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DY ASHI Wada reat A mM ava pe Se ‘ CREDITS Creator, Director, Producer, Production Manager, and Professional Meme Maker: Stacy Poor (@GoodGameKitty) Game Masters ‘Josh Killette (@Combst_Engie) Eric W Voigt (@ConquererM) Jack MacGregor ‘Neal (NealDaDestinw@gmailcom) Astiste: [Em Kief (geinkéraws.tumblrcom) Charlie Eliasson (snakebunkertumblecom) (@snakebunker) Writers: Nicholas Kirse (@SuperKamiNico) Mothyards (themothyards.tumble.com) Additional Contributors: ‘James McKenzie (Archive of Our Ovin: Anarchyinplasma) an Jon Morgan (@DanfonMoron) Additional artists and writers have had their contributions labeled within the PDE LEGAL Dungeons & Destiny (2018) isa creation of Stacy "GoodGameKitty" Poor tis a not-for-profit labor of love produced solely for entertainment purposes that contains ‘works inspired by Bungie's video game Destiny (2014) Said works are shared and produced under the provision for Fair Use, No copyright infringement is intended. Bungie, Destiny andjor other related products referenced herein are either trademarks or registered trademarks of ‘Bungie Inc. or their suppliers. Dungeons & Destiny is in no ‘way affliated with Bungie Ine. or any oftheir suppliers Dungeons & Destiny is published under the Open Gaming, License, Version 1.0, ‘The original artworks within are commissioned or donated works of fan art made possible by Patreon supporters and are published here with permission. Patreon support covers the ‘overhead cost of ereation; everything else goes back into the gaming community that Kitty fell in love with ‘This document is NOT for resale. Permission granted to print or photocopy this document for personal use only Crepir WHERE CREDIT Is DUE ‘Much of the racial information comes from Destiny's agrimoire cards. You can read all the Destiny grimoire cards in their original form by going to ishtar-collective.net! ‘This was created with the assistance of the Homebrewery. Consider donating to the Homebrewery project (patreon.com/stalksdorf) or check out the tool yourself by going to homebrewerynaturalcritcom! PART 2 TABLE OF CONTENTS CHAFTER 4: ee Starting Out. Wealth and Glimmer. Ghost Inventory. Guardian Armor Firearms. Adventuring Gear Toolkit. : Vehicles 5 Destiny Trinkets SECTION 2: PLAYING 15 Carrer 5: GENERAL RULES.. 15 Light Abilities. Technology Skill Changes to Hit Dice. Changes to Rests, Light and Darkness Zones... ‘Actions in Combat. Ghost Actions... Conditioners Guardian Jumps... Character Sheets... Modifies CHAPTER 6: Costouszsrion Ornoxs.. 20 ‘Armor Upgrades... r Firearm Upgrades. pas sk QHAPTER 7; WEAPON Pam 2 Ce Sepia ‘Auto Rifle... Hand Cannon. Palee Rifle... ‘Scout Rifle. ‘Submachine Gun... Fusion Rifle Shotgun. Sidearm. Sniper Rifle Linear Fusion Rifle. ¥ Machine Gun Rocket Lancet wenn CHAPTER 8: Exorics...... Exotic Weapons. [Exotic Armor Exotic Ghost Shells. DNDESTINYPROJECT.COM EQUIPMENT he average scene of the Tower is a bustling one: Guardians moving about in singles and in groups, lining up atthe vaults or at Banshees shop, visiting Tower personnel for conversation or exchanging scavenged resources for glimmer. Several frames act as merchants for Guardians and civilians alike, selling everything from highiy specialized weapons to impractically gaudy baubles, For a Guardian, having access to Tower equipment and services is essential The difference between life and second death could be the difference between having the equipment for the job or not. Guardian gear is more than just weapons and armor: it is engram decoders and hacked Cabal security keys; itis glass needles and Vanguard relay beacons; iis plasma cutters and ascendant raisins, This chapter details the essential the mundane, and the exotic equipment that Guardians commonly need to face the threats of Humanity STARTING EQUIPMENT When you create your Ghost, you also choose the equipment that your Ghost has picked out for you during its travels. You decide how your Ghost came across this equipment. Perhaps it worked in the Cryptarchy for a while, earning enough glimmer to buy i for you. Perhaps it found your equipment in the Wilds, and may or may not have been able to repair it before resurrecting you. A weapon or trinket could also have been a gift from another Guardian or civilian, or all that remains from an old friend. WEALTH & GLIMMER ‘Wealth is measured almost unilaterally across the solar system in terms of glimmer: white-blue, brightly shining, programmable cubes of matter from the Golden Age that can be turned into any non-organic substance or object. In some far-flung, lost, or forgotten comers ofthe system, wealth may be measured in material goods instead, but these areas are few and far between, ‘The Golden Age civilization of Humanity left behind an untold amount of glimmer. Sometimes Guardians can find a few bits of glimmer here and there while rummaging through a ruined house; other times, they may stumble across an ‘unimaginable amount ina vault deep beneath the remnants ofa metropolitan city. [But more often than not, Guardians will find glimmer by taking it from the possession of others, either by force or by trading goods or services. Any item that was made out of glimmer, ether in part or in ‘whole, can be reduced back to however many bits of glimmer ‘was used to create the item. Parts that were not made out of glimmer remain as physical pieces. Ghosts and the average scanner ean easily detect if an item is glimmer-made or not, or how much of it consists of glimmer-made materials. Glimmer-made objects can be programmed to be irreversible, though a very good hacker can get around this. Glimmer is also capable of glitching and the object may render..a bit of DNDESTINYPROJECT.COM GLIMMER MINING. Itis believed that during the Golden Age, glimmer was so abundant people rarely used any other material to create anything non-organic. Indeed, many ofthe surviving ruins of the Golden Age sill retain functionality because they are made of the scemingly timeless glimmer, and despite the best efforts of the best minds they remain unhackable, this preventing anyone from deconstructing them back to raw elimmer. ‘However, the Earth in particular saw so much glimmer: usage that glimmer particles are part ofthe ecosystem, much like how the pre-Golden Age civilization accidentally made particles of plastica part of the planet's ecosystem. Because ofthis, glimmer can be “mined” ina sense, if you have a highly specialized machine and don't mind completely tearing up the earth to doit MEASURING GLIMMER Glimmer, in its smallest form, is referred to as a single bit of slimmer. Physically a bit is no bigger than the average pinkie nail of a human. Bits can be added together to save physical space. The Glimmer Dimensions table lists the size of perfect cubes of glimmer, but glimmer can come in imperfect cubes, ooking a bit like several cubes stuck within each other so that odd angles and corners stick out. GLIMMER DIMENSIONS Amount Cube Size bit ose obits 1 100 bits 2" 1,000 bits a 10,000 bits 8" 100,000 bits 16 When it comes to mercantile transactions the price of goods is almost always listed as how many bits it costs, or simply how much glimmer is required to make the item in question. A hand canon that requires 1,000 bits of glimmer to make is often listed simply as costing 1,000 glimmer with perhaps a bit extra, forthe service of programming the weapon. ENGRAMS Engrams are encrypted dodecahedrons of glimmer that, when decrypted turn into single, per-determined item. Decrypting an engram is no easy task. Most Guardians rely oon the studied Cryplarchy to decrypt their engrams rather than their Ghosts, particularly for the more difficult engrams, because botching a decryption attempt can result in the cengram decaying to mere glimmer rather than whatever good ‘was worth hiding behind a code. Only items that are made completely of glimmer can be turned into engrams. Guost INVENTORY Ghosts can use some wibbly-wobbly space magic stuff to turn items into data and store them within their own memory banks. A Ghoat’s memory bank isn't infinite, and the larger an item is, the more memory it takes to store it A Ghost has a number of memory slots equal to 10 ~ (7x its Intelligence modifier) Small items, such as spinmetal, do not need multiple memory slots to store extra quantities of the item. These items can be compressed into the same memory slo, an act that is often referring to as “stacking” the item. Other items are big enough that they cannot be stacked, and might even need to take up more than one memory slot Regardless of size or ability to stack, every unique item. requires its own memory slot(s) and cannot share the ‘memory slt(a) of another item, When reading an item's memory details, the first number is the number of slote the item requires, and the second ‘umber is the maximum amount per stack of that item. GUARDIAN ARMOR ‘The universe of Destiny is a vast tapestry made up of many different races and cultures, each with its own technology levels. For this reason, adventurers have access to a variety of armor types, ranging from basic leather to bulletproof vests However, if Guardian wants to make the most oftheir Light, they are best off using Guardian armor. ‘The Guardian Armor table deseribes the different kinds of armor available to Guardians. Guardians can only use GUARDIAN ARMOR Armor Cost Armor Class (AC) Hunter Armor Fieldwire 1,000 g1 11 + Dex modifier Light 5,500 g| 11+ Dex modifier Medium 9,000 gl 12 + Dex modifier Heavy 11,000 gl 17 Titan Armor Fieldplate 1,000 1 14 Light 6,500 gl 12 + Dex modifier Medium Heavy Warlock Armor 11,500 gl_15 + Dex modifier (max 2) 19,000 gl 18 Fieldweave 1,000 g1 11 + Dex modifier she 6,000 g| 12 + Dex modifier (max 2) Medium 10,500 gl 14+ Dex modifier (max 2) Heavy 13,000 gl 16 armor from the class they were reborn as, even ifthey ‘multiclass. When you equip an armor set, the AC from the armor set applies to you as a whole. But ifyou were to take off parts of your armor, such as your helmet or chest piece, your GM may decide to lower your AC at their discretion, CARRIED MAGAZINES Your Ghost can carry extra magazines or ammo synthesis ‘modules for you in its memory, but you can also carry ammunition on your person using the pouches, clips, ete provided by your Guardian armor. When reading the ‘magazines information in the Guardian Armor table, the ‘numbers represent the maximum amount of primary, secondary, and heavy magazines you can carry on your person, in order Your Ghost must be out of ts pocket backpack in order to give you any ofits stored magazines or ammo synthesis modules. SHIELDS Guardian armor has a special fanction called energy shields (sometimes just called shields) Unlike Old World shields, they do not require any heavy iting on your part and are ‘managed automatically by the computer on your Guardian armor. Your armor's energy shields also completely cover you while they are fully functional Guardian shields do not add any additional AC, but they do add a temporary hit point pool determined by your class. Damage done to you while you are wearing Guardian armor is applied to your shields first. When your shields are depleted, damage is then applied to your health. ‘Some damage may be able to bypass your shields and damage your health directly. Stealth Memory Magazines No advantage 2/1 5/4/2 an syaja _ ay 44/3 Disadvantage 2/1 5/4/4 No Advantage 2/1 4/4/3 ay 4/4)3 Disadvantage 3/1 4/54 Disadvantage 3/1 5/5/5 No advantage 2/1 5/4/2 zn 5/2 Disadvantage 2/1 4/4/3 Disadvantage 2/1 _5/4/4 DNDESTINYPRO|ECT.COM le Cuass Items When it comes to traditional class items, such as cloaks and marks and bonds, D&Destiny does not have any rules for who can wear what. D& Destiny is inspired by Destiny the video game, and it has. rules and mechanics that it follows for the sake of its game play, but D&Destiny is meant to be a "real ‘world interpretation of the Destiny universe. And in this "real world,” there's no reason why a Titan couldn't wear a cloak, or why a Warlock couldn't ‘wear a mark, or why a Hunter couldn't wear a bond. ‘There are plenty of reasons why a Hunter shouldn't ‘wear a bond, but that’s neither here no there. Sy Shields regenerate (also referred to as recharging) up to half of their maximum capacity, rounded up, ifyou avoid taking any damage from the end of your current turn until the start of your next tur. Ifyou avoid taking any damage for any’ subsequent rounds, you continue to recharge your shields in this way until you have reached your shields! maximum capacity for your level OVERSHIELDS Ian ability or condition allows it, you may be granted an ‘overshield This isa second energy shield that applies on top ‘of your regular shields. When you have an overshield, any ‘damage done to you is applied to your overshiel first. Your regular shields can recharge as normal so long as damage is ‘only applied to your overshield and doesn't break through to your regular shields or your health. Overshields are always a temporary condition, Make the ‘most of them while you can, Guardian! FIREARMS Guardians are reborn adept in many weapons, though some ‘more than others. Whether you favor a pulse rifle or a rocket launcher, your weapon and your ability to wield it may mean the difference between life and second-death, ‘There are two supercategories of weapons: Simple and Firearm. Weapons such as daggers, rapiers, and quarterstaffs are all considered simple weapons. Firearm weapons are ‘weapons such as auto rifles, machine guns, and hand After that come the three categories of weapons: Primary ‘Secondary, and Heavy. Primary weapons are the breadand: ‘butter of a Guardian's equipment, secondary weapons are ‘special weapons that excel in certain conditions, and heavy ‘weapons deal a great amount of damage but have a more limited use, ‘You can have one weapon equipped from each eategory on your person, fora total of3 weapons at most, but only one at 'a time can be considered your active weapon unless you are ‘dual-wielding. Your active is the weapon you are holding in your hands and isthe weapon you attack with when you take ‘the Attack action. The Firearm Weapons table shows the most common firearms Guardians use in their adventures across the Sol system, It costs a bonus action to switch your active weapon from ‘one equipped weapon to another equipped weapon. ‘You can perform a melee attack as your Attack action ‘without changing your active weapon, STOWED WEAPONS In addition to your equipped weapons, your Ghost may have ‘weapons stowed in its memory. Retrieving a stowed weapon requires your Ghost to take the "Use an