Professional Documents
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The Age of Discovery
The Age of Discovery
st
(Known by some as the 1 Age)
th
In the 1820 year of the Age of Discovery, a
man named Tamrylin discovers the True
source and begins teaching some others. At
first, there is a great deal of prejudice
against him and his followers (who claim the A More Detailed History of the Aes Sedai
power is from the creator). They are driven Tamrylin established the Academy; and
from place to place until they finally establish organized the Aes Sedai in the 1834 year
th
an Academy of Power several years later (at of Discovery. The academy was built for the
that time, the use of the Power for fighting is purpose of training men and women in the
considered to be against the will of the use of the True Source. The academy had a
Creator). As the technology in the world library so vast that it encompassed over five
grows, the prejudice decreases, though the square miles. Within the library were books
power is primarily used for healing and that contained all of the knowledge of the
teaching. About 1954, a scientist named world. Among the books were the writings
Jeorom develops a theory called "The of some Aes Sedai who had the Talent to
Numbers of Chaos". When a young foretell. Even all of the knowledge of the
channeler named Aleshandre hears this Aes Sedai was in the books. All people
theory, he and his wife Natlie visit Jeorom were welcomed into the various schools of
and the three of them develop the first Portal the power, which they called Ajah and were
th
Stone. By the 1980 year, other technology tested for the ability. Those who were
has developed to include computers and unable to hold the power were not turned
cellular phones. In the middle of the 1990s, away, rather would stay and serve the Aes
the first Ter'angreal is created. It's not until Sedai. These people were called "aiel" (or
late in 2005 that the Standing Flows are set dedicated) for their willingness to remain
in place, allowing technology to be powered after discovering that they had no ability.
by Ter'angreal. Traveling is discovered Others would refuse to stay and began to
around the same time, allowing the Aes rally all that would listen against the Aes
Sedai to travel more quickly than ever. Late Sedai. This resulted in the persecution of the
in 2008, the Ogier are found, followed 3 Aes Sedai and the daishain aiel and the
years later by the creation of the Nym. It is in eventual driving of the Aes Sedai (who still
Age of Discovery year 2008 that a refused to use the Power to fight) into the
Ter'angreal called Ma'purvane Valere is western lands. After sixty years, the
created in an attempt to sway the fight persecution of the Aes Sedai and their
against the rising prejudice against the Aes followers faded, though it never completely
Sedai and their non-channeling followers died. By the 1940s, the Aes Sedai had a
called Dai'shain Aiel. Half of the world following in most parts of the world and
begins actively trying to kill the followers of continued to grow. The eruption of two
the Way of the Leaf, while a mere 1/3 fights global wars sped the progress of technology
in their behalf (since they won't fight). During and some of the Aes Sedai were persuaded
the final battle, Ma'purvane Valere is to fight; though they still refused to use the
sounded, and the 100 most valiant who fell Power in combat, except for healing.
in the battle rise and turn the battle for the Those who decided to fight were not
Followers of the Dragon Banner. The end of accepted as Aes Sedai once they took up
this battle marks the end of the Age of arms and started calling themselves Gaidin.
Discovery and the beginning of the Age of By the end of the 1970s, persecutions of the
Legends. Aes Sedai and Daishain Aiel became so
great that the Gaidin were joined by several
Daishain Aiel as well. By AoD2000, the
persecution became extremely violent and
Aes Sedai and Aiel were being killed openly power, both military and political. There are
without prosecution under law for the few that will question the Sentinels for fear
offenders. In 2005, The Gaidin who were that they will be put to the question. At the
able to channel decided that it was better for time that the Aes Sedai fled to the west the
the Aes Sedai if they sacrificed their hope of Sentinels were at the height of their power.
salvation by channeling as a weapon. It was their persecution that helped force the
Those who did called themselves Asha’man. Aes Sedai to leave mainstream society. It is
Both the Asha’man and Gaidin believed that their persecution that forces most
they had sacrificed their salvation for the channelers to seek refuge with the Aes
sake of their friends and families. This Sedai today. Ironically, they are one of the
willingness to sacrifice everything for those main reasons that the Aes Sedai and
they loved earned them a place of respect; if Asha’man have growing numbers in their
not acceptance among the followers of the ranks.
Way of the Leaf.
th
In the 2008 year the combat Policies: The Sentinel methodology is
devolved into a battle between the simple and brutal. They have no mercy on
Asha’man and Gaidin against the rest of the any channeler and have been given
world. It was during this year that authority of Judge, Jury, and Executioner
Ma’purvane Valere was created by an when it pertains to any channeler. A
unnamed group of Aes Sedai. It was Sentinel will generally refer to any channeler
intended to seal the strength of those who simply as a Witch. Many times they will turn
fought under the Dragon Banner to the an entire town on a channeler to bring him to
banner itself. The banner had been wrought justice. They are known for inciting riots.
by the Power and was indestructible. The The Sentinels employ a plethora of spies
unforeseen consequence of the sounding is that are always watching out for potential
that it sealed the souls of those who fought channeler activity. These spies are normal
under the banner to the Banner and to the people and could be anyone. As soon as
Horn. Those men and women would be they suspect a channeler they will contact
forever sealed to the pattern and would be the Sentinel that recruited them. They
spun out repeatedly, never gaining a rest believe that any means can be used to kill a
from their fight against evil. In addition to channeler. The end always justifies the
this, they would be held at the call of the means.
Horn. Whenever the Horn of Valere is
sounded, they ride again, but only under the Geography: The Sentinel headquarters is
Dragon Banner. found in the nation’s capitol. The
headquarters has been given the name “The
Stronghold of Light.” The Sentinels control
most of the lands in the eastern portion of
the continent. It is in this area that their
power is strongest. Farther west the Aes
THE SENTINELS (By: Blaine Britt) Sedai and Asha’man have more influence
Symbol: A golden sunburst on a white field and most Sentinels try to avoid the area as
many Asha’man will attack them on spot.
History: In the year 1862 a man named
The most brave or foolhardy of the Sentinels
Lorthain Manletar pushed Congress to form
will go into the west and try to incite a large
a special branch of the law enforcement to
enough riot to oust channeler influence.
deal with the growing channeler threat.
This can lead to substantial skirmishes with
Lorthain was a member of the Federal Law
the Sentinel’s impromptu army fighting
Enforcement Agency (FLEA) but upon
against Asha’man and Gaidin.
formation of the Sentinels he left that group
to become head of the newly created
Organization: The Lord Commander of the
Sentinels. He believed that the channelers
Sentinels is at the head. The first Lord
gained their power from some evil source.
Commander was Lorthain Manletar. Under
He believed that the Creator would give him
the Lord Commander’s command, there are
and those who followed him the power to
13 Commanders. Each commander has 13
defeat this evil. The group quickly gained in
Generals under their command. These
Generals are located in various Precincts forgotten melodies from the days of yore. No
spread over the continent. The Generals one knows how or what Sa'mael is paid by
are responsible for controlling channeler Alien’der’sin, yet it is known he turned down
activity in their area. They command any a vast number of offers.
number of Captains in their Precinct as well
as any Sentinel that is traveling in pursuit of The Arena of the Bloody Mat; so called
channelers. The Captains are responsible because its ordinal color was white along
for any number of Sentinels in the Precinct. with the rest of the building but after a few
contests its color was drastically changed.
Blankhouse (By Steve Russel) Disagreements between patrons are as
common as the sun rising. The proprietor
Exterior Description: has taken quick advantage of possibility for
This multistoried structure is connected to a profit rather than worry about the damage to
large arena and parking garage all appear to the Blankhouse. Not caring for the expense,
be made of pure white marble that always including a huge loan at the time, he had the
remains unstained. Hanging from the front of arena constructed and a number of warding
the building over a sliding oriental-style- ter'angreal and standing weaves set upon
paper-screen door is a blank white the grounds to keep all contests with in it.
rectangular sign Disputes that Acura within the bar are often
settled within the Arena of the Bloody Mat so
Interior Description: much that the "Settle this on the Mat" have
This appears to be a bar, restaurant and become more than just custom within the
high-priced hotel that caters specifically to Blankhouse.
world travelers. The interior of the building
appears to be master-craftsmanship and "Bloody Rules ":
power-wrought, exquisitely crafted white Bloody Contests or simply Bloody Matches
marble, covered by silken pillows and are mostly done to settle some kind of
padding dominant. Here and there are dispute between two patrons. Should a
simple decorative paper screens that seem person have a dispute with another person,
to change images when one is not looking they may not ask a companion to do the
directly at them. The ceiling and doorways contest. In matters of law, Bloody rules
are of the same height of 15 feet throughout follow rules for sporting contests, with the
the bar and restaurant. The sliding screens exception that they can be prosecuted if
open either direction and are all made of a deliberate malice is proven. A contest
fine vellum with marble slides. No door in follows certain sporting rules. It is necessary
the complex is locked. that the contestants have agreed on the
contest; otherwise it is a simple case of
The Place: assault. It is considered rank cowardice to
The bar's main room constantly holds at refuse a challenge and always results in a
least one or two travelers. Fights here are mass assault outside the Blankhouse. It is
not unknown they are not as common as not necessary that there be a reason for the
one would believe, the custom/rule of the contest. Besides the contestants, only a
bar is that the winner pays for all damages restorer need be agreed upon to proceed.
plus expenses or they will be made to The procedure for the contest itself depends
disappear by Alien’der’sin. on the contest agreed upon. The
Blankhouse allows no contests to the death.
Services: Weaveduel, Duel with Pistols, Duel with
Rooms: 2mk per day (or 1 Mk if you belong Weapon of choice, Open Duel, Gladitorial
to a recognized trade organization or Company Duel, Races, The McGuffin
corporation). Mission, Open Melee, The Great Debate,
and a Duel of Taunts.
Entertainment is of a fine Quality, The
permanent entertainment is known as Products:
Sa'mael who plays a vast grand piano on Drink: The inn serves as a tavern besides
which he brings forth archaic and long simply serving as a inn it serves a good and
a large number of homebrew blends. All
drinks are served by the pitcher 2 SP (or 1
SP if you belong to a recognized trade
organization or corporation). ABILITY SCORES
Ability scores are nothing new to gamers;
Legends & Lore: however there are a few things that are
Stories about the blank houses abound, important to note special to the Age of
ranging with why it is tolerated by the Discovery. Every character has seven basic
Sentinels, Why even Aes Sedai, Gaidin and Ability Scores instead of the usual six:
Asha'man find its sporting events of the
Bloody Mat entertaining, and who its Strength (STR)
powerful and enigmatic proprietor really is Dexterity (DEX)
and used to be. According to rumors the Constitution (CON)
reasons the Sentinels tolerate the Intelligence (INT)
Blankhouse as it a meeting place for its Wisdom (WIS)
informants that the owner has something Charisma (CHA)
over the organization. That the Owner used Power (POW)
to be a very influential Gaidin and that he is
over 300 years old. Others say that he is a The Score of these Abilities ranges from 0 to
renegade Asha'man though his name infinity. A limit, if any, will be specified in the
change with every telling. Apparently rules. The normal human range is 3 to 18. It
Panther Company, a violent and arrogant is possible for a creature to have a score of
group of Sentinels of no small reputation, "none". A score of "none" is not the same
disappeared to the man, including retired as a score of "0". A score of "none" means
and temporary members of the company that the creature does not possess the
regardless of their involvement. This ability at all. The modifier for a score of
occurred shortly after a Single Member of "none" is +0.
Panther Company had caused the A character with a CON of 0 is dead. A 0 in
accidental death of a staff member when any other score means the character is
they started a shoot out in the Blankhouse. helpless and cannot move.
Keeping track of negative ability score points
Non-Player Characters: is never necessary. A character’s ability
score can’t drop below 0.
Proprietor: Alien’der’sin, an enigmatic and
dangerous man who is always found in the ABILITY MODIFIERS
bar regardless of the time of day or hour of Each ability will have a modifier. The
the night runs the blank house he can modifier can be calculated using this
always be found in a white leisure suit formula:
wearing a white button down shirt with a (Ability/2) -5 [round result down]
white tie. His tie is always tacked with a The modifier is the number you add to or
simple pin crowned by a red or black jewel. subtract from the die roll when your
In truth this man is controls and runs an character tries to do something related to
international order of assassins known as that ability. A positive modifier is called a
The Unseen. His background voice and bonus, and a negative modifier is called a
mannerisms all seam to be a man of charm penalty.
and generosity. He is know to give gifts and
bits of information without cost to all those USE OF ABILITY SCORES
who come to know him. However his gifts Strength: Any creature that can physically
always seem to lead the beneficiary to some manipulate other objects has at least 1 point
kind of strife or conflict that they would have of Strength.
rather avoided. A creature with no Strength score can't exert
force, usually because it has no physical
body or because it doesn't move. The
creature automatically fails Strength checks.
If the creature can attack, it applies its
Dexterity modifier to its base attack instead
of a Strength modifier.
3) Between 12 and 15, the character can
Dexterity: Any creature that can move has learn to channel, but must take the
at least 1 point of Dexterity. channeler base class, or a channeler
A creature with no Dexterity score can't Advance class to do so.
move. If it can act, it applies its Intelligence 4) At 16 and up, the character was born with
modifier to initiative checks instead of a the spark. Characters at these levels may
Dexterity modifier. The creature fails all learn weaves without having to take a
Reflex saves and Dexterity checks. channeler class, however; they have the
following limitations.
Constitution: If a character's Constitution *Non-channeler class characters must take
changes enough to alter his or her a block as per Wilders.
Constitution modifier, his or her hit points *Wilder characters may not gain access to
also increase or decrease accordingly at the channeling Feats or Talent trees unless they
same time. take levels in a channeling class.
Any living creature has at least 1 point of *Wilders may not take ranks in Weavesight.
Constitution. *Wilders receive no benefit from their POW
A creature with no Constitution has no body score modifier to either weaves per day, or
or no metabolism. It is immune to any effect skill checks related to channeling.
that requires a Fortitude save unless the *All weaves are performed at -1 level and
effect works on objects. The creature is also take a -4 untrained penalty for channeling
immune to ability damage, ability drain, related skill checks.
energy drain, and massive damage, and *The character must meet the mindset to
always fails Constitution checks. overcome the block as per WoT rules for
Wilders.
Intelligence: Any creature that can think, *Special: Male Wilders may take the
learn, or remember has at least 1 point of Eliminate Block Feat before taking a
Intelligence. channeling class, but all other restrictions
A creature with no Intelligence score is an remain.
automaton, operating on simple instincts or 5) If your POW score is 11 or less, you can
programmed instructions. It is immune to all not allocate attribute points to it as per level
mind-influencing effects (charms, advancement.
compulsions, phantasms, patterns and
morale effects) and automatically fails Alternate One Power Mechanics
Intelligence checks. Power Affinities
New stats: each channeling character gets
Wisdom: Any creature that can perceive its 5 new stats: Air, Earth, Fire, Spirit and
environment in any fashion has at least 1 Water. For determining them, you get 25
point of Wisdom. points to allocate between them as per the
Anything with no Wisdom score is an object, standard point-buy rules of the d20 system.
not a creature. Anything without a Wisdom Alternately, you can roll for all your 6 normal
score also has no Charisma score, and vice stats and these 5 new stats, and allocate the
versa. rolls as sees you fit.
Increasing the new stats: There are two
Charisma: Any creature capable of telling ways of increasing the five new stats. The
the difference between itself and things that first is allocating normal Ability increase
are not itself has at least 1 point of points you get every 4 levels into the stat.
