Screenshots/Bios for my Superhero D&D Campaign.


Lycanus

 

Posted

Howdy all. Tonight I'm starting a new campaign with my pen and paper group. We're basically going to be doing a superhero setting using a modified set of the 4th edition rules. Because CoH has a ton of good ideas, I'm taking a LOT of inspiration from the game, as well as using the character creator to generate my NPCs, so I can show the party how they look.

There's only going to be two players, so I'm going to give them a choice of NPCs to follow them around as a helper. In the campaign setting heroes run a lot like they do in CoH; with cooperation and understanding from city officials. Vigilantes are less tolerated, and are often considered no better than criminals. (I'm leaving it up to the party to see which they become.)

Here's the four characters I'm giving them to pick from for their helper. I'd love to hear some thoughts from the CoH community!


Triceratops
Triceratops
This particularly large hero was born with bone ridges across his head and shoulders. As he aged this ridges grew into heavy plates and horns. The condition would have been fatal were it not for his naturally high strength and stamina. Now, Triceratops uses his protective bone structure to fight evil. His charge is devastating, his might is considerable, and he can take plenty of hits before going down.

Triceratops grew up on the bad side of town, and with his unique talents he soon fell into the criminal element. On his first job with a gang he was told to eliminate an innocent person, and found himself unable to do it. He turned on the gang and enrolled in a school for gifted superhumans the next day.

Triceratops firmly believes that the system works. He believes, despite his size, that might does not equal right, and that the helpless need to be protected. While he isn’t the smartest cadet in the group, his potential and idealism make a promising combination.


Bullethole
A former police officer that was gunned down in the line of duty. The injuries he received were so severe that his body required extensive modification to even stay alive. An experiment in teleportation technology, Bullethole’s blood is actually processed in a laboratory in Ohio. That blood is then immediately teleported into his bloodstream; which distributes it before re-teleporting it back. Internal devices maintain this process, and Bullethole’s body is in a constant state of transit.

Bullethole’s modifications give him the capability to teleport, as well as generate portals that matter can traverse through. He’s reckless with his usage of this power, but it’s hard to deny the results. His most devastating attack is to launch one of his portals at someone; and when it sticks to them like an adhesive, he actually emerges using their body as a conduit.

Bullethole was let down by heroes. Heroes failed to respond to his unit’s call for assistance, and he suffered the consequences. While he’s currently applying as a hero, the city has doubts that he’ll hold up to this promise. Middle aged, mutilated, and jaded, Bullethole fits the profile of a future Vigilante.


Working Class Hero
WCH used to be a miner in one of the quarries a few miles away from the city. A mine collapse made him realize that conditions for his fellow workers weren’t nearly good enough. With the loss of three good men on his conscience, he took a stand.

Called a terrorist by the wealthy of the city, WCH’s knowledge of explosives served him well. None of the explosions that led to the company’s downfall were fatal, but one of them trapped the company’s board of investors underground for almost a day. When they were rescued by a dig team which WCH was a part of, they firmly decided that the company’s safety codes weren’t up to snuff.

WCH believes that laws and regulations are only worth following if they have the people’s best interest at heart. While he has the potential to be a Vigilante, the miner seems too humanitarian to take that plunge. He will not; however, stand down when the innocent are being walked on, and if a hero was abusing their power, he’d be the first to call them on it.

(WCH is an obvious Scrapyarders tribute, and a character I've played in CoH.)


Buffalo Nelly
Like dust in the wind, Buffalo Nelly rolls in with a moment’s notice. This cowgirl is fairly mysterious, and it’s difficult to place her origin by her vaguely Southern accent. She embraces the role of the cowgirl; however, and considers herself a modern day gunslinger.

Did she have much of a choice? Her power, which involves the manipulation of subtle wind currents, could only be described as “tumbleweed control.” Her control of it is limited at best, but the clouds of debris she can have swarm around her make for the perfect cover when she uses her six shooters. A crack shot with a unique power, Buffalo Nelly knows how to wrangle evildoin’ varmints.

Nelly believes in cowboy justice. She tends to act without giving it too much thought; and if she thinks someone is in the wrong she’s usually the one to fire the first shot. She doesn’t kill, but she can be somewhat rough and tumble with her methods, and enjoys nothing more than dragging an evildoer through the town…by way of a lasso and horse.


So as you can see I'm trying to give them a variety of options to choose from, both in powers and personality. Today we're rolling our characters. Next week, the hero-ing begins!


 

Posted

Cool idea. Sounds like it could be a lot of fun


 

Posted

Such an awesome idea. I must try it


 

Posted

Quote:
Originally Posted by Thee Walrus View Post
Such an awesome idea. I must try it
I started a set of rules for this, got some defenders and strikers up to 3rd level for a write up:

I'm sure formatting is going out the window here.
Quote:
Battloid
Power Source: Technology. Battloids are the products of highly
advanced technology. Whether they’re highly advanced suits of armor
worn by modern day warriors, or the creations of the new partner to
magic’s might, science, they are mighty soldiers in the battles against evil.
Role: Defender. Battloids are strong and powerful weapons in combat
and are incredibly difficult to bring down.
Key Abilities: Strength, Constitution, Intelligence

Armor Proficiencies: None
Weapon Proficiencies: Unarmed, All Simple Melee, All Martial Melee,
All Simple Firearms, All Martial Firearms
Bonus to Defense: +2 to Fortitude

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Choose 4 trained skills from the following list:
Class Skills: Athletics (Str), Endurance (Con), History (Int), Insight (Wis),
Intimidation (Cha), Perception (Wis), Science (Int)

Build Options: Powered Suit, Robotics
Class Traits: Armored Body, Targeting Laser, Format


Traits:

Armored Body: The Battloid has +7 AC and -1 Speed. You cannot wear
any armor. They are considered heavy armor. Unarmed Weapon damage increases to 1d6.

