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Alfredo Sendin (order #1048782) 2

d20 Advanced Adventure Roleplaying Game

John Pennisi

Additional Contributions Interior Art


Cameron Mount ─ “Kerian” Andre Campbell ─ Tyran Eades ─ John Pennisi

Cover
John Pennisi Layout
John Pennisi
Additional Editing
Cameron Mount ─ Abbi Unger

Playtesters
Trevor Bancroft ─ Aaron Killeen ─ Tina Hays ─ Cameron Mount
Ben Nelson ─ David O'Loughlin ─ R. Padraic Springuel ─ Abbi Unger
“Kerian” ─ “SapphireMagic” ─ “zachol”

Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and
all Jackelope Crossing Games logos and identifying marks and trade dress; any specific characters and places; capitalized names and original names of persons, places, or things; any
and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, likenesses, poses,
logos, or graphic designs, except such elements that already appear in final or draft versions of the d20 System Reference Document or as Open Game Content below and are already
open by virtue of appearing there. The above Product Identity is not Open Game Content.

Designation of Open Content: The following items are hereby designated as Open Content: Chapters I – XII.

©2008 Jackelope Crossing Games.

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d20 Advanced Adventure Roleplaying Game

Introduction

Gary Gygax died today. game should play. The beauty of roleplaying games is that there
It's a strange feeling, to know that someone in your little niche in are so many ways to get it right, for the game to be fun for the
the world has passed on. For people who weren't gamers, the individual group. Not everything needs to work the same way for
passing of Gary Gygax probably went unnoticed, but to gamers, it every group. There's room for lots of options at the table, and d20
really did mark the end of an era. Advanced strives to make them all work within the framework of a
single gaming system.
Gaming changed a lot during Gary's lifetime. He and his friends
oversaw the development of the first true roleplaying games from And yeah, this is a little different than they did things in Gary's day.
old-fashioned wargames, and with the publishing of a little box set More emphasis is placed on making unique and interesting
for a game in 1974, they changed the world of gaming forever when characters with lots of options, and the social contract between
they introduced the notion that the miniatures on the table were players and the GM is more clearly stated. But the principle's still
more than just representations of soldiers in a battlefield, but the same: get a group together and use the game to put your
characters in an adventure that was unfolding between the players characters through adventures. d20 Advanced presents more
of the game. options in the end for developing characters as points of interest to
the game by themselves, to help players invest more in their own
Things have changed since the old days, but that one basic
characters than they would if these characters were mere game
premise remains the same: roleplaying games are meant to be pieces.
ways that players can create characters and take them on amazing
adventures together. Since then, that basic concept has been But at the end of the day, the option is yours entirely. That's what
applied in different ways, as some gamers have put more emphasis I've tried to create with d20 Advanced: a system that gives you the
on using roleplaying games as a collaborative way to tell tools to make the game your own, so that it plays just the way your
captivating stories about their characters and the world they're group needs for your game. It's been a labor of love, written on my
gaming in. Some players did more of this, some did less, but that laptop (with two big dull spots worn into the paint on the keyboard
was the beauty of roleplaying games: there's no wrong way to play. from where I rest my hands while typing) in bits and pieces over the
past three years. I can still remember sitting in the student center at
But that's not to say that the disagreements on what counted as fun my college when I was just starting on this project, back when it
to different gamers out there weren't informative. In many ways, the
was just going to be an alternate magic system for a fantasy game
disagreements and discussions about different playstyles were with airships, and I was just poking away at it in between classes.
incredibly informative. And it was reading comments from Gary and
Now, three years later, I can finally give you the finished product.
gamers like him that really helped to crystallize my own gaming The artwork is pretty sparse, since the budget for this book was in
philosophy, and that's the philosophy that led me to create d20
direct competition with other pressing needs, like tuition and
Advanced. groceries, but I had help from some good friends to assemble it.
In many ways, d20 Advanced is designed to be a departure from
In 1974, Gary Gygax published a game that came in a little white
older systems, such as the ones Gary worked so hard on box, with three little booklets inside, and he changed the world of
throughout his life. The game lacks endless subsystems, instead
gaming forever. With the advent of .pdf publishing and online stores
having only a few main methods of conflict resolutions which are and graphics programs, I'm publishing d20 Advanced in much the
designed to encompass a wide variety of similar challenges. It
same way. I doubt this game will ever have anything near to the
enables a lot of customization on the front end with character
influence or success that Gary Gygax's creations have had, but if
design, and it's made to be flexible enough that groups can quickly
d20 Advanced can help gamers to create worlds of adventure, to
and easily adjust the game to their liking. When I set off on this help give a group somewhere a set of rules that are flexible and
journey almost three years ago to come up with a system I could
robust enough to support their game, then that's enough of a
use to play a fantasy world with airships, I had no idea that I'd wind success for me.
up with an entirely new game system.
So go out there and start gaming.
By making d20 Advanced as open and as boiled down to its
essential elements as possible, I've tried to provide a firm Don't forget to roll a 20 for Gary.
foundation for a new generation of gamers to play the game the
way they want. My goal with d20 Advanced was to create a toolbox - John Pennisi (AKA Jackelope King)
for gamers to create their game, to create their vision of how the

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d20 Advanced Adventure Roleplaying Game

Table of Contents
Credits.................................................iii FX Modifiers...................................119 Chapter IX: Dramatic Interactions...195
Introduction..........................................ii Extras.............................................119 Dramatic Interactions.....................195
Table of Contents..................................i Flaws.............................................124 Interaction Types...........................197
Thanks..................................................i FX Drawbacks...............................127 Reputation.....................................198
FX Structures................................129 Mental Strain.................................200
Part I: Characters....................1 Creating FX...................................133 Taint...............................................201
Chapter I: The Basics..........................2 Improving and Adding FX.............136 Examples of Taint..........................202
Gameplay...........................................4 Chapter VI: Gear..............................138
Hero Dice...........................................7 Equipment.....................................138 Part III: Running the Game.208
Character Points..............................10 General Equipment.......................140 Chapter X: Gamemastering.............209
Details & Characteristics.................12 Weapons.......................................142 The Three Commandments of
Drawbacks.......................................15 Armor............................................145 Gamemastering.............................209
Chapter II: Abilities.............................19 Vehicles.........................................146 Overseeing Character Creation.....212
The Abilities......................................19 Structures......................................148 Running the Game........................214
Altering Ability Scores......................20 Devices.........................................150 Creating the Adventure..................218
Movement........................................21 Constructs.....................................153 Chapter XI: Campaign Building.......223
Size..................................................22 Wealth...........................................154 Campaign Era................................222
Chapter III: Skills...............................24 Campaign Feel..............................227
How Skills Work...............................24 Part II: Action.......................155 Realism..........................................229
Skill Descriptions.............................28 Chapter VII: Combat........................156 Power Level & Character Points....233
Creating Skills..................................51 Combat Statistics...........................156 Genre.............................................234
Chapter IV: Feats...............................52 Actions...........................................159 Creating PC Templates.................239
Feat Descriptions.............................52 Action Descriptions........................160 Selecting Options..........................241
Fighting Styles.................................62 Damage & Injury............................162 Designing Worlds of Adventure....243
Creating Feats.................................64 Tactical Movement and Options....165 Chapter XII: Stock Characters.........246
Chapter V: FX....................................65 Combat Advantage........................168 NPC Guidelines.............................246
FX Components...............................65 Attacks of Opportunity...................170 Creating an Encounter...................248
FX Types.........................................68 Maneuvers.....................................171 NPC Archetypes............................250
Using FX..........................................69 Chapter VIII: Environments.............175 NPC Templates..............................262
Noticing FX......................................74 Zones.............................................175
Countering FX.................................74 Terrain Effects................................179 Appendix I: Creating a Character....268
FX Descriptions...............................75 Climate Effects..............................186 Appendix II: Sample Session...........270
FX Feats........................................116 Conditions.....................................191 Index................................................277

Special Thanks
To Andre and the guys at Heritage Comics HSQ for the help getting art assembled for the book.

To Jim and Becca for hosting d20 Advanced, and to the community at Dragon Avenue for all their help in developing the game.

To Steve Kenson for the ideas and the Open Gaming Content from his game that provided so many of the ideas that inspired this work.

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d20 Advanced Adventure Roleplaying Game: Part I

Part I: Characters
The fundamental unit of any story is the character, and roleplaying
games are no different. This section of the book details everything
Chapter II: Abilities
you need to know to create your character, from the basic abilities The second chapter covers the basic ability scores a character has,
to more advanced special FX to the gear used. Part I of d20A as well as the other attributes characters have which are derived
details everything you need to design a character for almost any from these abilities. They include Strength, Dexterity, Constitution,
genre of gameplay. Intelligence, Wisdom, and Charisma. The chapter also details how
characters purchase these abilities. This chapter is essential for
designing characters.
For the Player
Part I is important for games where you design your own character Chapter III: Skills
from the ground up. If your GM's game has character archetypes
already created, you only need to familiarize yourself with Chapter I Chapter III lays out the basic system governing mundane character
to be ready to game. More experienced players might want to dive skills in a wide variety of tasks. It includes several methods for
in and create a character from the ground up, which requires details resolving tasks which require skill on the part of the characters, and
from the rest of Part I. a number of skills characters can choose from. It also details with
different ways to purchase skills. This chapter is essential for
designing characters.

For the GM
If you've chosen to run d20A, Part I details information more Chapter IV: Feats
necessary for the players, but it does include rules for resolving Beyond simple abilities and skills, feats are slightly more powerful
many tasks. Be familiar with Chapter I, and understand the but situational abilities that players can choose for their characters.
resolution systems for certain abilities in Chapter II and for skills in The feats are organized in such a way that a GM can quickly and
Chapter III. The rest of the information in this section is important easily select which ones are a good fit for a specific game. This
for reviewing potential characters and designing NPCs, but isn't as chapter is essential for designing characters.
important for actually running the game.

Chapter V: FX
What's in This Part Far above the mundane abilities of ordinary people, FX are a set of
Part I of d20A covers all the essential information to create a powers which can be purchased to represent certain superhuman
character and the basic rules for playing the game. All players and or supernatural capabilities characters might have. These are not
GMs should be familiar with the information in these sections. for every game, and for many genres are restricted by the GM. This
chapter is important for designing character with supernatural
powers.
Chapter I: The Basics
In Chapter I, the very basics of the d20 Advanced system are laid Chapter VI: Gear
out, explaining the roles of the players and the GM, the basic task
resolution system, and explaining the important terms that are used Characters often rely on different types of gear to perform up to
throughout the book. Chapter I also covers the fundamentals of their full capabilities. Chapter VI details how equipment and devices
character creation by explaining how abilities are limited by Power are purchased with character points, as well as showing sample
Level and how characters are created using Character Points. This pieces of equipment (ranging from weapons to vehicles to
chapter is a must-read for all players and GMs. structures) and outlining an optional Wealth system for buying gear.
This chapter is important in many games with characters who lack
FX.

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d20 Advanced Adventure Roleplaying Game: Part I

Chapter I: The Basics

Who hasn't wanted to be the hero at one time or another? Whether • A master swordsman, a warrior of renown.
that hero is crossing blades with evil monsters and battling dark • A great sorcerer who wields fantastic magic.
sorcerers in the bowels of some horrible dungeon, soaring across • A cunning thief who survives on his wits alone.
the sky in a fancy costume and cape with fantastic powers, or • A superhero from straight out of a comic book.
maybe traveling through space in a futuristic spaceship, all types of • An explorer who doesn’t mind getting his hands dirty.
heroes exist in fiction. d20 Advanced is a game dedicated to
• The pilot of an experimental futuristic space ship.
making it possible for you to play that hero in a game fueled by the
• One of the last survivors on Earth after a zombie apocalypse,
imaginations of yourself and your friends.
armed with only a crowbar and a shotgun against the undead.
• A brilliant scientist whose brain is his greatest weapon.
A strange monster or alien from some far-off place.
What is a Roleplaying

• A timid seeker of knowledge man was not meant to know.

Game?
• A mighty psychic whose mind holds vast power.
• A martial artist who has mastered unarmed combat.
• A zany cartoon character ready for hijinx.
A roleplaying game, or RPG for short, is a game of the imagination,
• Or anything else that you can imagine!
where you and some friends get together and create fictional
characters, then play out their adventures around a tabletop. One
player takes the role of Gamemaster (or GM) and describes the
setting and the challenges your characters encounter. The GM
plays the supporting characters and villains in the story. The GM
What You Need to Play
also acts as referee to adjudicate the rules of the game and make Here’s what you need to start playing the d20 Advanced
sure everything's handled fairly. Roleplaying Game:
Your imagination is the only thing limiting the sorts of adventures • This book, which contains all the rules to create a hero and
you can have, since you and your friends create the world, the play the game.
characters, and the adventures. It's like writing your own story, with • A copy of the character sheet (found at the back of this book).
your characters as the heroes! All of the action takes place in your • A pencil and some scratch paper.
imagination, and the story can go on for as long as you want, with • At least one twenty-sided die (d20). You may want to have one
one exciting adventure after another. die for each player, or you can share dice.

What is d20 Advanced? Dice


In the d20 Advanced RPG, you take on the role of a character in d20 Advanced uses (and takes its name from) a twenty-sided die—
any number of wonderful worlds. Whatever you can imagine, you available at game and hobby stores—to resolve actions during the
can be, and any sort of game world you would want to play in, you game. References to “a die” or “the die” refer to a twenty-sided die
can create. This book contains all the information you need to play unless stated otherwise. The die is often abbreviated “d20” (for
the game. This Basics chapter provides a quick overview of how twenty-sided die) or “1d20” (for one twenty-sided die). So a rule
the game works. After you read it, flip through the rest of the book asking you to “roll d20” means, “roll a twenty-sided die.”
and see the various options for creating character. Then you can
read through the following chapters thoroughly to see which options
appeal to you the most. Modifiers
Sometimes modifiers to the die roll are specified like this: “d20+2,”

Characters
meaning “roll the twenty-sided die and add two to the number
rolled.” An abbreviation of “d20–4” means, “roll the die and subtract
four from the result.”
The characters you create to play d20 Advanced are like the heroes
of their own comic book series, television show, or movie. Your
character might be...

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d20 Advanced Adventure Roleplaying Game: Part I

Using this Book


The best way to read this book depends on whether you plan to be
a player or Gamemaster in your d20 Advanced game. The GM • Social Rules: This icon points out rules which are used
creates the world in which the characters live and controls all non- to resolve social interactions, which you might not find
player characters (NPCs) such as thugs, bystanders, and evil appropriate for your style of play.
villains, as well as the supporting cast. Each player controls a
character of his or her creation, interacting with other player
characters as well as with the world and stories created by the GM. • Tactical Complexity: This icon is used to point out
rules which might be problematic because of increased tactical
complexity during combat.
Gamemasters
If you plan to be a d20 Advanced Gamemaster, you should • Warning: This icon alerts you to mechanics which might
familiarize yourself with the whole book. Start by looking over the prove problematic for your game because they might be too
character creation (Part I: Characters) and Chapter X: powerful for your game.
Gamemastering. Then read through Chapter VII: Combat, and
familiarize yourself with those rules. You may want to run a few
sample combats using the character archetypes in the book, just to
get a feel for things. Then you can decide what sort of game you The Basics
want to run by reading Chapter XI: Campaign Building.
d20 Advanced provides a framework for your imagination. It has
rules to help you decide what happens in your stories and to
resolve conflicts between characters and the challenges they face.
Players With it, you can experience adventure as just about any sort of
If you’re creating a hero for a d20 Advanced game, Part I: character possible. Any adventure you can imagine is possible.
Characters contain all the information you need to create your own
character. You may want to consult with your GM before creating a
character to find out what sort of campaign your GM is interested in
running.
Rule Number One
The first, and most important, rule of d20 Advanced is: do whatever
is the most fun for your game! While we’ve made every effort to
Notifications ensure d20A is as complete a game system as possible, no system
can cover every situation an imaginative group of players may
This book uses numerous icons to quickly draw your eye to encounter. From time to time, the rules may give you strange or
suggestions, options, and potentially problematic areas. undesirable results. Ignore them! Modify the outcome of die rolls
and other events in the game as you see fit to make it fun and
enjoyable for everyone. It’s your game, so play it the way you want!
• Cinematic: This icon is meant to show you rules
which make a game especially cinematic, and to make the PCs
much larger-than-life. The Core Mechanic
d20 Advanced uses a standard, or core, mechanic to resolve
actions. Whenever a character attempts an action with a chance of
• Examining the Mechanics: This graphic highlights failure, do the following:
some of the design principles used in certain areas of the
game, so you can better understand how to make such choices 1. Roll a twenty-sided die (or d20)
for your own game. 2. Add any relevant modifiers (skills, abilities, powers, or
conditions)
3. Compare the total to a number called a Difficulty Class.
• Gritty: This icon represents an option which will make If the result equals or exceeds the Difficulty Class (set by the GM
your game grimmer and grittier, and make the PCs smaller and based on the circumstances), your character succeeds. If the result
even more vulnerable. is lower than the Difficulty Class, your character fails. This simple
mechanic is used for nearly everything in d20 Advanced, with
variations based on what modifiers are made to the roll, what
• Options: This icon denotes optional guidelines for determines the Difficulty Class, and the exact effects of success
other ways to handle a rule, or how changing it can affect your and failure.
game.

• Rule of Thumb: This icon shows helpful suggestions for The Gamemaster
how to quickly resolve a question without resorting to flipping
One of the players in a d20 Advanced game takes the role of
through the rules. Gamemaster or GM. The GM is responsible for running the game,
a combination of writer, director, and referee. The GM creates the

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adventures for the characters, portrays the villains and supporting climb faster and with more confidence than someone who isn’t
characters, describes the world to the players, and decides the trained, for example. Skills are measured in ranks, reflecting how
outcome of the characters’ actions based on the guidelines given in much training a character has in the skill. As well, skills determine
the rules. It’s a big job, but also a rewarding one, since the GM gets your combat abilities - how accurate your attacks are, how well you
to create the whole world and all the characters in it, as well as can dodge attacks against you, and how well you can resist
inventing fun and exciting stories. If you’re going to be the GM, you damage from attacks that successfully hit you. You choose the
should read through this whole book carefully, particularly Part III: skills your character knows and how well trained the character is in
Running the Game, which talks about how to run d20 Advanced them.
games and how to create your own game settings for adventures.
You should also have a firm grasp of how the rules of the game
work, since you’re expected to interpret them for the players to Feats
decide what happens in the game.
Feats are special abilities—talents or knacks. A feat allows your
character to do something other characters can’t normally do, or
The Characters makes your character better at doing certain things. They give the
character an advantage over others. You select your character’s
feats based on what you want your character to be able to do well
The other players in a d20 Advanced game create characters for
relative to others.
their own adventures, like an ongoing story or television show. As a
player, you create your character following the guidelines in this
book along with the guidance of your GM. There are several
components to creating a character, described in detail in Part I: FX
Characters, and outlined here.
FX are special abilities beyond those of ordinary human beings.
They’re like feats, only more so. Whereas a feat might give your
character a minor special ability, FX grant truly superhuman
Abilities abilities. You choose the FX you want your character to have.
Chapter V: FX presents a wide range of FX, along with FX
All characters have certain basic abilities. These are Strength,
modifiers and FX feats, allowing you to mix and match to create
Dexterity, Constitution, Intelligence, Wisdom, and Charisma. They
nearly any ability you desire.
each have a numeric ability score averaging +0 for a normally
capable human being. Higher ability scores grant bonuses while
lower ability scores impose penalties. As part of creating your
character, you decide how strong, smart, and tough your character Drawbacks
is by choosing the appropriate ability scores.
Finally, characters often have challenges to overcome. They have
drawbacks. Overcoming these drawbacks is part of what makes a
real hero. Drawbacks range from physical disabilities to unusual
Skills weaknesses or vulnerabilities. You choose your character’s
drawbacks, allowing you to define the sorts of challenges your
Skills represent training or ability in a particular sort of task,
character must overcome in the game.
everything from complex acrobatics to performing surgery,
programming computers, or piloting a plane. A skill acts as a bonus
for actions involving those tasks. Someone trained in climbing can

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Gameplay
roll a check total of 15 or better to succeed. In some cases, the
results of a check vary based on how much higher or lower the
result is than the DC.
A session of d20 Advanced resembles a small part of a story,
ranging from a chapter of a book to an episode of a television
program to an issue of a comic book. The GM and the players get TABLE 1.1: CHECK EXAMPLES
together and tell a story by playing the game. The length of the
Task Example DC
game session can vary, from just a couple hours to several hours or
more. Some adventures may be completed in a single session Simplistic Follow a mob in broad daylight 0
while others may take multiple sessions, just as some stories are Easy Climb a knotted rope against a wall 5
told in one short book, while others span whole series. The episodic Average Hear an approaching guard 10
nature of the game allows you to choose when to stop playing and
allows you to start up again at any time at which you and your Challenging Repair an alarm clock 15
friends agree. Difficult Swim in stormy water 20
Just like any other story, a d20 Advanced adventure consists of a Very Difficult Pick the lock to a house front door 25
series of interrelated scenes or encounters. Some scenes are fairly Formidable Leap across a 30-foot chasm 30
straightforward, with the characters interacting with each other and Heroic Track a ninja across hard ground 35
the supporting cast. In these cases the GM generally just asks the
Epic Hack the Pentagon mainframe 40
players to describe what their characters are doing and in turn
describes how the other characters react and what they do. When Legendary Locate a master spy in a metropolis 45
the action starts happening, such as when the characters are Mythical Open the vault at Fort Knox 50
staving off a disaster or fighting villains, time becomes more crucial
Perform open-heart surgery on yourself with
and is broken down into rounds, each six seconds long, and the Impossible 55+
a pen knife in the dark
players generally have to make die rolls to see how their heroes do.

Opposed Checks
Die Rolls Some checks are opposed. They are made against a randomized
number, usually another character’s check result. Whoever gets the
There are a number of different die rolls in d20 Advanced, although
higher result wins. An example is trying to bluff someone. You roll a
they all follow the core mechanic of a 20-sided die + modifiers vs. a
Persuasion check, while the GM rolls a Perception check for your
Difficulty Class.
target. If you beat the target’s Perception check result, you
succeed. For ties on opposed checks, the character with the higher
bonus wins. If the bonuses are the same, roll d20. On a 1–10 one
Dice Pools character wins and on 11–20 victory goes to the other character;
decide which character is “high” and which is “low” before rolling.
Some abilities grant characters access to dice pools, which grant
Alternately, you can just flip a coin to see who wins.
the player the option to try again on a failed check by rolling
multiple dice at once and then taking the best result from all of
those dice. After using a dice pool in this way, the player loses one
die from the dice pool. Trying Again
In general, you can try a check again if you fail, and keep trying
indefinitely. Some tasks, however, have consequences for failure.
Negative Dice Pools For example, failing an Athletics check to climb a building may
There are also some statuses which are meant to represent the mean the character falls, which makes it difficult to try again. Some
buildup of harmful things, such as taint. In these examples, players tasks can’t be attempted again once a check has failed. For most
roll their dice pools and select the lowest result. They don't lose one tasks, when you have succeeded once, additional successes are
die from the dice pool for using it (since it's usually unwanted meaningless. (Once you’ve discovered a room’s only secret door
anyway), but they might be able to lower these problematic dice using the Perception skill, for instance, there’s no further benefit to
pools through other means. be gained from additional Perception checks.)
If a task carries no penalty for failure, you can take 20 and assume
the character goes at it long enough to succeed, or at least
Checks determines the task is impossible at the character's level of ability.

To make a check, roll d20 and add any modifiers for traits (abilities,
skills, or FX) relevant to the check. The higher the total, the better Condition Modifiers
the outcome.
Some situations make a check easier or harder, resulting in a
Check = d20 + modifiers vs. Difficulty Class bonus or penalty to the modifier for the check or the check’s
Difficulty Class.
Difficulty Class The GM can change the odds of success in four ways:
Some checks are made against a Difficulty Class (DC). The DC is a 1. Grant a +2 or +5 bonus to represent conditions improving
number set by the GM which your check must meet or exceed in performance.
order for you to succeed. So for a task with a DC of 15 you must 2. Impose a –2 or -5 penalty to represent conditions hampering

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performance. failure, you can take 20. Instead of rolling the check, calculate your
3. Reduce the DC by 2 or 5 to represent circumstances making result as if you had rolled a 20. Taking 20 means you keep trying
the task easier. until you get it right. Taking 20 takes twenty times longer than a
4. Increase the DC by 2 or 5 to represent circumstances making single check, or about 2 minutes for a task requiring a round or
the task harder. less. If there are penalties or consequences for failing the check,
such as setting off an alarm or slipping and falling, you cannot take
Bonuses to the check and reduction in the check's DC have the 20 on that check.
same result: they create a better chance of success. But they
represent different circumstances, and sometimes that difference is
important. GMs should feel free to take account of very favorable
and unfavorable circumstances with bonuses or penalties or DC Comparison Checks
modifications greater than +2 or -2 (as a rule of thumb, from about In cases where a check is a simple test of one character’s ability
+5/-5 up to about a total of +10/-10). against another, with no luck involved, the character with the higher
score wins automatically. Just as you wouldn’t make a “height
check” to see who’s taller, you don’t need to make a Strength check
Tools to see who’s stronger. When two characters arm wrestle, for
example, the stronger character wins. If two flying characters race,
Some tasks require tools. If tools are needed, the specific items are the faster character wins, and so forth. Note this does not include
mentioned in the description of the task or skill. If you don’t have the use of Hero Dice to temporarily increase a character’s score,
the appropriate tools, you can still attempt the task, but at a –5 which can affect the outcome of a comparison check. In the case of
penalty on your check. identical bonuses or scores, each character has an equal chance of
A character may be able to put together impromptu tools to make winning. Roll a die: on a 1–10, the first character wins, on an 11–
the check. If the GM allows this, reduce the penalty to –2 (instead 20, the second character does.
of –5). It usually takes some time (several minutes to an hour or
more) to collect or create a set of impromptu tools, and it may
require an additional check as well. Characters with the Improvised
Tools feat suffer no penalty for not having the proper tools to
Aiding Another
perform a task. They can make do with whatever is at hand. Sometimes characters work together and help each other out. In
this case, one character (usually the one with the highest bonus) is
considered the leader of the effort and makes the check normally,
Checks Without Rolls while each helper makes the same check against DC 10 (and can’t
take 10 on this check). Success grants the leader a +2 bonus for
A check represents performing a task under a certain amount of favorable conditions. For every 10 full points the helper’s check
pressure. When the situation is less demanding, you can achieve exceeds the DC, increase the bonus by +1, so a result of 20–29
more reliable results. Applying these rules can speed up checks grants a +3 bonus, 30–39 a +4, and so forth. In many cases,
under routine circumstances, cutting down the number of rolls outside help isn’t beneficial, or only a limited number of helpers can
players need to make. aid someone at once. The GM limits aid as he sees fit for the task
and conditions.

Taking 1
If your total bonus on a check is equal to or greater than the DC
Types of Checks
minus 1, you will succeed regardless of what you roll on the die, You use two main traits for checks: skills and FX:
even under pressure. In this case, the GM might not require you to
roll and just assume you succeed, since the task is a trivial effort for • Skill Checks: A skill check determines what you can
someone of your skill. If the check has varying levels of success, accomplish with a particular skill. It is a roll of d20 + your rank
you’re assumed to achieve the minimum possible (as if you’d rolled in the skill and the key ability score of the skill against a
a 1). You can choose to make a roll to achieve a greater level of Difficulty Class. Skill checks sometimes have gradations of
success, or the GM may assume a greater level of success, success and failure based on how much your total roll is above
depending on the circumstances. or below the DC. For example, if you fail an Athletics check,
you don’t make any progress, and if you fail by 5 or more, you
lose your grip and fall.
Taking 10 • FX Checks: An FX check uses one of your hero's FX as its
When you are not under any pressure to perform a task, you may modifier. It is a measure of what the hero can accomplish with
choose to take 10. Instead of rolling the check, calculate your result that FX. It is a roll of d20 + the FX’s rank, which measures how
as if you had rolled a 10. For average (DC 10) tasks, taking 10 strong the FX is, against a Difficulty Class. Some FX do not
allows you to succeed automatically with a modifier of +0 or require FX checks; they just work automatically, while other FX
greater. You cannot take 10 if distracted or under pressure (such as have some automatic aspects and others require checks.
in a combat situation). The GM decides when this is the case.
Characters with Skill Mastery can take 10 with some skills even
while under pressure. Attack Rolls
An attack roll, whether through a Weapon Group skill or an FX
Taking 20 determines whether or not you hit an opponent in combat. It is a
d20 roll + your Weapon Group skill for that weapon. The Difficulty
When you have plenty of time and the task carries no penalty for

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Class is your target's Defense, which measures their ability to avoid a condition each round.
attacks. If you equal or exceed your target's Defense, your attack
hits. Otherwise, you miss. A natural 20 on an attack roll (where the
die comes up 20) always hits and may be a critical hit. A natural 1 Check Condition Track
on an attack roll (where the die comes up 1) always misses.
Characters often find themselves suffering from conditions which
affect their ability to use their skills normally. The check condition
Resistances track monitors how much of a penalty you may be suffering to
certain checks, and which skills are being penalized. It is normally a
free action to attempt to recover from such a condition each round.
Resistances are efforts to avoid different forms of danger, ranging
from damage and injury to traps, poisons, and various powers. A
resistance is a static DC based on:
Movement Condition Track
10 + the appropriate ability modifier + resistance ranks + any
bonuses for feats or FX Finally, some conditions might affect your character's ability to
move freely. The movement condition track checks to see how
mobile your character is. It is normally a free action to attempt to
Constitution is the ability modifier for Fortitude, and Charisma is the recover from such a condition each round.
ability modifier for Will. Unlike the other resistances, defense and
toughness are not modified by any ability score.
Since Resistances are skill checks, there are sometimes gradations
to a Resistance. For example, a Toughness resistance against
The Combat Round
damage results in no damage at all if your opponent's damage roll When things really start happening in a d20 Advanced game, time
fails to beat the your Toughness resistance. But if his damage roll is broken down into six-second segments called rounds. A round
exceeds your Toughness, results could vary as widely as a glancing isn’t very much time. Think of it like a panel in a comic book, just
blow, a stunning blow, or an immediate knockout, depending on long enough for a hero to do something. During a round you are
how much your Toughness resistance is exceeded by. entitled to two actions. You can perform as many free actions and
reactions in a round as you wish, although the GM may choose to
limit them to a reasonable number to keep the game moving.
Condition Tracks
Your character's status is noted across a small number of condition One Action
tracks. These tracks are separate, but also work in conjunction with
one another, especially those involving FX like Inflict (Condition). As One action generally involves acting upon something, whether it's
you are afflicted, injured, or otherwise disabled, or when you begin an attack or using an FX to affect something. You can also use one
to recover and heal, you note these changes on your various action to move, or things like drawing weapons, standing up from
condition tracks. being prone, and picking up objects. You can take an action to
move before or after you take your other action, so you can attack
then move, or move then attack. You cannot normally split your
action to move before and after your other action, however.
Injury Condition Track
The injury condition track is used to monitor your character's health.
Taking damage from attacks will tend to lower your character's Two Actions
status on the injury condition track, while rest and medical care will
improve your character's status on the injury condition track. Two actions occupy all your attention for the round, meaning you
can't do anything else. Full actions include a full-speed charge at
an opponent which ends in an attack, or spending the whole round
moving as quickly as you can. Certain powers or maneuvers
require a full action to perform, as do some skills.
Combat Advantage Track
A track to follow what advantages your foes might hold over you in Free Actions
combat, the combat advantage track shows how vulnerable you are
at any given moment to different sorts of attacks. Enemies with A free action is something so comparatively minor it doesn't take a
Combat Advantage over you have an easier time attacking you. significant amount of time. You can perform as many free actions in
You must often spend an action and make an opposed check to a round as the GM considers reasonable. Free actions include
reclaim combat advantage. things like talking (heroes and villains always find time to say a lot
during a fight), dropping something, ending the use of a power,
activating some powers, and so forth.
Action Condition Track
In order to track how able your character is to move and fight Reactions
normally, the action condition track monitors how many actions your
character is alloted in a given round. Effects which alter the flow of A reaction is something you do in response to something else. A
time or disorient your character might deny him actions, and reaction doesn't take any time, like a free action. The difference is
recovering from those effects is the only way to regain those normal you might react when it's not even your turn, in response to
actions. It is normally a free action to attempt to recover from such something else happening during the round.

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Rapid Counter
Hero Dice You may spend a Hero Die to attempt to counter an FX, as if you
had readied an action to do so.
Characters in d20 Advanced have a dice pool of hero dice which
players can spend to improve the characters' abilities in various
ways. You can spend a hero dice to push an ability or FX beyond its
normal capabilities, bounce back from being hurt, and achieve
Recover
various other effects. In addition, you can use your hero dice pool As a free action, you may spend a Hero Die to gain a free recovery
to re-roll any check. attempt against a condition. You may make an immediate recovery
check as a free action. If you succeed, you lose the condition as
normal. If you fail, reduce the severity of the condition by one step
Uses of Hero Dice on the condition track. If you are injured, spending a Hero Point
allows you an immediate recovery check for two actions. The
condition turns out to be not as bad as it first seemed, and you are
able to act more normally.
Creative Control
A player may, at times, want to provide his own input into a scene.
He may ask for a hint for how to progress, or he might "edit in" Surge
something to a scene. You gain an additional action on your turn. You may use this action
A player asking for a hint is akin to having a burst of inspiration, a to attack, move, make a skill check, use an FX, or any other activity
"eureka!" moment, if you will. The player pays a Hero Die and which takes one action.
receives a hint or a clue as to how to proceed. The GM should try
not to make the help too great so as to completely negate a
challenge (and fun), but should also keep in mind that a player is Survive
giving up a significant resource for this hint, so it should be likewise
significant. If a character would be killed, or is at risk of dying from bleeding
out, you may spend a Hero Die to stabilize. You aren't able to rejoin
Similarly, a player who wishes to "edit something in" may spend a the fight immediately, but your character is no longer at risk to die
Hero Die to do so. Someone might be fighting bandits raiding the from that condition. Note that subsequent attacks could still kill a
town near a fireplace, and lacking a weapon, yank a red-hot poker fallen character, requiring another expenditure of Hero Dice.
out of the fire. The GM might not have mentioned it before, but by
spending a Hero Die, the option is on-hand for the character.
This use of Hero Dice is intended to allow players input into the
direction the game is taking and a degree of creative control. A GM
Earning Hero Dice
should feel free to veto a use of Hero Dice in this way, but should All characters start each game session with a single Hero Die.
only do so if such an "edit" would significantly disrupt the game Characters can earn Hero Dice for any number of things during a
(such as finding a rocket launcher under the table in a schoolhouse, game. For the most part, players should be rewarded Hero Dice
or an alien death ray in a fantasy setting). If it's a reasonable when unforeseen complications arise to make things considerably
request which doesn't give the player undue advantage or disrupt more difficult for them.
the feel of the game overall, then it's probably okay to allow.

Reroll Setbacks
Setbacks are when things just aren’t going the character’s way.
At any time, you may reroll any check with your Hero Dice Pool.
When a character suffers a significant failure, the player gets a hero
Roll the entire pool of dice at once and select the highest result.
die. Generally, a “significant failure” is a failed skill check or
Use that result in place of your original check. After rerolling in this
suffering with the worst possible result of an attack: an Athletics
way, you lose one Hero Die from your Hero Dice pool.
check where the character falls, a Damage Roll where the

Reroll and Resistances


You may also use the reroll ability as a reaction to having an
opponent overcome one of your resistances. You may roll your Option: Removing Hero Dice
Hero Dice Pool and select the highest result to add to your Defense You may decide that the cinematic edge that Hero Points give
total. characters is inappropriate for your game. If you choose to
remove Hero Dice from your game, you should understand that
combat will tend to become more random and risky to the PCs, as
Gain Feat a lucky damage roll from their opponents could leave them
unconscious on the first attack very easily. You may consider
By spending one Hero Die, you may gain the benefits of any one increasing the base Toughness resistance from 5 to 10 to help
feat you don't have (including FX feats, which could allow you to alleviate the difficulty of being unable to spend a hero die to
use an entirely new Alternate FX). You may use this option to gain temporarily increase a character's Toughness resistance.
any feat except for Fortune feats (which require Hero Dice to
function already).

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character is knocked out, an effect which successfully mind- Hero Die when it puts you in a bind or on the horns of a moral
controls the character, and so forth. The GM decides if a particular dilemma.
failure is significant or not. Generally, routine failures, like missing
an attack roll or suffering some lesser effect from an attack, is not • Obsession: You’re obsessed with a particular subject and
significant enough to count as a setback and earn a hero die. pursue it to the exclusion of all else, which can create some
complications.
A newly acquired hero die cannot be used to eliminate the setback
that granted it. So you can’t suffer a significant failure and then • Phobia: You’re irrationally afraid of something. When
spend the hero die you get to avoid failing, and you can’t get confronted with it you have to fight to control your fear, causing
knocked out by a tough Damage Roll and spend the hero die you to hesitate or act irrationally (and earning a hero die).
immediately to try and wake up. You can spend hero dice you • Prejudice: You are part of a minority group subject to the
already have, but if you overcome a setback by spending a hero die prejudices of others. Some Gamemasters and gaming groups
you don’t gain a hero die for that setback, since it isn’t really a may prefer not to deal with issues of prejudice in their games,
setback! in which case the GM is free to ban this complication.
• Reputation: You have a bad reputation, affecting what others
Setbacks and Genre think of you (whether you deserve it or not). Having someone
adopt a bad attitude toward you because of your reputation is a
Awarding hero dice for setbacks isn't appropriate (nor should it be complication.
the same) for all genres of play. While it works well for four-color
adventures where heroes are expected to bounce back after facing • Responsibility: You have various demands on your time and
hardships to save the day, grimmer adventures might not reward attention. Responsibilities include family obligations,
characters suffering hardship with hero dice, since that's the whole professional duties, and similar things. Failing to live up to your
point of grim and gritty adventures! Or the GM may only grant hero responsibilities can mean loss of relationships, employment,
dice when a setback is particularly terrible (like losing a limb). and other problems.
• Rivalry: You feel a strong sense of competition with a person
or group and have to do your best to outdo your rival at every
Complications opportunity.

Complications are essentially setbacks players choose for their • Secret: You have something potentially damaging or
characters in advance. If a particular complication causes a embarrassing you’re hiding from the world. Occasionally,
significant setback for a character, it’s worth a hero die award. something (or someone) may threaten to reveal your secret.
Possible complications, and their uses in adventures, include: • Temper: Certain things just set you off. When you lose your
• Accident: You cause or suffer some sort of accident. Perhaps temper you lash out at whatever provoked you.
during a battle, you cause significant collateral damage or You get a hero die for each encounter where a complication comes
injure innocent bystanders. The GM decides the effects of an into play. The GM decides when a particular complication comes
accident, but they should be troublesome. Accidents can lead up, although you can offer suggestions on suitable opportunities.
to further complications; perhaps the character develops a
guilt-complex, obsession, or phobia involving the accident (see You should choose one or two regular complications for your
Madness). character, and feel free to suggest others to the Gamemaster
during play. The GM decides what complications are appropriate
• Addiction: You need something, whether for physical or and can overrule any particular complication, depending on the
psychological reasons. You’ll go out of your way to satisfy your needs of the story. Keep in mind the adventure needs to have room
addiction, and being unable to satisfy it may lead to a for all the characters’ complications, so individual ones can only
temporary weakness drawback. When your addiction causes come up so often.
you a setback, that’s a complication, and it earns you a Hero
Die. Complications can (and generally should) change over the course
of a campaign: old enemies die or are put away for life, rivalries and
• Enemy: You have an enemy, or enemies, trying to do you psychological issues are resolved, new romances and relationships
harm. The GM can have your enemy show up to cause you begin, and so forth. Work with the GM to come up with new
trouble, and adventures involving your enemy tend to be more complications for your character as old ones are resolved. The
complicated for you; even personal grudge-matches, if the Gamemaster may set limits on how many ongoing complications
enmity goes both ways. When having an enemy causes a your hero can have in play at any given time.
particular problem for you (such as your enemy abducting a
loved on), you get a Hero Die.
• Fame: You’re a public figure, known almost everywhere you Nature
go, hounded by the media, swamped by fans and well-wishers,
and similar problems. Often, a character's Nature can cause setbacks for the character. A
hopeful character might be faced with crushing despair, causing
• Hatred: You have an irrational hatred of something, leading him to crumble, or an overzealous character must come to grips
you to actively oppose the object of your dislike in some way, with other people's differences. When a character acts according to
no matter the consequences. his nature (and especially when such an action causes the
character a setback), then the character should be given a hero die
• Honor: You have a strong personal code of honor. Generally
award.
this means you won’t take unfair advantage of opponents or
use trickery, but you can define the exact terms of your code
with the GM. Honor is only a complication that earns you a

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Memorable Moments Spending Character Points


There are just some times when a character says something so Each trait costs a certain number of power points. You “spend” or
perfect or does something so unbelievably awesome that the whole allocate your power points to give your character different traits.
table starts cheering. When players come together to create Once spent, power points cannot be re-allocated without the use of
moments that really excite everyone, or just do such a great job at a particular power or the GM’s permission. The basic costs of
making the game fun for everyone, they should be rewarded with various traits are given on the Basic Trait Costs table, with specific
hero dice for their hard work. The point of the game is to have fun, costs for FX given in Chapter V: FX, and specific values for
after all, so you should reward players who make the game more drawbacks given at the end of this chapter.
fun!

TABLE 1.2: BASIC TRAIT COSTS


Fiat Trait Cost in Character Points
Lastly, players earn hero dice when the Gamemaster “bends” the Ability Score 2 per ability score point above +0
rules of the game in favor of the bad guys. The GM essentially gets Skills 1 per 1 skill rank
to use a hero die on behalf of the villain(s), but the heroes get hero FX base cost × rank
dice themselves when this happens. Some uses for GM Fiat
include: Drawbacks –1 or more points

• Giving a non-player character the benefit of a hero die.


• Allowing a villain to escape an encounter automatically.
Circumstances conspire to allow the villain to get away scot-
Power Level
free: debris blocks pursuit, the villain goes missing in an Power Level is an overall measure of effectiveness and power,
explosion or falls to a mysterious “death,” and so forth. primarily combat ability, but also generally what sort of tasks a
• Have a character automatically suffer the worst possible effect character can be expected to accomplish on a regular basis,
from a particular hazard, like a villain’s trap, to help further the assuming the ability to take 10 and take 20. A higher-level character
game. is more capable of changing the world around him.
• Have the characters automatically surprised by an opponent at Power level is a value set by the GM for the campaign. It places
the start of an encounter. certain limits on where and how players can spend points when
• Cause some additional problem for the characters. Essentially, creating characters. Power level affects the following things:
bringing a complication into play can be seen a use of GM Fiat.
• Attack: Your character's total Attack Bonus cannot exceed the
A good rule of thumb with Gamemaster Fiat is any time the GM campaign's power level.
effectively grants a non-player character the benefits of a hero die
or the equivalent, the affected character or characters get a hero • Defense / Toughness Resistance: Your character's total
die in exchange. This is important, since only the characters have Defense and Toughness resistance modifiers cannot exceed
and earn hero dice. NPCs make use of GM Fiat as the the campaign's power level.
Gamemaster sees fit.
• Effect Modifier: Your character's total Effect Modifier cannot
The Gamemaster should make an effort to use both GM Fiat and exceed the campaign's power level.
the authority to award hero dice fairly, to make the adventure more
fun and exciting. See Part III: Running the Game for more • Defenses: Your hero's total Fortitude and Will resistance
information on awarding hero dice and using Gamemaster Fiat. modifiers cannot exceed the campaign's power level +5.
• Ability Scores: Ability scores are limited to a bonus no greater
than the campaign's power level +5. Strength is restricted by

Character Points the effect Modifier limit to a bonus no higher than the
campaign's power level, as is Constitution by the maximum
Toughness limit. This means a limit of the campaign's power
You create your d20 Advanced character by spending character level for Strength and Constitution instead of the campaign's
points on different traits. Each ability, skill, feat, power, and other power level +5 for other ability scores. The Strength and
trait has a character point cost, while drawbacks give you additional Constitution limits may be raised with an attack/defense trade-
character points to spend. off.
• Skill Rank: A character cannot have more ranks in a skill than

Starting Character Points the campaign’s power level +5. So in a PL 10 campaign, a


player character cannot have more than 15 ranks in any one
skill (10 + 5).
The campaign’s power level provides a guideline for how many
character points you get to create your character (15 character
points per power level), as shown on the Starting Character Points
table. The GM can vary the starting character points as desired to Types of Power Level Limits
suit the campaign. You can find more on this in Chapter X: There are a few different ways to limit different abilities in d20
Gamemastering.
Advanced based on Power Level. Depending on the style of game
you're going to play, you might chose to limit certain abilities more
than others.

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TABLE 1.3: POWER LEVEL


Max Defense /
Power Character Max Fort / Will Max Skill
Max Atk Toughness Max Effect Modifier
Level Points Resistance Rank
Resistance
1 15 +1 +1 +1 +6 6
2 30 +2 +2 +2 +7 7
3 45 +3 +3 +3 +8 8
4 60 +4 +4 +4 +9 9
5 75 +5 +5 +5 +10 10
6 90 +6 +6 +6 +11 11
7 105 +7 +7 +7 +12 12
8 120 +8 +8 +8 +13 13
9 135 +9 +9 +9 +14 14
10 150 +10 +10 +10 +15 15
11 165 +11 +11 +11 +16 16
12 180 +12 +12 +12 +17 17
13 195 +13 +13 +13 +18 18
14 210 +14 +14 +14 +19 19
15 225 +15 +15 +15 +20 20
16 240 +16 +16 +16 +21 21
17 255 +17 +17 +17 +22 22
18 270 +18 +18 +18 +23 23
19 285 +19 +19 +19 +24 24
20 300 +20 +20 +20 +25 +25

Caps any restricted traits, though you may consider restricting


abilities which you want to be present but reduced in focus or
Caps designate what can modify a trait, and whether those potency in your game.
modifiers count towards the power level limits.
• Banned: Traits which are inappropriate for a game might be
• Hard Cap: A trait that is hard-capped has its total modifier banned, with their total modifier set at zero.
limited by power level, regardless of where the bonuses come
from. By default, resistances like Fortitude and Will are hard- • Required: Alternatively, PCs might be required to spend at
capped in d20 Advanced. least a certain number of points in a given trait. In a wuxia
game for example, all the PCs might be required to have at
• Soft Cap: One the other hand, a trait that is soft-capped only least 1 rank in Enhanced Movement (leaping). The GM might
has its ranks limited by power level, and its other modifiers wave the cost for required traits and award them as a bonus to
(usually just the ability scores. all PCs.

Limits Combining Caps and Limits


A power level's limits tell you how many ranks you can buy in a By combining caps and limits, you can quickly determine just how
given trait. many points you can invest in a trait, and determine how high the
bonus can go. For instance, by default, the Acrobatics skill is soft
• Unlimited: There is no limit to the number of ranks you can capped high, which means that the total ranks in the skill are limited
invest in a given trait. By default, FX which don't target a to the campaign's power level + 5, and that your Dexterity score
character's resistances (especially movement FX, like can improve your skill modifier beyond that. And an Inflict
Enhanced Movement and Speed) are unlimited in d20 (Condition) FX is hard capped PL, so you can only have a total
Advanced. modifier for that FX equal to the campaign's power level.
• High: High traits have their ranks limited at 5 + the campaign's
power level. Non-combat skills (like Might and Acrobatics) are
high-limit traits by default. Attack and Defense Trade-Offs
• PL: Normal traits have their ranks limited at a value equal to Although the campaign's power level defines certain limits, there is
the campaign's power level. Combat skills like Defense and some flexibility to them. Players can choose to lower one power
Toughness are PL-limit traits. level limit on a character to raise another related limit. You can
adjust power level limits in the following ways:
• Restricted: Traits with ranks limited to half the campaign's
current power level. By default, d20 Advanced does not have • Attack & Effect Modifier: You can trade-off an Attack Bonus

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for an Effect Modifier on a one-to-one basis. So a PL 10 hero


could have a +8 Attack Bonus in order to have a +12 Effect
Modifier, for example, or a hero that has chosen to have a +15
Attack Bonus is limited to a +5 Effect Modifier. This
modification does not apply to powers that do not require
attack rolls; they remain limited by the campaign’s normal PL
limit on Effect Modifiers. Strength is considered an "attack" for
purposes of this trade-off, so lowering your Attack Bonus limit
increases your Strength bonus limit.
• Defense & Toughness: You can trade-off defense for
Toughness bonus on a one-to-one basis. So a PL 10 character
with a +7 Defense could have a +13 Toughness. Conversely a
character in the same campaign who has a +15 Defense is
limited to a +5 Toughness.
No limit can be reduced to less than 0 in this way and the GM must
approve all such trade-offs. Attack/defense trade-offs allow for
some variety in combat-related bonuses while maintaining power
level balance among the characters overall. A good rule of thumb is
to limit trade-offs to +5/-5 to keep things at a relatively manageable
level.

Power Level and NPCs


While the GM should keep the power level guidelines and
suggested starting power points of the campaign in mind while
creating villains and members of the supporting cast, such non-
player characters are not restricted by the campaign's power level
and may have as many character points as the GM wants to give
them.
Instead, determine an NPC's power level based on the character's
highest appropriate trait(s). This power level is simply an
approximation to show what level of challenge that NPC offers, and
is not necessarily related to the NPC's character point total, which
may be greater than or less than the recommended starting power Power Level and Character
points for that power level. NPCs are often designed to fill a
particular niche in the campaign and do not need to be as well Growth
rounded or balanced as characters. As the characters earn additional character points through
Likewise, NPCs may have whatever traits the GM wishes to assign adventuring, the GM may wish to increase the campaign's power
them. In fact, some non-player characters are better treated as plot level, allowing players to spend some of their earned character
devices; giving them game stats may limit them too much! For points to improve traits already at the campaign's limit. Not raising
example, an omnipotent cosmic entity doesn’t need a the power level forces player characters to diversify, improving their
comprehensive list of traits; neither does a mysterious alien artifact less powerful or effective traits, and acquiring new ones, but it can
with vast and unknown powers. They serve whatever dramatic make the players feel constrained and the characters to start
needs the GM wishes. You can find more about creating non-player looking the same if it isn't raised occasionally. Increasing power
characters and plot devices in Chapter X: Gamemastering. level by one for every 15 earned character points is a good rule of
thumb, depending on how quickly the GM wants the player
characters to improve in overall power.
Re-Allocating Character Points
Normally a character's traits are relatively fixed. Once character Bigger Guns and Power Level
points are spent on traits, they remain there. In some cases,
however, the GM may allow players to re-allocate their characters' There is one problem with Power Level limits: what do you do when
points, changing their traits within the limits of the campaign's you want your character to run over and grab the big gun that a
power level, perhaps even losing some traits and gaining entirely higher-PL NPC enemy just dropped? Is there some magic barrier
new ones. This change may come about as the result of events in which prevents you from using it until you're at a higher PL? Do
the game, such as a character encountering something that alters they all suddenly malfunction and stop working? Should the GM
her abilities (intense radiation, mutagenic chemicals, magic energy, even allow the looting of corpses and the like?
and so forth). It's up to the GM when these character-altering It really depends on the genre of the game and the intent of the
events occur, but they should be fairly rare unless their effects are players. For fantasy games, where killing things and taking their
intended to be strictly temporary complications. Very few players stuff is a staple of the genre (and has been literally since the birth of
enjoy changes to their characters made without their consent, so roleplaying games), this is probably something you want to allow. If,
GMs should be very careful when implementing this type of on the other hand, you're running a four-color superheroes game,
change. looting a fallen enemy for profit is stealing, something no righteous

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Age
do-gooder would ever stoop to. You also want to be aware of
whether or not the player is picking up the gear just for one fight
because he needs it to stay alive, or if he wants to add it to his
cache of weapons permanently. How old is your character? Characters tend to range from their
teens to middle age, but some characters are older, depending on a
There are a few different, relatively simple ways to handle grabbing character's background, possibly much older. Consider the effects
the bigger gun: of age on the characters. A teenager on her first adventure away
from home isn't likely to have the same views as a mature adult. A
• The Recoil is Unbelievable: The piece of gear is unwieldy for
character's age may influence the choice of certain traits. Older
the character, whether because of massive recoil from the
characters are likely to have lower physical ability scores, for
giant gun, or a strange balance on the two-handed sword, or
example, while younger characters may have fewer skills (having
simply because the character hasn't attuned properly to the
had less time to train in them).
magic in the wand. The character can use the item at full effect,
but in order to do so, the character takes a penalty to attack, as
if using a trade-off to allow for use of the device normally. So if
a PL 6 PC with a +6 attack bonus with guns picks up a gun
which does +8 Damage, then his attack bonus with that
Appearance
exceptionally heavy gun is only +4 (essentially a +2 Effect What does your character look like? Consider things like the
Modifier/-2 Attack trade-off). character's race, sex, and other factors in appearance. Is the
character short or tall? What about hair and eye color? Does the
• Paying Up-Front: Alternatively, you may want to charge the character have any distinguishing marks or unique features? What
player one hero die for each scene the character uses the item sort of wardrobe does the character prefer?
in. It's not easy to wrestle an ancient, cursed sword under your
control instantly, so it takes a little luck and a whole lot of guts

Personality
to use it.
• If You Didn't Pay, You Can't Play: Finally, whether for a
specific instance or just in general, the GM might rule that a How would you describe your character's personality? While
particular item is just too advanced or unwieldy or bizarre for a characters tend to share a desire to use their powers for good and
PC to use effectively, at least until he's spent the character uphold the law, they show a diverse range of attitudes. One
points to buy it normally (representing training to use the item, character may be dedicated to the ideals of truth, justice, and
or maybe undergoing a ritual to magically attune oneself to the equality, while another is willing to break the rules in order to
mana flowing through it). ensure things get done. Some character are forthright and cheerful
while others are grim and unrelenting. Consider your character's
attitudes and personality traits, particularly in light of the character's

Details &
nature.

Characteristics Nature
All intelligent creatures make moral choices, to live according to
A lot of details go into making your character more than just a their better nature or to give in to immoral impulses. Many walk a
collection of numbers, things like name, gender, age, appearance, difficult line between the two. Each character in d20 Advanced has
and so forth help to define who he or she is. Take a moment, if you a particular nature, which is made up of a virtue and a vice.
haven’t already, to consider the following things about your d20
Advanced character. During character creation, select a virtue and a vice to decide your
character's nature. A list of examples is given below, but you can
make up your own virtues and vices with the GM's permission. The
key is to give your character one good quality (virtue) and one bad
Name quality (vice).

What is your character's name? You can give your character any
name you like, based on a real-world name, one from fiction, or a
name entirely of your own creation. Appropriate names depend on
Changing Nature
the kind of character and the type of story you’re telling, so consult Generally speaking, a person's nature is fixed. Virtue and vice are
with your group and your GM. deep-seated facets of the character's personality; some might say
the halves of the soul. So changing one's true nature is difficult. At
the GM's discretion, certain major events in a character's life can
Gender lead to a change in nature (either virtue or vice or both), but these
events are largely beyond the players' control. The GM shouldn't
Is your character male or female? There's no requirement to play a allow changes in nature to happen lightly; they're pivotal events in
character of the same gender as you. In fact, you may find it an individual's life.
interesting to play a character of a different gender, to experience a
little of what life is like from another perspective.
Allegiance
Characters' beliefs and motivations are at least as important as
their amazing abilities. These are reflected by their allegiances.

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TABLE 1.4: VICES AND VIRTUES


Vice Virtue Vice Virtue
Cowardly Courageous Reactionary Thoughtful
Indecisive Compromising Overzealous Enthusiastic
Treacherous Stalwart Pugnacious Conciliatory
Agitated Calm Slothful Industrious
Cruel Humble Dour Merry
Pessimistic Optimistic Complacent Competitive
Careless Careful Apprehensive Confident
Stagnant Free-spirited Reckless Adventurous
Despondent Compassionate Sluggish Witty
Cold Dispassionate Domineering Diplomatic
Insensitive Perceptive Obsessive Moderate
Boastful Bold Idle Resolute
Petty Exacting Jaded Curious
Arbitrary Logical Self-righteous Honest
Hysterical Emotional Greedy Generous
Standoffish Affable Narrow-minded Judicious
Inhibited Gregarious Sloppy Meticulous
Apathetic Ambitious Miserly Forward-thinking
Remorseful Hopeful Hopeless Hopeful
Cold Dispassionate Envious Magnanimous
Nostalgic Reflective Impatient Patient
Deluded Practical Mercenary Dedicated
Stubborn Daring Fearful Appreciative
Peevish Carefree Intolerant Open-minded
Depressed Joyful Wasteful Thrifty
Deceptive Expressive Hasty Inquisitive
Manipulative Charismatic Suspicious Nurturing
Capricious Devoted Sneaky Resourceful
A character may have up to three allegiances, listed in order from established authority.
most to least important. These allegiances are indications of what
the character values. A character may have fewer allegiances, no • Nation: This may be the nation of the character's birth or an
allegiances (being either a free spirit or a loner), or may change adopted nation. Patriotic characters typically have an
allegiances over time. Also, just because the character fits into a allegiance to their nation (although not necessarily their
certain category of people doesn't mean that category is nation’s government).
necessarily an allegiance. Allegiances are things toward which a • Belief System: This is usually a particular faith or religion, but
character feels an especially strong devotion. can also be a specific philosophy or school of thought. Belief
If a character acts against an allegiance, the GM may choose to systems also include political beliefs or philosophical outlooks.
strip the character of that allegiance and assign one more suitable • Ethical Philosophy: This describes how one feels about order,
to those actions. as represented by law and chaos. An individual with a lawful
A character's allegiance can take the form of loyalty to a person, outlook tends to tell the truth, keep his or her word, respect
organization, belief system, nation, or an ethical or moral authority, and honor tradition, and expects others to do
philosophy. Having an allegiance implies the ability to make moral likewise. An individual with a chaotic outlook tends to follow
or ethical choices. As a result, characters must have Intelligence instincts and whims, favor new ideas and experiences, and
and Wisdom scores of -4 or higher in order to have allegiances. behave in a subjective and open manner in dealings with
Creatures with lower scores—such as animals— have no others.
allegiances.
• Moral Philosophy: This describes one's attitude toward
Allegiances include, but are not limited to, the following: others, as represented by good and evil. An individual with a
good allegiance tends to protect innocent life. This belief
• Person or Group: This includes a leader or superior, a family, implies altruism, respect for life, and a concern for the dignity of
a team or group, and so forth. other creatures. An evil allegiance shows a willingness to hurt,
• Organization: This may be a company or corporation, a oppress, and kill others, and to debase or destroy innocent life.
gathering of like-minded individuals, a fraternal brotherhood, a A good allegiance is especially common among heroic
secret society, a branch of the armed forces, a local, state, or characters.
national government, a university, an employer, or an otherwise

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Allegiances and Influence bottom line. Greed is a huge incentive in fantasy games
especially ("Kill it! Loot it!"), but there's no reason a superhero
An allegiance can create an empathic bond with others of the same or modern game couldn't include a hero kneeling in front of big
allegiance. With the GM's permission, the character gains a +2 business, slapping ads on his costume like a walking billboard.
bonus for positive conditions on interaction skill checks when
• Justice: Characters motivated by justice walk a thin line
dealing with someone of the same allegiance. Similarly, the
between obsessive judgmental maniac with weapons or
character may suffer a –2 penalty when dealing with characters of
superpowers and heroic knight in shining armor defending the
an opposing allegiance. The character must have some interaction
weak and punishing the guilty. Some campaigns are built
with other characters to bring these modifiers into play.
around just such a line - it's up to the characters to decide
Allegiances could also influence how NPCs view a character's where they fall, and Heaven help you, if they fall on the
Reputation. obsessive side of the line.
• Recognition: "Look at me!" is a pretty obvious cry for
attention, right? Some people want nothing more than the
Allegiances as Descriptors sweet feeling of the spotlight. Characters motivated by a need
to stand up and be recognized are often shallower than a
At the GM's option allegiances can function as descriptors for FX,
puddle, but are nonetheless usually useful members of the
allowing character to have an FX affecting only subjects of a
team. Of course, that doesn't mean they're easily-tolerated
particular allegiance, for example, or the ability to detect characters
members of the team, and a glory-hound can get on the nerves
with a particular allegiance (see Enhanced Senses). Gamemasters
of the rest of the group pretty quickly.
should be careful when applying power modifiers based on
allegiance. An attack power affecting only "evil" targets, for • Responsibility: Some people feel a deep sense of satisfaction
example, is useless against inanimate objects, constructs, and from using their super-abilities or mastery of magic, swords, or
animals (and other creatures or things with Int or Wis below -4). It whatever they might have, responsibly. These poor
also doesn't affect characters without a specific allegiance to evil foo...er...these fine, upstanding citizens are usually fairly moral
(such as selfish mercenaries, violent vigilantes, or despots devoted about what they do. However, rare characters who do what
solely to order, but not evil per se). they do because they must also exist - these people are
usually driven by some sort of geas, curse, or mind control or
obligation, rather than a moral urge.
Allegiances in Conflict • Thrills: Extreme action! Extreme danger! Extreme adrenaline!
Characters with different allegiances may find them in conflict. Such The only call these characters feel is the call to ACTION!
conflicts provide roleplaying opportunities and complications for Thrilling adventurers, battles, and dangers to get their hearts
players and story hooks for the Gamemaster. For example, a beating, these characters care nothing for the other motivations
character with allegiances to America, Truth, and Justice may - they're in it for the sheer joy of the heart-pumping excitement.
discover a secret government agency acting against the interests of While they might be looked down upon by slightly more
justice in the world. What is stronger, the hero’s patriotism or the upstanding characters with more moral motives, nobody can
desire to see the truth known and justice done? Some conflicts and dissuade the thrill-seekers from their cause - to get their blood
complications may result in characters abandoning or changing boiling like never before!
allegiances, or reordering their priorities (and therefore
allegiances).
Goals
Motivation Finally, what are your character's goals? All characters want things
like peace and justice to one degree or another, but what other
One of the biggest parts of creating a character is the why. It's the things does your character want? One character may want to find
fell swoop that defines you - whether you're a hero or a villain, good his long-lost family while another may want to avenge a terrible
or bad, and more importantly, why you do what you do. Motivation, wrong done to her in the past. A monstrous or alien character may
therefore, is something that's well worth contemplating as you seek acceptance and a new home among humans, while a younger
create your character, wondering just who this character is, anyway. character may want to live up to the legacy of a mentor or ancestor.
It can change the tone of your character dramatically. Giving your character a goal beyond simply "doing good" or
"making money: can help give the character more depth and
• Acceptance: You're different. Like a teenager going through provide opportunities for roleplaying and complications during the
puberty, all you want is for somebody to understand you. To game. Don't overlook it.
that end, you'll adventure, you'll fight the good fight, and you'll
do whatever it takes...so long as somebody likes you!
• Goodness: You're a boy scout. Never mind the merit badges,
all you want to do is help the weak, heal the sick, and do Drawbacks
whatever it takes to make the bad guys learn their lesson.
Whether you were raised to be a sucker... er, a good guy, or Drawbacks are weaknesses for characters to overcome. They’re
you have a mentor or inspiration, everyone agrees that there's the flip side of a character’s skills, feats, and FX. Drawbacks serve
nobody as upright as you. two main purposes. First, they provide characters with additional
depth and a degree of vulnerability, which can be important for
• Greed: Money, cash, credit, gold. Nothing gets people off their character able to move mountains or catch bullets. Second,
butts like the promise of big bucks. Whether you're hunting drawbacks give you additional character points during character
down bad guys with a bounty hunting vengeance or prostrating creation to spend on improving your character’s traits. The
yourself before a corporate altar, all you care about is the maximum number of points you can get from drawbacks is

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generally equal to the campaign’s power level, as set by the GM. based on the context of the character and the campaign as a
whole.
One important guideline for Gamemasters is to ensure that
Drawback Value drawbacks actually limit or hinder characters in some way. A
drawback that doesn't do so isn't really a drawback at all and isn't
A drawback’s character point value is based on two things: its worth any points. Beware of players trying to create such
frequency (how often the drawback affects your character) and its drawbacks to give their characters the most points for the least
intensity (how seriously the drawback affects your character). The actual limitation. If need be, you can disallow certain drawbacks
more frequent and intense the drawback, the more points it’s worth. entirely, if they are unsuited to the campaign.
Drawbacks generally range in value from 1 character point for
something that comes up rarely and has little effect to 5 character
points for a drawback that comes up all the time and seriously
weakens the character. Eliminating Drawbacks
Players can remove a drawback from a character by paying earned
character points equal to the drawback’s value. The GM should
Frequency also arrange for suitable events in the story to eliminate the
Drawbacks have three levels of frequency: uncommon, common, drawback. So a disabled character might be healed in some way, a
and very common. Uncommon drawbacks show up about a quarter novice learns to better control her abilities (eliminating the Full
of the time, every four adventures or so. Common drawbacks show Power drawback), a special treatment eliminates the character's
up about half the time, and very common drawbacks show up Weakness, and so forth.
three-quarters of the time or more. Each level has a frequency
check associated with it, which is a simple d20 roll with no modifiers
against a DC (15, 10, or 5). A GM who wants to randomly check a
drawback makes a frequency check to see if it shows up in the
Drawback Descriptions
adventure. Otherwise, the GM can simply choose to bring a Each entry here describes the drawback's game effect and its
drawback into play based on its frequency. suggested value. Gamemasters should feel free to expand or
modify this list of drawbacks as desired to suit the campaign.
Note that frequency represents how often the drawback comes up
during the game, not necessarily how common it is in the campaign
setting. Even if holy relics are extraordinarily rare in the setting, if
they show up every other adventure, they’re still common in ACTION -1 POINT/STEP
frequency.
An FX requiring longer than two actions to use is considered a
drawback. Each step up the Time and Value Progression Table is a
Intensity 1 point drawback. The drawback cannot equal or exceed the value
of the associated FX. So a FX costing 10 points cannot have more
The intensity of a drawback measures how much impact it has on
than 9 points in this drawback (and meaning the FX takes three
the character. There are three levels of intensity: minor, moderate,
months to use!).
and major. Minor drawbacks have a slight impact or are not difficult
to overcome. Moderate drawbacks impose some limits, but can be This drawback can also apply to the time needed to switch between
overcome about half of the time. Major drawbacks impose serious Alternate FX in an Array: 1 point if a one action is required, 2 points
limits and are quite difficult to overcome. if two actions are required, each step up the Time and Value
Progression Table thereafter is an additional 1 point drawback. In
this case the drawback’s value cannot equal or exceed the FX’s
FX Drawbacks total Alternate FX feats, so a FX with three Alternate FX can only
get 2 points out of this drawback (requiring two actions to switch
Some drawbacks are FX Drawbacks, meaning they apply to a between them).
particular FX rather than necessarily to the character. You can think
of FX drawbacks as the reverse of FX feats: minor limits on the FX.
An FX can have a total value in drawbacks equal to 1 point less DISABILITY -1 TO -5 POINTS
than its total cost (so the FX must cost at least 1 character point,
regardless of how many drawbacks it has).
You lack a particular ability most people have. The frequency of the
drawback is based on how often this lack limits you, while the
intensity represents how serious a limitation it is. Some examples
Fitting Drawbacks to the include blindness (very common, major, 5 points), deafness (very
common, moderate, 4 points), one arm (very common, moderate, 4
Campaign points), mute (very common, moderate, 4 points), paraplegic
(common, major, 4 points), one eye (–4 with ranged attacks,
Although suggested values are given for various drawbacks in the common, moderate, 3 points), and illiterate (uncommon, minor, 1
following sections, the value of any drawback is based largely on its point).
effect. So drawback values can vary from one campaign to another.
For example a common Vulnerability in one setting may be Note characters with certain powers may have this drawback at a
uncommon in another and non-existent in a third (making it lesser value. Being blind is an uncommon, minor drawback for a
worthless as a drawback). The Gamemaster must judge the character with Blind Sight, for example, just as being mute is an
frequency and intensity—and therefore value—of each drawback uncommon, minor drawback for a character with Mental

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Communication, since the drawback comes into play less often and of preventing you from changing from your normal to your
is less trouble for the character in general. empowered identity. For example, you might require access to a
Device (which can be stolen or disabled), you might need to speak
a magic word or incantation (blocked by an Auditory Obscure, a
gag, or a simple chokehold), you might need to take a particular pill
FULL POWER -1 POINT or formula, and so forth. The GM decides whether or not a
particular condition qualifies for this drawback. If you can switch
You have less than full control over an FX. FX subject to this between a normal and empowered identity at will and nothing can
drawback must be used at full rank or intensity, or not at all. This prevent it, you don’t qualify for this drawback. If you can’t always
means you cannot pull punches with an attack, move at less than control switching between identities, you also have the Involuntary
full speed, and so forth, depending on the FX to which this Transformation drawback.
drawback is assigned. You can still turn the FX on and off as you
You define the traits of your Normal Identity. Your Normal Identity
wish (it is neither Permanent nor Uncontrolled), you just can’t fine-
cannot have any FX by definition, and the GM may restrict the
tune it, it’s either on at full intensity or off entirely. You can’t have the
application of feats and ability scores above 20. Your Normal
Precise feat for any FX with this drawback. Full Power is an
Identity must also be built on fewer points than your super-identity
uncommon, minor drawback, worth 1 point.
(how many fewer is up to the GM, but no more than half is a good
rule of thumb). The simplest Normal Identity has the same traits as
your super identity, minus any FX. Your two identities may have
FX LOSS -1 TO -3 POINTS different appearances.
The intensity of this drawback is major (since you lose access to all
You lose the use of a FX with this drawback under certain your FX). The frequency depends on how difficult it is for you to
conditions. Examples include when exposed to a particular assume your super-identity. If it takes a free action, then it's
substance, when immersed in water, when unable to speak, and so uncommon (2 points). If it takes a full-round action, it’s common (3
forth. You can also suffer FX loss from a failure to do something, points), and if it takes longer than a full-round action it’s very
like not recharging a FX, breaking an oath, not taking a pill, and so common (4 points).
forth. FX Loss is minor intensity, with frequency based on how often
you encounter the conditions, giving it a value of 1–3 points. You
regain use of the FX when the condition that triggered the loss no
longer affects you. NOTICEABLE -1 POINT

The loss of Devices and Equipment is not covered by this


A passive FX with this drawback is noticeable in some way (active
drawback. Losing Device and Equipment powers due to theft is a
FX are noticeable by default, see Noticing FX). Choose a
part of those traits and factored into their cost. So characters
noticeable FX of the FX. For example Noticeable Mind Control
cannot take FX Loss with the condition “when devices or equipment
might cause the subject’s eyes to glow or skin to change color.
are removed.”
Noticeable Enhanced Toughness may take the form of armored
plates or a tough, leathery-looking hide. Noticeable is an
uncommon, minor drawback, worth 1 point.
-1 TO -6
INVOLUNTARY TRANSFORMATION POINTS

You have two or more forms or identities you sometimes change


ONE-WAY TRANSFORMATION -3 TO -5 POINTS
between against your will. The value of the drawback is based on
how often you change (frequency) and how difficult it is for you to When you transform through the use of a FX such as Metamorph or
resist the change (intensity). If you cannot resist the change, no due to the Normal Identity or Involuntary Transformation
matter what, the intensity value is 3 points. If you involuntarily drawbacks, it takes some time for you to return to “normal.” This
switch between super-powered and normal human forms, you also may be due to a need to “bleed off” excess energy, letting the
have the Normal Identity drawback. transformation lapse slowly, or a requirement to reset certain
mechanical system parameters. Whatever the case, undoing your
transformation is involved.

NORMAL IDENTITY -3 TO -5 POINTS One-Way Transformation is a very common drawback (less if you
don’t transform every adventure). Its intensity is minor if it takes a
matter of hours for you to return to normal. It’s moderate if it takes
You have two identities: an empowered one and a normal one. This
hours plus certain resources (a lab, workshop, special equipment or
is not the same as having a secret identity (although you may have
components, and so forth). It’s major if it takes a matter of days or
that, too, especially in games of the superhero genre). The
longer.
difference is your normal identity has none of the FX or
extraordinary abilities of your empowered self. So in your normal
identity you might be an average teenager, businessman, or other
everyday person. Characters with Devices may have this REDUCED RANGE -1 TO -2 POINTS
drawback, but not necessarily. For example, a character who wears
a suit of magic armor might have a Normal Identity while he’s out of
This drawback reduces the number of range increments of a
the armor, but someone who wields a magic ring doesn’t have a
ranged FX, which normally has a maximum range of ten
Normal Identity unless he can’t wear or have the ring with him in his
increments. For –1 point, it reduces the FX to half that, or five
normal identity for some reason.
increments (the same as throwing range). For –2 points, it reduces
To qualify for this drawback there must be some reasonable means the FX to two increments. A greater reduction should be handled by

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WEAKNESS -1 TO -6 POINTS

Option: Drawbacks as Complications


You suffer harm from something normally harmless to others. It
may be a vampire’s weakness to sunlight or holy water or a hero’s
Instead of granting a character additional character points, you
weakness when exposed to glowing meteorites. Alternately it may
can instead choose to treat drawbacks like complications, which
be the lack of something, like a vampire’s need for blood, an
will grant the character bonus Hero Dice instead. If you choose
addict’s need for a drug, an amphibian’s need for water, and so
this option, ignore the frequency value for drawbacks: calculate a
forth. Frequency is based on how often you encounter your
drawback's value only according to its intensity.
weakness. Intensity is based on the effect the weakness has on
you.
When the drawback comes up in play, up to once per encounter,
the drawback provides grants the character a number of bonus • Minor: cumulative –1 on checks, attack bonus, or defense
Hero Dice equal to the drawback's intensity. In this way, while the bonus.
character is at a disadvantage during an encounter which exploits
his or her drawbacks, but gains a little extra edge in the form of • Moderate: cumulative –1 penalty to all checks, attack
additional Hero Dice for the fight. rolls, and Defense, or a –1 cumulative drain on an ability
score.
If you use this option, you also have the choice of only granting
• Major: cumulative –1 drain on all ability scores.
those bonus Hero Dice for the length of the encounter itself (that
is, they are lost at the end of the encounter if not used). In this The base time before a weakness affects you is 20 minutes.
way, the bonus applies only to the encounter in which the Increase the drawback’s value by 1 for each step up the Time and
drawback arises, and does not carry through to other encounters Value Progression Table and decrease it by 1 for each step down.
later in the session. This is another option you can use to So a weakness that affects you each round is +4 points while one
customize your game. that only affects you once a day is –3 points. If your weakness is an
Instant rather than a continuing effect, like an attack, it has a time
modifier of +0. If your weakness affects your Constitution score
making the FX touch range, possibly with some measure of the (and therefore might kill you) add +1 to its value.
Extended Reach feat, if necessary.

WEAK POINT -1 POINT


TEMPORARY DISABILITY -1 TO -4 POINTS
This drawback makes a defense FX that provides a Toughness
You suffer a disability in conjunction with the use of a FX. For resistance vulnerable to critical hits. A critical hit completely
example, if your arms transform into wings in order for you to fly bypasses the FX, ignoring its bonus to Toughness saves when the
(leaving you without the use of your arms and hands while flying) target saves against the attack’s damage. This is in addition to the
then you have the disability of no arms, normally very common and normal FX of a critical hit (+5 damage). Weak Point is a 1-point
major (5 points) but reduced to common in frequency, since the drawback.
disability only applies when you’re flying. If you possessed
prehensile feet (able to use them as substitute hands while flying)
you would have no real disability at all, and thus no drawback.
This drawback doesn’t apply to implied disabilities of an FX: for
example, having an attack FX require the use of one hand when
you use it (to wield a weapon or to strike) isn’t a disability, it’s just
how such FX work. The GM should approve any temporary
disabilities caused by FX to ensure they actually are disabilities and
are appropriate for the campaign.

VULNERABLE -1 TO -6 POINTS

You’re vulnerable to a particular type of attack. Frequency is based


on how often you encounter your vulnerability. Intensity measures
how vulnerable you are; minor vulnerabilities add +1 to effect
modifier DC. Moderate vulnerabilities increase the modifier to the
save DC by 50% (× 1.5, round up). Major vulnerabilities increase
the save DC modifier by 100% (× 2). So, for example, an attack
doing +7 damage normally does +8 damage to someone with a
minor vulnerability (7+1), +11 to someone with a moderate
vulnerability (7 × 1.5 = 10.5, rounded up), and +14 to someone with
a major vulnerability (7 × 2).

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Chapter II: Abilities

Buying Ability Scores Ability Scores Modifying Checks


Each ability score modifies certain tasks associated with it, based
You choose your character's ability scores by spending character
on how above or below average it is. The ability score is added to
points on them. Two character points increase an ability score by 1,
die rolls when your character does something related to that ability.
so putting two character points into Strength, for example, raises it
For example, your Strength score affects the amount of melee
from +0 to +1. Remember a score of +0 is average, +1 to +2 is a
damage you do. Your Intelligence score comes into play when you
fair amount of talent or natural ability, +3 is exceptional, +4 is
roll skills based on Intelligence, and so forth. Sometimes your
extraordinary, and so forth. (See the Ability Benchmarks)
modifier is used to calculate another value, such as when you use
your Dexterity score to help determine how good you are at
reacting quickly (your Reflex).
Reducing Ability Scores
The maximum score you can have with an ability is equal to the
You can also lower one or more of your character's ability scores campaign’s power level +5. A power level 10 character, for
from the starting value of +0. Each point you lower a score gives example, cannot have an ability score greater than +15 modifier.
you two additional character points to spend elsewhere. You cannot Unlike the other ability scores, Strength is affected by the power
lower an ability score below -5. level limits on damage (see Power Level).
If you reduce an ability score to -5 (for -10 points), you lack that
ability entirely (see Nonexistent Ability Scores).
Ability Cost = Base score of 0.
2 character points per +1 to an ability score.
The Abilities
Gain 2 bonus character points per -1 to an ability score.

STRENGTH STR, Physical

Strength measures sheer muscle power and the ability to apply it.
Your Strength modifier applies to Athletics and Might checks. It also
applies to damage dealt by your melee or thrown weapon attacks.

DEXTERITY DEX, Physical

Dexterity is a measure of coordination, agility, speed, manual


dexterity, and balance. It's particularly useful for characters relying
more on speed and agility than sheer strength and toughness. Your
Dexterity modifier applies to Acrobatics, Infiltration, Reflex, and
Vehicles checks.

CONSTITUTION CON, Physical

Constitution is endurance, health, and overall physical resilience.


Constitution is important because it affects a character’s ability to
resist most forms of sickness and toxins. Your Constitution modifier
applies to Endurance, Fortitude, and Recovery.

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INTELLIGENCE INT, Mental entirely natural. The key differences between Enhanced Abilities
and normal ability scores are Enhanced Abilities can be nullified
(normal abilities cannot, see Nullify) and Enhanced Abilities can
Intelligence covers reasoning ability and learning. It adds to your have FX feats and be used for FX stunts with extra effort (normal
Knowledge for all skills. Intelligence is important for characters with abilities cannot).
a lot of skills like Academics, Science, and Technology.
Enhanced Abilities and normal abilities have the same cost (2
character points per ability score point). The player decides if a
character’s ability score is normal or enhanced and, if it is
WISDOM WIS, Mental
enhanced, how much of it is enhanced. Enhanced Abilities are
noted with the normal ability score in parentheses after them, such
While Intelligence covers reasoning, Wisdom describes awareness, as 20 (3), indicating if the character’s Enhanced Ability is nullified,
common sense, intuition, and perception. A character with a high the character still has a score of 3 in that ability.
Intelligence and a low Wisdom may be an “absent-minded
professor” type, smart but not always aware of what’s going on. On Enhanced physical abilities often represent capabilities that aren’t
the other hand, a not so bright (low Intelligence) character may quite obvious at first appearance. A person with a small school girl’s
have great common sense (high Wisdom). Your Wisdom modifier build and musculature, but is able to lift a city bus probably has
applies to Expertise, Perception, and Survival checks. Enhanced Strength rather than a high Strength score. Similarly, a
seemingly frail, lanky man who is actually tougher than steel and at
the peak of human health would probably be benefiting from
Enhanced Constitution.
CHARISMA CHA, Mental

Altering Ability
Charisma is force of personality, persuasiveness, leadership ability
and (to a lesser degree) physical attractiveness. Charisma is useful
for heroes who intend to be leaders as well as those who strike fear
into the hearts of enemies with their presence. Your Charisma
modifier applies to Art, Persuasion, and Will. Scores
Over the course of play, your character's ability scores may change

Ability Benchmarks for the following reasons:


• Some FX temporarily raise or lower ability scores.
The Ability Benchmarks table (Table 2.1) provides guidelines on
where a given ability score falls relative to the general population. • You can improve your ability scores permanently by spending
earned character points on them, but not above the limits set
by the campaign's power level.

Enhanced Abilities Whenever an ability score changes, all traits associated with the
ability change as well. So if you increase your character's Dexterity
Some ability scores may be acquired as Enhanced Abilities, as and gain a higher bonus, his Dexterity-based skills. Likewise, if the
described in Chapter V: FX. Enhanced Abilities are FX rather than character's Dexterity bonus decreases, his Dexterity-based skills
suffer. An easier way to track these changes is just to apply the
TABLE 2.1: ABILITY SCORE BENCHMARKS bonus from the increased ability score directly to applicable checks.
Ability Score Description A +2 to Dexterity, for instance, is best noted as a +2 bonus to all
-5 Completely inept or disabled Dexterity-related checks.
-4 Weak; infant
-3 Younger child
-2 Child, elderly, impaired Debilitated Ability Scores
-1 Below average; young teenager If one of your character's ability scores drops below -5 for any
+0 Average adult reason, that score is said to be debilitated and the character suffers
+1 Above average more serious effects. Debilitated Strength means the character
collapses, helpless and unable to move. Debilitated Dexterity
+2 Well above average means the character is paralyzed and helpless. Debilitated
+3 Gifted Constitution means the character is dying and cannot stabilize (and
+4 Highly gifted, best in the city suffers a –5 modifier on Recovery checks to avoid death due to the
low score). Debilitated Intelligence, Wisdom, or Charisma means
+5 Best in a nation the hero is unconscious and incapable of waking until the score is
+6 Best in the world restored to at least -5.
+7 Best ever; peak of human achievement Debilitated ability scores usually result from an FX affecting your
+8 Low superhuman character. An ability score lowered below -5 during character
+9 Moderate superhuman creation is actually nonexistent; characters only suffer the effects of
debilitated abilities if an ability score is lowered to 0 during play.
+10 High superhuman
Abilities scores cannot be lowered below -5. Traits based on ability
+15 Very high superhuman modifiers, such as resistances and skill bonuses, can be lowered to
+20 Cosmic/Divine –5, but no lower.

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TABLE 2.2: FORTITUDE/WILL BENCHMARKS


Resistance Option: Ability Checks
Description
Bonus
0-2 Average pedestrian By default, d20 Advanced assumes that all checks are covered
3-4 Above average pedestrian between skill or FX checks. However, if you choose, you can also
5-6 Low superhuman make use of the raw ability scores themselves for checks. An ability
check is like a skill check, but measures raw ability, without any
7-9 Moderate superhuman
skill, like strength, endurance, or intellect. It is a roll of d20 + your
10-12 High superhuman ability modifier against a Difficulty Class. Ability checks tend to be
13-15 Very high superhuman all or nothing (you can either accomplish the task or you can’t)
16+ Cosmic/Divine although there are sometimes gradations like skill checks.
Attempting a skill without training (in other words, without ranks in
TABLE 2.3: TOUGHNESS BENCHMARKS the skill) is an ability check. In general, ability check DCs should be
Resistance about 5 or 10 ranks lower than an equivalent skill check (since
Description ability scores won't have the ranks from skills to add to the check.
Bonus
0 Average unarmored pedestrian
• Strength: Breaking a board
Above average, light armor or tougher than
1-4 • Dexterity: Tying a rope
normal
• Constitution: Holding your breath
5-7 Low superhuman, moderate armor (Kevlar)
• Wisdom: Trusting a gut feeling
Moderate superhuman, high-end armor • Charisma: Getting noticed in a crowd
8-10
(Ceramic)
11-13 High superhuman, extreme hi-tech armor
• Wisdom: Any creature aware of its environment has at least a
14-16 Very high superhuman, sci-fi power armor -5 Wisdom score. Anything with no Wisdom also has no
Ultra high superhuman, extreme sci-fi power Charisma. It is an inanimate object, not a creature. Objects are
17-19
armor immune to mental effects, interaction skills, and automatically
20+ Cosmic/Divine fail Wisdom checks.
• Charisma: Any creature capable of interacting with other
creatures has at least a -5 Charisma score. Creatures without
Charisma are immune to interaction checks and automatically
Nonexistent Ability Scores fail Charisma checks.
Inanimate objects have no scores other than their Toughness.
Rather than having a score of -5 in a given ability, some things or
Animate, but nonliving, Constructs such as robots or zombies have
creatures in d20 Advanced actually lack an ability score. The effect Strength and Dexterity, and may have Wisdom and Charisma (if
of lacking an ability score is as follows:
aware of their environment and capable of interaction). They may
• Strength: Any creature capable of physically manipulating have Intelligence (if capable of thought), but have no Constitution
other objects has at least a -5 Strength score. A creature with (since they are not living things).
no Strength score is incapable of exerting any physical force,
possibly because it has no physical form (like an incorporeal


ghost). The creature automatically fails Strength checks.
Dexterity: Any creature capable of movement has at least a -5
Movement
of Dexterity. A creature with no Dexterity cannot move (like The GM moderates the pace of a game session, and determines
most plants) and hence cannot make physical attacks. It when movement is important enough to be worth measuring.
automatically fails Dexterity checks. During casual scenes, you usually won’t have to worry about
• Constitution: Any living creature has at least a -5 Constitution movement rates. If a character arrives somewhere and takes a
score. A creature with no Constitution has no physical body stroll around to get a feel for the place, or is flying around town on
(like a ghost) or is not alive (like a robot, zombie or other patrol, there’s no need to know exactly how fast the character goes.
construct). The creature always fails Constitution checks. This
includes checks to avoid dying and to recover from injury, so
creatures with no Constitution do not recover from damage
naturally. They must be repaired in some fashion. The same is
Movement Pace
true of objects. Creatures with no Constitution are immune to Characters generally move at a normal, accelerated, or all out
fatigue but cannot exert extra effort. Creatures with no pace. A normal person’s base movement speed is 30 feet, meaning
Constitution are often—but not necessarily—immune to many a character can walk 30 feet as one action. The following
of the things affecting living beings (see Immunity). movement paces modify your base speed:
• Intelligence: Any creature that can think, learn, or remember • Normal: A normal pace represents unhurried but purposeful
has at least a -5 Intelligence score. A creature with no movement at your speed, 30 feet per round for a normal
Intelligence is an automaton, lacking free will and operating on unencumbered human.
simple instinct or programmed instructions. Anything with no
Intelligence is immune to mental effects, interaction skills, and
automatically fails Intelligence checks.

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TABLE 2.5: SIZE


Combat Infiltration Intimidation
Cost Size Might Height Weight Space Reach
Modifier Modifier Modifier
3 in. or
20 Minuscule -5 +12 +15 -10 1 oz. or less 3 in. 0 ft.
less
16 Fine -4 +8 +12 -8 3 in.-6 in. 0.09-0.1 lb. 6 in. 0 ft.
12 Diminutive -3 +4 +9 -6 6 in.-1 ft. 0.25-1 lb. 1 ft. 0 ft.
8 Tiny -2 +2 +6 -4 1-2 ft. 1-8 lbs. 2.5 ft. 0 ft.
4 Small -1 +1 +3 -2 2-4 ft. 8-60 lbs. 5 ft. 5 ft.
0 Medium +0 +0 +0 +0 60-500 lbs. 4-8 ft. 5 ft. 5 ft.
12 Large +1 –1 -3 +2 8-16 ft. 500-4K lbs. 10 ft. 10 ft.
24 Huge +2 –2 -6 +4 16-32 ft. 4K –32K lbs. 15 ft. 10 ft.
32K –250K
36 Gargantuan +3 –4 -9 +6 32-64 ft. 20 ft. 15 ft.
lbs.
250K- 2 mil
48 Colossal +4 –8 -12 +8 64-128 ft. 30 ft. 15 ft.
lbs.
60 Awesome +5 –12 -15 +10 128 ft.+ 2 mil lbs.+ 40 ft. 20 ft.

• Accelerated: An accelerated pace is twice your speed, 60 feet If more than one condition applies, multiply speed by all appropriate
per round for a normal unencumbered human. Taking two movement penalty fractions. For instance, a character that normally
actions to move in a round is accelerated movement. could cover 60 feet with an accelerated move covers only 15 feet
moving through thick undergrowth in heavy fog (one-half times one-
• All Out: Moving four times your speed is an all out pace, the half, or one-quarter his accelerated move speed).
equivalent of running or sprinting, 120 feet per round for a
normal unencumbered human. All out movement takes two

Jumping
actions, and you lose your defense bonus, since you can't
easily avoid attacks. However, if you're using a movement FX
you gain a +2 bonus to Defense per rank in that power; so a
character with Enhanced Movement (Flight) 5 moving all out Jumping is a special type of movement, based on your Athletics
gets a +10 Defense bonus for his speed (it's harder to hit a check. A jump is one action. Distance moved by jumping counts as
fast-moving target). part of your normal movement in a round.

You can move all out for one minute. After that you must succeed at You can make a running long jump equal in feet to the amount your
an Endurance check (DC 10) to continue moving all out. You must Athletics check result beats a DC of 10. A standing long jump
check again each minute, and the DC increases by +1 each check. covers half that distance, and a high (vertical) jump of a quarter that
distance. Round all distances down to the nearest foot. Extra effort
Characters with movement FX have a normal speed granted by doubles your jumping distance for one jump. The Leaping FX
their rank. Accelerated movement doubles that speed. All out greatly increases the distance you can jump.
movement quadruples it.
If you make a long jump and fail to clear the distance by your height
or less, you can make a Reflex check (DC 15) to grab the far edge
of a gap. You end your movement grasping the far edge. If this
Hampered Movement leaves you dangling over a chasm or gap, getting up requires one
action and an Athletics check to climb up (DC 15).
Obstructions, bad surface conditions, and poor visibility hamper
movement. The GM determines the category into which a specific

Size
condition falls (see the Hampered Movement Table). When
movement is hampered, multiply movement speed by the penalty
(a fraction). For example, a character that normally could cover 60
feet with an accelerated move can cover only 30 feet while moving While characters come in all sizes and shapes, most are generally
through thick undergrowth. within the human norms of size, ranging between four and eight
feet tall or so (Medium-sized). Some heroes have the ability to alter
their size using the Growth and Shrinking FX. Others are normally a
TABLE 2.4: HAMPERED MOVEMENT different size, either larger or smaller. These characters have ranks
of either Growth or Shrinking with a Permanent duration.
Condition Examples Movement Penalty
Moderate obstruction Undergrowth x¾ A character’s size affects certain qualities. Modifications for size are
shown on the Table 2.5: Size. Permanent size modifiers count
Heavy obstruction Thick undergrowth x½
toward campaign power level limits.
Bad surface Steep slope or mud x½
Very bad surface Deep snow x¼
Poor visibility Darkness or fog x½ Stealth Modifier
Larger characters have a harder time sneaking around, while

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Might
smaller characters have an easier time remaining unseen and
unheard. Apply this modifier to Stealth checks made at this size.
Larger characters can lift and carry more, while smaller characters
can lift and carry less. Larger characters gain a bonus to their ranks
Intimidation Modifier in Might, while smaller characters suffer and effective penalty to it.
In essence, each size category above Medium grants a +1 bonus
Larger characters are more imposing, while smaller characters are to Might. Smaller characters suffer a -1 penalty to Might checks.
less. Apply this modifier to Intimidation checks made at this size.
Like Attack and Defense modifiers, they cancel out against
opponents of the same size. Attack Area
If you are three size categories or more larger than your opponent,
Reach you have a chance to hit an opponent even if you miss your attack
roll! If your attack roll misses due to your size modifier, your attack
A normal (Medium-sized) character has a 5 ft. reach, which means is considered an area attack filling the fighting space of an
the character can make a melee attack at any target up to 5 ft. opponent three size categories smaller than you. So a Gargantuan
away. Larger and smaller characters have a longer or shorter attacker has a 5-ft area attack against Medium or smaller
reach, as shown on the Size Table. opponents. A Medium attacker has a 1-ft. “area” attack against
Diminutive or smaller opponents, and so forth. If you roll a
successful attack, it has the normal effect. If you miss, but would
have hit if not for your size modifier, then the attack still hits, but the
Space target only suffers half the usual effect (or none, if the target has
Evasion). Other targets in the area of your attack are also hit by a
A normal (Medium-sized) character is assumed to occupy a roughly normal area effect.
5-ft.-by-5-ft. space. Larger and smaller characters occupy more or
less space, as shown on the Size Table.

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Chapter III: Skills

Skill Basics
Skills are learned abilities acquired through a combination of Option: More Skills, Fewer Skills
training (the skill) and natural talent (an ability score). Each skill has
a rank, used as a bonus to the die roll when using the skill. To use a Abstract Versus Particulate Skills If a GM wishes to stress skills
skill roll: more than normal in a game, it may be wise to break up the
existing skills. Rather, make each sub-use of a skill an option
d20 + skill rank + ability modifier + miscellaneous modifiers during character creation, so that each skill is purchased
individually at 4 skill ranks per character point.
The higher the roll, the better the result. You’re usually looking for a
total that equals or exceeds a particular Difficulty Class (DC) or Removing Skills: As still another option, a GM may not wish to use
another character’s check total. skills at all. In that case, relying entirely on ability checks may be
the best way to go. The GM is encouraged to apply circumstance
• Skill Rank: Your rank in a skill is based on the number of modifiers on these ability checks to represent a situation a
points you have invested in skills. If you have ranks in a skill character would be well-trained or highly skilled at, such as a
you’re considered trained in that skill. You can use skills even if nimble gymnast attempting to jump between buildings. In this
you don’t have any ranks in them, known as using a skill situation, all characters at character creation should choose a
untrained. single ability score as their prime ability score. All checks made
• Ability Modifier: Each skill has a key ability, the ability modifier with this ability score are made with a +5 bonus (to represent
applied to the skill’s checks. Each skill’s key ability is noted in training and experience with applications of this ability score).
its description and on the Skills table. Characters also gain a bonus equal to one-half their PL, which
lets the GM keep skill check DCs at similar levels to those
• Miscellaneous Modifiers: Miscellaneous modifiers to skill described in this chapter.
checks include situational modifiers for favorable or
unfavorable conditions, bonuses from feats or powers, or Skill feats (in Chapter IV: Feats) should also be removed, or re-
penalties for not having proper tools, among others. worked to account for becoming ability checks. Consider which
skill feats would still fit in the game carefully: some may function
better as a simple ability score check (like Inventor). For specific
Acquiring Skills areas in which a character is especially talented, the GM should
allow players to choose the Talented feat.
Characters gain skill ranks by spending character points at the cost
of 1 skill rank per character point. Skill ranks do not all need to be
assigned to the same skill. Characters can perform some tasks
without any training, using only raw talent (as defined by their ability
scores), but skilled characters are better at such things. Characters
with the right skills and feats can even hold their own against
How Skills Work
opponents wielding supernatural powers. When you use a skill, make a skill check to see how you do. Based
on the circumstances, your result must match or beat a particular
number to use the skill successfully. The harder the task, the higher
the number you need to roll. (See Checks)
Skill Cost = 1 character point per skill rank.

Combat Skills
Unlike other types of skills, Combat skills are not modified by any

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are aimed at dealing with others through social interaction.


Interaction skills allow you to influence the attitudes of others and
Option: Simple Skill Check DCs get them to cooperate with you in one way or another. Since
interaction skills are intended for dealing with others socially, they
have certain requirements.
The skill check DCs listed in the different entries of this chapter
are meant to be used as suggestion for setting check DCs in your First, you must be able to interact with the subjects of the skill. The
game. However, at the GM's option, the following table may be subjects must be aware of you and able to understand you. If you
used in place of those check DCs. This simpler method of don’t speak the same language, or they can’t hear you for some
determining skill check DCs helps the game can move more reason, that’s the same as working without the proper tools, a –4
quickly and less time is spent flipping through the book in search on your skill check. Interaction skills work best on intelligent
of the DC to achieve a certain effect with the skill. subjects, ones with an Int score of 3 or better. You can use them on
creatures with Int -5, but with a –8 penalty; they’re just too dumb to
Note, however, that this method does rely more heavily on GM get the subtleties of your point. You can’t use interaction skills at all
judgment-calls, and puts more of the work-load onto the GM's on subjects lacking one or more mental ability scores. (Try
shoulders. The GM is encouraged to work with the group to get a convincing a rock to be your friend—or to be afraid of you—
feel for where everyone is most comfortable placing skill check sometime.) The Immunity FX can also render some characters
DCs. Players are encouraged to avoid arguments such as these immune to interaction skills.
with the GM if they feel the DCs are unreasonable, at least until
You can use interaction skills on groups of subjects at once, but
after the game is over. Also note that the DCs given on this table
only to achieve the same result for all. So you can attempt to use
are based on skill check DCs given for individual skills later in this
Persuasion to convince a group of something, but you can’t try to
chapter. That is to give GMs a firm baseline for determining where
convince some individuals of one thing and the rest of another, or to
different skill check DCs should fall.
intimidate some people and not others. The GM decides if a
particular use of an interaction skill is effective against a group, and
GMs may also wish to use a mixture of DCs, some based off the may apply modifiers depending on the situation. The general rules
figures from this table, some straight from the DCs given in the for interaction still apply: everyone in the group must be able to
skill entries themselves. This is a perfectly acceptable approach, hear and understand you, for example, or you suffer a -4 on your
so long as the group is comfortable and having fun. skill check against them. Mindless subjects are unaffected.

TABLE 3.1: BASIC SKILL CHECK BASE DCs


Task Example DC Knowledge
Simplistic Follow a mob in broad daylight 0
Many skills include the ability to make Knowledge checks to
Easy Climb a knotted rope against a wall 5 remember or know important pieces of information related to that
Average Hear an approaching guard 10 skill. Some skills (like Academics) are applied to a broad swathe of
Challenging Repair an alarm clock 15 potential knowledges, while others (such as Athletics) might only
apply to memorizing a smaller number of things.
Difficult Swim in stormy water 20
Very Use your base ranks in the applicable skill for the check, but
Pick the lock to a house front door 25 instead of using the normal ability score to modify the check, use
Difficult
your Intelligence score. For example, a check to remember who
Formidable Leap across a 30-foot chasm 30 won the 1992 World Series might use Athletics, but instead of using
Heroic Track a ninja across hard ground 35 your Strength score to modify the check, use your Intelligence
Epic Hack the Pentagon mainframe 40 modifier.
Legendary Locate a master spy in a metropolis 45 The DC is 10 for easy questions, 15 for basic questions, and 20 to
Mythical Open the vault at Fort Knox 50 30 for difficult questions. The GM may make a the roll for you, so
Perform open-heart surgery on yourself with a you don’t know whether or not your information is accurate.
Impossible 55+
pen knife in the dark

Manipulation Skills
Some skills, called manipulation skills, require a degree of fine
ability score. The types of Combat Skills are Weapon Group which
physical manipulation. You need prehensile limbs and a Strength
governs your attacks, Defense which governs whether you get hit score or some suitable substitute (such as a Precise Move Object
by an attack or not, and Toughness which governs how much, if
FX) to use manipulation skills effectively. Characters lacking the
any, damage you receive from an enemy's successful attack. For ability to use manipulation skills can still have ranks in them and
more on Combat Skills in general and how they are overcome, see
use them to oversee the work of others (granting an aid bonus).
the Skill Descriptions later in this chapter or Chapter VII: Combat.

Resistances
Generally, when subject to an attack or hazard, your relevant
Interactions Resistance is what protects you from falling victim to it. The types
of Resistances are Defense (to dodge out of the way of attacks and
Certain skills, called interaction skills (mostly the Persuasion skill), explosions), Fortitude (to resist internal bodily harm, like poisons

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and diseases), Perception (to notice threats or feints), Toughness TABLE 3.2: EXTENDED SKILL CHECKS
(to avoid external wounds and attacks) and Will. For more on
Resistances in general and how they are overcome, see the Skill Successes Complexity Example
Descriptions in this chapter or Chapter VII: Combat. 2 or 3 Slight Training a horse (Survival)
4 to 6 Ordinary Making a piece of artwork (Art)
Bypassing a fiendishly complex trap
Specialty Skills 7 to 9 Good
(Infiltration)
Figuring out an alien device
Some skills, such as Expertise, Survival, or Weapon Group, cover a 10 or more Amazing
(Technology)
wide range of knowledge or techniques. These skills are actually
groups of similar skills, called specialty skills. When putting ranks
into one of these skills, you must choose a specialty, a particular In an extended skill check, a specific number of successful skills
aspect of the skill your character knows. For example, you might checks must be achieved to complete the task. The complexity of
choose the physical sciences specialty of Knowledge or the the task is reflected in the DC of the required check, the number of
mechanical specialty of Craft. Skill ranks in one specialty of a skill successful rolls required to complete the task, and the maximum
do not imply training in the skill’s other specialties. number of failed rolls that can occur before the attempt fails. In
most cases, one or two failed rolls do not mean an extended skill
check has failed; however, if three failed rolls occur before the
Untrained Skill Checks character makes the required number of successful rolls, the
attempt fails. Although three failures is a common baseline, GMs
Generally, if you attempt a task requiring a skill you don’t have, you are encouraged to change the number if the situation warrants it.
make a skill check as normal. Your skill modifier doesn’t have a skill The GM can also apply a penalty to future rolls in the extended
rank added in because you don’t have any ranks in the skill. You do check if the player rolls one or more failures. For instance, an
get other modifiers, though, such as the ability modifier for the intricate negotiation requiring an extended Diplomacy check might
skill’s key ability. assess a –2 penalty on checks for each failed check made as part
of the extended check for poor conditions. The Difficulty Class of an
extended skill check should usually be
Non-Proficient Skill Checks 5 to 10 less than a standard skill check to allow for the number of
Alternatively, you might run across a situation where you lack a skill additional successful checks required and the possibility of failure.
which your background and other abilities seem to suggest you So a normally formidable task (DC 25) should only be DC 15–20 for
should have some proficiency with. For example, in a fantasy an extended check.
game, a hard-bitten, well-traveled woodsman might have 6 ranks in
Survival, only to realize that he doesn't have any ranks in Athletics
to climb a tree! By all rights, a woodsman who has spent his whole Trying Again
adult life in the forest should have some idea how to scramble up a
tree at night. In this case, with the GM's permission, he can make a Extended skill checks can usually be retried. However, like normal
non-proficient Survival check to climb a tree. skill checks, some extended skill checks have consequences and
those consequences must be taken into account. For example, a
In order to make a non-proficient check, you may use half of your trap that requires an extended Infiltration check to disarm is
ranks in the relevant substitute skill check for the purpose of the triggered if the attempt fails, just as with a normal trap and a normal
check (rounded down). So the woodsman described above can use Infiltration check.
3 ranks from Survival (the substitute skill) to make a non-proficient
check to climb. Instead of using the substitute skill's normal ability Some skills are virtually useless for a particular task once an
modifier (Wisdom for Survival), use the non-proficient skill's ability attempt has failed, and this includes extended skill checks. The
(Strength for Athletics). Extended Skill Use section describes which skills can be used in
extended skill checks and which allow retries after failed attempts.
Non-proficient skill checks are also very appropriate for characters
making attack rolls with weapons which they lack training with, Like skill checks, ability checks and even FX checks can also be
allowing characters to have great skill with a single type of weapon complex.
without being clueless about other forms of combat.
Extended skill checks are rarely used in situations calling for
opposed checks.

Extended Skill Checks


With most skill checks, a single die roll immediately determines
Interrupting an Extended Check
whether or not a character succeeds. If a character wants to make Most extended skill checks can be interrupted without adversely
something or recall a specific fact, success or failure is apparent affecting the outcome of the check. However, the Gamemaster is
after a single skill check. free to decide that an interruption affects the outcome. An
interruption can count as one failed roll in the check's progression
For complicated and time-consuming tasks (such as disabling a
or it can mean the extended check fails altogether.
complex device or researching an obscure bit of knowledge), or at
times when the GM wants to build tension and suspense, you can
use the extended skill check variant described here.

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Timed Extended Checks


Option: Under Pressure The previous rules for extended checks assume time is not a factor;
the process goes on until the character accumulates enough
successful checks to complete the task or accumulates enough
If a character is under pressure or stress during an extended skill
failed checks to fail. However, some extended checks may also
check (trying to disarm a bomb as the timer ticks down,
feature a time-limit, such as disabling a device before it goes off, or
performing a complex magical rite in the midst of a roaring battle,
fixing a starship's engines before it crashes into the sun. The GM
deciphering the combination to unlock a door before a guard
can use a time-limit as an additional source of tension for an
discovers her, etc.), you can require an Expertise check for the
extended check.
relevant specialty at each stage of the extended check with the
same DC as the skill check for that stage. If the Expertise check If the time involved is as long or longer than the required number of
succeeds, the character can attempt the skill check normally, if the successes plus three, then it isn't relevant, since the character will
Expertise check fails, the character suffers a –4 penalty on the either have succeeded or failed before the time runs out. If you
skill check, making it more likely to fail. want to stretch this out, remove the automatic failure for three failed
skill checks.
Optionally, a certain number of failed Expertise checks (three or
more) may result in failure with the entire extended task, forcing
the character to start over again from the beginning. Conversely, a
higher level of success with the Expertise check might apply a Skill Challenges
bonus to the corresponding skill check, like a use of aid (+1 bonus
per 5 points the Expertise check result exceeds the required DC). Challenges reflect a capable character’s ability to perform some
tasks with superior panache and efficiency. They allow heroes to
achieve greater results by making already difficult checks harder.
To really pile on the pressure, you can also require
Endurance or Will checks during especially stressful To take a challenge, increase a check’s Difficulty Class by 5 or
extended checks to avoid suffering fatigue from the effort suffer a –5 penalty to the check result. In return, you gain an extra
involved, with the DC of the save rising as the extended benefit in addition to the normal effects of a successful check. If you
check progresses. fail due to the penalty or increased DC, however, you suffer the
normal results of failure. Note that, if failing by more than a certain
margin imposes a particular outcome, you suffer that outcome as
Aid and Extended Checks normal if you fail to meet your newly increased Difficulty Class. So,
for example, a character who misses an Infiltration check to disable
You can aid another as normal with an extended skill check. a trap by 10 or more accidentally sets off the device. If the standard
Characters aiding the one making the attempt must roll their aid Difficulty is 20 and your challenge increases it to 25, then you
attempts each time the character makes a new roll as part of the accidentally set off the device with a skill check result of 15 or less,
extended skill check, and only apply the aid bonus to those rolls instead of the usual 10 or less.
they're available to aid. Assisting characters don’t have to aid the
entire extended check unless the GM rules otherwise. You can accept more than on challenge to a check. In some cases,
you can take a challenge more than once to gain its benefits
multiple times. These are noted in the challenge descriptions.
Taking 10 and 20 Generally, challenges allow you to gain added benefits when you
face a relatively low DC and have a high modifier. You can also use
You can take 10 on any die roll during an extended skill check in challenges to attempt heroic actions, even when faced with a high
any situation where you could normally take 10 on a check using DC. In these cases, spending a hero die can help ensure success
that skill. with all the added benefits of the successful challenge.
You can't take 20 when making an extended skill check. Taking 20
represents making the same check repeatedly until you succeed,
but each successful roll in an extended skill check represents only Standard Challenges
a portion of the success you must achieve to complete the task.
The challenges in this section apply to any ability or skill check. The
Gamemaster has final say whether a challenge applies to a specific
Combined Effort and Extended situation. Each challenge imposes either a +5 modifier to a check's
DC or a –5 penalty to the check result.
Checks 1. Fast Task: You reduce the time needed to complete the check.
At the GM's discretion, some extended checks can allow multiple If the check is normally a full-round action, it becomes a
characters to combine their effects. All the participating characters standard action. A standard action becomes a move action,
make the check and combine their successes toward the while a move action becomes a free action. For checks
requirements of the extended check. For example, a group of four requiring time in rounds, minutes, or longer, reduce the time
characters combine their effort to work on a project requiring six needed by 25 percent per challenge. You cannot make a check
successful checks. Each makes the necessary check, adding up as a free action via challenges if it normally requires a standard
the results. The goal is still the same—to accumulate six successful action or longer.
checks before three failures. 2. Calculated Risk: You can take a calculated risk on one check
If a group achieves the number of successes it needs at the same to make a follow-up check easier. For example, you could use
time it gets three or more failures, the extended check is Disable Device to overcome an initial safeguard to make
considered a success. disarming the whole trap easier. If you succeed at this
challenge, you gain a bonus on the second check

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TABLE 3.3: SKILL BENCMARKS


Bonus Skill Level Example
0 Untrained No real background, training or experience. Any degree of success is pretty much luck and luck only. A newbie.
Some training, some experience, or possibly just a glimmer of natural talent. You can perform routine tasks
1-4 Basic
without trouble, and difficult tasks with effort (or luck).
A fair amount of training, experience, or natural talent. You can easily perform routine tasks and even difficult
5-8 Skilled
ones (most of the time).
The character is well-versed in this skill or possesses exceptional natural talent. He performs difficult tasks
9-12 Professional
without great effort and can instruct or manage others in this skill.
Difficult tasks in this skill are performed routinely, and unusual or cutting-edge applications are adapted without
13-16 Master
great effort.
One of the best in the world with this skill, routinely accomplishing tasks that give lesser masters difficulty, and
17-20 Prodigy
developing the cutting edges that others follow.
One of the greatest masters of this skill that has ever lived. You push boundaries, and perform the “impossible”
21-24 Legend
with disturbing regularity.
This person’s ability almost defies rational belief, seeming to appear akin to magic, and regularly cowing even
25+ Godlike experienced masters. This person doesn’t just push boundaries: he redefines them for the entire conception of
the skill.

equal to the total penalty you accepted on the first. The two it normally. Also, a character with the Leadership feat can spend a
checks must be related and the first, penalized, check must Hero Die on a team check, even if he is not the character making
carry some consequence for failure (that is, it cannot be a the check, so long as he’s a part of the team making the check, and
check where you can take 20). able to interact with the character making it (to offer direction and
encouragement).
3. Simultaneous Tasks: You can accept a challenge in order to
perform two checks simultaneously. To attempt simultaneous
checks, make the challenge check, followed by a second check
using the same or a different trait. Your secondary check
suffers a –10 penalty or a +10 increase in Difficulty. The Skill Descriptions
combined task requires the same time as the longest normal
This section describes the skills available to d20 Advanced
task, so if both tasks require a standard action, you accomplish
characters, including their common uses and modifiers. Characters
the simultaneous use in a single standard action rather than
may be able to use skills for tasks other than those given here. The
two.
GM sets the DC and decides the results in those cases.
In addition to these standard challenges, various skills have specific
The format for skill descriptions is given here. Not all items apply for
challenges associated with them, described in the following section.
all skills. Items that do not apply are omitted from the skill’s
description. However, if a use for a certain skill arises that is not
covered in these rules, do not hesitate to add it for your own game:
Team Checks it’s often easier to hijack an existing skill for a new purpose than it is
to create a totally new skill from scratch, especially when you have
Sometimes an entire team performs a task as a unit and individual a player tapping his foot waiting to find out if he can defuse a bomb
success is irrelevant. In this case, the GM may call for a team or not!
check for the task. A team check works just like a normal check,
except only one character makes the check for the entire team. The Note that if a GM chooses not to use the options for Extended Skill
situation at hand determines the character who makes the check, checks or Challenges in the game, those sections may be omitted.
as follows: KEY ABILITY, INTERACTION, MANIPULATION,
NAME SPECIALTY, RESISTANCE, REQUIRES TOOLS
• If only one character must succeed for the entire team to
gain the benefits (e.g., one character can make a
Persuasion check and inform others of what he finds), The skill name line contains the following information:
the character with the highest relevant bonus makes the • Skill Name: What the skill is called. GMs may feel free to
check. change the names of some skills to better suit the style of their
• If every member of the team must succeed to gain the benefits game.
of the check (e.g., every member of the team must succeed on
an Infiltration check to slip past a sentry), the character with the • Key Ability: The ability modifier applied to the skill check.
lowest relevant bonus makes the check. • Interaction: If "Interaction" is included next to the skill's name,
In either case, if two or more characters qualify to make the check, it is an interaction skill.
the team can jointly choose which of them makes it. If a character
goes solo, then the character is no longer a part of the team for • Manipulation: If "Manipulation" is included next to the skill's
purposes of the team check (good reason for the stealthy character name, it is a manipulation skill.
to scout ahead, for example, making Stealth checks independent of
the rest of the team). • Specialty: If "Specialty" is included next to the skill’s name,
you must choose a specialty for the skill.
The character making the team skill check may spend Hero Dice on
• Resistance If "Resistance" is next to the skill's name, you will

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often use this skill passively to resist certain ill effects. You are TABLE 3.4: CLIMB
assumed to be taking 10 on your resistances.
DC Example Wall Or Surface Or Task
• Requires Tools: If "Requires Tools" is included next to the 0 A slope too steep to walk up. A ladder.
skill's name, you need to have the proper tools to use the skill.
Not having the proper tools results in a –5 penalty to the skill 5 A knotted rope with a wall to brace against.
check. See Chapter VI: Gear for more details on tools. A rope with a wall to brace against. A knotted rope. A surface
10 with sizable ledges to hold on to and stand on, such as a
The skill name line is followed by a brief description of the skill and rugged cliff-face.
four other categories:
Any surface with adequate handholds and footholds (natural or
• Check: How to make a check for the skill, what the results are, artificial), such as a rough natural rock surface, a tree, or a
15
and the Difficulty Class. chain-link fence. An unknotted rope. Pulling yourself up when
dangling by your hands.
• Try Again: Conditions on retrying a check with the skill. If this
section is omitted, the skill can be retried an unlimited number An uneven surface with just a few narrow handholds and
of times. 20 footholds, such as a coarse masonry wall or a sheer cliff face
with a few crevices and small toeholds.
• Action: The number of actions required to use the skill, how A rough surface with no real handholds or footholds, such as a
long it takes. As a general rule, if a skill takes a minute or 25
brick wall.
longer to use, you can halve the time required by taking a –5
penalty on the check. 25 Overhang or ceiling with handholds but no footholds.
A perfectly smooth, flat, vertical surface can’t be climbed
• Special: Any extra information about the skill or its use. —
without the Wall-Crawling Enhanced Movement FX.
• Extended: Certain skills might have applications as Extended Climbing inside an air duct, chimney, or other location where
Checks with more than one success required to accomplish a -10 you can brace against two opposite walls (reduces normal DC
certain task. by 10).
Climbing a corner where you can brace against perpendicular
• Challenges: Skill Challenges available with this skill. -5
walls (reduces normal DC by 5).
+5 Surface is slippery (increases normal DC by 5).

Strength
Fighting While Climbing
ATHLETICS STR
Since you can’t easily move to avoid an attack, you lose your
You’re skilled at climbing, swimming, jumping, and performing other dodge bonus while climbing. Any time you take damage while
feats of athleticism. climbing, make an immediate Climb check against the DC of the
slope or wall. Failure means you fall and sustain the appropriate
falling damage.

Use
Accelerated Movement
Climb, Jump, Swim.
You can try to climb faster than normal. You can move your full
speed, but take a –5 penalty on your Climb check. Moving twice
Climb your speed requires two checks at –5, one for each move action.

With each successful Athletics check, you can move up, down, or
across a slope, wall, or other steep incline (even a ceiling with Jumping
handholds). A slope is any incline of less than 60 degrees; a wall is
any incline of 60 degrees or steeper. A failed Athletics check You can make an Athletics check to extend the distance you can
indicates you make no progress, and failure by 5 or more means jump by 1 foot per point your check exceeds DC 15.
you fall from whatever height you already attained (unless you are
secured with some kind of harness or other equipment). Make a
Climb check to catch yourself (DC equal to wall’s DC + 20). A slope Swimming
is easier to catch on (DC equal to slope’s DC + 10). It’s somewhat
easier to catch someone else who falls, assuming they are within A successful Athletics check allows you to swim one-quarter your
arm’s reach. Make an Athletics check (DC equal to wall’s DC +10) speed as one action or half your speed as two actions. If the check
to do so. A slope is easier (DC equal to the slope’s DC +5). If you fails, you make no progress through the water. If the check fails by
fail the check, you do not catch the other person. If you fail by 5 or 5 or more, you go underwater. If you are underwater you must hold
more, you fall as well. The DC of the check depends on the your breath to avoid drowning. The DC for the Athletics check
conditions of the climb. If the climb is less than 10 feet, reduce the depends on the condition of the water. Each hour you swim, make
DC by 5. an Athletics check (DC 20). If the check fails, you suffer from
fatigue. Unconscious characters go underwater and immediately
begin to drown.

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TABLE 3.5: SWIMMING


Condition DC MIGHT STR

Calm Water 10
Rough water 15
Stormy Water 20
Your physical prowess is even more formidable than might
otherwise be apparent. You're capable of extreme feats of strength
Rescuing involving sustained application of force, such as lifting, bursting
Rescuing another character who can’t swim (for whatever reason) bonds, or holding something fast.
increases the DC of your Swim check by +5.
Use
Break Through, Burst Bonds, Lifting and Carrying.
Action
Climbing one-half your speed is two actions. Moving half that fast Break Through
(one-fourth your speed) is one action. Accelerated climbing, Sustained force can be used to achieve impressive results in terms
allowing you to climb at full speed, is two actions action. You can of breaking down a stuck door or even bending iron bars. For two
move half that far (one-half your speed) as one action. actions, you may attempt to use Might to damage an inanimate
Swimming is either one or two actions, as described above. object or a helpless creature through the sheer force your muscles
can exert. Essentially, you automatically hit on your attack against
the target and may use your Might check in place of your normal
unarmed damage roll. See Damaging Objects for details on
Special destroying objects.

At the GM’s discretion, certain kinds of climbing attempts might


require tools like ropes, pitons, harness, and so forth. Attempting
such a climb without tools incurs a –4 penalty.
Burst Bonds
A common trick for extremely strong characters is to simply break
free of the bonds holding them, rather than trying to slip away. You
Challenges can use your Might check to recover from any effect which binds
you in place, such as an Inflict FX that reduces you movement with
The following Challenge is appropriate for Athletics checks: magic chains.

Accelerated Swim Lifting and Carrying


For a +5 DC increase, you increase your swimming speed by one- Rather than a certain strength enabling you to lift a certain load,
quarter your normal speed. You can take this challenge up to three different objects require a Mighty Check to lift and move.
times to increase your swimming speed up to your normal speed. Essentially, an object’s weight is abstracted to a Might Check DC.
You suffer the normal effects of failing your Swim check. Rolls 1d20 + Might. How easily a character can move an object is
determined by how well he or she rolls. Sample DCs for lifting and
carrying objects is given on Table 3.7. The examples given are
Accelerated Climb most fitting for a modern game, but they serve as good benchmarks
for estimating the weights of objects in future or past games as well
You can try to climb more quickly than normal. By accepting a +5 (as people are inherently more familiar with modern objects, after
DC modifier to your check, you can move half your speed instead all).
of one-quarter your speed while climbing. You can accept this
challenge twice, for a total DC modifier of +10, to move at your
normal speed while climbing. TABLE 3.6: LIFTING AND CARRYING
Might Defense Check All-Out
Load Speed
Check... Penalty Penalty Move
Fighting Climb Succeeds Light load 0 0 Normal x4
By accepting a +5 DC modifier to a Climb check, you can maintain Medium
Fails -2 -2 2/3 x4
your Defense bonus while climbing. load
Fails by 5 or
Heavy load -5 -5 2/3 x2
more
Secured Climb Fails by 10 Extreme Denied

5ft

or more load Defense Step
If you take a +5 DC modifier to your Climb check, you do not have
to make a Climb check to maintain your position if you take Fails by 15 Cannot be
— — — —
damage. You climb in such a way as to brace yourself for any or more moved
attacks.

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TABLE 3.7: LIFTING AND CARRYING


DC Weight Example DC Weight Example
15 200 Manhole Cover, Adult Male 38 80k Bull dozer, Fire truck
16 300 Small Piano, Heavy Adult 39 95k Fully-Loaded Wide-Load Trailer
Piano, Full drum of oil, Bear, Gorilla, Lion,
17 400 40 110k Tank
Tiger
Empty dumpster, Alligator, Crocodile, Grizzly
18 500 41 170k Crane, Typical water tower 125' tall
Bear
Space shuttle, 200’ Radio Tower, Locomotive Engine, Full
19 700 Racing Motorcycle 42 240k
railroad Boxcar
20 800 Motorcycle 43 360k Empty giant mining dump-truck
21 1000 Telephone pole 44 450k Large plane, Titan II rocket, Statue of Liberty
22 1300 Sailboat 45 800k Hydro-electric generator, Trawler, Full giant mining truck
23 1800 Moving trailer 46 1.3mil Giant crane, Full water tower, 1000' Radio tower
24 2600 Medium missile, Full dumpster 47 1.6mil Giant mining excavator
25 3500 Empty 20' propane tank, Car, Large missile 48 1.7mil Drilling rig
Granite monument, Rhinoceros, Small
26 5000 forklift, Empty 20' metal cargo container, 49 2mil —
Large meteor
27 6000 10' Jersey Barrier 50 3.5mil Small bridge
28 7000 Truck, Limo, Hippopotamus 51 4mil —
29 9000 Empty 40' metal cargo container 52 5.5mil —
Elephant, Small jet, Combat helicopter,
30 13k 53 7mil Military tugboat
School bus, Empty semi trailer
Howitzer, 'Twinkie' Travel trailer, Semi tractor,
31 17k 54 10mil —
Full 20’ propane tanker
32 26k Empty armored car, Jet fighter, Subway car 55 14mil Eiffel tower, Destroyer, Large submarine
33 30k Motor Home RV, Full armored car 56 20mil Battleship
34 40k Mobile home, City bus, Blue whale 57 27.5mil Freighter (unloaded)
Infantry fighting vehicle, Full 20' metal cargo
35 55k 58 30mil Naval Command Ship
container
Empty railroad boxcar, Full 40' metal cargo
36 63k 59 45mil Amphibious Transport Dock Ship
container, Full semi trailer
37 70k Full 7-Axel Semi-Trailer 60 55mil Freighter (loaded), Cruiser, Large bridge
The DC to stop a falling object is +5
The DC to stop a moving object is +1 for every rank of speed it is using
The DC to push or drag an object is reduced by -2, -5 if the object has wheels or rollers

Throwing
Characters can throw any object they can lift, up to a heavy load. Option: Might and Human Characters
(You cannot throw an extreme load, only drop it adjacent to you.)
Picking up an object is a one action, while throwing it is one action,
so it’s possible to pick up and throw an object in one round. The increased ability to lift heavy objects and overpower others is
usually covered well by simply having an improved Strength
The distance you can throw an object is based on its weight. You score, which adds to Might checks. Might, like Toughness and
can throw your heavy load 5 feet without any check. To throw an Recovery, are really meant to represent strength and durability
object farther, make a ranged attack. Light loads have a range which are just beyond normal human capability. For most games,
increment of 20 feet. Medium loads have a range increment of 10 it is appropriate that ranks in these skills only be available if
feet. Heavy loads have a range increment of 5 feet. Extreme loads bought via the Enhanced (Trait) FX.
cannot be thrown. If your ranged attack roll misses, your thrown
object falls short of the target.

Pushing or Dragging Action


If you are only attempting to push or drag an object, you gain a +2 Breaking through takes two actions. Bursting bonds usually takes
bonus to your Might check to move it. one action, though it might vary depending on the effect causing it

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(see the individual effect for details). It takes one action per attempt fall. Subtract the amount your roll exceeds the DC from the
to lift or carry an object, and another, separate action to throw it distance of a fall in feet before determining damage. So an
(though it takes no action to drop a held object). Acrobatics check of 20 (15 more than the DC) reduces the effective
distance of a fall by 15 feet. A fall reduced to 0 distance does no
damage and you land on your feet. You can reduce knockback
Special damage in the same way.

By default, you cannot purchase ranks in Might directly. Instead,


character need to purchase ranks in the Enhanced (Trait) FX. Instant Up
You can make an Acrobatics check (DC 20) to stand from a prone
position as a free action rather than a move action.
Dexterity
Performance
ACROBATICS DEX You can use Acrobatics as a Perform skill to impress an audience.

You can flip, dive, roll, tumble, contort, and perform other acrobatic
maneuvers, and you’re also adept at keeping your balance under Escape Artist
difficult circumstances.
You can use Acrobatics to squeeze through tight spaces.
Use TABLE 3.9: RESTRAINTS
Balance, Escape Artist, Falling, Perform, Tumbling.
Maneuver DC
Ropes Opponent's Check +10
Tumble Tight space 30
Make an Acrobatics check (DC 25) to move through a space
occupied by an opponent or obstacle (moving over, under, or
around). A failed roll means you don’t get past the obstacle.
Tight Spaces
For a tight space, a check is only called for if your head fits but your
shoulders don’t. If the space is longer than your height, such as in
Balancing an airshaft, the GM may call for multiple checks. You can’t fit
through a space your head doesn’t fit through. You can also reach
You can walk on a precarious surface. A successful check lets you through a tight space your hand fits through but your arm normally
move at half your speed along the surface as a move action. A does not by making an Acrobatics check.
failure indicates you spend your move action just keeping your
balance and do not move. A failure by 5 or more means you fall.
The difficulty varies with the conditions of the surface. While
balancing, you lose your dodge bonus to Defense unless you have
Avoiding Combat Advantage
5 or more ranks in Acrobatics. If you take damage while balancing, You can make an Acrobatics check as your opposed Maneuver
make an immediate Acrobatics check to avoid falling. check to avoid or escape being grabbed, or to avoid being tripped.
Doing so is one action.

TABLE 3.8: BALANCE


Surface DC Try Again
More than 12 in. wide 5
7-12 in. wide 10 No for most checks. Yes to escape from grapple.
2-6 in. wide 15
Less than 2 in. wide
Uneven or angled
20
+5
Action
Slippery +5 Free. If you actually move as part of your Acrobatics check, then it
counts as part of your move action. Making a check to escape from
ropes or other restraints requires one minute. Escaping a grapple is
Accelerated Movement one action. Escaping a snare takes two actions. Squeezing or
reaching through a tight space takes at least one minute, maybe
You can try to move faster than normal while balancing. You can
longer, depending on the distance.
move your full speed, but take a –5 penalty on your Acrobatics
check. Moving twice your speed requires two checks, one for each
move action.
Special
Falling You can take 10 on an Acrobatics check. You can take 20 if you are
not actively opposed, such as when being grappled.
You can make an Acrobatics check (DC 5) to lessen damage from a

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Extended Stealth
Your Infiltration check is opposed by the Perception check of
A few specific situations might call for an extended Escape Artist
anyone who might detect you. While using Infiltration, you can
check. An obvious example is a long, narrow passage only wide
move up to half your normal speed at no penalty. At more than half
enough to let a character wiggle through. In this case, each
and up to your full speed, you take a –5 penalty. It’s practically
successful roll represents navigating a portion of the passage, and
impossible (–20 penalty) to use Infiltration while attacking, moving
a failed roll means the character is stuck for a moment. Escaping
all out, or charging for stealth.
from involved restraints (such as being bound in a straitjacket and
chains, upside-down in a tank rapidly filling with water) may also be
an extended check.
Size Modifiers
Apply the modifier from your size category to your Infiltration
Challenges checks to represent the relative ease of noticing smaller and larger
targets.
All of the following Challenges are appropriate for Acrobatics:

Hiding
Accelerated Acrobatics If others have spotted you, you can't use Infiltration to remain
You can try to cross a precarious surface faster than normal. If you unseen. You can run around a corner so you are out of sight and
increase the Difficulty Class by 5, you can move your full speed at then use Infiltration to hide, but others then know which way you
one action. Moving twice your speed in a round requires the penalty went. You can’t hide at all if you have absolutely no cover or
plus two skill checks, one for each move action. You can also concealment, since that means you're standing out in plain sight. Of
accept this penalty to charge across a precarious surface; this course, if someone isn't looking directly at you (you're sneaking up
requires one skill check per multiple of your speed (or fraction from behind, for example), then you have concealment relative to
thereof) that you charge. that person. Characters with the Hide In Plain Sight feat can make
Infiltration checks without the need for cover or concealment.

Conceal Efforts Creating a Diversion to Hide


In exchange for a +5 to the DC, you can conceal your efforts to A successful Persuasion check can give you the momentary
escape. Anyone who inspects your bindings must make a diversion needed to make a Infiltration check while people are
Perception check with a Difficulty Class equal to your Acrobatics aware of you. When others turn their attention from you, you can
check result. If the Perception check fails, they do not notice your make a Infiltration check if you can reach cover or concealment of
efforts to escape. So, for example, you could leave your bonds some kind. (As a general guideline, any cover has to be within 1
seemingly intact so a villain doesn’t realize that you’re actually free. foot for every rank you have in Infiltration.) This check, however, is
at a –5 penalty because you have to move quickly.

Perfect Balance
In return for increasing the Difficulty Class by 5, you move with
Sniping
such grace and agility that you maintain your dodge bonus to If you’re successfully hidden at least one Perception range
defense while balancing. increment away from a subject (usually 10 feet), then you can make
a ranged attack and immediately hide again, but you suffer a –20
penalty to your Infiltration check.
Perilous Balance
You can shake or disturb the surface on which you are balancing Tailing
(e.g., swaying on a tightrope). If your check succeeds after
increasing the Difficulty Class by 5, you keep your balance and You can use Infiltration to tail someone at your normal speed. This
impose a +5 modifier on the Difficulty Classes of all Acrobatics assumes you have some cover or concealment (crowds of people,
checks that others must make on the surface until the next round. shadows, fog, etc.). If the subject is worried about being followed,
he can make a Perception check (opposed by your Infiltration
check) every time he changes course (goes around a street corner,
exits a building, and so on). If he is unsuspecting, he only gets a
INFILTRATION DEX, REQUIRES TOOLS, MANIPULATION Perception check after each hour of being tailed. If the subject
notices you, you can make a Persuasion check, opposed by
Through combinations of stealth and capabilities for getting locks Perception. If you succeed, you manage to pass off your presence
open and security disabled, you are skilled at getting into places as coincidence and can continue tailing. A failed Persuasion check,
where you probably shouldn't be. or being noticed a second time, means the subject knows
something is up.

Use
Open Lock
Disable Security, Open Lock, Stealth You can pick conventional locks, finesse combination locks, and

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TABLE 3.10: DISABLE LOCKS


Lock Type Example DC
Action
Cheap Briefcase lock 20 Disabling a simple device takes two action. Intricate or complex
devices require multiple rounds. Reducing a multi-round task to one
Average Home deadbolt 25 round increases the DC by +20. Stealth is one action.
High quality Business deadbolt 30
High security Branch bank vault 40
Ultra-high security Bank headquarters vault 50 Special
You can take 10 when making an Infiltration check to disable a
bypass electronic locks. You must have a lockpick set (for a device. You can take 20 to open a lock or disable a security device,
mechanical lock) or an electronic tool kit (for an electronic lock). unless you are trying to prevent your tampering from being noticed.
The DC depends on the quality of the lock.

Disable Security Device Extended


You can disable a security device, such as an electric fence, motion Infiltration for stealth doesn’t normally lend itself to extended
sensor, or security camera. You must be able to reach the actual checks. However, the GM might call for an extended Infiltration
device. If the device is monitored, your attempt to disable it will check to simulate navigating through an area, such as a crowded
probably be noticed. When disabling a monitored device, you can urban environment, without being noticed (and without needing to
prevent your tampering from being noticed. Doing so requires 10 make opposed checks for every single person the character might
minutes and an electronics tool kit, and increases the DC by +10. encounter).
Nearly any device can require an extended Infiltration check to
disable rather than a simple one. A device requiring an extended
TABLE 3.9: DISABLE SECURITY check may have a lower Difficulty Class (say between 5 and 10
Device Type Example DC lower) to represent the additional work required. Extended
Infiltration checks to disable devices are especially useful for
Cheap Home door alarm 20
heroes with skill bonuses unable to reach the highest DCs; they
Average Store security camera 25 trade off time for a better chance of success in the long run.
High quality Art museum motion detector 30
High security Bank vault alarm 35
Ultra-high security Motion detector at Fort Knox 40 Challenges
The following Challenges are appropriate for Infiltration checks:
Traps and Sabotage
Disabling a simple mechanical device is DC 10. More intricate and
complex devices have higher DCs. You can use Infiltration to Accelerated Stealth
defuse explosives like the Technology skill, but at a -5 non-
You can move up to your normal speed in exchange for a –5
proficiency penalty (since Infiltration represents training with
penalty to your Infiltration check to use stealth. In return for a –20
security devices and traps, not explosives specifically). If the check
penalty to your check, you can move faster than your normal
succeeds, you disable the device. If the check fails by 4 or less, you
speed, such as by running or charging.
have failed but can try again. If you fail by 5 or more, something
goes wrong. If it’s a trap or explosive, you set it off. If it’s some sort
of sabotage, you think the device is disabled, but it still works
normally. When you sabotage simple devices, you can rig them to Hide Tampering
work normally for a while and then fail some time later, if you If you add +5 to your Difficulty Class, you can conceal any
choose. tampering with a device. Anyone who inspects the device must
make a Perception check against your Infiltration check result to
notice your tampering. On a failed check, it goes unnoticed.
Disable Technology
At the GM’s discretion, you can disable any technological device
(see Chapter VI: Gear) with a DC 30 skill check. You can also Slip Between Cover
disable technological creatures, like androids or robots, with the
same check, but the subject must be helpless for you to make the You can make an Infiltration check at a penalty to quickly cross an
check. area lacking cover or concealment without automatically revealing
yourself. For every 5 feet of open space you cross, you take a –5
penalty to your Infiltration check. You also take the normal penalties
to your check for moving faster than half your normal speed and
Try Again such. For example, you could slip past a 5-foot open doorway
without being seen, or duck from shadow to shadow. Characters
Yes, though you must be aware you have failed in order to try with the Hide In Plain Sight feat don’t need cover or concealment to
again. You may not try again to hide tampering after the fact without hide, so these rules do not apply to them. The same is true for
retrying the entire check (see Challenges, below). characters with the Concealment FX, since they’re capable of
making their own concealment.

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Vanishing VEHICLES DEX, MANIPULATION

Stealthy characters in fiction regularly "disappear" when no one is Use this skill to pilot or drive vehicles, such as cars, planes, boats,
watching them. This is essentially a use of Infiltration to hide when and even mounts.
the character has some concealment or a distraction (no one
looking directly at him, essentially). It requires a Infiltration check
with a –5 penalty, and the character must be within a normal move TABLE 3.10: VEHICLE MANUEVERS
action of an exit, or some cover or concealment (a window, skylight, Maneuver Example DC
ventilation duct, etc.). A successful check means the character
seems to disappear; an observer looks only to discover he is gone. Easy Low-speed turn 5
Characters can use Persuasion to gain the momentary distraction Average Sudden reverse, dodging obstacles, full gallop 10
needed to vanish in this way. Characters with the Hide In Plain Difficult Tight turns, use mount as cover 15
Sight feat do not need this challenge.
Loop, barrel roll, bootlegger reverse, mount as at
Challenging 20
no action
High-speed maneuvers, canyon runs, jumping
REFLEX DEX Formidable 25
obstacles

Your ability to react quickly to danger or in response to another


event, or to outrun an equally-fast runner. Use
Drive, Pilot, Ride.
Use Routine tasks, such as ordinary movement, don’t require a skill
Initiative, Movement, React. check. Make a check only when traveling in a dramatic situation
(being chased or attacked, for example, or trying to reach a
The DC to overcome your Reflex is 10 + your ranks in Reflex + destination in time).
your Dexterity score.
While piloting a vehicle, you can attempt simple maneuvers or
stunts.
Initiative
Your initiative in combat is determined by your Reflex check. Try Again
Most Vehicles checks have consequences for failure that make
Movement trying again impossible.

In any sort of foot-race with a character or creature with the same


ranks in the Speed FX as you, you can make an opposed Reflex
check to eek out a little extra speed and outrun your opponent. Action
A vehicles check is one action.
React
In any situation where you must react quickly (such as to catch a
falling object, shutting your eyes before a medusa catches you with
Special
her gaze, etc.), you compare your Reflex result to the DC. If your At the Gamemaster’s option, Vehicles may be further broken down
Reflex check is greater than or equal to the DC, you are quick into more detailed categories requiring specialization, such as
enough to react in time. airplanes, cars, motorcycles, boats, or mounts.

Try Again Challenges


You cannot retry a Reflex check, as by its very nature, a Reflex The following Challenge is appropriate for Vehicles checks:
check is meant to represent reacting to a situation at a moment's
notice.
One Hand on the Wheel
Action By taking a +5 Difficulty increase to your Vehicles check, you can
perform another action in the same round as your Vehicles check
A Reflex check is made as a reaction. You can spend one hero die with no penalty.
using its result in place of the 10, but you must do so before
learning the results of your Reflex check. If you choose to spend a
hero die this way, you must use its result, even it makes your
Reflex check worse.

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Constitution
Constitution checks. If you fail again, or if you fail by 5 or more, you
move down an additional step down the Check Condition chart,
suffering a -5 penalty to Strength and Constitution checks. If you fail
a third time, or if you fail by 10 or more, you fall unconscious and
ENDURANCE CON helpless. It takes a good night's sleep (at least 8 hours) to recover
from fatigue due to staying up for prolonged periods (no check
Your stamina and ability to maintain activity for long periods of time. required).

Use Hold Your Breath


Brave the Elements, Extreme Activity, Forgo Food and Drink, Forgo Each round you spend holding your breath beyond your
Sleep, Hold Your Breath, Prolonged Activity. Constitution score requires a DC 10 Endurance check (+2 for each
additional round beyond the first). If you succeed, you are in good
The time frames given in these examples uses are guidelines. The
shape to continue. If you fail, you move one step down the Check
GM should feel free to adjust the time needed between Endurance
Condition Track, suffering a -2 penalty to future Strength and
checks to best suit the game and that particular challenge.
Constitution checks. If you fail again, or if you fail by 5 or more, you
move down an additional step down the Check Condition chart,
suffering a -5 penalty to Strength and Constitution checks. If you fail
Extreme Activity a third time, or if you fail by 10 or more, you fall unconscious and
helpless (and you begin breathing normally again, which may be
Each minute you spend engaged in intense activity, like running all-
dangerous if you are surrounded by a dangerous substance or
out or actively swimming, you must make a DC 10 Endurance
submerged in water). It takes one action of rest to recover from any
check (+2 for each additional minute beyond the first). If you
conditions you may have suffered from holding your breath (DC =
succeed, you are in good shape to continue. If you fail, you move
10 + 2 for each round you held your breath).
one step down the Check Condition Track, suffering a -2 penalty to
future Strength and Constitution checks. If you fail again, or if you
fail by 5 or more, you move down an additional step down the
Check Condition chart, suffering a -5 penalty to Strength and Prolonged Activity
Constitution checks. If you fail a third time, or if you fail by 10 or
Each hour you spend engaged in prolonged activity (such as a
more, you fall unconscious and helpless. It takes an ten minutes of
forced march, treading water, etc.), you must make a DC 10
rest to recovery from any conditions you may have suffered from
Endurance check (+2 for each additional hour beyond the first). If
extreme activity (DC = 10 + 2 for each minute the activity lasted).
you succeed, you are in good shape to continue. If you fail, you
move one step down the Check Condition Track, suffering a -2
penalty to future Strength and Constitution checks. If you fail again,
Forgo Food and Drink or if you fail by 5 or more, you move down an additional step down
the Check Condition chart, suffering a -5 penalty to Strength and
Characters must eat and drink every day to stay healthy. If you go
Constitution checks. If you fail a third time, or if you fail by 10 or
for more than a day without eating or drinking, you must make a DC
more, you fall unconscious and helpless. It takes an hour of rest to
10 Endurance check (+5 for each additional day beyond the first). If
recovery from any conditions you may have suffered from
you succeed, you are in good shape to continue. If you fail, each of
prolonged activity (DC = 10 + 2 for each hour the activity lasted).
your physical ability scores is drained by 1 point. Note that if your
Strength or Dexterity are reduced below -5, you are unable to move
under your own power, and if your Constitution drops below -5, you
could die! You can only attempt to recover your drained ability Brave the Elements
scores if you have nutritious food and drink. The recovery DC is
If caught in inclement weather (such as extreme heat or cold, or in
equal to 10 + 5 for each day you went without food.
particularly heavy rain or wind), you must make a DC 10 Endurance
check (+2 for each additional hour beyond the first). If you succeed,
you are in good shape to continue. If you fail, you move one step
Realistic Thirst down the Check Condition Track, suffering a -2 penalty to future
Alternatively, since most creatures need to consume much more Strength and Constitution checks. If you fail again, or if you fail by 5
water than they do food, you can track each requirement or more, you move down an additional step down the Check
separately. For more realistic games, thirst should be checked Condition chart, suffering a -5 penalty to Strength and Constitution
about two or three times as often as starvation. For thirst, to be checks. If you fail a third time, or if you fail by 10 or more, you fall
more realistic, you should check about three times a day. However, unconscious and helpless. It takes an hour of rest to recovery from
it is up to the GM to determine when and how often to make these any conditions you may have suffered from inclement weather (DC
checks. = 10 + 2 for each hour you were exposed to the weather).

Forgo Sleep Action


Characters must sleep for about eight hours every day to stay Endurance checks are generally only required after an extended
fighting fit. If you go for more than a day without sleeping, you must period of activity, usually outside of combat. When called for,
make a DC 10 Endurance check (+5 for each additional day Endurance checks don't require any action themselves.
beyond the first). If you succeed, you are in good shape to continue
without sleep. If you fail, you move one step down the Check
Condition Track, suffering a -2 penalty to future Strength and

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FORTITUDE CON, RESISTANCE the check fails, the character can make another in one hour, with a
+1 bonus for each failed check.
Your ability to resist attacks against your vitality and health such as
poison and disease.
Unconscious
Use Once per minute, characters can make a Recovery check (DC 10).
If successful, they erase the Unconscious damage box. If the check
fails, the character can make another in one minute, with a +1
Resistance.
bonus for each failed check. Dying characters must first stabilize
The DC to overcome your Fortitude is 10 + your ranks in Fortitude before they can recover from unconsciousness.
+ your Constitution score.

Try Again
Degrees of Success You cannot retry a failed Recovery check until the specified time
Certain effects might cause additional conditions if they exceed period elapses.
your Fortitude by 5 or more. See the individual effects for further
information.
Action
Try Again A Recovery check is usually made as a free action.

You cannot retry a Fortitude check.


Special
Action By default, you cannot purchase ranks in Recovery directly.
Instead, character need to purchase ranks in the Enhanced (Trait)
A Fortitude check is made as a reaction. You can spend one hero FX.
die using its result in place of the 10, but you must do so before
learning the results of your Fortitude check. If you choose to spend
a hero die this way, you must use its result, even it makes your
Fortitude check worse. Option: Recovery and Human Characters

The increased ability to recover from injury within normal human


RECOVERY CON limits is usually covered well by simply having an improved
Constitution score, which adds to Recovery checks. Recovery, like
Toughness and Might, are really meant to represent strength and
durability which are just beyond normal human capability. For
Your ability to recover from injuries and ailments after succumbing most games, it is appropriate that ranks in these skills only be
to wounds and fatigue. available if bought via the Enhanced (Trait) FX.

Use
Recovery. Intelligence
With rest, characters can make Recovery checks (DC 10) to
recover from their damage conditions. The frequency of the checks ACADEMICS INT, REQUIRES TOOLS
is based on the severity of the condition. The Regeneration FX
speeds up a character's recovery checks. You are well-educated and can use your broad knowledge to
quickly answer questions or to analyze clues.

