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MDQ

Maurice Roth (order #6024236)

Qalidar:
Design: Christina Lea
Editor: Phillip Crozier

Peryton Publishing
So long ago I don’t remember when

http://www.perytonpublishing.com

Qalidar: Resistance Quick Start Player’s Pack is ©2014 Peryton Publishing.
This book is protected under the copyright laws of the United States of America. Any
reproduction or other unauthorized use of the material or artwork contained herein is
prohibited without express written consent of Peryton Publishing. If you purchased this
work in electronic format, you may print out a reasonable number of copies for your own
personal use. This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental. All Rights Reserved. Qalidar, Qalidar:
Resistance, Peryton Publishing, and all associated logos are Trademarks of Peryton
Publishing.

The following is designated as Product Identity, in accordance with Section 1(e) of the
Open Game License, Version 1.0a: all character and place names and descriptions, all
artwork, graphic design, and images, any trademarks identified on this page or elsewhere,
and all other original content. There is no new Open Gaming Content in this book.

Maurice Roth (order #6024236)

Introduction
The Characters
Equipment
Action
Blank Character Sheet
Pre-Generated Characters
OGL

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2
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Somewhere in the distant past - or perhaps
nowhere, in no time at all - a hole was punched
in the universe. Space and time, never completely
solid, are now webbed by a network of flaws like
cracks in glass. They aren't quite what you'd call
fissures, not yet, but they're a far cry from solid
ground. Mystics and physicists argue over who
discovered this phenomenon first, while linguists
quibble over the origins of its name: Qalidar.
For most travelers, Qalidar is the starless
city at the heart of the Spiral where three roads
named for the three gorgon sisters converge.
Academics insist on a broader definition. For
them, Qalidar is also the transcendent Storm that
opens the way to this broken reality and offers
the canny traveler a powerful, if dangerous, path
to faraway ports and alien worlds. And beyond
that Storm, if such a thing is conceivable, Qalidar
is the screaming light that sears the empty plains
of the Outside.
To the masses of people without the gift of
Storm walking, Qalidar is a rumor and a fantasy.
To the trans-cosmic corporate alliances of the
Synarchy, Qalidar is profit, a way to exploit
fractured worlds and metaphyiscal wounds that
bleed alien energy. To the scattered cells of the
Resistance, Qalidar is both a menace to be feared
and a weapon to be mastered.
As Storm walkers, your characters will be
among those who can not only travel the worlds
of Qalidar, but sense the weak points between
them and warp the unstable fabric of the cosmos
to your advantage. You can step into the secret
places where the oligarchs spin their webs, and
you can cover the wells through which the
substance of Qalidar bubbles into the daylit world.
Will you use your gifts to fight back, or will
you surrender to the sprawling shadow of Qalidar?

Maurice Roth (order #6024236)

The Game

conclusively, but your characters will be making a
difference in this game.
At the very least, you will be in a
to resist.
There are a variety of factions reaching through the
damaged multiverse of Qalidar, and most of them, left
to their own devices, are going to make things worse.
The game as presented assumes that you’re not on
their side, but we can talk more about assumptions
later, in a bigger book.
Whatever friends you choose, your characters will
be important to them. In addition to various heroic
abilities to be detailed later, all player characters have
a rare talent called Storm walking. This ability enables
you to travel across the flaws in the multiverse. As a
Storm walker, you can freely explore alternate
universes and the dark, ruined spaces between them.

This is a d20-based system, so you'll need the usual
variety of polyhedral dice.
You’re familiar with role-playing games, right?
That’s what this is. Like all role-playing games,
is played with a Game Master, who
sets the scene and adjudicates actions, and one or more
Players. Each Player takes the role of an imaginary
character and describes the actions of that character
to the Game Master.
The characters in this game are assumed to come
from a world superficially similar to our own. Most
of the equipment they carry reflects this, but their
unusual travels and the people they know as a result
will give them access to strange technology, familiarity
with alien creatures, and a unique perspective on
seemingly mundane events.
Although this will, of course, depend on the
individual Game Masters, it’s likely that a lot of the
campaign will take
action in a
place in the shadows of these relatively mundane
worlds, at least at first.

WHAT’S IN THE BOOK
There are six characters, one for each class, included,
along with full descriptions of their special abilities.
We've chosen knacks for them to help you get started
quickly, but feel free to let the players come up with
different ones if they want.
A short Equipment section describes the stuff the
player characters are carrying, along with a few other
common items.
The Action chapter describes the core mechanic
and other essential game system information.

Conspiracy
The walls between worlds are cracked, and terrible
minds are reaching through those cracks. When
strangers in dark suits start snooping around some
local buildings, you need to find out who they are,
what got their attention, and where those weird lights
are coming from. If you're lucky, you'll put together
enough pieces to figure out whether it's a hand or a
tentacle that's pulling the strings.

Horror
Giant mantis-wasps with a penchant for dissection
hatch their schemes - among other things - high in
the skeletons of crumbling skyscrapers. Beyond, threefaced masterminds conduct inhuman experiments on
the populations of whole worlds, and fungus-like
patches of living crystal wait to doom the unwary
traveler to a slow death. Turn the next corner and you
could find yourself surrounded by diseased, slavering
cannibals. Qalidar is not for the timid.

Resistance
You're not signing up for a hopeless descent into
madness and despair, though. These are heroes who
can fight back. Maybe not directly, maybe not

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Your Stats and Special Abilities
READING

THE

CHARACTER SHEET

Background

Most of the information you’ll need in play is provided
on the character sheets. Before we get into what makes
each of these characters unique, let’s take a look at the
kind of general information they all have in common.

This is a relatively freeform entry describing the things
your character has done apart from adventuring. The
GM will look to this for guidance when deciding how
reasonable it is that you would know enough about a
particular skill to attempt a roll.

Character Name
Just in case it’s not obvious, this is the name of the
fictional character in the game world, not your name.

Ability Scores

This is a level-based bonus that applies to almost
everything. We'll talk more about how that works in
the Action chapter.

Strength measures your character’s
muscle and physical power.
Agility measures hand-eye
coordination, dexterity, reflexes, and balance.
: Constitution represents your
character’s health and stamina. You apply your
character’s Constitution modifier to each roll of a Hit
Die. A penalty can never drop a result below 1,
however. That is, a character always gains at least 1
hit point each time he or she advances in level.
Intelligence determines how
well your character learns and reasons.
: Perception describes a character's
sensory awareness, attention to detail, and, to a lesser
extent, intuition. While Intelligence represents one’s
ability to analyze information, Perception represents
being in tune with and aware of one’s surroundings.
: Power measures a character’s
willpower, force of personality, persuasiveness,
personal magnetism, and ability to lead. This ability
represents actual strength of personality, not merely
how one is perceived by others in a social setting.

