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Soldiers of Misfortune

ROLE PLAYING GAME

\SOLDIERS OF MISFORTUNE ROLEPLAYING GAME CORE GUIDEBOOK

A T E B N E P O © 2017 Soldiers of Misfortune RPG

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© 2017 Soldiers of Misfortune RPG

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Legalese Soldiers of Misfortune RPG Open Beta Version 0.1 Design: Kyle Aho & Closed Beta Testers Art: Vlad ‘Walent’ Gheneli, Kyle Aho Closed Beta Testers: Victoria T., Jesse K., Greg I., Alex O., Josh W., Reese M., Bob P, Mark F., Don W., Gaurav G., Max L., Nick W., Mike P., Mike R., Jesse D. Contact us at [email protected] to provide feedback for the game, ask questions, send us pictures of your group or just to say ‘Hi!’. We’d love to hear from you!

A Soldiers of Misfortune Publication www.SoMuniverse.com • [email protected] @SoldiersOfMisfortune on Instagram facebook.com/soldiersofmisfortuneuniverse Copyright © 2017 Soldiers of Misfortune All rights reserved. First published in 2014 by Kyle Aho. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior express permission of the publisher. However, if you’re doing it for personal use with your buddies then go for it. That’s not only allowed, it is encouraged as this is a free roleplaying game. For those working at a copy shop and not at all sure if this means the person standing at your counter can make copies of this document, they can. This is “express permission.” Proceed. We hope you have fun playing in the world we’ve created!

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Corporations run the universe. They provide the products we use every day and supply us with the money to buy them. That feeling of safety and stability they advertise only means their marketing campaigns are working. Every aspect of our lives is controlled or manipulated in some way by people at the top of the corporate food chain and we are forced to live in their shadows. Most companies are willing to conduct clandestine operations to drive their competitors into the ground. Blackmail, vandalism, thievery, kidnapping and murder are just some of the ways companies knock each other down a peg. No self-respecting businessman would sully his hands with such a project, thus an underground network of civilian operatives fills that need. Individuals who are brave (or insane) enough to assist in these secret missions are rewarded with either a fat check or a dirt nap. Due to the dangerous and unpredictable nature of these missions, civilian operatives are often called…

Soldiers of Misfortune

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A Letter From The Designer Hello Soldier of Misfortune, Over the years I have played a lot of tabletop RPGs, tabletop miniature games, card games, board games and video games. While many have held my interest none have been the perfect storm of form, function and fun. I want to change that. Using those products as inspiration I created what you are now reading with the intention of making a game I absolutely love playing. All my favorite themes and mechanics bundled into one single product that I could never get bored of. It has not been easy and it is far from over. You are looking at an open beta version of this game, which means I am still developing new and exciting content for it but I want people like yourself to start playing and give me some feedback. Each update moves one step closer to the ultimate goal of making the perfect game. Thank you for playing! Kyle

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What You Need If this is your first time playing a paper-and-pencil role playing game you may not be familiar with everything you need to begin playing. Don’t worry, we’ll help you out. • Paper • Pencils • Erasers • A decent-sized table • Some dice, coins or poker chips (for counters) • A standard deck of cards for each player • A couple of friends • A gaming mat (optional) • Character figurines (optional) • Some snacks / drinks (required) If you choose to you can print out the character sheets available for download on the SoM website to keep your character stats and gear more organized than with regular lined paper.

An old photo of early beta testing. © 2017 Soldiers of Misfortune RPG

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How To Play To begin you need at least one player character (PC) and one game master (GM). Ideally there would be two or more PC’s. The GM can also add non-player characters (NPCs) to the group. The GM will have prepared a ‘contract’ or ‘campaign’ ahead of time. This can be a detailed write up with maps and reference images or a few notes and a lot of improvisation. Then the GM will explain the setting and give the players some sort of introduction and an objective. Seeing as you are soldiers of misfortune, a new contract is a simple way to begin. Players will take turns asking questions and declaring their actions while the GM narrates the outcome. As you do things that require skill from your character you will flip cards to determine the success or failure of such actions. As events unfold the GM will gradually reveal more of the story and the players will become further entwined in whatever this particular contract has asked of them. Toward the end of the session they will reach some sort of climax, cliffhanger or maybe just a good lull in the action and decide to stop. Next week they’ll do it all over again.

Sample Game Play A small group of two players and one GM have gathered on this particular evening and have already finished creating characters. Balton is an infamous gambler with an android handler / bodyguard named Dhalia. They are tasked with ‘taking care of’ a local politician who is trying to make it illegal for synthetic life forms to baby sit children under a certain age. Their employer, a company well known for its caretaking androids (who Balton happens to owe a favor), doesn’t like this idea. We are at the end of the session and they have already found out the politician will be speaking at a hotel nearby but security is tight.

Dhalia: Can I hack into the hotel security system and watch any of the cameras? I want to try and find the path of least resistance to our mark. GM: You could probably hack it if you were inside already but it’s a closed network so you can’t from out in the hover vehicle. Balton: How many guards are out front? Could we just walk through? GM: There are four guards out front. Two are on lookout and two are patting people down for weapons. You could maybe get through but you’d have to be unarmed. Also, since Dhalia is synthetic they may be suspicious. Balton: Well I’m not going in without my revolver.

Dhalia: That’s OK, where does the help go in? Is there a restaurant in back or a staff door? GM: There is definitely a restaurant with doors at the back of the building for staff and supplies. You could get in that way but there is a pretty strict dress code that neither of you are following. Dhalia: What about a fire escape? GM: There are several fire escapes and other unmanned maintenance doors around the building but they are all locked from the inside. Dhalia: That’s what they made digi-keys for. Let’s go to the door with the least light and traffic. GM: On the west side of the building is a door that happens to have a light out. Make a perception flip, challenge rating 3.

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Dhalia, with a Perception of 4 gets to flip up to four cards. She flips her cards and declares her suit, resulting in a 14. Balton only has 2 perception and declares the better of his two cards resulting in 7. The GM flips 3 cards and declares his suit, getting a 9. GM: Dhalia, you see a security camera pointed toward the door. Balton, there’s a pretty cool looking coin on the ground. Balton: I’m gonna pick it up! Dhalia: Is it dark enough to hide us with that light out? GM: The camera probably won’t be able to get your faces very clearly but anyone watching will be able to tell Balton is holding a gun. Dhalia: Well let’s hope the security here aren’t good at their jobs. I’m gonna pick the lock with my digi-key. GM: Challenge rating 2. Dhalia flips her TechWar skill of 3 and flips a red joker. The GM flips two cards, resulting in a 6. GM: Not only do you hack the lock but you prevent it from ever locking again. It will have to be replaced if they want this door secure in the future. Dhalia: That gives us a nice escape route. Balton: Is anyone on the other side of the door? GM: No one is on the other side. You guys enter a well lit hallway with an open door to a janitor’s closet. Up ahead you can hear sizzling sounds and muffled voices. Dhalia: Probably the kitchen. What is in the janitor’s closet? Anything useful? GM: Flip perception. Challenge rating 2. This time Dhalia only gets a 2. Balton gets a 10. The GM gets a 9. GM: Balton, under a stack of towels you find a

janitor’s outfit and a waiter’s outfit. Dhalia you find some pretty tough stain removal supplies. Dhalia: Nifty. Balton: I show the outfits to Dhalia. Can we use these? Dhalia: Hmm... I have an idea. You put on the janitor outfit and I’ll put on the waiter outfit and we canGM: This is an anti-synthetic event. You walking out there is bound to not only get attention but piss some people off. Dhalia: Of course it is... OK, change of plan. I’ll wear the janitor outfit and you pretend to be a waiter. Grab something messy from the kitchen and spill it on the floor during our mark’s presentation. I’ll come out a moment later with some towels for you. GM: A swanky event like this probably wouldn’t let a janitor out amongst the blue bloods. Dhalia: Well we’ll have to risk it. Balton: What about my gun? Dhalia: I’ll hide your gun in the towels I bring out and you can blast him when I get it to you. GM: That will get a lot of people’s attention. Balton: Sounds like a good plan to me. GM: Just thought I’d warn you. Dhalia: OK, I put on my outfit Balton: Me too. Dhalia: - and stuff Balton’s gun in some towels. Balton: I head out to the kitchen and look for some soup or pasta or something messy. GM: You enter the kitchen and everyone is bustling around you. They are pretty used to new hires so not many people seem bothered by your presence. A gout of fire erupts from your left as a

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chef spritzes some fine meat with a special sauce. On the warming rack are several bowls of soup. Balton: OK, I’m going to grab a tray and put three or four bowls on it. GM: OK, you get the bowls and... actually, flip luck. Balton: Challenge rating? GM: Just flip it, let’s see what happens. Balton flips a 2. Balton: Oops. GM: You spill all four bowls on the floor, each of them breaking and coating the area in soup. One of the other waiters slips and falls, dropping his tray as well. Balton: What’s on it? Can I try and catch it? GM: More soup but it would be tough to catch.

crowd and get as close to the podium as I can. GM: Everyone except the wait staff are sitting so it’s not too difficult. Balton: I drop the tray. GM: The room falls silent. Everyone is staring at you and the mark stops his speech to glare. Balton: Ahem, can I get a little help here? GM: OK Dhalia, what are you up to? Dhalia: I’ve been waiting by the door with the towels for some kind of signal. Do I see or hear Balton? GM: Flip perception, CR 1. Dhalia: I got a 9. GM: You see him drop the soup and call out for help.

Balton: Can I try?

Dhalia: I burst through the door with the towels and gun.

GM: Flip acrobatics. CR 4.

The GM flips for something, getting an 8.

Balton flips an Ace which is worth 14. The GM flips four cards, declares their suit and only gets a 12.

GM: Security are definitely suspicious and are converging on your position.

Balton: You were saying? GM: You... somehow manage to catch the tray and not spill any of the bowls, even though the entire kitchen is mad at you. Balton: I walk out to the party area. GM: Outside the kitchen doors are a small army of corporation heads, politicians and other sleazy rich folk. Your mark is standing at the podium talking about the perils of letting synthetics take care of our children and how he plans to put it to an end.

Dhalia: What? Why? GM: Probably because you are a janitor holding gun shaped towels. Dhalia: Frak it, I run up to the podium and pull out the revolver. I fire. Balton: But that’s MY gun! This gives you a basic idea of how the game is played. The rest of the encounter would play out in combat phases. More on that later!

Dhalia: Sounds like a dick. Balton: I’m going to work my way through the © 2017 Soldiers of Misfortune RPG

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Creating Your Character Take a look through the character creation pages and get an idea of what possibilities are available to you before starting your character. The list below will help you get started.

1. Choose a race. 2. Allocate your 12 attribute points. 3. Choose your starting profession. 4. Allocate your 5 skill points. 5. Choose two talents. 6. Create your contacts. 7. Purchase your starting equipment. 8. Fill out other miscellaneous details.

Things To Consider Where am I from?

Were you born on a desert planet that covets water as if it were gold? Were you born in a city ruled by an iron fist and now you’ve grown rebellious? Were you born in space on a ship that was regularly attacked by abyss pirates?

What did I do?

Are you a politician that has grown tired of all the corruption and wants to make a difference? Perhaps your father was a gunsmith and taught you all about how to build, repair and modify firearms. Maybe you were a street rat that is just trying to get by.

What are my goals?

Was someone in your family murdered and you are now trying to investigate the killer while making cash on the side? Maybe you were picked on as a child and have something to prove. Perhaps you are just an adrenaline junky and jumping from air transports while getting shot at is the most fun way to get paid.

What are my strengths?

Has a life of petty crime and running from police made you a skilled acrobat? Did your time in the Human Liberation Army reveal your talent for marksmanship? Has struggling to survive in the lower red given you the tools you need to talk your way out of anything?

What are my weaknesses?

Does your obsession with knowledge constantly pull you from the task at hand? Does your fear of crashing force you to walk everywhere? Have your past experiences with partners left you unable to trust anyone? These are just a few examples of things that can help shape your character. Be creative!

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Playable Races The universe is a diverse place with more races, cultures and sentient beings than most brains are able to fathom. The following pages have just a few of the races encountered by humans over the last few millennia that are generally accepted in societies open-minded enough to allow synthetic or xenos life among them.

Human

Perks & Detriments

(Hyoo-mun)

Humans are one of the fastest growing races in the universe. They breed quickly and like to explore, making their reach to other planets almost epidemic in nature. Not until they bumped into other sentient life forms did their stellar pioneering slow but they continue to immerse into other cultures and expand their reach.

Skill Point

An often brash and emotional race, humans tend to react in the moment as opposed to considering the implications or ramifications of their actions. They are natural explorers and jacks-of-all-trades due to their ability to adapt to almost any environment.

Talent

Home Planet: Terrunda Average Height: 5’6’’ (Male), 5’4’’ (Female) Average Weight: 180lbs (Male), 140lbs (Female) Average Natural Lifespan: 68 years (Male), 73 years (Female) Galactic Stereotype: Impulsive, brash, arrogant, eager. Notable Physiology: The human’s ability to adapt either the environment or themselves to nearly any situation has proven to be a game changer on the intergalactic playing field. They are able to live in almost any environment provided there is an oxygen rich atmosphere and access to water. In-Game Changes Starting as a human grants one additional attribute point, one additional skill point and one additional talent at character generation.

© 2017 Soldiers of Misfortune RPG

Attribute Point

+1 +1 Extra Talent

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Furiax

Perks & Detriments

(Furry-axe)

Furiax are considered feral and barbaric by most other civilized races because of their obsession with violence. Positions of power are taken by force and the few rules they have are upheld with severe and often disproportionate punishments. They are characterized by their scrunched and bat-like faces that are home to several rows of thin, jagged teeth. Their weapons and armor come in a variety of pointed, spiny or otherwise piercing varieties. Fura, their home planet, is largely covered in treacherous jungle growth teeming with the most dangerous flora and fauna known to intelligent life. Because of this, Furiax are known for their survival skills and ability to eat just about anything. Home Planet: Fura Average Height: 4’10’’ (Male), 4’4’’ (Female) Average Weight: 100lbs (Male), 80lbs (Female) Average Natural Lifespan: 58 years (Male), 56 years (Female) Galactic Stereotype: Savage, cunning, resourceful, ill-tempered. Notable Physiology: Furiax have a thin membrane of flesh between their arms and body that expand to wings capable of flight. Their wings can fold behind their arms to facilitate ‘normal’ every day life. While the membrane does grow back from small tears (such as cuts or bullet holes) some furiax choose to remove the skin entirely to blend in better with nonfuriax society. Otherwise many furiax are forced to wear shawls, dresses or cloaks to remain clothed and not restrict their movement. In-Game Changes Starting as a furiax grants wings* in addition to the Hearty Constitution and Blind Fighting talents. *You may fly. A wing membrane stretches from your wrists, down your arms and toward your hip. This means you cannot fire a weapon and fly at the same time (since your arms are busy flapping).

© 2017 Soldiers of Misfortune RPG

AGI Agility

PHY Physique

RES Resolve

Biology Talent Talent

4

MAX

4

MAX

2

MAX Wings Blind Fighting

Got The Drop

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Marphan (Marf-in)

Marphans are taller than the average human but their physique is more lithe and their skin typically takes on a more pale shade. They are known for extensive tattooing and piercings in addition to fangs, horns and oddly colored eyes that sometimes take on a metallic hue. Marphan society stresses the importance of knowledge and culture in much the same way humans do, perhaps more so due to their depressing home planet. Every marphan grows up in a harsh and cruel upbringing focused more on surviving the barren wasteland than any life passion. Most have accepted the poor hand the universe has dealt them and treat it with stoicism. They often disdain humans for their comparably paltry complaints and raw emotional reactions to unlucky events. Home Planet: Nihiloma Average Height: 7’2’’ (Male), 6’9’’ (Female) Average Weight: 216lbs (Male), 191lbs (Female) Average Natural Lifespan: 92 years (Male), 121 years (Female) Galactic Stereotype: Indomitable, proud, independent, svelte. Notable Physiology: Marphans have long limbs well suited to climbing and acrobatics. Though lean, their muscles are like bundles of steel cable and they often surprise those foolish enough to underestimate them. In-Game Changes Starting as a marphan makes you unnerving* and grants the Stubborn and Twist The Blade talents. *Because of fangs, ritual scarring, tattoos or demonic looking horns you are simply unsettling to be around. Non-marphans suffer Bravery checks in your presence.

-

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when making

Perks & Detriments

AGI Agility

STR Strength

LCK Luck

Biology Talent Talent

4

MAX

4

MAX

2

MAX Unnerving Stubborn Relentless

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Anqyngo

Perks & Detriments

(On-king-oh)

Anqyngo are a peculiar and elusive race that resemble bipedal versions of chameleons native to Terrunda. They have large eyes that orbit individually, a long tongue that is able to eject and catch prey, prehensile tails and the ability to change the color of their skin at will. The anqyngo home planet has not yet been identified by human astronomers and little is known about their culture. Based on aggregate reports from various sources they are a largely non-violent race that tends to scavenge resources. The largest anqyngo are about the size of a human child and their ability to change the color of their skin coupled with their small size makes them well-suited to stealthy endeavors. They have a fascination with technology and are surprisingly crafty with it.

AGI Agility

INT

Intelligence

STR Strength

PHY Physique

4

MAX

4

MAX

2

MAX

2

MAX

Home Planet: ????? Average Height: 3’5’’ (Male), 2’11’’ (Female) Average Weight: 45lbs (Male), 36lbs (Female) Average Natural Lifespan: 36 years (Male), 32 years (Female) Galactic Stereotype: Astute, clandestine, skittish, deft. Notable Physiology: Anqyngo are small and generally frail but their unique physiology and obsession with the pursuit of knowledge easily compensate. Guanine crystals in their skin allow them to change color at will, an adaptation they use for stealth and non-verbal communication. They also have a prehensile tail, eyes that orbit individually and ballistic tongues.

Biology

Chameleon Skin

Biology

360° Vision

Biology

Prehensile Tail

Biology

Sticky Tongue

In-Game Changes Starting as an anqyngo will grant you Chameleon Skin*, 360 Vision**, a Prehensile Tail*** and a Sticky Tongue****. Because of your small size soft cover is considered hard cover.

Biology

+

+

* You may change your skin color at will. Gain to Subterfuge. Clothing and equipment do not change colors with you so yes, you have to be naked. Find a leaf to cover your bits. ** You see your entire environment, front and back, when determining line of sight and suffer no penalties when snuck up on from behind. *** You may hang from sturdy objects by your tail. You may also grab things with it. Your tail does not have the dexterity to manipulate objects such as weapons, tools or technology. **** You can eject your tongue to grab small items a short distance away.

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Small

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Selachii

Perks & Detriments

(Selah-key-eye) Selachii are a subterranean race known for their large jagged teeth and insatiable appetite.

STR Strength

They evolved from being the apex predator of the seas to the apex predator of their planet. Although they are now bipedal and have lungs to breath air on land, gills never left their biology. This allows them to hunt and live underwater or in their subterranean caves that honeycomb their planet. They typically keep to themselves and haven’t expanded their galactic reach as far as most other races. Many non-selachii are intimidated by their appearance and mannerisms so only the most adventurous or desperate selachii ever leave home. Home Planet: Menoetia Average Height: 5’5’’ (Male), 6’0’’ (Female) Average Weight: 322lbs (Male), 368lbs (Female) Average Natural Lifespan: 155 years (Male), 182 years (Female) Galactic Stereotype: Headstrong, ravenous, unforgiving, resolute. Notable Physiology: Selachii are built for taking and dishing out punishment. If an enemy is injured they will often frenzy and rip their foe apart, feeding on the remains. They can also breathe underwater. In-Game Changes Starting as a selachii grants Gills*, Jaws**, Blood in the Water*** and Feeding****.

** You may use your teeth as a melee weapon. Teeth: WPN 3, +

Physique

AGI Agility

INT

Intelligence

Biology Biology Ability Ability

* You may breathe underwater.

*** Gain

PHY

to hit any already wounded enemy while in melee.

**** Gain PHY worth of HP after consuming at least 10lbs of meat. May only be used once per hour.

© 2017 Soldiers of Misfortune RPG

Bleed.

4

MAX

4

MAX

2

MAX

2

MAX

Gills Jaws Blood in the Water Feeding

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Perks & Detriments

Android (An-droyd)

Androids are not a race, per se, but their influence on the daily life of sentient creatures cannot be overlooked. Essentially just complicated robots, androids are synthetic beings capable of emulating emotions and logic in much the same way a sentient life form does. They are usually built to look like the race that manufactured them and are programmed with similar traits but they can look like anything and act like anyone. Androids typically start their ‘lives’ in servitude to whomever purchased them and gain their ‘freedom’ either through their master’s death, escape or sometimes they are simply manufactory defects that find their way into society. Some people consider the self awareness that ‘free’ androids exhibit as a bug in their software and harbor a general disdain for synthetics. Open minded individuals are able to empathize with the android’s situation and treat them as equals. Home Planet: Varies by model. Average Height: Varies by model. Average Weight: Varies by model. Average Lifespan: 100 years. Galactic Stereotype: Detached, calculating, shrewd, manipulative. Notable Physiology: Androids manufactured after the Synthetic Awareness Initiative have glowing, often unnaturally colored eyes and a synthetically enhanced voice designed to easily distinguish them from organics. Any android without these features is deemed illegal and may be subject to modification or disassembly. In-Game Changes Gain an additional skill point on levels where you would normally gain a skill point. You get three free cybernetic upgrade points. Players may choose to be either a legal or illegal android. Legal Androids: For an android to be considered legal it must have cosmetic vocal and ocular augmentation. The vocal augmentation gives the android’s voice a metallic echo that easily identifies it as synthetic. The ocular augmentation must be a glowing non-traditional color to identify it as an android from afar. Many legal synthetics are treated as inferior beings or simple tools. Illegal Androids: If an android chooses not to have these augmentations and is discovered to be synthetic they are subject to immediate dismantling by law enforcement. Citizens are encouraged to turn in illegal synthetics via a bounty.

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RES Resolve

4

MAX

Talent

Quick Learner

Talent

Hearty Constitution

Talent

Gearhead

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On Synthetics Synthetics are complicated. Like, teenage girl complicated. Playing as one makes you very different from other characters and you’ll have to keep several things in mind. If there is too much to follow I suggest you pick another race. Or go cry in a corner with your weak fleshy emotions.

Synthetic Slaving

Assuming you are a ‘free’ android there is still the possibility that you can be slaved. A hacker with the right skills and equipment can pass your firewall and put you at risk of manipulation or sabotage. While slaved the android must pass a TechWar check against their infiltrator at the beginning of their turn or else their actions are dictated by the infiltrating hacker. Once an android has kicked an infiltrator, the infiltrating hacker must pass the firewall again.