Injured
Once per hour of rest, characters can make a Recovery check (DC
Use
10). If successful, they erase one injured condition. If the check Investigate, Knowledges.
fails, the character can make another in one hour, with a +1 bonus
for each failed check. All characters recover at least one injured
condition per day. Investigate
You generally use Perception to find clues and Academics to
Staggered analyze them. If you have access to a crime lab, use the
Academics skill to collect and prepare samples for the lab.
Once per hour of rest, characters can make a Recovery check (DC
10). If successful, they erase the Staggered damage condition. If

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TABLE 3.11: INVESTIGATE MODIFIERS


Circumstances Modifier
Every day since event (max modifier +10) +2
Scene is outdoors +5
Scene slightly disturbed +2
Scene moderately disturbed +4
Scene extremely disturbed +6

Analyze Clue
You can make an Academics check to apply forensic knowledge to
a clue. This function of the Academics skill does not give you clues
where none exist. It simply allows you to extract information from a
clue you have found. The base DC to analyze a clue is 15. It is
modified by the time elapsed since the clue was left, and whether
or not the scene was disturbed. Success gives you information
based on the clue (as determined by the GM).

Collect Evidence
You can collect and prepare evidence for a lab. This use of
Academics requires an evidence kit. To collect a piece of evidence,
make an Academics check (DC 15). If the check succeeds, the
evidence is usable by a crime lab. If the check fails, a crime lab
analysis can be done, but the lab takes a –5 penalty on any
necessary check. If the check fails by 5 or more, the lab analysis
simply cannot be done. On the other hand, if the check succeeds
by 10 or more, the lab gains a +2 bonus on its checks to analyze
the material. This function of Academics does not provide you with
evidence. It simply allows you to collect evidence you have already
found in a manner that best aids in its analysis later.
Try Again
Knowledge Generally, analyzing a clue again doesn’t add new insight unless
another clue is introduced. Evidence collected cannot be
Make an Academics check to answer a question in one of the recollected, unless there is more of it to take.
following fields (which are mostly liberal arts):
For Knowledge, you cannot retry an Academics check. The check
• Art: Fine arts and graphic arts, including art history and artistic represents what a character knows, and thinking about a topic a
techniques. Antiques, modern art, photography, and second time doesn’t let you know something you didn’t know
performance art forms such as music and dance, among before. The GM may allow another Academics check if a character
others. gets access to a better source of information. For example, a
character who doesn’t know the answer to a particular question off-
• Business: Business procedures, investment strategies, and hand might get another check with access to a library or online
corporate structures. Bureaucratic procedures and how to database (and could take 10 on that check, depending on the
navigate them. circumstances).
• Civics: Law, legislation, litigation, and legal rights and
obligations. Political and governmental institutions and
processes. Action
• Current Events: Recent happenings in the news, sports,
Analyzing a clue takes two actions. Collecting evidence generally
politics, entertainment, and foreign affairs.
takes at least a minute. Knowledge can be a reaction, but otherwise
• History: Events, personalities, and cultures of the past. requires two actions.
Archeology and antiquities.

Special
• Theology and Philosophy: Liberal arts, ethics, philosophical
concepts, and the study of religious faith, practice, and
experience.
You can take 10 when making an Academics check for Knowledge.
The DC is 10 for easy questions, 15 for basic questions, and 20 to You can take 20 on Knowledge with rigorous research and access
30 for difficult questions. The GM may make a Academics roll for to the materials and time necessary to search out information in
you, so you don’t know whether or not your information is accurate. such a manner.

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SCIENCE INT, REQUIRES TOOLS • Diagnosis (DC 10): You can diagnose injuries and ailments
with an eye toward treatment. At the GM’s discretion, a
successful diagnosis provides a +2 bonus on Medicine checks
You have training in one or more scientific disciplines, and you can
for treatment.
use your knowledge for ends such as inventing or treating the sick
and injured. • Provide Care (DC 15): Providing care means treating a
wounded person for a day or more or providing routine medical
treatment. If successful, the patient adds your Medicine rank to
Use any recovery checks. You can tend up to your skill rank in
patients at one time.
Craft, Knowledges, Medicine.
• Revive (DC 15): You can remove the dazed, stunned, or
unconscious conditions from a character. This check takes two
Craft action. A successful check removes one condition. You can’t
revive a dying character without stabilizing him first.
You can mix chemicals to create acids, drugs, explosives, poisons,
and so forth. To craft something effectively, you must have an • Stabilize (DC 15): For one action, a successful Medicine check
appropriate set of tools. stabilizes a dying character.

The difficulty and time required to make a particular item depends • Treat Disease (DC 15): You can tend a character infected with
on its complexity. If your campaign uses the optional rules for a disease. Every time the diseased character makes a
Wealth and Purchasing Equipment, you will have to make a Wealth recovery check against disease effects (after the initial
Check with a Difficulty Class 10 less than the Craft DC to acquire contamination), you make a Medicine check requiring 10
the necessary materials. If your Craft check succeeds, you have minutes. If your check succeeds, you provide a bonus on the
made the item. If the Craft check fails, you did not produce a usable character’s recovery check equal to your Science rank.
end result, and any materials are wasted. • Treat Poison (DC 15): You can tend a poisoned character.
When a poisoned character makes a recovery check against a
poison’s secondary effect, you make a Medicine check as a
Demolitions standard action. If the check succeeds, you provide a bonus on
Characters can use Science to make explosives. The detonator the character’s recovery check equal to your Science rank.
mechanism, however, requires a Technology check to create. • Surgery (DC 15-30): You can perform surgical operations. The
DC ranges from 15 for routine procedures to 30 or more for
tricky operations like heart or brain surgery.
TABLE 3.12: CRAFT TO CREATE CHEMICALS
Craft
Complexity Time Examples
DC
Aspirin, simple painkillers, simple
Try Again
Simple 15 1 hour
experiments For crafting, you may try again, although it may require new
Moderate 20 12 hours Drugs, complex experiments materials.
Advanced medicines or poisons, For Knowledge, you cannot retry a Science check. The check
Complex 25 24 hours
difficult experiments represents what a character knows, and thinking about a topic a
Cutting-edge chemicals, second time doesn’t let you know something you didn’t know
Advanced 30 60 hours before. The GM may allow another Science check if a character
groundbreaking experiments
gets access to a better source of information. For example, a
character who doesn’t know the answer to a particular question off-
hand might get another check with access to a library or online
Knowledge database (and could take 10 on that check, depending on the
circumstances).
Make a Science check to answer a question in one of the following
fields: For medicine checks to revive dazed, stunned, or unconscious
characters, and stabilizing dying characters, you may try again.
• Behavioral Sciences: Psychology, sociology, and criminology.
• Earth Sciences: Geology, geography, oceanography, and


paleontology.
Life Sciences: Biology, botany, genetics, medicine, and Action
forensics. The time to make something varies according on its complexity.
• Physical Sciences: Astronomy, chemistry, mathematics, The Gamemaster may increase or decrease the time for a
physics, and engineering. particular project as necessary. You can cut the time for making or
The DC is 10 for easy questions, 15 for basic questions, and 20 to repairing an item in half by taking a –5 penalty (see Challenges,
30 for difficult questions. The GM may make a Science roll for you, below). Knowledge can be a reaction, but otherwise requires two
so you don’t know whether or not your information is accurate. actions. Medicine checks take time based on the task, as described
above.

Medicine
The DC and effect depend on the task.

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Special TABLE 3.14: SECURITY MODIFIERS


Modifier Security Difficulty
You can take 10 when crafting, but can’t take 20 since doing so -10 Epic Almost impossible to hack or reprogram
represents multiple attempts, and you use up raw materials with
each attempt. If you don’t have the proper tools, you take a –5 -5 Excellent Very difficult to hack or reprogram
penalty on Craft checks. -2 Very Good Challenging to hack or reprogram
You can take 10 when making an Science check for Knowledge. +0 Good Average difficulty to hack or reprogram
You can take 20 on Knowledge with rigorous research and access +2 Fair Relatively easy to hack or reprogram
to the materials and time necessary to search out information in +5 Poor Easy to hack or reprogram
such a manner.
+10 None Simplistic to hack or reprogram
You can take 10 when making a Science check for Medicine. You
can take 20 only when giving long-term care or attempting to revive
dazed, stunned, or unconscious characters. TECHNOLOGY INT, REQUIRES TOOLS
If you do not have the appropriate medical equipment, you take a –
5 penalty on your Science check for Medicine. You understand technology and electronics, like computers,
machines, and similar complicated devices.
You can use the Science skill on yourself only to diagnose, provide
care, or treat disease or poison with Medicine. You take a –5
penalty on checks when treating yourself.
Use
Computers, Craft, Knowledges.
Extended
Normal use of Science for crafting resembles an extended check in
many ways. If you want, you can replace the standard crafting rules
Computers
with an extended check. In this case, a single failed check doesn’t Most normal computer operations—using software, getting your e-
ruin the project; instead, rolling three failures before achieving the mail—don’t require a Technology check and can be done untrained.
requisite number of successes does. However, searching an unfamiliar network for a particular file,
writing programs, altering existing programs to perform differently,
The GM might require an extended Science skill check to treat a
and breaking computer security all require skill checks (and
particularly virulent disease or similar complex medical condition
training).
with Medicine.

Craft
Challenges
The following Challenge appropriate for Science checks:
TABLE 3.15: CRAFT TO CREATE ITEMS
Craft
Complexity Time Examples
DC
Fast Work Simple 15 1 hour
Electronic timer or detonator,
tripwire trap, bookcase
You may add +5 or +10 to the indicated Difficulty Class to craft Radio direction finder, lock, engine
something. This increase allows you to make the item faster than Moderate 20 12 hours
component, shed, furniture
usual, reducing the time to half or one-quarter normal, respectively.
Cell phone, combustion engine,
Complex 25 24 hours
bunker
Advanced 30 60 hours Computer, jet engine, building
TABLE 3.13: COMPUTER MODIFIERS
Modifier Action Possible Options You can build electronic items or mechanical items. To craft
The device cannot function in this way effectively, you must have an appropriate set of tools.
-10 Difficult
normally (Detonate a security camera) The difficulty and time required to make a particular item depends
The device doesn’t usually work this way. on its complexity. If your campaign uses the optional rules for
-5 Challenging
(Fill a radio with static to deafen the enemy) Wealth and Purchasing Equipment, you will have to make a Wealth
The device can work this way, but not well. Check with a Difficulty Class 10 less than the Craft DC to acquire
+0 Average the necessary materials . If your Technology check succeeds, you
(Hack a network with a PDA)
have made the item. If the Technology check fails, you did not
The device can function fairly well in this
produce a usable end result, and any materials are wasted.
+5 Easy way. (Activate automated guns in the base
to fire on the enemy)
The device is designed to function in exactly Repairing Items
+10 Simplistic this way. (Turn on automatic lights in a You can use the Technology skills to repair damaged electronic or
room) mechanical items. The GM sets the DC. In general, simple repairs
have a DC of 10 to 15 and require no more than a few minutes.

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TABLE 3.16: CRAFT TO REPAIR ITEMS


Craft
Action
Complexity Time Examples
DC Technology requires at least two actions action to work a computer.
Simple 10 1 minute Tool, simple weapon The GM may determine some tasks require several rounds, a few
minutes, or longer, as described above.
Mechanical or electronic
Moderate 15 10 minutes The time to make something varies according on its complexity.
component
Complex 20 1 hour Mechanical or electronic device The Gamemaster may increase or decrease the time for a
particular project as necessary. You can cut the time for making or
Cutting-edge mechanical or repairing an item in half by taking a –5 penalty (see Challenges,
Advanced 25 10 hours
electronic device below). Knowledge can be a reaction, but otherwise requires two
actions.
More complex repair work has a DC of 20 or higher and can require
an hour or more.
Try Again
Jury-Rigging So long as you have access to the system, you can (in theory) try
Technology checks for computers again indefinitely. However, many
You can also attempt jury-rigged, or temporary, repairs. Doing this systems defend against repeated intrusions by increasing security.
reduces the DC by 5 from that of a regular repair, and allows you to Your GM may increase the penalty from security modifiers to
make the check for two actions. However, a jury-rigged repair can represent this.
only fix a single problem, and the repair only lasts until the end of
the current encounter. The jury-rigged item must be fully repaired For crafting, you may try again, although it may require new
after, and cannot be jury-rigged again until it is fully repaired. You materials.
can also use jury-rigging to hot-wire a car or jump-start an engine
For Knowledge, you cannot retry a Science check. The check
or electronic device. The DC for this is at least 15, and can be
represents what a character knows, and thinking about a topic a
higher depending on the presence of security devices.
second time doesn’t let you know something you didn’t know
before. The GM may allow another Science check if a character
gets access to a better source of information. For example, a
Demolitions character who doesn’t know the answer to a particular question off-
Creating the explosive itself is a Science check, but it requires a hand might get another check with access to a library or online
Technology check to prepare it for actual detonation. database (and could take 10 on that check, depending on the
circumstances).
Setting a simple explosive to blow up at a certain spot doesn’t
require a check, but connecting and setting a detonator does. Also,
placing an explosive for maximum effect against a structure calls
for a check, as does disarming an explosive device. Most Extended
explosives require a detonator to go off (which requires a
Technology check DC 10 to attach)). Failure means the explosive The GM might simulate long and involved programming or hacks
fails to go off as planned. Failure by 10 or more means the for an extended period of time with an extended Technology check.
explosive goes off as the detonator is being installed. You can Normal use of Technology to craft something resembles an
make an explosive more difficult to disarm. To do so, choose the extended check in many ways. If you want, you can replace the
disarm DC before making your check to set the detonator (it must standard craft rules with an extended check. In this case, a single
be higher than 10). Your DC to set the detonator is equal to the failed check doesn’t ruin the project; instead, rolling three failures
disarm DC. Disarming an explosive requires a Technology check. before achieving the requisite number of successes does.
The DC is usually 10, unless the person who set the detonator
chose a higher disarm DC. If you fail the check, you do not disarm
the explosive. If you fail by 5 or more, the explosive goes off.
Setting or disarming a detonator is two actions. Carefully placing an
Special
explosive against a fixed structure can maximize the damage by You can take 10 when using the Technology skill to work with
exploiting vulnerabilities in the construction. This requires at least a computers. You can take 20 in some cases, but not those involving
minute and a Technology check. The GM makes the check (so you a penalty for failure. (You cannot take 20 to defeat computer
don’t know exactly how well you have done until the explosive goes security or defend security, for example.)
off). On a result of 15 or higher, the explosive deals +5 damage to
the structure. On a result of 25 or higher, it deals +10 damage. In all You can take 10 when using Technology to craft something, but
cases, it deals normal damage to all other targets within its blast can’t take 20 since doing so represents multiple attempts, and you
radius. use up raw materials with each attempt. You can take 10 or 20 on
repair checks. If you don’t have the proper tools, you take a –5
penalty on Technology checks to craft something.
Knowledge You can take 10 when making an Technology check for Knowledge.
You can take 20 on Knowledge with rigorous research and access
Make a Technology check to answer a question about electronic or to the materials and time necessary to search out information in
mechanical devices. The DC is 10 for easy questions, 15 for basic such a manner.
questions, and 20 to 30 for difficult questions. The GM may make a
Technology roll for you, so you don’t know whether or not your
information is accurate.

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Challenges TABLE 3.17: CONCENTRATION


Distraction DC
The following Challenge appropriate for Technology checks: Damaged during the action damage
continuous
Taking continuous damage during the action damage last
Fast Work dealt
You may add +5 or +10 to the indicated Difficulty Class to craft Maintain a Concentration FX as one action 10 + FX rank
something. This increase allows you to make the item faster than
Maintain a Sustained FX as a reaction 10 + FX rank
usual, reducing the time to half or one-quarter normal, respectively.
Vigorous motion (bouncy vehicle ride, small boat
in rough water, below decks in a storm-tossed 10

Wisdom
ship, riding a horse)
Violent motion (very rough vehicle ride, small
boat in rapids, on deck of storm-tossed ship, 15
galloping horse)
EXPERTISE WIS, SPECIALIZATION
Extraordinarily violent motion (earthquake) 20
You have some familiarity with things that other people might call Entangled (such as by a snare) 15
“impossible” or “supernatural”, knowledge you most certainly didn’t Bound, grappling, or pinned 20
gain in a traditional school.
Weather is a high wind carrying blinding rain or
5
sleet
Use Weather is wind-driven hail, dust, or debris 10

Concentration, Identify FX, Knowledges.


Succeed By 5 or More
Expertise is used to identify and analyze FX of a certain relatively
broad descriptor. It is a catch-all term for general experience and If your result exceeds the DC by 5 or more, you can identify how
familiarity of a field which really doesn’t exist in a world without many ranks the FX has.
such FX. Some examples include:
• Extra-Terrestrial: Alien technology, species, abilities. You are Succeed By 10 or More
familiar with visitors from other planets and their capabilities.
If your result exceeds the DC by 10 or more, you know the full
• Magic: Necromancy, enchantment, fae. You are able to capabilities of the FX, including other Extras, Flaws, Drawbacks, or
differentiate between types of magic and identify spells, as well FX feats it might have.
as different magical creatures.
• Martial Arts: Sword-fighting, kung-fu, karate, fencing. You can
identify different moves and styles.
Informed Combatant
If you have the Informed Combatant feat, you can grant yourself
• Occult: Incantations, otherworldly monsters, forbidden lore. You
and your allies bonuses against FX which you have identified.
know the supernatural, and can recognize creatures not of his
world and eldritch secrets man was not meant to know.
• Psionics: Telekinesis, telepathy, clairsentience. You are familiar Concentration
with different psychic disciplines and the powers they wield.
Make an Expertise check to concentrate whenever you might be
distracted (by taking damage, by harsh weather, and so on) while
Identify FX engaged in some action requiring your full attention, maintaining an
FX with a Concentration or Sustained duration. If the check
On your next turn after another creature utilizes an FX with one of succeeds, you may continue with the action. If the check fails, the
the above descriptors, you may use Expertise to identify the FX. action fails. The DC depends on the nature of the distraction. You
You must have been able to perceive the FX in some way (so FX may only use Expertise from one specialty to apply to checks
which have the subtle FX feat require a Perception check to involving that specialty. So a martial artist can use Expertise to
identify, and FX with two ranks of subtle might require a specialized maintain concentration during intense melee combat, or a wizard
sense to be able to perceive. The DC to identify an FX is equal to with Expertise (magic) can do so to maintain magical FX, but the
10 + the FX’s rank. If you succeed on the check, you can glean martial artist couldn't use Expertise (Martial Arts) to maintain a
some useful information. magical spell (though he could use the skill for such a purpose non-
proficiently).

Succeed
If your result exceeds the DC, you can identify the type of FX
Knowledge
(including all FX components Linked in the FX), including extra Make an Expertise check to answer a question about a descriptor
descriptors (if not already obvious). This does not tell you about you’ve specialized in. The DC is 10 for easy questions, 15 for basic
how powerful the FX is in terms of how many ranks it has. questions, and 20 to 30 for difficult questions. The GM may make
an Expertise roll for you, so you don’t know whether or not your

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information is accurate. solid wall. While you’re asleep, hearing something well enough to
wake up is +10 DC.

Try Again Spot (visual)


You cannot retry an Expertise check. The check represents what a Make a check against a DC based on how visible the object is or
character knows, and thinking about a topic a second time doesn’t against an opposed Infiltration check. Spot is also used to detect
let you know something you didn’t know before. The GM may someone in disguise, or to notice a concealed object.
allowanother Expertise check if a character gets access to a better
source of information, or for Identifying and FX, seeing that FX
used again. For example, a character who doesn’t know what a Other Senses
particular magic spell is off-hand might get another check after
seeing it cast a few more times, or after being able to study some You can make Perception checks involving other sense types as
more arcane lore. well as various special senses (see Enhanced Senses). Noticing
something obvious to a sense is DC 0. Less obvious things are DC
You may retry your check to Concentrate, although a success
10 or so, hidden things DC 20 or more, and making out details
doesn’t cancel the effects of a previous failure, such as the
requires you to exceed the DC by 10 or more.
disruption of an action you were concentrating on.

Search
Action You must be within 10 feet (one range increment) of the area. You
Identifying an FX takes one action, and can only be used on the can examine a 5-foot-by-5-foot area or a volume of goods 5 feet on
round after an FX was used. Knowledge can be a reaction, but a side with a single check.
otherwise requires two actions. Making a check to Concentrate
Search can turn up things like footprints, but does not allow you to
doesn’t require an action; it is either a reaction (when attempted in
follow tracks (see Tracking).
response to a distraction) or a free action (when attempted
actively).

TABLE 3.18: SEARCH


Special Task DC
You can take 10 when making an Expertise check for Knowledge, Ransack an area to find a certain object. 10
but not to Identify an FX. Notice a secret compartment, a simple trap, or an obscure
20
clue.
Find a well-hidden secret compartment or trap, or an
25+
PERCEPTION WIS, RESISTANCE extremely obscure clue.

Use this skill to notice and find things, whether hearing at a great Finding Concealed Objects
distance, finding half-buried under a bed, or in the honeyed words
of an enemy. The DC to search for a concealed object is usually based on the
Stealth or Slight of Hand check of the character who hid it. The GM
can assume characters with the time take 20 on their check to
Use conceal an object.

Notice (Each Sense), Search, Sense Motive.


The DC to overcome your Perception Resistance is 10 + your ranks
Surveillance
in Perception + your Wisdom score. You can use Search to set up surveillance of a particular area,
watching from a stationary location. The DC of the subject’s
Infiltration check to evade your notice is equal to the result of your
Notice Search check.

Make a skill check to notice something. Perception checks


generally suffer a penalty of –1 per 10 feet between you and the Extended Searches
thing you’re trying to notice. If you’re distracted, you take a –5
penalty on Perception checks. Making out details—such as clearly Certain FX—notably ESP, Quickness, and Enhanced Senses—
hearing conversation or reading text—requires you to exceed the greatly extend the area you can search at once. When searching
DC by 10 or more. for something over an extended area, use the following guidelines.
Determine the area’s approximate diameter. For each step up the
Extended Range Table (starting at 10 feet for twice the normal
Listen (auditory) Search area), move the time required to search the area one step
up the Time and Value Progression Table (starting at one minute,
Make a check against a DC based on how loud the noise is or the interval above a full round). You can reduce the time required
against an opposed Infiltration check. A normal conversation is DC for an extended search by increasing the DC of the Search check:
0, a quiet noise DC 10. Listening through a door is +5 DC, +15 for a each step down the Time and Value Progression Table, to a

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minimum of a full round, is +5 DC. The Quickness FX can also takes at least 1 minute.
reduce the time for an extended search. You can take 10 and take
20 on extended searches. Taking 20 requires 20 times the base
time to search the area, and you can’t reduce the time by
increasing the DC if you take 20. Special
When several characters try to notice the same thing, the GM can
make a single d20 roll and use it for all the characters’ skill checks.
Sense Motive Various sensory effects provide modifiers on Notice checks (see
Enhanced Senses).
A successful Sense Motive check allows you to avoid the effects of
some interaction skills. You can also use the skill to tell when Taking 20 on a Notice check means you spend 1 minute attempting
someone is behaving oddly or to assess their trustworthiness. to notice something that may or may not be there.

Evaluate
Extended
You can use this skill to make an assessment of a social situation.
With a successful check (DC 20), you can get a feeling when Most uses of Sense Motive are simple checks, but the GM can
something is wrong. You can also tell if someone is trustworthy and allow extended checks in situations similar to those described for
honorable (or not) with an opposed Perception and Persuasion Persuasion.
check. Certain hidden items might require an extended Search check,
particularly if they are obscured with layers of concealment. An
extended Search can also represent searching a large area for
Notice Influence something.
You can make a Sense Motive check to notice someone acting
under the influence of a mental FX. The DC is 10 + the FX’s rank.
Challenges
Notice Innuendo The following Challenges are appropriate for Perception checks:
You can use Sense Motive to detect a hidden message transmitted
via the Persuasion skill (DC equal to the check result). If your check
result beats the DC, you understand the secret message. If your Accurate
check fails by 5 or more, you misinterpret the message in some In return for a –5 penalty to your Perception check, you can treat a
fashion. If you are not the intended recipient of the message, your normally inaccurate sense (such as hearing) as accurate for one
DC increases by 5. round. A successful check tells you the exact spot a subject
occupies. A failed check means you don’t notice anything.

Resist Interaction
Make a Sense Motive check to resist or ignore the effects of certain Lip Reading
interaction skills, such as Persuasion. If the result of your check
By careful observation of the movements of someone’s mouth and
exceeds your opponent’s check result, you are unaffected.
lips, you can tell what he is saying. Lip reading is a +5 increase to
the DC of your Perception check. You must be within three Notice
range increments of the speaker and be able to accurately see him
Try Again speak. You must also be able to understand the speaker’s
language. You have to concentrate on reading lips for a full minute
You can make a Notice check every time you have the opportunity before making the check, and can’t perform some other action
to notice something new. As a move action, you can attempt to during this time. You can move at half speed but not any faster, and
notice something you failed (or believe you failed) to notice must maintain a line of sight to the lips being read. If the check
previously. succeeds, you understand the general content of a minute’s worth
of speech, but may still miss certain details. If the check fails, you
For Sense Motive, you cannot try again, though you can make a
can’t read the speaker’s lips. If the check fails by 5 or more, you
Perception check for each interaction attempt against you.
draw some incorrect conclusion about the speech. The GM rolls the
Perception check so you don’t know whether you succeeded or
failed and therefore don’t know whether or not any information you
Action picked up is accurate. You can spend a hero die to re-roll a lip
reading attempt, but you do so “blind,” not knowing what the
A Notice check is either a reaction (if called for by the GM) or one original die roll result was (and therefore whether or not you can do
action (if you take the time to try and notice something). better). You can retry a failed attempt at lip reading once per
minute.
A Search check takes two actions.
A Sense Motive check may be made as a reaction to notice or
resist something. (When that’s the case, the GM may roll the Sense Read Situation
Motive check in secret, so you don’t know if there’s something to
notice or not.) Using Sense Motive to evaluate a person or situation For every +5 you increase the DC of your Perception check to
Sense Motive, you learn one fact about the situation at hand when

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evaluating a situation. The GM may tell you things like someone’s TABLE 3.19: NAVIGATION
apparent goal(s), the nature of an interaction, and so forth.
Task DC
Get along in an area. Move up to half your overland speed
SURVIVAL WIS, SPECIALIZATION while hunting and foraging (no food or water supplies needed).
10
You can provide food and water for one other person for every
2 points your check result exceeds 10.
You are experienced in traveling, living, navigating, and generally
surviving in a particular type of environment. Gain a +2 bonus on Fortitude against severe weather while
moving up to half your speed, or a +4 bonus if stationary. You
15
may grant the same bonus to one other character for every
Use point your check result exceeds 15.
Avoid getting lost and avoid hazards, such as quicksand or
Get By, Knowledges, Navigate, Reconnaissance. 20
gangs.
You can get by in a particular environment. You may use Survival in
that type of environment to sustain yourself, and to navigate the
environment. Choose one of the following environments:
• Aquatic: Coastal communities, underwater, ship-board.
• Desert: Areas of excessive heat and little moisture. Reconnaissance
• Forest: Woodlands with thick tree growth. Survival can be used to gather information about an area or a
person/creature in the area. This may include checking for tracks,
• Marsh: Wetlands with growth and decay. watching the weather, bar-hopping to get information, or getting in
• Mountains: High elevations and steep inclines. on the gossip at the hair dresser's.
General information concerns local happenings, rumors, gossip,
• Plains: Long stretches of flat, level land.
and the like. Specific information usually relates to a particular
• Rural: Sparsely populated communities. question. Restricted information isn’t generally known and requires
you to locate someone with access to the information. Protected
• Underground: Sewers, caverns, and catacombs. information is even harder to come by and might involve some
• Urban: Cities and large population centers. danger, either for the one asking the questions or the one providing
the answers. There’s a chance someone takes note of anyone
asking about restricted or protected information. The GM decides
when this is the case. In some situations, opposed Survival checks
Get By are appropriate to see if someone else notices your inquiries (and
Survival can be used to cover a wide number of different checks in you notice theirs). If you accept a –20 modifier on your check total,
an environment. Someone skilled at mountain survival is probably your inquiries avoid any notice.
experienced at climbing, for instance, and someone in who
understands underground survival or spelunking is probably fair as
squeezing through small spaces. Survival is very useful for Finding Subjects
accomplishing tasks normally covered by other skills in your You can use Survival to track down someone or something. Make a
favored environment. However, as described earlier in the section, Survival check to pick up your target’s trail and another for each
these are considered non-proficient skill attempts, so you may use hour you search, or when the trail becomes difficult to follow, such
only half your ranks in these checks. as when it moves to a different area of town. The DC and number
of Survival checks required to find your target depend on the size of
the community, as given on the table. For every 5 points you
Knowledge
Make a Survival check to answer a question about an area you’ve TABLE 3.20: RECONNAISSANCE
specialized in. This may include questions about what food is edible
in the wild, where to sleep in a bad part of town, or legends about Type of Information DC
the haunted house on the hill in suburbia. The DC is 10 for easy General 10
questions, 15 for basic questions, and 20 to 30 for difficult Specific 15
questions. The GM may make a Survival roll for you, so you don’t
know whether or not your information is accurate. Restricted 20
Protected 25
TABLE 3.21: FINDING PEOPLE
Navigate Community Size Checks Required DC
You can use Survival to navigate and avoid hazards. The DC is 10 Village 1 5
if you have the proper tools (a map, a compass, or GPS), 15 if you Town 2 10
have no tools, and 20 if you are also avoiding environmental
hazards (quicksand, gullies, reefs, gangs, etc.). City 3 15
Metropolis 4 20

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exceed the DC, you reduce the required number of checks by one, clues about the information you seek. If your check fails, you may
to a minimum of one. So a Survival result of 35 allows you to locate be detected as normal, but you still avoid spreading clues about
anyone in a vast metropolis in an hour’s time. The DCs on the table what you were trying to find.
assume the subject isn’t making any special effort to hide. People
trying not to be found add Survival or Infiltration bonus to the DC to
find them so long as they keep a low profile. Gossip
When asking around for some needed information, you are willing
Try Again to delve into the not-always-true world of the gossip-hounds. You
may retry a gather information check as a free action (rather than
the normal time) at a -5 penalty to your check. The GM may choose
Each additional Reconnaissance check requires additional time for
to roll this for you to keep the result secret. If the check is
each check, and you may draw attention to yourself if you
successful, you gain the needed information. If it fails, you instead
repeatedly pursue a certain type of information.
game some false information. You generally can’t use Sense
For Knowledge, you cannot retry a Survival check. The check Motive to determine whether or not this information is false, since
represents what a character knows, and thinking about a topic a gossip tends to get unintentionally distorted through each retelling.
second time doesn’t let you know something you didn’t know
before. The GM may allow another Survival check if a character

Charisma
gets access to a better source of information. For example, a
character who doesn’t know the answer to a particular question off-
hand might get another check with access to a library or online
database (and could take 10 on that check, depending on the
circumstances).
ART CHA

You can create art, whether it be a physical piece like a sculpture or


a painting, or a performance, such as music or acting.
Action
Knowledge can be a reaction, but otherwise requires two actions.
Reconnaissance takes at least an hour, possibly several, at the
Use
GM’s discretion. You can cut the time for a Reconnaissance check Creating Art, Disguise.
in half by taking a –5 penalty.
TABLE 3.22: ARTISTIC WORK
Check
Special Work
Result
Amateur work. Audience appreciates your art, but
You can take 10 when making an Survival check for any use, but 10
isn’t impressed.
you cannot take 20.
Routine work. Audience enjoys your art, but it isn’t
15
exceptional.

Extended Great work. Audience impressed.


Memorable work. Audience enthusiastic.
20
25
Reconnaissance allows characters to get a general impression of Masterful work. Audience awed. 30
the news or find the answer to a specific question. As long as the
character only has a few questions or rumors to follow up on, a
simple skill check should be used. In situations where heroes are Creating Art
following a half dozen or more leads, the GM might want to use one
extended skill check to resolve the information-gathering attempt. In The quality of your work depends on your check result. Your art
this case, the number of successes required equals the number of may include:
leads or questions pursued, and the GM determines the number of • Acting: You can perform drama, comedy, or action-oriented
failures that can ruin the extended check. In an extended Survival roles with some level of skill.
check for Reconnaissance, each die roll represents 2 hours spent
pursuing the investigation. • Comedy: You are a comedian, capable of performing a stand-
up routine for an audience.
An extended Survival check might be required for long-term
survival in a particular climate or terrain. • Drawing: You can use a pen or pencil and paper to create art.
• Dance: You are a dancer, capable of performing rhythmic and
patterned movements to music.
Challenges • Keyboards: You can play keyboard instruments, such as piano,
The following Challenges are appropriate for Survival checks: organ, and synthesizer.
• Oratory: You can deliver effective speeches and monologues.

Discrete Inquiry • Painting: You can use oil and watercolor to create paintings.

While looking for news and information, you keep a low profile. You • Percussion Instruments: You can play percussion instruments,
increase your Survival check DC by +5, but you avoid leaving any such as drums, cymbals, triangle, xylophone, and tambourine.

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Sculpture: You can shape clay, stone, or wood into works of art.
Singing: You can sing with some level of skill.
Action
An Art check usually requires at least several minutes to an hour or
• Stringed Instruments: You can play stringed instruments, such more.
as banjo, guitar, harp, and violin.
Disguising requires at least 10 minutes of preparation. The GM
• Wind Instruments: You can play wind instruments, such as makes Perception checks for those who encounter you immediately
flute, bugle, trumpet, tuba, bagpipes, and trombone. upon meeting you and again each hour or day thereafter,
depending on circumstances.

Disguise
Many actors and artists are quite skilled at changing their Special
appearance. Your check result determines the effectiveness of the
disguise. It is opposed by others’ Perception check results. Make You can take 10 when making an Art check, but can’t take 20.
one Art check even if several people make Perception checks. The Performances requiring musical instruments are manipulation skills.
GM makes the check secretly so you are not sure how well your If you don’t have an appropriate instrument you automatically fail
disguise will hold up under scrutiny. If you don’t draw any attention any check requiring it. At the GM’s discretion, impromptu
to yourself, others don’t get to make Perception checks. If you instruments may be employed, but you take a –5 penalty on the
come to the attention of people who are suspicious, they get to check.
make a Perception check. (The GM can assume suspicious You can take 10 or take 20 when assuming a disguise. If you don’t
observers take 10 on their Perception checks if they have time to have a disguise kit you take a –5 penalty on the check.
observe you.) The effectiveness of your disguise depends in part on
how much you attempt to change your appearance. You can help someone else create a disguise, treating it as an aid
attempt.
TABLE 3.23: DISGUISE MODIFIERS
Disguise Modifier
Minor details only +5 Challenges
Appropriate uniform or costume +2 The following Challenges are appropriate for Art checks:
Disguised as different sex -2
Disguised as a different race -2
Disguised as different age category -2 Face in the Crowd
With a –5 penalty to your check result, you can craft a disguise that
If you are impersonating a particular individual, those who know the is less likely to draw attention. Only people who specifically single
subject automatically get to make Perception checks. Furthermore, you out and try to notice your deception receive Perception checks
they get a bonus on the check. to do so. Guards and other passive observers take no special
notice of you unless you draw attention to yourself or interact
TABLE 3.24: FAMILIARITY MODIFIERS directly with them.
Familiarity Bonus
Recognizes on sight +4 Quick Change
Friend or associate +6
You can adopt a disguise as a full-round action by taking a –5
Close friend +8
penalty to your check. However, anyone who comes within one
Intimate +10 visual range increment of you (usually 10 feet) automatically sees
through your disguise due to its hurried and makeshift nature.
Usually, an individual makes a Perception check to detect a
disguise immediately upon meeting you and each hour thereafter. If
you casually meet many different people, each for a short time, the
GM checks once per day or hour, using an average Perception PERSUASION CHA
modifier for the group (assuming they take 10). This check includes
convincing others that you are, in fact, the person you say you are,
through acting and performance. However, for actually trying to
persuade other characters, a persuasion check is required.
You know how to convince others to see things your way.

Try Again
You may not for the same artistic work and audience, nor may you Use
try again on a disguise. You can assume the same disguise again Bluff, Diplomacy, Intimidate.
at a later time. If others saw through the previous disguise, they are
automatically treated as suspicious if you assume the same You can convince an NPC to accept a proposal of yours, depending
disguise again. on just how beneficial (or detrimental) the proposal is for the NPC
and how the NPC views you to begin with. The better the proposal

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and the better your relationship with the NPC, the more likely the Diversion
NPC is to accept your offer. Make a persuasion check opposed by
your opponent’s Perception or Will (whichever is higher). If you You can use Bluff to help you hide. A successful Persuasion check
succeed, the NPC accepts your offer. gives you the momentary diversion needed to attempt an Infiltration
check while people are aware of you.

TABLE 3.25: PROPOSAL MODIFIERS


Modifier Proposal Possible Actions Trick
There is no way for the NPC to benefit at all You can use Bluff to mislead an opponent in combat so he can't
-10 Horrible from this offer; Outlandish lie (Dust bunny for a avoid your attacks as effectively. If your Persuasion check
car) succeeds, you might be able to Gain Combat Advantage.
Too much risk for too little gain; Hard to
-5 Poor
believe lie (Flirt your way into a secure area)
No real risk or reward; a reasonably believable
Innuendo
+0 Even
bluff (Ask for public knowledge) You can use Bluff to send secret messages while apparently talking
Good reward, tolerable risk; The target wants about other things. The DC for a basic message is 10. Complex
+5 Good to believe your bluff (Offer good money to use messages or messages trying to communicate new information
the employee bathroom) have DCs of 15 or 20, respectively. The recipient of the message
must make a Perception check against the same DC to understand
Great reward, minimal risk; Very reasonable
it. Anyone listening in on a secret message can also attempt a
+10 Fantastic lie backed up by “evidence” (The keys to your
Perception check. If successful, the eavesdropper realizes a secret
sports car for a candy bar)
message is contained in the communication. If the eavesdropper
TABLE 3.26: INTERACTION MODIFIERS beats the DC by 5 or more, he understands the secret message.
Modifier Attitude Possible Actions Whether trying to send or pick up a message, a failure by 5 or more
means the receiver misinterprets the message in some fashion.
Will do anything to hurt you (Fight to the
-10 Nemesis
death or obsess over hurting you)

-5 Hostile
Will take risks to hurt or avoid you (Attack, Trick
interfere, berate, flee)
You can use Bluff to mislead an opponent into taking a potentially
Wishes you ill (Mislead, gossip, avoid, watch
-2 Unfriendly unwise action, such as trying to hit you while you are standing in
suspiciously, insult)
front of an electrical junction box or at the edge of a precipice. If
+0 Indifferent Doesn’t much care (Act as socially expected) your Bluff check succeeds, your opponent is heedless of the
Wishes you well (Chat, advise, offer limited potential danger and may hit the junction box or lose his balance
+2 Friendly and fall, if his attack against you fails. (On the other hand, if the
help, advocate)
Will take risks to help you (Protect, back up, attack succeeds, it might slam you into the junction box or send you
+5 Helpful flying off the edge.)
heal, aid)
Will do anything for you (Fight to the death
+10 Fanatic
under overwhelming odds)
Intimidate
Bluff Make an Intimidate check, opposed by the target’s Perception
check or Will resistance (whichever has the highest bonus). If your
Bluff is opposed by the target’s Perception check when trying to con check succeeds, you may treat the target as friendly, but only for
or mislead. Favorable and unfavorable circumstances weigh actions taken in your presence. (That is, the target retains his
heavily on the outcome of a bluff. Two circumstances can work normal attitude, but will talk, advise, offer limited help, or advocate
against you: the bluff is hard to believe, or the action the bluff on your behalf while intimidated.) The target cooperates, but won’t
requires goes against the target’s self-interest, nature, personality, necessarily obey your every command or do anything that would
orders, or allegiance. directly endanger him. If you perform some action that makes you
more imposing, you gain a +2 bonus on your Persuasion check. If
If it’s important, the GM can distinguish between a bluff that fails your target clearly has a superior position, you suffer a –2 penalty
because the target doesn’t believe it and one that fails because it on your Intimidate check. Fanatics get a +20 bonus on checks to
asks too much. For instance, if the target gets a +10 bonus resist being intimidated. If your Intimidate check fails by 5 or more,
because the bluff demands something risky, and the Perception the target may actually do the opposite of what you want.
check succeeds by 10 or less, then the target didn’t so much see
through the bluff as prove reluctant to go along with it. If the target’s
Perception check succeeds by 11 or more, he has seen through the Demoralizing in Combat
bluff, and would have succeeded even if it had not placed unusual
demand on him (that is, even without the +10 bonus). You can use Intimidate in combat to demoralize an opponent,
shaking their confidence. Make an Intimidate check as one action.
A successful Perception check indicates the target reacts as you If it succeeds, your target is shaken (–2 on all attack rolls and
want, at least for a short time (usually 1 round or less), or believes checks) for one round.
what you say.

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Interrogation to bluff, setting the DC at 25 and requiring five successful rolls


before rolling three failures. This is sufficient for the character to
You can use Intimidate to get people to tell you things. If your check infiltrate the gang, but the GM decides to play out the character's
succeeds, the target spills the information. meeting with the gang leader, since he’s a more important
character.

Intimidating Groups
You can intimidate a group of people—who can all see and hear Challenges
you—with a single check. If the group clearly has you at a
disadvantage, you suffer the usual –2 penalty on your Persuasion The following Challenges are appropriate for Persuade checks:
check. Each member of the group rolls separately, although the GM
may choose to roll once for groups of minions. Compare your check
result against each check result from the group. You cannot Combat Diplomacy
demoralize a group.
You can make a Diplomacy check in combat as a full-round action
by accepting a +10 modifier to the Difficulty Class. Opponents in
combat with you are considered at least hostile. An unfriendly
Try Again opponent doesn’t attack you unless you give him reason to do so.
An indifferent foe stops fighting altogether, while a helpful one
Generally, trying again doesn’t work. Even if the initial check actually joins your side, even turning against former allies.
succeeds, the other character can only be persuaded so far. If the
initial check fails, the other character has probably become more
firmly committed to his position, and trying again is futile. At the
GM’s discretion, you can try again when the situation changes in
Conversational Paralysis
some way: you find a new approach to your argument, new In return for a –5 penalty to your Bluff check, a successful check
evidence appears, the circumstances change in your favor and so dazes your target for one round. Your claims are so strange or
forth. outlandish that the target can do nothing but sputter or reel in
When feinting or tricking in combat, you can try again freely, but confusion. This skill challenge does not work in combat situations
targets get a cumulative +1 bonus to resist each time you try to bluff (for that, see the Distract feat). Each additional –5 check penalty
them in combat after the first. You can Intimidate in combat freely you accept increases the duration of the effect by one round.
until you fail, after which the target is no longer intimidated by you.
Each time you demoralize an opponent in combat, he gains a +1
bonus to resist additional attempts in that encounter. Durable Lie
In return for a –5 penalty on your check, your target believes your
bluff longer than usual. The target continues to act as you wish for
Action an additional round. You can apply another –5 penalty to extend
this to two rounds. This skill challenge does not work with the feint
Persuading is usually at least two actions. The GM may determine use of Bluff.
some negotiations require longer (perhaps much longer). A bluff
normally takes at least two actions but can take longer if you try
something elaborate. Using Bluff to feint or trick in combat is a
standard action, as is using Bluff to create a diversion to hide. You
Forceful Intimidation
can feint, trick, or create a diversion as a move action by taking a – By taking a –5 penalty on your Intimidate check, you can force your
5 penalty on your check. Intimidate is two actions. Demoralizing in subject to take an action that is against his interests (but not life-
combat is one action. threatening).

Special Mass Intimidation


You add a +2 bonus to Intimidate for every size category you are You can attempt to intimidate more than one subject at a time. You
larger than your target. Conversely, you take a –2 penalty to your suffer a –2 penalty to your check per opponent beyond the first
check for every size category you are smaller than your target (see (instead of the usual -5 penalty for a skill challenge).
Size).

Powerful Intimidation
Extended In return for a –5 penalty to your Intimidate check, you can either
increase the penalty you inflict for demoralizing a foe by –1. You
The GM might simulate long and involved negotiations for an can take this challenge multiple times to increase the penalty.
extended period of time with an extended Persuade check. Almost
all uses of Bluff require only a single check to indicate success or
failure. However, in certain complex situations, the GM might want WILL CHA, RESISTANCE
to use an extended Bluff check in place of several simple checks.
For example, a character spends several days undercover trying to Your resistance to mental influence and domination as well as
infiltrate a criminal gang. Rather than play out the entire series of certain FX.
interactions, the GM decides to use an extended Persuade check

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Use Combat
Resistance. DEFENSE COM, RESISTANCE
The DC to overcome your Will is 10 + your ranks in Will + your
Charisma score. Your ability to avoid attacks and harm.

Degrees of Success Use


Certain effects might cause additional conditions if they exceed
Resistance.
your Will by 5 or more. See the individual effects for further
information. The DC to overcome your Defense is 10 + your ranks in Defense.

Try Again Defense Bonus


You cannot retry a Will check. Your bonus from the Defense skill is lost under certain
circumstances, such as when you are stunned, flat-footed, surprise-
attacked, or otherwise unable to defend yourself normally. Other
Action circumstances—such as when you are helpless—cause you to lose
your entire defense bonus, and may apply additional penalties to
A Will check is made as a reaction. You can spend one hero die your defense. Specific circumstances are discussed in Chapter VII:
using its result in place of the 10, but you must do so before Combat.
learning the results of your Will check. If you choose to spend a
hero die this way, you must use its result, even it makes your Will
check worse. Uncanny Dodge
The Uncanny Dodge feat allows you to retain one point of your
Defense bonus per rank when stunned, flat-footed, or would
otherwise lose your Defense bonus.

TOUGHNESS COM, RESISTANCE

Your ability to resist physical punishment and direct damage.

Use
Resistance.
The DC to overcome your Toughness is 10 + your ranks in
Toughness.

Degrees of Success
If an effect exceeds your Toughness, you may suffer additional
debilitating conditions:

Succeed
If an effect exceeds your Toughness, you are injured, suffering a -1
penalty to his Toughness.

Succeed By 5 or More
If an effect exceeds your Toughness by 5 or more, you are dazed
and injured, losing one action on your next turn.

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• FX: FX with a particular descriptor, such as Electricity, Fire, or


Magic.
Option: Toughness and Human Characters • Heavy Blades: Long swords, bastard swords, claymores.

The increased ability to withstand damage within normal human • Heavy Weapons: Machine guns, flame throwers, missile
limits is usually covered well by taking ranks in the Tough feat launchers.
(which is limited by your Constitution score). Toughness, like • Light Blades: Daggers, stilettos, throwing knives.
Recovery and Might, are really meant to represent strength and
durability which are just beyond normal human capability. For • Longarms: Rifles, sub-machine guns, shotguns.
most games, it is appropriate that ranks in these skills only be
available if bought via the Enhanced (Trait) FX. • Pistols: Pistols, revolvers, machine pistols.
• Polearms: Spears, pikes, halberds.

Succeed By 10 or More • Unarmed: Punches, kicks, brass knuckles.

If an effect exceeds your Toughness by 10 or more, you are


staggered, allowing you only a single action each round. A
character who is staggered is automatically rendered unconscious
Try Again
if an opponent damages him again. You cannot retry a Weapon Group check.

Succeed By 15 or More Action


If an effect exceeds your Toughness by 15 or more, you are
unconscious. Most attacks require a Weapon Group check as one action. Some
attacks might require two actions.

Try Again Special


You cannot retry Toughness checks.
You may use your ranks in any Weapon Group specialization as a
non-proficient skill check for attack rolls with weapons in other
Weapon Groups.
Action
Creating Skills
Toughness checks are made as reactions. You can spend one Hero
Dice to use your Hero Dice Pool result in place of the 10, but you
must do so before learning the results of your Toughness check. If
you choose to spend a hero die this way, you must use its result, While the skills in d20 Advanced cover most situations, you may
even it makes your Toughness check worse. wish to add a new skill to the game for different reasons.
First, a new skill may combine tasks normally handled by two or
Special more different skills under a single heading, allowing characters to
be skilled solely in that aspect without any training or ability in the
other skills. Second, a new skill may be useful with certain rules
By default, you cannot purchase ranks in Toughness directly.
options or new systems (including those detailed in this book).
Instead, character need to purchase ranks in Enhanced (Trait) or
Lastly, a new skill can provide additional detail or may be important
the Tough feat.
in a particular sub-genre or style of campaign.
When should you create a new skill and when should you create a
WEAPON GROUP COM , SPECIALIZATION new use for an existing skill? It's largely a matter of taste.
Generally, adding a new use to a skill is easier in terms of game
Your training and skill with a specific type of weapons. structure and balance; you don't have to worry about adding
another skill to existing characters who ought to have it, or
retroactively redesigning any characters to fit the new skill. Instead,
Use it just becomes a less-often used aspect of an existing skill. It's
easier to integrate new uses for skills into an ongoing game than it
Attack. is to add new skills.
Choose a type of weapon from the list below. You may make a If you want to create a new use for an existing skill, but don't
Weapon Group check to attack with weapons from that weapons necessarily want everyone trained in that skill to have access to it,
group: you can create a feat that grants access. This is a good middle
ground between creating a new skill and a new use for an existing
• Axes: Hatchets, battleaxes, tomahawks. skill, plus it becomes something characters lacking the feat can still
• Cudgels: Maces, clubs, staves. do occasionally, if they’re willing to spend a hero die to emulate the
feat.
• Bows: Longbows, shortbows, recurve bows.
Another middle-ground option is the Skill Challenge system section

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of this chapter, which allows certain "advanced" uses of skills at a Think of ways to translate the utility of an existing skill to a new one
penalty to the skill check or Difficulty Class. This ties in with the if you mean to replace it. For example, for a fantasy game, the
previously mentioned feat option if there are also feats for Science and Technology skills probably aren't as useful or genre-
performing certain skill challenges without penalty. appropriate. These two skills are knowledge-heavy and have
numerous craft applications. Technology in particular gives you
Still, there may be cases when you want to create an entirely new more options for interacting with technological devices. So to
skill. This is especially so for esoteric or unusual skills that don't translate these concepts to a more fantasy game, you might
match up with any existing skill and aren't suitable as new aspects consider recasting them as Alchemy and Magical Items, with
of a skill, even with an enabling feat. You might be setting a game Alchemy being focused on brewing potions and analyzing spell
in an era where existing skills wouldn't be as applicable (such as components, while Magic Items would allow a character to build
the Technology skill in medieval times). In this case, there are a few and use magical Devices.
things to keep in mind. You should try to keep the number and utility
of each of the skills available to a given ability score roughly in-tact. If you choose to create new skills from the ground up, keep in mind
Too many skills in one ability makes it too attractive, and too few that most skills have about four or five specific applications, and are
makes players more likely to use it as a "dump stat" and avoid generally broad enough to apply to other unforeseen circumstances
investing points in it. too. Apply the skills to an appropriate ability score and you're good
to go.

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Chapter IV: Feats

Characters are more than just skilled, they’re capable of amazing • Fortune feats require and enhance the use of hero dice. GMs
feats, often far beyond the abilities of ordinary people. In d20 running games which do not use hero dice, or who run less
Advanced, a feat is a particular special ability. Feats often allow heroic and grittier games may wish to restrict access or ban the
heroes to “break the rules,” doing things most people cannot. Feats use of Fortune feats.
are not actually classified as FX. Those are covered in Chapter V:
• General feats provide special abilities or bonuses not covered
FX.
by the other categories.
FX Feats are a special seventh type of feat, related to FX and
Acquiring Feats described in Chapter V: FX.

Feat Descriptions
Feats are rated in ranks and bought with character points, just like
skills and FX. Feats cost 1 character point per rank.
Each feat is listed by name, type, and if the feat is available in
Feat Cost = 1 character point per feat rank multiple ranks, followed by a description of the feat’s benefits. The
effects of additional ranks of the feat (if any) are noted in the text of
each feat. In some cases a feat’s description mentions the normal

Feat Descriptions conditions for characters who do not have the feat for comparison.

Each feat's description explains the benefit it provides. It also says NAME FEAT TYPE, RANKED
if the feat can be acquired in ranks and what the effects are of
doing so. If a feat's description does not specifically say it can be The feat name line contains the following information:
acquired multiple times, then it can only be taken once by a
character. Ranks in a feat are noted with a number after the feat's • Feat Name: What the feat is called. GMs may feel free to
name, such as "Defensive Roll 2" (for a character who has taken change the names of some skills to better suit e style of their
two ranks in the Defensive Roll feat), just like skill and FX ranks. game.
• Feat Type: What type of feat this feat is.
• Ranked: Whether or not you can buy multiple ranks of the feat.
Types of Feats Below the feat name line is a description of what the feat grants a
character in game-terms.
Feats are categorized as one of six types:
• Combat feats are useful in combat and often modify how
combat maneuvers are performed. For games where combat is
especially dangerous or deadly, GMs may wish to restrict
Combat Feats
access to Combat feats.
ACCURATE ATTACK COMBAT, RANKED
• Opportunity feats take advantage of risky moves taken by foes
in battle. In games where tactical movement and attacks of
When you make an attack you can take a penalty of up to –2 on the
opportunity are not used, GMs should not allow characters to
effect modifier and add the same number (up to +2) to your attack
select Opportunity feats.
bonus. Your effect modifier cannot be reduced below +0 and your
• Reputation feats are used to determine how well-known a attack bonus cannot more than double. The changes to attack and
character is. Games which do not use the Reputation rules effect modifier are declared before you make the attack roll and last
should similarly not allow Reputation feats. until your next round.
• Skill feats offer bonuses or modifications to skill use. Games Each additional rank you take in this feat allows you increase both
which abstract skills or downplay the importance of the skills the penalty and the bonus you gain from this feat by 1, to a
might be better with Skill feats restricted or removed. maximum of -5/+5.

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ALL-OUT ATTACK COMBAT, RANKED Each additional rank you take in this feat allows you increase both
the penalty and the bonus you gain from this feat by 1, to a
maximum of -5/+5.
When you make an attack you can take a penalty of up to –2 on
your defense bonus and add the same number (up to +2) to your
attack bonus. Your defense bonus cannot be reduced below +0 and DEFENSIVE ROLL COMBAT, RANKED
your attack bonus cannot more than double. The changes to attack
and defense bonus are declared before you make the attack roll
You can evade damage through agility and "rolling" with an attack.
and last until your next round.
You receive a +2 bonus to your Toughness resistance for each rank
Each additional rank you take in this feat allows you increase both you take, but lose your Defensive Roll bonus whenever you lose
the penalty and the bonus you gain from this feat by 1, to a your defense bonus or unable to take a free action unless you are
maximum of -5/+5. able to succeed on a Concentration check (DC based on
circumstances).
ATTACK SPECIALIZATION COMBAT, RANKED
DEFENSIVE STRIKE COMBAT
You have a +2 bonus with a specific attack or weapon per rank in
this feat. Choose the attack when you acquire the feat. Your total If an opponent attacks you in melee combat and misses, you gain
attack bonus is limited by the campaign’s power level. Combat Advantage over your foe, as if he was vulnerable. You gain
no bonus against opponents who do not attack you or who attack
and hit you successfully (whether or not the attack has any effect).
BLIND-FIGHT COMBAT

In melee combat, you suffer a smaller attack penalty due to DEFLECT ARROWS COMBAT, RANKED
concealment. You suffer a -1 penalty to attack foes with partial
concealment and a -2 penalty to attack foes with total concealment. You can make block rolls to deflect thrown weapons and projectiles
If you spend a hero die before attacking, you automatically ignore like arrows with an effective attack bonus of +1 per rank. This is 1
penalties from concealment that attack. You take only half the usual rank of the Deflect FX.
penalty to speed for being unable to see; darkness and poor
visibility reduce your speed to three-quarters rather than half.
ELUSIVE TARGET COMBAT

COMBAT CONCEALMENT COMBAT


While you are fighting an opponent in melee combat, others
attempting to target you with ranged attacks are at a –10 penalty
Make an Infiltration check against your opponent's Perception rather than the usual –5 penalty for shooting into melee combat.
check at one action. If you win, you gain partial concealment from
sight until your next round. If you make the check for two actions,
you gain total concealment. This is based on Concealment (visual) EVASION COMBAT, RANKED
with the flaws Partial and Action, for a cost of 1 character point per
2 ranks.
If an attack roll to hit you with an area effect misses, you suffer no
damage. If you have two ranks in this feat, you only take half
damage from an area effect even if you are hit, and no damage if
COMBAT EXPERT COMBAT, RANKED
the attacker misses.
You gain a +2 bonus to skill checks to perform special Maneuvers
in combat. Choose which maneuver the bonus applies to. Your total FAVORED ENVIRONMENT COMBAT, RANKED
bonus on checks for Maneuvers is still limited by the campaign's PL
limit on attack bonuses. Each additional rank you take in this feat
allows you apply the bonus either a new maneuver check, or to one You have an environment you're especially suited for fighting in.
you have already applied this feat to. Examples include in the air, underwater, in space, in extreme heat
or cold, in jungles or woodlands, and so forth. While in your favored
environment, you gain either a +1 bonus to attack or a +1 bonus to
CRITICAL STRIKE COMBAT defense. Choose at the start of each round whether your bonus
applies to attack or defense. Your maximum attack and defense
bonus is limited by the campaign's power level.
You can score critical hits normally on favored opponents with
Immunity (critical hits). You must have the Favored Opponent feat
in order to make a critical strike against that type of opponent.
FAVORED OPPONENT COMBAT, RANKED

DEFENSIVE ATTACK COMBAT, RANKED You have a particular type of opponent you’ve studied or are
especially effective against. It may be a type of creature (aliens,
animals, constructs, mutants, undead, etc.), a profession (soldiers,
When you make an attack you can take a penalty of up to –2 on
police officers, Yakuza, etc.) or any other category the GM
your attack bonus and add the same number (up to +2) as a
approves. Especially broad categories like "humans" or "evil
defense bonus. Your attack bonus cannot be reduced below +0 and
creatures" are not permitted. You gain a +1 bonus on Persuasion,
your defense bonus cannot more than double. The changes to
Perception, and Survival checks dealing with your Favored
attack and defense bonus last until your next action.

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Opponent as well as +1 damage on all attacks against them. You POWER ATTACK COMBAT, RANKED
may take this feat multiple times, either choosing a different
opponent or increasing your existing bonus by +1, to a maximum of
+5. Your maximum damage bonus is limited by the campaign’s When you make an attack you can take a penalty of up to –2 on
power level. your attack bonus and add the same number (up to +2) to your
attack’s effect modifier. Your attack bonus cannot be reduced below
+0 and your effect modifier cannot more than double. The changes
FIRST STRIKE COMBAT, RANKED to attack and effect modifier are decided before you make your
attack roll and last until your next round. This feat does not apply to
effects requiring no attack roll or allowing no resistance.
When you make an attack against a flat-footed opponent who
hasn't yet acted in combat (whose initiative is lower than yours), Each additional rank you take in this feat allows you increase both
increase your attack's damage bonus by +2. Opponents immune to the penalty and the bonus you gain from this feat by 1, to a
critical hits suffer no additional damage. Additional ranks increase maximum of -5/+5.
your First Strike damage bonus by +1, to a maximum of +5. First
Strike damage stacks with the Sneak Attack feat. Your total damage
bonus is limited by the campaign’s power level.

IMPROVED BLOCK COMBAT, RANKED

You have a +2 bonus on attack rolls to block melee attacks). If you


can block ranged attacks (using the Deflect FX), your Improved
Block bonus does not apply to those block rolls, which are
improved separately by adding FX ranks.

IMPROVED CRITICAL COMBAT, RANKED

Your critical threat range with a particular attack (chosen when you
acquire this feat) is increased, allowing you to score a critical hit on
a roll of 19 or 20. Only a natural 20 is an automatic hit, however,
and an attack that misses is not a critical. Each additional rank
applies to a different attack or increases your threat range with an
existing attack by one more.

IMPROVED INITIATIVE COMBAT, RANKED

You have a +5 bonus to your initiative checks per rank in this feat.

MARTIAL STRIKE COMBAT, RANKED

Your unarmed attacks inflict additional damage: +1 per rank in this


feat. Your maximum damage is still limited by the campaign’s power
level, and the GM may set an additional limit on the number of
ranks you can have in this feat based on things like fighting style
and other campaign limits.

MOVE-BY ACTION COMBAT

When taking an action to move and an action to do something else


(such as attack) you can move both before and after the other
action, provided the total distance isn't greater than your movement
speed.

OATHBOUND COMBAT

Your strong devotion to your allegiance gives you an additional +1


modifier on aid another actions for allies who share your allegiance
(providing a +3 bonus rather than a +2 bonus). You also gain a +1
bonus on attack rolls against opponents with an allegiance opposed
to your own.

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PRECISE SHOT COMBAT, RANKED makes a new attack roll with the same modifiers as the first against
the new target.
When you make ranged attacks on an opponent engaged in melee
with your allies, you reduce the attack roll penalty by 5. This SET-UP COMBAT
eliminates the normal –5 penalty, and reduces the penalty for
Elusive Target to –5.
You can transfer the benefits of Combat Advantage to a teammate,
A second rank ignores the defense bonus for anything less than even if your opponent isn't flat-footed. For example, you can feint
total cover and the miss chance from anything less than total and allow your ally to make the Combat Advantage against that
concealment. It also completely negates the penalty for the Elusive opponent. The Maneuver to Gain Combat Advantage requires its
Target feat. normal time and skill check.

PRONE FIGHTING COMBAT


SNEAK ATTACK COMBAT, RANKED

Opponents do not gain Combat Advantage over you while you are
When you make an attack on a foe you have Combat Advantage
prone or seated. You can crawl at half your speed rather than the
against, increase your attack's damage bonus by +2. You cannot
usual 5-feet per action.
sneak attack an opponent you cannot accurately perceive (due to
concealment) and opponents immune to critical hits suffer no
QUICK DRAW COMBAT, RANKED additional damage. Additional ranks increase your Sneak Attack
damage bonus by +1, to a maximum of +5. Your total damage
You can draw or load a weapon as a free action, rather than one bonus is limited by the campaign's power level.
action. You can only do one of these things as a free action each
round; the others remain one action as normal. So you could draw
a weapon as a free action, then load it as one action, for example, SPEED OF THOUGHT COMBAT
but not draw and load it as a free action. Quick Draw 2 allows you
to both draw and load a weapon in the same round as free actions. You can use your Intelligence rather than your Dexterity when
making initiative checks. Other initiative modifiers stack with your
Intelligence normally.
RAGE COMBAT, RANKED

You can fly into a berserk rage as a free action, gaining +2 STUNNING ATTACK COMBAT
Strength, +2 to your Fortitude and Will resistances, and a –2
penalty to Defense. While raging you can't use skills or FX requiring When you make a damaging melee attack, you can choose not to
concentration (with a duration of Concentration or Sustained), and inflict normal damage. Instead, target your foe's Fortitude
you can't take 10 or 20 on checks. Your rage lasts for five rounds, resistance (at 10 + your target's Fortitude bonus, not 5 + Fortitude,
after which you are fatigued for five rounds, suffering a -2 penalty to as if you were damaging your foe). If you overcome your foe's
Strength- and Constitution-related checks. resistance, your target is dazed and loses one action. Success by 5
Each additional rank gives you +1 Strength and a +1 Fortitude and or more means the target loses both of his or her actions for the
Will resistance bonus to a maximum of +5 Strength and +5 to round, and success by 10 or more means the target is unconscious
resistances total at 4 ranks (the –2 penalty to Defense and other and helpless.
effects remain the same). Your maximum Strength and resistance
bonuses are limited by the campaign's power level.
Instead of increasing your Rage benefits, a rank in this feat can SUNDER COMBAT
extend the duration by 5 rounds. This extends the duration of your
post-rage fatigue by the same amount. You have a +2 bonus to attack rolls to hit an object held by another
character.
RANGED PIN COMBAT
SWEEPING STRIKE COMBAT
You can use a ranged weapon to pin an opponent to a nearby
surface. The target must be within 5 feet of a wall, tree, or similar When you make a successful unarmed attack against an opponent,
surface. Make a normal attack roll against the target. If your attack you can split your damage bonus between damaging your
is successful, the target makes a Reflex check against your attack opponent and a free and immediate trip attack to Gain Combat
roll result. Failure means the target is entangled and immobile. To Advantage. So, for example, if you have a +4 unarmed damage
break free, the victim must take one action and make a successful bonus, you can inflict +1 damage and make a Maneuver with a +3
Might or Acrobatics check to slip free (DC 15). A skill bonus greater bonus in place of your normal maneuver check, or +2 damage and
than the DC allows the target to escape as a free action. +2 maneuver, or any such combination. You must assign at least a
+1 bonus each to damage and the maneuver to use Sweeping
Strike.
REDIRECT COMBAT
The maneuver is resolved normally.
If you successfully trick an opponent to Gain Combat Advantage
with Persuasion, you can redirect a missed attack against you from TAKEDOWN ATTACK COMBAT, RANKED
that opponent at another target as a reaction. The new target must
be adjacent to you and within range of the attack. The attacker
If you knock out or disable an opponent with a melee attack, you

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get an immediate extra attack against another opponent within BEGINNER’S LUCK FORTUNE
range and within 5 feet of where the previous target was when
attacked. You can’t move before making this extra attack. The extra
attack is with the same attack and attack bonus as the first. You can By spending a hero die, you gain 5 ranks in any skill in which you
use this feat once per round, except when fighting minions, where currently have 4 or fewer ranks, including skills you have no ranks
you can use it an unlimited number of times, until you miss or there in, even if they can’t be used untrained. These temporary skill ranks
are no more opponents within range of your attack or your last last for the duration of the encounter and grant you their normal
target. benefits.
You can take this feat a second time, allowing you to move up to 5
feet between each attack you make, but you still cannot move more CAPABLE FORTUNE, RANKED
than your total speed, regardless of the number of attacks you
make.
You are even more able than your ability scores alone might
suggest. Choose any one ability score. You gain one additional
Hero Die at the start of every adventure for use only with actions,
THROWING MASTERY COMBAT, RANKED
checks or stunts associated with that ability. Any Hero Dice can be
added to your normal Hero Dice Pool for rolls involving that ability.
You have a +1 damage bonus with thrown weapons per rank in this If you use these bonus Hero Dice in this way for an activity related
feat. You can also throw normally harmless objects—playing cards, to your chosen ability score, they are subtracted before your normal
pens, paper clips, and so forth—as weapons with a damage bonus Hero Dice are. For example,
equal to your rank, a range increment of 10 feet, and a maximum
range of 50 feet. Your maximum damage bonus with this feat is You may purchase this feat multiple times. Each time you take it,
limited by power level. you gain an additional bonus Hero Die in your Dice Pool for checks
with the chosen ability, up to a maximum number equal to that
ability score. Note that this means that a character with an ability
UNCANNY DODGE COMBAT, RANKED score of 0 or less cannot gain bonus Hero Dice in this way.
Alternatively, rather than increasing an existing Hero Dice pool
For each rank in this feat, you retain one 1 point of your Defense associated with one ability, you may assign a new Hero Dice pool
when stunned, flat-footed, or are otherwise denied it. Your total to a new ability in which you are especially capable. One rank adds
Defense is limited by the campaign's power level. Uncanny Dodge one Hero Die, and further ranks function normally, allowing you to
must belong to a particular sense type. Opponents with total add Hero Dice up to the normal maximum of your associated ability
concealment from that sense type can surprise attack you normally. score value. Dice in this pool cannot be combined with another
You can apply additional ranks of Uncanny Dodge to different ability score's associated dice pool, since they only grant their
sense types, if you wish (making it harder to overcome, but less benefits to activities associated with their assigned ability score.
potent overall).
INFORMED COMBATANT FORTUNE
WEAPON BIND COMBAT
Your expertise in a particular area may pay off by allowing you to
If you successfully block an armed melee attack, you can make a spot weaknesses your enemies present. If you have ranks in the
disarm attempt immediately as a free action. The disarm attempt is appropriate Expertise specialty, you may attempt to study a foe an
carried out normally. find weaknesses. Make an Expertise check, opposed by your
opponent's Will resistance, appropriate Expertise skill, or
appropriate Weapon Group skill (whichever is highest).
WEAPON BREAK COMBAT
If you succeed on this check, you may spend an action to direct
others, granting your ally an additional hero die for Combat Skills
If you successfully block an armed melee attack, you can make an on his next turn. Alternatively, you may spend your own Hero Dice
attack against the blocked weapon immediately as a free action. in your Wisdom dice pool (if you have the Capable feat for that
This requires an attack roll and inflicts normal damage to the ability) on Combat skills for one round. Doing so requires you shift
weapon if it hits. your tactics, spending one action doing so.

INSPIRE FORTUNE, RANKED


Fortune Feats
You can inspire your allies to greatness. You must be able to
ABLE LEARNER FORTUNE interact and you can affect a number of allies equal to your
Charisma bonus. By taking two actions and spending a hero die,
You are very well-educated and highly trained, allowing you to soak your allies gain a +1 bonus on all attack rolls, resistances, and
up information and knowledge more quickly than most, and giving checks for the following round. Each additional time you take this
you an edge when you try to apply that knowledge. You may spend feat increases the bonus by +1, to a maximum of +5. You do not
Hero Dice in your Intelligence Dice Pool (if you have ranks in the gain the inspiration bonus, only your allies do. The inspiration
Capable feat for that ability) for checks involving any non-combat, bonus can exceed power level limits, like other uses of hero dice.
non-resistance skill. Multiple uses of inspiration do not stack, only the highest bonus
applies.

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LEADERSHIP FORTUNE ally, a rank in this feat can move your total number of allies of the
same point total one step up the Time and Value Progression Table,
so one additional rank gives you two allies, two additional ranks
Your presence can reassure and lend courage to allies. For one give you five, and so forth. The GM may limit the number of allies a
action, you can spend a hero die to move an ally with whom you character can have to keep things from becoming unmanageable
can interact one step up on a condition track. The condition must during play.
be the result of a descriptor which the character can be talked out
of (such as emotional or fear effects) or one which the character
can be guided out of (such as avoiding being out-flanked and AMBIDEXTERITY GENERAL
granting an enemy Combat Advantage). Your Leadership cannot
remove damage (although it may alleviate some of its effects) nor
can it remove other conditions, including unconsciousness. You are equally adept at using either hand. You ignore off-hand
penalties to checks and attack rolls. Without this feat, characters
suffer a –5 penalty when using their off-hand. Note this does not
SEIZE INITIATIVE FORTUNE give you any additional attacks, it merely allows you to use either
hand equally well. If you have more than two hands, this feat
applies to all of them.
You can spend a hero die to go first in the initiative order, without
having to roll for initiative. You may only do so when you would
normally roll initiative. If more than one character uses this feat, ASSESSMENT GENERAL
they roll for initiative normally and act in order of their initiative
result, followed by all the other characters involved in the combat.
You're able to size up someone's combat capabilities. For one
action, choose a target you can accurately perceive and make an
ULTIMATE EFFORT FORTUNE, RANKED Expertise check opposed by the target's Persuasion check result. If
you succeed, the GM tells you the target's Attack and Defense
relative to yours (lower, higher, or equal). You don't know the
When spending a hero die on a particular task, you treat the roll as target's exact bonus unless it equals your own, only a rough
a 20 (meaning you don’t need to roll the die at all, just apply a result estimate of relative ability. In cases of a 5-point or greater
of 20 to your modifier). This is not a natural 20, but is treated as a difference, the GM may choose to tell you the target's bonus is
roll of 20 in all other respects. You choose the particular action the considerably more or less than yours. If you lose the opposed roll,
feat applies to when you acquire it and the GM must approve it. You the GM should over- or under-estimate the target's bonus.
can take Ultimate Effort multiple times, each time, it applies to a
different action.
BENEFIT GENERAL, RANKED
Sample Ultimate Efforts
You have some significant perquisite or fringe benefit. The exact
The following are potential Ultimate Efforts. The GM is free to add nature of the benefit is for you and the Gamemaster to determine.
any others suitable to the campaign. As a rule of thumb it should not exceed the benefits of any other
• Ultimate Resistance: You can spend a hero die to apply a 20 feat, or an FX costing 1 point. It should also be significant enough
result to a resistance roll with one type of resistance to cost at least 1 point. An example is Diplomatic Immunity (see
(Toughness, Fortitude, Reflex, or Will). Sample Benefits). A license to practice law or medicine, on the
• Ultimate Skill: You can spend a hero die to apply a 20 result to other hand, should not be considered a benefit; it’s simply a part of
checks with a particular skill. having enough ranks in the appropriate Profession skill and has no
significant game effect. Benefits may come in ranks for improved
levels of the same benefit. The GM is the final arbiter as to what
General Feats does and does not constitute a Benefit in the campaign. Keep in
mind some qualities may constitute Benefits in some campaigns,
but not in others, depending on whether or not they have any real
ALLY GENERAL, RANKED impact on the game.

You have another character serving as your partner and aide.


Create your ally as an independent character with (rank × 5) Sample Benefits
character points, and subject to the campaign's power level limits. The following are some potential Benefits. The GM is free to
An ally's character point total must be less than yours. Your ally is choose any suitable Benefit for the campaign.
an NPC, but automatically fanatically loyal to you (provided you
treat your ally fairly and well). • Alternate Identity: You have an alternate identity, complete with
legal paperwork (driver’s license, birth certificate, etc.). This is
Gamemasters should generally allow you to control your sidekick,
different from a costumed identity, which doesn’t necessarily
although allies remain NPCs and the GM has final say in their
have any legal status.
actions. Allies do not earn character points. Instead, you must
spend earned character points to increase your rank in Ally to • Diplomatic Immunity: By dint of your diplomatic status, you
improve the ally's character point total and traits; each point you cannot be prosecuted for crimes in nations other than your
spend to increase your rank in Ally grants the ally 5 additional own. All another nation can do is deport you to your home
character points. Ally also do not have hero dice, but you can spend nation.
your own hero dice on the ally's behalf with the usual benefits. • Security Clearance: You have access to classified government
Allies are not minions, but full-fledged characters, so they are not information, installations, and maybe equipment or personnel.
subject to the minion rules.
• Wealth: You have greater than average wealth or resources.
Rather than increasing the character points available to create your Increase your Wealth bonus by +4 per rank.

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CHALLENGE GENERAL, RANKED ENVIRONMENTAL ADAPTATION GENERAL

Choose a specific Challenge. You can pick a standard challenge or You’re adapted to a particular environment, such as underwater,
a particular skill challenge. For standard challenges, the challenge zero gravity, and so forth. You suffer none of the normal die roll or
only applies to a specific task. So, for example, if you choose the movement penalties associated with that environment, moving and
Fast Task challenge, you need to specify a task, such as the feint acting normally. You are still affected by environmental hazards like
application of Persuasion, or making an item with Technology. If you suffocation, exposure, and so forth. You need Immunity for
take Calculated Risk, you need to specify the two checks (and the resistance to these effects.
skills used for them) and if you take Simultaneous Tasks, you need
to specify the two tasks. Once specified, these things do not
change. EQUIPMENT GENERAL, RANKED
You can perform the challenge chosen under this feat with a 5-
point lesser modifier than usual. So, for challenges with a –5 You have 5 points to spend on equipment per rank in this feat. See
penalty or a +5 DC, you perform them like normal checks. For Chapter VI: Gear for details on Equipment.
challenges with a greater modifier, reduce the modifier accordingly.
So a hero with Fast Feint, for example, can feint in combat as a
move action with no Bluff check modifier (since the normal modifier EXTRA LIMB GENERAL
is –5).
You have an additional limb, like a prehensile tail. This feat is likely
You can take this feat multiple times. Each time, it applies to a
only available at character creation (1 point of the Additional Limbs
different challenge or reduces the penalty with an existing
FX).
challenge by 5 more.

DEDICATION GENERAL FEARLESS GENERAL

You are immune to fear effects of all sorts. You automatically


Your dedication to your allegiance makes it very difficult to sway
succeed on any resistances against a fear effect. This is the
you. You receive a +5 bonus on Will resistance and Perception
equivalent of the FX Immunity 1 (fear effects).
checks for any effect causing you to act against your allegiance.
Your total ranks in these skills may not exceed the campaign's
power level limits.
FEARSOME PRESENCE GENERAL, RANKED

DIEHARD GENERAL You can inspire fear in others. Take one action to strike a suitably
fearsome pose or utter an intimidating threat; anyone within (feat
rank × 5) feet able to interact with you. Make a check with your
When your condition is reduced to dying you automatically stabilize
ranks in Fearsome Presence against your target's Will resistance. If
on the following round without any need for a Recovery check,
you succeed, the subject suffers a -2 penalty to all attacks and non-
although further damage can still kill you.
combat, non-resistance checks. If you succeed by 5 or more, the
penalties increase to -5. If you succeed by 10 or more, the subject
feints or cowers in terror, falling helpless. Your Fearsome Presence
DIRECTION SENSE GENERAL
rank cannot exceed your bonus to Persuasion for Intimidation.
You have an innate sense of direction. You always know which way
is north and can retrace your steps through any place you’ve been IMMUNITY TO DISEASE GENERAL
(1 rank of Enhanced Senses).
You are unaffected by diseases and pathogens. Other 1-point
EAGLE EYES GENERAL Immunities (such as aging, fatigue, fear, or poison) may also be
suitable as feats.
Exceptionally sharp-eyed, your visual Perception checks have a
range increment of 100 feet rather than 10 feet. This is 1 rank of
Enhanced Senses (extended vision). INSTANT UP GENERAL

You can stand up from a prone position as a free action.


EIDETIC MEMORY GENERAL

You have perfect recall of everything you’ve experienced. You have INTERPOSE GENERAL
a +5 bonus on checks to remember things, including resistances
against effects that alter or erase memories. You can make any Once per round, when an ally adjacent to you is targeted by an
Knowledge skill check untrained, meaning you can answer attack, you can choose to trade places with that ally as a reaction,
questions involving difficult or obscure knowledge without ranks in making you the target of the attack instead. If the attack hits, you
the skill. suffer the effects normally. If the attack misses you, it also misses
your ally. You must declare your intention to trade places with an
ally before the attack roll is made. You cannot use Interpose if you
lost both of your actions, are flat-footed, or otherwise incapable of
taking free actions.

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LIGHT SLEEPER GENERAL time, you can change into any outfit at will. This allows you to use
the Art skill to disguise yourself as one action rather than taking the
usual time.
You do not suffer the +10 DC modifier to Perception checks for
being asleep. This means you’re much less likely to be caught by
surprise while sleeping. You can also act immediately upon waking. RAPID HEALING GENERAL

LIGHTNING CALCULATOR GENERAL Your body possesses amazing powers of physical recovery. You
make a check to recover from being disabled once every 5 hours
rather than once a day (1 rank of Regeneration).
You can perform mathematical functions in your head ten times
faster than normal, like a human calculator. This feat is 3 ranks of
Quickness, limited to doing calculations (a –2 modifier) for a total SECOND CHANCE GENERAL, RANKED
cost of 1 point for 3 ranks using the guidelines for fractional costs
under FX Modifiers. You can use it as the basis for similar feats
Choose a particular hazard, such as falling, being tripped, triggering
allowing for quick performance of certain routine tasks.
traps, being mind controlled (or affected by another specific power,
such as Blast with the fire descriptor) or a particular skill with
LOW-LIGHT VISION GENERAL consequences for failure. If your resistance against that hazard or a
check fails, you can make another roll immediately and use the
better of the two results. Unlike Hero Dice, you do not roll a dice
You can see twice as far in low-light conditions as normal (1 rank of pool. You only get one second chance for any given effect or task,
Enhanced Senses). and the GM decides if a particular hazard or skill is an appropriate
focus for this feat.
MASTER PLAN GENERAL Each additional rank in this feat applies to a different hazard or skill.

If you have the opportunity to prepare for an encounter you can


formulate a plan. This requires at least a few minutes, longer at the
SPEAK WITH (ANIMAL) GENERAL
Gamemaster's discretion. Make an Expertise check (DC 20). If
successful, you and your allies gain a bonus on all skill checks and You can speak and understand the language of a particular type of
attack rolls in the encounter depending on the result of your roll: +1 animal, such as birds, cetaceans, equines, and so forth. This is a 1-
for a roll of 20-24, +2 for 25-30, and +3 for 30 or higher. This bonus point version of the Comprehend FX.
is not subject to power level limits. You choose when during the
encounter to initiate your master plan. The bonus lasts for 3 rounds,
then begins decreasing at a rate of 1 per round until it is gone. You TEAMWORK GENERAL, RANKED
can only use this feat when you have the opportunity to prepare for
an encounter in advance, not when dealing with sudden or You’re more effective at helping out friends. When you use the aid
unexpected encounters. action, you grant a bonus 1 higher than usual for each rank in this
feat, up to a maximum of 3 ranks (for an additional +3 bonus).

MINIONS GENERAL, RANKED


TIME SENSE GENERAL
You have a follower or minion. This minion is an independent
character with a character point total of (rank × 15). Minions are You always know what time it is and have an accurate idea of the
subject to the normal power level limits, and cannot have minions passage of time (1 rank of Enhanced Senses).
themselves. Your minions automatically have a helpful attitude
toward you. If you double the cost of this feat (2 points per rank)
your minions are fanatical. They are subject to the normal rules for TOUGH GENERAL, RANKED
minions.
Rather than increasing the character points available to create your You have a +1 bonus on your Toughness resistance per rank in this
minion, a rank in this feat can move your total number of minions of feat. This is the same as 1 rank of the Enhanced (Toughness) FX.
the same type one step up the Time and Value Progression Table. You may not have more ranks in this feat than you have points in
So Minions 5 can give you one 75-point minion, or two 60-point your Constitution score.
minions, or five 45-point minions, or ten 30-point minions, and so
forth. Your minions don’t have to be identical, but should be
generally of the same type (human agents, infernal demons, TRANCE GENERAL
zombies, etc.).
Any lost minions are replaced in between adventures with other Through breathing and bodily control, you can slip into a deep
followers with similar abilities at the Gamemaster's discretion. trance. It takes a minute of uninterrupted meditation and a DC 15
Expertise check in an appropriate mysticism or arcane discipline to
concentrate. While in the trance you add your Expertise instead of
QUICK CHANGE GENERAL, RANKED Endurance to determine how long you can hold your breath and
you make Expertise checks rather than Endurance checks to avoid
You can change clothes—such as changing into your costume or suffocation. Poison and disease effects are suspended for the
your secret identity—as a free action. Normally, changing clothes duration of the trance. It requires a Perception check with a DC
requires at least a minute (10 rounds). If you take this feat a second

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DEFENSIVE THROW OPPORTUNITY

Option: Opportunity Feats and Combat Advantage If an opponent attacks you in melee combat and misses, you can
make an immediate Maneuver check against them as a free action
If you like the flavor and option that some of these feats provide, to Gain Combat Advantage. This counts towards your Attacks of
but do not want to make use of Attacks of Opportunity in your Opportunity for that round.
game, you can still make use of them without using attacks of
opportunity. If a feat says that it counts towards your allotment of
attacks of opportunity in a round, use of this feat will instead grant FOLLOW-UP STRIKE OPPORTUNITY
your opponent Combat Advantage over you if your attempt fails
(leaving you vulnerable for one round). If you score a critical hit with a melee attack, you can make an
additional melee attack against the same opponent immediately as
equal to your Expertise check result to determine you're not dead. a free action, with the same attack bonus as the attack that scored
You are aware of your surroundings while in trance and can come the critical hit. This counts towards your normal allotment of Attacks
out of the trance at any time at will. You cannot take any actions of Opportunity for the round.
while in the trance.

GRAPPLING BLOCK OPPORTUNITY

Opportunity Feats When you successfully block a melee attack while unarmed you
can make an immediate Maneuver check to Gain Combat
Advantage against your attacker as a free action, grabbing and
COMBAT REFLEXES OPPORTUNITY, RANKED holding your foe. This counts towards your normal allotment of
Attacks of Opportunity for the round.
The maximum number of Attacks of Opportunity you can make
each round is increased by your rank in this feat. You can still only
make one attack of opportunity against a single opponent. You can IMPROVED OPPORTUNITY OPPORTUNITY
also make attacks of opportunity when flat-footed. A character
without this feat can make only one attack of opportunity per round When you make an attack of opportunity, you receive a +2 bonus
and can’t make attacks of opportunity while flat-footed. on your attack roll. This bonus only applies to attacks of
opportunity; it doesn't count for other attacks such as surprise
attacks or situations where your opponent is flat-footed.
COUNTERATTACK OPPORTUNITY

If an opponent attacks you in melee combat and misses, you get an MOBILITY OPPORTUNITY
immediate melee attack against that opponent as a free action at
your full attack bonus. This counts toward your Attacks of You get a +5 bonus to defense against Attacks of Opportunity
Opportunity for that round. provoked when you move at full speed through an opponent's
threatened space.

OPPORTUNIST OPPORTUNITY

When an ally successfully attacks an opponent in an area you


threaten, you get an immediate attack of opportunity against that
opponent. This counts against your normal attacks of opportunity
for the round. A successful attack is one that hits and which
overcomes the target's resistance. (Thus a successful Inflict
(Condition) or Drain attack would count for purposes of this feat.)

SIDESTEP OPPORTUNITY

When you are eligible to take an attack of opportunity, you can


instead choose to take a 5-foot step without provoking an attack of
opportunity. This counts toward your attacks of opportunity for the
round.

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CONTACTS SKILL

Reputation Feats You have such extensive and well-informed contacts you can make
a Survival check for reconnaissance (in the appropriate area,
usually urban or suburban) in only one minute, assuming you have
LOW-PROFILE REPUTATION, RANKED some means of getting in touch with your contacts. You can take 10
or take 20 on this check (taking 20 requires 20 minutes rather than
You’re less well known than your capabilities would suggest. Lower 1). Further checks on the same subject require the normal length of
your reputation bonus by 3 for each rank in this feat. time.

RENOWN REPUTATION, RANKED DISTRACT SKILL, RANKED

Your reputation precedes you. For each rank in this feat, increase You can make a Persuasion check to cause an opponent to
your reputation bonus by +3. hesitate in combat. Take one action and make a skill check against
your target's opposing check (the same skill, Perception, or Will,
whichever has the highest bonus). If you succeed, your target loses
Skill Feats one action. Targets gain a +1 bonus on checks to resist Distract per
attempt against them in the same encounter.
ANIMAL EMPATHY SKILL
FASCINATE SKILL, RANKED
You have a special connection with animals. You can use the
Survival skill like Persuasion to change the attitude of an animal by One of your interaction skills is so effective you can capture and
interacting with it. Unlike a normal use of Persuasion, you do not hold someone's attention with it. Choose Persuasion or Art when
have to speak a language the animal understands, and Animal you acquire this feat. You are subject to the normal guidelines for
Empathy affects creatures with an Intelligence of -5. You don't interaction skills, and combat or other immediate danger makes this
actually need to speak to the animals; you communicate your intent feat ineffective.
through gestures and body language and learn things by studying
animal behavior. Take one action and make your skill check against your target's
opposing check (the same skill, Perception, or Will resistance,
The GM may allow other forms of this feat for interacting with other whichever has the highest bonus). If you succeed, the target
unusual creatures, such as Machine Empathy, Plant Empathy, Spirit becomes fascinated and suffers a -2 penalty to all Wisdom and
Empathy, Undead Empathy, etc. The specifics of using interaction Intelligence-related checks. If you succeed by 5 or more, your
skills with any unusual subjects are left up to the Gamemaster. opponent's penalty increases to -5. You can maintain the effect
(requiring one action each round). The fascination ends when you
ARTIFICER SKILL stop or the target overcomes it. You may take this feat more than
once. Each time, it applies to a different interaction skill. Like all
interaction skills, you can use Fascinate on a group, but you must
You can use the Expertise (in an appropriate mystical discipline) affect everyone in the group equally.
and Art skills to create temporary magical devices. See Chapter VI:
Gear, for details.
HIDE IN PLAIN SIGHT SKILL
ATTRACTIVE SKILL, RANKED
You can make Infiltration checks to hide even while being observed
and even if you do not have cover or concealment. Characters
You’re particularly attractive, giving you a +5 bonus per rank on normally must have cover or concealment to hide and cannot make
Persuasion checks to deceive, seduce, or change the attitude of Infiltration checks while being observed.
anyone who might find you appealing. This bonus cannot increase
your total effective skill rank higher than the campaign's power level
limit. IMPROVISED TOOLS SKILL

CONNECTED SKILL You ignore the –5 penalty for using skills without proper tools, since
you can improvise sufficient tools with whatever is at hand.
You know people who can help you out from time to time. You can
call in favors by making a Persuasion check. It might be advice, INVENTOR SKILL
information, help with a legal matter, or access to resources. The
GM sets the DC of the Persuasion check, based on the aid
required. A simple favor is DC 10, ranging up to DC 25 or higher for You can use the Technology and Science skills to create inventions
especially difficult, dangerous, or expensive favors. You can spend and temporary devices. See inventing (Chapter VI: Gear) for
a hero die to automatically secure the favor. The GM has the right details.
to veto any request if it is too involved or likely to spoil the plot of
the adventure. Use of this feat always requires at least a few
minutes (and often much longer) and the means to contact your
PROFESSION SKILL, RANKED
allies.
You gain a +5 bonus per rank to any checks involved with your

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work in a given field. This bonus also applies to checks to increase


your wealth score if you are using the optional Wealth rules. This
bonus cannot increase your total effective skill rank higher than the Option: Talented and Granular Skills
campaign's power level limit.
At the GM's option, you may be allowed to distribute the +5 bonus
RITUALIST SKILL from Talented among different skills. This gives you the ability to
customize your character's skills even more than usual. This is a
fair half-way point for GMs who don't want to use a more granular
You can use the Expertise skill in the appropriate mystic specialty to
skill system with skills costing fractions of a point each.
create and cast arcane rituals (see Chapter VI: Gear for details).

SKILL MASTERY SKILL, RANKED TRACK SKILL

You can use the Survival skill to visually follow tracks like the
Choose four skills. When making checks with those skills, you can
Tracking enhanced sense.
take 10 even when distracted or under pressure. This feat does not
allow you to take 10 with skills that do not normally allow you to do
so. Each additional rank applies Skill Mastery to four more skills.
WELL-INFORMED SKILL

SLEIGHT OF HAND SKILL You are exceptionally well-informed. When encountering an


individual, group, or organization for the first time, you can make an
immediate Survival check for reconnaissance as a reaction to see if
When you select this feat, choose Acrobatics, Infiltration, or
your character has heard something about the subject. This takes
Perform. You gain a new use of that skill: the ability to pick pockets
the place of a normal knowledge check (if any). Use the guidelines
or to make small objects vanish. A check against DC 10 lets you
for reconnaissance checks to determine the level of information you
palm a coin-sized object. Minor feats of sleight of hand, such as
gain, and the guidelines for Knowledge checks for the sorts of
making a coin disappear, also have a DC of 10 unless an observer
questions you can answer. You receive only one check per subject,
is concentrating on noticing what you are doing. When you perform
although the GM may allow another upon encountering the subject
this skill under close observation, your check is opposed by the
again once significant time has passed.
observer’s Perception check. The observer’s check doesn’t prevent
you from performing the action, just from doing it unnoticed.
To try to take something from another person, your opponent
makes a Perception check. To obtain an object, you must get a
result of 20 or higher, regardless of the opponent’s check result.
Fighting Styles
The opponent notices the attempt if his check result beats yours, d20 Advanced, like other games, presents the idea of using various
whether you take the object or not. You can also use this feat to collections of feats to duplicate different fighting styles, including
plant an object on a target, with the same difficulty (you need a various styles of martial arts. This section expands upon that idea
result of at least 20 to plant it, regardless of the opponent's check and offers some suggestions for creating your own fighting styles.
result).
Using sleight of hand takes one action.
Unarmed vs. Weapon
STATUS SKILL, RANKED Styles
You are a member in high standing of a certain group. This may Some fighting styles focus on fighting unarmed, others with a
make you a public official, an officer in a military group, or some particular weapon or weapons, and a few with both. The distinction
form of titled noble. You gain a +5 bonus on Persuasion checks to between unarmed and armed fighting styles is largely one of flavor
intimidate and Survival checks for reconnaissance when interacting and description. Combat feats work the same whether you’re using
with people you outrank. You may also gain other benefits fitting them unarmed, armed, or with super-human powers. The GM may
your status. choose to apply certain situational modifiers based on a style’s
usual weapons as needed.
Additional ranks may be purchased to make the group of people
you can "pull rank" on broader, usually by increasing your status.

Skills and Styles


Alternatively, additional ranks may be purchased which grant you
an additional +5 bonus on your skill checks.
Some fighting styles teach particular skills in addition to feats. A
TALENTED SKILL true expert in the style is likely to have at least some training in
these associated skills although, like the style’s feats, you can
choose how many points (if any) to invest in them.
You are especially adept at a certain type of activity. You have a +5
bonus with one use of a non-combat, non-resistance skill. This The most common skills for fighting styles are Acrobatics,
bonus cannot increase your total effective skill rank higher than the Persuasion (primarily aimed at feinting and demoralizing an enemy
campaign’s power level limit. in combat), and Perception (primarily aimed at detecting and
avoiding the previous two effects). Some styles also make use of
You cannot use Talented to improve one use of a skill with only one
Might and Reflex as well, and most styles can benefit from
use (such as the Recovery skill) in this way.
appropriate ranks in Expertise (such as martial arts).

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Attack and Defense Styles


style, and use them as models for creating new fighting styles of
your own.
Note that none of the fighting styles in this section have any specific A note to real-world students of these and other martial arts: the
bonuses to attack or defense other than those granted by their material here isn’t intended for a detailed simulation of martial arts
feats. You might also decide that a particular fighting style calls for combat, but a general set of fighting styles usable in an RPG. Feel
the Attack Specialization feat for a particular type of attack free to modify these styles as you like and to create your own, but
associated with the style. Like other ranked feats associated with a keep in mind they’re intended to provide a useful shorthand for
fighting style, these feats are available in multiple ranks, up to the collections of fighting feats.
campaign’s normal power level limit.
AIKIDO FIGHTING STYLE, 7 CP

Creating Fighting Styles Aikido is a Japanese martial art school founded by Sensei Morihei
Creating a fighting style is a simple matter of building a list of the Uyeshiba in the 1920s. It is the epitome of a "soft" martial arts style,
style’s feats, plus any associated skills and weapon elements (if strongly focusing on "flowing" with an attack and using the
that option is in use). Characters trained in a style invest power attacker's momentum against him. Aikido emphasizes throws and
points into its traits. They don’t have to take all of them at once; evading attacks, along with a few holds for "guiding" an attacker to
indeed, most students do not gain complete mastery of a fighting the ground.
style all at once. Feats: Attack Specialization (Unarmed), Defensive Attack, Combat
Generally speaking, a complete style should consist of between a Expert (Gain Combat Advantage [Grab]), Evasion, Grappling Block,
half dozen and a dozen or so feats; fewer usually isn’t enough to Improved Block, Uncanny Dodge
constitute a coherent style, while more tends to represent
branching out to master multiple styles of combat, unless you want
to create a “master style” or secret martial art for your game BOXING FIGHTING STYLE, 9 CP
encompassing every combat feat (true masters of such a style
should be rare indeed!). Called "the sweet science" by some, modern boxing is a fairly
brutal and direct fighting style involving powerful punches and
evasive footwork, usually close in with an opponent. Feinting is a
common skill, used to get an opponent to lower his guard for a
devastating attack.
Option: Weapon Elements Skills: Persuasion 1, Perception 1
If you want a more detailed way of defining what weapons or Feats: All-Out Attack, Attack Specialization (unarmed), Defensive
attacks are usable with what fighting styles, you can use the Attack, Elusive Target, Improved Block, Power Attack, Takedown
following guidelines. Attack
Each fighting style gets one "weapon element," an attack it’s
intended to work with, automatically at no cost. So an unarmed
style works automatically with unarmed attacks. An armed style CAPOEIRA FIGHTING STYLE, 7 CP
must choose a particular weapon (or narrow category of weapons,
like blades, at the GM's discretion). Adding another weapon The national martial art of Brazil, capoeira originated with ritual
element to the style is a feat (called Weapon Element), allowing dancing among African slaves. When these slaves rebelled, they
you to use that style with an additional type of attack. developed an unarmed fighting style and disguised it as folk
Example: The kung fu style is defined as unarmed, so all of its dancing. Capoeira involves many handstand moves, allowing
feats are usable with unarmed attacks automatically. However, practitioners to use it while their hands were bound or chained. It’s
various types of kung fu also teach the use of weapons, usually practiced to music like a dance form.
including nunchaku, swords, and staves. Each of these types of Skills: Acrobatics 1
weapons is considered a Weapon Element feat for the style. A Feats: Combat Expert (Gain Combat Advantage [Trip]), Instant Up,
character must have the feat in order to use the style’s combat Power Attack, Prone Fighting, Talented, Uncanny Dodge (Sight)
feats in conjunction with those weapons.
Note that characters can spend a hero die to emulate the Weapon
Element feat like any other feat, granting a one-time use of a ESCRIMA FIGHTING STYLE, 7 CP
different attack in conjunction with a particular fighting style when
the character doesn’t have that attack as a standard weapon This Philippine stick-fighting style typically uses a pair of short
element. batons, but is also practiced with a balisong knife or unarmed (and
This option is best for fairly realistic games where it's important to may include either as a weapon element at the GM’s discretion). It
differentiate between otherwise similar martial artists. For more focuses on deflecting or blocking attacks and fast strikes to the
general settings, it's probably more detail than the setting or body.
characters require. Feats: Accurate Attack, Combat Expert (Disarm), Defensive Attack,
Improved Block, Power Attack, Quick Draw, Stunning Attack

Sample Fighting Styles FENCING FIGHTING STYLE, 7 CP

A number of sample fighting styles are presented here. You can use "Fencing" is used here to describe western sword-fighting styles in
them in your game as-is, modify them to suit your own view of the general. Traditional fencing uses a slim, slight sword like a foil, but

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characters in d20A can fence with whatever sort of sword the GM Leopard, Mantis, Monkey, Snake, and Tiger, to name some). A
approves. Fencing focuses on speed, with a combination of kung fu teacher is called a sifu and the practice hall is called a
defensive blocks and offensive strikes and thrusts, along with feints kwoon.
to fake-out your opponent. The more "swashbuckling" style of Skills: Expertise (Martial Arts) 1
fencing also involves Acrobatics.
Feats: Combat Expert (Gain Combat Advantage [Trip]), Defensive
Feats: Accurate Attack, Attack Specialization (rapier), Combat Attack, Improved Block, Improved Critical, Instant Up, Power
Expert 2 (Disarm, Gain Combat Advantage [Feint]), Defensive Attack, Sunder, Talented (Persuasion [Intimidate])
Attack, Improved Block, Improved Initiative, Power Attack

MUAY THAI FIGHTING STYLE, 6 CP


JUJUTSU (JUDO) FIGHTING STYLE, 6 CP
Also known as Thai kickboxing, Muay Thai is a brutal fighting style
This style, also known as judo, grew out of a number of Japanese of kicks, knee- and elbow-strikes, and punches. It relies on blocks
fighting styles over hundreds of years, and spread to the western for defense and has no holds or throws, the intention being to beat
world in the 19th and 20th centuries. Its primary techniques focus an opponent to a pulp as quickly as possible.
on throws and holds to put an opponent on the ground and keep
Feats: All-out Attack, Improved Block, Improved Critical, Power
him there. There are hundreds of modern sub-styles teaching
Attack, Stunning Attack, Takedown Attack
variant feats in it.
Feats: Accurate Attack, Attack Specialization (Unarmed), Combat
Expert 2 (Disarm, Gain Combat Advantage [Grab]), Defensive NINJUTSU FIGHTING STYLE, 10 CP
Attack, Stunning Attack
Not a "fighting style" per se, ninjutsu is associated with Japanese
ninja and similar stealthy assassins. The ninja fighting style is
KARATE FIGHTING STYLE, 6 CP
technically called taijutsu, but the style here assumes the broad
range of "ninja" training. It does not include whatever superhuman
Karate originated on the Okinawa Islands. When Japanese capabilities the GM wishes to grant ninja; those are better acquired
conquerors forbade the natives from carrying weapons, they as powers.
focused on this style of unarmed combat. Karate incorporated
Skills: Acrobatics 1, Infiltration 1
various farming tools that could be discretely carried as weapons,
including the staff, nunchaku (threshing flail), kama (sickle), rope or Feats: Blind-Fight, Evasion, Hide In Plain Sight, Sneak Attack,
chain, and tonfa (mill-wheel handle). Modern karate tends to focus Stunning Attack, Takedown Attack, Talented (Persuasion
on unarmed techniques. [Intimidate]), Uncanny Dodge (Sight)
It spread widely to the west after American soldiers learned it in
Japan after World War II. Karate is a “hard” style focusing on
powerful punches and kicks. A karate teacher is called sensei and
SUMO FIGHTING STYLE, 4 CP
the practice hall or school is a dojo.
Sumo wrestling is a Japanese martial art, usually practiced by
Feats: All-out Attack, Combat Expert (Disarm), Improved Block,
large, heavy fighters. The object of a match is to push the opponent
Instant Up, Power Attack, Stunning Attack
out of the fighting ring or pin him down within the ring. Sumo
matches tend to be short, but involve a great deal of lengthy ritual.
Unlike most Asian martial arts, sumo focuses heavily on strength
KRAV MAGA FIGHTING STYLE, 6 CP
and size.
Skills: Might 1
Krav Maga developed about 40 years ago for use by the Israeli
Defense Forces (and later Israeli police and Mossad intelligence Feats: Combat Expert (Gain Combat Advantage [Grab]), Power
agents). It's a highly practical style borrowing moves from many Attack, Stunning Attack
different fighting styles and focused entirely on quickly and
efficiently disabling an opponent. It lacks the "forms" of other
fighting styles, since it's intended solely for fighting, not for show. TAE KWAN DO FIGHTING STYLE, 5 CP
This fighting style can be used for other modern, constructed styles
taught to commandos and military personnel. The name of this Korean martial art means “the way of kicking and
Feats: All-Out Attack, Combat Expert 2 (Disarm, Gain Combat punching.” It’s a forceful fighting style, widely taught in schools
Advantage [Grab]), Improved Block, Power Attack, Uncanny Dodge throughout the world. As its name implies, tae kwan do relies on
(Sight) both powerful strikes and various types of kicks, including side and
flying kicks.
Feats: All-out Attack, Defensive Roll, Improved Block, Power
KUNG FU FIGHTING STYLE, 9 CP Attack, Takedown Attack

Kung fu means, essentially, "hard work" or "great skill." It is the


common name of an ancient Chinese style of martial arts dating TAIDO FIGHTING STYLE, 7 CP
back a thousand years or more. It's most famously associated with
the Shaolin Temple, where it was taught beginning in the sixth Taido was derived fro Okinawan Karate to focus heavily on
century AD. It spread to the west with Chinese immigration in the acrobatics and quick movement, spinning on a different axis of the
1800s, but did not become popular among westerners until the body to achieve a different effect. It relies on speed, balance, and
mid-1900s. There are hundreds of kung fu variants and styles, coordination in order to devastate enemies, and to shift instantly
many based on the movements of animals (Crane, Dragon, from a defensive motion to an offensive one.

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Skills: Acrobatics 1 ways (as with Seize Initiative and Ultimate Effort).
Feats: All-out Attack, Combat Expert (Gain Combat Advantage Some of the things new feats should not (or need not) do include:
[Acrobatic Feint]), Defensive Roll, Defensive Attack, Power Attack, • Provide a general bonus to an ability score, skill, attack bonus,
Sneak Attack defense bonus, or resistance. Characters can already acquire
these by spending additional character points on those traits.

Creating Feats
• Provide a variable bonus based on another trait, such as
adding the character's Intelligence bonus to attack rolls or
Wisdom bonus to Defense. This grants a potentially huge
Players and Gamemasters may want to expand the list of feats in bonus to some for a bargain price (1 point). (A feat where one
d20 Advanced by coming up with their own. Some general trait substitutes for another is more acceptable, provided the
guidelines for new feats include: two traits are roughly equivalent.)
• A feat improving common die rolls should only add a +2 bonus. • Grant a benefit greater than another similar trait for less cost.
• A feat improving a narrowly defined or uncommon die roll can As always, the Gamemaster has the final say whether or not a
add up to a +5 bonus. particular feat is suitable, and may veto any proposed feat, or
request the player modify it to make it acceptable.
• A feat improving a single skill should generally add +5, while
feats improving two skills should add +2 to each. Such skill


bonuses count against the power level limit on skill ranks.
A feat cannot apply a bonus to a roll more than once for any
FX as Feats
given roll. At the GM's discretion, an FX with a final cost of 1 character point
• A feat can negate up to a –5 penalty from an action. This can be made into a feat. The difference is primarily stylistic, since it
includes things like the various challenges. doesn't affect the trait's cost or usage whether it's called a feat or a
power. The key difference is the new feat cannot be nullified, but
• A feat can allow a character to ignore some of the restrictions
also can't be used in conjunction with extra effort; it's a permanent
on an action (such as Blind-Fight).
capability—a feat and not an actual "FX." It also has different
• A feat can allow a character a bonus action by succeeding at descriptors, which can affect interaction with other traits.
some other action (such as downing an opponent with
Players and Gamemasters can use various minor FX to create new
Takedown Attack). The bonus action should be specified rather feats, particularly if the GM has decided to restrict the availability of
than an open-ended "free" action.
FX in the campaign. In fact, for a low-powered action-hero game of
• A feat can allow a character to substitute one skill check for d20 Advanced, the Gamemaster may choose to allow only 1-point
another in certain circumstances. FX, treating them all as feats (some of which characters may be
• A fortune feat allows characters to spend Hero Dice in different able to acquire in ranks) and disallowing all other FX.

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Chapter V: FX

Just about anything that could be called magical, supernatural, permanent changes to an FX, essentially creating an all-new effect
super high-tech, or otherwise beyond normal human capability falls out of the base FX. So a FX that needs an FX both with and without
into a catch-all category of abilities referred to as FX. FX can be a modifier has to pay for two different FX rather than just one.
used individually to represent a special ability, or can be combined
to create a single, unified whole. This chapter looks at the various
types of FX available in d20 Advanced. These effects are the basic
“building blocks” of all unusual abilities in the game; with them, you
Feats
can create virtually any power, magical spell, or anything else. Just as characters can have particular feats so can FX have FX
feats; stunts or special capabilities of a particular FX. FX feats work
much like regular feats in that they are optional, things an FX can

FX Components do, but which the user can choose to use or not, as desired. FX
feats tend to be less comprehensive and sweeping than modifiers,
since they don’t entirely change how the FX works. Instead, they
FX in d20A are made up of certain basic components: each power provide more options or small benefits that aren’t significant enough
includes one or more effects and one or more descriptors of those to qualify as modifiers, or that are optional and better handled as
effects and their source. A power may also include one or more feats or “stunts” of an FX. FX feats are also significant because
modifiers—FX extras or flaws—that change how the basic effect characters can use extra effort to acquire them temporarily as FX
works, one or more FX feats, particular stunts available to the FX, stunts.
and one or more FX drawbacks, specific limitations or restrictions
on the FX. All these components are assembled in a particular
structure to create the FX.
Drawbacks
FX
Also just as characters may have drawbacks, some FX have
drawbacks of their own. These are minor limitations on an FX,
usually things that aren’t always a concern. Like FX feats, FX
The basic component of a supernatural ability is what the FX drawbacks tend to be things that aren’t significant enough to qualify
actually does. FX are defined in game terms with little or no regard as modifiers but still affect the FX’s use. A drawback reduces an
for the actual cause of the effect, what it looks like, or how it is FX’s cost by a particular amount, but usually not as much as a flaw.
described. The actual mechanics—what the effect does in the
game—is the important thing. This means one game-system FX
may encompass a wide number of "actual" effects. For example,
the Damage FX is used for anything that causes damage, which Structure
includes a tremendous variety of damaging attacks, from more An FX’s components are put together in a particular structure, a
powerful unarmed strikes to melee weapons, physical projectiles, way of assembling them to “build” a FX. The normal FX structure is
harmful energy emissions, chemicals, and so forth. simple: add up the value of the FX’s components and extras,
subtract the value of its flaws to arrive at its cost per rank. Multiply

Modifiers
by the desired rank. Add the cost of its power feats, and subtract
the value of its power drawbacks to arrive at the final cost:
Modifiers, much as you might expect, change the way basic FX
work. They customize an FX, retaining most of how it works and FX cost = (base cost per rank + extras – flaws) x rank + (feats –
adjusting a few things to suit a particular idea. For example, a drawbacks)
modifier might change an FX’s default range, either improving it
(allowing a normally touch range FX to work at a distance) or
limiting it (forcing a ranged FX to only work by touch). Modifiers that The normal FX structure is used for most FX in d20A to one degree
enhance FX are called extras and increase an FX’s cost along with or another. However, the game also offers other FX structures that
its capabilities. Modifiers that limit effects are called flaws and provide more flexibility, particularly the ability to reconfigure a FX
decrease the FX’s cost as well as its capabilities. Modifiers are during play, at the expense of certain disadvantages, additional

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character point cost, or both:


Sample Descriptors
Array structures have a common “pool” of character points that are
shared among a number of different FX the user can switch • Allegiances: Anarchy, Chaos, Evil, Good, Justice, Law,
between from round to round. Essentially, the FX has a number of Liberty, Tyranny
distinct “settings” that can be used one at a time. Arrays provide a • Elements: Air, Earth, Fire, Plant, Water, Weather
way to build FX with a great deal of flexibility without a huge
increase in cost. • Energy: Acid, Chemical, Cold, Cosmic, Darkness, Electricity,
Gravity, Heat, Kinetic, Light, Magnetic, Radiation, Sonic,
Container structures group a number of FX together into a single
Vibration
FX and affect how flaws and other overall modifiers apply to them.
They’re best suited for lots of FX grouped into a single FX and • Phenomena: Colors, Dimensions, Dreams, Entropy, Ideas,
usable (or at least accessible) all at once. Luck, Memes, Mind, Quantum Forces, Space, Thought, Time
Variable structures provide a “pool” of points much like Arrays, • Sources: Alien, Biological, Chi, Divine, Magic, Mystic, Mutant,
except those points can apply to any FX of a particular descriptor, Preternatural, Psionic, Psychic, Skill, Technology, Training
but with a greater cost than a comparable Array. Variable structures
provide the ultimate in versatility with a commensurate cost, useful
for building FX with highly variable effects (often dependent on
circumstances).
Types of Descriptors
Descriptors come in many different forms. The breakdown in this
section is inexact, and deliberately so; some descriptors fall into
FX Descriptors more than one category, while others might not fall into any of these
categories, being unique to that particular character or power. Still,
The rules in this chapter explain what the various FX do, that is, the following are the major types of descriptors suited to d20
what their game effects are, but it is left up to the player and Advanced FX, and things to consider when creating or choosing FX
Gamemaster to apply descriptors to define exactly what a FX is and for a character.
what it looks (and sounds, and feels) like to observers.
An FX's descriptors are primarily for color. It’s more interesting to
say a character has a “Flame Blast” or “Lightning Bolt” FX than a Origin
generic “Blast.” “Flame” and “lightning” are descriptors of the Blast A descriptor may relate to the origin of an FX, where it comes from
FX. or what granted it to the character. For example, did he gain Speed
Descriptors do have some impact on the game since some FX work in a scientific accident or from years of focused meditation at a
only on or with FX of a particular descriptor. A character may be secret temple to the God of Speed? An FX's origin may determine
immune to fire and heat, for example, so any effect with the “fire” or how it interacts with other FX. Some FX with the same origin might
“heat” descriptor doesn’t affect that character. The different sense be better suited to counter each other, for example, or to work in
types are descriptors pertaining to sensory and concealment FX. conjunction, combining their benefits. Examples of origin
Different allegiances may also be descriptors. descriptors include:
Generally speaking, a descriptor is part of what a FX is called • Accidental FX are the result of random chance or accident:
beyond its game system name. For example, a weather-controlling being struck by lightning, doused in chemicals, exposed to
witch has the following FX: Damage, Environmental Control, and exotic radiation, and so forth. The circumstances of an
Obscure. Her Damage is the ability to throw lightning bolts, so it accidental origin may or may not be something others can
has the descriptor "lightning." If a foe can absorb electricity, then his duplicate (although some are sure to try).
FX works against the witch's damage (since lightning is electrical in • Bestowed FX are granted by an outside agency of some sort,
nature). such as a deity, a technology, an alien race, or another
Her Environmental Control is the power to control the weather, superhuman. The process that bestows the FX can be as
giving it the descriptor "weather." Obscure creates thick banks of transitive as a Boost effect or the Empowerment power or
fog, giving it the "fog" or "mist" descriptor. If an opponent transforms effectively permanent, barring some sort of plot device or GM-
into mist, with the ability to regenerate in clouds or fog, he can created setback.
regenerate inside the witch's Obscure area. If the witch’s power
• Invented FX are designed and created by someone, either the
comes from a pact with demons, it may also have the descriptor
inventor of a particular piece of technology or the designer of a
"infernal" or "magical." On the other hand, if it comes from her
technique or technology for bestowing FX on others.
mutant genetic structure, then it has the descriptor "mutant."
The number of FX descriptors is virtually limitless. The players and • Mutant FX are inborn, but not natural to the character’s race or
Gamemaster should cooperate to apply the appropriate descriptors species. They are the result of a genetic mutation of some sort,
to characters’ FX and use common sense when dealing with how possibly due to environmental influences like chemical
the different descriptors interact. Just because one character mutagens or radiation. Since they involve a change in the
throws “lightning” and an opponent can absorb “electricity” doesn’t subject’s DNA, mutant FX—or at least the potential for them—
mean the villain’s absorption doesn’t work because it’s not the are inheritable.
exact same descriptor. Lightning is a form of electricity. A certain • Training FX are gained from study and practice. While many
amount of flexibility is built into descriptors, allowing them to cover training FX are “super-skills” or esoteric abilities learned from
the full range of possible FX. As in all things, the GM is the final trained masters, this origin covers any power that is learned
arbitrator and should be consistent when ruling on whether or not a rather than acquired in another way. It’s not necessarily limited
particular descriptor is appropriate and how all FX and descriptors to “skill-based” FX or feat-like traits. For example, a Magic FX
interact in the campaign. The FX in this chapter provide additional might be acquired through training and study.
examples of descriptors. Feel free to create as many of your own
as desired.

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be defined in the setting. Typically, there is some sort of


“magical energy” in existence that magicians and magical
creatures draw upon for their FX and effects. Note that FX with
a magical source are not necessarily “spells,” although they
might be; a dragon’s breath might use magic to power it, or it
might be biological, depending on the descriptors applied to it
(in other words, how it’s defined in terms of the setting).
• Moral FX come from an abstract morality or ideal, essentially
from an allegiance to that ideal. Whether or not the moral FX is
aware and capable of interaction is up to the GM and the
specifications of the setting; it’s the character’s belief in that
ideal that matters so far as the FX is concerned. “Good” and
“evil” are common abstract moral sources of FX, but others
may include chaos, law, anarchy, order, justice, balance,
neutrality, reason, and so forth.
• Psionic FX are effects of the mind, coming from the psyche of
the wielder (or perhaps from the Collective Unconscious, which
acts as a “wellspring” of psionic power). This source is
associated with classic “mental” FX like Telepathy and
Telekinesis, although those FX can also come from other
sources.
• Technological FX are the result of technology, machines and
technological devices. Although technological power sources
often involve Devices or Equipment, they don’t necessary have
to; a technological FX may be a permanent implant, for
example, without the limitations of a Device, but still
technological (and affected by things keyed to the technological
descriptor).
Source
An FX's source differs from its origin in that the origin is where the Medium
potential or ability to use the power comes from (where the
An FX’s medium is what the FX uses to accomplish its effect(s).
character got the FX in the first place), while source is where the
Often, an FX’s source and medium are one and the same: a psionic
FX’s effect comes from, or where the FX draws its energy.
FX uses psionic energy to power and accomplish its effects,
Comic book style superpowers answer this question with vague likewise, a divine FX often uses divine energy to power and
descriptors, since the kind of real-world energy required for many accomplish its effects.
FX is staggering, requiring all super-humans to be living fusion
In some cases, however, source and medium may differ and the
reactors! While this may well be the case in your own setting, the
distinction may be significant. For example, the ability to throw
assumption is that FX source is just another descriptor in most d20
fireballs granted by the God of Fire is a bestowed origin, divine
Advanced games.
source, and uses fire as the medium to cause its Damage effect.
Source descriptors influence the effects of certain FX, such as
Medium descriptors generally fall into either material or energy:
Nullify Magic FX, which can counter FX with a magical source,
material mediums are substances, ranging from things like air (or
whether or not their effects are magical. Examples of FX sources
other gases), water (or other liquids), and earth (soil, rock, sand,
include:
etc.) through to biological materials like acids, blood, and so forth.
• Biological FX come from the user’s own physiology, drawing Energy mediums are different forms of energy, from
power from stores of bio-chemical energy or perhaps from electromagnetic (electricity, light, radio, radiation, etc.) to gravity,
specialized organs or biological functions, like a squid’s ink or a kinetic energy, or an exotic source like divine, magical, or psionic
skunk’s musk, which are generated biologically. energy (given under Origin descriptors).
• Cosmic FX draw upon the fabric of the universe itself or
“cosmic” power sources like quasars, white holes, or the
background radiation of the Big Bang. Cosmic FX are close to Result
divine in many respects (see the following) in that they Lastly, an FX’s result is what occurs when the FX is used beyond
transcend earthly sources of power. just the game mechanics of its effect. For example, the rules of a
• Divine FX come from a higher being, essentially a god or Snare effect describe the penalties suffered by the entangled or
gods. Divine power is generally limited to the god(s) areas of helpless target, but they don’t describe the result, the nature of the
influence and may be morally aligned, available only to snare itself. Is it glowing bonds of energy, chains of ice, the target
wielders with an allegiance to that divinity. sinking into rapidly hardening quicksand, or any number of other
• Extradimensional FX originate outside the home dimension of things?
the setting, from other planes or dimensions of existence. Result descriptors tend to be fairly broad, given the potential range
Some extradimensional FX are scientific while others are of results available to effects in the game. Some FX may not have
downright mystical, or even beyond into realms “man was not or need result descriptors; after all, “Mind Control” is a pretty clear
meant to know.” description of a result. However, “an induced trance where the
• Magical FX draw upon magical energies, however they might human brain becomes capable of accepting neurolinguistic
programming inputs” is also a valid result for that same effect.

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Like medium descriptors, result descriptors may or may not match Sometimes this takes the form of discovering that a descriptor the
others the FX already has. Take a taser-like weapon able to stun character thought applied actually does not, such as a character
the nervous system of its target: it has an invented origin (someone discovering his “magical” FX are actually the mutant ability to
designed and built it), a technological source (it’s a technological manipulate reality in certain ways. So long as the change doesn’t
device with a battery), uses a energy medium (an electrical shock), contradict any previously introduced information, this is no different
and results in an electrical overload of the target’s nervous system than applying a descriptor in play, and should be handled in the
(the result descriptor for its Stun effect). This tells us a lot about that same way. On the other hand, if other effects previously worked on
particular FX and reasonable ways it might interact with other the character as if his FX were magical, then some sort of
effects. explanation is required. The Gamemaster may wish to limit or ban
“discovering” a descriptor that has already been established,
although it might still be changed.
Applying Descriptors Changing descriptors is best handled as a plot device, much like re-
allocating character points and redesigning characters. If exposure
Applying descriptors to a FX is as simple as describing what the FX to strange magical forces changes a character’s FX source from
is and how it works: “The divinely-granted ability to heal through a biological to magical, for example, that’s something for the GM to
laying-on of hands,” for example, “or the mutant power to control decide in the context of the game. Like with defining descriptors in
magnetic fields to move ferrous metal objects.” Considerably more play, if a change in descriptors through GM Fiat constitutes a
evocative and descriptive than “Healing effect” or “Move Object, setback, the GM should award the player a hero die. Changes that
Limited to Ferrous Metals,” aren’t they? provide an advantage don’t cost, however, since the GM chooses
Generally, you should feel free to apply whatever descriptors seem when and where they occur.
appropriate and necessary to describe your character’s FX, so long Temporarily changing a descriptor can be a use of extra effort, like
as they don’t significantly change how they work in game terms. any other FX stunt. For example, a character might change the
This is the key element. While descriptors may imply certain result of an electrical Damage effect to a magnetic Move Object
interactions or minor benefits or drawbacks, they shouldn’t effect for one use. This is like any other FX stunt and the changed
significantly change how an effect works, that’s the role of FX feats, or additional descriptors are an important part of the stunt.
modifiers, and drawbacks. So, for example, “area” is not a Sometimes an FX stunt may change nothing but an effect’s
descriptor, it is an extra you apply to allow an FX to affect an area descriptor(s), such as changing a Damage effect from laser-light to
rather than a single target. a gamma-ray “graser” or from heat to cold. The GM decides what
constitutes a reasonable change in descriptors for an FX stunt,
based on the FX’s existing descriptors and effects.
Applying Descriptors in Play
While descriptors are generally applied to FX when those FX are
acquired (that is, when a character is created), in some cases, Required Descriptors
certain descriptors may be left unspecified, to be defined during
play. This can either be because nobody thought to define the In some campaign settings, the Gamemaster may require certain
descriptor in advance, or it was deliberately left vague, to be filled- descriptors for all FX. Usually, a required descriptor reflects some
in later. common element of the campaign. For example, if all characters
with FX are mutants, then all FX have the “mutant” descriptor,
So, for example, a particular character might not know the origin or unless the player comes up with a good explanation why they
source of her FX, and her player doesn’t want to know, leaving shouldn’t. If all superhumans are psychic mutants, then all FX have
them a mystery for later development in the game. The GM agrees both the “psychic” and “mutant” descriptors.
and so the character's FX have no origin or source descriptors.
Instead, the GM chooses them, which isn’t known until the Likewise, if all FX derive from quantum forces in some way,
character is subject to an anti-magical field and discovers her FX “quantum” might be a required descriptor. The GM sets the rules as
don’t work! The GM awards the player a hero die for the far as what descriptors are required (or restricted) in the campaign.
unexpected setback and now the source of the character's FX is
known, although their origin still remains a mystery...
Applying descriptors in play gives you a lot of flexibility, letting you “Natural” FX
handle certain things “on the fly” rather than having to describe
FX in d20A refer to all extraordinary traits other than ability scores,
every aspect of a character in excruciating detail beforehand. The
skills, and feats. Whether a character with FX is “super-human” or
key tool for handling the application of descriptors in play is the use
not is largely a matter of opinion. For example, there are lots of
of hero dice. If applying a new descriptor is a setback for the
fictional characters with superhuman traits still considered “normal”
character, then award the player a hero die, just like any other
humans. Their amazing FX come from talent, training, self-
setback. If the new descriptor is chosen by the player and gives the
discipline, devices, or some similar source, with appropriate
character a minor advantage, you might ask the player to pay a
descriptors. They’re still FX in game terms, but they don’t
hero die for the privilege, although you can balance this with an
necessarily mean the character is something other than human.
immediate hero die award for the clever idea, if you want (making
the hero die a token expenditure). If it’s neither, then there’s no hero Ultimately it’s up to the GM to decide if having certain effects makes
dice cost, just apply the descriptor. a character something “other than human,” (and what, if anything,
that means) depending on the nature of FX in the campaign setting.

Changing Descriptors in Play


On some occasions, you or a player may wish to change a
particular descriptor during the course of the game, removing an
existing descriptor and possibly replacing it with another one.

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Sense Types
FX Types Senses are grouped into sense types, descriptors for how different
FX fall into certain categories or types. FX of the same type follow sensory effects work. The different sense types, and the senses
similar rules This section discusses the different FX types and the included in them, are:
rules governing them. • Visual: normal sight, darkvision, detect, infravision, low-light
vision, microscopic vision, ultravision, X-Ray vision

Alteration •

Auditory: normal hearing, detect, sonar, ultrasonic hearing
Olfactory: normal smell and taste, detect, scent
Alteration FX change or transform in some way. Most alteration FX • Tactile: normal touch, blindsight (vibration), detect,
work on their user, but can be modified to work on others as well. tremorsense
Alteration FX targeting others require a standard action and an
• Radio: detect, microwaves, radar, radio
attack roll as a default and always offer a resistance.
• Mental: detect, mental awareness, Mind Reading,
Precognition, Postcognition
Attack
Attack FX are used offensively in combat. They generally require an Mental FX
attack roll and can damage, hinder, or otherwise harm their target in Mental senses are a special case for sensory FX that work on
some way. Attack FX require a standard action by default and unwilling subjects: the subject must have an Intelligence score of at
always offer a resistance. Their duration is usually instant although least -5 in order for the effect to work. Non-intelligent subjects are
their results—whether damage or hindrance—may linger until the mindless and therefore unaffected. These sensory FX are noted as
target recovers from them. “(mental)” after their type.

Defense Trait
Defense FX protect in various ways, typically offering a bonus to Trait effects influence a target’s traits: abilities, resistances, skills,
resistances, or granting immunity (automatic success on a powers, and so forth. Most trait effects are touch range, require one
resistance) against particular FX or conditions. Most defense FX action, and allow a resistance. Trait effects don’t work on traits with
work only on the user. Defense FX tend to be passive in nature, the Innate FX feat, since they cannot be altered.
functioning at all times.

Trait Types
General Traits are grouped into trait types, descriptors for how different trait
General FX don’t fit into any other particular category. They’re not effects work. The different trait types, and the traits included in
governed by any special rules other than those given in the FX’s them, are:
description. • Abilities: all ability scores and resistances
• Skills: all skills, attack bonus, and defense bonus (including
limited, but permanent, skill, attack, and defense bonuses)
Movement • Feats: all feats
• FX: each FX type is considered a separate trait type.
Movement FX allow characters to get around in various ways. Alternately, all FX of a particular descriptor (regardless of type)
There are three types of movement: normal move, accelerated may be considered a single trait type, such as all magical
move, and all out movement. A normal move is one action and effects or all fire effects.
allows you to move your speed. An accelerated move takes two
actions) and doubles your speed. All out movement is also two

Using FX
actions and quadruples your speed. You lose your dodge bonus
while moving all out but gain a Defense bonus based on your
speed. Movement FX always require at least a move action to use,
but the move action is counted as part of the character’s normal The whole point of having amazing superhuman abilities is using
movement. them. While the previous section looked at the basic components of
FX, this section discusses how to use those FX in play.

Sensory
For many FX, which have only one component, this is the same
thing, for others, it can make a difference since a FX’s various
components can have different requirements in terms of action,
Sensory FX enhance, alter, or work via the senses. Some sensory duration, result, and so forth. For example, a laser light FX might be
FX improve the user’s senses while others grant new senses or scattered by prisms or thick banks of fog or mist. This isn’t a FX
influence the senses in some way. Sensory FX that improve the drawback per se, simply a consequence of the FX’s descriptors.
user’s senses are typically passive and continuous or permanent in
duration, requiring no action to use apart from that required to make
the necessary skill checks (usually Perception). Sensory FX that
work on unwilling subjects are active, require a standard action as a
default, and allow a resistance.

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Active and Passive FX Two Actions


The FX requires a full-round of two actions to use. Some FX require
FX can be defined as active or passive: active FX require an action
even longer than two actions to use, as given in their descriptions,
to use, and often an attack roll or check. Active abilities normally
although generally this is only the case for FX modified with flaws
only work when the user wishes them to do so, unless they are out
and FX drawbacks. FX modifiers may change the action a FX
of the user’s control. Active FX are noticeable by default, having
requires. If you’re unable to take the required two actions, then you
some kind of display associated with them. Examples of active
cannot activate the FX. You can activate a two action FX by taking
abilities include attack effects (Damage, Inflict (Condition), etc.),
one action at the end of one round and another action at the start of
movement FX (Speed, etc.), and some sensory FX (Concealment,
the following round, but the second action must be your first action
Illusion, Obscure, etc.).
that round, or else the activation fails.
Passive FX do not require an action to use or maintain: this means
Generally, so long as you’re able to take the required action
they must have an action of reaction or none, and continuous or
unhindered, the FX activates. In some circumstances, the GM may
permanent duration. They work automatically (whether the user
require an Expertise check to concentration to successfully activate
wants them to or not, if they’re permanent). Passive FX are
an FX, but this is usually reserved for maintaining an FX under
unnoticeable by default, having no particular outward display unless
difficult circumstances.
otherwise dictated by the power’s descriptor in which case, the
Noticeable FX drawback applies. Examples of passive abilities Note that you can only activate or deactivate an FX in a round, not
include most defense FX (Immovable, Immunity, etc.) and some both. This is an important consideration for a variety of tricks,
sensory FX (like Enhanced Senses). including deactivating a defensive FX like Insubstantial (free
action), making an attack (one action), and becoming insubstantial
again (free action), not normally an option.
Activating and
Multiple Activations
Deactivating FX
Activating FX is limited by your available actions, which usually
Activating or deactivating an FX takes a particular amount of time, means you can only activate two one-action FX or one two-action
with the type of action determined by the effect: none, reaction, FX in a round, along with as many free action FX as you wish (and
free, one, or two actions: the GM sees fit to allow).
A set of Linked FX may all be activated as a single FX with a single
None action (indeed, they must be activated this way). Container
structures can also be activated all at once, although their FX can
The FX does not require an action to use; it is always in operation. also be used individually.
Effects like this are always passive and have either a continuous or The additional action granted by a surge use of a hero die can also
permanent duration. be used to activate an FX, up to and including using it in
conjunction with your normal action to activate a two action FX in
the same round as another action.
Reaction
The FX operates automatically in response to some other
circumstance, such as an attack. This is much like a ready action FX Checks
except it requires no effort on the character’s part and does not
count as an action (meaning a reaction is possible even if the In some cases, you may be required to make an FX check to
character is stunned or otherwise unable to take actions). The determine how well an FX works. An FX check is just like any other
circumstance that activates a reaction FX should be defined when check: d20, plus the FX’s rank, plus any applicable modifiers,
the FX is acquired and must be approved by the GM. A reaction against a Difficulty Class set by the Gamemaster. Unlike skill
can occur outside of a character’s normal place in the initiative checks, ability modifiers are not added to FX checks. The results of
order, and does not affect the initiative order. various FX checks are described in this chapter.

Power Check = d20 + power rank + modifiers vs. Difficulty Class


Free
The FX requires a free action to use or activate. Once an FX is
activated or deactivated, it remains so until your next round. As with
Taking 10 or 20 on FX Checks
all free actions, the GM may limit the total number of FX a character You can take 10 on an FX check if you are not under pressure, the
can turn on or off in a single round. same as with a skill check. You can take 20 on an FX check if you
are not under pressure, there is no penalty for failure, and you can
take approximately twenty times the normal time required, also the
One Action same as a skill check. If an FX requires extra effort to retry (see the
following), and imposes a penalty for failure, you cannot take 20
The FX requires a standard one action to use. Since characters are
with checks involving that FX.
limited to two actions per round, this generally means you can only
use one FX per round if you also wish to move, but if you choose to
stand your ground and fight, you can generally mange two one
action FX in a round.
Retrying FX Checks
Retrying an FX check is sometimes more difficult than just retrying
an ability or skill check. Some FX require extra effort in order to

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retry them against the same target in the same encounter or scene.
This does not usually apply to FX checks in response to something
Touch-Perception
else, such as the opposed FX check to avoid having an FX A touch-perception range power lets you automatically use an FX
countered or nullified. Specific instances of retrying FX checks are on any target within arm’s reach. You can’t actually target a foe
detailed in the various effect descriptions. father away than you could with a touch range FX, but you do not
When you have failed to successfully use an FX that requires extra need an attack roll to use the FX successfully.
effort to retry, you must either expend the necessary fatigue
(possibly using a hero die to offset it) or you have to wait until the
conditions change before trying again. Generally, this means until Ranged
the current scene is over, however long that might be. The GM
decides the exact amount of time that must pass in order to retry an A ranged FX works at a distance with a range increment of (rank x
FX without extra effort, according to the circumstances of the scene 10 feet) and a maximum range of (rank x 100 feet), normally ten
and the adventure. increments. So a ranged rank 10 effect has a range increment of
100 feet and a maximum range of 1,000 feet. A ranged FX suffers a
FX checks for passive FX (if any) are never subject to extra effort –2 penalty to attack rolls for every range increment past the first, to
for trying again. Likewise, rolls and checks other than FX checks –18 at maximum range.
are not subject to fatigue from trying again, such as attack rolls with
a particular FX, or skill checks involving an enhanced skill (which is The Progression FX feat can increase an FX’s maximum range,
also usually a passive FX, and already exempt). while the Improved Range FX feat can increase its range
increment. So one Progression (range) FX feat moves the FX’s
maximum range from 10 increments to 25 increments (then 50,
Opposed FX Checks 100, etc.). One Improved Range feat moves range increment from
10 feet to 25 feet, then 50, 100, and so forth on the Time and Value
In some cases, usually when one FX is used directly against Progression Table. For FX without increased maximum range, this
another, an opposed FX check is called for. If a contest is entirely a reduces the total number of increments the FX has; if range
matter of whose FX is greater, a comparison check may apply: the increment and maximum range are the same (the effect has only
character with the higher FX rank wins automatically. one range increment) then it takes no penalties for range out to its
For a particular use of opposed FX checks, see Countering FX later maximum distance.
in this section.
Perception
FX Checks vs. Resistance A perception range FX works on any target you can perceive with
Some FX require compare the result of an FX check against the an accurate sense—usually sight—without any need for an attack
result of the target’s resistance to determine the result of the FX. roll. If the target has total cover or concealment from all your
The opposed check is made immediately when the FX is used. accurate senses, your perception range FX cannot affect it. The
GM may require a Notice check to determine if you can perceive
the target accurately enough to affect it. Since perception range FX
FX vs. Skill Checks do not require attack rolls, they cannot score critical hits, nor benefit
from traits that modify attack rolls, such as Power Attack.
On occasion an FX may be opposed by a skill or vice versa. This is
a normal opposed check, comparing the FX’s check result against
the skill’s check result. Duration
Each FX lasts for a particular amount of time, which may be
Range changed by power modifiers. FX durations are instant,
concentration, sustained, continuous, and permanent.
Each FX has a default range at which it functions, that can be
changed using modifiers. FX ranges are: personal, touch, touch-
perception, ranged, and perception. Instant
An instant FX occurs and ends instantly, although its results may
Personal linger. Most attack FX are instant; the attack happens immediately,
although it may take time for the target to recover from it.
A personal range FX works only on you, the user. Personal FX are
therefore usually beneficial in nature. For a personal range FX that
works on others, apply the Affects Others extra to the base FX. Concentration
A concentration FX lasts as long as you concentrate on maintaining
Touch it. Concentration takes one action and distractions may cause your
concentration to lapse. If your concentration lapses, the FX stops.
A touch range FX works on anyone or anything you can touch Failing to take the necessary action to concentrate means your
(which usually includes yourself). Touching an unwilling subject concentration lapses automatically. Make a Concentration check
within reach requires a melee attack roll against the subject’s (DC 10 + power rank) each round you maintain the FX. A failed
Defense, like an unarmed attack. Successfully touching the target check means the FX lapses.
allows the FX to occur, although a normal resistance against the FX
is permitted (if there is one).

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Sustained An FX with the Uncontrolled flaw is never under your control!


Although it may sometimes do something useful, an Uncontrolled
A sustained FX lasts as long as you take a free action each round FX is always under the Gamemaster’s control and is considered a
to maintain it. Since you are capable of taking as many free actions passive FX. Among other things, this means someone usurping
as you wish, you can generally maintain any number of sustained control of your FX doesn’t gain any more control over it than you
FX, limited only by the Gamemaster’s judgment. If you are have. It also means the FX may operate even when you’re normally
incapable of taking free actions (stunned or unconscious, for incapable of using other FX, if the GM sees fit.
example) then the FX lapses. You can maintain a sustained FX as An Unreliable FX, on the other hand, just doesn’t work sometimes.
a reaction (allowing you to attempt to maintain it if you are stunned, When you fail a reliability check, treat it as an involuntary
for example) for one round with a Concentration check (DC 10 + deactivation of the FX: it stops working immediately (if it was active)
power rank). Make the resistance each round you maintain the FX and can’t be reactivated until you recover the FX in some way.
as a reaction. A failed check means the FX lapses.

Continuous Resistance Against FX


Active FX that work on other characters must overcome that
A continuous FX lasts as long as you wish, without any effort on
character's resistance against the FX. The type of resistance
your part. Once activated, it stays that way until you choose to
(Toughness, Fortitude, or Will) depends on the FX and its modifiers.
deactivate it, even if you are stunned or unconscious. Continuous
The DC to overcome a resistance is 10 + resistance modifier. Add
FX can still generally be countered or nullified to stop them from
your FX's rank to a d20 roll to see if you overcome the resistance.
working.
So the DC to overcome a character's +9 Fortitude resistance is 19
(10 + 9). Toughness resistances have a DC of 5 + the character's
Permanent Toughness modifier. If you succeed in overcoming the target's
resistance, the FX works.
A permanent FX is always active and cannot be turned off, even if
you want to. Permanent FX can only counter other FX at the GM’s
discretion, although they may sometimes be countered and can be Difficulty Class to Overcome a Resistance = 10 + Resistance rank
nullified unless they also have the Innate FX feat. (5 + rank for Toughness)

Involuntarily Deactivation Harmless FX


Some FX are listed as "(harmless)" after the resistance type,
There are a number of ways in which characters may lose the
meaning the FX is usually beneficial, but recipients may resist it, if
ability to maintain an FX: damage, distraction, or interference of they wish. Successfully resisting against a harmless FX means the
some kind or another. If conditions cause involuntary deactivation
FX doesn’t work. This particularly comes into play with passive
of an FX, it occurs immediately, not on the user’s next action. So, resistance bonuses, like Immunity.
for example, if you’re stunned by an opponent’s attack (and don’t
successfully make an Expertise check to conentrate), then any
concentration or sustained FX immediately stop working. Lasting
FX remain, but they’re no longer under your control.
Staged FX
Once an active FX is deactivated (voluntarily or not) it must be Some FX are listed as "(staged)" after the resistance type, meaning
reactivated normally once you’re capable of doing so. This is trivial the amount by which the check to overcome the character's
for a free action FX, but can be significant for FX requiring longer resistance determines the outcome of the FX. The exact results of
actions, particularly ones with flaws adding other activation the success are given in the FX’s description.
requirements.

Forgoing Resistance
Losing Control Willing characters can forgo their resistance against an FX, if they
In addition to losing the ability to maintain an FX, it’s possible to wish. The player declares the intention to do so before the FX is
lose the ability to control it, which is not necessarily the same thing. used. This includes characters that think they’re receiving the
An out of control FX may deactivate, but could do other things as benefit of a harmless FX, even if they’re not! You can’t forgo
well. Toughness resistance and there’s no such thing as a “harmless”
Toughness FX.
A subject under Mind Control can be ordered to activate,
deactivate, or use any FX under his control. So you can order a
mind-controlled thrall to lower his Force Field, for example, or stop
maintaining any other FX. Targets may be strongly opposed to
Immunity
certain FX-related actions: turning off your Force Field is one thing, The Immunity FX allows characters to automatically resist certain
shutting off your Enhanced Movement (Flight) FX while high in the FX. Moreover, since Immunity is normally permanent, the character
air is another! cannot choose to forgo resistance, even if the FX is harmless.
You can’t use Mind Control to command a target to do something Characters with continuous or sustained Immunity can choose to
he can’t normally do, like turn off Enhanced (Trait) (or any other turn the FX off in order to forgo their resistance and receive the
permanent effect) or exert active control over a passive FX. benefit of harmless FX, if desired. Even in those cases, you can’t
Likewise, Mind Control doesn’t abrogate any modifiers on the forgo the resistance while Immunity is active, and it requires a free
target’s FX: if they don’t work at night, for example, then your action to voluntarily lower your Immunity.
control isn’t going to change that.

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TABLE 5.1: TIME AND VALUE PROGRESSION


Mundane Mundane Cinematic Epic
Rank Cinematic Time Epic Time Range Area
Time Value Value Value
3 seconds (1 3 seconds (1 3 seconds (1
1 1 1 1 10 feet 5 ft. radius
action) action) action)
6 seconds (1 6 seconds (1 6 seconds (1
2 2 2 5 100 feet 10 ft. radius
round) round) round)
30 seconds (5 1 minute (10 1 minute (10
3 3 5 10 1,000 feet 25 ft. radius
rounds) rounds) rounds)
1 minute (10
4 5 minutes 10 minutes 5 10 50 1 mile 50 ft. radius
rounds)
5 5 minutes 30 minutes 1 hour 10 25 100 5 miles 100 ft. radius
6 10 minutes 1 hour 6 hours 15 50 500 20 miles 250 ft. radius
7 30 minutes 6 hours 12 hours 20 100 1,000 200 miles 500 ft. radius
8 1 hour 1 day 1 week 30 250 5,000 2,000 miles 1,000 ft. radius
9 6 hours 1 week 1 month 40 500 10,000 20,000 miles 2,500 ft. radius
10 12 hours 1 month 1 year 60 1,000 50,000 200,000 miles 1 mile radius
11 1 day 3 months 10 years 100 2,500 100,000 2 million miles 2 mile radius
20 million
12 3 days 1 year 50 years 150 5,000 500,000 5 mile radius
miles
200 million
13 1 week 5 years 500 years 200 10,000 1 million 10 mile radius
miles
10 years 1,000 years
14 1 month 300 25,000 5 million 42 billion miles 25 mile radius
(decade) (millennium)
Same solar
15 3 months 50 years 10,000 years 500 50,000 10 million 50 mile radius
system
100 years Nearby star 100 mile
16 6 months 50,000 years 750 100,000 50 million
(century) systems radius
Distant star 250 mile
17 1 year 500 years 100,000 years 1,000 250,000 100 million
systems radius
1,000 years 500 mile
18 2 years 1 million years 1,500 500,000 500 million Same galaxy
(millennium) radius
Nearby 1,000 mile
19 5 years 5,000 years 1 billion years 2,500 1 million 1 billion
galaxies radius
10 years 5 billion years (age Anywhere in
20 10,000 years 3,500 2.5 million 5 billion 2,500 mile
(decade) of the earth) the universe

Result
creation or can move mountains.