Charisma. The other way is taking the Extra Affinity
Feat, which increases your stat by 4. You
Power: The score of the Power ability can only take the Extra Affinity Feat once
determines whether or not you can channel, per stat.
and how much as follows:
1) If your POW score is 9 & less, the Channeling stats: Intelligence, Wisdom and
character cannot learn to channel. Charisma don’t play anymore a role in
2) At POW 10 - 11, the character can learn, determining channeling abilities. A wilder or
but has so little ability as to be virtually an initiate must now have weave’s level +10
useless (like Queen Morgase for example). in each affinity the weave uses to be able to
cast it. They should still be of sufficient level the five Affinities. The average of a Male’s
to actually cast this level of weave (that is, a Air and Water scores must be lower than the
channeler with 19 in each of his 5 stats average of the other three scores. The
couldn’t use level 9 weaves before he is average of a Female’s Earth and Fire scores
channeler level 17). A channeler will get must be lower than the average of the other
bonus weaves from the highest and the 3 scores.
lowest of their Five Affinities stats. For
example: A channeler with Affinities stats of CHANGING ABILITY SCORES
12, 12, 13, 14, 14 would receive bonus Ability scores can increase with no limit.
weaves per day based on their highest and Poisons, diseases, and other effects can
lowest Affinity scores. You may increase cause temporary ability damage. Ability
your Affinities stats either by spending ability points lost to damage return naturally
points by taking the Extra Affinity Feat, all typically at a rate of 1 point per day for each
these bonuses increase accordingly. You affected ability.
can learn a weave even if you don’t meet As a character ages, some ability scores go
the necessary Affinity stat requirement to up and others go down.
actually cast it (like Sorilea knowing the When an ability score changes, the modifier
Gateway weave). associated with that score also changes.
Extreme Effort: The effort requires a full- Melee Smash: The Strong hero receives a
round action and provides a +2 bonus on +1 bonus on melee damage.
the check. Improved Melee Smash: The Strong hero
receives an additional +1 bonus on melee
Improved Extreme Effort: The effort requires damage (+2 total).
a full-round action and provides a +2 bonus Prerequisite: Melee smash.
that stacks with the bonus provided by
extreme effort (+4 total). Advanced Melee Smash: The Strong hero
Prerequisite: Extreme effort. receives an additional +1 bonus on melee
damage (+3 total).
Advanced Extreme Effort: The effort Prerequisites: Melee smash, improved
requires a full-round action and provides a melee smash.
+2 bonus that stacks with the bonuses
provided by extreme effort and improved Bonus Feats
extreme effort (+6 total). At 2nd, 4th, 6th, 8th, and 10th level, the
Prerequisites: Extreme effort, improved Strong hero gains a bonus feat. This feat
extreme effort. must be selected from the following list, and
the Strong hero must meet any prerequisites
Animal Affinity, Archaic Weapons
Table: The Strong Hero
Class Base Attack Fort Ref Will Defense Reputation
Class Features
Level Bonus Save Save Save Bonus Bonus
st
1 +1 +1 +0 +0 Talent +1 +0
nd
2 +2 +2 +0 +0 Bonus feat +2 +0
rd
3 +3 +2 +1 +1 Talent +2 +0
th
4 +4 +2 +1 +1 Bonus feat +3 +0
th
5 +5 +3 +1 +1 Talent +3 +1
th
6 +6/+1 +3 +2 +2 Bonus feat +3 +1
th
7 +7/+2 +4 +2 +2 Talent +4 +1
th
8 +8/+3 +4 +2 +2 Bonus feat +4 +1
th
9 +9/+4 +4 +3 +3 Talent +5 +2
th
10 +10/+5 +5 +3 +3 Bonus feat +5 +2
Proficiency, Athletic, Blind-Fight, Brawl, be followed, while others provide a list to
Cleave, Combat Martial Arts, Combat choose from. As long as the hero qualifies,
Reflexes, Great Cleave, Improved Brawl, he or she can select freely from any and all
Improved Combat Martial Arts, Power talent trees. No talent can be selected more
Attack, Weapon Focus. than once unless expressly indicated.
Advanced Increased Speed: The Fast Skill Points at 1st Level: (3 + Int modifier) x4.
hero’s base speed increases by 5 feet. This Skill Points at Each Additional Level: 3 + Int
talent stacks with increased speed and modifier.
improved increased speed (15 feet total). Starting Feats
Prerequisites: Increased speed, improved In addition to the two feats all characters get
increased speed. at 1st level, a Tough hero begins play with
the Simple Weapons Proficiency feat.
Table: The Tough Hero
Class Base Attack Fort Ref Will Defense Reputation
Class Features
Level Bonus Save Save Save Bonus Bonus
st
1 +0 +1 +0 +0 Talent +1 +0
nd
2 +1 +2 +0 +0 Bonus feat +2 +0
rd
3 +2 +2 +1 +1 Talent +2 +1
th
4 +3 +2 +1 +1 Bonus feat +3 +1
th
5 +3 +3 +1 +1 Talent +3 +1
th
6 +4 +3 +2 +2 Bonus feat +3 +2
th
7 +5 +4 +2 +2 Talent +4 +2
th
8 +6/+1 +4 +2 +2 Bonus feat +4 +2
th
9 +6/+1 +4 +3 +3 Talent +5 +3
th
10 +7/+2 +5 +3 +3 Bonus feat +5 +3
Class Features Electricity Resistance: The Tough hero ignores
All of the following are class features of the an amount of electricity damage equal to his or
Tough hero. her Constitution modifier.
Faith: The Dedicated hero has a great deal Class Skills: The Charismatic hero’s class
of faith. It might be faith in self, in a higher skills (and the key ability for each skill) are:
power, or in both. This unswerving belief Bluff (Cha), Craft (visual art, writing) (Int),
allows the Dedicated hero to add his or her Diplomacy (Cha), Disguise (Cha), Gather
Wisdom modifier to the die roll whenever the Information (Cha), Handle Animal (Cha),
hero spends 1 action point to improve the Intimidate (Cha), Knowledge (arcane lore,
result of an attack roll, skill check, saving art, behavioral sciences, business, civics,
throw, or ability check. current events, popular culture, streetwise,
Prerequisite: Skill emphasis. theology and philosophy) (Int), Perform (act,
dance, keyboards, percussion instruments,
Cool Under Pressure: The Dedicated hero sing, stand-up, stringed instruments, wind
selects a number of skills equal to 3 + the instruments) (Cha), Profession (Wis),
hero’s Wisdom modifier. When making a Read/Write Language (none), and Speak
check with one of these skills, the Dedicated Language (none).
hero can take 10 even when distracted or Also, the starting occupation the hero
under duress. selects can provide additional class skills to
Prerequisite: Skill emphasis plus either faith choose from.
or aware.
Skill Points at 1st Level: (7 + Int modifier) x4.
Skill Points at Each Additional Level: 7 + Int
modifier.
Table: The Charismatic Hero
Class Base Attack Fort Defense Reputation
Ref Save Will Save Class Features
Level Bonus Save Bonus Bonus
1st 0 1 1 0 Talent 0 2
2nd 1 2 2 0 Bonus feat 1 2
3rd 1 2 2 1 Talent 1 2
4th 2 2 2 1 Bonus feat 1 3
5th 2 3 3 1 Talent 2 3
6th 3 3 3 2 Bonus feat 2 3
7th 3 4 4 2 Talent 2 4
8th 4 4 4 2 Bonus feat 3 4
9th 4 4 4 3 Talent 3 4
10th 5 5 5 3 Bonus feat 3 5
Starting Feats help advance the plot of an adventure. A
In addition to the two feats all characters get favor that would enable a character to avoid
at 1st level, a Charismatic hero begins play an adventure altogether should always be
with the Simple Weapons Proficiency feat. unavailable to the character, regardless of
the result of a favor check.
Class Features The GM should carefully monitor a
All of the following are class features of the Charismatic hero’s use of favors to ensure
Charismatic hero. that this ability isn’t abused. The success or
Talents failure of a mission shouldn’t hinge on the
At 1st, 3rd, 5th, 7th, and 9th level, the use of a favor, and getting a favor shouldn’t
Charismatic hero selects a talent from the replace good role-playing or the use of other
following talent trees. Some trees have a set skills. The GM may disallow any favor
order that must be followed, while others deemed to be disruptive to the game.
provide a list to choose from. As long as the Prerequisite: Charm.
hero qualifies, he or she can select freely
from any and all talent trees. No talent can Captivate: The Charismatic hero has the
be selected more than once unless ability to temporarily beguile a target (a GM
expressly indicated. character) through the use of words and
bearing. The target must have an
Charm Talent Tree Intelligence score of 3 or higher to be
The Charismatic hero has an innate talent susceptible to a captivate attempt, must be
for being charming and captivating. within 30 feet of the hero, and must be able
to see, hear, and understand the hero.
Charm: The Charismatic hero gets a bonus To captivate a target, the hero must use an
on all Charisma-based skill checks made to attack action and make a Charisma check
influence members of his chosen gender. (DC 15), adding his or her Charismatic level
(Some characters are charming to members as a bonus. If the Charisma check
of the opposite gender, others to members succeeds, the target can try to resist.
of the same gender.) The bonus is equal to The target resists the captivation attempt by
the character’s Charismatic level. making a Will saving throw (DC 10 +
A Charismatic hero can only charm Charismatic hero’s class level + Charismatic
Gamemaster characters with attitudes of hero’s Cha bonus). If the saving throw fails,
indifferent or better. The charm bonus can’t the hero becomes the target’s sole focus.
be used against characters that are The target pays no attention to anyone else
unfriendly or hostile. Favor: The Charismatic for 1 round. This focusing of the target’s
hero has the ability to acquire minor aid from attention allows other characters to take
anyone he or she meets. By making a favor actions of which the captivated target is
check, a Charismatic hero can gain unaware. The effect ends immediately if the
important information without going through target is attacked or threatened.
the time and trouble of doing a lot of A Charismatic hero can concentrate to keep
research. Favors can also be used to a target captivated for additional rounds.
acquire the loan of equipment or documents, The Charismatic hero concentrates all his or
or to receive other minor assistance in the her effort on the task, and the target gets to
course of an adventure. make a new Will save each round. The
A Charismatic hero spends 1 action point to effect ends when the hero stops
activate this talent. To make a favor check, concentrating, or when the target succeeds
roll a d20 and add the character’s favor on the save.
bonus, equal to the character’s Charismatic Prerequisites: Charm, Favor.
level. The GM sets the DC based on the
scope of the favor being requested. The DC Fast-Talk Talent Tree
ranges from 10 for a simple favor to as high The Charismatic hero has an innate talent
as 30 for formidable and highly dangerous, for bending the truth and dazzling others
expensive, or illegal favors. A Charismatic with a combination of words, mannerisms,
hero can’t take 10 or 20 on this check, nor and charm.
can the hero retry the check for the same (or
virtually the same) favor. Favors should
Fast-Talk: The Charismatic hero has a way
with words when attempting to con and Leadership Talent Tree
deceive. With this talent, he or she applies The Charismatic hero has a talent for
his or her Charismatic level as a bonus on leadership and inspiration.
any Bluff, Diplomacy, or Gamble checks the Coordinate: The Charismatic hero has a
hero makes while attempting to lie, cheat, or knack for getting people to work together.
otherwise bend the truth. When the hero can spend a full round
directing his or her allies and makes a
Dazzle: The Charismatic hero has the ability Charisma check (DC 10), the hero provides
to dazzle a target (a GM character) through any of his or her allies within 30 feet a +1
sheer force of personality, a winning smile, bonus on their attack rolls and skill checks.
and fast-talking. The target must have an The bonus lasts for a number of rounds
Intelligence score of 3 or higher to be equal to the hero’s Charisma modifier.
susceptible to a dazzle attempt, must be The hero can coordinate a number of allies
within 30 feet of the hero, and must be able equal to one-half his or her Charismatic
to see, hear, and understand the hero. level, rounded down (to a minimum of one
To dazzle a target, the hero must use an ally).
attack action and make a Charisma check Inspiration: The Charismatic hero can
(DC 15), adding his or her Charismatic level inspire his or her allies, bolstering them and
as a bonus. If the Charisma check improving their chances of success. An ally
succeeds, the target can try to resist. must listen to and observe the Charismatic
The target resists the dazzle attempt by hero for a full round for the inspiration to
making a Will saving throw (DC 10 + take hold, and the hero must make a
Charismatic hero’s class level + Charismatic Charisma check (DC 10). The effect lasts for
hero’s Cha bonus). If the save fails, the a number of rounds equal to the hero’s
target receives a –1 penalty on attack rolls, Charisma modifier.
ability checks, skill checks, and saving An inspired ally gains a +2 morale bonus on
throws for a number of rounds equal to the saving throws, attack rolls, and damage
character’s Charismatic level. rolls.
This talent can be selected multiple times, A Charismatic hero can’t inspire him or
each time worsening the dazzled penalty by herself. The hero can inspire a number of
–1. allies equal to one-half his or her
Prerequisite: Fast-talk. Charismatic level, rounded down (to a
minimum of one ally).
Taunt: The Charismatic hero has the ability Prerequisite: Coordinate.
to temporarily rattle a target (a GM Greater Inspiration: The Charismatic hero
character) through the use of insults and can inspire his or her allies to even greater
goading. The target must have an heights, bolstering them and improving their
Intelligence score of 3 or higher to be chances of success. An ally must listen to
susceptible to a taunt, must be within 30 feet and observe the Charismatic hero for a full
of the hero, and must be able to hear and round for the greater inspiration to take hold,
understand the hero. and the hero must make a Charisma check
To taunt a target, the hero must use an (DC 10). The effect lasts for a number of
attack action and make a Charisma check rounds equal to the hero’s Charisma
(DC 15), adding his or her Charismatic level modifier.
as a bonus. If the Charisma check An inspired ally gains an additional +1
succeeds, the target can try to resist. morale bonus on saving throws, attack rolls,
The target resists the taunt by making a Will and damage rolls, which stacks with the
saving throw (DC 10 + Charismatic hero’s bonus from inspiration for a total of a +3
class level + Charismatic hero’s Cha bonus). morale bonus.
If the save fails, the target becomes dazed A Charismatic hero can’t inspire him or
(unable to act, but can defend normally) for herself. The hero can inspire a number of
1 round. allies equal to one-half his or her
A taunt can be played on an opponent any Charismatic level, rounded down (to a
number of times. minimum of one ally).
Prerequisites: Fast-talk, dazzle. Prerequisites: Coordinate, inspiration.
any and all talent trees. No talent can be
Bonus Feats selected more than once unless expressly
At 2nd, 4th, 6th, 8th, and 10th level, the indicated.
Charismatic hero gains a bonus feat. This
feat must be selected from the following list, One Power Talents Talent Tree
and the Charismatic hero must meet any Talent: The Channeler may choose any one
prerequisites. Talent from the Wheel of Time Core Rules
Agile Riposte, Creative, Deceptive, Dodge, book in chapter 9: The One Power.
Frightful Presence, Iron Will, Lightning I.e.: Balefire, Cloud Dancing, Conjunction,
Reflexes, Low Profile, Point Blank Shot, Earth Singing, Elementalism, Healing,
Renown, Trustworthy, Windfall. Illusion, Traveling or Warding.
