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141.157.188.166

August Hahn
Editor Adrian Bott Development and Layout Richard Neale Additional Text Alejandro Melchor Cover Art Scott Clark Interior Illustrations Eric Bergeron, Jim Brady, Stephen Cook, Anthea Dilly, Kythera, John McSweeny, Pete Slough, Ronald Smith, Sami Walu & Leo Winstead Studio Manager Ian Barstow Production Manager Alexander Fennell Playtesting Mark Gedak, Kent Little, Murry Perry, Patrick A. Kossmann, Tammy Gedak, Mark Howe, Mark Sizer, Daniel Scothorne, Mark Billanie, Micheal Young, Alan Moore, Daniel Haslam, Jamie Godfrey, James Sparling, Shannon Sparling, Shannon Sparling, Jimi Braun, Jason Thornton, Bill 'Urklore' Schwartz Proofreading Richard Ford, Ian Finch, Fred Herman, Sarah Quennell & Lucya Szachnowski

CONTENTS

Contents
Introduction Character Background Classes & Vocations Skills Feats & Traits 2 7 28 68 104

Equipment & Wealth 132 A World Of Adventure 166 The Power of Steam The Occult Index License 223 263 301 304

OGL Steampunk is ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. OGL Steampunk is presented under the Open Game License. See page 304 for the text of this licence. With the exception of boxed story text and character names, character creation rules detailing the mechanics of assigning dice roll results to attributes and the character advancement rules detailing the effects of applying experience, all text within OGL Steampunk is declared as open content. Printed in Canada.

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introduction

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introduction

magine a world where computers were developed a century before their time, powered by levers and steam engines instead of microprocessors or even light bulbs; a world where the zeppelin never went out of fashion as new technology made it safer and faster; where brave men and women explored a yet undiscovered world to find the wondrous ruins of lost civilisations or entrances to entirely new worlds; where the mysterious age of magic is slowly fading away to usher in an age of jaded, even cynical reason. This is the world of Steampunk, a shadowy subgenre of fantasy and science fiction that is more devoted to marrying the possible with the improbable than to exploring the future or exploring fantastic themes. Steampunk investigates a fantasy past that might have been, had some things happened a little differently.

period never occurred. What kind of world may have evolved from networked computing based on clicking machines and mechanical modems? Such are the kinds of questions that you can answer in Steampunk. Technology in a Steampunk setting is either stylish and elegant or incredibly clunky, using basic mechanisms and primitive wiring to achieve the levels of performance for which modern technology would need far less space, with a wildly different appearance to boot. Brass tubes, wooden handles and incandescent lamps (also known as ‘light bulbs’) replace fibre optics, touch screens and LEDs as the materials of choice for machinery. Steam-powered cars roam the streets while monstrous airships crawl through the skies. All the while, the people lost through the cracks in the ‘modern world’ scratch out a living in the shadows of a concrete nightmare.

Steampunk as a genre grew from revisiting the old scientific romance novels, such as the likes of 20,000 Leagues Under the Sea, The Time Machine and The Lost World, which took the spirit of progress, exploration and exploitation prevalent during the 19th Century and translated it into stories of speculation, wonder and excitement. As literature that explored the future as moulded by progress, the scientific romance is the great-grandfather of modern science fiction. At its core, Steampunk is a look back at those times through the eye of imagination. Steampunk either takes a typical world of the fantasy genre and changes it by adding the darker elements of science and invention, or investigates alternate worlds where technology took a different turn than it has in ours. The subgenre of Steampunk fantasy adds its own ingredients of magic and mythical elements to such a world. In essence, Steampunk is about playing in an age that was not, but could have been.

The Age That Never Was (And Should Have Been)

The Fantastic and the Occult
Another common element of many Steampunk stories is the presence of magic and the supernatural. In the backdrop of scientific progress, magic begins to enjoy a renaissance, with mediums and magicians practicing a dying art while humanoids wrestle with their own inventions in the wild. Secret societies organise rituals to contact occult powers from beyond time and the stronger communication with distant lands opens the way for an influx of exotic cultural imports, including grossly misunderstood traditions and beliefs. Magic and the occult are so prevalent that they mingle with science, with the most prominent example being the mind’s psychic potential. Magic is a palpable reality that the heroes of the day must discover and contend with. Cultists seek to awaken the power of ancient races, alchemists use arcane formulae to power their infernal devices and creatures of legend walk alongside the human occupants of major cities, either adopting the science of the day or enslaved because of it.

Retrotech
Steampunk stories are dominated by strange technology and weird science. While hard science-fiction bases its principles on proven or theoretical science in our time such as quantum physics and the advances in biotechnology, Steampunk takes a look backwards at the early advances in scientific and technological inspiration. In the Victorian epoch, phenomena like electricity are beginning to be fully understood, steam and mechanics move most of the age’s machinery and telecommunications are being born in the form of the telegraph. One can look even further back; consider that if early inventors had received sufficient funding, the first computer could have been created in feudal times, especially if a Dark Ages

The Great Malaise
Above all, the feeling that dominates Steampunk is a sense of despair, a certainty that while any challenge can doubtless be defeated through ingenuity, this will always be achieved at a terrible cost. The scientific worldview saw Nature more as an enemy to be conquered than as an ally; in the worlds of Steampunk, this is precisely what it has done. There was a pervading sense of adventure, in which the world offered untold opportunities for discovery and exploration; in the aftermath, the great challenges have come and gone. Following a period of relative stability, the dominant people of the fantasy world had a chance to look around and see what surrounded them. They reached out their grasp to chart what had remained unexplored until,

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assuming that they had discovered everything, they turned their backs on the rest of the world. In the face of infinite possibility, cities are becoming increasingly cut off. However, the tangible world is not the only one where Steampunk has spread its dark influence. Interest in magic and the supernatural has become rampant, trying to fill the remaining darkness that science cannot completely illuminate. At the same time, the power of science is swiftly crushing the life from magic by making many of the latter’s wonders easier to replicate for the ‘common man’. Why would an orc shaman waste years of its short life learning to cast a magical missile spell when it could just carry a rune cannon? Lastly, exploration and discovery brings the people of Steampunk into conflict with other cultures. The most common response when facing a weaker, apparently uncivilised people is, after all, to conquer them and expand the empire. In their hunger to learn about new things, the people of a Steampunk world incorporate, misinterpret and import wholesale aspects of foreign cultures, mostly in the realms of art and culture, as foreign sciences are seen as somewhat inferior if they do not offer clear advantages and improvements over the disciplines already mastered. In this way, even in the wake of amazing new sciences and inventions, the old stresses of elf versus man, man versus orc, and all versus the monsters of the night are not just perpetuated. They are heightened by science to an apocalyptic degree.

Empire and Expansion
Just as the Industrial Revolution is one of the main backdrops of Steampunk, imperialism is another fundamental tenet of the old scientific romances. People the sylvan expanses of the fantasy Steampunk world with elves who refuse to give up their ancestral homes and wield magic powers beyond humans’ ken alongside mountain dwarves who compete with humans for the mining of resources; there you have all the makings of a dark epic about expansion and imperialism set amid toxic clouds of steam, smoke and burning blood. What Empire provides is a platform for stories, a ‘safe’ place from which characters can jump into the unknown. Danger does lurk even inside the Empire, but the institution itself is what is important. If danger is outside, the Empire provides the comforting existence of King and Country. If the danger exists within, then Empire is what must be preserved against the forces of internal chaos that threaten to tear it apart. When the tables are turned and the characters are not citizens of the Empire, it then becomes the monolithic enemy, the oppressor whose ravenous advances must be stopped or at least curbed, if the characters want to preserve their way of life. The notion of Empire is tied with a drive for expansion and colonisation, whether the ‘colonies’ are in the jungles of some primitive nation, the canals of a distant world in another dimension, or the lost valleys of the forsaken elves. While not impacting directly on the doings of the characters most of the time, imperial expansionism will create many situations that do. Angry natives whose land Empire encroaches upon will not react well to members of the Empire, whatever their intentions.

introduction

Progress and its Flipside
Advances in investigation as well as invention bring forth a great number of tools and theories that optimise industry and society. Industrialists recite the word ‘progress’ as a religious mantra and it is in the name of progress that Steampunk’s most wonderful inventions emerge from their creators’ labs. The problem is that socalled ‘progress’ often has quite unsavoury consequences. Very little is shiny brass and polished wood in the world of OGL Steampunk; steeped in the advances of a medieval Industrial Revolution, this technological progress has also given rise to abuse and exploitation. Industrial machinery is hungry for labour and resources and social progress has lagged painfully behind technological advances. This clash between moral and economic principle is one with which all citizens of a Steampunk world will constantly be confronted. A Steampunk story can be about the struggle to resist the iron fangs of industry just as it can be about exploration, replacing wonder with despair, liberation with oppression, undiscovered virgin land with claustrophobic corridors. This dark contrast is also part of the genre and it usually provides the ‘punk’ factor to the ‘steam’ element. Steampunk is more often about man against the machine than man and machine in harmony.

In general terms, it is a game where you and a group of players build a story together. Specifically, you assume the role of a character, while one of the players (which could be you as well) becomes the Games Master, the person in charge of running the narrative by playing all the secondary characters and steering the game’s story along. In OGL Steampunk, each player creates a character following the outlines in the following chapters and the Games Master prepares a story in which the characters will be the protagonists. Either as a group effort or by trusting the Games Master’s imagination, you design a setting in which the stories will take place, whether it is the darkest Steampunk era imaginable with weird scientific advances and constantly raging war, or a parallel world similar to Earth with similar developments. This book will give you all the pieces of the puzzle you need to craft your own Steampunk adventures and tell you how to mix and match them.

What is a Roleplaying Game?

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What You Need to Play
A roleplaying game is not like any board game. For one thing, there is no board! It is played entirely in your imagination. However, there are some things you need in order to start playing. A copy of this book. The OGL Steampunk book contains all the rules and information you need to play. You may want to have extra copies for all players but this is not strictly necessary. One copy of the character sheet for each player. See the back of the book for this. On the character sheet, you write down all the information that defines the character, such as his abilities, skills, equipment and other special features like magic and mechanical companions, if the setting allows them. You will find the character sheet at the end of this book and you can make as many copies as you need. Dice. The main tool of a roleplaying game, you need at least one set of dice which includes a four-sided die (d4), a six-sided die (d6), an eight-sided die (d8), a ten-sided die (d10), a seldom-used twelve-sided die (d12) and the very important twenty-sided die (d20). Each player may want to have his own dice set, so that curses and maledictions due to bad luck are more personalised. As an option, you can use figures to represent the characters, so that you know where everyone is during a combat scene. Likewise, the tactically minded may want a ‘battlemat’ or a flat grid to measure the movement of characters and vehicles. Music is likewise recommended for setting the mood and if you expect your game to last for more than a couple of hours, food and drinks are also good to have around.

The type of task determines the Modifiers and the Difficulty Class. If the result of the d20 roll plus the Modifiers equals or exceeds the Difficulty Class, the test is successful. Any other result is a failure. Other than in combat situations, a ‘natural 20’ on the die roll is not an automatic success and a ‘natural 1’ on the die roll is not an automatic failure. See the chapter titled A World of Adventure for more details on automatic hits and misses. You may also need to roll other kinds of dice as described in the rules. The game uses the following notations to determine the type and number of dice you need to roll for any given result: d4 = four-sided die d6 = six-sided die d8 = eight-sided die d10 = ten-sided die d12 = twelve-sided die d20 = twenty-sided die d% = percentile dice When there is a number before the ‘d’, it means that you must roll that number of dice of that type and add the results together, so 2d4 means you roll two four-sided dice, while 5d6 means that you roll five six-sided dice. When the die designation is followed by a plus or minus (+ or -) sign and a number, it means that you add or subtract that amount from the final die result. In this case, 3d8-4 means that you roll three eight-sided dice, adding together each die’s result and then subtract four. Multipliers Certain modifications to dice rolls exist within the rules that multiply the result instead of adding a set number or an addition die or dice to a roll. These are listed as ‘x2’ or some other multiplication value. Multipliers apply to every numeric modifier and to the basic dice involved in the roll but not to additional dice added as a modifier to the roll. For example, if Heshia has an runic ring of iron-biting fitted on her ornithopter’s cannon (3d6 damage) which doubles projectile weapon damage against metallic armour types, plus a special shell type that adds 2d6 explosive damage to every shot, then a single attack against an ironclad ship would do the weapon’s usual 3d6 damage multiplied by 2 plus the 2d6 explosive damage, for a grand total of 6d6 ballistic damage plus 2d6 explosive damage. Multipliers can stack but regardless of their values, they always stack in a specific way. When a check or value has two or more multipliers, the highest value multiplier is kept and every additional multiplier increases the first one’s value by 1. For example, if Gearbolt the automaton were to score a critical hit with his voltaic claws (a 1d4 +1d8 electrical attack, doubled by the critical hit) on a person armoured with a jacket that has a special vulnerability that multiplied all electrical damage by x3,

introduction

Basic Rules
The core of a roleplaying game is the way that characters perform tasks like climbing a rope, building a clockwork automaton, piloting an airship through a storm, reading the future with a psychic power, shooting a rune rifle at a rampaging centaur, avoiding a falling boulder, chanting the words of a magic ritual accurately or fighting with a sword. The rules of OGL Steampunk assume a standardised system for determining the success or failure of any given task. That core mechanic is: d20 + Modifiers vs. Target Number, usually referred to as Difficulty Class or DC The game uses a simple task resolution method in which you roll a d20 (a twenty-sided die) to see if the character succeeds at any sort of task. When used for resolving tasks besides attack rolls and saving throws, this test is referred to as a ‘check’ and this title is thus applied to skill checks, ability checks and caster checks, on which there will be more information later.

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The six abilities are Strength (Str). below. See Stacking. Modifier: A value that adds or subtracts a number to and from a die roll. Amazing (Machine): A piece of machinery created through revolutionary science and technology. or even a member of the faerie race. Racial Trait: A special kind of class feature. Modifiers of the same kind or which have the same descriptors do not stack together. the occultist. not 5 times. Wisdom (Wis) and Charisma (Cha). Encounters can be combat. Check: A die roll intended to resolve whether a character succeeds or fails at a given task. they gain a new level. Fortitude and Will. must equal or exceed for a task to be considered successful. Class (character class): An archetype a character follows that describes his general aptitudes and abilities.157. A character gains feats at character creation and at every three character levels. The higher the CR. Player Character: A character created and controlled by one of the players. the only character race available is human. Characters gain experience points by defeating challenges. The three different saving throws are Reflex. such as a vampire or ghost. He makes these choices at the class levels that indicate that he can choose either a vocation talent or a racial trait. In mundane Steampunk games. structures. Dexterity (Dex). Challenge Rating (CR): The measure of how difficult it is to defeat a particular encounter. talent. The seven archetypal character classes in OGL Steampunk are the adventurer. A character gains skill points during character creation and every time he gains a level.188. the genius. the racial trait is an ability or power that a character chooses from a list determined by his race. XP): A measure of what a character has learned in the course of his adventures and how much stronger in his ways he has grown. or sentient mechanical creature. equipment. such as an elf or dwarf. In more exotic settings. the harder it is to overcome the encounter but the richer the rewards will be. which he continues to improve with practice. Class Feature/Class Ability: A special ability or power that a character gains when he reaches a particular level in a character class. along with the appropriate modifiers. while skill checks roll a d20 and add the appropriate skill bonus. resolving disputes and adjudicating results. These points can 5 141.any successful attack would inflict 4 times (x3 modified to x4 by the additional x2 critical modifier) the normal damage. Difficulty Class (DC): The target number that a d20 roll. action or social in nature and most of them award experience points. Non-Player Character: A character created and controlled by the Games Master. the investigator. Intelligence (Int). Penalty: A negative modifier. adding the points together to make a running total. the scoundrel and the noble. You will find the full explanation in the proper chapters and may reference this list for quick clarification. Encounter: A particular challenge that characters meet and must overcome.166 introduction . a crossbreed of animal and human. Level: A measure of advancement or power relative to other similar areas in the game. a revenant. the journeyman. Ability checks roll a d20 and add an ability modifier. Descriptor: A label that defines a particular subset of a power. personal weapons. Constitution (Con). controlling Non-Player Characters. When this total reaches a specific number. a construct. the highest such modifier is used instead of adding them together. that is. a creature. that is to say. Types of amazing machines are automata. Bonus: A positive modifier. Skill: An area of expertise. OGL Steampunk’s Game Concepts Experience (and experience points. The various character classes grant additional bonus feats to characters who belong to them. A character reaches or gains class and character levels as he gains experience. Race (character race): A character’s race does not represent ethnicity but rather a wholesale species. should you be victorious. a type of damage or other general concepts. in which a character has devoted time to learn or train. Descriptors are used to determine how certain abilities affect each other. training or other circumstance. Feat: A special ability or quality that a character gains by virtue of his birth. vehicles and vehicle mounted artillery weapons. as opposed to a Player Character. Ability: A quality that describes the innate talent of a character. a character may be a hybrid. Games Master: The player in charge of running the game. Saving Throw (save): A special d20 roll made to avoid in full or in part some sort of damage or harm. The following is a list of the most common basic concepts used throughout this book.

and dodge modifiers. Stacking: Stacking is the addition together of two or more modifiers of the same kind.166 . the jag-jawed things were around the corner and on top of them. and this was definitely not a good day. 6 141. The grinding sound of metal on metal came from close by. he did not need it. he saw the thing begin to move away slowly. we are worg-meat!’ Jerrek pulled back his axe and swung a massive arc through the mutated rats. The thing stomping around outside was exactly what they were here to stop.188. No matter. ‘I thought I heard something. ‘Ironrats!’ shouted Heshia as she hefted her rune guns towards the vicious shapes emerging out of the shadows. When the orcs took Helmhold seven years ago. the team’s scout. the vocation talent is an ability or power that a character chooses from a list depending on the vocations available for his class. Hang on. Vocation: A specific calling a character can follow within his class. From the blood and gore dripping off their metal fangs. The City Fathers had hoped to transport them here before the orcs had completed their first prototype but they had failed. Talent (vocation talent): A special kind of class feature. There was a sound of sudden. Most modifiers do not stack. As Jerrek watched. By the time they recognised the noise for what it was. ‘I thought even orcs had to sleep sometime.There it was again. This was a tight. He chanced one more peek out of the small culvert leading into the broken street above. As one. the group below all turned to watch Knife as he returned from the tunnels. The total skill bonus equals the number of ranks plus the key ability modifier. It had three large toes and a wicked back spike for balance. murky corridor with the stench of its previous purpose still lingering strong in the air. Either the gate had still lost them time or the orcs were much further ahead of schedule than the City Fathers had believed. hurried movement. Either way… ‘Quiet!’ hissed Knife. So much for the elves and their vaulted ‘ripple gates’. if you have a +2 morale bonus to a skill check from one source and a +1 morale bonus to the same check from another source.’ Knife moved just out of visual range. His own metal arm was testament enough to what those things could do. The only modifiers that do stack under normal circumstances are circumstance modifiers. representing the influence of outside factors. She had a hard time holding her tongue on a good day. They could not see it. Damn. he thought. but the orc was still out there. but soon realised it was not Knife that they could hear approaching. The huge joints on the toes gave it the almost elegant appearance of a metal bird’s talons but Jerrek was willing to bet the rest of the monstrosity was anything but graceful. For example. don’t they ever get tired?’ Everyone in the tunnel was thinking the same thing but it was Heshia that gave harsh voice to their frustration. then you only have a +2 morale bonus to the check. That meant these tunnels were unused. the largest modifier of the given kind is applied. holding his breath. He was so far back behind the group that even Jerrek’s goggles could only barely make him out in this gloom. he took a grim guess at what must have happened to Knife. The juggernaut moved off at an angle that kept him from seeing it in any more detail. ‘Damn it. ‘No firing! If that thing outside hears us. they did so much damage with their sky-bombs that the undercity collapsed and took most of the sewers with it. ‘Looks like the orcs didn’t forget about the sewers after all.’ be used to buy skill ranks.157. his ass. Instead. not a +3 morale bonus. All he could see was the rusted iron surface of a massive metal foot inches away from his face. It was a single set of footfalls echoed dozens of times. Each step shook the ground around him. giving Jerrek and his team a way in that would not be seen by the orcs’ sentinels. All the magic had done was to save them all shoe leather. Science in harmony with the land.’ introduction Jerrek looked at the faces of his companions and knew what they were all thinking now. which are the measure of his experience in that skill. checking out the bend in the sewage tunnel behind them. A vocation determines a character’s specific abilities within the general description of his class.

however. Choose a Class and Vocation: Choose a character class and a starting vocation that will give a character his starting abilities and powers. This will create a score between 3 (all four dice rolling 1) and 18 (three of the four dice coming up as a 6). Some Games Masters. These include such variables as Defence Value. The classes. Generate Ability Scores: Choose a method for generating the character’s six ability scores: Strength. a character will have a positive value of some kind in each of the six scores. one feat for all starting characters. A Games Master may also assign such ability scores as he sees fit. In most cases. the variants exist for games that push the envelope in one direction or the other. Once you have generated six values in this way. in that area. initiative. vocations. Every character in an OGL Steampunk game has six basic abilities. Beginners are encouraged to use the standard method until they get a good feel for how the numbers work and how they affect character actions and chances for success. Spend Background Points: Use background points to decide on the character’s background. there is a standard method and three variants. Standard Generation Method: To generate a set of ability scores for a character. skill bonuses and wealth. whether this is a brave explorer of the wild or a mysterious occultist delving into the secrets of magic.157. to which race they belong to and some other features granted by their upbringing and personal past. so long as he remembers the importance of game balance. After that. roll 4d6 and discard the die with the lowest face value. Abilities BACKGROUNDS Character Creation Summary Creating a character for OGL Steampunk is both simple and involving. even if they practice the same profession. 7 141. melee attack bonus. For Games Masters. This chapter presents players with the first options to choose from when making a character for OGL Steampunk. Decide on the Character’s Concept: This is the most important phase of character creation.character background c haracters in OGL Steampunk have a number of characteristics that set them apart from each other. Dexterity. or lack thereof. this being the ability that governs health. saving throw bonuses. one extra feat for humans. from his race to any initial traits that point towards his upbringing and natural talents. feats and traits are simply ways for players to make their characters into what they have pictured in their minds. either assign them in the order rolled to the six corresponding ability scores or place them in any order desired until all six numbers have been used. armour damage reduction. Wisdom and Charisma. in the interests of fleshing out the story. Intelligence. as the players choose from the various options open to them. Repeat this procedure five more times. Roll 3d6 and assign the numbers. skills. Calculate Total Values: Use all the information from the choices taken to calculate the different derived values. Generating Ability Scores To generate characters in an OGL Steampunk game. indicating some development. Hardcore Variant: This method tends to create widely varied ability scores.166 . Choose Skills and Feats: Spend skill points granted by traits and character class and purchase feats. to the six ability scores as listed below. Being able to remove the lowest number raises the average value of each score and tends to create characters with higher than average abilities. in order. None of the variant ability score generation methods are available unless the Games Master specifically approves them for use in a campaign. ranged attack bonus. all of the options listed here are available for creating Non-Player Characters. with random chance as its only guide. do prefer the hard-edged feel of ‘letting the dice fall where they may’. Some types of creature may possess a non-ability. This ranges from how strong they are or how smart they can be. such as undead monsters and cogs not truly possessing a Constitution score. Each one represents some aspect of that character’s mental or physical prowess. Constitution.188. With no ability to skew the results slightly upwards through a discarded die or the flexibility of assigning scores where they will do a desired class or occupation the most good. in which the players imagine their characters and think of what and who they want them to be. this method can be very harsh and unforgiving.

166 . You also use the modifier with some numbers that are not die rolls. with scores above 14 costing two pool points per ability point beyond that value. the character’s ability scores begin at 8 but no dice are used in this method at all. genius for a high Intelligence and so forth) but this is certainly not a requirement. Each additional ability score point above 8 costs one point. Each character in the campaign has the same number of pool points to spend and may purchase exactly the scores he wants at whatever value he can afford. This method is very flexible. We recommend that the starting value of a point pool be set at 30 but this can be adjusted up or down as the Games Master wishes. Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus. including those for attacks made with bows. While there is 12–13 +1 still some room for low scores in this method. BACKGROUNDS Score 24–25 26–27 28–29 30–31 32–33 34–35 36–37 38–39 40–41 42–43 44–45 etc. The usefulness of a point buy system lies in its potential for customisation and inherent fairness. generally has a modifier ranging from –5 to +5. Point Buy Variant: Like the Heroic Characters Variant. Defence Value. A Strength penalty. rolled separately for each statistic. A positive modifier is called a bonus and a negative modifier is called a penalty. See below for further details. Some NonPlayer Characters are better suited with clashing classes. The Strength modifier applies to: Melee attack rolls. Climb. for breaking down doors. to determine who acts first in a given situation. Initiative. Dexterity (DEX) Dexterity measures hand-eye co-ordination. Intimidate (optional). reflexes and balance. the Player has a pool of points with which to buy statistics. Abilities are not the sum total of a character’s personality or capabilities but they do provide the framework around which skills and d20 checks are typically made. rifles and other ranged weapons. but they cannot go lower than -5 because the status of a creature or object changes when its ability scores drop to 0. Jump and Swim checks. The Abilities Strength (STR) Strength measures the character’s muscular and physical power. pistols. each 14–15 +2 character created with it 16–17 +3 will generally have at least 18–19 +4 one very high ability and 20–21 +5 potentially more. The Dexterity modifier applies to: Ranged attack rolls. Strength also limits the amount of equipment a character can carry. including a sling. in 6–7 –2 accordance with their role 8–9 –1 as exceptions to the laws 10–11 0 of nature. but it can result in more powerful characters than any other generation variant because characters cannot start with any ability score penalties greater than -1. This ability is important for characters who typically wear light or medium armour or no armour at all and for anyone who wants to be a skilled shot. Ability 22–23 +6 scores start at a value of 8 and get a bonus equal to 1d10. 8 141. bursting manacles and the like. applies to attacks made with a bow that is not a composite bow. Ability Modifiers Each ability. Instead. after changes made because of race. After generation.Heroic Characters Ability Modifiers Variant: The opposite Score Modifier of the hardcore variant. The class is optimally one that suits the character’s strongest statistics (adventurer for a high Strength. the values can be moved between the different categories. Damage rolls when using a melee weapon or a thrown weapon. 1 –5 this option creates heroic 2–3 –4 characters with unusually 4–5 –3 high ability scores. Ability score modifiers can range higher than +5. provided that the character can react to the attack. Each ability contributes partially to the description of a character and affects some of his actions.157. Some character races can later affect these ability scores in both a positive and negative way. while two-handed attacks receive one and a half times the Strength bonus. Straightforward Strength checks. agility.188. a character needs a character race and class of some kind. but not a bonus. Modifier +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 The modifier is the number you apply to the die roll when the character tries to do something related to that ability. The Ability Modifiers tables show the modifier for each score. Once ability scores are generated. These are the skills that have Strength as their key ability. as this can simulate a bumbling dwarven magician barely able to perform the simplest rituals or an elven guard who only maintains his rank in the military through a highly placed relative. making them a very important part of the character’s description.

for avoiding explosions and other attacks that you can escape by moving quickly. Drive. Disable Device. A creature of humanlike intelligence has a score of at least 3.Reflex saving throws. Balance. Strength 0 means that the character cannot move at all. rigid and helpless. Profession. These are the skills that have Charisma as their key ability. These are the skills that have Intelligence as their key ability. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability and certain chemical or mechanical effects offset ability damage as well. Survival and Treat Injury checks. Pilot. Concentration checks. helpless. While any loss is debilitating. even if he has an ability score penalty for Intelligence. Forgery. Every creature has a Wisdom score. Constitution (CON) Constitution represents the character’s health and stamina. nor are skill points lost if Intelligence is lowered for any reason. persuasiveness. A character does not retroactively get additional skill points for previous levels if he increases his Intelligence. Escape Artist. a character always gains at least 1 hit point each time he advances in level. Navigate. He stands motionless. In other words.188. Research. A Constitution bonus increases a character’s hit points. not merely how one is perceived by others in a social setting. This ability represents actual strength of personality. An animal has an Intelligence score of 1 or 2. it is a must for the characters that have fallen between the cracks of a steam-powered world. Dexterity 0 means that the character cannot move at all. The character always gets at least 1 skill point per level. He lies helpless on the ground. Perform and Psychic Control (optional) checks. Disguise. common sense. a high score in Wisdom is essential. Diplomacy. so the ability is important for all classes. all attributes associated with that score change accordingly. helpless. It is important for any character who wants to have a wide assortment of skills. for negating the effect of enticement magic and psychic powers. Listen. Ability Score Loss Various attacks cause ability score loss. Sleight of Hand. Gather Information. Since survival depends on Constitution. that has Constitution as its key ability. Constitution 0 means that the character is dead. Psychic Control (optional). his hit points also increase or decrease accordingly. Tumble and Use Rope checks. BACKGROUNDS Charisma (CHA) Charisma measures a character’s force of personality. The Constitution modifier applies to: The Wisdom modifier applies to: Will saving throws. is permanent. Investigate. however. Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor. Spot. Move Silently. The Charisma modifier applies to: Each roll of a Hit Die. important to occultists. Gamble. Bluff. Ability drain. Wisdom (WIS) Wisdom describes a character’s willpower. The number of skill points gained each level. Repair. Ritual and Search checks. Decipher Script. for resisting poison and similar threats. Intimidate (optional). though a penalty can never drop a result below 1. While Intelligence represents one’s ability to analyse information. losing all points in an ability score can be devastating. Sense Motive. Every creature has a Charisma score. These are the skills that have Wisdom as their key ability. ability to lead and physical attractiveness. Ride. If a character is to have acute senses. personal magnetism. Intelligence (INT) Intelligence determines how well the character learns and reasons. Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares. Craft. Checks that represent attempts to influence others. 9 141. This can either be ability damage or ability drain. Handle Animal. Concentration is a skill. Wisdom represents being in tune with and aware of one’s surroundings. One important exception to this retroactive rule regards Intelligence. perception and intuition. Most of these changes are also retroactive. When an ability score changes. If a character’s Constitution score changes enough to alter his Constitution modifier. These are the skills that have Dexterity as their key ability. Hide. Knowledge.166 . Fortitude saving throws.157. a character receives or loses additional hit points for previous levels if an increase or decrease in Constitution occurs. though some effects can restore even those lost ability score points. The Intelligence modifier applies to: The number of languages the character knows at the start of the game.

166 .188. He was quietly confident that there was nothing on this world the dwarves could not take apart and put back together better than before.’ came a metallic din in the corner of the room. A character can only purchase one extra feat in this way.’ He did not feel much like being in charge right now but there was no one left for the job. ‘Sound off. A character’s ability score cannot drop below 0. They cannot be stored for later use. ‘Okay. A character can purchase the following with background points. Any such reduction disappears at the end of the effect or ability’s duration and the ability score immediately returns to its former value. but we’ll have to change the plan. helpless. or else she would probably come out of the grave to get them back. he reckoned it also the most expensive.’ Again. which is different from ability score loss. no one on this team actually had to like each other. That was probably the most painful five minutes of his life. A hit point score cannot be reduced by Constitution damage or drain to less than 1 hit point per Hit Die. the others followed suit.Charisma 0 means that the character is withdrawn into a catatonic. She was the first one of their kind he had ever seen with even a passing appreciation for machines. He took a quick stock of his own wounds. The woman was inseparable from them. I’ll live. 10 141. Bonus Feat: The character can gain one additional feat for which he has the necessary prerequisites. Race: The character’s race varies in cost depending on how powerful it is or the potential it has to become powerful. With a quick nod. he would have to pick a new second in command.’ That did not surprise Jerrek at all. We can still do this. ‘Thurdin. The ironrats had torn Knife and Gailion to shreds and their metal jaws had left deep gashes on the bodies of all the survivors.’ Jerrek looked at the cog and saw that it was referring to a torn joint box on its left hip. stupid hybrid… ‘Heshia here. He had only worked with a dwarf once before but that one had also been a paragon of endurance. See the Feats and Traits chapter. Background Points Characteristic Race Human Hybrid Construct Elf Dwarf Gnome Vampire Ghost Ability point Trait Bonus feat Background Points Cost 0 1-2 3 1 1 2 3 3 1 1 2 Any background points not spent during character creation are lost. people. The leg was practically dragging and the occasional vent of steam from the ruptured plates meant the mechanical man was losing power.157. At his lead. As it was. then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. Very little could quench the elven woman’s spirits. Personality was another matter. Some effects and abilities impose an effective ability score reduction. The damnable things were known to eat offal and rotted meat. Still. Her guns were an obsession. ‘Gearbolt reporting. If a character’s Constitution score drops. Traits have a variable cost. irrespective of which feat is chosen. Ability Point: The character can increase any of his ability scores by 1 at the cost of one background point. ‘I am functional. no surprise. It was almost guaranteed that the wounds they left would suppurate and become vile with gangrene. He grimaced as he poured grain alcohol on his bites. I need to know who’s left and what shape you’re in. Having a score of 0 in an ability is different from having no ability score whatsoever. though my motor functions are impaired by damage in the sixth quadrant. Can we set the charge under the building instead of forcing our way in through the back?’ BACKGROUNDS Every starting character has 4 background points with which to purchase his background characteristics after generating ability scores. noted that none of them were life threatening and was satisfied. We are down our scout and some muscle. They just had to follow orders. As looked over what was left of his team. Damn Gail and his ‘I’ll hold them off ’. Why did the big cat always have to be so brave? Stupid. coma-like stupor. Trait: The character can acquire one trait from a trait tree for which his race qualifies. depending on their power. When her enthusiasm finally got her killed. wounded but alive. Keeping track of negative ability score points is never necessary. A character can acquire additional traits as he advances in level. he sent Thurdin over to repair it. engineer. A bonus feat always costs 1 background point. Jerrek was determined that he would bury her with them.

A Large character gains a +4 bonus on grapple checks. humans will even deny that these artificial races have sentience. A Small character gets a +1 size bonus to his Defence Value. they all belong to a race of some kind. The largest cities are cosmopolitan centres where members of all races are at least nominally welcome. Hair ranges from blonde or reddish to auburn and black. Religion: Humans pursue several religions with varying zeal. humans have acquired a great ethnic variety. crafted from the finest stones and metals. as well as a seemingly inexhaustible urge to explore both the physical lands beyond the horizon and the intangible boundaries of science and progress. to darker complexions further south. humans appear driven and always on the move. even those with character classes. made with animal remains. construct. Human institutions change and adapt rapidly in comparison to those of other races and it is the humans who have the largest territories and the ability to manage them. His carrying capacity is double that of a Medium-size character. He moves as fast as a Mediumsize character and must use larger weapons than Mediumsize characters.188. count as their own racial type and while an elven psychic may have mental powers. a +1 size bonus on attack rolls and a +4 size bonus on Hide checks. Physical Description: Humans come in a great variety of builds. humanity lacks a single defining personality type. which have been solved one by one through the clever application of knowledge and technology. gnome and dwarf ) and either of two undead races (vampire and ghost). Personality: To other races. a -1 size penalty on attack rolls and a -4 size penalty on Hide checks. Races developed their own customs and values. Hybrids and Cogs are human creations and therefore most humans see them as servitor races. The role of the ancient gods in contemporary human society is minimal. It is this vigour that has helped a race with few other attributes to survive and dominate their environment. to the exquisite. Adornments range from the primitive. His carrying capacity is three-quarters of that of a Medium-size character. ranging from a little below 5 feet to a tad over 6 feet tall. Humans dress according to their cultural customs. taking normal human stature as Medium-size. Small and Large Characters Creatures have different sizes. 66. one of the three Eldrath races (elf. a single trait that worries other races is their drive to conquer and master their surroundings. there is a general feeling of superiority towards other races. depending on cultural preference. all characters have one thing in common. Humans are gregarious. Because of constant travel going back through history. although the dominant style of dress is for males to wear some sort of shirt and pants with maybe a tunic and for females to wear dresses and skirts. for which see pg. with all varieties of thickness. However. although some races offer options to play smaller or larger characters. again. A Games Master is always free to expand this listing or modify the bonuses and penalties given for the races on it but essential play balance can be achieved by using these racial groups as given. he will always be an elf first. As diverse in colour as they are in ideology and personality.Be they big or small. extending from one corner of the world to the other thanks to breeding rates and innovations. weighing from 125 to 250 pounds and with men being usually taller and heavier than women. preferring to gather together when they can and as a consequence. although many agree that the age of gods is coming to an end. Large cities have created problems of transport and communication. A Large character gets a -1 size penalty to his Defence Value. Any modification is best handled on a campaign-by-campaign basis. hybrid. This is to be replaced by the age of science. Monsters. humans are the driving force of the age of steam thanks to their adaptability and natural curiosity. Relations: Humans have grown haughty with their seemingly unstoppable success and are in a position of dominance over other races. Most characters in a standard OGL Steampunk setting fall into one of the basic character races listed in this chapter: human. Occasionally.157. Human Lands: Empires are the primary human organisation. Although racial attitudes are as varied as everything human tends to be. with skin tones ranging from fair and pale the further north. As a race. which has led to the current exploitation of natural resources that fuel the fires of industry. thanks to the history of constant predation and abuse to which they were subjected by the elves and the marauding undead. Favoured Class A character’s favoured class does not count against him when determining experience point penalties for multiclassing. also with the possibility of tunics and overcoats. they are excised from government and relegated to the level of spiritual counsellors and occasional dispensers of BACKGROUNDS Humans Cost: 0 background points Humans own the world and with every year they claim a little more of it from other races.166 11 . in which the answers to the world’s dilemmas are not given by a condescending supreme being but deduced and reasoned through study and rational thought. He generally moves about two-thirds as fast as a Medium-size character and must use smaller weapons. their settlements grow almost without control. as the different scattered people 141.

166 . as even magic now obeys set laws that anyone can understand with enough dedication. Females are. Bonus Languages: Any. humans have no special bonuses or penalties due to their size. with some parents even using elven or dwarven names for their children. This whole mission was all dependent upon the word of the City Fathers that they would eventually do so. although observant people can recognise the facial features that differentiate them. His people were not the orcs’ major enemy. Human speak is littered with local jargon and borrowed words and expressions from other languages. They have a feral head resembling that of their animal parent and their bodies are covered with fur. maybe the City Fathers should be working with the orcs. Their body shape is truly humanoid. As a result. the unarguable reality is that it was successful. It produced creatures that were half human and half animal. canines are typically loyal and generally happy. Seeing this mission through might be exactly what would turn the orcs’ iron-ringed eyes towards his kin. The orcs were not even threatening his city yet. Hybrids are a very young race. humans are called nearly anything. Thus. Those who are content with their roles.188. 4 extra skill points at 1st level and 1 extra skill point at each additional level. Secrets that were once abstruse and arcane are now divulged in libraries and texts thanks to the invention of the printing press. with all the grief the elves had caused his people over the years. There are fewer devout worshippers blessed with divine magic than ever before. When determining whether a multiclass human takes an experience point penalty. Favoured Class: Any. but their proportions are wrong. he thought to himself. with some lands varying the order in which family and given name are spoken. other than secret languages such as those belonging to druids or special societies. express their animalistic nature more freely. although higher forms are reserved for nobles and scholars. Racial Qualities These are the racial qualities of humans: Medium: As Medium-size creatures. See the Language skill. Only hybrids can tell themselves apart when they belong to the same subspecies.small favours. Hybrids Cost: 1 or 2 background points. shorter and slimmer than males and often have different patterns to their fur. acquiring power and otherwise pushing back the frontiers of achievement. like humans. although members of an emerging hybrid culture have taken to dying their fur in tattoo-like designs and adapting jewellery to their unique anatomies. Human base land speed is 30 feet. their population seems to be on the rise. Frankly. felines are sensual and mysterious and bears are stolid and tranquil until angered. planning to blow up a factory that was cranking out weapons designed to kill elves. not against them… 12 141. produced in an early experiment to create life. The most widespread custom is that parents give their child the name they will bear for the rest of their lives and add to it a family name. doing so in the lowest echelons as servants and workers. Humans earn glory and fame by championing causes. He did not want to be in this sewer. 1 extra feat at 1st level. BACKGROUNDS Jerrek took a moment to consider his reasons for being here. fuelled by their inner drive to excel and succeed at any task. Although it is unsure whether the original experiment was magical or scientific in nature. either as servants or as free beings. The hybrids are no longer created in laboratories. Automatic Language: Common.157. Language: Common is the humans’ basic language. Characters: Human characters are amongst the most audacious and ambitious. for what with formal breeding programs on the one hand and the efforts of those who ran away and made a life of their own on the other. although they also feel a deep resentment towards their employers or masters. For example. as young as they are. redundant and cast aside. Most of them seem to be subservient on the face of things. Physical Description: It is impossible to confuse a hybrid with anything else. Hybrids dress in the manner of the human society in which they live. Names: The great variety of cultures and customs amongst humanity means that there are no hard and fast rules for naming children that would hold when taken to a neighbouring land. They are mostly dependant on human society to subsist. Ironically. as it is ruled both by its human half and by its animal instincts. science has moved away from biology towards pure mechanical innovation. Personality: The temperament of a hybrid is varied. his highest-level class does not count. hybrids are already compelled to face the horrible reality of being outdated. accumulating wealth.

157. forming gangs they call packs. Automatic Language: Common. only a handful of hybrids have the ability to speak with animals of their parent species and they do not possess a language of their own. although some of them go to the elves in a vain attempt to connect with the wildness of nature that they hold in their hearts. Upon character creation. sniff out hidden foes and track by sense of smell as described under special abilities (pg. Names: Hybrids have two names. Most hybrids are not thirsty for riches or glory. -4 Intelligence. prides and herds. Rorrwa. Blindsight: Through echolocation. planting the seeds of new tribes. There is no one particular god or goddess that these hybrids turn to but animism and spirit worship fulfils many of the hybrids’ basic spiritual needs. dog. the worship of nature is emerging as a dominant faith. for instance. bat hybrids 13 141. or elk. Those who support the hybrids’ plight seek to protect them. Religion: Hybrids bear the religion of the society they grew up in. The other is a secret name. As a created race. a bat hybrid gains a +1 size bonus to Defence. A few humans are aware of this. as both races are products of human science running out of control. Secret Names: Yurr. See the Language skill. 212). Warruf. Small: As a Small creature. particularly those built in the shape of animals.BACKGROUNDS Relations: Hybrids have a closer relationship with humans than with any other race. Bonus Languages: Any (other than secret languages. which they only give to their family and closest friends. Language: Hybrids speak Common. -2 Strength. functioning as a secondary family. The hybrids with sensitive noses rarely stand the company of undead. They feel a certain kinship with constructs. Contrary to myth. One is that which humans give them. +4 Wisdom. These secret names are guttural sounds. the newer generations of hybrids are looking for their own identity and are exploring their animal instincts. Bat Hybrid Racial Qualities Cost: 2 background points. a +1 size bonus on attack rolls and a +4 size bonus on Hide checks. Skreep. while those who see them as a dangerous threat propose to hunt them down. players choose the animal type: bear. These types are fairly general and can accommodate any similar animal as the hybrid type. Rerrk.166 .188. Scent: All hybrids have a fine sense of smell that allows them to detect approaching enemies. which they use in polite society. +2 Dexterity. Nevertheless. Racial Qualities Hybrids have racial qualities according to their animal parent. His lifting and carrying limits are three-quarters of those of a Medium-size character. such as Thieves’ Cant). The fact that most scientists have already moved past biological experimentation means the hybrids are more desperate than ever to define their role in a world that is at the point of forgetting them entirely. resembling growls and animal calls. One might use wolf as opposed to dog or lion instead of cat. bat. Some of these gangs stay in the cities. while others escape to the wild. Hybrid Lands: There are no hybrid lands. Haff. rat. cat. whose decaying scent unnerves them. they yearn more for simple recognition of their worth. In the nascent hybrid culture. Horwoo. Characters: Hybrid characters set out into the world with the primary motive of gaining self-respect and the secondary motive of proving themselves to others. Karrg. they depend on the humans for their own culture.

-4 Dex. +2 Charisma. see special abilities on pg. Favoured Class: Scoundrel. cat hybrids have no special bonuses or penalties due to their size. Favoured Class: Adventurer. Now. +2 Strength. Dog Hybrid Racial Qualities Cost: 1 background point. the big cat had been his friend longer than Jerrek could remember. Medium: As Medium-size creatures. -2 Constitution. Favoured Class: Noble. Rat Hybrid Racial Qualities Cost: 1 background point. a rat hybrid gains a +1 size bonus to Defence. -2 Cha +2 Str. +2 Cha +4 Con. -4 Dexterity. -2 Int +2 Dex. -2 Dexterity. Bear Hybrid Racial Qualities Cost: 2 background points. Glide None Climber Improved Scent Gore None BACKGROUNDS can ‘see’ in the dark.Hybrid Summary Hybrid Background Cost Bat 2 Bear 2 Cat 1 Dog 1 Elk 2 Rat 1 Statistic Modifiers -2 Str. +4 Constitution. He was going to outlive them all. +4 Dex. This new plan made him nervous. +4 Con. +2 Dexterity. +4 Strength.166 . Large: As a Large creature. +2 Wisdom. turned his stomach. -2 Charisma. -2 Con. Jerrek did not really feel like being saved right now. -2 Cha Size Category Small Large Medium Medium Large Small Specials Blindsight. -2 Intelligence. -4 Int. +4 Constitution. Cat Hybrid Racial Qualities Cost: 1 background point. Climber: Cat hybrids have a +4 bonus to Climb checks. +2 Intelligence. a +1 size bonus on attack rolls and a +4 size bonus on Hide checks. gnawed on by a pack of stinking ironrats. -2 Int. They had met in the slums where Jerrek grew up. Bigger than anyone else he’d ever seen and faster too. Favoured Class: Adventurer. Small: As a Small creature. He gains a +4 bonus to grapple checks and his lifting and carrying limits are double those of a Medium-size character. Gailion’s sacrifice had probably saved them all. He gains a +4 bonus to grapple checks and his lifting and carrying limits are double those of a Medium-size character. Medium: As Medium-size creatures. His lifting and carrying limits are three-quarters of those of a Medium-size character. 212. +2 Dex. -2 Charisma. -2 Int -4 Str. a -1 size penalty on attack rolls and a -4 size penalty on Hide checks. an elk hybrid suffers a -1 size penalty to Defence. Damn it all.188. -4 Int. -2 Intelligence. two castaways no one else wanted around. dog hybrids have no special bonuses or penalties due to their size. +2 Int. Large: As a Large creature. Favoured Class: Journeyman. He did not like having to come up with it and he especially did not like the reason the old one had had to change. -2 Intelligence. +4 Dexterity. +2 Wis. Elk Hybrid Racial Qualities Cost: 2 background points. -2 Dex. Gore: Elk hybrids have horns that deal 1d4 damage and deal double damage on a successful charge. Glide: A bat hybrid’s wings are not strong enough for flight but they grant a +4 bonus to Jump checks and the character’s maximum jump distance is calculated as if he were a Medium-size creature.157. Improved Scent: Dog hybrids increase the range by which they can detect creatures to 90 feet downwind and 25 feet upwind. Gailion was not supposed to die. or so Jerrek had always thought. -4 Intelligence. a bear hybrid suffers a -1 size penalty to Defence. -4 Strength. +4 Wis +4 Str. 14 141. thinking about Gail back there in the tunnels. a -1 size penalty on attack rolls and a -4 size penalty on Hide checks.

Most cogs have a badge somewhere in their bodies identifying their status as sentient. always hungry to learn and expand their horizons. do. depending on the whim of their creator. as a race. precision and no room for misunderstanding. but may never learn to speak it because of the limitation of organic speech patterns. A few of the more philosophically-inclined speak of a Great Maker of such skill that he created all living things. Relations: Cogs generally have good relationships with all the races. a strange language of whirrs and clicks that communicates concepts with efficiency. Living beings may learn to understand Clockish. even when they gain their autonomy and independence after passing the Turning Test. C. namely living or at least once-living. This is partly down to their essential design as subservient beings but also stems from their lack of bias. upon discovering sentience. They are generally like children given free rein in a candy store. There are some cogs that. Whatever materials they may be made from. Favoured Class: Scoundrel. It is still unknown whether they have souls. Lithia. Cogs are utter individualists who are more concerned with exploring the corners of their artificial conscience than in creating a nation of machines to crush their creators. Ironically. The most common cogs are made of brass. Personality: A normal automaton does not have a personality. Characters: Cog characters take to travelling and adventuring in order to explore their limits and capabilities. sentient cogs are a curiosity and each one must prove itself worthy of consideration. a fluke in assemblage imbues a cog with true sentience. as they are not even a people and have no tendency to gather in like-minded groups. Their origin and creators are readily identifiable. Other more sinister ones are made out of flesh. killing any sentient being they find in order to prove their superiority and to erase the existence of humanity from the world.166 BACKGROUNDS . To humans. They have no trouble enduring gruelling conditions but they quickly learn how to repair themselves when necessary.G.188.157. An organic voicebox simply cannot produce the inhuman buzzes. This causes a massive intellectual breakdown as the cog must then come to terms with the fact that an inferior creature invented them. and ghosts. many cogs prefer not to use any clothing at all. 15 141. It would be a mistake to consider all cogs to be naïve. testing the boundaries of their newfound sentience and experimenting with all that they can. The only exception here is with the mad ones. Instead. just as the humans created them. Cog Lands: Like hybrids. Click. Smart ones never stray far from someone who can fix them in case they are unable to do it themselves. they spend four hours each day performing general maintenance on their bodies and letting their parts and materials rest. while elves are wary of their artificial life. a series of exams designed to prove whether the cog is really a sentient being or not. the only truly artificial beings. Common Names: Hammer. all are easily recognised as artificial. bronze and wood. Apart from that they use whatever clothes fit them. Even flesh-based cogs can produce the sounds needed to speak Clockish. vampires. Cogs do not eat or sleep. They get along particularly well with hybrids because of their shared origin in reckless human inventiveness. They remain partly aware of their surroundings. determine that humans are an inferior species. People of financial means will often procure an automaton as a servant. Once in a while. so they do not need a creation myth. For them. Names: Cog names range from serial designations to nicknames or even real human names. known colloquially as cogs. Maria. Dwarves and gnomes find their mechanisms enthralling.S (Creations of Generated Sentience) The most successful attempt to create life was the Construct race. Most simply decide that this invention was a fortunate accident of serendipity but a few get trapped in a logical loop and are driven mad by it. economy. Religion: Cogs are consummate atheists. all other races are something they are not. incurring only half the penalties that are ordinarily applied to Listen checks while the subject is sleeping. Mr. however. Cogs. Gearbolt. as there are many who are quite aware of their nature as machines and take a more sedate approach to their independence. cogs have no lands to call their own. though their form may simulate the body of a male or female of whatever species they were created to resemble.Rat hybrid base land speed is 20 feet. cogs who gain awareness have more chances of being recognised as individuals than hybrids after they pass the Turning Test. Physical Description: Cogs come in all shapes and sizes. Cogs have no gender. although they are mostly humanoid due to their design. Rover. Language: Cogs speak Common and Clockish. as it lacks the self-awareness that may cause the rebellious feelings in hybrids. who rarely remain sane for long enough to consider organizing themselves against their common foe. They are content with the name they receive.o. which resembles sleeping only in that the cog remains immobile while it is going on. These cogs become deranged and often homicidal. Cogs seldom have a last name. clacks and twangs of a cog’s larynx.

Cogs do not eat. Cogs cannot heal damage on their own. Gearbolt considered the parameters of the human named Jerrek’s last suggestion. it would surely be guarded. The application also needs a mechanical kit instead of a surgery kit. however. Each day. damage at a rate of two points of electrical damage healing one point of battery damage. Gearbolt expressed this possibility vocally. each material has its own characteristics. ability drain and energy drain and automatically fails Constitution checks. except that a cog may perform repairs upon himself. If there were a point of access to the factory down here. Nonetheless. Favoured Class: Journeyman. The cog is also immune to ability damage. -2 Charisma This was an illogical mission. Electrical damage injures the cog normally but also heals battery 16 141. assuming these tunnels could provide access to it. both of these applications can be used more than once per day.188. A cog has no Constitution score and therefore has no metabolism. Knowing sentients the way it did. It is immune to any effect that requires a Fortitude saving throw unless the effect works on objects or is harmless. might have the added advantage of burying anything remaining underground. It retains the ability to distinguish colour and detail under these conditions. A multiclass cog’s journeyman class does not count when determining whether he takes an experience point penalty for multiclassing. A Repair check works exactly like a Treat Injury check would when treating the injuries of living characters or performing surgery.166 .’ Unlike the Treat Injury skill. It was never advisable to assume logical deduction on the part of an organic. The amount of hit points cured is 1d4 for treating damage and 1d6 per level for ‘surgery. Unlike other constructed objects. A cog can get rid of 5 points of battery damage by spending one full round rewinding himself. torchlight and similar conditions of poor illumination. moonlight. the cog suffers 2 points of battery damage per character level. Gearbolt determined. Power Source: The internal power of a cog runs down and must be renewed. sleep or breathe. As the dwarven engineer fitted a new cylinder to its leg assembly. A creature with no Constitution does not become fatigued or exhausted and thus can run indefinitely without tiring. Since they were never alive.157. Material: The player chooses what material the cog is primarily constructed from. A bomb placed under the building. cog characters are subject to critical hits due to the intricacy of their internal mechanisms. but must be repaired. The ironrats.BACKGROUNDS Racial Qualities These are the racial qualities of cogs: Low-Light Vision: A cog can see twice as far as a human in starlight. proved the supposition that the orcs knew about the sewers and were aware of their tactical significance. there was no better logical alternative. Battery damage has the same effects as nonlethal damage for constructs. such as an armour bonus or an effect on ability scores: Material Flesh Wood Metal Armour +2 +3 +4 Special -2 Charisma. heals +2 hp per Repair check -2 Dexterity -2 Dexterity. cogs cannot be raised or resurrected.

Dwarves are excellent engineers and constructors and their building techniques remain amongst the best in the world. Physical Description: Dwarves are short and stocky. whose advances in science and technology caught the industrious dwarves by surprise. They find cogs fascinating. this makes them more than a little stubborn but also unflinchingly loyal and steadfast. were responsible for the spread of metal crafting skills that enabled humanity to destroy so much of the natural world. all others have either retreated to Eldrathen or live in isolation as small groups. 17 141. The Eldrath Personality: Dwarves are industrious and have very strong work ethics but they are also gruff and bad tempered with anyone who questions them. They are not required for a setting if some other explanation exists or if the Games Master has other plans for the campaign. Steampunk games can run perfectly well without elves. Relations: Although they are kin with elves as fellow denizens of Eldrathen. They are also staunch warriors of the first order. Their skin colour varies from greyish to tan. dwarves do not see eye to eye with their fairer cousins. they are on much better terms with humans. the dwarves are best able to withstand the onslaught of human industry because they like to think that they are its precursors. Of the dozens of races that once thrived in the world. The Eldrath and the story of Eldrathen are suggestions for working the mystical elements of fantasy races into a Steampunk game. as is their skill at crafting such materials. Dwarves Cost: 1 background point. which is why the advent of the steam age benefits them more than any other gnome species.188. have no real opinion of hybrids and prefer to keep a healthy distance from vampires and ghosts. Their clothing is simple and often resembles armour even if it is made of cloth. much like the earth and stone to which they are attuned. like the gnomes. Humans hotly contest this. Males are heavier set than females and sport long and luscious beards. Their affinity with precious metals and stones is legendary. for dwarves hold to their grudges as unremittingly as they hold to their loyalties. with hair colours that go from deep red to jet-black. pointing to dwarven unwillingness to share just about anything. standing between four and four-and-a-half feet tall but are so broad and solid that they weigh the same as humans. elves and gnomes are the only ancient races that remain in sufficient numbers to still have settlements and lands of their own. He who earns the friendship of a dwarf has a friend forever while he who makes an enemy of a dwarf should beware. or any kind of non-human race at all. They are an aspect of earth and stone. Eldrath races are in decline. let alone technological secrets. How you play the game is up to you. Of the Eldrath races. These are those still capable of coping with the iron restraints the humans are setting in places of power. the Eldrath are presented here for those who wish to use them. dwarves. carefully groomed and held together with ornamental pins and clasps.157. Dwarves. only a handful remains behind. They are very comfortable when clad in metal.BACKGROUNDS Eldrathen is a fantastical realm that lies both alongside and within the normal world but is rapidly cutting all remaining contact with the world of science and technology that humans are forging. Elves and dwarves are at odds because the elves believe the dwarves.166 .

Haan. now almost closed to them save for a few underground entrances that open with increasing rarity. Thundershield. Orc and Terran. Sirif. preferring to live underground. Dwarves can function perfectly well with no light at all. dwarves have no special bonuses or penalties due to their size. Religion: Dwarves worship their own patron gods.188. They are curious about what the humans are doing to the world and. Rurik. dwarves can move at this speed even when wearing medium or heavy armour or when carrying a medium or heavy load. Brunhild. which they speak in addition to Common. Just as the dwarves are aspects of earth and stone. Droieda. Any time a dwarf loses its Dexterity bonus (if any) to Defence Value. having obtainined permission to construct downward provided they reinforce the area around their holdings so as not to damage the city above. Ilasa. Gnome. Ironmarch. elves are lovers of art and fine pleasures. adding that it remains in Eldrathen. they live slowly. Male Names: Dorf. savouring every moment of the present and so adapt poorly to the quick changes that the age of steam has brought with it. Racial Qualities These are the racial qualities of dwarves: +2 Constitution. such as when it is caught flat-footed. Female Names: Helda. +2 racial bonus on saving throws against poison. The spread of iron across the world has caused the elves great consternation. in some cases. Khole. +2 racial bonus on Knowledge checks that are related to stone or metal items.BACKGROUNDS Dwarf Lands: Dwarves tell of a great subterranean kingdom stretching for miles beneath the ground. Still. That done. Hammerholm.166 . Darkvision is black and white only but it is otherwise like normal sight. the elves have affinity with trees and forests. whose speed is reduced in such situations. Weapon Familiarity: Dwarves may treat dwarven waraxes as martial weapons. As their planet is poisoned by degrees and their ancient powers begin to fail them. This faith is being shaken in the light of human science and technology and many quietly fear that humans may now be the favourites of the dwarven gods. Zwolf. Characters: Dwarven characters venture from their clanholds mostly out of a desire to acquire wealth and honour for their family name. Tariag. Drzig. +2 racial bonus on Craft checks that are related to stone or metal. adapting to human society readily if that means they will learn the secrets of amazing technology. A multiclass dwarf ’s adventurer class does not count when determining whether he takes an experience point penalty for multiclassing. dwarven children receive their names from their parents in a solemn ceremony and they accompany it with the name of their clan or their clanhold. as has the dwindling of magic in its metal wake. great beings that made the dwarves from iron and stone and set them to be the prime builders and constructors of the world. Dwarves organise themselves in clans and dig out their holds along great mineral veins in mountains and hills. unlike other creatures. –2 Charisma. 18 141. they want to help.157. even if they do not acknowledge them as a pantheon. This runic language script is simple and straightforward and is easy to learn even if it is not so easy to pronounce by non-dwarves. the elves may be a dying breed. Clan Names: Roragast. Many have settled in human cities. Language: Dwarves have their own language. Merrkethor. The human’s plan was bold. Khulthereth. +4 dodge bonus to Defence Value against monsters of the giant type. Krald. Romantics at heart. Dwarf base land speed is 20 feet. Names: Much like humans. rather than exotic weapons. With a final twist of his wrench. Thurdin. it was a better idea than trying to burst in through the back door and letting the damn boarskins surround them! Darkvision: Dwarves can see in the dark up to 60 feet. Heridrin. Nigh immortal. Dolzik. Hells of Steel and Fire. However. Athorik. Bonus Languages: Giant. +2 racial bonus on saving throws against spells and spell-like effects. Many dwarves learn the rest of the languages of their Eldrath cousins as well as the elemental languages of fire and stone. though he had to agree with the metal man about the possible guards. Elves Cost: 1 background point The royalty of the Eldrath look on with dismay at the rapid pace of technological progress. Thurdin tightened the bolt holding the cog’s leg on. Automatic Languages: Common and Dwarven. Medium: As Medium-size creatures. Favoured Class: Adventurer. it loses its dodge bonus too. Stoneclap. Haldin. space limitations down here kept the orcs from putting too many troops in their way. +1 racial bonus on attack rolls against orcs and goblinoids. Goblin. Mellken. Annir. he spoke a short blessing over each of his tools and set them back in his belt loops.

some of them carved from wood. elves have family names formed of two or more elven words. such is the elven manner of worship. Maedbh. They retain the ability to distinguish colour and detail under these conditions. cutting its lines of power in twain and killing the planet by degrees. Elves learn dwarven as soon as they can so that they can communicate with their allies. some of their priesthoods have been confused with organisations of performers and bards. Instead. Diethren. elves have no special bonuses or penalties due to their size. Elven villages have little contact with the outside world. cogs as little more than abominations and vampires and ghosts as intriguing yet suspicious. Elf Lands: Away from Eldrathen. They return with bad news more and more frequently. Aladair. Lathariel. Cierain. preferably blues and greens and wear little jewellery save for a few delicate necklaces and rings. Language: Elves speak their own language in addition to Common. longbow (including composite longbow) and shortbow (including composite shortbow) as bonus feats. Elves do not sleep like humans do. The latter is especially detestable because it lays tracks of hated iron across the world. they insist. Oldain. Most of them are moved by beautiful things and know a song or two. with diplomats and daring individuals occasionally venturing forth to see what the world is up to. Elf base land speed is 30 feet. with males letting it run straight or in ponytails and women fashioning it in a variety of braids. Family Names: Moonstar. The elf creates it when he chooses it. elves build small villages in woodland areas that blend with the grace and beauty of their surroundings. moonlight. They favour light and comfortable clothing in gentle colours. elves are very serious when it comes to personal relations. although they maintain an attitude of superiority. They follow elders. Low-Light Vision: An elf can see twice as far as a human in starlight. Riverbend. Elves have a love/hate relationship with airships and railroads. Female Names: Kheiried. Relations: Elves are the ambassadors of the Eldrath and the higher caste of their fantastical realm. Elven is fluid and beautiful and it is almost sung as often as it is spoken. but they are all Eldrath and family counts for something. Racial Qualities These are the racial qualities of elves: +2 Dexterity. They like to wear their hair long. In addition. Weapon Proficiency: Elves receive the Martial Weapon Proficiency feat for the longsword. Windflower. Eolain. Ieross. must be allowed to keep its secrets and technological progress is not an excuse for overexploiting natural resources. hazel and green. Anathiel. Sariss. torchlight and similar conditions of poor illumination. so they try to forge good relations with the other races. Despite their apparent light-heartedness. Farbrook. renowned for their wisdom. Religion: Elves follow gods and goddess of life and the arts. Immunity to magical sleep effects and a +2 racial saving throw bonus against enchantment spells or effects. Sophienne. although white is also present in a few individuals. Physical Description: Elves are thin and short. Their adult name is unique. Their skin is pale and their hair is the colour of the forest.157. Heshialiira. -2 Constitution. They prefer to live at their own pace. which shorten travel time but because of that keep them from enjoying the trip itself. their childhood name and another one they choose when they come of age. Adalia. rapier. They are graceful of body but rather weak in constitution. with the difference that elves have the ability to recognise the messages of dreams. Nature. Elves despise gnomes on general principles. particularly when they are wronged. Wintersun. Dreamsong. seeing the humans’ scientific and technological prowess as an affront to their faith. with men standing slightly taller than women. Characters: Elf characters are possessed of a certain wanderlust that drives them away from their homes and keeps them on the road. Longtree. Dielon. An elf who merely passes within five feet of a secret 19 141. although he may find inspiration in the names of people he admires. their families tend to be small. Elven script flows across a page and it is also the official language of Gnome races. hybrids as pitiable. which they translate out of courtesy when speaking with non-elves. Marithia. without having to adapt to human rhythm. Medium: As Medium-size creatures. standing between four-and-a-half and five-and-a-half feet. who gather in councils and elect a ruler from their numbers. are held as close friends. but allies nonetheless. There are the ones that embrace the pleasure of living regardless of its guise and there are the ones that entrench themselves in ancient tradition. the only other trusted ancient race to be left in the world in considerable numbers. Starwind. to be sure. personalitywise. Greenbreeze. Nidia. They treasure the things that grow. they enter a state of trance that lasts four hours during which they ‘dream’ by performing mental exercises that grant them insight into the happenings of the previous day. Gladesong. Dwarves. +2 racial bonus on Listen. Search and Spot checks. Names: Elves have two names.166 BACKGROUNDS . much like actual dreams do for humans. Male Names: Elleron. which they sing when they relax.188. Belthanor. including auburn. They regard humans as reckless and unrefined.Personality: There are two kinds of elves. Given their long life and low childbirth rate. Olothar. They are smelly and loud allies.

Gnomes often wear stylised work uniforms adorned with all manner of tools and bizarre devices. but legends whisper that the elves had something to do with it in an age long past. Gnomes display as many different styles of hair as humans do. merely that they find joy in the act of invention as much as in the necessitydriven furthering of science. either. a gnome is guaranteed to be beautiful or handsome in an almost child-like way. Gnome. he disliked the idea. Favoured Class: Occultist. although this can sometimes be stretched when their pride is at stake. Goblin. Relations: Gnomes have generally good relationships with all the races. Oddly. Just why the gnomes have such short lifespans is not known. Orc and Sylvan. elves have developed a tragic allergy to iron because of its effects on magic. gnomes also have pointed ears. though while an elf ’s ears grow to a gentle and relatively short point. 20 141. Whether male or female. Any colour imaginable is a possible hue for a gnome’s eyes and many take pride in having a unique shade no one has ever had before. devoted to the ideas of invention and science. While many of the Eldrath races recede back into the depths of Eldrathen. gnomes find themselves in a position where they can travel between their home and that of the world of men with relative ease. that was not entirely true.188. after which time they stabilize automatically and will not awaken until the iron is removed. even to them. possibly even to the gnome that wears them. the disagreeable woman did not like anything. is tempered with a playful nature and a joy of discovery that humanity seems to have forgotten.157. those of a gnome are long and sharp. Automatic Languages: Common and Elven. Maybe that was why he could get along with her. he reflected. Even so. rarely coming up past a human’s waist.166 . enjoy the best of both worlds. gnomes truly appreciate the sheer thrill of existence.or concealed door is entitled to a Search check to notice it as if he were actively looking for it. That was so odd. quite literally. She liked them very much indeed. A gnome’s pale skin does nothing to detract from their striking looks. A multiclass elf ’s occultist class does not count when determining whether he takes an experience point penalty for multiclassing. Physical Description: Gnomes stand about a foot or two shorter than dwarves. few stand shorter than three feet or taller than four. Whether most of these have any actual significance or purpose is a mystery. but she was inseparable from them. This is not to say that they are impetuous. Gnomes Cost: 2 background points. As far as he could tell. The gnomes have no especial love for the elves. Bonus Languages: Draconic. temperamental yet passionate. gnomes are not long lived. He could tell by Heshia’s reaction that she disliked the idea. it deals one point of damage per round. A gnome meets even the most minor of devices with jubilant enthusiasm and immediate interest. Still magical enough to jump back and forth through the minute tears and rips in the fabric that forms the boundaries between the two realities. Gnoll. Unlike others of the Eldrath races. the gnomes can. as the finiteness of their thirty-year lifespan ensures that they are meaningful and while longer-lived races are prone to ennui. but he knew better than to take the elf woman’s reaction too much to heart. but beautiful women with twitchy trigger fingers made him downright paranoid. however. Psychic Prowess: Elves can enter a psychic trance as a free action with a Concentration check (DC 10). This damage cannot kill them. The only exception to this is the elves. who blame the gnomes for foolishly sharing science with humanity and disrupting the entire balance of the world. She liked her guns. but it can drop them to -1 hit points and force them to go unconscious. Though there is some fluctuation in the height of gnomes. Well. male gnomes seem incapable of growing any facial hair at all. Their adherence to scientific experimentation. BACKGROUNDS Personality: Gnomes are a proud and haughty people. though gnomes feature a number of more outlandish or unusual hair and eye colours. While they are in skin contact with cold iron in any form. though he rather hoped the City Fathers would assign her to another team with this was all over. Like elves. Elves made him nervous in general. In the world of Steampunk. as they find them too stolid. such as an intense sense of curiosity and an urge to experience as much as they can in the time they have. since as far as he knew elves hated all technology. A shorter life span than other Eldrath races has caused gnomes to share many qualities with humans. Hells. Any hit with an iron weapon deals an additional point of damage to an elf. All have very sharp eyesight and have an amazing array of eye colours. they are finding that this world is more interesting to them. ranging from silver to pale violet. especially as the science they can only play with in Eldrathen has taken on a life of its own in the world of men. Mortality is their curse and yet a peculiar blessing.