Targeting Laser:

Targeting Laser
Your mounted laser makes sure your enemies behave as you want them to.
At Will * Technology
Minor Action Close Burst 5
Target: One Creature in Burst

You mark the target. The target stays marked until you use this power on another target or you fail to engage it. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

While marked, the target takes a -2 to hit for any attack that doesn’t include you as a target. Also, it takes fire damage equal to 3 + your Intelligence modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. This damage increases to 6 + your Intelligence modifier at 11th level and to 9 + your Intelligence modifier at 21st level.

On your turn, you must engage the target you targeted or target a different target. To engage the target you must either attack it or end your turn adjacent to it. If none of these conditions occur by the end of your turn, the marked condition ends and you can’t use the targeting laser on your next turn.

You can use Targeting Laser once per round.

Format: Battloid’s come in two formats: robot warriors and manned
power suits.

Powered Armor:
The Powered Armor Battloid gains Lightning Resistance 5 + ½ Level. They also have the following Armor Proficiencies: Cloth, Concealed, Tactical, Battle, Riot, Hard Suit.
In addition, they gain access to the Power: Remove Armor.

Remove Armor
Encounter * Technology, Identity
Full Round Action
Personal
Effect: Your highly advanced combat armor is concealed in an
easily portable package while you appear as a completely normal human being to all observers. While this power is active, all Battloid powers and class traits are considered gone.
This means the Powered Armor battloid can wear other armors and use them, but lose their electrical resistance, natural armor bonus, targeting laser and normal powers.
In addition, if you’ve taken damage since the last time you
put the armor on, then you gain the effects of a healing surge when you take it off as you readjust shifted pieces.

Robotics:
The Robotics Battloid are immune to Disease and Poison effects
and when rolling for stabilization, take the best of 10 or their roll.

Battloid Developments

Level 1 At Will Battloid Developments

Hydraulic Thrust
With the power of your mechanized servos you throw the opponent back.
At Will * Technology
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier and the target is pushed 1 square.
Increase damage to 2[W] + Strength modifier at 21st Level

Powered Strike
Your strike lands with the added force of a surrounding nimbus of energy.
At Will * Technology/ Cold, Fire, Force, Lightning or Thunder
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: Choose Cold, Fire, Force, Lightning or Thunder at the time you select this
as a power. Deal 1[W] + Intelligence damage of that type to the target.
Increase damage to 2d8 + Intelligence damage at 21st level.

Power Surge
With a quick jury-rig and improvisation, you produce a surge of power to strike
out at range.
At Will * Technology/ Cold, Fire, Force, Lightning or Thunder
Standard Action Ranged 5
Target: One Creature
Attack: Intelligence vs Reflex
Hit: Choose Cold, Fire, Force, Lightning or Thunder at the time you select this as
a power. Deal 1d6 + Intelligence damage of that type to the target.
Increase damage to 2d6 + Intelligence damage at 21st level.

Debilitating Shock
This blow deals a disturbing electrical shock that inhibits an opponent’s actions.
At Will * Technology, Lightning
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Fortitude
Hit: 1[W] + Intelligence Lightning damage and target receives a -2 to attacks
until the end of your next turn.
Increase damage to 2[W] + Intelligence damage at 21st level

Level 1 Encounter Battloid Developments

Iron Warrior
As red dots point out your enemies, a shard of cold fear enters their hearts
Encounter * Technology, Fear
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage. The target and all enemies adjacent to it
are marked until the end of your next turn.
Powered Armor: Marked targets take a -2 to attacks, in addition to the
penalty applied by the marking, until the end of your next turn unless immune to fear.

Double Thrust
With a flurry of motion you strike out at two opponents and toss them back away.
Encounter * Technology
Standard Action Melee Unarmed
Target: Two Creatures
Attack: Strength vs AC one attack per target
Hit: 1[W] + Strength modifier damage and each target hit is pushed 1 square.
Robotics: Push the target a number a squares equal to 1 + your Strength
modifier.

Targeted Blast
With a brief examination of the situation, you strike out at every target in front of
you.
Encounter * Technology
Standard Action Close Blast 3
Target: Each enemy in Blast
Attack: Intelligence vs Reflex
Hit: 1d6 + Intelligence modifier damage.

Inbuilt Taser
A powerful and focused shock leaves the target nearly helpless.
Encounter * Technology, Lightning
Standard Action Melee
Target: One Creature
Attack: Intelligence vs Fortitude
Hit: 2[W] + Intelligence Lightning damage and target is dazed until the end of
your next turn.

Level 1 Daily Battloid Developments

Wall of Iron
You take a stand and wait for the enemies to approach.
Daily * Technology, Zone
Standard Action Close Burst 1
Effect: Until the end of your next turn, all enemies that begin their turn or enter
the effected area suffer a Strength vs AC attack dealing
1[W] +Strength modifier damage and are pushed 1 square.
Special: Starting this Development does not provoke opportunity attacks.

Main Gun
Expecting this to be a dangerous fight, you poor your batteries into a powerful
blast to open the fight.
Daily * Technology/Ballistic, Cold, Fire, Force, Lightning or Thunder
Standard Action Ranged 10
Target: One Creature
Attack: Intelligence vs Reflex
Hit: Choose Cold, Fire, Force, Lightning or Thunder when you select this as a
power. Deal 3d6 + Intelligence modifier of the chosen damage and apply the following effect based on energy type.
Ballistic: Cannot shift (save ends)
Cold: Slowed (save ends)
Fire: Ongoing 5 fire damage (save ends)
Force: Push Intelligence modifier squares
Lightning: Dazed (save ends)
Thunder: Knocked prone and stunned until end of your next turn.
Miss: Half damage.