Knack Bonus

Ticks

Class
This is the type of character you're playing. Special
abilities, hit points, and defense modifiers are mostly
based on class and level. There are multiple blanks
because it's possible for a a character to have more
than one class. For now, though, we're going to stick
with one each.

Level
In the blank beside each class, you’ll find the level you
have attained in that class. Each of these entries is
referred to as a Class Level. Character Level, on the
other hand, is the total of all your class levels. For the
characters in this adventure, Character Level and
Class Level will be the same.

Action Bonus

This bonus replaces the Action Bonus for things your
character is especially good at.

These blanks are where you’ll mark temporary
penalties applied to your ability checks.

Speed

Armor Points

The number of feet you can travel per round with a
normal move action.

You’ll subtract this number from the damage of most
attacks.

Interrupts

Active Defense

Interrupts are extra actions you can take beyond your
normal attack. This is the number of interrupts per
encounter that you can use.

This is the target number for anyone trying to hit you
when you are aware of the attack. If you are not aware,
or are unable to properly defend yourself, the number
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to the roll instead of your Action Bonus.
For now, don’t worry about the little blank at the
bottom for “points.” That’s a high-level thing.

drops to ten. If you are completely helpless, it’s zero.
Armor can also reduce your Active Defense score.

Hit Points

Special Abilities

Your hit points measure how hard you are to kill. No
matter how many hit points you lose, your character
isn’t hindered in any way until your hit points drop
to 0 or lower. At zero hit points, you’re out of the fight,
but you don’t actually die until you get to -10.

More or less what it sounds like.

Experience Points
As you probably guessed, experience points determine
when you advance to the next level. Since this is a
one-shot, there’s no need for us to worry about that
now.

Disjunction
An intuitive understanding of the growing fractures
in reality is something all of these classes have in
common. The Karcist and the Mystic are dedicated
students of these flaws and their uses.
The Fixer and, often, the Ascendant,
are also able to accomplish amazing
things by taking advantage of the laws
that fall through the cracks. Despite
the apparently mundane nature of
their skills, however, Scrappers and
Sharps are no less children of the
Storm. Sometimes that whirlwind of
blows, that eerily precise shot, and
that apparently blind dodge are just
the result of hard, dedicated training,
but sometimes they represent access
to shadowy echoes of the self, or
reflections of danger seen in the
cracked crystal of time before they
have a chance to materialize.
Disjunction measures the effect of
this universal breakdown effect on
individuals. The Mystic's disciplines
and the Karcist's spells are the most
common reason for an increase in
Disjunction, but other classes can
encounter situations that impact their
Disjunction as well.

Knacks
As you continue to adventure, you
discover that you have a flair for
certain things. Whenever you gain a
level, you can choose one type of
ability check to add to your list of
knacks. When you have a knack for
something, you add your Knack Bonus
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You are especially adept at obtaining
the tools and equipment you need. You can apply this
knack any time you are rolling to buy an item with a
purchase DC.
Any time the GM gives you a
chance to make an ability check against the effects of
a poison, you can use your knack bonus.
Add your knack bonus to any ability
checks related to climbing things.

THE ASCENDANT
Whether by symbiotic blending, mechanical
enhancement, or some hybrid of the two, you have
begun a process of radical self-enhancement that will
take you farther and farther from ordinary humanity
as you progress. The Ascendant's standard abilities are
based on fairly simple enhancements like night vision,
enhanced healing, ability score increases, and natural
armor. Other upgrade options also become available,
including symbiotic or technological attachments and
enhanced physical abilities.

THE FIXER
Fixers take things apart and put them back together
in new ways. You’re not a methodical professional
who takes care to do everything correctly - more a
roguish improviser who throws together alchemy,
electronics, sympathetic magic, and whatever else
looks good at the time, only guessing at the potential
result.

Darkvision
You can see even in absolute darkness. This vision is
limited to sixty feet and is strictly black and white.

Sprint
You can move three times your normal speed for one
round. This ability can be used once per hour.

Potions

Enhanced Healing

You currently have two potions. Potions are single-use
items that can achieve a variety of effects. No
disjunction cost is applied. Despite the name, a potion
doesn't have to be a sorcerous concoction that one
drinks from a medieval flask. It could just as easily be
a serum in a syringe, a spray, or a pill capsule,
depending on the materials the fixer has to work with.
Applying this to bare skin heals 1d8+3
hit points (up to the target’s maximum, of course). You
have two of these.

You have an exceptionally quick recovery time. You
recover twice your character level in hit points each
night, and ticks against your ability scores are also
removed at twice the normal rate (2 points per day of
complete bed rest). Also, one tick is removed per day
even if you are active.

Natural Armor
Your current level is sufficient to gain +1 to your
natural armor points. This armor point is in addition
to any external protection you may be wearing.

Improvise
Fixers can cobble together amazing devices on the
spot. These creations generally only work once, but
can serve any purpose for which you can make a
convincing case using available materials. The initial
DC for this will be at least 15, possibly more,
depending on its plausibility. Following a successful
roll, a d12 is rolled to determine the number of rounds
it takes to finish the device.

Upgrade: Stretching
You have reached a high enough level to choose an
upgrade. To save time, we picked one for you. You can
stretch your limbs and even your fingers a short
distance without losing manual dexterity. This can
give you an extra two feet of reach and adds +10 to
any checks involving escape from bonds, catching
things, and any other situations where the GM decides
that an extended grasp would help.

Quick Study
Fixers gain a +2 bonus to any check which they have
seen successfully performed by another character. The
action being imitated must have been performed
during the same play session, and you must have
declared the use of this ability when the original action

Knacks
Ascendants spend a lot of time tinkering
with their own biological systems. As a member of this
class, you automatically have a knack for any roll
relating to medicine.
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You can converse with the local vectors to gather
information about the area. The actual information
available may vary greatly. Vectors may not know
exactly what happened yesterday but they may bear
the echo of events that others may have forgotten or
never seen. It usually takes between ten minutes and
an hour to conjure a useful local vector. The difficulty
of obtaining a useful vector for a particular location
is 10 + 1d10.
The GM will roll the vector’s Power score on 3d6
and handle each question as a contest between the you
and the vector. If the vector wins, it lies or is openly
defiant. If it’s a tie or the vector loses, it does its best
to tell the truth. The Game Master will either decide
what it knows or roll d100 at the beginning of the
interview to determine its percentage chance of
knowing any given answer.

was performed. This bonus does not apply to checks
for which you already have a knack.

Trap Sense
You add +1 on any rolls made to avoid traps and +1
on Active Defense to any trap-related attack roll.