Often these enclaves form mock houses and courts akin to those found in Eldrathen but some dispense with this altogether and govern themselves through majority vote. was she? No. even joking that it was her ‘retirement’ but he was not. they called it. Lead Chemist Merial Venstrupp. A multiclass gnome’s genius class does not count when determining whether they take an experience point penalty for multiclassing. Small: As a Small creature. Example Names: Lady Selmakia of Whiterock. Religion: Gnomes have little time for religion. They are established around the most intelligent inventor or scientifically advanced member of the enclave. Gnome base land speed is 20 feet. Their personal names. Born to the often minimal codes and lax restrictions of their society. the only true immortality to be hoped for is fame. Given their short lives and subsequently high childbirth rate. She had been all right with it. moonlight. while gnomish residents of the mortal lands see those who remain in the mist of Eldrathen as backward and anachronistic. Gnomes do not. many take the first opportunity to travel as far as they can to learn of the outside world. he knew who he needed more than ever. Weren’t the Eldrath supposed to be immortal? Or was that just another elven lie? unique as those of thoroughbred racing horses and no two gnomes will ever bear the same name. Baron of Architecture Volurn. Gnome Lands: Away from their Eldrath home. feel that humans have abused their gift. They retain the ability to distinguish colour and detail under these conditions. +2 Intelligence. As it did. these enclaves tend to be comparatively large. Once a day for 1 minute per character level. Bonus Languages: All. They are not atheistic. she died last year and nothing could bring her back. their origins are easily identifiable. Low-Light Vision: A gnome can see twice as far as a human in starlight.157. a +1 size bonus on attack rolls and a +4 size bonus on Hide checks. and while a few are philosophically-minded.166 . gnomes build enclaves. Gnomish curiosity also makes them 50% likely to recognize any illusion for what it is. as interesting news and items bring respect and prestige. Gnomes learn as many languages as they can. -2 Strength. 1 always fails) that grants a +4 special bonus to his Intelligence score. Immunity to magical sleep effects and a +2 racial saving throw bonus against enchantment spells or effects. Gnome enclaves have regular contact with both the outside world and their homeland. Old age. these are the exception rather than the rule. even if it requires a suffix or change in spelling to accomplish this. the gnome tongue is as fast. When one’s life ends in thirty years. not science and not wishful thinking from a man who missed her more than ever now. hidden deep in the urban sprawl. Not magic. His lifting and carrying limits are three-quarters of those of a Medium-size character. fluid and beautiful as a flowing river. She could have reworked this bomb they were carrying to have a much higher yield but she was not an option now. Lord Polisher Teailys of Brannack. with entourages venturing back and forth between the two. as a race. torchlight and similar conditions of poor illumination. Racial Qualities These are the racial qualities of gnomes: +2 Dexterity. -2 Constitution. are as Jerrek could feel the plan forming in his head. to communicate with as many of their allies as possible. Names: Gnomes always have a title. to which it is related. Language: Gnomes speak their own language in addition to Common. BACKGROUNDS Characters: Gnomes enjoy lives of adventure. though they do often wish human cities were a little cleaner. 21 141. as soon as they can. a gnome gains a +1 size bonus to Defence. Favoured Classes: Genius. Gnomes also use the flowing script of elves. simply disinterested. They also travel and adventure in the hope of making a name for themselves and advancing their position within their own enclaves. Illusions cast by a source with the feat Spell Focus (illusion) are only 25% likely to be recognized. He needed Merial. consumed as they are with discovery and their own scientific advancement. He called it watching a good friend wither away in a few years before his eyes. Like elven. Glasswire Lord Rokh of Stratton. though very few outside their own enclave would understand its significance.unchanging and unappreciative of the long lives they squander. Like the elves. This is a psychic ability that requires a Concentration check (DC 15. Automatic Languages: Common and Gnome.188. During their travels they learn as much news as they can about the outside world to bring back to their enclaves. a gnome may tap the collective knowledge and scientific wisdom of his people. however. Residents of Eldrathen view these settlements as either poor imitations of their own or as unforgivably anarchic.

causing them to appear as dulled versions of themselves. The phenomenon of revenance is a unique one to the Steampunk genre. To quote one bitter elven wizard. who are slaves to the manner of their death. while others seek the company of humans. the race they prefer to have as little to do with as possible are the revenant vampires. In truth. their entire bodies made from ectoplasm. rather. they become an idealised version of their former selves. both subjects with which ghosts are all too familiar. for they remind the ghosts too much of the price they paid for their second chance at life. They are. odd in that it seems to follow the premise that as the world becomes a mechanical nightmare. this is always another human name. They vary in their attitude to discoveries that give them clues to who they used to be. while those with a very high opinion of themselves have the ideal clothes for their personality. Ghosts with low self-esteem may appear dressed in rags.’ The Revenants tracks appear as flawless and daintily dressed as they did before their grisly demise. hair and clothing are drained of colour. They rather prefer not to use last or family names. that is. Physical Description: Only humans start the game as ghosts. They believe that the connections between this world and the next are becoming severed. Relations: Owing to their passionate nature and their origin in humanity. Religion: Ghosts revere the same deities they did in life. focusing on one emotion at a time and carrying it to the utmost extremes. Language: Ghosts speak the same language they used to speak in life. provided they keep their appetites in check. who still treat them with suspicion. In doing so. young women mangled horribly on train 22 141. this being the only thing they remember about their former selves. who are in a position to know. since they have died once already. a special breed of undead creature called a ‘revenant’. they are quite sure that there is something out there that allowed them to return. Ironically. Many elves believe that revenant undead are symptomatic of the damage occurring to the spirit world as a result of mankind’s abuse of the natural one. Revenants have traded their mortality for the curse of undeath and the promise of tying up loose ends in their lives. they appear to be in perfect physical condition. Ghosts are driven by their sheer force of personality to seek out the truth about their former lives. since they do not remember it. In such cases. which may hint at a dull previous life or may simply be their desire to feel alive again. Ghosts are semi-solid. the afterlife might eventually be lost altogether. ghosts have no lands.BACKGROUNDS Vampire and ghost characters are not the same monsters that have plagued humanity for centuries. ‘This puts the ‘iron’ back in ‘ironic’. who prefer them to stand far away. have not found anything.166 . a task that they can achieve. Personality: Ghosts are driven by desires and easily become reckless. wearing their favourite clothes and equipment. If this is true. there is not even the guaranteed solace of death to provide release. Names: Ghosts have the same name they did in life. ghosts rely on their feelings to give them an identity. which they forget when they become revenants. Their flesh. They recover strength while dormant. unless that deity promised eternal rest or denied the existence of the afterlife. another death is nothing to be feared. Old men emerge looking as they did in their prime. though they cannot say for certain what it was. Ghosts are shades of once-living people. otherwise. Passionate to the extreme. They surrender their physical bodies and emerge from their graves with a will unlike those of other ghosts. leaving the dead to occasionally inhabit their rotting flesh rather than attain the peace that is due them after their demise. which they later may learn to vibrate into the full incorporeality that is the staple of their truly undead counterparts. though they may pick up new ones as they interact with more creatures both in the cities and in the wild. from offering literally undying love to vowing brutal revenge. forming no organisation amongst themselves.157. Ghosts do not sleep. forcing humanity to live amid the steel and glass of the Steampunk world forever. Most of them opt to become agnostics. Some seek gnome companions. Some ghosts cut all ties to their previous existence and choose a new name altogether. one who comes back to life. The revenants can take a second chance at life. They are disembodied spirits who return from death to finish the things they left undone… provided they can remember what these important obligations were. They were once human and thus they stray towards the places they used to live in. unlike their regular undead cousins. Revenant vampires and ghosts can exist alongside mortals. Ghostly Lands: Legends speak of a vast necropolis built in deep catacombs but dwarves. The irony is that the transition from living to dead destroys part of their former being and they end up unable to remember what they returned to life for. but enter a state of inactivity in which they disappear inside a nearby object. while others dread becoming trapped in a certainty of self from which death may have been a blessed release. ghosts have all kinds of relationships with other beings.188. Some crave identity. Characters: Ghost characters are always on the lookout for new experiences. Almost all ghosts have a secret fear that their former life held some horrible Ghosts Cost: 3 background points.

back in their breathing days. They hunger for blood while still possessed of a human conscience. but it is otherwise like normal sight and ghosts can function just fine with no light at all. Ghost base land speed is 40 feet. vampires are solid and very dangerous.secrets. a moral paradox that not many can endure without going insane. ‘What’s the matter. which is why they tread with particular care around humans. A creature with no Constitution cannot tire (in other words. Bonus Languages: Any. The only items that they can handle well enough to use their Strength score’s potential are objects made from ectoplasm or weapons with the etheric ability. He cannot gain additional equipment unless it fulfils the above prerequisites. he did not seem to be making a joke. so what was there to live for any longer? ‘Now that’s a depressing thought. ability drain and energy drain and automatically fails Constitution checks. everything he cared about was dead and gone now. Gaseous Body: The ghost’s body is held together by will and is not made of natural matter.188. Besides. Medium: As Medium-size creatures. Favoured Class: Investigator. except that they are deathly pale. Personality: Vampires are taciturn and moody. so long as it has line of sight to the target. since they often have been in a place before. Telepathic Communication: A ghost can detect the surface thoughts of any single creature within 30 feet. Darkvision: Ghosts can see in the dark up to 60 feet. Ghosts are immune to critical hits unless they come from magic spells or holy/unholy effects and weapons. See the Language skill. Racial Qualities These are the racial qualities of ghosts: Strength -4. enough to open doors and lift objects but not with enough strength to use them very efficiently. but without the backup that Gailion and Knife had provided. which are now the reason why they have been spat back out of the oblivion of death and into the world again. languages are not as important for ghosts as they might be for other characters. Vampires are thus very measured and self-controlled in their words and actions. Jer? You look like you have seen a ghost. there was no way to go with the old one. lest any crack in their armour should set loose the monster that resides inside them. He is immune to any effect that requires a Fortitude saving throw unless the effect is harmless. ghosts have no special bonuses or penalties due to their size. The character is also immune to ability damage. Jerrek whipped around with his rune rifle and nearly fired a round in panic as the ghostly shape of his feline friend drifted into view. BACKGROUNDS He knew the plan was not likely to succeed this way. Physical Description: Vampires look exactly like they did before they were turned into revenants. Gailion apparently had no idea that he was… dead. Language is not a barrier against this kind of communication. It has a natural Damage Reduction score of 5. A ghost has no Constitution score as its body is made of ectoplasm.157. Besides. their skin is unusually smooth and 23 141. the curse of vampirism burns within them.166 . Automatic Language: Common. Gailion was translucent. The second kind of revenant. glowing a faint white and casting crawling shadows all around himself in the dark tunnel. A multiclass ghost’s investigator class does not count when determining whether he takes an experience point penalty for multiclassing. Ectoplasmic Existence: Revenant ghosts can manipulate objects crudely. Darkvision is black and white only. though this is saddled with many limitations. Revenant vampires live on the razor’s edge between their inhuman hunger and their desire to find a place in society. it can freely exchange messages back and forth telepathically. he does not become fatigued or exhausted) and thus can run indefinitely without stopping. The revenant vampires are nowhere near as powerful as their undead counterparts but the trade-off is the ability to exist during the day. He was willing to die if that was what it took to complete the mission.’ came a spectral voice from the shadows.’ From the look on the big cat’s face. Ghosts never apply Strength bonuses in combat when wielding non-etheric weapons. Vampires Cost: 3 background points. With its ability to communicate telepathically. other than secret languages of any kind. as attacks partly pass through it. Charisma +4. Unwilling creatures receive a Will saving throw at a DC of 11 + the ghost’s Charisma modifier if positive. Ghosts suffer appalling pangs of déjà vu. Although they are only revenants and not full undead. the worst that could happen was the orcs would catch them and they would have to detonate the bomb without getting away first. If the ghost successfully detects a target’s thoughts. The starting equipment of a ghost represents items that were once part of the character’s life and are now made of ectoplasm. who are used to their undead cousins’ depredations and will not ask many questions before resorting to the stake and torch.

As with anything presented in this text. ability drain and energy drain and automatically fails Constitution checks. although they drop their family name or adopt a new and invented one as they cut ties with their former lives. This background means that most revenant vampires are nobles and many act the part even leagues away from their homelands.166 . interact with more creatures both in the cities and in the wild. use them only if you wish to and discard them or relegate them to Non-Player Character status if you do not. 122) it becomes locked in this form until sundown. The Player must decide which options to discard that had previously had background points spent on them. If a Player wants to return this way. He retains the ability to distinguish colour and detail under these conditions.188. so undead could easily become an active part of the setting. the remainder of a great war between a coalition of undead and the empires of humanity. since they are in constant threat of being labelled monsters and being pursued by human authorities. embracing their monstrous side in a search for solace from their divided existence. which humans eventually won at a great cost of life. The character is also immune to ability damage. vampires must serve a highly useful purpose within it if they are to stand any chance of coexistence with mortals. For example. Characters: Vampires see adventuring as a way to distract themselves from the never-ending hunger that grips their souls. Daylight Vulnerability: When the sun rises and until it sets. Medium: As Medium-size creatures. vampires have no special bonuses or penalties due to their size. Racial Qualities These are the racial qualities of vampires: Strength -4. Names: Vampires have the same name they did in life. A creature with no Constitution cannot tire (that is. His first impulse is usually to seek out and kill the undead creature responsible for his present condition. careful not to do or say anything that could be interpreted in the wrong way. With their blood-thirst perceived as a threat to society. 24 141. Thus. Low-Light Vision: A vampire can see twice as far as a human in starlight. true vampires hold sway in their own little fiefs. The fight between magic and science could easily have necromantic connotations. Charisma +4. Vampire base land speed is 30 feet.their eyes reflect light like a cat’s. They are included here as character options only if Games Masters wish to use them. he does not become fatigued or exhausted) and thus can run indefinitely without stopping. Religion: Vampires are comfortable with the state of spiritual affairs. such as saying ‘I never drink… wine. although they pick up new ones as they Using Revenants in Steampunk Games Revenants may not fit with many Steampunk campaign concepts. He is immune to any effect that requires a Fortitude saving throw unless the effect is harmless. Revenant vampires are born when an undead vampire kills a victim in the usual manner but the victim’s desire to live is so overpowering that it returns a few nights later. in that they have no particular religion. As the original vampire had little hand in creating the new revenant. a hybrid cat-man might give up a point of Strength and the feat he bought with background points to make up the difference. A few vampires worship deities of evil and destruction.’ Although they have incredibly long lifespans in common with elves. moonlight.157. the ghost and vampire characters are listed here as viable Player-worthy alternatives. BACKGROUNDS Relations: Vampires have guarded relationships with everyone. Ghosts are especially useful if heroes die in the middle of a campaign and the Games Master wishes to bring them back in some form other than through high-level magic. the vampire loses its powers and becomes a normal human being. simply have him dedicate three background points to being a Ghost as he would in character creation. there is no bond of slavery between them and the revenant can act in accordance with its own free will. the two races do not relate well given the diametrically opposed sources of their immortality. They either hide their nature with cosmetics and deception. or has no choice since other options for returning to life are unavailable. Many believe that their deities have abandoned them and they thus feel no obligation to continue worshipping such an irresponsible being. The one he spent to be a hybrid translates over to his new ghost background. A vampire has no Constitution score and as such has no metabolism. torchlight and similar conditions of poor illumination. Vampire Lands: Although revenant vampires are in the same situation as ghosts in relation to a homeland. If it was in another shape (see Traits on pg. Revenant vampires of sufficient age and personal power can wrest control of these fiefdoms or develop their own. or proceed with utmost caution. even more so than the Eldrath. Language: Vampires speak the same language they used to speak in life.

If used. who are thus unable to feel or return any spirit of co-operation or loyalty. This free action is dangerous. Poor guy. A character may have no allegiances (being either a free spirit or a lone wolf ) or may change allegiances as he goes through life. ‘Yes. other than secret languages of any kind. it allows characters to develop relationships with groups of people who all have a single goal or organisation in common. but I’m all right. the character’s fitting into a certain category of people does not mean that the character has to have that category as an allegiance.157. to an organisation.188. If the character acts in a way that is detrimental to his allegiance. Heshia’s pistols were about as enchanted as they could get and the last thing he wanted was for her to hurt Gail so shortly after his death. ‘You remember Knife.166 . Undead Rage: Once per day per character level. The social contacts that a character possesses can make the difference between being all alone when the main villain’s minions corner him in an alley and having a good friend pull up at the last moment with a fast coach and horses.’ As he moved closer to his ephemeral friend. This may not exceed his ordinary maximum hit point total. If the vampire pins his foe. As a result. a revenant vampire can overcome the weakness in his blood and give in to the hunger that threatens to consume his soul. dealing 1 point of Constitution drain each round the pin is maintained. but are not limited to. Person or Group: This includes a leader or superior. A character may have up to three allegiances. For 2d4 rounds. In addition. In general. the vampire suffers 2 points of damage per character level as he uses up the blood within his system to remain alive. we need to talk. I only barely got away with my skin intact myself. Even having to think that made Jerrek’s head hurt. Allegiances include. As it often adds a level of social complication to an OGL Steampunk game. a character must have Intelligence and Wisdom scores of 3 or higher in order to select allegiances. he drains blood. extending the reach and depth of how much a character can do when faced with a mystery. a character can discard an allegiance at any time. See the Language skill. organisations or ideals. the vampire we had with us?’ The ghostly lion-man nodded. Why are you staring at me?’ Jerrek sighed. Automatic Language: Common. the revenant loses his normal -4 to Strength and gains +4 to that ability score and to Dexterity as well. Blood Drain: A vampire can suck blood from a living victim with its fangs by making a successful grapple check. the allegiances system is optional. Characters with ability scores lower than this represent someone with severe mental deficiencies or damage. the following examples. to a nation or to an ethical or moral philosophy. This was going to be harder than he thought. Having an allegiance implies having sufficient Intelligence and Wisdom to make a moral or ethical choice. the vampire gains 1d8 hit points. A multiclass vampire’s noble class does not count when determining whether he takes an experience point penalty for multiclassing. the Games Master may choose to strip him of that allegiance (and all its benefits) and assign one more suitable to those actions. He must engage in combat every round that he rages and may not seek to inflict nonlethal damage. listed in order from most important to least important. In a game like Steampunk. If no enemies are present. a revenant vampire will turn on the nearest ally with no regard for personal feelings or alliances. to a belief system. After all. ‘You feeling all right?’ ‘A little cold. a family. Favoured Class: Noble. but it grants great if fleeting strength. but may only gain a new allegiance after attaining a new level. a group of linked individuals 25 141. Jer. who you know is often more important than what you know. Allegiance BACKGROUNDS Pledging Allegiance A hero’s allegiance can take the form of loyalty to a person. Bonus Languages: Any. He never stood a chance against those metal bastards. This was going to be a lot harder than he thought… Blood Requirement: Every morning. Jerrek tried to put himself between the rest of the group and Gailion. using his deadliest weapon or grappling and Blood Drain if disarmed. These allegiances are indications of what the character values in life and may encompass people. On each successful attack.’ Jerrek closed his eyes and corrected himself.‘Gail. a character does not have to be an expert historian if he has a standing invitation to take tea with one. Allegiances represent groups with something in common. giving them a basic sense of camaraderie and fostering a spirit of co-operation. be it an official club or brotherhood or something entirely off the record like the kinship felt between ex-convicts. Having social contacts to look for information makes up for a character’s lack in those same skills.

a local. such as members of the character’s guild or individuals for whose safety the character is responsible. At the Games Master’s option. see the table on Ageing Effects below. Ethical Philosophy: This describes one’s philosophy on matters of order. Alternatively. a secret society. Allegiances and Influence An allegiance can create an empathic bond with others of the same allegiance. as represented by good and evil. As a character ages his physical ability scores decrease and his mental ability scores increase. This belief implies altruism. respect authority and honour tradition and will expect others to do likewise. An individual with a good allegiance tends to protect innocents. a university. oppress and kill others and to debase or destroy innocent life. With the Games Master’s permission. Vital Statistics Age Players may choose or randomly generate their character’s age. Organisation: This may be a company or corporation. a fraternal order. antagonistic groups might suffer a -1 or -2 circumstance penalty to their reactions depending on how severe their allegiance’s reaction to the character’s affiliation might be. a branch of the imperial army. which is the number from the Venerable column on the table on Ageing Effects plus the result of the dice roll indicated on the Maximum Age column on that table and record the result. refer to the table and roll dice to determine how old the character is. However. Moral Philosophy: This describes one’s attitude toward others. An individual with a lawful outlook tends to tell the truth. secretly roll his maximum age. An individual with a chaotic outlook tends to follow his instincts and whims. as represented by the polarities of law and chaos. Belief systems could also include political beliefs or philosophical outlooks. The effects of each ageing step are cumulative. none of a character’s ability scores can be reduced below 1 in this way. For specific details. a gathering of like-minded individuals. BACKGROUNDS All characters have certain defining characteristics that. When a character reaches venerable age. keep his word.166 .such as a group of extraordinary gentlemen or a cell of intelligence agents. Belief System: This is usually a particular faith or religion but can also be a specific philosophy or school of thought. are important enough to track. It may be where the individual was born or where the hero resides after emigrating to a new home. Likewise. an employer or an otherwise established authority. keeping it secret.157. Nation: This may or may not be the nation in which the hero currently resides. A character’s minimum starting age is the adulthood age of his race plus the number of dice indicated in the entry corresponding to the character’s race and class on the table. The Games Master should determine information for other creatures based on the charts given below. or a discrete unit within a larger organisation. favour new ideas and experiences and behave in a subjective and open manner in dealings with others. Games Masters are free to disregard this table. it must be at least the minimum age for the character’s class. An evil allegiance shows a willingness to hurt.188. assigning or approving any character age desired. see the table below. the character gains a +2 circumstance bonus on Charismabased skill checks when dealing with someone of the same allegiance – as long as the character has had some interaction with the other character to discover the connections and bring the bonus into play. If chosen. represented by a +1 bonus in the above listed situations. state or national government. respect for life and a concern for the dignity of other creatures. while they do not have a direct effect on game play. A 26 141. groups with similar allegiances and a reason to co-operate with a group to which the character belongs may have a lessened affinity.

The maximum ages apply to player characters but exist only as a logical extremity. female 2’ 8” Hybrid varies Construct 5’ 0” 1 Height Modifier +2d10 +2d10 +2d4 +2d4 +2d6 +2d6 +1d12 +1d10 varies +2d8 Base Weight 120 lb. × (2d4) lb. Weight Modifier × 1 lb. 200 lb. Ageing Effects Race Human Hybrid Cog* Dwarf Elf Gnome Ghost* Vampire* 1 Middle Age1 35 years 30 years – 125 years 175 years 20 years – – Old2 53 years 48 years – 188 years 263 years 24 years – – Venerable3 70 years 66 years – 250 years 350 years 26 years – – Maximum Age +2d20 years +1d10 years – +2d% years +4d% years +1d6 years – – 3 At middle age. -2 to Str. female 3’ 7” Elf. venerable age. Height and Weight The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. varies 130 lb. varies × (2d4) lb. Dex and Con. Occultist +2d6 +2d6 +2d6 +7d6 +10d6 +1d8 +2d6 +2d6 BACKGROUNDS For revenants. 85 lb. * These races are not affected by ageing. male 4’ 5” Elf. 90 lb. At Random Height and Weight Race Base Height 4’ 10” Human. × (1d4) lb. Wis and Cha. 30 lb. male 2’ 10” Gnome. 90 lb. × (2d6) lb. Wis and Cha. male1 4’ 5” Human. starting age represents the age they were when they became revenant undead. +1 to Int.188. × (1d6) lb.Random Starting Ages Race Human Hybrid Construct Dwarf Elf Gnome Ghost1 Vampire1 1 Adulthood 16 years 13 years 1 year 40 years 110 years 6 years 16+2d6 years 16+2d6 years Adventurer. Dex and Con.157. Journeyman +1d6 +1d6 +1d4 +5d6 +6d6 +1d6 +1d6 +1d6 Genius. -3 to Str. × (2d4) lb. infections or violence before reaching venerable age. Scoundrel. × (1d4) lb. Also ghosts and vampires Hybrid Random Height Parent Animal Bat Bear Cat Dog Elk Rat and Weight Base Height 2’ 8” 6’ 10” 4’ 6” 4’ 6” 4’ 5” 3´ 0” Height Modifier +2d4 +4d8 +2d10 +2d10 +2d6 +2d4 Base Weight 30 lb. Socialite +1d4 +1d4 +1d4 +3d6 +4d6 +1d4 +1d4 +1d4 Investigator. × 1 lb. +1 to Int. × (2d6) lb. × (2d8) lb. × (1d6) lb. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight. -1 to Str. 100 lb. Dex and Con. × (2d4) lb. 40 lb. Wis and Cha. +1 to Int.166 . Most people in the Steampunk world die from pestilence. accidents. 130 lb. character who reaches his maximum age dies of old age at some time during the following year. 80 lb. 85 lb. Weight Modifier × (2d4) lb. 2 At old age. 27 141. female1 Dwarf. male 3’ 9” Dwarf. female 4’ 5” Gnome. 35 lb. × (1d6) lb. 85 lb.

Add the result to the character’s hit point total. A player rolls one die of the given type each time his character gains a new level. Even if the result is 0 or lower. Players are free to choose any class for their first level and may make any choice for levels beyond 1st. each explained in the section that follows. Will Save: The base save bonus for Will saving throws. it must be met by the statistics.188. The character’s Constitution modifier is applied to the roll. When reading about the capabilities of each class. A 1st level character starts with four times the number of skill points they receive upon attaining each level beyond 1st. The maximum number of ranks a character can have in a class skill is the character’s level +3. subject to the campaign limitations imposed by the Games Master. The character’s Constitution modifier also applies.157. Level: The character’s level in the class. Starting Feats These are the feats gained at 1st level in the class. other feats. Each class table summarises the figures for this third factor. talents and/or skills available to the character at 1st level. Regardless of how many talents the character chooses from different vocations. Starting Vocation The vocation that the character chooses at 1st level determines many of his starting feats and class skills. also giving the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. provided by a character’s chosen occupation. Each skill point buys a half rank in these cross-class skills and a character can only buy up to half the ordinary maximum ranks of a class skill. 68) and grants him his first vocation talent (see below). Class Table This table details how a character improves as they attain higher levels in the class. The character’s Dexterity modifier also applies. t gained at character creation (two if the character is human) and the bonus feat. Each class has twenty levels and beginning characters start at level one. The character’s Wisdom modifier also applies. Reputation Bonus: The character’s base Reputation bonus. he only gains starting benefits from the vocation chosen at 1st level. Fort Save: The base save bonus for Fortitude saving throws.classes and vocations CLASSES & VOCATIONS he most important trait a character possesses which determines his capabilities is his character class. A character can also buy skills from other classes’ skill lists. Ref Save: The base save bonus for Reflex saving throws. as some characters choose a low score to augment the capabilities of their chosen class. In OGL Steampunk. The character’s Dexterity modifier and equipment bonus also applies. each representing a different factor: a random element (the number you roll on the d20). preferred profession (see Skills. This third factor depends on the character’s class and level. A character’s Intelligence modifier is applied to determine the total skill points gained each level but this will always be at least 1 point per level. Defence Bonus: The character’s bonus to Defence Value. these are feats in addition to the bonus feat 28 141. It includes the following information.166 . if any. Base Attack Bonus: The character’s base attack bonus and number of attacks. Class and Level Bonuses An attack roll or a saving throw is a combination of three numbers. usually choosing the character class by their best ability score but not always doing so. a number representing the character’s innate abilities (the ability modifier) and a bonus representing the character’s experience and training. If a feat chosen at this time has a prerequisite. Every class uses certain similar terminology. A 1st level character gets the maximum possible hit points rather than rolling. pg. See the rules of Multiclassed Characters at the end of this chapter. keep the following terms in mind. Class Skills This section of a class description provides a list of class skills. although the Constitution modifier is still applied. Class Features: Level-dependent class features. the character always gains at least 1 hit point. even for a character with an Intelligence penalty. Hit Die The die type used by characters of the class to determine the number of hit points gained per level.

Even if this increases his attack bonus to +6 or higher. ‘Now I have to ask you. When a character’s base attack bonus reaches +6. However. Base Attack Bonus Check the table for the character’s class. Jerrek turned back and took to the head of the group. can you get us out of it?’ Jerrek pointed to the heavy pack Gearbolt was carrying. The big cat was taking the news of his demise remarkably well. Jerrek now let a few of those remembered horrors dance around the corners of his gaze. Ability modifiers apply to all these attacks. lad. Gailion was there as well. He had seen a lot of friends die and a lot of people suffer since the Iron Wars began. only the base attack bonus counts. but he was not staying in any one place long enough for Jerrek to pin him down. Use the bonuses that correspond to the character’s level. CLASSES & VOCATIONS ‘So you all think we can do this?’ He was still pushing the underground plan on the group and had yet to receive a definitive answer. You just lead me close enough. with a base attack bonus of +12 for the first attack. he just had other things to think about. I forgot. emphasising his sarcasm. See the Multiclass Characters section for an example. add the base attack bonuses for each class together to determine the character’s base attack bonus. okay. ‘Oh.’ The lion-man slipped back reluctantly from the interposed hand but the sewer passage did not warm up in the slightest. an elf in front of him.He was moving through the tunnels again. On an attack roll. all right?’ The dwarf ’s tone was still gruff but his voice was much calmer. a 6th level Journeyman has a base attack bonus of +4. Base Saving Throw Bonuses Check the table for the character’s class. +7 for the second and +2 for the third. It would take skills. ‘I need that bomb set up where it will bring down the factory for good and I only have one of them. Since no one had actually said no. You know. For these purposes. The intensity was so great. It lists the base saving throw bonuses for the three types of saving throws: Fortitude. Until he got an answer. add the base save bonuses for each class to determine the character’s base save bonuses.166 . Unfortunately. ‘Besides. unlike before. When using a rune pistol or other ranged weapon. he got the oddest of looks from the elf woman. all things considered.157. He just had a sorrowful look on his feline face and a dimly haunted look in his eyes.188. he is entitled to make an extra attack at a +1 base attack bonus. the character does not get this extra attack. dwarf. ‘Okay. almost subdued. Numbers after a slash indicate additional attacks at reduced bonuses: ‘+12/+7/+2’ means that a character of this level makes three attacks per round. even Heshia pulled back.’ The dwarf spat on the ground. she seemed to appreciate something she saw. if the character’s attack bonus reaches +6 or higher because of modifiers. For example. I did na’ mean to upset you like that. ‘What? You lookin’ to me for an okay? I thought you was the leader around here. what with your great plan to get us all safe into the city through these tunnels and all. and skills were the one thing he was sure they lacked. Reflex and Will. ‘Gail. I can handle the bomb. She seemed to be sizing him up again and this time. he’s right. fury painting itself across his milky.’ Jerrek stared at the hostile-looking dwarf with eyes that seemed older than his thirty years would suggest. Calm down. more an involuntary twitch than a conscious retreat. See the Multiclass Characters section for an example. tacit agreement alone did not make the plan possible. No one wanted to hit the factory from its surface entrance. I did get us into this. Use the bonus that corresponds to the character’s level. a dwarf behind him and an automaton on his left hand side with an incandescent floodlight helping them all to see. That didn’t work out so well. 29 141. Jerrek assumed they were all right with trying things his way. it’s all right! Calm down. he was not comfortable with moving ahead. he does not gain an additional attack. Can you handle that for me?’ Thurdin stepped back half a step. he adds his Dexterity modifier. Thurdin was an engineer of great skill but that did not mean he could plant a bomb properly. If a character has more than one class. The dwarf must have been able to feel Jerrek’s thoughts because he cleared his throat and asked in his grizzled voice. He’s not worth it. If a character has more than one class. translucent features. did it?’ The tunnels suddenly became twenty degrees colder as Gailion whirled around at the dwarf. As he passed Heshia. apply the number from the Base Attack Bonus column to the d20 die roll. The irony of that analogy was not lost on Jerrek. Jerrek quickly put a hand between the two of them. even with Gailion’s ‘return’ but options were thin.

000 18 15 120.5 8 8. he then gains one more at 3rd level and one more at every 3rd level thereafter.000 23 20th * The second feat is only gained if the character is human.188.5 Feats 1st. A class skill is a skill associated with a particular class. Some talents have prerequisites that must be met before a character can Cross-Class Skill Max Ranks 2 2.5 11 11.000 22 19 190. The ability improvement is permanent. they simply represent partial purchase of the next skill rank and indicate that the character is training to improve that skill. Upon attaining 4th. This will occur even if the Investigator has been moonlighting between 4th and 8th level and is a 6th level Adventurer/2nd level Investigator.000 16 14th 91. Talents and Traits Every basic class offers a selection of talents to choose from. a character can pay 4 points for 4 ranks in a class skill or spend the same 4 points for 2 ranks in a cross-class skill. including 1st level.5 6 6. all characters gain other benefits from advancing in level. At 8th level.Level-Dependent Benefits In addition to attack bonuses and saving throw bonuses. Maxing out a cross-class skill costs the same amount of points as buying the maximum rank in a class skill. at 1st level. See the Feats Chapter for feat descriptions. a character increases one of his ability scores by 1 point.000 12 10th 45.5 10 10.000 13 55.000 7 4th 5th 10.000 20 18th 153. Cross-Class Skill Max Ranks: For cross-class skills (skills not associated with a character’s class) the maximum number of ranks is one-half the maximum for a class skill. 16th and 20th level. The half ranks (.000 19 16th 17th 136.000 6 6. He gains two at 1st level if he is human. otherwise gaining only one.000 21 th 171. Experience and Level Dependent Benefits Table Character Class Skill Max Level XP Ranks 0 4 1st 1.166 . For multiclass characters.5 3 3.5 7 7. including bonus feats and unique talents that are gained as a character attains higher levels in the class. 12th. The player chooses which ability score to improve.5) indicated on the table do not improve skill checks. 2nd* 3rd 4th 5th 6th 7th 8th - Ability Increases 1st 2nd 3rd 4th 5th 30 141. Class Features This entry details special characteristics of the class. the same character might improve Charisma again (from 17 to 18) as this would increase his ability modifier for Charisma to +4. Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his character level +3.000 14 11th 66. For example. CLASSES & VOCATIONS Ability Increases: This column indicates the levels at which a character gains ability score increases. Feats: This column indicates the levels at which a character gains feats. 8th.000 8 15. The following summarises these additional benefits.000 9 6th th 7 21.5 5 5. a 3rd level Adventurer/1st level Investigator is a 4th level character and eligible for her first ability score boost.000 5 2nd rd 3 3. Class skills are listed in each class description in this chapter. Thus. XP: This column shows the experience point total needed to achieve a given character level. For example. A character gains a talent upon attaining each odd-numbered level in a class.5 9 9.000 15 12th 13th 78.000 10 28. Talents are considered to be extraordinary abilities. an Investigator with a starting Charisma of 16 hoping to land better missions with a higher class of clientele might improve to Charisma 17 at 4th level.000 11 8th 9th 36. feats and ability score increases are gained according to character level.000 17 th 105. not class level.157.5 4 4.

When a character spends 1 action point to use a class feature. also called a NonPlayer Character) recognises a Player’s character. at 3rd. 9th. when recognised. these only occur when the character has reached the required level in the class granting the bonus feat. When a person has a negative opinion of a character’s reputation. they cannot spend another one in the same round to improve a die roll and vice versa. Some feats have prerequisites that must be met before a character can select them.e. apply the highest result and disregard the other rolls. action point on a skill check or ability check when they are taking 10 or 20. A character can only spend 1 action point in a round. Certain character classes also get bonus feats at certain levels of advancement. Use a class talent or class feature during the character’s turn for which the expenditure of 1 action point is required. Unlike talents. add 1d6 to the d20 roll to help meet or exceed the target number. Level prerequisites listed for talents refer to the character’s total level as opposed to specific levels in the class associated with the talent. Bonus feats given from occupations. Action Points Action points provide characters with the means to affect game play in significant ways. When a character spends 1 action point to improve a d20 roll. Whether this has a positive or negative connotation depends on the point of view of the person who recognises the character. A high Reputation bonus also makes it difficult for the character to mask his identity. Depending on the hero’s character level (see the table below) they may be able to roll more than one d6 when spending 1 action point. 12th. not just a character level of the same number. the character is considered to be famous by that person. Those who recognise the character are more likely to help him do what he asks. i. The Games Master decides when a character’s reputation can be relevant to a scene or encounter. In addition. traits have their own prerequisites. which may lead to a stealthy character desiring a lower reputation score than his class levels might entitle him to possess. When a person has a positive opinion of a character’s reputation. the character is considered to be infamous by that person. they are given whenever the character’s total level reaches the specified value. the action point is not a bonus to a d20 roll. unless otherwise specified. These feats are not dependent on which class the character has progressed in. When indicated in the class table. If a character spends a point to use a class feature. A character can declare the use of 1 action point to alter a d20 roll after the roll is made but only before the Games Master reveals the result of that roll and thus confirms whether the attack. a level check or a saving throw. Reputation Reputation is used to determine whether another character (a Games Master character. These feats are usually chosen from a specific list provided in the class description in question and all prerequisites must be met unless the feature granting the bonus feat lists otherwise. Characters may use available feat selections to take talents for which they qualify but only in the same character class as the one they just advanced in to get the feat in the first place. If the character does so. A character always has a limited amount of action points and while the character replenishes this supply with every new level they attain. at the Games Master’s 31 141. 15th and 18th level. character classes and the two chosen at 1st level count towards these prerequisites normally. a skill check. Action Point Dice By Level Character Level Action Point Dice Rolled st th 1d6 1 –7 8th – 14th 2d6 3d6 15th – 20th CLASSES & VOCATIONS Feats A character gains an additional feat upon attaining each third level. especially regarding the character’s race. the Games Master makes a reputation check for one of his Non-Player Characters who might be influenced in some fashion due to the character’s fame or notoriety. any number listed with a skill is the number of true ranks before any statistic or other modifiers. A character cannot use an Fame and Infamy Most characters with a high reputation bonus (+4 or higher) are considered well known within their profession or social circle. the character can select a trait instead of a talent.select them. provided the reputation has a positive connotation to the character who recognises him. check or saving throw succeeded or failed. they gain the benefit of the feature but do not roll a d6.188.166 . 6th.157. A character can spend 1 action point to do one of these things: Alter a single d20 roll used to make an attack. the character must use them wisely. Fame. an ability check. At the moment it becomes relevant. feat selections cannot be used to take traits instead. provides a bonus to certain Charisma-based skill checks. a character does not decide to use his reputation. Most of the time. As with all skill prerequisites. In this case. as detailed below.

pilot. hunter. he recognises the character.157. A Reputation check is 1d20 + the character’s Reputation bonus + the NonPlayer Character’s Int modifier. Adventurers are the strapping heroes to whom people turn when there is a problem that refuses to go away. desire to put their lives in danger. known far and wide with either a positive or negative connotation Non-Player Character is part of the character’s professional or social circle The character has some small amount of fame or notoriety Reputation Modifier +10 +5 +2 The Games Master must decide whether a character’s fame or infamy comes into play in a given situation to affect his reputation. though not unknown. Background: Adventurers tend to be discontented with the way things are. the unexplored. Another reason why some people become adventurers is simply to escape the crushing grind of the city and flee to the few pristine places left in the world. increasingly mechanised and predictable world. they confidently tackle difficulties and smile in the face of danger. as shown below. Infamy. Depending on their vocation. The world is an exciting place outside the secure walls of the Empire. Other Classes: Adventurers and scoundrels get along surprisingly well. Gnomes. looking far and wide for a sense of purpose. challenge and meaning in an The Adventurer 32 141. even irrational. this may be on the lost borders of the world or piloting a machine that sustains itself with a wish and a prayer but it always entails some personal risk. Geniuses rely on adventurers either to test their theories or guide them through dangerous terrain. when recognised. the unusual and the just plain dangerous. as neither race is at ease when completely settled. Many do this because they choose to. Characteristics: Adventurers learn very soon how to cope with the unexpected and to survive on their own. Vocations: Combatant. explorer. Note that if the Non-Player Character has no possible way of recognising a character. facing with anachronistic bow and axe what other adventurers would bring down with advanced technology. while a few are thrust by fate into a dangerous life they would avoid if they could. On a more general note. Cogs who are capable of overcoming all of the challenges that adventuring presents are rarely built. by contrast. Cog and gnome adventurers are rare. Adventurers know that they can never command the power of magic and psychic phenomena as CLASSES & VOCATIONS Using the Reputation Bonus Whenever the Games Master decides that a character’s reputation can be a factor in an encounter. the Games Master makes a Reputation check (DC 25) for the Non-Player Character involved. somehow arriving just in the nick of time to save the day. This provides a +4 bonus or a -4 penalty on checks involving any pertinent skills for the duration of the encounter: Reputation Modifiers Check Situation The character is famous. Infamy is under the direct control of the Games Master and may not be used directly by a character. Adventures: Adventurers are possessed of an insatiable thirst for thrills and have an inexplicable. then the Reputation check automatically fails. Regardless of their reasons. Some Knowledge skill modifiers might apply instead of the Int modifier. though hybrids come a close second. adventurers are usually in way over their heads and fight every minute of their lives just to survive to the next one. as do the lands inside the Empire itself. placing their lives in the hands of fortune and luck. have adventure forced upon them by circumstances outside their control. while nimble.discretion. the untamed colonies offer endless opportunities. The adventurer’s life calls to those who crave excitement. Races: Adventure runs swiftest in the veins of humankind and it is humans who make up the majority of adventurers. adventurers gamble with destiny. given their mutual inclination to live outside normal society. a character might be considered infamous in certain situations due to events that have transpired in the campaign. provides a penalty to certain Charisma-based skill checks. Modifiers to the Reputation check depend on the character and the Non-Player Character in question.166 .188. find that their fragile frames are less than suitable for a life of danger and peril. Ghosts and vampires may keep following their urges from when they were alive or may seek the way of the adventurer as a substitute for mortal life. Adventurers are those characters who trade the comfortable trappings of civilisation for rough living in the wild. Under normal circumstances. Some of them. they can train to deal with any enemy or situation that threatens them. Elves and dwarves were once used to adventuring in their own right but find the new methods of doing so increasingly alien. simply due to the complexity and expense of creating such a design. learning their hazardous trade by trial and error. If the Non-Player Character succeeds at the Reputation check. Cosy security is anathema to them. if the character would be well known in the field covered by the Knowledge skill. Many adventurers join military organisations for the chance to travel but many others simply set out on their own on a Grand Tour or expedition.

while others provide a list from which to choose. Knowledge (local) (Int). Whenever failure would spell a disastrous result. in the case of an opposed roll) by 5 points plus the adventurer’s Int modifier (if positive) he can spend one action point and consider the action a flat-out success. Agile. The Devil’s Own They say that the Hells look after their own. Craft (Int). plus the feats added to this list by the character’s starting vocation. such as the hostile climates through which he will have to travel in the course of his many adventures. Some trees have a set order that must be followed. Hit Die: d10.166 . Armour Proficiency (medium). rounded down. Constitution helps him by providing additional hit points as well as granting a greater chance of surviving unfavourable conditions. at 1st level and every time they attain a new level in this class. Profession (Wis). considered a marginal one with reduced effects. he can choose instead to select a trait from the Feat and Traits chapter (see pg. Character Level 7th – 8th 9th – 12th 13th – 16th 17th – 20th Times per Day 1 2 3 4 CLASSES & VOCATIONS Class Skills The adventurer’s class skills (and the key ability for each skill) are Balance (Dex). Handle Animal (Cha). Run. for it makes him alert and aware of his surroundings. the adventurer gains a bonus feat. Great Fortitude. the character chooses a vocation from one of the following: combatant. Skill Points at 1st Level: (4 + Int modifier) x 4. Lightning Reflexes. he can select freely from any and all class vocation talent trees. Talent/Trait At 5th level and every three levels thereafter (8th. Class Features All of the following are class features of the adventurer. 14th and so on) the adventurer selects a talent from the following vocation trees: combatant. Pistols Firearm Proficiency and Improved Unarmed Strike. If the entry in the table states that the character can select a talent or a trait. He gains the vocation’s starting feats. although investigators are made slightly more favourable by their more dynamic pursuits and focus. Knowledge (earth and life sciences) (Int). adds the vocation’s additional class skills to his class skill list. for example. Search (Int) and Swim (Str). 11th. By the Bootstraps Adventurers are known for their ability to succeed when everyone thought they would fail. Starting Vocation At 1st level. gains the listed bonus to his starting Wealth bonus and chooses a talent from that vocation tree. Diehard. a barely achieved attack roll might inflict the minimum possible damage. Athletic. Skill Points at Each Additional Level: 4 + Int modifier.157. hunter or pilot. Climb (Str). Game Rule Information Adventurers have the following game statistics: Abilities: Dexterity and Strength are the most important abilities for an adventurer as he will be involved in many physical activities. This feat must be selected from the following list. Simple Weapon Proficiency. explorer. hunter or pilot. Heroic Surge The adventurer can tap hidden resources of energy when the situation demands it.easily as occultists can and thus maintain a wary respect for them. Intimidate (Cha or Str). Bonus Feat At 5th level and every five levels thereafter (10th.188. adds the vocation’s bonus feats to his bonus feat list (see below). however. Of the mental abilities. When a roll fails to meet the target DC (or the opponent’s result. The adventurer must also meet any prerequisites: Acrobatic. Applicable situations here include an 33 141. Ride (Dex). 104). instead of the usual procedure of adding action point dice to the roll result. Improved Damage Threshold. Wisdom serves the adventurer best. Escape Artist (Dex). Investigators and nobles are representative of what the adventurer finds distasteful in society. 15th. The character may take an extra move action or standard action in a round. So long as the character qualifies. The character may use Heroic Surge a number of times per day depending on his character level (as shown below) but never more than once per round. This success is. Nimble. Jump (Str). It is certainly true that adventurers develop devilish luck during their death-defying careers. No talent can be selected more than once unless expressly indicated. Toughness. the character can spend an action point to re-roll the dice. Starting Feats In addition to the feat all characters get at 1st level. This must be played out at the Games Master’s discretion. an adventurer begins play with the following feats: Armour Proficiency (light). combat being but one of them. explorer. and 20th). Action Points: Adventurers gain a number of action points equal to 5 + one-half their character level. either before or after the character’s regular actions.

Sense Motive. automatic miss in combat.157. The tracking and avoidance lessons he learned in that bombed-out hole were serving him in good stead here. Adventurer Vocations Hunter Vocation Hunters specialise in tracking prey and taking it down. Far Shot. Point Blank Shot. Improved Critical. Bonus Feat Heroic Surge Talent or Trait Bonus Feat Talent or Trait The Devil’s Own Talent or Trait Bonus Feat Talent or Trait Calm Under Duress Talent or Trait. The following are the available vocations for the adventurer class. they were running afoul of traps and pitfalls left by the orcs. that the orcs were continuing to surprise him with how well they had organized their defences. If the hunter chooses humanoids or outsiders as a favoured enemy. he gets a +2 bonus on weapon damage rolls against such creatures. Talents Favoured Prey: A hunter may select a type of creature from among those given on the Hunter Favoured Prey table below. Dead Aim. Bonus Feat DV +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 +8 +9 +9 Reputation +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 CLASSES & VOCATIONS The trek through the tunnels was just as ugly as Jerrek had feared it would be.166 . Listen. The character can take 10 on a number of skill checks regardless of circumstance. bounty hunter. Wealth: +1. He had to admit. When they were not being attacked by more of those ironrats. reluctantly. Climb (Str). Track. Knowledge (earth and life sciences) (Int). Pilot (Dex). Search (Int) and Swim (Str). Ride (Dex). big game hunter. Profession (Wis). Bonus Starting Feats: Martial Weapon Proficiency. Musket Firearms Proficiency. he must also choose an associated subtype. the hunter’s bonuses 34 141. The hunter gains a +2 bonus on Bluff.The Adventurer Base Attack Level Bonus 1 +1 2 +2 3 +3 4 +4 5 +5 6 +6/+1 7 +7/+2 8 +8/+3 9 +9/+4 10 +10/+5 11 +11/+6/+1 12 +12/+7/+2 13 +13/+8/+3 14 +14/+9/+4 15 +15/+10/+5 16 +16/+11/+6/+1 17 +17/+12/+7/+2 18 +18/+13/+8/+3 19 +19/+14/+9/+4 20 +20/+15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Starting Vocation By the Bootstraps Talent or Trait. Stealthy. The applicable skills are Balance (Dex). Likewise. Additional Bonus Feats: Guide. as indicated on the table.188. checks that have disastrous effects by missing the DC by a certain amount (such as triggering a bomb while attempting to defuse it) or rolling within a machine’s malfunction threshold. Calm Under Duress A life of adventuring gives the character a rock-steady hand and nerves of steel. This was one well-warded set of sewers. hunt leader. it had been far too easy to get lost down here. Between the false trails and death traps. He gave silent thanks for the harsh life he had led in the slums of Magadoth. Jump (Str). Spot and Survival checks when using these skills against creatures of this type. If a specific creature falls into more than one category of favoured enemy. Preferred Professions: Guide. Knowledge (local) (Int). Knowledge (earth and life sciences). They like the thrill of pursuit and the challenge of pitting their wits against both nature and the skills of their quarry. Additional Class Skills: Survival.

plants. Favoured Terrain. Move Silently and Survival checks when using these skills in his favoured terrain. general animal population. In outdoor settings. the character gains knowledge of the territory. Prerequisite: Must know at least three different languages. x2 becomes x3 and so on. CLASSES & VOCATIONS Explorer Vocation Explorers itch with wanderlust. seeking to chart the next frontier. He takes only Outsider (chaotic) a –10 penalty (instead of the normal Outsider (earth) –20) when moving at up to twice normal speed while tracking. caverns and the like) the radius is limited to 100 feet per character level. Handle Animal. minerals. each time. The explorer gains a +2 bonus on Navigate. Outsider (evil) Outsider (fire) Camouflage: A hunter with this talent Outsider (good) can use the Hide skill in any sort of Outsider (lawful) natural terrain. Additional Class Skills: Knowledge (geography). In Fey addition. the bonus in any one favoured terrain Talents Unerring Direction: The character has an innate sense of direction. bodies of water. people. Whenever the character encounters a new language. with each such selection. Renown. Humanoid (dwarf ) Humanoid (elf ) Trackless Step: Upon selecting this Humanoid (goblinoid) talent. Undead Vermin Hunter’s Sense: The character chooses one of his weapons with which he is proficient. Knowledge.do not stack. the Giant bonus against any one favoured enemy Humanoid (aquatic) (including the one just selected. this ability in no way simulates an actual ability to converse fluently. Prerequisite: Favoured Prey. Navigate. a hunter leaves no trail in natural Humanoid (gnoll) surroundings and cannot be tracked. presence of powerful unnatural creatures or even the general state of the natural setting. Iron Will. Favoured Terrain: An explorer may select a type of terrain from among those given on the Explorer Favoured Terrain Table below. Humanoid (orc) Humanoid (reptilian) Swift Tracker: With this talent. with each such selection. The check is made with a bonus equal to the character’s adventurer level + the character’s Intelligence modifier. cartographer. Guide. Type (Subtype) Animal An adventurer can select this talent Construct multiple times. his critical damage multiplier counts as one higher.166 .157. Lay of the Land: By climbing to higher ground and spending 10 minutes studying his surroundings. navigator. in a given language. In addition. He gains knowledge of as many as three facts from among the following subjects: the ground or terrain. Martial Weapon Proficiency. For a written language. the bonus applies to a Decipher Script check instead. This talent may be used a number of times per 35 141. In natural underground settings (caves. DC 20 if the language is unrelated to any other languages the hero knows. Bonus Starting Feats: Endurance. day equal to the character’s Wisdom bonus. Natural Linguist: With this talent. Prerequisites: Unerring Direction. he simply uses whichever Hunter Favoured Prey Table bonus is higher. a Magical beast hunter can move at his normal speed Monstrous humanoid while following tracks without taking Outsider (air) the normal –5 penalty. he can make an Intelligence check to determine if he can understand it. the hunter may Dragon select an additional species of favoured Elemental prey from those given on the table. the adventurer becomes a master linguist. or read and write competently.188. Survival. if so desired) increases by 2. caravan leader. either spoken or written. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language that the hero already has as a Read/Write Language or Speak Language skill. the explorer may select an additional favoured terrain from those given on the table. Outsider (water) Prerequisite: Trackless Step. and DC 25 if the language is ancient or unique. With this special ability. They are always wondering what lies beyond the next hill and continually push the boundaries of all maps. Additional Bonus Feats: Animal Affinity. presence of woodland creatures. An adventurer can select this talent multiple times. However. teamster. This talent does not function where nature has been replaced by construction or settlements. Diehard. even if the terrain does Outsider (native) not grant cover or concealment. each time. By concentrating for one minute they can determine where true north lies in relation to their current position. He Humanoid (human) may choose to leave a trail if so desired. Wealth: +0. Whenever he uses that type of weapon. an adventurer can glean enough meaning from a conversation or document to ascertain the basic message. Preferred Professions: Guide. the character learns the information of the territory in a radius of one mile per character level.

Some pilots fly for the love of flight.166 . Combat Expertise. Dodge. In Warm Plains a world gone mad with steel and smoke. no battle plan is possible. street fighter. Knockout Punch. Wealth: +2. Temperate Desert Prerequisite: Favoured Terrain. thorns. Rapid Shot. Quick Draw. Knockout Punch. Rapid Reload. briars. if he is leading a group through the ruins of an old factory. if so Explorer Favoured Terrain desired) increases by 2. All his allies act on the initiative score rolled by the character. Preferred Professions: Pilot. Improved Overrun. Additional Class Skills: Knowledge (tactics). Greater Weapon Specialisation. Improved Trip. When combat starts. Bonus Starting Feats: Use Amazing Device. pugilist. DriveBy Attack. Martial Weapon Proficiency. Improved Critical. On the other hand. Improved Precise Shot. the character makes an Initiative check with a +4 circumstance bonus for the battle plan. Two-Weapon Fighting. Improved Disarm. Spring Attack. Weapon Finesse. fighting is the only thing some people have left. Second Legs: The character chooses a specific vehicle (not a vehicle type) with which he has worked consistently. This can only be done if the character and his allies have control over when the combat starts. Streetfighting. He seeks adventure by the Warm Aquatic muzzle of a firearm or the tip of a sword.(including the one just selected. Whirlwind Attack. the applicable bonuses to Defence and to Reflex saving throws increase by +2 when he has one-quarter. CLASSES & VOCATIONS Bonus Feat: The character can select a bonus feat but it must be from the following list: Cleave. Improved Grapple. Talents Steady Hands: A pilot knows that a steady hand on the wheel. Precise Shot. Ride-By Attack. if the characters and his allies are defending a room and are attacked unexpectedly. helm or control stick is all that keeps him from a precipitous disaster and costly repairs. Pilot (Dex). Great Cleave. Streetfighting. Weapon Focus. Rapid Shot. chauffeur. Point Blank Shot. Improved Knockout Punch. one-half. Improved Trip. overgrown areas Cold Hills and similar terrain) at his normal speed Cold Marshes and without taking damage or suffering Cold Mountains any other impairment. Skip Shot. Shield Proficiency. Talents Take Cover: The combatant knows how ranged weapons behave and uses this knowledge to protect himself. Combat Expertise.188. Skip Shot. Mounted Firing. Weapon Focus. race driver. Improved Two-Weapon Fighting.157. he can take 10 on all Drive and Pilot checks for performing manoeuvres. Improved Grapple. Improved Overrun. somebody has to test them. Exotic Weapon Proficiency. Dodge. sea. Two-Weapon Fighting. captain. Trample. Warm Marshes The world has become too violent and Warm Mountains violence is all the combatant knows. Improved Sunder. Shot on the Run. Additional Bonus Feats: Agile Riposte. Improved Knockout Punch. The battle plan takes a full-round action for the combatant to communicate to his allies. or so the combatant Temperate Plains believes. Some combatants Warm Hills fight because they have no choice. However. whether they travel by air. Wealth: +1. Greater Weapon Focus. he could formulate a battle plan for bursting through a door and attacking the occupants of a room. while others have been ‘volunteered’ and fear for their lives every time someone straps them into the latest device. With this talent. Point Blank Shot. Preferred Professions: Soldier. Whirlwind Attack. and ultimately drive them. Dead Aim. guard. Mounted Combat. Blind-Fight. Improved Feint. ground or pushing the envelope across stranger roads. Far Shot. Improved Two-Weapon Fighting. Shot on the Run. mercenary. Power Attack. Weapon Specialisation. Musket Weapon Proficiency. Cleave. Pilot Vocation In an age where inventors create new machines and new vehicles on a weekly basis. Improved Sunder. Temperate Forest Temperate Hills Temperate Marshes Combatant Vocation There is no greater thrill than fighting Temperate Mountains for one’s own life. Cold Plains briars and overgrown areas that are enchanted or magically manipulated to Temperate Aquatic impede motion still affect him. For example. When the character takes cover. Tactician: The combatant learns to formulate battle plans. Far Shot. Weapon Finesse. Type Cold Aquatic Sure Stride: An explorer may move Cold Desert through any sort of undergrowth (such Cold Forest as natural thorns. Gearhead. three-quarters or nine-tenths cover. Power Attack. The pilot delights on the challenge of controlling these machines. Additional Class Skills: Drive (Dex). Spring Attack. Warm Desert learning new ways to fight and improve Warm Forest his combat abilities. Bonus Starting Feats: Armour Proficiency (heavy). Vehicle Expert. Precise Shot. Greater Two-Weapon Fighting. the 36 141. Additional Bonus Feats: Focused. Two-Weapon Defence.

Medics and field scientists are much more likely to go out to test their education against the hardships of adventuring life. Some seek to kidnap them and exploit their knowledge. Prerequisite: Steady Hands. Second Legs. which he can perform as a standard action with this talent. Prerequisite: Steady Hands. a genius pushes the boundaries of knowledge and its application to become a standard-bearer at the vanguard of the age of steam. Push the Envelope: The pilot is so familiar with his machine that he can push it beyond its own limits. Second Legs. which must be one for which he already possesses the Second Legs talent. The character gains a +2 to all Drive and Pilot checks with that specific vehicle and has a -10 modifier on all malfunction effect rolls. each time it is taken. The Genius 37 . where any malfunction or critical damage effect resumes. since the world outside is not always a welcoming place for them. It is also to these lunatics obsessed with metal. He has a +5 bonus to Repair checks using the Jury-Rig skill. Scholars and inventors are not always keen on setting out away from their work places. The term ‘scientist’ is barely sufficient to apply to the theorists.188. Prerequisite: Steady Hands. nor cease to imagine possibilities for a better world through science and technology. he adds an additional 10 feet to its base speed per point of the pilot’s Dexterity modifier. to a minimum of 8. If the vehicle is lost or destroyed beyond hopes of repair. The hit or structure points restored to a vehicle by a jury-rig are temporary hit or structure points and disappear at the end of the encounter. the character can choose a new vehicle. feared and in some places hunted for their crimes against existence. Gifted with great intelligence.CLASSES & VOCATIONS vehicle becomes so familiar to the pilot as if it were a second pair of legs. making them hated. As a normal jury-rig (see the Repair skill) the repair lasts until the end of the scene or encounter. The vehicle also gains additional temporary hit points or structure points equal to the pilot’s Intelligence modifier.157. although they must do so if they want to test a theory or new invention in the field. A character can choose this talent multiple times. others to flay them alive for what they have done to the earth. Quick Repair: The pilot knows precisely where to kick his vehicle to get it going again. and ‘progress’ that responsibility for the destruction of the natural world and the slow death of magic ultimately falls. The character chooses a specific vehicle. researchers and relentless builders who never stop asking questions.166 The dusty smells of libraries or the greasy. 141. metallic tang of workshops are the aromas of home to the genius. it applies to an additional vehicle. Adventures: Geniuses feel right at home in the hallowed halls of academia as well as in their cluttered studios and laboratories but they also feel a burning need to explore and set their theories against external reality. Any adventure carries an element of risk for geniuses. machines. Whenever he controls that vehicle.

CLASSES & VOCATIONS Game Rule Information Geniuses have the following game statistics: Abilities: Intelligence is the most important ability for a genius. Class Skills The genius’s class skills (and the key ability for each skill) are Concentration (Con). though they lack the puissance of the wild. adds the vocation’s bonus feats to his bonus feat list (see below). while others provide a list to choose from. Action Points: Geniuses gain a number of action points equal to 5 + one-half their character level. Disable Device. Investigate. Skill Points at Each Additional Level: 8 + Int modifier. Studious. plus the feats added to this list by the character’s starting vocation and the genius must meet any prerequisites. 38 141. Search. the genius gains a bonus feat. particularly those employed in the medic vocation. Investigate (Int). Skill Points at 1st Level: (8 + Int modifier) x 4. Craft (Int). physical sciences or technology. Skill Focus. Class Features All of the following are class features of the genius. Knowledge (any single skill). 10th. field scientist. Attentive. Bonus Feat At 4th. Drive (Dex). Knowledge (Int). Whatever the case.166 . although they find the typical noble’s disinterest in science irksome. He gains the vocation’s starting feats. gains a bonus to his starting Wealth bonus and chooses a talent from that vocation tree. Decipher Script. for it sets the limit on the level of learning that he can achieve. a genius receives credit for a minor scientific breakthrough that earns him the recognition of his peers. human heart. This minor breakthrough also provides the Genius with a +3 Wealth bonus increase. Dodge. Builder. Hit Die: d4. Geniuses are too caught up in their own world to have a bad relationship with anyone. Profession (Wis). Minor Breakthrough Upon attaining 9th level. a genius has had the chance to stumble upon his field of practice and to throw himself passionately into it. Some trees have a set order that must be followed.157. he can select freely from any and all class vocation talent trees. or accept the feasibility of his speculations. Races: Both gnomes and humans contantly seek to break the boundaries of the natural world with completely unnatural tools. Starting Vocation At 1st level. Vocations: Inventor. Background: All geniuses have some sort of education. he can select a trait from the Feat and Traits chapter (see pg. adds the vocation’s additional class skills to his class skill list. Navigate. Combat Expertise. Wisdom is another important ability as some of the skills he requires use Wisdom as a key ability. 16th and 19th levels. the character chooses a vocation from one of the following: inventor. the genius selects a talent from the following vocation trees: inventor. As long as the character qualifies. 104). This feat must be selected from the following list. medic or scholar. No talent can be selected more than once unless expressly indicated. Iron Will. field scientist. The genius chooses one of the following Knowledge skills: behavioural sciences. Savant Select one of the skills listed in the following paragraph. Talent/Trait At 2nd. 5th. at 1st level and every time they attain a new level in this class. The genius is entitled to add a bonus equal to his genius level when making checks with that skill. earth and life sciences. the Genius gains a +2 bonus on Reputation checks. exploring the darkest corners of science and technology to emerge with skills that rival magic and which they can offer to society as a whole for the benefit of progress. Research. scholar. Dexterity is important to avoid the occasional explosion and present less of a target during tight situations in the field. 17th and 20th levels. Research (Int) and Search (Int). Decipher Script (Int). which may be formal attendance at an academy or years of practice in a mechanic’s workshop. medic or scholar. while revenants may continue the academic pursuits of their previous lives. rounded down. he is a friend. A genius can take this talent multiple times. 12th. 12th. Pilot (Dex). When dealing with others with at least 1 rank in the same Knowledge skill. each time it applies to a different skill. Repair. 15th. Some dwarves seek to imitate human progress and become geniuses themselves. On a practical note. a genius begins play with the following feats: Simple Weapon Proficiency and Pistols Firearms Proficiency. 7th. Other Classes: As long as another person is willing to test out the genius’ latest idea. medic. Forgery. Listen (Wis). Toughness. Craft (any single skill). Renown. field scientist. If the entry in the table states that the character can select a talent or a trait. while other races are too complacent in their current state of existence to try to look beyond accepted lore.188. 8th.Characteristics: Geniuses devote all their capacity to their field of study and experimentation. Starting Feats In addition to the feat all characters get at 1st level.

clockmaker. the genius receives acclaim for a truly prodigious advancement of science. Repair (Int). if Merial had been alive. Thurdin was getting the job done but Merial would have succeeded with style. The salvaged 39 141. Jerrek knew they would need all the firepower they could get once they made it to the factory and these bombs would have been a welcome addition to the charge they were packing. Build Structures. physical sciences or technology. Still. Craft Vehicle and Artillery Weapons. This bonus stacks with the bonus provided by the minor breakthrough ability. earth and life sciences. He gains a +2 bonus on Reputation checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: behavioural sciences. sure enough. he was doing a good job keeping them all intact. one Item Creation feat. Talents Jury-Rigger: With the expenditure of one action point. the character can alter a repair performed by the juryrig application of the Repair skill so that it becomes permanent instead of temporary. Salvage Machine: The character can take apart any machine to keep spare parts for other projects. Additional Class Skills: Disable Device (Int). She could have dealt with these things a lot more elegantly than Thurdin was doing. seeking to create the next great breakthrough in technological advancement. Bonus Starting Feats: Master Artisan. Additional Bonus Feats: Gearhead.166 . With a successful Craft (mechanical) check with a DC depending on the complexity of the machine he is taking apart. Inventors are always tinkering with machines. Jerrek felt a pang of sorrow for his absent gnome friend again. Craft Personal Weapons. Craft Automata. the character gains 1 salvage point for every full 4 Hit Dice or Structure Dice or for every 5 hit points or structure points the machine had when fully functional. Wealth: +2. technician. to build something that no one thought could be built. This major breakthrough also provides the Genius with a +3 Wealth bonus increase. No disrespect to the dwarf. The inventor seeks to create that which has not been created before. he supposed. These are the vocations for the genius class: Genius Vocations Inventor Vocation When they came to the third set of short-fuse bomb traps. engineer. Bonus Feat Savant Major Breakthrough Talent or Trait Bonus Feat Talent or Trait – Bonus Feat Talent or Trait DV +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 Reputation +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 CLASSES & VOCATIONS Major Breakthrough At 14th level. she would have found a way not only to disable these damnable things but also to salvage them for later use. Build Vehicles. That was the difference between a journeyman and a true genius. Craft Equipment. tinker.157.The Genius Level Base Attack Bonus 1 +0 2 +1 3 +1 4 +2 5 +2 6 +3 7 +3 8 +4 9 +4 10 +5 11 +5 12 +6/+1 13 +6/+1 14 +7/+2 15 +7/+2 16 +8/+3 17 +8/+3 18 +9/+4 19 +9/+4 20 +10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Starting Vocation Talent or Trait Savant Bonus Feat Talent or Trait – Talent or Trait Bonus Feat Minor Breakthrough Talent or Trait – Talent or Trait. Preferred Professions: Mechanic.188.

common legends of the local population. Bonus Starting Feats: Armour Proficiency (medium). The workshop is in a location of the inventor’s choosing. legendary items or noteworthy places. where many truths lie waiting for any student willing to go and find them. CLASSES & VOCATIONS Master Artisan: The character gains another Master Artisan feat. The inventor can store as many salvage points as he wishes. Workshop: The inventor has his own workshop with enough room to build. A successful Stores of Knowledge check will not reveal the powers of a magic item or amazing machine but may give a hint as to its general function. alienist. Navigate (Int). known by at least a substantial minority. tutor. researcher. this sort of knowledge is essentially random. Forgery (Int). possibly forgotten by most who once knew it. Salvage points act like treasure points (see the Equipment and Wealth chapter) towards paying for the raw materials to use for any Craft skill. eight Medium machines or any number of smaller ones. it increases the size and number of machines he can build in it by one size category. the scholar theorises. known by very few. Use 9 10 40 141.157. two Large machines. including the raw materials for amazing machines. Where the inventor builds. Wealth: +2. Sense Motive (Wis). They dedicate their lives to uncovering the secrets of ancient civilisations. Secret Uncovered: Every time the character takes this talent. 30 Extremely obscure. proficient with one martial weapon. Negotiator.machine or item ceases to exist as such. each time it is selected. Stores of Knowledge DC Type of Knowledge 10 Common. A scholar may not take 10 or take 20 on this check. willing to go out and brave dangers in order to uncover the truth. Additional Class Skills: Diplomacy (Cha). lost animal species. house and maintain a Huge machine. Studious. archaeological. Survival (Wis). possibly known only by those who do not understand the significance of the knowledge. ranks in Knowledge (history).188.166 . He can only make mastercraft items with a maximum +3 bonus. 25 Obscure. If the scholar has 5 or more 6 7 8 Secret health Secrets of inner strength The lore of true stamina Secret knowledge of avoidance Weapon trick Dodge trick Applicable knowledge Secret of communication Secret of the mind Effect 4 ranks of a skill in which the character has no ranks +3 hit points +2 bonus on Will saves +2 bonus on Fortitude saves +2 bonus on Reflex saves +1 bonus on attack rolls +1 dodge bonus to AC Any one feat except Magic Discipline and Psychic feats Bonus language One Psychic feat Field Scientist Vocation Science is not only studied at home in a quiet library or a busy workshop but also in the great outdoors. Field scientists are half adventurers and half scholars. zoological and botanical pursuits. but they both dream the same. provided he has a suitable workroom to store them in. Bonus Starting Feats: Skill Focus (any). He cannot choose the same secret twice. known by few. he chooses one secret from the table below. The character can select this talent more than once. increasing the bonus for mastercraft items he makes by +1. Linguist: This talent functions as the natural linguist talent for the hunter (explorer) class. Tumble (Dex). known by only a few people. as it has just been taken apart. Additional Bonus Feats: Educated. Secret Uncovered Level + Int Modifier Secret 1 Instant mastery 2 3 4 5 Talents Stores of Knowledge: A scholar may make a special Stores of Knowledge check with a bonus equal to his genius level + his Intelligence modifier to see whether he knows some relevant information about notable local people. Scholar Vocation Scholars wish to uncover everything there is to know about any subject you care to mention. the hidden language of the stars and all other scientific. His level plus his Intelligence modifier determines the total number of secrets he can choose. hard to come by. he gains a +2 bonus on this check. Preferred Professions: Professor. Additional Class Skills: Climb (Str). 20 Uncommon but available. dean.

at which point it breaks down. Additional Bonus Feats: Acrobatic. the field scientist can build a tool or device to deal with any situation. interpreter. Only objects that can normally be used more than once can be improvised. This ability lets the field scientist create objects in a dramatic situation quickly and cheaply. when put into use. Deft Hands. Exotic Weapon Proficiency. archaeologist. treatments and therapeutic procedures.157. Run. When making a skill check using one of these skills. The medic discovers new remedies. Any situation that would deny the field scientist his Dexterity bonus to Defence also denies the Intelligence bonus. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function. With the selected weapon. Preferred Professions: Guide. Such objects do however have a limited duration. mechanical devices and more can be built with Scientific Improvisation. a shovel. the field scientist may take 10 even if stress and distractions would normally prevent him or her from doing so.188. 41 141. It cannot be repaired. Special tools. you could improvise a screwdriver. It takes a full-round action to make an object with Scientific Improvisation.CLASSES & VOCATIONS Rope (Dex). By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired. lasts for a number of rounds equal to the character’s genius level or until the end of the current encounter. Wealth: +1. the field scientist can use his Intelligence modifier instead of his Strength or Dexterity modifier on attack rolls. Smart Survival: A field scientist can spend 1 action point to reduce the damage dealt by a single attack or effect by 5 points. Scientific Improvisation: A field scientist gains the ability to improvise solutions using common objects and scientific know-how. Skill Mastery: The field scientist selects a number of skills from his class list equal to 3 + his Intelligence modifier. The object. Elusive Target. For example. Talents Smart Defence: A field scientist applies his Intelligence bonus and his Dexterity bonus to his Defence. Smart Weapon: The field scientist selects one weapon with which he is proficient and that he can use with one hand.166 . weapons. fighting disease and bringing people back to health. a compass or a lamp but not a stick of dynamite. Medic Vocation The secrets sought by the medic are those related to healing wounds and saving lives without the aid of magic or divine intervention. anthropologist.

