Archetypes
Archetypes determine your character's characteristics, wound and strain thresholds and special abilities. You also gain starting experience points based upon your chosen archetype, which can be used to improve characteristiscs and purchase additional ranks in skills.
The archetypes listed here do not represent any particular species present within the universe of Xenoblade Chronicles X. Although they are intended to represent the Human-led BLADE organization, they could just as easily represent any of the other alien species that exist within the setting.
Drifter
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 110 XP
Starting Skills: A Drifter starts with one rank in each of two different non-career skills at character creation. They obtain this rank before spending experience points, and these skills may not be increased higher than rank 2 during character creation.
Ready For Anything: Once per session as an out-of-turn incidental you may move one Story Point from the Game Master's pool to the player pool.
Duelist
Wound Threshold: 12 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 100 XP
Starting Skills: A Duelist starts with one rank in Coercion during character creation. They obtain this rank before spending experience points, and may not increase Coercion above rank 2 during character creation.
Force of Will: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Willpower.
Bastion Warrior
Wound Threshold: 12 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 100 XP
Starting Skills: A Bastion Warrior begins with one rank in Resilience during character creation. They obtain this rank before spending experience points, and may not increase Resilience above rank 2 during character creation.
Tough As Nails: Once per session, your character may spend a Story Point as an out-of-turn incidental immediately after suffering a Critical Injury and determining the result. If they do so, they count the result rolled as "01".
Full Metal Jaguar
Wound Threshold: 8 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Starting Skills: A Full Metal Jaguar begins with one rank in Coordination during character creation. They obtain this rank before spending experience points, and may not increase Coordination above rank 2 during character creation.
Nimble: Once per session, your character may spend a Story Point as an out-of-turn incidental to perform an immediate free maneuver. This maneuver does not count against your two-maneuver limit for your next turn.
Astral Crusader
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Starting Skills: An Astral Crusader begins with one rank in Perception during character creation. They obtain this rank before spending experience points, and may not increase Perception above rank 2 during character creation.
Backup Plan: Once per session, your character may spend a Story Point as an incidental. If they do so, they gain the normal benefits of using the Story Point, but the Story Point remains in the players' pool and is not added to the Game Master's pool.
Mastermind
Wound Threshold: 8 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Starting Skills: A Mastermind begins with one rank in Knowledge (Mira) during character creation. They obtain this rank before spending experience points, and may not increase Knowledge (Mira) above rank 2 during character creation.
Brilliant!: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next check they make during that turn, you count their ranks in the skill being used as equal to their Intellect.
Galactic Knight
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Starting Skills: A Galactic Knight begins with one rank in Cool during character creation. They obtain this rank before spending experience points, and may not increase Cool above rank 2 during character creation.
Forceful Personality: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make, your character doubles the strain they inflict or the strain they heal (you choose before making the check).
BLADE
BLADE (Building a Legacy After the Destruction of Earth) is a private military organization that was originally funded by the US Government with the understanding that it would act as a temporary autonomous government during the transitional period between Humanity's evacuation of earth and the establishment of a new colony. All BLADE operatives belong to one of eight divisions.
As part of character creation, you must select one of these eight Divisions. Your choice in Division determines your character's career skills. Additionally, you may choose four of your chosen Division's career skills and gain one rank in each.
Curators
Curators are responsible for pioneering and surveying the landscape of Mira, collecting various materials native to Mira including flora and samples of fauna.
Curators count the following skills as career skills: Cool, Knowledge (Mira), Knowledge (Xenology), Perception, Ranged (Light), Resilience, Survival, and Vigilance.
Harriers
Harriers are melee-oriented combatants, often tasked with the dangerous but necessary job of hunting Indigens and Tyrants to create a safer environment for the residents of NLA.
Harriers count the following skills as career skills: Athletics, Brawl, Coercion, Melee, Perception, Ranged (Heavy), Resilience, and Vigilance.
Interceptors
Interceptors serve the dual purpose of acting as bodyguards for survey teams sent out to explore Mira, as well as the subjugation of dangerous creatures, much like the Harriers. Interceptors however utilized ranged weapons to take down dangerous enemies from a distance.
Interceptors count the following skills as career skills: Cool, Coordination, Deception, Ranged (Light), Ranged (Heavy), Skulduggery, Stealth, and Vigilance.
Mediators
Mediators are negotiators responsible for keeping the peace within NLA. While originally their job entailed resolving disputes amongst Human citizens, their duties have since expanded to include negotiating with the various alien species that have taken up residence within NLA.
Mediators count the following skills as career skills: Brawl, Charm, Cool, Deception, Knowledge (Xenology), Medicine, Negotiation, and Streetwise.
Outfitters
Outfitters lead the research and development wing of BLADE. They assist arms manufacturers in acquiring raw materials to aid in the development of weapons and Skells.
Outfitters count the following skills as career skills: Computers, Driving, Knowledge (BLADE), Mechanics, Medicine, Negotiation, Ranged (Light), Ranged (Heavy).
Pathfinders
Pathfinders act as scouts and surveyors of the landscape of Mira, establishing Data Probes across the planet and acquiring information to aid NLA in surviving their harsh new home.
Pathfinders count the following skills as career skills: Knowledge (BLADE), Knowledge (Mira), Mechanics, Melee, Perception, Ranged (Heavy), Resilience, and Survival.
Prospectors
Prospectors are primarily responsible for acquiring raw materials and resources to help support the economy of NLA and enable expansion beyond the city's limits.
Prospectors count the following skills as career skills: Coordination, Knowledge (Mira), Mechanics, Perception, Ranged (Light), Ranged (Heavy), Survival, and Vigilance.
