your Logic modifier.

Level 7: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 8: Advanced Engineering

- Effect: - Create Permanent Gadgets: Advanced Gadgets created are more stable and can be permanent, requiring maintenance every few days. - Resource Management: May require rare materials or components, as determined by the GM.

Level 9: Master Inventor

- Effect: - Superior Craftsmanship: Gadgets and enhancements now grant a +2 bonus instead of +1. - Mass Production: Create copies of a gadget more efficiently, producing up to three identical gadgets in the time it would normally take to create one.

Level 10: Legendary Gadgeteer

- Effect 1: Ultimate Improvisation - Instant Creation: Once per short rest, create a Basic Gadget as a bonus action during combat without spending IP. - No Limitations: Gadgets you create no longer have a duration limit and remain functional until destroyed or dismantled. - Effect 2: Gadget Overdrive - Overcharge Gadgets: Overcharge a gadget or enhanced item, doubling its effect for one use (e.g., an explosive deals double damage, an enhanced weapon gains an additional +2 bonus). - Drawback: After overcharging, the gadget is destroyed or the item loses its enhancement. ---

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Technologist Archetype Special Abilities table. Customize your Gadgeteer with abilities that enhance your technological prowess, combat capabilities, or support roles.

Technologist Special Abilities Table

1. Jury-Rig: Quickly modify or repair any piece of technology, allowing it to function for 1 hour beyond its normal limits. 2. Data Dive: Access hidden data on any digital device you can touch, gaining one piece of crucial information. 3. Gadget Mastery: Gain advantage on crafting or using any technological gadget. 4. Quick Build: Instantly create a simple gadget or tool that can perform one basic task. 5. Nano Swarm: Release a swarm of nanobots to repair or disable small mechanical devices within 30 feet.

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Gadget Creation Mechanics Detailed

Crafting Resources

- Invention Points (IP): Represents your creative energy and focus. - Starting IP: 2 IP at level 1. - IP per Level: Gain +1 IP per level. - Regaining IP: All expended IP are restored after a long rest.

Gadget Complexity

Gadgets are categorized into three complexity levels:

1. Basic Gadgets (Levels 1-3)

- Cost: 1 IP - Crafting Time: 10 minutes - Duration: Lasts up to 8 hours or until used. - Examples: Flash bombs, grappling hooks, smoke bombs.

2. Enhanced Gadgets (Levels 3-6)

- Cost: 2 IP - Crafting Time: 1 hour - Duration: Lasts up to 24 hours or until used. - Examples: Stun weapons, enhanced armor plates, portable alarms.

3. Advanced Gadgets (Levels 5-10)

- Cost: 3 IP - Crafting Time: 8 hours - Duration: Permanent (requires maintenance every few days). - Examples: Jetpacks, cloaking devices, energy shields.

Crafting Process

1. Design Phase:

- Conceptualize: Decide on the gadget's function and complexity. - Feasibility Check: Make a Logic (Mechanics) check against a DC determined by the gadget's complexity. - Basic Gadget: DC 10 - Enhanced Gadget: DC 15 - Advanced Gadget: DC 20

2. Material Gathering:

- Scavenging: Use available materials or spend time searching for components. - Purchasing: Buy necessary materials, with costs varying by gadget complexity. - Basic Gadget: 10 currency units - Enhanced Gadget: 50 currency units - Advanced Gadget: 200 currency units

3. Construction Phase:

- Spend the required IP and crafting time. - Assistance: Another character proficient in Mechanics can assist, granting advantage on the crafting roll.

4. Finalization:

- Make a Dexterity (Mechanics) check. - Success: Gadget is successfully created. - Failure: Materials are wasted, but half the IP is retained.

Gadget Limitations and Drawbacks

- Stability Issues: At lower levels, gadgets may malfunction. - Malfunction Chance: When using a gadget, roll a d20. On a roll of 2 or lower, the gadget malfunctions. - Maintenance Requirements: Advanced gadgets require regular maintenance. - Maintenance Time: Spend 1 hour every 3 days performing upkeep. - Neglect Penalty: Failure to maintain results in a -2 penalty to gadget effectiveness until repaired.

Upgrading Gadgets

- Improvement Process: - Spend time equal to half the original crafting time. - Spend IP equal to half the original cost. - Make a Logic (Mechanics) check with a DC equal to the new gadget's complexity. - Upgrade Effects: Increase gadget effectiveness, add new functions, or improve durability.

Repairing and Enhancing Allies' Gear

- Repairing Gear: - Time Required: 10 minutes for minor repairs, 1 hour for significant damage. - Check: Logic (Mechanics) check, DC varies by damage severity (DC 10-15). - Enhancing Gear: - Enhancement Duration: Lasts for 8 hours. - Effects: Grant a +1 (or +2 at level 9) bonus to attack rolls, damage rolls, or AC. - Limitations: A single item cannot receive multiple enhancements simultaneously. - Number of Enhancements: Limited to your Logic modifier. ---

Role-Specific Equipment

At character creation, Gadgeteers start with the following equipment:

- Toolkit: Contains essential tools for crafting and repairing gadgets. - Basic Materials: Assortment of wires, screws, metal scraps, and other components. - Notebook of Schematics: Personal designs and ideas for gadgets. - Simple Weapon: Such as a wrench, hammer, or modified tool. - Light Armor: Protective gear (AC 11 + Dexterity modifier). ---

Sample Character Creation

Step 1: Concept

- Name: Maxine "Max" Turner - Background: A brilliant inventor from a young age, Max is always tinkering with gadgets and dreaming up new inventions. She joined the team to test her creations in real-world scenarios and make a difference.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Logic (15): +2 modifier - Dexterity (14): +2 modifier - Grit (13): +1 modifier - Charisma (12): +1 modifier - Streetsmarts (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Mechanics - Technology - Investigation

Step 4: Equipment

- Toolkit: Customized with personal modifications. - Basic Materials: Stored in a backpack with organized compartments. - Notebook of Schematics: Filled with sketches and ideas. - Simple Weapon: Modified wrench with a weighted handle. - Light Armor: Reinforced jumpsuit with utility pockets.

Step 5: Role Abilities at Level 1

- Invention Points (IP): 2 IP. - Role Abilities: - Improvised Invention: Create Basic Gadgets by spending 1 IP and 10 minutes. - Special Ability Selection: - Quick Build: Instantly create a simple gadget or tool that can perform one basic task (once per short rest). ---

Advancing Your Gadgeteer

As you level up, select abilities that enhance your crafting speed, gadget effectiveness, and support capabilities. Balance your role abilities with special abilities to create a character adept at adapting to various challenges.

Level Progression Summary

- Levels 1-3: Focus on creating Basic Gadgets to solve immediate problems and provide minor benefits. - Levels 4-6: Begin crafting Enhanced Gadgets with more significant effects and longer durations. - Levels 7-10: Unlock Advanced Gadgets that can have a major impact on gameplay, with permanent creations and powerful effects.

Invention Points (IP) by Level

Level Invention Points (IP)
1 2
2 3
3 4
4 5
5 6
6 7
7 8
8 9
9 10
10 11

Gadget Examples by Level

Level 1-3: Basic Gadgets

- Flash Bomb: Blinds enemies within 10 ft. for 1 round (DC 12 Grit save). - Grappling Hook: Assists in climbing or crossing gaps; supports up to 200 lbs. - Smoke Bomb: Creates a smoke cloud in a 15 ft. radius for 1 minute; provides cover. - Mechanical Lockpick: Grants proficiency in lock-picking for 1 hour; cannot pick magical locks.

Level 4-6: Enhanced Gadgets

- Stun Gauntlet: Deals 1d6 damage and may stun target (DC 14 Grit save); melee range. - Enhanced Armor Plate: Increases wearer's AC by +1 for 24 hours. - Portable Alarm: Alerts you to movement within 30 ft. for 8 hours; distinguishes between creatures. - Tracking Device: Attaches to target; track their location for 24 hours within 1 mile.

Level 7-10: Advanced Gadgets

- Jetpack: Grants flying speed of 30 ft. for up to 1 hour per day; requires daily refueling. - Cloaking Device: Grants invisibility for up to 10 minutes per use (3 uses per day); requires maintenance. - Energy Shield Generator: Projects a shield granting +2 AC and resistance to ranged attacks; covers a 10 ft. radius. - EMP Emitter: Disables electronic devices within 60 ft. (DC 16 Logic save for devices); once per long rest. ---

Gameplay Tips

Resource Management

- Materials: Work with your GM to determine how you acquire materials. Common items may be scavenged; rare components might require special efforts. - Time Constraints: Be mindful of crafting times, especially in time-sensitive situations.

Collaborative Crafting

- Assisting Allies: - Teammates can aid in material gathering or provide inspiration. - Grants advantage on crafting checks or reduces crafting time by 10%. - Sharing Gadgets: - Gadgets can be used by allies if you provide instruction. - Spend 10 minutes teaching an ally how to use the gadget. - Some gadgets may require proficiency or specific attributes to use effectively.

Role-Playing Tips

- Inventive Mindset: Constantly look for opportunities to invent or improve devices. - Collaborative Spirit: Offer to enhance teammates' gear and share your inventions. - Curiosity: Show eagerness to learn about new technologies or materials. - Problem Solver: Approach challenges with creativity and unconventional solutions.

Example Scenario Usage

- Improvised Invention: Create a makeshift bridge or tool to overcome environmental obstacles. - Quick Fix: Repair a teammate's weapon during a critical moment in combat. - Gadget Mastery: Use advanced gadgets to infiltrate secure areas or disable enemy equipment. - Repair and Enhance: Boost an ally's weapon before a big fight, giving them an edge. - Gadget Overdrive: Overcharge an explosive gadget to deal massive damage when it counts most. ---

Interactions with the GM

- GM Approval: - For unique or powerful gadgets, seek GM approval. - Considerations: Balance, game narrative, resource availability. - Resource Scarcity: - Materials may be scarce in certain settings. - Solution: Encourage creative problem-solving or questing for materials. - Adjusting Difficulty: - GMs can modify DCs based on environmental factors or time constraints. ---

Conclusion

With the updated gadget creation mechanics integrated into the role, the Gadgeteer becomes a versatile and dynamic character. By understanding the mechanics of gadget creation, you can tailor your inventions to suit any situation, providing support, offense, or utility as required. The balance between creativity and resource management adds depth to the role, making the Gadgeteer a valuable and engaging addition to any team.

Embrace your ingenuity, experiment with new ideas, and most importantly, have fun bringing your inventions to life!

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Supernaturals

Supernaturals are beings with extraordinary powers that set them apart from ordinary humans. Their abilities stem from various sources, such as genetic mutations, supernatural heritage, or exposure to otherworldly forces. They navigate a world where their powers can be both a gift and a burden, often facing challenges related to their unique nature.

Roles within this Archetype include the transformed Mutates (Unnaturals), the psychic-powered Mindbenders, and the enigmatic Outsiders. From mutants with incredible abilities to individuals wielding psychic powers or aliens with advanced technology, Supernaturals add a layer of mystique and raw power to the team.

Benefits of Choosing a Supernatural Role

Extraordinary Abilities: Supernaturals possess unique powers that can range from telekinesis and elemental control to shapeshifting and beyond, providing versatile options in both combat and problem-solving.

Enhanced Attributes: They often have heightened physical or mental attributes, such as increased strength, agility, or mental acuity.

Resistance and Resilience: Many Supernaturals have innate resistances or regenerative abilities, making them more durable against specific threats.

Drawbacks of Choosing a Supernatural Role

Social Challenges: Their differences may lead to prejudice, fear, or misunderstanding from others, potentially complicating social interactions.

Control Issues: Some Supernaturals may struggle to control their powers, leading to unintended consequences or personal conflicts.

Targeted by Adversaries: Their unique abilities may make them targets for exploitation, experimentation, or elimination by foes seeking to harness or eliminate their powers.

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Unnaturals Role Guide

Role Overview

Unnaturals illustration

Unnaturals are beings with extraordinary abilities that set them apart from ordinary humans. They may be mutants, supernatural creatures like vampires or werewolves, or other entities transformed by mysterious forces. While they possess fantastical powers such as venomous fangs, claws, heightened senses, or the ability to transform, these abilities come with significant drawbacks. Their appearance or nature often alienates them from society, forcing them to hide or face fear and hostility from others. Balancing their incredible abilities with their inherent limitations makes playing an Unnatural a unique and engaging experience.

Key Characteristics

- Primary Attributes: Grit and Strength or Dexterity (depending on abilities). - Skill Proficiencies: Stealth, Perception, Survival, Intimidation. - Weapon Proficiencies: Natural weapons (claws, fangs), simple weapons. - Tool Proficiencies: None, or specific to their nature (e.g., alchemist's supplies for a vampire). - Starting Equipment: Basic clothing, personal mementos, minimal gear. ---

Creating an Unnatural

When creating an Unnatural character, consider the nature of your abilities and their origin. Are you a mutant born with these powers, a human transformed into a vampire or werewolf, or an experiment gone wrong? Think about how your character copes with their condition, the challenges they face, and their goals. Your drawbacks are as significant as your powers, influencing your interactions, decisions, and role-playing opportunities.

Attribute Priorities

1. Grit: Essential for resilience, willpower, and managing the drawbacks of your nature. 2. Strength or Dexterity: Important for physical abilities like combat, agility, or using natural weapons. 3. Streetsmarts: Aids in blending into society, hiding, or navigating urban environments.

Hit Points

- Hit Die: 1d10 per Unnatural level. - Starting Hit Points: 10 + your Grit modifier. - Hit Points at Higher Levels: 1d10 (or 6) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor. - Weapons: Natural weapons (claws, fangs), simple weapons. - Tools: None, or specific to your nature (e.g., disguise kit). - Saving Throws: Grit, Strength or Dexterity (choose based on primary attribute). - Skills: Choose three: Stealth, Perception, Survival, Intimidation, Insight, Athletics. ---

Level Progression and Abilities

Unnaturals progress from level 1 to level 10. At each level, they gain role-specific abilities and must choose drawbacks that balance their powers. They can also select special abilities from the Supernatural Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Drawbacks: At certain levels, select a drawback associated with your nature. - Special Abilities: At levels where indicated, choose one ability from the Supernatural Special Abilities table. - Total Special Abilities: By level 10, an Unnatural will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Drawbacks Special Abilities
1 Natural Weapons, Enhanced Senses - 1d6 natural weapons; advantage on Perception (one sense); darkvision 60ft Major Drawback (Level 1) 1
2 Regeneration - Regain Grit modifier HP at start of turn (unless damaged by weakness)
3 Transformation - Transform: +2 Str/Dex, +1 AC, 1 min (Grit mod uses/long rest) Minor Drawback (Level 3) 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Advanced Ability (choose one) - Venomous Bite/Charm Gaze/Howl of Terror Major Drawback (Level 5) 1
6 Blend into Shadows - Advantage on Stealth in dim/dark; once/short rest: shadow step 30ft
7 Ability Score Improvement - +2 to one attribute or +1 to two Minor Drawback (Level 7) 1
8 Mastery of Form - Transformation: +4 Str/Dex, +2 AC, lasts 10 min
9 Supernatural Resilience - Resistance to non-magical damage; advantage on saves vs supernatural effects Major Drawback (Level 9) 1
10 Legendary Unnatural - Transform at will; +6 Str/Dex, +3 AC; choose apex ability (Flight/Regen/Mind Control)
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Role Abilities and Drawbacks

Level 1: Natural Weapons

- Effect: - Claws/Fangs/Tentacles: You have natural weapons that deal 1d6 damage (slashing, piercing, or bludgeoning, depending on the type). - Attack Modifier: Use Strength or Dexterity for attack and damage rolls (choose based on your natural weapon).

Level 1: Enhanced Senses

- Effect: - Heightened Perception: You have advantage on Perception checks that rely on one sense (choose sight, hearing, or smell). - Darkvision: You can see in dim light within 60 feet as if it were bright light.

Level 1: Major Drawback

- Effect: - Choose a significant drawback associated with your nature. Examples include: - Sunlight Sensitivity (Vampire): You take 1d6 radiant damage per turn in direct sunlight. - Monstrous Appearance (Mutant): Disadvantage on Charisma checks when dealing with civilians; must hide your true form. - Silver Weakness (Werewolf): Weapons made of silver deal double damage to you.

Level 2: Regeneration

- Effect: - Healing Factor: At the start of your turn, if you have at least 1 hit point, you regain hit points equal to your Grit modifier (minimum of 1). - Limitations: Does not function if you have taken damage from a specific weakness (e.g., silver, fire, radiant damage) since your last turn.

Level 3: Transformation

- Effect: - Alternate Form: You can transform into a more powerful version of yourself (e.g., wolf form, bat form, monstrous mutant). - Transformation Effects: - Stat Bonuses: Gain a +2 bonus to Strength or Dexterity (choose one). - Natural Armor: Gain a +1 bonus to AC. - Duration: Lasts for 1 minute. Can transform a number of times equal to your Grit modifier per long rest. - Minor Drawback: - Choose a minor drawback associated with your transformation. Examples include: - Frenzy: Must succeed on a Grit saving throw (DC 12) to avoid attacking the nearest creature when transformed. - Exhaustion: Gain one level of exhaustion after transformation ends.

Level 4: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 5: Advanced Ability

- Effect: - Choose one advanced ability: - Venomous Bite/Claws: Your natural weapons deal an additional 1d6 poison damage, and the target must succeed on a Grit saving throw (DC 8 + your proficiency bonus + your Grit modifier) or be poisoned for 1 minute. - Charm Gaze (Vampire): You can attempt to charm a humanoid within 30 feet. The target must succeed on a Streetsmarts saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed for 1 hour. - Howl of Terror (Werewolf): As an action, you can emit a terrifying howl. Creatures within 60 feet must succeed on a Streetsmarts saving throw (DC 8 + your proficiency bonus + your Grit modifier) or become frightened for 1 minute. - Major Drawback: - Choose another significant drawback. Examples include: - Blood Thirst: Must consume fresh blood daily or suffer disadvantage on all rolls. - Full Moon Transformation: Must transform during the full moon and cannot revert until dawn. - Mutation Instability: Randomly manifest minor physical mutations that impose social penalties.

Level 6: Blend into Shadows

- Effect: - Stealth Enhancement: You have advantage on Stealth checks in dim light or darkness. - Shadow Step: Once per short rest, as a bonus action, you can teleport up to 30 feet to an unoccupied space you can see that is in dim light or darkness.

Level 7: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each. - Minor Drawback: - Choose another minor drawback. Examples include: - Irrational Fear: You have disadvantage on saving throws against a specific fear (e.g., fire, water). - Allergic Reaction: Contact with a common substance (e.g., garlic, salt) causes discomfort, imposing disadvantage on ability checks.

Level 8: Mastery of Form

- Effect: - Improved Transformation: Your transformation ability now grants an additional +1 bonus to AC (total +2) and a +2 bonus to Strength or Dexterity (total +4). - Extended Duration: Transformation lasts for up to 10 minutes.

Level 9: Supernatural Resilience

- Effect: - Damage Resistance: Gain resistance to non-magical bludgeoning, piercing, and slashing damage. - Condition Immunity: Immune to disease and poison. - Major Drawback: - Choose a final significant drawback. Examples include: - Hunted: A specific group (e.g., vampire hunters, government agency) is actively pursuing you. - Soul Bound: Vulnerable to necrotic damage; cannot be healed by magical means. - Energy Dependency: Must absorb a specific energy (e.g., radiation, moonlight) to maintain abilities; without it, you lose access to certain powers.

Level 10: Legendary Unnatural

- Effect 1: Ultimate Form - Transformation Mastery: You can transform at will without using an action, and the transformation lasts until you choose to revert. - Stat Bonuses: While transformed, gain a total of +6 to Strength or Dexterity (choose one) and a +3 bonus to AC. - Effect 2: Apex Ability - Choose one: - Flight: Gain a flying speed equal to your walking speed. - Regenerative Mastery: Regenerate 10 hit points at the start of your turn, regardless of previous damage types. - Mind Control: Can charm or dominate a creature (as per the spell) once per long rest. ---

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, you may choose one special ability from the Supernatural Archetype Special Abilities table. These abilities enhance your supernatural powers and provide additional options in combat and role-playing.

Supernatural Special Abilities Table

1. Night Vision: See in darkness (including magical darkness) up to 120 feet. 2. Spider Climb: Can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 3. Silent Step: Move silently, granting advantage on Stealth checks related to movement. 4. Hypnotic Gaze: Once per short rest, as an action, you can force a creature within 30 feet to make a Streetsmarts saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be stunned until the end of your next turn. 5. Misty Escape: When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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Gameplay Notes

- Balance of Power and Drawbacks: Your character's significant abilities are counterbalanced by equally significant drawbacks. Embrace these drawbacks as role-playing opportunities. - Social Challenges: Unnaturals often struggle with societal acceptance. Use disguises, stealth, or avoid public areas to mitigate this. - Combat Role: Excel in close combat with natural weapons and transformations. Utilize your abilities strategically, considering the risks and limitations. - Team Dynamics: Communicate with your team about your drawbacks to coordinate effectively. ---

Role-Specific Equipment

At character creation, Unnaturals start with the following equipment:

- Basic Clothing: Suitable for your character's lifestyle, possibly adaptable for transformations. - Personal Memento: An item that connects you to your past or humanity (e.g., a locket, journal). - Minimal Gear: Items relevant to your character's background (e.g., a cloak for concealment, a simple weapon). ---

Sample Character Creation

Step 1: Concept

- Name: Lucas Blackwood - Background: Once a regular college student, Lucas was transformed into a werewolf after a fateful encounter in the woods. Struggling to control his newfound abilities and the beast within, he seeks a cure while using his powers to protect others.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Grit (15): +2 modifier - Strength (14): +2 modifier - Dexterity (13): +1 modifier - Streetsmarts (12): +1 modifier - Logic (10): +0 modifier - Charisma (8): -1 modifier

Step 3: Skills

Choose three skills:

- Perception - Survival - Athletics

Step 4: Equipment

- Clothing: Durable attire that can withstand outdoor conditions. - Personal Memento: A pendant given by his late mother. - Minimal Gear: Backpack with essentials, simple knife (for utility).