Entrepreneur Military
Entrepreneurs have an obsession about being Military covers any of the branches of the armed
their own boss. They believe in themselves, forces, including army, navy, air force, and
have an abundance of confidence, and the marines, as well as the various elite training
ability to acquire the funds necessary to bankroll units such as Seals, Rangers, and Special
their newest moneymaking venture. These small Forces.
to large business owners have a knack for Prerequisite: Age 18+.
putting together business plans, gathering Skills: Choose two of the following skills as
resources, and getting a new venture off the permanent class skills. If a skill the character
ground. They rarely want to stick around after selects is already a class skill, he or she
receives a +1 competence bonus on checks Technician
using that skill. Climb, Demolitions, Drive, Hide, Scientists and engineers of all types fit within the
Knowledge (tactics), Move Silently, Navigate, scope of this starting occupation.
Pilot, Survival, and Swim. Prerequisite: Age 23+.
Bonus Feat: Select one of the following: Brawl, Skills: Choose three of the following skills as
Combat Martial Arts, Light Armor Proficiency, or permanent class skills. If a skill the character
Personal Firearms Proficiency. selects is already a class skill, he or she
Wealth Bonus Increase: +1. receives a +1 competence bonus on checks
using that skill. Computer Use, Craft (chemical,
Religious electronic, mechanical, or structural), Knowledge
Ordained clergy of all persuasions, as well as (business, earth and life sciences, physical
theological scholars and experts on religious sciences, or technology), Repair, Research.
studies fall within the scope of this starting Wealth Bonus Increase: +3.
occupation.
Prerequisite: Age 23+. White Collar
Skills: Choose three of the following skills as Office workers and desk jockeys, lawyers,
permanent class skills. If a skill the character accountants, insurance agents, bank personnel,
selects is already a class skill, he or she financial advisors, tax preparers, clerks, sales
receives a +1 competence bonus on checks personnel, real estate agents, and a variety of
using that skill. Decipher Script, Knowledge mid-level managers fall within the scope of this
(arcane lore, art, behavioral sciences, history, starting occupation.
streetwise, or theology and philosophy), Listen, Prerequisite: Age 23+.
Sense Motive. Skills: Choose two of the following skills as
Wealth Bonus Increase: +2. permanent class skills. If a skill the character
selects is already a class skill, he or she
Rural receives a +1 competence bonus on checks
Farm workers, hunters, and others who make a using that skill. Computer Use, Diplomacy,
living in rural communities fall under this Knowledge (art, business, civics, earth and life
category. sciences, history, physical sciences, or
Prerequisite: Age 15+. technology), Research.
Skills: Choose two of the following skills as Wealth Bonus Increase: +3.
permanent class skills. If a skill the character
selects is already a class skill, he or she
receives a +1 competence bonus on checks %
using that skill. Balance, Climb, Drive, Handle
Animal, Repair, Ride, Survival, Swim.
&'$$
Most of the skills found here are the same as
Bonus Feat: Select either Brawl or Personal
those in the Wheel of Time Core Rules book, but
Firearms Proficiency.
there are a few differences that need to be
Wealth Bonus Increase: +1.
reviewed. The ones that are duplicates of skills
found in the WoT RPG have been deleted.
Student
A student can be in high school, college, or Skill Descriptions
graduate school. He or she could be in a
Skills are presented in alphabetical order, in the
seminary, a military school, or a private
following format. Entries that do not apply to a
institution. A college-age student should also
particular skill are omitted in that skill’s
pick a major field of study.
description.
Prerequisite: Age 15+.
Skills: Choose three of the following skills as
Skill Description Format
permanent class skills. If a skill the character
selects is already a class skill, he or she
Skill Name (Key Ability)
receives a +1 competence bonus on checks
Trained Only; Armor Penalty
using that skill. Computer Use, Knowledge
(arcane lore, art, behavioral sciences, business,
The skill name line and the line beneath it
civics, current events, earth and life sciences,
include the following information:
history, physical sciences, popular culture,
technology, or theology and philosophy),
Key Ability: The abbreviation for the ability
Perform (act, dance, keyboards, percussion
whose modifier applies to the skill check.
instruments, sing, stand-up, stringed
Exceptions: Speak Language and Read/Write
instruments, or wind instruments), Research.
Language have “None” given as their key ability
Wealth Bonus Increase: +1.
because the use of these skills never requires a
check.
Trained Only: If “Trained Only” appears on the files on private systems with which the character
line beneath the skill name, a character must is not familiar.
have at least 1 rank in the skill to use it. If Defeat Computer Security: This application of
“Trained Only” is omitted, the skill can be used Computer Use can’t be used untrained. The DC
untrained. If any particular notes apply to trained is determined by the quality of the security
or untrained use, they are covered in the Special program installed to defend the system. If the
section (see below). check is failed by 5 or more, the security system
immediately alerts its administrator that there
Armor Penalty: If “Armor Penalty” appears on has been an unauthorized entry. An alerted
the line beneath the skill name, apply the armor administrator may attempt to identify the
penalty for the armor the character is wearing to character or cut off the character’s access to the
checks involving this skill. system.
Sometimes, when accessing a difficult site, the
Check: What a character can do with a character has to defeat security at more than
successful skill check, and the check’s DC. one stage of the operation. If the character beats
the DC by 10 or more when attempting to defeat
Try Again?: Any conditions that apply to computer security, the character automatically
repeated attempts to use the skill for a particular succeeds at all subsequent security checks at
purpose. If this entry is omitted, the skill check that site until the end of the character’s session
can be tried again without any inherent penalty (see Computer Hacking below).
other than taking additional time. Level of Security DC
Minimum 20
Special: Any particular notes that apply, such as Average 25
whether a character can take 10 or take 20 Exceptional 35
when using the skill. Maximum 40
Untrained: Any details about using a skill Computer Hacking
Breaking into a secure computer or network is
untrained. If this entry doesn’t appear, it means
often called hacking.
the skill works the same even when used
When a character hacks, he or she attempts to
untrained, or that an untrained character can’t
invade a site. A site is a virtual location
make checks with this skill (true for skills that are
designated “Trained Only”). containing files, data, or applications. A site can
be as small as a single computer, or as large as
a corporate network connecting computers and
Time: How much time it takes to make a check
data archives all over the world—the important
with this skill.
thing is that access to the site connects the user
Computer Use (Int) to everything within it. Some sites can be
Check: Most normal computer operations don’t accessed via the Internet; others are not
require a Computer Use check (though a connected to any outside network and can only
be tapped into by a user who physically
character might have to make a Research
accesses a computer connected to the site.
check; see the Research skill description).
Every site is overseen by a system
However, searching an unfamiliar network for a
particular file, writing computer programs, administrator—the person in charge of the site,
altering existing programs to perform differently and who maintains its security. Often, the
(better or worse), and breaking through system administrator is the only person with
access to all of a site’s functions and data. A site
computer security are all relatively difficult and
can have more than one system administrator;
require skill checks.
large sites have a system administrator on duty
Find File: This skill can be used for finding files
or data on an unfamiliar system. The DC for the at all times. A character is the system
check and the time required are determined by administrator of his or her personal computer.
When a character hacks into a site, the visit is
the size of the site on which the character is
called a session. Once a character stops
searching.
accessing the site, the session is over. The
Size of Site DC Time
character can go back to the site in the future;
Personal computer 10 1 round
when he or she does, it’s a new session.
Small office network 15 2 rounds Several steps are required to hack into a site:
Large office network 20 1 minute Covering Tracks: This step is optional. By
Massive corporate network 25 10 minutes making a Computer Use check (DC 20), a
Finding public information on the Internet does character can alter his or her identifying
not fall under this category; usually, such a task information. This imposes a –5 penalty on any
requires a Research check. This application of attempt made to identify the character if his or
the Computer Use skill only pertains to finding her activity is detected.
Access the Site: There are two ways to do this: from which the intruder is operating (if it’s a
physically or over the Internet. single computer, the character learns the name
Physical Access: A character gains physical of the computer’s owner). Identifying the intruder
access to the computer, or a computer requires 1 minute and is a separate check from
connected to the site. If the site being hacked is cutting off access. This check can only be made
not connected to the Internet, this is probably if the intruder is accessing the character’s site
the only way a character can access it. A variety for the entire length of the check—if the
of skill checks may be required, depending on intruder’s session ends before the character
the method used to gain access. finishes the check, the character automatically
Internet Access: Reaching a site over the net fails.
requires two Computer Use checks. The first This application of the skill can be used to
check (DC 10) is needed to find the site on the intercept a cell phone conversation if the
net. The second is a check to defeat computer character has a cellular interceptor. The DC is
security (see the Computer Use skill 35, or 25 if the character knows the number of
description). Once a character has succeeded in the phone that initiated the call.
both checks, the character has accessed the Degrade Programming: A character can destroy
site. or alter applications on a computer to make use
Locate What You’re Looking For: To find the of that computer harder or impossible. The DC
data (or application, or remote device) the for the attempt depends on what the character
character wants, make a Computer Use check. tries to do. Crashing a computer simply shuts it
See Find File under the skill description. down. Its user can restart it without making a
Defeat File Security: Many networks have skill check (however, restarting takes 1 minute).
additional file security. If that’s the case, the Destroying programming makes the computer
character needs to make another check to unusable until the programming is repaired.
defeat computer security. Damaging programming imposes a –4 penalty
Do Your Stuff: Finally, the character can actually on all Computer Use checks made with the
do what he or she came to do. If the character computer (sometimes this is preferable to
just wants to look at records, no additional check destroying the programming, since the user
is needed. (A character can also download data, might not know that anything is wrong, and won’t
although that often takes several rounds—or simply decide to use a different computer).
even several minutes, for especially large A character can degrade the programming of
amounts of information—to complete.) Altering multiple computers at a single site; doing so
or deleting records sometimes requires yet adds +2 to the DC for each additional computer.
another check to defeat computer security.
Other operations can be carried out according to Scope of Alteration DC Time
the Computer Use skill description. Crash computer 10 1 minute
Destroy programming 15 10 minutes
Defend Security: If the character is the system Damage programming 20 10 minutes
administrator for a site (which may be as simple
Fixing the degraded programming requires 1
as being the owner of a laptop), he or she can
hour and a Computer Use check against a DC
defend the site against intruders. If the site alerts
equal to the DC for degrading it + 5.
the character to an intruder, the character can
Write Program: A character can create a
attempt to cut off the intruder’s access (end the
program to help with a specific task. Doing so
intruder’s session), or even to identify the
grants the character a +2 circumstance bonus to
intruder.
the task.
To cut off access, make an opposed Computer
A specific task, in this case, is one type of
Use check against the intruder. If the character
operation with one target.
succeeds, the intruder’s session is ended. The
The DC to write a program is 20; the time
intruder might be able to defeat the character’s
required is 1 hour.
security and access his or her site again, but the
Operate Remote Device: Many devices are
intruder will have to start the hacking process all
computer-operated via remote links. If the
over. Attempting to cut off access takes a full
character has access to the computer that
round.
controls such systems, the character can either
One surefire way to prevent further access is to
shut them off or change their operating
simply shut the site down. With a single
parameters. The DC depends on the nature of
computer, that’s often no big deal—but on a
the operation. If the character fails the check by
large site with many computers (or computers
5 or more, the system immediately alerts its
controlling functions that can’t be interrupted), it
administrator that there has been an
may be time-consuming or even impossible.
unauthorized use of the equipment. An alerted
To identify the intruder, make an opposed
administrator may attempt to identify the
Computer Use check against the intruder. If the
character or cut off his or her access to the
character succeeds, the character learns the site
system.
Special: A character can take 10 when using the deal damage. A base of a certain type
Computer Use skill. A character can take 20 in counteracts an acid of the same type or a less
some cases, but not in those that involve a potent type.
penalty for failure. (A character cannot take 20
to defeat computer security or defend security.) Purchase Craft DCs
Type of Acid Time
A character with the Gearhead feat gets a +2 DC Acid Base
1
bonus on all Computer Use checks. Mild (1d6/1d10) 8 15 10 1 min.
Time: Computer Use requires at least a full- Potent
round action. The GM may determine that some 12 20 15 30 min.
(2d6/2d10)
tasks require several rounds, a few minutes, or Concentrated
longer, as described above. 16 30 20 1 hr.
(3d6/3d10)
Craft (Int) 1 The dice rolls in parentheses are typical splash damage/immersion
This skill encompasses several categories, each damage caused per round of exposure to the acid.
of them treated as a separate skill: Craft Explosives: Building an explosive from scratch is
(chemical), Craft (electronic), Craft (mechanical), dangerous. If the Craft (chemical) check fails,
Craft (pharmaceutical), Craft (structural), Craft the raw materials are wasted. If the check fails
(visual arts), and Craft (writing). by 5 or more, the explosive compound
Craft skills are specifically focused on creating detonates as it is being made, dealing half of its
objects. To use a Craft skill effectively, a intended damage to the builder and anyone else
character must have a kit or some other set of in the burst radius.
basic tools. The purchase DC of this equipment If the check succeeds, the final product is a solid
varies according to the particular Craft skill. material, about the size of a brick. An explosive
To use Craft, first decide what the character is compound does not include a fuse or detonator.
trying to make and consult the category Connecting a fuse or detonator requires a
descriptions below. Make a Wealth check Demolitions check.
against the given purchase DC for the object to Type of Scratch-Built Purchase Craft
see if the character succeeds in acquiring the Time
Explosive DC DC
raw materials. If the character succeeds at that Improvised (1d6/5 feet) 1 6 10 1 round
check, make the Craft check against the given Simple (2d6/5 feet) 12 15 10 min.
DC for the object in question. If the character Moderate (4d6/10 feet) 16 20 1 hr.
fails the check, he or she does not make the Complex (6d6/15 feet) 20 25 3 hr.
object, and the raw materials are wasted (unless Powerful (8d6/20 feet) 25 30 12 hr.
otherwise noted). Devastating (10d6/25 feet) 30 35 24 hr.
Generally, a character can take 10 when using a 1 The figures in parentheses are typical damage/burst radius for each type
Craft skill to construct an object, but can’t take of explosive
20 (since doing so represents multiple attempts, .
and the character uses up the raw materials Poisonous Substances: Solid poisons are
after the first attempt). The exception is Craft usually ingested. Liquid poisons are most
(writing); a character can take 20 because the effective when injected directly into the
character does not use up any raw materials bloodstream. Gaseous poisons must be inhaled
(and thus no Wealth check is required to use the to be effective. The table below summarizes the
skill). characteristics of various poisons.
Save DC: The Difficulty Class of the Fortitude
Craft (chemical) (Int) save to negate the effects of the poison.
Trained Only Initial Damage: The damage a character takes
This skill allows a character to mix chemicals to immediately upon failing his or her Fortitude
create acids, bases, explosives, and poisonous save.
substances. Secondary Damage: The damage a character
Acids and Bases: Acids are corrosives takes after 1 minute of exposure to the poison if
substances. Bases neutralize acids but do not the character fails a second
Table: Hacking
Type of Operation DC Time
Shut down passive remote (including cameras and door locks) 20 1 round per remote
Shut down active remote (including motion detectors and alarms) 25 1 round per remote
Reset parameters 30 1 minute per remote
Change pass-codes 25 1 minute
Hide evidence of alteration 10 1 minute
Minimum security –5 —
Exceptional security 10 —
Maximum security 15 —
saving throw. Ability score damage is apply this modifier to the purchase DC when
temporary, unless marked with an asterisk, making a Wealth check to acquire the
in which case the damage is permanent poison on the black market.
ability drain. Unconsciousness lasts for 1d3 Craft DC: The DC of the Craft check to
hours, and paralysis lasts 2d6 minutes. create a quantity of the poison.