The result of any given FX is given in the FX’s description, but FX Using the Time and Value
results share certain common terms and systems, described here.
Progression Table
Progression An effect’s description will generally say something like, “the FX
begins at a value of X and each rank moves it one step up the
Many FX are measured in time, distance, area, mass affected, and Progression Table,” where X is the starting value of the FX’s result.
so forth. The Time and Value Progression Table handles these So, for example, the Enhanced Movement FX for Flight starts out
measurements for effects in d20 Advanced. Uses of the table are with a speed of 10 miles per hour (100 feet per move action) at
referenced in the individual FX and modifier descriptions in this rank 1. Each rank moves speed one step up the Progression Table.
chapter. The table includes value progressions for different Since the value after 10 on the table is 25, 2 is 25 MPH, 3 is 50
playstyles, from lower-powered games to epic games. MPH, and so forth.
• Mundane Value: For games where FX are less potent, such Note that not all FX start their progression at the rank 1 on the
as in more street-level or true-to-life settings, use the Realistic table; many start off with a higher base value and progress from
value column. there. If necessary, you can extend the Progression Table by
• Cinematic Value: For more cinematic games where the FX a following the same progression.
character wields are more powerful and more potent, the
heroic value column is an appropriate choice.
• Epic Value: In games where characters might be wielding
Extended Range or Area
godlike or cosmic power able to stretch across the whole of An extended range FX works at a particular distance (or over a

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Noticing FX
particular area) determined by its rank, as shown on the Extended
Range Table. Because the FX’s range or area is determined by
rank, it cannot be changed using Range or Area modifiers. To alter
range or area, increase or decrease the effect’s rank instead. If an The ability to notice FX follows certain basic guidelines:
FX does not have area based on rank, it uses the Area extra to
work over an area. • Active FX are noticeable in some way: a visible display, an
audible noise, a powerful vibration, and so forth. The exact
Technically, extended range FX are personal, in that they affect the
display associated with the FX depends on the descriptors,
user, but their “reach” is given on the Extended Range Table. So,
approved by the GM.
for example, ESP is a personal FX, in that it only modifies the
user’s senses, but the distance you can displace your point of • Passive FX are unnoticeable, although they can be noticeable,
perception with it is based on the Extended Range Table. Likewise, if you wish (with the application of the Noticeable FX
Teleport is a personal FX—it allows you to move instantly from drawback).
place to place—but the distance covered is based on its rank and • If a passive FX’s duration is changed, it becomes noticeable,
the Extended Range Table. unless the Subtle FX feat is applied. This includes passive FX
Extended area FX are generally not personal, the FX covering a added to an active Container structure. Active FX remain
particular area, either radiating from you (if the FX is touch range) noticeable, even if their duration is changed, unless the Subtle
or that you can center on a point within range (if the FX is ranged). FX feat is applied to them.
• Sensory FX are by definition noticeable to the sense(s) they
affect. So a sight-dependent FX is noticeable visually, and so
Lasting Results forth. This means mental sensory FX are noticeable only to
An FX with “(lasting)” listed after its duration means the target must mental senses. The Subtle FX feat can conceal the source of a
recover from the FX by making additional recovery checks, with a sensory effect, but not its actual effect on the senses. A Subtle
cumulative +1 bonus per previous check. A successful check Visual Dazzle, for example, might use an undetectable medium
eliminates the lingering FX (and the need for further check). to cause temporary blindness, but victims of the effect still
know they’re unable to see. Likewise, the Concealment effect
An instant duration lasting FX allows a new recovery check each is “noticeable” in that concealed subjects actually “disappear”
round on the initiative count when the FX occurred. So an instant from the affected sense, but they do not otherwise call attention
lasting FX that takes place on initiative count 12 of a round offers a to themselves.
new recovery check at initiative count 12 on the following round,
even if the FX-user or the target’s place in the initiative order
changes.
A concentration duration lasting FX allows a new check for each
Noticeable FX
interval on the Time Table, starting one minute after the FX occurs Noticeable FX are automatically detected by whatever senses are
(then 5 minutes, 20 minutes, and so on). The FX lasts until the appropriate, depending on their descriptors. Normally, no
target successfully recovers or the user stops concentrating Perception check is required, but the GM can ask for one if the
whichever comes first. If you stop concentrating, the subject gains a circumstances wouldn’t allow observers to take 10. The DC of the
new check every round (like an instant lasting FX), with a +1 bonus Perception check is 10 (since observers can normally take 10 to
per check, until the FX is eliminated. Once you stop concentrating automatically succeed).
on the FX, you can’t start again without an entirely new use of the
FX.
A sustained duration lasting FX allows a new check for each Sensory FX
interval on the Time Table, the same as with concentration duration,
Sensory FX like Illusion and Obscure can conceal other effects just
but does not require an action to maintain; its FX continue until the
target successfully recovers. If you concentrate during an entire as they do anything else. So the flash of an energy blast is
concealed by a Visual Obscure FX just like an ordinary flashbulb
time interval (taking a standard action each round), the subject
does not gain the cumulative +1 check bonus for that interval. Once would be. Concealment hides personal range FX, but not others, so
an invisible character’s force field cannot be seen, but his force
you stop concentrating on a sustained lasting FX, you cannot start
concentrating on it again without an entirely new use of the FX. blast can, unless it’s Subtle.
A continuous duration lasting FX does not allow new checks at all; if
the initial effect succeeds, the FX lasts until countered or reversed Mental FX
in some way. The GM should carefully regulate sustained and
continuous lasting FX in the game. Generally, there should be Mental sensory FX are noticeable only to those directly affected by
some reasonable way to reverse a continuous lasting FX other than them (who sense them automatically) and to observers with a
countering or nullifying it, such as a medical treatment, folk remedy, ranged mental sense, such as Mental Awareness. Unnoticeable FX
other FX, or the like. The GM decides what’s reasonable for any become noticeable with an application of the Noticeable FX
given FX. drawback.
It should be noted that there is no such thing as a “permanent
lasting” FX; continuous is as close as it gets, and the Permanent
flaw does not apply to the duration of lasting FX. No FX in d20A Subtle FX
should be completely irreversible unless it is a plot device
controlled by the GM, and even then Gamemasters should consider Subtle FX are either noticeable only with a Perception check (DC
carefully whether or not such an absolute effect is fair. 20) or automatically with a specialized sense other than the
standard visual, auditory, olfactory, tactile, and mental senses. This
usually means Enhanced Senses based in a different sense type.
For example, an FX based on invisible radiation is noticeable to a
detect radiation sense (or perhaps to infravision or ultravision, if it’s

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Instant Countering
the right wavelength), but unnoticeable to other senses. Noticeable
FX can be made subtle with the application of one rank of the
Subtle FX feat.
You can spend a hero die to counter another FX as a reaction using
an FX that normally requires one or fewer actions without the need
Unnoticeable FX to ready an action to do so.

FX Descriptions
Unnoticeable FX are truly undetectable by any sense, although
their consequences may still be noticeable. So, for example, a
protection effect (which is permanent) is normally unnoticeable: you
can’t tell by looking at or even touching someone with protection This section describes various FX available in d20 Advanced. Here
whether or not they have an increased Toughness resistance. is the format for FX descriptions.
However, you can certainly see (or at least surmise) that someone
has Impervious Toughness when you see bullets bouncing off
them! Likewise, although a Subtle Mental Damage may be FX NAME
completely undetectable, the FX’s victim still knows he’s hurt (if the
attack damaged him), as do others if the attack does enough Action: The action required to
damage to visibly daze the target or worse (although neither will use the FX. Passive FX have
necessarily know the cause of the damage). Type: The FX’s type. “(passive)” listed after their
action, while active FX have
Noticeable FX can be made unnoticeable with the application of
“(active)” listed after it.
two ranks of the Subtle FX feat.
Duration: The FX’s duration. FX
with lasting results have
Range: The FX’s range.
Countering FX
“(lasting)” listed after their
duration.
Resistance: The resistance the
In some circumstances one FX may counter another, negating it. FX targets. Harmless FX have Cost: How many character
Generally for two FX to counter each other they must have “(harmless)” listed after the points the FX costs (per rank, if it
opposed descriptors. For example, light and darkness FX can resistance type. Staged FX have is available in ranks).
counter each other as can heat and cold, water and fire, and so “(staged)” listed after.
forth. In some cases FX of the same descriptor can also counter
each other. The GM is the final arbiter as to whether or not an FX of
a particular descriptor can counter another. The Nullify FX can
counter any FX of a particular descriptor (or even any FX at all)
Extras
depending on how it is configured. This section describes extras relevant to the FX.

How Countering Works Flaws


To counter an FX, take a ready action. In doing so, you wait to This section describes flaws relevant to the FX.
complete your action until your opponent tries to use an FX. You
may still take another action, since ready is only one action.
You must be able to use the countering FX as one or fewer actions
to ready it. FX usable as a reaction do not require a ready action;
you can use them to counter at any time. FX requiring two actions
or longer cannot counter another FX in combat, although they may
potentially counter ongoing FX.
If an opponent attempts to use an FX you are able to counter, use
your countering FX as your readied action. You and the opposing
character make FX checks (d20 + FX rank). If you win, your two FX
cancel each other out and there is no FX from either. If the
opposing character wins, your attempt to counter is unsuccessful.
The opposing FX works normally.

Countering Ongoing FX
You can also counter a maintained or lasting FX, or the lingering
results of an instant FX (like flames ignited by fiery Damage). This
requires a normal use of the countering FX and an opposed FX
check, as above. If you are successful, you negate the FX
(although the opposing character can re-establish it normally).
If countering a lingering FX no longer under the user’s control, the
countering character makes an FX check as usual, but the DC is
simply 10 plus the rank of the FX, since there’s no opposition.

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Drawbacks
capable of surprise attacks.

This section describes power drawbacks relevant to the FX.


Extras
Associated Effects
In general, FX modifiers affecting attacks (e.g. Affects Corporeal,
Area, Penetrating, etc.) should apply to the Strength of a character
with Additional Limbs rather than to the Additional Limbs effect
This section describes other FX commonly associated with the FZ itself. Such modifiers applied to Strength affect all of the character’s
and how they may work together. limbs.
If any of these later entries do not apply, they are omitted. So if an • Duration: Additional Limbs can be made sustained in duration
FX has no particular extras associated with it, for example, the for a net +0 modifier. This reflects the type of FX a character
Extras entry is omitted. In various parts of an FX’s description, can turn on or off (growing or forming the additional limbs and
certain circumstances may require multiplying the effect’s normal then making them disappear just as easily). This is also the
rank by a fraction (one- half, two-thirds, and so forth). Unless case for Additional Limbs made continuous (a +1 modifier)
specified otherwise, round the results of all such fractions down to except the extra limbs remain until you choose to eliminate
the nearest whole number. them, even if you are stunned or unconscious.
• Projection (+1): Your Additional Limbs are merely a projection

FX Descriptions
of your power rather than an extension of you. Therefore, they
are not vulnerable to attack on their own; any attacks
specifically against your Additional Limb(s) have no effect. So,
for example, one of your additional limbs could reach into a
ADDITIONAL LIMBS container of acid to pull out an object without any risk of harm.
Type: Alteration Action: None (passive) The GM may require Additional Limbs with this extra to modify
Range: Personal Duration: Permanent their duration to continuous or sustained, but this is not
essential. It’s likely that Additional Limbs with this extra are not
Resistance: None Cost: 2 points per rank
eligible for the Innate FX feat.
• Range: Like the Extended Reach feat, this modifier does not
You have one or more additional limbs, such as arms, legs,
improve the “reach” of the Additional Limbs themselves. For
tentacles, or a prehensile tail (among others). You have one extra
that, use the Elongation FX.
limb at rank 1. Each additional rank moves your number of extra
limbs one step up the Time and Value Progression Table: two at
rank 2, five at rank 3, and so forth. In-between numbers of
additional limbs should be considered the nearest higher rank. So Flaws
four extra limbs, for example, is considered rank 3.
• Distracting (–1): Coordinating the actions of multiple limbs
Additional Limbs do not allow you to take extra actions in a round. may be distracting indeed, applying this flaw to the Additional
All additional limbs except your dominant limb are considered your Limbs effect results in the character losing any defense bonus
"off-hand." If you have the Ambidexterity feat, you have no off-hand while applying any extra limbs to an action. This flaw should
penalties with any of your limbs. generally not apply to any creature that has Innate Additional
If you apply all of your Additional Limbs to an opposed Maneuver Limbs, especially if they are part of its natural physiology.
check with Might (rather than leave some of them free), you gain a
+1 bonus per rank in Additional Limbs (though this bonus is still
capped by the campaign's power level.
Drawbacks
Noticeable: As noted under Subtle, Additional Limbs are
FX Feats

noticeable by default and probably shouldn’t have this
drawback unless they’re a Projection or something truly
• Extended Reach: Since Additional Limbs is a personal range unusual.
effect this FX feat does not affect it. To extend the reach of your
limbs (additional or otherwise), use the Elongation FX.
• Innate: Additional Limbs are often innate qualities of a
character or creature’s physiology, making this FX feat
Associated FX
appropriate. Additional Limbs assumes the limbs are usable as arms or legs (or
both). Other sorts of limbs—wings, for example—are better handled
• Split Attack: While Additional Limbs do not grant any
by other traits, such as Enhanced Movement. Common FX
additional attacks, applying this FX feat to the character’s
associated with Additional Limbs include:
unarmed attacks can reflect the ability of multiple limbs to strike
at different targets. • Elongation: Additional Limbs often take the form of tentacles,
pseudopods, or prehensile hair with unusual stretching
• Subtle: The "effect" of Additional Limbs—namely having
properties, making Elongation an appropriate additional effect.
additional limbs—is not Subtle, an exception to the normal
It is often Limited solely to the Additional Limbs, the rest of the
guidelines on passive effects. At the GM’s discretion, this FX
character’s body unable to elongate.
feat can give a character “invisible” Additional Limbs,
detectable only by certain unusual senses (rank 1) or not at all • Enhanced Strength: Additional Limbs may come with
(rank 2). This works well in conjunction with the Projection Enhanced Strength, particularly mechanical or grafted-on
extra (see the following) and may make the Additional Limbs limbs. As with Elongation, these effects may be Limited solely

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to the Additional Limbs. Duration extra.


• Damage: A character’s Additional Limbs might have natural • Range: An Anatomic Separation Attack can have this extra,
weapons such as claws or simply greater striking power, allowing it to work at normal range. A +2 extra extends it to
providing this bonus to melee damage. Note that Limited to perception range.
Additional Limbs is generally not a suitable flaw for Damage, • Variable Split (+1): You can choose how you separate when
although the GM may approve an FX Loss drawback for you use the effect. So at rank 1, you can choose to detach any
Damage if the characters extra limbs are easier to restrain or individual body part.
avoid than normal limbs.

ANATOMIC SEPARATION Flaws


Type: Alteration Action: One (active) • Action: With this flaw, separating your parts takes longer than
Range: Personal Duration: Continuous a one action.
Resistance: None Cost: 2 points per rank • Permanent: If applied to Anatomic Separation, the Permanent
flaw means you cannot re-combine your body into a whole; you
You can split off parts of your body and keep all of them functioning are always separated into a number of segments equal to the
(relatively) normally. The process of separation causes you no FX’s rank. You cannot have the Variable Split extra, and
harm, although it can be disconcerting to watch. You can split off a maintaining any sort of secret identity is difficult, to say the
number of segments equal to your power rank; so rank 1 might least.
allow you to detach a hand, arm, or foot (or even your head). Rank
5 could allow you to detach all your limbs (including your head),
and so forth. You choose how you separate when you acquire the
effect and it cannot be changed. Separating or reassembling your
Drawbacks
segments requires a move action. • Involuntary Transformation: If you have circumstances
Your separate parts remain fully functional, so you can see out of a where you lose control of your Anatomic Separation and
separated eye, manipulate things with a separated hand, and so literally “go to pieces,” apply this drawback.
forth. Separated parts are limited to whatever movement their form • One-Way Transformation: If you can freely separate your
allows, so a hand can crawl and a leg can hop, for example, an segments, but reattaching or reuniting them is more involved,
eyeball can even roll, but a separated head or torso isn’t capable of requiring special tools or extra time, for example, apply this
much movement. You can use movement FX (such as Enhanced drawback.
Movement) in conjunction with your separated parts. Separate
parts have modifiers based on their size and retain your FX, so long
as they’re related to that body part. BOOST
Each segment gets a one action each round, but you can only take Type: Trait Action: One (active)
one other action among them, regardless of how many segments
Range: Touch Duration: Instant
you break into. You may use up to two of those actions to attack
(with an attack of Maneuver check), leaving other actions restricted Resistance: Fortitude
Cost: 1-5 points per rank
to non-combat skill uses or movement. The GM assesses any (harmless)
suitable modifiers to your actions based on your current state of
disassembly. You can improve a trait or traits temporarily. You can boost yourself
Separated parts have your normal Toughness resistance, but any or others by touch.
successful damaging attack leaves a separated part staggered. A Take one action to use Boost. Each rank improves the targeted trait
second successful attack leaves the separate part immobile. When by 1 character point. These temporary points fade at a rate of 1 per
the damaged part is reattached, remove its damage and add an round until they are gone and the trait returns to its normal value
injured condition to your character’s damage track. Your recover (this rate can be slowed using the Slow Fade FX feat). Temporary
from this damage normally. character points that restore a trait back to its normal starting value
do not fade.

Extras You can boost the trait again before the temporary character points
have faded, but you cannot add more than your Boost rank in
character points to a trait. Boosts are not cumulative; only the
• Affects Others: With this modifier, you can use this FX on highest-ranked one applies to any given trait at any given time. So
others, separating the body parts of another willing character. combining Boost 3 and Boost 8 results in an increase of 8 character
To affect an unwilling subject, you need the Attack modifier points, not 11, and applying Boost 10 to a trait after 5 character
(see the following). points have faded raises the temporary character points back to 10,
• Attack: An Anatomic Separation Attack allows you to forcibly not 15.
remove someone’s body parts! However, the target retains The cost per rank determines the effect of Boost:
control of any separated body parts, like a normal use of the
Anatomic Separation effect. Although you control which part(s) • 1 point: Boost improves a single trait, chosen when the effect
separate, the target still controls them. For the ability to control is acquired (such as Strength, the Damage FX, etc.). If the
body parts you separate from the target, increase the extra to subject does not have the targeted trait they may gain it
temporarily, at the GM’s discretion. To affect a list of specific
+1 to represent the addition of a Linked Mind Control effect,
Limited to the target’s separated body parts. This control has a traits, one at a time, acquire different Boosts as Alternate FX
concentration duration, independent from the Anatomic feats.
Separation Attack, which can be increased normally with the • 2 points: Boost can affect any trait suiting your descriptors,

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one at a time. If the subject does not have the targeted trait response to an emotion, apply the Action extra to reduce it to a
they may gain it temporarily, at the GM’s discretion. reaction instead; this flaw does not apply (since reactions are
• 3 points: Boost affects all of a group of traits at once (ability already limited by circumstance).
scores, skills, feats, or FX of a particular type or descriptor). • Fades: This flaw is already a part of the Boost FX and cannot
Each affected trait gains the benefits of the Boost. The subject be applied to it (or removed from it).
must have the targeted trait(s). • Others Only (–1): You can Boost other characters, but not
• 4 points: Boost affects all of the subject’s FX at once. yourself.
• 5 points: Boost affects all of the subject’s traits at once.
• Permanent: Since Boost’s duration cannot be altered this flaw
You cannot Boost permanent or innate FX. Boosted traits must cannot apply to it.
generally remain within the campaign’s power level limits, although
the GM should feel free to waive or modify this requirement as best • Personal (–1): Your Boost is personal range and affects only
suits the needs of the game. you.
• Restorative (–1): A Boost effect with this flaw only improves
traits up to their normal (purchased) values and is therefore
FX Feats only good for restoring character points lost to some other
effect, like Drain. Traits restored to their normal value do not
• Slow Fade: This FX feat reduces the rate at which boosted fade, just as with a normal use of Boost.
traits fade. The GM may set a limit on ranks in Slow Fade to • Tiring: A Boost may represent some sort of superhuman effort.
prevent abuse (such as boosts that take days or even longer to In this case, the Tiring flaw is appropriate.
fade).
• Subtle: Boost is not Subtle by default and requires this FX feat
for its effects to go unnoticed.
• Triggered: This FX feat allows you to set a trigger for Boost Note: Boost can be disruptive to the game when bought to
under a particular circumstance. Note that a Triggered Boost is high ranks (boosting all traits at once) when combined with the
only good for one use before the trigger must be reset. For a Total Fade extra and/or multiple ranks in the Slow Fade feat. For
triggered type Boost usable over and over when circumstances the cost of 6 points per rank or less, you can essentially bring all
recur, change the FX’s action to a reaction with the Action of your relevant traits up to the Power Level cap for the extent of
modifier (see the following). an entire encounter for a fraction of the usual cost.

While a player might suggest that this sort of FX would be useful


Extras to represent a character who needs to focus his power to access
his powers, and otherwise walks around like a relatively ordinary
(or at least weaker) person. For a character who is not always
• Action: Boost usable as a reaction can occur automatically in
combat-ready, the Normal Identity drawback or have ability
response to a particular circumstance, such as when you
associated with a Container structure.
become angry or suffer damage, for example. Choose the
circumstance when you apply the modifier.
• Affects Others: Boost Affects Others by default. If it only COMMUNICATION
Affects Others, then it has a flaw (see Flaws, following). Type: Sensory Action: One (active)
• Alternate Resistance: You can change Boost’s resistance to Range: Extended Duration: Sustained
Will to reflect a more mental-based effect.
Resistance: None Cost: 1 point per rank
• Duration: Boost’s duration can only be changed with the Slow
Fade FX feat and the Total Fade extra. For long-lasting
enhancements to traits, see the Enhanced (Trait) FX. You can communicate over a distance using a medium other than
your normal voice. Choose a sense type as the medium for your
• Range: Boost is normally touch range. A +1 extra enhances it communication (see the list of examples). You may also use a
to ranged, while a +2 extra makes it perception range. special sense type (neutrinos, gravitons, magical sendings, and so
Personal range Boost has a flaw. forth) noticeable only to an appropriate form of the detect Enhanced
• Selective Attack: An Area Boost can have his extra, which is Senses.
quite useful in ensuring only the user’s allies receive the The following are some types of communication associated with
benefits of the Boost. particular sense types. This is by no means an exhaustive list, and
• Total Fade: A Boost FX with this modifier does not fade slowly, the Gamemaster is free to allow other sorts of Communication, as
but all at once when its normal duration is up. This is useful for best suits the character and the setting.
"binary" Boosts that are on/off rather than fading slowly; one • Visual: laser or fiber optic link.
moment the Boost is full-strength, then it’s gone. • Auditory: ultrasonic or infrasonic beam, “ventriloquism.”
• Olfactory: pheromones or chemical markers.

Flaws
• Tactile: vibratory carrier wave.
• Radio: AM, FM, and short-wave radio bands, microwaves.
• Mental: telepathic transmission, psychic link, mystical sending.
• Emotional (–1): Your Boost is limited to either when you are
feeling a particular strong emotion or when others around you Base range for Communication is 10 feet at rank 1. Each additional
are, such as only when you as particularly angry, or only when rank increases range as shown on the Extended Range Table.
you are surrounded by love, fear, or such. Among other things, Communication is instantaneous with any subject within your
this means your Boost effect may be countered (or enabled) by range.
FX which alter mood. If your Boost activates automatically in The recipient of your communication must be within range and

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have a means of receiving your transmission (enhanced sense, or Communication effects may require greater focus, making
a receiver of some sort; a score of 1 or more in all mental abilities is them concentration duration (and essentially limiting the user to
all that’s needed to “receive” Mental Communication). You can move and free actions while communicating).
receive Communication of the same medium as your own. • Distracting: Communication use may be distracting,
Receivers can choose to ignore your Communication, if they wish. particularly if it requires a degree of concentration to maintain
Communication is language-dependent; you and the subject must (see Duration, previously).
share a common language (see Comprehend to communicate
across language barriers). Your Communication is point-to-point • Limited: Communication may be limited to only members of a
(sent to a single receiver within your range). particular group, such as a species, family, members of an
organization, and so forth. This is in addition to limitations
Activating your Communication effect is a free action.
imposed by medium (that is, requiring subjects to have a
Communicating, however, takes the normal amount of time. You
means of picking up on the Communication). Particularly
can apply the Rapid FX feat to speed things up, provided your
limited groups may qualify for a greater flaw (–2 or more) as
recipient is capable of receiving communication at that speed.
the GM sees fit.
Others with an acute sense able to detect your Communication
• Sense-Dependent: Communication itself is already sense-
medium can “tap into” your transmissions with a Perception check
dependent (in that the subject(s) must be able to sense your
(DC 15 + your Communication rank). The eavesdropper must be
communication medium to pick up your transmissions) and so
within normal sensory range of you or the receiver. Your
cannot have this flaw. However, other perception range effects
Communication can be blocked or “jammed” by sensory effects
can be Communication-Dependent, meaning you must be in
such as Dazzle or Obscure affecting your transmission medium.
communication with your subject for them to work (using your
Communication medium as a “carrier” for the other effect). If

FX Feats your Communication is blocked in any way, the other effect


doesn’t work. An example is a mental FX that is Mental
Communication Dependent.
• Affects Insubstantial: As a sensory effect, Communication
does not need this power feat for insubstantial subjects to


perceive it.
Dimensional: Communication with this power feat can bridge Associated FX
dimensional barriers, reaching into other dimensions and • Comprehend: Since Communication isn’t much use if the
planes of existence. The Communication effect still has its person on the other end can’t understand you, or you can’t
proximate range, and the GM may rule certain subjects “out of understand them, Comprehend Languages is a common effect
range” of the effect, depending on their relative position in the associated with Communication.
other dimension.
• ESP: Communication is often Linked with ESP, allowing for
• Rapid: Your communication occurs 10 times faster than normal “two-way” reception: the user can both send messages and
speech. Each additional rank of this feat increases perceive the subject’s replies (assuming the subject does not
communication speed by a factor of 10. This is useful for high- also have Communication). Communication may also be linked
speed computer links, “deep sharing” psychic rapports, and so to ESP to allow the user to both perceive a distant area and
forth. communicate with those present there.
• Selective: If you have the Area extra, you can choose which
receiver(s) within range get your Communication, excluding
everyone else. This allows you to go from a single receiver COMPREHEND
(point-to-point) to all potential receivers in range (omni-
directional) or anywhere in between. Type: Sensory Action: None (passive)
• Subtle: Your Communication cannot be “overheard” (it is Range: Personal Duration: Continuous
encrypted, scrambled, or otherwise protected). If you apply the Resistance: None Cost: 2 points per rank
feat twice, your Communication cannot even be detected (that
is, no one can even tell you are transmitting, much less what You can comprehend different forms of communication; even
you’re saying). communicate with subjects normally incapable of doing so. Each
rank allows you to choose one of the following options:

Extras • Animals: You can either speak to or comprehend animals


(creatures with Int -5). You can ask questions and receive
answers, although animals are not any more friendly or
• Area: You can broadcast omni-directionally to every receiver
cooperative than normal. Furthermore, wary and cunning
within your maximum Communication range at once. Note this animals are likely to be terse and evasive, while especially
extra is only strictly necessary to communicate with everyone
stupid ones tend to make inane comments. If an animal is
over a wide area at once; since using and maintaining friendly toward you, it may do some favor or service for you.
Communication are free actions, the GM may allow a
For two ranks you can both speak to and understand animals.
communicator to establish and maintain contact with multiple
discrete receivers—such as the members of the same team— • Codes: You can decode various codes or ciphers
all in the same round. automatically, understanding them as if they were written or
spoken in your native language.
• Electronics: You can verbally communicate with electronic
Flaws devices. Most are limited by their programming and peripherals
in terms of what they “know,” and may not be able to answer
• Duration: As a default, Communication requires only a some inquiries. Machines tend to be cold and mechanical, and
modicum of attention to maintain, making it sustained. Some may not be cooperative. At the GM’s discretion, you can use

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the Technology skill in place of Persuasion when speaking with circumstances if its duration is reduced, such as when dealing
machines. For two ranks you can both speak to machines and with a babble of conversation all at once.
understand their replies. • Limited: You can only comprehend a broad type of subject
• Languages: For one rank you can either speak or understand (only elves, canines, avians, or sea creatures, for example) as
the language of any intelligent creature. You can speak only a –1 flaw. You can only comprehend a narrow type of subject
one language at a time, although you can understand several (dogs, falcons, or dolphins, for example) as a –2 flaw.
languages at once. For two ranks anyone able to hear you can • Permanent: Permanent duration is not considered a flaw for
understand what you’re saying, regardless of language (you Comprehend, given its effects. It does not apply.
can effectively “speak” multiple languages at once). For three
ranks you can both speak and understand all languages at • Unreliable: At the GM’s discretion, an Unreliable Comprehend
once. Being able to read any language requires one more rank. effect may provide an incorrect or misleading translation on a
This effect does not enable you to communicate with creatures failed roll rather than simply not working at all.
that don’t possess a language; see the other Comprehend
effects for that.
CONCEALMENT
• Objects: You can communicate with inanimate objects (other
than plants and electronics), granting them the ability to speak Type: Sensory Action: Free (active)
to you or simply “reading” impressions from them. This requires Range: Personal Duration: Sustained
two Comprehend ranks. Objects only “know” about events Resistance: None Cost: 2 points per rank
directly affecting them or occurring in their immediate area.
Gamemasters can apply the guidelines for Postcognition to this
effect. Using this effect, you gain total concealment from a particular
sense—usually sight or hearing—although you are still detectable
• Plants: You can either comprehend or communicate with to other senses (even other senses of the same sense type). Each
plants, both normal plants and plant creatures. You can ask additional rank gives you concealment from another sense; two
questions of and receive answers from plants. A plant’s sense ranks give you concealment for an entire sense type.
of its surroundings is limited, so it won’t be able to give (or
recognize) detailed descriptions or answer questions about Concealment from visual senses costs double (2 ranks for one
events outside its immediate vicinity. For two ranks you can visual sense, 4 ranks for all visual senses). You cannot have
both speak to and understand plants. concealment from tactile senses, since that requires being
incorporeal. So at rank 5, you can have total concealment from all
• Spirits: You can communicate with incorporeal and normally visual senses (4 ranks) and normal hearing (1 rank), for example.
invisible and inaudible spirit beings, such as ghosts or certain At rank 10 Concealment you have total concealment from all sense
extradimensional entities, depending on what beings exist in types other than tactile.
the context of the setting. One rank essentially allows you to
While concealed, you gain Combat Advantage over targets
function as a “medium” of sorts, speaking to spirits and
unaware of your presence. Attackers take a -5 penalty to attack
comprehending their replies. However, you do not gain any
rolls made against you, assuming they know where to attack at all!
ability to summon or compel spirits. At the GM’s discretion, this
Attackers able to perceive you with an accurate sense suffer no
effect may extend to undead creatures, demons, or other
penalties, and combat is resolved normally.
supernatural entities, depending on the setting.
Someone can sense the presence of a concealed character within
three Perception range increments with an acute sense (see
Extras Enhanced Senses for details) and a DC 20 Perception check, such
as using hearing to detect a character concealed from sight. The
observer gains a hunch that "something’s there" but can’t
• Affects Others: Comprehend only includes the ability to speak
accurately perceive it (suffering the normal miss chance, for
or understand the languages of others. If you wish to grant
example). A concealed character holding still is harder to notice
others the ability to do the same (speak and understand your
(DC 30). A concealed inanimate object or completely immobile
language, for example, or give two others the ability to
creature is very hard to notice at close range (DC 40). It’s
understand each other without you acting as a translator) then
practically impossible (+20 DC) to accurately pinpoint a concealed
apply this modifier, usually at the +1 level to apply to yourself
character’s location using an acute sense.
and others.
• Area: Comprehend that Affects Others can have this modifier
to grant its benefits to everyone in the affected area. Area
Comprehend can also have the Selective FX feat to allow you FX Feats
to “filter out” who does and does not gain its benefits. • Close Range: The "close range" where someone can sense
your presence with an acute sense is adjacent (5 feet) rather

Flaws
than three perception range increments.
• Innate: This FX feat is appropriate for subjects with innate or
natural concealment qualities that cannot be nullified.
• Distracting: Since the use of Comprehend in combat may not
be particularly important, the GM may wish to disallow this flaw, • Selective: You can vary your Concealment at will (a free
as appropriate for the setting. action): going from total to partial to no concealment,
concealing some parts of you and not others, or anywhere in-
• Duration: Comprehend is normally continuous. If it requires at
least a modicum of focus to maintain, it may be sustained, if it between. If your Concealment affects multiple senses, you can
choose to affect some and not others with this feat as well.
requires considerable focus or effort to maintain, its duration
Concealment is normally all-or-nothing: either you are
may be lowered to concentration. The GM can require
Concentration checks to maintain Comprehend under difficult concealed or you’re not.

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• Subtle: Concealment is Subtle by nature and does not require The target of this effect becomes confused, unable to
this power feat, since going unnoticed is part of its effect. It independently determine his or her actions. If you overcome the
may also conceal the display of your personal range effects target’s Will resistance, roll on the Confused Behavior Table at the
(see Noticing FX). beginning of the subject's first action each round to see what the
subject does with that action. If you succeed by 5 or more, roll for
both of the character's actions in the round. If you succeed by 10 or
Extras more, the target is so confused that he becomes totally helpless.

• Affects Others: The +1 level of this modifier allows others to


benefit from your Concealment effect while you are touching TABLE 5.4: CONFUSED BEHAVIOR TABLE
them. d20 Roll Behavior
• Area: Concealment with Affects Others (previously) or Attack 1-2 Attack the user of the Confuse FX.
(immediately following) may have this extra, affecting all 3-5 Act normally.
subjects in the area. To conceal an entire area, see the
6-10 Do nothing but babble incoherently.
Obscure FX.
11-14 Flee at top possible speed.
• Attack: Use this extra for a Concealment effect you can
impose on others (whether they want to be concealed or not). 15-20 Attack the nearest creature.
An invisibility ray, for example, is a Visual Concealment Attack.
A Concealment Attack allows a resistance, usually Will. A confused character unable to carry out the indicated action does
nothing (like a result of 6-10 on the table). Attackers are not at any
special advantage when attacking a confused character. Any con-
Flaws fused character who is attacked automatically attacks its attacker
on its next turn, as long as it is still confused. The target gets a new
• Blending (–1): You "blend" into the background. Your Will check each round to shake off the Confuse effect, with a +1
Concealment only functions as long as you move no faster bonus each round.
than your normal pace, since your blending can’t adapt faster
than that.
• Limited: Your Concealment only works under certain Customized Confuse
conditions, such as in fog, shadows, or in urban locales.
Gamemasters may allow substitutions on the Confused Behavior
• Limited to Machines (–1): Your Concealment is Limited only Table to customize the effect, such as changing “Do nothing but
to senses with a technological descriptor. This includes babble incoherently” to “Sing and dance Broadway show-tunes” or
ordinary things like cameras and microphones as well as making “Flee at top possible speed” into “Close eyes and mutter ‘go
intelligent robots (if such things exist in the setting). away, go away, go away,’” or the like. As a general rule of thumb, a
• Partial (–1): Your effect provides partial rather than total 1–2 result should always be something detrimental to the FX- user,
concealment. Characters attacking you suffer a -2 penalty to and 3–5 should remain “Act normally” but otherwise feel free to
attack rolls made against you. modify (or expand) the Confused Behavior Table as desired.
• Passive (–1): Your Concealment only lasts until you make an
attack—defined as any action allowing resistance—at which
point it stops working until you reactivate it, which you may do FX Feats
on the round after you attack.
• Incurable: At the GM’s discretion, this power feat can simulate
• Phantasm (–1): Your Concealment is Limited to creatures with
a Confuse effect that cannot be countered by other FX, only by
Intelligence 1 or greater; unintelligent creatures and machines
time and the victim making a successful recovery check. It may
(cameras, microphones, etc.) perceive you as if you were not
be suitable for Confuse effects that are particularly powerful or
concealed at all. This usually indicates Concealment that is
unusual in nature.
some sort of mental or hallucinatory effect. This flaw does not
apply to Mental Concealment (which is already so limited by • Reversible: You can reverse your Confuse FX at will as a free
definition). action.
• Sense Dependent: Concealment is already sense-dependent

Extras
and cannot have this flaw.
• Resistance (–1): Your Concealment must penetrate a target's
Resistance (Fortitude or Will, chosen when the flaw is applied) • Alternate Resistance: Confuse may be based on Fortitude
for anyone aware of your presence and actively looking for rather than Will to reflect a biochemical effect, such as a drug
you. You must make a new FX check for each interval on the or pathogen. Such forms of Confuse are also often touch range
Time Table that passes. This flaw is often combined with and may also have the Disease or Poison modifiers.
Phantasm.
• Contagious: A Contagious Confuse effect might represent
some sort of “plague of madness” or “telepathic virus” that
CONFUSE spreads from subject to subject.
Type: Sensory (mental) Action: One (active)
Range: Ranged
Resistance: Will
Duration: Instant (lasting)
Cost: 1 point per rank
Flaws
• Sense-Dependent: This flaw may reflect a Confuse FX

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Supporting Weight
requiring eye contact or based on flashing lights, maddening
music, or an inhaled psycho-chemical, for example, rather than
affecting a target automatically. These version of Confuse must
be Perception range. If a created object needs to support weight—created as a bridge or
support a weakened structure, for example—treat the object’s
effective Might as (Create Object rank x 5). More than a heavy load
CREATE OBJECTS causes the object to collapse. You can “shore up” a created object
by taking a two actions and concentrating, allowing it to support an
Type: General Action: One (active) extreme load for one round.
Range: Ranged Duration: Sustained
Resistance: See description Cost: 2 points per rank
FX Feats
You can form solid objects essentially out of nowhere. They may be
made of solidified energy, “hard” water or air, transmuted bulk • Affects Insubstantial: Created Objects with this FX feat are
matter, ice, stone, or something else entirely, depending on the also solid to insubstantial beings; half their normal Toughness
FX’s descriptors. for one rank, full normal Toughness for two. This allows a
created object to block or entrap an incorporeal character, for
You can form any simple geometric shape or common object (such example.
as a cube, sphere, dome, hammer, lens, disk, etc.). The GM has
final say on whether or not a particular object is too complex for this • Innate: Create Object with this feat makes objects that cannot
effect. Generally, your objects can’t have any moving parts more be nullified, they’re essentially “real” objects for all intents and
complex than a hinge. They can be solid or hollow, opaque or purposes (although the user can “unmake” them at will unless
transparent, as you choose when you use the effect. the effect is permanent).
You can create an object up to one 5-foot cube in size per power • Precise: You can create more precise and detailed objects.
rank with Toughness up to your power rank. Created objects can be The exact parameters of Precise Create Object are up to the
damaged or broken like ordinary objects. They also vanish if you GM, but generally, you can create objects with moving parts,
stop maintaining them. You can repair any damage to a created and considerable detail. An Art skill check may be required in
object at will by using your effect again (essentially “re-creating” the some cases to create an object properly, but this feat grants a
object). +5 bonus on the check.
• Progression: Each time you apply this FX feat, the base size
of your objects per FX rank increases one step on the Time
Created Objects, Cover, and Value Progression Table (10-foot cube per rank, then 25-
feet, etc). Other attributes based on rank (such as Toughness
and Concealment and effect modifier) do not change.
• Selective: This feat allows you to make your created objects
Created objects can provide cover or concealment (if the object is selectively “transparent” to attacks, blocking some while
opaque) just like normal objects. Cover provided by a created allowing others (yours and your allies’, for example) to pass
object can block incoming attacks, but blocks outgoing attacks as through them harmlessly. You can also selectively make your
well. Attacks hitting the covering object damage it normally. Indirect objects solid to some creatures and incorporeal to others, such
FX can bypass the cover a created object provides just like any as allowing one person to walk through a created wall, while
other cover. Selective Create Object allows you to vary the cover blocking another. It takes a free action to change the selective
and concealment the objects provide. nature of an object; permanent created objects cannot have
their selectivity changed once they are created.

Trapping With Objects • Stationary: Your created objects can hang immobile in the air.
They resist being moved with a Strength bonus equal to your
power rank. Unless you have the Tether feat or the Movable
You can trap a target inside a large enough hollow object (a cage or extra, you cannot move a stationary created object once it’s
bubble, for example). You must succeed at two attack rolls to trap a placed any more than anyone else can.
target: one to successfully target the creature, and a second to
overcome his Defense resistance and trap him before he can react. • Subtle: The Subtle feat either makes created objects not
A trapped character can break out of the object normally. Limiting noticeable as such for 1 rank (they look just like real objects) or
the target’s mobility in addition to trapping them requires an Inflict not noticeable at all for 2 ranks (such as objects composed of
(Condition) FX rather than Create Object. You may wish to place a invisible force).
Inflict in an Array with Create Object. • Tether: Your created objects can move along with you at your
normal movement speed, maintaining their position relative to
yours.
Dropping Objects
Dropping a created object on a target is treated like an area attack
based on the object’s size. The object inflicts damage equal to its
Extras
Toughness. A successful resistance results in no damage (rather • Area: The size and area of created objects is improved by
than the usual half damage). While a created object can potentially power rank and the Progression feat. This extra therefore does
be wielded as an improvised weapon, the Create Objects effect not apply to Create Object.
cannot otherwise create attacks or other effects; you must acquire
• Duration: Continuous Create Object makes objects that
these separately (as Linked FX or Alternate FX in an Array, for
remain until they are destroyed, nullified, or you choose to
example).
dismiss them.

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• Impervious: Applied to Create Object, this extra makes the allow 1 point of Strength damage bonus to stack. Strength over
objects’ Toughness Impervious. As with Enhanced (Trait) and the amount allowed by the Mighty power feat rank doesn’t
related effects, the GM may choose to limit Impervious stack and doesn’t apply to the FX. The GM should decide on a
Toughness to no greater than the campaign’s power level. case-by-case basis if ranged or perception Mighty feats are
appropriate.
• Movable (+1): You can move your created objects around with
a Move Object FX at your Create Object rank. • Precise: A Damage FX with this feat may be capable of
precision cutting, etching, welding, or the like, depending on its
descriptors. Ranged Precise Damage FX also gain the benefits
Flaws of the Precise Shot feat: ignoring the –5 penalty for allies in
melee with a target.
• Feedback: You may suffer damage when your created objects • Split Attack: This FX feat is commonly used with Damage FX
are damaged. to represent the ability to make a single “focused” attack or
multiple smaller attacks against different targets and may suit
• Permanent: Permanent created objects last until destroyed or characters with multiple clawed limbs, two- (or more) handed
nullified. Unlike continuous Create Object, you cannot choose fighting styles, dual weapons, and so forth.
to dismiss such objects; they are truly permanent. You cannot
repair permanent created objects or otherwise alter then once • Subtle: Damage with this FX feat may involve a medium that’s
they’re created. harder to notice: a near-invisible gas, for example, or an attack
that occurs too quickly for the eye to follow. A Subtle Damage
FX may be suitable for making surprise attacks under the right
DAMAGE circumstances. To be most effective, Subtle Damage FX need
to be normal or better range, since it’s considerably easier to
Type: Attack Action: One (active)
know the source of touch range Damage (although, if the
Range: Touch Duration: Instant Damage is delayed in some way, perhaps not even then).
Resistance: Toughness • Thrown: You can “throw” your Damage FX to hit a target at a
Cost: 1 point per rank
(staged) distance, with a range increment of (Thrown feat rank x 10)
feet and a maximum range of five increments (Thrown feat
You have a damaging attack. Make an attack roll to hit the target. rank x 50 feet). This feat may represent a throwing weapon or
The attack’s damage bonus equals your rank. Damage is a basic the ability to “throw” a natural melee attack like quills or claws.
damaging effect, but has many possible variations using different If you have a Mighty Thrown Damage FX, you can add your
power feats and modifiers. Strength bonus to the damage, but no more than the rank of
the Damage FX or the Mighty feat, whichever is greater. Once
you have used Thrown with a Damage FX, you cannot use it
Damage and Range again until you recover it. This may involve picking up a thrown
weapon, re-growing a natural weapon, building up a sufficient
The basic Damage effect is touch range, usable as a melee attack. charge, or the like. The exact circumstances are up to the GM,
It does not take the user’s Strength modifier into account unless the but it should usually be something you can do automatically at
effect has the Mighty FX feat (see FX Feats, following), in which the end of a combat. For a “throwing attack” you can use every
case the user’s Strength adds to the damage bonus. A ranged round, either because of unlimited ammunition or a weapon
Damage effect is usable at either melee or normal (rank x 100 feet) that automatically returns to you after it hits, apply the Range
range. A perception range Damage effect works at any range, extra to make your Damage FX normal or perception range,
without the need for an attack roll, so long as the user can possibly with the Reduced Range drawback.
accurately perceive the target. So a Damage effect usable at melee
and normal range that adds the user’s Strength is a Mighty Ranged
Damage effect. See the following power feats and modifiers for Extras
more information.
• Action: It’s recommended the GM not allow free action
Damage FX, due to their potential to allow characters to make
FX Feats an overwhelming number of multiple attacks. Reaction
Damage FX are best handled by the Aura extra although the
• Accurate: This FX feat is functionally the same as the Attack GM may find other suitable applications of Reaction Damage
Specialization feat, except it is a quality of the FX itself rather FX, provided the circumstance doesn’t create an FX so useful
than a measure of the character’s skill or talent in using it. as to be unbalancing.
• Affects Insubstantial: Depending on the descriptors, this FX • Alternate FX: Since Damage requires a Toughness resistance,
feat can represent Damage attuned to a particular wavelength, this extra is a +1 modifier when changing that resistance to
dimensional phase, radiation band, or supernatural source, Fortitude or Will. A Fortitude Damage FX may involve direct
allowing it to affect insubstantial targets. damage to a target’s physiology, bypass normal physical
protection, perhaps even an insidious physical degradation.
• Mighty: Damage FX with this FX feat stack with your normal Will Damage bypasses the body altogether to strike at the mind
Strength damage, allowing you to apply your muscle-power to or even soul. In either case, the result of the resistance is the
enhance the FX. One rank of the Mighty feat is sufficient for a same, it’s just a different resistance that’s used, and damage is
touch range Damage effect to stack with Strength (which is applied in the same manner, regardless of its source;
also touch range). For a normal range Damage FX, each rank characters don’t have separate tracks for “physical” and
of Mighty allows 1 point of Strength damage bonus to stack “mental” damage, for example.
with the FX. So a character with +4 unarmed damage needs
Mighty 4 to add his entire Str bonus to his ranged Damage FX. • Area: This is a common extra for Damage involving explosions
For perception range Damage FX, every 2 ranks of Mighty or spreading or engulfing attacks like gases, fiery clouds, and

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Drawbacks
so forth.
• Aura: Damage is a common basic FX for an Aura. It may
represent a damaging energy surrounding you or some sort of • Full Power: You can only use your Damage FX at its full
automatic or reflexive counterattack against anyone who damage bonus, meaning you can’t “pull” your attacks and use
attacks you. it at a lower rank to inflict lesser damage and you’re likely to
• Autofire: This extra is common for Damage FX, particularly cause more property damage or collateral effects. The GM
Ranged Damage like an automatic weapon. decides when, and if, this drawback is truly a drawback for a
• Contagious: Contagious Damage remains so until the target Damage FX.
recovers from it (including if the damage is treated with Healing • Minimum Range: Your Ranged Damage FX cannot be used at
or Regeneration). It may represent a damaging medium like a close range. This is a 1-point drawback if you must use the FX
chemical agent coating the target. Depending on the FX and its at one-quarter its maximum range and 2 points for one-half
descriptors, the GM may also allow certain other FX to counter maximum range. A Ranged Damage FX only usable at its
a Contagious source of damage. maximum range has a Limited flaw.
• Duration: Damage with a duration longer than instant
continues to affect its target on succeeding rounds on the
attacker’s initiative. This usually represents an ongoing DAZZLE
damaging FX of some sort. This sort of Damage should have Type: Sensory Action: One (active)
some reasonable means by which it can be countered, such as Range: Ranged Duration: Instant (lasting)
dousing or smothering fiery ongoing Damage.
Resistance: Fortitude Cost: 1-4 points per rank
• Penetrating: This extra allows Damage to overcome the
effects of Impervious Toughness, especially appropriate for
keen or super-sharp weapons. You can overload a target's senses of a particular type—usually
visual or auditory—rendering them temporarily useless. Make a
• Range: The standard Damage FX is touch range. One ranged attack roll against the target. If you overcome the target's
application of this extra creates a damaging FX usable at Fortitude resistance, that sense type is rendered useless.
normal range (although still useful at melee range as well),
while a +2 extra gets you a perception range Damage FX. Each round thereafter the target makes a Fortitude check to
recover from the Dazzle attack. The target gains a +1 bonus to the
check each round after the first. A successful check allows the

Flaws target to use the dazzled sense(s) again, but at –1 on all rolls
involving them. The following round, the target's senses return to
normal. Targets immune to Fortitude effects cannot be dazzled. You
• Action: A two action Damage FX suits an attack requiring are immune to your own Dazzle FX.
some preparation or additional “build-up.” For example, a
“haymaker” punch might be a Two Action Mighty Damage FX. Dazzle costs 1 point per rank if it affects one sense type, 2 points
Generally speaking, Damage FX requiring longer than a full- per rank if it affects two sense types, 3 points per rank if it affects
round action are not useful in combat and tend to be better three sense types, and 4 points per rank if it affects all sense types.
suited as plot devices, wherein a villain’s death-ray needs to Visual senses count as two sense types, so a 3-point per rank
charge up for a minute or two, for example, giving the heroes Dazzle FX could affect visual and one other sense type, for
time to stop it before it’s too late. example.
• Distracting: A Distracting Damage FX is a bit of a trade-off in
combat, requiring some risk. It’s good for things like attacks
that need bracing (such as certain weapons) or require extra FX Feats
concentration (taking attention away from potential threats).
• Affects Insubstantial: As a sensory FX, Dazzle already works
• Limited: Damage can be Limited in a number of ways. The on insubstantial targets normally and doesn’t need this FX feat.
most common include only certain targets (living creatures,
• Incurable: A Dazzle FX with this FX feat cannot have its
machines, or supernatural beings, for example), or a reduced
effects countered by another FX (such as Healing) without the
effectiveness against some targets. For the latter, apply the
Persistent FX feat.
Limited flaw only to some of the FX’s ranks, such as Damage
with half effect against targets wearing armor (meaning half its • Reversible: You can remove the lingering effect of your Dazzle
ranks have the Limited to Unarmored Targets flaw). from a victim at will as a free action.
• Range: Reducing the range of a Damage FX to personal is • Ricochet: Depending on the descriptors of your Dazzle FX,
more than just a flaw: it converts the effect into more of a you may be able to use this feat to ricochet it off a different sort
drawback, since the only one you can damage is yourself! For of surface, such as reflective surfaces for light-based dazzles,
characters with some sort of inherent or automatic ability to or resonant or echoing surfaces for sonic dazzles.
damage themselves, consider an appropriate drawback • Subtle: This FX feat helps to obscure the source of the Dazzle
instead. For example, minions that automatically self-destruct FX. Obviously, a dazzled character is aware of the loss of a
when they’re captured have a fairly severe Weakness, worth sense, but victims of Subtle Dazzle effects (and those
about 10 character points. Of course, for non-player witnessing the attack) are less likely to notice what caused it.
characters, you can choose to just treat such things as plot This may be due to the FX using an unusual frequency or
devices and not worry about their point-values. particularly subtle medium, for example.

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Extras Melee Attacks


• Alternate Resistance: Dazzle’s resistance may be changed to You can use any level of deflect in place of your normal melee
an alternate resistance. The resistance may be changed to Will block if your Deflect rank exceeds your normal melee attack bonus.
to represent mental or spiritual effects. The FX's resistance Otherwise, there’s little reason to do so unless you have Deflect
cannot be changed to Toughness. extras that make it more useful than your normal melee block.
• Area: Different types of area extras can reflect Dazzle FX that

Catching Weapons
spread out or otherwise affect everyone in a given area. In
particular, Burst (omni-directional bursts of light or other
dazzling FX), Cone (for a cone of blinding light or deafening
sound), Explosion (similar to a Burst, but weakening with By taking a –5 penalty on your block roll you can catch an incoming
distance), and Line (for a broad dazzling “beam”). Cone and physical weapon, including a projectile, when you successfully
Line FX effects may be touch range so the area originates with deflect it. You can wield a caught throwing weapon normally, up to
the user. The same may be true of Burst or Explosion Dazzle and including throwing it back at your attacker with the normal
FX that radiate out from the user (e.g., the character becomes required attack action.
blindingly bright).
• Linked: Dazzle FX are often Linked to other FX to duplicate
the side FX of certain attacks, such as a damaging laser that’s FX Feats
also blindingly bright, or a lightning bolt that’s immediately
• Accurate: This FX feat does not apply to Deflect and does not
followed by a clap of deafening thunder.
grant a bonus on block rolls with Deflect, since that bonus is
• Selective Attack: This extra allows an Area Dazzle to affect defined by the FX’s rank.
only those targets you wish, excluding others in the area.
• Extended Reach: Like other touch range FX, you can use this
FX feat to extend the range at which you can deflect. It may

Flaws involve a tool or weapon that extends your reach or the ability
to move or contort in a way that does so, depending on your
descriptors.
• Sense-Dependent: Dazzle is already sense-dependent and so
cannot apply this flaw. • Homing: This FX feat does not normally apply to Deflect,
however, the GM may allow it to apply to reflected or redirected
• Side Effect: A possible side effect of Dazzle might be to dazzle attacks if applied to the Deflect FX as a whole. Also note that
yourself if you fail the attack roll (or your target successfully successfully deflecting a Homing attack is considered a “miss,”
resists, for perception range Dazzle FX). meaning the attack gets another chance on the next round. A
reflected or redirected Homing attack that hits a different target
is a “hit” and ends the attack.
DEFLECT
• Interpose: This feat may be acquired as an FX feat of Deflect,
Type: Defense Action: One (active) allowing you to interpose yourself between an adjacent
Range: Touch Duration: Instant character and an attack in order to deflect it.
Resistance: None Cost: 1-3 points per rank • Precise: Deflect with this feat allows you to “catch” physical
weapons without a penalty on your block roll; use your normal
You can block ranged attacks as well as melee attacks. This is like Deflect bonus instead. You do not gain the Precise Shot benefit
a melee block using your Deflect rank in place of your normal when reflecting attacks; to do so, acquire Precise Shot
attack bonus. You can attempt to deflect any number of attacks in a separately.
round, but each attempt after the first imposes a cumulative –2 • Ricochet: Applied to Deflect, this feat allows you to ricochet
modifier on the block roll. If you take two actions to block, you take reflected and redirected attacks as the GM allows (depending
no penalty for deflecting multiple attacks. Once you fail a block roll on the attack and its descriptors).
you cannot deflect again until your next turn. • Subtle: Deflect with this FX feat may not be immediately
Deflect rank is limited to the same value as your defense bonus by apparent. While it is clear that attacks miss, it may be
the campaign’s power level limits and your trade-offs. So if your attributable to chance, near misses, and similar circumstances
Defense bonus limit is +12, for example, then you cannot have rather than any action on your part.
more than 12 ranks of Deflect.
• Triggered: This FX feat lets you set up a single use of Deflect
in advance, usually enough to protect you from a one-shot

Attack Types surprise attack or the like. For an “automatic” Deflect effect
usable an unlimited number of times, change the effect’s action
to reaction.
The types of attacks you can deflect determine the effect’s cost per
rank. For 1 point per rank you can choose one of the following: slow
projectiles (including thrown weapons and arrows), fast projectiles
(like bullets), and energy attacks (like lasers and lightning bolts). Extras
For 2 points per rank, you can deflect any two. For 3 points per
rank, you can deflect all ranged attacks. Deflect does not work • Action: You can reduce the action needed to block attacks. If
against attacks that do not require an attack roll, such as perception you take an action one “step” higher than required to block that
range and area attacks. See the Nullify effect for a means of round, you take no penalty for blocking multiple attacks,
blocking such things. otherwise you have the normal penalty. If you can use Deflect
as a reaction you take no penalty for blocking multiple attacks

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FX Feats
and you can continue to deflect even if you miss a block roll.
• Area: With this extra you can make a single block roll for all
potential targets in the affected area. The roll result essentially • Affects Insubstantial: A character with Density may be able to
becomes the subjects’ new Defense, if higher than their normal apply this FX feat to Strength at the GM’s discretion as a
Defense (of 10 + defense bonus). This lasts for one attack per reflection of increased density impeding the passage of
target. You can make additional block rolls, with the usual insubstantial or incorporeal forms.
penalty for multiple rolls in a round.
• Buoyant: Your Density is such that you can still swim with
• Automatic (+1): You can deflect even surprise attacks, but you Density activated. You do not automatically fail Athletics skill
must still be able to take the normal action required to use your checks to swim, although additional Strength from your Density
Deflect FX. still does not add to your Swim bonus.
• Range: Ranged Deflect works against attacks made against • Innate: This FX feat is appropriate for beings that are
any target within (power rank x 100 feet) range. You suffer a –2 inherently denser, making their Density part of their physical
penalty on your block roll per range increment of (rank x 10 makeup. It should generally be coupled with the Permanent
feet) between you and the target. Perception range Deflect modifier on Continuous Density.
works against any attack you can accurately perceive. You
must still make a successful block roll, however. • Subtle: Note that as an active effect Density is not Subtle by
default; the character is assumed to take on some other form
• Reflection (+1): You can reflect a blocked attack back at the or outward manifestation of increased density (bulking up or
attacker as a reaction. Make a normal attack roll to hit with the transforming to a dense material like stone, for example).
reflected attack. Density with the Subtle feat is less noticeable while 2 ranks of
• Redirection (+1): You can redirect a blocked attack at any the feat allow you to maintain an outwardly normal appearance
target within the attack’s normal range, as Reflection, above. regardless of your relative density.
You must have the Reflection extra to take Redirection.

Extras
Flaws
• Attack: A Density Attack grants all of the FX’s benefits along
• Action: Successfully deflecting may take up all your attention with increased mass, and “Limited to Increasing Mass” is not a
for the round, requiring two actions. In this case, you lose the viable flaw for a Density Attack (since it actually makes it a
ability to take two actions to deflect and overcome penalties for more effective attack, not less).
deflecting multiple attacks. • Reflective: At the GM’s discretion, you can apply the
• Distracting: Since Deflect essentially substitutes for Defense, Reflective extra of Enhanced (Toughness) to the
it’s up to the GM whether or not this flaw can apply. For Deflect ImperviousToughness gained from Density, representing
requiring at least a one action (and therefore limited in how extreme hardness or toughness and costing 1 power point per
often it can be used in a round), it should still constitute a flaw, 3 Density ranks.
but for Deflect usable as a free action or faster, it does not.
TABLE 5.5: DENSITY EFFECTS
• Duration: Deflect is an instant FX and its duration cannot be
changed. For longer “lasting” versions of Deflect, improve the Rank Str Tough Immovable Might Mass
FX’s action. 1 +1 +0 — — x1.25
• Range: Deflect’s range cannot be decreased; this flaw does 2 +2 +1 — — x1.5
not apply. 3 +3 +1 1 +1 x2
4 +4 +2 1 +1 x3
DENSITY 5 +5 +2 1 +1 x4
Type: Alteration Action: Free (active) 6 +6 +3 2 +2 x5
Range: Personal Duration: Sustained 7 +7 +3 2 +2 x6
Resistance: None Cost: 3 points per rank 8 +8 +4 2 +2 x8
9 +9 +4 3 +3 x10
You can increase your mass, and therefore your Strength and 10 +10 +5 3 +3 x12
Toughness. Every rank of Density active gives you +1 Strength. 11 +11 +5 3 +3 x18
Every two ranks give you +1 Toughness with the Impervious extra
12 +12 +6 4 +4 x25
(see Impervious under Enhanced (Trait)). Every three ranks give
you a rank of Immovable and Might and move your mass one step 13 +13 +6 4 +4 x30
up the Time and Value Progression Table: x2 at rank 3, x5 at rank 14 +14 +7 4 +4 x40
6, x10 at rank 9, and so forth. Additional Strength from Density 15 +15 +7 5 +5 x50
does not improve your Strength-based skills or the distance you
can jump, since your mass also increases. In fact, you 16 +16 +8 5 +5 x60
automatically fail Athletics checks to swim while Density is active at 17 +17 +8 5 +5 x80
3 ranks or more, because of your negative buoyancy. 18 +18 +9 6 +6 x100
19 +19 +9 6 +6 x125
20 +20 +10 6 +6 x150

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Flaws • 5 points: Drain reduces all traits at once. Gamemasters should


carefully control, and may wish to limit access to, the 4- and 5-
point versions of Drain, since they are especially powerful.
• Distracting: Since it’s reasonable for increased mass to make
a character somewhat less quick and graceful, this flaw may
apply to Density, causing you to lose your dodge bonus while
at an increased level of mass. If it only applies to a certain level Drain and Objects
of Density (such as only after activating 6 ranks), apply the flaw
Drain normally has no effect on inanimate objects, only creatures.
only to the higher ranks.
Drain with the Affects Objects extra can work on inanimate objects,
• Immobile (–1): When using Density, you are unable to move and Drain can couple this with the Limited to Objects flaw to work
from where you stand when you activate the FX, although you only on inanimate objects as a +0 modifier. As a general rule, most
can still take actions, so long as they don’t involve movement. inanimate objects have only one trait (their Toughness) and Drain
If you are completely immobile (and helpless) while using Toughness can weaken the Toughness (and therefore structure) of
Density, increase the flaw’s value to –3. objects.
• Permanent: Continuous Density may have this flaw, usually to Objects do not get resistances against Drain; it has its full effect on
reflect a character that’s always more dense and massive than the targeted object. At the GM’s discretion, held or carried objects
normal. Permanent Density often has the Innate FX feat as may gain a Reflex check from their wielder to reduce the Drain’s
well. effect, representing pulling the object out of harm’s way at the last
moment. Devices must have their resistances overcome to be
affected.
Associated FX
• Damage: Denser fists may be able to strike harder blows than
even a dense character’s enhanced Strength, in which case
Drain and Devices
Damage with the Mighty FX feat is an appropriate additional Drain with the right descriptor(s) can lower the traits provided by a
FX. Device. For example, a Drain that affects all magical FX could
• Insubstantial: This effect may be based on the ability to potentially drain the FX of a magical device as well. Likewise a
decrease mass and density, becoming less substantial. A Drain affecting electrically powered equipment could drain an
character may have both Density and Insubstantial as Alternate electrical device, and so on. This also applies to equipment,
FX in an Array structure. although it tends to have fewer traits to drain, and the GM should
feel free to disallow any Device or equipment Drains that don’t suit
• Shrinking: For characters who become more dense without the campaign or the FX concept. For example, just because a Drain
additional mass, essentially reducing the space between their Damage FX is possible doesn’t mean a character should be able to
existing molecules and therefore their overall size. cause guns to do less damage; this sort of thing is better handled
by an all-or-nothing FX like Nullify.

DRAIN (TRAIT)
Type: Trait Action: One (active)
Range: Touch Duration: Instant FX Feats
Resistance: Fortitude (staged) Cost: 1-5 points per rank
• Affects Insubstantial: Drain with this modifier can affect
insubstantial targets, even if the user can’t normally touch
You can temporarily lower one of a target’s traits: an ability, skill, them.
feat, or FX, chosen when you acquire this FX. You must touch the
target, making a normal melee attack roll, and roll to overcome the • Extended Reach: A touch range Drain can benefit from the
target's Fortitude resistance. If the roll succeeds, the target loses 1 effects of this feat.
character point from the affected trait(s) for each point you • Incurable: Drain with this FX feat cannot have its effects
overcame the DC, up to a maximum of the Drain rank. Lost countered by another FX (such as Boost, Healing, or other FX)
character points return at a rate of 1 per round, except for without the Persistent FX feat; the target must recover from the
inanimate objects, which do not recover drained Toughness; they Drain normally.
must be repaired.
• Reversible: You can restore character points you have drained
Drain’s cost per rank determines the affected trait(s): from a subject at will as a free action rather than having to wait
• 1 point: Drain affects a single trait (such as Strength score or for them to recover over time.
Will resistance bonus), chosen when the effect is acquired. (To • Selective: A Drain FX capable of reducing more than one trait
affect a list of traits, one at a time, use an Array of different 1- at once can have this FX feat, allowing you to choose which
point Drains, see the Array structure in this chapter.) traits are affected, while not affecting others. Note this differs
• 2 points: Drain affects any one trait suited to its descriptors, from the Selective Attack extra, which allows you to choose
one at a time, such as any one ability score, skill, or feat at a which subjects an Area Drain affects.
time, or any one sensory effect, fire effect, or mental effect at a • Slow Fade: This FX feat extends the time it takes for lost
time. character points to return, one step up the Time and Value
• 3 points: Drain affects all traits of a single type (ability scores, Progression Table per rank: 1 point per minute, 1 point per five
skills, feats, one type of FX, or all FX of a particular type or minutes, and so forth.
descriptor) all at once (subtracting its rank in character points • Subtle: Drain FX with this FX feat are more difficult to detect.
from each). Since Drain is normally a touch range FX, and the actual FX
• 4 points: Drain reduces all FX at once. (loss of character points) are usually apparent, a Drain

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generally has to be normal or perception range to gain much until then.


benefit from being Subtle. • Side Effect: This flaw may represent a kind of Drain FX that
“overloads” or even “feeds” on the user if it fails to drain the
target! The side effect might be straightforward Damage, or a
Extras similar Drain FX against the attacker.

• Affects Corporeal: An incorporeal being needs this extra to


use a Drain FX—like a "life-draining" Drain Constitution for a ELONGATION
ghost—on a corporeal target.
Type: Alteration Action: One (active)
• Affects Objects: Drain with this modifier works on inanimate Range: Personal Duration: Sustained
objects, although the effect can still only drain traits the objects
possess. This is most often applied to Drain Toughness for an Resistance: None Cost: 1 point per rank
effect that can weaken both creatures and objects. As a +0
modifier, the FX only works on objects (things with no You can elongate your body and limbs to extend your reach. You
Constitution), and not creatures with a Constitution score. can elongate 5 feet at rank 1; each additional rank moves your
• Alternate Resistance: Certain Drains, particularly those maximum range (in feet) one step up the Time and Value
affecting mental traits, may have Will as their resistance rather Progression Table: 10 feet, 25 feet, 50 feet, and so on. Past rank 6,
than Fortitude. This might also be the case for Drain FX you can’t elongate your entire distance in a single action. You can
designed as mental or mystic powers. elongate up to (rank x 50 feet) per action, up to your maximum
distance. So at rank 10, for example, you can elongate 500 feet per
• Aura: As a touch range FX, Drain can apply this extra, suitable action to a maximum of 5,000 feet, so it takes ten actions to reach
for a character whose touch automatically causes a particular your maximum extension. “Snapping back” to your normal shape is
Drain FX. a free action, unless you elongate past rank 6, in which case
• Contagious: This modifier suits a Drain FX based on a retracting completely requires the same amount of time as
disease or similar contagion, or something like a draining elongating that distance.
substance that covers targets and can potentially affect anyone You can use Elongation to make melee attacks at a greater
touching them as well. It’s often used in conjunction with the distance by elongating your limbs. It requires two actions to both
Disease modifier. elongate (one action) and attack (one action). Once elongated, you
• Disease: Drain is the FX most commonly used for diseases, can make melee attacks within your new reach as a standard
which typically weaken a victim’s abilities, and may affect other action.
traits. A Disease Drain works like the guidelines given in Your elongated attacks have a “range increment” of (FX rank x 10
Chapter VIII: Environments. Disease Drains are often feet), each increment beyond the first applies a –2 penalty to your
comparatively low-ranked, the FX building up over time. attack rolls and checks, since it’s harder for you to coordinate your
• Poison: Like Disease, Poison is a common modifier for Drain, limbs at a distance. If you can’t accurately sense your target at all
which is the basic FX of most toxins. Poison Drains tend to (around a corner, for example), apply the rules for concealment.
affect ability scores: Strength for weakness poisons, Dexterity The range increment is based on the distance between your target
for paralytic poisons, Constitution for lethal toxins, and mental and your head (or wherever your accurate senses originate), so if
ability scores for intoxicants, depressants, and similar you elongate your neck so your head is within one increment of
neurochemicals. Poison Drains tend to be higher rank than your target, you suffer no range penalties, although you’ll be less
Disease Drains simply because they act faster and take effect aware of what’s going on around the rest of your body!
only twice. You gain a bonus to Defense against attacks on your elongated
• Selective Attack: This extra can be applied to an Area Drain limbs as if you were one size category smaller than usual. So the
so it only affects some targets and not others. It can be elongated limb of a medium character has a +1 Defense bonus
combined with the Selective FX feat (previously), allowing you (like a small character).
to use an Area Drain to selectively drain certain traits only from Elongation gives you a bonus on Acrobatics checks to escape from
certain targets. bonds or grapples or to squeeze through tight spaces equal to your
• Total Fade: Traits reduced by a Total Fade Drain do not FX rank due to your greater flexibility and reach.
recover gradually. Instead, they remain at their reduced At rank 3 or higher, you can move more quickly than normal by
character point value until the entire trait would have normally stretching out to a spot as one action and pulling the rest of your
recovered, at which point the trait returns to its normal value. body in after you, or extending your limbs to give you a longer
So, for example, if a Total Fade Drain reduces a trait by 5 stride. The maximum distance you can move in this way is the
character points, the trait would normally recover 1 point per amount you can elongate in a single action. You can take two
round until it returned to its normal value but instead remains at actions to double the distance but you can’t move “all out” with
the lowered value for five rounds, then regains all 5 lost Elongation.
character points at once.

FX Feats
Flaws • Extended Reach: This feat does not apply to Elongation,
• Limited to Objects: Drain with Affects Objects and this flaw which provides its own means of extending your reach.
works only on inanimate objects with no Constitution score. • Improved Range: This feat can improve the range increment
• Requires Combat Advantage: You must Gain Combat of your elongated attacks.
Advantage over a target grab them in order to Drain them. The • Indirect: At the GM’s discretion, this FX feat can indicate a
Drain FX can work once you have Combat Advantage, but not form of Elongation that “bypasses” normal spatial relationships

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or barriers, such as using the ability to generate spatial whatever you like.
“wormholes” or fold space to extend reach. This may allow you
to reach “through” walls (Indirect 1), punch someone standing
behind you (Indirect 2), or hit someone standing in front of you
in the back of the head (Indirect 3), good for surprise attacks.
FX Feats
• Mind Blank: Targets don’t remember time under your Emotion
Control; their memory of that time is blank.
Extras • Subtle: Subtle Emotion Control is tailor-made for true
manipulators, leaving victims wondering why they are suffering
• Projection (+1): Your elongated limb(s) are a projection of your such uncharacteristic bouts of emotion. Combined with a
FX rather than an actual extension of your body. Therefore, degree of finesse in choosing the right feelings to impose, the
they are not vulnerable to attack on their own; any attacks controller can escape notice altogether.
specifically against your elongated segments have no effect.
So, for example, an elongated “psychic hand” could reach into
a container of acid to pull out an object without any risk of
harm. This extra does not provide you with any additional
Extras
protection for your normal body parts. • Alternate Resistance: Emotion Control may be based on
Fortitude to reflect a biochemical FX, such as a drug or control
over various hormones.
Flaws • Contagious: Contagious Emotion Control could be a
contagious disease or toxin or some sort or a contagious
• Permanent: A character with a Permanent Elongation FX is psychic FX passed from one person to another.
stuck at maximum extension for the FX’s rank, so someone
with Permanent Elongation 4, for example, has a 50-foot reach
and can cover 50 feet with a single action.
Flaws
Drawbacks • Limited to One Direction: You can only shift attitudes either
up or down, causing targets to become more or less friendly.
You can still control who the target feels these emotions for,
• Full Power: You can only Elongate out to your maximum though.
extension or return to your normal shape; you can’t stop at any
point in between. This is only a drawback for more than one • Limited to One Subject: You can only shift the attitudes of
rank of Elongation, and the GM should consider its value others regarding one subject, either yourself or others (but not
before allowing it. both), chosen when you take this flaw.
• Sense-Dependent: Your Emotion Control works through a
target’s senses rather than as a strictly mental FX. Examples
Associated FX include eye contact (visual), voice or music (auditory), or
pheromones (olfactory).
• Enhanced Movement: The ability to elongate may provide
certain Enhanced Movement traits, particularly swinging (by
elongating your arms) or slithering (elongating your body like a
snake).
• Immunity: Elongation—and an elastic body—may also provide
things like Immunity to falling damage (5 ranks).
• Insubstantial: Elongation often implies or includes the ability
to reshape your body in other ways. A truly elastic character
should also have the first rank of Insubstantial, able to flow like
a fluid.
• Morph: Characters able to reshape their physical forms
beyond just elongating their body and limbs should acquire the
Morph effect at the appropriate level.

EMOTION CONTROL
Type: Sensory (mental) Action: One (active)
Range: Perception Duration: Sustained (lasting)
Resistance: Will (staged) Cost: 2 points per rank

You can instill different emotions in a target whose Will resistance


you overcome. If you succeed, you can shift a target's attitude
regarding anyone up one or down one steps (from indifferent to
friendly or unfriendly, for example). If you succeed by 5 or more,
you can shift a target's attitude up or down by two steps. If you
succeed by 10 or more, you can change the target's attitude to

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Drawbacks
incoming energy of the attack, which you can use to improve
your own traits! Applied to Impervious Toughness, this extra
essentially gives you a Linked 1-point Boost that operates
• Noticeable: Your Emotion Control FX has some noticeable automatically when your Toughness stops damage.
element: your eyes or head glow, your subjects’ skin changes
color, a particular scent fills the air (perhaps differing according • Affects Others: This changes the Enhanced Trait's range from
to the emotion), and so forth. This drawback often occurs in personal to touch, allowing you to bestow the FX on someone
conjunction with the Sense-Dependent flaw. else. As usual, the +0 version of this modifier means you can
only grant the Enhanced Trait to others, the +1 version means
you can grant it to someone else while still using it yourself. An

Associated FX Enhanced Trait that Affects Others generally cannot improve


traits beyond power level limits, although the GM may modify
this as desired.
• Inflict (Condition): The ability to affect emotions may also
involve the ability to affect someone’s sense of drive or cause • Impervious (+1): Your Enhanced Toughness stops some
disorientation, suited to the Inflict (Condition) FX. damage cold. If an attack has a damage bonus less than your
Toughness rank, it inflicts no damage (you automatically resist
• Mind Reading: Mind Reading (possibly Limited to a subject’s as with the Immunity FX). Penetrating damage ignores this
emotional state) can be a useful ability to have when you modifier; you must resist it normally.
intend to manipulate someone’s emotions.
• Reflective (+1/+2): Applied to Impervious Toughness, this
extra "bounces" any damage blocked by your Impervious extra
ENHANCED (TRAIT) back at the attacker. This occurs automatically when the attack
happens and the reflected damage automatically hits the
Type: Trait Action: None (passive) attacker, who resists it normally. If the attacker has sufficient
Range: Personal Duration: Continuous Impervious Toughness himself, the attack has no FX (and is
Resistance: None Cost: Varies (see description) not further reflected, if the attacker also has Reflective
Toughness). As a +1 modifier, Reflective works against a
limited group of damaging effects, either melee or ranged or a
You have an enhancement to a non-FX trait, such as an ability reasonably common descriptor (such as heat, light, or
(including resistances) or skill (including attack or defense bonus). radiation, for example), as a +2 modifier, it applies to all
The Enhanced Trait has the same cost at the trait’s normal cost. Its damaging effects.
“rank” is considered equal to the trait’s bonus or modifier. So 10
points of Enhanced Strength costs 20 points (since ability scores
cost 2 characters point per ability score point) and is considered a
rank 10 FX. Flaws
Enhanced Traits can be nullified like other FX (and unlike normal • Duration: An Enhanced Trait can have a sustained duration as
traits), but you can also spend Hero Dice to them and include them a –1 flaw, meaning the trait must be activated and maintained
in arrays, Devices, and so forth (also unlike normal traits). The GM as a free action, and stops working if you are unable to
approves any extra effort use in conjunction with your Enhanced maintain it. Enhanced Traits cannot have an instant duration,
Traits. Enhanced Traits also have appropriate descriptors, nor may they apply the Permanent flaw.
differentiating them from normal traits.
• Fades: For an Enhanced Trait that requires activation and
You can freely mix normal and Enhanced Traits, and their benefits fades over time, use the Boost FX rather than this flaw. An
stack up to the limits of the campaign’s power level. So a character Enhanced Toughness ablates and chips away with successive
can have Dexterity 2 and Enhanced Dexterity 5 for a total Dexterity attacks.
score of 7, so long as the total Dex score is within the power level
limits. If the character’s Enhanced Dexterity is nullified, he drops • Limited (–1): Your Protection applies to only one of a broad
down to a 2 Dex. type of damage (physical or energy). If your Protection applies
to only one of a narrow type of damage (edged weapons, blunt
weapons, electricity, fire, magic, etc.) it has a –3 modifier.
FX Feats • Permanent: The Permanent flaw does not apply to Enhanced
Trait, because permanent Enhanced Traits aren’t sufficiently
• Alternate FX: Unlike normal traits, an Enhanced Trait may be limited by it, and because normal permanent versions of the
placed into an Array as a base or Alternate FX. The benefits of traits are already defined in game terms.
the Enhanced Trait only apply so long as that Alternate FX of
the Array is active.
• Innate: Enhanced Traits may be Innate, in which case they are Drawbacks
unaffected by trait FX, including Nullify. Note, however, that
enhancing FX like Boost also do not affect Innate traits. • Noticeable: Your Enhanced Trait has some noticeable quality
to it, such as a physical change (unusually large muscles or an
• Subtle: As a continuous FX, Enhanced Trait is subtle by enlarged head or brain, for example) or an effect
default and does not require this FX feat. Enhanced Traits with accompanying use of the trait, such as glowing whenever you
noticeable FX can have the Noticeable FX drawback. use your Enhanced Strength. The quality must be such that it
gives some indication of what the Enhanced Trait is: merely
looking odd doesn’t necessarily qualify for this drawback (it’s
Extras more of a social complication). Note that sustained duration
Enhanced Traits cannot have this drawback, as sustained FX
• Absorption (+3): In addition to helping you resist damage, are already noticeable by default.
your Enhanced Toughness actually "absorbs" some of the

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ENHANCED MOVEMENT raising and lowering yourself. For one rank, you can move
upwards or downwards through the air at your normal speed.
Type: Movement Action: One (active) GMs may wish to limit your maximum ranks in the Speed FX
Range: Personal Duration: Sustained for levitation to 4, to represent the limitations levitation
Resistance: None Cost: 2 points per rank presents.
• Permeate: You can pass through solid objects as if they
You have a special form of movement. For each rank in this FX, weren’t there. For one rank, you can move at one-quarter your
choose one of the following: speed through any physical object as a move action and half
your speed as a full action. For two ranks, you can move at half
• Burrowing: You can burrow through the through soil and sand your speed as a move action and your full speed as a full
at one-half your normal ground speed, leaving a tunnel behind action. For three ranks, you can move at your normal speed
if you choose. You burrow at your normal speed. Burrowing through obstacles. You cannot breathe while inside a solid
through hard clay and packed earth requires two ranks. object, so you need Immunity to Suffocation or you have to
Burrowing through harder materials requires the Penetrating hold your breath. You may also need Enhanced Senses (such
extra applied to your ranks in the Speed FX for burrowing (see as X-Ray Vision) to see where you’re going. Permeate is often
below). The tunnel you leave behind is either permanent or Limited to a particular substance (like earth, ice, or metal, for
collapses behind you immediately (your choice when you begin example) as a –1 modifier (reducing base cost to 1 point per
burrowing each new tunnel). rank). Permeate provides no protection against attacks, even
• Dimensional Movement: You can move from one dimension against materials you can pass through, although you do gain
to another. Dimensional Movement is instant duration. For one total cover while inside an object.
rank, you can move between your home dimension and one • Slithering: You can move along the ground at your normal
other. For two ranks you can move between any of a related speed while prone instead of crawling at a rate of 5 feet per
group of dimensions (mystical dimensions, alien dimensions, move action. You suffer no penalties for making attacks while
etc). For three ranks you can travel to any dimension. You can prone.
carry up to 100 lbs. with you when you move. Each • Slow Fall: As long as you are capable of action, you can fall
Progression FX feat moves this amount one step up the Time any distance without harm. You can also stop your fall at any
and Value Progression Table (250 lbs., 500 lbs., etc.). Since point so long as there is a handhold or projection for you to
this effect can be extremely useful in some situations, the GM grab (such as a ledge, flagpole, branch, etc.). If you have the
should carefully regulate its use, possibly requiring modifiers Wall-Crawling FX (see following), then any surface provides
like Limited or Unreliable or even disallowing it for player you with a handhold. Slow Fall assumes you are capable of
characters altogether. reacting to your circumstances; for the ability to fall any
• Leaping: You can make prodigious leaps. For one rank, your distance without harm whether you are capable of action or
jumping distances are doubled. Unlike other special forms of not, take Immunity to Falling Damage for 5 points.
movement, the FX Speed doesn't actually make you leap • Space Flight: For one rank, you're able to propel yourself
faster, but instead allows you to leap greater distances, through the vacuum of space at your normal ground speed,
multiplying your jumping distances by speed's value at that though you aren't protected against the hazards of space
rank. So Jumping with Speed rank 2 allows you to jump travel. For that, see the Immunity FX.
twenty-five times your normal distance. At Speed rank 4 (50
times normal distance), you are in the air for at least a full • Swinging: You can swing through the air at your normal
round before you land. Each additional rank adds another full ground movement speed, using a swing-line you provide or
round in the air. So a rank 9 leap (x1,000 your normal distance) available lines and projections (tree limbs, flagpoles, vines,
lasts for six full rounds before you land. You can act normally telephone- and power-lines, etc.).
during this time, as if you were flying, but you can’t change • Swimming: You can move through the water or similar liquid
your speed or direction without using some other effect. with tremendous ease. You have a water speed equal to your
• Flight: You can soar through the air as easily as most people normal ground speed with one rank.
walk on the ground. Your flight is clumsy or may require a • Sure-Footed: You’re better able to deal with obstacles and
platform which carries you. If you suffer any knockback while obstructions to movement. Reduce the speed penalty for
flying or you are grappled by someone standing on the ground, hampered movement by one-quarter for each application of
you’re knocked off or pulled down and cannot fly. You can this effect. So heavy obstructions or a bad surface only reduce
regain the use of your flying platform by reactivating your Flight your speed by one-quarter rather than one-half, for example. If
FX (which may require a Expertise check to Concentrate, you reduce the movement penalty to 0 or less, you are
depending on circumstances). For one rank, you can fly at half unaffected by that condition and move at full normal speed.
your normal ground speed. For two ranks, you can fly at your • Temporal Movement: You can move through time. Temporal
full normal ground speed. You may buy an additional rank to fly Movement is instant duration. For one rank, you can move
with agility and not risk being knocked or pulled out of the sky. between the present and another fixed point in time (such as
• Gliding: You're able to float, if not quite fly as if you were self- 100 years into the past, or 1,000 years into the future). For two
propelled. For one rank, you can move through the air at your ranks you can move to any point in either the past or any point
normal speed, but you lose altitude equal to half the distance in the future. For three ranks, you can travel to any point in
you travel, meaning the maximum distance you can glide is time. You can carry up to 100 lbs. with you when you move.
twice the height you start from. While gliding, you cannot gain Each Progression FX feat moves this amount one step up the
altitude without outside help, like updrafts and thermals (at the Time and Value Progression Table (250 lbs., 500 lbs., etc.).
GM’s discretion). GMs may wish to limit your maximum ranks Temporal mechanics and the effects of time travel are left up to
in the Speed FX for Gliding to 4, since gliders tend to lack self- the GM. Since this is an extremely powerful ability, the GM
propulsion. should carefully regulate its use, possibly requiring modifiers
• Levitation: You're able to hover, but you cannot fly beyond like Limited or Unreliable or even disallowing it for player

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characters altogether. • Attack: Dimensional and Temporal Movement can apply this
• Trackless: You leave no trail and cannot be tracked using modifier, allowing you to send an unwilling target into another
visual senses (although you can still be tracked using scent or dimension or time! Since both options have relatively fixed
other means). You step so lightly you can walk across the costs, the GM may allow additional ranks in Dimensional or
surface of soft sand or even snow without leaving tracks and Temporal Attack to increase the FX’s resistance DC: 2
you have total concealment from tremorsense (see Enhanced character points per additional rank. Like other FX with the
Senses). This FX may be Limited to particular types of terrain. Attack extra, these Attacks are touch range by default, making
them ranged is a +1 extra and perception range is a +2 extra.
• Wall-Crawling: You can climb walls and ceilings at half your
normal speed with no chance of falling and no need for an • Duration: Continuous duration Enhanced Movement operates
Athletics skill check. You still lose your dodge bonus while even when the character is stunned, unconscious, or otherwise
climbing unless you have 5 or more ranks of Climb. An unable to sustain it (once it has been activated, of course). The
additional rank of Enhanced Movement applied to this effect user may remaining hanging in space, or safely inside of an
means you climb at your full speed and retain your dodge object she is permeating, or hanging from something he was
bonus while climbing. A third rank in Wall-Crawling allows you swinging from. Alternatively, the character might be slowly and
to “stick” to surfaces with any part of your body, rather than just safely deposited on a surface capable of supporting him.
your hands and feet (so you could, for example, hang from a • Penetrating: Some super-hard materials may be considered
ceiling by the top of your head, or stick your back to a wall to Impervious to Burrowing, in which case this extra allows you to
leave your arms and legs free). Wall-Crawling may be Limited dig through them, provided your Penetrating rank reduces the
to particular kinds of surfaces (metal, stone, wood, etc.) as a – material’s Impervious Toughness to equal to your less than
1 flaw. It may also be Limited to only while moving. your Burrowing rank or your ranks in the Speed FX (whichever
• Water Walking: You can move or stand on the surface of you choose to apply Penetrating to).
water, quicksand, and other liquids without sinking. Water
Walking may be Limited to only while moving (making it more
“Water Running”). Flaws
• Distracting: A clumsy or uncertain form of movement might
Increasing Enhanced suffer from this flaw, losing dodge bonus at all times while
moving rather than just when moving all-out.
Movement Speed • Duration: Concentration duration Enhanced Movement can
represent an effect requiring additional focus or effort on the
The default movement speed of most Enhanced Movement options character’s part; you can fly or pass through matter, but can’t
is a character's "normal ground speed." To move at a speed greater do much else at the same time. Since concentration requires a
than that, you must apply the Speed FX to your chosen form of one action each round, it also means you can’t move a
movement. You must be able to to move at a speed at least equal accelerated or all-out speeds, just the normal pace. A useful
to your normal ground speed to apply additional ranks of Speed to Enhanced Movement FX cannot have a duration less than
a form of Enhanced Movement (which for some forms of Enhanced concentration.
movement might require more than one rank).
At the GM's option, increasing you normal ground speed with the
Speed FX also affects Enhanced Movement modes like Permeate,
Slithering, Swinging, Wall-Crawling, and Water Walking just as it
Drawbacks
does normal ground movement. If this proves unbalancing, or in a • Forward Only: You cannot back up while using your Enhanced
setting where differentiated movement is more important, the GM Movement; you can only move straight ahead.
may wish to have Speed apply separately to each form of • Low Ceiling: If your movement enables you to leave the
movement; so a character would have ranks of Speed for normal ground, you cannot gain much altitude, remaining fairly close to
ground movement and separate ranks for Enhanced Movement the ground. A ceiling (maximum altitude) of 30 feet is a 1-point
traits like Wall-Crawling and Water Walking. drawback, 15 feet is worth 2 points, and 5 feet is worth 3
points. This drawback is suitable for "hovercraft" type flight and
similar effects.
Extras • Minimum Speed: You must move no less than half your
maximum speed or you "stall" and begin falling or get stuck.
When applying modifiers to Enhanced Movement, you can apply
You can restart your Movement for one action unless
the modifier(s) to just one rank of the FX, some of them, or all of
circumstances prevent it (including other drawbacks). You can’t
them, depending on which movement mode(s) you want to modify.
hover while in flight.
So it’s possible, for example, to make Dimensional Movement
Unreliable while having Permeate Affect Others and applying no • FX Loss: If your Movement is dependent on being able to flap
modifiers to Sure-Footed. The GM should approve any distribution your wings, a grappling swing-line which can jam, and so forth,
of modifiers to Enhanced Movement. As usual, the total cost of the you can apply this drawback to reflect conditions where your
FX cannot be reduced below 1 character point. Enhanced Movement FX may not function. If your movement
has limitations that render it inoperative about half the time, it
• Affects Others: This extra, applied to one or more of your
should have the Limited flaw instead. Note that this differs from
movement modes, allows you to take "passengers" along with
having your Movement countered in that you lose it
you, granting them the benefits of your movement mode(s) so
automatically when your FX Loss occurs, with no opposed
long as they are in close-contact with you (or within range, if
check.
you add the Range extra to the FX as well). This extra is
particularly common for Dimensional and Temporal Movement • Reduced Load: If you cannot carry more than a medium load
(often Affects Others and Area). while moving, you have a 1-point FX drawback. If you cannot

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carry more than a light load, you have a 2-point power • Extended (1 rank): You have a sense that operates at greater
drawback. than normal range. Your range increment with the sense is
• Runway Required: Some flying effects might require a level increased by a factor of 10. Each additional time you apply this
runway to take off and land. You can’t take off or land vertically option, your range increment increases by an additional factor
or hover. of 10, so one increase makes the range increment 100, two
makes it 1,000, and so on.
• Wide Turns: You cannot execute a greater than 45 degree turn
per action while flying, although you can slow your flying speed • Penetrates Concealment (4 ranks): A sense with this trait is
while turning in order to make tighter turns, if you wish. A unaffected by concealment from obstacles (but not effects like
combination of Minimum Speed and Wide Turns means you Concealment, Illusion, or Obscure). So vision that Penetrates
can only bank widely at best. Concealment can see right through opaque objects, for
example, and hearing that Penetrates Concealment is
unaffected by sound-proofing or muffling materials, and so
ENHANCED SENSES forth.
Type: Sensory Action: None (passive) • Radius (1–2 ranks): You can make Perception checks with a
sense against any point around you. Subjects behind you
Range: Personal Duration: Continuous
cannot use Infiltration to hide from you without some other
Resistance: None Cost: 1 point per rank concealment. Auditory, olfactory, and tactile senses are
normally radius for humans. Cost is 1 rank for use with one
One or more of your senses are enhanced, or you have additional sense, 2 ranks for one sense type.
sensory abilities beyond the normal five senses. Allocate ranks in • Ranged (1 rank): You can use a sense that normally has no
Enhanced Senses to the following FX. Some options require more range (taste or touch in humans) to make Perception checks at
than one rank, noted in their descriptions. Like all sensory FX, a normal range increment (-1 per 10 feet). This can be
Enhanced Senses uses the sense types described in sense types. enhanced with the Extended effect.
• Rapid (1 rank): You can read or take in information from a

Enhanced Senses
sense faster than normal: each rank increases your perception
speed by a factor of 10 (x10, x100, etc.) with a single sense,
double cost for an entire sense type. You can use rapid vision
The following effects enhance or improve existing senses, whether to speed-read, pick up on rapid flickering between frames of a
one of the five normal senses or the additional senses listed in the film, watch video replays in fast-forward speeds, and such,
following section. rapid hearing to listen to time-compressed audio “blips,” and so
• Accurate (2 or 4 ranks): An accurate sense can pinpoint forth. If your sense is rapid enough, the GM may allow you to
something’s exact location. You can use an accurate sense to take 20 with Perception checks using it as a full action or even
target something in combat. Visual and tactile senses are faster. See Quickness for guidelines on this. (Rapid Sense is,
normally accurate for humans. Cost is 2 ranks for one sense, 4 in fact, essentially a version of Quickness limited to one or
for an entire sense type. more of your senses.)
• Acute (1–2 ranks): You can sense fine details about anything • Tracking (1 rank): You can follow trails and track using a
you can detect with a particular sense, allowing you to particular sense. Basic DC to follow a trail is 10, modified by
distinguish between and identify different subjects. Visual, circumstances, as the GM sees fit. You only move at half
auditory, and tactile senses are normally acute for humans. normal speed while tracking. For 2 ranks, you can move at full
Cost is 1 rank for one sense, 2 for an entire sense type. normal speed while tracking. For 3 ranks, you can move all-out
• Analytical (1–2 ranks): Beyond even acute, you can perceive while tracking.
specific details about anything you can detect with an analytical
sense, such as chemical composition, exact dimensions or
mass, frequency of sounds and energy wavelengths, and so Additional Senses
forth. You can only apply this effect to an acute sense. Normal
senses are not analytical. Cost is 1 rank for one sense, 2 for an The FX here grant additional sensory capabilities or senses beyond
entire sense type. the normal five senses.
• Counters Concealment (2 ranks): A sense type with this trait • Communication Link (1 rank): You have a link with a
ignores the Concealment effect; you sense the subject of the particular individual chosen when you acquire this option, who
effect normally, as if the Concealment wasn’t even there. So if must also have this ability. The two of you can communicate
you have vision that Counters Concealment, for example, then over any distance like a use of the Communication FX. Choose
invisible beings are visible to you. Concealed subjects seem a sense type as a communication medium when you select this
slightly “off” to you, enough to know they are concealed to option; mental is common for psychic or empathic links. If you
others. This trait does not affect other sources of concealment, apply the Dimensional FX feat to your Communication Link, it
such as obstacles or other effects (like Obscure). extends to other dimensions as well.
• Counters Illusion (2 ranks): A sense type with this trait • Danger Sense (1 rank): When you would normally be
ignores the Illusion effect; you automatically succeed on your surprised in combat, make a Perception check (DC 15).
saving throw against the illusion if it affects your sense type, Success means you are not surprised and may act during the
realizing that it isn’t real. surprise round (if any). Failure means you are surprised
(although, if you have Uncanny Dodge, you retain your
• Counters Obscure (2 or 5 ranks): For 2 ranks, a sense type Defense bonus). The GM may raise the DC of the Danger
with this trait ignores the Obscure effect of a particular Sense check in some circumstances. Choose a sense type for
descriptor, such as darkness, fog/mist, or smoke, for visual your Danger Sense. Sensory effects targeting that sense also
Obscure. For 5 ranks, the sense type ignores all Obscure affect your Danger Sense ability and may “blind” it.
effects, regardless of descriptor.

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• (Descriptor) Awareness (1 rank): You can sense the use of future. Your precognitive visions last as long as you
effects of a particular descriptor with a successful Perception concentrate. Precognition does not apply to mental effects like
check (DC 10, –1 per 10 feet range). Examples include Cosmic Mind Reading or any other ability requiring interaction with the
Awareness, Divine Awareness, Magical Awareness, Mental future.
Awareness, and so forth. You can apply enhanced sense traits • Radio (1 rank): You can “hear” radio frequencies including AM,
to your Awareness to modify it. Choose the sense type for your FM, television, cellular, police bands, and so forth. This allows
Awareness; it is often a mental sense, but doesn’t have to be. you to pick up on Radio Communication. This is the base
Awareness counts as an “exotic sense” for noticing effects with sense of the radio sense type. It’s ranged, radius, and accurate
the first rank of the Subtle FX feat. by default.
• Detect (1–2 ranks): You can sense a particular item or effect • Time Sense (1 rank): You always know what time it is and can
by touch with a Perception check. Detect has no range and time events as if you had an accurate stopwatch.
only indicates the presence or absence of something (being
neither acute nor accurate). Choose what sense type your • Ultra-Hearing (1 rank): You can hear very high and low
Detect falls under (often mental). For 2 ranks you can detect frequency sounds, like dog whistles or ultrasonic signals.
things at a normal range increment (–1 per 10 feet). • Ultravision (1 rank): You can see ultraviolet light, allowing you
• Direction Sense (1 rank): You always know what direction to see normally at night by the light of the stars or other UV
north lies in and can retrace your steps through any place light sources.
you’ve been. • Uncanny Dodge (1 rank): This feat may also be a feature of
• Distance Sense (1 rank): You can accurately and Enhanced Senses rather than training or talent. Choose a
automatically judge distances. sense type for your Uncanny Dodge; sensory FX of that type
may overcome it.
• (FX) Awareness (1 rank): This works like Descriptor
Awareness (previously) but applies only to one FX regardless
of descriptor(s). Examples include Concealment Awareness,
Mind Control Awareness, Teleport Awareness, and so forth. Sample Enhanced Senses
• Infravision (1 rank): You can see in the infrared portion of the Listed here are some examples of Enhanced Senses using the
spectrum, allowing you to see heat patterns. Darkness does enhanced and additional senses listed previously. Players should
not provide concealment for objects differing in temperature feel free to take these pre-fabricated examples as abilities of
from their surroundings. If you have the Track ability, you can Enhanced Senses and to use them as models for creating their
track warm creatures by the faint heat trails they leave behind. own unique Enhanced Senses.
• Microscopic Vision (1–4 ranks): You can view extremely • Aura Reading (5 ranks): You can “read” the invisible psychic
small things. You can make Perception checks to see tiny auras that surround all creatures, showing their mood, physical
things in your own area. Cost is 1 rank for dust-sized objects, 2 condition, and any outside psychic influences affecting them.
ranks for cellular-sized, 3 ranks for DNA and complex Aura Reading is a mental sense, although the information (the
molecules, 4 ranks for atomic- sized. The GM may require a auras) is perceived as visual. Detect Mood and Physical
knowledge skill check, particularly Science to interpret what Condition (both ranged), Psychic Awareness.
you see. • Cosmic Awareness (2 ranks): You are innately “plugged in” to
• Postcognition (4 ranks): Your senses extend into the past, cosmic forces, able to sense them at work in the universe. You
allowing you to perceive events that took place previously. You sense cosmic effects in your local area, plus you may pick up
can make Perception checks to pick up on past information in on universe-affecting forces at a much greater distance (at the
an area or from a subject. The Gamemaster sets the DC for GM’s discretion). Apply the Extended option to expand this
these checks based on how obscure and distant in the past the sense’s range. Additionally, you can spend a character die to
information is, from DC 15 (for a vague vision that may or may ask “the Universe” (the Gamemaster) a direct question and get
not be accurate) to DC 30 (for near complete knowledge of a an answer (essentially a specialized use of the inspiration
particular past event as if you were actually present). Your aspect of spending character points). Cosmic Awareness and
normal (present-day) senses don’t work while you’re using Benefit (directed inspiration).
Postcognition; your awareness is focused on the past. Your • Darkvision (2 ranks): You can see normally in the dark, even
postcogntive visions last for as long as you concentrate. darkness created by an Obscure FX (although other Obscure
Postcognition does not apply to mental effects like Mind descriptors, such as fog or blinding light, affect you normally).
Reading or any other ability requiring interaction with the past. Vision Counters Obscure (darkness).
Postcognition may be Limited to past events connected to your
own “past lives” or ancestors, reducing cost to 2 ranks. • Detect Magic (2 ranks): You can make Perception checks to
detect the presence of magical effects, creatures, and items,
• Precognition (4 ranks): Your senses extend into the future, with a normal modifier of –1 per 10 feet distance. Mental
allowing you to perceive events that may happen. Your Detect (magic), Ranged.
precognitive visions represent possible futures. If
circumstances change, then the vision may not come to pass. • Detect Weakness (4 ranks): You can pick up on any potential
When you use this ability, the Gamemaster chooses what weaknesses a target may have. A successful Perception check
information to impart. Your visions may be obscure and cryptic, (opposed by Persuasion, Perception, Infiltration (for stealth), or
open to interpretation. The Gamemaster may require a trait of the GM’s choice) gives you insight into the subject’s
appropriate Perception skill checks for you to pick up on drawbacks, flaws, and similar weaknesses. The Assessment
particularly detailed information, with a DC ranging from 15 to feat may be added to Detect Weakness for an additional rank.
30 or more. The GM can also activate your Precognition to Detect Weaknesses, Ranged, Acute, Analyze.
impart specific information to you as an adventure hook or plot • Ladar (3 ranks): By emitting infrared lasers that bounce off
device. Your normal (present-day) senses don’t work while solid surfaces, you can build an accurate picture of your
you’re using Precognition; your awareness is focused on the surroundings, even when you cannot normally see them.

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Vision Counters Obscure (darkness), Radius. between them as desired. Note that this may represent a cost
• Low-Light Vision (1 rank): You can see twice as far in low- savings for a wide range of Enhanced Senses, but those
light conditions as normal. Vision Counters Obscure senses will not all be available at the same time, so the
(darkness), Limited. character may miss certain things or not have the right
sense(s) active at the right time to avoid a particular hazard or
• Radar (4 ranks): By sending out radiowave emissions that pick up on an important piece of information.
bounce off solid surfaces, you can build an accurate picture of
your surroundings. Accurate, Radius, Ranged Radio Sense. • Dimensional: This FX feat allows you to extend your senses
into other dimensions. It’s assumed to apply to all your senses,
• Scent (1 rank): You can differentiate and identify individuals by allowing you to sense your proximate location in the other
scent alone, although you cannot determine things like exact dimension(s). For a more extended range, use ESP with this
location (since your sense of smell is not necessarily accurate). feat.
Acute Scent.
• Extended Reach: This FX feat does not apply to Enhanced
• See Invisible (2 ranks): You can see anything hidden by a Senses; they have their own options (notably the Extended
Concealment FX as it were not concealed. Vision Counters feature) for enhancing their “reach.”
Concealment.
• Improved Range: Likewise, this FX feat does not apply to
• Sonar (3 ranks): By sending out ultrasonic emissions that Enhanced Senses; use options like Extended instead.
bounce off solid surfaces, you can build an accurate picture of
your surroundings. Accurate Ultrasonic Hearing. • Innate: The Enhanced Sense abilities of many creatures,
particularly aliens or constructs like robots, may be Innate,
• Spatial Awareness (4 points): You are mentally aware of your although this does not prevent sensory effects like Dazzle or
surroundings, even when you cannot see them. Accurate, Obscure from disabling them (which is different from countering
Radius, Ranged Mental Sense. or nullifying them).
• Trace Teleport (1 rank): You can “track” another teleporter, • Subtle: As passive FX, Enhanced Senses are Subtle by
provided your Teleport range is at least equal to theirs. Make a default and do not require this FX feat.
Perception check, DC 10, +1 per round since the target
teleported (+10 DC per minute) and –1 to your check result per
10 feet between you and the departure point (no modifier if you
are on the same spot). If the check succeeds you teleport to Extras
the place where your target went (or the closest open space, if Enhanced Senses often take advantage of the partial modifiers rule
that point is occupied). If the check fails, you don’t go when applying extras and flaws so they affect only particular ranks
anywhere; you can’t get an accurate “lock.” You only get one (and therefore senses). See the information under Enhanced-
attempt to track a particular teleport, and you can’t take 10 or Movement on applying modifiers to individual ranks of the FX.
20 on the Perception check. Track Teleport.
• Affects Others: With this extra, you can grant the benefits of
• Tremorsense (3 ranks): You can accurately feel the location one or more Enhanced Senses to another character. Apply
of moving objects in contact with the same surface as you Affects Others only to the ranks of the chosen sense(s).
(such as the ground). If used underwater, you can feel objects
moving through the water all around you, like a normal radius • Attack: This extra does not apply to Enhanced Senses. For
sense. Accurate Ranged Touch. sense-affecting attacks, use other sensory FX like Dazzle,
Illusion, and Obscure.
• True Sight (10 ranks): You automatically see through any
Concealment, Illusion, or Obscure FX, see the true form of any • Area: The Area modifier only applies to Enhanced Senses
disguised creature (including traits that grant a bonus to Art which affect others, and only to extend their benefits to
checks to disguise, like Morph), and see any deliberately everyone in an area. Apply the Selective FX feat for the ability
hidden or concealed item (secret door, hidden panel, etc.), to choose who in your area does and does not benefit from the
although the GM may require a Perception check to detect the Enhanced Senses. To affect the area of a sense, use the
latter. Vision Counters Concealment, Counters Illusion, Extended and Radius traits of the Enhanced Senses FX.
Counters Obscure (all), Detect Hidden. • Range: Likewise, the Range extra only applies to Enhanced
• X-Ray Vision (4 ranks): You can see through solid objects as Senses that affect others, extending the range at which you
if they weren’t there (such objects provide no concealment to can grant their benefits. To extend a sense’s range, use the
you). You have to define one reasonably common substance Extended, Radius, and Ranged traits of the Enhanced Senses
you can’t see through, such as lead, gold, iron, wood, or such. effect.
A subject with no concealment relative to you cannot use
Concealment to hide from you without a feat like Hide In Plain
Sight or an FX like Concealment. X-Ray Vision may be Limited
to particular substances (natural earth, for example), reducing
Flaws
cost to 2 ranks. It is a commonly associated effect of the • Distracting: Using some Enhanced Senses may prove
Permeate ability of Enhanced Movement, allowing you to see distracting compared to one’s normal senses, in which case
where you’re going as you pass through a solid object. Vision this modifier applies. It is best reserved for Enhanced Senses
Penetrates Concealment. intended to be used outside of combat, and shouldn’t apply to
senses that help users avoid surprise or overcome
concealment, since it takes away much of their utility (robbing
FX Feats the user of dodge bonus as surely as those conditions).
• Duration: The duration of Enhanced Senses cannot be
• Alternate FX: At the Gamemaster’s discretion, a “sensory changed, although the action required to use them may be, at
array” is an option if all the senses included are sustained or the GM’s discretion (see the Action drawback in the following
continuous in duration, allowing the character to switch section for details).

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• Limited: Some Enhanced Senses may be Limited to only ENVIRONMENTAL CONTROL


sensing certain things or only under certain circumstances. As
usual, the sense must lose about half its utility to qualify for this Type: General Action: One (active)
flaw, less than that is more likely a particular descriptor Range: Ranged Duration: Sustained
associated with the sense and may constitute a complication at Resistance: See description Cost: 1-2 points per rank
the GM’s discretion when it comes up in play.
• Permanent: This flaw does not apply to Enhanced Senses; the You can change the environmental conditions in an area: altering
inability to turn them on and off is generally a complication at the temperature, creating light, causing rain, and so forth.
best rather than an actual flaw in the FX.
Each of the following is a separate Environmental Control FX. If you
• Sense-Dependent: Enhanced Senses are, naturally, already have one you can acquire others as Alternate FX in an Array, but
sense-dependent and so cannot have this flaw. you can then only use and maintain one at a time. To use or
• Unreliable: Some Enhanced Senses may be unreliable; the maintain multiple Environmental Control FX simultaneously, add
GM makes checks for reliability when the sense is used. Two their costs together for the FX’s total cost per rank (or see the Mix-
variations of this flaw may apply: in the first, the Enhanced and-Match Environments option, following).
Senses effect is unreliable, when it doesn’t work, the character • Cold: You can lower the temperature in the area. For 1 point
perceives nothing with that sense. In the second, the per rank, you create intense cold; for 2 points per rank, you
character’s perceptions are unreliable, the sense appears to create extreme cold.
work, but the should make all reliability checks for Enhanced • Distraction: You can create conditions to distract anyone
Senses in secret, just informing the player of what the attempting to concentrate with an Expertise check, such as
character does (or does not) notice. driving rain, hail, dust storms, and so forth. For 1 point per rank
the distraction is DC 5, for 2 points per rank it’s DC 10, and for
3 points per rank it’s DC 15.
Drawbacks • Gravity: For 2 points per rank, you can create a low-gravity or
high-gravity environment. You can acquire the other effect as
• Action: Enhanced Senses normally don’t require an action
an Alternate FX. The attack roll penalty for low-gravity does not
apart from that of the normal Perception check. However, this
affect characters with a three-dimensional movement effect like
FX drawback makes using Enhanced Senses more of an effort.
Enhanced Movement (air walking, wall-crawling, etc.). The
The value of the drawback depends on the action required: 1
attack penalty for high-gravity does not affect characters with
point for one action, and 2 points for two actions. Further time
effective Strength scores greater than 10.
requirements move one step up the Time and Value
Progression Table per point, although the GM should decide of • Hamper Movement: You can hamper movement through the
such constitutes a desirable drawback (Enhanced Senses area with high winds, icy or wet surfaces, or similar effects. For
taking a minute or more aren’t particularly useful in most 1 point per rank, you halve movement speed through the area;
settings). As with all drawbacks, this one must have a point for 2 points per rank, you reduce it to one-quarter.
value less than the total cost of the Enhanced Senses FX. • Heat: You can raise the temperature in the area. For 1 point
• Disability: Some comic book characters with Enhanced per rank, you create intense heat, for 2 points per rank; you
Senses also lack one of their normal senses, such as blind create extreme heat.
characters with “radar sense” or deaf-mute characters with • Light: You can raise the light level in the area, countering the
Mental Communication. Keep in mind that the value of the concealment of darkness, but not other forms of concealment.
Disability drawback—like all other drawbacks—is situational For 1 point per rank, you can shed enough light to reduce total
and based on how much of a drawback it is for that particular concealment to partial and partial concealment to none. For 2
character; A drawback that doesn’t inconvenience a character points per rank, you can shed light as bright as a sunlit day,
isn’t much of a drawback. Thus blindness is less of a drawback eliminating all concealment provided by natural darkness.
for a character with another accurate sense (and a radius one, Obscure effects with the darkness descriptor may be countered
at that), worth only a point or two at most for the hindrance it with a successful power check.
imposes.
• Radiation: You can irradiate an area, exposing everyone to
• Noticeable: Enhanced Senses with this drawback are harmful levels of radiation. For 1 point per rank you can lightly
particularly noticeable in some way: your eyes may glow, for irradiate. For 2 points, you can moderately irradiate an area.
example, or you may emit a noticeable sound, vibration,
• Visibility: You can reduce visibility in the affected area,
energy, or the like for use as a sensor.
imposing a –5 modifier on Perception checks. For more
• Vulnerable: Characters with Enhanced Senses may be significant obscuring of senses (via darkness, fog, etc.) use the
vulnerable to certain sensory effects, making resistance Obscure effect. Your Environmental Control has a 5-foot radius
against things like Dazzle FX more difficult, for example. The at rank 1. Each additional rank moves the maximum radius one
default assumption is that Enhanced Senses carry no step up the Progression Table (with a radius of approximately
automatic vulnerability to such FX, but in realistic setting they 2,000 miles at rank 20, sufficient to alter the environment of an
make sense unless the character has some specific ability to entire continent!).
“filter out” unwanted or dangerous sensory input.
• Weakness: Likewise, Enhanced Senses may imply a
weakness caused by increased sensitivity. A character with
darkvision might be dazzled or blinded by bright light, for
FX Feats
example, while a character with super-sensitive hearing could • Slow Fade: Environmental Control with the Fades modifier
be deafened or stunned by the noise of a crowded city at rush- (see the following) may have this FX feat to extend the time
hour. This type of Weakness could be in conjunction with a interval before the FX fades, although the GM should carefully
Vulnerable to Dazzle FX drawback. consider any such extensions.

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FX Feats
Option: Mix-and-Match Environments
• Dimensional: This FX feat allows you to extend your ESP into
other dimensions with range proximate to your location in that
For especially broad Environmental Control FX, like the power to
dimension. One rank of Dimensional allows you to sense into a
command the weather, the GM may wish to apply the following
single other dimension, two for a group of related dimensions,
optional rule. Rather than having a set list of FX the user can
and three for any dimension in the setting suitable to your
create, Environmental Control divides its cost for any given use
ESP’s descriptors. Dimensional ESP for an accurate sense is
among FX with appropriate descriptors, making it a limited sort of
especially useful for targeting other Dimension FX.
Variable structure.
• Subtle: ESP already has a degree of subtlety. Applying one
So, for example, an Environmental Control FX costing 4 points per
rank of Subtle to ESP increases the DC to notice the FX to 20
rank can distribute those 4 points among different FX as the user
+ rank or makes it noticeable only to a particular unusual sense
sees fit. So one use it might be intense cold (1 point), a DC 10
(with the usual DC 10 + rank notice check). Two ranks of
distraction (2 points), and hamper movement to one-half speed (1
Subtle make ESP completely unnoticeable, as usual.
point) for a blizzard. The next use could be extreme heat (2
points) and hampering movement to one-quarter (2 points) for

Extras
desert-like heat, and so forth.

• No Conduit (+1): You are not affected by sensory FX targeted


where you have displaced your senses, but neither can you
Extras use perception range FX via your ESP. Despite the built-in
limitation, this is an extra, since it allows you to use your ESP
• Area: As Environmental Control already affects an area, it to observe subjects in relative safety.
cannot have (nor does it require) this extra. • Simultaneous (+1): You can use both ESP and your normal
• Independent: Environmental Control can use this modifier senses at the same time, perceiving two locales like
where the FX’s area diminishes once it is established, the FX “translucent” overlays of each other. This means you’re more
no longer under the control of the user. So, for example, a capable of taking physical action while also using your ESP,
character might have Environmental Control where a change is although the FX still requires its normal duration to maintain.
made and then diminishes over time until it is gone or the effect The GM may occasionally require a Perception skill check to
is countered (by the original user or someone else). sort out the layered sensory information you receive.
• Selective Attack: Since hostile environments may provoke
resistances or otherwise hinder targets, Environmental Control
is considered an “attack” for purposes of modifiers. With this Flaws
extra you can vary the environment within your affected area,
affecting some while not affecting others, or even mixing and • Distracting: Since it overrides your normal senses, ESP
matching different environments (making part of the area cold already has aspects of this flaw, so it cannot be applied. If you
and another hot, for example). normally retain an accurate sense of your surroundings while
using ESP (for example, your ESP pertains to hearing and
doesn’t override your vision), then the Distracting flaw may be
ESP allowed with GM permission. This flaw may also be appropriate
if your ESP has the Simultaneous extra (see previous).
Type: Sensory Action: One (active)
Range: Extended Duration: Concentration • Feedback: With this flaw, damaging attacks directed at where
you displaced your senses can affect you. Your sensory-point
Resistance: None Cost: 1-4 points per rank is considered to have partial concealment from attacks (with
the usual 20% miss chance) and you use your ESP rank as
You can displace one or more of your senses over a distance, your Toughness resistance bonus against any successful
perceiving as if you were at that location, up to 10 feet away. Each attack. The feedback may be psychosomatic in nature or due
additional rank increases your range, as shown on the Extended to some sort of disruption caused by an assault on the point
Range Table. ESP overrides your normal sense(s) while you are where you have redirected your senses. Note that sensory FX
using it. Subjects observed via ESP can sense it with a Perception already work on you via ESP and this flaw doesn’t apply to
check (DC 10 + rank). them.
You can make Perception checks normally using your displaced • Medium: You require a medium for your ESP, such as
senses. To search a large area for someone or something, use the shadows, flames, mirrors, open water, television screens, and
extended search guidelines given in the description of the so forth. You can only perceive locations where your chosen
Perception skill. medium exists.
ESP costs 1 point per rank for one sense type, 2 points per rank for • Sense-Dependent: ESP is already Sense-Dependent and
two sense types, 3 points per rank for three, and 4 points per rank cannot apply this flaw. At the GM’s option another FX can have
for all of your senses. Visual senses count as two sense types (so the flaw ESP-Dependent, working only through the “link” of
visual ESP is 2 points per rank). You can use perception range ESP, regardless of the sense(s) involved. Since Sense-
sensory effects via ESP if your ESP applies to their sense type and Dependent FX already work on ESP users displacing the FX’s
an accurate sense (usually sight). Sensory FX targeted on the spot targeted sense(s), the modifier is of limited use, but may apply
where you have displaced your senses affect you normally. to some unusual mental or magical FX aimed specifically at
remote viewers.

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Drawbacks • Iron Stomach: You can eat anything that’s not toxic without ill
effects: spoiled or unpleasant food, for example. You get a +5
bonus on Survival checks involving feeding yourself.
• Noticeable: ESP with this drawback has an easily noticeable
display, like a glowing set of eyes or a phantom image of your • Mimicry: You can imitate almost any sound you’ve heard,
face, head, or body at the location you are observing. This giving you a +10 bonus to Persuasion or Art checks to
manifestation cannot be used for communication, however. convince others your mimicked sounds are real.
• Special Effect: You have some special effect, like a gust of
wind at the right dramatic moment, or ideal spotlighting, or
Associated FX personal theme music. The GM may give you a +2 bonus for
favorable circumstances when your special effect is likely to
• Concealment: At the Gamemaster’s discretion, the impress people or otherwise aid you.
Concealment FX can treat ESP as a “sense” regardless of • Temporal Inertia: You are somehow uniquely “anchored” in
what sense(s) ESP affects. So Concealment 1 can be the space-time continuum, making you immune to changes in
configured as “Concealment from ESP,” preventing someone history. You recall the “true” version of historical events, even if
using ESP from perceiving the user, without affecting other no one else does.
senses. This suits certain sorts of magical “spells to ward
against scrying” or mental shields that block out the questing
minds of other psychics. Likewise, the GM can allow Dazzle,
Obscure, and other sensory FX to treat ESP as a single sense,
Flaws
allowing for FX that temporarily “blind” or block out the effect. • Duration: Some Features may be sustained duration rather
Sensory FX that work against a particular sense also affect that than permanent with no change in cost. This suits active
sense displaced by ESP. So a Visual Dazzle, for example, can Features a character has to use and maintain rather than
blind a Visual ESP user. having them as passive traits requiring no effort whatsoever.
• Communication: ESP is the power to sense things going on in
a distant location. To send information, you need the
Communication FX, often associated or linked with ESP. This GROWTH
allows two-way interchanges between distant points, where the Type: Alteration Action: Free (active)
FX user can sense what is going on some distance away and
also relay information to those present able to receive Range: Personal Duration: Sustained
Communication. Resistance: None Cost: 3 points per rank

You can increase your size, and therefore your strength and
FEATURES durability. Every rank of Growth activated increases your Strength
Type: General Action: None (passive) by +1. Every other rank increases your Toughness by +1. The
Duration: Permanent (see additional Strength does not improve your Athletics checks,
Range: Personal however, since your mass also increases.
description)
Resistance: None (see Every four ranks of Growth active increase your size category by
Cost: 1 point per rank one full level. So a medium creature with Growth at 4 ranks is large,
description)
at 8 ranks is huge, at 12 ranks is gargantuan, at 16 ranks is
colossal, and at 20 ranks is awesome-sized. You gain all the
You have one or more minor features or effects that grant you an benefits and drawbacks of your new size category. Your base
occasionally useful ability worth about 1 character point. This effect movement speed increases by 5 feet per size category you
is essentially a version of the Benefit feat but an FX rather than a enlarge.
virtue of skill, talent, or social background. For example, diplomatic
immunity or wealth are Benefits; fur, the ability to mimic any sound, Intermediate ranks of Growth also increase size, but not
or a hidden compartment in your hollow leg, are Features. necessarily size category. See the Increased Size Table for a
character’s approximate size at any given rank of Growth.
It’s up to the GM what capabilities qualify as Features; generally if
something has no real game effect, it’s just a descriptor. If it has an
actual game benefit, it may be a feature. There’s no need to define
every possible feature a character may have down to the last detail. FX Feats
• Alternate FX: If you have Growth, you can acquire Shrinking

Sample Features •
as an Alternate FX feat.
Growth Strike: You can add the momentum of increasing in
Some examples of possible Features include the following: size to your melee attacks, literally enlarging under an
opponent’s jaw, for example. This gives you a +1 damage
• Environmental Adaptation: This feat may also be a Feature bonus per size category you enlarge until you reach your
for some characters, depending on its descriptors and origin. opponent’s size and only works on opponents at least one size
• Insulating Fur: You have a layer of fur that protects you from category larger than you. So growing from medium to
sunburn and cold, giving you immunity to those environments. awesome size as part of an attack does +5 damage, for
• Internal Compartment: You can carry a objects inside you example.
body! You have a pouch or compartment of some sort, able to • Innate: Your size, or ability to change size, are an innate part
hold objects no larger than about one-fifth your own size and of your nature and cannot be countered or nullified. Innate is
weighing no more than your light load. particularly common for permanent Growth that reflects the
natural size of larger creatures.

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TABLE 5.7: INCREASED SIZE


Growth Combat Infiltration Intimidation
Size Might Str Tough Height Weight Space Reach
Rank Modifier Modifier Modifier
60-500
0 Medium +0 +0 +0 +0 +0 +0 6 ft. 5 ft. 5 ft.
lbs.
1 — — +1 +0 — — — 6 1/2 ft. — — —
2 — — +2 +1 — — — 7 ft. — — —
3 — — +3 +1 — — — 7 1/2 ft. — — —
500-4K
4 Large +1 +4 +2 –1 –3 +2 8 ft. 10 ft. 10 ft.
lbs.
5 — — +5 +2 — — — 10 ft. — — —
6 — — +6 +3 — — — 12 ft. — — —
7 — — +7 +3 — — — 14 ft. — — —
4K–32K
8 Huge +2 +8 +4 –2 –6 +4 16 ft. 15 ft. 10 ft.
lbs.
9 — — +9 +4 — — — 20 ft. — — —
10 — — +10 +5 — — — 24 ft. — — —
11 — — +11 +5 — — — 28 ft. — — —
32K–250K
12 Gargantuan +3 +12 +6 –4 –9 +6 32 ft. 20 ft. 15 ft.
lbs.
13 — — +13 +6 — — — 40 ft. — — —
14 — — +14 +7 — — — 48 ft. — — —
15 — — +15 +7 — — — 56 ft. — — —
250K-2 mil
16 Colossal +4 +16 +8 –8 –12 +8 64 ft. 30 ft. 15 ft.
lbs.
17 — — +17 +8 — — — 80 ft. — — —
18 — — +18 +9 — — — 96 ft. — — —
19 — — +19 +9 — — — 112 ft. — — —
20 Awesome +5 +20 +10 –12 –15 +10 128 ft.+ 2 mil lbs.+ 40 ft. 20 ft.

• Macroverse: If you have Growth 20, you can enlarge past


awesome size, to the point where you cross a dimensional Flaws
barrier and enter a “macroverse” (which may or may not really
exist at the superatomic level, where our universe exists within • Action: This flaw does not apply to Growth; it is a power
a single atom). Entering or leaving a macroverse is one action. drawback instead (see the following section).
In the macroverse, you lose your Growth effect, but gain • Dispersal (–2): You increase in size by dispersing your bodily
Shrinking equal to your Growth rank (and when you shrink mass in some fashion over a larger area. You do not gain the
smaller than minuscule size, you leave the macroverse and increased weight, Strength, Toughness, or Might associated
return to the normal universe at awesome size, where your with Growth or the increased resistance to knockback (since
powers return to normal). This feat is only available if the GM your mass doesn’t increase), although you do gain the other
determines a macroverse exists in the setting. effects of your increased size. This flaw is most often
associated with growing characters that also become
Insubstantial, turning into mist, for example, in which case
Extras Growth may be Linked to that effect, although it is not required.
• Permanent: You are permanently at the maximum size for
• Affects Others: You can grant the benefits of Growth to your Growth rank. You gain all the benefits and drawbacks of
someone else by touch, enlarging them up to your maximum your size, but cannot turn off your Growth to achieve a smaller
rank. As a +1 extra, both you and one other you are touching size. Permanent Growth is often also Innate to reflect the
can increase in size. natural size of larger creatures.
• Attack: A Growth Attack increases the size of an unwilling
target. While this grants the target all the benefits of increased
size, it also imposes all the drawbacks; being 30 feet tall can
be very inconvenient, especially if you have a secret identity to
Drawbacks
maintain! • Action: Generally, requiring longer than a free action to
• Duration: Continuous Growth allows you to remain at change your size is a drawback rather than an Action flaw,
whatever size you set for yourself until you choose to change it simply because it doesn’t limit the use of Growth much once
or your effect is countered. you’ve assumed a particular size. Taking one action to grow is
a 1-point drawback and two actions is 2 points, with each
additional step on the Time and Value Progression Table

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adding 1 point to the drawback (if the GM allows a longer lost or destroyed organs and limbs to regenerate as well.
Action drawback). • Reversible: Note that this FX feat does not apply to Healing,
• Full Power: A character with this drawback can only grow to since it restores subjects rather than imposing a condition from
maximum size permitted by Growth rank and return to normal which they can recover.
size. You cannot “stop” at any intermediate size or size
category. This may limit the benefits of Growth in enclosed
spaces or other situations where attaining full size would be Extras
problematic. It should only be applied to Growth greater than 4
ranks, since anything less doesn’t result in any significant • Action: This extra reduces the action required for you to use
disadvantage. Healing, but does not affect the recovery action required of the
subject. You cannot use Healing more than once per round
regardless. To heal multiple subjects at once, apply the Area
HEALING modifier.
Type: Alteration Action: Two (active) • Affects Objects (+1): Your Healing can also “heal” damage to
Range: Touch Duration: Instant non-living subjects without a Constitution score or Immune to
Fortitude effects. The recovery check is made normally, using
Resistance: Fortitude your Healing rank as the bonus, since the subject has no Con
Cost: 2 points per rank
(harmless) score. If you are limited solely to repairing objects, this is a +0
modifier. If you can heal or repair as needed, it is a +1 modifier.
You can heal damage conditions by touch. With two actions, you • Area: Healing with this extra grants the same benefit to all
can do any one of the following: subjects in the affected area. Area Empathic Healing is an
• Grant a character an immediate recovery check for the unwise combination, as the healer takes on all of the damage
subject’s worst damage condition, with a bonus on the check conditions of the affected subjects!
equal to your Healing rank (instead of the target's normal • Contagious: Since Healing is an instant effect that removes
bonus to Recovery). Injured conditional heal automatically with conditions (restoring subjects to the normal condition) rather
no check required. than imposing them, it cannot be Contagious.
• Grant a bonus on resistances equal to your Healing rank • Duration: Healing’s duration cannot be changed from instant.
against FX with disease or poison descriptors (or, in most For a more long-term or “perpetual” Healing effect lower the
cases, the Disease or Poison extras). The bonus applies to the action required for Healing or use Regeneration.
subject’s next check against the FX.
• Range: Healing with this extra can affect subjects at normal
• Stabilize a dying character with a DC 10 Healing check. range, requiring a ranged attack roll to successfully “touch” the
If the FX check fails, you must wait the normal recovery time for subject with the Healing effect. The GM may waive the required
that condition or spend a hero die in order to try again. If it is attack roll for a willing subject holding completely still (or a
successful, you can use Healing again normally. You must maintain helpless subject unable to move), but the subject is also
contact with the target for the entire action required for the Healing treated as helpless against other attacks that round, making it
effect to occur. The subject must take two actions to recover, like an unwise decision in the midst of combat. Healing with two
using a hero die to recover. The subject must also fail the applications of this extra is usable at perception range and
resistance against the FX. Willing and unconscious subjects are does not require an attack roll to “touch” the subject.
assumed to do both automatically. • Remove Affliction (+1): Your Healing FX can help a subject
You can use Healing on yourself. You can’t cure your own dazed, recover from afflictions caused by the Inflict (Condition) FX.
staggered, or unconscious conditions or stabilize yourself (since The subject you touch gains an additional check to recover
you have to be able to take two actions to use your Healing FX). from the condition, as a free action, using your ranks in Healing
Your own recover action is part of the two actions required to use as the bonus to the recovery check.
Healing. If the recovery check is successful, you suffer no ill effects.
• Restoration (+1): Your Healing FX can restore character
If it is not, however, your condition worsens to dying. If you can use
points lost to traits from effects like Drain with the appropriate
Healing as a reaction, it can cure any of your conditions and its use
descriptors, such as injury, disease, or poison. You restore 1
is not considered strenuous.
character point per Healing rank to the affected trait(s). If you
Since Healing allows Fortitude resistance, it does not work on can only restore ability points, this is a +0 modifier.
subjects Immune to Fortitude effects since they are assumed to
• Resurrection (+1): You can restore life to the dead! If the
resist, and your attempt automatically fails. It also doesn’t work on
subject has been dead for fewer minutes than your FX rank,
subjects with no Constitution score, since they are, by definition,
the subject makes a DC 20 Con check with a bonus equal to
not living.
your FX rank. If successful, the patient’s condition becomes
disabled and unconscious. If the check fails, you can’t try

FX Feats again. If you apply the Progression feat, move the maximum
amount of time a subject can be dead one step up the Time
and Value Progression Table (from FX rank minutes to FX rank
• Stabilize: If you have this FX feat, you don’t need to make a x 5 minutes, then FX rank x 20 minutes, FX rank hours, and so
Healing FX check to stabilize a dying character, your Healing forth).
FX does so automatically, although it still requires the normal
action to use. You still cannot stabilize yourself unless your • Selective Attack: Area Healing may have this extra, allowing
Healing is usable as a reaction. you to choose who in the area does and does not gain the FX’s
benefits.
• Persistent: You can heal Incurable damage.
• Total (+1): You can heal multiple damage conditions with one
• Regrowth: When healing a disabled condition, you cause any use of Healing. For every 5 points the recovery check

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Illusion Area
(including your Healing bonus) exceeds DC 10, the subject’s
next worst damage condition heals as well. For example, with a
DC 40 Healing check result, the subject would heal from six
damage conditions, from most to least severe. This would allow Your illusion occupies an area 5 feet in radius by default. To
a dying subject to stabilize and completely recover from any increase the size of the illusion you can create, apply the
and all damage conditions. Progression FX feat).

Flaws Illusionary Effects


• Empathic (–1): When you successfully cure someone else of a Illusions have no substance and cannot have any real-world effect.
condition, you acquire the condition yourself and must recover So illusions cannot provide illumination, nutrition, warmth, or the
from it normally. You can use Healing and Regeneration to cure like (although they can provide the sensations of these things).
conditions you acquire in this way. You can have the Likewise, an illusory wall only prevents people from moving through
Resurrection modifier for Healing, but if you successfully use it, an area so long as they believe it’s real, and an illusory bridge or
you die! This may not be as bad as it seems if you have floor is revealed as false as soon as someone tries to walk across
Regeneration ranks applied to Resurrection, allowing you to it, and falls through it!
return to life.
• Faith (–1): You can only use Healing on subjects with the
same allegiance as your own. This may represent a Healing FX Disbelieving Illusions
limited to those of the same faith or beliefs, such as one Characters encountering an illusion do not resist it or recognize it
bestowed by a patron deity. If your Healing works on everyone as illusory until they interact with it in some fashion. A character
but those of an opposing allegiance, this is a 1-point FX Loss must make a successful Perception check (DC 10 + ranks in
drawback (if that, depending on the GM’s judgment). Illusion) against an illusion to reveal it as false. A failed check
• Limited to Others (–1): You can only use Healing on others, means the character fails to notice anything amiss. A character
not yourself. faced with clear proof an illusion isn’t real needs no check (such as
• Personal (–1): You can only use Healing on yourself and not falling into a pit covered by an illusory floor). Enhanced Senses with
others. Your Healing is reduced to personal range. the Counters Illusion trait automatically detect illusions as well. If
• Restorative: Healing is by nature restorative and therefore any viewer successfully uncovers an illusion and communicates
cannot apply this flaw. this fact to others, they gain another Perception check with a +5
bonus. Circumstances may grant additional modifiers to the
• Temporary (–1): The benefits of your Healing are temporary, Perception check to uncover an illusion, depending on how
lasting for a short time, after which the subject’s damage convincing it is.
returns. The Healing benefits last for one hour, then the subject
regains any damage conditions you healed. These conditions
stack with any others the subject acquired since the initial
healing, which may result in more severe injuries or even Maintaining Illusions
death. If your Healing is even more temporary than an hour, Maintaining an active illusion (such as a fighting creature) requires
apply a 1-point FX drawback for each step down the Time concentration, but maintaining a static illusion (one that doesn’t
Table (20 minutes, 5 minutes, 1 minute, etc.) to a minimum of a move or interact) is only a free action, effectively a sustained
full round, keeping in mind the effect must have a final cost of duration.
at least 1 character point.
• Tiring: The effects of this flaw are in addition to the Energizing
and Empathic modifiers. So using Tiring Energizing Healing to
restore fatigue is doubly fatiguing for you. FX Feats
• Progression: Each time you apply this FX feat, your Illusion’s
area moves one step up the Time and Value Progression Table
ILLUSION (10-ft. radius, 25 feet, 50 feet, and so forth). You can create a
Type: Sensory Action: One (active) smaller illusion than your maximum area, as usual.
Duration: Concentration (see • Subtle: Illusion is a Subtle effect by default, since it wouldn’t be
Range: Perception
description) much use otherwise. Therefore, Illusion doesn’t require—and
Resistance: Perception, see cannot apply—this FX feat.
Cost: 1-4 points per rank
text

You can create false sensory impressions. This ranges from visual Extras
images to phantom sounds, smells, or even radar or mental
images. For 1 point per rank, you can create an illusion affecting a • Damaging (+3): Your Illusion is so realistic it can actually inflict
single sense type. For 2 points per rank, you can affect two sense psychosomatic harm on anyone fooled by it. Your illusions are
types. For three points per rank, you can affect three sense types. capable of making attacks, which automatically hit (since your
At 4 points per rank, you can affect all sense types. Visual senses illusions are as “skilled” as you choose to imagine) and inflict
count as two sense types. Your rank determines how convincing damage up to your Illusion rank, or the damage normally
your illusion is, including the DC for the Perception check (10 + inflicted by whatever you’re creating an illusion of, whichever is
rank). less. Anyone who successfully overcomes your illusion cannot
be harmed by it and immediately recovers any damage inflicted
by it. This extra is essentially the same as a Linked Damage

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effect with perception range, so the GM may allow you to apply including the damage from a slam attack, allowing you to slam
other modifiers directly to the Damaging extra like an Immovable opponents for more damage than usual. You can-
independent effect. not reduce an opponent’s effective Immovable rank below 0.
• Duration (+1): Reducing Illusion’s duration affects the type of
action required to maintain an active illusion. Sustained Illusion
allows you to maintain an active illusion as a free action each Flaws
round. Continuous Illusion allows you to create illusions that
continue to exist (even interacting) until you choose to dismiss • Action: Changing the action to use Immovable can create an
them. effect that requires some preparation: you have to “brace”
yourself, at least initially. This makes Immovable somewhat
• Selective Attack (+1): With this extra, you choose who
less useful against surprise attacks or unexpected
perceives your Illusion and who doesn’t.
circumstances.
• Duration: Immovable’s duration cannot be changed; to change
Flaws the effort it requires, change its required action instead.

• Feedback (–1): Although Illusion does not have a physical


“manifestation” per se, it can apply this flaw, in which case a IMMUNITY
successful damaging attack on one of your illusions causes Type: Defense Action: None (passive)
you to suffer damage, using the guidelines given in the Range: Personal Duration: Permanent
description of the Feedback flaw.
Resistance: None Cost: 1 point per rank
• Limited to One Subject (–1): Only a single subject at a time
can perceive your Illusion.
You are immune to certain effects, automatically succeeding on any
• Phantasm (–1): Only creatures with Int 1 or more can perceive resistance or check against them. You assign ranks of Immunity to
your Illusions, making them a mental sensory FX. They are various effects to gain immunity to them (with more extensive
undetectable to machines like cameras and microphones. This effects requiring more ranks). These assignments are permanent:
flaw is commonly combined with Selective Attack, making your
phantasms detectable only to those intelligent beings you
choose.
• Range: It is left to the GM’s discretion whether or not Illusion’s
range can be reduced at all, since being able to perceive the
affected area is important in creating and directing the illusion.
If Illusion is touch range, the character is only able to alter the
appearance of subjects in physical contact. In order to solely
alter your own appearance, see the Morph FX, possibly with
the Phantasm flaw.
• Sense-Dependent: Illusion is already sense-dependent and so
cannot have this flaw.

IMMOVABLE
Type: Defense Action: Reaction (passive)
Range: Personal Duration: Permanent
Resistance: None Cost: 1 point per rank

You’re especially resistant to being moved by attacks. You gain a


+2 bonus per rank to Might against all attempts to Gain Combat
Advantage over you by pushing you, tripping you, throwing you, or
otherwise moving you. You also reduce the distance you are
knocked back by an attack, reducing the damage modifier of an
attack by your immovable rank for the purposes of calculating
knockback.
To gain the benefits of this effect, you cannot move more than your
normal speed in a round. If you move at accelerated speed (two
actions), your Immovable rank is halved. If you move all out, you
lose the benefit of Immovable for the round.

Extras
• Unstoppable (+1): Your speed has no effect on your
immovability; you can move all out while retaining your full
effect rank. You also subtract your Immovable rank from an
opponent’s Immovable rank before determining its effect,

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• 1 rank: aging, disease, poison, one environmental condition protective abilities requiring a modicum of concentration. It is a
(cold, heat, high pressure, radiation, or vacuum), one type of net +0 modifier from Immunity’s base permanent duration.
suffocation (breathe normally underwater or in an alien • Range: Immunity that Affects Others may have this extra,
atmosphere, for example), starvation and thirst, need for sleep, allowing it to grant its benefits at normal or perception range.
or a rare FX descriptor (such as your own FX, a close sibling’s
FX, etc.).
• 2 ranks: critical hits, suffocation effects (no need to breathe at
all), or an uncommon FX descriptor (such as chemical, gravitic, Flaws
necromantic, etc.). • Limited (–1): You suffer half the normal effect rather than
• 5 ranks: alteration effects, dazzle effects, emotion effects, being entirely immune to it. For environmental effects, you only
entrapment (grappling, snares, or bonds), fatigue effects, make checks half as often. For other effects, halve the effect’s
interaction skills, trait effects, or a particular Damage descriptor rank before the roll is made to overcome your resistance.
(such as bullets, cold, electricity, falling, fire, magic, radiation, Alternately, if your immunity is to an effect causing lethal
sonic, etc.) damage, it can cause non-lethal damage instead.
• 9 ranks: life support (includes immunity to disease, poison, all
environmental conditions, and suffocation)
• 10 ranks: a common FX descriptor (such as all effects with INFLICT (CONDITION)
cold, electricity, fire, radiation, or weather descriptors, for
Type: Attack Action: One (active)
example).
• 20 ranks: a very common power descriptor. Range: Touch Duration: Instant (lasting)
• 30 ranks: Any effect targeting a particular resistance— Resistance: See Below (staged) Cost: 1 point per rank
Fortitude or Will—regardless of descriptors.
• 40 ranks: All physical damage, all energy damage. You can inflict a harmful condition on a target. Choose one of the
So for example at Immunity 11, you could have life support (9 following types of affliction, and which resistance your opponent
ranks) plus Immunity to critical hits (2 more ranks), or life support uses to resist (Fortitude or Will; if Defense resists, see "Flaws"
plus Immunity to aging (1 rank) and a rare power descriptor (1 below). You cannot change the condition you inflict once you select
rank), or any other combination adding up to 11 ranks. this FX:
• All Attacks.
Any one Resistance (Defense, Fortitude, Toughness, Will).
Degrees of Immunity

• All Non-Combat, Non-Resistance Skill checks.
• Any one Ability Score (Strength, Dexterity, Constitution,
Some Immunity FX are a matter of degree. For example, “immunity Intelligence, Wisdom, Charisma).
to cold” can range from the environmental effects of cold to cold
• All forms of Movement.
damage, to complete immunity to all effects with the “cold”
descriptor. The first requires only 1 rank, and provides no • One allowed action each round.
resistance to other sorts of cold effects. The second requires 5 On a successful attack with this FX, you inflict a -2 penalty to all
ranks and only provides immunity to cold Damage effects (even checks involving that attribute. If you selected Movement as one of
those with resisted by resistances other than Toughness). The third the attributes targeted, the target moves at half of his normal
requires 10 ranks and provides complete immunity to all effects speed. If you selected Action as one of the attributes targeted, the
with the “cold” descriptor—whether Damage, Inflict (Condition), target loses one action each round.
Drain, or what have you. If you exceed your target's resistance by 5 or more, you inflict a -5
penalty to all checks involving the affected attributes. If you
selected Movement as one of the attributes targeted, the target is
FX Feats completely immobilized and cannot move from that spot (though he
can still defend himself normally). If you selected Action as one of
• Selective: This feat gives you the ability to “lower” your the attributes targeted, the target loses both of his actions each
Immunity and allow harmless effects you’d normally resist round.
automatically to work on you. If you have the Affects Others If you exceed your target's resistance by 10 or more, the target is
and Area modifiers, you can use this feat to choose who rendered helpless. This may be because the target is held
benefits from your Immunity and who does not. completely still, or has fallen on the ground screaming in terror, or is
simply unconscious now.

Extras
The target gets a check each round to recover from a condition with
the same resistance skill used to resist the initial FX, with a +1
bonus per previous check. The DC to recover is equal to 10 + your
• Affects Others (+1): This extra allows you to grant the benefits ranks in Inflict (Condition).
of your Immunity to others by touch. It’s most commonly used
For suggestions as to how you can use this FX to create different,
with life support, such as for projected force fields or constructs
distinct conditions, see conditions for inspiration.
able to maintain a safe environment.
• Area: This extra is most commonly used in conjunction with
Affects Others, allowing you to spread your Immunity among
those in the affected area. For example, Area Immunity 9 (life FX Feats
support) Affects Others, provides normal life support in a 45- • Progression: If your Inflict Condition FX has a duration of
foot radius around you. Continuous, each rank of this FX feat which you take increases
• Duration: Sustained duration Immunity may be suitable for the duration of the FX by one step on the Time and Value
certain types of powers, particularly force fields or similar Progression Table.

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• Reversible: You can reverse the effect of your Inflict Condition (see the Array structure in this chapter). You can switch between
FX at will, removing any conditions caused by it. normal and Insubstantial form at will as a free action once per
round.
• Sedation: Once you have rendered someone unconscious,
you can keep them unconscious. • Rank 1: You become fluid. You can flow through any sort of
opening, under (or around) doors, through keyholes and pipes,
and so forth. You cannot pass through watertight seals. You
Extras can automatically flow out of any restraint—such as a snare or
grapple—that is not watertight. You automatically succeed on
• Additional Affliction (+1): Each time you select this extra, Acrobatics checks to escape from bonds or tight spaces. So
your Inflict (Condition) FX targets one additional Attribute. The you cannot flow out of a bubble completely enclosing you, for
resistance does not change. example, but anything less cannot hold you. You can exert your
• Duration: A target cannot make recovery checks to recover normal Strength and can still carry objects, although your
from a Concentration duration FX until you allow your manual dexterity may be limited (at the GM’s discretion). A fluid
concentration to lapse (by failing to take an action to maintain character may attempt to catch a falling person or object,
the FX). If your FX is sustained duration, you can deny the cushioning the fall with the character’s flexible form. This
target a recovery check indefinitely so long as you're able to requires one action, and reduces the falling damage by the
take a free action. If your FX is Continuous in duration, then the cushioning character’s Toughness bonus (representing
target is unable to make a recovery check ever unless you flexibility in this case). Both characters suffer any remaining
allow it! damage. Higher rank insubstantial forms—lacking physical
Strength—cannot attempt this.
• Rank 2: You become a cloud of gas or fine particles. You have
no effective Strength in gaseous form, but you are immune to
• Gain Combat Advantage (+1): If your game uses the physical damage. Energy and area attacks still affect you
Combat Advantage option, your Inflict FX allows you to gain normally. You can flow through any opening that is not airtight.
combat advantage over your foe. If you overcome your target's You can use your various other effects normally.
resistance, in addition to the normal penalties your FX inflicts,
he is off-balance. If you overcome your target's resistance by 5 • Rank 3: You become coherent energy. You have no effective
or more, he is vulnerable. If you overcome your target's Strength, but you are immune to physical damage. Energy
resistance by 10 or more, he is flat-footed. attacks (other than the energy making up your form) damage
you normally. You can pass through solid objects permeable to
• Sleep: This +0 modifier leaves targets rendered unconscious your type of energy, but energy resistant barriers, like heavy
by your FX in a deep sleep instead, well suited for "sleep shielding or force fields, block your movement.
enchantments" or certain psychic FX.
• Rank 4: You become incorporeal. You can pass through solid
• Wracking (+1): Your affliction is especially painful or harmful. matter at your normal speed and you are unaffected by
Each round beyond the first that the victim fails to recover, your physical and energy attacks. Sensory effects still work on you,
affliction deals half of its ranks in damage (rounded down). This as do effects with the Affects Insubstantial FX feat. Choose one
could represent a burning, agonizing poison or a snare that other reasonably common effect that works on you while you
constricts and tightens around the target. are incorporeal. You have no Strength and cannot affect the
physical world with other effects unless you apply the Affects
Corporeal modifier. Your sensory effects work normally.
Flaws Unless you have Immunity to suffocation, you must hold your
breath while passing through a solid object, and you can suffocate
• Defense Resists (-1): Your Inflict (Condition) FX is resisted normally. If you revert to solid form while inside a solid object for
with a Defense Resistance instead of a Fortitude or Will any reason, you suffer Fortitude-based lethal damage equal to the
Resistance. object’s Toughness. If you are not knocked unconscious by the
• Instantaneous (-1): Your Inflict (Condition) FX is not a lasting damage, you’re immediately ejected from the object into the
condition, and the target automatically recovers after one turn nearest open space. If you are knocked unconscious, you’re
(suffering the effects for only a single round). trapped inside the object and your condition worsens to dying on
• Minimal (–1): Your Inflict (Condition) FX cannot inflict more the following round.
than the minimal result.
• Permanent: Permanent is not an appropriate flaw for Inflict
(Condition). For conditions which can linger for an extended FX Feats
period of time, use the Progression FX feat.
• Innate: Use this feat if your character's form is naturally or
innately Insubstantial, particularly if the FX is permanent in
duration.
INSUBSTANTIAL
• Selective: This feat allows you to selectively make some
Type: Alteration Action: Free (active)
portions of your body insubstantial while keeping others
Range: Personal Duration: Sustained substantial (or vice versa). This allows you to do things like
Resistance: None Cost: 5 points per rank reach through a wall, solidify your hand to pick up an object or
tap someone on the shoulder (or punch them in the face), and
become incorporeal again to withdraw it on the following round.
You can assume a less solid form, with each Insubstantial rank
becoming progressively less solid. You do not gain the ability to • Subtle: This feat makes your Insubstantial nature less
assume lower-ranked Insubstantial forms, but you can acquire a noticeable to observers. One rank requires a Perception check
lower-ranked form as an Alternate Power of a higher-ranked one (DC 20) to detect that you are Insubstantial, while two ranks

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mean you look entirely normal in Insubstantial form (which may • Dispersal: Liquid and gaseous forms might have Growth with
cause opponents to waste effort on you, not knowing that the Dispersal flaw.
you’re immune to their attacks, for example).
• Disruption Attack: A common book trick of incorporeal
characters is the ability to pass an incorporeal hand or limb

Extras
through a target and partially solidify, creating a painful
molecular disruption. This is an Affects Corporeal Penetrating
Damage FX. It costs 3 power points per rank.
• Action: Becoming Insubstantial is normally a free action,
meaning you can’t switch to an Insubstantial form when • Drain: Some insubstantial forms have an Affects Corporeal
surprised, beaten on initiative, or otherwise unable to take Drain attack, like the life-draining touch of a ghost or toxin
action. At the GM’s option, applying the Action extra to use carried in a liquid or gaseous form.
Insubstantial as a reaction allows you to switch forms • Enhanced Movement: Gaseous, energy, and incorporeal
“reflexively” in response to such hazards, even if it is not your forms are often lighter than air, allowing the character to move
turn, so long as you are still capable of taking action. three-dimensionally. Flight effects associated with gaseous
• Affects Corporeal: This extra is required for any FX that works forms tend to be slow (low-ranked). Incorporeal forms may
on corporeal targets while you are insubstantial at rank 2 or slowly float or fly at great speed.
greater. • Immunity: An insubstantial form may grant Immunity to certain
• Affects Others: This modifier allows you to extend your effects or conditions. In particular, life support is a common
Insubstantial FX to another character by touch, taking them effect of an insubstantial (and essentially non-human) form.
Insubstantial with you. If you ever withdraw the FX while • Nullify Electronics: The passage of some incorporeal or
someone is inside a solid object, see the FX’s description for energy forms disrupts electronics. This is an Affects Corporeal
the unpleasant results. Nullify Electronics FX with the Touch range flaw.
• Attack: Applied to Insubstantial, this extra makes it into a touch
range FX able to turn targets Insubstantial. This is most
effective for ranks 2 through 4, since the victim loses some or
LUCK CONTROL
all ability to interact with the physical world. You need to grab a Type: General Action: Reaction (passive)
target in order to drag them inside a solid object unless the Range: Perception Duration: Instant
target is already helpless.
Resistance: None Cost: 3 points per rank
• Duration: Extending the FX’s duration to continuous allows
you to remain Insubstantial until you choose to return to your
You can use Hero Dice to affect others in various ways. For each
corporeal form.
rank you have in the FX, choose one of the following capabilities:
• Progressive (+0): You can assume lower ranked forms of
• You can spend a hero die on another character’s behalf, with
Insubstantial, but you must progress through them in order to
the normal benefits.
reach higher-ranked ones. For example if you have
Progressive Insubstantial 3, you can assume fluid, gaseous, or • You can bestow your hero dice on others. You can grant only
energy forms, but to assume energy form, you must first one hero die to any given character in a round, but the
progress through fluid and gaseous, becoming less and less recipient may use the bestowed hero die normally.
substantial. Since you can only activate the FX once per round, • You can spend one of your hero dice to negate someone else’s
it takes you three rounds of activating your FX to achieve. use of a hero die or a use of Gamemaster fiat. This also
eliminates the setback of the fiat, so no hero dice are awarded
for it.
Flaws • You can spend a hero die to force someone else to re-roll a die
roll and take the worse of the two rolls. The target of this last
• No Effective Strength (–1): This flaw applies only to rank 1 effect may spend a hero die to avoid having to re-roll. GM fiat
Insubstantial and removes your effective Strength while in that may do the same (earning you a hero die).
form, leaving you with limited ability to affect the physical world
• You gain an additional hero die at the start of each game.
like the higher ranks of the effect.
These are not hero dice which are tied to a given ability, such
• Permanent (–1): This flaw locks you in your insubstantial form; as with the Capable feat, but are instead free to be used for
you cannot assume solid form. At the GM’s discretion, you can any purpose. You may take this option multiple times, but the
apply a +1 extra allowing you to revert to solid form as a free maximum number of bonus hero dice you can gain from this
action and a sustained duration. If you’re unable to take the option is equal to half the campaign's power level.
free action required, you automatically revert to your
insubstantial form.