Firewalls

Your base firewall (FW) is equal to your INT + 1. You may purchase upgrades to improve this. If a hacker passes your firewall with a sufficient TechWar check then they can begin to manipulate your actions or shut you down.

Shutdown

Organic Problems

As a synthetic you don’t have to worry about the problems of your fleshy counterparts like breathing air, blood loss or concussions, right? Sort of. Air - No, you don’t have to breathe air so you can technically be in space or underwater without incident. However, you still need protection against the harsh radiation of space, not to mention the extreme temperatures that could freeze or melt your circuitry. Being underwater is less of a problem because only the most rudimentary of androids don’t have an aquaphobic coating but the pressure of deep water will still effect you. Bleeding - No, you don’t have blood but you do have vital fluids that absolutely leak in much the same way blood does. Treat bleed normally Stun - Your processors can lag from the same impacts that cause organics to be stunned. Treat it normally.

Shutting down a synthetic does not destroy the synthetic in question but instead renders it useless until a manual reboot has been initiated.

Organic Benefits

Disruption

No.

Synthetic life forms are particularly fragile against electronic weaponry and interference. Watch out for items with disrupt and overload.

I’m a furiax android, I can fly right?

While you resemble furiax your chassis is not designed to be able to support self-propelled flight. The same goes for each other race’s benefits. You are an android that simply looks like something else.

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Professions Although you are now a mercenary, most people have previous job experience that they may or may not be proud of. Depending on what your character did, their last pay check and the skills they learned may vary.

Armed Forces (35

)

Maybe it was a sense of duty or it was for a poor man’s scholarship. Whatever the reason, you joined the armed services and got what you wanted out of it or were discharged for some reason. You are trained in: Athletics, Melee Weapon: Small, Martial Arts, Firearms: Large, Firearms: Small, Demolitions, Mechanical Crafting, Medical, Perception, Initiative.

Celebrity (75

)

You’ve always had the limelight and at times it’s a pretty cozy gig. Whatever your motives, you’ve chosen to move away from the glamor and into the gutter. You are trained in: Perception, Initiative, Perform, Savvy.

Criminal (35

)

Maybe you’re a petty thief, maybe you’re a convicted murderer. Regardless of your rap sheet you know it pales in comparison to the people who post the contracts you’re after. You might as well cash in while you can. You are trained in: Melee Weapons: Small, Martial Arts, Resistance, Firearms: Small, Subterfuge, Perception, Dirty Deeds, Initiative, Negotiation, Savvy.

Entrepreneur (60

)

Maybe you were a photographer that caught the wrong people in bed or maybe you made a shady deal that went south. You still get to be your own boss except now your clients hire you to be in the situations that got you here in the first place. You are trained in: Resistance, Subterfuge, Perception, Dirty Deeds, Negotiation, Savvy.

Scientist (50

)

Maybe you want to design the next atomic bomb. Maybe you are a pioneer in cybernetics. The kinds of people you’ll meet as a soldier of misfortune would no doubt be interested and supportive of your work. You are trained in: Digital Crafting, Engineering, Medical, TechWar.

Self-Sustained (20

)

You hunt for your food, build your shelter and survive through savagery most ‘civil’ people only see in holo-films. But you want more. You know you can put your skills to use and make some real money. You are trained in: Athletics, Melee Weapon: Large, Melee Weapon: Small, Endurance, Resistance, Subterfuge, Perception, Bravery, Initiative.

Techie (50

)

Your fascination with circuitry and data streams has gotten you this far in life but you can only watch so many videos of cats before even they get dull. Hacking your way into someone else’s accounts or reprogramming nuclear warheads seems like it might be fun. You are trained in: Drive, Firearms: Small, MExA Operation, Pilot, Digital Crafting, Demolitions, Engineering, Techwar, Savvy.

None (100

)

You have either been homeless your entire life or maybe you just woke up in an alley without any memories. In your pocket is a credit stick with some scratch to get you going but without any skills or previous knowledge of your existence there’s only one job you can really take. You have no training.

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Profession Benefits Occasionally you will gain benefits based on your profession. These benefits may be skills, talents, contacts or other things to distinguish your character from other mouth breathers.

Armed Forces Lvl 3

Gain two skill points. May only be used for STR or AGI skills.

Lvl 8

Gain the Projectile Dysfunction or Come At Me Bro talent.

Lvl 13

Gain an Arms Dealer or Mexa Technician contact with five friend points.

Lvl 18

Choose either S. Firearms, L. Firearms or Demolitions. That skill goes to rank three.

Lvl 23

Gain the Berserker or Deadeye talent.

Celebrity Lvl 3

Gain the Good With Voices or I Call Bullshit talent.

Lvl 8

Gain an Adoring Fan or Drug Dealer contact with five friend points.

Lvl 13

Gain three skill points that may only be spent on RES skills.

Lvl 18

Gain a Corporate Sponsor contact from any corporation with seven friend points.

Lvl 23

Gain the Call You Out or Cool Headed talent.

Criminal Lvl 3

Gain 50 Black Market loyalty and a Black Market contact with six friend points.

Lvl 8

Gain the Sneaky Bastard or Paranoid talent.

Lvl 13

Gain two skill points that may only be spent on AGI or RES skills.

Lvl 18

Gain three skill points that may only be spent on AGI or RES skills.

Lvl 23

Gain a Lawyer contact with nine friend points.

Entrepreneur Lvl 3

Gain a Faithful Client or Old Boss contact with four friend points.

Lvl 8

Gain a Media Rep or Corporate Liaison contact with five friend points.

Lvl 13

Gain 50 loyalty with any single company.

Lvl 18

Gain three skill points that may only be spent on INT or RES skills.

Lvl 23

Gain an Personal Assistant with 8 friend points.

Scientist Lvl 3

Gain three skill points that may only be spent on INT skills.

Lvl 8

Gain 40 Syngularity loyalty.

Lvl 13

Gain a Corporate Backer or Research Assistant contact with five friend points.

Lvl 18

Gain the Gifted or Gearhead talent.

Lvl 23

Gain six skill points that may only be used on INT skills.

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Self-Sustained Lvl 3

Gain the Pathfinder or Quick Feet talent.

Lvl 8

Gain the Stubborn or Hearty Constitution talent.

Lvl 13

Gain the Lurker or Crack Shot talent.

Lvl 18

Gain the Hack & Slash or Double Tap talent.

Lvl 23

Gain five skill points.

Techie Lvl 3

Gain 25 loyalty with a corporation of your choice.

Lvl 8

Gain the Clever Bastard or Pack Mule talent.

Lvl 13

Gain three skills points that may only be spent on AGI or INT skills.

Lvl 18

Gain a Police Dispatch or Corporate Insider contact with six friend points.

Lvl 23

Gain two skill points and one talent.

None Lvl 3

Gain a level.

Lvl 8

Gain a level.

Lvl 13

Gain a level.

Lvl 18

Gain a level.

Lvl 23

Gain a level.

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Attributes At character generation you have 12 points to spend on attributes. In many ways these are the most important points you will spend because they define the base statistics of your character that will effect the rest of the game. Check the section on races to be sure what your max attributes are. The six attributes are:

Strength (STR)

Determines the amount of punishment you can deliver. Great for brawlers, athletes and other muscle heads.

Physique (PHY)

Determines the amount of punishment you can take. Great for meat shields, pack mules and other strong backed individuals.

Agility (AGI)

Determines how many actions you take in combat and your proficiency with firearms. Great for marksmen, acrobats and other dextrous types.

Intelligence (INT)

Determines how quickly you learn skills and how fast you can react in combat. Great for hackers, savants and other intellectuals.

Resolve (RES)

Determines your ability to make decisions under duress and gain control of a situation. Great for CEO’s, gang bosses and other leaders.

Luck (LCK)

Luck is elusive and unpredictable. The GM may call upon your Luck whenever they see fit. Good places to call on luck are when determining loot or if a circumstance outside the player’s control is at stake (such as a guard deciding to change his patrol and go to the bathroom).

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Skills

Purchasing Skills

While traversing the universe you are bound to learn and discover tricks about the things you do on a daily basis. Maybe you’ve screwed up enough times to figure it out or maybe someone told you all the answers. As long as you are alive after the lesson it doesn’t matter. The skills in this section are designed to represent general knowledge. They are catch-all terms used to describe a certain type of events and should be used with reasonable flexibility.

Training VS. Ranks

For a handful of credits and a few weeks of your time many companies will ‘train’ you in a skill of your choosing. If you are not trained in a skill, you suffer a card penalty to flips regarding that skill. Spending a skill point to get rank one in a skill automatically trains you in that skill.

Each skill costs a number of points equal to the rank you are purchasing and they must be purchased retroactively. For example, if you want to have rank three in TechWar you will actually need to spend six skill points. One for first rank, two for second rank and three for third rank.

Skill Ranks

For each rank you have in any given skill, you may flip an additional card when using that skill.

Attribute Modification

Each skill has an attribute that modifies it. Add the respective attribute to checks made for that skill.

STR

Strength

3 xxx x x xx 1

2

3

4

Flip

T

1

2

3

Melee Weapon, Large

T

1

2

3

Melee Weapon, Small

T

1

2

3

Athletics

+ + +

3 3 5 2 = = =

Example of cards flipped based on skill ranks and corresponding attribute.

Strength Skills

Physique Skills

Athletics

Used for outrunning a predator, jumping over a chasm or climbing up the side of a building using bullet holes as finger grips.

Endurance

Melee Weapons: Large

Martial Arts

Used for melee combat involving two-handed weapons including staves, spears, claymores, greataxes and large hammers.

Used for hand-to-hand combat. Grappling, striking, throws, take downs, joint locks or even using someone as a meat shield all apply.

Melee Weapons: Small

Resistance

Used for melee combat involving one-handed weapons such as swords, hatchets, maces, batons, daggers and shields.

Used for maintaining a high level of performance over extended periods of time.

Used for protection from bacteria, viruses, drugs, alcohol, poison or other debilitating substances. Also used for resisting bone breaks, bruising and muscle damage.

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Agility Skills

Intelligence Skills

Acrobatics

Used for feats of dexterity and finesse such as balancing on a tightrope, tumbling through a window, or back flipping off a rooftop and landing on a narrow windowsill a floor below.

Drive

Used for difficult or dangerous tasks in ground vehicles. Examples include making a ninety degree turn while traveling at breakneck speeds or evading a child in the road while on a police chase.

Firearms: Large

Used for firearms that usually require two hands to operate such as sniper rifles, assault weapons and shotguns.

Digital Crafting

Used for building and repairing digital objects such as computers, holo-displays, drone / android circuitry, remote devices, etc.

Demolitions

Used for explosives, grenades, bombs, nukes and other things that go boom.

Engineering

Used for manipulating drones, portable combat turrets or other unmanned vehicles / machines.

Legal

Used for exploiting the complicated world of local, planetary and galaxy-wide law.

Mechanical Crafting

Firearms: Small

Used for firearms that usually require one hand to operate such as pistols, sawn off shotguns, submachine guns and a Furiax splinter.

Used for building and repairing mechanical objects like engines, firearms, robotic chassis, etc.

Medical

Used for operating mechanical exosuits of all sizes and functions.

Used for treating wounds and identifying illnesses. Knowledge of anatomy, biology and neuroscience are just a few of the things you may be familiar with.

Pilot

Perception

Subterfuge

TechWar

MExA Operation

Used for daunting tasks in aerial vehicles such as dodging an incoming missile or flying between buildings. Hover vehicles, airborne vehicles and space faring vessels all apply. Used for general clandestine activities. Examples include moving silently, hiding or covering your tracks.

Used for spotting things that you aren’t deliberately looking for. Examples include finding a coin on the ground, seeing a drop of blood on black clothing or discovering a trip wire. Used for technological warfare such as hacking, network manipulation and synthetic slaving.

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Resolve Skills

Luck Skills

Bravery

Used for fear and pinning related checks. When bullets are whizzing by, can you stay cool?

There are no luck skills at this time. It’s luck...

Dirty Deeds

Used for gambling, forging, fencing goods, using slight of hand or otherwise utilizing black or grey market activities.

Initiative

Used for your initiative order in combat. Could also be used for quick thinking in high stress moments.

Negotiation

Used for charming, intimidating, coercing, bribing, blackmailing, commanding or otherwise persuading an individual to do something.

Perform

Used for acting, singing, playing music, causing a believable ruckus or somehow putting your skills on display for the entertainment or distraction of others.

Savvy

Used for detecting other people’s bullshit. Also used for determining if a document is fake or someone’s outfit is legitimate. General awareness of one’s surroundings.

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Contacts, Favors & Obligations In this age of information and networking it’s easier than ever to keep our friends close and our enemies closer. Every character has a small stable of individuals who they can rely on to bring them to a spaceport at a moment’s notice.

Contacts

At character generation you get contacts equal to your RES and get 3 FP for each. You may allocate these FPs across the 3 contacts however you please. These are individuals players can call upon to help with certain task in varying capacities. These tasks are known as favors (see below).

Obligations

Asking for a favor is almost never a one way street. While you may have enough friend points to ask for a specific favor, some day, and that day may never come, they will ask for a favor in return.

Most people will not do things out of the kindness of their heart and will often ask for a favor in return or some other obligation (see below).

Failing to reciprocate such an act can easily result in a loss of friend points, refusal to conduct future favors or, depending on their influence and irritation, possibly a price on your head. GMs are encouraged to ask as much of their players as they are being asked.

GMs should use contacts as side quest and roleplaying opportunities as well as supporting characters in their campaigns.

Sample obligations are fulfilling a hit pro bono, giving a child an autograph of their favorite star or helping someone move.

Favors

Depending on the friend points (FP) that you’ve earned with a specific contact they may or may not want to help you. This is largely impacted by what you’re asking of them as well. For example, you buy coffee for a homeless man and earn one friend point with him. Asking him to then put his life on the line for your next mission will only result in you getting hot coffee to the face.

Friend Points (FP)

Friend points are a passive stat that cannot be simply bought or sold, they must be earned by fulfilling obligations and doing favors. Contact FPs cannot fall below your RES.

Sample Contact FPs Contact

FP

A homeless man you bought a meal for.

1

A clerk or waiter who’s business you frequent.

2

A coworker you like but promoted passed.

3

A retailer after making a VERY large purchase.

4

A personal friend you see regularly.

5

A beloved mentor of several years.

6

A gang boss who you’ve made a lot of money for.

7

A long time lover.

8

A childhood friend who’s life you saved.

9

Your mom. © 2017 Soldiers of Misfortune RPG

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Talents As you experience the universe you will discover talents you never knew you possessed, like patting your head and rubbing your tummy at the same time. Or breaking concrete with your head. Whatever.

Ambidextrous You do not suffer the off hand.

Cool Headed -

penalty for using your

Immune to pinning and fear.

Crack Shot

Your effective range for all firearms is increased by one level. (S goes to M, M goes to L, L goes to E, E goes to bonkers.)

Berserker

You may charge for one action.

Blind Fighting

You do not suffer penalties in combat for being blind or in a low-light situation.

Bounce Bullet

Ignore hard cover. Must take Curve Bullet first.

Crazy Dodge

If you are hit by an attack you may re-flip your defense. The result of this flip is final. Must have Dodge.

Curve Bullet

Ignore soft cover.

Call You Out

Target enemy must pass a Bravery check against your Negotiate skill or else they become pinned.

China Shop

Deadeye

You may make precision strikes for one action.

Dirty Fighting

Your attacks have demolish soft.

You may add one flipped to attacks with Martial Arts and melee attacks with short blades.

Cleave

If your attack kills a target you may make another attack as long as the next target is in melee range. Must have STR 2 or higher.

Clever Bastard

Dodge

If you are hit by an attack you may make an AGI flip at the same target number as the original attack to avoid being hit.

+

Gain when using TechWar, Digital Crafting, Mechanical Crafting or Engineering.

Cocky Bastard +

Gain when using Athletics, Acrobatics or Perform.

Come At Me Bro

You take no penalties for being outnumbered.

Counterattack

If your attacker fails their melee attack, you may immediately make one melee attack against them. Counterattacks can be counterattacked. You may only use this once per round.

Done This Before

If you reload as your first action for the turn, it is considered a free action.

Double Tap

You may fire twice from the same firearm for one action. This cannot be used with full-auto. Must have AGI 3 or higher.

Frakking Beast

You can wield large weapons as if they were small. Must have STR 3 or higher.

Gearhead

+5 cybernetic points (CP).

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Gifted (Skill)

You are gifted at a non-combat skill of your choice. You may declare all red or all black cards when flipping the chosen skill.

Good With Voices

You imitate other people’s inflections and cadence so well it is almost indistinguishable. Must have Resolve 2 or higher.

Gotcha

Knicked Ya

You always do at least one damage on a successful hit, regardless of DRD.

Like A Boss

You are immune to dismemberment.

Lucky Bastard

Your weapons never jam or get hot and ties are now in your favor. Must have 3 Luck.

Your attacks do +2 damage to enemies not in cover.

Lurker

Got The Drop

Martial Artist

+

Gain to hit enemies that are not aware of your presence.

Got Your Back

You may become the target of an attack targeting an ally within 10 feet.

Gain additional

+

for DEF while in cover.

You may add your Martial Arts rank to damage done during Martial Arts checks.

Master of None

You are trained in all skills.

Multitasker

Hack & Slash

You may attack twice with the same melee weapon as one action. Must have AGI 3 or higher.

You may have an additional drone under your control, regardless of INT. Your first action with any drone is considered a free action.

Hate (Race / Faction)

Pack Mule

You hate a particular race or faction. Gain to hit foes from that race or faction.

+

+

While prone you do not suffer AOE damage and +

to DEF against ranged attacks.

You are immune to poison, disease and the effects of drugs, stims or alcohol.

to Savvy and Perception.

Pathfinder

Projectile Dysfunction

In Yo Face

You may use small firearms as if they were melee weapons and without penalty.

Jawbreaker

You ignore free strikes as long as you have a melee weapon equipped. You ignore the movement penalties for rough terrain.

I Call Bullshit Gain

Gain when making initiative checks and any non-combat check regarding your safety.

Parry

Hearty Constitution

+

Paranoid +

Head Down gain

Gain 20 GP.

If your last action was a move or charge ranged attacks against you suffer a

Quick Draw

Your unarmed melee attacks cause stun.

-

penalty.

Drawing / holstering a weapon counts as a free action.

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Quick Feet

Sucks To Be You

Quick Learner

Tough Cookie

As long as your first action of the turn is to move, it is counts as a free action. When you gain skill points from leveling up, gain one more. When you take damage in combat from an attack you may make a single move action. You may only use this ability once per round.

Resolute +

You get +1 damage reduction (DRD).

Twist The Blade

Relentless

Gain

If you are hit by an attack you may redirect the damage to an ally within ten feet.

After a successful melee attack you may spend an action point to immediately deal WPN damage as if you hit again. You do not add your STR to this attack. This attack ignores DRD. You must Twist The Blade the same turn you hit.

Whirlwind

to initiative.

Scarred

When you gain HP from leveling up, gain one more.

You may perform a whirlwind attack for one action. A whirlwind attack targets everything in melee range, friend or foe.

Work, Dammat!

You can clear weapon jams as a free action.

Sentinel

If your last action of the turn was a move action, you may enter Overwatch as a free action.

Yoked

Double the damage added by your STR in melee.

Shhh...

Make a melee attack on a target unaware of your presence. If successful, causes instant death. The target makes a Perception check against your Subterfuge immediately before the attack flip, but after the attack is declared. If they succeed, the attack causes regular damage instead of instant death. Must have Got The Drop.

Sneaky Bastard +

Gain when using Subterfuge, Perception or Dirty Deeds.

Stubborn

An attack cannot bring you below 1 HP unless you are already at 1 HP.

Stubborn As Hell

After an attack brings you to 1 HP you cannot lose HP until after your next combat turn. Must have Stubborn. © 2017 Soldiers of Misfortune RPG

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Remaining Statistics There are a few more empty boxes to fill on your character sheet and this section will explain each one. After this you can start spending those hard earned credits!

Action Points (AP)

Action points determine how many actions you may take during a turn of combat. All characters start with 5 AP but it can go down depending on the armor worn.

Defense (DEF)

Keeping your head down, evading incoming attacks and otherwise doing your best to avoid getting killed would be much too complicated to write detailed rules for. Instead, your character has a Defense statistic that is measured by the following formula: DEF = INT + LCK

Damage Reduction (DRD)

All characters have a certain amount of protection based on their armor, modifications, terrain, gear and physical ability to take punishment. This is known as damage reduction and is calculated by the following formula:

Hit Points (HP)

Hit points determine how much fatigue your body can take before you are incapacitated. At character generation you start with HP equal to: HP = PHY + 10

Cybernetic Points (CP)

Cybernetic points determine how much you can upgrade your body with cybernetics. CP = PHY + 5

Firewall (FW)

Firewalls only pertain to synthetics and organics with cybernetics. This represents your defense against technological warfare.

DRD = PHY + ARM

Gear Points (GP)

This value represents how much equipment your character can hold. Every item in the game will have a GP value that subtracts from your GP total (though some items have a value of 0 and don’t effect your GP). GP = STR X 10

Get Lucky Cards (GLC)

At the beginning of combat players draw cards equal to their LCK +1. The GM draws cards equal to the number of players +1.

© 2017 Soldiers of Misfortune RPG

FW = INT + 1

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Weapons & Gear As a soldier of misfortune you’ll need a variety of tools and weapons to complete your missions and live long enough to collect the check. Fortunately for you there are a many companies itching to take your hard earned credits in exchange for their products, some of which are listed here.

Buying Stuff

Legality

It is assumed that characters are smart enough to supply themselves with everyday needs such as basic clothing, cooking utensils, office supplies and the like. The only time a character should have to look for / buy things is for specific purchases, big ticket items or story supplies. Players should discuss with their GM what is reasonable in regards to their day-to-day needs.

Credits (

)

The symbol represents how many credits an item is worth. This is a symbolic value that represents wealth and is interchangeable throughout most galaxies. Planets, regions and even cities may have their own form of currency with various exchange rates but credits are universal. Many times this value represents more than just the cost of the item itself such as shipping, paperwork, headache from smugglers, delivery drone fees, etc.

Intergalactic free trade is tough to regulate and most corporations work with government bodies to keep tabs on which individuals have the deadliest arsenal. More often than not it is legal to purchase and carry small weapons as long as they was procured from a legitimate megacorp. Most establishments have their own rules regarding possession of firearms or deadly weapons and some local governments are more prohibitive than others. Large firearms and two handed melee weapons are usually prohibited also. Your GM can decide if their location is firearm friendly or not and what laws and punishments they observe.