Reclaimers
Reclaimers are surveyors of the Miran landscape responsible for salvaging technology left behind from the crash of the White Whale, as well as the activation of dormant Mimeosomes.
Reclaimers count the following skills as career skills: Charm, Knowledge (BLADE), Knowledge (Mira), Mechanics, Melee, Perception, and Ranged (Light), Survival.
Skills
Table 1-1: General Skills
| Skill | Characteristic |
|---|---|
| Athletics | Brawn |
| Computers | Intellect |
| Cool | Presence |
| Coordination | Agility |
| Discipline | Willpower |
| Driving | Agility |
| Mechanics | Intellect |
| Medicine | Intellect |
| Perception | Cunning |
| Piloting | Agility |
| Resilience | Brawn |
| Skulduggery | Cunning |
| Stealth | Agility |
| Streetwise | Cunning |
| Survival | Cunning |
| Vigilance | Willpower |
Table 1-2: Combat Skills
| Skill | Characteristic |
|---|---|
| Brawl | Brawn |
| Melee | Brawn |
| Clash | Brawn |
| Ranged (Light) | Agility |
| Ranged (Heavy) | Agility |
| Gunnery | Agility |
Table 1-3: Knowledge Skills
| Skill | Characteristic |
|---|---|
| Knowledge (BLADE) | Intellect |
| Knowledge (Mira) | Intellect |
| Knowledge (Xenology) | Intellect |
Talents
| Talent Name | Tier | Source |
|---|---|---|
| Bought Info | 1 | Genesys Core Rulebook |
| Bullrush | 1 | Realms of Terrinoth |
| Challenge! | 1 | Realms of Terrinoth |
| Clever Retort | 1 | Genesys Core Rulebook |
| Defensive Syops | 1 | Genesys Core Rulebook |
| Desperate Recovery | 1 | Genesys Core Rulebook |
| Duelist | 1 | Genesys Core Rulebook |
| Durable | 1 | Genesys Core Rulebook |
| Finesse | 1 | Genesys Core Rulebook |
| Forager | 1 | Realms of Terrinoth |
| Grit | 1 | Genesys Core Rulebook |
| Hamstring Shot | 1 | Genesys Core Rulebook |
| Jump Up | 1 | Genesys Core Rulebook |
| Knack For It | 1 | Genesys Core Rulebook |
| Know Somebody | 1 | Genesys Core Rulebook |
| Let's Ride | 1 | Genesys Core Rulebook |
| One With Nature | 1 | Genesys Core Rulebook |
| Painful Blow | 1 | Realms of Terrinoth |
| Parry | 1 | Genesys Core Rulebook |
| Precision | 1 | Realms of Terrinoth |
| Proper Upbringing | 1 | Genesys Core Rulebook |
| Quick Draw | 1 | Genesys Core Rulebook |
| Quick Strike | 1 | Genesys Core Rulebook |
| Rapid Reaction | 1 | Genesys Core Rulebook |
| Second Wind | 1 | Genesys Core Rulebook |
| Shield Slam | 1 | Realms of Terrinoth |
| Surgeon | 1 | Genesys Core Rulebook |
| Swift | 1 | Genesys Core Rulebook |
| Tavern Brawler | 1 | Realms of Terrinoth |
| Toughened | 1 | Genesys Core Rulebook |
| Tumble | 1 | Realms of Terrinoth |
| Unremarkable | 1 | Genesys Core Rulebook |
| Talent Name | Tier | Source |
|---|---|---|
| Basic Military Training | 2 | Genesys Core Rulebook |
| Berserk | 2 | Genesys Core Rulebook |
| Block | 2 | Realms of Terrinoth |
| Bulwark | 2 | Realms of Terrinoth |
| Coordinated Assault | 2 | Genesys Core Rulebook |
| Counteroffer | 2 | Genesys Core Rulebook |
| Daring Aviator | 2 | Genesys Core Rulebook |
| Defensive Stance | 2 | Genesys Core Rulebook |
| Defensive Syops (Improved) | 2 | Genesys Core Rulebook |
| Dual Wielder | 2 | Genesys Core Rulebook |
| Exploit | 2 | Realms of Terrnoth |
| Fan The Hammer | 2 | Genesys Core Rulebook |
| Flash of Insight | 2 | Realms of Terrinoth |
| Grapple | 2 | Realms of Terrinoth |
| Heightened Awareness | 2 | Genesys Core Rulebook |
| Heroic Recovery | 2 | Realms of Terrinoth |
| Hunter | 2 | Realms of Terrinoth |
| Impaling Strike | 2 | Realms of Terrinoth |
| Inspiring Rhetoric | 2 | Genesys Core Rulebook |
| Inventor | 2 | Genesys Core Rulebook |
| Lucky Strike | 2 | Genesys Core Rulebook |
| Reckless Charge | 2 | Realms of Terrinoth |
| Scathing Tirade | 2 | Genesys Core Rulebook |
| Side Step | 2 | Genesys Core Rulebook |
| Threaten | 2 | Realms of Terrinoth |
| Well-Travelled | 2 | Realms of Terrinoth (Knowledge (Geography) is replaced with Knowledge (Mira)) |
| Talent Name | Tier | Source |
|---|---|---|
| Backstab | 3 | Realms of Terrinoth |
| Barrel Roll | 3 | Genesys Core Rulebook |
| Bodyguard | 3 | Realms of Terrinoth |
| Counterattack | 3 | Realms of Terrinoth |
| Distinctive Style | 3 | Genesys Core Rulebook |
| Dodge | 3 | Genesys Core Rulebook |
| Dual Strike | 3 | Realms of Terrinoth |
| Eagle Eyes | 3 | Genesys Core Rulebook |
| Easy Prey | 3 | Realms of Terrinoth |
| Field Commander | 3 | Genesys Core Rulebook |
| Forgot to Count? | 3 | Genesys Core Rulebook |
| Full Throttle | 3 | Genesys Core Rulebook |
| Grenadier | 3 | Genesys Core Rulebook |
| Heroic Will | 3 | Genesys Core Rulebook |