Extras
Associated FX • Area: Your Luck Control FX works equally on all targets in the
affected area. You spend only one hero die, although the
The following are some FX commonly associated with
subjects are each affected individually. You must apply the
Insubstantial.
same FX to all subjects at once.
• Damage Aura: An energy form may have a Damage Aura
• Duration: Luck Control’s duration cannot be changed from
effect with the appropriate descriptor: electricity, fire, radiation,
instant, since none of its effects last more than an instant
and so forth. A liquid or gaseous form might also be corrosive
regardless.
or poisonous, giving it a Damage Aura or another FX (like
Drain) with the Aura modifier. • Selective Attack: This extra, applied to Area Luck Control,

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Multiple Thralls
allows you to choose who in the area of affect is or is not
affected by it.
You can establish control over as many thralls as the action and
Flaws duration of your Mind Control allow. At the default of one action and
concentration, this is only one thrall (or two if you choose not to
move). If your Mind Control is sustained, you can establish control
• Action: If the action required for Luck Control is increased
over one thrall, then attempt to control another on the following
beyond a reaction, it is only usable during your turn each
round, and so forth. The GM may set a limit on the number of
round, which limits its usefulness in responding to the actions
thralls you can control at once (just like the limit on the number of
of others.
free actions you can perform during a round).
• Range: Luck Control normally requires no attack roll; if
reduced below perception range, it does, either ranged or a


melee attack for touch range Luck Control.
Resistance (–1): Targets of your Luck Control get a resistance
Noticing Mind Control
—usually Will—to avoid its effects. The Progression feat can As a mental FX Mind Control has a degree of subtlety; noticing that
increase the effect modifier by +1 per rank. someone is under its influence requires a Perception check (DC 10
+ Mind Control rank).
• Side Effect: As a particular side effect of Luck Control, if your
effort to alter luck fails, you suffer a setback without earning a

FX Feats
hero die. Effectively the GM gains a “free” use of GM Fiat
against you.

• Mental Link: You can give commands to your thralls mentally


MIND CONTROL over any distance (with no need to speak). Issuing a command
is still one action, however.
Type: Sensory (mental) Action: One (active)
• Subtle: Mind Control already has a degree of subtlety: only
Duration: Concentration targets of the effect and those with the appropriate sense (such
Range: Perception
(lasting) as Mental Awareness) detect its use. A rank of Subtle makes it
Resistance: Will Cost: 2 points per rank a DC 20 Perception check for either to detect a use of Mind
Control, while two ranks make the effect completely
undetectable.
You can control another character’s mind, and therefore actions. To
use Mind Control, make an FX check against the target’s Will

Extras
resistance. If you succeed, you control the actions of the subject, or
"thrall", as long as you maintain the FX. If you fail, there is no effect.
You can try again, but the target gets a cumulative +1 bonus to Will
resistance against Mind Control for each successive attempt in the • Area: You can control everyone in the affected area: make a
same encounter. single Mind Control check, opposed by the Will resistances of
all potential targets. Compare the results individually against
The thrall's consciousness is largely suppressed while controlled,
each Will resistance to determine the effect. In the case of
meaning the subject cannot say or do anything without direction,
minions or large groups of relatively undifferentiated subjects
and has no memory of being controlled when the effect ends.
(random crowds, etc.) the GM may choose to make a single
Will resistance for the entire group and compare it against your

Issuing Commands
Mind Control check result. Issuing commands to a group of
thralls still takes a one action per command, so it’s easier to
give a group of thralls the same command (“attack!”) than it is
Issuing a command is one action—separate from the action needed to issue specific commands to each one.
to establish control (so doing both takes up a full round). If the thrall
has no means of understanding you, you can only issue simple • Conscious (+1): Your thralls are conscious and aware, but
commands that can be conveyed with gestures (like “come here” or completely obedient, effectively fanatically loyal. This means
“stop”). the subject can be commanded to relate knowledge or use
skills based on mental abilities. Thralls are aware of being
Roll a new opposed check of Mind Control vs. Will resistance for controlled once the Mind Control ends, unless the effect is
each interval on the Time and Value Progression Table that passes, Subtle, in which case subjects have no explanation for their
starting at one minute, with the thrall getting a cumulative +1 bonus unusual behavior or simply no memory of it (your choice when
per check. A thrall can also use a hero die at any time to gain a new you end the control).
opposed check to try and break free. Thralls commanded to carry
out an action strongly against their nature get a new opposed check • Effortless (+1): Additional Mind Control attempts against the
immediately, with a +1 to +5 bonus on top of the cumulative bonus, same subject in the same scene or encounter do not require
depending on the type of command. Success breaks your control. extra effort for you; you can try again as often as you like.
These opposed checks do not require additional effort from you. • Instant Command (+1): You can issue commands to your
Obviously self-destructive commands are automatically ignored, but thralls as a free action. You must have the Mental Link feat to
do not break your control. Potentially self-destructive commands, apply this extra, since verbal commands cannot be issued this
however, are not, although they may entail a new opposed check. quickly.
So, for example, you cannot simply command a thrall to walk off a • Sensory Link (+1): You can perceive everything one of your
cliff, but you could walk him into a deathtrap or other potentially (but thralls does, like an ESP FX. Your own senses are inactive
not obviously) dangerous situation. while using your sensory link and you can only perceive
through the senses of one thrall at a time.

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Flaws
two actions and roll your Mind Reading against the target's Will
resistance. If you win, you can essentially ask any one question
and receive the answer from the target’s mind. If the target doesn’t
• Distracting: Mind Control may well be distracting for the user, know the answer, then you know that. Especially personal or
imposing this flaw while you are controlling one or more thralls. guarded information grants the target a +1 to +5 bonus on the Will
• Limited to One Command (–1): You can give targets only one resistance, while information the subject doesn’t consciously know
command, like “sing and dance” or “live out your repressed (subconscious or forgotten due to amnesia, for example) grants a
desires.” This command is chosen when you acquire the FX +5 to +10 bonus on the Will resistance and the target can’t choose
and can’t be changed. to forego the resistance.
• Sense-Dependent: Your Mind Control works through a target’s You can continue to ask questions, one per round, for as long as
senses to reach the mind. Examples include eye contact you maintain your mind probe, requiring two actions each round.
(Sight-Dependent), hypnotic music (Hearing-Dependent), and The target gets an additional opposed Will check to break free for
pheromones (Scent-Dependent), etc. each interval that passes on the Time and Value Progression Table,
with a cumulative +1 bonus per check.
If you fail your FX check, you cannot probe the target’s mind. You
Drawbacks can try again the following round, but the renewed attempt grants
the target a cumulative +1 bonus on his Will resistance per attempt.
• Noticeable: The FX of your Mind Control are noticeable by
means other than Awareness and Perception: perhaps your
thralls’ eyes glow, their skin changes color, or an unusual scent
like flowers or brimstone hangs in the air around them.
FX Feats
• Subtle: As a mental sensory effect, Mind Reading has a
degree of subtlety, only noticeable to the subject or to
Associated FX characters with an appropriate enhanced sense, such as
Mental Awareness. Subtle Mind Reading is less detectable,
• Mental Transform: For long-term mental conditioning or requiring a DC 20 Perception check for either type of character
brainwashing, see the Transform FX, particularly the mental to sense it, while two ranks of the Subtle FX feat makes Mind
version of it. Reading completely undetectable.
• Mind Reading: The ability to control minds often goes with the
ability to read minds and vice versa.

MIND READING
Type: Sensory (mental) Action: One/Two (active)
Duration: Concentration
Range: Perception
(lasting)
Resistance: Will Cost: 1 point per rank
You can read another character’s thoughts. To use Mind Reading,
make an FX check against the target’s Will resistance.
If successful, you can read the target’s surface thoughts (meaning
whatever the target is presently thinking). Mind Reading transcends
language; you comprehend the target’s thoughts whether or not
you share a common language. The target gets a Will check (DC
10 + Mind Reading rank) for each interval that passes on the Time
and Value Progression Table, with a cumulative +1 bonus per
check.
If you fail your attempt, you cannot read the target’s thoughts. You
can try again the following round, but the renewed attempt grants
the target a cumulative +1 bonus on the Will checks per attempt in
that encounter.

Bluff and Mind Reading


If you can interact with your subject, a successful Persuasion check
against the target’s Perception check result causes the subject to
think about a particular piece of information you’re looking for, such
as a password or name, allowing you to pluck it from the subject’s
surface thoughts.

Mind Probe
You can also mentally probe a target’s mind for information. Take

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Extras
You can alter your appearance to that of other creatures or even
objects of the same mass. Your traits do not change; your new form
is merely a cosmetic change. You gain a +5 bonus to Art checks to
• Action: Applying this extra to Mind Reading lowers the action disguise yourself per rank when using Morph to assume a different
required for both reading surface thoughts and mental probes, form. For 1 point per rank you can assume a single other
so a +1 Action extra moves those actions down to free and appearance. For 2 points per rank you can assume any form from a
one, respectively. broad group like humanoids, animals, machines, and so forth. For 3
• Area: With this extra, you can read the surface thoughts of points per rank you can assume any form of the same mass.
anyone within the affected area; make a single Mind Reading For the ability to change size as well as appearance see the
FX check and compare the result to the Will resistances of all Growth and Shrinking FX. To take on the other traits of forms you
potential subjects in the area. Retries and further opposed FX assume, see the Metamorph FX feat in the following section.
checks are the same as for reading a single subject. You can
only use the mind probe aspect of Mind Reading on a single


subject at a time; the Area modifier does not apply to it.
Sensory Link (+1): You can “tap into” the senses of your
FX Feats
subjects, perceiving what they perceive while reading their • Metamorph: Morph only changes your appearance; you have
minds like an ESP FX. Your own senses are inactive while you all the traits of your normal form. This feat allows you to have
are using your sensory link and you can only perceive through an alternate set of traits, essentially a complete alternate
the senses of one subject at a time. character you change into. You can switch between sets of
traits at will, once per round, as a free action. Your other
form(s) must have the same point total as you and are subject
Flaws to the same power level limits. They must also have traits
suitable to your Morph FX. For example, if you can only Morph
• Feedback: You suffer Feedback if a subject you are reading is into humanoid forms, then your alternate forms have to be
harmed, using your Mind Reading rank as the resistance humanoid. All of your forms must have your Morph FX and
bonus against the non-lethal damage. Additionally, you may Metamorph feat(s). The GM may require certain additional
suffer Feedback at the GM’s discretion from reading or common traits for all of your forms. Each additional rank of this
experiencing particularly traumatic or emotionally-charged feat gives you another set of traits you can change into.
thoughts of memories from the subject (a kind of Side Effect Metamorph is best suited to characters with a defined list of
flaw). alternate traits. For a character able to transform into
numerous forms with various traits, see the Variable structure.
• Limited by Language (–1): You can only understand the
subject’s thoughts or memories if you share a common


language.
Limited to Emotions (–1): You can only read or probe for
Extras
emotions and emotional associations, not coherent surface • Attack: A Morph Attack imposes a different appearance on the
thoughts or memories. target creature. Unlike a Transform FX, a Morph Attack is
• Limited to Mind Probe (–1): You can only perform mind entirely cosmetic: you can’t change the target’s actual traits.
probes (taking the usual two actions) and cannot read surface
thoughts.
• Limited to Sensory Link (–1): If you have the Sensory Link Flaws
extra and this flaw, you can only tap into a subject’s senses,
you cannot read their thoughts or probe their memories. • Phantasm (–1): Your Morph FX is a mental illusion; only
intelligent (Int 1+) creatures perceive it. It cannot fool machines
• Limited to Surface Thoughts (–1): You can only read surface like cameras or non-intelligent robots.
thoughts and cannot probe for information.
• Resistance (–1): Observers who have reason to believe your
• Range: Ranged Mind Reading FX require a ranged attack roll assumed form is not real can make a Will check to penetrate
in addition to the effect’s normal resistance. Mind Reading your disguise (DC 10 + Morph rank). A successful check
limited to touch range requires a melee attack roll against an
reveals your assumed form as false, and anyone who
unwilling target and physical contact throughout the FX’s communicates that information to others gives them a +5
duration; breaking contact ends the FX. bonus on their Will check or Perception check.
• Sense-Dependent: Your Mind Reading is dependent on a
sense other than just having to accurately sense the target,
such as needing to see his expressions (Sight-Dependent),
hear him speak (Hearing-Dependent), smell his changes in
Associated FX
biochemistry (Scent-Dependent), and so forth. Alternately, it • Polymorph: For a “polymorph,” able to assume a wide range
may be dependent on being in Mental Communication with the of forms with different traits (poly = many, morph = shape) see
target (see Communication). the Variable structure in this chapter.

MORPH MOVE OBJECT


Type: Alteration Action: Free (active) Type: General Action: One (active)
Range: Personal Duration: Sustained Range: Ranged Duration: Sustained
Resistance: None Cost: 1-3 points per rank Resistance: None Cost: 2 points per rank

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You can move objects at a distance without touching them. Move concentration. Move Object with an instant duration is only
Object has no action/reaction; a moving object cannot drag the useful for throwing objects with a single burst of force, not
character “holding on” to it, for example. This effect is also not holding or moving them.
considered “physical contact” or “touch” for effects requiring it. • Limited Direction (–1): You can only move objects in a
Your effective Might for lifting and moving objects with this FX is particular direction or path, such as only up and down (towards
equal to your FX rank. By taking two actions and concentrating you and away from the ground), only directly towards or away from
can increase this to two times your FX rank for as long as you you (attraction and repulsion), and so forth.
concentrate, taking one action each round to do so.
• Limited Material (–1): You can only move a particular type of
This FX can move objects, but cannot perform tasks of fine object or material, such as only metals, water, rock, plants, and
manipulation (like untying knots, typing, or manipulating controls) so forth. The GM may allow a –2 flaw for a particularly limited
without the Precise FX feat. Objects equaling a heavy load or more type of material (such as only precious metals or sand).
move at a rate of 5 feet per round. Lighter objects move a distance
• Range: Since the Move Object FX works on things at a
each round like they were thrown with your effective Strength.
distance by definition, it cannot generally be reduced to touch
Objects thrown as attacks base their damage off your FX rank as if
range. At the GM’s discretion, a touch range Move Object FX
it were your Strength bonus.
may represent “tactile telekinesis” or a supernatural influence
Move Object cannot inflict damage directly; you can’t “punch” or over objects you are able to touch, but such things are usually
“crush” objects with it. You can use it to make disarm and trip better represented by the Enhanced Strength FX and the Might
attacks to Gain Combat Advantage. Using Move Object to “grab” a skill.
creature is an attack similar to a grapple with a Might bonus equal
to your FX rank. The target cannot grapple you and you cannot
inflict damage, only pin and hold the target immobile. You can move NULLIFY
a pinned target like you would any other object, so long as the
Type: Trait Action: One (active)
target remains pinned. Using Move Object to grapple requires one
action. You can throw a pinned target as one action. Range: Ranged Duration: Instant
Resistance: Will Cost: 1-3 points per rank

FX Feats Nullify can counter particular FX, or perhaps even any FX . You
can’t nullify innate FX.
• Subtle: Note that Move Object is not Subtle by default (as
some forms of telekinesis or psychokinesis are). The standard Make a ranged attack roll to hit the target. If you overcome the
version of this FX involves some noticeable manifestation like a target's Will resistance or the FX’s rank +10 (whichever is higher),
“tractor beam,” a glow around your head or hands (along with a you successfully nullify the FX. If you are targeting the subject of an
corresponding glow around the affected object), big glowing effect rather than the effect’s user, make your check against the
hands, blazing “energy talons,” or the like. Apply the Subtle feat FX's rank + 10, not the user's Will. If you win, the targeted FX turns
for a less noticeable Move Object FX. off, although the user can re-activate it normally. If you fail, you do
not Nullify the FX and trying again against the same subject
increases the target's resistance by +1 per attempt. The cost per

Extras rank determines what you can counter:


• 1 point: Counter any one FX of a particular descriptor at a time
• Damaging (+1): Your Move Object FX can inflict damage, like (fire FX, magical FX, mental FX, etc.) or a single FX of any
an application of normal Strength with a Strength bonus equal descriptor (Mind Control, Snare, Teleport, etc.). Choose the
to its rank (not its lifting Strength of rank x 5). This includes affected descriptor or FX when you acquire the FX.
damaging targets in grapples and making ranged “strike” • 2 points: Counter all FX of a particular descriptor (such as fire
attacks. or magic) or type (like attack or sensory FX) at once. Choose
the affected descriptor or type when you acquire the FX.
• Duration: Move Object generally cannot have a continuous
duration, since it is an active FX and requires at least a • 3 points: Counter all FX at once. This level of Nullify is
modicum of attention to maintain. The GM may allow available only with the Gamemaster’s permission and may
Continuous Move Object as a variation that is not disrupted depend on the nature of FX in the setting.
when you are stunned, but that still requires your conscious

FX Feats
attention (still an active FX). There’s no change in the cost of
the Duration extra, this is just a limitation of the Move Object
FX.
• Affects Insubstantial: Nullify does not require this FX feat to
• Range: Perception range Move Object can affect any object affect insubstantial targets, or the Insubstantial FX itself. You
you can accurately perceive, with no need for an attack roll. can attempt to nullify the FX of insubstantial targets normally.
• Selective: If you can Nullify multiple FX at once, this FX feat
Flaws allows you to choose which are nullified and which are not.

Extras
• Distracting: Move Object may require sufficient focus that you
are distracted from other things, imposing this modifier. This
makes the FX less useful in combat situations.
• Alternate Resistance: Nullify may require a Fortitude rather
• Duration: Concentration duration Move Object requires more than a Will resistance to represent an effect resisted by the
of your attention to maintain. You cannot concentrate to double subject’s physical fortitude rather than strength of will.
your lifting capacity with Move Object that requires
• Area: An Area Nullify effect works on all targets in the area.

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Obscure Examples
Make a single FX check and compare the result against the
opposed FX checks or Will resistances of the targets. Targets
lacking any FX you can nullify are, naturally, unaffected.
• Visual: darkness, fog, smoke, blinding light, clouds of small
• Duration: If Nullify’s duration is increased above instant, any particles (dust, sand, insects).
countered FX is suppressed and cannot be re-activated until
the duration expires. The user of the countered FX may spend • Auditory: counter vibration, sound-dampening field, ultra
a hero die to gain a Will check to recover use of the ability. If “white noise,” ultrasonics.
successful, the FX can be re-activated. • Olfactory: chemical neutralizer, odor-absorbing mist,
• Effortless (+1): Trying again does not grant your opponent a overpowering (but not nauseating) smell.
bonus to subsequent attempts. You can retry a Nullify attempt • Mental: mental “null field,” psionic static, ward against scrying.
an unlimited number of times.
• Sensory FX: scrying ward vs. ESP, detect, or another specific
• No Resistance: You automatically Nullify FX with a rank equal sensory FX.
to or less than your Nullify rank with no opposed check.
• Nullifying Field (+0): Rather than targeting a specific
individual, you can Nullify FX in a radius of (rank x 5) feet
around you as one action. This is a combination of the Touch
FX Feats
range (–1) and Burst Area (+1) modifiers. Some characters • Affects Insubstantial: As a sensory FX, Obscure already
have a Nullifying Field as an Alternate FX of Nullify. Some affects insubstantial subjects with no need for this FX feat.
Nullifying Fields also have the Duration extra.
• Subtle: Obscure by definition cannot be Subtle for those
• Randomize (+0): Rather than being countered, the effect(s) subject to its FX; they’re automatically aware of the obscuring
targeted by your Nullify acquire the Uncontrolled flaw and go of their affected sense(s). However, Obscure may be Subtle for
out of control (as dictated by the GM). those outside its FX, such as a Visual Obscure effect that
• Selective Attack: If you have an Area Nullify effect, this extra leaves everyone in the area blind, but makes it appear to
allows you to choose who in the area is and is not affected by anyone outside the area that there’s simply “nothing there,”
it, nullifying some targets and not others. obscuring the true area and its contents, but not obviously so.
The GM should adjudicate any applications of Subtle to
Obscure FX.
Flaws
• Side Effect: If you fail to nullify an FX, you might suffer some Extras
kind of “backlash” or similar side effect.
• Duration: Continuous Obscure FX remain in place until they
are countered in some fashion.
OBSCURE • Independent: The Obscure effect requires no maintenance
Type: Sensory Action: One (active) from you, but fades by 1 character point of effectiveness per
Range: Ranged Duration: Sustained round until it is gone. You cannot turn off an Independent
Obscure effect yourself unless you have the Reversible FX
Resistance: None Cost: 1-4 points per rank feat.
• Selective Attack: You can choose who is and is not affected
You can create total concealment in an area. Obscure costs 1 point by your Obscure FX. Those unaffected perceive normally, as if
per rank if it affects one sense type, 2 points per rank if it affects the Obscure were not in FX.
two sense types, 3 points per rank if it affects three sense types,
and 4 points per rank if it affects all sense types. Visual senses
count as two sense types, so a 3-points per rank Obscure FX could
affect visual and one other sense type, for example. Flaws
An Obscure FX can be centered on you or created at a distance as • Limited to One Sense (–1): Obscure normally works against
one action. It does not move once created, although you can an entire sense type, Obscure with this flaw works only against
reposition an existing Obscure FX as one action. Characters suffer a particular sense of that type, leaving the others unaffected.
the effects of total concealment when unable to perceive an This is most common for Obscure that only affects normal
opponent and may suffer other hindrances as the GM sees fit. Your vision but not other visual senses.
Obscure covers an area 5 feet in radius at rank 1. Each additional
rank moves the radius one step up the Time and Value Progression • Partial (–1): Your Obscure FX provides only partial rather than
Table. total concealment.
• Phantasm: Your Obscure FX is mental in nature; only
creatures with Intelligence -4 or greater are affected. Machines
Obscuring Sensory FX •
and other non-intelligent entities or devices are immune.
Resistance (+1): You must roll an FX check against the
At the Gamemaster's discretion, you can have an Obscure that resistance (usually Will) of characters in the area of your
works against a particular sensory FX, such as ESP or Mind obscure to affect them. They gain a Will check to shake off the
Reading, suitable for certain psionic or magical abilities that block obscure for each step up the Time and Value Progression
out those FX. You can't have a general "Obscure enhanced Table, starting at one minute.
senses" FX, since various Enhanced Senses are assigned to • Sense-Dependent: Obscure is already Sense-Dependent by
particular sense types. nature and cannot have this flaw.

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PROBABILITY CONTROL following extras) to affect an area. Everyone in the area is


affected equally and you must apply the same effect of
Type: Alteration Action: Reaction (passive) Probability Control to everyone, so you can’t provide Fortune
Range: Personal Duration: Instant for some while Jinxing others, for example. You’ll most likely
Resistance: None Cost: 4 points per rank also want the Selective Attack extra, allowing you to exclude
your foes from Fortune FX and your allies from a Jinx.

You have some control over the otherwise random whims of • Fortune (+1): You can grant the benefits of your Probability
chance. Each round, you can make your Probability Control rank Control to someone else by touch. This is the Affects Others
the minimum result of any one die roll you make. If the die comes extra for Probability Control.
up with a lower result, use your FX rank instead. So if you have • Jinx (+1): You can afflict someone else with bad luck by touch
Probability Control 12, you can choose a die roll and be ensured a (requiring a successful melee attack roll for an unwilling
minimum result of 12 on the die, treating any roll of less than a 12 subject). The target gets a Will resistance to avoid the FX. If it
as a 12. A 20 on the die roll acquired through Probability Control is fails, on one of the subject’s die rolls for the next round (chosen
not considered a “natural 20.” by you), a roll equal to or less than your Probability Control
At rank 1, Probability Control only ensures a natural 1 on an attack rank is treated as a 1, or any other number up to your FX rank
roll is not an automatic miss, if the total attack roll would still hit the (so having 6 ranks would allow you to declare any roll of
target’s Defense. Higher ranks increasingly ensure reliably good between 1 and 6). A 1 on the die roll caused by Probability
outcomes (or at least a degree of immunity to poor ones) while the Control is not a “natural 1.”
highest ranks ensure the character can regularly accomplish • Range (+1): You can use Fortune and/or Jinx at normal range
amazing things. Probability Control’s maximum rank is the as a +1 extra. For a +2 extra, you can use either at perception
campaign’s power level or 20 (whichever is less). range. You must have the Fortune or Jinx extra(s) to benefit
from this extra.

Split Probability Control


At the Gamemaster’s discretion, you can split your Probability
Flaws
Control among multiple die rolls in the same round, having a lesser • Limited to Fortune (–1): You can only use the Fortune ability
effect. So, for example, you could split Probability Control 12 into of Probability Control; the FX doesn’t benefit you. You must
two minimum die rolls of 6, for example, or any other combination have the Fortune extra to take this flaw.
adding up to 12. In this case, the GM may wish to allow Probability
• Limited to Jinx (–1): You can only use the Jinx ability of
Control ranks greater than 20, but with no more than 20 ranks
Probability Control; the FX doesn’t affect you. You must have
assigned to any particular die roll in a round. The GM may wish to
the Jinx extra to take this flaw.
require the Split Attack FX feat for this rather than making it a
default capability of Probability Control. • Side Effect: If an outcome you’re trying to alter occurs in spite
of your Probability Control, you suffer the FX of a Jinx on your
next action! Alternately, for a –2 flaw, every time you grant a
Alternate FX Fortune effect (including to yourself) you or an ally suffer a Jinx
FX on the following round as the scales of fortune try to
Probability Control may become the base FX for an Array of balance themselves.
probability influencing FX. Generally, such effects should be
perception range, affecting anyone the user can accurately target.
Also note the Probability Control base FX is not available while an QUICKNESS
Alternate Power is in use. To be able to use both, acquire the Type: General Action: Free (passive)
Probability Array separately. The following are some examples of Range: Personal Duration: Continuous
suitable Alternate FX:
Resistance: None Cost: 1 point per rank
• Damage: As one action, you can cause a damaging “accident”
to befall someone: a load of bricks falls on them, they’re hit by
a car, or by a bolt of lightning out of the blue; anything you can You can perform routine tasks quickly. For purposes of this effect a
reasonably justify to the GM as possible (if highly improbable). “routine task” is one where you can take 20 on the check. At rank 1
This is a Perception Range Penetrating Damage FX with a you perform such tasks at twice normal speed (x2). Each additional
rank equal to your Probability Control. rank moves your speed one step up the Time and Value
Progression Table (x5, x10, x25, and so forth). At rank 20, you
• Deflect: Attacks just seem to miss you. This is Deflect (all perform routine tasks at 5 million times normal speed! Tasks where
attacks), Free Action, with a rank equal to your Probability you cannot take 20 (including combat actions) are unaffected by
Control. Quickness, nor is movement speed.
• Move Object: The forces of chance help you out from time to You can take 10 and take 20 normally using Quickness and, if your
time, moving things out of your way (or into someone else’s FX rank is high enough, you may be able to take 20 on a task in a
way), creating a Perception Range Move Object FX at your single action (3 seconds) or less. If you can perform a task in less
Probability Control rank. This FX is useful for making trip than a second, the GM may choose to treat that task as a free
attacks, among other things. action for you (although the GM can still limit the number of free
actions you can accomplish in a round as usual). Among other
things, this allows you to do things like take 20 on an Infiltration
Extras check to disable a lock check by trying all possible combinations of
a lock at great speed, or take 20 on a knowledge check by reading
• Area: You can extend your Fortune or Jinx extras (see the all available research materials in an instant.

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Extras
Total Regeneration—the ability to make a damage recovery check,
including resurrection, every round without taking recover actions—
requires 25 ranks, not including ranks allocated to recovery check
• Affects Others: You can give someone else the benefits of bonus. If you also recover 1 point of ability damage per round,
your Quickness by touch. For a +1 extra, both you and one increase cost to 33 ranks.
other can benefit from the F at the same time. This is useful for
helping an ally “keep up” with your quick handling of certain
tasks. Use the Progression feat to increase the number of TABLE 5.8: REGENERATION RECOVERY
subjects you can affect at once.
RATES
Injured/
Rank Unconscious Ability Resurrection
Flaws 1 1 round
Staggered
30 minutes 5 hours 1 week
• One Type (–1): Your Quickness applies to only physical or 2 one action 5 minutes 1 hour 1 day
mental tasks, not both.
20
• One Task (–2): Your Quickness applies to only one particular 3 no action 1 minute 6 hours
minutes
task, such as reading, mathematical calculations, and so forth.
4 — 1 round 5 minutes 1 hour
5 — one action 1 minutes 30 minutes
REGENERATION 6 — no action 1 round 5 minutes
Type: Alteration Action: None (passive) 7 — — one action 1 minute
Range: Personal Duration: Permanent 8 — — no action 1 round
Resistance: Fortitude 9 — — — one action
Cost: 1 point per rank
(harmless)
10 — — — no action

You make Recovery checks to recover from a particular damage


condition faster than normal. Each rank moves the rest time
required to make a recovery check for that condition one step down
Regeneration and No
the Time and Value Progression Table. So, for example, characters
normally get one check per hour of rest to recover from being
Constitution
staggered. One Regeneration rank reduces that time to 30 minutes, Characters lacking a Constitution score automatically fail recovery
two to 5 minutes, three to 1 minute, and so forth. If the time is checks and cannot recover from damage (as they are nonliving
brought below one action (3 seconds), the character gets a beings). The Affects Objects extra allows such characters to make
recovery check for that condition once per round with no need for a Recovery checks, starting at –5. If you want a better chance of
recover action. Each damage condition (Injured, Unconscious, and recovering, you need to invest points in the Recovery skill.
Staggered) requires a separate application of Regeneration ranks,
as follows:
• Injured: One rank allows a recovery check once per 30
minutes, two ranks per 5 minutes, three ranks per minute, and
FX Feats
four ranks per round, five ranks per standard action, and six • Diehard: When your condition becomes dying you
ranks per round with no recover action. automatically stabilize on the following round, your condition
• Unconscious: One rank allows a recovery check after one shifting to disabled and unconscious, from which you can
round, two ranks per action, three ranks once per round with recover (and regenerate) normally. This is the same as the
no recover action. Diehard feat only as an FX feat.
• Staggered: One rank allows a recovery check once per 30 • Persistent: You can regenerate Incurable damage (see the
minutes, two ranks per 5 minutes, three ranks per minute, and Incurable FX feat).
four ranks per round, five ranks per standard action, and six
ranks per round with no recover action. • Regrowth: When you recover from being disabled (whether
• Ability Damage: One Regeneration rank allows you to recover normally or at an accelerated rate), you re-grow any severed or
a point of ability damage per 6 hours, two ranks per hour, three crippled limbs and organs as well.
ranks per 30 minutes, four ranks per 5 minutes, five ranks per • Reincarnation: You must have Regeneration ranks applied to
minute, six ranks per round, seven ranks one action, and eight Resurrection to take this FX feat. When you make a successful
ranks per round without a recover action. check to recover from death, you can “return” in a completely
• Resurrection: You can recover from death! If you die, make a different form! Re-allocate your characters points to different
DC 10 recovery check a week later. If successful, your traits as you see fit, limited only by your descriptors, the
condition becomes unconscious and disabled (from which you campaign’s power level limits, and the GM’s approval. The new
recover normally). You must specify a reasonably common form doesn’t even have to be “human,” but choose carefully,
effect (or set of uncommon effects) that keeps you from since once you return to life, your new form’s traits are fixed,
recovering from death, such as beheading, cremation, a stake unless you die again!
through the heart, and so forth. You can increase the rate you
make recovery checks from death with additional ranks,
separately from your normal recovery rate. At nine ranks you
can check to recover from death each round. At ten ranks, you
Extras
get a recovery check instantly whenever your condition • Action: Regeneration does not require an action, so its action
becomes dead. If successful, you don’t die. cannot be changed through modifiers. The Action modifier can

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change the one action required for Affects Others SHRINKING


Regeneration, at the GM’s discretion.
Type: Alteration Action: Free (active)
• Affects Objects (+1): Your Affects Others Regeneration can
repair (regenerate) non-living subjects with no Constitution Range: Personal Duration: Sustained
score. Reduce the normal recovery bonus granted by your FX Resistance: None Cost: 1 point per rank
by 5; the subject makes recovery checks normally. If your
Regeneration only affects objects, this is a +0 modifier. You can reduce your size. Every other rank of Shrinking reduces
• Affects Others (+1): You grant another character the ability to your Strength by 1 (to a minimum of Str -5). Additionally, every four
regenerate by touch as a one action. The FX occurs at your ranks reduce your size category and Toughness by one. So a
normal regeneration recovery rate, so it can be quite slow medium-sized creature is small and –1 Toughness at rank 4, tiny
unless you have a lot of ranks of Regeneration. Regeneration and –2 Toughness at rank 8, diminutive and –3 Toughness at rank
that Affects Others does not work on subjects with no 12, fine and –4 Toughness at rank 16, and minuscule and –5
Constitution score unless the Affects Objects extra is also Toughness at rank 20.
applied. For “regeneration” that only affects others, see the You gain all the benefits and drawbacks of your new size. Multiply
Healing FX instead. your movement rates by the carrying capacity multiplier shown on
• Area (+1): Affects Others Regeneration can have this extra, the Reduced Size table.
allowing it to affect everyone in a given area. Use the Selective
FX feat for the ability to choose who does and does not benefit
from the FX. FX Feats
• True Resurrection (+1): When this extra is applied to your
Resurrection ranks of Regeneration (and only those ranks) you • Alternate FX: If you have Shrinking, you can acquire Growth
do not have to specify a circumstance that prevents your as an Alternate FX feat.
Resurrection; so long as your body is not suffering further • Atomic Size: If you have Shrinking 20, you can shrink down
damage, you can continue making checks to recover from past minuscule size to the atomic scale, allowing you to pass
death. Continuous damage—such as at the bottom of the through solid objects by slipping between their atoms. You’re
ocean or in a live volcano—prevents you from recovering fully, effectively immune to attacks at a higher scale, although the
since you are damaged as fast as you can recover, unless you GM decides the effect of any given attack or hazard while you
are immune to that source of damage. are at atomic size.
• Growth Strike: You can add the momentum of increasing size
to your melee attacks, literally enlarging under an opponent’s
Flaws jaw, for example. This gives you a +1 damage bonus per size
category you enlarge until you reach your opponent’s size
• Duration: Regeneration’s duration cannot be modified, since against opponents larger than you. So growing from minuscule
the allocation of its ranks determines how fast it operates. to medium size as part of an attack does +5 damage.
• Source (–1): Your Regeneration only works when you have • Innate: This FX feat suits creatures and characters that are
access to a particular source, such as blood, electricity, natural naturally smaller than medium-sized when applied to
earth, scrap metal, sunlight, and so forth. Without this source, permanent Shrinking of the appropriate rank.
your effect doesn’t work and you recover at normal speed. At • Microverse: If you have Shrinking 20, you can shrink down
the GM’s discretion, a weaker form of the source means you past minuscule size, to the point where you cross a
recover slower (your effective Regeneration rank is lower, in dimensional barrier and enter a “microverse” (which may or
other words, generally at least halved). may not really exist at the subatomic level, GM's option).
• Uncontrolled Reincarnation (–1): This works like the Entering or leaving a microverse is a move action. In the
Reincarnation FX feat except you don’t get to decide the traits microverse, you lose your Shrinking, but gain Growth equal to
of your new form, the Gamemaster does! Again, the GM is your Shrinking rank (and when you grow larger than awesome
limited by your descriptors and the campaign’s power level size, you leave the microverse and return to the normal
limits, and your new form must be built on the same number of universe where your powers return to normal).
character points as your old one. Otherwise, the GM is free to
tinker with things like appearance, traits, and so forth, although
personality and memories remain intact. You must have
Resurrection to have this flaw, which applies only to
Extras
Regeneration ranks assigned to Resurrection. It is often • Compression (+3): You must have the Normal Strength and
coupled with True Resurrection (or “True Reincarnation” in this Normal Toughness extras (see both, following) to apply this
case). extra. You shrink by compressing your mass into a smaller
form, causing you to become stronger and tougher rather than
more delicate. You have Density as a Linked FX of your
Drawbacks Shrinking: each rank of Shrinking also applies a rank of Density
to your traits: your weight and carrying capacity modifier
• FX Loss: If there’s a form of damage you can’t regenerate, that remain the same regardless of size, but you gain Strength and
may be considered an FX loss drawback, with the value based Constitution from your increased density.
on how common the damage is. If damage is common enough • Normal Abilities (+3): You retain your normal Strength and
to make your Regeneration only about half as useful (you don’t Toughness scores and your normal movement speed when
regenerate bludgeoning damage, for example) it may you shrink, regardless of your size category. This extra
constitute a Limited flaw, at the GM’s discretion. includes all three of the following modifiers, which can also be
applied individually.

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TABLE 5.9: REDUCED SIZE


Combat Infiltration Intimidation
Rank Size Might Height Weight Space Reach
Modifier Modifier Modifier
60-500
0 Medium +0 +0 +0 +0 4-8 ft. 5 ft. 5 ft.
lbs.
1 Small -1 +1 +3 -2 2-4 ft. 8-60 lbs. 5 ft. 5 ft.
2 Tiny -2 +2 +6 -4 1-2 ft. 1-8 lbs. 2.5 ft. 0 ft.
3 Diminutive -3 +4 +9 -6 6 in.-1 ft. 0.25-1 lb. 1 ft. 0 ft.
0.09-0.1
4 Fine -4 +8 +12 -8 3 in.-6 in. 6 in. 0 ft.
lb.
3 in. or 1 oz. or
5 Minuscule -5 +12 +15 -10 3 in. 0 ft.
less less

• Normal Movement (+1): You retain your normal movement through wires to their destination. This is a Teleport FX with the
speed when you shrink. Medium (telephone wires) flaw. Although it technically requires
• Normal Strength (+1): You suffer no reduction in Strength or the ability to shrink at the same time, the GM may allow it as an
carrying capacity when you shrink. Alternate FX feat of Shrinking so long as the character starts
and ends the trip at normal size, the “shrinking” in between
• Normal Toughness (+1): You suffer no reduction in Toughness being nothing more than a descriptor of the Teleport FX. If the
when you shrink. character wants to enter or emerge from a transmission at less
than full size, however, the Transmit power should be acquired
separately.
Flaws
• Permanent: Your Shrinking effect cannot be turned off and you SPEED
are permanently “stuck” at your smallest size (for your Type: Movement Action: One
Shrinking rank), so Permanent Shrinking 12 means you’re
permanently diminutive (between six inches and a foot tall). Range: Personal Duration: Sustained
You can have any power feats or modifiers associated with Resistance: None Cost: 1 point per rank
Shrinking, so long as they don’t depend on the ability to
change your size (such as Growth Strike). You can move faster than normal. One form of movement you
already possess (walking/running for most creatures, but some
other creatures might be natural swimmers or fliers) has a base
Drawbacks speed of 10 MPH (about 100 feet per round) at rank 1. Each
additional rank moves your speed one step up the Time and Value
• Full Power: You can only shrink down to minimum size for Progression Table. At rank 19, you can reach anywhere on Earth in
your rank and return to normal size, unable to assume any of a single action. At rank 20, you can accelerate to near the speed of
the size categories in between. This drawback does not apply light! Speed per rank is shown on the Speed Movement table.
to characters with 4 or fewer ranks of shrinking, as there is no You can carry up to a light load with no reduction in speed. A
significant disadvantage associated with it. medium or heavy load reduces your speed to two-thirds normal
while a heavy load also reduces your all-out speed to half normal.
You cannot use Speed while carrying more than a heavy load.
Associated FX Speed increases how quickly you can move with any form of
movement. However, Flight requires the Fast Flight extra (see
The following FX may be associated with Shrinking:
below).
• Gliding: Given their reduced weight at smaller sizes, shrinking
characters may be able to glide along wind currents, acquiring


ranks in Enhanced Movement.
Internal Attack: A shrinking character with the Atomic Size FX
Extras
feat can potentially pass into another character, then enlarge, • Affects Others: You can share your Speed with another
causing a damaging molecular disruption while ejecting from character you are touching, allowing them to travel at the same
the target’s body. This is a touch range Penetrating Damage speed as you. Note this isn’t the same as simply carrying
FX (since it bypasses Impervious Toughness) and usually someone along with you while you move using your Speed, it
requires one action to reach your target, unless you start out in is granting them the same Speed movement as yours.
close contact when you make the attack. • Attack: This extra does not apply to Speed. For a “momentum
• Leaping: Smaller characters with the Normal Strength extra attack” that flings targets into things at high speed, use Move
may not only be able to leap their normal distance, but even Object with the Knockback extra instead.
greater distances, propelling their reduced weight with their • Duration: Speed generally cannot be continuous duration,
proportionately greater strength, acquiring ranks in Leaping given the limitations on using it: a stunned or unconscious
Linked to Shrinking. character can’t move, quickly or otherwise.
• Transmit: A particular trick of shrinking characters with the • Fast Flight (+1): With this extra, you can increase the speed of
Atomic Size FX feat is to “ride” telephone transmissions your Flight movement.

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Flaws
appears in the nearest open space beside you. You always have
the same minion unless you apply power modifiers allowing you to
summon different minions. Your minion automatically has a helpful
• Action: Like other movement FX, Speed cannot have its action attitude and does its best to aid you and obey your commands.
reduced below one, since it requires a one action to use the
Unconscious and dead minions disappear. Defeated minions
FX.
recover normally except they recover from death as if they were
• Duration: Concentration duration Speed can represent an FX disabled. You cannot summon a defeated minion until it has
requiring additional focus or effort on your part; you can move completely recovered. Your summoned minions also vanish if your
at high speeds, but can’t do much else at the same time. Since FX is turned off, countered, or nullified.
concentration requires a standard action each round, it also
means you can’t move at accelerated or all-out speeds, just the
normal pace of your Speed rank.
FX Feats
• Mental Link: You have a mental link with your minions,
TABLE 5.10: SPEED MOVEMENT allowing you to communicate with them over any distance.
Rank Speed • Mob: Rather than gaining a set number of minions, this feat
1 10 MPH allows you to summon a huge mob of minions, who taken
2 25 MPH together count as a single, massive creature. This feat grants
your mob a bonus to Attack Rolls, Might, and Toughness.
3 50 MPH
Further, you treat all attacks you make as having one rank in
4 100 MPH the Autofire extra. You must have the Additional Minion (at least
5 250 MPH one iteration) Extras and Horde Extras to take this feat. One
6 500 MPH rank in Mob adds the mob bonuses to your own character. Two
ranks allows you to treat the Mob as a separate creature,
7 1,000 MPH attacking and acting on its own, separately from you. If you
8 2,500 MPH choose to use this feat, you can only summon a single mob
9 5,000 MPH regardless of how many minions you can summon normally.
See Chapter VII: Combat for information on mobs.
10 10,000 MPH
11 25,000 MPH • Sacrifice: When you are hit with an FX requiring a resistance,
you can spend a hero die to shift it to one of your minions
12 50,000 MPH instead. The minion must be within range of the attack and a
13 100,000 MPH viable target. Needless to say, this is not a particularly heroic
14 250,000 MPH feat. The Gamemaster may wish to restrict it to villains or non-
player characters (in which case a hero earns a hero die when
15 500,000 MPH a villain uses this feat to avoid an effect by sacrificing a
16 1,000,000 MPH minion).
17 2,500,000 MPH

Extras
18 5,000,000 MPH
19 10,000,000 MPH
20 Near light-speed • Additional Minion (+1): Each time you apply this extra, move
your total number of minions one step up the Time and Value
Progression Table (2, 5, 10, etc.). Each minion is created with
Associated FX (rank x 15) character points. You can still only summon one
minion per action.
• Quickness: While the Speed FX covers moving quickly, the
• Fanatical (+1): Your summoned minions have a fanatical
Quickness FX handles performing tasks faster, and the two
attitude and devotion to you.
often go together.
• Heroic (+1): Creatures you summon are not subject to the
• Enhanced Movement: The ability to move at high speeds may
minion rules, but treated like normal non-player characters.
also provide some Enhanced Movement FX, particularly Water
Gamemasters should be particularly cautious about allowing
Walking or Wall-Crawling, Limited to only while moving at high
this extra for Summon FX used by player characters, especially
speed.
ones summoning more than one minion.
• Horde (+1): You can summon up to your maximum number of
SUMMON (MINION) minions with one standard action. You must have Progression
(see this effect’s power feats) to take this extra.
Type: General Action: One (active)
• Type (+1/+2): Minions are normally identical in terms of traits.
Range: Touch Duration: Sustained
It’s a +1 modifier to summon minions of a general type
Resistance: None Cost: 2 points per rank (elementals, birds, fish, etc.), +2 to summon minions of a broad
type (animals, demons, humanoids, etc.).
You can call upon another creature—a minion—to aid you. This
creature is created as an independent character with (Summon
rank x 15) character points. Summoned minions are subject to the
normal power level limits, and cannot have minions themselves.
Flaws
You can summon your minion to you automatically as one action; it • Attitude (–1): Your summoned minions are less than

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cooperative. For a –1 modifier, they are indifferent. They are area. You can choose to leave behind physical objects not in
unfriendly for a –2 modifier, and hostile for a –3 modifier. anyone’s possession whether or not you have Selective (so
you don’t automatically teleport all the assorted junk in the
area).
TELEPORT • Attack: A Teleport Attack is one action and only teleports the
Type: Movement Action: One (active) target the effect’s normal, rather than extended, range. You
Range: Personal Duration: Instant must overcome the target's Will resistance to successfully
teleport them, assuming the attack hits. At the GM’s option, you
Resistance: Reflex (harmless) Cost: 2 points per rank
may be able to make an “extended” Teleport Attack; this
requires two actions and you lose your dodge bonus for one
You can move instantly from place to place without crossing the round after making the attack. The target is transported up to
distance in between. You can teleport yourself and carry up to 100 the FX’s extended range and disoriented (no dodge bonus) for
lbs. of additional mass a distance of (power rank x 100) feet as a one round after arrival. Gamemasters should view Teleport
move action. Attacks with caution, due to their ability to quickly remove
At rank 3 and above, you can also take two actions and teleport the opponents from an encounter.
distance shown on the Extended Range Table instead, but you lose • Castling (+0): You and a willing subject within your Teleport
your defense bonus for one round after you arrive at your range must “trade places” for you to teleport. You appear in the
destination due to disorientation. You can only teleport to places subject’s location and the subject appears in yours. The subject
you can accurately sense or know especially well (in the GM’s of a Castling attempt is basically aware of who you are (if
judgment). You retain your facing and relative velocity when you they’re familiar with you), where you are (roughly), and of your
teleport. So if you are falling, for example, when you teleport, you desire to trade places. If they agree (as a reaction) the FX
are still falling at the same speed when you arrive at your occurs. If they refuse, nothing happens. This means you
destination. cannot castle with unconscious subjects. Castling often has
some type of Communication, possibly Limited only to potential
Teleport subjects, as an associated FX. If you can castle with
FX Feats unwilling subjects, you have a Teleport Attack Linked to your
Teleport instead.
• Change Direction: You can change your direction or • Portal (+2): You open a portal or gateway between two points
orientation after a teleport. as a free action. The portal is 5 feet-by-5 feet in size. Anyone
• Change Velocity: You can teleport “at rest” to your destination. stepping through (one action) is transported. The portal
Among other things, this means you can teleport out of a fall remains open as long as you concentrate. You can apply
and suffer no damage. Progression feats to increase the size of your portal.
• Easy: You are not disoriented when making two action • Selective Attack: An Area Teleport Attack with this extra can
teleports; you retain your dodge bonus after doing so. teleport some targets without affecting others, as you choose.
• Progression: You increase the mass you can carry with you

Flaws
when you teleport. Each additional time you take this stunt, it
moves your maximum “cargo” one step up the Time and Value
Progression Table (x 2, x 5, x 10, etc.).
• Anchor (–1): You are limited to teleporting either to a single
• Turnabout: You can teleport, take one action, and teleport specific place or to the location of a single specific object,
again as a two actions, so long as the total distance doesn’t either of which is considered “known especially well” to you.
exceed your short Teleport range (rank x 100 feet). This is Choose one option when you apply this flaw. You can change
Teleport’s version of the Move-By Action feat. the location of your anchor-point either by physically visiting
and attuning yourself to a new site for one minute or by moving
your anchor object to a new location. If you have an anchor
Extras object and it’s moved without your knowledge, you still teleport
to its location (which can potentially cause problems if your
• Accurate (+1): You don’t need to accurately sense your foes discover your anchor and move it).
destination to teleport there, just be able to generally describe
• Long-Range (–1): You can only teleport up to extended range
it, such as “inside the capitol building lobby” or “atop the
distance as two actions. You can’t make short-range teleports
Goodman Building’s roof.” If you can’t accurately describe your
as one action and you can’t have the Easy or Turnabout FX
destination or have no idea where it is, you still can’t teleport
feats.
there. At the GM’s discretion, Dazzle and Obscure (Accurate
Teleport) can temporarily block this extra like any other mental • Medium (–1): You require a medium for your teleportation,
sense. This allows, among other things, for sites “shielded” such as electrical or telephone wires, root structures,
against Accurate teleporters. waterways, doorways, shadows, flames, mirrors, and so forth.
You can only teleport from and to locations where your medium
• Affects Others: This extra allows you to grant a subject the
exists.
ability to teleport—either with you or alone—by touch. Note that
Affects Others is voluntary, so anyone not wishing to be • Short-Range (–1): You can’t make extended range teleports,
teleported is unaffected. To teleport unwilling targets see the only short-range teleports as a one action.
Attack extra.

Associated FX
• Area: Applied to Affects Others Teleport, this extra allows you
to teleport everyone in the affected area. Apply the Selective
FX feat if you can choose who is and is not taken along on the
jaunt, otherwise, you automatically teleport everyone in the • ESP: The ability to perceive distant locations is quite useful in

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allowing a character to teleport there, particularly since ESP you to add traits to the subject).
and long range Teleport have the same range.
Inflict (Condition): Teleportation often has disorienting side
Transforming Devices and

effects on passengers other than those of extended range
teleports, allowing teleporters to, for example, grab an
opponent and “jaunt,” inflicting disorientation or nausea. This is
a Linked Inflict (Condition) FX and requires two actions to grab
Equipment
the opponent and make the jump to inflict the FX. Note that if Transforming someone’s devices or equipment requires targeting
you can choose not to inflict this effect on your passengers, the them first, as given under attacking objects: a held object has a
Linked modifier is +1 rather than +0. Defense of the holder’s Defense + the object’s size modifier + 5,
while a worn or carried object has a Defense of the holder’s
• Nullify Teleport: “Teleport nullifiers” of one sort or another are
Defense + the object’s size modifier. So transforming a held
fairly common in the comics, from mystic wards blocking the
weapon like a gun requires an attack roll against the holder’s
passage of spells of teleportation to super-science force fields.
Defense + 9 (+5 base +4 for a diminutive-sized object), targeting a
This is usually a Nullifying Field, preventing anyone from
worn suit of armor is an attack against the holder’s Defense (with
teleporting into or out of the affected area, although things like
no modifier for a medium-sized object).
Nullifying Devices applied directly (headbands, collars,
manacles, etc.) are also common. Equipment is transformed automatically so long as the FX has
sufficient rank to encompass its entire mass. The holder or wearer
• Rend: You can grab a target and teleport away with just part of
of a Device uses his or her Fortitude resistance to avoid having the
them, inflicting damage! This is a touch range Penetrating
gear transformed; a successful check means it is transformed.
Damage FX Linked to Teleport as a +1 modifier (since you
Transform is merely another way of “removing” a Device or
presumably have the ability not to rend a passenger teleporting
equipment, considered a part of the discount that they offer,
with you).
although transformed Devices should eventually be restored or
• Teleport Awareness: Characters with Teleport or related replaced.
powers may acquire the Awareness Enhanced Sense, attuned
to detecting uses of Teleport by picking up on “spatial
distortions” or similar effects when someone arrives or departs
via a Teleport effect. Also note that descriptor-based forms of
Mental Transform
Awareness can detect teleports involving that descriptor Transformed targets normally retain their mental traits and
(Mental Awareness sensing the arrival of a psionic teleporter, personality, although animate targets made inanimate are
for example). effectively rendered unconscious. A Transform FX with the Will
resistance modifier can change targets mentally as well as
physically. A mental transformation is considered a separate FX;
TRANSFORM apply modifiers and FX stunts to it separately. To transform a target
Type: Alteration Action: One (active) both mentally and physically at once, link the two Transforms
Range: Ranged Duration: Sustained (lasting) together. The type of mental transformation determines cost per
rank:
Resistance: Fortitude Cost: 3-6 points per rank
• 2 point: Change the target’s memories or recollections, making
the target forget something, or remember things differently.
You can change a target into something else. Make an attack roll to
hit your target, and then roll against your target's Fortitude • 3 point: Change around the target’s mental traits.
resistance. If the check succeeds, the target transforms. Inanimate • 4 points: Completely alter the target’s mind, effectively
targets transform automatically, so long as you can affect their creating an entirely new personality. You can change around
mass. Roll to overcome the target's Fortitude for any worn or held their mental traits as desired, so long as their point value
object. You can transform 1 pound of inanimate mass at rank 1. remains the same or less.
Each additional rank moves this one step up the Time and Value
Progression Table. The transformation lasts as long as you
continue sustaining it. When you stop, the target reverts to normal.
What you can transform affects cost per rank:
FX Feats
• 3 points: Transform one thing into one other thing (flesh into • Affects Insubstantial: Transform needs this FX feat to affect
stone, people into frogs, metal into wood, broken objects into incorporeal targets, but works normally on subjects with lower
repaired ones, etc.). ranks of Insubstantial.
• 4 points: Transform a narrow group of targets into one of a • Reversible: Transform FX are generally reversible and do not
narrow group of results (animals into humanoids, or vice versa, require this feat.
one type of metal into any other, etc.). Transform targets of a • Subtle: While a Transform FX is not itself Subtle in that the
broad group into one result or a single target into any of a target is clearly transformed, this FX feat can help conceal the
broad group. source of the FX, making it less noticeable or not noticeable at
• 5 points: Transform targets of a broad group into one of a all.
broad group of results (inanimate objects or living creatures).
• 6 points: Transform anything into anything else. You can
change around a transformed target’s physical traits, so long Extras
as their point total remains the same or less.
• Alternate Resistance: Transform based on Will is a Mental
Adding new traits (such as giving a target wings) can be paid for by Transform FX.
adding drawbacks or reducing other traits to compensate (or by
Linking an Affects Others Variable structure to Transform, allowing • Area: An Area Transform FX changes all of the targets in the

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area in the same way. Each target makes its own resistance, Dice expenditure, temporarily reconfiguring an existing FX.
although the GM may choose to make a single check for a
group of minions or other undifferentiated characters.
• Duration: Continuous transformations last until you choose to DIMENSIONAL FX, RANKED
reverse them (or they are nullified). The GM can require that a
Continuous Transform FX have some other reasonable way of This feat allows an FX to work on targets in another dimension (if
undoing it, from a kiss from royalty to soaking in water, any exist in the campaign). You affect your proximate location in the
depending on the FX’s descriptors. other dimension as if you were actually there, figuring range
modifiers from that point.
• Selective Attack: An Area Transform with this extra can
transform only those subjects you choose, excluding others. You can take this feat multiple times. If you take it a second time,
your FX can reach into any of a related group of dimensions
(mythic dimensions, mystic dimensions, fiendish planes, and so
Flaws forth). If you take it a third time, it can reach into any other
dimension in the setting.
• Duration: Transform with a duration of concentration requires For many FX, you may need a Dimensional ESP FX to target them.
constant attention (and one action each round) to maintain. Otherwise, targets have total concealment from you, and any attack
Transform cannot have an instant duration. has a 50% miss chance, assuming it’s targeted in the right area at
all.
• Limited: Transform FX limited to particular subjects or results
should have their base cost adjusted as given in the FX’s
description rather than applying this flaw. Transform effects EXTENDED REACH FX, RANKED
limited in other ways may still have the Limited flaw.
• Permanent: This flaw does not apply to Transform, since Each time you apply this feat to a touch or perception-touch range
permanent transformations are generally more of an FX, you extend the power’s reach by 5 feet. This may represent a
advantage, and Continuous Transform is as close to short-ranged attack or an FX with a somewhat greater reach, like a
permanent as the FX gets. whip or similar weapon.
• Range: Touch range Transform requires a successful melee
attack roll to touch the subject. Transform cannot be personal
range and does not work on you; to transform yourself in FAST ESCALATION FX, RANKED
various ways see Morph and the Variable FX structure.
An FX which Escalates with each activation or round of use does
so faster with this FX feat. Each application of this feat improves

FX Feats the rate by 1 character point. Note that this FX feat also decreases
the time it takes for an FX to “burn out.”

FX feats expand an effect’s utility in various ways. Acquiring an FX


feat costs 1 character point, just like a normal feat, and characters HOMING FX, RANKED
can use extra effort to temporarily acquire an FX feat they don’t
already have. FX feats are options for an FX; you can generally This feat grants an FX an additional opportunity to hit. If an attack
decide to use them or not when you use the FX itself. roll with a Homing FX fails, it attempts to hit again on the following
round on your initiative, requiring only a free action to maintain and
leaving you free to take other actions, including making another
ACCURATE FX, RANKED attack.
The Homing FX uses the same accurate sense as the original
An FX with this feat is especially accurate; you get +2 on attack attack, so concealment effective against that sense may confuse
rolls made with it. This FX feat can be applied multiple times, each the Homing attack and cause it to miss. If a Homing attack misses
time it grants an additional +2 on attack rolls. The campaign’s due to concealment, it has lost its “lock” on the target and does not
power level limits maximum attack bonus with any given FX. The get any further chances to hit. You can buy Enhanced Senses
GM may choose to waive this limit for Accurate feats acquired via Linked to the Homing FX, if desired (to create things like radar-
Hero Dice expenditure (given their temporary nature). guided or heat-seeking missiles, for example). If a Homing attack is
countered before it hits, it loses any remaining chances to hit.
AFFECTS INSUBSTANTIAL FX, RANKED You can apply this feat multiple times, each time moves the number
of additional chances to hit one step up the Time and Value
Progression Table, but the FX still only gets one attack roll per
An FX with this feat works on insubstantial targets, in addition to round.
having its normal effect on corporeal targets. One application of
Affects Insubstantial allows the FX to work at half its normal rank
against insubstantial targets; two applications allow it to function at IMPROVED RANGE FX, RANKED
its full rank against them. Sensory FX do not require this feat, since
they already affect insubstantial targets.
This feat improves the range increment of a ranged FX, moving the
base increment (FX rank x 10 feet) one step up the Time and Value
ALTERNATE FX FX Progression Table. So Improved Range 1 makes a ranged FX’s
increment (rank x 25) feet, then (rank x 50), and so forth. This does
not increase the FX’s maximum range.
This feat provides an additional Alternate FX for an Array, a different
way in which it can be used. Alternate FX is also usable via Hero

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INCURABLE FX Move Object to type or pick a lock, Precise Environmental Control


to match a particular temperature exactly, and so forth. The GM has
final say as to what tasks can be performed with a Precise FX and
The damage caused by an FX with this feat cannot be healed by may require an FX, skill, or ability check to determine the degree of
FX such as Healing and Regeneration; the target must recover at precision with any given task. A ranged attack FX with the Precise
the normal rate. FX with the Persistent feat can heal Incurable modifier gains the benefits of the Precise Shot feat, which is
damage. essentially the same thing.

INDIRECT FX, RANKED


PROGRESSION FX, RANKED

An FX with this feat can originate from a point other than the user, Each time you apply this feat, move the area, range, mass,
ignoring cover between the user and the target, such as walls and subjects, or other trait of the FX one step up the Time and Value
other intervening barriers, so long as they do not provide cover Progression Table. See the FX and modifier descriptions for details
between the FX’s origin point and the target. The range modifier is on specific applications of Progression.
based on the distance from the attacker to the target, regardless of
where the FX originates. An Indirect FX normally originates from a
fixed point directed away from you. In some cases, an Indirect FX REVERSIBLE FX
may count as a surprise attack.
If you apply this feat a second time, the power’s FX can come from You can remove the lingering results of an FX with this feat at will
any point directed away from you, including behind you. If you as a free action, so long as the subject is within the FX’s range.
apply it three times, the effect can also be directed toward you Examples include removing the damage conditions from a Damage
(hitting a target in front of you from behind, for example). FX, repairing damage done by Drain Toughness, or removing a
Dazzle or Inflict (Condition) FX instantly. Normally, you have no
INNATE FX control over the lingering results of such FX.

An FX with this feat is an innate part of your nature. Trait FX, such RICOCHET FX
as Boost, Drain, or Nullify, cannot alter it. Gamemasters should
exercise caution in allowing the application of this feat; the FX must
You can ricochet, or bounce, an attack FX with this feat off of a
be a truly innate trait, such as an elephant’s size or a ghost’s
solid surface once to change its direction. This allows you to attack
incorporeal nature. If the FX is not something normal to the
around corners, overcome cover and possibly gain a surprise
character’s species or type, it probably isn’t innate. Unlike other FX
attack against an opponent. It does not allow you to affect multiple
feats, the use of innate is not optional: you cannot choose not to
targets. The “bounce” has no effect apart from changing the
apply the feat’s benefits.
attack’s direction. You must be able to define a clear path for your
Since Innate is essentially the same as a very limited Immunity to attack, which must follow a straight line between each ricochet. You
Trait FX applied to a particular FX, and complete Immunity to Trait can take this feat multiple times; each time allows you to ricochet
FX is 5 ranks of Immunity, the Gamemaster may choose to allow the attack an additional time before it hits. In some cases, a
characters requiring 4 or more instances of the Innate feat to simply Ricochet FX may count as a surprise attack.
take 4 ranks of it and apply to as many of the character’s FX as
desired.
KNOCKBACK FX, RANKED SEDATION FX

An FX able to cause unconsciousness can, with this feat, keep an


Applied to an FX that causes knockback, this ranked power feat
unconscious subject from regaining consciousness as a sustained
adds +1 per rank to the FX’s rank when determining knockback. So
lasting FX. The subject gets a recovery check from
a rank 5 Damage FX with rank 3 Knockback is treated as Damage
unconsciousness for each interval on the Time and Value
8 for determining its knockback FX. Generally, this feat is limited to
Progression Table rather than each minute, starting at one minute.
no more ranks than the rank of the FX, but the GM may modify this
If you concentrate during the time interval, the subject gains no
as desired.
bonus to the resistance to recover from that interval (as with a
normal sustained lasting FX).
MOVING FEINT FX
SELECTIVE FX, RANKED
You can substitute twice the FX rank of a movement FX with this
FX feat for your Persuasion check modifier when making a check to
An FX with this feat is discriminating, allowing you to decide what is
feint in combat. You must use the FX to move during the round in
and is not affected. This is most useful for area attacks. You must
which you feint, making the attempt two actions (one action to
be able to accurately perceive a target in order to decide whether or
move plus another action for the feint check).
not to affect it. If the FX requires an attack roll or allows a
resistance, then Selective is an extra instead of an FX feat.
PRECISE FX
SLOW FADE FX, RANKED
FX with this feat are especially precise. You can use a Precise FX
to perform tasks requiring delicacy and fine control, such as using
An FX that fades over time—such as a trait FX or an FX with the
Precise Ranged Damage to spot-weld or carve your initials, Precise
Fades modifier—does so slower with this FX feat. Each application

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FX Modifiers
moves the time interval one step down the Time and Value
Progression Table: from one round to five rounds to one minute (10
rounds), and so forth.
FX modifiers enhance or weaken FX in various ways, sometimes
significantly changing how they work.
SPLIT ATTACK FX, RANKED

With this feat, an FX normally affecting one target can split its FX
between two targets. The attacker chooses how many ranks to Applying Modifiers
apply to each target up to the FX’s total rank. So a rank 10 power Modifiers are permanent changes to how FX work. Positive
could be split 5/5, 4/6, 2/8, or any other total adding up to 10 (whole modifiers, called extras, increase an FX’s cost per rank by 1.
numbers only). If an attack roll is required, the attacker makes one Negative modifiers, called flaws, reduce an FX’s cost per rank by 1.
roll, comparing the results against each target. The FX affects the To determine the final cost, add the FX’s base cost per rank, plus
target normally at its reduced rank. the total positive modifiers, minus the total negative modifiers. If the
Each additional application of this feat allows the FX to split an result is a positive number, that’s the FX’s new cost per rank. So an
additional time, so two applications of this feat allows an effect to FX costing 2 points per rank with modifiers of +3 and –1 has a final
split among three targets, then four, and so forth. An FX cannot split cost per rank of 4 points (2 + 3 – 1 = 4).
to less than one rank per target, and cannot apply more than one
split to the same target.
Fractional FX Cost
SUBTLE FX, RANKED If modifiers reduce an FX’s cost to less than 1 power point per rank,
each additional –1 modifier beyond that adds to the number of
ranks you get by spending 1 character point on a 1-to-1 basis. So
Subtle FX are not as noticeable. A subtle FX may be used to catch
1-point FX with a –1 modifier, rather than dropping to a cost of 0
a target unaware and may in some cases qualify for surprise attack.
points per rank instead gets 2 ranks for 1 character point.
One application of this feat makes an FX difficult to notice; a DC 20
Perception check is required, or the FX is noticeable only to certain An FX’s cost can be expressed as the ratio of character points per
exotic senses (at the GM’s discretion). A second application makes rank (PP:R). So an FX costing 3 character points per rank is 3:1. If
the FX completely undetectable. that FX has a total of –2 in modifiers, it costs 1:1, or 1 character
point per rank. Applying another –1 modifier adds to the second
part of the ratio, making it 1:2, or 1 character point per two ranks,
TRIGGERED FX, RANKED and so forth.
Continue the progression for further reductions. Gamemasters may
An instant duration FX with this feat can be “set” to activate under wish to limit the final modified cost ratio of any FX in the campaign
particular circumstances, such as in response to a particular (to 1:1, 1:2, 1:4, or whatever figure is appropriate). As a general
danger, after a set amount of time has passed, in response to a rule, 1:5 (five FX ranks per power point) should be the lowest
particular event, and so forth. The circumstances must be modified cost for an FX in d20 Advanced, but the GM sets the limit
detectable by your senses. You can acquire Enhanced Senses (if any).
Limited to Triggered FX, if desired. Setting the FX requires the
same action as using it normally. Any necessary rolls are made
when you set the FX’s trigger. Setting the FX requires the same Partial Modifiers
action as using it normally.
You can apply a modifier to only some of an FX’s ranks and not
A Triggered FX lying in wait may be detected with a Perception others in order to fine-tune the FX. A modifier must apply to at least
check (DC 10 + FX rank) and in some cases disarmed with a one rank, and may apply to as many ranks as the FX has. The
successful Infiltration check or appropriate FX check (such as change in cost and FX applies only to the ranks with the modifier;
Nullify or another countering FX) with a DC of (10 + FX rank). the unmodified ranks have their normal cost and FX.
A Triggered FX is good for one use, an instant duration. You can
apply the Duration modifier to the FX as a whole to extend the
trigger’s duration, allowing the FX to go off multiple times, so long
as its duration lasts (this usually requires a continuous duration).
This does not affect the normal duration of the triggered FX itself.
Extras
If you apply this feat a second time, you can change the trigger Unless specified otherwise, the following extras increase an FX’s
condition each time you set it. cost per rank by 1 point per application of the extra.

VARIABLE DESCRIPTOR FX, RANKED ACTION +1 MODIFIER/STEP

You can change the descriptors of an FX with this FX feat, varying Using an FX requires one of the following types of actions: reaction,
them as a free action once per round. For one rank with this feat, free, one, or two actions. Reducing the action required to use an FX
you can apply any of a closely related group of descriptors, such as is a +1 modifier per step (two actions to one action, for example).
weather, electromagnetic, so forth. For two ranks, you can apply An FX’s required action cannot be reduced to none unless the FX is
any of a broad group of descriptors, such as any mental, magical, permanent (in which case it is generally automatic). Gamemasters
or technological descriptor. The GM decides if any given descriptor should be cautious about allowing this extra for attack FX.
is appropriate for use with a particular FX and this feat. Movement FX cannot take this extra, since the one action required
to use a movement FX is part of the character’s normal movement.

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AFFECTS OBJECTS +0/+1 MODIFIER • Cloud: The FX fills a sphere 5-feet in diameter (not radius) per
rank and lingers in that area for one round after its duration
expires (affecting any targets in the area normally during the
A Fortitude FX with this modifier works on non-living objects (those
additional round). Clouds on level surfaces (like the ground)
with no Constitution score). Generally, this extra applies to FX that
create hemispheres (rank x 5 feet) in diameter and half that
heal or weaken living creatures, such as Boost, Drain, Healing, and
distance in height.
Regeneration, allowing them to work on objects in the same way. If
the FX works only on objects, and not living creatures, this is a +0 • Cone: The FX fills a cone with a final length, width, and height
modifier. of 10 feet per rank, spreading out from the FX’s starting point.
Cones on a level surface halve their final height.
• Cylinder: The FX fills a cylinder with a total radius and height
AFFECTS OTHERS +0/+1 MODIFIER of 5 feet per rank. So, for example, a rank 10 Cylinder Area
could have a 20-foot radius and a height of 30 feet, a 10-foot
This extra allows you to give someone else use of a personal FX. radius and a height of 40 feet, or any other combination adding
You must touch the subject as one action, and they have control up to 50 feet (10 ranks x 5 feet).
over their use of the FX, although you can withdraw it when you • Line: The FX fills a path 5 feet wide and 10 feet per rank long
wish. in a straight line.
If you are unable to maintain the FX, it stops working, even if • Perception: The FX works on anyone able to perceive the
someone else is using it. Both you and your subject(s) can use the target point with a particular sense, chosen when you apply
FX simultaneously. If the FX only affects others, and not you, this extra, like a Sense-Dependent FX (see the Sense-
there’s no change in cost (a +0 modifier), essentially a combination Dependent modifier). Targets get a Reflex resistance, as usual,
of Affects Others and Limited (only others). You can increase the but if the resistance is successful suffer no effect (rather than
number of characters you can grant the FX to simultaneously with half). Concealment that prevents a target from perceiving the
the Progression FX feat. FX also blocks it. Perception Area FX must be General, and
cannot be Targeted. This modifier includes the Sense-
Dependent flaw so it cannot be applied again. If it is applied to
ALTERNATE RESISTANCE +0/+1 MODIFIER
an already Sense-Dependent FX, it is a +2 extra rather than
+1.
An FX with this modifier targets a different resistance than usual.
The FX and modifier remain the same, only the resistance differs. • Shapeable: The FX fills a 5-foot square cube per rank, and
This is particularly important for Toughness resistance FX, which you may arrange the area’s volume in any shape you wish, so
have a base resistance of 5 + rank, rather than 10 + rank. If you long as all of the cubes are touching. Each application of the
change an FX with a Toughness resistance to another resistance, Progression FX feat increases the number of cubes per rank
its resistance remains 5 + rank. (2, 5, 10, and so forth).
When applied to FX requiring a Toughness resistance, Alternate • Trail: The FX fills a line up to 10 feet per rank behind you as
Resistance is a +1 modifier and can only make the FX's resistance you move, affecting anyone in the area you’ve moved through.
Fortitude or Will. Fortitude generally represents a toxic FX like a Note the action required to use the FX does not change unless
poison, while Will represents a mental or spiritual attack. In either you also apply an Action modifier. So as a default, you have to
case the FX only works on targets with the appropriate resistance: take one action each round to use a Trail Area attack FX.
Fortitude only affects living targets with a Constitution score. Will
only affects creatures with all three mental ability scores. Neither
works on inanimate objects. Enlarging and Reducing
Area
Applied to FX requiring some other resistance, this modifier does
not change an FX's cost (it is a +0 modifier). The GM may choose
to add a modifier if the alternate resistance grants a significant
advantage in the campaign, but usually the differences in utility You may affect a smaller area than your maximum by lowering the
against various targets even out. FX’s rank (reducing its effectiveness as well). So a rank 8 burst
area has a radius of 40 feet (8 x 5 feet). If you lower the FX’s rank
to 4, you reduce the radius to 20 feet. FX with the Full Power
AREA +1 MODIFIER drawback cannot adjust their area, since you cannot voluntarily
lower the FX’s rank.
This extra allows an FX that normally works on a single target to The Progression FX feat increases the size of an Area effect,
affect an entire area. Area FX are defined as targeted or general, moving its base distance one step up the Time and Value
by their shape, and by their interaction with FX range and duration. Progression Table. Since FX feat use is optional, you can choose
FX that already affect a given area cannot apply this modifier; their not to use extra area provided by Progression without lowering the
area is defined by the FX’s rank and the use of the Progression FX FX’s rank.
feat. The Progression feat can also reduce the size of an Area FX: each
feat acquired for this purpose lowers the FX’s effective rank by one
to a minimum of one rank. This is a separate application of
Area FX Shape Progression and is likewise optional, you choose how much to
reduce the area’s size, or if you reduce it at all.
Choose one of the following options:

Area and Range


• Burst: The FX fills a sphere with a 5-foot radius per rank.
Bursts on level surfaces (like the ground) create hemispheres
(rank x 5 feet) in radius and height.
The Area modifier interacts with different ranges as follows:

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• Touch: An FX must be at least touch range in order to apply AURA +1 MODIFIER


the Area extra (personal range effects work only on the user by
definition). A Touch Area FX originates from the user and fills
A touch range sustained duration FX with this extra automatically
the affected area; the user is not affected by it. So, for
affects anyone touching you, including anyone who strikes or
example, a touch range Burst Area Damage FX does not
grapples you unarmed, as well as anyone you touch or grapple.
damage the user. This immunity does not extend to anyone
else: for that, apply the Selective Attack extra. To apply this extra, first modify the FX’s range and duration, if they
are not already touch and sustained, then apply the Aura modifier.
• Ranged: A ranged Area FX’s area can be placed anywhere
So a Damage FX (which is touch range and instant duration) would
within the FX’s range, extending to fill the area’s volume.
need a +2 Duration modifier along with the +1 Aura modifier.
• Perception: A perception range area FX can be placed You can turn your aura on or off as a free action and it is sustained
anywhere the user can accurately perceive. Neither General in duration (the FX itself has its normal duration, so an Inflict
nor Targeted Perception Area FX require an attack roll to (Condition) Aura’s effect is still instant in duration and lasting). You
reduce their effects, although targets still get a normal can change your aura FX’s duration with Duration modifiers. You
resistance against the FX. General Perception Areas are can apply the Selective feat to change what parts of your body the
blocked by concealment: if the attacker can’t accurately aura covers as a free action; it normally surrounds you completely.
perceive a target in the area, it is unaffected. Thus even heavy
smoke or darkness can block a General Perception Area effect. Any attacker who makes a successful unarmed attack or a
Cover that does not provide concealment does not block a successful attack roll to begin a grapple is automatically affected by
General Perception Area FX. Targeted Perception Area FX are your Aura. This includes those attacks which you successfully block
blocked by cover, much like conventional explosions: solid in such a manner that the attacker comes into contact with your
barriers can interfere with the FX, even if they are transparent, Aura. The attacker gets a normal resistance against the Aura’s FX.
and the FX ignores concealment like darkness, shadows, or An attacker using a melee weapon does not come into direct
smoke. Only targets behind complete cover are unaffected. contact with your Aura and therefore is generally not affected by it,
although the Aura may affect the weapon itself. Descriptors can
also affect this; for example, an Electrical Damage Aura could
Area and Duration conduct through a metal weapon, affecting the wielder, while
leaving the weapon itself largely undamaged. The Gamemaster
If the Area effect has a duration longer than instant, choose one of should adjudicate these on a case-by-case basis.
the following options (with no change in cost): If you make an unarmed attack while your Aura is active, a Damage
• Stationary: A stationary Area FX remains where it is placed for Aura stacks with your melee damage, while targets resist other
as long as the FX lasts. Anyone in the area (or entering the Aura FX separately. The total damage modifier may not exceed the
area) is affected for as long as they remain. Anyone leaving the campaign's power level.
area is no longer affected. You can also inflict your Aura effect on anyone you successfully
• Attached: An attached Area effect remains with the targets it touch (including many attempts to Gain Combat Advantage; you
initially affects for as long as the FX lasts, even if those targets only need to make a successful attack roll to touch someone. The
leave the initial area. Others who enter the area after the initial FX occurs whether or not you win the opposed Maneuver check.
FX are not affected by it, only the initial targets. The maneuver must still involve you directly touching your target. It
occurs again each round on your action so long as you hold the
target, which is likely to encourage your opponent to escape as
ATTACK +0 MODIFIER soon as possible.
If you activate your Aura while being held, it affects anyone
This extra applies to personal range FX, making them into attack grabbing you automatically (and, again, will likely encourage them
FX. Examples include Shrinking and Teleport, creating attacks that to let go). An Aura FX does not provide any protection against
cause a target to shrink or teleport away. Unlike most extras, the attacks (beyond dissuading opponents from attacking you
FX’s cost does not change, although it does work differently. unarmed); use an appropriate defense FX like Endurance for that.
The FX no longer works on you, so a Teleport Attack can’t be used
to teleport yourself. It affects one creature of any size or 100 lbs. of
inanimate mass. You can increase affected mass with the Mental Aura
Progression FX feat. The FX has touch range and requires one
action and a melee attack roll to touch the subject. Its ranged can Optionally, an Aura may be set up as a Mental Aura, “surrounding”
be improved with the Range extra. Its required action can be your mind rather than your body. This has the same cost and
changed with the Action modifier. The attack must overcome the requirements as a regular Aura FX. In this case, the Aura affects
character's resistances, determined when the FX is purchased. anyone “touching” your mind with an FX like Mind Reading or Mind
Generally Will resistance is the most appropriate. Control. Otherwise, it works essentially the same: you immediately
damage the aggressor during the Mental Aura FX and must do so
You must define reasonably common defenses that negate an again on each of your actions so long as mental contact is
Attack FX entirely, such as force fields or the ability to teleport maintained.
blocking a Teleport Attack. You control the FX, and maintain it, if it
has a duration longer than instant.
If you want both versions of an Attack FX, such as being able to BARRAGE +1 MODIFIER
Teleport yourself and Teleport others as an attack, take both as
configurations of an Array structure. For the ability to use both One of your attacks is unleashed in a fusillade, a dangerous
options simultaneously—to teleport a target and yourself at the onslaught that can score many hits in quick succession, dealing
same time, for example—apply a +1 modifier. heavy damage. A barrage allows you to build up a dice pool which
is used to roll for the attack's effect. If you hit a target with an attack

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which has this extra, make an attack roll again. If that second attack can be applied to other resistances with the GM’s permission, to
roll hits, add one die to the dice pool, and then roll to attack again. reflect characters with certain reliable capabilities in terms of
You can build up a dice pool of up to two bonus dice using this resisting particular FX or hazards.
extra. Roll your attack's effect with your normal one die plus this
dice pool, and take the highest result for determining the attack's
effect. INDEPENDENT +0 MODIFIER
You can take this extra a second time to represent an even more
furious attack. Your dice pool can reach up to five dice instead of Applied to a sustained FX, this modifier makes its duration
just two. independent of the user and based instead on the number of
character points in the FX. The FX occurs normally and then fades
at a rate of 1 character point of effectiveness per round until it is
CONTAGIOUS +1 MODIFIER gone. While it lasts, it requires no attention or maintenance from the
user, like a continuous duration FX, although it can still be
Contagious FX work on both the target and anyone coming into countered or nullified (also like a continuous FX). This is like a
contact with the target. New targets resist the FX normally. They combination of the Duration (continuous) and Fades modifiers. An
also become contagious, and the FX lingers until all traces have Independent Alternate FX continues to function even when the
been eliminated. A Contagious FX is also eliminated if you stop Array is switched to a different configuration. If an effect is not
maintaining it, although Continuous Contagious FX remain without sustained, modify its duration before applying this modifier.
need for maintenance. Examples of FX with this extra include Independent is useful for FX like Create Objects (for objects that
“sticky” snares trapping anyone touching them, Contagious Disease fade or melt away), Environmental Control (for changes to the
Drains, or even a Nullify FX spreading from one victim to another. environment that slowly return to normal), or Obscure (for obscured
areas that slowly shrink and disappear, like the FX of a smoke or
gas grenade). The Slow Fade FX feat can modify the rate at which
DISEASE +2 MODIFIER the Independent FX fades, and the Total Fade modifier can keep it
at full strength until its duration runs out, although the GM should
This extra causes an instant duration FX to work like a disease. If approve any increases in the fade duration as best suits the FX and
you overcome the target's resistance, the target is infected, but the the game.
Disease FX does not work immediately. Instead, on the following
day, the target makes a check with the same resistance. If that
check fails, the FX occurs. If the check succeeds, there is no FX INSIDIOUS +1 MODIFIER
that day. The target makes another check each day. Two successful
checks in a row eliminate the Disease FX from the target’s system; This modifier is similar to the Subtle FX feat, except Insidious
otherwise it continues to occur each day. The target cannot recover makes the result of an FX harder to detect rather than the FX itself.
from the Disease FX until it is cured. A Healing FX can counter a For example, a target suffering from Insidious Damage isn’t even
Disease effect with a (DC 10 + FX rank) check. aware he’s been damaged, someone affected by an Insidious Drain
feels fine until some deficiency becomes obvious, and so forth. A
target of an Insidious FX may remain unaware of any danger until
DURATION +1 MODIFIER/STEP it’s too late!
An Insidious FX is detectable either by a DC 20 skill check (usually
An FX has one of the following durations: Instant, Concentration, Perception, although skills like Knowledge, or Science may apply in
Sustained, or Continuous. Increasing duration one step (from other cases as the GM sees fit) or a particular unusual sense, such
instant to concentration, for example) is a +1 modifier. Permanent as an Insidious magical FX noticeable by detect magic or magical
duration is a flaw applied to Continuous FX. awareness.
Note that Insidious does not make the FX itself harder to notice;
apply the Subtle FX feat for that. So it is possible for an active
EXPLOSION +1 MODIFIER
Insidious FX to be noticeable: the target can perceive the FX, but
not its results: for example, the FX appears “harmless” or doesn’t
The FX with this modifier radiates out 10 feet per rank from a center seem to “do anything” since the target cannot detect the results.
point, much like a Burst Area, except it loses one rank of
effectiveness per 10 feet after the first (having its full effect in the
first 10-foot radius, then minus 1 rank, minus 2, and so forth). You KNOCKBACK +1 MODIFIER
are affected by the FX if you’re within it’s area, unless it’s a touch
range or you have Immunity to the FX. When applied to a non-Damage FX, this extra causes it to inflict
knockback like a Damage FX. This is best suited to attack FX,
naturally, although the GM should adjudicate applications of the
IMPERVIOUS +1 MODIFIER
modifier.

A resistance with this modifier is especially resistant. Any FX with


an effect modifier less than the Impervious resistance's bonus is LINKED +0 MODIFIER
resisted automatically (that is, the resistance automatically
succeeds). So, for example, Impervious Toughness 8 automatically This modifier applies to two or more FX, linking them together so
resists any Damage with a bonus of +7 or less. Penetrating FX can they only work in conjunction as a single FX.
overcome some or all of an Impervious resistance. The Linked FX must have the same range (modify their ranges so
Impervious is primarily intended for Toughness resistances, to they match). The action required to use the combined FX is the
handle characters immune to a certain threshold of damage, but it longest of its components and they use a single attack roll (if one is

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required) and roll to overcome effect resistance (if both FX use the All Magical FX with a Sustained duration have the Independent
same type of resistance). If the FX use different resistances, roll to modifier applied to them at no cost.
overcome the target's resistances with each separately. Different Note that at any given time, you are not required to “tap” into all or
Alternate FX in an Array cannot be Linked to each other, since they even any of the bonus power points provided by the Magical extra.
can’t be used at the same time, although they can be Linked to If you choose to use none of the bonus character points granted by
other FX outside the Array structure. Generally the same FX cannot this extra, no Will check is needed, and if you choose to use fewer
be Linked to itself to “multiply” the results of a failed resistance than the total ranks in Magical, your Will check DC is similarly
(such as two Linked Damage FX causing “double damage” on a lowered.
successful attack).
This modifier does not change the cost of the component FX;
simply add their costs together to get the new FX’s cost. If you can
use the Linked FX either separately or together, increase the cost
of all but the most expensive power by +1 per rank (if the FX all Option: With GM permission, you may be permitted to
have the same cost, choose one), or acquire non-Linked versions substitute an alternate resistance or even skill check in place of
as Alternate FX in an Array. the required Will check to represent other types of magic. For
instance, different skill checks might be appropriate for different
types or schools of magic.
MAGICAL +1 MODIFIER

When applied to the base FX of an Array of Alternate FX, this MENTAL +0 MODIFIER
modifier provides an additional 2 character points per FX rank to
distribute among the FX of the array, which represent a mystical Applied to a perception range FX with a Will resistance, this
energy source you can channel, such as mana, magical essence, modifier makes it a mental sensory FX. If necessary, first modify the
raw magic, and so on. No FX can have more character points FX’s range and resistance before apply this modifier. It is similar to
allocated to it than the base FX’s total cost without the Magical the Sense-Dependent flaw but is a +0 modifier because, unlike
modifier, but points can be shared among the Dynamic Alternate FX Sense-Dependent, a Mental FX is less limited. Mental FX are
of the array. You can apply Magical as a partial modifier to fine-tune noticeable only to the subject and those observers with the
the number of additional character points it grants. appropriate mental senses. They only work on creatures with
Unlike other Arrays, a character must make a Will check (DC 10 + mental ability scores. Other sensory FX may interfere with or block
number of ranks of the Magical Extra the player wishes to use) mental sensory FX.
while re-allocating his Array points. On a failed Will check, the
attempt to change the Array fails, and depending on how much the
check fails by, the character may suffer progressively worse
NO RESISTANCE +2 MODIFIER
conditions (see the condition table below).
An FX that normally needs to overcome a target's resistances does
not do so with the application of this modifier. Essentially, the target
MAGICAL STRAIN CONDITION
is assumed to automatically fail to resist the FX. If applied to a
staged effect, the user must roll to overcome resistance as normal,
(STAGED) but the FX has its minimum possible effect (that of succeeding by
-2 to future Will checks to use 1) even if the roll would normally fail.
Fail Strained
a Magical FX Immunity (and any other FX where a character automatically
Fail by 5 Strained + Dazed -1 actions resists) trumps this modifier; targets immune to an FX are equally
Strained + Dazed + immune to No Resistance versions of that FX.
Fail by 10 Helpless
Unconscious
Recovery Recovery 10 minutes check
Note: No Resistance can be potentially unbalancing when
used by players, as it allows them to automatically overcome the
resistances of even the most potent enemies. It is strongly
recommended that No Resistance be used sparingly, even for
NPCs.

PENETRATING +1 MODIFIER

This extra allows an attack FX to overcome the resistance afforded


by the Impervious modifiers. Reduce the ranks of the Impervious
modifier by the ranks of Penetrating FX. So Penetrating Damage 7
reduces the Imperviousness of a target’s Toughness by 7. So
Impervious Toughness 11 would be treated as +11 Toughness with
only 4 ranks of Impervious (11 – 7). Any remaining Impervious
Toughness is applied normally against the attack, so if the
Penetrating modifier does not reduce the Impervious modifier below
the attack’s damage bonus, the attack still has no effect.
Like Impervious, Penetrating is primarily intended for a Damage FX
to overcome Impervious Toughness resistance, to handle

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characters immune to a certain threshold of damage, but it can be character automatically. A sleeping character that takes damage
applied to other attacks with the GM’s permission, to reflect automatically wakes up.
characters able to break through even the hardiest resistances.

TOTAL FADE +1 MODIFIER


POISON +1 MODIFIER
FX with this extra don’t fade gradually, at the normal at a rate of 1
This extra, when applied to an FX allowing a resistance, causes it character point per round. Instead, when the total fade time is up,
to work like a toxin. If the attack succeeds, the FX occurs. One the trait returns to its normal level. For example, an ability score
minute later, roll to overcome the target's resistances again. If you receives an adjustment of 10 points. This would normally fade in a
succeed again, the target suffers the FX a second time. Then the minute, or ten rounds (at a rate of 1 point per round). With total
FX stops. A Healing FX can counter a Poison FX with a (DC 10 + fade, the ability score retains the 10-point adjustment for one
FX rank) check. minute, and then loses the entire amount at once, back to its
original value.
RANGE +1 MODIFIER/STEP

An FX has a range of touch, touch-perception, ranged, or Note: Gamemasters should be cautious about allowing this
perception. Increasing range one step (from touch to ranged, for modifier in conjunction with more than one or two ranks of the
example) is a +1 modifier. Going from touch or ranged to touch- Slow Fade FX feat; it can be an easy way to create long-lasting
perception or perception is also a +1 modifier. Going from personal FX requiring no effort from the user.
to touch range requires the Affects Others or Attack extras, not this
extra. Extended range FX cannot have this modifier; their range
determined by FX rank. To change the FX’s range, increase or VAMPIRIC +1 MODIFIER
decrease its rank.
When you successfully damage a target with an attack FX with this
extra, you can make an immediate recovery check for the same
SECONDARY EFFECT +1 MODIFIER
damage condition you inflict (or a lesser condition, if you wish). You
get a bonus on the check equal to your attack’s damage bonus. So,
An instant FX with this modifier affects the target once immediately if you inflict a staggered result on a target with a vampiric attack,
(when the FX is used) and then affects the target again on the you can make an immediate recovery check if you are staggered. If
following round, on the same initiative count as the initial attack. you are not staggered, only injured, you can still make the check.
Roll to overcome the target's resistance with the secondary effect, That would not be the case if you inflicted an injured result with a
which is treated as lasting, meaning it occurs without any effort on vampiric attack and were staggered; an injured condition is less
the part of the attacker, even if the attacker is incapacitated or than a staggered condition, so you don’t get a check to recover
switches to a different Alternate FX or Variable FX configuration. from it.
Secondary Effects don’t stack, so if you attack a target with your
Secondary Effect on the round after a successful hit, it doesn’t WIDE +1 MODIFIER
affect the target twice; it simply delays the second FX for a round.
You can attack the target with a different FX, however. So, for When applied to the base FX of an Array of Alternate FX, this
example, if you hit a target with a Secondary Effect Damage then, modifier provides an additional 2 character points per FX rank to
on the following round, hit with an Inflict (Condition) attack, the distribute among the FX of the array. No FX can have more
target suffers both the Inflict and the Secondary Effect of the character points allocated to it than the base FX’s total cost without
Damage. the Wide modifier, but points can be shared among the Dynamic
Alternate FX of the array. You can apply the Wide modifier multiple
times; each time, it increases the number of character points
SELECTIVE ATTACK +1 MODIFIER available to the array by 2 per rank in the base FX. You can apply
Wide as a partial modifier to fine-tune the number of additional
An attack FX with this extra is discriminating, allowing you to decide character points it grants.
who is and is not affected. This is most useful for Area FX. You
must be able to accurately perceive a target in order to decide
whether or not to affect it. This modifier is for FX which would
normally allow resistance. For other area FX, use the Selective FX Note: Wide used by itself is a potentially unbalancing ability
feat. that can essentially grant a character tremendous number of
"free" character points for a dynamic array. Be wary of players
attempting to find point breaks with this ability. You may wish to
SLEEP +0 MODIFIER encourage them to use the Magical extra, which uses a similar
concept with some additional restrictions to help even the benefit
When this modifier is applied to an FX that causes out more.
unconsciousness (such as Damage or Inflict (Condition)), the FX
puts targets into a deep sleep whenever it would normally render
them unconscious. The target makes a recovery check to wake up
only once per hour rather than once per minute, but may be
awoken by loud noise (make a Perception check for the subject
Flaws
with a –10 modifier, a successful check means the subject wakes Unless specified otherwise, the following flaws reduce an effect’s
up). Someone taking an aid action can awaken a sleeping cost per rank by 1 point per application. A good rule of thumb for

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deciding whether a particular limitation on an FX should suffer a • Science: Works well for biological FX like Healing or others
flaw or only a drawback is to look at how often the limitation will requiring a Fortitude resistance or involving the body and
come into play. If a limitation cuts the utility to power of an FX by medicine.
half, then it qualifies as a flaw. If it hampers an FX by less than that,
it probably only qualifies for a drawback.

Note: The GM is encouraged to set the check difficulty high


ACTION -1 MODIFIER/STEP
enough that a character still has an reasonable chance of failure
(around 50%), especially characters with very high skill check
Using an FX requires one of the following types of actions: reaction, modifiers. Generally speaking, the player shouldn't be getting
free, one, or two actions. Increasing the required action one step more points back for taking the Check Required flaw and still
(one to two actions, for example) is a –1 modifier. After two actions, automatically succeeding on the check than the player spends on
each step up the Time and Value Progression Table (two actions to improving the appropriate skill. Keep in mind the broad utility of
one minute, then five minutes, etc.) is a 1-character FX drawback. skills, and that taking high ranks in skills is often to the benefit of
characters even without this flaw.

ADDITIONAL RESISTANCE -1 MODIFIER


DISTRACTING -1 MODIFIER
An FX with this flaw must overcome two resistances rather than just
one, if either resistance succeeds, then the target avoids the FX. It Using a Distracting FX requires more concentration than usual,
only applies to FX that targets a resistance. The additional causing you to lose your Defense bonus on any round the FX is
resistance can be the same type as the first or a different used or maintained. Traits allowing you to retain your Defense
resistance; choose when the modifier is applied. bonus (such as the Uncanny Dodge feat) do not apply to
The resistances are assumed to occur simultaneously. For Distracting FX.
example, a Damage Aura FX might involve whirling blades an
attacker can avoid with good Reflexes, preventing the Damage
from ever having a chance to pierce his toughness. DURATION -1 MODIFIER/STEP

An FX has one of the following durations: instant, concentration,


CHECK REQUIRED -1 MODIFIER sustained, or continuous. Reducing duration one step (sustained to
concentration, for example) is a –1 modifier. An FX’s duration
An FX with this flaw requires a check of some sort (usually a skill cannot be decreased below instant, and many FX become virtually
check) with a Difficulty of (15 + FX rank) in order to work normally. If useless if their duration is decreased below concentration.
the check fails, the FX doesn’t work, although the action required to
use it is expended (so attempting to activate an FX that takes one
action takes one action whether the check is successful or not). ESCALATES -1 MODIFIER/STEP
The check occurs as part of the action to use the FX and provides
no benefit other than helping to activate it. Normal modifiers apply FX to which the Fades flaw can be applied may instead escalate to
to the check, however, and if you are unable to make the required represent a “ramping up” FX. Each round or use of the FX adds 1
check for any reason, then the FX doesn’t work. character point, starting at 1 character point. Once the FX reaches
its maximum number of character points, it “burns out,” and needs
This check must be in addition to any check(s) normally required for
to be recovered in the same fashion as a faded FX.
the FX. So, for example, the normal Perception check made in
conjunction with a sensory FX does not count as an application of
this flaw, and applying it means an additional check is required
before the FX’s normally required check(s).
FADES -1 MODIFIER

Each time you use an FX with this flaw, it loses 1 character point
Check Examples (not rank) and a commensurate amount of effectiveness. For FX
with a duration longer than instant, each round is considered “one
use.” Once the FX reaches 0 points (or below the minimum cost for
Skill checks an FX may require include:
one rank), it stops working. A faded FX can be “recovered” in some
• Acrobatics: Suitable for FX requiring a measure of fashion, such as recharging, rest, repair, reloading, and so forth.
coordination, athletics, or complex maneuvering. The GM decides when and how a faded FX recovers, but it should
• Art: Good for FX requiring a Will resistance, including sensory generally occur outside of combat and take at least an hour’s time.
and alteration FX like Morph, Illusion, and Mind Control. The GM may allow a character to recover a faded FX immediately
and completely by spending a hero die. The Slow Fade extra
• Infiltration: Best suited to sensory FX, particularly
reduces the rate at which an FX fades.
Concealment.
• Knowledge: A Knowledge skill check might represent having
to know something about the subject of the FX (such as a FEEDBACK -1 MODIFIER
sciences Knowledge) or having to know something about the
FX itself (such as arcane lore or technology). Operating a You suffer pain when a manifestation of your FX is damaged. This
complex device may also require a Knowledge check. flaw only applies to FX with physical (or apparently physical)
• Persuasion: Good for FX intended to deceive, particularly manifestations, such as Create Objects, Illusion, or Summon
sensory FX like Concealment or Illusion. (Minion), for example. If your FX’s manifestation is damaged, the
attacker rolls to overcome your resistance, using the

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manifestation’s Toughness resistance bonus or FX rank in place of range FX have their range determined by FX rank. To change the
your own. For example, if you create a Toughness 12 object and it FX’s range, increase or decrease its rank; this flaw does not apply.
is attacked for +15 damage, your opponent rolls a damage check Touch range FX cannot usually decrease their range, since it limits
with a +15 modifier against a Toughness resistance of 22 (the the FX to the user, which generally makes the FX more of a
object’s Toughness in place of your normal Toughness resistance). drawback than anything. In cases where it’s allowed, moving a
touch range FX to personal is also a –1 flaw.

LIMITED -1 MODIFIER
REQUIRES COMBAT ADVANTAGE -1 MODIFIER
An FX with this flaw is not effective all the time. Limited FX
generally break down into two types: those usable only in certain
situations and those usable only on certain things. For example
Only Usable While Singing Loudly, Only Usable While Flying, Only
An FX with this flaw is a surprise attack, which requires you to have
Usable on Men (or Women), Only Usable Against Fire, Not Usable
Combat Advantage against a target before using the FX. This
on Yellow Things, and so forth. As a general rule, the FX must lose
generally applies to an FX that is usable against others, since you
about half its usefulness to qualify for this modifier.
can only use it against a foe who is more vulnerable than normal. If
A great many other modifiers can be seen as variations on the you do not gain combat advantage, you cannot use the FX.
Limited flaw (such as Unreliable, which also makes an FX
ineffective about half the time), a number of examples are provided
throughout these rules, but players and GMs should feel free to RESISTANCE ALLOWED -1 MODIFIER
come up with their own.
When applied to an FX that doesn’t normally allow resistance, this

Partially Limited
flaw gives allows one, generally Fortitude or Will. If an FX already
allows resistance (even if the FX is harmless), this flaw does not
apply. Instead, use the Additional Resistance flaw. Since FX that
If your FX is only somewhat effective in particular circumstances, work on others allow resistance by definition, this flaw nearly
then apply the flaw to only some of its ranks. For example, an always applies to personal FX that allow someone interacting with
attack FX that does half damage against targets with Enhanced them to circumvent the FX with a successful resistance.
Toughness (to represent a diminished ability to penetrate armor, for
example) applies the Limited flaw to only half of its ranks. For example, an Enhanced Defense FX might reflect a
subconscious psychic broadcast that makes it difficult for
opponents to attack you. However, it may allow Will resistance to
PERMANENT -1 MODIFIER avoid the FX, denying you the Defense bonus against that
opponent (and applying this flaw to the FX). Likewise, your
Concealment FX might be illusory, permitting a Will resistance for
A continuous FX with this flaw cannot be turned off; it is always on someone to deny it.
by default. If some outside force turns it off—usually a Nullify FX—it
turns back on automatically as a reaction at the earliest opportunity.
Additionally, you cannot improve a Permanent FX using Hero Dice. RESTORATIVE -1 MODIFIER
This includes adding temporary FX feats. Permanent FX may be
rather inconvenient at times (including things like being
permanently incorporeal or 30 feet tall); this is included in the value A trait FX with this flaw only restores traits to their normal values
of the Permanent flaw. Permanent FX that are not inconvenient in and cannot raise or lower them above or below that level. Traits
any way generally don’t qualify for this flaw, and the Gamemaster restored to their normal values do not fade, as normal.
should control the application of the Permanent flaw to ensure it is
actually a flaw.
SENSE-DEPENDENT -1 MODIFIER

PHANTASM -1 MODIFIER A perception range FX with this flaw works through the target's
senses rather yours. So a Sight-Dependent FX requires the target
This flaw applies to FX like Concealment, Illusion, Morph, Obscure, to see you, Hearing-Dependent to hear you, and so forth.
and others that alter how things appear. A phantasmal FX controls Opponents aware of a Sense-Dependent FX can also deliberately
how others perceive things rather than creating an actual, physical, block the targeted sense: looking away, covering ears, etc. as a
FX. A phantasm has no effect on a mindless subject (like most free action on their turns. This gives you partial concealment from
machines) and must overcome a target's Will resistance to have that sense but your Sense-Dependent FX has a -5 penalty to its
effect if an observer has any reason to believe it isn't what it effect modifier for the purpose of targeting that opponent. An
appears (just like detecting an illusion). Phantasm includes a opponent unable to sense you at all (blind, deaf, etc.) is immune to
measure of the Resistance Allowed flaw, so it doesn’t apply, the FX. Opponents can do this by closing their eyes, wearing ear-
although Additional Resistance may. or nose-plugs, or using another FX like Obscure or a Concealment
Attack on you. This gives you total concealment from that sense.
Note a Sense-Dependent FX based on the sense of touch is
RANGE -1 MODIFIER/STEP essentially the same as touch range, since you still need to touch
the target. This modifier isn’t required; reduce the FX’s range to
An FX has a range of touch, touch-perception, ranged, or touch instead. Ranged Touch-Dependent FX aren’t allowed.
perception. Decreasing an FX’s range by one step (from ranged to
touch, for example) is a –1 modifier. Decreasing a perception or
touch-perception to ranged or touch is also a -1 modifier. Extended

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SIDE EFFECT -1/-2 MODIFIER important for things like Array and Variable structures, which are
limited by the number of character points they have to allocate. So
an FX with 20 points worth of FX (including modifications from
Failing to successfully use an FX with this flaw causes some extras and flaws), an FX feat, and a –2 point FX drawback has a
problematic side effect. Failure includes missing an attack roll, or total cost of 19 points (20 + 1 – 2), meaning, among other things, it
failing to overcome the target's resistance. If the side effect always fits “inside” a 20-point Array or Container.
occurs when you use the FX, it is a –2 modifier. The exact nature of
the side effect is for you and the Gamemaster to determine.
As a general guideline, it should be an FX about the same in value
as the FX with this flaw, not including the cost reduction for the flaw.
So an FX with a cost of 20 points should have a 20-point side Rule of Thumb: A good rule of thumb for deciding whether a
effect. Typical side effects include Damage, Drain, and Inflict particular limitation on an FX should suffer a flaw or only a
(Condition), or the same FX as the FX (it essentially rebounds and drawback is to look at how often the limitation will come into play.
affects you). The Side Effect does not require an attack roll and If a limitation cuts the utility to power of an FX by half, then it
only affects you, although the GM may permit some Side Effects qualifies as a flaw. If it hampers an FX by less than that, it
with the Area modifier on a case-by-case basis. probably only qualifies for a drawback.
Some “side effects” of FX may actually be Temporary Disabilities.

TIRING -1 MODIFIER
Drawback Value
A drawback’s power point value is based on two things: its
An FX with this flaw causes you to suffer a level of fatigue when frequency (how often the drawback affects your character) and its
you use it. If you use such an FX once, you suffer a -2 penalty to all intensity (how seriously the drawback affects your character). The
Strength- and Constitution-related checks. If you use it a second more frequent and intense the drawback, the more points it’s worth.
time, you suffer a -5 penalty to Strength- and Constitution-related Drawbacks generally range in value from 1 character point for
checks. If you use it a third time, you fall unconscious. You recover something that comes up rarely and has little effect to 5 character
from this fatigue normally, and can use Hero Dice to overcome it. points for a drawback that comes up all the time and seriously
weakens the character.

UNCONTROLLED -1 MODIFIER
Frequency
You have no control over an FX with this flaw. Instead, the
Drawbacks have three levels of frequency: uncommon, common,
Gamemaster decides when and how the FX works. This flaw is
and very common. Uncommon drawbacks show up about a quarter
best suited for mysterious FX out of the characters’ direct control or
of the time, every four adventures or so. Common drawbacks show
FX the GM feels more comfortable having under direct, rather than
up about half the time, and very common drawbacks show up
player, control.
three-quarters of the time or more.
Each level has a frequency check associated with it, which is a
UNRELIABLE -1 MODIFIER simple d20 roll with no modifiers against a DC (15, 10, or 5). A GM
who wants to randomly check a drawback makes a frequency
An Unreliable FX doesn’t work all the time. Roll a die each round
before you use or maintain the FX. On a roll of 10 or less, it doesn't
work this turn, but you’ve still used the action the FX requires. You
can check again on the following round to see if it works, although Option: Drawbacks as Complications
you must take the normal action needed to activate the FX again. As introduced in Chapter I: The Basics, Drawbacks don't
Spending a hero die on your reliability roll allows you to succeed necessarily need to grant a character additional character points.
automatically (since the roll is then at least an 11). Instead of granting a character additional character points, you
Alternately, instead of having a reliability roll, you can choose to can instead choose to treat drawbacks like complications, which
have five uses where your FX works normally, then it stops working will grant the character bonus Hero Dice instead. If you choose
until you can “recover” it in some way (see the Fades flaw for more this option, ignore the frequency value for drawbacks: calculate a
on this). The GM may allow you to spend a hero die to drawback's value only according to its intensity.
automatically recover a spent Unreliable FX. When the drawback comes up in play, up to once per encounter,
FX that are only occasionally unreliable (less than about 50% of the the drawback provides grants the character a number of bonus
time) are better handled as complications. Hero Dice equal to the drawback's intensity. In this way, while the
character is at a disadvantage during an encounter which exploits
his or her drawbacks, but gains a little extra edge in the form of

FX Drawbacks additional Hero Dice for the fight.


If you use this option, you also have the choice of only granting
Some drawbacks are FX drawbacks, meaning they apply to a those bonus Hero Dice for the length of the encounter itself (that
particular FX rather than necessarily to the character. You can think is, they are lost at the end of the encounter if not used). In this
of FX drawbacks as the reverse of FX feats: minor limits on the FX. way, the bonus applies only to the encounter in which the
An FX can have a total value in drawbacks equal to 1 point less drawback arises, and does not carry through to other encounters
than its total cost (so the FX must cost at least 1 character point, later in the session. This is another option you can use to
regardless of how many drawbacks it has). customize your game.
FX drawbacks decrease the actual cost and value of a FX. This is

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TABLE 5.13: DRAWBACK VALUE FULL POWER -1 POINT


Value Frequency: How Often Does The Drawback Come Up?
+0 Uncommon (every few adventures. DC 15) You have less than full control over an FX. FX subject to this
drawback must be used at full rank or intensity, or not at all. This
+1 Common (every other adventure, DC 10) means you cannot pull punches with an attack, move at less than
+2 Very Common (once per adventure, DC 5) full speed, and so forth, depending on the FX to which this
Intensity: How Seriously Does The Drawback Affect drawback is assigned. You can still turn the FX on and off as you
Value wish (it is neither Permanent nor Uncontrolled), you just can’t fine-
You?
tune it, it’s either on at full intensity or off entirely. You can’t have the
Minor: DC 5 to overcome, less capable than the character,
+1 Precise feat for any FX with this drawback. Full Power is an
or slight limitation.
uncommon, minor drawback, worth 1 point.
Moderate: DC 10 to overcome, as capable as character, or
+2
modest limitation
Major: DC 15 to overcome, more capable than the FX LOSS -1 TO -3 POINTS
+3
character, or major limitation
You lose the use of a FX with this drawback under certain
check to see if it shows up in the adventure. Otherwise, the GM can conditions. Examples include when exposed to a particular
simply choose to bring a drawback into play based on its frequency. substance, when immersed in water, when unable to speak, and so
forth. You can also suffer FX loss from a failure to do something,
Note that frequency represents how often the drawback comes up like not recharging a FX, breaking an oath, not taking a pill, and so
during the game, not necessarily how common it is in the campaign forth. FX Loss is minor intensity, with frequency based on how often
setting. Even if glowing meteors are extraordinarily rare in the you encounter the conditions, giving it a value of 1–3 points. You
setting, if they show up every other adventure, they’re still common regain use of the FX when the condition that triggered the loss no
in frequency. longer affects you.
The loss of Devices and Equipment is not covered by this
Intensity drawback. Losing Device and Equipment powers due to theft is a
part of those traits and factored into their cost. So characters
The intensity of a drawback measures how much impact it has on cannot take FX Loss with the condition “when devices or equipment
the character. There are three levels of intensity: minor, moderate, are removed.”
and major. Minor drawbacks have a slight impact or are not difficult
to overcome. Moderate drawbacks impose some limits, but can be
overcome about half of the time. Major drawbacks impose serious -1 TO -6
INVOLUNTARY TRANSFORMATION POINTS
limits and are quite difficult to overcome.

You have two or more forms or identities you sometimes change

Drawback between against your will. The value of the drawback is based on
how often you change (frequency) and how difficult it is for you to
resist the change (intensity). If you cannot resist the change, no

Descriptions matter what, the intensity value is 3 points. If you involuntarily


switch between powered and normal forms, you also have the
Normal Identity drawback.
Each entry here describes the drawback’s game effect and its
suggested value(s). Gamemasters should feel free to expand or
modify this list of drawbacks to suit the campaign, using the existing
examples as guidelines in terms of mechanics and point values.

ACTION -1 POINT/STEP

An FX requiring longer than two actions to use is considered a


drawback. Each step up the Time and Value Progression Table is a
1 point drawback. The drawback cannot equal or exceed the value
of the associated FX. So a FX costing 10 points cannot have more
than 9 points in this drawback (and meaning the FX takes three
months to use!).
This drawback can also apply to the time needed to switch between
Alternate FX in an Array: 1 point if a one action is required, 2 points
if two actions are required, each step up the Time and Value
Progression Table thereafter is an additional 1 point drawback. In
this case the drawback’s value cannot equal or exceed the FX’s
total Alternate FX feats, so a FX with three Alternate FX can only
get 2 points out of this drawback (requiring two actions to switch
between them).

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NORMAL IDENTITY -3 TO -5 POINTS hours plus certain resources (a lab, workshop, special equipment or
components, and so forth). It’s major if it takes a matter of days or
longer.
You have two identities: an empowered one and a normal one. This
is not the same as having a secret identity (although you may have
that, too, especially in games of the superhero genre). The REDUCED RANGE -1 TO -2 POINTS
difference is your normal identity has none of the FX or
extraordinary abilities of your empowered self. So in your normal
This drawback reduces the number of range increments of a
identity you might be an average teenager, businessman, or other
ranged FX, which normally has a maximum range of ten
everyday person. Characters with Devices may have this
increments. For –1 point, it reduces the FX to half that, or five
drawback, but not necessarily. For example, a character who wears
increments (the same as throwing range). For –2 points, it reduces
a suit of magic armor might have a Normal Identity while he’s out of
the FX to two increments. A greater reduction should be handled by
the armor, but someone who wields a magic ring doesn’t have a
making the FX touch range, possibly with some measure of the
Normal Identity unless he can’t wear or have the ring with him in his
Extended Reach feat, if necessary.
normal identity for some reason.
To qualify for this drawback there must be some reasonable means
of preventing you from changing from your normal to your TEMPORARY DISABILITY -1 TO -4 POINTS
empowered identity. For example, you might require access to a
Device (which can be stolen or disabled), you might need to speak
You suffer a disability in conjunction with the use of a FX. For
a magic word or incantation (blocked by an Auditory Obscure, a
example, if your arms transform into wings in order for you to fly
gag, or a simple chokehold), you might need to take a particular pill
(leaving you without the use of your arms and hands while flying)
or formula, and so forth. The GM decides whether or not a
then you have the disability of no arms, normally very common and
particular condition qualifies for this drawback. If you can switch
major (5 points) but reduced to common in frequency, since the
between a normal and empowered identity at will and nothing can
disability only applies when you’re flying. If you possessed
prevent it, you don’t qualify for this drawback. If you can’t always
prehensile feet (able to use them as substitute hands while flying)
control switching between identities, you also have the Involuntary
you would have no real disability at all, and thus no drawback.
Transformation drawback.
This drawback doesn’t apply to implied disabilities of an FX: for
You define the traits of your Normal Identity. Your Normal Identity
example, having an attack FX require the use of one hand when
cannot have any FX by definition, and the GM may restrict the
you use it (to wield a weapon or to strike) isn’t a disability, it’s just
application of feats and ability scores above 20. Your Normal
how such FX work. The GM should approve any temporary
Identity must also be built on fewer points than your super-identity
disabilities caused by FX to ensure they actually are disabilities and
(how many fewer is up to the GM, but no more than half is a good
are appropriate for the campaign.
rule of thumb). The simplest Normal Identity has the same traits as
your super identity, minus any FX. Your two identities may have
different appearances. WEAK POINT -1 POINT
The intensity of this drawback is major (since you lose access to all
your FX). The frequency depends on how difficult it is for you to This drawback makes a defense FX that provides a Toughness
assume your super-identity. If it takes a free action, then it's resistance vulnerable to critical hits. A critical hit completely
uncommon (2 points). If it takes a full-round action, it’s common (3 bypasses the FX, ignoring its bonus to Toughness resistances
points), and if it takes longer than a full-round action it’s very when the target resistances against the attack’s damage. This is in
common (4 points). addition to the normal FX of a critical hit (+5 damage). Weak Point
is a 1-point drawback.
NOTICEABLE -1 POINT

A passive FX with this drawback is noticeable in some way (active


FX are noticeable by default, see Noticing FX). Choose a
FX Structures
noticeable FX of the FX. For example Noticeable Mind Control A structure is how a supernatural ability is put together from a
might cause the subject’s eyes to glow or skin to change color. combination of FX, modifiers, feats, and possibly drawbacks. The
Noticeable Enhanced Toughness may take the form of armored normal FX structure described in the Introduction is:
plates or a tough, leathery-looking hide. Noticeable is an
uncommon, minor drawback, worth 1 point.
FX cost = (components + extras – flaws) x rank + (feats –
drawbacks)
ONE-WAY TRANSFORMATION -3 TO -5 POINTS
The minimum FX cost for this and all other structures is 1 character
When you transform through the use of a FX such as Metamorph or point (although in some cases, 1 character point may provide more
due to the Normal Identity or Involuntary Transformation than one FX rank, see Fractional FX Costs.)
drawbacks, it takes some time for you to return to “normal.” This
may be due to a need to “bleed off” excess energy, letting the
transformation lapse slowly, or a requirement to reset certain ARRAY FX STRUCTURE
mechanical system parameters. Whatever the case, undoing your
transformation is involved. You have a collection or Array of (Array rank x 2) character points
One-Way Transformation is a very common drawback (less if you you can use to duplicate other FX, which share the descriptors and
don’t transform every adventure). Its intensity is minor if it takes a the points available to the Array. You can allocate your Array points
matter of hours for you to return to normal. It’s moderate if it takes once per round as a free action to any of the FX of your Array. Your

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Array also has one “default” FX where it can apply its points; Some FX feats apply to the Array structure itself rather than to any
choose this when you create the structure. Essentially, an Array is a of its Alternate FX. These feats are “outside” and apply equally to
collection of FX, each structured in the standard way, but sharing all Alternate FX. The GM should carefully scrutinize any such
the same “pool” of character points. Each possible “setting” or overall feats, ensuring they do in fact apply to the Array as a whole.
configuration of an Array is called an Alternate FX. Array points do not need to be applied to these FX feats. way, but
A particular Alternate FX includes all FX, FX feats, modifiers, and sharing the same “pool” of character points. Each possible “setting”
drawbacks included in that particular FX. So if your Array gives you or configuration of an Array is called an Alternate FX. Array points
20 character points to allocate, and you have an Alternate FX that do not need to be applied to these FX feats.
is a 4 points per rank FX with two FX feats, then you have 4 ranks • Accurate: This FX feat can be applied to the Array as a whole,
in that FX (for 16 character points) plus the two feats for a total cost granting its benefits to all of the Array’s FX requiring attack
of 18 points. Any “leftover” Array points not allocated to an Alternate rolls, since the Array can be considered a single FX (albeit one
FX don’t do anything. with multiple applications).
Each Alternate FX of your Array requires an Alternate FX feat. So • Alternate FX: This feat adds an additional Alternate FX to the
being able to apply your Array points to the Damage FX is one FX Array, another way in which its character points may be
feat. To apply them to Damage with the Area extra is another FX applied, subject to the normal guidelines for Alternate FX, given
feat, to apply them to Enhanced Senses is a third feat, and so forth. in the FX’s description.
• Dynamic: Applied to one of the Array’s Alternate FX, this feat

Alternate FX Power Level makes that Alternate FX dynamic, allowing it to share Array
character points with other Dynamic Alternate FX. Making the
default FX of an Array dynamic also requires an application of
Limits this feat. Usually, an Array needs at least two Dynamic
configurations for this feat to be useful, although it can also be
Alternate FX are subject to the normal power level limits on FX. So, handy for Arrays where one Alternate FX requires fewer points
even if you have sufficient Array points to acquire a rank 20 than the Array provides (allowing those “wasted” points to be
Damage FX, for example, you’re still limited to whatever the applied elsewhere). The total point value of Dynamic Alternate
campaign’s power level limit is on damage. This may result in FX in use still cannot exceed the Array’s available character
“wasted points” for some Alternate FX, as previously described, but points and the Array’s configuration can still only change once
is generally more than compensated for by the flexibility an Array per round.
provides. Non-player characters are limited in the same way to
whatever power level the GM sets for them.
Extras
Using Alternate FX Generally, extras are applied to the various FX in an Array’s
Alternate FX rather than to the Array itself. If a particular extra
Each Alternate FX available to your Array is usable individually. applies to all of an Array’s Alternate FX equally, the GM may wish to
While one Alternate FX is in use, none of the others are available. note it as applying to the Array itself for simplicity. The extra “floats,”
So if you have an Array with Damage, Dazzle, Enhanced (Trait), applying to whatever Alternate FX is in use at the time.
and Enhanced Movement Alternate FX, for example, you can only
Example: An Array of gas cloud attacks might all have the
use one of these each round, the others don’t work and aren’t
Cloud Area extra, in which case you can increase the cost
considered in FX. The Dynamic FX feat (see Array’s FX feats,
of the Array from 2 points to 3 points per rank and apply 2
following) changes this, allowing you to “mix-and-match” Alternate
character points per rank to each Alternate FX without the
FX.
need to apply points to the Cloud Area extra each time; it
applies to all of the Alternate FX at no “cost” (since the cost

Multiple FX in an Alternate •
is already covered by the increased cost of the Array).
Action: Note that the free action required to change an Array’s
FX configuration may only be reduced to a reaction at the GM’s
discretion to suit a particular concept (an Array that changes
An Alternate FX can contain more than one FX and you can use all automatically as a reaction to a particular circumstance). Even
the FX of that Alternate FX normally, requiring their usual actions. in this case, the Gamemaster should be wary of allowing an
FX in the same Alternate FX need not be Linked, although they can Array to reconfigure more than once per round.
be. For example, a rank 10 Array with 20 character points can have • Affects Others: An Array may have this modifier, allowing you
an Alternate FX that has Enhanced Movement 5 (10 points) and to grant the use of the Array and its Alternate FX to someone
Enhanced Toughness 10 (10 points), both usable at the same time. else. The subject granted the use of the Array controls its
Indeed, FX in the same Alternate FX must have points allocated to configuration from round to round (although you retain the
them at the same time and in the same proportion in order to use ability to withdraw use of the Array altogether when you wish).
them at all, although they don’t have to be activated at the same • Linked: FX in the same Alternate FX are not linked by default,
time unless they are Linked. but may have this modifier, if they’re intended solely for use
simultaneously. So, for example, an Alternate FX can have two
independent FX (such as Enhanced Movement and
FX Feats Concealment), but they are not Linked, and must be activated
separately unless the Linked modifier is applied to them.
FX feats within a particular Alternate FX are considered part of it
and not feats of the Array itself. Thus points for the Array must be • Range: An Array with the Affects Others modifier may have the
assigned to those feats in order to make that Alternate FX active, Range extra to improve the range at which you can grant the
whether the feats are in use or not. Array to another. This does not alter the ranges of the Array’s

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various Alternate FX. To do so, apply the Range modifier to the • Distracting: An Array that is distracting to reconfigure is a
FX(s) within a particular Alternate FX. drawback rather than a flaw. The Array’s individual Alternate FX
may also be distracting to use, in which case the flaw is applied
individually to them, rather than the Array as a whole. If all the
Flaws Alternate FX of the Array are distracting, then the flaw may
apply to the entire Array structure but then does not apply to its
Alternate FX can have their own individual flaws, which reduce the Alternate FX when figuring their cost.
cost of the Alternate FX (and the number of Array character points Uncontrolled: If this flaw is applied to the Array structure
that must be allocated to it) normally. If a particular flaw applies to (rather than one or more of its Alternate FX) then the
all the configurations of an Array, then it may apply to the Array as a Gamemaster controls when the Array’s configuration changes
whole, the same as with extras. and which one it changes to when it does. If the Array has
• Action: Modifying the action required to change an Array’s Dynamic Alternate FX, the GM also decides where its
configuration is a drawback rather than a flaw. character points are allocated. Uncontrolled applied to a
particular Alternate FX has its normal FX when that Alternate
• Duration: Note that an Array has a “special” duration, which
FX is in use.
cannot be modified. The Alternate FX of the Array use their
individual durations while in use. Switching Alternate FX counts • Unreliable: If this flaw is applied to the Array as a whole
as no longer maintaining that Alternate FX FX(s). Lasting FX (rather than one or more of its Alternate FX), then changing the
persist even when they’re not maintained, however. This Array’s configuration becomes Unreliable. The player must roll
remains the case if those lasting FX are part of an Array. a die when changing the Array, on a 10 or less the Array is
“stuck” on its current Alternate FX and doesn’t change.

Drawbacks
Option: Toning Down Array Versatility As noted previously, drawbacks applying to particular Alternate FX
For some games, Alternate FX might provide too much versatility of an Array are considered part of that Alternate FX and not the
for too little price. While they are meant to represent different Array structure as a whole.
settings of the same FX, they can indeed be problematic for Some drawbacks may apply to the Array structure overall, in which
certain styles of gameplay. You might also simply want to case they also apply equally to all of the Array’s Alternate FX.
represent different levels of mastery or capability with FX (so that • Action: An Action drawback applied to an Array increases the
not all new abilities in an array start of immediately as powerful as time required to change its configuration: each point of the
the base FX). Action drawback increases the time one step on the Time and
You have a few options in this area which can help you to better Value Progression Table, from a free to one action, then two
tune Alternate FX and arrays to your liking for your game. In both actions, one minute, and so forth. This can represent an Array
cases, it is recommended that the GM allow players to use the requiring “recalibration” or some other involved effort to
normal Alternate FX feat when using Hero Dice to stunt a novel reconfigure. As usual, the drawback cannot have a value
application of an FX, as there is very incentive in spending a hero greater than or equal to the total value of the Array.
die to use a significantly weaker ability. The downside to using • Distracting: If changing the Array’s configuration is distracting
these options is that players will tend to stick to their more —causing you to lose your dodge bonus during the round you
powerful abilities in combat anyway favoring the more powerful, reconfigure—this is a 2-point FX drawback for the Array.
restricted set of abilities than the weaker, more versatile ones.
• FX Loss: An Array may have circumstances where it is
Half-Power ineffective or stops functioning, in which case all of the Array’s
FX become unavailable. Otherwise, the FX Loss drawback
Each iteration of the Alternate FX feat allows an FX only half the
applies to Array like any other FX.
pool of character points that the base FX has (so it costs two
character points to use the full pool of base character points for an
alternate FX, three to make it dynamic). This works especially well
for games with very distinct levels of mastery of different abilities,
CONTAINER FX STRUCTURE
particularly games with spellcasters, where the first application of
Alternate FX buys the "apprentice"-level "spell", the second A Container places a group of FX, modifiers, feats, and drawbacks
makes it a "journeyman"-level, and the third makes it truly the sharing common descriptors together in a structure that can be
"master"-level spell. This option tends to make versatility modified as a whole FX by “outside” modifiers and feats affecting
nominally more expensive, and gives the GM the option to veto the accessibility and use of the Container’s traits.
increases to arrays which threaten to grow too unwieldy. A Container costs 5 points per rank and grants a pool of (rank x 5)
character points you can use to acquire certain traits that are all
Five-For-One part of a common “meta-trait” or overall FX, an example of this is
Alternatively, you can arrange it so that each application of the the Alternate Form FX; a group of traits all connected to assuming a
Alternate FX feat buys only five character points worth of the base different form. While the form’s FX may have their own individual
FX back. Under this option, it would take four applications of the modifiers, durations, and so forth, the Alternate Form also has its
Alternate FX feat to buy a new FX in an array It still encourages own qualities. Activating the Container structure brings all of its FX
characters to stick to stay with similar abilities, offering a five-fold “on-line” at once and likewise deactivating the structure makes all
decrease in price, but it forces characters to work much harder of its FX “off-line” or inactive.
and be much more selective about how they build up their As you can see, at the default level, a Container has the same cost
versatility. as acquiring the traits independently (5 points per rank providing 5
character points per rank to spend on traits). The difference comes

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into play when modifiers are applied to the Container itself, and you can turn on and off, in which case the FX may have to have its
when the Container’s own action and duration are considered. duration modified.
You can change a Container’s default duration with extras and
flaws just like an FX, which modifies the cost of the Container
Action structure: so changing an active Container’s default duration to
continuous (a +1 modifier), changes the cost of the structure from 5
A Container as a whole is considered either active or passive, just points per rank to 6 points per rank (although the Container still
like an FX and this determines, and is determined by, the grants 5 character points per rank to apply to its FX).
Container’s action and duration:
An active Container requires a free action to make the Container’s
FX usable. This free action can also activate any FX in the
Container that also requires a free action or less to use at the same
Containers and Modifiers
time. An example is Alternate Form: a free action shifts the In addition to the Action and Duration modifiers, certain other
character into the other form and activates any of its free action FX. modifiers may apply to a Container structure at the Gamemaster’s
A passive Container does not require an action (it has an action of discretion. As a general rule, a modifier must affect the ability to
none). Its FX are always available, although not necessarily always activate, access, or maintain a Container in order to apply to it
active and it may require different actions to activate them rather than to its individual FX. The following are some guidelines
individually. An example is a Device, an item that contains various on applying other modifiers to Container structures:
FX. The Device is a passive Container for those FX, which are • Action: An active Container can apply an Action flaw to take
always available, so long as the wielder has the Device, although longer to than a free action to activate.
they may require activation on their own.
• Affects Others: You can bestow a Container with this extra on
The Container’s required action does not affect the required actions someone else. With the +0 version, you can only grant the
of its FX: they remain the same unless modified with extras or Container and its FX to others; with the +1 version, you can
flaws. So a Container that holds a Damage, Enhanced Movement, grant the Container’s FX while also using them your- self. Note
and Enhanced (Trait) FX, for example, has an action of free or that you can only grant all of a Container or none of it. The GM
none, by its FX still require one, one, and none actions, may allow selective granting of FX for an additional +1 extra
respectively, to use. (like the Selective Attack extra).
You can change a Container’s action with extras and flaws like an • Duration: A Container can apply a Duration flaw to change its
FX. This modifies the cost of the Container structure itself: so default duration.
changing an active Container’s action from free to one, for example
(a –1 modifier), changes the structure’s cost from 5 points per rank • Limited: Certain Limited flaws—concerned with activation or
to 4 points per rank (but the Container still grants 5 character points maintenance—may apply to Containers, such as only being
per rank to apply to its FX). able to activate a Container at night. The flaws applied to the
Device structure are essentially particular Limited flaws.
• Range: Container structures are personal range by default and
Duration cannot apply this extra unless they first have Affects Others
(which makes a Container touch range). One application allows
An active Container has a default duration of sustained: the you to grant a Container’s FX at range, while two allow you to
Container’s FX remain accessible so long as you maintain the grant them at perception range.
Container’s activation each round as a free action. If you’re unable • Side Effect: This flaw can apply to Containers with Unreliable
to maintain the Container, you also lose access to its FX. If a or similar conditions that make their activation uncertain, in
character in an alternate form is unable to maintain that FX, he which case the Side-Effect applies when the activation fails. If
reverts to normal form. the Side-Effect always applies, then no roll is required.
A passive Container has a default duration of permanent: the • Tiring: If activating an active Container causes fatigue, this
Container’s FX are always available and, in fact, cannot be made flaw can apply. It does not mean using the Container’s FX are
unavailable unless some other modifier comes into play. Take a suit tiring, only activating the Container itself.
of armor as a Device: it is a real, permanent item with certain traits
that don’t go away unless you take off the armor, which is a • Unreliable: If applied to an active Container, it means it
particular flaw of Devices. doesn’t always activate when you want it to. You need to make
a reliability roll each time, with the Container activating on a roll
Like action, a Container’s duration does not affect the durations of of 11 or higher.
the FX it contains, with one exception: permanent duration FX in a
sustained or continuous duration Container do stop working if the
Container is deactivated. While active, these FX still have the VARIABLE FX STRUCTURE
limitations of being permanent (no using Hero Dice to improve it, no
countering other FX) and you can’t switch them off selectively; you
A Variable structure contains every trait of an appropriate type or
have to deactivate the entire Container.
descriptor! Variable structures approach the level of plot devices
So, for example, a character who turns into solid stone has an and are about as close as the Gamemaster should let player
active Container with (among other things) the Enhanced characters get to those sorts of FX. Variable structures are
Toughness FX to reflect his rock-hard skin. Enhanced Toughness is generally used for creating FX with highly situational or
a permanent FX, meaning the character can’t improve it using Hero indeterminate FX, where a set list of FX just won’t cover everything
Dice. He also can’t just choose to turn off his Toughness to allow a the FX is supposed to be able to do. However, they come with their
hypodermic to penetrate his skin, for example. He needs to turn off own drawbacks, including both complexity and cost.
his entire Alternate Form Container, along with all its other FX. In
With a Variable structure, you have a pool of (rank x 5) character
some cases, the GM may decide a permanent duration doesn’t
points you can use to acquire certain other traits. No trait can have
constitute a significant flaw when applied to an FX in a Container

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a rank or bonus greater than your Variable structure rank. The cost • Dynamic: Likewise, a Variable structure is already dynamic in
per rank determines what types of traits you can acquire: the allocation of its character points and does not need this FX
• 4 points: One trait of a particular type (ability scores, skills, feat.
feats, or FX of a particular type or descriptor) at a time. Thus • Innate: A Variable structure may be Innate at the GM’s
you could acquire any one skill at a time, for example, or any discretion, in which case all of its configurations are Innate as
one FX. well. Individual configurations cannot be Innate; the entire
• 5 points: Any one trait at a time. Variable structure must be Innate. Gamemasters should be
cautious about allowing Innate Variable structures.
• 6 points: Multiple traits of a particular type (ability scores,
skills, feats, or FX of a particular type or descriptor), so long as
the total traits do not add up to more than (rank x 5) character
points. Extras
• 7 points: Multiple FX of any type or descriptor at once, so long Generally, extras are applied to the various FX in a Variable
as the total traits do not add up to more than (rank x 5) structure’s configurations rather than to the FX itself. If a particular
character points. extra applies to all of a Variable structure’s configurations equally,
• 8 points: Any combination of traits adding up to (rank x 5) total the GM may wish to note it as applying to the FX itself for simplicity.
character points. This should be limited solely to extras that always apply; given how
this is rarely the case with any set of FX, it shouldn’t be often.
It takes one action to change the configuration of your Variable
structure’s points. The allocation of those points is sustained, so if Some FX extras also apply specifically to the Variable structure
you stop maintaining your Variable structure for any reason (failing itself, rather than any of its configurations:
a Expertise check to concentrate, for example), your allocated • Action: You can change the configuration of your Variable
points “reset” to a “null” value: you lose any acquired traits and you structure more quickly, although it still cannot change more
must take the action to reconfigure your Variable points again to often than once per round. Gamemasters should exercise
regain them. caution with Variable structures that can be reconfigured as a
Any Variable points you are unable to spend due to your FX’s free action or reaction: they not only grant tremendous
limitations are “wasted” and not usable. So, for example, a flexibility, they can also slow down game play as the player
character with Variable 1 (any one skill, 4 points/rank) can acquire 1 considers virtually infinite possibilities for each action using the
rank in any one skill at a time (since the trait is limited to the FX’s Variable structure.
rank). This costs only a fourth of a character point, but the • Affects Others: While individual configurations may have this
remaining points can’t be allocated to anything, since the FX is modifier, a Variable structure can also Affect Others as a whole,
limited to one skill at a time. The same is true with feats and some allowing you to grant the use of the FX and its configurations to
low-cost FX. Variable structures simply pay a premium for them. someone else. The subject granted the use of the Variable
You must also place a particular descriptor on your Variable structure controls its configuration from round to round
structure, limiting its scope to traits suited to that descriptor. For (although you retain the ability to withdraw use of the FX
example, a Variable structure that mimics other’s traits is limited to altogether whenever you wish).
the traits its subject(s) possess, a Variable structure providing • Duration: A Continuous Variable structure holds its current
adaptations is limited to the stimulus to which it adapts, and so configuration until you choose to change it, even if you are
forth. This descriptor does not reduce the cost of a Variable stunned, knocked out, or the FX is nullified.
structure unless it’s particularly narrow, and the GM is the final
arbiter of what constitutes a suitable Variable descriptor and what • Linked: FX in the same configuration of a Variable structure
descriptors are narrow enough to be considered flaws. are not linked by default, but may have this modifier, if they’re
intended solely for use simultaneously.
• Range: A Variable structure with Affects Others may have the
FX Feats Range extra to improve the range at which you can grant the
FX to another. This does not alter the ranges of the FX’s
FX feats within a particular Variable structure configuration are various configurations. To do so, apply the Range modifier to
considered part of it and not feats of the FX itself. Thus character the FX(s) within a particular configuration.
points from the Variable structure must be assigned to those feats.
Some FX feats apply to the Variable structure rather than any of its
configurations. These feats are “outside” the FX’s character point Flaws
pool and apply equally to all of its configurations. The GM should
carefully scrutinize any such overall feats, ensuring they do in fact Variable configurations can have their own individual flaws, which
apply to the Variable structure as a whole. The FX’s character reduce the cost of the configuration (and the number of character
points do not need to be applied to these FX feats. points that must be allocated to it from the Variable structure’s pool)
normally. If a particular flaw applies to all of a Variable structure’s
• Accurate: The GM may permit this FX feat to apply to a configurations, the GM may allow it to reduce the cost of the
Variable structure as a whole, granting its benefits to all of the Variable structure rather than the points applied to a particular
FX requiring attack rolls for its various configurations, since the configuration.
FX can be considered a single FX (albeit one with a wide range
of applications). However, the GM may choose to limit this feat • Action: A Variable structure that requires a two actions to
to suitably focused Variable structures. reconfigure has a –1 flaw. Further increases in configuration
time apply the Action FX drawback.
• Alternate FX: A Variable structure essentially contains all
possible Alternate FX for its point value and descriptors, so it • Duration: A concentration duration Variable structure only
does not require this FX feat to add new configurations, just the maintains its configuration as long as you concentrate. This
permission of the Gamemaster. significantly limits the FX’s usefulness, since you have to make

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Expertise check to concentrate checks to use any configuration a viable source in your campaign, make sure the players know
requiring more than a move action, juggling both the Variable this up-front before they start designing magicians, spirits, or
structure and any others you wish to use. A Variable structure enchanted golem heroes. Likewise, make sure the FX’s source
cannot have an instant duration. suits its theme and effects and vice versa. See the following
• Distracting: A Variable structure that is distracting to section, Available Power Sources, for details.
reconfigure is a drawback rather than a flaw. The FX’s • Structure: Consider the FX’s structure: most FX have a
individual configurations may also be Distracting, in which case standard structure of one or more basic effects, but some FX
the flaw is applied individually to them, rather than the Array as call for something more involved like an Array, Container, or
a whole. If all the configurations of a Variable structure are Variable structure. If a different structure suits the FX, consider
distracting, then the flaw may apply to the entire Variable what effects it should include. Try to limit the use of Container
structure and does reduce the cost of its configurations. and Variable structures solely to FX that really call for them and
• Uncontrolled: If this flaw is applied to a Variable structure carefully scrutinize player-designed FX using them. Ask
(rather than one or more of its configurations) then the yourself: does the FX really need this structure, or is it just a
Gamemaster either controls when the FX’s configuration means of making the FX more effective in the game for less
changes and what it changes to, or all of the FX’s cost?
configurations are considered Uncontrolled (but the user gets • FX: What effects should the FX include? While most FX only
to choose how the FX is configured). Uncontrolled applied to a have one or two effects, other structures call for more, perhaps
particular configuration has its normal FX when that many more. Arrays can have a list of suitable Alternate FX,
configuration is in use. Containers a list of suitable effects they may contain, and
• Unreliable: If this flaw is applied to the Variable structure as a Variables lists of effects to which they can apply their points.
whole, then changing its configuration becomes Unreliable. Keep in mind to always limit Variable structures to a particular
The player must roll a die when changing the Variable range of effects rather than any effect (or any random group of
structure, on a 10 or less it remains “stuck” on its current effects a player happens to want). Effects should suit the
configuration and doesn’t change. theme and source of the FX. Also consider what effects the FX
can include, if you’ve chosen to limit access to some FX, or
ban them altogether, in your game.
Drawbacks • Modifiers: Look at the FX’s modifiers—both extras and flaws—
as well as any FX feats and drawbacks (either applied or
• Action: A Variable structure that takes longer than two actions potential). Make sure modifiers are applied correctly to all of a
to reconfigure has this FX drawback. Each step up the Time FX’s effects according to the guidelines for its structure.
and Value Progression Table is a –1 point drawback; one Beware of the application of “spurious” flaws intended solely to
minute, five minutes, thirty minute, etc. The GM may set any lower a FX’s cost without really reducing its capabilities, and of
reasonable limit on the Action drawback for Variable structures frivolous extras applied solely for an in-game advantage or to
(beyond the standard limit of 1 point less than the FX’s total use up “free” character points available to an Alternate FX,
cost). whether the extra is appropriate or not.
• Distracting: If it is distracting to reconfigure a Variable • Influence: Lastly, consider the FX’s influence on your game. Is
structure (rather than using any FX derived from it), then the it potentially problematic? Will it require special
FX has a 2-point FX drawback. countermeasures or capabilities on the parts of NPCs to deal
with it? Does it have too great a scope for the setting you have
in mind? For example, if you’re planning to restrict your

Creating FX
campaign to Earth, never venturing out into space, then
interplanetary ranges are too big, effects like Space Travel are
effectively worthless, and you’re better off telling your players
The components in this chapter allow you to create a tremendous not to create FX with them. If a FX looks likely to have an
range of FX. This section looks at a few guidelines to keep in mind unwanted influence on your game, scale it back, working with
when coming up with new FX for your d20A game. the player to do so, if necessary.