Rocketed Charge
Firing up the artificial muscles in your legs you launch forward into a powerful
attack, calculating attack trajectories as you pass other targets.
Daily * Technology, Fear
Standard Action Melee
Special: Move up to your speed in a straight line before you attack.
Requirement: Must follow the requirements for a charge.
Target: One Creature
Attack: Strength vs AC
Hit: 3[W] + Strength damage and all enemies adjacent to your path of
movement are marked until the end of your next turn.

Level 2 Utility Battloid Developments

Sensor Suite
You’ve upgraded your system sensors to account for more situations.
At Will * Technology
Free Action Personal
Trigger: You make a Perception check.
Effect: You possess Low Light Vision and +2 Perception

Force Shield
For short periods of time, a field of force surrounds you and shields you from
harm.
Daily * Technology, Force
Minor Action Personal
Effect: Until the end of your next turn, you gain +2 AC until the end of your next
turn.

Emergency Repair System
For true emergencies, the battloid can trigger its systems to begin immediate self-
repair.
Daily * Technology, Healing
Minor Action Personal
Effect: You gain 2 + Constitution modifier regeneration while bloodied.

Hydraulic Strength
Your artificial makeup magnifies your proportional strength.
Encounter * Technology
Minor Action Personal
Effect: Multiply your maximum carry, lift and drag weights by your Constitution
modifier until the end of your next turn.

Cyborg
Power Source: Technology. Cyborgs are masterpieces of technological
development, merging the strengths of both body
and machine into one exceptional whole.
Role: Striker. Cyborgs lack the resilience of full out Battloids and the
versatility of the gadgeteers and geniuses, but they still carry a variety of weapons and abilities that make them capable warriors.
Key Abilities: Dexterity, Wisdom, Strength

Armor Proficiencies: Cloth, Concealed, Tactical
Weapon Proficiencies: Unarmed, All Simple Melee, All Simple
Firearms, All Martial Firearms
Bonus to Defense: +1 to Fortitude, +1 Reflex

Hit Points at First Level: 12 + Constitution score
Hit Points per Level: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Choose 4 from the following list of skills.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance
(Con), Heal (Wis), Insight (Wis), Intimidation (Cha),
Perception (Wis), Science (Int), Stealth (Dex),
Thievery (Int)

Build Options: Overt Cyborg, Covert Cyborg
Class Traits: Combat Analysis, Design, Prime Shot

Traits:

Combat Analysis: Once per round as a minor action, you can analyze the
physical structure of the nearest enemy.
Once per round, you deal extra damage to your quarry. The extra
damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage on after all the attacks are rolled.
In addition, various the target you are currently analyzing, all your powers are considered high-crit attacks.
The Combat Analysis effect remains active until the end of the encounter, until the target is defeated, or until you designate a different target as your quarry.
You can analyze only one enemy at a time as it is an ongoing process.

Level Combat Analysis Extra Damage
1st – 10th +1d6
11th – 20th +2d6
21st – 30th +3d6

Design: Choose whether your cybernetics are hidden or obvious.

Overt Cybernetics: You gain +2 AC and Fortitude due to the reinforcing
external metal. Overt Cybermetics have Built-In Weapon as an automatic
At-Will power.

Covert Cybernetics: You gain +2 to Initiative and Reflex due to reaction
enhancements. Covert Cybernetics have Martial Wiring as an automatic
at will power.

Prime Shot: If none of your allies are nearer to your target than you are,
you receive a +1 bonus to ranged attack rolls against that target.

Cyborg Developments

Level 1 At Will Cyborg Developments

Built-in Weapon
Most overt fighting cyborgs have at least one weapon built into their bodies
somewhere.
At Will * Technology / Ballistic, Cold, Fire, Force, Lightning or Thunder
Standard Action Ranged 10
Target: One Creature
Attack: Dexterity vs AC
Hit: 1d8 + Dexterity damage of the appropriate type.
Increase to 2d8 + Dexterity damage at 21st level
Special: Can be used as a basic ranged attack and counts as a ranged weapon for
any other Cyborg Development’s use.

Warning Shot
You strike a minimal blow warning your target that you have him covered.
At Will * Technology Weapon
Standard Action Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: Dexterity modifier damage. If the target makes an attack before the
end of your next turn, you make a second basic ranged attack as an Immediate
Interrupt.
Increase to 2[W] + Dexterity modifier damage at 21st level.

Martial Wiring
Many covert cyborgs have built-in knives or reinforced bones to aid in melee
combat.
At Will * Technology
Standard Action Melee Unarmed
Target: One Creature
Attack: Strength vs AC
Covert: Dexterity vs AC
Hit: 1d8 + Strength modifier damage.
Increase to 2d8 + Strength modifier damage at 21st level.
Covert: 1d8 + Dexterity modifier damage.
Increase to 2d8 + Dexterity modifier damage at 21st level.
Special: This can be used as a basic melee attack and counts as a melee weapon
for the use of other Cyborg developments.

Targeting Lock
Taking your time, you only fire when your targeting software confirms the shot.
At Will * Technology Weapon
Standard Action Ranged or Melee Weapon
Target: One Creature
Attack: Dexterity + 2 vs Reflex (Ranged) Strength + 2 vs
Reflex (Melee)
Hit: 1[W] damage.
Increase to 2[W] damage at 21st level.

Level 1 Encounter Cyborg Developments

Tactical Warning
An internal warning alerts you that someone is in firing position on you.
Encounter * Technology Weapon
Immediate Reaction Ranged Weapon
Trigger: An enemy makes a ranged attack against you.
Effect: Shift a number of squares equal to your Dexterity modifier and make a
Basic Ranged Attack against the enemy that fired on you.