Step 5: Role Abilities at Level 1

- Natural Weapons: Claws dealing 1d6 slashing damage. - Enhanced Senses: Advantage on Perception checks relying on hearing. - Major Drawback: Silver Weakness - Weapons made of silver deal double damage to Lucas.

Step 6: Special Ability at Level 1

- Night Vision: See in darkness up to 120 feet. ---

Advancing Your Unnatural

As you level up, select abilities that enhance your supernatural powers while managing your drawbacks. Balance combat effectiveness with role-playing elements related to your character's nature.

Managing Drawbacks

- Role-Playing: Incorporate your drawbacks into your character's behavior and decisions. - Mitigation Strategies: Seek ways to minimize the impact of drawbacks (e.g., wearing protective clothing against sunlight, developing self-control techniques). - Team Support: Collaborate with teammates to overcome limitations. ---

Role-Playing Tips

- Inner Conflict: Portray the struggle between your human side and your unnatural nature. - Secrecy: Decide how open you are about your abilities; concealment may be crucial. - Social Interactions: Navigate the challenges of interacting with others who may fear or reject you. - Moral Choices: Explore themes of humanity, redemption, or embracing your true self. ---

Example Scenario Usage

- Natural Weapons: In close combat, use your claws or fangs to deal significant damage. - Enhanced Senses: Track enemies or detect hidden threats using heightened senses. - Transformation: Activate your alternate form to gain advantages in critical situations. - Regeneration: Sustain yourself in prolonged battles by recovering health each turn. - Blend into Shadows: Evade pursuers or infiltrate areas undetected.

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Mind Bender Role Guide

Role Overview

Mind Bender illustration

Mind Benders are individuals with extraordinary mental abilities, specializing in psychic powers or psychokinesis. At lower levels, they start with basic abilities such as mind reading or moving small objects. As they progress, their powers expand significantly, allowing them to influence minds, control others, move larger objects, manipulate energy, and alter states of matter. Mind Benders can choose to focus on either the Psychic path or the Psychokinetic path, each offering unique abilities and progression.

Key Characteristics

- Primary Attributes: Logic and Grit. - Skill Proficiencies: Insight, Perception, Concentration, Investigation. - Weapon Proficiencies: Simple weapons (for self-defense), but primarily rely on mental powers. - Tool Proficiencies: None, abilities are innate. - Starting Equipment: Simple attire, personal items, minimal gear. ---

Creating a Mind Bender

When creating a Mind Bender character, consider how you discovered your abilities. Were you born with them, did they manifest during a critical moment, or were they the result of experimentation? Decide whether you will focus on the Psychic path (mind reading and control) or the Psychokinetic path (manipulating physical objects and energy). Your choice will influence your abilities, role-playing opportunities, and interactions with others.

Attribute Priorities

1. Logic: Essential for mental prowess, understanding, and controlling abilities. 2. Grit: Represents mental fortitude, resilience, and concentration. 3. Streetsmarts: Aids in social situations, deception, and reading others.

Hit Points

- Hit Die: 1d6 per Mind Bender level. - Starting Hit Points: 6 + your Grit modifier. - Hit Points at Higher Levels: 1d6 (or 4) + Grit modifier per level after the first.

Proficiencies

- Armor: None. - Weapons: Simple weapons (e.g., dagger, staff). - Tools: None. - Saving Throws: Logic, Grit. - Skills: Choose three: Insight, Perception, Investigation, Deception, Persuasion, Stealth. ---

Level Progression and Abilities

Mind Benders progress from level 1 to level 10. At each level, they gain role-specific abilities based on their chosen path (Psychic or Psychokinetic) and can select special abilities from the Psionic Archetype Special Abilities table.

Ability Gain Structure

- Role Abilities: Gained at specific levels, differ based on chosen path. - Special Abilities: At levels where indicated, choose one ability from the Psionic Special Abilities table. - Total Special Abilities: By level 10, a Mind Bender will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Choose Path: Psychic or Psychokinetic - Psychic: Basic Telepathy (read thoughts 30ft); Psychokinetic: Minor Telekinesis (move 10lbs, 30ft) 1
2 Path Ability - Psychic: Empathic Link (sense emotions, calm emotions); Psychokinetic: Kinetic Push (1d6 force, push 10ft)
3 Expanded Powers - Psychic: Influence Thoughts (suggestion); Psychokinetic: Levitation (fly 20ft, 10 min) 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Path Advanced Ability - Psychic: Mental Manipulation (mind control 1 min); Psychokinetic: Object Manipulation (200lbs, 60ft) 1
6 Mental Fortitude - Resistance to psychic damage; advantage vs mind-altering effects
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Path Mastery Ability - Psychic: Psychic Domination (mass suggestion, deep mind reading); Psychokinetic: Matter Manipulation (change matter state)
9 Superior Mind - Logic +2 (max 22); advantage on Logic checks; telepathic communication 100ft 1
10 Legendary Mind Bender - Psychic: Complete Mind Control (1 hour); Psychokinetic: Force Mastery (control 1000lbs, 120ft)
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Role Abilities

Level 1: Choose Path

At 1st level, choose either the Psychic or Psychokinetic path. This choice determines your abilities as you advance.

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Psychic Path Abilities

Level 1: Basic Telepathy

- Effect: - Mind Reading: You can read the surface thoughts of a creature within 30 feet. The target must make a Logic saving throw (DC 8 + your proficiency bonus + your Logic modifier). On a failure, you gain insight into their immediate thoughts. - Limitations: You can use this ability a number of times equal to your Logic modifier (minimum of once) per long rest. - Effect: - Emotion Sense: You can sense the emotions of creatures within 30 feet, gaining advantage on Insight checks. - Calm Emotions: Once per short rest, you can cast a calming effect, reducing hostility in a tense situation (similar to the calm emotions spell).

Level 3: Influence Thoughts

- Effect: - Suggestion: You can implant a subtle suggestion into the mind of a creature within 30 feet. The target must make a Grit saving throw (DC 8 + your proficiency bonus + your Logic modifier). On a failure, they follow the suggestion if it seems reasonable. - Limitations: Usable twice per long rest.

Level 5: Mental Manipulation

- Effect: - Mind Control: You can attempt to control the actions of a humanoid creature within 30 feet. The target must make a Grit saving throw (DC 8 + your proficiency bonus + your Logic modifier). On a failure, you control their actions for up to 1 minute. - Limitations: Usable once per long rest.

Level 8: Psychic Domination

- Effect: - Mass Suggestion: You can influence up to three creatures simultaneously. - Deep Mind Reading: You can probe deeper into a target's mind, uncovering memories or hidden thoughts. The target can resist with a Logic saving throw.

Level 10: Master Psychic

- Effect 1: Complete Mind Control - Dominance: You can control a creature's actions for up to 1 hour. The target must make a Grit saving throw (DC 8 + your proficiency bonus + your Logic modifier) to resist. - Limitations: Usable once per long rest. - Effect 2: Telepathic Network - Group Communication: You can telepathically communicate with up to six willing creatures within 1 mile. ---

Psychokinetic Path Abilities

Level 1: Minor Telekinesis

- Effect: - Move Small Objects: You can move objects weighing up to 10 pounds within 30 feet using your mind. - Limitations: Requires concentration; cannot perform complex actions.

Level 2: Kinetic Push

- Effect: - Force Push: As an action, you can push a creature or object within 30 feet. The target must make a Strength saving throw (DC 8 + your proficiency bonus + your Logic modifier) or be pushed back 10 feet. - Damage: Deals 1d6 force damage. - Limitations: Usable a number of times equal to your Logic modifier per long rest.

Level 3: Levitation

- Effect: - Self Levitation: You can levitate yourself, gaining a flying speed of 20 feet for up to 10 minutes. - Limitations: Requires concentration; usable twice per long rest.

Level 5: Object Manipulation

- Effect: - Greater Telekinesis: You can move objects or creatures up to 200 pounds within 60 feet. - Combat Use: You can hurl objects as improvised weapons, dealing 2d6 bludgeoning damage. - Limitations: Requires concentration; usable for up to 1 minute.

Level 8: Matter Manipulation

- Effect: - State Alteration: You can change the state of matter of an object (solid, liquid, gas) up to 1 cubic foot. - Invisibility: You can render a small object (up to 1 cubic foot) invisible for up to 1 hour.

Level 10: Master Psychokinetic

- Effect 1: Mass Telekinesis - Multiple Targets: You can simultaneously manipulate up to three objects or creatures within 60 feet. - Weight Limit: Up to 500 pounds total. - Combat Use: Hurl multiple objects, each dealing 2d6 damage. - Effect 2: Energy Manipulation - Energy Control: You can manipulate forms of energy (e.g., heat, electricity) within 30 feet. - Effect: Create a barrier of force, redirect energy attacks, or unleash bursts of kinetic energy dealing 4d6 force damage. ---

Shared Abilities

Level 6: Mental Fortitude

- Effect: - Enhanced Concentration: You have advantage on saving throws to maintain concentration. - Resilience: You gain resistance to psychic damage.

Level 9: Superior Mind

- Effect: - Psychic Shield: You have advantage on saving throws against mind-altering effects. - Mental Recovery: Once per short rest, you can regain an expended special ability use. ---

Ability Score Improvements

- Levels 4 and 7: Increase one attribute by 2 or two attributes by 1 each. ---

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, choose one ability from the Psionic Archetype Special Abilities table. These abilities enhance your mental powers and provide additional options in various situations.

Psionic Special Abilities Table

1. Mind Link: Establish a telepathic link with a willing creature for 1 hour. 2. Psychic Blast: As an action, unleash a mental attack dealing 2d6 psychic damage to a target within 30 feet (Logic save negates). 3. Precognition: Gain brief glimpses of the immediate future; gain advantage on initiative rolls and can’t be surprised. 4. Mind Over Body: Use your Logic modifier instead of Strength or Dexterity for physical checks. 5. Telekinetic Shield: As a reaction, create a shield that grants +2 AC until the start of your next turn.

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Gameplay Notes

- Power Progression: Your abilities grow significantly as you level up. Plan your strategy accordingly. - Concentration Management: Many abilities require concentration; be mindful of maintaining focus during combat. - Ethical Considerations: Using mind control or altering matter may have moral implications. Role-play your character's stance on these issues. - Team Support: Use your abilities to support allies, gather information, and control the battlefield. ---

Role-Specific Equipment

At character creation, Mind Benders start with the following equipment:

- Simple Weapon: Choose one (e.g., dagger, staff). - Basic Clothing: Comfortable attire suitable for focus and movement. - Personal Item: An object that helps concentrate or focus your mind (e.g., a pendant, focus crystal). - Minimal Gear: Rations, water, small amount of currency. ---

Sample Character Creation

Step 1: Concept

- Name: Sophia Hart - Background: A quiet individual who discovered her psychic abilities during a traumatic event. Sophia seeks to understand and master her powers while helping others.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Logic (15): +2 modifier - Grit (14): +2 modifier - Streetsmarts (13): +1 modifier - Charisma (12): +1 modifier - Dexterity (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Insight - Perception - Persuasion

Step 4: Equipment

- Simple Weapon: Dagger (for self-defense). - Basic Clothing: Comfortable attire. - Personal Item: A small crystal pendant that aids concentration. - Minimal Gear: Rations, water, a few coins.

Step 5: Role Abilities at Level 1

- Chosen Path: Psychic - Abilities: - Basic Telepathy: Read surface thoughts of a creature within 30 feet (Logic save DC 12). - Special Ability Selection: - Mind Link: Establish a telepathic link with a willing creature for 1 hour. ---

Advancing Your Mind Bender

As you level up, select abilities that enhance your chosen path, balancing offensive capabilities with utility and support. Manage your concentration and be aware of your limitations, especially regarding the number of times you can use certain abilities.

Energy Points (EP)

Mind Benders do not use EP unless specified by certain abilities or GM discretion.

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Role-Playing Tips

- Mysterious Aura: Your abilities may make others wary or intrigued. Decide how open you are about your powers. - Ethical Use: Consider the moral implications of reading or influencing minds. Will you use your powers responsibly? - Personal Struggle: Managing powerful abilities can be taxing. Reflect on how this affects your character. - Quest for Mastery: You may seek mentors, ancient texts, or experiences to enhance your understanding. ---

Example Scenario Usage

Psychic Path

- Basic Telepathy: Gain information during negotiations or detect deception. - Influence Thoughts: Subtly guide a guard to let you pass without raising alarm. - Mind Control: Take control of an enemy combatant to turn the tide of battle.

Psychokinetic Path

- Minor Telekinesis: Retrieve keys from a distance or trigger a switch. - Kinetic Push: Knock back an advancing foe or push someone out of harm's way. - Object Manipulation: Hurl debris at enemies or create barriers. ---

Interactions with the GM

- Ability Limits: Work with your GM to define the boundaries of your abilities. - Creative Uses: Discuss innovative applications of your powers within reason. - Moral Choices: Collaborate on story elements involving the ethical aspects of your abilities.

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Outsider Role Guide

Role Overview

Outsider illustration

Outsiders are beings from other worlds or dimensions, possessing advanced technology and intellect far beyond that of ordinary humans. While they may not match the physical prowess or raw power of other roles, their high intelligence and technological gadgets make them invaluable assets to any team. Outsiders often have limited telekinetic or psychic abilities, but not to the extent of Mind Benders. Their unique perspective and advanced knowledge allow them to solve problems in unconventional ways, making them exceptional strategists and inventors.

Key Characteristics

- Origin: Beings from other planets, dimensions, or advanced civilizations. - Primary Attributes: Logic and Dexterity. - Skill Proficiencies: Technology, Mechanics, Investigation, Insight. - Weapon Proficiencies: Advanced technological weapons, simple weapons. - Tool Proficiencies: Mechanics' tools, advanced technology interfaces. - Starting Equipment: Advanced gadgets, basic attire adapted to Earth's environment, personal technological devices. ---

Creating an Outsider

When creating an Outsider character, consider your origin and how you arrived in the current setting. Are you an alien stranded on Earth, an explorer from a parallel dimension, or a synthetic being created by an advanced civilization? Your backstory will influence your abilities, interactions with others, and how you perceive the world around you.

Attribute Priorities

1. Logic: Essential for understanding and utilizing advanced technology. 2. Dexterity: Important for handling delicate equipment and reacting quickly. 3. Grit: Represents resilience and adaptability in an unfamiliar environment.

Hit Points

- Hit Die: 1d6 per Outsider level. - Starting Hit Points: 6 + your Grit modifier. - Hit Points at Higher Levels: 1d6 (or 4) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor. - Weapons: Simple weapons, advanced technological weapons unique to your origin. - Tools: Mechanics' tools, advanced technology interfaces, computers. - Saving Throws: Logic, Dexterity. - Skills: Choose three: Technology, Mechanics, Investigation, Insight, Perception, Stealth. ---

Level Progression and Abilities

Outsiders progress from level 1 to level 10. At each level, they gain role-specific abilities and can select special abilities from the Technologist Archetype Special Abilities table. Their abilities focus on advanced technology usage, minor psychic powers, and adaptability.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Technologist Special Abilities table. - Total Special Abilities: By level 10, an Outsider will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Advanced Technology, Minor Telekinesis - Advanced tech devices; 1d6 energy weapon; advantage on Technology checks; move 10lbs, 30ft 1
2 Adaptive Learning - Understand any language after 1 hour; gain one skill proficiency (changeable after long rest)
3 Energy Manipulation - Once/short rest: absorb half energy damage; release as ranged attack 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Technological Mastery - Create/modify devices (1 hour); create device with 3rd-level spell effect 1
6 Mental Resilience - Resistance to psychic damage; advantage vs mind-altering effects
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Enhanced Telekinesis - Move 200lbs, 60ft; grapple/shove with telekinesis
9 Technological Innovation - Create unique device (5th-level spell effect, 8 hours, rare materials) 1
10 Legendary Outsider - Signature tech device (GM-designed); Logic +2 (max 22); instant analysis
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Role Abilities

Level 1: Advanced Technology

- Effect: - Tech Savvy: You have access to advanced technological devices from your origin, such as a personal scanner, a small energy weapon, or a communication device. - Weapon Proficiency: Proficient with your advanced technological weapon, which deals 1d6 energy damage (type depends on your origin, e.g., radiant, lightning). - Technology Interface: You can understand and interact with most technological devices, granting advantage on Technology checks related to operating or deciphering technology.

Level 1: Minor Telekinesis

- Effect: - Telekinetic Manipulation: You can move small objects (up to 10 pounds) within 30 feet using your mind. - Limitations: Cannot perform complex tasks; requires concentration.

Level 2: Adaptive Learning

- Effect: - Language Comprehension: You can understand and speak any spoken language after listening to it for one hour. - Skill Adaptation: Choose one skill proficiency you do not have. You gain proficiency in that skill until you choose a different one after a long rest.

Level 3: Energy Manipulation

- Effect: - Energy Absorption: Once per short rest, when you take energy damage (radiant, lightning, fire), you can absorb part of it, reducing the damage by half and storing the energy. - Energy Release: As an action, you can release the stored energy in a ranged attack within 60 feet, dealing the absorbed damage to a target (requires an attack roll).

Level 4: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 5: Technological Mastery

- Effect: - Advanced Gadgets: You can spend time to create or modify technological devices, similar to the Gadgeteer's gadget creation but focused on advanced tech. - Device Creation: Spend 1 hour and resources to create a device with an effect similar to a spell of 3rd level or lower (GM approval required). Usable once before needing recharge.

Level 6: Mental Resilience

- Effect: - Psychic Resistance: You have resistance to psychic damage. - Mental Fortitude: Advantage on saving throws against mind-altering effects (e.g., charm, fear).

Level 7: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 8: Enhanced Telekinesis

- Effect: - Improved Telekinesis: You can now move objects or creatures up to 200 pounds within 60 feet. - Combat Application: You can attempt to grapple or shove creatures using telekinesis (Logic vs. target's Strength or Dexterity saving throw).

Level 9: Technological Innovation

- Effect: - Innovative Creation: You can create a unique technological device with a powerful effect (similar to a 5th-level spell). Requires 8 hours of work and rare materials (GM approval required). Usable once per long rest.

Level 10: Legendary Outsider

- Effect 1: Master of Technology - Ultimate Device: You possess a signature piece of technology with extraordinary capabilities (e.g., personal shield generator, teleportation device, energy cannon). - Customization: Work with your GM to design the device's abilities. - Effect 2: Superior Intellect - Mental Supremacy: Your Logic score increases by 2, and your maximum for this score is now 22. - Instant Analysis: You can analyze any situation or device, gaining insight or understanding with a brief observation (GM provides pertinent information). ---

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, choose one ability from the Technologist Archetype Special Abilities table. Customize your Outsider with abilities that enhance your technological prowess, combat capabilities, or support roles.

Technologist Special Abilities Table

1. Tech Savant: Gain proficiency in two additional tools or technologies unique to your origin. 2. Overclock Device: Temporarily enhance a technological device's performance, granting a +1 bonus to its effects for one encounter. 3. Holographic Projection: Create visual illusions within a 20-foot cube for up to 10 minutes. 4. Energy Shield: Generate a shield that grants you or an ally a temporary +2 bonus to AC for 1 minute. 5. EMP Burst: Once per long rest, emit an electromagnetic pulse that disables electronic devices within 60 feet (excluding your own), requiring a Logic saving throw (DC 8 + your proficiency bonus + your Logic modifier) to resist.

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Gameplay Notes

- Technological Reliance: Your abilities are heavily dependent on your technology. Protect your devices and consider backup options. - Physical Weakness: With lower hit points and combat abilities, avoid direct confrontations when possible. - Cultural Differences: Being from another world, you may misunderstand social norms or customs. This can lead to both humorous and challenging role-playing situations. - Team Support: Use your advanced technology and intelligence to support your allies, solve complex problems, and strategize effectively. ---

Role-Specific Equipment

At character creation, Outsiders start with the following equipment:

- Advanced Technological Weapon: Deals 1d6 energy damage (type appropriate to your origin). - Personal Gadgets: Such as a universal translator, data pad, or scanning device. - Basic Attire: Clothing adapted to Earth's environment but reflecting your origin. - Mechanics' Tools: For repairing and modifying devices. - Small Amount of Currency or Trade Goods: Items from your world that may have value. ---

Sample Character Creation

Step 1: Concept

- Name: Xylaren-5 (goes by "Xy") - Background: An alien scientist from a highly advanced civilization who became stranded on Earth after a malfunction in their spacecraft. Xy seeks to repair the ship and return home but becomes involved in local events, using advanced knowledge to assist.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Logic (15): +2 modifier - Dexterity (14): +2 modifier - Grit (13): +1 modifier - Charisma (12): +1 modifier - Streetsmarts (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose three skills:

- Technology - Mechanics - Insight

Step 4: Equipment

- Advanced Weapon: Energy pulse emitter (1d6 radiant damage). - Personal Gadgets: Universal translator, handheld scanner. - Basic Attire: Sleek bodysuit adapted to Earth's atmosphere. - Mechanics' Tools: For repairs and modifications. - Trade Goods: Small crystals from home world.

Step 5: Role Abilities at Level 1

- Advanced Technology: Proficiency with advanced weapon and technology interface. - Minor Telekinesis: Move small objects within 30 feet using mind. - Special Ability Selection: - Tech Savant: Gain proficiency in computers and one additional advanced tool. ---

Advancing Your Outsider

As you level up, select abilities that enhance your technological capabilities and minor psychic powers. Focus on improving your Logic and Dexterity to maximize your effectiveness. Collaborate with your GM to develop unique gadgets and devices that fit your character's origin and the game's narrative.