Shatter
You have an uncanny talent for finding the weak
points in things. When you attack inanimate objects,
the hardness is cut in half (round down).

Calculated Defense
You add your Intelligence bonus as well as your Agility
bonus to Active Defense, except on the first round.

Knacks
As a Fixer, you automatically have a
knack for finding useful objects amidst piles of junk.
This knack also comes with being a
Fixer. Whenever you’re trying to subvert or sabotage
something, you can use your knack bonus.
: You’re especially good at bluffing and
conning people.
Covers rolls to hide and sneak up on people.

Talisman
Talismans are single-use items that you presumably
prepared for yourself with the help of conjured
vectors. You have two of these. Normally, you’d
probably want to list these with your equipment, since
they’re gone after one use, but we put them with the
special abilities on this sheet so you wouldn’t miss
them.
This talisman allows you to
project illusionary forms with visual, auditory, and
olfactory aspects, but no tactile substance. They can
move according to your mental commands, but no
part of them can extend beyond the area of effect.
Alternatively, you can use the prism to alter your own
appearance, adding +10 to any attempts at disguise.
The effect lasts 1d4+3 rounds, after which the prism
is useless.
Upon activation, this silver feather streaks
towards the target (up to 50 feet away), who must then
win a contested Power check with you or be rendered
nearly weightless and hurled 1d6 x 10 feet in the
opposite direction before returning to normal. If
stopped by a wall or some other object before traveling
the full distance, the target takes 1d8 points of
damage. In either case, the target takes 1d4/2 ticks
against Agility for the rest of the encounter from
disorientation.

THE KARCIST
As a karcist, you give form to the ever-growing flaws
in the structure of the multiverse and bind the
resulting entities - ephemeral intelligences called
vectors - to your will. Vectors can manifest as
animistic spirits, demons, and even computer viruses.
The karcist's skills are rooted in the forms of ritual
magic, relying on symbols, talismans, and secret names.

Magic Circle
Disjunction: 0
Range: Touch
Area: 10-ft.-radius emanation from touched creature
This spell creates a circular barrier through which
no vectors can pass. Vectors can do nothing that
disturbs the circle, directly or indirectly, but other
creatures can. The vector cannot physically reach
across the magic circle, but purely mental attacks can.

Spectral Investigation
Disjunction: 1
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Knacks

Face in the Crowd

As a Karcist, you automatically begin
with a knack for finding detailed information using
libraries, the Internet, or other complex storage media.
On initiative rolls, you add your knack
bonus instead of your action bonus.
When attempting to glean
information from new languages or other tasks
involving the relationships between languages, you
use your knack bonus.

Non-player characters tend not to notice you unless
you want to be noticed. This translates to a -20 on
Perception rolls to notice your presence among other
people. This ability does not affect those who have
encountered you before and are specifically looking
for you.

Psionic Disciplines
At your current level, your character has chosen two
psionic disciplines, described below. Whenever you
use a discipline, your Disjunction score goes up by the
listed amount.
(Disjunction: 2 DS, Range: Touch) Using this
power, you can heal your own wounds or those of
another creature. At your current level, you can roll
1d8. The target recovers a number of wounds equal
to the total. A Heal effect can never cause the target to
exceed his normal hit point total.
(Disjunction: 2 DS, Range: 30 meters)
With this power, you release an invisible mass of
psychic energy that streaks unerringly to the target.
The bolt travels at the speed of light and in a straight
line, so the target must be within your line of sight at
the time the power is used. No attack roll is required.
At your current level, this bolt causes 1d8 damage.
The bolt ignores armor and other damage reduction.
After attempting a Mindshock, whether the attack
was successful or not, you must win an Intelligence
contest with the target. If you lose, you take one point
of damage per die of the bolt as backlash from psychic
energy unleashed.

THE MYSTIC
The mystic is an ascetic who learns to see the true
nature of reality through contemplation. As a mystic,
you can learn to read minds, heal wounds, and even
use your heightened awareness and
studied
detachment to sidestep the whims of fate.

Cosmic Awareness
Mystics are uncannily accurate guessers. In any ability
check involving knowledge (usually Intelligence), you
may make a special cosmic awareness check with a
bonus equal to your mystic level + your Intelligence
modifier + your Perception modifier. This can be used,
for example, to see whether you know some relevant
information about local notable people, legendary
items, or noteworthy places. If you have a knack which
applies to the check, you add an additional +2 to this
roll. Multi-classed mystics with a relevant knack can
use total levels in place of mystic levels but do not gain
the additional +2 bonus. You may not take 10 or take
20 on this check; this sort of knowledge is essentially
random. Cosmic awareness can only be attempted
once for any given query.

Knacks
You can use your knack bonus
for any rolls to slip free of rope, handcuffs, or other,
similar, restraints.
Covers rolls to hide and sneak up on people.

Transcendence
As a mystic with a Power score of 12 or higher, you
can use your heightened awareness and studied
detachment to sidestep the whims of fate. This power
is represented by the ability to re-roll any die result
that directly affects you and that you can see.
Furthermore, the revised roll can be "nudged" in either
direction by a number equal to your Power bonus plus
your Transcendence bonus.

THE SCRAPPER
This is the close combat expert, whether armed or
bare-fisted. No other class can match you for combat
stamina or breadth of hand-to-hand weapon skills.

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is disrupted. For every round spent observing in this
manner, you can add +1 to your Defense score against
that opponent, up to a maximum of Agility Bonus +
Perception Bonus, but at least +1 in any case. The
bonus lasts until the combat scene ends.

Expertise
You use either your scrapper level or action bonus,
whichever is higher, for hand-to-hand attack rolls.

Bonus Interrupt
You gain more interrupts than other classes as you
advance. This has already been added to your
character sheet.

Bullseye
This works just like Studied Defense, but instead adds
+1 to attack rolls and damage, with the same
limitations. The attack must immediately follow the
observation, or the bonus is lost. You can use Bullseye
and Studied Defense simultaneously.

Critical
Your attacks in hand-to-hand combat are more likely
to strike a deadly blow. At your current level, an
unmodified hand-to-hand attack roll of 19 is treated
as a natural 20 (critical hit).

Knacks
Sharps are especially good at getting
in their hits from behind. Any time your opponent is
in hand-to-hand combat with someone other than
you, your attack roll counts as a knack.
This is another one that you got just for
being a Sharp. It covers rolls to hide and sneak up on
people.
You’re good at spotting and
working with (including disabling) electronic security
systems.
Stage magic or pick-pocketing whichever suits the occasion. You have a special talent
for dextrous misdirection.