Wounding Shot
A well-placed blow weakens the enemy for a brief time.
Encounter * Technology Weapon
Standard Action Ranged or Melee Weapon
Target: One Creature
Attack: Dexterity vs Reflex (Covert/Overt Ranged) Strength vs
Reflex (Overt Melee)
Hit: 2[W] + Dexterity damage (Covert/Overt Ranged) 2[W] + Strength modifier
damage (Overt Melee) and the target is weakened until the end of your
next turn. If target was affected by Combat Analysis, they also take bonus
damage equal to your Wisdom modifier.

Sedative Grip
As you clinch your hand around the target, you inject him with a sedative.
Encounter * Technology Poison Reliable
Standard Action Melee Unarmed
Target: One Creature
Attack: Dexterity vs AC
Covert Cybernetics: The Attack is Dexterity vs Will instead.
Hit: 1d6 + Dexterity modifier poison damage and the target is slowed until the
end of your next turn.

Focused Shot
Calculating the best possible shot, you strike out against your target.
Encounter * Technology Weapon
Standard Action Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity damage of the appropriate type.
Overt Cybernetics: Target is also knocked prone.


Level 1 Daily Cyborg Developments

Supporting Fire
From your position, you unleash a flurry of shots to protect your allies.
Daily * Technology Weapon Zone
Minor Action Burst 3 at Range 10
Target: One Ally
Requirement: Must be able to make a basic ranged attack.
Effect: Until the end of your next turn, whenever an enemy in the effected zone
attacks an ally or moves into the zone, make a basic ranged attack as an
immediate interrupt.

Strike the Weak Point
You make harsh and cruel shot against the weakest spot your internal systems can
find on your enemy.
Daily * Technology Weapon
Standard Action Melee or Ranged Weapon
Requirement: Target must currently be under analysis.
Target: Dexterity + Wisdom vs Reflex (Covert/Overt Ranged)
Strength + Wisdom vs Reflex (Overt Melee)
Hit: 3[W] + Dexterity modifier + Wisdom modifier damage. (Covert/Overt
Ranged)
3[W] + Strength modifier + Wisdom modifier damage (Overt Melee)

Concussive Blow
With a heavy blow you send your opponent reeling.
Daily * Technology
Standard Action Melee Weapon
Target: Strength vs AC
Covert: Dexterity vs AC
Hit: 3[W] + Strength modifier damage and the opponent is dazed until the end of
your next turn.
Covert: 3[W] + Dexterity modifier damage and the opponent is dazed
until the end of your next turn.

Level 2 Utility Cyborg Developments

Computer Interface
You are exceptionally fast when dealing with computers.
Encounter * Technology
Minor Action Personal
Effect: Make a Science or Thievery check related to computers as part of this
action regardless of whether it would be standard or move action normally.

Surprising Strength
People are constantly surprised with how strong you appear to be.
At Will * Technology
Immediate Interrupt Personal
Trigger: Fail an Athletics or Strength check
Effect: +4 to the total of your roll.

Downloaded Moves
Martial arts is easy when all you have to do is download a catalog of Bruce Lee’s
writings.
Encounter * Technology
Minor Action Personal
Effect: Until the end of your next turn, add your Wisdom bonus to any melee
attack you make.

Unconscious Senses
Your eyes and ears never completely shut off without being damaged.
At Will * Technology
Free Action Personal
Trigger: You are asleep or unconscious.
Effect: Passive Perception continues even while asleep or unconscious.

Gadgeteer
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:

Saboteur – Assault
Drones – Control

Genius
Technological Leader
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


Scientist – Int
Doctor – Wis

Daredevil
Power Source: Natural. Daredevils get their power from skill and sheer
stubborn willfulness. They seem to keep going
regardless of all the problems they have.
Role: Defender. Somehow, someway, daredevils always find themselves
responsible for protecting others. Willing or not,
they eventually step up to the position of protecting
others.
Key Abilities: Strength, Constitution, Dexterity, Wisdom

Armor Proficiencies: Cloth, Concealed, Tactical, Battle, Riot, All Shields
Weapon Proficiencies: Unarmed, Simple Melee, Simple Firearms,
Martial Firearms
Bonus to Defense: +2 Will

Hit Points at First Level: 15 + Constitution score
Hit Points per Level: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Choose 3 of the following skills
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis),
Streetwise (Cha)

Build Options: Lucky Stiff, Tough Guy
Class Traits: Combat Challenge, Combat Superiority, Daredevil
Weapon Talent

Traits:

Combat Challenge: In combat it’s dangerous to ignore a daredevil as just
a normal guy. Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to one mark at a time. A new mark supersedes a mark that was already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.

Combat Superiority: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining it may use them to resume moving.

Daredevil Weapon Talent: No matter how careful they are about loading
their guns, in the end, daredevils always seem to end up brawling against
their enemies in the most dire situations. They gain +1 to hit and +2 to
damage with unarmed attacks.

Daredevil Exploits

Level 1 At Will Daredevil Exploits

Combo
You strike out at one target and catch another on the return.
At Will * Natural Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage to target. Also deal Strength modifier
damage to a second target adjacent to the first.
Increase to 2[W] + Strength modifier damage at 21st level.

Well-Placed Jab
You trade impact for accuracy to keep some of the heat on the enemy.
At Will * Natural Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength + 2 vs AC
Hit: 1[W] damage.

Defensive Strike
A quick shot sets you up to avoid the next attacks from your opponent.
At Will * Natural Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Reflex
Hit: Strength modifier damage and you gain +1 to all defenses until the end of
your next turn.

Shove Aside
You shoulder your opponent aside and put yourself in his position.
At Will * Natural Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Reflex
Hit: 1[W] + Strength modifier damage. Target is pushed 1 square, you may shift
into the square they just left.
Increase to 2[W] + Strength modifier damage at 21st level.