Weapons WPN

Represents how much damage the weapon does after hitting a target.

Ammo

Represents how many firing actions a character can take before they must reload the weapon.

Reselling Items

You may sell an item at an appropriate location for half the buying cost rounded down. This is assuming someone is willing to buy the item, which largely depends on what you are trying to sell and where you are trying to sell it.

Gear Points (GP)

Gear points represent the amount of space an item takes in your inventory. You may not carry anything that surpasses your current GP.

Basic Ammunition

It’s a big universe out there and companies across numerous galaxies are creating new weapons and gadgets every day. If you have something special in mind for your character that can’t be cobbled together with these items, discuss the tool in question with your GM.

© 2017 Soldiers of Misfortune RPG

Purchasing and keeping track of ammunition is tedious and boring. Instead of buying bullets and maintaining an inventory it is assumed that your character is smart enough to purchase basic ammunition for their weapon and carry enough to finish a mission. While in combat players must keep track of ammo in their weapon for reloading purposes but beyond that you don’t have to micro-manage your supply.

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Skill

Tells you which skill you need to effectively use the firearm.

For

Represents how far the weapon can fire.

Certain upgrades only apply to certain models or brands. This informs you which weapons this upgrade applies to. Keep an eye on this to make sure you aren’t wasting money on an upgrade you can’t equip!

S = Short, M = Medium, L = Long, E = Extreme.

Cosmetic Upgrades

RNG

Consult the combat section for more detailed information on ranges.

Abilities

Tells you which abilities this item has, good and bad. If a symbol such as precedes the ability that means that the indicated suit must be declared before the ability will activate.

Upgrades Marks & Upgrades

It is very common for people to customize their gear or want it to look a certain way while still being functional. We want every character to be unique and interesting in their own way and thus encourage any sort of creative cosmetic upgrades they can think of. This should be confirmed with the GM and follow the Rule of Reasonable Expectation. For example, if you want a crescent shaped blade that you hold with one hand then give it the rules of a sword or axe (depending on its primary function) and call the shape a cosmetic upgrade. No additional rules are allotted or taken away from this weapon. However, if you want a three meter long sword you would take the greatsword rules and make it entirely unable to conceal. Perhaps you can give it the ‘reach’ ability as well.

Each model, or mark, of a weapon can hold more upgrades than the previous one. Better models are also more expensive. Each mark increases the number of upgrade points, or UP the weapon has. For example, a Pistol Mk. I has one UP and a Pistol Mk. II has two UP.

Armor ARM

Represents how much damage the armor prevents.

AP

Represents how much this armor effects your usable action points, if at all.

Each mark is a separate and unique item, you cannot upgrade from one to the next by paying the difference in cost.

Upgrade Points (UP)

Each upgrade uses up a number of upgrade points, or UPs. All upgrades are modular and can be swapped from weapon to weapon as long as the upgrade applies to the weapon.

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Corporations & Loyalty Many corporations offer customer loyalty programs that have exclusive items for those willing to ignore the competition.

Corporate Loyalty (CL)

As you gain corporate loyalty you unlock new tiers of equipment with the chosen corporation. Bronze Level: Items at the bronze level are fairly easy to find in other markets and offer few frills. It’s not uncommon to see the same item in different flavors depending on the company you buy it from. The main difference with items at this level is preference. Silver Level 250+: Items at the silver level are tailored more towards the company’s strengths and are generally more exclusive than others. You may find a similar item at this level with another company but its properties and functions will likely differ. Gold Level 1000+: Items at the gold level are specifically made for professionals in the fields supported by each company. Here you will find items you can’t find anywhere else and you’ll be charged accordingly.

Earning Corporate Loyalty

Gaining loyalty with a corporation is easy but somewhat enigmatic. Some actions that influence your corporate loyalty are:

Merder Corp. “We make the best and break the rest.” Primarily an arms and armor manufacturer, Merder Corporation sells more ways to kill a man than there are men to kill. The company takes its name from its founder Ares Merder, a gifted mechanic and well known soldier of fortune. Famous for upgrading his weapons with whatever materials he could scavenge, Merder quickly became the go-to-guy for soldiers looking for extra punch. Word of his craftsmanship spread quickly and once his military career ended (allegedly because he ran out of things worth shooting) he was approached by several arms manufacturers for his skills. Ares started his own company instead and personally designed an entire arsenal of weapons and armor that would give any honest soldier a raging boner.

His meteoric rise in the universal arms market • Making a large purchase. did not go unnoticed. After surviving multiple • Taking a corporation specific contract. • Get media attention while brandishing assassination attempts, Merder was finally done

in by an orbital strike targeting his corporate

corporate items.

• Disrupting, destroying or otherwise frakking headquarters. up competitor plans or resources.

• Assisting employees or clients of a corporation. Most believe he was vaporized in the strike but Your GM may award or reduce corporate loyalty based on any of these actions.

some think he escaped and is lying low until he identifies his attackers and has an opportunity to deal with them once and for all.

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MediSyn Syngularity Enterprises

MediSyn Universal

“Precision redefined.”

“Innovating evolution.”

Popular with hackers, covert operatives and tech aficionados because of how advanced and precise their products are, Syngularity is the first choice for professionals who want something done right the first time.

The number one place to find the best genemods, cybernetics and stims on the market, MediSyn is a universal leader in personal enhancement.

Apart from boasting the most cutting edge technology in the known universe, Syngularity is famous for being the only Anqyngo mega corporation legally shipped throughout the intergalactic sales network. Many believe they were accepted into the ISN to allow competitors easy access to their technology and reverse engineer their products. No company has admitted this however and though cheap knock-offs have been manufactured Syngularity still holds a large market share for the products they design. Much of Syngularity’s technology is such a closely guarded secret that their senior engineers are often ushered into a sort of witness protection program as part of their retirement where they are taken care of financially and provided with many exclusive services in exchange for their continued silence and loyalty.

MediSyn offers generous repayment plans and easy access to qualified staff so anyone and everyone who wants an augment or enhancement can get one within twenty four hours. With clinics in every city across numerous galaxies, its almost impossible to go anywhere without seeing MediSyn products or one of their child companies. Everything from gene-splicing, neural remapping, memory erasal, cybernetic implants, cosmetic surgeries, hospice care and millions of prescription drug variants are at your fingertips while in a MediSyn clinic. Although noteworthy for being the largest human controlled company in the universe, MediSyn is best known for the drama that circulates it. The founder, Cyrus Opulen and his son Dante have engaged in a public feud since Dante was a teenager. The fact that Dante is an accomplished holo actor and war hero only adds fuel to the fire and media outlets can never get enough.

It is unclear if the company is owned and operated by a single person or a conglomerate because, like the rest of their business, such files are kept under strict secrecy. Whether their penchant for hiding information is a marketing tactic or because they have something to hide has yet to be seen.

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The Black Market

Black Market Mishaps

Purchasing from the black market is risky.

“Whaddaya buyin’?” -Mysterious stranger Sometimes you need an item above your corporate loyalty or maybe you just hate supporting their greed. Whatever your reason, an underground market exists to fill your needs. No one person or entity runs the black market, but there is definitely an organized network of buyers and sellers to tap into.

You may bundle items together in a single purchase or get them one by one. Once you have decided what to buy you must first pay the required amount and then the GM flips on the Black Market Mishaps table below. Mishaps occur before any items are received. Note: You do not have to flip for mishaps with services.

Not only can you buy any items from regular corporate stock, you can also buy black market exclusives like drugs, dangerous mods and augments, illegal weaponry and a whole lot more.

Black Market Mishaps Soldiers Red Joker Ace King Queen Jack 10 9 8

Hackers

Detectives

Corporations

The package arrives at your door and after checking your bank account a transaction was never posted. Free stuff! The dealer throws in some cheap random grenades.

The dealer throws in a cheap random cybernetic augment.

The dealer throws in a cheap random weapon or armor upgrade.

The dealer throws in some cheap random drugs.

Merder Corp wants your business. +25 Merder Corp Loyalty.

Syngularity wants your business. +25 Syngularity Loyalty.

The dealer likes you. +25 Black Market Loyalty.

MediSyn wants your business. +25 MediSyn Loyalty.

The deal goes down without a hitch. Congrats, you didn’t get burned by the Black Market.

7 6 5 4 3 2 Black Joker

Shipping mix up, you don’t get your items till next session.

Your identity was stolen. Your finances are frozen until next session.

You receive your items but authorities are keeping an eye on you.

You are forced to pay ‘tax’. You lose 1 per item purchased.

Wrong package. You get weapons of equal or lesser value. GMs choice.

Wrong package. You get cybernetics of equal or lesser value. GMs choice.

Wrong package. You get upgrades of equal or lesser value. GMs choice.

Wrong package. You get drugs of equal or lesser value. GMs choice.

The package is hot. Someone is looking for you.

You’ve been stiffed. No money, no items.

Your dealer stiffed you and ratted you out. You lose your money on this deal, don’t receive the items, gain heat with an authoritative body and lose 50 loyalty with the Black Market.

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Corporate Items On The Black Market

You may purchase any item sold by corporations on the black market but because of the legal loopholes and risks involved these items frequently cost more than buying them legitimately.

Black Market Loyalty

Consult the following table to find out how much your item would cost. Corporate Loyalty Requirement Bronze Bronze Silver Gold

Silver

Gold

+1

X2

X5

-

+1

X3

1/2

-

+1

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Merder Corp. Firearms Name

WPN

Ammo

GP

Skill

RNG

Abilities

Bronze Level Compound Bow

4

1

4

Lg. Firearms

M

Silent, Bleed

Pistol

4

3

2

Sm. Firearms

S

Unreliable, Light, Penetrate 1

Revolver

6

2

3

Sm. Firearms

S

Reliable, Recoil, Penetrate 1

Shotgun

6

1

5

Lg. Firearms

M

Spread, Onslaught, Recoil, Penetrate 1

Rifle

8

1

6

Lg. Firearms

L

Recoil, Heavy, Penetrate 1

Silver Level (250+ Loyalty) SMG

4

4

3

Sm. Firearms

M

Automatic, Unreliable, Recoil, Light, Penetrate 1

Assault Rifle

5

6

5

Lg. Firearms

L

Automatic, Recoil, Penetrate 1

Machinegun

8

9

7

Lg. Firearms

M

Automatic, Unreliable, Recoil, Heavy, Penetrate 1

Launcher

-

1

5

Demolitions

S

Recoil, Penetrate 1

Hand Cannon

5

2

4

Sm. Firearms

Rail Rifle

10

1

6

Lg. Firearms

E

Reliable, Penetrate 5, Recoil, Heavy

Rail Cannon

15

1

12

Lg. Firearms

E

Reliable, Penetrate 10, AOE 3, Recoil, Heavy

Gold Level (1000+ Loyalty) M

Reliable, Penetrate 3, Recoil

Syngularity Firearms Name

WPN

Ammo

GP

Skill

RNG

Abilities

Bronze Level PEW

4

4

2

Sm. Firearms

M

Energy, Light

Ion Rifle

4

2

4

Lg. Firearms

L

Energy

E. Gauntlet

3

2

2

Engineering

S

Silver Level (250+ Loyalty) Fire or Cold or Overload

Beam Rifle

3

5

5

Lg. Firearms

M

Penetrate 3, Beam, Overload

SynthSmash

4

3

4

Lg. Firearms

M

Energy, Arc, Overload, Disrupt 2

Ion Cannon

5

2

6

Lg. Firearms

Gold Level (1000+ Loyalty) E

© 2017 Soldiers of Misfortune RPG

Energy, Penetrate 5, Heavy

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Merder Corp. Firearms (Cont.) Name

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level Compound Bow

4

6

8

-

-

Pistol

2

5

10

15

20

Revolver

3

6

12

18

24

Shotgun

5

10

16

24

32

Rifle

8

16

24

32

40

Silver Level (250+ Loyalty) SMG

5

12

20

30

42

Assault Rifle

8

20

32

48

60

Machinegun

10

25

40

55

70

Launcher

15

30

45

60

75

Hand Cannon

10

Rail Rifle Rail Cannon

Gold Level (1000+ Loyalty) 20

30

40

50

25

50

80

-

-

55

120

-

-

-

Syngularity Firearms (Cont.) Name

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level PEW

4

10

16

24

34

Ion Rifle

6

12

24

48

65

Silver Level (250+ Loyalty) E. Gauntlet

8

16

32

-

-

Beam Rifle

10

24

32

40

50

SynthSmash

12

20

30

42

56

80

100

Gold Level (1000+ Loyalty) Ion Cannon

20

40

60

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Black Market Firearms Name

WPN Ammo

GP

Skill

RNG

Abilities

Bronze Level Furiax Splinter

5

2

2

Sm. Firearms

S

Bleed, Penetrate 2

Harpoon Gun

5

1

2

Lg. Firearms

S

Penetrate 5, Tug

Dartgun

-

3

1

Sm. Firearms

S

Administers drugs / stims.

Flamethrower

4

4

3

Lg. Firearms

M

Fire, Spread, Beam

Particle Shotgun

4

2

3

Lg. Firearms

M

Spread, Penetrate 2, Onslaught, Charge, Energy

Mono Net Gun

1

1

5

Lg. Firearms

S

Unreliable, Heavy, Dismember, Penetrate 5

Lighthammer

100

1

3

Lg. Firearms

E

AOE 10, Onslaught, Penetrate 100, Explosive, Demolish Hard, Vaporize

Silver Level (250+ Loyalty)

Gold Level (1000+ Loyalty)

General Explosives Name MagNade

1

WPN

Abilities

-

See description, AOE 1

Merder Explosives Name

WPN 10

2

AOE 1

10

3

Fire, AOE 2

Bronze Level

FoamNade

1

-

See description, AOE 1

Standard

HoloNade

1

-

See description

Incendiary

Smoke

1

-

AOE 3, Concealment

TechSmoke

3

-

AOE 3, See description

Tear Gas

1

-

AOE 3, Blind

Flashbang

1

-

Stun, AOE 2

Abilities

Silver Level (250+ Loyalty) BUST

10

“Would you like a semiautomatic or fully automatic doughnut? And will that be standard or with armor piercing jelly?” - Lower Red “Baker”

© 2017 Soldiers of Misfortune RPG

3

Penetrate 5, AOE 1

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Black Market Firearms (Cont.) Name

Mk. II

Mk. I

Mk. III

MK. IV

Mk. V

Bronze Level Furiax Splinter

10

15

20

-

-

Harpoon Gun

3

6

10

-

-

Dartgun

3

6

9

-

-

Silver Level (250+ Loyalty) Flamethrower

8

16

24

-

-

Particle Shotgun

20

32

48

-

-

Gold Level (1000+ Loyalty) Mono Net Gun

30

45

60

-

-

Lighthammer

10,000

-

-

-

-

Syngularity Explosives Name

WPN

Tundra

5 5

Black Market Explosives

Abilities

Name

WPN

2

Cold, AOE 3

Nerve Gas

2

2

Disrupt 2, Overload, AOE 1

Acid

10

3

Acid, AOE 2

Needle

-

2

Bleed, AOE 3

Bronze Level EMP

Bronze Level

Silver Level (250+ Loyalty) PCABO

2

-

+

+

Abilities

Subterfuge, AOE 2

AOE 3, Stun

Silver Level (250+ Loyalty) Shredder

© 2017 Soldiers of Misfortune RPG

5

4

Onslaught, Dismember, AOE 1

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Rifle

Able to shoot the wings off a fly as long as the person behind it knows what they’re doing. Able to poke an eye out if they don’t.

Submachine Gun (SMG)

Merder Corp. Firearms If you’re looking for ways to kill, maim or make noise you’ve come to the right place. Merder Corporation has some of the best long range weapons on the market and is happy to sell them to any buyer with a need for them.

Compound Bow

Not technically a firearm, but good for hunting game of all varieties, this carbon fiber bow is sure to confuse and terrify your enemies as they fall one by one without a sound. Unless, of course, you strap grenades to the arrows.

A good balance between the efficiency of a handgun and the firepower of an assault rifle. Plus it has so many bullets you don’t even need to be a good shot!

Assault Rifle

This weapon has become standard issue when things really hit the fan. It is large and sometimes cumbersome but the size to firepower ratio is one of the best you can buy.

Machine Gun

This monster is the first option for people who don’t understand the meaning of overkill. Or maybe they understand but don’t care.

Pistol

Launcher

A standard handgun used for many self-defense and law enforcement purposes. Also looks great when you have two of them and jump through a window with doves flying behind you.

Name three things that are fun to shoot at people: T-shirts, beer cans and grenades! Now you have a way to shoot all these and more all while looking like the champion you are.

Revolver

Hand Cannon

A handgun with a little more stopping power and reliability thanks to the cylindrical firing chamber separated from the barrel. Raspy voice and cigar not included.

Are you tired of wimpy handguns that have more bark than bite? Do you wish your weapon could blow holes in a target so big you can stick your head through it? Look no further.

Rail Rifle

One of the most advanced weapons Merder provides, this easily portable rail weapon uses an electromagnetic rail system to fire projectiles more accurately and at longer range.

Rail Cannon Shotgun

One of the best close combat boom sticks on the market. Think of it as a bird catcher, lock pick and ego boost all in one.

“Bal, do you see that armored MExA over there?” “Yes sir?” “I don’t want to.” “Aye sir.”

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Beam Rifle

Another industrial tool upgraded for use in combat, the beam rifle fires a steady stream of destructive power. Able to cut through vehicles like butter, in the right hands this weapon can wreak horrific chaos.

Syngularity Firearms

SynthSmash

Boasting a line of exclusively energy-based weapons, Syngularity is the only company capable of actually competing with Merder’s product line. What these weapons lack in sheer brute force they make up in versatility and reliability.

Personal Energy Weapon (PEW)

Contrary to popular belief, this weapon is not named after the sound it makes while firing. The anqyngo have been using these for centuries as a standard self-defense weapon and didn’t fully understand the human translation of their flagship firearm. The constant jokes provide free marketing so Syngularity has little incentive to change it.

Ion Cannon

The ion cannon is a standard defense weapon on most spacecraft and once Syngularity figured out how to make a lighter weight version for individual use it became a staple of mounted vehicle weaponry and big gun fanatics everywhere.

Black Market Firearms

Ion Rifle

A more militarized version of the standard PEW, the ion rifle takes the range and stopping power up a notch. With better range, a larger ammo capacity and the trademark flexibility of Syngularity’s energy weapons this is a solid contender for any frontline unit.

Elemental Gauntlet

As artificial intelligence grew, Syngularity realized they needed a fast and efficient way to immobilize or destroy synthetic constructs in case of an emergency. The SynthSmash was born. It essentially fires an ion grenade that strikes the primary target and arcs to nearby targets. While the effect is harmful to organics it is downright devastating to synthetics.

Originally designed as a mining and construction tool, the elemental gauntlet has developed into an interesting frontline weapon. Essentially turning the wielder into a sorcerer, the gauntlets three settings allow one to shoot gouts of flame, freezing liquid or bolts of electricity. Many ad campaigns compare its application to that of an ancient sorcerer, with some vendors going so far as to bundle a large wizard’s hat as a gimmick.

Moral bankruptcy and implements of destruction often go hand in hand. If you’re willing to take the risks, the black market has many heinous weapons for you to take advantage of. They can also hook you up with legal but hard to find items if you are in a pinch.

Furiax Splinter

A popular weapon with furiax guerilla teams, the furiax splinter fires a volley of needle-like shards that embed in the target’s skin and tear apart their muscles and internal organs with each step.

Harpoon Gun

Although legal, heavy duty harpoon guns have become more and more popular with Abyss pirates because they aid in both getting to the ship they are raiding and disemboweling the crew once aboard. For this reason their distribution is monitored more closely than one would expect.

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Dartgun

Another item that is legal in most sectors but its compact nature and ambiguous ammo make it a threat. One could easily smuggle one of these into a political function and poison an official with little resistance. As such, these are closely monitored.

General Explosives “Three... two... one...”

MagNade

Needle Gun

Though not technically a grenade its method of use is similar enough to be identified as one. Once activated this item becomes a high powered magnet that pulls metallic objects within a small range toward it.

Flamethrower

Creative combatants have used MagNades to disarm foes, rip open doors, harass synthetics and a variety of other unconventional uses.

Yet another item that is technically legal but notorious with poachers. It offers the same benefits of a standard dart gun with added range. Popular for clearing brush and invasive vegetation, this tool can easily be modified for use in combat. The volatility of this weapon makes it dangerous even when used legally as a simple tool but as a weapon the flamethrower can be outright devastating.

Particle Shotgun

Many believe the particle shotgun to be a lost or stolen Syngularity patent that went into mass production by enterprising pirates but Syngularity claims to have never engineered such a device. It is capable of firing a massive shot that can cripple even the most robust of target.

A popular item with firefighters and standard equipment for most soldiers, a FoamNade ejects a fire retardant gel that expands upon contact with oxygen much like a shaving cream. At the end of the ejection cycle a chemical is introduced that momentarily thickens the foam, making it useful for car crashes and similar high impact scenarios. There is enough gel in a single FoamNade to fill up an elevator or vehicle interior.

HoloNade

Mononet Gun

Illegal in practically every civilized sector, the mononet gun fires a web of monomolecular wire that wraps around its target and constricts, often grievously wounding the target if not severing their limbs.

Lighthammer

FoamNade

This item will project a downloaded or recorded message with surprising realism. An advanced particle system allows the hologram to remain opaque and create the illusion that it is actually real, allowing combatants to use it as a decoy.

Smoke

This devastating weapon is actually a simple targeting device that is connected to an orbital satellite armed with a sophisticated energy cannon. You must maintain sights on your target for three turns to sync with the satellite. After establishing the connection a pillar of light vaporizes the target. Lighthammer purchases are only good for one use and the satellite needs 24 hours between shots.

Disperses a cloud of smoke that provides visual concealment to those inside.

TechSmoke

Same as a regular smoke grenade but contains metallic particles that interfere with infrared imaging.

Teargas

A nonlethal way to subdue multiple targets, irritating their eyes and often causing intense coughing.

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Flashbang

Designed as a safety precaution for breach-andclear missions, this grenade emits a blinding flash and deafening blast that severely disorients opponents.

Merder Explosives

trick organic and synthetic optics alike. While not completely invisible, one is much harder to see under its effects.

Black Market Explosives “They’re gonna feel that one in the morning.”

“Is it dead? Throw another one then.”

Nerve Gas

A standard issue grenade that goes boom and breaks stuff.