FX Creation Checklist Available Sources


Whether you’re the Gamemaster creating a new FX for your d20A What sources are available for FX, both in the setting, and to the
game, or you’re approving a player-designed FX, consider the characters? You can have a single source, multiple sources, or any
following items: of the sources given in this book (and perhaps others of your own
• Theme: First, is the theme of the FX appropriate for the creation). Each approach has its pros and cons.
setting? A FX like Radiation Control might be just fine in a post- Available sources influence the availability of various FX, and their
nuclear era setting, but not necessarily in campaigns set before improvement, in a campaign.
the atom was split, much less a medieval fantasy world! Does
the FX’s theme overwhelm those of other FX? An “Energy
Control” FX that combines everything every “Control” FX in this One Source
book can do is a bit over-effective for a player character trait,
A single source lends a degree of predictability to the nature of FX
for example. Encourage players to choose appropriate themes
in the setting. It doesn’t mean all FX are the same, just that they
for their characters' FX and stick with them.
derive from the same source. It also doesn’t mean everyone has
• Source: Make sure the FX’s source fits the setting. Decide in the same origin or acquires FX the same way, but their FX are
advance whether or not certain FX sources are available, similar on a fundamental level.
limited solely to NPCs, or banned altogether. So, if magic isn’t

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One immediate effect of having one source is it becomes easier to Any source settings also tend to be the least realistic by definition,
counter or nullify FX. Any countermeasures associated with source but they are the most similar to four-color comics. After all, they are
descriptor work on all FX in the setting. For example, if the setting’s worlds where cosmic, divine, magical, psionic, and super-science
only source is magical, then nobody’s FX work in a Nullify Magic abilities all coexist! Still, the four-color comics aren’t particularly
area, magical counter-spells affect everyone’s FX equally. Similar noted for their realism, so this may not be an issue for some groups
things occur in other settings where FX all come from one source. playing in this genre.
This has advantages and disadvantages; you can more easily set
up countermeasures against others’ FX, but they can more easily
counter yours as well. Since countermeasures for other sources From FX to Cause
may be limited in such a setting, anyone with another source–such The most commonly heard question about new FX in d20
as a psionic in a setting where all other FX are magical–has a Advanced starts off with, “How do I...” and ends with every- thing
significant advantage (and may need to have one or more ranks of from, “...create an indestructible magical throwing weapon” to
the Benefit feat, at the GM’s discretion). “...make a character who can do anything he can imagine?” The
One source for FX may also limit the availability of things like answer to those (and many other) questions about creating FX
origins and FX, depending on the source. For example, psionic FX depends on the ability to go from the FX’s effects (what it does) to
tend to be very broad, but if divine is the only source, then the its cause (what the FX is or is called).
availability of FX is entirely dictated by the gods, and certain FX As you can see in this chapter, FX in d20 Advanced are “effects-
may be restricted to certain divine patrons depending on their based,” that is, the game system deals with what the FX actually
portfolios. does, the effect that it has, and leaves the details of what it looks
One source settings are the most consistent, if not the most like, what it’s called, and where it comes from to descriptors, which
realistic, simply because FX all have a single, consistent source. can vary from one FX to another. It’s how d20A can encompass the
Therefore, one source tends to be best for more realistic settings. near-limitless range of amazing abilities in a single set of rules: a
great many diverse FX actually have very similar effects. The FX to
magnetically move metals isn’t actually all that different from the FX
Multiple Sources to mystically move stone, or to telekinetically move objects; it’s all
moving things, the differences are largely in how they’re described
Multiple sources may co-exist in the same setting. This can be and what (if anything) they’re limited to moving. All of the previous
anywhere from two (possibly opposed) sources to as many as all of
FX are based on the Move Object FX, even though they are
them. different and distinct traits.
Multiple sources allow for more variety in terms of FX and origins,
So the first step in creating a new FX in the game is asking
but also require more in terms of planning, preparation, and overall yourself: What does this FX do? In some cases, it will be fairly
effects on the setting. For example, if anti-magical defenses have
obvious, in others, it may be somewhat complicated, and may
no effect on the divine FX wielded by the gods’ champions, or the involve a list of many different things the FX can do (which may
psionic FX of a race of mysterious psychics, then it is difficult to
suggest a FX structure like an Array).
create a complete defense against all FX. Likewise, no source has
a “monopoly” in the setting: if the magically gifted become a
problem, the divinely empowered can help keep them in line (and
vice versa). PC vs. NPC FX
FX of different sources can oppose one another to a degree, just Not all FX are created equal. In fact, some FX can be quite
not directly. So the magically empowered are not helpless against problematic simply because they are extremely useful in
psionics, who are not helpless against those wielding mutant FX, overcoming certain challenges, challenges you as Gamemaster
and so forth. might want to put in the characters' path!
While multiple sources allow for variety in character creation, you Some FX in fictional sources sometimes don’t translate well to a
should consider the possibility of individuals wielding more than one roleplaying game because characters in a comic, novel, or film
type of FX. Can someone have both magical and mutant FX, for always do exactly what the writer wants, never using their FX to
example? Are divine and psionic FX compatible? circumvent an interesting scene. Characters in RPGs, on the other
If the GM decides certain sources are mutually exclusive, this does hand, virtually always use their FX in the most efficient manner
not count as a flaw or drawback; it is merely a feature of the setting. possible, which can cause real headaches for the GM, who doesn’t
The assumption is the character simply trades access to one power have the same creative control as an author.
source for another. While GM Fiat is one means of dealing with this it is sometimes not
enough. You may wish to restrict access to certain problematic FX
to non-player characters, banning them for the players’ characters.
Any Source While this may not seem fair on the face of it, non-player characters
Finally, some settings allow FX from any source. Comic book already have an “advantage” in that they can have whatever
settings in particular tend to allow virtually any source, and capabilities are required for the story, up to and including plot
individuals may even have more than one. For example, a psionic devices, which are already reserved only for them. The idea is to
mutant may have cybernetic implants and use sorcery, or an alien keep the characters on a relatively even playing field and ensure
chosen as a champion by divine cosmic forces may wield certain there are sufficient challenges for them.
elemental FX. For example, you might decide that Precognition is just too
The primary challenge of any source settings is their potentially problematic to allow any player character hero to have it.
unpredictability. With all the power sources in play, it becomes So you decide to restrict it solely to NPCs. This means you can
almost impossible to plan and prepare for them all. Only the highest have a precognitive supporting character show up from time to time
level of Nullify has the ability to counter or overcome any other FX; to offer the character cryptic hints about the future, but you control
most other countermeasures are only partially effective. exactly what information they receive and can always have the
NPC precog mutter something about how the timelines are

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unusually muddled or the like whenever you prefer to keep certain


information out of the characters’ hands.
Strict Power Level
It’s up to the GM whether or not there is an in-game reason why One solution to the problem of buffing FX improving characters
such FX are prohibited. It can be as simple as saying “these effects beyond the power level limits is to strictly enforce the limits in play:
or FX are unavailable to player characters,” but some may prefer to so while Force Field Lass’ FX may grant her a +10 Impervious
have another reason behind it. Perhaps certain effects are Toughness bonus, it does nothing for her teammate Rock-Man,
connected to certain origins or sources unavailable to PCs. For who is already at the campaign’s power level limit for Toughness.
example, Mind Control is an FX granted only by certain evil While this sometimes makes sense, it often does not—why
supernatural being, but not their good counterparts (who provide shouldn’t one character’s super-weapon do the same damage in
the Healing FX the evil ones cannot). Maybe some FX require (or someone else’s hands, after all? While it may enforce game-
cause) particular drawbacks, discouraging players from taking balance, it won’t necessarily do anything for the players’
them. The optional Taint rules are a useful tool in making certain suspension of disbelief.
effects less attractive.
The same guideline goes for FX modifiers, feats, drawbacks, and
even FX structures. If any of these are too much of a hassle to deal Unlimited FX Buffing
with you can ban them from your game entirely or just limit them to Alternately, you can ignore the power level limits for situational
non-player characters. The GM may choose to restrict some extras bonuses like these, applying them as best suits the situation. This
to NPCs, or require the PCs to labor under certain flaws NPCs do allows buffing FX to work as they should: improving traits equally
not have. across the board. However, it generally requires an agreement
A middle ground between allowing all effects and restricting some between the GM and the players not to abuse the privilege by
to NPCs is to require the Uncontrolled flaw on certain problematic creating buffing characters focused solely on boosting their
FX, placing them under the GM’s control. This ensures they remain teammates or relying too heavily on trait-boosting tactics, which
under control while still being available to players who want them may require players to forgo some obvious avenues of success in
(and at a discount, since they aren’t getting the effect’s full utility). In favor of sticking with the spirit of the game.
the previous example, the GM may decide Precognition is just fine
for PCs, so long as it is Uncontrolled and the GM decides when and
how the character receives precognitive visions.
Give some thought to what traits may be restricted in your game
well in advance. With options like FX stunts and variable FX
structures, d20 Advanced characters all have a potentially wide
range of FX. Even if it isn’t on a character's sheet, that doesn’t
mean the player won’t give it a try eventually! If the ground rules
are clearly established from the beginning, there’s likely to be less
disagreement when the situation arises in play.

Buffing FX
One type of FX the d20A power level system can only cover to a
degree is the “buffing” FX, that is, a FX that augments or improves
the traits of another character. These FX can be problematic in play
and the GM should give special attention to them. Examples of
buffing FX include Boost, along with many effects with the Affects
Others extra, allowing characters to “lend” FX to their allies.
The problem with buffing FX is twofold: first, they can easily exceed
the power level limits of the campaign. For example, a character
with Strength 0 and Boost Strength 5 is no problem in a power level
10 game: the character's maximum Strength is 10, which is right at
the campaign limit. However, when the character uses the same
Boost FX on a teammate with Str 13 (thanks to a trade-off), you get
a character with a 23 Strength! The same is true for effects like an
Affects Others Enhanced Toughness "Force Field"", which, stacked
on top of an ally’s already high Toughness, can make him nigh-
invulnerable, especially if both defenses are Impervious.
The problem is compounded when players create “buffing”
characters or use tactics where one or more character exist
primarily to enhance the traits of their teammates while remaining
out of harm’s way and letting their boosted allies do the heavy
lifting. If all Force Field Lass does is grant her teammates huge
Toughness bonuses and make Expertise checks to concentrate to
maintain them, letting the other characters roll right over the
opposition, there’s a problem.

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FX Buffing Premium Improvement Through Study


An option in between strict enforcement of the power level limits Study and practice with an FX may improve the ability to use it and
and free use of buffing effects is to require the expenditure of a might also improve the FX’s effectiveness over time. If an FX is
hero die for a buffing FX to improve a trait beyond the campaign’s based wholly or partially on the user’s knowledge or understanding,
power level limits. This allows for the occasional “FX buff” to reach then study may help to improve it. If the FX’s effectiveness is based
truly impressive levels, but applies a premium to the cost so players primarily on use, then practice can help improve the FX.
can’t rely on them too heavily or use them too often. The GM should decide what areas of improvement are possible
through study and practice. For some, only the ranks of an FX
improve, representing greater skill with the FX. In other cases, the
Limited FX Buffing GM may allow practicing an FX to improve the FX’s other traits:
Another option between strict enforcement and unlimited buffing is adding extras, removing flaws, and so forth.
to allowing buffing FX to improve traits past the power level limit, Having a teacher may be helpful in learning to improve some FX,
but to reduce their effectiveness when doing so. For example, a although only in particular areas. A teacher may be able to help a
buffing FX can improve traits up to the campaign’s power level student overcome an FX’s flaws, removing flaws, or adding extras.
limits as normal, but past that limit applies only half its usual A particular area where improvement through study or practice may
benefit. So, for example, a character at the PL limit receiving a apply is in regard to FX feats, which are often learned applications
Boost to that trait gains only half the usual increase because the of a particular FX. The GM can require, for example, a certain
trait goes over the limit. amount of practice in order for a character to acquire the Precise
You can extend this idea to “pro-rate” a FX buff in relation to the feat with an FX (with a number of failed attempts along the way!).
power level limit, such as: over the limit is half effect, more than Likewise, you can require a character use a new FX feat a certain
150% of the limit is one-quarter effect, and 200% of the limit is the number of times through Hero Dice expenditure before spending
maximum, with no further effect beyond that. This helps keep character points to acquire it permanently.
buffing FX under control but is a bit more complex as the effect will
vary from subject to subject and require some calculation on the fly
to figure out. Transformation
FX are sometimes improved through transformation: character are

Improving and
exposed to conditions similar to an origin, granting new levels of
power or new FX altogether! Some transformations may be brought
about through training, or by stressful situations. For example, a

Adding FX
character pushes his FX to the limit in an adventure. The GM and
player agree this triggers a transformation, allowing the player to
spend accumulated character points to improve the character’s FX.
An FX’s origin not only affects when and how it is acquired but may Some transformations are subtle and gradual, others quite
also affect efforts to improve the FX later on. Power source may dramatic. In the latter case, the GM may even allow players to
come into play here, too, particularly if the FX comes from an completely redesign their characters, provided they keep the same
outside source. In such cases, improving the FX may depend point total.
heavily on the wielder’s relationship with its source!

Types of Improvement
Methods of Improvement FX can improve in a number of different ways: you can add ranks to
Consider the following methods of FX improvement and which are existing FX or entirely new FX, add extras, remove flaws, add FX
appropriate to which FX your game. Along with the methods of feats, remove drawbacks, or even add entirely new FX. Some or all
improving FX, consider the different types of improvements of these improvements may be limited according to the setting and
available: to existing FX, adding new effects to existing FX, adding the nature of FX in that setting.
or removing modifiers, and acquiring entirely new FX.

Improving FX
Improvement Through Adventure FX available in ranks can be improved. The GM may wish to set
The GM decides what FX (if any) can be improved simply by limits on the maximum ranks in certain FX beyond just the normal
spending earned character points on them. This may include power level limits. Gamemasters should also consider whether or
existing FX, adding extras, removing flaws, or adding entirely new not to occasionally raise the campaign’s power level limit to allow
effects or FX. Some or all of these improvements may have certain for improvement in FX and other traits already at the limit.
requirements. For example, characters may need training in order
to improve their existing FX, and the GM might ban adding entirely
new effects or FX without some sort of special training or even Adding Effects to an FX
transformation first.
A common improvement is to add new effects to an FX, expanding
Players can spend earned characters points on whatever its scope. These FX may initially be FX stunts mastered over time
improvements the GM allows, so long as any prerequisites are met. so the wielder can use them at will. Alternately, they might be
entirely new facets of the FX the user has “discovered” or
developed. New FX may require instruction (from a teacher with the
FX) or even transformation, opening up the potential for the ability.
The GM can require the player to have enough character points to

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pay for the entire new FX before the character can use it, or can sort of transformation. For example, supers often acquire new
allow the player to pay in “installments,” devoting earned character effects or extras for their existing FX, but entirely new FX require
points to paying off the new FX’s cost (this is useful for FX acquired some major event, equivalent to a new origin. A character might be
during adventures). As another type of “installment plan,” the new exposed to a mutagen, encounter a new power source, invent a
FX can initially have flaws that reduce its cost. The player can then new device, or even die and return to life with an entirely new FX!
devote earned points to removing these flaws, eventually granting The GM can choose to restrict new FX solely to transformations.
full and unrestricted use of the FX. Players can request a new FX, but it’s up to the Game Master when
and how they occur.
Adding Extras Regardless of how they are acquired, new FX should follow the
guidelines set down for FX in general in the campaign, unless the
Like new FX, players can add extras to existing FX. Extras are GM specifically chooses to bend the rules for some reason.
added separately to each effect in an FX; so if you want the Area
extra on your Damage FX, for example, you have to apply the Area
extra again if you want it to apply to your Inflict (Condition) FX or to
an entirely different effect of the FX. At the GM’s discretion, extras
Availability of
may be easier to add to extras than entirely new FX, since they use
existing FX in different ways. Note that extras, once applied, are
Improvement
always in effect; a Damage FX that acquires the Area extra always How and when can FX be improved, and to what degree?
affects an area, for example. For adding alternative versions of an Improvement through adventure and study place control over FX
FX, use the Alternate FX feat instead. improvement largely in the hands of the players, although in the
latter case the GM can limit access to teachers for some things.
Improvement via transformation generally limits control over
Removing Flaws improvement to the Gamemaster, who decides where and when
transformations occur. This is particularly appropriate for FX gained
Training and experience may help overcome certain flaws on FX,
from an outside agency such as a deity or cosmic patron, who
particularly flaws representing inexperience or lack of control. The
decides if and when the wielder is worthy of additional FX.
GM decides what, if any, flaws can be removed and how it is done.
Some flaws require nothing but time and effort (and the appropriate Different types of FX may have different methods of improvement.
expenditure of character points). Other flaws may need the For example, perhaps magical FX can be improved through study
assistance of a qualified instructor or some sort of “breakthrough” while divine FX are only improved through transformation (granted
experience to allow the character to overcome them. Finally, some by the divine). Generally speaking, if any FX can be improved
flaws may be permanent, barring a dramatic transformation, and through adventuring (with earned character points), then they all
perhaps not even then, if the flaw is simply part of the nature of FX should be, or some players get an unfair advantage.
in the setting. Likewise consider the types of FX improvement available. Again,
this may vary from one FX to another. Some FX might allow only
the improvement of existing FX, others may permit the adding of
Adding New FX new FX. The GM decides whether or not characters can acquire
entirely new FX during play, as opposed to simply adding new
It may be possible to acquire entirely new FX during a game. It’s up effects and modifiers to existing FX.
to the GM to decide not only if this is possible, but under what
conditions. Can you gain new FX solely by training and experience, Finally, you can regulate certain combinations of methods and
such as a telepath learning ESP or a mage with fire control learning types of improvement. For example, anyone can improve FX ranks
to command cold as well? Sometimes closely related FX may be or add FX feats through study and training, but it requires a teacher
learned, although you should distinguish between adding effects to to add extras and new FX or remove flaws, and entirely new FX are
an existing FX and developing a completely new FX. available only through transformation (ie, by GM fiat), allowing the
GM to control the introduction of these FX into the game.
In other settings, acquiring new FX takes instruction, or even some

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Chapter VI: Gear

The gear a character carries is (usually) more than just a fashion to have a particular item of equipment “on-hand” at a particular
statement. Gear can provide many abilities and advantages to a time. This is essentially a one-time use of the item for one
character, whether it’s a sword that helps a character injure encounter, and the Gamemaster rules whether or not having a
enemies, armor that keeps a character safe during a fight, or a particular item on-hand is possible. For example, a hero out for an
toolbox that helps a character do his job. Gear covers everything evening in his secret identity might have something like a
from the simplest wooden club from the Stone Age to the concealed weapon or other small item on-hand, but it’s unlikely the
impossibly advanced anti-gravity force field belts of the distant character is carrying a large weapon or item unless he has some
future. Gear need not be the focus for a character, but no matter means of concealing it.
what genre of gameplay or era your game falls in, equipment is
going to be available to characters.
Restricted Equipment
Equipment The Gamemaster may rule some equipment is simply not available
to characters or they must pay for an additional feature (or more) in
order to have it. This may include certain kinds of weapons,
Characters often make use of various pieces of mundane vehicles, and anything else the GM feels should be limited in the
equipment—ordinary things found in the real world—ranging from a campaign.
simple set of tools to cell phones, laptop computers, and even
common appliances. These items are called equipment. Tools allow
a character to use a particular skill properly.
Masterwork Equipment
Equipment Cost
Some items are especially well-made, custom-built, or otherwise
superior to normal equipment. These masterwork items grant a
bonus greater than a normal item, usually a +1 with an attack roll or
Equipment is acquired with points from the Equipment. Each piece +2 with a check made with the item. Masterwork quality is
of equipment has a cost in points. The character pays the item’s considered an additional feature for the item of equipment. At the
cost out of the points from the Equipment feat and it becomes part GM’s discretion, superior masterwork items may grant higher
of the character’s regular equipment. bonuses for additional features.

Equipment FX and Concealed Items


Features Characters may attempt to conceal items on their person. It’s
assumed the character is wearing clothing offering places to
An item’s equipment cost is based on its FX and features. FX cost conceal things. To conceal a weapon or other object, make an
the same as corresponding FX, so a ranged weapon costs the Infiltration check. If you conceal an object before heading out into
same as a ranged Damage FX. Features are particular minor things public you can usually take 10 unless you are rushed, trying to
equipment can do, similar to feats. Generally, each feature costs 1 conceal it when others might see, or under other unusual
equipment point, although some features are more expensive (or constraints.
actually involve multiple features). Various equipment features are
Equipment with the Subtle feat is automatically difficult to notice for
described in this chapter.
what it is. You might have a delicate fan that is actually a powerful
weapon, or a sword hidden in your cane, or an undercover camera

On-Hand Items
that looks like a hat. It takes a DC 20 Perception check to realize
that your seemingly innocuous piece of equipment is actually
something else.
Characters may not necessarily carry all their equipment with them
at all times. The GM may allow players to spend a hero die in order

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TABLE 6.1: CONCEALING WEAPONS AND it each time it is damaged. These penalties are eliminated once the
item is repaired.
OBJECTS
Infiltration
Condition
Modifier Repairing and Replacing
Size of Weapon or Object Equipment
Minuscule +16
Repairing an item requires a skill check (often Science or
Fine +12 Technology. You can also affect jury-rigged repairs to temporarily
Diminutive +8 restore the item to normal. Replacing damaged or destroyed
Tiny +4 equipment requires only time, although the GM has the final say as
to how much time. It’s easy to replace a lost item when the store is
Small +0
right around the corner, harder when it’s the middle of the night or
Medium-size –4 you’re out in the middle of nowhere. Gamemasters can allow
Large –8 players to spend a hero die to have a replacement for a piece of
Huge or larger can’t conceal equipment as an on-hand item.
Clothing is tight or small (such as a skintight
–4
costume)
Clothing is especially loose or bulky +2
The Limits of Equipment
Clothing is specifically modified for concealing While equipment is useful it does have its limits, particularly when
+2 compared to powers or devices. Equipment is less expensive—it’s
object
Weapon in a concealed holster +4 cheaper to have a handgun than a ranged Damage FX or even a
super-science blaster weapon—but equipment is also more limited.
Weapon can be drawn normally –2 Keep the following limitations of equipment in mind.
Weapon can be drawn as free action with Quick
–4
Draw feat
Technological Limits
Size and Concealment Equipment includes only items and technology commonly available
in the campaign setting. The GM decides what is “commonly
The object’s size affects the check result, as shown on the available,” but as a rule of thumb assume equipment only includes
Concealing Weapons and Objects Table. The type of holster used things from the real world, not battlesuits, anti-gravity devices,
or clothing worn, and any attempt to make a weapon easier to shrink rays, and so forth. Those are all Devices.
draw, can also affect the check.

Availability
Noticing Concealed Objects
Ownership of some equipment is restricted and the GM decides
Detecting a concealed weapon or other object requires a what equipment is available to characters in the campaign. For
Perception check. The DC varies: If the target made a roll when example, guns may require permits, licenses, waiting periods, and
concealing an object, the DC of the check is the target’s Infiltration so forth. Also, equipment can be bulky and difficult to carry around.
check total. An observer attempting to Notice a concealed object Gamemasters are encouraged to enforce the limitations of carrying
receives a –1 penalty for every 10 feet distance to the target, and a a lot of equipment at once. Players who want to have an unusual
–5 penalty if distracted. item of equipment on-hand must either remember to bring it along
Patting someone down for a concealed object requires a similar or use the guidelines for on-hand items. Devices are not so limited
check. The searcher gets a +5 bonus for the hands-on act of and characters are assumed to have an easy means of carrying
frisking the target. Searchers typically take 10 or take 20 for pat- and transporting them.
down searches. Some equipment may also offer bonuses under
certain circumstances (a metal detector offers a bonus to
Perception checks to find metal objects, for example). Damage and Loss
Equipment is vulnerable to damage, malfunctions, and loss,
Noticing Concealed Armor moreso than devices. One use of a FX like Drain or Transform can
turn a character’s equipment to dust, for example, and equipment
Concealable armor can be worn under clothing if the wearer wants tends to be delicate when it comes to super-powered attacks.
it to go unnoticed. Don’t use the modifiers from the Concealing Equipment may be lost or taken away from the character with
Weapons and Objects Table when wearing concealable armor. impunity, and the GM may sometimes arrange circumstances to
Instead, anyone attempting to notice the armor must make a separate characters from their equipment as a GM fiat or setback.
Perception check (DC 20).

Cost (Optional)
Damaging Equipment Finally, equipment may have a monetary cost to acquire, maintain,
Most equipment can be damaged like other objects, based on its and replace, if the campaign uses the optional Wealth rules.
Toughness. Equipment suffering damage loses some effectiveness.
The item loses 1 feature or suffers a –1 penalty on checks involving

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Electronics
General Equipment Computers and electronics are common in the modern world.
Equipment is described by a number of statistics, as shown on the Gamemasters should note most of these devices are fairly delicate
General Equipment Table. (Toughness 5 or less) and vulnerable to electricity, radiation, and
powerful magnetic fields, which can short them out entirely.
• Camera: A digital or film camera for taking still images. Most
TABLE 6.2: GENERAL EQUIPMENT cameras have a capacity of 24 or 36 images and you can use
Item Size Cost one in conjunction with the Art skill.
Electronics • Cell Phone: A small hand-held or headset unit for
Camera Tiny 1 communication. The battery lasts for approximately 24 hours
before it needs to be recharged.
Cell Phone Diminutive 1
• Commlink: A tiny button-sized device for radio communication
Commlink Minuscule 1 with an effective range of about a mile (longer if patched into
Computer the cellular network or a similar network). Many teams use
Desktop Large 1 commlinks.
Laptop Med 1 • Computer: A computer includes keyboard, mouse, monitor,
PDA Tiny 1 CD drive, printer, modem, and other standard peripherals, and
may include things like a scanner at the GM’s discretion. You
Digital Audio Recorder Tiny 1 need a computer to make Technology skill checks and do
Video Camera Small 2 things like searching the Internet (to take 20 on a Knowledge
Criminal Gear skill check). Masterwork computers represent upgrade
packages with faster processors, better software, and so forth.
Caltrops Small 1
• Digital Audio Recorder: These tiny recorders (about the size
Handcuffs Tiny 1
of a deck of playing cards) can record up to eight hours of
Lock release gun Tiny 1 audio and can be connected to a computer to download the
Surveillance Gear digital recording. Digital audio recorders don’t have extremely
Binoculars Small 1 sensitive microphones; they only pick up sounds within 10 feet.
Concealable Microphone Minuscule 1 • PDA: Personal digital assistants or “palmtops” are handy tools
for storing data. They can be linked to a notebook or desktop
Mini-Tracer Minuscule 1 computer to move files back and forth, but can’t be used for
Night Vision Goggles Small 1 Technology or Knowledge checks.
Parabolic Microphone Small 1 • Video Camera: A hand-held camera that records video and
Survival Gear audio on tape or digitally, with a capacity of about 6 hours of
Camo Clothing Medium 1 footage.
Flash Goggles Tiny 1
Flashlight Tiny 1 Criminal Gear
Gas Mask Small 1 This equipment is most often used by criminals or to catch
GPS Receiver Tiny 1 criminals.
Multi-tool Tiny 1 • Caltrops: Caltrops are four-pronged metal spikes designed so
Rebreather Tiny 1 one prong points up when the caltrop rests on a surface. You
SCUBA Gear Large 1 can scatter caltrops on the ground to injure opponents, or at
least slow them down. One bag of twenty-five caltrops covers
up to a 5-ft.-by-5 ft. area. Each time someone moves through
Size an area containing caltrops at any rate greater than half speed,
or each round someone spends fighting in such an area, the
The size of a piece of equipment helps to determine how easy it is caltrops make an attack roll (attack bonus +0). If hit, they deal
to conceal, and also indicates whether using the object requires +0 damage to the character. Any injury forces the character to
one hand or two. In general, a character needs only one hand to move at half speed on foot until the damage is eliminated.
use any objects of his size category or smaller. • Handcuffs: Handcuffs are restraints designed to lock two limbs
—normally the wrists—of a prisoner together. They fit any
Medium or Small humanoid. Handcuffs can only be placed on
Equipment Cost a pinned, helpless, or unresisting target. Steel cuffs have
Toughness 10 and require an Infiltration check (DC 25) or
This is the number of equipment points the item costs. Masterwork Acrobatics check (DC 35) to remove without the key.
equipment of the same type has an increased cost. • Lock release gun: This small, pistol-like device automatically
disables cheap and average mechanical locks operated by
standard keys (no Infiltration check necessary). It does not
1 Character Point = 5 Equipment Points
affect other locks.

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Surveillance Gear equipment bonus on Survival checks to navigate, but because


the receiver must be able to pick up satellite signals, it only
Characters often use surveillance gear to keep tabs on enemies works outdoors.
and their activities. • Multi-tool: This device contains several different screwdrivers,
• Binoculars: Standard binoculars reduce the range penalty for a knife blade or two, can opener, bottle opener, file, short ruler,
visual Perception checks to –1 for every 50 feet (instead of –1 scissors, tweezers, and wire cutters. The whole thing unfolds
for every 10 feet). Using binoculars for Perception checks into a handy pair of pliers. A multi-tool can lessen the penalty
takes five times as long as making the check unaided. for making Technology checks to craft without appropriate tools
to –2 instead of the normal –5. The tool is useful for certain
• Concealable Microphone: A tiny receiver usable as a listening tasks, as determined by the GM, but may not be useful in all
device. It has a broadcast range of about a mile. It requires a situations.
Perception check against the results of the Infiltration check
used to conceal the microphone to find it (assume the hiding • Rebreather: A small cylinder that fits over the mouth and
character took 20 on the check under most circumstances). provides two minutes (20 rounds) of oxygen, during which the
character does not need to make Endurance checks to hold his
• Mini-Tracer: A tiny radio transmitter with an adhesive backing. breath.
It requires a successful attack roll to plant a tracer on a target
(or an Infiltration check to plant it without the target’s • SCUBA Gear: A back-mounted oxygen cylinder and facemask,
knowledge). Noticing the tracer is a DC 20 Perception check used for diving. SCUBA (Self-Contained Underwater Breathing
(or the results of the character’s Infiltration check, whichever is Apparatus) gear provides two hours of oxygen, and characters
higher). The tracer has a transmission range of about 2 miles. using it do not need to make checks for suffocation unless the
gear is damaged or disabled.
• Night Vision Goggles: Night vision goggles use passive light
gathering to improve vision in near-dark conditions. They grant
the user darkvision—but because of the restricted field of view
and lack of depth perception these goggles provide, they
Tools
impose a –5 penalty on all Perception checks made while Various skills require tools. Infiltration to open locks and disable
wearing them. Night vision goggles must have at least a little security requires lockpicking and electronics tools, for example,
light to operate. A cloudy night provides sufficient ambient light, while Science for medical purposes requires a first aid or medical
but a pitch-black cave or a sealed room doesn’t. For situations kit. Characters attempting a task without the proper tools have a –5
of total darkness, the goggles come with an infrared illuminator penalty on their skill check. The Gamemaster can generally
that, when switched on, operates like a flashlight visible only to assume characters have the right tools for skills requiring them—at
the wearer (or anyone else with IR vision). no cost in equipment points—unless circumstances dictate
• Parabolic Microphone: This apparatus has a gun-like otherwise (such as they’ve been captured and stripped of their
microphone with an attached set of headphones. A parabolic equipment by a foe). Masterwork tools cost 1 equipment point and
mike reduces the range penalty for Perception checks to –1 for provide a +2 bonus on skill checks using them. In all other ways,
every 50 feet (instead of –1 for every 10 feet). Using a tools are like ordinary equipment.
parabolic microphone for Perception checks takes five times as
long as making the check unaided.
Utility Belt
A common piece of equipment for costumed adventurers and
Survival Gear espionage agents is the utility belt (or bag, pouch, backpack, etc.):
• Camo Clothing: Clothing in the right camouflage pattern for a collection of useful tools and equipment in a compact carrying
the environment grants a +5 bonus on Infiltration checks to case. A utility belt is an array of Alternate FX bought as equipment
hide in that environment. Patterns include foliage, desert, (and with all the usual limitations of equipment). Some characters
urban, and arctic. may have an array of devices instead, allowing for more unusual
effects than run-of-the-mill equipment.
• Flash Goggles: These tinted eye-coverings provide protection
against blinding light, granting a +5 save bonus against visual Note that equipment with a cost of 1 equipment point doesn’t need
to be acquired as an Alternate FX feat, since there’s no change in
Dazzle attacks involving bright light.
cost (an Alternate FX must cost at least 1 point).
• Flashlight: Flashlights negate penalties for darkness within
By spending Hero Dice you can temporarily add an Alternate FX
their illuminated areas. The standard flashlight projects a beam
feat to your utility belt, for those one-time pieces of equipment you
30 feet long and 15 feet across at its end.
may need in a pinch.
• Fire Extinguisher: This portable apparatus uses a chemical
spray to extinguish small fires. The typical fire extinguisher
ejects enough extinguishing chemicals to put out a fire in a 10- Sample Utility Belt
by-10-foot area as a move action. It contains enough material
Feel free to modify this example (adding or omitting items, for
for two such uses.
example) to create your own customized utility belts.
• Gas Mask: This apparatus covers the face and connects to a
• Bolos: 1 point.
chemical air filter canister to protect the lungs and eyes from
toxic gases. It provides total immunity to eye and lung irritants. • Boomerangs: 1 point.
The filter canister lasts for 12 hours of use. Changing the filter • Explosives: Equivalent to dynamite. 15 points.
is a one action.
• Cutting Torch: Ranged Damage 1, Drain Toughness 1. 1
• GPS Receiver: Global positioning system receivers use point.
signals from GPS satellites to determine the receiver’s location
to within a few dozen feet. A GPS receiver grants its user a +5 • Pepper Spray: 1 point.

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• Power Knuckles: Damage 4 (Mighty). 1 point. hands, and if it’s a light weapon. A Medium or smaller weapon
can be used one-handed or two-handed. A Large weapon
• Sleep Gas Pellets: 1 point.
requires two hands.
• Smoke Pellets: 1 point.
• Equipment Cost: This is the weapon’s cost in points.
• Stun Pellets: 1 point. Characters pay this cost from their equipment points to have a
• Tear Gas Pellets: Lower rank to 3. 1 point. weapon of this type as part of their regular equipment.
• Throwing Blades: Ranged Damage 2. 1 point.
The explosives, as the most expensive effect, have their full cost. Simple Melee Weapons
The other Alternate FX feats cost 1 point each, making the total
equipment point cost of the utility belt 25 equipment points, or 5 • Brass knuckles: Pieces of molded metal fitting over the
character points. fingers, brass knuckles allow you to do +1 damage with your
unarmed strikes. They include similar items like armored
gauntlets.

Weapons • Club: Any of a number of blunt weapons used to strike,


including nightsticks, batons, light maces, and similar
bludgeoning weapons.
Weapons of various sorts are common for characters in almost any
genre of gameplay. They range from melee weapons to ranged • Knife: A bladed weapon with a length less than 18 inches or
weapons like guns and bows and devices like shrink-rays, mind- so. This includes daggers, stilettos, sais, switchblades, bowie
control helmets and more. Characters who don’t have any offensive knives, and hunting knives, among others.
FX often rely on weapons to get the job done. • Pepper spray: A liquid sprayed in a target’s face at close
Note that the traits presented for these weapons are just range to blind them. Pepper spray combines a visual Dazzle
suggestions: if the group believes that the weapons should be more FX with an Inflict (Action) FX. If the attack roll hits, roll to
or less powerful, then they should be allowed to construct the overcome the target's Fortitude resistance. Success means the
devices as they feel is most appropriate for their game. target is blinded. A blinded target makes a Fortitude save (DC
Constructing a weapon is just like constructing an FX, only that it is 15) each round to recover, with a +1 bonus per save. A target
done with equipment points instead of character points. blinded by pepper spray may lose one or more actions. On a
success, the target loses one action each round. If you
succeed by 5 or more, the target loses both of his actions in a
Melee Weapons round. If you succeed by 10 or more, the target is helpless. The
Fortitude check to recover from being blinded is also used to
Melee weapons work like the Damage FX adding the wielder’s recover from the stun FX.
Strength bonus to the damage. Ordinary melee weapons are • Quarterstaff: A fighting staff between four and six feet long,
limited by their Toughness in terms of the amount of Strength bonus including the bo staff used in martial arts.
they can add. If a wielder’s Strength bonus exceeds the weapon’s
• Sap: A bludgeoning weapon intended to knock out targets
Toughness (4 for wooden weapons, 7 or 8 for metal weapons), the
without permanently injuring them.
weapon breaks when it is used. Melee weapons have the following
traits: • Stun gun: A stun gun hits its target with a powerful charge of
electricity, requiring a Fortitude save (DC 17) to avoid an Inflict
• Category: Melee weapons are categorized as simple, archaic,
(Action) FX.
and exotic.
• Tonfa: Police officers often carry and use a tonfa to subdue
• Damage Bonus: The weapon’s damage bonus on a
criminals. It’s also a common martial arts weapon.
successful hit. Melee weapons add the wielder’s Strength
score to their damage (the Mighty FX feat), costing a base 1
point. Each point of damage bonus costs 1 point.
Archaic Melee Weapons
• Critical: The threat range for a critical hit with the weapon.
Some weapons have a larger threat range than others. • Battleaxe: A heavy-bladed axe that can be used with one or
Increasing a weapon’s threat range by 1 costs 1 point. two hands.
• Damage Descriptor: Melee weapon damage is classified as • Sword: A blade between 18 and 30 or more inches in length,
bludgeoning (weapons with a blunt striking surface, like a club), single or double-edged. It includes longswords, katanas,
piercing (weapons with a sharp point), and slashing (weapons sabers, scimitars, and similar weapons.
with a sharp edge). Some characters may be resistant or • Spear: A bladed pole-arm. Most spears can also be thrown.
immune to some types of damage.
• Warhammer: A heavy hammer or mace that can be wielded
• Range Increment: Melee weapons designed for throwing can with one or two hands. Warhammers can also be thrown.
also be used to make ranged attacks. This costs 1 point.
Thrown weapons have a range increment just as other ranged
weapons do—but the maximum range for a thrown weapon is Exotic Melee Weapons
five range increments. Any attack at less than the given range
increment is not penalized for range. However, each full range Chain: You can wield a weighted chain to strike a target up to
increment causes a cumulative –2 penalty on the attack roll. 10 ft. away. You can use it to make trip attacks and to disarm
opponents with a +2 bonus, like the Combat Expert (Gain
• Size: Size categories for weapons and other objects are
Combat Advantage [Trip]) and Combat Expert (Disarm) feats
defined differently from the size categories for creatures. The
(and its benefits stack if you already have those feats).
relationship between a weapon’s size and its wielder’s size
defines whether it can be used one-handed, if it requires two

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TABLE 6.3: MELEE WEAPONS


Weapon Damage Bonus Critical Damage Descriptor Range Increment Size Equipment Cost
Simple Weapons
Brass knuckles +1 20 Bludgeoning — Tiny 2
Club +2 20 Bludgeoning 10 ft. Med 4
Knife +1 19-20 Piercing 10 ft. Tiny 3
Pepper spray Dazzle + Inflict (Action) 5 — Chemical — Tiny 15
Quarterstaff +2 20 Bludgeoning 10 ft. Large 4
Sap +2 20 Bludgeoning — Small 3
Stun gun Inflict (Action) 7 — Electricity — Tiny 14
Tonfa +1 20 Bludgeoning — Med 2
Archaic Weapons
Battleaxe +3 20 Slashing — Med 4
Sword +3 19-20 Slashing — Med 5
Spear +3 19-20 Piercing 20 ft. Large 7
Warhammer +3 20 Bludgeoning 10 ft. Med 5
Exotic Weapons
Chain +2 20 Bludgeoning 10 ft. Large 7
Chainsaw +6 20 Slashing — Large 6
Nunchaku +2 20 Bludgeoning — Small 3
Whip +0 20 Bludgeoning 15 ft. Small 5

TABLE 6.4: RANGED WEAPONS


Weapon Damage Bonus Critical Damage Descriptor Range Increment Size Equipment Cost
Projectile Weapons (Firearms)
Hold-out pistol +2 20 Ballistic 20 ft. Tiny 4
Light pistol +3 20 Ballistic 30 ft. Small 6
Heavy pistol +4 20 Ballistic 40 ft. Medium 8
Machine pistol +3 20 Ballistic, Autofire 30 ft. Medium 9
Submachine gun +4 20 Ballistic, Autofire 40 ft. Medium 12
Shotgun +5/+6* 20 Ballistic 40 ft. Large 11
Assault rifle +5 20 Ballistic, Autofire 50 ft. Large 16
Sniper rifle +5 19-20 Ballistic 250 ft. Large 13
Energy Weapons (Firearms)
Blaster pistol +5 20 Energy 50 ft. Small 10
Blaster rifle +8 20 Energy 80 ft. Large 16
Heavy Weapons (Exotic)
Flamethrower +6 — Fire — Large 18
Grenade launcher +5 — Explosive 70 ft. Large 15*
Rocket launcher* +10 — Explosive 150 ft. Large 30
Other Ranged Weapons
Bolos Inflict (Movement) 4 — — 40 ft. Small 8
Boomerang +2 20 Bludgeoning 20 ft. Small 6
Bow (Archaic) +3* 20 Piercing 40 ft. Large 9
Crossbow (Simple) +3 19-20 Piercing 40 ft. Medium 7
Javelin (Simple)* +2 20 Piercing 30 ft. Medium 6
Shuriken (Archaic) +1* 20 Piercing, Autofire 10 ft. Tiny 3
Taser (Simple) Inflict (Action) 5 — Electricity 5 ft. Small 12

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• Light pistol: A common handgun, found in the hands of police


officers and criminals alike.
• Heavy pistol: A high-caliber handgun, usually used by those
who want a lot of stopping power.
• Machine pistol: A small automatic weapon, usable in one
hand. Machine pistols are Autofire weapons.
• Submachine gun: Compact automatic weapons that fire pistol
ammunition, submachine guns are common military weapons,
also used by criminals with access to more serious firepower.
Submachine guns are Autofire weapons.
• Shotgun: A shotgun can fire shot, which does +5 damage with
a +2 bonus to hit due to the spread, but it does only +3
damage against targets with any increase in their natural
Toughness save bonus. It can also load solid slugs, which
inflict +6 damage.
• Assault rifle: Rifles designed for military-use with both single-
fire and autofire options.
• Sniper rifle: Rifles designed for long-range use, typically in
conjunction with a powerful scope or targeting system.

Energy Weapon
• Blaster pistol: A pistol that fires a coherent bolt of energy.
• Chainsaw: A tool that sometimes sees use as a weapon,
particularly against zombies and other slasher-flick monsters. • Blaster rifle: A larger rifle-sized weapon that fires a more
You do not add your Strength bonus to a chainsaw’s damage. powerful bolt of energy.

• Nunchaku: A popular martial arts weapon, made of two


wooden shafts connected by a short length or rope or chain. Heavy Weapons
• Whip: A whip can strike targets up to 15 ft. away. You can use
it to make trip attacks and to disarm opponents with a +2 • Flame-thrower: A flame-thrower shoots a stream of fire 5 feet
bonus, like the Combat Expert (Gain Combat Advantage [Trip]) wide and 25 feet long in front of the attacker as an area attack.
and Combat Expert (Disarm) feats (and its benefits stack if you • Grenade launcher: A grenade launcher fires various types of
already have those feats). grenades, generally fragmentation grenades. Increase cost by
+1 for each additional type of grenade carried.
Rocket launcher: A rocket-launcher is generally an anti-tank
Ranged Weapons

weapon, although they also make useful anti-superhero
weapons as well. It has the Explosion extra. Most rocket
Ranged weapons include both thrown and projectile weapons. launchers can fire only one or two shots before they must be
Thrown weapons add the wielder’s Strength bonus to their damage. reloaded for two actions.
A thrown weapon has a maximum range of five increments.
Projectile weapons include bows, crossbows, and guns as well as
energy weapons like lasers and blasters. Other Ranged Weapons
• Bolos: A set of weighted cords intended to entangle an
Projectile Weapons opponent like an Inflict (Movement).

• Holdout pistol: A low-caliber, easily concealed pistol, typically • Boomerang: A common throwing weapon for heroes, a thrown
used as a back-up or secondary weapon. boomerang returns to the thrower’s hand, ready to be thrown
again on the next round. Boomerang wielders often acquire the
TABLE 6.5: GRENADES AND EXPLOSIVES
Weapon Effect Radius Reflex DC Size Equipment Cost
Grenades
Fragmentation Damage Explosion 5 50 ft. 15 Tiny 15
Smoke Obscure (visual) 10 ft. — Small 4
Flash-bang Dazzle Burst 4 20 ft. 14 Tiny 16
Sleep gas Inflict (Strength and Constitution) Explosion 4 40 ft. 14 Tiny 12
Tear gas Dazzle 4 + Inflict (Attack and Action) Explosion 4 40 ft. 14 Small 18
Explosives
Dynamite Damage Explosion 5* 50 ft. 15 Tiny 15
Plastic explosive Damage Explosion 10* 100 ft. 20 Small 30

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Armor
Ricochet feat, allowing them to throw their weapon so it hits the
target on the return arc as a surprise attack.
• Bow: Although outdated, some characters favor the bow as a
weapon and it can be quite effective in the right hands. Bows With so many weapons and powerful attacks around, characters
add the wielder’s Strength bonus to their damage (although may need armor to protect them. Some characters are innately
most bows are only designed to add up to a +5 Str bonus at tough enough to stand up to a lot of punishment, while others rely
best). A bowwielding character may have various “trick” arrows on their high Defense. Others choose to wear armor, ranging from
with different powers; such bows and arrows should be treated ancient metal armors to modern composites or ultra-modern
as Devices. battlesuits.
• Crossbow: Similar to a bow, and used for the same reasons. A All armor is based on the Enhanced (Toughness) FX, providing a
crossbow does not add the user’s Strength to its damage. bonus to your Toughness resistance. It stacks with bonuses from
• Javelin: Light, flexible spears intended to be thrown. Javelins your feats (like the Tough feat) and FX like Enhanced (Toughness).
can also be used in melee combat.
• Shuriken: Flat metal stars or spikes for throwing. Shuriken can
be thrown in groups. Although they are thrown weapons, Archaic Armor
shuriken do not add the thrower’s Strength bonus to damage. Depending on your setting, ancient or archaic armor might be
• Taser: A compressed-air weapon firing a pair of darts. On common for characters. If you want realistic archaic armor, halve
impact they release a powerful electrical charge, causing the the armor’s Toughness bonus against modern weapons (especially
Inflict (Action) FX on the target (+5 effect modifier to overcome firearms) and ignore it altogether for futuristic weapons like lasers
Fortitude resistance. or blaster bolts.
• Leather: Heavy leather plates covering the torso and other
vital areas.
Weapon Accessories
• Chain-mail: A shirt of heavy metal chain, often with a hauberk
The following accessories can be added to the projectile weapons (hood) to cover the wearer’s head.
in this section. Each is considered a feature, which costs 1
• Plate-mail: This is chain-mail augmented with a metal
equipment point.
breastplate, greaves (leg-guards) and arm-guards.
• Laser Sight: A laser sight projects a non-damaging laser beam
• Full plate: A full (and heavy!) suit of articulated metal plates,
showing where the weapon is aimed. This grants a +1 bonus
like that worn by medieval knights.
on attack rolls with that weapon.
• Stun Ammo: Ballistic weapons can fire rubber bullets while
bows can fire blunt-tipped arrows or quarrels. This ammunition TABLE 6.6: ARMOR AND SHIELDS
is intended to inflict nonlethal rather than lethal damage. Toughness Equipment
Switching between ammo types is a one action (or a free Armor Other Traits
Bonus Cost
action for a character with the Quick Draw feat).
Archaic Armor
• Suppressor: A suppressor muffles the noise of a ballistic
weapon, giving it the Subtle FX feat and making it difficult for Leather +1 — 1
normal hearing to detect it. Chain-mail +3 — 3
• Fragmentation grenade: A common military grenade that Plate-mail +5 — 5
sprays shrapnel in all directions. Full plate +6 — 6
• Smoke grenade: A smoke grenade fills an area with thick Modern Armor
smoke (colored as desired) providing total concealment to all Leather jacket +1 — 1
visual senses except for X-ray vision.
Undercover
• Flash-bang grenade: A flash-bang grenade gives off a bright +2 Subtle 3
shirt
flash and a loud bang that can render targets temporarily blind
and deaf (roll to overcome the targets' Fortitude resistance with Undercover
+3 Subtle 4
a Dazzle 4 FX). vest
Tactical vest +4 — 4
• Sleep gas grenade: This grenade fills a 40-ft. area with a
Inflict (Strength and Constitution) FX (+4 effect modifier to Armored
+3 — 3
overcome the targets' Fortitude Resistance). jumpsuit
• Tear gas grenade: This type of grenade releases a cloud of Equipment
Shield Defense Deflect
gas that irritates the eyes and lungs, causing temporarily Cost
blindness and nausea (visual Dazzle plus Inflict (Attack and +1 on block
Small +1 2
Action), Fortitude resists, effect modifier +4). rolls
• Dynamite: A common explosive. The damage on the table is +2 on block
Medium +2 4
for a single stick of dynamite. Each increase of the amount of rolls
explosive on the Time and Value Progression Table increases +4 on block
damage by +1. Large +3 7
rolls
• Plastic explosive: Another common explosive, which can be Wood or metal — slow projectiles —
worked into different shapes. The damage listed is for a 1-lb
Composite — fast projectiles +1/2/4
block. Each increase of the amount of explosive on the Time
and Value Progression Table increases damage by +1.

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Shields TABLE 6.8: VEHICLE SIZE CATEGORIES


Vehicle
Shields provide a dodge bonus to Defense, much like the bonus Modifier Size Examples Str Toughness Defense
Size
provided by cover, since shields are basically mobile forms of
128-25
cover. Additionally, shields provide some measure of the Deflect Awesome –12
0 ft.
Space transport 25 15 -2
FX, allowing the wielder to block ranged attacks. The dodge bonus
64-128
is based on the size of the shield, while the Deflect FX is based on Colossal –8 Passenger jet 20 13 2
ft.
the shield’s size and material composition (what sort of attacks it
can resist, and therefore deflect). 32-64 Semi, yacht,
Gargantuan –4 15 11 6
ft. fighter jet
16-32 Stretch limo,
Huge –2 10 9 8

Vehicles
ft. SUV, tank
Large –1 8-16 ft. Car, truck 5 7 9

Sometimes characters make use of various vehicles to get around. costs 1 power point for +1 Toughness. Each increase in size
Vehicles are used primarily for transportation, although they may category also increases a vehicle’s Toughness by +2 at no cost.
come with additional capabilities—including weapons—making
them useful in other situations as well. Vehicles are considered
equipment and purchased with equipment points. The vehicle
tables list two costs; the one before the slash is the equipment point
cost and the one after the slash is the vehicle’s power point cost.
Size
A vehicle’s size is measured like that of a character, as shown on
“Vehicles” with limbs, manipulative capabilities, and other humanoid the Vehicle Size Categories Table. Vehicle’s start out at Medium
characteristics (such as giant, piloted robots) should be created as size and each increase in size category costs 1 power point.
constructs rather than vehicles.

Strength Features
Certain features are considered “standard” on any vehicle. These
A vehicle’s Strength, much like a character’s, determines its include seating, headlights, safety harnesses or seat belts, air
carrying capacity. Vehicles have a base Strength of +0 and buy up bags, heating and air-conditioning, radio receiver, and similar
their Strength in increments of 2 for 1 character point each. A things. The following features are “optional extras” for vehicles and
vehicle can move at normal speed carrying up to its medium load, cost 1 point each. The GM can determine if other features are
2/3 speed with a heavy load. It can also pull up to five times included in the vehicle or cost points. Some “features” are actually
itsheavy load at 1/2 speed (up to ten times, if equipped with the FX, described in the following section.
proper hauling equipment and given an unobstructed area in which
• Alarm: The vehicle has an alarm system that goes off when an
to move). Each increase in size category increases a vehicle’s
unauthorized access or activation attempt is made. An
Strength by +0 at no additional cost.
Infiltration check (DC 20) overcomes the alarm. For each
additional equipment point, the DC increases by 5.
TABLE 6.7: VEHICLE TRAIT COST • Caltrops: A vehicle may be equipped with a dispenser for
Starting Value Equipment Cost caltrops. Activating the dispenser is one action. Caltrops
automatically blow the tires of ordinary vehicles that run over
Strength +0 1 point per +2 Strength them (consider such vehicles “minions”). Heroic characters can
Speed 0 movement FX cost make Toughness saving throws for their vehicles; tires are
Toughness 5 1 point per +5 Toughness Toughness 3, and the caltrops' effect modifier is +0. An injured
result halves the vehicle’s movement while a staggered result
Size Medium 1 point per size category brings the vehicle to a stop.
Features — 1 point per feature
• Hidden Compartments: The vehicle has hidden
FX — base cost times rank compartments or cargo areas holding up to a tenth of the
vehicle’s medium load in cargo. A Perception check (DC 20)

Speed
allows the searcher to find the hidden compartment. For each
additional equipment point, the DC increases by 5.
A vehicle buys the appropriate movement power(s) for its • Navigation System: The vehicle has the equivalent of the
movement speed, paying the normal cost. Vehicles with multiple direction sense Enhanced Sense, granting a +5 bonus on all
modes of movement (air, ground, and water, for example) can pay skill checks related to navigation. This can be increased by +5
full cost for one and acquire the others as Alternate FX. per additional equipment point to a maximum of +20.
• Oil Slick: The vehicle can release an oil slick, covering a 20-ft.
Defense by 20-ft. area and forcing the driver of a pursuing vehicle to
make a Vehicles check (DC 15) to retain control of the vehicle.
Releasing the oil slick is a one action.
A vehicle’s Defense is 10 + its size modifier.
• Remote Control: The vehicle’s owner can operate it remotely
using a transmitter and control device. Remotely controlling a
Toughness vehicle requires the same kind of action (usually one action) as
if you were actually behind the wheel of the vehicle.
This is the vehicle’s Toughness rating, which starts out at 5 and • Smokescreen: The vehicle can generate a smoke screen,

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visually obscuring an area behind it 10 feet wide and up to 50- Tanks are heavily armed and armored vehicles. The standard tank
feet long. Activating the smoke cloud is one action. comes equipped with a cannon (Damage 10, Ranged Explosion)
and a heavy machine gun (Damage 6, Ranged Autofire). It takes a
full-round action to get into or out of a tank, and another full-round
FX action to start it up. Half of a tank’s Toughness (or 6) is Impervious.
APCs or Armored Personnel Carriers, are designed for carrying
A vehicle can have various FX of its own, usually reflecting the troops. They come with a smaller cannon (Damage 6, Ranged
vehicle’s systems. Attack effects are suitable for vehicle-mounted Explosion), and are set up so soldiers on board can fire their
weapons, while defense effects protect the vehicle (and often the personal weapons from behind the cover of the APC’s armor. One-
passengers) from harm. Vehicle powers have their normal power third of an APCs Toughness (or 4) is Impervious.
point cost for the vehicle (meaning they cost one-fifth the normal
amount for the vehicle’s owner, since the effects are incorporated
into the vehicle and not always available).
• Armor: Armor provides Toughness for a vehicle in addition to
Water Vehicles
its normal Toughness, possibly including Impervious Protection. Water vehicles range from small boats and outboards to massive
Ablative armor (Enhanced (Toughness) with the Fades seagoing ships.
modifier) is also common for vehicles. • Cutters are used by the Coast Guard and the Navy. They’re
• Cloaking Device: A vehicle may have a “cloaking device” often equipped with light machine guns (Ranged Damage 6,
granting Concealment from visual senses. Some vehicles may Autofire).
also have Concealment from auditory senses or things such as • Destroyers are main naval ships, carrying heavy guns
radar, giving them a “stealth mode.” (Ranged Damage 10, Explosion).
• Immunity: While vehicles are immune to many environmental • Battleships have massive gun batteries (Ranged Damage
conditions, they may also provide immunity to their 13, Explosion) and heavy armor.
passengers. Immunity (life support) is necessary for vehicles
that travel in space or underwater. • Submarines are equipped with torpedoes (Ranged Damage
8, Explosion) and often ballistic missiles (Ranged Damage 15,
• Weapons: Vehicle weapons are based on attack FX, Explosion, higher if the missile has a nuclear warhead).
particularly Damage with various modifiers. Vehicles may
mount versions of some of the weapons listed in this chapter.
TABLE 6.10: WATER VEHICLES
Ground Vehicles Vehicle Strength
Water
Speed
Defense Toughness Size
EP
Cost
Jet-Ski 3 4 10 5 Medium 5
Most cars include such standard features as air conditioning, air
bags, antilock brakes, cruise control, keyless entry, and an AM/FM Speedboat 13 5 8 9 Huge 8
radio with CD player. Luxury (masterwork) vehicles often also Yacht 20 4 6 11 Gargantuan 7
include extras such as leather upholstery and a sunroof. Cutter* 25 4 6 12 Gargantuan 26
Destroyer* 33 4 2 15 Colossal 45
Battleship* 45 3 -2 18 Awesome 58
TABLE 6.9: GROUND VEHICLES Submarine* 30 3 2 13 Colossal 42
EP
Vehicle Strength Speed Defense Toughness Size * = See individual descriptions for more information
Cost
Motorcycle 3 5 10 8 Medium 9
Compact
Car
10 5 9 8 Large 9 Air Vehicles
Midsize Car 10 5 8 9 Huge 7 Air vehicles are all capable of flight, some of them at very high
Full-size Car 13 5 8 9 Huge 8 speeds.
Sports Car 8 5 9 8 Large 8 Military helicopters are equipped with machine guns (Ranged
Limousine 13 5 8 9 Huge 8 Damage 6, Autofire) and rockets (Ranged Damage 9, Explosion).
Pickup Fighter jets have machine guns (Ranged Damage 6, Autofire) and
15 5 8 9 Huge 9
Truck air-to-air missiles (Ranged Damage 11, Explosion, Homing).
SUV 13 5 8 9 Huge 8
Van 13 5 8 9 Huge 8
Small Truck 15 5 8 9 Huge 9
TABLE 6.11: AIR VEHICLES
Fight EP
Bus 18 4 6 11 Gargantuan 8 Vehicle Strength Defense Toughness Size
Speed Cost
Semi 18 4 6 11 Gargantuan 8
Helicopter 10 5 6 9 Huge 12
Armored
13 5 8 12 Huge 11 Military
Car 15 7 6 11 Gargantuan 32
helicopter*
Police
10 5 8 9 Huge 7 Private Jet 15 7 6 11 Gargantuan 17
Cruiser
Jumbo-jet 23 6 5 13 Colossal 17
Tank* 20 3 8 12 Huge 64
Fighter Jet* 20 9 6 11 Gargantuan 78
APC* 18 4 8 12 Huge 32
Bomber* 28 8 2 13 Colossal 59
* = See individual descriptions for more information
* = See individual descriptions for more information

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TABLE 6.12: SPACE VEHICLES especially large vehicle may serve as a kind of mobile
headquarters, and the GM may allow characters to install some
Space headquarters features into vehicles of Gargantuan or greater size.
EP
Vehicle Strength Fight Defense Toughness Size
Cost A character can even have multiple bases of operation. This is
Speed
Space more common for villains, who have back-up plans and secret
30 10 2 13 Colossal 28 bases they can retreat to when their plans are defeated. If a
Shuttle
Space
character’s headquarters is destroyed, the character can choose to
20 12 6 11 Gargantuan 49 rebuild it or build a new headquarters with different features. Villains
Fighter*
often go through a succession of different headquarters. At the
Space
Cruiser*
45 12 2 15 Colossal 89 Gamemaster’s option, characters can have additional headquarters
as “Alternate FX” feats of the first, since they aren’t likely to be used
Space
70 14 -2 18 Awesome 115 all at once.
Battleship*
* = See individual descriptions for more information

TABLE 6.13: SPECIAL VEHICLES Headquarters Traits


EP
Vehicle Strength Speed Defense Toughness Size Headquarters have two main traits—Toughness and size—and a
Cost
4 number of possible features. Each of these costs equipment points
Mole to improve.
25 (burrow 6 13 Gargantuan 13
Machine
)
Time
Machine*
— — 9 8 Large 3 TABLE 6.14: HEADQUARTERS TRAIT COST
Dimension Starting Value Equipment Cost
— — 9 8 Large 3
Hopper* Toughness 5 1 point per +5 Toughness
* = See individual descriptions for more information
Size Small 1 point per size category
Bombers may have machine guns and missiles, but also have
powerful bombs (Ranged Damage 12 or higher, Explosion) they Features — 1 point per feature
can drop on targets. Bombers are also capable of carrying nuclear
weapons and similar payloads.
Toughness
A headquarters’ Toughness indicates the strength of its structural
Space Vehicles materials, particularly its outer structure (walls, ceiling, etc.).
Toughness 5 is typical for most wooden structures, Toughness 10
Space vehicles are intended for use outside the atmosphere, some for steel-reinforced or concrete structures, and Toughness 15 or
of them for interplanetary or even interstellar travel. Generally more for special alloys or armored structures. A structure’s
space vehicles are found in the possession of alien civilizations, Toughness may be higher if its walls are especially thick. See
although the GM may choose to allow some organizations and Damaging Objects for more information. A structure starts out with
individuals on Earth to have space vehicles. Toughness 5 for 0 points. +5 Toughness costs 1 equipment point.
Space fighters are armed with blaster cannons (Ranged Damage
10).
Space cruisers have larger beam weapons (Ranged Damage 12)
TABLE 6.15: STRUCTURE SIZE CATEGORIES
and often energy torpedoes (Ranged Damage 12, Explosion, Structure Character
Size Examples
Homing). Size Size
Space battleships have the biggest weapons: blaster cannons Awesome — 5,000+ ft. Small town
(Ranged Damage 15) and high-energy torpedoes (Ranged 2,000-5,000 City block, private
Damage 15, Explosion, Homing). Colossal —
ft. estate
1,000-2,000
Gargantuan — Skyscraper
ft.
Special Vehicles Huge — 500-1,000 ft. Castle
Mansion, cave
Large — 250-500 ft.
These are unique vehicles, most likely found in the possession of complex
extradimensional warlords, aliens, or eccentric inventors. Medium Awesome 128-250 ft. Warehouse
Small Colossal 64-128 ft. House
Tiny Gargantuan 32-64 ft. Townhouse
Structures Diminutive
Fine
Huge
Large
16-32 ft.
8-16 ft.
Apartment
Loft
Whether it’s an underground cave, the top floors of a skyscraper, a Minuscule Medium 4-8 ft. Room
satellite in orbit, or a base on the Moon, many heroes and villains
maintain their own secret (or not so secret) headquarters. Teams of
characters also may even pool their equipment points to have a Size
headquarters they share, with the Gamemaster’s approval.
A headquarters is unlike other “equipment” in that it is fixed and A structure’s size is measured similar to that of a character or
serves as a home base, not something normally carried around. An vehicle, and gives a general idea of the overall space it occupies

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and how much space is available inside it. Structures are measured
on a different scale, however. See the Structure Size Categories
Defense System
Table for guidelines. A headquarters starts out at Small size for 0 A defense system consists of various weapon emplacements
points. Each increase in size category costs 1 point, each decrease defending the exterior and interior of the headquarters. A defense
in size category gives you an additional point to spend elsewhere system can have any attack effect with a rank no greater than the
on your headquarters. campaign’s power level. These attack devices try to disable or
restrain anyone approaching or invading the headquarters. Their
attack bonus is equal to the campaign’s power level.
Features
A headquarters may have a number of features, chosen from the Dock
list below. A headquarters automatically has the basic structural
amenities like doors and windows, power outlets, utilities, and so A dock houses water vehicles and includes access to a nearby
forth at no cost. Each feature costs 1 equipment point. waterway, an airlock or lock system for moving vehicles in and out
of the dock, and dry-dock facilities for repairing and maintaining
water vehicles. The GM may require the headquarters be located
Combat Simulator within reasonable distance of a body of water in order to have this
feature.
A combat simulator or “danger room” is a special room equipped
with various devices intended to test characters’ powers and skills
and allow them to train in realistic combat situations. Generally, a Fire Prevention System
combat simulator has a suite of devices that can simulate any
appropriate attack effect at a rank up to equal to the campaign’s The headquarters is equipped with an automatic system for
power level. A combat simulator normally has safety interlocks so detecting and extinguishing fires. Any large open flame sets the
its attacks are always nonlethal damage, but these can be system off (beware, fire using characters!). It functions like the
disengaged so the simulator’s attacks do lethal damage. For an Nullify FX at rank 5 against fire. A computer-controlled fire
additional feature, the combat simulator also can project realistic prevention system can be programmed to ignore certain sources of
illusions, allowing it to recreate or simulate almost any environment. fire or the system can be placed on manual control (requiring
Combat simulators are useful for training and short “war games” someone to throw a switch in order to activate it).
(pitting the characters against each other or simulated opponents).
Clever characters also can try to lure intruders into the combat
simulator or an intruder might override the simulator’s control FX
systems and trap the characters in it, turning it into a deathtrap. A headquarters can be given any appropriate FX as a feature with
the Gamemaster’s approval. The FX cannot have a total cost
greater than twice the campaign’s power level or a rank greater
Communications than the power level. FX are assumed to affect either the
A communications system allows the headquarters to receive and headquarters itself or its occupants, if they do both, they count as
transmit on a wide range of radio and TV bands, monitor police and two features.
emergency channels, coordinate communications between
members of a team, and so forth. It includes communications
equipment, consoles, and monitors. The system’s access to Garage
restricted communication bands depends on the clearance and A garage houses ground vehicles and includes a ramp or other
skills of the user. Heroes often have access to special government access to move vehicles in and out, facilities for repairing and
channels, while a successful Technology skill check (DC 25) can maintaining vehicles, and a sliding access door.
grant a user illegal access to restricted systems.

Computer Gym
A gym consists of weight-training and other exercise machines,
A state-of-the-art computer system serving the entire headquarters space for working out, stretching, and similar exercises, and all the
(a mainframe or mini-frame system). This allows characters to necessary amenities (lockers, showers, etc.). Some HQs may
make full use of the Computers skill and the computer can be incorporate the gym feature into the combat simulator, for a multi-
programmed to handle routine base functions (including monitoring purpose training room.
communications channels and controlling defensive systems). For
an artificially intelligent computer system, see Constructs.
Hangar
Concealed A hangar houses air and space vehicles. It includes a hatch and/or
runway for the vehicles to launch and facilities for repairing and
The headquarters is hidden from the outside world in some way. It maintaining flying vehicles. For some HQs the launch facilities of
may be camouflaged behind a false façade, buried underground, the hangar may require a long tunnel or other access to the
and so forth. Note this is in addition to the Isolated Location feature, outside.
if any. An isolated headquarters is difficult to reach, while a
concealed headquarters is difficult to find in the first place. Skill
checks to locate the headquarters (Perception, Knowledge, etc.)
have their DC increased by +10. Each additional feature applied to
Holding Cells
this increases the DC +5. These are cells for holding prisoners, usually temporarily, although

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some headquarters might have more permanent holding facilities.


The cells are equipped with Nullify devices (ranked at the
Power System
campaign’s power level) or their basic Toughness is increased by A power system makes the headquarters completely independent
50%, which option should be agreed upon by both player and GM of outside power. It has its own generators (which may be solar,
(both options for two features). geothermal, nuclear, or anything else the designer wants). They
provide for all the base’s power needs. The headquarters also has
emergency back-up power should the generators fail. This
Infirmary generally lasts for a number of hours equal to the HQ’s power level.
An infirmary consists of hospital beds and equipment for the full use
of the Science skill for medical care. An infirmary can provide
treatment for a number of characters equal to the base’s power
Security System
level at one time and it can be assumed to have the necessary Various locks and alarms protect the headquarters from
facilities to handle any unusual physiology of the base’s owner(s). unauthorized access. An Infiltration check (DC 20) overcomes
these systems. Each additional feature increases the DC by +5.
The security system may be tied into a defense system (if the
Isolated headquarters is equipped with that feature), so triggering an alarm
activates the defense system to disable or restrain the intruder(s).
Headquarters with this feature are situated somewhere out of the
way like the Antarctic, the bottom of the ocean, on top of a lonely
mountain peak, even in orbit or on the Moon. The base’s owner
doesn’t have to worry about things like door-to-door salesmen or
Workshop
other unwanted visitors but the headquarters is also far from A workshop has all the facilities for use of various Science and
civilization (which can be limiting for heroes unable to travel fast). Technology skills. It includes tools, workbenches, supplies, and so
The headquarters is assumed to provide all the necessary life- forth. The Gamemaster may rule certain Craft skills cannot be used
support for its location, but it doesn’t provide characters with the in a workshop, or require a workshop of their own (which is an
means to get to the base or travel back. They need the appropriate additional feature). For example, a workshop can easily handle
powers or a vehicle. woodworking, metalworking, and machining, but might not be
suitable for creating magical inventions, which require a separate
dedicated workshop.
Laboratory

Devices
A laboratory is a facility for the use of Knowledge skills in
performing scientific tests or experiments. It contains all the
necessary scientific equipment, including dedicated computers, if
the headquarters doesn’t have its own computer system. A device is an item that provides a particular FX (see the Container
Characters can use the laboratory to perform research, study FX Structure). If the character doesn’t have the device, he doesn’t
unusual phenomena, and so forth. have access to those powers. The cost for devices is given below:

Library Device Cost = 3 cp/rank (easy to lose); 4 cp/rank (hard to lose)

A library allows for use of various Knowledge skills and research. A


library may consist of printed matter (books and periodicals), While devices are typically creations of advanced science, they
microfilm, computer databases, or a combination of all three. A don’t have to be. Many characters have magical devices such as
library allows characters to take 20 on most Knowledge skill checks enchanted weapons and armor, magical talismans, wands and
unless the information they’re looking for is particularly obscure (in staves of power, and so forth. Some devices are products of alien
the GM’s judgment). technology so advanced they might as well be magical, or focuses
of cosmic power beyond the understanding of both magic and
science. All devices work the same way in game terms, regardless
Living Space of their origin or descriptors.
Just like other FX, devices cost character points. Characters who
The headquarters includes all the necessary amenities for people
want to have and use a device on a regular basis have to pay
to live there full-time. This is usually a number of people equal to
power points to have it, just like having any other power. The device
the HQ’s power level (possibly more, at the GM’s discretion). It
becomes a part of the character’s abilities. If the device is lost,
includes bedrooms or private suites, kitchen facilities, dining area,
stolen, or destroyed, the character can replace it, given time, since
and common living areas. Characters can live in a headquarters
the device is considered a permanent part of the character. Only a
lacking this feature short-term, but they’re not likely to be very
re-allocation of character points will change this, and Gamemasters
comfortable.
should allow characters to re-allocate character points spent on a
Device if it is somehow permanently lost.
Pool In other cases, characters may make temporary use of a device.
Most devices are usable by anyone able to operate them, in which
The headquarters has a large heated pool, which may be part of a case characters may loan devices to each other, or may pick up
gym area. At the owner’s discretion, the pool can provide access to and use someone else’s device (or even steal a device away from
an outside body of water (connected to a lake, river, or even to the someone in order to use it against them). The key concept here is
ocean), to the base’s dock, or both at no additional cost. the use of the device is temporary, something that happens during
a single encounter or, at most, a single adventure. If the character
wants to continue using the device beyond that, he must pay

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character points to make the device part of his regular abilities.


Otherwise the GM can simply rule that the device is lost, reclaimed
by its owner, runs out of power, breaks down, or whatever, and is
therefore no longer accessible. Characters with the Inventor and
Artificer feats can also create temporary devices for use in an
adventure.
Gamemasters may require characters to spend a hero die to make
temporary use of a device that doesn’t belong to them. This helps
to limit the loaning and temporary use of devices.

Types of Devices
Battlesuits
A common staple of comic books is the battlesuit, also known as
power armor. It is an advanced suit of technological armor, giving
the wearer FX.
Battlesuits commonly grant the following FX:
• Enhanced (Toughness): This is the foundation power for a
battlesuit. Whether it is armor plating, metallic mesh, flexible
ballistic material, or some combination of these and other
cutting-edge technology, a battlesuit protects its wearer from
damage. Some battlesuits provide a Force Field, either in place
of or in addition to their Protection.
• Immunity: A part of the protection a battlesuit offers is a sealed
environment, offering Immunity to various conditions. Many
battlesuits provide Immunity (life support). Some might have
more extensive or specialized forms of Immunity.
• Attacks: Battlesuits are typically equipped with some kind of
weapon or weapons, based around various attack FX,
particularly Ranged Damage. A battlesuit with an array of Weapons
weapons may have a primary attack FX and several others as
Alternate FX. Weapons are common devices, ranging from super-powered
versions of ordinary weapons like swords, bows, or guns to more
• Might: A battlesuit might have servomotors or other exotic weapons like magic wands or alien power rings. A weapon
mechanisms to magnify the wearer’s Strength. This is typically device usually has one or more attack FX but may have virtually
done with the Damage and Might allowing a normal-Strength any FX the player wants to include. Weapon devices often have
wearer to strike for increased damage and lift tremendous several different attacks as Alternate FX. One example is a set of
weights. A battlesuit may also simply provide Enhanced magic rings, each with its own FX, but only usable one at a time.
(Strength), or some combination of the two options.
• Movement: After defense and offense, battlesuits typically
allow the wearer to get around, whether it’s hydraulic-assisted Other Devices
Leaping, bootjets or anti-gravity repulsion for Flight, turbines for
The full range of devices d20 Advanced characters can create and
Swimming, or some other movement effect.
use is limited solely by your imagination. Essentially any item with a
• Sensors: Finally, battlesuits often come equipped with a suite power is considered a device. Players and GMs may well come up
of sensors providing Enhanced Senses. Blindsight (radar or with additional devices beyond those described here. Use the
sonar), darkvision, direction sense (possibly from a GPS), guidelines in this chapter and in Chapter V: FX to handle any new
infrared vision, radio, time sense (from a chronometer), and devices and their capabilities.
ultra-hearing are all common battlesuit sensors.

Plot Devices
Enhanced Equipment
A plot device is an item or even character whose function is
Some devices are otherwise normal equipment with special important to the story, but is not a part of a character’s regular
properties. Magical items, normal equipment imbued with magical abilities. Therefore the actual character point cost or sometimes
properties, are examples. Magical weapons may have greater even game statistics of a plot device are irrelevant, so long as the
damage bonuses or grant attack roll bonuses while magical armor device fulfills its role in the story. Technically, nearly any character
has no armor check penalties and provides greater protection. or device the character don’t directly interact with can be seen as a
Such enchantments move archaic weapons and armor from the plot device, freeing the GM up from having to assign game stats to
realm of mundane equipment to devices. The same is true of every single thing in the game world.
super-alloys, bulletproof cloth, and other wonders of super-science.
For example, part of an adventure is planned to take place on
board a vast alien city-ship. While the GM may want to know things
like the Toughness of the city-ship’s walls or the game stats of the

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alien soldiers the characters may fight, it’s not important to assign rest) to construct. When the construction time is complete, make a
game statistics to the city-ship’s engines or it’s planet-busting main Technology or Science skill check, using the Craft specialty
gun. They’re plot devices. It’s also not necessary to determine how appropriate to the invention (generally chemical, electronic, or
much the ship costs in character points, unless the player mechanical). The DC is 10 + the invention’s power point cost. You
characters are going to use it as their regular vehicle or base of can’t take 20 on this check, but you can take 10. You can halve the
operations. It’s sufficient to know the city-ship can get where it construction time by taking a –5 on the check.
needs to go and its main gun will shatter any planet it’s fired at
unless the heroes manage to stop it in time. Likewise, consider a
cosmic device able to reshape reality at will. This is far beyond any Construction Check = DC 10 + invention’s point cost
of the FX in Chapter V: FX, so it’s best to simply treat it as a plot
device: the wielder of the object can make anything happen, as Success means the invention is complete and functional. Failure
called for in the adventure. means the invention doesn’t work. Failure by 10 or more may result
Plot devices are best kept in the hands of the Gamemaster, since in a mishap, at the GM’s discretion.
unlimited power in the hands of the players can quickly spoil
everyone’s fun. If the characters aren’t wise enough to reject
absolute power, the GM can come up with any number of reasons Using the Invention
why a plot device no longer works once the characters get their
hands on it. It may run out of power, be attuned only to particular Once the invention is complete, it is good for use in one encounter,
users, or perhaps cosmic beings reclaim it. It’s fine to allow a after which it breaks down or runs out of power. If the character
characters to use a plot device occasionally, such as the character wishes to use the invention again, there are two options. The first is
who takes the Cosmic Crown from a villain and uses it to undo all to spend the necessary character points to acquire the Device for
the damage the villain has done before casting the Crown into the the price described at the beginning of this chapter and make the
heart of the sun (or something similar). But long-term use (and invention a part of the character’s regular traits; in this case, the
abuse) of plot devices can ruin a game, and the GM would be wise new device can be used like any other. The other option is to spend
to have the Cosmic Crown disappear or have powerful entities a hero die to get another one-encounter use out of the invention.
reclaim it before characters to abuse its power. Each use costs an additional hero die, but doesn’t require any
further skill checks.
Although it’s possible to prepare certain one-use devices in
Inventing advance, the GM should carefully enforce the guidelines for having
items on-hand. If an inventor wants to have a particular previously-
Characters with the necessary Knowledge, Science and constructed invention on-hand during an adventure, the GM should
Technology skills and the Inventor feat can create inventions, require the player to spend a hero die.
temporary devices. To create an invention, the inventor defines its
traits and its total cost in character points. This cost is used for the
necessary skill checks, and determines the time required to create Jury-Rigging Device
the invention. Inventions are subject to the same power level limits
as other powers in the campaign. An inventor can choose to spend a hero die to jury-rig a device and
have it ready in a hurry. When jury-rigging a device, skip the design
check and reduce the time of the construction check to one round
Design Check per character point of the device’s cost, but increases the DC of the
check by +5. The inventor makes the Craft check and, if successful,
First, the inventor must design the invention. This is a Technology has use of the device for one encounter before it burns out, falls
or Science skill check. The DC is 10 + the invention’s character apart, blows up, or otherwise fails. You can’t take 10 or take 20
point cost. It requires an hour’s work per character point of the when jury-rigging an invention, nor can you speed up the process
invention’s cost. The character can take 10 or 20 on the check. In any further by taking a skill check penalty. You can jury-rig an
the latter case, the design process takes 20 times longer (20 hours invention again by spending another hero die.
per character point). You can halve the design time by taking a –5
on the check.
Mishaps
Design Check = DC 10 + invention’s point cost At the GM’s discretion, failure by 10 or more, or a natural roll of 1,
on any required inventing skill check may result in some
unexpected side-effect or mishap. Exactly what depends heavily on
If the check is successful, you have a design for the invention. If the the invention. Inventing mishaps can become a source of adventure
check fails, the design is flawed and you must start over. If the ideas and put the characters in some difficult situations. They may
check fails by 10 or more, the character is not aware of the design also be setbacks, suitable for hero die awards.
flaw; the design seems correct, but the invention won’t function (or
at least won’t function properly) when it’s used. For this reason, the
GM should make the design check secretly and only inform the
player whether or not the character appears to have succeeded. Magical Rituals
Characters with the Ritualist feat and the Expertise (magic) skill can
perform magical rituals. They are similar to inventions: one-time FX
Construction Check requiring some time and effort to set up.
Once the design is in-hand, the character can construct the For rituals, substitute the Expertise (magic) skill for both the design
invention. This requires four hours work per character point of the and construction checks. The design portion of the ritual takes 4
invention’s cost, so an invention costing 10 points takes 40 hours hours per character point of the ritual’s cost (pouring over ancient
(about a week’s work normally, or working two days straight without scrolls and grimoires, drawing diagrams, casting horoscopes,

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meditating, and so forth). The performance of the actual ritual takes Constructs without Strength and Dexterity scores are immobile
10 minutes per point of the ritual’s cost. So a ritual costing 10 intellects, like an artificially intelligent computer or a sentient magic
character points takes 40 hours to research and 100 minutes to item. They cannot undertake physical actions on their own,
perform. As with inventing, the ritual is good for one encounter. although they may be able to control others. They cannot move or
Failing the research check means the ritual isn’t usable and failure exert force, and automatically fail Strength and Dexterity checks.
by 10 or more results in a mishap (at the GM’s discretion). A construct can buy up one of its nonexistent ability scores from -5
“Jury-rigging” a magical ritual has the same effects as mentioned by spending character points; +1 ability score point per 2 character
previously. This allows the ritualist to skip the design check and points. This gives the construct the normal use of that ability. Note a
perform the ritual in a number of rounds equal to its cost. An construct with Intelligence but no Charisma is intelligent but non-
Expertise (magic) check against a DC equal of (15 + the ritual’s sentient (not self-aware) and a construct needs at least a -5 in both
cost) is needed to successfully perform the ritual. Strength and Dexterity to be able to move and act physically.
Constructs cannot buy Constitution, since creatures with
Constitution are by definition living beings and not constructs.
Magical Inventions
For magical inventions, use the normal inventing rules, but use the
Expertise (magic) skill for the design check and the Art skill for the
Toughness
construction check. Like inanimate objects, constructs have a Toughness score, which
measures their ability to resist damage. A construct starts out at
Toughness 0 and can increase its score by +1 for 1 character point.

Constructs
Armored robots, humanlike androids, even magically-animated
Skills
golems or zombies are all examples of constructs, non-living things Constructs can have skills just like characters at the same cost (1
capable of acting on their own to one degree or another, carrying character point per rank). However, constructs cannot have skills
out pre-programmed instructions, or even possessing real thought. based on abilities they lack. A construct with no Intelligence cannot
Since they are capable of action on their own (rather than just have skills like Science or Technology. A construct with no Dexterity
improving their owner’s abilities), constructs are considered minions cannot have skills like Acrobatics or Vehicles, and so forth.
rather than devices or equipment and are acquired using the
Minions feat. The Summon (Minion) FX can summon constructs to
serve a character. Constructs are subject to the same power level
limits as other characters and the Gamemaster should require
Feats
constructs controlled by the players to observe these limits. Constructs can have feats at the same cost as other characters (1
character point per feat rank). Some feats are less useful or even
useless to constructs.
TABLE 6.16: CONSTRUCT TRAIT COST
Trait Cost
Ability Score 2 points per +1 FX
Resistances 1 point per +1 Constructs can have various FX, just like characters do. Some FX
Attack Bonus 2 points per +1 are less useful or even useless to constructs. The GM has final say
Defense Bonus 2 points per +1 as to whether or not a particular FX can be assigned to a construct.
Skill Ranks 1 point per 4 skill ranks
Feats
FX
1 point per feat
base cost × rank
Size
Constructs larger or smaller than Medium must pay power points
for Permanent Growth or Shrinking, as shown on the Size Table.
Ability Scores Larger constructs gain +2 Toughness per increase in size category
Constructs have ability scores like characters do. They lack certain above Medium (but do not gain the additional Constitution from
basic abilities, however. Constructs have no Constitution score, Growth).
because they are not living beings. Constructs always fail
Constitution checks. Constructs do not recover from damage; they
must be repaired instead. Constructs are immune to effects
targeting Fortitude resistances unless the effect works on inanimate
Commanding Constructs
objects. Constructs also have either no Intelligence and Charisma A construct’s owner can give it orders verbally or through any other
scores or no Strength and Dexterity scores. means the construct understands. Commanding a construct is one
These qualities of constructs: lacking three ability scores (–30 action. Constructs follow orders to the best of their ability. Non-
points) and Immunity to effects requiring Fortitude resistances (30 intelligent constructs do exactly as they’re told, without creativity or
points) average out to 0 points. initiative, while intelligent constructs have the ability to interpret and
improvise based on their Int score. An owner can also give a
Constructs without Intelligence and Charisma are automatons, construct a series of basic orders for it to fulfill, such as “stay and
operating on simple instinct or programmed instructions. They are guard this place and attack anyone who comes here other than
immune to mental effects and interaction skills and automatically me.” In the absence of new orders, constructs follow the last order
fail Intelligence and Charisma checks. they were given.

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Damaging and Repairing


DC. As a general guideline, the equipment purchase DC equals 10
+ the equipment’s point cost. The GM sets the Wealth check DC for
any particular purchase.
Constructs
Constructs suffer damage like inanimate objects. Constructs do not The Wealth Check
heal or otherwise recover from damage. Instead, they must be
repaired using the craft skills, such as Technology. Repairing the A Wealth check is a d20 roll plus your current Wealth bonus plus
construct requires the same amount of time as a recovery check for the size of your Wealth Pool. Wealth bonus is static, but your
its damage condition, and a skill check in place of the recovery Wealth Pool is fluid; it increases as you gain Wealth and decreases
check. A failed check means no progress. Attempting repairs as you make purchases. If you succeed on the Wealth check, you
without the proper tools is at the usual –5 penalty, and the GM may purchase the item. If you fail, you can’t afford the item at this time. If
require special materials or facilities to repair a construct. your current Wealth bonus is equal to or greater than the DC, you
automatically succeed.
A constructs with the Regeneration FX are self-repairing and can
make recovery checks. If you wish, you may use your Wealth Pool to reroll a failed Wealth
check, taking the highest result of the pool, but you lose a Wealth
die after the roll is made. This represents taking a worse deal or

Wealth having to accept a bad offer to get something that you really need.

Every character has a Wealth bonus which reflects buying power— Try Again
a composite of income, credit rating, and savings. A character’s
Wealth bonus serves as the basis for a wealth check, used to You can try again if you fail a Wealth check, but not until the
purchase equipment and services. character has spent an additional number of hours shopping equal
to the purchase DC of the object or service.

Wealth Bonus Taking 10 and Taking 20


A character’s base Wealth bonus is +8. The Benefit feat provides a You can take 10 or take 20 when making a Wealth check. Taking 20
+4 Wealth bonus per rank. The Profession feat grants a bonus to requires 20 times as long as normal. (You’re shopping around for
Wealth, +2 per rank. Decreases to base Wealth grant character the best price.)
points, like decreasing an ability score: 1 point for a Wealth bonus
of +4, 2 points for a Wealth bonus of +0.
Shopping and Time
Wealth Pool Buying less common items generally takes a number of hours
equal to the purchase DC of the item, reflecting the time needed to
Over the course of play, your Wealth bonus increases and locate the item and close the deal. Getting a license or buying a
decreases as you make and spend money. This is represented by legally restricted item also increase the time needed to make
your wealth pool. You gain bonus wealth dice as rewards, such as purchases.
finding an ancient treasure, winning the lottery, or maybe just
getting a big bonus from work.
Whenever you gain such a windfall, you are rewarded with wealth
TABLE 6.18: SAMPLE PURCHASE
dice. This represents a pool of disposable, fluid capital that you are DIFFICULTIES
able to mobilize and spend quickly. The downside is that it Item Purchase DC
decreases when used just as quickly (see The Wealth Check). Flashlight 4
Restaurant meal 4
TABLE 6.17: WEALTH BONUS Common household item 4-5
Wealth Bonus Financial Condition Casual clothing 8
+0 Impoverished Cell phone 9
+1 to +4 Struggling Professional services 10 + skill rank
+5 to +10 Middle class Weapon 10 + point cost
+11 to +15 Affluent Expensive clothing 12-15
+16 to +20 Wealthy Tool kit 13
+21 to +30 Rich Plane ticket 14
+31 or higher Filthy rich New computer 22
New automobile 28

Making Purchases House


Mansion
30
36
Wealth bonus reflects your buying power. Every item and service
has a purchase Difficulty Class based on how expensive it is. To
purchase something, make a Wealth check against the purchase

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Financial Aid Wealth and Inventing


You can make an aid attempt (DC 10) to help someone else
Gamemasters may wish to add a Wealth check to the inventing
purchase an item. If the attempt is successful, you provide the
process. Once the inventor has come up with a design for the
purchaser with a +2 bonus on the Wealth check. If you aid a Wealth
device, make a Wealth check to obtain the necessary components
check for an item with a purchase DC higher than your current
(DC = device’s point cost). A failed check means you can’t afford
Wealth bonus, it decreases as normal.
the materials. Spending a hero die to jury-rig the device out of
materials at hand allows you to skip the Wealth check.

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Part II: Action

Once you’ve got the characters together, you’ve got your actors.
But without conflict, you don’t yet have a story. Part II of d20A
Chapter VII: Combat
details all the rules you need to create action-packed adventures. It In Chapter VII, the basics of combat are detailed, including
includes the rules for combat and how to use environmental Damage, Saves, Movement, Attacking, and Actions. The Combat
challenges to confound the characters, as well as systems for chapter also includes rules for more advanced Maneuvers, as well
adjudicating other dramatic scenes, from car chases to as an optional system for Attacks of Opportunity. This section is
interrogation to social duels. important for GMs to understand, but players who want game play
to move more quickly might want to familiarize themselves with this
chapter as well.
To the Players
Beginning players don’t need to worry too much about Part II. Part I Chapter VIII: Environments
gives beginners all the information they need to know about their
character and what their character is capable of. More experienced While Chapter VII dealt with fighting other enemies, Chapter VIII
players might want to familiarize themselves with the rules for deals with the hazards (and boons) the environment can contain. It
combat and dramatic interactions in Chapter VII: Combat and details how GMs can create Zones in battlefields in much the same
Chapter IX: Dramatic Interactions, respectively, to make game play way that they design NPCs, as well as summaries of different
smoother. environmental types and the different Conditions that are essential
to d20A game play. GMs might find this whole chapter very useful,
and players in particular might want to read the section on
To the GM Conditions.

While Part I was more directed to the players, Part II is more useful
to the GM. Since part of the role of the GM is to create challenges Chapter IX: Dramatic
for the players and adjudicate rules during game play, it is important Interactions
for a GM to be familiar with the rules in these chapters. Chapter
VIII: Environments is particularly useful for its rules on tracking The action rules that round out game play, dramatic interactions in
conditions, and Chapter IX: Dramatic Interactions includes the rules Chapter IX detail a method for resolving almost any kind of conflict
needed to run many different dramatic interactions. Chapter IX also or contest, including (but not limited) to chases, seduction,
includes many different options for different games, including interrogation, and social duels. Chapter IX also details optional
systems for reputation and taint. systems that may or may not be appropriate for different games,
like Reputation, Mental Strain, and different examples of Taint.
Players might want to read the section on Dramatic Interactions,
What's in This Part and GMs should understand those rules and they should browse
this chapter to decide if any of the optional rules are good fits for
Part II details all the rules you need to create and overcome their games. A four-color superheroes game has no need for a
challenges in-game, from characters engaged in delicate political Madness system, for instance.
struggles to overt battles with steel clashing against steel to
struggles with Nature itself.

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Chapter VII: Combat

There are times when the best way to resolve a problem is simply attack. When you make an attack roll, roll d20 and add your attack
by bashing an antagonist over and over with a hard metal object bonus. If your result equals or exceeds the target’s Defense, you hit
until your antagonist is either dead or dying. For that, you need to and may deal damage. Various modifiers affect the attack roll, such
enter combat. In d20 Advanced, the rules for combat attempt to as a –1 modifier if you are dazzled or a +1 modifier if you are on
strike a balance between creating exciting and interesting battles higher ground than your target. More modifiers are discussed in this
with lots of options for players to use to perform different chapter.
maneuvers while still keeping the rules simple and fast-paced and
(most important of all) fun.
Automatic Hits and Misses
Combat Sequence A natural 1 (the d20 comes up 1) on the attack roll is always a miss.
A natural 20 (the d20 comes up 20) is always a hit, regardless of
Combat in d20 Advanced is cyclical. Everybody acts in turn in a the opponent’s Defense. A natural 20 is also a threat—a possible
regular cycle called a round. Generally, combat runs like this: critical hit.
1. Each combatant starts the battle Flat-Footed. Once a
combatant acts, he or she is no longer flat-footed.
2. The GM determines which characters are aware of their Attack Bonus
opponents at the start of the battle. If some but not all
combatants are aware of their opponents, a surprise round Your attack bonus for an attack is:
happens before regular rounds begin. The combatants aware
Weapon Group bonus + size modifier + miscellaneous modifiers –
of their opponents can act in the surprise round, so they roll for
range penalty
initiative. In initiative order (highest to lowest), combatants who
started the battle aware of their opponents each take a
standard or move action—not both—during the surprise round.
Unaware combatants do not get to act in the surprise round. If
Size Modifier
no one or everyone starts the battle aware, there is no surprise The smaller you are, the bigger other opponents are relative to you.
round. A human is a big target to an ant, just as an elephant is a big target
3. Any remaining combatants roll initiative. All combatants are to a human. Since the same size modifier applies to Defense, two
now ready to begin their first regular round. opponents of the same size strike each other normally, regardless
of size.
4. Combatants act in initiative order, taking their normal allotment
of actions.
5. When everyone has had a turn, the combatant with the highest
initiative total acts again, and steps 4 and 5 repeat until the
Miscellaneous Modifiers
combat ends. The circumstances of your attack may involve a modifier to your
attack bonus.

Combat Statistics Range Penalty


Several traits determine how well you do in combat: primarily your The range penalty with a ranged attack depends on the attack
attack bonus, defense bonus, damage bonus, and saving throws. you’re using and the distance to the target. All ranged attacks have
This section summarizes these traits and how to use them. a range increment. This is typically (FX rank × 10 feet). Any attack
at a distance up to one range increment carries no penalty for
range, so ranged Damage 5 (range increment 50 feet) can strike at
Attack enemies up to 50 feet away with no penalty. However, each full
range increment causes a cumulative –2 penalty to the attack roll.
An attack roll represents the attempt to strike a target with an

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TABLE 7.1: SIZE MODIFIERS TO ATTACK Melee Damage Bonus = Strength modifier + weapon damage
FX Damage Bonus = FX rank
BONUS AND DEFENSE
Size Modifier
Strength Modifier
Awesome –12
Your Strength measures how hard you can hit, so your Strength
Colossal –8 modifier applies when you attack unarmed or with a melee or
Gargantuan –4 thrown weapon.

Huge –2
Large –1 Weapon Damage
Medium 0 Weapons have a damage modifier, showing how much damage
Small +1 they inflict. Ranged weapons have a fixed damage bonus. Melee
and thrown weapons add the wielder’s Strength modifier to their
Tiny +2 damage.
Diminutive +4
Fine +8
FX Rank
Minuscule +12
Your FX’s rank measures how much damage it inflicts, so it serves
as the FX’s damage bonus. Individual FX descriptions provide more
For example, a character firing the same attack at a target 120 feet information on how much damage a particular FX inflicts.
away suffers a –4 attack penalty (because 120 feet is at least two
range increments, but less than three increments).
Critical Hits
Defense When you make an attack roll and get a natural 20 (the d20 actually
shows 20), you hit regardless of your target’s Defense, and you
score a threat. The hit might be a critical hit (sometimes called a
Your Defense represents how hard it is for opponents to hit you, the “crit”). To find out whether it’s a critical hit, determine if the attack
Difficulty Class of an opponent’s attack roll. Your Defense is: roll total would have normally hit your opponent’s Defense. If so,
10 + defense bonus + size modifier + miscellaneous modifiers then it is a critical hit. If not, the attack still hits, but as a normal
attack, not a critical.
A critical hit increases the attack’s damage bonus by 5. A critical hit
Defense Bonus against a minion allows no saving throw; the minion is automatically
knocked out or killed.
Your defense bonus represents your passive ability to avoid
attacks. Your Defense bonus represents your ability to actively
avoid attacks. If you can’t react to an attack, you can’t use your Increased Threat Range
defense bonus. For example, you lose your defense bonus if you’re
bound up in a snare, or when you’re caught flat-footed at the Characters with the Improved Critical feat can score a threat on a
beginning of combat. natural result less than 20, although they still automatically hit only
on a natural 20. Any attack roll that doesn’t result in a hit is not a
threat.
Size Modifiers
The bigger a target, the easier it is to hit. The smaller it is, the
harder it is to hit. Since this same modifier applies to attack rolls, Resistances
opponents of the same size have no modifier to hit each other. So When you’re subjected to a potentially harmful effect, the attack
an ant (or an ant-sized person) rolls normally to hit another ant. must beat the DC established by your defense or resistance.

Miscellaneous Modifiers Resistance Types


The circumstances may also apply miscellaneous modifiers to your The resistances are:
Attack or Defense. See the Combat Modifiers Table for details.
• Defense: Your ability to avoid attacks and harm. The DC to
overcome your Defense is 10 + your ranks in Defense.

Damage • Fortitude: Your ability to resist attacks against your vitality and
health such as poison and disease. The DC to overcome your
When you hit with an attack, you may deal damage. Each attack Fortitude is 10 + your ranks in Fortitude + your Constitution
has a damage bonus. For melee attacks, the damage bonus is your score.
Strength bonus, plus any modifiers for powers like Strike. For • Toughness: Your ability to resist physical punishment and
ranged attacks the damage bonus is usually based on the attack’s direct damage. The DC to overcome your Toughness is 10 +
FX rank. your ranks in Toughness.

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• Will: Your resistance to mental influence and domination as initiative checks for different groups of opponents or even for
well as certain FX. The DC to overcome your Will is 10 + your individual foes. For instance, the GM may make one initiative check
ranks in Will + your Charisma score. for an evil overlord and another check for all of the villain’s minions.
The following skills also have some function as resistances:
• Perception: Your ability to spot danger or hidden threats. The
DC to overcome your Perception is 10 + your ranks in
Joining a Fight
Perception + your Wisdom score. If characters enter a fight after it’s begun, they roll initiative and act
whenever their turn comes up in the existing order.
• Reflex: Your ability to react quickly to danger or in response to
another event. The DC to overcome your Reflex is 10 + your
ranks in Reflex + your Dexterity score.
Surprise
Initiative
When a combat starts, if you are not aware of your enemies but
they are aware of you, you’re surprised. If you know about your
opponents but they don’t know about you, you surprise them.
Every round, each combatant gets to do something. The
combatants’ initiative checks determine the order in which they act,
from highest to lowest.
Determining Awareness
Sometimes all combatants on a side are aware of their enemies;
Initiative Checks other times none are; and other times only some of them are.
Sometimes a few combatants on either side are aware and other
At the start of a battle, each combatant makes an initiative check combatants are unaware.
with their Reflex skills. The GM rolls for the villains while the players
each roll for their characters. Your initiative in combat is determined The GM determines who is aware of whom at the start of a battle.
by your Reflex score, including modifiers like the Improved Initiative The GM may call for Perception checks, or other checks to see how
feat. The GM finds out in what order characters act, counting down aware the characters are of their opponents. Some examples:
from highest total to lowest. Each character acts in turn for all • The characters enter a seedy bar and immediately spot
rounds of the combat unless a character takes an action to change members of a notorious gang. The gang members notice the
initiative. Usually, the GM writes the names of the characters down characters at the same time. Both sides are aware; neither is
in initiative order so he can move quickly from one character to the surprised. The characters and the gang-members make
next each round. If two combatants have the same initiative check initiative checks, and the battle begins.
result, they act in order of highest Dexterity first. If there is still a tie,
roll a die, with the highest roll going first. • The characters are tracking a mysterious shape-shifting
monster, which has fled down a dark alley. They follow,
unaware the alien has assumed the form of an old crate,
Flat-Footed hidden among several others. When the monster springs out to
attack, the characters are surprised and do not get to act in the
At the start of a battle, before you have had a chance to act surprise round.
(specifically, before your first turn in the initiative order), you are • The characters infiltrate a criminal mastermind’s headquarters
flat-footed. You can’t use your dodge bonus while flat-footed. The wearing the uniforms of his men. When they reveal themselves
Uncanny Dodge feat allows you to retain your dodge bonus to and attack to prevent the mastermind from triggering his
Defense while flat-footed. doomsday device, they surprise their opponents. The
characters act during the surprise round, but the villains do not.
Surprise Attacks
An attack may come from an unexpected quarter, especially when The Surprise Round
dealing with powerful opponents. An attack that catches the target
off-guard in some way is called a surprise attack. If some, but not all, of the combatants are aware of their opponents,
a surprise round happens before regular rounds begin. The
To make a surprise attack, you must catch your target unawares. combatants aware of their opponents can act in the surprise round,
You can make a surprise attack in the following situations: so they roll for initiative. In initiative order (highest to lowest),
• When you gain Combat Advantage over your enemy. combatants who started the battle aware of their opponents each
take a standard or move action, not both. If no one or everyone is
• When you surprise a target at the beginning of combat. surprised, a surprise round doesn’t occur.
• When you do something unexpected (in the GM’s judgment).
The target of a surprise attack loses any Defense bonus against the
attack (except for ranks shored up with the Uncanny Dodge feat) Unaware Combatants
and suffers an additional –2 Defense penalty. Combatants unaware at the start of battle do not get to act in the
surprise round. Unaware combatants are flat-footed because they
have not acted yet. Because of this, they lose any bonus to
Opponent Initiative Defense.
Typically, the GM makes a single initiative check for opponents.
That way, each player gets a turn each round and the GM also gets
one turn. At the GM’s option, however, he can make separate

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Minions
seconds, your character can do in 1 round.
Each round begins with the character with the highest initiative
Minions are minor characters subject to special rules in combat, result and then proceeds, in descending order, from there. Each
and generally easier to defeat than normal characters. The round uses the same initiative order. When a character’s turn
following rules apply to minions: comes up in the initiative order, that character performs his entire
round’s worth of actions.
• Minions cannot score critical hits against non-minions.
For almost all purposes, there is no relevance to the end of a round
• Non-minions can take 10 on attack rolls against minions
or the beginning of a round. The term “round” works like the word
(attackers normally cannot take 10 on attack rolls).
“week.” A week can mean either a calendar week or a span of time
• If a minion fails a Toughness saving throw, the minion is from a day in one week to the same day the next week. In the same
dropped. Attackers can choose a lesser effect, if desired. way, a round can be a segment of game time starting with the first
• The Impossible Toughness Save rule (see at right) does not character to act and ending with the last, but it usually means a
span of time from one round to the same initiative number (initiative
apply to minions.
count) in the next round. Effects lasting a certain number of rounds
• Certain traits (like Takedown Attack) are more effective against end just before the same initiative number where they began.
minions.
one round = span of time from one initiative count to the same
initiative count in the next round
Mobs
Mobs are groups of minor characters like minions who act as a
single unit. A mob is treated as a single heroic character. The Types of Actions
number of creatures in a mob determines its overall capabilities The three types of actions are one, free, and reaction. In a normal
relative to the base creature. Compare the number of creatures in round, you can perform two actions. You can also perform as many
the mob to the progression value on the Time and Value free and reactions actions as your GM allows.
Progression Table to determine the Mob Modifier.
In some situations (such as in the surprise round) you may be
• Mobs add their Mob Modifier to their Attacks, Might, and limited to taking only one action.
Toughness.
• Mobs treat all their attacks as having 1 rank in the Autofire
extra. One Action
• Depending on the descriptors of the creatures making up the One action allows you to do something. You can make an attack,
mobs, they are not affected by especially subtle, single-target use a skill, feat, or FX (unless it requires a two actions to perform;
FX, such as Mind Control or Inflict (Condition). At the GM's see below), move up to your speed, climb one-quarter of your
option, targeting important individuals within a mob (such as speed, draw or stow a weapon or other object, stand up, pick up an
officers in a military unit) can affect the whole mob, but the mob object or perform other similar actions. During a combat round, you
gains a bonus on resistances to the FX ranging from +2 to +5. can take two actions total.
• Area attacks which target a mob have a +2 bonus to their If you move no actual distance in a round, you can take a 5-foot
effect modifiers. “step” before, during, or after the action. For example, you can
Damage conditions affect a mob normally, though the descriptions stand up (one action), take a 5-foot step, and attack (one action).
might change. An injured mob might see some of its members fall,
and a dazed mob might be disrupted and unable to coordinate its
attacks as well. A staggered mob might see many of its numbers Two Actions (Full-Round Action)
fall, teetering on the edge of total chaos, and an unconscious mob
might dissolve as its members are either debilitated or fleeing for Actions which require two actions require all your attention during a
their lives. Descriptor-wise, single-target attacks against a mob are round. The only movement you can take during such an action is a
usually resolved as a series of attacks of the same type, such as a 5-foot step before, during, or after the action. Some full-round
fierce unarmed onslaught that tears through the mob, sending actions do not allow you to take a 5-foot step. You can also perform
dozens of creatures flying, or a barrage of gunfire. These types of free actions (see below) as the GM allows.
attacks gain no special bonuses or penalties, and are assumed to
be just as effective as usual.
Free Actions/No Actions

Actions
Free actions consume very little time and, over the span of the
round, their impact is so minor they are considered to take no real
time at all. You can perform one or more free actions while taking
The things characters can do during combat are broken down into another action. However, the GM puts reasonable limits on what
actions, described in this section. you can do for free. A good rule of thumb is your Dexterity or
Intelligence bonus +1 in free actions per round, with a minimum of
one. For instance, dropping an object, dropping to a prone position,
The Combat Round speaking a sentence or two, and ceasing to concentrate on
maintaining a power are all free actions.
Each round represents about 6 seconds of time in the game world.
In the real world, a round is an opportunity for each character to
take an action. Anything a person could reasonably do in 6

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Reaction AVOID RISK ONE ACTION

A reaction is something that happens in response to something


else, like a reflex. Like free actions, reactions take so little time During a round in which you attempt an action which draws an
they’re considered free. The difference between the two is a free attack of opportunity or one which would grant an enemy Combat
action is a conscious choice made on the character’s turn to act. A Advantage, you may spend your other action to perform that action
reaction is a reflex or automatic response that can occur even when defensively. By spending this additional action, your other action
it’s not your turn to act. Characters can react even while unable to does not grant your foe an attack of opportunity or combat
take normal actions, such as while stunned. A resistance is an advantage.
example of a reaction, something you instinctively do to avoid
danger. Some resistance and other traits are usable as reactions.
BEGIN/COMPLETE ACTION ONE ACTION

Action Descriptions This action lets you start an action which costs two actions at the
end of your turn, or complete a full action by using a standard
action at the beginning of your turn the round after starting the
The most common actions are described below.
action.
If you start a full action at the end of your turn, the next action you
take must be to complete it.
ATTACK ONE ACTION

With one action, you can make an attack against any opponent BLOCK ONE ACTION
within the attack's range.
Instead of attacking, you can choose to actively defend yourself
against incoming melee attacks for the round. To block an attack,
Ranged Attacks Into Melee make an attack roll against your opponent’s attack roll. If your
attack roll is higher, you block or deflect the attack. Each additional
If you make a ranged attack against an opponent engaged in melee attack you block after the first in a round applies a cumulative –2
with an ally, you take a –5 penalty on your attack roll because you penalty on your attack roll.
have to aim carefully to avoid hitting your ally. Two characters are
engaged in melee if they are opponents and adjacent to one
another. (An unconscious or otherwise immobilized character is not
considered engaged unless he or she is actually being attacked.)
Blocking Weapon Attacks
If the target is two or more size categories larger than any allies in Unarmed
melee, you ignore the –5 penalty. The default assumption is characters can block any sort of melee
attack, whether armed with a weapon or not. Gamemasters wanting
a greater level of realism may restrict unarmed characters from
Area Attacks blocking armed attacks (it’s more difficult to block a sword blow with
your bare hands than it is with a weapon or shield). Characters with
Area attacks work similarly to single-target attacks. You make one a high enough Toughness save (say equal to the weapon’s damage
attack roll with the area attack against all targets in the area and bonus) may be able to block weapon attacks unarmed, at the GM’s
compare the result to the defense resistances of all the characters discretion.
in the area of effect. All characters with a defense lower than your
area attack's attack roll are affected. All characters with a defense
higher than your attack roll take only half damage. Creatures with
Evasion might not take any damage at all. Blocking Ranged Attacks
Characters with the Deflect FX can block certain types of ranged
attacks; this includes Deflect granted by shields. Otherwise,
Attacking Objects characters cannot block ranged attacks.
Objects are harder or easier to hit depending on several factors:
• Held Objects: An object held by a character has a base COMMAND ONE ACTION
Defense equal the holder’s Defense + 5 + the object’s size
modifier. Issuing a command to a minion or a character under the influence
• Carried or Worn Objects: Objects carried or worn by a of Mind Control requires one action. If you want to issue different
character have a base Defense equal the character’s Defense commands to different groups of minions, each one requires
+ the object’s size modifier. another action (so you can issue two commands per round).
• Immobile Objects: Immobile objects have a Defense of 5 +
the object’s size modifier. Adjacent attacks get a +4 bonus to
hit immobile objects. (If you take an extra action to aim, you get DROP AN ITEM NO ACTION
an automatic hit with an adjacent attack, or a +5 bonus with a
ranged attack.) Dropping a held item is a free action (although dropping or throwing
an item with the intention of accurately hitting something is one
action).

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FEAT VARIABLE READY ONE ACTION

Certain feats allow you to take special actions in combat. Other Readying lets you prepare to take an action later, after you would
feats are not actions in themselves, but grant a bonus when normally act on your initiative, but before your initiative on your next
attempting something you can already do. Some feats aren’t meant turn. Readying is one action, so you can take another action as well
to be used within the framework of combat. The individual feat in the round you readied.
descriptions tell you the action needed to use them. You can ready one action. To do so, specify the action you will take
and the circumstances under which you will take it. Then, any time
before your next action, you may take the readied action as a
FX VARIABLE reaction to those circumstances. For the rest of the fight, your
initiative result is the count on which you took the readied action.
The description of an FX provides the type of action required to use Your initiative result becomes the count on which you took the
it. readied action. If you come to your next action and have not yet
performed your readied action, you don’t get to take the readied
action (though you can ready the same action again).
MANIPULATE OBJECT ONE ACTION

RECOVER VARIABLE
In most cases, moving or manipulating an object is on action. This
includes drawing or holstering a weapon, retrieving or putting away
a stored object, picking up an object, moving a heavy object, and The time required to recover from a given condition depends on the
opening a door. nature of the condition itself. See the description of the effect which
bestowed the condition to determine the action it takes to recover
from the condition. You can spend Hero Dice at a cost of two
actions to recover from damage in combat.
MANEUVER VARIABLE

Different combat maneuvers require different actions to complete, REFOCUS TWO ACTIONS
usually one or two actions.
Refocus takes two actions during which you cannot move. You do
nothing that round except refocus your attention and appraise the
MOVE ONE ACTION
situation. On the following round, you move up in the initiative order
and are positioned as though you rolled a 20 on your initiative
You may move your speed in one action. Many nonstandard modes check. The usual modifiers to Initiative checks apply to your new
of movement are also covered under this category, including initiative total.
climbing and swimming (up to one-quarter the character’s speed),
crawling (up to 5 feet), and entering or exiting a vehicle. Various FX
grant additional movement abilities, with speed determined by the SKILL VARIABLE
FX’s rank.
Most uses of skills in a combat situation take one action, but some
might be two or more actions. The description of a skill provides the
MOVE ALL-OUT TWO ACTIONS
time required to use it.

You can move all-out for two actions. When you do so, you move
up to four times your speed in a fairly straight line. SPEAK NO ACTION
You lose your Defense bonus while moving all-out, since you can’t
easily avoid attacks. However, if you’re using a movement FX you In general, speaking is a free action. Some GMs may limit the
gain a +2 bonus to Defense per rank in that FX; so a character with amount you can say during your turn, although characters can
Speed 5 moving all out gets a +10 Defense bonus for his speed (it’s generally say quite a bit in the midst of combat in different genres
harder to hit a fast-moving target). (such as supervillains monologuing during a fight). Issuing orders to
Each minute you spend engaged in intense activity, like running all- followers or minions in combat is one action.
out or actively swimming, you must make a DC 10 Endurance
check (+2 for each additional minute beyond the first). If you
succeed, you are in good shape to continue. If you fail, you move STAND UP ONE ACTION
one step down the Check Condition Track, suffering a -2 penalty to
future Strength and Constitution checks. If you fail again, or if you Standing up from a prone, seated, or kneeling position requires one
fail by 5 or more, you move down an additional step down the
action.
Check Condition chart, suffering a -5 penalty to Strength and
Constitution checks. If you fail a third time, or if you fail by 10 or
more, you fall unconscious and helpless. It takes ten minutes of
rest to recover from any conditions you may have suffered from
SWITCH ARRAY NO ACTION
extreme activity (DC = 10 + 2 for each minute the activity lasted).
You can switch between Alternate FX in an array, or reallocate
points among dynamic Alternate FX, at no action once per round.

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TURN OFF FX NO ACTION Injured


Injured means the character has been battered and bruised and is
You can deactivate an FX at no action cost. However, you can’t in less than top condition. Each injured condition imposes a –1
activate and deactivate the same FX in the same turn; the FX’s penalty to your Toughness score against nonlethal damage, putting
activation lasts until your next turn, when you can then deactivate it, the character closer to being taken out of the fight.
if you choose. You can’t turn off Permanent FX.

Dazed
Damage & Injury If your Toughness score is exceeded by 5 or more, in addition to
the normal effects of the condition, the character is dazed, losing
Combat usually results in damage to one or both parties. The
one action on his next turn. A character who suffers two or more
potential damage of an attack is represented by its damage bonus,
dazed results loses both of his actions for the next turn and cannot
with the target’s resistance to the damage represented by his
act. This lasts until just before the attacker’s turn in the initiative
Toughness skill. An overcome Toughness skill results in some
order on the following round.
amount of damage.

Staggered
Toughness A staggered character has been badly beaten, barely holding on to
An attacker who scores a successful hit on a target then rolls his consciousness. He can only take a single action each round until
damage and checks his result against his target's Toughness skill he recovers.
score. Consult the Toughness skill's Degrees of Success to
determine the results of a damaging attack. See Damage
Conditions below for more. Unconscious
TABLE 7.2: INJURED (STAGED) CONDITION An unconscious character is knocked out and helpless. What
befalls an unconscious character depends on the attack's
–1 on future Toughness descriptor and the tone of the game.
Succeed Injured
checks (ranked)
lose one action on your next
Succeed by 5 Dazed
turn
Option: Descriptor-Based Damage
one action only, knocked The default assumption in d20 Advanced is that characters who
Succeed by 10 Staggered unconscious if damaged fall unconscious in battle are just that: unconscious. It's somewhat
again unrealistic, but it's appropriate for cinematic battles where the
Succeed by 15 Unconscious knocked out, no defense heroes survive impossible odds. Different attacks should do
different kinds of damage. While a blow from a quarterstaff might
1 hour check (injured, only leave a character unconscious, dropping a foe with a slash
Recovery Recovery staggered) / 1 minute check from a sword could very well kill them. The only time when this
(unconscious) matters is when a character is dropped. Check the descriptor of
the attack: if the attack is believed to be a definitively lethal one,
then the blow leaves the character bleeding and dying.

Pulling Your Punches Lethal Damage, Death, and Dying


Attackers can choose to use less than their maximum damage Characters who are dropped by a lethal attack are dying, and
bonus with an attack. The attacker chooses how much of the "bleed" for one point of Constitution drain every round. When a
damage bonus applies before making the attack roll. Attackers with character’s Constitution dips below -5, then he is dead. It takes a
the Full Power drawback cannot pull punches with that attack or DC 15 Science check for Medicine to stabilize a dying character.
power. Each round, the character may attempt a Recovery check (DC 15)
to stabilize as a free action (even if unconscious). A player may
also spend a Hero Die to stabilize automatically (with no roll
needed).
Critical Hits
A critical hit increases an attack’s damage bonus by 5. A critical hit Maiming, or "I'm Not Dead Yet!"
against a minion automatically knocks out or kills the minion, no Rather than killing a character off, you may want to keep them
Toughness resistance allowed. around. A character whose condition becomes dead may instead,
at the player’s option (if this variant is available), become maimed
instead, suffering a lasting injury in the form of a drawback (often
variants of the Disability drawback). Depending on how bad the
Damage Conditions injury was, or the attack that did the lethal damage, the injury may
be worth anywhere from 1 to 5 character points. It's up to the GM
One or more of the following damage conditions apply to a whether or not the character actually receives these bonus
damaged character. character points (as denying the points could represent a sort of
"penalty" for the character almost dying).

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Recovery
With rest, characters can make Recovery checks (DC 10) to Option: To Knockback or Not to Knockback
recover from their damage conditions. The frequency of the checks Whether your use knockback in your game or not really is a
is based on the severity of the condition. The Regeneration FX matter of personal style and preference, and one which largely
speeds up a character's recovery checks. depends on genre. For more mundane games, knockback tends
to be pretty over-the-top, when an ordinary punch from a relatively
strong but decidedly human Strength of 3 can knock somebody
back fifteen feet! Knockback works best for more epic games,
Injured where the characters are truly powerful and can really send one
Once per hour of rest, characters can make a Recovery check (DC another flying with attacks. It also works best when you are
10). If successful, they erase one injured condition. If the check tracking movement tactically. You have a few options concerning
fails, the character can make another in one hour, with a +1 bonus how (or how not!) to use knockback in your games:
for each failed check. All characters recover at least one injured • Mundane Knockback: A character who suffers knockback is
condition per day. moved 5 feet backwards, and no more. All attacks are
considered to have a Damage modifier of 1 for the purpose of
knockback. This modifier can be increased for truly powerful
Staggered attacks like explosions with the knockback feat.
Once per hour of rest, characters can make a Recovery check (DC • Epic Knockback: For games where titans often clash,
10). If successful, they erase the Staggered damage condition. If knockback can send people flying for hundreds if not
the check fails, the character can make another in one hour, with a thousands of feet! Rather than each point of a character's
+1 bonus for each failed check. Damage modifier knocking someone back 5 feet, each point
moves the distance a target is knocked back one step up the
Time and Value Progression Table. If the character is
staggered or worse by the attack, improve your knockback
Unconscious modifier by +2.
Once per minute, characters can make a Recovery check (DC 10). • Loosey-Goosey: Characters suffer knockback only in truly
If successful, they erase the Unconscious damage box. If the check exciting fights when the knockback matters, when the
fails, the character can make another in one minute, with a +1 additional difficulty of tracking the movement is more worth it.
bonus for each failed check. Dying characters must first stabilize Note that under this option, characters with the Immovable or
before they can recover from unconsciousness. Density FX might feel short-changed if they are unable to use
their abilities as much.
• The Bigger They Are...: Only characters who are larger than
Knockback their targets can cause knockback. This is especially fitting in
fantasy games where the characters must occasionally do
Powerful attacks can send opponents flying. A character who is battle with giants or huge dragon or the like, when the sheer
dazed (or worse) by an attack may be knocked back. The distance difference in size becomes a major factor.
is based on the power of the attack. A character is knocked back a
number of five-foot squares equal to the damage modifier of the Cases where characters lose ability score points due to things like
attack he was struck with (minimum five feet). A character whose environmental conditions, illness, or similar effects is called ability
Toughness resistance is overcome by 10 or more (being damage. Ability damage is temporary; once the condition causing it
Staggered, as above) is knocked back ten feet for every point of the is removed, the character recovers lost ability score points at a rate
damage modifier he was struck with instead of the normal 5. of 1 per day. The Healing FX can speed this recovery, as can ranks
Characters with the immovable FX reduce an attacker's effective in Regeneration. If an ability score is lowered below -5, it is
Damage modifier for each rank they have in immovability. FX with considered debilitated.
the knockback feat are treated as having a higher effective damage
modifier for the purpose of determining knockback.
A character knocked back into an obstacle (or another character) Damaging Objects
suffers damage equal to the Toughness of the obstacle or the
Damage modifier of the attack that knocked him back (whichever is Nonliving objects are affected by damage somewhat differently
lower). The character deals damage to the obstacle equal to the than characters. Each object has a Toughness score representing
Damage modifier of the attack. If this damage is enough to destroy how well it resists damage. An object’s Toughness works like a
the obstacle (or knock another character struck by the careening character’s Toughness resistance bonus. To determine how much
victim back), the character continues to move out to the maximum damage an object takes from an attack, roll against its Toughness
distance and then falls prone. resistance as normal.

Ability Damage Damage to Objects


An “injured” object is damaged and suffers the normal –1 penalty
Certain FX cause a temporary loss of ability score points. FX such per condition further Toughness resistances.
as Drain specify how quickly characters recover from this loss,
usually 1 point per round, modified by things like Slow Fade.

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TABLE 7.3: SUBSTANCE TOUGHNESS Damaging Devices


Substance Toughness Devices have a Toughness of 10 + the device’s rank for damage
Paper 0 purposes.

Soil 0
Glass 1 Breaking Objects
Ice 1 If you want to attack an object that you have in-hand or that no one
Rope 1 is preventing you from attacking, such as smashing down a door,
bending a metal bar, snapping bonds, or cutting through a wall with
Wood 3 a Damage FX, you can apply force more effectively. This requires
Stone 5 two actions. Instead of rolling, assume the object’s Toughness save
result is equal to (5 + Toughness). Might adds +1 per rank to your
Iron 8 normal Strength bonus for damaging objects in this way (and only
Steel 10 in this way). If your damage bonus is equal to the object’s
Toughness, you break it, 5 or more than the object’s Toughness,
Titanium 15 you destroy it automatically.
Super-Alloys 20+

A “staggered” object is badly damaged. Staggered equipment and


devices no longer function, while staggered barriers have holes
Condition Tracks
punched through them, and other disabled objects may be bent, Your character's status is noted across a small number of condition
deformed, or otherwise damaged. tracks. These tracks are separate, but also work in conjunction with
An “unconscious” object is destroyed. one another, especially those involving FX like Inflict (Condition).
Your injuries are monitored on one such track, as described above.
Damaged objects can be repaired. It’s up to the GM whether or not Your other condition tracks are as follows:
a destroyed object is repairable; if it is, the difficulty of the check is
the same as creating an entirely new item.
Combat Advantage Track
Ineffective Attacks A track to follow what advantages your foes might hold over you in
combat, the combat advantage track shows how vulnerable you are
The GM may decide certain attacks just can’t effectively damage at any given moment to different sorts of attacks. Enemies with
certain objects. For example, it’s very difficult breaking down an iron Combat Advantage over you have an easier time attacking you.
door with a knife, or cutting a cable with a club. In these cases the You must often spend an action and make an opposed check to
GM may rule an attack inflicts no damage to the object at all (the reclaim combat advantage.
object effectively has Immunity to that form of damage).
COMBAT ADVANTAGE CONDITION
-2 Defense against your attacks,
Effective Attacks Succeed Off-Balance Susceptible to Your Surprise
The GM may likewise rule certain attacks are especially effective Attacks
against some objects. For example, it’s easy to light a curtain on Lose Defense Bonus against your
fire or rip a piece of cloth. In these cases the GM may increase your Succeed by 5 Vulnerable attacks, Susceptible to Your
damage bonus against the object or simply say the object is Surprise Attacks
automatically destroyed by a successful attack (the object
effectively has a Vulnerability to that form of damage). Lose Defense Bonus against all
Succeed by
Flat-Footed attacks, Susceptible to everyone's
10
Surprise Attacks
Heavy Objects Recovery Automatic 1 round
The Toughness scores given on the Substance Toughness Table
are for approximately one inch of the material. Heavier objects For details on how you gain and lose combat advantage, see
lower their thresholds on the Toughness Resistance Table by 1 per Combat Advantage.
increase in thickness on the Time and Value Progression Table. So
one level of increase means the object is “disabled” if the check
overcomes their resistance by 11 or more and destroyed if the
check succeeds by 16 or more. So a foot-thick stone wall has
Action Condition Track
Toughness 8, but the attack must succeed on a Toughness In order to track how able your character is to move and fight
resistance by 13 or more to disable the object, 18 or more to be normally, the action condition track monitors how many actions your
destroyed. This means heavy objects can generally suffer more hits character is allotted in a given round. Effects which alter the flow of
and heavier damage before they’re disabled or destroyed. time or disorient your character might deny him actions, and
recovering from those effects is the only way to regain those normal
actions. It is normally a free action to attempt to recover from such
a condition each round.

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INFLICT (ACTION)
Succeed -1 Action
CONDITION
Tactical Movement
Succeed by 5
Succeed by 10
-2 Actions
Helpless
and Options
Recovery Same resistance, +1 cumulative Sometimes a character in melee lets her guard down. In this case,
combatants near her can take advantage of her lapse in defense to
gain an advantage. This may come in the form of a free Attack of
For more on this condition track, see Inflict (Condition). Opportunity or in the form of gaining Combat Advantage, or
possibly both! This section presents tactical options for your game,
if you are looking to make combat more tactically engaging and in-
Check Condition Track depth.

Characters often find themselves suffering from conditions which


affect their ability to use their skills normally. The check condition
track monitors how much of a penalty you may be suffering to Battle Maps
certain checks, and which skills are being penalized. It is normally a For many groups, combat is the center of the game, and it
free action to attempt to recover from such a condition each round. deserves the lion's share of the attention, with use of miniatures or
tokens to represent characters and enemies on a battle map of
INFLICT (CHECK) CONDITION some sort, where players will be able to move their characters
Succeed -2 Penalty to Check precisely across the battlefield and take control of strategic
positions to win the day. Roleplaying games in general are derived
Succeed by 5 -5 Penalty to Check from the older hobby of tabletop wargames, where players would
Succeed by 10 Helpless maneuver whole squads of soldiers and warriors across tabletop
battlefields, resolving attacks with dice and tables, to win the day
Recovery Same resistance, +1 cumulative (indeed, this hobby still has a healthy following).
Battle maps are an option which you can use to take advantage of
For more on this condition track, see Inflict (Condition). to grant combat and tactical movement that increased focus which
it may deserve in your games. There are many different types of
battle maps, and depending on your game and your preferences,
Movement Condition Track you might choose different types of battle maps.

Finally, some conditions might affect your character's ability to


move freely. The movement condition track checks to see how
mobile your character is. It is normally a free action to attempt to Threatened Area
recover from such a condition each round.
You threaten all spaces into which you can make a melee attack,
even when it is not your action. Generally, that means everything in
INFLICT (MOVEMENT) CONDITION
all spaces adjacent to your space (including diagonally).
Succeed 1/2 Movement Speed Threatened spaces are treated as difficult terrain, only allowing you
to move at half-speed through them (as you are hampered keeping
Succeed by 5 Immobile
your defenses up to protect yourself from your opponent).
Succeed by 10 Helpless
Note that a flat-footed combatant does not threaten any spaces.
Recovery Same resistance, +1 cumulative
If an opponent tries to move through your threatened spaces at full-
speed, or attempts other risky actions, you may be able to take
For more on this condition track, see Inflict (Condition). advantage of this.

Reach Attacks
Option: Tactical Movement If your attack has an Extended Reach, you threaten any spaces
that you can normally attack with the attack's reach.
This section represents a swathe of combat options which you
may want to take advantage of in your game. They are intended
to make combat more tactical, encouraging players to plan their
movements and actions strategically. However, this sort of combat Ranged Attacks
is not for everyone. Each of the following sections will have Option
If the range for an attack you have is Ranged or Perception, it does
Boxes to discuss the implications of using these options or culling
not count towards your threatened area. Only a weapon or FX with
them from your game. The modularity of d20 Advanced will allow
a range of Touch counts towards your threatened area.
you to remove these options from your game without any major or
far-reaching mechanical complications, but understanding what
each option represents and what a game will look like with or
without that option is important to deciding what is best for your
particular game.

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Square Grid
A square grid uses a scale of 1 inch squares arranged in a grid,
like a chess or checker board. At the typical scale, each 1"
square is equal to 5 feet, and most medium-sized characters
threaten all squares adjacent to then (eight squares in total). In
the above example, Syphon's threatened area is depicted in
blue. He can threaten the two rightmost cyborgs, but the leftmost
one is too far away to threaten. He'll need to move if he wants to
attack that cyborg.

Movement on a Square Grid


Movement through a square is the equivalent of moving 5 feet.
Moving on a diagonal costs 10 feet. Squares which count as
difficult terrain cost 10 feet to move through (20 feet for a
diagonal).

Attacking on a Square Grid


Most characters threaten (and can make touch-range attacks
into) squares immediately adjacent to the character (including
immediately adjacent diagonal squares). Characters whose
reach is greater than 5 feet can make touch-range attacks into a
wider area.

Area Effects on a Square Grid


Calculating Ranges on a Square
Area effects affect creatures in all the five-foot squares which fall
Grid completely in the radius of the attack.
On a square grid, you can determine if a target is within range for a
Ranged attack by using the same method to calculate movement.
Uses of a Square Grid
Battle maps using square grids are extremely useful for indoor
encounters with straight walls, where walls can easily line up along
the edges of squares. However, in open or irregular areas, other
grids which allow for more accurate calculation of movement might
be a better choice.

Hex Grid
A hex grid uses a scale of 1"-diameter hexagons arranged in a grid,
as shown above. At the typical scale, each 1" hex is equal to 5 feet,
and most medium-sized characters threaten all hexes adjacent to
then (six hexes in total). In the above example, Syphon's
threatened area is depicted in blue. He can threaten the two
rightmost cyborgs, but the leftmost one is too far away to threaten.
He'll need to move if he wants to attack that cyborg.

Movement on a Hex Grid


Movement through a hex is the equivalent of moving 5 feet. There
is no penalty for moving in diagonal lines, as the distance on a
hexagon doesn't change radically from straight to diagonal lines.
Hexes which count as difficult terrain cost 10 feet to move through.

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Attacking on a Hex Grid Calculating Ranges on a Gridless


Most characters threaten (and can make touch-range attacks into) Battle map
hexes immediately adjacent to the character. Characters whose
reach is greater than 5 feet can make touch-range attacks into a On a gridless battle map, you can determine if a target is within
wider area. range for a Ranged attack by using the same method to calculate
movement.

Calculating Ranges on a Hex Grid Area Effects on a Gridless Battle


On a hex grid, you can determine if a target is within range for a
Ranged attack by using the same method to calculate movement. map
Area effects affect creatures who fall at least half within the radius
of the attack.
Area Effects on a Hex Grid
Area effects affect creatures in all the hexes which fall completely in
the radius of the attack. Uses for Gridless Battle maps
Gridless battle maps have the advantage of never being restricted
in drawing any kind of terrain onto the map, and for movement
Uses of a Hex Grid being absolutely clear and straight-forward (measure and then
move). On the downside, it's often difficult to determine threatened
Hexes make it difficult to draw straight lines on, which can make it areas quickly and easily during combat, making attacks of
troublesome to create indoor maps with straight walls. For outdoor opportunity very hard to resolve, and can make it more difficult to
areas, or for games with little exploration of mazes or the like, determine movement-based combat advantage.
hexes are likely the better choice for a battle map.

Gridless Flight on a Battle map


While it might be difficult to resolve conceptually, a useful visual aid
A gridlesss battle map relies on rulers or range-finders, where 1" is for denoting flight for a character would be to place a spare die next
equivalent to 5 feet at the typical scale. Most medium-sized to that character's miniature or token and turning it to note how
characters threaten an area 1" around them. In the above example, many spaces "above the board" he or she is. So on a square grid
Syphon's threatened area is depicted in blue. He can threaten the map, a character who is flying fifty feet above the ground would be
two rightmost cyborgs, but the leftmost one is too far away to 10 squares overhead, with a "10" showing on the die next to the
threaten. He'll need to move if he wants to attack that cyborg. character's miniature.

Movement on a
Miniatures &
Gridless
Battlemap Tokens
Moving 1" is the equivalent of To represent a character on a
moving 5 feet. Use a measuring battle map, you have numerous
tape, ruler, or range-finder to options. At the most basic, you
measure how far your character need a token to represent the
can move. Difficult terrain costs characters present, and can make
double the normal movement do with something as simple as
distance to move through it. names taped to pennies. Some
suggestions are limited below:
• Candy/Snacks: With
Attacking on a something as common as
candy or snacks, you can
Gridless Battle represent characters on a
map battle map. Pretzels
(particularly the mini pretzels)
Most characters threaten (and are particularly good for this,
can make touch-range attacks as you can always bite off a
into) the 1" area immediately piece of a pretzel to quickly
adjacent to the character. distinguish different shapes
Characters whose reach is for different characters. The
greater than 5 feet can make difficulty of using
touch-range attacks into a wider candy/snacks is that players
area. will almost invariably eat their
pieces. And other people's

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pieces. And the monster.


• Cut-Outs: Often available very cheaply, paper or card-stock
cut-outs are another easy solution. You can usually purchase Combat Advantage
large packs of them with lots of options (making it easier for
Combat advantage is designed so that it can be of use in games
you to find one that will fit your character). Cut-outs also are
with and without battlemaps. Since there are maneuvers which
made to stand upright, giving you many of the advantages of
can allow a character to gain combat advantage over enemies, it
minis, though they aren't as durable as metal miniatures.
provides a very convenient means to abstract what would all be
• Miniatures: Whether metal or plastic, miniatures are the different conditions with different modifiers to track. Combat
classic solution for representing characters on a battle map. advantage, on the other hand, allows you to resolve any
While there are countless options out there (both metal and interesting maneuver your players might come up with, and they
plastic, pre-painted and not), it can be hard to find a mini that would be resolved in similar ways (if with different descriptions).
fits your character perfectly (especially for the GM who
constantly needs to introduce new NPCs and monsters). But

Combat Advantage
because miniatures stand up and are designed to fit on the
battle map, they provide a durable and very easy means of
quickly identifying characters in the fight.
• Poker Chips: Simple and widely available in large quantities, Combat Advantage is a catch-all term for holding an advantage
poker chips are easy to use and are usually a good size for over your foe in some way, whether because he left himself open to
most battle maps. By doing something as easy as taping a your attacks or because you took the initiative to seize the high
name to a poker chip (or a coin, or a glass bead), you can ground or out-flank your enemy. The bigger your combat
create a quick and relatively durable way to represent advantage, the more difficult it is for your enemy to defend himself
characters. It's also easy on the GM, who can use the different successfully against your attacks.
colors of even blank chips or beads to represent enemies. While you hold combat advantage over a foe, you might be able to
make use of certain abilities which requires combat advantage.
• Printed Tokens: For the more artistic-minded gamers, you can
create your own tokens by shrinking down character portraits

Combat Advantage
and printing them out. To add durability to your tokens, you can
usually paste them pretty easily to poker chips, like described
above. Printed tokens are slightly harder to use than simple
poker chips, but they make it easier to tell at a glance who is Condition
where, and it helps you personalize your game even more.
If you succeed in a maneuver to Gain Combat Advantage by a wide
• Toys: Last but not least, you always have the option of using margin, or if you are able to gain combat advantage from numerous
old plastic favorites from childhood. Most full-sized dolls and sources at once (such as having high ground while your enemy
action-figures are too big to use on a battle map, but can be moves through your threatened area at full-speed), your foe might
used in a pinch to show relative positions. However, the figures be more vulnerable than usual.
that come with plastic building bricks usually come with a wide
variety of possibly accessories and are almost a perfect size,
making them an excellent and easy-to-obtain solution for your Off-Balance
game.
If you succeed on an opposed maneuver check, or if you gain
combat advantage against a foe once, your foe is off-balance,
taking a -2 penalty to Defense against your attacks. In addition, you

Option: Using or Removing Battle maps


Battle maps are presented as an option to allow for greater tactical precision in game play, as there is no question as to where characters
are positioned during a fight. Movement and area of effect are very clear. And there's also something to be said for the tactile and visual
sensation of holding your character's miniature.
However, d20 Advanced does not require battle maps for game play, and indeed, battle maps might not work well for all genres. Game
play still functions well if the battlefield is abstracted and left to the imaginations of the GM and players. If you decide to forgo battle maps,
it's important to be very clear in your descriptions of the battlefield, making sure that the players are aware of everything going on around
them. A battle map can take care of these concerns for you, with no worry about the ambiguity of whether or not someone is close
enough to attack. However, there are two types of movement which battle maps in general do not handle well: extremely high speeds
(such as in superhero games, where speedsters are common and able to run faster than cars) and three-dimensional movement (such as
when creatures with flight are common enough that fights often take to the sky).
Extreme speed is difficult because it largely makes the battle map itself inconsequential for the fast character, as that character can easily
weave past any threatened areas and move around with impunity. Three-dimensional movement is also difficult to represent on a battle
map, but can be accounted for (as shown above).
If these issues are unlikely in your game, and if you wish to make combat an important part of your game, battle maps are a good choice.
Battle maps are also very important if you wish to make use of attacks of opportunity, since precise movement tracking is needed to
understand threatened spaces. If you wish to resolve combat more quickly or are content to leave a battlefield to your imagination, battle
maps might not be necessary for your game. Combat advantage can still function well without a battle map, though it may be easier to
simply not track threatened spaces for gaining combat advantage and only allow it through maneuvers or through positional advantage.

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Gaining Combat
may use Surprise Attacks against a foe you have combat
advantage against which you couldn't otherwise use.

COMBAT ADVANTAGE CONDITION Advantage


-2 Defense against your You can gain combat advantage over your foe in one of the
Succeed Off-Balance attacks, Susceptible to Your following ways:
Surprise Attacks
Lose Defense Bonus against
Succeed by 5 Vulnerable your attacks, Susceptible to Option: Removing Combat Advantage
Your Surprise Attacks In the middle-ground of tactical complexity between basic d20
Lose Defense Bonus against Advanced combat and attacks of opportunity, combat advantage
Succeed by 10 Flat-Footed all attacks, Susceptible to provides a simple way to describe who has the upper-hand in
everyone's Surprise Attacks battle, and how you can gain that edge through smart play (or lose
it by making poor choices). Combat advantage is meant to provide
Recovery Automatic 1 round a quick, easy-to-remember way to measure just how much of an
edge you have over an opponent and unify the myriad of combat
Vulnerable statuses into a simple, but robust system.
However, the system may still put too much focus on tactical
If you succeed by 5 or more on an opposed maneuver check, or if concerns for some groups or types of games. To that end, there
you gain combat advantage against a foe who you already hold are ways to trim down the complexity of combat advantage into
combat advantage over from another source, your opponent is something more palatable.
vulnerable, denying him his Defense bonus against attacks you
make. Removing Triggers
Removing these two triggers might seem necessary if a group
Flat-Footed chooses to play without a battle map of some kind, but it isn't
necessarily true. Granting combat advantage over an enemy who
If you succeed by 10 or more on a maneuver check, your opponent charges past characters is meant to discourage the tactic of
is flat-footed, denying him his Defense bonus against all attacks running past the tougher characters up front (the "tanks") to attack
made against him, even from combatants other than yourself. A the more vulnerable characters in the back. You can keep this
character can only be treated as flat-footed if another combatant trigger without a battle map if you choose, but it will require
succeeds by 10 or more on a maneuver check. additional GM judgment calls.
The "Risky Actions" trigger is actually much easier to keep. If
someone tries something other than a melee attack while in your
Recovery melee range, they grant combat advantage. You don't need a
battle map to know when someone is in melee with you.
Recovery From a Maneuver Check Removing these options works best when presented with a game
where character types present make these triggers unreasonable.
If you are rendered off-balance or worse by an opposed maneuver For example, in many anime/manga-themed games, using
check, you automatically recover after one round. "magic" in melee combat is a very normal and very expected part
of the game. In superheroes games, speedsters and flying
If your opponent takes a -5 penalty to his maneuver check, he or
characters make threatened areas almost irrelevant.
she maintains combat advantage over you until you succeed at an
opposed maneuver check. If you choose to remove these two triggers, understand that you
will make it easier for characters to "run past" defenders with
impunity (and you should encourage characters who are setting
Recovery From Positional Advantage against a charge to ready their attack actions). You should also
understand that this will allow characters to do things like root
If your opponent has combat advantage from a positional around in their backpacks for a turn without fear of reprisal for
advantage, such as flanking you or holding the high ground, he losing focus on the battle. The other Combat Advantage triggers
automatically loses combat advantage over you if you move out of will still work absolutely fine without these two triggers.
his threatened area, or if he loses the high ground or the flank
(such as by moving away or by climbing onto high ground yourself).
Removing Combat Advantage Completely
If you simply do not wish to deal with the complexity of combat
Recovery From Movement or From a Risky Action advantage, and wish instead to rule that smart tactics, taking the
If your opponent has combat advantage over you due to your high ground, or striking a foe who takes a risky action can be
moving through a threatened area at full-speed, or taking another abstracted to the result of the attack roll itself, this is perfectly fine.
risky action, that combat advantage lasts only until the start of your You might also simply grant characters a bonus to attacks which
next turn. you feel are especially effective or interesting (such as with a +2
to hit). Be sure to extend this ruling to conditions like
Concealment, which logically should be more difficult for a foe to
defend against. Also be sure to remove the Requires Combat
Advantage FX flaw and the Sneak Attack feat, both of which
depend on combat advantage for resolution.

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Gain Combat Advantage immediate action against that enemy (with the bonuses for combat
advantage), as if you had readied an action against that enemy's
Maneuver action, but without actually needing to declare it. Resolve the
reaction attack before your enemy's action is resolved (so if your
If you succeed at the Gain Combat Advantage maneuver, you will foe tried to run past you to attack one of your allies and granted you
have combat advantage over your foe. combat advantage, you may spend a Hero Die to take an
immediate attack against your enemy before he leaves your
threatened area, which might stop him from ever reaching your
Positional Advantage ally).

If you manage to take a position on the battlefield which is

Attacks of
advantageous over your foe, you can gain combat advantage so
long as you can maintain that position. While there could be
countless types of terrain or positions relative to your enemy which

Opportunity
could be considered advantageous, the most common ones are
listed below.

Attacks of opportunity are meant to resolve combat tactics in a


Concealment more tactile and immediate way: poor decisions on the part of a
If your foe cannot see you because you have concealment, you are character can grant nearby enemies additional immediate attacks.
treated as having combat advantage over that foe. This option, though simpler on paper, is slightly more complex in
actual play, as it allows characters to take more actions than
otherwise possible. It is also slightly more realistic, in that it allows a
Flanking character to immediately take advantage of an opening.
If you and another ally both threaten a common enemy, and you
are on opposite sides of that enemy, you both gain combat
advantage over that foe. Provoking Attacks of
High-Ground
Opportunity
If you are on higher ground than your enemy (usually at least 3 Two kinds of actions can provoke attacks of opportunity: moving
feet, such as a few steps up a staircase, or atop a table), then you more than half speed in a threatened area or taking an action other
have combat advantage over all foes within your threatened area than a melee attack in a threatened area. Any other action or
who are on lower ground. excess movement requires you to drop your guard, thus provoking
an attack of opportunity.

Moving Through Threatened Area Attack


Threatened squares are treated as difficult terrain, only allowing
you to move at half-speed through them (as you are hampered FX with a range of touch (even if it has an Extended Reach) and
keeping your defenses up to protect yourself from your opponent). combat maneuvers made with a range of touch count as melee
attacks. All other actions provoke attacks of opportunity.
You can, however, choose to move at your normal speed through
threatened areas. If you choose to move at full-speed through a
threatened area, you grant your foe combat advantage over you
until the start of your next turn. In most cases, you can move into
Moving
one threatened square or hex before provoking an attack. If you are Threatened squares are treated as difficult terrain, only allowing
fast, you might be able to pass an enemy safely. If you move you to move at half-speed through them (as you are hampered
through multiple creatures' threatened areas, your movement might keeping your defenses up to protect yourself from your opponent).
grant multiple opponents combat advantage.
You can, however, choose to move at your normal speed through
threatened squares. If you choose to move at full-speed through a
threatened square, you provoke an attack of opportunity. In most
Risky Action cases, you can move into one threatened square before provoking
FX with a range of touch (even if it has an Extended Reach) and an attack. If you are fast, you might be able to pass an enemy
combat maneuvers made with a range of touch count as melee safely. If you move through multiple creatures’ threatened areas,
attacks and do not grant combat advantage to the target. All other your movement might provoke an attack from one opponent but not
actions made within a threatened area grant that opponent combat the other.
advantage until the start of your next turn.

Making Attacks of
Reaction Attacks Opportunity
As an additional option when using combat advantage and Hero
Dice, a character who gains combat advantage over an enemy An attack of opportunity is a single melee attack, and you can make
during that enemy's turn may spend one Hero Die to take an only one per round. You don’t have to make an attack of opportunity
if you don’t want to. When you attack, you use the standard attack

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and condition maneuvers.


Next you describe the maneuver. How do you attempt it? Do you
Option: Removing Attacks of Opportunity use the terrain and combat situation to your advantage? What do
Attacks of opportunity are presented as an option for groups who you expect to happen if the maneuver succeeds? Think of the
enjoy the tactical options available in combat, and a more realistic game as if it were a movie, and describe the scene as you put the
approach where a character can’t simply run through a line of maneuver into action. As part of this step, you must choose the
enemies. However, in certain games, this additional consideration mechanical effect you want to gain from the maneuver.
for realism or for the sake of tactical combat isn’t desired. Attacks
of opportunity can be completely excised for such games. Then choose which skill you wish to use to make the check with.
You make this "maneuver check" opposed by your opponent’s
If you wish to remove attacks of opportunity from the game, you
maneuver check. If the maneuver check succeeds, you gain its
should also remove the Opportunity feats as a player option from
benefits or your foe suffers its effects.
Chapter IV: Feats. Combat advantage, especially when using the
Reaction Attacks option, can fill the tactical role of attacks of
opportunity quite nicely, without the additional complexity and
while covering a wider range of conditions than attacks of Maneuvers and Actions
opportunity do.
Listed next to the name of each maneuver is the action required to
complete it. Most maneuvers require one action to complete, which
action described above (but you don’t actually use up one action for means you can use the maneuver with one action and attack with
the round; the attack of opportunity is treated as a reaction). the other.
You cannot use special attack maneuver, such as trips or disarms,
as these require more time and focus than you normally have when Fast Maneuver
making an attack of opportunity.
You might want to use a maneuver while both moving and attacking
An attack of opportunity “interrupts” the normal flow of actions in the in a round. In this case, you can attempt a maneuver as a free
round. If an attack of opportunity is provoked, immediately resolve action. You suffer a -5 penalty to your opposed maneuver check.
it, then continue with the next character’s turn (or complete the Alternatively, if you are using Attack of Opportunity or Combat
current turn, if the attack of opportunity was provoked in the midst Advantage rules, you may instead provoke an Attack of Opportunity
of a character’s turn). For example, a character may attempt to use or grant Combat Advantage, in which case you do not suffer a -5
a ranged FX, thereby provoking an attack of opportunity. If your penalty to your opposed maneuver check.
attack stuns or knocks him unconscious, he would not be able to
finish his action and activate the power.
Combining Maneuvers
If you wish, you may attempt to combine multiple maneuvers into a
Additional Attacks of Opportunity single check. For instance, you might combine an Affect Area
Some feats grant you bonus attacks of opportunity each round. maneuver with a Gain Combat Advantage maneuver to represent
These abilities generally do not let you make more than one attack ripping the rug out from under a group of enemies and tripping
for a given opportunity, but if the same opponent provokes two them up. In this case, each component maneuver still has its
attacks of opportunity from you, you could make two separate ones normal action cost, but you only make one opposed maneuver
(since each one represents a different opening). Each square a check for all of the attempted maneuvers. If you attempt those
creature moves beyond one-half of its speed in your threatened maneuvers as fast maneuvers, you can attempt to combine more
area represents an additional opportunity against that opponent. All than two, but each maneuver imposes an additional -2 penalty on
these attacks are at your full normal melee attack bonus. your opposed check.