Knacks
If you attempt to
dodge any damaging effect that covers an area instead
of an individual target, you can use your knack bonus.
You are especially
good at picking up on weapons that other people are
trying to conceal.

THE SHARP
The sharp is all about precision. You train intensely
with your chosen weapon, study your target, and
strike decisively.

Specialization
Choose any weapon with which your character could
reasonably be familiar. Whenever using this weapon,
use your Knack Bonus +1 for the attack roll and add
+1 to your damage. In this case, we’ve already chosen
the standard pistol as your specialization.

Long Shot
You’re used to having some distance to work with. No
matter what the weapon, you can use your knack
bonus if you are forty feet or more away from the
target.

Studied Defense
In order to use this ability, you must stay clear and
observe your opponent for at least one round. If you
attack or are attacked during this time, the observation

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All Those Wonderful Toys
The equipment lists here assume that the buyer is

a Storm walker or has access to Storm walkers.
They also assume that you’re not playing out
individual purchases, some of which may even
require a trip across worlds. The characters
provided already have equipment, so hopefully
there won’t be much need for shopping trips.

PURCHASE DIFFICULTY
on the tables (Difficulty Class), this
Abbreviated
is the number you have to hit on a shopping check
to buy the item. As with other checks, the
appropriate ability score will depend on the
situation. Power, in its capacity as luck and
charisma, would be a common one, but it different
scenarios could allow for different opportunities.
Be creative and maybe the GM will give you a
break on an otherwise impossible roll!
Purchase difficulty can represent special legal
status, alien technology, or simple rarity. More
precise information will be provided with the
complete game, but what we have here should be
more than enough to get you through this
adventure.

ITEM DESCRIPTIONS
We’re not going to describe everything here. Most
of the items on the tables are self-explanatory, but
a few of them could probably use some clarification.

Miscellaneous Gear
In its inert state, this material
looks like pale gray putty. It is actually a colony of
synthetic hybrid cells. When its activation
compound is added, it bonds, even integrating with
the user’s nerves and capillaries, and takes on the
color of the surrounding skin. Versions can also be
purchased that keep a specific color and texture
regardless of the skin they bond to. The disguise
putty is engineered to become inert again after one

Miscellaneous Gear
Item
Backpack
Bedroll
Caltrops (10)
Commlink (2 pc)
Disguise Putty
Emergency Rations (3day)
Fission Clamp
Flashlight
Folding Ladder (12')
Folding Shovel
Gas Mask
Grappling Hook
Handcuffs
Lock-Breaker
Mini Microphone
Night Vision Goggles
Parabolic Microphone
Rebreather
Rope Ladder (15')
Silencer
Standard Ammo Refill
Synthetic Rope (100')
Toolkit, Basic
Toolkit, Expert
Tracer

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Cost
$20
$75
$5
$70
$50
$10
$1,000
$5
$70
$15
$30
$20
$25
$30
$40
$450
$150
$900
$25
$700
$30
$35
$20
$35
$45

DC
0
0
0
0
25
0
30
0
0
0
0
0
15
15
0
0
20
0
0
25
0
0
0
0
20

Armor

week, and can also be removed with a second
compound. A standard purchase includes two small
spray bottles with ten applications of each compound
and enough putty to completely cover a human face.
This bulky piece of equipment
attaches to a flat surface by four contact pads roughly
two feet apart. When activated, it emits a complex
series of low-frequency energy pulses that severely
weakens the material in the area bounded by the pads.
The effect reduces the effective hardness by 3d8
points, to a minimum hardness of zero.
This is a hand-held device that
mechanically forces ordinary locks (no roll necessary).
It doesn't work on more sophisticated security locks.
Use of this attachment reduces the noise
and halves the range when attached to any standard
pistol or rifle. It does not work on shotguns or burst
fire weapons. The difficulty of obtaining this weapon
is based primarily on its legal status.
A standard ammo refill
includes however many shots it takes to fully reload
whatever weapon it’s made for.
The basic toolkit includes ordinary items
like screwdrivers, wrenches, and voltmeters. The
expert toolkit includes more delicate instruments, as
well as a soldering iron and radio components.

Armor Type
Assault Armor
Medieval Metal Plate
Riot Gear
Commando Armor
Flak Vest
Hide Armor
Leather Armor
Environment Suit
Heavy Armor Vest
Light Armor Vest
Infiltration Armor
Leather Jacket

Cost
$9,000
$3,000
$4,000
$8,000
$2,000
$150
$250
$3,000
$450
$300
$6,000
$100

DC
25
0
10
20
0
0
0
15
0
0
15
0

The
column describes the amount by
which that armor reduces the damage you take from
column is the amount by which
attacks. The
that armor reduces your Active Defense score. On the
character sheets provided, these values have already
been included for characters with armor.
This high-tech, multi-layered
armor is made primarily for direct military operations.
In addition to its value as armor, it can be completely
sealed and includes a 30-minute supply of oxygen.
Not in any way related to
“going commando,” this high-tech armor is made
mostly of reinforced leather-like material and
includes a helmet with a built-in gas mask.
These suits protect the wearer
from extreme environments, from space to deep sea,
and serious temperature extremes. Intense heat (such
as fire) will still inflict damage, although it will be
reduced by the suit’s armor value. The wearer will be
protected from deserts, frozen wastelands, and mild
radioactivity, however. They carry two hours of life
support, which must be replenished in a friendly
atmosphere.
While not terribly protective,
this high-tech fiber armor has the advantage of being
concealable and flexible, barely limiting the wearer’s
range of movement at all.

Armor Points
8
5
5
5
4
3
3
3
3
2
2
1

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Penalty
6
6
4
3
3
4
3
2
2
1
0
0

Weapons

This weapon resembles a
metallic spear with an unusually bulky front end. It
activates automatically when thrown, emitting a burst
of sonic energy that, while carrying only as a piercing
screech, is destructive to anything coming into contact
with the device. The scream stops after the javelin has
hit something.
A shotgun inflicts 3d6 points of damage
within one range increment and 1d6 beyond that.
Unlike other firearms, its maximum range is only five
increments.
Burst-capable
firearms have a burst number like 1d4.
Hand to Hand, Thrown, or Ranged Weapons
This is rolled first and determines the
Weapon
Damage Range Inc. Cost/DC
number of attack rolls the shooter can
make. All rolls must be either against the
Bare Hands/Feet
1d2

0
same target or targets adjacent to one
Brass Knuckles
1d3

$7
another. A low burst roll doesn't
Pocket Knife
1d3

$17
necessarily mean that a weapon has
failed to operate correctly or the shooter
Swiss Army Knife
1d3

$40
has done something wrong. The roll
Combat Knife
1d4
10’
$35
approximates other contingencies like
Nightstick/Club
1d4

$20
shifting
combatants,
exploding
instrument panels, and random swarms
Quarterstaff*
1d4

$25
of flying trilobites.