Object” action while ‘out ofits pocket backpack. It exchanges the weapon you want ‘with the weapon you currently have equipped in the same category: FrrEARM PROFICIENCY ‘Your race, class, and feats can grant you proficiency with, certain weapons or classes of firearms. Proficiency with a ‘weapon allows you to add your proficiency bonus to your attack roll for any attack you make with that weapon. Ifyou ddo not have proficiency with that weapon, you do not add your proficiency bonus to your attack roll FIREARM WEAPONS. Shot Name Capacity Price Damage Range Primary Weapons Auto Rifle 1,200gI 1d6 40/50 Properties ‘Automatic fir, finesse (medium) Hand Cannon 1,500 gl 1410 35/65 (close) Pulse Rifle 2,500 gl 244 60/85 Finesse Finesse, precision frame (medium) Scout Rifle 2,000 gl 148 50/120 Precision frame (medium) Submachine Gun 144 1,000 gl 15/20 (close) Secondary Weapons Fusion Rifle 2,500 1 30/40 ‘Automatic fire, double tap, high recoil, light, point blank ® ® Charging, finesse, energy projectiles (medium) Shotgun 3,000g1 15/20 (close) 30/50 (close) 0/200 (long) Sidearm 1,500 gt Sniper Rife 3,000 gl Heavy Weapons Linear Fusion Rifle 4,500g1 (long) 60/80 Machine Gun 3,500 gh 10/150 Bulky, high recoil, point blank Double tap, finesse, light, precision frame Bulky, precision frame Bulky, charging, energy projectiles ‘Automatic fire, finesse, heavy hitter (medium) Rocket Launcher 5,000 gl 75 (close) FirgARM ATTACK AND DAMAGE ROLLS When determining ifyou hit a target with your firearms attack rollin addition to your proficiency bonus, you add your Dexterity modifier to the roll Furthermore, you add your Dexterity modifier to the damage roll ofthe firearm. You do not add your proficiency bonus to the damage roll of any ‘weapon, Certain firearms mi allow you to use your Strength modifier for the attack and damage rolls instead of your Dexterity modifier, and other firearms require the use of your Strength modifier for the attack and damage rolls. See Intrinsic Weapon Properties for more information. FIREARM ACTIONS. In addition to the regular actions in combat, D&Destiny introduces the ADS and Reload actions, which are specifically used in conjunction with firearms. See Playing D&Destiny to learn more about these actions. Bulky, finesse, payload FirrearM RANGE BANDS ‘The range property functions the same except for range band, indicated in parentheses after the range values, Range bands area special property of firearms. The range band of your firearm determines the penalty for using that firearm against targets in close combat. Ifthe range band of your firearm is. Close: You do not have any inherent close combat penalties, and Aiming does not change this. Medium: You have an inherent disadvantage for attacking & target within 5 feet of you with this weapon, even while Aiming, “Long: You have an inherent disadvantage for attacking a. target within 5 feet of you. While Aiming, this increases to 10 feet. Certain weapon perks, class features, feats, or intrinsic ‘weapon properties may alter the way a weapon's range band functions DNDESTINYPROJECT.COM EFFECTIVE AND EXTENDED RANGE In D&Destiny the numbers used to deseribe a weapon's range have names, the first number being “effective range” and the second being "extended range.” For example, an auto rifle's elfective range is up to 40 feet, and its extended range is inclusive between 45 and 80 feet, Firearms are completely ineffective beyond their extended range, even while Aiming. PRONE AND OPPORTUNITY ATTACKS Firearms do not have disadvantage when attacking a prone target at a range and, unlike other ranged weapons, can make attacks of opportunity You still need to be within 5 feet of the creature, and you stil suffer any disadvantages due to your ‘weapon's range band. INTRINSIC WEAPON PROPERTIES Every firearm has one or more properties, all of which are detailed below. ‘There are a few universal firearm properties. All primary firearms have the kinetic property, ll secondary and heavy firearms have the elemental property, and al firearms have the two-handed property unless they are listed as light. Automatic Fire. These weapons fire so many bullets, they have a better than average chance of dealing damage in their ‘upper ranges. When you deal damage with this weapon, roll fan additional damage die and drop the lowest roll from your total for that shot. Energy Projectiles. The projectiles from this weapon are made of raw energy and can over-penetrate, Ifyou kill a creature with the damage from this weapon, any leftover damage is applied to the next creature standing in the line of your attack, up to this weapon's effective range or until you run out of leftover damage, whichever happens first. Minion creatures are defeated without expending this weapon's damage. This weapon deals twice as much damage to Finesse, When making an attack witha finesse weapon, ‘you use your choice of your Strength or Dexterity modifier for the attack and damage rolls, You must use the same modifier for both rolls Bulky. Some weapons are just too heavy, cumbersome, or ungainly (o use, and go despite proficiency with this weapon, class, this weapon's reload cost starts as an action. Charging. These weapons take time to charge up before they can be fired It is always an attack to fie this weapon; ‘you cannot fire this weapon as a bonus action or a free Double Tap. Firing this weapon is quick and easy allowing ‘you to choose to fire twice with one attack. When you hit with this weapon, you can roll your damage twice at the cost of an additional shot. You must have enough shots left in your ‘magazine in order todo this. You can decide to do this after your attack roll but before you make any damage rolls Elemental This weapon fires with one of the three clements of Light, determined when you first obtain this weapon. Heavy Hitter. The rounds from this weapon hit hard, causing all damage rolls to have an inherent +1 High Recoil. The kickback on this wespon is severe enough that you must use your Strength modifier when termining the attack and damage rolls ofthis weapon DNDESTINYPROJECT.COM instead of your Dexterity modifier. Kinetic. This weapon deals kinetic damage. ‘Light. light firearm is small and easy to wield, s0 you don't need both hands to hold itand can use your off hand to hhold or interact with other objects without penalty to your attacks. You can also choose to dual-wield two firearms of the same class if they both have the light property. However, you must give up one weapon category to make room for equipping two ‘weapons of the same category for dual-wielding, For example, to duabnield two sidearms, you would need to give up either a primary or heavy weapon. ‘You tse your bonus action to fire with your offhand firearm when you dual-wield them. Payload. The rounds from this weapon are highly explosive and as such, for this weapon's attack roll,you choose a spot you can sce within this weapon's range to fire at. All creatures within 5 feet ofthat spot must make a Dexterity saving throw (DC=8 + your attack bonus) taking full damage on a failure or half damage on a success, Precision frame. This rounds from this weapon are built to exploit weaknesses and so, when aimed, this weapon has a +1 to damage ros. Point blank. The rounds from these weapons lose momentum quickly over distances, so they're better suited for extremely close combat. This weapon gains a bonus +1 to damage when it hits a creature within 5 feet. ‘Two-Handed This weapon requires two hands in order to make an attack with it WEAPON TIERS Many of the weapons in the Destiny universe have special stats or perks that go beyond the abilities of common ‘weapons. The four tiers are, in ascending order: common, ‘uncommon, rare, and legendary. The weapons listed in the Firearm table are all considered common. See Weapon Customization for an explanation of the higher weapon tiers and the bonuses that come with them. ky ORGANIZING YouR WEAPON LOCKER In the Firearm supercategory, there are three sub- ‘categories (also referred to just as "categories") of firearms: primary, secondary, and heavy. And in these categories, there are multiple classes of firearms A feature, feat, or perk affects your firearm ifit refers to either the supercategory (ex: "all firearms”), the category (ex: "all primary weapons") or class of your firearm (ex: "all auto rifles") However, your firearm does not gain any benefits if it does not meet alf of the named firearm denominations. So a perk that affects all primary fusion rifles would not also affect heavy fusion rifles, because heavy fusion rifles are of a different category denomination. Sy ADVENTURING GEAR ‘This section explains the common gear Guardians may encounter Ammo Synthesis Module. Contains enough raw materials, and glimmer for a Ghost to synthesize 5 magazines of primary ammo, 3 magazines of secondary ammo, or 1 ‘magazine of heavy ammo, Camping Cookbook. Contains many common and some ‘uncommon recipes that can be easily followed over a cooking fire Cooking Utensil Set. Contains a few different sizes of pots, pans, and several sets of silverware, as well as eco- friendly disinfectant to wash everything with. Goad for cooking almost any recipe. Composition C-4 Usually simply referred to as C-4, this plastic explosive has a texture similar to modeling clay and can be molded into any desired shape, C-4 is meta-stable and an explosion can only be initiated by a shock wave from a detonator. IFC-t is molded into specific shapes, it can cause directed explosions. Engram Decrypter. Small device capable of decrypting an lengram ofits rarity or lower by assimilating itself with the lengram, making it a one-time use device. Ether Container. Special contain for carrying ether. Destiny ADVENTURING GEAR Item Memory Cost ‘Ammo Synthesis Module Primary wie yo yo 100 gl 25061 950 Secondary Heavy ‘Camping Cookbook Ww Cooking Utensil Set 2 ‘Composition C-4 (1/4 Ibs) yo Engram Decrypter 108! 75 el 500 gl Uncommon yo Rare Ws 150 gl 400 gl 750 gl Legendary yw Ether Container Small ww Medium yi Lage 1 90g! yo 10g! yo sgl LED Light (Flashlight/Torch) Wn togl wio 250g! Lock, biometric yl 7501 3081 60g! Fire Starter Kit Firewood Bundle Lock, key Plasma Cutter. Good for cutting through up to 3 inches of steel or weaker metals. Loud and bright when used Burns wood melts plastic. (Quantum Relay Beacon, Advanced relzy beacon that connects to the Tower on a quantum level Ignores distance. Creatures within 6 miles of the beacon can connect to it. Royal Amethyst. A particularly rare and sought after gem that is laced with glimmer. Worth exorbitant amounts when in good condition, though poor-quality royal amethysts are Signal Detonator. A wo-part device consisting of a handheld trigger and blasting caps. When the blasting caps are attached to C-4, the handheld trigger can activate them and cause the C-4 to explode ifit is within 120 feet. Signal Jammer. Device that spams junk signals, corrupting all local signals and making it dificult to impossible to communicate via signal-based devices. Skeleton Key. A type of glimmer-made key that programs itself to fit whatever lock itis inserted into. One-time use. ‘Surveillance Drone. Those who don't have Ghosts to sean the local area, or Guardians who don't want t risk the use of their Ghost, will often use a surveillance drone to do so. Surveillance drones can connect to tablet computer and be used to gather visual information within a 500-foot radius of the controller. Item Cost 150¢l 5,000 gl Ration Sel Plasma Cutter Quantum Relay Beacon Royal Amethyst (eal Condition) Small Medium 200g! 2,200 gl Lage 5,000 gl Selfie Stick Signal Detonator 7501 200 gl sogl 1,000 gl 500 gl 50¢l el Sogl Skeleton Key Surveillance Drone Tablet Computer Vanguard Relay Beacon Vanguard Comms Device Water Bottle Wire Cable, 50 ft Weapon Telemetry Basic - 50XP ‘Advanced - 500 XP Royal - 5000 XP 25el sogl 75el DNDESTINYPROJECT.COM Tablet Computer. Portable computer with sulicient specs for most daily tasks. Vanguard Relay Beacon. When activated this beacon can connect anyone within 6 miles to the Vanguard network. This beacon can be used for communication or to transmat items toand from a Guardian’ vault ifthe beacon, through one connection after the other, is able to link back to the Tower, ‘These beacons ean be blocked by things like dense physical terrain and signal jammers. Vanguard Comme Device. Connects you to the Vanguatd communication network if within 6 miles of any Vanguard relay beacon, This can be used for communication purposes only, Ghosts inherently have access to this functionality. The quality ofthe connection can degrade based on the surroundings. Water bottle. Holds 4 day’s worth of water. Selffilters ‘most common contaminants. Dentproof, heatproof, bulletproof Weapon Telemetry. Used for gathering usage data from a ‘weapon. Interested parties, such as Banshee-44 and the various Foundaries, will pay greatly for filled weapon telemetries. Attaches to the weapon on use, (Players earn an equal amount of XP for their weapon telemetries as they do for their character) RESOURCES ‘You may need more than items or gear while adventuring in the Sol system. This section explains the various resources Guardians may encounter and how they may be used Resources, unless otherwise stated, take up 1 memory slot and can stack up to 99 times. “Armor Parts, Hadronic essence, sapphire wire, and sheets of plasteel are used in various combinations to repair Guardian armor. A single unit of armor parts is comprised of all three materials and is enough to fix basic damage to Guardian armor DNDESTINYPROJECT.COM Ether. Source of nutrition for Fallen creatures. Guardians often collect it from the reservoirs in defeated servitors and sel tt interested parties. Helium Filaments. Filaments of helium fusion fuel gathered from the lunar regolith by a helium coil In addition to providing spotenergy much like a battery, helium filaments are often an additional component required to fix or upgrade solas-based Guardian equipment. Relic Iron. A postCollapse material of extraordinary density and only naturally occurring on Mars, relic iron is ‘mostly used to create heavy armor for Titans and vehicles. It is also often associated with void Light and can be a required ‘component for fixing or upgrading void-based Guardian equipment Spinmetal A single branch of spinmetal is «filigree of, bubbled metal grown by wild colonies of Golden Age cytoconstructors, It is used in almost everything that requires ‘metal components, and quantities of it may be needed to fix or upgrade arc-based Guardian equipment. Spirit Bloom. Shavings from lower-shaped