Maneuvers and Skills


Maneuvers You may choose the skill you use to complete a maneuver, but the
GM chooses the ability your opponent uses to oppose it. The GM
A maneuver is an action in combat that falls outside the normal may rule if a particular skill is inappropriate for a given maneuver.
bounds of the rules. These rules are a tool to help you come up
with imaginative, clever, and exciting actions in combat. If you can
imagine it, the maneuver rules allow you to attempt it. You might
throw a fistful of sand in an opponent’s face to blind him, run along Maneuvers or Zones?
the narrow top of a wall to maneuver around a foe, or crack open a If you are using the rules for environmental Zones described in
keg of beer to send a stream of liquid into an opponent’s face. Chapter VIII: Environments, it may seem like some of these
Maneuvers reward you for coming up with interesting and visually maneuvers step on the toes of those rules, allowing players to
engaging actions in combat. designate Zones in combat on the fly, making the two systems
incompatible. This is not the case.

Maneuver Mechanics Some maneuvers allow players to create effects similar to Zones
on the fly during a fight. This helps to keep combat dynamic without
requiring the GM to detail every last inch of a battlefield. By
The mechanics behind a maneuver are relatively simple. When you
allowing the players the ability to interact with the environment on
attempt a maneuver, first you pick out the effect you want to create.
the fly in this way, it removes some of the burden for creating
The following sections list several different possible results for a
colorful combats from the GM and spreads it around to the whole
maneuver, broken down into two categories: trade-off maneuvers,
group, so everyone can help make combat more exciting.

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However, it should also be noted that both Maneuvers and Zones Failure: If all of your opponents win their opposed check, you don’t
are capable of being used independently of one another. For GMs affect any of them. However, even if only one of them fails their
with less prep time, relying more heavily on the players to describe check, that opponent falls into your affected area.
and interact with the environment using Maneuvers exclusively
Examples: Use Might to cleave through four enemies with a single
might be beneficial. Alternatively, for GMs who would really rather
mighty blow. Use Acrobatics to perform a daring spin-move and
make designing battlefields and environments their exclusive
slash at four enemies at once. Use Expertise (Tactics) to position
domain, using Zones to the exclusion of Maneuvers (or at least
your enemies just right on a staircase so sending one tumbling will
certain Maneuvers) is a good way to accomplish this.
knock all of them down. Use Persuasion] to cow your enemies into
falling back and bunching together so you can drop a chandelier on
them.
Maneuver Descriptions
There are seven types of maneuvers. Some allow you to trade an
action or a bonus in one area to gain a bonus or additional action
AID ONE ACTION
elsewhere, and others allow you to gain an advantage over your
foe more directly. All of them count as one action. You attempt to help an ally during battle. You might shove an
enemy off-balance for a second, or disrupt his attack with a
carefully-timed feint.
AFFECT AREA ONE ACTION Make an opposed check. If your opponent fails, you grant your ally
a +2 bonus on attacks against the target, or a +2 bonus on
opposed maneuver checks against that target. Alternatively, you
You go all-out in an attempt to affect a larger number of foes than may grant your ally a +2 bonus on Defense against attacks from
usual with your attack. You might perform a wild, sweeping strike the target. These bonuses last for one round, until the start of your
backed by raw muscle power to cut through multiple enemies, or next turn.
you might yank a rug out from under a group of guards to trip them.
Make an opposed check, with a -1 penalty for each foe you wish to Failure: If this maneuver fails, your ally does not gain the bonus.
affect. Any of your opponents who fail fall into your affected area. Examples: Use Might to knock a foe off-balance while your ally
Your next attack or maneuver affects all opponents who failed their attacks. Use Acrobatics to nimbly draw a foe’s attention with attacks
opposed check against this maneuver. You must have a reasonable while your ally gets a better position. Use Expertise (Tactics) to time
means of attacking multiple foes, such as all being within your your attacks with an ally’s to maximize effect. Use Persuasion to
reach, or positioned in such a way that a single attack could trick your foe while he’s attempting to attack your ally.
conceivably strike all of them in some other way.

Option: Other Maneuver Resolutions


There are different ways to resolve maneuvers than the use of opposed skill checks presented above. You could, for example, just use
ability scores to resolve the checks (such as using Strength vs. Dexterity to resolve being tripped, or Wisdom vs. Charisma to avoid a
feint). You could also make all the maneuvers resolve exclusively off of opposed Weapon Group checks. And of course, if none of them
are a good fit for your group, maneuvers are easily removed, with many of their effects still available through Zones if the GM likes to
have tighter control over what options are on a given battlefield (see Chapter VIII: Environments for details).

Ability Maneuvers
Rather than using simply using skills, you may wish to have all Maneuver checks resolved as opposed ability checks. Understand that
under this option, Dexterity and Strength can be used to justify most types of maneuvers, and might become more potent relative to the
other maneuvers. Also be careful if someone tries to use the same attribute for every check (because there's only so many times that
using Charisma to represent "Disarming Wit" works before you want to strangle the player for such a terrible pun).

Combat Maneuvers
Alternatively, you might view combat maneuvers as simple extensions of how good you are in a fight. Under this option, all maneuvers are
resolved as opposed attack rolls with whichever attack you choose to perform the maneuver. This allows some flexibility, as a character
can use his Weapon Group skill with a melee weapon for an up-close trip, and then later use a ranged Weapon Group to try to disarm an
enemy from across the room. This lack of variety will, however, remove one means by which to encourage characters to invest in non-
combat skills.
Under this option, perception ranged attacks can be used, but they do not automatically succeed. A melee or ranged attack roll is still
required.

Take Your Pick


This option combines one or more of the above options in any way you like. So you might allow characters to use their attack bonus or
attributes, but not skills; or just skills and attack bonus but not attributes; or attributes and skills but not attack bonus. Pick and choose
which are most appropriate for the game.

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damage and minimize cross-fire. This may only be required for the
CALLED SHOT ONE ACTION
"leader" of the combined attack, or for all the characters.

You swing high and try to drive your sword into your enemy's heart. Although a combined attack is similar to aiding someone, it is not
You put the bead of your sniper rifle right between the eyes of your the same, and bonuses applying to aid do not apply to combined
target. attacks.

You gain a +2 bonus to your attack's critical threat range and a -2 Examples: A team of mutants converge their various energy-
on your attack roll. The adjustments apply to your next attack and projecting powers on a single nigh-invincible foe in hopes of taking
last for a full round. This represents aiming at a smaller but more him down. A squad of soldiers wait until everyone is in position to
vulnerable area, like a foe's eyes or throat. You can take up to a -5 lay coordinated gunfire down on the incoming armored jeep. The
penalty on your attack roll for a total +5 bonus to your critical threat flight of starship pilots swoop in together and concentrate their fire
range. on a small area to punch through the alien mothership's shields.
Make an opposed maneuver check. If you succeed, you take the
trade-off successfully.
On a successful critical hit, you may choose to instead inflict one of
COVER ONE ACTION
the following FX rather than deal +5 damage. Your attack still does
normal damage in addition to the added FX. You must, however, You hold a gun drawn on an opponent, or press a knife against
declare which option you'd like to use in advance: their back, ready to strike in an instant.
• Dazzle (Visual) 5: Attack the eyes. You strike at a foe's eyes Make the attack roll normally, however, the attack does not go off.
and might be able to blind him. Instead, the attacker chooses to withhold the attack and “cover” the
target. This is like someone with a gun pointing it at a target and
• Drain (Constitution) 10: Stab the heart. You sever a major
shouting “freeze!” If the initial attack roll is successful, the attacker
artery, causing massive bleeding and severely weakening your
may use the readied attack at any time against the target with the
enemy.
normal result from the initial attack roll. If the initial attack roll was a
• Drain (Dexterity) 10: Knee shot. You smash at a foe's legs, critical hit, then the covering attack is also a critical hit, if it is made.
making it difficult for him to move.
If your opponent attempts an action, he must succeed at an
• Drain (Strength) 10: Sever muscle. You cut at a joint, making opposed check to break the cover or the attack will go off.
it harder for your foe to bring to bare the full weight of his
strength against you. Failure: If this maneuver fails, your attack does not go off, or
misses your opponent instead of hitting.
• Inflict (Attack and Fortitude) 5: Sucker punch. You hit a foe
in the stomach, inflicting little damage but wracking pain. Examples: Use Might to break away from a foe holding a knife to
your throat. Use Infiltration to slip out of a sniper’s sights. Use
• Inflict (Defense and Actions) 5: Head shot. You swing at your Expertise (Tactics) to dodge behind moving cover at the perfect
foe's head and literally knock him senseless. moment. Use Persuasion to trick an enemy into lowering his guard.
Failure: If this maneuver fails, you do not gain the bonus, but you
Special: A Persuasion check to intimidate check made while
still suffer the penalty.
covered suffers a –2 penalty (since the attacker is clearly in a
Examples: Use Might to deliver a painful sucker punch. Use superior position).
Dexterity to place your knife right in your foe's heart. Use Science
to use medical knowledge to stab at pressure points and strike for
higher Damage.
DISARM ONE ACTION

COMBINED ATTACK ONE ACTION You slam an opponent’s sword out of his hand, or blast an enemy’s
gun away.
Multiple attackers can attempt to combine their attacks to Make an opposed maneuver check. If you succeed, you disarm a
overwhelm an opponent’s defenses, with a hail of gunfire or a character of an easy to lose device or piece of equipment, dropping
convergence of mystic power. it to the floor.
The attackers must all delay to the same point in the initiative order Failure: If this maneuver fails, the target holds onto his weapon.
(that of the slowest character). Each attacker makes a normal
attack roll against the target. Take the largest save DC modifier of Examples: Use Might to smash a weapon out of your opponent’s
the attacks that hit, and for each other attack within 5 points of that hand, or use Acrobatics to grab someone's weapon and twist it
attack's bonus that hits, add +2. The attacks must all target the away with a spin-move.
same type of resistance in order to combine, for example attacks
doing damage (targeting Toughness) can combine, but not with a
Damage FX that targets a Will instead or an Inflict (Condition) FX GAIN COMBAT ADVANTAGE ONE ACTION
calling for a Fortitude, which do not call for Toughness saves.
Failure: If a character misses this attack roll, then that character You grab your foe and pull him into a headlock, or fling a handful of
does not add to the damage bonus of the combined attack. sand at his eyes to temporarily blind him. With a wide sweep-kick,
you knock your foe to the ground. These are just examples of how
Special: Note that a combined attack does not require any you can gain combat advantage over your foe.
maneuver check by default. At the GM's option and depending on
the genre of the game, the GM may require a check such as Make an opposed maneuver check. If you succeed, your foe is off-
Expertise to represent having the know-how to combine balance, taking a -2 penalty to Defense against your attacks. In
supernatural energies, or how to position troops to maximize addition, you may take certain actions against a foe you have

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combat advantage against which you couldn't otherwise use. Examples: Use Might to grab a foe and pin him against the wall.
Use Acrobatics to somersault over your enemy and stab him from
If you succeed by 5 or more, your opponent is vulnerable, denying
behind. Use Persuasion to trick your enemy and catch him with a
him his Defense bonus against attacks you make.
feint.
If you succeed by 10 or more, your opponent is flat-footed, denying
him his Defense bonus against all attacks made against him.
TRADE-OFF ONE ACTION
COMBAT ADVANTAGE CONDITION
-2 Defense against your You attempt a maneuver which trades-off your abilities in one area
Succeed Off-Balance attacks, Susceptible to Your for another, bracing yourself for an attack, readying to dodge, or
Surprise Attacks really leaning into an attack to deliver the most damage possible.
Take a +2 on one of the following: Attack, Defense, Effect Modifier,
Lose Defense Bonus against
or one of your Resistances and a -2 on one of the others. The
Succeed by 5 Vulnerable your attacks, Susceptible to
adjustments apply to your next attack and last for a full round.
Your Surprise Attacks
Make an opposed maneuver check. If you succeed, you take the
Lose Defense Bonus against
trade-off successfully.
Succeed by 10 Flat-Footed all attacks, Susceptible to
everyone's Surprise Attacks Failure: If this maneuver fails, you do not gain the bonus, but you
Recovery Automatic 1 round still suffer the penalty.
Examples: Use Might to punch an energy beam away before it can
hurt you, gaining a bonus to Toughness at a penalty to Defense.
Failure: If your opponent wins the opposed check, you do not gain Use Acrobatics to spring aside and gain a bonus to your Defense
any sort of combat advantage over that enemy. save at a penalty to your Toughness save when a grenade is
Special: If you take a -5 penalty to your opposed maneuver check, tossed your way. Use Science and medical knowledge to stab at
your opponent can only escape your combat advantage with a pressure points and strike for higher Damage. Use Perception to
successful opposed check at the cost of one action. This can be see through an opponent’s attack routine, taking a penalty to your
used to represent pinning a foe with a grapple. Toughness to gain a bonus to Defense.

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Chapter VIII: Environments

Three Types of Zones


Not all of the hazards characters face comes from their enemies.
Sometimes the environment itself can be a danger, particularly
when foes try to use it to their advantage. Characters end up in a
lot of dangerous places and deal with less than ideal conditions. There are three types of zones: condition zones, event zones, and
This section details some of the hazards characters may face out in action zones. A condition zone describes a specific ongoing effect
the world, how to create the different sorts of zones that characters in a given area of the battlefield. Characters who fight in the middle
might come across in their adventures. of the desert, for example, are likely to suffer from the heat
continuously.
An event zone, on the other hand, only takes effect when it has

Zones been activated. An event zone might occur without characters


needing to do anything (such as a ruptured steam pipe that blasts
out a searing cloud of steam every three rounds), or they might be
Zones are presented as an option for GMs to put extra tactical a response to the characters' actions (such as stepping on a trap
considerations into encounters for their players. These rules allow a that unleashes a fusillade of darts).
GM to define in advance the various abilities and options which
aspects of a battlefield characters might be able to take advantage Action zones describe how characters can interact with the
of (or fall victim to). Swinging from a chandelier in a tavern to get environment. These options are similar to Maneuvers (see Chapter
across the room during a bar fight or tearing down power lines VII: Combat for details), but use predefined aspects of the
during a superhero brawl to electrocute an enemy are examples of environment and not simply the characters' abilities. Most action
zones. zones offer benefits that are greater than or different from those
offered in d20 Advanced’s maneuver rules. For example, a massive
boulder perched at the edge of a steep slope might inflict more
damage against a greater number of targets than the typical area
Designing a Zone attack maneuver.

The easiest way to design zones is to treat the entire battlefield All types of zones use the same rules. In many cases, they draw on
environment as a single creature. For the most part, the existing rules, such as the rules for weather, or the rules for various
environment is neutral, able to be used to the advantage of almost FX you’re already familiar with. The altar that blasts the characters
any characters fighting there. Admittedly, environments often with eldritch energy simply makes an attack roll to see if it strikes a
"favor" NPC enemies, who are more likely to be able to choose the character with the power of dark forces.
battlefields than the more reactive PC adventurers.

Condition Zones
A good rule of thumb is to make environments two full power levels
weaker than the PCs. Use trade-offs to vary the effects of the
different zones in an environments. A huge boulder might hit hard,
but it moves so slowly and is so large that it is easy to dodge. On Condition zones use the following stat block:
the other hand, a set of light, automated guns might have
sophisticated targeting programs, but don't do much damage. More
dangerous environments might only be one PL lower than the PCs, NAME CONDITION ZONE, EP COST
and particularly deadly environments might be at or above the PCs'
PL.
Zones are built using Equipment Points, like Structures. Indeed, FX rank (Extras: Burst Area, Concentration Duration)
many of the zones described in this chapter can be used to define
the area and defenses of a headquarters or base of operations, and
can be bought as such. Larger environments tend to have more Designing Condition Zones
zones, and thus have a higher EP cost. Like other NPCs, the GM
should not feel beholden to maintain environments below a certain Building a condition zone requires careful balance. They effect
cost. everyone in the area constantly, round after round, and if made too
powerful, they can make it impossible for characters to participate

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in the actual encounter itself! That's why it's recommended that Class. For higher DCs, you might want to decrease the damage
condition zones, even moreso than other zones, be built at a lower slightly, following the trade-off rules normally.
power level than the PCs. A condition zone should be used to wear
This assumes that the characters suffer half damage on a
a character down or make things difficult, but not to be a major
successful resistance, as if it were an area attack. If they suffer no
source of injury, so reduce the effective power level of the zone to
damage on a resistance (such as if they have the Evasion feat),
at least 2 or 3 below the party's PL.
you can increase the effect modifier of the zone. But be careful of
Condition zones often need some sort of skill check every round to trying to tailor your condition zone to the most competent member
avoid falling to the zones' effects, such as using Acrobatics to of the group in one area, as you can very quickly find yourself
remained balanced on a storm-tossed ship or using Expertise to overwhelming the other characters in the group.
concentrate in spite of a massive swarm of biting insects.
Characters make these checks at the start of their turns to see if
they suffer the zones' effects each round. Other FX
You can use almost any FX imaginable with a condition zone, as
long as it makes sense within the context of the game. A volcanic
Condition Zone Effects tremor might knock the characters prone, while gouts of hot steam
Condition zones can do just about anything, from something as could cause temporary blindness. The table below lists some
simple as damaging a character to knocking them prone to making common FX and sources that could deliver them.
them violently ill. Try to consider how an encounter will unfold with
this effect taking place, and work backwards towards the actual FX
you'll employ to achieve the effect. To describe powerful waves TABLE 8.1: ZONE FX
which threaten to send characters flying across the deck of a ship, Zone FX Sample Source
you might use Move Object. For a dangerous poison gas leak,
maybe you'll use the Inflict Condition FX to affect Attacks and Dense fog, steam, flashing lights,
Dazzle (Blindness)
Fortitude resistance. Luckily, these FX already detail what happens illusions
depending on how badly a character succumbs to them. Loud noises, a piercing shriek,
Dazzle (Deafness)
other FX
Resistances and Skill Check DCs Inflict (Strength and Intense heat, a life-draining
Constitution) magical effect
Unlike attacks from enemies, condition zones tend to be constant,
and benefit from active skill checks to avoid them (which make the Inflict (Attack and Fortitude) Noxious gas, a magical effect
players feel more in-control). Rather than attacking a specific Strange plant creatures, thick
resistance, you might simply want to add 10 to the effect's modifier Inflict (Attack and Movement)
mud
and make it into the DC to resist the effect. If an FX describes what
happens if the attack succeeds by 5 or 10, you should use those Move Object A powerful wind
results if the character fails the skill check by 5 or 10, respectively. Inflict (Movement and Combat Tremors, any effect that causes
Advantage) the ground to move
You can also make liberal use of the Alternate Resistance extra,
enabling you to use other skills to resist the target besides the
typical Defense, Fortitude, and Will. Acrobatics works well for Try to avoid FX, such as Inflict (Action), that leave a character
effects that make the environment itself move, such as earthquake unable to act. Unlucky character, or those who have a particularly
tremors. These are especially good for zones which will be weak resistance, might find themselves unable to even take part in
constant. the encounter! A good condition zone is a challenge to overcome,
Traditional resistances, on the other hand, are more appropriate for but not one that will destroy the team. As a guideline, condition
zones which more directly "attack" characters. A storm-tossed ship zones should have mild (but appreciable) effects, and not be so
is a general, widespread chance to knock combatants off-balance, dangerous that they turn a winnable encounter into an unwinnable
but bursts of lava are usually more limited and could severely one.
incapacitate a character. You can also treat normally active skills as The list of FX is by no means comprehensive, but it should give you
Resistances for the purpose of condition zones if you wish to speed some ideas of how to use condition zones for things other than
up game play, where the zone must roll its effect modifier against damage.
10 + the skill modifier for the characters in the zone.

Attack Event Zones


A zone which uses an attack that a character could dodge away Event zones can be timed, which means they're activated on a
from or deflect with a shield or something similar likely uses an certain schedule or just by chance, or triggered, and activated by
attack bonus. This also covers zones which a character can leap actions which the characters take. Here are sample stat blocks for
behind cover from. The attack bonus for the zone depends on its a timed event zone and a triggered event zone.
power level, just as the other effects do.

Damage HOWLING IDOL TIMED EVENT ZONE, 16 EP

A condition zone’s damage is tied to its power level. This damage


assumes that you use the typical resistance or skill check Difficulty Inflict (Attack and Will) 6 (Extras: Burst Area, Perception Range;
Flaws: Action; Drawbacks: Action 2 (5 rounds))

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cause damaged buildings to topple, sending debris plummeting


down to crush anyone nearby. These event zones occur
SPEAR TRAP TRIGGERED EVENT ZONE, 9 EP independently of the character’s actions.
Picture the zone and its effect. How does the zone interact with the
Damage 8 (Extras: Burst Area; Flaws: Unreliable 2 (One Use); FX characters? If the characters' actions can set off the zones, then
Feats: Accurate 4, Triggered (when a character steps on a pressure treat them as triggered zones with the Triggered FX feat.
plate in the corridor)) Otherwise, it’s a timed event zone, and you should use the Action
flaw and drawback or the Unreliable flaw to design the zone.

Event zones have their names, types, and cost included at the top,
followed by a description of the FX they use. Event Zone Effects
An event zone can do just about anything that a condition zone can
Triggered or Timed do. The key difference is that event zones are far more limited in
the number of times they'll hit a given character. Triggered zones,
The stat block notes the zone’s type next to its name. If you're for instance, will probably only have one shot at a character. This
using a battlemap (see Chapter VII), you should note the zone's means you can feel free to make them more dangerous and use
area on the map for yourself. more potent FX to build them then you might be comfortable doing
with condition zones.

Effect Modifier
Resistance and Skill DCs
Unlike condition zones, the one-off nature of event zones often
means that they directly attack a character's resistances, especially As described above, event zones don't affect characters as often as
for triggered zones. These zones will have an attack bonus for their condition zones do, so the skill DC to avoid them, or the modifier
effects. Timed zones are more likely allow characters a skill check they'll use to overcome a character's resistances, can be higher. In
to avoid the effect, since they are more constant and impersonal. general, the more often you expect an event zone to “go off”, the
lower you should make its skill check DCs or effect modifiers.

FX
Attacks
Event zones inflict damage or other special states on the
characters or cause other effects that require explanation. A Generally speaking, attacks which a character can block or dodge
bursting dam unleashes water which pushes the party along each should make use of attack rolls rather than just a resistance or skill
round, while a rolling boulder crushes everything in its path. Pick check. A zone’s attack bonus depends on its power level. You can
FX which appropriately represent the effects. trade-off the bonus up or down for a deadlier or less threatening
zone. Note that the attack bonus for an event zone will usually be
higher than that for a condition zone. Because an event zone
Area usually has fewer chances to strike a character, it needs a better
bonus to ensure that its attack poses a threat.
An event zone affects an area or a single target. If it affects an
area, the stat block notes the radius or otherwise describes how it
targets the characters. Perception-range effects do not require any Skills
sort of attack roll, and instead either subject everyone in the zone to
a skill check or target a given resistance. Almost any skill might prove useful in avoiding an event zone. A
Survival check allows an Army Ranger to notice that a patch of
bushes has sharp, poisoned thorns. A Perception check lets a
Designing Event Zones character uncover the ancient stone pressure plate before he steps
on it and activates a mechanism that launches poison darts at him.
Event zones can be triggered events or timed events. Triggered When you create an event zone, determine whether a skill check
events activate in response to an action, such as a character replaces a resistance for avoiding its effects, or if a check allows a
pushing a button, and have the Triggered FX feat. Timed events character to spot the danger before he stumbles into it. Perception
happen on a schedule or in response to an event that the fills this role in most cases, as they cover a character’s
characters don’t control. These events are usually separated by an environmental awareness. Knowledge with a particular skill or
increased action (usually multiple rounds) with the Action drawback. Survival can also prove useful, as they indicate that a character has
the training needed to realize he’s near an event zone. Zones
A triggered event zone is basically a trap in the way it functions in
which allow an “extra” skill check to avoid often have the Additional
the game. When a character enters the area with a trap’s trigger,
Resistance flaw.
the trap activates and either attacks him, such as by firing a laser
blast at him, or causes an effect that needs to be resisted, such by Feel free to add the Subtle FX feat to a zone which allows a skill
as releasing tear gas or even a toxic nerve gas into the room. check to avoid the zone, increasing the DC for Perception checks
to 20, or possibly even requiring a specialized sense (such as a
Event zones are similar. When a character ventures into the zone’s
magical sense to realize that an oddly-shaped idol is actually
area, the zone activates and attacks or causes an effect. A timed
cursed and ready to unleash a maddening scream).
event zone activates according to a schedule (or by random
chance, if you prefer). For example, every few rounds, another
section of the levy breaks and another area of the battlefield
becomes flooded. An earthquake in the heart of the city might

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Damage against a creature in the area, that creature suffers only half
damage.
Just like with other effects, the more often an event zone activates,
the lower its Damage rank should be. An action zone’s stat block covers the following attributes:

Other Effects Name


The advice for designing condition zones covers a few effects other The action zone’s name should be something descriptive, like
than damage that you can hit the characters with. In addition, event “falling tree” or “chandelier swing”.
zones can Drain characters' ability scores or use Inflict Condition to
penalize Actions. These sorts of effects are usually too
overwhelming to use constantly in a condition zone, but as part of a Reusable or Nonreusable
more-rarely-occurring event zone, they're much more appropriate. Some action zones can be used only once, and then they're gone
forever. In a superhero showdown, someone might hurl an empty
car at the supervillain, but once it's been thrown, the car is wrecked
Area and destroyed, no longer useful.
When you design an event zone, you must decide on its area of On the other hand, characters might upend a table in a bar to take
effect. In general, scale down the effect modifier for a zone which cover behind during a tavern brawl. Doing so doesn't destroy the
can affect a large number of people (especially if those targeted table, so even if it's righted later during the fight, someone else can
aren't the ones who triggered it). You don't need to scale it down just tip it over again. Indeed, even if the characters abandon their
very far: just by 1 or 2 ranks is often enough for larger areas. cover to join the fight, someone else can just hop in later and take
their hiding place.
Traps
A form of event zones which have been used since the beginning of Actions
RPGs, traps force characters to move cautiously and carefully while The stat block lists different actions available in the zone. Often
encouraging creative thinking for avoiding their often-deadly effects. times, a character must make a skill check (at the cost of one or
Smart players have been using traps to their advantage for years. more actions) to activate and make use of the zone.
Some have even learned how to trick the enemy into falling victim
to the traps, killing two birds with one stone!
Generally a trap is a good addition to an encounter if the group's Designing Action Zones
power level is 2 or more levels higher than the trap’s. Otherwise,
the trap might be too dangerous to include in the encounter. If Action zones are easy to create because you just need to come up
there's a trap door in the floor which dumps unsuspecting with the effects the zone offers (often in the form of an FX or the
characters into a pit, not only are you damaging characters with the temporary use of a feat or the like). But they're also difficult to
fall, but you're also removing an ally for the PCs as well. While the design because they’re more free-form in nature. But because you
trapped character tries to climb out, the rest of the group might be can easily use them for more than injuring or incapacitating an
overwhelmed by the enemies who remain. enemy, you also have slightly less to worry about in terms of
balance.
Well-designed actions zones need to offer options to characters
Action Zones which they don't normally have. For instance, if the characters are
all armed with guns, don't expect them to be excited for the
Action zones encourage GMs to design interesting battle sites. opportunity to use an automatic ball pitcher from the batting cages
Rather than simply running a fight in a tavern where the tables, against their enemies (since they already have potent ranged
chairs, bar, and beer kegs block movement, you can create zones attacks). But if those same characters find themselves unable to
around each of those features that define how the player characters successfully combat an ancient fire demon, they'll be extremely
(and their enemies) can use them. happy to learn that they can smash fire hydrants to soak and
extinguish the demon.
When a character enters an action zone, she gains an ability which
can only be used in that particular location. Think of an action zone Action zones are also a nice way to help introduce your players to
as an object waiting for some combatant to run up and use it. A the concept of maneuvers, if they feel uncomfortable using those
good example of this would be a nice rug in the parlor of a fancy rules for themselves. If you set up specific opportunities using
house. Most of the time, it sits there uneventfully. But when a clever action zones, with concrete effects for the results, you can help
character decides to rip it out from under an enemy, it provides them feel more comfortable with the idea of using the battlefield
them with an opportunity to knock the enemy prone! creatively to win fights.
Just like when creating event or condition zones, start with the end
result you want to see in play, then work backwards to the FX you'll
TIMBER! ACTION ZONE, 1 EP use to realize this picture. Find FX in Chapter V that closely model
the results and use them to guide you.
The description should specify the area of effect the zone uses.
Damage 4 (Extras: Cone Area; Flaws: Might Check Required,
This area should correspond to the area that the object could
Unreliable 2 (One Use))
physically cover (using a rough approximation, of course). A
With a Might check, you can send a big tree crashing down on top toppling tree is roughly cone-shaped, while a rolling boulder affects
of your enemies. Make a Might check. If you miss your attack roll a line of targets.

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If an action zone requires an attack of any sort, you need to hit your attacks) and fire FX.
targets before the action has any sort of effect on them. In many
• Fire: Mundane fire does not burn underwater. FX with the fire
cases, a touch-range attack works best for thrown objects and
descriptor are ineffective underwater unless the character
other large, bulky items. Use these rules of thumb:
makes a successful power check (DC 20). If the check
• An item small enough to wield as a normal weapon requires a succeeds, the FX creates a bubble of steam instead of its
normal attack roll. usual fiery effect, but otherwise the FX works as described.
The surface of a body of water blocks line of effect for any fire
• An item larger than the character wielding it is unwieldy,
FX. If the caster has made a power check to render the fire FX
granting a bonus to damage but a penalty to attack.
usable underwater, the surface still blocks the FX's line of
Beyond just making attacks, action zones offer characters the effect.
ability to move around the battlefield in interesting ways, or even to
completely change the face of the battlefield. Maybe if the PCs
break the levy, they can flood an area and make it difficult terrain, Flowing Water
slowing anyone who tries to move through it.
Especially when you first start using zones, get in the habit of Large, placid rivers move at only a few miles per hour, so they
explaining to your players in advance what zones are going to be function as still water as far as the rules for the game are
available or active during a particular encounter, and letting them concerned. But some rivers and streams move faster.
know what the zones will allow them to do. Since you want the
players to use them, you also want to make sure that they know
that they're there to use at all! As players learn more about them SWEPT AWAY EVENT ZONE, 5 EP
and know where to look for them during a fight, you might not need
to prompt them as much or explain everything up-front.
Move Object 5 (Flaws: Athletics check opposes)

Terrain Effects
Characters swept away by a fast-moving river must make Athletics
checks (DC 20) every round to avoid going under. If a character
gets a check result of 5 or more over the minimum result
This section presents a variety of basic terrain types, such as necessary, he stops his motion by catching a rock, tree limb, or
desert and forest, along with some sample zones that correspond bottom snag, and he's no longer being carried along by the flow of
to the terrain types. the water. Escaping the rapids by reaching the bank requires three
Use this section as an encounter area toolbox. It provides dressing Athletics checks (DC 20) in a row. Characters arrested by a rock,
that you can use to spice up your game and make encounters more limb, or snag can't escape under their own power unless they strike
fun than two mobs of warriors lining up and smashing each other out into the water and attempt to swim their way clear. Other
with their weapons. characters can rescue them as if they were trapped in quicksand.

Aquatic Terrain WATER DROWNING CONDITION ZONE, 4 EP

Any character can wade in relatively calm water that isn’t over her
head, with no check required. Similarly, swimming in calm water Drain 1 (Physical Ability Scores; Extras: No Resistance)
only requires Athletics skill checks with a Difficulty Class of 10.
It is possible to drown in substances other than water, such as
Rough water requires a DC 15 Athletics check, while stormy water
sand, quicksand, fine dust, and silos full of grain.
requires a DC 20 Athletics check.

Underwater Combat Arctic Terrain


Land-based creatures can have considerable difficulty when Adventures to the arctic, winters in the north, of journeys to worlds
fighting in water. Water affects a creature's defense, attack rolls, of perpetual cold can force characters to endure difficult terrain.
damage, and movement. In some cases, a creature's opponents
may get a bonus on attacks.
These modifiers apply whenever a character is swimming, walking Ice Sheet
in chest-deep water, or walking along the bottom of a body of water. Ice sheets count as difficult terrain, costing double the normal
• Ranged Attacks Underwater: Thrown weapons prove movement to move through. If a character fails any Strength- or
ineffective underwater, even when launched from land. Attacks Dexterity-based skill check, or any attack rolls while on an ice
with other ranged weapons are made against characters in sheet, that character must make an Acrobatics check (DC 10) or fall
their threatened area as if they had partial cover. Attacks with off-balance, granting foes combat advantage.
other ranged weapons made against character in deep water To represent a frozen-over lake with ice potentially too thin to
(10+ feet), or who are outside of the normal reach of the support a character, use the following event zone:
attacker, are made as if the swimmer had improved cover.
• Attacks From Land: Characters swimming, floating, treading
water on the surface, or wading in water at least chest deep THIN ICE EVENT ZONE, 9 EP
have improved cover, imposing a -5 penalty on attack rolls
from opponents on land. FX are unaffected except for those
that require attack rolls (which are treated like any other

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Damage 2 (Extras: Alternate Resistance (Fortitude), Linked (Drain),


Sustained Duration; Flaws: Additional Resistance (Reflex); Power
BOILING WATER CONDITION ZONE, 6 EP
Feats: Triggered (when a character steps on a square of thin ice));
Drain 1 (Physical Ability Scores; Extras: Linked, No Resistance) Damage 5 (Extras: Concentration Duration; Flaws: Limited
On a failed save Reflex check, the character creates a hole in the (Submerged Characters, 4 ranks))
ice big enough to cover his space. In addition to the normal effects Boiling water deals 1 fire damage per round of exposure, unless the
of attempting to swim and drowning, a character in freezing water character is fully immersed, in which case it deals 5 damage per
suffers the above damage and penalties to his physical ability round of exposure.
scores. It takes a DC 10 Perception check to find the hole in the
ice, and a DC 15 Athletics check to swim back out.

MOLTEN STEEL CONDITION ZONE, 21 EP


Snow
A foot of snow or more counts as difficult terrain, and it costs double Damage 14 (Extras: Concentration Duration, Secondary FX (Half
the normal amount of movement to move through squares with Ranks); Flaws: Limited (Submerged Characters, 10 ranks))
such snow. Especially deep snow can slow characters even further.
Molten metal or magma deals 5 fire damage per round of exposure,
except in the case of total immersion (such as when a character
falls into the crater of an active volcano), which deals 15 damage
DEEP SNOW EVENT ZONE, 5 EP per round. Damage from magma continues for an additional round
after exposure ceases, but this additional damage is only half of
that dealt during actual contact or submersion. An immunity or
Inflict 5 (Movement; Extras: Alternate Resistance (Athletics)) resistance to fire serves as an immunity or resistance to lava or
On a failed Athletics check (DC 15), a character is unable to move magma, too. However, a creature immune to fire might still drown if
easily through the thigh-high snow, and his movement rate is completely immersed in lava.
halved (in addition to the snow counting as difficult terrain). If the
character fails by 5 or more, he's unable to move that turn, as the
snow is just too deep. If the character fails by 10 or more, he falls CHOKING SMOKE CONDITION ZONE, 15 EP
and is helpless for one round.
Smaller characters have an even more difficult time making their
way through deep snow. They suffer a cumulative -2 penalty to their Drain 5 (Physical Ability Scores; Extras: Linked (Obscure))
Athletics checks for every size category they are smaller than Obscure 5 (Olfactory, Visual Senses; Extras: Linked (Drain);
medium. Similarly, larger characters have an easier time as well. Flaws: Partial Concealment, Touch Range)
They gain a cumulative +2 bonus to their Athletics checks for every
size category larger than medium they are. Choking clouds of smoke make it difficult to see. Further,
characters suffering from smoke inhalation can suffocate, leaving
them sick and weak.

Industrial Terrain
This category covers some of the stranger and more dangerous Forest Terrain
hazards seen in modern industrial centers.
Many of the terrain features found in the forest also transfer well to
other environments.

ACID VAT CONDITION ZONE, 36 EP


Trees
Damage 10 (Extras: Concentration Duration, Linked Drain; Flaws: A creature standing in the same square as a tree gains a +5 bonus
Limited (Submerged Characters, 9 ranks)); Drain 10 (Extras: to defense due to cover. The presence of a tree doesn't otherwise
Concentration Duration, Linked Damage; Flaws: Limited affect a creature's fighting space, because it’s assumed that the
(Submerged Characters, 9 ranks)) creature is using the tree to its advantage when it can. The trunk of
Inflict (Condition) 2 (Penalize Attacks, Penalize Fortitude; Fortitude a typical tree has Toughness 7. An Athletics check (DC 15) is
Resists; Extras: Touch Perception Range, Additional Affliction) sufficient to climb a tree. Medium and dense forests have massive
trees as well. These trees take up an entire square and provide
Corrosive acid deals 1 acid damage per round of exposure except cover to anyone behind them. They have Toughness 12. As with
in the case of total immersion (such as into a vat of acid), which their smaller counterparts, it takes an Athletics check (DC 15) to
deals 10 damage per round. The acid also eats away at a climb them.
character's defenses, draining their toughness if the acid
overcomes their Fortitude. The fumes from most acids are toxic if
inhaled, which can sicken anyone adjacent to the acid pool.
Creatures with any sort of acid resistance or immunity ignore this TIMBER! ACTION ZONE, 1 EP
effect. Creatures immune to acid's caustic properties might still
drown in it if totally immersed.
Damage 4 (Extras: Cone Area; Flaws: Might Check Required,
Unreliable 2 (One Use))

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With a Might check, you can send a big dying, dead, or otherwise water of about 1 foot in depth. It costs double the normal movement
unsteady tree crashing down on top of your enemies. Make a Might to move into a space with a shallow bog, and the Difficulty Class of
check. If you miss your attack roll against a creature in the area, Acrobatics checks in such a space increases by 2. A space that is
that creature suffers only half damage. part of a deep bog has roughly 4 feet of standing water. It costs
Medium or larger creatures quadruple the normal movement to
move into a space with a deep bog, or they can swim if they wish.
Undergrowth Small or smaller creatures must swim to move through a deep bog.
Acrobatics check DCs increase by 5 in a deep bog,
Vines, roots, and short bushes cover much of the ground in a
forest. A space covered with light undergrowth costs two spaces of The water in a deep bog provides cover for Medium or larger
movement to move into, and it provides partial concealment with a creatures. Smaller creatures gain improved cover. Medium or larger
-2 percent to attacks made against creatures in the space. creatures can crouch for one action to gain this improved cover.
Creatures with such improved cover take a –5 penalty on attacks
Undergrowth increases the Difficulty Class of Acrobatics and against creatures that aren’t underwater.
Infiltration checks by 2 as leaves and branches get in the way.
Both shallow and deep bogs impose a –2 penalty on all Infiltration
Heavy undergrowth increases the Difficulty Class of Acrobatics and checks, thanks to the loud, sloshing water and thick mud.
Infiltration checks by 5. Running and charging are impossible.
Spaces with undergrowth are often clustered together. Undergrowth
and trees aren't mutually exclusive; it’s common for a 5-foot space QUICKSAND CONDITION ZONE, 30 EP
to have both a tree and undergrowth.
Inflict (Condition) 5 (Penalize Strength, Penalize Constitution;
Extras: Concentration Duration, Linked to Drain; Flaws: Limited to
Desert Terrain creatures attempting Athletics checks); Drain 2 (Physical Ability
Scores; Extras: Linked, No Resistance)
Intense heat can roast characters where they stand, and stand
provides poor footing for combat. Sand dunes created by the wind Patches of quicksand present a deceptively solid appearance
can create slopes that make it difficult to navigate the battlefield (looking like undergrowth or open land) that may trap unwary
and provide opportunities for gaining combat advantage by holding explorers. A character approaching a patch of quicksand at a
the high ground. One of the worst threats of a sandy desert are normal pace is entitled to a Survival (Jungle) check (DC 10) to spot
dangerous sandstorms. the danger before stepping in. Charging or running characters are
not as lucky, and are not entitled a check prior to blundering into a
patch of quicksand. A character's momentum can usually carry him
about 5 feet into a pit of quicksand, which can be around 20 feet in
CONDITION ZONE, 11 diameter.
RELENTLESS SANDSTORM EP
Characters in quicksand must make an Athletics check (DC 10)
every round to simply tread in place, or a DC 15 check to move 5
Damage 1; Obscure 5 (Visual) feet in whatever direction they desire. On a failure, the character is
unable to move. A trapped character who fails this check by 5 or
Driving sand creeps penetrates all but the most secure seals and more sinks below the surface and begins to drown. Characters
seams, chafing skin and contaminating gear. below the surface of quicksand may swim back up with a
successful Athletics check (DC 15).

Jungle Terrain Rescue: It takes a successful Might check (DC 15) to pull a
character out of the quicksand, and usually requires finding a long
Steamy jungles and marshlands provide danger at every turn, and sturdy branch or using rope. If the rescuer fails by 5 or more,
whether from dangerous enemies or just from the treacherous the branch could be dropped in the quicksand. If he fails by 10 or
terrain and diseases that brew there. more, he's pulled in with the character he was trying to rescue!

SWARM OF FLIES CONDITION ZONE, 10 EP Mountain and Hill Terrain


Mountains long marked the edge of civilization. Treacherous to
Inflict (Condition) 5 (Penalize Attacks, penalize Fortitude; Extras: cross and rife with dangers all their own, one long step in the
Additional Affliction) mountains could send an unlucky traveler plunging to their doom.
This condition zone represents a large swarm of mosquitoes and
other biting insects. These bugs are too small to inflict damage on a
character, but their relentless bites prove distracting. The penalty Scree
represents the bugs' itching and painful bites. More serious A field of loose rock and gravel, scree doesn't affect speed the way
conditions could represent catching a fast-acting disease from the rubble would, but it can be treacherous in its own right. The
insects. Difficulty Class of Acrobatics checks increases by 2 for scree on a
gradual slope and by 5 for scree on a steep slope, as footing
becomes unsteady. Loose scree on a slope can also foil a
Bogs character's attempts at stealth, imposing a -2 penalty on Infiltration
checks. Daring characters may attempt to move quickly down a
If a square is part of a shallow bog, it has deep mud or standing
slope in a controlled fall using scree:

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REUSABLE ACTION
RIDING THE SCREE ZONE, 1 EP

Enhanced (Trait) 2 (All-Out Attack, Power Attack; Flaws: Side


Effect (Grant enemy Combat Advantage on a failed Acrobatics
check)

LIKE A ROLLING STONE ACTION ZONE, 5 EP

Damage 8 (Extras: Line Area; Flaws: Might Check Required,


Unreliable 2 (One Use); Power Feats: Mighty)
With a Might check (DC 18), you can send a boulder rolling down a
slope to smash into your enemies. Make a Might check. If
successful, you may make an attack roll targeting all creatures
within a line 5 feet wide. Creatures your attack misses suffer half
damage.

Steep Slope
A steep slope is defined as sharper than 30 degrees but shallow
enough that characters don’t need to use the Athletics check to
ascend. A character higher on a steep slope than an enemy gains
Combat Advantage. Characters moving uphill (to an adjacent space
with higher elevation) must spend double the normal movement to
enter each space of steep slope, treating it as difficult terrain.
Characters running or charging downhill (moving to an adjacent
space of lower elevation) must succeed at an Acrobatics check (DC
10) upon entering the first steep slope space. Mounted characters
make a Vehicles check (DC 10) instead. Characters who fail this
check stumble and must end their movement 1 space later, but
suffer no other penalty. Characters who fail by 5 or more stumble
off-balance in the space where they end their movement, granting
any foe in melee range Combat Advantage. A steep slope
increases the Difficulty Class of Acrobatics checks by 2. characters fight near an occupied building. Old masonry, garbage,
and other materials could pose a threat.

Urban and Interior Terrain NOT-SO QUIET RIOT CONDITION ZONE, 6 EP


Even in the relative safety of a city or town, the characters must
watch out for more human (but no less dangerous) threats. Some Inflict (Condition) 6 (Penalize Movement, Might Resists; Extras:
enemies are at home when hidden among the vast mass of Concentration Duration, Wracking; Flaws: Minimal Effect, Touch
humanity. Urban zones cover some of the unique features that the Range)
characters must cope with in a city. This condition zone represents a general state of violence, rioting,
and chaos in the streets. It simulates a packed crowd of panicked
people who move and swarm along the streets seemingly at
CRUSHING CROWD CONDITION ZONE, 2 EP
random. If caught up in the riot, you risk being mobbed and
possibly trampled. You must make a Reflex Check and a Might
Inflict (Condition) 4 (Penalize Movement, Might Resists; Extras: Check to move while in a riot. Moving in the same direction as the
Concentration Duration; Flaws: Minimal Effect, Touch Range) riot adds a +5 bonus to the check. If the check succeeds, you can
take your move action as normal.
This condition zone represents a large crowd, such as an audience
gathered to hear a speech or watch a concert. A crowd counts as
difficult terrain that blocks line of sight. While in a crowd, you can
attack only adjacent opponents. The crowd does not block line of Furnishings and Other Objects
effect (only line of sight). Plenty of action can take place indoors, where the opportunity to
use everyday household furnishings in new and destructive ways
abound. A banister can become a quick shortcut downstairs, a table
a handy instant wall, and the possibilities for priceless chandeliers
FALLING OBJECTS TIMED EVENT ZONE, 4 EP or ancient tapestries are simply endless. While hardly a
comprehensive list, the following entries might serve to provide you
Damage 2 (Flaws: Unreliable; Power Feats: Accurate 3) with ideas for your own zones.
Falling objects are a potential hazard in a city, especially if the

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BANISTER SLIDE REUSABLE ACTION ZONE, 1 EP BENCH TOSS REUSABLE ACTION ZONE, 3 EP

Enhanced (Trait) 2 (All-Out Attack, Power Attack; Flaws: Side Damage 2 (Flaws: Might Check Required; Power Feats: Mighty,
Effect (Combat Advantage on a failed Acrobatics check)) Thrown)
A convenient shortcut down the stairs, and one that gives you You can pick up and throw a bench with a successful Might check
plenty of momentum to boot! (DC 12). This attack has a range of 10 feet. Make a melee attack
roll for a thrown attack.

TRASH CAN ROLL REUSABLE ACTION ZONE, 3 EP


Mobile Terrain
Damage 4 (Extras: Line Area; Flaws: Full-Round Action, Might
Mobile terrain adds unexpected twists to an encounter as it
Check Required; Power Feats: Mighty)
changes to the positions of the characters or their opponents
You can kick a trash can or barrel onto its side and roll it toward constantly. If the characters don’t know where they'll wind up
your opponents, knocking them to the ground as the barrel careens between the end of their turn and the beginning of their next, they
over them. The can lands at the end of the line. could wind up in deep trouble. And some unlucky enemy might
suddenly find himself and his bow and arrow with only ten feet
A trash can fills the space it occupies. You can step on top of one separating him from the enemy.
with an Acrobatics check (DC 5) to gain high ground and combat
advantage over a foe. You can use this quick way to gain high
ground to represent jumping on a table or bar or similar feat.
Mobile Terrain in Combat
The most important thing to consider when using mobile terrain
REUSABLE ACTION
CHANDELIER SWINGIN' ZONE, 1 EP
during a battle is timing. Everyone is assumed to act almost
simultaneously during a round in combat, but if a piece of mobile
terrain moves on every character's turn, then some very strange
Enhanced Movement 2 (Swinging; Flaws: Acrobatics Check actions can take place.
Required; Power Feats: All-Out Attack, Power Attack) Should a platform move whenever a character steps on it? If so,
You leap through the air with a DC 12 Acrobatics check, then grab does that mean that the first person to jump on can move dozens of
onto the chandelier, enabling you to swing across the room. The times if everyone else in the battle later steps on it? On the other
swing also affords you certain advantages for attacking a foe in hand, if the platform only moves once per round, does that mean
melee as you lunge with some added momentum at your enemy. that it is otherwise static terrain that anyone can just stroll across?

Additionally, a Chandelier Crash makes a good "alternate FX" for a The best way to represent this is to treat an area of mobile terrain
Chandelier Swing. like an action zone that might be able to change positions on the
battlefield. If a character is careful and quick enough, she can use
the mobile terrain to his advantage and move farther than normal or
NONREUSABLE ACTION reach a normally unreachable area. When you enter moving terrain,
CHANDELIER CRASHIN' ZONE, 1 EP make an Acrobatics check with a Difficulty Class determined by the
terrain’s speed (a good rule of thumb would be a base DC of 10,
with a +2 DC for every square the mobile terrain will move).
Damage 8 (Extras: Burst Area; Flaws: Check Required (Break Characters who fail this check risk falling (and granting any nearby
Chain (Toughness 5, Defense 10), Unreliable 2 (One Use)) enemy Combat Advantage).
The squares hit by a chandelier crash count as difficult terrain,
If you succeed, you can continue your movement. Treat the mobile
littered with broken bits of glass and metal or wood. Obviously,
terrain as filling all the space it's movement takes it along. So if the
once you destroy the chandelier, it's useless for any further
mobile terrain is a mine cart rolling down the rails, and it'll move 10
swinging. The noise it makes when it lands is worth it, though.
spaces this turn, your character can jump in and enter the cart
along any of those 10 spaces, and then jump out again at any of
those other spaces which are left down the rail in the cart's
movement. If you fail your Acrobatics check to enter the moving
UPENDED TABLE REUSABLE ACTION ZONE, 3 EP
terrain by 5 or more, you wind up vulnerable in a random square
along the mobile terrain's path, losing your defense bonus against
Create Objects 1 (Extras: Continuous Duration; Flaws: Might attacks from an enemy you land adjacent to.
Check Required) Mobile terrain also has the advantage of making you more difficult
With a Might check (DC 11) and one action, you flip a table over. to hit. While you're riding on mobile terrain (and you don't simply
The table covers the same spaces as before, but one side of that hop right off on the same turn), you gain the benefits of partial
space now counts as a low wall, granting cover if you're standing or concealment, with enemies suffering a -2 penalty on attacks
improved cover if you choose to crouch. You can switch the side against you. You also gain combat advantage against foes who you
that the wall runs along with another Might check (DC 11) as one try to attack from mobile terrain (thanks to your increased speed),
action. but you don't gain the ability to hide as you normally would from
concealment.
Additionally, a Bench Toss makes a good "alternate FX" for a Table
as Cover.

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Climate Effects
impossible with a -10 penalty to ranged attacks and Perception
checks to listen. Such winds are powerful enough to knock a
character off-balance on a failed Might check (DC 12). Hurricane-
What follows are suggestions for how to handle different climate force winds increase the Might check DC to 15, and tornadoes
effects in the game. These are only suggestions for ways that the increase the DC to 20.
GM can handle these effects: if the GM chooses to use something
like Drain to represent oxygen deprivation from thin atmosphere
instead of an Inflict (Condition) FX, this is not a violation of the rules
in any sense. Rather, that is how the GM felt was most thematically
Temperature
appropriate to handle the effect in a particular situation. A simple way to remind the player characters of their environment
is to make it much colder or hotter than is comfortable. This section
also covers the rules for catching on fire.
Weather Effects
Weather offers just as many opportunities for interesting encounters Extreme Heat and Cold
as terrain does, and can vary widely depending on climate or
Intense heat and cold wear down characters, while prolonged
region.
exposure to the elements can be extremely dangerous.
If caught in inclement weather (such as extreme heat or cold, or in
Precipitation particularly heavy rain or wind), you must make a DC 10 Endurance
check (+2 for each additional hour beyond the first). If you succeed,
you are in good shape to continue. If you fail, you move one step
THICK MIST CONDITION ZONE, 5 EP down the Check Condition Track, suffering a -2 penalty to future
Strength and Constitution checks. If you fail again, or if you fail by 5
or more, you move down an additional step down the Check
Obscure 5 (Visual; Flaws: Partial) Condition chart, suffering a -5 penalty to Strength and Constitution
checks. If you fail a third time, or if you fail by 10 or more, you fall
Fog, light rain or snow, or other similar gentle precipitation can
unconscious and helpless. It takes an hour of rest to recovery from
make it difficult for characters to see clearly, granting everyone in
any conditions you may have suffered from inclement weather (DC
the area partial concealment.
= 10 + 2 for each hour you were exposed to the weather).
Heavier precipitation or hail might be loud enough to penalize
Wearing the proper clothing (with immunity to environmental heat
Perception checks to listen (-2 or -5). Particularly dousing rain or
or environmental cold, respectively), negates the need for such
snow could act as a Nullify 2, while heavy sleet could even be
Endurance checks by the characters.
represented with Nullify 5 effect against unprotected fires.

Wind Combat in Darkness


Something as simple as wind can be a minor inconvenience or a Darkness presents a major challenge for many characters who lack
dangerous challenge, depending on its intensity. Severe winds or special senses. In the darkness, their ability to fight and react is
greater can actually blow characters away, which could grant their greatly reduced, and insignificant challenges become quite serious
enemies Combat Advantage over them. indeed. A character who is unable to use an accurate sense
because it has been Obscured or Dazzled (see Chapter V: FX)
uses the rules below.
MODERATE WIND CONDITION ZONE, 2 EP

Nullify 2 (Fire)
Finding and Attacking Targets
Moderately strong gusts of wind threaten to extinguish small, Creatures unable to see lose the ability to gain combat advantage
unprotected flames. over a foe. All opponents have total concealment from a blinded
creature, so the blinded creature has a -5 penalty to attacks in
combat.
STRONG WIND CONDITION ZONE, 9 EP A blinded character needs to pinpoint the location of an opponent if
he wants to have any chance of hitting the enemy. If the blinded
character attacks without pinpointing its foe, it attacks a random
Nullify 5 (Fire; Extras: Linked (Inflict))
square within range. For ranged attacks against a foe whose
Inflict 1 (Attack and Non-Combat Skills; Extras: No Resistance; location is not pinpointed, roll randomly to determine which
Flaws: Ranged Attacks and Perception Only) adjacent space the blinded character is facing; it attacks the
nearest target in that direction.
More powerful gusts of wind can extinguish even large flames, and
impose a -2 penalty to ranged attacks and Perception checks to If an unseen foe strikes a blinded creature, the blinded character
listen. pinpoints the location of the creature that struck him (until the
unseen creature moves, of course). The only exception is if the
Even more powerful winds could increase the penalties to ranged unseen creature has a reach greater than 5 feet (in which case the
attacks and Perception checks to -5. blinded character knows the location of the unseen opponent, but
Especially powerful wind storms could make ranged attacks all but has not pinpointed him) or uses a ranged attack (in which case the

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blinded character knows the general direction of the foe, but not his
location).
A blinded creature loses its Defense bonus. It suffers a –5 penalty
on Perception checks and most Strength- and Dexterity-based skill
checks, including any with an armor check penalty. A creature
blinded by darkness automatically fails any skill check relying on
vision. Creatures blinded by darkness cannot use gaze attacks and
are immune to them.

Locating Without an Accurate Sense


A character who is forced to rely on senses that aren't accurate in
combat have a difficult ordeal. A character may use a sense which
is only acute (such as hearing for human characters) to pinpoint an
enemy. This is more difficult than simply using an accurate sense.
During a fight, a character relying on such an acute sense must
make a Perception check as a free action to locate an enemy. The
base DC is 10, or the enemy's Infiltration check (if the enemy is
actively attempting to be stealthy). If a character succeeds on this
check, they are able to determine the general direction of the
enemy (in front, behind, to the left, to the right), as well as if the
target is close or far away. If the character succeeds by 10 or more
on the Perception check (DC 20 for most fights), then he's able to
pinpoint the enemy's space. The enemy still has total cover, but the
character can attack (albeit at a -5 penalty). You suffer the normal
penalties to your check based on the enemy's distance (-1 per 10
feet).
Note that using a sense without range normally (such as groping Normal Gravity
blindly to find an enemy by touch) only succeeds if the enemy is
within touch range. If the character reaches into the correct square, The force gravity exerts on a person determines their ability to
this is essentially an attack roll which deals no damage but perform certain actions. In addition, gravity affects the amount of
pinpoints the enemy if the attack hits (counting in the -5 penalty for damage a character takes from falling. Gravity may vary
being blind). considerably from one environment to the next. For ease of play
these rules present four simplified gravity environments: normal
gravity, low gravity, high gravity, and zero gravity (0 G). The
following sections summarize the game effects for each type of
Moving in the Dark environment.
Characters who are unable to see treat all terrain as difficult terrain, "Normal gravity" equates to gravity on Earth. Environments with
and move at half-speed through it. When moving, blinded normal gravity impose no special modifiers on a character’s ability
characters might veer off in the wrong direction. A successful scores, attack rolls, or skill checks. Likewise, normal gravity does
Perception check (DC 15) lets the character move along the not modify a creature’s speed, carrying capacity, or the amount of
desired path. With a failed check, the character veers off in one damage it takes from a fall.
direction or another as the GM sees fit (randomly turning either left
or right). The character continues in that direction until it uses its
intended movement up or until it runs into an obstacle, immediately Low-Gravity
ending the character's movement.
In a low-gravity environment, the pull of gravity is significantly less
Characters fumbling about blindly are treated as flat-footed, than we experience on Earth. Although an object’s mass doesn’t
granting all enemies combat advantage over them. For example, a change, it becomes effectively lighter. This means creatures
blinded character could stumble into a pit that is normally easy to bounce when they walk. It becomes easier to move and lift heavy
spot. objects as well as perform Strength-related tasks. In addition,
creatures take less damage from falling.
These rules apply for any character who has lost access to its
normally accurate senses (such as a bat losing its accurate • Speed: A creature’s speed increases by +5 feet in a low-gravity
hearing). environment. This bonus applies to all of the creature’s modes
of movement.
• Checks: All creatures are treated as if their strength was 5
Combat in Outer Space points higher than usual for all skill checks.
• Movement: Creatures in a low-gravity environment gain an
It’s entirely possible that some games may take characters beyond effective +10 bonus to acrobatics checks for jumping.
the bounds of Earth, out into the great beyond. The following rules
• Attack Roll Penalty: Creatures take a –2 penalty on attack
are useful for adjudicating different atmospheres and gravity
rolls in a low-gravity environment unless they are native to that
conditions that could exist on other worlds.
environment or have the Environmental Adaptation feat.
• Damage from Falling: Creatures do not fall as quickly in a
low-gravity environment as they do in a normal- or high-gravity

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environment. Falling damage is halved. can change course only by pushing away from larger objects.
• Long-Term Effects: Long-term exposure to low-gravity • Checks: Creatures gain a +10 bonus to Strength checks in a
conditions can cause serious problems when returning to zero gravity environment.
normal gravity. A creature that spends 120 hours or more in a
low-gravity environment takes 1 point of temporary Strength
• Attack Roll Penalty: Creatures take a –5 penalty on attack
damage upon returning to normal gravity, which recovers at a rolls and skill checks while operating in a zero-gravity
rate of 1 point per day. environment unless they are native to that environment or have
the Environmental Adaptation feat.
• Knockback: All attacks which deal damage in zero gravity will
High-Gravity knock characters back.
In a high-gravity environment, the pull of gravity is significantly • Long-Term Effects: Long-term exposure to zero gravity
greater than we experience on Earth. Although an object’s mass conditions can cause serious problems when returning to
doesn’t change, it becomes effectively heavier. It becomes harder normal gravity. A creature that spends 120 hours or more in a
to move and carry heavy objects as well as perform Strength- zero gravity environment takes 4 points of temporary Strength
related tasks. In addition, creatures take more damage from falling. damage upon returning to normal gravity, which recovers at a
Even the simple task of walking or lifting one’s arms feels more rate of 1 point per day.
laborious.
• Speed: A creature's speed is halved in a high-gravity
environment. This penalty applies to all of the creature's modes Atmospheric Conditions
of movement.
As with variants in gravity, a change in atmospheric conditions can
• Checks: Characters suffer a -5 penalty to Strength-related cause problems for characters. Unfortunately, not every planet has
checks in a high-gravity environment. the same atmospheric density or chemical composition as Earth,
• Movement: Creatures in a high-gravity environment take a –5 meaning worlds otherwise hospitable to human life may not be
penalty to acrobatics for jumping. ideal for humans born and raised on Earth. Various atmospheric
conditions (and their effects) are presented here.
• Attack Roll Penalty: Creatures take a –2 penalty on attack
rolls in a high-gravity environment unless they are native to
that environment or have the Environmental Adaptation feat. Corrosive Atmosphere
• Damage from Falling: Creatures fall more quickly in a high-
gravity environment than they do in a normal- or low-gravity Some atmospheres (breathable or not) contain corrosive chemicals
environment. Falling damage is increased 50% in a high- and gases. Corrosive atmospheres slowly eat away at foreign
gravity environment. equipment and can cause significant equipment failure. The
corrosion can be particularly troublesome in atmospheres that
• Long-Term Effects: Long-term exposure to high-gravity demand special survival gear, as any breach in a protective
conditions can cause serious problems when returning to environmental suit renders it useless. Unprotected equipment
normal gravity. A creature that spends 120 hours or more in a exposed to a corrosive atmosphere loses 1 point of Toughness per
heavy-gravity environment takes 1 points of temporary hour of exposure. Creatures not wearing protective gear in a
Dexterity damage upon returning to normal gravity, which corrosive atmosphere suffer +1 lethal damage with the Poison
recovers at a rate of 1 point per day. modifier per round of exposure.

Zero Gravity Thin Atmosphere


Creatures in a zero gravity environment can move enormously Planets with thin atmospheres have less oxygen than the standard
heavy objects. As movement in zero gravity requires only the ability Earth atmosphere. Many thin atmospheres are the equivalent of
to grab onto or push away from larger objects, climbing and being at a high elevation on Earth, such as on top of a mountain or
jumping no longer apply. Most creatures find zero gravity in the upper atmosphere. When dealing with thin atmosphere
environments disorienting, taking penalties on their attack rolls and conditions, the character must make an Endurance check to see if
suffering the effects of Space Adaptation Syndrome (space he suffers any ill effects. Being under such conditions can be
sickness). In addition, creatures in zero gravity are easier to rush disorienting and can cause a character to become sluggish, slowly
than in other gravity environments. whittling the character down as the brain is deprived of normal
• Space Adaptation Syndrome: A creature exposed to levels of oxygen. Characters suffering from oxygen deprivation take
weightlessness must make an Endurance check (DC 15) to a -2 penalty to attacks and all non-combat, non-resistance skills.
avoid the effects of space sickness. Those who fail the check
suffer a -2 penalty to attack rolls and all non-combat, non-
resistance skill checks. Those who fail the check by 5 or more Thick Atmosphere
suffer a -5 penalty to attacks and all non-combat, non-
resistance skill checks. The effects persist for 8 hours. A new Thick atmospheres are those containing a more dense
check is required every 8 hours the creature remains in a zero- concentration of certain elements, like nitrogen, oxygen, or even
g environment. Creatures with the Environmental Adaptation carbon dioxide, than the standard Earth atmosphere. These dense
feat do not suffer the effects of space sickness. atmospheres sometimes contain a different balance of elements,
while others simply contain a higher number of gas particles in
• Speed: While in a zero-gravity environment, a creature gains a each breath. Regardless of the form, a thick atmosphere can be
"flying" speed equal to its base land speed, or it retains its just as dangerous as a thin atmosphere over a long period of time.
normal flying speed (whichever is greater). However, this Though atmospheres that are slightly thicker than normal do not
"flying" movement is limited to straight lines only; a creature

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have as significant an effect as slightly thinner atmospheres, Falling Into Water


remaining in a thicker atmosphere causes the same drain on the
body. Falls into water are handled somewhat differently. If the water is at
least 10 feet deep, the first 20 feet of falling deal no damage. The
next 20 feet together deal only +1 damage. Beyond that, falling
Toxic Atmosphere damage is treated normally.

Some atmospheres (breathable or not) contain toxic gases that are Characters who deliberately dive into water take no damage on a
debilitating or lethal to some or all forms of life. The atmosphere is successful Athletics check (DC 15) or Acrobatics check (DC 15), as
treated as always containing a type of inhaled poison. long as the water is at least 10 feet deep for every 30 feet fallen.
However, the Difficulty Class of the check increases by 5 for every
50 feet of the dive.
Vacuum
The primary hazards of the vacuum of space are lack of air and Falling Objects
exposure to unfiltered ionizing radiation. On the third round of Just as characters take damage when they fall more than 10 feet,
exposure to vacuum, a creature must succeed on an Endurance so too do they take damage when falling objects hit them. Objects
check (DC 25) each round or suffer from aeroembolism ("the that fall on characters deal damage based on their weight and the
bends"). A failed save means excruciating pain as small air bubbles distance fallen. Use your discretion as the GM for situations not
form in the creature's bloodstream; the creature is dazed and loses covered by the following rules.
one action each round. If the character fails by 5 or more, the
character is unable to take any actions, and remains stunned until For each 200 lbs. of an object's weight, the object deals +1
returned to normal atmospheric pressure. A failure by 10 or more damage, provided it falls at least 10 feet. Distance also comes into
also causes unconsciousness. play, adding an extra +1 damage for every 10-foot increment it falls
beyond the first (to a maximum of +20 points of damage).
Unfiltered radiation bombards any character trapped in the vacuum
of space without protective gear. A creature exposed to this ionizing Objects smaller than 200 lbs. also deal damage when dropped, but
radiation suffers from the effects of radiation exposure. they must fall farther to deal the same damage. Use the table below
to see how far an object of a given weight must drop to deal +1
points of damage. For each additional increment an object falls, it
deals an extra +1 damage.
VACUUM CONDITION ZONE, 20 EP
Objects weighing less than 1 lb. deal no damage to those they land
upon, no matter how far they have fallen.
Drain 5 (Physical Ability Scores; Extras: Linked, No Resistance)
Hard vacuum can cause a character to begin suffocating almost
instantly. TABLE 8.2: FALLING OBJECTS
Object Weight Falling Distance
Miscellaneous Climate and 1–5 lbs. 70 feet

Environmental Effects 6–10 lbs. 60 feet

11–30 lbs. 50 feet

Falling Damage 31–50 lbs. 40 feet


Characters may suffer damage from falls of 10 feet or more. 51–100 lbs. 30 feet
Characters with the Acrobatics skill can fall greater distances
without risk of damage (see Chapter III: Skills). Falls have a 101–200 lbs. 20 feet
damage bonus of +1 per 10 feet fallen. So the Toughness save
against a fall of 50 feet would be DC 20 (15 + 1 per 10 feet fallen).
The maximum damage bonus of a fall is +20 (at 200 feet) for a DC Starvation and Thirst
of 35. After that point the character reaches terminal velocity and
doesn't fall any faster. Falling into or onto a dangerous surface may Characters must eat and drink every day to stay healthy. If you go
cause additional damage, at the GM's discretion. for more than a day without eating or drinking, you must make a DC
10 Endurance check (+5 for each additional day beyond the first). If
Catching a falling person or object requires a Reflex check (DC 10). you succeed, you are in good shape to continue. If you fail, each of
Taking 10 on the check ensures success for most characters. If you your physical ability scores is drained by 1 point. Note that if your
successfully catch a falling object, subtract your Might modifier (if Strength or Dexterity are reduced below -5, you are unable to move
any) from the falling damage. Both you and the object suffer any under your own power, and if your Constitution drops below -5, you
remaining falling damage. So if a character with Might +6 catches could die! You can only attempt to recover your drained ability
someone falling 120 feet (a +12 damage bonus), subtract 6 from scores if you have nutritious food and drink. The recovery DC is
12, and both characters suffer +6 damage. If the catcher is using a equal to 10 + 5 for each day you went without food. Characters with
FX—such as Flight or Move Object to catch the falling object, the Immunity to Starvation can go an unlimited time without food or
FX's rank can be substituted for Strength bonus at the GM's water.
discretion.

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Sleep Chosen Conditions


Characters must sleep for about eight hours every day to stay
Chosen Conditions are usually brought about by the choice of the
fighting fit. If you go for more than a day without sleeping, you must
character in those conditions, whether by picking a specific position
make a DC 10 Endurance check (+5 for each additional day
on the battlefield or changing how the character is working with
beyond the first). If you succeed, you are in good shape to continue
teammates. They are usually positive conditions, or conditions
without sleep. If you fail, you move one step down the Check
which impart more beneficial bonuses than penalties.
Condition Track, suffering a -2 penalty to future Strength and
Constitution checks. If you fail again, or if you fail by 5 or more, you
move down an additional step down the Check Condition chart,
suffering a -5 penalty to Strength and Constitution checks. If you fail Position & Teamwork
a third time, or if you fail by 10 or more, you fall unconscious and Many simple advantages a character can gain on the battlefield,
helpless. It takes a good night's sleep (at least 8 hours) to recover whether through strategic positioning or teamwork, can be easily
from fatigue due to staying up for prolonged periods (no check represented by Combat Advantage.
required).

Poison Concealment
Concealment includes circumstances where nothing physically
A deadly toxin introduced through a scratch, or even in the air, may blocks an attack, but something interferes with the attacker’s
be able to fell the strongest hero. Poisons generally have one of accuracy. Typically, concealment is provided by things like fog,
several FX: Damage, Drain, or Inflict (Condition). Some poisons smoke, shadows, darkness, foliage, and so forth.
may have multiple linked FX. A poison FX has the Poison modifier.
Heroes with the Immunity to Poison feat are completely unaffected
by poisons. A Science skill check for medicine can substitute for a
saving throw against poison if the skill check result is higher. CONCEALMENT CONDITION

-2 penalty to attack rolls against


Partial concealed character, can hide,
Disease Combat Advantage
When heroes come into contact with a disease they must make a
-5 penalty to attack rolls against
Fortitude saving throw against 10 + the disease's rank to avoid
Total concealed character, can hide,
becoming infected. The method of infection depends on the
Combat Advantage
disease: some are airborne while others require physical contact.
Diseases generally have one of several effects: Damage, Drain, or • Concealment Attack Penalty: Partial concealment imposes a
Inflict (Condition). Some diseases may have multiple linked FX. A -2 penalty on attack rolls made against a concealed character.
disease FX has the Disease modifier. Characters with Immunity to Multiple concealment conditions do not stack.
Disease automatically succeed on saving throws against disease. A • Concealment and Infiltration Checks: You can use
Science skill check for medicine can substitute for a saving throw concealment to make an Infiltration check to avoid being seen.
against disease. Without concealment, you usually need cover to make an
Infiltration check.
• Combat Advantage: If you have concealment and your
Radiation opponent is unable to perceive you clearly, you gain Combat
Radiation in fiction often causes mutations or triggers latent powers Advantage over that opponent.
in those exposed to it rather than simply causing radiation sickness. • Total Concealment: A target you cannot perceive with any of
Exposure to radiation (especially exotic or alien radiation) may be your accurate senses has total concealment from you. You
an opportunity for a complication. Otherwise the Gamemaster can can't directly attack an opponent with total concealment,
treat radiation exposure like a disease. The environment uses the though you can attack into the area you think he occupies. Any
radiation’s intensity rank to overcome the character's Fortitude
resistance. If successful, radiation drains all of an afflicted
character's ability scores. At the GM's discretion, radiation exposure
can lead to other effects, such as damage to a character's FX ranks Option: Percent Miss Chance
(causing a temporary decrease in powers).
If you prefer, it is possible to replicate the difficulty of attacking a
concealed foe with a flat percent chance to miss on a given attack

Conditions rather than suffering a penalty to attack rolls. While the outcomes
for these systems are mathematically very similar, this system
includes an extra "blind" roll which does tend to help the feeling of
Generally speaking, any situational modifier created by the "stumbling around in the dark" more than the above streamlined
attacker’s position or tactics applies to the attack roll, while any rules. You cannot use hero dice to reroll a miss chance.
situational modifier created by the defender’s position, state, or
tactics applies to the defender’s Defense. The GM judges what • Partial Concealment: 20% miss chance (roll a 4 or lower on
bonuses and penalties apply, using the Combat Modifiers Table as miss chance), can hide, Combat Advantage
a guideline. • Total Concealment: 50% miss chance (roll a 10 or lower on
miss chance), can hide, Combat Advantage

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attack made against a character’s space with total Inflicted Conditions


concealment is made at a -5 penalty.
Inflicted conditions tend to be conditions which a character did not
• Concealment and Area Attacks: The attack penalty
choose. The different conditions the environment may inflict on
concealment imposes on attackers does not apply to their area
characters, or that other characters might inflict on one another with
attacks, which are made at no penalty.
their FX are all based off of the inflict FX. These conditions inflict
• Ignoring Concealment: Concealment isn't always effective. A penalties on different sorts of actions you might take. These could
shadowy area or darkness doesn’t provide concealment include penalties to checks, a reduction in your movement speed,
against an opponent with darkvision. Smoke provides no or a loss of actions.
concealment against a character with X-ray vision, and so
forth. Characters with low-light vision can see clearly for a
greater distance with the same light source than other
characters. See Enhanced Senses for more information. Penalties to Checks
Penalties to checks are categorized by what sort of attributes they
penalize.
Cover
COVER CONDITION INFLICT (CHECK) CONDITION

Light Cover (Bush, Fence, -2 penalty to attack rolls against Succeed -2 Penalty to Check
Weak Barrier) covered character, can hide Succeed by 5 -5 Penalty to Check
Heavy Cover (Stone Walls, -5 penalty to attack rolls against Succeed by 10 Helpless
Large Tree, Heavy Machinery) concealed character, can hide Recovery Same resistance, +1 cumulative

Taking cover behind a wall, tree, or other obstacle provides some of • All Attacks: Characters with their attacks penalized suffer this
the benefits of concealment (making you more difficult to hit by penalty to all checks involving their weapon group skill rolls,
imposing a -2 penalty on attack rolls against you), but does not including attack rolls and (if the option is being used) opposed
grant you Combat Advantage (though if you use cover to hide, you maneuver checks. This penalty is appropriate for combat
can gain combat advantage over foes who can't perceive you). inflictions which hamper your ability to swing or aim a weapon
Further, the penalty to attack cover imposes on your opponents well, perhaps because of dizziness or a snare holding a
applies to both normal and area attacks (since cover can shield you character's arms.
from explosions very well). Cover is measured relative to the • Any one Resistance: Includes Defense, Fortitude,
attacker. For example, hiding behind a low wall provides no cover Toughness, or Will. Characters suffer a penalty to these
against an opponent hovering above you, but does provide cover resistances, making it much easier for your opponents to
against an opponent on the other side of the wall. successfully affect characters whose resistances have been
• Cover and Infiltration Checks: You can use cover to make an penalized in this way. A penalty to Defense might be the result
Infiltration check to avoid being seen. Without cover, you need of being held and unable to react quickly to threats, while a
concealment to make an Infiltration check to hide. penalty to Toughness could represent having something like a
• Total Cover: If you cannot draw a line between you and a corrosive acid eating away at armor and flesh. A penalty to
target without intersecting cover, the target has total cover. You Fortitude could be a poison or disease which weakens the
can’t make an attack against a target with total cover without character's immune systems, and a penalty to Will could
using a Ricochet attack or an Indirect FX. represent confusion.
• Varying Degrees of Cover: In some cases, cover may impose • All Non-Combat, Non-Resistance Skill Checks:
a greater penalty on attack rolls. In such situations, characters Representing being shaken and unable to focus in general,
attacking you suffer a -5 penalty to attack rolls. and being unable to perform activities as well as would
normally be possible. You suffer this penalty to the active uses
• Striking Cover: If it ever becomes important to know whether
of all non-combat skills (including the active uses of skills like
the cover was actually hit by an incoming attack, the GM
Perception, which have both active uses and passive
should determine if the attack roll would have hit the protected
resistances). This effect is useful for representing distracting
target without the cover. If the attack roll falls within a range
conditions, such as itching sensations or strong winds.
low enough to miss the target with cover but high enough to hit
the target if there had been no cover, the cover is hit. This can • Any One Ability Score: Allows for any one of Strength,
be particularly important to know in cases when a character Dexterity, Constitution, Intelligence, Wisdom, or Charisma to
uses another character as cover. In such a case, if the cover is suffer penalties. This is similar to the above option to affect all
struck and the attack roll exceeds the Defense of the covering non-combat and non-resistance distracting conditions, but it is
character, the covering character takes the damage intended more focused on penalizing a more related group of options.
for the target. If the attack roll is lower than the Defense of the For an ability score like Charisma, for example, this option
covering character, but higher than the Defense of the covered allows you to penalize both non-combat skills such as
character, the original target is hit instead. The covering Persuasion as well as resistances like Will, representing
character avoided the attack and didn't provide cover after all! something like a mystical doldrums that weaken the spirits of
Covering characters can voluntarily lower defense bonus to those who enter.
ensure they provide cover.

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Movement Penalties sample conditions constructed from the Inflict (Condition) FX are
described below.
Conditions can also hamper a character's movement. If such a
condition overcomes a character's resistance, that character is
reduced to moving at half speed with all forms of movement. If the Damage
condition overcomes the character's resistance by 5 or more, the
character is instead immobile and cannot take any move actions.
This could represent something as simple as sticky glue making it
INJURED (STAGED) CONDITION
difficult for the character to move to something as fantastic as time –1 on future Toughness
itself being slowed down or stopped. Succeed Injured
checks (ranked)

lose one action on your next


INFLICT (MOVEMENT) CONDITION Succeed by 5 Dazed
turn
Succeed 1/2 Movement Speed one action only, knocked
Succeed by 5 Immobile Succeed by 10 Staggered unconscious if damaged
again
Succeed by 10 Helpless
Recovery Same resistance, +1 cumulative Succeed by 15 Unconscious knocked out, no defense

1 hour check (injured,


Action Penalties Recovery Recovery staggered) / 1 minute check
(unconscious)
Conditions can even work to deny a character his or her normal
allotment of actions in a round. Such conditions deny a character
one action if the condition overcomes the character's resistance, or One or more of the following damage conditions apply to a
denies the character two actions if it overcomes the character's damaged character.
resistance by 5 or more. Conditions which deny a character actions
are usually ones that represent a character being too disoriented to
act coherently, or time slowing to prevent a character two actions. Injured
Injured means the character has been battered and bruised and is
in less than top condition. Each injured condition imposes a –1
INFLICT (ACTION) CONDITION penalty to your Toughness score against nonlethal damage, putting
the character closer to being taken out of the fight.
Succeed -1 Action
Succeed by 5 -2 Actions
Succeed by 10 Helpless
Dazed
Recovery Same resistance, +1 cumulative If your Toughness score is exceeded by 5 or more, in addition to
the normal effects of the condition, the character is dazed, losing
one action on his next turn. A character who suffers two or more
Combat Advantage dazed results loses both of his actions for the next turn and cannot
act. This lasts until just before the attacker’s turn in the initiative
order on the following round.
COMBAT ADVANTAGE CONDITION
-2 Defense against your attacks,
Succeed Off-Balance Susceptible to Your Surprise Staggered
Attacks
A staggered character has been badly beaten, barely holding on to
Lose Defense Bonus against your consciousness. He can only take a single action each round until
Succeed by 5 Vulnerable attacks, Susceptible to Your he recovers.
Surprise Attacks
Lose Defense Bonus against all
Succeed by
Flat-Footed attacks, Susceptible to everyone's Unconscious
10
Surprise Attacks An unconscious character is knocked out and helpless. What
Recovery Automatic 1 round befalls an unconscious character depends on the attack's
descriptor and the tone of the game.

For details, see Combat Advantage.


Recovery
Conditions in d20 With rest, characters can make Recovery checks (DC 10) to
recover from their damage conditions. The frequency of the checks
Advanced is based on the severity of the condition. The Regeneration FX
speeds up a character’s recovery checks.
Some conditions are already defined in d20 Advanced, such as
damage, which is critical to the health and injury system. Other

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Injured Other Sample Conditions


Once per hour of rest, characters can make a Recovery check (DC • Fear: A character stricken with fear suffers a breakdown of
10). If successful, they erase one injured condition. If the check reason and judgment, suffering a penalty to all attacks and all
fails, the character can make another in one hour, with a +1 bonus non-combat, non-resistance checks.
for each failed check. All characters recover at least one injured
condition per 10 hours. • Nausea: A nauseated character is sick and vulnerable,
suffering a penalty to all attacks and his Fortitude resistance.
• Snare: A snare represents some physical object or force
Staggered holding a character fast, penalizing a character's attack,
Once per hour of rest, characters can make a Recovery check (DC defense, and mobility.
10). If successful, they erase the Staggered damage box. If the • Slow: Slow represents some sort of force that causes a
check fails, the character can make another in one hour, with a +1 character to move and act more slowly in battle, penalizing a
bonus for each failed check. character's actions and mobility.

Unconscious
Once per minute, characters can make a Recovery check (DC 10).
If successful, they erase the Unconscious damage box. If the check
fails, the character can make another in one minute, with a +1
bonus for each failed check.

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Chapter IX: Dramatic


Interactions

A dark-hearted villain, twisted and corrupted by the hatred and vice


that have saturated every fiber of his being, fills the head of a noble
young hero with promises of power and glory if he forsakes his
friends and his family and joins the enemies of freedom. The hero
steels his heart against the painful accusations that his friends have
Beginning a Dramatic
betrayed him, that it is only right that he hate them. Each lash of the
villain’s tongue is like the blow of a sword against the hero’s very
Interaction
soul, but he must endure lest he fall his own demons. Depending on the dramatic interaction in question, different checks
Somewhere in the heart of a medieval city, a nimble young gypsy is are appropriate to determine the order of action in the subsequent
running for his life from the guards. He ducks into an alleyway in an rounds of dramatic interaction. Below is a short list of appropriate
attempt to lose his pursuers, but before he can scurry over a low checks for various types of dramatic interaction:
wall, they catch up to him, only to watch him slip onto the roof of • Chases and similar physical dramatic interactions are best
one of the buildings along the waterfront. Soon the chase is started with an opposed initiative check, exactly like combat.
resumed, this time with guards following the gypsy thief from • Social encounters of wit or battles of knowledge are best
rooftop to rooftop, daring death with each leap. The gypsy tries his initiated with opposed sense motive checks.
best to lose his tormentors by overturning boxes and crates in their
• Temptations and interrogations should almost always give the
way, but they are still closing. How could filching one loaf of bread
tempter/interrogator the first action, since the tempted/suspect
cause so many problems?
almost by definition is entirely reactive in this type of dramatic
Within the dimly-lit halls of the finest night club in the city, the rich interaction.
and influential drink and dance in time to the thunderous bass of DJ
The party with the highest check acts first in all subsequent rounds,
Doc, save a small knot of pretty young women more interested in
and parties with lower results act in descending order from the
two handsome young men. With laughs and jovial tones, they
highest result.
exchange witticisms and wise-cracks back and forth. To the
untrained eye, it would seem that they are good friends, able to
laugh so at their own expense, but a wiser audience would see that
their back-and-forth jabs of wit are actually a delicate struggle for
Favorable or Unfavorable Starting
supremacy. The winner will enjoy the company of some beautiful Conditions
ladies, while the loser will go home alone with a bruised ego.
At the start of a particular dramatic interaction, the GM may decide
All of these encounters are dramatic interactions. Non-combat but
that circumstances significantly favor one party or the other, and
high-tension situations are filled with action and excitement, if not
award that party bonus edge dice. Favorable circumstances might
swords clashing and laser blasts sizzling through the air. The
include having a higher land speed in a dramatic chase interaction,
dramatic interaction system is designed as a sort of “virtual” combat
engaging in a dramatic social interaction in a setting more friendly
system to abstract the entire concept of a somewhat extended
to one party than the other, and so on. Someone acting under
contest between two or more individuals. Dramatic interaction uses
favorable circumstances might gain additional Edge dice, or a
dice pools as a measure of who has the edge, or advantage in a
circumstance bonus to checks during a dramatic interaction
given encounter. Whoever has the edge has more options, and is
(usually +2 or +4).
closer to coming out victorious in the interaction.

Rounds
Dramatic interaction is something like combat in that it is divided
into rounds. The rounds are not particularly well defined in terms of

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length. The separation into rounds is a purely mechanical division


to bring order to dramatic interaction. Each character may act once
in each round. Unlike the well-defined actions in combat, an action
during a dramatic interaction might take only a few seconds, or it
might take several minutes. Thus a “round” in a dramatic interaction
is nothing more than how long it takes all interested parties to finish
reacting to one set of actions from one another.

Edge
The advantage which one party may have over another in dramatic
interaction of any sort is represented by dice pool of edge dice. The
more edge dice a character has, the more options he has open to
him. Characters may gain or lose edge dice as they and their
opponent act during a dramatic interaction. Generally speaking, at
the start of a dramatic interaction, each party involved gains five
edge dice apiece, and the interaction ends when one party has all
ten dice and the other party has none, though this could change
depending on circumstances.
Each dramatic interaction has different sorts of actions a character
can take, depending on exactly what sort of dramatic interaction the
characters are engaged in. In general, characters gain and lose the
edge by “wagering” dice based on how big a risk they’re taking with
their declared action.

Wagering Edge Dice


Each round, the parties involved in the dramatic encounter
announce actions in the order of initiative. The party with the
highest initiative declares her action and which party she wishes to
target (if there are multiple parties involved in the dramatic
interaction, see below). Depending on the nature of the action, the Outside Factors
GM decides which skill is most appropriate, and the player chooses At points during the interaction, the GM might interject requests for
how many dice to wager (more dice signifies a riskier, but different checks from the parties involved, representing factors
potentially more rewarding, action). The opposing party makes his outside of the control of the parties’ control. In a foot chase, for
or her own wager, and then the player then makes an opposed example, a GM might request an Endurance check from the parties
check with the other party. A character may wager and roll any after a certain number of rounds to see if either party is slowing
number of edge dice on a single action. The winner of this check down because of simple fatigue, while in a social interaction, the
takes both parties’ wagers. In the event of a tie, neither party gains parties might have to contend with an audience member blurting
or loses any edge dice: wagers are void. something embarrassing out. These outside factors usually do not
A party can always choose not to wager and take no proactive require the parties to wager Edge Dice, but might impose penalties
action on a given round, if they don’t see a way to take an on future checks. These outside factors need not affect both
advantage, or don’t want to risk losing more edge dice. However, if parties: it might only require a check from one of the involved
the other party makes a wager, then that wager must be opposed parties.
(even if only with one edge die).
As a dice pool, there is a certain numerical advantage to rolling
more dice than fewer. However, unlike other dice pools, a character Large Parties
risks losing all of his or her dice if the other parties roll well, so it’s
If one particular group in a particular dramatic interaction is made
riskier too. But having the edge in this way, with more dice than an up of multiple parties (such as a mob of local citizen with flashlights
enemy, enables a character to be more liberal with his or her
and hunting rifles chasing an escaped criminal, or a noble and his
actions, taking more chances and making riskier moves. sycophants hurling insults in the king’s court), have one member of
Just as with any other skill checks, circumstances might modify skill that group be the leader (usually the one with the most ranks in
checks in dramatic interactions. Favorable or unfavorable appropriate skills). This character makes all the checks, while the
circumstances to individual types of checks might grant characters rest of the party attempts to use that skill check to “aid another”,
attempting to use those skills a bonus or penalty for that specific granting the leader a cumulative +2 bonus on his check for each
check, as circumstance dictates. For example, if during a chase, other member of the group who succeeds on a DC 10 check in the
the thief being chased by the guards announces he wants to appropriate skill. In these situations, track edge dice for the group
attempt to run across a sloped tile roof after a rain storm, both he as a whole.
and his pursuers suffer normal penalties to their Acrobatics checks As a shortcut, GMs may wish to have characters who are classified
for trying to cross such a precarious surface.
as minions simply make one roll, with a +1 bonus to the roll for
each member of the group of minions (assuming about half of the
minions will succeed on the DC 10 check to aid the leader).

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Multiple Parties the winner, but it’s not a total victory, and the results of the
interaction are less certain.
Particularly in dramatic social interactions, there might be multiple
sides to any given dramatic interaction. All parties involved track
their edge dice individually, but must choose individual targets for
each of their actions. Only that target must make a counter-wager Interaction Types
and opposed check each round.
What follows are examples of how to use the Dramatic Interaction
Alternatively, the GM may allow one party to target multiple parties rules for various different types of interactions, ranging from
at once. In this case, all involved parties wager and make their physical challenges like chases to emotional ones like interrogation
opposed roll. If the party who initiated the action against one or to long-running interactions like weeks-long heist capers. These are
more targets is victorious, that party collects all the wagered edge intended to be suggestions and inspirations, and should not limit
dice. If the other parties are instead successful, they split the loser’s you from applying the Dramatic Interaction rules to other potential
wagered edge dice between one another (in the case of an uneven uses.
split, the party with the highest result gets the extra edge die). If
one targeted party loses, but another succeeds in the opposed Each entry includes suggestions for what sorts of outside factors
check, wagers are still exchanged. The parties that lost surrender might come into play, which skills might be most helpful in such an
their edge dice to the party who defeated them. interaction, and how the GM can make the most of the interaction.
For instance, in a social interaction, a young socialite may attempt Most interactions use the regular Dramatic Interaction rules, and
to flirt with two other characters’ girlfriends. In the opposed check, are limited to the scope of a single encounter. These three sample
he wagers three edge dice, and his opponents each wager one on Dramatic Interactions are intended to resolve a single challenge.
opposed Persuasion checks. The flirt manages to best one of the
boyfriends, but fails to defeat the other. In this situation, the
boyfriend who lost the opposed check surrenders one edge die to Chases
the flirt, while the flirt loses three edge dice to the boyfriend who
succeeded. A source of great excitement in an adventure, chases are a
relatively simple Dramatic Interaction. One party is pursued, and
the others are pursuing him or her. The interaction ends when the
Passive Parties pursued character is either caught or cornered (provoking a combat
encounter) or the pursued character escapes and gets away.
In the case of passive "opponents" in a dramatic interaction (such Faster parties tend to have major advantages in chases. The more
as searching out bombs hidden around a building), that party ranks of Speed a character has, the greater the edge he or she
doesn't take any actions or make any active wagers. These types of has. If one party has more ranks in the Speed FX than the other
opponents will only react to the characters' checks, making their party, then the faster party gains a bonus Edge die. If the faster
counter-wager (usually just one die) with a smaller set of opposed party has more than two extra ranks in speed (or their vehicle does,
checks (usually even just one skill). especially if the pursued character is faster), playing out a chase
Dramatic Interaction usually isn't necessary.

Winning a Dramatic
Outside Factors
Interaction After ten rounds of a foot chase (about 1 minute of game-time),
The dramatic interaction lasts until one character runs out of edge fatigue can start to affect the characters involved in the chase. The
dice, in which case she “loses” the dramatic interaction. If it is a GM can call for an Endurance check (DC 10, +2 for each additional
chase, her pursuers might corner her and force combat. In a social check beyond the first) or risk suffering fatigue for all parties
battle, she might be laughed out of the room. If it is a test against involved.
temptation, she might give in to her vice and succumb to her
tempter’s will.
On the other hand, if the character manages to force her opponent
Skill Use
to run out of tokens, she prevails in the encounter. In the example • Athletics: Being able to climb over a wall or swim across a
of the chase dramatic interaction, for example, the character narrow river in a hurry could mean the difference between the
escapes from her pursuers. In a social battle, it is her opponent pursued getting away and getting caught.
who leaves, flustered and disgraced. If it is a matter of temptation,
the villain’s attempt to assert her will over the character is utterly • Might: It's common for characters in chases to knock heavy
thwarted. objects in the way of their opponents to slow them down or
block off paths.
Note that there is always the option for one party to simply hand
over his or her edge tokens and surrender. • Acrobatics: Running across uneven or perilous surfaces can
allow you to gain ground.
• Infiltration: Sometimes the best way to escape a chase is just
Walking Away to hide from your pursuers.
There is also a chance in some interactions, especially in social • Vehicles: Absolutely critical in mounted and car chases that
interactions, for one party to simply walk away before any one party involve a lot of maneuvering in obstacle-laden paths.
has all the edge dice. In a social interaction, this is the equivalent of • Perception: If you can spot trouble down the road (like a snarl
leaving gracefully before anyone’s dignity is in tatters. It is up to the of slow-moving traffic or something else blocking the road) and
GM to decide if this is an acceptable end to the interaction. prepare accordingly, you can be ready and react more quickly
In this situation, the party with the most edge dice is declared to be than your opponent.

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• Survival (Local): Avoiding dangerous pitfalls or knowing where • Will: Resisting the affects of mind-altering drugs or even
the shortcuts are in the area can help you to navigate and supernatural abilities could mean the difference between
make better route choices than your foe. spilling the information and staying tight-lipped for a character
• Persuasion: While actually negotiating on the run is likely being questioned.
difficult, you might be able to use it to feint your opponent and • Toughness: When interrogation becomes brutal torture, being
make him zig when he should have zagged. able to stand up to damage and injury for the victim is
• Weapon Group (Firearms): A common trope in car chases is important.
to try to "shoot his tires out", and even if you only cause your
enemy to swerve, you might be able to gain the edge from that.
Suggestions for the GM
You need to tread carefully with interrogations. These are brutal
Suggestions for the GM interactions which are meant to pummel characters emotionally, but
When the time comes to start running a chase, you need to work while you need to make this clear to the players, you don't want to
with the players to make the environment exciting and dynamic. torture them! Help your players understand what their characters
Working with your players here means encouraging them to ask are going through (whether they're doing the interrogation or they're
questions like, "Do I know any short-cuts around here I could use to on the receiving end), and make it descriptive, but not so much that
head him off?" or "Is there any traffic up ahead that could slow your players aren't still engaged in the game.
someone down if they weren't ready for it?" You should also try to
provide opportunities for them to try daring stunts to end the
encounter in one fell swoop (such as hitting a ramp to jump their Social Combat
car from the surface streets up to the freeway, or leaping down onto
a moving train before the bad guys can grab them). Encourage Humans are social animals, and social fights hold great sway in our
players to be creative, and be sure to give them lots of flavor and lives. Social combat could involve jokes, bluster, displays of smarts
details about their surroundings so that they have a lot to work with. and know-how, and just about anything else which could impress
the crowd. Unlike other Dramatic Interactions, Social Combat
almost invariably involves an audience which you are attempting to
Interrogations/Torture win over. You might just be trying to trash-talk a rival, or you might
be trying to be the one to win the audience's favor for your own
One of the more emotionally brutal Dramatic Interactions, gain (such as seducing some companionship for the night before
interrogation or torture is an attempt to get a victim to reveal your rival does).
information. While some interrogations might be relatively calm and Engaging in social combat with a "friendly audience" (such as a
humane questionings, others might devolve into truly brutal, politician debating her rival in her campaign headquarters) gives
medieval torture sessions. If the victim wins, he holds out under the character an edge, warranting a bonus edge die.
pressure and refuses to divulge information. If the interrogator wins,
the victim reveals the information that he desired.
Outside Factors
Outside Factors Hecklers are often problematic in social situations, throwing out
comments or questions which could disrupt the flow of the
Most of the time, interrogation takes place under controlled interaction. The heckler might direct his or her comments to one or
conditions, and most outside factors (like a commanding officer or both parties, and that party needs to react well or risk losing edge
lawyer calling in to interfere with the interrogation) will occur as the dice.
end of the encounter, not as something which will just disrupt it.

Skill Use
Skill Use • Knowledge: Being able to show off your smarts and
• Might: For the interrogator, knowing how to literally twist knowledge could help you bolster your position in an argument.
someone's arm can be useful. • Perception: Being able to see through someone's rhetoric to
• Endurance: Interrogation is both physically and emotionally their true motives can be important in winning in the social
draining for both the interrogator and the victim. arena.
• Fortitude: Being able to resist drugs and poisons can be • Art (Perform): A skilled performer might be able to wow an
critical to surviving an interrogation session. audience with a stunning orration or just earn applause with a
song.
• Science: Some interrogators like to be able to make their own
drugs to loosen their victims' lips. • Persuasion: The heart of any social combat is persuasion,
whether you're trying to convince your audience or your rival.
• Expertise (Torture): A good torturer knows how to cause pain
and apply pressure (physical and emotional) to a victim to get • Will: Being able to resist baiting or keep your cool is important
what he wants. to maintaining control in social situations.
• Perception: When both interrogator and victim are bluffing and
trying to deceive one another, being able to see through the
deception becomes important.
Suggestions for the GM
• Persuasion: As noted above, knowing how to deceive the As discussed with Interaction Skills, you need to decide how
other party, and prevent them from calling your bluff, is critical roleplaying and the results of die rolls will come together in an
to both parties. encounter. Your players' words and roleplaying should matter, but

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so too should their characters' capabilities. Find a balance that the private identity not benefit from it. Further, if the GM decides it’s
works for your game. appropriate, the public identity might benefit from the Renown
reputation feat while the private identity instead has the Low-Profile
feat.

Reputation
This system models how well known a character is and how that
Reputation Checks
reputation affects interaction with others. A good reputation can be Most of the time, the character doesn’t decide to use reputation;
a useful advantage, but a bad one can be a troublesome hindrance. instead, the GM decides when your reputation is relevant to the
Reputation affects non-combat interaction checks between scene or encounter. When it becomes relevant, the GM makes a
characters by providing a modifier. Fame makes others more likely reputation check for an NPC that might be influenced in some
to favor and help the character, while infamy makes the character’s fashion by your character’s notoriety.
social entreaties less effective.
Reputation check = d20 + reputation bonus + the NPC’s
Knowledge Modifier

Reputation Bonus The area in which the PC is well-known determines which skill's
Knowledge to use. A magician, for example, might be recognized
All characters have a reputation bonus, which essentially makes it by a Knowledge check with Expertise (Mysticism), while a character
easier for other characters to recognize them. More charismatic who has made his reputation in the underworld as a second-story
character are more likely to be well-known. A character’s reputation burglar might be known among thieves with the Infiltration skill.
bonus is: The standard DC for a reputation check is 30. If the NPC succeeds
on the check, he recognizes the character. That recognition grants
a bonus or penalty on subsequent interaction skill checks based on
Reputation Bonus = Reputation Dice + Charisma + Feats the NPC’s reaction. A character with a Reputation bonus of +29 or
more is instantly recognizable and known to virtually everyone.
Chapter IV: Feats describes two reputation feats. Renown makes it Depending on the result, a character may be more or less easily
more likely that a character will be recognized, while Low-Profile recognized by an NPC. The table below shows the result of
makes it less likely that a character is going to be recognized. reputation checks:

Reputation Dice REPUTATION


When characters begin to gain public attention, they gain reputation Succeed Recognized on sight
dice. These dice are a rough measure of how well-known a Fail Recognized by name
character is, and how much clout he has. Fail by 5 Recognized with some prompting
Reputation dice serve two purposes. First, like other dice pools, Fail by 10 Not recognized
reputation dice can be used to reroll certain checks, in this case,
interaction skills. At any time, a player who isn’t satisfied with the
result of a Persuasion check may reroll the check with his On a successful reputation check, you are recognized on sight,
reputation dice pool, selecting the best result and then surrendering which means that the NPC or NPCs need only see you to
one die from the dice pool. However, unlike other dice pools, a immediately recognize you.
reputation dice pool can only be used if an NPC successfully If the reputation check fails, then you are only recognized by name.
recognized a character. By using your reputation dice in this way, This means that an NPC will only recognize you if he or she hears
you are, in effect, reminding the person you’re interacting with just your name (or at least the name you use in public).
who you are and getting them to rethink their response in light of If the reputation check fails by five or more, then you are only
this information. recognized with some prompting. After being reminded of who you
In addition to this use, your reputation dice pool serves as a bonus are (by maybe mentioning some of your achievements), the NPC
to your reputation bonus. The ebb and flow of your reputation dice will recognize your character.
over the course of a game represent the fickle attention span of the If the reputation check fails by 10 or more, then your character is
public. simply not recognized, which may be a good thing or a bad thing.

Reputation and Secret Identities Skill Checks


Characters with secret identities effectively have two separate
reputation bonuses: one for the costumed identity and another for When an NPC with an Intelligence of -3 or higher has a positive
the secret identity. The character should use whichever bonus is opinion of your reputation, you may use your reputation dice pool to
appropriate. One reason many heroes maintain secret identities is reroll Persuasion, Survival for reconnaissance, and Art checks for
to leave their Reputation (and the recognition that comes with it) performances. As with other dice pools, you select the highest
behind for a while to live a “normal” life. result from your rolls, and then lose one reputation die. This
represents a character spending some of that hard-earned clout to
The “public” identity maintains the “public” reputation, while the
really sway the opinion of someone, and as a result, having to earn
“private” identity maintains the “private” reputation. If the public
that clout and popularity again through hard work.
identity has the Renown reputation feat, it might be appropriate that

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When an NPC with an Intelligence of -3 or higher has a negative character one or more reputation die. This can range from 1
opinion of your reputation, you must roll all of your Persuasion, reputation die for acts of local fame (saving the city, rescuing a local
Survival for reconnaissance, and Art checks for performances with celebrity, etc.) to 4 reputation dice or more for things like saving (or
your dice pool. Instead of selecting the highest result, you must trying to take over) the world. Keep in mind that the Reputation
accept the lowest result you rolled. However, your reputation pool bonus only measures how well known a character is, not how
does not shrink with each use: interacting with people with poor people feel.
opinions of you does not cause your reputation to decrease.
Note that when dealing with NPCs who have a negative opinion of
your reputation, you may still use your reputation dice pool in a Losing Reputation
positive way for Persuasion checks to intimidate a target. The GM can likewise decrease a character’s reputation dice pool
The bonus or penalty only applies when you are interacting outside for staying out of the limelight, lying low, and otherwise not
of combat with an NPC who recognizes you and is therefore aware attracting attention for a while. People move on and forget about
of your reputation. Those unaware of your reputation are unaffected old headlines. Still, a character with a significant Reputation usually
by it either way. has to be out of circulation for years before most people forget. A
good rule of thumb is that it takes a number of weeks out of the
spotlight equal to a character’s reputation modifier to lose one
NPC Reputations reputation die. So a character with 3 reputation dice and a +2
Charisma (and no Renown or Low-Profile feats) will take 5 weeks
Players decide how their characters act. Sometimes, however, it’s of obscurity to lose one reputation die. After that, it will take 4
appropriate for the GM to call for a skill check using an interaction weeks to lose another die, and 3 more weeks to lose the last
skill affected by reputation. For example, an NPC might use reputation die, for a total of 12 weeks to lose all three reputation
Persuasion to lie to the characters, who, in turn, use Perception to die.
detect the lie. If an NPC tries to intimidate a character, the GM can
use the NPC's Persuasion check result to determine which
characters see the NPC as intimidating and which don’t.
Players may also want to know if their characters recognize a
particular NPC. Reputation checks can be useful in these
Mental Strain
situations. Mental strain represents the psychological damage caused by
The GM should make a reputation check in secret to see if players’ terrible experiences: horror, violence, and trauma. When confronted
characters recognize an NPC. This prevents the players from using by these things, some people collapse under the strain. This variant
the results of reputation checks as a means of measuring the is most appropriate for very realistic settings where characters are
importance of every NPC they encounter. expected to deal with terrible situations and their consequences.
Modify the results of the NPC’s interaction skill checks by their When confronted with a particularly stressful situation, characters
reputation bonuses when they interact with characters who make Will checks. The DC of the check depends on the
recognize them. Since NPCs generally don’t have any dice pools, a circumstances.
good rule of thumb is to give NPCs a reputation bonus equal to
their Charisma modifier + reputation feats + ½ their Power Level,
using modifiers of +2 for increasingly famous NPCs or penalties of TABLE 9.1: MENTAL STRAIN
-2 for more obscure NPCs. DC Situation
10 Witness a friend killed. Kill an enemy in the heat of battle.

Reputation Limits 15 Witness a gruesome death or torture. Suffer torture.


Witness a friend or loved one killed in a terrible manner.
20
In general, a character cannot have more reputation dice than his Commit murder.
Power Level total. So a PL 10 character’s pool of reputation dice Commit cold-blooded murder. Witness death and destruction
25
cannot exceed 10. on a vast scale.
The GM may wish to vary starting reputation dice based on the 30 Encounter a terrible horror of cosmic proportions.
needs of the game. For most games where the characters are
starting from obscurity with no other real adventures to their names,
then starting with no reputation dice is appropriate. However, if the
characters are established in the setting with previous careers
before the game began, for example, they may have greater
reputations, perhaps 2 or 3 reputation dice apiece. If they are Option: How To Use Mental Strain
covert agents or otherwise out of the public eye, you may want to
forego reputation altogether. Mental strain and the options for Madness may seem very similar.
Each rank in the Renown feat increases a character’s reputation by Mental strain is meant to provide a very simple means of tracking
+3. Each rank in the Low-Profile feat reduced a character’s strain for more realistic games, not a robust system where
reputation by –3. tracking your mental health becomes one of the key indicators for
your character's wellbeing. This is a simple way to tell how much a
given experience has shaken a character up. While mental strain
Event-Based Reputation does serve as a good initial way to determine whether or not an
experience is maddening, and it does work well as part of the
Reputation also changes based on the things characters do... at madness rules, mental strain by itself is likely not enough to truly
least, the things other people know about. When a character invoke the feeling a horror game should be able to.
performs some important action, the Gamemaster can award the

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kind of “mutation” toward some other form, something other


If you succeed on the Will check, nothing happens; you manage to than human.
deal with the circumstances and move on. If you fail the check, then • Moral taint is sometimes referred to as corruption. It is
your character momentarily loses control. You, the player, have essentially the taint of evil on the character’s mind, heart, or
three choices: soul (or all three). It represents an erosion of the character’s
morals; moral taint paves the path to wickedness and villainy,
• The character becomes panicked and attempts to flee as
whether willingly or unwittingly.
quickly as possible. If unable to do so, the character cowers,
• Psychological taint is the touch of madness, a creeping lunacy
helpless.
intruding on the character’s psyche. The more it progresses,
• The character becomes helpless, cowering, curled up in the the more the individual’s grip on reality weakens, sliding down
fetal position, or just standing dumbstruck and unaware.
the slope toward complete and utter insanity.
• You spend a hero die and the character is dazed for one round,
losing both of his actions, but defending normally. The
character then shakes off the horror of the situation and acts
normally. Causes of Taint
The first two effects last for the duration of the encounter (more or Any number of things can cause taint, but ultimately, taint in the
less at the GM’s discretion). Spending a hero die at any time during game should be caused by the character’s choices in some way for
either effect allows the character to shake it off immediately. it to be anything other than an arbitrary punishment. That is, taint
should be a side-effect of a choice the player makes on behalf of
the character. This makes taint into a mechanism to give that
Mental Strain and choice a definite consequence.
So, for example, moral taint may result from the moral choices
Complications someone makes. If you choose to do evil, then you risk becoming
tainted by that choice. Likewise, if someone does something
If desired, mental strain can have a long term impact as well as a psychologically scarring, then psychological taint may result. Even
short-term one. When a character fails a Will check, in addition to biological taint can occur as the result of a choice to use certain
the normal effects, the character may develop a number of devices or abilities with mutational or toxic side-effects, or to go into
psychological complications equal to the check’s DC/10. So, a an area filled with dangerous energies, for example. Of course, the
failed Will check vs. a DC of 20 results in two complications. The choice to avoid taint isn’t always easy—characters may need to use
character suffers the effects of these complications but does not those dangerous devices, go into that forbidden area, or bargain
gain hero dice for them. The complications are permanent, with evil forces—but it should still be a choice, in order to be
although the GM can allow characters to eliminate them with time meaningful.
and psychological treatment; a minimum of one month per
The only real occasion when taint should be imposed from without
complication is recommended.
is in a horror-themed game, where a slow and inevitable
The player and Gamemaster should cooperate to come up with progression into corruption and madness are important elements of
complications suited to the nature of the mental strain that caused the genre.
them.
There, taint can be used to emphasize feelings of helplessness and
unfairness. In most d20A games, however, it’s best restricted to a

Mental Strain and Taint matter of choice.

If you’re using the Taint rules, a failed mental strain save can cause
psychological (or even other forms) of taint (especially Madness). Acquiring Taint
Taint is measured, like most dice pools in d20A, in terms of dice.
How do characters acquire taint dice?

Taint Once you’ve decided on the cause of a particular kind of taint, it


may just happen. That is, if you make a choice that causes taint,
you get a taint die automatically. This makes the consequences of
Some characters in fiction suffer from progressive problems, from that choice certain (at least in terms of taint). This may make some
some sort of taint, whether it’s the corruption of pure evil, players especially cautious, however. If they know they’ll get taint
uncontrolled mutation, chaos energy, insanity, or some sort of from doing something, they can (and likely will) just avoid doing it.
progressive disease.
Alternately, doing something that causes taint may only lead to a
The optional rules in this section look at ways to model these and possibility of acquiring a taint die. The best mechanic for this is a
other kinds of taint in a d20A game. skill check (usually using a resistance): if the check succeeds, the
character acquires no taint; if it fails the character acquires 1 (or
more) taint die. The type of save—and the difficulty class—depends
Types of Taint on the type of taint, and often the cause.
Fortitude checks are best suited to biological taint affecting the
“Taint” is just a general term for some imbalance or progressive
character’s body and health. Will checks are better for taint that’s
problem a character faces. It can come in many different forms and
moral, psychological, or spiritual in nature, and can also be suited
it’s up to the Gamemaster which, if any, forms of taint exist in the
for biological taint caused by willful actions (such as the psychic
campaign setting. Some possible types of taint include (but are not
feedback from a device causing biological taint). Other skills and
limited to) the following:
resistances are generally less suited for taint.
• Biological taint is some sort of mutation or transformation of the The Difficulty Class of the check is based on the cause of the taint.
victim’s body. It can be anything from a rampant disease to a Did the character commit a minor infraction or a terrible, mortal,

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sin? Was it a small dose of mutagenic energy or a massive one?


Was the action disturbing or sanity-shattering? As a general
guideline, the DC for a taint check should be 10 + half the
campaign’s power level on average, giving most characters a fair
chance of success.
Another good way for characters to acquire taint is through extra
effort normally covered by spending Hero Dice. Some or all of the
uses of extra effort, particularly those involving FX, may cause taint.
So, for example, rather than spend a hero die to perform a power
stunt or enhance a power, you may instead voluntarily incur taint.
Players have a choice of spending a hero die or gaining a taint die.
This keeps hero dice useful, but gives the edge to those willing to
suffer taint.

Effects of Taint
So what do taint points do once you’ve acquired them? Generally,
taint imposes some sort of disadvantage (or, again, there would be
no reason to avoid it). Taint may also provide some benefit,
although it’s usually outweighed by the drawbacks.

Drawbacks
The most common effect of taint is the imposition of drawbacks.
These drawbacks may include things normally considered
complications, like personality quirks, unusual appearance,
addictions, and so forth.
As a general rule, the drawbacks imposed by taint should have a
character point value equal to the total taint dice. So a character
with 3 dice in his taint pool has 3 character points’ worth of Benefits
drawbacks. Note that characters don’t get any additional character Taint may also have some beneficial side-effects, although the
points for these drawbacks, nor do they count as complications for drawbacks should generally outweigh them. The most common
awarding hero dice; they’re the price the character pays for having benefit, apart from the benefits encouraging characters to risk taint
taint. in the first place, is to make taint points a prerequisite for acquiring
It’s up to the GM whether or not characters have to acquire taint- certain traits.
related drawbacks immediately, or if they can “defer” some taint For example, if you want to make magic a “forbidden power” if your
and not acquire a drawback until their taint reaches a certain total. campaign (perhaps including some other troublesome FX like Mind
A good guideline is to allow the player to choose, but to require a Control and Summon (Minion)), you can decide a character must
drawback when taint reaches a total of 5 dice and to require the have a certain level of moral or psychological taint before being
drawback to have a value equal to the unallocated taint dice. So, able to invest character points in magical FX. This makes all
the longer you put off acquiring a taint-related drawback, the worse sorcerers tainted by their arts, whatever their original intentions for
it becomes, going from an uncommon, minor (1-point) drawback to learning magic might have been.
a very common, major (5-point) drawback.
This kind of “taint prerequisite” is an effective tool for controlling
Gamemasters can also create particular structures for taint-related access to certain traits and creating the right feel for certain kinds of
drawbacks, such as a “pyramid” structure, where the first drawback settings, particularly those where power (or certain kinds of power)
can be as little as 1 point, but each successive drawback must be comes at a price.
worth 1 point more. So the second taint drawback must be 2 points,
then 3 points, and so forth. The time between acquiring drawbacks
increases, but so does their severity.
The GM also decides what kinds of drawbacks are appropriate and
Taint Limits
may allow players to choose them, or impose them directly. Certain The Gamemaster should decide if there’s a limit to how much taint
kinds of drawbacks suit particular kinds of taint, as shown in the you can accumulate and, if so, what it is and what happens when
Examples of Taint section. you reach the limit.
The effects of taint may create an inherent limit. For example, if
Ability Loss each taint die results in the loss of a point of Constitution, then
victims die when their Constitution scores drop below -5, so they
A particular drawback of taint may be loss of ability score points. can’t have more taint than their Constitution score, plus 6. On the
For example, a character may lose a point of Charisma (or some other hand, some taint effects don’t have built-in limits.
other ability) for every taint die acquired. This loss affects the Theoretically, a character could continue accumulating taint-related
character normally, and if a score is debilitated, the effects become drawbacks indefinitely, for example.
more severe. This effect is best for taint representing a kind of It can be useful to set a maximum taint limit for two reasons. The
disease or other slow erosion of the character’s physical or mental first is to keep taint undesirable and give players reasons to avoid
health. it. The other is to provide some dramatic tension as characters

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draw closer to an ultimate effect of accumulating taint.


Acquiring Corruption
Whatever the exact effect of reaching the taint limit, the game
system effect is the character is taken out of the player’s hands, Characters acquire corruption by doing evil deeds. The exact
becoming a non-player character. This can be due to permanent definition of “evil” is left up to the Gamemaster, but generally means
insanity, irredeemable corruption, total physical (or psychological) any deliberately harmful action undertaken for reasons other than
transformation, or even death. the defense of one’s self or others. In some cases, you may want to
Where to set the taint limit depends on how soon you want limit the list of potential “sins.” For example, perhaps murder and
characters to get there, but a limit of between 10 and 20 taint dice torture are corrupting, while simple theft is not.
is a good guideline. A lower limit (around 10 dice) is best for
settings where any taint is a serious concern and tainted characters
often hover close to the limit. A higher limit is better for those Effects of Corruption
campaigns where taint is a problem, but rarely gets so out of hand Corruption dice impose mental drawbacks associated with
that a character succumbs to it completely. sociopathic or even psychopathic behavior. The more corruption
the character accumulates, the worse (or more numerous) the
drawbacks become, and the more likely the character is to acquire
Eliminating Taint further corruption, continuing the cycle. A corrupt character also
loses the ability to use FX with a holy or good descriptor; the
Once you have taint, can you get rid of it and, if so, how? Generally, character is simply too tainted. On the other hand, a corrupt
getting rid of taint should be possible, but difficult, and it should character may gain the ability to use unholy or evil FX.
again be a choice made by players to do what’s necessary to rid
their characters of their taint.
The process of eliminating taint should be difficult enough for taint Eliminating Corruption
to remain a significant risk. If it were easy to get rid of, everyone
would do it. Some possible means of eliminating taint include the Corruption is removed not only by refraining from doing evil deeds,
but also by actively doing good deeds in an effort of redemption.
following.
A truly good and noble act removes a corruption die. Of course, any
• Abstinence: The character must abstain from some activity to
corruption-induced drawbacks will make it more difficult to stay on
get rid of the taint, usually whatever caused the taint in the first
the straight and narrow; the player may need to spend hero points
place. For example, if using certain FX causes taint, then the
to allow the character to overcome the drawback long enough to do
character has to abstain from using those FX for a time (which
the right thing.
may be an inconvenience). A minimum of a week per taint die
is recommended, although it could be longer.
• Penance: The character has to take some action to address
the cause of the taint in order to get rid of it. For example, taint
Madness
caused by wrongdoing might require the character redress The mind can only stand so much pressure before it breaks. There
those wrongs and seek forgiveness to remove the taint, while are things no one was meant to see, or do, or know, and they can
taint reflecting a character out of tune with his nature might bring on a creeping madness, leading to total insanity.
require actions more in tune with the character’s true self to
eliminate the problem.
• Treatment: There is some treatment able to remove taint. Acquiring Madness
Generally, it should be time-consuming, difficult, expensive, or
all three. Physical taint might be treatable using medicine, and Characters suffer madness from exposure to traumatic events.
characters could remove psychological taint through therapy. These events require a Will check with the Difficulty Class of the
The Gamemaster should decide the course of treatment, any save set by the intensity of the trauma, ranging from DC 10
check(s) required, and how much taint each treatment (suffering a painful injury or receiving a sudden shock) to DC 30 or
removes. more (prolonged torture or witnessing Things Man Was Not Meant
to Know).
In a game where the supernatural is rare and utterly horrifying,

Examples of Taint most or all supernatural beings should have ranks in the Induce
Madness FX in addition to their other abilities.
A failed check results in a madness die or any number of other
Here are three examples of how taint can work. These are by no maladies. A successful check means there’s no effect this time.
means the only ones, and Gamemasters should feel free to come
up with their own variations. Any or all of these examples could
coexist in a setting, providing multiple forms of taint that characters TABLE 9.2: MADNESS DC
can incur!
DC Situation
10 Witness a friend killed. Kill an enemy in the heat of battle.
Corruption 15 Witness a gruesome death or torture. Suffer torture.
Witness a friend or loved one killed in a terrible manner.
In this application of taint, good and evil are more than just abstract 20
Commit murder.
moral concepts—or at least evil is, anyway. Those who do
especially wicked deeds have a stain upon their souls. This Commit cold-blooded murder. Witness death and destruction
25
darkness can eat away at the spirit, until there’s nothing left inside on a vast scale.
but emptiness and corruption. 30 Encounter a terrible horror of cosmic proportions.

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MADNESS CONDITION TABLE 9.4: DERANGEMENTS


Fail -1 Action + Madness die Mild Derangements (2 Madness Dice Drawbacks)
Fail by 5 -2 Actions + Madness die Avoidance Mania
Fail 10 Helpless + Madness die Depression Narcissism
Fixation Phobia
After acquiring your first madness die, you must make Will check Inferiority Complex Suspicion
against Madness using your madness dice pool. However, unlike
Irrationality Vocalization
other dice pools, you do not lose madness dice from rolling your
madness pool, and you take the lowest result when you roll your Moderate Derangements (4 Madness Dice Drawbacks)
madness dice pool, not the highest. This represents a character’s Anxiety Melancholia
slipping grip on sanity. Hysteria Obsessive Compulsion
Megalomania Paranoia
Derangements Severe Derangements (6 Madness Dice Drawbacks)
Catatonia Multiple Personality
Accumulated madness dice result in mental drawbacks with a point
value equal to the total madness dice called derangements. The Fugue Schizophrenia
player and GM should choose these drawbacks to reflect the
effects of the trauma(s) causing the madness: being attacked by a
swarm of spiders may cause arachnophobia, for example. As DEPRESSION MILD DERANGEMENT
madness dice accumulate, the character may acquire new
drawbacks, or existing ones may become more severe. If you fail to accomplish some important goal, like passing an
Derangements are triggered by different situations, and more important exam or succeeding on a mission, or if you suffer a
stressful, important situations can be harder to resist than other critical failure on a check, there is a chance that you might fall into
such situations. depression for the remainder of the encounter.
Make a Will check with your madness dice pool. On a failed check,
you immediately lose a Hero Die, and are unable to use Hero Dice
TABLE 9.3: DERANGEMENT DRAWBACK to make any rerolls during that scene.
SAVE DC
DC Situation FIXATION MILD DERANGEMENT
10 Easily avoided, low stress, minor importance
15 Not easily avoided, mild stress, some importance After completing an important task (whether a success or a failure),
20 Tough to avoid, moderate stress, definite importance you may become fixated on the action to the level of an unhealthy
25 Difficult to avoid, high stress, great importance obsession.
30 Impossible to avoid, extreme stress, tremendous importance Make a Will check with your madness dice pool. If you fail, you
remain fixated on the action or a person, place, or object
associated with the action, for a number of scenes equal to your
Sample Derrangements madness dice pool. You obsess over what caused you to fail or
what allowed you to succeed, and the distraction causes you to
Below are a set of example derangements. This should not be suffer a -2 penalty to checks not associated with the fixation until
considered a comprehensive list, and GMs and players should feel the obsession has passed.
free to add or modify derangements as suits their individual games
or their characters.
INFERIORITY COMPLEX MILD DERANGEMENT

Mild Derangements
In situations of high tension where everything comes down to the
AVOIDANCE MILD DERANGEMENT result of a single check (such as while attempting to defuse a
bomb, or while in delicate negotiations where one check will decide
the outcome of the talks), you may begin to feel worthless or
When brought to face a character or situation that you associate incapable.
with trauma or bad feelings (an ex-lover, a long-standing rival, and
area where you were mugged), you try to avoid the situation Make a Will check with your madness dice pool. If your roll fails,
however possible. you are beset with self-doubt and insecurity, unable to perform to
the best of your abilities. Once in this state, any checks made for
Make a Will check with your madness dice pool. On a failed check, the remainder of the encounter (including the stress-inducing check
you do everything in your power to avoid the situation, though you itself) suffer a -2 penalty. You are unable to use Hero Dice to make
can still avoid harming yourself or others (sneaking away in any rerolls during the encounter.
disguise, walking the other way, or fleeing with great haste). If you
are forced to confront (or cannot otherwise escape from) the
situation, any checks made suffer a -5 penalty. IRRATIONALITY MILD DERANGEMENT

When threatened in some way or another (such as with a lawsuit,


to have your secret identity exposed, or with a demand to know

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why you’re in a secure area), you might respond in a completely


irrational way.
VOCALIZATION MILD DERANGEMENT

Make a Will check with your madness dice pool. On a failed check,
the GM determines how you react. You might begin to sing show When faced with a difficult decision, you tend to vocalize your
tunes, or bark like a dog, or beat your chest constantly. You will not internal thought process. If faced with the choice between saving a
start a fight with the character threatening you, but you are able to bystander or attacking your hated enemy, you might debate the two
react if you’re attacked. At the end of the encounter, or when the choices aloud, or you may agonize loudly about which way to go in
threatening character leaves or retreats, your behavior returns to a maze.
normal. Make a Will check with your madness dice pool. On a failed check,
you begin vocalizing your internal thought process. If another
character points this out your vocalization, you can refrain from for
MANIA MILD DERANGEMENT only a few turns before you start vocalizing again. You suffer a -2
penalty to Persuasion checks with characters who witness your
You are prone to extreme fits of hyperactivity, which are sometimes vocalization.
bound by good sense. In this respect, it is similar to Irrationality, in
that your behavior isn’t always logical. In a high-stress situation, or
during a traumatic experience, you may experience a manic
Moderate Derangements
upswing, in which you become extremely extroverted and
hyperactive, sometimes against better judgment. ANXIETY MODERATE DERANGEMENT
Make a Will check with your madness dice pool. On a failed roll,
you become more impulsive and have a greater difficulty resisting As Inferiority Complex, but your general anxiety plagues your every
compulsions. You suffer a -2 penalty to Will checks while in a manic day life to such an extent that you suffer a -2 penalty on all attacks,
fit, and suffer a -5 penalty to Perception checks to sense another defense, checks, and resistances for the remainder of the scene,
character's motive, as you are easily convinced to do things which and you are unable to use Hero Dice to make any rerolls during the
you might avoid while of sound mind. scene.

NARCISSISM MILD DERANGEMENT HYSTERIA MODERATE DERANGEMENT

If you succeed at a difficult goal, such as diffusing a bomb or This condition functions much like phobia, except that on a failed
besting a strong foe in combat, you might be smitten with vanity. Will check with your madness dice pool, you are frightened enough
Make a Will check with your madness dice pool. On a failed check, that you flee from the source of the fear as fast as possible, though
you are unable to use the Aid action to help other characters with not in a way that otherwise endangers yourself or others. You will
their actions or attacks. You also suffer a -5 to all Persuasion not, for example, jump off a high cliff to escape a spider.
checks (as nobody wants to deal with an egotistical half-wit).
MEGALOMANIA MODERATE DERANGEMENT
PHOBIA MILD DERANGEMENT
An extreme form of Narcissism. Any time you fail at an opposed roll
You suffer an irrational fear of some person, object, situation, or or in any form of contest or competition, you must make a Will
environment (such as spiders, heights, or tight spaces). When check with your madness dice pool to avoid demanding a rematch
exposed to the object of fear, make a Will check with your madness (under more favorable conditions). You will not work with or aid
dice pool. (using the aid action) anyone who bested you for the remainder of
the scene or encounter. You suffer a -10 penalty to Persuasion
On a failed check, you are shaken, suffering a -2 penalty on
checks, and lose one hero die out of self-loathing and depression.
attacks, defense, checks, and resistances. You also avoid the
object of fear if at all possible, not approaching it if reasonable.
MELANCHOLIA MODERATE DERANGEMENT
SUSPICION MILD DERANGEMENT
A very severe form of Depression. In addition to the aforementioned
effects of a failed Will check made with your madness dice pool, all
If you fail an important task because of the actions of another
attacks, defense, checks, and resistances you make suffer a -5
character, you might become suspicious of the motives of everyone
penalty.
around you (even if the other character was trying to help you).
Combat doesn’t necessarily cause a character to become
suspicious, unless this is the means which another character is MODERATE
preventing you from achieving your goal. OBSESSIVE COMPULSION DERANGEMENT
Make a Will check with your madness dice pool. If you fail this
check, you suffer a -5 penalty to Persuasion, as you are constantly You become completely obsessed with repeating a certain action
questioning everyone else’s motives. However, you gain no special over and over again to the exclusion of everything else. This might
bonus to Perception checks to sense someone's motive to see include constantly cleaning something, rearranging books on shelf
through real deception. over and over, or trying to keep an area “clean” by refusing to allow
certain (or any) individuals into it.
Make a Will check with your madness dice pool. If you fail, you

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obsess about your compulsion to the point of simply ignoring


everything else around you for the scene. You must succeed at the
check to voluntarily break this obsession for an encounter. If forcibly
prevented from obsessing, you might not be able to distinguish Examining the Mechanics: Madness
between friend and foe and attack indiscriminately. Note that unlike other offensive effects, Induce Madness does not
have the maddening creature roll its effect modifier. Rather, it has
the affected targets roll a check to preserve their own sanity. This
PARANOIA MODERATE DERANGEMENT
essentially "reverses" their Will resistance and puts them in
control of their own minds, so to speak. It also keeps the effects of
You believe that all your misfortune is not coincidence, but the this FX in line with the other events which could cause madness,
malicious will of some person or group. You often obsess over so that the players always follow the same rules when sanity is at
conspiracies (real or imagined), and might attack anyone who you stake. This style of effect resolution is a good model to use if you
perceive to be a threat. want the players to really feel as if it's their character's ability, that
You suffer a constant -5 penalty to Persuasion check, as your is essential to see them through safely. You could use a similar
disturbed nature tends to make others uneasy around you. When mechanic for fighter pilots rolling their Defense check to evade
faced with a suspicious individual, make a Will check with your incoming attacks. It's a little slower to resolve than the usual
madness dice pool. On a failed check, you either attack that method, but it can add more emphasis as desired.
individual (if you believe the character to be weaker than you are) The Induce Madness FX is built as a combination of the Immunity
or become frightened and flee as fast as possible. FX and a Triggered Inflict (Condition) FX with a Benefit that lets
you use your ranks in this FX in place of a Madness Dice Pool for
other FX.
Severe Derangements
CATATONIA SEVERE DERANGEMENT INDUCE MADNESS
Type: Sensory Action: One (triggered)
When entering a potentially traumatic situation, you risk simply
going unresponsive and inert. Range: Perception (Burst area) Duration: Instant
Make a Will check with your madness dice pool. On a failed roll, Resistance: Will (madness, see Cost: 5 points + 4 points per
you immediately fall unconscious and helpless. It might take below) rank
minutes or even hours for you to return to normal (at the GM’s
discretion). Your very presence is anathema to mortal minds, and your
existence flies in the face of the very laws of reality itself. When
you first appear to other characters, this effect triggers, forcing
FUGUE SEVERE DERANGEMENT them to make a Will check against Madness (DC 10 + your ranks
in this FX). If any creatures in an area of effect (rank x 5 feet)
have a madness dice pool, they must check using that pool
When presented with a potential source of trauma, you can instead of a normal roll.
potentially black out and act as if on “autopilot”, and you seem to
You may also take one action to strike a suitably horrific pose or
“sleep-walk” through an avoidance behavior.
take a terrifying action to attempt to madden targets further.
Make a Will check with your madness dice pool. On a failed check,
On a failed check, the target loses one action, unable to fully react
you act as an NPC along a simple avoidance behavior under the
to the unspeakable horror which it now perceives, and gains a
control of the GM. You “wake up” after the encounter is complete,
madness die. If the target fails by five or more, in addition to
with no recollection of what happened after being introduced to the
gaining a madness die, the target loses both of his actions,
potential source of trauma. Unlike Multiple Personality, you don’t
completely unable to process the affront to logic your very being
develop new personas: you merely act on a more instinctual level
represents. If the target fails by 10 or more, in addition to gaining
and black out the memories of those actions.
a madness die, the target is rendered unconscious, so overcome
by the madness your visage brings that they feint.
MULTIPLE PERSONALITY SEVERE DERANGEMENT In addition, you are immune to madness, and never need to make
a madness save. You may treat your ranks in your Induce
Madness FX towards the madness dice totals needed to use
After suffering severe trauma, you create different personalities to certain FX with the Madness Required drawback.
deal with (or escape from) the pain. An abused character might
create a dominating, powerful personality, or possibly a
psychopathic one willing to kill potentially threatening characters. -1 TO -10 POINTS
The different personalities are rarely aware of one another.
MADNESS REQUIRED
When presented with a potential source of trauma, make a Will
check with your madness dice pool. On a failed check, your This FX is derived from knowledge or power that mortal minds
character becomes an NPC under the control of the GM, who may were not meant to wield. You must have at least one madness die
or may not act against your best interests. It might take some time in your madness pool to use this FX. Each additional rank you
for you to return to normal (at the GM’s discretion). take in this drawback increases the number of madness dice
required by one (so an FX which requires a character have 5
madness dice has this drawback at -5 points). If you lack sufficient
SCHIZOPHRENIA SEVERE DERANGEMENT madness dice, then you are unable to activate or use an FX with
this drawback.
You hear voices, suffer from inexplicable feelings, and believe

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yourself to be things which you aren’t (such as the Emperor of


Antarctica). You are far removed from reality, and have difficulty
Acquiring Mutation
connecting to it, even on a good day. Characters usually acquire mutation dice from exposure to
You suffer a -5 penalty to all Persuasion checks. Further, on a failed mutagens like radiation or certain chemicals. In some settings
Will check with your madness dice pool, you randomly attack or flee exposure to things like “chaos energy” or certain FX may also
from any other character who brings potentially unpleasant news or cause mutations. Characters usually get a Fortitude check to avoid
begins making unwanted demands or requests of you. accumulating mutation dice, with the DC determined by the
intensity of the mutagen: DC 10 for a fairly mild to 30 or more for
especially intense mutagenic sources.
Madness and FX
In settings where madness is linked to certain FX (particularly
psychic or magical FX) madness dice may increase a character’s
Effects of Mutation
level of power. For example, perhaps magical FX in the setting are Mutations generally cause physical drawbacks equal in value to the
only available to characters with madness dice and any individual accumulated mutation dice. Note that multiple mutations affecting
FX can’t have a rank or point cost greater than the character’s appearance don’t count separately but are treated as a single more
madness dice total (or total times some multiplier like x2 or x5). In intense version of the same mutation (so long as their sole effect is
such games, FX with this limitation might have the Madness the reaction others have to the character’s unusual appearance).
Required drawback.
Mutations might also grant new or additional FX, depending on their
Further, in settings where the supernatural is terrifying and nature, although the character doesn’t usually get much say in the
unnerving, many (if not all) supernatural creatures have ranks in the nature of these FX; they may come with certain flaws or FX
Induce Madness FX, which allows them to actively and passively Drawbacks like Side Effect, Uncontrolled, or Full Power.
drive mortal men insane.
Exposure to mutagens can be the origin for a character’s abilities
without necessarily accumulating any mutation dice. This is a plot
Eliminating Madness device rather than an application of taint.

Eliminating madness points takes time, rest, and usually some form
of psychotherapy or psychological treatment. The Gamemaster can Eliminating Mutation
set an amount of time or treatment for characters to eliminate
Mutation dice are difficult to eliminate, since they are permanent
accumulated madness points, such as a month’s quiet rest, or a
changes in the character’s physical makeup. Short of the character
week (or more) of therapy. Depending on the style of the game,
getting an entirely new body, the only means of removing mutation
these times could be even longer, like months of therapy per
dice may be extensive (and complex) gene therapy or the use of
madness point, with rest alone having no real effect. Any occasion
certain FX. Perhaps Healing with the Regrowth feat (or a
where the patient has to make a Will check against madness again
customized FX feat or extra) can remove mutation dice on a 1-for-1
means no progress during that time.
basis. In some settings there may be no way of eliminating
mutation dice!

Mutation
Life is impossibly complex, a galaxy of countless cells. It takes so
little: just a small change in a DNA strand for things to alter. Such
changes can spread, transforming an ordinary person into
something … else. Something unnatural.

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Part III: Running the Game

What's in this Part


So you know how to create characters and you know how to
resolve all the action you could throw at them. But the question
remains: how do you actually run the game? There’s an awful lot of
time to fill between rolls of the dice, and it’s up to the GM to not just Part III is rules-light, and is instead focused on providing tools to
fill that time, but to help the players make it fun too. Part III seeks to GMs to help them run their games. It provides guidance and advice
help GMs create the game that ties all of the rules of d20 Advanced rather than hard-and-fast rules.
together.

Chapter X: Gamemastering
For the Player Sometimes an art, sometimes a science, sometimes a major
headache, Gamemastering is both challenging and rewarding all at
This part of the book details information that is largely unimportant once. Chapter X details how you can go about running a game for
for players, so it can be safely overlooked. However, if you're your group, what you need to consider, how to adjudicate player
interested in how the game is put together, or perhaps in running a actions, and so on and so forth.
game of your own some day, then by all means browse Part III for
advice on putting a game together! This part will also outline some
guidelines and benchmarks the GM might use in helping to build
your character.
Chapter XI: Campaign Building
The plethora of options in d20A can be intimidating, but Chapter XI
is designed to help GMs sort through these options quickly and
For the GM efficiently when starting a new game. It gives a GM all the tools he
needs to create a game for nearly any genre with the d20A rules.
Part III was written with the GM in mind. It details how you actually
run the game, how to adjudicate rules disputes, and how to keep
things moving. It also provides guidance for combining the Chapter XII: Stock Characters
elements and options in d20A to create the game you want for your
group, and extra tools that a GM might find useful for helping to In Chapter XII, a huge plethora of stock characters are presented,
keep the game running. giving the GM some help in quickly populating his world and
encounters with interesting and challenging enemies (or helpful and
capable allies). This chapter helps to take some of the burden of
creating large numbers of NPCs off of the shoulders of GMs.

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Chapter X: Gamemastering

Running a game is an art and a science. It's a tough job and a


rewarding joy. A good GM must be part story-teller, part tactician,
Learning to Say "No"
part stage-magician, and part referee with a dash of improvisational Starting with character creation and continuing on throughout
musician sprinkled on top. A GM needs to be everyone's friend and gameplay itself, a good GM needs to know how to say "no". As a
an impartial arbitrator all at once. toolbox game, where the rules are meant to represent concepts
Gamemastering means taking a book full of rules and numbers and and ideas from countless genres, you as the GM must be prepared
breathing life into them, using those rules to create a vibrant, to tell someone when an idea they have threatens to disrupt the
exciting world full of adventure for the players. It means making game.
tough calls in the interest of keeping the game moving and making When it comes to character creation, understand that there are
it fun for everyone involved. Running a game is a big responsibility, many character concepts which are completely legal according to
but it's also a rewarding one. It's the chance to show your players a the rules, but which have absolutely no place at a sane group's
fantastic world and to challenge them head-to-head. It's one-half a table. You need to learn how to inspect a character sheet and
game of chess against a whole team of opponents and one-half decide whether or not it will be problematic for you to run that
improvisational storytelling with a group who can come up with character or if that character might not fit well with the other
some fantastic characters for that story. characters in the group. You don't want someone to bring a super-
cyborg gun-bunny to a game set in an ancient, magical world of
swords and sorcery just like you don't want someone using a

The Three potentially overpowered character at the table either. More on this
to follow under Overseeing Character Creation.

Commandments of
Further, a good GM needs to know how to tell somebody that a
certain action in game is not an acceptable option. Sometimes
stunting a particular FX just isn't appropriate for the game (such as

Gamemastering a fire-mage in a fantasy game trying to create nuclear reaction by


splitting the trace amounts of helium with a flame spell).

The first step to being a good GM it to understand the very basics


of running a game. You need to learn how to walk a fine line
between running a dictatorship and total anarchy . The best way to
learn it is by doing it, but before tossing you to the sharks, this
chapter will start by giving you some advice on how to do the job. Rule of Thumb: If a player is trying to sell you a Rube
Goldberg Machine explanation for an idea, it's probably time to
say "no". Rube Goldberg was a cartoonist who designed comically
convoluted machines for handling various common household
It's Your Show (By Their tasks, often involving countless inefficient steps arranged like a
bizarre set of dominoes. Players sometimes like to use the
Whim) descriptors on their FX with similar levels of convoluted mental
gymnastics to justify their actions. The rule of thumb to keep in
When players and the GM sit down at the table, they enter into a mind here is to question any idea which requires more than three
sort of unspoken social contract. The GM runs things, arbitrates "and then I can..."s, or any idea which requires knowledge which
rules questions, and creates the world. At the end of any argument, really isn't possible for the character to have (such as the
the GM's word is final. If there's ever indecision or uncertainty at the infamous fantasy wizard "accidentally" inventing gunpowder by
table, it's up to the GM to resolve it. In d20 Advanced, the GM's job "accidentally" knocking all the ingredients together in the correct
in this respect is even more essential. As a toolbox system, d20A ratios and then "accidentally" testing it). But be careful: you don't
relies heavily on a GM making smart judgment calls based on want to penalize players for smart play. Learn to distinguish
descriptors, how an action will be performed, or just a general idea between good tactics and Rube Goldberg explanations, and you'll
about how a character usually acts. be well on your way to being a great GM.

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The Player's Eye vs. the GM's Eye


One of the most important things for the GM to remember is that
almost by default, the GM has a very different view of the game
than the players do. Players are generally fixed in their view to their
own characters, or at best, the group of characters itself. The GM,
on the other hand, holds more of an "overhead" view of the entire
situation, remaining perfectly aware of things hidden to the players
and their characters.
Sometimes, especially if you haven't been a player in a long time,
it's easy to forget how limited the players' point of view can be.
What's obvious to the GM could be all but impossible for the
players to even perceive. Try to get a feel for what the minimum
threshold your players need to perceive something. Sometimes
players are exceptionally sharp and will put things together even
more quickly than you do. Other times, the clues and hints you
provide just don't seem to be enough. When faced with this, you
need to try to blind yourself to your own perspective and look at it
from the players' point of view. Can they reasonably draw the
conclusions you expect them to from the hints you've given them?
Could you spot the pattern given the same information that they
have?
The other important point to remember is that when it comes to
gaming, everyone wants a chance to shine. If they feel like their
characters aren't getting the spotlight enough, the players are likely
to be unhappy. As the GM, you have to remember that from the The Players
players' point of view, their characters are their favorite parts of the
game. Everyone remembers the cool moments when their The players come to the game with their characters and their
characters stole the scene and had everyone cheering. Players characters only. They agree to come up with interesting and
want a chance to show off, to be the heroes of the story. A good GM balanced characters to bring to the game. They agree to acquiesce
needs to know how to give everyone a chance to enjoy the to the GM's rulings during the game, and agree to wait until after
spotlight, how to create exciting moments for the characters to the game to discuss rules disagreements. The players are also
really shine. agreeing to give up control over aspects of the world beyond their
characters and granting that control to the GM in the interest of
creating an adventure. However, it is understood that the players
reserve the right to remove a GM who is unsuccessful in upholding
Depth is an Illusion his or her end of the contract.
As far as your players are concerned, all that exists in the world
you're showing them is what is in front of their eyes. This is related
to the above point about player viewpoint versus GM viewpoint. For The Gamemaster
example, if you design a dozen cities for your group to explore, but
By virtue of his or her duties, the GM holds proportionally more
they only ever adventure in one of them, then the other eleven
power in-game than the players do, but the GM agrees not to use
might as well not exist.
this power unfairly against the players' characters. Further, the GM
Just like a movie set or a theater stage, the background of your agrees to provide for the players an exciting and appropriate
world need only be realistic and detailed from the point of view of adventure for their characters. The GM is entitled to make rules
the audience (the characters). If the players only ever see one side decisions and use GM Fiat when necessary to make the game
of a four-sided building, you could really care less about detailing more fun. The GM also agrees that if s/he is unable to provide the
the other three sides (only so long as your players think that the game that the players with a good game, that s/he step down and
other three sides are just as well detailed as the first one). The turn over the reins to someone else. The GM's power only comes
lesson is not to spend time detailing something which may well from this agreement with the players.
never come up.
Similarly, you need to be able to think on your feet and be able to
quickly fill in the gaps when your players start peeking around the Use the Rules, Don't Let
corners into areas you hadn't detailed. Learn to get a feel for what
your players consider important, so you know where to focus your Them Use You
attention in designing your adventures. Once you get the game
rolling, learn to show the players enough that they believe their The rules for d20A exist to provide a common ground for the
characters are adventuring in a fully fleshed-out, dynamic world, players and the GM, a sort of skeleton for how the shared
and your game will be better for it. imaginary space which the characters and NPCs inhabit will
behave. To a certain extent, the world will always behave in certain
ways. Objects always fall downwards. Fire is always hot. Injury
The Social Contract always affects the body in certain ways.
For a roleplaying game, the rules exist to provide two things:
As described above, players and the gamemaster enter into an
agreement when they sit down to game.

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1. A means with which to create different types of characters with


varied capabilities
Ruleslawyers
2. A means by which those characters can interact with the world There are players out there who are going to want to play things
around them by resolving challenges (both from the world itself right by the book, and who are uncomfortable with judgment calls
and from the people and objects within that world) and deviating from the rules as written. They prefer it when the
game sticks to the rules they already know and are familiar with.
Beyond that, everything else is the responsibility of the players and
the GM. The rules exist to facilitate creating the adventure, and In spite of the less-than-flattering name they are often branded with
they should never inhibit it. And no matter how well-designed a ("ruleslawyers"), these types of players can be a very good
gaming system is, it can still cause problems and confusion. As the presence at the game table. They often have an excellent
GM, it's your responsibility to know when to use the rules, and understanding of how the rules work, or at least are very quick at
when to use your own judgment. locating relevant rules in the book. Learn to use these sorts of
players as a resource at the table to quickly and efficiently find rules
you don't know off-hand, and let the player know that you
appreciate his or her help.
Guidelines
However, ruleslawyers can be disruptive to the game when they
The rules exist as guidelines to speed play. They're an aid, not a become argumentative and unwilling to accept your judgment as
straight-jacket. In general, the rules are meant to follow common GM. The best way to overcome this is by developing trust with your
sense and allow for quick arbitration. If a player wants to resolve a players. Try to roll dice in the open along with the players (since
task, it usually isn't too hard to decide which skill the player will you need to use GM Fiat to re-roll dice just as the players need to
need to roll, or what feat or FX the character needs. use Hero Dice). Try to discuss with your players (after the game, if
However, even if a specific use of a skill or FX isn't described in the they wish) how different NPCs you created were built, and how
rules, it's generally not a problem to decide that this particular their abilities works. Also try to explain your reasoning for your
application is acceptable. For example, the rules don't specifically judgment calls, especially in light of the other rules of the game. Do
state that you can use the Technology skill to recover data from a this after the game, or at least after the action during down-time.
damaged DVD, but according to common sense, it works fine. You're trying to establish with your players that you are a fair GM
who is not looking to take advantage of the power the rules give
The trick is to use the existing framework to guide your decision- you. This will go a long way towards easing the concerns of regular
making. To recover the data off that damaged DVD, you might tell players and ruleslawyers alike, making them more comfortable with
the player to roll a number of four-sided dice equal to her ranks in accepting your judgment calls.
the Technology skill, and count up the number of 4s she rolled, and
that's how you'll determine success or failure.
The problem is that the rules already provide a good framework for Arbitrating, Not Ruling
determining success or failure: roll a d20 and compare it to the DC
The GM is a referee and a judge, not a despot. As GM, you have a
for the task. The Technology skill even provides a more precise
lot of power which is very easy to abuse. It's very easy to get into a
framework for determining the DC, based on what you want to do
"me versus them" mindset, which is a no-win situation. Within the
and how the system is designed.
context of the game itself, the GM is just infinitely more powerful
As they are written, the rules serve not only to answer questions than the players are, since you can simply create and introduce
directly, but also indirectly by providing a uniform set of guidelines unbeatable foes and crush the players. That, however, can wreck a
for resolving questions. gaming group and drive the members apart.
As the GM, it's your job to be the impartial, objective arbitrator of
the rules, not the monarch passing judgment by whim. Your goal in
all rules discussions is to be fair and to keep the game fun and
exciting. That means that while you ideally want to keep rules
Rule of Thumb: In general, you can use these guidelines to discussions short (and preferably separate from actual game-time
decide how to resolve a given action in-game: itself), you also don't want your players to think that their own input
• If the task is mundane, or at the very least, not-supernatural, is inconsequential.
and could conceivably be accomplished by a trained
But keep in mind that rules by committee are, in general, a bad
individual in the real world, then it requires a skill check. Tasks
idea. A good way to handle it is to ask your players when you're
which are dependent on your physical capabilities should use
making a rules decision if they're okay with it. If most of the players
a Strength, Dexterity, or Constitution skill; those which are
are, you'll not only know their opinion on the matter and have
more mental should use Intelligence, Wisdom, or Charisma.
backing from them with your decision, but it also shows that you
• If the task is directly dependent on the strength of value their opinions and want them to continue helping you.
supernatural abilities, it requires an FX check. (Note that you That's not to say that there aren't times when being heavy-handed
may use Expertise if you choose to represent skill and finesse is necessary. Sometimes, for the sake of moving the game along,
with FX). you need to fudge the rules with GM Fiat. In these situations, you
• If the task is an extended contest between two or more do what you need to do, but be sure to hand the players Hero Dice
competing parties (such as a chase or an interrogation), then for their troubles.
this is a dramatic interaction, and will be resolved through a
series of opposed checks. Use this option especially when
the task is a point of special interest in the adventure and
requires additional focus.