Resource Management

- Materials: Work with your GM to determine how you acquire materials for creating or repairing advanced technology. - Device Maintenance: Advanced devices may require maintenance or special components. ---

Role-Playing Tips

- Alien Perspective: Your character may not understand human customs, idioms, or social cues. Use this to create interesting interactions. - Curiosity: Show eagerness to learn about Earth's technology, culture, and people. - Adaptability: Find ways to blend in or adapt to the environment despite differences. - Secrecy or Openness: Decide whether to hide your true nature or be open about your origin. ---

Example Scenario Usage

- Advanced Technology: Use your scanner to detect hidden enemies or analyze unknown substances. - Minor Telekinesis: Retrieve keys from a distance or manipulate small devices without touching them. - Energy Manipulation: Absorb an energy blast from an enemy and return it in kind. - Technological Mastery: Create a device to hack into a secure system or neutralize a threat. - Enhanced Telekinesis: Move obstacles blocking the team's path or restrain an enemy without physical contact. ---

Interactions with the GM

- Custom Devices: Work with your GM to design advanced gadgets that are balanced and fit within the game world. - Cultural Impact: Discuss how your character's origin affects interactions with NPCs and the environment. - Narrative Integration: Collaborate on story elements that involve your character's goals, such as repairing a spaceship or dealing with entities from your home world. --- ---

High School Heroes

High School Heroes are young individuals balancing the trials of adolescence with newfound abilities or exceptional talents. They navigate the complexities of teenage life while stepping up to face extraordinary challenges. Their youth provides a fresh perspective, and their determination proves that heroes can come from unexpected places.

Roles within this Archetype include the athletic Jocks, the cunning Misfits, and the charismatic Theater Kids. Whether they're star athletes, clever outcasts, or inspiring performers, High School Heroes bring energy, creativity, and adaptability to the team.

Benefits of Choosing a High School Hero Role

Versatility: High School Heroes often have a broad range of skills, allowing them to adapt to various situations, whether social, investigative, or combative.

Relatability: Their connections to everyday life and youth culture can be advantageous in social interactions and understanding contemporary issues.

Team Spirit: They excel in teamwork and often have abilities that boost allies, reflecting the collaborative spirit common among youths.

Drawbacks of Choosing a High School Hero Role

Limited Experience: Their youth may mean they lack experience or knowledge compared to older characters, potentially hindering them in complex situations.

Physical Limitations: They may not be as physically developed or strong as adult characters, impacting their effectiveness in direct combat.

Societal Constraints: As minors, they might face restrictions, such as curfews or lack of access to certain resources, and may not be taken seriously by adults.

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Jock Role Guide

Role Overview

Jock illustration

Jocks are the embodiment of athleticism, charisma, and leadership. They excel in physical activities, possess natural charm, and have a knack for bringing people together. Often found as captains of sports teams or leaders in group activities, Jocks use their physical prowess and social skills to support their allies and overcome challenges. While they don't possess magical abilities like a paladin, their dedication, teamwork, and motivational presence make them invaluable members of any team.

Key Characteristics

- Primary Attributes: Strength, Charisma, and Grit. - Skill Proficiencies: Athletics, Persuasion, Teamwork, Leadership. - Weapon Proficiencies: Simple and martial weapons, sports equipment as improvised weapons. - Tool Proficiencies: Vehicles (land), coaching tools. - Starting Equipment: Sports gear, team memorabilia, basic adventuring gear. ---

Creating a Jock

When creating a Jock character, consider their background in sports or physical activities. Are they a star athlete, a dedicated coach, or someone who values fitness and teamwork above all else? Think about what drives them—competition, camaraderie, personal growth—and how they inspire others. Your character's leadership qualities and physical abilities will shape their interactions and role within the group.

Attribute Priorities

1. Strength: Essential for physical feats, melee combat, and athletic prowess. 2. Charisma: Important for leadership, persuasion, and motivating others. 3. Grit: Represents resilience, determination, and endurance.

Hit Points

- Hit Die: 1d10 per Jock level. - Starting Hit Points: 10 + your Grit modifier. - Hit Points at Higher Levels: 1d10 (or 6) + Grit modifier per level after the first.

Proficiencies

- Armor: Light and medium armor. - Weapons: All simple and martial weapons, improvised weapons (e.g., sports equipment). - Tools: Vehicles (land), coaching tools (e.g., whistles, training equipment). - Saving Throws: Strength, Charisma. - Skills: Choose three: Athletics, Persuasion, Insight, Survival, Perception, Intimidation. ---

Level Progression and Abilities

Jocks progress from level 1 to level 10. At each level, they gain role-specific abilities and can select special abilities from the Leader Archetype Special Abilities table. Their abilities focus on physical prowess, team support, and leadership.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Leader Special Abilities table. - Total Special Abilities: By level 10, a Jock will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Athletic Prowess, Rallying Cry - Advantage on Athletics; +10ft speed (no heavy armor); bonus action: grant ally +Cha mod to next roll 1
2 Team Player - Help action range 10ft; allies within 30ft gain +1 initiative
3 Motivational Speech - After short rest: grant 6 allies temp HP (Cha mod + level) until long rest 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Extra Attack - Attack twice when taking Attack action 1
6 Inspiring Presence - Allies within 10ft immune to fear, +1 vs charm; once/short rest: remove fear/charm from ally
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Indomitable Will - Once/long rest: reroll failed Grit saving throw
9 Leadership Mastery - Allies within 30ft gain +1 attack/AC (not surprised); action: 3 allies move half speed (no OA) 1
10 Legendary Jock - Allies within 30ft gain +2 attack/saves/skills; once/long rest: allies regain 2d10+Cha mod HP; Str +2 (max 22)
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Role Abilities

Level 1: Athletic Prowess

- Effect: - Enhanced Athletics: You have advantage on Strength (Athletics) checks. - Physical Conditioning: Your movement speed increases by 10 feet when not wearing heavy armor.

Level 1: Rallying Cry

- Effect: - Motivate Allies: As a bonus action, you can grant an ally within 30 feet a bonus to their next attack roll, skill check, or saving throw equal to your Charisma modifier (minimum of +1). - Uses: You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.

Level 2: Team Player

- Effect: - Assist Action: When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 10 feet of you, rather than 5 feet. - Coordinate Efforts: Allies within 30 feet of you gain a +1 bonus to initiative rolls.

Level 3: Motivational Speech

- Effect: - Inspire Courage: After a short rest, you can deliver a speech to up to six allies. Each ally who listens gains temporary hit points equal to your Charisma modifier + your level. - Duration: The temporary hit points last until the next long rest.

Level 4: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 5: Extra Attack

- Effect: - Increased Combat Ability: You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6: Inspiring Presence

- Effect: - Aura of Confidence: Allies within 10 feet of you cannot be frightened and gain a +1 bonus to saving throws against charm effects. - Confidence Boost: Once per short rest, you can remove one fear or charm effect from an ally within 30 feet as an action.

Level 7: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 8: Indomitable Will

- Effect: - Mental Fortitude: When you fail a Grit saving throw, you can reroll it and must use the new roll. - Uses: Once per long rest.

Level 9: Leadership Mastery

- Effect: - Strategic Insight: You and allies within 30 feet gain a +1 bonus to attack rolls and AC when you are not surprised. - Commanding Presence: As an action, you can allow up to three allies to move up to half their speed without provoking opportunity attacks.

Level 10: Legendary Jock

- Effect 1: Ultimate Team Leader - Unbreakable Bond: Allies within 30 feet of you gain a +2 bonus to attack rolls, saving throws, and skill checks. - Shared Strength: Once per long rest, you can allow allies within range to regain hit points equal to 2d10 + your Charisma modifier. - Effect 2: Physical Paragon - Superior Athleticism: Your Strength score increases by 2, and your maximum for this score is now 22. - Fearless Charge: When you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. ---

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, choose one ability from the Leader Archetype Special Abilities table. These abilities enhance your leadership, support capabilities, and combat prowess.

Leader Special Abilities Table

1. Inspiring Word: As a bonus action, you can grant an ally within 60 feet temporary hit points equal to 1d6 + your Charisma modifier. 2. Defensive Stance: When an ally within 5 feet is targeted by an attack, you can use your reaction to impose disadvantage on the attack roll. 3. Tactical Assessment: Gain proficiency in one Logic-based skill and can add double your proficiency bonus to checks with it. 4. Quick Reflexes: Gain a +2 bonus to initiative rolls. 5. Encouraging Shout: As an action, remove one level of exhaustion from an ally within 30 feet.

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Gameplay Notes

- Teamwork Emphasis: Your abilities shine when working closely with allies. Coordinate with your team to maximize effectiveness. - Versatile Role: Capable of frontline combat and support, adapt to the needs of the situation. - Leadership Role: Take charge in planning, strategy, and motivating your team. - Physical Prowess: Utilize your athletic abilities to overcome physical challenges and obstacles. ---

Role-Specific Equipment

At character creation, Jocks start with the following equipment:

- Sports Gear: Choose one (e.g., baseball bat, hockey stick, football pads) that can serve as an improvised weapon or light armor. - Team Memorabilia: An item representing your team or school (e.g., jersey, cap). - Basic Adventuring Gear: Backpack, rations, water, simple tools. - Simple Weapon: Such as a club, quarterstaff, or other preferred weapon. ---

Sample Character Creation

Step 1: Concept

- Name: Alex "Ace" Thompson - Background: Star quarterback of his high school football team, Alex is known for his leadership on and off the field. After strange events disrupt his hometown, he steps up to protect his friends and community.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Strength (15): +2 modifier - Charisma (14): +2 modifier - Grit (13): +1 modifier - Dexterity (12): +1 modifier - Streetsmarts (10): +0 modifier - Logic (8): -1 modifier

Step 3: Skills

Choose three skills:

- Athletics - Persuasion - Insight

Step 4: Equipment

- Sports Gear: Football pads (count as light armor, AC 11 + Dexterity modifier). - Team Memorabilia: Team jersey with his number. - Basic Adventuring Gear: Backpack with water, snacks, flashlight. - Improvised Weapon: Metal baseball bat (functions as a club).

Step 5: Role Abilities at Level 1

- Athletic Prowess: Advantage on Strength (Athletics) checks; movement speed increased by 10 feet. - Rallying Cry: As a bonus action, grant an ally within 30 feet a bonus equal to Charisma modifier (+2).

Step 6: Special Ability Selection

- Inspiring Word: As a bonus action, grant an ally within 60 feet temporary hit points equal to 1d6 + Charisma modifier. ---

Advancing Your Jock

As you level up, focus on enhancing your leadership and support abilities while maintaining your physical prowess. Improve your Strength and Charisma to maximize your combat effectiveness and the impact of your supportive abilities.

Attribute Development

- Strength and Charisma: Prioritize increasing these attributes during Ability Score Improvements at levels 4 and 7. - Grit: Consider boosting Grit for additional resilience and hit points.

Skill Expansion

- Additional Skills: Use your Adaptive Learning ability to gain temporary proficiency in skills as needed. - Team Synergy: Encourage teamwork and coordinate with allies to utilize abilities like Team Player and Leadership Mastery. ---

Role-Playing Tips

- Confident Leader: Exude confidence and take initiative in group decisions and strategies. - Team-Oriented: Emphasize the importance of teamwork and support your allies both in and out of combat. - Charismatic Presence: Use your charm to influence NPCs, negotiate, and defuse tense situations. - Athleticism: Demonstrate your physical abilities through feats of strength, agility, and endurance. ---

Example Scenario Usage

- Athletic Prowess: Overcome physical obstacles, such as climbing walls or jumping gaps, with ease. - Rallying Cry: Boost an ally's morale during a tough fight, improving their chances of success. - Team Player: Use the Help action from a distance to aid allies in combat. - Motivational Speech: Bolster your team's resolve before heading into a dangerous situation. - Inspiring Presence: Protect allies from fear effects and charm spells, maintaining group cohesion. ---

Interactions with the GM

- Team Dynamics: Work with your GM to create opportunities where your leadership skills can shine. - NPC Relationships: Develop connections with NPCs who may be inspired or influenced by your character. - Challenges: Encourage the GM to incorporate physical and social challenges that allow you to utilize your abilities. - Growth Opportunities: Collaborate on story arcs that focus on your character's development as a leader.

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Misfit Role Guide

Role Overview

Misfit illustration

Misfits are the unconventional heroes, the outcasts who don't quite fit into any traditional mold. They are rebels, eccentrics, and individuals with unique talents or quirks that set them apart from others. Misfits thrive on unpredictability and adaptability, often relying on ingenuity, luck, and an uncanny ability to turn the odds in their favor. While they may not excel in any one area, their versatility and resourcefulness make them valuable allies in a variety of situations.

Key Characteristics

- Primary Attributes: Streetsmarts and Dexterity. - Skill Proficiencies: Deception, Sleight of Hand, Stealth, Acrobatics. - Weapon Proficiencies: Simple weapons, improvised weapons. - Tool Proficiencies: Disguise kits, thieves' tools, or other unconventional tools. - Starting Equipment: Assortment of odd items, basic attire, personal trinkets. ---

Creating a Misfit

When creating a Misfit character, consider what makes them stand out from the crowd. Are they a street-smart hustler, a quirky inventor, or a drifter with mysterious origins? Think about their quirks, habits, and the reasons they might not fit into conventional society. Your character's background and unique perspective will influence their interactions and the way they approach challenges.

Attribute Priorities

1. Streetsmarts: Essential for navigating social situations, deception, and leveraging knowledge of the underworld. 2. Dexterity: Important for agility, sleight of hand, and avoiding danger. 3. Logic or Charisma: Depending on whether your Misfit relies more on cunning plans or charm.

Hit Points

- Hit Die: 1d8 per Misfit level. - Starting Hit Points: 8 + your Grit modifier. - Hit Points at Higher Levels: 1d8 (or 5) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor. - Weapons: Simple weapons, improvised weapons. - Tools: Choose two: thieves' tools, disguise kit, forgery kit, or any artisan's tools. - Saving Throws: Streetsmarts, Dexterity. - Skills: Choose four: Deception, Sleight of Hand, Stealth, Acrobatics, Perception, Performance, Investigation, Insight. ---

Level Progression and Abilities

Misfits progress from level 1 to level 10. At each level, they gain role-specific abilities and can select special abilities from the Trickster Archetype Special Abilities table. Their abilities focus on versatility, unpredictability, and turning situations to their advantage.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Trickster Special Abilities table. - Total Special Abilities: By level 10, a Misfit will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Uncanny Luck, Jack of All Trades - Reroll 1s (Streetsmarts mod uses/long rest); add half proficiency to non-proficient checks 1
2 Cunning Action - Bonus action: Dash, Disengage, or Hide
3 Evasion - Take no damage on successful Dex save; half on failure 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Versatile Trickster - Double proficiency in 2 skills/tools; reaction: redirect missed attack to nearby creature 1
6 Unpredictable Movement - Opportunity attacks vs you have disadvantage; action: auto-escape grapple/restraint
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Master of Intrigue - Mimic speech/writing/behavior after 1 min observation; learn language after 1 hour
9 Elusive - No advantage vs you (not incapacitated); proficiency in Grit saving throws 1
10 Legendary Misfit - Action: invisibility 1 min; shadow step 60ft; 3 luck points (reroll d20, regain long rest)
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Role Abilities

Level 1: Uncanny Luck

- Effect: - Lucky Break: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - Uses: You can use this ability a number of times equal to your Streetsmarts modifier (minimum of once) per long rest.

Level 1: Jack of All Trades

- Effect: - Skill Versatility: You can add half your proficiency bonus (rounded down) to any ability check that doesn't already include your proficiency bonus.

Level 2: Cunning Action

- Effect: - Quick Maneuvers: You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Level 3: Evasion

- Effect: - Damage Avoidance: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed and half damage if you fail.

Level 4: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 5: Versatile Trickster

- Effect: - Improvised Expertise: Choose two skills or tools you are proficient with; your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. - Misdirection: As a reaction, when an attack misses you, you can cause the attack to hit a creature within 5 feet of you, other than the attacker.

Level 6: Unpredictable Movement

- Effect: - Erratic Steps: Opportunity attacks against you are made with disadvantage. - Acrobatic Escape: When you are grappled or restrained, you can use your action to automatically escape.

Level 7: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 8: Master of Intrigue

- Effect: - Disguise and Mimicry: You can unerringly mimic another person's speech, writing, and behavior after observing them for at least one minute. - Language Adaptation: You can learn a new language after listening to it for one hour.

Level 9: Elusive

- Effect: - Hard to Pin Down: No attack roll has advantage against you while you aren't incapacitated. - Slippery Mind: You gain proficiency in Grit saving throws.

Level 10: Legendary Misfit

- Effect 1: Supreme Sneak - Invisibility: You can become invisible as an action. The invisibility lasts for 1 minute or until you attack or cast a spell. - Shadow Step: You can teleport up to 60 feet to an unoccupied space you can see that is in dim light or darkness. - Effect 2: Fortune's Favor - Luck Points: You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you can spend one luck point to roll an additional d20 and choose which die to use. - Uses: Regain all spent luck points after a long rest. ---

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, choose one ability from the Trickster Archetype Special Abilities table. These abilities enhance your versatility, cunning, and ability to manipulate situations.

Trickster Special Abilities Table

1. Silver Tongue: Gain advantage on Charisma (Deception) checks. 2. Fast Hands: You can use the Use an Object action as a bonus action. 3. Ear for Deceit: You have advantage on Streetsmarts (Insight) checks to determine if someone is lying. 4. Steady Aim: If you haven't moved during this turn, you can use a bonus action to gain advantage on your next attack roll. 5. Second-Story Work: Climbing no longer costs you extra movement, and you can make running jumps with ease.

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Gameplay Notes

- Versatility: Your wide range of skills allows you to adapt to various situations, whether social, combat, or exploration. - Unpredictability: Use your abilities to keep enemies off-balance and to surprise allies with creative solutions. - Avoid Direct Confrontation: While capable in combat, Misfits excel when using cunning and tactics rather than brute force. - Team Support: Provide unique skills and alternative approaches to problems, complementing the strengths of your allies. ---

Role-Specific Equipment

At character creation, Misfits start with the following equipment:

- Assortment of Odd Items: Strange trinkets, small tools, or peculiar gadgets that may have unconventional uses. - Basic Attire: Clothing suitable for blending in or standing out, depending on your preference. - Personal Trinket: An item of sentimental value or symbolic of your misfit nature (e.g., a lucky coin, mismatched socks). - Simple Weapon: Such as a dagger, sling, or improvised weapon. - Tools: Choose two sets of tools you're proficient with (e.g., thieves' tools, disguise kit). ---

Sample Character Creation

Step 1: Concept

- Name: Riley "Patch" McCoy - Background: A street performer and pickpocket, Patch uses charm and sleight of hand to get by. Known for a patchwork cloak and a penchant for mischief, they often find themselves in unexpected adventures.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Streetsmarts (15): +2 modifier - Dexterity (14): +2 modifier - Charisma (13): +1 modifier - Grit (12): +1 modifier - Logic (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose four skills:

- Sleight of Hand - Deception - Stealth - Acrobatics

Step 4: Equipment

- Assortment of Odd Items: Lockpicks, smoke pellets, a deck of marked cards. - Basic Attire: Patchwork cloak, comfortable clothing. - Personal Trinket: A mismatched pair of dice, one always rolls high, the other low. - Simple Weapon: Dagger. - Tools: Thieves' tools and disguise kit.

Step 5: Role Abilities at Level 1

- Uncanny Luck: Reroll a 1 on attack rolls, ability checks, or saving throws (uses per long rest equal to Streetsmarts modifier). - Jack of All Trades: Add half proficiency bonus to ability checks without proficiency.

Step 6: Special Ability Selection

- Fast Hands: Use the Use an Object action as a bonus action. ---

Advancing Your Misfit

As you level up, focus on enhancing your versatility and expanding your repertoire of tricks. Improve your Streetsmarts and Dexterity to maximize your effectiveness in skill checks and evasive maneuvers.

Attribute Development

- Streetsmarts and Dexterity: Prioritize increasing these attributes during Ability Score Improvements at levels 4 and 7. - Charisma: Consider boosting Charisma if you rely heavily on social interactions.

Skill Expansion

- Additional Skills: Use your Jack of All Trades ability to contribute in areas outside your proficiencies. - Tool Proficiencies: Acquire new tool proficiencies to broaden your capabilities. ---

Role-Playing Tips

- Embrace Uniqueness: Lean into your character's quirks and unconventional behavior. - Resourcefulness: Find creative solutions to problems using the tools and items at your disposal. - Social Chameleon: Adapt your persona to fit different situations, whether blending in or standing out. - Question Authority: Misfits often challenge norms and rules; decide how this shapes your interactions. ---

Example Scenario Usage

- Uncanny Luck: Reroll a failed lock-picking attempt at a critical moment. - Cunning Action: Quickly hide after stealing a key item. - Versatile Trickster: Use doubled proficiency to outsmart a rival in a game of wits. - Unpredictable Movement: Escape from a tight spot when surrounded by enemies. - Master of Intrigue: Disguise yourself as an enemy guard to infiltrate a secure location. ---

Interactions with the GM

- Creative Solutions: Work with your GM to explore unconventional uses for your abilities and items. - Background Integration: Collaborate on incorporating your character's past and misfit nature into the storyline. - Balancing Acts: Ensure your abilities are used in ways that enhance the game without overshadowing other players.

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Theater Kid / Prom Queen Role Guide

Role Overview

Theater Kid illustration

Theater Kids and Prom Queens are the social butterflies and charismatic stars of the show. Whether they shine on stage or rule the school halls, these individuals possess a magnetic charm that draws others to them. They excel in diplomacy, persuasion, and deception, using their acting skills and social savvy to navigate complex situations. Resourceful and quick-thinking, they react well under pressure, making them invaluable in both social and high-stakes scenarios. This role can be tailored to fit either a theatrical performer or a popular socialite, both sharing a flair for drama and influence.

Key Characteristics

- Primary Attributes: Charisma and Streetsmarts. - Skill Proficiencies: Performance, Persuasion, Deception, Insight. - Weapon Proficiencies: Simple weapons, improvised weapons (e.g., props, fashion accessories). - Tool Proficiencies: Disguise kit, musical instruments, makeup kit. - Starting Equipment: Stylish attire, personal accessories, basic adventuring gear. ---

Creating a Theater Kid / Prom Queen

When creating a Theater Kid or Prom Queen character, consider their background in performing arts or social circles. Are they a talented actor, a gifted singer, or the most popular student in school? Think about their ambitions, relationships, and how they use their charm to achieve their goals. Your character's charisma and ability to read people will shape their interactions and influence within the group.