| Natural | 3 | Genesys Core Rulebook |
| Inspiring Rhetoric (Improved) | 3 | Genesys Core Rulebook |
| Painkiller Specialization | 3 | Genesys Core Rulebook |
| Parry (Improved) | 3 | Genesys Core Rulebook |
| Precise Shot | 3 | Realms of Terrinoth |
| Pressure Point | 3 | Realms of Terrinoth |
| Scathing Tirade (Improved | 3 | Genesys Core Rulebook |
| Shockwave | 3 | Realms of Terrinoth |
| Talent Name | Tier | Source |
|---|---|---|
| Back-To-Back | 4 | Realms of Terrinoth |
| Can't We Talk About This? | 4 | Genesys Core Rulebook |
| Deadeye | 4 | Genesys Core Rulebook |
| Death Rage | 4 | Realms of Terrinoth |
| Defensive | 4 | Genesys Core Rulebook |
| Defensive Driving | 4 | Genesys Core Rulebook |
| Enduring | 4 | Genesys Core Rulebook |
| Field Commander (Improved) | 4 | Genesys Core Rulebook |
| How Convenient! | 4 | Genesys Core Rulebook |
| Inspiring Rhetoric (Supreme) | 4 | Genesys Core Rulebook |
| Mad Inventor | 4 | Genesys Core Rulebook |
| Overcharge | 4 | Genesys Core Rulebook |
| Scathing Tirade (Supreme) | 4 | Genesys Core Rulebook |
| Unrelenting | 4 | Genesys Core Rulebook |
| Talent Name | Tier | Source |
|---|---|---|
| Crushing Blow | 5 | Realms of Terrinoth |
| Dedication | 5 | Genesys Core Rulebook |
| Let's Talk This Over | 5 | Realms of Terrinoth |
| Indomitable | 5 | Genesys Core Rulebook |
| Master | 5 | Genesys Core Rulebook |
| Overcharge (Improved) | 5 | Genesys Core Rulebook |
| Retribution | 5 | Realms of Terrinoth |
| Ruinous Repartee | 5 | Genesys Core Rulebook |
| Whirlwind | 5 | Realms of Terrinoth |
New Talents
Cunning Pilot
Tier: 1
Activation: Passive
Ranked: No
When making a check using the Piloting skill, your character may make the check using Cunning instead of Agility.
BLADE Captain
Tier: 2
Activation: Passive
Ranked: No
Discipline, Knowledge (BLADE) and Leadership are now career skills for your character.
Skell Piloting License
Tier: 2
Activation: Passive
Ranked: No
Clash, Gunnery and Piloting are now career skills for your character.
Equipment
Table 2-1: Melee Weapons
| Name | Skill | Dam | Crit | Range | Encum | HP | Price | Rarity | Special |
|---|---|---|---|---|---|---|---|---|---|
| Brass Knuckles | Brawl | +1 | 4 | Engaged | 1 | 0 | 150 | 1 | Disorient 3 |
| Combat Knife | Melee | +2 | 3 | Engaged | 1 | 1 | 150 | 1 | Accurate 1 |
| Shortsword | Melee | +3 | 2 | Engaged | 1 | 1 | 300 | 2 | Defensive 1 |
| Longsword | Melee | +4 | 2 | Engaged | 3 | 2 | 350 | 4 | Defensive 1, Pierce 1, Unwieldy 2 |
| Photon Saber | Melee | 6 | 3 | Engaged | 1 | 2 | 1400 | 3 | Pierce 2, Sunder |
| Shield | Melee | +0 | 6 | Engaged | 1 | 1 | 150 | 1 | Defensive 1, Deflection 1, Inaccurate 2, Knockdown |
| Shield, Large | Melee | +0 | 5 | Engaged | 2 | 2 | 200 | 2 | Defensive 2, Deflection 2, Inaccurate 2, Knockdown |
| Shield, Bulwark | Melee | +0 | 5 | Engaged | 3 | 2 | 1600 | 3 | Cumbersome 4, Defensive 2, Deflection 3, Inaccurate 2, Knockdown, Reinforced |
| Javelin | Melee | +2 | 4 | Engaged | 2 | 1 | 125 | 1 | Accurate 1, Defensive 1 |
| Spear | Melee | +3 | 3 | Engaged | 3 | 1 | 225 | 2 | Accurate 1 |
Table 2-2: Ranged Weapons
| Name | Skill | Dam | Crit | Range | Encum | HP | Price | Rarity | Special |
|---|---|---|---|---|---|---|---|---|---|
| Grenade | Ranged (Light) | 8 | 3 | Short | 1 | 0 | 750 | 4 | Blast 5, Burn 1, Limited Ammo 1 |
| Light Pistol | Ranged (Light) | 5 | 4 | Short | 1 | 0 | 300 | 3 | |
| Heavy Pistol | Ranged (Light) | 6 | 3 | Medium | 1 | 0 | 750 | 3 | |
| Assault Rifle | Ranged (Heavy) | 8 | 3 | Long | 4 | 1 | 1700 | 5 | Auto-fire |
| Psycho Launcher | Ranged (Heavy) | 7 | 4 | Long | 3 | 1 | 1350 | 5 | Auto-fire, Pierce 2 |
| Raygun | Ranged (Heavy) | 12 | 3 | Long | 4 | 1 | 3300 | 6 | Pierce 4, Slow-Firing 1 |
| Sniper Rifle | Ranged (Heavy) | 9 | 2 | Extreme | 4 | 0 | 1850 | 5 | Accurate 2, Limited Ammo 4, Pierce 2 |
| Gatling Gun | Gunnery | 10 | 3 | Long | 6 | 1 | 1750 | 6 | Auto-fire, Cumbersome 3, Pierce 2, Vicious 2 |
Table 2-3: Armor
| Name | Defense | Soak | Encumbrance | Price | Rarity |
|---|---|---|---|---|---|
| Heavy Clothing | 0 | 1 | 1 | 50 | 2 |
| Grenada Galactic Group Light Armor | 1 | 1 | 2 | 100 | 2 |
| Orphean Armor | 2 | 0 | 1 | 500 | 4 |
| Meredith & Co. Padded Armor | 0 | 2 | 3 | 500 | 3 |
| Sakuraba Heavy Armor | 2 | 2 | 4 | 1000 (R) | 5 |
Vehicles
The BLADE organization relies heavily on a variety of forms of vehicular transport in order to carry out both the day-to-day running of New Los Angeles as well as field missions across the Planet Mira.