Level 1 Encounter Daredevil Exploits

Low Blow
It isn’t exactly the nicest thing to do in a fight, but it works.
Encounter * Natural Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength damage and target is slowed and can’t shift until the end of
your next turn.

Covering Blow
Sometimes it’s necessary to forcefully pull people out of their self-made messes.
Encounter * Natural Weapon
Standard Action Melee Weapon
Target: One Creature
Hit: 2[W] + Strength damage and an ally adjacent to either you or the target may
shift 2 squares.

Snap Shot
With a quick motion you make a swift attack against an enemy.
Encounter * Natural Weapon
Immediate Reaction Melee or Ranged Weapon
Trigger: An enemy breaks cover (ranged) or provokes an opportunity
attack (melee)
Requirement: Must be unarmed or have a free hand.
Target: One Creature
Attack: Strength vs AC (melee) Dexterity vs AC (ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier
damage (ranged)
Special: The ranged attack version of this does not provoke Opportunity attacks.

Two-Fisted Fighter
You push through one opponent to get to the next.
Encounter * Natural Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you may shift 1 square. Make a
secondary attack.
Secondary Target: One creature other than the primary target.
Secondary Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.

Level 1 Daily Daredevil Exploits

Comeback Strike
Apparently, they think you felt that last hit.
Daily * Natural Reliable Weapon Healing
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and you may spend a healing surge.

Brutal Blow
Sometimes you can just feel the frustration behind a hit.
Daily *Natural Reliable Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage.

It’s You or Me
There are some people that just rub you the wrong way.
Daily * Natural Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and you gain a power bonus of +2 to
attack and +4 to damage against that target until the end of the encounter.
Miss: You gain a power bonus of +1 to attack and +2 to damage against that
target until the end of the encounter.

Level 2 Utility Daredevil Exploits

Terminally Stubborn
Some people just don’t know when to quit.
Daily * Natural Healing
Minor Action Personal
Requirement: You must be bloodied and have already expended your
Second Wind.
Effect: Gain the effects of Second Wind.

Not That Way!
Sometimes the squishies need a little redirecting.
Encounter * Natural
Move Action Melee 1
Target: One Willing Ally
Effect: Slide adjacent ally 2 squares to a square that is adjacent to you.

No Opening
A stumble and a bit of lucky timing saves you from giving your opponent an
advantage.
Encounter * Natural
Immediate Interrupt Personal
Trigger: An enemy attacks you and has combat advantage over you.
Effect: You cancel the combat advantage you were about to grant to the attack.

Unstoppable
You just keep going and going.
Daily * Natural Healing
Minor Action Personal
Effect: You gain temporary hit points equal to 2d6 + Constitution modifier.

Captain
Natural Leader
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


Inspiring – Cha
Tactical – Int

Agent
Power Source: Natural. Agents have trained for years to reach
the point of skill and strength they have.
Agents are a mix of weapon experts and
master spies.
Role: Striker. Agents know how best to hit where it hurts and
are exceptional at appearing in surprising places.
Key Abilities: Dexterity, Wisdom, Charisma

Armor Proficiencies: Cloth, Concealed, Tactical
Weapon Proficiencies: All Simple Melee, All Martial Melee, All Simple
Ranged, All Martial Ranged, Shuriken, All
Simple Firearms, All Martial Firearms
Bonus to Defense: +2 to Reflex

Hit Points at First Level: 12 + Constitution Score
Hit Points per Level: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Stealth and choose four of the following:
Class Skills:Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy
(Cha), History (Int), Insight (Wis), Intimidate (Cha),
Nature (Wis), Perception (Wis), Stealth (Dex), Streetwise
(Cha), Thievery (Dex)

Build Options: Weapons Expert, Spy Master
Class Traits: First Strike, Sneak Attack, Agent Weapon Talent

Traits

First Strike: At the start of an encounter, you have combat advantage
against any creatures that have not yet acted in that
encounter.

Sneak Attack: Once per round, when you have combat advantage against
an enemy and are using a weapon from the light
blade, light hand gun, unarmed, hand crossbow or
sling groups, an attack you make against that enemy
deals extra damage if the attack hits. You decide
whether to apply the extra damage after making the
damage roll. As you advance in level, your extra
damage increases.

1st – 10th +2d6
11th – 20th +3d6
21st – 30th +5d6

Agent Weapon Talent: Choose either melee or ranged, gain a +1 to hit
with that type of weapon.

Agent Exploits

Level 1 At Will Daredevil Exploits

Level 1 Encounter Daredevil Exploits

Level 1 Daily Daredevil Exploits

Level 2 Utility Daredevil Exploits



Brawler
Power Source: Innate. The brawler’s power doesn’t come from natural
skill, technological mastery or mystical power.
Their power comes from raw, inhuman strength,
resilience and fury.
Role: Defender. Brawlers tend to drive themselves headlong into crowds
of foes, producing a wake that more vulnerable
allies can safely follow behind.
Key Abilities: Strength, Constitution, Charisma

Armor Proficiencies: None
Weapon Proficiencies: Unarmed, Club
Bonus to Defense: +2 Fortitude

Hit Points at First Level: 15 + Constitution Score
Hit Points per Level: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Choose 3 of the following skills.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis),
Nature (Int), Streetwise (Cha)

Build Options: Brute, Brick
Class Traits: Brawler Weapon Talent, Fearful Presence, Focus
Monstrous Strength

Traits:

Brawler Weapon Talent: Brawlers are exceptional skilled at turning their
surroundings into weapon. They gain a +2 to hit with Improvised
Weapons. In addition, they may use any item up to their carry weight as a
one-handed improvised weapon and any weapon up to their lift weight as
a two-handed improvised weapon.