Attribute Priorities

1. Charisma: Essential for persuasion, deception, and performance. 2. Streetsmarts: Important for social awareness, cunning, and adaptability. 3. Dexterity or Logic: Depending on whether your character relies on agility or intellect in their strategies.

Hit Points

- Hit Die: 1d8 per Theater Kid / Prom Queen level. - Starting Hit Points: 8 + your Grit modifier. - Hit Points at Higher Levels: 1d8 (or 5) + Grit modifier per level after the first.

Proficiencies

- Armor: Light armor. - Weapons: Simple weapons, improvised weapons (e.g., props, fashion accessories). - Tools: Disguise kit, musical instruments, makeup kit. - Saving Throws: Charisma, Streetsmarts. - Skills: Choose four: Performance, Persuasion, Deception, Insight, Sleight of Hand, Perception, Investigation, Acrobatics. ---

Level Progression and Abilities

Theater Kids and Prom Queens progress from level 1 to level 10. At each level, they gain role-specific abilities and can select special abilities from the Charismatic Archetype Special Abilities table. Their abilities focus on charm, influence, deception, and adaptability in social situations.

Ability Gain Structure

- Role Abilities: Gained at specific levels as outlined below. - Special Abilities: At levels where indicated, choose one ability from the Charismatic Special Abilities table. - Total Special Abilities: By level 10, a Theater Kid / Prom Queen will have selected at least 6 special abilities.

Level Advancement Table

Level Role Abilities Special Abilities
1 Star Quality, Silver Tongue - Advantage on Performance; draw attention; double proficiency in Persuasion; use Cha for Deception 1
2 Read the Room - Advantage on Insight; adjust persona for advantage on Charisma checks (after 1 min observation)
3 Captivating Performance - 1 min performance: charm creatures 60ft (Grit save, 1 hour); once/short rest 1
4 Ability Score Improvement - +2 to one attribute or +1 to two
5 Master of Disguise - Disguise in half time; mimic speech/writing/behavior after 1 min observation 1
6 Inspiring Presence - Action: inspire 6 allies 30ft (temp HP = Cha mod + level); allies gain advantage on next attack/save
7 Ability Score Improvement - +2 to one attribute or +1 to two 1
8 Commanding Influence - Cast suggestion (Cha mod uses/long rest, no components)
9 Unshakeable Confidence - Advantage vs fear/charm; allies within 10ft immune to fear 1
10 Legendary Performer / Icon - Cha +2 (max 22); Captivating Performance 120ft, 8 hours; once/long rest: command respect (charm)
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Role Abilities

Level 1: Star Quality

- Effect: - Magnetic Personality: You have advantage on Charisma (Performance) checks. - Attention Grabber: When you enter a social setting, you can draw attention to yourself, causing others to focus on you.

Level 1: Silver Tongue

- Effect: - Persuasive Charm: You can add double your proficiency bonus to Charisma (Persuasion) checks. - Deceptive Grace: You can use your Charisma modifier instead of your Streetsmarts modifier for Deception checks.

Level 2: Read the Room

- Effect: - Emotional Insight: You have advantage on Streetsmarts (Insight) checks to discern a person's mood or intentions. - Adaptive Persona: You can adjust your demeanor to fit social situations, gaining advantage on Charisma checks in social settings after observing for one minute.

Level 3: Captivating Performance

- Effect: - Enthrall Audience: You can perform for at least one minute to captivate your audience. Each creature within 60 feet who watches must make a Grit saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, they are charmed by you for 1 hour. - Limitations: Usable once per short rest.

Level 4: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 5: Master of Disguise

- Effect: - Quick Change Artist: You can use a disguise kit to change your appearance in half the normal time. - Impersonation: You can mimic the speech, writing, and behavior of another person after observing them for at least one minute.

Level 6: Inspiring Presence

- Effect: - Motivational Speech: As an action, you can inspire up to six allies within 30 feet. Each ally gains temporary hit points equal to your Charisma modifier + your level. - Confidence Boost: Allies inspired by you have advantage on their next attack roll or saving throw.

Level 7: Ability Score Improvement

- Effect: - Increase one attribute by 2 or two attributes by 1 each.

Level 8: Commanding Influence

- Effect: - Suggestion: You can cast the suggestion spell (no components required) using Charisma as the spellcasting ability. The target must make a Grit saving throw (DC 8 + your proficiency bonus + your Charisma modifier). - Limitations: Usable a number of times equal to your Charisma modifier per long rest.

Level 9: Unshakeable Confidence

- Effect: - Mind Over Matter: You have advantage on saving throws against fear and charm effects. - Aura of Assurance: Allies within 10 feet of you cannot be frightened.

Level 10: Legendary Performer / Icon

- Effect 1: Ultimate Charisma - Charisma Boost: Your Charisma score increases by 2, and your maximum for this score is now 22. - Mass Enthrall: Your Captivating Performance can now affect all creatures within 120 feet, and the duration extends to 8 hours. - Effect 2: Iconic Presence - Command Respect: As an action, you can command attention and respect in any social setting. Creatures who can see and hear you must make a Grit saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or be charmed and compelled to assist you within reasonable limits. - Limitations: Usable once per long rest. ---

Special Abilities Selection

At levels 1, 3, 5, 7, and 9, choose one ability from the Charismatic Archetype Special Abilities table. These abilities enhance your charm, deception, and influence over others.

Charismatic Special Abilities Table

1. Charm Person: You can cast the charm person spell once per long rest (no components required). 2. Fast Talker: You have advantage on Charisma (Deception) checks when trying to talk your way out of trouble. 3. Eye for Detail: You can make a Streetsmarts (Perception) check as a bonus action on your turn. 4. Mimicry: You can mimic sounds you have heard, including voices. A listener must succeed on a Logic saving throw to discern the mimicry. 5. Calming Presence: You can cast calm emotions once per short rest.

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Gameplay Notes

- Social Emphasis: Your abilities are most effective in social situations. Use your charm and acting skills to gather information, negotiate, and influence others. - Support Role: Provide buffs and morale boosts to your allies through abilities like Inspiring Presence. - Deception and Disguise: Utilize your skills to infiltrate, gather intelligence, or avoid conflict. - Resourcefulness: React quickly to changing situations, using your abilities to adapt and maintain control. ---

Role-Specific Equipment

At character creation, Theater Kids and Prom Queens start with the following equipment:

- Stylish Attire: Clothing that reflects your personality and social standing. - Personal Accessories: Items like jewelry, makeup kits, or props that can double as tools or improvised weapons. - Basic Adventuring Gear: Backpack, rations, water, simple tools. - Simple Weapon: Such as a dagger, fan, or walking cane. - Tools: Disguise kit and one musical instrument or performance tool. ---

Sample Character Creation

Step 1: Concept

- Name: Isabella "Bella" Hart - Background: Bella is the star of her school's theater program, known for her captivating performances and commanding stage presence. Offstage, she navigates social circles with grace and charm, always aiming for the spotlight.

Step 2: Attributes

Distribute the following attribute scores: 15, 14, 13, 12, 10, 8.

- Charisma (15): +2 modifier - Streetsmarts (14): +2 modifier - Dexterity (13): +1 modifier - Logic (12): +1 modifier - Grit (10): +0 modifier - Strength (8): -1 modifier

Step 3: Skills

Choose four skills:

- Performance - Persuasion - Deception - Insight

Step 4: Equipment

- Stylish Attire: Elegant dress or tailored outfit suitable for performances. - Personal Accessories: Makeup kit, elegant fan (can serve as a simple weapon), jewelry. - Basic Adventuring Gear: Backpack with essentials, script notebook. - Simple Weapon: Decorative dagger. - Tools: Disguise kit and musical instrument (e.g., violin).

Step 5: Role Abilities at Level 1

- Star Quality: Advantage on Charisma (Performance) checks; can draw attention in social settings. - Silver Tongue: Double proficiency bonus on Charisma (Persuasion) checks; use Charisma for Deception checks.

Step 6: Special Ability Selection

- Charm Person: Can cast charm person once per long rest without components. ---

Advancing Your Theater Kid / Prom Queen

As you level up, focus on enhancing your Charisma and Streetsmarts to maximize your effectiveness in social situations and with your abilities. Develop your skills to become a master of influence, deception, and performance.

Attribute Development

- Charisma and Streetsmarts: Prioritize increasing these attributes during Ability Score Improvements at levels 4 and 7. - Dexterity or Logic: Consider boosting Dexterity for better defense and agility or Logic for improved planning and understanding.

Skill Expansion

- Additional Skills: Use your abilities to gain proficiency in new skills or tools that complement your role. - Tool Proficiencies: Acquire new tool proficiencies, such as additional musical instruments or artisan tools. ---

Role-Playing Tips

- Center of Attention: Embrace opportunities to be in the spotlight and showcase your talents. - Charming Manipulator: Use your charm to influence others subtly, whether for personal gain or the group's benefit. - Adaptable Persona: Adjust your demeanor and approach based on the social context to achieve your goals. - Confidence and Poise: Maintain a confident and composed demeanor, even in high-pressure situations. ---

Example Scenario Usage

- Star Quality: Impress an audience or distract guards with a captivating performance. - Silver Tongue: Negotiate favorable terms or defuse a tense situation through persuasion. - Read the Room: Detect underlying tensions or intentions in a social gathering. - Captivating Performance: Charm a group of NPCs to gain information or assistance. - Master of Disguise: Infiltrate a restricted area by impersonating someone else. - Inspiring Presence: Boost your allies' morale before a challenging encounter. - Commanding Influence: Persuade an antagonist to stand down or reveal crucial information. ---

Interactions with the GM

- Social Encounters: Work with your GM to create engaging social situations where your abilities can shine. - Background Integration: Collaborate on incorporating your character's past, ambitions, and relationships into the storyline. - Moral Dilemmas: Explore scenarios that challenge your character's values and the ethical use of their influence. - Growth Opportunities: Develop story arcs that focus on your character's rise to fame or influence.

Special Abilities

This section provides a comprehensive list of all Special Abilities available to characters, organized by Archetype. Each ability includes a description and lists which roles can select it.

How to Use This Section:

- When your role indicates you can choose a Special Ability, refer to your Archetype's section below - Some abilities may be available to multiple archetypes (noted in descriptions) - Abilities are chosen at levels 1, 3, 5, 7, and 9 (varies by role) ---

Investigator Archetype Special Abilities

Available to: Mystery Kids, G-Men, Conspiracy Theorists

The special abilities of Investigators are designed to reflect their keen intellect and resourcefulness. These abilities focus on skills like perception, deduction, and social manipulation, allowing them to gather information, uncover hidden clues, and connect disparate pieces of a puzzle. Investigators excel at turning the tide of a scenario through their mastery of knowledge and observation, whether it's outwitting foes in a battle of wits or finding the crucial evidence that cracks the case wide open.

1. Eagle Eye: Gain advantage on Perception checks to spot hidden objects or creatures.

2. Interrogator: Once per session, force a target to truthfully answer one question.

3. Conspiracy Web: Create a network of information; once per session, automatically connect two pieces of information with a plausible theory.

4. Gritty Determination: Gain temporary hit points equal to your level when you succeed on an Investigation check.

5. Contacts in Low Places: Call in a favor from a criminal contact to gain information or assistance once per session.

6. Out of the Shadows: You can hide in plain sight in urban environments, becoming nearly invisible to casual observers.

7. Evidence Bag: Once per session, pull out a useful piece of evidence or tool from your kit that you collected previously.

8. Mind Map: Visually recall every detail of a crime scene you've visited, even weeks later.

9. Gut Feeling: If something feels wrong or suspicious, the GM must provide a subtle hint towards the truth.

10. Cold Reader: You can instantly tell when someone is lying, though you may not know what the truth is.

11. Fingerprint Analysis: Once per session, identify a person from physical evidence left behind.

12. Codebreaker: Gain advantage on all checks related to decrypting or understanding codes and ciphers.

13. Shadow Stalker: Gain advantage on all Stealth checks made to follow or observe a target without being noticed.

14. Disguise Master: Create a convincing disguise in under a minute, gaining advantage on all Deception checks to maintain the guise.

15. Crowd Manipulation: Use Persuasion or Intimidation to influence a group's mood or actions.

16. Urban Survivalist: Gain advantage on checks to navigate or survive in urban environments.

17. Tech Infiltrator: Once per session, bypass a security system or technological lock without needing a roll.

18. Intuition: Gain insight into a person's motives with a successful Insight check; if successful, learn one secret about them.

19. Smoke and Mirrors: Create a false trail or distraction, making it harder for enemies to track or follow you.

20. Mind Fortress: Gain resistance against mind control or psychic attacks.

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Action Hero Archetype Special Abilities

Available to: Loose Cannons, Legends of Steel, Prodigy Fighters

Action Heroes are defined by their fearless approach to danger and their unmatched prowess in combat situations. Their abilities focus on physicality, daring maneuvers, and taking the direct approach to problem-solving. Whether they're using raw strength, lightning reflexes, or sheer willpower, these characters dominate in high-action sequences, embodying the spirit of the classic action movie hero. Their abilities are about pushing the limits, surviving against the odds, and performing incredible feats that turn the tide of battle.

1. Adrenaline Surge: Once per session, you can ignore all penalties and damage for one round. 2. Improvised Weapon Master: You can use any object as a weapon with proficiency, gaining +1 to damage. 3. Daredevil Leap: Gain advantage on all Acrobatics checks involving jumps, flips, or dodging. 4. Second Wind: Regain hit points equal to your level plus Grit modifier once per encounter. 5. Reckless Assault: Add +2 to attack rolls when attacking with disadvantage. 6. Combat Roll: After being hit, roll a Dexterity check; on success, halve the damage taken. 7. Flashbang: Once per session, throw a flashbang to disorient all enemies within a 20-foot radius, causing disadvantage on their next attack. 8. Wall Run: Run along a vertical surface for up to 30 feet, gaining advantage on Athletics checks. 9. Knockback Strike: On a critical hit, knock the target back 10 feet. 10. Gun Kata: Use your firearm proficiency as a melee attack, striking with the butt of the gun or parrying blows. 11. Bullet Time: Once per session, take an additional turn after the first turn of combat. 12. Raging Fury: When dropped to 0 HP, make one last attack before falling unconscious. 13. Weapon Savant: Gain proficiency in all weapons, including improvised or alien weaponry. 14. Heroic Stance: Intimidate all enemies within sight, causing them to make a Streetsmarts save or be frightened for one turn. 15. Explosive Throw: Throw any explosive device with pinpoint accuracy, adding +1d6 damage. 16. Hardened Body: Reduce all non-magical damage by 1d4. 17. Lightning Reflexes: Gain advantage on all Dexterity saving throws. 18. Choke Hold: On a successful grapple, choke your opponent, dealing 1d6 damage per turn. Adrenaline Junkie: Gain temporary hit points equal to your Grit modifier after performing a daring feat. Indomitable Will: Once per session, reroll a failed saving throw with advantage.

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Technologist Archetype Special Abilities

Available to: Specter Trackers, Gadgeteers, Outsiders

Technologists wield the power of innovation and intellect, using their abilities to manipulate, invent, and understand complex technologies. Their skill set is a mix of creativity and technical knowledge, allowing them to hack into systems, build advanced gadgets, and leverage technology in ways that others can't. These abilities are crucial in overcoming puzzles, disarming threats, and providing unique solutions to difficult situations. Technologists are often the key to unlocking new pathways in the story, using their abilities to turn challenges into opportunities and offering a strategic edge to their team.

1. Jury-Rig: Quickly modify or repair any piece of technology, allowing it to function for 1 hour beyond its normal limits. 2. Data Dive: Access hidden data on any digital device you can touch, gaining one piece of crucial information. 3. Gadget Mastery: Gain advantage on crafting or using any technological gadget. 4. Remote Hack: Once per session, hack into any electronic system within 100 feet without physical access. 5. Overclock: Boost the performance of any gadget, granting it a temporary bonus to effectiveness for one encounter. 6. EMP Pulse: Release a pulse that disables all electronic devices within a 30-foot radius for 1 minute. 7. Tech Armor: Gain a temporary shield of 10 hit points through a personal force field or advanced armor. 8. Quick Build: Instantly create a simple gadget or tool that can perform one basic task. 9. Advanced Optics: See through walls or barriers up to 10 feet thick for 1 minute using augmented vision. 10. AI Companion: Deploy a small AI drone that can perform simple tasks, scout, or assist with hacking. 11. Pocket Lab: Carry a compact lab kit that allows you to analyze materials, identify substances, or fabricate basic chemicals. 12. Signal Scrambler: Jam communication signals within a 50-foot radius, making it impossible for enemies to call for help. 13. Nano Swarm: Release a swarm of nanobots to repair or disable small mechanical devices within 30 feet. 14. Holo-Projector: Create a holographic illusion that can mimic an object or creature for up to 1 minute. 15. Bio-Augmenter: Enhance yourself or an ally, providing +2 to an ability score for 10 minutes. 16. Disassembler: Instantly disassemble any non-complex device, rendering it unusable for 1 hour. 17. Spectral Scanner: Detect invisible or ethereal entities within 60 feet for 10 minutes. 18. Portable Fusion Reactor: Provide power to any electronic device indefinitely, as long as the reactor remains intact. 19. Micro Missiles: Launch a set of mini-missiles from a hidden compartment, dealing 3d6 damage in a 20-foot radius. 20. Cyber Link: Interface with any computer system, gaining advantage on all hacking attempts for 1 hour.

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Supernatural Archetype Special Abilities

Available to: Unnaturals, Mind Benders

The abilities of Supernaturals are a manifestation of their otherworldly origins and extraordinary powers. These abilities range from elemental control and telekinesis to shapeshifting and psychic influence, making Supernaturals incredibly versatile and powerful. They often struggle with the consequences of wielding such abilities, balancing immense power with the responsibility it brings. Their abilities can turn the tide in battles against powerful foes and provide unique solutions to supernatural threats.

1. Shadow Step: Instantly teleport to any shadow within 30 feet as long as it is unobserved. 2. Regeneration: Regain 1d6 hit points at the start of each of your turns, unless you have taken damage from silver, fire, or psychic attacks. 3. Mind Shield: Gain resistance against all psychic damage and immunity to mind control. 4. Elemental Burst: Release a burst of elemental energy (fire, ice, lightning, etc.) dealing 3d6 damage in a 15-foot radius. 5. Flight: Gain the ability to fly for up to 10 minutes once per session. 6. Shapeshift: Change your appearance or transform into a small to medium-sized creature once per encounter. 7. Ethereal Form: Become incorporeal for 1 minute, allowing you to pass through solid objects and resist physical damage. 8. Telekinetic Slam: Use telekinesis to lift and hurl objects or creatures up to 30 feet, dealing 2d8 damage. 9. Life Drain: Drain the life force of a nearby creature, dealing 1d10 necrotic damage and healing for the same amount. 10. Psychic Surge: Project a wave of mental energy, forcing all creatures within 30 feet to make a Streetsmarts save or be stunned for 1 turn. 11. Spectral Sight: See into the spirit world, revealing invisible or hidden supernatural beings and objects for 10 minutes. 12. Cursed Blood: Any creature that hits you with a melee attack takes 1d6 necrotic damage. 13. Power Surge: Increase one supernatural ability’s effectiveness by 50% for one turn. 14. Astral Projection: Separate your spirit from your body, allowing you to explore an area up to 1 mile away while your body remains unconscious. 15. Hex: Place a curse on a target, causing them to have disadvantage on all rolls for the next minute. 16. True Form: Transform into your most powerful supernatural form for 1 minute, gaining +4 to Strength and Dexterity. 17. Dark Pact: Make a deal with a dark entity, gaining advantage on a single roll but suffering disadvantage on all rolls for the next minute. 18. Beastmaster: Summon a supernatural creature to fight by your side for up to 1 hour. 19. Siphon Magic: Absorb a spell targeted at you and use it to regain hit points or redirect it to another target. 20. Spectral Chains: Summon ethereal chains to bind a target, preventing them from moving or using abilities for 1 turn.

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High School Hero Archetype Special Abilities

Available to: Jocks, Misfits, Theater Kids / Prom Queens

High School Heroes combine the challenges of teenage life with the extraordinary, showcasing abilities that reflect their youthful energy and adaptability. These abilities emphasize their unique perspectives, social connections, and quick thinking, allowing them to tackle both mundane and extraordinary challenges with creativity and determination. Whether they're using charisma to rally friends, agility to escape danger, or their sheer willpower to overcome obstacles, their abilities highlight the strength that comes from being young and resilient.

1. Peer Pressure: Use your social influence to persuade or intimidate a group of NPCs into following your lead for 1 hour. 2. After-School Special: Gain +1 to all rolls for 1 hour after giving an inspiring speech to your team. 3. Clutch Performer: Once per session, reroll a failed skill check or saving throw with advantage. 4. Sneak Out: Automatically succeed on Stealth checks to leave your home or any controlled environment unnoticed. 5. Pop Culture Buff: Identify a supernatural creature or obscure piece of information based on your extensive knowledge of movies, games, or books. 6. Home Run: Deal an extra 1d6 damage with improvised sports equipment (bats, hockey sticks, etc.) for the duration of combat. 7. Study Buddy: Team up with an ally, giving both of you advantage on Logic-based checks for 10 minutes. 8. Social Chameleon: Blend into any social group, gaining advantage on Deception and Persuasion checks while in character. 9. School Spirit: Inspire your team, granting them temporary hit points equal to your Charisma modifier. 10. Dodgeball Pro: Gain advantage on all Dexterity saving throws to dodge projectiles or thrown objects. 11. Party Crasher: Gain advantage on all checks to enter restricted areas or events without being noticed. 12. Clueless Hero: Once per session, ignore all negative effects of a failed roll by unintentionally stumbling into the correct course of action. 13. Underdog: When facing a more powerful opponent, gain +2 to attack rolls and damage. 14. Drama Bomb: Create a dramatic distraction, allowing your team to escape or gain advantage on a crucial roll. 15. Teenage Angst: Use your pent-up emotions to increase your Strength or Dexterity by +2 for one encounter. 16. Hall Pass: Gain unrestricted access to any building or restricted area once per session, using your "authority" as a student. 17. Lucky Break: Once per session, avoid any consequence of a failed roll as if it never happened. 18. Flash Mob: Call upon your social network to gather a group of friends or supporters for assistance. 19. Part-Time Job: Access a random, useful item or piece of equipment related to a job you currently hold or recently had. 20. Yearbook Memory: Recall a detailed memory or piece of information from a past event that provides crucial insight or knowledge for your current situation.