The medicine remains effective for one week after it has been prepared. this may be a police force. The character can take this talent more than once. a person who. Characteristics: The abilities that investigators develop all have something to do with being aware of the smallest clue that would lead them to a solution or warn them of danger. They can also employ themselves. Concoct Medicament: The character can make a Craft (pharmaceutical) check (DC 20) to create a dose of medicine capable of restoring ability damage lost to poison or disease. physician. ghosts and vampires are ideally suited to some of the tasks of investigating. Other Classes: Investigators have a certain antipathy towards occultists. Lightning Reflexes. First Aid Expertise. Survival (Wis). Hybrids make good manhunters. with the clues they follow eventually leading them into confrontations they would rather avoid or face in the company of others. If the check succeeds. First Aid Expertise: The medic is so familiar with his vocation that he transcends the need for tools. If the medic fails the skill check or the patient fails the saving throw. Dwarves may be the least inclined to become investigators. consulting detective. Wealth: +3. Enter the investigator.166 . If the medic is able to administer aid within 3 rounds of the character’s death.188. Races: Depending on vocation. Additional Bonus Feats: Medical Expert. danger springs upon them as they uncover things that they were meant to leave alone. Prerequisite: Healer. Talents Healer: Whenever the medic restores hit points to a patient with a Treat Injury check. Adventures: Investigators are not consumed by a need to put their lives on the line. Brewing one dose of medicine takes 12 hours and heals 1d4 points of ability damage upon application. in the service of law. Miraculous Recovery: A medic can save the life of a character reduced to –10 hit points or lower. Windfall. of course. but their legendary stubbornness can be applied with advantage to the dogged pursuit of the truth. Prerequisite: Healer. a crown ministry or any small group interested in knowing the secrets of another. while cogs are relentless. the dead character can make a Fortitude saving throw (DC 15) to stabilise and be restored to 0 hit points. gnomes. Improved Damage Threshold. many races take different approaches to the role of an investigator. The new age of steam has brought an understanding that secrets are a good thing to possess but an even better thing to crack open. as psychic and magical talents come in very handy when learning about hidden The Investigator 42 141. he can make a Treat Injury check. crown or the public interest. They are prepared to overcome this when necessary. Humans. devotes his every effort to unravelling mysteries. Prerequisite: Healer.157. coping admirably with only primitive or improvised equipment.CLASSES & VOCATIONS Bonus Starting Feats: Surgery. insightful and more than a little tricky. Prerequisite: Healer. Additional Class Skills: Treat Injury (Wis). they also learn to lie in order to detect lies and some become particularly good at fooling others when they want to reach their objectives. each time it is taken after the first. the dead character cannot be saved. he only needs a keen eye for detail and a fine mind to put collected details together. Vocations: Constable. Thus. and elves are curious by nature and are attracted by the chance to be nosy for a living. Concoct Panacea: The character can make a Craft (pharmaceutical) check (DC 25) to create a dose of medicine capable of restoring levels lost to energy drain. Preferred Professions: Combat medic. Power resides in many forms and one that has become increasingly important is information. where their racial talents could come in useful. Sense Motive (Wis). intelligencer. he adds another +1 to the number of hit points he can restore. journalist. Concoct Medicament. Investigators should always remember that with the world becoming as dark as it is. An investigator can come from any social stratum. Improved Initiative. Improved Health: The medic has been in contact with so many sources of infection through his travels and research that he has developed a strong resistance thereunto. many are drawn to a profession that gives them the chance to tackle enigmas and riddles and to bring light to darkness. surgeon. Brewing one dose of medicine takes 18 hours and restores 1d4 levels or eliminates 1d4 negative levels. On the other hand. some secrets are very well guarded and people determined to keep a secret may also be willing to kill for one. nurse. The DC for this check is 30 and the field medic cannot take 10 or take 20. He gains a +4 bonus to Fortitude checks against disease and +2 against poison. Treat Injury 12 ranks. The medicine remains effective for one week after it has been prepared. they are alert. however. who are characteristically abstruse and fond of concealing secrets. The only ‘adventures’ for which an investigator will volunteer always have something to do with a secret or a mystery that must be resolved. The character only suffers a -2 penalty when making Treat Injury checks without a first aid or treat injury kit. he restores an additional 1d4 hit points. Background: Most investigators find employment with one organisation or another.

The Investigator Base Attack Level Bonus 1 +0 2 +1 3 +2 4 +3 5 +3 6 +4 7 +5 8 +6/+1 9 +6/+1 10 +7/+2 11 +8/+3 12 +9/+4 13 +9/+4 14 +10/+5 15 +11/+6/+1 16 +12/+7/+2 17 +12/+7/+2 18 +13/+8/+3 19 +14/+9/+4 20 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Starting Vocation Eye for Details Bonus Feat – Talent or Trait Bonus Feat Discern Lies Talent or Trait Bonus Feat – Talent or Trait Bonus Feat Web of Contacts Talent or Trait Bonus Feat – Talent or Trait Bonus Feat Sixth Sense Talent or Trait DV +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 +8 +9 +9 Reputation +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 CLASSES & VOCATIONS matters. Action Points: Investigators gain a number of action points equal to 5 + one-half their character level. 43 141. Sense Motive (Wis) and Spot (Wis). Starting Feats In addition to the feat all characters get at 1st level. adds the vocation’s bonus feats to his bonus feat list (see below). Craft (Int). who are also experts at rooting out information. Class Skills The investigator’s class skills (and the key ability for each skill) are Bluff (Cha). an investigator begins play with the following feats: Armour Proficiency (light). Simple Weapon Proficiency and Pistols Firearm Proficiency. adds the vocation’s additional class skills to his class skill list. Game Rule Information Investigators have the following game statistics: Abilities: Wisdom is of the utmost importance to investigators. Search (Int).166 . Scoundrels are the bane of investigators and are almost the sole reason why the class exists. Class Features All of the following are class features of the investigator. the character chooses a vocation from one of the following: constable. rounded down. Skill Points at 1st Level: (4 + Int modifier) x 4. Listen (Wis). Handle Animal (Cha).157. Skill Points at Each Additional Level: 4 + Int modifier. consulting detective. though in their case it is wrested from nature herself. for the crimes of the former fuel the passion of the latter. He gains the vocation’s starting feats.188. at 1st level and every time they attain a new level in this class. Knowledge (politics) (Int). Armour Proficiency (medium). Search and Spot checks when he is in a scene where a crime or another important event has occurred. who often share their interests (although from a more sanguine perspective) and also with geniuses. for it makes them more keenly aware of their surroundings and provides a flash of inspiration when cold reason fails. intelligencer or journalist. Hit Die: d8. Eye for Details The investigator becomes very aware of his surroundings and it is unusual for him to miss a clue. Diplomacy (Cha). Ride (Dex). He can add his Will saving throw bonus to Investigate. while Intelligence gives them the cerebral tools of knowledge and analysis. Drive (Dex). Research (Int). Profession (Wis). Starting Vocation At 1st level. Dexterity is also desirable if they are to take a more active part in any pursuit. Investigators have a guarded opinion of nobles but enjoy a much more open relationship with adventurers. gains a bonus to his starting Wealth bonus and chooses a talent from that vocation tree. Those who like to interact with others find Charisma useful but its level of applicability will vary from character to character. depending on their personal inclinations.

he was one of the oldest operational cogs in existence. plus the feats added to this list by the character’s starting vocation. In a way. Prerequisite: Uncanny Dodge. he now adds his Will saving throw bonus to Sense Motive checks when determining if somebody is lying to him. assuming straight progression in the investigator class from 1st level onward. intelligencer or journalist. especially the dwarven engineer. Preferred Professions: Sheriff. These are the vocations for the investigator class: Investigator Vocations Constable Vocation A constable is in charge of keeping law in the streets. A constable may have official recognition from due authority or. based on the Games Master’s best guess relating to the circumstances. only the hybrid would have been able to survive the initial blast of the device and that was now a defunct outcome. Additional Bonus Feats: Improved Grapple. he can react to opponents on opposite sides of himself as easily as he can react to a single attacker. Alertness. Musket Firearms Proficiency. This feat occurs in addition to the normal feat gained at these levels.CLASSES & VOCATIONS Gearbolt trundled along behind the others. personally. Investigator. 11th. the investigator gains a bonus feat. This feat must be selected from the following list. 104). 12th and so on). the investigator selects a talent from the following vocation trees: constable. 9th. Alternatively. Having achieved it at the early age of four months after construction. Improved Unarmed Strike. he can select a trait from the Feat and Traits chapter (see pg. patrolman. That made him feel important and more than that. Dodge. Elusive Target. Sixth Sense The character has an innate ability to sense trouble in the air. In addition. he can select freely from any and all class vocation talent trees. consulting detective. Use Rope (Dex). Prerequisite: Uncanny Dodge. has a hunch that everything is all right or has a bad feeling about a specific situation. as is the case in some areas. unshielded thermal core strapped to his back. Jump (Str). he could not blame them. The investigator must also meet any relevant prerequisites. Bonus Starting Feats: Armour Proficiency (medium).157. weighed down by the heavy bomb that no one else in the group wanted to carry. He was quite certain that without his sound advice and assistance. quite attached to sentience. Still. This talent is usable a number of times per day equal to the character’s investigator level. the well-meaning but somewhat mechanically inept organic named ‘Thurdin’ would be completely lost down here. Some trees have a set order that must be followed. Talent/Trait At 5th level and every three levels thereafter (8th. The others needed him. Knockout Punch. So long as the character qualifies. Meticulous. By his calculations. he gains a +2 to the level check in order to receive a favour or piece of information. while others provide a list to choose from. Improved Uncanny Dodge. Greater Grapple: The character gains a +2 bonus to grapple checks. Weapon Focus. Wealth: +0. be a freelance marshal paid by the people to play the role. which was why it annoyed him so much to have such a large.166 . Improved Damage Threshold. he retains his Dexterity modifier to Defence against attackers he is not grappling. so that he might quickly address it for the benefit of all. He understood in theory that his survival was not as important to the others as was their own but he was. Martial Weapon Proficiency. The intelligence he represented was worth more than all these organic creatures combined. Web of Contacts The character gains the Contacts trait (see page 130). Bonus Feat At 3rd level and every three levels thereafter (6th. Discern Lies The character is particularly adept at noticing when somebody is lying to him. Call Attention: The character can shout forcefully before 44 141. Talents Uncanny Dodge: The character retains his Dexterity bonus to Defence Value regardless of being caught flatfooted or struck by a hidden attacker. 14th and so on). Additional Class Skills: Intimidate (Cha or Str). Knowledge (local). Attentive. No talent can be selected more than once unless expressly indicated. Improved Knockout Punch. Improved Uncanny Dodge: The character can no longer be flanked. he had to press on. troubleshooter. this bonus stacks with the one granted by the Improved Grapple feat.188. alert to any disturbance. it made him valuable. Improved Disarm. The character still loses his Dexterity bonus to Defence if he is immobilised. He can make a Will saving throw (DC 15) and on a successful save. If he already has it or acquires it later.

reporter. insurance agent. including distinguishing markings and visible mannerisms. Knowledge (any two) Additional Bonus Feats: Eclectic. Wealth: +1. If successful. Success makes the profile accurate. Additional Class Skills: Gather Information (Cha). The character can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. Consulting detectives are often freelance agents. For this Gather Information check. Preferred Professions: Detective. the Investigator combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. Investigate (Int). target’s character level.CLASSES & VOCATIONS he takes his first action in combat. Once per day. no money changes hands. character’s highest skill rank. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.188. judge. Criminal Profile: By making a Gather Information check (DC 15) when talking to the witnesses of a crime. Prerequisites: Uncanny Dodge.157. All combatants who fail a Will saving throw (DC 10 + half the character’s level + his Charisma modifier) are frozen in place and are considered flat-footed until the next round. Talents Deduction: The character has great powers of observation and can make a character level check (1d20 + character level) opposed by a target’s Bluff check to make a deduction about a person after observing him 141. or one non-obvious trait or vocation talent. Studious. he knows what the suspect will do almost before he knows himself. for 1 minute. This mental picture provides a physical description. the detective compiles a rough mental picture of the suspect. the detective can use this ability to sense what a suspect is currently doing. bounty hunter. Improved Unarmed Strike. This deduction yields one of the following facts: target’s class and vocation. one feat.166 45 . Renown. at least concerning a particular suspect as seen by witnesses. Predict Actions: Once the detective has spoken to and interacted with a suspect. The investigator’s allies are not affected. The usual shout is ‘freeze’ but anything will work. although many constabularies are embracing the change and hiring or training their own detectives. Success yields a result similar to the Clairsentience (scry) Consulting Detective Vocation New scientific developments have brought forth many changes and the consulting detective is at the forefront of those changes in the world of law enforcement and crime fighting. Bonus Starting Feats: Educated. he makes a Sense Motive check (DC 20). Prerequisite: Deduction.

The crime must have occurred within a number of days equal to or less than 1 plus the detective’s Intelligence bonus. Read Circumstances: The character’s powers of observation are so strong that he can draw a very accurate picture of a crime scene and its perpetrator. By studying a target and asking around.166 . Persuasive. He can use his deduction and predict action abilities after a successful use of his Criminal Profile or Reconstruct Crime Scene abilities. Masterful Impersonation: In order to take this talent. though the alias’s race must be the same size as the intelligencer’s. the race. intelligencers are devoted to one thing only. Additional Bonus Feats: Deceptive. Preferred Professions: Spy. Trustworthy. diplomatic attaché. Thus. allowing him to disguise himself with ease. He is then considered to automatically pass all Disguise checks when masquerading as one of his aliases. Criminal Profile. Disguise (Cha). The detective makes a Search check (DC 20). The detective can mentally picture the events as they took place but his visual reconstruction does not allow him to hear conversations or other sounds. retreat back into the shadows. suffering only a -2 penalty for doing so instead of the normal -4. In game terms. CLASSES & VOCATIONS Intelligencer Vocation In a world full of secrets. Bonus Starting Feats: Skill Focus (gather information). contacts and reputed abilities rather than his own. an intelligencer can use the Disguise skill to impersonate said target almost flawlessly. a human intelligencer could not use one of his aliases to pose as a Large construct. Intelligencers infiltrate the places were secrets are kept. shifting of objects. private investigator. fool those who keep them and when they have claimed their prize. except that the detective only gets a glimpse into the suspect’s actions for 10 minutes. size and shape of the persons involved and movement in and out of the area but gains no knowledge of what the participants said or thought. his victim believes the intelligencer’s claim until he is presented with evidence to the contrary. Knowledge (any two) Additional Bonus Feats: Endurance. Prerequisite: Improvise Disguise. enforcer. the character must have the Criminal Profile talent from 46 141. utilising his alias’s friends. he gains a detailed knowledge of the events as if he had been present when they occurred. infiltrator. Toughness.power. requiring a Spot check from those he meets once every two hours instead of once per hour. a superior who is aware of the truth need only order a guard to hunt down the character. personal friends.188. He may even use his intelligencer and other class abilities while in disguise. private investigator. describing their names. Gather Information (Cha). Prerequisite: Deduction. Renown. Wealth: +1. As a general rule. Additional Class Skills: Decipher Script (Int). Reconstruct Crime Scene: By analysing the abundant clues at a crime scene. namely to root those secrets out and deliver them to their employer. A journalist wants to know all there is to know about an event or a person and then report it to the public through a newspaper or another medium. At any time. Bonus Starting Feats: Armour Proficiency (medium). the intelligencer must create four aliases. Additional Class Skills: Forgery (Int). Predict Actions or Reconstruct Crime Scene. Social Chameleon: The intelligencer is adept at fitting seamlessly into almost any situation. The only people who have any chance of piercing the disguise are close. If successful. the detective gains the ability to construct a mental image of the exact events that occurred at the scene. the intelligencer may spend an hour getting into character. Talents Improvise Disguise: The character can make himself appear like a different person without the use of a disguise kit. The DCs for using deduction and predict actions in this way increase by +5 Prerequisite: Deduction. Move Silently (Dex). Journalist Vocation There are two differences between an intelligencer and a journalist. Wealth: +1. correspondent.157. One of the aliases may be of the opposite sex. Criminal Profile. against whom the intelligencer must make a Disguise check as normal with a +8 circumstance bonus. has been sent an invitation that he has somehow misplaced and so on. When travelling. Prerequisite: Criminal Profile. the detective can visualise any physical action. Man of a Thousand Faces: The intelligencer manages to establish and propagate several aliases. personality quirks and brief histories for the Games Master. Stealthy. Of course. He gains a +4 competence bonus to Bluff or Disguise checks made to convince someone that he belongs in a restricted area. Negotiator. the consulting detective vocation. including fights. he can opt to take on an alias. fencer. jobs. rivals and relatives of the intelligencer. Prerequisite: Deduction. is actually a member of a club organisation or royal court. They have different intentions concerning what they will do with the truth once they have it and they differ in the kinds of truths they are after. Weapon Focus. Hide (Dex). while another one may be a different race. Low Profile. starting from the clues he garnered from witness accounts and available clues. He cannot disguise himself as a specific individual with this ability. Furthermore. Preferred Professions: Reporter. should his bluff succeed.

Talents Fast-Talk: The journalist has a way with words when attempting to con and deceive. he applies his investigator level as a bonus on any Bluff. If a Charisma check is ever required in the pursuit of these matters. Prerequisite: Informant. he may still have a contact that can help. He functions as an excellent assistant. Assume a DC of 15 for basic services. taking more pride in a job well done than in the glory and fame of an exciting life of adventure. If both rolls succeed. although hybrids often find themselves in the same boat. In any other city. Prerequisite: Informant. 20 for complicated needs like a speciality scholar or a chemist who makes poison and 25 for truly exotic subjects like a telluric engineer. Characteristics: The abilities of a journeyman are more focused on making things easier for himself and for others than on changing the world in any major degree. see nothing wrong with manual or menial labour and can even become obsessive about it. Subtle Interrogation: The journalist has the ability to acquire minor levels of aid from anyone he meets. see the Diplomacy skill. In all such cases. Direct assistance is the journeyman’s creed and honest work is his method. He is kept up to date on major thefts. it is as a worker only. a protagonist of everyday life whose astounding talent for the ordinary makes him extraordinary. he automatically has the information he needs to set up a meeting. Adventures: It is more common for adventure to find a journeyman than it is for him to go out looking for it but when the two meet. the journalist enjoys a bonus equal to one quarter of his character level. The informant talent does not negate the cost of these services but it does make acquiring them much faster and more likely to succeed. rounded down to a minimum of +1. though they often strive to escape this drudgery. the journalist may make a Diplomacy check and a Gather Information check. arrests. The character gains a +2 bonus to Diplomacy or Bluff checks for every attitude step by which the target was shifted. Diplomacy or Gamble checks he makes while attempting to lie. the journeyman rises to the occasion with bravery and hard work. coaxing information or small favours from established informants or even from chance acquaintances. the journalist can spend 1 action point and shift the Non-Player Character’s attitude one step more favourably towards him. whereas elves on the other hand are likely to spend at least some of their long lives in such a role. This bonus only lasts until the end of the interaction with the target. Both of these rolls are against a DC of 25.188.166 . That is what the journeyman is. social engagements and political occurrences at all times. the journeyman shines by achieving more than anyone had expected him to be. The journalist makes a Gather Information check. With this talent. with the DC varying according to the scarcity of the service desired. Informant: A journalist is assumed to know someone in nearly every walk of life in his home city. Gnomes tend to be too proud and flighty to devote a moment of their short lives to hard and honest work. sometimes literally. related secret or one extremely valuable secret instead. the journalist may either learn a second. The target may still have an overall reluctance to relinquish information or favours but he will be more inclined to do so than he was before. Races: Cogs are very diligent workers and have the right attitude to become journeymen. He may be a real estate agent stumbling upon an ancient evil. When trying to convince a Non-Player Character of something using either the Diplomacy or Bluff skills. in stark contrast to their Eldrath kin. without whose help another character would never accomplish anything. the journalist learns a valuable secret about someone of importance. Pulse of the City. although some do manage to amass a fortune with which to pay others to work. purchases. journeymen accomplish their tasks with honest efficiency and humble discretion. If they walk the halls of the rich and noble. If the journalist needs to talk with someone in any given field of interest. Prerequisite: Informant. the journalist can ‘take 10’ on Gather Information checks every morning of every day and gains a re-roll on the check the same evening without any risk of informing people of his interest. What the journalist does with this knowledge is his decision but revealing it openly is likely to bring retribution from the embarrassed or disgraced subject or subjects. Web of Secrets: Once per week. CLASSES & VOCATIONS In no other time has the common man had a better chance to become outstanding. Dwarves. In game terms. cheat or otherwise bend the truth. Background: Most characters who rise from the gutter tend to become journeymen as they gain satisfaction from their job and have such love for their art or craft that they become extraordinary at it. Pulse of the City: The contacts of a journalist have grown so widespread and operate so deeply in the infrastructure of his home city that he learns about anything of importance almost as soon as it happens. a valet in the company of a person that attracts trouble or a householder forced to adapt to being pitched into a wild and savage world. The talents of ghosts and vampires can either be wasted The Journeyman 47 141. Overlooked by many as servants or part of the scenery. If one roll succeeds. A home city is defined as any city the journalist has been in for more than one year continuously. or as part of a crew that becomes elite by his mere presence.157.

adds the vocation’s additional class skills to his class skill list. Jump (Str). Class Skills At 1st and 8th level. depending on personal preferences. considering them ‘workshy’. Drive (Dex). down. Skill Points at Each Additional Level: 6 + Int modifier. they are a welcome addition to any séance or ritual circle provided they are not sceptically inclined or to a lab or study hall provided they are industrious. along with Strength. Hit Die: d6. rounded The Journeyman Base Attack Level Bonus 1 +0 2 +1 3 +2 4 +3 5 +3 6 +4 7 +5 8 +6/+1 9 +6/+1 10 +7/+2 11 +8/+3 12 +9/+4 13 +9/+4 14 +10/+5 15 +11/+6/+1 16 +12/+7/+2 17 +12/+7/+2 18 +13/+8/+3 19 +14/+9/+4 20 +15/+10/+5 48 141. professional or valet. Listen (Wis). are not as vital to the constant effort that journeymen are capable of. at 1st level and every time they attain a new level in this class. Starting Vocation At 1st level. although. Simple Weapon Proficiency and Pistols Firearms Proficiency. adds the vocation’s bonus feats to his bonus feat list (see below). Given their ability to assist others. Bonus Feat Share Success Focus Talent or Trait Bonus Feat Talent or Trait – Bonus Feat Talent or Trait DV +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 Reputation +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 . CLASSES & VOCATIONS Other Classes: Journeymen find themselves in the frequent company of adventurers and investigators as friends in adversity. Intelligence and Wisdom become good alternatives. Skill Points at 1st Level: (6 + Int modifier) x 4. Class Skills The journeyman’s class skills (and the key ability for each skill) are Craft (Int). These skills become class skills for the journeyman. They distrust scoundrels because of their constant search for the easy way out. journeymen enter their employ more than they would like. Vocations: Bodyguard. a journeyman begins play with the following feats: Armour Proficiency (light). Knowledge (any one) (Int). Profession (Wis).188. valet. crewman. the character chooses a vocation from one of the following: bodyguard. Although they do not like nobles much. Class Skills Talent or Trait Improved Aid Another Bonus Feat Talent or Trait – Talent or Trait Bonus Feat Class Skills Talent or Trait – Talent or Trait.166 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Starting Vocation. Starting Feats In addition to the feat all characters get at 1st level. depending on the profession they develop. He gains the vocation’s starting feats. the character designates two cross-class skills plus another skill per positive Intelligence modifier. Hide (Dex). Action Points: Journeymen gain a number of action points equal to 5 + one-half their character level.157. gains a bonus to his starting Wealth bonus and chooses a talent from that vocation tree. while good to have in high amounts. Charisma and Dexterity. professional. Class Features All of the following are class features of the journeyman. crewman. Humans who do not have a spirit that explodes with spontaneity can still amount to much through patient and constant labour.on or be or of prime importance to a life as a journeyman. Game Rule Information Journeymen have the following game statistics: Abilities: Constitution helps journeymen perform their work for prolonged lengths of time.

if the bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect). Improved Initiative. Bodyguards are devoted and loyal usually until their contract runs out. No talent can be selected more than once unless expressly indicated. provided that the task’s DC is equal to or less than 15 + the character’s skill bonus. The other characters can keep the bonus received until they need it for any action that could benefit from an aid another Bodyguards work towards protecting others. The journeyman must also meet any prerequisites. Instead of d6. Preferred Professions: Bouncer. Spot (Wis). Educated. 17th and 20th levels. 8th. 104). Creative. The bodyguard cannot change his designated ally for the duration of the combat. Wealth: +2. If the attack hits the bodyguard. guard. Talents Uncanny Dodge: (constable) talent. Meticulous. he takes damage normally. check until the end of the scene or encounter. Toughness. while others provide a list to choose from. though. the character can spend an action point to treat any skill check as an automatic success instead of just rolling. 15th. Gearhead. crewman. The bodyguard must declare his intention to place himself in harm’s way before the attack roll is made. 7th. The bodyguard selects his ally either prior to combat or immediately after the bodyguard makes his initiative check. Now. Vehicle Expert. but I think you should consider…’ then the next trap was going to have a regrettable amount of ‘limited deployment’. Others follow the bodyguard vocation out of genuine concern for the safety of others. If it misses. tutor. Trustworthy. If the beneficiaries have not spent their bonus when the scene or encounter ends. Additional Bonus Feats: Improved Damage Threshold. CLASSES & VOCATIONS These are the vocations for the journeyman class: Journeyman Vocations Bodyguard Vocation Talent/Trait At 2nd. Share Success The character has a special option when spending action points. Run. The result becomes a bonus pool that all designated characters can distribute amongst themselves. 5th. Some trees have a set order that must be followed. 16th and 19th levels. moving higher in the count by a number less than or equal to his class level.157. Bonus Feat At 4th. Defensive Strike: If an opponent makes a melee attack against the bodyguard and misses while the bodyguard is 49 141. Dodge. This feat must be selected from the following list. professional or valet. it also misses the ally. organic. The bodyguard can change his place in the initiative order. he was really growing tired of having so many people comment on his work and offer their little ‘helpful suggestions’ while he was trying to disarm an explosive device to keep a crushing rock fall from triggering over his head. The bodyguard can declare the use of this ability at the start of any round. before anyone else takes an action. 12th. bodyguard. Prerequisite: Harm’s Way.166 . a bodyguard can focus his efforts and burst into sudden action when the situation calls for it. Animal Affinity.The people around him were starting to become annoying. Agile. If he heard one more ‘Excuse me. Additional Bonus Starting Feat: Toughness Additional Class Skills: Intimidate (Cha or Str). the bodyguard can subject himself to the attack in the ally’s stead. Acrobatic. a time when their loyalty may shift. plus the feats added to this list by the character’s starting vocation. he had not taken the opportunity to ‘accidentally’ break its voicebox. 12th. This functions as the investigator Harm’s Way: Once per round. usually hanging back from the action unless their charge is in immediate danger. the character rolls d8 for his bonus. Improved Aid Another The journeyman’s bonus on attempts to aid another increases by +2 (to a +4 total) on a successful aid another check. protector. He was especially sorry that while he was repairing that blasted cog’s leg. Great Focus Once per day. the journeyman gains a bonus feat. Thurdin did not ordinarily mind his companions. If the entry in the table states that the character can select a talent or a trait. the benefit is lost. as the bodyguard sees fit. he can select freely from any and all class vocation talent trees.188. He can decide to share his bonus from the action point amongst a number of characters he designates. As long as the character qualifies. the journeyman selects a talent from the following vocation trees: bodyguard. he can select a trait from the Feat and Traits chapter (see pg. 10th. whoever they happened to be from mission to mission. Sudden Action: Once per day. The character does not decide who receives how many points and is obliged to accept the decision of his beneficiaries.

Prerequisite: Group Effort. Crewman Vocation Crewmen. porter. he gives a +3 bonus to attack to the other flanking character.188. Taskmaster. Preferred Professions: Sailor. Doing this provides the bodyguard’s allies with a +1 insight bonus to Defence for 3 rounds. Prerequisite: Harm’s Way. pulling. construction worker. The bodyguard gains no bonus against an opponent who does not attack the bodyguard or against an opponent who makes a successful attack. cranking and similar manual tasks. the bodyguard can attack that opponent on his next turn (as a standard action) with a +4 bonus on his attack roll. They know many work songs whose rhythm regulates the rate of shovelling. Intimidate (Cha or Str). as the name implies. All characters that benefit from the check must be within 10 feet of the character in order to receive the benefit. The bodyguard spends 1 action point and takes a full-round action to issue orders and directions. Wealth: +1. soldier. with a minimum of one extra character. technician. Additional Bonus Feats: Endurance. He must make a level check (DC 20) and. 50 141.157. Prerequisite: Harm’s Way. he reduces the time needed to complete a task by half. The crewman can co-ordinate a number of allies equal to one-half his journeyman level rounded down. if successful. engineer. Taskmaster: The crewman has a knack for getting people to work together. the character provides any of his allies within 30 feet with a +1 bonus to their attack rolls and skill checks. lab assistant. Mobster: If the character is flanking a target. An expert journeyman crewmember is able to push others towards doing their best. Improved Initiative. CLASSES & VOCATIONS Blanket Protection: A bodyguard can use his expertise to provide protection for up to six allies (not including himself ). instead of the usual +2. Additional Class Skills: Diplomacy (Cha). Work Together: A crewman working with a capable team can greatly reduce the time needed for work. as well as excelling in his own right. he can grant the bonus to one extra character after the first per point of his Wisdom modifier. to a minimum of one ally.166 . are used to working in crews. Talents Group Effort: When the character spends an action point and makes an aid another check. pushing. The bonus lasts for a number of rounds equal to the crewman’s Charisma modifier. Prerequisite: Group Effort. When he can spend a full round directing his allies and makes a Charisma check (DC 10).using the total defence option. Sudden Action.

Improved Critical Success: The character selects a skill for which he previously selected the Critical Success talent. whether he produces goods or renders services. With a successful Profession check upon gaining a new level. Preferred Professions: Any that renders a service. the valet can make a Will saving throw (DC 15) to know the general status of his employer if they become separated. This talent can be taken more than once. Dividends: The professional is recognised as a master in his field. The valet in turn gains a +1 bonus for the duration of his ‘employment’ to the other character.166 Some people may call them the holdovers of an obscurantist age but the occult sciences hold the same mystery and power they always have. Locate Employer: The valet is so attuned to his employer that he can feel where he is. Pack Rat: The character keeps an incredible assortment of trinkets about him. CLASSES & VOCATIONS Talents Critical Success: The character selects one of his class skills. This talent can be taken more than once. which he loses if the relationship is terminated. Prerequisite: Improved Carrying Capacity. with perhaps a little more as they benefit tangentially from science. Prerequisite: Quality Work. the more The Occultist 51 . giving it back to the employer. if he already has it. housekeeper. 141. as well as the approximate distance. If the check succeeds. the valet can make a Will saving throw (DC 20) to know in which direction his employer is located. Additional Class Skills: Knowledge (any one) (Int). artisan (any field). The information he gains is concerning the employer’s general health. Once per day. Prerequisite: Sentence Completion. usher. He can only make mastercraft items with a maximum +3 bonus. Wealth: +1. let alone keep. Once per day. in addition to any increases brought upon a good roll or other circumstances. each time it is taken. waiter. the valet can make a level check (DC 15) as a free action. Handle Animal (Cha). Additional Bonus Feats: Low Profile. the roll is considered an automatic success. This is not a Strength increase. Additional Bonus Feats: Skill Focus. Valet Vocation A good manservant is very hard to find. The character gains a +2 bonus to Profession checks for the purposes of increasing his Wealth bonus at each level. the bonus he can grant to mastercraft items he makes increases by +1. Whenever he needs a particular item. Quality Work: A professional can expect to earn more for his services. The employer loses a +1 bonus from his Wealth check to secure the valet’s services. For every point that the valet’s result exceeds the DC. Renown. whether he is safe or in danger and suchlike issues. Whenever he rolls a natural 19 or 20 on a skill check with the selected skill. he grants an equal bonus to his employer’s failed skill check. the valet has learned so much of his employer’s mannerisms and habits that he can complete his actions. each time. Additional Class Skills: Bluff (Cha). each time it applies to a different class skill. If the working relationship is terminated. Bonus Starting Feats: Run. butler. Wealth: +1. Master Artisan: The character gains the Master Artisan feat for free. Once per day. A professional specialises in a particular skill set and devotes his time to excelling at it. If this bonus is enough to turn the original failure into a success. After a month of employment. Sentence Completion: The valet designates another character as an employer. gaining as much experience in an adventure as his employer does. sometimes by achieving more.188. Preferred Professions: Major-domo. A valet is one of those rare employees who will go out on a limb to help their employer. The Games Master is free to state that it is impossible for the character to have picked up a particular object anywhere and the object cannot be too large as to be plainly visible. Talents Improved Carrying Capacity: The valet has a surprising ability to carry others’ luggage. he finds the object somewhere on his person. personal attendant.157. This talent can be taken more than once. the roll is considered an automatic success. Prerequisite: Critical Success. 201) is the same as if his Strength score was +2 higher. it applies to a different class skill. The brighter the incandescent lights of science shine. the valet can no longer use this ability until he gains a new employer. the character adds another +2 to his virtual Strength for the purpose of calculating his carrying capacity. His carrying capacity (see pg. the character increases his Wealth score by +2. Sense Motive (Wis).Professional Vocation Study and hard work lead a professional to the pinnacle of his trade. then the skill check is counted as a success. Whenever he rolls a natural 20 on a skill check with the selected skill. he makes a Wealth check with a Purchase DC +5 higher than the item’s normal DC. if the employer fails a skill check within 30 feet of him. Employer’s Status: The valet develops a close relationship with his employer. keymaster.

Knowledge (all skills. CLASSES & VOCATIONS Game Rule Information Occultists have the following game statistics: Abilities: Depending on the initial and subsequent vocations of a character. Hit Die: d4. One might expect a greater involvement in magic on the part of dwarves and gnomes. 17th and 20th levels. Scoundrels are seen as useful in obtaining certain goods and services that the occultists could not ask for from others. magician. medium. although those who do defy all expectations. as Eldrath races are innately magical.188. where many secrets lie buried. Other Classes: Occultists and geniuses are really opposite sides of the same coin. though that does not mean that they would want to enjoy their new undead status locked up in study and practice. Psychics and mediums practice related talents but where one increases the potential of the mind. although the janitor of the Occult Studies department could very well moonlight as a hedge magician. at 1st level and every time they attain a new level in this class. coming effortlessly upon the secrets that others must strive hard to acquire. 10th. If the entry in the table states that the character can select a talent or a trait. the occultist selects a talent from the following vocation trees: ecclesiast. Vocations: Ecclesiast. although they will always fight over the superiority of their respective disciplines. Craft (Int). Skill Points at 1st Level: (4 + Int modifier) x 4. he will find that he needs Intelligence.157. those who seek power within and those who find it without. Talent/Trait At 2nd. Races: Elves. tend to be educated or have access to vast stores of occult knowledge in one form or another. medium or psychic. Class Skills The occultist’s class skills (and the key ability for each skill) are Concentration (Con). with their affinity with magic. Starting Feats In addition to the feat all characters get at 1st level. Magicians and ecclesiasts wield power that they wrest from the world itself or which is granted to them by one of the deities that still retains an interest in the business of mortals. Adventures: Occultists embark upon adventures as part of their constant search for secret lore or because their talents are highly sought by others who would benefit from a little extra edge to what they do. waiting for a brave soul to dig them out and decipher them. Starting Vocation At 1st level. as it is the basis for the Concentration skill and both ritualists and psychics must maintain their focus when using their powers. 7th. However. the other becomes attuned to the flow of the spirits of the dead. They divide their lives between their libraries and sanctums and the world outside. Occultists devote their lives to the study and practice of the mysterious and enigmatic. Practitioners of magic. They seek the services of adventurers and journeymen in their quest for more knowledge and power and see nobles as witless pawns to be used and manipulated. Decipher Script (Int). an occultist begins play with the following feat: Simple Weapon Proficiency. those who develop psychic powers tend to be more intuitive and can come from any corner of society.sharply defined the shadows of magic become. while cogs do not see much point in becoming occultists. Hybrids see magic as a natural force and thus embrace it. from the pauper who spouts prophecy at a street corner to the rich medium who sells his wares to the wealthy. for it will govern his core ability. Each of them also falls into one of two camps as they choose a vocation. are natural occultists. are also ardent seekers of occult lore. He gains the vocation’s starting feats. magician. adds the vocation’s bonus feats to his bonus feat list (see below). Characteristics: There are two kinds of occultists. magician. medium or psychic. Ghosts and vampires are the occult personified and have years to study at their leisure. with their insatiable thirst for finding out that which should not be known. their minds are more concerned with practical matters than the intricacies and twists of the magical weave. gains a bonus to his starting Wealth bonus and chooses a talent from that vocation tree. Class Features All of the following are class features of the occultist. Humans. 12th. Constitution is a good secondary choice. of arcane forces and the locked powers of the human mind. on the other hand. They are wielders of the most powerful of secrets: magic and psychic powers. taken individually) (Int). Wisdom or Charisma as his main attribute. Profession (Wis) and Spellcraft (Int). Action Points: Occultists gain a number of action points equal to 5 + one-half their character level. 15th. adds the vocation’s additional class skills to his class skill list. psychic. although they find themselves co-operating more times than either finds comfortable. This association often puts them at odds with investigators. the character chooses a vocation from one of the following: ecclesiast. which is the occult skill with which he uses his powers.166 . 5th. Background: Occultists come in many varieties. rounded down. he can select a trait from the Feat and Traits chapter 52 141. Skill Points at Each Additional Level: 4 + Int modifier.

It had taken that human days to die but before he finally bled out. The occultist must also meet any indicated prerequisites. Lightning Reflexes. This feat must be selected from the following list. 12th. No talent can be selected more than once unless expressly indicated. Bonus Starting Feats: Craft Conduit. 8th. plus the feats added to this list by the character’s starting vocation. Additional Bonus Feats: Attentive. while others provide a list to choose from. fighting an uphill battle against the tide of progress. The magic style that ecclesiasts practice is always faith working. Combat Concentration. the occultist gains a bonus feat. Some day they would take her into their confidence and she would get what she wanted most in the world . Bonus Feat At 4th. She had been a devotee of her family’s spiritual tradition for more than a hundred years.a clear shot.188. Master Artisan.The Occultist Base Attack Level Bonus 1 +0 2 +1 3 +1 4 +2 5 +2 6 +3 7 +3 8 +4 9 +4 10 +5 11 +5 12 +6/+1 13 +6/+1 14 +7/+2 15 +7/+2 16 +8/+3 17 +8/+3 18 +9/+4 19 +9/+4 20 +10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Starting Vocation Talent or Trait – Bonus Feat Talent or Trait – Talent or Trait Bonus Feat – Talent or Trait – Talent or Trait. Divination Talent. As long as the character qualifies. Bonus Feat – – Talent or Trait Bonus Feat Talent or Trait – Bonus Feat Talent or Trait DV +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 Reputation +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 CLASSES & VOCATIONS (see pg. that did not include having a family or a life with her people. Things. Studious. She would have been happier if she had never met humans or their horrible machines but fate had other things in mind. he can select freely from any and all class vocation talent trees. Additional Class Skills: Diplomacy (Cha). all she had left were the skills of her tribe. Combat Expertise. In spite of the prominence of the scientific paradigm. She could still hear the sounds of gunshots and the screams of her children. It was only the steady encroachment by Megadon’s ever expanding borders of metal and stone that had brought her people into contact with humans in the first place. Improved Turning. None in this group would have believed it. it seemed.157. and these two rune pistols. Necromancy Talent. Some trees have a set order that must be followed. 104). but Heshia was a magician by trade.166 . the memories of that night of fire. Meticulous. They had belonged to the man that shot her babies. Educated. These are the vocations for the occultist class: Occultist Vocations Ecclesiast Vocation The age of the gods is winding down but their servants remain to call their names and dispense their blessings. Each mission brought her one step closer to the City Fathers and one day closer to her only reason for living. 53 141. 16th and 19th levels. her husband. That was all she cared about now. their power still rings true and they still channel their divine will. he told her the name of the man responsible for the attack on her village. her people… Now. one other Magic Discipline feat.

The range of this ability is 60 feet. Next. Protection Talent. he destroys any that he would normally turn. Enlarge Effect. This effect lasts a number of rounds equal to the caster’s level = their Charisma modifier. Scribe Scroll. Greater Magic Penetration. Talents CLASSES & VOCATIONS Turn Undead: The ecclesiast can speak directly to his deity and project divine will to repel undead creatures. they act as cornered wild beasts and attack any opponents within 10 feet as savagely as they can. If the character succeeds a Charisma check against a DC of 15 the character the blessing is cast upon gains a +1 bonus to attack rolls and saving throws against fear effects . there is an entire world of ghosts and spirits out there and few have the power to manifest an image to the living. Magician Vocation The power of magic lies latent in the world. preacher. Transformation Talent. The character makes a Charisma check (1d20 + Charisma modifier) and compares the result in the Turning Undead Table to determine the Hit Dice of the most powerful undead he can affect. he dispatches them back to their otherworldly home. they cower. Casting a blessing upon water turns it into holy water. Priest. one minute.157. a metamagic feat or an item creation feat for magic items. Instead of destroying them. Talents Most Powerful Undead Affected (Maximum Hit Dice) Occultist’s level – 4 Occultist’s level – 3 Occultist’s level – 2 Occultist’s level – 1 Occultist’s level Occultist’s level + 1 Occultist’s level + 2 Occultist’s level + 3 Occultist’s level + 4 Conduit Capacity: The character can increase the number of effects he can enchant within a conduit by +3.166 . either using the power of knowledge or of primitive spirits. each time. which is how many total Hit Dice of undead the character can turn. starting with the closest undead creature. Mediums are a bridge between the world of the living and the dead and Prerequisite: Ecclesiast as a starting vocation. even when science and technology pervades it. giving any attack rolls against them a +2 bonus. this limit can be increased with the Extra Turning feat. Prerequisite: Ecclesiast as a starting vocation. Magic Penetration. Necromancy Talent. Medium Vocation Even though revenants walk the streets. Magic Focus. On a given turning attempt. however. On multiple attempts. the ecclesiast cannot turn an undead creature whose Hit Dice exceed the result on this table. one other Magic Discipline feat. herbalist. shaman. Still Effect. Extend Effect. Magic Power: The character may take a Magic Discipline feat.188. Wealth: +2. Divination Talent. the character overlooks already turned undead that are still within range. Additional Bonus Feats: Brew Potion. Quicken Effect. Greater Magic Focus. The character can attack them with ranged attacks from at least 10 feet away and others can attack them in any fashion. professor. Silent Effect. Blessing. Craft Wondrous Item. Prerequisite: Ecclesiast as a starting vocation. 54 141. relative to his level. If they cannot flee. Turning Undead Turning Check Result 0 or lower 1–3 4–6 7–9 10–12 13–15 16–18 19–21 22 or higher Blessing: An ecclesiast can cast a blessing upon another character or upon water three times per day. however. He may attempt to turn undead a number of times per day equal to his Charisma modifier plus 3. Turn Undead. Craft Magic Arms and Armour. Wealth: +1. Preferred Professions: Counsellor. that is. If the character has twice as many levels (or more) as the undead have Hit Dice. Magicians come from all walks of life and upon learning magic. scholar. the character rolls 2d6 + occultist level + Charisma modifier for turning damage. he increases the number of effects he can enchant in a conduit by +3. they choose which style to practice. Additional Class Skills: Research (Int).Preferred Professions: undead hunter. A character can take this talent more than once. See the description of the Craft (chemical) skill. Maximise Effect. exorcist. without breaking the turning effect. If the character closes to within 10 feet of them. They flee for 10 rounds. Forge Ring. so as not to waste turning capacity on them. Turn Outsider: The character can use his turn undead ability to turn outsiders of opposing allegiance to the one he professes. Empower Effect. See the Occult chapter for full details on magic. Bonus Starting Feats: Craft Conduit. Enticement Talent. counsellor. alchemist. Turned undead flee from the character by the best and fastest means available to them.

Prerequisites: Spiritism. Bonus Starting Feats: Ectoplasmic Secretion. Astral Travel: The medium detaches his astral body from his material shell. skill checks and to the DCs to save against its powers. The medium may not do anything to affect the location he visits nor communicate with the people there. regardless of range. This bonus is equal to twice the 55 141. Psychic Control 4 ranks. nor can he be affected by anything happening or perceived by anyone except by another medium with The Sight or who is also travelling astrally. For the duration of the trance. Everything looks slightly unfocused. they can resist by making appropriate saving throws (DC 10 + half character level + Cha modifier). advisor. saving throws. Aid Ghost: The medium can bolster the abilities of a present ghost. the character’s attention is wholly on his astral body. the psychic has a +2 bonus to all saving throws against the power of the dead and the undead. the medium can move through solid objects. By virtue of the trance. Psychic Sensitivity. even up or down. The medium excretes a small cloud of ectoplasm with the Ectoplasmic Secretion power on the location of the ghost who. The Sight. which the psychic must renew or the ghost must move to another area occupied by ectoplasm. at a speed of 30 feet plus 10 feet per point of Charisma modifier.share a special relationship with the true dead and the undead. by making a successful Psychic Control check with a base DC of 20. Additional Class Skills: Sense Motive (Wis). Preferred Professions: Medium. Additional Bonus Feats: Greater Psychic Focus. the medium can see and hear on the Material Plane. During the travel. with sight and hearing in the Material Plane limited to 60 feet. although the character can make a Concentration check (DC 15) to end the trance and return if the material body is in any danger. Wealth: +2. the character’s material shell lies helpless. including living creatures. If the CLASSES & VOCATIONS Talents Spiritism: Spiritism is a psychic power open only to those who take the medium as a starting vocation. Each time the ghost uses this bonus. Using the talent from this vocation requires a Psychic Control check (DC 15) and if it affects others. modified by the familiarity circumstances of the Clairsentience (scry) power. Psychic Focus. which is invisible. insubstantial and capable of moving in any direction. gains a bonus to its attack rolls. character’s Charisma modifier. as well as a +2 bonus to all Charisma-based skill checks when dealing with such creatures. sending it to travel to lands unknown.188. it uses up a cube 5 feet per side of ectoplasm.157. Broad Psychic Attention. The character may shift his astral position to any location.166 . instead of manifesting physically on the material plane. As an insubstantial creature. Owing to his contact with the afterworld.

Constitution. allegiance and mental abilities. Questions that cannot be answered in this way are answered randomly. It may listen to and answer the questions of other individuals in the room. This ability needs a Psychic Control check to activate (DC 15) and lasts for one round per character level per day. The aforesaid spirit may be a ghost or a departed spirit of the kind which can be contacted by the Channel the Dead power above. Wisdom. the psychic causes an area 20 feet around him to come alive with fury. as long as they do not exceed the daily limit.’ ‘no. When the trance ends for any reason. he may also prevent the spirit or ghost from using its powers through his body. with all unattached objects (and Psychic Vocation Exerting their personal magnetism to its extremes or tapping other forces not yet measured by science. 56 141. The medium may want to limit the access the spirit has to his body. channelling the spirit of a deceased person to ask it questions. The body retains its Strength. psychics exhibit powers beyond human reckoning. Wilful Possession: The medium may allow his body to be controlled by a spirit. The spirit intentionally lies. level. or to speech and movement that does not take it out of the room. Dexterity. although the psychic gains a +2 morale bonus for every relative of the deceased that is present in the room where he is contacting the spirit. the character can visit them astrally only by shifting with a total DC of 30 to the Psychic Control check or by going through the methods he would normally use to visit them. which the spirit resists with a Will saving throw.166 . including leaving the area. Familiarity is the key to successful contact with the dead.’ ‘irrelevant.’ and so on. at the rate of one question per minute. in which case he makes a second Psychic Control check. the home of ghosts and other spirits of the dead. one other Psychic Feat. CLASSES & VOCATIONS Channel the Dead: The character casts his mind far beyond the barriers between the living and the dead. By activating this power. The Psychic Control check DC is modified by the same circumstances as the Telepathy connection modifiers. base attack bonus. If the spirit the psychic is attempting to interrogate has not passed on and remains as a ghost. takes 1d4 points of damage plus one point per three levels of the occultist. the spirit retains its Intelligence. This form of possession is not as strong as a spirit would like and if anything causes the medium to snap out of his trance. Chance (d%) 01–44 some loosely attached ones) flying in all directions. Concentrating on psychic powers and magic within the poltergeist zone is impossible. Refer to the table below to ascertain the spirit’s behaviour. hit points. This is a very open-ended power. including the languages it spoke (if any) but it resents such contact and gives only brief and cryptic answers to the questions in the form of ‘yes. Prerequisites: Spiritism. Psychic Control 6 ranks. The medium may limit the spirit to speech only. class. 45–67 68–88 89–100 Result The spirit gives a true. The medium may move at half speed while using this power and the effect remains with him at all times until he stops concentrating. as the spirit or ghost may have its own ideas on what it wants to do once it has control of a living body. Psychic Control 14 ranks. Psychic Control 8 ranks. The psychic can ask a minimum of one question. Prerequisites: Spiritism. natural abilities and automatic abilities. so it makes one up. The psychic cannot direct the objects but all the flying debris furiously attacks the creatures inside the area. Prerequisites: Spiritism. although the total number of questions allowed does not increase. the character need not use up all the rounds in the same instance but may space them in different uses through the day.157. Psychic Control 12 ranks. The medium may voluntarily end the trance himself with a Concentration check (DC 15) if he is not in control of his body. The spirit replies according to what it knew during life. The psychic may try to contact a random spirit but there is a chance that such a spirit does not know the answer to the question. The spirit cannot choose to activate the medium’s own abilities. it is entitled to a Will saving throw (DC 15) to refuse all questioning for 24 hours.’ ‘maybe. the semblance of the spirit manifests within. If the medium does not wish to restrain the spirit. Poltergeist: The Ethereal Plane. The spirit does not know the answer. Bonus Starting Feats: Psychic Sensitivity. Prerequisites: Spiritism. is a realm of emotion and primal energy and the psychic learns how to channel it through his body with extreme violence.188. A creature inside the poltergeist zone who takes no actions other than fighting off the flying objects takes 1 point of damage on its turn. that it may lie or that it may give a random reply. the effect ends and the spirit is ejected.’ ‘never. which the medium must contact with a Psychic Control check with the same modifiers for familiarity as Channel the Dead and Mesmerism (scry). short answer. then the possession is total. transcending even the laws of magic in their manifestation.setting allows the existence of spiritual otherworlds. plus an extra question for every 2 points by which the Psychic Control check exceeded the base DC. base save bonuses. the character’s astral body returns to his material shell automatically. If the medium secretes a cloud of ectoplasm. The spirit reveals that it does not know. The Sight. A creature in the poltergeist zone who takes any other action. Charisma.

a character may want to try the life of a roguish scoundrel in order to survive or simply for entertainment. Scoundrels with a more social bent will find Charisma to be just as useful if not more so. Skill Points at Each Additional Level: 8 + Int modifier. Hit Die: d6. gentleman (or lady) thief. Search (Int). Extended Trance: The psychic is especially adept at using his concentration to remain in a trance. Additional Bonus Feats: Broad Psychic Attention. The character can take this talent more than once. Perform (Cha). Bluff (Cha). Action Points: Scoundrels gain a number of action points equal to 5 + one-half their character level. Psychic Practice: The psychic gains 2 practice points. Psychic Healing. scoundrels do find a certain joy in risky situations. Hide (Dex). trick and otherwise take advantage of others.157. Other Classes: Suffice to say that scoundrels and investigators do not see eye to eye. for it underscores many of his wilder escapades. Profession (Wis). others prefer to charm their way through life. Some are good sports about it and exploit only the weaknesses of the wealthy. although they have sometimes pooled their resources for a common objective. Scoundrels like to associate with adventurers because both classes attract trouble. He can take 10 on Concentration checks. Telepathy. occultists and journeymen too stuffy or too much like their targets. of that there is no doubt. Disguise (Cha). Where guts are not in abundance. he adds another 10 minutes to the maximum length of his trance. rounded down. treasure hunter. Psychic Focus. Jump (Str). Preferred Professions: Consultant. handicapped somewhat by the general lack of trust that is already felt for them. however. Move Silently (Dex). Drive (Dex). Adventures: Scoundrels do not call their giddy escapades ‘adventures’.Additional Class Skills: Sense Motive (Wis). Game Rule Information Scoundrels have the following game statistics: Abilities: Dexterity is the most important ability for a scoundrel. each time. Clairsentience. for The Scoundrel Class Skills The scoundrel’s class skills (and the key ability for each skill) are. A rooftop pursuit or stealthy exploration of sewers carries the same charm for them as a forest run or spelunking old ruins does for other sorts of adventurers. thug. Characteristics: Scoundrels have unique characteristics. Whatever his position in life. Knowledge (art) (Int). Scoundrels live by their ingenuity and their ability to swindle. while vampires manage passably well in the role. boredom often does. Gather Information (Cha). while dwarves and cogs tend to be too serious or stable. Whatever their method. each time. Craft (Int). Spot (Wis). at 1st level and every time they attain a new level in this class. Wealth: +2. Sleight of Hand (Dex). Vocations: Con artist. Psychic Power: The psychic can gain a psychic feat for which he meets all prerequisites.’ While not addicted to thrills like adventurers. Use Rope (Dex).188. although they are of a different kind. They find geniuses. When charm is not an option. Investigate (Int). detective. Listen (Wis). scoundrels are proficient in techniques that most others would find unsavoury. gambler. although sheer necessity may drive them there. Races: Elves. Guts and gusto achieve success. He can remain in a trance for 10 more minutes than normal. Mesmerism. Decipher Script (Int). advisor. CLASSES & VOCATIONS Talents Psychic Attention: The psychic is able to concentrate on his trance despite distractions. he gains another 2 practice points. while others make no distinction whatsoever between the victims of their dishonest arts. Forgery (Int). Greater Psychic Focus. Psychokinesis. The psychic can take this talent more than once. unlike other characters. for it allows them to lie well and trick others more convincingly. Skill Points at 1st Level: (8 + Int modifier) x 4. 57 141. plain dirty deeds may suffice if the scoundrel is not blessed by fortune and luck. Ghosts make for ideal scoundrels. Background: Many would like to say that all scoundrels come from the lower classes. They enjoy nobles and sometimes even double as them. gnomes and humans have a mischievous spirit that gives them the wherewithal and the desire to become scoundrels. This is far from true. Knowledge (local) (Int). wits and trickery may fill the gap.166 . While some prefer to test their raw skill and mettle against obstacles of a physical nature. where necessity does not engender trickery. They are so used to getting into trouble that they simply become ‘situations. Hybrids do not tend much towards the life of a scoundrel.

burglar. Armour Proficiency (medium). 58 141. adds the vocation’s additional class skills to his class skill list. Some trees have a set order that must be followed. Nimble. The scoundrel must also meet any indicated prerequisites. If the entry in the table states that the character can select a talent or a trait. gains a bonus to his starting Wealth bonus and chooses a talent from that vocation tree. adds the vocation’s bonus feat to his bonus feat list (see below).The Scoundrel Base Attack Level Bonus 1 +0 2 +1 3 +2 4 +3 5 +3 6 +4 7 +5 8 +6/+1 9 +6/+1 10 +7/+2 11 +8/+3 12 +9/+4 13 +9/+4 14 +10/+5 15 +11/+6/+1 16 +12/+7/+2 17 +12/+7/+2 18 +13/+8/+3 19 +14/+9/+4 20 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Starting Vocation. burglar or thug. he can select a trait from the Feat and Traits chapter (see pg. Thieves’ Cant The character is trained to speak Thieves’ Cant. Dodge.157. it merely alerts him to the fact of the subtle communication. Starting Vocation At 1st level. He gains the vocation’s starting feats. while others provide a list to choose from. Alertness. Uncanny Dodge This functions in all respects as the investigator (constable) talent. plus the feats added to this list by the character’s starting vocation. Talent/Trait At 5th level and every three levels thereafter (8th. Lightning Reflexes. Evasion can be used only if the scoundrel is wearing light armour or no armour. the scoundrel gains a bonus feat. This feat must be selected from the following list. 104). Evasion A scoundrel can avoid even magical and unusual attacks with great agility. a scoundrel begins play with the following feats: Armour Proficiency (light).188. Thieves’ Cant Uncanny Dodge Bonus Feat – Talent or Trait Bonus Feat Evasion Talent or Trait Bonus Feat – Talent or Trait Bonus Feat Nom de Guerre Talent or Trait Bonus Feat – Talent or Trait Bonus Feat – Talent or Trait DV +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Reputation +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 CLASSES & VOCATIONS Class Features All of the following are class features of the scoundrel. Low Profile. Stealthy. 14th and so on) the scoundrel selects a talent from the following vocation trees: con artist. Acrobatic. gambler. Combat Expertise. 11th. No talent can be selected more than once unless expressly indicated. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful saving throw. Bonus Feat At 3rd level and every three levels thereafter (6th. A helpless scoundrel does not gain the benefit of evasion. he instead takes no damage. a secret language that is disguised in code words and gestures spoken during normal dialogue. gambler. he can select freely from any and all class vocation talent trees. 12th and so on). Starting Feats In addition to the feat all characters get at 1st level. This success does not allow him to actually understand Thieves’ Cant. Elusive Target. Simple Weapon Proficiency and Pistols Firearm Proficiency. Any onlooker must succeed at a Sense Motive check (DC 25) to determine that there is more being said than what is heard. As long as the character qualifies. Improved Feint. or thug.166 . Spring Attack. the character chooses a vocation from one of the following: con artist. 9th.

Wealth: +1. they never would have made it this far. The character does not know he is blocking occult powers. Wealth: +2. spy. These are the vocations for the scoundrel class: Scoundrel Vocations Con Artist Vocation Gullibility is what brings a con artist his daily sustenance. he pretends to be a lot of things. the character makes any kind of situation sound believable. Climb (Str). Prerequisite: Fast-Talk. burglars make their living from pilfering the property of others. always with favourable effects. Educated.166 . including others who are involved in his lie.188. Thurdin was doing a rock solid job. had it not been for Gearbolt’s drilling attachment and Heshia’s occasionally helpful spirit powers. the character can convince a number of people equal to his Charisma modifier that he was in their company or vicinity upon a particular date. a group of humans led by the con artist could sneak in past elf guards into a gnome enclave. Prerequisite: Fast-Talk. Trustworthy. though. he applies his scoundrel level as a bonus to any Bluff. Diplomacy or Gamble checks he makes while attempting to lie. these successful thieves excel at climbing and breaking through defences. This false memory lasts for a week per point of the con artist’s Charisma modifier. Jerrek had not entirely liked the unrepentant burglar much . but he was not exactly cut out for this kind of heavy infiltration work. ring leader. with a +5 bonus to his Reputation score. If he beats the opposed Psychic Control or Ritual check. the character can make it fail by spending an action point as he deflects attention from himself to one of his other identities. in the con artist’s company do not automatically assume that he tricked them into thinking so. Tumble (Dex). Preferred Professions: Burglar. Knowledge (history). he thought as he looked over at his translucent friend… 59 141. one that he would earn a commendation for if anyone of them ever made it back to Megadon. They were dying by degrees. CLASSES & VOCATIONS Burglar Vocation Jumping from rooftop to rooftop and entering where they have not been invited. With this talent. Vehicle Expert. Some of us faster than others. his story holds true to even occult scrutiny. Knowledge (behavioural sciences) (Int). Escape Artist (Dex). Preferred Professions: None. even to the most ludicrous extreme. Additional Bonus Feats: Athletic. With a successful Bluff check opposed by Sense Motive checks. After the effect expires. Focused. Prerequisite: Fast-Talk. Frankly. The lie is so seeded with half-truths that any attempt to pierce the tale with skill checks or talents fails. in fact. Gamble (Wis). Disable Device (Int). making them believe they all were really elven nobles transformed into humans by a magician.Nom de Guerre The scoundrel uses a number of aliases to perform his dirty deeds. Alibi: The character lies so well that he can convince people that a falsehood is the truth. Finding a trap has a DC of at least 20 or higher if it is well hidden.157. private investigator. explorer. Persuasive. Sense Motive (Wis). if successful. the con artist can make a Bluff check. Tall Tale: The character creates a false story that increases his standing in the eyes of others. With this talent. the con artist elicits a Reputation check from all who heard the tale. bamboozled people who realise that they were not. By spending an action point. Additional Class Skills: Diplomacy (Cha). the con artist builds a careful web of falsehoods in order to snare his victims and squeeze them for money or favours. treasure hunter. Out of necessity or ennui. If magic or psychic powers are used to pierce the tale. A burglar who beats a trap’s DC by 10 or more with a Disable Device check can Knife’s loss was really starting to wear on the group and Jerrek could see it. Additional Class Skills: Balance (Dex). If a Reputation check succeeds that would have bad consequences for him. Believable Lie: The character can build a totally false situation and have others believe his words. The character makes a Bluff check opposed by his target’s Sense Motive check. From snake oil salesmen to full-blown swindlers.he certainly had never trusted him but the vampire’s skills would have been a valuable addition to the team right now. Additional Bonus Feats: Negotiator. cheat or otherwise bend the truth. Talents Fast-Talk: The con artist has a way with words when attempting to con and deceive. Believable Lie. This date may be no more recent than one week ago and no further back in time than one month. Talents Trap Finding: Burglars (and only burglars) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Trap Sense: A burglar gains an intuitive sense that alerts him to danger from traps. CLASSES & VOCATIONS Talents Professional Gambler: The character can make a Gamble check instead of a Profession check upon gaining a level in order to increase his Wealth score. Eye for Treasure: Upon entering a room. Prerequisite: Lady Luck’s Kiss.study a trap. Renown. Certain Fortune: The character gambles with his own destiny whenever he tries something. Sense Motive (Wis).188. he must keep the second check’s result.166 . Confident. Preferred Professions: Gambler. the bonus the talent provides is an additional +1. Wealth: +3. Once per game session. he has a habit of coming through. Additional Class Skills: Diplomacy (Cha). Additionally. Additional Bonus Feats: Blind-Fight. to the surprise of many. the gambler chances everything to the hand of fortune and often succeeds in his undertakings. Prerequisite: Uncanny Dodge. betting it all for Gambler Vocation Trusting his life to lady luck. he gains a +3 bonus on Wealth checks to purchase a stake. Prerequisite: Evasion. A character can take this talent more than once. each time after the first. Improved Uncanny Dodge: This functions in all respect as the investigator (constable) talent.157. Improved Evasion: This ability works like evasion. Prerequisite: Trap Finding. Lady Luck’s Kiss: The character is tremendously fortunate in his dealings. living from games of chance and even when the odds seem to be against him. he takes only half damage with a failed saving throw. giving him a +1 bonus on Reflex saving throws made to avoid traps and a +2 dodge bonus to Defence against attacks made by traps. When he spends an action point he rolls one extra d6. A helpless burglar does not gain the benefit of improved evasion. He makes his 60 141. the character can make an appropriate Knowledge check at DC 15 to locate and identify the item of most value present. discarding the die that shows the lowest value. except that while the burglar still takes no damage on a successful Reflex saving throw against attacks. Gamble (Wis). figure out how it works and bypass it (along with his party) without disarming it. Luck of the Dice: The character’s luck increases when he puts some effort into things. he may re-roll any failed check. See the Gamble skill for more details.