Purchase DC: The DC for the Wealth check Time: The amount of time required for the
necessary to obtain the raw materials to Craft check.
craft the poison, or to purchase one bottle of If the Craft check succeeds, the final product
solid or liquid poison or one high-pressure is a synthesized solid or liquid poison stored
cylinder of gaseous poison. A bottle holds in a bottle (containing 4 doses) or a gas
four doses, while a cylinder holds enough stored in a pressurized cylinder. When
gas to fill a 10-foot-radius area. released, the gas is sufficient to fill a 10-foot-
Restriction: The restriction rating for the radius area and takes 1 round to fill the
poison, if any, and the appropriate black area.
market purchase DC modifier. Remember to
Table: poisons
Save Initial Secondary Purchase Craft
Poison Type Restriction Time
DC Damage Damage DC DC
Arsenic Ingested 15 1d4 Str 2d4 Con 9 Res (+2) 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 3 Res (+2) 14 1 hr.
Belladonna (plant) Injury 18 1d6 Str 2d6 Str 14 Lic (+1) n/a n/a
Blue vitriol Injury 12 1d2 Con 1d2 Con 3 Res (+2) 9 1 hr.
Blue-ringed octopus
Injury 15 1d4 Con 1d4 Con 14 Lic (+1) n/a n/a
venom
Unconsciousness
Chloral hydrate Ingested 18 1d6 Dex 12 Res (+2) 28 8 hr.
1d3 hours
Chloroform 1 Inhaled 1/17 Unconsciousness1d3 hours — 9 Res (+2) 24 15 hr.
Curare (plant) Injury 1/18 2d4 Dex 2d4 Wis 15 Res (+2) n/a n/a
Cyanide Injury 16 1d6 Con 2d6 Con 15 Mil (+3) 31 15 hr.
Cyanogen Inhaled 1/19 1d4 Dex 2d4 Con 12 Mil (+3) 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str 9 Lic (+1) 20 4 hr.
Unconsciousness1d3
Knockout gas Inhaled 1/18 1d3 Dex 12 Res (+2) 26
hours
Lead arsenate (gas) Inhaled 12 1d2 Str 1d4 Con 6 Res (+2) 17 2 hr.
Lead arsenate
Ingested 12 1d2 Con 1d4 Con 6 Res (+2) 18 2 hr.
(solid)
Mustard gas Inhaled 17 1d4 Con 2d4 Con 12 Mil (+3) 26 8 hr.
Paris green (gas) Inhaled 14 1d2 Con 1d4 Con 9 Res (+2) 20 4 hr.
Paris green (solid) Ingested 14 1d4 Con 1d4 Con 9 Res (+2) 24 4 hr.
Puffer poison (fish) Injury 13 1d6 Str Paralysis 2d6 minutes 13 Lic (+1) n/a n/a
Rattlesnake venom Injury 12 1d6 Con 1d6 Con 12 Lic (+1) n/a n/a
Sarin nerve gas Inhaled 18 1d4 Con 2d4 Con 15 Illegal (+4) 30 15 hr.
Scorpion/tarantula Injury 11 1d2 Str 1d2 Str 12 Lic (+1) n/a n/a
venom
Strychnine Injury 19 1d3 Dex 2d4 Con 9 Res (+2) 23 4 hr.
Tear gas Inhaled 15 Blindness 1d6 rounds — 9 Res (+2) 21 4 hr.
VX nerve gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr.
1 Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a
successful grapple check and pin.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the
creature in question.
Special: A character without a chemical kit takes a –4 penalty on Craft (chemical) checks.
A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.
Craft (electronic) (Int) treatable illnesses. A medicinal drug gives a
Trained Only +2 circumstance bonus on Fortitude saves
This skill allows a character to build made to resist the effects of a disease.
electronic equipment from scratch, such as The Craft (pharmaceutical) check is based
audio and video equipment, timers and on the severity of the disease to be
listening devices, or radios and countered as measured by the DC of the
communication devices. When building an Fortitude save needed to resist it.
electronic device from scratch, the character Disease Fortitude Purchase Craft
Time
describes the kind of device he or she wants Save DC DC DC
to construct; then the Gamemaster decides 14 or lower 5 15 1 hr.
whether the device is simple, moderate, 15–18 10 20 3 hr.
complex, or advanced compared to current 19–22 15 25 6 hr.
technology 23 or higher 20 30 12 hr.
Type of Scratch-Built Purchase Craft Special: A character without a pharmacist kit
Time
Electronics (Examples) DC DC
takes a –4 penalty on Craft (pharmaceutical)
Simple (timer or detonator) 8 15 1 hr.
Moderate (radio direction
checks.
12 20 12 hr. A character with the Medical Expert feat
finder, electronic lock)
Complex (cell phone) 16 25 24 hr. gets a +2 bonus on all Craft
Advanced (computer) 22 30 60 hr. (pharmaceutical) checks.
Special: A character without an electrical tool kit takes a
–4 penalty on Craft (electronic) checks. Craft (structural) (Int)
A character with the Builder feat gets a +2 bonus on all This skill allows a character to build wooden,
Craft (electronic) checks.
concrete, or metal structures from scratch,
Craft (mechanical) (Int)
including bookcases, desks, walls, houses,
Trained Only and so forth, and includes such handyman
This skill allows a character to build skills as plumbing, house painting, drywall,
mechanical devices from scratch, including laying cement, and building cabinets.
engines and engine parts, weapons, armor,
Type of Scratch-Built Purchase Craft
and other gadgets. When building a Structure (Examples) DC DC
Time
mechanical device from scratch, the
Simple (bookcase, false
character describes the kind of device he or wall)
5 15 12 hr.
she wants to construct; then the Moderate (catapult,
Gamemaster decides if the device is simple, 10 20 24 hr.
shed, and house deck)
moderate, complex, or advanced compared Complex (bunker,
15 25 60 hr.
to current technology. domed ceiling)
Type of Scratch- Advanced (house) 20 30 600 hr.
Purchase Craft
Built Mechanical Time
DC DC
Device (Examples) When building a structure from scratch, the
Simple (tripwire trap) 5 15 1 hr character describes the kind of structure he
Moderate (engine or she wants to construct; then the
12 20 12 hr.
component, light armor) Gamemaster decides if the structure is
Complex (automobile
engine, 9mm autoloader 16 25 24 hr.
simple, moderate, complex, or advanced in
handgun) scope and difficulty.
Advanced (jet engine) 20 30 60 hr. Special: A character without a mechanical
Special: A character without a mechanical tool kit takes a –4 penalty on Craft
tool kit takes a –4 penalty on Craft (structural) checks.
(mechanical) checks. A character with the Builder feat gets a +2
A character with the Builder feat gets a +2 bonus on all Craft (structural) checks.
bonus on all Craft (mechanical) checks.
Craft (visual art) (Int)
Craft (pharmaceutical) (Int) This skill allows a character to create
Trained Only paintings or drawings, take photographs,
This skill allows a character to compound use a video camera, or in some other way
medicinal drugs to aid in recovery from create a work of visual art.
When attempting to create a work of visual intricate or complex codes or exotic
art, the character simply makes a Craft messages. Helpful texts or computer
(visual art) check, the result of which programs can provide a bonus (usually a +2
determines the quality of the work. circumstance bonus) on the check, provided
Unless the effort is particularly elaborate or they are applicable to the script in question.
the character must acquire an expensive If the check succeeds, the character
piece of equipment, the basic components understands the general content of a piece
have a purchase DC of 5. of writing, reading about one page of text or
Skill Check Result Effort Achieved its equivalent in 1 minute. If the check fails,
9 or lower Untalented amateur the GM makes a Wisdom check (DC 10) for
10–19 Talented amateur the character to see if he or she avoids
20–24 Professional drawing a false conclusion about the text.
25–30 Expert (Success means that the character does not
draw a false conclusion; failure means that
31 or higher Master
the character does.)
The GM secretly makes both the skill check
Creating a work of visual art requires at least and the Wisdom check so the character
a full-round action, but usually takes an can’t tell whether the conclusion drawn is
hour, a day, or more, depending on the accurate or not.
scope of the project. Try Again?: No, unless conditions change or
Special: A character with the Creative feat new information is uncovered.
gets a +2 bonus on all Craft (visual art) Special: A character can take 10 when
checks. making a Decipher Script check, but can’t
take 20.
Craft (writing) (Int) A character with the Studious feat gets a +2
This skill allows a character to create short bonus on all Decipher Script checks.
stories, novels, scripts and screenplays, Time: Decipher Script takes 1 minute or
newspaper articles and columns, and similar more, depending on the complexity of the
works of writing. code.
When creating a work of writing, the player
simply makes a Craft (writing) check, the Demolitions (Int)
result of which determines the quality of the Trained Only
work. Check: Setting a simple explosive to blow up
No Wealth check is necessary to use this at a certain spot doesn’t require a check, but
Craft skill. connecting and setting a detonator does.
Skill Check Result Effort Achieved Also, placing an explosive for maximum
9 or lower Untalented amateur effect against a structure calls for a check,
10–19 Talented amateur as does disarming an explosive device.
20–24 Professional Set Detonator: Most explosives require a
25–30 Expert detonator to go off. Connecting a detonator
31 or higher Master to an explosive requires a Demolitions check
(DC 10). Failure means that the explosive
Creating a work of writing requires at least 1 fails to go off as planned. Failure by 10 or
hour, but usually takes a day, a week, or more means the explosive goes off as the
more, depending on the scope of the detonator is being installed.
project. A character can make an explosive difficult
Special: A character with the Creative feat to disarm. To do so, the character chooses
gets a +2 bonus on all Craft (writing) checks. the disarm DC before making his or her
check to set the detonator (it must be higher
Decipher Script (Int) than 10). The character’s DC to set the
Trained Only detonator is equal to the disarm DC.
Check: A character can decipher writing in Place Explosive Device: Carefully placing an
an ancient language or in code, or interpret explosive against a fixed structure (a
the meaning of an incomplete text. The base stationary, unattended inanimate object) can
DC is 20 for the simplest messages, 25 for maximize the damage dealt by exploiting
standard codes, and 30 or higher for vulnerabilities in the structure’s construction.
The GM makes the check (so that the fence, motion sensor, or security camera.
character doesn’t know exactly how well he The character must be able to reach the
or she has done). On a result of 15 or actual device. If the device is monitored, the
higher, the explosive deals double damage fact that the character attempted to disable it
to the structure against which it is placed. will probably be noticed.
On a result of 25 or higher, it deals triple When disabling a monitored device, the
damage to the structure. In all cases, it character can prevent his or her tampering
deals normal damage to all other targets from being noticed. Doing so requires 10
within its burst radius. minutes and an electrical tool kit, and
Disarm Explosive Device: Disarming an increases the DC of the check by +10.
explosive that has been set to go off Device Type (Example) DC
requires a Demolitions check. The DC is Cheap (home door alarm) 20
usually 10, unless the person who set the Average (store security camera) 25
detonator chose a higher disarm DC. If the High quality (art museum motion
character fails the check, he or she does not 30
detector)
disarm the explosive. If the character fails by High security (bank vault alarm) 35
more than 5, the explosive goes off. Ultrahigh security (motion detector at
Special: A character can take 10 when using 40
Sentinel Headquarters)
the Demolitions skill, but can’t take 20.
A character with the Cautious feat and at
Traps and Sabotage: Disabling (or rigging or
least 1 rank in this skill gets a +2 bonus on
jamming) a simple mechanical device has a
all Demolitions checks.
DC of 10. More intricate and complex
A character without a demolitions kit takes a
devices have higher DCs. The GM rolls the
–4 penalty on Demolitions checks.
check. If the check succeeds, the character
Making an explosive requires the Craft
disables the device. If the check fails by 4 or
(chemical) skill. See that skill description for
less, the character has failed but can try
details.
again. If the character fails by 5 or more,
Time: Setting a detonator is usually a full-
something goes wrong. If it’s a trap, the
round action. Placing an explosive device
character springs it. If it’s some sort of
takes 1 minute or more, depending on the
sabotage, the character thinks the device is
scope of the job.
disabled, but it still works normally.
A character can rig simple devices to work
Disable Device (Int)
normally for a while and then fail some time
Trained Only
later (usually after 1d4 rounds or minutes of
Check: The GM makes the Disable Device
use).
check so that the character doesn’t
Try Again?: Yes, though the character must
necessarily know whether he or she has
be aware that he or she has failed in order
succeeded.
to try again.
Open Lock: A character can pick
Special: A character can take 10 when
conventional locks, finesse combination
making a Disable Device check. A character
locks, and bypass electronic locks. The
can take 20 to open a lock or to disable a
character must have a lockpick set (for a
security device, unless the character is
mechanical lock) or an electrical tool kit (for
trying to prevent his or her tampering from
an electronic lock). The DC depends on the
being noticed.
quality of the lock.
Possessing the proper tools gives a
Lock Type (Example) DC
character the best chance of succeeding on
Cheap (briefcase lock) 20 a Disable Device check. Opening a lock
Average (home deadbolt) 25 requires a lockpick set (for a mechanical
High quality (business deadbolt) 30 lock) or an electrical tool kit (for an electronic
High security (branch bank vault) 40 lock). Opening a locked car calls for a car
Ultra-high security (bank headquarters opening kit. Disabling a security device
50
vault) requires either a mechanical tool kit or an
electronic toll kit, depending on the nature of
Disable Security Device: A character can the device. If the character does not have
disable a security device, such as an electric
the appropriate tools, he or she takes a –4 the opponent who tied the bonds. Since it’s
penalty on your check. easier to tie someone up than to escape
A lock release gun can open a mechanical from being tied up, the opponent gets a +20
lock of cheap or average quality without a bonus on his or her Dexterity check.
Disable Device check. For a tight space, a check is only called for if
A character with the Cautious feat and at the character’s head fits but his or her
least 1 rank in this skill gets a +2 bonus on shoulders don’t. If the space is long, such as
all Disable Device checks. in an airshaft, the GM may call for multiple
Time: Disabling a simple mechanical device checks. A character can’t fit through a space
is a full-round action. Intricate or complex that his or her head doesn’t fit through.
devices require 2d4 rounds. A character can make an Escape Artist
check opposed by his or her opponent’s
Drive (Dex) grapple check to get out of a grapple or out
Check: Routine tasks, such as ordinary of a pinned condition (so that the character
driving, don’t require a skill check. Make a is just being grappled). Doing so is an attack
check only when some unusual action, so if the character escapes the
circumstance exists (such as inclement grapple he or she can move in the same
weather or an icy surface), or when the round.
character is driving during a dramatic Try Again?: A character can make another
situation (the character is being chased or check after a failed check if the character is
attacked, for example, or is trying to reach a squeezing through a tight space, making
destination in a limited amount of time). multiple checks. If the situation permits, the
When driving, the character can attempt character can make additional checks as
simple maneuvers or stunts. See Driving a long as he or she is not being actively
Vehicle for more details. opposed.
Try Again?: Most driving checks have Special: A character can take 10 on an
consequences for failure that make trying Escape Artist check. A character can take
again impossible. 20 if he or she is not being actively opposed
Special: A character can take 10 when (a character can take 20 if he or she is tied
driving, but can’t take 20. up, even though it’s an opposed check,
A character with the Vehicle Expert feat gets because the opponent isn’t actively
a +2 bonus on all Drive checks. opposing the character).