Equipment

The armory was hidden in the basement of an abandoned auto shop, and it was everything Sam had promised it would be. Weapons lined the walls. Body armor hung from racks. Gadgets and tools filled workbenches. It was like Christmas morning, if Christmas morning came with a side of potential felony charges.

"Okay, ground rules," said Sam, who'd set up this whole thing. "Take what you need. Not what you want. Need. We're not going on a shopping spree—we're gearing up for a mission. Every piece of equipment has a purpose. Every weapon has a role. Choose wisely."

Jake was already eyeing a sawed-off shotgun, but Sam shook their head. "Too loud. Too messy. You want something you can use in close quarters without bringing the entire police force down on us." They pointed to a different section. "Look at the melee weapons. Baseball bat. Crowbar. Things that won't draw attention until it's too late."

Maya was examining a collection of lockpicks and electronic tools. "These are nice," she said, holding up a set. "Professional grade. Where did you get these?"

"Don't ask questions you don't want answers to," Sam replied. "The point is, they're yours if you need them. But think about what you're actually going to use. You're a Conspiracy Theorist, not a burglar. Do you really need lockpicks, or do you need something that helps you gather information?"

Alex was looking at the armor section, running their hands over different pieces. "This is heavier than I thought it would be," they said, lifting a bulletproof vest. "How do people fight in this stuff?"

"You get used to it," said Jake, who'd tried on several pieces already. "But you also have to balance protection with mobility. Too much armor, and you can't move. Too little, and you're vulnerable. It's all about finding the right balance for your role."

Sam walked over to a workbench covered in gadgets. "And then there's the fun stuff," they said, picking up what looked like a modified walkie-talkie. "Signal jammers. Tracking devices. Hacking tools. Things that give you an edge without relying on brute force."

Maya picked up a notebook and pen. "Sometimes the best equipment is the simplest," she said. "A good notebook. A reliable camera. Things that help you remember, document, connect the dots."

Jake finally made his choice: a baseball bat, wrapped in electrical tape for better grip. "This," he said, "this feels right. It's not fancy, but it'll get the job done."

Alex chose a bicycle chain. "Lightweight. Easy to conceal. And it can do a lot of damage if you know how to use it."

Sam grabbed a laptop and a set of tools. "For when I need to get into places I'm not supposed to be."

Maya took the notebook, a camera, and a set of lockpicks. "For when I need to find things I'm not supposed to find."

They gathered their equipment, checked their gear, and prepared for what came next. Because in this world, the right equipment could mean the difference between success and failure. Between life and death. Between being a hero and being a statistic.

Weapons Table

This comprehensive weapons table includes 200 weapons organized by category. Each weapon includes damage, type, range (if applicable), special traits, and which roles can typically access it.

Section 1: Improvised & Street Weapons (25)

# Weapon Damage Type Range Traits Description
1 Baseball Bat 1d8 B Melee Knock prone (DC 12 STR) The all-American equalizer. Every garage has one.
2 Aluminum Bat (Modified) 1d10 B Melee Two-Handed, Durable A reinforced slugger that hits with a satisfying clang.
3 Crowbar 1d8 B Melee +2 to force open doors Common tool turned skull-cracker.
4 Steel Pipe 1d8 B Melee May break on crit fail Found in every alley; makes an echo that says "run."
5 Tire Iron 1d10 B Melee Disarm (DC 12) Mechanics' choice for uncooperative bolts—or thugs.
6 Bicycle Chain 1d8 B Melee Finesse, Reach 5 ft Popular among street gangs; quick and flexible.
7 Skateboard 1d4 B Melee +2 DEX saves when mounted Street transport that doubles as a bludgeon.
8 Improvised Knife 1d6 P Melee Concealable Rusty, jagged, and questionable—just like its user.
9 Switchblade 1d6 P Melee +1d4 from stealth Folds into trouble. Favored by rebels and punks.
10 Box Cutter 1d4 S Melee Light, Concealable Warehouse tool with criminal potential.
11 Broken Bottle 1d6 P/S Melee Bleed 1d4 for 2 turns on crit The tavern's weapon of choice.
12 Molotov Cocktail 2d6 Fire 5 ft radius Area (5 ft), Ignites DIY chaos in a bottle. One use only.
13 Brick 1d6 B 20/40 ft Throwable (20/40) Throwing shade—literally.
14 Metal Chain 1d8 B Melee Reach 10 ft Heavy, versatile, intimidating.
15 Pool Cue 1d8 B Melee Two-Handed Precision strikes with barroom style.
16 Folding Chair 1d6 B Melee Disarm on 19–20 Wrestling prop turned crowd-control device.
17 Fire Extinguisher 1d4 B Melee Creates smoke cover 10 ft Blunt + blinding. Dual-purpose chaos tool.
18 Spray Paint Can (Lit) 1d6 Fire 10 ft cone 10-ft cone Instant flamethrower, short lifespan.
19 Lacrosse Stick 1d8 B Melee Reach 5 ft, throwable Athletic and painful—sports weaponized.
20 Nunchucks (Improvised) 1d6 B Melee Bonus attack (1d4) Two sticks + chain = chaos.
21 Belt Whip 1d6 B Melee Finesse, Reach Stylish discipline in motion.
22 Padlock & Sock 1d8 B Melee Concealable Prison engineering at its finest.
23 Rolling Pin 1d6 B Melee Light Grandma's justice never misses.
24 Pipe Wrench 1d8 B Melee Advantage on repair checks Industrial strength and plumber-approved.
25 Shopping Cart (Pushed) 2d6 B Melee Charge Attack, Two-Handed Improvised ramming device; handle with chaos.

Section 2: Modern Firearms & Ballistics (25)

# Weapon Damage Type Range Traits Description
26 Pistol (9mm) 1d10 P 50/150 ft Reload 6 Standard sidearm—balanced and reliable.
27 Service Pistol (Duty) 1d10 P 50/150 ft Reload 6, Reliable Issued to officers; slightly more durable.
28 Tactical Revolver 1d10 P 50/150 ft Reload 6, Heavy Classic power, precision, and swagger.
29 Compact Pistol 1d8 P 40/120 ft Concealable Easier to hide; less punch than full-size.
30 Shotgun (12ga) 2d8 P 20/40 ft Spread 10-ft cone Devastating up close; messy and loud.
31 Tactical Pump Shotgun 2d8 P 25/50 ft Reload 6, Knockback Built for stopping threats at close quarters.
32 SMG (9mm) 2d6 P 60/180 ft Burst (3), Mobile High rate of fire for short-to-mid range.
33 Assault Rifle 2d8 P 80/240 ft Auto (5), Heavy Versatile battlefield weapon.
34 Carbine 2d6 P 70/210 ft Lightweight A balance of mobility and power.
35 Designated Marksman Rifle 2d10 P 120/360 ft Semi-auto Precision mid-long range system.
36 Sniper Rifle 2d10 P 150/400 ft Heavy, Reload 1 One-shot authority at long distance.
37 Suppressor-Equipped Pistol 1d10 P 50/150 ft Silent, Reload 6 Quiet takedowns for stealth ops.
38 Taser / Stun Gun 1d8 T 30/60 ft Stun (DC 12 CON) Non-lethal option; can incapacitate.
39 Beanbag Shotgun 1d6 B 15/30 ft Non-lethal Crowd control and subdual without killing.
40 Tranquilizer Rifle 40/100 ft Sleep (DC 13 CON) Subdues targets for capture (no damage).
41 Nail Gun (Modified) 1d8 P 30/90 ft Rapid-fire Painful and effective vs light cover.
42 Flare Gun (Signal) 1d6 Fire 100/300 ft Signal Calls attention or ignites flammable surfaces.
43 Grenade (Fragmentation) 3d6 P 10-ft radius Area 10-ft radius Lethal AOE; explosive ordnance.
44 Stun Grenade (Flashbang) 15-ft radius Blind/Stun (DEX DC 13) Non-lethal disorientation for clears.
45 Smoke Grenade 20-ft radius Concealment Provides cover and confusion.
46 Incendiary Grenade 2d8 Fire 10-ft radius Ignites Area denial with lingering flames.
47 Compact SMG (PDW) 2d6 P 60/160 ft Concealable Personal defense weapon for close ops.
48 Shotgun Sluggun 2d10 P 60/180 ft Armor-Piercing Single-projectile shotgun variant.
49 Sawn-off Shotgun 2d6 P 15/30 ft Wide Spread Close quarters brutality in a small package.
50 Underbarrel Grenade Launcher (UBGL) 2d8 Expl 50/150 ft Mounted Adds AOE to small arms platforms.

Section 3: Classic & Melee Weapons (25)

# Weapon Damage Type Range Traits Description
51 Combat Knife 1d6 P Melee Throwable 20/40 Standard issue blade; reliable and versatile.
52 Bowie Knife 1d8 S Melee Finesse Heavy front-weighted blade for close quarters.
53 Machete 1d8 S Melee Cuts through foliage and foes alike.
54 Katana 1d10 S Melee Finesse Elegant slayer of demons and ego alike.
55 Broadsword 1d10 S Melee Two-Handed Medieval power reincarnated for modern heroes.
56 Rapier 1d8 P Melee Finesse Speed and precision for stylish duelists.
57 Claymore 2d6 S Melee Heavy, Two-Handed Scottish warrior heritage with extra reach.
58 Longsword 1d8 S Melee Versatile (1d10 2H) Balanced blade for knightly showdowns.
59 Short Sword 1d6 S Melee Light, Finesse Quick and quiet; favored by rogues.
60 Scimitar 1d8 S Melee Finesse Curved edge made for flair and speed.
61 Axe (Hand) 1d8 S Melee Throwable 20/40 Utility and violence in equal measure.
62 Fire Axe 1d10 S Melee Two-Handed, Heavy Emergency tool turned monster hunter's friend.
63 Hatchet 1d6 S Melee Light, Throwable Compact chopper for tight quarters.
64 Chainsaw 2d10 S Melee Heavy, Recharge (Fuel) Iconic slasher weapon; no subtlety required.
65 Sledgehammer 2d6 B Melee Knock prone (DC 14 STR) Construction-site wrecking force.
66 War Hammer 1d10 B Melee Two-Handed Smashes armor and egos with equal ease.
67 Morning Star 1d8 B/P Melee Versatile Spiked faith-based problem-solver.
68 Flail 1d8 B Melee Disarm (DC 12) Momentum and mayhem in one package.
69 Whip 1d6 S Melee Reach 10 ft, Finesse Crowd-control tool with style points.
70 Polearm (Spear) 1d8 P Melee Reach 10 ft Classic reach weapon for disciplined fighters.
71 Halberd 1d10 S/P Melee Heavy, Reach 10 ft Hybrid axe-spear for versatility.
72 Trident 1d8 P Melee Throwable 20/60 Symbol of authority and fishy vengeance.
73 Sai (Parrying) 1d6 P Melee Finesse, +2 to Parry checks Deflects blades and throws back attitude.
74 Tonfa 1d6 B Melee Defensive +1 AC Martial law stick with precision grip.
75 Bo Staff 1d8 B Melee Two-Handed, Reach Simple wood and discipline—deadly in trained hands.

Section 4: Ghostbusting & Paranormal Gear (25)

# Item Damage Type Range Traits Description
76 Proton Pack (Standard) 2d8 E 60 ft Ghost Capture, Recharge (3 uses) Fires a charged energy stream that can damage or tether incorporeal beings.
77 Neutron Wand 1d6 E Melee +1 vs incorporeal Short-hand energy baton built for ghost suppression.
78 Ecto Goggles Reveal invisible/ethereal creatures Fluorescent lenses reveal what shouldn't be seen.
79 PKE Meter 30 ft Detect supernatural presence (30 ft) Reads spectral energy spikes and dimensional anomalies.
80 Spirit Trap (Portable) Captures weakened ghosts (DC 15 WIS) Slams shut with a satisfying clunk when it snags a spirit.
81 Specter Grenade 2d8 E 15-ft radius 15-ft radius Explodes into a sphere of anti-ectoplasmic force.
82 Ecto Blaster 1d10 E 60 ft +1 vs undead Compact ghost-neutralizing sidearm.
83 Soul Jar (Runic) Bind minor spirit for 24 hours Alchemical vessel that glows when something's inside…
84 Salt Launcher 1d6 P 30 ft +1d4 vs supernatural Fires rock-salt shells—perfect for ghost-adjacent threats.
85 Silver Net Restrains incorporeal or ethereal beings Mesh woven from consecrated silver thread.
86 Holy Water Sprayer 1d6 R 10-ft cone 10-ft cone Makes vampires smell like church candles.
87 Blessed Baton 1d8 B/R Melee Radiant on crit Sanctified melee tool for smiting the unholy.
88 Blacklight Lantern Reveal curses, runes, hidden sigils Shows what magic tries to hide.
89 Ectoplasm Vacuum (Ecto-Vac) 1d8 E 30 ft Pull 5 ft, Cleanses slime Sucks up ectoplasm like ghostly dirt.
90 Spirit Mirror Reflects spectral attacks (1/day) A fragile but powerful defensive relic.
91 Ghost Shackles Immobilize phantasms for 1 minute Chains forged from cold iron & moonlight.
92 Warding Chalk Draw protective sigils (5-ft area) Repels undead & minor spirits.
93 Ectoplasmic Grenade 2d6 N/E 10-ft radius Sticky, restrains (DC 13 STR) Explodes into spiritual goo that hinders movement.
94 Shadow Lantern Reveals hidden shadow entities Shows silhouettes that don't belong.
95 Consecrated Stakes (Bundle) 1d6 P/R Melee +1d6 vs vampires Wooden stakes blessed by clergy or backyard kids.
96 Banishing Bell Weakens summoned creatures Ring it, and something screams in another dimension.
97 Specter Whip 1d8 E Melee Reach 10 ft, +1 vs ghosts Flickers with unstable dimensional energy.
98 Iron Powder Bomb 2d4 B 10-ft cloud Repels fey/spirits Old folklore meets street science.
99 Soul Compass Points to nearest undead/ghost Only spins wildly when something is VERY wrong.
100 Phantom Net Launcher 1d8 E 30 ft Ghost Tether Launches a net of crackling ecto-thread to bind spirits.

Section 5: Fantasy & Occult Weapons (25)

# Weapon / Item Damage Type Range Traits Description
101 Runic Dagger 1d6 N Melee +1d4 necrotic on crit Etched with old symbols that pulse faintly.
102 Silvered Longsword 1d8 S Melee +1 vs werecreatures Gleams under moonlight; bane of shapeshifters.
103 Blessed Crossbow 1d10 P/R 80/240 ft +1d6 radiant vs undead Fires bolts infused with consecration.
104 Holy Mace 1d8 B/R Melee Versatile Emits soft warmth that repels the wicked.
105 Occult Tome (Heavy) 1d4 B Melee +2 Arcana Smack foes with forbidden knowledge. Literally.
106 Cursed Scythe 2d8 N Melee Heavy, Two-Handed Steals 1d4 HP from foes on kill.
107 Demon-Bane Gauntlets 1d8 B Melee Radiant strike vs fiends Burn with holy intensity on impact.
108 Spectral Blade 1d8 E Melee Cuts incorporeal foes A ghostly sword that only appears when swung.
109 Witchlight Wand 1d8 E 30 ft Spell focus, Illuminate Emits eerie green flame with no heat.
110 Hellfire Chain 1d10 N/E Melee Reach 10 ft, Ignite Whispered to be forged in infernal furnaces.
111 Vampire Stake Launcher 1d6 P 30/90 ft Rapid-fire Shoots stakes like a pneumatic nightmare.
112 Runed War Axe 1d12 S Melee Heavy Glows when supernatural creatures are near.
113 Ghoul Claw (Trophied) 1d6 S Melee +1d4 poison Morbid but effective trophy-weapon.
114 Moonblade (Silver Falchion) 1d10 S Melee +1d6 radiant under moonlight Shines brightest at night.
115 Sealed Urn (Spirit Swarm) 2d6 N 10-ft area 10-ft area Release captured ghosts for chaos.
116 Witch's Athame 1d4 S Melee Ritual focus, +2 occult rolls Always warm to the touch.
117 Magma Hammer 2d6 Fire Melee Ignite (DC 12) Superheated volcanic metal forged in secret rites.
118 Eldritch Whip 1d8 N Melee Reach 10 ft, Mind-link Channel psychic pain through each strike.
119 Sacred Branch of Yore 1d6 B Melee Plant-based smite Used by old forest guardians.
120 Bone Harpoon 1d8 P Melee Bleed 1d6 Made from ancient leviathan bone.
121 Soul Lantern Captures weakened undead Light burns blue when spirits are near.
122 Druidstone Staff 1d8 B Melee Nature bonus Plantlife bends around the wielder.
123 Necrotic Needle 1d4 N Melee Poison (1d4/turn 2 turns) Thin and vicious, dripping corruption.
124 Arcane Chakram 1d8 S/E 30/60 ft Throwable 30/60, Returns Returns to the thrower automatically.
125 Bloodbound Sword 1d10 S/N Melee Self-damage 1d4/attack, +2d4 dmg Power at a terrible cost.

Section 6: Sci-Fi & Retro-Futurist Tech Weapons (25)

# Weapon Damage Type Range Traits Description
126 Laser Pistol 1d10 E 60/180 ft Battery (10) Standard-issue space cop burner—pew pew.
127 Plasma Rifle 2d10 E 80/240 ft Overheat (2 turns) Superheated bolts that melt armor (and walls).
128 Phaser (Adjustable) 1d8–2d10 E 60/180 ft Stun/Disintegrate modes Multi-setting energy weapon from a "peaceful" federation.
129 Energy Sword 2d4 E/S Melee Radiant +1d6 on crit A glowing plasma blade of elegant, humming justice.
130 Ion Blaster 1d10 T/E 60/180 ft EMP vs machines Shuts down tech on hit (DC 12).
131 Gauss Rifle 2d8 P 100/300 ft Magnetic Accelerator Fires metal slugs at blistering speeds.
132 Gravity Hammer 2d10 E/B Melee Knockback 15 ft Creates a shockwave on impact.
133 Particle Beam Cannon 3d10 E 150/450 ft Heavy, 2H Fires a lance of hypercharged particles.
134 Quantum Disruptor 3d6 E 80/240 ft Phase Break Destroys cover or armor plating.
135 Alien Bio-Stinger 1d8 P/N Melee Poison (1d6/turn 2 turns) Organic alien weapon grown, not built.
136 Sonic Emitter 2d6 Sonic 15-ft cone 15-ft cone Shatters glass, stuns creatures (DC 12).
137 Pulse Carbine 1d10 E 60/180 ft Burst 3 Futuristic assault rifle with glowing coils.
138 Nano-Edge Blade 1d8 S/T Melee Ignore 1 AC A blade so sharp it cuts atoms.
139 Anti-Matter Pellet Gun 2d8 E 60/180 ft Limited ammo (3 shots) Extremely volatile—use carefully.
140 Time Distortion Grenade 10-ft radius Freeze (1 round, DC 14) Temporarily halts a small area in stasis.
141 Arc Welder (Industrial) 1d10 E Melee Ignite (DC 12) Heavy-duty plasma cutter for techies.
142 Plasma Chakram 1d8 E 30/60 ft Throwable 30/60, Returns A spinning disc of energy light.
143 Electro-Whip 1d8 T Melee Reach 10 ft, Stun (DC 12) Electric, flexible weapon of enforcement.
144 Cyber-Claw Gauntlet 1d8 S Melee +1 grapple Mechanical rending tool integrated with a gauntlet.
145 Arc Rifle 2d6 T 60/180 ft Chain Lightning (jump 1 target) Electricity leaps from foe to foe.
146 Fusion Lance 2d8 E/P Melee Reach 10 ft High-tech spear that glows dangerously.
147 Graviton Net Launcher 30 ft Restrains (DC 14 STR) Creates a weight-density trap of crushing force.
148 Cryo Cannon 2d8 Cold 30-ft cone Slow (DC 13 CON) Freezes targets in a mist of supercooled gas.
149 Plasma Knuckles 1d6+1d4 E Melee Light For punching robots and bragging rights.
150 Retro Ray Gun (1950s Style) 1d8 E 60/180 ft Stylish, Disintegrate on Nat 20 Chrome fins + atomic-age optimism.

Section 7: Support, Tools & Paraphernalia (25)

# Item Type Traits Description
151 Flashlight Utility Illuminate 30 ft Horror movie essential. Runs on AA batteries.
152 Heavy-Duty Flashlight (Maglite) Bludgeon/Utility 1d4 B, Illuminate Doubles as a self-defense weapon.
153 Walkie-Talkies (Set of 2) Comms 2-mile range Mystery Kids' best friend.
154 Police Radio Scanner Utility +2 to Streetwise checks Picks up restricted emergency channels.
155 Lockpick Kit Tool +2 to Lock/Trap checks Misfit-approved. Requires finesse.
156 First-Aid Kit Medical Heals 1d8 HP, 5 uses Standard emergency supply.
157 Medpack (Advanced) Medical Heals 2d8 HP, cure minor ailment Techy medical assistance tool.
158 Adrenaline Injector Consumable +2 DEX, heal 1d6 HP Temporary action-hero surge of power.
159 Holographic Projector Tech Create 10-ft illusion Distraction, infiltration, or flair.
160 Binoculars Utility 2× distance perception Great for stakeouts.
161 Night-Vision Goggles Tech See in darkness 60 ft For stealth ops and horror arcs.
162 UV Lamp Utility Reveal blood, supernatural residue CSI vibes.
163 Gas Mask Gear Immune to gas attacks Perfect for sewers or weird labs.
164 Breathing Apparatus (Mini-Scuba) Gear Breathe underwater 10 mins Mystery lake dives.
165 Toolbox Utility +2 to mechanical repair Gadgeteer mandatory equipment.
166 Multimeter Tech +2 to electronic diagnostics Makes any tech nerd smile.
167 Laptop (Hardened) Tech +2 hacking Rugged, military-grade notebook.
168 Signal Jammer Tech Blocks electronics in 20 ft Useful… and illegal.
169 Chemical Glowsticks (5pk) Utility Light source 20 ft, 6 hr Atmosphere lighting for horror plots.
170 Rope (50 ft) Tool Climbing, binding The most underestimated adventure tool.
171 Duct Tape Roll Utility Bind target (DC 12 ESC) Fixes everything. Literally.
172 Portable Lab Kit Tool +2 science/forensics Analyze substances in the field.
173 Geiger Counter Utility Detect radiation Also detects weird supernatural anomalies.
174 E-M Field Detector Tech Detect electronics/surveillance Good for conspiracy theorists.
175 Smartwatch Tracker Tech Location ping, heart rate Sync to other devices for team coordination.