Prerequisite: Sneak Attack. A thug can sacrifice +1d6 worth of sneak attack damage to make a target damaged by one of his sneak attacks dizzy and unbalanced. he performs the task as if he had made a successful skill check. so the thug is more certain to win his fights. his sneak attack deals an additional +1d6. a noble swiftly learns how to fight. the Games Master is free to complicate the gambler’s situation severely as a result of his failure. Luck of the Dice. each time. CLASSES & VOCATIONS Thug Vocation Life on the streets is tough and scoundrels with fewer reserves of flair resort to brute force to get by. for reasons of their own. Should the thug score a critical hit with a sneak attack. always preferring excitement that comes in a form that they are better suited to handle. Knockout Punch. They are people with a talent for manipulation. Improved Grapple. Knock Out: This ability takes effect once the thug has made a successful sneak attack but before he has rolled damage. nor for Psychic Control or Ritual skills. If he fails. Weapon Focus. Talents Sneak Attack: If a thug can catch an opponent when he is unable to defend himself effectively from his attack. (Cogs have intricate internal workings and are thus vulnerable to critical hits and sneak attacks. a thug can make a sneak attack that deals non-lethal damage instead of lethal damage. This extra damage is +1d6. engaging in conversation more readily than in combat. they cajole. using their talent for honeyed words and opportune retorts as their weapons of choice. constructs and incorporeal creatures lack vital areas to attack. The character can take this talent more than once. He cannot use a weapon that deals lethal damage to deal non-lethal damage in a sneak attack. Improved Trip. Instead of making a skill check. combat happens with distressing frequency for them. leave their protected palaces and high-rise penthouses to experience what life is like in the broken world their ancestors helped to destroy. not even with the usual –4 penalty. Ranged attacks can count as sneak attacks only if the target is within 30 feet. he can strike a vital spot for extra damage.success. which they see as a regrettable last effort. the character can make a scoundrel level check against the same DC as the skill’s task. Of course. A thug can sneak attack only living creatures with discernible anatomies – undead. nobles like to deal with others. Where others force. Background: Most nobles come from the ranks of the idle rich. Additional Bonus Feats: Improved Knockout Punch. Wealth: +0. Any creature that is immune to critical hits is not vulnerable to sneak attacks. an innate knowledge of the workings of people’s minds and the guile to put that knowledge to good use.) The thug must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. If he succeeds. Additional Class Skills: Intimidate (Cha or Str). gang member. Some people prefer to wield words rather than weapons. bouncer.188. or how to hire those that can fight for him. he fails spectacularly. The thug’s attack deals extra damage any time his target would be denied a Dexterity bonus to Defence (whether the target actually has a Dexterity bonus or not) or when the thug flanks his target. Their influence over others competes with a psychic’s in effectiveness. The Noble 61 141. Characteristics: Nobles are charmers through and through. Crippling Strike: A thug with this talent can sneak attack opponents with such precision that his blows weaken and hamper them. Ability points lost to damage return on their own at the rate of 1 point per day recovered by each ability that has been damaged.166 . With a sap (blackjack) or an unarmed strike. Preferred Professions: Enforcer. Streetfighting. there are still people of privilege that. In the dark world of Steampunk. this brute force is spiked with a heavy dose of dirty fighting and unfair trickery. Bonus Starting Feats: Improved Unarmed Strike. with the added bonus that the target does not know he is being influenced. The target makes a Fortitude saving throw (DC 10 + half character’s level + his Strength modifier) and if it fails it is stunned for 1 round. Nobles are the kind of person who delights in the company of his peers and finds more adventure in a college reunion than in some lost jungle. As many of the people in the world of Steampunk blame the rich and the privileged for their broken lives. A thug cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. though a few can be true nobility and are held in high regard by their peers regardless of actual social position or influence. The character cannot gamble with fate for trained only skills. Adventures: Nobles go out on adventures when they grow weary of their sheltered lives. this extra damage is not multiplied. The pleasure of a verbal jab that sends a rival shame-faced out of the room is as satisfactory for them as the sight of a defeated beast trembling on the ground. Prerequisite: Lady Luck’s Kiss.157. Inveterate social animals. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage.

but Jerrek was fairly sure the next thing the dwarf ’s tools were going to open was Gearbolt’s throat if it did not shut up. by their very nature. He closed his eyes and felt her there still. Knowledge (any two) (Int). Simple Weapon Proficiency. 7th. Skill Points at 1st Level: (6 + Int modifier) x 4. rounded down. Social Favour As the noble mingles within society. the character chooses a vocation from one of the following: aristocrat. The noble makes a special influence check rolling 1d20 plus half his noble level plus his Charisma modifier. Starting Vocation At 1st level. Such services include immediate access to off-limit areas. Pilot (Dex). Investigators tend to pry too much into nobles’ affairs for their taste. her memory could still cut him deeply. endeavouring to gain their support. with a DC set by the Games Master depending on the nature Jerrek waited in one of the sewer alcoves while Thurdin cursed under his breath and continued to work on a particularly difficult lock up ahead. Listen (Wis). diplomat.157. Ride (Dex). 10th.188. Dwarves are generally too gruff and antisocial to be part of this class. Gather Information (Cha). not that quiet was always a good thing. talking him though picking it. Drive (Dex). At 1st level and at 2nd. while journeymen are easy to overlook.CLASSES & VOCATIONS Races: The inbred arrogance of elves makes them natural nobles. Craft (Int). whose undertakings may carry much prestige or at least make for good conversation pieces. diplomat or performer. as it governs many of the skills and influences his abilities. adds the vocation’s bonus feat to his bonus feat list (see below). dilettante. greatly mitigating the stigma of being a hybrid. the noble may extract an extraordinary service from one of the people that are indebted to him. although the antics of adventurers and scoundrels are also of their liking. Whenever it was dark and quiet around Jerrek. he had a hard time not thinking about the past. gains a bonus to his starting Wealth bonus and chooses a talent from that vocation tree. She was the most beautiful woman in the entire world to Jerrek and from the moment he had seen her walking through the garden of the estate he had been sent to guard. 62 141. performer. at 1st level and every time they attain a new level in this class. years later. especially painful moments in his past like the one that had landed him here. Action Points: Nobles gain a number of action points equal to 5 + one-half their character level. The cog was there with him. Hide (Dex). Non-cat hybrids and cogs have their unfortunate position as quasi-servitor races hampering their efforts to be nobles but some of them try nonetheless. The fabled beauty and grace of cat-folk can also put them in the spotlight. Her name was Jienna. Vocations: Aristocrat. Dexterity and Constitution) tending to fade to a secondary role. juicy information about a subject. He had held her while she died. Diplomacy (Cha). adds the vocation’s additional class skills to his class skill list. he cultivates friendships and performs small services for which he can ask favours in return.166 . Wisdom gives him a shield to guard against the machinations of other nobles and against the efforts of others who would like to see him fall. a noble begins play with the following feats: Armour Proficiency (light). Humans are as proficient with their relationships as they are with other areas of their society. Orcs had overrun the estate and everyone but him had fallen to their mechanical crossbows and the deadly claws of their battle juggernauts. like to maintain good relationships with everybody. Starting Feats In addition to the feat all characters get at 1st level. and she was one of the City Father’s daughters. Skill Points at Each Additional Level: 6 + Int modifier. Search (Int). Sense Motive (Wis) and Spot (Wis). Concentration (Con). He gains the vocation’s starting feats. it was probably safer back here. In any case. Other Classes: Nobles. Profession (Wis). she had owned his heart. dilettante. Class Skills The noble’s class skills (and the key ability for each skill) are: Bluff (Cha). independently from any contact network he may have built over time. hefty discounts at the local stores or even free equipment and other professional services. one Exotic Weapon Proficiency and Pistols Firearm Proficiency. Hit Die: d6. while vampires can be equally adept when exploiting their own racial powers. tasted her last breath and sworn his bloody vengeance against the piggish savages even if it cost him his life. 13th and 19th levels. Intimidate (Cha or Str). It was certainly quieter. Intelligence gives him additional ammunition for his cerebral practices. with the physical abilities (Strength. Game Rule Information Nobles have the following game statistics: Abilities: Charisma is the central pivot of a noble’s life. Class Features All of the following are class features of the noble. They have a preference for geniuses and occultists.

Improved Disarm. The noble must also meet any indicated prerequisites. No talent can be selected more than once unless expressly indicated. 11th. Confident.166 . 9th. Trustworthy. Endurance. These are the vocations for the noble class: Noble Vocations Aristocrat Vocation Aristocrats are people who are in a position of power and enjoying every last drop of it. 12th and so on) the noble gains a bonus feat. he may spend an hour producing badinage. allowing him to bring more influence to bear. Combat Expertise. diplomat or performer. Wealth: +3. Negotiator. Talent/Trait At 5th level and every three levels thereafter (8th. Talents Extra Favour: The aristocrat is particularly well connected. plus the feats added to this list by the character’s starting vocation. Windfall. Additional Class Skills: Forgery (Int). The noble can expect to receive the service in 1d4-1 days if successful. so he need not use one immediately upon gaining it. taunts and thinly veiled insults that target 63 141. Deceptive. Social Attack: The aristocrat has a wicked tongue that can cause as much damage as a sharpened blade. Handle Animal (Cha). 104). A noble may save up his influence-owed favours. If the entry in the table states that the character can select a talent or a trait. Knowledge (any two) (Int). although failure in the influence check does not cause him to lose the service. while others provide a list to choose from. he can select a trait from the Feat and Traits chapter (see pg. Bonus Starting Feats: Proficiency with one martial weapon. Attentive. Mounted Combat. jibes. Preferred Professions: Noble. Improved Feint. patron. ranging from 10 for easy tasks up to 30 for very difficult or demanding tasks. Weapon Finesse.188.157.The Noble Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Starting Vocation. The Games Master can declare that an influence check fails automatically (or go through the motions of rolling the die) if the service unbalances his story or if it would be more appropriate as the focus of an adventure or a role-playing opportunity. he can select freely from any and all class vocation talent trees. the favour is lost forever. Alertness. While other characters may have a title of nobility. Additional Bonus Feats: Iron Will. Some trees have a set order that must be followed. This feat must be selected from the following list. the noble selects a talent from the following vocation trees: aristocrat. Renown. The character gains an additional use of the favour class feature. 14th and so on). dilettante. Once in any social gathering. it is the noble aristocrat who exploits it for all it is worth. Once used. Bonus Feat At 3rd level and every three levels thereafter (6th. So long as the character qualifies. Educated. Social Favour Social Favour Bonus Feat – Talent or Trait Bonus Feat Social Favour Talent or Trait Bonus Feat Social Favour Talent or Trait Bonus Feat Social Favour Talent or Trait Bonus Feat – Talent or Trait Bonus Feat Social Favour Talent or Trait DV +1 +2 +2 +3 +3 +3 +4 +4 +5 +5 +5 +6 +6 +7 +7 +7 +8 +8 +9 +9 Reputation +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 CLASSES & VOCATIONS of the service.

Additional Class Skills: Gamble (Wis). Such largesse is sometimes rewarded and if the aristocrat rolls a 6 on the dice. escort. Noblesse Oblige: The aristocrat knows that his position imposes certain obligations towards his lesser companions. gambler. Once per day. Dilettante Vocation Wide-eyed and apparently innocent. he gets to keep the point as if he never spent it. with the intent of changing the assembled people’s attitude towards that person. Additional Bonus Feats: Eclectic. the dilettante mingles with the best and worst of society trying to find his true calling. The target of a social attack may first roll a Sense Motive check against a DC equal to 10 plus the character’s noble level in order to detect the attempt to discredit him. Success means that the target saved his reputation. if successful. Powerful Reputation: The aristocrat can use his status and fame as a weapon.157. If he ever attracts attention and is about to be accused of something. Talents Feign Innocence: The dilettante can appear utterly harmless and inconsequential. not realising that he is on the path of a vocation already. If they fail their 35 Will saving throw by 10 points or more. they suffer 20 a -2 penalty to attack and damage rolls 25 against the aristocrat. if they fail. Preferred Professions: Heir. Dilettantes are good at fooling others and deflecting undue attention from themselves. Skill Focus. Wealth: +2.188. he makes an 64 141. they cannot even approach within 30 feet of the aristocrat. The aristocrat may spend an action point and grant the resulting bonus to any ally within 60 feet. carouser. All wouldbe attackers within 60 feet must make a Hostile Will saving throw to beat the character’s 15 Reputation check. He makes a Bluff or Diplomacy check (he may choose which) with the DC depending on how drastic a change he wants to make in the crowd’s attitude.166 . Windfall. the character can keep others from attacking him by making a Reputation check. Improved Initiative. the target can attempt to counter the attack with an opposed Diplomacy check against the aristocrat. Knowledge (any three) (Int). This effect lasts for 1d4 rounds plus the aristocrat’s Charisma modifier. Run.CLASSES & VOCATIONS Social Attack Initial Attitude Unfriendly Indifferent Friendly Helpful Friendly — — — 15 New Attitude Indifferent Unfriendly — — — 15 15 20 20 25 another character present at the same function.

Participants must make a Will saving throw (DC 10 + half the noble’s level + Cha modifier). Persuasive. Talented: Select two cross-class skills. Prerequisite: Feign Innocence. The dilettante can extend this ability to one companion per Charisma modifier and may only use it once per day. advocate. To be affected. An affected ally receives a +1 morale bonus on saving throws against charm and Talents Linguist: This functions exactly as does the adventurer (explorer) talent. depending on the gossip’s detail and the Games Master’s judgement. The Games Master is free to refuse entry to the character to extremely sensitive locations. the dilettante can gain entry into exclusive or restricted areas. Note that Psychic Control and Ritual can only be acquired as class skills with their corresponding feats. an ally must be able to hear the performer sing. Move Silently (Dex). a person who surrenders his soul to an artistic endeavour and reaps the rewards sown by his talent. Perform (Cha). Any accuser must defeat him with a Sense Motive check or stop considering him as a suspect. Investigate (Int). Forgery (Int). 65 141. Prerequisite: Sanctioned. In addition. Additional Bonus Feats: Creative. If they do break it. dancer. Additional Class Skills: Decipher Script (Int). Sanctioned: The diplomat carries himself with aplomb and impartiality and can expect to be treated with the respect he deserves. the diplomat gains a +2 competence bonus to Diplomacy and Sense Motive checks when he is negotiating between two parties. musician. He can spread rumours and false information by meeting a DC appropriate to the quality of the information. Wealth: +2. Smooth Conflict: The diplomat can make others forget an insult committed by himself or one of his allies. Tumble (Dex). each time applying it to two different cross-class skills. Additional Bonus Feats: Negotiator. Gain Entry: With a successful Diplomacy check opposed by a target’s Sense Motive check. although he should also consider the role-playing potential of charming one’s way inside a mad scientist’s base. Preferred Professions: Singer.188. Navigate (Int). The character makes a Perform check (DC 10) and the effect lasts for as long as the ally hears the performer make his proclamations and for 5 rounds thereafter. He does not alter the memories of the participants or act as if nothing had happened. Bonus Starting Feats: Proficiency with one martial weapon. Studious. with failure meaning that they dare not break the pact.automatic Diplomacy or Bluff check. The character spends an action point when witnessing or participating in a pact or closing deal. Additional Class Skills: Balance (Dex). Bonus Starting Feats: Proficiency with one martial weapon. Knowledge (any two) (Int). liaison. convincing any guard or bouncer that it is unthinkable to not allow him admission. Knowledge (any two) (Int). If successful. Disguise (Cha). Prerequisite: Sanctioned. during combat. Smooth Conflict. Also. Spread Gossip: Instead of gaining information with a Gather Information check.157. no one will think of him as an opponent and will generally leave him be for a number of rounds equal to the dilettante’s Charisma modifier plus 3. itinerant entertainer. Skill Focus. a dilettante can plant it. the dilettante can spend an action point and render himself unnoticeable as long as he does not make any threatening gestures. representative.166 . at the Games Master’s discretion. All Non-Player Character reactions start at one step higher than they ordinarily would for other characters. bolstering them against fear and improving their combat abilities. Wealth: +2. the diplomat simply spends an hour smoothing the situation over until the slight is forgotten. the information enters the rumour mill and will have consequences in one or more days. Those skills become class skills for the dilettante. see the Gather Information skill for this. so long as this is not part of a business transaction. The character may acquire this talent more than once. relating to all with impartiality. recite or improvise speech. Stealthy. Sleight of Hand (Dex). binding all participants to their word. In addition. he simply calms tempers down. This must happen in the presence of the dilettante. Talents Inspire Courage: A performer can use songs or poems to inspire courage in his allies (including himself ). he gains a +2 to Sense Motive and Diplomacy checks to detect and counter the aristocrat’s social attack talent. Sanctioned Pact: The character can mediate between two parties (one of which may be the character himself ) and promise such dire consequences on the breaking of a pact that all parties will think twice before going back on their word. Preferred Professions: Ambassador. CLASSES & VOCATIONS Performer Vocation Art holds the power to influence feelings and thoughts and none know this better than the performer. Diplomat Vocation Conflict has been a feature of all ages and efforts to stay the tides of violence are few. the noble will hear of it in 1d4 days. There is no check involved. A diplomat is one who tries his best to understand others and mediate between conflicting parties.

character classes. a performer makes a Perform check (DC 25) and an ally must hear the performer give his performance for a full round. up to a maximum of 2 minutes. A performer cannot inspire competence in himself. his total hit points are 1d10+1d10+1d10+1d 10+1d6+1d6.fear effects and a +1 morale bonus on attack and weapon damage rolls. Adding a Second Class When a character with one class gains a level. Inspire Greatness: A performer can use music or poems to inspire greatness in himself or a single willing ally within 30 feet. he may choose to increase the level of his current class or pick up a new class at 1st level. thereby becoming a multiclass character. A creature inspired with greatness gains 2 bonus Hit Dice (d10s). It is used to determine when feats and ability score increases are gained. Prerequisite: Perform 3 ranks. Prerequisite: Perform 15 ranks. or whatever the performance may entail) and for 5 rounds thereafter. but should instead roll the new Hit Die. as is the case for a 1st level character). Prerequisite: Perform 6 ranks. the character can affect an additional ally with the same use. Certain uses of this ability are unfeasible. Inspire Competence: A performer can use his music or poems to help an ally succeed at a task. other class features of the new class. each time. The class abilities from all of a character’s classes combine to determine a multiclass character’s overall abilities. character level and class level are the same. the abilities of a multiclass character are the sum of the abilities provided by each of the character’s classes. the bonus the song grants increases by +1. A base attack bonus of +6 allows a second attack with a bonus of +1.188. Level ‘Character level’ is a character’s total number of levels. class skills. the commensurate number of temporary hit points (apply the target’s Constitution modifier. each time. The effect lasts for as long as the performer concentrates. Inspire Competence. the character does not get to choose an additional vocation to go along with the new class. For example. CLASSES & VOCATIONS Class and Level Features As a general rule. if any. the character need not choose a vocation for each new character class he takes as they may not select new talents and bonus feats from additional vocations. The effect lasts for as long as the ally hears the performer sing (or recite. Inspire Competence. adding the new hit points to the previous total. hit points of the appropriate die type and the new class’s number of skill points gained at each additional level (not that number x4. When picking up a new class. Some of the benefits for a 1st level character represent the advantage of training while the character was young and fresh. a character does not receive maximum hit points. even though neither the +4 from the investigator levels A character may add new classes as he progresses in levels. then adds levels of scoundrel at his next two level advancements. A resulting value of +6 or higher provides the character with multiple attacks. granting extra fighting capability. a 6th level investigator/2nd level adventurer has a base attack bonus of +6. A character can take this talent more than once. His Constitution modifier of +1 applies to each hit point die roll and he received maximum hit points at 1st level (10+1=11 hp). Thornstone begins as an adventurer and attains 4th level. Inspire Heroics: A performer can use music or poems to inspire tremendous heroism in himself or a single willing ally within 30 feet. to these bonus Hit Dice). Picking up a new class is not exactly the same as starting a character in that class. Hit Points A character gains hit points from each class as his level increases. or whatever the performance may entail) and for up to 5 rounds thereafter. as per Experience and Level-Dependent Benefits Table. base save bonuses. A character can take this talent more than once. a performer makes a Perform check (DC 20) and an ally must hear him perform. Inspire Courage. The effect lasts for as long as the ally hears the performer sing (or recite. For instance. For a character whose levels are all in the same class. only classes gained through advancement. Base Attack Bonus Add the base attack bonuses for each class to get the character’s base attack bonus. To inspire greatness. As a 4th level adventurer/2nd level scoundrel. calculated as +4 for the investigator levels and +2 for the adventurer levels. The ally gets a +2 competence bonus on skill checks with a particular skill as long as they continue to hear the performer’s music. a +2 competence bonus on attack rolls and a +1 competence bonus on Fortitude saving throws. the character can affect an additional ally with the same use.157. The ally must be within 30 feet and able to see and hear the performer. The performer makes a Perform check (DC 15) and must also be able to see the ally. or whatever the piece may be.166 . with lots of time to practice. Vocation does not change for a character taking a first level in a new class. The character gains the 1st level base attack bonus.. ‘Class level’ is the character’s level in a particular class. Inspire Greatness. Prerequisite: Perform 9 ranks. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. Inspire Courage. Inspire Courage. To inspire heroics. The character also selects a starting vocation for his new class. each time. Please note that although characters do not get the free feats and bonuses of vocations attached to additional Multiclass Characters 66 141. recital. A character can take this talent more than once.

the characters in the above examples do not take a penalty. To use multiple attacks in the same round. Reputation Bonus Add Reputation bonuses together. a 1st level adventurer who gains 1. Reputation and saving throws (depending on the class and the new level). Even Levels: If the levels of all classes are more or less even. Skills purchased are purchased at the cost appropriate for the class level that grants them to the character. Advancing a Level Each time a multiclass character attains a new level. but if they become a 4th level genius/2nd level occultist and 5th level adventurer/3rd level investigator/3rd level journeyman respectively. A 3rd level journeyman/3rd level adventurer character gets +4 on Fortitude saving throws (+3 for the journeyman levels and +1 for the adventurer levels).166 . So. a new class feature (as defined by the class) and new skill CLASSES & VOCATIONS Defence Value Add the Defence Value bonuses for each class together. Allegiances do not change through multiclassing. this being -20% in the first case and -40% in the second. because journeyman is the class favoured by constructs. Race and Favoured Class: The different races each have one particular class in which they find it especially easy to advance. A 4th level occultist / 2nd level scoundrel has a Defence bonus of +1 plus +3. Refer to the individual class descriptions for skill points per level. When a multiclass character increases one of his class levels by one. he would add +1 to increase his Defence Value bonus to +5.157. bonus feats or other special abilities) of all classes for the levels he possesses. nor does a 4th level adventurer/3rd level investigator/3rd level journeyman. see the Experience and Level-Dependent Benefits table. he gets all the standard benefits that characters receive for attaining the new level in that class: more hit points. regardless of individual class level. then he receives a new feat just as all 3rd level characters are entitled to gain. Taking one level in a new class does not entitle a character to receive the feat that a beginning 1st level character gets. Hammer is an 8th level construct (6th level investigator/2nd level journeyman). Defence. For example. a 4th level genius/ 2nd level noble has a +4 Reputation bonus (+2 for the genius levels and +2 for the noble levels). then use character level to determine a skill’s maximum rank. 67 141. If a skill is a class skill for any of a multiclass character’s classes. +6 on Reflex saving throws (+3 and +3) and +2 on Will saving throws (+1 and +1). Skills A multiclass character uses his character level to determine the maximum ranks he can have in a skill. within one level of each other.000 XP and then takes one level of noble becomes a 2nd level character and at that level does not get a new feat. or two feats that the character gets if he is human.nor the +2 from the adventurer levels normally allows an additional attack. Feats A multiclass character receives a new feat every three character levels. for a total of +4. For example. just as if he did not have that class. he takes no penalty for his class levels being more than one level apart. the character is balanced and does not take an XP penalty. they receive a penalty on XP received. which is a full-round action. Saving Throws Add the base saving throw bonuses for each class together. these occur in game and are limited to three per character regardless of how many classes he has as levels of advancement. For example. he would incur a -20% penalty as there are five levels between his investigator class and his new adventurer level. a character must use a full attack. When he attains his next new level and increases his character level to 3rd. If he were to take a level in adventurer. the strain of maintaining and developing the different abilities imposes a -20% penalty on all XPs earned for each class that is not within one level of his highest class. Skill points are spent according to the class that the multiclass character just advanced in.188. Refer to the Experience and Level-Dependent Benefits table. If the same character then picked up a level of adventurer. regardless of individual class level. Thus. as if he did not have those two levels of journeyman. This favoured class does not count when determining if a character incurs an XP penalty. Ability Increases A multiclass character increases one ability score by +1 every four character levels. The maximum rank of a class skill is 3 + character level. he either increases one of his current class levels by one or picks up a new class at 1st level. that is. Base Attack Bonus +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Additional Attacks +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 points. This is explained fully in the Combat section of The World of Adventure chapter. Class Features The character gets all class features (talents. possible bonuses on attack rolls. Experience for Multiclass Characters Diversifying training and education strains a character’s capacity to learn and some characters take an XP penalty depending on how they multiclass. a 3rd level genius/2nd level occultist does not take a penalty. Uneven Levels: If any two classes are two or more levels apart.

Gail?’ The ghost nodded. Jerrek finally called a halt to the group and wearily proposed that they make camp. a spectral wind tousling his massive mane of curls. ‘Yes. Fortunately. They had stopped at least twice to wind the mechanical man up and that meant they had been down here a while. a character gets skill points that are used to buy skills.’ 68 141. It passed through him. Jer.’ The lionman shifted uncomfortably. If the character buys a class skill. Skills are areas of knowledge and expertise that characters train for. Fortunately. Gearbolt would not need much and the elf was only likely to close her eyes for an hour or so but Thurdin would need as much attention paid to his part of camp as Jerrek’s own part demanded. he knew how to make any kind of hovel comfortable enough to sleep in. Skill modifiers follow a simple equation: Skill modifier = skill ranks + ability modifier + miscellaneous modifiers. I can see even despite the darkness. ‘It is all right. Half a rank does not add anything to the modifier for using that skill. Your sight getting any better. I should see them before they get here. To be a little more specific: Skill Ranks: A character’s ranks in a skill are based on the number of skill points the character has invested in the skill. he gets 1 rank in the skill for each skill point spent. roll 1d20 and add the appropriate skill modifier. if you think you can handle it. Miscellaneous modifiers can be anything from synergy bonuses (we will cover those later on) to circumstantial bonuses and penalties based on where you are employing the skill or how many grenades are going off around you. The ruined city had been one of the largest in the old empire and its underground passages were equally expansive.’ Jerrek shook his head and tried to put his hand on Gailion’s shoulder. It was a testament to their exhaustion that even the elf did not argue the idea. If the character buys a cross-class skill. ‘Sorry I can’t help. though. If anything alive tries to come at us. You just cry out if we are in danger.’ The chagrin on Gailion’s milk-white face was almost comical. If Jerrek had had any ability to laugh left. even a rancid pit like this old sewage tunnel. Some skills can be used even if the character has no ranks in the skill. He was sure they were on the right track but the sewer was a labyrinth and each step was becoming more difficult than the last. He pulled his hand back and rubbed it against his other one to warm it back up. He broke out his minimal camping gear and started to set it up. The maximum rank in a class skill is equal to character level + 3. Using Skills The tunnels began to blur together.188. he gets ½ rank per skill point spent. doing this is also called making an untrained skill check. ‘I can only barely touch anything and I am afraid to try starting a fire. To make a skill check. A warning is a lot better than getting eaten in our sleep. I am sorry about that.skills t SKILLS he world in OGL Steampunk is caught in the maelstrom of progress and discovery. In such a world. still floating a few feet off the ground. ‘It’s all right. Classes and vocations describe the natural leanings of a character but the skills he learns and practices define what he can do to understand and change the world. Specialities are sub-skills that hone a character’s expertise on very specific areas within a skill. increasing their levels of proficiency from those of mere laymen to those of pundits and renowned experts. ‘I am not sure I will be of any use in stopping them. militia training had prepared him for setting up twenty-man domiciles. he would have. Gail.166 . becoming painfully chilled in the process. even the cog. The character’s class and Intelligence modifier determine the number of points received. a skill point buys two specialty ranks in a class skill and one specialty rank in a cross-class skill.157. The world is getting clearer. but it does allow a check when the skill can only be used trained. Keeping watch over us is important and you are still the best I know at doing that. what characters know and what they can do will help them make a difference and distinguish themselves from average citizens. I want you on lookout. The maximum rank in a cross-class skill is one-half of this number. At each level.’ The ghostly voice was startlingly close to his ear but Jerrek was already getting used to his friend’s new ‘existence’. a dwarf ’s bedroll and a meal for three would not be a huge strain. Had they been down here an hour? A day? A week? He was falling-down tired and he could tell that the fatigue was beginning to wear on everyone.

or innate talent a character has with a given skill. only those that specifically list the available areas of specialisation. Morit the ordinary janitor can keep pulling levers associated with the non-proficient use of armour. Remember that only at the first character level. for a skill in which a character has no training at all.Speciality Ranks: A character’s specialty ranks in Skill Points per Level a skill specialty are based on the number of skill Class 1st Level Skill Higher Level points the character invested in that specialty. By the same and class features and penalties such as the ones token. For example. and a lot of ranks in it) Acquiring Speciality Ranks Speciality ranks indicate how much extra attention a character devotes to a specific area within a given skill. a character adds his skill speciality ranks to the roll as part of the skill modifier ONLY if the area of specialisation applies.166 .157. Skill modifiers can be much higher than 23 once ability bonuses. even while carrying a phonograph (Climb) Average (10) Hear an approaching automaton (Listen) Tough (15) Disable a mechanical explosive. SKILLS Difficulty Class Some checks are made against a Difficulty Class (DC). for a 20th level character who has increased a class skill to its maximum rank. like an oncoming locomotive (Spot) Easy (5) Climb down a ladder. the value listed is multiplied by four to simulate the amount of experience gained before play begins. The Fortitude save comes later. Not all skills have Specialities. Noble (6 + Int modifier) x4 6 + Int modifier Miscellaneous Modifiers: Miscellaneous modifiers simple and some people become so adept that skills failing include bonuses provided by specialty ranks. A Points Skill Points character cannot have specialty ranks without Adventurer (4 + Int modifier) x4 4 + Int modifier having ranks in the parent skill. to 23. experience. equipment bonuses and other factors are added in but skill ranks themselves can never be higher than 23. Skill Checks and Automatic Rolls Unlike attack rolls and saving throws. When making a skill check. a natural roll of 20 on the d20 is not an automatic success when making a skill check and a natural roll of 1 is not an automatic failure. The machine is so complex that he cannot ‘get Acquiring Skill Ranks lucky’ and operate it with a natural 20.) Formidable (25) Perform an earthshattering magic effect (Ritual) Heroic (30) Leap across a thirty foot access alley with an angry mob at your heels (Jump) Superheroic (35) Convince hostile guards that you really do belong in His Lordship’s study (Bluff ) Nearly impossible (40) Track a native guide through the jungles of the colonial territories on a moonless night after 12 days of rainfall (Survival. Thurdin has six ranks in Craft (mechanical) and four speciality ranks in the steamworks speciality.188. Characters cannot have more skill specialty ranks than they have ranks in its parent skill. feats one time in twenty just is not reasonable. Skill ranks indicate how much training. he adds +10 skill bonus to his Craft (mechanical) check but for any other kind of machine he only adds the +6 from his general skill ranks. For your convenience. When making any machine with steam power. This reflects the fact that bonuses and penalties with skill checks can often be wider than the twenty point margin of the die roll itself and that some tasks become so 69 141. nor can a character have more than two different specialisations per main skill. These range from 0. Genius (8 + Int modifier) x4 8 + Int modifier Investigator (4 + Int modifier) x4 4 + Int modifier Ability Modifier: The ability modifier used in the Journeyman (6 + Int modifier) x4 6 + Int modifier skill check is the modifier for the skill’s key ability Occultist (4 + Int modifier) x4 4 + Int modifier (the ability associated with the skill’s use). on a time machine from now until he retires and never get it to work. The DC is a number set by the Games Master (using the skill rules as a guideline) that a character must Difficulty Class Examples Difficulty (DC) Example (Skill Used) Very easy (0) Notice something large in plain sight. When making a skill check. The key Scoundrel (8 + Int modifier) x4 8 + Int modifier ability of a skill is noted in its description. Each skill has a number of ranks. the number of skill points gained by acquiring levels in the various classes is revisited here. a character adds his skill ranks to the roll as part of the skill modifier. preferably before it goes off (Disable Device) Challenging (20) Swim through the sewers (Swim.

they must make an ability check. which ones have skill checks as a more appropriate method of adjudication and when rolls are not required at all. For ties on opposed checks. Some skills can be used only if the character is trained in the skill. Many skills have natural consequences for failing that must be accounted for. If those scores are the same. he can sometimes try again. Increase the DC by 2 to represent circumstances that make the task harder.attain to succeed. the highest key ability score wins the tie. Reduce the DC by 2 to represent circumstances that make the task easier. they would also not make Strength checks to see who is stronger. Give the skill user a -2 circumstance penalty to represent conditions that hamper performance. In these cases. or working under conditions that are significantly better than normal. The character’s skill modifier does not include skill ranks because the character does not have any. such as the ability modifier for the skill’s key ability. such as being forced to use improvised tools or possessing misleading information. such as having the perfect tool for the job. Example Opposed Checks Attempted Action Sneak up on a guard Deceive a guard Hide from a guard when the last two actions fail Find food when everyone else in the slum is desperate to eat as well Win an ornithopter race Pretend to be a noble Steal a pocket watch Create a fake college diploma Skill Move Silently Bluff Hide Opposing Skill Listen Sense Motive Spot Ability Checks Sometimes a character tries to do something for which no specific skill really applies. Just as characters would not make a height check to see who is taller. Pilot Disguise Sleight of Hand Forgery Pilot Spot Spot Forgery Trying Again If a character fails a skill check. but then. if a character attempts to use a skill he does not have any ranks in. there are very few circumstances that will allow a character to use such a skill with only his innate ability and some luck. This number is the sum total of every condition inherent in the check itself and does not include environmental factors or aspects outside the scope of the basic skill. If the use of a skill carries no penalty for failure. The 70 141. They are made against a randomised number. a character can ‘take 20’. Give the skill user a +2 circumstance bonus to represent conditions that improve performance. The Games Master can alter the odds of success in four ways to take into account exceptional circumstances. such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Research check. not the Difficulty Class. every character involved re-rolls the check. If these are also the same. assuming he has enough of a modifier to succeed at all. since using a skill that a character does not have any skill ranks in is effectively an unmodified ability check. the character makes a skill check as described. and under what circumstances. the character with the higher base skill bonus wins. the consequence must be suffered first. as per the rules given below and assume that he keeps trying until he eventually succeeds.166 . an action is a straight test of one’s ability with no luck involved. Untrained Skill Checks Generally. Opposed (Contested) Checks Some skill checks are opposed checks. Check the applicable skill description to find out if. Even if these offer another try. Essentially. SKILLS Survival Survival Favourable and Unfavourable Conditions Some situations may make a skill easier or harder to use. that is what keeps the action flowing and people’s heads behind cover. Exceptional circumstances happen all the time in the world of OGL Steampunk. Those are circumstantial or synergy modifiers and they augment the check. usually another character’s skill check result. getting help from another character.157. they are making an untrained skill check.188. An ability check is a roll of 1d20 plus the appropriate ability modifier. such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Research check. The Games Master is responsible for determining what situations call for ability checks. Some skills cannot be tried again once a check has failed for a particular task. In some cases. character does however receive other modifiers. resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. a character can try again.

A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result – they create a better chance for success – but they represent different circumstances and sometimes that distinction is important. If the Games Master allows this. several rounds. Instead of rolling 1d20 for the skill check. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools and it may require a skill check as well. Taking 20: When a character has plenty of time. In some cases. Every 71 141. as noted in the skill description. but the character takes a -4 penalty on his check. A character also cannot take 10 when using a skill untrained. or even longer. rolled a 20. Two kinds of ‘diceless’ skill checks exist. Skill Synergy It is possible for a character to have two skills that work well together. such as a steam engine built with nice little plaques on all the important levers) or a penalty (a negative modifier. In general. Aiding Another In some situations. It might take no time at all. Some skills provide benefits on other checks made by a character. usually in the face of time pressure or distraction. If the character does not have the appropriate tools. while the others try to aid the character in his efforts. and the character cannot take 10 on this check. Time and Skill Checks Using a skill might take a round. Skill Synergies in Brief Five or more ranks Gives a +2 bonus to… in… Bluff Diplomacy. See the skill description for specifics on how long a skill takes to use. If tools are needed. characters can co-operate to accomplish a given task. this bonus applies only to specific uses of the skill in question and not to all checks made with it. Instead of rolling 1d20 for the skill check. Taking 10: When a character is not being threatened or distracted. such as those checks required to use certain class features. The best skill to use in this circumstance is the same one that was being attempted with the tool in the first place. Conditions that modify how well the character must perform the skill to succeed change the Difficulty Class. reduce the penalty to -2 (instead of -4) for having a set of impromptu tools. a character’s help will not be beneficial or only a limited number of characters will be able to help at the same time. Types of actions define how long activities take to perform within the framework of a combat round (six seconds) and how movement is treated with respect to the activity.Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. In many cases. One character is designated as the leader in the effort. he may choose to take 10. A character aids another by making a skill check at DC 10. For many relatively routine tasks. A character may be able to put together some impromptu tools to make the check. taking 10 results in a success. The Games Master may always limit aid another attempts as he sees fit. calculate the result as if the character had Modifier Types and Stacking A modifier provides a bonus (a positive modifier. he can still attempt to use the skill.157. Checks without Rolls A skill check represents an attempt to accomplish some goal. such as a steam engine built with every lever the same shape or colour or inaccurate labelling) to a die roll. the character’s ally gains a +2 circumstance bonus to apply to his skill check to complete the task. using a skill that requires concentration while in close combat is dangerous. a character can take 20. SKILLS Tools Some skill applications require the use of tools.188. a character can use a skill under more favourable conditions and eliminate the luck factor. Distractions and threats make it impossible for a character to take 10. calculate the result as if the character had rolled a 10 (an average roll on a d20). Sleight of Hand and Disguise checks Escape Artist Use Rope checks Handle Animal Ride Jump Tumble checks Knowledge (all) (See Text) Search Survival checks Sense Motive Diplomacy checks Tumble Balance and Jump checks Use Rope Climb and Escape Artist checks Check individual skill descriptions for full details of skill synergies. is faced with no threats or distractions. Intimidate. This equates to 2 minutes for a skill that can normally be checked in 1 round. This is an attack action. Taking 20 takes twenty times as long as making a single check. and the skill being attempted carries no penalty for failure. having five or more ranks in one skill gives the character a +2 synergy bonus on skill checks with each of its synergistic skills. Sometimes though. In general. the specific items required are mentioned in the skill description. Taking 20 is the equivalent of attempting the check over and over again until the character gets it right. though the Games Master may allow exceptions for truly routine activities. If the check succeeds.166 .

the skill can be used untrained. All penalties stack. Armour Penalty) Whether sliding across rooftops and chimneys or walking over the tubes of a complex mechanical monstrosity. wide Less than 2 in. equipment. Any bonus without a descriptor (such as simply a +1 bonus) stacks with other bonuses. they do not stack. cover. and sometimes circumstance bonuses.157. Time: How much time it takes to make a check with this skill. which is true for skills that are designated ‘Trained Only’. The majority of the skill’s entry occurs in this section. the following information is given: Specialities: If a character can buy speciality ranks in specific areas of the skill. The difficulty varies with the conditions of the surface. a character must have at least 1 rank in the skill to use it. Circumstance bonuses stack only if they’re provided by differing circumstances. Armour Penalty: If ‘Armour Penalty’ appears on the line with the skill name. If this entry does not appear. If any particular notes apply to trained or untrained use. Check: The character can walk on a precarious surface. Check: What a character can do with a successful skill check and the check’s DC. When reading a skill description. characters often find themselves in a situation where maintaining equilibrium is the best alternative to a gruesome end down below. morale. A damaging surface is any walking area that causes the character to take damage while he is in contact with it. The only specific bonuses that stack are dodge bonuses. Skill Descriptions Balance (Dex. is added to the check result.applicable modifier. positive and negative.188. only the best bonus of that type applies. such as a burning window ledge or the acid-covered rim of an experimental voltaic battery. natural armour. add +10 if it is both slippery and angled. they are covered in the Special section (see above). such as ‘equipment bonus. if the character has one) unless the 72 141. Being Attacked While Balancing: While balancing. it means the skill works the same even when used untrained. but special attention must be given to named modifiers. wide Difficult Surface Uneven or angled Slippery surface Damaging surface DC* 10 15 20 DC 10 10 +5 *Add +5 to the DC if the narrow surface is slippery or angled. If ‘Trained Only’ is omitted. Narrow Surface 7–12 in. SKILLS In OGL Steampunk. keep the following details in mind: Trained Only: If ‘Trained Only’ appears on the line with the skill name. Special: Any particular notes that apply. A successful check allows the character to move at half his speed along the surface as a move action. such as whether a character can take 10 or take 20 when using the skill. Untrained: Any details about using a skill untrained. they will be listed here. the skill check can be tried again without any inherent penalty other than taking additional time. A failure by 5 or more indicates that the character falls. The first line of every skill listing includes the following: Skill Description Format Skill Name (Key Ability) Trained Only. In those cases. Exceptions: Speak Language and Read/Write Language have ‘None’ given as their key ability because the use of these skills never requires a check. wide 2–6 in. Specific bonuses that do not stack include competence. and size. synergy bonuses. A failure indicates that the character spends his move action keeping his balance and does not move. Bonuses with specific descriptors. or that an untrained character cannot make checks with this skill. Below the primary skill line. apply the armour penalty for the armour the character is wearing to checks involving this skill. Armour Penalty (if applicable) Key Ability: The abbreviation for the ability whose modifier applies to the skill check. regardless of their descriptors. the character is flat-footed (the character loses his Dexterity bonus to Defence.’ generally do not stack (combine for cumulative effect) with others of the same type. If this entry is omitted. if two circumstance bonuses caused by similar circumstances apply.166 . Try Again: Any conditions that apply to repeated attempts to use the skill for a particular purpose. skills are presented in alphabetical order in the following format.

one for each move action. If the character succeeds. the bluff may be inherently hard to believe. Favourable and unfavourable circumstances weigh heavily on the outcome of a bluff. A successful Bluff check indicates that the target reacts as the character wishes. and would have succeeded in doing so even if it had not placed any demand on him. or the action that the bluff requires the target to take goes against the target’s self-interest.157. ‘The beam emitted from the galvanic pulsator will increase your musculature and make you irresistible to the ladies! Step into it. nature. I’m just an ‘umble man doing an ‘umble street-sweeper’s job. thus lowering his Defence score. ‘The parts are legitimate salvage. the Games Master can distinguish between a bluff that fails because the target does not believe it and one that fails because it asks too much of the target. Two circumstances can work against the character. he has seen through the bluff. Creating a Diversion to Hide: A character can use Bluff to help him hide. or orders. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) imposes a –8 penalty on the check. See the Hide skill. at least for a short time (usually 1 round or less) or that the target believes something that the character wants him to believe. forthwith! It is not dangerous!’ The bluff is way out there. personality. it’s almost too incredible to consider. Against a non-intelligent creature. I only sell them so that I may lighten my travelling load.character has 5 or more ranks in Balance. If the character takes damage. Special: A character can take 10 when making a Balance check. If the target’s Sense Motive check succeeds by 11 or more. those blood spots on my collar are from a shaving accident. Sense Motive Example Circumstances The target wants to believe the character. Check: A Bluff check is opposed by the target’s Sense Motive check when trying to con or mislead. my good man. ‘Not sure what you mean. although this skill is also disturbingly common amongst the high born who cover up their unseemly peccadilloes and cajole favours out of each other. A Bluff requires interaction between the character and the target. +20 Feinting in Combat: A character can also use Bluff to mislead an opponent in combat so that the opponent cannot dodge the character’s attack effectively. he must make a Balance check again to remain standing. if the target gets a +10 bonus because the bluff demands something risky of the target and the target’s Sense Motive check succeeds by 10 or less. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character. guv’nor. Moving twice the character’s speed in a round requires two checks. The character can attempt to charge across a precarious surface.’ The bluff is hard to believe or entails a large risk for the target. Accelerated Movement: The character can try to cross a precarious surface more quickly than normal. particularly the less fortunate members of society. that is. Time: Balancing while moving one-half the character’s speed is a move action. ‘I assure you.’ The bluff is a little hard to believe or puts the target at some kind of risk. Specialities: Lying. Sending a Secret Message: A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. ‘We are requisitioning this ironclad on the direct orders of the King! Our mission is far too secret for us to explain it to the likes of you! Stand aside. my good man!’ Modifier –5 SKILLS +0 +5 +10 Bluff (Cha) Lying and exaggerating can become a way of life amongst many. sir. secret messages. If it is important. but the character takes a –5 penalty on his Balance check. is also a move action. A character with the Focused feat gains a +2 bonus on all Balance checks. The DC for a basic 73 141. allowing the character to balance while moving his full speed. feinting in combat.’ The bluff is believable and does not affect the target much one way or the other. but cannot take 20. For instance. A character with five or more ranks in Tumble gains a +2 synergy bonus to all Balance checks. then the target does not so much see through the bluff as prove reluctant to go along with it. feinting is impossible. The character can move his full speed. the next attack the character makes against the target ignores his Dexterity bonus to Defence (if the opponent has one). Accelerated movement. Charging requires one Balance check at a –5 penalty for each multiple of the character’s speed (or fraction thereof ) that the character charges.166 . Targets unaware of the character cannot be bluffed.188. even without the +10 bonus.

157. Overhang or ceiling with handholds but no footholds. down. vertical surface cannot be climbed without special equipment. such as a rugged cliff face. In this case. but the character takes a –5 penalty on his Climb check (moving twice the character’s speed in a round requires two checks. he is flat-footed while climbing and thus the character loses any Dexterity bonus to Defence. the character may try again freely. a wall is any incline of 60 degrees or steeper. In similar fashion. Make a Climb check (DC equal to wall’s DC + 20) to do so. Special: A person using a rope can haul a character upward or lower him down by means of sheer strength. A failed Climb check indicates that the character makes no progress. Climb (Str.166 . If successful. A rope without any knots.SKILLS message is 10. For feinting in combat. Anyone listening in on a secret message can attempt a Sense Motive check. Using Bluff as a feint in combat is an attack action. or a chainlink fence. A rough surface with no real handholds or footholds. rather than a full set of climbing gear to avoid the penalty. one for each move action). reduce the DC by 5. A character can take 10 while climbing but cannot take 20. A character with the Athletic feat gets a +2 bonus on all Climb checks. Making Handholds and Footholds: A character can make handholds and footholds by pounding pitons into a wall. with a DC equal to the sender’s Bluff check result. Time: A bluff takes at least 1 round (and is at least a fullround action) but can take much longer if the character tries something elaborate. Special: A character can take 10 when making a bluff (except for feinting in combat) but cannot take 20. certain kinds of climbing attempts might require only a rope or some other implement. If the eavesdropper beats the DC by 5 or more. the DC is equal to the slope’s DC + 10. 15 20 25 25 — 74 141. A surface with sizable ledges to hold on to and stand on. Doing so takes 1 minute per piton. A knotted rope with a wall to brace against. a wall with pitons in it has a DC of 15. DC 0 5 10 Example Wall or Surface or Task A slope too steep to walk up. A slope is relatively easier to catch on. A character with the Deceptive feat gets a +2 bonus on all Bluff checks. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood. A rope with a wall to brace against. a tree. A perfectly smooth. If the climb is less than 10 feet. or across a slope or a wall or other steep incline. he understands the secret message. Accelerated Climbing: A character can try to climb more quickly than normal. A character with five or more ranks in Bluff gains a +2 synergy bonus on Diplomacy. Pulling yourself up when dangling by your hands. Any time the character takes damage while climbing. Armour Penalty) Sailed vessels need someone to shimmy up the masts and man the crow’s nest. a climber with an ice axe or other proper implement can cut handholds or footholds in an ice wall. make a Climb check against the DC of the slope or wall. the eavesdropper realises that a secret message is contained in the communication. Catching Oneself When Falling: It is practically impossible for a character to catch himself on a wall while falling. or even just one’s hands and feet. The DC of the check depends on the conditions of the climb. or even a ceiling with handholds. a failure by 5 or more points means that one side or the other misinterprets the message in some fashion. The character can move his full speed. As with any surface with handholds and footholds. Complex messages or messages that try to communicate new information have DCs of 15 or 20. A knotted rope hanging freely. and one piton is needed per 3 feet. flat. such as a brick wall. Use twice a character’s maximum load to determine how much weight he can lift. just as sweeps ply their trade by squeezing themselves up and down chimneys and adventurers cling doggedly to the faces of cliffs. the character can advance up. Any surface with adequate handholds and footholds (natural or artificial) such as a rough natural rock surface. At the Games Master’s discretion. Since the character cannot move to avoid an attack.188. A character without climbing gear takes a –4 penalty on Climb checks. A character with five or more ranks in Use Rope gains a +2 synergy bonus on Climb checks when using a rope. Whether trying to send or intercept a message. and a check that fails by 5 or more means that the character falls from whatever height he had already attained. Intimidate and Sleight of Hand checks as well as on Disguise checks when trying to act in character. Failure means the character falls from his current height and sustains the appropriate falling damage. such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds. An uneven surface with just a few narrow handholds and footholds. Try Again: Generally. a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. unless the character is secured with some kind of harness or other equipment. Check: With each successful Climb check. A slope is considered to be any incline of less than 60 degrees.

75 141. when attempted actively. galloping horse) Extraordinarily violent motion (earthquake) Entangled in net or snare Grappling or pinned Weather is a high wind carrying blinding rain or sleet Weather is wind-driven hail. Check: A character makes a Concentration check whenever he may potentially be distracted (by taking damage. Climbing a corner where a character can brace against perpendicular walls. is a fullround action. allowing the character to climb at his full speed. such as movement. dust or debris * Such as an activity that requires more than a single full-round action. each of them treated as a separate skill: Craft (chemical). Since Concentration checks are called for in stressful situations. Craft (pharmaceutical). The check DC depends on the nature of the distraction. SKILLS Time: Climbing at one-half the character’s speed is a full-round action. *These modifiers are cumulative. use any that apply. If the character succeeds at that check.166 . Surface is slippery. To use Craft. Craft (expression). If the character fails the check. Moving half that far (one-fourth the character’s speed) is a move action. the character may continue with the action. If the check succeeds. Distraction Damaged during the action * Taking continuous damage during the action ** Craft (Int. A successful Concentration check still does not allow a character to take 10 on a check when he is in a stressful situation. or part of another action. when attempted in response to a distraction. just as if the character’s concentration had been disrupted by a distraction. the action automatically fails. Accelerated climbing. such as the disruption of an action that was being concentrated on. first decide what the character is trying to make and consult the category descriptions below. Try Again: Yes. The created object can be sold DC 10 + damage dealt 10 + half of continuous damage last dealt 10 15 20 15 20 5 10 Vigorous motion (bouncy vehicle ride. on deck of storm-tossed ship. a character must have a kit or some other set of basic tools.157. though a success does not cancel the effects of a previous failure. Time: Making a Concentration check does not require an action. he does not make the object and unless otherwise noted. A character can move half that far (one-half his speed) as a move action. This increases the normal Climb DC by 5. This reduces the normal Climb DC by 10. a character cannot take 10 or take 20 on such checks. keeping a cool head is of tantamount importance for delicate work. ** Such as from catching on fire. Make a Wealth check against the given purchase DC for the object to see if the character succeeds in acquiring the raw materials. riding a horse) Violent motion (very rough vehicle ride. the raw materials are wasted. particularly that of magicians and psychics. Special: By making a check against DC 15. This does not apply to other actions that might incur attacks of opportunity. The purchase DC of this equipment varies according to the particular Craft skill. the character must roll the check as normal. the related action automatically fails (incurring any appropriate ramifications) and the action is wasted. make the Craft check against the given DC for the object in question. a character can use Concentration to attempt an action defensively. below decks in a storm-tossed ship. It is either a reaction. Craft skills are specifically focused on creating objects. small boat in rough water. small boat in rapids.Modifiers –10* –5* +5* Condition Climbing inside an air duct or other location where one can brace against two opposite walls. This reduces the normal Climb DC by 5. Concentration (Con) In a world of hissing steam engines and clanking machinery. Craft (mechanical). If the Concentration check fails. To use a Craft skill effectively. so as to avoid attacks of opportunity altogether. Some Trained Only) This skill encompasses several categories. If the Concentration check fails. Craft (structural) and Craft (visual arts). Craft (electronic). by harsh weather and so on) while engaged in some action that requires the character’s full attention. A character with the Focused feat gets a +2 bonus on all Concentration checks.188. the character may attempt the action normally without incurring any attacks of opportunity. If the Concentration check succeeds.

poisons. Alchemical Compounds: A throwback to the days before the scientific method.) Devastating (10d6/25-ft. Type of Chemical Holy water (flask) * Alchemist’s fire (flask) Match Smokestick Sunrod Tanglefoot bag Thunderstone Gunpowder (horn) Percussion cap (12) Purchase DC 12 12 1 11 3 14 13 2 2 Craft DC 15 20 20 20 25 25 25 20 15 SKILLS Time 5 min 8 hr 10 min 5 min 12 hr 24 hr 1 hr 1 hr 2 hr * Requires the intervention of an ecclesiastic occultist. alchemical compounds are curious substances that serious chemists learn to create as amusements. An explosive compound does not include a fuse or detonator. Gaseous poisons must be inhaled to be effective.188. A base of a certain type counteracts an acid of the same type or a less potent type but has no effect at all upon a more potent type. The exceptions are the writing and analytical programming Specialities of Craft (expression).) Purchase DC 6 12 16 20 25 30 Craft DC 10 15 20 25 30 35 Time 1 rnd 10 min 1 hr 3 hr 12 hr 24 hr * The figures in parentheses are typical damage/burst radiuses for each type of explosive. Type of ScratchBuilt Explosive Improvised (1d6/5-ft. a character can take 20 because the character does not use up any raw materials and thus no Wealth check is required to use the skill. Connecting a fuse or detonator requires a Craft (mechanical) check. explosives. If the check fails by 5 or more. Poisonous Substances: Solid poisons are usually ingested. the raw materials are wasted. he could either increase the DC by +2. the explosive compound detonates as it is being made. the final product is a piece of solid material. contemporary chemists have perfected and refined their trade so that while the product is more accessible to the masses. Trained Only) Inheriting the ages-old craft of alchemy. Type of Chemical Mild (1d6/1d10) * Potent (2d6/2d10) Concentrated (3d6/3d10) Purchase DCs 8 12 16 Craft DCs Acid Base 15 10 20 30 15 20 Time 1 min 30 min 1 hr Explosives: Building an explosive from scratch is dangerous. 76 141. Bases neutralize acids but do not deal damage. though they still retain their usefulness.with a Purchase DC equal to the raw materials +3. alchemical compounds. about the size of a brick. explosives and poisonous substances. He cannot however. If the check succeeds. dealing half of its intended damage to the builder and anyone else in the burst radius. if he exceeds the DC by 10 points. reduce the time by 20% or increase the DC by +1 and reduce the time by 10%. since doing so represents multiple attempts and the character uses up the raw materials after the first attempt. A character with the Builder feat gets a +2 bonus on all Craft (chemical) checks.) Moderate (4d6/10-ft. alchemical compounds. This skill allows a character to mix chemicals to create acids. Generally. If the Craft (chemical) check fails.157. bases. For every 5 points that the character exceeds the DC he can either increase the Purchase DC by +1. Special: A character without a chemical kit takes a -4 penalty on Craft (chemical) checks. a character can take 10 when using a Craft skill to construct an object. Specialities: Acids and bases. Craft (chemical) (Int. Liquid poisons are most effective when injected directly into the bloodstream.166 .) * Simple (2d6/5-ft. Full information about poisons is on pg 207. in the Adventuring section of the A World of Adventure chapter.) Complex (6d6/15-ft. The effects of the different substances are explained in the Equipment and Wealth chapter. * The dice rolls in parentheses are typical splash damage/immersion damage caused per round of exposure to the acid. Acids and Bases: Acids are corrosive substances that deal acid damage. thus. the time cannot be reduced to less than 50%). take 20.) Powerful (8d6/20-ft. the preparation still retains its inherent difficulty. or reduce the time needed to create the item by 10% (regardless of the result.

Craft (pharmaceutical) (Int. clockworks and other gadgets. revolver pistol) Advanced (analytical engine. firearms. as even the most sophisticated machine needs a solid framework to rest upon. see The Power of Steam chapter. For truly amazing mechanical devices. A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks. as noted in their description.157. the practice of making remedies has come into its own as health and medicine are better understood thanks to scientific development.Craft (mechanical) (Int. firearms. Type of ScratchBuilt Mechanical Device Simple (tripwire trap) Moderate (clockwork power source) Complex (clockwork power source. Trained Only) Construction is the core ability of a Steampunk society. Specialities: Clockworks. When building a mechanical device from scratch. traps. Certain drugs have a DC modifier to their craft checks. or advanced compared to current technology. Those with the knowledge and talent to create mechanical devices. are greatly valued and are sure to achieve much in life. The Purchase DC for a given illicit drug in the Equipment chapter is cross referenced with the one listed there to determine how long it takes to make ten doses of the drug and the base Craft DC to do so. 16 25 24 hr The Craft (pharmaceutical) check is based on the severity of the disease or poison to be countered as measured by the DC of the Fortitude save needed to resist it. A character with the Treat Injury Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks. moderate. including engines and engine parts. for which see above. This skill allows a character to build mechanical devices from scratch. Poisons can be created with Craft (chemical). 77 141. motors and engines. Disease/Poison Fortitude Save DC 14 or lower 15–18 19–22 23 or higher Purchase DC 5 10 15 20 Craft DC 15 20 25 30 Time 20 30 60 hr 25 35 100 hr Special: A character without a mechanical tool kit takes a -4 penalty on Craft (mechanical) checks. from simple toys to complicated contraptions. the character describes the kind of device he wants to construct. complex. the ability to build structures is still greatly valued. Specialities: Medicaments (for disease). Trained Only) Separate from alchemy and its daughter chemistry. genius characters can build amazing machines. drugs.166 . antitoxins (for poisons and drugs). then the Games Master decides if the device is simple. electrical devices. steamworks. Craft (structural) (Int) Perhaps the lesser of the crafting trades. clockthing) Extreme (steam locomotive) Purchase DC 5 12 Craft DC 15 20 Time SKILLS 1 hr 12 hr circumstance bonus on Fortitude saves made to resist the effects of a disease or a poison. A medicinal drug gives a +2 1 hr 3 hr 6 hr 12 hr Special: A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks. This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses or counter the effects of poison.188.

scalding him like boiling water. he kept quiet. ‘Sloppy. metalworking. desks. handicrafts. complex or advanced in scope and difficulty. stone. Special: A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks. A character decides what he wants to do. buildings.Jerrek heard footsteps moving slowly up to his bedroll.188.’ The thing in her other hand did not look like a weapon. words (writing and print shop design) and even the more complex disciplines of programming an analytical engine or sketching telluric circuitry to combine the power of magic with the discipline of science. though her hands were no gentler. This skill allows a character to express thoughts and ideas through material objects. seaming and weaving. leather or metal from scratch. Even when she started stitching the wounds closed. though. such as visual media (paintings. he saw a roll of bandages and a clay pot filled with some kind of fatty cream. moderate. domed ceiling) Advanced (house. then the Games Master decides if the structure is simple. considering that some crafts require very particular equipment like oils and paints. cinematography and so on). a photographic or cinematographic camera. the pain worsening by the second. Purchase DC 5 Craft DC 15 Time 12 hr 10 20 24 hr 15 25 60 hr 20 30 600 hr 30 35 6000 hr 78 141. the character describes the kind of structure he wants to construct. pen and paper or a large and bulky printing engine. If I’d wanted you dead. Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment. Visual Arts. weaponsmithing. non-mechanical weapons like swords and bows. suits of armour. including bookcases. the result of which determines the quality of the work. you would be. ‘Okay. It was a small bag with an herbal. Inside. It might have been the way she was not jabbing at him with her needles nearly as hard. The cream stung. Type of Scratch-Built Structure (Examples) Simple (bookcase. lithographs. Writing and Printing: Unlike other Craft Specialities. she knelt down beside him and opened the pouch. She turned him over and pulled the bedroll down to expose his legs. expression is both an art and an industry. woodworking. Jerrek. yet experts at such crafts are finding recognition for their talent as their trade emerges and technology helps spread it through the media. assuming space and permits can be obtained) Extreme (apartment complex) When building a structure from scratch. almost acrid smell. then came up with a long knife from under his pillow. the face above it marked with a woman’s sardonic grin. leatherworking.166 . He did not give her the satisfaction of crying out. There was something about her that was different now. Specialities: Armoursmithing. This catch-all skill allows a character to build nonmechanical objects and structures made of wood. photographs. what do you want?’ As he spoke. SKILLS ‘You got bit a ways back. and includes such handyman skills as plumbing. or the fact that she was using a medicine that did not burn like acid any more. the basic components have a purchase DC of 5. telluric sketching. clothes. He had not heard a warning from Gail but he was still worried. printing operation. house painting and building cabinets. writing. Craft (expression) (Int) Expressing thoughts and ideas is wholly different than creating practical things. houses and so forth. Down here.157. he would not have been surprised to have something walk out from the raw stone walls themselves. A character with the Builder feat gets a +2 bonus on all Craft (structural) checks. bowmaking and fletching. cloth. She was acting oddly. Instantly an armoured hand blocked the blade. analytical programming. walls. and he did not trust that any farther than he could throw a sentinel cog. furniture.’ Her tone was lighter than usual. Specialities: Visual arts. He relaxed and pulled the blade back. I want to make sure you don’t get sick on us. He waited until the sound came close. shed with power) Complex (bunker. false wall) Moderate (locking armoured gun case. The character rolls a Craft (expression) check.

the name the scientists give to magic. all with their own DC. the synergy bonus granted is only equal to the maximum that the components allow. Telluric Sketching: This is the ability to trace patterns and diagrams by which telluric power. can manifest in specific effects. Profession.157.Skill Check Result 9 or lower 10–19 20–24 25–30 31 or higher Effort Achieved Untalented amateur Talented amateur Professional Expert Master Creating a work of expression requires a full-round action at the very least and usually takes an hour. An engine with Intelligence 16 thus needs three successful checks to activate its full +3 modifier. Read/ Write/Speak Language. Success in the Craft (expression) check grants the engine 1 rank in one of the skills it knows or the first rank in a new skill. depending on the scope of the project. which means that multiple checks activate the engine’s Intelligence modifier until it reaches the maximum for its Intelligence score. in which case he grants his comrade the ability to input the desired skill ranks into the analytical engine instead of granting him a +2 bonus to the Craft (expression) check. a character can teach an analytical engine to perform certain functions. although another character with such skills may assist him with the aid another action. Gamble. Forgery. The basic components cost for a telluric circuit have a Purchase DC of 5. or more. A single check activates a +1 modifier.166 . a day. if the character did not provide for materials the roll’s quality would provide. Perform. Skill Check Result 9 or lower 10–15 16-20 21–25 25-30 31 or higher Synergy bonus granted +0 +1 +2 +3 +4 +5 SKILLS Type of Analytic Instruction Simple (artificial expertise) Moderate (specific instruction) Complex (artificial intelligence) Time 1 hr 2 hr 4 hr Artificial Intelligence: Analytical engines start with a virtual Intelligence score of 10 to 20. The former employ them in amazing machinery and the latter to trace magical diagrams for their rituals. Only geniuses and occultists have any use for telluric sketching. A character can ‘teach’ an analytical engine a number of functions. Craft DC 15 20 25 Artificial Expertise: Analytical engines can be taught skills. An analytical engine can learn one skill per point of its activated Intelligence modifier. workbench or laboratory table. A character cannot program more skill ranks in any skill than he himself has. Drive. Increasing the engine’s Intelligence score is a matter of hardware engineering and depends upon use the Craft (mechanical) skill.188. As an independent discipline. against a DC of 20. the result of which determines the quality of the circuit and the synergy bonus it grants to the work performed inside the circuit. With a successful Craft (expression) check. telluric sketching is useful to bolster other scientific or magical endeavours. Pilot. Disable Device. if a character rolls a 21 on his check (which grants a +3 79 141. If the test is successful. as are magical rituals in The Occult chapter. This score is not useful for anything but the measurement of the learning capacity of the engine and the provision of a bonus to its other functions. which are those found in the Equipment and Wealth chapter and for amazing machines with the Limited Sentience special feature. Reputation Increase: Work of an Expert or Master quality can raise a character’s Reputation score. Decipher Script. plus the synergy bonus attained. Specific Instruction: An analytical engine can be taught to perform a simple task that it could possibly perform with the equipment it can control. The Games Master decides which instruction is appropriate for any given analytical engine. all Knowledge skills. Navigate. More sophisticated engines like those provided by the Full Sentience feature or those that construct characters possess are capable of learning on their own. a character can activate a +1 modifier from the analytical engine’s Intelligence. The character makes a Craft (expression) check to trace a telluric circuit or magical diagram around a power source. This is only possible with ‘dumb’ analytical engines. adding +1 for an Expert work or +2 for a Master work. the artist’s reputation goes up 1 point. For example. and only one test can be made every 6 months. Repair. These instructions are similar to those for the Handle Animal skill. Research and Treat Injury. Investigate. Make a Reputation test. along with its uses. this limits the modifier to a maximum of +5. the Intelligence modifier must be ‘activated’ through programming before the engine can use it. Even so. Appropriate skills for analytical engines are: all Craft skills except Craft (expression). Telluric circuitry is fully described in The Power of Steam chapter. Analytic Programming: By means of the Craft (expression) skill. Artistic endeavours can never raise a character’s Reputation score by more than +5. A character cannot activate a modifier higher than that which the score could give to a normal character.