crystals with pharmaceutical and chemical applications. Spirit bloom is highly sought after by hospitals and the Cryptarchy alike Weapon Parts, Screws, nuts, bolts, fring pins, old magazines, raw alloys - bits and pieces that can be used to repair firearm weapons. A single unit of weapon parts is enough to fix most problems that occur with firearms. Wormspore. A concentrated transmutation catalyst that reacts to both the Light and the Darkness. Often found around Hive infestations. A necessary component in some exotic pieces of Guardian equipment. TOOLKITS In addition to resources, Guardians often need the aid of toolkits to complete tasks. There are two toolkits in particular that Guardians may choose to invest in: an armorsmithing kit and a weaponsmithing kit. Additional toolkits are also listed. Armorsmithing toolkit (5/1 memory, 1,200 glimmer) A \ypical armorsmithing iit is comprised of tools such as a screwdriver set, sewing needles of various sizes, a handheld spot welder, soldering rod, clamps, superglue, and replacement parts for circuit boards. When used in conjunction with armor parts and other resources, these kits are diverse enough that they can fx and upgrade most armor, Camping toolkit (3/1 memory, 1,000 glimmer) Comes ‘with a weatherproof sleeping bag, two-person tent (one if you're a Titan) anchoring stakes, tarp, cooking utensil, and a ‘small nest for a Ghost. Vehicle toolkit (10/1 memory, 10,000 glimmer) Often called a portable garage, a vehicle repair toolkit has everything from a basie monkey wrench to a glimmer-made engine hoist. Considered a must for Guardians who own a jumpship. Weaponsmithing toolkit (9/1 memory, 2500 glimmer) Not to diasiiar fora an srmoranathing Kya ‘weaponamithing kt has one vital diference: a portable CNC machine and matching program fora tablet computer though eee ceatecen aces aercticie Reet interface with the CNC machine direct A CNC machine is patticulary required for weaponsmithing because, while frmor parts ate generally universal despite the vast differences in assembly, Guardian weapons tend to be highly specialized and unique from Guardian to Guardian, and thet Darts are just as specialized ‘VEHICLES Guardians are nearimmortal warriors ofthe Light, but their powers mean litte if they can't actually reach the enemies they need to destroy. The vehicles of D&Destiny help them do just that Vehicles other than those listed here may be available uring your adventures, We are currently testing & gathering information on vehicle usage in D&Destiny campaigns, and ‘will expand/revise this section as we develop a better sense of "average game play? for lack of better term. Bulk Freighter. Large transport vehicles that hover roughly a foot off the ground, bulk freighters are also simply called "trains" due to their resemblance to Old World vehicles of the same name. Bulk freighters can be outfitted for any’ ‘number of needs, from mere cargo transport to a portable restaurant. Jumpships. A jumpship is a space-grade aircraft capable of being upgraded with a warp drive, allowing the ship to travel at nearlight speeds (‘NLS"} This makes interplanetary travel tivial; a matter of minutes at most, instead of decades, Jumpships come in many shapes, styles, and speci Jumpships can be used to transport or store goods, and ean be outfitted with weapons, stealth drives, or highly advanced scanners for scouting. [Both Ghosts and Guardians can interact with a jumpship's| autopilot functionality, but Ghosts can do so over distances, so long as their signal can reach the jumpship. Sparrows. Sparrows are ground-based, highly mobile vehicles that are basically suicide for a non-Guardian to use. ‘They have nearly no form of armor or protection for their rider. Like bulk freighters, sparrows hover roughly afoot off the ground Vehicle Proficiency. I you have proficiency with a vehicle, you can add your proficiency bonus to any check you make to attack with, control, or repair that vehicle in various situations, at your GM's discretion, Venicues Type Cost Bulk Freighter 13,000 g! Jurnpship 112,000 g! Watp Drive 17,800 el Machine Gun 15,500 gl 15,000 gl 11,250 gl Plastna Drive 11,2501 Stealth Drive 12,200 g! Void Drive 11,2501 VEHICLE UPGRADES ‘Some vehicles can be upgraded with various different ‘modifications, of which are detailed below. Additional ‘modifications and their result on the vehicle may also be available at your GM's determination. Only one engine or drive modification may be installed on a vehicle at atime. Emerald Drive (Sparrow) Provides a moderate boost to both speed and durability, Turns the contrail ofthe sparrow green. ‘Machine Gun (Jumpship) Allows the vehicle to make an attack with a machine gun, dealing 5420 kinetic damage on a hit Jumpship machine guns have a shot capacity of 8 and cost 3,000 gl to replace a spent magazine Plasma Drive (Sparrow) Provides a great boost to speed, ‘Turns the contrail Blue ‘Stealth Drive (Sparrow) High frequency suppression ccauses this drive to appear red under boost. Provides no benefit to speed or durability but makes the vehicle nearly silent when not boosting, and significantly reduces the noise from boosting DNDESTINYPRO|ECT.COM ‘TRINKETS 4100 Trinket 1. Asshard of an unknown Ghost 2 Abul shell with a name carved into it 3 Empty lipstick case with the relief of a hibiscus flower 4 Well.worn gloves made from unhackable glimmer; age unknown, 5. Silver flask with six tally marks etched into it 6 Apiece of colored glass. Apiece of leather with an embroidered emblem of avwolfon it 8 Jewelry box shaped like an engrar, no obvious eyholes 9 Small cat statue that has a persistent, faint chime, and smells vaguely of mint. 10. Anancient piece of technology with the word "NOKIA" sil embossed on the back 11 Apackage of Twinkies 12 Anexpired coupon fora spicy ramen shop. 13. Abox of raisins. 14 stick of celery. 15 Acarefully preserved movie ticket from the year 26. ” 16 Ametal pin in the shape of a cartoon mouse. 17 Adeck of old playing cards that are missing the ace of spades, 18 Acopy of Hunter ofthe Heart signed by the author 19 Ahand-knitted, blue hat with the letters "AK" in gold 20. A strange coin made of a bronze-like metal with a green gem in the center, warm to the touch, 21 A photo of a woman sitting at the edge of a lake, {Brinning at the camera, 22 Abottlecap. 23. Akeychain photo with a picture ofa kitten clingin to the edge withthe wores*hang in there!" in = curly font 24 An ultrarare Shaxx card from the Guardian trading card gare. 4100 Trinket 25 Asma nautilus fossil that came from lo. 26 ragged doll made from llama wool, and filed with font pine fiigrees. 27 Abox of glimmer-shaped sweets. 28 Anecklace made from war beast scales and teeth, 29° Awhistle with the word "CALE" etched into it, next to an etching of a kale leaf. 30 A travel mug with the Crucible logo on it. 31. spent airhom that an only make apathetic toot 32 Arainbow rubber bracelet, 33. Ametal slinky. 34 Arubicks cube but all the colored stickers are missing, 35. Atyedye t-shirt 36 blue plastic card with a magnetic strip on the back and "BLOCKBUSTERS" writen in yellow on the front. 37 A small jar of sourdough starter, estimated to be over 2,000 years old. 38 Aclear plastic bag full of pogs. 39 Amarble that looks like the Traveler. 40 An old memory stick that cannot be accessed by ary modern technology, including your Ghost. 41 Astrange piece of black plastic with the words "AWESOME MIX VOL 1" written on the outside. Inside, there is a dark brown magnetic tape wrapped around two cylinders. 42 Apicture of an ancient astronaut with the letters "asiou" drawn into a speech bubble nex: to it 43. Fingerless gloves that look like an animal's paw. 44 rock with seven numbers carved into it, with a space between the third and fourth numbers 45. A1:5 scale model of a Gjllarhorn that shoots foam darts 46 A vial of rainbow glitter 47 Assmall plastic igurine of a mouse-like creature with a lightning Bolt for a tal 48 A glass bottle with a toy colony ship inside. DNDESTINYPROJECT.COM 4100 Trinket 49. An outdated work order forthe installation and calibration of a cascade dever ara. 50 Slivers of glass used by the Vex. Isotopic dating suggests their age ranges across billions of years past and future 51 Anancient recording device. There is no film, but the Crytarchs say you can sil se the past when you look through it 52 An avocado with an unusual amount of radiation coming from it. 53. Anartichoke that has been exposed to a Hive surmmoning ritual, Glows green, 54 _Aclearrubber bal with a plastic toy inside 55 _AStyrofoam head. 56 Astuffed cat 57 Apolished rock that has an uncanny resemblance ‘to jupiter 58 Asmall toy green helmet with an orange visor. 59 A package of Zavala Snacks. 60 Aplastic name tag with a name that is not yours printed on it. The name tag is blue with a yellow asterisk in the corner. 61 A.small plastic circular device with a long-dead display screen and a cute pixelated animal on the 62 Ared flower that never wilts 63 Ared, green, and white card with text from an ancient language inside. 64 Abelt buckle that says "BAMF.” 65 Amembroidered patch with a single red and white stripe and the text "N7" on it. 66 container of exo polish 67 Shredded remains ofa Fallen house banner. 68 The Cryptarchy's best guess for this item is "magic Vex tettis block.” 69 Asoft knit Ghost-sized hat. 70 A pearl that shows signs of having been in the vacuum of space, Dated to be roughly $0,000 years ol 71 Atiny shard of the Traveler, cold. 72 Anold page of sheet music. The only parts still legible read "HOPE FOR THE FUTURE.” DNDESTINYPROJECT.COM 4100 Trinket 73. Abroken controller for a video game console. 74 Asmall bone that seems to whisper to you if you hold it right next to your ear. 75. Aconch shell 76 Anunfinished blueprint for a weapon. 77 Asticker book. 78 Abunny keychain 79 Asmall green crystal that becomes darker the longer you look a it 80 A shard from a sunbreaker's hammer that is always hot to the touch, 81 Anold Swiss army knife, still good 82. Asilver locket with only abit of ash inside 83. Aplastic purple unicorn. 84 Astuffed white cat attached to a par of plastic bongos. 85. Aring that hosts an unknown symbol. 86 Amap ofa word that seems tobe on the back of 87 _ Feathers from a yellow bir. 88 Any goat made out of straw, wth bronze bell 89. Apamphlet for the Cult of Osiris. 90 piece of metal with the numbers 1-1-7 on it. 91. An invitation to a lecture by Master Rahool. 92. Anancient recipe for so-called "buffalo" chicken wings. 93. Abhat with the SRL logo on it 94 Abriefcase filled with black and white circular chips. 95 Ablue collar for a domesticated animal, the name itonce bore now illegible due to time. 96 Atoy car with a bat-shaped symbol on it. 97 Ahat made out of spinmetal 98 scarf that has pockets at the ends. 99 Amask from a previous Festival of the Lost. 100. A book about how to play a game called Dragons in Dungeons. PLAYING D&DESTINY hen you play the game of D&Destiny and take fon the role of a Guardian, you are playing ‘more than just a person in a suit of space armor. There are entire new classes, new ARTF weapons, new armor sets, new enemies, and new core game mechanics to reflect the function ofthe Destiny the universe— to name afew things. ‘The rules for game play are expancled or modified as noted throughout the Dungeons & Destiny Player's Guidebook. Here is where you will find the most general application of Da&Destiny’s new rules and systems. TERMS TO KNow ‘We've taken the time to explain a few terms here that you may be confusing when you first read about them. Whether ‘you are new to tabletops, the Destiny franchise, or to ‘Dungeons & Destiny, you may find a benefit in reading over this ist. If there's anything not discussed here that you're confused about, please let us know via the Contact Us page on our website! SHIELDS Unless you're reading the phalanx stat block, you can assume "shields" refers specifically to a creature's energy shields. "BECOME READy-To-Usk" When one or more of your Light abilities are said to become ready-touse, it means their cooldown score is set to be equal ‘with its ready-to-use score RESPAWNED/REVIVED ‘This refers to a Guardian who has recently been subject to the Reform Guardian action; that they “respawned” or “revived" isthe shorthand for the action. ‘Tyres OF MELRES ‘An unarmed strike isan attack not using your class’ melee ability. A melee ability attack is using your class! melee ability, Amelee attack is using either, LiGuT ABILITIES ‘You have three Light abilities: your grenade ability, your melee ability, and your super ability. These abilities operate ‘on a cooldown system, which means each ability has a ready- toxase score and a cooldown score, The ready-to-use score of an ability is included in the ability’ description, TRACKING COOLDOWNS ‘Your cooldown score is a dynamie numbers that fluctuates between 0 and your ready-to-use score. At the start of your turn in combat, you add 1 point to every Light ability's cooldown score. Ifa Light abilty's cooldown score is equal to its ready-to-use score, that ability can be used on your turn if you have met the prerequisites for it. After you use a Light ability, that ability’s cooldown is reduced to O as described by the abiligy 'No abiliy's cooldown score can be greater than ite ready- touuse score or less than 0. You also add 1 point to your super cooldown score for every hostile creature you kill, OstAINING LIGHT ABILITIES Av 2nd level you start with access to your grenade abilities, detailed at the end of your class description. Once you have ‘met the prerequisites fora grenade ability, you may use it when you choose to cast a grenade ability. ‘Other Light abilities are obtained as you progress in levels in your cla Licut Asitrry Savinc THROWS: ‘Sometimes you may be required to make a Light ability saving throw. Ifyou are asked to make a Light ability saving throw, but you are not proficient in saving throws for your Light ability, you can consider yourself proficient for that roll ADDITIONAL ABILITY CHARGES ‘Some class features or item perks may grant you an additional grenade or melee ability charge. This additional charge has the same ready-to-use score as your normal arenade or melee ability, ut operates on its own cooldown score. When adding cooldown points to an ability with multiple charges, you add all points to the charge that is closest to being ready-to-use first, only adding cooldawn points to the second charge after the first has become ready- touuse, You can never have more than two charges for one ability ata time, even if you have multiple class features