Note: Damage types: B = Bludgeoning, P = Piercing, S = Slashing, Fire = Fire, T = Thunder/Electric, E = Energy, N = Necrotic, R = Radiant, Expl = Explosive, Cold = Cold, Sonic = Sonic

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Section 8: Legendary Weapons & Artifacts (25)

Unique, Rare, Cinematic. One per character max unless GM-approved. Each legendary item includes who it's attuned to, powerful effects, and unique flavor tied to the 80s/90s aesthetic.

# Item Archetype/Roles Traits & Powers Description
176 The Truth Lens Investigators (Mystery Kids, G-Men, Conspiracy Theorists) See invisible/supernatural for 1 min (3/day); Auto-detect lies within 15 ft; +2 to investigation rolls A cracked old camera lens that reveals secrets better left unseen.
177 File 19 Briefcase G-Men, Gadgeteers, Conspiracy Theorists Deploys mini surveillance drone (60 ft flight); Once/day: call "reinforcements" (1d4 spectral agents appear for 1 min) Classified technology from a division that officially does not exist.
178 The Walkman of Echoed Heroes High School Heroes (Theater Kid, Misfit, Jock) Play a track: gain +2 to any stat for 1 min; Once/session: "Montage Mode" → auto-succeed 1 check A mixtape-fueled artifact with the power of pure 80s spirit.
179 Dragonheart Bandana Action Heroes (Prodigy Fighter, Loose Cannon) When HP drops below 25%, gain +1d6 fire damage; Intimidation advantage Worn by a martial arts legend in a forgotten VHS classic.
180 Phoenix Gauntlets Action Heroes (Legends of Steel, Unnaturals) Fists deal 2d8 + fire damage; Once per rest: resurrect with 1 HP Burns with the fury of an immortal warrior spirit.
181 Rad Racer's Board High School Heroes (Misfit, Jock, Mystery Kids) +10 ft movement; Auto-succeed dangerous stunts; Can ride on walls for 3 seconds A legendary skateboard said to have been forged in a cosmic half-pipe.
182 Psi Amplifier Crown Supernaturals (Mind Benders) +2 to psychic damage; Telepathy 120 ft; Once/day: mind control (DC 15) An ancient mind-enhancing relic from a forgotten civilization.
183 Xenotech Gauntlet Supernaturals (Outsiders), G-Men Fire 2d10 energy blast; Scan biology/tech; Hologram projection Recovered from a crashed craft in the Nevada desert.
184 Mutagen Blade Supernaturals (Unnaturals) 1d10 + 1d6 elemental mutation damage; Adapt to resist one damage type (choose each dawn) Biotech weapon alive with shifting DNA.
185 Quantum Workshop Core Technologists (Gadgeteer, Hyper Squad) Craft advanced items in minutes; Once/day: duplicate any non-legendary item temporarily A pocket reality manufacturing system.
186 Omega Proton Pack Technologists (Specter Trackers) 3d10 energy beam; Auto-capture weakened ghosts; Overload burst (once/day) knocks all spectral entities down An experimental prototype too dangerous for regulation.
187 Spirit of the Underdog Jacket High School Heroes (Jock, Misfit) +2 Grit; When outnumbered → +2 AC; Advantage on all morale checks The jacket worn by a hundred forgotten heroes.
188 Drama Mask of Power High School Heroes (Theater Kid) Choose a mask (Comedy/Tragedy): Comedy: +2 Charisma, charm 1/day; Tragedy: +2 Grit, fear aura Infused with stage magic and emotional force.
189 The Unstoppable Badge Investigators (Loose Cannon, G-Men) +2 intimidation; Once/session: auto-succeed "pursuit"; Allows one reckless action without penalty An agent once wore this and ran through a brick wall. Literally.
190 Neon Katana Action Heroes (Prodigy Fighter, Legends of Steel) 2d8 radiant/energy damage; Trail of neon light; Deflect ranged attacks (once/turn) Forged in a synthwave dream sequence.
191 Ghostlight Lantern Mark II Specter Trackers, Mind Benders Summons a ghost ally 1/day; Repels undead in 10 ft Upgraded with quantum glass and ecto-fuel.
192 The Cosmic Slingshot Mystery Kids, Misfits 2d6 force damage; Ricochet shot; Once per session: "Bullseye" auto-hit The ultimate kid's weapon… fired from destiny itself.
193 Arc Repeater Cannon Hyper Squad, Gadgeteers 3d8 electric; Chain arc to 3 targets; Recharge (2 turns) Power Ranger–tier heavy weaponry.
194 VHS of Forbidden Knowledge Conspiracy Theorists, Mind Benders Learn a secret instantly; +4 to one research check; Once/week: cast "foresee event" Grainy, cursed, and unreasonably wise.
195 Oversized Anime Hammer Theater Kid, Legends of Steel 3d10 bludgeoning; Smash ground → 10 ft shockwave Ridiculous. Cartoonish. Terrifyingly effective.
196 The Power Glove… of Destiny Gadgeteers, High School Heroes +2 DEX; Once/day: override any machine A relic of retro gaming power.
197 Dimensional Pager Investigators, Outsiders Call an ally from another dimension for 2 rounds; Sends SOS across realities It still gets better reception than AT&T.
198 Silver Fang Revolver Loose Cannon, Specter Trackers 2d8 radiant or piercing; +1d6 vs werecreatures Custom-built for supernatural hunts.
199 The Eternal Cassette Any Role Insert: regain 2d8 HP; Choose track for buff (STR/DEX/GRIT/CHAR +2 for 1 min) Its playlist literally adapts to your soul.
200 Radiant Saber MK-III Hyper Squad, Outsiders, Unnaturals 2d10 energy + radiant trail; Cut through any non-legendary object; Parry energy weapons The final evolution of future-forged melee weapons.
---

Glossary

This glossary defines key terms used throughout the Rad Renegades and Fierce Foes Player Handbook.

Core Terms

Ability Check: A d20 roll made to determine success or failure of an action. Formula: d20 + Ability Modifier + Proficiency Bonus (if proficient).

Ability Modifier: A bonus or penalty derived from an ability score. Calculated as (Ability Score - 10) ÷ 2, rounded down.

Ability Score: One of six core statistics (Strength, Dexterity, Logic, Streetsmarts, Charisma, Grit) that define a character's capabilities.

AC (Armor Class): A number representing how difficult it is to hit a target. Attack rolls must meet or exceed AC to hit.

Action: The primary thing a character can do on their turn in combat. Most actions take one action to perform.

Advantage: Roll two d20s and take the higher result. Represents favorable circumstances.

Archetype: One of five broad character categories (Investigators, Action Heroes, Technologists, Supernaturals, High School Heroes) that define a character's general approach.

Bonus Action: An additional action available on your turn, granted by certain abilities or features.

Critical Hit: An attack roll of natural 20. Deals double damage dice.

DC (Difficulty Class): The target number an ability check or saving throw must meet or exceed to succeed.

Disadvantage: Roll two d20s and take the lower result. Represents unfavorable circumstances.

Encounter: A single scene or challenge, such as a combat, social interaction, or puzzle. Many abilities recharge "per encounter."

EP (Energy Points): A resource used by certain roles (like Prodigy Fighters) to power special abilities.

Grit: One of the six ability scores, representing mental and physical resilience, determination, and endurance.

Hit Die (HD): A die rolled to determine hit points gained when leveling up. The type depends on your role.

Hit Points (HP): A measure of a character's health and ability to avoid serious injury. When HP reaches 0, a character falls unconscious.

Initiative: The order in which characters act during combat, determined by a Dexterity check (or Logic check for Cyber Combat).

IP (Invention Points): A resource used by Gadgeteers to create and maintain gadgets.

IP (Integrity Points): In Cyber Combat, represents a system's or character's digital resilience.

Logic: One of the six ability scores, representing reasoning, memory, analytical thinking, and technological aptitude.

Long Rest: A period of at least 8 hours of rest that restores hit points and recharges abilities.

Natural 1: Rolling a 1 on a d20. On attack rolls, this is an automatic miss (critical miss).

Natural 20: Rolling a 20 on a d20. On attack rolls, this is an automatic hit and critical hit.

Proficiency Bonus: A bonus added to rolls you're proficient in. Starts at +2 and increases with level.

Reaction: An instant response to a trigger, usable once per round.

Role: A specific character class within an Archetype (e.g., Mystery Kids, Loose Cannon, Gadgeteer).

Saving Throw: A d20 roll made to resist or avoid a harmful effect. Formula: d20 + Ability Modifier + Proficiency Bonus (if proficient).

Session: A single play session, typically 2-4 hours. Many abilities recharge "per session."

Short Rest: A period of at least 1 hour of light activity that allows spending Hit Dice to recover hit points.

Skill: A specific area of expertise tied to an ability score (e.g., Stealth, Investigation, Technology).

Streetsmarts: One of the six ability scores, representing intuition, awareness, street knowledge, and practical wisdom.

Turn: A character's opportunity to act during a round of combat.

Combat Terms

Attack Roll: A d20 roll to determine if an attack hits. Formula: d20 + Ability Modifier + Proficiency Bonus vs. target's AC.

Cover: Protection provided by obstacles. Grants bonuses to AC and Dexterity saving throws.

Damage: The amount of harm dealt by an attack or effect, subtracted from hit points.

Death Saving Throw: A special saving throw made when at 0 hit points. Three successes stabilize, three failures cause death.

Opportunity Attack: A melee attack made as a reaction when an enemy leaves your reach.

Round: A 6-second period in which all combatants take one turn.

Equipment Terms

Credits: The standard currency in Rad Renegades and Fierce Foes.

Encumbrance: The burden of carrying too much equipment, which reduces speed and imposes penalties.

Finesse: A weapon property allowing use of Dexterity instead of Strength for attack and damage.

Reload: A weapon property indicating how many shots can be fired before reloading is required.

Special Combat Modes

Car Combat: A combat mode representing vehicular chases and battles, using Driving checks and vehicle statistics.

Cyber Combat: A combat mode representing digital warfare and hacking, using Technology checks and Integrity Points.

Weapon Properties

Light: Small and easy to handle. Can be used for two-weapon fighting.

Heavy: Requires two hands to use effectively. Small creatures have disadvantage on attack rolls with heavy weapons.

Finesse: Can use either Strength or Dexterity modifier for attack and damage rolls.

Reach: Adds 5 feet to your reach when attacking.

Thrown: Can be thrown to make a ranged attack.

Reload: Weapon can be fired a number of times equal to its reload value before it must be reloaded (takes an action).

Two-Handed: Requires two hands to use.

Versatile: Can be wielded with one or two hands. Damage in parentheses is for two-handed use.

---

Armor, Outfits & Wearable Gear (25)

(Light → Medium → Heavy → Special → Supernatural → Sci-Fi)

# Armor / Outfit AC Bonus Type Traits Description
1 Leather Jacket +1 Light Cool Factor +1 Classic rebel look; good against scrapes.
2 Denim Vest (Punk Studded) +1 Light Intimidation +1 Covered in patches, attitude, and history.
3 Varsity Jacket +1 Light Athletics +1 Beloved by Jocks & heroic teens.
4 Hoodie & Jeans +0 Clothing Stealth +1 Everyday stealth gear for Mystery Kids & Misfits.
5 Detective Trench Coat +1 Light Conceal gear, Investigation +1 Deep pockets and noir vibes.
6 Kevlar Vest (Civilian) +2 Medium Ballistic Resistance (Minor) Standard protection for street-level ops.
7 Tactical Vest (Police Issue) +3 Medium Attachments (3 slots) Built for utility and defense.
8 Riot Gear +4 Heavy Bulky, Bludgeon Resist Police anti-riot armor adapted for Renegades.
9 SWAT Armor Set +5 Heavy Disadvantage on stealth High-grade tactical protection.
10 Motorcycle Leathers +1 Light Crash Resistance Prevents road rash when car combat gets wild.
11 Hazmat Suit +0 Suit Immune to gas/radiation Flimsy in combat, perfect for labs & horror zones.
12 Lab Coat (Reinforced) +0 Clothing Science +2 Worn by Gadgeteers and eccentric geniuses.
13 Ghosthunter Jumpsuit +2 Medium Ecto-Resistant Uniform for professional specter-busters.
14 Occult Robes (Blessed) +1 Light Radiant +1 Worn by occultists, clergy, and weird librarians.
15 Vampire Hunter Duster +2 Medium Undead Resist Smells like holy oil and gun smoke.
16 Lycanhide Armor +3 Medium Grit +1 Crafted from cryptid hides—supernaturally durable.
17 Psi-Tuned Bodysuit +1 Light Psychic Res +2 Enhances the aura of Mindbenders.
18 Alien Bio-Armor +3 Medium Self-Healing (1 HP/turn) Living armor that bonds to the wearer.
19 Hyper Squad Ranger Suit +4 Medium Energy Resist, Jump Boost Color-coded, spandex-adjacent, unstoppable.
20 Prototype Exo-Frame +5 Heavy +2 STR, -2 Stealth Early powered armor for Gadgeteers & G-Men.
21 Quantum Shield Harness +2 Light +2 vs Energy Attacks Generates a shimmering barrier.
22 Retro Sci-Fi Space Suit +2 Medium Vacuum Safe Chrome domed helmet included!
23 Demonhunter Plate +5 Heavy Necrotic Resist Medieval armor forged for modern hellscapes.
24 Neon Samurai Armor +3 Medium +1 Initiative Synthwave plating that glows when danger nears.
25 Spirit-Ward Poncho +1 Light Ghost Resist Woven with protective charms and folklore magic.

Armor Properties

Light Armor: Allows full Dexterity modifier. No stealth penalty.

Medium Armor: Allows up to +2 Dexterity modifier. Disadvantage on Stealth checks.

Heavy Armor: No Dexterity modifier. Disadvantage on Stealth checks.

AC Bonus: This is added to your base AC (10 + Dex modifier) unless the armor specifies otherwise.

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Vehicles & Transportation (30)

Includes driving stats, handling, hit points, armor, and special features.

Vehicle Stat Definitions

Stat Meaning
HP How much damage the vehicle can sustain.
AC Difficulty to hit the vehicle.
Speed Top speed for chase rules (Low/Medium/High/Extreme).
Handling Bonus/penalty to driving checks.
Seats How many characters fit.
Hardpoints Slots for weapons or gadgets (if any).

Street & Civilian Vehicles

# Vehicle HP AC Speed Handling Seats Traits Description
1 Old Beater Sedan 30 11 Medium -1 4 Cheap Repair Loud, smoky, but reliable-ish.
2 Family Station Wagon 40 12 Medium 0 6 Cargo Space Perfect for Mystery Kids on illegal adventures.
3 Compact Car 25 13 Medium-High +1 4 Agile Quick turns, terrible crash survival.
4 Pickup Truck 45 12 Medium 0 2+2 bed Bed Transport Great for hauling equipment — or teammates.
5 Muscle Car (V8) 50 14 High +2 2 Boost 1/day The car every action hero wants to steal.
6 Motorcycle 20 15 High +2 1 Evasive Fast but fragile; stunts encouraged.
7 Scooter / Moped 15 13 Low +1 1 Cheap Mystery Kids' chaotic getaway ride.
8 Dirt Bike 22 15 High +3 1 Off-Road King Perfect for forest chases in Oakridge.
9 Box Van (Delivery) 55 11 Low -1 2 Cargo + Cover Acts as mobile cover for allies.
10 Surfer Van / Mystery Van 50 12 Low-Med 0 6 Charm Bonus +1 The classic paranormal investigation vehicle.

Tactical, Law Enforcement & Military Vehicles

# Vehicle HP AC Speed Handling Seats Traits Description
11 Police Cruiser 55 14 High +1 4 Siren, Pursuit Bonus Designed for high-speed chases.
12 SWAT Van 80 14 Low -2 8 Armor Plating Moving fortress for tough missions.
13 Armored Truck 90 16 Low -3 2 DR 2 (ballistic) Money transport but great for sieges.
14 Military Jeep 60 13 Medium-High +1 4 Off-Road Durable, open-roof vehicle.
15 APC (Armored Personnel Carrier) 120 17 Medium -2 10 Heavy Armor Carries whole parties into war zones.

Boats, Watercraft & Lake Vehicles

# Vehicle HP AC Speed Handling Seats Traits Description
16 Fishing Boat 30 12 Low 0 4 Storage Clearwater classic.
17 Speedboat 40 14 High +1 2 Evasive Perfect for lake chases & monster escapes.
18 Pontoon Party Boat 35 12 Low -1 8 Stable Platform Great for ambushes or lake parties gone wrong.

Sci-Fi, Paranormal & Supernatural Vehicles

# Vehicle HP AC Speed Handling Seats Traits Description
19 Alien Hover Pod 50 16 High +3 2 Hover, Silent Moves without touching the ground.
20 Specter Mobile (Ectoplasmic Van) 60 15 Medium +1 4 Ghost Shield Built for paranormal pursuit.
21 Time-Displaced Muscle Bike 40 17 Extreme +3 1 Time Jumps (Short) Slips milliseconds into the future.
22 Dimensional Buggy 45 15 Medium-High +2 2 Phase Shift Can partially phase through obstacles.
23 Necro-Chariot (Haunted Carriage) 55 14 Med-Low -1 3 Ghost Horses Moves silently; ignores fear terrain.

Super-Tech & Hyper Squad Vehicles

# Vehicle HP AC Speed Handling Seats Traits Description
24 Hyper Squad Jet Cycle 45 18 Extreme +3 1 Jet Boost Ranger-style aerial bike.
25 Power Walker Exo-Transport 90 17 Medium 0 1 Mech Suit Grants +2 STR to pilot; can mount weapons.
26 Quantum Cruiser 60 17 High +2 4 Portal Jump Short-range dimensional hop (1/day).
27 Ecto-Containment Truck 70 14 Low -1 3 Ghost Storage Holds captured spirits safely.
28 Retro-Futuristic Rocket Car 50 16 Very High +2 2 Afterburner 80s neon sci-fi turbo legend.
29 Hoverboard Mk-II 20 16 High +3 1 Hover Tony Hawk meets Back to the Future.
30 Prototype Ranger Zord (Mini-Mech) 150 18 Medium 0 2 Weapon Mounts (2) Small-scale mech for over-the-top battles.
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Computer Terminals, Hacking Gear & Cyber Equipment (25)

These items plug directly into your Cyber Combat system. All items use simple stats: Hack Bonus (adds to hacking rolls), Firewall (defensive cyber-resistance), Bandwidth (limits # of actions per round in cyber combat), Programs (what utilities it can run), and Traits (cool effects).

Retro Terminals & Computers

# Item Hack Bonus Firewall Traits Description
1 CRT Terminal (1980s-style) +0 +0 Slow Boot Green text, loud keys, indestructible.
2 Home PC ('94 Beige Tower) +1 +1 Dial-Up Modem The classic family computer setup.
3 Library Computer Station +1 +0 Public Access Slow but gets you anywhere (eventually).
4 High School Lab Terminal +1 +1 Shared Login Mystery Kids and Misfits crack these daily.
5 Police Database Console +2 +2 Restricted Access G-Men use these for real-time intel.

Portable Computers & Hacker Gear

# Item Hack Bonus Firewall Traits Description
6 Hacker Laptop (Custom Rig) +3 +2 Multi-Program Stickers everywhere. Fans loud.
7 Field Ops Laptop (Hardened) +2 +3 EMP Resistant Used by agency operatives on the run.
8 Pocket Organizer (PDA) +1 +0 Quick Notes Early 90s "future pocket computer."
9 Cyberdeck Mk-I +3 +1 Run 2 programs/round The classic decker machine.
10 Cyberdeck Mk-II (Neon Edition) +4 +2 Run 3 programs/round Glows neon blue; hums when active.
11 Cyberdeck Mk-III (Experimental) +5 +3 Bandwidth Boost Rumored to be stolen alien tech.

Accessories & Upgrade Modules

# Item Bonus Traits Description
12 Fiber Tap Cable +2 intrusion Bypass physical locks "Borrowed" from a telecom van.
13 Signal Booster Antenna +1 hack Increase range ×2 Good for rooftop hacking montages.
14 Stealth Modem +0 hack Silent connection Cannot be detected unless critical fail.
15 Neon RAM Upgrade (8Mb!) +1 hack Multi-Task HOT PINK internal lighting.
16 Quantum Processor Add-On +2 hack Reroll 1 fail/session Beyond early 90s tech capability… weird.
17 Encrypted Thumbdrive +3 firewall for stored files Holds exactly 1 crucial plot file.
18 Logic Bomb Stick 2d6 digital damage Corrupts enemy systems in cyber combat.
19 Patch Cable of Fate Auto-success 1 connection It always fits—even upside down.

Software, Programs & Digital Weapons

# Program Effect Description
20 ICEbreaker.exe +3 vs Firewalls Cracks corporate or government nodes.
21 GhostTrace.v2 User invisible for 2 rounds Digital stealth mode.
22 VIRUS: "The Glitch King" 3d6 system damage Corrupts enemy files with glitchy terror.
23 Firewall+ Shield Suite +3 defense Raises digital armor temporarily.
24 Backdoor Builder Create hidden access point Sneaky long-term infiltration tool.
25 Daemon Companion AI Aid action/round A tiny retro AI buddy; sometimes sassy.
---

Adventuring Gear

Basic Equipment

Item Cost Weight
Backpack 5 credits 5 lbs.
Flashlight 2 credits 1 lb.
First Aid Kit 10 credits 1 lb.
Rations (1 day) 1 credit 1 lb.
Water (1 day) 1 credit 1 lb.
Walkie-Talkie 15 credits 1 lb.
Lockpicks 25 credits -
Rope (50 ft.) 1 credit 10 lbs.
Duct Tape 2 credits -
Multi-tool 10 credits 1 lb.
---

Currency

The standard currency in Rad Renegades and Fierce Foes is Credits. Credits represent money, favors, or resources that can be used to purchase equipment, services, or information.