There is no penalty for operating a general- A character with the Nimble feat gets a +2
purpose motor vehicle. Other types of motor bonus on all Escape Artist checks.
vehicles (heavy wheeled, powerboat, Time: Making a check to escape from being
sailboat, ship, and tracked) require the bound by ropes, handcuffs, or other
corresponding Surface Vehicle Operation restraints (except a grappler) requires 1
feat, or the character takes a –4 penalty on minute. Escaping a net is a full-round action.
Drive checks. Squeezing through a tight space takes at
Time: A Drive check is a move action. least 1 minute, maybe longer, depending on
the distance that must be crossed.
Escape Artist (Dex)
Armor Penalty Forgery (Int)
Check: Make a check to escape from Check: Forgery requires materials
restraints or to squeeze through a tight appropriate to the document being forged,
space. and some time. To forge a document the
Restraint DC character needs to have seen a similar
Ropes Opponent’s Dex check +20 document before. The complexity of the
Net 20 document, the character’s degree of
Handcuffs 35 familiarity with it, and whether the character
Tight space 30 needs to reproduce the signature or
handwriting of a specific individual, provide
Grappler Opponent’s grapple check
modifiers to the Forgery check, as shown
below.
For ropes, a character’s Escape Artist check Some documents require security or
is opposed by the Dexterity check result of authorization codes, whether authentic ones
or additional forgeries. The GM makes the create favorable circumstances for the
character’s check secretly so the character examiner’s opposed Forgery check).
is not sure how good his or her forgery is. Try Again?: No, since the forger isn’t sure of
the quality of the original forgery.
Check Special: To forge documents and detect for-
Factor Time
Modifier geries, one must be able to read and write
Document Type the language in question. (The skill is
Simple (typed letter, business 10 language-dependent.)
0
card) min. A character can take 10 when making a
Moderate (letterhead, business 20 Forgery check, but can’t take 20.
–2
form) min.
A character with the Meticulous feat gets a
Complex (stock certificate,
–4 1 hr. +2 bonus on all Forgery checks.
driver’s license)
Difficult (passport) –8 4 hr. A character without a forgery kit takes a –4
Extreme (military/law penalty on Forgery checks.
–16 24 hr. Time: Forging a short, simple document
enforcement ID)
Familiarity takes about 1 minute. Longer or more
Unfamiliar (seen once for less complex documents take 1d4 minutes per
–4 page or longer.
than a minute)
Fairly familiar (seen for several
0
minutes) Gamble (Wis)
Quite familiar (on hand, or Check: To join or start a game, a character
4
studied at leisure) must first pay a stake. The character sets
Forger has produced other the purchase DC of the stake if he or she
4
documents of same type
Document includes specific
starts the game, or the GM sets it if the
–4 character joins a game. Stakes run from
signature
The Forgery skill is also used to detect penny-ante (purchase DC 4) to astronomical
someone else’s forgery. The result of the (purchase DC 24). A character cannot take
original Forgery check that created the 20 when purchasing a stake.
document is opposed by a Forgery check by If the stake is within the character’s means
the person who examines the document to (it is equal to or less than his or her Wealth
check its authenticity. If the examiner’s bonus), the character stands no chance of
check result is equal to or higher than the winning any significant amount. The
original Forgery check, the document is character might come out ahead, but the
determined to be fraudulent. The examiner amount is not enough to affect his or her
gains bonuses or penalties on his or her Wealth bonus. Since paying the stake didn’t
check as given in the table below. cost any points of Wealth bonus, the
character doesn’t lose anything either.
Examiner’s Condition Check Modifier
If the stake is higher than the character’s
Type of document
–4 Wealth bonus (before applying any
unknown to examiner
reductions from purchasing the stake), the
Type of document
character gets a +1 bonus on his or her
somewhat known to –2
Gamble check for every point the purchase
examiner DC is above the character’s Wealth bonus.
Type of document well The character’s Gamble check is opposed
0
known to examiner by the Gamble checks of all other
Document is put through participants in the game. (If playing at a
1 4
additional tests
casino, assume the house has a Gamble
Examiner only casually
1 –2 skill modifier equal to the stake purchase
reviews the document DC. Regardless of the stake purchase DC,
1
Cumulative with any of the first three conditions on the the house does not get a bonus on its
table. Apply this modifier along with one of the other
three whenever appropriate. Gamble check for the purchase DC.) If there
A document that contradicts procedure, are many characters participating, the GM
orders, or previous knowledge, or one that can opt to make a single roll for all of them,
requires the examiner to relinquish a using the highest Gamble skill modifier
possession or a piece of information, can among them and adding a +2 bonus to the
increase the examiner’s suspicion (and thus check.
If the character beats all other participants, analysis can be done, but the lab takes a –5
he or she wins and gains an increase to his penalty on any necessary check. If the
or her Wealth bonus. The amount of the in- character fails by 5 or more, the lab analysis
crease depends on the difference between simply cannot be done. On the other hand, if
the character’s check result and the next the character succeeds by 10 or more, the
highest result among the other participants. lab gains a +2 circumstance bonus on its
Check Result Wealth Bonus checks to analyze the material.
Difference Increase This function of the Investigate skill does not
1–9 1 provide the character with evidentiary items.
10–19 2 It simply allows the character to collect items
20–29 3 he or she has found in a manner that best
30-–39 4 aids in their analysis later, at a crime lab.
40 or more 5 Try Again?: Generally, analyzing a clue
again doesn’t add new insight unless
Try Again?: No, unless the character wants another clue is introduced. Evidence
to put up another stake. collected cannot be recollected, unless there
Special: A character can’t take 10 or take 20
is more of it to take.
when making a Gamble check.
Special: A character can take 10 when
A character with the Confident feat gets a +2
making an Investigate check, but cannot
bonus on all Gamble checks.
take 20.
Time: A Gamble check requires 1 hour Collecting evidence requires an evidence kit.
Investigate (Int)
If the character does not have the
Trained Only
appropriate kit, the character takes a –4
Check: A character generally uses Search to
penalty on his or her check.
discover clues and Investigate to analyze
A character with the Attentive feat and at
them. If the character has access to a crime least 1 rank in this skill gets a +2 bonus on
lab, the character uses the Investigate skill all Investigate checks.
to collect and prepare samples for the lab.
Time: Analyzing a clue is a full-round action.
The result of the Investigate check provides
Collecting evidence generally takes 1d4
bonuses or penalties to the lab workers.
minutes per object.
Analyze Clue: The character can make an
Investigate check to apply forensics Knowledge (Int)
knowledge to a clue. This function of the Trained Only
Investigate skill does not give the character
This skill encompasses several categories,
clues where none existed before. It simply
each of them treated as a separate skill.
allows the character to extract extra
These categories are identified and defined
information from a clue he or she has found.
below.
The base DC to analyze a clue is 15. It is The number of Knowledge categories is kept
modified by the time that has elapsed since purposely finite. When trying to determine
the clue was left, and whether or not the
what Knowledge skill a particular question or
scene was disturbed.
field of expertise falls under, use a broad
Circumstances DC Modifier interpretation of the existing categories. Do
Every day since event (max not arbitrarily make up new categories.
2
modifier +10) Check: A character makes a Knowledge
Scene is outdoors 5 check to see if the character knows
Scene slightly disturbed 2 something.
Scene moderately disturbed 4 The DC for answering a question within the
Scene extremely disturbed 6 character’s field of study is 10 for easy
Collect Evidence: The character can collect questions, 15 for basic questions, and 20 to
and prepare evidentiary material for a lab. 30 for tough questions.
This use of the Investigate skill requires an Appraising the value of an object is one sort
evidence kit. of task that can be performed using
To collect a piece of evidence, make an Knowledge. The DC depends on how
Investigate check (DC 15). If the character common or obscure the object is. On a
succeeds, the evidence is usable by a crime success, the character accurately identifies
lab. If the character fails, a crime lab the object’s purchase DC. If the character
fails, he or she thinks it has a purchase DC Try Again?: No. The check represents what
1d2 higher or lower (determine randomly) a character knows, and thinking about a
than its actual value. If the character fails by topic a second time doesn’t let the character
5 or more, he or she thinks it has a purchase know something he or she never knew in the
DC 1d4+2 higher or lower than its actual first place.
value. The GM may make the Knowledge Special: An untrained Knowledge check is
roll for the character, so he or she doesn’t simply an Intelligence check. Without actual
know whether the appraisal is accurate or training, a character only knows common
not. knowledge about a given subject.
The fourteen Knowledge categories, and the A character can take 10 when making a
topics each one encompasses, are as Knowledge check, but can’t take 20.
follows. A character with the Educated feat gets a +2
Arcane Lore: The occult, magic and the bonus on any two types of Knowledge
supernatural, astrology, numerology, and checks.
similar topics. The GM may decide that having 5 or more
Art: Fine arts and graphic arts, including art ranks in a specific Knowledge skill provides
history and artistic techniques. Antiques, a character with a +2 synergy bonus when
modern art, photography, and performance making a related skill check. Time: A
art forms such as music and dance, among Knowledge check can be a reaction, but
others. otherwise requires a full-round action.
Behavioral Sciences: Psychology, sociology,
and criminology. Navigate (Int)
Business: Business procedures, investment Check: Make a Navigate check when a
strategies, and corporate structures. character is trying to find his or her way to a
Bureaucratic procedures and how to distant location without directions or other
navigate them. specific guidance. Generally, a character
Civics: Law, legislation, litigation, and legal does not need to make a check to find a
rights and obligations. Political and local street or other common urban site, or
governmental institutions and processes. to follow an accurate map. However, the
Current Events: Recent happenings in the character might make a check to wend his
news, sports, politics, entertainment, and or her way through a dense forest or a
foreign affairs. labyrinth of underground storm drains.
Earth and Life Sciences: Biology, botany, For movement over a great distance, make
genetics, geology, and paleontology. a Navigate check. The DC depends on the
Medicine and forensics. length of the trip. If the character succeeds,
History: Events, personalities, and cultures he or she moves via the best reasonable
of the past. Archaeology and antiquities. course toward his or her goal. If the
Physical Sciences: Astronomy, chemistry, character fails, he or she still reaches the
mathematics, physics, and engineering. goal, but it takes the character twice as long
Popular Culture: Popular music and (the character loses time backtracking and
personalities, genre films and books, urban correcting his or her path). If the character
legends, comics, science fiction, and fails by more than 5, the or she travels the
gaming, among others. expected time, but only gets halfway to his
Streetwise: Street and urban culture, local or her destination, at which point the
underworld personalities and events. character becomes lost.
Tactics: Techniques and strategies for A character may make a second Navigate
disposing and maneuvering forces in check (DC 20) to regain his or her path. If
combat. the character succeeds, he or she continues
Technology: Current developments in on to his or her destination; the total time for
cutting-edge devices, as well as the the trip is twice the normal time. If the
background necessary to identify various character fails, he or she loses half a day
technological devices. before the character can try again. The
Theology and Philosophy: Liberal arts, character keeps trying until he or she
ethics, philosophical concepts, and the study succeeds, losing half a day for each failure.
of religious faith, practice, and experience. When faced with multiple choices, such as
at a branch in a tunnel, a character can
make a Navigate check (DC 20) to intuit the The eight Perform categories, and the
choice that takes the character toward a qualities each one encompasses, are as
known destination. If unsuccessful, the follows.
character chooses the wrong path, but at the Act: The character is a gifted actor, capable
next juncture, with a successful check, the of performing drama, comedy, or action-
character realizes his or her mistake. oriented roles with some level of skill.
Dance: The character is a gifted dancer,
Length of Trip DC capable of performing rhythmic and
Short (a few hours) 20 patterned bodily movements to music.
Moderate (a day or two) 22 Keyboards: The character is a musician
Long (up to a week) 25 gifted with a talent for playing keyboard
Extreme (more than a week) 28 musical instruments, such as piano, organ,
A character cannot use this function of and synthesizer.
Navigate to find a path to a site if the Percussion Instruments: The character is a
character has no idea where the site is musician gifted with a talent for playing
located. The GM may choose to make the percussion musical instruments, such as
Navigate check for the character in secret, drums, cymbals, triangle, xylophone, and
so he or she doesn’t know from the result tambourine.
whether the character is following the right Sing: The character is a musician gifted with
or wrong path. a talent for producing musical tones with
A character can use Navigate to determine your voice.
his or her position on earth without the use Stand-Up: The character is a gifted
of any high-tech equipment by checking the comedian, capable of performing a stand-up
constellations or other natural landmarks. routine before an audience.
The character must have a clear view of the Stringed Instruments: The character is a
night sky to make this check. The DC is 15. musician gifted with a talent for playing
Special: A character can take 10 when stringed musical instruments, such as banjo,
making a Navigate check. A character can guitar, harp, lute, sitar, and violin.
take 20 only when determining his or her Wind Instruments: The character is a
location, not when traveling. musician gifted with a talent for playing wind
A character with the Guide feat gets a +2 musical instruments, such as flute, bugle,
bonus on all Navigate checks. trumpet, tuba, bagpipes, and trombone.
Result Performance
Time: A Navigate check is a full-round
action. Amateur performance. Audience may
10 appreciate your performance, but isn’t
impressed.
Perform (Cha) Routine performance. Audience enjoys
This skill encompasses several categories, 15 your performance, but it isn’t
each of them treated as a separate skill. exceptional.
These categories are identified and defined Great performance. Audience highly
20
below. impressed.
The number of Perform categories is kept Memorable performance. Audience
25
purposely finite. When trying to determine enthusiastic.
what Perform skill a particular type of Masterful performance. Audience
30
awed.
performance falls under, use a broad
interpretation of the existing categories. Do Try Again?: Not for the same performance
not arbitrarily make up new categories. and audience.
Check: The character is accomplished in Special: A character can take 10 when
some type of artistic expression and knows making a Perform check, but can’t take 20.
how to put on a performance. The character A character without an appropriate
can impress audiences with his or her talent instrument automatically fails any Perform
and skill. The quality of the character’s (keyboard), Perform (percussion), Perform
performance depends on his or her check (stringed), or Perform (wind) check he or
result. she attempts. At the GM’s discretion,
impromptu instruments may be employed,
but the performer must take a –4 penalty on
the check because his or her equipment, How many ranks a character has in the
although usable, is inappropriate for the skill. Profession skill (including ranks the
Every time a character takes the Creative character may have just acquired after
feat, he or she gets a +2 bonus on checks gaining a level) also adds to the Wealth
involving two Perform skills the character bonus increase the character receives upon
designates. See the feat description for gaining a new level. In addition to the
more information. Wealth bonus increase a character gains
Time: A Perform check usually requires at from your Profession check result (if the
least several minutes to an hour or more. check succeeds), the number of ranks the
character has in this skill increases his or
Pilot (Dex) her Wealth bonus as follows.
Trained Only Ranks Wealth Bonus Increase
Check: Typical piloting tasks don’t require 1–5 +1
checks. Checks are required during combat, 6–10 +2
for special maneuvers, or in other extreme 11–15 +3
circumstances, or when the pilot wants to 16–20 +4
attempt something outside the normal 21–23 +5
parameters of the vehicle. When flying, the Special: If the Gamemaster deems it
character can attempt simple maneuvers appropriate, a character can add his or her
and stunts (actions in which the pilot Profession modifier when making a
attempts to do something complex very Reputation check to deal with a work- or
quickly or in a limited space). career-related situation.