Skells
Skells are a particular type of vehicle developed in response to the alien threat back on Earth, before humanity's mass evacuation. Derived from the term "exoskeleton", Skells consist of a vehicular armored robot piloted by a trained BLADE operative.
The advantages of Skells are numerous. In addition to serving a role akin to both tanks and jets in military combat, the humanoid shape and natural finess of a Skell allows for skilled pilots to engage in construction work, as well as mining operations. Skells are also often used to help set up data probes across Mira.
Skell Combat Checks
Skell combat is handled in much the same way as regular vehicle combat, with a few notable changes.
Melee combat checks made inside of a Skell are handled using the Clash skill, which works off of the Skell's Brawn rating rather than the player character's. The rules for a melee combat check made inside of a Skell are otherwise identical to the standard rules for melee combat checks.
Ranged combat checks are made using the Gunnery skill, much like any other vehicle-mounted weapon.
Light-Type Skell - Formula
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 1 day.
Encumbrance Capacity: 5.
Price/Rarity: 217,000 credits/7.
Hard Points: 2.
Attachments: None.
Weapons:
- Railgun (Fire Arc Forward; Gunnery; Damage 6; Critical 3; Range [Medium]; Breach 2).
- M-Missile (Fire Arc Forward; Gunnery; Damage 6; Critical 3; Range [Medium]; Breach 2, Blast 3, Guided 3, Limited Ammo 6).
Light-Type Skell - Urban
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 1 day.
Encumbrance Capacity: 5.
Price/Rarity: 268,000 credits/7.
Hard Points: 3.
Attachments: None.
Weapons:
- GG Javelin (Fire Arc Forward; Clash; Damage 3; Critical 3; Range [Close]; Accurate 1, Breach 1).
- M-Missile (Fire Arc Forward; Gunnery; Damage 6; Critical 3; Range [Medium]; Breach 2, Blast 3, Guided 3, Limited Ammo 6).
Light-Type Skell - Verus
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 1 day.
Encumbrance Capacity: 5.
Price/Rarity: 240,000 credits/7.
Hard Points: 3.
Attachments: None.
Weapons:
- G-Buster Sword (Fire Arc Forward; Clash; Damage 6; Critical 2; Range [Close]; Knockdown).
Medium Type Skell - Inferno
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 2 days.
Encumbrance Capacity: 8.
Price/Rarity: 345,000 credits/6.
Hard Points: 4.
Attachments: None.
Weapons:
- B-Gatling (Fire Arc Forward; Gunnery; Damage 6; Critical 3; Range [Long]; Auto-fire).
Medium-Type Skell - Lailah
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 2 days.
Encumbrance Capacity: 8.
Price/Rarity: 313,000 credits/6.
Hard Points: 4.
Attachments: None.
Weapons:
- F-Rifle (Fire Arc Forward; Gunnery; Damage 6; Critical 3; Range [Long]).
Heavy-Type Skell - Amdusias
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 3 days.
Encumbrance Capacity: 12.
Price/Rarity: 548,000 credits/6.
Hard Points: 4.
Attachments: None.
Weapons:
- E-Scythe (Fire Arc Forward; Clash; Damage 7; Critical 3; Range [Close]; Breach 2, Sunder).
Heavy-Type Skell - Mastema
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 3 days.
Encumbrance Capacity: 12.
Price/Rarity: 440,000 credits/6.
Hard Points: 4.
Attachments: None.
Weapons:
- M-Sniper (Fire Arc Forward; Gunnery; Damage 7; Critical 3; Range [Strategic]; Accurate 1, Breach 2, Prepare 1).
Qmoeva
Control: Piloting.
Complement: 1 pilot.
Passenger Capacity: None.
Consumeables/Fuel: 1 day.
Encumbrance Capacity: 5.
Price/Rarity: N/A.
Hard Points: 2.
Attachments: None.
Weapons:
- Scissor-Blade (Fire Arc Forward; Clash; Damage 4; Critical 2; Range [Close]; Sunder)
- Railgun (Fire Arc Forward; Gunnery; Damage 6; Critical 3; Range [Medium]; Breach 2).