Ranged weapons have a
column. Any
attack at less than this distance is not penalized for
range. However, each full range increment imposes a
cumulative -2 penalty on the attack roll. Thrown
weapons have a maximum range of five increments.
Projectile weapons like bows and guns have a
maximum range of ten increments. Shotguns operate
somewhat differently. See below for special rules for
this weapon.

Crowbar/Tire Iron
Machete/Sword
Big Sword
Overkill Sword*
Axe*
Hatchet
Bow/Crossbow*
Screamer Javelin

1d6
1d6
1d8
1d10
1d8
1d6
1d8
1d10






10’
120’
50’

$30
$15
$80
$100
$35
$35
$100
$5,000/25

*Two-handed weapon

Kirby Steel
This exotic material is not a natural metal
or even an alloy, exactly, but a specially
crystallized matrix of several alloys
arranged to support a particular pattern
of energy. Kirby steel reacts to psychic
energy. In a hand-to-hand weapon, this
creates a crackling sheath of energy
which allows the wielder to add his or
her Power score to damage rolls. It is also
capable of physically striking intangible
opponents.

Firearms
Weapon
Pistol
Rifle
Shotgun
Machine Gun (Burst 1d6)
AutoPistol (Burst 1d4)

Damage
1d10
2d10
3d6/1d6
1d10
1d10

Shots
9
10
5
30
15
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Range Inc.
40’
200’
50’
25’
25’

Cost/DC
$500/15
$600
$300
$2,500/20
$3,000/25

This Is How You Do Stuff
d20

Ability Score
Bonus

Knack Bonus

THE CORE MECHANIC

We’ll talk more about knacks in a bit, but all you need
to know for now is that knacks are things you’re
especially good at and, if you have a knack that applies
to what you’re doing, you use your knack bonus
instead of your action bonus.

When the success or failure of an action isn’t blatantly
obvious to the GM, you’ll need to roll an ability check
(sometimes just called a check). As a player, all you
really need to know about that process is in the
oversized diagram up there. The rest is for the GM,
and it’s not that complicated, either - just a matter of
setting Difficulty Classes and applying modifiers.
But okay, let’s not get ahead of ourselves. First,
we’re going to break down that diagram.

ABILITY CHECKS
Skills are kept nebulous in this game, both for brevity
and to simulate the proclivity of heroes to reveal
unexpected aptitudes at the most dramatic moment.
Want to bluff the guard or re-wire the security
system? Make an ability check. Ability checks are also
the way you resist poison, dodge attacks, and shake
off disease.

Roll d20
So yeah, we may have mentioned this before, but
you’re going to need some dice. As a d20-based game,
uses the standard array. For this
step, you only need the twenty-sided one.

Checks Without Rolls

Ability Score Bonus

An ability check usually assumes that you’re under
some sort of time pressure or distraction. Sometimes,
though, a character can work under more favorable
conditions and eliminate the luck factor.
When your character is not being
threatened or distracted, you may choose to take 10.
Instead of rolling 1d20 for the check, calculate your
result as if you had rolled a 10. For many routine tasks,
taking 10 makes them automatically successful.
Distractions or threats (such as combat) make it
impossible for a character to take 10. In most cases,
taking 10 is purely a safety measure - you know (or
expect) that an average roll will succeed but fear that
a poor roll might fail, so you elect to settle for the
average roll (a 10). Taking 10 is especially useful in
situations where a particularly high roll wouldn’t help.
When you have plenty of time
(generally 2 minutes for a skill that can normally be
checked in 1 round, one full-round action, or one

For any ability check, the first thing to figure out is
which ability score applies. That’s why we’re listing it
second. More specific guidance follows in later
sections, but the important question to ask is, “what
is being attempted?” Not the skill or area of
expertise - the action. First aid, for example, could be
Intelligence if you’re trying to remember how to treat
a burn, Agility if you’re trying to sew a stitch, or even
Power if you’re trying to talk down someone who’s
hyperventilating.

Action Bonus
As we established in the Characters section, this is a
generic bonus that will be the same for all player
characters of a given level.

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Action Bonus
or Knack Bonus

standard action), you are faced with no Difficulty Class Examples
threats or distractions, and the action
Example (Ability Used)
being attempted carries no penalties for Difficulty (DC)
failure, you can take 20. In other words,
Notice something large in plain sight
eventually you will get a 20 on 1d20 if Very Easy (0)
(Perception)
you roll enough times. Instead of rolling
Easy (5)
Climb a knotted rope (Strength)
1d20 for the skill check, just calculate
Average (10)
Hear an approaching guard (Perception)
your result as if you had rolled a 20.
Taking 20 means you are trying Tough (15)
Rig a wheel to fall off (Intelligence)
until you get it right, and it assumes that
you fail many times before succeeding. Challenging (20) Swim in stormy water (Strength)
Open an average lock (Agility)
Taking 20 takes twenty times as long as Formidable (25)
making a single check would take.
Heroic (30)
Leap across a 30-foot chasm (Strength)
Since taking 20 assumes that you
will fail many times before succeeding, Nearly Impossible Track a squad of centaurians across
hard ground after 24 hours of rain
if you did attempt to take 20 on a skill (40)
(Perception)
that carries penalties for failure, you
would automatically incur those
penalties before you could complete the task.
A –2 circumstance penalty to represent conditions
If the Game Master has no doubts about
that hamper performance, such as being forced to use
the end result, she can simply decide which decisions
improvised tools or having misleading information.
will lead to success and which will fail. This is often
Reduce the DC by 2 to represent circumstances that
used to encourage players to pay attention to details.
make the task easier, such as having a friendly
If you have to figure out how to open a secret door
audience or doing work that can be subpar.
yourself rather than simply relying on Perception and
Increase the DC by 2 to represent circumstances
Intelligence checks, your imaginary surroundings
that make the task harder, such as having an
seem a lot more real. It can also be a convenient way
uncooperative audience or doing work that must be
to move the action along when the realistic outcome
flawless.
is obvious.
Conditions that affect your character’s ability to
perform the task change the modifier. Conditions that
Opposed Checks
modify how well the character has to perform the skill
An opposed check is a check whose success or failure
to succeed change the DC. A bonus to the modifier
is determined by comparing the check result to
and a reduction in the check’s DC have exactly the
another character’s check result. In an opposed check,
same result: It’s just a matter of how you want to
the higher result succeeds, while the lower result fails.
describe the situation.
In case of a tie, the higher level (or greater hit dice)
The GM should also assign a penalty to checks
character wins. If these scores are the same, roll again
involving tasks that he or she feels the character would
to break the tie.
would not have enough information to perform
properly. A thuggish mercenary, for example, is
Conditional Modifiers
probably going to have more difficulty figuring out
Some situations may make a task easier or harder to
the purpose of a weird electronic device than
accomplish, resulting in a bonus or penalty to the
characters with more technical backgrounds, unless
check or a change to the DC. For example:
something in the mercenary's background story
A +2 circumstance bonus to represent conditions
suggests otherwise.
that improve performance, such as having the perfect
tool for the job, getting help from another character,
or possessing unusually accurate information.
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surprise round, so they roll for initiative. In
initiative order (highest to lowest), combatants
who started the battle aware of their opponents
each take one action (either a standard action or
a move action) during the surprise round.
Combatants who were unaware do not get to act
in the surprise round. If no one or everyone starts
the battle aware, there is no surprise round.