Starting Wealth

Characters typically start with equipment based on their role. Additional starting credits vary by background and GM discretion, typically ranging from 50-200 credits.

Encumbrance

Characters can carry equipment up to their Carrying Capacity:

Carrying Capacity = Strength score × 15 pounds

If you carry more than your carrying capacity, you are encumbered:

- Encumbered: Speed reduced by 10 feet - Heavily Encumbered (over 2× capacity): Speed reduced by 20 feet and disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Grit ---

Rest and Recovery

The safe house was quiet now, the adrenaline of the mission finally wearing off. Jake was slumped in an old armchair, a bag of ice pressed against his bruised ribs. Maya was at the kitchen table, methodically cleaning and bandaging a cut on her arm. Alex was lying on the couch, eyes closed, breathing slowly. And Sam was in the corner, hunched over their laptop, typing furiously.

"We made it," Maya said, breaking the silence. "We actually made it."

"Barely," Jake grunted, shifting the ice pack. "That was way too close. Way, way too close."

Sam didn't look up from their screen. "But we're here. We're alive. That's what matters."

They'd been running for hours. The mission had gone sideways almost immediately—what was supposed to be a simple information gathering operation had turned into a full-blown firefight. They'd escaped, but not without cost. Everyone was hurt. Everyone was exhausted. Everyone needed time to recover.

Alex opened their eyes and sat up slowly. "How long do we have before they find us here?"

"Long enough," Sam replied. "This place is off the grid. No records. No connections. We're safe for now."

Jake pulled the ice pack away and examined his ribs. The bruising was already starting to show, dark purple against his skin. "I think I cracked something," he said. "It hurts to breathe."

Maya finished with her bandage and walked over to him. "Let me see." She gently prodded the area, and Jake winced. "Yeah, that's probably a cracked rib. You need to rest. No heavy lifting, no fighting, nothing strenuous for at least a few days."

"Days?" Jake protested. "We don't have days. We have hours, maybe. They're going to be looking for us."

"We have time," Sam said firmly. "We need to rest. All of us. We can't keep going like this. We'll make mistakes. We'll get sloppy. And sloppy gets you killed."

Alex stood up and stretched, wincing as their muscles protested. "They're right, Jake. We need to recover. We need to heal. We can't save the world if we're dead."

So they rested. Jake took painkillers and tried to sleep. Maya cleaned and bandaged everyone's wounds. Alex made food—simple, easy things that didn't require much effort. And Sam monitored the situation, watching for any signs that they'd been found.

An hour passed. Then two. The tension slowly eased. The pain started to fade. The exhaustion began to lift, just a little.

"Okay," Sam said finally, closing their laptop. "I think we're good. We've rested. We've recovered. We're ready for whatever comes next."

Jake sat up, testing his ribs. They still hurt, but it was manageable now. "Yeah," he said. "I think we're ready."

Because that's what rest did. It gave you time to heal. Time to recover. Time to prepare for the next fight. And in this world, the next fight was always coming. You just had to be ready for it.

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

During a short rest, you can:

- Spend Hit Dice to regain hit points (roll your hit die + Grit modifier for each die spent) - Regain use of abilities that recharge on a short rest - Make repairs to equipment (with appropriate tools and skills)

Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours.

During a long rest, you:

- Regain all hit points - Regain all spent Hit Dice - Regain use of abilities that recharge on a long rest - Remove one level of exhaustion (if any)

You can't benefit from more than one long rest in a 24-hour period.

Healing

Natural Healing

With a long rest, you regain all hit points automatically.

Medical Treatment

A character can use a First Aid Kit or Medicine skill to stabilize a dying creature (DC 10) or restore 1d4+1 hit points to a creature (requires 10 minutes).

Hit Dice

You have a number of Hit Dice equal to your level. Each time you gain a level, you gain an additional Hit Die of the type determined by your role.

---

Conditions and Status Effects

The gas hit them before they even knew what was happening.

One moment, Jake was leading the way down the corridor, his shotgun at the ready. The next moment, the air filled with a thick, greenish mist, and everything went wrong.

Jake's eyes started burning. He couldn't see. He stumbled backward, his weapon clattering to the floor as he brought his hands up to his face. "I can't see!" he shouted. "I'm blind!"

Maya was right behind him, and she got the worst of it. The gas filled her lungs, and suddenly she couldn't breathe. She dropped to her knees, coughing, gasping, her vision swimming. The world was spinning. She was disoriented, confused, unable to think straight.

Alex, who'd been bringing up the rear, managed to pull their shirt up over their face just in time. They weren't completely unaffected—their eyes were watering, their throat was burning—but they could still function. "Back! We need to go back!" they shouted, grabbing Maya's arm and pulling her away from the gas.

Sam, who'd been watching the security feeds on their laptop, saw it all happening in real-time. "It's a nerve agent!" they called out. "It causes paralysis! Get out of there now!"

But it was too late for Jake. The gas had already taken effect. His muscles were locking up. He couldn't move. He was frozen in place, completely helpless, as the effects of the condition took hold.

Alex managed to drag Maya back around the corner, out of the worst of the gas cloud. Maya was still coughing, still disoriented, but at least she could breathe again. The condition was starting to fade, but slowly. Too slowly.

"Jake!" Alex shouted. "Jake, can you hear me?"

Jake couldn't respond. He was paralyzed. He could see what was happening—his vision was starting to clear—but he couldn't move. He couldn't help. He was completely at the mercy of whatever came next.

Sam was already working on a solution. "I'm rerouting the ventilation system," they said, fingers flying across their keyboard. "I can clear the gas, but it's going to take time. Jake, you need to hold on. Just hold on."

But Jake couldn't hold on. He couldn't do anything. The condition had taken complete control. He was helpless. Vulnerable. A sitting duck.

This was what conditions did. They changed everything. They turned the strong into the weak. They turned the fast into the slow. They turned heroes into victims. And in this world, where every second mattered, a single condition could mean the difference between life and death.

Conditions alter your capabilities in a variety of ways and can arise from spells, class features, monster attacks, and other effects. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous.

Blinded

- You can't see and automatically fail any ability check that requires sight. - Attack rolls against you have advantage. - Your attack rolls have disadvantage.

Charmed

- You can't attack your charmer or target them with harmful abilities or magical effects. - The charmer has advantage on any ability check to interact socially with you.

Frightened

- You have disadvantage on ability checks and attack rolls while the source of your fear is within line of sight. - You can't willingly move closer to the source of your fear.

Grappled

- Your speed becomes 0, and you can't benefit from any bonus to your speed. - The condition ends if your grappler is incapacitated. - The condition also ends if an effect removes you from the reach of the grappler or grappling effect.

Incapacitated

- You can't take actions or reactions.

Invisible

- You can't be seen without the aid of magic or a special sense. - For the purpose of hiding, you are heavily obscured. - Attack rolls against you have disadvantage. - Your attack rolls have advantage.

Paralyzed

- You are incapacitated and can't move or speak. - You automatically fail Strength and Dexterity saving throws. - Attack rolls against you have advantage. - Any attack that hits you is a critical hit if the attacker is within 5 feet of you.

Petrified

- You are transformed, along with any nonmagical objects you are wearing or carrying, into a solid inanimate substance. - Your weight increases by a factor of 10, and you cease aging. - You are incapacitated, can't move or speak, and are unaware of your surroundings. - Attack rolls against you have advantage. - You automatically fail Strength and Dexterity saving throws. - You have resistance to all damage. - You are immune to poison and disease, though a poison or disease already in your system is suspended, not neutralized.

Poisoned

- You have disadvantage on attack rolls and ability checks.

Prone

- You are lying down. - Your only movement option is to crawl, unless you stand up and thereby end the condition. - You have disadvantage on attack rolls. - An attack roll against you has advantage if the attacker is within 5 feet. Otherwise, the attack roll has disadvantage.

Restrained

- Your speed becomes 0, and you can't benefit from any bonus to your speed. - Attack rolls against you have advantage. - Your attack rolls have disadvantage. - You have disadvantage on Dexterity saving throws.

Stunned

- You are incapacitated, can't move, and can speak only falteringly. - You automatically fail Strength and Dexterity saving throws. - Attack rolls against you have advantage.

Unconscious

- You are incapacitated, can't move or speak, and are unaware of your surroundings. - You drop whatever you're holding and fall prone. - You automatically fail Strength and Dexterity saving throws. - Attack rolls against you have advantage. - Any attack that hits you is a critical hit if the attacker is within 5 feet of you. ---

Environmental Rules

The rain was coming down in sheets, turning the streets into rivers and reducing visibility to almost nothing. Jake could barely see five feet in front of him, and every step was a challenge. The water was ankle-deep in places, making every movement slower, more difficult. His boots were soaked through, and he could feel the cold seeping into his bones.

"This is impossible," he shouted over the roar of the storm. "We can't fight in this!"

But Sam, who was monitoring the situation from the van, had a different perspective. "Actually, this is perfect," they said through the comm. "The rain is masking our approach. The enemy can't see us coming. The sound of the storm is covering our movements. We have the advantage here."

Maya was using the environment in a different way. She'd found cover under an awning, and from there she could see the entire street. The rain made it hard to see, but the streetlights were creating pools of light and shadow. She could see where the enemy was positioned—they were trying to stay dry, which meant they were clustered under cover. Predictable. Vulnerable.

"The lighting is working in our favor," she said. "They're in the light. We're in the shadows. They can't see us, but we can see them."

Alex was using the water itself as a weapon. They'd found a fire hydrant that had been damaged in the earlier fighting, and now they were using it to create a distraction. The water was spraying everywhere, creating even more chaos, making it even harder for the enemy to see what was happening.

"The environment isn't just something we have to deal with," Alex said. "It's something we can use. The rain, the water, the lighting, the cover—it's all part of the battlefield. We just have to know how to use it."

Jake was starting to understand. He moved from cover to cover, using the shadows, using the rain, using everything the environment gave him. He wasn't fighting against the environment anymore. He was fighting with it.

The enemy, on the other hand, was struggling. They were trying to fight in conditions they weren't prepared for. They were slipping on the wet pavement. They were having trouble seeing through the rain. They were making mistakes.

And mistakes, in this world, were fatal.

Sam's voice came through the comm again. "The temperature is dropping. The rain is turning to sleet. Be careful—surfaces are going to get icy. That's going to affect movement, attacks, everything."

Jake looked down at the ground. Sure enough, he could see ice starting to form. The environment was changing, and they had to change with it. They had to adapt. They had to use every advantage the world gave them.

Because in this world, the environment wasn't just background. It was a character. It was a force. And if you knew how to use it, it could be your greatest ally.

Lighting

Bright Light

Most characters can see normally in bright light. Bright light includes direct sunlight and well-lit indoor areas.

Dim Light

Dim light, also called shadows, creates a lightly obscured area. In dim light, you have disadvantage on Perception checks that rely on sight.

Darkness

In darkness, you are effectively blinded. You can't see, and you automatically fail any ability check that requires sight.

Vision

Darkvision

Some creatures have darkvision, allowing them to see in darkness as if it were dim light. Darkvision doesn't allow you to see in color, only shades of gray.

Blindsight

Some creatures have blindsight, allowing them to perceive their surroundings without relying on sight, within a specific radius.

Terrain

Difficult Terrain

Difficult terrain costs extra movement. Each foot of movement in difficult terrain costs 1 extra foot. Examples include rubble, thick mud, and dense undergrowth.

Obstacles

Climbing, swimming, or crawling costs extra movement. Each foot of movement costs 1 extra foot.

Weather

The GM may impose penalties or effects based on weather conditions:

- Heavy Rain: Disadvantage on Perception checks that rely on sight or hearing. Ranged weapon attacks have disadvantage beyond normal range. - Strong Wind: Disadvantage on ranged weapon attacks. Flying creatures must land or be blown off course. - Extreme Cold/Heat: Characters may need to make Grit saving throws to avoid exhaustion.

Hazards

Traps

Traps can deal damage, impose conditions, or create other effects. The GM determines the trap's effects and DCs.

Environmental Dangers

Falling, fire, drowning, and other environmental hazards can pose serious threats. The GM determines the effects based on the specific danger.

---

Experience and Leveling

It had been three months since that first warehouse mission. Three months of close calls, narrow escapes, and victories snatched from the jaws of defeat. And as Maya looked around the safe house, she could see how much they'd all changed.

Jake was different. He moved with more confidence now, his movements more fluid, more precise. He'd learned from every fight, every mistake, every near-miss. He wasn't the same scared kid who'd been worried about getting arrested. He was a fighter now. A real fighter.

Alex had grown too. They were sharper, more observant, quicker to pick up on details that would have gone over their head before. They'd learned to trust their instincts, to follow their gut, to see the patterns that others missed. They weren't just a kid with questions anymore. They were a detective.

Sam had evolved in ways that were almost scary. Their hacking skills had gone from impressive to terrifying. They could break into systems that would have been impossible three months ago. They'd built devices that shouldn't exist. They'd become something more than human, in a way. Something... more.

And Maya? Maya had changed the most. She'd started as a conspiracy theorist with a notebook and a lot of questions. Now she was a strategist. A leader. Someone who could see the big picture, who could connect dots that nobody else even knew existed. She'd leveled up, in every sense of the word.

"We've gotten better," she said, looking at the whiteboard covered in their latest plans. "A lot better."

Jake nodded. "Remember that first mission? When we almost got caught because I didn't know how to properly use cover? I'd handle that completely differently now."

"Remember when I tried to hack that system and almost set off every alarm in the building?" Sam added. "I could do that in my sleep now. Literally. I did it in my sleep last week."

Alex was looking at a map of the city, covered in pins and notes. "Remember when we thought one missing person was just a coincidence? Now we can see the pattern. We can see how everything connects. We've learned to see what we couldn't see before."

Maya walked over to the board and started erasing old plans, making room for new ones. "We've gained experience," she said. "We've learned from every mission. Every fight. Every success and every failure. We've leveled up."

And it was true. They weren't the same people they'd been three months ago. They were stronger. Faster. Smarter. More capable. They'd gained new abilities, new skills, new ways of looking at the world. They'd become the heroes they'd always had the potential to be.

But they'd also learned something else: that leveling up wasn't just about getting stronger. It was about getting better. About growing. About becoming the person you were meant to be.

And they were still growing. Still learning. Still leveling up.

Because in this world, the moment you stopped growing was the moment you died.

Experience Points (XP)

Characters gain experience points (XP) for overcoming challenges, defeating enemies, and completing objectives. The GM awards XP based on the difficulty of the challenge.

Typical XP Awards

- Easy Encounter: 25-50 XP per character - Moderate Encounter: 50-100 XP per character - Hard Encounter: 100-200 XP per character - Deadly Encounter: 200+ XP per character

Leveling Up

When you gain enough XP to reach a new level, you:

1. Increase your hit point maximum (roll your hit die + Grit modifier, or take the average) 2. Gain new role abilities (if any at that level) 3. Gain ability score improvements (at levels 4, 7, and optionally 10) 4. Gain access to new special abilities (if any at that level) 5. Increase your proficiency bonus (if applicable)

Milestone Leveling

Alternatively, the GM may use milestone leveling, where characters level up after completing significant story objectives rather than tracking XP.

Level Requirements

Level XP Required Total XP
1 - 0
2 300 300
3 600 900
4 1,200 2,100
5 2,400 4,500
6 4,800 9,300
7 9,600 18,900
8 19,200 38,100
9 38,400 76,500
10 - - (Max Level)
---

Game Master's Guide

This section is for Game Masters only. Players should stop reading here to avoid spoilers.

Sarah looked at the table in front of her—at the dice, the notes, the maps, the miniatures. At her players, who were all looking at her with expectant faces, waiting for her to tell them what happened next.

This was her favorite part. This moment, right before the action started. When anything was possible. When the story was still unwritten. When she held the power to create worlds, to shape destinies, to tell stories that would be remembered for years to come.

She'd spent hours preparing for this session. She'd created NPCs, designed encounters, built a mystery that would take her players weeks to unravel. She'd thought about every possibility, every choice they might make, every way the story could go. She'd prepared for everything.

But she'd also learned, over the years, that preparation only got you so far. Because players were unpredictable. They did things you never expected. They asked questions you never thought to answer. They found solutions to problems you thought were impossible.

And that was the magic of it. That was what made being a Game Master so incredible. You weren't just telling a story. You were collaborating. You were creating something together, something that neither you nor your players could have created alone.

Sarah looked at her notes one more time. The mystery was set. The clues were planted. The NPCs were ready. The encounters were balanced. Everything was prepared.

But she also knew that in the next few hours, her players would do something completely unexpected. They'd find a clue she hadn't planned for. They'd talk to an NPC in a way she hadn't anticipated. They'd solve a problem using a method she'd never considered.

And when that happened, she'd adapt. She'd improvise. She'd roll with it. Because that's what a good Game Master did. They prepared, but they also stayed flexible. They planned, but they also improvised. They controlled the world, but they also let the players shape it.

Sarah picked up her dice and smiled. "Okay," she said. "Are you all ready? Because things are about to get interesting."

Welcome, Game Master! This guide will help you run exciting adventures in the world of Rad Renegades and Fierce Foes. Think of this as your own mini-handbook within the Player Handbook.

---

Running the Game

Your Role as GM

As the Game Master, you are:

- The World: You describe the setting, NPCs, and environment - The Rules: You interpret and apply the game rules - The Storyteller: You create the narrative and respond to player actions - The Adjudicator: You make fair rulings when rules are unclear

Core Principles

1. Fun First: The rules serve the fun, not the other way around 2. Say Yes, But...: When players want to do something creative, let them—but add interesting complications 3. Fail Forward: Failed rolls should still advance the story, just with complications 4. Embrace the 80s/90s Vibe: Lean into action movie tropes, dramatic moments, and over-the-top scenarios 5. Player Agency: Let players' choices matter and shape the story

Running a Session

Before the Session:

- Read through your adventure or prepare your scenario - Have NPCs ready (names, motivations, basic stats) - Prepare a few encounters (combat, social, exploration) - Set the scene and mood

During the Session:

- Describe what players see, hear, and feel - Ask "What do you do?" frequently - Roll dice in the open (or behind a screen—your choice) - Keep the pace moving - Let players be creative

After the Session:

- Award experience points or use milestone leveling - Ask for feedback - Plan the next session based on what happened ---

Creating Encounters

Encounter Types

Combat Encounters: Fights against enemies. Should be challenging but winnable.

Social Encounters: Conversations, negotiations, interrogations. Use ability checks and roleplay.

Exploration Encounters: Investigating, searching, navigating. Reward curiosity.

Puzzle Encounters: Riddles, codes, mysteries. Multiple solutions are better than one.

Balancing Combat

Easy Encounter: Players should win easily, using minimal resources.

- Enemy Count: Fewer enemies than players - Enemy Level: 1-2 levels below party average - Purpose: Build confidence, introduce mechanics

Moderate Encounter: Challenging but fair. Players may use some resources.

- Enemy Count: Equal to or slightly fewer than players - Enemy Level: Equal to party average - Purpose: Standard challenge, most common encounter type

Hard Encounter: Significant challenge. Players will use resources and may take damage.

- Enemy Count: Equal to or more than players - Enemy Level: 1-2 levels above party average - Purpose: Major story moments, boss fights

Deadly Encounter: Very dangerous. Players may be knocked unconscious or die.

- Enemy Count: More enemies or powerful single enemy - Enemy Level: 2+ levels above party average - Purpose: Climactic battles, use sparingly

Quick Enemy Stats

For quick NPCs and enemies, use these guidelines:

Mook (Minion):

- AC: 12-13 - HP: 8-12 - Attack: +4 to hit, 1d6+2 damage - Purpose: Easy enemies, can be taken out quickly

Standard Enemy:

- AC: 14-15 - HP: 20-30 - Attack: +5 to hit, 1d8+3 damage - Purpose: Normal challenge, equal to one player

Elite Enemy:

- AC: 16-17 - HP: 40-60 - Attack: +7 to hit, 2d6+4 damage - Purpose: Boss or mini-boss, challenges multiple players

Boss Enemy:

- AC: 18-19 - HP: 80-120 - Attack: +9 to hit, 2d8+5 damage - Special Abilities: Unique powers, multiple actions - Purpose: Climactic encounter, requires full party ---

Creating NPCs

Quick NPC Creation

1. Name: Give them a memorable name (or use a generator) 2. Role: What do they do? (Shopkeeper, government agent, gang member, etc.) 3. Motivation: What do they want? 4. Personality: One or two traits (friendly, suspicious, nervous, etc.) 5. Connection: How do they relate to the story or players?