Table 3-1: Skell Melee Weapons
| Name | Firing Arc | Skill | Damage | Crit | Range | Encum | Special |
|---|---|---|---|---|---|---|---|
| Beam Shield | Fire Arc Forward | Clash | +0 | 5 | Close | 2 | Inaccurate 1, Defensive 2, Deflection 2 |
| E-Scythe | Fire Arc Forward | Clash | +3 | 3 | Close | 2 | Breach 1, Defensive 1, Vicious 2 |
| G-Buster Sword | Fire Arc Forward | Clash | +3 | 2 | Close | 3 | Breach 1, Vicious 2, Sunder |
| GG Javelin | Fire Arc Forward | Clash | +1 | 3 | Close | 2 | Accurate 1, Breach 1 |
| Rod | Fire Arc Forward | Clash | +1 | 4 | Close | 2 | Breach 1, Stun 5 |
| V-Knuckle | Fire Arc Forward | Clash | +1 | 4 | Close | 1 | Disorient 4, Knockdown, Stun 5 |
Table 3-2: Skell Ranged Weapons
| Name | Firing Arc | Skill | Damage | Crit | Range | Encum | Special |
|---|---|---|---|---|---|---|---|
| B-Gatling | Fire Arc Forward | Gunnery | 6 | 3 | Medium | 2 | Auto-Fire |
| Cracker | Fire Arc Forward | Gunnery | 6 | 3 | Short | 0.5 | Blast 4, Breach 1, Limited Ammo 1 |
| F-Rifle | Fire Arc Forward | Gunnery | 6 | 3 | Long | 2 | |
| M-Sniper | Fire Arc Forward | Gunnery | 7 | 3 | Strategic | 3 | Accurate 1, Breach 1, Prepare 1 |
| M-Missile | Fire Arc Forward | Gunnery | 6 | 3 | Medium | 2 | Breach 2, Blast 3, Guided 3, Limited Ammo 6 |
| Railgun | Fire Arc Forward | Gunnery | 6 | 3 | Medium | 2 | Breach 2 |
Skell Flight Module
The Skell Flight Module is an attachment that allows any Skell equipped with it to take off into the skies. A Skell with this attachment becomes an airborne vehicle. The Skell still uses its original Speed and Handling while in the sky.
Miranium Plating
Created from a special material found on Planet Mira, this plating grants any Skell suit the Reinforced item quality.
Adversaries
Across the continent of Primordia alone are regions filled with strange creatures that the BLADE organization has designated "Indigens". These Indigens are the local flora and fauna of Mira and vary greatly in terms of appearance.
Tyrants
Unique to this setting, Tyrants are a special kind of adversary who possess vehicle stats much like Skells, but otherwise possess the same characteristics as any other ordinary creature. Tyrants tend to be almost exclusively Indigens of Planet Mira, though there are a handful of exceptions.
Because of the inherent danger of a Tyrant, BLADE operatives are typically advised not to confront a Tyrant without a Skell. Even with a Skell, these beasts are dangerous enemies capable of great damage. As a result, BLADE keeps tabs on any such creatures who stray close to NLA.
Tyrants use the standard vehicle combat rules, utilizing Coordination in place of Piloting for skill checks.
Primordia
Blatta [Minion]
Blatta are Insectoids that bear a strong resemblance to enlarged cockroaches. They are social creatures that appear in groups and have a tendency to become aggressive during the night time.
- Skills (Group Only): Brawl, Survival.
- Talents: Finesse (When making a Brawl check, the Blatta may use Agility instead of Brawn).
- Abilities: Dark Vision (When making skill checks, Blatta remove up to b b imposed due to darkness), Flyer (Can hover; can ignore difficult terrain as long as the Blatta can reasonably stay above it, and they can ignore the penalties for moving through water. They must remain within medium range of the ground).
- Equipment: Bite (Brawl; Damage 6; Critical 3; Range [Engaged])
Beach Forfex [Minion]
Forfexes are crustacean-like creatures that live along the coast of Mira's continents. Beach Forfexes in particular are smaller Forfexes that live in large social groups.
- Skills (Group Only): Brawl, Resilience.
- Talents: None.
- Abilities: Amphibious (Forfexes can breathe underwater without penalty and never suffers movement penalties for traveling through water.
- Equipment: Claws (Brawl; Damage 7; Critical 5; Range [Engaged]).
Suid [Minion]
A Suid is a boar-like creature with a hard, durable cranium. Often moving in large packs, the larger Suids take care to ward off predators with shows of force. Suids wander the plains of Primordia during the day and retreat to shelter during the night.
- Skills (Group Only): Brawl, Coercion, Resilience, Vigilance.
- Talents: None.
- Abilities: None.
- Equipment: Headbutt (Brawl; Damage 7; Critical 4; Range [Engaged]; Knockdown)
Vesper [Minion]
Vespers are bat-like Theroids that emerge on Primordia's plains during the night. They prey upon various insectoid creatures such as Blatta, though they have been known to be aggressive towards most creatures smaller than a Grex.
- Skills (Group Only): Brawl, Ranged [Light], Vigilance.
- Talents: None.
- Abilities: Dark Vision (When making skill checks, Vespers remove up to b b imposed due to darkness), Flyer (Can hover; can ignore difficult terrain as long as the Vesper can reasonably stay above it, and they can ignore the penalties for moving through water. They must remain within medium range of the ground.)
- Equipment: Bite (Brawl; Damage 6; Critical 3; Range [Engaged]), Acid Shot (Ranged [Light]; Damage 7; Critical 5; Range [Short]; Blast 3, Slow-Firing 1).
Aprica [Rival]
Aprica are large, deer-like creatures that live amongst the larger lakes of Primordia. They possess large antlers and are usually docile, though they can become hostile if disturbed.
- Skills: Athletics 2, Brawl 2, Resilience 2, Vigilance 2.
- Talents: Ether Laser (the Aprica may use this talent to make a ranged attack check. The attack uses an Average (d d) Resilience check instead of the normal difficulty for ranged attacks. The attack has a range of medium, a base damage of 5, and a Critical Rating of 4. The attack also possesses the Auto-fire quality).
- Abilities: Silhouette 2.