Attacking the nervous system with variety of chemicals, this illegal substance quickly incapacitates organic targets and leaves them vulnerable to further attack.

Incendiary

Needle

Standard

This grenade expels a slow-burning gel over an area which ignites during the explosion. Targets are lit on fire and often have difficulty removing the flammable gel, resulting in painful burns over an extended period of time.

BUST

The Battle Use Salvo Targeting, or BUST, grenade fires a battery of tiny high velocity, high explosive projectiles that pepper an armored target and explode in the weak points causing significant amounts of damage.

As the name implies, this grenade shoots thin barbed needles over and area, piercing between armor plates and embedding deep into the flesh of its target. The needles then rip and tear their way out of the skin as the target moves.

Shredder

This horrific device erupts with tiny bladed bearings that pierce into their target and continue spinning, rending flesh and bone for some time after the initial explosion.

Syngularity Explosives “Now you see me, now you don’t.”

Tundra

A Syngularity exclusive, this grenade emits a freezing cold compound that instantly chills an area to sub-zero temperatures.

EMP

Though Syngularity makes much of their money selling synthetics, they are no fools. These electromagnetic pulse grenades are standard fare in most facilities, just in case.

PCBO

Also known as a ‘peekaboo’, the Personal Conceal, Blind, Obfuscate grenade showers and area with light bending particles that temporarily

© 2017 Soldiers of Misfortune RPG

“You got a permit for those rocket launchers, son?” “Nope. But I do have an active grenade.” -Exchange between law enforcement and an as yet unidentified gun smuggler

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Merder Melee Weapons Name

WPN GP

Skill

Abilities Bronze Level

‘Nucks

2

-

Martial Arts

Short Blade

3

1

Sm. Melee

Long Blade

5

3

Lg. Melee

Hatchet

3

2

Sm. Melee

Axe

4

3

Lg. Melee

Hammer

4

2

Sm. Melee

Sledgehammer

6

3

Lg. Melee

Staff

3

3

Lg. Melee

Reach

Spear

5

4

Lg. Melee

Reach, Penetrate 1

Mace

5

2

Sm. Melee

Flail

5

3

Sm. Melee

Grapple Gauntlet

2

3

Martial Arts

Katar

4

2

Martial Arts

Greatblade

6

4

Lg. Melee

Greataxe

5

5

Lg. Melee

Massive Hammer

8

4

Lg. Melee

Butterblade

6

3

Lg. Melee

Thunder Fist

8

4

Martial Arts

Bleed, Light Bleed Onslaught, Light Dismember

Onslaught,

Fracture 3, Light Fracture 5, Cumbersome

Fracture 5, Penetrate 1 Fracture 3, Penetrate 2, Reach Penetrate 3, Tug, RNG = S Silver Level (250+ Loyalty) Bleed, Light Bleed,

Onslaught, Cumbersome, Heavy

Onslaught, Dismember, Cumbersome, Reach, Heavy Fracture 7, Cumbersome, Reach, Knockdown, Heavy Gold Level (1000+ Loyalty) Fire, Dismember, Demolish Hard, Melt Fracture 7, Knockdown, Disrupt 2, Heavy

Syngularity Melee Weapons Name

WPN GP

Skill

Abilities Bronze Level

Electro Baton

2

2

Sm. Melee

Overload, Disrupt 1, Stun 3, Light

Shock Whip

2

1

Sm. Melee

Overload, Disrupt 1, Reach, Stun 3, Light Silver Level (250+ Loyalty) No options at this time. Gold Level (1000+ Loyalty) No options at this time.

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Merder Melee Weapons (Cont.) Name

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level ‘Nucks

1

-

-

-

-

Short Blade

1

3

10

-

-

Long Blade

3

6

12

24

-

Hatchet

1

3

10

-

-

Axe

1

3

10

20

-

Hammer

1

3

-

-

-

Sledgehammer

1

5

10

-

-

Staff

1

3

6

-

-

Spear

2

5

10

15

-

Mace

1

4

12

-

-

Flail

1

4

12

-

-

Grapple Gauntlet

2

5

12

-

-

Silver Level (250+ Loyalty) Katar

3

6

12

-

-

Greatblade

4

10

20

32

-

Greataxe

3

8

16

-

-

Massive Hammer

3

8

20

-

-

Gold Level (1000+ Loyalty) Butterblade

25

50

80

-

-

Thunder Fist

8

16

24

-

-

Syngularity Melee Weapons (Cont.) Name

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level Electro Baton

3

8

20

-

-

Shock Whip

3

8

20

-

-

Silver Level (250+ Loyalty) No options at this time. Gold Level (1000+ Loyalty) No options at this time.

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Black Market Melee Weapons Name

WPN

GP

Skill

Abilities Bronze Level

Selachii Serket

10

4

1

Sm. Melee

Migraine Mitts

4

3

2

Martial Arts

Zoramax’s Tail

6

3

1

Sm. Melee

Mono Wire

25

1

-

Martial Arts

Torch Sword

20

5

2

Sm. Melee

Bleed, Onslaught (Must be reloaded for effects. 1 Ammo.) Knockdown, Demolish Soft, Fracture 1

Silver Level (250+ Loyalty) Reach, administers chems.

Gold Level (1000+ Loyalty) Dismember, Penetrate 5 Fire,

Onslaught, Melt

Hatchet

Typically used as a tool but very popular with marphan berserkers for their ability to deal horrific damage in a short time.

Axe

Merder Melee Weapons Merder corporation has gone to great lengths to create battle-ready versions for the modern war zone of these once archaic weapons. Great for weapon enthusiasts and combat veterans alike.

‘Nucks

Good ‘ol fashioned brass knuckles. Often thugs will buy ‘nucks that spell something intimidating and adorn their knuckle dusters with spikes, gems or other gaudy flair.

Short Blade

One of the most common self defense tools in circulation. Short blades can be anything from knives, kukris, switchblades, tantos and other similarly sized edged weapons.

Much like its little brother the hatchet, axes are not typically designed for combat but they are such a common tool that many races have created larger more robust versions for defense.

Hammer

You can drive a nail through a board or a skull with equal ease. Many combat variants are slightly larger and heavier to help break bones, even through armor.

Sledgehammer

A beefier version of the hammer, the sledgehammer requires two hands but is considerably more dangerous. Be careful not to over swing though.

Staff

Make your enemies regret denying an old man his walking stick by sweeping their legs out from under them and shattering their rib cage. Or you can go hiking.

Spear

Long Blade

A common weapon in ancient times, modern spears have been designed to keep armored targets at a comfortable distance.

Less popular than short blades because of their difficult to conceal and considerable weight. Long blades can be longswords, machetes, katanas or other roughly arm length edged weapons.

Mace

Designed to pierce armor and turn bones to paste, the ancient mace has been upgraded to be lighter and more lethal on today’s battlefield.

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Black Market Melee Weapons (Cont.) Name

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level Selachii Serket

10

18

26

-

-

Migraine Mitts

4

8

12

-

-

-

-

Silver Level (250+ Loyalty) Zoramax’s Tail

6

12

-

Gold Level (1000+ Loyalty) Mono Wire

25

-

-

-

-

Torch Sword

20

50

80

-

-

Flail

Law enforcement learned from the Sortia Rebellion that this archaic weapon had renewed value as rioters deployed a nigh impregnable shield wall to protect their assaults. Updated for the rigors of modern combat, this weapon was able to wrap around the shields and hit their targets without collateral damage.

Grapple Gauntlet

Once Merder figured out how to stop the blood and gore from jamming up the gears it gained massive popularity with Selachii soldiers who wanted to level the playing field when fighting furiax or other winged creatures. Essentially just a forearm mounted harpoon, many use it as a punching spike once their target is reeled in.

Massive Hammer

Another item that regained popularity from MExA combat, this weapon is large and very much in charge. A casual swipe from this guy will lay you flat on your back with a broken rib cage.

Butterblade

So named because it cuts through anything like butter. This Merder exclusive can heat up to scalding temperatures at the flick of a switch while still somehow retaining its durability.

Thunder Fist

Not to be confused with the popular female entertainment system, this electrically charged gauntlet is an absolute ball buster in combat. Synthetics beware.

Katar

A spiked or bladed punching implement popular with furiax because they could hold it while flying and dive for a devastating strike without having to time a swing. They also use katars as a tool to help cling to the massive trees on their planet.

Greatblade

If anyone says you are compensating while wielding this just take comfort in the fact that you can cut them in half with as much effort as a bowel movement.

Greataxe

Originally used for executions, this old timey favorite surged in popularity once MExA combat became a sport.

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up and away, assuming they aren’t killed by the strike. Canisters must be reloaded between otherwise it loses bleed and onslaught.

uses,

Migraine Mitts

Syngularity Melee Weapons Though not their specialty, Syngularity has a small roster of weapons for specialized tasks. Their catalogue may not be as impressive as Merder’s, but their quality certainly is.

Electro Baton

Many law enforcement agencies utilize this weapon, especially in synthetic heavy zone, because of its simple efficiency and ease of use.

Shock Whip

Marphan slave drivers often used these to keep their projects on schedule but as synthetics have become a larger factor of life they have become a staple in slums because of their reach and stealth capability.

Black Market Melee Weapons Some of the most vicious and brutal melee weapons are found only in the black market. Fortunately the people selling these items rarely judge.

While there are much more dangerous weapons that are legal, migraine mitts became outlawed in most sectors because they were a cheap and easy to find means of breaking through walls and could easily kill a man with a simple punch to the jaw.

Zoramax’s Tail

A simple whip with a syringe at the tip, enterprising criminals named this weapon after the recurring nemesis of Dante Opulen’s famous on screen character Rex Hammer. The brand familiarity has put many of these into circulation despite their official banned status.

Mono Wire

Monomolecular wire is essentially just a very thin fiber wire roughly one meter long. Though not actually able to split molecules as the advertising suggests, this strand of carbon nanotubes can cut through many dense objects with little effort.

Torch Sword

A volatile and difficult to use weapon, the torch sword is basically a large blow torch. When properly calibrated the weapon can slice through flesh and steel with the flick of a wrist.

Selachii Serket

This devastating and deceptive weapon looks like a simple knife or dagger at first glance. Once stabbed into a victim its true function is revealed when a thumb button is pressed and the hidden carbon dioxide canister in the handle is decompressed through a small syringe in the blade forcing a burst of cold air into the victim. This often freezes internal organs and expands or ruptures them as the gas effectively explodes the victim from the inside out. Selachii have used these weapons for underwater self defense for centuries because the instant injection of so much air causes the target to float © 2017 Soldiers of Misfortune RPG

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Merder Corp. Firearm Upgrades Name

UP

Effects

For

Bronze Level Silencer

1

1

-

-

Perception against hearing this firearm.

All

Melee Attachment

2

1

Add Sm.Melee weapon to this firearm.

All

Collapsible Parts

2

1

-1 GP for small firearms and -2 GP for large firearms.

All

Enhanced Barrel

2

1

+1 WPN

All

Ammo Upgrade

5

1

+1 Ammo

All

Precision Parts

6

1

Reliable

All

Longer Barrel

2

1

Increase range by one level. +1 GP.

All

Hair Trigger

6

1

Automatic

Merder

Well Balanced

4

1

No off-hand penalty.

Sm. Firearm

Scope

2

1

Accurate

Lg. Firearms

Tactical Sling

2

1

Gain Quick Draw talent when drawing this firearm.

Lg. Firearms

Bullpup

5

2

+1 WPN, -1 GP

Lg. Firearms

More Powder

4

2

Knockdown

Shotgun

Silver Level (250+ Loyalty) MAS

10

3

This weapon gains a non-upgradeable shotgun.

Assault Rifle

UBGL

10

3

This weapon gains a non-upgradeable launcher.

Assault Rifle

Missile Guidance

8

2

Ignore concealment.

Launcher

Gold Level (1000+ Loyalty) Gyroscope

20

2

Aerosteel

25

2

BFG Upgrade

10

3

Big Bada Boom

8

3

Reduce full-auto penalty by 1. Gain

+

to Initiative.

Onslaught, +1GP for Sm. Firearms, +2GP for Lg. Firearms. AOE 3

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Syngularity Firearm Upgrades Name

UP

Effects

For

1

Prevent unauthorized users from using firearm.

Bronze Level PSS

3

All

FFF

3

1

Eliminate chance of accidentally hitting allies engaged in melee.

All

Disruptor PMB

10

2

Disrupt 1

Merder

Armor Piercing PMB

10

2

Penetrate 2

Merder

Gel PMB

10

2

Stun

Merder

Laser Range Finder

10

1

Increase range by one level.

All

Bronze Syngularity PMB

25

3

Fire selector switches between Disrupt 1, Penetrate 2 or Stun 3.

Merder

Bleed, -1 WPN for small firearms, -2 for large firearms.

Silver Level (250+ Loyalty)

Flechette PMB

15

2

Incendiary PMB

15

2

Liquid Nitrogen PMB

15

2

Merder Merder

Fire

Merder

Cold Gold Level (1000+ Loyalty)

Power Array

20

3

Silver Merder PMB

40

3

Explosive PMB

20

2

Hypercapacitors

15

1

Gains Vaporize when weapon is fully charged. Fire selector switches between Bleed,

Fire and

Explosive, Demolish Soft Melt

© 2017 Soldiers of Misfortune RPG

Syngularity Cold.

Merder Merder Syngularity

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Merder Melee Weapon Upgrades Name

UP

Effects

For

Bronze Level Serrated

2

1

Bleed

All

Armor Chain

2

1

Cannot be disarmed with this weapon.

All

Motorized Teeth

6

1

Penetrate 2, .

All

Nanosharpen

5

1

+1 WPN

All

Silver Level (250+ Loyalty) Core Forged

10

2

Indestructible

All

Hydraulic Haft

5

2

You may toggle Reach off and on.

All

Pneumatic Haft

5

2

Diamond Edged

20

2

Penetrate 5

All

Magma Mod

20

2

Melt

All

Fracture 4 (stacks with existing Fracture value)

All

Gold Level (1000+ Loyalty)

Syngularity Melee Weapon Upgrades Name

UP

Effects -1 GP for Sm. Melee, -2 GP for Lg. Melee

For

Bronze Level Collapsible Parts

3

1

Ice Imbued

8

1

Electricity Imbued

8

1

All

Silver Level (250+ Loyalty) Cold 1

All

Disrupt 1

All

Gold Level (1000+ Loyalty) Synthecide Chip

10

2

Overload

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Firearm Upgrades

FFF

“Not only can I blast those dirty synths to bits but I can hack ‘em part with my new barrel mounted axe. Best creds I ever spent.” - Satisfied Merder Customer

Aerosteel

The largest and heaviest parts of this weapon are replaced with Merder’s patented aerosteel compound. Effect: to Initiative. +

Ammo Upgrade

Utilizing a larger magazine, upgraded cylinder or other expansion this weapon carries more ammo. Effect: +1 Ammo.

BFG Upgrade

Merder’s best selling upgrade to firearms enthusiasts and backwater customers, the “Big Frakkin’ Gun” upgrade takes everything you love about your weapon and makes it bigger (and therefore better. Effect: Onslaught but adds +1GP to small firearms and +2 GP to large firearms.

Big Bada Boom

Modifies your launcher to accept special ammunition manufactured specifically for this upgrade. Effect: Projectiles fired from this weapon have AOE 3.

Bullpup

By putting the action behind the trigger the user can benefit from having a shorter weapon while not compromising muzzle velocity. Effect: +1 WPN and -1 GP.

Collapsible Parts

Weapon is engineered with automatically collapsible parts. Makes storage and smuggling significantly easier. Effect: -1 GP for small firearms and -2 GP for large firearms.

Enhanced Barrel

Barrel is enhanced to accept a larger round than it would otherwise. Effect: +1 WPN.

Short for Friendly Fire Function, this upgrade comes with five remote chips that can be dispersed to allies. This firearm will not fire if aimed at someone with the appropriate chip. Effect: When shooting into melee combat you are not at risk of hitting allies.

Gyroscope

Balances and compensates for recoil, allowing more accurate fire. Effect: Reduces full-auto penalty by one meaning your first and second shots are at full accuracy but your third is at - , your forth is at - - and so on.

Hair Trigger

A slight modification to the weapon’s trigger mechanism allows for automatic fire. Effect: Automatic.

Hypercapacitors

By swapping out the standard capacitors and rerouting the power supply this weapon is capable of superheating its projectile and melting through armor. Effect: Melt.

Laser Ranger Finder

A barrel mounted tool to increase accuracy by helping judge distance, wind, height and other factors. Effect: Increases range by one level.

Longer Barrel

An extended barrel helps the projectile achieve greater muzzle velocity and increases range. Also makes the weapon slightly harder to conceal. Effect: Increases effective range by one level and increases GP by 1.

MAS

Short for Modular Accessory Shotgun, this upgrade attaches a non-upgradeable shotgun under the barrel of your assault rifle.

Melee Attachment

A short blade or hatchet is attached to the weapon for close quarters combat. You may use the attachment in melee instead of suffering the normal penalties for shooting.

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Missile Guidance

Precision Parts

More Powder

PSS

Power Array

Scope

Uses an advanced (by Merder’s standards) onboard computer to target concealed targets and fire at them accurately. Effect: You may ignore concealment such as smoke while firing your launcher. Reinforces the breach and modifies the weapon to accept rounds with extra umph, often knocking down those struck by the weapon. Effect: Knockdown. Redistribution of the standard power cells allows this weapon to charge up and vaporize its target. Effect: When weapon is fully charged, gains Vaporize.

PMB, Armor Piercing

Part of Syngularity’s proprietary Particle Modulation Barrel system to one-up Merder’s product line, this upgrade converts the standard round to a tungsten carbide round capable of penetrating moderate body armor. Effect: Penetrate 2.

PMB, Bronze

Part of Syngularity’s proprietary Particle Modulation Barrel system to one-up Merder’s product line, this PMB actually provides a fire selector to toggle between any of the modulations at their bronze level of service. Effect: You may toggle between Disrupt, Penetrate 2 or Stun rounds.

The mechanical components of this weapon have been manufactured to within a few nanometers of recommended specifications. More robust materials are also used to avoid wear and tear. Effect: Reliable. Short for Personal Security System, this upgrade locks out unauthorized users via fingerprint, retinal scan, voice activation or DNA sample depending on user preference. A standard combat scope with advanced optics allowing X10 optical zoom, night vision and infrared imaging. Effect: Accurate.

Silencer

A silencer is built in or attached to the barrel to reduce muzzle flash and sonic boom of the firearm. Effect: Perception checks against this weapon suffer a

-

-

penalty.

Tactical Sling

A simple shoulder sling attached to the weapon allows for easy access on the fly. Effect: Grants the Quick Draw talent when drawing this weapon.

UBGL

Short for Under barrel Grenade Launcher. Attaches a non-upgradeable launcher to your assault rifle.

PMB, Gel

Part of Syngularity’s proprietary Particle Modulation Barrel system to one-up Merder’s product line, this upgrade converts a standard round to a non-lethal gel-like substance that can easily incapacitate a foe without causing severe bodily harm. Effect: Stun.

PMB, Disruptor

Part of Syngularity’s proprietary Particle Modulation Barrel system to one-up Merder’s product line, this upgrade converts a standard round into a small electromagnetic pulse that interrupts synthetic function. Effect: You may toggle the Disrupt effect with this weapon. © 2017 Soldiers of Misfortune RPG

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Melee Weapon Upgrades “Get ‘em while they’re hot! Yes, I know they’re always hot, it’s supposed to be a joke numb nuts.” - Butterblade salesman

Armor Chain

This lightweight yet surprisingly durable chain connects your weapon to your armor and prevents you from being disarmed. Effect: This weapon cannot be disarmed.

Syngularity’s ‘weapon imbuement’ has been something of a mystery since it hit the open market. This version makes the weapon freezing to the touch and emanates a thing layer of mist as is cools the surrounding air. Effect: Cold 1.

Magma Mod

Despite the name, this upgrade doesn’t actually incorporate any magma into the weapon but rather an energy coil that rapidly heats the weapon to scalding temperatures for brief periods of time. Effect: Melt.

Motorized Teeth

Collapsible Parts

Designed to allow covert ops a wider range of tools, Syngularity provides collapsible versions of the most common melee weapons. Effect: -1 GP for small melee weapons, -2 GP for large melee weapons.

Core Forged

On of Merder’s closest guarded secrets, this weapon is forged from special alloys in what they call their ‘core forge’. Whether they actually have a forge at the core of a planet or if this is just marketing spin is irrelevant because the product speaks for itself and is virtually unbreakable. Effect: This weapon cannot be broken or destroyed by conventional means.

Diamond Edged

A sharpened wedge of diamond is inserted into the weapon offering greater cutting potential. Effect: Penetrate 5.

Electricity Imbued

Syngularity’s ‘weapon imbuement’ has been something of a mystery since it hit the open market. This version makes the weapon crackle with electricity and often short circuits synthetics. Effect: Disrupt 1.

Hydraulic Haft

Ice Imbued

With relatively simple hydraulic system this weapon can extend its reach for greater damage potential or retract to normal size. Effect: May toggle Reach on and off.

The item is upgraded with a small motor that rotates a chain with sharpened teeth. Effect: Penetrate 2 and to intimidation attempts. +

Nanosharpen

Edged or spiked implements on this weapon are sharpened to such fine precision that is cuts with greater ease. As the weapon is used, particles of the blade shave off and fresh teeth are exposed at the micron level, meaning you never have to sharpen it. Effect: +1 WPN.

Pneumatic Haft

Utilizing a pressure sensitive pneumatic system this weapon releases greater force on contact, often breaking bones. Effect: Fracture 4 that stacks with current fracture value (if any).

Serrated

The item is manufactured with teeth that cause more grievous wounds and can saw through wood and thin metal if given time. Effect: Bleed.

Synthecide Chip

As the leading developer and seller of synthetics, Syngularity has been forced to develop ways to keep its creations in line. This upgrade is a simple microchip installed into the handle of the weapon with some wiring and battery power. It doesn’t have an effect on organics but has proven devastating to synthetics. Effect: Overload.

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Merder Corp. Armor Type

ARM

AP

Abilities Bronze Level

Carapace

2

-1

Teraplate

4

-2

The Meatlocker

5

-3

Marauder

3

-2

to Subterfuge.

-

Silver Level (250+ Loyalty) Cannot be knocked down. Immune to fire and cold. Immune to Fracture.

-

-

to Subterfuge.

to Subterfuge.

-

Gold Level (1000+ Loyalty) Berzerker

2

-1

Immune to Onslaught.