or item perks that grant additional charges. ‘TECHNOLOGY SKILL D&Destiny introduces the Technology skill governed by Intelligence. The Technology skill is used when interacting with technology, whether it be trying to find hidden files on a ‘computer, or programming glimmer substance. to an object or CHANGES TO Hit Dice ‘Your Ghost is the conduit through which you access your hit dice, Without your Ghost you cannot use your hit dice, even during rests ‘You can regenerate hit dice via resting go long as your Ghost is in a Light zone that allows for hit die regeneration. You do not need to be alive to regenerate hit dice. Your Ghost can use its action to spend 1 hit die to either completely heal your hit points (not shields) or, ifyou are dead and they have captured your form, to resurrect you via, the Reform Guardian action. The Light zone that you are in affects the specifics of when and how revival can happen. Ifyou have no hit dice let, your Ghost cannot heal or revive you until you have regained hit dice. DNDESTINYPROJECT.COM 16 CHANGES TO RESTS ‘Though Guardians may come across as demigods to the common people, they can't spend every hour of every day in the depths of some Darkness.infected pt, fighting wave after ‘wave of putrid evil They do need to rest, though how a Guardian defines a rest is very different from your average civilian or adventurer, ‘The benefits Guardians gain from rests are further Aescribed in the Light Zone section, Brier Rest Abrief rest isa very short period of downtime that lasts for approximately 5 minutes. During a brief rest, Guardians can perform quick actions, such as reloading their weapons or consuming a ration, and Ghosts may choose to perform ammo synthesis, heal their Guardian, or resurrect their Guardian, When a Guardian completes a brief rest, all of their Light abilities become readysto-use. Brief rests can be completed while traveling to another, location if the travel time is approximately 5 minutes or greater, So long as the Guardian does not engage in combat, their travel can be considered a brief rest SHort Rest [A short rest is period of downtime that lasts atleast 1 hour, daring which your character does nothing more strenuous than eating, drinking, reloading weapons, reading, or poking around in the dirt Your Ghost may choose to spend one of your hit dice at the beginning or end of a short rest to heal of revive you, and depending on the Light zone you are in, you may regain some or all of your spent hit dice when you complete a short rest. If ‘your Ghost spends a hit die at the end of your short rest, you subtract that hit die from what you regained. Lone Rest Along rest is an extended period of downtime that lasts for at least 8 hours, during which your Guardian may sleep or perform extended actions, such as fixing broken equipment, spending glimmer to program a new gun, or standing watch for no more than 2 hours. Ifthe rest is interrupted by strenuous activity — combat, 1 hour of walking, casting Light abilities, or similar adventuring activity - the Guardian must begin the rest again to gain any benefit from it. Like short rests, your Ghost may choose to spend a hit die at the beginning or end of a long rest to heal or revive you, and depending on the Light zone you are in, you may regain some oral of your spent hit dice. Ifyour Ghost spends hit die atthe end of your long rest, you subtract that hit die from ‘what you regained. You cannot benefit from more th hour period one Jong restin a 24- DNDESTINYPROJECT.COM A wasn LIGHT AND DARKNESS ZONES Light zones govern most of what a you and your Ghost can do, When you are in an area that doesn't have a large supply of Light, you or your Ghost may struggle to perform actions that come easily in areas where there is. ‘The natural flow of the Light and the Darkness may corrupt, alter, or bolster your Light abilities. Whenever such a phenomena occurs it is often referred to, colloquially, as & “modifier” detailed at the end of this chapter. Individual creatures may further alter the way Light zones, Darkness zones, and oppressive Darkness zones function, Licut ZONE A basic Light zone is described as an area where the Light flows freely and in equal if not greater, amounts to the Darkness. Guardians are at their strongest in a Light zone: their Ghosts can resurrect them easily, and they have little to ‘worry about in the way of mortal injuries. While ina Light zone, the following mechanics apply: Revival Starting from the turn your Ghost performs the Capture Form action on you, ifyou are ina Light zone, your Ghost can perform the Reform Guardian action as a free action on your turn, You cannot take any actions of use any ‘movement on the turn that you are revived. Resting & Hit Dice. When you complete any form of rest in a Light zone, you regain all ofyour health and spent hit dice, Example Locations. The Tower, the Last City, and much of the Cosmodrome is a Light Zone. DARKNESS ZONE ‘A Darkness zone is an area where the flow of Light is hindered or blocked in some way. The Light may be stile, or a creature may be siphoning the Light away, leaving only Darkaess behind No matter the case, while ina Darkness zone, the following mechanics apply: Revival Starting from the turn your Ghost performs the Capture Form action, your Ghost must wait 3 rounds before it ean spend a hit die to perform the Reform Guardian action. Alternatively, another Guardian can use the Channel Light action on your Ghost to revive you earlier. Resting & Hit Dice. You do not regain hit dice from a brief rest or a short rest that is completed in a Darkness zone. When you complete a fong rest in a Darkness zone, your Ghost regains half of your total hit dice (minimum 1), up to the hit dice maximum for your level Example Locations. The area around a Prime Servitor, an active SIVA site, and most of the Dreadnought is considered tobe a Darkness zone OPPRESSIVE DARKNESS ZONE ‘An oppressive Darkness zone is an area where the Light is neatly, ifnot completely shut out or gone, Rarely, these zones exist as natural phenomena; usually, they are caused by some powerful entity. While in an oppressive Darkness zone, the following mechanics apply: Revival Your Ghost cannot perform the Reform Guardian action while in an oppressive Darkness zone. Guardians. cannot perform the Channel Light action while in an on oppressive Darkness zone. Resting & Hit Dice. You do not regenerate any hit dice from completing a brief or short rest in an oppressive Darkness zone. ‘At the end of «long rest in an oppressive Darkness zone, you regain a number of hit dice equal to your Light ability ‘modifier. These hit dice can only be used to heal you as long as your are in an oppressive Darkness zone. Example Locations. An oppressive Darkness zone usually refers to locations as dangerous as an Ascendant realm, the throne of Atheon in the Vault of Glass, or the SIVA Replication Complex. ACTIONS IN COMBAT In addition to the normal actions available, D&Destiny introduces the ADS action, Reload action, and Channel Light action. There is also a new skill the Technology skill. ADS During your turn, you can choose to exchange half of your movement in order to aim down the sights of your firearm, granting yourself the Aiming condition. Creatures who are [Aiming have the following effects applied to them: + You do not have an inherent disadvantage for targeting a part of a multipart creature * You do not have an inherent disadvantage when fring your weapon in its extended range + Melee attacks have advantage against you, and you have disadvantage on Deaterty saving throws ‘The Aiming condition ends when you move more than 5 feet, or you take an action other than Attack with your firearm, Ifyou end your turn Aiming, you will start your next turn already Aiming. RELOAD ‘The reload action allows you to refill the shot capacity of your active firearm, ‘When you make an attack roll with your active firearm, before determining if your attack hits, you subtract 1 shot from your firearms shot capacity. When your fiearm’s shot capacity reaches 0, vou need to perform a reloading action on your firearm in order to make a ranged attack with it again, You expend 1 magazine of the weapon's class from your carried magazine when you do this. ‘You can choose to reload a firearm before ite shot capacity reaches 0, Ifyou do, you still expend 1 full magazine to reload. Having proficiency in a firearm class allows you to reload the firearm as an action or bonus action, your choice. Cast A LicuT ABILITY Casting a Light ability either your grenade, melee, or super ability - is a separate action from the Attack action, Some class features or item perks may allow you to cast a Light ability in place of one of your attacks if you have the option to attack multiple times. CHANNEL LicHT You channel your Ligh into a willing Ghost who has captured their Guardian's form. When you do this, the Ghost ofthe Guardian also performs the Reform Guardian action, spending a hit die as normal Both you and the respawned Guardian gain an overshield equal in strength to your ‘maximum shield capacity that lasts until the end of your next, turn or until it is depleted, whichever happens first. ‘The respawned Guardian can take their next turn as, normal, EMOTE Guardians can perform an emote as a free action. Guost ACTIONS Ghosts can perform two special actions called Cs and Reform Guardian CAPTURE FORM Ifyou are on death saving throws and your Ghost is within 10 fect of you, as an action they ean capture your Light and create a copy of you, This copy is stored in the Ghost and isa perfect copy of you, including all memories and equipment (worn and carried) So long as your Ghost has this copy of you, they can take the Reform Guardian action. Ghosts cannot perform Capture Form from within the pocket backpack. Ghosts have until their Guardian fails 3 death saving throws to perform the Capture Form action on their Guardian. Ifa Guardian fails 3 death saving throws, their Light is lost, and they cannot be reformed again. your Ghost is in its pocket backpack when you are reduced to 0 health, it does not have to immediately leave the pocket backpack. However, ifit leaves the packet backpack, it ‘cannot re-enter the pocket backpack until it has performed the Reform Guardian action. ture Light DNDESTINYPRO|ECT.COM REFORM GUARDIAN Your Ghost uses its copy of you and some wibbly-wobbly Light magic to reform your body in the same space the Ghost is occupying. Guardians recreated in this way are said to have "revived" of “respawned.” and you have all of your hit points restored and your shields are set to maximum capacity. Your active weapon is the weapon you were holding when you died Any broken equipment may or may not remain broken at the GM's diseretion, When you are recreated your old body, now nothing more than photons of light, disappears. ‘To perform the Reform Guardian actions, you must have at least I hit die remaining. CONDITIONS ‘There are several new conditions introduced in D&Destiny. ‘These conditions alter a creature's capabilities in a variety of ‘ways and can arise as a result of Light ability a class feature, a monster's attack, or other effect. Active CAMOUFLAGE + Acreature using active camouflage is impossible to see ‘without the aid of scanners or a special sense. For the purpose of hiding, the creature is heavily obscured The ‘creature's location can be detected by any noise it makes ‘or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage. + Ifacreature using active camouflage takes any action, reaction, or bonus action to do anything other than move, their active camouflage ends, regardless of duration, after they take their action, reaction, or bonus action. Ifthe ‘creature can make multiple attacks with one action, reaction, or bonus action, they loge their active ‘camouflage after their first attack. BurNING + Aburning creature takes 1d6 solar damage at the start of ‘their turn and cannot regenerate shields or health on their + Burning creatures have disadvantage on their attack rolls, ‘TETHERED + Atethered creature is incapacitated blinded, and restrained Creatures immune to being incapacitated blinded, andjor restrained can stil be tethered, though they will not suffer the effects of being incapacitated blinded, and/or restrained + All damage done to the creature is doubled while it is tethered, DNDESTINYPROJECT.COM GUARDIAN JUMPS Guardians can use the Light to give them a boost while airborne, allowing them to traverse difficult terrain or climb walls with ease. Your superclass determines how you do this. You calculate your initial jump like normal, and also like normal each foot you clear on a Light boosted jump costs, ‘one foot of movement speed. All Guardians can use their jump to negate falling damage with a successful Dexterity (Acrobatics) check. Guardians can only use a Light-boosted jump once while airborne, and must touch the ground before using it again. Hanter. Hunters can make a long jump or high jump in a ditection of their choosing, using their Light ability modifier to calculate their airborne jump instead of Strength. Titan. When making a jump boosted by their Light, Titans can move a number of feet equal to 5 x their Light ability ‘modifier in the same direction as their initial jump, Warlock. Warlocks jamping wit their Light can move a number of feet equal to 5 x their Light ability modifier. Changing direction, either from their initial jump or during their jump, costs 5 additional feet of movement. CHARACTER SHEETS The biggest change you will need to make is to rename ‘Temporary Hit Points as Shields, and perhaps cut itin half with a black pen so one side ean keep track of your normal shields, and the other can keep track of any potential overshields you may obtain. ‘You will need a second character sheet to keep track of your Ghost’s ability scores and inventory, but not much else. You can easily use the back of your character sheet or a scratch piece of paper to keep track of your Light ability cooldown scores. Yes, we are designing a custom D&Destiny character shect, wwe just need to finish making the game so we know what to put on the sheet first} MODIFIERS you delve into strange and untamed Light and Darkness zones, you may come across an area where the Light and the Darkness is actively clashing with each other, creating what is colloquially referred to as a "modifier" to the ‘Sometimes, creatures, class abilities, or even the strange Gun of Many Bullets may call upon a modifier at.will These modifiers affect all creatures in the area unless stated otherwise. Your GM may decide to determine what the modifier is themselves, or they may elect to roll on the Modifier table below. Successful attacks from a creature that i inthe air have the total from their damage roll doubled, Successful attacks that deal arc damage have the total from their damage roll tripled Minions of the Darkness are immune to the Stunned condition, have disadvantage on Wisdom saving Guardians that make sucessful melee attacks have the total from their damage roll doubled Perception) checks, and thei Perception score is equal to eure, ably, or perk tat may gran advantage. [At the start of a Guardian's turn, Grenade cooldown scores gain a +3, melee ability cooldown scores gain All creatures that are not considered Minions to the highest-level Guardian inthe fireteam have energy shields equal to 5 x their Constitution modifier. Creatures that already have energy shields have this, x MODIFIERS Modifier 420 Name Effect 1 Airborne 2 Arc Burn 3 Berserk throws, and are more likely to decide to rush at creatures hostile to them. 4 Brawler 5 Catapult Grenade cooldown scores gain +3 on the start of a Guardian's turn instead of +1 6 Chaff All creatures have disadvantage on Wisdom their Perception bonus. This overwrites any 7 Daybreak +2, and super cooldown scores gain a +7. 8 Epic number added onto their existing energy shields 9 Exposure resurrects, Guardian maximum shield capacity is tripled, but they do not regenerate unless the Guardian dies and 10 Grounded Player characters take twice as much damage if they are hit while airborne. 11 Juggler ‘Your Ghost cannot synthesize ammo for your currently equipped weapons. 12. Lightswitch Minions of the Darkness that make successful melee attacks have the total ftom their damage roll tripled 13. Match Came 14 Nightfall Energy shields are resistant to all forms of damage that does not match the element of the shield. Ifa Guardian dies in a Nightfall modified zone, they immediately fal 3 death saving throws. 15. Small Arms Successful attacks with primary firearms have the total from their damage roll doubled. 16 Solar Burn Successful attacks that deal solar damage have the total from their damage roll tripled. 1. Specialist 18 Trickle Successful attacks with secondary firearms have the total from their damage roll doubled. The ready-to-use score of Light abilities is doubled. 19 Void Burn Successful attacks that deal void damage have the total from their damage roll tripled 20 Burning Guardians take twice as much damage from all sources while their super ability is ready-to-use. Super Light abilities can be cast as a free action on the Guardian's turn. At the start of a Guardian's tur, their super ability cooldown score gains +7 points. DNDESTINYPROJECT.COM CHAPTER 6: CUSTOMIZATION OPTIONS he power of your Light abilities isnt the only thing that grows with you. As you grow in strength, knowledge, and wealth, certain weapon and armor upgrades will become available to you. This section explains how these armor and weapon upgrades work. ARMOR UPGRADES [As you grow in power, so does your ability to utilize more advanced functions of Guardian armor, These functions are colloquially referred to as "perks." The more perks a piece of armor can have, the higher the tier of armor itis. The armor tiers ate, in ascending order: common, uncommon, rare, and legendary ARMOR TIERS Tier Cost AC Bonus Slots Available Common See Guardian ~ . Armortable Uncommon +2,000g +1 ‘st Rare 47000g +2 Vseand Legendary +13,000 3 Vst-3rd Guardian armor can be found or bought at higher tiers, rit can be upgraded via an armorsmith. The cost of upgrading your Guardian armor is detailed in the Armor Tiers table, You pay the full cost of upgrading your armor from the tier itis at to the tier you wish to upgrade it to. For example, if you wanted to upgrade a Fieldweave armor set from common to rare, it would cost 9,000 glimmer (2000 + 7,000) to do so. ‘The armor perks you can choose from are shown in the Armor Perks table, This table is the same for all armor types. Ifa perk slot has more than one section, you gain one perk from each section when you unlock that slot ARMOR PERKS Skt LA Slot 2 Sbot3 Fastball Innervation Elemental Armor Impact Induction Invigoration _ Elemental Defense Momentum Heavy Lifting Angel of Mercy Transfer Slot 1-8 Second Thoughts Ashes to Assets Primary Ammo Hands-On Secondary Ammo Inverse Shadow Heavy Ammo DNDESTINYPROJECT.COM PERK DESCRIPTIONS Descriptions of the armor perks are listed below. ‘Angel of Mercy. Add 7 points to your super cooldown score when you revive a teammate Ashes to Assets. Add 2 to your super cooldown for every enemy you kil witha grenade ability Elemental Armor. Choose an element of Light. This armor now grants a bonus +1 AC to Guardians who ate proficient with this armor and have a Light Affinity ofthe same clement. Ttcosts 2000 glimmer to change which element of ight this perk affects ‘Elemental Defease. Choose an clement of Light. This armor now resists damage ofthat clement. It costs 2000 flimmer to change which element of Light this perk affects. Fastball Increase grenade throw distance by 10 feet. Hands-On. Add 2 to your super cooldown for every enemy you kill with an unarmed strike of melee ability attack. Heavy Ammo. You can carry | more magazine of heavy ‘ammunition on your person. Heavy Lifting. Add 2to your sup enemy you kil witha heavy firearm. Impact Induction. Causing damage with a melee attack ‘dds 1 point to your grenade ability cooldown score. Innervation. Ald 1 to your grenade cooldown score for very super cooldown point withdrawn from a Well of Light. Tnvigoration, Add 1 to your melee cooldown score for every super cooldown point withdrawn from a Well of Light. Inverse Shadow Add 2to your super cooldown instead of 1 for kiling a hostile creature ‘Momentum Transfer. Causing damage with a grenade adds 1 point to your melee ability cooldown score for every creature hit Primary Ammo. You can carry 3 extra magazines of primary ammo on your person. Second Thoughts. Add 2 to your super cooldown for every cencmy you kill with a secondary fresrm, ‘Secondary Ammo, You can cary 2 more magazines of secondary ammunition on your person, ooldawn for every FIREARM UPGRADES You can choose (o upgrade your common firearms toa higher tier following the pricing in the Weapon Tiers table. You can nly upgrade weapons one tier at atime, but you can pay for multiple upgrades at once. Because of the way weapons are built, not all weapon. classes have access to all weapon perks, and not all weapon perks can be used in conjunction with each other. Refer to the tables under Weapon Perk Combinations o sce which perks and combinations of perks are available for your ‘weapon WEAPON Tiers Ter Cost Slots Common See Firearm Weapons table Uncommon +1,000 gl 1st Rare 42,000 gl Astand Legendary +4,000 gl Ise3rd PURCHASING PERKS ‘You must pay forthe perk(s) on weapons of uncommon tier and above, and due to the way uncommon and above ‘weapons are configured, you must buy at least one perk for every slot available on the weapon or it will not be a complete weapon and will not function. For example ifyou wanted to buy a rare hand cannon, you would need to buy atleast one perk from both Slot I and Slot 2 before you could use it RANDOM FIREARMS You may find firearms during your adventures. The GM could construct these weapons themselves, or they can use the die listed in the lefthand column ofthe perk combination tables toroll a random perk for each slot option on your found weapons, The tier of the weapon also reflects its rarity. A legendary firearm both costs more and is harder to find than an ‘uncommon firearm, PERK ORDER OF OPERATION You may end up with a weapon that applies both bonuses and etriments to the same property ofthe weapon, such as a weapon with one perk that grants *2 to atack rolls and a. second perk that grants-I to attack rolls. When these situations occur, you calculate the final outcome by applying any perk bonuses or positives tothe weapon first, and you apply perk negatives or detriments to the weapon last [No matter what, a weapon's range can never be less than 0. PERK DESCRIPTIONS Descriptions of the various weapon perks are listed below: Accelerated Coils. The battery in this weapon can build and project energy faster than the standard. This perk. negates the Charging intrinsic weapon property. Ambusher Sights. The sights on this weapon are built to reduce visual clutter and make syncing to HUDs quick and snappy. This weapon's effective range is reduced by 10 fect (minimum 0} its maximum range is reduced by 30 feet (minimum 0), and it gains a-+2 to hit while Aiming, Appended Magazine. This weapon's shot capacity increases by 3 shots, and it gains the Bulky intrinsic property ifit did not already have it If another perk on this weapon negates the Bulky property, the Bulky effects of the two perks are canceled out, and whether of not the weapon has Bulky is determined by the weapon's intrinsic properties. Armor piercing Rounds. This weapon overcomes a creature's resistances or immunities to the damage it deals, If a creature is resistant to the type of damage this weapon deals, this wespon deals normal damage instead Ifa creature is immune to the type of damage this weapon deal, this weapon deals damage asf the creature were resistant instead. Army of One. Ifyou kill a hostile creature with this ‘weapon, you add up to 1 point to both your grenade cooldown score and melee ability cooldown score. Battle Runner. Kills with this weapon grant a bonus 10 feet of movement speed until the end of your next turn. Braced Frame. This weapon is built for stability and has a bonus +2 to hit on all attacks, but has 2 less shots in its shot capaci Cascade. Ifyou get a melee kill while this weapon is your active weapon, you can reload this wespon as a bonus action, If reloading this weapon was already a bonus action for yo, it becomes a free action instead, Close and/or Personal When you successfully hit 3 hostile creature within the effective range of this weapon, you ccan add an additional damage die to any melee attacks you ‘make until the end of your next turn. Clown Cartridge. When you reload this weapon, you can choose to roll a d6. On 5.6, add 1 temporary extra shot to this ‘weapor's shot capacity: This shot is lost when you fire this ‘weapon or reload and you don't roll a 5-6 for this perk. Cluster Bomb. In additional to normal damage, this weapon drops cluster bombs that deal any additional half damage to any creatures standing within the payloads radius at the end of their next turn, Crowd Control Killing a creature with this weapon grants +1 damage to it for the next 2 rounds. Does not stack ‘Custom Options. While Aiming, this weapon's maximum range is increased by 10 feet. Danger Close. When this is your active weapon and two or more enemies are within 5 feet of you, you can reload this ‘weapon as a bonus action, If reloading this weapon was, already a bonus action for you, it becomes a free action instead Energy Weapon (swords only) This weapon has been infused with Light energy, which draws from its shot capacity when used asa versatile weapon. If this weapon's shot capacity is 0, you can only make melee weapon attacks with it Enhanced Battery. This weapon's shot capacity increases by Elongated Barrel Tis weapon's effective range increa by 30 feet, and its maximum range increases by 20 feet, but at the cost of adding -1 to its attack rolls, DNDESTINYPRO|ECT.COM Exhumed You can either Reload this weapon or Attack once with it on the initiative that you are revived. Explosive Rounds. This wespon deals twice as much damage to swarms and has a bonus +1 to attack. Extended Mag. This weapon's shot capacity increases by 2 Eye of the Storm. The whirlwind of battle spurs you on. If ‘your shields have half or less of your maximum shield. capacity remaining, you gain a +2 to hit with this weapon. ‘Feather Mag. Reloading this weapon is a bonus action. If reloading this weapon was already a bonus action, it becomes a free action. Additionally, this weapon's shot capacity is reduced by 2 (On sidearms, this weapon's shot capacity is reduced by 3) Feeding Frenzy. Killing a creature with this weapon spurs ‘you on, making reloading this weapon a bonus action. If reloading this weapon was already a bonus action, it becomes a free action, Ths effect lasts until the end of your next tur, Field Scout. You can cacty up to 2 additional magazines, for this weapon on your person regardless of your armor's ‘magazine capacity. These additional magazines can only be used for this weapon, ‘Final Round Ifyou hit a creature with the final shot in this weapon, itis a critical hit. Firefly I'you land the killing blow on a creature with an attack roll of 18-20, not including modifiers, the creature explodes, dealing this weapon's damage to all other creatures within 5 feet Fitted Stock. This weapon has a bonus +1 to hit. Flared Magwell. This perk negates the effects ofthe Bulky property, ifyour weapon has it, but causes this weapon to add ‘4-1 to hit. If another perk on this weapon negates the Bulky property, the Bulky effects of the two perks are canceled out, and whether or not the weapon has Bulky is determined by the weapon's intrinsic properties. Focused Fire. This weapon adds an extra damage die to all successful attacks you make with it while Aiming. Glass Half Full. When this weapon's current shot count is equal to or less than half of its total shot capacity, add an extra damage die to this weapon's damage rolls. Grave Robber. Ifyou kill a creature with a melee attack, ‘you can rola d6. On 5-6, you refill this weapon's shot capacity ‘without expending any magazines to do so. Alternatively, ‘without rolling a d6, you can choose to have your Ghost use the opportunity to reload this weapon using a carried ‘magazine while remaining in your pocket backpack. Grenades and Horseshoes. The shells {rom this weapon ‘will detonate early along its line of fire ifthe scanners on it detects a creature within 5 feet of it, The creature does not need to be the target of your attack for the shell fo detonate. ‘Scanners can detect all living creatures or creatures with the living machine wait. Grenadier. Landing the killing blow on a creature with this ‘weapon allows you to add up to 2 points to your grenade cooldown score. Guerrilla Fighter. When you fire this weapon behind partial half or three-quarters cover, taking the ADS action “with this weapon costs 10 less feet of movement, and you have a bonus +1 to your attack rolls, ‘Hair Trigger. You can fire this weapon as your bonus action once on each of your turns. DNDESTINYPROJECT.COM Hammer Forged This weapon's effective range increase by 10 feet and its maximum range increases by 5 feet. Hand-Forged This weapon is of your own creation. You are considered proficient with it Hand-laid Stock. This weapon has a bonus +2 to hit, but its effective range is reduced by 10 feet (minimum 0) and its ‘maximum range is reduced by 10 feet (minimum 0 Hand Loaded The effective range of this weapon increases by 10 feet. Headseeker. Ifyou hit a creature with this weapon while Aiming, add 144 to your damage roll Heavy Payload. This weapon adds an additional damage die to its damage roll Hidden Hand A mysterious force seems to automatically aim this weapon, While Aiming this weapon, you gain a bonus +2 to hit High Caliber Rounds, This weapon has an additional +2 toll damage rolls and gains the Bulky property. If another perk on this weapon negates the Bulky property, the Bulky effects of the two perks are canceled out, and whether oF not the weapon has Bulky is determined by the weapon's intrinsic properties. Hip Fire. While you are not Aiming, you have a bons *1 to hit with this wespon. Hot Swap. If this weapon is one of your equipped weapons and you switch from your active to it, you gain a *2 to your attack rolls with this weapon until the start of your next tur. Tearus, You do not suffer disadvantage for fring this ‘weapon while in the air. Injection Mold. This weapon gains a bonus +1 to hit, but its effective range is reduced by 5 feet, and its maximum is reduced by 5 feet. Last Resort. Ifyou are aware of atleast one sllied creature that ison death saving throws, reloading this weapon is a free action, and taking the ADS aetion costs no movement. Life Support. Ifyou land the killing blow against « hostile creature with this weapon and have half or less of your shields let, you regain up to half of your shields. Lightweight. While this weapon is your active weapon, you sain a bonus 10 feet of movement speed. Luck in the Chamber. When you make you attack with this weapon, add a special 8 to your d20 roll called a Lucky 48 If this Lucky d8 lands on 8, you can add a bonus “8 to your damage roll ifyou hit with your 420 attack roll Hit or iss, once this Lucky d8 is used, you remave it from your attack rolls until you reload this weapon. On yout final sho, if you still have a Lucky d8 remaining, you consider its roll to automatically be an 8 ‘Malligan. Ifyou miss your shot, you can choose to roll a 46, On 56, you can refund your spent shot Oiled Frame. You can reload this weapon as a bonus action. IFit was already a bonus action, it becomes a free action instead In exchange, its effective range decreases by 5 feet, and its maximum range decreases by 5 feet. Weapon ranges cannot be less than 0. Outlaw. This weapons has a bonus +2 to hit while Aiming, Ifyou kil a creature while Aiming, you can reload this, ‘weapon as a bonus action. If reloading this weapon was: already a bonus action for you, it becomes a free action. Partial Refund Ifyou damage a creature with this weapon and an ally kills that creature before your next turn, you can roll a d6. On 4-6, you can return up to 1 shot to this weapon's magazine capacity. Perfect Balance. This weapon has a bonus +1 to its attack rolls Perfectionist. If all shots in this weapon hit, this weapon's shot capacity is refilled with a carried magazine without having to reload Performance Bonus. If you killa hostile creature with a base attack roll of 18-20, you can add 1 magazine to your inventory, if you have the capacity to hold it. Once you have earned this magazine, you cannot earn another until you reload your weapon, Persistence. After your first attack with this weapon, ifyou o not take any other action, reaction, or bonus action besides attacking with it, and you do not move more than half ‘your movement speed between attacks, you gain a +1 to hit for every shot spent during attacks you make in this way. Quickdraw It is a free action to switch to this weapon if it i one of your equipped weapons. ‘Rangefinder. While Aiming, this weapon's maximum range increases by 15 feet. ‘Reactive Reload Reloading this weapon after killing a creature with it grants you a bonus +2 to your damage rolls with this weapon for the next 2 rounds. Reinforced Barrel This weapon's effective range increases by 10 fect and its maximum range increases by 10 feet, but has a1 added to its attack rolls Relentless Tracker. When you damage a creature with this ‘weapon, your Ghost is able to tell you the exact location of| the creature if itis within 60 feet of you for the next 30 seconds, Replenish, This weapon's shot capacity is refilled when you east your super abliy ‘Rescue Mag. If you take health damage, your Ghost ean refi this weapon's shot capacity using one of your earried magazines without having to leave the pocket backpack. Rifled Barrel The effective range of this weapon increases by 10 feet and its maximum range also increases by 10 feet. However, reloading it becomes an action fit was a bonus action. Ifit was a free action for you to reload this weapon, it becomes a honus action or action; it cannot be a free action toreload this weapon. The reloading detriment of this perk is applied after applying any reloading bonuses from class features or other perks. ‘Scabbard (swords only) This weapon's shot capacity increases by 5 ‘Secret Round This weapon adds an additional damage die to every successful attack ‘Send It. This weapon's effective range increases by 5 feet and its maximum range increases by 5 feet. Additionally, itis granted a bonus “1 to hit, but removes 2 shots from its shot capacity ‘Shoot to Loot, Your Ghost can transmat small items that yo hit into its inventory using the smart rounds inthis ‘weapon, It can only transfer one item per shot. This weapon requires special ammunition that costs an additional 500 glimmer to purchase per ammo synthesis module. ‘Shot Package. This weapon's effective range is increased by 5 feet, its maximum range is increased by 5 feet, and it gains a bonus +1 to hit ts shot eapacity is reduced by 1. Single Point Sling. You can switch to this weapon as a free action ifit is one of your equipped weapons, and you can ‘move up to 10 feet while Aiming without ending the Aiming condition, ‘Smallbore, This weapon's effective range increases by 10 feet, its maximum range increases by 5 feet, and it gains a +2 to its attack rolls, bt it loses 1 shot from its shot capacity Additionally, if reloading this weapon was a bonus action, it becomes an action, Ifit was a fre action for you to reload, this weapon, it becomes a bonus action or action; it cannot be a free action to reload this weapon. The reloading detriment of this perk is applied after applying any reloading bonuses from class features or other perks. ‘Speed Reload You can reload this weapon as a bonus action, and you can do so even if you are not proficient with it Spray and Play. When this weapon's shot capacity is 0, reloading its a bonus action, Ift was already a bonus action to.reload this weapon, it becomes a free action instead. Snapshot. Tie ADS action costs 10 less feet of movement for this weapon, ‘Surplus. Your Ghost synthesizes 1 extra magazine for this ‘weapon for every 1 it synthesizes normally. ‘Surrounded Add an extra damage die to this weapon's damage rolls when 2 or more enemies are within 5 feet of Take a Knee. While this is your active weapon, going prone or recovering from being prone costs 5 less feet of ‘movement. While prone, the ADS action costs no movement, you do not have disadvantage on this firearms attacks, and firing this weapon gives you a bonus +2 to hit ‘Tempered Light (swords only) You have a bonus +1 to AC while this is your active weapon. Third Bye. I this weapon is your active weapon, creatures do not have advantage on their melee attack rolls against you. while you are Aiming, and you do not have disadvantage on Dexterity saving throws while Aiming. Threat Detector Sights. The smart sights on this weapon, help identity enemies, granting you a bonis +2 to attack rolls, However, the effective range of the weapon is decreased by 30 feet, and its maximum range is decreased by 50 feet. Weapon ranges cannot be less than 0. ‘Tracking. Creatures that attempt to use a reaction to negate the damage of this weapon but move 10 feet or less ‘and do not end up behind full eaver as part oftheir reaction are still hit as the target of your attack, ‘Triple Tap. Ifyou hit three times in a row with this ‘weapon, 1 shot is refunded to your shot capacity, and on the ‘umn that you hit your third shot, you can fire this weapon as a bonus action, ‘Tripod This weapon's shot capacity is 3 Underdog. Ifyou have half or less shields remaining, this weaponis effective range increases by 10 feet, the ADS action costs 10 feet less of movement, and you have advantage on Dexterity and Strength saving throws. Unflinching. You cannot have disadvantage on Dexterity saving throws while this weapon is your active weapon. Warrior of Light (swords only) This weapon has a bonus +2 toll damage it deals. Zen Moment. Hitting hostile cresture with this weapon grants a bonus +1 to hit on your next attack. Stacks up 3 times, You lose your stack whenever you miss with an attack or ifyou go a turn without causing damage with this weapon. DNDESTINYPRO|ECT.COM CHAPTER 7: WEAPON PERK COMBINATIONS Auto RIFLES In this section, you will notice that weapon perks are listed as d12 Slot 1 Perk Cost (gf) information on usage rates and perk effectiveness before we 5 Grenadier 500 8 — Rangefinder 500 ‘11 Surrounded 500 12 Underdog. 500 RARE d10— Slot 1 Perk Cost d8 Slot 2 Perk ‘Cost 1 Focused Fe 5001 Ewended Mag 500 3 Perfect Balance 500 3. Harmer Forged 500 4 HipFre COO me eed tse 500 6 Partial Refund 500 6 Lightweight 500 7 Persistence 500, 7 Quickdraw: 500 10 Take aKnee 500 DNDESTINYPROJECT.COM Avro RirLes CONTINUED Lecenpary Tyre 1 10 Slot 1 Perk Cost 48 Slot 2 Perk Cost _d4 Slot 3 Perk Cost 1. Battle Runner 500 1 Appended Magazine 500 1 Glass Half Full 500 2 Close andjor Personal 500 2 Armorpiercing Rounds 500 2 Perfect Balance 500 3 Crowd Control 500 3 Braced Frame 500 3 Persistence 500 4 Danger Close 500 4 Feather Mag 500 4 Third Eye 500 5 Eye of the Storm 5005 Hand-laid Stock 500 6 Focused Fire 500 6 High Caliber Rounds 500 7 Grenadier 500 7 Rifled Barrel 500 8 Hip Fire 500 8 Smallbore 500 9 Icarus 500 10. Spray and Play 500 LEGENDARY AUTO RIFLES: TYPE 2 410 Slot 1 Perk Cost d12 Slot 2 Perk Cost d12 Shot 3 Perk Cost 1. Battle Runner 500 1 Appended Magazine 500 1 Glass Half Full 500 2 Crowd Control 500 2 Armor-piercing Rounds 500 2 Danger Close 500 3° Focused Fire 500 3 Feather Mag 5003 Exhumed 500 4 Grave Robber 500 4 Fitted Stock 500 4 Eye of the Storm 500 5 Hip Fire 500 5 Hand Loaded 500 5 Field Scout 500 6 Hot Swap 500 6 Hand-laid Stock 500 6 Glass Half Full 500 7 Persistence 500 7 Injection Mold 500 7 Grenadier 500 8 Rangefinder 500 8 Lightweight 500 8 Icarus 500 9 Replenish 500 9 Oiled Frame 500 9 Life Support 500 10 Spray and Play 500 10 Reinforced Barrel 500 10 Perfect Balance 500 11 Rifled Barrel 500 11. Surrounded 500 12. Smallbore 500 12 Third Eye 500 DNDESTINYPRO|ECT.COM HAND CANNONS UNcoMMON 12 Skt 1 Perk 1 Cascade 2 Final Round 3 Grenadier 4 Hair Tigger 5 Hip Fire 6 — Luckin the Chamber 7 Mulligan 8 Outlaw 9 Rangefinder 10 Reactive Reload 11 Spray and Play 12 Zen Moment RARE d12_ Slot 1 Perk 1 Feeding Frenzy 2 Final Round 3. Grenadier 4 Hip Fire 5 Life Support 6 _ Luckin the Chamber 7 Mulligan 8 Outlaw 9 Rangefinder 10 Reactive Reload 11 Spray and Play 12 Zen Moment. DNDESTINYPROJECT.COM Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 Slot 2 Perk. ‘Armor-piercing Rounds Explosive Rounds Extended Mag. Hand Loaded Lightweight Quickdraw Send It Snapshot 500 500 500 500 500 500 500 500 HAND CANNONS CONTINUED Lecenpary Tyre 1 d8 Slot 1 Perk 1 Army of One Crowd Control Danger Close Hot Swap Last Resort ‘Surrounded Triple Tap Eye of the Storm Lecenpary Tyre 2 d6 Slot 1 Perk 1 ‘Army of One Grenadier Luck in the Chamber Mulligan Third Eye Zen Moment Cost 8 Slot 2 Perk 500 500 500 500 500 500 500 500 1 Feeding Frenzy 2 Final Round 3. Outlaw 4. Rangefinder 5 Reactive Reload 6 Spray and Play 7 Field Scout 8 Zen Moment 500 500 500 500 500 500 Slot 2 Perk Braced Frame Extended Mag Injection Mold Lightweight Quickdraw Reinforced Barrel Rifled Barrel Snapshot Cost 500 500 500 500 500 500 500 500 8 Slot 3 Perk ‘Armor piercing Rounds Explosive Rounds Hand Loaded High Caliber Rounds Oiled Frame Reinforced Barcel ween Smallbore Snapshot Cost d12 Slot 3 Perk 500 1 Danger Close 500 2 exhumed 500 3 Eyeof the Storm 500 4 Feeding Frenzy 500 5 Firefly 500 6 Icarus 500 7 Life Support 500 8 Outlaw 9 Rescue Mag 10. Surrounded 11 Triple Tap 12. Underdog Cost 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 500 500 500 500 DNDESTINYPRO|ECT.COM PULSE RIFLES UNCOMMON 412 Slot 1 Perk Cost 1 Army of One 500 2 Danger Close 500 3 Guerrilla Fighter 500 4 Headseeker 500 5 Hidden Hand 500 6 Life Support 500 7 Outlaw 500 8 Rangefinder 500 9 Rescue Mag 500 10 Secret Round 500 11 Spray and Play 500 12 Surrounded 500 RARE 412 Slot 1 Perk Cost 410 Slot 2 Perk Cost 1 Army of One 500 1 Ambusher Sights 500 2 Eye of the Storm 500 2 Fitted Stock 500 3 Guerilla Fighter 500 3 Hand Loaded 500 4 Headsecker 500 4 Hand-taid Stock 500 5 Life Support 500 5 Injection Mold 500 6 Outlaw 500 6 Lightweight 500 7 Perfect Balance 500 7 Oiled Frame 500 8 Rangefinder 500 8 Reinforced Barrel 500 9 Secret Round 500 9 Smallbore 500 10 Spray and Play 500 10 Snapshot 500 11 Surrounded 500 12 Underdog. 