Each vehicle’s description includes a Every time a character takes the Windfall
maneuver modifier that applies to Pilot feat, he or she gets a cumulative +1 bonus
checks made by the operator of the vehicle. on all Profession checks.
Special: A character can take 10 when
making a Pilot check, but can’t take 20. Repair (Int)
A character with the Vehicle Expert feat gets Trained Only
a +2 bonus on all Pilot checks. Check: Most Repair checks are made to fix
There is no penalty for operating a general- complex electronic or mechanical devices.
purpose fixed-wing aircraft. Other types of The DC is set by the GM. In general, simple
aircraft (heavy aircraft, helicopters, jet repairs have a DC of 10 to 15 and require no
fighters, and spacecraft) require the more than a few minutes to accomplish.
corresponding Aircraft Operation feat, or More complex repair work has a DC of 20 or
else the character takes a –4 penalty on higher and can require an hour or more to
Drive checks. complete. Making repairs also involves a
Time: A Pilot check is a move action. monetary cost when spare parts or new
components are needed, represented by a
Profession (Wis) Wealth check. If the GM decides this isn’t
Check: A character makes Profession necessary for the type of repair the
checks to improve his or her Wealth bonus character is attempting, then no Wealth
every time he or she attains a new level. check is needed. Jury-Rig: A character can
The DC for the check is the character’s choose to attempt jury-rigged, or temporary,
current Wealth bonus. If the character repairs. Doing this reduces the purchase DC
succeeds at the Profession check, his or her by 3 and the Repair check DC by 5, and
Wealth bonus increases by +1. For every 5 allows the character to make the checks in
by which the character exceeds the DC, his as little as a full-round action. However, a
or her Wealth bonus increases by an jury-rigged repair can only fix a single
additional +1. A character can’t take 10 or problem with a check, and the temporary
take 20 when making a Profession check to repair only lasts until the end of the current
improve his or her Wealth bonus. scene or encounter The jury-rigged object
Repair Task (Example) Purchase DC Repair DC Time
Simple (tool, simple weapon) 4 10 1 min.
Moderate (mechanical or electronic component) 7 15 10 min.
Complex (mechanical or electronic device) 10 20 1 hr
Advanced (cutting-edge mechanical or electronic device) 13 25 10 hr.
must be fully repaired thereafter A character Special: A character can take 10 or take 20
can also use jury-rig to hot-wire a car or on a Research check.
jump-start an engine or electronic device. A character with the Studious feat gets a +2
The DC for this is at least 15, and it can be bonus on all Research checks.
higher depending on the presence of Computer Use can provide a +2 synergy
security devices. bonus on a Research check when searching
The jury-rig application of the Repair skill computer records for data (see Skill
can be used untrained. Synergy).
Try Again?: Yes, though in some specific Time: A Research check takes 1d4 hours.
cases, the GM may decide that a failed Sleight of Hand (Dex)
Repair check has negative ramifications that Trained Only; Armor Penalty
prevent repeated checks. Check: A check against DC 10 lets a
Special: A character can take 10 or take 20 character palm a coin-sized, unattended
on a Repair check. When making a Repair object. Minor feats of sleight of hand, such
check to accomplish a jury-rig repair, a as making a coin disappear, also have a DC
character can’t take 20. of 10 unless an observer is concentrating on
Repair requires an electrical tool kit, a noticing what the character is doing.
mechanical tool kit, or a multipurpose tool, When a character performs this skill under
depending on the task. If the character do close observation, the character’s skill check
not have the appropriate tools, he or she is opposed by the observer’s Spot check.
takes a –4 penalty on the check. The observer’s check doesn’t prevent the
Craft (mechanical) or Craft (electronic) can character from performing the action, just
provide a +2 synergy bonus on Repair from doing it unnoticed.
checks made for mechanical or electronic When a character tries to take something
devices (see Skill Synergy). from another person, the character’s
A character with the Gearhead feat and at opponent makes a Spot check to detect the
least 1 rank in this skill gets a +2 bonus on attempt. To obtain the object, the character
all Repair checks. must get a result of 20 or higher, regardless
Time: See the table for guidelines. A of the opponent’s check result. The
character can make a jury-rig repair as a opponent detects the attempt if his or her
full-round action, but the work only lasts until check result beats the character’s check
the end of the current encounter. result, whether the character takes the
Research (Int) object or not.
Check: Researching a topic takes time, skill, A character can use Sleight of Hand to
and some luck. The GM determines how conceal a small weapon or object on his or
obscure a particular topic is (the more her body.
obscure, the higher the DC) and what kind Try Again?: A second Sleight of Hand
of information might be available depending attempt against the same target, or when
on where the character is conducting his or being watched by the same observer, has a
her research. DC 10 higher than the first check if the first
Information ranges from general to check failed or if the attempt was noticed.
protected. Given enough time (usually 1d4 Special: A character can take 10 when
hours) and a successful skill check, the making a Sleight of Hand check, but can’t
character gets a general idea about a given take 20.
topic. This assumes that no obvious reasons A character can make an untrained Sleight
exist why such information would be of Hand check to conceal a weapon or
unavailable, and that the character has a object, but must always take 10.
way to acquire restricted or protected A character with the Nimble feat and at least
information. 1 rank in this skill gets a +2 bonus on all
The higher the check result, the better and Sleight of Hand checks.
more complete the information. If the Time: A Sleight of Hand check is an attack
character wants to discover a specific fact, action.
date, map, or similar bit of information, add Survival (Wis)
+5 to +15 to the DC. Check: A character can keep his or herself
Try Again?: Yes. and others safe and fed in the wild.
With the Track feat, a character can use character can remove the dazed, stunned,
Survival checks to track a character or or unconscious condition from a character.
animal across various terrain types. This check is an attack action.
Special: A character can take 10 when A successful check removes the dazed,
making a Survival check. A character can stunned, or unconscious condition from an
take 20 when tracking, or if there is no affected character. The character can’t
danger or penalty for failure, but not on revive an unconscious character that is at –1
periodic checks to get along in the wild. hit points or lower without first stabilizing the
A character with the Guide feat gets a +2 character.
bonus on all Survival checks. Stabilize Dying Character (DC 15): With a
Time: Basic Survival checks occur each day medical kit, a character can tend to a
in the wilderness or whenever a hazard character that is dying. As an attack action,
presents itself. When using Survival with the a successful Treat Injury check stabilizes
Track feat to track a character or animal, another character. The stabilized character
checks are made according to distance, as regains no hit points, but he or she stops
described in the Track feat. losing them. The character must have a
medical kit to stabilize a dying character.
Treat Injury (Wis) Surgery (DC 20): With a surgery kit, a
Check: The DC and effect depend on the character can conduct field surgery. This
task attempted. application of the Treat Injury skill carries a –
Long-Term Care (DC 15): With a medical kit, 4 penalty, which can be negated with the
the successful application of this skill allows Surgery feat. Surgery requires 1d4 hours; if
a patient to recover hit points and ability the patient is at negative hit points, add an
points lost to temporary damage at an additional hour for every point below 0 the
advanced rate—3 hit points per character patient has fallen.
level or 3 ability points restored per day of Surgery restores 1d6 hit points for every
complete rest. A new check is made each character level of the patient (up to the
day; on a failed check, recovery occurs at patient’s full normal total of hit points) with a
the normal rate for that day of rest and care. successful skill check. Surgery can only be
A character can tend up to as many patients used successfully on a character once in a
as he or she has ranks in the skill. The 24-hour period.
patients need to spend all their time resting. A character that undergoes surgery is
The character needs to devote at least ½ fatigued for 24 hours, minus 2 hours for
hour of the day to each patient the character every point above the DC the surgeon
is caring for. achieves. The period of fatigue can never be
Restore Hit Points (DC 15): With a medical reduced below 6 hours in this fashion.
kit, if a character has lost hit points, the Treat Disease (DC 15): A character can tend
character can restore some of them. A to a character infected with a treatable
successful check, as a full-round action, disease. Every time the diseased character
restores 1d4 hit points. The number restored makes a saving throw against disease
can never exceed the character’s full normal effects (after the initial contamination), the
total of hit points. This application of the skill treating character first makes a Treat Injury
can be used successfully on a character check to help the diseased character fend
only once per day. off secondary damage. This activity takes 10
Revive Dazed, Stunned, or Unconscious minutes.
Character (DC 15): With a first aid kit, the
Table: Survival
DC Task
Get along in the wild. Move up to half the character’s overland speed while hunting and foraging (no
10 food or water supplies needed). The character can provide food and water for one other person for
every 2 points by which the character’s check result exceeds 10.
Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the
15 character’s overland speed, or gain a +4 circumstance bonus if stationary. The character may grant the
same bonus to one other character for every 1 point by which the character’s check result exceeds 15.
18 Avoid getting lost and avoid natural hazards, such as quicksand.
If the treating character’s check succeeds,
the treating character provides a bonus on Advanced Combat Martial Arts
the diseased character’s saving throw equal Prerequisites: Combat Martial Arts,
to his or her ranks in this skill. Improved Combat Martial Arts, and base
Treat Poison (DC 15): A character can tend attack bonus +8.
to a poisoned character. When a poisoned Benefit: When the character scores a critical
character makes a saving throw against a hit on an opponent with an unarmed strike,
poison’s secondary effect, the treating the character deals triple damage.
character first makes a Treat Injury check as Normal: An unarmed strike critical hit deals
an attack action. If the treating character’s double damage.
check succeeds, the character provides a
bonus on the poisoned character’s saving Advanced Firearms Proficiency
throw equal to his or her ranks in this skill. Prerequisite: Personal Firearms Proficiency.
Try Again?: Yes, for restoring hit points, Benefit: The character can fire any personal
reviving dazed, stunned, or unconscious firearm on autofire without penalty (provided,
characters, stabilizing dying characters, and of course, that it has an autofire setting).
surgery. No, for all other uses of the skill. Normal: Characters without this feat take a –
Special: The Surgery feat gives a character 4 penalty on attack rolls made with personal
the extra training he or she needs to use firearms set on autofire.
Treat Injury to help a wounded character by
means of an operation. Advanced Two-Weapon Fighting
A character can take 10 when making a Prerequisites: Dexterity 13, Two-Weapon
Treat Injury check. A character can take 20 Fighting, Improved Two-Weapon Fighting,
only when restoring hit points or attempting base attack bonus +11.
to revive dazed, stunned, or unconscious Benefit: The character gets a third attack
characters. with his or her offhand weapon, albeit at a –
Long-term care, restoring hit points, treating 10 penalty. This feat also allows the
disease, treating poison, or stabilizing a character to use a melee weapon in one
dying character requires a medical kit. hand and a ranged weapon in the other.
Reviving a dazed, stunned, or unconscious
character requires either a first aid kit or a Agile Riposte
medical kit. Surgery requires a surgery kit. If Prerequisites: Dexterity 13, Dodge.
the character does not have the appropriate Benefit: Once per round, if the opponent the
kit, he or she takes a –4 penalty on the character has designated as his or her
check. dodge target (see the Dodge feat) makes a
A character can use the Treat Injury skill on melee attack or melee touch attack against
his or herself only to administer first aid, the character and misses, the character may
treat disease, or treat poison. The character make an attack of opportunity with a melee
takes a –5 penalty on your check any time weapon against that opponent. Resolve and
he or she treats his or herself. apply the effects from both attacks
A character with the Medical Expert feat simultaneously.
gets a +2 bonus on all Treat Injury checks. Even a character with the Combat Reflexes
Time: Treat Injury checks take different feat can’t use the Agile Riposte feat more
amounts of time based on the task at hand, than once per round. This feat does not
as described above. grant more attacks of opportunity than the
character is normally allowed in a round.
( Aircraft Operation
) Select a class of aircraft (heavy aircraft,
helicopters, jet fighters, or spacecraft). The
character is proficient at operating that class
Acrobatic
of aircraft.
Benefit: The character gets a +2 bonus on
The heavy aircraft class includes jumbo
all Jump checks and Tumble checks.
passenger airplanes, large cargo planes,
Special: Remember that the Tumble skill
heavy bombers, and any other aircraft with
can’t be used untrained.
three or more engines. Helicopters include
transport and combat helicopters of all pick originally. Remember that Craft
types. Jet fighters include military fighter and (chemical), Craft (electronic), and Craft
ground attack jets. Spacecraft are vehicles (mechanical) cannot be used untrained.
such as the space shuttle and the lunar
lander. Burst Fire
Prerequisite: Pilot 4 ranks. Prerequisites: Wisdom 13, Personal
Benefit: The character takes no penalty on Firearms Proficiency, Advanced Firearms
Pilot checks or attack rolls made when Proficiency.
operating an aircraft of the selected class. Benefit: When using an automatic firearm
Normal: Characters without this feat take a – with at least five bullets loaded, the
4 penalty on Pilot checks made to operate character may fire a short burst as a single
an aircraft that falls in any of these classes, attack against a single target. The character
and on attacks made with aircraft weapons. receives a –4 penalty on the attack roll, but
There is no penalty when the character deal +2 dice of damage.
operates a general-purpose aircraft. Firing a burst expends five bullets and can
Special: The character can gain this feat only be done if the weapon has five bullets
multiple times. Each time the character in it.
takes the feat, the character selects a Normal: Autofire uses ten bullets, targets a
different class of aircraft. 10-foot-by-10-foot area, and can’t be aimed
at a specific target. Without this feat, if a
Archaic Weapons Proficiency character attempts an autofire attack at a
Benefit: The character takes no penalty on specific target, it simply counts as a normal
attack rolls when using any kind of archaic attack and all the extra bullets are wasted.
weapon. Special: If the firearm has a three-round
Normal: A character without this feat takes burst setting, firing a burst expends three
the –4 nonproficient penalty when making bullets instead of five and can be used if the
attacks with archaic weapons. weapon has only three bullets in it.
Note: This is essentially the same as the
Martial Weapons Proficiency Feat. Cautious
Benefit: The character gets a +2 bonus on
Attentive all Demolitions checks and Disable Device
Benefit: The character gets a +2 bonus on checks.
all Investigate checks and Sense Motive Special: Remember that the Demolitions
checks. skill and the Disable Device skill can’t be
Special: Remember that the Investigate skill used untrained.
can’t be used untrained.
Combat Martial Arts
Brawl Prerequisite: Base attack bonus +1.
Benefit: When making an unarmed attack, Benefit: With an unarmed strike, the
the character receives a +1 competence character deals lethal or nonlethal damage
bonus on attack rolls, and the character (the character’s choice) equal to 1d4 + the
deals nonlethal damage equal to 1d6 + his character’s Strength modifier. The
or her Strength modifier. character’s unarmed attacks count as
Normal: Unarmed attacks normally deal armed, which means that opponents do not
nonlethal damage equal to 1d3 + Strength get attacks of opportunity when the
modifier. character attacks them unarmed. The
character may make attacks of opportunity
Builder against opponents who provoke such
Benefit: Pick two of the following skills: Craft attacks.
(chemical), Craft (electronic), Craft Normal: Without this feat, a character deals
(mechanical), and Craft (structural). The only 1d3 points of nonlethal damage.
character gets a +2 bonus on all checks with Unarmed attacks normally provoke attacks
those skills. of opportunity, and unarmed combatants
Special: The character can select this feat cannot normally make attacks of
twice. The second time, the character opportunity.
applies it to the two skills he or she didn’t
Combat Throw Double Tap
Prerequisite: Defensive Martial Arts. Prerequisites: Dexterity 13, Point Blank
Benefit: The character gains a +2 bonus on Shot.
opposed Strength and Dexterity checks any Benefit: When using a semiautomatic
time the character attempts trip or grapple firearm with at least two bullets loaded, the
attacks, or when the character trys to avoid character may fire two bullets as a single
a trip or grapple attack made against him or attack against a single target. The character
her. receives a –2 penalty on this attack, but
deals +1 die of damage with a successful
Confident hit. Using this feat fires two bullets and can
Benefit: The character gets a +2 bonus on only be done if the weapon has two bullets
all Gamble checks and Intimidate checks, in it.
and on level checks to resist intimidation.