KNACKS
As characters continue to adventure, they will discover
that they have a flair for certain things. Whenever you
gain a level, you can choose one type of ability check
to add to your list of knacks. When you have a knack
for something, you add knack bonus, which is the
same as your level (to a maximum of 10), to the roll
instead of your action bonus (level divided by three).
Anything you make an ability check for can be a
knack. In addition to things you would normally think
of as skills, this could include a particular weapon,
rolling initiative, a defensive check like resisting
poison, or one of the mystic's opposed psionic
disciplines. As long as the GM rules that it's not too
broad a category, anything will work.
As previously mentioned, your knack bonus does
not increase after level ten. Starting at 11th level, you
begin gaining knack points instead. Knack points
represent a pool of bonus points that you can add to
any check for which you have a knack. You can use
as few or as many of these points as you wish on a
given roll, but, once expended, they are not
replenished until the beginning of the next session.
It should be noted that your character's knacks
are not the only skills you know, just the ones you are
especially good at.

2. Combatants who have not yet rolled initiative do
so. All combatants are now ready to begin their
first regular round of combat.
3. Combatants act in initiative order (highest to
lowest).
4. When everyone has had a turn, the combatant
with the highest initiative acts again, and step 3
repeats until combat ends.

Actions in Combat
In a normal round, your character can take one
standard (attack) action, move, and perform as many
free actions as the GM feels are appropriate in the
situation.
As the name suggests, you can attack or
do something else that takes a similar amount of time.
Your move action allows you to move up
to your speed.
Some actions require so much of your
attention that you can neither attack nor move while
completing them. As the name implies, a full round
action must be your only action for that round.
Free actions are minor activities that are not
considered to take up a significant amount of time.
Some free actions might include dropping an item,
speaking, or ceasing an action upon which you were
already concentrating.

THE COMBAT CYCLE
Making an attack is an ability check like any other
action, but, in order to make sure everyone gets their
shot in a fight, there’s a special set of rules for
determining the order of actions in combat.
As the title of this section implies, combat is
cyclical; everybody acts in turn in a regular cycle of
rounds. Each round represents approximately six
seconds in the game world. A round presents an
opportunity for each character involved in a combat
situation to take an action. Combat follows this
sequence:

Interrupts
Interrupts are a special kind of action that occurs
outside the combat cycle. While your other actions
take place during or after your initiative phase, an
interrupt is an action you can take at any time, even
on someone else’s turn.
In addition to your normal actions, you have a
certain number of these special actions. You can use
up to your full number of interrupts in each
encounter. Again, that's per
, not round.

1. Determine which characters are aware of their
opponents at the start of the battle. If some but
not all of the combatants are aware of their
opponents, a surprise round happens before
regular rounds of combat begin. The combatants
who are aware of the opponents can act in the

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With few exceptions (the rapid burn ability of
higher level scrappers and sharps being the main one)
you can only use one interrupt per round, no matter
how many you have remaining for the encounter.

natural 20 (the d20 comes up 20) is not only an
automatic hit, but a critical hit.
You can’t have a knack for attack
rolls in general, but you can have knacks for
individual weapons and specific maneuvers.

COMBAT TERMS

Critical Hit
A natural 20 (a result of 20 on the die, before any
modifiers) on an attack roll is a critical hit. On a
critical hit, your attack automatically inflicts its
maximum possible damage and none of this damage
is subtracted for armor.

This section summarizes the statistics that determine
success in combat, then explains how they are derived
and what effect they have on the outcome.

Active Defense
Your Active Defense represents how hard it is for
opponents to land a blow on you. It's the target
number for your opponent's attack roll. Your Active
Defense is equal to the following:

Damage
When your attack succeeds, you deal damage. The
type of weapon used determines the amount of
damage you deal. Effects that modify weapon damage
apply to unarmed strikes and the natural physical
attack forms of creatures. The result, after
modifications, is the number subtracted from the
target's hit points.
Even if penalties reduce the
damage result to less than 1, a hit still deals 1 point of
damage. Armor is an exception to this rule. It is
possible for a successful attack to inflict no damage at
all if the target has enough armor protection.
: When you hit with a hand-tohand or thrown weapon, add your Strength modifier
to the damage result.
When you deal
damage with a hand-to-hand weapon that you are
wielding two-handed, you add 1.5 times your
Strength bonus.
Certain creatures and magical
effects can cause temporary ability damage (a
reduction to an ability score). See the Injury section
below for more information.

No matter how many penalties you might have,
your Active Defense is never less than 10 + size
modifier.
If you can't react to a blow or you don't know it's
coming, you can't use your Active Defense. In this case,
an opponent's target number to hit you is 10 + size
modifier. In other words, for a human, the target is
10. In some situations a roll may not be required at
all. If you're standing next to a securely bound captive,
for example, you don't have to make an attack roll to
punch him.

Armor Points
Armor reduces the damage from attacks. If you have
5 points of armor, then every attack that hits you will
inflict 5 fewer points of damage upon you than it
otherwise would have.

Attack Roll
An attack roll represents your attempt to strike your
opponent. This is just an Agility check so, when you
make an attack roll, you roll a d20 and add your
Agility bonus plus your Action Bonus. Other modifiers
may also apply to this roll. If your result equals or
beats the target's Active Defense, you hit and deal
damage.
A natural 1 (the d20
comes up 1) on an attack roll is always a miss. A

Hit Points
Hit points mean two things in the game world: the
ability to take physical punishment and keep going,
and the ability to turn a serious blow into a less serious
one. When your hit point total reaches 0, you're
disabled. The GM will have more information about
this process.

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action during the surprise round. If no one or
everyone is surprised, no surprise round occurs.
Combatants who are
unaware at the start of battle don't get to act in the
surprise round. Unaware combatants cannot use
Active Defense.