500 DNDESTINYPROJECT.COM PULSE RIFLES CONTINUED Lecenpary Tyre 1 d6 Slot 1 Perk 1 ‘Appended Magazine Feather Mag, Fitted Stock Hammer Forged High Caliber Rounds Oiled Frame LEGENDARY TYPE 2 8 Slot 1 Perk 1 eV anunrun Eye of the Storm Feeding Frenzy Shoot to Loot Life Support Outlaw Partial Refund Secret Round Take a knee Cost 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 3 10 Slot 2 Perk 1 Field Scout Headseeker Hip Fire learus Outlaw Perfect Balance Rangefinder Secret Round Re) = et ede Spray and Play Zen Moment Slot 2 Perk ‘Ambusher Sights ‘Appended Magazine Feather Mag Hand-laid Lightweight Hidden Hand Rifled Barrel Smallbore ck: 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 8 Slot 3 Perk Ambusher Sights Hand-laid Stock Injection Mold Lightweight Reinforced Barrel Rifled Barrel Smallbore Snapshot 4 Slot 3 Perk 1. Glass Half Full 2 Headseeker 3. Rangefinder 4 Third Eye 500 500 500 500 500 500 500 500 500 500 500 500 DNDESTINYPRO|ECT.COM Scour RIFLES Uncommon diz 1 un 2 ‘Slot 1 Perk: Army of One Danger Close ye ofthe Storn Exhumed Firefly Grenadier learus Life Support Mulligan Replenish Rescue Mag Third Eye Slot 1 Perk Field Scout Grenadier Luck in the Chamber Mulligan Outlaw Performance Bonus Rangefinder Reactive Reload Shoot to Loot Spray and Play Take aknee Zen Moment DNDESTINYPROJECT.COM Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 4 Slot 2 Perk Explosive Rounds Fitted Stock Hand Loaded Snapshot 500 500 500 500 Scour RirLes CONTINUED Lecenpary Tyre 1 d10 Slot 1 Perk 3 Eye of the Storm Field Scout learus Last Resort Life Support Mulligan Outlaw Performance Bonus Take a Knee Zen Moment LEGENDARY TYPE 2 d10 12 3-4 5-6 78 9-10 Shot 1 Perk learus Life Support Replenish Rescue Mag, Triple Tap 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 500 500 8 Shot2 Perk Armor piercing Rounds Braced Frame Explosive Rounds Hammer Forged Ambusher Sights High Caliber Rounds Smallbore Shoot to Loot Slot 2 Perk ‘Ambusher Sights Extended Mag Feather Mag Lightweight Quickdraw Rifled Bartel Smallbore Snapshot 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 dio. 3 44 Slot 3 Perk 1 Firety 2 Perfect Balance 3. Reactive Reload 4 Third Eye Slot 3 Perk ‘Army of One Danger Close Exhumed Eye of the Storm Firefly Grenadier Surrounded Third Eye Underdog Zen Moment Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 DNDESTINYPRO|ECT.COM SUBMACHINE GUNS UNcoMMON diz 1 ween n 2 O-8.8.8.8-5 n 2 Slt 1 Perk Army of One Battle Runner Cascade Close andjor Personal Crowd Control Danger Close Eye of the Storm Life Support Snapshot Spray and Play Surrounded Third Eye Slot 1 Perk ‘Army of One Battle Runner Cascade Close andjor Personal Crowd Control Danger Close Eye of the Storm Life Support Snapshot Spray and Play Surrounded Third Eye DNDESTINYPROJECT.COM Cost 500 500 500 500 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 500 500 500 500 Slot 2 Perk Braced Frame Fitted Stock Injection Mold Lightweight led Frame Quickdraw Send It Srnallbore 500 500 500 500 500 500 500 500 SMGs CONTINUED Lacennary Tyre 1 6 Slot 1 Perk 1. Army of One Close andjor Personal Crowd Control 2 3 4. Danger Close 5 Glass Half Full 5 Last Resort Perfect Balance Reactive Reload Surrounded Zen Moment LEGENDARY TYPE 2 48 Slot 1 Perk 1 Army of One Cascade Crowd Control Feeding Frenzy Life Support Mulligan Underdog Zen Moment 500 500 500 500 500 500 500 500 Cost 8 Slot 2 Perk 500 500 500 500 500 500 Battle Runner Cascade Feeding Frenzy Field Scout Partial Refund Relentless Tracker Spray and Play eVaurune Underdog, 8 Slot 2 Perk Extended Mag High Caliber Rounds Lightweight Snapshot Hidden Hand Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 8 Slot 3 Perk ‘Appended Magazine Feather Mag Fitted Stock High Caliber Rounds Injection Mold Oiled Frame Quickdraw Reinforced Barrel eVaurune d4 Slot 3 Perk Performance Bonus Rangefinder Reactive Reload Send It Cost 500 500 500 500 500 500 500 500 Cost 500 500 500 500 DNDESTINYPRO|ECT.COM FUsION RIFLES Uncommon diz 1 un 2 DNDESTINYPROJECT.COM ‘Slot 1 Perk. Army of One Danger Close Exhumed Eye of the Storm Field Scout Grenadier Hot Swap Life Support Rangefinder Replenish Surrounded Underdog, Slot 1 Perk ‘Army of One Danger Close Exhumed ye of the Storm Field Scout Grenadier Rangefinder Replenish Surrounded Underdog, Cost 500 500 500 500 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 500 500 dio 12 34 56 78 9.10 ‘Slot 2 Perk Accelerated Coils Enhanced Battery Lightweight Quickdraw Snapshot 500 500 500 500 500 Fusion RirLes CONTINUED Lec 8 1 Les :ENDARY TYPE 1 ‘Slot 1 Perk. Battle Runner Danger Close Field Scout Hip Fire Last Resort Spray and Play Surrounded Underdog. ;ENDARY TYPE 2 ‘G10. Slot 1 Perk 1 2 3 4 5 6 7 8 9 ° ‘Accelerated Coils Army of One Braced Frame Enhanced Battery Grenadier Hand-laid Stock Hot Swap Injection Mold Clled Frame Replenish Cost 500 500 500 500 500 500 500 500 d12_ Slot 2 Perk u 2 Accelerated Coils Armor piercing Rounds Braced Frame Enhanced Battery Feather Mag Hand-laid Stock Injection Mold Lightweight Oiled Frame Quickéraw Rifled Barrel Snapshot Cost d6 Slot 2 Perk 500 1 Exhumed 500 2 Eye of the Storm 500 3 Lightweight 500 4 Quickdraw 500 5 Snapshot 500 6 Surrounded 500 500 500 500 Cost 500 500 500 500 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 8 Slot 3 Perk Army of One Eye of the Storm Grenadier Hot Swap Icarus Life Support 7 Rangefinder 8 Replenish Slot 3 Perk Danger Close Life Support Rangefinder pune Underdog. Cost 500 500 500 500 500 500 500 500 Cost 500 500 500 500 DNDESTINYPRO|ECT.COM SHOTGUNS UNcoMMON diz 1 wan n 2 u 2 Slt 1 Perk Army of One Battle Runner Close and/or Personal Crowd Control Danger Close Hot Swap Last Resort Life Support Replenish Rescue Mag Surrounded Underdog, Slot 1 Perk Battle Runner Close andjor Personal Crowd Control Danger Close Exhumed Hot Swap Last Resort Life Support Rangefinder Rescue Mag, Surrounded Underdog DNDESTINYPROJECT.COM Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 d10 Slot 2 Perk 1 Fitted Stock Hand Loaded Hand-laid Stock High Caliber Rounds Injection Mold Lightweight OOled Frarme Reinforced Barrel Rifled Barrel Shot Package 500 500 500 500 500 500 500 500 500 500 SHOTGUNS CONTINUED Lecennary Tyre 1 d8 Slot 1 Perk 1 ‘ery of One Close andjor Personal Crowd Control Danger Close Final Round Last Resort Field Scout Surrounded Lecenpary Tyre 2 d6 Slot 1 Perk 1 ‘Army of One Battle Runner Cascade Close andjor Personal Life Support Replenish Cost 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 10 12 5-6 78 9-10 Slot 2 Perk. Battle Runner Feeding Frenzy Hot Swap Rangefinder Spray and Play 46 Slot 2 Perk Harmer Forged Lightweight Quickdraw Reinforced Bartel Shot Package Smallbore Cost 500 500 500 500 500 500 500 500 500 500 500 4 Slot 3 Perk 1 Fitted Stock 2. Flared Magwell 3. Hand-laid Stock 4 Lightweight Oiled Frame Rifled Barrel Shot Package Snapshot d4 Slot 3 Perk 1 Crowd Control 2 Field Scout 3 Final Round 4. Rangefinder 500 500 500 500 500 500 500 500 Cost 500 500 500 500 DNDESTINYPRO|ECT.COM SIDEARMS UNCOMMON diz 1 n 2 eV nuruna DNDESTINYPROJECT.COM Slot 1 Perk. Army of One Battle Runner Cascade Crowd Control Danger Close Feeding Frenzy Hot Swap Outlaw Rangefinder Reactive Reload Spray and Play Surrounded Slot 1 Perk ‘Army of One Crowd Control Danger Close Last Resort Rangefinder Reactive Reload Surrounded Zen Morment Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 45 aweuena Slot 2 Perk Battle Runner Cascade Feeding Frenzy Hot Swap Outlaw Spray and Play 500 500 500 500 500 500 S1DEARMS CONTINUED Lecennary Tyre 1 d8 Slot 1 Perk 1 Lecenpary Tyre 2 Army of One Crowd Control Danger Close Last Resort Rangefinder Reactive Reload Surrounded Zen Moment dB Slot 1 Perk 1 ‘Army of One Cascade Crowd Control Feeding Frenzy Mulligan Outlaw Perfect Balance Zen Moment Cost d8 Slot 2 Perk 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 1 2 3 4 5 6 7 8 8 Battle Runner Cascade Feeding Frenzy Hot Swap Outlaw Partial Refund Relentless Tracker Spray and Play Shot 2 Perk Extended Mag Field Scout Fitted Stock Hand Loaded High Caliber Rounds Lightweight Hidden Hand Snapshot 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 6 Slot 3 Perk ‘Appended Magazine Feather Mag High Caliber Rounds Quickdraw Reinforced Barcel o fe Ee Snapshot d4 Slot 3 Perk 1. Performance Bonus 2. Send It 3. Rangefinder 4. Reactive Reload 500 500 500 500 500 500 Cost 500 500 500 500 DNDESTINYPRO|ECT.COM 40 SNIPER RIFLES UncoMMON 412 Slot 1 2 3 5 7 8 9 10 n 2 d4 1 2 3 DNDESTINYPROJECT.COM Army of One Eye of the Storm Firefly Grenadier Guerilla Fighter Hidden Hand Hot Swap Last Resort Life Support Mulligan Outlaw Spray and Play ‘Slot 1 Perk High Caliber Rounds Outlaw Shoot to Loot Take a Knee 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 ‘Slot 2 Perk Battle Runner Feeding Frenzy Guerrilla Fighter Partial Refund Snapshot Spray and Play 500 500 500 500 500 500 SNIPER RIFLES CONTINUED Lecennary Tyre 1 d8 Slot 1 Perk 1 Army of One Eye of the Storm Grenadier Guerrilla Fighter Last Resort Life Support Partial Refund Triple Tap Lecenpary Tyre 2 48 Slot 1 Perk 1 ‘Army of One Grenadier Life Support Mulligan Perfectionist Spray and Play Triple Tap Underdog, Cost d8 Slot 2 Perk 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 ‘Armor-piercing Rounds Extended Mag Flongated Barre Explosive Rounds Quickdraw Srmallbore Snapshot Threat Detector Sights Slot 2 Perk Armor-piercing Rounds Explosive Rounds Extended Mag Field Scout Quickdraw Shoot to Loot Smallbore Snapshot Cost 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 46 Slot 3 Perk 1 Firefly 2. Hot Swap 3 Mulligan 4 Outlaw 5. Perfect Balance 6 Perfectionist 4 Slot 3 Perk 1. Final Round 2 Firefly 3 Hidden Hand 4 Take knee Cost 500 500 500 500 500 500 500 500 500 500 DNDESTINYPRO|ECT.COM LINEAR FUSION RIFLES UNCOMMON diz un 2 Slot 1 Perk. Army of One Clown Cartridge ye ofthe Stormn Feeding Frenzy Grenadier Guerrilla Fighter Last Resort Life Support Mulligan Perfectionist Rangefinder Take a Knee Slot 1 Perk ‘Army of One Enhanced Battery Feeding Frenzy Grenadier Guerrilla Fighter Mulligan Outlaw Take a Knee DNDESTINYPROJECT.COM Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 sf ee Slot 2 Perk Ambusher Sights Elongated Barrel Fitted Stock Snapshot 500 500 500 500 LingaR FUSION RIFLES CONTINUED Lecennary Tyre 1 d8 Slot 1 Perk 1 Lecenpary Tyre 2 Army of One Feeding Frenzy Guerrilla Fighter Life Support Mulligan Perfectionist Rangefinder Grenadier d8 Slot 1 Perk 1 ‘Army of One Cascade Feeding Frenzy Grenadier Life Support Perfectionist Replenish Clown Cartridge Cost d6 Slot 2 Perk 500 500 500 500 500 500 500 500 Cost 500 500 500 500 500 500 500 500 1 46 ‘Armor piercing Rounds Elongated Barrel Enhanced Battery Quickdraw Snapshot Threat Detector Sights Slot 2 Perk ‘Ambusher Sights ‘Armor piercing Rounds Elongated Barrel Quickdraw Smallbore Snapshot Cost d4 Slot 3 Perk 500 500 500 500 500 500 Cost 500 500 500 500 500 500 1 Hidden Hand 2 Outlaw 3. Spray and Play 4 Perfect Balance d4 Slot 3 Perk 1 Hidden Hand 2. Take a Knee 3 Final Round 4 Spray and Play 500 500 500 500 500 500 500 500 DNDESTINYPRO|ECT.COM MACHINE GUNS UNCOMMON diz 1 n 2 ‘Slot 1 Perk. Army of One Battle Runner Crowd Control Feeding Frenzy Grenadier Hidden Hand Hip Fire Life Support Persistence Rangefinder Spray and Play Underdog. Slot 1 Perk ‘Army of One Battle Runner Crowd Control Eye of the Storm Feeding Frenzy Grenadier Hip Fire Life Support Persistence Rangefinder Surrounded Underdog, DNDESTINYPROJECT.COM Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 cr ‘Slot 2 Perk Ambusher Sights Braced Frame Fitted Stock High Caliber Rounds Oiled Frame Quickdraw Smallbore Spray and Play 500 500 500 500 500 500 500 500 MacuINE Guns CONTINUED Laci :ENDARY TYPE 1 d10 Slot 1 Perk 3 Lei a 1 eV anunrun Army of One Eye of the Storm Feeding Frenzy Guerilla Fighter Hip Fire learus Life Support Spray and Play Take a Knee Underdog, ENDARY TYPE 2 ‘Slot 1 Perk Guerrilla Fighter Underdog, Eye of the Storm Life Support Danger Close Surrounded Hip Fire Spray and Play Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 8 Slot 2 Perk 1. Ambusher Sights ‘Appended Magazine ‘Armor piercing Rounds Braced Frame Fitted Stock Quickdraw Shoot to Loot 5-8 Smallbore 6 Slot 2 Perk 1. Ambusher Sights 2. Braced Frame 3 High Caliber Rounds 4. Injection Mold 5. Oiled Frame & Quickdraw Cost 500 500 500 500 500 500 500 500 500 1 500 2 500 3 500 4 500 5 500 6 7 8 dA Slot 3 Perk 1. Crowd Control 2. Hidden Hand 3. Persistence 4. Rangefinder Slot 3 Perk Army of One Crowd Control Feeding Frenzy Grenadier Hot Swap Last Resort Persistence Rangefinder Cost 500 500 500 500 500 500 500 500 500 500 500 500 DNDESTINYPRO|ECT.COM RocKET LAUNCHERS UNCOMMON 412° Slot 1 Perk 1 Army of One 2 Battle Runner 3 Clown Cartridge 4 Cluster Bomb 5 Danger Close 6 Feeding Frenzy 7 Field Scout 8 Grenadier 9 Life Support 10 Spray and Play 11 Tripod 12 Underdog RARE 12 Slot 1 Perk 1 Clown Cartridge 2 Cluster Bomb 3. Feeding Frenzy 4 Field Scout 5 Grenades and Horseshoes 6 Grenadier 7 Mulligan 8 — Reactive Reload 9° Spray and Play 10 Surplus 11 Tracking 12° Tripod DNDESTINYPROJECT.COM 46 Cost 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 500 anne n ae Shot 2 Perk Flared Magwell Heavy Payload Lightweight Quickdraw Shoot to Loot Snapshot Cost 500 500 500 500 500 500 RocKET LAUNCHERS CONTINUED Lecenpary Tyre 1 48 Slot 1 Perk Cost 44 Slot 2 Perk Cost 44 Slot 3 Perk Cost 1. Army of One 5001 Field Scout 5001 Cluster Bomb 500 2 Battle Runner 500 2 Heavy Payload 500 2. Grenades and Horseshoes 500 3 Danger Close 500 3. Quickdraw 500 3. Tracking 500 4 Exhumed 500 4 Speed Reload 500 4 Tripod 500 5. Grenadier 500 6 Last Resort 500 7 Life Support 500 8 Spray and Play 500 Lecennary Tyre 2 8 Slot 1 Perk Cost d10 Slot 2 Perk Cost 410. Slot 3 Perk Cost 1. Army of One 500 1.2 Field Scout 500 1-2 Clown Cartridge 500 2 Battle Runner «5003-4. ‘Fitted Stock 500 3-4 Cluster Bomb 500 3. Danger Close 500 5-6 Flared Magwell 500 5-6 Grenades and Horseshoes 500 4 Grenadier 500 7-8 Heavy Payload 500 7-8 Spray and Play 500 5. Last Resort 500 9-10 Quickdraw 500 9-10 Tracking 500 6 Life Support 500 7 Replenish 500 8 Tripod 500 DNDESTINYPRO|ECT.COM CHAPTER 8: EXOTICS he weird the wonderful the curious, and the rare, exotic items are luxury pieces of war gear sold by Xar or found throughout the Sol system, sometimes in the strangest of places. These items can range from specialist ‘weapons to armor that once was worn by legendary heroes ~or villains. Imbued with history, exotics carry with them a mix of reliable and bleeding-edge technology that can turn the tide ofa battle and help Guardians attain godlike status among their peers EXOTIC ACQUISITION ‘Some exotic items are more common than others, and the rarer the exotic, the more a player may have to accomplish in order to obtain it. Legendary exotic items are one-of-a-kind pieces that may take an entire campaign to acquire, whereas. ‘your whole fieteam could end up equipped with the same ‘common exotic firearm by Sth level Depending on the setting of your campaign, some exotics may be completely unavailable, Your GM may allow you to purchase certain exotics. Currently the price of exotics is left to the discretion ofthe GM while we finish writing our loot tables. Usine Exorics When you acquire an exotic item, before you can use it, you ‘must attune yourself to it. Guardians can be attuned to one exotic weapon and one exotic armor piece at atime. Ghosts can be attuned to one exotic Ghost shell ata time. It takes 10, ‘minutes to change your exotic attunement to another piece of exotic gear, and you gain no benefits from and cannot use an exotic item you are not attuned to. Exotic weapons follow the same rules for attack, damage, and equipping