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"Arbitration" Doesn't Mean enjoying some down-time chatting with one another, or when
they're planning out their upcoming attack, you need to know when
"Arbitrary" to sit back and let them do their job without you. If they need some
help or want to talk to an NPC, they'll let you know.
The rules are meant to be helpful guidelines, so discarding them
whole-hog can lead to problems as well. If you rip the metaphorical And the last thing to keep in mind: no matter how hard you try,
rug out from under your players, leaving them stranded and blind sometimes you're just not going to be able to run a good game. It
as to how the world around them works. In such a situation, the might just be a bad night, or the game might simply have run its
game becomes one of "GM-May-I?" where the rules are course, and it's time to close up shop, make way for something
inconsequential, and only the GM's whim matters. Rather than new. Be willing to let other members of the group give GMing a go.
using dice to resolve a situation, the player essentially has to ask Sometimes, switching things up and trying a new game is just what
the GM's permission to resolve it. While some groups enjoy this you need. Some time as a player might give you the opportunity to
style of gameplay, it's popularity isn't great, and for many players, get some perspective on how you run games (plus it's a nice way to
it's frustrating for the GM to break the social contract by rendering recharge your batteries and avoid GM burn-out). Don't take it as an
their character's abilities inconsequential. Ideally, you don't want insult if the players suggest a change of pace. It might just be what
your game to devolve into "GM-May-I?", but you also don't want the you need.
rules to become detrimental to your game either. You have to find
the balance that works best for you and your group.

Overseeing
It's All Fun and Games (Or
It's a Waste of Time)
Character Creation
With a system as open as d20 Advanced, the role of the GM in
The most important thing to remember: d20 Advanced is a game, ensuring that all the characters players bring to the table are
and it should be fun for everyone involved. Keep this in mind any appropriate for the game. Even characters built according to the
time you're considering a rules discussion. If a rule is giving your rules could be unbalanced, and it's up to you to make sure that
group headaches, or is taking too much time, or is just making the everyone's on a level playing field.
game less fun, then you as the GM have an important role to play.
It's your job to take that rule, toss it to the curb, and figure out a rule Unfortunately, there aren't any hard-and-fast rules that will tell you
that works better for your group and your game. precisely whether or not someone's character is too strong or too
weak. This section also isn't a list of things you shouldn't allow a
character to have. Rather, this section presents a series of
guidelines to help you identify when a character's abilities might
Watching the Clock prove problematic for your playstyle.
Set a mental time-limit for yourself if a rules-discussion gets started
at your table and threaten to slow the game down. Learn what sort
of tolerance your group has for delays like this and be sure to step
in and keep the game moving when it's necessary. When it doubt,
Boosting Past PL Caps
use the guidelines described above to come up with a quick way to Boost is generally designed to let characters whose abilities are
resolve the issue. generally weak temporarily increase in power. Some players,
On the other hand, if your group is laughing and enjoying however, might try to use it to break PL caps. In general, this should
themselves because one of your players just cracked a hilarious not be allowed. Note that there are some character concepts for
one-liner, or everyone wants to take a break to watch a favorite which boosting beyond PL caps might be very acceptable, and
television show, you need to know when to sit back and let the which will not be abusing this sort of power.
game come second. If your players are having a good time, then Generally speaking, any attempt to bring a character's bonuses
you're doing your job right. There's a time and a place to cut down above the campaign's PL without appropriate trade-offs should be
on frivolous chatter, and you need to learn what it is to keep the met with skepticism.
game moving. But you also need to know when it's time to join in
the belly-laughter with the rest of the group because, hey, that was
pretty funny.
Ignoring Ability Scores
Especially in superheroes games, it's easy to design characters
When to Pass the Torch who have little or no use for the base ability scores and who simply
A roleplaying game is still a game, and if you or your players aren't invest most or all of their points into FX to represent their powers.
having fun, then you need to reconsider your approach to GMing. Sometimes it is indeed appropriate for a character to be otherwise
Reassess how you run the game. Ask the players for feedback, and average in every way, but for the most part, a character with
whether or not they'd change anything about how the game plays. nothing but 0s in his or her ability scores is likely to be intentionally
It's not an open call to hand out goodies to their characters, but designed with mediocrity to shave points and boost up what the
rather a chance to get honest feedback and opinions on how you player sees as "more important" for gameplay (often powerful
can make the game better. attack FX or unbeatable resistances). If you see signs of characters
skimping on "essentials" like ability scores and skills, it should raise
You also need to learn how to sit back and let the players do their your suspicions about their other abilities.
thing. As the GM, you might be in charge of the world around them,
but the players still have control over their characters. When they're

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Extreme Trade-Offs
won't abuse it, and really benefits from having some illogical
but appropriate limits (such as being unable to affect organic
matter).
Sometimes players will approach you requesting very high trade-
offs for their characters. While they are becoming more effective in • "Cosmic Power": The fundamental energy of creation; the
one area at the expense of competence in another, you should be power over all the cosmos; the ability to control the essential
aware that this is a way in which players can create "unbeatable" whoozits of everything. This is just a fancy soft-sci-fi way of
attacks or resistances. In the interest of still keeping them within the saying "magic". While it's a staple of cosmic-level comic books,
realm of power of the campaign, you usually want to limit trade-offs you should be careful to come up with appropriate limits for any
to no more than plus or minus half the campaign's power level. That such "do-anything" descriptor (such as limiting the character to
means that a PL 6 game shouldn't see trade-offs of more than +3/-3 folding space, or reshaping matter, or wielding star-fire).
and PL 10 games should be limited to trade-offs of +5/-5.
• "Divine Power": Power of the gods; demonic power. Unless
you agree upon a specific and limited divine patron (such as a
god of war or a shadow demon), godlike power can be
Massive Arrays overwhelming for the GM, especially when miracles of all sorts
can do almost anything. Limiting such characters to specific
FX arrays are meant to represent different "settings" for a aspects of nature is a good way to start, as are moral or ethical
supernatural ability, like a superhero who can manipulate fire codes for more loosely-defined divine powers.
creating fireballs or walls of flame. The cheap flexibility which
arrays represent can be abused in two ways: • "Magic": Sorcery; witchcraft; spellslicing; arcanum. There's a
reason why a common excuse for continuity errors in fantasy is
"a wizard did it". So long as it doesn't tread too far into the
Fat Base FX realm of science, magic is another one of those descriptors
which can, in theory, justify almost anything, from turning
Some players like to invest heavily in the base FX for an array, invisible to shooting magical missiles of force to turning into a
slapping on countless extraneous extras and feats just in the dragon to causing one's foes to dance uncontrollably. Magic
interest of being able to afford lots of powerful alternate FX. If the especially benefits from deciding in advance on a specific type
cost of the base FX for an array is above 5x the campaign's PL, it's of magic and trying to stick to the tropes of that type of magic
possible that the player is attempting to "fatten up" the array. as best as possible. Some suggestions for types of magic
Scrutinize the base power for unnecessary feats and extras (like include (but are by no means limited to) Elemental Magic
penetrating on damaging FX or the like). Make sure players have a (earth, fire, air, water), Enchantment (charms and suggestions),
good justification for the modifiers on their FX before you allow Necromancy (control over life and death energies), Nature
them. Magic (controlling plants and animals), and Spirit Magic
(controlling spirits of nature or the dead).
• "Psionics": Psychic powers; mental powers; mind tricks.
Sprawling Alternate FX Individual psychic disciplines, like mind-reading (telepathy) and
Players also can get a little overzealous with the number of times moving objects (telekinesis) are perfectly fine and acceptable
they take the alternate FX feat. They might be stretching the in most games, and even creating multiple arrays to include
bounds of what truly constitutes an "alternate setting" for a different types of psionic powers can be okay. But watch out for
particular FX (such as including in a water-controlling array an FX players who also want to add something like "telekinetically
which lets the user create tornadoes by virtue of the water vapor in vibrating the water in their blood to cause heat-death" or
the air), or simply including far too many alternate FX. If a player "psychically re-arranging matter at the atomic level to change
has more than five alternate FX, you might want to look over them anything into anything".
again to make sure that the character isn't being made so versatile • "Super Science": Advanced technology; super high-tech;
that he or she will intrude on the other characters' niches. And alien technology. Arthur C. Clark noted that "Any sufficiently
during play and the process of improving characters, you might advanced technology is indistinguishable from magic."
want to limit players to only taking alternate FX for their characters Technology is a great descriptor for explaining many different
which they've already stunted in the past. kinds of FX, but be sure to work with players interested in using
technology for their FX to arrive at a unified theme for what
technology lets them do. Technology might be specialized for
Overly-Broad Descriptors hunting or controlling electricity or perhaps just boosting
strength and toughness. Follow the same guidelines you would
Good descriptors for FX are essential, but some players may with magic.
request descriptors which are just too broad for you to be able to
• "Time/Space Continuum": Warping time and space; time
work with them effectively, because those descriptors can just do
control; time/space distortion. Being able to control the flow of
too much. That's not to say that you can't allow characters with
time can lead to many annoying paradoxes, and tends towards
potentially wide descriptors, but that you should be careful to work
characters who can do no wrong, because they've already
with such players to ensure that their descriptors don't allow them
seen/lived through mistakes and can go back in time and
to intrude on the niches of other characters.
correct them automatically. This is another example of a
• "Atomic Control": Control over atomic structure; power over potentially great, flavorful descriptor for a character's abilities,
matter at the atomic level. This can essentially allow a but can result in a character not necessarily being able to do
character to transform any material into anything else at will, too much, but to be very disruptive to a game by virtue of the
allowing careless players to run rough-shod over your game as nature of his or her abilities. Time travel paradoxes are
enemies are turned into frogs and bullets into steam. This sort headaches for science-fiction writers the world over, and if
of power can work well in the hands of a moral character who you're not ready for them at your table, you might want to

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approach these sorts of descriptors with caution. with a single action or attack, it might be time to question the
validity of such an FX. Generally speaking, two FX linked together
is still quite acceptable, but beyond two linked FX, things start to
Progression Overkill get tricky. Again, this is entirely a matter of your preferences and
your group's play style, but be careful to make sure that players
aren't Damaging and Inflicting and Draining and Transforming and
The Progression FX feat is really cheap for the benefit it provides.
Dazzling an opponent with all one attack if you think that is
It's not quite good enough to be an extra (especially at lower
inappropriate for your game.
ranks), and at higher ranks (when the numbers are increasing by
greater and greater multiples), it's almost too good as an FX feat.
Especially when applied to area of effect FX (such as fireballs or
exploding bombs), you can quickly cover gigantic areas with the
Progression feat. You should be careful to scrutinize any FX which
Variable FX
has more than 3 applications of the Progression feat. Multiple The Variable FX structure is included for versatile odds-and-ends
applications of the feat can literally allow characters to destroy which just aren't covered by the rest of the system. Some groups,
cities or move mountains. for instance, might use the Variable structure to represent magic,
and GMs often enjoy having an FX which is just perfect for enemies
with very weird abilities that will allow them to adapt on the fly to the
Summoning an Army PCs. And while d20 Advanced does allow for great versatility, the
Variable structure further allows for unpredictability. An array also
allows for versatility relatively cheap, but it is also predictable: the
The Summon (Minion) FX is potentially dangerous in that it allows
player still only has a set list of options, and can't come up with
players to essentially gain additional actions from their minions.
something new for every encounter. Certainly Variable structures
While it is expensive to buy multiple minions (thanks to it taking an
are useful, especially for characters such as shapeshifters or
extra to get additional minions), more than five minions can be
changelings, or even wizards or spellcasters, but you should be
extremely disruptive, taking up a lot of time at the game as one
careful to make sure that these FX have definite limits, so you at
player has to decide each round precisely what to do. This problem
least have some idea of what the players can cook up. For
is only made worse if the player also has minions of a broad type,
example, a shapeshifter might only be able to change into natural
so each creature could have vastly different abilities. In general, the
animals (like lions and birds), or a magician might always have to
Summon FX is meant to represent someone able to conjure up a
cast spells involving fire. These limits are up to you to decide upon
very small number of powerful minions or to create a horde of
with the player.
weaker minions (which are easily dispatched). Be careful of players
trying to use Summoning to buy huge numbers of minions or to buy
a vastly more powerful "second character" at a discount (for
example, a player's "main character" being a squire who has the
"real character", the mighty knight, as a summon). Minions should
When a Flaw Isn't a Flaw
generally be weaker than the character. If not, you need to ask why A flaw is a good flaw when it limits the usefulness of an FX by about
the minion isn't the master. 50%. For example, being limited to only affecting men (or
alternately, only women) with an FX is a valid flaw for most games.
But if you're playing a game following a gendercide which wipes out
Tricky Transformations all of the men on Earth, then it's not nearly as limiting as it could be
in other games, and thus isn't a valid flaw (indeed, this is, at best, a
complication). Similarly, an FX which is only used out-of-combat
The Transform FX is left open-ended to fill in a lot of odds-and-ends
(such as a non-combat ability to open locked doors with a touch),
associated with various genres of gameplay. Some simple levels
and thus the number of actions it consumes is trivial, is unlikely to
really are appropriate for most games (such as replicating a
be balanced with an application of the Action flaw, increasing the
medusa with Transform (Flesh to Stone) or the Midas Touch with
number of actions it takes to use the FX to 2 actions each round.
Transform (Anything to Gold)). But the extreme end of Transform
This doesn't make it any harder to use the FX in most cases.
(anything to anything at 6 CP/Rank) can be difficult to deal with,
Instead, flaws such as these might instead be priced as Drawbacks
when it becomes extremely difficult to predict what a player could
rather than flaws, to keep things more balanced. A flaw which
do in any given round. Turning a door into steam so he can escape
doesn't limit the FX enough just isn't a flaw, and shouldn't give the
from jail? Turning the floor into lava to kill all the monsters in the
point-benefit of one.
room? Turning the air in the big bad evil guy's lungs into chlorine
gas to instantly poison him? That's where things start breaking
down. Be cautious in allowing character such a broad ability to
manipulate the environment. As always, this doesn't mean that you
should never allow it. In the hands of a good player with the right Running the Game
character, it could make the game better for everyone. But if you
have reservations about this sort of flexibility, Transform is an Once you understand the basics of keeping order and making sure
important FX to keep an eye on. that your players aren't going to try to pull a fast one on you with
invincible or unbelievably powerful characters, you still need to
know what to actually do when you start the game to make sure
that it runs smoothly for everyone involved.
Too Many Linked FX
Most FX require two rolls to be successful, and take one action
apiece. You need to overcome Defense to hit the enemy, and then
you need to roll to overcome Fortitude or Will or Toughness for your
FX to take effect. If a player is getting the benefit of too many FX

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Making the Dice Work for


trivia game show has seen the phenomenon where a seemingly
bright person becomes overwhelmingly, mind-numbingly stupid
enough to fail to answer a simple question, such as identifying the
You Moon as bigger than an elephant. When under stress, even a
competent person can seriously botch things up, and in d20
There are ways to very quickly and easily make the game your Advanced, this is often represented as a critical failure on a die roll.
own, even on the fly while running an adventure.
However, under calm, controlled circumstances, a character can
avoid this chance for failure by taking 10 on any task in which he or
Determining Base Check DCs she has skill ranks. It's important to remember that circumstances
under which the characters are actually able to take 10 are going to
In general, the check DCs for almost all skills are given in multiples be rare in many games, where action is the norm. You as the GM
of 5, if for no other reason that it's easier to remember "5, 10, 15, always have the final say over whether or not a situation is calm
20..." than it is to remember "6, 13, 18, 27". Your goal when setting and controlled enough for a character to take 10.
a check DC is both to keep it consistent with the world which you Taking 20, on the other hand, generally requires at least 2 minutes
are presenting your players (i.e., Fort Knox might have DC 40 uninterrupted for even the simplest tasks, relegating taking 20 to
locks, but an average suburban home likely won't) while also almost exclusively non-combat scenarios (except for characters
making it an appropriate challenge for your players. with FX like Quickness). The character attempting to take 20 must
have the required amount of time to try the check 20 times, and the
check in question must not have penalties for failure (such as
Modifiers to Checks setting off an alarm or falling while attempting to scale a wall).
Once you arrive at (or just look up) the base DC for a given check, It's up to you as the GM to decide when it's appropriate or not for
you can further adjust this target DC by applying a simple modifier characters to use these options. They're meant to help you quickly
to the DC. The value of the modifier will depend on the resolve trivial or time-consuming tasks, and should be used as
circumstances surrounding the check. Worse conditions call for a such.
higher DC, while better conditions will only need a lower DC to
succeed.
Fudging
Taking 10 and 20 Sometimes, the dice are just uncooperative, and instead of
producing an interesting and exciting story, they only result in an
Another option you as the GM tend to have control over when it anticlimactic let-down. The NPCs keep rolling poorly on their
comes to many checks is when players are able to take 10 or take attacks, and can't even hit the PCs, much less damage them (or
20. To use a real-world example, anyone who has ever watched a alternatively, a mook threatening to completely wipe out your party
with a lucky roll). While you need to be sparing in fudging results
with GM Fiat, you shouldn't let the dice dictate to you a resolution
which, quite simply, is no good for your game.

Rule of Thumb: One important guideline to keep in mind for


setting skill DCs is that they're essentially a measure of how likely
the characters are to succeed at the check. If a character needs to Interaction
roll a 10 to succeed on the check, then the character will succeed
Especially since d20 Advanced describes rules for resolving social
on the check 50% of the time. If the character needs to roll more
interactions with interaction skills like Persuasion, it's very important
than a 10, then his chances of success drop below 50%. If the
for you as the GM to find a good balance between how much the
character needs only to roll below a 10, the character's chance of
dice count for and how much the player's words count for when it
success increases above 50%. Further, each point you increase
comes to social interaction. Some groups prefer it when it all comes
the check's DC by decreases the character's chances of success
down to roleplaying and eloquence on the part of the player (since
by 5%. If you know the character's bonus to a given check, you
it's a roleplaying game, after all), while other groups are happier
can very quickly estimate what the character's chance for success
when the dice matter more (as not every player out there is going to
is.
be as gifted a diplomat as his or her character with 5 Charisma and
10 ranks of Persuasion is). Is it better that everyone be able to play

Rule of Thumb: A simple way to handle modifiers is to


make the values of most modifiers equal to 2, 5, and 10. A
modifier of +2 might mean that the circumstances are slightly
more challenging than usual (such as trying to climb a cliff slick Rule of Thumb: In general, if you are using fiat to benefit
with rainwater). A +5 modifier is even more difficult (such as trying the players' enemies, then you owe them Hero Dice for it. The
to translate an ancient parchment which is badly burned and social contract which Hero Dice embody says that the GM can
damaged in places). A +10 modifier represents making a check fudge things, but then the players gain the right to fudge them
under almost impossible circumstances (like trying to hack a right back later. You want to award the Hero Dice only to the
computer after the monitor has been destroyed and doing it players most affected by the fiat (such as the warrior whose might
entirely "by feel"). These modifiers can also be reversed to blow was just negated by a fiated Toughness resistance roll). But
represent good, great, and terrific conditions respectively, though if you're fudging things to benefit the players, then you certainly
good, quiet conditions in which to work can also be represented don't owe them Hero Dice for that, and you don't want to force
by allowing a character to Take 10 or 20 (see below). them to "pay" for it with their own Hero Dice either.

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a silver-tongued swashbuckler at the price that masterful annoyance for your players. You can still have powerful NPC allies
roleplaying can go unrewarded because of a poor die roll, or is it for your players, but be sure to always reaffirm who gets the
better that the players' roleplaying always comes first with the spotlight. Powerful NPCs might provide cover for the PCs to
understanding that this makes interaction skills largely worthless? accomplish their mission, or might just be unsuited to a task (while
the PCs are better suited for it). Or perhaps it's up to the PCs to
You need to make sure that you find a method of resolving this rescue the more powerful NPC!
question that works well for your group. There are a few good
compromises to help get you started: So long as you keep it clear that the players' characters are the
focus of the game, then you won't have to worry about an NPC
• Dice as the Cue: Before you start roleplaying out the becoming a GMPC.
interaction, you make your appropriate skill check. If you roll
poorly, you should roleplay that result accordingly. For
example, should you roll a natural 1 on your Persuasion check
to talk your way out of arrest, you might accidentally commit a Monty Haul Games
social taboo, or just stutter unconvincingly. The dice determine Named for the host of the long-running gameshow Let's Make a
how you'll play out the scene, but they don't bar the opportunity Deal, a Monty Haul game is one of instant gratification, where the
to roleplay. They're just a cue, much in the way that hitting or players can get whatever they want with little or no work. For
missing on an attack would be in combat. example, every villain is an easy foe to triumph over, the heroes
• Roleplaying as the Modifier: Another option is to use the never suffer any risk at real injury or defeat, and all their rewards
player's roleplaying of the situation to provide a circumstance are far too big for the almost non-existent challenge.
bonus or penalty to his or her roll. In this situation, you roleplay The danger in this sort of game is that the players will quickly
out the interaction first. If it's a good job, you might give the become bored with a game in which they have no challenge, or in
character a bonus to the check (with the modifier depending on which they get whatever they want without needing to work for it.
just how good of a job the player did, ranging from +2 for a Half of the fun of the game is being able to cheer when
fairly convincing argument to a +10 for a near-perfect accomplishing something great for the first time, or overcoming a
proposal). Similarly, you might assign a small -2 penalty for a real challenge even after taking some hard licks.
poor argument, or a large -10 penalty for an attempt which
consists entirely of "I lie to the guard". While you don't want to make it impossible for your players to
achieve anything, you also don't want to make it too easy either.
• We Don't Need No Steenking Social Skills!: You might also You've got to find that special balance between too hard and too
decide that you'd rather not have the dice impact in social difficult which your group will keep coming back to the table for.
interactions at all. In that case, your group may simply want to
remove the persuasion skill from the game. Or, going to an
even greater extreme, you might even want to remove the
whole Charisma ability, and instead assign the Art skill to
The Price of Failure
Intelligence and the Will resistance to Wisdom. In this style of It's also important to have an understanding with your players as to
gameplay, the results of an interaction are entirely dependent what might befall their characters should they be defeated. In some
on how well the GM judges a player's roleplaying of an genres of gameplay, such as Horror or Swords & Sorcery face the
argument to be. There remains a danger of the social aspects very real threat of dying in any given encounter. In others, such as
of the game becoming "GM-May-I?", so be cautious in such an a more light-hearted Comedy game or a Four-Color Comic Book
extreme approach unless it's the direction your group prefers. game, the only consequence of defeat might be getting knocked
out (or at worst, captured).
You need to be sure that you and your players know what's at stake
Common Mistakes when they go into battle. If you expect to be able to run a scenario
where the characters are captured and the players think that every
GMs can and will make mistakes. There's nothing mystic about fight is a battle to the death, then you're very likely to be out of luck.
your title which makes you immune to human nature and fallibility.
However, a little preparation and forewarning can help you to avoid Similarly, you need to be certain that the player's actions have
making some of the more common mistakes which GMs can make. consequences. If they go around attacking the local authorities,
they're going to face reprisals. If they blow up a building filled with
innocent people, then they're likely to be outlaws (or even worse)
The GM's Character (GMPC) very soon. Players should have the freedom to do what they want,
but they also should be prepared to face the consequences of their
Although the wise, powerful guide is a common trope in fiction, it's actions and choices.
not often a fun one in practice. Players like being the heroes of the
story, and it's not fun when they have someone there to show them
up at every opportunity. Yes, the GM has the ability to always make Different Benchmarks
characters more powerful and more capable than the players do.
There's no challenge to it, and it threatens to steal the spotlight One of the more easily-avoidable disruptions to your game is when
from the players, whose characters are supposed to be the the people at the table interpret the numbers on the character
protagonists anyway. sheets to mean entirely different things. For example, does a 5 in
Strength mean that a character is the strongest human in town?
While it's certainly likely that the players won't be the most powerful The strongest in the country? The world?
people in their particular world, or even the most powerful people
on their side, it's important to make sure that they're the ones who You need to establish benchmarks with your players, so they know
get the spotlight. Having a pet character of your own might sound what it means when someone has eight ranks in a skill or a five in
like a fun idea, but it can all too easily become nothing but an an ability score. The rules provide a few benchmarks throughout to
help you with this task, but if you need more, or if they don't fit your

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vision of what these benchmarks should be in your world, then you too-powerful item or character discovers that the source of that
need to establish ones that work for you. Sharing them with your power is evil and dangerous, and it needs to be purged or
players will help them understand how to fit their ideas into the destroyed for the good of all. This literally turns ridding the
framework of the world they'll be a part of without jarring world of the unbalancing aspect into a success for the
suspension of disbelief for anyone in the game. characters, and one they may even cheer when successful.
Being straight-forward with your players about your reasons for
using any of these methods for retroactively fixing a mistake is still
Fixing Mistakes the key, since it is the best way to get cooperation from the players
One of the most important lessons to learn about avoiding mistakes on fixing the mistake. And working together to make a game into a
is learning that no matter what, you will not be able to avoid all of great adventure is exactly what roleplaying games are all about.
them. Even the best GMs still do things which they'll regret, and
would like to take back if they could.
The first thing to do when you make a mistake is to own up to it. Tell Rewards
your players that giving them the all-powerful soul-sucking sword of
So your players have been great, and their characters have some
doom at PL 4 was a mistake, and that you want to correct is so that
awesome accomplishments under their belts. They've saved the
the game can be better for them. This is part of establishing trust
day, the world, the city, and just for good measure, the neighbor's
with your players, getting them to understand that in the end, you're
cat too. Now they've really earned a reward or two.
going to strive for fairness with them.
The question is, when should you reward them? After every
There are a few ways to go back and fix mistakes once they've
encounter? Every night? After the latest adventure has run its
been made:
course?
• A Wizard Did It: A fancy way of saying "I'm changing it for no There is no one right answer to this, just as there is no one type of
reason other than to keep the game moving" with a minimum of reward. Each individual type of reward needs its own take, and its
in-game justification. A magic reward the players had simply own approach. You need to find what works best.
vanishes into thin air. An ally who they had been fighting
alongside disappears in a puff of smoke. Rather than
investigate these strange happenings, the characters shrug,
write it off as "a wizard did it", and then continue on with the
game as if nothing happened.
• My Home Planet Needs Me: A slightly less-shaky way to
remove a disruptive element (usually a character or NPC) from
the game. The character suddenly announces a henceforth
unknown responsibility (such as rescuing his home planet,
even if nobody ever knew before that he was an alien) and
then runs off and vanishes, never to be seen again. For
disruptive items, this could also be something like "my rightful
owner needs me". This is slightly more in-character than simply
vanishing because "a wizard did it", but also probably not the
best way to go about doing it.
• The Retcon: Short for "retroactive continuity", a retcon refers
to something which has been going on (presumably for some
time) of which nobody had any knowledge, either in-character
or out-of-character. A retcon is also sometimes known as "Wait,
wait! I actually have an explanation this time!" In a way, "my
home planet needs me" is a painfully simple retcon. Most other
retcons go to greater lengths to make it seem as though the
retcon had been planned that way from the beginning. An
unbalanced magic sword is suddenly revealed to be the key
ingredient for a ritual the characters must complete to save the
day, and thus must be destroyed. A character who is too
powerful discovers that one of his problematic abilities is
starting to fade.
• Smash and Kill: Alternately, "Steal and Maim". A problematic
piece of gear is destroyed in the normal course of battle, or an
unbalanced character is slain, letting the dice fix the problem
neatly. If it happens during the course of battle, and the dice
designate it as the correct outcome, it seems less jarring to
many players (even if they're quite familiar with this tactic for
editing out mistakes themselves from other games). An
alternative to this, especially for gear, is to have a thief make
off with the troublesome item, which could even spark a whole
new adventure by itself.
• You Must Right this Wrong: A more-robust retcon, the far-

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Hero Dice character points represent experience and versatility, while power
level represents overall potency and capability.
Probably the most common sort of reward, you can hand out hero By increasing power level, you're allowing players to approach new
dice quite often. This is an important area for you to control the flow heights of potency and power. They'll be tougher, stronger, and
of gameplay, by making the game easier or harder for the players their abilities will be more all-around amazing. They'll be further
to control. The more hero dice you hand out, the easier the game removed from threats and challenges which might be troublesome
will be for the players, as their characters can use more stunts and for lower power level characters. At lower level, a thug with a gun
recover more quickly (or just more easily avoid) injuries. In short, might be a serious threat to a character's very life. As a character
the more hero dice you award players, the more heroic and capable rises in power level, that thug with a gun will be less and less of a
they'll be. If you hand out fewer hero dice (or simply excise them threat, to the point where even the gun pointed right at a character
from your game altogether), then the game will be grittier, with the will be rightly scoffed at.
players having fewer options during gameplay, and fewer chances
as well. These rules suggest that the difference between different power
levels are about 15 character points. This is a fair guideline for most
When it comes to hero dice, the players will provide you with ideas games, but you don't need to follow it. It's perfectly valid for your
and hooks for when it's appropriate to award hero dice. They'll game to remain at the same power level all the way through, or to
suggest complications for their characters, describe their natures, only grow by two or three levels over the course of two years and
and their backgrounds in general. You'll never be in short supply for hundreds of character points worth of gameplay. You can keep the
ideas, but it will still be up to you as to when you will bring those game in your comfort zone indefinitely if you like. That's the beauty
complications up in-game for the players to earn their awards. This of having two distinct type of character-building rewards: you can
is how you can control the number of hero dice which the players pick and choose how to reward characters based on your view of
will have access to. their growth, what they've earned, and what you're more
For most games, you want to provide enough opportunities comfortable with running.
throughout the game so that players are earning about one hero die
for each encounter throughout the adventure, which will give them
a healthy pool of hero points by the time the adventure's climax Other Rewards
arrives. You also want to make sure that, just as every character
should get roughly equal spotlight time, so too should their chances But beyond awards which your players can use directly to improve
to earn hero dice (especially through complications). their characters, you're also able to reward them with benefits
which they will able to enjoy purely in-game.

Character Points Wealth


How and when to award character points is another important
A classic reason for characters to go adventuring is for fabulous
question. How you do it will determine in what ways characters will
riches. Treasure hunters of all sorts have long gone on great
grow. If you award a small number (one or two) at the end of each
adventures in search of wealth, from sunken ships to ancient
session, then players are more likely to invest in lower-priced
tombs. It's also still a huge motivation for characters in crime and
abilities, such as feats or skill. If, on the other hand, you tend to
heist stories. Even truly good heroes might adventure to gain
award more points at the end of a longer adventure arc (over the
wealth, if only so that they can use it for good or just donate it. And
course of multiple smaller adventures), then characters are more
it's a very easy reward for almost all players around the table to
likely to spend that bulk of points on more slowly-growing but
understand. If you are using the optional Wealth rules, it's easy to
expensive abilities, like FX.
throw in the promise of a few more wealth dice for the players at
Players may choose to spend their character points as soon as the end of an adventure if they manage to complete the job.
they get them, or save them up to increase their abilities later on
Especially after getting a wealth reward, it might be appropriate for
down the line. Both are absolutely fine. However, it's up to you as
players to invest some of their character point reward into the
the GM to award the character points in the first place, and you
Benefit feat, to represent carefully investing their wealth, or just
should do so with the understanding that awarding more character
learning to be better with money so that it isn't so "easy come, easy
points is going to increase the versatility of each character more
go" and instead represents a more stable pool of capital which the
and more. This isn't a bad thing, but it's something for which you
player can draw on in later adventures.
must be prepared.
At your option, you may also choose not to award character points
for a particular adventure. Maybe the characters failed at their Gear
mission, or they decided to do something which conflicted with the
game's genre (such as superheroes acting more like supervillains). In fantasy games especially, a common interest for players is to be
You may also decide that they did particularly well, and thus constantly looking for the next powerful weapon or suit of magical
deserve a bigger character point award. If you decide to do this, it's armor. In these games, while you should still require the players to
up to you to make sure the players understand why they received a invest character points in these areas normally, the actual
different award than normal. The better they understand how they'll acquisition of the new gear primarily comes when you decide it
be rewarded, the better the players will understand what you as the does, and is often a reward for defeating a foe or reaching the
GM see as appropriate for the game as a whole. treasure room in a great maze.

Increasing Power Level


You also always have the option of increasing the game's power
level. As Chapter XI: Campaign Building explains in more detail,

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This is less true in modern or future games, where most gear is enough of a threat that they'll break their word and leave the
technological, and thus is harder to justify being in the middle of a PCs to rob the train on their own? Is the voodoo priest who
maze or only available after killing a monster and taking it's stuff. warned the PCs not to venture into the swamp be waiting for
Sure, you might be able to rationalize it as a one-of-a-kind super- them when they venture back out with his black magic? Did the
science item, or a master-craft precision instrument, but it's much alien menace lurking in the belly of the ship really perish in the
harder to do than it is in fantasy games. fire? Consider who might come to help (or come to maim) the
characters next, what those friends and foes are working
towards themselves, or what they want, and how the
Fame and Honors characters might fit into their plans.
For some character, renown and popularity are the biggest • What Time is It?: Not just morning, noon, or night. Is it winter?
rewards. Indeed, in some genres of gameplay (especially games If so, maybe the characters will find themselves held up at the
involving high school-aged characters or celebrities), it may be the airport as snow is dumped on the runway, leaving them
most important reward. People will recognize the characters more stranded with a terrorist who's threatened to blow up the whole
on the street, and the public will really come to look up to them. terminal. Or is it approaching the summer solstice, and the
characters have only three days before the dread serpent witch
For games which use Reputation, fame and honors are easily sacrifices the blacksmith's apprentice to her dark gods? Or
tracked. Simply reward characters who grow in fame with additional maybe it's election time, and the heroes need to be on guard
reputation dice. This allows them to use their newfound fame to against assassins seeking to kill a candidate who is unpopular
their advantage, and gives them the additional task of knowing with the megacorporations? Think about what events are
when they need to call in favors or use their reputations to further coming up in your world which might catch the interest of the
their goals. players. Even something light and simple, like a Christmas
adventure or a beach trip, can be appropriate and fun for the
group.

Creating the You also want to consider what recent types of adventures you've
run. If it's been awhile since you've had a good chase, maybe it's

Adventure time for an exciting race through the twisting, narrow city streets. Or
if you just wrapped up your second murder mystery in a month,
maybe it's time to let the players just go splatter zombies for the
So you've got the players together, their characters are all ready for night. Then again, if the players are clamoring for yet another
the game, you know how to run the game, and every thing's going mystery to solve, then so long as you can hack it, you shouldn't
great. Now it's time to actually get an adventure together for your hesitate to run your third (jinkies!).
players.

Starting a New Adventure


Continuity So now you've got ideas percolating from where you left your
Even in the most episodic genres, there is still a certain amount of players last time. How do you get the adventure rolling?
continuity between adventures, even if that continuity exists only
thanks to the periodic growth of the characters' abilities. How much
continuity and flow of story matters for your game depends entirely The Recap
on how much your group likes to focus on the tale that's unfolding.
"Last time...". "Previously...". "When we last left our heroes...".
When you get ready to create a new adventure, you need to look at
where the players' characters are in relation to other possible Sum things up for the group. Help them remember what they did
challenges in your world, and not just in terms of distance ("Oh, last time, and cue them as to what the mood was before everyone
there's the Cavern of the Wraith Lord just a mile away from them! left the table after the last game. This is a good way to help hint at
That'll do!"). Look at the flow of time too, and consider how other things that were important in previous games, which they should
events might be moving forward. Maybe the ambitious prince they focus on and remember for this one. It's also a good time to help
met months ago has made his move and is now king, so he's ready the players get into character by praising their accomplishments or
to send the royal guardsmen after the meddling adventurers who reminding them of their failures.
foiled his plans before. Or maybe the characters will be stuck out in
Keep this part of the game short, but be willing to answer
the wilderness on the night of the full moon, leaving them at the
questions. This is the time when players are likely to ask last-
mercy of some forsaken beast.
minute "Before we get started" questions, such as ideas for
Things to consider while in this stage of planning: spending character points or clarifications as to who a certain NPC
is.
• Where Are They?: What part of the world did the last
adventure leave the characters in? On a mystic island they just
saved from a fierce dragon? In a hidden city beneath the
surface of the moon? Still safely in their hometown? Think Setting the Stage
about what could happen to them next in their current location, The gameworld as it is before the adventure starts. The players
or where they could go from there. need to know where their characters are, and what NPCs are
• Who Else is Near?: What allies or enemies (or new potential around who they can interact with. In certain genres (especially
friends and foes) are in the area? What are those NPCs classic High Fantasy), it might be a time for the characters to go
planning? Will the Godwin Gang risk crossing the Rio Grande shopping and buy new gear. Regardless, this is the first glimpse at
to help the characters as promised, or will the Rangers be the world the PCs get in a given game session, so it's an excellent

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opportunity to set the stage for the adventure.


The Quest
In the second kind of adventure, the characters go out to seek
The Hook danger (whether to defeat that danger or for potential reward). For
years, this all but defined most fantasy genres, where the heroes
Once the characters are immersed in the world, it's time to get ventured forth into dark dungeons in search of riches, and is still
things rolling. Bring in the hook to draw your group into the very much a staple of that genre. It is still seen in practically every
adventure you have planned. genre too (including soldiers being sent to another country on a
Designing a good hook, though, is easier said than done. It has to search and destroy mission, a spaceship's crew landing on an
appeal not just to the players, but to their characters as well. The uncharted planet to see if it's suitable for colonization, or occult
promise of gold in a nearby cavern might not excite a hermit wizard, investigators going globe-hoping in search of some ancient artifact
but ancient tomes of knowledge might. And a group of ruthless to prevent the coming doom). In this scenario, unless the
space pirates are unlikely to be moved by the plight of a stranded characters are motivated to venture forth and complete the
ship of colonists who need to replace a part of their engine. adventure, the adventure may well never happen (though its
consequences might).
With that in mind, you should be willing to come up with alternative
hooks to get the characters interested. Know which characters (and With the quest, it'll most often be the characters who are intruding,
which players!) you can motivate with promises of gold or loot, and and will encounter foes more likely than not to be in their element,
which ones will be motivated to do it out of concern for others. Try and thus even more of a threat. Traps and security systems are
to get a feel for how much of a hook you'll need for certain kinds of common features of this genre, especially when quests include
adventures. Your players might not need to know much more than infiltrating ancient temples or inhabited military complexes. It will
one of their favorite NPCs is in trouble to go charging off to the likely be the enemy who has the environmental advantage, using
rescue, but you might need to dangle a nice gold reward in front of zones against the characters to great effect (though you shouldn't
the party to get them interested in order to convince them to do expect the characters to ignore the environment either).
something they're less thrilled about. Unlike menaces who come seeking out trouble, foes who the
heroes will encounter on a quest are likely to be in their home, or at
least their base of operations, and may fight fiercely to defend it
The New Challenge from intruders. Wiping the enemy out (or at least capturing them)
becomes more important and likely in this type of adventure. Some
While or shortly after introducing the hook, you'll be exposing your foes might flee (whether just down the hall to hide and recover from
characters to the latest challenge they must face. In general, there injuries, or to blast off in an escape pod to live to fight another day),
are two kinds of challenges: the kind which come seeking the but not as often as a wandering menace might.
characters out, and the kind which the characters must venture out
to find.
The Flow of the Adventure
The Menace Once the adventure is under way and the players have taken the
hook, the rest of the adventure will call into practice all of the GMing
The first kind of adventure, where danger comes to them, is a skills you've developed so far. You need to arrange encounters in
staple of more modern or futuristic genres, especially superheroes such a way that players will have plenty of room to exercise their
(where some villain threatens the city every week) and space opera discretion and planning to proceed through the adventure in the
(where alien invaders threaten the ship/homeworld often), though it way they want to, without feeling like they're locked on a railroad for
exists in all genres of gameplay (a rampaging goblin warband in a the duration of the adventure.
fantasy game, a covert attack on headquarters in a military game, a
new gang riding into town in a western game, etc.). The characters It's a tough balance. You don't want to go in with no idea of how the
don't need to do anything themselves: so long as they remain in adventure will progress, but you also don't want to force the heroes
position, the new menace will show up and cause problems for to follow one pre-determined path.
them, problems which they'll naturally need to fix if they want to
Usually the best compromise is to allow for multiple different paths
maintain the status quo.
to reach any given encounter, and to accept that some of the
Since the menace is often intruding, the menace will rarely bring encounters might never come up, depending on which path the
with it an adventure site. Rather, the menace and the characters characters take. Also consider making encounters in which the
will be on roughly equal footing (except when the menace tries to location is less important fluid enough that they can happen in
attack the characters' base of operations, in which case the players' multiple different areas. For example, if the characters in a horror
characters likely have the advantage). Keep this in mind when game are exploring an old farm house where the family
building battlefield zones and try to leave the battlefield open mysteriously went missing, you might have plans for an encounter
enough that both sides can take relatively equal advantage of zone where all the tools in the barn suddenly come to life to attack the
areas if they try. heroes. But if the heroes avoid the barn and go to the kitchen
instead, maybe the kitchen utensils can come to life instead! Same
The other thing to keep in mind with the menace is that victory is encounter, different environment.
almost more likely to be achieved by driving off the menace than it
is to wipe the menace out. Most intelligent menaces will retreat if
they find more resistance than they expected, and even bestial
menaces will run from unexpected pain. This may indeed lead to The Encounters
the characters chasing down the menace as part of a brand new Generally speaking, there are three reasons for including a given
quest (see below) to end its threat once and for all. encounter in an adventure:

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1. The encounter furthers the adventure's plot, providing an


opportunity for the characters to learn more about their
challenge and to move closer to overcoming it.
2. The encounter serves to flesh out the world itself, whether by
providing insight into some outside NPC, event, or group, or by
giving the characters themselves some time in the spotlight.
3. The encounter is what the game needs to be fun.
Naturally, the best encounters incorporate all three elements to
varying degrees. A great encounter will let the players have a good
time, learn more about the world they're adventuring in, more about
one another's characters, and move closer to completing the
current adventure.
Guidelines for creating individual encounters can be found in
Chapter XII: Stock Characters. Within the context of the adventure
itself, though, it's up to you. How will the adventure progress? Will
the characters encounter greater and greater threats until they fight
a final climactic battle with the enemy leader? Or will they be dealt
a crushing blow right from the start and forced to spend the rest of
the adventure catching up with the enemy?
Regardless of your choice, there are a few basic tropes to keep in
mind when laying out encounters:

New Enemies Are Stronger Than Old


Enemies
Put another way, an enemy (or a type of enemy) that you've never
fought before is more likely to be a threat than one you've fought
before a half-dozen times. To that end, an easy trick which a GM
can use is to use creatures which would normally be minions in the
adventure as normal NPC enemies the first time the players
encounter them. New enemies should be big and bad and scary,
even if later in the adventure, the PCs are going to be splattering
them left and right.

Encounter Difficulty Increases as the


Adventure Progresses
While the individual enemies may not be any stronger in Connecting the Encounters
subsequent encounters (especially the ones who have been
relegated to minion status after their first appearance), the overall While each encounter you create might be exciting, you also need
difficulty of encounters generally increases steadily as the to be sure that the encounters connect to each other logically. One
adventure goes on. That's not to say that there won't be outliers in encounter needs to flow into the next, providing a way for the
difficulty in the game (such as an encounter with a lone hit-man late characters to know how to progress.
in an adventure). The idea is to build towards a big climax in the One good way to decide on how to connect different encounters is
final encounter of the adventure, making each encounter more and to look at it through the eyes of the enemy, and the enemy's plan.
more trying, and each one more and more exciting. How will the enemy have things arranged? What's the goal? And
more importantly, how will the characters try to disrupt it. Figure this
out, and you'll have a good idea for how to lay out and connect the
Unfold the Plot Slowly different encounters of the adventure.
The players don't get to learn the whole story behind the adventure Another good way to look at it is from the layout of the adventure
right away. However, each encounter and each scene, the area. Especially for site-based quests, the characters might need to
characters should find out a little more about what's going on. They explore an entire maze, going from room to room, before they can
might learn another piece of the villain's plot to destroy the city, or finish the adventure, so the adventure site itself literally connects
the reason the orcs are raiding villages in the valley, or why the the encounters for you. Indeed, there's a reason that the first
alien temple was really built in the first place. Let them learn it bit by roleplaying games used labyrinthine dungeons and caverns as their
bit, step by step. And most importantly, listen to their speculations primary (if not exclusive) adventuring sites!
and thoughts on the story so far. Who knows? They might come up
with something even better than what you had planned, and you
can steal it for yourself and claim that you had been planning it all
along!
The Climax
As you approach the end of the adventure, you want the

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encounters to lead to an exciting climax, in which the players finally This is also the time to start preparing things for the next adventure,
finish the adventure and learn the whole story behind it, often while dropping hints or clues as to what's coming. You might have
fighting the most exciting battle in the adventure. This might be the characters find an ancient, crinkled map in the pocket of the villain,
fight with the mastermind behind the adventure, the dragon in the or overhear the codename to some insidious operation that's
depths of the cavern, or the showdown with the king of space coming. Whatever it is, it lets them know that while this adventure is
pirates. The climax has to be big, and it has to be enough of a over, there's still more to come.
challenge to make the players sweat. This will likely be the one
where the biggest opponent of all is accompanied by a squad of And of course, you want to use this time to tie up any other loose
elite warriors and a few teams of weaker minions. The environment ends. The bad guys who the characters didn't defeat might have
will probably be at its most important in this fight, and things will run away, or the medicine they recovered will be what's needed to
likely get hairy pretty quickly for the characters if they're not careful. heal their sick friend. This is when the characters get a little bit of
extra incentive, whether from new adventure hooks, or from the
This is the time when the PCs' actions will decide the difference pride of seeing their important mission accomplished.
between victory and defeat, if the bad guys will win, or if the
characters will save the day. Be sure to emphasize this to the
players by reiterating that everything comes down to this encounter, The Cliffhanger
and that they need to be on the top of their game to win.
And if you really want to make sure that the players come back
hungry for more, you want to learn how to end the adventure on a
The Finishing Touches high note, with a reveal that gets everyone excited for the next
game. A good cliffhanger gives the players a glimpse at something
awesome and shocking, a scene which they're eager to take part
When the climax is complete, and the adventure is coming to a
in. It gets them really pumped up for the next adventure, and helps
close, it's time to give the characters their well-earned rewards.
give them something really memorable to keep in mind until the
Start with the in-game ones, especially any loot they might find after
next game session.
the climax (such as the dragon's hoard of gold). Give the players a
little bit of time to rest on their laurels and enjoy their victory.

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Chapter XI: Campaign


Building

Campaign Era
"What makes a world?"
It's a deceptively simple question, and the answer is different for
every game and every group and every GM out there. For some, a
world is nothing more than the rooms of a quickly-sketched What time period you set your game in (or which time period's
dungeon. For others, it's a single mighty city, beyond which lies stylings you drape your game in) will tell you a lot about what sort of
boredom. For others, it could be a vast and richly-detailed planet. life characters will lead, and what sort of technology the characters
And for still others, it could be countless worlds of adventure, tied will have access to. A game set during Medieval times will have
together by starships or warp portals or any other fantastic form of some serious differences than one set in the Industrial Age, for
transportation. example.

In its purest form, a world in an RPG is an imaginary location (or

Stone Age
series of locations, which may or may not have actual analogues in
real life) controlled by the GM with which the players' characters
can interact. The series of interactions which the players'
characters have within this world is known as a campaign (a term The stone age was the beginning of humanity's use of technology
which dates back to the early days of roleplaying, when concepts and tools for the first time. While tool use has appeared in other
were still being modified from the wargames of the time into the animals (especially among the great apes), the widespread use of
playstyle we know today). tools (including bone needles for sewing, simple stone blades for
cutting meat and hide, and weapons for hunting) defines the
But what makes for a good world, and a good campaign? And what beginning of the stone age for mankind. Anatomically modern
makes a merely good world into a great one? That's the question humans were dominant during the stone age, having out-competed
which this chapter seeks to answer. You'll be guided step-by-step other hominids and successfully migrated out of Africa and across
through the process of building a world, and how to use that world the planet. Thanks to the development of a bipedal posture in their
to play host to all the fantastic adventures in your campaign. You'll evolutionary history, humans freed up their hands, only to fill them
have all the tools you need to build exactly what you want. once again with tools during the stone age.
Tools during the stone age were very simple and fragile, relying on
constant honing to maintain an edge on a simple stone hand-axe,
TABLE 11.1: CAMPAIGN ERA for example. The tools were most often carefully-shaped rocks,
Technology Level Time Period relying on chiseling to achieve the desired shape. Stone weapons
and tools helped greatly in humanity's early role in hunter-gatherer
Past Stone Age 10,000 BC - 3,500 BC
societies, where the ability to successfully hunt and kill large game
Classical 3,500 BC - 500 AD helped increase the protein intake of early humans, further
Medieval 500 AD - 1400 AD promoting health and brain development. This wasn't humanity's
Renaissance 1400 AD - 1800 AD only source of tools, though, as they often used animal hide (for
clothing, etc.), bones, and ligaments. However, not all tools were
Industrial Age 1800 AD - 1950 AD difficult to shape: pottery was coming into widespread use, shaping
Modern Information Age 1950 AD - 2050 AD and then baking clay to produce vessels of a desired size and
Fusion Age 2050 AD - 2200 AD shape.
Gravity Age 2200 AD - 2500 AD The next great leap forward was the move of humanity from a
Energy Age 2500 AD - 3000 AD nomadic hunter-gatherer lifestyle to a settled, farming lifestyle,
made possible by the advents of farming and domestication.
Future Cosmic Age 3000 AD - Beyond Essentially, by taking the prey that humans once hunted and the
flora they once gathered and learning how to raise them, human
beings were able to abandon the nomadic lifestyle and build the

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first cities. Further, the ability for a few farmers to create a food- first instances of writing during the Bronze Age came written
base for an entire society spurred further advances by freeing up historical records. This serves as the dividing line between "history"
many members of the society to pursue other tasks (essentially and what is colloquially known as "prehistory". Literacy, especially
allowing for specialization unheard of before the advent of farming). among the lower classes in these societies, was extremely rare.
This opened the doors for the development of trade later. You might consider having PCs during such an era need to spend
character points to become literate, but from an ease of play
Art began to arise during this era as well, as the first humans began perspective, having illiterate characters leads to frustration when
painting on walls and creating jewelery. Humans began to concern the group is used to modern assumptions (such as being able to
themselves with not just the utility of objects, but also their aesthetic read a map or a note).
qualities. Further, humans began to consider abstract concepts,
such as religion, in an attempt to explain their activities. Ancient The growth of trade in the Aegean (and later the Mediterranean as
human epics (including the ur-story of Gilgamesh) tend to personify a whole) helped to cultivate some of the world's first great powers,
natural phenomenon to give them motive, which early humans such as the Persian Empire, the Greek City-States (unified briefly
could understand (such as blaming a poor growing season on a by Alexander of Macedonia), and later Rome. These powers went
malevolent spirit or deity). The concept of an afterlife began very, on to establish trade routes and build roads that would be used two
very early in the stone age, as evidenced by prepared burials (also thousand years later. The Roman aqueducts and sewers served for
seen among Neanderthals). the explosive growth of their cities, as large concentrations could
still obtain clean water and clear their waste away safely and
A game set during the stone age will likely be concerned with quickly. Continuing improvement in technology and expansion of
simple tasks, like survival. Characters will have a very rustic trade routes led to steadily-increasing standards of living. Men and
lifestyle, and acquiring goods will often be very challenging, women in wealthier cities could find luxuries like hot and cold
requiring a huge effort and teamwork from the party to accomplish running water. For the first time, PCs can be expected to travel from
something as simple as getting a meal. Establishing and one city to another along roads, and to find a reasonably
maintaining territory against rival humans or even wild beasts is comfortable life at either end in the cities. They'll also be able to
essential in these games. purchase goods with coins, not barter, and will be able to sail to
A stone age era also is appropriate for post-apocalyptic games, lands explored almost exclusively because of the explosive growth
where society has mostly broken down, and technology starts to of trade.
fail. In such a variant, technology might still exist (such as old
internal combustion engines or forges still working), but
understanding of the technology may have faded. No new Key Developments
technology is being created, and being able to repair old technology
is far beyond the capabilities of remaining humans. This type of • Metalworking & Metallurgy
setting might be more accurately referred to as "going back to the • Trade
stone age". • Writing

Key Developments Medieval Age


• Domestication & Farming Following the fall of the Roman Empire, Western Europe began to
• Pottery reorganize itself, first around empires like the one built by the
• Tools Carolingians, and then in the smaller feudal states, and later in the
first period of true urbanization in the northern parts of Europe.
Much of the knowledge from the Classical Age was preserved in
Classical Age the Byzantine Empire and in the expanding Muslim territories in the
Middle East and North Africa. It was essentially a time when secular
The Classical Age was the time of the first great empires, which leaders and church leaders struggled for power in the post-Roman
were made possible by the development of strong metal tools Europe, and while secular heads of state made important gains
thanks to the development of bronze-working (and later iron- during this era, the power of the church would remain strong,
working). Armed with stronger weapons and armor, bronze axes though nascent nation-states began to develop across Europe.
and curved bronze swords were the superweapons of their day, With the loss of many Roman roads to disrepair and banditry, travel
allowing an army equipped with such weapons a considerable once again became a very difficult and dangerous notion. Under
advantage over under-equipped armies. But beyond their utility as feudalism, most serfs never left their homes (or at least never went
weapons, bronze (and later iron) tools were simply better suited to very far if they did). People tended to live sedentary lives, bound to
farming, allowing greater concentrations of people to exist together their land by their feudal obligations to their lords. Even at home,
in a small area, which led to the advent of urbanization (and the people lived with the threat of attack from bandits, or for coastal
city-states themselves made for tempting targets for would-be communities, Vikings. Their lives also tended to be slightly worse
warlords armed with bronze and later iron weapons). PCs during off than their counterparts during the Classical Era, as many of the
this age are likely to find their first instances of iron and bronze technologies of convenience available in Rome failed to find their
weapons (which can be represented as their steel counterparts with way to many areas of Northern Europe during the Medieval Age.
a -1 and -2 penalty to toughness, respectively). Iron and bronze Disease was also common (including the Black Plague), due in
armor will similarly be limited in effectiveness. large part to lack of proper sanitation. In fact, one of the reasons
The concentration of society into cities began to spur the beer, wine and liquor became so important across Europe during
development of a more organized and sophisticated set of trade the Medieval Age: since clean water was largely unavailable,
routes, especially in the burgeoning societies around the Aegean alcohol (which had been boiled as a part of fermentation) would be
Sea. In the near east, the earliest forms of writing began as what much safer to drink.
amounted to an invoice from one tradesman to another. With the The urbanization of Europe, fueled by the trade routes opened by

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the Crusades (see below), was crowned with towering cathedrals peoples of the Americas and other lands. Trade routes began to
and castles built in the Romanesque and later Gothic styles. The circle the world, with Europe at the center, and the main beneficiary,
Gothic style in particular made use of great vaulted ceilings to open as the European states arose as the superpowers of the world,
up the inside of structures and make the walls thinner than possible dominating first the Mediterranean and soon much of the world.
(also supported by flying buttresses). Some of the most beautiful These colonization attempts made under the mercantile system
and magnificent structures in Europe were built during this time, would pave the way for the imperialism which was so important
including Notre Dame cathedral in Paris. during the Industrial Age.
Militarily, the Medieval Age was defined by the consolidation of
power of kings and of nation-states, as more and more powerful
lords began to use their growing wealth to hire professional armies. Key Developments
European armies also found themselves thrown east into five
• Firearms
Crusades. Although the Crusaders were unsuccessful in
• Printing Press
conquering Jerusalem, they did succeed in revitalizing trade
throughout Europe and with the east. The trade routes across the • Scientific Method
Mediterranean (made possible thanks to improvements in
navigation including the astrolabe and the compass) brought to
Europe technology and classical knowledge which would change
the course of Western history, including gunpowder and luxury
Industrial Age
goods from China and the preserved texts of classical scholars like As technology pressed forward, techniques learned during
Aristotle and Plato from the Middle East. This was the time of Medieval and Renaissance eras in water- and wind-mills for the
knights on horseback wearing chainmail and wielding broadswords, processing of grain were put to use on greater and greater scales
common tropes for fantasy games. for manufacturing purposes. Raw materials were coming in from
materials all over the world, and the first attempt to make full use of
them was in the textile manufacturing sector, as great looms
Key Developments worked by dozens of women allowed businessmen to produce far
greater quantities of linen than ever before. It was a time of great
• Architecture (Romanesque, Gothic) wealth and great plenty, at least for those in the markets served by
• Nation-States the growing industrial base. Manufacturing jobs became the norm
• Navigation (Astrolabe, Compass) for low-class families, which at the height of the Industrial Age
employed men, women, and children alike. This base of unskilled
labor was often taken advantage of by the wealthier owners of the

Renaissance manufacturing base, and it was these laborers who became the
basis of the labor movement at the end of the Industrial Age.
Following the influx of trade from the east after the Crusades, Firearm technology advanced rapidly during this time, fueled by
Southern Europe (and later Northern Europe) saw a cultural revival. upheaval after upheaval and war after war. From single shot
The growing middle-class in Europe's new towns and cities with the muskets and rifles to breach-loading rifles and six-shooters to full-
disposable income and time invested in studying Classical scholarly fledged automatic weapons, firearms quickly became not just the
pieces. Art inspired by by classical styles became increasingly mainstay of battlefields, but also the dominant force by far. Artillery
popular, especially in the Italian Renaissance, where artists like developed to the point where bombardments were essential to
Michaelangelo created some of the finest art of all times. battle by World War I. Weapons technology advanced by leaps and
bounds throughout the era, to the point where the close of the era
The knowledge of the Renaissance was propagated thanks to the left the world with the predecessors of truly modern firearms. This
invention of the printing press in Germany. Coupled with the was also the era when mankind began using steam power to travel
movement within the Protestant Reformation to translate the Bible the world in river ships, railroads, and soon ocean steamships and
into regional languages and the humanist leanings of the Northern even planes and zeppelins.
Renaissance, literacy began to spread more rapidly throughout
Europe during this era. It was during this spread of knowledge and These transportation technologies served to help "shrink" the world,
literacy that major steps forward were taking in science. The by allowing people to travel more quickly and reliably than ever
scientific method was first formalized during this time, and modern before, making possible the intertwining trade routes and military
physics was born with increasingly-accurate studies of the supply lines that were essential to the imperialism of the day. The
movement of the planets. need to find new colonies as sources of raw materials, strategic
bases against other world powers, and even as markets for excess
Splits within the monolithic base of the Church in Europe helped to goods (though mercantilism had fallen out of favor by the time the
further spur the development of strong, independent nation-states Industrial Age was in full-swing). Armies sailed around the world to
with individual nationalist identities. The luxuries of everyday life stake their claims, creating worldwide empires that would last
from the Classical Age began to return to common people, thanks throughout the age.
in large part to the humanistic pushes of the Northern Renaissance.
Peoples' lives began improving, and soon they began to think of By the close of the Industrial Age, manufacturing was turned
themselves in nationalistic terms. And these nationalistic leanings heavily towards the production of consumer goods, vastly
encouraged the further growth of trade and exploration, and later improving the quality of life of ordinary men and women during this
the colonization of new lands. era. Families began to push out to comfortable homes, and their
growing wealth served to further fuel the growth of a consumer-
Plate armor rose to prominence during this era, and fell out of favor oriented manufacturing base. Characters during this era are finally
on the battlefield with the rise of gunpowder weapons. Firearms able to start to buy mass-manufactured luxury items, including early
began to see widespread use during this era for the first time, and electronics like phonographs and radios.
were in many ways crucial to colonization efforts during the age, as
guns and steel gave Europeans a serious edge over the indigenous

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Key Developments during this era, the affects of human activity on the planet prove to
be a challenge for humans for many years.
• Flight Towards the end of the Information Age, humanity is forced to find
• Manufacturing alternatives to the fossil fuels which fed the Industrial revolution,
• Steam Power encouraging scientists to look into new fuel models which helps
move the world into the next great era.

Information Age Key Developments


By the Information Age, the comforts and standard of living first
seen during the Industrial Age have improved, but the key • Early Genetic Manipulation and Artificial Organs
difference has been in the speed with which information travels. All • Smart Weaponry
people have the ability to broadcast information from just about • World-Wide Telecommunications
anywhere, as telephones (and later on, mobile phones). This is also
the age in which the Internet becomes ubiquitous, and the media
becomes highly decentralized, and anyone can access (or transmit)
information about almost everything from everywhere.
Fusion Age
Telecommunications are instantaneous, and the only limiting factor With the dwindling supplies of fossil fuels, humanity is forced to
becomes the ability to physically transport goods and people. look elsewhere for its energy needs. Early pushes in this direction
Barriers begin to come down, and the ability to digitize everything during the late Information Age came in the form of expansion into
from books to music to video places new value on data. Traditional bio-fuels, including plant- and algal-derived fuel sources. Advances
services, such as shopping and banking, began to move into the in engineering make it possible for the first time to rely on nuclear
digital world. fusion (as opposed to nuclear fission) as a sustainable source of
For adventurers, this instant communication is a huge boon. Rapid clean energy. These cleaner energies allow for the continued
access to data and information on ever-smaller computing development and mobilization of electronics which was sparked in
platforms. The earliest Internet-capable computers available to the the Information Age with reduced environmental impact.
average consumer were full-size desktop personal computers. Decentralization of data and programs, moving them from individual
Since then, the technology to access the Internet shrunk to the computers into "the cloud" forces traditional telecommunications
point where almost all mobile phones were web-capable, enabling companies to switch gears from providing the service directly to
adventurers instant-access to features like GPS anywhere in the supporting the service as content providers, joining forces with the
world. media moguls of old to maintain their viability in the new market.

In terms of weaponry, firearms remain similar to those which arose These advances in computing allow for ever-more impressive feats
at the end of the Industrial Age, though the perfection of automatic in the fields of science, including the development of truly practical
fire weapons has enabled automatic weapons such as submachine proteonomic algorithms, which allow doctors to literally tailor a
guns and assault rifles to become the weapons of choice for medication to a patient to absolutely minimize side-affects. Coupled
military groups. Ground warfare has come to benefit from with the ever-improving tissue therapies from the Information Age,
information-gathering devices and imaging technology, but the these medical advances push the average human lifespan up ever
largest improvements have come in the form of "smart" weaponry, higher each and every year. It is during the Fusion Age that the
missiles and bombs which can literally be shot down a chimney. average human lifespan reaches over 100 years, and that the
Because of the huge cost of such improvements, warfare becomes elderly enjoy lives with minimized consequences of aging.
increasingly lopsided, as advanced weaponry forces smaller and Advances in nanotechnology further not just human health, but also
less-funded forces to go underground and resort to guerrilla warfare unprecedented flexibility and freedom in mobilization of computing
and terrorism to combat a vastly superior military force. While such technology.
powerful weapons rarely fall into the hands of private citizens (and But the most impressive feats in science and technology come in
indeed are heavily restricted in most countries), they could prove the form of the first near-Earth sustainable communities, propelled
extremely useful for any adventuring characters who could get their into space on ever-more advanced and commercially-viable
hands on them. spacecraft. The first such communities during this age are almost
The first early flight from the Industrial Age progresses at the exclusively orbital space stations designed to act as highly-
beginning of the Information Age to exploratory space flight (usually specialized orbiting manufacturing plants, which take advantage of
unmanned) of the solar system. It also opens the doors for the the zero gravity environment to produce some of the more delicate
satellites which allow for the near-instant worldwide and advanced materials needed to sustain the Fusion Age's
telecommunications of the Information Age. Energy and propulsion growth, including the more advanced nanotechnology impossible to
systems are still too primitive to allow for truly commercial or wide- build in environments with gravitational pull. While near-Earth
scale ventures into space. space-flight is increasingly viable, it is still more economical for
workers in zero-gravity sectors to live full-time on the stations
Science continues to push forward, and it is during this time that the (where simple centrifugal forces are used to simulate gravity
human genome is first sequenced. The success of pharmaceutical outside of the zero-gravity manufacturing areas). The sustainability
companies in finding and manufacturing treatments for countless of manufacturing becomes even more attractive to companies with
diseases and conditions has helped to extend the life-expectancy of high-efficiency solar panels (highly effective in space with no
people all over the world (combating increasingly-sedentary atmosphere to disrupt the harvest of sunlight) which can render
populations susceptible to obesity). Increasing understanding of space stations energy-independent almost instantly.
human genetics and development leads to novel treatments for
previously debilitating diseases by literally allowing doctors to grow In the area of warfare, the trend in most weaponry on conventional
new tissue for their patients, which are complimented by ever- battlefields continues to be towards unmanned weapons systems,
improving artificial organs. And while environmentalism arises such as remote-controlled planes and rovers which can enter

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hostile areas and neutralize targets with minimal risk to the human and quantum physics. The first firm understandings of how gravity
operator. Improvements in unmanned weapons systems are fueled behaves at quantum levels confirms the existence of gravitons,
by ever-increasing sophistication of decision-making in artificial which can be generated by accelerating masses to relativistic
intelligence systems. Traditional firearms continue to be the speeds. For the first time in human history, control of gravity is
weapon of choice for sheer practicality, though mounted weapon possible. The earliest gravity pumps are huge particle accelerators
systems (made possible by ever-improving power sources) begin to which divert the generated gravitons in a desired direction to cause
utilize first high-energy kinetic weapons (such as railguns) and later fluctuations in time-space. Miniaturization allows for gravatic pumps
beam weapons, allowing for previously-unheard of degrees of to become gravatic induction drives in spacecraft, allowing for
accuracy. Miniaturization and power restraints still prevent such powerful bursts of acceleration by projecting gravitons forward as
weapons from being practical for man-sized weapons, but the first the spacecraft "slides" down the induced gravity well. As
powered exo-armor moves from utility purposes to battlefield miniaturization of the technology improves, gravity pumps find use
purposes, making the prospect almost viable by the end of the age. in escaping gravity in planetary environments and for generating it
in extraplanetary ones. Gravity pumps become essential in
overcoming the engineering limitations of building space ships
Key Developments reliant on centrifugal forces to maintain artificial gravity for
passengers.
• Fusion Energy
Most importantly, gravatic induction drives allow for truly
• Nanotechnology
interplanetary travel, making colonization of near-Earth bodies
• Near-Earth Habitation (such as the Moon and Mars) feasible. The moon shares many of
the advantages that orbital space stations do in terms of energy
capture from solar sources coupled with the availability of materials
Gravity Age for construction which could be harvested from beneath the surface
of the Moon and Mars. Initial colonization of the Moon in particular
The Gravity Age is heralded by unprecedented advances in field is only viable thanks to gravity pumps, which enable colonists some

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degree of protection from meteor bombardment. Beam weapons become even more ubiquitous during this era, with
the energy to generate more and more powerful blasts becoming
While gravatic induction drives allow for effective travel throughout even more readily available. These improvements in power also
the solar system, interstellar travel is still impossible, and travel allow for concussive melee weaponry, which uses incredibly small
beyond the asteroid belt simply doesn't seem practical, as gravity pumps to multiply the force of impact manifold. Armor and
colonization and harvesting of the bodies of the outer solar system energy fields which are increasingly resistant to beam weaponry
is still unattractive. remains vulnerable to high-impact concussive weapons.
The miniaturization of power sources that allows for smaller and
smaller gravity pumps also allows beam weapons systems
previously restricted to being mounted on vehicles to be moved Key Developments
onto the now-common powered armor systems issued to soldiers.
Projectiles have fallen out of favor, instead replaced by energy • Terraforming
weapons which promise increased accuracy from the loss of recoil • Sentient Artificial Intelligence
and the near-instant delivery of the beam's energy to the target. • Zero-Point Energy
Early beam weapons require bulky power packs, but more
advanced models only require such packs for periodic recharging.
Cosmic Age
Key Developments The ability to transverse interstellar distances with ease propels
humanity out of the solar system and into the universe at large. In
• Beam weaponry
just a thousand years, humans went from simple wood-and-canvas
• Extra-Earth Colonization planes with wooden propellers to being able to travel to distant
• Gravity Pumps corners of the galaxy with ease. The secret to humanity's
emergence into interstellar travel lay in the answer to the unified
field equations, allowing human spacecraft to generate worm holes
Energy Age in space and travel far faster than the speed of light. The earliest
wormholes are created by linked series of rings in space between
As gravity pumps became ubiquitous, a new energy source to the planets within the solar system, allowing for near-instant
supplement (and later replace) fusion technology arises from transportation between two worlds within the solar system. Later
advanced understanding of piezoelectricity and zero-point energy. expeditions to other star systems were made to construct new
Piezoelectric principles allow for the mechanical distortion of matter gates of this type, rapidly opening up new star systems to
(like quartz crystal) to generate an electric field. By the advent of terraforming and colonization.
the energy age, nano-level manufacturing is finally sophisticated Once humanity is able to build ring gates linked by wormholes, they
enough to literally weave piezoelectric fibers into materials become capable of slowly (but surely) spreading out across the
everywhere. Mankind becomes capable of generating energy with galaxy, using construction crews sent at relativistic speeds to
every step they take, and every surface becomes an energy nearby star systems as an advanced party to build new ring gates
generator, capturing power from footsteps, sound vibrations, and to link to settled systems. The next great leap forward comes when
even the infinitesimal distortion of a surface being impacted by humanity is able to generate wormholes in space between two
photons. This further improves the efficiency of gravity pumps, points with the use of ring gates, allowing instant transportation
allowing the distortions of matter caused by graviton projections to between distant star systems with ease. Now an entire galaxy lies
be harvested. Energy waste and loss is reduced to almost nothing. open to human exploration and inquiry, and without conventional
This newfound and previously impossible energy efficiency is made limitations on energy or travel, all that remains is the ability to
all the more potent thanks to the ability to harness zero-point harvest resources from new worlds, which a rapidly-expanding
energy, letting humans literally produce energy from nothing. No human race has always proven skilled at.
longer is humanity limited by concerns of energy. Without such During this age, technology becomes advanced enough that it is
energy constraints, computing efficiency and power finally becomes nearly magical, allowing nearly anything. With the development of
high enough to allow truly sentient artificial intelligence. These molecular assembly from advances in nanotechnology, humankind
systems are able to help push science even further. has the ability to create the first "Santa Claus Machines", which are
One such beneficiary of this enhanced computing is in advanced able to break matter down to its constituent subatomic particles,
biology. Now able to literally design proteins and DNA sequences and them reassemble them into just about any chemical structure
with exacting precision, humanity is able to custom-design entirely desired. More advanced models can also assemble the created
novel organisms for just about any environment. Using such materials into just about anything on the spot. Anything the owner
technology, humans are able to begin the terraforming of worlds, desires can be created. The Cosmic Age is marked by plenty.
making them suitable for human life outside of enclosed colonies.
The Moon and Mars are the first such areas to be terraformed into
habitable worlds, but soon moons of the gas giants in the outer Key Developments
solar system are made habitable. Thanks to the near-limitless
supply of energy available in this age, even worlds distant from the • Molecular assembly
sun can be heated to habitable temperatures. By the end of the • Ring gates
Energy Age, most of the solar system has been colonized by
human beings. The first spaceflight at relativistic speeds allows

Campaign Feel
humans their first travel across interstellar distances, though
sublight travel is still too slow to be suitable for much more than
small expeditions. It will take another leap forward to allow for
humanity to expand beyond the solar system in earnest. Not quite the same thing as Realism, a campaign's feel determines

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just how pleasant (or unpleasant!) day-to-day life is for a world's adventure, but you don't want to deal with thorny social or moral or
inhabitants. Do characters get up in the morning, see a bright blue ethical issues, and that you don't want people to take everything in
sky with birds singing and all the inhabitants of their hometown the game so seriously, then this is the feel you want for your game.
tipping their hats and saying, "howdy, neighbor"? Or do they pull
themselves out of the gutter under an overcast sky and spend the
day dodging bullets while digging around for breakfast?
Typical
A campaign's feel informs you on what sort of encounters the
players' characters will have, what sort of lives they will lead, and A game with a Typical feel be best exemplified by the phrase "The
what sort of direction their world is going in. World Outside Your Window". It's very similar in many ways to the
world we live in, where the good comes with the bad, where people
can be wonderful and they can be jerks, and the world can be a

Utopian great and horrible place all at once. The key with games at this
level of feel is that neither one is overwhelming the other. The PCs
won't have endless misery, just as they won't have endless joy.
A Utopian setting is an idealistic, relentlessly-perfect world where They'll have low-points and high-points, but nothing lasts forever.
conflict and danger are rare. The term was first used by Sir Thomas
Moore to describe a mythical island in the Atlantic Ocean with what In a Typical world, crime is common, if rarely spectacular (most
Moore conceived to be the ideal socio-politico-economic system, crime will likely be subtle and almost expected, like low-level
but it has since become synonymous with an ideal society. The PCs corruption in government, scoff-laws, and the like). Violent crime
will at best be worshiped a great heroes and at worst be regarded becomes important for the first time in Typical worlds, and the big
as useless in their perfect society. criminal events are often organized. People aren't always friendly,
and while they might make an attempt to help one another, they're
In a Utopian setting, crime and threats are rare. Everything is as usually looking out for themselves and their close friends and family
perfect (or as near-perfect as you can get), so threats really only first. Disasters like train wrecks, mine collapses, hurricanes, and
arise from outsiders or from the occasional twisted madman within forest fires are common enough that people won't be surprised
the society itself. Even more-so than in Four Color games, the PCs when they turn on the news and see these events.
are going to be admired as heroes, and nothing can go wrong for
them. At the end of the adventure, they'll still be living perfect lives Most importantly, a game with a Typical feel is, in many ways,
and they'll be shining examples of all the best the world has to offer. meant to provide a "realistic" feel, to make characters of all sorts
behave the way they would in real life. Trouble happens, and
Needless to say, Utopian settings often don't always make the best heroes aren't always shining symbols: they're people too. They
of campaign settings, other than Utopian societies on the brink of have to pay the rent and study for classes and come home to
collapse or in danger from an outside force. If there's no conflict, remember that they forgot to go grocery shopping, so it's Chinese
there's no story! But it is one end of the spectrum, and one that can take-out once again. Characters are expected to develop
be very interesting for the players to explore. relationships (good and bad) with one another, and quite often, it's
these relationships which propel the game forward. Characters can
expect their complications to come up relatively often, and many of
Four-Color their complications will be logical outgrowths of who they are, not
just their responsibility to saving the day. The PCs are people first.
Also affectionately referred to as "Saturday Morning Cartoon" feel, Yes, they're often the heroes too, but you can't neglect the person
Four-Color refers to the means by which old comic books of the either.
Silver Age were printed, where things can be a little goofy at times,
but are usually brightly-colored, relatively friendly (other than the
villains), and where heroes where heroic twenty four hours a day,
seven days a week. Heroes didn't struggle with the moral question Gritty
of whether or not it's right to kill a madman bent on ending the In a game with a Gritty feel, life for the PCs can be nasty, brutish,
world, and they didn't have drug addictions to sort through. and (if not approached intelligently) short. They'll have to suffer
Certainly, the characters' world wasn't always perfect: it seemed to some unpleasantness that is often left unsaid in many adventure
get itself in peril about once a month, usually thanks to the stories, such as contracting illnesses, struggling to find food, or
diabolical machinations of some fiendish villain. Most crime came in having to deal with tragedy befalling their friends and loved-ones
the form of one-off burglaries or heists. Organized crime tended to regularly. Everyone with half a brain has a means of self defense,
be very rare, and violent crime even rarer (except against the whether that be a knife in your boot, a gun tucked into the back of
heroes). your pants, a few rough-looking associates, or some supernatural
capabilities. Those who don't take measures to protect themselves
But the one thing you could count on Four-Color Feel for: at the end are going to wind up victims of crime (often violent crime) as
of the adventure, everything would be back where it started. None everyone is struggling to make ends meet.
of the heroes were going to die, the major villains would be around
to start trouble again the next time (even if they were captured). These are literally the dark ages, where an inglorious end awaits
Characters had a certain amount of title protection, and the stories everyone. Only those smart enough are going to have a home and
were all about the action heroes, not the secret identities. food and a future, and only the truly cunning are ever going to
escape their tenuous existence and achieve anything truly good in
A Four-Color feel is most appropriate for games where danger is their lives. In a Gritty game, while characters might question the
present, but it's assumed that the heroes are going to triumph, and morality of certain actions, they're likely only going to do it after
that morality is going to be black and white, where the heroes are they've managed to save themselves and their enemy is already
unambiguously heroes and the villains are clearly (but not too dead or dying. In these worlds, there's no time to philosophize
sinisterly) villains. The villains even seem to follow rules which when the only thing between you and the grave is doing something
prevent them from hurting helpless characters (especially children about the guy with a knife pointed at you and doing it right now.
or pets). If you want it to be clear that, yes, this game will have

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TABLE 11.2: CAMPAIGN FEEL


Public
Feel Personal Conditions Social Conditions Global Conditions
Attitude
Characters revered and generally Crime rare; Organized Crime
Utopian Helpful Disasters rare
considered to be the authorities Occasional
Crime occasional; Organized Crime
Four-Color Friendly Personal Troubles Rare Disasters occasional
rare
Crime common; Organized Crime
Typical Indifferent Personal trouble occasional Disasters common
occasional
Crime daily; Organized Crime
Gritty Unfriendly Personal trouble common Disasters daily
common
Against All Characters considered villains, Crime constant; Organized Crime Disasters constant.
Hostile
Odds though may still retain supporters daily Apocalypse imminent.
Rock-bottom. Characters Complete anarchy and the breakdown
Disasters constant. World in
Hopeless N/A considered a stain on history. Utter of the system. Back to caveman
ruins or completely destroyed.
failure. times.

One of the hallmarks of Gritty games is social commentary, where powerful than they are, or their enemy might simply have the might
the worst of societies ills are put on display for all to see. The of an entire city, or country, or world, or galaxy to throw against the
darkness looms high over the game at all times, often seeming all- PCs.
consuming or inescapable. Tragedy and disasters can happen at
any time, and they happen often. And whatever great power the If the PCs want to be successful, they'll need to be extraordinarily
PCs might have, they still find that they can't ever fix the world careful, and likely more than a little ruthless too. They have all the
around them. They can't cure it: all they can do is treat the trouble and pain that characters in a Gritty game might suffer in
symptoms. addition to being forced to exist outside of society as public enemy
number one.
And that's assuming they even aspire to such lofty ideals.
Especially in mercenary or dark swords & sorcery games, it's
equally likely that they're just trying to carve out a place for
themselves in the world, and find a way to put bread on the table. Hopeless
There's no good and evil. People do what they have to do to
The world as we know it does not exist, and all that does exist is
survive first and foremost, and if they decide to do that at the
horrible dog-eat-dog land of madness. The tiny handful of people
expense of the PCs, then they shouldn't be surprised when the PCs
who cling to life in this world do so at the expense of one another,
retaliate to punish them. After all, they'd do the same thing if the
willing to kill for the slightest advantage. Humanity is practically
PCs tried it on them.
feral at this point, vicious and remorseless. They might have been
driven to this point in the wake of a world-wide apocalypse or after
being trapped behind the lines of a ruthless and inhuman enemy
Against All Odds who salted the earth and left nothing standing. Whatever the
reason, the few remaining people must now put their lives on the
Sometimes, the PCs aren't going to be the heroes: they'll be the line every day in order to hold onto what little they have.
villains! As far as the world around them is concerned in an Against
All Odds campaign, they're the enemy. They might legitimately be And as the human race speeds towards the abyss, its own actions
villains or evil-doers, or they might just be part of a rebellion or help it along more than anything else. Those who remain are more
resistance against the true villain, who currently is the one running than willing to slit one another's throats in a vain attempt to cling to
the show. The end result is still the same: if the PCs show life. The world in ruins as it is, there is nothing to rise above,
themselves in public, they're very likely to find themselves in grave nothing to achieve. All that the PCs can hope to achieve is survival,
danger. and perhaps dominance over some territory or other people.
There's so little left that there is almost nothing worth aspiring to.
Danger literally lurks around every corner for the PCs. The
omnipresent enemy could come smashing in at any time to destroy These sorts of Hopeless games are an extreme which are hard to
them, whether in the form of a police raid or the true heroes of the create adventures for, especially when the overarching theme for
world coming in to stop the nefarious PCs. Any one of the people the game is just "survive to the next session". Part of the
they must trust could betray them and drag them out of the excitement of roleplaying games is seeing how the PCs grow in
shadows to their doom. The end for the PCs draws closer and power and ability, and with nothing to strive towards in Hopeless
closer every day, and every morning brings new disasters for their games, players can become understandably frustrated. To that end,
cause. Things aren't sliding towards oblivion: they're spiraling wildly it's common in this sort of game for the GM to dangle a thin ray of
out of control towards total disaster. No punches are pulled and no hope before the PCs, to compel them to strive for something and to
mercy is shown, because any hesitation on anyone's part risk what little they have in the name of something greater.
(especially on the PCs' side) could mean game over.

Realism
Safe havens are safe in name only, because no matter how many
precautions the PCs take, their enemies need only get wind of their
latest hideout to bring it crashing down on their heads. And as
much as the PCs might want to take the fight right to their enemies, Just how far from real-world physics and ability is your game? Do
they do so at their own peril. Their enemy might be vastly more

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explosions send characters flying through the air to land miles In moderate-FX games, FX are usually limited to a single main type
away? Does magic allow its wielder to reshape mountains, or just of "source" for the descriptors (such as "magic", "psioncs",
move molehills? Can an ordinary human being take a direct hit from "cybernetics", etc.). FX are still likely to be in the hands of enemies
a Sherman tank and keep coming, or does a tank shell promise a (especially supernatural ones), and they are likely to be more
swift and messy end? powerful than the FX which the PCs have access to. FX are not
common at all, and they certainly aren't something which would be
These are questions of realism, which address just how extreme an prevalent in society. Those who have access to supernatural FX are
effect characters can have on the world around them and on one more likely to distance themselves from the public, whether for
another. Note, however, that it doesn't address whether strange safety (of the public or themselves or possibly both) or for privacy
things can happen (as magic and other FX are independent of this away from curious onlookers or just out of needs which normal
notion of realism), but how fantastic those FX can be. society simply can no longer fulfill.

FX in Your Game Restricted-FX


FX represent supernatural abilities of one flavor or another. They In a game with a Restricted-FX world, supernatural FX are
could represent magic, mutant powers, psionic potential, divine relegated entirely to a secondary importance for the PCs by the
power, or the products of super-science. The fundamental point is rules themselves. Under this option, the power level limits for FX
that they allow characters to do things which ordinary people simply are cut in half, so FX are almost always going to be a less-potent
cannot. option for the PCs than using their on whits and physical prowess
and good old fashioned steel.
How FX fit into your game is, in some way, a statement on the
realism of your game. Can any character have fantastic powers in The intent of such a restricted-FX game is to make FX available as
your game, or are FX more limited to only a few members of the a secondary ability, a sort of back-up, but not necessarily an
group based on their choice of role in the world? Or are PCs all but especially attractive one, especially during battle. For utility
banned from using the FX which enemies and monsters might use purposes, FX can be extremely useful (usually less-showy ones,
against them, relying entirely on equipment to provide abilities they like ESP or Concealment), but they're likely only relegated to that.
wouldn't normally have? In answering this question, you'll be FX become a useful extra that very special characters like the PCs
addressing just how much influence the supernatural or the might have limited access to, but they still aren't a good substitute
fantastic has on your game, and how much of it is in the hands of for mundane abilities. FX become a tool, not a crutch.
the PCs.

Gear-FX Only
High-FX When FX simply are not available to the PCs, and the closest they
In High-FX games, supernatural abilities are common enough that can get to FX is what comes in the form of gear. This option is
every PC is assumed to be able to use them (and indeed, the ones common for realistic games, such as those in the war or action
who can't are the ones who stand out). Most of their important movie genres, where characters may be larger than life, but they
enemies will have wide access to potent FX as well, and many of aren't outside of the realm of human possibility. A Gear-FX Only
these characters will be quite dependent on these FX to contribute game is meant to still allow characters to make use of equipment
(and often just survive!) in combat. without necessarily giving them strange powers too.
High-FX games can be explained in numerous ways. One of the In such a game, this doesn't mean that the NPCs are similarly
most common is for superheroes-style gaming, where the heroes barred from having FX. This is especially true in many types of
and villains of note all have access to superpowers of some form or swords & sorcery games, where the PCs might be simple thieves or
another. But this is also possible in fantasy games where magic is warriors who must do battle against wielders of dark forces beyond
something that anyone can learn, and every adventurer knows at and mere human comprehension. It's also quite true for occult
least some magic to help them in their chosen role. This also works Lovecraftian-horror games, where the PCs often take the role of
for games where supernatural abilities themselves aren't investigators who are learning about terrible monsters of pure
widespread or well-known in the world (such as urban fantasy or insanity and That Which Man Was Not Meant to Know. It leads to a
modern supernatural, where creatures like vampires or werewolves feeling of desperation when the PCs are faced with someone doing
might lurk in the shadows of our cities, or in "black-ops" games the impossible and they are just ordinary people (who might have
featuring government-engineered psychics doing battle with other some extraordinary talent, of course), which is something games of
government-engineered psychics). Descriptors for FX are likely to these genres attempt to recreate.
be very varied, but can be limited as well, if the GM decides that it
would be more appropriate for the game.
Excising Specific FX
Moderate-FX And of course, the GM always has the option of simply saying that
certain FX just aren't accessible for a given world. For example, in a
Moderate-FX games are ones in which supernatural FX might fantasy world where trafficking in and dealing with summoned
exist, but their role will be largely secondary to the characters' creatures is the most common means for magic, the GM might
mundane gear and FX. Some characters will indeed still focus on decide that these summons are also what mages use for spying
supernatural FX, but these characters will be fewer and far (replacing the ESP FX) and for attempts at deception (allowing him
between. In a group of PCs, maybe half of the characters would to remove the Illusion FX too). You can remove FX for balance
have access to varying degrees of supernatural FX. The others reasons as well as world-specific reasons. Just be sure to let your
might be able to use FX, but only through special gear, like super players know.
high-tech guns or magical swords.

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Realism Level Mundane Might, Recovery &


Realism can be assigned to three rough levels: mundane,
Toughness
cinematic, and epic, with each level moving further and further from Since mundane games involve PCs who are definitely not
"real" towards the fantastic. Each entry includes a way to handle superhuman, might, recovery and toughness can become
some of the more reality-bending abilities abilities available to problematic skills. After all, it will start to raise eyebrows when the
characters to help make the game just as realistic as the group heroes are regularly taking hits from sawed-off shotguns and then
wants. jumping right back up into the fray. To that end, it's suggested that
these two skills in particular be limited in mundane games. Might
should probably be restricted to a number of ranks equal to a
Power Level Suggestions character's strength score, and really should only be taken by
characters who really are supposed to be big, strong bruisers.
What power level range the a game at this realism level will best Similarly, Toughness should be limited to a character's ranks in
function in. Constitution (though unlike Might, shouldn't be as intensely-
monitored for appropriate levels). Emphasize that most characters
will probably be getting their Toughness resistance from armor, not
Might, Recovery & Toughness from their skill itself (which will serve to help them conserve
character points for their other abilities while simultaneously making
How to handle skills which enable the characters to move the game more genre-appropriate). Recovery should really only be
mountains or survive blasts from tanks. available through Enhanced (Trait).

Time & Value Progression Mundane Hero Dice


How potent certain FX will be in the game. Hero Dice in mundane things present a curious option. On one
hand, large numbers of hero dice allow for gameplay where the
ordinary protagonists can bungle through an adventure and survive
Hero Dice entirely thanks to blind, dumb luck. On the other hand, you can run
into the problem conceptually of seemingly unskilled PCs at lower
Just how much control over the narrative the PCs should enjoy. power levels who begin to dominate in combat or in difficult
situations thanks entirely to their large hero dice pools, which make
their low skill ranks almost irrelevant. You have two main options
Mundane when it comes to hero dice with mundane games:

At a mundane level of realism, there isn't much to separate the


PCs from the ordinary people you might know. They might be a little TABLE 11.3: MUNDAE TIME AND VALUE
more capable and skilled than you or I (especially in areas of
combat, if that's where their expertise lies), and they might have PROGRESSION
more amazing stories to tell than the rest of us (thanks to being the Rank Mundane Time Mundane Value
protagonists in a story). Certainly mundane PCs are capable 1 3 seconds (1 action) 1
enough to have some adventures, but they aren't action heroes.
Mundane PCs are mostly ordinary joes who get into extraordinary 2 6 seconds (1 round) 2
situations (whether by choice or circumstance). 3 30 seconds (5 rounds) 3
4 1 minute (10 rounds) 5
5 5 minutes 10
Mundane Power Level 6 10 minutes 15
Suggestions 7 30 minutes 20
Mundane games tend to take place around the lower tiers of power 8 1 hour 30
level, usually ranging from about PL 3 to PL 8. Below PL 3, you 9 6 hours 40
tend to get characters who simply don't have the points they need 10 12 hours 60
to distinguish themselves well without sacrificing capabilities in
areas which could be critical to the game (such as combat skills if 11 1 day 100
the game is going to feature fighting in any significant amount). 12 3 days 150
Above PL 8, you start moving away from the street-level and 13 1 week 200
towards the truly superhuman levels. PL 8 is appropriate for highly-
14 1 month 300
skilled (but still realistically-talented) mundane professionals (such
as decorated veteran special-ops soldiers or world-famous martial 15 3 months 500
artists). If you plan to increase PL as the game goes on, you should 16 6 months 750
consider starting the game around PL 4 or 5, as that allows a fair 17 1 year 1,000
amount of room for growth.
18 2 years 1,500
19 5 years 2,500
20 10 years (decade) 3,500

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Blind, Dumb Luck


Appropriate for more light-hearted games, hero dice represent TABLE 11.4: CINEMATIC TIME AND VALUE
especially lucky heroes, not especially crafty or capable ones. The PROGRESSION
PCs enjoy a little extra luck, enabling them to survive even when
facing more capable foes or dangerous situations. Make sure to Rank Cinematic Time Cinematic Value
describe uses of hero dice along the lines of "slipping at the last 1 3 seconds (1 action) 1
second under the sword-stroke" or "the clumsy shot ricocheting off 2 6 seconds (1 round) 2
a rock and into the villain's chest". These aren't skilled characters,
so more often than not, a good result is thanks to being extremely 3 1 minute (10 rounds) 5
lucky. 4 5 minutes 10
5 30 minutes 25
6 1 hour 50
No Remorse
7 6 hours 100
On the other end of the scale, where the characters are supposed 8 1 day 250
to feel helpless and vulnerable, hero dice represent a control over
the narrative that might not be appropriate for the players to have. 9 1 week 500
An unlucky roll could mean death for a PC, but in grim, mundane 10 1 month 1,000
games, death isn't an uncommon thing. If you do choose to allow 11 3 months 2,500
hero dice in such a game, keep hero dice in short enough supply
12 1 year 5,000
that the players aren't going to use them on something trivial. When
they do spend hero dice, be sure to emphasize that they succeed 13 5 years 10,000
by only a hair's breadth, sweaty and terrified and always right on 14 10 years (decade) 25,000
the edge of oblivion. If the PCs think that hero dice are the only 15 50 years 50,000
thing allowing them to cling to life, they'll be very judicious in their
use of the resource. 16 100 years (century) 100,000
17 500 years 250,000
18 1,000 years (millennium) 500,000
Cinematic 19 5,000 years 1 million
20 10,000 years 2.5 million
Moving up a notch, cinematic realism tries to keep one foot
planted in recognizable reality, but has no problem stretching the
definition of "real" to make it more "cool". Sure, real people might decidedly superhuman areas, using Might to represent super-
not be able to fight their way through a building full of terrorists with strength and toughness to represent superhuman durability is
nothing but a pistol and a hunting knife, but cinematic action heroes practically a no-brainer. Further, recovery is useful for representing
do it all the time. And they do it in such a way that only bends super-regeneration. To that end, it is recommended that you stick to
expectations about "reality" in minor enough ways that we still the guidelines given under mundane realism, where purely human
believe that all of this is possible. Explosions are bigger, the fights characters have their toughness and might capped at their
are wilder, and the action is more intense. The goal behind this Constitution and Strength scores, respectively. Allow superhuman
level of realism is to encourage the PCs to do cool things, to be characters to purchase additional ranks, perhaps only through the
larger than life but not so much so that they no longer seem to be a Enhanced (Trait) FX. In this way, you can ensure that ordinary
part of the world. people have limits to just how much punishment they can take
while simultaneously encouraging high-power level "regular" PCs to
improve their defense higher than their toughness to capture the
Cinematic Power Level cinematic trope of heroes being really mobile and good at dodging.

Suggestions Alternatively, you might simply allow everyone to improve their


toughness skill normally, to keep with the notion of how health
Most cinematic games have a power level range from about 5 to scales with level in other sorts of games (especially if your players
14. Within this range, you start to move towards the superhuman are more comfortable with this notion, having experience with those
levels of play at the middle of the scale, with the bottom of the scale other games already).
tending towards "pretty good ordinary human" and the top of the
scale tending towards "one of the most powerful creatures on
Earth". This is a good scale as well for high-action games, Cinematic Hero Dice
especially traditional fantasy games where the heroes rise from
"average" nobodies to renown champions over the course of the The standard rules and guidelines given for Hero Dice underscore
game. It's also an idea range for superhero games, with less how cinematic characters work and interact with their world quite
powerful supers fitting in around PL 7-8 and really powerful ones nicely. The players will tend to earn more hero dice as the
topping out around PL 14. adventure goes on, and by the end of the adventure, they'll
probably have the dice on hand that they need to really turn the
tables on a tough enemy, even when they seem outmatched. In this
Cinematic Might, Recovery & way, hero dice can build normally and help bring the adventure to
an exciting climax.
Toughness
Once you start getting into cinematic realism, how to handle these
skills becomes troublesome. On one hand, when you start getting

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cooler. One man swinging his sword and sending a dozen lesser
men flying with each stroke? Epic. A metahuman champion lifting
up a planet and hurling it at another one? Epic. A space pilot with
lasers blasting full-bore flies straight through the heart of a battle
cruiser, blasting his way through bulkheads with absolutely zero
room for error? Epic. Supernatural FX are going to be huge and
earth-shattering, able to reach billions of years and miles through
time and space.

Epic Power Level Suggestions


When you're talking about epic gameplay, you're really looking at
the top half of the power scale. PCs are likely to scale from about
PL 10 to PL 18 or so. They're the best of the best, and they're only
going to fight the best of the best. They're going to be able to do
almost anything, so they're going to be very high power level with
lots of Character Points to spend on abilities. These heroes are on
the levels of mythic heroes like Gilgamesh, Hercules, and Achilles:
only someone on their level is going to even come close to being a
match for them. Lesser enemies might as well be fleas.

Epic Might, Recovery &


Toughness
Once you reach epic levels of realism, the line between human and
superhuman is so blurred that there is no real need for a difference
Epic between human and superhuman. Can your epic PCs survive being
slashed with a dozen sword strokes or a hail of gunfire from a
Once you reach the level of epic realism, you've decided that machine gun and keep on coming? Perfect! That's what you should
there's nothing wrong with tossing reality out of the window and expect from epic PCs. They're going to be able to wrestle lions to
letting the dog bury it in the yard if it means that things will be the ground and be crushed under trucks without missing a beat. At
epic realism levels, you can just go ahead and let the players put
points directly into their toughness, recovery and might skills.
TABLE 11.5: EPIC TIME AND VALUE
PROGRESSION
Rank Epic Time Epic Value Epic Hero Dice
1 3 seconds (1 action) 1 At epic levels of realism, Hero Dice are going to be plentiful. Epic
2 6 seconds (1 round) 5 PCs can do nearly anything, with tremendous control over the world
around them. As such, the players will likely want (and will be
3 1 minute (10 rounds) 10
using) lots of hero dice, especially in huge battles against their
4 10 minutes 50 equally-epic foes. Of course, their complications are going to be
5 1 hour 100 just as epic as they are, often involving whole countries or planets
6 6 hours 500 at a time. The scale at epic level is absolutely cosmic, so be sure to
keep it that way when you're running things if you want to keep the
7 12 hours 1,000 game suitably epic.
8 1 week 5,000
9 1 month 10,000
10
11
1 year
10 years
50,000
100,000
Power Level &
12
13
50 years
500 years
500,000
1 million Character Points
14 1,000 years (millennium) 5 million The sections thus far have touched on what power level and
15 10,000 years 10 million character point totals are appropriate for different styles of
16 50,000 years 50 million gameplay. This section will delve further into it to allow you as the
GM to decide what PL to start your game at, and how you would
17 100,000 years 100 million like it to progress.
18 1 million years 500 million
19 1 billion years 1 billion
20 5 billion years (age of the earth) 5 billion

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TABLE 11.6: POWER LEVEL EXAMPLES


PL Description Example
0 Helpless / Change Nothing Child, Infirm Individual, Handicapped Individual
1-3 Bystander / Change a Family Average Pedestrian, Poorly-Trained Professional
4-6 Trained Professional / Change a Block Average Police, Doctor, Experienced Thug
7-8 Influential Expert / Change a Neighborhood Well-Trained Soldier, Politician, Experienced Criminal
9-10 Street-Level / Change a City Young Superhuman, Expert-Trained Professional
11-12 Low Super-Level / Change a Country Average Superhuman, Master-Trained Professional
13-15 High Super-Level / Change a World Powerful Superhuman, Legendary-Trained Professional
16-18 Cosmic-Level / Change a Galaxy Cosmic Superhuman, Forces of Nature, Greek/Norse Gods
19-20 Divine-Level / Change a Universe Abstract Beings, Fundamental Forces of the Universe

What Power Level Means


But is there a level where versatility becomes problematic? Yes. To
be specific, there are two points at which versatility becomes
problematic. If a PC becomes so versatile that he starts to
Probably one of the most important steps to picking a game's encroach on the niche/role of another character, that is problematic.
power level is understanding what power level means. It is also problematic if a PC becomes so versatile that the PC
Fundamentally, power level is a measure of how effective a essentially removes all of his or her weaknesses, so that the
character is at changing the game world. The higher power level character is equally capable in any given encounter. At these levels,
your characters are, the greater impact they'll have on the world. a character is likely becoming too versatile.
Below is a chart of examples of what characters at different power
levels will be like.

Choosing a Starting Point


What Character Points Once you have an idea for how the different power levels and
character point totals are represented in your world, you're ready to
Mean decide where your PCs are going to start their adventuring careers.

Unlike power level, character points are not directly tied to a


character's overall power, but rather the character's versatility.
Character points more closely represent a character's experience
Low Power Level
or level of training. More experienced characters tend to be more Starting at lower power levels means that the PCs are going to start
versatile. Since all of a character's abilities are limited by a power out seeming more like normal humans. They have lots of room to
level cap, it really doesn't matter how many abilities a character grow, but players might have a great deal of difficulty realizing their
has, especially when they are all limited to the same level of character's abilities until much later on in the game.
effectiveness. All the PCs in the group have the same power level
cap anyway, and they all have the same access to the same level
versatility if they choose to build their characters that way (since
versatility is generally quite cheap).
Medium Power Level
At more medium power levels, your players should have an easier
time creating their characters early in the game. And at medium
power levels, you don't need to allow for growth (either in power
TABLE 11.7: CHARACTER POINT EXAMPLES level or character point totals) as greatly as you would at a lower
CP Description Example power level.
>45 below PL Inept Bumbling Newbie
31-45 below
PL
Unprepared Complete Newbie High Power Level
16-30 below At higher power levels, there's very little room for growth of
Inexperienced Rookie
PL characters, as they're already likely near the top of their range,
Young Character with Some limiting how far you might be willing (or capable) of taking the PCs.
1-15 below PL Developing
Experience Further, high power level PCs are expensive, and they might be
at PL Experienced Character with Fair Experience more difficult for players to put together.
1-15 above PL Seasoned Character with Good Experience
16-30 above
PL
Veteran Character with Lots of Experience High Power Level, Low Character
30-45 above Points
Champion Character with Tons of Experience
PL Since character points and power level can be independent of one
Character with Unequaled another, you also have the option of starting characters out at high
>45 above PL Legend
Experience power levels but low character points. This is appropriate for games

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Genre
where ordinary people wake up one day with strange abilities far
beyond anything they could imagine. Their powers might be great,
but they're still only human, and it will really have lots of time to
"grow" to reach their full potential. There are countless different genres of gameplay possible out
Note that if you wish to represent great potential, it's not necessary there. Which type you want to run depends entirely on your tastes.
to use this option. You can simply use GM-fiat to show FX that have d20 Advanced is built to be genre-neutral, allowing you to use it to
vast potential exploding out beyond the characters' control from play any sort of game you want with it. From fantasy games with
time to time. knights fighting dragons to future games with lasers and starfighters
to horror games with werewolves and vampires.

Plotting Out Growth Animated/Comedy


The final question to consider is how much you're comfortable with
letting the characters grow. Is there a certain power level beyond A little-explored genre in roleplaying games, animated and comedy
which you'd rather not take the PCs, since it will tend to change the games share some characteristics, but are quite different in others.
feel of the game too much? Are PCs at a certain character point The slapstick comedy popular throughout the 20th century had its
total just too versatile to design encounters for? You don't need to roots stretching back centuries to ancient Greece. Many of the
know this when you start designing your game, but as you get close genre conventions crystallized in Vaudeville, the traditions of which
to the limits of your comfort level, be aware of ways in which you were heavily adopted by the characters in Looney Tunes
can influence character growth. (especially Bugs Bunny and Daffy Duck), including pratfalls. The
tradition was also explored by the physical comedy of teams such
as Abbott and Costello, Laurel and Hardy, and The Three Stooges,
Rate of Advancement all of which made heavy use of physical action as part of their
comedic appeal.
How often do you want to hand out awards? Do you want to give
the players character points after every session? At the end of each
adventure or story arc? Once on the first Saturday of every month? Playing the Genre
After each encounter? You need to decide how often to hand out
these awards. Understand that character points are such a great Slapstick games of this genre are often as episodic as their source
reward to hand out at the end of the session, because improving a material, and the characters are just as wacky. All that matters is
character is something the players can do and enjoy away from the getting a quick laugh, and players who manage to get a good one-
table, to "bring the fun home with them", so to speak. Players might liner in deserve Hero Dice for their efforts. The PL for these games
get frustrated if they go too long without such an award, feeling are usually relatively low, but the characters are usually quite
restricted. Be sure to find a balance that gives them a chance to durable (as they can survive getting pianos and anvils dropped on
enjoy growing their characters' abilities but to also keep it them). Characters can generally use FX, but only for gags. Combat
manageable for you. tends to be minimal, and the ability to get laughs is the most
important thing. This genre of gameplay lends itself best to shorter,
less-serious games which can work well for breaks from longer or
Increasing Power Level more serious games.

While increasing power level will tend to change the influence the
PCs can have on the world, increasing power level will also Breaking the Fourth Wall
generally encourage players to increase their combat abilities first
and bring those up to the new power level cap, rather than More than in other genres, characters in animated or comedy
increasing the versatility of their characters. They might wind up games are likely to be aware that they're in a game. As such, at the
eventually crossing over to fight more and more dangerous cost of one hero die, a player can "break the fourth wall" and have
enemies, and go on more high-powered adventures, but if you're their characters directly plead with the GM. This genre convention
okay with the style of the game changing a little, then this is a is illustrated masterfully in the Looney Tunes short Duck Amuck
perfectly fine option. (1953), where Daffy Duck winds up in a sort of artistic and verbal
sparring match with the animator, demanding all sorts of things and
changes as things he didn't like in the short. You might use
"breaking the fourth wall" as your descriptor for how hero dice work.
Increasing Character Points Rather than just taking your reroll, your character might look at the
On the other hand, if you choose to increase the characters' GM, clear his throat, point to the anvil crushing his head, and say,
character points, you can keep them filling a similar role in the "How about a little help here, Rembrandt?"
world for a longer time, as their power levels remain more or less
static. They'll become more experienced and versatile, but so long
as they don't intrude on one another's niches or roles within the Genre Examples
party, and so long as you're comfortable making encounters for
their remaining strengths and weaknesses, this is still a fine option. • Abbott and Costello
You might eventually still want to raise power level anyway. • Looney Tunes
• The Three Stooges
• Tom & Jerry

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Crime/Caper Cyberspace Avatars


If all of the PCs are capable of entering and functioning in
Games where the crooks are the heroes (or at least the cyberspace, and you intend to make cyberspace adventure a major
protagonists) of the story can be extremely fun. Daring rebels who part of the game, it might be a good idea to require all your players
take what they want and who outsmart the law day in and day out to build their characters as per the Normal Identity drawback, so
excite audiences, who come to admire how they use their wits to they all have relatively normal (and weak) physical forms, but they
survive. Beyond that, criminals who fail in their crimes and are become very powerful and potent in cyberspace. Check Required
captured or killed (or even better: a hapless rube getting what he (Technology) is a common flaw for cyberspace avatar FX, but be
has coming thanks to his own greed or hubris) is a satisfying turn of certain to set the DC to activate an ability high enough to
events. The former is often the case in more romanticized mafia accommodate high Technology skill modifiers for the hacker
movies (such as The Godfather or Goodfellas), while seeing the characters (usually 15~20 + Skill Ranks).
antagonist get his comeuppance is more popular in caper or heist
films (especially The Sting or Ocean's 11).
Genre Examples
Playing the Genre • Bladerunner
• Ghost in the Shell
This genre tends to have very few (if any) FX, and the characters,
• The Matrix
while quite skilled, are rather mundane otherwise. A bullet from an
ordinary gun is life-threatening, so avoiding combat (or at least • Neuromancer
ending it quickly) becomes important to characters in these games.
If characters need a particular FX, they might need to steal a device
that can do the job. Reputations and planning become very
important, and this is reflected by keeping the PL of the game
Gaslamp/Steampunk
relatively low, so that the bonus from feats like Master Plan become A more recent genre in the vein of Cyberpunk, though instead of
critical in succeeding in particular jobs. And since the underworld is focusing on the dehumanization of mankind through the expansion
so dangerous a place where your image and your deeds might of computers and the online world, Gaslamp/Steampunk stories
speak louder than your words, characters must often maintain good tend to replace "computers" with the emerging 19th- and very early
reputations to get what they need (or possibly just to stay alive). 20th-century industrialization. Gritty streets are still gritty, though
thanks not to pollution from cars and disregard, but from the
smokestacks of Victorian mills and factories. Steam power was the
Genre Examples cutting-edge technology of the day, and Steampunk tends to take
this technology far beyond its real limits to create impossible steam-
• The Godfather driven technology (such as the fantastic mechanical vehicles seen
• Ocean's 11 in the works of Jules Verne and H.G. Wells, early science fiction
• The Sopranos writers). Even devices impossible with modern electronics are a
• The Sting part of the steam-and-clockwork world of Steampunk. The
protagonists of Gaslamp or Steampunk games tend to populate a
Victorian setting filled with weird science and usually a dash of

Cyberpunk
supernatural monsters.

A (usually dystopian) genre which was a response to the


implications of ubiquitous information and data. Cyberpunk Playing the Genre
explores the implications of computers becoming common to the Steampunk and Gaslamp games in particular lend themselves to
point of omnipresence, to the point where the difference between accents, especially Cockney British accents. However, from a
man and machine becomes blurred. Protagonists in cyberpunk are mechanical point of view, characters are often brilliant inventors or
often rebels or social outsiders who become masters of not engineers, and the Inventor feat and Technology and Science skills
necessarily the physical world, but the digital world, thanks to their are both very common for PCs. The ability to create a brilliant
world-class hacking skills. Monolithic towers, the headquarters of invention to save the day, or to repair and/or jury-rig a piece of
megacorporations, loom over squalid, dirty city skylines. It's a fight captured technology is an important one, and a staple of the genre.
for freedom and for individuality against cold, impersonal, greedy Like in Cyberpunk, characters who understand the new technology,
megacorporations and their puppets in the government. and who represent the geniuses of the "next generation" are
common protagonists.

Playing the Genre


While characters might be helpless or weak in their physical bodies, Genre Examples
they're often very powerful in cyberspace. These hacker-type • Girl Genius
characters will usually have something like the Normal Identity
• Last Exile
drawback, where their physical body will be built on half the
• The League of Extraordinary Gentlemen
character points that their cyberspace avatar will be. More
physically powerful individuals often make use of cybernetic • The Works of Jules Verne
implants to enhance themselves with otherwise-unavailable FX.
Android constructs are common, both as PCs and as NPCs.

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High Fantasy
feelings, but in a roleplaying game, the PCs need to be able to do
something to make enough progress to give their efforts meaning.
So while the PCs might not be able to fight the Horror From Beyond
A genre of epic conflicts between the forces of good and evil, high Reality, they might be able to fight Its cultists. And maybe the
fantasy trends towards the fantastic where its close cousin sword & zombie horde is unstoppable, but individual zombies can be killed,
sorcery trends towards the gritty and the weird. Popular ever since and maybe the horde can be slowed or delayed. The PCs need
the works of C.S. Lewis and J.R.R. Tolkien were first released, high some victories, however small, to give them something to hang
fantasy is the convention that many fantasy roleplaying games their hats on, to give them something to keep struggling on for. The
favor, with powerful protagonists fighting the forces of evil. High rules for Mental Strain are appropriate for most horror games, and
fantasy stories tend to put more magic in the hands of the for more deeply psychological games, the Madness rules work
protagonists, and they are usually able to stand toe-to-toe with the even better.
worst the forces of evil can muster (or at least have a fighting
chance). Characters might be human or some other fantastic race,
but usually very close in appearance and mannerisms to human.
The entire world has a faux-medieval or -renaissance dressing to it, Genre Examples
with knights in shining armor, dragons, and wizards populating the • Alien
land. • Psycho
• The Works of HP Lovecraft
• The X-Files
Playing the Genre
FX in high fantasy are almost always magical in nature, whether
they come from wizards' spells, the blessings of the gods, or
ancient magical artifacts. PCs can be expected to have and use
Mechs
such FX in some way or another to remain active and influential in While their origins reach back to the earliest science fiction, the
the game-world. In this genre especially, you should work out some genre of giant humanoid robots got its start in earnest in Japanese
racial packages for your PCs to use which help to establish the anime and manga. In these stories, young men and women climb
different common humanoid races they might choose from. into the cockpits of their mecha and do battle with other giant robots
(or occasionally, giant monsters). The pilots in many ways
represent a blend between modern fighter pilots and medieval
Looting armored knights. The pilots out of their mechs might be capable
soldiers, but it's only in their mechs where they truly rise above.
While not as true in high fantasy literature or cinema, one of the
hallmarks of fantasy roleplaying games is killing things and taking
their stuff. For the most part, using the optional wealth system
works well. Simply add a staged use of the Perception skill (or Playing the Genre
perhaps the Academics skill) as a way to determine how much loot Similar to hackers in a cyberpunk game, mecha pilots are generally
(in the form of bonus Wealth Dice) the PCs can find after a given best built with the Normal Identity drawback. Their non-powered
fight. For special magical items that enemies drop, there are a few identities represent the pilots themselves outside of the cockpit, and
ways you can handle it. A good idea is to require that characters their powered identities represent the mecha themselves (since
train with new magical equipment before they can unlock all of its pilots tend to have customized mecha). It's also a good choice for
abilities. players to roll their defense themselves as an opposed check
against enemy attacks, which makes it feel more like the mecha's
ability to evade attacks depends on the pilot's skill.
Genre Examples


The Chronicles of Narnia
The Lord of the Rings
Genre Examples
• Record of Lodoss War • Gundam
• The Wheel of Time • Macross
• Mechwarrior
• Neon Genesis Evangelion
Horror/Occult
In a horror game, the protagonists are usually innocent bystanders,
or at best mundane investigators with an interest in the weird. They
Pulp Action/Film Noir
rarely have any supernatural abilities, or if they do, their abilities are The cheap adventure magazines that predated comic books, pulp
minor at best. Danger lurks in the shadows, against which the action comics were filled with mystery, action, excitement, and
protagonists are likely to be more or less helpless. They rely on fantastic worlds. Pulp heroes are usually less powerful than modern
their wits to see them through, not power. If their horrific enemies heroes, relying on very human levels of skill and cunning to make
capture them, it's the end, so they need to be ever-careful and their way through the world. Many of the old pulp heroes were
ever-vigilant less the terror find them and destroy them. explorers or detectives, who were often good brawlers to boot, had
few if any powers (though some knew a few magic spells from time
to time). This style of hardboiled detective found its way onto the
Playing the Genre big screen in the crime stories of film noir during the 1940s and
50s.
In the horror genre, helplessness and hopelessness are essential

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Playing the Genre Playing the Genre


The pulp genre is first and foremost about exciting action in Suburban fantasy is all about exploration and bringing a child's
fantastic places, usually with morally ambiguous undertones. PCs sense of wonder and imagination to a hum-drum world. In this way,
in such a genre are often at a lower power level (usually 5-8), but Hero Dice represent a child's implacable sense of imagination, and
are quite potent for that power level. Globe-trotting adventuring is a their FX (if they have any, which usually come from Devices of
very common plot-element in exploration pulp stories, so it should various sorts) are usually only limited to when they're away from
never be too difficult for PCs to travel from one adventure site to the jaded adults. Children tend to be very low power level, with low
next. "Random encounters" en route are extremely rare. physical ability scores, relying on their mental ability scores and
skill to weasel their way out of trouble with their parents (as often
the biggest danger in suburban fantasy isn't getting killed, but
Genre Examples getting grounded).

• The Adventures of Indiana Jones


• Casablanca Genre Examples
• The Maltese Falcon
• Sky Captain and the World of Tomorrow • Calvin & Hobbes
• The Goonies
• Pan's Labyrinth

Space Opera • The Sandlot

Adventures set entirely in space, usually in a future distant enough


that it ventures far from what could be called "hard" science fiction.
The characters usually wield fantastic technology (at least enough
Superheroes
that they can battle easily in and travel almost effortless through The Golden Age of comics began with the publishing of Action
space) and often have amazing abilities (usually psychic in nature). Comics #1 featuring Superman, and colorfully-costumed comic
Alien species and robots do often exist in such stories, even if book superheroes have been fighting for truth and justice ever
humans seem to be the center of the story. In many ways, space since. Superheroes are just that: people with extraordinary powers
operas tend to be similar to High Fantasy set in space. who choose to don masks and fight crime and supervillains. In
general, superheroes don't kill, and supervillains escape time and
time again to threaten the heroes on and on forever. Even
Playing the Genre characters who have died frequently wind up coming back from the
dead. Superheroes games tend to have examples of both solo
Space opera heroes tend to be similar in power spread to high heroes (like Superman or Spider-Man, who do have occasional
fantasy. However, the key difference is that in space operas, the team-ups) and teams of heroes (like the X-Men or the Avengers).
steed of choice for battles between noble warriors is the starfighter.
As such, you might consider using rules for characters and their
starfighters similar to the rules for mecha pilots and their mecha, so Playing the Genre
pilots need to make opposed checks to avoid shots during dog
fights. The FX rules give you just about everything you need to make
superheroes (usually making liberal use of the Enhanced (Trait) FX
for superhuman strength and toughness). Using the knockback
Genre Examples rules is also highly recommended, since superhero fights tend to
involve a lot of bodies going flying from high-powered punches and
• Battlestar Galactica explosions. Make use of the cinematic or epic Time and Value
• Firefly Progression Tables, depending on whether you want a more
• Star Trek Modern or Silver Age feel for your game.
• Star Wars

Genre Examples
Suburban Fantasy • Heroes
• The Incredibles
A smaller genre that explores the adventures of relatively ordinary
• Superman
children through worlds of imagination parallel to their ordinary
• X-Men
lives. Most examples of this genre are rather whimsical and
idealistic, hearkening back to seemingly simpler times. Suburban
fantasy tries to explore the subjective nature of reality, where the
imaginative perception of one group (the children) in stark contrast
to the mundane world the adults occupy. A favorite toy might just be
Sword & Sorcery
a doll to an adult, but a best friend to a child. An exception to this is The slightly-grittier cousin of high fantasy, sword & sorcery fantasy
the subgenre of a darker sort, where the escapism of imagination is less about epic battles between good and evil and the struggle of
becomes conflated with madness (such as in Pan's Labyrinth). a few relatively ordinary people (often with extremely good fighting-
skills, admittedly) against their own demons. Once again, the world
takes on a pseudo-medieval style, and tends to be more medieval
than high fantasy (as their worlds tend to be darker and more

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dangerous). While high fantasy tends to tell stories about great • Harry Potter
wizards or knights, sword & sorcery tends to tell stories about • Men in Black
thieves and mercenaries and cursed souls who fight not necessarily • The Vampire Chronicles
for high ideals, but often just for survival (and they'd often just as
soon run away and escape the fight altogether!).

War
Playing the Genre Mankind is all at once repulsed and fascinated by war. While we
While the characters in sword & sorcery adventures tend to be tend to admire the heroes who rise above and who achieve
lower power level than high fantasy heroes, and they tend to grow greatness, risking their lives for their brothers in arms, and the ones
more slowly in power, the big differences between the two genres who come into oppressed lands as great liberators and
are how likely the PCs are to have FX and the use of taint rules. humanitarians, we are just as horrified by the sheer violence
Sword & sorcery characters tend to have fewer (if any) FX than soldiers willingly throw themselves into. War stories tend to explore
their high fantasy counterparts, and very few are spellcasters this dichotomy, all at once jarring us with the gore and the horror
themselves (magic tends to be something in the hands of villains). (and in films like Full Metal Jacket, using the emphasizing the
If FX are in the hands of PCs, they often come at a very high price senselessness of war) and showing examples of truly great
(like taint), or are in the form of cursed objects (like demon- humanity rising because of (or sometimes in spite of) the violence
possessed swords). Also consider making use of the Mental Strain around them. The war genre tends to focus most heavily in recent
rules, as sword & sorcery characters, while often quite jaded and years on World War II and the Vietnam War in the west.
hard-bitten, tend to encounter horrors much more frequently than
their high fantasy counterparts.
Playing the Genre
PCs in the war genre are weak enough that the horrors of the
Genre Examples battlefield are indeed horrors: gunfire can be lethal to PCs at power
• The Black Company levels between 4 and 7 or so, and the GM will often choose to use
mundane-level realism to limit the PCs' to very human (and very
• Conan the Barbarian
vulnerable) levels of toughness. The PCs might be more potent in a
• Elric
tank or other vehicle, but on foot, the sight of a Panzer rolling their
• Fafhrd and the Gray Mouser way should strike fear into their hearts: without a teamwork to set
up the squad member with the bazooka, they whole squad might
very well be killed. Teamwork and caution and careful play are the
Urban Fantasy only way that the PCs will see the end of their tour of duty.

Where suburban fantasy is about journeying into imagination and


contrasting perceptions, urban fantasy is about how the fantastic Genre Examples
hides amongst us. Ordinary people with ordinary lives unknowingly
brush elbows with supernatural creatures or aliens. They might hide • A Bridge Too Far
themselves away from the world in secret hideaways or just in the • Band of Brothers
apartment next door. Characters in an urban fantasy are either • Full Metal Jacket
already members of a fantastic secret world who hide among us or • Saving Private Ryan
ordinary people who are slowly drawn into that hidden world, where
they often learn that many of the legends from the past are secretly

Western
true, and that the strange world that they are just discovering is the
true explanation. Urban fantasy can be as light-hearted as fun as
Men in Black or as dark and tormented as parts of The Vampire
Chronicles. The wild west has always held a certain romantic quality to it, when
people had to step up and defend those who had no law to protect
them otherwise. It was a time of pioneers, no-good thieves and
robbers, heroes who came as law or just acted by their own
Playing the Genre consciences. The west was a place where you could go to start
In urban fantasy, hiding one's true nature becomes a key facet of over, to take something raw and wild and forge it into a future for
gameplay. The characters need to pretend to be ordinary people yourself. The promise of something fantastic coupled with the
when in public, and they must master their supernatural abilities excitement of the unknown and untamed were embodied in the old
while dealing with other members of their secret circle. As such, west, and that is no doubt what keeps drawing us back to it.
interactions are very important, and fending off the queries of the
curious or posturing with other members of the social group might
require dramatic interactions. To make certain that characters face Playing the Genre
a serious concern about hiding their abilities, you might consider
making Subtle into an extra rather than a feat, so as to put a The west was all about chases, gunfights, and talking tough with
premium on being able to use FX covertly even in public. the muscle to back up the names they made for themselves.
Having a strong reputation with plenty of legendary deeds could win
you fights without ever needing to draw your gun, as no smart man
would ever draw on someone who's killed a dozen men already.
Genre Examples
• Buffy the Vampire Slayer

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The Gunslingers' Showdown


One of the quintessential elements of westerns is the showdown
Creating PC
Templates
between two highly skilled gunslingers. In the old west (or so the
myths would have us believe) the law was pretty forgiving on
shooting a man in self-defense, which meant that if you shot
someone who went for their gun, you were in the clear. For such For many games, there are often prevalent or over-arcing abilities
tests of nerves and speed, it can be appropriate to resolve Initiative which can cover an entire profession, or even a whole race of
in combat with a dramatic interaction, with Persuasion against creatures! And for other games, your players just may just prefer a
Perception and Will to try to psych the other gunslinger out and more class-like system for creating characters than a point-buy
gain the edge. It's also a particularly fitting way to represent the one. This section offers help and guidelines for creating PC
stare-down of two gunslingers in the street. templates, which will go a long way to cutting down the workload for
players trying to create characters which fit into your game's world.

Genre Examples
• The Good, the Bad, and the Ugly Racial Packages
• The Magnificent Seven
Racial Packages are meant to represent what would be classified
• Unforgiven
as "races" in other roleplaying games. Racial templates are useful
• The Wild Wild West in games where different kinds of non-human races are common,
especially fantasy games (where elves, dwarves, and similar
creatures might coexist with humans) and space opera games
Wuxia (where dozens of alien species could exist).

Stories of martial artists of unparalleled skill from ancient China,


wuxia is a genre which focuses on mastery above all else. How Expensive Should a Racial
Characters in wuxia stories display excellent martial arts skills with
ordinary weapons (like the sword and spear) and unusual ones (like Package Be?
needles and musical instruments). The protagonists seek to master
How pricey to make a template depends on how many special
their art and do good for their land with their abilities. They don't
abilities a race might have and how important you want those
necessarily bow their heads to the authorities, but they seek to use
abilities to be relative to the rest of the character's abilities. For
their martial arts skills to help those around them however they can.
creatures similar in ability overall to humans, a 5-10 character point
Combining these superhuman levels of skill in martial arts with
racial package is relatively fair. More powerful creatures will have
qīnggōng (which allows users to seemingly defy gravity and walk on
increasingly more powerful racial packages, to the point where a
water), nèijìn to control the mystical internal qi energy to perform
character of that race might have few abilities other than his or her
impossible feats of strength or endurance, and diǎnxué to strike at
racial abilities.
pressure points to produce amazing effects on a subject. All of this
is greatly exaggerated in wuxia stories, but they're strongly
associated with the genre in popular fiction.
How to Balance Racial Packages
Racial packages can be relatively easily balanced by comparing the
Playing the Genre creatures to "average" humans. Are they more dexterous, or
tougher, or less charismatic? Is their eyesight better or are they
In wuxia, the kung fu skills (and often weapon skills) are as
blind?
ubiquitous among characters as qīnggōng "wire-fu" is, well-
represented by giving characters at least a few ranks in the You have the option of "building in" drawbacks and negatives to
Enhanced Movement (Leaping) FX. The most common descriptor racial packages to help balance them. For example, a race of elves
for FX will usually be "Training", and some of the more mystic ones might be nimble but frail (with a +1 bonus to Dexterity but a -1
might add "qi" as a descriptor as well. Hero Dice represent not luck penalty to Constitution, for a net cost of 0 character points), or a
or good fortune, but simply fantastic to the point of the unreal levels particularly bizarre-looking alien species might stick out enough in a
of skill and ability. crowd of mostly humanoid creatures that is warrants the Noticeable
drawback (reducing the cost of the racial package by 1 character
point).
Genre Examples So long as you keep in mind that the average human on the street
• Curse of the Golden Flower with 0s in all of his ability scores is the baseline average for d20
• Crouching Tiger, Hidden Dragon Advanced conceptually, you won't have a hard time creating racial
packages.
• Hero
• House of Flying Daggers
Sample Racial Packages
Below are two sample racial packages for popular fantasy races.
Note that they are both relatively inexpensive packages, and are
appropriate for characters even at low power levels.

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DWARF RACIAL PACKAGE, 6 CP across multiple games with minimal conversion.

• Ability Scores: +1 Constitution, -1 Charisma (0 cp) Roles Instead of Point-Buy?


• Skills: Endurance +1, Survival (Mountains) +1, Weapon Should you use roles as a starting-point from which your players
Group (Axes) +1 (3 cp) can jump off to develop their characters as they see fit? Or should
roles become the default by which character increase in ability
• Feats: Profession (Miner) (1 cp) ("leveling up" in their roles with each successive power level)?
• FX: Enhanced Senses (Vision Counters Obscure Which is a better fit for your group?
(Darkness)) (2 cp) The answer to this question lies again in how much your group likes
customizing their characters, and how much your players enjoy
improving their characters. Especially if coming from a game with
ELF RACIAL PACKAGE, 6 CP levels and classes, restricting character development to only
"leveling up" in roles is probably going to be well within your group's
comfort level.
• Ability Scores: +1 Dexterity, -1 Constitution (0 cp) Alternatively, you can provide the characters roles only to start, and
• Skills: Perception +1, Survival (Forest) +1, Weapon Group allow them to spend character points normally from that point
(Bows) +1 (3 cp) forward to improve their characters with the standard point-buy
method. In this way, you can provide a solid starting-point for
• FX: Comprehend 1 (Animals), Enhanced Senses 1 (Vision players (especially those new to character creation in d20
Counters Obscure (Darkness), Limited (Half)) (3 cp) Advanced) from which they can explore the character creation
system and get more comfortable with it. They might not be ready
to use the more open, flexible point-buy system right from the get-
Roles go, but with a little bit more experience with the game, they might
be willing to try for the second game, or when it comes time to
Whereas racial packages would represent where a character make a new character for an existing game.
started (his race, species, whatever), roles more represent what a
character's place within the game-world is. For some games, this
might be something like the character's profession (such as soldier, Constructing Roles
spy, knight, wizard, or reporter). More generally, it might just be the
generic niche the character fits within the party (such as controller, Roles are actually relatively simple to construct. All that you really
defender, leader, or striker), and is largely genre-independent. need to do is to provide enough structure that the roles are clearly
defined while still allowing enough "wiggle room" for the players to
make the roles their own. Ideally, for each power level you have in
the role, you will spend 15 character points on abilities. The only
Roles as Professions exception to this is that at power level 1, those 15 points should go
Almost all genres include some fairly archetypal roles. Fantasy in almost exclusively towards "background" things for the character,
particular has the traditional three-man group of the Warrior, the like racial package, ability scores, background feats, starting
Thief, and the Mage. When trying to construct roles for your game equipment, etc.
in this way, it's important to decide just which roles are important to The brief walk-through below will give the example of creating a
your setting, and which are relatively unimportant. Do you want to woodsman or ranger role for a fantasy game.
create a role for any of the dozens of possible profession
adventure-seekers in your game might have, or would you prefer
only a few generic-but-customizable professions the players can Step 1: Trained Skills
choose from?
Each power level in a role will increase certain skills which are
You may base your answer on how much or how little your players considered "trained" for that role. This includes both combat skills
enjoy customization of their characters. If they'd rather just play a (such as a skill point in a specific weapon group, defense),
simple archetype, it might be best to have a wider number of resistances (like will and fortitude), and other non-combat skills.
options for the players to choose from for their roles. If you think Which skills you select depend on the role itself.
they'd be happier with a little more customization, then going for
more generic roles is probably your better bet. (Then again, if you For the ranger, we probably want to make sure that the role has
don't feel strongly about enforcing archetypes and your players are access to clearly "woodsman-y" skills, so we'll make the role trained
eager to customize, then feel free to let them loose on the standard in "Survival (Forest)", "Reflex" and "Athletics". We should also
character creation system!) represent combat training with "Defense" and "Weapon Group
(Bows)". For resistances, rangers are often supposed to be eagle-
eyed and hardy, so adding training in "Fortitude" and "Perception"
Roles as Party Niches are appropriate. This has already taken 7 of our 15 alloted points
for any given power level.
If you're playing a game where "adventuring roles" are less easily
defined, or something you'd rather not enforce setting-specific roles
within your game, you may instead offer your players the chance to Step 2: Proficient Skills
use more generic roles that define how they act in the party, instead
of how they fit into the world as a whole. In this way, these roles If there are skills which a role should have training in, but isn't
become applicable across many different genres, and can be used necessarily a defining feature in the role, you should consider

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making some skills only "proficient", which implies that the role is For our ranger, we can describe the role as one of an ancient,
good with the skill, but not great. Proficient skills increase most (but distant organization dedicated to hunting and purging the woods on
not all) levels. Ever four level, you skip increasing ranks in a the fringes of civilization of monsters that would threaten innocent
proficient skill (and it is often at these power levels that the role gets people. They've learned a little bit of nature magic over the years
other special abilities, see below). from their time as students of elven mages, but still mostly rely on
their trusty bows to see them through fights. They're efficient and
When considering our ranger, it might be fair to add "Endurance" as dangerous woodsmen, who are often unable to find a happy life
a proficient skill. Rangers won't be as good with endurance as within society but who still seek to protect the people of that society.
hardier roles might be, but they're also quite good at it, overall. This So instead they live on the fringes and frontiers, helping to clear the
means we've spent 8 of our alloted 15 character points (with one way for the cities and towns and farmers they left behind, and
spot open every four levels). patrolling the borders to keep them all safe.

Step 3: FX, Feats, and Special Abilities


You should also decide if there are any special abilities which the
Special Packages
role you are creating calls for. These would include consistently- In addition to these options, you have another way in which you can
increasing or periodically-increasing ranks in ranked feats or FX. help to control and provide guidance for the players in creating their
You need not improve these abilities at every level, and it's okay to characters which are more self-contained and work better with the
"underspend" at one power level in the role's progression to afford standard point-buy system. Special packages allow you to
something at a later level. supplement most approaches to character creation (including roles)
with slightly more standardized abilities for players. This can be
For our ranger, the first thing that comes to mind is some sort of
helpful in giving your players a starting point for creating their
loyal animal, which would be well-represented by gaining a rank in
characters, or provide them with paths to follow in improving
Ally every level. We have also been neglecting our ranger's
existing characters (which grant you additional balance oversight
woodsy-side. This might be a good time to grant our ranger a little
since you were the one who created these packages in the first
bit of extra bite. One option would be to grant our ranger a rank in
place).
Favored Opponent every other level. This would increase the cost
of our ranger to 10 character points every other level (and 9 at Packages are built around specific themes (almost always tied to
every even level). Opposite Favored Opponent at even levels, we one or more features) using different numbers of character points to
could make our ranger more magical ranger and allow him to build them. Minor special packages are usually below 30 character
entangle an enemy with Inflict (Condition) (movement and attack, points and don't constitute a major part of the characters' abilities.
Defense resists) to represent undergrowth springing up to snare an Moderate special packages are generally between 30-60 character
enemy the ranger touches. This will not be the ranger's most points, are can be a significant part of the characters' overall
powerful attack, but it will still be an option for him. Then, every four abilities. Major special packages are going to be the focus of the
power levels, we can grant our ranger an Alternate FX for his snare character, or barring that, one of the single most important abilities
as a small array of "nature magic" spell (perhaps including the character has.
Concealment and Enhanced Senses). The cost for our ranger is
now 10 character points per level.

Step 4: Feat Packages


Selecting Options
Now you've learned how to help your players create characters, got
Since most feats are one-off abilities, it's generally a good idea to
some ideas for your world, and run the game. You've been given a
leave about 1/3 of a role's alloted character points "free" for the
whole toolbox of possibilities with these rules. But are you actually
player to invest at each power level as he sees fit, such as dabbling
expected to use the whole darn book? Not at all. In fact, this section
in a skill which the role otherwise won't have ranks in. You should
will help you fine-tune the options in your game to make it play just
also consider listing feats which are a good thematic fit for the role
the way you want, and how to make sure that your game's rules
but aren't granted automatically to the role. You might also want to
won't trip your players up along the way.
recommend some additional skills which could make a good choice
for the role.
For our ranger, some good potential matches include (but are by no
means limited to) Animal Empathy, Critical Strike, Favored Your World
Environment, Move-By Action, Precise Shot, Hide In Plain Sight, The first thing you need to decide is what sort of game you want to
Ambidexterity, Direction Sense, and Track. In general, you want the run for your group. What kind of world is it? How would you "sell" it
feat package to include about two or three feats for every power to your group? What makes it exciting to play in, and what makes it
level you plan on running the character through, to leave lots of different from other worlds they could be adventuring in?
choices.

Step 5: The Finishing Touches Campaign Era


Once you've decided on a progression for the role, now you need Decide which era your game belongs in. If you're using an alternate
to clarify on how that role fits into your world. What kinds of people world or alternate history, don't worry if the dates don't line up
fill that role? What are they like? Why do people of this role go exactly. The goal with selecting a campaign era is to give your
adventuring? How do they approach combat, or other important players an understanding for just what they can expect to come
conflicts in your game? What is their purpose in your world? across in your game in terms of available technology and the
lifestyle they'll be expected to live.

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Stone Age
Classical Age
PC Templates
• Medieval Age Are PC Templates available? Are they the only option, or can
• Renaissance players use the normal point-buy method if they'd rather do that?
• Industrial Age Will characters advance using templates or point-buy?
• Information Age
• Fusion Age
• Gravity Age Abilities
• Energy Age
This is a good time to make sure that players are clear on what are
• Cosmic Age appropriate benchmarks for their character's abilities. For most
games, a 10 Intelligence score does not mean "the smart kid in
high-school", it means "a genius attributable only to supernatural
Campaign Feel ability".
You should also select your campaign's feel to help your players
better know what sort of game they're going to be playing. If they
show up expecting something four-color and you want to run Skills
something gritty, you could have problems in terms of expectations Are you adding any new skills to the game? Are there any particular
and what sorts of characters they'll bring, so it's important to clear specializations for skills like Survival or Expertise which the players
this up early as well. should know about? How about skills like Toughness and Might?
• Utopian Are you removing skills from your game in favor of another option?
• Four-Color
• Typical
• Gritty Feats
• Against All Odds Are new feats available to your players? Are there any groups of
• Hopeless feats which you're disallowing for your game?

Realism FX
Deciding just how realistic your game will be is also useful in How are you going to allow FX in your game? Are you going to pre-
helping your players understand what sorts of characters they'll be construct FX templates for your players to buy? Are there any FX
able to bring to it, though it isn't as essential as the other you're removing from the game? How many points should players
considerations in this section. It is necessary for some calculations be allowed to spend on their FX?
they might need in character creation and during gameplay, though.
• High-FX
• Mundane • Moderate-FX
• Cinematic • Restricted-FX
• Epic • Gear-FX Only
• Excising Specific FX

Genre
As a final bit of help in guiding your players' decisions, you want to Gear
make it clear what sort of genre your game is going to be. After all,
Depending on what level technology has advanced to in your
you don't want a bunch of knights and wizards showing up for a
game, different levels of gear might be available. Are players
futuristic space opera or a few plucky explorers for a spandex-and-
allowed to make use of Devices or just Equipment? Can players
capes superheroes games.
purchase Vehicles or Structures? Will the optional Wealth rules be
used in your game?

Character Creation
You'll have to be clear with your players from the get-go exactly Action
what sorts of options are available to their characters. As a rule,
Finally, you need to decide how you'll be handling the action in your
players like to run wild and scrounge up every option they can find
games. How are players expected (and allowed) to deal with the
in the rules for their characters. It's up to you to decide what is and
challenges they'll face? What rules should they be expected to
what isn't appropriate for the game.
know?

Power Level & Character Points Combat


Probably the first thing on your players' minds will be how many
Are you going to be making use of tactical options? Will you use a
character points they start with, and what the game's starting power
battlemat? Are you going to use the standard Combat Advantage,
level will be. Set a starting number which you're comfortable with
or do you prefer Attacks of Opportunity? Will you let characters
and decide how you want to allow for advancement.
make use of Maneuvers?

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Environment a long-forgotten treasure). It needs to frame the encounter and


support it, to give it foundation and to help the encounter be more
Are you going to be making use of Zones during the game? significant.

Dramatic Interactions Designing a World


Are you going to make use of dramatic interactions How about At its most basic level a world need only be similar to the old pulp
Reputation? Will you use options like Mental Strain or Taint? adventure stories where the only thing connecting two exciting sites
was a red line on a map. So long as it provides a way for the PCs
to get from one adventure site to another, you have a world

Designing Worlds
sufficient for an adventure game.
To create more robust and engaging worlds, you need to provide
more than sites of adventure: you must provide places where the
of Adventure characters can interact peacefully and calmly with NPCs, where
they can stretch their legs and soak in the flavor of the world. You
need to give them the ability to stroll through marketplaces and
saunter into bars and taverns. You need to give your players a
Building a World or a reason to fall in love with your world, to make them invest in it so
that they care when it's in peril. Give the PCs time to spend with

Place for Adventure? their loved ones, or have parties, or just laugh and enjoy
themselves. If the players invest emotionally in your world and in
the NPCs you introduce them to, and they'll find the experience all
Just how big of a world do you need for players to have an the richer for it.
adventure? Do you need to detail every city and town around the
world, and know just what every NPC there is out there is going to If you choose to take this next step, you need to find not just a way
be doing at any given time? If it's an alternate world and not simply to give your players adventures, but for your world to be a place for
set on Earth, do you also need to establish things like seasons, the NPCs too. They need places to live and work, places that
calendars, populate the world with flora and fauna and- define them and give the players an understanding for who they
are. Religious NPCs need temples and churches, farmers need
Short answer: no with a "but". crops to grow, sailors need oceans to sail, and reporters need
When you settle in to actually put meat on the bones this chapter media to broadcast their stories.
has been helping you construct, think like director arranging a set When you design your world, if you start small, you need to ask
for a movie or play, or even a magician. The world only needs the yourself with every NPC you introduce, "Who is this person? Where
illusion of depth for the players to believe that it is indeed deep and do they belong in this world?" In a way, these characters become a
real. That means that the only perspective that the world needs to reason for you to expand your world, to create places for them that
be deep from is the one your players will have. fit into your setting. The first time the PCs might venture to a new
To that end, your job in creating your world becomes significantly town or city could be to meet a new NPC.
easier. You're not going to need to worry what the inside of a As you grow more comfortable with world-building, you might start
grocery store looks like in your world if you don't think the PCs will asking the bigger questions about your setting, like what the
be going grocery shopping any time soon. You're also not going to presence of supernatural abilities might change the way the world
need to worry about land taxes if your medieval PCs are a band of works. How will "ordinary" NPCs react if there are many people in
wandering adventurers. And you're certainly not going to need to the world with the strength and capabilities of the PCs? Just how
worry about what the engineering and chemical principles are well do the PCs really fit into the world? As your world grows, these
behind the refinement process that makes mid-grade starship fuel are questions which the players will ask, and which you will have to
in your space opera. answer. When these questions come, you'll have the opportunity to
What matters is that the players believe that the fictional space expand your world in wonderful ways, to draw your players' interest
you've put their characters in feels real to them. And depending on in and to make them excited enough to come back next time
the scope of your game, that fictional space might not need to be hungry to learn and explore more.
very big to create the illusion of a vast, deep, and exciting world.