NPC Stat Blocks

For NPCs that might fight:

Civilian:

- AC: 10 - HP: 4 - Skills: +0 to +2 - Purpose: Non-combatants, witnesses, informants

Trained Professional (Cop, Agent, etc.):

- AC: 14 - HP: 16 - Attack: +5 to hit, 1d8+2 damage - Skills: +3 to +5 in relevant areas - Purpose: Supporting allies or minor enemies

Elite Operative:

- AC: 16 - HP: 32 - Attack: +7 to hit, 1d10+4 damage - Skills: +5 to +7 in relevant areas - Special Abilities: 1-2 relevant abilities - Purpose: Major NPCs, recurring characters ---

Balancing Challenges

Setting Difficulty Classes (DCs)

Very Easy (5): Tasks anyone can do

- Examples: Walking, opening an unlocked door, basic conversation

Easy (10): Routine tasks with small chance of failure

- Examples: Climbing a ladder, finding something obvious, simple repairs

Moderate (15): Challenging tasks requiring skill or luck

- Examples: Picking a lock, tracking someone, hacking a basic system - Most common DC for standard challenges

Hard (20): Difficult tasks that test skilled characters

- Examples: Complex hacking, difficult acrobatics, convincing a hostile NPC

Very Hard (25): Extremely difficult, nearly impossible

- Examples: Breaking into a high-security facility, impossible acrobatics

Nearly Impossible (30): Only legendary characters can accomplish

- Examples: Mythical feats, breaking unbreakable codes

Adjusting on the Fly

- Too Easy?: Increase DC by 2-3, add complications, or require multiple successes - Too Hard?: Lower DC by 2-3, offer advantage, or allow partial success - Players Stuck?: Give hints, lower DCs, or offer alternative solutions ---

World Building

The Three Settings

Neon City: Urban dystopia, corporate corruption, street-level heroes

- Themes: Technology vs. humanity, wealth inequality, underground resistance - Encounters: Street gangs, corporate security, hackers, corrupt officials - Locations: Skyscrapers, dark alleys, underground clubs, corporate headquarters

Oakridge: Suburban mystery, government conspiracies, hidden threats

- Themes: Appearances vs. reality, trust, secrets - Encounters: Government agents, strange creatures, suspicious neighbors - Locations: Suburban homes, the mall, high school, government facility, woods

Clearwater Shores: Summer vacation horror, lake mysteries, isolated danger

- Themes: Isolation, nature vs. civilization, hidden history - Encounters: Lake monsters, supernatural entities, mysterious disappearances - Locations: Lake, cabins, campsites, forest, mysterious island

Creating Adventures

The Weekly Threat: Each session or adventure should have a clear threat or mystery

- Setup: Something strange happens - Investigation: Players discover clues and face obstacles - Confrontation: Players face the threat - Resolution: Threat is defeated or resolved (for now)

Adventure Hooks:

- "A biker gang has been terrorizing the neighborhood, but they're actually werewolves" - "Kids keep disappearing from the local arcade" - "Government agents are investigating strange lights in the sky" - "The lake has been unusually active lately, and people are going missing" - "A new corporation is buying up property, and something's not right" ---

Running Combat

Combat Flow

1. Roll Initiative: Everyone rolls, set turn order 2. Round Begins: Highest initiative goes first 3. Each Turn: Move + Action + Bonus Action (if available) + Reaction (if triggered) 4. Round Ends: When everyone has acted, start new round 5. Combat Ends: When one side is defeated, surrenders, or escapes

Making Combat Interesting

- Environment: Use cover, difficult terrain, hazards - Objectives: Not just "kill everyone"—rescue, escape, protect, etc. - Variety: Mix melee, ranged, and special abilities - Drama: Describe hits and misses dramatically - Stakes: Make combat matter to the story

Handling Death

- Be Fair: Death should feel earned, not random - Warnings: Give players chances to retreat or change tactics - Consequences: Death is permanent, but make it meaningful - Alternatives: Capture, defeat without death, dramatic escapes ---

Awarding Experience

Experience Points (XP)

Combat Encounters:

- Easy: 25-50 XP per character - Moderate: 50-100 XP per character - Hard: 100-200 XP per character - Deadly: 200+ XP per character

Non-Combat Challenges:

- Solving a puzzle: 50 XP - Completing a social encounter: 25-75 XP - Discovering important information: 25-50 XP - Overcoming a major obstacle: 50-100 XP

Story Milestones:

- Completing an adventure: 100-200 XP - Major story revelation: 50-100 XP - Character development moment: 25-50 XP

Milestone Leveling

Instead of tracking XP, level up players when they:

- Complete a major adventure - Reach a story milestone - Defeat a significant enemy - Discover important information

Recommended Milestones:

- Level 2: After first adventure - Level 3: After 2-3 adventures - Level 4-5: After major story arc - Level 6-7: After defeating major threat - Level 8-9: After resolving major mystery - Level 10: After completing campaign ---

Tips and Tricks

Keeping Players Engaged

- Ask Questions: "What does that look like?" "How do you do that?" - Use Names: Call players by character names - React to Actions: Show consequences of player choices - Build on Ideas: Use player theories and suggestions - Create Moments: Give each player a chance to shine

Handling Rules Disputes

- Make a Ruling: Decide quickly, keep the game moving - Note It Down: Write down house rules for consistency - Discuss Later: Save detailed rule discussions for after the session - Player Input: Listen to player suggestions, but you have final say

Improvisation

- Yes, And...: Accept player ideas and add to them - Reuse Ideas: If players miss something, use it later - Random Tables: Use random generators for names, encounters, etc. - Player Backstories: Incorporate character backgrounds into the story

Creating Atmosphere

- Music: Use 80s/90s music playlists - Lighting: Dim lights for spooky scenes - Pacing: Vary fast and slow moments - Description: Use all five senses in descriptions - Drama: Build tension, create cliffhangers ---

Common Challenges

Problem: Players Are Too Powerful

Solutions:

- Increase enemy numbers or levels - Add environmental challenges - Create non-combat obstacles - Use enemies with special abilities - Focus on story challenges, not just combat

Problem: Players Are Too Weak

Solutions:

- Lower enemy stats - Provide better equipment - Offer advantages or bonuses - Create opportunities for clever solutions - Add helpful NPCs

Problem: Players Are Stuck

Solutions:

- Give hints through NPCs or environment - Lower DCs for checks - Offer alternative paths - Have something happen to move the story forward - Ask players what they think might work

Problem: One Player Dominates

Solutions:

- Ask other players directly what they do - Create situations that favor other characters - Give spotlight moments to each player - Talk to the player outside the game - Use group decisions ---

Sample Encounters

Encounter 1: The Suspicious Van

Setup: Players notice a black van with tinted windows parked outside a location.

Investigation:

- DC 12 Investigation: Notice government plates and surveillance equipment - DC 15 Stealth: Approach without being seen - DC 10 Technology: Identify the type of surveillance gear

Resolution:

- If discovered: Government agents emerge, creating a social encounter - If undetected: Players can follow the van or investigate further - Combat option: If players attack, 2-3 government agents (Standard Enemy stats)

Encounter 2: Werewolf Biker Gang

Setup: Players encounter a biker gang that are actually werewolves.

Combat:

- 1 Alpha Werewolf (Elite Enemy) - 3-4 Werewolf Bikers (Standard Enemy) - Environment: Alley or parking lot with cover options

Special Rules:

- Werewolves have resistance to non-silvered weapons - Silver weapons deal normal damage - Full moon gives werewolves advantage on attacks

Encounter 3: Hacking Challenge

Setup: Players need to hack into a secure system.

Cyber Combat:

- System Security DC: 18 - System Integrity: 40 IP - Player must make multiple Logic (Technology) checks - Each failed check alerts security (adds complications)

Success: Access granted, information retrieved Failure: Security alerted, physical guards arrive

---

Final Thoughts

Remember: The goal is to have fun and tell an exciting story together. The rules are tools to help you do that, not constraints. Trust your instincts, be fair, and embrace the wild, over-the-top nature of 80s/90s action movies.

You've got this, GM! Now go create some unforgettable adventures!

---

Glossary

This glossary defines key terms used throughout the Rad Renegades and Fierce Foes Player Handbook.

Core Terms

Ability Check: A d20 roll made to determine success or failure of an action. Formula: d20 + Ability Modifier + Proficiency Bonus (if proficient).

Ability Modifier: A bonus or penalty derived from an ability score. Calculated as (Ability Score - 10) ÷ 2, rounded down.

Ability Score: One of six core statistics (Strength, Dexterity, Logic, Streetsmarts, Charisma, Grit) that define a character's capabilities.

AC (Armor Class): A number representing how difficult it is to hit a target. Attack rolls must meet or exceed AC to hit.

Action: The primary thing a character can do on their turn in combat. Most actions take one action to perform.

Advantage: Roll two d20s and take the higher result. Represents favorable circumstances.

Archetype: One of five broad character categories (Investigators, Action Heroes, Technologists, Supernaturals, High School Heroes) that define a character's general approach.

Bonus Action: An additional action available on your turn, granted by certain abilities or features.

Critical Hit: An attack roll of natural 20. Deals double damage dice.

DC (Difficulty Class): The target number an ability check or saving throw must meet or exceed to succeed.

Disadvantage: Roll two d20s and take the lower result. Represents unfavorable circumstances.

Encounter: A single scene or challenge, such as a combat, social interaction, or puzzle. Many abilities recharge "per encounter."

EP (Energy Points): A resource used by certain roles (like Prodigy Fighters) to power special abilities.

Grit: One of the six ability scores, representing mental and physical resilience, determination, and endurance.

Hit Die (HD): A die rolled to determine hit points gained when leveling up. The type depends on your role.

Hit Points (HP): A measure of a character's health and ability to avoid serious injury. When HP reaches 0, a character falls unconscious.

Initiative: The order in which characters act during combat, determined by a Dexterity check (or Logic check for Cyber Combat).

IP (Invention Points): A resource used by Gadgeteers to create and maintain gadgets.

IP (Integrity Points): In Cyber Combat, represents a system's or character's digital resilience.

Logic: One of the six ability scores, representing reasoning, memory, analytical thinking, and technological aptitude.

Long Rest: A period of at least 8 hours of rest that restores hit points and recharges abilities.

Natural 1: Rolling a 1 on a d20. On attack rolls, this is an automatic miss (critical miss).

Natural 20: Rolling a 20 on a d20. On attack rolls, this is an automatic hit and critical hit.

Proficiency Bonus: A bonus added to rolls you're proficient in. Starts at +2 and increases with level.

Reaction: An instant response to a trigger, usable once per round.

Role: A specific character class within an Archetype (e.g., Mystery Kids, Loose Cannon, Gadgeteer).

Saving Throw: A d20 roll made to resist or avoid a harmful effect. Formula: d20 + Ability Modifier + Proficiency Bonus (if proficient).

Session: A single play session, typically 2-4 hours. Many abilities recharge "per session."

Short Rest: A period of at least 1 hour of light activity that allows spending Hit Dice to recover hit points.

Skill: A specific area of expertise tied to an ability score (e.g., Stealth, Investigation, Technology).

Streetsmarts: One of the six ability scores, representing intuition, awareness, street knowledge, and practical wisdom.

Turn: A character's opportunity to act during a round of combat.

Combat Terms

Attack Roll: A d20 roll to determine if an attack hits. Formula: d20 + Ability Modifier + Proficiency Bonus vs. target's AC.

Cover: Protection provided by obstacles. Grants bonuses to AC and Dexterity saving throws.

Damage: The amount of harm dealt by an attack or effect, subtracted from hit points.

Death Saving Throw: A special saving throw made when at 0 hit points. Three successes stabilize, three failures cause death.

Opportunity Attack: A melee attack made as a reaction when an enemy leaves your reach.

Round: A 6-second period in which all combatants take one turn.

Equipment Terms

Credits: The standard currency in Rad Renegades and Fierce Foes.

Encumbrance: The burden of carrying too much equipment, which reduces speed and imposes penalties.

Finesse: A weapon property allowing use of Dexterity instead of Strength for attack and damage.

Reload: A weapon property indicating how many shots can be fired before reloading is required.

Special Combat Modes

Car Combat: A combat mode representing vehicular chases and battles, using Driving checks and vehicle statistics.

Cyber Combat: A combat mode representing digital warfare and hacking, using Technology checks and Integrity Points.

---

Special Weapons

Supreme Weapons List 1. Investigators Truthseeker's Revolver Damage: 2d8 Piercing Special Ability: Reveal Intent – Once per day, when the wielder hits a target, they can force the target to reveal their true motives and intentions for the next minute. Additional Effect: Gain advantage on all Insight checks made against the target for the next hour. Veil Piercer Damage: 1d10 Piercing Special Ability: Ghost Shot – Once per encounter, fire a bullet that can pass through walls and barriers up to 10 feet thick to hit a hidden or unseen target. Additional Effect: Targets hit by the Ghost Shot cannot hide or become invisible for the next 5 minutes. 2. Action Heroes Dragon's Roar Shotgun Damage: 3d6 Fire Special Ability: Flame Burst – On a critical hit, unleash a 15-foot cone of fire that deals 3d6 fire damage to all creatures in the area. Additional Effect: Enemies hit by the Flame Burst are frightened of the wielder until the end of their next turn. Thunderstrike Gauntlets Damage: 2d6 Bludgeoning + 1d6 Lightning Special Ability: Shockwave Punch – Once per encounter, slam the ground and create a shockwave that knocks all creatures within a 20-foot radius prone unless they succeed on a DC 15 Dexterity save. Additional Effect: The wielder gains resistance to lightning damage while wearing the gauntlets. 3. Technologists Omni-Tool Blade Damage: 1d8 Slashing + 1d6 Energy Special Ability: Adaptive Modulation – The blade can shift its elemental damage type (Fire, Cold, or Lightning) as a bonus action. Additional Effect: The wielder can use the blade as a hacking tool, gaining advantage on all Technology checks involving bypassing security systems. Nano Swarm Launcher Damage: 2d6 Piercing Special Ability: Nanite Infestation – Once per encounter, fire a swarm of nanobots that infect a target, dealing 1d6 damage per turn for 3 turns and reducing their AC by 2. Additional Effect: The wielder can use the nanobots to repair mechanical devices, restoring 10 hit points to a damaged gadget or vehicle. 4. Supernaturals Soul Reaver Scythe Damage: 2d8 Necrotic Special Ability: Soul Drain – On a critical hit, the wielder drains the life force of the target, healing for half the damage dealt. Additional Effect: The scythe can store one soul per day, granting advantage on all Streetsmarts checks for 24 hours. Eldritch Flame Staff Damage: 1d12 Fire + 1d6 Psychic Special Ability: Mind Burn – Once per encounter, cast a cone of psychic fire (30-foot cone) that deals 3d6 Fire and 3d6 Psychic damage. Targets must succeed on a DC 16 Streetsmarts save or be stunned until the end of their next turn. Additional Effect: The wielder gains advantage on all Charisma checks against supernatural creatures while holding the staff. 5. High School Heroes Starburst Slingshot Damage: 1d8 Radiant Special Ability: Shooting Star – Once per encounter, shoot a radiant bolt that blinds all creatures in a 10-foot radius for one turn unless they succeed on a DC 14 Grit save. Additional Effect: The wielder can use the slingshot to summon a small familiar (like a glowing firefly) that can deliver messages or perform simple tasks. Prom King's Crown Damage: 1d4 Bludgeoning (when thrown) Special Ability: Rallying Presence – Once per encounter, inspire all allies within 30 feet, granting them +2 to attack rolls and saving throws for 1 minute. Additional Effect: The wielder gains proficiency in all Charisma-based skills while wearing the crown.

Index

This index provides quick access to all major terms, rules, abilities, and concepts in the handbook.

A

- Ability Checks - Core mechanic for resolving actions (see Core Mechanics) - Ability Modifiers - Bonuses/penalties from ability scores (see Ability Scores) - Ability Scores - Six core statistics: Strength, Dexterity, Logic, Streetsmarts, Charisma, Grit - AC (Armor Class) - Defense value, attack rolls must meet or exceed (see Combat Rules) - Action - Primary action on your turn (see Action Economy) - Action Economy - Movement, Action, Bonus Action, Reaction system - Action Heroes - Archetype: Combat specialists and daredevils (Loose Cannon, Legends of Steel, Prodigy Fighter) - Advantage - Roll 2d20, take higher result (see Core Mechanics) - Archetype - One of five broad character categories (Investigators, Action Heroes, Technologists, Supernaturals, High School Heroes) - Armor - Equipment that provides AC (see Equipment) - Attack Roll - d20 roll to determine if attack hits (see Combat Rules)

B

- Blinded - Condition: Can't see, fail sight checks (see Conditions) - Bonus Action - Additional action granted by abilities (see Action Economy)

C

- Car Combat - Vehicular combat mode using Driving checks (see Combat Rules) - Charmed - Condition: Can't attack charmer (see Conditions) - Charisma (CHA) - Ability score for personality and social skills - Character Creation - Step-by-step process for creating characters - Conditions - Status effects that alter capabilities (see Conditions and Status Effects) - Conspiracy Theorist - Investigator Role - Cover - Protection from obstacles granting AC bonuses (see Combat Rules) - Credits - Standard currency - Critical Hit - Natural 20 on attack roll, deals double damage dice - Critical Miss - Natural 1 on attack roll, automatic miss - Cyber Combat - Digital combat mode using Technology checks (see Combat Rules)

D

- Damage - Harm dealt by attacks/effects, subtracted from HP - Damage Types - Physical (Bludgeoning, Piercing, Slashing), Energy (Fire, Cold, Lightning, Energy), Special (Psychic, Necrotic, Radiant) - Death and Dying - Rules for 0 HP, death saves, stabilization - Death Saving Throws - Special saves when at 0 HP (see Death and Dying) - DC (Difficulty Class) - Target number for checks/saves (see Core Mechanics) - Dexterity (DEX) - Ability score for agility and reflexes - Disadvantage - Roll 2d20, take lower result (see Core Mechanics) - Dodge - Action: Attacks against you have disadvantage

E

- Encounter - Single scene or challenge (combat, social, puzzle) - Encumbrance - Carrying capacity rules (see Equipment) - Energy Points (EP) - Resource for certain roles (e.g., Prodigy Fighter) - Equipment - Weapons, armor, and adventuring gear (see Equipment section) - Experience Points (XP) - Points gained for leveling up (see Experience and Leveling)

F

- Frightened - Condition: Disadvantage while fear source in sight (see Conditions)

G

- G-Men - Investigator Role - Gadgeteer - Technologist Role - Grappled - Condition: Speed 0 (see Conditions) - Grit (GRT) - Ability score for resilience and endurance

H

- High School Heroes - Archetype: Teenagers with extraordinary abilities (Jock, Misfit, Theater Kid) - Hit Die (HD) - Die rolled for HP when leveling up - Hit Points (HP) - Measure of health and ability to avoid injury - Hyper Squad - Technologist Role

I

- Incapacitated - Condition: Can't take actions or reactions (see Conditions) - Initiative - Turn order in combat, determined by Dexterity check - Invisible - Condition: Can't be seen, advantage on attacks (see Conditions) - Investigators - Archetype: Mystery solvers and truth-seekers (Mystery Kids, G-Men, Conspiracy Theorist) - IP (Invention Points) - Resource used by Gadgeteers - IP (Integrity Points) - Digital resilience in Cyber Combat

J

- Jock - High School Hero Role

L

- Legends of Steel - Action Hero Role - Level - Character advancement level (1-10) - Leveling Up - Process of gaining levels and new abilities (see Experience and Leveling) - Logic (LOG) - Ability score for reasoning and tech aptitude - Loose Cannon - Action Hero Role - Long Rest - 8 hours rest, restores all HP and abilities (see Rest and Recovery)

M

- Mind Bender - Supernatural Role - Misfit - High School Hero Role - Mystery Kids - Investigator Role - Movement - Distance you can move on your turn (typically 30 feet)

N

- Natural 1 - Rolling 1 on d20, automatic miss on attacks - Natural 20 - Rolling 20 on d20, automatic hit and critical hit

O

- Opportunity Attack - Melee attack as reaction when enemy leaves reach - Outsider - Supernatural Role

P

- Paralyzed - Condition: Incapacitated, auto-fail Str/Dex saves (see Conditions) - Passive Skills - Average result without rolling (10 + modifier + proficiency) - Petrified - Condition: Transformed to stone (see Conditions) - Poisoned - Condition: Disadvantage on attacks and checks (see Conditions) - Prone - Condition: Lying down, crawling speed (see Conditions) - Prodigy Fighter - Action Hero Role - Proficiency Bonus - Bonus added to proficient rolls (+2 to +4 by level) - Proficiency - Training in skills, weapons, saves, or tools

R

- Range - Weapon/spell distance (normal and long range) - Reaction - Instant response to trigger, once per round - Rest - Short Rest (1 hour) or Long Rest (8 hours) (see Rest and Recovery) - Resistance - Half damage from specific damage type (see Damage Types) - Restrained - Condition: Speed 0, disadvantage on Dex saves (see Conditions) - Role - Specific character class within an Archetype (e.g., Mystery Kids, Loose Cannon)

S

- Saving Throw - d20 roll to resist/avoid harmful effects - Session - Single play session (typically 2-4 hours) - Short Rest - 1 hour rest, spend Hit Dice to heal (see Rest and Recovery) - Skills - Areas of expertise tied to ability scores (18 total skills) - Specter Tracker - Technologist Role - Stunned - Condition: Incapacitated, auto-fail Str/Dex saves (see Conditions) - Strength (STR) - Ability score for physical power - Streetsmarts (STM) - Ability score for intuition and awareness - Supernaturals - Archetype: Mutants, psychics, and aliens (Unnaturals, Mind Bender, Outsider)

T

- Technologists - Archetype: Inventors and tech experts (Specter Tracker, Hyper Squad, Gadgeteer) - Theater Kid - High School Hero Role - Turn - Character's opportunity to act during a round

U

- Unconscious - Condition: Incapacitated, prone, auto-fail saves (see Conditions) - Unnaturals (Mutates) - Supernatural Role

V

- Vulnerability - Double damage from specific damage type (see Damage Types)

W

- Weapons - Melee and ranged weapons with damage and properties (see Equipment) ---

Character Sheet Template Here's a basic template for a character sheet that includes the above elements:

Character Name: ______________________________________ Player Name: _________________________________________ Archetype: ____________________________________________ Role: ________________________________________________ Background:

Appearance:

Attributes Attribute Score Modifier Strength

Dexterity

Charisma

Grit

Street Smarts

Logic

Health and Resources Hit Points (HP): _____ / _____ Energy Points (EP): _____ / _____ Special Resource Pool: _________________________ Skills and Proficiencies Skill Proficiency Bonus

Weapon Proficiencies: __________________________________ Tool Proficiencies: ____________________________________ Language Proficiencies: ________________________________ Special Abilities and Features Archetype Abilities:

Role Abilities:

Equipment Weapons:

Armor:

Gear:

Combat Information Initiative: __________ Attack Bonuses: __________ Saving Throws: __________ Speed: __________ Character Progression Level: _____ Experience Points (XP): _____ / _____ Miscellaneous Alignment: _________________________________________ Allies & Contacts:

Notes: