Book 1: Fantasy Games - Alternity



Heroes

Of

Fantasy

Book 1: Fantasy Games

An

Alternity Rules System

for

Fantasy Campaign Settings

|Chapter 1: Hero Creation |Page |

|Ability Scores |1 |

|Starting Skill Points |2 |

|Movement Rates |2 |

|Character Races |2 |

|Mutants |6 |

|Professions |6 |

|Talents |9 |

|Character Attributes |10 |

|Social Status |12 |

|Standing |13 |

|Languages |16 |

|Perks and Flaws |16 |

|Achievement Points |19 |

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|Chapter 2: Careers | |

|Creating Careers |21 |

|Open Careers |22 |

|Arcanist Careers |26 |

|Believer Careers |27 |

|Diplomat Careers |33 |

|Mindwalker Careers |35 |

|Rogue Careers |36 |

|Specialist Careers |37 |

|Warrior Careers |38 |

|Legends |40 |

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|Chapter 3: Skills | |

|Complex Skill Checks |43 |

|Purchasing Rank Benefits |43 |

|Strength Skills |46 |

|Dexterity Skills |52 |

|Constitution Skills |60 |

|Intelligence Skills |62 |

|Will Skills |74 |

|Personality Skills |82 |

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|Chapter 4: Weapons and Armor |87 |

|Progress Levels |87 |

|Weapon Basics |87 |

|Melee Weapons |88 |

|Ranged Weapons |92 |

|Heavy Weapons |98 |

|Armor |104 |

|Ammunition |106 |

|Weapon Options |108 |

|Magic Weapons & Armor |111 |

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|Chapter 5: Goods & Services | |

|COMING SOON !!! | |

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|Chapter 6: The Supporting Cast | |

|COMING SOON !!! | |

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|Chapter 7: Campaigns | |

|COMING SOON !!! | |

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|Chapter 8: Gamers in Action | |

|COMING SOON !!! | |

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|Appendix 1: Tinkering | |

|COMING SOON !!! | |

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|Appendix 2: Concoctions | |

|COMING SOON !!! | |

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|Appendix 3: Fantasy Faiths | |

|COMING SOON !!! | |

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|Appendix 4: Optional Heroes | |

|COMING SOON !!! | |

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|Appendix 5: The Life Shaped | |

|COMING SOON !!! | |

In attempting to combine the aspects of both the AD&D game and that of Alternity I found in my first attempt that I still ‘locked’ players in a static selection of characters. What I present below is the next generation of character development after having tested my thoughts on other DM’s and Game Master’s on the Internet. The result of which is a change from old classes to the more ‘pure’ professions of Alternity. I thought long and hard about how I should approach this situation and came to the following conclusions:

1) There are no level limits.

2) There are no multi-classed or dual-classed characters.

3) There are no limits on who can and cannot use FX abilities.

4) There are no limits as to who can and cannot use armor or weapons.

5) There are no elements in character creation focused on game balance other than the character’s starting skill points.

6) and finally – The most defining features of a character are determined by the skill points spent during development which supersedes race, profession, and career.

This may seem to throw the idea of a balanced game to the four winds but do keep in mind entry number 5 above. The skill points (because this is a skill-based game) are the balancing forces behind all characters, whether they are human or otherwise. No starting character can hope to have all options available to them and even if they could pull it off they would not be very proficient at any one task. Despite all of the options available to a player you will find that having a team of characters who are individually specialized in various skills and abilities will make for a stronger team.

Before an adventure can begin, the players need to create their characters. There are two things to consider when creating a new character. These are the character’s race and profession, and how the character fits into a group of other characters. As far as races and professions are concerned the character should make sense. These rules allow for a tremendous amount of character options and the players imagination is the limit, but be careful to not ‘front load’ a character with so many options, perks, flaws, and statistics that they become burdensome to play.

As it concerns a group of characters, the players should consult with each other and decide which members of the character group have what abilities. A balanced distribution of races, professions, and skills work best as the team is better able to handle different situations. No player should feel trapped into selecting a certain type of character. The creation of a team should be a collaborative effort supported by the Game Master. In my own terminology I base the distribution of characters by three primary roles – Intelligence, Offense, and Defense. These primary roles should be spread out among the characters as evenly as possible. After this each character should determine a secondary role. In this ideology a Believer could be Defensive primarily and Offensive as a secondary role. These roles say nothing about race, profession, career, or talents. Each player should use the options given to create a meaningful character that is an asset to his team.

The creation of characters can be sporadic and everyone has a different method of doing so. Chapter 1 is divided into several sections that explain the core information required during character development. The goal of this chapter is to determine the character’s Ability Scores, Race, Profession, FX talent(s), Career, Extraordinary Abilities, and Mutations. Each section that follows discusses these items in a order given that I felt would be the most likely method of character creation and reference. As a simple guide I give you the following checklist so that the information I have included does not go forgotten.

1) Select a character race. Apply any mutations if desired and allowed.

2) Select a profession, career, and talent(s). Think of the character as a whole and then decide which of the profession and career elements best describes the character.

3) Determine ability scores based on the above criteria.

4) Determine secondary statistics (durability, action score, etc.) and assign a Moral Attitude.

5) Record those broad skills gained for free by race.

6) Determine the character’s starting skill points and purchase skills, perks, and assign flaws as desired.

7) Determine the character’s Social Status scores.

8) Determine the character’s Standing score and detail any elements required of a faith.

9) Record any signature equipment allowed by career, roll for your starting gold, and buy your gear.

10) Name the character and create a background story that describes who the character is and why he is who he is.

Ability Scores

There are three common methods for determining a character’s ability scores. The player is allowed to use any one method desired or other that the Game Master provides.

1) Method 1 – Roll per Profession: In this option the player rolls the ability scores for the character based on a chosen profession. These die rolls are given in the Professions section. Each roll is modified as needed by any racial modifiers. If a modifier lowers an ability score below a required minimum then that minimum becomes the score. No ability score, regardless of the die roll, can exceed a racial maximum. As with a low score the maximum becomes the score if that maximum is passed.

2) Method 2 – Roll per Ability: This method grants a 2d6+2 roll per ability score, which is modified by any racial modifiers. This option is best used when the racial abilities are desired to be foremost and profession a secondary concern. At the Game Master’s option the player may roll a 2d6+2 six times and then apply the rolls as desired to each ability score. This option grants more flexibility in character creation and can allow persons of a particular profession to have scores higher than they would if they used method 1 above.

3) Method 3 – Assigned Points: The final option available grants a player 60 points to divide among the abilities as he or she likes. If the character has any racial modifiers then these may apply but only if the total difference between the positive and negative modifiers are a result other than zero. This means that a Dwarf character with a +1 to Constitution and a –1 to Personality gains a point and losses a point as well. In such a system the player can freely determine the allotment of ability points and the two cancel each other.

Other races like those presented in Appendix 6 of this book may have a difference in points that are higher or lower than zero. In those cases the difference directly effects the 60 points used to determine the scores so that a character with a +2 overall bonus starts with 62 points instead.

This system offers the most flexible means of determining a character’s ability scores. As before, the Ability Maximums given for a race must always be a consideration.

Starting Skill Points

For starting skill points the basic rule is that a character receives their intelligence score times three plus thirty in points to spend. Also, each character has a base maximum of six broad skills to purchase at first level which is modified by adding the Resistance Modifier of the character for a high or low intelligence. The table below gives these values as appropriate.

|Int. Score |Skill Points |Broad Skills |

|4 |42 |4 |

|5 |45 |5 |

|6 |48 |5 |

|7 |51 |6 |

|8 |54 |6 |

|9 |57 |6 |

|10 |60 |6 |

|11 |63 |7 |

|12 |66 |7 |

|13 |69 |8 |

|14 |72 |8 |

|15 |75 |9 |

Movement Rates

Through the use of various FX items or by the result of spells and other powers, characters may occasionally possess ability scores far above the norm. For this reason I felt that it might be good to expand the Combat Movement Rate table for characters who have a combined strength and dexterity that exceeds 31. These statistics are also relevant for very powerful beings such as avatars and the like.

Also a Game Master may feel that transformations of characters into beasts, like a dog for example, may warrant a faster movement rate depending on the type of beast. Using the dog as an example, the Game Master may say that a character polymorphed into one may multiply the sum of Strength and Dexterity by 1.5 or by 2.

|Str+ | | | |Easy | | | |

|Dex |Sprint |Run |Walk |Swim |Swim |Glide |Fly |

|32-33 |32 |22 |8 |4 |8 |32 |64 |

|34-35 |34 |22 |8 |4 |8 |34 |68 |

|36-37 |36 |24 |10 |5 |10 |36 |72 |

|38-39 |38 |26 |10 |5 |10 |38 |76 |

|40-41 |40 |26 |10 |5 |10 |40 |80 |

|42-43 |42 |28 |12 |6 |12 |42 |84 |

|44+ |44 |28 |12 |6 |12 |44 |88 |

Character Races

Elves, Dwarves, Gnomes, Halflings, and of course Half-Elves. These races, along with Humans, form the basic core of fantasy races. They do so here as well. Additional race options are given in Appendix 6 of this book.

The information concerning character races in this chapter does not give in depth role-playing details. Many AD&D tomes and other works give copious information about how to role-play these character races. This is information that I assume you either know, or have the tools to find out. The focus of this chapter, and the book at large, is the rules necessary to play the Heroes of Fantasy game.

Common Skills

Each member of any character race receives for free two Knowledge based skills. These are the characters racial language and knowledge of one’s own culture and history. Both of these start at Rank 3 and can be listed as follows: Knowledge [9] - elf tongue [12], elven lore [12]. Half-Humans are special cases as they can choose either parent’s race for these two skills. DM’s may also require that the Human parent’s culture be selected if the Half-Human character wants to adopt any Cultural Benefits as well. In any case both skills must for one race and/or culture.

Race Entry Data

Each entry for each race below is formatted the same and includes the following categories:

Starting Skills: This lists the free broad skills that a character of this race starts the game with. Some entries provide options, but most are specific.

Typical Moral Attitudes: This entry shows the moral attitudes that most commonly attributed to members of this race. This entry is by no means a restriction; players may select any attitude they wish. The entry acts only as a guide for role-playing and for NPC’s.

Typical Environments: This entry shows the terrain or environment that the race prefers and is most likely to found in.

Ability Modifiers: This entry includes any modifiers the character gains to his or her ability scores. The various methods of determining a character’s abilities are detailed in the previous section.

Ability Maximums: This entry details the maximum score a character of a specific race can have for abilities with maximums other than 14. Regardless of the method of ability generation, these limits must be observed. Characters created from a set number of ability points can allot points to abilities that exceed 14 if desired.

Advantages: This details any special benefits or abilities the character gains. Some of the entries refer to innate abilities commonly called Super Power FX. Refer to Chapter 7 of Book 2 for more information.

Disadvantages: This describes any outstanding drawbacks that members of this race share.

Preferred Professions: This details those professions and options that best suit this race of character. Occasionally there are limitations to certain professions (most notably Arcane Adept) but there is no standing rule that excludes a character from a profession or career based solely on race alone.

Dwarf (Hill and Mountain)

Starting Skills: Athletics, Stamina, Knowledge, Awareness, Resolve, and Interaction. A Dwarf may also start the game with the Construction, Crafting, Engineering, and Tinkering broad skills. If they do so, they need only pay 3 skill points for them. After the time of character creation however, they must pay full list cost for these skills. This has no effect on any specialty skills.

Typical Moral Attitudes: Ethical, Conformist, Honorable, Just, and Worldly.

Typical Environments: Hills, mountains, caves, and subterranean.

Ability Scores Modifiers: Dwarves receive a +1 to their Constitution scores but suffer a –1 to Personality.

Ability Maximums:

|Constitution |15 |

|Personality |13 |

Advantages:

Combat Bonus: Dwarves gain a +1 bonus to their Strength Resistance Modifier when combating creatures that are considered Large-sized Humanoids (Ogres, Minotaurs, Giants, etc.). They also receive a one step bonus to all attacks against Goblinoids, Orcs, and half-breeds of either race. This species enemy may be changed to benefit attacks against another race if the campaign has a differing story. For example some dwarves may have a one step bonus against Drow and Duergar due to their cultural histories.

Magic Resistance: Dwarves have a +/-1 Resistance Modifier vs. any magical FX ability (see Chapter 8: Gamers in Action for rules on Magic Resistance). this defense does not effect psionic powers.

Poison Resistance: Dwarves receive a one step bonus to Constitution feat checks against poisons of all types.

Subterranean Senses: Dwarves live in the earth and being acutely aware of the subterranean world they gain a two step bonus (-2 Situation Modifier) to all Awareness-perception, Awareness-direction sense, and Investigate-search checks that deal with underground phenomenon, tunnels, and stonework. This can include the Engineering-mining skill also. They may also use this ability to determine the depth under-ground in a way similar to human sensing which way is up. Finally this bonus may also be used to determine a gems value by use of the Business-appraising skill.

Thermal Vision: Dwarves can see into the infrared spectrum, spotting objects by the heat they produce. As long as the objects and other beings are not the same temperature as the surrounding area, a Dwarf receives a 3-step reduction to penalties related to obscured situations, including total darkness.

Disadvantages:

Magical Failure: The Resistance Modifier that Dwarves gain in defense to magic is not controllable. If a Dwarf character casts an arcane spell or uses an FX item that relies on arcane magic then the bonus applies as a penalty. This benefit also applies to spells cast by Arcane Adepts that are intended to aid the dwarf.

Magical weapons and armor are not effected but if these items have arcane powers then those powers can be effected as stated above. This penalty also applies to all arcane and shared magic spells a dwarf casts if the player chooses to be an Arcane Adept.

In the case of Shared Magic FX spells, the nature of the Adept or FX item determines whether a penalty is applied or not. This means that if an Arcanist casts Earth Magic-body of earth on a dwarf then the penalty would apply. If a Believer casts the same spell the penalty would not apply. FX items do make the distinction for Shared Magic spells referring to them as either faith or arcane in origin.

Slow Movement: Having a diminutive stature that includes short legs, Dwarves determine their movement rates by using the figures given for a combined Strength and Dexterity that is 2 rows lower.

Preferred Professions: Dwarves tend to be Warriors or Faith Adepts with Warrior as a second profession. Some also prefer to be Specialists. While a Dwarf may be an Arcane Adept, few follow this path as they do suffer their Magical Resistance when casting arcane spells.

Elf (High Elf)

Starting Skills: Athletics, Stealth, Knowledge, Awareness, and Interaction. Elven characters may also select Melee Weapons or Ranged Weapons.

Typical Moral Attitudes: Honorable, Just, Selfish, Anti-Authority, Gallant, and Apathetic.

Typical Environments: Sylvan and temperate woodlands and forests.

Ability Scores Modifiers: Elves receive a +1 to their Dexterity scores but suffer a –1 to Constitution.

Ability Maximums:

|Dexterity |15 |

|Constitution |13 |

Advantages:

Archery Bonus: Elves suffer two fewer penalties due to them when making Called Shots or when firing a bow in a circumstance that causes a penalty. Examples include firing with their feet, firing a bow while hanging upside down from a tree, and so on. This two-point reduction cannot remove penalties caused by dazed-penalties, fatigue or mortal damage nor does is remove penalties for range or obscuring effects. In no way can this benefit by itself produce a step bonus for the character.

Keen Sight: Elves gain a one step bonus to all Awareness-perception and Investigate-search attempts due to their keen eyesight.

Mental Resistance: Elves are totally immune to spells that cause sleep. In addition they receive a +4 Resistance Modifier vs. any Influential FX abilities that mentally induce an accumulation of Stun or Fatigue points as well as those that would cause the elf to be rendered unconscious. This benefit does not include attacks that drain abilities or energy, or any FX powers defined as Attacks.

Night Vision: The eyes of an Elf are extremely sensitive to ambient light, which reduces obscurity penalties they would otherwise face by 2 steps. This does not help in total darkness however.

Stealth Bonus: Elves are by nature very sly. As such then they gain a one step bonus to all Stealth-hide checks.

Disadvantages:

Aloofness: Due to their extended life spans, Elves find no satisfaction in short-term gains. They generally disdain bustling marketplaces and are rarely found in entrepreneurial activities. While willing to adventure for gold and glory, a correctly role-played elf shows far more attention to good music and stories rather than material wealth.

Elves are also in no great hurry. It is no problem for an elf to spend an entire day laying in a meadow or simply watching the flowers grow. Their extended lives lend an odd patience to their habits, and time can fly by before elf even notices.

Of course in times of war or conflict they are on the present. When goals are set they meet them, when timing is close so are they. They simple cherish the ability to sometimes do nothing at all.

Preferred Professions: Elves prefer to be Arcane Adepts. Secondary professions are almost always Warrior or Rogue. Warrior and Rogue professions are also very common however Specialists and Psionic or Faith Adepts are generally rare. Diplomat elves are not uncommon but most tend to remain near their homes.

Gnome (Rock Gnome)

Starting Skills: Athletics, Stamina, Knowledge, Awareness, and Interaction. Gnome characters may also select Alchemy, Manipulation, or Tinkering.

Typical Moral Attitudes: Ethical, Just, Worldly, Unscrupulous, or Gallant.

Typical Environments: Gnomes prefer hilly woodlands and often dwell in underground communities that are located in those hills.

Ability Scores Modifiers: Gnomes receive a +1 to their Intelligence scores but suffer a –1 to Will.

Ability Maximums:

|Intelligence |15 |

|Will |13 |

Advantages:

Combat Bonus: Gnomes gain a +1 bonus to their Strength Resistance Modifier when combating creatures that are considered Large-sized Humanoids (Ogres, Minotaurs, Giants, etc). They also receive a one step bonus to all attacks and actions against Goblinoids and Kobolds. While these are racial enemies, Gnomes would prefer to befuddle and humiliate them instead of engaging them in armed conflict.

Illusion Magic: Gnomes who have an 8 or better in Intelligence may cast the Illusion/Phantasm-audible glamour and illusion spells at rank 1 each. They gain 3 FX points to use these spells, which are separate from other FX points. Additional FX points can be purchased normally. Additional ranks coat the normal list cost. These spells are cast as if the Gnome were using the Sorcerer career as described in Chapter 2 of this book.

Magic Resistance: Gnomes have a +/-1 Resistance Modifier vs. any illusionary effects.

Night Vision: The eyes of a Gnome are extremely sensitive to ambient light, which reduces obscurity penalties they would otherwise face by 2 steps. This does not help in total darkness however.

Speak with Small Mammals: Gnomes begin the game with rank 1 in the language of a small burrowing mammal. This skill can be increased normally and other languages can also be purchased. Burrowing animals include Badgers, Foxes, Rabbits, Moles, Gophers, Musk Rats, Weasels, and Skunks.

Disadvantages:

Magical Failure: The Resistance Modifier that Gnomes gain is not controllable. If a Gnome character casts an arcane spell or uses an FX item that relies on arcane magic then the bonus applies as a penalty. This benefit also applies to spells cast by Arcane Adepts that are intended to aid the gnome. The sole exception to this are spells from the Illusion/Phantasm broad skill group. These spells suffer no penalty.

Magical weapons and armor are not effected but if these items have arcane powers then those powers can be effected as stated above. This penalty also applies to all arcane and shared magic spells a gnome casts if the player chooses to be an Arcane Adept.

In the case of Shared Magic FX spells the nature of the Adept or FX item determines whether a penalty is applied or not. This means that if a wizard casts Earth Magic-body of earth on a gnome then the penalty would apply. If a believer casts the same spell the penalty would not apply. FX items do make the distinction for Shared Magic spells referring to them as either faith or arcane in origin.

Small Size: Being slight in stature Gnomes use the rules for small characters as discussed in the Character Size section later in this chapter.

Preferred Professions: Gnomes prefer to be Rogues or Specialists. Arcane Adepts usually down grade their talent quality to Good or Ordinary and concentrate their learning to Illusion/Phantasm spells. Warrior and Diplomat gnomes are common near gnome lairs.

Halfling (Hairfoot)

Starting Skills: Stealth, Stamina, Knowledge, Awareness-direction sense (at rank 1), Resolve, and Interaction.

Typical Moral Attitudes: Ethical, Conformist, Just, Corrupt, Gallant, Virtuous, or Apathetic.

Typical Environments: Halflings prefer to live near human settlements and may be found in cities.

Ability Scores Modifiers: Halflings receive a +1 to their Dexterity scores but suffer a –1 to Strength.

Ability Maximums:

|Strength |13 |

|Dexterity |15 |

Advantages:

Hazard Resistance: Halflings receive a +/-1 Step Bonus vs. any FX attack or Hazard.

Combat Bonus: Dwarves gain a +1to their Strength Resistance Modifier when combating creatures that are considered Large-sized Humanoids (Ogres, Trolls, Giants, Minotaurs, etc).

Nimble: Halflings receive a one step bonus to Athletics-climb and jump checks as well as Stealth-sneak checks.

Throwing Bonus: Halflings gain a one step bonus to the Athletics-throw skill.

Stealth Bonus: Halflings are by nature very sly. If a Halfling is alone then he or she gains a one step bonus to all Stealth skill checks.

Encounter Bonus: Most humans encountered usually have a Neutral or better initial reaction to Halflings. By some twist of fate, Halflings remind some people of small children. Human players are of course free to determine their own reactions.

Disadvantages:

Magical Failure: The +1 Resistance Modifier that Halflings gain is not controllable. This benefit is applied as a penalty to spells cast by Arcane Adepts even if they are intended to aid the halfling. Similarly, arcane FX items also receive this penalty during their use. Magical weapons and armor are not effected but if these items have arcane powers then those powers can be effected as stated above. This penalty also applies to all arcane and shared magic spells a halfling casts if the player chooses to be an Arcane Adept.

In the case of Shared Magic FX spells the nature of the Adept or FX item determines whether a penalty is applied or not. This means that if a wizard casts Earth-body of earth on a halfling then the penalty would apply. If a believer casts the same spell the penalty would not apply.

Small Size: Being slight in stature Halflings use the rules for small characters as discussed in the Character Size section later in this chapter.

Preferred Professions: Halflings prefer to be Rogues. Warriors and Diplomats follow in commonality. Adepts (especially Arcane Adepts) are rare. Halflings are not prone to be Specialists as in-depth learning and analytical thinking tends to be cumbersome and boring to them.

Half-Elf (Human/High-Elf)

Starting Skills: Athletics, Stealth, Stamina, Knowledge, Awareness, and Interaction.

Typical Moral Attitudes: Any.

Typical Environments: Any.

Ability Scores Modifiers: None.

Ability Maximums: Standard of 14.

Advantages:

Animal Companion: Being loners by nature, half-elves frequently bond with young animals they find in the wild. If the player wishes the half-elf character can start the game with an animal companion. The player may select any Beast allowed by the GM and the rules for Sidekicks apply to the companion as given in Chapter 6 of this book.

Keen Sight: Half-elves gain a -1 bonus to all Awareness-perception and Investigate-search attempts due to their keen eyesight.

Mental Resistance: Half-elves receive a +2 Resistance Modifier vs. any Influential FX abilities that mentally induce an accumulation of Stun or Fatigue points as well as those that would cause the elf to be rendered unconscious. This benefit does not include attacks like ability or energy drain or FX powers defined as Attacks.

Night Vision: The eyes of a half-elf are extremely sensitive to ambient light, which reduces obscurity penalties they would otherwise face by 2 steps. This does not help in total darkness however.

Stealth Bonus: Half-elves are by nature very sly. As such then they gain a -1 step bonus to all Stealth-hide checks.

Preferred Professions: Half-elves can be found in any profession with equal frequency. The only exception to this is Diplomat as half-elves tend not to be as socially oriented as other races.

Humans

Starting Skills: Athletics, Stamina, Knowledge, Awareness, and Interaction. Humans also gain one free broad skill of choice, which can include an FX skill. Most humans encountered in the game will have Animal Handling, Crafting, Outdoors, or Agriculture.

Typical Moral Attitudes: Any.

Typical Environments: Any.

Ability Scores Modifiers: None.

Ability Maximums: Standard of 14.

Advantages:

Bonus Skill Points: Humans gain 5 bonus skill points at the time of character creation.

Bonus Broad Skill: Humans may add one to the maximum number of starting Broad skills that they can have.

Cultural Ability: Groups of humans, both large and small, can have cultural benefits that have allowed them to adapt to a way of life or to an environment. None of these abilities are similar to any Super Power FX skills or other abilities like Thermal Vision. What follows are ideas using some of the more common types of persons and cultures. Feel free to embellish this idea but mind the fact that the benefit is shared by a group of people and is not a special, personal power given to the character. The benefits should always be related to skills, perks or flaws, or to the character’s basis statistics.

Suggested Benefits:

-1 bonus to a specialty skill.

An ability score maximum raised by one point.

A free perk.

40. A flaw that provides twice the number of bonus skill points.

41. A higher number of starting skill points (like 62 instead of 60).

One or two free broad or specialty skills.

A bonus Last Resort point.

44. A +1 Resistance Modifier against a specific form of attack.

45. List-1 with a broad skill.

Sample Benefits:

Religious Society: Faith perk for free.

47. Warlike Society: List-1 bonus to any one combat related broad skill.

48. Coastal Society: Ship Operation broad skill for free.

49. Enlightened Society: -1 to all Knowledge skill checks or list-1 to all Intelligence based skills OR +1 to Intelligence, -1 to Strength.

50. Peaceful Society: -1 bonus to all Culture and/or Interaction skill checks.

51. Rugged Society: One free Last Resort point or the Survival broad skill for free.

52. Lawful Society: -1 bonus to all Law and Administration skill checks.

Disadvantages:

None: Humans have no outstanding drawbacks.

Mutants

As of this edition of the book there are no changes to the rules for mutants as found in the Alternity Players Handbook.

The very idea of a mutant invokes a sense of science fiction more than that of the fantasy genre. However, with a little consideration, this distinction can be diversified enough to create characters and monsters that are fantasy versions of classic sci-fi mutants. Aside from the occasional wild magic zone, ancient curse, introduction of a new player race, this option should be used wisely or else the character party will look like the X-Men.

Mutations can have a wide variety of uses. Many demi-humans and humanoid races can be created using these rules by modifying an existing race. Good examples are the Grimlocks and the Githyanki both of who are distant cousins of man but who have adapted to special environments. Monsters and animal can also be modified. Tigers adapted to arctic conditions, lions with wings, subterranean horses, and the like can all be created using these rules.

The problem isn’t so much in using these rules, the real trick is to do it with using the word ‘Mutant’ with the sci-fi implication it can have. In fantasy, an actual dictionary definition mutant is rare at best if found at all. Most deviant species are the result of angry gods, evil sorcerers, or errant magic. They are rarely the products of bad genes or radioactive isotopes. In any case, be creative with the mutation rules. They can be very useful for both Game Masters and players alike.

Professions

In older, level-based, games we became use to the idea of a character being defined chiefly by his or her class. This class included everything needed for character advance-ment and all that was needed was the accumulation of points to gain the next level. Better combat scores, increased defenses, heightened knowledge were all gained at a relatively static rate of progression.

With the introduction of skill-based games we found a different set of circumstances. The defining attribute of a skill-based game is that the accumulation of points allows the player to spend points in either broad or limited categories. Old terms like Hit Points, Saving Throws, and THACO were gained by rote in level-based games, but they must now be purchased in order to improve. If a player does not spend points to make a warrior a better fighter, or a wizard more knowledgeable then it simply does not happen.

What is presented below are the Alternity professions as they were originally written. The only change that I made was to move the Mindwalker into the Adept profession. While this may seem to change the game a bit, this modification allows a more versatile psionic character while still retaining the same options and spirit of the original profession.

Adepts

The Adept is a person who is born with a strong talent in an FX ability. The Adept represents Arcanists, Believers, and Mindwalkers in this game. Super Heroes are a special consideration and are dealt with later in Chapter 2 of this book in the ‘Legends’ section and in Book 2: FX.

Adepts are similar to Diplomats in that they select a Secondary Profession, which in turn determines the character’s Ability Requirements, Achievements Benefits, Starting Funds, and Skill Cost Reductions. In addition to this an Adept begins the game with a list-1 cost reduction to one FX broad skill of choice and all of it’s associated specialty skills.

The FX ability of an Adept is stronger than that of other persons who make use of such abilities. Adepts begin the game with an Amazing talent in an FX category for free. If the player wishes the character may ‘down-grade’ this talent to Good instead. Doing so grants the character 5 skills points that can spent on FX skills and perks only. The character may also reduce the talent to Ordinary. If this is done then the character gains 10 points to spend on FX skills and perks. In both cases the rules for Good and Ordinary talents apply as described in the Talents section which follows.

All Adepts have the following statistics, which are summarized from the comments above.

Action Bonus: +1

Skill Bonus: as per Secondary Profession.

Requirements: as per Secondary Profession.

Random Ability Generation: as per Secondary Profession.

Amazing Talent: Adepts begin the game with an Amazing talent in one of the three FX categories to chose from: Arcane Magic, Faith Magic, or Psionic powers. Each of these groups is discussed in Book 2: FX. Talents in general are described later in this chapter. The Adept may elect to downgrade a talent to Good or Ordinary if desired. Doing so includes all rules for each level of talent but grants the Adept 5 bonus skill points for a Good talent or 10 for an Ordinary. These bonus points can only be spent on FX skills and perks. If the player wishes to improve the character’s talent at a later time the normal 10 points per category must be paid however. See the Talents section below for more details.

Secondary Profession: Each Adept selects a Secondary Profession and gains a list-1 skill cost reduction with that profession’s skills. If an Adept selects another Adept as the second profession then he or she must specify which type (Arcane, Faith, or Psionic). Of course this secondary profession cannot be the same as the Adept’s primary profession. While the character does not gain any skill cost reductions, they do begin the game with an Ordinary Talent in that FX category at no cost. For the purposes of advancing in talent grades (Ordinary to Good for example) assume the character has already spent 10 skill points to gain the talent.

The rules so far stated apply to each type of Adept. From this point forward they slowly begin to differ from each other. Each type of Adept has several distinguishing titles that apply to the exact profession chosen as well as the level of talent possessed. The tables below are provided for campaign color and should not be used if the titles do not fit your campaign. However the entries for ‘Adept Name’ and ‘Adept Type’ are used in this book to refer to different types of Adepts throughout the game so it is good to at least be familiar with them.

| |Arcane FX |Faith FX |Psionics |

|Adept Name: |Arcanist |Believer |Mindwalker |

|Adept Type: |Arcane Adept |Faith Adept |Psionic Adept |

|Ordinary Talent: |Dabbler |Faithful |Initiate |

|Good Talent: |Magician |Adherent |Master |

|Amazing Talent: |Wizard |Devout |Psionicist |

Arcanists

Arcanists are those who work with Arcane Magic. To be an Arcanist the character must start the game with Knowledge-read/write at rank 3 and either Lore-spell lore or the Metaphysics broad skill.

After the time when an Arcanist is created any new broad skills, and specialty skills that cannot be used untrained, must be learned before being purchased with skill points. Arcanists are also dependent on their spell books to advance in known skills and to facilitate the learning process as a whole. While these factors may seem a disadvantage they are often beneficial to the Arcanist as well. The role that learning spells and spell books have in the game, and Arcane Magic in general, is discussed in Chapter 2 of Book 2.

This type of Adept generally chooses the Specialist as his secondary profession, however Diplomats and Free Agents are also common. Arcanists are also the most likely Adept to choose another Adept type as a secondary profession with Psionics being favored of the two options. Warrior as a secondary profession is rare. While providing a strong and combat ready character, this combination tends to detract from ability scores needed to cast a majority of arcane spells.

Believers

Believers are those who work with Faith Magic. In order to be a Faith Adept the character must have the Faith perk. This profession represents any character that draws magical energy from a belief in a god, an elemental force, nature, spirits, or even a philosophy.

Believers tend to have more specialty skills in a broad skill that can be used untrained than other Adepts. However they pay for this distinction by having the types of broad skills they can learn determined by their faith. Some can learn many while others may only learn a few. In all cases a believer must select a career from those given in the ‘Believer Careers’ section in this chapter. If a player does not like those presented then a new career must be created. Players may also opt to use faiths from Appendix 3: Fantasy Faiths from book as well.

These Adepts are usually Diplomats as a secondary profession as those cost reductions provide powerful tools in the guidance of groups and the influence of others. Warriors are also common despite the lower ability scores in needed areas. Other professions are rare but are known to exist. With that said it should be pointed out that certain believers may chose a profession that better reflects a deity’s sphere of influence. A god of magic may have all priests select the Arcane Adept as their secondary profession while others (like Set or Loki) may require followers to choose Rogue. Information of Faith Magic is given in Chapter 3 of Book 2.

Mindwalkers

Mindwalkers are those who work with Psionic Powers. In order to be a Psionic Adept the character must have the Resolve or Psyche broad skill, however having both is a good idea. Of all of the professions the psionicist is the most self-contained. Unlike rogues, they need no tools, unlike warriors they need no weapons, unlike believers and arcanists they need no trappings for their FX abilities save their conscious will. Their power comes from within and they alone give it shape.

The number of specialty skills that can be used untrained is average and they need not learn FX skills before buying them. Similarly they do not have limits on the types of broad skills they may possess. However the shear number of broad skills available makes the multi-talented mindwalker a rarity. Information on psionic powers is given in Chapters 5 through 11 in Book 2.

Also unlike other Adepts, the Mindwalker gains the list-1 bonus to skill costs for all broad skills in the same Discipline. This generally grants the character this bonus for three or four broad skills.

Diplomat

In the fantasy world Diplomats represent everyone from Bards to Kings, Ambassadors to Traders, Nobles and Military Commanders. The strength of a diplomat is his or her ability to get the job done through teamwork, negotiation, bargaining, or even guile. While at an initial glance the Diplomat may seem undesirable as a lead character remember the combination of having two professions of reduced skill cost, or receiving and ordinary FX talent, makes the Diplomat extremely versatile. Diplomats make excellent leaders and, despite the name, are not always disposed to be polite.

Action Bonus: +1

Skill Bonus: -1 to the list cost of any skill with the ‘D’ class code.

Requirements: Personality of 11, Will of 9.

Random Ability Generation:

|Strength |4+1d8 |

|Dexterity |4+1d8 |

|Constitution |4+1d8 |

|Intelligence |8+1d6 |

|Will |8+1d6 |

|Personality |10+1d4 |

Free Contact: Diplomats begin the game with a free Contact of choice. Contacts are described in Chapter 6 of this book.

Secondary Profession: Diplomats have a knack for learning other skills for use when negotiation fails. Each Diplomat selects a Secondary Profession and he gains a list-1 skill cost reduction with that profession’s skills. If a Diplomat selects the Adept as the second profession then he or she must specify which type (Arcane, Faith, or Psionic). While the character does not gain any additional cost reductions, they do begin the game with an Ordinary Talent in that FX category at no cost (see ‘Talents’ later in this chapter). For the purposes of advancing in talent grades (Ordinary to Good for example) assume the character has already spent 10 skill points to gain the talent.

Rogue

Rogues are some of the more colorful characters of the game. Being less restrained by social mores and the laws of the land; Rogues live and breathe independence. To properly role-play a rogue character the player must often act independently of the group. This means acting when appropriate regardless of plans. While this doesn’t necessarily make the rogue foolhardy, it does make them difficult to predict and control at times. As opposed to Warriors or Diplomat characters, the Rogue prefers to work alone or in a small group.

Action Bonus: +2

Skill Bonus: -1 to the list cost of any skill with the ‘R’ class code.

Requirements: Dexterity of 11, Will of 9.

Random Ability Generation:

|Strength |6+1d6 |

|Dexterity |10+1d4 |

|Constitution |6+1d6 |

|Intelligence |8+1d6 |

|Will |6+1d6 |

|Personality |6+1d6 |

Bonus Last Resort: Rogues gain one additional Last Resort point and they may spend up to two of them to modify any one given result.

Resistance Modifier: Rogues may also increase the Resistance Modifier of Strength, Dexterity, Intelligence, or Will by +1.

Specialist

Specialists are persons who excel in learning. They make use of tools effectively and can operate a variety of tools and equipment proficiently. The Specialist profession replaces the Tech Op in the standard Alternity game. They both perform in the same manner the name has been changed to better reflect the medieval world.

While sometimes deserving the title of ‘geek’ a specialist may also be a blacksmith, an engineer, a demolitions expert (if gunpowder is allowed), and other martial careers. Of the Adept professions, the Specialist works best when combined with the Arcane Adept.

Action Bonus: +1

Skill Bonus: -1 to the list cost of any skill with the ‘S’ class code.

Requirements: Intelligence of 11, Dexterity of 9

Random Ability Generation:

|Strength |4+1d6 |

|Dexterity |8+1d6 |

|Constitution |4+1d6 |

|Intelligence |10+1d4 |

|Will |8+1d6 |

|Personality |6+1d6 |

Accelerated Learning: At the levels shown on the table below a Specialist earns bonus skill points that can be spent on either mundane or FX skills as desired as well as Achievement bonuses.

|Level |Bonus Skill Points |

|2 to 5 |1 |

|6 to 10 |2 |

|11 to 15 |3 |

|16 to 20 |4 |

|21+ |5 |

Warrior

Warriors are the basic types of classic hero. Regardless of whether they are protectors of the wilderness, defenders of the meek, rulers and lords, or sailors on the high seas; Warriors are the quintessential champions of the fantasy genre. The Warrior represents the basic soldier, mercenary, or master of arms. Some are poor and some become kings but all are persons of action.

Action Bonus: +3

Skill Bonus: -1 to the list cost of any skill with the ‘W’ class code.

Requirements: Strength of 11, Constitution of 9.

Random Ability Generation:

|Strength |10+1d4 |

|Dexterity |8+1d4 |

|Constitution |8+1d6 |

|Intelligence |4+1d8 |

|Will |6+1d6 |

|Personality |4+1d8 |

Combat Bonus: Warriors receive a -1 Situation Modifier to attacks when using any one combat oriented Specialty skill. This can include any Tactics specialty skill, Acrobatics-defensive martial arts, or Athletics-joust.

Talents

A Talent is a person who has a varying degree of skill in one or more FX categories, similar to the Adept profession. Unless a character is an Adept or a Diplomat with and an Adept secondary profession, all levels of Talent’s ability must be paid for. Having a Talent represents an additional element to the character’s standard profession and is much stronger than most perks or extraordinary abilities.

As with the Adept professions a character must have the stated skills or perk in order to have the appropriate talent(s). In the case of a Faith Talent, he or she must chose a religion as described under Believer Careers below so as to define his or her allowed FX broad skills.

The table below shows the basic statistics that work the same for Adepts and Talents alike.

|Type |Cost |Broad Skills |Max Ranks |FX Energy |

|Ordinary |10 |1 |1-6th, all else 3rd |5 |

|Good |20 |3 |All @ 6th |10 |

|Amazing |30 |All |All @ 12th |15 |

The ‘Cost’ column shows the number of skill points required to have any one talent. The ‘Broad Skills’ column gives the maximum number of broad skills the talent may have in that FX category. For Ordinary and Good Talents the character may add his or her Intelligence Resistance Modifier to the number of Broad Skills allowed if an arcane talent, or Will for both faith and psionic talents. This means that a character with an Intelligence of 11 could learn two Broad Skills as an Ordinary Talent.

The ‘Max Ranks’ column shows the maximum rank the talent may have. Ordinary talents may advance as high as rank 6 with one specialty skill per broad skill if more than one is available. All other ranks cannot be higher than third. Good talents may advance as high as rank 6 in any specialty skill while Amazing talents may advance to 12th.

The ‘FX Energy’ column shows the starting points a character has based on the type of talent he is. To this base number the character may add his Intelligence Resistance Modifier if an arcane talent or Will Resistance Modifier if a faith or psionic talent. This score can be increased by 1 FX point by spending 5 skill points. The maximum number of FX points a character may have is equal to twice his original base number. This means that an ordinary psionic talent with a Will of 13 starts with 7 FX points and may have a maximum of 14.

There are three rules that are used for all Talents and Adepts. They are as follows.

Rule 1) A Talent must be selected at the time of character creation or at 1st level. Otherwise the character must learn the talent as shown below.

Rule 2) Extra FX points can be purchased at 5 skill points each. Characters with multiple talents must specify which ‘pool’ of points the purchased point belongs to.

Rule 3) An Adept or talent character can gain 3 FX perks and 3 FX flaws. Extra skill points for FX flaws can only be spent on FX skills. Any skill point can be spent on FX perks. FX perks and flaws are described in Chapter 1 of Book 2.

Learning Talents after 1st Level

Learning a Talent is no small task and it is best chosen when the character is first created. If not then the character will have to learn this ability during the course of a campaign. This is only possible with a willing teacher who has the Teaching specialty appropriate to the FX desired. The learning process is a complex skill check that requires 10 successes to complete with only one check allowed per month. For Arcane Magic an Intelligence Feat is required. For either the Faith Magic or Psionic ability, a Will Feat is used instead. Of course before the teaching can even begin, the character must have the skills or perk required of any other Adept or talent.

The teacher can grant a bonus to the students check. At the start of each month, the teacher makes a Teaching skill check. An Ordinary result grants a -1 bonus, a Good result grants a -2, and an Amazing result grants a -3 while a Critical Failure imposes a +2 penalty. If the student generates three failures during the learning period the training must begin anew. If a Critical Failure is generated, then the student must seek out a new teacher or both the teacher and the student must attain a new level before the training can begin again.

Once a talent is learned the character can purchase an Ordinary talent only. At any level later this can be improved normally. Broad and specialty skills as well as perks and flaws must also be purchased normally. In the case of perks and flaws that must be bought at the time of character creation, the new talent may select them but only if that is done before or simultaneously with the purchase of his first broad skill.

Character Attributes

This section covers some details that help to flesh out a character and to provide some basic rules that govern a character’s role in the game. None are optional however individual Game Masters may not always use them with the same level of importance depending on the type of game being run.

Height, Weight, and Age

As you may have noticed, the Alternity game system uses the metric system. This does change some of the mechanics used in determining a character’s height and weight. The tables below show the methodology of random determination for these statistics.

Racial Statistics

|Race |Height |Max. Height |Weight |Size Category |

|Dwarf |1.0 |1.3 |65 |Medium |

|Elf |1.3 |1.7 |43 |Medium |

|Gnome |0.9 |1.0 |36 |Small |

|Half-Elf |1.5 |1.9 |54 |Medium |

|Halfling |0.8 |1.0 |32 |Small |

|Human |1.5 |2.2 |68 |Medium |

|Height is given as an average in meters. Weight is an average in kilograms. |

As characters advance through a game it is possible for them to age many years while doing so. Below are two tables that show the average ages by race and what game effects those age categories have on the character. The DM may allow characters to be created at any age the player chooses. Players should be able to choose their characters statistics with in these guidelines if they so choose.

Age Categories

| | |Young | |Mid | | |

|Race |Adolescent |Adult |Mature |Age |Old |Ancient |

|Dwarf |17 |72 |229 |304 |349 |+6d12 |

|Elf |17 |100 |550 |850 |999 |+10d12 |

|Gnome |27 |150 |260 |365 |490 |+5d20 |

|½ Elf |17 |35 |80 |130 |155 |+3d12 |

|Halfling |23 |57 |95 |135 |180 |+4d12 |

|Human |12 |15 |30 |41 |50 |+2d12 |

All characters are assumed to start at the Young Adult age category. If a character is created at another age than this one modify the character’s ability scores for each age category passed. Therefor, if a character is created and the player starts at Old Age then the character would have a -1 to strength and constitution, a -2 to dexterity, a +2 to intelligence, will, and personality.

Age Effects

| |Str |Dex |Con |Int |Will |Per |

|AD |-1 |+1 |0 |-1 |-1 |0 |

|YA |0 |0 |0 |0 |0 |0 |

|MA |0 |0 |0 |+1 |0 |+1 |

|MD |0 |-1 |0 |+1 |+1 |0 |

|Old |-1 |-1 |-1 |0 |+1 |+1 |

|AN |-1 |-1 |-1 |0 |0 |0 |

In no way can any modifiers increase an ability score above the racial maximums for that character. The old AD&D rule about unnatural aging are still in place in this game as well. This means that a character that is aged by the touch of a Ghost does not gain any benefit to his or her ability scores, however, any negative modifiers do apply. Bonuses to ability scores come from time and experience.

Character Size

All characters have a size. As stated before, Gnomes and Halflings are small-sized while the other races are medium. The table below shows the effects a character’s size has on various game mechanics should they be altered in any way. For the most part these modifiers are already considered for monsters and other beings in Book 3: Monsters and they need not be modified any further. The table below shows the relative height of the size categories.

|Standard Measure |Relative Height |

|Tiny (1” to 1’) |.03 to .3 |

|Small (2’ to 3’) |.6 to .9 |

|Medium (4’ to 8’) |1.2 to 2.4 |

|Large (9’ to 15’) |2.7 to 4.5 |

|Huge 16’ to 25’) |4.8 to 7.6 |

|Gargantuan (26’+) |8 + |

The following table shows the basic format that is used for beings of all sizes, however they are standard and are subject to change on a case by case basis, serving primarily as a model for character design. Any modifications based on character size are already assumed to be built into the character’s racial make-up and any changes to size render similar changes. For example, if a wizard were to cast an Alteration-adaptation or polymorph spell on his familiar (a magically bonded pet) then the familiar would gain any benefits due to its increased size. In this way a character that assumes the size of a giant gains some benefits similar to giants. In the case of monsters the Game Master will have to judge is size alterations will modify their scores and to what degree.

Size Alteration Table

| |Character Size |

| |T |S |M |L |H |G |

| |Con | | |Con |Con |Con |

|Dur. |x ½ |Normal |Normal |x 1.5 |x 1.5 |x 2 |

|Punch |-2 |-1 |0 |d6 |2d4 |2d6 |

|Hands |+2 |+1 |0 |-1 |-2 |-4 |

|Tough |O |O |O |O |G |G |

|Move |Base/2 |Base-2 |- |- |Base+2 |Base+4 |

|Melee |-1d |- |- |- |+1d |+2d |

|Res. Mod | | | | | | |

| |+1 |- |- |- |-1 |-2 |

|Stealth |-1 |0 |0 |+1 |+3 |+5 |

|Lift |x ½ |x ¾ |n/a |n/a |x2 or 3 |x4 or 5 |

Dur. Stands for Durability and the figures for Large to Gargantuan creatures are multipliers to their constitution scores for this purpose. The standard Punch does 1d4s/1d4+1s/1d4+2s in damage. For Tiny and Small beings the modifier mentioned is subtracted from the base damage to a minimum of 1 point of damage caused. Large, Huge, and Gargantuan creatures use the same standard rules for a brawl attack except that the indicated die type replaces the ‘d4’. Of course some monsters have other means of attack and may or may not follow this guide. Hands refers to a new optional rule given in Chapter 5: Weapons and Armor where by a person using a weapon must have the indicated number of ‘hands’ free in order to use a weapon. The modifiers shown indicate a change to the weapons statistics. In this way a broad sword with a hands score of 1 requires a Small sized person to use two hands instead when wielding this weapon. Tough stands for the toughness attribute. Usually only Huge and Gargantuan creatures will have a greater than ordinary toughness based on size alone.

A being’s base Movement rate is equal to their strength and dexterity summed together as usual. The plus or minus in this column indicates the number of scores that are moved up or down to achieve the persona actual movement rate. For Tiny creatures, the sum of their strength and dexterity is divided by two to determine how fast they can move in a given phase. However this only concerns movement on the ground or in the water. Flying and gliding move rates remain the same. For Melee, the entry ‘–1d’ means that the type of die used to determine damage is lowered by one die type. If the die type is already a d4 then use a d6 divided by two and rounded up. The +d or +2d means that an additional die of equal value of the original is added to the damage. In other words, a giant using a giant club causes 2d4+1s/1d4+3s/ 2d6w in damage to a hapless victim. It should be noted that this rule is related to the ‘Power’ of the attack and if degraded by toughness this bonus die is lost first. Power is discussed in Chapter 8: Gamers in Action.

Res. Mod represents modifiers to the being’s Strength and Dexterity Resistance Modifiers. The simple explanation is that larger creatures are harder to hit and tiny one’s may avoid some attacks better simply due to their size. Stealth gives the modifier to all Stealth skill checks and Lift applies as a modifier to the character’s lifting ability based on strength.

Moral Attitudes

Every character in the game that is not of animal intelligence has a Moral Attitude. This relates how they interact with the rest of the world and determines such classic notions as ‘good vs. evil’. These values have the same means as described on pages 121 to 122 of the Alternity Player's Handbook but are summarized below.

Anti-Authority: The character believes that his life is own and should be allowed to live as he pleases. His ethics center on things that are good for him. This individualist can be good or evil, but usually does what he pleases in order to get the most out of life.

Apathetic: This character just doesn’t care. Some who hold this attitude believe that nothing really matters in the end, so there’s no point in being concerned about anything. Apathetic characters wear an air of indifference. Some can be cynical. While events may rouse them to action they will eventually return to this state of mind. This hero may have had his beliefs shattered at an early age and only needs a new cause to spark the smoldering emotions in his breast.

Conformist: This guy is a follower. He doesn’t stick out. In fact he works very hard to be just another face in the crowd. He values the popular opinions of the day, accepting everything and deciding on nothing. He’s adaptable, but only a way that allows him to go with the social flow. He is compliant and obeys the laws and the mores of the day.

Corrupt: This character has a strict personal code, one that promotes a twisted, even deviant moral program that usually bolsters his goals and desires. He may still be honorable as long as it doesn’t inhibit his personal agenda. He’s self-disciplined and admires and expects that same traits in others – after all without discipline corruption consumes itself in raging fire. The controlled flame burns the longest and that is important to this hero. However he has little tolerance for those who work against his goals.

Despicable: This person is wicked, amoral, and totally evil. He has no code of ethics. He’s unpredictable, random, and possibly even insane. If he helps someone it’s only to further his own gain and he gets great satisfaction from hurting the same person later on. He despises those who are good and honorable. He sneers at discipline. He hates authority. He delights in evil and enjoys causing pain and sorrow.

Ethical: This character lives by standards that are universally recognized as being right and good. He strives to nothing that is evil or morally wrong, and seeks to help everyone in need. The ethical hero has a moral code that values fair play, respects authority, and brings greatest benefit to the most people. The ethical hero is honest and hard-working, kind and wise. He can be stern and even driven by his moral attitude but he is also fair and good.

Gallant: This hero believes that the strong must protect the weak. He has a nobility of spirit and a high degree of courage. He is quick to action, daring in deed, and dashing in manner and appearance. He tries to right wrongs, but he also enjoys the fruits of his labors. He knows he’s good and he likes others to see his goodness in action.

Honorable: This hero sticks to his word and holds others to the same standard. He follows a code of dignity, integrity, and pride. The honorable hero is often extremely individualistic, though his personal code means that he can be trusted and counted on to keep his word. Indeed, his word is his bond, and he strives to make his actions live up to his lofty promises – even if no one else is around to witness his honor.

Just: A character with a just moral attitude doesn’t care if a law is good or evil; he believes that law is the defining aspect of civilization. Everyone is equal under the law, and the just-minded character works to defend that principle. He protects everyone’s opinions, as long as they don’t break the laws of the land. He is fair and law-abiding, without regard to the ethics of the laws he defends.

Selfish: The selfish character always wants to know what’s in it for him. He has a high regard for life and freedom – especially his own. He places his own interests above all else, seeking a personal angle before he commits to anything. If he agrees to something he sticks to it as long as he feels he has a personal stake in it. Self-preservation and self-aggrandizement are definitely the cornerstones of this character’s behavior.

Unscrupulous: This character is self-serving and depraved. He is ruthless – he’ll stop at nothing to achieve his goals. He has no conscience, and thus perceives no need to adhere to the principles of right and wrong. If he wants something, he takes it. If a lie will as well as the truth, he opts for the lie.

Virtuous: The virtuous hero is righteous and good, exhibiting excellence in word and deed. He always tells the truth, he demonstrates great courage – especially regarding his convictions – and he lives as an example to others. He can’t be bribed or persuaded to work against his beliefs. This hero is unburdened by guilt – unless he goes against his moral attitude. Then he is wracked by guilt and must seek a way to repair the damage he has done.

Worldly: Material gain is the goal of this character. He wants to own things, especially the best things he can find. He will compromise his other beliefs if there’s something for him to gain by doing so.

The moral attitudes that players select are the Alternity versions of alignment in AD&D. Most the above attitudes can be cross-referenced to a specific alignment. In this game spells and other abilities that react to or that detect evil or good are now based more on intentions rather than a blanket characteristic. A Worldly character, while self-serving, could perform an action that is ultimately good whether they know it or not. This form of character definition, I feel, allows for more flexible role-playing while still holding true to the fantasy notions of good vs. evil.

Motivations and Traits

These two aspects of character definition remain unchanged from their descriptions in the Alternity Players Handbook. Game Masters may or may not require them based on the tone of their campaigns. However it is a good idea to base role-playing awards on the use of these traits and to withhold points for not using these tools to develop a character.

Social Status

Authority, Fame, and Wealth define the social status of a character. These attributes remain exactly as detailed in the Alternity Gamemaster's Guide. Wealth is the only trait that may need a little re-vamping. In a typical medieval world, extreme wealth is usually owned by but a few and most of this wealth is tied to the land. Investment portfolios, stocks and bonds, interest from savings accounts just do not exist in lower progress levels or fantasy games in general. A player who wishes to develop a high wealth score will eventually have to claim land to secure it. In a medieval world this of course means war.

While authority and fame remain unchanged keep in mind that in fantasy styled games news can travel very slowly. A character with a high score in either of these traits may come to find that they are valueless (or markedly decreased) when visiting another region or kingdom where the character is unknown. It may be necessary to record a character’s social status’ based on where they are and where they have traveled. Of course on can always hire a bard or minstrel to spread the word of your heroic deeds.

In the Alternity Gamemaster's Guide there is a table detailing social status scores. For this game, wealth is based on the amount of assets that one can prove that one owns, whether it be showing an onlooker your castle or spilling a bag of gold on the table. For this reason wealth is not as fixed. When a character’s wealth in factored in the effects of encounters use their current provable amount can be used as shown on the Game Effects table below.

Social Status Scores for Professions

|Profession |Authority |Wealth |Fame |

|Diplomat |+4 |+4 |+4 |

|Rogue |+3 |+2 |+1 |

|Specialist |+2 |+3 |+1 |

|Warrior |+4 |+2 |0 |

In addition to the base scores for these attributes certain perks and flaws can also grant bonuses to the social status scores.

Social Status Modifiers

|Perks |Authority |Wealth |Fame |

|Filthy Rich |0 |+3 |+1 |

|Good Luck |0 |0 |+1 |

|Powerful Ally |+1 |0 |+1 |

|Renown |0 |+1 |+3 |

|Reputation |+2 |0 |+1 |

| | | | |

|Flaws | | | |

|Bad Luck |0 |0 |-1 |

|Dirt Poor |0 |-2 |-2 |

|Infamy |-2 |0 |-1 |

|Primitive |-1 |0 |-1 |

|Spineless |-1 |0 |0 |

| | | | |

|Allegiance |+2 |+1 |+1 |

As Game Master you may also determine that a certain career choice may also modify these initial scores. A fair method is to apply a ‘-‘ for every ‘+’. However this is not always realistic for some circumstances and it is best that you base these considerations on the player’s description of the character and how well the character is developed.

Game Effects

The following table shows the base modifier that is applied to a skill check (usually an Encounter skill) if a character’s Social Status is an issue in a situation. Remember that players do not always dictate when these social statuses can have effect. A player may also attempt a Social Status check if desired. To do this roll a personality feat check with the modifier presented. The bonus contacts column shows the number of possible contacts a character may gain that are free of charge so to speak. These are not fixed numbers however and are subject to change as the DM sees fit. Use of these scores, and what they imply, is as detailed on pages 106 to 108 in the Alternity Gamemaster's Guide.

Social Status Game Effects

|Status Score |Authority |Fame |Wealth* |Contacts** |

|0 |+5 |+5 |0 |0 |

|1 |+4 |+4 |1gp |0 |

|2 |+3 |+3 |2gp |0 |

|3 |+2 |+2 |3gp |0 |

|4 |+1 |+2 |4gp |0 |

|5 |0 |+1 |5gp |0 |

|6 |0 |+1 |6gp |0 |

|7 |0 |0 |7gp |0 |

|8 |-1 |0 |8gp |0 |

|9 |-1 |0 |9gp |0 |

|10 |-1 |0 |10gp |1 |

|11 |-2 |0 |12gp |2 |

|12 |-2 |-1 |14gp |4 |

|13 |-2 |-1 |16gp |6 |

|14 |-3 |-2 |20gp |8 |

|15 |-3 |-2 |30gp |10 |

|16 |-3 |-3 |50gp |12 |

|17 |-4 |-3 |100gp |15 |

|18 |-4 |-4 |250gp |18 |

|19 |-4 |-4 |500gp |25 |

|20 |-5 |-5 |2000gp |50 |

*The Wealth column shows the average amount of gold pieces earned for one month’s work.

**The Contacts entry on the table is directly related to the character’s Fame score. These bonus contacts are in addition to any gained by the character through role-playing or by the Diplomat profession.

Increasing the Scores

These scores can be increased during the course of the game. The Game Master will have to decide what type of action warrants such an increase and how often awards should be given. As a rule of thumb no more than one point should be gained or lost per adventure.

Players may also increase these score voluntarily through the use of Achievement Points. The cost for doing so is equal to the value of the score to be gained. Therefor to rise from an Authority of 5 to a 6 the character must spend 6 achievement points.

Game Masters may also grant a number of additional starting points to characters created above 1st level. These bonus points are equal to one-half of the character’s starting level and may be distributed however they wish. Therefor a 6th level character gains three additional points when the character is created.

Standing

Standing is another form of social status with the primary exception that it deals with a character’s relationship with the powers that be. This can be a specific deity, an entire pantheon, the spirits of nature, or the universe at large. Occasionally Faith Magic calls on this score, with its accompanying modifiers, and it is also used as a metaphysical yardstick in determining if the character attracts powerful attention.

Standing is very important to these powers and often times they consider it first when comparing two individuals for whatever reason. While Believers seem to be a power’s most potent ally and first pick, do not leap to any conclusions. If a Warrior without a Faith talent or even the Faith perk has a higher Standing score then a Believer of the same faith, the powers may pick the Warrior over the Believer. This is because Standing is a measure of what a person has done to further a religion or faith, not so much the powers a person has been granted.

Standing is also very particular. Having a high score with one god or pantheon does not mean a character has the same score with other powers. It is quite all right to have multiple scores; each dedicated to a different power, pantheon, or type of faith. Often times a high score with one faith brings about another score with an opposing faith or god. This represents the fact that aiding one deity’s goals hinders another’s and can attract unwanted attention. Having a negative score with that power or faith represents this; the effects of which will be discussed below.

Standing Game Effects

|Standing |Modifier |Followers |Divine Gifts |

|-5 |0 |- |- |

|-4 |+1 |- |- |

|-3 |+2 |- |- |

|-2 |+3 |- |- |

|-1 |+5 |- |- |

|0 |- |- |- |

|1 |+5 |0 |- |

|2 – 3 |+4 |2 |Faith Bonus |

|4 – 5 |+3 |4 |Minor Gift |

|6 – 7 |+2 |8 |- |

|8 – 9 |+1 |12 |Last Resort |

|10 – 11 |0 |15 |Holy Vision |

|12 – 13 |-1 |30 |Faith Bonus |

|14 – 15 |-2 |50 |Last Resort |

|16 – 17 |-3 |100 |Major Gift |

|18 – 19 |-4 |500 |- |

|20 |-5 |1000 |Ascension |

All characters begin the game with a Standing score of 0. If the character has the Faith perk (which includes Believers and Faith Talents of course) then the starting score is 1. Standing is gained by service to the powers and aiding their cause. This score can be advanced normally as with other Social Status types as described in ‘Increasing the Scores’ above.

Negative Standing Scores

A negative score represents a condition where a power that does not approve of the character’s actions is keeping an eye on his activities. This condition can arise for any number of reasons but the most likely cause is the actual defeat of the power’s plans in the mortal world. This can be caused by direct attacks on the power’s temples and followers, foiling the power’s plans in general, or the destruction of sacred items including gates into this world.

A negative Standing score does have to apply every time a character fights a Believer and his followers or has a general run-in with such persons, however it is almost certain to occur if the character engages in an extended campaign against a power. It can also occur if the character fights and defeats the power’s Avatar or minions that are sent to this world on an expressed mission.

The modifier given is used to modify a Personality feat check. A check is called for whenever a character engages in activities that directly hinder the power’s influence in this world. In this case a failure is desired. Ordinary to Amazing results can act as a temporary Powerful Enemy flaw as desired. The greater the quality of the result, the greater the power of the flaw. The action taken by the power may range from his followers receiving visions of the character’s activities to direct intervention by the deity’s avatar or extra-dimensional minions.

A negative score can be removed by certain actions as well. If the power feels that the character is no longer a threat then the score can be removed completely. It may also be reduced over time. While the power never forgets any slight against it, it may have made significant progress in it’s goals and the actions of the character may seem as a singular event that no longer warrants the deities direct attention.

Use a negative Standing score as a tool for the story. This feature is not intended to kill the character off every time they sack a temple but rather to add the ‘wrath of an angry god’ element to a game. It also creates an element of superstition as the characters may be hesitant to take a quest for fear of ‘bad things’ happening to them.

Beseeching Miracles

There are times when a character is faced with a hopeless situation. As stated in the chapter on skills (chapter 3) a character can attempt a Personality feat check to determine his or her basic luck in a situation. Miracles are Personality feat checks with an added punch. There are just some things that will not happen no matter how lucky a character is. When a situation is presented that affords no logical use of a Personality feat check, then a Miracle can be called for.

A call for a Miracle represents the role that the gods and spirits of the universe play in the fate of the character and in the situation he is in. When rolled any success generates a Miracle, which corrects a given situation as quickly and as unnoticeable as possible. If successful the character must then roll another check using the same modifier to determine if a quest or sacrifice is required of him. If a failure is generated some form of sacrifice must be made. This sacrifice, whether of material goods or the character’s personal time, almost always furthers the deities ends. Any success indicates that Miracle is seen as a reward for good service. A critical failure on this roll is treated like a failure except that the sacrifice required needs to be a greater show of devotion to the rescuing power.

If a player announces a sacrifice to the gods or promises some grand, sacrificial action, the Game Master may grant a Situation Modifier to the feat check based on the nature of the sacrifice stated. Failure to provide this promise however is not a good idea; the gods will eventually be satisfied.

Frivolously calling a Miracles when they are not required or when the character has other options in dealing with a situation may lead to a loss of Standing points as the Game Master sees fit. This not an ability to abuse. As a final note; the Faith perk cannot be used to modify these results nor do any other game modifiers apply including penalties for excessive wounds.

Bestowing Curses

Any one provoked to a point of great anger can swear a curse at another being. Whether a curse presents a real danger or is just ‘hot air’ is also a function of the Standing score. Curses are not as easy to exact, as are Miracles, and for most cases an Amazing result is required for a curse to have any effect at all. As with the ability to beseech miracles, bestowing curses should be used to add color to a game, not another spell.

For the most part, curses of this type do not take effect immediately. These curses can take years to fulfill or may only take if certain conditions exist. An opponent may yell “I damn you to eternal unrest”. If an amazing result is generated and the recipient dies before the curse is lifted he or she may return from the grave as one of the undead. A curse could doom a greedy lord to have no living heirs to pass on his lands and position. Whatever the case the curse should be creative and the Game Master is obliged to grant bonuses or penalties based on the nature of the curse desired.

Using a curse is usually a once in a lifetime event that is seldom repeated. Used only in moments of extreme duress it is often only employed when the person bestowing the curse is about to die. Abuse of this ability can be severe and if a character wantonly uses it the Game Master must apply some form of punishment. Otherwise every character in the game will be making feat checks to bestow curses. Of course there is the simpler method of never allowing characters who abuse this ability any chance of success.

The results of the check should remain secret from the players even if they were the curse’s initiators. Never knowing if the dying words of a shaman will come true can lead to some interesting actions on the player’s part. Even a fruitless curse can have effect if the target being leads his life trying to avoid it. This is what is known as a self-fulfilling prophecy. An example of this is a curse stating that the target will never succeed in business. Reacting out of fear, the target never gets involved in business for fear of failure and thus dies in poverty.

Followers

As a bastion of a faith, persons with a high Standing score eventually attract followers. The use of those numbers listed coincides with the character’s Fame score. If the character is well known and is of a high Standing then people will flock to him seeking their deity through his actions. If the character is some form of Faith talent then these followers will likely form the basis of a new temple or even a community around the character. Other types of characters will attract the same types of followers. In this case however they will not automatically seek guidance from the character as they realize that he is not a priest. They will however see him as a champion to their cause and will refer to him as a leader. Often times the followers how up simply seeking advise and direction. The character can opt to retain them or to send them forth on some ‘divine’ quest or mission.

The numbers shown are an average and each entry is cumulative with the last. These numbers can be increased or decreased based on the campaign and the actions of the character.

Divine Gifts

Divine Gifts are rewards the character receives for steadfast service to his faith. When a character’s Standing score reaches the indicated number as shown on the table above, the gift become available. Each gift can be gained only once. If a character reaches a certain score, falls from grace, and then reaches the score again no divine gift (if any) is gained. Each is described below.

Faith Bonus: At Standing scores 2 and 12 the character is granted the benefit of automatically passing a Faith perk check. This bonus can only be used once. If the character is not a Believer or a Faith Adept then they gain the same ability for an automatically successful check but retain no ability to use the Faith perk later.

Minor Gift: At a Standing score of 4 the character is granted a minor gift that aids him in his quest. The gift can be a lucky clue, finding a badly needed weapon or tool, or even having a situation go his way with no specific reason based on die rolls.

Last Resort: At Standing scores 8 & 14 the character gains a free Last Resort. This point can be used normally but is lost once spent.

Holy Vision: At a Standing score of 10 the character receives a Holy Vision about something very important to the character. This powerful insight is perfect in clarity and detail. The Game Master decides when the vision occurs however a player may call on it with a successful Standing check.

Major Gift: At a Standing score of 16 the character gains a major gift. This can be a greater version of the minor gift above or it can be something else entirely. The character may be selected as the protector of a holy weapon or FX item of he himself may be protected by a powerful being sent by the gods. The purpose of the gift is to aid the character in his quests and the longevity of the gift is based on the completion of some monumental task or purpose.

Ascension: At a Standing score of 20 the character has achieved a coveted position in the after life. Instead of starting at lower ranks or being, the character immediately forms as one of the more powerful denizens in the realms of the gods. If a character achieves this level after his death he may return using the Demigod or Outside career choices as detailed under ‘Legends’ in chapter 2.

Depending on the nature of the campaign a character may also be ‘lifted’ into the heavens (or pulled into the fiery depths) once this level of Standing is achieved.

Languages

Languages only cost 1 point for rank 1 so a character that intends to travel should purchase a few of them. Languages add life to a campaign as well as a sense of realism. However realism is the key word. In some campaign worlds it may be normal for all beings to speak the same language while in other, more realistic ones, different countries on the same continent may host a variety of tongues. Some campaign worlds make this distinction while others do not. Game Master's will need to decide how many languages exist when designing a campaign so that player know before hand which Knowledge-language skills are appropriate.

As a general rule the following languages can be assumed to exist in any campaign regardless of the level of realism.

➢ Common: This tongue is the common human language found in the campaign. It is also commonly used as a trade language by other races as well. If the Game Master includes specific human languages then Common can be termed purely as a trade language.

➢ Draconic: This is the language of Dragons. Some species may have their own tongue but all of them know this one. This language is often used by Arcanists in the writing of spells as well as a required course in a place of arcane learning.

➢ Druid Cant: This is the secret tongue used by nature priests in their prayers to nature and in communication to each other. The cant is more of a dialect or slang than an independent language and has similarities to the common tongue.

➢ Elemental: Elemental languages include Aquan (water), Auran (air), Ignan(fire), and Terran (earth). Each is a separate language used by the denizens of those planes. None elemental beings who learn and make use of these tongues suffer a base +2 penalty to their use. This is due to the exotic nature of the tongues and the difficulty of producing many of the required sounds. This penalty does not apply to attempts at understanding an elemental however.

➢ Giant: Giant is a common tongue used by various giant types. Occasionally certain species of giant may have their own language, however they always know this one.

➢ Planar: Planar tongues include Abyssal, Celestial, and Infernal. Each is used independently by extra-planar beings. It is not uncommon for an Outsider to know several of them. These languages are often used by mortal Arcanists in the writing and casting of spells.

➢ Racial Languages: Many non-human races have their languages. A brief list of the more commonly known is Dwarven, Elven, Gnoll, Gnome, Goblin, and Orc. Other races may also have their own tongues as determined by the Game Master.

➢ Sylvan: This is the common language of the Fey and other woodland dwelling beings of a magical nature.

➢ Undercommon: This is the trade language used by the denizens of the Underdark.

Perks and Flaws

Perks and flaws work exactly as they are described in the Alternity Player's Handbook. The two tables below show the new perks and flaws that have been added to this game and after each table are the descriptions of these new traits as well as any other perks or flaws that may have changes to them as well.

Perks

Heroes of fantasy games have many attributes that make them special. The list below includes all new perks as well as those from the Alternity Player's Handbook. New perks are underlined and are described below. Any perk in Italics must be bought at the time of character creation and cannot be purchased later in one’s career.

|Perk |Cost |Ability |Type |

|Ambidexterity |4 |DEX |Active |

|Animal Friend |4 |WIL |Conscious |

|Berserk Rage |5 |CON |Conscious |

|Cavalry |1 to 10 |PER |Conscious |

|Concentration |3 |INT |Conscious |

|Danger Sense |4 |WIL |Active |

|Faith |5 |WIL |Conscious |

|Filthy Rich |6 |PER |Conscious |

|Fists of Iron |2/5 |STR |Active |

|Fortitude |4 |CON |Active |

|FX Item |4/8/12 |N/A |Special |

|Gearhead |4 |PER |Active |

|Good Luck |3 |WIL |Conscious |

|Great Looks |3 |PER |Active |

|Heightened Ability |10 |Special |Active |

|Improved Skill |5/10 |Special |Active |

|Jack of all Trades |5 |INT |Conscious |

|Magic Awareness |4 |INT |Active |

|Mentor |4 |PER |Conscious |

|Networked |2 |PER |Active |

|Observant |3 |WIL |Active |

|Photo Memory |3 |INT |Conscious |

|Powerful Ally |4 |PER |Conscious |

|Psionic Awareness |3 |INT |Active |

|Reduced Mutation |4 |CON |Active |

|Reflexes |4 |DEX |Active |

|Perk |Cost |Ability |Type |

|Renown (Celebrity) |3 |PER |Conscious |

|Reputation |3 |WIL |Active |

|Second Sight |4 |WIL |Conscious |

|Subtle |2/4/6 |Special |Active |

|Tough as Nails |4 |STR |Active |

|Vigor |2/3/4 |CON |Active |

|Well Traveled |4 |PER |Conscious |

|Willpower |4 |WIL |Active |

Animal Friend

The bonuses granted by this perk are cumulative with the special abilities of the Ranger class or any Free Form character with similar abilities.

Berserk Rage (Perk)

When the berserk wishes to enter a rage they call upon their internal energies and frustrations to fuel a massive burst of psychotic frenzy. When used, the berserk rolls a constitution feat check. It costs the berserk one of his or her actions to activate this perk. The result indicates the bonus that the berserk receives to Action Checks, Unarmed Combat, Melee Weapons, Armor Optimization, Resolve, Stamina, and Athletics broad and specialty skill checks as follows: Ordinary –1, Good –2, and Amazing –3. This bonus is also treated as a Resistance Modifier against Encounter skills and Influential FX that effect the mind. If a Marginal result is indicated, then the perk has no effect but the berserk may try again. If a Critical Failure is the result then the perk is treated as the Berserk Flaw of Ordinary quality.

Once the perk is activated the effects last for 1d4+1 rounds and at the end of that time the berserk suffers Fatigue damage. The amount of fatigue damage that is suffered is dependent upon the result of a Stamina-endurance check. In this case a critical failure causes 3 points of damage, a failure causes 2, and an ordinary result causes 1. The bonus gained by this perk does not apply to the endurance skill check.

Cavalry

This perk is a bit like a combination of the Good Luck and the Powerful Ally perks. The perk can cost anywhere from 1 to 10 skill points, which grants a limited number of uses. The perk can only be used once per adventure and after every successful use one use of the perk is lost. If a player spends 3 points on the perk then he may use no more than three times through out his life.

The Cavalry perk is more of a player tool like last resort points than an actual ability that is own and acknowledged by the character. This perk simply means that the player can generate circumstance in the game to allow his character to survive.

When a Personality feat check is successfully rolled the while the character is in extreme danger he receives some form of help. The extent of the help is determined by the quality of the feat check. An ordinary result grants some form of aid but the character is stilled required to make some form of check to utilize the aid to his advantage. A good result usually implies a step bonus or Resistance Modifier that remains for the scene where it is most needed or the appearance of some event or being that distracts the situation to some degree allowing for escape. An amazing result generates some event that almost always ensures escape on the character’s part with little or no direct action required in utilizing the bonus.

What appears or happens to aid the character is up to the Game Master. Anything from rock slides, a sudden and unsuspected wind, to the arrival of actual people or some monster is possible. The ‘cavalry’ should never be something to unrealistic and Game Masters are encouraged to keep the results of the check as mundane as possible.

Faith

The uses for the Faith perk vary greatly in this game, as there are many different deities who represent many different spheres of reality. Followers of faiths that endorse conflict and war can use the benefits of this perk to aid them in combat. Similarly, a DM may rule that the use of the perk must fit in to the tenets of the faith and the spheres represented. For example it is acceptable for a DM to declare that followers of a deity or force whose sphere of control is water or the sea can only use this perk if done so in conjunction with water or the sea. Of course the DM can similarly say that there are actions or events that are ‘general’ to all priest types as well. Such actions include any skill or ability check that could help the priest further his or her religion.

Filthy Rich

This perk may suggest ties to nobles and lords, which can involve other game effects similar to the Powerful Ally perk. In this case the benefactor way request that the character under take some type of quest or mission on their behalf for their support.

FX Item

The different costs reflect the usage of the item to be had. An item costs 4 skill points if it is of the Single or Limited use variety, 8 if the item can be recharged, and 12 if the item’s power is permanent. No multi-use items or artifacts can be had with this perk and all items that have a ‘plus’ modifier are considered +1 in value. If the DM allows, additional plusses can be bought for 4 skill points per plus.

Gearhead

This character is capable of thinking in mechanical terms. This relates to a –1 Situation Modifier with repair and juryrig skills.

Improved Skill

This character is extremely skilled in an area of proficiency. This relates to a –1 step bonus to any one specialty skill of the player’s choice for a 5 point perk or a –1 bonus to all of the skills in one broad skill.

Jack of all Trades

This character has dabbled in many different skills through out his life and knows a little bit about everything. As such the character can use any non-FX broad skill at the broad skill level. The still cannot use specialty skills that cannot be used untrained and they must purchase a broad skill before being able to advance in ranks with any of its specialty skills. Using the perk does require a feat check to see if the character recalls anything of relevance about a given skill.

Magic Awareness

This perk operates much like the Psionic Awareness perk. A hero is entitled to an intelligence feat check to determine if magical powers are being used in his or her general vicinity. It is important to note that latent and unused magical energies will not attract the character’s attention. Thus a magical sword does not register to this perk, nor does any magic item that is not being used, active magic is the key concept here. In addition to this restriction, this perk cannot distinguish between Arcane, Faith, Shared, or Super Power FX abilities.

Mentor

This perk represents a person who is a special contact for the hero. This contact is friendly and will help the character, but is primarily a teacher of some skill or area important to the character. This contact is always higher level then the hero and also has the Teach specialty skill in the profession that best describes the relationship.

Networked

This character is well known in the social circles that he is involved in. This relates to a –1 Situation Modifier for Authority, Fame, and encounter checks with contacts, allies, and allegiances.

Reduced Mutation

In order to have this perk the character must also have mutations. When purchased this perk reduces the die roll modifier by –1. This means a 1d4-1 becomes a d4-2.

Renown

This perk works basically the same as the Celebrity perk found in the Alternity Players Handbook. The only difference is the name which better reflects a fantasy campaign.

Second Sight

This perk allows the character a greater ability to perceive illusions from any source for what they are. The perk grants a +1 resistance modifier or a –1 step bonus when attempts to resist or detect falsehoods are made.

Subtle

This character is very careful about how he moves about. By his very nature he does not break as many twigs on a trail or stir up to much dust on a floor. This character also has a habit of returning things to where they originally were and naturally leaves a hard trail to follow.

The net result is a +1 step penalty to skill checks used to track or trail the character by use of physical signs left behind at a location.

Well Traveled

The hero has acquaintances in many locations that might act as contacts for the hero. Whenever he travels to a remote or foreign location he may make a perk check to ‘remember’ one these persons. With any success he locates an individual who acts as a contact though a +1 penalty applies to any skill check used to solicit assistance.

The contact can only be utilized once in this manner but may be ‘remembered’ again if the character returns to the location at some later time. The hero may only use this perk once per adventure or game session at the Game Master’s discretion. A critical failure result means that the perk backfires and the hero suffers a +1 penalty to all Personality skill checks (excluding FX abilities) until he leaves the area.

Flaws

While we commonly like to create heroes that are invincible, many have weaknesses. No one is perfect and a well role-played hero has an Achilles Heel of some sort. The list below includes those flaws from the Alternity Player's Handbook as well as new ones. All new flaws are underlined and are described next.

|Flaw |+SP |Ability |

|Bad Luck |6 |WIL |

|Berserk Rage |5 |CON |

|Clueless |2/4/6 |INT |

|Clumsy |5 |DEX |

|Code of Honor |3 |WIL |

|Competitive |2/4/6 |WIL |

|Cursed FX Item |5/10/15 |N/A |

|Delicate |3 |STR |

|Dilettante |5 |WIL |

|Dirt Poor |5 |PER |

|Divided Loyalty |4 |PER |

|Forgetful |5 |INT |

|Fragile |3 |CON |

|Infamy |2/4/6 |PER |

|Oblivious |4 |WIL |

|Obsessed |2/4/6 |INT |

|Old Injury |2/4/6 |STR |

|Phobia |2/4/6 |WIL |

|Poor Looks |3 |PER |

|Possessed |4/8 |WIL |

|Powerful Enemy |2/4/6 |PER |

|Primitive |2/4/6 |INT |

|Rebellious |2 |PER |

|Sloppy |4 |WIL |

|Slow |6 |DEX |

|Spineless |2/4/6 |WIL |

|Temper |2/4/6 |WIL |

Berserk Rage (Flaw)

When selected as a flaw, Berserk Rage functions exactly as the perk with the same name. The drawback is that the player does not record any damage taken. The DM keeps track of the character’s damage and continues to do so until the berserk runs its course, the character dies, or until the character suffers mortal damage.

In addition to this the character must also pass an intelligence feat check to be able to distinguish between friend and foe. The player can guide the berserk character through a combat scene but if all enemies are vanquished or if another character gets within melee range of the berserk the check is called for. This flaw must run its course and cannot be stopped unless an ally achieves a Good or better result on an Encounter skill or until the berserk is effected by an Influential FX power.

Competitive

This character loves challenges so much that if he hears of some quest or adventure he must be apart of it. Upon hearing of some type of mission the hero must roll a Will feat check to resist it. If he fails he do whatever it takes to follow up on the lead. The differing levels of the flaw determine the intensity of the competitive urge and whether others are competing against the character.

For 2 bonus points the hero is not really competing against anyone specifically except on a case-by case basis. For 4 bonus points there are actually those who actively compete with the hero. They need not always be the same people every time but the hero has the bad luck of attracting a crowd when signing on to a new adventure. For 6 bonus points not only is there real competition but the character has to make additional Will checks to avoid ruthless or deceptive tactics to win whatever is at hand. This can range from recklessly putting others in danger to lying or other blatant and immoral behavior.

Cursed FX Item

The DM will have to determine the bonus a character can gain from having this flaw. The type of item is up to the character, but the DM has the final say as to the bonus skill points granted. Items that can be gotten rid of by use of the Abjuration-Dispel spell should yield a maximum of 5 points. For 15 points a specific trigger or event must take place to be rid of the item and this event should be the focus of a major quest at least. The DM can rule that some items can not be rid of at all. The DM and the player will have to work out the overshadowed by the items curse or drawback.

Dilettante

This character can not have a rank higher in any skill than his level. In addition the character cannot purchase ‘early purchase’ rank benefits either.

Divided Loyalty

This character was once a member of a group at some time in his past. While no longer with that group he still holds loyalty to some person or group. At some point during the game the character must place his loyalty ahead of his other obligations. The old association may ask for some favor or may have goals that conflict with the character’s current endeavors. A character must roll a Personality feat check to overcome this circumstance.

Possessed

This character’s body is sometimes the host of an invading spirit that can influence or even dictate the character’s actions. This is a 4 point flaw if the spirit is largely neutral and harmless, and an 8 point flaw if the spirit is actively hostile. Anytime the character is rendered unconscious through the loss of stun or fatigue points the spirit gains control of the host body animates it, allowing it to move and act.

While possessed the Game Master controls the character and determines all of his actions. In the case of a neutral spirit the actions are never self-destructive. A hostile spirit will not hesitate to put the character in mortal danger, to abandon companions, and in general make a mess of the hero’s life, friendships, and property. The spirit remains in control for a matter of days. Each day that passes affords a Resolve-mental resolve check at a cumulative –1 step bonus to regain control. The character never remembers what has transpired while the spirit was in control and immediately suffers 1 fatigue point of damage when he ‘wakes up’.

While it is active the spirit may be expelled by anyone capable of using the Spirit Magic-exorcise spell. This expulsion is never permanent unless the spirit has reached some goal. If the character spends a number of points necessary to remove the flaw and the spell is successful, then the effect is permanent.

Game Masters should select an appropriate spirit for the possession and determine its goals. If the Game Master feels that other characters may have means to fight the spirit then detail all of the spirit’s abilities or use those found in Book 3.

Rebellious

Characters with this flaw have trouble relating to authority figures. This is reflected as a +1 penalty to encounter checks with legal or royal persons.

Sloppy

This character leaves behind a trail. By not paying much attention to his actions this character drags his heels, puts things back out of order, touches things and moves objects, and otherwise unconsciously disturbs his surroundings. This relates to a 1 step bonus for anyone who uses a skill to track or trail the character based on physical signs of passage.

Achievement Points

As characters adventure they gain points for their experiences. These points are in turn used to increase the character’s knowledge, aptitude, and general ability to survive. All characters advance at the same rate in this game system and the rules as found in chapter 8 of the Alternity Players Handbook remain the same.

Timing of Awards

How many points a character earns is up to the player. How often these points are given is up to the Game Master. Depending on the type of game being played a Game Master my grant points at the conclusion of an adventure, the end of a scene, or even after every game session. These various options, presented from the least frequent to the most, are also malleable and points can be given whenever the Game Master feels enough activity has passed that they should be handed out.

In all cases the achievement of a goal should be the ‘line in the sand’ for this timing. For adventures this could be the completion of a part of an adventure or the conclusion of the adventure itself. Points given at the conclusion of a scene indicate how well the scene was handled. Points given after a game session should be based on a character’s progression towards a goal.

These various means of point distribution may also be based on how often the Game Master and players meet. If you meet a lot, don’t feel inclined to hand out a lot of points. If you don’t meet very often you may need to give points more frequently to maintain interest and to allow the players to feel the benefits of their efforts.

Award Values

Typically the award value of the points given are based on three overall criteria.

▪ Involvement in Adventure: 1 to 3 can be given based on the character’s involvement in the game. If the character does not qualify for any points in this category then none should be given for the others.

▪ Role-Playing: 1 point should be given if the player role-plays his character exceptionally well. This includes the use of hindrances, flaws, and drawbacks more than it does the character’s strengths.

▪ Heroism: 1 point can be given if the player performs an extreme act of heroism or self-sacrifice.

In summary a character can earn anywhere from 0 to 5 points depending on how often the points are distributed. Game Masters are free to add or reduce points as they see fit, however 5 should the limit for any one character at any one time.

Level Advancement

Depending on the nature of the game a Game Master can use the rules for progression as found in the Alternity Players Handbook or they may opt for a more dynamic one. The second method allows a player to spend points as they are given instead of having to wait for a new level. If three points are earned the character in this system of advancement may use them immediately or can save them for future use. However it is still important to track a characters level regardless of the method used.

In either method characters should record their points in the following way:

Current Level: #

Total Points Earned: #

Points Saved: #

Achievement Benefits

The achievement benefits listed in the Alternity Players Handbook are still relevant as they appear. Of course it should be noted that Combat Spec is Warrior, Tech Op is Specialist, and Free Agent is now Rogue. Adepts use their secondary profession to determine their achievement benefits. To this list are two other options.

➢ Social Status Increase: Authority, Fame, Wealth, and Standing can all be increased. The cost to increase a score to the next highest value is equal to that value. Therefor to increase a Standing score from 3 to 4 requires 4 points. This benefit can be purchased at any level.

➢ Extra FX Points: Adepts and Talents can purchase extra FX points at a cost of 5 points each. If the character has more than one talent then the new points must be specified for the pool they will belong to. This benefit can be purchased at any level.

Careers are additional features that help to further define a character’s role in the game. Not all Warriors are the same and neither are Rogues. A career is basically a skill package that orients a player to the various options available through combinations of skills and perks. These lists are not exhausted by any means and players are encouraged to develop their own careers, with Game Master approval of course.

Each career has a short list of statistics that define it in the game. All careers include the following two items:

Skill Package: This gives the core skills used by the character.

Signature Equipment: The character gains any items listed in this entry for free.

For characters that have FX abilities the following entry also appears:

FX Package: This describes the most desired FX skills used by that career.

Also for Diplomat, Adepts, and Open Careers this entry is given:

Preferred Professions: This entry shows the primary or secondary professions that best reflect the character’s role in the game.

Finally some careers also give a statement of ‘Special Benefits’ and ‘Special Hindrances’. These two entries are not always common and are optional. Benefits and hindrances work in a ‘give or take’ relationship with each other which means that for every benefit gained, a hindrance is gained as well. Benefits are in some ways similar to racial abilities. They are not perks or skills; they may be magical in nature, but are more often bonuses. Hindrances are the opposite and are used to balance any benefits gained. It is by these two elements that careers like Paladin, Ranger, and the Bard are formed.

As these qualities are chosen at the time of character creation they cannot be bought later in the game. Both benefits and hindrances are elements that are apart of the character at birth or maturity and cannot be gained or lost by standard means. Benefits and hindrances are ranked as a 1, 2, or 3. The total sum of hindrances is subtracted from the sum of the benefits and must equal zero or be lower than that.

Excessive hindrances do not grant bonus skill points nor do benefits cost points either unless the player desires to do so (see ‘Creating Careers’ below). They are instead used to balance one another in a manner similar to Mutations. These entries appear as follows:

Special Benefits

Benefit Name (1, 2, or 3): This entry states the benefit gained as well as its degree of influence.

Special Hindrances

Hindrance Name (1, 2, or 3): This entry states the hindrance suffered as well as its degree of influence.

Careers that list these statistics can be modified. If a character wanted a Ranger with more Moral Attitude options then he or she needs only drop or reduce the hindrance. However in doing so a benefit of equal or greater value must also be dropped as well. Conversely a player may add benefits but must increase the degree of existing hindrances or add new ones to compensate. This ability allows a player to create careers that resemble many of the ‘Kits’ found in the various ‘Complete Players Handbooks’ of AD&D. Creating custom benefits and hindrances follows the rules given in the ‘Creating Careers’ section later in this chapter.

Creating Careers

As was stated before, careers are extremely modular. None of them are required and the list of careers is nowhere near completion. You can build just about any type of character that you want. By switching around the special benefits and hindrances each character can become truly unique. While the careers presented before provided benefits and hindrances that can used as is or modified, sometimes a player will to have a benefit or hindrance that doesn’t exist. That is what this section is all about.

Some the careers presented earlier do not have benefits or hindrances. This is not to say that they cannot have them. Primarily Diplomats, Rogues, Specialists, and Warriors were presented without many of these options. If you want a Bounty Hunter with an added edge feel free to do so. If you want a Duelist that excels in the use of a specific weapons that is also possible. It is important to note that these game effects are not mutations and should not be treated as such. For the most part they are relevant only to the character’s profession and career and those skills involved. Mutations are actually modifications to the character’s race. It should also be noted that if a proposed benefit or hindrance is similar to a perk or flaw, use the perk or flaw first.

As was stated at the beginning of the Careers section, the total value of benefits must have an equal value of hindrances. This does not to be the final word if a Game Master wishes to have another alternative. If a player wants his character to have a special benefit without an equal number of hindrances then the player must pay 10 skill points for every one point of value that the benefit has. This does defeat the purpose of the benefit/hindrance system, as they are not intended to act as perks or racial abilities. Truth be known I debated as to whether they should be allowed at all but it is difficult to design a character like a Ranger or a Bard in the classic AD&D sense without those abilities. The balancing act of benefit vs. hindrance was created in this manner to allow a player to create unique characters like those presented in the various ‘Complete Player’s Handbooks’ and Kits from other sources.

The 10 point per value cost seems expensive but remember that this cost is relative to the benefits gained from a Talent. As a side note, no skill points can be gained from excessive Hindrances regardless of what they are. Game Masters may however award 1 or 2 extra Achievement points per adventure to characters with greater than required Hindrances.

Special Benefits

Benefits are add-ons to their character’s existing profession benefits. The values of each range from 1 to 3. Value 1 benefits are usually modifiers to skill or feat checks. Value 2 benefits are broader and reflect more game changing attributes than simple skill modifiers. Value 3 benefits are the most powerful and are rare. These benefits reflect supernatural abilities, sometimes akin to Super Power FX, and grant extremely advantageous abilities to the character.

In all cases a benefit should be relevant to the character’s profession and career. Granting a Tinker with combat oriented benefits is not in the spirit of these rules.

Special Hindrances

Hindrances are used to balance the benefits that a player may select. These may be used in a ‘mirror’ fashion where the hindrance effects a similar benefit in an opposite manner. A good example of this is the Ranger’s encounter penalty when confronting his Species Enemy. Some hindrances may also have nothing to do with the benefits gained. Value 1 hindrances are minor penalties to skill or feat checks. Value 2 hindrances have a more broad effect and are usually inescapable. Value 3 hindrances are rare as they can severally compromise a character’s ability to succeed. Value 3 hindrances are usually avoided with value 1 and 2 hindrances used to make up the difference.

Players never assign hindrances, they can only propose them. If a player designs a character who has a 12 in Will and then assigns a Hindrance stating that he must have an 11 or better in Will the purpose of the Hindrance has been defeated. Game Masters must carefully arbitrate the assignment if Hindrances. While not intended to act as a tool for punishment, hindrances should be meaningful and relevant.

Open Careers

Open Careers are treated as a separate entry as they can be used with several or all of the professions allowed. Because of the greater variety of professions possible no total skill points are given for the Skill or FX Package entries as they can vary greatly depending on player choice.

Assassin

While the initial assumption that assassins belong to the Rogue profession is correct it should be noted that anyone could except money for what can be loosely referred to as ‘wet work’. While the Rogue profession offers benefits best suited for this line of work others, like Adept (Rogue) and Diplomat (Rouge), can also make good assassins.

Special Benefits

Security Bonus (1): Assassins gain a -1 Situation Modifier when using the Security-protection protocols skill. This is developed as the ability to penetrate defenses or to set in place those that are above average. This is due to their training and study of security protocols and how best to thwart or set up a watch.

Sneak Attack (1): When an Assassin uses the Stealth-sneak skill during a phase in which they are using the Sneak Attack option detailed in the Alternity Gamemaster's Guide, they receive a -1 Situation Modifier to the skill check.

Technique Bonus (1): Assassins gain a -1 Situation Modifier when using the Alchemy-toxins skill. With the GM’s permission the toxins skill can be replaced by another skill that allows the Assassin to perform in a similar manner (i.e. uses the skill to complete the job). Some possible examples are Demolitions-set explosives, Nature-herbalism, or Security-traps and devices.

Special Hindrances

Moral Restrictions (1): Being an Assassin restricts the player choices for selecting a Moral Attitude. Those allowed include Conformist, Corrupt, Honorable, Selfish, Unscrupulous, or Worldly.

Allegiance (1): An Assassin must begin the game with an Allegiance with the group or organization that trained him. Breaking this allegiance and any hindrances or benefits of such a relationship follow the standard rules.

Minimum Abilities (1): A character must have an 11 in Intelligence to have this career.

Skill Package: Tactics-sentry tactics, Alchemy-poisons, Stealth-sneak, and Investigate-search.

FX Package: Divination-scry; Illusion/Phantasm-spook

Preferred Professions: Any

Signature Equipment: Crossbow, 1 dose of poison

Barbarian

Conan? Sure why not. The Barbarian is a person who comes from a Progress Level 0 society. Unaccustomed to technology this character lives by instinct. It is possible that a barbarian can originate in an early Progress Level 1 society but two of the skills listed in the Skill Check bonus entry are lost while the Primitive entry may be reduced to a +2 penalty. The Barbarian career describes a character that comes from a Stone Age background and as such it can be combined with other careers to create primitive versions of other types of characters. Combinations include Barbarian/Ranger, Barbarian/Guide, Barbarian/Scout, or Barbarian/Healer. Barbarians who are Believers should reference the Shaman career below.

Special Benefits

Action Bonus (1): Barbarians are stout warriors and have spent years listening to their instincts when in a fight or tense situation. Because of this conditioning, Barbarians may add one more point to their Action Check score.

Skill Check Bonus (2): Barbarians gain a -1 Situation Modifier with War Craft, Survival, Athletics, Movement, and Outdoors broad and specialty skills.

Special Hindrances

Primitive (3): The character must select the Primitive flaw at the +3 level of influence. This flaw can be reduced as per the standard rules for Achievement benefits however it can never be improved beyond the +1 penalty flaw status. If the Game Master allows some skills may be learned if proper role-playing is used. This is akin to American Indians learning to use muskets. The character gains no skill points for this flaw however it does count against the character maximum number of laws available.

Skill Package: Animal Handling, Movement-trailblazing, Outdoors-hunt, Survival, War Craft, Unarmed Combat, and Awareness-intuition.

FX Package: Spirit Magic

Preferred Professions: Barbarians make good Warriors however do not overlook Faith Adepts who are Shaman by faith. Rogues may also be common. Diplomats and Specialists are not unheard of but are rare. Arcane and Psionic Adepts are not usually allowed in normal circumstances.

Signature Equipment: Hide Armor, Knife

Paladin

A paladin is person dedicated to a specific faith and culture who acts as its guardian against the forces of chaos and evil. The paladin is very similar to a knight and is usually drawn from that caste however they may come from any background. In AD&D we grew use to the idea of a paladin being a sub-class of Fighter or belonging to the Warrior group; depending on the edition of the game you were playing. Here the lid has been thrown off, so to speak, and the paladin has been given far more latitude than was experienced before. Now a character of any race may be paladin. Also a paladin may be a career for any Profession allowed.

Despite these changes the paladin still remains true to the concept as before. Truth is foremost, virtue the goal. Paladins prefer to be known and do not hide in the shadows or use deceit and guile to win. They must be chaste and they must behave in a chivalrous manner. This applies to a Paladin arcane adept equal as it does to a Paladin warrior.

A Paladin has many special abilities and they are all tied to the Paladin’s Standing. As this number increases, so does their access to their special benefits. What is presented is the standard formula to create the paladin of AD&D.

Special Benefits

Aura of Protection (3): Paladins radiate a natural aura of goodness that hinders the actions of evil beings. This equates to a +1 Resistance Modifier against any and all physical or magical attacks by evil beings that are directed specifically at the paladin. This power also applies against any summoned creature or that which comes from another plane or dimension. The aura has a 3-meter radius around the paladin and can also defend any of the paladin’s friends and allies that are in this area. As with the Abjuration-protection spell, pushing the edges of this defense against an opponent will temporarily cancel its beneficial effects.

Call War Horse (1): A paladin may call for a war horse, a creature that is intelligent and spiritually bonded with the paladin. The paladin can attempt this call once per week and the rules for Calling on Fate are used as described in chapter 3. Any success calls the war horse and a critical failure can mean that the paladin must wait an entire month before trying again. At the GM’s option the paladin may have to complete a quest to find the war horse. In such a case the outcome is determined by the completion of the quest itself.

Once successfully called the war horse will remain at the paladin’s side for good unless the paladin loses a points of standing; at which point the beast becomes a normal animal again. If the point is recovered then a new war horse may be called for. The war horse has the following statistics that are identical to the paladin’s: Intelligence, Will, and Last Resort Points (not the personality score itself). The paladin and the war horse may swap these last resort points between each other and they may use up to two to modify an given result. The paladin and the war horse must be together (not necessarily in physical contact) to use this ability. It is important to note that the war horse need not be a horse. Any appropriate steed can be used if that type of animal is a common mount in the area that the paladin lives.

The paladin’s bonded mount acts as a Sidekick as per the rules in Chapter 7 of this book.

Detect Evil Intent (1): With a successful Awareness-perception check a paladin can detect evil intentions up to 20 meters away.

Disease Resistance (2): Paladins are immune to non-magical diseases. Against magical ones, they have the same level of resistance as anyone else.

Hazard Bonus (2): Paladins gain a –1 step bonus to all Constitution feats against Hazards. This benefit is not cumulative with the Aura of Protection benefit against the same attack should such an even occur.

Holy Sword (1): When a paladin wields a holy sword and the item is boldly displayed it creates a zone of good magic that can dispel any magic cast with evil intent that enters that area. This zone is a 10 meter radius around the paladin and the ‘dispel’ power is equal to the paladin’s Will score added to the plus of the holy sword as if the Abjuration-dispel spell were being used. This power is completely defensive and can take effect any number of times in a single phase. Also, this ability does not cost the paladins one of his or her actions to use nor does it require the use of any FX points.

Laying on Hands (2): The paladin character gains the Aid-heal spell at rank 1. This can be improved to a maximum of rank 6. No other Aid spells can purchased unless the paladin is a faith talent. Even then such spells are treated separately. The paladin also gains 5 super Power FX points that can used to power the spell. Additional points may be purchased for 5 skill points each to a maximum of 10 FX points. These points are also used for the Turn Undead benefit below.

Turn Undead (2): The paladin character gains the Cosmos-quell undead spell at rank 1. This can be improved to a maximum of rank 6. No other Cosmos spells can purchased unless the paladin is a faith talent. Even then such spells are treated separately. The paladin also gains 5 super Power FX points that can used to power the spell. Additional points may be purchased for 5 skill points each to a maximum of 10 FX points. These points are also used for the Laying on Hands benefit above.

Special Hindrances

(Despite the options stated for modifying a career most of the following hindrances can be dropped unless otherwise stated.)

Ability Requirements (2): Strength and Constitution of at least 10, a Will of at least 11, and a Personality no lower than 13. This hindrance can be dropped or lowered to a value of 1 by dropping two required ability scores.

Code of Honor (2): A paladin must select the Code of Honor flaw and does not gain any skill points for it. This code is the paladin’s code of conduct itself. In a way this does act to protect the character from the player’s actions, as a Will feat check must be rolled to overcome the flaw as usual. Calling for a feat check helps to prevent a paladin from straying off the moral path. The basic tenets of this code are summarized below.

Humility – do not seek wealth for wealth’s sake.

Tithing – give charitably to noble causes, share with those less fortunate.

Company – do associate with those of low standards.

Edicts – support your religion, heritage, and philosophy.

Courtesy – behave with dignity, speak kindly, express compassion for others.

Honesty – do not lie.

Valor – demonstrate unyielding courage at all times.

Celibacy – remain chaste.

Industry – never be idle, engage in productive activity at all times.

Delayed Use - Call War Horse (1): A paladin must wait until his Standing score is a 7 in order to call his war horse. This hindrance can be dropped.

Delayed Use – Turn Undead (1): A paladin must wait until his Standing score is a 5 in order to gain the Turn Undead ability. This hindrance can be dropped.

Faith Perk (1): The character must buy the Faith perk.

Limit Moral Attitude (1): The character must have one of the following Moral Attitudes: Ethical, Gallant, Honorable, or Virtuous. A Just moral attitude may be used also but it is limited in that a paladin will not blindly follow a law that leads down a path of darkness or ignorance. Therefor a Just paladin only enforces laws that are good and moral themselves.

Minimum Standing (2): As the strength of a Paladin’s faith increases, so does the expectations of the powers that watch over the warrior. In game terms, the Paladin’s minimum required Standing, for the purposes of gaining the special abilities above, is always raised to the Paladin’s current Standing score. If a Paladin’s Standing score is a 7, then all abilities gained for a 7 or less now require at least a Standing of 7 to have. The net result is that if the Paladin ‘falls from grace’ by only one point, then all of his or her special benefits are lost.

Lost Standing points may be recovered as the Paladin’s faith returns, however should a Paladin’s Standing score ever fall to zero or less their special benefits are lost forever. Returning to good graces usually requires the aid of a Faith Adept of the paladins faith using the faith feat ‘Atonement’ as described in Chapter 3 of Book 2.

Obvious to Evil (1): There is a drawback to having the Aura of Protection ability. The paladin is a glowing beckon of good, even when disguised. Any evil or supernatural being that is within 3 meters of paladin will feel uneasy and any that pass an awareness check with a –1 bonus can identify the paladin as the source of this radiant goodness.

Pursuit of Evil (3): A paladin is not properly role-played if his actions are to pursue dungeon delving or treasure seeking will some greater quest exists. Paladins always seek to find and defeat powerful evils in the land regardless of whether they are equipped to do so from a game-based point of view. If no one will join the Paladin then they must pursue evil on his or her own. Failure to fulfill this role is cause for a loss of Standing as the powers of good gave the Paladin his abilities for a reason.

Skill Package: Armor Optimization, Athletics-joust, Melee Weapons, Law-law enforcement, Tactics, Animal Handling-riding, Culture-heraldry, and Leadership.

FX Package: Regardless of the manner a Faith talent is obtained, a Paladin is limited to the following FX broad skills: Abjuration, Aid, Cosmos, Divination, Guardian, Travelers, and War.

Preferred Professions: Warrior, Diplomat (Warrior), Diplomat (Faith Adept), Faith Adept (Diplomat), and Faith Adept (Warrior). For faiths a Paladin must select either the Monotheistic Priest or Priest of Good styles however this is for role-playing and character development only. Those abilities and hindrances are not added to those of the Paladin.

Signature Equipment: Chain Mail, Shield, Lance, Long Sword, Dagger, War Horse, Tack & Harness, and Unit Crest or Banner.

Ranger

Rangers are the classic woodland warriors of legend. Their wards the helpless and oppressed as well as the purity of the natural world. Though similar to Druids in many respects, Rangers do not however feel that life must always be balanced with nature, and as such they strive to see that the cause of good is furthered regardless of the means.

While most Rangers are good and noble persons at heart they take combat seriously. As bold as any Paladin, Rangers still prefer to use stealth to gather information. They are not above sneak attacks and guerilla warfare and they approach combat from a survival point of view. In other words they will take cover and will use whatever tools they have at hand to confuse, separate, and break the moral of their enemies; especially their species enemy.

The information provided allows a player to design the classic Ranger character. Being open to benefit/hindrance modifications, races, and professions allows for other types of Rangers that are unique.

Special Benefits

Followers (2): A Ranger may attract special followers. These followers usually arrive one at a time and each time the Ranger achieves a higher level, another follower is gained. The key is to first determine how many total followers can potentially be gained. To do this the Ranger makes a Personality Feat check. The result grants a dice range used to determine this maximum amount as follows: 1d4-1/1d6/1d6+1/2d6/3d6 for a Critical Failure to an Amazing result.

Once this number is determined, the Ranger then rolls a Personality Feat check modified by his or her Standing modifier to determine the type of the first and subsequent followers. The result of the Personality check is then referenced on the table below. Note that a Critical Failure is treated only as a 20 for this purpose.

|Result |Follower Type |

|20+ |Dog |

|19 |Raven |

|18 |Wolf |

|17 |Black Bear |

|16 |Falcon |

|15 |Cleric |

|14 |Fighter (Human) |

|13 |Druid |

|12 |Fighter (Non-Human) |

|11 |Brown Bear |

|10 |Warrior/Wizard (Elf) |

|9 |Great Cat |

|8 |Rogue (Human) |

|7 |Ranger (Human) |

|6 |Hippogriff |

|5 |Pegasus |

|4 |Ranger (Non-Human) |

|3 |Rogue (Non-Human) |

|2 |Pixie |

|1 |Satyr |

|0 |Werebear |

|-1 |Weretiger |

|-2 |Brownie |

|-3 or less |Treant |

Game Masters should feel free to modify this table to suit their campaign and the environment that the Ranger is in. A Ranger is not obligated to accept any followers that arrive and can dismiss them at anytime. If the Ranger’s Standing should ever be reduced a Personality Feat modified by Standing should be made for each follower. Each failure indicates that the follower no longer travels with the Ranger. Each success indicates that the follower remains.

The Ranger’s Standing can be effected in ways similar to that of a Paladin’s. Performing evil acts or allowing such acts to be committed in the Ranger’s presence, whether by intention or not can always cause this type of reduction.

Species Enemy (3): When dealing with their species enemy a Ranger gains a bonus of –1 to their attack rolls against them as well as other skills used to learn or thwart that enemy. Such skills include Tactics, Investigate-track, Security, Stealth, or any other skill the Game Master allows. This broader use of the bonus reflects not only the hatred the Ranger has towards that enemy but knowledge of that enemy’s habits and tactics as well.

At every 5th level the Ranger may add another species enemy. As each enemy type is added the Ranger gains a cumulative –1 Situation Modifier against previous enemies as well. Therefor a 20th level Ranger would have five species enemies and would have a –5, -4, -3, -2, and –1 bonuses against them.

Game Masters may determine the specific limits to what is included in each species enemy description but the general rules is to determine such enemies by their secondary classification as described in Book 3: Monsters. This means that a Ranger cannot select all Humanoids as an enemy but would rather have to choose from the sub-types listed like Giants, Goblinoids, or Dwarves. Game Masters may also declare that some types of creatures like Mindflayers or Manticores are exclusive and not members of larger groups for this purpose. A lot of this decision should be based on the campaign structure. Species enemies may also be places in special groups like intelligent, evil creatures native to the Underdark or any person who willingly serves a hated nation or people.

Stealth Bonus (1): Rangers gain a -1 Situation Modifier to all Stealth checks while in the wilderness. This bonus is lost in towns, cities, or areas of built or manufactured surroundings.

Tracking Bonus (2): The Ranger gains a -1 bonus to the Investigate-track skill.

Two-Weapon Combat (2): If a Ranger can wear armor and equipment with a total Action Penalty of +1 or less (this includes encumbrance as well), then they can fight with two weapons at once at no penalty. Note however that having high ranks in the Armor Optimization specialty skills cannot be used to lessen the Action Penalty of armor for this purpose.

Special Hindrances

Delayed Use - Special Followers (2): A Ranger cannot begin to attract followers until he is 12th level or higher.

Encounter Penalty (2): All Encounter skills used while in the presence of any member of the Enemy Species impose a +2 penalty on the Ranger. In addition to this the Ranger must always seek out that species if he knows that it is near by. This does require foolish actions or the pursuit of superior foes but the Ranger cannot simply dismiss the presence of the enemy without at least checking on the enemy’s activities.

Limited FX (1): Rangers who are not Faith Adepts by primary profession are limited to the Animal and Plant FX broad skills if the purchase a Faith talent. Those that have the Primitive flaw may also select Spirit Magic.

Limited Moral Attitudes (1): Rangers must be either be Ethical, Conformist, Honorable, Just, Anti-Authority, Gallant, or Virtuous.

Mandatory Perk (1): A Ranger must purchase the Animal Friend perk.

Mandatory Skills (1): Ranger characters are also required to purchase the Stealth Broad skill, and the Investigate-track specialty skill at rank 1.

Minimum Abilities (2): To qualify as a Ranger, a character needs at least an 11 in Strength, Dexterity, Constitution, and Will. This may reduced to a hindrance of 1 by dropping two of the required abilities.

Skill Package: Outdoors, Survival, Athletics-climb, Animal Handling, Tactics, and Movement-trailblazing.

FX Package: Animal and Plant

Preferred Professions: Warrior, Rogue, Faith Adept (Warrior), and Faith Adept (Rogue).

Signature Equipment: Leather Armor, Hand Ax, Short Bow,

Arcanist Careers

Arcanists have a wide variety of career options expressed in these following entries. Most of these careers are skill advantages rather than role-playing styled models. This follows the pragmatic and analytical manner of an arcane talent. Never the less there are many other possible roles that an Arcanist may fill however they are usually overshadowed by their skill in Arcane Magic.

Artificer

This Adept focuses his activities on the creation of FX items. While an Enchanter of sorts, this Arcanist views the acquisition of spells as a means to create better magical items. Artificers are sought for their skill and may command high places in a society that benefits from his research. They may also be feared and may become power brokers; giving their more powerful items to those they favor.

Special Benefits

Ease of Creating (1): An Artificer gains a –1 Situation Modifier to the use of the Enchantment-enchant an item spell. They may also reduce the complexity of creating an FX item by 1 check required.

Special Hindrances

Weaker Combat Skills (1): This character relies heavily on the items he as acquired or crafted. As such his skill in weapons is not that strong. At 1st level the Artificer cannot purchase the Heavy Weapons, Melee Weapons, Ranged Weapons, or Fire Arms broad skill. This restriction also includes Athletics skills that are weapon oriented like joust or whip. After 1st level the Adept may purchase these broad skills normally.

Skill Package: Crafting, Creativity, and Metaphysics-magic theory.

FX Package: Enchantment-enchant an item, MetaMagic-permanency.

Secondary Profession: Specialist

Signature Equipment: Spellbook, One FX item of choice, Dagger.

Arcane Specialist

An Arcane specialist is an Arcanist who selects one allowed FX broad skill to specialize in. Aside from the standard list-1 to cost for that broad skill the Arcanist also enjoys other benefits when using that set of spells. However their ability with other magic is weakened.

|Broad Skill of Choice |Possible Title |

|Abjuration |Abjurer |

|Alteration |Transmuter |

|Black Magic |Witch/Warlock |

|Conjuring |Conjurer |

|Divination |Diviner/Seer |

|Wind Magic |Wind Wizard |

|Earth Magic |Earth Mage |

|Fire Magic |Pyromancer |

|Water Magic |Hydromancer |

|Enchantment |Enchanter |

|Illusion/Phantasm |Illusionist |

|Invocation |Invoker/Shaper |

|MetaMagic |Thaumaturgist |

|Necromancy |Necromancer |

|Spirit Magic |Witch Doctor |

Special Benefits

Increased Skill (2): An Arcane Specialist gains a –1 Situation Modifier when casting spells from his selected broad skill.

Special Hindrances

Opposed Skills (1): An Arcane Specialist must list+1 for all other FX broad skills. In addition to this once the character is created one FX broad skill, aside from the one specialized in, suffers a base +1 penalty to the casting of any of its specialty skills. If the character passes a Personality feat check then the player may pick the broad skill.

Required Ability (1): An Arcane Specialist must have an 11 in the related ability of the broad skill. This is of course the ability that forms the base for the spell scores in that broad skill.

Skill Package: Metaphysics-magic theory

FX Package: The FX broad skill of choice and at least two other broad skills.

Secondary Profession: The type of secondary profession chosen greatly depends on the type of Arcanist desired. A player may select a profession that allows an ability roll guarantying an 11 or better in the related ability. Others may chose the secondary profession to highlight the character or grants advantages that high abilities and specialty skills may provide.

An example is the Conjuration broad that requires an 11 or higher in Constitution. The player may however opt for the Diplomat profession due to the decreased cost for encounter skills that prove helpful when conjuring creatures from other dimensions and planes.

Signature Equipment: Spellbook, Quarterstaff, Pen & Ink

Mage

The mage career is simply an Arcanist who starts the game with an Amazing talent and then purchases as many broad skills as possible. Mages are consummate consumers of magical knowledge and hold all schools of magic as important. Mages usually try to have as many specialty skills at rank 1 or higher, which gives them a tremendous array of abilities to choose from with having to resort to broad skill use of a spell.

Special Benefits

Learning Bonus (1): A Mage gains a –1 Situation Modifier to learn new broad and specialty skills following the rules described in Chapter 2 of Book 2.

Special Hindrances

Specific Talent (1): A Mage must start the game with an Amazing Talent and must also spend two-thirds of his available starting broad skills on FX skills only.

Skill Package: Metaphysics-magic theory, Alchemy-concocting. Often a Mage will ‘cash in’ Athletics and/or Stamina to use those bonus points for spells.

FX Package: As many Arcane and Shared Magic Broad Skills as possible.

Secondary Profession: Mages are almost always chose the Specialist profession as their secondary profession however some select Diplomat instead.

Signature Equipment: Spellbook, Quarterstaff, Pen & Ink

Sorcerer

A sorcerer is an Arcanist who casts spells as inborn abilities instead of the normal methodology of learned magic. This Arcanist does not need spell books, ink & quill, he rather relies on his innate ability to channel magic. He therefor treats all Arcane and Shared magic spells as a Mindwalker treats psionic powers.

Special Benefits

No Learning (2): The Sorcerer treats trained and untrained use of specialty skills the same as for the standard rules for skills as in chapter 4 of this book. This means that the requirement to learn a spell before advancing in it is removed. Specialty spells listed in blue cannot be used untrained as normal, however any allowed FX broad skill can be used at the untrained level (quite a benefit for those that have effect on a Marginal result!).

FX Points (1): The Sorcerer gains a number of FX points equal to his Constitution score regardless of what type of talent he is. New points can be purchased normally.

Few Trappings (1): A Sorcerer needs only the standard trappings to cast a spell as is required of a Mindwalker using psionic powers.

Durability Tapping (2): A Sorcerer can always spend durability points to power spells, as they were FX points. Stun and Fatigue points spent in this manner must be regained as if they were FX points. Other durability points (wound and mortal) must be recovered as if the character lost the points in combat. The Sorcerer is free to chose which type of point is spent and may even mix or match those points however all rules for point loss and those effects remain normal.

Special Hindrances

Difficult Research (1): As a Sorcerer is not accustomed to libraries or spell books the research and development of new spells is difficult. A Sorcerer must use the rules for developing new psionic powers as discussed in Chapter 5 of Book 2. The Sorcerer also suffers a base +1 penalty to such research as well.

Power Dispelled (2): A successful Abjuration-dispel spell cast at the Sorcerer can temporarily cancel his spell casting ability. The Sorcerer can avoid this effect by rolling a Resolve-physical resolve check that is equal to or greater than the result of the dispel. Duration of this effect uses the rules for the dispel spell.

Aura of Magic (2): The Sorcerer will detect as magic as if a magic-using creature. Those persons or creatures with the Magic Awareness perk gain a check every time a Sorcerer casts a spell in their vicinity.

Useless Scrolls (1): Scrolls that contain FX spells are useless to a Sorcerer. Other FX items may be used normally.

Skill Package: Survival, Resolve-physical resolve, Psyche, Interaction-bargain.

FX Package: Sorcerers tend to prefer FX skills based on Constitution, Dexterity, or Will.

Preferred Professions: Arcanist (Rogue)

Signature Equipment: Dagger, Shield, and Survival Gear

Believer Careers

Believer careers are described below by their style of belief. As stated before a believer character must a career as this defines the FX broad skills available to them. Each career described below is a generality to some degree and customizing them, especially polytheistic priests, is recommended. However these careers can easily be used without modification. Appendix 3 of this book goes into details about various religions that are not covered here.

In this game system there is a distinct difference between a priest and a shaman. This difference is societal and revolves around the difference in man as agricultural or hunter-gatherer. Most shaman rituals involve solo treks like Native American journeys to find a spirit guide or animal or the Australian Aborigine’s walk-about. These rituals involve fantasy elements in the relation to spirits and nature but also perform the role of a rite of passage for young men in both the real world and the fantastic. Priests are believed to have originated when mankind first began developing agriculture and city-states. These spiritual leaders focused the will of the people in prayer to their gods for mercy and good weather. This stands in stark contrast to the shaman’s hunter-gatherer society. While both types of Believers serve their communities the priest usually holds socially initiated, ceremonially inducted rank in an organized religion. A shaman usually is not.

Another contrast is the role of Black Magic and the Cosmos broad skills. It cannot happen that a Believer has both skills. If one is known and the other is purchased the powers the priest worships will surely abandon him. It is far more common to encounter Believers with the Cosmos skill, as Black Magic is never fully trusted by most societies. Most practitioners of Black Magic are cultists and follow the Priest of Evil career mentioned below.

A final distinction in the relationship of gods and mortals is the role of the various professions in a religion. In the terms of this game a Diplomat with a high Standing may be more important to a divinity than a Believer with a lower score. Having the ability to cast divine magic does not automatically conclude that a character is of more importance to a power. See the Cleric career for Diplomats for more on this.

The ‘FX Package’ entry does not appear for believers. Rather they have this entry instead. This entry details the FX broad skills that the believer has access to and to what degree.

FX Broad Skills

Required: This entry details any FX broad skills that must be purchased at the time of character creation.

Available: This entry lists the FX broad skills that the player may chose and purchase.

Barred: This entry describes those FX broad skills that the Adept cannot purchase.

Elemental Priest

The spirits and powers on the elemental planes are not as demanding as are other gods. Priests of these planes and energies are not required to develop a following of the faithful as are other believers and while this frees the character for other pursuits it also leaves them without an organization to call on in times of trouble. Elemental worshippers are almost always a minor religion in a location and priests of this faith are usually subordinated at best or ostracized or persecuted at worst.

Some of these believers worship all of the elements, some worship only a few of them, and others only pay heed to one element. In general the special benefits and hindrances apply only to those priests that specialize in one elemental broad skill. Others ignore these entries.

Special Benefits

Elemental Focus (2): The believer gains a –1 Situation Modifier to the casting of spells from his specific elemental broad skill of worship.

Improved Reactions (1): The believer shifts the initial reactions of elemental beings and creatures encounter one step in his favor.

Special Hindrances

Exclusive Element (2): The believer is barred from purchasing the other three elemental broad skills and the Animal, Plant, and Weather broad skills as well.

Weapon Limits (1): An Adept with an elemental focus is limited in the types of weapons he may choose. In all cases Unarmed Attack is unhindered.

|Element |Weapons Skills |

|Air |Any except Heavy Weapons and Melee Weapon specialty skills |

| |(the broad skill is allowed however). |

|Earth |Any except Firearms, Heavy Weapons, and Ranged Weapons. |

|Fire |Weapons made of obsidian or those that are set afire with |

| |oil. If not –1 to AP earned for that adventure. |

|Water |Weapons composed of bone or wood only. |

FX Broad Skills

Required: At least one Elemental broad skill.

Available: Abjuration, Aid, Animal, Divination, Elemental Magic, and Plant, and Weather.

Barred: Black Magic, Cosmos, Guardian, Numerology, Spirit Magic, Thought, Travelers, and War.

Secondary Professions: Few elemental priests chose Diplomat. Most are Rogues or Warriors. An occasional few are Specialists or Arcanists.

Skill Package: Survival, Stamina-endurance, Nature, and Metaphysics.

Signature Equipment: Club, bedroll, and leather armor.

Godsman

This type of believer immolates a specific deity. This type of character exists primarily in campaigns with a polytheistic theme (see the ‘Polytheistic Priest’ below). Some deities do not like singular worship or priests that seek to be a mortal version of the god however some relish it. Some societies also have differing views that vary from full acceptance to condemnation for blasphemy. The bulk of the information that pertains to each type of Godsman is given in appendix 3 of this book as this believer’s statistics vary from deity to deity.

Monotheistic Priest

The monotheistic priest is characterized by a belief that only their god reigns supreme above all others or that only their god truly exists and that all others are fraudulent. This system of belief differs from the polytheistic method in that a polytheistic priest still believes in the other god’s power even if they favor some over the others. In most fantasy based campaigns a monotheistic priest is rare given the number of individual gods and pantheons that are available. Game Masters can of course create worlds or entire universes in which only one god exists or where the god is much more powerful than other deities. In such places other religions could be seen as small cults who worship forces or even outsiders from other planes - but not true gods.

Of course much to religion is subjective and it is quite possible for a large group of people to develop a belief system that determines all other gods and goddesses as frauds or are merely extremely powerful mortals who manipulate mankind. In such a case the monotheistic deity could be seen as a savior and the only path to purity and eternal bliss. The deity of a monotheistic religion is often times only referred to by a pronoun such as ‘God’, ‘Lord’, ‘Savior’, or ‘Holy King or Queen’ and the like.

With so many gods running around in a standard campaign which ones could actual convince a populace that they are the only divine being? Well any of them could attempt it. I feel that in this arena of manipulation (to the detriment or benefit of the people involved) the deity would have to instill a belief that it is invincible in the face of other super-natural beings. And that they are at the top of the metaphysical ‘food chain’, so to speak. With this idea in place it will be natural for the populace to assume that safety is found in fealty to that deity.

Special Benefits

Power of the People (1): The monotheistic priest enjoys a position of command over the bulk of the populace that shares his faith. As such this priest automatically improves the initial reaction of those persons encountered by one place in favor of the priest.

Special Hindrances

Oath of Tenets (1): This believer is not always free to act as he wishes. Given the multitude of social mores and values a large religion can have, this character is expected to obey them all. If a believer is found to violate these customs or laws then the above benefit is lost until he redeems himself.

FX Broad Skills

Required: Cosmos

Available: Abjuration, Aid, Divination, Guardian, Numerology, Thought, Travelers, and War

Barred: Animal, Black Magic, Elemental Magic, Plant, Spirit Magic, Weather

Secondary Profession: Diplomat

Skill Package: Interaction-charm, Leadership, Law, and Medicine.

Signature Equipment: Holy Symbol, Chain Mail, Text of religious doctrines.

Nature Priest (Druid)

Priests of this faith do not worship deities normally and if so they see a god or gods as being elements in the natural cycle of nature. Nature priests live in the woods and in nature, they know the sound of every animal and the leaf of every plant. Nature priests can come in many varieties with the Druid being the best known. The entries below describe a Druid character however others can be created as is fit for a campaign.

The worship and activities of this believer are based on cyclical events in nature like having ceremonies during seasonal changes or repeated astronomical events. Nature priests also watch ecological events closely and it is their sworn duty to preserve the balance of nature.

Special Benefits

Charm Immunity (2): Nature priests, as stewards of the wilderness, are accustom to the powers of many of its magical inhabitants. This indicates the Fey, or Faeries. When a nature priest is faced with an innate FX ability that is of an Influential nature and is being use against the Adept by a creature classified as a Fey (see chapter 6 of book 3) then they receive a +1 Resistance Modifier vs. the power. This bonus increases by +1 for every 5 point of Standing earned to a maximum bonus of +5 at a Standing of 20.

Note that this benefit does not come into play in any other circumstance with the three criteria being that it is a Super Power FX ability, it is of an Influential type, and it is being used by a member of the Fey order. A Pixie, who is also a Wizard, would not face a penalty if he cast Enchantment-charm using Arcane FX points.

Hazard Bonus (1): Nature priests gain a -1 Situation Modifier to Constitution feat checks against any Fire or Lightning hazard. This bonus also applies to exposure or exhaustion checks that are due to variations of GRAPH statistics.

Secret Language (1): Nature priests make use of secret language known only to them. This grants the character the Knowledge-druid tongue skill at rank 3 for free in addition to that character’s native culture and language. It is considered highly taboo to teach this language to other, non-druids, and doing so my result in the expulsion of the character from that druids priesthood or even that character’s termination as this is one the few methods of control and intelligence that the Druids have.

Shape Changing (2): A Nature priest’s most coveted gift is his ability to change into the creatures of the wilderness. This is a Super Power FX ability that uses the basic rules of the Alteration-shape change spell. This ability is gained at Rank 1 for free and can be improved at its list cost. This power does have a limit of size options in that the Druid cannot change into a creature of size category greater than Large or less than Small. The animal form must also be warm-blooded. Avians are included because they are also warm-blooded creatures.

This power also has a unique quality in that the Druid can heal some or all of any damage he or she may have sustained. This amount is 1d4 points healed with a –2 to a +1 modifier for a Marginal to an Amazing result. This is determined by the result of the shape change spell and can only have effect if initiated by the Adept, not the ending of the spell duration. This power heals only Stun and Wound damage (player’s choice of priority) with Mortal and Fatigue damage remaining unaffected.

Skill Bonus (1): A Druid receives a -1 Situation Modifier when using Nature, Survival, Outdoors, and any Knowledge-lore skill that deals with nature like plant lore or animal lore.

Special Hindrances

Delayed Access – Shape Changing (2): A Druid does not gain the shape changing ability until is Standing has reached a 7.

Minimum Requirements (1): To be a Druid, a character must have a Constitution and a Will of 10 or greater and a Personality of at least 11.

Oath of the Wood (1): Druids are sworn to defend the wild reaches of the earth against any threats. They do not seek enemies, only the balance of the earth, but will wage war on those who do not heed there warns to stop excessive abuses against their Mother. In fact ‘mother’ is a great word for this context as this is how serious their beliefs are. Just as any normal person would give their life for their mother so do the Druids for the balance and natural laws.

Nature priests see man and other creatures as ‘takers’ and preach that all should be conscious of what they give back to the earth for its bounty. Druids themselves are always conscious about what they render unto the earth and are willing to die to defend it. Failure to respond to environmental threats can strip the druid of his powers, cause a loss to Standing, apply penalties to spell casting, or any combination of the above. It is also not uncommon for Druids who have lost their way to be cursed by some deformity that mirrors the ecological threat they ignored. Such a curse may cause a druids touch to kill plants or for all animals to attack them violently.

Purity (2): Nature priests live primitive and basic lifestyles even if the society around or near them is advanced. As such they must shun all elements of technology that are at Progress Level 2 or higher. They may take skills like Construction-blacksmith or Engineering but they do not wish to mine the earth or to form a business around such activity.

Druids cannot wear metal armor nor may they use metal shields. Weapons made of metal are acceptable however. A Druid cannot use crossbows, any type of firearm or demolitions. Failure to abide by any of these stricture results in a 1 point reduction to the Adept’s Standing score and a +1 penalty to the casting of spells. The penalty is increased for each transgression and can be removed by the use of the Faith Feat ability called ‘Atonement’, which is described in chapter 3 of book 2. Lost points to Standing must be regained normally.

Required Skills (1): At first level the Druid character must purchase the Nature-ecology, herbalism, and meteorology, Animal Handling, and Movement-trailblazing skills.

FX Broad Skills

Required: Animal, Plant, or Weather

Available: Animal, Abjuration, Aid, Divination, Elemental Magic, Guardian, Plant, Travelers, and Weather.

Barred: Black Magic, Cosmos, Numerology, Shamanism, Thought, and War

Secondary Professions: Rogue or Warrior

Skill Package: Melee Weapons, Agriculture, Outdoors, Survival, and Stealth.

Signature Equipment: Spear, Club, Leather Armor, Short bow for hunting, and two herbal mixtures of choice.

Priest of Evil

These foul persons seek to spread as much suffering, pain, and evil in the world as possible. They especially like to do this to sentient races. They kidnap, torture, rape, murder, steal, humiliate, and degrade all in the name of their warped beliefs.

These priests may worship a deity of evil or may instead seek to tap into the universal negative forces created by evil thoughts and deeds. In either case few tolerate these religious groups and persons. Priests of this nature by default become the subject of quests and create situations that call up on heroes to correct.

Special Benefits

Scent of the Enemy (2): Being evil to core these Adepts may detect the intentions of those who wish to deceive them or who wish to undo their plans. This is accomplished with a successful Awareness-intuition skill check and the suspected person must be within 10 meters of the priest.

Villain Status (2): Evil Priests make perfect villains and receive that status, and the Last Resort points, as described in chapter 7 of this book. Player characters gain a cumulative Last Resort point at a Standing of 5, 10, and 15. Role-playing an Evil Priest involves the development of grand schemes to undo that which is good in the world

Special Hindrances

Limited Attitudes (1): These priests are limited to choosing the Anti-Authority, Corrupt, Despicable, or Unscrupulous moral attitudes.

Required Flaws (2): An evil priest must take either the Infamy or Powerful Enemy flaw of the strongest value. No skill points are gained for this however they may be removed normally.

Quest of Evil: The Priest of Evil must always be hatching schemes to undo that which pure or whole in the world. Even performing tasks like making concoctions or building a keep must always be apart of a greater master plan to cause chaos and discontent.

FX Broad Skills

Required: Black Magic

Available: Abjuration, Divination, Elemental Magic, Numerology, Spirit Magic, Thought, and War.

Barred: Aid, Animal, Cosmos, Guardian, Plant, Weather

Secondary Professions: Rogue, Diplomat, or Arcanist

Skill Package: Deception-bluff, Interaction-intimidate, and Street Smart.

Signature Equipment: Dagger, 1 dose of poison, and Chain Mail.

Priest of Good

These bastions of purity seek to undo the evil and harmful elements of life by countering the spread of evil throughout the universe. They work primarily to anticipate the actions of evil beings, head them off, and counter them whenever possible. Some of these priests are law-abiding citizens and some break laws to achieve their higher goals.

Special Benefits

Combat vs. Evil (2): When fighting beings of an evil nature the believer gains a –1 Situation Modifier to combat rolls an other skills that deal with martial action like Security, Tactics, or Leadership.

Nose for Evil (1): These priests gain a –1 Situation Modifier to the use of the Divination-detect spell if they are seeking out evil intentions.

Special Hindrances

Pursuit of Evil (3): A priest of good is not properly role-played if his actions are to pursue dungeon delving or treasure seeking will some greater quest exists. These believers always seek to find and defeat powerful evils in the land regardless of whether they are equipped to do so from a game-based point of view. Failure to fulfill this role is cause for a loss of Standing and role-playing awards.

FX Broad Skills

Required: Cosmos

Available: Abjuration, Aid, Animal, Divination, Elemental Magic, Guardian, Thought, and Travelers.

Barred: Black Magic, Numerology, Plant, Spirit Magic, War, and Weather

Secondary Professions: Diplomat or Warrior

Skill Package: Melee Weapons, Armor Optimization, Leadership-inspire, Medicine-treatment, and Resolve.

Signature Equipment: Plate Mail, Mace, Holy Symbol, and Healers bag.

Priest of Balanced Forces

These believers hold faith in the cycle of living things and the creation destruction cycle of the universe at large. While similar to Druids, priests of the balance are not adverse to technology nor are they as driven to defend nature in the Mother Earth ideology. Their concerns are more metaphysical and seek the ecological cycle’s maintenance on a grander scale. Most of these priests worship this balance in the form of a philosophy. This tends to aggravate people, particularly those that follow a deity, as they wonder how a person with no god can judge over life and death.

Those priests that actually worship a god (one that espouses life, death, and the rebirth cycle) have a little more clout but may still suffer extreme opposition. Often times priests of the balance who worship a deity become monotheistic priests when they have swayed a majority of a populace. This is important to note because this type of worship often splinters into sub-religions based on points of view about the faith itself. This is largely due to the priest’s view of the balance. After all what good was all of their preachments if they themselves are not balanced as a force in the world.

There are two primary forces that these believers seek to defeat and overcome. These are creatures of an unnatural state or alien composition and energies or events that effect dimensions, the flow of time, or reality on a large scale. Unnatural creatures, as a category, primarily indicate the Undead whether corporeal or not. This also includes Outsiders who manipulate events in the priest’s home dimension regardless of whether they are a force of good, evil, or otherwise. This may at times bring these believers into conflicts with other religions, particularly those that worship deities of life, birth, disease, death, undeath, or even love.

Their opposition is formed from the concept that all things, in the end, must be balanced. If a world has to many gods of love, birth, and life then that must be corrected. If to many undead creatures roam the land and evil cults control and manipulate events then that flaw must be balanced. Elemental forces may become targets also but the elemental planes have a natural balancing force already in existence; and because the denizens of those planes do not require mortal devotion they are not as competitive with each other as are outsiders. For this reason priests of the balance rarely have conflicts with elemental priests.

Priests of the balance, as one can see, have a difficult job before them. They may have enemies on either side of the good and evil moral line and their primary foes, undead and outsiders, are certainly some of the tougher creatures that players will meet. Their job can be that much more difficult when dealing with a populace at large. In the pursuit of balance many will question whether the priest and his faith has the right to do so. “Who is he to tell us who to worship”, some may say. Often times however these priests are sought as judges as they have an impartial view of things. In this role they may find respect and a social position where they otherwise cannot.

Special Benefits

Analysis Balance (1): Once per scene a priest of the balance may attempt an Awareness-intuition check to determine if the universe is balanced in a given location. While this effect does not tell the priest where such an imbalance originates it does give clues as to its nature based on the degree of success generated.

Special Hindrances

Social Separation (1): Because of the priest’s calling and faith they tend to separate themselves from their friends and family. As a believer in maintaining a balance these priests often feel that having a relationship that involves a level of giving reduces their ability to be objective. Oddly enough these priest have been known to marry and have children but often times these relationships are strained as the priest is often distant and unresponsive.

Regardless of personal feelings about a situation, priests of the balance must seek to remain as impartial as possible except when confronted by their hated enemies (undead and manipulative outsiders). Failure to do so is cause for a loss of Achievement Points earned during an adventure.

FX Broad Skills

Required: Numerology

Available: Abjuration, Aid, Animal, Cosmos, Divination, Elemental Magic, Guardian, Plant, Thought, Travelers, War, and Weather.

Barred: Black Magic and Spirit Magic

Secondary Professions: Warrior, Specialist or Mindwalker are the more common secondary professions.

Skill Package: Administration, Metaphysics, Law, Culture, Melee Weapons, Knowledge-mathematics, Lore, and Nature.

Signature Equipment: Two to three items that are common to the priest’s secondary profession.

Polytheistic Priest

Polytheistic priests see the world as being composed of elements governed by many gods. One may control thunder and lightning, another love, another war, and yet another disease, blacksmiths, valor, and so on. Most of these religions are culturally bound and the spheres of control attributed to each god are based on that culture’s view of the universe. Examples are Greek, Egyptian, Norse, or Japanese mythologies. While each of these pantheons offers a variety of gods and goddesses for individual worship most cultural priests in Earth’s history actually paid fealty to most of them. While their were certainly temples to Apollo and Thor, with dedicated ceremonies to boot, the priests themselves prayed to other gods as well. This of course was based on what was desired. If you pray for calm seas you pray to the god of the sea, to prevent disease you sacrifice to that deity.

Despite this players may still wish to have priest’s that are dedicated to a specific deity to the exclusion of the others. For those types of characters see appendix 3 of this book. It should be noted however that this is not always necessary as a priest can specify the spheres of power dedicated to the many gods in the broad skills he purchases. Priests of Zeus and Thor may focus on Weather where priests of Tyr or Ares may focus on War. In many cases the FX broad skills can be cross-referenced to each god and when the priest purchases that broad skill he is expressing favoritism to some degree.

The pursuit of polytheism is almost as old as shamanism. Polytheism began primarily in early agrarian societies and represented a significant step away from the belief in spirits. In contrast the old spiritual mold was replaced by deities that had power over specific events and in many ways had traits shared by the culture they ruled over. In a Heroes of Fantasy campaign however it is safe to say that the gods precede the persons who worship them. Progress Level is a good measuring stick for this difference, as Stone Age cultures tend to favor Spirit Magic however remember the Aztecs were also stone aged and had a diverse mythology not unlike the Greeks in character.

Special Benefits

Cultural Respect (1): These priests are considered as special in their communities and command great respect. This grants a –1 Situation Modifier to the use of encounter skills while in ones own culture. It is also considered as taboo to harm a priest.

Special Hindrance

Divine Failure (1): Should the peoples prayers go unanswered in the face of droughts, famine, or other disasters they may turn on the priest assuming that he has somehow transgressed against the gods and for that reason they are listening. This can of course have little to do with the priest at all and may only be a result of circumstances beyond his or the god’s control.

When such feelings manifest the above benefit is lost and the priest himself may be sacrificed or ostracized, usually by a new priest, to appease the gods.

FX Broad Skills

Required: None

Available: Abjuration, Aid, Animal, Black Magic or Cosmos, Divination, Elemental Magic, Guardian, Numerology, Plant, Thought, Travelers, War, and Weather.

Barred: Spirit Magic

Secondary Professions: Diplomat, Specialist, or Warrior

Skill Package: Culture, Leadership, Medicine, Animal Handling

Signature Equipment: Several symbols of the gods in the pantheon, Quarterstaff, ceremonial incense,

Shaman

One of the first members of the Believer Adept profession, the Shaman petitions spirits on behalf of his tribe. Coming primarily from a hunter-gatherer background, the Shaman is as rugged as any barbarian is. In fact their special benefits and hindrances are the same.

The Shaman does not see the world in terms of gods or philosophies. Instead he beckons to the spirits of his ancestors, the land, of dreams and animals for guidance and aid. While he may recognize gods and even acknowledge their strength and influence, this Adept follows a different path.

As they belong to a wandering culture a Shaman’s rituals are variants of this lifestyle. When men come of age they must survive alone in the wilderness, seeking their spiritual guide and protector. When they seek guidance they commune with the spirits of their ancestors who have gone before him. Given to wandering the Shaman is less likely to be tied by social mores and usually comes and goes as he pleases.

Special Benefits

Action Bonus (1): A Shaman is a stout warrior and has spent years listening to their instincts when in a fight or tense situation. Because of this conditioning, a Shaman may add one more point to their Action Check score.

Skill Check Bonus (2): A Shaman gain a -1 Situation Modifier with War Craft, Survival, Athletics, Movement, and Outdoors broad and specialty skills.

Special Hindrances

Primitive (3): The character must select the Primitive flaw at the +3 level of influence. This flaw can be reduced as per the standard rules for Achievement benefits however it can never be improved beyond the +1 penalty flaw status. If the Game Master allows some skills may be learned if proper role-playing is used. This is akin to American Indians learning to use muskets. The character gains no skill points for this flaw however it does count against the character maximum number of laws available.

FX Broad Skills

Required: Spirit Magic

Available: Aid, Animal, Divination, Elemental Magic, Plant, and Weather.

Barred: Abjuration, Black Magic, Cosmos, Guardian, Numerology, and Thought.

Secondary Professions: Warrior or Diplomat

Skill Package: Athletics-climb, Ranged Weapons, Outdoors, War Craft, Survival, Interaction-bargain, and Animal Handling.

Signature Equipment: Hand Ax, prayer beads, and a short bow.

Diplomat Careers

Diplomat careers cover the spectrum of the secondary professions they can chose from. Acting primarily as deal-makers and negotiators, diplomats also need other skills when talk fails. Diplomats need high Personality and Will scores and should take advantage of these abilities with skills like Culture, Deception, Leadership, Administration, Resolve, Business, Law, and Teach.

Ambassador

An ambassador is an official representative of one organization to another. He has the ability to speak and negotiate for the persons who he represents.

Secondary Profession: Any

Skill Package: Law-court procedures; Administration-bureaucracy; Awareness-perception; Culture-diplomacy, etiquette (specific #1), etiquette (specific #2); Deception-bluff, bribe; Interaction-charm.

FX Package: Enchantment-charm; Divination-know

Signature Equipment: Formal clothing

Antiquarian

The antiquarian is a keeper of knowledge. He frequents book shops, libraries, museums, and private collections to garner obscure and ancient information.

Secondary Profession: Specialist

Skill Package: Knowledge-read/write, lore (taken for several areas of knowledge), history; Metaphysics; Investigate-research.

Signature Equipment: Historical texts, rumpled clothes, various cultural artifacts.

Appraiser

Appraisers are skilled at examining an object, determining its value, and then relaying that information to the owner. Sometimes they tell the truth; other times they use the Deception-bluff skill. Often they use their skills to run pawn and loan shops and occasionally fence black market goods. Others hold legitimate jobs and use their services to ascertain values and help kingdoms and businesses alike to plan.

Secondary Profession: Rogue

Skill Package: Business-appraising, small, illicit; Awareness-perception; Deception-bluff.

Signature Equipment: Formal clothes, measuring scales.

Bard

Bards are wandering minstrels who weave spells as well as songs. Being similar to the Entertainer career below, a Bard seeks to entertain others but has magical qualities that the other career does not. To a Bard his Fame is the root of his special abilities and so adventuring and danger seeking is a natural course of action for these heroes.

Bards begin the game with a Fame of 3. This attribute is as important to a Bard as Standing is to a Believer. As this score increases so does their Influence Reactions benefit.

Special Benefits

Influence Reactions (1): Bards gain a -1 Situation Modifier for every three points of Fame earned for any encounter skills used following a successful use of their Entertain skill. This Situation Modifier cannot exceed a –5 bonus.

Inspire Allies (1): A Bard can grant his or her allies a -1 Situation Modifier to any attack rolls and an increased of +1 to all Resistance Modifiers. This only takes effect if the Bard performs any successful Entertain skill or is allowed to speak (and be heard) for no less than one round (4 phases). This must be done within minutes of the conflict. Anytime period longer than five minutes cancels the abilities benefits and must be started again.

Special Hindrances

Required Abilities (1): A Bard must have an 11 or better in Dexterity, Intelligence, and Personality.

Required Skills (1): Bards must purchase the Entertain, Manipulate, and Athletics-climb skills at 1st level. With the Entertainment skill the Bard must select at least two specialty skills at rank 1 or higher.

Limited Attitudes (1): A Bard is limited to having the Anti-Authority, Gallant, Just, Honorable, and Selfish Moral Attitudes. Most are Bards are Gallant.

Secondary Profession: Arcanist

Skill Package: Athletics-climb, jump, throw; Acrobatics-dodge, fall; Manipulate-prestidigitation; Deception-bluff; Entertain-act, dance, juggle, musical instrument, sing; Interact-charm, intimidate.

FX Package: Divination-know, Enchantment-charm, hinder, suggest.

Signature Equipment: Juggling knives, lute, book of poems, brightly colored cape, and rapier.

Cleric

Cleric and priest are two titles that were kicked around a bit in other games as being the same. A cleric is a functionary of a church and fulfills roles other than spell casting. Many are scribes, some are envoys, and others are managers of church business. Therefor a cleric is always a priest, but a priest is not always a cleric.

Clerics are the clergy and sometimes soldiers of their religions and churches, acting as bastions of their beliefs and servants to philosophies of various alignments and/or gods. Clerics are the most progressive type of Priest presented here and are most common in PL2 and higher settings. This is due primarily to their role in society and the fact that larger kingdoms and/or nations usually also occupy higher progress level regions. In these settings, these large political bodies usually have a single or dominate religion of which the Cleric is a member, the result of which is a Priest whose focus is on the strength of the religion as a state institution as well as that of the god itself.

Clerics are generally Monotheistic, Polytheistic, Priests of Good, or Priests of Balanced Forces. Few are Godmen as their role is to advance a church or temple and its people as a whole.

Secondary Profession: Believer

Skill Package: Knowledge-first aid, religious doctrine; Resolve-mental resolve; Teach; Culture-etiquette; Leadership-inspire.

FX Package: As per Believer careers choices

Signature Equipment: Holy symbol and holy text.

Entertainer

These diplomats represent talented individuals who are either one-man shows or are members of large companies or troupes. The Entertainer is a Rogue version of the Bard career and is just as likely to pursue the quest for Fame.

Secondary Profession: Rogue

Skill Package: Awareness-intuition; Creativity; Deception-bluff; Entertainment; Interaction-charm, seduce.

Signature Equipment: Performing costume, musical instrument.

Field Agent

These persons are leaders of missions for powerful organizations. Responsible for security, tactical planning, and command these persons are part leader and part baby-sitter. In most cases the results of a mission or quest are the sole responsibility of the agent and he is liable for the actions of those ‘under his wing’.

In many ways the field agent acts as a motivator and leader, but is expected to pull his weight as a fighter when the going gets rough.

Secondary Profession: Rogue

Skill Package: Unarmed Attack; Ranged Weapons-crossbow; Knowledge-read/write 3, deduce, first aid; Law-law enforcement; Tactics; Administration-management; Investigate-interrogate; Culture; Interaction-interview, intimidate; Leadership-command.

Signature Equipment: Several thousand gold pieces in credit.

Functionary

A Functionary is a person who is dedicated to making sure that the organization they belong to works effectively towards its goals. Sometimes workhorses and sometimes leaders the Functionary will do whatever it takes to achieve the goals of his allegiance.

Secondary Profession: Specialist

Skill Package: Administration-management; Investigate-search; Business-large business; Law; Interaction-interview.

Signature Equipment: Tools or writing instruments

Guide

The Guide is a person who is familiar with both the ‘lay of the land’ and the inhabitants who dwell within. Often sought to guide caravans and pilgrimages, the Guide’s greatest skills are their ability to negotiate safe passage.

Secondary Profession: Rogue

Skill Package: Athletics-climb; Movement-trailblazing; Navigation-surface navigation; Animal Handling; Outdoors-fire building; Culture-etiquette.

Signature Equipment: Compass, maps of the area, provisions.

Justice

This diplomat wanders the borders of kingdoms and the reaches of civilization bringing law, order, and the will of his organization with him. Justices are usually granted a license to deal with situations as they see fit and can exercise the law where none exists.

Secondary Profession: Warrior

Skill Package: Armor Optimization; Melee Weapons; Ranged Weapons; Law-court procedures, law enforcement; Administration-bureaucracy, management; Leadership-command.

Signature Equipment: Plate armor, long sword, shield, crest of the character’s organization.

Military Officer

Military officers are commanders in the field of war using their tactical training where it is best suited. While being capable fighters their greatest abilities lie in tactics and leadership.

Secondary Profession: Warrior

Skill Package: Armor Optimization-heavy armor; Athletics-joust; Melee Weapons-blades; Ranged Weapons-crossbow; Tactics-infantry tactics; Administration-bureaucracy; Leadership-command.

Signature Equipment: Chain mail, broad sword, shield, lance, war horse, one NPC attendant.

Noble

Nobles are the inheritors of titles, land, and deeds that have insured their wealth by name and birth. While many rule in petty baronies some are in line of succession for kingdoms and empires.

Nobles adventure for a variety of reasons. Some are philanthropists, some seek to advance their kingdoms or lands through war or exploration, while others are simply bored and are looking for a thrill.

Secondary Profession: Warrior

Skill Package: Armor Optimization; Melee Weapons-blades; Business-large business; Animal Handling-riding; Culture-diplomacy, etiquette; Deception-bribe, gamble.

Signature Equipment: Quality mount, chain mail, long sword or rapier.

Psychic

This diplomat supplements encounter skills with psionic powers. Some of these persons are celebrated prophets while other are wandering gypsies.

Secondary Profession: Mindwalker

Skill Package: Lore-psionic lore; Deception-bluff; Interaction-bargain, interview.

FX Skills: ESP-empathy, mind read, precognition.

Signature Equipment: Tarot cards, rune dice, crystals.

Sea Captain

These Diplomats command ships and when on board they are as kings. Their greatest challenges are coordinating their crew in to an effective unit and to maintain moral and discipline during long journeys.

Secondary Profession: Specialist

Skill Package: Melee Weapons; Rope Use; Vehicle Operation-water craft; Business-small business; Navigation-sea navigation; Tactics-sea tactics; Ship Operation; Leadership-inspire.

Signature Equipment: Rapier, compass, spyglass.

Trader

Traders are small businessmen and independent merchants who operate in every campaign. Dealing with all sorts of persons a Trader needs a good assortment of skills to deal with a variety of situations.

Secondary Profession: Specialist or Rogue

Skill Package: Ranged Weapons-crossbow; Business-small business; Interaction-bargain.

Signature Equipment: Measuring scales, Crossbow, Wagon or Small coastal ship in need of repairs.

Mindwalker Careers

Mindwalkers careers are primarily based on the list-1 bonus granted to a psionic discipline. As explained before, a Psionic Adept gains this cost reduction to all broad and specialty skills within a discipline. This means that a Mindwalker who chooses the Clairsentient discipline gains that benefit for the ESP, Psychic, and Sensory Manipulation broad and specialty skills.

A universal benefit option applies to all of the career option listed except for the Inseer. This benefit, and its accompanying hindrance is as follows:

Special Benefit

Devotion (2): The Adept gains a –1 Situation Modifier to the use of all specialty skills within any one broad skill of choice. This bonus must apply to a broad skill in the same discipline as that chosen by the player to receive the list-1 bonus to cost.

Special Hindrance

Unfamiliar (2): All other psionic broad skills that are outside of the Adept’s chosen discipline suffer a list+1 cost increase.

Each discipline has a possible title for a devotee as shown on the table below. Within each discipline it is not unheard of for Mindwalkers to further subdivide themselves into devotees of specific broad skills. As a discipline can be seen as a school of thought, conflicts can arise between similar Psionic Adepts. A good example is a Telepathic school where some students focus on Ego skills while other, more nefarious students concentrate on Manipulate skills.

|Discipline |Possible Title |

|Clairsentience |Seer |

|Psychokinesis |Kineticist |

|Psychometabolic |Physical Adept |

|Psychoportive |Porter |

|Telepathy |Telepath |

Inseer

“All Disciplines are the same. It is only a matter of expression that makes them appear different to the senses”. So say the words of Tsi Sun, the great Mindwalker philosopher.

The Inseer is a Mindwalker who holds all disciplines of psionic power as being equally important. Seeking meditation first and relying on an impressive array of psionic abilities to succeed, the Inseer is in some ways the true Psionic Adept.

Special Benefits

Even Flow (1): Practicing a balancing act between powers grants the Inseer the benefit of never needing to pay more than 3 skill points for any Psionic Broad skill. This benefit, however, does not effect the cost of the Specialty skills.

Special Hindrances

Talent Requirements (1): The Inseer must start the game as an Amazing talent and must spend no less then two-thirds of his available broad skills on psionic broad skills.

Secondary Profession: Specialist

Skill Package: Acrobatics-defensive martial arts; Medicine-psychology; Awareness-intuition; Lore-psionic lore; Psyche-psychic combat; Resolve-mental resolve; Teach-psionic skills.

FX Package: An Inseer seeks to purchase broad skills from as many different disciplines as possible to increase his knowledge of psionics as a whole. Once this is done the remainder of his skill point are usually spent to achieve rank 1 in as many specialty skills as possible. This removes the +1 penalty for broad skill use in many areas and makes the Inseer a formidable and capable opponent.

Rogue Careers

Rogues come in many different types. Some are miserable thieves and thugs while others are honorable agents on the side of law. The primary characteristic of a Rogue is the ability to succeed alone.

Bounty Hunter

Similar to an assassin, the bounty hunters primary concerns is the apprehension of a wanted man. Whether that person is alive or dead is another issue. Bounty hunters may work by contract only; similar to a hired killer, but may not be so prone to actually killing each quarry. Other may frequent taverns and jailhouses to found out who is wanted and for how much.

Skill Package: Ranged Weapons-crossbow; Rope Use-bind; Stealth-shadow; Investigate-interrogate, search, track; Street Smart; Interaction-interview.

Signature Equipment: Crossbow, leather armor, one or two known bounties.

Con Artist

This rogue loves shell games. Whether the game uses three shells and a pea or large sums of money or goods supposedly arriving on a late ship are no matter. This rogue differs from a their in that the execution of a crime or fraud is carried out right in front of the victim; sometimes even with their permission. For this reason a Con Artist needs a high Personality score. Having a high Will is also beneficial.

Skill Package: Manipulation-pick pocket; Awareness-intuition; Street Smart; Deception-bluff, bribe, gamble; Entertain-fortune telling; Interaction-charm.

Signature Equipment: Formal clothes, deck of cards, fake jewelry.

Corsair

Sea wolves, pirates, buccaneers, call them what you will. The Corsair can fit any of those descriptions but they may also work for the side of justice or the establishment. Some started their careers as raiders and were then offered an opportunity to stop the criminals they once associated with. Others were free lance captains or naval captains who realized they could make better pay looting on the high seas.

Skill Package: Athletics-climb; Melee Weapons-blades; Vehicle Op-sea vessel; Ship Op-sails, signaling; Tactics; Street Smart.

Signature Equipment: Cutlass, Coaster or Cog, 5 bonus skill points if the character has a peg-leg or a hook for a hand.

Explorer

Searching for ancient secrets, treasures, or just the expanding man’s knowledge of the frontier the explorer relies on survival skills to perform his job. Other skills like Culture-diplomacy can also serve well.

Skill Package: Athletics-climb; Movement-swim, trailblazing; Survival-survival training; Navigation-surface navigation; Creativity-cartography.

Signature Equipment: Spyglass, paper and chalk for drawing, excavation tools, leather armor, pack mule, short sword, short bow.

Gambler

Fit the classic gunslinger model, the gambler likes high stakes and high risks to challenge his skills. While they often limit their activities to games of chance they also take on bigger gambits as long as they feel they can win. As an aside note this career works equally as well with the Diplomat profession.

Skill Package: Ranged Weapons-pistol; Manipulate-pick pocket; Street Smart-criminal elements; Deception-bluff, gamble; Interaction-charm, seduce.

Signature Equipment: Starwheel pistol, deck of cards or dice.

Investigator

“It takes a thief to catch a thief”. This rogue works for the local law, applying his expert knowledge of investigation to solve crimes and to arrest nefarious organizations. Most of their investigations are local but they sometimes stumble onto web of conspiracy that can take them far and wide. Often limited by jurisdiction, they must sometimes work undercover in other lands.

Skill Package: Ranged Weapons-pistol; Stealth-shadow; Knowledge-deduce; Law-law enforcement; Creativity-disguise; Investigate-search; Street Smart-street knowledge.

Signature Equipment: Wheel lock pistol, magnifying glass, lock pick set.

Outlaw

Outlaws represent brigands and bandits as well as the good guys striking out against a corrupt lord. As their name indicates they are criminals but they often fight laws that they feel are not just. On the other hand many are simply raider making the lives of traveling merchants miserable.

Skill Package: Ranged Weapons-bows; Tactics; Outdoors-set snares; Street Smart-criminal elements.

Signature Equipment: Short bow, knife, 100 meters of rope.

Scout

Similar to the Guide career for Diplomats, the Scout applies his knowledge of trails and the land to assist the movement of armies and to locate the enemy in the field. Scouts are always in danger of being caught and most are not allowed to return to their employeers.

Skill Package: Athletics-throw; Ranged Weapons-rifle; Movement-swim, trailblazing; Stamina-endurance; Survival-survival training; Animal Handling-riding; Investigate-track; Knowledge-first aid.

Signature Equipment: Long rifle, compass, hand ax.

Smuggler

Whether by land or by sea these rogues peddle goods that are illegal but that are in high demand. Smugglers must be ready to fight when negotiations fails, or be ready to flee.

Skill Package: Unarmed Attack; Vehicle Operation; Business-illicit; Deception-bluff, bribe; Interaction-bargain, taunt.

Signature Equipment: Small cog or horse-drawn cart, club, legal goods with hidden compartments.

Spy

Spies are infiltrates whose sole purpose is to gather as much information as they can and safely return to their employers. As most clandestine knowledge is subject to change once compromised the spy must also ensure that his efforts go unnoticed.

Skill Package: Unarmed Attack; Athletics-climb, jump, throw; Stealth-sneak; Investigate-interrogate; Interaction-seduce.

Signature Equipment: Dose of poison, paper and ink for notes.

Thief

Being burglars and housebreakers, few love thieves. The quest for gold and treasure is only matched by their thrill of the quest itself. They often pursue a job simply for the challenge. As such the best thieves target the most valuable of items as their targets.

Skill Package: Athletics-climb; Manipulate-lockpick, set/disarm traps; Stealth-hide, sneak; Business-illicit; Awareness-intuition.

Signature Equipment: Lock picks, dark suit, grappling hook and rope.

Specialist Careers

The goal of a specialist is to explore a broad skill and become the best at it. Focusing on their cost benefits for many skills, the Specialist is the expert in many areas of knowledge and practical application.

Alchemist

The Alchemist is a specialist that uses the Alchemy-concocting skill like Adepts use spells – often. This character supplements his income or his adventuring career with a healthy dose of potions and other concoctions to make ends meet. They often go one quests to find rare and exotic ingredients or to uncover treasure to supplement their research.

Skill Package: Crafting-gem cutting; Alchemy-concocting; Business-small; Science-chemistry; Metaphysics; Interaction-bargain.

Signature Equipment: Spellbook, Dagger, travelling kit for taking samples, 3 concoctions of choice.

Apothecary

The Apothecary is similar to both a doctor and an alchemist; dabbling in both arts. Their primary concern is aiding the sick with poultices, salves, and ointments. In addition many apothecaries run small businesses selling concoctions to those in pain. They all specialize in examining a person and then creating a remedy.

Skill Package: Knowledge-brewing, cooking, first aid; Alchemy-concocting; Medicine-diagnostic; Agriculture-gardening; Nature-herbalism.

Signature Equipment: Ordinary quality lab.

Crewman

These specialists fill the higher ranks on shipboard crews. They know better than their fellow crewmen do how to speed the ship along and keep things running effectively. Often times the even serve as officers of lower ranks and are responsible for navigation.

Skill Package: Rope use-secure; Vehicle Operation-water craft; Navigation-surface navigation; Ship Operation-sails, signaling, shipwright; Heavy Weapons-direct fire; Awareness-perception.

Signature Equipment: Knife, rope, signaling whistle.

Doctor

Sought after to cure all manner of aliments the Doctor is the next best thing to the Aid-heal spell. In addition to those skills listed, many also take Medicine-surgery or Animal Handling-veterinary healing.

Skill Package: Crafting-healer’s tools; Alchemy-concocting, toxins; Medicine-diagnostics, medical knowledge, treatment; Interaction-interview.

Signature Equipment: Healers bag, magnifying glass.

Engineer

Engineers are hired to build castles and temples, expanding a kingdom or build one where none exists. Often they must survey and area first and may hire other to aid them should the local denizens prove unfriendly.

Skill Package: Construction; Demolitions-set explosives; Engineering-aqueducts, fortifications; Science-physics; Tinkering.

Signature Equipment: Surveying gear, machete (hand ax), spyglass.

Pilot

Pilots represent higher progress level operators who use airborne craft. Some are ace fighters while other run cargo missions. Because one can never be sure of tinkering completely having the Survival skill helps when parachute works but the aircraft does not.

Skill Package: Vehicle Op-aircraft; Acrobatics-daredevil; Ranged Weapons-pistol; Survival; Navigation-surface navigation; Tinkering-repair.

Signature Equipment: Pilot goggles, parachute, starwheel pistol, knife, survival gear.

Smith

Smiths are skilled with their hands and are master craftsmen. The skills below represent a broad selection of knowledge and many smiths concentrate on few skills than this.

Skill Package: Construction-blacksmith, smelting; Crafting-locksmith; Creativity-engraving.

Signature Equipment: Blacksmith tools, leather apron.

Tinker

Tinkers are usually associated with Gnomes and while that is not untrue many campaigns include other races with knowledge in this area. Tinkers are responsible for inventions in any progress level and while they seem to fit into a Progress Level 3 or higher environment they can be used in lower ones as well. Consider that someone had to invent scissors and the magnifying glass. That person was probably a tinker.

Skill Package: Manipulate-set/disarm traps; Science-physics; Tinkering-invention, juryrig, repair, tinker knowledge; Creativity.

Signature Equipment: Tool box, tool harness.

Warrior Careers

Warriors come in many varieties. Most of these characters have high Strength and Constitution scores. Others also favor Dexterity and Intelligence as well.

Archer

The archer relies on his keen vision and long range to wear the enemy down before melee is engaged. Archers should have a decent Will score as well as an 11 or higher in Dexterity.

Weapon Specialty: Ranged Weapons-bow

Skill Package: Melee Weapons; Crafting-bowyer/fletcher; Awareness-perception; War Craft-bows.

Signature Equipment: Long bow, quiver of 30 arrow, leather armor.

Brawler

Brawlers specialize in hand-to-hand fighting and close-quarter battles. He’s a boxer, a street fighter, or hired muscle – mean and strong. The brawler fights for honor, money of just to survive.

Weapon Specialty: Unarmed Attack-brawl

Skill Package: Melee Weapons; Street Smart-criminal elements; Deception; Interaction-intimidate.

Signature Equipment: Knife

Constable

This warrior is a soldier of the streets, enforcing the law or his lords will in that city or land.

Weapon Specialty: Melee Weapons-bludgeon

Skill Package: Melee Weapons-bludgeon; Law-law enforcement; Investigate; Street Smart.

Signature Equipment: Night stick (club), ropes for binding,

Dragoon

The Dragoon is a mounted rifleman who combines the speed of a horse with the deadly accuracy of the caviler. While still apart of a larger unit, often times a Dragoon cavalry acts separately as a flanking unit and must be able to think tactically and on the move.

Weapon Specialty: Ranged Weapons-rifle

Skill Package: Melee Weapons; Tactics-cavalry; Animal Handling-riding.

Signature Equipment: Caviler, cavalry sword, war horse.

Duelist

Similar to a Gladiator, the Duelist fights his battles man to man – in single combat. Preferring either the rapier or the wheel lock pistol as weapons of choice this warrior settles matters of honor with mortal stakes.

Weapon Specialty: Melee Weapons-blades or Ranged Weapons-pistol

Skill Package: Stamina-resist pain; Tactics-melee tactics; Interaction-charm, intimidate.

Signature Equipment: Rapier or wheel lock pistol, Formal clothing.

Guard

These are warriors who protect a location or a person from intrusion and harm. While combat skills are a must the guard must also pay some attention to Awareness skills. Investigate-search is also a good idea.

Weapon Specialty: Melee Weapons-polearms

Skill Package: Armor Op; Tactics-sentry tactics; Awareness-perception; Culture-heraldry; Interaction-intimidate.

Signature Equipment: Chain mail, pole arm.

Gladiator

Forced to fight for their lives, gladiators are grim warriors seeking glory and fame or simple freedom. Some seek glory in an arena or pit but most are slaves or criminals fighting for their lives and for the glory of their captors.

Weapon Specialty: Tactics-melee tactics

Skill Package: Armor Optimization-shields; Melee Weapons; Unarmed Attack-brawl; Acrobatics-dodge; Stamina-resist pain; Resolve-physical resolve.

Signature Equipment: If a free Gladiator – Cestus, leather armor, whip, trident. If a slave – none.

Knight

Knights are charged by their lords to enforce the laws of the land and to fight the kingdoms enemies. In exchange most knights are afforded land and titles to compensate them for their duties. While similar to both the Justice and Constable careers, the Knight is also a soldier or officer and fulfills a military role.

Weapon Specialty: Athletics-joust

Skill Package: Armor Optimization-heavy armor; Melee Weapons; Tactics-cavalry; Animal Handling-riding; Culture-heraldry, etiquette.

Signature Equipment: War horse, partial plate armor, lance, mace, shield, flag standard.

Marine

Marines are shipboard fighters who off-load into unfriendly ports or onto unfriendly ships. Marine tactics involve the overwhelming of the enemy by sheer firepower and force.

Weapon Specialty: Melee Weapons-blades or Heavy Weapons-direct fire.

Skill Package: Unarmed Attack-brawl; Vehicle Operation-water craft; Movement; Ship Op; Tactics-infantry.

Signature Equipment: Great ax, partial plate.

Martial Artist

An aesthetic that seeks fullness through physical perfection, the Martial Artist is not a warrior to be taken lightly. The Martial Artist usually lives by a code and value system that is apart of his training. Some pursue the maximum ranks they can afford in power martial arts while other, more pacifistic warriors, prefer defensive martial arts.

Weapon Specialty: Unarmed Attack-power martial arts

Skill Package: Athletics-jump; Melee Weapons; Acrobatics-defensive martial arts, fall; Stamina-endurance, resist pain; Awareness-intuition; Resolve-physical resolve.

Signature Equipment: Nunchaku, sandals.

Mercenary

A Mercenary is a soldier who sells his skills to the highest bidder. The Mercenary needs every advantage he can get. While dealing out damage is key, so is defense. Don’t forget that before an assignment this character usually must bargain for his pay as well. Some of these warriors are solo acts, while other belong to guilds. The latter case can involve an allegiance.

Weapon Specialty: Melee Weapons-blades

Skill Package: Armor Op-heavy armor; Unarmed Attack-brawl; Ranged Weapons-bows; Stamina-endurance; Movement; Survival; Interaction-bargain, intimidate.

Signature Equipment: Partial plate mail, great ax.

Partisan

The partisan represents revolutionaries, guerilla fighters, terrorists, and the strong arm of political groups. Skilled at remaining hidden until the time is right to strike these underground warriors fight against who ever is in power. Politically motivated groups are often homes for rogues and diplomats. The Partisan is the warrior’s contribution to the war of civil liberties.

The skills presented below are for a partisan operating primarily in the wilderness. For more urban styled characters replace the Survival and Outdoors skills with Street Smart-criminal elements and Security-traps and devices. The Demolitions skill only applies in campaigns that allow smokepowder.

Weapon Specialty: Ranged Weapons-crossbow

Skill Package: Unarmed Attack; Survival-survival training; Demolitions; Outdoors-set snares; War Craft-bows; Interaction-intimidate

Signature Equipment: Crossbow, survival gear.

Soldier

The Soldier belongs to a standing military force. They can serve in many capacities, even as officers.

Weapon Specialty: Melee Weapons-blades

Skill Package: Armor Optimization; Unarmed Attack; Ranged Weapons; Stamina-endurance; Movement-trailblazing; Tactics.

Signature Equipment: Broad sword, chain mail, shield.

Weaponeer

The weaponeer is an expert in the use of heavy and team weapons. Found at key locations on a battlefield this warrior loves big weapons. In infantry units they wield a blunderbuss or even a light ballista. In defensive positions they may command a catapult crew or shipboard weapons as well.

Weapon Specialty: Heavy Weapons-direct fire or indirect fire.

Skill Package: Demolitions; Tinkering-repair; Awareness-perception.

Signature Equipment: Blunderbuss, chain mail.

Legends

Occasionally a character enters the scene that is above the normal kin of mankind. These persons are called Legends. Some are born of both man and god, some are destined to perform some great event or deed, while others are of a race that is from another dimension. Regardless of origin the Legend character is by default a ‘mover and shaker’ despite his or her best efforts to avoid attracting attention.

These characters are by all means optional. The inclusion of this type of character changes the nature of the campaign in a way that shifts a majority of the game focus on that character. Before allowing this option ask the other players if they mind being involved in this type of campaign. Often times this character type works best in single character games. However other players may also wish to be a Legend as well. If this is the case then the focus of the campaign should include them all.

Regardless of the type of Legend chosen, each has several similar attributes as follows:

Achievement Benefits: A Legend may purchase achievement benefits at one-half the listed cost rounded up. The only exception to this is the removing of a flaw. This remains normal.

Required Flaw: As a hindrance they must take the Powerful Enemy flaw which provides no bonus skill points. This flaw is usually set at the most extreme level however Game Masters are free to custom fit it within their campaign design.

In most cases the Legend character selects a race and a profession normally. Any exceptions to this are included in the descriptions below. Benefits and hindrances, perks, and flaws can be purchased normally. Mutations should be avoided as they may complicate the character’s description and should only be allowed if they make sense.

Demigod

The Demigod is a product of a relationship between a deity and a mortal man or woman. In the classic sense most are human but other races can be used. The best example of a demigod is Hercules, born of a mortal woman and Zeus. The demigod is a superior specimen being born of the divine and as such they enjoy several benefits.

Increased Abilities: A Demigod character starts the game with 6 more points to distribute among his ability scores. These bonus points can raise a score above the racial maximum.

Longevity: Long-lived and in remarkable health, demigods live on average twice as long as other members of their species.

Luck of the Gods: The demigod gains a bonus last resort point. This point recharges itself automatically every adventure and need not be purchased.

Powerful Enemies: The enemies of the demigod usually come from the same pantheon as his immortal parent. Some can be deities that have been cast out of the fold, and some may even be a jealous spouse. This being the case the demigod can face some of the more powerful beings in the game, sometimes with no warning at all.

Super Power FX: As befits the spawn of a deity, the demigod has special powers. The character begins the game with the ability to buy Super Power FX abilities as detailed in that chapter in book 2. Powers that are chosen should reflect the nature of the deity parent in some way. Hercules gained his father’s strength. A sea-god’s child may select Power Swimming while deity of love may produce a child with Super Personality. There is no fixed rule for this selection, only that the abilities should reflect the parent gods attributes in some way.

Destined Hero

Born with a foretold quest, the destined hero has been prophesied to perform some great act or deed that will change the nature of the campaign as a whole. The character may have been born to lead a revolution against an unjust nobility or to expel the influence of powerful beings like gods or outsiders.

While mortal and using the same rules that other heroes do, the destined hero has some special benefits to help him reach his goal. A good example of a destined hero is King Arthur who was foretold to unite all of Britain.

Call on Fate: The destined hero can ‘Call on Fate’ as often as he wishes without penalty. If a Critical Failure is rolled then it is treated as a normal failure result. This check also receives the –1 bonus stated below.

Clear Future: The future of the destined hero is easier to see by use of FX abilities. Information gained through these means, as well as through the use of mundane skills like Metaphysics-astrology or prophesy, always render clearer and more exact information than is usual for the result generated.

Item of Power: At sometime during the hero’s career he will learn of a weapon or item of great power that can help him achieve his goal. Finding the weapon is usually a quest unto itself and may be the first adventure the hero undertakes. The item is always useful and never has a curse or drawback that would hinder the character’s destiny. Being the subject of a grand and mission the item is never ‘run of the mill’.

Powerful Enemies: The destined hero’s enemies always come from the force or effect the hero is destined to overcome. Often times the leaders of the enemy force will not tell subordinates about the hero for fear of weakening moral however some issue warrants for the hero’s capture or death, hiring every bounty hunter willing to except the job.

Shroud of Destiny: When actively pursuing his goal, the destined hero gains a –1 Situation Modifier to all skill and feat checks. This benefit does not apply for activities that are not directly related to the completion of the character’s destiny.

Immortal

By a twist of fate or divine intervention, this hero never ages. The hero aged normally at first, but after reaching a young adult or mature age his aging ceased. Others grow older but he does not. His children grow, age, and die and generations pass.

Many immortal characters see their gift as a curse. Wandering the earth watching all they knew and loved pass into oblivion while they remain. Others revel in it and use their gift to achieve their goals or simply flaunt their uniqueness.

A good example of this type of character can be found in the ‘Highlander’ movies.

Advanced Level: Unless the Game Master feels otherwise, the immortal character has been around for sometime and has by consequence a lot of experience. Immortals add 10 to the average level of the campaign to determine their starting level. This assumes that the immortal is around for several hundred years and has accumulated much knowledge.

Historical Witness: Having lived history the immortal character is better able to recall lore from the past. This benefit manifests as a –1 Situation Modifier to the Lore or Knowledge-history skills as well as others that have a historical context. For example the hero may know that a kingdom attempted to settle an area long ago and that the denizens of that area may have lore, knowledge, or even fear of that ancient culture.

Mortal Resistance: Being immortal also makes the character immune to certain effects that are deadly to other, mortal characters. This type of character has a Toughness of Good against all physical and energy attacks as well as Hazards. In addition to this mortal damage can be healed as if wound damage. Furthermore when mortal damage is suffered the character does not need to roll further checks to avoid additional mortal damage.

Aging Immunity: Immortals are immune to attacks that cause aging and similar effects. Spells that effect time, like Alteration-continuance do have their normal effects however.

Powerful Enemies: The selection of enemies for an immortal character is far more flexible than for other Legends. Literally any one could be an enemy. Having been around a long time this character has had enough time to create many enemies, some of whom are still around.

Outsider

Outsider heroes are members of extra-dimensional races that are somehow involved in the campaign world. They may be trapped there, on some type of long-term mission, or condemned to the mortal world for a period of time as punishment. Regardless of the reason they are here Outsiders stick out like a brick in a punch bowl.

Creating an Outsider character follows all of the standard rules as regards character creation except for the selection of race. In this case the character picks a race form the Outsiders chapter in book 3. This character uses those powers and attacks that are listed, but selects his own ability scores and skills normally. Game Master's may need to modify some scores as appropriate.

Powerful Enemies: Outsiders already have plenty of natural enemies from opposing planes. Celestial outsiders could have fiends hounding their tails. Elemental outsiders may have enemies from opposing elements. Some outsiders have journeyed to the prime material plane to escape an angry god who can only attack through its minions.

Tall Tale

This character is larger than life. The Tall Tale character can be the most difficult to play and to control as they can literally break the rules of reality. While effectively a normal member of their species they may differ in ways that are astounding. Imagine an elf as tall as a frost giant, a man who is so charming that any woman he meets instantly falls in love with him, or a person who can speak with animals at will. A Tall Tale character does readily fit the ideals for a Warrior profession but differing campaign styles will have to dictate how they are used.

Adventures based around this type of character differ from standard fantasy games in that they tend to be more light-hearted. Quests and adventures should be humorous and comical to some degree with the more dire nature of some campaign settings being put on hold. Examples of this type of character range from everyone like Baron Manchusen, to Paul Bunyon, even to Dr Doolittle.

Defy Reality: The Tall Tale character can attempt to change the laws of reality to overcome situations by merely passing a Personality feat check. Game Masters can limit the circumstances that call on this ability (with untimely death being one of them) or may allow the character to do so whenever he wishes. The spirit of this ability is not to make spell effects more powerful or to cause more damage. Instead it allows the character to fulfill the status off being a Tall Tale in the first place. Examples include riding canon balls or cyclones, creating a new magic word that causes everyone to laugh uncontrollably, or

Reoccurrence: Even after a Tall Tale’s demise they may return if they are missed. In a way not unlike the essence of spirits, the Tall Tale continues to live else where even after death. If the Game Master desires they may actually be summoned by elaborate rituals, critical situations that require their presence, or even the longing of a lonely child. May times this character does become a Tall Tale until after his demise. I such a case adventures could be built around those times that the character ventures the world pursing his livelihood.

Trademark: Each Tall Tale character has a distinct trademark ability. This ability can be a spell-like effect, a Super Power FX ability, or something completely different. It can be broad in scope and effect but it is very rarely a form of attack. Usually no roll is required of the character and the ability just happens when conditions are right.

Powerful Enemies: The Tall Tale character can have any number of powerful enemies but if this concept detracts from the tone of the game dismiss it. One enemy that all Tall Tales face is being forgotten by the public at large. As the world changes, the Tall Tale can become obsolete and his aid no longer needed.

All skills in this game follow the same core rules as detailed in the Alternity Players Handbook. Skills in blue cannot be used untrained; a player must first purchase a Broad skill before advancing in rank with any of its related specialty skills and so on. The Profession Codes are a little different and are defined below.

Profession Codes

|D = Diplomat |

|R = Rogue |

|S = Specialist |

|W = Warrior |

|‘-‘ = Open |

Every skill on the table has an entry in this book. Those skills that remain unchanged from the Alternity Players Handbook entries are still mentioned; even if the entry is brief. Rank benefits are given for all skills as a point of reference. Also game statistics are provided for reference as well and the entries include information from both the Alternity Players Handbook and the Alternity Gamemaster's Guide.

Complex Skill Checks

When complex skill checks are used it is sometimes necessary to determine the overall quality of the complex skill check process itself. For this expansion of the rules there are several skills which call for such a distinction. This rule is used to judge to overall quality of something made like a sword, a suit of armor, or a brick wall. The DM is free to ignore this and consider any successfully made item of an equal value to those presented in the rules. However, players may wish to make of this skill as it allows them to create better or more wondrous works.

The easiest way to determine the quality of a complex skill check is by the result that occurs most often. If a character needs to complete four checks and has two Ordinary, one Good, and one Marginal success, then the final result is Ordinary. If two or more of the results are equal use the lower quality result. There for if six successes are required and the character achieves two Good and two Ordinary results, the final quality of the item is still ordinary. Oddly enough this system does work in the favor of greater than Ordinary results due to the fact that Good and Amazing results lessen the total of checks required.

Throughout these rules and additions this system will be referred to from time to time. Weapons, armor, poisons, tinkered devices, mine-shafts, and bridges represent just a few of the products that can be effected by this rule.

Purchasing Rank Benefits

It is good to be reminded of a good deal and this is something players should be aware of. Heroes may be able to purchase some rank benefits early if the benefit is identified as such. Skills that are designated with the ( symbol may be purchased before the character actually reaches the indicated rank. The cost for this is the difference between the character’s current rank and that required to gain the rank benefit normally. This difference is then multiplied by two. For example, a character with rank 5 in brawl wants the rank 8 ‘increased damage’ benefit before reaching rank 8. The difference between the ranks is 3, which becomes a cost of 6 skill points. Rank benefits that have the ( symbol next to them cannot be purchased early.

|Strength Skills |Cost |Pro. |Page |

| | | | |

|Armor Optimization |7 |W |36 |

|Heavy Armor |3 |W |36 |

|Shields |3 |W |36 |

| | | | |

|Athletics |3 |- |36 |

|Climb |2 |- |37 |

|Jousting |3 |W |37 |

|Jump |1 |- |37 |

|Throw |2 |- |37 |

|(Specific) |1 |- |37 |

| | | | |

|Construction |5 |- |37 |

|Armory |3 |W,S |38 |

|Blacksmith |2 |S |38 |

|Carpentry |2 |S |38 |

|Smelting |5 |S |38 |

|Stonemasonry |2 |S |38 |

|Weaponry |3 |W |38 |

|(specific) |1 |- |39 |

| | | | |

|Heavy Weapons |6 |W |39 |

|Direct Fire |4 |W |39 |

|Indirect Fire |4 |W |39 |

| | | | |

|Melee Weapons |6 |W |39 |

|Blades |3 |W |39 |

|Bludgeon |3 |W |39 |

|Polearms |3 |W |39 |

|Whip |2 |W |39 |

| | | | |

|Unarmed Combat |5 |- |40 |

|Brawl |3 |W |40 |

|Power Martial Arts |5 |W, R |40 |

| | | | |

|Dexterity Skills |Cost |Pro. |Page |

| | | | |

|Acrobatics |7 |R |40 |

|Daredevil |4 |- |40 |

|Defensive Martial Arts |5 |W, R |40 |

|Dodge |4 |W, R |40 |

|Fall |3 |R |41 |

|Flight |2 |- |41 |

|Tightrope Walking |1 |- |41 |

|Zero-Gravity Training |2 |- |41 |

|(specific) |1 |- |41 |

| | | | |

|Crafting |4 |- |41 |

|Bowyer |2 |W,S |41 |

|Gem Cutting |3 |S |42 |

|Gunsmith |2 |W,S |42 |

|Locksmith |3 |R,S |42 |

|Metalsmithing |3 |S |43 |

|(specific) |1 |- |43 |

| | | | |

|Manipulate |6 |- |43 |

|Lock Pick |4 |R |43 |

|Pick Pocket |4 |R |43 |

|Prestidigitation |3 |D |43 |

|Set/Disarm Traps |3 |R, S |43 |

| | | | |

|Ranged Weapons |7 |W |44 |

|Automatic Weapon |3 |W |44 |

|Blow Gun |3 |W |44 |

|Bow |4 |W |44 |

|Crossbow |3 |W |44 |

|Pistol |3 |W |44 |

|Rifle |3 |W |44 |

|Sling |4 |W |44 |

| | | | |

|Rope Use |3 |- |44 |

|Bind |1 |- |45 |

|Secure |1 |- |45 |

| | | | |

|Stealth |7 |R |45 |

|Hide |4 |R |45 |

|Shadow |4 |R |45 |

|Sneak |5 |R |45 |

|Somatic Concealment |3 |R |45 |

| | | | |

|Vehicle Operation |4 |S |45 |

|Air Vehicle |5 |S |46 |

|Land Vehicle |4 |S |46 |

|Space Vehicle |5 |S |46 |

|Spelljamming |2 |S |46 |

|Water Vehicle |3 |S |46 |

| | | | |

|Constitution Skills |Cost |Pro. |Page |

| | | | |

|Movement |3 |- |46 |

|Race |2 |- |46 |

|Swim |1 |- |46 |

|Trailblazing |3 |R |46 |

| | | | |

|Stamina |3 |- |46 |

|Endurance |4 |W |46 |

|Light Sleeping |4 |W, R |46 |

|Resist Pain |4 |W |47 |

|Slow Respiration |3 |- |47 |

| | | | |

|Survival |5 |W,R |47 |

|Survival Training |3 |W,R |47 |

| | | | |

|Intelligence Skills |Cost |Pro. |Page |

| | | | |

|Alchemy |7 |S |47 |

|Concocting |3 |S |47 |

|Toxins |2 |R, S |47 |

| | | | |

|Business |4 |D |48 |

|Illicit Business |3 |D, R |48 |

|Large Business |3 |D |48 |

|Small Business |3 |D |48 |

| | | | |

|Demolitions |6 |W,S |48 |

|Disarm |4 |S |49 |

|Scratch-Built |4 |S |49 |

|Set Explosives |3 |W,S |49 |

| | | | |

|Engineering |7 |S |49 |

|Aqueducts |3 |S |49 |

|Fortifications |3 |S,W |49 |

|Mining |2 |S |50 |

|Siege Works |4 |S,W |50 |

|Space Works |5 |S |50 |

| | | | |

|Knowledge |3 |- |50 |

|Deduce |2 |- |50 |

|First Aid |2 |- |50 |

|Languages |1 |- |50 |

|Read/Write |1 |- |50 |

|(specific) |1 |- |50 |

| | | | |

|Law |5 |D, R |50 |

|Court Procedures |3 |D |51 |

|Law Enforcement |3 |W, R |51 |

|(specific law) |1 |- |51 |

| | | | |

|Life Shaping |7 |S |51 |

|Creatures |5 |S |51 |

|Products |3 |S |51 |

|Mutate |4 |S |51 |

|Tissues |4 |S |52 |

| | | | |

|Medicine |6 |S |52 |

|Diagnostics |3 |S |52 |

|Forensics |3 |S |52 |

|Medical Knowledge |3 |S |52 |

|Psychology |3 |S |52 |

|Surgery |5 |S |52 |

|Treatment |4 |S |52 |

| | | | |

|Metaphysics |5 |- |53 |

|Magical Theory |3 |- |53 |

|Prophesy |5 |- |53 |

|(specific) |1 |- |53 |

| | | | |

|Nature |5 |- |53 |

|Ecology |2 |- |53 |

|Herbalism |4 |S |53 |

|Meteorology |2 |- |53 |

| | | | |

|Navigation |6 |S |53 |

|Phlo Navigation |3 |S |54 |

|Space Navigation |3 |S |54 |

|Surface Navigation |3 |S |54 |

| | | | |

|Science |7 |S |54 |

|(specific) |3 |S |54 |

| | | | |

|Ship Operation |4 |S |54 |

|Sails |3 |S |54 |

|Shipwright |4 |S |54 |

|Signaling |1 |- |55 |

|(specific) |1 |- |55 |

| | | | |

|Tactics |6 |S,W |55 |

|Cavalry Tactics |3 |W |55 |

|Infantry Tactics |3 |W |55 |

|Melee Tactics |4 |W |55 |

|Sentry Tactics |3 |D, W |55 |

|Space Tactics |3 |S,W |55 |

|Vehicle Tactics |3 |S,W |55 |

| | | | |

|Tinkering |7 |S |56 |

|Invent |4 |S | 56 |

|Juryrig |3 |S |56 |

|Fantasy Physics |3 |S |57 |

|Repair |3 |S |57 |

|Tinker Knowledge |3 |S |57 |

| | | | |

|Will |Cost |Pro. |Page |

| | | | |

|Administration |4 |D |57 |

|Bureaucracy |3 |D |57 |

|Management |3 |D |57 |

| | | | |

|Agriculture |3 |- |57 |

|Cash Crop |3 |- |57 |

|Gardening |4 |- |57 |

| | | | |

|Animal Handling |3 |- |57 |

|Animal Riding |1 |- |57 |

|Animal Training |1 |- |57 |

|Veterinary Healing |3 |- |58 |

| | | | |

|Awareness |3 |- |58 |

|Direction Sense |2 |R |58 |

|Intuition |3 |- |58 |

|Perception |2 |- |58 |

| | | | |

|Creativity |4 |- |58 |

|Cartography |1 |- |58 |

|Dreamscape |1 |- |58 |

|Engraving |1 |- |58 |

|Forgery |1 |- |58 |

|Illusion Sculpting |1 |- |59 |

|Voice Mimicry |1 |- |59 |

|Writing |1 |- |59 |

|(specific) |1 |- |59 |

| | | | |

|Investigate |7 |R,S |59 |

|Cryptography |3 |R,S |59 |

|Interrogate |4 |R,W |59 |

|Read Lips |3 |R |59 |

|Research |3 |R, S |59 |

|Search |4 |R,S |59 |

|Track |4 |R |59 |

| | | | |

|Lore |3 |- |60 |

|(specific) |1 |- |60 |

| | | | |

|Outdoors |3 |- |60 |

|Animal Noise |5 |R |60 |

|Hunting |3 |W |60 |

|Fire Building |2 |- |60 |

|Fishing |3 |- |60 |

|Set Snares |4 |R |60 |

|(specific) |1 |- |60 |

| | | | |

|Psyche |6 |- |61 |

|Awaken |3 |- |61 |

|Psychic Combat |2 |- |61 |

| | | | |

|Resolve |5 |- |61 |

|Mental Resolve |3 |- |61 |

|Physical Resolve |3 |- |61 |

| | | | |

|Street Smart |5 |R |61 |

|Criminal Elements |3 |R |62 |

|Street Knowledge |3 |R |62 |

| | | | |

|Teach |5 |D,S |62 |

|(specific) |3 |D,S |62 |

| | | | |

|War Craft |5 |W,R |62 |

|Bow Craft |2 |W |62 |

|Crude Armor |2 |W |62 |

|Improvise Weapon |1 |- |62 |

|Weapon Craft |2 |W |62 |

| | | | |

|Personality Skills |Cost |Pro. |Page |

| | | | |

|Culture |5 |D |62 |

|Diplomacy |3 |D |63 |

|Etiquette (specific) |2 |D |63 |

|First Encounter |3 |D |63 |

|Heraldry |2 |D,W |63 |

|Religion (specific) |2 |D |63 |

| | | | |

|Deception |5 |D,R |63 |

|Bluff |3 |D,R |63 |

|Bribe |3 |D,R |63 |

|Gamble |3 |D,R |64 |

| | | | |

|Entertainment |4 |D,R |64 |

|Act |2 |D,R |64 |

|Chant |2 |D |64 |

|Dance |2 |D,R |64 |

|Fortune Telling |3 |D,R |64 |

|Juggling |3 |D,R |64 |

|Musical Instrument |2 |D,R |64 |

|Sing |2 |D,R |64 |

|Ventriloquism |4 |D,R |64 |

| | | | |

|Interaction |3 |- |64 |

|Bargain |3 |D,S |65 |

|Charm |3 |D,R |65 |

|Interview |3 |D,R |65 |

|Intimidate |3 |W |65 |

|Seduce |3 |D,R |65 |

|Taunt |2 |- |65 |

| | | | |

|Leadership |4 |- |65 |

|Command |4 |D,W |65 |

|Inspire |4 |D,W |65 |

Strength Skills

Strength measures a hero's physical power. To determine the result of an action involving Strength that isn't directly related to a skill, a hero makes a feat check.

Breaking Things

When a character simply smashes a barrier or attempts to bend an iron bar it may not always be best to record the damage inflicted. The table below offers a quick option for smashing and breaking things.

|Toughness |Durability |Modifier |

|Ordinary |Fragile |0 |

|Good |Average |+1 |

|Amazing |High |+3 |

Both toughness and durability are assessed and both of them apply a cumulative modifier to the strength check.

Lifting Things

Lifting a heavy object is one example of a Strength feat. The Game Master doesn't have to be specific when he declares a feat to be of a certain level of difficulty, but he will use the following as a general rule:

|Feat |Weight in Kilograms |Modifier |

|Marginal |Strength x 5 |0 |

|Slight |Strength x 10 |+1 |

|Moderate |Strength x 15 |+2 |

|Extreme |Strength x 20 |+3 |

Feats involving heavier weights require an Amazing success to achieve and inflict fatigue damage upon the character. Factors other than the weight of the object being lifted may also affect the situation die; for instance, a penalty if the object is slippery, or a bonus if the object has handles or protrusions that make it easier to hold onto.

Armor Optimization (Cost 7 – W)

Armor that's bulky, heavy, and cumbersome hinders the character using it. This is reflected by a penalty to the character's action check and the worsening of a character's Dexterity resistance modifier. The Armor Optimization broad skill and its specialty skills help to alleviate these penalties. It should also be noted that the weight of armor or shields, in addition to other equipment, can also apply penalties based on the ‘encumbrance’ rules in the Alternity Players Handbook.

This skill functions basically the same as the ‘Armor Operation’ skill does in Alternity, however the use of shields is now covered in its own specialty skill. When a character is using both armor and a shield each specialty skill handles its ability to remove action penalties separately. However, only the better of the two is used in absorbing secondary damage. What this means is that if a character had Heavy Armor at rank 2 and Shields at rank 6, the character could absorb only 3 pints of secondary damage, not 4.

Heavy Armor (Cost 3 - W)

This skill functions exactly as the Combat Armor skill does in Alternity with the exception of shields, which are handled by the following specialty skill.

➢ Rank 2 – Shaking Off Stuns: Beginning at rank 2 the character automatically reduces secondary and primary stun damage by 1 point. This benefit is increased by 1 point for every even rank gained to a maximum of 6 points of stun reduced at rank 12.

➢ Ranks 4, 7, & 10 – Improved Use: At the indicated ranks the reduction to armors action penalty score increase to 2, 3, and 4 respectively. This benefit cannot be used to render a step bonus.

Shields (Cost 3 – W)

This specialty skill allows a hero to improve his ability to effectively utilize a shield during combat by a gradual process of learning to compensate for the weight and awkwardness of the shield. A character with this skill at ranks 1 to 3 is allowed to reduce the action check and Dexterity resistance modifier penalty associated with a shield by 1 additional step.

For attacks, the shield is treated a Gauntlet (detailed in Chapter 4: Weapons and Armor) except that there is a +1 accuracy penalty applied. Shield rank benefits are detailed below.

➢ Rank 2 – Shaking Off Stuns: Beginning at rank 2 the character automatically reduces secondary and primary stun damage by 1 point. This benefit is increased by 1 point for every even rank gained to a maximum of 6 points of stun reduced at rank 12.

➢ Rank 4 - Reaction Parry: The character may use the Reaction Parry benefit as given for Melee Weapons.

➢ Ranks 4, 7, & 10 – Improved Use: At the indicated ranks the reduction to armors action penalty score increase to 2, 3, and 4 respectively. This benefit cannot be used to render a step bonus.

← Ranks 6 & 12 - Damage Absorption: Not only can a shield be used to absorb secondary damage, it can also be used to absorb primary damage as well. At rank 6 the protective value of the shield is increased by +1, at rank 12 this is increased again to a maximum of +2. It is important to note that this applies to primary damage only.

➢ Ranks 6 & 9 - Attack Bonus: At rank 6 the +1 penalty to attacks using the shield is dropped. At rank 9 the character can attack with the shield at a -1 Situation Modifier.

Athletics (Cost 3)

While it may seem odd to envision the medieval man participating in an organized sport, many ancient civilizations did. The Mayans and Aztecs had a host of events and the Greeks had the Olympic games.

This broad skill provides a hero with the abilities of a natural athlete—a competent level of strength, grace, and physical prowess. This skill is used to determine the success of physical actions such as climbing a tree, jumping over a large hole, or throwing an object at a target.

Players should use athletic specific specialty skills to add flavor and color to their cultures. Another option is to allow characters to use this skill for throwing specific objects like knives, spears, darts, nets, and others as well.

Climb (Cost 2)

In combat scenes, a hero can climb a certain number of meters in a phase, depending on the result of a skill check: Critical Failure, fall (if possible); Marginal, no progress; Ordinary, 1 meter; Good, 2 meters; Amazing, 3 meters.

If the hero is climbing as part of a challenge scene, don't bother to track how far he climbs with each skill check. Instead, assign a number of successes needed and establish a time frame for how often he can attempt the checks. It's assumed that the hero is climbing continuously throughout the challenge scene. The GM can assign additional modifiers for the difficulty of the climb, special equipment, or weather conditions.

|Distance |Successes |Time |

|1–30 m |2 |1/minute |

|30–100 m |4 |1/5 minutes |

|100–1000 m |6 |1/30 minutes |

|1+ km |10+ |1/hour |

If a hero gets a Critical Failure on a climb check, he loses his grip and falls (unless equipment prevents it). If he has any actions left in the round, he can attempt to regain his hold by getting an Ordinary success or better on a second climb check with a +1 penalty on top of any other modifiers that apply. If this attempt fails or if the hero has no remaining actions, he falls. Damage from the fall is lessened if the hero makes a successful untrained Dexterity check or an Acrobatics–fall skill check.

Climbing Modifiers

|Sheer surface |+3 |

|Icy or slippery surface |+2 |

|Darkness |+1 |

|Wet surface |+1 |

|Surface with some footholds |-1 |

|Surface with many footholds |-2 |

|Minimal climbing gear (gloves & sturdy shoes)|-1 |

|Partial climbing gear |-2 |

|Full climbing gear |-3 |

Joust (Cost 3 – W)

Using a lance is a deadly method of combat and while this skill is cheap, it also requires the use of the Animal Handling-riding skill. Jousting weapons do not gain the rank benefits of other weapons. Refer to the ‘Mounted Combat’ section in the Gamers in Action chapter for rules on the use of a lance.

Jump (Cost 1)

In combat scenes, a hero can jump a certain number of meters in a phase, depending on the result of a skill check. There are 4 types of jumps: standing jump, running jump, vertical leap and vault. On any jumping attempt, a Critical Failure result indicates that the hero trips and takes a hard fall, suffering d6s. A Marginal result indicates that the hero makes a leap of Ordinary distance but suffers d4s because of a poor landing.

Jumping Table

|Type of jump |Ordinary |Good |Amazing |

|Standing jump |1m |2m |3m |

|Running jump |2m |4m |6m |

|Vertical leap |1m |1.5m |2m |

|Vault |-- see below -- |

A standing jump is performed from a stationary starting position. A running jump requires at least 4 meters of space for a running start before making the jump. A vertical leap is made from a standing position; the distance indicates how far above his head a character can leap and reach. Vaulting is basically a vertical leap that is enhanced by some form of assistance—either springing off another object or using a vaulting pole. When called upon to make a vault, a character may use either his Athletics–jump skill or his Acrobatics skill (if he possesses it). If the character has either skill, increase the distance noted under vertical leap by 1 m. If the character uses a pole, increase the distance by 2 m.

← Increased Distance: As a hero increases his ranks in this specialty skill, the distance that he can jump or leap also increases. The running jump improves by 1 meter at ranks 3, 6, 9, and 12; the standing jump improves by 1 meter at ranks 4, 7, and 10; and the vertical leap improves by 1/2 meter at ranks 5, 8, and 11.

Throw (Cost 2)

The accuracy of a throw depends on the range and the degree of success achieved on a skill check, as shown on page 67 of the Alternity Players Handbook. Modifiers for the throwing are shown on page 57 of the Alternity Players Handbook and in chapter 4 of this book.

Athletics, Specific Skill (Cost 1)

A player, if he desires, can design and add an Athletics specialty skill that fits into the concept he has for his hero—for example, a specific sport or a physical fitness regimen such as weightlifting or aerobics. How the skill works in the campaign is left up to the GM.

Many applications of this skill can be used to replace those feats normally related to a Strength Feat. Athletics-Open Doors or Athletics-Throw Dagger are good examples.

Construction (Cost 5)

Construction is the creative use of brute force. Splitting logs, cutting stone, shaping metals, and digging into the earth are all apart of this skill. Using the Construction skill involves a complex skill check, with a situation modifier based on the conditions under which the work is being done and a number of successes required related to the complexity of the task at hand. (Shaping a simple iron rod might be merely a Marginal accomplishment, but shaping an ornate suit of plate armor would be Amazing). How often a character can make a check is based on what specialty skill he is using.

All construction tasks are difficult and time–consuming, but they are also physically taxing. For every skill check required the character must also roll a Stamina–endurance check to determine the amount of fatigue damage he suffers.

If the complex skill check ends in a Critical Failure before the check is completed, whatever the character was trying to produce is either scrapped or contains a fatal flaw. On any other result, the result of the complex skill check determines the price the character can expect for the finished goods: Marginal, 1/2 the listed price; Ordinary, listed price; Good, 5 times the listed price; Amazing, 10 times the listed price.

These skills can also be used to judge the quality of materials and the time required for a job. Construction can be used to ascertain the quality in the works of others as well. The following modifiers apply to all Construction skills.

Construction Modifiers

|No tools |+3 |

|Minimal tools |0 |

|Standard tools |-1 |

|Specialized tools |-2 |

|Darkness |+3 |

|Marginal or Ordinary light |+1 |

|Good light |0 |

|No deadline |-2 |

|Reasonable deadline |0 |

|Tight deadline |+1 |

|Unreasonable deadline |+3 |

In the case of produced goods, the cost of materials used by the character to create a finished object is equal to one–third of the item’s listed price as shown in chapter 4 of this book. The following rank benefits are gained by all specialty skills in this broad group.

← Ranks 3, 6, 9, & 12 – Construction Mastery: As a hero gains experience in a chosen specialty skill, the quality of his work becomes higher and the value of his services go up. At rank 3, the character can ask an extra 10% for his work; at rank 6 he receives an extra 25%; at rank 9 he receives an extra 50%; and at rank 12 he receives an extra 100%.

← Ranks 4, 8, & 12 - Increased Effect: As a hero gains ranks in a specialty skill, he receives a situation die bonus for dealing with less than ideal materials, tools, or circumstances. At rank 4, the bonus is –1; at rank 8 it improves to –2; and at rank 12 it becomes –3.

← Ranks 5, 8, & 11 - Increased Fortitude: As a character gains ranks in a specialty skill, he learns to compensate for the energy–sapping nature of the tasks that he performs. This results in an increase in the interval between Stamina checks to determine fatigue damage. At rank 5, the character needs to make a check every 30 minutes he spends laboring; the check is made once every hour at rank 8; and every 2 hours at rank 11.

Armory (Cost 3 – S, W)

This skill can’t be used untrained.

This specialty skill allows a hero to make all types of armor except for hide armor, given the proper materials and facilities. With this skill, a hero is capable of crafting helmets, shields, and various suits of armor.

It takes time, and a complex skill check, to produce a piece of armor; the time is directly proportional to the object's Action Penalty. Armor with an Action Penalty of 0 requires a Marginal complex skill check. Action Penalty of +1, Ordinary. Action Penalty of +2, Good. Action Penalty of +3 or more, Amazing. Each roll for the complex skill check requires 1 week to accomplish. In the case of Plate armor, the person for who the armor is intended must be on-hand for fitting at least once a week. If not a +2 penalty is applied to that check.

The result of the complex skill check determines the amount of punishment a piece of armor can sustain before it becomes damaged: Critical Failure, the armor is so much scrap metal; Marginal, the armor appears normal, but functions as if already damaged (-1 damage value per category); Ordinary, the armor is damaged when the character loses half his wound points or suffers any amount of mortal damage; Good, the armor is damaged when the hero loses all his wound points or suffers two or more points of mortal damage; Amazing, the armor is damaged when the character suffers three or more points of mortal damage.

← Rank 3 - Armor Repair: When a character reaches rank 3, he can repair damaged armor and shields. Using this rank benefit also requires a complex skill check. The time it takes to repair a piece of armor is up to the Gamemaster, but each check should take approximately one to four hours, based on the severity of the damage. The number of successes necessary to repair the armor is also at the Gamemaster’s discretion, but should not be more than one–half the armor owner’s durability rating.

A character may also repair magical armor as well. Doing so imposes a base penalty of +1, 2, or 3 for the magical quality however. This penalty is in addition to all other modifiers associated with this use of the skill.

Blacksmith (Cost 2 – S)

This skill can’t be used untrained.

A character with this skill can craft most any iron object short of true weapons. Nails, horseshoes, grappling hooks, large rings, plowshares and the like can crafted with this skill. This specialty skill allows a hero to craft tools and implements out of iron. The blacksmith can craft anything from nails to horseshoes to iron hoops out of iron or iron alloys. A character requires a completely outfitted forge to utilize this specialty skill.

The time it takes for the smith to craft an object is based on its durability rating. The number of successes required to complete the complex skill check is equal to the object's durability rating. Each roll for the complex skill check requires one day.

← Rank 3 - Repair: When a character reaches rank 3, he can repair damaged iron objects. Using this rank benefit only requires a simple skill check. The time it takes to repair an object is up to the Gamemaster, but each check should take anywhere from one hour to one day based on the severity of the damage. The number of successes necessary to repair an object is also at the Gamemaster’s discretion, but should not be more than one–half the object’s durability rating.

Carpentry (Cost 2 – S)

This specialty is focused on woodworking. This skill includes all functions of woodworking from cutting down trees, cutting the trunks into usable lumbar, to the actual building of a structure.

The complexity of a work is based on the durability of each section of a structure even if there is but one section. Each wall of a cabin or every ten meters of a stone wall are good examples of sections while a tavern door or a border around a well serve as good examples of single section items.

In the case of wood-cutting a tree may require anywhere from 3 to 6 successes to fell. Cutting wood into boards requires success based on quantity and the size of the trunks themselves.

← Rank 3 - Repair: When a character reaches rank 3, he can repair a damaged construction. Using this rank benefit requires a complex skill check equal to one-half of the damage per section. The time it takes to repair an object is up to the Game Master, but each check should take anywhere from one hour to one day based on the severity of the damage.

Smelting (Cost 5 – S)

This skill can’t be used untrained.

Smelting is the art of super-heating iron or metallic ore to a point that the metal can be separated from the deposit. Feel free to assume that for each day spent smelting metallic ore, it yields enough to craft one durability point of a weapon or a piece of armor (or one +1 of Action Penalty as you see fit). The quality of the ore, as determined in the Mining skill under the Engineering broad skill, establishes the base complexity for the Smelting check as per the standard rules. Of course not all ores are harder to smelt simply because they are more rare. Make adjustments where you feel they are needed.

Modifiers for the type of metal being smelted can range from –1 for soft metals to +1 for harder ones (like iron) or even as high as +5 for Mithral or Adamantium. The actual building a smelting forge requires this skill as a base of knowledge and the Construction-blacksmith or the Engineering broad skill for the roll.

Stonemasonry (Cost 2 – S)

This specialty skill allows a hero to cut solid rock for use in construction and then to apply it to the building of a structure. The stonecutter can craft bricks, lathes and simple objects of stone. This specialty skill also covers the breaking of rocks to be molded into bricks.

The time it takes for the stonecutter to craft an object is based on its durability rating. The number of successes necessary to complete the complex skill check is equal to the object's durability rating. Each roll for the complex skill check requires between ten minutes and six hours, based on the size and complexity of the cut stone object. The specifics are left at the Gamemaster’s discretion.

← Rank 3 - Repair: When a character reaches rank 3, he can repair a damaged stone construction. Using this rank benefit only requires a simple skill check. The time it takes to repair an object is up to the Gamemaster, but each check should take anywhere from one hour to one day based on the severity of the damage. The number of successes necessary to repair an object is also at the Gamemaster’s discretion, but should not be more than one–half the object’s durability rating.

Weaponry (Cost 3 – W)

This skill can’t be used untrained.

This specialty skill allows a hero to perform the arduous task of crafting metal weapons. The blade of a sword, the head of a hammer, the links of a chain, and the spike of spear are all objects that only a weaponsmith can craft.

The time it takes for the smith to craft the weapon is based on its durability rating. The number of successes necessary for the complex skill check is equal to the weapon's durability rating (which is equal to twice its mass). Each roll for the complex skill check requires two days. For weapons not composed entirely of metal assume the durability to be one-half of the result as determined above.

The result of the complex skill check determines the quality of the finished weapon: Marginal, the weapon has a single drawback; Ordinary, the weapon is normal; Good, the weapon has one bonus; Amazing, the weapon has three bonuses.

Marginal and exceptional weapons have penalties or bonuses to any one of 5 categories. These categories are Accuracy, Damage, Durability, Actions, and Range (if the weapon can be thrown). The adjustments to each individual category are listed on the following table:

|Category |Penalty |Bonus |

|Accuracy |+1 step |–1 step |

|Damage |–1 point |+1 point |

|Durability |–1 |+1 |

|Actions |–1 |+1 |

|Range |–10% |+10% |

These adjustments are not cumulative; each can only be selected once by the smith crafting the weapon. A Marginal weapon can only have a single penalty. Good weapons have a single bonus and Amazing weapons have three different bonuses.

← Weapon Repair: When a character reaches rank 3, he can repair damaged weapons. Using this rank benefit also requires a complex skill check. The time it takes to repair a weapon is up to the Gamemaster, but each check should take approximately one to four hours, based on the severity of the damage. The number of successes necessary to repair the weapon is also at the Gamemaster’s discretion, but should not be more than one–half the weapon’s durability rating.

Magical weapons may also be repaired at this rank as well. This imposes a base +1, 2, or 3 penalty to each check however. This penalty is in addition to all other modifiers associated with this use of the skill.

Construction, Specific Skill (Cost 1)

This skill can't be used untrained.

A player, if he desires, can design and add a specialty skill that fits into the concept he has for his hero. This can also be used for other construction specialty skills that are specific like the making of one type of weapon (great swords) or one type of armor (chain mail). How the skill works in the campaign is left up to the GM.

← Rank 3 - Repair: This rank benefit works the same as it does for other specialty skills in this broad group. If the skill mimics another, like weaponry, then those features of this rank benefit also apply.

Heavy Weapons (Cost 6 – W)

Heavy Weapons are ranged weapons that have sufficient mass to require strength to employ instead of dexterity. Some of these weapons are heavier versions of ranged weapons while others are smaller versions of siege weapons. Chapter 4: Weapons and Armor goes into detail about the various types of Heavy Weapons there are available.

Direct Fire (Cost 4 – W)

This specialty skill allows the hero to improve his proficiency with direct–fire heavy weapons. These weapons work just like normal firearms, requiring the user to aim them at a target. Direct–fire heavy weapons include the Blunderbuss, the Arrow Gun, and the Light Ballista. Rank benefits were not given in the Alternity Players Handbook for direct fire weapons. Those presented below may or may not be allowed based in the Game Master’s decision.

← Rank 3 – Distance Precision: The character suffers no penalty for long range attacks.

➢ Rank 6 – Rate of Fire: If the weapon allows one attack per action then the character may attempt a double-shot in the same phase. This imposes a +1 penalty on the first attack and a +2 on the second. For Direct Fire weapons that require a reload per action this reload number is reduced by one action.

Indirect Fire (Cost 4 – W)

This specialty skill allows the hero to improve his proficiency with indirect–fire heavy weapons. These weapons can fire over or around obstacles; they deliver an area effect attack instead of an attack against a specific target. Indirect fire weapons include the Greek fire projector, mortars, and the light catapult.

← Rank 3 – Distance Precision: The penalty for short range is reduced to a +1 penalty instead of a +2.

➢ Rank 6 – Rate of Fire: If the weapon allows one attack per action then the character may attempt a double-shot in the same phase. This imposes a +1 penalty on the first attack and a +2 on the second. For Indirect Fire weapons that require a reload per action this reload number is reduced by one action.

Melee Weapons (Cost 6 – W)

Melee weapons have been divided into four primary categories. Blades and bludgeon are self-explanatory. Polearms features weapons that generally require two hands to use and are used in a thrusting or slashing method of attack. Whip of course features the whip but may also be used for similar ‘rope-like’ weapons.

Blades and Bludgeon (Cost 3 – W)

The rank benefits for both the blades and bludgeon skills are as follows:

← Rank 4, 8, & 12 - Resistance Modifier: +1 at rank 4, +2 at rank 8, and +3 at rank 12.

➢ Rank 4 - Reaction Parry: Can parry before the character has an action in the round.

➢ Rank 6 - Double-Strike: Can strike with the same twice in a phase. Penalty is +1 and +2 per strike. Attacks can be on the same or different targets.

➢ Rank 9 - Multistrike: Can strike three times in the same phase. Penalties are +1, +2, and +3. Attacks can be on the same or different targets.

Polearms (Cost 3 – W)

Polearms have the same rank benefits as do other melee weapon specialty skills. In addition to this, Polearms also have a reach bonus.

← Reach Bonus: At rank 6 the reach of a pole arm can be extended by one meter but it suffers a +1 penalty to attacks when used in this fashion. At rank 9 the penalty is removed and at rank 12 the polearms reach can be extend one more meter. Reach and how it applies to polearms is discussed in Chapter 4: Weapons and Armor.

Whip (Cost 2 – W)

Whips have been in use for a long time. The damage they cause is not great, but a whip can be used to intimidate others with a sharp and well placed crack. To use this option, the whipping party must crack the whip in front of the target and must also be in range to actually cause damage. When the whip is used in this fashion the degree of success determines a modifier to the targets Resolve-mental resolve check. The modifiers are as follows: Amazing +3, Good +2, Ordinary +1, Marginal 0, and a Critical Failure indicates that no further intimidation attempts may be made against that target for the remainder of the scene in addition to any other calamity that may exist. This intimidation does not cause abject fear in the target but it does force him to stay his ground or to move back.

Whips also have another ability that can be utilized in combat. With a successful attack roll the player can declare that the action is an ‘overpowering’ attack. The same rules apply as well as any penalties to the overpowered target. The only option that the character can use however is the Takedown option. The character may also use this option to disarm an opponent at a distance. As with the Overpowering rules, a +1 penalty is applied as well as a +1 penalty for use of this skill at the broad or untrained level. Rank benefits for use of the whip are applied at the following ranks.

➢ Ranks 4 & 8 - Intimidate Bonus: At rank 4 the wielder automatically imposes a +1 penalty to any intimidate checks with the whip. This penalty increases to a +2 at rank 8.

← Rank 4 - Increased Effect: At rank 4 the character, when using the whip in an overpowering attempt, can perform a Takedown without having to achieve the standard hold (similar to Defensive Martial Arts).

➢ Ranks 5 & 10 - Called Shot Bonus: When the character achieves rank 5 in this skill the whip can be used to perform disarms and other called shots at a +2 penalty instead of the standard +4. At rank 10, called shots and disarms can be performed at no penalty.

Unarmed Combat (Cost 5)

This broad skill provides a hero with basic knowledge and experience in hand–to–hand fighting. A hero trained in Unarmed Attack has enough know–how to dish out damage and protect himself in a street fight.

Brawl (Cost 3 – W)

Damage inflicted by a brawl attack is 1d4s/1d4+1s/1d4+2s. Any Strength modifiers the character may have can increase this damage. The brawl skill receives the following rank benefits:

➢ Ranks 4, 8, & 12 - Knockout: At the indicated ranks an opponent suffers a +1, +2, or +3 penalty to their Stamina-endurance check to resist a knockout caused by an amazing hit.

➢ Rank 8 - Increased Damage: Damage increases to d6s/d6+2s/d4w.

Power Martial Arts (Cost 5 – R, W)

This skill can’t be used untrained.

A hero with this skill enjoys improved damage on a successful unarmed attack: d6s/d6+2s/d4w, plus any Strength bonuses.

➢ Ranks 3, 6, 9, & 12 - Knockout: At the indicated ranks an opponent suffers a +1, +2, +3, or +4 penalty to their Stamina-endurance check to resist a knockout caused by an amazing hit.

← Ranks 4, 8, & 12 – Resistance Modifier: At the indicated ranks the character’s Resistance Modifier increases to +1, 2, and 3.

➢ Rank 5 – No Hands: At rank 5 the character can attack even if his hands are cuffed, bound, or otherwise unusable.

➢ Rank 7 - Increased Damage: The damage caused by an attack increases to d6+2s/d4w/d4+2w.

Dexterity Skills

Dexterity measures a hero's agility, coordination, and reflexes. To determine the result of an action involving Dexterity that isn't directly related to a skill, a hero makes a feat check. Grabbing the side of a building as the villain throws you off the roof is one example of a Dexterity feat.

Acrobatics (Cost 7 – R)

This broad skill provides a hero with basic training in acrobatics, including gymnastics, tumbling, vaulting, rolling, dodging, balancing, high–risk activities, and falling without incurring serious injury. This skill is used when a hero wants to vault over a fence or other obstacle, dodge out of the way of immediate danger, or try to land safely after a fall.

Acrobatics can also be used to entertain. If the hero chooses an acrobatics routine as his method of entertainment, allow an Acrobatics check to provide a –1, –2, or –3 bonus to an ensuing Entertainment skill check.

Daredevil (Cost 4)

This specialty skill enables a hero to improve his ability to perform a high–risk activity. When the daredevil skill is selected, the player must designate a single activity as his chosen focus. The hero is free to purchase the daredevil specialty skill multiple times, but each new purchase must have a different focus.

The outcome of the daredevil attempt is determined by a skill check.

On a Critical Failure, the attempted action fails and the character could suffer stun or wound damage at the GM's discretion. This outcome generally involves bad luck concerning some aspect of the equipment being used—scuba diving gear springs a leak, a parachute fails to open properly, etc.

On a Failure, the attempted action doesn't succeed, but the character does not necessarily suffer damage—a parachutist goes drastically off course and lands a long distance from his target, perhaps taking damage as well.

On an Ordinary success, the character is basically able to perform the action—he can manipulate a hang glider so that he stays aloft, but he has no control over his direction of travel.

On a Good success, the character has limited control of the action—he opens his parachute at just the right time, and also is able to use it to maneuver so that he lands only a short distance from his target.

On an Amazing success, everything goes right—he rides the raft all the way through the rapids without damage to himself or his equipment.

← Ranks 4, 8, & 12 - Increased Proficiency: As a hero attains higher ranks in the daredevil skill he becomes more adept at surviving death defying feats; as such, the character receives a situation die bonus when using the daredevil skill. The bonus is –1 step at rank 4, –2 at rank 8, and –3 at rank 12.

Defensive Martial Arts (Cost 5 – R, W)

This skill can’t be used untrained.

Damage is d4s/d4+1s/d4+2s, plus any increase a hero receives for his Strength score. In addition to causing damage, this skill may enable a hero to knock an opponent to the ground, forcing that opponent to spend an action to regain his feet or else suffer a penalty to other actions he may try. Defensive martial arts can also be useful in an attempt to overpower an opponent, as described in "Overpowering Options" in the Alternity Players Handbook.

➢ Rank 2 - Block: When a character reaches rank 2 in this skill, he can attempt to block or counter any unarmed attack against him. Blocking requires that the character make a defensive martial arts skill check and compare his result to the attacker's result. The character who blocks must achieve a success that's equal to or greater than the attacker's success. If the defender succeeds, then no damage is inflicted upon him by the blocked attack. A character can only block in a phase when he has an action available. Only one attack is countered, and no other actions can be attempted in the same phase in which a character attempts to block.

➢ Rank 4 - Reaction Block: When a character reaches rank 4, he can attempt to block whenever any unarmed attack is directed against him.

← Ranks 4, 8, & 12 - Resistance Modifier: The hero's resistance modifier improves by +1 at rank 4, by +1 again at rank 8, and by +1 again at rank 12.

Dodge (Cost 4 – R, W)

One skill check (requiring an action) is made at the beginning of the first phase in which the hero can act. The result of that check is applied in that phase and lasts for all subsequent phases in the round. Any additional actions a hero takes in the round receive a +1 penalty as he ducks and rolls to avoid injury.

Using dodge provides the following adjustments to a hero's Strength or Dexterity resistance modifier, as is appropriate for the situation: Critical Failure, –2 steps; Failure, none; Ordinary, +1 step; Good, +2 steps; Amazing, +3 steps. (This skill can't be combined with the parry or block rank benefits described under Melee Weapons and Acrobatics–defensive martial arts.)

This specialty skill can also be called on when the character needs to ‘hit the deck’. A hero caught in the blast radius of an area–effect weapon is allowed a dodge skill check to attempt to reduce the damage by one grade (Amazing to Good, Good to Ordinary, Ordinary to none).

➢ Rank 3 - Action Benefit: A hero can dodge and perform an action in the same phase. The action is made with a +2 penalty.

➢ Rank 7 - Reaction Dodge: When a hero achieves rank 7, he can perform a reaction dodge, which allows him to defend himself earlier in the round than his action check calls for. In a round when a character makes a reaction dodge, he can only dodge. All other actions are lost for the round.

← Ranks 4, 8, & 12 - Resistance Modifier: At higher ranks, the dodge skill provides an improvement to a hero's Dexterity resistance modifier, which makes it more difficult for opponents to successfully attack the hero in ranged combat. The hero's resistance modifier improves by +1 at rank 4, by +1 again at rank 8, and by +1 again at rank 12.

Fall (Cost 3 – R)

A character without the Acrobatics–fall specialty skill makes a Dexterity feat check to determine the damage he suffers when he falls. A character with the fall specialty skill adds his rank in the specialty to his Acrobatics score and uses that number to make the skill check, with a +d0 base situation die.

Flight (Cost 2)

This specialty skill can only be used by a character with the flying ability, either innate or obtained through a mutation, FX power, or by using some sort of apparatus that serves as an extension of his body. A skill check is called for when a hero tries an unusual maneuver, must fly with particular precision, or needs to accomplish a task while maintaining speed and direction.

← Rank 3, 7, & 11 - Improved Glide: As a character improves his flight skill, he increases his glide movement rate cumulatively by +2 at ranks 3, 7, and 11.

← Rank 4, 8, & 12 - Improved Flying: As a character improves his flight skill, he increases his fly movement rate cumulatively by +3 at ranks 4, 8, and 12.

Tightrope Walking (Cost 1)

This is a good example of the Acrobatics-specific skill being put to good use. This skill works in manner similar to that of the Athletics-climb skill with the exception that a check is required for every three meters traversed. Modifiers can include a penalty for the thickness of the rope or a bonus of –2 if a balancing pole is used.

Combat on a rope requires a skill check for every phase of fighting and incurs a +2 penalty. Note that the skill check for tightrope walking is considered a second action and no further actions save for balancing and fighting (or using an FX power) should be allowed.

Zero–gravity Training (Cost 2)

This skill can't be used untrained.

This skill is appropriate for Spelljamming campaigns. An untrained character has a +3 step penalty to the use of any Strength– or Dexterity– based skills in zero gravity, and a +1 step penalty in light gravity. Purchasing this skill immediately reduces the zero–g penalty to +2 steps, and eliminates the penalty for light gravity.

← Ranks 4, 7, & 10 - Improved Training: For a hero with this skill at rank 4, the zero–g penalty is reduced to +1 step, and any actions attempted in light gravity receive a –1 step bonus. At rank 7 the zero–g penalty is eliminated, and at rank 10 any physical actions attempted in zero–g receive a –1 step bonus. (The bonus for light gravity never improves beyond –1 step.)

Note: Creatures or characters who are able to fly naturally and are without the zero–g training skill can function as though they do have the skill at rank 1. If such a character purchases this skill, penalties are reduced by 1 step and bonuses are improved by the same amount.

Acrobatics, Specific Skill (Cost 1)

This skill can’t be used untrained.

The specific uses of Acrobatics can run an entire gamut of abilities. Dodge Breath Weapon, Avoid Gaze Attack, and Rappelling, are all possible examples as well as other specific acrobatic feats.

Crafting (Cost 4)

This broad skill focuses on making things that require a good deal of manual dexterity to create. With just the broad skill a character can attempt to craft any allowed item, but at a base +3 penalty. Turning the Crafting skill into the basis of a career (or being able to produce work of professional quality, if a character has another career) requires that the character pursue a specialty skill in his chosen field(s).

Using the Crafting skill involves a complex skill check, with a situation modifier based on the conditions under which the work is being done and a number of successes required related to the complexity of the task at hand. (Carving a simple stone ball might be merely a Marginal accomplishment, but cutting a rough gem into a multifaceted jewel would be Amazing).

Crafting almost always calls for a complex skill check. In most cases the character is allowed a check per hour or per day as determined by each individual specialty skill.

Any Failure roll during the complex skill check is counted as a Marginal success. If the complex skill check ends in a Critical Failure before the check is completed, whatever the character was trying to produce is either scrapped or contains a fatal flaw. On any other result, the result of the complex skill check determines the price the character can expect for the finished goods: Marginal, 1/2 the listed price; Ordinary, listed price; Good, 1.5 times the listed price; Amazing, 2 times the listed price. For the sake of simplicity, the cost of materials used by the character to create an object is equal to one–third of the item’s listed price.

All crafts are difficult and time–consuming, but Crafting specialty skills are also extremely mentally draining. For every 1 hour spent using either the Crafting broad skill or any of its specialty skills, the character must attempt a Stamina–endurance check to determine the amount of fatigue damage he suffers. All specialty skills in this group grant the following rank benefits.

← Ranks 3, 6, 9, & 12 – Improved Value: As a hero gains experience in his chosen Craft II specialty skill, the quality of his goods becomes higher and the value of his services go up. At rank 3, the character receives an extra 10% for his goods; at rank 6 he receives an extra 25%; at rank 9 he receives an extra 50%; and at rank 12 he receives an extra 100%.

← Ranks 4, 8, & 12 – Improved Skill: Rank benefits for any of these specialty skills grant a –1 Situation Modifier at rank 4, a –2 at rank 8, and a –3 at rank 12. It should also be said that the Creativity broad skill can be used to greatly enhance this skill as well.

← Ranks 5, 8, & 11 – Reduced Drain: As a character gains ranks in a Crafting specialty skill, he learns to compensate for the mentally draining nature of the tasks that he performs. This results in an increase in the interval between Stamina checks to determine fatigue damage. At rank 5, the character needs to make a check every 2 hours he spends laboring; every 3 hours at rank 8; and every 4 hours at rank 11.

Bowyer (Cost 2 – W, S)

This skill can’t be used untrained.

This specialty skill allows a hero to make all types of bows, crossbows, and arrows given the proper materials and facilities (though items from higher Progress Levels may require other skills, Tinkering among them). With this skill, a hero is capable of crafting bows of any size (including crossbow stocks) and the various types of arrows. The character must purchase the mechanical portions of a crossbow from a smith to be able complete a crossbow (or use another specialty skill to make them). The following rank benefit is gained at rank 2.

← Rank 2 - Fletchery: At rank 2, the character may also make arrows or quarrels, if he has the proper materials on hand.

It takes time, and a complex skill check, to produce a bow or crossbow. The following table shows the complexity of each type of weapon as well as the intervals that each check is made.

Bowyer Crafting Time

|Weapon Type |Complex Skill Check |Time Interval |

|Arrows/Quarrels |Marginal (per 20 arrows) |1/day |

|Hand Crossbow |Good (6 successes) |1/week |

|Crossbow |Ordinary (4 successes) |1/3 days |

|Heavy Crossbow |Good (5 successes) |1/3 days |

|Repeating Crossbow |Amazing (8 successes) |1/3 days |

|Automatic X-bow |Amazing (10 success) |1/week |

|Short Bow |Marginal (2 successes) |1/week |

|Short Composite Bow |Ordinary (3 successes) |1/week |

|Long Bow |Ordinary (4 successes) |1/week |

|Long Composite Bow |Good (5 successes) |1/week |

|Elven Bow |Amazing (8 successes) |1/week |

|Strength Bow |Good (6 successes) |1/week |

Automatic crossbows require the use of the Tinkering-invent skill to craft unless the character comes from a late Progress Level 4 society. Obtaining the components may require contacts or searching the market.

The result of the complex skill check determines the quality of the finished weapon: Marginal, the weapon has a single drawback; Ordinary, the weapon is normal; Good, the weapon has one bonus; Amazing, the weapon has three bonuses.

Marginal and exceptional weapons have penalties or bonuses to any one of 5 categories. These categories are Accuracy, Damage, Durability, Actions, and Range. The adjustments to each individual category are listed on the following table:

|Category |Penalty |Bonus |

|Accuracy |+1 step |–1 step |

|Damage |–1 point |+1 point |

|Durability |–1 mortal |+1 mortal |

|Actions |–1 |+1 |

|Range |–10% |+10% |

These adjustments are not cumulative; each can only be selected once by the bowyer crafting the weapon. A Marginal weapon can only have a single penalty. Good weapons have a single bonus and Amazing weapons have three different bonuses

Gem Cutting (Cost 3 – S)

This skill can’t be used untrained.

This specialty skill allows a hero to properly cut and polish gems bringing out a natural luster that gives them their value. The time it takes for the smith to cut a gem is based on its expected value and quality as shown on the table below.

|Type |Value |Complexity |

|Ornamental stones |50gp or less |Simple |

|Marginal gems |100gp |Marginal |

|Ordinary gems |500gp |Ordinary |

|Good gems |1000gp |Good |

|Amazing gems |5000gp |Amazing |

← Rank 4 - Increase Value: The character can give a gem extra attention in the hope of raising its expected value. By increasing the complexity of the complex skill check by one category (from Ordinary to Good, for example) and working with a +3 step penalty the character can increase the value of the gem he is cutting to the next higher category. Using the previous example, a 500 gp gem would be valued at up to 1000 gp. For Amazing gems double the value.

Gunsmith (Cost 2 – S, W)

This skill can’t be used untrained.

This specialty skill is used to craft ranged weapons that use gunpowder to propel a round of ammunition. This skill includes the construction of the stock but also the assembly of the trigger mechanism and the barrel. This skill covers both Ranged and Heavy Weapons that use gunpowder. Other items that use the specialty skills of Heavy Weapons or Ranged Weapons not yet covered require either the Engineering-siege works, Tinkering-invent, or a combination of Construction and/or Crafting specific skills.

As with other skills in this broad group, the character must procure the materials required from another crafter or make the parts with another Construction or Crafting skill. It takes time, and a complex skill check, to produce a firearm. The following table shows the complexity of each type of weapon as well as the intervals that each check is made.

Gunsmith Crafting Time

|Weapon Type |Complex Skill Check |Time Interval |

|Ball Shot |Marginal (per 20 rounds) |1/day |

|Mini-Ball |Ordinary (per 10 rounds) |1/day |

|Arquebus |Marginal (2 successes) |1 per day |

|Blunderbuss |Ordinary (3 successes) |1 per 3 days |

|Carbine |Amazing (10 successes) |1 per week |

|Caviler |Good (6 successes) |1 per 3 days |

|Cylinder Rifle |Good (7 successes) |1 per week |

|Long Rifle |Good (5 successes) |1 per 3 days |

|Musket |Ordinary (4 successes) |1 per 3 days |

|Ribald |Good (5 successes) |1 per week |

|Star Wheel |Good (5 successes) |1 per 3 days |

|Six Gun |Amazing (8 successes) |1 per week |

|Tri-Gun |Amazing (8 successes) |1/week |

|Wheel Lock |Ordinary (3 successes) |1/day |

Other weapons not mentioned on this list require other skills to manufacture. The result of the complex skill check determines the quality of the finished weapon: Marginal, the weapon has a single drawback; Ordinary, the weapon is normal; Good, the weapon has one bonus; Amazing, the weapon has three bonuses.

Marginal and exceptional weapons have penalties or bonuses to any one of 5 categories. These categories are Accuracy, Damage, Durability, Actions, and Range. The adjustments to each individual category are listed on the following table:

|Category |Penalty |Bonus |

|Accuracy |+1 step |–1 step |

|Damage |–1 point |+1 point |

|Durability |–1 mortal |+1 mortal |

|Actions |–1 |+1 |

|Range |–10% |+10% |

These adjustments are not cumulative; each can only be selected once by the gunsmith crafting the weapon. A Marginal weapon can only have a single penalty. Good weapons have a single bonus and Amazing weapons have three different bonuses

Locksmith (Cost 3 – R, S)

This skill can’t be used untrained.

This specialty skill allows a hero to craft locks. He may also craft any other item that includes a locking mechanism. The various locks that can be made depend on their availability to the progress level in which the character lives. The differing qualities of locks are described in Chapter 5: Goods and Services in this book.

Crafting a simple key lock is simpler than crafting a multi–tumbler combination lock. The number of successes necessary for the complex skill check is equal to the object's quality rating plus one to five additional successes based on the penalty it applies to the Manipulate-lockpick skill. Each roll for the complex skill check requires one hour. This time frame assumes that all required materials are at hand once the work begins.

← Repair: When a character reaches rank 3, he can repair damaged locks. Using this rank benefit also requires a complex skill check. The time it takes to repair a lock is up to the Gamemaster, but each check should take about 10 to 30 minutes, based on the severity of the damage. The number of successes necessary to repair the lock is also at the Gamemaster’s discretion, but should not be more than one–half the lock’s durability rating.

Metalsmithing (Cost 3 – S)

This skill can't be used untrained.

This specialty skill allows a character to craft items made from a particular soft (precious) metal. The smith must specify the specific metal he has skill with; the metal must be a soft, malleable metal or a pre-smelted ingot. Gold, silver, platinum, and any other such metals are suitable. The smith can craft any type of object, from the mundane to the esoteric; his imagination and skills are the only limit.

The time it takes for the smith to craft an object is based on its durability rating and complexity. Crafting a gold bowl is simpler than crafting a silver brooch. The number of successes necessary for the complex skill check is equal to the object's durability rating plus one to five additional successes based on its complexity for an ornate object. Each roll for the complex skill check requires two hours.

← Repair: When a character reaches rank 3, he can repair damaged precious metal based objects. Using this rank benefit also requires a complex skill check. The time it takes to repair an object is up to the Gamemaster, but each check should take about one to four hours, based on the severity of the damage and the complexity of the object. The number of successes necessary to repair the object is also at the Gamemaster’s discretion, but should not be more than one–half the object’s durability rating.

Crafting, Specific Skill (Cost 1)

This skill can't be used untrained.

A player can design a Crafting specialty skill that fits into the concept he has for his hero. Leatherworking, Pottery, Cobbling, and Sewing can belong to this group. It should also be said that the manufacture of wands, rods, and staves can also belong to this skill; particularly if the character intends to create an FX item out of them.

Manipulation (Cost 6)

This broad skill improves a character’s manual dexterity and control. This proficiency allows a hero to attempt such actions as picking a pocket without being noticed, performing a sleight–of–hand feat, picking a lock, setting or removing mechanical traps, or doing anything else that requires a steady hand, a sharp eye, and plenty of coordination.

Lockpick (Cost 4 – R)

This specialty skill allows a hero to improve his proficiency at opening locks. The skill is usually employed with the assistance of tools of some kind, which provide a situation die bonus depending on their quality.

Locks that can be affected by this skill include those protecting doors, safes, as well as handcuffs and any other physical locking mechanisms.

Almost always, the use of lockpick requires a complex skill check. The situation die modifier is affected by the quality of the lock, the quality of the tools (if any are used), and any other external factors as determined by the Game Master. How long the job takes depends on the complexity of the lock and the results(s) of a character's lockpick skill check(s). One check can be made in every phase during which a hero has an action, unless the Game Master dictates otherwise.

Pickpocket (Cost 4 – R)

This specialty skill allows a hero to improve his proficiency at picking pockets or otherwise remove objects from a person (or planting something on a person) without that person noticing. The base situation die is determined by the target's Will resistance modifier, plus any additional penalties or bonuses.

On a Failure or a Critical Failure result, the pickpocket slips up—he doesn't get what he was after and he is noticed, either by the intended victim or someone else who witnessed the attempt. In some cases, such as when the target is unconscious and alone, the Game Master may determine that a Failure result is not possible, and thus any attempt results in at least a Marginal success.

Repeated attempts by one pickpocket against the same target are possible, but the Game Master has the final say on how often those attempts can be made, and he may assign a penalty to the second and subsequent attempts. Trying to pick someone's pocket successfully a number of times in succession increases the chance that the character will be spotted.

The degree of success on a pickpocket skill check has no effect on the immediate result; whether the result was Ordinary, Good, or Amazing, the character succeeded in what he tried to do. But a result of Good or Amazing could help to offset any penalty the Game Master might attach to repeated attempts.

← Ranks 3, 6, 9, & 12 - It Takes One to Know One: As a character improves this specialty skill, he becomes more familiar with the tricks of the trade, thus making it harder for others to pickpocket him. At rank 3, the benefit is a +1 penalty to the foe's attempt. At rank 6, the penalty to the foe is +2 steps, at rank 9 the penalty becomes +3 steps, and at rank 12 it is +4 steps.

Prestidigitation (Cost 3 – D)

This specialty skill allows a hero to become proficient in stage magic, also known as prestidigitation. In addition to entertaining others, the skill can also be used to slip small objects out of sight. These are items that are in plain view before a hero decides to use prestidigitation, such as on a table, a shelf, or some other resting place, or even in the hero's hand at the time the skill is put into play.

The base situation die is modified by the opponent's Will resistance modifier, and possibly by other factors as determined by the Game Master. On a Critical Failure, the hero drops the item he is manipulating or otherwise fumbles the task severely. On a Failure, the manipulation of the item does take place, but the task is performed so clumsily or slowly that anyone paying attention can see what happened. On any success (Ordinary or better), the trick or task is pulled off without a hitch.

This skill can also be used for minor feats of contortion or escape, such as getting out of simple bonds, slipping out of handcuffs or straitjackets, and similar stunts. Such tasks are significantly more difficult than mere sleight–of–hand; the hero suffers a +1 penalty for Good bonds (well–tied ropes) or a +3 penalty for Amazing bonds (a chained straitjacket).

← Increased Proficiency: As a hero attains higher ranks in this skill he becomes more adept at sleight–of–hand and escaping complex restraints or bonds. As such, the character receives a situation die bonus when using this skill. The bonus is –1 step at rank 4, –2 at rank 8, and –3 at rank 12.

Set/Disarm Traps (Cost 3 – R, S)

This skill can be used to set, find, or disarm simple traps activated by mechanical triggers, like snares, tripwires, pressure plates, or shifting weights. Simple traps can be described by the same criteria as a lock. Use the standard modifiers and complexity ratings for a complex skill check.

With ready-made materials a character can build simple traps used in the medieval world with this skill. If the parts of a trap have to be fabricated then Construction, Crafting, or Tinkering may be needed to make them. In any case, this skill is always required to actually set the trap itself. The damage that the trap causes is determined by the Game Master but the result of the skill check is used to modify the Awareness check of the potential victim by apply a +1 to a +4 penalty for a Marginal to an Amazing result.

Marginal results indicate that the trap is set but that something is either faulty in its design and it does not act the way it should or that a –2 bonus is granted to anyone to notice it. Critical Failures generally indicate that the person setting the trap springs the trap on himself or herself (ouch!).

This skill can also be used to detect traps and once found, they may be disabled or reset in a different way. If the trap contains highly complex components then the Tinkering-juryrig skill may be needed. Also, if the trap has any exploding or combustible parts the Demolitions-disarm may be needed as well. In any case the complex check needed to disarm or reset a trap is the same as initially setting the trap in the first place however Game Masters may feel free to shorten the times between checks as they see fit. In addition to disarming simple mechanisms, Manipulation can also be used to rig traps of this sort. The degree of the hero's success in setting the trap governs the quality rating for the next person to come along and disarm it; the complexity depends on the materials the character has to work with and the amount of time he spends on it.

Of course, the hero must know of the trap's existence before he can disarm or circumvent it. An Awareness–perception or Investigate–search check is usually necessary to spot the trigger or hazard before the character stumbles into the trap. The detection check receives a penalty based on the success achieved by the character that set the trap: Marginal, +1 step; Ordinary, +2; Good, +3; Amazing, +4. The degree of success in setting the trap governs the complexity of the skill check necessary for the hero to disarm it.

Ranged Weapons (Cost 7 – W)

As there is no distinction between primitive and modern ranged weapons in this game, all such weapons are usable by this broad skill. The different Progress Levels, and the allowance of the Game Master, determine what can and cannot be used.

Automatic Weapon (Cost 3 – W)

This specialty skill improves a character’s ability with certain tinkered weapons that rely on a burst or automatic mode of fire. While most such weapons can be used by another specialty skill in this group, no rank benefits apply unless they come from this skill.

➢ Rank 3 - Rock–n–Roll: When a hero attains rank 3 in this specialty, he learns to change clips or ammo containers more efficiently. The penalty for changing a clip and firing in the same action is reduced to +1 step.

← Rank 6 - Precision Shooting: When a hero reaches rank 6, his situation die penalties for making an attacks with an automatic weapon is reduced to 0, +1 step, and +2 steps.

← Rank 9 - Extra Burst: When a hero attains rank 9, he becomes able to get off 4 bursts of ammunition, instead of 3, on every automatic fire attack. He receives a fourth situation die, with a +3 penalty assigned to it. If the automatic fire attack is directed against more than one target (as is almost always the case), the recipient of this extra burst must be specified before the dice are rolled. (This benefit doesn't allow the hero to shoot at more than 3 targets, however.) Firing this extra burst uses up one additional burst from the weapon's clip.

Blowgun (Cost 3 – W)

Blowguns use the same modifiers for range as do throwing weapons. However range is based on the user’s constitution score, not strength. A blowgun can be loaded and fired in the same action by any character. Blowguns gain the following rank benefits.

← Rank 3 – Distance Precision: The penalty for medium range is removed and long range is improved by one step.

➢ Rank 6 – Double Shot: The character can load and shot two darts in the same phase. Doing so imposes a +1 penalty on the first shot and a +2 on the next.

Bow (Cost 4 – W)

This skill covers short bows, long bows, strength bows, and any other variants like elven bows or composite versions. Any bow can be loaded and fired in the same action by any character. Bows gain the following rank benefits.

← Rank 3 – Distance Precision: The penalty for medium range is removed and long range is improved by one step.

➢ Rank 6 – Double Shot: The character can load and fire two arrows in the same phase. Doing so imposes a +1 penalty on the first shot and a +2 on the next.

WA McHaffie Jr

Crossbow (Cost 3 – W)

This specialty skill covers the use of all crossbows shown in chapter 4. The sole exception to this is the Automatic Crossbow. A Game Master may allow that weapon to be used with this skill, and at the same rank, however the rank benefits would not be gained. In order to use an Automatic Crossbow, or other similar weapon, to its fullest capacity use the automatic weapons specialty shown below.

It requires one action to load a crossbow and a separate action to fire the weapon.

← Rank 3 – Distance Precision: The penalty for medium range is removed and long range is improved by one step.

➢ Rank 6 – Rate of Fire: At rank 6 the character can load and fire a quarrel in the same action. If the crossbow in question is of the repeating variety then the Double-shot benefit is gained instead.

Pistol (Cost 3 – W)

This specialty skill allows a hero to improve his proficiency with pistols of varying types. Some of these weapons, like the needle pistol, have automatic fire capabilities. While they may be used with this skill no rank benefits are gained. Refer to the automatic weapons skill below for more information.

It requires one action to load a pistol and a separate action to fire the weapon. If a specific type of pistol has different features they will be noted in the weapons description. If a hero wants to draw and fire his pistol in the same phase, the action receives a +1 penalty instead of the normal +2.

← Rank 3 - Quick Draw: After a hero reaches rank 3, he can perform a quick draw with his pistol. This allows him to draw his weapon and fire it in the same phase without the +1 penalty.

← Rank 5 – Distance Precision: The penalty for medium range is removed and long range is improved by one step.

➢ Rank 6 – Rate of Fire: At rank 6 the character can load and fire a round in the same action. If the pistol in question has a multi-round capacity then the Double-shot benefit can be used instead.

Rifle (Cost 3 – W)

This specialty skill allows a hero to improve his proficiency with muskets and spell rifles alike of all types. The hero must designate a specific weapon from this category as the focus of his mastery. It requires two actions to load a rifle and a separate action to fire it.

← Rank 3 - Improved Aim: When a hero reaches rank 3 in this specialty, he becomes able to hit a target with more dependability. This improvement in accuracy translates to a –1 bonus to the situation die for any rifle attack the hero makes.

← Rank 3 – Distance Precision: The penalty for medium range is removed and long range is improved by one step.

➢ Ranks 6 & 12 – Rate of Fire: At rank 6 the character can load and fire a shot in the same action. At rank 12 the character can load and fire a rifle in the same action. If the rifle can fire multiple times before needing to be reloaded then the Double Fire benefit may also apply.

Sling (Cost 4 – W)

With this skill the character can become skilled in the use of this primitive but effective weapon. A sling can be loaded and fired in the same action. Slings gain the following rank benefits.

← Rank 3 – Distance Precision: The penalty for medium range is removed and long range is improved by one step.

➢ Rank 6 – Double Shot: The character can load and fire a sling twice in the same action. Doing so imposes a +1 penalty on the first shot and a +2 on the next.

Rope Use (Cost 3)

This skill is used when a character wishes to bind something with a rope or length of cord. For simple knots, like tying one’s shoelaces, no check is needed. However, when trying to tie down a sail exposed to high wind, create multi-purpose or very strong knots, securing a wild beast, or hog tying a prisoner, a check is always called for. Whether this skill uses a simple or complex skill check is up to the Game Master as are any Situation Modifiers.

In some cases, skill checks may only be called for when the knot is put to the ‘test’ so to speak, or when someone else tries to undo the knot. Game Masters may also use the ‘Complex Skill Checks’ rule found earlier in this chapter to determine the quality of a knot or binding which then provides a modifier to later attempts in undoing them.

Undoing a knot or binding can be done in three ways: a Strength Feat, Manipulate-prestidigitation, or Rope Use-bind.

Because of the various uses of this skill Game Masters may decide to place the broad skill use and the advancement of the specialty skills under other broad skills. Examples could include Manipulate, Athletics, Acrobatics, Ship Operation, and the like. Including these skills under another skill group must involve the use of ropes to some degree. Therefor a character with Athletics-rappelling or Acrobatics-tightrope walking may be allowed to place the secure or bind specialty skills under those broad skills or to at least apply their benefits and features in those cases.

Bind (Cost 1)

This skill is used to tie and/or capture an opponent or an animal. The knot or binding’s quality is determined when the bound individual attempts to escape whether by a Strength Feat check, the use of this skill itself, or by use of the Manipulate-prestidigitation specialty skill.

Secure (Cost 1)

This is an improvement on a character’s ability to securely tie down objects and to secure ropes for heavy-duty use. Checks are called for when a knot is put to the test under high winds or extreme

Stealth (Cost 7 – R)

This broad skill provides a hero with the ability to hide, sneak, or otherwise move about without attracting attention. The base situation die for a skill check is usually altered by the opponent's Will resistance modifier, as well as other conditions determined by the GM that may affect the hero's ability to remain unnoticed or undetected.

How well a hero uses Stealth or any of its associated specialties depends on the degree of success he achieves. This success translates into a modifier that applies to an observer's chance of noticing the hero with an Awareness–perception, Awareness–intuition, or Investigate–search skill check (depending on the particular Stealth skill being employed).

If the hero's skill check results in a Critical Failure, the hero is liable to be noticed despite his best efforts; the observer's skill check is made with a –2 bonus. A Failure result provides no modifier to the observer's skill check. An Ordinary success gives the observer a +1 penalty; Good, a +2 penalty; and Amazing, a +3 penalty.

Obviously, a Stealth skill can't be used if the hero is presently in plain sight of his opponent, or if the hero is emitting sounds or smells that can reach the opponent. Before you can hide from someone, or follow him without being seen, or sneak up on him, you first have to be in a situation or a position where the observer can't immediately see or otherwise detect you.

Hide (Cost 4 – R)

Hiding is the ability to stay unnoticed by keeping quiet, by taking advantage of cover or darkness, and by remaining totally still.

If a hero is alone when he hides, no modifier is applied to his situation die. If there's someone around whom he's trying to remain hidden from, then that character's Will resistance modifier is applied to the situation die for the hero's skill check. If more than one character attempts to hide in the same place, a penalty ranging from +1 step to +3 steps may be applied at the GM's discretion, depending on the situation. A new hide check is required whenever the hero does something to change the situation (move, turn on a light, make noise, etc.).

Awareness–perception is the detection skill used by an opponent who isn't actively searching for the hero; Investigate–search is used if the opponent is specifically looking for the hero in particular or any hidden foe in general.

← Rank 4 - Increased Effect: As a hero achieves higher ranks in Stealth specialty skills, he becomes even more difficult to detect. An Amazing result on his skill check causes a +4 step penalty to be applied to the observer's skill check; a Good success means a +3 step penalty; an Ordinary success +2 steps, and a Marginal success +1 step. The outcome of a Critical Failure result does not change.

Shadow (Cost 4 – R)

Shadowing is the ability to follow a target without being noticed by that target. The target a hero is shadowing provides a Will resistance modifier to the hero's situation die. The skill used by the target to detect the shadowing character is Awareness–intuition.

The hero must make a new shadow check every time the situation changes (he moves closer, he does something to attract attention, etc.)

← Rank 5 - Increased Effect: As a hero achieves higher ranks in Stealth specialty skills, he becomes even more difficult to detect. An Amazing result on his skill check causes a +4 step penalty to be applied to the observer's skill check; a Good success means a +3 step penalty; an Ordinary success +2 steps, and a Marginal success +1 step. The outcome of a Critical Failure result does not change.

Sneak (Cost 5 – R)

Sneaking is the ability to move silently so as to avoid being observed. While a hero is sneaking, he can move at up to ½ of his walk movement rate. The skill used by an observer to detect a sneaking hero is Awareness–perception if the observer is expecting trouble, or Awareness–intuition if he is not.

The hero must make a new sneak check in every round during which he continues to use this Stealth skill.

In addition, if a hero should succeed in using the sneak skill to get adjacent to an opponent (or to get within short range, if the hero is using a ranged weapon), he can make an attack in the same phase that the successful sneak took place—and the hero receives a situation die bonus to that attack, since he has surprised his opponent. The bonus is determined by the level of success achieved: Ordinary, –1 step; Good, –2 steps; Amazing, –3 steps.

← Rank 6 - Increased Effect: As a hero achieves higher ranks in Stealth specialty skills, he becomes even more difficult to detect. An Amazing result on his skill check causes a +4 step penalty to be applied to the observer's skill check; a Good success means a +3 step penalty; an Ordinary success +2 steps, and a Marginal success +1 step. The outcome of a Critical Failure result does not change.

Somatic Concealment (Cost 3 – R)

All FX abilities from the Arcane, Faith, and Shared magic skill groups require a ‘ritual’ trapping. This means that the spell caster must perform some type of physical movement to cast a spell. This skill helps the caster to hide these movements and gestures from others when they feel it is appropriate.

The result of the skill check provides a +1, +2, or a +3 penalty to the perception checks of onlookers to prevent them from noticing the casting. Marginal results offer no penalty and Critical Failures provide those in view with a –2 bonus. This skill can be very helpful in societies where magic is not tolerated or in situations where the anonymity of the spells origin is best left unknown.

At the DM’s option, this specialty skill can also be placed under the Manipulate broad skill.

← Rank 3 - Increased Effect: As a hero achieves higher ranks in Stealth specialty skills, he becomes even more difficult to detect. An Amazing result on his skill check causes a +4 step penalty to be applied to the observer's skill check; a Good success means a +3 step penalty; an Ordinary success +2 steps, and a Marginal success +1 step. The outcome of a Critical Failure result does not change.

Vehicle Operation (Cost 4 – S)

The use of vehicles in fantasy campaigns is not nearly as common as with the standard Alternity game. Even still, there are crafts that adventures will use to get around. The most come type of vehicle in use are watercrafts. Land crafts are rare as most persons travel on a horse or other beast of burden. Aircraft are even rarer and may be limited to unique vehicle of this type.

Rank benefits for the various uses of this skill are common regardless of which specific type of vehicle is being used. Those rank benefits are as follows.

← Rank 3 – Maintain Control: The vehicle operator gains a -2 Situation Modifier against losing control of his vehicle.

← Ranks 4, 8, & 12 – Improved Proficiency: At the indicated ranks the character gains a –1, 2, or 3 Situation Modifier while controlling a vehicle.

← Rank 6 – Moderate Maneuver: At this rank the character can specialize in a Moderate maneuver. This maneuver can be performed at no penalty.

← Rank 9 – Vehicle Dodge: At this rank the vehicles controller can provide a +1 increase to resist incoming fire if at least some type of maneuver is attempted in the same phase.

← Rank 12 - Extreme Maneuver: At this rank the character can specialize in an Extreme maneuver. This maneuver can be performed at only a +1 penalty.

In addition to rank benefits characters can also attempt to squeeze a little more speed out of their vehicles by first stating that this is their intention and then by rolling the appropriate skill check. A Good result allows the vehicle to increase it’s speed by 10% for that phase only while an Amazing result allows the crafts speed to be increased by 30%. Ordinary results do not alter a vehicle’s speed. While using this option, the craft cannot perform any other type of maneuver.

Air Vehicle (Cost 5 – S)

This skill can't be used untrained

This specialty skill enables a hero to become trained in the use of a specific type of air vehicle. If he wants to be skilled in the operation of more than one type of air vehicle, he must purchase and improve each specialty skill separately.

Land Vehicle (Cost 4 – S)

This specialty skill enables a hero to become trained in the use of a specific type of land vehicle. If he wants to be skilled in the operation of more than one type of land vehicle, he must purchase and improve each specialty skill separately.

Space Vehicle (Cost 5 – S)

This skill can't be used untrained.

This specialty skill enables a hero to become trained in the use of a specific type of space vehicle. If he wants to be skilled in the operation of more than one type of space vehicle, he must purchase and improve each specialty skill separately.

This skill is also used to operate the helm of large, multi-crewed space vessels. Other aspects of a space vehicle may require the Ship Operation broad skill to control.

Types of space vehicles are discussed in the Spelljamming section of chapter 7 in this book.

Spelljamming (Cost 2 – S)

This specialty skill differs from the space vehicle skill do to the use of a spelljamming helm; a special magical item. The different types of ship systems that require this skill is discussed in the ‘Spelljamming’ section of chapter 7 in this book.

Water Vehicle (Cost 3 – S)

The control of a sea vessel is an important part of this skill however there is more to manning one of these larger craft than merely holding on to the wheel and rudder. Many of the ships mentioned on the table above also require the Ship Operation skill to maneuver as well. This skill is called in to action during phase by phase conflicts or in avoiding immediate disasters where speed is critical. Ship Operation-sail manipulation, described later, is used to determine the ships speed over a long voyage.

Constitution Skills

Constitution measures a hero’s stamina, general physical condition, and ability to absorb or withstand physical trauma. Fighting off the effects of nausea after being exposed to an unpleasant odor is an example of a Constitution feat check.

Movement (Cost 3)

This broad skill allows a hero to increase the distance he can travel in a given time, and also allows him to make a journey less arduous on him and his companions. This skill is used to determine the result of overland movement and is improved with the trailblazing specialty skill below.

Race (Cost 2)

This skill can’t be used untrained

Purchasing this skill increases the character’s run rate by 2 meters. This skill gains the following rank benefits.

← Ranks 4, 7, & 12 – Increased Sprint: At the indicated ranks the character’s sprint move rate increases by 2 meters.

← Ranks 5 & 9 – Increased Run: The run rate improves by 2 more meters at ranks 5 and 9.

Swim (Cost 1)

Except to determine if a hero can tread water to avoid drowning, this skill can’t be used untrained.

This skill is needed for a character to use his swim move rate. In addition the character gains a –1 step bonus to endurance checks for holding his breath.

➢ Ranks 4, 8, & 12 – Improved Breathing: The bonus to breathing improves to –2, -3, and –4 at the indicated ranks.

← Ranks 4, 8, & 12 – Increased Speed: Both the easy swim and swim move rates increase by 1 meter each at the ranks indicated.

Trailblazing (Cost 3 – R)

This skill check is called for at the beginning of a day’s travel. A Critical Failure causes the character and all others following his path to suffer an additional +1 penalty to fatigue checks associated with the trek. A failure offers no help. An Ordinary to an Amazing result grants a 1, 2, or 3 step reduction of penalties involved in the travel. This step reduction cannot be used to turn penalties into bonuses; the best possible result would be negating a penalty altogether.

Stamina (Cost 3)

Stamina is used to measure a character’s resistance to dying after sustaining mortal damage and resisting fatigue. This skill is also used to resist the effects of many spells, primarily those that effect the hero’s body and his physical state of being.

Endurance (Cost 4 – W)

Purchasing ranks in endurance allows the character to better withstand the effects of damage. Endurance acts as an improvement on the Stamina broad skill and takes that skill’s place at rank 1 or higher.

Light Sleeping (Cost 4 – R, W)

This skill aids characters by allowing them a skill check whenever they are sleeping and are approached by some type of threat. A character’s Resistance Modifier for a high Will score do not hinder a stealthy attacker however any bonuses gained by Stealth-sneak can apply as penalties to this skill. Neither perception nor intuition may be used to aid this check. The Danger Sense perk can be used, as it would normally aid the intuition skill.

If a success is generated, the quality of the result grants the character the ability to wake up and take action. In the phase that a threat is present an Ordinary check allows for an Action Check at a +2 penalty, a Good a +1 penalty, and an Amazing check offers no penalty. A Marginal result grants the threat a free surprise attack or action that the character can not readily defend against. A Critical Failure grants the threat a free surprise attack and the first action taken by the sleeping character takes place automatically in the Marginal phase of the next combat round.

Resist Pain (Cost 4 – W)

This skill can’t be used untrained.

This skill allows a character to ignore some or all of the penalties accumulated from excessive stun and wounds as well as mortal damage. After the first penalty is applied the character makes this check immediately without spending an action. The skill removes 1, 2, or 3 steps of penalty based on its success and the bonus last for the remainder of the scene. This skill has no effect on fatigue damage.

Slow Respiration (Cost 3)

This skill is used by dwellers in the earth and by Miners to extend the amount of breathable air they have in emergency situations. When an air supply is limited or contaminated, a person (or persons) can attempt a skill check to increase the amount of good air remaining. First the DM determines how much air is left (after a cave-in or similar disaster) and then calls for all persons involved to make a skill check. Each person rolls the skill check in any order they see fit with the result of each check providing a cumulative modifier for the check of one selected member of the group (presumably the person with the best chance of success). The results range from +3/+1/0/-1/-3 for a Critical Failure to an Amazing success. The cumulative situation modifier is then applied to the designated character’s skill check with the following results to the air’s quality:

|Result |Air Quality |

|Critical Failure |Reduced by ¼ |

|Marginal |Reduced by ½ |

|Ordinary |No change |

|Good |Prolonged by 50% |

|Amazing |Prolonged by 100% |

As an example, three characters are trapped in a cave-in, two humans and a dwarf. The dwarf has this skill at rank 3 so the group designates her as the final roll. The first two characters roll a skill check each and both produce Marginal results. This sums together to create a +2 penalty to the dwarf’s skill check. Despite the penalties, the dwarf achieves a Good result and the group manages to extend their air-time by 50%. Leadership and other relevant skills can also aid in the final result of this skill.

As a final note, this skill offers no benefit if the character(s) are underwater and it use assumes that the character(s) can still breath.

Survival (Cost 5 – R, W)

This skill provides basic training in survival techniques; finding shelter, procuring food and water, and avoiding environmental hazards. Normally a check is required each day. Skill check results: Failure, hero cannot find the requirements of survival for that day; Ordinary, the character finds enough shelter and food to survive for one day; Good, the hero finds enough food and provisions for himself and six others; Amazing, the character becomes so familiar to the environment that survival is no longer a factor unless the situation changes.

At the Game Master's option this skill can also grant a –1 to a –3 step bonus to Stamina-endurance checks for resisting hazardous conditions.

Survival Modifiers

|Arctic Terrain |+4 |

|Arid or Wasteland |+3 |

|Mountainous |+2 |

|Swamp or Ocean |+1 |

|Forest or Grassland |0 |

|Dense Vegetation |-1 |

|Jungle |-2 |

|Small Settlement |-1 |

|Small city |-2 |

|Large city |-3 |

Survival Training (Cost 3 – R, W)

This specialty skill improves a character’s ability to survive in a specific type of terrain. Available terrain types include those on the table above or others allowed by the Game Master.

Intelligence Skills

Intelligence is important to all types of characters because this determines how many skill points the character starts with. Feats based on intelligence include performing a mathematical problem in one’s head or recalling specific details about an event or location. The Game Master can base Situation Modifiers on the complexity of the task itself or on how old the knowledge is. Recalling an event that happened a year ago might involve a +3 penalty while adding several numbers together may involve no penalty at all.

Alchemy (Cost 7 – S)

This Broad skill can’t be used untrained.

Alchemy is the ability to concoct all manner of potions and other chemical compounds as well as poisons. The use of Alchemy always requires a lab and plenty of equipment and ingredients. Alchemy always requires a complex skill check. The complexity is based on the item itself and these numbers are given in FX Items chapter in book 2 and in the Mundane Concoctions appendix of this book. All Alchemy skill checks are measured in days unless otherwise stated.

The Situation Modifier for each check is based on the alchemist’s knowledge of the product being made and the quality of the lab being used. If the concoction (or poison) has been made successfully before then no Situation Modifier is applied. If the alchemist knows or has the recipe then a +1 Situation Modifier is used. If the ingredients are known but not the recipe then a +2 penalty is imposed and a +3 penalty is used if the alchemist has no information at all and is working from scratch. Modifiers for a lab’s quality are detailed in Chapter 5: Goods and Services but is also stated below for convenience.

Laboratory Quality

|Marginal |+1 |

|Ordinary |0 |

|Good |-1 |

|Amazing |-2 |

Concocting (Cost 3 – S)

Initially the character only knows how to fabricate non-magical mixtures. At first the alchemist can only make medicines and other mundane substances but eventually the use of concocting allows the character to make Elixirs and Potions, Oils, Incense, Salves, Ointments, Dusts, and Candles all of which are magical in nature. Rank benefits are gained as follows:

← Ranks 3, 6, 9, & 12 - Increased Batch: Medicines and mundane substances can be made in bulk as described in Mundane Concoctions appendix of this book. At rank 3 the size of the batch is increased by a +1 modifier to the appropriate die involved. It is also increases by a +1 again at rank 6, rank 9, and a total of +4 at rank 12. Magical concoctions cannot have their batch size increased except by magical means.

➢ Rank 4 - Magical Concoctions: Starting at rank 4 a character can begin to make one type of magical concoction as described above (either potions, oils, salves, etc.). For each rank beyond the fourth another type of concoction can be added. The formula or recipe for a specific alchemical mixture is an entirely separate issue.

← Ranks 4, 8, & 12 - Increased Effect: At rank 4 the character gains a –1 Situation Modifier when using this skill. This increases to a –2 at rank 8 and a –3 at rank 12.

Toxins (Cost 3 – R, S)

This specialty skill is dedicated to the manufacturing of deadly toxins that can be used to hinder or kill opponents. Each purchase of this specialty skill must be specified for one type of poison as detailed in Chapter 8: Gamers in Action. Other specific types of toxins are discussed in the Mundane Concoctions appendix at the end of this book. Possibilities include Necrotoxins, Neurotoxins, Hemotoxins, Irritants, Paralytics, and Caustic agents.

Any toxin found or made has a strength which provides a –3 to +3 Situation Modifier with this modifier being applied to the victim’s Endurance check. When any toxin is made, the character first must state the intended strength of the poison. This strength acts as the base Situation Modifier for the complex skill check used during the alchemical process. Other factors used by any other Alchemy skill remain the same. Using the Final Result Rule found in the ‘Complex Skill Check’ section above, a Marginal success renders a –1 to the strength desired to a minimum no less than –3. In the same vane a Good or Amazing success grants a +1 to the toxins strength. Most manufactured toxins found will be of Ordinary strength and will have no modifier.

Two other factors effect the strength of a poison as well. These are the Onset Time and the attack Duration. The Alternity Gamemaster's Guide gives further information on these two aspects and how they work in the game. Generally speaking however, if a character wants to better or worsen these effects then allow a Situation Modifier ranging from –2 to +2 to be applied to the complex skill check using your own judgement about what is best for your game.

While each type of poison has a specific effect, only experience can allow the alchemist to concoct poisons of varying application. As this skill increases so does the ways in which a specific poison can be used. Any toxin can be made to perform as either an Inhaled or Ingested method of delivery. Further uses are described below.

← Ranks 3, 6, 9, & 12 - Increased Batch: Medicines and mundane substances can be made in bulk as described in Mundane Concoctions appendix of this book. At rank 3 the size of the batch is increased by a +1 modifier to the appropriate die involved. It is also increases by a +1 again at rank 6, rank 9, and a total of +4 at rank 12. Magical concoctions cannot have their batch size increased except by magical means.

➢ Rank 4 - Insinuative Poisons: At rank 4 the toxin can be made to take effect when applied to a weapon blade or other piercing device that causes at least one point of primary damage.

← Ranks 4, 8, & 12 - Increased Effect: At rank 4 the character gains a –1 Situation Modifier when using this skill. This increases to a –2 at rank 8 and a –3 at rank 12.

➢ Rank 8 - Contact Poisons: At rank 8 the character can now fashion toxins that take effect merely upon contact with exposed flesh or skin. To apply the toxin during combat an Unarmed skill check with a –1 Situation Modifier is allowed. These poisons are more rare than other type not because of the rank needed to make them but due to the threat they pose to the user as well as the victim (the toxin does not care whose skin it is on).

➢ Rank 10 - Combination Poisons: At rank10 the alchemist can now make toxins that can be broken down in to several components that when mixed (either in the air or in the blood stream of a target) regain their lethality. One part of the poison could be introduced into a guest’s wineglass. The other component could be laced in the wax of a candle used to light that guest’s bedchamber later that night.

While the Toxins skill is usual possessed by nefarious types of persons, this skill can also make antidotes for poisons as well. All the skill checks, modifiers, and laboratory requirements remain the same. However antidotes usually have different ingredients and recipes so these must be acquired or learned separately.

Business (Cost 4 – D)

Business provides a character with the basic knowledge of production, distribution, supply and demand, advertising, inventory, and business planning. This broad skill is also used to appraise the value of goods and their worth in the marketplace. A guideline for business transactions can be referenced to the table below.

Buying & Selling

|Skill Result |Buying |Selling |

|Crit. Failure |100% + (d20x10%) of cost |100% - (d8x10%) of cost |

|Failure |100% + (d4x10%) of cost |100% - (d4x10%) of cost |

|Ordinary |100% - (d8x1%) of cost |100% + (d8x1%) of cost |

|Good |100% - (d20x1%) of cost |100% + (d20x1%) of cost |

|Amazing |100% - (d4x10%) of cost |100% + (d4x10%) of cost |

← Ranks 4, 7, & 10 – Increased Effect: At the indicated ranks the character receives a greater step bonus of –2, -3, and –4 while using that specialty skill.

Illicit Business (Cost 3 – D, R)

Illicit business covers the black market and contraband goods. Extortion, smuggling, fencing stolen goods, and dealing with the black market are some of the trade practices this skill provides knowledge in. This skill is more often used by the upper-class criminal – the embezzler, the inside trader, the court spy, and so forth.

In addition, having this skill reduces penalties for attempting illegal transactions. When first purchased any illegal transaction is reduced by –1 step.

When used for fencing goods the following table can be used to determine what the character is paid.

Fencing Returns

|Result |Return |

|Critical Failure |5% of value |

|Failure |10% of value |

|Ordinary |30% of value |

|Good |50% of value |

|Amazing |80% of value |

Large Business (Cost 3 – D)

This skill deals with business transactions between large entities like countries, kingdoms, or nations. The scope of the skill determines ones skill in long-term planning, the effects of export/import taxes, shipping costs, and the like. While this skill can generate larger returns it often requires time, usually years, to realize a profit.

Small Business (Cost 3 – D)

This skill deals with the management of a small merchant or entrepreneur who usually deals with a specific trade or product offering. Most businesses of this scale work locally or within the range of several towns or cities.

Demolitions (Cost 6 – S, W)

This skill represents a persons knowledge of applying explosives to destroy specific targets in a specific manner. This hero has working knowledge of handling explosives, using fuses, and placing charges for maximum effect. This skill is also used in the manufacturing of weapons or devices that rely on gunpowder or explosives to create a desired effect.

While the concept of demolitions may seem out of place in a fantasy setting it is important to remember that where there are firearms there is gunpowder. And where there is gunpowder, there are those who will use them in large quantities and for devastating effect. In fact the use of gunpowder may predate firearms as in the use of bamboo cannons by the Chinese. The types of possible demolition gear available is discussed in chapter 5 of this book.

When setting a charge a Failure result indicates that the charge is a dud and will not detonate. A Critical Failure can indicate a premature detonation, depending on the type of explosive and the circumstances. If a hero wants to place a charge so that it won’t be easily found a complex skill check is needed. If the check succeeds at a Marginal complexity then a +1 penalty applies to Awareness or Investigate-search checks used to uncover it. This penalty increases by +1 for each level of complexity passed to a maximum of +4 at Amazing. In addition to this if the check for placement also passes a Good complexity the detonation causes damage at one grade better. For completion of an Amazing complexity check the damage is two grades better.

Disarm (Cost 4 – S)

This specialty skill is an improvement of the character’s ability to render bombs, mines, and other explosives inoperable. A skill check is not required for a character to disarm his own work. A check is required when time is of the essence, if the explosive is of an unusual make, or if it has been rigged with booby traps. A complex skill check is always called for except in the simplest of cases.

Scratch-Built Explosives (Cost 4 – S)

This skill can’t be used untrained.

This skill lets a character attempt to build a home-made bomb from scratch or to tamper with other explosive devices to make a demolitions charge. Using this skill assumes the character has the proper tools. If not a +2 penalty is applied to the check.

Making the device can take anywhere from a few minutes to several hours. The length of time used can provide a bonus or penalty to the check when the item is set in place and/or detonated.

| |Type of Device |

|Skill Check Result |Concussive |Fragmentation |Incendiary |

|Critical Failure |d4w |d4+3m |d6+2w |

|Failure |Dud |Dud |Dud |

|Ordinary |d6+2s |d4+2w |d4w |

|Good |d8+2s |d6+3w |d4+2w |

|Amazing |d4w |d4+3m |d6+2w |

On a Critical Failure the bomb explodes upon completion of the creation process; injuring the maker. The degree of success also indicates he complexity required to disarm the device as well.

Set Explosives (Cost 3 – S, W)

This skill improves a character’s ability to set manufactured explosives.

Engineering (Cost 7 – S)

This Broad skill can’t be used untrained.

Engineering is very similar to the Construction skill. The difference is more a matter of complexity and size than that of materials worked with. With Construction one may make a door, but it requires Engineering to make a working drawbridge. Where Construction may make a cart, Engineering is needed to make a siege tower.

Engineering feats require many workers and many months to complete a project, but this skill provides some the greatest works of mankind and their kin. Ancient stone bridges that span mountain chasms, ziggurats for dead man-gods, dikes and canals that redirect rivers, and towers on mountains that point to the heavens.

Engineering requires a complex skill check. But many of its applications are different than these other skills. Engineering is the thinking process behind the actual building of a project. In this sense it can be seen as being directly effected (and effecting) the Construction skill. A simple way to put it is that this skill cannot be used by itself in the building of a project. This skill’s purpose is to observe the laws of physics so those incredible, and routinely difficult, feats of building can be accomplished. All Engineering complex skill checks are measured in months, weeks, or days as determined by the DM.

When a character declares a work the DM should first request some type of drawing of what the project. Then divide the work into sections of durability (like the description of walls in ‘Property Damage’ found in Chapter 8: Gamers in Action). An engineer can manage a number of specific sections equal to his or her rank with a specialty skill, or one section in the case of having only the broad skill. In a best case scenario the engineer (or the employer) will have a sufficient number of laborers per section. If not then apply a +1 to a +4 Situation Modifier for the building of that section or a –1 or –2 if plenty of help is available. The moral of the workers is also important and Leadership as well as other Encounter skills (or the lack there of) can either increase or decrease the base Situation Modifier of a section or the entire project. The following rank benefits apply to each specialty skill listed below.

← Ranks 4, 8, & 12 - Increased Effect: At the indicated ranks the character gains a –1 Situation Modifier when using this skill. This increases to a –2 at rank 8 and a –3 at rank 12.

The table below shows the standard Situation Modifiers used for any Engineering skill check. At least one modifier from each entry should be chosen, however DMs are free to elaborate on them given the specific circumstances of a particular work.

Engineering Modifiers

|Climate | |

|Arctic |+4 |

|Sub-Arctic / Tropical |+2 |

|Temperate |0 |

| | |

|Geography | |

|High Mountains |+2 |

|Low Mountains |+1 |

|Foothills |0 |

|Plains |-1 |

| | |

|Ground Cover | |

|Jungle |+4 |

|Forest / Desert / Swamp |+2 |

|Scrub / Barren |+1 |

|Grassland |0 |

| | |

|Work Force Society | |

|Nomadic |+4 |

|Primitive Agriculture |+2 |

|Agriculture |0 |

|Advanced Agriculture |-1 |

| | |

|Work Force Skill | |

|Untrained |+3 |

|Construction Broad Skill |0 |

|Ranks 1 to 4 |-1 |

|Ranks 5 to 8 |-2 |

|Ranks 9 to 12 |-3 |

| | |

|Work Force Moral | |

|Very Poor |+3 |

|Poor |+1 |

|Average |0 |

|Good |-1 |

|Very Good |-3 |

| | |

|Resources | |

|Distant and Poor |+4 |

|Distant and Good |+2 |

|Near and Poor |+1 |

|Near and Good |0 |

Aqueducts (Cost 3 – S)

When water is some how involved in a building project, this specialty skill is called into play. The aqueducts skill is also used if water provides power by the force of its movement like that found in a river mill.

WAM Jr

Fortifications (Cost 3 – S, W)

This specialty skill is the most common skill of this group as it covers all earth based works, bridges, buildings, castle walls, and so on.

Mining (Cost 2 – S)

This skill can’t be used untrained.

When a character starts a dig the Game Master asks the character what they are looking for. Then the Game Master assigns a degree of quality to the request and rolls a mining skill check. The result of this check can stand by itself or can be used to modify an Intelligence or Personality Feat check as per the rules of skills aiding other skills.

The quality of mined ores and other wealth of the earth can be assumed to use the following grades of quality: Marginal – granite, slate, or sand stone. Ordinary – basalt, marble, semi-precious gems, salt, copper, tin, or iron. Good – gems, silver, and gold. Amazing – adamantine, platinum, diamonds, mithiral, and huge gems. Of course all metals are ores that must be smelted and all other earthenware are uncut and require additional work.

The length of a vein of a certain mineral is dependent on the DM and continued mining checks. After a set time, like a week, the character must roll again using the aforementioned method but with a cumulative +1 penalty. Any failure indicates that the vein runs out. Marginal quality ores are possibly plentiful and may be assumed to not run out if the DM allows.

This skill is also used to judge the quality of the mineshaft and tunnels as well, determining how well the mine can weather tremors, potential cave-ins and the like.

Siege Works (Cost 3 – S, W)

The primary use of Siege Works is in preparation for war. This skill is used to build team weapons like catapults and Greek fire projectors. As with other building skills, the durability of the weapon system forms the base of the complex skill check.

Space Works (Cost 5 – S)

This skill can’t be used untrained.

This skill is similar to the fortifications skill above except that it deals with fantasy space instead. The difficulty of using this skill involves the manipulation of gravity planes.

Knowledge (Cost 3)

Use of this broad skill represents the character’s ability to know a little bit about any particular subject. Use of this broad skill is discussed on page 81 to 82 of the Alternity Players Handbook. It should also be noted that the quality of a library may aid or hinder a character’s search for knowledge on a topic as described in chapter 5 of this book.

Deduce (Cost 2)

With this skill a character can hone his ability to use reason and available clues to reach a logical conclusion. This skill should only be used when the hero knows more than the player, and the player is at a genuine loss as to what to do. The skill should never replace good role-playing.

← Ranks 4, 8, & 12 – Resistance Modifier: At the indicated ranks the deduce skill provides an improvement to a hero’s Intelligence Resistance Modifier, which makes it more difficult for opponents to use encounter skills to deceive him. This bonus improves by +1 per rank indicated.

First Aid (Cost 2)

This skill can’t be used untrained.

This skill represents a character’s knowledge in the use of first aid techniques and the general use of healing items. Situation Modifiers can apply as given for Medicine skills below. First aid can be used for the following tasks:

Heal Stun Damage: A skill check restores 2, 3, or 4 stun points. This only works on someone who is conscious.

Knockout Recovery: A successful skill check brings a character back to consciousness and also recovers 1, 2, or 3 stun points.

Heal Wound Damage: This use of the skill calls for a complex skill check. The quality of the healing equipment used determines the complexity: Ordinary, 8 successes needed; Good, 5 successes needed; Amazing, 2 successes needed. Upon completion of the check 1, 2, or 3 wound points are healed as determined by the quality of the complex skill check itself, which is described at the beginning of this chapter. A Critical Failure instead inflicts 1 point of wound damage on the patient.

Dying: A successful check allows a character with mortal damage to avoid making an endurance check at the end of the current scene. This cannot heal mortal damage.

← Ranks 4, 8, & 12 – Improved First Aid: At the indicated ranks the character can reduce any penalties by 1, 2, or 3 steps.

Languages (Cost 1)

This skill can’t be used untrained.

Every hero begins with rank 3 in his native language. Lower ranks indicate a crude familiarity with the tenets of a language, allowing the character to understand simple statements. At rank 1 the character suffers a +3 penalty when attempting to communicate using the chosen language.

A list of some of the more common languages is given in chapter 1 of this book. You can add to this list to make the use of this skill more important, or the Game Master may assume that a universally common language is shared by all but a few.

← Ranks 2, 3, 6, 9, & 12- Improved Communication: At rank 2 the penalty is reduced to +1. At rank 3 no penalty applies. At ranks 6, 9, and 12 a cumulative –1 step bonus applies to the use of the language.

WAM Jr

Languages, Sign Language (Cost 1)

This skill can’t be used untrained.

Many forms of clandestine and intelligence related activities call for a means for party members to communicate silently. To use this skill both the character sending a message and the receiver must first be able to see each other and both must make a skill check to understand what is being ‘said’. The sender’s skill check result is used to modify the receiver’s skill check in the same way that one skill can enhance another.

Read/Write (Cost 1)

This skill can’t be used untrained.

In Alternity it assumed that characters with the Knowledge broad skill can also read and write as well as being able to perform simple math. That is not the case in most fantasy games. While a character with just the Knowledge broad skill can be assumed to be able to read signs and may even be able to scribe basic words he or she could not effectively read or write a book.

Not being able to read and write can hinder a character that is trying to research a piece of knowledge. One might be able to gain a bonus while using a library to acquire knowledge, but if the words are all confusing garble then the library is useless.

The modifiers for using this skill are the same as those for languages as detailed in the Alternity Player's Handbook. Game Master’s should naturally assume that a character with this skill is able to read and write any language he can speak. As such this skill does not need to be specified for each separate language.

Knowledge, Specific Skill (Cost 1)

This skill can be used for skills that do not exist on the list already. This specific skill usually deals with a specific academic discipline however it may cover hobbies or some other form of special interest. This skill should replace skills already mentioned in the list and Game Masters may need to arbitrate what specific skills can be taken in this category.

Law (Cost 5 – D, R)

As the saying goes “Ignorance of the law is not an excuse”. This broad skill allows a character general knowledge of the legal systems in his native land. This skill makes it possible for a character to act as an advocate in a court of law or to perform the basic duties of a law enforcement official. The scope of this skill can be very small and specific or large and encompassing many nations or kingdoms.

The Law skill can be used as an encounter skill; changing the attitude of a person with whom the character is interacting. More often this skill relies on a variation of the ‘Character vs. Character’ rule. In this case however one character rolls a check (the person pursuing a legal action) and this is responded to with a check by the other character (the defendant). On a Critical Failure the opposing lawyer gains a –3 step bonus to his check or the character losses the case immediately. A Failure grants a –1. Good and Amazing checks imposes either a +1 or a +3 penalty. In the case of an Amazing check the Game Master can rule that the character wins outright. This exchange continues until either character rolls a Critical Failure or Amazing result, or until the Game Master makes a judgement on the case.

Some key features of this skill include the following situations where the knowledge of Law comes in handy. these features are usable by either specialty skill.

Evidence: Characters who can justify their interest can use obtain access to official documents.

Protection: With a successful check a character can convince law officials to provide protection for someone clearly in danger.

Warrant: Successful use of either specialty skill can allow a character to get a warrant to arrest a specific individual or search a private area.

Court Procedures (Cost 3 – D)

This specialty skill improves a character’s ability to argue a point of view in an official proceeding. This skill can also be used to convince a court to post a bail. Modify the character's skill check by the severity of the crime and consult the table below.

WAM Jr

Bond Hearing Results

|Success |Bond |

|Critical Failure |Incarcerated without bond |

|Failure |High bail (5000gp or more) |

|Ordinary |Moderate bail (1000gp or more) |

|Good |Low bail (2,00gp) |

|Amazing |Released on own recognizance |

Law Enforcement (Cost 3 – R, W)

This skill allows a character to pursue (or bend the rules of) legal law enforcement activities. This skill expands the knowledge of how to perform an arrest or other activity through legal means so that the character himself does nothing illegal; providing a case for the courts.

A successful skill can be used to convince local law agents to take a person into custody. This skill can also be used to avoid arrest. Any success achieves this but the table below modifies the skill check results.

Avoiding Arrest

|Crime |Modifier |

|Minor violation |-2 bonus |

|Misdemeanor |none |

|Nonviolent felony |+1 penalty |

|Violent felony |+3 penalty |

|Heinous felony |+5 penalty |

Law, Specific (Cost 1)

This skill can’t be used untrained

This specific skill grants a character knowledge of a specific type of law (maritime law, trade law, hunting law, etc). This skill acts to grant a bonus to either of the previous specialty skills when used.

← Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated ranks the skill gains a –1 to a –4 step bonus when used to aid another Law skill.

Life Shaping (Cost 7 – S)

Persons who use this skill work with living material the way a blacksmith forges iron. In a manner similar to other skills, both FX and mundane, this skill is another method of creating useful tools and equipment – just of a different sort. Life shaped items are organic constructs that are either living, products of living creatures, or normal creatures that have been altered in some way. While being similar to the concepts of breeding techniques, this skill adds a touch of fantasy to the mix allowing for some very unique, and unusual, life forms to be produced.

While this skill may seem odd to those who are familiar with AD&D, there are several races that do make use of it. The Elves of Wildspace use life shaping to create many applications. These include their ships, Starfly plants and trees, Gadabouts, Spirit Warriors, Bionoids, and presumably the race known as the Insectare. Starfaring humanoids, primarily the Orcs, also used this skill during the Unhuman Wars to create the horrid Witchlight Marauders and the Yitsan. The Scro have also shown recent interest in life shaping as well. The best example however is the Athasian Halflings during the Blue Age of Dark Sun’s past. Another race, the Muyati, also uses this skill in my own campaign called Wundragore.

Regardless of who uses the skill a Game Master may need to consider it’s place in the game, especially if a player wishes to have access to it. Life shaping is not an act performed in an alchemist’s laboratory nor is it a short-term process. In many applications it can take years before a positive result is had. Often times the inclusion of this skill simply indicates that life-shaped objects can be purchased, or more likely encountered, in the campaign and those that know the craft are rare individuals.

For the most part this skill tends to be culturally specific, citing the examples above, and is rarely taught or used outside of that culture. Exceptions do exist however with other FX items, potions, and spells available, most persons are reluctant to approach an unknown item especially when it moves on it’s own.

There are four broad categories of the shaped life that exist. These are creatures, products, mutates, and tissues and each is represented by a separate specialty skill. The creation process varies greatly as do the results of the use of each specialty skill. Life shaped objects are fully discussed in ‘The Life Shaped’ appendix of this book and the ‘recipes’ for their creation are discussed there. It is a good idea for a Game Master to pre-determine what types of life shaped objects exists in the campaign especially if a player wishes to make them.

WAM Jr

Creatures (Cost 5 – S)

This skill can’t be used untrained.

Creatures are living products that are ambulatory and can perform a few select tasks. All creatures have a Durability, Armor, and Toughness rating and all have some level of skill as well as Ability Scores. Unless a creature is made to think in abstract terms, they lack this ability. Most are designed to perform a specific function and have no instincts beyond these. The must also be cared for actively as they lack the instincts to procure food and shelter on their own.

Creatures include beasts of burden, guardians or sentries, those that create an aesthetic sound or color, or even those that produce other life shaped objects. The latter is most often the first creature created as this allows the shapers of life to create a wider variety of other objects without the incurred costs as described in appendix 5.

Products (Cost 3 – S)

This skill can’t be used untrained.

All products come from creatures that are producers of some type. Products are organic but they are not living in the conventional sense; much the same as a door is to a tree. Products include medicinal aids, weapons, tools, and even poisons.

Mutates (Cost 4 – S)

This skill can’t be used untrained.

A mutate is a normal being that is subjected to the science of life shaping. The result is a mutant character in game terms. Some have standard mutant benefits and hindrances while others have Super Power FX abilities. In the Appendix 5 the description of mutates includes the method of creating one, what races are and are not allowed, and the modifiers that exist once the process is complete.

If a player wishes to have a Super Hero styled character then Game Masters may prefer to use this skill to explain his or her origin.

Tissues (Cost 4 – S)

This skill can’t be used untrained.

Tissues are living life objects that act as symbiotic partners to other living creatures. As such most all tissues are grafts by design intended to physically merge with another creature in an active or passive mode. Tissues tend to be more popular than other life shaped objects as they are more controllable than creatures but also have a wide range of applications.

Medicine (Cost 6 – S)

Medical knowledge in the fantasy realms is fleeting at best. While persons may explore the fields of medicine, several of the specialty skills below are hampered by a simply lack of secular knowledge on the subject at hand and the poorer quality of medical equipment. Each specialty skill is handled separately concerning these changes. The following modifiers apply where applicable to the Medicine specialty skills.

WAM Jr

Medicine skill modifiers

|Patient is member of other race |+3 |

|Patient is of same race |0 |

|Combat Conditions |+2 |

|Patient Knocked-out |+1 |

|Patient dazed |+1 |

|Patient has mortal damage |+1 per point |

|No medical items being used |+3 |

|Good quality or better healer’s bag being |-1 |

|used | |

|Marginal Disease |-1 |

|Ordinary Disease |0 |

|Good Disease |+1 |

|Amazing disease |+2 |

Diagnostics (Cost 3 – S)

This skill functions similar to the forensics skill below save that it deals with the living. A successful diagnostics check also grants bonuses similar to that of forensics and these bonuses may be used to enhance any FX skill that deals with healing and repair of damaged flesh and tissue by wounds or disease.

← Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated ranks the skill gains a –1 to a –4 step bonus when this skill is used.

Forensics (Cost 3 – S)

Forensics is the examination of deceased remains so as to determine the causes of death and to study the make-up of the sentient body. Forensics also has uses in criminal cases and may be able to establish clues dealing with a murder. An examination of a body follows the use of the Investigate-search skill, which either lends a bonus or penalty to the check. The search results grant a –1 bonus for a Good search and a –3 bonus for an Amazing one. A Marginal result with forensics reveals the obvious cause of death. An Ordinary result identifies any indirect causes as well. A Good success reveals any unexpected or subtle cause of death, and an Amazing result reveal any carefully and deliberately hidden cause of death as well.

Most practitioners of this vocation also have research in mind. The anatomist’s lab is strewn with drawings and the preserved samples of passed persons, which is usually enough to make one edgy at best.

Forensics can also lend its bonuses (if any) to any Necromancy or Black Magic skills that deals with the arrangement and preparation of human or demi-human remains. As such, any person who practices either art, whether for good or ill, may be the focus of suspicion or a scared and vengeful mob.

The bonuses to this skill are the same as found on pages 84 and 85 of the Alternity Player's Handbook.

← Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated ranks the skill gains a –1 to a –4 step bonus when this skill is used.

Medical Knowledge (Cost 3 – S)

This specialty skill is the study of medicine and it’s practical uses. Advancement in this skill describes how versed a character is in the knowledge of medicine as a whole.

← Ranks 3, 6, 9, & 12 – Improved Treatment: At the indicated ranks the skill gains a –1 to a –4 step bonus when used to aid the use of the Medicine-treatment skill.

Psychology (Cost 3 – S)

Psychology is used to ascertain the nature of a person and any characteristics of behavior that standout from the normal range of emotions and habits. While not much help in an active adventure, characters that have this skill use it notice behavioral differences in companions. Therefor a character that has become possessed or has been replaced by an imposter may be identified as ‘acting strangely’ by a character with this skill.

← Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated ranks the skill gains a –1 to a –4 step bonus when this skill is used.

← Ranks 4, 8, & 12 – Profiling: At rank 4 the character can build a profile of a person. A profile includes knowledge of appearance, habits, mannerisms, history, state of mind, and even belongings. Based on this profile a character can make logical guesses about the persons activities, next possible actions, or even enough knowledge to aid other skills like Interaction or Investigate when on that person.

This type of check is always complex with the complexity being based on the amount of information at hand. In addition the time between checks ranges from 10 Minutes, Hours, Days, and Weeks for Marginal to Amazing complexities. Situation Modifiers vary based on the situation and the Game Master’s judgement.

As the hero improves to rank 8 he gains a –1 step bonus with this skill, which improves to a –2 at rank 12.

Surgery (Cost 5 – S)

This skill can’t be used untrained.

Surgery cannot be performed in combat. The modifiers for this skill are Critical (+4 penalty) when performed in poor lighting and with primitive or no tools available. These conditions can improve but never beyond a –1 step bonus (which would consider all factors being favorable). A check is allowed per hour of surgery and each degree of success heals 1 mortal or 2 wound points of damage. On a Critical Failure, or after 3 Failures, the patient’s condition worsens and suffers 1 point of mortal damage and al successes up to that point are lost.

WAM Jr

Treatment (Cost 4 – S)

This skill can’t be used untrained.

Treatment can be used to perform all of the same functions as the Knowledge-first aid skill with the following exceptions:

Knockout Recovery: A successful skill check brings a character back to consciousness and also recovers 2, 3, or 4 stun points.

Heal Wound Damage: Upon completion of the check 2, 3, or 4 wound points are healed as determined by the quality of the complex skill check itself, which is described at the beginning of this chapter.

Dying: A successful check allows a character with mortal damage to avoid making an endurance check at the end of the current scene. This skill also allows the patient to make endurance checks once per day as opposed to once per hour.

Treating Disease: The character can identify and treat a patient with a disease. Modifiers and other factors are discussed in the Alternity Gamemaster's Guide.

← Ranks 3, 6, 9, & 12 – Improved Treatment: At the indicated ranks the skill gains a –1 to a –4 step bonus when using this skill.

Metaphysics (Cost 5)

Metaphysics is an in-depth study of the ‘hows’ and ‘whys’ of magical energy and the ways that it effects the world around the character. It is the knowing of certain magical laws like the ‘Rule of Threes’ and that a kiss from a loved one can awaken an enchanted sleeper. While Lore-spell lore can give the character information about a particular effect, Metaphysics and its specialty skills can allow a character to understand the very fabric of a fantasy world. In many ways this skill acts as a fantasy version of the Science broad skill, which concerns itself with the laws of reality.

A good way to remember how this skill works is by comparing it to the more ‘logical’ sciences of the day. Engineering relies on physical laws, Nature on cause and effect, Medicine on the flesh and mind, and Crafting on the deftness of nimble fingers. Metaphysics deals with the ‘illogical’ and the magical side of things. If an tower crumbles seek the advise of an engineer, but if the same tower appears whole again the next day seek a person with this skill.

Magic Theory (Cost 3)

The magic theory specialty skill is the pinnacle of knowledge on the laws of magic. Increased knowledge of this skill allows the character a greater understanding of how magic shapes the world or even how to ‘out think’ magical traps and situations. This specialty skill works at no penalty if dealing with a magic effect that the character has at least to broad skill with. If some magical anomaly lies outside of the character’s specific area of knowledge then a +3 penalty is applied to the check.

Magic theory can also grant bonuses to Arcane Feats or to Alchemy skill checks when used to concoct magical substances related to the broad skill in the character has specified this skill with. However it does not benefit the actual casting of spells.

← Ranks 3, 6, 9, & 12 – Improved Theory: At the indicated ranks the skill gains a –1 to a –4 step bonus when using this skill.

Prophesy (Cost 5)

This skill can’t be used untrained.

When strange things happen they sometimes happen for a reason. This specialty skill focuses on finding the hidden meanings behind unexplained events and in some cases can act as the Knowledge-Deduce skill when used in this fashion.

Many metaphysical events are only pieces to a greater puzzle. A holy item that mysteriously begins to bleed may be the portent of some great disaster. However, after much investigation, the character may find that the event is actually an illusion perpetrated by spirits that the community elders angered some time in the past. Knowledge of local religions and the history of an area and it’s denizens can be of great help to this skill as some supernatural events have their origins in history.

Prophesy can also be used actively to determine the course of fate for an individual, a group of people, or an entire area or world. By using some manner of medium (which is always required) to divine the future, such as a deck of cards, knowledge of a person’s astrological sign, the result of tossed dice, or the entrails of a fresh kill, the character may learn another’s predestination.

While this second option may seem a bit like the Entertain-fortune telling skill, it differs in that the methods have withstood the test of time. However, fortune telling’s one saving grace is that it almost always delivers good news. Having the ability to divine the great plans of the gods is not always advantageous or desired. Most prophets tend to keep their findings to themselves. Also, the information gained by this skill can also be cryptic and not easily understood. The dice may portent of death, but whose death? Everyone dies, don’t they? Let the players figure it out.

Metaphysics, Specific Skill (Cost 1)

This skill can’t be used untrained.

An entry is provided here for players to develop other uses of this broad skill that are not covered with the above specialty skills. Examples can include the nature of other planes of existence, the use of magic is applications like Tinkering and Alchemy, or other knowledge not covered in this list that has a magical element to it.

Nature (Cost 5)

This broad skill expresses a character’s knowledge of the natural world. As a broad skill the character is familiar with various flora and fauna as well as the weather and natural events and disasters. The character also has a feel of the balance of nature in an area as it competes with civilization and the fantastic qualities of magic.

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Ecology (Cost 2)

This skill allows characters the ability to foresee damage to the environment and it’s inhabitants. This skill can identify to cause of some type of ecological disaster and also provides knowledge on how to prevent such events in the future. Ecology also provides a very strong understanding of plant and animal lore but more importantly, how the elements of nature interact.

Herbalism (Cost 4 – S)

This skill can’t be used untrained.

The art of herbal mixtures can be used in the Knowledge-herbal lore skill. This skill is somewhat different. Herbalism allows a character to create semi-magical teas, incense, and salves from plants and roots found in the wild. This skill works exactly like the Alchemy skill with the exception of a required lab. However, the products of this skill are not of the same magnitude as those that can be made with the Concocting specialty skill. The descriptions of herbal mixtures are given in the Mundane Concoctions appendix of this book.

Meteorology (Cost 2)

Meteorology provides a character with a deeper understanding of atmospheric conditions. This can include many mythological creatures or events that are supernatural, like Saint Elmo’s Fire.

At the DM’s option this skill can also be used to enhance the chances of survival during furious storms or the threat of hurricanes and tornadoes in ways similar to the Survival skill. Also, this skill can enlighten one on the possible ways of harnessing such forces and may even allow a character to do greater harm to threats and monsters native to the sky and the powers of the weather. However this skill cannot do this itself, and any attempt to do so would be dangerous in the least.

Finally, as many portents and omens originate from the sky, this skill can be used in ways similar to Metaphysics-Prophesy if some supernatural event features the sky as its playground.

“Red skies at night sailors delight, red skies in the morning sailors take warning”.

-Anonymous

Navigation (Cost 6 – S)

This skill involves the knowledge of plotting courses for persons in many types of environments. This skill does not include plotting a course for persons moving overland on foot. That is a function of the Movement-trailblazing skill. Navigation requires one skill check, which determines the accuracy of the course plotted. The optimum time for using this skill is 5 minutes. Variations of this time frame range from a +1 penalty for each minute less, or a –1 bonus for each additional minute. These modifiers fall in a range of requiring no less than one minute and no greater than 10 minutes to perform the skill.

Navigation Modifiers

|Combat conditions |+4 |

|Hostile conditions |+2 |

|Calm conditions |0 |

|Unexplored territory |+4 |

|Partially explored |+2 |

|Explored territory |0 |

|Familiar territory |-2 |

|No equipment |+4 |

|Damage equipment |+2 |

|Dependable equipment |0 |

|Superior equipment |-2 |

| | |

|For surface and nautical navigation only |

|Darkness |+3 |

|Inclement weather |+2 |

|Rough terrain/turbulence |+2 |

Navigation skills are subject to rendering wrong information. When a Critical Failure is rolled the character immediately rolls on the ‘Off Course Results’ table below to determine approximately how far off course he is.

Off Course Results

|Critical Failure: |Travel for d12+3 hours in random direction. Next check |

| |is made at a +2 penalty. |

|Marginal result: |Travel for d6+2 hours in random direction. A +2 penalty|

| |applies to the next check unless d4 hours are spent to |

| |relocate the group. |

|Ordinary result: |Travel for d4 hours in random direction. Identifying |

| |position requires d20+10 minutes. |

|Good result: |Travel for d20+3 minutes in random direction. |

| |Identifying position requires d6+5 minutes. |

|Amazing result: |Travel for d12 minutes in random direction. Location is|

| |known as soon as that travel if over. |

Phlo Navigation (Cost 3 – S)

This skill can’t be used untrained.

This skill concentrates on plotting courses in the Phlogiston, an ocean of flammable gas that separates Crystal Spheres. On any successful result the character navigate within sight of the target sphere.

Space Navigation (Cost 3 – S)

This skill can’t be used untrained.

This skill is used in Wildspace, as in a Spelljamming campaign. An Ordinary result indicates normal travel time plus d4 time units. A Good result indicates travel time with the normally expected arrival time. An Amazing result indicates that the course cuts travel time by one time unit.

Surface Navigation (Cost 3 – W)

This skill is the study of landmarks and stars to plot courses and determine locations. An Ordinary result indicates normal travel time plus d4 time units. A Good result indicates travel time with the normally expected arrival time. An Amazing result indicates that the course cuts travel time by one time unit.

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Science (Cost 7 – S)

For a fantasy setting the approaches to knowledge can vary greatly from those of the real world. In a fantasy setting skills like Alchemy, Life Shaping, Metaphysics, Medicine, and Tinkering replace the standard ‘science’ skills of the Alternity game system. Why? Well things just work differently in the fantasy world. Up is not always up, outer space does not necessarily kill you through pressure (or lack there of), and the simple fact that magic exists questions conventional learning of analytical principles.

Never the less some basic laws of reality exist and there will always be those willing to learn them. The Science broad skill teaches the basic principles of science itself and the scientific method; which is the standard method of forming a theory and the steps to establish a fact. With just the broad skill a character can attempt to research to garner knowledge from any Science specialty skill with a base +3 penalty. Some of the more common specialty skills are listed below and all of them gain the following rank benefit.

← Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated ranks the skill gains a –1 to a –4 step bonus when this skill is used.

Science, Specific Skill (Cost 3 – S)

The following are examples of how this skill can be improved upon. Game Master's and players should feel free to add to this list.

Astronomy: The study of stars and celestial mechanics.

Biology: The study of the building blocks of life.

Botany – The study of plants, molds, and fungi.

Chemistry – The study of elemental reactions and how such elements interact.

Linguistics – The study of language and how it is shaped.

Mutations – The study of mutations and how they originate.

Planetology – The study of planetary ecology.

Physics – The science of energy and how it reacts as matter vs. energy.

Psiology – The study of psionics.

Zoology – The study and classification of animals.

At the Game Masters option these specialty skills can be used to aid other skills and even some FX abilities. The most common examples are Alchemy, Nature, and Tinkering however other may also apply.

Ship Operation (Cost 4 – S)

While a person may know how to man a boat and guide a small cog along a coast, it takes far more skill to command and maneuver a massive galleon or clipper. This skill represents the knowledge of sea and wind and how it effects the movement and well being of these great ships.

What separates this skill from Vehicle Operation-water craft is the use and knowledge of a galleon’s other components primarily the sails. While Vehicle Operation-water craft is used to man the helm in tactical maneuvers this broad skill covers the other functions governing the operation of a large sea-going craft. Other skills that aid in the manning of such large crafts are Navigation-surface navigation, Team Weapons, and Tactics-vehicle tactics.

While this skill focuses on terrestrial ships, it and the specialty skills are also used for space-faring ships as well. In this case the Ship Operation-specific skill comes into play. How the specific skill works for such ships is detailed in chapter 7 of this book in the ‘Spelljamming’ section.

Sails (Cost 3 – S)

Ships that have multiple sails require that those sails be coordinated in their use to take full advantage of the wind for the ships speed over long voyages and the ship’s maneuverability in round by round action. All sea-going vessels have a ‘Handling’ modifier assigned to them. For ships with sails this number acts as a base and the result of this skill modifies the ‘Handling’ score. A Critical Failure imposes a +2 penalty and a Marginal result imposes a +1 penalty. An Ordinary check generated by those manipulating the sails applies no modifier to the ‘Handling’ modifier while a Good results grants a –1 Situation Modifier and an Amazing result a –2. When used in this manner, the result of the skill check lasts for the remainder of the round the check was made and the entire next round.

When used for long voyages, the result of the skill check can effect the vessel’s Cruise speed in the way that is described in the Vehicle Operation skill above with the exception that the bonus % increase effects the overall voyage. This can work in tandem with Navigation results.

Shipwright (Cost 4 – S)

This skill can’t be used untrained.

Generally speaking the Engineering skill is the first thing that comes to mind when one thinks of how one can build a large sea-going vessel. While Game Masters are free to use whatever system they are comfortable with, it should be said that having an intimate understanding of what a sailing ship requires is not necessarily common knowledge imparted by the Engineering skill. Shipwright, as a skill, is the shipbuilder’s best friend. While this can aid or be aided by Engineering, this skill can stand alone in the construction of a ship. All of the rules for Engineering, as well as other building skills, apply to this skill as well.

Signaling (Cost 1)

This skill is basically a means of communication by use of flags or banners (referred to as ‘semaphores’) between two ships. Being similar in concept to Knowledge-sign language, the characteristics of that skill are applied as well as the rules concerning any language.

Ship Operation, Specific Skill (Cost 1)

This skill can’t be used untrained.

Not all ship-of-the-sea rely on sails. Some use oars and crews of slaves while others use steam power and the like. This entry can also be used for other shipboard functions as the Game Master and player see fit.

WAM Jr

Tactics (Cost 6 – S, W)

Tactics provides a character with training in tactics and tactical situations. A successful use of the skill provides a penalty to the opponent’s next skill check. On a Critical Failure the opponent sees through the plan and receives a –1 step bonus to his next skill check. For an Ordinary to an Amazing result a +1 to a +3 penalty applies.

Tactics Modifiers

|Skill user engaged in combat |+1 |

|Skill user observing combat |0 |

|Familiar opponent |-1 |

|Unfamiliar opponent, known species |+2 |

|Unfamiliar opponent, unknown species |+3 |

← Ranks 4, 8, & 12 – Increased Effect: At the indicated ranks a hero gains a –1, 2, or 3 step bonus to the use of a Tactics specialty skill.

Cavalry Tactics (Cost 3 – W)

This specialty skill covers situations where the primary element of a battle includes troops use animals as mounts or a form of locomotion. This includes chariots, mounted knights, or warriors mounted on griffons.

Infantry Tactics (Cost 3 – W)

This skill covers situations where the primary component of a battle is individual troops.

Melee Tactics (Cost 4 – W)

Melee tactics offers the same benefits as other tactics skills however it’s use is focused on individual combat as in a gladiatorial or dueling style of fighting. In this case the penalty can be applied to the opponent as normal or the character may opt to use the modifier as a bonus to lessen the penalty for making a called shot (+4 penalty base).

In the case of called shots the Intelligence Resistance Modifier of the opponent does effect the outcome of this skill check. When used repeatedly against the same opponent, it is inevitable that the opponent will begin to catch on to the fact that he or she is leaving oneself vulnerable. To reflect this, the opponent’s Resistance Modifier increases by +1 each time this skill is used against him or her. Critical Failures indicate that the character cannot use this skill against that opponent for the remainder of that combat in addition to any other penalties the Game Master might impose.

As a final note, this skill is useless in ranged combat or in situations where the character is being fired on from a distance. However a character can employ this skill against multiple targets engaged at close range. In this case the highest Resistance Modifier in the group applies as the penalty.

Sentry Tactics (Cost 3 – D, W)

This skill replaces the Security-protection protocols skill as found in the Alternity Player's Handbook. This skill increases the character’s ability to secure an area or to find weak points in observational security. It has two principal uses:

Secure an Area: With proper time and cooperation a character can increase the modifier for Awareness checks by sentries on watch in the area. An Ordinary to an Amazing result grants a –1 to a –3 step bonus to Awareness checks. A Critical Failure imposes a +1 penalty.

Analyze Weak Points: The character can analyze a secure area for weak points to exploit. The quality of the security provides a penalty to the check. If no security is present then there is no modifier. For a Marginal to an Amazing result a +1 to a +4 penalty applies as determined by the first optional use of this skill. The degree of success achieved by the character grants a –1 to a –3 step bonus to the use of subsequent skills used to exploit the weak points (primarily Stealth but others may qualify).

Space Tactics (Cost 3 – S, W)

This specialty skill covers tactical situations involving spaceships when they engage in combat.

Vehicle Tactics (Cost 3 – S, W)

This skill deals with troops mount on or in vehicles not driven by animals or beasts of burden.

Tinkering (Cost 7 – S)

Tinkering takes the intellectual practicalities of the Engineering skill and applies a touch of fantasy to create some of the most bizarre and unique contraptions found. While it may seem that this skill belongs solely in the Tinker Age (Progress Level 4), this skill is actually the catalyst of any technological development of any progress level. For example a tinker invented fire, which took man from being a naked ape to having a semi-civilized position. In this sense Tinkering is Crafting for items of future progress levels.

Another way of looking at it is that any building skill was at first Tinkering. And as the technology became better known and more wide spread, new broad and specialty skills dealing with that technology were created. While the Crafting-weaving allows a person the ability to operate and even design a loom, someone had to invent the device and the process. That person was a tinker.

WAM Jr

Tinkering Modifiers

|No tools |+3 |

|Minimal tools |0 |

|Standard toolkit |-1 |

|Specialized toolkit |-2 |

|Darkness |+3 |

|Marginal illumination |+1 |

|Ordinary illumination |0 |

|Good illumination |-1 |

|No deadline |-2 |

|Reasonable deadline |0 |

|Tight deadline |+1 |

|Unreasonable deadline |+3 |

When a character wishes to develop a new contraption it is suggested that he follow the stages presented below.

Stage 1: Planning the design

Decide exactly what the machine is to do. It may have more than one function, but it’s best to stick to machine with a relatively simple function. The player must come up with the basic principal that will is going to be used in the design of the device as well as the power source. Then the player needs to provide some type of drawing of the finished product. This need not detail every nut and bolt, but it should give a clear idea of what the device looks like and how it’s part relate to another.

Stage 2: Determining whether it can work

The Game Master needs to decide whether or not he or she will allow the device to function as designed. If, given a healthy dose of imagination, it seems like a device might work, then it will! On the other hand, this does not mean that it can be built successfully. The Game Master is most certainly allowed a level of subjectivity as to the manner in which the device will impact the campaign.

Stage 3: Building the contraption

Now the Game Master needs to determine the nature of the complex skill check that will be needed to build the contraption. To this end the Game Master has two options. The table for Complex Skill Checks provided in Chapter 4 of the Alternity Players Handbook can be used or for a more in-depth approach, the tables in Appendix 1: Tinkering can be used instead. For Situation Modifiers, the table provided for Technical Science in the Alternity Players Handbook should be used for either option given above. If the device is multifunctional then several skill checks may needed to build each of these elements.

The time required is also important. Each skill check can be made once per day, week or even per month. This is relative to the size of the item. If the device is Tiny or Small in size then one check per day can be allowed. If the item is Medium to Large then the checks should be made weekly. Huge and large devices may require two weeks to a month per check as the DM sees fit. Cost is another factor that is best left to the DM and the player to work out. Some important factors are paying any helpers, buying the equipment to build the device, the device’s components themselves, rent for the space required, and so on. Determining the cost is another tool that the DM can use to make a device possible or very difficult to build, however since the device was accepted during Stage 2, it is not a good idea to make a device totally impossible based on cost alone.

Stage 4: Success or Failure

After the dice are rolled the device will be either a success or a failure. Successes work as planned, may have a Marginal to an Amazing quality, and can proceed to the next and final step. Failures may also come in differing degrees of worthlessness. This is primarily a Failure or a Critical Failure but several possibilities exist for each. Failures are usually the result of three or Marginal results during the building process.

When the third failure is rolled the project can be dropped completely, started again from the beginning, or the device can be scrapped for parts to reduce the cost of another project if possible. Costs for restarting a project are reduced by a percentage of the work that was completed successfully where possible.

For example, a character needs 8 successes to build a Dodamahicky. After succeeding with four checks the character unfortunately rolls his third Marginal result. The project can be started from the beginning at the same number of success required, however since half of the project was originally completed the cost to refit and rebuild the device is also reduced by half.

Critical Failures are another matter entirely. The device can either be ruined and unrecoverable or, if weapons or explosive materials are used, someone could be hurt or ‘attacked’ by the device. In any event, be creative with this rule.

Stage 5: Filling in the Blanks

Once a design is successful and complete it is almost ready for play. The final step is to breathe life into the device by assigning it statistics. This includes Durability, Toughness, Armor if any, Damage if possible, and other game effects. The power source of the device is also a consideration. How much fuel is consumed and how much power does a ‘full tank’ provide the contraption. In addition, how much does the fuel cost in the quantities required? Finally, all devices that will be used by characters require the use of some skill or feat check to resolve it’s effectiveness. This is usual only one type of check, but several may be required if the device has different elements that perform different functions.

Stage 6: Maintenance

As a device is used and time passes by it will need repairs. Small dents, worn cogs, loosened coils and the like can all cause a contraption to eventually break down if not taken care of. Maintaining a device usually has a price tag attached and some parts may be exotic and hard to find. The DM can assume that after a period of tie the device must roll a Durability check or suffer the equivalent of Fatigue damage only that any damage is applied to Stun Damage instead. The Tinkering-Repair skill is used to ‘heal’ this damage caused as well as damage from other sources such as combat or leaving the contraption out in the rain.

Invent (Cost 4 – S)

This specialty skill is an improvement on a character’s ability to create new inventions.

WAM Jr

Juryrig (Cost 3 – S)

Juryrig allows a character to quickly repair pieces of damage equipment so that it may function even if only for a short while. This skill uses the Tinkering Situation Modifiers table above. The results of the check determine how well the juryrigged item functions.

Critical Failure: The item becomes unusable and must be fully repaired to be used.

Failure: The item cannot be used but another attempt can be made.

Ordinary: The item can be used for d6+1 time units however 3 more successes are required to fully repair it.

Good: The item can be used for 2d4+2 time units however 2 more successes are required to fully repair it.

Amazing: The item can be used for 3d4+2 time units however 1 more successes is required to fully repair it.

← Rank 6 – Improved Juryrig: At this rank an Ordinary success is considered Good and a Good success is considered Amazing. A natural Amazing result indicates that the item is fully repaired.

Fantasy Physics (Cost 3 – S)

This skill can’t be used untrained.

This skill works in the same way as does the Tinkering-invent skill with the difference being that if the device being made includes some type of magical property or reality bending ability, then this skill is used instead. It is important to note that this specialty skill cannot be used for mundane tasks or as a replacement for Tinkering-invent. They must each be purchased and increased separately.

Repair (Cost 3 – S)

Repair is used to fix damage items and tinkered equipment. The standard modifiers apply and the Game Master must assign the time units for the complex skill check in hours, days, or weeks.

If the item has only stun damage then the complex skill check is Ordinary. If it has wound damage then the complex check is Good and if any mortal damage has been suffered the check is Amazing in complexity.

The use of the skill assumes that replacement parts are available. If not then they must be acquired or else only the juryrig skill can be used.

Tinker Knowledge (Cost 3 – S)

This skill represents a character’s knowledge of tinkering principles and the use of tools and other tinkering aids.

← Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated ranks the character gains a cumulative –1 step bonus to the use of other Tinkering skills.

Will Skills

Will measures a character’s mental fortitude and intuitive capacity. While often associated with mental activities, Will also deals with some physical traits like pressing on when his body is in less than perfect condition. An example of a Will feat check would be a situation where a character must stay awake all night, especially if he is to remain motionless.

Administration (Cost 4 – D)

This skill indicates that a character knows the basic forms and procedures required in running an office. The skill demonstrates knowledge of scheduling, personnel and equipment management, and any laws that may apply to such endeavors.

This skill can be used as an encounter skill if used on an official or functionary of some agency or group. The skill can also be used to get results out of a bureaucratic organization. This requires a complex skill check relative to the organization’s size. Also a Situation Modifier can be applied depending on how quickly the results are required with one day applying a +3 penalty as a standard. The final use of this skill can be used to hinder another’s effort to get results. The check uses the same rules as above however the result applies a penalty to the other character’s skill check.

This broad skill also features several other uses that available to both specialty skills.

Equipment Requisition: Characters with an allegiance to an organization can use either specialty to requisition equipment.

Records Access: The character can gain access to records and legal documents. Real estate transactions, arrests, building plans, and court transcripts can all be available.

Logging Claims: A character may find an area or land that is not claimed by anyone or any kingdom. A skill check can be used to secure that are or land in the character's name.

Pardons & Passes: A character can request passes into or out of other countries or to remain in other countries for an extended time.

Weapons Permits: Carrying an illegal weapon is a quick way to get on the wrong side of the law. By requesting and obtaining a weapon permit, a character can carry a normally suspect or illegal weapon without threat of arrest (assuming that he keeps those papers on him).

Bureaucracy (Cost 3 – D)

This skill represents the characters increased ability to speed up or slow down the workings of a system.

Management (Cost 3 – D)

This specialty skill represents the characters increased ability to improve productivity and to manage resources.

Agriculture (Cost 3)

Some people are born with ‘green thumbs’ and other just think they are because they grew something easy – like zucchini or tomatoes. Anyone can put some seeds in the ground and hope for the best, but it requires this skill to ensure the survival of a plant, lessen the effects of environmental damage, supply adequate irrigation, and produce the highest yield. This skill can also judge the quality of the soil in the area and provide ideas on how to improve it.

WAM Jr

Cash Crop (Cost 3)

This specialty skill focuses on the growing of large amounts of crops for the purpose marketing. Using this skill in this fashion, use the modifiers for trading in the Alternity Players Handbook to modify the crop’s value based on the skill check results.

Gardening (Cost 3)

Gardening is called for when one plants and maintains small plots of land that contain delicate and/or flowering plants. This skill also covers the planting and care of trees as well.

Animal Handling (Cost 3)

This skill represents the ability to work with animals, both wild and domestic. With the broad skill the character can attempt to train and ride a variety of animals.

Animal Riding (Cost 1)

This skill enables a character to improve his ability in riding a specific species of animal. A character with this skill can attempt racing over dangerous terrain, making jumps, or performing other stunts and engaging in mounted combat.

➢ Rank 3 – Trick Riding: This benefit allows the character to direct his mount to jump fences, leap chasms, or move backwards. On a Critical Failure the animal trips (causing damage as an Extremely short fall) and on a Failure the animal refuses to perform.

For horizontal leaps the animal gains 1, 2, or 3 meters to its jumping distance based on the success of the skill. For jumping over obstacles the animal gains 1, 1.5, or 2 meters. For moving backwards an Ordinary result means the animal backs up at one-half its walk rate. On a Good result the animal backs up at its full walk rate. With an Amazing check the animal backs up at 1.5 times its walk rate.

The character can also use his mount for cover while mounted. This grants a +1, 2, or 3 Resistance Modifier to attacks made against him however this tactic does not protect the animal in any way.

Animal Training (Cost 1)

This skill improves a character’s ability to train a specific species of animal. To prepare an animal for training requires a complex skill check and modifier as shown on the table below. At least 4 hours a day must be spent working with the animal and one check is allowed once per week of continuos training. When this time is complete the animal may be taught to perform tasks. While the character may attempt to teach an animal task before training them no task greater than Ordinary may be taught.

Ordinary tasks include Attack, Come, Sit, Stay, Fetch, Speak, and Quiet. A Good task can include a combination of two Ordinary tasks or something more complex like pushing a lever with a paw when directed. Amazing tasks are just that – something that very few animals can do or will do on command, such as running into a burning building or retrieving a specific item that it must travel some distance to obtain.

Training Modifiers

| |Modifier |Complexity |

|Herbivores: | | |

|Alien |+2 |Amazing |

|Domestic |-1 |Good |

|Wild |+1 |Amazing |

|Carnivores: | | |

|Alien |+5 |Amazing |

|Domestic |-2 |Ordinary |

|Wild |+4 |Good |

| | | |

|Unfamiliar Animal |+2 |

|Familiar Animal |0 |

|Trained Animal: | |

|Ordinary Task |-1 |

|Good Task |+1 |

|Amazing Task |+3 |

|Untrained Animal: | |

|Ordinary Task |+1 |

|Wild Animal: | |

|Ordinary Task |+3 |

A Game Master is at liberty to determine if an animal is trainable or not. In order to be trained an animal must have at least a rudimentary intelligence, but sentient or self-aware creatures cannot be trained by this skill.

Veterinary Healing (Cost 3)

This skill can’t be used untrained.

The care of animals by use of this skill follows the same rules as for the Medicine broad skill with the exception of the patient itself. At rank 1 this skill functions as Knowledge-first aid. At rank 4 it works as per the rules for Medicine-treatment and at rank 8 as per Medicine-surgery.

This skill covers all normal animals found in the campaign. Supernatural or animals of non-mundane origins require that this skill be purchased for that race specifically.

Awareness (Cost 3)

Awareness is the ability of observation, perception, and intuition. Awareness checks are described on pages 39 to 40 of the Alternity Gamemaster's Guide.

Direction Sense (Cost 2 – R)

Using the clock face as a guide, Direction Sense helps a character determine which direction is 12 o’clock (the intended direction of travel) or true north. An Ordinary success tells the character the desired direction within two clock positions to either side. A Good success is within one clock position. And an Amazing success is dead on the money. A Critical Failure indicates that the character believes he or she knows where they are going, but they are actually pointing in the wrong direction.

WAM Jr

Intuition (Cost 3)

This represents a character’s ability to detect things that would not normally register to his senses.

Perception (Cost 2)

This skill increases a character’s ability to detect things that could register to his senses.

Creativity (Cost 4)

This skill provides a character with training and talent in a variety of creative endeavors. A character with this skill has a well-developed sense for the aesthetically pleasing, a facility to for communicating with the written word, and the ability to convey and evoke powerful emotions through a chosen medium. It also represents an eye for detail and the ability to express one’s imagination to others.

Creativity usually requires a complex skill check to complete. The complexity is based on the overall quality of work desired (a four line poem may be a Marginal complexity feat while a Shakespearean-quality sonnet would be Amazing). All Creativity skills use the following Situation Modifiers.

Creativity Modifiers

|No deadline |-2 |

|Reasonable deadline |0 |

|Tight deadline |+1 |

|Unreasonable deadline |+3 |

|Using only broad skill |+4 |

|Amazing tools/equipment |-2 |

|Good tools/equipment |-1 |

|Ordinary tools/equipment |0 |

|Marginal tools/equipment |+3 |

Cartography (Cost 1)

With GPS and computer software the art of map making is made rather easy. For fantasy games (as well as those that take place in earlier progress levels) making correct and readable maps is not easy when pinpoint accuracy is required. Cartography grants the character the ability to draw maps that are easy to read, include all pertinent information, and allow those reading it an easier time in finding specific locations on the map.

Dreamscape (Cost 1)

Useful against nightmares and psionic invaders, dreamscape is the ability to shape the landscape and realties within one’s mind. When this skill is used the character’s dream-self can escape when they would normally be captured, create a confusing wash of colors and images within one’s own mind to confuse telepathic interlopers, or any other non-offensive ability that can be imagined.

Regardless of how much color you to this skill or the effects that it may have, the results of the skill check remain the same. When used, the skill provides a Resistance Modifier of +1 to +3 for an Ordinary to an Amazing success. A Critical Failure indicates that the defenses are not ‘solid’ and that the Resistance Modifier is worsened by –2. More information on dreamscape is given in the chapter on telepathic powers in book 2.

Engraving (Cost 1)

This specialty skill allows a hero to properly cut, polish, and emboss objects with images and designs. This has the effect of raising the object’s value. The engraver can cut friezes, bas-reliefs and other designs to enhance the beauty of an object.

The time it takes for an engraver to craft an image or object is based on the complexity of the design he is creating. The complexity of the check is completely up to the Game Master, based on the player’s description of his goal, but is never of less than Marginal complexity.

Forgery (Cost 1)

This skill allows a character to attempt to produce a copy of some object or to create false documents. If an item is to be forged then the appropriate materials must be at hand. The rules for the Creativity broad skill apply normally. Persons examining a forgery can identify it as such with a successful Awareness-perception check at a base +2 penalty.

← Ranks 4, 8, & 12 – Increased Skill: At the indicated ranks the character gains a –1 step bonus to forgery checks and onlookers suffer an additional +1 penalty to spot the fake. These bonus increase to +/- 2 at rank 8 and +/- 3 at rank 12.

Illusion Sculpting (Cost 1)

Illusions can be very life-like when employed by high-ranking Wizards against low intelligence targets. Illusion sculpting allows the spell caster to add greater clarity and detail to any illusions created. When an illusion is cast, the Intelligence Resistance Modifier is an applied penalty to the effectiveness of the spell.

This skill, when successful, worsens the target’s resistance due to the life like manner in which the illusion appears and moves. This modification ranges from a –1 to a –3 for an Ordinary to an Amazing result. Rules concerning Illusion/Phantasm spells are given in Chapter 2: Arcane Magic in Book 2.

Voice Mimicry (Cost 1)

While very entertaining, this skill can also have deceitful applications as well if a character wishes to use this skill against another in hopes of fooling them. Situation Modifiers include how familiar the character is with the voice, how well the person too whom the skill is being used on is familiar with the voice, and conditions for sound that can hamper the victims ability to hear the voice in the first place. In all other ways, this skill uses the same rules as any other Entertainment skill.

WAM Jr

Writing (Cost 1)

In the absence of being physically present a character can converse through a good piece of writing. Encounter skills may be used through the writing if desired and can have the same effects. Both the Creativity-writing and the Encounter skill are rolled when the appropriate party reads the writing. The writing check applies a +4, +2, 0, -1, or –2 modifier to the Encounter skill for a Critical Failure to an Amazing result.

Creativity, Specific Skill (Cost 1)

All of the specialty skills presented so far are examples of this specific skill being put to good use. Players and Game Masters should be able to develop other useful specialty as well.

Investigate (Cost 7 – R, S)

This skill represents a character with the ability systematically examine things through observation, inquiry, and attention to detail. Unlike Awareness, which handles the processing of immediate observations, Investigate takes time. In fact the more time spent the better the chances of success.

Investigate Modifiers

|Fast investigation (1 time unit) |+3 |

|Moderate investigation (2-3 time units) |+1 |

|Careful investigation (4+ time units) |-2 |

|Fresh investigation site |-2 |

|Recent investigation site |0 |

|Cold investigation site |+2 |

|Old investigation site |+4 |

|Character has a related skill: | |

|ranks 1 to 4 |-1 |

|ranks 5 to 8 |-2 |

|ranks 9 to 12 |-3 |

|Hidden or concealed clue |+3 |

|Small clue |+3 |

|Large clue |-1 |

|Character knows what he’s looking for |-1 |

|Tracking a single target |0 |

|Tracking a group |-2 |

|Tracking on soft ground |-1 |

|Tracking on hard ground |+1 |

|Tracking in an urban setting |+3 |

Cryptography (Cost 3 – R, S)

This skill can’t be used untrained.

This skill allows a character to encode and decode secret languages and ciphers. Using the skill involves a complex skill check. A Marginal check would involve letter-substitution and mathematical puzzles and apply a –2 step bonus to decode. Ordinary codes apply no modifier and include strings of words that are unique to the code; not normal languages. Good codes apply a +1 step penalty and are composed entirely of non-existent words and/or symbols. Amazing codes impose a +3 penalty and contain in whole or in part letters and symbols that extra-planar in origin.

At the Game Masters option the Knowledge-language (specific) and Science-linguistics can aid in cryptography.

Interrogate (Cost 3 – R, W)

This skill represents the character’s ability to ask the right questions in order to gain information. The target character always gains the benefit of any Will Resistance Modifier. This skill covers the sort of interrogation that might be conducted by a seasoned bard, a constable, a barrister, or a trained torturer – anyone who asks tough questions.

Read Lips (Cost 3 – R)

This skill can’t be used untrained.

Reading Lips is a useful talent that can be employed in most circumstances where the character can actually see the lips of the speaking person or persons. Any Failure result indicates that the character cannot determine what is being said. Ordinary results allow the character to understand about one-half of what is said while Good and Amazing results allow the character to understand most or all of what is said. The skill can also be used in a complex skill check if an entire conversation is being observed. The overall degrees of success helps to determine what the character learns but the results do not shorten the number of checks required. In other words Good and Amazing results do not cause the speaker(s) to speak faster.

WAM Jr

Research (Cost 3 – R, S)

This skill allows a character an ability similar to that gained with the Knowledge-deduce skill. The difference is that this skill seeks absolute proof and solid facts. Generally, one check can be made per hour of research for criminal investigations. Magical of scientific investigations may only allow check once per week or month as the Game Master’s discretion. If a character ha another skill that can aid research, a step bonus of –1 can be gained for ranks 1 to 4, -2 for ranks 5 to 8, and a –3 for ranks 9 to 12.

← Ranks 4, 8, & 12 – Increased Effect: At the indicated ranks the character gains a cumulative –1 step bonus to the use of this skill.

Search (Cost 4 – R, S)

This specialty skill enables a character to develop his eye for detail and his ability to spot hidden objects. Search is used when a character wants to look for clues in a specific area, find a particular person or object in the area, or hunt for important objects in as fast and systematic fashion as possible.

Track (Cost 4 – R)

This skill improves a character’s ability to follow another person, being, or vehicle based on the physical signs it leaves in its wake. Tracking is performed at one-half of the character's normal movement rate. A check can be made at the end of every time unit as determined by the Game Master.

On a Critical Failure the trail is lost. On a Failure result the trail is lost but can be rediscovered with future skill checks. Three Failures rolled during the course of the attempt are treated as a Critical Failure. On an Ordinary result the trail is found and can be followed for 2 time units before another check is required. On Good and Amazing results the trail can be followed for 3 or 4 time units.

Track can also be used to obscure a trail. Success imposes a modifier as follows: Critical Failure, -3; Failure, -1; Ordinary, +1; Good, +2; Amazing, +3.

When the character purchases this skill at rank 1, and for each rank passed, the player can select a specific terrain type. Tracking in this terrain grants a –1 step bonus. Checks made while tracking outside of his terrain are made at a +1 instead. Terrain types include forest, desert, mountain, arctic, urban, or any other terrain featured in a campaign.

Lore (Cost 3)

This broad skill is similar to Knowledge and the two can provide very similar information. Lore is the accumulation of campfire stories and tall tales to form a theory or working description of something where as Knowledge deals strictly with the facts and is far more academic in application.

Lore also differs from Knowledge in that it is expandable by the character’s experiences. When first purchased a specific skill is based on the character’s home campaign and the areas that he has traveled. As the character grows so does his ability with lore. This means that a character with the Lore-beast lore skill increases his ability with the skill simply by experiencing beasts in other lands. Therefor all rolls are for Lore specialty skills are based on familiarity.

Lore, Specific Skill (Cost 1)

This skill can’t be used untrained.

This skill has many specific applications. Some of the more common lore skills are listed below. Players and Game Masters are encouraged to make their own.

Ancient Lore: This provides knowledge of the history in an area or a location. Ancient kingdoms or groups are covered by this skill. It may also apply to a certain ‘age’ in the campaign such the Age of Hope, or other similar epoch.

Artifact Lore: This skill provides basic lore about special FX items in the campaign as it relates to their histories. While powers may be learned by use of the skill, this is only accomplished by tales of how they were used and in what capacity.

Beast Lore: This specific skill covers the nature of beasts and monsters found in the character's travels. The results of a skill check relate information about an encountered beast or monster. If the character seeks specific information (I wonder those tentacles can do?) then modifiers to check can apply.

Earth Lore: This is knowledge and lore of the earth and its denizens.

Genie Lore: This imparts knowledge of genies and their society, as well as their relationship to mortals.

Local Lore: This specialty skill allows the character to make checks about towns, villages, or cities that he has visited or lived in. Information includes knowledge of who is in power, where the criminal elements are, or where to find the best mug of ale.

Spirit Lore: This skill covers the lore of spirits and how the interact with the material world. Information about spirits can include the powers expressed by various types of spirits as well as their place in the grand scheme of the cosmos.

Undead Lore: This skill deals with the undead and their nature. A character with this skill can recall certain facts about types of undead and what powers or weaknesses they may possess.

Outdoors (Cost 3)

The Outdoors broad skill and its associated specialty skills represent the character’s ability to utilize the natural world in ways that enhance the Survival skill. In some ways these skills are ’tricks of the trade’ when it comes to survival, but for the most part they are used in a recreational fashion.

These skills can aid in survival but they are generally insufficient by themselves. While a character could hunt for game to remove the need for sustenance, hunt does not impart the ability to avoid environmental hazards or to seek adequate shelter. At the Game Masters option Outdoors skills can grant bonuses to Survival checks.

WAM Jr

Animal Noise (Cost 5 –R)

This skill can’t be used untrained.

Mimicking the natural sounds of an animal can have many different uses. It can be used to lure a male or female of the species to a certain location in hopes of mating or simple curiosity. Several persons can employ it as a warning signal or even a method of covert communication, or one can attempt to garner numerous drinks at the local tavern by impressing the locals.

The Intelligence Resistance Modifier of the target(s) modifies the effectiveness of this skill. If a skill check indicates a failure it is hard to say the noise does not go unnoticed. At the very least the target(s) know that something is not quite right with what they just heard. The Nature-ecology skill as well as the Lore-beast lore and any Animal Training specialty skill can detect the fraudulent ‘call’ using the rules for ‘Character vs. Character’ as found on page 63 of the Alternity Player's Handbook.

Hunting (Cost 3 – W)

Very similar to the Stealth skill, hunting is the ability to approach or remain hidden from animals so as to gain a surprise attack. Each person in the hunting party beyond the first imposes a +1 penalty to the success of the hunt. The result of the check determines how close the hunter gets to the prey. Ordinary 100m, Good 50m, Amazing 20m. A simpler method may be to simply have the character roll a skill check for a day’s hunt with the results determining how much game was procured.

While it may seem tempting to use this skill in lieu of Stealth the two are quite different. Hunting assumes that the target is of Animal intelligence and more to the point, hunting uses knowledge of the animal to achieve success. Stealth skills rely on sheer agility and can be used against intelligent targets.

Fire Building (Cost 2)

This skill represents a character’s ability to start fires with only those materials available in the wild. This is a complex skill check based on the present resources (the Situation Modifier) and environment (the Complexity) the fire is being started in. Using dry sticks in an arid climate could require only three success with a –2 bonus while doing the same after a long rain in the jungle might require six success with a +2 penalty. One check should be allowed every ten minutes.

Fishing (Cost 3)

Fishing allows for one check per hour. The result of the check indicates the number of fish caught. 1d4-1 on an Ordinary, 1d4 on a Good, and 1d4+1 on an Amazing. Using a net provides a –1 Situation Modifier. Seasonal locations, the equipment used can also provide modifiers.

Set Snares (Cost 4 – R)

This skill allows a character knowledge of small, useful traps that can be used to procure game. A skill check is rolled when game enters the trap. The animal’s intelligence score provides a Resistance Modifier to determine success however the animal is allowed an Awareness check to notice and avoid the trap altogether. Any success traps the creature but the degree of the success determines for how long. A strength or dexterity feat can be used by the trapped creature with an Ordinary result providing no penalty, a Good result providing a +2 penalty, and an Amazing result providing a +4 penalty to the feat check in question.

At the broad skill level up to rank 3, traps can be set for tiny and small creatures. As the character improves in rank the following benefits are gained.

➢ Rank 4 – Larger Snares: The character can set snares for large sized creatures.

➢ Ranks 6 & 12 – Hidden Snares: A +1 penalty is applied to the Awareness check of the target. A +2 penalty is applied to the Awareness check of the target and an additional +1 penalty is applied to any attempt to escape the trap.

➢ Rank 8 – Improved Snares: The character can set snares for intelligent creatures (like humans) or those of Huge size or greater.

Outdoors, Specific Skill (Cost 1)

Many specific Outdoors skills can fill this entry. Examples are Ice Fishing, Bear Hunting, mimicking the sound of a specific type of animal, or starting fires in the arctic.

Psyche (Cost 6)

Psyche is a powerful tool usable by any character. With this broad skill and it’s two specialty skills, a character can defend his mind against telepathic intruders, certain spells, the possession attempts by Ego Weapons and fiends, or from the residue of nightmares.

With just the broad skill the character gains the use of an ‘Awake’ Persona instead of a ‘Latent’ one and may use the psychic combat specialty skill at the broad skill level. As a character progress in rank with the awaken specialty skill, he or she can gain access to certain telepathic powers and abilities as well.

This may seem out of balance in that this system grants any character psionic powers without having purchased or received the Psionic FX ability. This is not the case. First the characters selection of powers is limited, and secondly all such powers are usable only in that character’s own mind. No character can use contact or mind blast with just these skills. Never the less, Psyche does open a path to a stronger more resilient mind. For more information on a Persona and telepathy in general, refer to the Telepathic Powers chapter in book 2.

Awaken (Cost 3)

This skill can’t be used untrained.

When this skill is purchased at rank 1, this specialty skill allows access to Persona powers as if he had the Persona broad skill. The character can also begin purchasing Persona skills as long as their quality is no greater than Ordinary. The skills under the Persona broad skill that can be bought by the character are shown below.

Attack Modes: All except psionic blast.

Defense Modes: All.

Enhance Modes: All except ghost, snoop, and track.

➢ Rank 4 – Good Persona Skills: At rank 4 the character can now purchase skills that are Good in quality.

➢ Rank 6 – Ego Skills: At rank 6 the character can purchase the Ego broad skill and may buy any of the following specialty skills.

External Ego Powers: None Allowed

Internal Ego Powers: conceal thoughts, intellect fortress, mental barrier, and mind blank.

To use these skills the character gains one-half of his or her Will in Psionic FX points and may purchase no Ego skill above rank 6. At no time can a character that does not also have the Psionic FX ability purchase the Manipulate broad skill or any of its specialty skills. In addition the FX points gained are not strong enough to be used in other psionic applications. While this limits their use it also means that these points cannot be drained by psionic vampires or the like.

➢ Rank 12 – Amazing Persona Skills: At rank 12 the character can purchase any Persona skill up to Amazing in quality.

WAM Jr

Psychic Combat (Cost 2)

This skill is the primary skill used by any Persona engaged in a telepathic conflict. As a character’s ranks increase so does the effectiveness of this skill as shown below.

← Ranks 4, 8, & 12 - Increased Effect: At the indicated ranks the character gains a –1 Situation Modifier when using this skill. This increases to a –2 at rank 8 and a –3 at rank 12.

➢ Rank 4 – Telepathic Resistance: +1 Resistance Modifier vs. telepathic attacks only.

➢ Rank 8 – Psionic Awareness: The character can sense psionic usage as per Psionic Awareness perk

➢ Rank 12 – Psionic Identification: The character can identify a specific person using psionics, and what power is being used, if roll is made at +2 penalty.

Resolve (Cost 5)

This skill provides a character with inner strength of will to defend against times of stress, physical pain, and to resist mental intrusion or temptation.

Mental Resolve (Cost 3)

The higher a character's rank in mental resolve the more resistant he is against emotional trauma, fear, panic, madness, insanity, mind control, and mental powers. Certain events can cause a character to roll a mental resolve check. Such events include: death of a close friend, severe injury to a friend or companion, deliberate displays of violence and cruelty, unexpected betrayal, invasive mental assault, or hideous and frightening monsters.

On a Critical Failure the character collapses in anguish and cannot act, or flees, for 1d4 rounds. On a Failure result the character freezes and losses one action. On an Ordinary result the character can act normally but receives a +1 penalty to all actions for one round. On Good and Amazing results the character is unaffected.

← Ranks 4, 8, & 12 – Resistance Modifier: At the indicated ranks the character’s Will Resistance Modifier increases by +1.

Physical Resolve (Cost 3)

Physical resolve is used to resist torture, to press on though tired, or to bounce back from physical damage. It is also used to resist certain Influential FX powers that effect or change the character's physical being.

If a character is rendered unconscious he remains in that state for the all of the round the knockout occurred and all of the next round. After that a check can be made to regain consciousness. Any success regains consciousness with an Ordinary check recovering 2 stun points, a Good recovering 4, and an Amazing recovering 6 stun points.

When all of a character's fatigue points are lost the character can attempt to keep moving. On any failure the character becomes unconscious. On an Ordinary result the character can press on for 1 more time unit. On a Good result he can continue for 2 time units and on an Amazing he can press on for 3. At the end of this time exhaustion sets in and the character is unconscious until he rests.

This skill also recovers fatigue damage. A character regains 1, 2, or 3 points for an Ordinary to an Amazing result. Checks are usually made at one hour intervals.

Street Smart (Cost 5 – R)

This skill provides a character with general knowledge of the protocols of ‘the street’. This is the world of gangs, criminal organizations, and dealers in illegal goods. This skill helps a character make contact and negotiate with criminals of the lower class, or caste.

Among other things, this skill helps a character to locate illegal goods and services, get around the local law or government, and contact various groups - like a thieves guild. These skills are also apart of a special group of skills called Encounter skills, which are described under Personality skills.

Street Smart Modifiers

|Society has no law |-3 |

|Society has Ordinary law |0 |

|Society has Good law |+2 |

|Society has Amazing law |+3 |

|Character belongs to similar group |-1 |

|Character belongs to same group |-2 |

|Character belongs to opposed group |+3 |

|Has local contact |-1 |

|Has Reputation perk |-1 |

|Has Infamy flaw |+1 |

|Is an obvious stranger |+1 |

|Seeks Ordinary assistance |-1 |

|Seeks Good assistance |+2 |

|Seeks Amazing assistance |+4 |

The modifiers on the above table are cumulative where applicable. If a character seeks an item of Amazing scarcity in a city protected by Good law, the skill check would carry a +6 penalty.

Street Smart can sometimes be used to enhance another skill. Skills like Interaction, Deception, Business, or Stealth can receive a +2, 0, -1, -2, or –3 step bonus for a Critical Failure to an Amazing result.

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Criminal Elements (Cost 3 – R)

This specialty skill helps a character make contact and influence the reactions of those who are considered to apart of the underworld. Whenever a character wishes to contact and interact with these persons this skill in used.

This skill can enhance the Investigate, Deception, or Interaction skills when used on shady persons as described above.

Street Knowledge (Cost 3 – R)

This skill helps a character to improve his familiarity with a particular organization or local area. As such this specialty skill be purchased separately for each element or area. For example a character would have to purchase this skill twice to have an improved ability with the Thieves Guild of Gilder city, and to acquaint himself with the pecking order in a local Warriors Guild.

This skill can also be used to enhance other skills like Investigate-track or Interaction skills. If the character keeps his ear to the ground he may also pick up rumors and other ‘street’ information.

Teach (Cost 5 – D, S)

This skill represents a character's ability to instruct others in the use of skills belonging to the Open group. A skill check is required whenever a character wants to teach a skill to another character.

A character can only teach skills that he or she possesses and the student must have enough skill points to purchase the skill. If so the teacher can reduce the point cost of a skill, as long as the modified cost is not lower than 1 point. The results of a skill check have the following effects: Critical Failure, student doesn’t learn or improve the skill at this time; Failure, normal cost must be paid; Ordinary, student pays cost –1; Good, student pays cost –2; Amazing, student pays cost –3.

Only one skill can be taught at a time, only one skill can be taught, and the student can gain only one rank of improvement. Also a teacher can only teach a specialty skill up to one-half of his current rank I that skill.

Teach Modifiers

|Teaching a broad skill |+2 |

|Teaching a specialty skill: | |

|To rank 1, 2, or 3 |0 |

|To rank 4 |+1 |

|To rank 5 |+2 |

|To rank 6 |+3 |

| | |

|For the specialty skill: | |

|Skill is in student’s profession |-1 |

|Skill is not in student’s profession |+2 |

Teach, Specific Field (Cost 3 – D, S)

This skill can’t be used untrained.

This specialty skill expands a character's teaching ability. For each separate purchase of this skill the character selects a profession and becomes able to teach skills associated with it in addition to those skills belonging to the Open group.

Aside from the Warrior, Rogue, Diplomat, and Specialist professions a character may also select Arcane teaching, Faith teaching, and Psionic teaching if he desires to also teach FX abilities as long as the student has the ability to use abilities associated with that FX group.

War Craft (Cost 5 – R, W)

War Craft is a skill similar to both Survival and Outdoors. The focus of this skill is the preparation of armor and weapons from materials found in the wild and from the bones of animals. In addition, this broad skill includes a specialty skill that it focused on the improvisation of weapons on the spur of the moment.

Most characters will prefer to have other skills like Construction or Crafting to design their own weapons and armor. And in truth both of those broad skills are superior in the quality and variety of goods that can be made. While War Craft has to outward appearance of being used primarily by primitive or Stone Age persons, it can also be used to great effect by those in survival situations; or for those who do not have access to those other skills or materials required to make weapons and armor of sturdier material. Weapons and armor are described in the next chapter of this book.

Bow Craft (Cost 2 – W)

By using this skill a character can make a short bow and arrowheads of either stone or bone material. The rules for this are the same as for the Crafting-bowyer skill above. Other bows and crossbows are beyond the kin of this skill however a Strength Bow may be allowed to be made but the Complexity of such a task is increased to Amazing.

Crude Armor (Cost 2 – W)

By the use of this skill a character can fashion a suit of hide armor and may also make shields from hide, wood, or even shell. The results of the skill check, when making hide armor, can help to protect the armor from ‘disease’ as such armor is not properly treated against rot. The quality of the skill check (as determined by the rules for ‘Complex Skill Checks’ above) grants the armor a modifier to its Durability check to resist disease as follows: Marginal +2, Ordinary 0, Good –2, Amazing –4. See Chapter 4: Weapons and Armor for more detail on hide armor and Stone Age shields.

Improvise Weapon (Cost 1)

Anyone can pick up a log and bash someone on the head with it. However a skilled character can select a weapon from the natural surroundings that has more durability and more potential uses. This skill allows the character to improvise a hand ax, a club, a staff, or dagger from sticks, rocks, or branches with a successful check result.

The quality of the result determines roughly how many successful hits the weapon lands before a durability check is called for. An Ordinary result allows for 2d6 blows to be landed, a Good check allows for 2d12+2 blows, and an Amazing result indicates that the improvised weapon will not break under normal usage as with other normally crafted weapons. When durability checks are called for, use the rules given for such a case in Chapter 4: Weapons and Armor.

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Weapon Craft (Cost 2 – W)

Weapon Craft allows a character to make any weapon that is of the Stone Age. Higher Progress Level weapons can be made but their accuracy and damage is compromised by the lack of metal components. The rules for making the weapon are the same as found in the Construction-weaponry skill with the exception that a skill check can be made per hour.

Personality Skills

Personality measures a character's interpersonal ability and charisma. This ability and its skills are extremely important as they are used in most circumstances where interacting with others can be a challenge. All Personality skills belong to a special group call Encounter skills. A Personality feat check may be called for to determine a supporting cast member’s initial reaction to the character. A check may also be called for to determine a character's general luck in a situation.

Culture (Cost 3 – D)

This skill helps a character to interact with cultures that are different from his own. The use of this skill assumes that the culture being related to is at least known and understood by other to some degree. Completely alien beings must be approached with the first encounter skill. Use of this skill is almost always an encounter check.

Culture Modifiers

|Simple concepts |-1 |

|Everyday concepts |0 |

|Complex concepts |+1 |

|Etiquette ranks 3 – 5 |-1 |

|Etiquette ranks 6 – 8 |-2 |

|Etiquette ranks 9 – 11 |-3 |

|Etiquette rank 12 |-4 |

Diplomacy (Cost 3 – D)

This specialty skill improves a character's ability to negotiate and reach agreements with members of other cultures. Interaction and its specialty skills are generally used on members of a character's own culture, however a Game Master may allow this skill to be used on those persons as well. Depending on the nature of the issue to be resolved, a simple or complex check may be called for. The use of this skill is directly related to those cultures the character has selected with the etiquette skill.

Etiquette, Specific Skill (Cost 2 – D)

This skill can’t be used untrained.

This skill improves a character's ability to interact with members of a specific culture. As ranks increase the character gains a stronger knowledge of the customs and beliefs of that culture.

← Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated ranks the use of this skill gains a cumulative –1 step bonus.

First Encounter (Cost 3 – D)

This skill cannot be used untrained

This skill represents a character's ability to interact with previously unknown or alien creatures that are intelligent. In a game like this many such creatures can be encountered per game session. Use of this skill always requires a complex skill check and may takes weeks or months to successfully complete. In some ways this skill pioneers relations and cultural understanding when other Culture skills are unusable.

Heraldry (Cost 2 – D, W)

The ability to recognize standards of enemies and allies as well as being knowledgeable of the symbols used by groups and persons to identify themselves can have great value. This skill must specified for a geographic or political region but the DM has the final say on how broad the skill’s application can be.

Aside from being able to tell who is who and how important they are, this skill can also allow a character to create a code of arms or symbol that can be used to increase the moral, respect, or even fear in others. When a standard is designed it can have a Marginal to an Amazing quality which renders a +1 to a –2 modifier to Encounter, Authority, or Fame checks. These effects can be fleeting particularly after a battle or some type of engagement in which the strength and skill of the standards bearer can be ascertained.

It however should go without saying that some symbols can have a great, long lasting effect. The battle standard of a Lich’s undead army may still frighten the ancestors of those who fought such horrors. In today’s world the wearing of a swastika will almost certainly invite comment. In the same fashion symbols can inspire courage and hope. British cavalry and troops have always made a strong dedication to keeping their colors aloft, and the monument of Iwo Jima where marines raise the Stars and Stripes still inspires awe.

Religion (Cost 2 – D, W)

This skill can’t be used untrained.

In a game with so many gods and powers, characters may find it useful to ascertain the various elements of a given faith. Like the etiquette specialty skill a player must specify a specific religion with the purchase of each separate Religion skill. This specific religion can be an entire pantheon or group of deities like Norse, Greek, or Goblinoid, or a specific approach to religion such a Shamanic worship or Primitive faiths and beliefs. In any case this is as broad as the skill should be. Many religions also share similar qualities and as such a character may be allowed to make a skill check with a +3 penalty to determine the aspects of other faiths with the DM’s permission.

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Deception (Cost 5 – D, R)

This represents a character's ability to deceive others in conversation and face-to-face interaction. While this skill can affect the attitude of someone towards the character, those shifts in attitude are not always long lasting. This skill is modified by the target’s Intelligence Resistance Modifier. The greater the level of success achieved, the more convincing the deception appears.

Bluff (Cost 3 – D, R)

This skill increases a character's ability to lie, show false bravado, or to mislead someone. Bluff is used to determine the result of a character's trick, con, or lie. This is the ability to make others believe something that isn’t true.

On a Critical Failure the bluff is seen for what it is and the target becomes hostile or combative. On a Failure the character's patter is considered to be annoying and condescending. On an Ordinary success the check succeeds for the immediate scene however the target’s attitude does not change. On a Good result the target’s attitude towards the character improves by one grade for d8+1 time units after which time he realizes that he was tricked. An Amazing success improves the target’s attitude by two grades and the effect lasts for d12+2 time units.

Bribe (Cost 3 – D, R)

Whenever a character wants to offer money, goods, information, or services to get what he wants a bribe check is called for. If the result of the skill check is a Critical Failure the target’s attitude becomes Combative or Hostile. On a Failure the bribe is refused but the character may try again if he increases the value of the offer. On an Ordinary the bribe is accepted however the target’s attitude towards the character does not change. On a Good result the bribe is accepted and the target’s attitude towards the character is improved by one grade for 2d6 hours or until the character does something to change the relationship. On an Amazing result the bribe is accepted and the target’s attitude towards the character is improved by two grades for 4d6 hours or until the character does something to change the relationship.

The size of the bribe offered may help the initial attempt to succeed. The going rate for bribes varies widely according to the situation but a guideline appears below.

Bribe Examples

|Bribe |Examples |

|10gp |Low risk, minor infraction |

|50gp |Low risk, ordinary infraction |

|200gp |High risk, serious infraction |

|1000gp |Grave risk, deadly infraction |

Gamble (Cost 3 – D, R)

This skill improves a character's proficiency and luck with games of chance. With each purchase of the specialty skill the character selects a different game to be skilled in. With a successful check the character can estimate odds, determine if a game is rigged, count cards, spot a cheater or another skilled gambler, and increase his odds at winning.

Winning can be done honestly or by cheating. If the character plays honestly, the winner in a gambling contest is the person who rolls the highest success. In case of ties to pot increases and rolls are made again. Of course a character can ‘fold’ at anytime. The gambler receives a –2 step bonus if playing against an untrained opponent, no bonus if the opponent has the Deception broad skill, or a +2 penalty against an opponent who has a higher rank in gamble then he does.

If a character decides to cheat the modifiers that apply are –3, +1, and +3. While the chances against skilled opponents are not as good the payoffs are higher, as are the risks. On a Critical Failure the character is caught cheating. On a Marginal result the character wins the pot. If an Ordinary result is achieved the character also wins a side bet equal to one-half the size of the pot. On a Good success the side bet is equal to the pot and an Amazing result increase the side bet to twice the amount of the pot.

Entertainment (Cost 4 – D, R)

This broad skill expresses a character's proficiency in the performing arts. The greater the level of success the character achieves, the more powerful the performance. A Critical Failure indicates some form of bad luck occurs that spoils the performance. An entertainer who only trying show his audience a good time gains a –1 bonus to the attempt. An entertainer out to make a name form himself receives a +1 penalty. If the entertainer has an ulterior motive, trying to shock or stun and audience or distracts them from some occurrence, receives a +3 penalty instead.

Entertainment specialty can also be combined with certain other skills to greater effect. Possible combinations include act or dance with Interaction-seduce, dance with Manipulate-pickpocket or Acrobatics, sing with Interaction-taunt, and musical instrument with Leadership-inspire.

← Ranks 1, 4, 8, & 12 – Enhance Another Skill: A cumulative –1 step bonus is gained to the use of another skill that is used in concert with an Entertainment specialty skill.

All Entertainment skill checks are modified by a target(s) Will Resistance Modifier, if any apply.

Act (Cost 2 – D, R)

This skill represents a talent in playing a part or assuming a dramatic role. It also covers impersonation and the skills of the stage. Act is intended to express a role in the confines of a stage. Using the skill outside of these controlled conditions usually carries a penalty.

➢ Rank 4 – Disguise: At rank 4 the character can use the act skill to change his appearance or to even look like someone else. Applying a disguise requires a complex skill check with the complexity based on how effective the character wishes the disguise to be. Awareness-perception is used to determine is an onlooker can see through the disguise. A +1 to a +3 penalty is applied for an Ordinary to an Amazing quality disguise.

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Chant (Cost 2 – D)

Chant is very similar to the sing specialty skill save that this skill is more attuned too meditative and repetitive ritual vocalizations. Most ‘modern’ characters will not make use of this skill as it is better related to the societies of primitive man, however some groups like Monks or Infantry marching units may also make use of this skill.

Because of it’s repetitiveness and ability to put those involved in the chant into a trance like state, this skill can apply a bonus to certain other skills. Labor or work related skills can be enhanced like stonemasonry or mining. With the DM’s approval some FX abilities that have complex casting times may also benefit from this as well. As a point of note, Calling on Fate (see Chapter 1), the use of a Faith Feat (see Chapter 3 of book 2) or any FX ability from the Spirit Magic broad skill group can always benefit from the chant. Such modifications or bonuses are the same as those for any Entertainment skill.

Dance (Cost 2 – D, R)

This skill represents an entertainer’s ability to follow set steps or improvised movements to the rhythm of music. The greater the success, the more inspiring the dance.

Fortune Telling (Cost 3 – D, R)

Most people realize, to one degree or another, that fortune telling and similar prognostications are false. Yet even still people enthusiastically read their horoscopes and know their zodiac sign by heart. The primary art of this skill is telling people what they want to hear, and for that service people will pay handsomely. This skill uses the same rules as those for other Entertainment skills but the DM, in a fit of creativity, may allow Amazing results to actually have some real effect. Also, the Interaction-interview skill can grant a bonus to the use of this skill as if it were an Entertainment skill.

Juggling (Cost 3 – D, R)

Juggling several items before a crowd can be very entertaining. The difficulty associated with such feats can correspond directly to the amount of money one can earn while making use of this skill. Situation Modifiers for this skill increase in difficulty by the number of items being juggled, whether the items are different than each other, or if they are on fire. These modifiers usually range from +1 to +4 with the DM deciding upon a final number based on these criteria.

The fine art of juggling has a few other applications other than its entertainment value. First of all this skill can be use instead of the Athletics-throw skill (however strength still determines range) if desired. The juggler may also attempt to catch objects thrown at him or her. The base penalty for this is a +2 and like a parry, the character must have a success of equal or greater value. If not then the character takes damage as normal.

Musical Instrument (Cost 2 – D, R)

This skill can’t be used untrained.

Each purchase of this specialty skill must be specified for a particular musical instrument.

Sing (Cost 2 – D, R)

This skill expresses the ability to carrying a note or singing a song. A character with this specialty skill has a strong and melodious voice with higher ranks improving the caliber of a performance.

Ventriloquism (Cost 4 – D, R)

This skill can’t be used untrained.

This is the art of throwing one’s voice so as to make others think that the character (or another person entirely) is somewhere else, or the voice originates from a source like a puppet or a container. The range for this feat is no more than 3 meters but this can be increased by one meter for rank that the character has with this specialty skill.

A person subject to this skill can make an Awareness-perception skill check to recognize a fraud. Critical Failures are obvious while Ordinary to Amazing successes impose a +1 to a +3 penalty to the detection attempt.

Interaction (Cost 3)

Interaction provides a character with the basic skills required in relating to members of the same species or culture. Aside from those modifiers listed on the table below, a target’s Will Resistance Modifier can also apply a penalty to all Interaction skills. It should be noted however that neither Hostile nor Fanatic attitudes can be altered by use these skills. On the other hand the effects of attitude changes are longer lasting than those produced by Deception or Entertainment skills.

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Interaction Modifiers

|Target is different species |+2 |

|Target is different culture |+2 |

|Target/Character relationship: | |

|Strangers |+1 |

|Known to each other |0 |

|Acquainted |-1 |

| | |

|For the bargain skill only: | |

|Opponent has no ranks in bargain |-2 |

|Opponent has ranks in bargain |0 |

|Supply is low |+2 |

|Supply is moderate |0 |

|Supply is high |-1 |

|Demand is low |-2 |

|Demand is moderate |0 |

|Demand is high |+2 |

Bargain (Cost 3 – D, S)

This skill represents the ability to make and close deals of all kinds. It provides a character with the ability to haggle, negotiate, and bluster his way through his way through a deal. The greater the degree of success, the better the deal turns out to be for the character making it.

Charm (Cost 3 – D, R)

This specialty represents a character's ability to change the attitudes of those he interacts with. By presenting himself in a friendly and likable manner he seeks to charm others into giving up something, whether it is actual goods or a change of attitude towards the character. It is not necessary to use this skill on those that already have Charmed or Fanatic attitudes towards the character and the skill cannot be used on those with Combative or Hostile attitudes. This leaves Neutral and Friendly attitudes that can be effected by this skill.

Interview (Cost 3 – D, R)

This skill allows a character to get information from another character. It differs from Investigate-interrogate in the amount of aggressiveness applied; in fact many targets do not realize they are even being ‘interviewed’. Unlike interrogate however this skill cannot be used on Hostile or Combative targets.

Intimidate (Cost 3 – W)

This skill allows the character to threaten another character; forcing him to back down, reveal information, or to cooperate due to fear. It’s not possible to intimidate a Combative or Fanatic person. The degree of success achieved the more cooperative the other character is.

Seduce (Cost 3 – D, R)

The seduce skill represents a character's ability to entice or beguile another character through opening lines, playful conversation, or intimate behavior. To seduce another person is to manipulate their emotions through planned exchanges.

The final goal of seduce is gain the other character's trust or cooperation through romantic overtures. This skill can only be used on those whose attitudes are Friendly or better. To accomplish this an Ordinary result or greater is required.

Seduction doesn’t last forever. If the target becomes Charmed, the seduction works well enough that seduce checks are only required once per week, in which the character feigns a continued interest in the seduced party. If the target becomes Fanatic the seduction works so well that they fall in love with seducer.

Every time the seducer asks for a favor the seduced character makes a Will feat check. A +1 penalty applies if they are Charmed, and a +3 penalty applies if they are Fanatic. If the Will feat check is passed their attitude shifts one step towards Neutral. Once the seduced character's attitude shifts to Friendly, he or she no longer behaves as though seduced.

Taunt (Cost 2)

This skill represents the character's ability to trade insults. A successful check can cause and opponent to become rattled or even attempt an action he knows is against his best interest. This skill has no effect on Charmed or Fanatic persons.

On a Critical Failure the target uses the insult to fuel his own rage, gaining a –2 step bonus to his next action. On a Failure the taunt has no effect. On an Ordinary to an Amazing success the target suffers a +1 to a +3 penalty to their next action. In the case of an Amazing result the target’s attitude shifts on step towards Combative. Generally this skill can only be attempted on an individual once per scene. Taunt is modified by the targets starting attitude.

Taunt Modifiers

|Target is Combative |-2 |

|Target is Hostile |-1 |

|Target is Neutral |0 |

|Target is Friendly |+1 |

Leadership (Cost 4)

This skill expresses a character's ability to coordinate others into effective groups so that they perform better. Only one character can assume the role of leader at a time. Using the skill costs an action and provides a –1 step to bonus to all actions performed in the remainder of the current round and all of the next round. The skill check is modified by the attitudes of the targets and any modifiers shown on the table below.

Leadership Modifiers

|Targets are use to being lead |-2 |

|Targets recognize leader’s authority |0 |

|Targets don’t recognize leader’s authority |+2 |

On a Critical Failure the leader confuses his followers, who receive a +1 penalty instead. No further Leadership checks can be made this scene.

On a Failure the followers receive no bonus, but the leader may attempt another check in the next round.

On an Ordinary result as many as two followers receive the bonus for the remainder of the current round and all of the next round.

On a Good success as many as four followers can receive the leadership bonus.

On an Amazing success as many as six followers can receive the leadership bonus.

← Ranks 4, 8, & 12 – Increased Effect: At the indicated ranks the character gains a cumulative –1 step bonus to the use of either specialty skill.

Command (Cost 4 – D, W)

This specialty skill improves a character's ability command others as per the rules of the broad skill.

Inspire (Cost 4 – D, W)

This skill can’t be used untrained.

This skill represents the ability to command by example. The skill is used basically in the same that Interaction-charm is used. The one major difference is that inspire can be used Hostile and Combative targets.

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One the most common tools that characters have to deal with threats and enemies is their weapons and armor. While skills and magic can save the day, having a trusty weapon is usually a good idea. This chapter is divided into to several groups, each detailing a different weapon group as well as armor. There are Melee Weapons, Ranged Weapons, and Heavy Weapons. Armor is described at the end of the chapter.

Progress Levels

Weapons through the ages have changed a lot. While each new age brings changes in weapons and armor, the fantasy setting has a strange way of holding onto the past. It should be no surprise to find characters with a variety of Progress Level gear. A Warrior may have a Musket (PL3), and a Hand Ax as back up (PL1). Similarly he may also wear Leather Armor, Chain Mail, or a Leather Coat; all of which may be normally available.

Each progress level adds a new concept in the way that weapons are made and used. The progress levels below are considered standard. This means that in the ‘normal’ course of time, these are the way in which weapons and armor will evolve. This is not always the case however. Some worlds may proceed from The Iron Age straight into the Magic Age depending on circumstances and common knowledge. Others may have never had a Stone Age (a product of divine genesis) being brought into the world with Middle Age technology. Chapter 7: The Campaign will discuss these options in more detail, but for now we will concentrate on weapons and armor.

Progress Level 0: The Stone Age

Stone Age weapons are primarily made of bone, stone, or wood. It should be said that not just any piece of timber can serve as a club, staff, or spear. If a player uses some part of his or her surroundings as a weapon, Stone Age weapons are the models for their use. Stone Age weapons are the most basic weapons that can be found. For rules purposes a small tree branch that is used as a club must make Durability check every time it is used to strike an opponent. If it fails the check then it suffers the same amount of damage caused to the target.

The art of making lasting Stone Age weapons is accomplished with the War Craft-bow craft, weapon craft, and crude armor skills. Armor from this progress level is little more than the hides of animal roughly sewn together. It may be possible that the protection offered by the armor was discovered later, after it was used to keep the primitives warm during Ice Age conditions.

Progress Level 1: The Iron Age

The discovery of iron and other metals greatly enhances the quality of weapons. As agrarian societies grow and people begin to specialize in lines of work, much advancement becomes possible. The strongest force of civilization in this type of progress level would be one that is similar to the Roman Empire at its peak. This is also the time period that heavy weapons make their presence known (and felt).

Progress Level 2: The Middle Ages

The Middle Ages (or the Dark Ages as it is sometimes called) features an increase in the knowledge of metallurgy. As tall castle walls are built, larger more dangerous siege equipment is invented. This age is the height of grand and full-bodied armor as well. This is the progress level most often identified with the standard fantasy game world. AD&D campaigns like Greyhawk, the Forgotten Realms, Dragon Lance, and Birthright all belong to this age.

Progress Level 3: The Age of Gunpowder

The discovery of gunpowder and its application to firearms changes the manner in which war is waged. Heavy armor is now a liability in front of the gun. However, melee weapon technology continues to increase with the introduction the rapier, a thin but deadly weapon, and the cavalryman’s saber; both of which favor fast movement and mounted combat.

Progress Level 4: The Tinker Age

Miniaturization of gears and clockworks makes the use of ‘tinkered’ weapons by an individual possible. While firearm technology continues this age introduces the Arrow Gun, a tinkered device that while being simple in concept is deadly in application. Melee weapons development still persists, but is usually a product of support to the use of firearms, like the Bayonet.

Progress Level 5: The Age of Magic

This age represents the possibility that as a fantasy setting grows and ages the knowledge of magic becomes more common place. Alteration and Enchantment spells allow for objects to possess long lasting charges without the time consuming (and often expensive) process of enchanting an item. While standard FX items can appear in all progress levels, the wonders of this age are common place and fairly easy to manufacture.

Weapons Rules

Before delving into the weapons and armor lists lets take a moment to understand some common rules shared by several types of weapons. These rules may apply to some or all of the weapons that will be detailed later. For now, review the rules and keep them in mind as you read further.

Throwing a Weapon

Most melee weapons can be thrown. How effective they are when this is done can be another story. The Range Modifiers table below presents a thrown weapon with one of three options. If the “Skill’ entry for the weapon indicates the use of the Throw skill, then the weapon uses the throwing Situation Modifiers for the ‘Designed for throwing’ entry found on page 57 of the Alternity Player's Handbook. Otherwise the weapon is either a ‘Not for throwing’ or ‘Heavy’ weapon depending on its type. Common sense should be used in this case. A spear or a hand axe is normally ‘Not for throwing’ while a lance or a long sword are ‘Heavy’.

This provides us with a rule that AD&D never did. Can a character throw his long sword at an enemy? Yes! It may not have a rousing effect, but a character can do this none the less. In accordance with the skills in chapter 4, a character could take the Athletics-Specific skill great ax throwing if it is desired.

Weapon Quality

As mentioned in Chapter 3: Skills the results of a Crafting skill can determine the quality of a weapon in several ways. To review these modifiers refer to the table below.

|Category |Penalty |Bonus |

|Accuracy |+1 step |–1 step |

|Damage |–1 point |+1 point |

|Durability |–1 |+1 |

|Actions |–1 |+1 |

|Range |–10% |+10% |

These adjustments are not cumulative; each can only be selected once by the smith crafting the weapon. A Marginal weapon has a single penalty. Good quality weapons have a single bonus and Amazing weapons have three different bonuses.

Hands

‘Hands’ is presented as an optional rule that indicates how many hands are required by the character to use the weapon in question. Each weapon listed on the table for Melee Weapons is given a number that indicates how many hands (two at the most) are required to wield the weapon properly. Some weapons, like those of giants, require more ‘Hands’ to use. The Character Size table in Chapter 1: Hero Creation gives details on how ‘Hands’ can be modified for characters with differing mass.

Melee Ranges and ‘Reach’

Typically speaking, if a character can physically reach an opponent during a phase then they may attack that person with a melee weapon. When hex or square grid maps are used however, a little more detail may be needed. The general rule is that if the scale of the map is one meter per space then a character can attack any person within or adjacent to their space.

Polearms add an extra consideration to this rule in that they have a reach bonus. Each weapon of this group includes this information in its description. The reach bonus allows the character an ‘attack area’ which is usually two or three meters out from the character’s space. Individual weapons give their own details for this rule.

Range Modifiers

The table below sums the numerous range modifiers for all types of weapons used in this game. Note that ‘Heavy’ is for throwing large objects not for Heavy Weapons themselves.

Range Modifiers

|Type |Melee |Short |Medium |Long |

|Direct Fire / Rifle |+1 |-1 |0 |+1 |

|Bow / Crossbow |-1 |-1 |+1 |+2 |

|Indirect Fire |+4 |+2 |-2 |0 |

|Designed for Throwing |-1 |-1 |+1 |+2 |

|Not for Throwing |+1 |+1 |+2 |+3 |

|Heavy, thrown |+4 |+4 |N/A |N/A |

|Pistol |-1 |-1 |+1 |+3 |

The ‘Melee’ column indicates the use of ranged attacks against an opponent that is within melee range that phase; not a modifier for melee weapons themselves. Some weapons may not be able to be used in this fashion (like catapults) as determined by the DM or stated in the rules for a weapon.

Melee Weapons

Melee weapons are described below in the order of the Progress Level in which they appear.

PL 0: The Stone Age

Stone Age weapons are simple in concept and form the base for most other weapons used in higher progress levels.

Club

The club may very well be the first weapon ever used by early man. In a pinch a table leg, belaying pin, branding iron, or other sturdy piece of wood can be used as a club.

If characters want to creative and arm a club with spikes then use the statistics for a mace.

Dagger

All knives, stilettos, and other such weapons are included in this category (except for the bayonet and the combat knife described later).

Punch

The punch is the basic unarmed attack available to a person who lacks claws or other natural weapons. While doing the least amount of damage when compared to other melee weapons, they are free and can be used as often as the character has actions.

Quarter Staff

The simple but effective Quarter Staff remains a highly popular weapon even into Progress Level 5 and above. The accuracy of –1 step also makes the weapon very appealing to those who do not express a desire to expand their weapons training (like Arcane Adepts for example).

Spear

The spear grants a reach bonus of one meter outside of the normal melee range allowed. Primitive spears are not good throwing weapons but, if the DM allows, more advanced spears can be allowed to use the modifiers for ‘Designed for throwing’ weapons.

PL 1: The Iron Age

The introduction of metal allows for a multitude of arms and armor. The highlights of this age are gladiators armed with short swords and wearing leather armor.

Cestus

This is the more dangerous brother of the Gauntlet. The cestus is a favored gladiatorial weapon and the damage it can cause is considerable for unarmed combat. Because of their reputation, a person wearing cestus looks like he wants to fight and they can attract unwanted attention if worn casually.

Chain

The chain is a weapon that is about 2 meters or more in length and has a weighted end. A chain can be used to thrash a target causing the indicated damage, or it can be used as a whip to intimidate or entangle opponents. Being somewhat clumsier than a leather whip, intimidation attempts are made at a +1 penalty, however their increased weight a +1 penalty is applied to the first attempt made by an overpowered target to free themselves.

Gauntlet

This weapon is a metal sheath that fits over the outside of the hand, providing slightly better damage in a fistfight. Gauntlets are considered a natural part of suits of plate mail armor.

Hand Ax

A tool that became a weapon, the hand ax consists of a short wooden handle with a heavy, single-edged cutting head. Primitive axes can be made from carving stone, but the majority of axes at higher progress levels have metal heads.

Lasso

The purpose of a lasso is to entangle a target or to ensnare an object. The lasso uses all of the rules for the whip (see Chapter 3: Skills) except that it does not cause damage and only has the called shot/entangling options available. Game Masters may decide that improved use of a lasso requires the Athletics-specific skill. If so the lasso should still gain the Called Shot and Increased Effect rank benefits given for a whip.

A lasso is a ‘Designed for Throwing’ weapon.

Mace

A mace is a club with a blunt stone or iron head fitted to one end. Some of these heads may be studded, flanged, or spiked.

Net

The net, as a weapon, is a 3 to 4 meter circular net with weights around the edges and a trailing rope used to guide the net and pull it away. It is usually folded in such a way that it twirls open when thrown. It is tossed with one hand, while the other hand holds the guide rope.

A successful hit indicates that an opponent is trapped any must try to break free with a Strength feat check. If the attack was Good then an additional +1 penalty applies, and if the attack was Amazing a +3 penalty applies instead. A netted person losses one step to any strength or dexterity Resistance Modifier they may have, even if this provides a –1 step bonus to an attacker.

If a net is thrown and misses it is open and unfolded. Refolding a net requires an action and using an unfolded net imposes a +1 penalty to its use. Nets may also be used to parry or perform certain called shots like disarm normally with no undo penalties as long as they are folded.

A net is a ‘Designed for Throwing’ weapon.

Sickle

Favored among nature priests and Druids due to its ties to agriculture, the Sickle is a farming tool that can be used in times of war

Scourge

A Scourge is a short whip with several tails or thongs. Each thong ahs metal barbs, broken glass, or other sharp fragments along its length.

The scourge is often associated with torture and is rarely used by heroes. Those that regularly use such weapons are generally associated with organizations that rely on torture or with religions that promote pain and cruelty.

Short Sword

The short sword consists of a handle designed for one-handed use and a blade that’s longer than a dagger’s. The blade is pointed and used for thrusting.

Trident

Tridents have a reach of one meter, which is the same as that for a spear. Tridents are not generally used for combat as they are fishing tools (to which they add a –1 bonus) but may find themselves on the battlefield in coastal areas or in the hands of sea-going races.

Whip

The majority of the rules concerning a whip are in Chapter 3: Skills. Whips also have a ‘reach’ that extends out by one meter beyond the character’s melee space.

PL 2: The Middle Ages

Having had several centuries to experiment, melee weapons know grow large in size and lethalness. Also, the lance becomes a weapon of choice among knights. Polearms also undergo many changes that allow them to differ in use than the spear.

Broad Sword

The heavy, double-bladed broad sword features a meter-long blade designed for both cutting and slashing.

Melee Weapons Table

|Weapon |Skill |Acc |Damage |Actions |Hands |Hide |Mass |Cost |

|Progress Level 0: The Stone Age |

|Club |Bludgeon |0 |d4+1s/d4w/d4+1w |3 |1 |+1 |2 |1cp |

|Dagger |Blades |0 |d4w/d4+1w/d4+2w |4 |1 |+3 |1 |2gp |

|Punch |Brawl |0 |d4s/d4+1s/d4+2s |4 |1 |N/A |N/A |N/A |

|Quarter Staff |Bludgeon |-1 |d4+1s/d4+3s/d6w |3 |2 |- |2 |1sp |

|Spear |Polearms |0 |d4w/d4+2w/d4m |3 |1 |- |2 |8sp |

|Progress Level 1: The Iron Age |

| Cestus |Brawl |0 |d6+1s/d4w/d4+2w |4 |1 |+1 |1 |1gp |

|Chain |Whip |+2 |d6+1s/d4+1w/d6+1w |3 |2 |+1 |3 |5sp |

|Gauntlet |Brawl |0 |d4+1s/d4+2s/d4-1w |4 |1 |+3 |1 |5sp |

|Hand Ax |Blades |0 |d4+1w/d4+2w/d4+3w |3 |1 |+2 |1 |1gp |

|Lasso |Throw |+1 |Special |1 |2 |+3 |0.5 |2sp |

|Mace |Bludgeon |0 |d6+1s/d4+1w/d6+1w |2 |1 |+1 |2 |8gp |

|Net |Throw |0 |None |1 |2 |+1 |3 |5gp |

|Sickle |Blades |+1 |d4w/d4+1w/d4+2w |2 |1 |+2 |1 |6sp |

|Scourge |Whip |0 |d4+1s/d6+1s/d4+1w |2 |1 |+2 |0.5 |1gp |

|Short Sword |Blades |0 |d4w/d6w/d6+2w |3 |1 |+1 |2 |10gp |

|Trident |Polearms |0 |d4+1w/d6+1w/d4+1m |3 |1 |- |2 |15gp |

|Whip |Whip |0 |d4s/d6s/d4w |2 |1 |+2 |0.5 |1sp |

|Progress Level 2: The Middle Ages |

|Broad Sword |Blades |0 |d4+2w / d6+2w / d4m |2 |1 |- |4 |15gp |

|Flail |Bludgeon |+1 |d6+2s / d4+2w / d6+2w |2 |1 |- |4 |10gp |

|Great Ax |Blades |+1 |d6+1w / d6+2w / d4+1m |2 |2 |- |5 |5gp |

|Great Maul |Bludgeon |+1 |d6+1s / d6w / d6+1w |2 |2 |- |5 |2gp |

|Great Sword |Blades |+1 |d6+2w / d8+3w / d4+1m |2 |2 |- |7 |50gp |

|Lance |Jousting |+1 |d4+2w / d4+4w / d6m |1 |2 |- |10 |10gp |

|Long Sword |Blades |0 |d4+1w / d6+2w / d4+1m |3 |1 |- |4 |15gp |

|Pole Arm |Polearms |+1 |d6+1w / d4+3w / d4+1m |1 |2 |- |5 |7gp |

|War Hammer |Bludgeon |0 |d6+1s / d4+1w / d6+1w |3 |1 |+1 |2 |2gp |

|Progress Level 3: The Age of Gunpowder |

|Cutlass |Blades |+1 |d4+1w / d6+1w / d6+3w |3 |1 |+1 |3 |12gp |

|Rapier |Blades |-1 |d4w / d4+1w / d4+2w |3 |1 |+2 |1 |15gp |

|Saber |Blades |0 |d4w / d4+2w / 2d4+1w |3 |1 |+1 |2 |17gp |

|Progress Level 4: The Tinker Age |

|Bayonet |Blades |+1 |d4w / d4+2w / d4m |3 |2 |- |2 |8gp |

|Blast Hammer |Bludgeon |+1 |d6+1s / d6w / d6+1w |1 |2 |- |6 |50gp |

|Cavalry Sword |Blades |0 |d4w / d4+2w / 2d4+1w |3 |2 |+1 |2 |30gp |

|Combat Knife |Blades |0 |d4+1w / d4+2w / d4+3w |4 |1 |+3 |1 |25gp |

|Progress Level 5: The Magic Age |

|Sheath Weapon |Varies by type |+ ‘-1’ |Varies by Type |varies |varies |varies |varies |base x50 |

Flail

The common threshing flail, modified for war, is a potent weapon. It consists of a sturdy wooden handle attached by a chain to an iron rod, a spiked rod, or a spiked iron ball.

Great Ax

This weapon consists of a stout wooden shaft, 2 meters long, with a curved, single-edged blade at one end. It does impressive damage but takes two hands to wield.

Great Maul

A large and often clumsy weapon, the great maul rarely finds use on the battlefield. This weapon consists of a heavy wooden hammer that is iron bound for additional support. Like a Great Ax, this weapon requires two hands to wield properly.

Great Sword

Great swords include all types of large blades that require a medium sized person to use two hands when wielding. A Great Sword is similar in appearance to a Broad Sword but is long, almost 2 meters.

Lance

The term ‘lance’ originally referred to spears wielded by footmen and cavalry. It eventually referred on to cavalry spears. Generally, the lance is a long shaft of tough wood with an iron head in the shape of a laurel or willow leaf, with cutting edges and a sharp point to penetrate armor. The Lance is designed to be gripped close to one end. A lance usually features a rest, an important part of the lance that helps to absorb some the impact of a landed blow and to help prevent dropping the lance all together.

Using a lance relies on the Athletics-joust skill and it is used in tandem with Animal Handling-animal riding. Lances use the combat rules for Mounted Combat as described in Chapter 8: Gamers in Action of this book.

Some lances are also fitted with blunt ends for tournaments where deadly and severe injury is not desired. The blunted end lowers the wound damage to stun damage, and mortal damage to wound damage.

Long Sword

This sword is a longer version of the broad sword and may be more common than the broad sword in some locations. Most long swords are designed for use with one hand however some are made with a longer grip. These swords are typically called Bastard swords and allow the wielder to apply a +1 to damage when used two-handed but the Actions allowed by the weapon becomes a 2 instead of 3.

Pole Arm

These long modifications to the common spear have a reach of two meters beyond the normal melee space of a character. The down side of this is that polearms cannot be used on opponents who are within one meter of the character. For this reason most soldiers who carry a pole arm also have a dagger of short sword for back up. It requires two hands to use a pole arm.

Polearms may also have other features that are attributed to the variety of ‘heads’ that have been made for them over the ages. Such options are discussed in the Weapons Options section at the end of this chapter.

War Hammer

The war hammer is a descendent of the Lucerne hammer, a type of pole arm, designed for use by a mounted soldier. Since that time war hammers have grown in popularity as a foot soldiers primary weapon. A typical war hammer has a short, metal reinforced wood shaft and a metal head. Must heads have a spiked tip, a blunt side, and another spiked side opposite of the blunted head.

Some assumptions of a war hammer’s appearance feature it as a solidly blunt weapon. If a player desires that type of weapon, use the statistics for a Mace instead. War hammer can also be used as tools and can even aid in climbing or skills like Construction-carpentry.

PL 3: The Age of Gunpowder

With the introduction of firearms, melee weapons begin to take a back seat in the arena of warfare. Variations of the sword grow, while development of in other personal arms slows down.

Cutlass

The weapon made famous by pirates, the cutlass features a curved, single-edged blade with a heavy basket hilt. If desired the basket hilt can be used as a Gauntlet.

Rapier

With the demise of armor on the battlefield, the rapier came into use as the gentleman’s weapon of choice. A long, straight sword with very little cutting power, the rapier is primarily used as a thrusting weapon.

Saber

The favored hand-to-hand weapon of the cavalry, a saber has a slightly curved, double-edged blade that gives maximum slashing power.

PL 4: The Tinker Age

Tooling and increased technology allows for the introduction of several types of melee weapons in an age dominated by firearms and tinkered weapons.

Bayonet

Originally a dagger crudely attached to a fire arm’s muzzle, the bayonet eventually becomes a standard attachment. In effect, a bayonet turns a rifle into a spear.

Blast Hammer

Originally intended as a tool to blow open doors and locks, the blast hammer is a maul with a shape-charged explosive in the head. When the hammer lands a blow it inflicts damage as a great maul, and then it detonates with a force equal to that of a grenade except that there is no area of effect. The quality of the attack result determines the damage for the explosion. Therefor a Good result does good damage for both a great maul and a grenade. Critical Failures with this weapon cause the head to explode as a grenade normally does including the area of effect.

It goes without saying that this is a one-shot weapon.

Cavalry Sword

Historically designed by the British in 1908, this is a perfect thrusting weapon. In ways similar to a lance, the cavalry sword allows for the horse’s strength modifier for damage to be used if it is higher than that of the mounted soldier. This rule is described in Chapter 8: Gamers in Action.

Combat Knife

Advanced tooling and knowledge of metallurgy allows for a more durable and dangerous blade. Combat knives typically have channels, teeth, and groves to maximize the damage they cause when impaled into an opponent. In essence, the combat knife is a dagger of good quality. The tooling and crafting of the weapon considers that advancements in crafting these weapons allow for the automatic inclusion of the “Damage +1” weapon quality.

PL 5: The Age of Magic

While magical items have been apart of all previous ages, Progress Level 5 represents the concept that the creation of FX items is made routine and easy. Weapons and armor from this age strongly resemble their standard magical cousins as described at the end of this chapter and in chapter 13 of book 2.

One of the abilities of weapons in this age is the use of Invocation magic to create an energy version of a standard arm. These weapons resemble a standard weapon of that type except in the area of the handle; which is hollow. Inside the handle are two gems empowered with magic that when touch together, by activation of a button on the handle, the weapon is enshrouded with a cloak of magical energy. The net effect is that the weapon causes Energy damage instead of Low Impact damage. In addition the accuracy of the weapon improves by one step. These factors are in addition to any Quality or Magnitude bonuses a weapon may have (see Magic Weapons & Armor at the end of this chapter).

The gems have enough power for 25 uses, and each use provides 10 minutes of power. Even in a PL5 environment, these weapons are expensive. Multiply the base cost of the weapon by 50 to determine their average costs.

Sheath Weapon

The Sheath Weapon is a generic name for weapons that use the details discussed above. Virtually any melee weapon can be used in this manner unless the Game Master feels otherwise. Ranged and Heavy Weapons do not use these rules. They have PL5 weapons of their own.

Ranged Weapons

When you can attack your enemy from afar you reduce the risk to yourself. Ranged weapons have been around since the dawn of time and remain the most valuable of weapons on the battlefield.

PL 0: The Stone Age

Primitive ranged weapons remain simple, but are often commonly used even in higher progress levels. It should come as no surprise that a culture’s police force may use a modern bola, or slings to hurl explosive rounds in combat.

Atlatl

Being nothing more than a short stick with an angled handle and a grove along its length for an arrow or dart, the atlatl is a simple but useful weapon. As the predecessor to the bow, atlatls were probably the first weapons to allow mankind to ‘reach out and touch someone’. An atlatl uses the equivalent of a short bow’s arrow for ammunition. Game Masters can make exception where they deem they are needed.

Blowgun

An excellent hunter’s tool, blowguns find modern use in the hands of assassins and bounty hunters. At all progress levels, poisoned darts are preferred. As stated for the Ranged Weapons-blowgun skill, range modifiers are used for thrown weapons however range itself is based on the users Constitution score instead of Strength. This is derived from the rules governing ‘holding one’s breath’ and represents the endurance and power from a sharp exhale.

Bola

The bola is a ranged weapon that operates much like a lasso or a net in that the idea is capture prey by entanglement. Use of a bola uses Overpowering rules and the +1 accuracy modifier already considers the penalty for and Overpowering attack. A successful hit forces the target to make a Strength feat check to resist entanglement. Good and Amazing results of a hit imposes an additional +1 or +2 penalty to the feat check.

Regardless of whether a target is entangled or not, a successful hit causes the indicated damage. A bola that is held in hand can also be used to parry attacks or disarm opponents normally.

Boomerang

Boomerangs are useful hunting tools in that they have the special ability to arc and return to a point close to where they were thrown. If a failure is the result of a throw the character can immediately make another throw skill check to attempt to catch the boomerang. The boomerang will return in the next phase of the round, but it does require an action to catch the boomerang upon return.

Rock, thrown

Perhaps the first missile weapon used, a thrown rock is always the last resort but is usually a plentiful weapon.

Short Bow

This is a simple bow mad from a single piece of wood. Even in higher progress levels, the short bow remains a very common weapon for hunting.

Sling

This weapon is a simple looped strap in which a stone is whirled and then let fly. Small stones originally serve as ammunition, however at PL 1 and higher metal bullets are used which increase the range by 10 meters per category.

PL 1: The Iron Age

Versions of Stone Age weapons remain however they are fitted with iron or bronze heads. This age also enhances older ranged weapons and adds a few unique weapons as well.

Dart

Darts are small throwing weapons that can resemble small knives or crossbow quarrels. The dart is quick, makes an excellent throwing weapon, and is very easy to throw in mass. If a character wants to throw two darts in the same phase, then a +1 penalty is applied to first dart and a +2 penalty to the second. Characters with 3 or 4 attacks may throw more darts however the penalties are cumulative so that throwing four darts incurs a +1, +2, +3, and +4 penalty for each dart thrown.

Elven Bow

Elven bows are culturally specific short bows that rely on exact curves and meticulous detail to provide better accuracy and damage. Elves do not generally sell these weapons as a factor of their culture; they are more often rewarded to friends and heroes. The price given generally reflects a sale where an elf is not concerned.

Grenade, Fiery

This weapon is a small liquid container filled with a mixture of pitch and Greek Fire that is lit before throwing. When it hits the contents splash and combust providing for a limit area of effect of 1/2/3 meters.

Though simple in nature, this grenade is used in future Progress Levels by mobs and terrorists as they can be mass-produced easily and at little cost.

Javelin

A light throwing spear, sometimes fashioned from metal, the javelin is often used in hunting. Its balance and mass make it an ideal throwing weapon, increasing the wielder’s normal throwing range by 50 percent in each category.

Strength Bow

A strength bow is made from hardwoods, which gives a normal short bow a greater pull and released force. The ranges for this bow use modifiers for bows but the distances are determined by the user strength times 2 per category. While this gives the weapon greater ranges for strong persons, weaker shooters can find he strength bow to difficult to utilize properly. A side effect of the bows increased pull is that the user can add any bonuses for a high strength score to the damage of the weapon.

The trick of having a high strength comes into play when the bow must be strung. This is achieved by a strength contest between the bow and the character using the character vs. character rules. Most strength bows are assumed to have a strength score of 11 but others may be higher like the bow of Odysseus.

PL 2: The Middle Ages

Tinkering introduces a system of mechanisms that allow for the birth of the crossbow. While the concept is simple, it will act as a catalyst for future weapons that rely on complex moving parts. This age is however dominated by the long bow.

Crossbow

Consisting of a bow mounted crosswise on a wooden or metal stock, the crossbow is fired much like a gun. Although slower and clumsier than a lone bow, it out-ranges the bow and has superior striking power.

It takes one action to load a crossbow, and one action to fire it.

Harpoon

Primarily designed as a hunting weapon, the harpoon can be used in times of defense. When successfully used against a target, damage is determined normally. The harpoon may also be used in melee if the character is pressed. This use of the harpoon requires the Melee Weapons-pole arm skill; and damage is treated as a spear.

When used to attack large game, the harpoon can be especially deadly. After a successful hit, which causes at least one point of primary damage, the target can make a strength feat check to snap the line or be freed of the harpoon. Doing so however inflicts an additional 1d4+1w on the prey. After every failed strength feat check (Game Masters can determine the intervals between checks) the beast must also roll a Stamina-endurance check to resist fatigue.

Heavy Crossbow

While somewhat clumsier and slower than the standard crossbow, this weapon does enjoy a much greater range. As such, the heavy crossbow is a preferred weapon for snipers and assassins.

Like the standard crossbow, it takes one action to load the heavy crossbow and one action to fire it.

Long Bow

A famous weapon, the long bow actually exceeds many firearms in range, accuracy, and rate of fire and does nearly as much damage. The long bow remains a weapon of choice long after the introduction of firearms.

Repeating Crossbow

A variation of the crossbow, this version features an ammunition box mounted on top of the weapon and a pull-bar that allows the weapon to loaded and fired in one action. This feature however reduces the crossbows pull so that both range and damage are reduced. Normally the ammo box can hold 10 quarrels.

PL 3: The Age of Gunpowder

The introduction of firearms begins in this progress level. The first weapon of this type is the Arquebus and is later followed by better options. Some Game Masters may feel that the Arquebus is the height of firearm technology in his or her campaign.

Arquebus

The first firearm invented by man, the Arquebus is a crude matchlock weapon that is best used in a volley of fire instead of sniping.

Grenade, Powder

This grenade is a small metal ball or tube that is packed tightly with gunpowder and includes a fuse. The area of effect for the Powder Grenade is 2/4/6.

Hand Crossbow

Originally created by the Drow, this little weapon is most effective when the tip of the quarrel is coated with poison. The hand crossbow is placed at this progress level in terms of human engineering and assumes that humans and other surface dwellers develop the weapon later than the Drow. This can be changed if the Game Master feels that it is necessary.

Long Rifle

This firearm features a lengthened barrel and fires a smaller shot. While accuracy and range are improved, the damage is not as good.

Musket

The most overall successful weapon of the age, the musket fires a large ball that deserves respect.

Wheel Lock

The Wheel Lock is little more than a hand held version of the Arquebus. Being the first pistol sized use of a firearm the wheel lock offers a Hide factor and is a good weapon for short-range conflicts in the opening phases.

PL 4: The Tinker Age

Vast improvements on firearms take place during this age. Tinkering and continued miniaturization of gears and springs also makes wonders like the needle gun and the automatic crossbow possible.

Automatic Crossbow

This marvel appears near the end of this age. The auto-bow, as it is often called, is basically a smaller version of the Arrow Gun. While the damage is less, this weapon provides any common soldier the ability to establish a base of fire and to use suppressive fire as well. As such, the repeating crossbow allows for both burst and auto-fire capabilities.

The weapon resembles a crossbow and is held the same way. When the powerful spring is pulled back the weapon has enough potential energy to fire 30 quarrels before losing sufficient strength. The auto-bow features a top mounted box with a cache of 30 quarrels.

Using the automatic crossbow requires the Ranged Weapons-automatic weapon specialty skill. A character may also use the crossbow skill instead but does not gain the use of any rank benefits specifically for crossbows. Range modifiers for an automatic crossbow are the as for normal crossbows.

Carbine

The carbine is essentially a caviler with a rifled barrel and a conical shot called a mini-ball. The range and accuracy of this weapon combine into a deadly combination, however this weapon remains rare and hard to get until the end of this age.

Caviler

The caviler is an improvement on the musket and the long rifle and is the most common firearm of this age. Relatively light in weight, the caviler is a favored weapon by mounted cavalry and usually accompanies the cavalry sword.

Grenade, HE

As the demolition skill comes to full appreciation in this Progress Level, it’s use as a weapon is only a matter of time. The grenade featured here is a small canister made of iron, which is then packed tight with gunpowder and alchemical substances of an explosive nature. Often times they are also filled with small slivers of iron of blunderbuss shot.

Early grenades may require a short fuse to be lit before throwing. Later, more advanced models feature a cap that when pulled off ignites an internal fuse that burns quickly. The High Explosive Grenade has a 2/6/10 meter area of effect.

Needle Gun

Little more than a glorified ‘rubber-band gun’, this weapon is the smaller cousin in the Arrow-Gun and Automatic Crossbow family. The needle gun only holds ten needles and is therefor good for only one auto-fire attack or up to three bursts. Though the range of the weapon leaves little to be desired, many needle gun darts are tipped with poison.

Nevertheless it is small and easy to use, and is often favored by proper ladies over crude handguns. While this weapon uses the Ranged Weapons-automatic weapon skill, a character can use the pistol skill at his full rank. However, no rank benefits for using a pistol apply while using the needle gun. Range modifiers for a needle gun are the same as for pistols.

Star Wheel

As the caviler is an improvement on the Arquebus, so is the star wheel to the wheel lock. Sleek and far more accurate, the Star Wheel becomes a favorite officer’s side arm.

Ranged Weapons Table

|Weapon |Skill |Acc |Range |Damage |Actions |Mass |Hide |Cost |

|Progress Level 0: The Stone Age |

|Atlatl |Throw |+1 |By STR x2 |d4w / d4+1w / d4+2w |2 |0.1 |+2 |1sp |

|Blowgun |Blowgun |+1 |By CON |d4-2w/d4-1w/d4w |3 |0.1 |+2 | |

|Bola |Throw |+1 |By STR |d4s/d4+2s/d4w |1 |1 |+1 |2sp |

|Boomerang |Throw |0 |By STR |d4s / d4+2s / d4w |1 |0.1 |+2 |5sp |

|Rock, thrown |Throw |+1 |By STR |d4s/d4+1s/d4+2s |4 |0.1 |+4 |- |

|Short Bow |Bow |+1 |20/40/100 |d4w / d4+2w / d4+3w |3 |1 |- |30gp |

|Sling |Slings |+1 |10/20/60 |d4s / d4+2s / d4w |2 |0 |+2 |5cp |

|Progress Level 1: The Iron/Bronze Age |

|Dart |Throw |0 |By STR |d4-1w / d4w / d4+1w |4 |0.1 |+3 |5sp |

|Elven Bow |Bow |0 |30/75/150 |d4w/d6w/d4m |3 |1 |- |100gp |

|Grenade, Fiery |Throw |+1 |by STR |d4w/d4+2w/d4+3w |1 |0.5 |+3 |1gp |

|Javelin |Throw |0 |By STR x 50% |d4w / d4+1w / d4+2w |1 |1 |- |5sp |

|Sling Staff |Throw |+2 |10/20/50 |d6s/d6+2s/d6w |1 |3 |- |2sp |

|Strength Bow |Bow |+1 |By STR x 2 |d4+1w / d6+1w / d4m |2 |1 |- |90gp |

|Progress Level 2: The Middle Ages |

|Crossbow |Crossbow |0 |50/100/250 |d4+2w/d6+2w/d4+1m |1 |2 |+1 |35gp |

|Harpoon |Throw |+1 |By STR |d4w / d6w / d4+1m |2 |5 |- |20gp |

|Heavy X-bow |Crossbow |+1 |75/150/350 |d4+2w / d8+1w / d6m |1 |3 |- |50gp |

|Long Bow |Bow |+1 |40/80/200 |d4+1w / d6+1w / d4m |2 |1 |- |75gp |

|Repeating X-bow |Crossbow |+1 |40/80/150 |d4+1w / d6+1w / d4m |2 |4 |- |750gp |

|Progress Level 3: The Age of Gunpowder |

|Arquebus |Rifle |+2 |10/40/80 |d6w/d6+2w/d6m |1 |4 |- |500gp |

|Hand X-bow |Crossbow |-1 |4/8/16 |d4-1w/d4w/d4+1w |3 |1 |+3 |350gp |

|Grenade, Powder |Throw |+1 |by STR |d6+2s/d4w/d4+2w |1 |0.5 |+3 |10gp |

|Long Rifle |Rifle |+1 |30/60/150 |d6w/d6+2w/d6m |1 |5 |- |800gp |

|Musket |Rifle |+2 |20/40/100 |d6+1w/d6+3w/d6+1m |1 |4 |- |900gp |

|Wheel Lock |Pistol |+2 |4/8/16 |d4+2w/d6+2w/d4+1m |2 |2 |+2 |700gp |

|Progress Level 4: The Tinkering Age |

|Auto. X-bow |Auto Wpn |0 |50/100/250 |d4+2w/ d6+2w / d4+1m |3 |3 |0 |7500gp |

|Carbine |Rifle |-1 |50/100/300 |d4+2w/ d6+2w / d4+1m |3 |3 |- |5000gp |

|Caviler |Rifle |0 |40/80/240 |d6w / d8+1w / d6m |2 |4 |- |1500gp |

|Grenade, HE |Throw |+1 |by STR |d4w / d4+2w / d6+2w |2 |0.5 |+3 |25gp |

|Needle Gun |Auto Wpn |-1 |1/2/4 |d4-3w / d4-2w / d4-1w |3 |0.5 |+4 |400gp |

|Star Wheel |Pistol |+1 |4/10/40 |d4+2w /d6+2w / d4+1m |3 |2 |+2 |100gp |

|Progress Level 5: The Magic Age |

|Acid Bow |Bows |0 |30 / 60 / 90 |Acid Splash |3 |1 | |3000gp |

|Dragon Rifle |Rifle |-1 |Varies by type |Varies by type |3 |3 |- |7500gp |

|Energy Rifle |Auto Wpn |0 |50/100/150 |d6w/d6+1w/d6+2w |3 |4 |- |8000gp |

|Grenade, Spell |Throw |+1 |by STR |Varies by type |1 |0.5 |+3 |50gp |

|Mage Pistol |Pistol |-1 |Varies by type |Varies by type |4 |1 |+3 |5000gp |

|Rainbow Gun |Pistol |-1 |20/40/80 |Varies by type |4 |1 |+3 |9000gp |

|Stinger |Crossbow |0 |50/100/250 |d4+1w/d6+2w/d4+1m |3 |2 |+1 |6000gp |

PL 5: The Age of Magic

The infusion of magical and mechanical parts leads to the cutting edge in magic age warfare. Must Progress Level 5 weapons resemble wands in effect, and the two are very similar. The advantages of Progress Level 5 weapons is that they are far easier to manufacture, their use may gain rank benefits for Ranged Weapons skills, and they are generally more durable and harder to break. The most common type of Progress Level 5 weapons are called ‘Spell Weapons’. Even in a future setting, these weapons remain expensive.

In the fantasy future, the manufacturing of these weapons follows a relatively common methodology. By charging two crystals with opposite versions of the same spell and housing them in a reflective sphere, magical energy is released when the crystals are touched together. The resulting burst of magical energy is given only one way out, down the reflective barrel of the weapon, which then releases the spell. The mechanism of either the spell pistol or rifle is found in the trigger apparatus which when pulled back brings the two crystals into contact in a scissors-like manner.

Spell gems, as they are often called have a limited number of charges that can be used until spent. The greater the power of the weapon, the less energy the gems can provide. The table below shows the maximum number of charges a weapon can have until spent.

|Ranks |Weapon Type |Charges |

|1 to 4 |Acid Bow, Mage Pistol |100 |

|5 to 8 |Dragon Rifle, Stinger, |50 |

| |Rainbow Gun | |

The most common applications of this type of weapon are found in the Invocation broad skill with Magic Fire, Ice, Lightning, and Magic Missile being the most common. Spell weapons can make use of many magical powers of varying rank, but the rank often determines the size of the weapon needed. Ranks 1 through 4 can be used in the spell pistol, ranks 5 to 8 can be used in the spell rifle, and rank 9 to 12 can only be used in the spell cannon which is described under Heavy Weapons. By default, assume that a spell pistol houses magic at rank 3, rank 6 for rifles, and rank 9 for cannons.

The effects of the spell when released are identical to the spell’s description. This also includes the method of determining damage such as ‘Direct’ or ‘Accuracy’. It is also possible for a spell to use a rank benefit like Chain Lightning or Fireball. If this is the case, then only that option is normally available to that weapon.

Acid Bow

This bow version of the spell weapon genre contains the opposing gems in the grip of the bow. When the drawn bowstring is released they touch, casting the acid arrow spell, and uses those effects. The target must roll an endurance check against the acid, the check is modified by a +1 penalty for a Good hit and a +3 for an Amazing as per the rules of the spell.

Dragon Rifle

This weapon actually describes an entire family of magic arms that resemble a caviler or musket and are fired in a similar manner. The Dragon Rifle is a versatile weapon that allows for multiple types of spell gems to be used in them; thus allowing for different types of magical attack.

Regardless of the type, the spell gems are assumed to be of rank 6 in ability should rank become and issue. If rank benefits apply to a spell gem then this weapon has enough strength for benefits of ranks 5 to 8. Range modifiers for a Dragon Rifle remain the same for other types of rifles. Unless stated otherwise, damage is En/O in type.

The different types of spell gems commonly available and what they can do is shown on the table below.

|Spell Gems | | | |

| |Damage |Range |Resist |

|Major missile | | | |

| |d6w/d6+1w/d6+2w |50/100/150 |DEX |

|Fire Ball |Fire/Heat Hazard |50/100/150 |CON |

|Shout* |1d4+2s/2d4s/2d6s |25 meters |P. resolve |

|Acid Globe | | | |

| |as Acid Immersion |60/120/180 |CON |

|Lightning bolt| | | |

| |d4+1w/d6+2w/d4+1m |50/100/150 |DEX |

|Cone of Cold**| | | |

| |1d6+1w/2d4w/2d6w |50 meters |P. resolve |

|*Damage reflects the result of an Ordinary to a Critical Failure for the |

|physical resolve check. The terminus of the shout is a 60 degree arc. |

|**Damage is based on the result of a physical resolve check for Ordinary to |

|Critical Failure results. The terminus of the cone is 20 meters wide. |

Energy Rifle

This is a version of the Mage Pistol using Magic Missile spell gems. The construction and design of the weapon is specific and does not allow for other spell gems to be used with it.

When the trigger is pulled a series of springs and miniature wheels spin and turn, causing the spell gems to strike each other in rapid succession. The result is the equivalent of burst and auto-fire capabilities and as such the Energy Rifle is the preferred ‘assault rifle’ of any age in which it appears.

Grenade, Spell

The Spell Grenade offers the use of area of effect magic to the common soldier. The interior of the grenade has the spell gems mounted on a small spring-loaded pair of scissors. When the safety pin is pulled the gems make contact when the grenade is sufficiently jarred or impacted.

Throwing a spell grenade follows the same rule as for other types of grenades. On the table below, the Area of Effect column is in meters and imposes a +3 penalty for those at amazing range (the first number), a +1 penalty at Good range, and no penalty at the furthest range of effect.

The following table shows the more common uses of the Spell Greande.

|Spell Gems |Area of Effect |Resist |

|Binding |2/4/6 |P. resolve |

|Black Tentacles |2/4/6 |STR |

|Continuance |2/4/6 |P. resolve |

|Fireball |2/4/6 |CON |

|Gray Mantle |2/4/6 |CON |

|Patterns |10 meters |M. resolve |

|Reverse Gravity |6/12/20 |DEX |

|Vortex |Special |STR |

|Web |Special |Dodge |

Spell Grenade Types

The grenade types shown below and on the table above are some of the more common types of spell grenades used. To be sure, many other spell options could exist but they need to fall within the parameters of those described here.

Binding: All persons within 4 meters of the magical release must pass a Resolve-physical resolve check or become magically held in place and unable to move. This effect lasts for 1d4-1 combat rounds (minimum of 1 round).

(Reference: Enchantment-binding)

Black Tentacles: When this grenade strikes solid ground 1d4+1 tentacles rise from the ground and attack all persons and beings within 4 meters. They may attack on the next available Ordinary phase and have a Reaction score of Ordianry/2.

Each tentacle attacks with a score of 12 and causes 1d4s/1d6s/1d4w. After a successful hit the tentacle automatically causes the same damage, by constriction, each phase afterwards. To escape requires a Strength feat check and a result equal to or greater than the constricting attack. The tentacles remain for 2 combat rounds.

(Reference: Conjuration-black tentacles)

Continuance: All persons within 3 meters of the magical release must roll a Resolve-physical resolve check. For a Critical Failure to an Ordinary result a +3 to a +1 penalty is applied to Action Checks made for the next 3 rounds. In addition all such persons must immediately re-roll their Action Check and apply the result if it is worse than the one they have and if the phase has yet to pass.

In addition to this all effected persons Sprint at their Run rate, Run at their Walk rate, and Walk at one-half their Walk rate. Penalties for Sprint and Run movement remain the same.

(Reference: Alteration-continuance)

Fireball: When this grenade impacts a surface it releases a torrent of magical fire in a 6 meter radius area. All persons in the area must roll a Constitution feat check vs. a Fire Hazard. All those between 7 to 10 meters must also roll a feat check vs. Heat. The effect is Instantaneous but the blast can cause other fires if flammable material is in the area.

(Reference: Invocation-magic fire, Magic Fire rank 5)

Gray Mantle: This magical release causes all within 4 meters of the effect to roll a Constitution feat check. For an Ordinary to a Critical Failure result a one to three step penalty is applied to all Strength, Dexterity, and Magic Resistance modifiers for 3 combat rounds.

The penalty to strength and dexterity apply only to living creatures, however the Magic Resistance penalty can apply to any creature or being except for Constructs.

(Reference: Necromancy-gray mantle)

Patterns: This effect, when released, causes all beings with in the area of effect to roll a Resolve-mental resolve check. Those that fail the check stand transfixed by the pattern and are unable to take other actions. Those that pass the check are unaffected however they must leave to area before the end of the next phase or they must roll a check again. The patterns remain for 4 combat rounds.

(Reference: Illusion/Phantasm-patterns)

Reverse Gravity: When this spell effect is released the gravity out to 6 meters is increase by three Gravity places, 2 places out to 12 meters, and 1 place out to 20 meters. This accounts for the rules concerning GRAPH in Chapter 8: Gamers in Action. The effect lasts for 5 combat rounds (one minute). Aside from being able to apply a Resistance Modifier to the throw for having a high dexterity score, characters and beings have no other defenses against this effect.

(Reference: Alteration –reverse gravity)

Vortex: This spell release creates a 4 meter diameter cyclone of magic energy the randomly moves at a rate of 16 meters per phase. Direction is determined randomly each phase (either by a d12 or another die for appropriate for game maps) but always moves towards a moving target of some type. All those in the path of the cyclone are attacked with a score of 12 and suffer 1d4/1d4+2/1d6+2/2d4+1 points of damage for a Marginal to an Amazing strike.

Firepower of the attack is always ordinary but the type of damage caused and the type of attack is determined randomly. The type of damage inflicted is random and is either Li (on a 1 or 2), Hi (on a 3 or 4), or En (on a 5 or 6). The type of damage caused either Stun on a 1, Wound on a 2, Mortal on a 3, or Fatigue on a 4. If a Critical Failure is generated when the vortex attacks it explodes in a Wild Surge which is described in Chapter 2: Arcane Magic in Book 2: FX.

The vortex remain in effect for 10 minutes or until it is released as a Wild Surge.

(Reference: Wild Magic -vortex)

Web: When this spell effect is released it covers an area no less than 24 square meters and is 2 meters thick vertically. The area must have at least three solid walls or vertical objects that the web can attach to.

When the web is released, those in the are who have an action, or the rank 7 ‘Reaction Dodge’ benefit may attempt an Acrobatics-dodge check. Those that succeed may move in an attempt to clear the are before the webs firmly settle in the terrain.

Each 2 square meter section of webs has a durability of 2 and has a toughness of Ordinary and an armor value of 1d4. Beings inside the webs who use weapons to cut and remove them must first pass a Strength feat per attack. The result of the feat check determines the best result available for that attack in the same phase.

The webs are flammable and any open fire that contacts the webs will burn voraciously. The webs remain for 10 minutes after which they disappear.

(Reference: Conjuration -web)

Mage Pistol

The Mage Pistol is a versatile weapon that allows for multiple types of spell gems to be used in them; thus allowing for different types of magical attack. Regardless of the type, the spell gems are assumed to be of rank 3 in ability should rank become an issue.

If rank benefits apply to a spell gem then this weapon has only enough strength for benefits of ranks 1 to 4. Range modifiers for a Mage Pistol remain the same for other types of pistols. Unless stated otherwise, damage is En/O in type.

The different types of spell gems commonly available and what they can do is shown on the table below.

|Spell Gems |Damage |Range |Resist |

|Magic missile |d4-1w/d4w/d4+1w |30/60/90 |DEX |

|Magic fire |Fire/Heat Hazard |6 meters |CON |

|Meteors* |d6s/d4w/d6w |10/20/40 |DEX |

|Prismatics |Special |10 meters |Dodge |

|Shocking bolt |d8s/d6w/d4w |30/60/90 |DEX |

|Snowball |d4-1w/d4w /d4+1w |30/60/90 |DEX |

|*The damage shown for a meteor is for an area of 2/4/6 per an exploding |

|Grenade. Damage is Li/O |

Rainbow Gun

This special Mage Pistol is constructed for the sole purpose of using the Conjuration-chromatic orb spell. Unlike other pistols of this type, this one has a variable setting on the side of the weapon that is arced like a prismatic rainbow; indicating the various orb colors that can be used.

|Color Setting | | | |

| |Damage |Effects |Charges |

|White |d4-1w /d4w/d4+1w |Light |1 |

|Red |d4-1w /d4w/d4+1w |Heat |2 |

|Orange |d4w /d4+1w/d4+2w |Fire |3 |

|Yellow |d6w /d6+1w/d6+2w |Blindness |6 |

|Green |d6w /d6+1w/d6+2w |Irritant |7 |

|Turquoise |d6+1w /d6+2w/d4m |Magnetism |8 |

|Blue |d6+1w /d6+2w/d4m |Paralysis |10 |

|Violet |Slowed |Turn to stone |11 |

|Black |Paralysis |Mortal dmg. |12 |

The table presented is only a brief summary of each orbs effect. For information see the Conjuration-chromatic orb spell in book 2 in the Arcane Magic chapter.

Stinger

The Stinger is a specialized crossbow designed to fire Lightning Bolts. The great benefit of this weapon is that its specialized design allows it to retain the standard crossbow’s range.

Heavy Weapons

Being the cousins of ranged weapons the use of these arms is used based on the wielder’s strength rather than dexterity. Heavy weapons begin in the Iron Age as huge siege engines. In later ages technology allows military engineers to develop smaller, man-carried heavy weapons, and also makes the building of colossal versions of the weapons as well.

Heavy weapons use the range modifiers for Direct and Indirect as shown ‘Range Modifiers Table’ earlier in this chapter. Many heavy weapons use the ‘Accuracy by Range’ table found in the Alternity Players Handbook and also use the scatter diagram for grenades for determining the location of impact. These weapons are indicated by having a value in parenthesis that appears before the range values for the weapon. This also indicates the minimum range in which the weapon can be used against a target.

Weapon Teams

Any of the heavy weapons mentioned below that have a ‘1’ entry for actions require a number of persons to man and reload the weapon equal to the reload number. This means that while a Light Ballista only requires one person to reload, a Heavy Ballista requires three. If the weapon crew is less than that required, one more action is added to the reload time. Therefor if a single man was reloading a Heavy Ballista it would take him five actions to do so. If a specific weapon has special or differing needs these will be explained in the weapons entry.

If the Game Master desires a more flexible system can be used for reloading team-oriented heavy weapons. When it is time to reload each member of the team rolls a Heavy Weapons skill check and modifies the result of one key person in the group; either a leader or the person with the best skill score.

An Ordinary to an Amazing result applies a –1 to a –3 step bonus. A Critical Failure applies a +2 penalty. The modifiers are summed together and act as a base modifier for the key person. It requires a complex skill check to reload the weapon equal to the reload number. On check is made per phase. A Critical Failure result has the same effect as if generated while firing the weapon. In this instance, and this instance only, a failure still counts as a success, however each failure result applies a +1 penalty to firing the weapon unless an equal number of actions are used to realign and aim the weapon again.

Once the team’s modifier is determined it remains unchanged for that scene unless it is re-determined later on. Leadership can also apply a bonus to this skill check as well.

Progress Level 1: The Iron Age

The first heavy weapons make their appearance. All of them are team weapons with the exception of the Light Ballista, which only requires one man to reload and fire.

Ballista, Heavy and Light

The ballista uses either poles drawn tight in between twisted ropes or they use a large bow to fire a spear; resembling a giant crossbow. While the damage is only comparable to that of a spear the damage type is High Impact; and the weapons range is superior to the Long Bow.

How many actions it requires to reload is dependent on the ballista’s size. It takes on action to load a Light Ballista and three actions to load a Heavy Ballista. It requires a separate action to fire the weapon.

Catapult, Arrow

An advancement on the scatter shot option for catapults (see below), the arrow catapult is fantastic as an anti-personnel weapon. When fired, an average fifty arrows are launched in a tight pattern at a target area. The damage listed considers an area of effect similar to that of a grenade with the following ranges 2m/6m/12m. The resistance modifier of the target(s) is applied to the attack and if any individuals have a better Resistance Modifier than their fellows, this modifier is applied to the control die separately for determining damage for that individual.

Catapult, Heavy and Light

Invented by the Romans, the catapult can throw either rocks or flaming shot. It major disadvantage is its accuracy. Another disadvantage is that its range usually bring it within the range of defenders as well and historically many were destroyed before being able to provide the fire power needed to take a fort or castle.

If flaming shot is used then damage is reduced by one point per category, however structures, objects, and persons struck must roll a feat check against Heat/Smoke or Fire as determined by the Game Master. Catapults can also fire scatter shot. This is basically a load of rocks, nails, and other hard debris that can cover an area with shrapnel. The damage caused is treated like a club but the area of effect is like that of a grenade using the ‘Accuracy by Range’ rules. It is also common practice to use catapults to hurl flaming shot as well as lit barrels of gunpowder into the enemy’s defenses.

It requires 2 actions to reload a light catapult and 4 actions to reload a heavy one. A separate action is needed to fire the weapon.

Greek Fire Projector

Preferred for shipboard combat, this team weapon is best used at very close range. The damage listed considers an area of effect similar to other indirect fire weapons, which is ‘2/4/6’. In addition to the damage caused, all targets that are hit must also make a Constitution feat check vs. Fire on the following phase or continue to burn as per those rules.

It requires four liters (or roughly one gallon) of Greek fire to use this weapon.

Another, non-lethal, option can be used with this weapon. By using water instead of Greek fire, crowds and riots can be brought under control with out seriously injuring the populace. The damage for a ‘water cannon’ is d6s/d6+2s/d6w and is Li/O in power.

It requires three actions to refill and prepare this weapon and a separate action to attack with it.

Progress Level 2: The Middle Ages

While Ballista and Catapults remain in heavy use during this period, other war machines also appear – primarily the Bombard. The period also sees improvements on existing heavy weapons and introduces the Drill; and special type Ram, which is also called a Bore.

Ballista, Great

This monster requires a team of men to move and even still it can only be moved over flat, open ground. It takes five actions to load a Great Ballista. It requires a separate action to fire the weapon.

Bombard

The bombard is the first gunpowder weapon to be used by mankind and arrives near the end of the Middle Ages. Bulky and slow to reload, the bombard also has the characteristic of backfiring on both a 20 and a 19. Backfire damage is 1d6 points of wound damage, is considered En/O, and effects all in a 4-meter radius around the bombard.

While the standard bombard shot does not explode, it does cause half of the damage generated to all targets out to 6 meters. It requires 10 charges of gunpowder to fire a bombard.

Catapult, Great

Introduced to the west by the Crusaders this weapon may have been in use by China as early as 300BC. There are two types of Great Catapult, or Trebuchet, being the traction and counterpoise versions. The force exerted by the weapon when it fires is too powerful to be supported on wheels or in most castle battlements. For this reason most great catapults are built in place on the battlefield and normally are not moved from their original location without much labor.

Sweeper

This weapon is a specialized version of the ballista that fires a length of chain or net into a body of soldiers. The Sweeper can hit any target out to 4 meters on either side of the trajectory path. This weapon uses the indirect fire rules for medium or long range but may be fired directly at short range granting a –1 bonus to the attack roll. If used in this fashion however, it cannot hit targets at medium or long range as it falls to the ground at 20 meters.

Progress Level 3: The Age of Gunpowder

Use of gunpowder becomes prominent in this age. As muskets and wheel-lock pistols develop improvements are also made on the bombard. This age also introduces the first personal Heavy Weapon called the Blunderbuss.

Blunderbuss

The early blunderbuss presents a character with a useful but cumbersome weapon. In a sense similar to a shotgun, the Blunderbuss causes twice the damage at close range but only one-half the damage at long range. The +2 Accuracy modifier does consider that this weapon is at first a Matchlock firearm. It quickly changes over to the Flintlock firing mechanism, granting only a +1 modifier, before the end of this age. It requires two actions to properly load a blunderbuss, and a separate action to fire the weapon.

The blunderbuss’s entry on the Heavy Weapons table shows the range and damage for a Standard load of shot. The following table presents the character with some more options.

|Shot Type | | | | |

| |PL |Range |Cost |Damage |

|Bolt |4 |3 / 6 / 12 |25sp |d6+1w/d8+2w/d6m |

|Grenade |4 |10 / 30 / 180 |150gp |As per Grenade |

|Harpoon |3 |8 / 16 / 40 |10gp |d4w/d6w/d4+1m |

|Rock |0 |6/12/30 |- |d4w/d4+1w/d4+2w* |

|Salt |3 |6 / 12 / 30 |1cp |d4-1w/d4w/d6+1w* |

|Snare |3 |8 / 20 / 40 |2gp |Special |

|Spike |3 |8 / 30 / 60 |1gp |d4w/d6w/d4m* |

|Standard |3 |6 / 12 / 30 |1sp |d4w/d6w/d4m* |

|* indicates that damage for short range is twice the amount rolled while long |

|range is one-half. |

Shot Types

➢ Bolt: Filling the entire barrel of the blunderbuss is the bolt shot. Heavy and short of range, this cylinder of steel is deadly when it hits. As an option this shot can be used as an indirect ranged attack. This relies on the indirect fire skill and increases the range to 10/50/100. However when used in this fashion an ‘on target’ result most be generated on the ‘Accuracy by Range’ table as described in the Alternity Player's Handbook for damage to be caused.

➢ Grenade: Specifically designed for use in the blunderbuss, this warhead requires the use of the indirect fire skill.

➢ Harpoon: Essentially a barbed rod, this shot is not as dangerous as the bolt shot above but has a greater range. This shot may also be used with the indirect fire skill which grants ranges of 12 / 60 / 120. The rules for determining a hit are the same those for the bolt shot.

➢ Rock: This simply represents a handful of rocks gathered and packed into the barrel of the weapon.

➢ Salt: The damage caused by salt shot is low but the pain that is caused by salt that gets under the skin can be very distracting. If the salt shot causes at least one point of wound damage then the target must make a Stamina-endurance check against the Irritant entry on the poisons table found in chapter 3 of this book as well as the Alternity Gamemaster's Guide. Onset is one round and the duration is one hour.

➢ Snare: This shot type allows a character the option of firing a net at a target. When determining the accuracy of the shot, any person or object within 2 meters of the target is also captured in the net. However this shot does have a minimum range of 2 meters as the net requires a moment to expand.

➢ Spike: An improvement on the standard load, spike shot is better in every way except for cost.

➢ Standard: Standard shot is a pack of small metal balls. They are available in most societies where a Blunderbuss is common.

Cannon, Heavy

This weapon begins a new era of warfare as gunpowder weapons take the lead in battlefield tactics. While there is always room for improvement, the cannon is hard to beat. Similar to the bombard, a cannon causes half of the damage generated out to 6 meters. It takes 4 actions to load a Heavy Cannon, and a separate action to fire it.

It requires 15 charges of gunpowder to properly fire this weapon.

Cannon, Light

While being weaker in firepower than the larger version, light cannons can be used in a 2-to-1 manner when space and structure is considered. Because of this allowance, light cannon are popular onboard naval vessels. Like other gunpowder using team weapons, the light cannon causes half of the damage generated out to 4 meters. It takes 2 actions to load a Light Cannon, and a separate action to fire it.

It requires 10 charges of gunpowder to properly fire this weapon.

Mortar

Relying completely on indirect fire rules, the mortar is a difficult weapon to aim. A +5 modifier is shown for the weapon, however this only applies to first shot taken with the weapon once it is placed in a new location. After the first round lands, the crew can then make adjustment to walk the weapons fire wherever needed. After the first shot on a new battlefield the mortars accuracy changes to a +3. A mortar causes one-half of the damage generated out to 4 meters.

Heavy Weapons Table

|Weapon |Skill |Acc |Range |Damage |Type |#of A |Reload* |Mass |Cost |

|Progress Level 1: The Iron Age |

|Ballista, Heavy |Indirect |+3 |75/250/500 |d8w/d8+2w/d6+1m |Hi/O |1 |3 |150 |600gp |

|Ballista, Light |Indirect |+2 |50/200/500 |d6w/d6+2w/d4+1m |Hi/O |1 |1 |100 |400gp |

|Catapult, Arrow |Indirect |+2 |(25)50/125/250 |d4+1w/d6+1w/d4m |Li/O |1 |3 |150 |500gp |

|Catapult, Heavy |Indirect |+4 |(25)75/175/350 |d4+1w/d6+1w/d4m |Li/G |1 |4 |200 |700gp |

|Catapult, Light |Indirect |+4 |(25)50/125/250 |d4+1w/d6+1w/d4m |Hi/O |1 |2 |150 |200gp |

|Greek Fire Projector |Indirect |+1 |10/25/50 |d6w/d6+3w/d8+3w |En/O |1 |3 |100 |800gp |

|Progress Level 2: The Middle Ages |

|Ballista, Great |Indirect |+4 |100/250/700 |d8w/d8+2w/d6+1m |Hi/G |1 |5 |250 |800gp |

|Bombard |Direct |+3 |50/200/400 |d8w/d8+2w/d6+1m |Hi/G |1 |5 |500 |5000gp |

|Catapult, Great |Indirect |+4 |60/120/480 |d4+2w/d6+2w/d4+1m |Li/G |1 |8 |300 |100gp |

|Sweeper |Direct |+1 |20/40/80 |d8s/2d6s/d8w |Li/G |1 |4 |200 |600gp |

|Progress Level 3: The Age of Gunpowder |

|Blunderbuss |Direct |+2 |6/12/30 |d4w/d6w/d4m |Hi/O |2 |2 |6 |400gp |

|Cannon, Heavy |Indirect |+2 |75/350/900 |d6w/d6+2w/d6+1m |Hi/G |1 |4 |200 |2000gp |

|Cannon, Light |Indirect |+2 |50/300/750 |d4w/d4+2w/d4+1m |Hi/G |1 |2 |150 |1500gp |

|Mortar |Indirect |+5 |(30)50/75/150 |d6w/d6+2w/d4+1m |Hi/G |1 |2 |175 |1200gp |

|Ribald |Direct |+3 |10/40/80 |d6w/d6+2w/d6m |Hi/O |1 |48(2x24) |100 |700gp |

|Progress Level 4: The Tinker Age |

|Arrow Gun |Direct |+1 |20/40/100 |d4+1w/d6+1w/d6+3w |Li/O |3 |2(36) |15 |700gp |

|Cannon, Boiler |Direct |+1 |15/45/150 |d4w/d6w/d4+1m |Hi/O |1 |3 |150 |2000gp |

|Cannon, Great |Indirect |+2 |150/600/1500 |d6w/d6+2w/d6m |Hi/A |1 |8 |750 |20,000gp |

|Cylinder Rifle |Direct |+1 |30/60/150 |d6w/d8+1w/d6m |Hi/O |3 |20(2x10) |8 |1200gp |

|Fire Lance |Indirect |+2 |30/60/150 |d4w/d4+2w/d4m |Li/O |2 |3 |10 |800gp |

|Greek Fire Rifle |Indirect |+1 |6/12/25 |d6w/d6+3w/d8+3w |En/O |2 |1 |6 |900gp |

|Six Gun |Direct |+1 |30/60/150 |d6w/d6+2w/d6m |Hi/O |2 |12(2x6) |14 |5000gp |

|Slag Gun |Direct |+1 |20/80/400 |d6w/d4m/d6m |Hi/O |3 |200(1x200) |150 |50,000gp |

|Tri-Gun |Direct |+1 |40/80/240 |d6w/d8+1w/d6m |Hi/O |2 |3(1x3) |10 |1600gp |

|Progress Level 5: The Magic Age |

|Mage Cannon |Direct |-1 |90/180/270 |Varies by type |Varies |2 |2(25) |20 |25,000gp |

|Nova Cannon |Direct |-1 |150/300/750 |d6+2w/d8+4w/d8+1m |En/G |2 |2 |150 |30,000gp |

|Nova Gun |Direct |-1 |100/200/500 |d6+1w/d8+2w/d6+1m |En/G |2 |1(10) |15 |10,000gp |

Defining the Heavy Weapons Table

The table for Heavy Weapons has a few entries that can vary among different weapons of this type and should be explained.

Skill: If Tactics appears in this entry then it refers to a weapon that is not used in personal combat, but rather a weapon with a specialized use; like during a siege. The Tactics broad skill can be used to determine success as can the infantry tactics specialty skill. The Game Master may also allow the use of the Engineering-siege works skill as well.

Acc: The modifier is always given for a weapon being used against an individual. If a large weapon is used to repeatedly assault an area, building, or a mass of people the modifier is improved by two steps. In no case can this produce a modifier of –1 or better.

Range: If a number appears in parenthesis this indicates the minimum effective range for the weapon.

Damage: Damage for heavy weapons that rely on the Tactics skill cause their damage to structures only.

Type: This entry remains unchanged for all Heavy Weapons.

#of A: If a ‘1’ appears in this entry then the weapon must always be reloaded after each shot.

Reload: The first number presented indicates how many actions are required to reload the weapon in question. If a number appears in parenthesis then this number indicates how many shots are loaded by the action. One shot is the default and does not appear in the entry. If a multiplier appears then this indicates the number of separate actions required loading each shot. In these cases the weapon can be fired before being fully loaded.

Mass: This is average mass of a weapon of this type. Variations of the weapon, and those that use Heavy Weapon Option can vary in mass.

Cost: This is average cost of a weapon of this type. Variations of the weapon, and those that use Heavy Weapon Option can vary in cost.

Ribald

A Ribald is a small cart upon which are a series of 12 to 24 musket barrels, all charged and ready. When a single lever is pulled, or trigger released, all of the hammers strike as one. The weapon shown considers the use Matchlock mechanisms. Near the end of this age Flintlocks can be used instead which betters the accuracy to a +2 instead.

The blast of the weapon has a conic area of effect. Within 10 meters (short range) the shots can strike anyone within 2 meters of the trajectory path. From 11 to 40 meters the shots have a spread of 3 meters, and from 41 to 80 meters the shots have a spread of 4 meters. The size of the target generally determines how many shots can strike him. Tiny and Small characters are usually only attacked by one shot. Medium and Large targets may be hit by up to three shots. Huge targets may be hit 6 shots, and Gargantuan targets may be hit by 12 to 24 shots depending on range. When the weapon is fired the Game Master should count each shot that hits at a given range so those further targets are not hit by spent rounds.

While this weapon only requires one man to fire all of the barrels, it is a good idea to have a crew handy to reload the weapon. It requires 2 actions to load each barrel for a total 36 to 48 actions!

The most ominous version of this weapon appears in the later days of Progress Level 4 where a Pepperbox feature is used for each barrel and they can all be rotated into firing position with a single, tandem action.

Progress Level 4: The Tinker Age

As the knowledge of tinkering grows heavy weapon applications begin to exceed in variety. Firearms continue to advance, but new breeds of weapons evolve that are powered by other sources.

Arrow Gun

The Arrow Gun is a kinetic powered weapon that operates by a system of gears and pulleys to rapidly draw and fire a series of arrows. The earlier versions of the weapon feature a crank that is turned to induce firing. Later models are ‘pre-spun’ requiring only a trigger for effect.

The Arrow Gun is one of the few weapons known that has automatic firing capabilities. However this can be a drawback as the weapon has only one mode of firing, full automatic, and the rules that apply to such attacks. In all, the Arrow Gun is similar in appearance to a crossbow but would never be confused with one.

Despite all of the advantages that this weapon gives to a soldier, the arrow gun is very cumbersome to carry and fire. When the arrow gun is fired ‘from the hip’ a +2/+4/+6 auto-fire penalty is incurred. This can be overcome with a successful strength feat check but this check must be made for each phase that the weapon is fired in this manner. Normally this weapon is mounted and the fore of the recoil is light enough to accommodate many firing platforms.

Arrow Guns usually carry enough arrows for 4 automatic-mode attacks. It takes two actions to reload a new ammo box. Improved versions feature continuous feed mechanisms that allow the weapon to fire without having to reload every fourth attack.

A nasty, and often used, option of the Arrow Gun is to use Explosive tipped arrows as described later in this chapter.

Cannon, Boiler

This weapon relies on steam to propel a harpoon or spear at a target. Found mostly on whaling boats, the weapon often uses a harpoon for deadly effect. If a harpoon is used then the damage caused should consider that weapon.

It requires only 2 actions to reload the Boiler Cannon, and a separate action to fire it.

Cannon, Great

The gunpowder revolution in the Age of Gunpowder granted field commanders a more reliable cannon. At the dawn of the Tinker Age the miniaturization of cannon is halted long enough to produce this monster. If a lord can overcome the 25 charges of gunpowder required to fire the weapon and a solid earth platform to mount it on, a battle can be resolved very quickly.

The impact of the cannon ball is so great that it causes one-half of the inflicted damage out to 10 meters. It requires eight actions to reload a Great Cannon, and a separate action to fire it.

Cylinder Rifle

Being one of the first quick-loaded firearms, this weapon contains all of its shot, wading, and powder in cylinders along the barrel length. When the arming bolt is pulled back, a portion of each component is loaded into the barrel allowing for a more rapid rate of fire. The weapon can be fired on every action the character has until the rounds (10 in all) run out. However, it requires a total of 20 actions to fully arm the weapon again. Despite this, the Cylinder Rifle can be fired before it has been fully loaded.

The downfall of this weapon is its dangerous ability to backfire when the powder cylinder is nearly or completely full. When a backfire is indicated during the weapons use treat the damage caused as a demolition’s explosion using those rules for powder charges given in Chapter 5: Goods and Services.

Fire Lance

Siege warfare will never be the same again! The Fire Lance resembles a large blunderbuss with a lengthened barrel. The weapon uses special spears that have an impact-detonating explosive charge housed in the warhead. The damage listed is for the spearhead itself (if it should happen to hit someone); the explosion is treated as a grenade with the area of effect remaining the same. While smaller and shorter ranged versions of this projectile can be made for the blunderbuss the standard Fire Lance round is to long and heavy to use with that weapon.

It requires two charges of powder to deploy this weapon effectively. Reloading a new ‘lance’, and charging the gun requires 3 actions. A separate action is needed to fire it.

Greek Fire Rifle

Composed of a set of high-pressure bellows, waterproofed tubing, a rifle barrel, and a forward mounted torch (usually oil soaked cork or pitch), this heavy weapon can instill fear in even the best of troops. After the initial damage is caused, the target on the following phase must roll a Constitution feat to avoid further damage if the result of the attack was better than Ordinary. When Good or Amazing damage is caused, a failure on the targets feat check means that the next lowest result for damage is caused that phase. In the case of Amazing damage, the target could suffer both Good and Ordinary damage as well. When a successful feat check is passed no additional damage is caused.

Greek Fire Rifle Configurations

As noted by its name, the Greek Fire rifle uses flammable oil as its fuel source. In general there are three manners in which a flame gunner can employ this. The first is the standard type as detailed on the table above.

➢ Small Bellows: Using this version of the gun, the soldier empties one liter of oil into the gun bellows for later use.

➢ Large Bellows: Allowing for more oil to be pulled into these larger bellow gives the gunner three liters instead of only one. In addition to this, the gunner can use all three uses as a burst fire. Large Bellows increase the weapons mass to 10 and the Reload entry changes from 1 to 1(1x3). The cost also rises to 1200gp.

➢ Oil Tank: Instead of pouring flasks of oil into the bellows, this option gives the gunner a steady supply of Greek fire oil strapped to his back in a barrel and attached to the weapon by a water-proof hose. This gives the soldier an average of 30 liters of the weapon and both burst and auto-fire options are available. While being a very popular option with leaders, many soldiers are uneasy about having that much flammable liquid on their backs. This option raises the weapons total mass to 35 kilograms, increases the cost to 1800gp, and the reload entry reads as 3 (1x30). Of course larger or smaller barrels can be used just remember to adjust both mass and reload rates using common ratios to determine their values.

Six Gun

The Six Gun is a Pepperbox configuration (see Pepperbox under ‘Firearms Options’ below) based on the caviler rifle. This gives the weapon six rotating barrels allowing the gunner to fire six times before reloading. This introduces the potential for several persons with these weapons to lay down a volley of fire that is only matched by soldiers with bows.

It requires 12 actions to fully reload the weapon. However, it can be fired before being completely reloaded. In this case two actions are needed to load each shot. A separate action is required to fire the weapon.

Slag Gun

An application of steam power to the heavy weapons genre produced this monster. While the gun itself is relatively small, the boiler and loading rails make the weapon system rather large. The gun is about one and one-half meters long and stands a little under a meter tall. The boiler weighs 30 to 50 kilograms and is attached to the gun by tar sealed hoses of giant eel skin. The loading rails are 1-meter long enclosed chutes that provide the gun with a continuous feed of ammunition. The ammunition used is a bolt 10 centimeters in length and 1 centimeter in diameter.

When the boiler is sufficiently heated a steam-release valve is closed forcing the pressure through the barrel of the gun. When the gunner depresses the firing bar the bolts are individually forced into the barrel by a steam-powered rotor. The weapon will continue to fire as long as the firing bar is depressed.

As indicated on the table, the Slag Gun can fire 200 bolts under normal conditions (i.e. both loading rails are fully loaded). However it is normal that another person continues to load new bolts into the loading rails during combat making the weapons rate of fire dependant only the amount of bolts available. The Slag Gun can be used in Fire, Burst, or Automatic modes of fire.

The Slag Gun cannot be carried in total except by Huge creatures. However they are versatile enough to be used on any platform and when compared to other heavy weapons like the Ballista, they are easy to move. The Mass entry for the weapon includes all those mentioned so far.

In most campaigns where this weapon is included, their use is almost always limited to Military only (or the lord who owns one) as the weapon’s destructive power is great.

Tri-Gun

Featuring a special combination of rifle and heavy barrels, the Tri-Gun is a ‘dungeons-busters’ best friend. The two top barrels are cavilers while the bottom barrel is a blunderbuss. The statistics given reflect the caviler barrels only.

Progress Level 5: The Age of Magic

As with Ranged of weapons of this age, Heavy Weapons begin to experiment with spell gems. The result is some of the most deadly weapons a character can have in the game.

As with other weapons that rely on spell gems, those for Heavy Weapons have the following charges.

|Weapon Type |Charges |

|Nova Cannon/Gun |10 |

|God Gun |25 |

God Gun

The God Gun is a heavy version of the Dragon Rifle. Having a slightly longer and wider barrel, the weapon allows for the powerful of spell gems. The table below shows the more common gems used in a weapon of this type.

|Spell Gems |Damage |Range |Resist |

|Deadly Missile |d8w/d8+2w/d8+4w |100/200/300 |DEX |

|Leaping Flames |Fire/Heat Hazard |90/180/270 |CON |

|Power Word |d4+2w/d6+2w/2d4w |90/180/270 |p. resolve |

|Meteor Swarm |1d6s/1d4w/1d6w |80/160/240 |DEX |

|Sheet Lightning |d4+1w/d6+2w/d4+1m |80/160/240 |DEX |

|Ice Storm |see below |100/200/300 |CON |

Each spell gem also gives an attack other qualities that may not be covered on this table. The spell gem types and the spells the are derived from as follows:

Deadly Missile: Invocation-magic missile, Rank 10

Leaping Flames: Invocation-magic fire, Rank 9

Power Word: Invocation-power word, Rank 9

Meteor Swarm: Invocation-meteors, Rank 8 (three meteors are fired each time the weapon is fired. Aside from the blast radius, this feature grants a bonus –1 step as if burst fire mode.)

Sheet Lightning: Invocation-lightning, Rank 8

Ice Storm: Invocation-ice, Rank 10 (Damage caused is 3d4w/2d4w/1d6w/1d6s/1d4s for a Critical Failure to an Amazing result and the damage is treated as Energy with regards to armor.)

Nova Cannon

The Nova Cannon is a larger version of the Nova Gun below. They only differ in damage caused and the ranges of the weapon. Unlike other large weapons, only one man is required to man a Nova Cannon.

Nova Gun

The nova rifle resembles a large Dragon Rifle. The weapon can only use a special type of spell gem that allows a temporary portal to the Quasi-Elemental Plane of Radiance to be opened. The result is a blast of destructive radiance that can devastate even the toughest of opponents.

In addition to the blast itself, all person who are within 2 meters of the target also suffer damage of one category less than the target itself. While being one the most powerful weapons one can have, most lords can only afford a few of them.

Armor

So far I have introduced you to a wide variety of useful and sometimes lethal weapons. When such weapons are brought to bear against a target, it is in the targets best interest to be a good suit of armor.

PL 0: The Stone Age

Most Stone Age persons wear little if no clothing let alone armor. Hide armor, presented below, probably came about in an effort to keep warm with its protective qualities being an after thought.

Hide Armor

Before treated leather was developed, hide armor stands alone as the primary source of protection for a primitive warrior. However being untreated, this armor has the nasty habit of rotting. Every week (or day as the DM sees fit) the armor must roll a Durability check against disease. ‘Damage’ to the armor is handled as per those rules and the rules for damaged armor in general. This usually is not a problem for cave guys and gals since hunting fresh game and replacing old armor is common place anyway.

This type of armor may also include woven plant fibers of thick vegetation or ropes and padding.

PL 1: The Iron Age

The introduction of treated leather allows for more versatile armor options. As the age of organized warfare begins, armor is in high demand.

Body Shield

Designed as both a companion and defense against the spear, body shields provide excellent protection but are cumbersome to use. This shield is too heavy to be used for attacks and parries. On the positive side it not only grants the listed protection modifiers it also provides a +1 Resistance Modifier against melee and ranged attacks if defending against frontal attacks. Flank and rear attacks retain the same modifiers.

The two most common uses of this shield are the body shield/spear combination or an archer/shield bearer team.

Body Spikes

Body Spikes are an addition to an existing type of protection or can be worn as spiked bands that cross the chest, legs, and arms. In all cases they grant a +1 bonus to defense against Low Impact attacks. While they impose no Action Penalty they do have a mass of 2kg in any configuration.

While they act as armor, body spikes can be used as weapons during an Overbearing, unarmed combat. If they are used successfully in an Overbearing attack they cause d4w/d4+1w/d4+2w in damage in addition to other effects generated by the Overbearing attack. This damage is rated by the quality of initial and successive Overbearing attacks against a target.

Chain Mail, Elven

The technology of elves with metallurgy is extraordinary when it comes to small, flexible chain links. Elves do not part with this armor easily and they may mount raids to recover stolen or ill-gotten suits.

Helm

The center of the sensory organs is treated to extra protection. A helm cannot be used with other armor if that armor already contains an integral helmet or hood. A helm may not provide significant protection, as determined by the Game Master, if it is the only armor being worn.

Leather Armor

Perhaps the cheapest and most common type of armor available leather armor, despite its lower protective value is popular in this age and in future ages as well.

Shield, Small

A small shield is usually round, about a half-meter in diameter, and worn on the forearm of the secondary hand.

PL 2: The Middle Ages

As the knowledge of smelting and metal works becomes more common place, armor evolves to the splendor of the romantic ideal. Armor of this age also becomes a symbol and sign of rank and status.

Chain Mail

This armor type includes various types of laminated, scale, brigandine, splint and banded armor. Chain mail provides excellent protection against low impact attacks. The suit includes a coif to protect the head.

Armor Table

|Type |Li/Hi/En |Skill |AP |Mass |Cost |Hide |

|Progress Level 0: The Stone Age |

|Hide |d6-3/d4-3/d6-4 |Armor Op. |+1 |10 | |N/A |

|Progress Level 1: The Iron Age |

|Body Shield |+2/+1/+1 |Shields |+3 |12 | |N/A |

|Body Spikes |+1/0/0 |None |0 |1 |+10gp |N/A |

|Elven Chain |d6-1/d6-4/d6-4 |None |0 |0 | |+4 |

|Helm |+1/0/0 |Armor Op. |+1 |4 | |N/A |

|Leather |d6-2/d6-4/d6-4 |None |0 |7 | |+2 |

|Small Shield |+1/0/0 |Armor Op. |+1 |4 | |+1 |

|Progress Level 2: The Middle Ages |

|Chain Mail |d6-1/d6-4/d6-4 |Armor Op. |+1 |15 | |+1 |

|Medium Shield |+2/+1/0 |Shields |+2 |7 | |N/A |

|Plate Armor, Full |d6+1/d6-3/d6-3 |Heavy Armor |+3 |25 | |N/A |

|Plate Armor, Partial |d6/d8-5/d6-4 |Heavy Armor |+2 |20 | |+1 |

|Progress Level 3: The Age of Gunpowder |

|Leather Coat |1d6-3/d4-3/d4-2 |None |0 |5 | |+3 |

|Progress Level 4: The Tinker Age |

|Ballistic Chain |d6-2/d6-2/d6-4 |Armor Op. |+1 |15 | |+2 |

|Ballistic Shield |+2/+2/0 |Shields |+2 |9 | |N/A |

|Ballistic Plate, Full |d6/d6-1/d6-3 |Heavy Armor |+3 |25 | |N/A |

|Ballistic Plate, Partial |d6-1/d4-1/d6-3 |Heavy Armor |+2 |20 | |+1 |

|Kinetic Armor |d4+3/d4-1/d4-2 |Heavy Armor |+4 |75 | |N/A |

|Progress Level 5: The Age of Magic |

|Ceramic Plate |d6-1/d6-4/d4 |Heavy Armor |+2 |10 | |+1 |

|Ceramic Shield |+1/+1/+2 |Shields |+2 |5 | |+1 |

|Force Armor |d6-1/d6-1/d6-1 |None |0 |1 | |+4 |

|Force Shield |+2/+2/+2 |None |0 |1 | |+4 |

Plate Armor, Full

Full plate armor is made from shaped and fitted metal plates riveted and interlocked in such a way as to cover the entire body. Gauntlets, boots, and a visored helmet are included, as well as a layer of thick padding under the armor.

Plate Armor, Partial

This armor combines a metal breastplate with either chain or brigandine armor. A few metal plates protect vital parts of the body, but not as many are used as in full plate armor.

Shield, Medium

A medium shield is heavier than a small shield and is usually a meter in diameter.

PL 3: The Age of Gunpowder

Aside from the leather coat there are no new armor developments during this period of time. The advent of the rifle on the battlefield actual makes the use of leather armor more appealing.

Leather Coat

This long coat, made of boiled leather, is better than nothing in a fight. It is even a fashionable wear in some societies. The Leather Coat is also popular among Arcanists, as the protection is relatively cheap and light of weight.

PL 4: The Tinker Age

As science slowly catches up to gunpowder, newer types of heavy armor reappear.

Ballistic Armor

Ballistic armor types (Chain mail, full plate, and partial plate) are made from the original materials as previous armor but are also fitted with woven pads of webbing from giant spiders. These pads are then layered into pillows beneath the normal armor types. To keep the armor from being to cumbersome, some of the standard fittings and pieces of the armor are lost.

The result is suit of armor that statistically conforms to previous armor types but have an elevated protection against high impact damage. On the downside this type of protection generally has a lower rating against low impact attacks and costs more.

Kinetic Armor

This suit of extremely cumbersome armor is an oversized suit of plate mail that is lined with small gears and actuators that help to compensate for the mass of the armor. Using the same logic that applies to a modern ten-speed bicycle, each movement made by the wearer is multiplied by the series of gears. While this helps a bit the armor is still heavy and awkward to use. The mass listed is for the suit if it carried. When worn the gears and actuators reduce the encumbrance to only 45 kilograms.

To perform any physical action other than attacking or walking a Heavy Armor skill check is required. This includes getting up if the armored person falls down. It is impossible for the wearer to put this armor on by himself. It requires the wearer and another person to assist, and requires several minutes to don the suit.

PL 5: The Magic Age

As magical weapons begin to appear, so does protection that can compensate against it. The use of a dense form of semi-magical ceramic appears as does spell gems empowered protection.

Ceramic Plate and Shield

By forging and casting super hard layers of ceramic, steel, and anti-magical substances the first magical resistant armor is born. Aside from the higher energy rating given for the armor in its description, ceramic plate also grants the armor’s wearer a bonus +/- 2 Resistance Modifier when defending against any type of Attack or Influential spell. This benefit does not have any effect on psionics however.

Force Armor and Shield

Utilizing spell gem technology, Force armor and shields provide a practically weightless defense that is comparable to most other types of protection. Force Armor is girdle or belt with a large buckle in the center. On the buckle is a button that when pushed produces the ‘Force Armor’ option from the Invocation-force field spell. The Force Shield does the same, however it is installed in a bracer or gauntlet.

Each time the buttons are pushed the force field generated will last for 10 minutes, and uses a charge. Both types of force protection have a maximum of 25 uses. While no skill is required to utilize the protection to its fullest value, having high ranks in either heavy armor or shields do grant those benefits. Similarly a person with an active Force Armor can cause Gauntlet damage from a punch and the Force Shield can be used in strike as a normal shield.

Force protection of either type is visible, but is transparent. Colors range from blue to green to red, and the protection may be featureless or fully detailed based on who designed the devise.

Ammunition

The damage rating listed for most ranged and heavy weapons considers that a standard armament is being used with that weapon. Below are the not only the cost for such ammunition, but other types of ammunition as well.

Most importantly is the cost of the ammo and the Progress Level in which is appears.

|Ammunition Type |Progress Level |Cost |

| | | |

|Arrows, | | |

|Armor Piercing |2 |4cp |

|High Explosive |4 |5gp |

|Incendiary |1 |+1cp |

|Signal Arrow |2 |5cp |

|Standard Arrow |0 |2cp |

| | | |

|Ballista, | | |

|High Explosive |4 |10gp |

|Incendiary |1 |7sp |

|Standard Bolt |1 |5sp |

| | | |

|Catapult, | | |

|Flaming Shot |1 |5sp |

|Exploding Shot |2 |5gp |

|Standard Shot |1 |3sp |

| | | |

|Cannon, | | |

|Canister |3 |5gp |

|Cannon Ball |3 |2gp |

|Exploding Shot |3 |25gp |

|Grape Shot |4 |7gp |

|Great Cannon shot |4 |25gp |

|Gunpowder, Heavy |3 |15gp |

|Gunpowder, Light |3 |10gp |

|Gunpowder, Great |4 |25gp |

| | | |

|Firearms, | | |

|Ball Shot |3 |2sp |

|Gunpowder, per shot |3 |1gp |

|Mini-Ball |4 |5sp |

|Wading |3 |1cp |

| | | |

|Greek Fire, per shot |1 |10gp |

| | | |

|Quarrels, | | |

|Hand Quarrel |4 |1gp |

|High Explosive |4 |3gp |

|Standard Quarrel |2 |1sp |

| | | |

|Sling, | | |

|Sling Bullet |1 |1sp |

|Sling Stone |0 |- |

| | | |

|Sling Staff, | | |

|Sling Bullet |1 |1sp |

|Sling Stone |0 |- |

|Stink Pot |1 |3sp |

| | | |

|Spell Gems, | | |

|Heavy, Generic |5 |50gp |

|Heavy, Specific |5 |150gp |

|Pistol, Generic |5 |25gp |

|Pistol, Specific |5 |50gp |

|Rifle, Generic |5 |35gp |

|Rifle, Specific |5 |75gp |

Arrows

Game Masters may allow a character to use the same type of arrows for differing types of bows if desired. Some however may feel that Long Bows fire different arrows than other types of bows and may deem it necessary to apply some penalty if done so.

Armor Piercing: Useable only with a Long Bow, this arrow features a heavy chiseled head on a meter long arrow. When damage is assessed for a successful hit, armor values are reduced by 1 point for Low Impact damage.

High Explosive: Behind the head of this arrow is a small charge of gunpowder that is ignited by flint when the arrows head is depressed; usually by a successful hit. The ensuing burst fires the arrow into the target with more force than is usual for an arrow. The result is that the damage is defended against as if it were High Impact instead of Low Impact.

Incendiary: This arrowhead is rapped and soaked in pitch, tar, or Greek Fire. After being lit the arrow causes a hit target to also suffer 1d4-2 points of fire damage which is En/O in type. These arrows can also set ablaze flammable material.

Signal Arrow: This arrowhead is designed to whistle loudly when fired. The sound is so loud that it can be heard a kilometer away, barring other noise. They are often used for communication and signaling during combat.

Ballista Shot

The standard ballista shot resembles a spear and may even be used as such in melee. Below are other options common to ballista shot.

High Explosive: Much larger than a High Explosive arrow or quarrel, the HE shot for a Ballista has a more devastating effect. Upon a successful hit damage is determined normally. After this apply the damage of a HE Grenade.

Incendiary: This ballista shot is rapped and soaked in pitch, tar, or Greek Fire. After being lit the arrow causes a hit target to also suffer 1d4-2 points of fire damage which is En/O in type. These arrows can also set ablaze flammable material.

Catapult Shot

The normal shot for a catapult is a shaped stone ball. Other options are given below.

Exploding Shot: This type of shot is a hallow version of the standard missile which is filled with gunpowder. Most have a fuse, which is then lit, and the weapon is fired. Barring a Critical Failure the shot explodes upon impact. This explosion is equal to a bundle of dynamite (area of effect: 2/4/8; Damage d8+4w/d8w/d12s). The damage from the blast is considered Li/G. Normal damage from the shots impact is also considered for an ‘on target’ hit.

Flaming Shot: If this shot hits a target that is not resistant to fire then a durability check vs. Fire must be rolled.

Cannon Shot

The damage listed for cannons considers the use of a metallic cannon ball. Other options are given below.

Canister: Canister shot effectively turns a cannon in to a large blunderbuss. For game purposes range is halved, the die used for damage is increased to the next higher die, and the type of damage becomes Hi/O. Heavy and light cannon would conform to the statistics.

|Heavy Cannon |d8w/d8+2w/d8+1m |40/175/450 |

|Light Cannon |d6w/d6+2w/d6+1m |25/150/375 |

As with a blunderbuss, damage caused at short range is doubled and damage at long range is halved. Canister shot may considered as having a 10 meter area of effect from the point of a strike which makes this weapon deadly when used against troops marching or charging in line.

Exploding Shot: This type of shot is a hallow version of the standard missile which is filled with gunpowder. Most have a fuse, which is then lit, and the weapon is fired. Barring a Critical Failure the shot explodes upon impact. This explosion is equal to a bundle of dynamite (area of effect: 2/4/8; Damage d8+4w/d8w/d12s). The damage from the blast is considered Li/G. Normal damage from the shots impact is also considered for an ‘on target’ hit.

Grape Shot: Grape shot is superior to Canister shot mentioned above. This load of heavy iron balls allows the cannon its normal range ands the type of damage remains Good in firepower. The area of effect is tighter, being only a 6 meter spread, and the damage is doubled for short range and halved for long range.

Gunpowder: This entry simply shows the cost in gunpowder for firing each type of cannon.

Firearm Shot

Information on firearm munitions is given in the next section ‘Weapons Options’.

Gunpowder: The cost given reflects a single charge of gunpowder required in firing a normal firearm. Some firearms call for more than one charge to be used.

Wading: Wading is nothing more than a ‘filler’ used to pack and contain the round and powder in the barrel of a firearm. Wading is consists of a small square of cloth made from moisture absorbing material and is a required component during the reloading of a firearm. If wading is not used a Critical Failure can be generated on both a natural 20 or a 19 as the powder does not remain compact enough to properly fire the weapon.

Wading is cheap and characters should be able to improvise this component from their standard gear in a pinch.

Greek Fire

Greek Fire is a mythical substance sought after for its deadly ability to incinerate the enemy. The price shown on the table reflects the cost for one liter of this substance. The Greek Fire Rifle uses one liter normally, and the Greek Fire Cannon uses 4 liters per shot.

Quarrels

The Hand Quarrel is designed for use with the Hand Crossbow. Standard Quarrels may be used with either Medium or Heavy Corssbows.

High Explosive: Similar to the High Explosive version of the arrow, this quarrel causes High Impact damage.

Sling and Sling Staff

Sling ammunition is listed considering the use of sling stones. If sling bullets are used then add a +1 to damage. Sling bullets, which are usually made of lead, also increase the range of the standard sling to 15/30/75 and the Sling Staff to 15/30/60.

Stink Pot: This ordinance is a clay vessel filled with burning sulfur or quicklime. The range is not good, being only 10/20/40, but the payload breaks upon impact releasing an Irritant poison. All persons within 4 meters of the broken Stink Pot must resist the poison or suffer immediate penalties. A Stink Pot will usually burn for 1d4+1 combat rounds before it loses effectiveness.

Spell Gems

Many ranged and heavy weapons of Progress Level 5 refer to the use of spell gems. The reference is plural because in order for a spell effect to be released from the weapon, two matching spell gems must make contact inside the weapon. The method making spell gems is a closely guarded secret but does involve a spell that splits an existing spell into two versions, one ‘positive’ and one ‘negative’. When they make contact the spell is completed and released.

Generic spell gems refer to effects that can be have no optional settings or enhanced use for the weapon. Their benefit is that certain weapons like the Mage Pistol or the Dragon Gun can use several different types by replacing the spell gems.

Specific versions require the use of a specific weapon as they have options that make non-generic. Weapons like the Rainbow Pistol, the Energy Rifle, and the Nova Gun fall in this category.

Weapons Options

The weapons presented on the tables above are generic in nature. The following section describes some basic options that can be used to modify these weapons into more useful of deadly forms.

Most of these options have some special quality the impart to the weapon they modify, but almost all of them effect both the cost and mass of the weapon in question.

Basket Hilts

A Basket Hilt offers a character a –1 step bonus when attempting a parry, as such daggers with basket hilts are often favored as an ‘off-hand’ weapon. In addition to this the wielder may strike with basket hilt causing damage as a Gauntlet.

The inclusion of a basket hilt increases the value of the weapon by 50%. It also increases the mass of the weapon by 0.5 kilograms.

Of the melee weapons presented in this chapter, the following are suitable for this modification: Dagger, Mace, Broad Sword, Cutlass, Rapier, Saber, Cavalry Sword, and any Sheath Weapon of these types.

Composite Bows

A Composite Bow is one that incorporates different materials in the bow, increasing the total strength. The net result a 25% increase to each range category for the bow in question. This modification doubles the cost of the bow in question.

Generally speaking, only Short Bows and Long Bows can have composite versions. Their ranges are shown below.

|Composite Type |Ranges |Cost |

|Long Bow |50/100/250 |150gp |

|Short Bow |25/50/125 |60gp |

Firearm Standards

Each type of firearm is defined primarily by three criteria. There is the manner of ignition, the barrel type, and the type of ammunition that can be used. Each firearm described on the Ranged and Heavy Weapons tables already has the information for each of these aspects built in to their statistics. If a player modifies a firearm then the following rules should be used. Considering the following, these options have already been applied to the weapons present on the Ranged Weapons table.

|Weapon |Ignition |Barrel |Ammo |

|Arquebus |Matchlock |Crude |Ball Shot |

|Blunderbuss |Matchlock |Crude |Special |

|Cylinder Rifle |Flintlock |Smooth |Mini-Ball |

|Carbine |Breech Loaded |Rifled |Mini-Ball |

|Caviler |Flintlock |Smooth |Mini-Ball |

|Fire Lance |Flintlock |Crude |Special |

|Harpoon Gun |Flintlock |Crude |Special |

|Long Rifle |Flintlock |Crude |Ball Shot |

|Musket |Matchlock |Crude |Ball Shot |

|Six Gun |Breech Loaded |Smooth |Mini-Ball |

|Star Wheel |Flintlock |Smooth |Ball Shot |

|Tri-Gun |Flintlock |Smooth |Mini-Ball |

|Wheel Lock |Matchlock |Crude |Ball Shot |

The Ignition Type refers to one of three options available. Matchlock weapons require a lit fuse to ignite the powder and require three actions to reload the weapon. Flintlock weapons are a little more accommodating allowing for only two actions to reload. Breech Loaded firearms have a special feature in that the shot, powder, and wading is combined in a packet and is loaded into the rear of the barrel. Breech-loaded firearms still use the flintlock mechanism. This allows for only one action to reload. The above rules are primarily for rifles. Pistols can be reloaded at a rate of one less action to a minimum of zero actions required.

Barrel Types effect the Accuracy of the weapon being used. Crude bore firearms have little if no specialized methods for smoothing the barrel and incur a +2 penalty to the firing of the weapon. Smooth bore weapons are better but still impose a +1 penalty. Rifled barrels feature a spiral groove inside the barrel that puts a spin on the round and causes the weapon to have no penalty at all.

Ammunition Types effect range and can also have an effect on the weapons Accuracy. Ball Shot has no effect on either. A Mini-Ball increases the range by 25% and grants a –1 bonus to Accuracy. Bullets (which are not detailed for any weapon shown) grant a –1 bonus and increase range by 50%. Neither mini-balls nor bullets can be used in crude bore barrels and ball-shot cannot be used in a breech-loaded weapon.

It is important to note that the firearms in use today have qualities that are greater than the weapons presented here. In addition, there are no Burst or Auto-Fire capabilities described here as well. If DMs and players are willing, those and other options (as well as those listed below) are given in Appendix 2: Tinkering. But for the standard version of the game, I assume that with magic and other options available that firearms will evolve differently in a fantasy environment than they have in the real world.

Gunpowder

There are two types of explosive powder that are used with firearms, Black Powder and Gunpowder. Both types of powder use the same basic ingredients however gunpowder receives a special process in its mixing called ‘Corning’. This step grants a more useable and moisture resistant powder and also allows for breech-loaded weapons and other possible applications.

Against the threat of moisture consider black powder to have a Durability of 3 and gunpowder to have a Durability of 6. Checks should be made as often as necessary given the environment and damage should be treated as an Acid Splash as found in Chapter 8: Gamers in Action of this book.

For the purpose of easy rules, any type of powder can be used in any type of firearm. The sole exception is that black powder cannot be used in a breech loaded weapon. The application of powder types used in the manufacture of explosives is discussed in Chapter 5: Goods and Services.

Melee with Firearms

When a firearm is used for melee it must make a durability check for each attack that hits. The damage caused to the target is also caused to the firearm itself including any modifiers for high strength. The mechanisms and components for a firearm are not designed for these purposes and this is an excellent way to ruin a good gun. Damage caused in this fashion may be fixed with either the Firearms or Tinkering-Repair skills.

Backfire Damage

Matchlock and flintlock weapons are notorious for causing harm to the shooter when things go wrong. This is simulated in this game with the Critical Failure. When this result occurs while using a firearm, the backfire causes 1d4 points of wound damage to both the character and the weapon itself. Because of the closeness of the weapon and the way in which it is aimed and fired, the damage is focused on the armor of the character’s head. In a similar sense, the weapon’s armor, if any, does not apply (however Toughness does). Damage caused to the weapon by a backfire may be fixed with either the Firearms or Tinkering-Repair skills.

If the DM allows another option may also be used for a Critical Failure. If the character passes a Personality Feat check then the backfire can be determined as a ‘Hang Fire’ instead. This means that the powder burns incorrectly or is of poor enough quality that the round is not discharged from the barrel. While this option saves the character from backfire damage it does require that the weapon be reloaded with an additional action.

As a final note, a breech-loaded firearm does not backfire on a ‘20’. It jams instead. Correcting this problem requires only one action.

Firearm Options

In addition to the standard models and their possible upgrades, there are also several other options useable by firearms. These are presented below and most are limited to Progress Level 4 unless the DM feels otherwise. Each of these options has modifiers to their ease or difficulty in implementing, the details of which are discussed in Appendix 2: Tinkering. Of the options presented below the Combination Barrel and Scopes options cannot be used with Pistols.

← Multiple Barrels: Up to two additional barrels can be added to a firearm as long as they are of the same type and model. While this allows the user to fire multiple volleys before reloading, each barrel adds one-half on the weapons mass to the total mass. Regardless of the final mass of the weapon, its bulk makes it a Heavy Weapon by definition. Each barrel also costs one-half of the base cost for the weapon as well. Therefor a firearm with two additional barrels weighs and costs twice as much in both categories. The Tri-Gun on the Heavy Weapons table is an example of this type of weapon.

← Combination Barrels: This option is similar to the multiple barrel option above except that it includes barrel types that are different. Only one barrel can be added to a firearm if it differs from the first. The most common application of this is a Blunderbuss combined with another type of rifle. As with the multiple barrel option above, this makes the firearm a Heavy Weapon. Cost and mass are similarly modified excepting the base costs of the firearms of which the barrels originate.

← Pepperbox: An advancement on the barrel combinations above, a Pepperbox is a series of like barrels designed to rotate around a based so that they may be fired by a common flintlock. This option allows for up to six barrels to be combined on one gun. The mass of the weapon, and cost, are determined by the same criteria above. The Six Gun on the Heavy Weapons table is an example of this type of weapon.

← Free-All Trigger: Useable with either the Multiple or Combination Barrel options, a Free-All Trigger is an additional trigger built into the firearm that allows all of the triggers present to be released in one action. This option increases the weapons cost by 25%. The Tri-Gun on the Heavy Weapons table makes use of this option.

← Quick Load Rods: While not being an actual modification to a firearm itself, Quick Load Rods are specially designed loading rods that allow a character to place the shot, powder, and wading down the barrel of the weapon in one action. This reduces the reload time by one action however they cannot be used with Breech Loaded firearms. It requires one minute to prepare a QL Rod therefor most gunners carry several in to battle. In a progress level 4 campaign, quick load rods cost around 15 gold pieces each.

← Scopes: Scopes help in long range shooting by reducing the long-range penalty by 1 point. However, not just any scope can be placed a rifle and used as such without first being sighted correctly. This is done with a complex skill check using the Firearms-Rifle skill and requires 3 successes with one being allowed per. The medieval/fantasy scope utilizes two lenses sealed together with strands of spider web to form the crosshairs. The average scope costs 300 gold pieces.

← Melee Rigging: This option allows a Rifle to be used as a club in melee combat without forcing it to make a Durability check when it lands a blow. At Progress Level 4 the rigging includes a mount for a bayonet. Adding this option to a firearm increases it’s cost by 25%.

← Wide Breech: A Wide Breech allows the weapons wielder to load more powder into a firearm than is normally allowed. The net result is that the blast fires the round with more force, which adds a +1 to the damage. The down side of this is that the firearm will backfire on either a 20 or 19 (or 20, 19, and 18 if the wielder has the Bad Luck flaw). Designing a firearm with a wide breech increases its cost by 25 gold pieces.

Heavy Weapon Options

As with other types of weapons, heavy weapons may also be modified for greater effect. Some of the more common options available are given below.

← Dual-Mount: increases accuarcy, must be used for two bolts or no go. adds on step to reload. doubles the cost of the weapon.

← Steam Fired: The force of steam is used to hurl the object. The greater force generated in this manner does not increase the range of the attack, but damage is increased by a +1. The drawback to this is that the weapon weighs 50% more, requires one more action to reload, and the fire and water in the boiler must be maintained at an operating level.

← Steam Powered: The most superior use of steam in large weapons, this system utilizes the force of the steam to power a series of mechanisms to fire and reload a large weapon. This grants the weapon a +2 bonus to damage caused and range is increased by 25% per category. The flaws are the same as for the Steam Fired option above except that this option allows the weapon to be reloaded in half the time by use of steam powered assistance.

← Explosive Powered: Some team weapons may follow the designs as those used for firearms. While the bombard and cannon fit this category (as possible modifications to a catapult) the ballista may also make use of this delivery system. The primary benefit gained by doing so is that the weapon causes High Impact but does use a lot of gunpowder to use.

← Tandem Systems: Allowing one man to fire multiple weapons can be of great benefit. This modification includes a series of gears, levers, and pulleys that allow for one release mechanism to be used by the weapons that are loaded and ready. Reloading the weapons, however, is another story.

← Automatic Systems: A dream not realized until late in the Tinker Age, this system is comprised of weighs, springs, and the weapons natural power to reload itself. When the weapon is fired, the force of the release creates a chain reaction that quick ‘rewinds’ itself to its firing position. The only step remaining is to place the shot into the weapon, however some weapons also include this feature. The force generated by this action is too much for a wooden frame. As such, the frame must be made of metal (preferably steel) and causes the weapon to weigh twice as much as is normal. This option is not available to weapons that use gunpowder like the bombard or the cannon.

← Pulley Reload System: The forerunner of the automatic system, pulley reloads include a block and tackle combination that makes reloading easier by reducing the force of the weapons ‘pull’. This option does not increase the weight of the weapon and it reduces the reload time by one-half. This option is not available to bombards or cannon.

Made for Throwing

Some weapons that are designated as ‘Not for throwing’ can be made as ‘Designed for throwing’ if desired. While this helps with range modifiers, it does modify the damage by a –1 point if the weapon is used in melee combat. This means that if a Hand Ax is made to be ‘Designed for throwing’ then standard damage applies if the weapon is thrown, however the damage will be –1 point of damage per category if the Hand Ax is used in melee.

Weapons that are ‘Heavy’ for the purposes of throwing cannot usually be bettered in the terms of this rule.

Parrying/Disarming Blades

Bladed weapons like swords and daggers may have Parrying/Disarming Blades attached to them. These modifications grant a step bonus to parrying attempts while using the blade and disarming attempts impose only a +3 penalty instead of the usual +4.

This modification comes in two varieties: Fixed Blades or Spring Blades. Fixed Blades can be introduced as early as Progress Level 1, while Spring Blades generally do not appear earlier than Progress Level 2. The cost for Fixed Blades is a price increase of 10% of the weapons value; while Spring Blades increase the price by 50%.

The primary difference between the two is that Fixed Blades cannot be sheathed while Spring Blades can. Spring Blades can also be used to surprise an opponent if combined with a successful Tactics-melee tactics skill check. In such a case the use of the blades during that phase may grant a –2 step bonus to parrying or only a +2 penalty to a disarm check.

Of the weapons presented in this chapter the following are suited for this modification: Dagger, Short Sword, Broad Sword, Great Sword, Long Sword, and any Sheath Weapons of these types.

Polearm Options

The entry for polearms on the melee weapons table details the basic statistics for such a weapon. Historically however, polearms had several other uses. For simplicities sake a polearm can be used to make several types of called shots with only a +2 penalty instead of the usual +4. These maneuvers include specific attacks to damage armor, or to pin an opponents weapon. They may also be used to in an Overpowering attempt to unhorse a mounted attacker or to pull someone to the ground.

Magical Weapons & Armor

Magical weapons, armor, and shields are all ranked by their magnitude. The magnitude of the magic invested in such gear allows it to be used to greater capacity than a normal, mundane, piece of equipment. All magical gear also has a quality. The general rule of thumb is that the quality of the item must be at least equal to the power the item is to hold. This reflects the rules involving a permanent magical item. Temporary magical items, made by the Enchantment-enchant item spell, do not have to follow this rule but their power only lasts a short while. The table below shows the qualities allowed for each level of power.

Quality vs. Magnitude

| |Magnitude |

|Quality |Ordinary |Good |Amazing |

|Ordinary |Yes |No |No |

|Good |Yes |Yes |No |

|Amazing |Yes |Yes |Yes |

The features of both quality and power are combined in the statistics for the item. This means that an amazing quality suit of plate mail retains those values for Quality and also gains the benefits of being amazing in Magnitude as well.

Magical Weapons

Magical weapons gain two primary features; a Skill Bonus and the ability to Ignore Armor. The Skill Bonus represents an increase in the wielder’s rank score with that weapon. If the character is untrained, he first bonus grants a broad skill level of use. If the wielder has only the broad skill then the first bonus grants rank 1. If the new rank would normal grant a rank benefit, like double-strike or distance precision, then those benefits are also gained.

The Ignore Armor column shows the reduction to a defender’s armor value. If, and only if, the target has no armor value then this reduction acts as a point-for point increase to damage. The Power of a magical weapons also acts as its power rating in terms of toughness. Unless a Game Master feels otherwise this should not upgrade damage. High power should only downgrade Good or Amazing toughness as standard.

Both apply to melee and thrown weapons however when applied to heavy or ranged weapons not all of these values apply. In these cases the weapon itself and the ammunition used can differing power. Weapons (bows, crossbows, ballista, and slings) gain only the benefit of the Skill Bonus column. Ammunition types (arrows, quarrels, sling stones, or bullets) use the Ignore Armor and the Power columns only.

|Magnitude |Skill Bonus |Ignore Armor |

|Ordinary |+1 Rank |-1 |

|Good |+3 Ranks |-2 |

|Amazing |+5 Ranks |-3 |

Magical Armor

The strength of magical armor is found primarily in its ability to fend off secondary damage and the increase to the armors base ratings. The Secondary Damage column shows the decrease of secondary damage taken while the armor is being worn. The Armor Value column details the modifier to the die roll for an armors protective value. The Mass column shows the modifier for the armors mass when worn. This does not effect the mass if the armor is being carried or transported however. As with magical weapons, magical armor must first be made of an equal or greater quality to have an equal or lesser power.

| |Secondary Damage |Armor Value | |

|Magnitude | | |Mass |

|O |-1 |+1 |-25% |

|G |-2 |+2 |-50% |

|A |-3 |+3 |-100% |

Magical Shields

Magical Shields gain bonuses in a manner similar to magical armor. The columns below are self-explanatory. It should be noted that shields, whether magical or not, only benefit a character if they can actual be used to ward off an attack. Attacks to unprotected flanks or the rear do not offer protection from a shield. Of course the bonuses granted a shield benefit a character’s overall armor values as per the standard rules.

| |Secondary Damage |Armor Value | |

|Magnitude | | |Mass |

|O |-1 |0 |-25% |

|G |-2 |+1 |-50% |

|A |-3 |+2 |-100% |

Magical Gear Values

While most persons who own a magical weapon or suit of armor will not normally part with them there are times when they may be put up for sale. The character may be retiring, he may have several additional pieces of magical gear that he doesn’t need, or he may need a lot of money for some venture like building a castle.

|Quality |Value |

|Ordinary |x100 |

|Good |x250 |

|Amazing |x500 |

The Value column shows the base modifier to the weapon or armors cost. This is also modified by the quality of the piece of gear as well. This number forms the base of barter as most sales of this nature are not standard market goods.

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