Initiative
Initiative Checks: At the start of a battle, each
combatant makes an initiative check. An initiative
check is an Agility check. Each character applies his
or her Agility modifier and Action Bonus to the roll.
As with any ability check, it is possible to have a knack
for rolling initiative. Characters act in order, counting
down from highest result to lowest. In every round
that follows, the characters act in the same order.
If two or more combatants have the same initiative
check result, the combatants who are tied make an
additional roll, unmodified, each round to determine
which one of them goes first that round.
Even if you can't take actions, you retain
your initiative score for the duration of the encounter.

INJURY
The most common way that your character gets hurt
is to take damage and lose hit points. No matter how
many hit points you lose, your character isn’t hindered
in any way until your hit points drop to 0. When your
hit points reach 0, you're disabled. At the GM's option,
you may still be hazily conscious, but you are unable
to take any attack or movement actions.
If you attempt any strenuous actions, especially
combat, while disabled, you take another point of
damage. At –1 (negative one) hit points, you’re
unconscious and begin losing one additional hit point
every round until stabilized by a successful DC 15 first
aid/medical check. A natural twenty on a first aid
check will also heal 1d4 points of damage. When your
hit point score reaches –10, your character is dead.

Size Modifier
This number can be found in the section describing
the creatures under "Size and Type."

Speed
Your speed tells you how far you can move in a round
and still do something, such as attack or cast a spell.
Most humans have a base speed of 30 feet per round.
This can be significantly reduced by primitive armor
or, at the GM's discretion, being overloaded with
equipment. If you spend the entire round to run all
out, you can move up to quadruple your speed.

Ability Damage
This is generally noted as "ticks against" the ability
score in question. Rather than subtracting from the
score and re-calculating, ticks against an ability are
noted to the side and subtract directly from the bonus.
If you take ten or more ticks against any one score,
you are incapacitated, just as if you had been reduced
to zero hit points. Note that, while ticks against ability
scores, can affect things like Active Defense that
depend on ability score bonuses, Constitution ticks
will never reduce your hit point total.

Surprise
When a combat starts, if you are not aware of your
opponents and they are aware of you, you're surprised.
Sometimes all the
combatants on a side are aware of their opponents,
sometimes none are, and sometimes only some of them
are. Sometimes a few combatants on each side are
aware and the other combatants on each side are
unaware. Determining awareness may call for
Perception-based ability checks.
If some but not all of the
combatants are aware of their opponents, a surprise
round happens before regular rounds begin. Any
combatants aware of the opponents can act in the
surprise round, so they roll for initiative. In initiative
order (highest to lowest), combatants who started the
battle aware of their opponents each take a standard

Stun Damage
There's no such thing as stun damage. Quickly and
safely rendering people unconscious is only an option
if you drug them. Hit someone on the head hard
enough to knock him out, and his next stop should be
the emergency room. That's not "stun damage;" it's real
bone-cracking, blood-shedding damage. If you want
to beat someone unconscious, the only way to do it is
to wear him down to zero hit points.

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Temporary Hit Points

SPECIAL MANEUVERS

Certain effects might give a character temporary hit
points. When a character gains temporary hit points,
note his current hit point total. When the temporary
hit points go away the character's hit points drop to
his current hit point total. If the character’s hit points
are below his current hit point total at that time, all
the temporary hit points have already been lost and
the character's hit point total does not drop further.
When temporary hit points are lost, they cannot be
restored as real hit points can be.

Firing into Melee
When making a ranged attack against someone
engaged in hand-to-hand combat, your attack roll is
at a -4 penalty. You can forgo this penalty but, if you
miss your target, you risk hitting whoever the target
is fighting with. The GM will assign a number to each
of the adjacent combatants and roll 1d6. If there are
less than six potential targets and the roll matches an
unassigned number, the shot goes harmlessly by.
Otherwise, the combatant matching the rolled number
is hit and takes damage normally.

Healing
After taking damage, you can recover hit points
through natural healing or through special
intervention like psionic powers. In any case, you can't
regain hit points past your full normal hit point total.
With a full night's rest (8 hours
of sleep or more), you recover 1 hit point per character
level. A significant interruption (having to get up and
investigate a disturbance, for example) during your
rest prevents you from healing that night.
If you undergo complete bed rest for an entire day
and night, you recover twice your character level in
hit points.
Ability damage is
temporary, just as hit point damage is. Ability damage
heals at the rate of 1 tick removed per night of rest (8
hours). If you have ticks against more than one ability
score, all of them heal at the same time. Complete bed
rest restores 2 ticks per day (24 hours) for each
affected ability score.

Penetrating Armor
To attempt to bypass armor, add four plus the armor's
protective value to the target's active defense. If you
score a hit against this new target number, your
damage all goes directly to the target instead of being
absorbed by the armor.

Taking Cover
When you find yourself under fire, one of the best
things you can do is take cover. Crouching behind a
vehicle, wall, or door frame provides a bonus to your
Active Defense. The more complete the cover, the
better the bonus.

Cover
1/4
1/2

Medical Attention
A standard first aid check has a DC of 15 on
Intelligence. Success will insure that the character
remains stabilized unless wounded again. A natural
twenty on a first aid check will also heal 1d4 points
of damage.
The above results assume that only a field kit or
improvised equipment is available. Working in a
modern or better medical facility, the same degree of
success will heal 1d12 points of damage, with a
critical success automatically achieving the maximum
result.

3/4
9/10

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Def.
+2
+4

Example
standing behind a short wall
firing around a corner, at an
open window, or behind a
character of the same size
+7 Peering around a corner
+10 Standing at a narrow opening
or behind a slightly open door

DISJUNCTION
Disjunction starts off identical to your Power ability
score. An increased Disjunction score "heals" back
down to the Power score at the same rate as hit point
damage. This healing, however, only occurs in the
mundane world. In the Outside, the Spiral, or the
Storm, Disjunction does not heal.
The tables below describe the effects of increasing
Disjunction. Each category includes all the others
above it in the table as well. The effects in the first table
last as long as the score remains in that range. Items
from Minor Disjunction Effects and Major Disjunction
Effects tables are one-time events.

Minor Disjunction Effects (d6)
1 Some small possession, like a watch or a
pen, disappears and returns to where it's
kept when not being worn.
2 An easily inflammable object like a piece
of paper on the character's person
catches fire.
3 The smell of ozone wafts through the
area.
4 All batteries on the character's person go
dead. If he doesn't have anything
electronic, there's no effect.
5 One of the character's shoes (or
something similar) changes color.
6 The character takes one hit point of
damage.