Drive-By Attack
Creative Benefit: The character takes no vehicle
Benefit: Pick two of the following skills: Craft speed penalty when making an attack while
(visual art), Craft (writing), Perform (act), in a moving vehicle. Also, if the character is
Perform (dance), Perform (keyboards), the driver, he or she can take his or her
Perform (percussion instruments), Perform attack action to make an attack at any point
(sing), Perform (stand-up), Perform (string along the vehicle’s movement.
instruments), and Perform (wind Normal: When attacking from a moving
instruments). The character gets a +2 bonus vehicle, a character takes a penalty based
on all checks with those two skills. on the vehicle’s speed. Passengers can
Special: A character can select this feat as ready an action to make an attack when
many as five times. Each time, the character their vehicle reaches a particular location,
selects two new skills from the choices given but the driver must make his or her attack
above. action either before or after the vehicle’s
movement.
Dead Aim
Prerequisites: Wisdom 13, Far Shot. Educated
Benefit: Before making a ranged attack, the Benefit: Pick two Knowledge skills. The
character may take a full-round action to line character gets a +2 bonus on all checks with
up your shot. This grants the character a +2 those skills.
circumstance bonus on his or her next Special: A character can select this feat as
attack roll. Once the character begins many as seven times. Each time, the
aiming, he or she can’t move, even to take a character selects two new Knowledge skills.
5-foot step, until after the character makes
his or her next attack, or the benefit of the Elusive Target
feat is lost. Likewise, if the character’s Prerequisites: Dexterity 13, Defensive
concentration is disrupted or the character is Martial Arts.
attacked before his or her next action, the Benefit: When fighting an opponent or
character loses the benefit of aiming. multiple opponents in melee, other
opponents attempting to target the character
Deceptive with ranged attacks take a –4 penalty. This
Benefit: The character gets a +2 bonus on penalty is in addition to the normal –4
all Bluff checks and Disguise checks. penalty for firing into melee, making the
penalty to target to character –8.
Defensive Martial Arts Special: An opponent with the Precise Shot
Benefit: The character gains a +1 dodge feat has the penalty lessened to –4 when
bonus to Defense against melee attacks. targeting the character.
Special: A condition that makes the
character lose his or her Dexterity bonus to Exotic Firearms Proficiency
Defense also makes the character lose Choose a weapon type from the following
dodge bonuses. Also, dodge bonuses stack, list: cannons, heavy machine guns, grenade
unlike most other types of bonuses. launchers, and rocket launchers.
Prerequisites: Personal Firearms forward a distance equal to the character’s
Proficiency, Advanced Firearms Proficiency. turn number. The vehicles end their
Benefit: The character makes attack rolls movement at that location, at stationary
with the weapon normally. speed, and take their normal sideswipe
Normal: A character who uses a weapon damage.
without being proficient with it takes a –4 If the character fails the check, resolve the
penalty on attack rolls. sideswipe normally.
Special: A character can gain this feat as
many as four times. Each time a character Frightful Presence
takes the feat, he or she selects a different Prerequisites: Charisma 15, Intimidate 9
weapon group. ranks.
Benefit: When the character uses this feat,
Exotic Melee Weapon Proficiency all opponents within 10 feet who have fewer
Choose one exotic melee weapon from. The levels than the character must make a Will
character is proficient with that melee saving throw (DC 10 + ½ the character’s
weapon in combat. level + the character’s Charisma modifier).
Prerequisite: Base attack bonus +1. An opponent who fails his or her save is
Benefit: The character makes attack rolls shaken, taking a –2 penalty on attack rolls,
with the weapon normally. saves, and skill checks for a number of
Normal: A character who uses a weapon rounds equal to 1d6 + the character’s
without being proficient with it takes a –4 Charisma modifier. The character can use
penalty on attack rolls. the feat once per round as a free action.
Special: A character can gain this feat A successful save indicates that the
multiple times. Each time the character opponent is immune to the character’s use
takes the feat, he or she selects a different of this feat for 24 hours. This feat does not
exotic melee weapon. affect creatures with an Intelligence of 3 or
lower.
Far Shot If the character has the Renown feat, the
Benefit: When the character uses a firearm Will saving throw’s DC increases by 5.
or archaic ranged weapon, its range
increment increases by one-half (multiply by Gearhead
1.5). When the character throws a weapon, Benefit: The character gets a +2 bonus on
its range increment is doubled. all Computer Use checks and Repair
checks.
Focused Special: Remember that the Computer Use
Benefit: The character gets get a +2 bonus skill and the Repair skill can only be used
on all Balance checks and Concentration untrained in certain situations.
checks.
Guide
Force Stop Benefit: The character gets a +2 bonus on
Prerequisites: Drive 4 ranks, Vehicle Expert. all Navigate checks and Survival checks.
Benefit: When the character attempts a
sideswipe stunt with a surface vehicle, the Heroic Surge
character can force the other vehicle to a Benefit: The character may take an extra
stop by nudging it into a controlled sideways move action or attack action in a round,
skid. In addition to the normal requirements either before or after the character’s regular
for attempting a sideswipe stunt, the actions. The character may use Heroic
character must have sufficient movement re- Surge a number of times per day depending
maining to move a number of squares equal on his or her character level (as shown
to the character’s turn number. below), but never more than once per round.
After succeeding on the check to attempt the Character Level Times per Day
sideswipe, the character makes a Drive 1st–4th 1
check opposed by the other driver. If the 5th–8th 2
character succeeds, turn the other vehicle 9th–12th 3
13th–16th 4
90 degrees across the front of the target
vehicle, so that they form a tee. Move them 17th–20th 5
Improved Brawl the opponent get a chance to disarm the
Prerequisites: Brawl, base attack bonus +3. character.
Benefit: When making an unarmed attack,
the character receives a +2 competence Improved Feint
bonus on his or her attack roll, and the Prerequisites: Intelligence 13, Brawl, and
character deals nonlethal damage equal to Streetfighting.
1d8 + the character’s Strength modifier. Benefit: The character can make a Bluff
Normal: Unarmed attacks normally deal check in combat as a move action. The
nonlethal damage equal to 1d3 + Strength character receives a +2 bonus on Bluff
modifier. checks made to feint in melee combat.
Normal: Feinting in combat requires an
Improved Bull Rush attack action.
Prerequisites: Strength 13, Power Attack.
Benefit: When the character performs a bull Improved Knockout Punch
rush, the character does not provoke an Prerequisites: Brawl, Knockout Punch, and
attack of opportunity from the defender. base attack bonus +6.
Benefit: When making the character’s first
Improved Combat Martial Arts unarmed attack against a flat-footed
Prerequisites: Combat Martial Arts, base opponent, treat a successful attack as a
attack bonus +4. critical hit. This critical hit deals triple
Benefit: The character’s threat range on an damage. The damage is nonlethal damage.
unarmed strike improves to 19–20. Special: Even if the character has the ability
Normal: A character without this feat to treat unarmed damage as lethal damage,
threatens a critical hit with an unarmed strike the damage from a knockout punch is
only on a 20. always nonlethal.
Glock 17 Skorpion
The Glock is typical of 9mm self-loading The CZ61 Skorpion is a Czech machine
pistols carried by many police officers and pistol seen increasingly in the West since
military personnel. the collapse of the Soviet Union. Originally
Due to its high quality of manufacture, the intended for military vehicle crews, who
Glock 17 is always considered a mastercraft don’t have space for an unwieldy longarm, it
weapon. As such, it grants a +1 bonus on was widely distributed to Communist
attack rolls. countries and in central Africa, and can now
be found anywhere in the world.
Glock 20
This slightly larger version of the Glock 17 is TEC-9
chambered for the slightly more powerful The Intratec TEC-9 is an inexpensive
10mm round. machine pistol popular with criminals
Due to its high quality of manufacture, the because it can be modified (Repair check
Glock 20 is always considered a mastercraft DC 15) to fire on automatic. The pistol only
weapon. As such, it grants a +1 bonus on works on semiautomatic fire or, if modified,
attack rolls. only on automatic. Once modified to fire on
automatic, the TEC-9 cannot be changed
MAC Ingram M10 back to semiautomatic.
No longer in production, about 10,000 of
these small submachine guns were made Walther PPK
and supplied to United States police forces, The PPK is a small, simple, and reliable
the U.S. Army, Cuba, and Peru. Light autoloader with a design that dates back to
pressure on the trigger produces single the 1930s. It remains in widespread service
shots, while increased pressure brings among European police, military, and
automatic fire. government agencies.
The M10 accepts a suppressor without
modification. Longarms
Longarms are personal firearms that require
Pathfinder two hands to be fired without penalty. This
The Pathfinder is a high-quality weapon group includes hunting and sniping rifles,
used as a concealed backup weapon by assault rifles shotguns, and most
police officers or for personal defense. The submachine guns.
The basic longarm is the rifle, a group that
includes both hunting rifles and sniper rifles. Browning BPS
Most rifles are autoloaders, and they This heavy longarm fires the largest shotgun
function internally in a manner very similar to round available, the 10-gauge shell.
autoloader pistols. Some models are
operated manually, however, with the user HK G3
having to work a bolt or lever between each The G3 fires the powerful 7.62mm cartridge,
shot. Assault rifles are rifles designed for a round used in many light machine guns
military use and feature automatic as well as but increasingly uncommon in assault rifles.
semiautomatic fire. At one time, over sixty of the world’s armies
Shotguns are large-bore weapons that used this rifle.
primarily fire shells full of small projectiles.
They tend to be powerful, but only at short HK MP5
range. Reduce shotgun damage by 1 point The Heckler & Koch MP5 family of weapons
for every range increment of the attack. is among the most recognizable in the world.
Submachine guns are relatively compact Many different designs exist; described here
longarms that generally fire pistol is the most basic model.
ammunition. They can fire on automatic. Due to its high quality of manufacture, the
All longarms are covered by the Personal MP5 is always considered a mastercraft
Firearms Proficiency feat. weapon. As such, it grants a +1 bonus on
Longarms are not well suited to close attack rolls.
combat. A character takes a –4 penalty on This weapon features a three-round burst
the attack roll when firing at an adjacent setting. When used with the Burst Fire feat,
target. it fires only three bullets instead of five and
can be used with only three bullets in the
AKM/AK-47 weapon. This setting does not grant the
This assault rifle of the old Soviet Union is ability to make burst fire attacks without the
one of the most popular firearms in the Burst Fire feat; if a character uses the
world, having found common use in scores setting without the feat, he or she makes a
of bush wars and insurrections—on all sides normal attack, and the extra two bullets are
of such conflicts. wasted.
Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
Critical Range Purchase
Weapon Damage Type Size Weight Restriction
Damage Increment DC
1
Chain 1d6/1d6 20 Bludgeoning — Large 5 lb. 5 —
Chain saw 3d6 20 Slashing — Large 10 lb. 9 —
Kama 1d6 20 Slashing — Small 2 lb. 5 —
Katana 2d6 19–20 Slashing — Large 6 lb. 12 —
Kukri 1d4 18–20 Slashing — Small 1 lb. 5 —
Nunchaku 1d6 20 Bludgeoning — Small 2 lb. 3 —
1
Tri-staff 1d10/1d10 20 Bludgeoning — Large 3 lb. 4 —
1
See the description of this weapon for special rules.
Knife as a weapon. Extending or collapsing the
This category of weapon includes hunting baton is a free action.
knives, butterfly or “balisong” knives, Pistol Whip
switchblades, and bayonets (when not Using a pistol as a melee weapon can deal
attached to rifles). A character can select the greater damage than attacking unarmed. No
Weapon Finesse feat to apply his or her weight or purchase DC is given for this
Dexterity modifier instead of Strength weapon, since both vary depending on the
modifier to attack rolls with a knife. pistol used.
Survival Gear
Purchase
Object Description Size Weight Restriction
DC
Backpack — Med 3 lb. 10 —
Binoculars — — — — —
— Standard Small 2 lb. 7 —
— Rangefinding Small 3 lb. 15 —
— Electro-optical Small 4 lb. 16 —
Chemical light sticks (5) — Tiny 1 lb. 2 —
Purchase
Object Description Size Weight Restriction
DC
Climbing gear — Large 10 lb. 11 —
Compass — Dim 0.5 lb. 5 —
Fire extinguisher — Med 3 lb. 8 —
Flash goggles — Tiny 2 lb. 15 —
Flashlight — — — — —
— Penlight Dim 0.5 lb. 3 —
— Standard Tiny 1 lb. 4 —
— Battery flood Small 2 lb. 6 —
Gas mask — Small 5 lb. 13 —
GPS receiver — Tiny 1 lb. 15 —
Map — — — — —
— Road atlas Tiny 1 lb. 4 —
— Tactical map Tiny 0.5 lb. 3 —
Mesh vest — Med 7 lb. 8 —
Portable stove — Tiny 1 lb. 9 —
Rope (150 ft.) — Large 12 lb. 5 —
Sleeping bag — Med 4 lb. 9 —
Tent — — — — —
— 2-person dome Med 4 lb. 11 —
— 4-person dome Med 7 lb. 12 —
— 8-person dome Large 10 lb. 13 —
Trail rations (12) — Tiny 1 lb. 5 —
Weapon Accessories
Purchase
Object Description Size Weight Restriction
DC
Box magazine — Tiny 0.5 lb. 4 —
Detonator — — — — —
— Blasting cap Tiny 0.5 lb. 4 Lic (+1)
— Radio controlled Tiny 0.5 lb. 10 Lic (+1)
— Timed Tiny 0.5 lb. 7 Lic (+1)
— Wired Tiny 1 lb. 6 Lic (+1)
Holster — — — — —
— Hip Tiny 1 lb. 5 —
— Concealed carry Tiny 0.5 lb. 5 —
Illuminator — Tiny 0.5 lb. 7 —
Laser sight — Tiny 0.5 lb. 15 —
Scope — — — — —
— Standard Tiny 0.5 lb. 11 —
— Electro-optical Small 3 lb. 18 —
Speed loader — Tiny 0.5 lb. 3 —
Suppressor — — — — —
— Pistol Tiny 1 lb. 12 Mil (+3)
— Rifle Small 4 lb. 14 Mil (+3)
The driver of the vehicle that caused the the turn number for its speed, then ends its
collision must immediately make a Drive check movement. Once it stops, roll 1d8 to determine
(DC 15) or lose control of the vehicle (see its new facing: 1, no change; 2, right 45 degrees;
Losing Control, below). The driver of the other 3, right 90 degrees; 4, right 135 degrees; 5, 180
vehicle must succeed on a Drive check (DC 15) degrees; 6, left 135 degrees; 7, left 90 degrees;
at the beginning of his or her next action or lose 8, left 45 degrees. Reorient the vehicle
control of his or her vehicle. accordingly.