- Equipment: Antlers (Brawl; Damage 8; Critical 3; Range [Engaged]; Vicious 1).
Cinicula [Rival]
Cinicula are huge Insectoid Indigens not dissimilar to mantises or beetles in appearance. They roam the plains of eastern Primordia and are known to prey upon Suids and Ovis.
- Skills: Athletics 2, Brawl 2, Resilience 2, Vigilance 2.
- Talents: Ether Laser (the Cinicula may use this talent to make a ranged attack check. The attack uses an Average (d d) Resilience check instead of the normal difficulty for ranged attacks. The attack has a range of medium, a base damage of 5, and a Critical Rating of 4. The attack also possesses the Auto-fire quality).
- Abilities: Silhouette 3.
- Equipment: Pincers and legs (Brawl; Damage 9; Critical 3; Range [Engaged]; Vicious 1).
Duoguill [Rival]
Duoguill are shark-like Piscinoids that swim through the air. In Primordia, they are most often found in lakes and swamps, where they prey upon other Indigens using their unique ability to generate an electrical current.
- Skills: Athletics 2, Brawl 3, Coordination 2, Perception 2, Resilience 3, Vigilance 2.
- Talents: Lightning Spear (the Duoguill may use this talent to make a ranged attack check. The attack uses an Average (d d) Resilience check instead of the normal difficulty for ranged attacks. The attack has a range of medium, a base damage of 7, and a Critical Rating of 4. The attack also possesses the Stun quality), Thunder Flash (The Duoguill may use this talent to make a Hard (d d d) Resilience check. For each s the check generates, one enemy within short range is disoriented for one turn. For each a the check generates, they remain disoriented for one additional turn).
- Abilities: Hover (Can hover; can ignore difficult terrain as long as the Saltat can reasonably stay above it, and they can ignore the penalties for moving through water. They must remain within medium range of the ground), Silhouette 2.
- Equipment: Tail Slam (Brawl; Damage 9; Critical 4; Range [Engaged]; Knockdown, Stun).
Grex [Rival]
Grexes are predators, often moving either alone or in packs to hunt their prey. They are incredibly aggressive by nature and will react with hostility towards any creature that strays into their territory.
- Skills: Brawl 2, Cool 1, Survival 2, Vigilance 2.
- Talents: Swift (A Grex does not spend additional maneuvers to move through difficult terrain).
- Abilities: Silhouette 2.
- Equipment: Claws and fangs (Brawl; Damage 7; Critical 3; Range [Engaged]; Vicious 1).
Lepyx [Rival]
Lepyxes are large Indigens with bodies reminiscent of sea slugs, although they stand on four incredibly long legs. It is believed Lepyxes were once marine animals that later migrated to live on land.
- Skills: Brawl 2, Cool 2, Resilience 2, Survival 2.
- Talents: Debilitating Breath (The Lepyx may use this talent to make a Hard (d d d) Resilience check. For each s the check generates, one enemy within short range is disoriented for one turn. For each a the check generates, they remain disoriented for one additional turn).
- Abilities: Silhouette 3.
- Equipment: Stomp (Brawl; Damage 7; Critical 4; Range [Engaged]; Knockdown).
Mortifole [Rival]
Mortifoles are carnivorous plant-like creatures that attract other creatures with their sweet scent before killing and devouring any creature that strays too close. They utilize a significant amount of energy hunting, however, and so often remain still for hours at a time so as to conserve their strength.
- Skills (Group Only): Brawl 3, Resilience 2, Stealth 4.
- Talents: Drag (A Mortifole can use a maneuver to move a target effected by its thorny vines' Ensnare quality to engaged range), Inconspicuous (a Mortifole in a natural environment appears indistinguishable from a normal plant; a character can make a Hard Perception or Vigilance check to identify a Mortifole), Pollen Cloud (The Mortifole may use this talent to make a Hard (d d d) Resilience check. For each s the check generates, one enemy within short range is disoriented for one turn. For each a the check generates, they remain disoriented for one additional turn), Silhouette 2, Unexpected Attack (a Mortifole that has not been yet identified as a threat uses Stealth to determine initiative).
- Abilities: None.
- Equipment: Thorny vines (Brawl; Damage 4; Critical 4; Range [Short]; Auto-fire, Ensnare 3), Petal blades (Brawl; Damage 8; Critical 3; Range [Engaged]; Vicious 2).
Juvenile Simius [Rival]
Simiuses are large, four-armed Indigens that heavily resemble monkeys. In their youth Simiuses tend to live in large social groups. As they grow older however, Simiuses become more territorial and solitary, growing to huge sizes.
- Skills: Athletics 2, Brawl 2, Coordination 2, Vigilance 1.
- Talents: None.
- Abilities: Extra Limbs (Simiuses gain an additional free maneuver per turn, although they still may not perform more than two maneuvers per turn), Silhouette 2.
- Equipment: Fists (Brawl; Damage 7; Critical 3; Range [Engaged]; Linked 1).
Mature Simius [Nemesis]
Simiuses are large, four-armed Indigens that heavily resemble monkeys. In their youth Simiuses tend to live in large social groups. As they grow older however, Simiuses become more territorial and solitary, growing to huge sizes.
- Skills: Athletics 2, Brawl 3, Coordination 3, Ranged [Light] 1, Survival 2, Vigilance 2.
- Talents: Adversary 1 (upgrade difficulty of combat checks against the Mature Simius once), Grapple, Unarmed Parry 4.
- Abilities: Extra Limbs (Simiuses gain an additional free maneuver per turn, although they still may not perform more than two maneuvers per turn), Silhouette 3.