Syngularity Armor Type

ARM

AP

Abilities Bronze Level

Synth Leather

0

-

Aramid Bodysuit

1

-

Armored Secondskin

2

-1

Flickerfiber

3

-2

Silver Level (250+ Loyalty) +

to Initiative.

Gold Level (1000+ Loyalty) +

Armor

+

to DEF.

Berzerker

“Does this teraplate make me look fat? Like around my thigh area? Be honest.” Whether you want tasers to tickle or bullets to feel like bumble bees this section has what you need to stay safe in the heat of battle.

Aramid Bodysuit

A thick weave of synthetic fibers allows the wearer to benefit from a little extra protection without sacrificing their mobility.

Armored Secondskin

to Subterfuge,

This armor uses a mix of thick synthweaves and thin malleable plates that provide decent protection and mobility. Because of its flexibility it is general more expensive than simple carapace armor.

Designed with frontline combatants in mind, this armor offers great protection and mobility with a layer of sheer-thickening fluid that helps the wearer survive the most brutal of attacks.

Carapace

Thin alloy plates are molded over the most vulnerable of areas for a decent balance of protection and mobility. Not the best thing to be wearing when bombs are going off but it’s better than being naked.

Flickerfiber

A staple for covert operatives across many sectors, Syngularity’s flickerfiber armor has active camouflage to deceive enemy perception. Though the armor doesn’t render the wearer invisible, more than a few operatives have hidden in plain sight long enough to accomplish their objective unnoticed.

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Merder Corp. Armor (Cont.) Type

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level Carapace

8

16

24

-

-

Teraplate

25

35

50

-

-

The Meatlocker

25

50

-

-

-

Marauder

30

50

75

100

-

85

-

Silver Level (250+ Loyalty)

Gold Level (1000+ Loyalty) Berserker

50

60

70

Syngularity Armor (Cont.) Type

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level Synth Leather

8

Aramid Bodysuit

18

16

24

36

50

30

42

54

-

60

70

95

110

Silver Level (250+ Loyalty) Armored Secondskin

30

Flickerfiber

50

40

50

Gold Level (1000+ Loyalty) 65

Teraplate

Thicker full-body plates hamper mobility but provide significantly better protection than your average vest or jacket. You’ll clunk around a little more but you can take a lot more hits.

Marauder

Developed by Merder as an answer to combatants tired of getting ran over by vehicles, crushed by bull bardox attacks and large machinery accidents, the reinforced metal alloy sections of this armor make the user almost impervious to blunt force trauma without sacrificing too much mobility. The plates have a tendency to grind together, being so close to avoid gaps, and make stealth difficult.

80

enjoying significant protection from firearms and explosives. The onboard servos make a decent amount of noise and thus make this almost useless for anything but a straightforward attack.

Synth Leather

While the combat effectiveness of this armor is negligible, it does offer a robust home for various upgrades one might need in battle.

The Meatlocker

This suit of armor is an exoskeleton and AI away from being a light MExA suit. Designed to withstand the most pitched of battles, users will find themselves immune to the effects of extremely hot or cold environments while © 2017 Soldiers of Misfortune RPG

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Merder Corp. Armor Upgrades Name

UP

Effects

For

Bronze Level Frightening Decals

2

1

Magnetic

3

1

+

All

to Negotiate.

May attach yourself to metallic objects at will.

All

Extra Pockets

3

1

+5 GP

All

Grappling Hook

3

1

May eject grappling hooks to scale sheer surfaces.

All

Propulsion

5

2

May activate to fly short distances in gravity. Full flight in zero gravity.

All

Steelsilk Inlay

5

2

+1 ARM

All

Silver Level (250+ Loyalty) Kinetic Actuators

5

1

Titanium Alloy

6

1

+

All

to Athletics.

Immune to Onslaught.

Merder

Doubleweave

6

1

Immune to Dismember.

Merder

Threat Monitor

8

1

Suffer no penalties while outnumbered.

Merder

Graphene Composite

12

1

Reduce Penetrate effects by 1.

Merder

Nanofiber Mesh

12

1

Immune to Bleed.

Merder

Hydraulic Joints

5

3

Gain the Yoked talent while wearing this armor.

Merder

Endorphin Rig

10

2

+1 DRD

Merder

Exoskeleton

10

3

Gain the Frakking Beast talent while wearing this armor.

Merder

Gold Level (1000+ Loyalty)

Syngularity Armor Upgrades Name

UP

Effects

For

Bronze Level Targeting Beacon

5

1

Thermal Regulator

6

1

Joint Pneumatics

5

1

May ‘mark’ target, granting yourself and allies

+

to ranged attacks.

Immune to Fire and Cold. +

to Acrobatics.

All All All

Silver Level (250+ Loyalty) Risk Calculator

5

1

Ignore free strikes.

Syngularity

Electric Insulation

8

2

Immune to Overload.

Syngularity

Liquid Armor Layer

12

1

+1 DRD against ranged weapons.

Syngularity

Gold Level (1000+ Loyalty) Prototype Camo

15

2

+

+

to Subterfuge.

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Armor Upgrades

Graphene Composite

“Yeah it’s expensive but you can carry two rail cannons at the same time. THE SAME TIME!” Armor is more than just protection. It can be a tool, a means to an end. Spend your credits properly and you can be dangerous just standing in the middle of a room.

Doubleweave

A second layer durable synthetic fibers prevents the fabric from tearing do to stress, keeping safety plates where they belong reducing the effectiveness of certain weapons. Effect: Immune to Dismember.

Electric Insulation

An electrically resistant polymer is layered between the armor and the wearer’s skin to protect from sudden electrical bursts. A favorite with synthetic combatants. Effect: Immune to Overload.

Graphene, a crystalline allotrope, is layered into the armor and making the result significantly more robust. Many manufacturers add a hexagonal pattern to armor treated in this way to mimic the atomic structure of the composite. Effect: Reduce Penetrate effects by one.

Grappling Hook

A shoulder or hip mounted projectile grappling hook allows the user to scale buildings or other sheer surfaces and get a better vantage during battle. Effect: May fire hook up to 25 feet or two vertical stories and use to climb surface.

Hydraulic Joints

Small but powerful hydraulics increase the amount of force that your limbs can give and receive. Effect: Gain the Yoked talent while equipped.

Joint Pneumatics

Pneumatics embedded in the armor’s joints allow the user to absorb the impact of falls in addition to giving great jumping height and agility. Effect: to Acrobatics. +

Endorphin Rig

Specially formulated cocktails of endorphins are grafted to the armor and can inject into the wearer in times of high stress to allow a greater resistance to pain and injury. Effect: +1 DRD.

Kinetic Actuators

Clever use of actuators in the armor’s mobility centers allows more efficient use of energy, allowing the user to accomplish feats of athleticism with greater ease. Effect: to Athletics. +

Extra Pockets

More efficient used of the armor’s real estate allows the user to carry more tools into battle. Effect: +5 GP.

Exoskeleton

A modular addition to existing armor that bridges the gap between normal armor and MExAs. The addition of a mechanical exoskeleton allows the user to manipulate objects far larger and with greater ease than they would otherwise be able. Effect: Gain Frakking Beast talent while equipped.

Frightening Decals

Skulls, blood stains, unicorns, whatever you think will soil your enemy’s pants. Effect: to Negotiation. +

Liquid Armor Layer

Shear thickening fluid under the armor’s main plates increase resistance to projectiles by hardening locally on impact. When not under extreme force the liquid remains soft and doesn’t inhibit mobility. Effect: +1 DRD against ranged weapons.

Magnetic

Popular with spacefarers, this upgrade puts several magnets in the hands, feet, knees and elbows of the armor with a built-in switch to activate each set at will and allow users to stay affixed to metallic objects such as ship hulls. Effect: User may attach to metallic objects at will.

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Nanofiber Mesh

Lightweight carbon nanotubes are woven together to form an almost untearable synthetic fiber that protects the user from most grievous cuts and wounds. Effect: Immune to bleed.

Risk Calculator

Augmented reality projects in real time to help the user identify the safest routes during combat. Effect: Immune to free strikes.

Propulsion

A means of propulsion allows the user to achieve short bursts of flight in a gravity environment and full flight in zero gravity. Effect: What you just read.

Prototype Camo

Syngularity’s signature upgrade, a combination of lightbending particles and reactive camouflage allow the user to become remarkably hidden even in broad daylight. Effect: to Subterfuge. +

+

Steelsilk Inlay

Merder’s most popular bronze-level upgrade is easily their patented steelsilk. So named because it is as strong as steel and as light as silk, this synthetic weave is a staple for anyone that needs just a little more protection. Effect: +1 ARM.

Targeting Beacon

A small projectile ejects from your forearm and projects a hologram on the target, making it easier for you and your allies to hit. Effect: User may mark a target at short (S) range. User and allies get to hit target with ranged attacks. +

Thermal Regulator

A layer of protective synthweave provides the user protection from extreme temperatures. Effect: Immune to fire and cold.

Threat Monitor

Augmented reality aids the user in finding the safest vectors while fighting multiple enemies. Effect: You suffer no penalty for being outnumbered.

Titanium Alloy

Replacing armor plates with a lightweight titanium alloy provides an extra layer of protection against the most savage of attacks. Effect: Immune to Onslaught.

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Tools & Gear “I’ll tell you what, you buy five medi-gel and I’ll throw in a nano-splint free of charge. Just think of how long you can torture the guy!” - Rakk, Independent Pharma Vendor In this section you’ll find various items and equipment in such wide circulation that no single company claims any market share.

The Little Things

Keep in mind that small items and trinkets such as mobile phones, smokes, a lighter, a deck of cards, jump drives, eating utensils, pens, paper and other ancillary items are cheap enough that your character is assumed to have them or at the very least is able to purchase them on small lines of credit. Items in this section are designed for specific functions and in-game mechanical benefit.

General Tools / Gear Name

GP

Abilities

Comm Unit

1

-

Allows hands-free audio communication to others on network.

DataPad

1

1

Basic communication device with phone, video and networking capabilities.

Razorcuffs

1

1

Tool Kit (Object)

1

2

Melt Magnet

1

1

Backpack

2

-

Medi-Gel

2

-

Flip Medical. Heals HP = cards declared in suit + target PHY. One use. Organics only.

Nano-Gel

2

-

Flip Repair. Heals HP = cards declared + target PHY. One use. Synthetics only.

Digi-Key (Skin)

2

2

HoloPad

3

1

Nano-Splint

3

1

Repairs broken limb. One use.

Combat Shield

3

2

Grants soft cover. Generally used in off hand.

Reload Rack

3

3

Allows you reload pistols as a free action and without a free hand.

Portable Radar

4

2

Determine the general layout of nearby areas and what is in them.

+

Dirty Deeds, 1 DMG / Escape Attempt

to checks made with the chosen build/repair (object) skill. A magnetic device that melts a hole one meter in diameter. +10 GP,

+

-

Initiative

TechWar

Hands-free version of datapad that displays information in holograms.

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Syngularity Gear / Tools Name

GP

Abilities Bronze Level No options at this time. Silver Level (250+ Loyalty)

Drop Pack

8

1

Device that slows your descent enough to survive an aerial jump or fall.

Electro Bola

1

1

Used for capturing or entangling a target. Electrocution optional.

Firewall Hardware

5

1

Increase FW by 1. Stackable. Max = 3.

Digi-Key (Muscle)

5

2

+

TechWar, +1 FW

Gold Level (1000+ Loyalty) Digi-Key (Skeleton)

10

2

Master Blaster Rig

35

5

Equips up to four small weapons. Use your engineering skill to operate them. 2 handed.

Blink Bracelet

50

2

Allows teleportation. See description.

+

+

TechWar, +2 FW

Black Market Gear / Tools Name

GP

Abilities Bronze Level

Torturer’s Kit

2

1

Prisoner’s Collar

3

-

+

+

to Negotiation checks. Target must be subdued.

An explosive device that detonates outside a specific area or with a remote. Silver Level (250+ Loyalty) No options at this time. Gold Level (1000+ Loyalty) No options at this time.

“Where the hell did they go?” -Last words of PCBO victims

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Tools & Gear

Drop Pack

Backpack

A place to store all your loot. Also makes a great flail when filled with heavy objects.

Blink Bracelet

Allows the user to teleport. There must be open space to teleport to or else they will be bisected by the object. If the user cannot see the location they are teleporting to, (ie. the other side of a wall) they must succeed a Luck flip at the GM’s discretion. If used more than once per day user must pass a LCK check. The CR of this check is equal to the number of times this item has been activated over the past day. Upon failure, causes instant death as you are sucked into an interdimensional vortex and never heard from again with a satisfying pop. Using this item takes one action.

Combat Shield

A forearm mounted retractable shield that offers mobile cover and protection for frontline combatants.

Comm Unit

A simple ear bead or headset that allows wireless communication between users on a network.

A small device usually attached to one’s armor that slows the decent of a fall, usually from an aircraft, and allows the user to land safely. The device activates automatically during free fall or can be toggled to work manually, though it is generally not advised.

Electro Bola

An updated version of a classic hunting tool, the electro bola is a simple conductive wire with two or three weighted batteries at the end. The item is thrown and the cord wraps around the target, assisted by the weighted ends, before shocking the target into submission. Use either Athletics or Acrobatics for this throw.

Firewall Hardware

For increased protection from malicious software and hackers you may run your devices (or cybernetics) through this small firewall box. You may connect up to three of these devices together and their effects stack.

Holopad

Similar to the datapad in function but this device only requires one hand to operate because of its holographic nature. Often taking the form of a wrist watch or bracer, this device is compact and unobtrusive while still providing flexibility.

Master Blaster Rig

Datapad

A basic electronic device used for communication, data storage, net surfing and other common tasks. This item can also be used for manual hacking with proper access to the target but provides no firewall protection. Requires two hands to use.

Digi-Key

This is a small device used primarily for technological warfare. It was a multiport hard line, magnetic remote module and wireless transmitter allowing it access to almost any electronic configuration. The three levels of digi-key are skin, muscle and skeleton. Each of these is an improvement on the last and greatly increases performance.

An anqyngo creation designed to reduce he drawbacks of their small stature, this back mounted rig holds up to four weapons that can all be used simultaneously. They must be small melee weapons or small firearms. The rig requires two hands to operate.

MediGel

A cocktail of regenerating stimulants, nanobots and painkillers to help stave off death just a little longer. This item only works on organic targets. Target heals HP equal to their PHY + the number of cards in their declared suit on a Medical check.

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Melt Magnet

A small magnetic disk designed to attach to metallic objects and rapidly heat up to extreme temperatures, causing the area to melt. It takes roughly 30 seconds for the magnet to melt steel and a minute or two for it to cool.

NanoGel

Similar in function to MediGel, this cocktail is largely composed of nanobots programmed to repair and reconnect damaged cables, servos and other important cybernetics in synthetic targets.

reload their handguns without having to holster them.

Tool Kit

A general term for many different items. Players may purchase a kit of tools for any of the following skills: Athletics, Acrobatics, Digital Crafting, Mechanical Crafting, Medical or Dirty Deeds.

Only works on synthetics. Target heals their PHY plus the number of cards in the declared suit on a Mechanical Crafting check.

Generally speaking your GM will ask you to specify what kind of a toolkit you’re buying for the respective skill. For example, you buy an Athletics tool kit that contains climbing gear or a Dirty Deeds toolkit that has lock picks.

Nano-Splint

The user gets

A popular frontline addition to many a medic’s kit, once placed on a broken bone or joint this device will drill pins into the damaged area and automatically re-align and set the bone while providing a solid base or hinge so the limb can be used once more. This is a painful process but the benefits usually outweigh the discomfort. Repairs a broken limb in about a minute.

Portable Radar

Allows user to see rough layout of surrounding area and general position of solid targets such as people, drones and vehicles. Requires one hand.

+

to checks regarding that skill.

Torturer’s Kit

Various blades, acids, garrotes and other horrific tools make up this intimidating kit. While they can be used to physically harm a target the mere presence of them in a room can instill enough fear to get someone talking.

Razorcuffs

A staple with the Askaro prison guard, these simple handcuffs have razor blades embedded inside a pressure sensitive guard. With full compliance the wearer is perfectly safe, but if they struggle or attempt escape it quickly slices open their wrists.

Prisoner’s Collar

A politically correct term for an explosive collar. Can be remotely detonated or activate when outside of a certain perimeter.

Reload Rack

Made famous by the renowned (fictitious) crypt delver Mara Hoft played by the stunning Aphrodite Summers. In the Mara Hoft franchise, the character uses dual pistols to vanquish her enemies and the creators wanted a way for her to be able to reload her weapons without putting them away. Thus, the reload rack was born. Extra magazines are loaded into a device strapped to the user’s hips or thighs, allowing them to © 2017 Soldiers of Misfortune RPG

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How To Use Drones & Combots Beep boop beep, sinking points into the engineering skill gives you access to a variety of automated offensive and defensive tools including drones and sentry turrets. This is an expensive but very helpful option to add to your team.

How Many Can I Have?

You may purchase as many as you want, carry as many as your GP allows and operate a number equal to your engineering rank at any given time.

How They Work

They work similar to your character in that you use your actions to give them commands. The main difference is that you can program them to use different routines. For attacks with drones and sentries use your engineering skill.

Active VS Non-Active

When a drone or sentry is active it is removed from your inventory and becomes autonomous. When a drone is inactive it takes up GP in your inventory and cannot receive commands.

Routines

For one action you may run a routine, which automates the drone or sentry’s actions until you cancel the routine. While a routine is active you may not give commands to that unit until the routine is canceled. Canceling a routine is a free action. You may only have one routine active per unit. Follow Routine - Unit follows target. Must have LOS at activation. Patrol Routine - Unit follows specific path. Search Routine - Unit meticulously searches for a specific person, place or thing. Overwatch Routine - Unit remains stationary and searches for signs of enemy movement, then activates.

Hacking A Drone

Since they are almost exclusively wireless devices, drones may be hacked and manipulated or sabotaged. First the hacker must pass a TechWar check to break the drone’s Firewall (FW). If successful they must then pass an opposed TechWar check against the drone’s controller. If they succeed that check they gain control of the unit. Either re-hack the unit or destroy the infiltrating signal.

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Drones & Combots

Hit Points (HP)

“No Carl, I won’t put a slice of pizza in the storage compartment of your drone. Get off your ass.”

Armor (ARM)

Represents how much damage the drone can take before it is unusable.

- Carl’s roommate Ranging from Merder’s mobile menaces to Syngularity’s stylish sentries, this section provides a detailed look at drones and remote combat robots (or combots) of all kinds.

Firewall (FW)

Measures the static onboard firewall of the drone. Can be upgraded with firewall hardware.

Represents the static armor value of the drone.

Gear Points (GP)

Represents how many gear points this item takes up when not activated.

Fly?

Determines if this drone has the thrusters or grav plates needed to fly or if it is a more simple tracked or walker type.

Other

Informs of any other important info.

Defense (DEF)

Represents how difficult it is to hit this drone.

Merder Drones & Combots Model

FW

DEF

HP

ARM GP

Fly?

Other

Bronze Level Tempest

10

2

3

10

3

5

No

Immobile. Holds 6 GP.

Silver Level (250+ Loyalty) Araknid

20

2

4

15

2

6

No

Holds 5 GP. Ignores knockdown. Ignores rough terrain.

Spherehead

35

3

4

25

4

8

No

Holds 7 GP.

Paingolin

60

3

4

30

6

10

No

Armed with assault rifle. Holds 4 GP.

Syngularity Drones & Combots Model

FW

DEF

HP

ARM GP

Fly?

Other

Bronze Level AidBot

15

3

4

5

0

5

Yes

Raven

25

3

5

10

1

4

Yes

Chironex

40

4

5

20

2

6

Yes

Holds 3 GP. Holds 4 GP.

+

to Subterfuge.

Armed with Shock Whip. Holds 4 GP. +

to Subterfuge.

Silver Level (250+ Loyalty) Mantis

60

4

6

20

2

6

Yes

Armed with 2 PEWs and 2 Short Blades.

Gold Level (1000+ Loyalty) Hellminth

50

6

7

20

3

4

Yes

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Holds 1 GP.

+

+

to Subterfuge & TechWar.

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MediSyn Drones & Combots Model

FW

DEF

HP

ARM GP Fly?

Abilities

Bronze Level Phoenix

15

4

4

20

2

5

Yes

Holds up to five MediGel or NanoGel. Comes with three MediGel & two NanoGel.

+

to Medical.

Silver Level (250+ Loyalty) No options at this time. Gold Level (1000+ Loyalty) No options at this time.

Black Market Drones & Combots Model

FW

DEF

HP

ARM GP Fly?

Abilities

Bronze Level BoomBot

8

2

4

5

0

3

Yes

Holds up to 3 grenades.

Silver Level (250+ Loyalty) NecroBot

20

4

3

10

-

1

-

See description.

Gold Level (1000+ Loyalty) No options at this time.

Drones & Combots “Save me little phoenix drone, you’re my only hope.” - Wounded combat engineer

Aidbot

A common service drone that comes in many varieties. Usually used to carry packages, hold an umbrella, harass pets, etc.

Araknid

Though it only has six legs, this spider-looking bot is popular for its ability to traverse difficult terrain. Because of its extra legs, the Araknid cannot be knocked down.

BoomBot

Basically a low-grade AidBot with grenades strapped to it. Used for suicide missions.

Chironex

A specialist drone that looks not unlike a jellyfish due to the shock whips dangling from its chassis. They are incredibly quiet and generally made out

of translucent materials to aid in stealth. Hunters and farmers use these to keep certain predators at bay or subdue their prey. Law enforcement has also been known to use them to aid in hostage situations, subduing an enemy without actually killing them.

Hellminth

This top-of-the-line drone is tailor made for digital breaking and entering. Its thin worm-like design makes it ideal for sneaking through air ducts, pipes or other small areas. Once inside it uses an array of technological warfare tools at its mouth to extract or manipulate data with ease.

Mantis

Arguably the only drone built by syngularity specifically for combat, the mantis is armed with both PEWs and short blades, making it a versatile and deadly addition to your robot army.

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NecroBot

Make zombies that follow your every command! The only drone that is not actually a drone but rather a fist-sized conduit for remote manipulation of an inanimate subject, usually an organic corpse but could also be used on synthetics. The device must be connected to the spinal column or brain and the nervous system must be intact for the device to operate the subject in question. For example, if the target died of old age or poison you would be able to manipulate them fully with this device. If their arm was severed but is still dangling by a thread, you would not be able to use that arm. The subject being manipulated follows basic commands like any drone, but cannot complete complex tasks or anything requiring more than rudimentary dexterity (like fixing electronics, sewing or not being a complete noob at video games). Once ‘resurrected’ the target gains 10 HP and retains the armor it is wearing. All of its attributes are reduced by one and it is considered trained in all skills but has no ranks in them.

variant to keep their product safe in the line of fire, allowing it to tend to more people.