At chase scale, the vehicle moves 1 square and
Damage to Vehicle Occupants ends its movement. Roll to determine its new
When a vehicle takes damage from a collision, facing as indicated above.
its occupants may take damage as well. The Roll: The vehicle tumbles, taking damage.
base amount of damage depends on the cover At character scale, the vehicle rolls in a straight
offered by the vehicle. Each of the occupants line in its current direction for a number of
may make a Reflex save (DC 15) to take half squares equal to the turn number for its speed,
damage. then ends its movement. At the end of the
Losing Control vehicle’s roll, reorient the vehicle perpendicular
A collision or a failed stunt can cause a driver to to its original direction of travel (determine left or
lose control of his vehicle. In these cases, the right randomly).
driver must make a Drive check to retain control At chase scale, the vehicle rolls one square
of the vehicle. If this check is successful, the before stopping and reorienting.
driver maintains control of the vehicle. If it fails, At either scale, a vehicle takes damage equal to
the vehicle goes into a spin. If it fails by 10 or 2d6 x the turn number for its speed. The
more, the vehicle rolls. Remember that the vehicle’s occupants take damage equal to 2d4 x
check/roll modifier from Table: Vehicle Speeds the turn number for its speed (Reflex save, DC
and Modifiers applies to all Drive checks. 15, for half damage).
Cover Damage
None Same as damage taken by vehicle
Hide and Seek
When being pursued, a driver can attempt a
One-quarter One-half damage taken by vehicle
One-half One-quarter damage taken by vehicle Hide check to lose the pursuer in heavy traffic,
Three-quarters or a Bluff check to misdirect the pursuer before
None turning onto an off-ramp or a side street.
or more
An out-of-control vehicle may strike an object or To make a Hide check, use the normal rules for
other vehicle. When that happens, a collision hiding (see the Hide skill description). The
occurs (see Collisions and Ramming, above). normal size modifiers apply, but because the
Spin: The vehicle skids, spinning wildly. driver is hiding among other vehicles, most of
At character scale, the vehicle moves in its which are size Large or Huge, he or she gains a
current direction a number of squares equal to +8 bonus on the check. This use of the Hide skill
can only be attempted in fairly heavy traffic; in drivers and gunners can make attacks with any
lighter traffic, the GM might not allow it or might vehicle-mounted weapons controlled from their
apply a penalty to the check. positions.
A driver can use Bluff to make a pursuer think Full-Round Actions: Since the driver must use a
he or she is going a different direction from what move action to control the vehicle, he or she
the driver intends. Just before making a turn can’t take a full-round action unless he or she
onto an off-ramp or side street, make a Bluff starts it in one round and completes it on his or
check opposed by the pursuer’s Sense Motive her next turn (see Start/Complete Full-Round
check. If the driver is successful, the pursuer Action).
takes a –5 penalty on any Drive check needed Crew Quality
to make the turn to follow the driver. If the other Rather than force the GM to create, or
driver can make the turn using only simple remember, statistics for everyone aboard a
maneuvers and does not have to make a Drive vehicle, vehicle statistics include a general “crew
check, the Bluff attempt has no effect. quality” descriptor. This indicates a typical
crew’s aptitude with the vehicle’s systems.
Fighting from Vehicles Table: Vehicle Crew Quality shows the five
The following rules provide a further framework levels of crew quality for GM-controlled vehicle
for combat involving vehicles. crews, along with the appropriate check
modifier. Use the check modifier for all skill
Vehicle Combat Actions checks related to the operation of the vehicle
Actions during vehicle combat are handled the (including Drive and Repair checks). Use the
same way as actions during personal combat. In attack bonus for all attack rolls performed by the
general, a character can take two move actions, crew. For quick reference, Table: Crewed
one move action and one attack action, or one Vehicles shows the typical crew quality, and the
full-round action in a round. Free actions can be crew’s total initiative and maneuver modifiers,
performed normally, in conjunction with another for the vehicles covered in this book.
action. This by no means restricts the GM from creating
Free Actions: Communicating orders and unique vehicles where the crew’s statistics are
ducking down behind a door are examples of included, or from using GM characters’ abilities
free actions. Characters can perform as many when they drive or attack from vehicles. It’s
free actions as the GM permits in a single round. merely a shortcut to save time if the GM doesn’t
Move Actions: Changing position within a have particular characters behind the wheel.
vehicle is usually a move action, especially if the Table: Vehicle Crew Quality
character has to trade places with another Crew Quality Check Modifier Attack Bonus
character. If the character’s movement is short Untrained –4 –2
and unobstructed, the character can do it as the Normal 2 0
equivalent of a 5-foot step. Otherwise, it requires Skilled 4 2
Expert 8 4
a move action.
Ace 12 8/3
Attack Actions: Anyone aboard a vehicle can
make an attack with a personal weapon, and
Table: Crewed Vehicles Name Crew Init Maneuver
Name Crew Init Maneuver Mercedes E55 AMG 1 (Normal +2) 0 2
Civilian Aircraft - - - Volkswagen Jetta 1 (Normal +2) 0 2
Bell Jet Ranger 2 (Skilled +4) 0 0 Civilian Motorcycles - - -
Bell Model 212 2 (Skilled +4) 0 0
Ducati 998R 1 (Normal +2) 2 5
Cessna 172 Skyhawk 1 (Normal +2) –2 –2
Learjet Model 45 2 (Skilled +4) +0 0 Harley Davidson 1 (Normal +2) 1 3
Civilian Cars - - FLSTF
Acura 3.2 TL 1 (Normal +2) 0 1 Yamaha YZ250F 1 (Normal +2) 2 4
Aston-Martin Vanquish 1 (Normal +2) 0 2 Civilian Trucks - - -
BMW M3 1 (Normal +2) 0 3 AM General Hummer 1 (Normal +2) 0 0
Chevrolet Cavalier 1 (Normal +2) +1 1 Chevrolet Suburban 1 (Normal +2) 0 0
Chevrolet Corvette 1 (Normal +2) 0 2
Dodge Caravan 1(Normal +2) 0 0
Dodge Neon 1 (Normal +2) 1 1
Ford Escape XLT 1 (Normal +2) +0 0
Ford Crown Victoria 1 (Normal +2) 0 1
Ford F-150 XL 1 (Normal +2) 0 0
Jaguar XJS 1 (Normal +2) 0 1
Lamborghini Diablo 1 (Normal +2) +0 3
Name Crew Init Maneuver Name Crew Init Maneuver
Toyota Tacoma 1 (Normal +2) 0 0 Limousine 1 (Skilled +4) 0 0
Xtracab Moving truck 1 (Normal +2) –2 –2
Civilian Water Vehicles - - - NABI Model 40LFW 1 (Skilled +4) 0 0
Bayliner 1802 Capri 1 (Normal +2) 0 0 Military Vehicles - - -
Fairline Targa 30 1 (Normal +2) –2 –2 BMP-2 3 (Skilled +4) 2 2
Sea-Doo XP 1 (Normal +2) 1 3 M1A2 Abrams 4 (Skilled +4) 0 0
Other Vehicles - - - M2A2 Bradley 3 (Skilled +4) 0 0
Armored truck 2 (Skilled +4) 2 2 M113A1 Gavin 2 (Skilled +4) 2 2
Honda TRX400FW 1 (Normal +2) 1 3 UH-60 Black Hawk 2 (Skilled +4) 0 0
The Street Saint is always there when victims Streetwise: The Street Saint gains +4 to all
need a helping or healing hand. Though most Knowledge: Streetwise checks.
often passive and non-combative, Street Saints Sense Distress: The Street Saint can sense
have an uncanny, and some claim supernatural, where trouble is happening, or just was
knack for arriving in just the right place at just the happening. If someone is being injured, abused,
right time when help is needed. In actuality, they or otherwise severely mistreated, the Street Saint
are sniffers who seek to help victims of violent can sense it. This ability works exactly like the
crimes. This is not all they do, however. Street Sniffer feat, but the Street Saint cannot sense the
Saints are also known for their streetwise and trail of where the violent person went after he
knowledge. commits his act. It only applies to where the
violence actually occurred.
Requirements Improvise: At second level, the Street Saint can
To qualify to become a Street Saint, a character spend four rounds to use pieces of cloth and
must fulfill the following criteria. other nearby objects and items to create a
Skills: Treat Injury 8 ranks. makeshift, improvised first aid kit, and thus gains
Feat: Latent Sniffer. the benefit of having one.
Fast Travel: Whether by car, bus, tramway, or on
Class Information foot, the Street Saint knows the routes and streets
The following information pertains to the Street well enough to get anywhere quickly. If the Street
Saint _advanced class. Saint knows exactly where she wants
Hit Die: 1d4
Table: The Street Saint
Base Attack Fort Reflex Will
Level Special Defense Reputation
Bonus Save Save Save
1st 0 1 1 2 Streetwise, Sense Distress 0 0
2nd 1 2 2 3 Improvise 1 0
3rd 1 2 2 3 Bonus Feat 1 1
4th 2 2 2 4 Fast Travel 1 1
5th 2 3 3 4 Discernment 2 1
6th 3 3 3 5 Bonus Feat 2 2
7th 3 4 4 5 Calm 2 2
8th 4 4 4 6 Healing Intuition 3 2
9th 4 4 4 6 Bonus Feat 3 3
10th 5 5 5 7 Saintly Aura 3 3
to go, she gains the Run or Vehicle Operation feat
temporarily, for the duration of time it takes to get Hit Die: 1d12
to where she needs to be.
Discernment: The Street Saint gains +2 to Action Points: 6 + one-half character level,
Diplomacy, Gather Information, and Sense Motive rounded down, every time the character attains a
checks. new level in this class.
Calm: When helping a victim or person in need,
the Street Saint gains +4 to Concentration Class Skills
checks. The Backalley Brawler’s class skills (and the key
Healing Intuition: The Street Saint has a feel for ability for each skill) are: Climb (Str), Craft (Int),
what she does, and gains +2 Knowledge Drive (Dex), Intimidate (Cha), Jump (Str),
(Medicine), Search, and Treat Injury checks. Profession (Wis), Search (Int), Swim (Str).
Saintly Aura: The Street Saint is respected by all
for what she does, even by thugs, hooligans, Skill Points at Each Level: 3 + Int modifier.
criminals, and other such vagrants. Once per day,
she may add her Will save modifier to any Class Features
Charisma-based skill check. The following features pertain to the backalley
Bonus Feats: Attentive, Educated, Endurance, brawler advanced class.
Focused, Gearhead, Iron Will, Medical Expert, Damage Reduction: Beginning at 1st level, the
Renown, Run, Studious, Surgery, Track, backalley brawler gains the ability to shrug off
Trustworthy, and Vehicle Operation. some amount of injury from each blow or attack.
Subtract 1 from the damage the backalley brawler
Backalley Brawler takes each time he is dealt damage. At 4th level,
the damage reduction rises to 2. At 7th level, it
The backalley brawler is a fighter in its most rises to 3, and at 10th level it rises to 4. Damage
primitive, straightforward form. Though the name reduction can reduce damage to 0 but not below
might seem to insinuate that the person is good at 0.
fighting with his bare hands, they can be good at Bash: By sacrificing accuracy, the backalley
fighting with any kinds of weapons, from machine brawler can put everything into a blow, doing
guns, to chains, to swords. Backalley brawlers are more damage. At 2nd level, he can do +1d4
known for their brutality, toughness, and damage, but must take a -1 penalty to his melee
durability. attack roll. At 5th level, this damage increases to
+2d4, and the penalty to -2, and at 8th level, the
Requirements damage increases to +3d4, and the penalty to -3.
To qualify to become a Backalley Brawler, a This bonus can only be applied to unarmed or
character must fulfill the following criteria. melee combat.
Base Attack Bonus: +3. Bonus Feats: From this list: Advanced Two-
Feat: Power Attack. Weapon Fighting, Archaic Weapons Proficiency,
Armor Proficiency (heavy), Armor Proficiency
Class Information
Table: The Backalley Brawler
Base Attack Fort Reflex Will
Level Special Defense Reputation
Bonus Save Save Save
1st 1 2 0 0 Damage Reduction -1 1 0
2nd 2 3 0 0 Bash +1d4/-1 1 0
3rd 3 3 1 1 Bonus Feat 2 0
4th 4 4 1 1 Damage Reduction –2 2 0
5th 5 4 1 1 Bash +2d4/-2 3 1
6th 6 5 2 2 Bonus Feat 3 1
7th 7 5 2 2 Damage Reduction –3 4 1
8th 8 6 2 2 Bash +3d4/-3 4 1
9th 9 6 3 3 Bonus feat 5 2
10th 10 7 3 3 Damage Reduction –4 5 2
(light), Armor Proficiency (medium), Blind- using a weave slot. Delve is cast at a level
Fight, Brawl, Cleave, Combat Expertise, equal to the levels the Healer has in this class.
Combat Reflexes, Endurance, Frightful
Presence, Great Cleave, Great Fortitude, Healing: When the Master Healer casts a
Heroic Surge, Improved Brawl, Improved Bull weave from the Healing Talent, treat the
Rush, Improved Damage Threshold, Improved weave as being cast a number of levels higher
Disarm, Improved Feint, Improved Initiative, equal to the bonus noted.
Improved Knockout Punch, Improved Trip,
Improved Two-Weapon Fighting, Knockout Renewing Hand: Same as Delving Hand but
Punch, Quick Draw, Run, Simple Weapons with Renew as weave.
Proficiency, Sunder, Toughness, Two-Weapon
Fighting, Weapon Finesse, and Weapon Master of Blood: Once per day per level the
Focus. Master Healer may use a full round action to
make a Heal check (DC 15). If she succeeds,
Master Healer the target is healed for 1d4 hp per level in this
Hit Die: d6 class. In addition she may make another Heal
check (DC 20) to cleanse the body from any
The Master Healers is a group of Aes Sedai poison or disease festering the target. On a
and Asha'man, who specialise in healing. They success one poison or disease has been
swear before a high counsel that they will heal removed and the Healer may make another
anybody in need of healing even if they Heal check (DC 25). On a success all effects
consider the wounded evil. If the healer breaks of the removed disease are reversed. Each
this oath she will be put to trial for treason and time the Healer makes a check this way she
most likely be severed. uses a weave slot from the lowest level
This Prestige Class works as any other available.
channelling Prestige Class.
Requirements: Healing Hand: Same as Delving Hand but with
Skills: Craft (pharmaceuticals) 8 ranks, treat Heal as weave.
injury -10 ranks and Profession (medicine) 8
ranks. Cleansing Hand: Same as Delving Hand but
Weaves: Cleanse, Delve, Heal, Renew and with Cleanse as weave.
Restore
Talent: Healing Restoring Hand: Same as Delving Hand but
with Restore as weave.
Class Features:
Action points: 6-+1/2-character level per level Master of Souls: The Master Healer has now
Skills: Composure (Wis), Concentration (Con), become one with the Healing energy and now
Craft (Int), Diplomacy (Cha), Gather constantly has the radiance of saidin/saidar
Information (Cha), Heal (Wis), Intimidate emitting from her body. If the Healer wants to
(Cha), Knowledge (Int), Profession (Wis), cast a weave from the Healing talent she
Sense Motive (Wis) and Weavesight (Int) doesn't need to embrace the source.
Furthermore the Healer may choose anybody
Skill-points at Each Level: 4 + Int modifier within 5 ft. of the Healer on each action she
performs. That person doesn't die until she
Delving Hand: Once per round, as a free reaches -15 hp, can't be effected by negative
action that provokes an attack of opportunity, Healing weaves and have a 15% chance to
the Master Healer may use Delve without stabilise without treatment.