See the same chapter for further rules on that aspect of the Diplomacy skill. text completion. where secrets are hidden beneath layers of encrypted language. participants roll opposed Diplomacy checks to see who gains the advantage. The DCs given in the accompanying table show what it takes to change someone’s attitude with the use of the Diplomacy skill. failure means that the character does. bribery requires two willing participants – one to offer a bribe and the other to accept it. In negotiations. Trained Only) The ruins of old still hide their secrets from modern explorers and scholars. If the check succeeds. The base DC is 20 for the simplest messages. If a bribe is not customarily required. the people the heroes meet are indifferent toward them but a specific situation may call for a different initial attitude. The Games Master secretly makes both the skill check and the Wisdom check so the character cannot tell whether the conclusion drawn is accurate or not. Bribery allows a character to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering. An illegal act. The circuit is burned when telluric energy courses through it to grant the bonus to the roll performed inside. Diplomacy can be used to influence a Non-Player Character’s attitude. Check: A character can change others’ attitudes with a successful check. The character does not declare a specific outcome he is trying for. Time: Diplomacy is at least a full-round action.bonus) but only provided for materials with a Purchase DC of 7. contemporary codes. The skill to understand hidden messages also extends to modern times. Specialities: Ancient languages. unless conditions change or new information is uncovered. then his Diplomacy check automatically fails if a bribe is not attached to it. see the table below. trying again does not work.166 . Diplomacy is directly affected by the Allegiances rules from the Character Background chapter. in the right situation. Success means that the character does not draw a false conclusion. Time: Decryption takes 1 full round or more. reading about one page of text or its equivalent in 1 minute. A character with five or more ranks in Bluff. provided they are applicable to the script in question. This can also be used to interpret the meaning of an incomplete text. his telluric sketch would only grant a +2 bonus. If the initial check fails. mechanical aid usually speeds up the process. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party. Try Again: No. Extended use of this skill also influences how Contacts are developed. Helpful texts or analytical engines can provide a bonus (usually a +2 circumstance bonus) on the check. Review those rules when adjudicating any use of this skill. The clashes that such encounters cause are rife with opportunity for those with the talent to mediate. The Games Master chooses the character’s initial attitude based on the circumstances. the Games Master makes a Wisdom check (DC 10) for the character to see if he avoids drawing a false conclusion about the text. The Games Master may determine that some negotiations require a longer period of time. Check: A character can decipher writing in an ancient language or.188. gifts or both. such as passing a checkpoint in a corrupt republic. make the check and compare the result to the table on the next page. Decipher Script (Int. improve a character’s chances with a Diplomacy skill check. A character with the Studious feat gets a +2 bonus on all Decipher Script checks. the other character has probably become more firmly committed to his position and trying again is futile. the other character can only be persuaded so far. in code. 80 141. The Games Master is the final authority on retries of this skill but second chances should be expensive in time. who must piece together forgotten scripts to discern the language of the ancients. Special: A character can take 10 when making a Diplomacy check. more often. Even if the initial check succeeds. A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks. Special: A character with the Creative feat gets a +2 bonus on all Craft (expression) checks. instead. Special: A character can take 10 when making a Decipher Script check but cannot take 20. Knowledge (behavioural sciences) or Sense Motive gains a +2 synergy bonus to Diplomacy checks. The Games Master determines how long this skill actually takes to use. If the check fails. Bribery and Diplomacy: Offering money or another form of favour can. and 30 or higher for intricate or complex codes or exotic messages. 25 for standard codes. Try Again: Generally.157. Most of the time. depending on the complexity of the code. SKILLS Diplomacy (Cha) The Empire grows day by day and comes into contact with countless new cultures. but cannot take 20. When a character requires a bribe to achieve a diplomatic task. the character understands the general content of a piece of writing.

Disabling traps and conducting sabotage requires a mechanical tool kit or some other equipment. though the character must be aware that he has failed in order to try again. Initial New Attitude something goes wrong. complex devices have higher insult DCs. a character can rig simple then a character can add a bribe to gain a bonus on his devices to work normally for a while and then fail some skill check. Indif. This skill can accomplish several different things. Time: Disabling a simple mechanical device is a fullround action. Trained Only) Machines are flooding the streets and becoming a mainstay of civilisation. watch suspiciously. The DC depends on the quality of the lock.188. berate. If the character does not have the appropriate tools. he takes a -4 penalty on his check. make a Wealth check. disable traps. 81 141. the character springs Hostile 19 or less 20 25 35 45 it.166 . If the check Friendly Wishes you well Chat. the character has failed but can try again. Unfriendly 4 or less 5 15 25 35 the character thinks the device Indifferent — 0 or less 1 15 25 is disabled but it still works Friendly — — 0 or less 1 15 normally. More intricate and Unfriendly Mislead. all of which a given character can attempt. Typical DCs are shown below. advise. but the Games Master may modify the DC as he sees fit. he gains a +2 bonus on the Diplomacy check. This can backfire. If it is some sort of sabotage. assuming he has the proper equipment on hand to do so.Traps and Sabotage: Disabling (or rigging or jamming) a simple mechanical device has a DC of 10. If the Difficulty for Diplomacy Checks character fails by 5 or more. avoid. Disguise (Cha) Appearing to be someone else is not only useful in the stage of theatrics. back up. depending on the nature of the device. Possessing the proper tools gives a character the best chance of succeeding on a Disable Device check. Opening a lock requires a lockpick. Specialities: Lockpicking. increase the bonus by +1 (to a total maximum bonus of +10).157. The Games Master Indifferent Does not much care Act as socially expected rolls the check. Special: A character can take 10 when making a Disable Device check. flee To bribe a character. authorities. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks. Friendly Helpful is a trap. as some characters will be time later. aid the device. If it Attitude Hostile Unf. heal. Knowing how to deactivate and sabotage them is a boon for many who are jealous of technology’s progress. If the hero succeeds in the check. gossip. sabotage device. Open Lock: A character can pick conventional locks and finesse combination locks. For every point by which he beats the DC. unless the character is trying to prevent his tampering from being noticed. or for those who know how to abuse it for their own ends. A character can take 20 to open a lock or to disable a security device. the character disables Helpful Will take risks to Protect. advocate succeeds. offer limited help. Bribe Target Clerk Minor Bureaucrat Official or Law Man Noble or Notable Character Purchase DC 6 7 10 15 Difficulty for Open Lock Checks Lock Type (Example) Cheap (briefcase lock) Average (home lock) High quality (business lock) High security (average government vault) Ultra-high security (mad scientist’s vault) DC 20 25 30 40 50 SKILLS Try Again: Yes. Attitude Hostile Means Will take risks to hurt or avoid you Wishes you ill Possible Actions Attack. usually after 1d4 rounds or minutes of use. Intricate or complex devices require 2d4 rounds Disable Device (Int. insulted by a bribe offer (their attitude changes one step More permanent modification requires use of the Craft for the worse) and others will report the hero to the proper (structural) skill and additional time. interfere. With this skill. If the check fails help you by 4 or less. Check: The Games Master makes the Disable Device check so that the character does not necessarily know whether he has succeeded. The character must have a lockpick set to attempt this task. but also for seedier pursuits like that of the intelligencer infiltrating an enemy stronghold or the swindler enacting a confidence trick.

Special: A character can take 10 when driving. middle age. or when the character is driving during a dramatic situation or an action sequence. they are automatically treated as suspicious if the character assumes the same disguise again. an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. adult. or is trying to reach a destination in a limited amount of time. young adult. Make one Disguise check even if several people make Spot checks. If the character does not draw any attention to himself. such as inclement weather or an icy surface. SKILLS * Per step of difference between the character’s age category and the disguised age category. but cannot take 20. Disguise Minor details only Appropriate uniform or costume Disguised as different sex Disguised as different age category Modifier +5 +2 –2 –2 * Time: A Disguise check requires 1d4 x10 minutes of preparation. the suspicious person gets to make a Spot check. but for every foolproof trap. the character can attempt a number of manoeuvres. then those who know what that person looks like are automatically entitled to make Spot checks. The Games Master makes the character’s Disguise check secretly so that the character is not sure how well his disguise holds up to scrutiny. treating it as an aid another attempt. Try Again: Most driving checks have consequences for failure that make trying again impossible. there is always a better fool. sailed vehicles. Special: A character can take 10 or take 20 when establishing a disguise. There is no penalty for operating a general-purpose land vehicle. If the character casually meets many different people. Restraint Ropes Net Manacles Tight space Grappler DC of Escape Check Opponent’s Use Rope check +10 20 35 30 Opponent’s grapple check 82 141. others do not get to make Spot checks. Trained Only) Vehicles that can be operated by a single person. Familiarity Recognises on sight Friend or associate Close friend Intimate Bonus +4 +6 +8 +10 Usually. A character without a disguise kit takes a –4 penalty on Disguise checks. tread vehicles. If the character comes to the attention of people who are suspicious.166 . however. or at least a small crew. See the chapter A World of Adventure for more details. A character can help someone else create a disguise for him. If others saw through the previous disguise. Categories proceed as follows: child. A character with the Deceptive feat gets a +2 bonus on all Disguise checks. Check: Make a check to escape from restraints or to squeeze through a tight space.157. using an average Spot modifier for the group and assuming they take 10. Check: Routine tasks. old and venerable. Armour Penalty) Bonds and restraints are as prevalent in the Steampunk age as they ever were. When driving. A character with the Vehicle Expert feat gets a +2 bonus on all Drive checks. depending on circumstances.188. are replacing the old ways of travel and the ability to drive such vehicles is now something all selfrespecting citizens must learn. mechanical water vehicles. Drive (Dex. Escaping from captivity is a skill learned by criminals since they were street urchins and cultivated also by more fortunate folk who simply dislike being restrained. The effectiveness of the character’s disguise depends in part on how much the character is attempting to change his appearance. legged vehicles. hover vehicles. such as ordinary driving. Furthermore. the Games Master checks once per day or hour. It is opposed by others’ Spot check results. oared water vehicles.Check: A character’s Disguise check result determines how good the disguise is. do not require a skill check. such as when the character is being chased or attacked. Time: A Drive check is a move action. spending a short amount of time with each. If the character is impersonating a particular individual. Escape Artist (Dex. A character with five or more ranks in Bluff gains a +2 synergy bonus to Disguise checks to act in character. whether they have access to a vehicle or not. The Games Master can assume that such observers take 10 on their Spot checks. Specialities: Wheeled vehicles. Make a check only when some unusual circumstance exists. The Drive skill is generic and is thus useful for all land based and water based vehicles. they gain a bonus on their Spot checks as indicated below. though the character can assume the same disguise again at a later time. Try Again: No. The Games Master makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter.

Documentation floods the halls of organisations with orders. a character’s Escape Artist check is opposed by the Use Rope check result of the opponent who tied the bonds. Escaping a net is a full-round action. For a tight space. The slipknot on the bandages tightened and he felt the circulation to his hands and feet begin to cut off. you’d have to work pretty hard to keep me down. What do you want?’ His tone was incredulous. Doing so is an attack action. A character with five or more ranks in Use Rope gains a +2 synergy bonus to Escape Artist checks when escaping from rope bonds. In this bureaucratic mayhem. the Games Master may call for multiple checks. the elf had done something with her bandages that had both his arms bound and a line of gauze down to his ankles. because the opponent is not actively opposing the character. Before he knew it. In order to forge a document. something he had never expect to leave her lips . so that the character is just being grappled rather than pinned. Forgery (Int. or other restraints (except a grappler) requires 1 minute. I wanted to see if you were right. ‘You keep saying that. This was about as vulnerable as he could get. chains and other restraints. While he was receiving treatment for his wounds. woman. Since it is easier to tie someone up than to escape from being tied up.166 . The complexity of the document. the character can make additional checks as long as he is not being actively opposed. That changed as soon as he struggled. Time: Making a check to escape from being bound by ropes. team mate or not. a character can take 20 if he is tied up. you would be. enterprising ruffians can mimic such works using their trained abilities. but a lousy piece of work is recognisable to all.For ropes. making multiple checks. Trust me. Squeezing through a tight space takes at least 1 minute. the opponent gets a +10 bonus on his Use Rope check. the character’s degree of familiarity with it and whether the character needs to reproduce the signature or handwriting of a specific individual all provide modifiers to the Forgery check. A character can take 20 if he is not being actively opposed. A character with five or more ranks in Escape Artist gains a +2 synergy bonus to Use Rope checks when binding someone. a check is only called for if the character’s head fits but his shoulders do not. ‘You still haven’t answered my question. depending on the distance that must be crossed. If the space is long. SKILLS Check: Forgery requires materials appropriate to the document being forged and some quantity of working time. Special: A character can take 10 on an Escape Artist check. Heshia was acting strangely and his first instinct was to go on the defensive. A forger is allowed to know the check result and gains a retry if the document’s final check is 10 or less. which was far more exposed than he ever wanted to be to one of her kind. If the situation permits. I am just doing my job. A character can make an Escape Artist check opposed by his opponent’s grapple check to get out of a grapple or out of a pinned condition. elf?’ he demanded angrily. the character needs to have seen a similar document before. This was only made worse by his prostrate position. ‘You said I would have to work hard to keep you down.188. but not terribly painful. Jerrek had to be on his stomach with his back facing the elf woman. A character cannot fit through a space that his head does not fit through.’ 83 141. such as an airshaft. If I wanted you dead. human. maybe longer.’ He tensed. so if the character escapes the grapple he can move in the same round.157. A character with the Nimble feat gets a +2 bonus on all Escape checks. ‘Relax.’ Jerrek groaned. Quality is hard to judge. He was not even sure why he had said it. Some Trained Only) Papers are becoming more important with the advent of the printing press. ‘What are you playing at?” He heard something new from Heshia. ‘What are you doing. Heshia just had a way of getting under his skin. handcuffs. The binding was tight.a laugh. petitions and authorisations. as shown below. wondering if that comment would earn him a dagger in the back or a clout to the head. even though it is an opposed check. Try Again: A character can make another check after a failed check if the character is squeezing through a tight space. Check Modifier +0 -2 -4 -8 -16 Inspection Time 10 min 20 min 1 hr 4 hr 24 hr Document Type Simple (forged letter) Moderate (ship manifesto) Complex (identification papers) Difficult (property deeds) Extreme (royal decrees) The Games Master makes the character’s check secretly so the character is not sure how good his forgery is.

Apply this modifier along with one of the other three whenever appropriate. the Games Master can opt to make a single roll for all of them. the house does not get a bonus on its Gamble check for the purchase DC. A character with the Meticulous feat gets a +2 bonus on all 84 141. The Forgery skill is also used to detect someone else’s forgery. or studied at leisure) Forger has produced other documents of same type Document includes specific signature * Use all modifiers that apply from this list. Every Gamble check made within the same month suffers a cumulative -1 circumstance penalty and a character can never benefit from more than a total of +5 to their current Wealth bonus at any one time. If the stake is higher than the character’s Wealth bonus before applying any reductions from purchasing the stake. particularly in the colonies and other barbaric settings. many people turn to games of bluff and chance to make their living.Only moderate level forgeries can be attempted without at least one rank in this skill. he wins and gains an increase to his Wealth bonus. Examiner’s Condition Type of document unknown to examiner Type of document somewhat known to examiner Type of document well known to examiner Document is put through additional tests * Examiner only casually reviews the document * Modifier –4 –2 +0 +4 –2 Modifier -4 +0 +4 +4 -4 Forgery checks.166 . The character might come out ahead. SKILLS * Cumulative with any of the first three conditions on the table. or one that requires the examiner to relinquish a possession or a piece of information. Familiarity* Unfamiliar (seen once for less than a minute) Fairly familiar (seen for several minutes) Quite familiar (on hand. Time: Forging a short. one must be able to read and write the language in question. The character’s Gamble check is opposed by the Gamble checks of all other participants in the game. the character does not lose anything either.188. If the stake is within the character’s means (that is. the document is determined to be fraudulent. assume the house has a Gamble skill modifier equal to the stake purchase DC. Check: To join or start a game. there also are refined games of chance that respectable citizens can partake in and gain a reputation as gentlemen (and ladies) of skill and fortune. since the forger is not sure of the quality of the original forgery.157. A character can take 10 when making a Forgery check. Since paying the stake did not cost any points of Wealth bonus. or the Games Master sets it if the character joins a game. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. Stakes run from penny-ante (purchase DC 4) to astronomical (purchase DC 24). a character must first pay a stake. A character cannot take 20 when purchasing a stake. The amount of the increase depends on the difference between the character’s check result and the next highest result among the other participants. orders. As well as these back-street sports. The character sets the purchase DC of the stake if he starts the game. but the amount is not enough to affect his Wealth bonus. Gambling is a risky proposition but it is also one that can only be attempted infrequently with any real success. can increase the examiner’s suspicion (and thus create circumstances favourable to the examiner’s opposed Forgery check) as determined by the Games Master. it is equal to or less than his Wealth bonus) the character stands no chance of winning any significant amount. Regardless of the stake purchase DC. Gamble (Wis) Rather than plying a respectable trade. but cannot take 20. Try Again: No. Longer or more complex documents take 1d4 minutes per page or longer. A character without a forgery kit takes a –4 penalty on Forgery checks. If playing at a casino. If the examiner’s check result is equal to or higher than the original Forgery check. If the character beats all other participants. then the character gets a +1 bonus on his Gamble check for every point the purchase DC is above the character’s Wealth bonus. using the highest Gamble skill modifier among them and adding a +2 bonus to the check. A document that contradicts procedure. or previous knowledge. The examiner gains bonuses or penalties on his check as given in the table below. Special: To forge documents and detect forgeries. the skill is language-dependent. If there are many characters participating. simple document takes about 1 minute.

The private laboratories of scientists and the gardens of the nobles have trained dogs guarding them. If your check succeeds. and the cost and DC increases accordingly for the type of information the character seeks to gather. gossip and the like. ‘Push’ an Animal: To push an animal means to prompt it to perform a task or trick that it does not know but is physically capable of performing. Type of Information General Specific Restricted Protected DC 10 15 20 25 Purchase DC 5 10 15 20 Handle Animal DC 10 25 15 or 201 15 or 201 15 + HD of animal See the specific trick or purpose below. Increase the Wealth check DC by 2 for each +1 circumstance bonus the character wants to add to his skill check. Special: A character cannot take 10 or take 20 when making a Gamble check. The character can increase the amount of money used to gather information. This result assumes that no obvious reasons exist why information would be withheld. Time: A Gamble check requires 1 hour. Trained Only) Although machinery is replacing the old forms of transport and labour. wagons and yokes. gaining a circumstance bonus by effectively offering a bribe. Knowing how to catch it is a valuable tool for those wishing to find their bearings quickly. Time: A Gather Information check takes 1d4+1 hours. either for the one asking the questions or the one providing the answer. General Purpose Combat riding Fighting Guarding Heavy labour Hunting Performance Riding DC 20 20 20 15 20 15 15 General information concerns local happenings. A character with the Confident feat gets a +2 bonus on all Gamble checks. animals remain the friends of common folk and can still be seeing hauling carts. as given in the table below. a character can get a feel for the major news items in a neighbourhood. The higher the check’s result. not necessarily offering a character extra money. A character with the Trustworthy feat gets a +2 bonus on all Gather Information checks. A character with five or more ranks in Knowledge (local) gains a +2 synergy bonus to Gather Information checks in that area. If the situation does not require the expenditure of money. the better the information. Restricted information includes facts that are not generally known and requires that the character locate someone who has access to such information.188. while adventurers will frequently have to trek out to their remote destinations on horses or camels. Some even serve in battle as their ancestors have for thousands of years. no Wealth check is necessary. Protected information is even harder to come by and might involve some danger. Special: A character can take 10 when making a Gather Information check. Specific information usually relates to a particular question. Task Handle an animal ‘Push’ an animal Teach an animal a trick Train an animal for a general purpose Rear a wild animal 1 Gather Information (Cha) Gossip circulates in high places and low. unless the character wants to put up another stake. but cannot take 20. the animal performs the task or trick on its next action. but it takes 1d4+1 hours for each check. Try Again: No. Information ranges from general to protected.166 . This category also covers making an animal perform a forced march or 85 141. Check: The DC depends on what the character is trying to do. If the animal is wounded or has taken any non-lethal damage or ability score damage. There’s a chance that someone will take note of anyone asking about restricted or protected information. or to gather clues that their eyes have missed. Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks. SKILLS Handle Animal (Cha. hot food and such like. and characters may draw attention to themselves if they repeatedly pursue a certain type of information. the DC increases by 2.Check Result Difference 1–9 10–19 20–29 30–39 40 or more Wealth Bonus Increase +1 +2 +3 +4 +5 Try Again: Yes. Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows.157. though the process might entail buying more expensive drinks. rumours.

down. rolling over. down and guard. come. and it will comply if able. An animal that does not know this trick continues to fight until it must flee (due to injury. the animal must have an Intelligence score of 2. The character may also ‘upgrade’ an animal trained for riding to one trained for combat riding by spending three weeks and making a successful Handle Animal check (DC 20). defend. It does not challenge other creatures that come by. heel. Teaching an animal to attack all creatures (including unnatural creatures. an animal will attack only humanoids. An animal with an Intelligence score of 1 can learn a maximum of three tricks. Training an animal for guarding takes four weeks. Warhorses and riding dogs are already trained to bear riders into combat and they do not require any additional training for this purpose. guard and heel. Training an animal for combat riding takes six weeks. such as undead or constructs) counts as two tricks. the animal fetches some random object. the character can command the animal to defend a specific other character. Guard (DC 20): The animal stays in place and prevents others from approaching. Heel (DC 15): The animal follows the character closely. Defend (DC 20): The animal defends the character (or is ready to defend him if no threat is present) even without any command being given. Come (DC 15): The animal comes to the character. waiting for the character to return. the following. Training an animal for heavy labour takes two weeks. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. If the animal is wounded or has taken any nonlethal damage or ability score damage. down. though if the creature is capable of learning additional tricks above and beyond those included in its general purpose. you can simply train it for a general purpose. Down (DC 15): The animal breaks off from combat or otherwise backs down. Perform (DC 15): The animal performs a variety of simple tricks. An animal can be trained for only one general purpose.188. though it still defends itself if it needs to. Guarding (DC 20): An animal trained to guard knows the tricks attack. Attack (DC 20): The animal attacks apparent enemies. Normally. seek 141. If the character does not point out a specific item. Teach an Animal a Trick: A character can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. If the check succeeds. an animal’s purpose represents a pre-selected set of known tricks that fit into a common scheme. roaring or barking and so on. the DC increases by 2. such as guarding or heavy labour. Heavy Labour (DC 15): An animal trained for heavy labour knows the tricks come and work. while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate. the animal performs the task or trick on its next action. monstrous humanoids or other animals. even to places where it normally would not go. Fighting (DC 20): An animal trained to engage in combat knows the tricks attack. Possible tricks (and their associated DCs) include. Work (DC 15): The animal pulls or pushes a medium or heavy load. fetch. This requires the animal to have the scent ability.forcing it to hustle for more than 1 hour between sleep cycles. Essentially. Track (DC 20): The animal tracks the scent presented to it. such as sitting up. Stay (DC 15): The animal stays in place. then it may be trained to do them. Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack. but are not necessarily limited to. defend. Alternatively. Train an Animal for a Purpose: Rather than teaching an animal individual tricks. The character may point to a particular creature that he wishes the animal to attack. The animal must meet all the normal prerequisites for all tricks included in the training package. even if it normally would not do so.157. Hunting (DC 20): An animal trained for hunting knows the tricks attack. a fear effect or the like) or its opponent is defeated.166 SKILLS 86 . Fetch (DC 15): The animal goes and gets something. Training an animal for a purpose requires fewer checks than teaching individual tricks does but no less time. Training an animal for fighting takes three weeks. down and stay. If the package includes more than three tricks.

the hiding place has to be within 1 foot for every rank the character has in Hide. rearing or training. the character must invest the remainder of the time to complete the teaching. The character can move up to half his normal speed and hide at no penalty. Cover and concealment grant circumstance bonuses to Hide checks. heel. A character with five or more ranks in Handle Animal gains a +2 synergy bonus to Ride checks. or it can be taught as a domesticated animal later. the character must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before attempting the Handle Animal check. a favoured ability of the untrustworthy. This check. running or charging. yet also valued by those who defend respectable folk from threats that are better not faced openly. Riding (DC 15): An animal trained to bear a rider knows the tricks come. while pushing an animal is a full-round action. A handler can rear as many as three creatures of the same kind at once. but cannot take 20. he cannot hide. If the check fails. A successfully domesticated animal can be taught tricks at the same time it is being raised. The Hide check is also modified by the character’s size: Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Leviathan Modifier +16 +12 +8 +4 +0 –4 –8 –12 –16 –20 SKILLS If people are observing the character. among whom he can mingle to remain unnoticed. Check: A character’s Hide check is opposed by the Spot check of anyone who might see him. Training an animal for riding takes three weeks. except for rearing an animal.166 . Using the skill in this manner assumes that there are other people present with no interest in the character or the person he is pursuing. as shown below. even casually. the character takes a –5 penalty. If the time is interrupted or the task is not followed through to completion. Special: You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal. he can make a Hide check if he can reach a hiding place of some kind. If the subject is worried about being followed. Hide (Dex. however. If the check succeeds. perform and stay. Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. is made at a -10 penalty because the character has to move fast. the attempt to teach.and track. Performance (DC 15): An animal trained for performance knows the tricks come. the attempt to teach. Note that a character cannot hide if he has less than onehalf cover or concealment. Time: A Hide check is an attack action. As a general guideline. At more than half and up to the character’s full speed. Training an animal for hunting takes six weeks. While the others turn their attention from the character. A character with the Animal Affinity feat receives a +2 bonus on Handle Animal checks. rear or train the animal automatically fails. A successful Bluff check can give the character the momentary diversion needed to attempt a Hide check while people are aware of him. he will generally only receive a Spot check after an hour of tailing. If he is unsuspecting. he can make a Spot check (opposed by the character’s Hide check) every time he changes course. Such creatures have the same limit on tricks known as animals do. A character with the Stealthy feat gets a +2 bonus on all Hide checks. a character can use Hide to tail a person in public. Cover or Concealment Three-quarters Nine-tenths Circumstance Bonus +5 +10 Creating a Diversion to Hide: A character can use the Bluff skill to help him hide. Time: Varies. Tailing: Also called shadowing. but the DC of any such check increases by 5. heel and stay. Try Again: Yes. rearing or training time. Armour Penalty) Bustling streets or thick foliage are ideal environments for masking one’s presence. The character can run around a corner so that he is out of sight and then hide but the others then know at least where the character went. exits a building and so on. such as when he goes around a street corner. rear or train the animal fails and the character need not complete the teaching. Handling an animal is a move action. Training an animal for performance takes five weeks. though talents or feats might alter this. Special: A character can take 10 when making a Hide check. It is practically impossible (– 20 penalty) to hide while attacking. fetch.157. 87 141.188. For tasks with specific time frames noted above.

The result of the Investigate check provides bonuses or penalties to the lab workers. If the character has access to a laboratory. It simply allows the character to extract extra information from a clue he has found. If the initial check fails. There are limits to what a successful Intimidate check can do. A character with five or more ranks in Bluff gains a +2 synergy bonus to Intimidate checks. the evidence is usable by a crime lab. On the other hand. If the character does not have the appropriate kit. an investigator can gain another retry but the first check must be made with all the available evidence that has been identified. If either of these eventualities should occur. the other character has become more firmly resolved to resist the intimidator and trying again is futile. Jump (Str. unless there is more of it to take. A character’s Intimidate check is opposed by the target’s level check. The character cannot force the target to obey his every command or do something that endangers the target’s life. a crime lab analysis may be performed but the lab takes a –5 penalty on any necessary check. Collecting evidence requires an evidence kit. A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks. Any modifiers that a target may have to Will saving throws against fear effects apply to this level check. at a crime lab. intimidation is nonetheless a valuable tool when courteous diplomacy has failed. a character can forcibly persuade another character to perform some task or behave in a certain way. that is. the character uses the Investigate skill to collect and prepare samples for the revolutionary task of forensic examination. the character takes a –4 penalty on his check. Circumstances can dramatically affect the effectiveness of an Intimidate check. This function of the Investigate skill does not provide the character with evidentiary items.157. Armour Penalty) Not all routes are smooth and level and people often need to cover impassable distances by jumping over them.166 . To collect a piece of evidence. Investigate (Int. the character takes a –2 penalty to his check for every size category the character is smaller than his target. DC Modifier +2 +5 +2 +4 +6 Circumstances Every day since event (maximum modifier +10) Scene is outdoors Scene slightly disturbed Scene moderately disturbed Scene extremely disturbed SKILLS Collect Evidence: The character can collect and prepare evidentiary material for a lab. Trained Only) New methods of fighting crime give investigators tools they had not possessed before. the lab gains a +2 circumstance bonus on its checks to analyse the material. if the character succeeds by 10 or more. This use of the Investigate skill requires an evidence kit or amazing equipment with the Skill Assist (investigate) special feature. If the character fails. It is modified by the time that has elapsed since the clue was left and whether or not the scene was disturbed. Time: An Intimidate check is a full-round action Analyse Clue: The character can make an Investigate check to apply forensic knowledge to a clue. offer limited help. Try Again: No. Evidence collected cannot be recollected. The base DC to analyse a clue is 15. or take simple actions on the character’s behalf while intimidated. resolved as d20 + the target’s character level or Hit Dice. Try Again: Generally. If the character succeeds. Conversely. If the character succeeds. Special: A character can take 10 when making an Investigate check but cannot take 20. If the character fails by more than 5. It simply allows the character to collect items in a manner that best aids his analysis later. make an Investigate check at DC 15. If the character fails by 5 or more. he may treat the target as friendly for 10 minutes but only for purposes of actions taken while in the character’s presence. analysing a clue again does not add new insight unless another clue is introduced. A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist intimidation. Collecting evidence generally takes 1d4 minutes per object. the other character can only be intimidated so much and trying again does not help. Special: A character can take 10 when making an Intimidate check but cannot take 20. the lab analysis simply cannot be done.Intimidate (Cha or Str. A character may add a +2 bonus to his Intimidate check for every size category the character is larger than his target. the target may actually do the opposite of what the character wishes. Character’s Choice) A rather uncouth method of having one’s way. Check: A character generally uses Search to discover clues and Investigate to analyse them. 88 141. This function of the Investigate skill does not give the character clues where none existed before. Even if the initial check succeeds. to the point of making theirs a respectable and creditable profession. Check: With a successful check. the target retains his normal attitude but will answer questions.188. Time: Analysing a clue is a full-round action.

a typical human can reach 8 feet without jumping. 6-ft. If the character’s speed is greater than 30 feet. Creature Size Leviathan Colossal Gargantuan Huge Large Medium Small Tiny Diminutive Fine Maximum Height 256-ft. A character can start a jump at the end of one turn and complete the jump at the beginning of his next turn. The character ends his movement grasping the far edge. At the midpoint of the jump. which is the speed of a typical human. made to jump up to grasp something overhead. DC * 10 15 20 DC * 25 30 35 * Requires a 20-foot move. High Jump: This is a vertical leap. 20 feet in a straight line before attempting the jump. 3-ft. the character lands on his feet (when appropriate) and can move as far as his remaining movement allows. 16-ft.157. in feet. the character attains a vertical height equal to onequarter the horizontal distance. 30-ft. Without a 20-foot move.whether this involves an adventurer leaping a chasm or a sneak-thief vaulting from roof to roof. he can reach the height. so the DC is not doubled if the character does not get a running start. such as a tree limb or ledge. double the DC. The DC to jump down from a height is 15. If the character fails the check by less than 5. he takes a penalty of –6 for every 10 feet of speed less than 30. Distance moved by jumping is counted against maximum movement in a round. The character’s Jump check is modified by his speed. 8-ft. then he may attempt to pull himself up. All Jump DCs covered for a Long Jump assume that the character can move at least 20 feet in a straight line before attempting the jump. A character can take 10 when making a Jump check.188. If there is no 89 141. 0. double the DC. 2-ft. 15-ft. treat it as one size category smaller.5-ft. he takes falling damage as if he had dropped 10 fewer feet than he actually did. If that leaves the character dangling over a chasm or gap. Standing from a prone position is a move action. since the check is modified by the character’s speed. he can do so with a move action and a Climb check at DC 15. The character does not need a running start to hop up. 25-ft. If the creature is long instead of tall. the maximum height a creature can reach without jumping is given in the table below. 64-ft. which requires a move action and a Climb check at DC 15. he gains a bonus of +4 for every 10 feet over 30. 32-ft. DC * 6 10 14 18 DC * 22 26 30 34 * Requires a 20-foot move. 128-ft. Check: The DC and the distance the character can cover vary according to the type of jump the character is attempting. 1-ft. If this is not the case. 10-ft. A character cannot jump a distance greater than his normal speed. High Jump Distance 5-ft. the character lands prone unless he beats the DC by 5 or more. The difficulty of reaching a given height varies according to the size of the character or creature. High Jump Distance 1-ft. 8-ft. but can make a Reflex saving throw (DC 15) to grab the far edge of the gap. SKILLS If the character succeeds at the check.166 . Jumping Down: If the character intentionally jumps from a height. If the character fails the Jump check. The character does not need a running start in order to jump down. The DCs for high jumps of 1 to 8 feet are given in the table below for convenience. If the character has ranks in the Jump skill and succeeds on a check. he does not reach the height and lands on his feet in the same square from which he jumped. Special: Effects that increase a character’s speed also increase the character’s jumping distance. If this is not the case. The DC for the jump is 2 + the height x4. Long Jump: This is a horizontal jump. 7-ft. Long Jump Distance 20-ft. As a Medium creature. made across a gap such as a chasm or stream. Without a running start. All Jump DCs covered here for the High Jump assume that the character can move at least Hop Up: The character can jump up onto an object as tall as his waist with a Jump check at DC 10. the DC for the jump is doubled. Generally. The DCs for long jumps of 5 to 30 feet are given in the table below. 4-ft. 2-ft. The DC for the jump is equal to the distance jumped (in feet) + 5. If the character attempts a Jump check untrained. so the DC is not doubled if the character does not have a running start. the DC for the jump is doubled. Doing so counts as 10 feet of movement. Long Jump Distance 5-ft. he does not clear the distance. The DCs specified below assume a speed of 30 feet. If the character succeeds on the check. He grasps the object he was trying to reach. If the character wishes to pull himself up. he can take less damage than if he just falls. 4-ft. If the character’s speed is less than 30 feet.

magical rituals. fortifications. A character with the Run feat gains a +2 synergy bonus on Jump checks preceded by a 20-foot move. sociology. players can create new Specialities with the Games Master’s approval. from microscopic entities to whole environments. he thinks it has a purchase DC 1d4+2 higher or lower than its actual value. so he does not know whether the appraisal is accurate or not. inhabitants. mythology. mythical creatures. instead of making up new knowledge categories. each of them treated as a separate skill. famous magicians and psychics. The number of Knowledge categories is kept purposely finite. Do not arbitrarily make up new categories. Specialities: Alienism. therapy. customs. persons and places pertaining to a restricted zone. railroads. the ones listed here are the most common but. legends. specific terrains. The DC depends on how common or obscure the object is. names of scholars of the mind. Check: A character makes a Knowledge check to see if he knows something. Specialities: Magic theory. mythic creatures and races. the character can take 20. techniques and other facts. each one pertaining to a different zone. museums. dance. feats and synergies are based off the categories listed below and new ones may not fit well into a given campaign. roads. zoology. principles of construction. Specialities: Painting. personalities. industrial machinery. dream interpretation. he thinks it has a purchase DC 1d2 higher or lower (determine randomly) than its actual value. Geography (Trained Only) Geography comprises knowledge of the lay of the land. schools and colleges and so on. antiquities. where lore was held fast behind closed doors. artistic techniques. the powers of supernatural creatures and so on. medicine. names of architects and engineers. terrain and locales. Specialities: By zone. personalities. Time: Using the Jump skill is either a move action or a full-round action.danger associated with failing.166 . printing. cryptozoology (magical beasts). archaeology. therapy. art history. telluric energy. If the character fails by 5 or more. not how it works so much as where things are in relation to one another. If the character fails. theories of human and non-human behaviour. forensics. the character accurately identifies the object’s purchase DC. artistic movements. When trying to determine what Knowledge skill a particular question or field of expertise falls under. psychic phenomena. SKILLS Knowledge (Int. The fourteen Knowledge categories and the topics each one encompasses are as follows. Specialities: National borders.188. telluric machinery. bridges. These categories are identified and defined below. aqueducts. 90 141. cultures. magical and psychic phenomena. A character with five or more ranks in Jump gains a +2 synergy bonus to Tumble checks. On a success. Some Trained Only) The way of science and understanding is more valuable now than in previous obscurantist ages. A character with the Acrobatic feat gets a +2 bonus on all Jump checks. The DC for answering a question within the character’s field of study is 10 for easy questions. talents. There are many Knowledge (local) scores. A character with five or more ranks in Tumble gains a +2 synergy bonus to Jump checks. photography. Behavioural Sciences This entails knowledge of how people act and react as individuals or in groups. Local This useful skill entails knowledge of events. architecture (as an art form). such as a large city or a province. palaeontology. places of power. Study and scholarship pave the way for progress through understanding. Appraising the value of an object is one sort of task that can be performed using Knowledge. inhabitants.157. climate. use a broad interpretation of the existing categories. This skill encompasses several categories. Occult Sciences (Trained Only) This broad skill covers knowledge of occult abilities and traditions. botany. phrenology. main roads. geology. laws. Architecture and Engineering (Trained Only) This discipline encompasses knowledge of building techniques. Each Knowledge category can have many Specialities. sculpture. as other skills. rivers and lakes. Specialities: Events. history. Specialities: Buildings. shortcuts. Art (Trained Only) Knowledge of art includes the names of artists. documented psychic powers. how it functions and what influences it. Specialities: Biology. fortress design and logistics and a smattering of siege warfare. ritual effects. theatre. genetics. History History involves knowledge of events and personalities from the past and the products of their industry and culture. criminology. The Games Master may make the Knowledge roll for the character. traditions. music. Earth and Life Sciences (Trained Only) This skill covers knowledge of the workings of life itself. 15 for basic questions and 20 to 30 for tough questions. antiques. depending on whether the character starts and completes the jump during a single move action or a full-round action. the Laws of Magic.

religions. telluric engines. The Abyss. and the complications multiply when considering the setting for an OGL Steampunk campaign. 91 141. he might decide that there is just no realistic way for a hardened explorer to find a book on Elven in the depths of the forest. mathematics. theremin performance. Needing to study to make a Knowledge check is actually a Research check and requires ranks in that skill. guerrilla tactics. A few are listed here. A character either knows how to speak. modern or ancient. the Hollow World. they are provided because they pertain to the explorer and scholar vocations’ Linguist talent. Specialities: Law and legislation. transportation. Elemental Planes. electricity. Celestial Planes. Time: A Knowledge check can be a reaction but otherwise requires a full-round action. The Language skill does not work like a standard skill. A character with the Educated feat gets a +2 bonus on any two types of Knowledge checks. sorted into their general language groups as found on a typical fantasy setting. Under the Games Master’s consideration. Lost Worlds. this entails knowledge of schools of thought that delve into the nature of things. Specialities: Infantry tactics. Specialities: Liberal arts. earth and life sciences. Try Again: No. it may also grant synergy bonuses to Craft (expression). heraldry. procedures. Technology (Trained Only) This skill covers current developments in cutting-edge devices.157. so thinking about a topic a second time does not let the character know something he never knew in the first place. the Ethereal Plane. aerial tactics. This list is by no means exhaustive—there are many more language groups and most groups contain more languages than those listed here. Without actual training. philosophical concepts. A character with Knowledge (occult sciences) can identify a magic effect if he possesses the corresponding Magic Talent feat for the effect’s discipline. such as art. A character can choose any language. covering its various phenomena and underlying principles. telluric power. Theology and Philosophy A deep discipline. Specialities: The Astral Plane. a character only knows common knowledge about a given subject. and physical sciences. pantheons.166 . naval tactics. rulers and styles of rulership. he chooses a new language that he can speak. the spatial aether. political and governmental institutions. The check represents what a character knows. litigation. lineages. Language Groups There are thousands of languages to choose from when a character buys ranks in Language. The Games Master might determine that a character cannot learn a specific language due to the circumstances of the campaign. Tactics (Trained Only) This is the knowledge of techniques and strategies for disposing and manoeuvring forces in combat. Knowledge (theology and philosophy) may grant synergy bonuses to other Knowledge categories. mythic history. The Games Master may decide that having five or more ranks in a specific Knowledge skill provides a character with a +2 synergy bonus when making a related skill check. theremin performance. When a character adds a rank to Language. but cannot take 20. A character automatically knows how to speak. personalities. as well as the background necessary to identify various technological devices. this is not the case and those that venture away from the shelter of Imperial civilisation must learn to communicate in other tongues. political and governmental processes. A language’s group does not matter when a character is buying ranks in Language. A character never makes Language checks. reconnaissance. read and write his native language. Specialities: Analytical and difference engines. undead. each campaign will have to determine what languages are appropriate for character to learn. For example.188. see the Language Groups sidebar for suggestions. other planets. ethics. Politics A person schooled in politics has knowledge of the workings of society and its institutions. communications. A character can take 10 when making a Knowledge check. The Otherworlds (Trained Only) This is the knowledge of the worlds that lie beyond the boundaries of this one. Special: An untrained Knowledge check is simply an Intelligence check. read and write. Some of the otherworlds may overlap with history. As there is no core setting of OGL Steampunk. physics. Specialities: Astronomy. This is one of the areas where much of the revolutionary progress is felt the hardest. holy symbols. SKILLS Language (None. steam power. religious rituals. logistics. siege warfare. he does not need ranks to do so. chemistry. politics and history.Physical Sciences (Trained Only) This discipline confers knowledge of how the universe works. behavioural sciences. artillery tactics. Each additional language costs 1 rank. The Hells. read and write a specific language or he does not. legal rights and obligations. Trained Only) Although it would be ideal for all people of the world to speak the language of the Empire.

brownies. I do not like being tied up. but by the time he was off his back she was grinning widely.It took Jerrek only a couple of minutes to slip the bonds. Shaking his head. ‘You would have been cut free with this knife a moment before I handed it to you. snarling in irritation.157. giants Dryads. Isolated Human and Humanoid Races Goblins. though. He had been face down in his pillow the whole time. in Elven.’ She held up his dagger with another wicked grin. dragons Aberrations with the ability to speak Ogres. It was only just as he was drifting off to sleep again that he translated her words. He knew a few choice insults in both Elven and Orcish both of which she apparently knew well enough to be amused. he could not be sure. I would have…’ She hushed him with a finger to his lips. only a few linguistic scholars speak it.’ She looked at him for a moment. He hated elves. the character may attempt to hear something that he failed (or believes he failed) to hear previously. of distance Listener distracted Goblin Gnoll Druidic Orc Dwarven Common Druidic Dwarven *This is an ancient language. ‘Do not ever do that again.188. The Games Master may make the Listen check in secret so that the character does not know whether not hearing anything means that nothing is there or that the character failed the check. lizardfolk. ‘Pity. Try Again: A character can make a Listen check every time he has the opportunity to hear something in a reactive manner. troglodytes. he became stern with her again. Part of that time was spent cussing at the elf in a mix of different languages. hobgoblins. bugbears Gnolls Druids (only) Orcs Condition Per 10-ft. not all of them in the wilderness. 92 141. lawful evil outsiders (Elemental) Aquan Water-based creatures Auran Air-based creatures Ignan Fire-based creatures Terran Xorns and other earth-based creatures (Monstrous) Alphabet Listen (Wis) Being alert to surrounding sounds is key to survival in many quarters. they will become dead languages. Check Penalty –1 –5 Infernal Celestial Infernal Elven Draconic Draconic Dwarven Draconic Aberrant Dwarven Elven Dwarven Elven Gnomish Common Auldish Draconic Aberrant Giant Sylvan* (Racial) Dwarven Elven Gnome Common Auld Common* (Humanoid) Kobolds. As a move action.’ SKILLS Common Languages And Their Speakers Language Typical Speakers (Group) (Planar) Abyssal Demons. but there was no true fire in his fury at having been tied up by her. shook her head and muttered something at him before returning to her side of the camp with a shrug.166 . The Games Master may call for a Listen check by a character in a position to hear something. He was confused at how interested he was in the expression. all elves. Whether her mirth was at the comments and anatomical impossibilities they involved or his poor pronunciation. These groups shrink each year as the encroachment of ‘progress’ chokes them out. ‘Stupid woman. A character can also make a Listen check voluntarily if he wants to hear something in the vicinity. any race doing business with humanity Ancient. He pointed his knife at her and said. A successful Listen check when there is nothing to hear results in the character hearing nothing. Eventually. ‘I do. chaotic evil outsiders Celestial Good outsiders Infernal Devils. In the Steampunk world. If we had been attacked.’ the elf woman had said. echoed only in the dusty halls of academia. along with a few small populations in isolated corners of the world. leprechauns Dwarves Elves Gnomes Humans. That was something else he had never seen her do. Check: Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check. It surprised him how little of his umbrage was real. so how in the world had she slipped it out from under his head without him noticing? He took it back from her. even this one.

A character with the Stealthy feat gets a +2 bonus on all Move Silently checks. However. a character can make a Navigate check (DC 20) to intuit the choice that takes him toward a known destination. at which point the character becomes lost. The DC depends on the length of the trip. If the character fails by more than 5. Length of Trip Short (a few hours) Moderate (a day or two) Long (up to a week) Extreme (more than a week) DC 20 22 25 28 SKILLS * This is actually an opposed check. A character with the Alertness feat gets a +2 bonus on all Listen checks. A character cannot use this function of Navigate to find a path to a site if he has no idea where the site is located. A character can take 10 or take 20 when making a Listen check. A character can use Navigate to determine his approximate position in the world without the use of any equipment by checking the constellations or other natural landmarks. If the character fails. trying not to make noise An unarmoured person walking at a slow pace. he loses half a day before he can try again. Check: A character’s Move Silently check is opposed by the Listen check of anyone who might hear him.157. For movement over a great distance. The Games Master may choose to make the Navigate check for the Player in secret. Time: A Listen check may be a reaction. A character can move up to half his normal speed at no penalty.188. expert hunters find it quite useful when approaching their prey. At more than half speed and up to the character’s full speed. he continues on to his destination. losing half a day for each failure. Special: When several characters are listening to the same thing. If the character succeeds. the character realises his mistake. Time: Use of the Move Silently skill constitutes a move action. the character might make a check to wend his way through a dense stretch of alleyways or a labyrinth of underground storm drains. Their ability to navigate towards their destinations has saved many lives and will continue to do so in this new age of discovery. Move Silently (Dex. The character must have a clear view of the night sky to make this check. if called for by the Games Master. Generally. running. Armour Penalty) The second part of concealing one’s presence is to hide the sound of moving and while footpads and burglars are the most adept at it. The character keeps trying until he succeeds. 93 141.166 . a character does not need to make a check to find a local street or other common urban site. The DC is 15. the Games Master can make a single d20 roll and use it for all the listeners’ skill checks. he moves via the best reasonable course towards his goal. When faced with multiple choices. the DC given is a typical Move Silently check result for such a character or creature. but at the next juncture. A sleeping character can make Listen checks but takes a -10 penalty on the checks. or a move action if a character actively takes the time to try to hear something. as he loses time backtracking and correcting his path. he takes a –5 penalty. he travels for the expected time but only travels approximately halfway to his destination. Special: A character can take 10 when making a Move Silently check but cannot take 20. the character chooses the wrong path. such as at a branch in a tunnel. If the character succeeds. make a Navigate check. the total time for the trip is twice the normal time.DC –10 0 5 10 15 20 30 +5 +15 Sound A battle People talking A person in medium armour walking at a slow pace. If unsuccessful. or charging. or to follow an accurate map. Try Again: A character may make a second Navigate check (DC 20) to regain his path. If the character fails. Taking 20 means the character spends one minute attempting to hear something that may or may not be there to hear. so he does not know from the result whether the Player Character is following the right or wrong path. trying not to make any noise A 1st level gentleman thief sneaking up on someone * A tiger stalking prey * A bird flying through the air Through a door Through a solid wall Navigate (Int) Explorers are always finding new boundaries to push. It is practically impossible (–20 penalty) to move silently while attacking. he still reaches the goal but it takes the character twice as long. with a successful check. Check: Make a Navigate check when a character is trying to find his way to a distant location without directions or other specific guidance.

not when travelling. Check: The character is accomplished in some type of artistic expression and knows how to put on a performance. such as drums. Act: The character is a gifted actor. general developments in transport create entirely new professions to control them. Keyboards: The character is a musician gifted with a talent for playing keyboard musical instruments. Pilot (Dex. Every time a character takes the Creative feat. cymbals. submersibles. Audience enjoys your performance. Dance: The character is a gifted dancer. Routine performance. capable of performing drama. Percussion Instruments: The character is a musician gifted with a talent for playing percussion musical instruments. A character can take 20 only when determining his location. gyrocopter. Result 10 Performance Amateur performance. Memorable performance. A character with the Guide feat gets a +2 bonus on all Navigate checks. Sing: The character is a musician gifted with a talent for producing musical tones with his voice. The number of Perform categories is kept purposely finite. sitar and violin. burrowing vehicles. Stand-Up: The character is a gifted comedian. Check: Typical piloting tasks do not require checks. Checks are required during combat. Masterful performance. When trying to determine what Perform skill a particular type of performance falls under. See the feat description for more information. Perform (percussion). Trained Only) Just as new land vehicles replace more traditional modes of travel. Wind Instruments: The character is a musician gifted with a talent for playing wind musical instruments. SKILLS This skill encompasses several categories. bugle. each of them treated as a separate skill. triangle. harp. such as piano.166 . tuba. guitar. for special manoeuvres or in other extreme circumstances. take ranks in Profession (performer) if the character should be able to make money and hold known performances with his skill. although usable. Audience highly impressed. ornithopter. trumpet. Audience awed. Perform (stringed). exotic aircraft. performers who show their mettle gain great appreciation and fame. These categories are identified and defined below. or when 94 141. albeit with a -2 penalty. such as flute. Perform (Cha) Refined tastes are hungry for good artistic performances to soothe the soul. Special: A character can take 10 when making a Perform check but cannot take 20. A musician could play a theremin with this category. At the Games Master’s discretion. organ and clavichord. Also keep in mind that the ability to perform does not make a character a trained performer in the thespian sense. xylophone and tambourine. albeit with a -2 penalty. use a broad interpretation of the existing categories. A character without an appropriate instrument automatically fails any Perform (keyboard). Specialities: Airship. bagpipes and trombone. Stringed Instruments: The character is a musician gifted with a talent for playing stringed musical instruments. but is not overly impressed. The quality of the character’s performance depends on his check result. Knowing how to operate a fantastic flying machine or a mysterious submersible is a matter of great prestige. Do not arbitrarily make up new categories. capable of performing a stand-up vaudeville routine before an audience. or action-oriented roles with some level of skill. Audience enthusiastic. comedy. Great performance. or Perform (wind) check he attempts. is inappropriate for the skill. capable of performing rhythmic and patterned bodily movements to music. Time: A Perform check usually requires at least several minutes to an hour or more. 15 20 25 30 Try Again: You may not attempt a Perform check again for the same performance and audience. The eight Perform categories and the qualities encompassed by each one are as follows. such as banjo. A musician could play a theremin with this category.188. He can impress audiences with his talent and skill.157. he gains a +2 bonus on checks involving two Perform skills he designates. Audience may appreciate your performance. but it is not exceptional. Time: A Navigate check is a full-round action. impromptu instruments may be employed but the performer must take a –4 penalty on the check because his equipment. lute.Special: A character can take 10 when making a Navigate check.

which he acquires as feats or as features of the occultist class. If the character succeeds at the Profession check. Check: Most Repair checks are made to fix complex mechanical devices. Special: If the Games Master deems it appropriate. or from other such inconstant sources like gambling. the difference that Players are encouraged to come up with their own professions. There is. If the Games 95 141. Time: Psychic Control checks are usually standard actions. Trained Only) A few gifted individuals have access to powers beyond the ken of science. For every 5 by which the character exceeds the DC. simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. the knowledge of how to repair them makes such a craftsman into a valued technician who will undoubtedly find gainful employment. his Wealth bonus increases by an additional +1. A character cannot take 10 or take 20 when making a Profession check to improve his Wealth bonus. Every time a character takes the Windfall feat. The income of characters without professions depends on treasures and rewards gained from adventuring. The character gains a +2 synergy bonus if Repair (Int. Psychic abilities are quite real in the Steampunk world and their possessors control them by the sheer force of their will. automata. Knowledge and Perform skills have categories. they are dependent on a solid surface and are affected sufficiently by roadway conditions for the Drive skill to be more appropriate. Psychic powers and the uses of Psychic Control checks are covered in full detail in The Occult chapter. A character with the Vehicle Expert feat gets a +2 bonus on all Pilot checks. Time: Making a Pilot check constitutes a move action. however. the number of ranks the character has in this skill increases his new Wealth bonus as follows. Though they technically fly. Just as the Craft. Character’s Choice.157. his Wealth bonus increases by +1.166 . so too does Profession. Specialities: Steam technology. The DC for the check is the character’s current Wealth bonus. A profession is also a perfect way to earn more money than that which covers the basic necessities of survival. represented by a Wealth check.188. Characters must have the Psychic Sensitivity feat before taking their first rank in Psychic Control. Ranks 1–4 5–8 9 – 12 13 – 16 17 – 20 21– 23 Wealth Bonus Increase +1 +2 +3 +4 +5 +6 his chosen Profession corresponds to a recommended one in his starting vocation. In addition to the Wealth bonus increase a character gains from his Profession check result if the check succeeds. power sources. Characters without the feat cannot buy any rank in the skill even if it is a class skill for them. a character can add his Profession modifier when making a Reputation check to deal with a work-related or career-related situation. This translates to a flat increase to his Wealth bonus. electrical devices. Each class vocation lists a number of professions that a member of that class and starting vocation usually practices but it is not necessary for a character to practice those professions. This skill is not used for driving hover vehicles of any kind. Trained Only) Machines break down. The number of ranks a character has in the Profession skill (including ranks the character may have just acquired after gaining a level) also has a bearing on the Wealth bonus increase the character receives. he gets a cumulative +1 increase to his Wealth bonus. Special: Characters cannot take 10 or 20 when making Psychic Control checks.the pilot wants to attempt something outside the normal parameters of the vehicle. although some psychic powers may take several minutes or even hours to work. and with so many making their way into homes and factories. Making repairs also involves a monetary cost when spare parts or new components are needed. Profession (Wis) The most important role of a citizen is to contribute to society with honest work. The Games Master sets the DC. Check: A character makes a Psychic Control check in order to activate psychic powers. In general. Check: A character makes Profession checks to improve his Wealth bonus every time he attains a new level. More complex repair work has a DC of 20 or higher and can require an hour or more to complete. Each vehicle’s description includes a handling score that applies to Pilot checks made by the operator of the vehicle. vehicles. nor indeed to practice any profession at all. clockwork devices. a character can retry any failed use of a psychic power. Special: A character can take 10 when making a Pilot check but cannot take 20. The DC of a Psychic Control check is determined by the power the character wants to activate. SKILLS Psychic Control (Wis or Cha. Try Again: Provided that he does not fall out of his trance.

fluff-face?’ He mocked a smack at the air where Gail’s head was. spectral lion-man sat back up and chuckled. though it did not. Jury-rigging allows the character to make the checks in as little as a full-round action.’ The lion hybrid looked over into the far corner of the tunnel passage. ‘You need to get over the past while you still have a future. However. Nearby. trying to catch his breath. Doing this reduces the purchase DC by 3 and the Repair check DC by 5. he would like to talk with her again. apparently. ‘And you need to go over there and apologise for being a bolt-head. ‘you really can be an idiot sometimes. Try Again: Yes. ‘That was beautiful. looking irate. at the Games Master’s discretion. Her silence worried him. a successful Repair check restores 1d4 hit or structure points to the object.’ It took about ten more minutes of convincing. The DC for this is at least 15. With a grumble.’ Gail’s face softened.Jerrek tossed and turned for more than an hour. Gail! You looking for company as a ghost?’ he gasped. adding that if she would be willing to let him try just one more time. though in some specific cases. hurt. the temporary repair only lasts until the end of the current scene or encounter.’ Master decides that this is not necessary for the type of repair the character is attempting. a character cannot take 20. He told her how hard it was for him to feel any more. If the character does not have the appropriate tools. Repair Task (Example) Simple (tool. troubled by what had just happened. ‘Damn it. but I am coping with it better than you are at being alive. Special: A character can take 10 or take 20 on a Repair check. simple weapon) Moderate (mechanical component) Complex (mechanical device) Advanced (cutting-edge mechanical device) Extreme (rebuilding the analytical engine of a fully sentient automaton) Purchase 4 7 Repair DC 10 15 Repair Time 1 min 10 min SKILLS 10 20 1 hr 13 25 10 hr 20+ 35 24 hr+ Jury-Rig: A character can choose to attempt jury-rigged. The jury-rig application of the Repair skill can be used untrained. He quietly admitted to being upset with her kind.’ Jerrek stared at him. In addition. He tried to think of her as just another damned elf. ‘You know. He poured out his heart to her.’ he whispered. He had bared his soul and no one had been there to see it. Still. repairs. but you’re just not my type. a jury-rigged repair can only fix a single problem with a single check. for being torn up inside because of a past loss and for being too dim to realize what she had been trying to tell him. his glowing expression changing from amusement to concern. No offence. ‘I’ve only been dead for a couple of days. completely still and missed everything he had said. Repair requires a mechanical tool kit or a multipurpose tool depending on the task.188. Synergies: Craft (mechanical) or Craft (electronic) can provide a +2 synergy bonus on Repair checks made for mechanical or electronic devices. A character can also use jury-rig to jump-start an engine or device. which passed through him and left a trail of chilled air and light. That was not working any more. She had sat. That seemed to make Gailion uncomfortable. If damage is being repaired. A character with the 96 141. He did not like elves and he had never expected to be attracted to anyone ever again. Heshia’s face kept appearing every time he closed his eyes. The jury-rigged object must be fully repaired thereafter if it is to be repaired at all. The massive. but Jerrek finally gave in and crossed over to where Heshia was sitting. You need to let it go. Now shut up. he takes a –4 penalty on the check or may be unable to carry out the repair at all. or temporary. Jer.157. my friend and get on with your life. the Games Master may decide that a failed Repair check has negative ramifications that prevent repeated checks. telling her of his childhood and the years he spent scraping a living out of Megador’s meanest slums. I’m trying to sleep. he heard Thurdin’s gruff voice. lad. he turned over one last time and nearly leapt out of his skin to see a translucent face inches away from his own. She was in a psychic trance and had been since leaving him at his bedroll. He looked more closely at her motionless form. The sound was not pleasant. ‘How am I not supposed to take offence at that. and it can be higher depending on the presence of security devices. then no Wealth check is needed. Genius characters of the inventor vocation can make jury-rig repairs permanent by spending an action point. When making a Repair check to accomplish a jury-rig repair.166 .

dismount without a problem. using previous knowledge as the basis for their new theories and discoveries. Some tasks. he uses only a move action and may use his attack action to do something else. This assumes that no obvious obstacles exist that would prevent such information from being available and that the character has a way to acquire restricted or protected information. Check: Typical riding actions do not require checks.166 . the old tradition of riding will never be lost. The higher the check result. or similar bit of information.Gearhead feat and at least 1 rank in this skill enjoys a +2 bonus to all Repair checks. Mounting or dismounting an animal is a move action. A character can saddle. If the character SKILLS Ride (Dex) Even when new vehicles are invading the roads and byways. Make the check at the start of the character’s round. Guide with Knees (DC 5): The character can react instantly to guide his mount with his knees so that he can use both hands in combat or perform some other action. see the Handle Animal skill.157. It should be kept in mind that a horse-like automaton and a horse-like amazing vehicle are two very different things: the first uses Ride but the second uses Drive. require checks. the character develops a general idea about a given topic. ride and 97 141. the character can attempt to control a mount that is not trained in combat riding. as it is not only accessible but also greatly prestigious. Time: See the table for guidelines. Check: Researching a topic takes time. Riding is even more flexible than motorised transport. skill and some luck. undertaken in combat or in other extreme circumstances. though the Games Master may rule that you have exhausted your current research material and that you must find more sources before you can make another attempt. If the character wants to discover a specific fact. Finding the proper information can save a lot of time that would be more constructively employed in the proving of new ideas. If the character succeeds. add +5 to +15 to the DC. map. Research (Int) Scientists stand on the shoulders of giants. Stay in Saddle (DC 5): The character can react instantly to try to avoid falling when his mount rears or bolts unexpectedly or when the character takes damage. In addition. The Games Master determines how obscure a particular topic is (the more obscure. Fight while Mounted (DC 20): While in combat. date. Special: A character can take 10 or take 20 on a Research check. A character can make a jury-rig repair as a full-round action. as animals do not break down and their maintenance needs are easier to provide for. A character with the Studious feat gets a +2 bonus on all Research checks. but the work only lasts until the end of the current encounter. If the character fails. Given enough time (usually 1d4 hours) and a successful skill check. mount. the knees press particular plates to guide it. Research is the skill for finding recorded facts. Time: A Research check takes 1d4 hours. Try Again: Yes. the higher the DC) and what kind of information might be available depending on where the character is conducting his research.188. he can only use one hand this round because he needs to use the other to control his mount. the better and more complete the information. Learning what other people know is usually more appropriately performed as a Gather Information check. On machine mounts. attempting trick riding or asking the animal to perform an unusual technique also requires a check.

he loses control of the animal. such as its subject. he can do nothing else that round. Protection: Effects that ward from harm and repel enemies and threats. The number of Ritual disciplines is kept purposely finite. for which see the Jump skill. DC 10 20 25+ Task Ransack an area to find a certain object. use a broad interpretation of the existing categories. armour penalty applies): The character can mount or dismount as a free action. Time: Ride is a move action. it is over for that effect. Ritual (Int. Special: Characters cannot take 10 or 20 in Ritual checks. Instead. A character can examine up to a 5-foot-by-5-foot area or a volume of goods 5 feet on a side with a single check. Leap (DC 15): The character can get his mount to leap obstacles as part of its movement. should the check fail. Animals that are ill suited to be mounts provide a –2 penalty to their rider’s Ride check. These are the Divination Talent. Check: The character generally must be within 10 feet of the object or surface to be examined. scope. If the character fails. the character does not need to make this check.166 . With the new era of progress opening the doors that keep all secrets locked away. present and future. or an obscure clue. Notice a typical secret compartment. he takes a –5 penalty on Ride checks. reach and duration. Cover (DC 15): The character can react instantly to drop down and hang alongside his mount. Necromancy: Rituals that deal with the dead and the macabre energy of death. Use the character’s Ride modifier or the mount’s Jump modifier (whichever is lower) when the mount makes its Jump check. Fast Mount or Dismount (DC 20. See the rules for magic ritual effects on pg. The character cannot attack while using his mount as cover.157. nor the direction from which they approached. The character makes a Ride check (DC 15) to stay on the mount when it leaps. mounting or dismounting is a move action. Time: Ritual checks take 10 minutes. Instead. Invocation Talent. Enticement: Magic that fools the senses. Necromancy Talent and Transformation Talent respectively. Characters without the appropriate feat cannot buy any ranks in the skill. If the character fails. twists perceptions and affect minds. he takes 1d6 points of falling damage. When trying to 98 141. he does not get the cover benefit. almost anyone with sufficient dedication can learn to perform a few magic tricks. The DCs of Ritual checks depend wholly on the different parameters of the ritual. Enticement Talent. except when otherwise noted for the special tasks listed above. A character with five or more ranks in Handle Animal gains a +2 synergy bonus to Ride checks. most commonly to attack. If a ritual fails. The character can use his attack action normally. SKILLS Search (Int) That which lies hidden or lost can be retrieved by anyone with the patience and perception necessary to find it. Particular rituals may require more than one Ritual check. A character can take 10 when making a Ride check but cannot take 20. such as when it is killed or when it falls. Characters in OGL Steampunk do not develop the ability to work magic automatically. A Search check can turn up individual footprints but does not allow a character to follow tracks. the character can use his move action to have the animal perform a trick. If the character fails by more than 5. Special: If the character is riding bareback. Ritual is broken up into six different categories corresponding to the six disciplines of magic. depending on their complexity. to try to avoid taking damage. Protection Talent. notice an extremely obscure clue. Magic rituals and effects are described in full in The Occult chapter. determine what Ritual skill a particular magic effect pertains to. Instead. Find a complex or well-hidden secret compartment or trap. a simple trap. Invocation: Magic that brings forth matter. The Ritual skill is not included in any class skill list. using it as one-half cover. Divination: Magic that discerns information from past. Failure may also carry more dire consequences that prevent its repetition. Soft Fall (DC 15): The character reacts instantly when he falls from his mount.fails. If the character fails the check. Trained Only) The power of magic only comes to those who devote long hours and hard study towards it. they gain it through study and practice. Try Again: No. A character cannot attempt a fast mount or dismount unless he can perform the mount or dismount as a move action this round. Do not arbitrarily make up new categories. characters must have the feat corresponding to each Ritual category before taking their first rank in it. For animals trained in combat riding and machine mounts. 281. Check: Like the Craft and Knowledge skills. nor does it tell him in which direction the creature or creatures went. as one of the Laws of Magic states that nothing comes for free.188. Transformation: Magic that change the properties and shape of objects and creatures. energy and even life where none existed before.

a character can use this skill to make an assessment of a social situation. It can also be used to manipulate a small object in each hand. Using Sense Motive to gain a sense of someone’s trustworthiness takes at least one minute. 10 unless an observer is concentrating on noticing what the character is doing. SKILLS Spot (Wis) The eyes can be a character’s best friend or worst enemy. the character’s opponent makes a Spot check to detect the attempt. just from doing it unnoticed. Try Again: A second Sleight of Hand attempt against the same target.166 . though the character may make a Sense Motive check for each Bluff directed at him. A character can use Sleight of Hand to conceal a small weapon or object on his body. A character with the Nimble feat and at least 1 rank in this skill gets a +2 bonus on all Sleight of Hand checks. Check: A check against DC 10 lets a character palm a coin-sized. as they are more useful to the pickpockets and cutpurses that plague the streets in increasing numbers. so long as one is coin sized and the other is no larger than a foot in any dimension. Sense Motive (Wis) Perception is not limited to finding things. the character’s skill check is opposed by the observer’s Spot check. A character can also make a Spot check voluntarily if he wants to try to notice something in his vicinity. A character with the Attentive feat gets a +2 bonus on all Sense Motive checks. it can conceal the manipulation from others. When that is the case. or when being watched by the same observer. The observer’s check does not prevent the character from performing the action. such as making a coin disappear. the character understands the secret message as well. so the character does not necessarily know someone is trying to bluff him. though observers may oppose it with Spot checks as noted above.188. This skill is extremely useful for interrogation and to avoid being fooled. Used this way. If the character’s check fails by 5 or more. If the character’s check result beats the DC by 5 or more. Trained Only. The character can also use the skill to tell when someone is behaving oddly or to assess someone’s trustworthiness. Time: A Sleight of Hand check is an attack action. A character with five or more ranks in Search gains a +2 synergy bonus to Survival checks to follow tracks. the character misinterprets the message in some fashion. A character with five or more ranks in Sense Motive gains a +2 synergy bonus to Diplomacy checks. With a successful check (DC 20). To obtain the object. the character can get the feeling from another’s behaviour that something is wrong. the character must score a result of 20 or higher. see the Bluff skill. but cannot take 20. The Games Master may make the Spot check in secret so that the character does not know whether nothing is there or that he failed the check. regardless of the opponent’s check result. A character can use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. A successful Spot check when there is nothing to notice results in the character noticing nothing. but cannot take 20. Special: A character can take 10 when making a Sleight of Hand check.157. Armour Penalty) Parlour tricks are certainly entertaining but hardly worth the effort of a lady or gentleman. has a DC 10 higher than the first check if the first check failed or if the attempt was noticed. A character can make an untrained Sleight of Hand check to conceal a weapon or object but must always take 10. Check: A successful check allows the character to avoid being bluffed. A character with the Meticulous feat gets a +2 bonus on all Search checks. also have a DC of 99 141. The Games Master may call for a Spot check from a character who is in a position to notice something. whether the character takes the object or not. Time: A Search check is a full-round action. Also. When a character tries to take something from another person. the character’s Spot check is Sleight of Hand (Dex. In such cases. The opponent detects the attempt if his check result beats the character’s check result. unattended object.Special: A character can take 10 or take 20 when making a Search check. Check: The Spot skill is used to notice items that are not immediately obvious and people who are attempting to hide. the Games Master may roll the character’s Sense Motive check in secret. with the DC of the Sense Motive check equal to the Bluff check result of the sender. Minor feats of sleight of hand. the character can deduce whether someone is trustworthy and honourable. Spot is often used to notice a person or creature hiding from view. A character with five or more ranks in Bluff gains a +2 synergy bonus to Sleight of Hand checks. so it is recommended that those depending on their sight learn to tell the difference between truth and deception. Special: A character can take 10 when making a Sense Motive check. Try Again: No. When a character performs this skill under close observation. It also extends to sensing the state of another’s mind. Time: A Sense Motive check may be made as a reaction to another character’s Bluff check. In addition.

picking at his plate with a slightly bent fork. Check: A character can keep himself and others safe and fed in the wild. so washing them was out of the question. One way or another. 15 18 With the Track feat. ‘Do I even want to know what we are eating?’ From the sour look on the grizzled dwarf ’s face. The check carries a further –5 penalty if the character is in the midst of activity. Try Again: A character can make a Spot check every time he has the opportunity to notice something in a reactive manner.166 . he obviously had no expectation of a pleasant answer. ‘Nice job. 100 141. As a full-round action. It said something about how hungry they all were that even the elf ate the meat he offered and did not complain.188. It was lean fare to be sure but it would keep them alive a little longer. He served them both slivers of meat cooked in the last of the spices he could find in his satchel. A character’s Spot check is modified by a –1 penalty for every 10 feet of distance between the character and the character or object he is trying to discern. After he was finished. Time: A Spot check is either a reaction. such as quicksand or condemned construction sites. The character can provide food and water for one other person for every 2 points by which his check result exceeds 10. It had been a stretch of his survival skills keeping them fed this long. he gave the cooking tools and utensils a quick wipe down with an oilcloth to prevent rust. or a full-round action if a character actively takes the time to try to notice something. They did not have any water to waste. Specialities: Choose a terrain type or a specific area like a large province. Jerrek had breakfast cooked and all of their gear packed up. having a clean skillet to make dinner in would be the least of their concerns.157. DC 10 Task Get along in the wilds of any jungle. Avoid getting lost and avoid natural and industrial hazards. By the time Thurdin and Heshia were awake. a character may attempt to notice something that he failed (or believe he failed) to notice previously. Special: A character can take 10 or take 20 when making a Spot check. lad. Jerrek just shook his head and kept eating. Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character’s overland speed. or gain a +4 circumstance bonus if stationary. Besides. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed). The successful exploration of each and every one of them depends greatly on the explorer’s ability to survive in conditions away from the comforts of civilisation. Jerrek doubted he could keep it up for another day. The character may grant the same bonus to one other character for every 1 point by which his check result exceeds 15.opposed by the Hide check of the character trying not to be seen. Spot is also used to detect someone in disguise. or to notice a concealed weapon on another person. a character can use Survival checks to track a character or animal across various terrain types. If they did not reach the factory soon. for which see the Disguise skill. A character with the Alertness feat gets a +2 bonus on all Spot checks. Elves were not usually carnivorous but hunger eventually overcame such concerns. there was nothing to cook for their next meal in any case. this would be their last meal in the sewers of the old city. concrete or otherwise.’ Thurdin said quietly. if called for by the Games Master. SKILLS Survival (Wis) Each new technological boundary broken opens up new horizons.

recovery occurs at the normal rate for that day of rest and care. The patients need to spend all their time resting. If the character takes an attack action or a full-round action.Special: A character can take 10 when making a Survival check. but cannot take 20. he becomes fatigued. the character can remove the dazed. This application of the skill can be used successfully on a character only once per day. Check: The DC and effect depend on the task attempted. The character cannot revive an unconscious patient who is at –1 hit points or lower without first stabilising them. A character can take 20 when he is tracking. Outside the relative safety of civilisation. restores 1d4 hit points. After that period of time. A character with the Guide feat gets a +2 bonus on all Survival checks. A character can hold his breath for a number of rounds equal to his Constitution score. SKILLS Treat Injury (Wis) Medicine has advanced greatly from the days of miracle healers and medicine men. but may also save lives. if a character has lost hit points. Check: A successful Swim check allows a character to swim one-quarter his speed as a move action or half his speed as a full-round action. If the character fails a check while exhausted. regular medicine and alienism. Unconscious characters go underwater and immediately begin to drown. the DC of the check increases by 1. as described in the Track feat. including armour and weapons.188. If the character fails the check. alienist treatment (psychology). A new check is made each day. If the character fails. Stunned or Unconscious Character (DC 15): With a first aid kit. the character must make a Constitution check (DC 10) every round to continue holding his breath. A character can tend as many patients as he has ranks in the skill. Each round. A character can take 10 when making a Swim check. made as a full-round action. Try Again: A new check is allowed the round after a check is failed. their skills depending on no allegiance save an oath to assist all those in need. but only if he does nothing but take move actions or free actions. Roll once per round. Long-Term Care (DC 15): With a treat injury kit. stunned or unconscious condition from a patient. the character becomes exhausted. This check is a standard action. A successful check removes the dazed. The character needs to devote at least half an hour of the day to each patient.166 . Swim (Str. checks are made according to distance. with the exception of the last one. medics now study methods to help others recover from harmful conditions. the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate. When using Survival with the Track feat to track a character or animal. The options below. Armour Penalty) Water is a hostile environment to air-breathing people but there is a certain attraction to it that is impossible to deny. If the character fails by 5 or more. he can restore some of them. 101 141. the character becomes unconscious. stunned. on a failed check. or unconscious condition from an affected character. Effectively. the amount of breath he has remaining is reduced by one round. he goes underwater. Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. A specific intent is needed for a Treat Injury check. A character with five or more ranks in Search gains a +2 synergy bonus to Survival checks to follow tracks. If the character fails. Restore Hit Points (DC 15): With a treat injury kit. or if there is no danger or penalty for failure but not on periodic checks to get along in the wild. he makes no progress through the water. make a Swim check against DC 20. he begins to drown. Revive Dazed. If the character fails a check while fatigued. If the character is underwater (from failing a swim check or because the character is swimming underwater intentionally) he must hold his breath.157. wound and injury treatment. as described above. knowing how to move gracefully in watery environs is not only relaxing. this skill can literally be the difference between life and death. Special: A character takes a penalty of –1 for every 5 pounds of gear he carries. a character in combat can hold his breath only half as long as normal. A character with the Athletic feat gets a +2 bonus on all Swim checks. Time: A Swim check is either a move action or a fullround action. A successful check. The number restored can never exceed the character’s normal hit point total. involve regular medicine. chosen from the listed options below. The DC for the Swim check depends on the water: Water Calm water Rough water Stormy water DC 10 15 20 For each hour that the character swims. Specialities: Disease treatment. This skill has three Specialities. namely 3 hit points per character level or 3 ability points restored per day of complete rest.

A character who undergoes surgery is fatigued for 24 hours. Treat Poison (DC 15): A character can tend to a poisoned patient. When a poisoned character makes a saving throw against a poison’s secondary effect. stunned or unconscious characters. dodge and roll up to 20 feet through squares adjacent to opponents. stunned or unconscious characters. A character can take SKILLS 10 when making a Treat Injury check. As an attack action. add an additional hour for every point below 0 he has fallen. Time: A character can try to reduce damage from a fall 102 141. Inspire can only work as many times per day on a given target as the Treat Injury trained character’s Charisma modifier. A character can take 10 when making a Tumble check but cannot take 20. to a minimum of once.157. under or around them as if they were not there. restoring hit points. The period of fatigue can never be reduced below 6 hours in this fashion. a character can tend to a patient who is dying. Treat Disease (DC 15): A character can tend to a patient infected with a treatable disease. for all other uses of the skill. Special: The Surgery feat gives a character the extra training he needs to use Treat Injury to help a wounded character by means of an operation. but provokes attacks of opportunity as normal. This application of the Treat Injury skill carries a –4 penalty. risking no attacks of opportunity. or tumble through opponents. Surgery requires a surgery kit. Reviving a dazed. treating poison or stabilising a dying character requires a treat injury kit. he takes a –4 penalty on the check. a character can conduct field surgery. Every time the diseased patient makes a saving throw against disease effects (after the initial contamination) the treating character first makes a Treat Injury check to help the patient fend off secondary damage. If the treating character’s check succeeds. which can be negated with the Surgery feat. Tumble through Opponents: With a successful Tumble check (DC 20) the character can roll. Check: A character can land softly when he falls. jump or dive through squares occupied by opponents. Longterm care. Tumble (Dex.188. stabilising dying characters and surgery. Try Again: No. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. treat the fall as if it were 10 feet shorter when determining damage. A character with the Acrobatic feat and at least 1 rank in this skill gets a +2 bonus on all Tumble checks. Special: A character with 5 or more ranks in Tumble gains a +3 dodge bonus to Defence (instead of the normal +2) when fighting defensively. Trained Only. A character can use the Treat Injury skill on himself only to administer first aid. but he stops losing them. This activity takes 10 minutes. and a +6 dodge bonus (instead of the normal +4) when engaging in total defence. Surgery can only be used successfully on a character once in a 24 hour period. a successful Treat Injury check stabilises another character. If the character does not have the appropriate kit. for restoring hit points. Land Softly: The character can make a Tumble check (DC 15) when falling. Try Again: Yes.Stabilise Dying Character (DC 15): With a treat injury kit. Surgery requires 1d4 hours. No. tumble past opponents in combat. The character takes a –5 penalty on his check any time he treats himself. the treating character first makes a Treat Injury check as an attack action. DC 15): By applying his knowledge of alienism in regards to the motivations of a specific individual. Inspire (Alienism. The stabilised character regains no hit points. as described above. treat disease or treat poison. but provokes attacks of opportunity as normal. Treat this as either providing a target with an additional saving throw against Fear effects (the target can substitute the Treat Injury check for his save if desired) or granting a +1 circumstance bonus to the next skill check the target makes. minus 2 hours for every point above the DC the surgeon achieves. A character can take 20 only when restoring hit points or attempting to revive dazed. Surgery (DC 20): With a surgery kit. A character with five or more ranks in Tumble gains a +2 synergy bonus to Balance and Jump checks. he provides a bonus on the poisoned patient’s saving throw equal to his ranks in this skill. if the patient is at negative hit points. treating disease. Armour Penalty) Agility and nimbleness are incredible assets to have during situations when a character finds himself in a tight spot. stunned or unconscious character requires either a first aid kit or a treat injury kit. If the treating character’s check succeeds.166 . The character must have a treat injury kit to stabilise a patient. A character with five or more ranks in Jump gains a +2 synergy bonus to Tumble checks. Failure means the character moves as planned. Failure means the character moves as planned. reviving dazed. If the check succeeds. the character can inspire them after speaking for one full round to overcome their own flaws or aspire to a greater degree of accomplishment than they were before. moving over. Time: Treat Injury checks take different amounts of time based on the task at hand. the treating character provides a bonus on the patient’s saving throw equal to his ranks in this skill. Tumble past Opponents: With a successful Tumble check (DC 20) the character can weave.

Tying a knot. Special: A silk rope gives a +2 circumstance bonus on Use Rope checks. This check is made secretly.157. a knotted rope or a rope-and-wall combination and a +2 bonus on Escape Artist checks when escaping from rope bonds. or loosens with a tug Tie a rope around yourself one-handed Splice two ropes together Bind a character * Add 2 to the DC for every 10 feet the hook is thrown. Use Rope DC 10 10* 15 15 15 Varies character with a rope. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Check: Most tasks with a rope are relatively simple. slides slowly. The DCs for various tasks utilising this skill are summarised on the table below. but comes loose after 1d4 rounds of supporting weight. Splicing two ropes together takes five minutes. allowing the character to try again. Try Again: Depends. Failure by 5 or more indicates that the grappling hook initially holds.as a reaction once per fall.166 . so that players do not know whether the rope will hold their characters’ weight. Use Rope (Dex) The fine art of tying knots is not only useful in a ship’s riggings or in animal handling. It is not necessary to make the Use Rope check until the bound character tries to escape. Failure by 4 or less indicates that the hook fails to catch and falls. see above. The Deft Hands feat grants a +2 bonus on Use Rope checks. to a maximum DC of 20 at 50 feet. A character can attempt to Tumble as a free action that must be performed as part of a move action. even decent folk who travel in the wild can find the ability to use a rope supremely valuable. tying a special knot or tying a rope around oneself one-handed is a full-round action that provokes an attack of opportunity. SKILLS Task Tie a firm knot Secure a grappling hook Tie a special knot. such as one that slips. A character with five or more ranks in Use Rope gains a +2 bonus on Escape Artist checks made to bind someone. any Escape Artist check that the bound character makes is opposed by the Use Rope check. Binding a character takes one minute. see below.188. A character with five or more ranks in Use Rope gains a +2 bonus on Climb checks made to climb a rope. Binding grants a +10 bonus on this check because it is easier to bind someone than to escape from bonds. Time: Varies. The DC is 10 +2 for every 10 feet of distance the grappling hook is thrown. Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check. Bind a Character: When binding another 103 141.

This is the collection of feats and traits that characters gain as they advance in power and experience. Gailion was with him and knew how he fought. This was Jerrek’s first real indication of how close they were to the factory. Before he fell from the shock and blood loss. Jerrek did not stop killing. as are the technological upgrades exclusive to the automatons of the construct race. they came through it more or less intact. They are further divided into metamagic. or they can be bought with the feat slot gained by all characters at 3rd. The Occult chapter deals with how these abilities work in more detail and the feats presented here either give characters access to those powers or alter the way that they work. While the ability to fight with two weapons is something any character can develop with practice. Near the ironrat den. He took the wound and ran himself up the weapon. Feats Feat Descriptions Here is the format for every feat description found in this book. Feats are gained in four different ways in OGL Steampunk games. Item Creation: In order to create an amazing machine or an occult item.188. 12th. The fight through what had to be the central nest of the ironrats had been a bloody. Even when one of them came in low with a spear and drove it into his side. the method of acquisition becomes irrelevant. Feats are intentionally left a vague as possible They knew they were close to the factory. vicious affair but apart from Thurdin’s mangled left arm. Each dead orc at his feet was just a twitching example to the rest of what he wished for their whole cursed race. manifesting for a few seconds at a time to wield a fallen ironrat like a macabre club. Occult: These feats refer to an occult ability. They had given him a certain distance since the guard posts.166 . even the normally unflappable Gearbolt. they can be granted by certain levels of the talent trees or class features. they had found a guard post. the true enemy. Then he fell over. Feats are special qualities and talents that characters develop with time. 6th. coming nowhere near him even when another fight occurred. 9th.feats & traits c FEATS & TRAITS haracters in OGL Steampunk learn to do many things with the skill points they gain but there is another way to account for raw talent and extraordinary qualities. allowing them to bend the rules that constrain others and sometimes break them completely. he took down two others and was only denied the last kill by the lethally accurate shots of Heshia cutting down the last of their foes. pain preceding darkness as his eyes closed for what might be the final time… 104 141. Each item creation feat allows a character to build one type of machine or magic item. Orc after orc fell to Jerrek’s slashing swords but even a sea of their blood would never slake his thirst for more. Traits are abilities and characteristics that particular types of characters gain by virtue of their race and upbringing. a character must have the extensive body of knowledge and theoretical background provided by these feats. Jerrek found a special joy in killing them. The increase in traps and opposition could mean nothing else. they refer to general abilities that have no particular rule set to govern their functioning. Ghost or not. Ironrats were just mutated beasts with metal grafts and augmentation. It was also the first fight that really felt like a true battle to him. 15th and 18th level. Once a feat is gained. it was a good feeling to have the big cat fighting at his side again. magic discipline and psychic feats.157. they can be purchased with the bonus feat given to all characters at 1st level (two feats for humans). They can be gained as free feats from a character’s class and vocation. He could tell that his aggression against the orcs had unsettled his teammates. the ability to turn incorporeal is a trait exclusive to ghosts. decapitating its wielder before the pain of the attack even registered with him. That was fine with him. Gailion had even managed to be of aid. together they were an unstoppable force against these inhuman bastards. namely magic or psychic powers. These were orcs. They had also now had their first real combat with orcs. a character either has a feat or he does not. Types of Feats Feats are classified in three broad types: General: These are feats that any character that meets the prerequisites can acquire.

105 141. a minimum base attack bonus and/or the minimum ranks in a skill that a character must have to acquire this feat. Personal Quality Feats (General) One of your personality strengths works in your favour. another feat or feats. the character may make an attack of opportunity with a melee weapon against that opponent. Perform (percussion instruments). and on level checks to resist intimidation Any two2: Craft (expression). A character cannot use a feat if the character has lost a prerequisite. and Perform (wind instruments) Bluff checks and Disguise checks Sleight of Hand checks and Use Rope checks Any two Knowledge skills2 Balance checks and Concentration checks Craft (mechanical)1 checks and Repair1 checks Navigate checks and Survival checks Gather Information checks and Search checks Craft (pharmaceutical) checks and Treat Injury checks Forgery checks and Search checks Diplomacy checks and Sense Motive checks Escape Artist checks and Sleight of Hand1 checks Bluff checks and Intimidate checks Survival checks and Treat Injury checks Hide checks and Move Silently checks Decipher Script checks and Research checks Diplomacy checks and Gather Information checks Drive checks and Pilot checks Deceptive Deft Hands Educated Focused Gearhead Guide Investigator Medical Expert Meticulous Negotiator Nimble Persuasive Self-Sufficient Stealthy Studious Trustworthy Vehicle Expert 1 2 This skill cannot be used untrained. Dodge. Benefit: This is actually a category of feats that all grant a +2 bonus to two related skills. Perform (keyboards). If there are no special features about a feat aside from what it does and its prerequisites. the character selects two new skills from the choices given.166 . This way. Craft (structural) and Craft (mechanical)1 Gamble checks and Intimidate checks. The character can select this feat multiple times.while still providing all of the rules support needed to run them in a campaign. if the opponent the character has designated as his dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses. If there is no particular drawback to not possessing the feat. A character can gain a feat at the same level at which he gains all the prerequisites. Each time. but they are grouped together for convenience. Perform (sing). Benefit: Once per round. Benefit: What the feat enables a character to do. Perform (act). Personal Quality Feats Feat Name Acrobatic Agile Alertness Animal Affinity Athletic Attentive Builder Confident Creative +2 bonus to… Jump checks and Tumble1 checks Balance checks and Escape Artist checks Listen checks and Spot checks Handle Animal1 checks and Ride checks Climb checks and Swim checks Investigate1 checks and Sense Motive checks Any two2: Craft (chemical)1. Special: Additional facts about the feat. the same feat taken by two different characters can simulate different approaches to the same basic talent. Craft (pharmaceutical)1. Normal: What a character who does not have this feat is limited to or restricted from doing. this entry is absent. Characters acquire each of them as a separate feat. General Feats FEATS & TRAITS Agile Riposte (General) Prerequisites: Dexterity 13.157. Perform (string instruments). This entry is absent if a feat has no prerequisite. Resolve and apply the effects from both attacks simultaneously. Prerequisite: A minimum ability score. Perform (stand-up). Special: See table below. this entry is also absent. Perform (dance). Feat Name: The name of the feat.188.

188. Benefit: See Armour Proficiency (light). the character may take a full-round action to line up his shot. he may add the armour’s entire equipment bonus to his Defence. even when grievously wounded. Dead Aim (General) You can hit right where you are aiming at. The changes to attack rolls and Defence last until his next action. Benefit: When the character uses the attack action or the full attack action in melee. Far Shot. including while grappling or pinned. Escape Artist. Climb. Special: A character can select this feat a maximum number of times equal to his Charisma modifier. he loses the benefit of aiming. so that the third power has a +4 DC. difficult. Power Attack. every time the character misses because of concealment. if the character’s concentration is disrupted or he is attacked before his next action. The character cannot take a 5-foot step before making this extra attack. Normal: Characters without this feat can only maintain one psychic power at a time. This number may not exceed the character’s base attack bonus. Prerequisite: Endurance. As such. Benefit: In melee combat. Benefit: See Armour Proficiency (light). Combat Expertise (General) You can defend yourself in combat. Blind-Fight (General) Darkness is no obstacle to your fighting abilities. Benefit: The character can concentrate on maintaining one additional psychic power. Normal: A character who wears armour with which he is not proficient takes an armour penalty on attack rolls.166 . Prerequisites: Wisdom 13. Prerequisite: Intelligence 13. Benefit: Before making a ranged attack. Benefit: The character gets a +4 bonus on Concentration checks made when using magic or psychic powers. The bonus to the character’s Defence is a dodge bonus. Prerequisites: Psychic Sensitivity and any other psychic feat. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defence. Likewise. Benefit: If the character deals an opponent enough damage to make him drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0) then he may make an immediate extra melee attack against another opponent adjacent to him. Hide. Maintaining simultaneous psychic powers is increasingly Diehard (General) You refuse to give in. This grants the character a +2 circumstance bonus on his next attack roll. it stacks with other dodge bonuses the character may have.157. Move Silently and Tumble. he can re-roll the miss chance roll once to see if he actually hits. Reflex saves and checks involving the following skills: Balance. This feat does not grant more attacks of opportunity than the character is normally allowed in a round. the DC of the Psychic Control check for the third and subsequent powers increases by a cumulative +2. Cleave (General) Your blows are so strong that they shear through your enemies’ ranks. Normal: See Armour Proficiency (light). Armour Proficiency (Light) (General) You are trained in the use of light armour. The Psychic Control check for the second power increases by +2. he becomes able to maintain an additional psychic power while sustaining others. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal. Armour Proficiency (Medium) (General) You are trained in the use of medium armour. instead of one-half. Combat Concentration (General) You keep your wits about you in violent situations. Armour Proficiency (medium). Normal: See Armour Proficiency (light). Prerequisite: Armour Proficiency (light). Prerequisites: Strength 13. he can take a penalty of up to –5 on his attack roll and add the same number (up to +5) to his Defence. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. The character takes only half the usual penalty to speed for being unable to see. The character can use this ability once per round.Even a character with the Combat Reflexes feat cannot use the Agile Riposte feat more than once per round. Benefit: When the character wears a type of armour with which he is proficient. Prerequisites: Armour Proficiency (light). he cannot move until after he makes his next attack. Jump. Armour Proficiency (Heavy) (General) FEATS & TRAITS You are trained in the use of heavy armour. 106 141. Once the character begins aiming. Each time he selects it. Broad Psychic Attention (Occult) Your psychic power is all encompassing. the fourth has a +6 DC and so on. or the benefit of the feat is lost.

the character designates an opponent and receives a +1 dodge bonus to Defence against any subsequent attacks from that opponent. Benefit: During his action. Endurance (General) You have led a rugged way of life that has made you very resilient. he gains no other benefit. Eclectic (General) You heed the voice of more than one calling. This penalty is in addition to the normal –4 penalty for firing into melee. dodge bonuses stack with each other. Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character. rather than dying. he immediately dies. he immediately falls unconscious. making the penalty to target the character –8. Benefit: The character takes no vehicle speed penalty when making an attack while in a moving vehicle. If he does not choose to act as if he were disabled. Dodge (General) You pose a difficult target. Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued.Benefit: When reduced to between –1 and –9 hit points.188. Constitution checks to avoid damage from starvation or thirst. Each time. He must make this decision as soon as he is reduced to negative hit points. Prerequisites: Dexterity 13. If he reaches –10 hit points. Prerequisite: Character level 5th. Constitution checks to continue running. he selects a different vocation. even if it is not his turn. the character may choose to act as if he was disabled. Special: A condition that makes the character lose his Dexterity bonus to Defence also makes him lose dodge bonuses. He does not have to make a Fortitude save to see if he loses 1 hit point each round. Fortitude saves to avoid damage from hot or cold environments and Drive-By Attack (General) You have one hand on the wheel and a weapon on the other. Constitution checks to hold his breath. Normal: When attacking from a moving vehicle. other opponents attempting to target him with ranged attacks take a –4 penalty. Special: A character can select this feat multiple times. When using this feat. he can take his attack action to make an attack at any point along the vehicle’s movement. a character takes a penalty based on the vehicle’s speed. FEATS & TRAITS Elusive Target (General) You duck and weave around an enemy’s ranged sights. unlike most other types of bonus. Also. The character does not gain any starting benefit from the chosen vocation. When reduced to negative hit points. Dodge. Benefit: When the character is fighting an opponent or multiple opponents in melee. if the character is the driver. He can take a move action without further injuring himself but if he performs any standard action (or any other action deemed as strenuous. Passengers can ready an action to make an attack when their vehicle reaches a particular location. Normal: A character without this feat that is reduced to between –1 and –9 hit points is unconscious and dying. Also.157. this feat only opens the way for the character to diversify his talents. the character can take either a single move or a single standard action each turn (but not both) and he cannot take any full round actions. 107 141. Prerequisite: Dexterity 13. including some free actions) he takes 1 point of damage after completing the act.166 . the character automatically becomes stable. The character can select a new opponent on any action. If he acquires a level in the class of his eclectic vocations. nor does he gain any free talent. Benefit: Choose a vocation from a class that the character does not belong to. The character can choose Talents from that vocation as if he were a member of its parent class. but the driver must make his attack action either before or after the vehicle’s movement.

Prerequisites: Proficiency with selected weapon. Two-Weapon Fighting. Prerequisites: Magic Focus. Prerequisites: Dex 19+. it applies to a new type of weapon. base attack bonus +11. Benefit: When the character uses a firearm or other ranged weapon. it applies to a new psychic feat to which you already have applied the Psychic Focus feat. Greater Weapon Specialisation (General) Choose one type of weapon for which you have already selected Weapon Specialisation.Fortitude saves to resist suffocation or drowning.166 . Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. When the character throws a weapon. it applies to a new type of exotic weapon. Prerequisite: Magic Penetration. this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. Far Shot (General) You can target as far as your eye can see. You understand how to use that type of exotic weapon in combat. Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or the dwarven waraxe). This bonus stacks with that derived from Magic Penetration. Choose a psychic feat for which you already have applied the Psychic Focus feat. Power Attack. Benefit: As Cleave. Also. including the one from Weapon Focus (see below). Its effects do not stack. Weapon Focus with selected weapon. Benefit: You make attack rolls with the weapon normally. Great Fortitude (General) You are particularly healthy. Each time you take the feat. Benefit: The character gains a +1 bonus on all attack rolls he makes using the selected weapon. Greater Weapon Focus (General) Choose one type of weapon for which you have already selected Weapon Focus. its range increment increases by one-half.157. Cleave. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Greater Weapon Focus with selected weapon. Special: A character can gain Greater Weapon Focus multiple times. whether cast from full rituals or from activating a conduit. it applies to a new Ritual Skill to which you already have applied the Magic Focus feat. Exotic Weapon Proficiency (General) Choose a type of exotic weapon. FEATS & TRAITS Greater Psychic Focus (Occult) The power of your mind is overwhelming. Benefit: The character gets a third attack with his offhand weapon. its range increment is doubled. This bonus stacks with other bonuses on attack rolls. Prerequisite: Psychic Focus. Benefit: The character gets a +2 bonus on character level checks (1d20 + character level) made to overcome a creature’s magic resistance. Great Cleave (General) You cut through your enemies like ripe wheat. Benefit: Add +1 to the Difficulty Class for all saving throws against effects from the discipline of magic you select. This bonus stacks with the bonus from Psychic Focus. except that the character has no limit to the number of times he can use it per round. Weapon Specialisation with selected 108 141. Multiply the range increment by 1/2 to calculate this figure. the character may sleep in medium or light armour without becoming fatigued. Prerequisites: Proficiency with selected weapon. Special: You can gain Exotic Weapon Proficiency multiple times. Also. Its effects do not stack. Benefit: Add +1 to the Difficulty Class for all saving throws against effects from the base and derived powers of the selected psychic feat. Normal: A character without this feat who sleeps in armour is automatically fatigued the following day. Greater Magic Penetration (Occult) Your power destroys all defences. Each time you take the feat. Prerequisites: Strength 13. Weapon Focus with selected weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13+. 8th level adventurer. base attack bonus +4. albeit at a –10 penalty. Its effects do not stack. Greater Magic Focus (Occult) Your power is overwhelming. Each time he takes the feat. Improved Two-Weapon Fighting. Greater Two-Weapon Fighting (General) You become a whirlwind of death. Each time you take the feat.188. Choose a Ritual skill to which you already have applied the Magic Focus feat. This bonus stacks with the bonus from Magic Focus. Benefit: The character gets a +2 bonus on all Fortitude saving throws. Special: You can gain this feat multiple times. Special: You can gain this feat multiple times. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

for which see below. You’ve got a soul of stone. the heavy bass rumble of the dwarf above him rousing him from a comatose slumber. but the tone in her voice was like steel. Benefit: The character gains a +2 bonus to his attack roll when he attempts to disarm an opponent.’ Her voice was harsh and ragged. Benefit: The character can make a Bluff check in combat as a move action. ‘I have to tell you. Prerequisite: Proficient with weapon. Prerequisites: Dex 13+. it applies to a new type of weapon. regardless of who started the grapple. With this feat. 12th level adventurer. Prerequisites: Intelligence 13. That convinced him he was still alive. Normal: A character without this feat has a massive damage threshold equal to his current Constitution score. This bonus stacks with other bonuses on damage rolls. The effects do not stack. Benefit: When using the weapon he selected. character’s massive damage threshold is current Con +3. Benefit: The character gains a +4 bonus on all grapple checks.’ weapon. boy. base attack bonus +8. with a wry grin.’ It was a joke.’ Then. Improved Unarmed Strike.157. Its effects do not stack. lad. Heshia was kneeling beside him. Prerequisites: Intelligence 13. Far too close. ‘You came too close. The character receives a +2 bonus on Bluff checks made to feint in melee combat. Improved Grapple (General) You are trained in wrestling techniques. The opponent does not get a chance to disarm the character in the case of failure.188. ‘I am not prepared to travel with two ghosts.’ That was the first thing Jerrek heard upon waking. Each time he takes the feat.’ Thurdin spoke again.‘Guess I am not in charge any more. Improved Disarm (General) You can take your opponent’s weapons with greater ease. it applies to a new type of weapon. ‘I’ve seen full-trained dwarven warriors take less punishment than you and not get up again. Improved Critical (General) You are deadly with a particular weapon. Combat Expertise. her hands pressed on a part of his chest that hurt worse than anything he had ever felt before. edged with far more emotion than Jerrek would have thought possible from her. human. unbending and unforgiving. Benefit: The character increases his massive damage threshold by 3 points. Normal: Feinting in combat requires an attack action. redrimmed eyes. Benefit: The character gains a +2 bonus on all damage rolls he makes using the selected weapon. The elf woman looked down at him with wet. Combat Expertise. FEATS & TRAITS Improved Feint (General) You fool your opponents into complacency. including the one from Weapon Specialisation. the character’s threat range is doubled. ‘It’s too bad you’ve got rocks in your head to match it. Its effects stack. the engineer added. Special: A character may gain this feat multiple times. the 109 141. razor-edged. Each time he takes the feat.166 . Special: The character can gain Improved Critical multiple times. Choose one type of weapon. death was not supposed to be painful. Special: The character can gain Greater Weapon Specialisation multiple times. This effect does not stack with any other effect that expands the threat range of a weapon. Improved Damage Threshold You are much harder to take down.

Improved Overrun (General) You charge like a raging bull.188. Benefit: When making the character’s first unarmed attack against a flat-footed opponent. The character also gains a +4 bonus on his Strength check to knock down his opponent. Improved Knockout Punch (General) FEATS & TRAITS Your fists are like sledgehammers. The character deals double normal damage to objects. Also. Two-Weapon Fighting. In addition. Benefit: The character turns or rebukes creatures as if he were one level higher than he is in the class that grants the ability. Special: Even if the character has the ability to treat unarmed damage as lethal damage. even when unarmed. base attack bonus +11. The damage is non-lethal damage. at the character’s option. Normal: Without this feat. Improved Precise Shot (General) Everything you see is a bullseye. Normal: Without this feat. the character immediately gets to make a melee attack against that opponent as if the character had not used his attack action for the trip attempt. Improved Sunder (General) Nothing is safe even in the hands of your enemy. Benefit: The character gets a second attack with his offhand weapon. Total cover and total concealment provide their normal benefits against the character’s ranged attacks. a character can only get a single extra attack with an off-hand weapon. Knockout Punch (General) Your punches can render opponents unconscious with a single blow. and both weapons must be of the same type (either both ranged weapons or both melee weapons). Prerequisite: Ability to turn or rebuke creatures.157. Prerequisites: Str 13+. a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes. Improved Turning (Occult) Your power against the undead is stronger. the target of an overrun can choose to avoid or to block the character. Knockout Punch. Benefit: The character gets a +4 circumstance bonus on initiative checks. 110 141. this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. Without this feat. Benefit: The character gains a +2 bonus to his Strength check when he tries to trip an opponent while unarmed. Benefit: The character gets a +2 bonus on all Will saving throws. Improved Unarmed Strike (General) You are trained in the art of fisticuffs. In addition. Prerequisites: Intelligence 13. base attack bonus +3. Benefit: The character’s ranged attacks ignore the Defence bonus granted to targets by anything less than total cover. Power Attack. treat a successful attack as a critical hit. Power Attack. This critical hit deals triple damage.166 . Benefit: The character is considered to be armed. when the character shoots or throws ranged weapons at a grappling opponent. he automatically strikes at the opponent he has chosen. Prerequisites: Dex 19+. Improved Two-Weapon Fighting (General) You have greater skill in fighting with both your hands.Improved Initiative (General) Your quick reflexes allow you to act first. Iron Will (General) You are particularly strong-willed. Prerequisites: Dexterity 13. base attack bonus +6. Point Blank Shot. whether they are held or carried or not. the target may not choose to avoid him. the character is considered unarmed when attacking with an unarmed strike and he can deal only non-lethal damage with such an attack. Normal: See the normal rules on the effects of cover and concealment. Normal: Without this feat. Prerequisites: Str 13+. Precise Shot. This damage is non-lethal damage. Benefit: When the character attempts to overrun an opponent. albeit at a –5 penalty. Combat Expertise. Benefit: When making the character’s first unarmed attack against a flat-footed opponent. If the character trips an opponent in melee combat. base attack bonus +6. Prerequisites: Improved Unarmed Strike. his unarmed strikes can deal lethal or non-lethal damage. Improved Trip (General) You can easily throw your opponents to the ground. the damage from a knockout punch is always non-lethal. and the miss chance granted to targets by anything less than total concealment. treat a successful attack as a critical hit. Prerequisites: Improved Unarmed Strike. Benefit: The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character.

Magic Penetration (Occult) Your magic can pierce defences more readily. The Purchase DC for mastercraft items is their normal DC + the bonus provided by the mastercraft feature + 1. You understand how to use that type of martial weapon in combat. FEATS & TRAITS Low Profile (General) You do not attract much attention to yourself or your deeds. In addition to the Wealth check. They need not select this feat. Prerequisite: Ride 1 rank. Special: You can gain this feat multiple times. Mounted Combat (General) You can guide your mount to avoid harm. the damage from a knockout punch is always non-lethal. Benefit: Once per round when a character’s mount is hit in combat. On average. Benefit: Add +1 to the Difficulty Class for all saving throws against effects from the selected discipline of magic. 111 141. Each time. Benefit: The character makes attack rolls with the selected weapon normally. The points must be paid before making the Craft check. the character must also pay a cost in action points equal to the bonus provided by the mastercraft feature. he can select a new Craft skill or a Craft skill for which he already selected the Master Artisan feat. Musket Firearms Proficiency (General) You are trained in the use of muskets. components (see the appropriate Craft skill description) + the bonus provided by the mastercraft feature. a mastercraft object provides a +1 bonus to its quality compared to an ordinary object of the same type. Normal: Characters without this feat take a –4 penalty on attack rolls made with pistol firearms. Benefit: The penalty a character takes when using a ranged weapon while mounted is halved: –2 instead of –4 if the mount is taking a double move. All weapons and armour. whether cast from full rituals or from activating a conduit. Normal: When using a weapon with which a character is not proficient. Benefit: The character can create objects of mastercraft quality with the chosen Craft skill. the Ride check result becomes the mount’s Defence if it is higher than the mount’s regular DV. along with certain other types of equipment such as tools and clockwork devices. Normal: Characters without this feat take a –4 penalty on attack rolls made with pistol firearms. Prerequisites: Ride 1 rank. Choose a Ritual skill. Essentially. When successfully completed. He can take the feat yet again to create +3 objects but may not increase the bonus any further than this. it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. he takes a –4 penalty on attack rolls. Martial Weapon Proficiency (General) Choose a type of martial weapon. Mounted Combat. and –4 instead of –8 if the mount is running. can be constructed as mastercraft objects. Its effects do not stack. Lightning Reflexes (General) You are particularly quick to react. Benefit: Reduce the character’s Reputation bonus by 3 points. it applies to a new type of weapon. Benefit: The character gets a +2 bonus on all Reflex saving throws. in which case he can create mastercraft items with a +2 bonus. The cost to build a mastercraft object is equal to the purchase DC for the Pistol Firearms Proficiency (General) You are trained in the use of pistols. Special: Adventurers and some investigator vocations are proficient with all martial weapons. he may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if the Ride check result is greater than the opponent’s attack roll. Choose a Craft skill. Master Artisan (General) You can create objects of incredible quality. it applies to a new Ritual skill. Benefit: The character gets a +2 bonus on character level checks (1d20 + character level) made to overcome a creature’s magic resistance. Normal: A character without this feat can only create ordinary versions of objects with his Craft skill. Each time he takes the feat. Benefit: The character can fire any pistol firearm without penalty.188. A character can gain Martial Weapon Proficiency multiple times. Magic Focus (Occult) The effects of your rituals are hard to resist.166 . Mounted Firing (General) You can ride and shoot. Each time you take the feat. Prerequisite: 5 ranks in the chosen Craft skill. Benefit: The character can fire any musket firearm without penalty.157. Special: A character can select this feat multiple times.Special: Even if the character has the ability to treat unarmed damage as lethal damage.

188. Point Blank Shot. before making attack rolls for a round. he can draw a weapon as a free action when moving. Normal: A character without this feat needs a move action to reload a hand or light crossbow. Precise Shot (General) You cannot confuse friend with foe when shooting. Quick Draw (General) You can draw a weapon in the blink of an eye. Special: You can gain this feat multiple times. Benefit: On the character’s action. light or heavy).166 . Benefit: The character gets one extra attack per round with a ranged weapon.Point Blank Shot (General) Your aim is true at close range. A character with this feat may throw weapons at his full normal rate of attacks. If the character selected this feat for a hand or light crossbow. Each time you take the feat. or percussion cap pistol or musket) or a standard action (for a flintlock pistol or musket). it applies to a new type of weapon. If a character has a base attack bonus of +1 or higher. The penalty on attacks and bonus on damage applies until the character’s next action. Choose a psychic feat. Normal: A character can draw a weapon as a move action. Its effects do not stack. but each attack he makes in that round (the extra one and the normal ones) 112 141. Rapid Reload (General) Choose a type of ranged weapon: crossbow (hand.157. it applies to a new psychic feat. This number may not exceed the character’s base attack bonus. Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat. Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet. Benefit: The character can draw a weapon as a free action. Prerequisite: Strength 13. Benefit: The time required to reload the chosen type of weapon is reduced to a free action (for a hand or light crossbow). Power Attack (General) FEATS & TRAITS You can put extra force behind your strikes. a full-round action to reload a heavy crossbow or percussion cap firearm or three move actions for a flintlock firearm. Each time he takes the feat. The attack is at the character’s highest base attack bonus. Benefit: Add +1 to the Difficulty Class for all saving throws against effects from the base and derived powers of the selected psychic feat. the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. Special: The character can gain Rapid Reload multiple times. Prerequisites: Dex 13+. Rapid Shot (General) You can fire rapidly. Prerequisite: Point Blank Shot. Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty. pistol (flintlock or percussion cap) or musket (flintlock or percussion cap). Psychic Focus (Occult) The effects of your psychic powers are hard to resist. a move action (for a heavy crossbow. he may fire that weapon as many times in a full attack action as he could if he were using a bow. Prerequisite: Base attack bonus +1. provided that the weapon can fire multiple times in the same round. Prerequisite: Weapon Proficiency (weapon type chosen).

Skip Shot (General) You can bounce a projectile off a target’s surrounding surfaces. This feat only applies to firearms and slings. Benefit: The character can use the Treat Injury skill to perform surgery without penalty. Prerequisites: Point Blank Shot. Dodge. Benefit: When running. Prerequisite: Treat Injury 4 ranks. it applies to a new skill. Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery. Benefit: If the character has a solid. Shield Proficiency (General) You are trained in the use of shields. Streetfighting (General) You are knowledgeable in unscrupulous fighting techniques. Normal: When the character is using a shield with which he is not proficient. Benefit: When using an attack action with a melee weapon. he gains a +2 competence bonus on his Jump check.takes a –2 penalty. Special: A character can gain this feat multiple times. a brick wall or a cobblestone road can be used. Ride-By Attack (General) You thunder through a battlefield on your mount.166 . he deals an additional 1d4 points of damage. continuing the straight line of the charge. provided that the total distance moved is not greater than the character’s speed. If the character is in heavy armour. he can move four times his speed rather than three times. Prerequisites: Dexterity 13.157. relatively smooth surface on which to skip a bullet (such as a street or a stone wall) and a target within 10 feet of that surface. a d10 would be reduced to a d8. Benefit: The character gains +1 extra hit point every time he gains a level. Benefit: Once per round. 113 141. Shot on the Run (General) You can shoot a ranged weapon while you move. if the character makes a successful melee attack with an unarmed strike or a light weapon. Benefit: The character’s Reputation bonus increases by +3. The character gains a number of extra hit points equal to his current level at the moment he gains this feat. Each time he takes the feat. Run (General) You are quick as the wind. FEATS & TRAITS Renown (General) You are easily recognisable and noteworthy. If the character makes a long jump. Prerequisites: Dexterity 13. the character receives a –2 penalty on his attack roll and his attack deals damage using the next lowest die type (so. he may move and attack as if with a standard charge and then move again. the character moves a maximum of five times his normal speed instead of four times. including Ride checks. Benefit: The character chooses a skill. a d8 to a d6 and so on) to a minimum total of 1 point of damage. the character can move both before and after the attack. the character can move both before and after the attack. Benefit: When using an attack action with a ranged weapon. Its effects do not stack. The character must use the full attack action to use this feat. Precise Shot. Benefit: When the character is mounted and uses the charge action. base attack bonus +4. The character’s total movement for the round cannot exceed double his mounted speed. He gets a +3 bonus on all checks involving that skill. Normal: A character without this feat takes a –4 penalty when making attacks with simple weapons. the character may ignore cover between himself and the target. Mounted Combat. Dodge. Special: A character cannot use this feat if he is carrying a heavy load or wearing heavy armour. Spring Attack (General) You can attack a target while you move. Special: The surface does not have to be perfectly smooth and level. Toughness (General) You have greater stores of vitality. However. so that he effectively has +1 extra hit point per character level. he takes the shield’s armour check penalty on attack rolls and on all skill checks that involve moving. Benefit: The character makes attack rolls with simple weapons normally.188. Benefit: The character can use a shield and take only the standard penalties. Surgery (General) You are trained in advanced medical procedures. Prerequisites: Improved Unarmed Strike. Simple Weapons Proficiency (General) You are trained in the use of simple weapons. Prerequisites: Ride 1 rank. The target can have no more than nine-tenths cover for a character to attempt a skip shot. Point Blank Shot. Skill Focus (General) You have a particular talent for a certain skill. provided that the total distance moved is not greater than his speed. base attack bonus +2.

Benefit: When the character attempts to overrun an opponent while mounted.188. That was it. Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. or interior floors. The character must make another Survival check every time the tracks become difficult to follow. Normal: A character without this feat can use the Survival skill to find tracks but can only follow tracks if the DC is 10 or less. 2 Apply only the largest modifier from this category. thick dust. Jerrek knew they were close to the factory. It was too easy to get lost in this labyrinth of ancient stone. The team immediately moved into position. The quarry leaves only traces. FEATS & TRAITS Very Soft: Any surface (fresh snow. 114 141. all turning towards the right. they could not afford any more delays. Hard: Any surface that does not hold footprints at all. Benefit: To find tracks or follow them for one mile requires a Survival check. wet mud) that holds deep. metal decks. As he stood up. the ghost floating up high while the dwarf lay down along the rocky floor and propped up his rune rifle on a bipod. but only occasional or partial footprints can be found.Track (General) You can follow a target by the trail it leaves behind. Heshia knelt beside him and guarded his back while Jerrek looked for any sign at all of which way the orcs habitually went when they used this tunnel. The quarry might leave some traces of its passage. Mounted Combat. A wrong turn here could send them veering off-course for another day if not more. apply only the modifier for the largest size category represented. A character can use the Search skill to find individual footprints but cannot follow tracks using Search. Soft: Any surface soft enough to yield to pressure but firmer than wet mud or fresh snow. gesturing for everyone to cover him while he worked. Prerequisites: Ride 1 rank. such as scuffmarks. clear impressions of footprints. The mount may make one hoof attack against any target knocked down. concrete. Track Check Modifiers Condition Every three targets in the group being tracked Size of targets being tracked: 1 Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Leviathan Every 24 hours since the trail was made Every hour of rain since the trail was made Fresh snow cover since the trail was made Poor visibility: 2 Overcast or moonless night Moonlight Fog or precipitation Tracked target hides trail (and moves at half speed) 1 DC Modifier –1 +8 +4 +2 +1 +0 –1 –2 –4 –8 –16 +1 +1 +10 +6 +3 +3 +5 Trample (General) You can ride your mount over (and on top of ) your enemies. such as bare rock. His careful eye picked up on the barest of scuffmarks. at his normal speed with a –5 penalty on the check. The character moves at half his normal speed with no penalty. he brushed along Heshia’s side and it startled them both. he can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. in which the quarry leaves frequent but shallow footprints. The DC depends on the surface and the prevailing conditions. or at up to twice his speed with a –20 penalty on the check. Thurdin and Gailion moved to the left.166 . For a group of mixed size. the target may not choose to avoid him. Retry: If the character fails a Survival check. Surface Very soft Soft Firm Hard Track DC 5 10 15 20 They came to a fork in the tunnels. Gearbolt stepped in to guard the right flank with his repeating crossbow arm raised. He dropped to one knee.157. gaining the standard +4 bonus on attack rolls against prone targets. The orcs were clever and they covered their tracks well but he had been stalking game of the two-legged kind for years. Neither Thurdin or Gailion missed the blush those two wore for several minutes afterward but neither thought it wise to say anything.

Special: A character can gain this feat multiple times. Prerequisites: Dexterity 13. base attack bonus +4. Benefit: The character adds +1 to all attack rolls he makes using the selected weapon. Prerequisite: Intelligence 15. Prerequisite: Dexterity 13. Benefit: When driving a vehicle. Dodge. a rapier. Benefit: When the character performs a full-round action. Benefit: The character gains a +2 bonus on all damage rolls he makes using the selected weapon. The weapons used must both be melee weapons or both be ranged weapons. Drive 6 ranks. Whirlwind Attack (General) You can attack everyone and everything around you. Prerequisites: Dex 15+. as described in the Power of Steam chapter. The character’s vehicle and everyone aboard it receives a +1 dodge bonus to Defence against attacks from that vehicle or opponent.166 . Vehicle Dodge (General) You can take instinctive evasive manoeuvres in a vehicle. without suffering the –4 penalty for not meeting the operation prerequisites. Prerequisites: Proficient with weapon.Two-Weapon Defence (General) You weave an impassable wall of steel. this shield bonus increases to +2.188. Weapon Specialisation (General) Choose one type of weapon for which you have already selected the Weapon Focus feat. Special: A character can gain this feat multiple times. he must select a different weapon. whip or spiked chain. Spring Attack. You can also choose unarmed strike or grapple as a weapon for purposes of this feat. He still suffers any penalty related to weapon proficiencies and still cannot make trained-only skill checks without ranks in that skill. Vehicle Expert (a personal quality feat). Windfall (General) You are considerably wealthy. Each time. Weapon Focus (General) Choose a specific weapon. A character can choose unarmed strike or grapple as a weapon for purposes of this feat. Use Amazing Device (General) You have a sixth sense regarding the workings of machinery. Weapon Focus with selected weapon. the character may use his Dexterity modifier instead of his Strength modifier on attack rolls. Combat Expertise. the character cannot mix the types. Prerequisites: Base attack bonus +1. You deal extra damage when using this weapon. Each time he takes the feat. Each time the character takes the feat. Normal: A character without this feat takes a –4 penalty on all rolls for operating an amazing machine if he does not comply with the operation requirements. the character designates an opposing vehicle or a single opponent during his action. Benefit: The character’s Wealth bonus increases by +3. Also.157. The character can select a new vehicle or opponent on any action. he can give up his regular attacks and instead make one melee attack at his highest base attack bonus against each adjacent opponent. Weapon Finesse (General) You take advantage of both your grace and a light weapon’s scant weight. base attack bonus +1. Two-Weapon Fighting. When fighting defensively or using the total defence action. Benefit: The character can use amazing machines. Its effects do not stack. FEATS & TRAITS Two-Weapon Fighting (General) You are better at fighting with two weapons. this feat provides a +1 bonus on all Profession checks. 4th level adventurer. Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes) a character gains a +1 shield bonus to his Defence. Prerequisites: Proficiency with selected weapon. Intelligence 13. Prerequisites: Dexterity 13. Benefit: The character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and by 6 for the off hand. Benefit: With light melee weapons. 115 141. both of its effects stack. Special: A character can select this feat multiple times. it applies to a new type of weapon.

This does not change the scope of the spell. medium or long. Clairsentience (Psychic) You can see things over distance and time. Occult Feats Ritual check DC –5. magic discipline feats and psychic feats. 98 for the Ritual skill and pg. Enlarge Effect (Metamagic) Your magical effects reach further. Activating an effect in such a way is harder than normal but thanks to metamagic feats. Extend Effect (Metamagic) Your magical effects last longer. Benefit: Ritual (enticement) becomes a class skill and the character can now buy ranks in it. + 20 ft. do not have increased ranges. Fine Manipulation. Saving throws and opposed rolls are not affected. 266 for full details on psychic powers. as well as effects whose reach is not close. See The Occult chapter for full details on gaining psychic powers.157. FEATS & TRAITS Empower Effect (Metamagic) The strength of your magical effects is increased./level. See pg. it is at least possible.166 . 266 for full details on psychic powers. Benefit: The character gains access to the Ectoplasmic Secretion base power and may eventually learn its derived powers: Harden Ectoplasm./level. Effects and Multiple Metamagic Feats A character can apply multiple metamagic feats to a single conduit activation.Occult feats can be further classified in metamagic feats. Metamagic Feats As a magician’s knowledge of magic grows. Conduit effects modified by a metamagic feat impose a penalty to the conduit’s activation checks. Prerequisite: Concentration 5 ranks. 116 141. Benefit: An extended effect lasts twice as long as normal. medium or long to increase its range by 100%. Psychic Feats When a character gains a psychic feat. Divination Talent (Magic Discipline) You practice the art of divination. Benefit: All variable. An extended effect imposes a –3 penalty on conduit activation checks. twists perceptions and affect minds. The Sight (deeper trance). He can identify enticement effects with a successful Knowledge (occult sciences) check against a DC equal to the effect’s own Ritual check DC –5. present and future. Enticement Talent (Magic Discipline) You practice the art of enticement. An empowered effect imposes a –6 penalty on conduit activation checks. An effect with a duration of concentration. Psychic Hound and Scry./level and long-reach effects have a range of 800 ft. They also allow a character to identify magic effects with the Knowledge (occult sciences) skill. Past Sight. The Psychic Sensitivity feat is like a magic discipline feat. 98 for the Ritual skill and pg. An enlarged effect imposes a –3 penalty on conduit activation checks. if the effect in question belongs to the discipline that the feat covers. nor are effects without random variables. 281 for full details on magic rituals. He can identify divination effects with a successful Knowledge (occult sciences) check against a DC equal to the effect’s own Maximise Effect (Metamagic) Your magical effects perform to their maximum potential. instantaneous or permanent is not affected by this feat. + 5 ft. See pg. magic that fools the senses. Penalties to the activation check are cumulative but a character cannot apply the same metamagic feat more than once to a single effect. he gains access to a base psychic power and may eventually learn derived powers tied to that feat. Magic Discipline Feats All magic discipline feats are basically the same. magic that discerns information from past. The Sight. so the DC for saving throws against it does not go up.188. Benefit: A character can alter an effect with a reach of close. Sensory Input and Extrasensory Input. Benefit: The character gains access to the Clairsentience base power and may eventually learn its derived powers: Future Sight. Benefit: Ritual (divination) becomes a class skill and the character can now buy ranks in it. An enlarged effect with a reach of close now has a range of 50 ft. See pg. Prerequisite: Psychic Sensitivity. they make a corresponding Ritual skill into a class skill and allow a character to buy ranks in it. + 80 ft. Ectoplasmic Secretion (Psychic) You can exude and manipulate the substance called ectoplasm. while medium-reach effects have a range of 200 ft. See pg. he can learn to activate his conduit in slightly different ways from those in which the ritual effects were originally designed and stored. 281 for full details on magic rituals. inasmuch as it allows a character to buy ranks in the Psychic Control skill and allows him to identify psychic powers with the Knowledge (occult sciences) skill. numeric effects of an empowered magic effect are increased by one-half. Psychic Sensitivity. Effects whose ranges are not defined by distance.

once the heat became just short of truly painful. Psychic Sensitivity. He can identify necromantic effects with a successful Knowledge (occult sciences) check against a DC equal to the effect’s own Ritual check DC –5. Prerequisite: Iron Will. Quicken Effect (Metamagic) The character can activate a conduit more quickly. Knowledge (earth and life sciences) skill. ‘Juggernaut!’ Jerrek shouted. See pg. Recuperate Body and Withstand Pain. but there was a different tone behind the words.’ Her voice was as terse as ever. ‘Healing you. so the total is calculated as the maximum result plus onehalf the normally rolled result. 117 141. Saving throws and opposed rolls are not affected. See pg. Psychokinesis (Psychic) The character can move objects with the power of his will. nor are effects without random variables.As they walked down the chosen tunnel. 266 for full details on psychic powers. just as it opened fire. Benefit: Ritual (protection) becomes a class skill and the character can now buy ranks in it. Entrancement. That was an odd sensation but to his amazement. Benefit: Activating a conduit is a move action instead of a standard action. he did not find it to be an unpleasant one. Silent Effect (Metamagic) The character can activate the conduit without uttering any incantation. Psychic Sensitivity.166 . 98 for the Ritual skill and pg. An empowered. which entails effects that ward off harm and repel enemies and threats. 266 for full details on psychic powers. Psychic Sensitivity. Psychic Healing (Psychic) You can heal with a touch of your hands. Prerequisite: Treat Injury skill. Charm. Purge Malignancy. numeric effects of a magic effect modified by this feat are maximised. Prerequisites: Wisdom 15+ or 1st level occultist. See pg. He gains access to the Psychic Sensitivity base power and may eventually learn its derived powers: Hyperaesthesia. human. Jerrek wanted to ask just what she meant by that but the moment was lost when a passage opened beside them without warning and a massive shape of steam and steel crashed into the tunnel ahead. See pg. Benefit: The character gains access to the Psychic Healing base power and may eventually learn its derived powers: Facilitate Recovery.188. ‘What are you doing?’ he asked her. Jerrek felt Heshia move up beside him. Heshia put one hand on his side. Benefit: Ritual (necromancy) becomes a class skill and the character can now buy ranks in it. it got even warmer.157. A maximised effect imposes a –9 penalty on conduit activation checks. Intuition and Deeper Trance. FEATS & TRAITS Benefit: All variable. 98 for the Ritual skill and pg. Benefit: Psychic Control becomes a class skill and the character can now buy ranks in it. Command. he just ‘felt’ her. The character can use his remaining action as a standard action to do other things in the same round. Prerequisite: Charisma 15+. Psychic Sensitivity (Psychic) Your senses are open to the flows of psychic energy. Benefit: The character gains access to the Mesmerism base power and may eventually learn its derived powers: Awe-Inspiring. Necromancy Talent (Magic Discipline) You practice the art of necromancy. maximised effect gains the separate benefits of each feat. Protection Talent (Magic Discipline) You practice the art of protection magic. Mesmerism (Psychic) You can exude and control your personal magnetism. 281 for full details on psychic powers. He did not actually see her do so. You have gotten us this far and I do not relish the thought of getting out again without you. Once she was close. 266 for full details on psychic powers. or as a second move action to either move or make another activation check if the first did not reach the effect’s target number. 281 for full details on magic rituals. 281 for full details on magic rituals. It was warm and after a few moments. He can identify protection effects with a successful Knowledge (occult sciences) check against a DC equal to the effect’s own Ritual check DC –5. Benefit: The character gains access to the Psychokinesis base power and may eventually learn its derived powers: Ectenic Force and Levitation. Induce Emotion and Suggestion. See pg. which includes rituals that deal with the dead and the macabre energy of death. Benefit: A silent effect can be cast without speaking the incantations. See pg. A silent effect imposes a –3 penalty on conduit activation checks. A quickened effect imposes a -12 penalty on conduit activation checks.

Item Creation Feats Brew Potion (Item Creation) You know the lore for brewing magical potions. upon gaining enough experience points to attain a new level. Amazing machines are more expensive and their costs vary wildly as detailed in the Power of Steam chapter. 266 for full details on psychic powers. Read Thoughts and Sense Emotions. 118 141. a particular modifier given by the item description and the effect cost. Benefit: Ritual (transformation) becomes a class skill and the character can now buy ranks in it. Effects that do not require the tracings are not affected. The character level must be high enough that the character creating the item can cast the effect at that level. Prerequisite: Psychic Sensitivity. The base Purchase DC of a potion is 1 plus its effect cost plus half the character level. Benefit: The character gains access to the Telepathy base power and may eventually learn its derived powers: Mental Contact. Transformation Talent (Magic Discipline) The character practices the art of transformation. Prerequisite: Attentive (a personal quality feat). this total is then divided by 2 1/2. When a character creates a potion. magic that changes the properties and shape of objects and creatures. Time The time needed to create a magic item depends on the feat and the cost of the item. Plant Impulse. the character must spend a number of experience points equal to the purchase DC multiplied by Experience Points Cost Experience that the character would normally keep is expended when making an occult item but not when making an amazing machine. There is no maximum limit save the value of the end result and the amount of time a character can spend crafting a single item given the constraints of the current campaign. 281 for full details on magic rituals.Still Effect (Metamagic) The character can activate the conduit without tracing its diagrams in the air. Psychic Sensitivity. he can immediately expend experience points on creating an item rather than keeping the experience points to advance a level. Mental Scream. Scrolls: purchase DC = Effect Cost + half character level Potions: purchase DC = 1 + Effect Cost + half character level. then adding the construction point cost of power source and all special features and deficiencies in the machine. the various item creation feats all have certain features in common. Brewing a potion takes one day. Benefit: He gains access to the The Sight base power and may eventually learn its derived powers: Astral Aura Sight. 266 for full details on psychic powers. Etheric Aura Sight and Pierce Concealment. Regardless of the type of items they involve. A character generally has access to what he needs unless unusual circumstances apply. Using an item creation feat also requires access to a laboratory or workshop. which must be of no less than the effect’s required character level for item creation purposes and no higher than the character’s own level.188. See pg. Mind Wall. To find the final price in each case. an effect from such an item has the power it would have if cast by a character of that level. he sets the character level. 98 for the Ritual skill and pg. that is. Prerequisite: 3rd level. FEATS & TRAITS Telepathy (Psychic) The character can perceive and transmit thoughts. explicated in a table at the end of The Occult chapter. See pg. An item creation feat lets a character create an occult item or amazing machine of a certain type. To brew a potion. special tools and so on. Dowsing. Raw Materials Cost The cost of creating an occult item or an amazing machine equals its Purchase DC minus 3. add together half the character level. The Sight (Psychic) A character can perceive the subtle phenomena of the Ethereal and Astral Planes. A stilled effect imposes a –3 penalty on conduit activation checks. However. The price of these items (and thus the experience points cost and the cost of the raw materials) also depends on the character level. which targets one or more creatures. See pg.166 . The experience point cost equals the item’s Purchase DC multiplied by the character’s level x5. He can identify transformation effects with a successful Knowledge (occult sciences) check against a DC equal to the effect’s own Ritual check DC –5.157. A character cannot spend so many experience points on an item that he loses a level. The minimum time is one day. Benefit: The character can create a potion of an effect with a minor or lower scope. The cost of an amazing machine is figured out by taking the construction point cost of the base framework multiplied by its material. Benefit: A stilled effect can be cast without tracing anything in the air with the conduit. Item Cost Brew Potion and Scribe Scroll create items that directly reproduce magic effects and the power of these items depends on their character level.

Benefit: The character can build structures of any size and with any features that he can afford.166 . Benefit: The character can build vehicles of any size and with any features that he can afford. and his character level. minus 3. Activation Modifier Spell Effect Single use. The raw materials used have a Purchase DC equal to that of the item. See Limits on Occult Items Worn. Construction time is one week per 5 points or part thereof in the DC of each Craft check the character must make to build the machine. The base purchase DC of a vehicle is its final construction point cost divided by 2. the character makes any choices that he would normally make when performing the ritual. or weapon Ritual uses exotic component Spell has XP cost 1 2 5. Upon creating the conduit. The base purchase DC of an automaton is its final construction point cost divided by 2 1/2. 1/2. FEATS & TRAITS Build Vehicles (Item Creation) You can build amazing vehicles.188. Prerequisite: Craft (mechanical) skill. which determines the experience point cost and minimum character level required for creating a conduit of that 119 141. 3 An item that does not take up one of the spaces on a body costs double. Craft Automata (Item Creation) You can build life-like machines. A conduit is a tool that stores a number of ritual effects equal to one quarter of a character’s level. Such as a luck or insight bonus. Purchase DC: Item Cost (weapons and armour only) + Effect Cost + half character level + Activation Modifier Raw Materials’ Purchase DC: Item’s Purchase DC –3 XP Cost: Item’s Purchase DC x character level x 5 Effect Cost Effect Ability bonus (enhancement) Armour bonus (enhancement) Defence bonus (deflection) Defence bonus (other)1 Natural armour bonus (enhancement) Psychic Power Ritual Effect Save bonus (resistance) Save bonus (other)1 Skill bonus (competence) Magic resistance Weapon bonus (enhancement) Special Charges per day Uncustomary space limitation2 No space limitation3 Multiple different abilities Charged (50 charges) Component Armour. Construction time is one week per 5 points or part thereof in the DC of each Craft check the character must make to build the structure. The raw materials used have a Purchase DC equal to that of the item. shield. the character designates the maximum scope of the effects it can store. Benefit: The character can build an automaton of any size and with any features that he can afford. Craft (structural) 5 ranks. The base purchase DC of a structure is its final construction point cost divided by 2 1/2. minus 3.Cost and Occult Items These are the general costs for making occult items. minus 3.157. Benefit: The character can create his own conduit. Prerequisite: Craft (mechanical) 5 ranks. When creating a potion. Construction time is one week per 5 points or part thereof in the DC of each Craft check the character must make to build the vehicles. use-activated Command word Use-activated or continuous Use-activated and original effect requires an action point Use-activated and requires a skill check (DC 10 – 20) Use-activated and requires a skill check (DC 21 – 25) Use-activated and requires an action point Base Price +0 +1 +2 +3 +4 -1 -2 -3 Craft Conduit (Item Creation) You know how to create a conduit for your powers. completion Single use. Magicians add their key ability modifier (Intelligence. The raw materials used have a Purchase DC equal to that of the structure. and uses up raw materials with a Purchase DC equal to that of the item. Whoever drinks the potion is the target of the spell. Prerequisite: Craft (mechanical) 5 ranks. Build Structures (Item Creation) Base Price Bonus x4 (Bonus +1) x4 (Bonus +1) x5 (Bonus +1) x6 (Bonus +1) x5 Psychic Control check DC Ritual check DC (Bonus +1) x4 (Bonus +1) x5 +1 per +2 bonus +2 per point (Bonus +1) x5 Base Price Adjustment – 5 (– charges per day) +1 +3 +3 –3 Extra Cost Add cost of mastercraft item You can build amazing buildings and structures. Prerequisite: Ritual skill. Craft (structural) skill. minus 3. Wisdom or Charisma) and a class bonus to this limit.

Armour Purchase DC Modifier (Effect Cost) +8 +12 +16 +20 +24 Weapons Purchase DC Modifier +10 +15 +20 +25 +30 120 141. creator level 9th. The weapon. The experience point cost of creating a conduit is equal to the minimum character level for a conduit of a particular scope. multiplied by 200. suit of armour or shield if it is one that he could make. suit of armour. The character must be of a minimum occultist level in order to craft an armour or weapon of a determined enhancement bonus. An incorporeal creature’s 50% chance to avoid damage does not apply to attacks from etheric weapons. Construction time is one week per 5 points or part thereof in the DC of each Craft check the character must make to craft the equipment. Magic weapons add their enhancement bonus to attack and damage roll. suit of armour or shield takes one day for each 5 points in its Purchase DC. Benefit: The character can create any magic weapon. The raw materials used have a Purchase DC equal to that of the item. The base purchase DC of a weapon is its final construction point cost divided by 2 1/2. Purchase DC modifier +1. The item to be made into a conduit could be anything from a golden ring to a bulky writing desk. The character can also mend a broken magic weapon. minus 3. armour or shield whose prerequisites he meets. regardless of its bonus. an etheric weapon counts as either corporeal or incorporeal at any given time. Its cost is not included in the above cost. The base purchase DC of the equipment is its final construction point cost divided by 2 1/2. Ritual (invocation) 12 ranks.power. The raw materials used have a Purchase DC equal to that of the item. option of making the weapon glow softly or not. Construction time is one week per 5 points or part thereof in the DC of each Craft check the character must make to build the weapon. Craft Magic Arms and Armour. Enhancing a weapon. Prerequisite: Craft (mechanical) 8 ranks. according to whichever state is more beneficial to the wielder. Moderate invocation. Doing so costs half the experience points.157.400 Minimum Character level 1st 3rd 6th 9th 12th Craft Equipment (Item Creation) You can build amazing tools and armour. Craft Magic Arms and Armour (Item Creation) You know how to enchant weapons and armour. Essentially. Prerequisite: Craft (mechanical) skill. or even a penthouse flat. armour or shield to be enhanced must be a mastercraft item provided by the character. FEATS & TRAITS Power Trivial Minor Moderate Major Extreme Experience Points 200 600 1. Benefit: The character can build weapons for creatures of any size and with any features that he can afford.800 2.166 . Benefit: The character can build equipment of any size and with any features that he can afford. or shield. minus 3. Prerequisite: 5th level. it thus has its own Purchase DC depending on the character’s preferences. The raw materials used have a Purchase DC equal to that of the item.188. minus 3. The creator has the Magic Armour and Weapon Cost Minimum Occultist Enhancement Bonus Level +1 3rd +2 6th +3 9th +4 12th +5 15th Craft Personal Weapons (Item Creation) You can build tools of destruction. Craft (structural) skill. Etheric: An etheric weapon deals damage normally against incorporeal creatures. deducts an additional –3 from the raw materials and takes half the time it would take to craft that item in the first place. the character must spend a number of experience points equal to the Purchase DC of its magical features multiplied by 5 and by the character level. To enhance a weapon. Etheric Qualities The etheric ability is useful for equipment that a revenant ghost character would be able to wield. A manifesting ghost or a revenant ghost can wield the weapon against corporeal foes. The weapon can be picked up and moved by an incorporeal creature at any time. Creating a conduit takes one day per minimum character level of the conduit.200 1. Magic armour adds its enhancement bonus to its armour bonus to DR and reduces all check penalties of the base armour by 1. as desired.

The base Purchase DC of a wondrous item is its effect cost plus half the character level plus an activation modifier. come in…. The other shot tore clean through his shoulder and dropped him to the ground in a spray of blood. handy… someday. an iron barrel guttered smoke from its torn. Jerrek managed to push Heshia down and fall past her out of their line of fire but Thurdin was not so fortunate.188. +2 if it is activated by command word and +3 if it is use-activated. On the cart. the entire centre of the construct burst into flames and shrapnel. Enchanting a wondrous item takes one day for each 5 points in its Purchase DC. Jerrek’s rune rifle shot reflected harmlessly off its armoured carapace but Heshia’s shots found chinks in its arm gearing. sending its limbs in all directions as it crashed smouldering to the hard stone below. Scribe Scroll (Item Creation) You can inscribe scrolls with magic ritual effects. Only thick plate armour saved him from having his chest burst through his spine. The base Purchase DC of a ring is 3 plus its effect cost plus half the character level. The raw materials used have a Purchase DC equal to that of the item. Prerequisite: 1st level. Benefit: The character can create any ring whose prerequisites he meets. Doing so costs half the experience points. ‘One… shot… bombard. then looked back to see Thurdin leaning heavily against his pushcart.166 . deducts an additional –3 from the raw materials and takes half the time it would take to craft that item in the first place. revealing a spinning. The character can also mend a broken ring if it is one that he could make. Two lead-grey streaks slammed into him. Jerrek blinked at the huge thing’s blazing demise. saw-toothed blade stained with the dull red-brown of old blood. It surged forwards.Craft Vehicle and Artillery Weapons (Item Creation) You can build tools of mass destruction. ragged end. Benefit: The character can create a scroll of any effect that he can create a ritual for. minus 3. Benefit: The character can create any wondrous item whose prerequisites he meets. A cannon ball tore through its chest and exploded out its back. one in the arm and another in his upper chest. This is +0 if the item is single-use. Just as it raised its arm to end their lives. Scribing a scroll takes one day for each 5 points in its Purchase DC. Prerequisite: Craft (mechanical) 8 ranks. The base purchase DC of a weapon is its final construction point cost divided by 2 1/2. the character must spend a number of experience points equal to the purchase DC of its magical features multiplied by 5 and by the character level. minus 3. deducts an additional –3 from the raw materials and takes half the time it would take to craft that item in the first place. minus 3. The character can also mend a broken wondrous item if it is one that he could make.’ 121 141. Doing so costs half the experience points. The raw materials used have a Purchase DC equal to that of the item. Prerequisite: Character level 12th. locking up the right arm with a pair of well-placed blasts. Craft (structural) 5 ranks. The base purchase DC of a scroll is its effect cost plus half the character level. To enchant a wondrous item. the character must spend a number of experience points equal to the purchase DC of its magical features multiplied by 5 and by the character level. Forge Ring (Item Creation) You can enchant rings with magical power. both moving as fast as they could to attack the hulking metal brute. These weapons can have any features that he can afford.’ the dwarf gasped through gritted teeth. Construction time is one week per 5 points or part thereof in the DC of each Craft check the character must make to build the weapon. The juggernaut staggered backwards from the impact but it did not fall. Benefit: The character can build weapons for artillery use and for vehicles of any size. The raw materials used have a Purchase DC equal to that of the item. ripping demise as soon as it reached the two prone warriors. ‘Knew… it would…. To enchant a ring. Its one good arm unfolded along its end. promising a painful. Enchanting a wondrous item takes one day for each 5 points in its Purchase DC. Heshia and Jerrek returned fire almost immediately. The tunnel roared as thousands of metal fragments tore through the air in stuttering arcs. The weapons on the guardian juggernaut were massive. FEATS & TRAITS Craft Wondrous Item (Item Creation) You can enchant any sort of item with a great variety of effects Prerequisite: 3rd level.157.

and even then. Continuously active items remain active. The subject also loses supernatural abilities while in mist form. and he can maintain this form for a number of rounds equal to his Charisma score. Prerequisite: Wild shape. The character covers an area 10 feet per side and may engulf other characters. while a swarm of rats can scurry at a speed of 20 feet. when they can instead opt to attain a trait rather than a vocation talent. These are those traits characters are born with and may never develop. A misty character cannot run. the character must spend a number of experience points equal to the purchase DC of its magical features multiplied by 5 and by the character level.157. even when upside-down. but he can fly at a speed of 10 feet with perfect manoeuvrability. furthermore. He also cannot manipulate objects or activate items. though in some cases their effects may be moot. Swarm: Instead of a single creature. the method of acquisition is irrelevant. Dexterity. he need not make Climb checks to traverse a vertical or horizontal surface. 8th level. Traits are special talents that resemble feats in the way in which they give characters special abilities. The raw materials used have a Purchase DC equal to that of the item. minus 3. Traits are purposefully left as vague as possible while still providing all of the rules support needed to run them in a campaign. Here is the format for every trait description found in this book. Alternate Form Tree One of the most versatile vampire abilities is the power to change shape. the character’s body is actually scattered into dozens of creatures. 122 141. after which he returns to normal. Traits: The Alternate Form tree has the following traits: Mist Form: Once per day and with a Fortitude saving throw (DC 15).166 . Rats can swim but bats cannot. its effect and any prerequisite a character must meet in order to gain the trait. the character can make himself and all his gear become insubstantial. Once gained. characters gain a very limited number of chances to acquire traits and they start with fewer background points than humans. Strikes with slashing and piercing weapons deal only half damage. Name: The trait’s name. the same trait taken by two different characters can simulate different approaches to the same basic characteristic. The subject gains a climb speed of 20 feet. He must have his hands free to climb in this manner. This way. which not all characters may develop.To scribe a scroll. he can make one attack roll per target inside the swarm area. he may choose which when he activates the power. Non-human characters are advised to focus on the traits available to their race. The character is subject to the effects of wind and cannot enter water or other liquid. His material armour (including natural armour) becomes worthless. The character gains damage reduction 10/magic and becomes immune to poison and critical hits. the character can become a swarm of small creatures. gaining a +4 bonus to Defence and to attack. Ghost characters that become ghosts after 1st level may choose to exchange one trait they currently possess for a ghost trait that would normally only be gained at 1st level. though his size. Race: Vampire. Hit points lost represent some of the little animals being struck down. misty and translucent. Traits Trait Descriptions Like vocations. He cannot attack or activate conduits while in gaseous form. A swarm of bats can fly at a speed of 40 feet. traits are classified in trees that group several traits with a common theme and often offer a linear progression where a character must have a trait before acquiring the rest in the tree. Traits: A listing of all the traits belonging to the tree. Traits are gained in two different ways in OGL Steampunk games. The character can maintain his mist form for one minute per Charisma score. Tree Name: The name of the trait tree. dealing 1d6 points of damage to all targets he successfully strikes. Race: The race a character must belong to in order to choose a trait from the tree. The character retains his Dexterity bonus to Defence FEATS & TRAITS There are special characteristics tied to a character’s very nature. with all he was wearing or holding in his hands. Wall-Crawling: The character is capable of walking on walls and ceilings as a spider does. He can pass through small holes or narrow openings. even mere cracks. so long as he maintains his form. either bats or rats. Some traits are only available at 1st level. even those carried along with his mist form. While in this form. They can be gained with the background points characters gain during the creation process if they have any left after purchasing their race. They differ from feats in their source. however. A character either has a trait or he does not. The character can become a swarm of creatures once per day by succeeding at a Fortitude saving throw (DC 15). some are only available to characters at birth. deflection bonuses and armour bonuses from force effects still apply. He keeps his hit points at their current total but becomes extremely hard to hit.188. or they can be chosen when they gain a vocation talent or trait with a new level. Prerequisite: None.

or dire wolf. Undead and construct characters may not select this trait. When he does this.157. Race: Any. the character must have the Animal Magnetism trait from the Supernatural Gift tree. as per the darkvision special ability. Wild Shape.Value (if any) while climbing and opponents get no special bonus to their attacks against him. he can assume the shape of that animal as a standard action by succeeding at a Fortitude saving throw at DC 15. however. Stamina: The character recovers twice as fast as normal. Fall: On its turn. he remains in that form until nightfall. Dominion Tree The vampire can bend the will of others. the character can give a single command to a target. Traits: The Dominion tree has the following traits. Wild Shape: A vampire chooses one of the following animal shapes: bat. Once per day. hybrids. dire rat. Prerequisite: Resilient Organism. Prerequisite: Animal Magnetism. The vampire can maintain this other form for a total of one hour per point of his Charisma modifier. It may act normally while prone but takes any appropriate penalties. Keen Hearing: The character’s ears work much more efficiently. Animal Senses Tree Hybrids can explore their animal half by gaining special sensory perception. Before he can gain any trait from the Dominion tree. Resilient Organism: The character is particularly resistant to ability damage taken from poison and disease. Prerequisite: 3rd level. the subject drops whatever it is holding. Command: Once per day. dire bat. Traits: The Animal Senses tree has the following traits. 1d4+1 bat swarms or a pack of 3d6 wolves as a standard action. wolf. the subject moves away from the character as quickly as possible for 1 round. constructs install better systems in their bodies and undead cling more firmly to their unnatural existence. which it obeys to the best of its ability at its earliest opportunity if it fails a Will saving throw (DC 10 + half character’s level + Cha modifier). It may do nothing but move during its turn. Approach: On its turn. Some races. capable of seeing things at double the distance. 2 points of temporary ability damage per evening of rest and awakens in half the normal time after being knocked unconscious. Humans. both for their primary and secondary damage. These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. he selects another animal shape and can use this ability one additional time per day. particularly constructs and undead. treating a roll result of a natural 19 or 20 on Listen checks as automatic successes. Second Wind: The character can spend 1 action point to gain a second wind. While in his wild shape. Hawk’s Eyes: The character’s eyes are better than a human’s. 123 141. Prerequisite: None. Prerequisite: None. each time. He cannot. Children of the Night: Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms.166 . to a minimum of 1 hour. Flee: On its turn. It cannot pick up any dropped item until its next turn. He can choose this trait multiple times. The character may select from the following options. In effect. This trait does not increase the character’s hit points beyond his full normal total. The character gains the scent ability. this trait behaves like damage reduction against poison and disease. elves and dwarves simply are healthier than the average member of their species. If sunlight touches the character. The creature may do nothing but move during its turn. he recovers a number of hit points equal to his Constitution modifier. Race: Vampire. he ignores 1 point of ability damage whenever he is afflicted with a poisonous substance or a disease. Scent: The character’s animal nose now acquires the ability to perceive subtle odours. rat. He recovers 2 hit points per character level per evening of rest.188. The character can return to his normal form at will. Traits: The Amazing Health tree has the following traits. Darkvision: The character gains the ability to see in the dark. the subject falls to the ground and remains prone for 1 round. are unable to select certain traits. the subject moves toward the character as quickly and directly as possible for 1 round. the vampire loses his natural attacks and any trait from the Dominion tree but gains the natural weapons and extraordinary special attacks of his new form. Prerequisite: 5th level. FEATS & TRAITS Amazing Health Tree The character is particularly resilient thanks to the following traits. Race: Hybrid. use the run action while climbing. Prerequisite: Darkvision. Drop: On its turn.

The target is entitled to a Will save to resist (DC 10 + half the character’s level + Cha modifier) but if he loses. Suggestion. the effect ends when the subject finishes what it was asked to do. in much the same way that he resists damage. the activity is not performed. the character can forge a link between himself and the victim.166 . he will remain under the suggestion’s effect for one hour per the vampire’s character level. if the suggested activity can be completed in a shorter time. flying. The resulting elf differs so radically from his parents that he is hardly considered 124 141. If the condition is not met before the duration expires. The suggested course of activity can continue for the entire duration. Success means that the character gets to ask the victim three questions that can be answered ‘yes’ or ‘no’ without the victim noticing the contact. riding. the character has the same connection to an item or place that his victim does for the purposes of other psychic powers and divination magic and this works both ways. Traits: The Dwarven Heritage tree has the following traits. Something that is not stone but that is disguised as stone also counts as unusual stonework.157. Failure means that the character only asks one question but the victim realises there is someone in his mind. limited to a sentence or two. tripped or grappled when standing on the ground. the effect automatically fails. Suggestion. Asking the creature to do some obviously harmful act automatically negates the effect. See the vampire race description for details of feeding. sensing his approximate depth underground as naturally as a human can sense which way is up. shaky stone ceilings and the like. A character can have a link with as many people as his Charisma modifier (minimum 1) and may break the link with a Will saving throw at DC 15. Stonecunning: This trait grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework. Animal Magnetism. Soul of Stone: The character’s flesh is like stone. Race: Elf. with failure meaning that the link continues and the character may not try to sever it again for one week. Prerequisite: None. Prerequisite: Animal Magnetism. The character ignores 1 point of ability damage from poison and all gasses and may hold his breath for double the usual amount of time. Prerequisite: Con 11. It may not take any actions but is not considered helpless. If the subject cannot carry out the command on its next turn. FEATS & TRAITS Elvish Heritage Tree Elves are creatures of grace and their racial traits reflect this.188. The character makes a Charisma check (DC 10 + victim’s Wis modifier) each time it wants to communicate with one of his linked victims. in a kind of cultural exchange. Prerequisite: Con 15. The character has a psychic link with the victim out to a distance of up to 1 mile. A dwarf can also intuit depth. Psychic Link: By spending an action point during feeding from a creature with Intelligence 6 or higher. though not when climbing. Prerequisite: Animal Magnetism. A dwarf can use the Search skill to find stonework traps as a scoundrel can. The character can instead specify conditions that will trigger a special activity while the effect is in place. such as sliding walls. although they are beginning to do so in a more civilised manner with the parent’s permission. Prerequisite: None. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching. Race: Dwarf. new construction (even when built to match the old). Since the link is psychic in nature. or otherwise not standing firmly on the ground. Dwarven Heritage Tree Dwarves are hardy and industrious. unsafe stone surfaces. Their racial traits reflect this. Magic Resistance: The dwarf ’s earthy nature allows him to resist magic. The character gains magic resistance equal to 10 plus his Constitution ability score modifier. he can influence their actions by suggesting a course of activity. Changeling: Elves still practice the custom of exchanging human children for their own. stonework traps.Halt: The subject stands in place for 1 round. The character cannot see through the target’s eyes but he can communicate empathically without the victim realising it. The suggestion must be worded in such a manner as to make the activity sound reasonable. The ability to ignore poison damage stacks with that of the Resilient Organism trait from the Amazing Health tree. Traits: The Elvish Heritage tree has the following traits. Suggestion: Once the character has fascinated a target with his Animal Magnetism. A very reasonable suggestion causes the saving throw to be made at a penalty. as are his internal organs. Immovable: A dwarf gains a +4 bonus on checks made to resist being bull rushed. Prerequisite: Charisma 15. such as –1 or –2.

moonlight. He can use any feat he has except Combat Expertise. +2 racial bonus on Diplomacy and Gather Information checks. Light-footed II: The character can step so lightly that he seems to fly. +1 racial bonus on Listen. Light-footed I: Elves are children of wind and forest and they tread on the ground only as a compromise. A character may prematurely end his rage. he gains a +2 racial bonus to Balance checks. Escape Artist.or Intelligence-based skills (except for Balance. Race: Hybrid. While raging. FEATS & TRAITS Feral Instinct Tree The character has an active and aware animal soul. and characters with the Raised by Beasts trait in the Personal Backgrounds tree. a changeling is considered an elf. These extra hit points are not lost first the way temporary hit points are. Automatic Languages: Common and Elvish. such as Thieves’ Cant. In a rage. Favoured Class: Any. An elf with this trait is immune to disease. Feral Vitality: The character moves and reacts like an animal in the wild. the character’s weight is considered to be half of what it actually is. a character temporarily gains a +4 bonus to Strength. Dexterity. Bonus Languages: Any. The character treats all natural 20 rolls on Strength-based checks as automatic successes.188.166 . telegraph code and Clockish. When considering an elf ’s weight for traps and resistance of materials. Changeling base land speed is 30 feet. Prerequisite: Dexterity 13. item creation feats and metamagic feats. other than secret or technical languages. An elf is considered a Large creature when calculating the maximum distance he can jump with the Jump skill. At the end of the rage. They retain the ability to distinguish colour and detail under these conditions. Prerequisite: Can only be chosen at 1st level. The increase in Constitution increases the character’s hit points by 2 points per level but these hit points go away at the end of the rage when his Constitution score drops back to normal. their bodies protected by the grace of their magical realm. Search and Spot checks. Light-footed I. torchlight and similar conditions of poor illumination. Low-Light Vision: A changeling can see twice as far as a human in starlight. Instead of its normal racial features. Intimidate and Ride). a +4 bonus to Constitution and a +2 morale bonus on Will saving throws but he takes a –2 penalty to Defence. a changeling uses the following: Medium: As Medium-size creatures. Prerequisite: None. When determining whether a multiclass changeling takes an experience point penalty. Prerequisite: Dexterity 17. Grace: Elves are purportedly immortal. a character cannot use any Charisma-. rounded down. the Concentration skill or any abilities that require patience or concentration. and he can move at his normal speed while climbing. In addition.157. Immunity to sleep spells and similar magical effects and a +2 racial bonus on saving throws against enchantment spells or effects. changelings have no special bonuses or penalties due to their size. nor can he activate conduits or occult items that require a command word or completion (such as a scroll) to function. his highest-level class does not count. the character loses the rage modifiers 125 141.an elf anymore. Prerequisite: None. Elvish Blood: For all effects related to race. Traits: The Feral Instinct tree has the following traits. Raging Beast: The character can fly into a rage a certain number of times per day equal to one quarter of the character’s level. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier.

while wild animals are usually unfriendly. Uncanny Alertness: The character reacts by instinct to incoming threats. It was obviously not safe here but Jerrek doubted the opposition would have another juggernaut handy. In addition to a +2 increase to his Wealth bonus. The character can choose a piece of equipment with a Purchase DC no higher than 15 + his Charisma modifier.166 . However. The character retains his Dexterity bonus to Defence (if any) even if he is caught flat-footed or struck by an invisible attacker. the massive steel husk of this one was now blocking the passage it had come in through. Feral Soul Tree The character is in touch with his animal side. the character can spend an action point to avoid losing up to 2 points from his Wealth bonus when buying items with a Purchase DC of 15 or higher. Fortune Tree Humans seem to be in the good graces of Lady Luck and life smiles on them at every turn. influencing an animal in this way takes 1 minute but. Wild Empathy: The character can improve the attitude of an animal. If an animal is friendly towards the character. Feral Tongue. Prerequisite: Feral Vitality. A character can fly into a rage only once per encounter. they had to rest. he makes a Survival check with a +4 bonus opposed by listeners’ Listen check. The typical domestic animal has a starting attitude of indifferent. This ability functions just like a Diplomacy check made to improve the attitude of a person. Strip out any weapons or explosives you find. That gave them an advantage in time. wary and cunning animals are likely to be terse and evasive. Gearbolt. The character rolls 1d20 and adds his character level and Charisma modifier to determine the wild empathy check result. which means that they must be within 30 feet of one another under normal conditions. This trait does not make the animals any more friendly or co-operative than normal. if only a small one. Prerequisite: Inherited Fortune. Inherited Treasure: The character gains 2 treasure points (see pg.157. The object is a mastercrafted item. as with influencing people. cannot charge or run) for the duration of the current encounter. he still loses his Dexterity bonus to Defence if immobilised. Inherited Fortune: The character can fall back on his family fortune for many of his expenses. understood?’ and restrictions and becomes fatigued (–2 penalty to Strength. it might take more or less time. A character can select this trait more than once. Nothing gets past you. Feral Voice: The character can imitate flawlessly the voice of animals in the wild. Besides. Feral Tongue: The character can understand the language of a single species of animals. and characters with the Raised by Beasts trait in the Personal Backgrounds tree. Traits: The Feral Instinct tree has the following traits. FEATS & TRAITS ‘Heshia. Everyone moved to fulfil them with remarkable speed for their tattered condition. from gentle chirps to deafening roars. Prerequisite: None. Stay in sight. while the more stupid ones make inane comments. Even if the orcs did have a second one. Race: Hybrid. To use this trait. Traits: The Fortune tree has the following traits. each time it applies to a new animal species. the character and the animal must be able to study each other. Prerequisite: Feral Voice. Heirloom: The character gains a particular piece of equipment that has been passed through generations in his family. or of any one species that the character chooses upon gaining this feat if not a hybrid. –2 penalty to Dexterity. It was good to see the team coming together like this but he did not have a free moment to appreciate it any more than that. Prerequisite: Feral Voice. Generally. it may do some favour or service for him. but keep those great eyes of yours sharp. see if you can salvage anything from the juggernaut. He barked orders as fast as he could. 134). standing firmly between the human and animal realms. Furthermore. Gail. 126 141. I’ll keep watch here while you scout up ahead. Prerequisite: Inherited Fortune. see to Thurdin’s wounds. He can ask questions of and receive answers from animals of his same species if a hybrid. Prerequisite: Can only be chosen at 1st level. Race: Humans.There was no choice.188. they would not have any way to deploy it against Jerrek’s team. Prerequisite: Feral Vitality.

and also gaining a +2 to Dexterity. Large Size: The character is of large size.Framework Tree The cog is not shaped in the standard humanoid form. but a –2 to Strength. a ghost can procure his own equipment. and also gaining a +2 to Strength.166 . gaining a –1 to Defence and attack rolls. which may be equipped as upgrades later. Etheric Equipment. An incorporeal ghost can become corporeal at will. the character becomes ethereal. Equipment Light and one-handed weapon Two-handed weapon Light armour Medium armour Heavy armour Other equipment Action points 1 1 1 2 3 Purchase DC divided by 5 (round up) FEATS & TRAITS Ghost Corporeality Tree A revenant ghost is unlike other ghosts in that it fully exists in the Material Plane. Quadruped Construction: The character is shaped like a four-legged animal. a ghost character makes a Will saving throw at DC 15. Prerequisite: Can only be chosen at 1st level. gaining a +1 to Defence and attack rolls. As a small creature. he gains a +4 to Psychic Control checks to use it.188. Prerequisite: Partial Incorporeality. If the ghost becomes a psychic and gains the Ectenic Force power. which he can now manipulate as a living being would manipulate any other object. The shape can resemble any four-legged animal but the character gains none of the abilities of the animal in question. With time. though it loses the ability to manipulate objects unless it has the Extra Arm Special Feature as noted in the Upgrade tree. Prerequisite: Can only be chosen at 1st level. rounded down. The character also gains a +1 to its damage reduction. Race: Construct. he is slowed down to half his speed. Its speed becomes 20 feet faster than its normal speed and it gains a +4 stability bonus against trip. He can become incorporeal a number of times per day equal to a third of his character level rounded down and he can maintain his incorporeal state for a number of minutes equal to twice his Charisma score. but he can now turn his body into subtle etheric matter from his normal gross ectoplasmic form. Prerequisite: Cha 12. Prerequisite: None. He can become incorporeal a number of times per day equal to one quarter of his character level. With this trait. he is shunted towards the nearest open space and suffers 1d6 points of damage per 10 feet so travelled. 8th level. Prerequisite: Can only be chosen at 1st level. but a –2 to Dexterity. Partial Incorporeality: The character gains the ability to become partially incorporeal for brief periods. Etheric Equipment: One of the main drawbacks of being a ghost is that no one makes items that a ghost can manipulate easily. an action point in addition to the Will saving throw. he can learn to assume the true ghost’s powers of ethereal manifestation. Etheric Equipment. If he becomes corporeal inside a solid object. after which he must make another Will saving throw or become corporeal. The character gains the Ectenic Force derived power of the Psychokinesis psychic ability but makes a level check adding his Charisma modifier instead of a Psychic Control check. however. This process makes a copy of it made of solid ectoplasm. Full Incorporeality. he receives half damage from energy attacks and corporeal attacks have only a 20% chance of not affecting him. His incorporeality is not perfect. Etheric Body: The character cannot only become incorporeal. He can maintain his incorporeal state for a number of minutes equal to his Charisma score. To become incorporeal. the character has a base speed of 20 feet and a +4 bonus to Hide checks. granting him the ability to move objects with his mind. The original object is not damaged or otherwise affected. Prerequisite: Partial Incorporeality. although with an ectoplasmic body instead of an organic one. also. The process is the same as the Full Incorporeality trait but with the expenditure of Full Incorporeality: The character’s ability to become incorporeal increases. Traits: The Ghost Corporeality tree has the following traits. Small Size: The character is of small size. Prerequisite: Partial Incorporeality. Traits: The Framework tree has the following traits. bull rush and overrun attempts.157. 5th level. Ectenic Force: The character can impress his will upon the Ethereal Plane and translate it into the Material. His incorporeal state is now complete and has all the characteristics of the incorporeal state. when he passes through solid objects or moves as if flying. He touches a piece of equipment and spends a variable number of action points depending on the equipment treated. 12th level. Race: Ghost. 127 141. Partial Incorporeality.

The character can use the feat once per round as a free action. with a minimum of one use. Only hybrids can choose this trait. Prerequisite: None. Prerequisite: None. fight with claws as if fighting with two weapons. Consequently. or he can use it as an extra attack at his highest base attack bonus. With this trait. Prerequisite: None. Maintaining the death mask is a standard action. Race: Vampire. With most natural weaponry.157. the gore attack also deals triple damage if a charge results in a critical hit. Hybrid. revenant ghosts are still undead and they can learn to channel the dread of death into all who see them. An opponent who fails his saving throw is shaken. Advanced Melee Smash: The character receives an additional +1 bonus on melee damage. Legendary Beauty: The character attracts attention wherever he goes. Death’s Mien: The character exudes the dark energies of the dead. Prerequisite: Cha 13. Prerequisite: Cha 17. Prerequisite: None. Horns: The character gains a gore attack that deals 1d4 points of damage. Improved Melee Smash. skeletal embodiment of death. Traits: The Ghostly Terror tree has the following traits. plus 1 round per point of positive Charisma modifier. If the character has the Renown feat. The character gains a +2 bonus to Reputation and treats a natural 20 roll on any Charisma-based check as an automatic success when Natural Weaponry Tree The character possesses a natural arsenal at his fingertips. the Will saving throw’s DC increases by 5.188. This feat does not affect creatures with an Intelligence of 3 or lower.166 . Melee Smash: The character receives a +1 bonus on melee damage. although all his attacks in the round suffer a –2 penalty if he does so. Creatures that fail their saving throw by 10 points or more become unconscious for 1d4 x 10 minutes. taking a –2 penalty on attack rolls. standing out by virtue of his stunning good looks. Death’s Aspect: A ghost usually looks like an idealised form of its former. He gains a +2 bonus to ability checks to make trip attacks with the tail. Race: Ghost. Death’s Mien. he assumes a form more resembling that which his mortal remains actually have. Claws: The character has claws on both hands. The character can use the tail as a normal weapon at the appropriate base attack bonus. A successful saving throw indicates that the opponent is immune to the character’s use of this feat for 24 hours. Fangs: The character gains a bite attack. Only the tail slap provides a character with an extra attack. although he can 128 141. Tail Slap: The character gains an extra attack action with an unusually strong tail. The ghost spends an action point to look like a decayed. living self. Only hybrids can choose this trait. Prerequisite: Melee Smash. All living creatures within a 30-foot spread must succeed on a Will saving throw with a DC of 10 + half the character’s level + his Charisma modifier or become frightened for 2d4 rounds. Prerequisite: Cha 15. a character is limited to his normal number of attacks per round. When he uses this trait. the host can do this for 3 rounds. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Improved Melee Smash: The character receives an additional +1 bonus on melee damage. for a total of +3. Death’s Mien. Traits: The Natural Weaponry tree has the following traits. with the claws being considered light weapons. FEATS & TRAITS Personal Background Tree A character with a personal background is usually born with it. Prerequisite: None. Traits: The Personal Background tree has the following traits. as it colours the way he interacts with others and with the world at large. which deals 1d4 points of damage. Frightful Moan: A ghost can emit a frightful moan as a standard action once per day per point of Charisma modifier. Race: Special (see text).Ghostly Terror Tree Regardless of their disposition. saving throws and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. for a total of +2. Prerequisites: Melee Smash. also dealing double damage during a charge. Any living creature within 60 feet that views his death-like form must succeed on a Fortitude saving throw with a DC of 10 + half the character’s level + his Charisma modifier or become paralysed with fear for as long as the ghost maintains the appearance and for 2d4 rounds afterwards. The claws deal 1d6 points of damage. all opponents within 10 feet who have fewer levels he does must make a Will saving throw with a DC of 10 + half the character’s level + his Charisma modifier.

including Knowledge.188. although all social skill checks like Diplomacy. Cultural Legacy: The character practices a culturally important skill with increased proficiency. treat a result of 20 as an automatic success. illiterate and cannot read or write any language he knows. can only be chosen at 1st level. Skill Mimic: The character can improvise the use of skills he knows nothing of. vampire. The Games Master determines which skills are important for the character’s culture. even if he has not yet fully tapped this potential. Prodigious Gift: The character has a natural aptitude for certain tasks. FEATS & TRAITS Spark of Genius Tree The character’s mind is wired in just the right way for the present epoch and may become a tool for scientific pursuits. Prerequisite: Can only be chosen at 1st level. Other characters can learn nothing about him with Gather Information checks. He also gains a –2 penalty to Diplomacy checks. He must spend an additional skill point in order to know how to read and write any language he knows. Prerequisite: Can only be chosen at 1st level. With a successful character level check (1d20 + character level.157. can only be chosen at 1st level. The character is. He gains a +2 bonus to Reputation and treats a natural 20 roll on any Intimidate check as an automatic success. there is no additional benefit. Gather Information and Craft. He is allowed a Will saving throw with a +4 bonus against any use of psychic powers and divination magic to find out about his past and present whereabouts. Prerequisite: Any race. Prerequisite: Prodigious Gift. If he gains actual ranks in any of those skills. Gnome. Race: Cog or human. Choose two skills. The character selects three ‘trained only’ skills. can only be chosen at 1st level. This curious upbringing grants him a few select benefits and drawbacks. Prerequisite: Any race except cog or undead. Machine Empathy: The character knows intuitively how machines work. He can only buy ranks in a skill in which he at least has 1 skill rank. If he beats any DC or opposed roll by 5 or more points. Traits: The Prodigy tree has the following traits. ghost. can only be chosen at 1st level. each time. or Cog. the Meridean Empire values Diplomacy. The character gains a +3 bonus to one of these skills. When making checks with those skills. Prerequisite: Cultural Legacy. he receives 4 extra skill points. Prerequisite: Elf. Monstrous: The character is hideous to behold. Prerequisite: Prodigious Gift. human. A character can take this trait more than once. Enigmatic: The character’s past is shrouded in mystery and no one is really sure where he comes from. He gains a +2 bonus to Survival checks. Prerequisite: Can only be chosen at 1st level. Research and Investigate checks. DC 15) the character can make himself be understood to other characters who do not speak his language. He can use those skills untrained as if he had 1 rank in them. can only be chosen at 1st level. gains the Track feat for free and may follow a trail while moving at full speed. vampire.166 . Prerequisite: Elf. human. Prerequisite: Elf. Undead and constructs may not gain this trait. vampire. The character adds his character level to Investigate checks. Traits: The Spark of Genius tree has the following traits.interacting with characters attracted to his gender. ghost. or gains a +10 bonus on Intimidate opposed checks. Raised by Beasts: The character was raised in the wild by animals. Eidetic Memory: The character can remember everything on which he focuses his attention. The character adds his character level to all Intelligencebased checks related to remembering things. The character ignores the penalties for using language-dependent effects. If the character is not a hybrid. he can gain traits from the Feral Instinct and Feral Soul trees. Spokesperson: The character has a natural gift for putting his ideas forward. This bonus stacks with that of the Skill Focus feat and with those gained from Personal Quality feats. This feat works like the Use Prodigy Tree The character has an incredible talent for any task he sets out to learn. however. Additional Training: The character receives 4 skill points to buy skill ranks or speciality ranks. or as a +10 bonus to the roll (effectively a roll of 30) when making opposed checks. 129 141. the target of his intimidation must make a Will saving throw (DC 10 + half the character’s level + Cha modifier) or become shaken. Race: Human. Superior Intuition: The character has incredible powers of observation and deduction. Bluff and Sense Motive suffer a –2 penalty due to the language barrier.

Prerequisite: None. he may keep the point as if he had not spent 130 141. See the conditions on pg. Traits: The Supernatural Gift tree has the following traits. nasty gossip and the malevolent attention of the character’s enemies. a character can make a character level check to ask a favour of a relative. so does the nemesis. Once per month.166 . he can make a level check at the same DC to tap his contact network for the information or goods he is looking for. Pact with Darkness: The character made an unwholesome pact with an evil entity.Amazing Device feat but also treats a natural 20 roll on any check or roll to operate a machine as an automatic success. The Games Master sets the DC according to the favour. The ally accompanies a character in some adventures at the Games Master’s discretion. whether it is a spouse. except that the character can call upon the help of an organisation of moderate power. as if he had never spent it. Prerequisite: 4th level. explaining away various hitherto mysterious phenomena in its wake. in addition. Prerequisite: None. If the DC is 20 or higher for either check. the character can fascinate the target for as long as he keeps talking to him. the character has a 50% chance of retaining Supernatural Gift Tree Many scholars predict a waning of magical activity as the field of science progresses. The nemesis is a heroic character created and controlled by the Games Master at the same level as the character himself. Prerequisite: Can only be chosen at 1st level. FEATS & TRAITS Social Ties Tree The character is a full member of his society and has developed the network of connections to show it. can only be chosen at 1st level. counts towards calculating a party’s average level and receives his own share of the experience awards. Prerequisite: No mental ability (Int. which would represent a difficult favour. Prerequisite: Int 15. such as the rare gifts with which many people are born. Animal Magnetism: The character has a commanding presence. Unfortunately. the character can make one of his action points translate into d8 dice instead of d6. Prerequisite: None. Prerequisite: Cha 13. Race: Any but Cog. can only be chosen at 1st level. The ally is a heroic character created and controlled by the Games Master at three levels lower than the character and advancing at the same pace as the character. who advances at the same pace as the character. Machine Empathy. usually the lending of money. On a result of 7 – 8. which becomes a class skill for him. which would represent a simple favour. from 10. Wis and Cha) may be lower than 11. 130. The significant other is an ordinary character who remains under the Games Master’s control but who has a knack for attracting trouble. a piece of equipment or safe passage. calamity. Prerequisite: Can only be chosen at 1st level. the character loses one point of Wealth as he bribes and pays for the information he is seeking. Significant Other: The character has a person with whom he shares his life. a fiancée or a suitor. to 25. Family Ties: The character is a valued member of his family and he can count on relatives to give him a hand. the character’s maximum number of skill ranks for that Ritual skill increases by 2. In the presence of his nemesis. Organisation Ties: The character is a valued member of an organisation. hybrid.188. Whenever the significant other is in danger. such as smuggling criminal friends across a heavily guarded border. Contacts: The character develops a network of informants. at the discretion of the Games Master. at the Games Master’s discretion. gnome. The character can make Craft and Repair checks in half the normal time. Nemesis: The character has a personal enemy that haunts his steps. Mechanical Genius: The character is right at home with machines and technology. Traits: The Social Ties tree has the following traits. Once per day. Prerequisite: Can only be chosen at 1st level. fences and similar usefully placed persons to whom he can turn. a character has a +2 morale bonus to all actions destined to protect him or her. The character can ask for greater favours once per week with a level check (all DCs should be considered 5 points lower) but the organisation will sometimes require him to perform a task. like lending a pistol for one day. any action point he spends. With a successful Charisma ability score check opposed by a target’s Will saving throw. This trait works like Family Ties. Failure can mean that no relative within reach can do the favour or that those available refuse to do it. elf. Magical Potency: The character’s blood burns with the power of magic. Race: Dwarf. a character gains a Personal Quality feat of his choice. human.157. The character chooses one Ritual skill. Ally: The character has a true and trusted friend. Whenever the character fails a Wealth check or a Gather Information check. In exchange for taking this demanding trait.

188. Prerequisite: None. there were a pair of combustion cylinders in the hulk’s torso. The Games Master is free to use a pact point to turn any of the character’s subsequent rolls into an automatic failure. can only be chosen at 1st level. Natural Weaponry. The transfer to a new body deals 1 point of temporary Intelligence damage to the analytical brain. Prerequisite: None. Adroitly. another character can install the brain into a new body. If the feature can be selected multiple times. The Purchase DC of the new body is equal to the average of its Strength and Dexterity scores plus 5. It moved to the charred wreck of the juggernaut and began removing pieces from its ruined. Armour Plating. regardless of the result. An ingenious device. Gearbolt moved at the leader’s command. Analytical Independence: The character’s analytical engine brain has a certain degree of independence from the character’s artificial body. this process requires parts. a cog character may select it only once. Extra Leg. failure results in the character suffering non-lethal damage again until the following week. While not in a body. Retractable Equipment: One of the cog’s arms can house a piece of equipment such as a light weapon or a tool kit. Swerving Hip. If the cog is reduced to –10 hit points. regardless of prerequisites. the character makes a character level check (1d20 + character level). despite appearances.’ The character no longer suffers battery damage as its power source exhausts. while a new body determines the character’s new Strength and Dexterity. Ranged Attack.it. as they had been unable to withstand the blast of the dwarven organic’s cannon. Probably intended as antipersonnel weapons. The human had not started this expedition with much evident authority but the construct had calculated a considerable probability that Jerrek would prove capable of exerting himself in that way. A character can free himself from the pact by refraining from using this ability for a year and a day. although a successful Spot check opposed by the character’s Hide check will detect the concealed item. Gearbolt reflected as he worked. The character can now ‘heal’ naturally like characters of other races. This weight is counted as equipment carried. feats. Traits: The Upgrade tree has the following traits. Prerequisite: None. talents and mental abilities (Int. The character gains one psychic power for free. Special Feature: The character can equip one of the special features described in the Power of Steam chapter as if it were an amazing machine. The self-repair system can store enough spare parts for two days worth of ‘healing’ and weighs 10 lb. though devastating to components. they would make a valuable addition to the bomb it was carrying. Prerequisite: Wis or Cha 15. This equipment may not weigh more than five pounds. Psychic Latency: The character has incipient psychic potential that has not blossomed into full psychic power. Self-Repair: The cog is equipped with internal mechanisms that repair any damage it suffers. the cog or another character must make a Wealth check with a Purchase DC equal to the damage to be healed in one day. the character gains a pact point. This can only be a derived power. Prerequisite: Can only be chosen at 1st level. never a base power and the character still needs to comply with the normal requirements to learn other psychic powers. although he still needs to make a Repair check DC 15 once per week to maintain the adaptor. taking great care not to set them off. Greater Damage. Prerequisite: None. Extra Arm. Prerequisite: None. Each time he does this. To acquire these parts. however. Wis and Cha) of the cog. Miscellaneous Limb. the brain can still hear and speak through a voice box but it cannot do anything else. Jumping. Voltaic Claws and Wall-Crawling. 131 141. Booster. Instead of a Psychic Control check. crude and substantially inferior chassis. the cog removed the cylinders from their twisted iron casing. The character can retract this equipment. and can truly reinvent themselves as time passes. Telluric Power Recovery: The cog’s power source is now equipped with a telluric adaptor that captures energy from the general magical ambience around it and translates this power into the cog’s ‘battery. Acceptable special features are as follows: Accuracy. The analytical brain keeps all the skills. Distressingly little of the juggernaut’s machinery and gearing were salvageable. Gearbolt was satisfied that its analysis had proven correct and was now content to follow orders. Race: Cog. although it could be constructed from scratch with a Craft (mechanical) check at a DC equal to the Purchase DC plus 3. Still. The cog loses all traits from the Upgrade tree and any other talents and traits dependent upon Strength or Dexterity.157.166 . thus hiding it from view. FEATS & TRAITS Upgrade Tree Cogs have a certain freedom of form and function. class levels.

Of course. To get a general sense of how financially solvent a character is at any given time. Alternately. which is used to purchase equipment and services for the character. In many ways. the character’s Wealth bonus will decrease as the character purchases expensive items and increase as the character gains levels and collects rewards. The Wealth Check A Wealth check is a 1d20 roll plus a character’s current Wealth bonus. +2 bonus for having a Profession matching starting vocation Over the course of play. In this way.166 . credit rating and any savings that the character has managed to put away. Every character has a Wealth bonus that reflects his buying power. unlike the ones described in The Power of Steam chapter. though this number should not exceed 10 or be less than 1. 2d4 die roll. 132 141. As a result. which retain their wondrous nature. A character’s Wealth bonus can never fall below +0. check the table below. and there is no limit to how high the Wealth bonus can climb. if taken. all of this assumes a thriving economy. The Wealth System Purchasing Equipment Wealth checks are used to determine what characters can afford and what gear they might reasonably have access to. so they serve only as a general guideline. To purchase an object.’ as craftsmen and inventors create and expose dozens of new contraptions and tools that did not exist before. The Wealth bonus is fluid. as well as the Wealth system that governs how they are acquired. it is sometimes difficult to determine how financially well off a character is.157. This is a composite of income. opening many doors and keeping other important ones closed. The marketplace in OGL Steampunk is the showcase that reveals the clash between the old ways and the new disciplines. +1 for having 1 to 4 ranks in the Profession skill. Old tools are falling out of favour but are still offered to the public. Inflation and the effects of in-game events can seriously impact the real effect of these numbers. old but functional designs share shelf space in many places with the wonders of the age. Since Wealth is an abstract concept. such as the need for a good rope during wilderness exploration. Bonus from the Windfall feat. something that is becoming less of a given as the forces of steam and war push the world closer to its breaking point. A character’s Wealth bonus serves as the basis of his Wealth check.EQUIPMENT & WEALTH equipment & Wealth m any people believe that the advent of technology of the new scientific age better deserves the name of ‘onslaught. Wealth can be a character’s most important statistic. Smiths forge swords in the same anvil in which they forge bayonets and a weapons store is as likely to sell crossbows as it is to stock black powder pistols and muskets. Every object and service has a purchase DC. Amongst the goods there are many technological wonders that are not found in a standard fantasy setting but which are so widespread in the Steampunk world that ordinary craftsmen have mastered their construction. Wealth Bonus A newly created 1st-level character’s Wealth bonus is +0 plus: Wealth provided by the character’s starting occupation. as some needs never go away. This chapter offers a collection of goods and services available to the characters. It increases as a character gains Wealth and decreases as the character makes purchases. Wealth Bonus +0 +1 to +4 +5 to +10 +11 to +15 +16 to +20 +21 to +30 +31 or higher Financial Condition Impoverished or in debt Struggling Middle class Affluent Wealthy Rich Very rich Every character has a Wealth bonus that reflects his buying power.188. a Games Master may assign a starting Wealth result in place of this die roll based on character background. make a Wealth check against the purchase DC. these devices are no longer considered amazing machines.

it showed no sign. Thurdin looked over at Gailion and made a retching noise. see pg. Try Again? A character can try again if he fails a Wealth check. If the artificial man took any offence at the gesture. He may not. 134. ‘Correct. anyway?’ The cog stood up from inside the juggernaut’s chassis and flickered the light in its eyes as a sign that it was pondering the question.166 . If the attempt is successful. or characters enter a store as part of the story and want to buy something specifically found in the place. the character’s Wealth bonus decreases. the character’s Wealth bonus decreases. Jerrek turned his head to Gearbolt and asked ‘Whose brilliant idea was it to give science to the orcs. If the character successfully purchases an object or service with a purchase DC that is higher than his or her current Wealth bonus. they now have the ability to build the same things we sent at them?’ Gearbolt swivelled its head forward and back three times. but if you will recall. staring at each other.’ Thurdin spat on the wall. that character provides the purchaser with a +2 bonus on his Wealth check. they said. ‘So you are saying that because humanity tried to use machines to destroy the orcs and goblinoids a century ago. the character automatically succeeds. they apparently figured out how to cobble the detritus of the war into weapons of their own. but she was hurt too. Haggling The Wealth check represents a character shopping around for the item he wants to purchase in various venues but sometimes there is only one store available.’ Jerrek shook his head. His whole body hurt. narrowly missing the cog in the process.’ not ‘discover. If the character fails. I said ‘develop. there is a penalty for spending beyond a character’s means. If the character’s current Wealth bonus is equal to or greater than the DC. then they laughed. Getting a license or buying an object with a restriction rating increases the time needed to make purchases. they more than make up for in cultural atavism. ‘Technically. do this until he has spent an additional number of hours shopping equal to the purchase DC of the object or service. All current theory points to them developing it on their own. no one gave it to them. Losing Wealth. ‘I believe I take your meaning as doubt of orcish intellect.157.188. ‘Balls and blast powder! I don’t buy that!’ To emphasise his disagreement. He had taken the brunt of that. however. characters can ‘close’ on the scene and conduct personal negotiations. ‘The orcs as a race did not discover science. It is merely another example of how your race tends to make its own monsters. asking for a particular item and. In unison. to haggle for a discount. ‘You look like I feel. Aid Another with Purchase Checks One other character can aid another attempt to help a character purchase an object or service. The character who provides the aid reduces his Wealth bonus by +1. Also. I assure you. he or she cannot afford the object at the time. if the shopkeeper is amenable to it. Whenever a character buys an object that has a purchase DC higher than his or her current Wealth bonus. Shops have their own Wealth bonus ranging from +10 for a modest store 133 141. reflecting the time needed to locate the wanted materials and close the deal. sir. EQUIPMENT & WEALTH With an annoyed snarl.’ They are very acquisitive creatures and after being exposed to machinery during the disastrous Purge a hundred years ago.Jerrek groaned as he sat down against the wall. They rested on opposite sides of the sewer tunnel. Forgive me for disparaging my creators but the humans are not always the wisest of beings when it comes to applications of power. Taking 20 requires 20 times as long as normal. That timely shot from Thurdin’s cannon had saved their lives but the shrapnel from the exploding juggernaut had not been pretty. Taking 10 and Taking 20 on a Purchase Check A character can usually take 10 or take 20 when making a Wealth check. The first thing to do is to determine whether a store has the item the character is looking for. the character gains the object. being a little closer to the wreck than Heshia. what they lack in scientific refinement. he threw a chunk of rock at the juggernaut.’ If the character succeeds on the Wealth check. In these instances.’ They blinked in unison. sir.’ The empty looks from everyone in the corridor prompted him to explain. Shopping and Time Buying less common objects generally takes a number of hours equal to the purchase DC of the object or service.

A character’s Wealth bonus only goes down if he or she successfully buys an object or service. the approximate sale value is equal to the object’s Purchase DC (as if purchased new) minus 3. the best clothes store in the land will not have stellar iron musket bullets. Regaining Wealth A character’s Wealth bonus recovers as the character advances. any time a character buys an object or service with a purchase DC of 15 or higher. Gaining Treasure Points A character never gains treasure points as a normal event in his level advancement. or as corresponding treasure points (such as ‘you receive 1 treasure point each’) which means that each player receives the stated amount of treasure points. If the character attempts to buy something and the check fails. make a Profession check. This reduction only counts for the Wealth check to purchase the item. if any.166 . and that sale value is 14 or Wealth Bonus of +0 A character’s Wealth bonus can never decrease to less than +0. EQUIPMENT & WEALTH If it is available. now characters can try to purchase it by taking 10 on their Wealth check (after all. If a character sells an object with a sale value less than or equal to his or her current Wealth bonus. Use the rules below for Selling Items to determine how much of an increase a Player Character receives to his Wealth bonus. Spend it to avoid losing Wealth after a successful buy. Selling Items or Information To sell something. using the item’s normal DC to consider how much Wealth is lost. they do not have to find the object. Rewards can be phrased as absolute treasure points (as in ‘you receive 4 treasure points’) which means that there is a finite amount of treasure points to divide amongst all characters. or one with a purchase DC of 15 or higher. Adventuring may also result in Player Characters finding valuable items or information that could potentially improve their wealth. and cannot take 10 or take 20. Nominally. If the character has no ranks in the skill. the character does not have the buying power to purchase any object or service that has a purchase DC of 10 or higher. These points are basically action points that characters may apply to Wealth checks. his current Wealth bonus increases by +1. he gains an additional +1 to his Wealth bonus. Using Treasure Points A character can use a treasure point in three different ways: Spend it to gain a permanent +2 to his Wealth bonus. engaging in opposed Diplomacy checks or. then this is a Wisdom check instead. The increase is the same amount as the Wealth bonus loss the character would experience if the character purchased an object with a purchase DC equal to the sale value. for every 5 points that a character exceeds the shopkeeper’s. the benefit translates into a Wealth award. Games Masters should always keep in mind the nature of the store. the character’s Wealth bonus goes down.157. Assuming the object is undamaged and in working condition. Every time a character gains a new level. The DC is equal to the character’s current Wealth bonus. he can only gain them as rewards for adventures. Selling an object can provide an increase to a character’s Wealth bonus. Regardless of the character’s current Wealth bonus. simply on a good role-playing bout. his or her Wealth bonus is unaffected.to +40 for a large or affluent store. If a Player Character’s Wealth bonus is +0.188. Treasure Points Some adventures may reward characters with treasure points. he gains a Wealth bonus increase of 1 whenever he sells an object with a sale value of 15 or higher. the character still loses any Wealth for purchasing something beyond his means. the character reduces his or her current Wealth bonus by an additional 1 point. a character first needs to determine its sale value. How much the Wealth bonus is reduced depends on how expensive the object is. Losing Wealth Any time a character purchases an object or service with a purchase DC higher than his or her current Wealth bonus. or from the Inherited Treasure trait. Spend it to roll 1d6 and grant the result as a bonus to a Wealth check. whether as payment for their services or as recovered loot. regardless of how well it makes a Wealth check. if the Games Master decides. For every 5 points by which the character exceeds the DC. he reduces the Purchase DC of an item by 1. They can haggle with the shopkeeper. If the character succeeds. Object or Service Purchase DC 15 or higher 1–10 points higher than current Wealth bonus 11–15 points higher than current Wealth bonus 16 or more points higher than current Wealth Bonus Decrease 1 point 1 point 1d6 points 2d6 points Along with this loss. In such cases. as if it were an action point. it is in front of them) or making a roll as normal. 134 141. The characters ask for a product and the Games Master rolls the shop’s Wealth check against the item’s Purchase DC to determine whether the shop has it in store.

000 44 $2. a 2 or a 3 on the die. A character also cannot legally sell objects that have been reported as stolen.500 30 $35. other settings might be more detailed in how they handle money and the purchasing process.000 gp 137. 7 sp 5 cp 3 gp. When a character uses an item with a die roll and the result of the die falls within the threshold. Malfunction 135 141.000 24 $6.500 25 $9. In many cases during a Steampunk game.000 gp 75. silver pieces and copper pieces). 5 sp 25 gp 32 gp.000 21 $2.000.000 50 $12.375 gp 1.500 gp 6.000 gp 450.000 37 $275. they are a standard part of the Wealth and Purchase system.000 40 $650. the flintlock pistol and musket both have a malfunction threshold of 1 – 3. Selling objects illegally usually requires that the character have contacts in the black market and reduces the sale value by an additional 3. 7 sp 5 cp 17 gp. 5 cp 6 sp 1 gp 1 gp.188.000 36 $200.000 39 $500. but there is an ominous sound coming from its parts. while others jealously guard their resources.000 33 $90.000 gp 100. 5 sp 6 gp 7 gp.000 gp 7. the item suffers a malfunction. The Wealth Conversions table lists how a Purchase DC translates to modern currency (in dollars) and to OGL fantasy games currency (in gold pieces. or whenever a Games Master determines that faulty workmanship has been applied) is prone to malfunction on a 3 or less.000 27 $15.000 41 $900.500 gp 3. In the equipment tables.000 26 $12.750.000 48 $6.200 19 $1.000 46 $3.000 43 $1. roll a d% on the table on page 136.200.500.166 . or outright theft are vastly more likely outcomes from any given ‘transaction.000 49 $9.000 gp 32. of grinding and rattling and other materials not agreeing with each other. those items with a number on the malfunction column have a malfunction threshold.000. 5 sp 2 gp 2 gp.000 38 $350.500 20 $2.500 gp 10.500 gp 45.000 47 $5.500. Rattle and Hum: The item works.000.000 42 $1.250 gp 4. sp.157. As a special note.500.000 gp 13. which means that if a character who makes an attack roll with a pistol rolls a 1. the pistol malfunctions regardless of the result of the actual roll plus modifiers. A character cannot legally sell restricted objects unless he is licensed to own them.000. 5 sp 4 gp.’ EQUIPMENT & WEALTH Exchange Rates Although OGL Steampunk uses the Wealth system for characters to purchase things. it is not always possible for a character to find a shop or marketplace.000 31 $50. The Wealth system is an approximation used only when commerce of a normal sort is possible.000 gp 60.750 gp 2. artefact recovery. 5 sp 175 gp 250 gp 325 gp 450 gp 600 gp 750 gp 1. Truly refined orcish devices might have a malfunction threshold of 1 – 2 but most of their craftsmanship is too faulty and chaotic to warrant that margin of dependability.Wealth Conversions Purchase DC Modern ($) 2 $5 3 $12 4 $20 5 $30 6 $40 7 $55 8 $70 9 $90 10 $120 11 $150 12 $200 13 $275 14 $350 15 $500 16 $650 17 $900 18 $1.000 28 $20.750 22 $3. the character gains nothing. barter.000 45 $2.000 gp 250.000 35 $150. 5 sp 10 gp 13 gp.500 gp 175. 5 sp 45 gp 60 gp 75 gp 100 gp 137 gp.500 23 $5.000 32 $65.500 gp 25.000 29 $27. No rolls can improve or decrease these numbers. When an item malfunctions. Many cities lie in ruins. Several items are constructed with technology barely out of the labs of inventors.750 gp 17. For example.000 34 $120. all orcish technology (and similarly crude designs from other races. These ingenious mechanisms are prone to failure at the worse possible times.000 +8 x10 Fantasy (gp. cp) 2 sp.000 gp 600.000 gp x10 lower. In Steampunk.000 gp 325.000 gp 1.

Moderate Glitch: The item is jammed. A reach weapon is a melee weapon that allows its wielder to strike at targets that are not adjacent to him. separated by a slash (i. not doing what it was intended to do and damaging itself severely in the process. or two-handed). the malfunction imposes a –2 penalty on tasks that the device is attempting or complementing until it is repaired. Minor Glitch: The item does not work on this occasion. The item suffers 2d4 points of damage ignoring hardness.157. They are grouped into several interlocking sets of categories. spiked chains and whips are reach weapons.166 . The item suffers 3d4 points of damage ignoring hardness. The item does not work and requires a Repair check (DC equal to the item’s Purchase DC) to work properly again. pistol. Some items have a bonus to the malfunction effect in addition to the malfunction threshold. Major Glitch: The item is ruined. and its size (Small. wit.188. The item needs repairs as per a major glitch. musket. Martial. after a good whacking.Minor Fault: The item works but it is not working right. The character can also choose to use a double weapon two-handed. and subtlety have failed. musket or exotic). 136 141. These categories pertain to what training is needed to become proficient in a weapon’s use (simple. martial. meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away but not a creature in an adjacent square. not doing what it was intended to do and damaging itself in the process. which includes both thrown and projectile weapons). and Exotic Weapons Anybody but a genius. Moderate Fault: The item works but it is not working right. EQUIPMENT & WEALTH Major Fault: The item works but it is not working right. Double Weapons: Weapons such as quarterstaffs are double weapons. The item suffers 1d4 points of damage ignoring hardness.e. just as if he were wielding a one-handed weapon and a light weapon. ranseurs. the weapon’s usefulness either in close combat (melee) or at a distance (ranged. its relative encumbrance (light. Moderate Breakdown: The item works badly. though some of them can be thrown as well. onehanded. Reach Weapons: Lances. requiring a Repair check (DC equal to the item’s Purchase DC) and the expenditure of raw parts with a Purchase DC 5 points lower than the item. though it will by the next time it is used. or Large). Medium. Blows Up: The item literally blows up. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some pistol. of course. The repairs take half the Purchase DC in hours. longspears. d% 01 02-12 13-23 24-34 35-45 46-56 57-67 68-78 79-89 90-99 00 Malfunction effect Rattle and Hum Minor Fault Minor Glitch Minor Breakdown Moderate Fault Moderate Glitch Moderate Breakdown Major Fault Major Glitch Major Breakdown Blows up Weapons are implements of violence used to overcome obstacles once guile. sending shards and splinters in all directions and dealing 1d6 points of damage to its wielder. Weapons Simple. Melee and Ranged Weapons Melee weapons are used for making melee attacks. A character can fight with both ends of a double weapon as if fighting with two weapons but he incurs all the normal attack penalties associated with two-weapon combat. occultist or noble is proficient with all simple weapons. or even exotic weapons. Most reach weapons double the wielder’s natural reach. Adventurers are proficient with all simple and all martial weapons. Major Breakdown: The item works in all the wrong ways. 1 – 2/+10). Minor Breakdown: The item works incorrectly. when this happens. The item is destroyed and beyond repair. not doing what it was intended to do and damaging itself in the process. A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. The item needs repairs as per a major glitch. attacking with only one end of it. it is expressed after the threshold. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away but not adjacent creatures or creatures up to 10 feet away. The item needs repairs as per a major glitch. A creature wielding a double weapon in one hand cannot use it as a double weapon. the malfunction imposes a –4 penalty on tasks that the device is attempting or complementing until it is repaired. the malfunction imposes a –8 penalty on tasks that the device is attempting or complementing until it is repaired. It must be repaired in order to work again. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee. as only one end of the weapon can be used in any given round. martial.

188. Jerrek was feeling bold enough to say what he had always suspected. and repeating crossbows are projectile weapons. Pistols only require one hand to use. firearms do not apply the user’s Strength bonus or penalty to damage rolls. ‘Hey! What is it with you elves and the gnomes? What did they ever do to deserve such hatred?’ He had always wanted to ask that question and this seemed as good a time to do so as any. shortspears. composite longbows. We did not have to. hand crossbows. when wielded by a character of the weapon’s size category. but I would not have thought to call you foolish. specially built composite longbow. she took out her rune pistols and started cleaning the barrels. heavy crossbows. ‘You may be many things. Using two hands to wield a light weapon Heshia shook her head. light hammers. It can also be used while grappling. ‘It sounds just like humans to be responsible for something so tragic. Let us just say the gnomes did something a long time ago that we have never forgiven them for… something involving your people and ours. She had a practiced hand at doing so and she moved so rhythmically. ‘Did a gnome tell you that?’ Jerrek looked angry. and not one I am up to telling in full. Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is. When using a bow. while muskets require two. We did not curse the gnomes. Generally speaking. ‘Is that what you believe? Who told you something so ridiculous? A gnome?’ She finished cleaning her guns and returned them to their holsters with one fluid motion. but a character who does so takes a –4 penalty on the attack roll. or onehalf the wielder’s Strength bonus if it is used in the off hand. ‘It is a long story. human. Throwing a light or one-handed weapon is a standard action. See specific weapon descriptions for details. Projectile Weapons: Light crossbows. A light weapon is used in one hand. ammunition that hits its target is destroyed or rendered useless. A character gets no Strength bonus to damage rolls with a projectile weapon unless it is a specially built composite shortbow. bolts for crossbows or sling bullets for slings. shuriken are treated as ammunition for the purposes of drawing them. except for splash weapons. a one-handed weapon. shuriken. One-Handed. tridents. darts. clubs. Although they are thrown weapons. apply it to damage rolls when he uses a bow or a sling. his eyes seething darkly. a character can draw ammunition as a free action. while normal ammunition that misses has a 50% chance of being destroyed or lost. throwing axes.166 . spears. slings. by which we mean a melee weapon that doesn’t have a numeric entry in the Range Increment column on the Weapons table. Regardless of the type of weapon. javelins. Heshia sighed. human. ignore some armour bonuses to damage reduction as they punch right through most armour.’ As she spoke. or a two-handed weapon. I just always thought…’ The elf woman laughed softly. EQUIPMENT & WEALTH Light. composite shortbows. Ammunition: Projectile weapons use ammunition: arrows for bows. a sound with a sardonic. ‘No. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it is used in the primary hand. such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. crafting masterwork or otherwise special versions of them (see Masterwork Weapons) and what happens to them after they are thrown. As with projectile weapons. Firearms: Pistols and musket with flintlock or percussion cap detonators are firearms.157. however. bitter edge. Jerrek almost forgot to be offended. Most projectile weapons require two hands to use. It is possible to throw a weapon that isn’t designed to be thrown. is considered a light weapon. crossbows and slings require an action for reloading. and nets are thrown weapons. It indicates whether a melee weapon. and TwoHanded Melee Weapons This designation is a measure of how much effort it takes to wield a weapon in combat. ‘Is that why the elves cursed them with such short lives?’ He tried not to sound accusatory but this was a very sore subject with him. If the character has a penalty for low Strength. She hissed in pain and put the blooded finger in her mouth.’ Her well-practiced routine faltered a bit and one of the barrels on her pistols snapped forward catching the tip of her finger. Such a weapon has a range increment of 10 feet. shortbows. or sling. The wielder applies his Strength modifier to damage dealt by thrown weapons.’ 137 141. longbows. while throwing a two-handed weapon is a fullround action. Heshia’s eyebrow raised and she took her hand away from her mouth. They do. though I would have laid money on it being the gnomes’ fault.Thrown Weapons: Daggers.

The weapon has a threat range of 18–20. An improvised weapon scores a threat on a natural roll of 20 and deals Critical: The entry in this column notes how the weapon is used with the rules for critical hits. An improvised thrown weapon has a range increment of 10 feet. The column labelled ‘Dmg (M)’ is for Medium weapons. x3: The weapon deals triple damage on a critical hit. A weapon’s size category is not the same as its size as an object. Large Weapon Damage 1d3 1d4 1d6 1d8 2d6 2d8 3d6 2d6 3d6 3d8 4d8 Improvised Weapons Sometimes objects that are not crafted to be weapons nonetheless see use in combat. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. then the creature cannot wield the weapon at all. If two damage ranges are given then the weapon is a double weapon. Tiny and Large Weapon Damage Medium Weapon Tiny Weapon Damage Damage 1d2 — 1d3 1 1d4 1d2 1d6 1d3 1d8 1d4 1d10 1d6 1d12 1d8 2d4 1d4 2d6 1d8 2d8 1d10 2d10 2d6 Weapon Size Every weapon has a size category. The Tiny and Large Weapon Damage table below gives weapon damage values for weapons of those sizes. one-handed. Damage: The Damage columns give the damage dealt by the weapon on a successful hit. x4: The weapon deals quadruple damage on a critical hit.188. Two-Handed: Two hands are required to use a two-handed melee weapon effectively. To determine the size category and appropriate damage for an improvised weapon. One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. 18–20/x2: The weapon scores a threat on a natural roll of 18. 19. or two-handed weapon for a particular wielder. or in other words whether the weapon is designated as a light. If a weapon’s designation would be changed to something other than light. When your character scores a critical hit. Instead. Exception: Extra damage dice over and above a weapon’s normal damage are not multiplied when you score a critical hit. If the creature is not proficient with the weapon then a –4 nonproficiency penalty also applies. Apply one and a half times the character’s Strength bonus to damage rolls for melee attacks with such a weapon. This designation indicates the size of the creature for which the weapon was designed. Inappropriately Sized Weapons A creature cannot make optimum use of a weapon that is not properly sized for it. compare its relative size and damage potential to the weapon list to find a reasonable match. double damage on a critical hit. If a one-handed weapon is wielded with two hands during melee combat. given as column headings on the Weapons table below. The column labelled ‘Dmg (S)’ is for Small weapons.EQUIPMENT & WEALTH gives no advantage on damage. the Strength bonus applies as though the weapon were held in the wielder’s primary hand only. 19–20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand. An unarmed strike is always considered a light weapon. a one-handed weapon is an object one size category smaller than the wielder and a two-handed weapon is an object of the same size category as the wielder. roll the damage two. Purchase DC: This is the DC of the Wealth check needed to purchase the weapon. one-handed. three. a light weapon is an object two size categories smaller than the wielder. a weapon’s size category is keyed to the size of the intended wielder. The weapon has a threat range of 19–20. add one and a half times the character’s Strength bonus to damage rolls. In general. as indicated by its critical multiplier (using all applicable modifiers on each roll) and add all the results together. or two-handed by this alteration.166 . x2: The weapon deals double damage on a critical hit. is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. or half his Strength bonus if it is used in the off hand. The measure of how much effort it takes to use a weapon. or 20 (instead of just 20) and deals double damage on a critical hit.157. Use the second damage figure given for the double weapon’s extra attack. any creature that uses one in combat is considered to be non-proficient with it and takes a –4 penalty on attack rolls made with it. or four times. Weapon Qualities Here is the format for weapon entries. 138 141. As such objects are not designed for this use.

you can drop the chain to avoid being tripped. In addition. Spiked: A spiked chain has reach. A bullet that hits its target is destroyed. the item will fail with some result or another. Therefore. Weapon Descriptions Weapons found on the Weapons table that have special options for the wielder (‘you’) are described below.166 . one that misses has a 50% chance of being destroyed or lost. A bolt that hits its target is destroyed. unlike most other weapons with reach. characters cannot create a mastercraft version of such an item that confers an enhancement 139 141. An arrow that hits its target is destroyed. A thrown weapon has a maximum range of five range increments. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you. In a situation when the damage type is significant. or 5 for a repeating crossbow. Halve this number for Small weapons and double it for Large weapons. If you are tripped during your own trip attempt. including the roll to avoid being disarmed if such an attempt fails. each full range increment imposes a cumulative –2 penalty on the attack roll. The enhancement bonus granted by the masterwork quality does not stack with the enhancement bonus provided by the weapon’s magic. Some weapons deal damage of multiple types. so you can strike opponents 10 feet away with it. Crossbow.157. The mastercraft quality adds +1 to the cost of a normal weapon plus the bonus provided by the mastercraft feature. mastercraft armour and shields have lessened armour check penalties. However. a weapon can deal either of two types of damage. Arrows come in a leather quiver that holds 20 arrows. If the die roll comes up with a number within the combat threshold. The masterwork quality cannot be added to a weapon after its creation. Splash weapons are described under Special Substances and Items. See the weapon descriptions for details. Bolts come in a wooden case that holds 10 bolts. the wielder can choose which type of damage to deal with such a weapon. Some creatures and objects may be resistant or immune to attacks from certain types of weapons. Weight: This column gives the weight of a Medium version of the weapon. Even though some types of armour and shields can be used as weapons. Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier x2). the damage it deals is not half one type and half another. it can be used against an adjacent foe. Sling: Bullets come in a leather pouch that holds 10 bullets. but not load. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can make trip attacks with the chain. or slashing. Bullets. Bayonet: If attached to a musket. Mastercraft ammunition is damaged (effectively destroyed) when used. Bolas: You can use this weapon to make a ranged trip attack against an opponent. even though it is not a light weapon for you. piercing. Adding the mastercraft quality to a double weapon adds an additional +2 to the normal increase. You EQUIPMENT & WEALTH Mastercraft Weapons A mastercraft weapon is a finely crafted version of a normal weapon. Malfunction: Some weapons are prone to failing during their use. You cannot be tripped during your own trip attempt when using a set of bolas. Instead. you get a +2 bonus on opposed attack rolls made to disarm an opponent. treat the musketbayonet as a longspear. it must be crafted as a mastercraft weapon. a hand crossbow with one hand at no penalty. Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical x2). Type: Weapons are classified according to the type of damage they deal: bludgeoning. The enhancement bonus of mastercraft ammunition does not stack with any enhancement bonus of the projectile weapon firing it. Wielding it provides a +1 to +3 enhancement bonus on attack rolls or more. Chain. When using a spiked chain. Bowie Knife: The bowie knife is similar to a dagger but with a broader and slightly larger blade for greater damage. one that misses has a 50% chance of being destroyed or lost.Range Increment: Any attack at less than this distance is not penalised for range. All magic weapons are automatically considered to be of mastercraft quality. In other cases. all of it is both types. one that misses has a 50% chance of being destroyed or lost. Special: Some weapons have special features.188. as per the Master Artisan feat. bonus on attack rolls. A projectile weapon can shoot out to ten range increments. You can shoot. If a weapon is of two types. Hand: You can draw a hand crossbow back by hand. a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

you must fire the weapon with two hands in order to use the reloading lever and you must use two hands to load a new case of bolts. you can shoot (but not load) a light crossbow with one hand at a –2 penalty on attack rolls. Gauntlet: This metal glove lets you deal lethal damage rather than non-lethal damage with unarmed strikes. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. Normally. you can reload it by pulling the reloading lever as a free action. Crossbow. Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. Dagger: You gain a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body. So long as it holds bolts. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Flail or Heavy Flail: With a flail. You can also use this weapon to make trip attacks. This penalty is cumulative with the penalty for one-handed firing. If you are tripped during your own trip attempt. Light: You draw a light crossbow back by pulling a lever. you get a +2 bonus on opposed attack rolls made to disarm an enemy. including the roll to avoid being disarmed if such an attempt fails. Normally. operating a heavy crossbow requires two hands. operating a light crossbow requires two hands. A 140 141. Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.166 . This penalty is cumulative with the penalty for one-handed firing. you can shoot (but not load) a heavy crossbow with one hand at a –4 penalty on attack rolls. See the Sleight of Hand skill. you can drop the flail to avoid being tripped.EQUIPMENT & WEALTH can shoot a hand crossbow with each hand but you take a penalty on attack rolls as if attacking with two light weapons. However. You can shoot a heavy crossbow with each hand but you take a penalty on attack rolls as if you were attacking with two one-handed weapons. Crossbow. However.157.188. You can shoot a light crossbow with each hand but you take a penalty on attack rolls as if you were attacking with two light weapons. However. Crossbow. Loading a light crossbow is a move action that provokes attacks of opportunity. Heavy: You draw a heavy crossbow back by turning a small winch.