Raven

A cheap but effective option for hackers and droneheads looking to increase their arsenal. The Raven is relatively average across the board but makes a great scouting tool or combat assistant.

Spherehead

When on the move this robot curls into a ball and rolls through tight spaces to find its target. It then unfurls its weaponry, plants itself into the ground and destroys whatever it was set after.

Tempest

The only immobile variant in Merder’s line, the tempest is an armored turret designed to provide flanking or covering fire in addition to forcing enemies into choke points. It comes with magnetic stands to it can be fixed to metal walls or ceilings for optimal line of fire. The turret can rotate a full 360 degrees and can tilt up and down about 80 degrees, allowing for ease of targeting.

Once the target dies again the body is too mangled to manipulate further and cannot be the target of another NecroBot. You may retrieve your NecroBot from its corpse and attach it to something else, however.

Paingolin

Merder’s premier remote operated mobile tank, the Paingolin comes equipped with an assault rifle and some of the best armor the company can feasibly weld to a mobile unit. It also has a reasonable carrying capacity for outfitting other weapons or storing valuables inside a well protected mobile safe.

Phoenix

The Phoenix was designed to help doctors deal with multiple patients while operating solo. Combat medics started falling in love with them and MediSyn decided to roll out an armored © 2017 Soldiers of Misfortune RPG

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HoloTools & Software

BUFFs & DOTs

“You get a spark and you get a spark, everybody gets a spark!” - Enthusiastic Legion Owner For those who put the ‘war’ in TechWar, this section details the holotools and software available to nerds across the universe.

HoloTool Marks

Unlike weapons and armor, buying a mark II holotool does not increase how many upgrade slots the item has but rather how many programs you can have installed at one time.

HoloTool Static Attack

Even without any software installed a holotool can initiate a feedback loop within a synthetic target that causes minor damage. Note: These attacks only work on synthetic targets or organics with cybernetic augmentations because of the ‘digital’ ability.

Using Software

Software consumes ammo just like a firearm because you are sending nanobots to accomplish a task and eventually they must be replenished.

Priming & Firing

It takes one action to prime a DOT or BUFF and one action to fire.

While there are many variations on software types their application generally falls into two categories: BUFFs and DOTs. BUFFs, or Beneficial Unit Frontline Functions, are typically streamed to the target and provide friendly users with an advantage over a small area of the battlefield such as concealment or dummy holograms to confuse opponents. BUFFs take concentration and must be actively sustained. Taking an action other than movement will stop the effect granted by the software. DOTs, or Destructive Obstacle Tasks, are typically targeted on enemies to interfere with their targeting, pinpoint weaknesses in their armor, cause damage or harm them in some other way. DOTs can be ‘shot and forgot’ as the nanobots will carry out their function without help. These effects do not persist after the round they are fired.

Passive Properties

Some software grants passive properties to your holotool while installed. These do not need to be activated and do not consume ammo.

Installing / Uninstalling

For one action you may install or uninstall programs on the fly. You may never have more programs installed on your holotool than its mark value. For example, a Mk.III holotool can have three programs installed at one time.

Syngularity HoloTools Name

WPN

Ammo

GP

Skill

RNG

Abilities

Bronze Level NanoBuddy

2

3

2

Legion

2

5

2

Wildcard

2

1

2

TechWar

M

Omniscient, Overload, Digital

Silver Level (250+ Loyalty) TechWar

S

Omniscient, Overload, Digital

Gold Level (1000+ Loyalty) TechWar

L

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Syngularity Software Name

Abilities

Type

Bronze Level BUFF

Aim Assist

10

BuzzBot

10

Icicle

10

DigiKey: Skin

10

Shred

20

Bleed

DOT

Frazzle

20

Disrupt

DOT

Attackers receive Target suffers

+

to hit this target.

BUFF

to hit in combat.

-

Cold Passive:

+

DOT -

to TechWar.

HoloFriend

20

Generates a hologram of the target that mimics their actions.

BUFF

Vexing Hex

20

Target must pass a DC 5 Initiative check or else they attack an ally.

DOT

Nightmare Fuel

20

Target must pass a DC 5 Bravery check or else they flee on their turn.

DOT

HoloWall

20

Provides concealment. AOE 1.

BUFF

Silver Level (250+ Loyalty) Spark

20

Lights target on fire.

DOT

Icebox

20

Cold, rough terrain, AOE 2

BUFF

SuperSlick

20

AOE 1, area becomes difficult terrain.

DOT

Crucible

30

Melt

DOT

Suicide Scarabs

30

Passive: WPN 4

-

DigiKey: Muscle

30

Thunderstorm

30

DigiKey: Skeleton

40

Inferno

40

WPN 5, AOE 2, Fire

DOT

Heckler

40

AOE 3. Targets suffer -X DEF where X is your TechWar rank while within AOE.

BUFF

Kill Cloud

50

Up to AOE X where X is your TechWar rank. Bleed, rough terrain.

BUFF

Cerebral Skewer

50

Target must make a Resistance check against your TechWar. If they fail, they take 10 damage. Overload. Consumes 2 ammo.

DOT

Passive:

+

-

to TechWar and +1 FW.

Gold Level (1000+ Loyalty) WPN 4, Overload, Arc Passive:

+

+

DOT -

to TechWar and +2 FW.

Syngularity HoloTools (Cont.) Name

Mk. I

Mk. II

Mk. III

MK. IV

Mk. V

Bronze Level NanoBuddy

15

Legion

24

35

60

-

-

60

72

128

-

Silver Level (250+ Loyalty) 36

48

Gold Level (1000+ Loyalty) Wildcard

32

64

96

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MExA Suits ‘MExA’ is a colloquial term for mechanized exoskeletal armor popular with anqyngo for centuries due to their small and frail biology. Many recent models, however, are heavily influenced by marphan combat variants. Because of the hostile conditions on their planet, many marphans use MExAs as a second line of defense against the elements and raiding parties.

Labor VS Combat

MExAs are commonly split into two groups: labor and combat. Strictly speaking, most combat MExAs are actually mechas but the term ‘MExA’ has become such a common part of modern vernacular that they have become synonymous. Labor MExAs are generally designed for a specific function and are overall more clumsy in operation. They don’t have to meet the demands of combat so they are designed to be cheap and efficient at their task. More often than not they have an open chassis that the pilot enters to operate the controls. High end models may offer skulljacking or wireless manipulation if the pilot has the proper cybernetic augmentations. Combat MExAs offer a wider variety of models with multiple applications but are significantly more expensive to own and operate. Small models may be piloted by a single operator without augmentations but high end models could require several operators simultaneously jacked into the system. Another advantage to combat MExAs is that most of them offer a blast shield if not full armor plating to protect the pilot. This means the mexa will take damage instead of the pilot until it is no longer operational.

Piloting A Mexa

MExAs are essentially an extension of the pilot, greatly amplifying their abilities and providing them with protection. Each MExA grants several talents that activate while you are piloting it. Of course, as soon as you exit the MExA they no longer apply to you. While inside a MExA with HP your character does not take damage, instead the mexa takes it for you. Once your mexa runs out of HP it is no longer operational (with the exception of the cambion class, which is a simple exoskeleton and does not take damage). To repair a MExA it requires an appropriately equipped shop and incurs a cost of 1 per HP repaired.

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Merder MExA Model

FW

HP

ARM

AP

Fly?

Abilities

Bronze Level Cambion

25

2

0

0

-3

No

Pack Mule, Yoked, Frakking Beast

Silver Level (250+ Loyalty) Nephilim

100

3

25

2

-3

No

+20 GP, Yoked, Frakking Beast, Stubborn, China Shop

Diablo

150

3

50

3

-2

No

+20 GP, Yoked, Frakking Beast, Stubborn as Hell, China Shop, Double Tap, Hack & Slash, Ambidexterous

Gold Level (1000+ Loyalty) Scorned Valkyrie

250

3

100

4

-2

Yes

+20 GP, Yoked, Frakking Beast, Stubborn as Hell, China Shop, Double Tap, Hack & Slash, Ambidexterous, Immune to Free Strikes, Ignore Cover & Concealment

Syngularity MExA Model

FW

HP

ARM

AP

Fly?

Abilities

Bronze Level No options at bronze level. Silver Level (250+ Loyalty) Vespid

125

4

25

2

-2

Yes

+10 GP, Yoked, Frakking Beast, Quick Feet, Dodge

Gold Level (1000+ Loyalty) Odonata

200

6

50

3

-2

Yes

+10 GP, Yoked, Frakking Beast, Quick Feet, Crazy Dodge, Deadeye

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Cybernetic Augmentations Although the legality and morality of cybernetic augmentations is widely argued from planet to planet it is still a very real part of modern society. Whether you are an augmentation hobbyist, addict or an android this section has a variety of options to upgrade yourself. “If one more kid walks in here asking for a pneumatic elbow I swear I’ll quit.”

Abstract Benefits

- Frustrated cybersurgeon

Many of these cybernetics grant abstract benefits instead of statistical gain. An example is the Leg Stabilizers which state “Immune to unstable footing such as ice or standing atop vehicles.” Using the Rule of Reasonable Expectation we could also apply this to being magnetically attached to a spacecraft, standing atop a goliath eviscerator wyrm or lining up an accurate shot during an earthquake.

Implanting Weapons

You must purchase the weapon in addition to paying for the aug cost. You may upgrade the weapon normally. This weapon still counts against your GP.

Implant Repossession

Many companies offer flexible payment plans to ensure that you have the ability to get any aug you want or need. However, failure to pay on time may result in the implant being forcibly removed from your body, without your consent.

This would NOT apply to a trap door opening beneath you or a branch you are standing on to break because there is no longer anything for your feet to be stabilized on.

There is also a sizeable black market for mods and some of the more confident thugs have been known to steal cybernetics and sell them. If you have visible augs and are not in a good part of town, it is wise to carry protection. (See firearms and melee weapons.)

Use common sense.

Cybernetic Points

Aug Stigma

Depending on the planet, public opinion of cybernetic augmentations varies but most people are at the very least unnerved by visible modifications beyond simple prosthesis or replacement.

Similar to the upgrade points on weapons, your body has cybernetic points to spend on cybernetic upgrades. Your CP is simply:

There are also groups of radicals in all races that see augmentation as tainting the natural body and are therefore opposed to it, sometimes violently. Conversely there are radical groups that believe the flesh is weak and that upgrading themselves is an honor. If you are worried about the social ramifications of an aug either spend a lot of money on it or simply don’t get one.

© 2017 Soldiers of Misfortune RPG

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MediSyn Cybernetic Implants Name

CP

Abilities Bronze Level

Skulljack

10

1

Standard Optics

10

1

Aural Filter

10

1

Vocal Modulator

10

1

Tool Implant

20

1

Manipulate electronics with brain via cable. Must be open network. Allows eyes to take pictures / video and save to internal storage. +

to Resistance checks against audio and

+

to Perception checks against soft noises.

Grants Good With Voices talent. Acts as comm unit. +

+

to Negotiation.

to a non-combat skill of your choice.

Magnetic Limbs

20

1

Attach to metal objects at will.

Retractable Claws

20

2

May retract a short blade from each hand at will.

Wrist Motor

20

2

Short Range Radar

30

1

Biometric Scanner

30

1

Data HUD

30

1

Tracks timers, trajectories, flight paths, etc.

Grants the Quickdraw talent and

+

to Subterfuge checks regarding slight of hand.

Reveals general position of objects within short range, regardless of line of sight. Able to read blood pressure, perspiration and other data.

+

Signal Jammer

30

1

Increases FW by two. Scrambles enemy radar.

Sm. Compartment

30

1

Gain 5 GP.

Pheromone Unit

30

1

Cardiac Regulator

30

2

Synthetic Lungs

30

2

+

to Savvy.

to Negotiate.

Immune to Bleed. May breathe underwater. One hour oxygen tank. Silver Level (250+ Loyalty)

Ammo Dispenser

25

2

You don’t need a free hand to reload.

Wireless Modem

25

2

Manipulate electronics with brain without cable. Must be open network.

Tactical Optics

25

2

Benefits of Standard Optics + thermal & night vision. Immune to visual impairments.

Tactical HUD

25

2

Benefits of Data HUD + keeps track of enemy shots fired, ARM values, etc.

Chem Filter

25

2

Immune to airborne gas and toxins.

Subdermal Mesh

25

3

+1 ARM

Metal Alloy Bones

40

3

Immune to Fracture. +1 DMG in melee.

Thermal Resistance

40

4

Immune to Fire and Cold.

Kinetic Pulse

40

2

Spend one action to eject a pulse that causes Knockdown to everything adjacent.

Sm. Weapon

40

3

Implant a small weapon. Must purchase weapon.

Bicep Fiber Bundle

40

3

Push, pull and lift objects up to 10X your weight. +2 melee DMG.

Micropistons

40

2

Unarmed attacks gain Demolish Soft. Jump 2X higher.

Ligament Shocks

40

2

Move completely silently. 1/2 fall damage. Cybernetic implants continued on next page...

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MediSyn Cybernetic Implants (Cont.) Name

CP

Abilities Gold Level (1000+ Loyalty)

Upgraded Radar

30

3

Know general position of objects in medium range, regardless of line of sight.

Nerve Dampener

30

3

Grants Stubborn As Hell talent.

Frost/Fire Fist

30

3

One hand becomes an Elemental Gauntlet.

Bionic Shield

30

3

One arm may expand into a shield that grants soft cover.

Mag Hands

30

3

Directional magnet that allows you to will metal objects within short range to you. Mostly immune to knocked down.

Gyroscopic Hips

30

3

Programmed Gait

30

3

Cable Tendons

30

4

+2 DMG in melee.

EMP Insulation

30

3

Reduces Disrupt effects by 1.

Pressurized Arm

30

3

A single arm may be ‘primed’ to deal X2 DMG in melee. 1 action to prime.

Lg. Weapon

25

4

Implant a large weapon. Must purchase weapon.

Lg. Compartment

50

3

Gain 10 GP.

Additional Arm

50

4

You have an additional arm.

Fraus Cloak System

50

4

Flight Boosters

50

5

Allows short bursts of flight. May not boost more than two actions unless in zero gravity.

Micropiston Upgrade

50

5

Unarmed attacks gain Demolish Hard. Jump 5X higher. Must have Micropistons.

Nanocell Regen

50

6

Gain your PHY worth of HP at the end of combat.

Ferrofluid Armor

75

6

Activate at will, +10 DRD for one round. 10 minute cool off period between uses.

HypeReflexes

95

6

+1 action point.

Grants Quick Feet talent.

+

+

+

to Martial Arts.

to Subterfuge.

Black Market Cybernetic Implants Name

CP

Abilities Bronze Level

Dermal Secretion

20

2

Finger Syringes

20

2

Secrete a loaded chemical at will. Fingers can expand into needles that administer chems. Silver Level (250+ Loyalty)

HUGS

30

3

Hidden Underarmor Grenade System. Holds up to 3 grenades.

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Cybernetics

Cardiac Regulator

“Dispatch to officer Horden, did you just say the suspect has four arms, a jet pack and is turning invisible?” - Hive city Vytal dispatcher

Additional Arm

You have an additional arm grafted to your rib cage. This arm is considered an off hand, even if you are ambidexterous.

Ammo Dispenser

Mechanized auto-loaders eliminate the need for extra hands while reloading. The device will grab the appropriate ammunition and move it to an easily accessible area for the user to reload.

Aural Filter

Ear canal is replaced with synthetic variant capable of blocking out extreme sounds or to magnify imperceptible ones. Effect: Resistance checks against auditory damage and to Perception checks against soft noises. +

+

Bicep Fiber Bundle

Muscles in the user’s arms are replaced with cables and carbon fiber bundles that function exactly like a normal muscles but with greater speed, efficiency and force. Effect: Push, pull and lift objects up to 10X your weight. +2 DMG in melee.

Biometric Scanner

Blood pressure, perspiration levels, respiration speed, pupil dilation and other biometric data are streamed to the user via an augmented reality to Savvy checks. HUD. Effect: +

Bionic Shield

A collapsible combat shield is implanted into the forearm and can be expanded to provide soft cover.

Cable Tendons

Major tendons are replaced with cables that greatly increase the force of melee attacks. Effect: +2 DMG with melee attacks.

Redundant blood pumps release a hypercoagulant that almost instantly stops bleeding from cuts large or small. Effect: Immune to Bleed.

Chem Filter

A filter placed between the mouth and lungs prevents gasses, toxins and other harmful airborne particles from entering the bloodstream.

Data HUD

Displays important information such as bullet trajectories, timers, jump and flight vectors, altitude and distance monitoring.

Dermal Secretion

User may secrete a loaded chemical from their hands, lips or other area of the skin. Once the secretion has activated a new chemical must be loaded to use this effect again.

EMP Insulation

Electromagnetic pulse shielding is woven into your skin, greatly increasing your defense against electrical attacks. Effect: Reduce Disrupt effects by 1.

Ferrofluid Armor

A layer of black ferrofluid envelops the user at their most dangerous moment, granting unparalleled physical protection when it matters most. Effect: Once every fifteen minutes you may activate a full-body shield that provides 10 DRD until your next turn.

Finger Syringes

Retractable syringes are embedded into the user’s fingers, allowing them to inject a loaded chemical into a victim. Once used, another chemical must be loaded into the syringes to use them again.

Flight Boosters

Shoulder or foot mounted boosters allow bursts of flight in gravity and full flight in zero gravity. Effect: Achieve flight for up to two actions in gravity or full flight in zero gravity.

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Fraus Cloaking System

With active camouflage that mimics its surroundings you are considerably more difficult to see, often just a shimmer of light to the to Subterfuge. untrained eye. Effect: +

+

Frost / Fire Fist

The mechanics of an elemental gauntlet are embedded into the user’s hands, allowing them to throw fireballs, shoot frost beams and electrocute their enemies. Effect: Your hand becomes an elemental gauntlet. See the Syngularity weapons section.

Gyroscopic Hips

The addition of a gyroscope to each of your hip joins allows you to manipulate your center of gravity effortlessly. Difficult or mobile terrain cannot effect your posture and you can balance on one leg without incident. Impacts that would cause you to stagger can be ignored. Unless both legs are forcibly removed from under you, you cannot be knocked down.

HUGS

Acronym for Hidden Underarmor Grenade System. User may load up to three grenades in their chest cavity that can explode at will. Explosion is localized into a cone in front of them, doing half damage. User takes no damage unless they chose to forgo the safety shield, in which case the grenades explode and envelope the area as if they landed where the user is standing. Grenades exploded in this way do double damage.

HypeReflexes

A network of fiber optic cables enhance your nervous system and improve quick thinking and reflexes. Effect: +1 action point during combat.

Kinetic Pulse

A burst of kinetic energy knocks nearby targets off their feet. Effect: For one action you may cause Knockdown to all adjacent targets.

Large Compartment

Large Weapon

A large weapon, such as a large blade or shotgun, is embedded into your arm. Weapon must be purchased with upgrade.

Ligament Shocks

Shock absorbing struts are grafted to major joints, allowing for almost complete silence even at a full run in addition to significantly reducing fall damage.

Mag Hands

A focused electromagnetic field emits from your hand and pulls metallic objects toward you within short range.

Magnetic Limbs

Powerful magnets are embedded in the hands, feet, elbows and knees allowing the user to attach themselves to metallic objects like ship hulls or skyscrapers at will.

Micropistons

Small but efficient pistons are implanted into the user’s joints, allowing for extraordinary bursts of physical power. Effect: Your unarmed attacks have Demolish Soft and you can jump twice as high.

Micropiston Upgrade

Efficiency improvements and a few new parts make your previous micropistons significantly better. Effect: Your unarmed attacks have Demolish Hard and you can jump five times as high.

Metal Alloy Bones

Bones are lined with a metal alloy, often titanium, making them unbreakable by conventional means in addition to increasing melee damage output because the user has reduced inhibitions while fighting. Effect: Immune to Fracture and +1 DMG in melee.

Nanocell Regen

A compartment large enough to hold a submachine gun or compact rifle hidden in the arms, legs or torso. Effect: +10 GP, hidden.

A hive of nanobots react to high stress and physical damage, working to repair superficial cuts and bruises as your body comes down from an adrenaline high. Effect: Heal your PHY worth of HP after combat.

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Nerve Dampener

Chemicals are released into the user’s body as they sustain more damage, allowing them to absorb significantly more punishment than they would otherwise be able. Effect: Grants the Stubborn As Hell talent.

Pheromone Unit

Synthetic pheromones are implanted into the user and released at will. These pheromones can induce fear, aggression, lust or any number of emotions to organic targets within roughly ten to Negotiation. feet. Effect: +

Skulljack

A cranial port for ‘jacking in’ to electronics via cable. User may manipulate the object or software within using only their mind. Normal firewalls and security apply.

Standard Optics

Eyes are replaced with synthetic versions capable of recording video or taking pictures. Comes with 5X digital zoom and a hard drive to store recorded images. Natural and artificial colors are available.

Pressurized Arm

Signals from your brain to your legs are programmed for maximum speed and efficiency. to Effect: Grants the Quick Feet talent and Martial Arts.

Small tanks designed to pressurize at will are implanted into the shoulder, elbow and tendons via cable to allow a vicious melee attack when primed. Effect: When primed, double the amount of damage this weapon does. It takes one action to prime.

Retractable Claws

Subdermal Mesh

Blades are implanted into the user’s hands that may be ejected at will. Effect: You may equip a short blade at will in each hand.

Nanofibers are woven underneath the skin to provide extra protection against weapons. Effect: +1 ARM.

Signal Jammer

Synthetic Lungs

Programmed Gait

+

Emits a localized frequency jammer that increases the user’s firewall and scrambles radar within a firewall and scramble short distance. Effect: radar, rendering them ineffective. +

Short Range Radar

Modeled after selachii biology, these synthetic lungs allow the user to metabolise the oxygen in water. The lungs also retain up to one hour of oxygen, should the user be deprived of air or water.

For increased battlefield awareness a short range radar is embedded in the skull that provides real time augmented reality displays of nearby rooms and their inhabitants.

Tactical HUD

Small Compartment

Tactical Optics

Small Weapon

Thermal Resistance

A compartment large enough to hold a pistol, short blade or similar sized item is embedded in the arm, leg or torso to provide a hidden alcove for smuggling. Effect: +5 GP, hidden. Implant any small weapon for instant use in combat. The weapon must be purchased along with the cybernetic upgrade.