0-20
No effect
21-25 Character can be sensed by vectors,
tethered, corrupted, karcists, and
mystics as if glowing.
26-30 Vectors and Shroud get +2 on all
rolls against the character.
31-35 Tethered and Corrupted are
enraged. The sentient ones are not
compelled, but others will attack
automatically.
36-40 Roll on Minor Disjunction Effects
table whenever a class ability is
used.
41-45 Roll on Major Disjunction Effects
table whenever a class ability is
used.
46-50 Add another roll on Minor Disjuction
Effects table whenever a class
ability is used.
51-55 Add another roll on Major
Disjunction Effects table whenever a
class ability is used.

Major Disjunction Effects (d6)
1 The character's shadow animates as the
vector of the same name and attacks.
2 The character slips out of reality into the
Storm. If already there, the character ends
up Outside. If already Outside, 1d4
zarathir rise out of the ground and
attack.
3 1d4 ticks against every ability score.
4 Character teleported 1d6x10 feet in a
random direction (1d4: 1-up, 2-forward,
3-back, 4-down). Will appear in the
nearest open space if it's occupied.
5 The attempted action is resolved, then
the character disappears for d100
minutes and reappears without being
aware of any time having passed.
6 Roll once on the Minor Effects table and
roll again on this one.

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(Base Score = PW)

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.
http://www.qalidar.com
Maurice Roth (order #6024236)

3

Ascendant

9

-1

18

+4

10

0

12

+1

14

+2

8

-1

Biohacker
Resisting Poison
Climbing

Backpack
Canteen
Pocket Knife (1d2)

1

1

3

30

1

15

12

(Base Score = PW)

8

Darkvision
Sprint
Enhanced Healing
Natural Armor (already included above)
Upgrade: Stretching

Standard Pistol (1d10)
Bag of Dirt

2

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.
http://www.qalidar.com
Maurice Roth (order #6024236)

3

Fixer

9

-1

10

0

12

+1

18

+4

13

+1

10

0

1

1

3

30

Scavenging
Tampering
Stealth
Fast-Talk

Backpack
Canteen
Utility Knife (1d2)

Portable Electronics Kit
Leather Jacket (Armor 1)
Standard Pistol (1d10)

1

15*
*11 on the first
round

9
(Base Score = PW)

10

Quick Study
Improvise
Trap Sense
Potions (Stim Patch x2)
Shatter
Calculated Defense

Glider Flaps (attach to sleeves and, when
extended and attached to boots, allow gliding
from a high spot)

2

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.
http://www.qalidar.com
Maurice Roth (order #6024236)

Karcist

3

9

-1

11

0

10

0

14

+2

12

+1

16

+3

Research
Linguistics
Initiative

Light Kevlar Vest (2 Armor, -1 AD)
Athame (1d4 damage)
Backpack

1

1

3

30

2

10

6

(Base Score = PW)

16

Magic Circle
Spectral Investigation
Talisman: Phantasm Prism
Talisman: Feather

Canteen
Pocket Knife (1d2)
Standard Pistol (1d10)

2

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.
http://www.qalidar.com
Maurice Roth (order #6024236)

3

Mystic

10

0

14

+2

11

0

10

0

10

0

16

+3

Escaping Bonds
Stealth

Light Kevlar Vest (2 Armor, -1 AD)
Backpack
Canteen

1

1

3

30

2

12

6

(Base Score = PW)

16

Cosmic Awareness
Transcendence 2/day
Face in the Crowd
Uncanny Dodge
Disciplines: Mindshock, Heal

Pocket Knife (1d2)
Standard Pistol (1d10)
Kirby Steel Short Sword (1d6+3)

2

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.
http://www.qalidar.com
Maurice Roth (order #6024236)

Scrapper

3

17

+3

16

+3

11

0

9

-1

10

0

8

-1

1

2

3

30

All melee attacks (Scrapper Expertise)
Spotting Hidden Weapons
Dodging Area Effect Attacks

Light Kevlar Vest (2 Armor, -1 AD)
Backpack
Canteen

2

15

15

(Base Score = PW)

8

Bonus Interrupts (already included)
Critical 19-20 (hand-to-hand only)

Standard Pistol (1d10)
Truncheon (1d4)
Yan Crystal Knife (1d4+1 dmg, non-ferrous)

2

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.
http://www.qalidar.com
Maurice Roth (order #6024236)

3

Sharp

10

0

16

+3

10

0

12

+1

14

+2

9

-1

Long Shot (Long Range Attack)
Flank Attack
Stealth
Security Systems
Slight of Hand

Leather Jacket (Armor 1)
Backpack
Canteen

1

1

3

30

1

15

9

(Base Score = PW)

9

Specialization (pistol)
Studied Defense
Bullseye

Pocket Knife (1d2)
Standard Pistol (1d10)

2

© 2013 Peryton Publishing. Qalidar, Qalidar: Resistance, and the associated logo are trademarks of Peryton Publishing. All rights reserved.
http://www.qalidar.com
Maurice Roth (order #6024236)

OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
(b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
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publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means
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contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
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this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only
be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be
added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any
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3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royaltyfree, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
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The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Ÿ Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Ÿ System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
based on original material by E. Gary Gygax and Dave Arneson.
Ÿ Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Ÿ Peryton Fantasy Role-Playing Game, Copyright 2009, Peryton Publishing, www.perytonpublishing.com
Ÿ Creature Collection, Copyright 2000 Clark Peterson
Ÿ Relics & Rituals, Copyright 2001, Clark Peterson

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Ÿ Farscape Roleplaying Game, Copyright 2002, Alderac Entertainment Group; Authors Ken Carpenter, Keith R.A. DeCandido, Gavin
Downing, Lee Hammock, Kelly Hill, Christina Kamnikar, and Rob Vaux, based on original material by Rockne S. O'Bannon and
©2002 The Jim Henson Company. All Rights Reserved.
Ÿ Encyclopedia Arcane: Necromancy – Beyond the Grave, Copyright 2001, Mongoose Publishing
Ÿ Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Ÿ Advanced Player's Guide, Copyright 2004, White Wolf Publishing, Inc.
Ÿ Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir,
and John Snead.
Ÿ Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.
Ÿ Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
Ÿ The Psychic's Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson.
Ÿ Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Ÿ True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
Ÿ Caliphate Nights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy.
Ÿ Lux Aeternum, Copyright 2006, BlackWyrm Games; Author Ryan Wolfe with Dave Mattingly, Aaron Sullivan, and Derrick
Thomas.
Ÿ Mecha vs. Kaiju, Copyright 2006, Big Finger Games; Author Jonathan Wright.
Ÿ Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack.
Ÿ Qalidar: Resistance Role-Playing Game, Copyright 2014, Peryton Publishing; Author Christina Lea.
END OF LICENSE

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