- Equipment: Fists (Brawl; Damage 9; Critical 3; Range [Engaged]; Linked 1), rocks (Ranged [Light]; Damage 9; Critical 4; Range [Medium]; Knockdown, Inaccurate 1).
Saltat [Rival]
Terebra are large, otter-like creatures that live amongst the larger lakes of Primordia. They possess large ears and have been known to ward off predators with a loud, shrieking cry.
- Skills: Brawl 2, Cool 2, Coercion 3, Perception 1.
- Talents: Shrieking Cry (The Saltat may use this talent to make a Average (d d) Coercion check. For each s the check generates, one enemy within short range suffers 1 strain. For each a the check generates, they suffer 1 additional strain).
- Abilities: Flyer (Can hover; can ignore difficult terrain as long as the Saltat can reasonably stay above it, and they can ignore the penalties for moving through water. They must remain within medium range of the ground).
- Equipment: Wings (Brawl; Damage 7; Critical 3; Range [Engaged]; Knockdown).
Terebra [Rival]
Terebra are large, otter-like creatures that live amongst the larger lakes of Primordia. They possess large ears and have been known to ward off predators with a loud, shrieking cry.
- Skills: Athletics 2, Brawl 2, Coercion 2, Cool 2.
- Talents: Shrieking Cry (The Terebra may use this talent to make a Average (d d) Coercion check. For each s the check generates, one enemy within short range suffers 1 strain. For each a the check generates, they suffer 1 additional strain).
- Abilities: None.
- Equipment: Claws and fangs (Brawl; Damage 7; Critical 3; Range [Engaged]; Vicious 1).
Leviath [Tyrant]
Leviath are enormous whale-like creatures that fly through the sky. Despite their appearance, Leviaths are actually insectoid creatures possessing a strong exoskeleton.
- Skills: Athletics 2, Brawl 3, Coordination 2, Perception 2, Resilience 3, Vigilance 2.
- Talents: Adversary 1 (upgrade the difficulty of all combat checks targeting the Leviath once), Ether Laser (the Leviath may use this talent to make a ranged attack check. The attack uses an Average (d d) Resilience check instead of the normal difficulty for ranged attacks. The attack has a range of medium, a base damage of 6, and a Critical Rating of 4. The attack also possesses the Auto-fire and Breach 2 qualities).
- Abilities: Flyer (Can fly; can ignore difficult terrain as long as the Leviath can reasonably stay above it, and they can ignore the penalties for moving through water. They must spend one maneuver every turn to stay aloft (they can actually change position, or just circle or wheel in place and effectively remain where they are). They can move from long range to short range using a single maneuver), Silhouette 4.
- Equipment: Tail Slam (Brawl; Damage 9; Critical 4; Range [Engaged]; Knockdown).
Ganglion
The Ganglion are a massive criminal syndicate within the Samaar Federation. Named for the Ganglion race, they consist of many alien species including the Prone, the Marnucks, the Definians, the Milsaadi and the Wrothians. They rely heavily on Prone and Marnuck soldiers, as well as mechanical Puge soldiers as their military force.
The Ganglion were one of the two alien forces responsible for the destruction of the Earth, and after chasing the White Whale they now seek to finish the job by destroying the Lifehold that contains the bodies of all the Humans on Mira.
Puge [Minion]
- Skills (Group only): Brawl, Ranged (Light).
- Talents: None.
- Abilities: Droid (Does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins).
- Equipment: Arm-Mounted Lasers (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Linked 1), Attack (Brawl; Damage 6; Critical 4; Range [Engaged]; Knockdown).
Ganglion Soldier [Minion]
- Skills (Group only): Melee, Ranged (Heavy).
- Talents: None.
- Abilities: None.
- Equipment: Longsword (Melee; Damage 6; Critical 2; Range [Engaged]; Defensive 1, Pierce 1, Unwieldy 2), Assault Rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Auto-fire).
Ganglion Commander [Rival]
- Skills: Cool 2, Leadership 2, Melee, Ranged (Heavy).
- Talents: None.
- Abilities: None.
- Equipment: Longsword (Melee; Damage 6; Critical 2; Range [Engaged]; Defensive 1, Pierce 1, Unwieldy 2), Assault Rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Auto-fire).
Qmoeva Pilot [Rival]
- Skills: Clash 2, Cool 2, Gunnery 2, Piloting 2.
- Talents: Knack For It (the Qmoeva Pilot removes b b from any Piloting check they make), Let's Ride (Once per round during the Qmoeva Pilot's turn, the Qmoeva Pilot can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from a cockpit to a gun turret) as an incidental. In addition, if the Qmoeva Pilot suffers a short-range fall from a vehicle or animal, they suffer no damage and land on their feet).
- Abilities: None.
- Equipment: Light Pistol (Ranged [Light]; Damage 5; Critical 4; Range [Short])
Definian Spy [Nemesis]
- Skills: Charm 2, Computers 2, Deception 4, Melee 2, Resilience 2, Skulduggery 3, Stealth 3.
- Talents: Adversary 1 (upgrade the difficulty of all combat checks targeting the Definian Spy once), Backstab (The Definian Spy may use this talent to attack an unaware adversary using a Melee weapon. A Backstab is a melee attack, and follows the normal rules for making a combat check, using the character's Skulduggery skill instead of Melee. If the check succeeds, each uncanceled s adds +2 damage (instead of the normal +1)).
- Abilities: None.
- Equipment: Paired Shortswords (Melee; Damage 5; Critical 3; Range [Engaged]; Defensive 1).
New Los Angeles
New Los Angeles is Humanity's new home on Mira. Constructed from the remains of the White Whale after it crash-landed, it sits on a bed of a solidified gel-like substance that was used to cushion the ship's landing. The city serves as a headquarters for the BLADE organization, with a significant portion of the city taken up by both BLADE's military base as well as the various arms manufacturers that provide weapons, armour and Skells for BLADE. Despite this, there is a sizeable residential area containing cafes, restaurants and shopping centres.