All the benefits of data HUD with the addition of metagame data such as enemy shots fired, ARM values, DEF ratings etc. All the benefits of standard optics with the addition of 10X optical zoom, night vision, infrared (heat) vision and immunity to organic visual impairments such as flash bangs, smoke, etc. A layer of dermal insulation protects the user from the effects of extreme hot and cold. Effect: Immune to Fire and Cold.

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Tool Implant

A tool kit for a chosen skill / discipline is embedded into the user’s flesh. This can be lock picks or a soldering iron in the fingers, pitons embedded to skill into feet or something else. Effect: checks with the chosen skill / discipline. Cannot be for Martial Arts, Small or Large Melee weapons or Firearms. +

Upgraded Radar

Augmented reality allows user can see the rough shape of rooms and inhabitants within medium range.

Vocal Modulator

Larynx is replaced with synthetic vox box allowing the user to change the tone, inflection and pitch of their voice at will. Effect: User gains Good With to Negotiation. Also acts Voices talent and gains as a comm unit, allowing vocal communication to others on a network. +

Wireless Modem

A wireless modem is embedded to allow cable-free manipulation of drones and electronics. This also leaves the user susceptible to wireless attacks. Investing in your firewall is recommended.

Wrist Motor

A carefully calibrated motor in the user’s wrist allows for smooth and rapid hand movements. to Effect: Gain the Quick Draw talent and Subterfuge checks regarding slight of hand. +

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Corporate Services Since taking your money is their top priority, most companies have a multitude of training courses, subscriptions, freelance errand boys and other ways of making your life easier if you’re willing to pay for it. “I’m sending a car there right away, we have a comfy subterranean suite for you and your guest that has provisions for two weeks and free wifi!”

Skill Training

- Dial-A-Hide Operator

Learning a new skill is easy and relatively cheap. All you have to do is spend 5 and allow sufficient time to complete the course. This is usually done between contracts or during some other period of downtime.

Palm Greasing

Because of the inherently grey nature of the mercenary lifestyle, bribery is a common way to make corporations look the other way. Your GM can decide based on the outcome of a mission, loyalty levels, contacts and NPC personalities if such an action will be tolerated.

Once a skill is trained, you no longer suffer the penalty for using that skill.

Other Services

Many services will specify when they occur or for how long. Negotiation between you and the company providing the service (your GM) as to any special instructions.

Expectations

Hiring someone for a service doesn’t always mean it will be carried out without question. If you’re asking for something illegal from a legitimate company it is within their power to refuse. If through misinformation or outright deceit an illegal act is performed by the requested service, such as hiring an armored transport for a kidnapped individual, most corporations will be more than happy to assist authorities in apprehending you. Should a vendor supplying a service be harmed or killed there will most definitely be an investigation with a paper trail leading right back to you. Services that expect resistance, such as a hot extraction, are naturally more lenient of this as is the black market.

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Merder Services Name

Effect Bronze Level

Armed Protection

8

A single armed guard will post at desired location for a single eight hour shift.

Vault Access

10

May keep an item of value locked in protected vault with insurance. Lasts one year.

Armored Transport

15

Armored vehicle with two armed staff will transport an item or person to company safe house.

Hot Extraction

30

Will enter combat zone and withdraw single item or person to company safe house.

Syngularity Services Name

Effect Bronze Level

Synthetic Backup

10

Will backup an android’s skills and personality for upload into new body.

MediSyn Services Name

Effect Bronze Level

Cadaver Pickup

10

Will pick up a corpse and dispose of it.

Injury Pickup

20

Will pick up an injured person and bring them to a clinic for medical attention.

Memory Erasal

15

Will erase biological memories. Side effects vary. Silver Level (250+ Loyalty)

Hot Pickup

50

Same as injury pickup but in a combat zone.

Donor Clone

50

Visit a MediSyn Clinic to replace a damaged organ or extremity.

Black Market Services Name

Effect Bronze Level

Cadaver Pickup

5

Will pick up a corpse and dispose of it.

Cause a Ruckus

5

Will cause trouble within bounds of the law.

Make a fake ID

5

Will forge a fake ID good enough to fool low-security environments. Silver Level (250+ Loyalty)

Drive By Shooting

15

Will take an appropriate vehicle and briefly harass a target with gunfire before fleeing.

Fall Guy

50

Will hire someone to admit a crime.

Judgement-Free Safe house

10

Will keep a single target safe and under the radar for a day.

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Item Abilities

Blind

Some weapons or gear have special abilities built in while other abilities may be activated under certain circumstances. You will see these symbols if an item has an activated special ability:

You cannot see. Victims suffer - - to hit until the blind condition is removed or wears off.

Cold

The target loses one action. Brrr...

Cumbersome

Using this weapon costs two actions. Hackers (Hearts)

Detectives (Diamonds)

Soldiers (Spades)

Corporations (Clubs)

If an item has two or more symbols in the special ability section that means you may declare any of the suits shown to activate the ability.

Accurate You may add a single attacks while aiming.

to your declared suit for

This item can destroy concrete, steel, thick wood or other hard cover object. Destroys hard cover.

Demolish Soft

This item can destroy sheetrock, sandbags, aluminium and other soft cover objects. Destroys soft cover.

Digital

Acid

Attacks with this weapon ignore ARM. Acid wears off after 3 rounds.

Arc (X)

This attack also hits the closest X characters from your target.

Automatic

You may use the full-auto action with this weapon.

Beam

This weapon fires a sustained beam of destruction. Once you hit the target, you do not have to flip to hit for additional attacks immediately after the first. Running out of ammo, losing line of sight or using a different action interrupt the sustained attack.

AOE (X)

This weapon effects the surrounding area. The X equals roughly the number of meters the effect extends.

Bleed

Demolish Hard

Targets that are bleeding suffer one damage per round ignoring DRD. At the beginning of your turn flip a card. If it is red you are still bleeding and if it is black you are not.

Only works on synthetics or targets with cybernetics. When making attacks with this item the defender uses their FW instead of DEF. Ignores ARM.

Dismember

Any limb damaged by this weapon is removed unless the hit sustained is to the body. Dismemberment causes bleed.

Disrupt (X)

This weapon forces electronic, cybernetic or otherwise synthetic non-mechanical objects to fry or reboot depending on how well insulated they are. Synthetic life forms and cybernetics effected are shut down for X actions.

Energy

This weapon uses power cells as ammo. Declaring a 2 or the black joker causes this weapon to get hot. The user takes one damage ignoring DRD. The weapon needs two actions to cool off. You may hold down the trigger to build power before firing. Each action spent ‘charging’ takes one ammo. Once fired the weapon deals WPN damage multiplied by the turns it was charged. You may not charge more actions than your weapon has ammo.

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Fire

Damage from this weapon ignores PHY. Once hit, the target is now on fire and suffers one damage per round ignoring DRD. It takes three actions to put out a fire without some sort of retardant. A fire will go out after three rounds if not put out sooner.

Reach

This weapon’s melee range is extended. Attacks against adjacent targets suffer - . Targets passing the extended melee range to close into normal melee range suffer a free strike.

Recoil

Firing this weapon takes two actions.

Fracture (X)

This weapon is capable of breaking bones. If the attack hits an arm or leg the target must pass an Athletics check with a CR of X to avoid breaking the randomly flipped limb.

Reliable

Heavy

Silent

User suffers stack.

-

to Initiative checks. Does not

Knockdown

This weapon never jams. In the event of a black joker the round simply fails to discharge. You fail the shot but do not have to clear a jam. Attacks from this weapon are completely silent and don’t alert nearby enemies.

Spread

Target is knocked down.

User gains to Initiative checks. Does not stack. Must wield only light weapons to receive benefit.

This weapon fires multiple projectiles, dangerous liquid or somehow creates a larger damage area as it gets further from the source. This weapon does full damage at short range, half damage at medium range and no damage at long range.

Melt

Stun (X)

Light +

Target’s ARM is permanently reduced by one. Armor must be repaired to gain its original ARM.

Omniscient

This item does not require line of sight against synthetics or organics with cybernetic augmentations.

Onslaught

Damage caused by this weapon (after DRD and other modifiers) is doubled.

Overload

This weapon ignores X ARM.

Tug

This weapon pulls the user and target together. Whichever object is lighter gets pulled to the other. If both the user and target are roughly equal weights they are pulled to each other and meet in the middle.

Unreliable

This weapon deals double damage to synthetics and cybernetics. An organic with cybernetic parts is only effected if their cybernetic modification is hit. (Flip for hit location after a successful attack.)

Penetrate (X)

Attacks from this weapon knock out or otherwise incapacitate the target if they fail an Endurance check at DC X. The target wakes up after one round.

This weapon jams or otherwise malfunctions on a black joker, 2’s or 3’s anywhere in the declared spread.

Vaporize

Damage from with weapon is utterly devastating and leaves no trace behind.

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Character Traits When creating your character you may want to give them a quirk or personal trait to help differentiate them from the rank and file. These serve no in-game benefit or detriment (unless the GM says so) but it makes role playing more fun. You may come up with your own traits, select one from the list below, or shuffle your deck and flip a few cards to determine them.

Trait Flip Table Soldiers

Hackers

Detectives

Corporations

Ace

Missing finger, toe or eye.

An awkward twitch.

No sense of smell.

Sweaty palms.

King

Horrific or sexy scar.

Crazy haircut.

Chain smoker.

Refuses to shake hands.

Queen

Visible acid or fire burns.

Permanent slouch.

Overly superstitious.

Gassy.

Jack

Pronounced limp.

Strange odor.

You have a street name.

Uses air quotes.

10

Sub dermal bullet or shrapnel that trips metal detectors.

Has gold particles sub dermally implanted and designed like a tattoo.

Cannot discern faces, even if you’ve known them for years.

Can only remember names by singing them aloud.

9

Blind in one eye.

Embarrassing stutter.

Habitual sniffer.

Never late.

8

Deaf in one ear.

Uselessly double jointed.

Audibly drags feet.

Always late.

7

Takes a trophy from every job.

Collects computer hardware.

Refuses to consume food of a certain color.

Unable to refuse paltry wagers.

6

Bad breath.

Painfully honest.

Easily irritated.

Life must be scheduled.

5

Extensive tattooing or war paint.

Cosmetic implants to make you look ‘syntheticy’

Debilitating phobia of something very common.

Refuses to consume anything not sealed.

4

Unibrow.

Bad at simple tasks.

Completely apathetic.

Particularly cowardly.

3

Multiple piercings.

Easily distracted.

Always hungry.

Bold faced liar.

2

Unusual eye color or iris shape.

Speaks in movie quotes whenever possible.

Loves to sing, tone deaf.

Always argues the opposite point, even if you agree.

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Playing The Game Events unfold in the Soldiers of Misfortune Role playing Game through a series of card flips that determine success or failure. These card flips are directly related to the attributes and skills you chose during character generation and are modified by other rules based on equipment, talents, situations and choices. These are known as ‘flip checks’.

The Rule Of “Reasonable Expectation”

There are a handful of numbers in this game, but if you want to crunch sophisticated math there are plenty of other games out there for you. Enter the “Rule of Reasonable Expectation”. For arbitrary things like push/pull weights, jumping distances, breath holding and other crap just be fair with your estimate. Certain in game numbers like Strength or Physique influence these values as will equipment, cybernetics, genetic modifications etc.

Opposed Flips

Checks between players and NPCs may already have opposed stats to flip such as Negotiate and Savvy or an opposed strength check during a grapple. In these cases the offensive player (the one initiating the check) flips their cards and declares a suit. The defending player then flips their cards and declares a suit. Whomever has a higher declared spread wins the check.

Challenge Rating (CR)

Basically, don’t be a dick.

What Is A Flip Check?

Some actions you take have a difficulty associated with them. This is called a ‘challenge rating’. For checks that aren’t already opposed, the GM will give you a CR that represents the difficulty of the challenge.

How Flip Checks Work

The GM tells the players the CR before they flip. This forces players to decide if their declared suit is strong enough to accept before knowing the exact number they need to succeed.

‘Flip checks’ are taken any time an event within the game requires you to determine success or failure. Actions taken succeed or fail based on if the corresponding flip exceeds a challenge rating (CR). Your level in a skill or attribute dictates how many cards you may flip. After flipping the appropriate number of cards the player declares a suit and adds all cards in the spread that match that suit. The resulting number is their value for the check. Ties are in favor of the defender.

Attributes 0 = 1 card

Skills 0 = 1 card

(-5 penalty)

(-5 penalty)

1 = 1 card

T = attribute

2 = 2 cards

1 = 1 card + attribute

3 = 3 cards

2 = 2 cards + attribute

4 = 4 cards

3 = 3 cards + attribute

Example: Balton is chasing a thief across a series of rooftops on a rainy night. The thief jumps the gap between two buildings and Balton chooses to jump after him. The buildings are fairly close to each other, so the CR for the jump is only 1. However, the heavy rain makes the jump much more difficult, adding 1 to the CR for a total of 2. Balton has an Athletics skill of 3, which allows him to flip up to three cards. He flips a 5 , J and 10 . He declares Hackers as his suit and adds his cards together, equalling 15. The GM flips an A and Q . Declaring Hackers as their suit as well, the check becomes 15 - 14 and the player wins. Balton makes the jump without incident.

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Your Deck

Face Card Values

Every player, including the GM, has their own 54 card poker deck including the two jokers.

Red Joker = Success

Black Joker = Failure

Ace = 14

King = 13

Queen = 12

Jack = 11

Getting Lucky

During combat you can use cards in your hand to ‘get lucky’. Basically, you may replace any card in a spread (except jokers) with a card from your hand as long as the suits are identical. You may replace the cards of ANY player, even the GM, during a check.

Card Suits

For the sake of flavor, the Soldiers of Misfortune RPG has special suits for game play. These suits correspond to a regular deck of cards as follows:

Example: In your hand you have a 3  . An enemy attacks you and declares  with an Ace (which is worth 14) in the spread, so it is very likely they will hit you. You choose to ‘get lucky’ by replacing the Ace with the 3 in your hand. Allow players an opportunity to narrate what their Get Lucky cards are doing. If they just saved a comrade from certain death, how did they do it? Note: Players do NOT draw new ‘Get Lucky’ cards until the next combat. The GM draws an additional ‘Get Lucky’ card any time a player cycles through their entire deck and shuffles during combat.

The Spread

‘The Spread’ refers to cards being flipped that have not yet hit the discard pile. While flipping cards they are sent to the spread until their success, failure or other effects are resolved.

Shuffling

At the beginning of a gaming session every player shuffles their deck and places the it in front of them. You do NOT shuffle your deck again until you are unable to draw more cards, combat begins or combat ends.

The Discard Pile

Hackers (Hearts)

Detectives (Diamonds)

Soldiers (Spades)

Corporations (Clubs)

Suit Triggers

Some weapons and gear have special effects that trigger when a certain suit is flipped. Suit triggers only activate if the suit is declared as the active suit for the check.

Jokers

Every standard deck of cards should have a red and black joker. These cards will have the most dramatic impact on any check. Red Jokers are an automatic success and ‘something good’ happens in the narrative.

Once cards have left the spread they go face-up to your discard pile. They remain here until the deck is shuffled again or another rule specifies they can be manipulated in some way.

Black Jokers are an automatic failure and ‘something bad’ happens in the narrative.

Card Values

When flipping cards a check, any ties go to the defender of the check.

As you flip cards they will be worth a value equal to the number flipped. Consult the table for face cards.

Ties

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Combat

Extended Firearm Range

Shooting a target past your effective range forces

The universe you have entered will not hold your hand or coddle you. Survival is difficult and the only thing that will save your brain from a bullet is quick thinking and dumb luck. Here are some rules to help you stay in one piece.

Combat Phase 0.

Shuffle your deck and draw GL cards.

1.

Flip for initiative.

2.

Take actions in order of initiative.

3.

Resolve damage or effects from items.

4.

Repeat steps 2-3 until enemies are finished.

5.

Discard your hand and shuffle your deck.

a

-

penalty per range increment.

Melee Range

Basic melee range is roughly five feet. Weapon abilities, feats and cybernetic enhancements may change your melee range.

Ranged Weapons In Melee

A character trying to use ranged weapons while in a melee suffers a

-

penalty.

Shooting Into Melee

A character shooting a target engaged in melee

Basics

combat suffers a penalty to hit. If they miss, all characters engaged in the melee flip a single card. On a black joker or two, that character is hit.

Using Weapons

Action Points (AP)

Using a weapon with your off hand also forces a

Move

Any weapon you use will have a skill associated with it. For example, pistols are small firearms and thus use the small firearms skill.

-

penalty, which stacks with other penalties.

While moving through water, over ice, up a sand dune or similar terrain you are at half movement.

Initiative

Flip your Initiative skill. Once everyone has flipped for initiative, someone should write down the order or hand out dice to remember who goes first, second and so on. The three ranges are short (S), medium (M), long (L) and extreme (E). For those of you who like numbers, consult the table below.

Numerical Ranges Short

50m / 165ft

Medium

200m / 650ft

Long

500m / 1640ft

Extreme

1800m / 5905ft

Characters can move roughly 5 feet per action.

Rough Terrain

Ties are in favor of the defender.

Firearm Range (RNG)

Every character has a five action points unless otherwise modified by their armor. You may use these actions to do the following...

Attack

You perform an attack with your equipped weapons. • Attacks must be within range or they automatically fail. • To hit with an attack you flip your skill with the chosen weapon against your opponent’s defense. • Attacking with two weapons only costs one action but normal off-hand penalties / restrictions occur.

Drop Object / Weapon

You may drop an object or weapon as a free action but it will no longer be easily accessible for quick drawing.

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Draw / Holster Weapon

You may draw / holster a weapon in each hand as one action.

Reload

Each weapon has a magazine filled with ammunition that eventually empties. You can no longer use this weapon until it has been reloaded. You must have one free hand to reload.

Cover

Hiding behind cover grants a defense bonus to ranged attacks. There are two kinds of cover: hard and soft. Soft cover is wood, brush, sandbags or similar materials and grants

to DEF.

Hard cover is metal, concrete, or similar materials and grants

Free Strikes

+

+

to DEF and +1 ARM.

• If a character leaves an enemy’s melee range Concealment •

the enemy may immediately make a single attack action against that character. If you are engaged in melee with an enemy and a third character enters or exits your melee range you do NOT get a free strike. You are too focused on the first opponent.

Aim

If a character spends an action to aim they gain +

to hit with their next ranged attack.

attacks.

When using thermal vision or some other means of detection through concealment attacks suffer a

-

penalty.

Outnumbering

Knocked Down / Prone

• This character has

Characters benefit from concealment while surrounded in smoke, shadows, fog or other conditions that make it hard to see. Concealment breaks line of sight going into and out of the concealed area.

+

to hit with ranged

If a character is engaged with a number of enemies equal to or more than the number of allies next to them they are considered outnumbered. A

• Ranged attacks against this character suffer a character that is outnumbered suffers • •

penalty to hit. Adjacent attackers (ranged or melee) have +

Charge

Charging allows you to make two move actions and make an attack. If you miss the attack you

to hit. You move half your normal rate.

suffer a

Get Up

-

This character is no longer knocked down / prone.

Weapon Jams

• Firearms without the energy ability jam if a •

DEF.

-

suit is declared with a 2 in the spread or in the event of a black joker. If a weapon is jammed it may not be fired again until the jam is cleared.

Clearing A Jam

For one action you can clear a weapon jam.

© 2017 Soldiers of Misfortune RPG

DEF until your next turn.

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 90

Advanced Combat

Dual Wielding

• You may hold one weapon in each hand but

Full-Auto

• You may fire multiple bullets from your weapon.

• For each bullet beyond the first you suffer a cumulative

-

to hit.

• If you use three or more ammo this attack causes pinning.

• The pinning DC increases by one for every bullet after the third.

• Full-auto has recoil.

• • •

the weapon in your off hand suffers to hit (without proper talents, cybernetics or other means of improving your accuracy). You may fire both firearms or hack / slash with both weapons as a single action. You need to holster one weapon in order to reload. Additional cybernetic limbs are considered off handed, even if you are ambidexterous.

Precision Strike

Overwatch

You focus on a certain area for signs of enemy movement. Make an attack action against enemies that move within your weapon’s range and line of sight.

• Declare a specific area on your target. • Reduce the target’s ARM by two and any location specific effects such as dismember or overload are dealt to the declared area.

• Precision strikes suffer a -

penalty.

Covering Fire

You unload your magazine to keep an enemy’s head down. Costs two ammo. Does no damage but causes pinning.

Combat Actions

Gets Hot

Your weapon ‘gets hot’ on twos and the black joker. The user takes one damage, bypassing DRD, and must wait two actions for the weapon to cool. You may take other actions during cooling.

Pinning / Fear

Certain actions can make a character fear for their lives and cower behind cover instead of fight. • At the beginning of your turn make a Bravery check at DC 5. • If you fail you cannot make attack actions against the target that is causing you to be pinned or the object of your fear. In addition, you cannot move closer to it.

Stunned

At the beginning of your turn make a Resistance check at DC 5. If you fail you cannot take actions for that round.

Action Drop Object / Weapon

Cost Free

Move

1

Attack

1

Draw / Holster Weapon

1

Reload

1

Use Skill

1

Aim

1

Go Prone

1

Get Up

1

Burst Fire

1

Clear Weapon Jam

1

Disengage From Melee

1

Called Shot

1

Full Auto

2

Overwatch

2

Charge

2

Covering Fire

2

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 91

Damage / Dying

Death

The universe is brutal and unforgiving. During your adventures you are likely to be shot, stabbed, blown up, dismembered, burned and otherwise hurt in a variety of horrible ways.

See You In Hell!

To represent this every character has a certain amount of hit points.

Hit Points (HP)

At character generation you get 10 HP + Each level you gain your PHY worth of HP.

PHY.

HP represents the amount of punishment you can endure before your body gives up. If your HP reaches zero, you are incapacitated. This means you only have 1 AP until your HP goes back above zero. If you continue to take damage while at zero HP you will go negative. If you take damage while at 0 or less HP flip to find out what damage zone is effected and possibly ruined beyond repair.

If you are unfortunate enough to fall below -5 HP to your head or body then you are dead. Upon death you immediately have one action to give your last words, pull the pin on a grenade or flip someone the bird. For this action you are considered to have flipped a red joker. Use your last moment well.

Cosmetic Damage

GMs are encouraged to chop off fingers, gouge out eyes, knock out teeth and otherwise maim player characters often. You can always buy a cybernetic replacement. Red and black jokers are good opportunities to write in this sort of cosmetic damage. It’s up to the GM if this also incurs some sort of mechanical detriment.