Designing an Adventure Site


How Much Like the World
At the end of the day, your job is to give your players places for We Know?
their characters to go on adventures. To that end, all your world
The basic assumption when creating a world, whether for a game
needs to contain are numerous possible sites for those adventures.
or for fiction, is that it is in some way like the world that we
Everything in between is just window-dressing (which many of us
ourselves live in. That is the common ground which allows all the
happen to greatly like, to be sure, but not strictly necessary for all
participants of the game to share the imaginary space in which their
games out there).
character exist. But these assumptions are only the foundation, and
An adventure site needs to be exciting, either on its own merits from there you must decide just how different your world is from this
(such as a rickety bridge over a pit of lava, or an ancient catacomb one.
which descends into a bizarre subterranean world) or by virtue of
what happens there (such as a climactic battle against some
ancient evil, or the beginning of a race around the world to recover

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The World Outside Our Windows emphasize a particular aspect of Earth and make it global, are
referred to as fantastic worlds. These worlds might be built entirely
The first (and easiest) option is to simply set your game in our own in the clouds, or be vast expanses of desert, or possibly even
Earth, starting with everything being exactly the same as it is today beneath the surface of a world. But beyond this strangeness, the
(or seemingly so, if characters in your game have supernatural world still follows Earth-like laws of physics and nature.
abilities). Politics, languages, cities, and everything else are just like Fantastic worlds like these are common in science fiction, where
you and your players know them. The only differences are the different planets the characters travel to are differentiated from one
characters who you introduce. another by their over-arcing appearance and theme. They are also
This is the presumption of many works of fiction, though some GMs less commonly used in fantasy, where their strange features allow
find that working with a world their players know too intimately them to stand out from the norm.
constrains them, as they lose the ability to change it as easily.
Certainly the GM is still able to replace figures with characters of
his own creation, or present his own take on public figures, but in Bizarre Worlds
doing so, he runs the risk of disrupting his players' suspension of
disbelief. The further you get from the world we know, the more you choose
to deviate from known natural laws. Bizarre worlds start to break
from what would be common knowledge about how planets look or
Like Earth, Except for Metropolis how they behave. These might lead to the creation of ringworlds, or
places where the natural flora and fauna are so startlingly different
A common concession in fiction is to add or change cities from real from Earth that their very presence is jarring and unsettling. It
ones to fictional ones, so there's more room for you to stretch becomes almost impossible to justify the nature of such worlds
without interfering with real-world facts. For example, there might using common sense or our own natural laws.
not be a slum that was once a grand experiment in a self-sustaining These sorts of bizarre worlds are sometimes used in fantasy and
metahuman living called Highgarden in New York, but it could exist science fiction as brief stop-overs in an adventure, though
in a city of your creation called Arcadia City. occasionally they become the main setting themselves.
Under this method of world design, an existing city or place on our
Earth is nudged aside for a fictional one in which the GM has
greater freedom from pre-existing facts and history. This is Nightmare Worlds
especially common in superhero or urban fantasy games, where an
alternate history needs to exist that allows for at least one such city And the far-end of world design are nightmare worlds, where the
over which the GM has complete creative control. basic presumptions about reality, natural law, and causality are
thrown out the window as you see fit. On such worlds, reality might
be governed by thought or belief, or the entire world could be an
Alternate History Earth endless flame out into infinity.
Nightmare worlds are sometimes used in fantasy as dreamscapes
Like so many stories, an alternate history Earth is just like ours, or mindscapes. They are also sometimes used to represent
except that there was a key moment in history where things took a abstract ideas or elemental planes. Some horror genres also used
different course. Maybe the Japanese never bombed Pearl Harbor, concepts such as this to describe non-Euclidean places of
so World War II turned out much differently, or the Roman Empire madness and insanity.
never fell and is still strong today. The world might be a very
different place, even if it still looks like our own Earth from space.
This is a common tool in fiction dealing with alternate universes or
parallel worlds, as well as "What If?" stories.
Populating the World
Once you have an idea for what your world is going to be like, you
need to populate it. The more like Earth it is, the easier your job will
Earth-Like World be. You need to decide what sorts of creatures and people inhabit
your world, where they live, and what they're like. And most
Under this option, the world a game takes place on isn't Earth: it importantly, you need to decide how available they are to your
has different landmasses, a different calendar, a different history, players.
different stars overhead, and a different name. However, in spite of
this, the world is very Earth-like. Leaves still fall in autumn, the sun
still rises in the east, humans still populate the world, and waves
still crash on beaches. In this scenario, the fundamentals of the
Races
world are still familiar to the players, but the history and details of Especially in fantasy and space opera games, it is common for non-
the world are unique. human but sentient species to co-exist alongside human beings.
Fantasy stories in particular often make use of Earth-like worlds These might be alien species or fantasy races, but they are often
with a different landscape. This offers the GM plenty of flexibility to very human-like (possibly even just "humans with funny ears"), or
create a unique world while leaving it familiar enough for his players at least recognizably humanoid (with a head, torso, and limbs in a
to be able to get by and make realistic presumptions about how the human template).
world works. You need to decide just how much these races are like humans,
and how they're different from humans. They need to be different
enough from humans and from one another to justify their
Fantastic Worlds existence, both mechanically and flavor-wise. And most importantly,
they need a place in the world. Decide where these creatures hail
Worlds that are rather unlike our Earth in some overt way, or

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from, and how they fit in with the rest of the world and other races. advantages. It limits your workload at any given time, and it allows
Are they friendly? Violent? Isolated? How will the PCs meet them, you to have the flexibility at any given time to come up with the best
or if one of the PCs is of this race, how will that PC meet the other possible answer for that given situation.
characters?
On the other hand, limiting yourself exclusively to this strategy can
If you choose to make racial packages for these races, you need to be problematic in terms of consistency (especially if you don't keep
be sure to price them so that the ones which are appropriate for good notes about what you show in exposition). It also means that
PCs are available to them with their starting character points in the players don't know about the world until they are motivated to
mind, and the ones which are inappropriate for PCs are either find out about it, and when they are motivated, they might catch you
designed to be mechanically unappealing or are simply too off-guard and leave you scrambling for an answer to something you
expensive. Of course, as the GM, which races are available to the never considered.
PCs is a question that is up to you in the end, but you can make
your job much easier by making certain options more or less
attractive to your players. World Primer
Another tool you can make use of is a world primer, a short one- or
Roles two-page document you can give to your players to pain in broad
strokes what your world is like. You can give them key points of
If you choose to make use of roles, you should decide which ones common knowledge that everyone would know (such as the name
are common to your world (and more specifically, the segment of of the current ruler, some important current or recent events, or
the world your game focuses on). Pilots might be more common in some information on important locations in the world). It doesn't
a world built in clouds, and in a game focused on organized crime, spell out everything in the world, but it gives players a basic idea of
enforcers and fixers and face-men might be more common for the what the world is like.
game than machine gunners and snipers and tank drivers. And if
you choose to use these tools, be sure to use them to your Under this method, you'll still need to be able to answer additional
advantage as well in designing NPCs. questions through exposition (as above), but your players will have
an idea of what the world is like thanks to your primers.

NPCs Maps
Finally, once you've painted out the broad strokes of potential
alternate races and archetypal roles for your world, you need to Especially useful when the game is set in a fictional land or city, a
populate it with interesting NPCs. Again, focus on NPCs who the map can help players feel more like they're a part of the world, and
characters will interact with, whether they'll be friends or that they know what it's like and where they're going in the area,
adversaries. Make them interesting enough that the players will be rather that traveling blindly through the area. Players like being able
interested in investing their attention in. For help in designing to look at a map and determine where they are and where they
NPCs, see Chapter XII: Stock Characters. need to go. It allows them to make informed decisions about travel
and movement as if they were actually familiar with the world, and it
makes them feel as though their characters better belong in that
world.
Informing the Players
And now that you have your world all ready to go, you need to
know how you'll inform your players about it. What do they need to
Campaign Guidebook
know about the world to play in it? Should they come in completely Finally, for the truly dedicated GMs, you can create an entire
blind, or should you tell them about some of it beforehand? Most guidebook to your campaign world, outlining everything in advance
importantly, how will you tell them? for your players (other than a few world-secrets). You let them know
well in advance what they need to know about the world, and if they
read through the entire thing (which is indeed unlikely for many
In-Game Exposition players), they'll be able to answer many of the questions you might
need to turn to exposition for either. This has the advantage of
By far the simplest and most common method is in-game helping to ensure more consistency in the future.
exposition, by which NPCs (or possibly even the PCs themselves,
with successful knowledge check. In this way, the GM tells the d20 Advanced was designed with campaign builders in mind, to
players what they need to know when it's relevant, or when the give them all the tools needed to build exactly the game they want.
players ask about it. In this way, you limit yourself to only needing It provides options to choose from in building your world, and
to give out information when it's relevant. This approach has two building the player options and rules for your world.

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Chapter XII: Stock


Characters

NPC Guidelines
Artisans can be located with some reconnaissance, though less-
than-friendly artisans might require payment or persuasion to be
convinced to help the PCs out. Artisans are the most-frequently
So just what is an NPC? Yes, yes, I'm sure by now you know that bypassed NPC archetype, as the skill system allows the PCs to
"NPC" stands for "Non-Player Character". But within the context of hammer out their own fortes in non-combat areas too. When the
your game, just what does that mean? What do NPCs do for your PCs do go to them for help, artisans are usually only useful for their
game that can't be accomplished otherwise? And more importantly, narrow range of skill, not being much good at combat.
how do you use them? While the theme of Man Against Nature has In terms of their attitude, most informants will be Indifferent, but
been a truly timeless one, retold from the earliest ur-stories through they frequently fall within the range of Unfriendly to Helpful.
to modern disaster movies, where the environment itself is the only
true threat the heroes will ever face, they're not the norm for RPGs.
For most games, especially longer-running games, NPCs are
absolutely essential to flesh out the world and to give players a
The Informant
chance to really immerse themselves in the world. A gossip. A keen-eared barkeep. A shady dock-side information
broker. A para-military intelligence network. A wise old mountain
sage. An internet connection and a search engine. When you need
NPCs Interact with PCs information about a mission, an area, or a particular person, and
you don't know it yourself, it's probably time to look for a good
First and foremost, NPCs are there to challenge and assist the PCs informant. In theory, just about anyone can become an informant,
in a wide variety of different ways. They're the ones the PCs go to able to provide the players with exposition without breaking the flow
to for information, or for a mission, or have to fight off when the of the game too much. Any local who knows the story about the
battle starts. These are the most fundamental elements of how Haunted House on Greenbriar Hill can become a good informant,
NPCs will help the PCs directly with their mission, a starting point but to find out just what the extremist Brotherhood of Oblivion
for understanding how you can use different NPCs to accomplish terrorist organization is up to, you'll probably need to find a better
different tasks. informant. Some artisans who are less skilled in a given area than a
PC often fall into the realm of the informant, able to just provide a
convenient means of exposition for the GM when the sometimes-
The Artisan artisan's trade skills they can provide aren't needed.
Informants can usually be accessed through two mechanical
A mechanic. A smithy. A fearless sea captain. A snot-nosed kid with channels. More generic and widely-known information, such as
uncanny skills in hacking. A colleague at the university specialized local rumors or general current events, can be accessed with
in ancient linguistics. When you need help that requires more than successful reconnaissance. These informants are probably very
just information, help that requires actual skill and training and poorly defined and don't exist for the players as anything more than
expertise, you need an artisan. Artisans are less common than the rumor itself and no longer than it takes to deliver that piece of
informants (who can literally be anyone) as artisans are often information. The other method of accessing an informant would be
exceptionally skilled enough in their trade to have drawn the to seek out a specific NPC directly and attempt to persuade that
attention of the PCs to help fill a service. Some aren't always great NPC to divulge the relevant information. More helpful informants
helps (such as the drunk stagecoach driver who just so happens to might give the information freely, but self-serving or antagonistic
be the only coach going to California for the next three weeks), but ones are likely to take some convincing. Informants can be
they're often the best the PCs can get with their current resources bypassed as necessities when the PCs are suitably knowledgeable
to resolve a certain challenge which they themselves lack a key in a certain area (such as a PC passing a knowledge check to
skill for. recall an actor's name before everyone has to go tramping around

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town asking around). and even friendlier NPCs in a coordinated effort against the PCs.
Unlike lesser foes, a nemesis will likely be as capable or more
Like artisans, most informants will be Indifferent in attitude, but they powerful than the PCs, and will be skilled enough to survive (and
frequently fall within the range of Unfriendly to Helpful. often escape from) numerous encounters with the PCs. A nemesis
will also likely be more intelligent than the more garden-variety
foes. While you can build an encounter or even an adventure
The Questgiver around a foe, you can build an entire campaign around a nemesis.
A very important subset of informants are called "questgivers". A foe might be the vampire commanding a squad of zombies and
These NPCs are the ones who bring to the PCs information that skeletons, but the nemesis would be the dread necromancer who
spurs on a new adventure or mission. They really are absolutely seeks nothing less than total world domination.
essential to most genres of gameplay. All but the most character-
driven games need these NPCs to give the game direction by
providing the PCs with the first hints of what the coming adventure The Stalwart
will be. Questgivers, like informants, can be nearly anyone:
A noble squire. A rifleman assigned to the squad at the last minute.
• The Commanding Officer: Especially suitable for military A sidekick who follows his hero into battle. A swordsman willing to
games where an NPC assigns the PCs to different missions or put his life on the line to repay his debt to the heroes. While PCs
assignments. seek out Artisans for their technical skill and talent and informants
for bits of information, they turn to the Stalwart when they need a
• The Petitioner: An NPC who comes seeking out the PCs with hand in a fight. Stalwarts might not even be as powerful as the
a specific request for help, sometimes offering payment or PCs, but they're willing to march off to battle with them and put their
other rewards. lives on the line to help the cause the PCs are fighting for. Stalwarts
• The Rumor Mill: Sometimes the questgiver is nothing more sometimes provide that little extra "oomph" for the heroes to tackle
than an average informant who just so happens to know a an especially challenging battle.
rumor that can spur on an adventure. These questgivers are Stalwarts are usually Friendly or Helpful enough that they'll be
especially common in fantasy games where they often relay willing to fight along side the PCs, risking life and limb. They're also
legends that just so happen to be true. usually skilled enough in combat to meet the caps for their power
• The Signal in the Sky: Certain NPCs, especially in modern level. PCs rarely need to seek them out, though in a game where
games, might have a very blatant and very obvious means of reputation rules are being used, stalwarts might seek out more
summoning or communicating with the PCs, sometimes literally famous or well-known PCs first.
with a signal in the sky or a trouble-alert system.
• "While You're Here...": There are also NPCs who do little
more than to sit around and wait until PCs show up to ask for a NPCs Are the Supporting
hand with something. The PCs just happen upon them, and the
NPCs ask them to complete side-quests for them. Cast
There is a fine line between NPCs being interesting and engaging,
and NPCs being overshadowing and annoying. Always remember
The Foe that NPCs are expected to be there for the PCs. It's the PCs' show:
they're the protagonists of the story, and the game should focus on
Unlike the other NPCs, the role of the foe is exclusively to bring
them. An NPC should be intriguing enough that the PCs are willing
harm to the PCs. Foes often do this directly by engaging them in
to invest their attention and imagination into fully realizing them, but
whatever arena the PCs are currently engaged in. For most games,
not so overbearing that they cross over into the land of “the GM's
this means foes will try to start combat with the PCs with the hope
character” (or “GMPC”). NPCs set the scene and provide the
of killing, capturing, or at least defeating the PCs enough to hamper
supporting cast, but don't steal the show.
them. In more political or intrigue-focused games, the foe might
spread rumors or engaging in social sparring-matches with the
PCs. Sometimes, it will be the PCs who have to seek out a foe and
take the fight to the enemy! NPCs Populate the World
Finding a foe often comes in the form of reconnaissance in an area Often at-odds with the above pieces of advice, you must remember
where the foe is believed to be, but more often than not, the foe will that NPCs also serve to give the PCs perspective as to how the
either seek the PCs out, or the PCs will just stumble upon their new world around them works, and what their place is within that world.
foe and a battle will be joined. Once that happens, the combat skills Thugs off the street are unlikely to be packing high-end military
are what take priority over everything else. hardware (unless someone crooked is flooding the streets with this
While foes will vary from region to region and game to game, a stuff for some reason), and there might be NPCs out there who are
majority of foes who the PCs encounter are disposable enough that just plain stronger than the PCs. When the PCs meet a new NPC,
they're considered expendable after use in a single encounter. And in addition to getting some help or a new challenge, you also want
since they're the ones who are supposed to be doing actual harm to try to give them insight into the world that exists around the
to the PCs, their attitudes usually starts at Hostile and can range characters. These NPCs might act as examples for how characters
from Nemesis at worst to Unfriendly at best. behave or what characters are expected to do within the confines of
the gameworld. For example, if every NPC the characters meet
greets them with, "Good day, fine lords and ladies," you suggest a
The Nemesis much different world than you would if most NPCs greeted the PCs
with, "Yo, 'sup, dawg?"
A special sort of foe is the nemesis, an NPC who becomes a long-
lasting foe for the party, often directing or manipulating lesser foes When you introduce an NPC, no matter how minor, try to consider

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where that NPC came from, and why the PCs are encountering use a myriad of different types of NPCs, who will be different sorts
him. Is he a part of a new gang entering the ongoing turf war in of threats and challenges to the PCs, without much issue.
their home town? Or maybe he's a professional hitman who's been
hired to whack one of the more troublesome PCs? Perhaps he's
just a kid out of his element who really needs a helping hand and a Template
kind word instead of a punch in the gut.
NPC Templates, like the archetypes, serve to provide quick
This will also help you to decide just how strong to make a given guidelines for customizing NPCs. Unlike archetypes, however, the
type of NPC. If it's just a random gang of kids, their power levels will templates serve more as the icing on the cake, or the flesh to stick
likely be relatively low. If, on the other hand, they're part of an elite onto those skeletal archetypes. They provide additional mechanical
special ops team sent by the Joint Chiefs, they might have quite modifiers to help you further define your NPCs without taking a
high power levels! great deal of time on your part as the GM. If archetypes are NPC
Each time the PCs meet a new NPC, they should not just be classes, then templates serve as NPC races.
moving the game forward, but furthering their understanding and
perception of the gameworld.

Creating an
What Makes a Good NPC?
So with all of that in mind, just what does it take to make a good
Encounter
NPC? The rest of this chapter will go into depth on how to quickly While you might want to design each and every NPC your players
create useful and interesting NPCs. Consider the below to be a come up against from the ground up, sometimes you simply don't
primer. have the time, or the players do something so unexpected that you
need to come up with a brand new encounter right now. Look no
further than the stock NPCs. Just follow these steps to build up an
Concept appropriate (and fun) encounter for your players to face.
First, try to consider what the NPCs' role will be within the world, Note that these are guidelines, not hard-and-fast rules. At any point
and how they'll serve to interact with the PCs. Are they friends? that you feel comfortable stepping away from these guidelines to
Enemies? Frightening monsters? Ordinary people? Well-equipped? create an NPC following the normal rules which PCs follow, then by
Are they there for bloodshed? For fun? For a challenge? To steal all means do so! The additional detail can be extremely useful for
something? To ask for help? Knowing just who the PCs are meeting creating a more exciting opponent for your players, but for less
will help to guide the rest of the creation process. important encounters, it's not always needed. These steps can help
you to very quickly assemble NPCs for an encounter, but you can
always design an NPC with more detail.
Challenge Rank
When creating an encounter, you'll need to decide just how
powerful a given NPC is. The more powerful and capable an NPC Step 1: How Dangerous?
is, the more of a threat he'll be to the party, and the less likely it will Encounters in d20 Advanced are rated by how dangerous they are,
be that the PCs will be able to defeat that NPC. or how difficult it will be for the players to overcome them (see Table
12:1: Encounter Danger Rank).

Archetype Step 2: Challenge Rank


NPC Archetypes serve to provide a base from which an NPC can Next, you need to figure out just how many NPCs to challenge your
be built. It provides a simple skeleton, one that's immediately party with (and just how powerful to make them). Depending on
usable in play (especially for combat encounters) with the essential how challenging you wish to make the encounter (see Step 1), you
mechanical details already in place. The archetypes allow for you to can have more or fewer NPCs of higher or lower power level. To

TABLE 12.1: ENCOUNTER DANGER RANK


Danger Rank Description
No Danger; there is almost no possible way that the PCs could suffer injury, much less defeat
Minimal Danger; the PCs have almost no chance of being defeated
Modest Danger; the PCs stand to suffer some injuries if they're not careful
Significant Danger; the PCs are likely to win the fight, but it will require smart play to come out on top
Serious Danger; the PCs are going up against a real threat and could just as easily win as they could lose, and will need
to play smart to win
Severe Danger; the PCs are going to be severely outmatched and without very clever gameplay and teamwork, the PCs
could be defeated
Overwhelming Danger; the PCs are very likely to lose the encounter, and only tremendous luck or playing at the top of
their game can see them through

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determine this, you need to determine the total Challenge Rank for TABLE 12.3: MINION POWER LEVEL
the encounter:
Minions' Power Level Number of Minions
Encounter Challenge Rank = Danger Rank x Number of Party Party's PL - 1 or higher 1 Minion
Members
Party's PL - 2 2 Minions
Party's PL - 3 3 Minions
So if a group of four PCs is going to face an encounter of Serious
Party's PL - 4 4 Minions
Danger ( ), then the encounter will have a total
Party's PL - 5 6 Minions
Challenge Rank of 16.
Party's PL - 6 8 Minions
Party PL - 7 12 Minions
Step 3: How Many NPCs? Party's PL - 8 16 Minions
Party's PL – 9 or Lower 20 Minions
How Strong?
The total Challenge Rank of an encounter can be distributed in any Another thing to keep in mind is how capable the PCs are of taking
way you like among the enemies the PCs will face. You can divide down large numbers of minions in a single round. If the characters
the Challenge Ranks to many NPCs, or only a few. Depending on have access to a large number of area attacks FX or feats like
how many ranks you assign each enemy, it will change what Power Takedown Attack, you may want to add additional minions (2 – 4
Level that NPC is. depending on how potent those area attacks are).
As a general rule for keeping encounters balanced (and for the
TABLE 12.2: NPC POWER LEVEL sake of your sanity as the GM!), you don't want to field so many
NPC's Challenge Rank NPC's Power Level minions that keeping track of them becomes a burden. While the
Challenge Rank 1 Party's PL -4 or lower minion rules are very convenient for handling large numbers of
weaker enemies, in large numbers even minions can become
Challenge Rank 2 Party's PL -2 or -3
unwieldy. The significant challenge of an encounter shouldn't come
Challenge Rank 3 Party's PL -1 from minions: rather, it should come from normal NPCs. Minions
Challenge Rank 4 Party's PL should be used as “glass cannons”, who present a threat to the
Challenge Rank 5-7 Party's PL + 1 PCs in large numbers, but who will likely be destroyed quickly.
Challenge Rank 8-10 Party's PL + 2
Challenge Rank 11-14 Party's PL + 3
Challenge Rank 15-21 Party's PL + 4
Challenge Rank 22+ Party's PL + 5

So long as the total Challenge Ranks of all of the enemies put


together are equal to the Danger Rank x the number of PCs in the
party, you'll still have an appropriate encounter for that Danger
Rank. A Challenge Rank 16 encounter for a party of four PL 10 PCs
could consist of four PL 10 enemies, or two PL 12 enemies, or one
PL 14 enemy, or two PL 10 enemies and one PL 12 enemy, or eight
PL 7 enemies, or just about any other combination you want.

Simplifying
A helpful aid for this stage, especially if you're trying it for the first
time, is to put a stack of poker chips or pennies in front of you for
each enemy's Challenge rank. As you add or subtract enemies, or
increase or decrease their power level, you can track it easily with
the tokens.

Step 4: Minions
Minions follow slightly different rules, because of their frailties, and
are usually fielded in greater numbers. Weaker minions can be
fielded for a fraction of the normal cost for an NPC. Individual
groups of minions always have a value of just 1 Challenge Rank,
and depending on their power level relative to the party's, you may
field more minions in a given group for only one Challenge Rank.

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Step 5: Environment
Resistance. This is typically at full PL for exceptionally hearty
NPCs and at half PL for weaker NPCs.
You can also include environmental effects in place of an enemy. • Will: The bonus the NPC gains to its Will Resistance. This is
The whole environment counts as a single opponent, and has the typically at full PL for more willful NPCs and at half PL for
same PL as the NPC the environmental effects are replacing. weak-willed NPCs.
Environmental effects are bought as equipment (costing equipment
points) as if they were part of a structure. • Reflex: The bonus the NPC gains to its Reflex skill. This is
typically at full PL for quick NPCs and at half-PL for slower
NPCs.

Step 6: Apply Archetypes • Special: Any extra skills, feats, or FX that an archetype gains.

As a further shortcut, you can use the NPC Archetypes to very


quickly determine the capabilities of the NPC for a given PL.
Choose the archetype and note the combat skills and other special
Grunt
abilities that archetype provides at the desired power level. Peon. Cannon-fodder. Foot-slogger. Grunt. The simplest type of
opponent you can throw out to fight against your PCs, there's
nothing really special about grunts. They're the basic enemies
Step 7: Apply Templates representative of their particular type. In battle, they reach their
caps in all the most basic combat areas, and you could say they're
If you are making use of racial or similar templates, apply their well-rounded, but they're mostly rounded around such a low power
modifiers and abilities after selecting an archetype. An NPC level anyway that it really isn't something to write home about.
template will often show not just modifiers appropriate for all Often a grunt's biggest advantage isn't in the individual grunt, but
archetypes, but special options you can select for archetypes. rather in the sheer number of them which you can use at any given
time. Grunts are usually sprinkled liberally into a fight, and while
they can do little individually, they do tend to work well as a team.
Step 8: Finishing Touches Ideally, you want to have them use options like Combined Attack to
bring their damage up to a level that actually threatens the
Now for the final step in creating an NPC: making any finishing characters.
touches you need to make sure than the NPC does just what you
In a fight, grunts are there to hold the line and take hits that would
want it to. If you need a particular NPC to be able to fly, for
otherwise be damaging more important allies, especially
example, make sure you take ranks in the Enhanced Movement
dangerous-but-vulnerable allies like a Mastermind or Artillery.
FX.
They'll be the first to go down, and they'll go down in droves, but in
the meantime, they'll make the heroes look cool, and make their
more powerful and potent allies really stand out and seem more
NPC Archetypes special (and more dangerous). The grunts are going to go down
even faster against opponents who can target their Fortitude or Will
resistances, both of which are quite poor.
• Name: The name of the NPC Archetype.
Grunts are the most basic of any type of opponent, and they'll likely
• (Trade-Offs): The trade-offs (if any) an archetype uses. If really be the most numerous. They'll have the most basic armaments for
pressed for time, you can use this trade-off applied to the their team, and likely the most basic protections. But they can
normal ability caps for that power level as a quick-and-dirty become incredibly dangerous when backed up by an Enchanter, a
way to stat out an NPC. Mastermind, or a Support ally, who can multiply their capabilities by
• Key Ability Score: The ability score listed here is the most impressive factors. In such situations, grunts are very dangerous.
important to this archetype. Treat this ability score as equal to Also, all the other NPC charts are variations of the grunt's. All the
half the NPC's power level as a rough rule of thumb. Other NPCs which follow the same basic guidelines: hitting their caps at
ability scores are unlikely to be increased, or may only increase each PL in the combat skills (after trade-offs) who may or may not
by up to half this value (or one-quarter power level). be more capable in other areas (like Fortitude and Will resistances,
or their Reflex to determine initiative order in combat).
• Power Level: The power level of the NPC.
And unlike other NPCs, grunts don't have a key ability which is
• Attack: The attack bonus for the NPC's main attack. Usually
higher than their others. Instead, they tend to be all-around
equal to PL (barring trade-offs). Other attacks can be made at
mediocre and more representative of their different groups.
half this value (treated as non-proficient with the attack).
• Effect Modifier: The bonus the NPC uses for its attacks to
overcome a target's Toughness, Fortitude, and Will
Resistances. Usually equal to PL (barring trade-offs).
Artillery
• Defense: The bonus the NPC gains to its Defense Resistance. The artillery is above and beyond there to lay on the hurt from a
This bonus is lost while flat-footed unless otherwise noted. range with a big, deadly weapon. Whether that weapon is a
Usually equal to PL (barring trade-offs). powerful gun or a deadly spell or just a massive rock. Sure, other
minions in the fight might have ranged weapons of their own,
• Toughness: The bonus the NPC gains to its Toughness whether bows and arrows or simple guns or even a little magic, the
Resistance. Usually equal to PL (barring trade-offs). artillery is the one who really unleashes the hurt!
• Fortitude: The bonus the NPC gains to its Fortitude Artillery often also make use of the All-Out Attack feat, which allows

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TABLE12.4: GRUNT N/A


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 +1 +1 +0 +0 +0
2 +2 +2 +2 +2 +1 +1 +1
3 +3 +3 +3 +3 +1 +1 +1
4 +4 +4 +4 +4 +2 +2 +2
5 +5 +5 +5 +5 +2 +2 +2
6 +6 +6 +6 +6 +3 +3 +3
7 +7 +7 +7 +7 +3 +3 +3
8 +8 +8 +8 +8 +4 +4 +4
9 +9 +9 +9 +9 +4 +4 +4
10 +10 +10 +10 +10 +5 +5 +5
11 +11 +11 +11 +11 +5 +5 +5
12 +12 +12 +12 +12 +6 +6 +6
13 +13 +13 +13 +13 +6 +6 +6
14 +14 +14 +14 +14 +7 +7 +7
15 +15 +15 +15 +15 +7 +7 +7
16 +16 +16 +16 +16 +8 +8 +8
17 +17 +17 +17 +17 +8 +8 +8
18 +18 +18 +18 +18 +9 +9 +9
19 +19 +19 +19 +19 +9 +9 +9
20 +20 +20 +20 +20 +10 +10 +10

TABLE 12.5: ARTILLERY (+5 EFFECT MODIFIER / -5 ATTACK) DEX


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +0 +2 +1 +1 +0 +0 +0 All-Out Attack
2 +1 +3 +2 +2 +1 +1 +1 All-Out Attack
3 +2 +4 +3 +3 +1 +1 +1 All-Out Attack
4 +3 +5 +4 +4 +2 +2 +2 All-Out Attack
5 +3 +7 +5 +5 +2 +2 +2 All-Out Attack
6 +4 +8 +6 +6 +3 +3 +3 All-Out Attack
7 +5 +9 +7 +7 +3 +3 +3 All-Out Attack, Improved Range 1
8 +6 +10 +8 +8 +4 +4 +4 All-Out Attack, Improved Range 1
9 +6 +12 +9 +9 +4 +4 +4 All-Out Attack, Improved Range 1
10 +7 +13 +10 +10 +5 +5 +5 All-Out Attack, Improved Range 1
11 +8 +14 +11 +11 +5 +5 +5 All-Out Attack, Improved Range 1
12 +9 +15 +12 +12 +6 +6 +6 All-Out Attack, Improved Range 1
13 +9 +17 +13 +13 +6 +6 +6 All-Out Attack, Improved Range 1
14 +10 +18 +14 +14 +7 +7 +7 All-Out Attack, Improved Range 2
15 +11 +19 +15 +15 +7 +7 +7 All-Out Attack, Improved Range 2
16 +12 +20 +16 +16 +8 +8 +8 All-Out Attack, Improved Range 2
17 +12 +22 +17 +17 +8 +8 +8 All-Out Attack, Improved Range 2
18 +13 +23 +18 +18 +9 +9 +9 All-Out Attack, Improved Range 2
19 +14 +24 +19 +19 +9 +9 +9 All-Out Attack, Improved Range 2
20 +15 +25 +20 +20 +10 +10 +10 All-Out Attack, Improved Range 2

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them to even further drop their defenses to partially overcome their can regularly target their will resistances can probably take brutes
trade-off (which normally leaves them with poor aim). Their out fairly quickly. This “glass jaw” in their will resistance means that
penetrating damage means they'll be a threat even to characters brutes will probably want to keep enemies who can target their will
with lots of Impervious Toughness. resistances busy somehow, whether by going and smacking them
around first, or by having an ally to draw their fire.
Unfortunately, artillery often suffers from being a glass cannon, as
wielding such a dangerous weapon means that it must often lower In a fight, brutes tend to target “softer” enemies who may be
its defenses to attack. But that's why it's a ranged weapon: it can capable of greater damage, since they can take the punishment
attack from range and do more serious damage while avoiding the and are capable of really affecting those with with poor toughness
drawback of losing its Defense Bonus for a round when it does so. resistances quickly. Plus, those sorts of characters are also the
And with Improved Range, the artillery can do just that from even most vulnerable to being grappled, which again plays to the brute's
further away, avoiding retaliation. strengths. Since he's an up-close melee-type, the brute is best
supported by weaker allies who can deal damage from a range (like
When using artillery in a fight, keep in mind that every time they the artillery) or an ally who can help him overcome his weaker
take a shoot, they'll be painting a huge bullseye on themselves, as attack bonus (like a flanker).
smart PCs will quickly realize that they're a big threat and they'll
move to neutralize that threat. Expect artillery to come under heavy
fire after their first attack, when they'll likely be exposed from using
their heavier weapons. Since they have great range, keep artillery Common FX/Gear
behind melee-types or grunts, so that the PCs will have to work to Damage (PL/2) (FX Feats: Mighty) (PL/2 + 1 cp)
reach them.

Common FX/Gear Sample Brutes


• Hulking armored knights with huge swords
Damage (PL) (Extras: Ranged, Penetrating; Flaws: Distracting) (2
• Surly mafia enforcers with baseball bats
x PL cp)
• Monstrous, clawed, towering animals or monsters
• Huge, strong alien species who specialize in melee combat
Sample Artillery • The biggest marine in a unit who wrestles the gun away from
his enemy
• Medieval hand-cannoneers


Giants hurling boulders
Soldiers with modern shoulder-mounted rocket-launchers Champion
• Futuristic warriors with powerful laser cannons If there's an enemy who really stands out above the rest, who can
• A monster with fire breath which can only be used infrequently essentially do it all and who never backs down, it's the champion.
and takes time to “charge” Champions are the best of the best, with no real weaknesses. They
are, in a sense, the anti-grunts, capable at many things without

Brute being specialized, and lacking any true vulnerabilities. No trade-offs


to reduce attacks, damage, defense, or toughness, high fortitude
and will defenses, and the added bonus of being totally fearless
Big, strong, brutish thugs are a common occurrence in many types means that the champion is a potent threat on the battlefield.
of fiction. They don't need the biggest gun because they only need
to get close to you to really start causing some serious pain. Like the grunt, the champion also doesn't specialize in anything off
Further, they're just so big and tough that they can take blows the bat. Rather, the champion serves as an effective “base” from
which would leave a lesser creature on the ground writhing in pain. which to build the boss of an encounter, the Big Bad Evil Guy who
They might come into the fray with a big weapon, like a huge sword will be the biggest threat to the PCs. Champions only really shine
or even just a massive club, or they just might need to get their big, when they're customized further with additional FX, feats, or gear.
grubby hands (or claws, or teeth) on you to deal their damage. But because of their excellent resistances, champions are par-none
the best front-liners, able to mix it up with just about any PCs and
Brutes are also wonderfully straight-forward in a fight: they move remain relatively durable and safe while remaining a respectable
into melee range and start clobbering the enemy as hard as threat. Some sample champions with different special abilities (and
possible. They're tough enough to stick it out in melee against foes key ability scores) are suggested below.
even more powerful than they are (which the heroes might very well
be). Many brutes, especially monsters or animals, or just enemies
who prefer to fight unarmed, will often try to initiate a grapple
maneuver with an enemy, taking advantage of their high strength Sample Champion Progressions
and lack of reliance on weapons or fancy FX to deal damage,
instead using something a little simpler.
The Juggernaut (STR)
But where the brute suffers is in accuracy and in defense. It's pretty
easy to hit a brute, and a nimble character can be hard for a brute Unrivaled in physical strength, the juggernaut can simply plow
to fight on even terms. Brutes hit hard and can take punishment, through the enemy, dashing lesser foes aside with each blow. The
but a lower defense means that their foes will have more chances juggernaut's incredible melee prowess comes through massive,
to overcome their toughness resistance. Further, most brutes tend imposing physical strength. The juggernaut gains Capable
to have a very poor will resistance, meaning that a character who (Strength) at PL 4, and improves his rank by 1 every four levels
thereafter.

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TABLE 12.6: BRUTE (+2 EFFECT MODIFIER / -2 ATTACK; +2 TOUGHNESS / - 2 DEFENSE) STR
Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +0 +1 +0 +1 +1 +0 +0
2 +1 +3 +1 +3 +2 +1 +1 Endurance 1
3 +1 +5 +1 +5 +3 +1 +1 Endurance 1
4 +2 +6 +2 +6 +4 +2 +2 Endurance 2
5 +3 +7 +3 +7 +5 +2 +2 Endurance 2
6 +4 +8 +4 +8 +6 +3 +3 Endurance 3
7 +5 +9 +5 +9 +7 +3 +3 Endurance 3
8 +6 +10 +6 +10 +8 +4 +4 Endurance 4
9 +7 +11 +7 +11 +9 +4 +4 Endurance 4
10 +8 +12 +8 +12 +10 +5 +5 Endurance 5
11 +9 +13 +9 +13 +11 +5 +5 Endurance 5
12 +10 +14 +10 +14 +12 +6 +6 Endurance 6
13 +11 +15 +11 +15 +13 +6 +6 Endurance 6
14 +12 +16 +12 +16 +14 +7 +7 Endurance 7
15 +13 +17 +13 +17 +15 +7 +7 Endurance 7
16 +14 +18 +14 +18 +16 +8 +8 Endurance 8
17 +15 +19 +15 +19 +17 +8 +8 Endurance 8
18 +16 +20 +16 +20 +18 +9 +9 Endurance 9
19 +17 +21 +17 +21 +19 +9 +9 Endurance 9
20 +18 +22 +18 +22 +20 +10 +10 Endurance 10

TABLE 12.7: CHAMPION ANY


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 +1 +1 +1 +1 +0 Fearless, Special
2 +2 +2 +2 +2 +2 +2 +1 Fearless, Special
3 +3 +3 +3 +3 +3 +3 +1 Fearless, Special
4 +4 +4 +4 +4 +4 +4 +2 Fearless, Special
5 +5 +5 +5 +5 +5 +5 +2 Fearless, Special
6 +6 +6 +6 +6 +6 +6 +3 Fearless, Special
7 +7 +7 +7 +7 +7 +7 +3 Fearless, Special
8 +8 +8 +8 +8 +8 +8 +4 Fearless, Special
9 +9 +9 +9 +9 +9 +9 +4 Fearless, Special
10 +10 +10 +10 +10 +10 +10 +5 Fearless, Special
11 +11 +11 +11 +11 +11 +11 +5 Fearless, Special
12 +12 +12 +12 +12 +12 +12 +6 Fearless, Special
13 +13 +13 +13 +13 +13 +13 +6 Fearless, Special
14 +14 +14 +14 +14 +14 +14 +7 Fearless, Special
15 +15 +15 +15 +15 +15 +15 +7 Fearless, Special
16 +16 +16 +16 +16 +16 +16 +8 Fearless, Special
17 +17 +17 +17 +17 +17 +17 +8 Fearless, Special
18 +18 +18 +18 +18 +18 +18 +9 Fearless, Special
19 +19 +19 +19 +19 +19 +19 +9 Fearless, Special
20 +20 +20 +20 +20 +20 +20 +10 Fearless, Special

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another associated NPC by taking blows that would otherwise


debilitate them.
Defenders are usually second-line warriors, despite their great
toughness, because they need to stay close to more vulnerable
(and usually more important) NPCs. They essentially give “softer”
targets like artillery, enchanters, and masterminds an extra shield,
allowing the “big guns” a measure of safety with which to act.
Having someone like a defender around can drastically increase
the life-expectancy of other NPCs in a fight, so long as the defender
stays close to the NPC he's supposed to be guarding! What's more,
while defenders have low Will resistances, having Second Chance
(Mind Control) gives them the another opportunity to avoid a
compulsion which might compromise his devotion. Thus most
defenders have slightly better Will resistances against such things
than you might otherwise expect.
In a fight, a defender usually takes advantage of weapons with
increased reach or ranged weapons, so that the defender can
remain behind the front lines and protect his charge while still
contributing to the fight in some way. Against more mobile PCs, the
defender will more likely be carrying a melee weapon and will
attempt to swat away anyone who gets too close to his charge,
relying on his Interpose feat to protect his charge.
A defender's biggest obvious weakness is an otherwise low will
The Master Swordsman (DEX) Resistance, which puts him at risk from other mind-affecting
Quick and daring, the master swordsman can slay you six times abilities. Beyond that, realize that a defender is going to be hit
before you hit the ground. Few have ever mastered a sword (or many more times than most other NPCs, and will be subject to
knife, or martial arts, etc.) to the degree that the master swordsman more damage than others. In spite of a defender's high toughness,
has. The master swordsman starts out with Acrobatic Bluff at PL 1 he'll simply be struck by attacks so many times that defenders
and has a +2 Attack/-2 Effect Modifier trade-off and a +2 Defense/-2 rarely will remain standing for very long in a battle. Their loss won't
Toughness trade-off. The master swordsman also adds the Barrage lead to instant ruin for the NPCs, since defenders contribute little
extra to his main attack. offensively, but it will open the “softer” NPCs to attacks that they'd
likely prefer to avoid.

The Warrior-General (INT)


A brilliant, determined leader of men with fantastic knowledge of
Common FX/Gear
tactics and warfare. And for all his mastery and genius, the warrior- Damage (PL) (FX Feats: Extended Reach, Mighty) (PL + 2 cp)
general refuses to wait in the rear, choosing instead to charge
fearlessly into the fray. The warrior-general gains Master Plan at PL
1, Leadership at PL 5, and Informed Combatant at PL 10. He also Sample Defenders
gains a bonus rank in Expertise at each even-numbered PL.
• Secret service agents
• The corrupt sorcerer's loyal thrall
The Shining Knight (CHA) • A mad scientist's mechanical bodyguard
• The extremely devoted second-in-command for the platoon
The greatest warrior of a land, the shining knight (or master
samurai, or supreme soldier, etc.) is a fantastically capable warrior
who can lead from the front. The shining knight's battle-cry can
inspire greatness in his allies, spurring them on to true heroism. Enchanter
The shining knight gains Inspire at PL 4, and improves his rank by 1 While many warriors use raw power to blast their enemies from the
every four levels thereafter. battlefield, sometimes tricks and guile are all you really need. The
enchanter relies almost exclusively on the latter, specializing in
taking the enemy's attention and drawing it away while the
Defender enchanter's allies deal the heavier damage.

Be it a bodyguard, a tank, or a meat-shield, a defender is a An enchanter can represent many different types of enemy. Being
skill-based, it's very easy to cast the enchanter as a non-magical
common accomplice to many potent-but-vulnerable enemies
distraction, someone who is capable of just drawing the attention of
heroes might face. Defenders are likely to be among among the
most physically durable enemies on a battlefield, and they're the those around through pure skill. However, it works just as well for a
more magical approach, as the fantasy name associated with this
ones who put it to the best use. Unlike other NPC archetypes, the
archetype suggests. Rather than just “distracting” or “inspiring”, the
defender is more than capable of leaping to the rescue and taking a
enchanter weaves spells to steal away someone's focus or to
empower allies.
hit that might fell another ally. They tend to enhance the durability of

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TABLE 12.8: DEFENDER (+2 TOUGHNESS / -2 DEFENSE) CON


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 -1 +3 +1 +0 +0 Interpose

2 +2 +2 +0 +4 +2 +1 +1 Interpose

3 +3 +3 +1 +5 +3 +1 +1 Interpose

4 +4 +4 +2 +6 +4 +2 +2 Interpose

5 +5 +5 +3 +7 +5 +2 +2 Interpose, Second Chance (Mind Control)

6 +6 +6 +4 +8 +6 +3 +3 Interpose, Second Chance (Mind Control)

7 +7 +7 +5 +9 +7 +3 +3 Interpose, Second Chance (Mind Control)

8 +8 +8 +6 +10 +8 +4 +4 Interpose, Second Chance (Mind Control)

9 +9 +9 +7 +11 +9 +4 +4 Interpose, Second Chance (Mind Control)

10 +10 +10 +8 +12 +10 +5 +5 Interpose, Second Chance (Mind Control)

11 +11 +11 +9 +13 +11 +5 +5 Interpose, Second Chance (Mind Control)

12 +12 +12 +10 +14 +12 +6 +6 Interpose, Second Chance (Mind Control)

13 +13 +13 +11 +15 +13 +6 +6 Interpose, Second Chance (Mind Control)

14 +14 +14 +12 +16 +14 +7 +7 Interpose, Second Chance (Mind Control)

15 +15 +15 +13 +17 +15 +7 +7 Interpose, Second Chance (Mind Control)

16 +16 +16 +14 +18 +16 +8 +8 Interpose, Second Chance (Mind Control)

17 +17 +17 +15 +19 +17 +8 +8 Interpose, Second Chance (Mind Control)

18 +18 +18 +16 +20 +18 +9 +9 Interpose, Second Chance (Mind Control)

19 +19 +19 +17 +21 +19 +9 +9 Interpose, Second Chance (Mind Control)

20 +20 +20 +18 +22 +20 +10 +10 Interpose, Second Chance (Mind Control)

TABLE 12.9: ENCHANTER (+2 DEFENSE / -2 TOUGHNESS) CHA


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 +3 -1 +0 +1 +0 Distract
2 +2 +2 +4 +0 +1 +2 +1 Distract, Bluff 1
3 +3 +3 +5 +1 +1 +3 +1 Distract, Bluff 1
4 +4 +4 +6 +2 +2 +4 +2 Distract, Bluff 2, Inspire 1
5 +5 +5 +7 +3 +2 +5 +2 Distract, Bluff 2, Inspire 1
6 +6 +6 +8 +4 +3 +6 +3 Distract, Bluff 3, Inspire 1
7 +7 +7 +9 +5 +3 +7 +3 Distract, Bluff 3, Inspire 1
8 +8 +8 +10 +6 +4 +8 +4 Distract, Bluff 4, Inspire 2
9 +9 +9 +11 +7 +4 +9 +4 Distract, Bluff 4, Inspire 2
10 +10 +10 +12 +8 +5 +10 +5 Distract, Bluff 5, Inspire 2
11 +11 +11 +13 +9 +5 +11 +5 Distract, Bluff 5, Inspire 2
12 +12 +12 +14 +10 +6 +12 +6 Distract, Bluff 6, Inspire 3
13 +13 +13 +15 +11 +6 +13 +6 Distract, Bluff 6, Inspire 3
14 +14 +14 +16 +12 +7 +14 +7 Distract, Bluff 7, Inspire 3
15 +15 +15 +17 +13 +7 +15 +7 Distract, Bluff 7, Inspire 3
16 +16 +16 +18 +14 +8 +16 +8 Distract, Bluff 8, Inspire 4
17 +17 +17 +19 +15 +8 +17 +8 Distract, Bluff 8, Inspire 4
18 +18 +18 +20 +16 +9 +18 +9 Distract, Bluff 9, Inspire 4
19 +19 +19 +21 +17 +9 +19 +9 Distract, Bluff 9, Inspire 4
20 +20 +20 +22 +18 +10 +20 +10 Distract, Bluff 10, Inspire 5

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During a fight, the enchanter is a very surgical archetype, which powerful characters often have little to fear directly from flankers
can be used to neutralize enemies with weak will resistances (who themselves. Further, they suffer from poor Fortitude and Will
are often the enemies which pose the greatest immediate threat resistances, making them prime targets for exotic attacks which
damage-wise), or leave them open with feints and distractions. target those two resistances. They are excellent support troops, but
Enchanters will also be careful to utilize their Inspire ability at the flankers are terrible front-liners. If they are not supported by more
correct time to maximize benefit, and at lower PLs, when their powerful and durable allies, they tend to be rather ineffective.
Charisma scores are lower, to inspire the right allies (usually the
ones whose resistances badly need bolstering, or who are having a Flankers really shine when they come into a fight-in-progress.
difficult time striking an enemy due to a lower attack skill. Used While the enemy is tied up with other concerns, flankers can move
properly, enchanters can turn the tide in a fight by systematically into position and turn the tide of the fight with their unique skills,
empowering allies and surgically weakening enemies to achieve helping to threaten key enemies and help their most potent allies
victory. make the most of their abilities. They make a great “second wave”
in this respect. However, one should keep their vulnerabilities in
However, enchanters are usually somewhat fragile. They will be mind when deploying the flankers, since even light blows threaten
harder than normal to hit (thanks to being agile dancers, cunning to take them out of the fight. Flankers are not a solid line of
flim-flam artists, spellcasters with magic defenses, etc.), but they defense, and neither are they a reliable source of damage. Rather,
remain vulnerable to direct hits, especially those which target their flankers are a convenient way to improve the capabilities of their
Fortitude resistance. Enchanters are not made to take blows: allies. They can lend a hand, but don't expect them to carry the
they're meant to keep at bay enemies who would otherwise be brunt of the load on their shoulders.
striking their allies through cunning use of their abilities. Enchanters
work best when they are supported by enemies who can absorb the
brunt of an attack for them (like brutes, defenders, or even grunts). Common FX/Gear
When an enchanter is free to work its magic, its allies will benefit
enormously from the disruption its abilities can wreak. Damage (PL - 2) (FX Feats: Mighty) (PL - 1 cp)

Common FX/Gear Sample Flankers


Inflict (PL) (Attack, Defense) (PL x 2 cp) • Swift-footed footsoldiers who disrupt enemy formations
• Light fighters who specialize in knocking away others' shields
• Distracting smaller monsters who interfere with attacks
Sample Enchanters • An expert martial artist who specializes in foot sweeps and
throwing enemies off-balance
• The colorfully-dressed bard with near-magical songs
• An alluring nymph with otherworldly beauty


A psychic able to bend the will of enemies
The monster who secretes mind-altering chemicals into the air Hoser
• A lithe and beautiful dancer whose movements are hypnotic In worlds where supernatural FX exist, the ability to counter or
neutralize those abilities is essential to achieving victory. Enter the
hoser: someone dedicated to nullifying key capabilities of the
Flanker enemy. They could be sorcerers specialized in counterspelling in a
world of magic, troops armed with anti-psionic weapons in a fight
Often the best way to contribute to a fight is not by directly attacking against mutant psychics, or even just footsoldiers for a supervillain
the enemy, but by using tactics carefully to give an ally the upper- carrying flame-retardant foam as part of a diabolical plan to
hand. This is the flanker's approach to battle: find an enemy who neutralize a fire-projecting hero.
needs to be taken care of and help an ally bring that enemy down.
More often than not, hosers are simply ordinary troops with special
Flankers tend to be more lightly-equipped than their allies,
weapons, often tailored specifically to help disrupt the abilities of
preferring more agile weapons for pin-point accurate feints.
the enemy. Because of this, hosers are really only used after the
Besides, their role isn't to damage the enemy. Instead, they're
PCs have established themselves, and potential enemies have
responsible for getting the enemy into tough tactical positions and
learned about their capabilities, and what is needed to counter
holding them there for the hammer blow from a more powerful ally.
them. Hosers are almost never used immediately out of the gate,
Flankers are especially useful thanks to their Set-Up feat. They'll since it's hard to find a counter for an ability which you don't even
move into position and harass an enemy, granting one of their allies know about.
combat advantage against a flat-footed foe (usually setting up a
In a fight, hosers are relatively durable, but their main (and
heavy-hitter like the brute or the artillery). Flankers also work
sometimes their only) threat is their Nullify ability. Against a team
wonderfully in melee to help an ally successfully hit a high-defense
with like descriptors, hosers can be devastating. They are less
enemy with the Teamwork feat. This works especially well for
frightening when set against a team with diverse abilities, but are
enemies who have a high damage but low attack who benefit
still extremely important for their ability to quickly and easily
greatly from the much-improved bonus to attack.
neutralize the abilities of key players in a fight. Knowing how to
But as useful as they are, flankers by themselves are not much of a draw an enemy out and then instantly strip the enemy of all of its
threat. Their attacks tend to be less damaging, meaning that more defenses is a key strategy which you need to truly maximize the
effectiveness of hosers.

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TABLE 12.10: FLANKER (+2 ATTACK / -2 EFFECT MODIFIER) DEX


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +3 -1 +1 +1 +0 +0 +1 Set-Up
2 +4 +0 +2 +2 +1 +1 +2 Set-Up
3 +5 +1 +3 +3 +1 +1 +3 Set-Up
4 +6 +2 +4 +4 +2 +2 +4 Set-Up
5 +7 +3 +5 +5 +2 +2 +5 Set-Up, Teamwork 1
6 +8 +4 +6 +6 +3 +3 +6 Set-Up, Teamwork 1
7 +9 +5 +7 +7 +3 +3 +7 Set-Up, Teamwork 1
8 +10 +6 +8 +8 +4 +4 +8 Set-Up, Teamwork 1
9 +11 +7 +9 +9 +4 +4 +9 Set-Up, Teamwork 1
10 +12 +8 +10 +10 +5 +5 +10 Set-Up, Teamwork 2
11 +13 +9 +11 +11 +5 +5 +11 Set-Up, Teamwork 2
12 +14 +10 +12 +12 +6 +6 +12 Set-Up, Teamwork 2
13 +15 +11 +13 +13 +6 +6 +13 Set-Up, Teamwork 2
14 +16 +12 +14 +14 +7 +7 +14 Set-Up, Teamwork 2
15 +17 +13 +15 +15 +7 +7 +15 Set-Up, Teamwork 3
16 +18 +14 +16 +16 +8 +8 +16 Set-Up, Teamwork 3
17 +19 +15 +17 +17 +8 +8 +17 Set-Up, Teamwork 3
18 +20 +16 +18 +18 +9 +9 +18 Set-Up, Teamwork 3
19 +21 +17 +19 +19 +9 +9 +19 Set-Up, Teamwork 3
20 +22 +18 +20 +20 +10 +10 +20 Set-Up, Teamwork 3

TABLE 12.11: HOSER WIS


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 +1 +1 +0 +1 +0 Nullify (One Effect Type) 1
2 +2 +2 +2 +2 +1 +2 +1 Nullify (One Effect Type) 2
3 +3 +3 +3 +3 +1 +3 +1 Nullify (One Effect Type) 3
4 +4 +4 +4 +4 +2 +4 +2 Nullify (One Effect Type) 4
5 +5 +5 +5 +5 +2 +5 +2 Nullify (One Effect Type) 5
6 +6 +6 +6 +6 +3 +6 +3 Nullify (One Effect Type) 6
7 +7 +7 +7 +7 +3 +7 +3 Nullify (One Effect Type) 7
8 +8 +8 +8 +8 +4 +8 +4 Nullify (One Effect Type) 8
9 +9 +9 +9 +9 +4 +9 +4 Nullify (One Effect Type) 9
10 +10 +10 +10 +10 +5 +10 +5 Nullify (One Effect Type) 10
11 +11 +11 +11 +11 +5 +11 +5 Nullify (One Effect Type) 11
12 +12 +12 +12 +12 +6 +12 +6 Nullify (One Effect Type) 12
13 +13 +13 +13 +13 +6 +13 +6 Nullify (One Effect Type) 13
14 +14 +14 +14 +14 +7 +14 +7 Nullify (One Effect Type) 14
15 +15 +15 +15 +15 +7 +15 +7 Nullify (One Effect Type) 15
16 +16 +16 +16 +16 +8 +16 +8 Nullify (One Effect Type) 16
17 +17 +17 +17 +17 +8 +17 +8 Nullify (One Effect Type) 17
18 +18 +18 +18 +18 +9 +18 +9 Nullify (One Effect Type) 18
19 +19 +19 +19 +19 +9 +19 +9 Nullify (One Effect Type) 19
20 +20 +20 +20 +20 +10 +20 +10 Nullify (One Effect Type) 20

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lurkers are poor at holding the line or providing a defensive front,


but especially if paired with the likes of the flanker, lurkers can be
Note: The hoser really is an archetype which benefits most especially terrifying and potent to an unprepared group. Expect
from judicious use. Half of the fun of having special powers is heroes to target lurkers as targets of opportunity early on, but
being able to use them, and if constantly forced to face hosers, further realize that attacks which destroy these potentially
players might understandably be upset at losing those abilities. If dangerous NPCs are not ones which are striking more consistently
used occasionally, they help to create exciting encounters. If used dangerous troops, such as artillery, the hoser, and the mastermind.
too often, they serve only to frustrate players at best, and infuriate
them at worst.
Common FX/Gear
In general, hosers could stand to be protected, but not to the extent
Damage (PL x ¾) (FX Feats: Mighty) (¾ x PL + 1 cp)
that more fragile archetypes need be. They benefit greatly from
additional protection, and work best to selectively neutralize specific
enemies and remove them very efficiently from a fight, either by
stripping them of their offensive capabilities or by completely Sample Lurkers
nullifying their defenses.
• A stealthy ninja assassin who strikes from the shadows
• A deadly marine sniper with a light rifle
Savage orc archers and hunters
Common FX/Gear •
• Alien shadowdwellers capable of seeing even in pitch black
Nullify (PL) (One Effect Type) (PL cp) Ruthless cut-throats who rely on the ambush to succeed

Sample Hosers
• Mages specialized in counterspelling
• Psion hunters with weapons that drain psychic energy
• Troopers armed with flame-retardant foam
• A monster which blots out magic in the area around it
• A holy warrior who can drain away unholy supernatural abilities

Lurker
One of the biggest advantages which a force can enjoy is the
element of surprise, and lurkers specialize in surprising foes. A
lurker is designed to appear suddenly and strike for devastating
damage, striking where the enemy is weak. Lurkers are usually less
armored than most archetypes, so they usually need to be used
with greater care than others. Further, they're very reliant on hitting
unprepared foes in order to achieve their full damage: against foes
who are aware of their presence, they are far less capable NPCs,
both offensively and defensively.
In a battle, lurkers can serve as priority targets for the enemy: they
strike for impressive damage, but can be eliminated relatively easily
once struck with a solid blow. Out of their element, lurkers are weak
and vulnerable, but when they have the advantage, lurkers can be
quite dangerous, especially with their ranks in Sneak Attack.
And lurkers are quite capable of putting that sneak attack to good
use. With ranks in Infiltration, lurkers excel at stealth and getting
into secure areas, so they're able to strike from angles which might
otherwise not be predicted by the enemy. Especially when in an
environment which compliments stealth (such as a night-fight or
combat in heavy cover or overgrowth), lurkers can be extremely
dangerous foes. However, perceptive enemies are likely to expose
and quickly eliminate lurkers and their dangerous damage potential.
Lurkers are excellent support, but once exposed, they lose much of
their bite. Without their sneak attack, the damage output lurkers are
capable of drops off dramatically. Further, if a solid blow connects,
lurkers just lack the toughness, fortitude, and will defenses to stay
in the fight for long. They really shine when covered by tougher
allies, or at least more numerous and obvious allies. On their own,

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TABLE 12.12: LURKER (+2 DEFENSE / -2 TOUGHNESS) DEX


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 +3 -1 +0 +0 +1
2 +2 +2 +4 +0 +1 +1 +2 Infiltrate 1
3 +3 +3 +5 +1 +1 +1 +3 Infiltrate 1
4 +4 +4 +6 +2 +2 +2 +4 Infiltrate 2
5 +5 +5 +7 +3 +2 +2 +5 Infiltrate 2, Sneak Attack 1
6 +6 +6 +8 +4 +3 +3 +6 Infiltrate 3, Sneak Attack 1
7 +7 +7 +9 +5 +3 +3 +7 Infiltrate 3, Sneak Attack 1
8 +8 +8 +10 +6 +4 +4 +8 Infiltrate 4, Sneak Attack 1
9 +9 +9 +11 +7 +4 +4 +9 Infiltrate 4, Sneak Attack 2
10 +10 +10 +12 +8 +5 +5 +10 Infiltrate 5, Sneak Attack 2
11 +11 +11 +13 +9 +5 +5 +11 Infiltrate 5, Sneak Attack 2
12 +12 +12 +14 +10 +6 +6 +12 Infiltrate 6, Sneak Attack 2
13 +13 +13 +15 +11 +6 +6 +13 Infiltrate 6, Sneak Attack 3
14 +14 +14 +16 +12 +7 +7 +14 Infiltrate 7, Sneak Attack 3
15 +15 +15 +17 +13 +7 +7 +15 Infiltrate 7, Sneak Attack 3
16 +16 +16 +18 +14 +8 +8 +16 Infiltrate 8, Sneak Attack 3
17 +17 +17 +19 +15 +8 +8 +17 Infiltrate 8, Sneak Attack 4
18 +18 +18 +20 +16 +9 +9 +18 Infiltrate 9, Sneak Attack 4
19 +19 +19 +21 +17 +9 +9 +19 Infiltrate 9, Sneak Attack 4
20 +20 +20 +22 +18 +10 +10 +20 Infiltrate 10, Sneak Attack 4

TABLE 12.13: MASTERMIND (+5 DEFENSE / -5 TOUGHNESS) INT


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 +2 +0 +0 +1 +0 Master Plan
2 +2 +2 +3 +1 +1 +2 +1 Master Plan
3 +3 +3 +4 +2 +1 +3 +1 Master Plan
4 +4 +4 +5 +3 +2 +4 +2 Inspire 1, Master Plan
5 +5 +5 +7 +3 +2 +5 +2 Inspire 1, Master Plan, Leadership
6 +6 +6 +8 +4 +3 +6 +3 Inspire 1, Master Plan, Leadership
7 +7 +7 +9 +5 +3 +7 +3 Inspire 1, Master Plan, Leadership
8 +8 +8 +10 +6 +4 +8 +4 Inspire 2, Master Plan, Leadership
9 +9 +9 +12 +6 +4 +9 +4 Inspire 2, Master Plan, Leadership
10 +10 +10 +13 +7 +5 +10 +5 Inspire 2, Master Plan, Leadership
11 +11 +11 +14 +8 +5 +11 +5 Inspire 2, Master Plan, Leadership
12 +12 +12 +15 +9 +6 +12 +6 Inspire 3, Master Plan, Leadership
13 +13 +13 +17 +9 +6 +13 +6 Inspire 3, Master Plan, Leadership
14 +14 +14 +18 +10 +7 +14 +7 Inspire 3, Master Plan, Leadership
15 +15 +15 +19 +11 +7 +15 +7 Inspire 3, Master Plan, Leadership
16 +16 +16 +20 +12 +8 +16 +8 Inspire 4, Master Plan, Leadership
17 +17 +17 +22 +12 +8 +17 +8 Inspire 4, Master Plan, Leadership
18 +18 +18 +23 +13 +9 +18 +9 Inspire 4, Master Plan, Leadership
19 +19 +19 +24 +14 +9 +19 +9 Inspire 4, Master Plan, Leadership
20 +20 +20 +25 +15 +10 +20 +10 Inspire 5, Master Plan, Leadership

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Mastermind
In spite of wisdom about “the best-laid plans of mice and men”, the
mastermind is a staple of many types of fiction. The mastermind Skirmisher
carefully arranges things beforehand so that a battle goes to his
favor. A much more cerebral archetype, the mastermind relies on Fast and light, skirmishers are very capable warriors offensively-
strategy and planning well in advance of a fight. They're likely to speaking. The skirmisher benefits from mobility, getting into range
select battlefields which offer the best environment for their allies and out-maneuvering the enemy to repeatedly deal fair damage. In
(and thus often make use of advantageous zones in the area). many respects, skirmishers are similar to lurkers, in that they
depend on catching an enemy off-guard to be most effective in
Most of a mastermind's contribution comes from before the fight battle. But unlike the lurkers, skirmishers are more reliable, able to
with a Master Plan, often set up hours or even days in advance. actively and effectively strike for Sneak Attack damage.
However, the mastermind must still know when it's best to trigger
the Master Plan so as to maximize its effect on the battle. During Skirmishers rely on their Acrobatics skill to twist and out-maneuver
the battle-proper, though, the mastermind still has the ability to enemies, opening them up for sneak attacks. Unlike flankers,
direct the troops, using Inspire to create strategies on-the-spot though, skirmishers are far worse team-players, unable to pass this
which can help to turn the tide. The ability to almost double the benefit on to their allies. They do, however, benefit greatly from
effectiveness of some allies during a fight can really change the fighting alongside flankers who can set them up to strike for sneak
face of a battle in the blink of an eye. attack damage. Skirmishers are usually melee warriors, and thus
serve double-duty holding the line and striking for impressive
However, the mastermind is supremely fragile on the battlefield. damage. Even when unable to use Acrobatics to get the drop on
While often a capable enough fighter, masterminds simply are not their enemies, skirmishers are still somewhat passable, even if their
very resilient physically, and will quickly crumble if a solid attack offensive threat drops by about two PLs when they aren't making
connects (especially one which targets their Toughness or Fortitude use of sneak attack. They go from great warriors to fair warriors in
resistances). They almost invariably make use of underlings who such occasions, but still have the defensive abilities to stay in
can protect them during a fight, especially archetypes like the melee with dangerous foes.
Defender or the Brute, which are capable of taking the hits that the
mastermind can't. The mastermind also functions best when there But beyond their decent defense, skirmishers are definitely on the
are offensive allies to be bolstered. A mastermind is doing the most fragile side. They suffer from low Fortitude and Will resistances, as
when the mastermind can significantly boost the chances for an well as a reduced toughnesses. Skirmishers, while somewhat
artillery or other archetype to hit and deal high damage to the capable defensively, just lack the staying power in a prolonged
enemy. fight, so they really benefit from having tougher allies like brutes in
the fight and support troops who can bolster their weak saves.
On the battlefield itself, the mastermind really functions best when masterminds and enchanters are also extremely useful in this role
he's able to stay out of the way of the fight, avoiding attacks without of maximizing the survivability (and thus overall damage output) of
having to rely on a higher (possibly magically- or technologically- the skirmishers.
enhanced) defense. A mastermind who can't avoid attacks is likely
to be a mastermind whose career ends quite early. Instead, a wise Skirmishers are best used at the front line, but not alone. They're at
mastermind will remove himself from a fight (often using a ranged their best when used to compliment other allies, adding their often
weapon), positioning himself strategically to affect his allies with a impressive damage to the mix, or in the worst-case scenario (when
well-timed inspire but still remaining back far enough to avoid unable to feint an opponent), acting as ever-so-slightly better grunts
actually getting hit himself. to just hold the line as long as possible.

Common FX/Gear Common FX/Gear


Damage (PL) (Extras: Ranged; FX Feats: Mighty) (2 x PL + 1 cp) Damage (PL x ¾) (FX Feats: Mighty) (PL/2 + 1 cp)

Sample Masterminds Sample Skirmishers


• The wizened old battlefield general • A nimble swordsman armed with a rapier
• The mob overboss • A wily street-fighter who fights dirty
• A cunning, brilliant, but wholly alien intellect • Futuristic warriors with powerful energy swords
• A sentient and highly-upgraded robotic AI • Fast and light monsters with amazing leaping ability
• The relentless, almost legendary bandit king • A martial artist specialized in quick and accurate blows

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TABLE 12.14: SKIRMISHER (-2 ATTACK / +2 EFFECT MODIFIER, +2 DEFENSE/-2 TOUGHNESS) DEX
Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 -1 +3 +3 -1 +0 +0 +1
2 +0 +4 +4 +0 +1 +1 +2 Acrobatics 1
3 +1 +5 +5 +1 +1 +1 +3 Acrobatics 1
4 +2 +6 +6 +2 +2 +2 +4 Acrobatics 2, Sneak Attack 1
5 +3 +7 +7 +3 +2 +2 +5 Acrobatics 2, Sneak Attack 1
6 +4 +8 +8 +4 +3 +3 +6 Acrobatics 3, Sneak Attack 1
7 +5 +9 +9 +5 +3 +3 +7 Acrobatics 3, Sneak Attack 1
8 +6 +10 +10 +6 +4 +4 +8 Acrobatics 4, Sneak Attack 2
9 +7 +11 +11 +7 +4 +4 +9 Acrobatics 4, Sneak Attack 2
10 +8 +12 +12 +8 +5 +5 +10 Acrobatics 5, Sneak Attack 2
11 +9 +13 +13 +9 +5 +5 +11 Acrobatics 5, Sneak Attack 2
12 +10 +14 +14 +10 +6 +6 +12 Acrobatics 6, Sneak Attack 3
13 +11 +15 +15 +11 +6 +6 +13 Acrobatics 6, Sneak Attack 3
14 +12 +16 +16 +12 +7 +7 +14 Acrobatics 7, Sneak Attack 3
15 +13 +17 +17 +13 +7 +7 +15 Acrobatics 7, Sneak Attack 3
16 +14 +18 +18 +14 +8 +8 +16 Acrobatics 8, Sneak Attack 4
17 +15 +19 +19 +15 +8 +8 +17 Acrobatics 8, Sneak Attack 4
18 +16 +20 +20 +16 +9 +9 +18 Acrobatics 9, Sneak Attack 4
19 +17 +21 +21 +17 +9 +9 +19 Acrobatics 9, Sneak Attack 4
20 +18 +22 +22 +18 +10 +10 +20 Acrobatics 10, Sneak Attack 4

TABLE 12.15: SUPPORT WIS


Power Effect
Attack Defense Toughness Fortitude Will Reflex Special
Level Modifier
1 +1 +1 +1 +1 +0 +1 +0 Leadership
2 +2 +2 +2 +2 +1 +2 +1 Leadership, Healing 1
3 +3 +3 +3 +3 +1 +3 +1 Leadership, Healing l 1
4 +4 +4 +4 +4 +2 +4 +2 Leadership, Healing 2, Inspire 1
5 +5 +5 +5 +5 +2 +5 +2 Leadership, Healing 2, Inspire 1
6 +6 +6 +6 +6 +3 +6 +3 Leadership, Healing 3, Inspire 1
7 +7 +7 +7 +7 +3 +7 +3 Leadership, Healing 3, Inspire 1
8 +8 +8 +8 +8 +4 +8 +4 Leadership, Healing 4, Inspire 2
9 +9 +9 +9 +9 +4 +9 +4 Leadership, Healing 4, Inspire 2
10 +10 +10 +10 +10 +5 +10 +5 Leadership, Healing 5,Inspire 2
11 +11 +11 +11 +11 +5 +11 +5 Leadership, Healing 5, Inspire 2
12 +12 +12 +12 +12 +6 +12 +6 Leadership, Healing 6, Inspire 3
13 +13 +13 +13 +13 +6 +13 +6 Leadership, Healing 6, Inspire 3
14 +14 +14 +14 +14 +7 +14 +7 Leadership, Healing 7, Inspire 3
15 +15 +15 +15 +15 +7 +15 +7 Leadership, Healing 7, Inspire 3
16 +16 +16 +16 +16 +8 +16 +8 Leadership, Healing 8, Inspire 4
17 +17 +17 +17 +17 +8 +17 +8 Leadership, Healing 8, Inspire 4
18 +18 +18 +18 +18 +9 +18 +9 Leadership, Healing 9, Inspire 4
19 +19 +19 +19 +19 +9 +19 +9 Leadership, Healing 9, Inspire 4
20 +20 +20 +20 +20 +10 +20 +10 Leadership, Healing 10, Inspire 5

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Support
Everybody needs some help sometimes. Among the archetypes, NPC Archetypes
nobody helps better than the support. Offensively, support is almost
always lacking, with absolutely minimal attack options. However, The design of the NPC archetypes deserves special attention.
the support more than makes up for it with the wide variety of Each archetype is meant to fill a very specific role in a group, and
options to buff up allies and to really extend their lifespan on the each role is meant to be unique enough that each will stand out in
battlefield. how it's used in battle, and to call for potentially different
approaches in how they PCs fight them. And while they're generic,
The support has options seen with other archetypes (like the the archetypes are also complete enough to be usable right out of
mastermind and the enchanter), but the support uses feats like the book with no need to attach templates or modify them to use.
leadership and inspire somewhat differently. They more represent All you need to do is alter the descriptors on the archetypes'
propping up the weary and the wounded than improving the healthy abilities and you'll have what feels to the players like a brand new
and fighting-fit. Coupled with healing, the support can make even type of enemy who will even be an appropriate level of challenge
fragile archetypes last much longer than would otherwise be for them.
possible.
Since the NPC archetypes are already robust and complete as
Support are also fairly tough, with few real weaknesses (other than they are, it might seem at first blush that they'd be difficult to
a poor fortitude resistance), meaning that they aren't easy targets modify without throwing off their appropriate power levels,
at all. However, considering just how much support does and thus especially when adding on templates to represent different types
how big of a target it might become, protecting support from the of enemies. However, the NPC archetypes only define the final
sheer volume of hits they might otherwise draw is important to numbers, not how they are arrived at. So if you wanted to create
ensuring their long-term survival in a fight, and thus the long-term an encounter against machines with great Strength and high
survival of all the other NPCs present. Might checks, but you also don't want the machines to do extra
damage, rather than giving them FX or gear which have ranks
The most important thing with support is to make the descriptors for
equal to their PL, simply reduce the ranks in their damaging FX by
their feats and FX fitting with their theme. For example, an army
their (newly-improved) Strength modifier and add the Mighty FX
medic is unlikely to be using magic healing touches, but bandages
feat. This will keep the NPCs' effect modifiers within the power
represented by the Healing FX and using doses of morphine to
level limits you have decided on for them while giving you the
treat allies stunned by blows as the description for his Leadership
customization you need to make them capable of exactly what
feat are quite appropriate. On the other hand, a fantasy priest might
you want.
use healing prayers while uplifting his allies' hearts with inspiring
prayers. You can use support to represent many, many different You also shouldn't hesitate to give these sorts of NPCs new
types of NPCs, and all of them will be quite effective at aiding their abilities which aren't otherwise covered by the archetypes
allies on the battlefield. themselves or other templates. If you need an encounter with
NPCs who can fly, then give them Enhanced Movement, even if
the archetypes themselves don't already have them.
Common FX/Gear If you want to go about designing new archetypes, it's a pretty
Healing (PL/2) (PL/2 cp) simple process. Start out by setting all of their bonuses Attack,
Effect Modifier, Defense, and Toughness equal to the NPCs'
power level, and their Fortitude, Will, and Reflex set at half of the
NPCs' power level. Then decide if the archetype needs any trade-
Sample Support offs to be effective. Lighter archetypes which rely on dodging and
• A fantasy priest who calls upon the gods for healing magic parrying tend to have higher Defenses and lower Toughness, and
also sometimes have lower effect modifiers and higher attack
• The crooked crime doctor whose treatments include bonuses (though that isn't universal). Heavier archetypes are
questionable drugs usually just the opposite.
• Small helper-drones which can repair damage to a larger The archetypes you design should be universal enough that you
warrior robot can think of ways to apply them across lots of different
encounters, and one which can't be easily replicated by existing
• A mystic who can manipulate life energy itself archetypes. For example, an archetype like “air support”, to
describe aerial versions of NPCs, could be very useful if you make
• The combat medic for a unit of soldiers.
lots of use of NPCs who can fly while their comrades can't. On the
other hand, an archetype like “radiation blaster” is probably less
useful (since it's unlikely that radiation blasters are going to be
common across many types of encounters) and the concept can
Note: Like the hoser, support can be frustrating for players. be covered relatively easily with the artillery archetype, or possibly
The healing ability in particular can really annoy them when they even just the grunt.
watch the injury they finally dealt the big bad villain after several As you use the archetypes more, you'll become more comfortable
very hard-fought rounds just disappear when the support walks with them, how to use them, and what new ones you might need
over. Be careful in not overusing support like this. Used sparingly, to help create the encounters you want.
support makes for a great addition to fights.

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NPC Templates
• AFX: Mind Reading (PL)
(1 + 4 x PL cp)

NAME (CP COST)


CARNIVOROUS PLANT (27 + PL CP)

• Abilities: Modifiers to be applied to the template's normal


ability scores. A giant, hungry, toothed mantrap rooted into the ground of some
• Skills: Bonus skill points you can apply to an NPC, raising primeval jungle. It grabs at those who stumble too close with thick
them above and beyond the normal skills it would have. vines and pulls them in to be devoured.
• Feats: Any extra feats that a template has access to. • Abilities: Strength +8 (Growth), Dexterity -4, Intelligence --,
• Gear: If a template uses an FX thanks to devices or other gear, Charisma -- (+28 cp)
they are listed here.
• FX: If a template has the ability to use any specific FX (which • Skills: Might +1 (Growth), Toughness +4 (Growth) (0 cp)
generally include natural weapons or supernatural abilities to • Feats: Combat Expert (Gain Combat Advantage (Grab)) (1 cp)
meet the Effect Modifier caps for damage and the like), they
are listed here. • FX: Concealment 2 (Normal Vision; Flaws: Passive); Enhanced
• Drawbacks: Templates which suffer any drawbacks are noted (Toughness) (PL); Growth 8 (Extras: Continuous; Flaws:
here. Permanent); Immunity 30 (Will Resistances) (56 + PL cp)
• Template Variants: If a template has a particular take on
• Drawbacks: Disability (rooted, immobile) (+4 cp)
different archetypes, whether with additional feats, FX,
equipment, or skills, they will be listed here.
Note that the cp cost is included for your convenience only: NPCs
are not limited to any set number of character points. You may find
CULTIST (5 + 3 X PL CP)
the costs useful in learning how to create characters yourself,
hence their inclusion. Adepts of occult mysteries who worship dead gods and want to
bring about the end of the world always have to go and muck things
up with dark magic.

NPC Templates •

Abilities: +1 Charisma (2 cp)
Skills: Expertise (Magic) 2 (2 cp)
AGENT (7 + 3 X PL CP) • Feats: Fearless (1 cp)
• FX: Occult Shield (Enhanced (Toughness) (PL) LINKED
Enhanced (Defense) (PL); Sustained Duration), Occult Magic
Men in black suits with black ties and black sunglasses who do (PL) (3x PL) (Choose one):
their jobs in secret. Agents usually work for the government (or for • Damage (PL) (Extras: Cone Area)
the shadow government) or as the secret enforcers for
megacorporations. • Damage (PL) (Extras: Ranged)

• Abilities: +1 Constitution (2 cp) • Inflict (Attacks and Will) (PL) (Will Resists)

• Skills: Reflex 2, Perception 2 (4 cp) • Inflict (Defense and Movement) (PL) (Defense Resists)

• Feats: Defensive Roll (PL/2 cp)


• Gear: Twin Heavy Pistols (Damage (PL/2) (Extras: Barrage, DEMON (10 + 3 X PL CP)
Ranged, FX Feats: Split Attack); Body Armor (Enhanced
(Toughness) (PL/2)) (1 + 2.5 x PL cp) A horrible creature born from the depths of hell
• Abilities: +4 Strength (Growth), +2 Constitution (Growth) (0
cp)
ALIEN INVADER (3 + 9 X PL CP, 9 + 5 X PL EP)
• Skills: Persuasion +2 (2 cp)
Gray-skinned, big-headed, ray-gun-totting invaders bent on • FX: Damage (PL - 4) (Claws; Extras: Penetrating; FX Feats:
destroying all humans, these aliens usually descend from flying Mighty); Damage (PL) (Hellfire; Extras: Ranged); Growth 4 (8 +
saucers to complete their nefarious plans. 3 x PL cp)
• Abilities: +1 Intelligence, -1 Strength (0 cp)
• Skills: Expertise (Outer Space) 2 (2 cp) Special Demon Variants
• Gear: Death Ray (Damage (PL) (Extras: Ranged, Linked • Artillery: Add Area (Burst) to Damage (Hellfire) (+PL cp)
(Drain)), Drain (Toughness) (PL) (Extras: Ranged, Linked
(Damage)); Armored Space Suit (Immunity (Life Support), • Enchanter: Add Enhanced Movement (Flight; Wings) 2 (+4 cp)
Enhanced (Toughness) (PL)) (9 + 5 x PL ep)
• Mastermind: Add Transform (PL) (Anything to Anything;
• FX: Psychic blast (Damage (PL) (Extras: Perception Range, "Infernal Contract"; Flaws: Willing Targets Only) (+ 4 x PL cp)
Alternate Resistance (Will))

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DINOSAUR (TYRANOSAURUS) (25 + PL CP) Special Variants


A huge, hungry carnivore straight out of the Cretaceous Period, • Artillery: Add Handcannon (Damage PL (Extras: Range
stomping forward on two legs with spindly forelimbs and a maw full (Ranged)) (2 x PL ep).
of razor-sharp teeth. • Brute: Add Rage 2 (2 cp).
• Abilities: Strength +8 (Growth; Extras: Penetrating (Teeth)), • Mastermind & Support: Add Stone Shaping (Create Objects
Intelligence -4 (0 cp) (PL)) (2 x PL cp).
• Skills: Might +1 (Growth), Survival (Prehistory) +2, Toughness
+4 (Growth) (2 cp)
• Feats: Fearsome Presence 5, Talented (Persuasion: ELF (6 CP, 3 X PL EP)
Intimidate) (6 cp)
• FX: Damage (PL - 8) (FX Feats: Mighty), Growth 8 (Extras: A lithe and graceful, almost otherworldly humanoid with pointed
Duration (Continuous); Flaws: Permanent; FX Feats: Innate) ears glides out of the woods, bow drawn.
(17 + PL cp) • Ability Scores: +1 Dexterity, -1 Constitution (0 cp)
• Skills: Perception +1, Survival (Forest) +1, Weapon Group
Special Variants (Bows) +1 (3 cp)

• Brute (Sauropod): Increase Growth to 12 ranks, lose • Gear: Longbow (Damage (PL) (Extras: Range (Ranged));
penetrating on Strength (+4 cp). Studded Leather (Enhanced (Toughness) (PL)) (3 x PL ep)

• Defender (Ankylosaurus): Add Density, lose penetrating on • FX: Comprehend 1 (Animals), Enhanced Senses 1 (Vision
Strength (+3 x PL - 8 cp). Counters Obscure (Darkness), Limited (Half)) (3 cp)

• Skirmisher (Raptor): Reduce Growth to 4 ranks (-8 cp).


GARGOYLE (3 + 2 X PL CP)

DRAGON (24 + 2 X PL CP) One moment, it's a statue with its face pulled into a hideous scowl.
The next it's a winged monster, all teeth and fangs lunging at you.
A huge, winged, reptilian fire-breathing beast. For other "colors" of
dragons (who breathe lightning or acid), simply change the • Abilities: Strength +PL (Density) (0 cp)
descriptor on the dragon's breath. • Feats: Hide In Plain Sight, Talented (Infiltration, Hide) (2 cp)
• Abilities: +8 Strength (Growth, Extras: Penetrating (Bite)) (8 • FX: Density (PL) (3 x PL + 1 cp)
cp)
• AFX: Organic Container
• Skills: Might +1 (Growth), Toughness +4 (Growth) (0 cp)
• Damage (PL) (Claws; FX Feats: Mighty)
• Feats: Favored Environment (Airborne), Power Attack (2 cp)
• Enhanced Movement (Flight) 2
• FX: Damage (PL) (Fire Breath; Extras: Area (Cone));
Enhanced Movement 2 (Flight, Winged); Growth 8 (Extras:
Continuous; Flaws: Permanent) (13 + 2 x PL cp)
GHOST (41 + 5 X PL CP)

A dark apparition which hungers for life energy and the warmth of
DWARF (6 CP, 2 X PL EP)
the living. It grasps with spectral fingers and pulls away strands of
energy and life from its victims.
Squat, bearded little men who tunnel beneath mountains, dwarves
are stalwart warriors who usually come to battle brandishing axes • Abilities: Strength --, Constitution -- (-20 cp)
and warhammers.
• FX: Damage (PL) (Extras: Affects Corporeal, Vampiric); Drain
• Ability Scores: +1 Constitution, -1 Charisma (0 cp) (Strength) (PL) (Extras: Affects Corporeal); Enhanced
Movement (Flight) 1; Immunity 39 (Fortitude Resistances, Life
• Skills: Endurance +1, Survival (Mountains) +1, Weapon Group Support); Insubstantial 4 (Vulnerable to Magic) (61 + 2 x PL cp)
(Axes) +1 (3 cp)
• Feats: Profession (Miner) (1 cp)
• Gear: Battleaxe (Damage (PL) (FX Feats: Mighty)); Chainmail GIANT (14 + 2 X PL CP)
(Enhanced (Toughness) (PL)) (2 x PL ep)
A lumbering brute carrying a massive club with scraggly hair,
• FX: Enhanced Senses (Vision Counters Obscure (Darkness)) stomping across the land with the intent of using their sheer size to
(2 cp) take what they want from smaller creatures.
• Abilities: Strength +8 (Growth), Constitution +2, Intelligence
-1, Wisdom -1, Charisma -1 (-2 cp)

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• Skills: Might +2 (Growth), Toughness +4 (Growth) (0 cp) • Skills: Infiltration +1 (1 cp)


• Feats: All-Out Attack (1 cp) • Feats: Throwing Mastery 2 (2 cp)
• Gear: Club (Damage (PL - 8) (FX Feats: Mighty)); Hide Armor • Gear: Throwing Knife (Damage (PL) (FX Feats: Mighty,
(Enhanced (Toughness) (PL)) (2 x PL - 8 ep) Thrown 5) (PL + 6 ep)
• FX: Growth 8 (Extras: Continuous; Flaws: Permanent) (24 cp) • FX: Shrinking 4 (Extras: Duration (Continuous); Flaws:
Permanent) (4 cp)

Special Variants
• Artillery: Add boulder (Damage (PL - 8) (FX Feats: Mighty,
LIZARDMAN (4 + 2 X PL CP)
Thrown 5) (PL - 2 ep)
Scaly humanoids that lurk in swamps and jungles, lizardmen are
brutal and cold-blooded monsters who have few qualms with
butchering their enemies.
GOBLIN (9 + 2 x PL CP)
• Abilities: Strength +2, Dexterity -1, Constitution +2, Charisma
Scampering, crafty little green-skinned, big-nosed monsters who -2 (2 cp)
make up what they lack in size with numbers. • Skills: Survival (Marshlands) +1 (1 cp)
• Abilities: Strength -2 (Shrinking), Dexterity +1, Charisma -1 (0 • Gear: Battleaxe (Damage (PL - 2) (FX Feats: Mighty) (PL - 1
cp) cp)
• Skills: Infiltration +1, Might -1 (Shrinking) (1 cp) • FX: Additional Limbs 1 (Tail; Extras: Continuous; Flaws:
• Feats: Sneak Attack (1 cp) Permanent); Enhanced Senses 1 (Accurate Scent); Enhanced
(Toughness) (PL) (Scaly hide) (2 + PL cp)
• Gear: Shortspear (Damage (PL) (FX Feats: Mighty, Thrown
2)); Leather Armor (Enhanced (Toughness) (PL)) (2 x PL + 3
cp) Special Variants
• FX: Shrinking 4 (Extras: Continuous; Flaws: Permanent) (4 cp) • Enchanter, Mastermind, Support: Add Inflict (Fear) (PL) (Will
Resists; Penalize Attacks, Penalize Non-Combat, Non-
Resistance checks) (2 x PL cp).
Special Variants
• Enchanter, Mastermind: Add Confuse (PL) (PL cp).
MOBSTER (9 CP)

Tough men involved in organized crime who are the ones to


GOLEM (48 + PL CP)
enforce their boss' plans. Cracking knuckles, extorting money, and
beating the bejezus out of anyone who refuses to pay are their
A tromping automaton made from clay, stone, iron, or sometimes specialties.
even flesh, golems are terrifyingly resilient and relentless foes. The
Golem template can also be used for constructs such as robots. • Skills: Survival (Underworld) 2 (2 cp)
• Abilities: Strength +10 (Density, Growth), Constitution --, • Feats: Combat Expert (Gain Combat Advantage (Grab),
Dexterity -1, Intelligence --, Charisma -- (-32 cp) Talented (Persuasion: Intimidate) (2 cp)
• Skills: Might +3 (Density, Growth), Toughness +5 (3 ranks • Equipment: Heavy Pistol (Damage (PL) (Extras: Ranged)),
Impervious, Density, Growth) (0 cp) Baseball Bat (Damage (PL) (FX Feats: Mighty)) (2 x PL ep)
• FX: Damage (PL - 10) (Hardened Fists; FX Feats: Mighty);
Density 6 (Extras: Continuous; Flaws: Permanent); Growth 4 MONSTROUS VERMIN (5 X PL - 11 CP)
(Extras: Continuous; Flaws: Permanent); Immunity 60
(Fortitude and Will resistances) (80 + PL cp)
Skittering giant rats, huge venomous insects, or monstrous spiders
• Trade-Offs: Golems always have a +5 Toughness / -5 Defense the size of large dogs, all quite dangerous, and all quite toxic.
Trade-off, regardless of archetype.
• Abilities: Intelligence -4, Charisma -4 (+16 cp)
• FX: Damage (PL) (Extras: Secondary Effect, Linked (Inflict
(Disease)); Inflict (Disease) (PL) (Fortitude Resists, Penalize
HALFLING (15 + PL CP) Attacks, Penalize Fortitude; Extras: Poison) (5 x PL cp)

Short, nimble people of great courage and cheerful disposition,


halflings are common in fantasy games as one of the classic NINJA (5 + 2 X PL CP)
humanoid races.
• Abilities: Strength -2 (Shrinking), Dexterity +1 (2 cp) Black-clad assassins and spies who strike from the shadows swiftly
and without mercy. According to popular myth, if you can see a

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ninja, then you're already dead. • Damage (PL + 1) (Extras: Ranged)


• Abilities: Dexterity +1 (2 cp) • Inflict Fear (PL + 1) (Will Resists; Attack, Will)
• Skills: Acrobatics +1, Infiltration +2 (3 cp) • Inflict Doubt (PL + 1) (Will Resists; Defense, Will)
• Feats: Hide In Plain Sight, Sneak Attack (2 cp) • Dazzle (PL) (Visual)
• Gear: Ninja-to (Damage (PL - 2) (FX Feats: Mighty)); Poisoned • Orc Lurker: Add Shortspear (Damage (PL) (FX Feats: Mighty,
Needles (Inflict (Poison) (PL) (Fortitude Resists, Penalize Thrown)) (+2 cp)
Strength, Penalize Constitution; Extras: Poison)) (2 x PL - 2 ep)

POLICE (2 CP, 3 X PL EP)


Special Variants
Enforcers of law and order, men and women who serve as the thin
• Enchanter, Mastermind, Support: Add Obscure 5 (Visual,
blue line between criminals and honest citizens. Most beat cops
Shadow) (2 x PL cp).
carry a service pistol.
• Skills: Perception +1 (1 cp)
OOZE (16 + PL CP)
• Feats: Status (1 cp)
Gelatinous masses of goo which slither blindly in search of their • Gear: Pistol (Damage (PL) (Extras: Range (Ranged))); Kevlar
next meals. They dissolve organic matter with deadly, corrosive Vest (Enhanced (Toughness) (PL)) (3 x PL ep)
acid once they've grabbed their prey.
Abilities: Intelligence --, Charisma -- (-20 cp)

Special Variants
• Feats: Combat Expert (Gain Combat Advantage, (Grab)) (1 cp)
• Artillery (SWAT Sniper): Add one rank of Infiltration and change
• FX: Corrosive Acid (Drain (PL) (Constitution) (Extras: Linked pistol to Sniper Rifle (Damage (PL) (Extras: Range (Ranged);
(Drain); Flaws: Requires Combat Advantage); Drain (PL) FX Feats: Improved Critical 2, Improved Range 2) (4 cp)
(Toughness) (Extras: Linked (Drain); Flaws: Requires Combat
Advantage))); Enhanced Movement 1 (Slithering); Immunity 30 • Mastermind (Chief): Add two ranks of Status (2 cp).
(Will Resistances); Insubstantial 1 (PL + 37 cp)

SEA MONSTER (33 CP)


ORC (10 CP, 1 + 3 X PL EP)
A horrible marine beast large enough to threaten an entire sailing
Fierce and savage humanoids with porcine faces and green skin, ship with ease. The leviathan is a terror to mariners the world over.
orcs have been a staple of fantasy gaming since its inception. • Abilities: Strength +16 (Growth), Constitution +8, Intelligence
• Abilities: Strength +1, Constitution +1, Intelligence -1, -2 (12 cp)
Charisma -1 (0 pp) • Skills: Athletics +1 (1 cp)
• Skills: Athletics 1, Survival (Homeland) 1 (3 cp) • Feats: Environmental Adaptation (Aquatic), Favored
• Feats: Fearsome Presence 2, Talented (Persuasion: Environment (Aquatic) 1 (2 cp)
Intimidate) 1 (3 cp) • FX: Enhanced Movement 1 (Swimming), Growth 16 (Extras:
• FX: Enhanced Senses (Low-Light Vision, Scent) (2 cp) Duration (Continuous); Flaws: Permanent) (18 cp)

• Gear: Battleaxe (Damage (PL) (Extras: Penetrating; FX Feats:


Mighty)), Hide Armor (Enhanced (Toughness) (PL)) (1 + 3 x PL
ep)
Special Variants
• Brute (Kraken): Add 1 rank of Combat Expert (Gain Combat
• Trade-Offs: +1 Effect Modifier/-1 Attack
Advantage (Grab)) and 3 ranks of Additional Limbs with the
Permanent flaw (4 cp).

Special Variants
• Orc Artillery: Add Perception 1 and Recurved Longbow SOLDIER, MEDIEVAL (1 CP, 2 X PL EP)
(Damage (PL) (Extras: Ranged; FX Feats: Improved Range,
Mighty) (+1 cp, 2 + 2 x PL ep) A conscript in chain armor carrying a spear strides across the
battlefield, a bloody bandage tied around his forehead to staunch
• Orc Brute: Add Rage (+1 cp) the bleeding.
• Orc Enchanter: Add Shaman Staff (Damage (PL) (FX Feats: • Feats: Teamwork (1 cp)
Mighty, Split Attack)), Shaman Magic (PL) (+1 + 2 x PL cp PL +
2 ep) (Choose two of the following): • Gear: Spear (Damage (PL) (FX Feats: Extended Reach,
Mighty)); Chainmail (Enhanced (Toughness) (PL)) (2 x PL + 2
• Damage (PL + 1) (Extras: Cone Area) ep)

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Special Variants
• Artillery: Replace Longspear with Crossbow (Damage (PL)
(Extras: Range (Ranged); FX Feats: Improved Range, Mighty))
(+ PL ep).

SOLDIER, MODERN (2 + 4 X PL CP)

A soldier wearing body armor beneath modern fatigues and


sporting an automatic rifle, usually operating as part of a unified
strike force. A modern soldier can also be used to represent
heavily-armed police forces, like a SWAT officer.
• Skills: Athletics +1 (1 cp)
• Feats: All-Out Attack, Teamwork (2 cp)
• Gear: Assault Rifle (Damage (PL-2) (Extras: Barrage, Range
(Ranged))); Body Armor (Enhanced (Toughness) (PL); Night-
Vision Goggles (Enhanced Senses 1 (Low-Light Vision)) (4 x
PL - 1 ep)

• Emotion Control (PL); Immunity 31 (Aging, Fortitude


TERRORIST (2 + 5 X PL CP) Resistances) (31 + 4 x PL cp)

A man in civilian clothing with an automatic rifle, fighting for what he • Drawbacks: Weakness (Sunlight; Every Round, Major); Weak
believes in, and willing to target combatants and civilians Point (Heart) (+7 cp)
indiscriminately. If it comes to it, a terrorist is willing to blow himself
up to make his point.
WEREWOLF (9 + 4 X PL CP)
• Skills: Infiltration +1 (1 cp)
• Feats: Benefit (Second Identity) (1 cp) What was once a man is now a scraggly, snarling beast with a
lupine face, vicious teeth and claws, slavering as it stalks closer,
• Gear: AK-47 (Damage (PL - 2) (Extras: Barrage, Range hungry for the kill.
(Ranged))); Body Armor (Enhanced (Toughness) (PL));
Explosives Vest (Damage (PL) (Extras: Area (Burst), • Abilities: Strength +5, Dexterity +4, Constitution +5,
Penetrating; Flaws: Side Effect (Always Damage Self, -2); FX Intelligence -1, Charisma -2 (22 cp)
Feats: Subtle, Triggered (On Death))) (5 x PL ep)
• Skills: Recovery +2 (2 cp)
• FX: Damage (PL - 5) (Damage (FX Feats: Mighty)); Enhanced
THIEF (6 CP, 1 + 2 X PL EP) (Toughness) (PL) (Extras: Impervious; Drawbacks: Vulnerable
(Major, Uncommon (Silvered Weapons)); Regeneration 6
A crafty rogue who knows a thing or two about getting into places (Injured 6 (No Action; Drawbacks: FX Loss (Damage from
he shouldn't be able to and taking what doesn't belong to him. Silvered Weapons)) (3 + 3 x PL cp)

• Abilities: Dexterity +1 (2 cp) • Drawbacks: Involuntary Transformation (Full-Moon,


irresistible); Normal Identity (+7)
• Skills: Acrobatics 1, Infiltration 2, Perception 1 (4 cp)
• Gear: Masterwork Thief Tools, Twin Knives (Damage (PL - 2)
(Extras: Barrage; FX Feats: Mighty, Split Attack) (1 + 2 x PL ep) ZOMBIE (29 + 5 X PL CP)

A shambling undead corpse staggered forward, mouth opened in a


VAMPIRE (31 + 4 X PL CP) perpetual, wordless moan as its dead, glassy eyes fix directly on
the nearest warm flesh in the air.
An almost human, but more entrancing, more hypnotic creature, • Abilities: Constitution --, Intelligence --, Charisma -- (-30 cp)
whose pallor and cold skin are all but unnoticeable at first brush.
• FX: Bite ((Drain (PL) (Constitution; Extras: Linked (Damage);
• Abilities: Strength +2, Dexterity +2, Constitution --, Intelligence Flaws: Requires Combat Advantage)), (Damage (PL) (Extras:
+1, Charisma +2 (4 cp) Linked (Drain); Flaws: (Requires Combat Advantage)));
Enhanced (Toughness) (PL) (Extras: Impervious); Zombie
• Skills: Persuasion 2 (2 cp) Plague (Transform (PL/2) (Living Human into Zombie; Extras:
• Feats: Combat Expert (Gain Combat Advantage (Grab)) (1 cp) Disease; FX Feats: Triggered (On a Bite that would reduce
target below -5 Constitution)); Immunity 60 (Fortitude and Will
• FX: Bite (Drain (PL) (Constitution; Extras: Insidious, Flaws: Resistances) (60 + 5 x PL cp)
Requires Combat Advantage)); Enhanced (Toughness) (PL);
• Drawbacks: Weak Point (Head Shot) (+1 cp)

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Appendix I: Creating a
Character

The d20 Advanced point-buy system for creating characters is How you reach your caps in these skills is another way you can
incredibly flexible, but can be very intimidating to first-time players. define your character. If your character isn't trained in defending
This section is meant to provide a guide for character creation. him or herself, maybe your character uses an FX like Enhanced
These are not hard-and-fast rules, and every character needs to be Trait (Defense) to represent a shield of a preternatural awareness
approached a little differently, and every player should find the way that makes your character nigh-untouchable. Your character's
that's most comfortable to work with. You should decide what works toughness might come from super-hard skin with Enhanced Trait,
best for you. or it might be from armor, or just from natural toughness like the
Tough feat, or possibly a combination of all three. How you reach
your caps in different skills is what defines your character.
Step 1: Concept
Come up with a concept for your character. What sort of character
do you want to play? Try to describe your character in a short
Step 4: Ability Scores
phrase, like “gun-toting Amazon” or “cybernetic swordsman from Once you've established the essentials for your character, you
the future” or “telepathic detective”. Start with something that need to start building up ability scores, which form the foundation to
conjures up exciting and has you wanting to play. Don't worry about all of your character's non-combat skills. Decide how strong, how
starting generic either: you might just want a knight in shining quick, how smart, and how charming your character is. Use the
armor, or a flying super-strong superhero, or a space pilot. Great! benchmarks for ability scores given in Chapter II to decide just how
Start with the concept you want, and use the time you spend high to buy your character's scores. These scores will help you
creating your character to move beyond your simple starting determine how much you need to invest in non-combat skills.
concept, so that you can create a character that's truly your own.
Where did your character come from? What sorts of abilities does
your character have? How will this character approach various Step 5: Non-Combat Skills
tasks in-game, like combat? How does your character talk? What
would your character do if he or she found a criminal in the act, or Now you need to decide on what non-combat skills your character
was asked to rescue someone from a burning building? When not needs, and at what levels. Unlike combat skills, you definitely don't
on adventures, what does your character do? Does your character need to buy these abilities up to cap. Rather, you should use the
have a job, friends, or a family? benchmarks in Chapter III: Skills to decide where you want to peg
your character's various skills. You'll probably want to invest at least
a few ranks in resistances like Fortitude, Will, and Notice (but don't
Step 2: Key Traits feel like you need to max all of them out either: if your character
doesn't have any weaknesses, the game can get very boring very
In general, you want to start building your character around the quickly).
abilities which you consider to be the most essential. For a mage or Most other skills are optional and really should only be purchased if
a superhero or another character with lots of supernatural powers, your character has some training in them. But if your character
you might want to start with your character's most important FX. For does have the training and experience, then definitely buy them up
a more skill-oriented character, you'll obviously want to start with to an appropriate level. A general rule of thumb would be to keep
your character's essential skills. Since this is likely the place where ranks in skills that are secondary and aren't a focus for your
you'll spend most of your character points, this is where you want to character at or below half the campaign's power level, while more
start (to make sure you have the points to spend in the first place). important skills should be near the campaign's power level. Truly
important skills (such as a hacker's Technology skill) are the only
ones which should really be maxed out.
Step 3: Combat Skills
Next, you want to bring your character up to the game's power level
caps for his or her combat skills. This is also the time to decide on
Step 6: Feats
trade-offs for your character. If your character is especially quick or Now that you've really started fleshing your character out, it's time
tough, or hits especially hard, you should take the appropriate to decide what else your character can do. Feat are useful for
trade-offs (as described in Chapter I: The Basics). further customize your character. Combat feats are useful for

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Step 9: GM Approval
describing how your character fights, while skill feats give you new
options or additional bonuses while using different types of skills.
Fortune feats present new ways to gain and use Hero Dice. If your
game is using the optional rules for reputation or tactical movement Finally, you need to bring to your GM a copy of your character to
options, you might also take advantage of the Reputation or make certain that the final product is one that the GM is
Opportunity feats. General feats are also useful to provide more comfortable running adventures for. If it is, you're ready to go! If not,
options for your character which aren't necessarily skill- or combat- you and your GM will work together to address and problems and
based. to create a character that best fits both the game and your concept
for the character.

Step 7: FX, Gear, and What About Converting


Other Abilities Characters?
As you approach the home stretch, you might find yourself with
extra character points left over. What other traits or gear might your So do you want to convert a favorite character over from another
character have? Maybe your character has an apartment, or a pet, game system? The principle for conversion is largely the same as
or a side-job as a short-order cook. Or maybe in addition to your the way you'd normally create a brand-new character: start with the
character's ability to fly and breathe fire, your character can teleport concept and then work forward from there. The approach is a little
between fireplaces or bonfires. What other abilities or gear might be bit different (as you'll likely already have abilities in-mind that fit for
appropriate for your character? What else can someone with your your character), but you'll still want to follow the steps outlined
character's capabilities potentially do? What is it that makes your above, as well as these guidelines.
cybernetic swordsman from the future different than the other
cyborgs with swords?
General Guidelines
When converting a character or creature, you should understand
Step 8: Details and that your goal shouldn't be to make a perfect copy, but to stay true
to the spirit and concept of what you're converting. If the character
Characteristics or creature you're converting does a lot of damage for its level, or is
especially hard to hit in another system, then give it a trade-off to
Once you've spent your allotment of character points, you an still reflect that. Special abilities should be covered with reasonable
work to develop your character further. Chapter I: The Basics has accuracy as FX or feats or a combination of both.
an entire section suggesting ways to customize your character, The harder question is what power level to place a converted
such as motivations, description of appearance and personality, creature or character at. Again, use your judgment. In many cases,
and causes or beliefs to which your character pledges allegiance. especially when converting a character, the GM will have already
You can define your character's very nature and outlook and picked out an appropriate power level for the game. It's a little
history. It's with this step that you take your unique concept from trickier for monsters and NPCs, but all the GM really needs to
numbers on a character sheet and bring them to life in the form of a decide is just how much stronger (or weaker) than the PCs the
fully-realized character. creatures need to be. Chapter XII: Stock Characters is useful for
determining just how powerful a creature needs to be to be a
certain kind of threat to your characters.

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Appendix II: Sample Session

Below is a sample session of d20 Advanced, focused mainly Singularity can fly up there, he can drop a rope down to the rest of
around a single encounter (an attempt by the heroes to infiltrate a us.”
warehouse and capture the criminals using it as a base).

Singularity is a PL 8 character with a rank of Enhanced Movement


The Heroes (Flight) to represent his ability to lower his own gravity.

Todd- GM
“Well, I don't exactly have any rope,” Pete says.
Pete- Singularity, gravity manipulator
“And can Titan fit through the windows?” Eric asks Todd, who
Christine- Deadeye, tactician and gunslinger shakes his head “no”.
Eric- Titan, powerhouse Anna runs her finger down her character sheet. “Well, can Fae try
Anna- Fae, faerie envoy from court of Oberon making a rope if there's plants around?

Infiltrating Fae can use Create Objects, but only when she has plants to
manipulate (essentially the Create Objects FX with the Limited
“Okay, guys,” Todd says once everyone is seated. “Last time, you flaw).
tracked down the gang behind the armored car heist to a
warehouse off the interstate. The one you're looking for sits fourth “Sure,” Todd says. “Fae can do that. There's plenty of grass and
in a row of six warehouses, labeled 'A' through 'F'. There's a large weeds growing next to the paved driveway.”
rolling garage-style door at the front of the pre-fab warehouse, as
“And then we can have Titan break through the wall on the far
well as a lot of small, broken windows about forty feet up ringing
side,” Christine says with a nod to Eric. “That way we'll have the
most of the structure. From the outside, it looks pretty quiet.”
gang in a pincer formation.”
“Well, hopefully that means they didn't see us pull up,” Christine
muses. “Okay. We should fan out and look for other entrances.”
Eric sighs. “Let's just have Titan lift up the door and everyone run In addition to being nearly bulletproof, Titan is also massively
inside and start beating them down.” strong, with lots of Enhanced Strength and Enhanced Might.
“You know, not everyone can take a machinegun to the face like
Titan can,” Pete reminds him as he rolls a die around in the palm of “Sounds good to me,” Eric says, cracking his knuckles.
his hand. “And Fae is going to go make that rope.” Anna then begins to
describe Fae using her abilities. “She uses her magic to make the
grass grow impossibly fast and weaves it around to make a nice,
Titan, a PL 8 character, has Enhanced Toughness 12 with the strong rope as she presents it to Singularity.”
Impervious extra (thanks to a trade-off with Defense). His
“So Singularity's going to fly up to the window, hopefully without the
Defense is only 4, but it takes a lot to hurt him.
gang noticing him,” Pete says.
“Okay. Give me an Infiltration check,” Todd says.
“Well, what if we tried to pretend we're the people they're waiting
for?” Anna suggests. “Fae's pretty good at that kind of thing.” Pete rolls his die.

Fae is another PL 8 character. She has 8 ranks in Art, 4 ranks in Singularity has some experience with breaking and entering, as
Persuasion, a +4 Charisma, and a rank in Attractive, meaning he used to be a burglar. He has 3 ranks in Infiltration and +2
she'd have a +12 bonus to checks to disguise herself and to lie to Dexterity, for a +5 bonus to his roll total.
targets who find her attractive, which Anna is hoping includes the
gang members inside.
“I got a 16 on my roll, so that's a 21,” he reports to Todd.

“I don't think that's such a good idea,” Christine says. “They


probably know what their contacts look like, so it'd be really hard for Todd double-checks the Perception bonuses for the gang
us to trick them that way. What about those windows up there? If members inside. The highest bonus is the gang leader's +10,

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which gives him a 20 for his Perception resistance, and it's not “Can Titan charge through the wall when he hears the fight start?”
enough to notice Singularity flying up. Eric asks.
Todd nods. “You can take a Perception check to hear when the fight
“Okay,” Todd says after a few seconds of checking his notes. starts.”
“Singularity manages to fly up there and lower the rope down for “Are we on the floor yet?” Christine asks.
Fae and Deadeye. And Titan is heading around to the other side of “You need to make Infiltration checks to get in without them
the warehouse?” noticing,” Todd says, “and then Christine, Deadeye needs another
“Yeah,” Eric confirms. Athletics check to climb down safely.”
“Can you guys give me Athletics checks to climb up?”
“Singularity's flying,” Pete points out. Deadeye has +4 Dexterity and 6 ranks in Infiltration, thanks to her
Anne looks up. “And Fae's going to fly too. I keep almost forgetting training in the Green Berets, giving her a +10 bonus on Infiltration
her wings aren't just for show.” checks. Fae has +3 Dexterity, but no ranks in Infiltrate.
“So I just need the Athletics check from Deadeye,” Todd says,
looking over at Christine. “24 for Singularity!” Pete cheers at his good luck so far.
“Deadeye has a 26 for the Infiltration,” Christine reports.
Deadeye isn't terribly strong (Strength +1), but she went through Anna frowns. “Um... Fae got a 4.”
basic military training in her background. She has 4 ranks in Todd grins.
Athletics, giving her a +5 bonus to her Athletics check. Climbing a “Uh oh,” Pete says. “I know that look. That means something bad's
rope with a wall to brace against is a fairly easy DC 10 check, so about to happen!”
Christine only needs to roll a 5 to climb up successfully.
“The last time he smiled like that he dropped a yatch on us,” Eric
says.
“I got an 8,” she reports after rolling. “Is a 13 enough?” “I guess that means they noticed us?” Christine asks.
“Yeah,” Todd tells her. “You've got a rope and a wall to brace “Thanks to the flutter of faerie wings, yep, they heard you guys,”
against, so a 13's fine. From the window, Fae, Deadeye, and Todd says. “The gang's leader cries out, 'They followed us! Get
Singularity can see the gang. It looks like there are eight of them, them!' The gang raises their weapons and level them at the heroes
and they all have the shotguns they had used during the hijacking as they squeeze through the window.”
of the armored car, which is parked in the middle of the warehouse,
among stacks and stacks of crates. One of them is a big guy, not “We're buying mufflers for Fae's wings after this,” Pete mutters to
quite as big as Titan, of course, but still pretty big and imposing.” Anna, who sticks her tongue out at him.
He looks over the group. “You can take Perception checks to see
whether or not you can make out what the gang members are
saying. It's going to be hard, between the echo of the big The Fight
warehouse and the way he's talking quietly, but you might be able
to make something out.” “Okay, everyone, both sides are aware of each other, so both of
you are going to need Reflex checks for initiative,” Todd says.
The players roll.

Singularity has 4 ranks in Reflex with his +2 Dexterity. Deadeye


The characters suffer a -5 circumstance penalty to their
has 8 ranks in Reflex with a +4 Dexterity. Fae has 2 ranks in
Perception checks due to poor conditions and the gang leader
Reflex and +3 Dexterity. Titan has no ranks in Reflex and a +0
talking quietly, and Todd sets the check DC at 10. The players roll,
Dexterity
and Todd mentally tacks on the -5 penalty to their results. Todd
can also just set the DC at 15 instead of 10 to make it simpler, or The six basic gang members have 3 ranks in Reflex and +0
he can tell the players what the circumstance penalty to their Dexterity. The gang's leader has 4 ranks in Reflex and +0
checks are going to be. Dexterity, while the brute of the gang also has 4 ranks in Reflex
and +0 Dexterity. Todd decides to save time and have all of the
basic gang members, who are minions, act on the same initiative
“Okay, so Deadeye can make it out,” Todd says after he's looked count.
over the results. “It sounds like the gang leader is annoyed at their
demolitions guy for tripping the alarm that clued you guys in. You
can't make out their names.” After sorting out their results, Todd announces the initiative order.
“Deadeye has a 24. The six regular gang members have a 17. Fae
“Do they know we tracked them down?” Christine asks.
got a 16, the gang's leader has a 14 and Titan has a 10. Singularity
Todd shakes his head. “You can't tell. They're not talking about it.” has an 8, and last up is going to be the big gang member. So
“So now we attack, right?” Pete asks. “I'm gonna turn the gravity up Deadeye is leading us off.”
on them and crush them so-” “Right,” Christine says. “Is Deadeye still on the rope?”
“No no!” Christine says. “Not yet! We're still hanging from the “Yeah,” Todd confirms. “She's dangling 30 feet up in the window,
outside of the building! We're sitting ducks!” but since she's moving down the rope, she can take a full move
“We've still got the rope,” Anna offers. “We can swing it around to down with one action if you take a -10 penalty on the Athletics
the other side and climb back down.” check, which will let her reach the floor.”
“You can do that,” Todd confirms. “If I take a -5, can I make it halfway down with one action?”
“Okay, so Deadeye will start pulling the rope up,” Christine reports. Christine asks.
“And Singularity is going to get ready to attack if the gang tries
anything,” Pete adds.

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Normally a character can only move ¼ his or her speed while “Awesome!” Christine says. “Okay, so Deadeye goes rappelling
climbing with Athletics in one action, but rappelling can be down the rope, firing her handgun at one of the gang members.
simulated using the Fast Climb challenge at a -5 penalty to move She drops after the last shot, tucks, and rolls, raising her gun
half speed, or full speed at -10 feet. immediately as she finds her feet.”
“And now the gang members start their counter-attack,” Todd says.
Todd nods. “Two are firing at Deadeye, two at Singularity, and one at Fae.”
“Well, I really don't want to be flat-footed when the gang starts Todd rolls for the gang members.
shooting at me,” Christine reasons, “and since they're flat-footed at
the start of the round, I'll get sneak attack against them.” The minions have an attack bonus of +6 with their guns. Deadeye
has 10 ranks in Defense (thanks to a trade-off with Toughness),
The sneak attack feat grants characters a bonus to damage while Singularity and Fae both have 8 ranks. However, Singularity
against foes who they have combat advantage against, such as and Fae haven't acted yet, so they're flat-footed and denied their
those who are flat-footed at the start of combat. Defense modifiers at the start of combat. Fae has two ranks of
Uncanny Dodge, though, which means she retains 2 ranks of her
Defense when caught flat-footed. This means that the minions
“So what are you going to do?” Todd asks her. need a 20 to hit Deadeye, a 12 to his Fae, and a 10 to hit
“Deadeye is going to take a shot at one of the gang members with Singularity.
one action and then rappel down with the other. She can let go and
fall for free. Falling 15 feet isn't too much damage.” “Okay, we have one hit on Deadeye with a 24, one hit on Fae with a
“Since they're minions, you're going to hit the gang members,” Todd 13, and one hit on Singularity with a 19,” he announces as he rolls
says, “so go ahead and roll for damage and then you'll need an for damage.
Athletics check to climb down.”
“Great! Deadeye's gun does +4 damage by itself, and since they're
The minions have an damage bonus of +6 with their shotguns.
flat-footed, she'll get her sneak attack damage.” Christine rolls the
Deadeye has a Toughness resistance of 6 between her armor and
die.
her Defensive Roll feat. Singularity and Fae have Toughness
Resistances of 8 (Singularity's comes from his armored costume
Deadeye has 10 ranks in Weapon Group (Pistols). As a PL 8 while Fae has natural faerie resistance to damage and a
character, she needed to take a trade-off with her Damage on her protective ward in place).
pistols. Since the basic gang members are minions, Deadeye can
take 10 on attack rolls against them, and since they're flat-footed Todd points at Christine. “Deadeye is taking 15 damage.”
(they haven't acted yet in combat), that means that Deadeye will
She checks her sheet. “Okay, so that's 4 more than 11, which
automatically hit them.
means that Deadeye is only Injured.” Christine notes this on her
To determine damage, Deadeye rolls using her weapon's damage sheet.
bonus (+4 from the gun, +2 from sneak attack) and tries to
overcome the target's Toughness resistance. The DC to
overcome Toughness is 5 + the target's Toughness bonus. As An Injured character suffers a -1 penalty to Toughness resistance.
minions, a result of Injured is enough to remove the minion from
combat. The gang member has 6 ranks of Toughness from a He says to Anna, “And Fae is taking 11.”
bulletproof vest and the Tough feat (note that for most NPCs, it's
not that important to stat out where every bonus comes from). “So Fae's not even Injured by the shot,” she says with a smile.
“Guess that faerie spell stopped it!”
With the minion's Toughness resistance of 6 and Deadeye's
damage modifier of +6 total on this attack, she only needs a 5 to “And Singularity,” Todd finishes, “is getting hit for 19.”
injure the minion (and take him out of the fight). “19?” Pete sighs. “Man, that means that Singularity is Injured and
Dazed.”
“8, but with the +6, that's 14 for damage,” she reports.
“That's enough to get him,” Ted tells her. “He's a minion, so he goes An attack which overcomes a character's toughness by 5 or more
down. Now I need your Athletics check to climb down.” both Injured and Dazed, taking a -1 penalty to Toughness and
Christine rolls. “13, and with the -5 penalty that cancels out my losing an action on his or her next turn.
Athletics bonus, it's just 13. Is that enough?”
“That'll get you down half-way,” Todd tells her. “Now it's Fae's turn,” Todd tells Anna.
“And it's Acrobatics to break your fall, right?” Christine rolls the die “Okay,” she says, looking over her character sheet. “How about Fae
again. flies over them and uses a little faerie magic to give these guys
vertigo?”
“Does that FX have the Area extra?” Todd asks her.
The DC to fall safely with Acrobatics is 5 + the distance a
character needs to fall in feet. Deadeye has a +4 Dexterity and 6 Anna cracks her knuckles. “It's faerie dust. Of course it has an
ranks in Acrobatics, for a total bonus of +10 on this check. area.”
“You'll be able to attack all of the regular gang members, the ones
who just opened fire,” Todd tells her. “You need to make an attack
“6,” she reports, “so a 16.”
roll against them.”
“That means you can soak up eleven feet of the fall, and you only
count four of them, but that's not enough to do damage.”

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One of Fae's FX is Inflict (Condition) with the Area Extra. Her Titan has a +8 bonus to Strength and 5 ranks in Might, for a total
Inflict targets Fortitude and the disorientation it causes targets bonus of +13. Steel has 10 ranks in toughness per inch, but the
within 80 feet to suffer a penalty to attacks. As an area attack, Fae prefabricated walls are much thinner than an inch, so Todd
needs to make a single attack roll against all targets in the area. decides that they have half that bonus (5 ranks in Toughness).
Those who are hit suffer the full effects of the attack; those who He'll need to at least stagger the wall to break through it in one try,
aren't hit suffer the effect at half-modifier. and that will take a damage result of at least 20.

She rolls her die. “Okay, so a 4 plus 8... that's only a twelve.” “18,” Eric says. “Plus 13 from Might, minus 5 penalty. 26.”
“So the gang members are only taking half of the faerie dust,” he “That's enough to shred the wall,” Todd tells him, “and for Titan to
responds. take a normal move too. That'll mean he can attack next round, and
“Alright.” She rolls the die. “15 plus 4 gives me a 19.” that he's close to the gang after his movement.”
“You beat their Fortitude by 5, so they're taking a -5 penalty to their “Then once he's done crashing through, he's going to say, 'Sorry for
attack rolls until they recover,” Todd says. crashing the party'.” Everyone groans at Eric's joke.
“Ha!” Pete says. “Suck on pixie dust!” Pete picks up his die. “Okay, Singularity's up now, right? I want to
crush the guys who Fae pixie-dusted last round.”
“Faerie dust,” Anna corrects him.
“Faerie dusted,” Anna corrects him again.
“And now the gang leader's up. He starts yelling to the other
members of the gang, 'Get up! Take them out! Get to the truck!' He “Whatever. Since Singularity only gets one action this round, he's
draws his gun, but doesn't fire.” Gesturing to the group, he says, gonna just drop a gravity-crush on the gang. Let's crank up the g-
“Since he's using Inspire this round, he pays for it by giving each of forces and smash some bad guys.” Pete rolls.
you guys a Hero Die.”
Singularity has a Damage 8 FX with the Range and Area extras.
The gang leader has 2 ranks in the Inspire feat, has a Charisma
of +2, so he can grant two of his allies a +2 bonus to all attack “Alright, a 17 total should hit them all.” He rolls again after Todd's
rolls, resistances, and skill checks for one round. Normally, this confirmation. “And for damage, that's a 12. That should do it!”
requires an expenditure of a Hero Die, but since NPCs don't get “Four of the gang members are going down,” Todd tells him, but
Hero Dice, they instead grant the PCs Hero Dice, as if the GM remember that the gang's leader used Inspire last turn? 12 isn't
were using GM Fiat. quite enough to take down the last one of them.”
“I still took down the most so far,” Pete reminds everyone quickly.
The players let out a little cheer and collect their dice, adding the
“And the big gang member is going to cover his boss and hold his
dice to their pools of Hero dice. “And now,” Todd says, “it's Titan. I
actions until next turn,” Todd says.
need that Perception check to make sure that he could hear the
fight starting.”
Eric says, “It's about time,” as he rolls. The big gang member is readying both of his actions, so he can
take them later. He's readying one action to follow the gang
leader, and another to attack anyone who comes into his melee
Titan has 2 ranks in Perception and +0 Wisdom, so he only has range.
+2 to his Perception check. However, to hear gunfire and shouting
through a prefabricated wall is only DC 5.
“So at the top of the round, Deadeye's up, right?” Christine asks.
“Okay, so we've got one regular gang-member left, the gang's
“6,” he says. “That's an 8 total on Perception.” leader, and the big guy. And the leader said something about
“Titan can hear the gunfire and shouting inside the warehouse,” getting out of there, so... hmm. How about Deadeye uses
Todd tells Eric. Quickdraw to pull out her second pistol, and then opens fire at the
minion and then on the gang leader with her second action?”
“Awesome. Titan's gonna bust through that wall, then,” Eric says.
“Can he break in and then run into the fight?”
Since characters get two actions each round, they may choose to
make two attacks.
A character may use Might to break through an inanimate object
for two actions. The GM may allow the player to use a skill Deadeye represents fighting with two pistols with the Barrage
challenge, taking a -5 penalty on the check to perform the action extra on their attacks, meaning that if she hits a target, she gets to
in half the usual time (one action instead of two). Since Titan's roll again to try to build up a Dice Pool for damage. She can earn
player wants Titan to both break through the wall and move, the two extra bonus damage dice in this dice pool in this way.
GM can offer this option to the player.
“Sure,” Todd tells her. “Go ahead and make your attack rolls.”
Todd nods. “But if you want to do both, your Might check is going to Christine rolls. “Okay. 21 against the regular gang member.”
be at -5.” “That hits,” Todd tells her, “so you get to roll again for the barrage.”
“That's fine,” Eric says as he rolls. “I'm pretty sure that Titan's Christine does so, rolling to hit two more times, her grin growing
strong enough for that. I mean, it's just sheet metal, right?” wider with each success. “And now for the damage,” she says as
“Yeah,” Todd confirms. “Go ahead and roll.” she rolls her pool of three dice. “The 18 is the highest, so Deadeye
is dealing 22 damage to this guy.”
Todd nods. “Got him. He's down. And for the gang's leader?”
She rolls once more. “Ugh. 14.”

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“That's not going to hit, unfortunately,” Todd tells her. None of the players look very pleased. “That beats Deadeye's by
3,” Christine sighs, “so she's blind, taking a -2 to attacks, and loses
an action?”
The gang leader's has a defense of 20, thanks to a trade-off with
“Yeah, he beat Singularity by 1, so same thing,” Pete reports. “I'm
Toughness.
never going to get a full round of actions, am I?”
“Um, I got a 10,” Anna says.
“Since the gang members are all down, Fae gets to go, right?”
Anna asks, picking up her die. “How about she tries to distract the “Blind, -5 to attacks, and you lose both your actions this round,”
gang's leader and get Combat Advantage? Can she taunt him a Todd tells her. “You'll get Fortitude checks on the next round to start
little with Persuasion?” trying to shake the gas off.”
“Give it a shot,” Todd tells her. “He's going to be resisting with “Don't worry,” Eric says. “Titan's going to get these guys. I want to
Perception.” run at the gang's leader and then grab him and pound him.”
Both of them roll. “He'll resist with Acrobatics to try to slip away. You'll have to take
your Might check at -5,” Todd warns Eric.
“It worked for me last round,” Eric tells him as the two of them roll.
Fae is attempting a Maneuver to Gain Combat Advantage. She
rolls her Persuasion (4 ranks + 4 Charisma + 4 bonus from
Attractive for a +12 bonus overall), while the gang's leader rolls Moving is one action, and attacking is another. A player can
Perception (for which he has +12). If the gang leader succeeds, attempt to do both while still using a maneuver if the player takes
he is unaffected. If Fae succeeds, she'll gain Combat Advantage a -5 penalty to the opposed Maneuver check.
and her foe becomes Off-Balance, suffering a -2 penalty to The gang's leader is not exactly an acrobat, with a +2 Dexterity
defense against Fae's attacks. If Fae succeeds by 5 or more, he'll and 2 ranks in Acrobatics for a total of +4.
be Vulnerable, losing his Defense bonus against her attacks. If
she succeeds by 10 or more, he'll be treated as flat-footed against
everyone's attacks. “I got a natural 1,” Eric groans. “Can I spend a Hero Die to reroll
that?”
“Sure,” Todd says. “You're going to have to beat a 15.”
“23,” Anna says.
“And he's only got a 17, so he's Vulnerable.”
Anna smiles. “Alright! Fae flutters around taunting him, going, 'You Titan has two Hero Dice, one from the start of the adventure, and
guys left a trail a mile wide, and now we're taking you down!', and one from the gang's leader using Inspire last round. He gets to roll
when he's distracted, she's going to hit him with some a magic two dice and then pick the best result to count for his opposed
blast.” maneuver check.

“6 and 11, so with the 11 that's a 19,” Eric says.


Fae's magic blast is Damage 8 with the Ranged extra. Since she
has combat advantage over the gang's leader this round, she's “You've got him Off-Balance with the grab,” Todd tells him, “so his
very likely to hit. Defense is at -2 this round against your attack.”
“Then I'll pound him.” Eric rolls again. “Natural 20! That's a critical
hit!”
“And that's a 12... that still hits him while he's Vulnerable this round,
I think.”
“You got it,” Todd says. “Roll for damage for me.” A character scores a Critical Hit on a natural 20, gaining a +5
Anna does so. “Oh come on! A natural 1, so that's only a 9.” bonus to the modifier of the effect he or she is attacking with. In
this case, Titan gains a +5 bonus to his damage. Thanks to his
Todd blinks. “Wow. He actually resists the damage, so no injury. trade-off, the gang leader's toughness is only 6, so he's in trouble.
And he's up, and the big guy is acting with him. They're going to
make a run to get cover behind the armored car.”
“And for Damage... that's 8 from Strength plus 5 from the critical hit
so that's a 19 for damage.” Eric looks pleased with himself.
Characters with hard cover impose a -5 penalty on attack rolls “He's Injured, Dazed, and Staggered,” Todd reports.
made against them.

“Once they've got cover, the leader is lobbing a grenade,” Todd A staggered character is barely holding on, and only gets one
says as he rolls the die. “It's only going to be able to target action each round. Since he's also dazed, the gang leader doesn't
Singularity, Deadeye, and Fae, since he can't hit Titan too.” get to act next turn, and the next time he's injured at all, he'll be
knocked out.

The grenade contains a special tear gas that the gang leader “So Titan grabs him and slams him against the truck. Boom!” Eric
synthesized himself. The grenade has the Area extra, and against flexes. “You're not going anywhere, buddy.”
targets it hits, the gas will attempt to overcome the targets'
Fortitude to Dazzle them and Inflict a penalty to their attacks and Todd starts rolling again. “Wait, what's going on?” Christine asks,
actions, both at rank 8 (twice as potent as regular tear gas). starting to get worried.
“The big guy readied an action to attack if anyone came in melee
range,” Todd tells her, “so he's taking a swing at Titan. But since he
“And the gang leader gets a 22 on his attack roll, so I think that gets rolled a 2, that's a miss, even on Titan.”
all three of you.” Todd rolls for the effect. “And he's hitting for 19.” “He can't hit the broad side of anything,” Pete laughs.

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“But Singularity's up, and he's still blind,” Todd tells him. Christine. Eric, how many edge dice do you want to wager?” Todd
Pete sighs. “Fine. Singularity is going to land so he doesn't crash or asks.
anything. And he probably wouldn't hit the big guy with him having “Um, I guess let's start with two,” Eric says as the other two players
cover even if he could see.” roll.
“And the big guy's up now,” Todd says. “He scowls at Titan and “11 from Deadeye,” Christine says.
says, 'I ain't getting paid enough to deal with you people.' He “And 4 from Singularity,” Pete says.
reaches over, grabs the gang's leader, and then dives into the
“So +2 total to Titan's check,” Todd tells him. “And the gang
truck. You guys are all taking a Hero Die because they're escaping
member is going to match your wager of two dice and he'll be
as he floors it and goes barreling out through the big rolling door at
resisting with Perception, to see if he can notice you guys wavering
the main truck entrance to the warehouse.”
in your promises to hurt him.”
“He's lucky he ran,” Eric says, pounding his fist into his palm. “Titan
would've beat him into the ground.”
“How long are we going to be blind?” Christine asks. “We need to The player making the check for the Dramatic Interaction rolls the
start following them.” wagered dice against the GM. The winner of the opposed check
takes all the wagered edge dice.
“We should look for clues about where they went,” Anna says.
“I say we interrogate one of the guys who got left behind,” Pete
says. “They might know something.” “10 from Talented plus 2 from Deadeye, so that's a 17,” Eric says,
brushing aside two dice, one showing a 3 and one showing a 5.
“And he's only got a 13, so you guys win this first round,” Todd tells
Interrogation him, sliding the players the wager. “The guy swallows hard. 'I don't
know! The boss never told us where we were going!' he swears.”
“Once you guys are recovered, after about a minute, you can find “I bet he's lying,” Anna says.
one of the gang members who's coming around,” Todd says. “We should oppose with Perception to see if he's telling the truth,”
Christine says. “I think Deadeye has the highest sense motive. Can
Rather than force the players to roll until they overcome a they try to Aid Deadeye?”
condition with a duration that makes it only really relevant in Todd shakes his head. “No, it's kind of hard for you guys to sit down
combat with short rounds, the GM simply chooses to hand-wave and discuss with one another why you think he's lying.” He picks up
over the recovery and just assume that after 10 rounds, all of the one die. “He's only going to risk wagering one die on this one.”
characters are recovered from the effects of the gas. “Alright,” Christine says. “I'll match that.”
They roll the dice. “Uh-oh,” Christine says. “That's only an 11.”
“Okay, I'm thinking that Titan should be the bad cop, and Fae “And he managed a 14 on that,” Todd says, collecting the wager.
should be the good cop,” Christine says. “He's got 4, you guys have 6, and it's your turn.”
“That sounds good,” Eric says, cracking his knuckles. “Titan's better “Can Fae play 'good cop' now?” Anna asks.
at intimidating anyway.”
“Go for it,” Eric says, pushing the dice over to her. “Okay. How
about Fae says, 'You know, they abandoned you. And if you help
Titan has 2 ranks in Talented (Persuasion (Intimidate)), giving him us, we'll make sure the police and the district attorney know. We're
a +10 bonus to Persuasion checks to Intimidate. This will be pretty good friends with the D.A., so we might even be able to get
helpful in his role in the Dramatic Interaction. you a real nice plea bargain.' She gives him her sweetest smile.”
Anna picks up two dice again.
“It's a pretty tempting offer,” Todd admits, picking up only one die,
“And Singularity can help Titan seem scary,” Pete volunteers.
“so he's going to oppose this one with Will to avoid giving in.”
“Deadeye and her heavy pistols can give a hand too,” Christine
After a roll, Todd passes the wager to Anna. “He had a pretty bad
offers.
Will anyway,” the GM admits. “Now you guys have 7 and he has 3.
This time, the gang member looks over his fallen allies. 'How do I
Singularity and Deadeye are going to Aid Titan with his know you won't just leave me hanging when the police come?' he
Persuasion checks to Intimidate. If they can succeed on DC 10 challenges them.”
Persuasion checks themselves, they'll grant Titan a +2 bonus on Anna says, “Fae is going to tell him, 'Would you rather we ask one
his check. of them to roll over on you?' as she points to the other unconscious
gang members.”
“Then let's start the interrogation,” Todd says. “Your side has 5 “So you're going to try Persuasion again while he's trying to gauge
edge dice to start and so does the gang member. If he wins, he's you with Perception?” Todd asks, picking up another die.
not going to talk. If you guys win, he'll tell you where the gang is Anna nods. “Yeah, so he trusts us,” she says, grabbing one die
going. We'll start with you guys first.” herself. The two of them roll, and Anna grins when she succeeds
“Got it,” Eric says. “Titan's going to walk over to the guy, crouch in again.
front of him, and say, 'So it looks like it's just you and us, pal. Now “He's starting to trust you,” Todd reports as he gives the players
where are your little buddies going?' while he cracks his knuckles.” both wagered dice.
“And Singularity is going to lean over Titan's shoulder and say, 'We “And now it's our turn?” Christine asks. “How about... can Deadeye
can do this the easy way or the hard way,'” Pete pipes up. use some of her Expertise in the criminal underworld to convince
Christine extends a finger, as if pointing a gun. “Deadeye'll start the guy that they know enough to put him away for a long time, and
polishing her gun next to Titan, glancing at the guy.” that they're his only chance?”
“Go ahead and roll your Persuasion checks to Intimidate, Pete and “I'll let you use Expertise non-proficiently for Persuasion,” Todd tells

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her. “And he'll resist with Will again.” Todd continues, “He tells you guys about how the gang's leader
He grabs two dice this time, and Christine grabs three. “I just hope supposedly has a safe-house upstate, where he's probably running
one of them rolls high,” she says. to. And next time, you guys get to work on tracking him down
again.”
“And pounding him again,” Eric adds.
Deadeye has 8 ranks in Expertise (Underworld) and +2 Wisdom,
“Yeah,” Todd laughs. “Next time, after you track down and deal with
giving her a +10 bonus. However, since she's using Expertise
these guys, you'll be able to get your character point rewards,
non-proficiently to replicate Persuasion, she only gets to use half
okay?”
of the ranks (4) and her Charisma bonus instead of her Wisdom
(+0).
The GM decides that the players haven't quite earned bonus
Two of Christine's dice roll low, but the third one rolls a natural 20. character points yet, and they just got some recently, so he wants
The group lets out a cheer. “24!” Christine says. to wait until the end of the adventure to give the players their
reward.
“That got him,” Todd says. “And just barely, with the way he rolled.”
He hands the players the last of the edge dice. “The guy shuts his
eyes. 'Alright, alright. I'll talk,' the gang member says.” “Sounds good,” Christine agrees. “So when are we getting the next
“Oh, I can't wait to track down that guy and give him a little gravity game in?”
blast,” Pete says.

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Index

A Boost ..........................................79
Boxing .........................................64
Deflect .........................................87
Deflect Arrows .............................54
Favored Environment ..................54
Favored Opponent ......................54
Brute .........................................256 Demon ......................................267 Fearless ......................................59
Abilities ........................................19
Density ........................................88 Fearsome Presence ....................59
___Altering ..................................20
Depression ................................206 Feat .............................................53
Able Learner ...............................57
Academics ..................................37 C Details & Characteristics .............13
Devices .....................................155
___Creating ................................66
___Descriptions ..........................53
Accurate ....................................120
Called Shot ...............................178 Diehard .......................................59 Features ....................................100
Accurate Attack ...........................53
Campaign Era ...........................225 Dimensional ..............................120 Feedback ..................................129
Acrobatics ...................................37
Campaign Feel ..........................230 Dinosaur ....................................268 Fencing .......................................65
Action
Capable .......................................57 Direction Sense ...........................59 Fighting Styles ............................63
___Descriptions ........................161
Capoeira .....................................64 Disability ......................................16 First Strike ...................................55
___Drawback ............................131
Carnivorous Plant .....................267 Disarm .......................................178 Fixation .....................................206
___Extra ....................................123
Catatonia ...................................208 Disease .....................................125 Flanker ......................................260
___Flaw ....................................128
Challenge ....................................59 Distract ........................................59 Flaws .........................................128
___In Combat ...........................165
Champion ..................................256 Distracting .................................128 Follow-Up Strike ..........................61
Additional Limbs ..........................78
Character Points .........................10 Dragon ......................................268 Fortitude ......................................37
Additional Resistance ..............128
Check Required ........................128 Drain ...........................................89 Fugue ........................................208
Affect Area ................................177
Climate Effects ..........................189 Drawbacks ..................................15 Full Power ...................................17
Affects Insubstantial ..................120
Combat Advantage ...................173 ___Descriptions ..........................16 FX ...............................................67
Affects Objects ..........................123
Combat Concealment .................54 Drop An Item .............................165 ___Countering ............................77
Affects Others ...........................123
Combat Expert ............................54 Duration ___Creating ..............................133
Agent .........................................267
Combat Reflexes ........................61 ___Extra ....................................125 ___Descriptions ..........................77
Aid .............................................177
Combat Statistics ......................161 ___Flaw ....................................128 ___Drawbacks ..........................127
Aikido ..........................................64
Combined Attack .......................178 Dwarf .........................................268 ___Feats ...................................120
Alien Invader .............................267
Command .................................165 ___Improving and Adding .........140
All-Out Attack ..............................54
Communication ...........................80 ___Loss (Drawback) .................131
Ally ..............................................58
Alternate FX ..............................120 Comprehend ...............................81 E ___Modifiers ............................122
___Noticing .................................76
Alternate Resistance .................113 Concealment
___Condition .............................193 Eagle Eyes ..................................59 ___Structures ............................133
Ambidexterity ..............................58
___FX .........................................82 Eidetic Memory ...........................59 ___Types ....................................71
Anatomic Separation ...................79
Conditions .................................193 Elf ..............................................268 ___Using .....................................71
Animal Empathy ..........................62
Anxiety ......................................207 Confuse .......................................83 Elongation ...................................90
Area Connected ...................................62 Elusive Target .............................54
___Attacks ................................165 Constructs .................................157 Emotion Control ..........................91 G
___Extra ....................................123 Contacts ......................................62 Enchanter .................................258
Armor ........................................149 Contagious ................................125 Endurance ...................................36 Gain Combat Advantage ...........178
Array .........................................133 Container ..................................135 Enhanced Gameplay ......................................5
Art ...............................................46 Counterattack ..............................61 ___Movement .............................93 Gargoyle ...................................268
Artificer ........................................62 Cover ___Senses ..................................95 General Equipment ...................144
Artillery ......................................254 ___Condition .............................194 ___Trait .......................................92 Genre ........................................238
Assessment ................................58 ___Maneuver ............................178 Environmental Adaptation ...........59 Ghost ........................................268
Athletics ......................................29 Create Objects ............................84 Environmental Control ................98 Giant .........................................268
Attack ........................................161 Creating an Encounter ..............252 Equipment .................................148 GM Fiat ......................................10
___Bonus ..................................161 Creating the Adventure .............221 ___Feat .......................................59 Goblin ........................................269
___Extra ....................................124 Critical Strike ...............................54 Escalates ..................................129 Golem .......................................269
___Attack Specialization .............53 Critical Hit ..................................162 Escrima .......................................64 Grappling Block ...........................61
Attacks of Opportunity ...............175 Cultist ........................................267 ESP .............................................99 Growth ......................................100
Attractive .....................................60 Evasion .......................................54 Grunt .........................................254
Aura ..........................................124 Examples of Taint ......................205
Avoid Risk .................................164 D Expertise .....................................42
Avoidance .................................206 Explosion ..................................125
Extended Range Table ................75
H
Damage
and Injury .............................167 Extended Reach ......................120 Halfling ......................................269
B FX ...........................................85
Dazzle .........................................86
Extra Limb ...................................59
Extras ........................................123
Healing ......................................102
Hero Dice ......................................8
Basics ...........................................3 Dedication ...................................59 Hide In Plain Sight ......................62
Barrage .....................................125 Defender ...................................258 Homing ......................................120
Begin/Complete Action ..............165 Defense .......................................50 F Hoser ........................................206
Beginner’s Luck ..........................57 Defensive Attack .........................54 Hysteria .....................................207
Benefit .........................................58 Defensive Roll .............................54 Fades ........................................129
Blind-Fight ...................................54 Defensive Strike ..........................54 Fascinate ....................................62
Block .........................................165 Defensive Throw .........................61 Fast Escalation .........................120

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I Mental .......................................126
Mental Strain .............................202
Quick Draw .................................56
Quickness .................................113
Structures ..................................152
Stunning Attack ...........................56
Might ...........................................30 Subtle ........................................122
Illusion .......................................103
Mind Control ..............................108 Summon (Minion) ......................117
Immovable ................................104
Immunity ...................................104
Mind Reading ............................109
Minions ......................................164
R Sumo ...........................................65
Sunder ........................................56
___To Disease ............................59
___Feat .......................................60 Rage ...........................................56 Support .....................................266
Impervious ................................125
Mob ...........................................164 Range .........................................73 Survival .......................................45
Improved Block ...........................55
Mobility ........................................61 ___Extra ....................................127 Suspicion ..................................207
Improved Critical .........................55
Mobster .....................................269 ___Flaw ....................................129 Sweeping Strike ..........................56
Improved Initiative .......................55
Monstrous Vermin .....................269 Ranged Pin .................................56 Switch Array ..............................166
Improved Opportunity .................61
Morph ........................................110 Rapid Healing .............................60
Improved Range .......................121
Move-By Action ...........................55 Ready ........................................166
Improvised Tools .........................62
Incurable ...................................121
Move Object ..............................111
Movement ...................................21
Realism .....................................232 T
Independent ..............................125 Recovery .....................................37
___Action ..................................166 Redirect .......................................56 Tactical Movement ....................170
Indirect ......................................121
___All-Out .................................166 Reduced Range ........................132 Tae Kwan Do ...............................65
Inferiority Complex ....................206
Moving Feint .............................121 Reflex ..........................................35 Taido ...........................................66
Infiltration ....................................33
Muay Thai ...................................65 Refocus .....................................166 Taint ..........................................203
Inflict (Condition) .......................105
Multiple Personality ...................208 Regeneration .............................114 Takedown Attack .........................56
Informed Combatant ...................56
Innate ........................................121 Renown .......................................62 Talented ......................................63
Insidious ....................................125 Reputation .................................201 Teamwork ....................................60
Inspire .........................................57 N Requires Combat Advantage ....129 Technology ..................................40
Instant Up ....................................59 Resistance Allowed ...................129 Teleport .....................................118
Insubstantial ..............................106 NPC Archetypes ........................254 Resistances ................................25 Temperature ..............................189
Interaction Types .......................199 NPC Guidelines ........................250 Restorative ................................129 Temporary Disability ..................129
Interpose .....................................58 NPC Templates .........................267 Reversible .................................121 Terrain Effects ...........................184
Inventor .......................................62 Narcissism ................................207 Ricochet ....................................121 Terrorist .....................................271
Involuntary Transformation .........17 Ninja ..........................................270 Ritualist .......................................63 Thief ..........................................271
Irrationality ................................206 Ninjutsu .......................................65 Throwing Mastery .......................57
No Resistance ...........................126 Time Sense .................................60
Non-Proficient .............................26 S Time and Value Progression
J Normal Identity ............................17
Noticeable ...................................17 Schizophrenia ...........................208
___Table .....................................75
Tiring .........................................130
Nullify .........................................111 Science .......................................39 Tools ..........................................145
Jujutsu (Judo) .............................65
Sea Monster ..............................270 Total Fade .................................127
Second Chance ..........................60 Tough ..........................................60

K O Secondary Effect .......................127 Toughness ...................................50


Track ...........................................63
Sedation ....................................122
Oathbound ..................................55 Seize Initiative .............................56 Trade-Off .....................................11
Karate .........................................65 Trance .........................................60
Obscure .....................................112 Selecting Options ......................245
Knockback ................................168 Transform ..................................119
Obsessive Compulsion .............207 Selective ...................................122
___Extra ....................................126 Triggered ...................................122
One-Way Transformation ............17 Selective Attack .........................127
___FX Feat ...............................121 Turn Off FX ...............................167
Ooze .........................................270 Sense-Dependent .....................130
Knowledge ..................................25
Opportunist .................................61 Set-Up .........................................56
Krav Maga ...................................65
Orc ............................................270 Shrinking ...................................115
Kung Fu ......................................65
Side Effect .................................130 U
Sidestep ......................................61

L P Size .............................................21
Skill .............................................24
Ultimate Effort .............................58
Uncanny Dodge ..........................57
Paranoia ....................................208 ___Challenges ............................27 Uncontrolled ..............................130
Leadership ..................................57 ___Combat .................................24 Unreliable ..................................130
PC Templates ............................243
Light Sleeper ...............................60 ___Creating ................................51
Penetrating ................................127
Lightning Calculator ....................60 ___Descriptions ..........................28
Perception ...................................43
Limited ......................................129
Linked .......................................126
Permanent ................................129 ___Extended ...............................26
___How Skills Work ....................24
V
Persuasion ..................................47
Lizardman .................................269 ___Non-Proficient Use ................26
Phantasm ..................................129 Vampire .....................................271
Low-Light Vision ..........................60 ___Team .....................................28
Phobia .......................................207 Vampiric ....................................127
Low-Profile ..................................62 Skill Mastery ................................63
Poison .......................................127 Variable .....................................136
Luck Control ..............................107 Skirmisher .................................264
Police ........................................270 Variable Descriptor ....................122
Lurker ........................................262 Sleep .........................................127
Power Attack ...............................55 Vehicles .....................................150
Power Level ................................10 Sleight of Hand ...........................63 ___Skill .......................................35
Precipitation ..............................189 Slow Fade .................................122 Vocalization ...............................207
M Precise ......................................121 Sneak Attack ...............................56 Vulnerable ...................................18
Precise Shot ................................56 Soldier
Madness ...................................205 Probability Control .....................113 ___Medieval ..............................270
Magical ......................................126
Maneuvers ................................176
Profession ...................................62
Progression ...............................121
___Modern ................................270
Speak ........................................166
W
Mania ........................................207 Prone Fighting .............................56 Speak With (Animal) ...................60 Weak Point ..................................18
Manipulate Object .....................166 Speed ........................................116 Weakness ...................................18
Martial Strike ...............................55 Speed Of Thought .......................56 Wealth .......................................158
Master Plan .................................60
Mastermind ...............................264 Q Split Attack ................................122
Stand Up ...................................166
Weapons ...................................146
___Weapon Bind ........................57
Megalomania ............................207 Status ..........................................63
Quick Change .............................60 ___Weapon Break ......................57
Melancholia ...............................207

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___Weapon Group .....................51 Open Game License


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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless
You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
Wiker.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Advanced Player’s Manual, Copyright
2005, Green Ronin Publishing: Author Skip Williams.
Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh,
Jesse Scoble.
Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson.
Mastermind's Manual, Copyright 2006, Green Ronin Publishing; Author Steve Kenson.
Ultimate Power, Copyright 2006, Green Ronin Publishing; Author Steve Kenson.
d20 Advanced Adventure Roleplaying Game, Copyright 2008, Jackelope Crossing Games; Author John Pennisi.

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Alfredo Sendin (order #1048782)
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Alfredo Sendin (order #1048782) 2

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