Fearsome Presence: Brawlers are indescribably frightening. Whenever you attack an opponent, whether the attack hits or misses, you can mark that opponent. The mark lasts until the end of your next turn. While a target is marked, it cannot shift and takes a -2 penalty to attacks that do not include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark already in place.

Focus: Brawlers are usually destructive brutes or resilient bricks.

Brute: Unarmed damage increases to 1d8 and AC bonus is +6, speed -1.
They are considered to be wearing heavy armor.

Brick: Unarmed damage increases to 1d6 and AC bonus is +8, speed -2.
They are considered to be wearing heavy armor.

Ride the Anger: All Brawlers have access to this very dangerous Daily power.

Ride the Anger
They shouldn’t have made you angry.
Daily * Innate
Minor Action Personal
Requirement: You must be bloodied.
Effect: If you have been attacked or otherwise affected by hostile powers since your last round, then you gain a +1 to attack and damage.
This bonus accumulates over each round as long as you are attacked.
If, for any reason, you are no longer bloodied at any time after activating this power, then the effect ends and cannot be regained until you next have access to this power.
While Ride the Anger is active, then you have -1 to all defenses.
Brick: Ride the Anger lasts until you are at Bloodied +
Constitution modifier hit points.
Brute: You can start Ride the Anger at Bloodied + Constitution
modifier hit points.

Brawler Mutations

Level 1 At Will Brawler Mutations

Sweeping Blow
Sweeping your arms aside you smack multiple opponents.
At Will * Innate
Standard Action Melee
Target: A number of Adjacent enemies equal to your Constitution modifier.
Attack: Strength vs AC
Hit: Strength modifier damage.
Increase to 1d6 + Strength modifier damage at 21st level.

Hard Strike
Even a glancing blow is painful.
At Will * Innate Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] + Strength modifier damage at 21st level.
Miss: Strength modifier damage.

Bolstering Fury
With every hit you land, your confidence and fury grow.
At Will * Innate Weapon Healing
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. Gain Temporary HP equal to your
Charisma modifier.
Increase to 2[W] + Strength modifier damage at 21st level.

Ferocious Grab
With a swift gesture you wrap your hands around your target.
At Will * Innate
Standard Action Melee
Target: One Creature
Attack: Strength vs Reflex
Hit: Strength modifier damage and target is grabbed.
Increase to 2d6 + Strength modifier damage at 21st level.

Level 1 Encounter Brawler Mutations

Stunning Smash
With a heavy blow you rattle your opponent’s brain around in its skull.
Encounter * Innate Melee Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and target is dazed until the end of your
next turn.
Brick: Target is stunned until the end of your next turn.

Fearsome Roar
A battle cry or bestial growl sends chills through all your enemies.
Encounter * Innate Fear
Standard Action Close Burst 1
Special: This action does not provoke attacks of opportunity.
Target: All enemies in burst.
Attack: Charisma vs Will
Hit: Target is -2 to attacks in addition to penalties from being marked, if the
Brawler chooses to mark them.

Fling Foe
You take a grabbed foe and fling outward away from you.
Encounter * Innate
Standard Action Melee
Requirement: You must already have target grabbed.
Target: Creature Grabbed
Attack: Strength vs Reflex
Hit: Slide target up to a number of squares in a straight line equal to your
Strength modifier, stopping at the first enemy-occupied square. Target
takes 1d8 + Strength modifier damage and is knocked prone. Make
secondary attack.
Secondary Target: Enemy in square you throw opponent.
Secondary Attack: Strength vs AC
Secondary Hit: 1d8 + Strength modifier damage and is knocked prone.
Miss: Slide target a number of squares equal to your Strength modifier, he lands
on his feet.

Heavy Handed
Brawlers are infamous for striking horrendously hard.
Encounter * Innate Weapon
Brute: Add “Reliable” to keywords
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage.

Level 1 Daily Brawler Mutations

Dodge This!
You can’t dodge this.
Daily * Innate Weapon
Requirement: Improvised weapon at least one square in size.
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Fortitude
Hit: [W] + Strength modifier damage and target is Immobilized (save ends) and
knocked prone. You are disarmed of the weapon.
Miss: Half damage target is knocked prone. You are disarmed of the weapon.

Monstrous Blow
You lash out with terrible strength.
Daily * Innate Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and target is stunned.

Shockwave
A shockwave radiates out from the impact with your opponent
Daily * Innate Weapon
Standard Action Close Burst 1
Requirement: You must be unarmed to use this power.
Target: All creatures in burst
Attack: Strength vs Reflex
Hit: 2[W] + Strength modifier damage and target is knocked prone. All targets
are marked.

Level 2 Utility Brawler Mutations

Wall Breaker
Brawlers cause massive drops in property value.
Encounter * Innate
Minor Personal
Effect: Until the end of your next turn, add your Strength Score + ½ your level to
any Strength check meant to break an object.

Combat Furor
You thrive on the chaos of battle.
Daily * Innate Healing
Minor Personal
Prerequisite: Bolstering Fury
Effect: Until the end of the encounter, any temporary Hit Points you gain from
Bolstering Fury are permanent Hit Points until you hit your
maximum hit points.

Fling Ally
Your massive strength can be used to move your friends around as well as your
enemies, whether they want you to or not.
Encounter * Innate
Move Action Melee
Target: One adjacent ally
Effect: Slide the target a number of squares equal to your Strength modifier, your
ally does not provoke attacks of Opportunity for this movement.

Easy Strength
You make feats of strength look easy.
Encounter * Innate
Minor Action Personal
Effect: Make an Athletics or Strength check as part of this action, even if it would
normally be a Standard Action.