as any other weapon, though they cannot be ‘modified beyond their listed perks. During your adventures, you may come across special armor pieces which have been built, modified, corrupted, or enhanced beyond standard construction, making the armor This armor, when worn, adds an exotic perk to Exotic armor perks do not overwrite any other armor perks. You cannot attune yourself to a piece of exotic armor that you have not met the requirements for. DNDESTINYPROJECT.COM pal" In’s NorJusr A REHASH While we start out with translating the mechanics from Destiny the video game to the tabletop, our ultimate goal is not to be just a simple rehash of the video game. We want to use Dungeons & Destiny as an opportunity to make the lore just as much of a mechanic as anything else, and this applies especially to exotic iterns. Already the Thom you see listed under Exotic Weapons is not just any Thorn. itis designed with the intent of being THE Thorn that Dredgon Yor wields. If players encounter Thorn, the appropriate response should be holy guacamole, with varying levels of "guacamole." We're updating exotic mechanics to reflect lore —_—_—_—_—_—_—_—_—_—————y' EXOTIC WEAPONS List oF Exotic WEAPONS. Name Type Rarity Name Primary Secondary ‘Ace of Spades Hand Cannon Legendary The 4th Horseman Bad Juju Pulse Rifle Legendary Black Spindle Boolean Gemini Scout Rifle Rare The Chaperone Boxing Gloves Weapon Common Dreg's Promise Fabian Strategy Auto Rifle Rare Hereafter The First Curse Hand Cannon Legendary Ice Breaker The Gun of Many Bullets??? Legendary lnvective Hard Light Auto Rifle Rare Lord of Wolves Hawkmoon Hand Cannon Rare Patience and Time The Jade Rabbit Scout Rifle Rare Plan ¢ Khvostov 76-0X Auto Rifle Very Rare Telesto MIDA Multi-Tool Scout Rifle Uncommon “Trespasser Monte Carlo Auto Rifle Rare Queenbreakers’ Bow Necrochasm Auto Rifle Very Rare Zen Meteor No Land Beyond Sniper Rifle Very Rare Heavy No Time To Explain Pulse Rifle Legendary ‘Abbadon Outbreak Prime Pulse Rifle Legendary Bolt-Caster Red Death Pulse Rifle Very Rare Brian SUROS Regime Auto Rifle Uncommon DarksDrinker The Last Word Hand Cannon Very Rare Dragon's Breath Thom Hand Cannon Legendary Gjallarhorn Tlaloc Scout Rifle Rare Nemesis Star Touch of Malice Scout Rifle Legendary Nova Mortis Universal Remote Shotgun Very Rare Raze-Light Vex Mythoclast Fusion Rifle Legendary Sleeper Simulant Zhalo Supercell Auto Rifle Rare Slot Machine Super Good Advice Thunderlord Truth ‘exotics, we just had to draw the line somewhere so ‘we weren't overloaded at the start. We plan on adding Destiny 2 exotics soon! Sy Type Shotgun Sniper Rifle Shotgun Sidearm Sniper Rifle Sniper Rifle Shotgun Shotgun Sniper Rifle Fusion Rifle Fusion Rifle Sidearm Linear Fusion Rifle Sriper Rifle ‘Machine Gun ‘Sword Machine Gun Sword Rocket Launcher Rocket Launcher ‘Machine Gun Machine Gun Sword Linear Fusion Rifle Machine Gun Machine Gun ‘Machine Gun Rocket Launcher ‘Sword Rarity Very Rare Legendary Rare Uncommon Uncommon Rare Rare Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon Very Rare Rare Legendary Rare Legendary Rare Very Rare Rare Rare Legendary Legendary Very Rare Legendary Very Common Rare Very Rare DNDESTINYPROJECT.COM PRIMARY EXOTIC WEAPONS ACE OF SPADES (HUNTER ONLY) “Dont play your hand unless you're sure you have that ace in the hole." Firearm Clase: Hand Cannon ‘Shot Capacity: 8 1d10 Properties: Exotic, precision frame, Third Eye Skt? Slot2 Shot 3 Firefly High Caliber Rounds Perfect Balance Maverick Reinforced Barrel Maverick. Ifyou killa creature with an attack roll of 16-20, not including modifiers, you can refund one shot to this ‘weapon's shot capacity. Bap Juju “you soit wil lieve your weapon wants to end all existence, then Toland the Shattered Firearm Clase: Pulse Rifle ‘Shot Capacity: 5 Damage: 2d4 ‘Range: 60/85 (medium) Properties: Bulky, double tap, exotic, finesse Sbt1 Slot 2 Slot 3 Hip Fire Armor-piercing Rounds String of Curses Send It Perfect Balance ‘String of Curses. When you defeat a hostile creature with this weapon, its shot capacity is refilled you gain a bonus +2 to damage on your next attack, and you gain a bonus +3 to your super cooldown score. BOOLEAN GEMINI Fight your way! Firearm Clase: Scout Rifle ‘Shot Capacity: 7 Damage: 1d3 ‘Range: 50/80 (medium) Properties: Exotic, finesse, High Caliber Rounds Sbt 1 Slot 2 Slot 3 Unflinching Single Point Sling One Way Hammer Forged Or Another Perfect Balance DNDESTINYPROJECT.COM One Way. You gain a bonus 10 feet of movement speed until the end of your next turn when you kil a hostile creature. You can move up to 10 feet without ending the Aiming condition. Or Another. You gain a bonus +1 AC when you killa hostile creature, up to a maximum bonus of =3 AC, The range of this weapon becomes 40/70 (medium) BoxING GLOVES Dressed for debate Firearm Class: Weapon Damage: 148 Reach: 5 feet Properties: finesse, Fists of Fury Fists of Fury. When you equip this weapon, it becomes, your active weapon until you un-equip it. Ifa creature makes ‘an attack against you while within reach of this weapon, you ccan use your reaction to make one melee attack before they make their attack. Ifyour attack hits, you regain use of your reaction, Finally, ou are convinced this is an exotic weapon. FABIAN STRATEGY (TITAN ONLY) ‘Wait for enemy to make a mistake. Die. Stand by for Ghost Resurrection, Repeat as necessary. Firearm Claas: Auto Rifle Shot Capacity: 10, Damage: 146 Range: 40/50 (medium) Properties: Automatic fire, exotic, high recoil Crowd Control Slot 1 ‘Slot 2 ‘Slot 3 Life Support Rifled Barrel Front Lines Feather Mag Lightweight Front Lines, When 2 or more enemies are within 10 feet of you, this weapon gains a bonus +2 to hit and the Double Tap intrinsic property. Killing a hostile creature with this ‘weapon refunds up to 2 shots to this weapon's shot capacity. ‘Tue First CURSE “his when death becomes an afterthough Firearm Class: Hand Cannon ‘Shot Capacity: 8 Damage: idi2 Range: 35/65 (close) Properties: Exotic, finesse, Dead Bye Skt 1 Slot 2 Shot 3 Triple Tap Quickdraw The First Curse Lightweight Speed Reload Dead Eye. While Aiming, this weapon's maximum range is increased by 10 feet, it has a bonus +1 to hit, and you can move up to 10 feet without ending the Aiming condition, The Firat Curse. The first time you kill on creature with 1 shot from this weapon's magazine, this weapon's shot capacity is refilled and its effective range increases by 10 fect, its maximum range increases by 10 feet, and you gain a bonus +2 to hit until you reload THE GUN OF Many BULLETS ‘An amalgam of hive magic, vex technology, a 3D printer and ‘copious amounts of duct tape. This weapon is held together by hope. Firearm Clase: Gun Properties: Glimmer Hopper (1,000) Glimmer Hopper. This wespon creates its own ‘ammunition when a sufficient amount of glimmer is added to its hopper, indicated in parenthesis. When you attack with this weapon, add the glimmer required, close your eyes and flail your hand over the list of Exotic Weapons. Wherever your pinkie ends up pointing isthe chosen weapon. This ‘weapon then attacks as itis that exotie weapon. For slots swith multiple perk options, the perk used is the wielder's choice. For swords, this weapon shoots the sword, which disintegrates after dealing damage. Harp Licht Ionized polymer eynballistc attack platform. The system's lethality is dynamically robust across tactical spaces. Firearm Claas: Auto Rifle Shot Capacity: 8 Damage: 146 Range: 50 (close) Properties: Automatic fire, bulky, exotic, high recoil Slot 1 Sbt 2 Slot 3 Volatile Light Quickéraw Glass Half Full Fitted Stock Spray and Play Braced Frame Volatile Light. This weapon only has an effective range. Ammunition from this weapon damages all creatures within the line of fie up to its maximum range. Multipart creatures only have damage applied to them once, either to the multipart of to the monster as a whole, your choice. HAWKMOON Stalk thy prey and let loose thy talons ypon the Darkness. Firearm Claas: Hand Cannon Shot Capacity: 6 Damage: 1d12 Range: 40/65 (close) Bulky, exotic, finesse Slot 1 Slot 2 Shot 3 Luckin the Hammer Forged Holding Aces Chamber Quickdraw Speed Reload Holding Aces. This weapon rolls three Lucky d8s at once with te attack rolls instead of one, Only one Lucky d8 ean be applied ata time, and only one is lost ata time. The amount of shots atthe end of the magazine that automatically activate ‘one Lucky dis equal to the number of Lucky d8s remaining. DNDESTINYPRO|ECT.COM ‘THE JADE RABBIT “What kind of harebrained scheme have you got in mind this Firearm Clase: Scout Rifle ‘Shot Capacity: 6 Damage: 1d8 ‘Range: 50/120 (medium) Properties: Exotic, precision frame Sbt1 Slot 2 Shot 3 Spray and Play Extended Mag Fate of All Fools Zen Moment Speed Reload Custom Optics Fate of All Fools. For every shot you take with this weapon while not Aiming, you gain ~1 damage to your next successful Aimed attack with this weapon. Hitting a creature while Aiming returns up to 1 shot to this weapon's shot capacity and resets the effect ofthis perk. Reloading also resets the effect. Kavosrov 7G-0X ‘An ancient instrument of war, renewed and enhanced by Guardian power — not unlike you Firearm Class: Auto Rifle Properties: Firing Mode, Interwoven Design Shot 1 Shot 2 ‘Slot 3 Auto Fire Hammer Forged Extended Mag Burst Fire Rifled Barrel Counterbalance Semi-Auto Braced Frame Rangefinder Firing Mode. This weapon has two firing modes that you ‘must choose between, either 450 RPM or 900 RPM. Ifyou choose 400 RPM, this weapon's effective range increases by 10 feet. Ifyou choose 900 RPM, this weapon gains a bonus “+1 to hit. Additionally, no matter which mode you pick, this weapon is always considered an auto rifle for the purpose of proficiency and proficiency bonus. Interwoven Design. This weapon takes 5 minutes to reconfigure any of its perks, and ifyou change between. ‘Automatic Fire, Burst this weapon, ‘Auto Fire. This weapon takes on the properties of an auto rifle, including shot capacity, damage, range, and intrinsic ‘weapon properties. Burst Fire. This weapon takes on the properties ofa pulse rifle, including shot eapacity, damage, range, and intrinsic weapon properties. ‘Semi-Auto. This weapon takes on the properties of a scout rifle, including shot capacity, damage, range, and intrinsic properties. ire, and Semi-Auto, you must reload DNDESTINYPROJECT.COM MIDA Moutt1-TooL Select application: Ballistic engagement. Entrenching tool ‘Avionics trawl. Troll smasher, Stellar sextant. List continues. Firearm Claas: Scout Rifle Shot Capacity: 8 Damage: 148 Range: 50/100 (medium) Properties: Exotic, precision frame, Hair Trigger Slot 1 Slot 2 Slot 3 Third Eye Field Scout MIDA Multi-Tool Lightweight Quickdraw ‘MIDA Multi-Tool When this is your active weapon, your movement speed inereases by § feet, and you can move up to 10 feet without ending the Aiming condition, MONTE CARLO There will aways be paths to read and methods to try. Roll with it, Firearm Claas: Auto Rifle Shot Capacity: 8 Damage: 1d6 Range: 40/50 (medium) Properties: Automatic fire, finesse, exotic Slot 1 ‘Slot 2 Slot 3 Hip Fire High Caliber Monte Carlo Rounds Method Send It Field Scout ‘Monte Carlo Method When you hit a creature with this ‘weapon, you can add up tol point to your melee cooldown score. When an attack with this weapon reduces a creature to O hit points, you can roll a d6, On a 5-6, your melee ability becomes ready-to-use. NECROCHASM nity is very close. Can you feel yourself slipping? Firearm Claas: Auto Rifle Shot Capacity: 8 Damage: 1d8 Range: 40/50 (medium) Properties: Automatic fie, elemental (arc), high recoil, Cascade Slot 1 Zen Moment Slot 2 Fitted Stock Single Point Sling Flared Magwell Slot 3 Cursebringer Cursebringer: Killing a creature with this weapon causes the creature to explode, dealing 446 arc damage to all creatures within 5 feet oft. Creatures ean choose to use their reaction to make a Dexterity or Constitution saving throw, their choice, and take half damage on a success, No Lanp BEYOND Every hit blazes the path to our reclamation. Firearm Class: Sniper Rifle Shot Capacity: 6 Damage: 248 Range: 30/100 (long) Properties: Bully, charging handle, exotic, finesse, precision frame Slot 1 Slot 2 Slot 3 Mulligan Lightweight The Master Snapshot Flared Magwell Charging Handle. Every individual bullet ofthis firearm needs to be loaded into the chamber with a charging handle, Because of tis, you can only attack with this weapon once on ‘your action, bonus action, or reaction, regardless of the ‘number of times you can normally attack. The Master. This weapon has a bonus +1 damage to all attacks made while Aiming. Killing a creature with this weapon adds an additional +2 damage to al attacks with it until the end of your next turn. You cannot stack the effect of this perk with itself No Time To ExPLaIn A single word is etched onto the inside of the weapon's ceasing: "Soon." Firearm Class: Pulse Rifle Shot Capacity: 5 Damage: 244 Range: 60/85 (medium) Properties: Bulky, exotic, finesse, Headseeker Slot 1 Slot 2 Slot 3 Full Auto Speed Reload Rewind Again Hand Loaded Fitted Stock Pall Auto. This weapon gains the Automatic Fire inte perk. ‘Rewind Again. Ifyou hit a hostile ereature while Aiming, refund the shot directly t this weapon's current magazine. OUTBREAK PRIME "T've done the math. When you pull this trigger. one plus one equals zero. Every time."-Shiro-d Firearm Class: Pulse Rille ‘Shot Capacity: 5 Damage: 2d4 Range: 60/85 (medium) Properties: Bulky, finesse, precision frame, The Corruption Spreads ‘Slot 1 Slot 2 Slot 3 Outlaw Fitted Stock Virulence Lightweight Hand Loaded ‘The Corruption Spreads. Ifyou hit the same creature three times within 1 minute, that creature becomes SIVA. ‘corrupted, and the rounds from this weapon activate, tearing away matter and flesh to form SIVA nanites. The nanites attack one creature of your choosing within 10 feet of the ‘corrupted creature for 2d4 necrotic damage. Once a creature has been infected in this way, every shot from this weapon that hits it spawns more SIVA nanites, and every successful attack against itis considered a critica hit Virulence. Killing a SIVA-corrupted creature while Aiming unleashes a swarm of SIVA nanites that are considered friendly to you and your allies. Rep DEATH Vanguard policy urges Guardians to destroy this weapon on sight, ts Guardian killer Firearm Clase: Pulse Rifle ‘Shot Capacity: 6 Damage: 2d4 ‘Range: 60/85 (medium) Papoose tc ted Slot 1 Slot 2 Slot 3 Red Death Unflinching Snapshot High Caliber Rounds Single Point Sling DNDESTINYPROJECT.COM 53

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