Xenoblade X

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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

2 2 2 2 2 2

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

2 2 1 2 3 2

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

3 1 2 2 2 2

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

2 3 2 2 2 1

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

2 2 2 3 1 2

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

1 2 3 2 2 2

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

2 2 2 1 2 3

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
Table 1-4: Social Skills
Skill Characteristic
Charm Presence
Coercion Willpower
Deception Cunning
Leadership Willpower
Negotiation Presence

Knowledge (BLADE)

Knowledge (BLADE) represents your character's knowledge of Humanity, Earth, NLA and BLADE. Knowledge of major figures within BLADE and Human history are among a few of the things encompassed by this skill.

Knowledge (Mira)

Knowledge (Mira) represents your character's knowledge of Mira, ranging from its geography to the Indigens that populate the land. This also includes your character's knowledge of Tyrants that populate the land.

Knowledge (Xenology)

Knowledge (Xenology) encompasses your character's knowledge of the various sentient alien species that have come to call Mira and possibly NLA their home. This skill encompasses your character's understanding of social, cultural and political norms of Nopon, Ma-Non, Zaruboggan and Prone, among many others.

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
3 5 +1 2 1 14 16
2 - - - - -

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
3 5 +1 2 1 15 15
2 - - - - -

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
3 5 +1 2 2 14 10
3 - - - - -

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
3 3 +2 4 0 16 16
3 - - - - -

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
3 4 0 3 1 18 14
3 - - - - -

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
3 3 0 5 0 20 16
5 - - - - -

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
3 3 0 4 1 18 18
4 - - - - -

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
3 4 +1 0 0 8 8
2 - - - - -

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.

1 2 - 0 0
1 2 1 2 1 1
  • 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.

3 3 - 0 0
2 2 1 1 1 1
  • 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.

3 4 - 0 0
2 1 1 1 2 1
  • 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.

2 2 - 0 0
2 2 1 1 1 1
  • 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.

3 15 - 0 0
3 2 1 2 2 1
  • 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.

4 16 - 0 0
3 2 1 2 2 1
  • 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.

3 16 - 0 0
4 2 2 2 3 1
  • 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.

4 16 - 0 0
4 3 1 2 2 1
  • 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.

4 18 - 0 0
3 1 1 2 2 1
  • 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.

2 12 - 0 0
2 2 1 1 1 1
  • 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.

3 16 - 0 0
3 3 1 2 2 1
  • 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.

4 20 20 0 0
4 4 1 3 3 1
  • 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.

3 15 - 0 0
3 3 1 1 2 2
  • 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.

3 15 - 0 0
3 2 1 2 2 1
  • 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.

4 3 +2 4 0 30 25
4 2 2 2 3 1
  • 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]

3 3 - 0 0
2 2 1 1 1 1
  • 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]

4 4 - 1 0
2 2 1 1 2 1
  • 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]

5 16 - 1 0
3 3 2 1 2 2
  • 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]

3 14 - 0 0
2 3 2 2 2 2
  • 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]

4 18 15 2 0
3 3 2 4 3 2
  • 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]

3 4 - 0 0
2 2 1 1 1 1
  • 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]

4 14 - 0 0
2 2 2 3 2 2
  • 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]

5 16 - 1 0
3 2 2 2 2 1
  • 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]

4 15 - 0 0
2 3 2 2 2 1
  • 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]

3 14 - 0 0
1 1 2 2 2 3
  • 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]

3 14 - 0 0
1 2 3 2 2 2
  • 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]

4 15 - 0 0
2 2 2 3 2 1
  • 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]

4 4 - 0 0
1 2 2 3 2 1
  • 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]

4 14 - 0 0
2 2 2 2 2 2
  • 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]

3 14 - 0 0
1 3 2 2 2 2
  • 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]).
 

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