Traveler
Innate Striker
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


Fly
Leap
Run
Teleport

Projector
Innate Striker
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


Aura
Blasts

Elementalist
Innate Controller
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


Destroyer
Shaper

Mentalist
Innate Leader
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


Warrior
Guide

Avatar
Mystic Leader
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


Battle
Devoted

Champion
Power Source: Mystic. Champions have been chosen by mystical forces
to act as a defender and enforcer for their goals.
They are empowered by those forces in ways that
are ethereal in source, but very real in effect.
Role: Defender. Champions, whether of fear or hope, exist to stand firm
against the enemies of their mission. Sometimes they have sought out this destiny, other times it has been thrust on them, but all are driven to complete it.
Key Abilities: Strength, Wisdom, Charisma

Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Plate,
All Shields
Weapon Proficiencies: All Simple Melee, All Martial Melee, All Simple
Ranged, All Martial Ranged
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at First Level: 15 + Constitution Score
Hit Points per Level: 6
Healing Surges per Day: 10 + Constitution Modifier

Trained Skills: Religion or Arcana. Add any 3 of the following skills.
Class Skillsiplomacy (Cha), Endurance (Con), Heal (Wis), History (Int),
Insight (Wis), Intimidate (Cha)

Build Options: Enforcer, Protector
Class Traits: Weapon of Power, Mystic Challenge, Lay on Hands

Traits:

Weapon of Power: All champions are equipped with a signature magic
weapon, the discovery of which imbued them with their purpose and
power. Each weapon is unique in appearance and capability as determined by the powers chosen by the champion. At character creation, the champion chooses a weapon and a damage type that applies to their weapon. This choice can’t be retrained.

Any power with the keyword “Icon” requires this weapon to use.

All Weapons gain a bonus to Attack and Damage and Critical
Damage based on the character’s level. The critical damage is of
the type chosen by the player.

Attack/Damage Critical
Level 1st – 5th +1 +1d8
Level 6th – 10th +2 +2d8
Level 11th – 15th +3 +3d8
Level 16th – 20th +4 +4d8
Level 21st – 25th +5 +5d8
Level 26th – 30th +6 +6d8

Weapons: If stats are not mentioned, they are 1d8 damage and +2
proficiency bonus.

Heavy Blade – 1d10 damage, Proficiency bonus increased to +3
Light Blade and Shield – 1d6 damage, +3 prof bonus, +2 AC/Refl
Mace and Shield – 1d8 damage, +1AC/Reflex
Hammer – range 5/10 returning
Axe – High Crit, 1d10 damage
Spear and Helmet – Reach, +1 AC (-1 to hit rabbits – j/k)
Staff – +1 AC/Reflex
Unarmed – 1d6 damage, Proficiency bonus increased to +3, can’t
be removed from you

Energy Types: Necrotic or Radiant. This damage can take many forms,
including lightning bolts, black mists, icy chills, fire and so on, but
regardless of the appearance the damage is either Necrotic or
Radiant.

Lay on Hands: Champions can heal the injuries of their comrades with but a single mystic touch.

Lay on Hands
Your mystic touch eases your ally’s wounds.
At Will * Mystic Healing
Minor Action Melee touch
Special: You can use this a number of times per day equal to your Wisdom modifier, but only once per round.
Target: One Creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Mystic Challenge:

Mystic Challenge
Powerful energies strike down those you’ve marked.
At Will * Mystic
Minor Action Close Burst 5
Target: One Creature in Burst

You mark the target. The target stays marked until you use this power on another target or you fail to engage it. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.

While marked, the target takes a -2 to hit for any attack that doesn’t include you as a target. Also, it takes damage of a type appropriate to your weapon equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. This damage increases to 6 + your Intelligence modifier at 11th level and to 9 + your Intelligence modifier at 21st level.

On your turn, you must engage the target you targeted or target a different target. To engage the target you must either attack it or end your turn adjacent to it. If none of these conditions occur by the end of your turn, the marked condition ends and you can’t use the targeting laser on your next turn.

You can use Mystic Challenge once per round.

Champion Invocations

Level 1 At Will Champion Invocations

Valiant Strike
The impossible odds facing you only fuel your excellence.
At Will * Mystic Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC (+1 for every adjacent opponent)
Hit: 1[W] + Strength modifier damage.

Fated Strike
The blow was not driven by luck, but by fate.
At Will * Mystic Icon
Free Action Melee Weapon
Trigger: You strike a critical blow with your Weapon of Power.
Effect: You make a secondary attack.
Secondary Target: All enemies adjacent to target.
Secondary Attack: Charisma vs Reflex
Secondary Hit: Charisma modifier damage of the
appropriate energy type.

Opening Strike
Every strike you make leaves the opponent open to another.
At Will * Mystic Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. You grant an ally with 5 squares
of the target a +2 to attack until the end of your next turn.

Stepping Strike
Your strike opens up an opportunity for you to change position.
At Will * Mystic Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Reflex
Hit: Strength modifier damage.
Effect: Shift 1 square.

Level 1 Encounter Champion Invocations

Fearsome Smite
When you strike, the force of your blow causes your foe to shudder and
second guess his tactics.
Encounter * Mystic Icon
Standard Action Melee Weapon
Target One Creature
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier damage of the appropriate energy type
damage. Target takes a penalty on attacks rolls equal to your Wisdom modifier.
Necrotic: Make Secondary Attack
Secondary Target: All enemies adjacent to target.
Secondary Attack: Charisma vs Will
Secondary Hit: Target suffers a -2 penalty to attacks until
the end of your next turn.

Shielding Smite
A translucent golden shield forms around a nearby ally as you strike.
Encounter * Mystic Icon
Standard Action Melee Weapon
Target: One Creature
Attack: Charisma vs AC
Hit: 2[W] + Charisma modifier damage of the appropriate energy type
damage.
Effect: One Ally within 5 squares of you gains a Power Bonus to AC
equal to your Wisdom modifier until the end of your next
turn.
Radiant: All allies adjacent to the shielded ally gain a +1 Power
bonus to AC until the end of your next turn.