BLADE Soldier [Minion]
- Skills (Group Only): Melee, Ranged (Heavy).
- Talents: None.
- Abilities: None.
- Equipment: Longsword (Melee; Damage 6; Critical 2; Range [Engaged]; Defensive 1, Pierce 1, Unwieldy 2), Assault Rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Auto-fire).
Curator [Rival]
- Skills: Knowledge (Mira) 2, Knowledge (Xenology) 2, Perception 2, Survival 2, Vigilance 2.
- Talents: Forager (remove up to b b from any skill checks they make to find food, water, or shelter. Checks to forage or search the area that the Curator makes take half the time they would normally), Heightened Awareness (Allies within short range of the Curator add b to their Perception and Vigilance checks. Allies engaged with the Curator add b b instead).
- Abilities: None.
- Equipment: Combat Knife (Melee; Damage 4; Critical 3; Range [Engaged]; Accurate 1), Light Pistol (Ranged [Light]; Damage 5; Critical 4; Range [Short]).
Harrier [Rival]
- Skills: Athletics 2, Melee 2, Resilience 2, Vigilance 2.
- Talents: Bullrush (when the Harrier makes a Brawl or Melee combat check after using a maneuver to engage a target, they may spend a a a or t to use this talent to knock the target prone and move them up to one range band away from the Harrier), Quick Draw (once per round on the Harrier's turn they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw reduces a weapon's Prepare rating by one, to a minimum of one).
- Abilities: None.
- Equipment: Longsword (Melee [Heavy]; Damage 7; Critical 3; Range [Engaged]; Defensive 1).
Interceptor [Rival]
- Skills: Cool 2, Coordination 2, Ranged (Heavy) 2, Stealth 2.
- Talents: Painful Blow (when the Interceptor makes a combat check, they may voluntarily increase the difficulty by one to use this talent. If the target suffers one or more wounds from the combat check, the target suffers 2 strain each time they perform a maneuver until the end of the encounter), Quick Draw (once per round on the Interceptor's turn they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw reduces a weapon's Prepare rating by one, to a minimum of one).
- Abilities: None.
- Equipment: Paired Light Pistols (Ranged [Light]; Damage 5; Critical 4; Range [Short]).
Mediator [Rival]
- Skills: Brawl 2, Charm 2, Cool 2, Negotiation 2.
- Talents: Clever Retort (once per encounter, the Mediator may use this talent to add automatic h h to another character's social skill check), Knack For It (the Mediator removes b b from any Negotiation check they make).
- Abilities: None.
- Equipment: Brass Knuckles (Brawl; Damage 2; Critical 4; Range (Engaged); Knockdown).
Outfitter [Rival]
- Skills: Computers 2, Driving 2, Mechanics 2, Medicine 2.
- Talents: Defensive Syops (When attempting to defend a computer system against intrusion (or when someone attempts to hack a computer owned or programmed by the Outfitter), the Outfitter adds b b to their opponent's checks. If the Outfitter has access to the computer system when the intrusion takes place, they are automatically aware of the intrusion), Surgeon 2 (When the Outfitter makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon).
- Abilities: None.
- Equipment: Psycho Launcher (Ranged [Heavy]; Damage 7; Critical 4; Range [Long]; Auto-fire, Pierce 2).
Pathfinder [Rival]
- Skills: Knowledge (Mira) 2, Melee (Heavy) 2, Perception 2, Resilience 2, Survival 2.
- Talents: Heightened Awareness (Allies within short range of the Curator add b to their Perception and Vigilance checks. Allies engaged with the Curator add b b instead), Swift (the Pathfinder does not suffer the penalties for moving through difficult terrain (they move through difficult terrain at normal speed without spending additional maneuvers)).
- Abilities: None.
- Equipment: Spear (Melee; Damage 6; Critical 3; Range [Engaged]; Accurate 1).
Prospector [Rival]
- Skills: Knowledge (Mira) 2, Perception 2, Survival 2, Vigilance 2.
- Talents: Knack For It (the Prospector removes b b from any Survival check they make), Precision (when making a Brawl or Ranged [Light] check, the Prospector may use Cunning instead of Brawl and Agility).
- Abilities: None.
- Equipment: Bare hands (Brawl; Damage 4; Critical 5; Range [Engaged]; Knockdown), Light Pistol (Ranged [Light]; Damage 5; Critical 4; Range [Short]).
Reclaimer [Rival]
- Skills: Charm 2, Knowledge (BLADE) 2, Mechanics 2, Survival 2.
- Talents: Heightened Awareness (Allies within short range of the Reclaimer add b to their Perception and Vigilance checks. Allies engaged with the Reclaimer add b b instead), Knack For It 2 (the Reclaimer removes b b from any Charm, Mechanics, or Survival check they make).
- Abilities: None.
- Equipment: Raygun (Ranged [Heavy]; Damage 9; Critical 2; Range [Extreme]; Pierce 4, Slow-Firing 1)
Skell Pilot [Rival]
- Skills: Cool 2, Gunnery 2, Mechanics 2, Piloting 2.
- Talents: Knack For It (the Skell Pilot removes b b from any Piloting check they make), Let's Ride (Once per round during the Skell Pilot's turn, the Skell Pilot can use this talent to mount or dismount from a vehicle or animal, or move from one position in a vehicle to another (such as from a cockpit to a gun turret) as an incidental. In addition, if the Skell Pilot suffers a short-range fall from a vehicle or animal, they suffer no damage and land on their feet).
- Abilities: None.
- Equipment: Heavy Pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]).