You can lose limbs, organs, motor functions, sanity or whatever else the GM feels is appropriate.

HP

A

Damage Zones

Each character has 10 damage zones, one for each arm and leg, hands, feet, body and their head. As you sustain damage it will be allocated to these zones. For simplicity’s sake armor and cybernetics apply to your entire body but if you are being dismembered by a weapon make a flip to see which zone is dismembered. Lethal damage (damage that brings you to 0 or less) must also be allocated to a specific zone and will cause permanent damage to the effected area.

1-5

6

7

10

J

8

9

Damage Reduction (DRD)

Your Physique, armor and body modifications provide damage reduction. When taking damage from a weapon simply subtract your DRD from the WPN to determine actual damage taken.

Q

K

Damage Zones © 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 92

Leveling Up As you take on contracts and experience the universe you will pick up new skills and discover hidden talents along the way. This is reflected by ‘leveling up’.

Leveling Up

There are no experience points in this game because keeping track of them is tedious and boring. Instead there are 50 levels to grind through! These can be awarded at the end of a session or in the middle if the party does something particularly difficult or amazing.

In theory you never have to stop gaining levels but by level 50 you are a living legend and it is suggested you retire your character and let them enjoy the rest of their life.

Feel free to reward players with additional levels for outstanding role playing, bravery or dumb luck. At character generation you are level one. “If my good looks and charm don’t kill you, that sucking chest wound probably will.”

Once a character has leveled up they are awarded the following: • Every odd level you gain HP equal to your PHY. • Every even level you gain two skill points (SP). • Every five levels you gain a talent. • Periodically you will unlock profession benefits (PB), described in the professions section.

-Bren Beltrami, Professional Asshole

Level Up Rewards 0

10

20

30

40

1

-

HP

HP

HP

HP

2

SP

SP

SP

SP

SP

3

HP, PB

HP, PB

HP, PB

HP

HP

4

SP

SP

SP

SP

SP

5

HP, Talent

HP, Talent

HP, Talent

HP, Talent

HP, Talent

6

SP

SP

SP

SP

SP

7

HP

HP

HP

HP

HP

8

SP, PB

SP, PB

SP, PB

SP

SP

9

HP

HP

HP

HP

HP

10

SP, Talent

SP, Talent

SP, Talent

SP, Talent

SP, Talent

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 93

Skills (Expanded)

Martial Arts

There are many kinds of martial arts with varying purposes and using one skill to encompass them all does none of them justice. Instead of picking a style and writing an exhaustive list of rules for each, simply consult the flow chart below for some ideas.

So you picked your skills and are excited to get flipping. The problem is, you’re not sure exactly what is and is not allowed or simply want ideas for how you can utilize some of the more abstract skills. Read on, my friend.

Each item in the chart is a separate action and thus warrants a new flip check.

Note: These rules are optional. If your group feels that the pace of the game is too slow or you just want to make one flip to get things done then ignore this section. The expanded rules in this section are designed to give greater depth and dramatic tension to the skills they represent.

Simple Strike (Punch, kick, headbutt.)

Disarm

Sweep or Throw (Causes knockdown.)

Initiate Grapple

Choke / Strangle (Causes Stun.)

Break Limb

Use as Meatshield (Need one free arm. to DEF & LCK against attacks. Target must be roughly your size or smaller.) +

Execute (Must have deadly weapon equipped or rank 3 Martial Arts. Instant death.)

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 94

Demolitions

Flipping a red joker on the throw or when determining the direction of a miss simply puts the explosive at the desired location flawlessly.

Set Up Us The Bomb

Items in the explosives, passive grenades and combat gas sections are all designed to be fired from a launcher, thrown by hand or set up as a mine and detonated via proximity sensors, timer or remote control. All grenades have a magnet that can be toggled on and off, a timer and a remote detonator for ease of use. This makes them very versatile and dangerous tools for your kit!

Grenade Function

Using demolitions as a grenade allows you to throw the explosive into position and after a delay it will explode. Grenades may be thrown at short RNG.

Grenade Delay: To prevent damage to the user explosives have a built in delay. The grenade will remain at its location and explode at the beginning of the thrower’s next turn.

Mine Function

Using demolitions as a mine allows you to plant the device and either set a timer, activate proximity sensors or use a remote detonator to activate it. It takes about five seconds (or one combat round) for the grenade to remote arm itself, at which time you may spend an action to detonate it.

Missile Function

Using demolitions from a grenade or rocket launcher gives you the option of a timed delay or explosion on impact.

If you are throwing a grenade to a location it has a static CR of 4. Obviously this can be effected by other circumstances. If you are throwing a grenade hoping to get the magnet to stick to their armor you check your Demolitions versus their Defense.

“Fear not what bumps in the night. What beeps is far more dangerous.”

Missing A Throw: If you fail a throw the grenade will scatter from its intended location. Flip a card to see where the explosive lands.

-Anqyngo grenadier motto

Jokers: Flipping a black joker on the throw or when determining the direction of a miss results in the explosive detonating adjacent to the user. Ace Queen

Distance From Target

King

J/10

Meters / Spaces 9/8

5/4

7/6

Soldiers

1

Corporations

2

Detectives

3

Hackers

4

3/2

Thrower © 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 95

TechWar: Combat DOTs & BUFFs

Most military grade holotools are capable of effecting combatants with a small army of nanobots that resides in the holotool housing. They can also remotely link to throwable discs for a more ‘set-it-and-forget-it’ style of warfare. Depending on the software installed on your holotool the nanobots within have a wide variety of abilities that can help or hurt combatants. DOTs, or Destructive Obstacle Tasks, are typically targeted on enemies to interfere with their targeting, pinpoint weaknesses in their armor, cause damage or harm them in some other way. BUFFs, or Beneficial Unit Friendly Functions, are typically streamed to the aforementioned discs and provide friendly users with an advantage over a small area of the battlefield such as concealment or dummy holograms to confuse opponents.

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 96

Sample Enemies You can use the player character creation system to create your NPCs with only slight modifications to curb difficulty, but here are a few sample enemies to get you started. Feel free to re-skin them or modify stats at your discretion. Eventually I will create a document full of miscreants and madmen for your players to defeat!

Common Human Street Thug

Low-level muscle that usually works for someone higher in their chosen food chain. Social Tactics: Street thugs are typically territorial and will confront anyone encroaching on their space but often try intimidation tactics before the bullets start flying. Combat Tactics: They don’t have great weapons or training so they often fight dirty. They prefer to work in greater numbers and aren’t too proud to run away if a fight goes south. Potential Loot: A pistol (mk.I) and / or short blade (mk.I), dirty clothes (often patched or branded with their gang or corporate affiliation), recreational drugs, a flask with cheap booze, a datapad filled with smut, a good luck token.

Common Human Street Thug Stats Difficulty Easy - A level one party should be able to deal with them at a 2-1 enemy / player ratio.

STR

PHY

AGI

INT

RES

LCK

2

1

2

1

1

3

HP

AP

DEF

ARM

DRD

FW

11

5

4

0

1

-

Weapons Pistol Mk I

DMG

RNG

Ammo

Sm. Firearms

4

M

3

Abilities

Unreliable, Light, Penetrate 1

and / or Short Blade Mk I

DMG

RNG

Ammo

Sm. Melee

5 (3+2)

-

-

Abilities

Bleed, Light

Skills Athletics ...........2 Lg. Melee ..........1 Sm. Melee........4 Endurance.........1 Martial Arts........1 Resistance.........1 Acrobatics.........2 Drive................2 Lg. Firearms......2

Sm. Firearms...4 MExA Operation..1 Pilot.................1 Subterfuge........2 Digital Crafting...1 Demolitions.......1 Engineering.......1 Legal................1 Mech. Crafting....1

Medical.............1 Perception.........1 TechWar............1 Bravery.............1 Dirty Deeds........2 Initiative.........2 Negotiation.......2 Perform............1 Savvy...............2

Talents & Special Abilities None

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 97

Marphan Underboss

When kingpins want someone intimidating but not a complete meathead they often employ marphans to add class to a situation while still maintaining a level of danger. Social Tactics: Eloquent but off putting, the marphan underboss has the authority to negotiate on behalf of the organization and will likely attempt to resolve things in a way that is profitable for both sides (but more so for their own). If a situation gets heated they are often the first one to pull the trigger. Combat Tactics: The marphan underboss will direct their lackeys to take out the largest threat first, working down the enemy food chain. They refuse to back down, intent on sending a message, and aren’t afraid to sacrifice their team mates for the sake of their own survival. Potential Loot: Shotgun (Mk. I with sawnoff upgrade) and / or a long blade (Mk. II with motorized teeth and collapsible parts), aramid bodysuit (Mk. I), keys to a vehicle and / or safe house, a locked datapad (TechWar DC 4 to unlock) with company or gang correspondence, some cheap cigars.

Marphan Underboss Stats Difficulty Moderate - This enemy should always accompany thugs or other easy enemies. High damage output and decent skills make this character more challenging than the rank-andfile.

STR

PHY

AGI

INT

RES

LCK

2

2

2

2

2

2

HP

AP

DEF

ARM

DRD

FW

16

5

4

1

3

-

Weapons Shotgun Mk I

DMG

RNG

Ammo

Sm. Firearms

6

M

1

Abilities

Spread, Onslaught, Recoil, Penetrate 1

or L. Blade Mk II

DMG

RNG

Lg. Melee

7 (5+2)

-

Abilities

Ammo -

Bleed, Penetrate 2,

+

to Negotiate

Skills Athletics ...........2 Lg. Melee .........4 Sm. Melee.........2 Endurance.........2 Martial Arts........2 Resistance.........2 Acrobatics.........2 Drive................2 Lg. Firearms......2

Sm. Firearms...4 MExA Operation..1 Pilot.................2 Subterfuge........2 Digital Crafting...1 Demolitions.......1 Engineering.......1 Legal................2 Mech. Crafting....1

Medical.............1 Perception.........3 TechWar............1 Bravery...........2 Dirty Deeds........3 Initiative.........2 Negotiation.....4 Perform............1 Savvy...............3

Talents & Special Abilities Sucks to be You - May make adjacent allies become the target of an attack against this character. Stubborn - An attack cannot bring this character below 1HP unless they are already at 1HP. Twist the Blade - After a successful melee attack, this character may immediately spend one action point to deal weapon damage (without STR) as if target was hit again. Cybernetics: Biometric Scanner - Can read perspiration levels, heart rate, pupil dilation and other biometric data to to Savvy. aid in lie detection or social discomfort. +

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 98

Corporate Security Android

Expensive but well worth the cost, these androids are manufactured and contracted for important security jobs that will likely see combat. Remote hacking capabilities may be used to shut down enemy electronic defenses. Social Tactics: These androids are typically deployed where resistance is expected and not tolerated. They will only give one warning, if any, before opening fire. Combat Tactics: If there is a digital threat (such as a drone or augmented adversary) they will make an attempt to shut down or disable it with their wireless modem. Assuming there are more threats, they will always save at least one action to fire upon the enemy who has gone farthest into the area they are guarding, allowing others to escape if they choose. Potential Loot: Shotgun (Mk. I) or SMG (Mk. I), carapace armor (Mk. II with electric insulation and steelsilk inlay upgrades), key card for the protected area, nanogel, firewall hardware, wireless modem (digital crafting CR 5 to remove without damaging).

Corporate Security Android Stats Difficulty Moderate - The party should have a few levels under their belt or deal with this enemy in small quantities. This enemy can deal massive damage to unarmore targets and harrass synthetics, engineers and other tech types very well.

STR

PHY

AGI

INT

RES

LCK

1

1

2

4

2

1

HP

AP

DEF

ARM

DRD

FW

12

4

5

3

4

6

Weapons Shotgun Mk. I

DMG

RNG

Ammo

Lg. Firearms

6

M

1

Abilities

Spread, Onslaught, Recoil

or SMG Mk. I Sm. Firearms Abilities

DMG

RNG

Ammo

4

M

4

Automatic, Unreliable, Recoil, Light

Skills Athletics ...........1 Lg. Melee .........1 Sm. Melee.........1 Endurance.........1 Martial Arts........1 Resistance.........1 Acrobatics.........1 Drive................2 Lg. Firearms....4

Sm. Firearms...4 MExA Operation..1 Pilot.................2 Subterfuge........2 Digital Crafting...4 Demolitions.......4 Engineering.......4 Legal................3 Mech. Crafting....4

Medical.............3 Perception......5 Techwar..........5 Bravery...........2 Dirty Deeds........2 Initiative...........2 Negotiation.......2 Perform............1 Savvy...............2

Talents & Special Abilities Hearty Constitution - Immune to the effects of chems, toxins, gasses and other organic malladies. Cool Headed - Immune to pinning and fear. Armor: Electric Insulaton - Immune to overload. Cybernetics: Wireless Modem - May use techwar against remote targets to shut down or otherwise manipulate them.

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 99

Law Enforcement - Riot Squad

There are many flavors of law enforcement that players could run into and this variety is called out when bullets have already started flying. Armed with shock batons, revolvers and combat shields these units are designed to get to the source of a problem and force it to submit.

Riot Squad Stats Difficulty Hard - Slow but tanky, these enemies should only come out when the party has really messed up or for a boss encounter. They are particularly devestating to synthetics and heavily augmented characters. Note: because of their high armor, some players may be unable to damage them with low level weapons.

Social Tactics: This unit will not negotiate once shots have been fired and they are typically only summoned under the same circumstance. A designated negotiator may try to talk down a subject but it is unlikely.

STR

PHY

AGI

INT

RES

LCK

2

2

2

3

3

1

HP

AP

DEF

ARM

DRD

FW

18

3

4

4

6

4

Combat Tactics: The squad will stand shoulder to shoulder with shields raised for maximum protection as long as they can. If being fired upon they will fire back indiscriminately. When they reach their target they will try to subdue via shock batons and attempt to outnumber the chosen target for ease of submission. Depending on the situation they may simply subdue the target and take them alive or rid society of them for good.

E. Baton Mk. II

DMG

RNG

Ammo

Sm. Melee

4 (2+2)

-

-

Potential Loot: Electro baton (Mk. II with Armor Chain ((this weapon cannot be disarmed)) and Motorized Teeth ((Penetrate 2, to Negotiate), PEW (Mk. II), police marked Teraplate (Mk. II), razorcuffs, vocal modulator and ammo dispenser (removable with Medical check at CR 6), MediGel. +

Weapons

Abilities

Overload, Disrupt 1, Stun 3, Light, Penetrate 2

or PEW Mk. II

DMG

RNG

Ammo

Sm. Firearms

3

M

4

Abilities

Energy, Light

Skills Athletics ...........3 Lg. Melee .........1 Sm. Melee........4 Endurance.........3 Martial Arts........3 Resistance.........2 Acrobatics.........1 Drive................2 Lg. Firearms....2

Sm. Firearms...4 MExA Operation..1 Pilot.................1 Subterfuge........1 Digital Crafting...2 Demolitions.......3 Engineering.......2 Legal................4 Mech. Crafting....2

Medical.............3 Perception......4 Techwar..........3 Bravery...........4 Dirty Deeds........3 Initiative...........4 Negotiation.....6 Perform............2 Savvy...............3

Talents & Special Abilities Gear: Combat Shield - Provides soft cover ( when raised.

+

to DEF)

Tactic: Shield Wall - When adjacent to another member of to DEF the riot squad both members gain hard cover ( and +1 ARM) as long as their shields are up. +

Call You Out - Target enemy must pass a Bravery check against this character’s Negotiate skill or else they become pinned. +

to Negotiate (already in Cybernetics: Vocal Modulator above stats). Cybernetics: Ammo Dispenser - This character does not need a free hand to reload.

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 100

Drakeling

The infant form of any particular drake species is still a potent threat. They are commonly poached for their scales, which are worth a small fortune on the black market because they retain the look and feel of the adult scales but are smoother and lighter to wear. Although they come in a variety of colors and scale patterns like their dragon cousins, they can’t breath fire or other elemental properties. Most do spit some kind of acid or venom though.

Drakeling Stats Difficulty Hard - Great mobility and many powerful attacks make drakelings a lethal foe. A couple of these make for a great boss fight or a quick reminder of the player’s mortality.

STR

PHY

AGI

INT

RES

LCK

2

3

2

1

3

0

HP

AP

DEF

ARM

DRD

FW

24

4

3

1

4

-

Weapons Breath Weapon

DMG

RNG

Ammo

Social Tactics: Drakes tend to be less intelligent than dragons and rarely learn any language beyond animal screeches. Occasionally they know a handful of words and can reason with other intelligent species.

Martial Arts

6

M

1

Combat Tactics: Drakes generally keep to the skies unless hunting or provoked. If their territory or eggs are threatened they will attack with relentless ferocity and use their breath weapon liberally.

Abilities

If their glands are empty they prefer to pounce on an enemy and hold them down while they claw or bite them to death. Then they usually eat their prey or offer it as a gift to a mate or young. Potential Loot: Drakeling scales, drakeling claws, drakeling teeth, drakeling glands (Medical CR 5 to remove), whatever happens to be undigested in their stomach.

Abilities

Melt

Acid,

and Claws X 2

DMG

RNG

Ammo

Martial Arts

6 (4+2)

-

Bleed

and Maw

DMG

RNG

Ammo

Martial Arts

8 (6+2)

-

-

Abilities

Dismember

Skills Athletics ...........2 Lg. Melee .........1 Sm. Melee.........1 Endurance.......5 Martial Arts......5 Resistance......5 Acrobatics.........2 Drive................1 Lg. Firearms....1

Sm. Firearms...1 MExA Operation..1 Pilot.................1 Subterfuge........2 Digital Crafting...1 Demolitions.......1 Engineering.......1 Legal................1 Mech. Crafting....1

Medical.............1 Perception......4 Techwar..........1 Bravery...........4 Dirty Deeds........2 Initiative.........4 Negotiation.......2 Perform............2 Savvy...............3

Talents & Special Abilities Berserker - May charge for one action. China Shop - Melee attacks have Demolish Soft (destroy soft cover). Parry - May ignore free strikes. Quick Feet - If first action of the turn is to move, it counts as a free action. Biology: Wings - Can fly, ignoring rough terrain. Biology: Survival Instinct - Increases this creature’s DEF (already marked above).

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 101

Sample Challenge Ratings This section will give you an idea of what target numbers you should expect to meet for specific situations. Don’t forget that environmental conditions, disabilities, distractions and dumb luck can modify these numbers in favor of or against the players!

Strength (STR)

Agility (AGI)

CR 1

Open a jar of pickles.

CR 1

Dodge a ball thrown underhand.

CR 2

Kick open a locked door.

CR 2

Avoid being touched on a crowded street.

CR 3

Bend a small steel bar.

CR 3

Juggle several objects.

CR 4

Tear the servos off a combat drone.

CR 4

Land a back flip onto a small surface.

CR 5

Lift a small vehicle so someone can escape from underneath.

CR 5

Catch a thrown dagger safely.

CR 6

Force open a blast door.

CR 6

Navigate a laser security system via tumbling.

CR 8

Rip a streetlight from its foundation.

CR 8

Shoot a bird while falling upsidedown.

CR 10 Stop an aircraft from taking off by holding it down via chains.

CR 10 Avoid

being shot while charging a machinegun nest in a narrow hallway.

Physique (PHY)

Intelligence (INT)

CR 1

Walk a city block without sweating.

CR 1

Recall a common fact.

CR 2

Stand for an extended period of time.

CR 2

Solve a casual puzzle.

CR 3

Swim across a running river.

CR 3

Put together a makeshift tool.

CR 4

Run a marathon.

CR 4

Learn a new language simply by listening.

CR 5

Carry someone twice your weight up several flights of stairs.

CR 5

Reverse engineer a mechanical object.

CR 6

Endure the effects of abyss vapor.

CR 6

Discover an irregularity in a data stream.

CR 8

Take a bullet to the chest and not care.

CR 8

Create a robot with unrelated spare parts and no tools.

CR 10

Deduce the identity of the killer based on a single obscure piece of evidence.

CR 10 Win a fist fight underwater without oxygen against multiple selachii.

Resolve (RES)

Luck (LCK)

CR 1

Make someone smile.

CR 1

Find a cool coin.

CR 2

Earn a good tip while waiting tables.

CR 2

Get the last dessert in the lunch line.

CR 3

Get an attractive person’s phone number.

CR 3

Not get ticketed for a traffic violation.

CR 4

Receive a standing ovation for your speech.

CR 4

Bump into a celebrity you actually like.

CR 5

Talk your way out of a mugging.

CR 5

Double your money at a casino.

CR 6

Convince someone to loan a substantial amount of money without interest.

CR 6

Be a part of a significant giveaway.

CR 8

Brainwash people into joining your cult.

CR 8

Clip the correct wire out of 20 with no bomb disarming experience.

CR 10 Have two mortal enemies open borders and hug after a single conversation.

CR 10 Fall from orbit without safety gear and live

© 2017 Soldiers of Misfortune RPG

to tell about it.

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 102

Tell Us What You Think! Did you have fun hacking into corporate vaults and taming dragons for sale on the black market or was your experience less than epic? We want to know! Visit the website and navigate to the feedback form for questions, comments or snide remarks. We are looking for... • • • •

Cool stories about your games. Suggestions for what you want developed next. Rule clarification or criticsism (if something is broken we want to fix it). Things that you loved and would like to see more of.

Don’t be shy!

www.SoMUniverse.com

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@SoldiersOfMisfortune

© 2017 Soldiers of Misfortune RPG

Soldiers of Misfortune

ROLE PLAYING GAME Pg. 103

In Development

GM Tips Sample Contract

More Gear More Expanded Skills Vehicles

Maps Art Fluff Quick Reference Sheet Glossary





Ground Hovercraft Space Ships Aquatic Vessels

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Common Play Terms PC - Player Character GM - Game Master / Galaxy Master NPC - Non-Player Character, typically controlled by the GM. Munchkin - Someone who takes skills / talents / gear purely for statistical gain rather than character choice. Rules Lawyer - Someone who argues over semantics in the rules, often for their own benefit or to the detriment of others. This can also be someone nominated by the group to consult a rule book for the wording of a rule while everyone else argues about it. OOC - Acronym for ‘out of character’. Meta Gaming - When a player is using knowledge of the game system or events unfolding with other characters that their character wouldn’t know. LOS - Acronym for ‘line of sight’. See the combat section.

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Parasite Lost is FREE to download on Amazon, Barnes & Noble, Smashwords, Kobo, Oyster, iTunes and many other retailers. You can also buy paperbacks of either book on Amazon.

© 2017 Soldiers of Misfortune RPG