Leading Strike
With a flurry of striking and footwork you can encourage an opponent to
go where you want him.
At Will * Mystic Weapon
Standard Action Melee Weapon
Target: One Creature
Requirement: Target must be marked by you.
Attack: Charisma vs Will
Hit: 1[W] damage.
Effect: Shift up to two squares after the attack and slide target two squares
to be adjacent to you.

Destined Smite
Fate and destiny guide your hand in your mission.
Encounter * Mystic Weapon Reliable
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage.

Level 1 Daily Champion Invocations

Champion’s Oath
As you strike, your power heals one of your allies.
Daily * Mystic Icon Healing
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage of the appropriate energy type
damage and an ally within 5 squares may use a healing surge.
Miss: An ally with 5 squares may use a healing surge.

Delirium of Wrath
You engulf your enemies in searing ribbons of energy.
Daily * Mystic Icon
Standard Action Ranged 5
Target: One Creature
Attack: Charisma vs Reflex
Hit: 3d8 + Charisma modifier damage of the appropriate energy type and
the target is dazed until the end of your next turn. In addition, the target takes a -2 penalty to AC. (save ends)
Miss: Half damage and the target is dazed until the end of your next turn.

On Pain of Death
Your invocation wracks your foe with terrible pain whenever he makes an
attack.
Daily * Mystic Icon
Standard Action Ranged 5
Target: One Creature
Attack: Charisma vs Will
Hit: 3d8 + Charisma modifier damage of the appropriate energy type.
Once per round, the target takes 1d8 damage after making
any attacks on its turn (save ends).
Miss: Half damage. Once per round, the target takes 1d4 damage after
making any attacks on its turn (save ends).

Level 2 Utility Champion Invocations

Astral Speech
You speak with such compelling conviction that othesr find it difficult to
refute your beliefs and claims.
Daily * Mystic
Minor Action Personal
Effect: You gain a +4 to diplomacy rolls until the end of the encounter.

Martyr’s Blessing
You step into an attack made against an adjacent ally.
Daily * Mystic
Immediate Interrupt Close Burst 1
Trigger: An adjacent ally is hit by a ranged or melee attack.
Effect: You are hit by the attack instead.

Protective Circle
You trace a circle around you that expands swiftly to encompass allies in
its shielding glow.
Daily * Mystic Icon Zone
Standard Action Close Burst 3
Effect: Creates a zone that until the end of the encounter, grants you and
allies within it a +1 to AC

Summon Icon
With a magical word, you summon forth your magical weapon from where
it has fallen.
At Will * Mystic
Standard Action Range 5
Requirement: Weapon must be within your line of sight.
Effect: Your weapon returns to you.


Mage
Mystic Controller
Power Source:
Role:
Key Abilities:

Armor Proficiencies:
Weapon Proficiencies:
Bonus to Defense:

Hit Points at First Level:
Hit Points per Level:
Healing Surges per Day:

Trained Skills:
Class Skills:

Build Options:
Class Traits:


War Wizard
Control Wizard


Modern Armor AC Check Penalty Speed Weight Cost

Cloth +0 0 0 4 1
Concealable +2 0 0 15 25
Tactical +3 -1 0 25 30

Battle 6 -1 -1 40 40
Riot 7 0 -1 45 45
Hard Suit 8 -2 -1 50 50

Unarmed
Proficient Bonus +2
Damage 1d4
Group Unarmed

Firearms

Simple Handguns
Light Pistol
Proficient Bonus +2
Damage 1d4
Range 8/16
Clip Size 8+1
Load Minor
Group Light Hand Gun
Traits Off Hand, Jams
Light Revolver
Proficient Bonus +2
Damage 1d6
Range 6/12
Clip Size 6
Load Move
Group Light Hand Gun
Traits Off Hand
Medium Pistol
Proficient Bonus +2
Damage 1d6
Range 8/16
Clip Size 8+1
Load Minor
Group Heavy Hand Gun
Traits Off Hand, Jams
Medium Revolver
Proficient Bonus +2
Damage 1d8
Range 6/12
Clip Size 6
Load Move
Group Heavy Hand Gun
Traits Off Hand

Simple Longarms
Hunting Rifle
Proficient Bonus +3
Damage 1d10
Range 15/30
Clip Size 4
Load Move
Group Rifle
Traits Two-Handed
Shotgun
Proficient Bonus +3
Damage 1d8
Range 5/10
Clip Size 5
Load Move
Group Shotgun
Traits Two-Handed, High Crit

Military Handguns
Heavy Pistol
Proficient Bonus +2
Damage 1d8
Range 8/16
Clip Size 12+1
Load Minor
Group Heavy Hand Gun
Traits High Crit, Jams, Versatile*
*Used two-handed grants a +1 to Attack instead of damage.
Heavy Revolver
Proficient Bonus +2
Damage 1d10
Range 6/12
Clip Size 6
Load Move
Group Heavy Hand Gun
Traits Off Hand
Machine Pistol
Proficient Bonus +2
Damage 1d6
Range 7/14
Clip Size 30+1
Load Minor
Group Automatic
Traits Off Hand, Jams

Military Longarms
Assault Rifle
Proficient Bonus +3
Damage 1d8
Range 10/20
Clip Size 30+1
Load Minor
Group Automatic
Traits Two-Handed Jams
Sniper Rifle
Proficient Bonus +3
Damage 1d12
Range 20/40
Clip Size 6+1
Load Minor
Group Automatic
Traits Two-Handed, Jams
Combat Shotgun
Proficient Bonus +3
Damage 1d8
Range 7/14
Clip Size 10
Load Minor
Group Shotgun
Traits Two-Handed, High Crit





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