4 lb. 4 lb. A longbow is too unwieldy to use while you are mounted. You can strike opponents 10 feet away with it but you cannot use it against an adjacent foe. — Weight1 Type2 x2 x2 x3 x3 19–20/x2 x3 x2 x2 x2 x2 x2 x2 x3 x2 x3 19–20/x2 — 19–20/x2 — x2 x2 x2 — 1 lb. 3 lb. — — 20 ft. 8 lb. though you cannot use it against an adjacent foe. you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon. 6 lb. 1 lb. light 16 Bolts (10) 4 Dart 2 Javelin 4 Sling — Bullets (10) 2 * see page 146 for footnotes. Longbow. Javelin: Since it is not designed for melee. 1 lb. you can apply it to damage rolls when you use a composite longbow (see page 142) but not when you use a regular longbow. 1 lb. Lance: A lance deals double damage when used from the back of a charging mount. 120 ft. 10 ft. Piercing Piercing or Slashing Piercing or Slashing Piercing Bludgeoning Slashing Bludgeoning Bludgeoning Bludgeoning and Piercing Piercing Piercing Bludgeoning Piercing Piercing — Piercing — Piercing Piercing Bludgeoning — strike with a gauntlet is otherwise considered an unarmed attack. Glaive: A glaive has reach. 3 lb.Simple Weapons Purchase DC Unarmed Attacks Gauntlet 6 Unarmed strike — Light Melee Weapons Bayonet 12 Bowie knife 10 Dagger 9 Dmg (S) 1d2 1d23 1d4 1d3 1d3 1d3 1d4 1d4 1d4 1d6 1d6 1d4 1d6 1d4/ 1d4 1d6 1d8 — 1d6 — 1d3 1d4 1d3 — Dmg (M) 1d3 1d33 1d6 1d4 1d4 1d4 1d6 1d6 1d6 1d8 1d8 1d6 1d8 1d6/ 1d6 1d8 1d10 — 1d8 — 1d4 1d6 1d4 — Critical Range Increment — — — 10 ft. 2 lb. regardless of its size. heavy 12 Morningstar 11 Shortspear 4 Two-Handed Melee Weapons 9 Longspear4 Quarterstaff5 — Spear 10 Ranged Weapons Crossbow. The cost and weight given are for a single gauntlet. you deal double damage on a successful hit against a charging character. While mounted. — — 20 ft. Medium and heavy armours (except the breastplate) come with gauntlets. — 80 ft. so you can strike opponents 10 feet away with it. It has reach. each bow requires a minimum Strength modifier equal to or greater than 141 141. heavy 17 Bolts (10) 4 Crossbow. If you are tripped during your own trip attempt. You can use a composite longbow while mounted. 30 ft. regardless of its size. Bludgeoning Bludgeoning EQUIPMENT & WEALTH Dagger. 9 punching Mace. you can drop the halberd to avoid being tripped. 8 lb. Halberd: If you use a ready action to set a halberd against a charge.166 . 1 lb. 0 lb. light 10 Sickle 10 One-Handed Melee Weapons Club — Mace.188. All composite bows are made with a particular Strength rating. you can wield a lance with one hand. 1/2 lb. — 1 lb. 1 lb.157. 50 ft. Composite: You need at least two hands to use a bow. You can use a halberd to make trip attacks. If you have a penalty for low Strength. apply it to damage rolls when you use a longbow. 5 lb. — — — 10 ft. 6 lb. — 20 ft. 4 lb. Longbow: You need at least two hands to use a bow. 9 lb. If you have a bonus for high Strength. 2 lb.

2 lb. — — — — — — — — — — — Weight1 2 lb. this feature allows you to add your Strength bonus to damage. — 70 ft. heavy 11 Rapier 14 Sabre. 5 lb. 3 lb. special 2 lb. If your Strength bonus is less than the strength rating of the composite bow. For purposes of weapon proficiency and similar feats. 10 lb. short 12 One-Handed Melee Weapons Battleaxe 12 Flail 11 Longsword 14 Pick. 1d6 — 1d6 — 1d4 — 1d4 — 1d8 — 1d8 — 1d6 — 1d6 — x3 — x3 — x3 — x3 — 100 ft. special special 4 lb. 10 lb. 3 lb. composite 20 Arrows (20) 4 Shortbow 17 Arrows (20) 4 Shortbow. 3 lb. 4 lb. 142 141. A composite longbow can be made with a high Strength rating to take advantage of an above- average Strength score. 2 lb. composite 19 Arrows (20) 4 * see page 146 for footnotes. 2 lb. — — — — — — — — — — — — — — 10 ft. light special Sword. 3 lb. you cannot use it effectively. 3 lb.166 . 12 lb. up to the maximum bonus indicated for the bow.188. a composite longbow is treated as if it were a longbow. heavy 14 Greatsword 17 Halberd 12 Lance4 Ranseur4 Scythe 12 12 15 Dmg (S) 1d4 1d3 1d4 1d3 1d43 1d2 1d4 1d6 1d6 1d6 1d4 1d4 1d6 1d4 1d3 1d4 1d6 1d6 1d6 1d8 1d10 1d8 1d8 1d10 1d8 1d6 1d6 1d6 Dmg (M) 1d6 1d4 1d6 1d4 1d63 1d3 1d6 1d8 1d8 1d8 1d6 1d6 1d8 1d6 1d4 1d6 1d8 1d8 2d4 1d10 1d12 1d10 1d10 2d6 1d10 1d8 2d4 2d4 Critical x2 x2 x3 x4 x2 x2 19–20/x2 x3 x2 19–20/x2 x4 18–20/x2 19–20/x2 18–20/x2 x2 x2 x2 x3 18–20/x2 x3 x3 x2 19–20/x2 19–20/x2 x3 x3 x3 x4 Range Increment 10 ft. 2 lb. 8 lb. light 4 Handaxe 10 Pick. 6 lb. 8 lb. 12 lb. 6 lb. 5 lb. 4 lb. 3 lb.157. 2 lb. 3 lb. heavy special Spiked shield. 20 ft. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. 8 lb. — 110 ft. — 60 ft. 10 lb.Martial Weapons Purchase Martial Weapons DC Light Melee Weapons Axe. throwing 11 Hammer. — 3 lb. 10 lb. heavy special Trident 13 Warhammer 13 Two-Handed Melee Weapons Falchion 19 4 11 Glaive Greataxe 15 Greatclub 9 Flail. 12 lb. so you take a –2 penalty on attacks with it. Type2 Slashing Bludgeoning Slashing Piercing Bludgeoning Bludgeoning Piercing Slashing Bludgeoning Slashing Piercing Piercing Piercing and Slashing Slashing Bludgeoning Piercing Piercing Bludgeoning Slashing Slashing Slashing Bludgeoning Bludgeoning Slashing Piercing or Slashing Piercing Piercing Piercing or Slashing Piercing — Piercing — Piercing — Piercing — EQUIPMENT & WEALTH Ranged Weapons Longbow 19 Arrows (20) 4 Longbow. that rating if it is to be wielded with proficiency. 2 lb. cavalry 14 Scimitar 13 Shield. Each point of Strength bonus granted by the bow adds 100 gp to its cost. light 9 Sap 4 Shield.

If you control the trailing rope by succeeding on an opposed Strength check while holding it. you get a +2 bonus on opposed attack rolls made to disarm an opponent. you deal double damage on a successful hit against a charging character. you can wield a sabre with one hand. The net has 5 hit points and can be burst with a DC 25 Strength check. you make a normal ranged touch attack roll. With a ranseur. A net’s maximum range is 10 feet.157. can move at only half speed and cannot charge or run. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity. While mounted. A net must be folded before it can be thrown effectively. If you hit. Quarterstaff: A quarterstaff is a double weapon. you can drop the scythe to avoid being tripped. as only one end of the weapon can be used in any given round. just as if you were using a one-handed weapon and a light weapon. If the entangled creature attempts to cast a spell. 143 141. After the net is unfolded. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so. Scythe: A scythe can be used to make trip attacks. including the roll to avoid being disarmed if such an attempt fails. The first time you throw your net in a fight. the entangled creature can move only within the limits that the rope allows. An entangled creature can escape with a DC 20 Escape Artist check. Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you. Ranseur: A ranseur has reach. Net: A net is used to entangle enemies. You cannot wield a rapier in two hands in order to apply one and a half times your Strength bonus to damage. cavalry: A cavalry sabre deals double damage when used from the back of a charging mount. If you use a ready action to set a longspear against a charge. Sabre. even though it is not a light weapon for you.Longspear: A longspear has reach. A creature wielding a quarterstaff in one hand cannot use it as a double weapon. you incur all the normal attack penalties associated with fighting with two weapons. you make a ranged touch attack against your target. also made as a full-round action. When you throw a net.166 EQUIPMENT & WEALTH . You can strike opponents 10 feet away with it but you cannot use it against an adjacent foe. made as a full-round action. You can fight with it as if you were fighting with two weapons but if you do. A net is useful only against creatures within one size category of you. you take a –4 penalty on attack rolls with it. it must make a DC 15 Concentration check or be unable to cast the spell. the target is entangled.188. You can strike opponents 10 feet away with it but you cannot use it against an adjacent foe. If you are tripped during your own trip attempt.

See Armour for details.Exotic Weapons Purchase DC One-Handed Melee Weapons Sword. Any character with the Improved Unarmed Strike feat can deal lethal or non-lethal damage with unarmed strikes. repeating 21 light Bolts (5) 4 Net 10 * see page 146 for footnotes. You also take a –1 penalty on attack rolls. If you have a penalty for low Strength. bastard 16 Waraxe. dwarven 15 4 Whip4 Two-Handed Melee Weapons 15 Chain. A composite shortbow can be made with a high Strength rating to take advantage of an above-average Strength score. you can apply it to damage rolls when you use a composite shortbow (see below) but not when you use a regular shortbow. If you have a bonus for high Strength. Spiked Armour: You can outfit your armour with spikes. 8 lb. which can deal damage in a grapple or as a separate attack. 2 lb. — 6 lb. Spear: A spear can be thrown. you cannot effectively use it.166 . If you use a ready action to set a spear against a charge. Thus. Spiked Shield. hand 20 Bolts (10) 4 Crossbow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls. regardless of its size. this feature allows you to add your Strength bonus to damage. 6 lb. Heavy or Light (Spiked or not): You can bash with a shield instead of using it for defence. 1 lb. An unarmed strike is always considered a light weapon. Shortspear: A shortspear is small enough to wield onehanded. You can hurl ordinary stones with a sling but these stones are not as dense or as round as bullets. For purposes of weapon proficiency and similar feats. apply it to damage rolls when you use a shortbow.188. 30 ft. a composite shortbow is treated as if it were a shortbow. It may also be thrown. Shortbow: You need at least two hands to use a bow. 6 lb. Sling: Your Strength modifier applies to damage rolls when you use a sling. A Small character deals 1d2 points of non-lethal damage. spiked4 Ranged Weapons Bolas 9 Crossbow. such an attack deals damage as if the weapon were designed for a creature one size category smaller than you. Heavy or Light: You can bash with a spiked shield instead of using it for defence. just as it does for thrown weapons. up to the maximum bonus indicated for the bow. repeating 24 heavy Bolts (5) 4 Crossbow. you can use the Weapon Finesse feat to apply 144 141. Sickle: A sickle can be used to make trip attacks. so you take a –2 penalty on attacks with it. Piercing Shield. — — Slashing Slashing Slashing Piercing Bludgeoning Piercing — Piercing — 10 ft. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. Composite: You need at least two hands to use a bow. Strike. 2 lb. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. you can drop the sickle to avoid being tripped. 10 lb. — 120 ft. 1 lb. Unarmed: A Medium character deals 1d3 points of non-lethal damage with an unarmed strike. 1 lb. regardless of its size. If your Strength bonus is lower than the Strength rating of the composite bow. as he chooses. See Armour for details. Shortbow. You can use a composite shortbow while mounted.157. If you are tripped during your own trip attempt. you deal double damage with a successful hit against a charging character. 80 ft. Dmg (S) 1d8 1d8 1d23 1d6 1d3 1d3 — 1d8 — 1d6 — — Dmg (M) 1d10 1d10 1d33 2d4 1d4 1d4 — 1d10 — 1d8 — — Critical Range Increment — — Weight1 Type2 EQUIPMENT & WEALTH 19–20/x2 x3 x2 x2 x2 19–20/x2 — 19–20/x2 — 19–20/x2 — 10 ft. You can use a shortbow while mounted. 2 lb. Therefore. See Armour for details. You can fire (but not load) a sling with one hand. All composite bows are made with a particular Strength rating and thus each one requires a minimum Strength modifier to use with proficiency. 12 lb.

Trident: This weapon can be thrown. you can drop the whip to avoid being tripped. it is an exotic weapon. including the roll to keep from being disarmed if the attack fails. you get a +2 bonus on opposed attack rolls made to disarm an opponent. though this name technically only applies to magical versions of projectile weapons.157. Using a whip provokes an attack of opportunity. A Medium-size character can use a dwarven waraxe two-handed as a martial weapon. it is an exotic weapon. though you do not threaten the area into which you can make an attack. except for those derived from armour made from stellar material.188. thus. unlike most other weapons with reach. just as if you had used a ranged weapon. even though it is not a light weapon for you. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you. A character can use a bastard sword two-handed as a martial weapon. Waraxe. When using a whip. All firearms ignore armour bonuses to damage reduction. Sword. Bastard: A bastard sword is too large to use in one hand without special training. including adjacent foes.166 . You can make trip attacks with a whip. you can use it against foes anywhere within your reach. EQUIPMENT & WEALTH Firearms Firearms are the great equalisers of the age. A Large creature can use it one-handed in the same way. (Ammunition which itself is made of stellar material ignores this damage reduction. The whip is treated as a melee weapon with a 15-foot reach. If you are tripped during your own trip attempt. In addition. If you use a ready action to set a trident against a charge.your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike. thus. As the majority of firearms manufacturers inlay maker’s marks and other 145 141. Dwarven: A dwarven waraxe is too large to use in one hand without special training. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand. capable of bringing down a fully armoured knight at the hands of a barely trained peasant. Whip: A whip deals non-lethal damage. It deals no damage at all to any creature with an armour bonus of +1 or higher or a natural armour bonus of +3 or higher. you deal double damage with a successful hit against a charging character.) Many firearms are also called ‘rune’ weapons.

’ 3 The weapon deals non-lethal damage rather than lethal damage. medium 20 flintlock Pistol. Small containers called apostles have pre-measured amounts of gunpowder sufficient for one shot. 5 Double weapon. light 20 percussion cap Pistol. 5 lb. which are longer and must be held in both hands. 100 ft. — — — — — — +2 lb. flintlock 22 Musket. When two types are given. 100 ft. pressing both down with a ramrod. revolver 25 percussion cap Two-Handed Firearm Weapons Blunderbuss 20 Musket. 146 141. These are pistols. 50 ft. The loading procedure for firearms involves pouring gunpowder down the barrel and then dropping the ammunition in after it. runic decorations. percussion 23 cap Firearm Weapons Characteristics Double-barrelled +2 Rifling barrel Steampower Firearm Accessories Apostle Bandolier Bullets (20) Percussion Cap (20) Powder Horn Swine Feather 1 2 Dmg (S) 1d8 1d8 1d6 Dmg (M) 1d10 1d10 1d8 Critical Range Increment 60 ft. 50 ft.’ or of either type (the Player may choose as he makes the attack) if the entry specifies ‘or. 8 lb. medium 21 percussion cap Pistol. 4 Reach weapon. 2 lb.157. light 19 flintlock Pistol. and a Large weapon weighs twice as much. which can be held and fired with one hand and muskets. Piercing Piercing Piercing 1-3 1 1 EQUIPMENT & WEALTH 1d10 2d6 1d10 2d6 1d8 2d6 2d8 2d6 2d8 1d10 x3 x3 x3 x3 x3 60 ft.Firearms Purchase DC Light Firearm Weapons Pistol. Piercing Piercing Piercing 1-3 1-3 1 +2 +3 2 3 4 5 4 2 1 die smaller — — — — — — — — 1 die smaller — — — — — — — — — — 19-20/x3 — — — — — — -10 ft. 15 lb. 12 lb. 4 lb. +10 ft. +10 ft. — +5 lb.166 . A Small weapon weighs half as much. 12 lb. 6 lb. 50 ft. heavy 21 flintlock Pistol. 4 lb. 50 ft. 6 lb. 20 ft. even mundane examples of the craft can be splendid works of violent art. 60 ft. — — — — — — — — — — — 1-3 — — — — — — Weight figures are for Medium weapons. holdout 19 percussion cap One-Handed Firearm Weapons Pistol. — 1 lb. Piercing Piercing Piercing Piercing Piercing 1-3 1-3 1 1 1 1d8 2d6 1d10 1d10 2d8 2d6 x3 x3 x3 15 ft. x3 x3 x3 6 lb. Firearms are classified in two kinds according to the training necessary to fire them. 3 lb. Weight1 Type2 Malf. the weapon is of both types if the entry specifies ‘and. 1 lb. 1/2 lb.188. 2 lb. heavy 22 percussion cap Pistol.

’ although unlike a true bipod it is usually deployed with the split end supporting the weapon instead of being set against the ground. with a decidedly interesting result. Every shot beyond 4 that a revolver holds adds +1 to its Purchase DC. It is an advanced design that allows a pistol to load four or more shots in separate cylinders and fire them consecutively without reloading until all the shots have been fired. a single attack roll is made and the weapon deals double damage on a successful hit. Swine Feather: This oddly named contraption is a forked metal rod used to support a long-barrelled musket. It requires relatively soft ground for a secure mounting. If both barrels are discharged simultaneously. A heavy pistol is larger than the standard model. The blunderbuss was designed for use in close quarters against tight formations. yet portable weapon. Light: This quality is available for a pistol only. Each cylinder must be reloaded individually. Many characters keep several loaded light pistols in bandoliers to fire once per round without needing to be reloaded. the weapon has a small chamber where a small percussion cap fits. The weapon’s unwieldy shape and size means that an attacker using a rifle takes a –4 penalty on attacks against adjacent opponents. firing heavier and more damaging shots.Apostle: This small wooden or metal container holds enough gunpowder for one shot for any firearm weapon. each one the firing of one bullet. These are lead balls with a Purchase DC of 4 the gunpowder in the barrel. The Precise Shot feat eliminates this penalty. The blunderbuss affects all targets in a 10-foot wide line beginning at the front of the barrel and extending up to the weapon’s maximum range. These technologies add distinctive qualities to a weapon. A steampower firearm is a strange contraption that attempts a different approach from powder detonation for propelling a shot. The cap contains a small amount of a sensitive explosive. Percussion Cap: Instead of pouring powder in the pan. this utility strap features loops and buckles for 12 apostles. which with continuous action translates into a full round and a half. as the methods for using these two weapons are similar. a steampower firearm uses compressed steam generated in a backpack mini- EQUIPMENT & WEALTH Musket: This is a two-handed firearm commonly used by hunters and characters who need a heavy. Medium: This quality is available for a pistol only. the wielder of a flintlock weapon pours another small amount into a firing pan near the trigger. Using a musket requires the Musket Firearms Proficiency feat. two powder horns and other assorted accessories. A weapon can only be either a flintlock or a percussion cap weapon. Heavy: This quality is available for a pistol only. which in turns ignites 147 141. not both. Holdout: This quality is available for a pistol only. Firearm Qualities A pistol or musket can have a number of qualities depending on the technology with which it is equipped. Loading a percussion cap weapon takes one full-round action.188. Its explosion detonates the gunpowder in the barrel. Percussion Cap: The cap used in a percussion cap weapon. Instead of using powder. which takes a standard action. creating a spark that ignites the powder in the pan. not both. This is the standard size for pistols used by military personnel. propelling the shot forward. bell-shaped barrel and is designed to hold and fire shot that scatters when discharged. Bullets: for 20. Flintlock: In addition to the gunpowder that he places in the barrel. Bandolier: Fitted across the chest. Some call this device a ‘bipod. A light pistol is small enough to be used one-handed with some hope of accuracy. A holdout pistol is small enough to be concealed with relative ease. Blunderbuss: This weapon has a wide. Each barrel must be loaded individually. Steampower: This quality is available for a musket only. Loading a flintlock weapon takes three move actions. Using a pistol requires the Pistol Firearms Proficiency feat.166 . Revolver: This quality is available for a percussion cap pistol only. granting the wielder a +2 equipment bonus on Hide or Sleight of Hand checks to hide or palm the weapon. Using a blunderbuss requires the Musket Firearms Proficiency feat.157. A pistol or musket can only be a flintlock or a percussion cap weapon. This cap is smaller than a fingertip and is made from a special chemical compound that ignites when struck by the weapon’s hammer. one-handed or light firearm. increasing its range. Revolvers rarely store more than 8 shots. Double-Barrelled: A character can fire either one or both barrels of the weapon with a standard attack action. Rifling Barrel: The inside of the weapon’s barrel has spiralling grooves that send a bullet spinning. Pistol: This is a small. Powder Horn: Each horn contains sufficient powder for 12 shots from a flintlock weapon. differentiating it from versions that do not have the features. A flint hammer strikes a steel surface. This accessory grants a +1 on attacks with a two-handed firearm.

On the round following a direct hit. Explosives and Splash Weapons EQUIPMENT & WEALTH These weapons explode or burst. This entry represents any mild caustic substance. while those nearby take less damage. metal. Crying Gas Grenade: These weapons are useful for literally smoking targets out of a confined area. Burst Radius/Splash Damage: For explosives. or glass depending on the substance it has to hold. Purchase DC: This is the purchase DC for a Wealth check to acquire the weapon. If desired. For explosives. Extinguishing the flames requires a DC 15 Reflex saving throw. This number reflects the base price and does not include any modifier for purchasing the weapon on the black market. a lighter or other source of flame is also required. Some. Others require timers or other devices to set them off. improvised explosives. Damage/Direct Hit Damage: The primary damage dealt by the weapon. Acid. in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the –4 non-proficient penalty. Range Increment: If the weapon can be thrown. the target takes an additional 1d6 points of damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. depending on the type of explosive device. its range increment is shown in this column. Mild: A character can throw a flask of acid as a grenadelike weapon. a weapon deals double damage on a critical hit.furnace. It holds about 1 pint of liquid.188. in other words. Reloading takes a standard action as the wielder pulls the lever to feed the chamber with the steam and drops the shot down a breech-loading barrel. To use the bomb. feeding it to the weapon through a rubber hose. the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. If the threat is confirmed. Some creatures or characters may be resistant or even immune to some forms of damage. pulling the pin on a grenade is a free action. Explosives can be thrown or set off in place. a substance that ignites in contact with air. with a tight stopper. See the Craft (chemical) skill for details on making improvised explosives. the rag must first be lit. are essentially homemade devices. Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex saving throw against the DC given in this column for half damage. Weight: This column gives the weapon’s weight. the burst radius is the area affected by the explosive. plugged with a rag. the Direct Hit Damage column is used for a target directly struck by the weapon. Splash weapons usually must be thrown to have effect. spewing its contents over an area and damaging any creature or object within that area. All explosives and splash weapons are light weapons for purposes of wielding them. A splash weapon is a projectile that bursts on impact. Explosives and Splash Weapons Traits Explosives and splash weapons are described by a number of statistics. provides the target with a +2 bonus on the saving throw. requiring a move action. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. The cocktail detonates in 2 rounds or upon impact with a solid object. all creatures within 5 feet of the weapon’s impact point take splash damage equal to the amount shown in this column. as shown on the Explosives and Splash Weapons table. Many splash weapons. The purchase DC given in the Explosives and Splash Weapons table reflects the typical cost of the necessary components. For splash weapons. Explosives with no range increment must be set in place before being detonated. For splash weapons.157. although 148 141. All creatures or objects within the burst radius take damage from the explosive. Rolling on the ground. the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. These items are easily made by hand. Burn Bomb: A burn bomb is a flask containing a flammable liquid. depending on which comes first. Explosives and Splash Weapons Many explosives require detonators. such as petrol bombs.166 . Critical: The threat range for a critical hit. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. such as grenades. which requires a Craft (chemical) check at DC 10 or an Intelligence check at DC 15. include built-in detonators. A flask is made of ceramic. All explosives must be detonated. Generally. Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device. which involves falling prone. according to the usual rules for multiplying damage. Damage Type: Damage from explosives and splash weapons is classified according to type: energy of a specific kind. creatures directly hit by splash weapons take the most damage. as a splash weapon. A direct hit deals 1d6 points of fire damage. Alchemist’s Fire: A character can throw a flask of alchemist’s fire. dealing damage to creatures or objects within an area.

At a +1 Purchase DC.Explosives and Splash Weapons Purchase Weapon DC Damage Dynamite 12 2d6 Fragmentation 15 4d6 grenade Smoke grenade 10 — Crying gas 12 See text grenade Detonator Timer 7 — Wired 6 — Fuse 5 — Direct Purchase Hit Weapon DC Damage Acid. it may only be set to go off a maximum of seven days away. 10 ft. Each additional stick increases the damage by +1d6 to a maximum of 10d6 and the burst radius by 5 feet. 1 lb. — — — Splash Damage 1 1 1 13 — — — — — — Damage Type Acid Fire Fire Holy — — — Reflex DC — — — — — — — Range Increment 10 ft. requiring a move action. A wet cloth held over the eyes. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he leaves it. mild 6 1d6 6 1d6 Burn bomb1 Alchemist’s fire 9 1d6 Holy water 10 2d43 1 2 Critical — — — — Damage Type Concussion Slashing — — Burst Radius 5 ft. the damage or the burst radius of the explosion increases by 50%. Dynamite: Dynamite is very stable under normal conditions. or long enough for it to take several minutes to detonate. it fills a 10-foot radius. It disperses after 10 rounds. Detonator. Cutting the right length of fuse and installing it requires a Craft (chemical) check or an Intelligence check. the fuse must first be lit. Those who succeed at their saving throws but remain in the cloud must continue to make saving throws each round. 1 lb. 1 lb. depending on the length of the fuse. 20 ft. though a moderate wind (11 miles per hour or more) disperses the smoke in 4 rounds and a strong wind (21 miles per hour or more) disperses it in 1 round. allowing it to be used much like a grenade. with a DC of 15 for each. It is possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Craft (structural) check with a DC of 10 plus 1 per stick. The character may choose which increase to apply. Dynamite is sold in boxes of 12 sticks. A fuse can be cut short enough for the dynamite to detonate in the same round. If the character succeeds on the check. Cutting the fuse to the appropriate length requires a move action. the timer is good enough to allow the user to set the explosive on a different day.166 . 1 lb. EQUIPMENT & WEALTH 2 lb. For the purpose of using a Craft (chemical) check to manufacture it. a crying gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. Additional sticks can be set off at the same time if they are within the burst radius of the first stick. 10 ft. Detonator. On the round that it is thrown. To set off dynamite using a fuse. See text See text Reflex DC 15 15 — — Range Increment 10 ft. A gas mask renders the target immune to the effects. the purchase DC given is for the weapon’s components. Failure means that the explosive does not go off. it is considered a simple explosive. 3 To undead creatures only they are a very useful non-lethal alternative to dealing with crowds. 2 lb. a lighter or other source of flame is also necessary. 10 ft. Timer: This is a clockwork timer connected to the detonator. — Critical2 20 20 20 20 Weight 1 lb. Threat range applies to direct hits only. and mouth provides a +2 bonus to the Fortitude saving throw. splash damage does not threaten a critical hit. on the third round it fills a 15-foot radius. to a maximum of 20 feet. 1 lb.188. it can be set to go off at a particular time of the day. The amount of time until the dynamite explodes depends on the length of the fuse. increasing the damage and burst radius of the explosion. A stick of dynamite requires a fuse or detonator to set it off. This weapon cannot be purchased as an item. providing the user with varying amounts of time before the flame reaches its destination. A character caught in a cloud of crying gas must make a Fortitude saving throw (DC 15) or be nauseated.157. On the following round. Fuse: This is a chemically treated cord that burns rapidly from the point it is lit to its end. Weight 1 lb. 10 ft. Like an alarm clock. 10 ft. 149 141. nose. 1/2 lb. 10 ft. Failure by 10 or more means that there is a 50% chance that the fuse was cut too short or too long by 1d4 rounds.

Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. Smoke grenades are available in several colours. they can be used as signal devices. On the round when it is thrown. The purchase DC given is for a box of 6 grenades. Jerrek pulled himself to his aching feet and walked purposefully across the tunnel to where she was sitting. usually a small box with a trigger device that the user presses down on. the thing just might go off and spray him down with crying gas. as monsters and primitive humanoids have not adopted firearms… yet. to use it against an incorporeal creature. though a moderate wind (11 miles per hour or more) disperses the smoke in 4 rounds and a strong wind (21 miles per hour or more) disperses it in 1 round. Purchase DC: This is the cost of the armour for Small or Medium humanoid creatures. Here is the format for armour entries. allowing those who desire such protection to wear at least a little something between them and the ravages of combat. On the following round. attempting to find a middle ground between protection and mobility. woman.157. almost as an afterthought. EQUIPMENT & WEALTH Those who expect to be in harm’s way or who. ‘Please?’ Heshia sighed again and did something he did not expect. are opting for the half plate or even only a breastplate. although many brave heroes venturing through the still unexplored territories still tend to wield heavier armour. Fragmentation Grenade: The most common military grenade. Any creature within the area has total concealment. Armies. As such. but this was a subject he was very sensitive about and she was treating him like a child. Wire: The explosive connects by a wire to an activation device. it fills an area 20 feet in diameter. a character can select the Armour Proficiency feats.’ Jerrek balled up a fist but immediately released it again. by design or misfortune. Armour and Protection When Heshia did not give any further voice to her thoughts. green. yellow. The purchase DC given is for a box of 6 grenades.’ Then. It disperses after 10 rounds. the character must open the flask and pour the holy water out onto an adjacent target. The smoke obscures all sight. but most classes are automatically proficient with the armour types that work best for them. Jerrek settled for turning the colour of a beet. find themselves there all too often. ‘He lost a friend to old age when he was still a sproutling. ‘All right.166 .188. ‘Just what in the Blazing Hells did you mean by that?’ Heshia’s expression was unreadable as she looked up at him. including the darkvision ability. given as column headings on the Armour and Shields table below. What is wrong? You are taking this very personally. and on the third round it fills all an area 30 feet in diameter. and the attacker cannot use sight to locate the target. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. He made himself sit down next to her and keep his voice civil.’ It was Thurdin that answered. 150 141.’ The grumpy old dwarf was fitting the end to a canister grenade. He told you all about it last night when he was trying to climb into your bedroll. and purple. A flask of holy water can be thrown as a splash weapon. She reached out and took his hands into her own.’ he said as evenly as he could manage. this is a small explosive device that sprays shrapnel in all directions when it explodes. See Armour for Unusual Creatures on page 153 for armour prices for other creatures. It was as if five or six different emotions warred for dominance on her face before giving up and leaving just a blank stare. We did not have to curse the gnomes with anything. He was trying not to be furious with her. ‘Human… Jerrek. a smoke grenade fills an area 10 feet in diameter with smoke. particularly cavalries. Smoke Grenade: These weapons are used to create temporary concealment. which he seemed just about ready to do. though her tone was beginning to infuriate him. a reaction that filled the tunnel with the thunder of dwarven laughter. It was quite clear that if Jerrek jumped him. Most classes provide at least light armour proficiency. The flask breaks if thrown against the body of a corporeal creature. red.Detonator. Longer lengths can be spliced in with a Craft (structural or chemical) check at a DC of 10. ‘Just what I said. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. To wear heavier armour effectively. are habitual wearers of armour. Heshia was not the enemy here. human. The detonator comes with 100 feet of wire. Heavy armour is quickly falling out of use due to the proliferation of firearms that make such bulky and restricting protection somewhat moot. attacks suffer a 50% miss chance. including white. ‘Explain.

It comes with a helmet and greaves. Jump.Armour/Shield Bonus: Each armour type grants an armour bonus to DR. Speed: Medium or heavy armour slows the wearer down. Escape Artist. add the two numbers together to get a single magic failure chance. A character cannot also make an attack with armour spikes if he already has made an attack with another off-hand weapon and vice versa. If the character is not proficient with them. Sleeping in light armour does not cause fatigue. This restriction does not affect any other Dexterity-related abilities. A character can use a bow. A character’s encumbrance (the amount of gear he carries) may also restrict the maximum Dexterity bonus that can be applied to his Armour Class. A dwarf ’s land speed remains 20 feet even in medium or heavy armour or when carrying a medium or heavy load. it can be activated with no chance of arcane spell failure. Even if a character’s Dexterity bonus to DV drops to 0 because of armour. EQUIPMENT & WEALTH Armour Descriptions Any special benefits or accessories to the types of armour found on the Armour and Shields table are described below. In any case. and Tumble checks that results from character’s wearing a certain kind of armour. Breastplate: Effectively plate mail armour without most of the arm and leg pieces. The penalty for nonproficiency with armour stacks with the penalty for nonproficiency with shields. both armour check penalties apply. This penalty stacks with those that may apply for fighting with the off hand and for fighting with two weapons. The number in the Magic Failure Chance column on the Armour and Shields table is the chance for the spell to fail and be ruined. instead.166 . He can also use his shield arm to wield a weapon (whether this is an off-hand weapon or a use of the off hand to help wield a two-handed weapon) but takes a –1 penalty on attack rolls while doing so. a breastplate suit concentrates the heaviest armour just over the vitals and leaves the wearer’s limbs with limited protection. This failure applies to each Ritual or level check used to activate the magic effect. you take a –4 penalty on grapple checks when he tries to use them. Double the normal armour check penalty is applied to Swim checks.188.157. Weight: This column gives the weight of the armour sized for a Medium-size wearer. If a character is wearing armour and using a shield. The number on the Armour and Shields table is the character’s speed while wearing the armour. reducing the wearer’s ability to dodge blows. crossbow or musket without penalty while carrying it. He takes a –2 penalty on Strength and Dexterity and cannot charge or run. Hide. Heavier armours limit mobility. A character cannot bash someone with a buckler. Armour Check Penalty: Any armour heavier than leather hurts a character’s ability to use some skills. An armour check penalty number is the penalty that applies to Balance. if the character uses a weapon in his off hand. this situation does not count as losing a Dexterity bonus to DV. The spikes count as a martial weapon. while shields grant a shield bonus to DV. You can also make a regular melee attack (or off-hand attack) with the spikes and they count as a light weapon in this case. 151 141. Armour fitted for Small characters weighs half as much. which allows him to deal extra piercing damage (see the Weapons table) on a successful grapple attack. Activating Effects in Armour: A character who activates a magic effect while wearing armour must usually make a magic failure roll. All creatures of Medium size except dwarves have an unencumbered speed of 30 feet and so they use the first column. Nonproficient with Armour Worn: A character who wears armour and/or uses a shield with which he is not proficient takes the armour’s (and/or shield’s) armour check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. Similarly. Armour Spikes: A character can add spikes to his armour. Dwarves and Small creatures have an unencumbered speed of 20 feet and use the second column. Magic Failure: Armour interferes with the gestures that a character must make to perform a ritual or activate a conduit. If the effect can be performed without gestures. If a character is wearing armour and using a shield. the shield bonus from a shield does not stack with other effects that grant a shield bonus. An enhancement bonus to a suit of armour does not improve the spikes’ effectiveness but the spikes can be made into magic weapons in their own right. however. Shields do not affect a character’s speed. Buckler: This small metal shield is worn strapped to the forearm. Shields do not affect a character’s maximum Dexterity bonus. including armour) may also apply an armour check penalty. and armour for Large characters weighs twice as much. he does not benefit from the buckler’s DV bonus for the rest of the round. A character’s encumbrance (the amount of gear carried. use the greater value. The armour bonus from a suit of armour does not stack with other effects or items that grant an armour bonus or provide Damage Reduction. Sleight of Hand. Sleeping in Armour: A character who sleeps in medium or heavy armour is automatically fatigued the next day. Magicians face the possibility of magic failure if they are wearing armour. Climb. Maximum Dex Bonus: This number is the maximum Dexterity bonus to DV that this type of armour allows. Move Silently.

a chain shirt is the light armour of choice for many warriors interested in effective protection without a great deal of movement restriction. Scale Mail: Made of numerous metal or heavy leather scales sewn over a protective backing much like banded mail. 15 ft.) 20 ft. Half-Plate: A somewhat ineffective compromise between protection and weight. of interlocking rings of metal. half-plate is actually more restrictive to the wearer’s movement than full plate but offers heavy protection at a lighter cost. 15 ft. 15 lb. Shield. The suit includes gauntlets. Wooden or Steel: A character straps a shield to his forearm and grips it with his hand. 15 ft. usually long sleeved. 25 lb.157. 10 lb. Chainmail: An extended form of the chain shirt. This offers heavier protection at the expense of movement and agility. 5 lb. 6 lb. full plate is the most effective form of mundane armour commonly available. scale mail covers most of the body and can provide effective protection to those who do not wish a heavier suit of armour and its commensurate penalties to movement and agility. The suit includes gauntlets. 20 ft. 30 lb.) 30 ft.188. chainmail armour proper covers the arms and legs of the wearer. 20 ft. Full Plate: Consisting of a breastplate with a reinforced back. Armour Light armour Padded 9 Leather 11 Chain shirt 18 Medium armour Hide 12 Scale mail 17 Chainmail 20 Breastplate 19 Heavy armour Half-plate 20 Full plate 23 Shields Buckler 12 Shield. +1 lb. 20 ft. heavy leather boots. heavy 11 wooden Shield. 15 ft. the Purchase DC of this modification is 1d6+15. 30 ft. heavy 14 steel Extras Armour +1 spikes Padded +2 overcoat Shield spikes +1 1 EQUIPMENT & WEALTH — +2 — — -1 — — -1 — — — — — — — — — — +10 lb. Armour fitted for Small characters weighs half as much and armour fitted for Large characters weighs twice as much. 2 20 ft. Weight figures are for armour sized to fit Medium-size characters. 2 — — — — — (20 ft. several separate plates for the extremities and vulnerable areas of the body and a raised collar to protect the neck. 152 141. 25 lb. 50 lb. 2 15 ft. A heavy shield is so heavy that the shield hand cannot be used for anything else. 15 ft. 20 ft. 5 lb. Each suit of full plate must be individually fitted to its owner by a master armoursmith. 20 ft. 20 ft. 30 lb. light 7 wooden Shield. 40 lb. The suit includes gauntlets. 30 ft. Half-plate does not have to be resized for new wearers. Chain Shirt: A shirt.Armour and Shields Purchase DC Armour/ Shield Bonus +1 +2 +4 +3 +4 +5 +5 +7 +8 +1 +1 +1 +2 +2 Maximum Dex Bonus +8 +6 +4 +4 +3 +2 +3 +0 +1 — — — — — Armour Check Penalty 0 0 –2 –3 –4 –5 –4 –7 –6 –1 –1 –1 –2 –2 Magic Failure Chance 5% 10% 20% 20% 25% 30% 25% 40% 35% 5% 5% 5% 15% 15% Speed (30 ft. 20 ft. The suit includes gauntlets. 15 lb. although a captured suit can be resized to fit a new owner.166 . light 10 steel Shield. you move only triple your speed. a visored helmet and a thick layer of padding that is worn underneath the armour. not quadruple. Heavy. making it more useful from a battlefield scavenger’s point of view. 50 lb. 2 — — — — — Weight1 10 lb. +5 lb. 2 When running in heavy armour.

made item functions like the normal version. All suits of magic armour Shield (any) 1 move action n/a 1 move action and magic shields are automatically Padded. leather. Used this way. If a character is using the shield as 1 a weapon. Otherwise. but the shield Armour and shields for unusually big creatures. though they respond differently to special attacks. for which see above. 1 minute 5 rounds 1 minute1 considered to be of mastercraft quality. Without help. loses its DV bonus until his next action. Shield Spikes: When added to a shield. or splint mail Half-plate or full plate 4 minutes2 4 minutes1 1d4+1 minutes1 1 If the character has some help.157. banded mail. One minute is 10 bonus on a spiked shield does not improve the effectiveness rounds. for that type of armour or shield. Armour for Unusual Creatures Size Humanoid Cost Weight x1/2 x1/10 Tiny or smaller1 Small x1 x1/2 Medium x1 x1 Large x2 x2 Huge x4 x5 Gargantuan x8 x8 Colossal x16 x12 Non-humanoid Cost Weight x1 x1/10 x2 x1/2 x2 x1 x4 x2 x8 x5 x16 x8 x32 x12 153 141. Two characters cannot help each other don armour at the same time. An enhancement bonus on a shield does not improve the Armour for Unusual Creatures effectiveness of a shield bash made with it. it can be donned only hastily. unusually can be made into a magic weapon in its own right. these spikes turn it into a martial piercing weapon. take the armour off. Shield Bash Attacks: A character can bash an opponent with a heavy shield. with the Remove: This column tells how long it takes to benefit that its armour check penalty is lessened by 1.166 EQUIPMENT & WEALTH . using it as an off-hand weapon. Such a wellnormal. For the purpose of penalties on attack rolls. see were designed for a creature one size category larger than the Donning Armour table. but a spiked shield can be a move action. Light. The spikes also Getting Into and Out of Armour increase the damage dealt by a shield bash as if the shield The time required to don armour depends on its type. Readying (strapping on) a shield is only of a shield bash made with it. hide. Don even if the armour or shield is used as Armour Type Don Hastily Remove a weapon. attacking with a spiked shield is like making a Don: This column tells how long it takes a shield bash attack. The non-humanoid category use weapons with it. A light shield’s weight lets the below and apply the multipliers to cost and weight for the wielder carry other items in that hand. An enhancement character to put the armour on. cut this time in half. but Shields table. a character can purchase or craft donned armour are each 1 point worse than mastercraft versions of armour or shields. a heavy shield is a martial bludgeoning weapon. scale mail. which in practice is usually until the next round. Refer to the appropriate row on the table offering less protection. 2 The wearer must have help to don this armour. made into a magic weapon in its own right. although he cannot armour type in question. Loosing a shield (removing A mastercraft suit of armour or shield adds +1 to the it from the arm and dropping it) is only a move purchase DC per bonus over and above the normal cost action. See the Weapons table for the damage dealt by a shield bash.Wooden or Steel: Wooden and steel shields offer the same basic protection. 4 minutes1 1 minute 1 minute1 chainmail. The armour Mastercraft Armour check penalty and armour bonus for hastily Just as with weapons. little creatures and non-humanoid creatures have different costs and weights from those given on the Armour and Shield. treat a heavy shield as a onehanded weapon. listed on the chart provides the rules needed to craft barding for monstrous and mundane mounts alike.188. Wooden or Steel: As a heavy shield. Divide the armour bonus by 2. A buckler cannot be fitted with shield spikes. A single character doing nothing else can help one or two adjacent characters. The mastercraft quality of a suit of armour or shield never provides Donning Armour a bonus on attack or damage rolls. see the Master Artisan feat. or chain shirt Breastplate. studded leather. the wielder. Don Hastily: This column tells how long it takes to put the armour on in a hurry.

A charging or running creature must immediately stop if it steps on a caltrop. It is much easier to light fuses with a lighter than with any other source of flame. Lamp. Breaking the manacles requires a Strength check with a DC of 26. except that it takes a full round action to prepare a flask with a fuse. The caltrops make an attack roll (base attack bonus +0) against the creature. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. the creature’s shield. Lighter: A lighter holds a small amount of a flammable substance ignited by a flint striking metal. Its flame lights a 5-foot area as a candle does but it burns for 3 hours. Oil: A pint of oil burns for 6 hours in a lantern. provides shadowy illumination out to a 30-foot radius and burns for 6 hours on a pint of oil. 154 141. Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour. although some may have a use in relatively tamer environments like city sewers and discovered ruins. It burns for 6 hours on a pint of oil. similar to a firearm. depending on the rarity of the plants and minerals used to make them. treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. Mastercraft: Manacles can bind a Medium-size creature. Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. One two-pound bag of caltrops covers an area 5 feet square. it might step on one. Manacles have hardness 10 and 10 hit points. Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. and the creature’s speed is reduced by one-half because its foot is wounded.157. at the Games Master’s discretion. Caltrops may not be effective against unusual opponents. or DC 35 for masterwork manacles. or until it receives at least 1 point of magical curing. Hammer: If a hammer is used in combat. Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid. have a hardness of 10 and possess 5 hit points. Manacles and Manacles. or until the creature is successfully treated with a DC 15 Heal check. A character can carry a bullseye lantern in one hand. coal-derived black ink. along with any special benefits they confer on the user. Flint and Steel: Lighting a torch with flint and steel is a full-round action and lighting any other fire with them takes at least that long. +2 per 10 feet of distance thrown. a character can buy manacles for a Small creature. Once it is thrown. Ink: This category of item describes basic. with a DC of 30. For this attack. Certain special colours (such as violet and bright red) may have a purchase DC of +4 or +6 the listed price.This section includes several items that characters can find useful when they go out into the wild. armour. Each time a creature moves into an area covered by caltrops. If the caltrops succeed on the attack. For a Large creature. Only specially made manacles can hold Gargantuan. or spends a round fighting while standing in such an area. there is a 50% chance of the flask igniting successfully. A manacled creature can use the Escape Artist skill to slip free. The caltrop deals 1 point of damage. the indicated amount +10. It burns for 6 hours on a pint of oil.188. A character can carry a hooded lantern in one hand. Colossal. Diminutive. at a higher cost. This movement penalty lasts for 24 hours. Common: A lamp clearly illuminates a 15-foot radius. If the creature is wearing shoes or other footwear. Tiny. A character can carry a lamp in one hand. treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size. Stronger chains may exist. and Fine creatures. If used in combat. A single flask of oil can refill two lighters. Use the rules for alchemist’s fire. manacles have a purchase DC of the indicated amount +2 and for a Huge creature. Crowbar: A crowbar grants a +2 circumstance bonus on Strength checks made for purposes of prying things open. the creature has stepped on one. it gets a +2 armour bonus to DV. A character can use a flask of oil as a splash weapon. Chain: Chains are assumed to be made of iron. A character can pour a pint of oil on the ground to cover an EQUIPMENT & WEALTH Adventuring Gear and Other Goods Several of the items listed on the above tables are described below. There are inks available in other colours but they cost +3. Adventuring Gear Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check at DC 10. Lantern. They can be burst with a DC 26 Strength check. Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. A character scatters caltrops on the ground in the hope that his enemies step on them or are at least forced to slow down to avoid them. or DC 28 for masterwork manacles. For the same cost.166 . Compass: A compass always points to the magnetic north and provides a +2 bonus to Navigate checks. and deflection bonuses do not count. Jug. Lantern.

157. 10-foot Lamp. provided that the surface is smooth. clay Piton Pocket Watch Pole.) Spade or shovel Spyglass Tent Torch (10) Vial.Adventuring Gear Item Backpack (empty) Barrel (empty) Basket (empty) Bedroll Bell Blanket. 1/2 lb. plus 1 point of fire damage. glass Bucket (empty) Caltrops Candle (10) Canvas (sq. with the exception of the everburning torch. 1 lb. EQUIPMENT & WEALTH area 5 feet square. 3 lb. clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40. — — 10 lb. belt (empty) Rations. bullseye Purchase DC 6 6 3 2 4 3 6 3 4 2 2 4 16 2 6 15 15 6 2 2 9 2 4 4 3 5 2 2 2 2 13 Weight 2 lb. wooden stick ignites when struck against a rough surface. 1 lb. 20 lb. although not as fast as with a lighter. hempen (50 ft. A Games Master may restrict access to these items and deny starting characters the option of purchasing them with starting funds. — 4 lb. If lit. 1/2 lb. 2 lb. 1 lb. — 2 lb. 1/2 lb. Flask (empty) Flint and steel Grappling hook Hammer Ink (1 oz.foot radius. 155 141. alarm Compass Crowbar Firewood (10 days) Fishhook Fishing net. 1/2 lb. — 1 lb. miner’s Pitcher. 1 lb. Torch: A torch burns for 1 hour. It is so supple that it provides a +2 circumstance bonus on Use Rope checks. winter Bottle.) Sack (empty) Sealing wax Sewing needle Signal whistle Signet ring Sledge Soap (per lb. Lantern. 2 lb. — — — 10 lb.) Rope. 1/2 lb. Rope. map or scroll Chain (10 ft. 4 lb. Spyglass: Objects viewed through a spyglass are magnified to twice their size.) Case. treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size. clay Oil (1-pint flask) Paper (sheet) Parchment (sheet) Pick. — 8 lb. 2 lb. 5 lb. 1 lb. 10 pieces Chest (empty) Clock.188. Creating a flame with a match is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. small steel Mug/Tankard. 20 lb. common Lantern. If a torch is used in combat. ink or potion Waterskin Whetstone 11 8 13 16 17 2 2 3 2 8 2 2 18 2 3 4 3 4 12 2 4 3 3 10 4 3 6 23 12 2 4 4 — 2 lb. — 5 lb. trail (per day) Rope. ft. Lighting a torch with a match is a standard action (rather than a full-round action) and lighting any other fire with one is at least a standard action. 10 lb. 1 lb. vial) Inkpen Jug. — — 9 lb.166 . 8 lb.) Chalk. — 3 lb. 5 lb. hooded Lighter Manacles Manacles. 1 lb. — 2 lb. Match: The alchemical substance on the end of this small. 5 lb. — 5 lb. — 25 lb. Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. Special Substances and Items A character may use the Craft (chemical) skill to make any of these substances. 1 lb. yd. 1 1/2 lb. clay Ladder. 1 lb. the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. 2 lb. 20 lb. Vial: A vial holds 1 ounce of liquid. iron Pouch. wine. 25 sq. 10-foot Pot. Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check. The stoppered container usually is no more than 1 inch wide and 3 inches high. mastercraft Mirror. 10 lb. 30 lb. 1 lb. Rope. 1 lb. silk (50 ft. 1/10 lb.

does not need to make an attack roll. and other specialised gear. a character can simply aim at a particular spot. Thunderstone: A character can throw this stone as a ranged attack with a range increment of 20 feet. It glows for 6 hours. which involves a purchase DC 5 less than the original purchase DC. require a piece of equipment to utilize. skill checks made with these skills are at a –4 penalty. it can move only at half speed. A creature trying to scrape goo off itself. by their nature. Since a character does not need to hit a specific target. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. percussion Instrument. after which the creature that hit makes a damage roll to see how much of the goo was scraped off. hitting the goo is automatic. Note that some skills. stringed Instrument. cracking apart and losing its effectiveness.157. unable to move. and other chemical compounds. as well as the tools needed for Craft (expression) checks. this is the perfect set of Cost 4 14 6 17 16 Weight — 1/2 lb. often referred to as kits. The goo becomes brittle and fragile after 2d4 rounds. or another creature attempting to do the same to an afflicted creature. in addition to the obvious effects. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. When it strikes a hard surface (or is struck soundly by a hard object or any attack capable of doing lethal damage) it creates a deafening bang that is treated as a sonic attack. Chemical Kit: A portable laboratory for use with the Craft (chemical) skill. Even on a successful saving throw. Without the use of these items. A deafened creature. EQUIPMENT & WEALTH This category covers a wide variety of specialised equipment used by professionals in adventure-related fields. The smoke fills a 10. Tanglefoot Bag: When a character throws a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet) the bag comes apart and the goo inside bursts out. A tanglefoot bag does not function underwater. 4 lb. Huge or larger creatures are unaffected by a tanglefoot bag. toxic gases. clamps. opaque smoke when ignited. and the smoke dissipates naturally. The stick is consumed after 1 round. Skill Climb Craft (chemical) Craft (expression) Craft (mechanical) Craft (pharmaceutical) Craft (structural) Disable Device Associated Item Climbing gear Chemical kit Artisan kit Photographic camera Mechanical tool kit Pharmacist kit Mechanical tool kit Artisan tool kit Electrical tool kit Mechanical tool kit Lockpick set Disguise kit Forgery kit Evidence kit Instrument. Skills and the kits they are associated with are listed below. gold-tipped. See the descriptions of the kits for additional details. A flying creature is not stuck to the floor but it must make a DC 15 Reflex saving throw or be unable to fly (assuming it uses its wings to fly) and fall to the ground. 156 141. Some objects contain the tools necessary to use certain skills optimally. Each creature within a 10-foot-radius spread must make a Fortitude saving throw at DC 15 or be deafened for 1 hour.166 . bases. wind Electrical tool kit Mechanical tool kit Multipurpose tool First aid kit Medical kit Surgery kit Professional Equipment Disguise Forgery Investigate Perform (keyboards) Perform (percussion) Perform (stringed) Perform (wind) Repair Treat Injury Artisan Kit: These special tools include the items needed to make objects with the Craft (structural) skill with a more artistic bent. explosives. special pulleys. Note that kits should be restocked periodically. takes a –4 penalty on initiative and has a 20% Special Substances Item Match Smokestick Sunrod Tanglefoot bag Thunderstone chance to mispronounce activation words.foot cube to provide concealment like a smoke grenade. 1 lb. the creature can move (including flying) at half speed. entangling the target and then becoming tough and resilient upon exposure to air. An application of mild acid to a stuck creature dissolves the alchemical goo immediately. 1 lb. a chemical kit includes the tools and components necessary for mixing and analysing acids. Sunrod: This 1-foot-long. keyboard Instrument. Treat the target spot as DV 5. Once free. Climbing Gear: Consisting of pitons.Smokestick: This alchemically treated wooden stick instantly creates thick. iron rod glows brightly when struck. Skill checks made without an artisan kit incur a –4 penalty. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex saving throw or be glued to the floor. after which the gold tip is burned out and worthless.188.

Theremin: This strange device produces tonal sounds by varying electromagnetic frequencies. plus supplies for analysing narcotic substances at the scene and for gathering more esoteric forms of physical evidence such as casts and moulds of footprints. Depending on the item to be forged. however. along with simple instructions for their use. It grants a +2 equipment bonus on Repair checks for mechanical devices and allows a character to make Craft (mechanical) or Craft (structural) checks without penalty. A first aid kit can be used to help a dazed. The tool is useful for certain tasks as determined by the Games Master but may not be useful in all situations. brushes. tweezers. A first aid kit can be used only once. A multipurpose tool can lessen the penalty for making Repair. a character might need legal documents or other items not included in the kit. Stringed: This is a guitar or similar item. Lockpick Set: A lockpick set includes picks and tension bars for opening locks operated by standard keys. It contains a wide variety of medical supplies and equipment. bottle opener. Skill checks made without a medical kit incur a –4 penalty. unconscious. or stunned character by making a Treat Injury check at DC 15. Forgery Kit: This kit contains everything needed to use the Forgery skill to prepare forged items. tweezers. it merely assists in the proper gathering and storing of evidence for use by such a lab. It grants a +2 equipment bonus on Investigate checks under appropriate circumstances. It also contains the necessary dusts. or stunned character. short ruler. or to stabilise a dying character. allows a character to make Repair checks for mechanical devices without penalty. Disguise Kit: This kit contains everything needed to use the Disguise skill. although Knowledge (physical sciences) and Knowledge (technology) work as well. drivers. Having an evidence kit does not grant access to an imperial agency’s crime lab. gloves. Wind: A flute. this is the sort of kit commonly carried by military and private medics. Using an Advanced kit to analyse a possible narcotic substance or basic chemical requires a Craft (chemical) check at DC 15. Skill checks made without a first aid kit incur a –4 penalty. unconscious. Multipurpose Tool: This device contains several different screwdrivers. fasteners. sprays. brushes. and even drillers. It includes a broad variety of specialised hand tools and a selection of high-quality power tools. bridging the gap between art and science. keyed entry locks. It does not contain clothing or uniforms. a knife blade or two. Instrument. Basic: A basic evidence kit includes clean containers.tools for climbing and gives characters a +2 circumstance bonus on Climb checks. A disguise kit is exhausted after ten uses. Instrument. Both the Perform (keyboards) and Perform (stringed) skills are useful for playing the theremin. to treat an injury before transporting the injured person to a medical professional.188. to treat a diseased or poisoned character. necessary in order to use the Perform (keyboard) skill. scissors. mirrors. to provide long-term care. Craft (mechanical) or Craft (structural) checks without appropriate tools to –2 instead of the normal –4. Instrument. Medical Kit: About the size of a large tackle box. wigs. Percussion: This is a set of drums. 157 141. A medical kit can be used to treat a dazed.157. which are occasions when the Games Master rules that the equipment in the kit can be of use in the current situation. The theremin’s sound has hauntingly voice-like qualities when played right. as well as chemical residues and organic fluids. cutting devices. Advanced: This kit fills a good-sized shop cabinet. Advanced: An Advanced kit includes all the materials in a basic kit. and so forth) without penalty. and cards to gather fingerprints. to restore hit points. can opener. a character receives a –4 penalty to use the collect evidence option of the Investigate skill. In this case. including makeup. Instrument. Keyboard: This is a keyboard instrument such as a piano or a clavichord. A lockpick set allows a character to make Disable Device checks to open mechanical locks (deadbolts.166 EQUIPMENT & WEALTH . and other items to gather bits of physical evidence and prevent them from becoming contaminated. and wire cutters. for which see the Treat Injury skill. labels. the +2 equipment bonus does not apply. The whole thing unfolds into a handy pair of pliers. necessary in order to use the Perform (stringed) skill. Instrument. and other accoutrements. First Aid Kit: This kit contains enough supplies. necessary in order to use the Perform (percussion) skill. Without an evidence kit. swabs. necessary in order to use the Perform (wind) skill. file. Mechanical Tool Kit: This collection of hand tools and small parts typically includes a variety of pliers. adhesives. which fits in a portable toolbox. Evidence Kits: Law enforcement agencies around the Empire use generally the same tools to gather evidence as forensics becomes a standard method of criminal investigation. Basic: This kit.

Sometimes. They did not listen to the wiser counsel of the elves. It… it changed them. otherwise. Spot checks using the photographs have a base DC of 20.188. My people do not embarrass easily. Do you… do you understand?’ Photographic Camera: Photography is a new art as well as a science. The races of my world are very magical but the gnomes were more interested in science than sorcery.’ Before he could respond. compound. Clothing 158 141. or unusual outfits that a character might need to purchase. is killing us. but they gave up the greater part of that to learn their damned craft. analyse and dispense medicinal drugs. EQUIPMENT & WEALTH ‘Jerrek. Pharmacist Kit: A portable pharmacy for use with the Craft (pharmaceutical) skill. ‘We did not have to curse the gnomes because they did it to themselves. a character might need something out of the ordinary. They got what they wanted. Gearbolt and Gailion were both staying out of the situation. A heavy camera with a wide array of lenses rests atop a wheeled contraption. The studio kit comes with a pair of rails to move the camera in and out. it’s all right. It is generally assumed that a character owns a reasonable wardrobe of the sorts of clothes that fit his or her lifestyle. That. The Games Master determines if the photograph does indeed contain anything useful for the characters to spot in the picture. and a flash bulb as per a portable camera. Spot checks using its photographs have a base DC of 15. turning it into an exact. Because of the higher-quality lenses of a studio camera.’ He rolled over to look at the tunnel wall again. he will have to purchase it like any other piece of gear. Too much. Photo Plate: This wooden or metal plate accommodates special paper that captures light shone on it by a camera’s lens. though the cog was possibly seeking a level of revenge for Jerrek. Jerrek.166 . When that is the case. ‘Gnomes developed science on our world long before they brought it here to yours. of all things. ‘Magic is in our blood just like it is with the gnomes. To grasp science is. Gearbolt was administering what seemed like very rough surgery to Thurdin in an attempt to get shrapnel out of his still-mangled arm.It was some time before Heshia could induce Jerrek to look up at her. she continued. although colourless. Characters are allowed to make Spot checks using the photograph of a scene or person at varying difficulties. rendition of the scene it shot at. something the grinning dwarf was only barely tolerating without howling in pain. He has to sleep eventually. For the most part. provided he has the Surgery feat for the training necessary to both perform the procedures and use this kit’s tools. Studio: This big. Developing a photo plate requires a Craft (chemical) check at DC 10. Magic is in our blood. It’s… it is why your world hurts us so much. Instead. The items described here represent special clothing types. A portable photographic kit comes with a tripod and a flash bulb that uses. much less talk to her. she put her hand on his shoulder and said quietly. gunpowder equivalent to a shot from a flintlock firearm’s firing. preserve. but it cost them so much. Clothes have two effects on game mechanics: one on Disguise checks. ‘Well. a pharmacist kit includes everything needed to prepare. it has no other game effect other than to impress others. ‘You wanted to know what I meant about about the gnomes?’ A tense nod was her only reply. threatening to displace painting and drawing as the way to depict reality in a static image. Portable: This handy camera is slightly larger than a hatbox and can be hung comfortably from the neck with a leather strap.’ Her hand clenched at him a little harder. modified by whatever interesting thing can be found in the image. It makes us what we are. I swear. modified by whatever interesting thing can be found in the image. in turn. mine do.’ Heshia did not try to turn him around again. I am going to get even with that cave-dweller some day. Mastercraft clothing exists but its craftsmanship merely increases its value and perhaps makes it harder to rip or tear. hulking apparatus is heavy and cumbersome. instead they kept pushing and pushing until they discovered the secrets of steel and steam. You humans are killing its magic. Due to the basic quality of the lenses and the handling of resulting plates. to turn one’s back on magic. and one on Sleight of Hand checks. clothing choice is based on character concept. She shot another sour look at the dwarf but was only greeted with the sight of an engineer looking far too pleased with himself.157. Surgery Kit: This small set of delicate and sterile tools includes tools for cutting flesh and bone as well as other apparently ghastly instruments that a character needs in order to perform surgery with the Treat Injury skill. at some level. however.

Overcoat: A warm coat worn over a suit jacket or indoor clothing. 1 lb. and fur in abundance. Hat: Either a simple cap or beret. 12 lb. silk. gloves. it is something that goes on the head both to protect it from the weather and to look good. 40 lb. body armour. stringed Instrument. a leather overtunic may be worn over a cloth skirt. Tightly tailored clothing imposes a penalty on an attempt to conceal an object. 1/2 lb. the artisan’s vest has 159 141. and any necessary belt or suspenders. since a uniform inclines people to trust the wearer. or a loose shirt and skirt or overdress. making such clothing an essential part of some disguises. every would-be noble also needs a signet ring and jewellery. ring. wind Lockpick set Mechanical tool kit Basic Advanced Medical kit Multipurpose tool Pharmacist kit Photographic camera Portable Studio Photo plate Surgery kit Purchase DC 15 16 17 12 14 21 7 15 5 12 12 14 13 13 8 9 13 20 15 9 17 18 21 4 16 Size Small Med Med Med Large Huge Med Med Small Small Large Huge Large Small Tiny Tiny Large Huge Med Tiny Med Small Large Dim Med Weight 3 lb. Cloak: This garment grants the wearer a +2 equipment bonus on Fortitude saves made to resist the effects of cold weather. 5 lb. 22 lb. 45 lb. shirt. 6 lb. 8 lb. Courtier: This outfit includes fancy. street clothes include pants. First. 7 lb. a shirt (perhaps with a vest or jacket). Street clothes are hardly appropriate for adventuring but are ideal for daily interaction. It includes sturdy boots.188. or a simple yet proper dress or skirt. 8 lb. Uniform: From a dock official to a senior army officer. or an elegant top hat or utilitarian bowler hat. To fit into the noble crowd. They often qualify as loose or bulky clothing. Anyone trying to influence nobles or courtiers while wearing street dress will have a difficult time doing so. A courtier’s outfit that is worn without accompanying jewellery (Purchase DC 17) makes a wearer look like an out-of-place commoner. percussion Instrument. Clothes also help to hide firearms. gold. Royalty: This is just the clothing. The clothes have plenty of pockets. 6 lb. The shoes are simple and probably of poor quality. 5 lb 1 lb. socks or stockings. not the royal sceptre. appropriate shoes or boots. often adorned with gems. see Concealed Weapons and Objects. coats and jackets provide additional concealment for things a character is carrying. 50 lb. Coat: An outer garment worn on the upper body. and a cloak. tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. and small objects. Its length and style vary according to fashion and use. Explorer: This is a full set of clothes for someone who never knows what to expect. people on the job tend to wear uniforms. keyboard Instrument. The outfit also includes any extra items a wilderness traveller might need.166 EQUIPMENT & WEALTH .Professional Equipment Item Artisan kit Chemical kit Climbing gear Disguise kit Electrical tool kit Basic Advanced Evidence kit Basic Advanced First aid kit Forgery kit Instrument. Precious metals and gems are worked into the clothing. 33 lb. Clothing Outfit: An outfit of clothing represents everything a character needs to dress a part: pants or skirt. Artisan’s Vest: Made of cotton with mesh panels to keep the wearer cool. This difficulty this translates to a –2 penalty on Charisma-based skill checks to influence such individuals. 1/2 lb. a belt. 3 lb. Street clothes: The perfect fit for a gentleman of means but not exceeding function. clothing purposely tailored to conceal objects provides a bonus. clothing is part of a disguise. undergarments. 3 lb. theremin Instrument. 6 lb. such as a scarf or a wide-brimmed hat. Noble: This set of clothes is designed specifically to be expensive and to show it. The clothes a character wears does not count against the weight limit for encumbrance. Outerwear: In addition to keeping a character warm and dry. Rather than a leather skirt. crown.157. especially the cloak. 12 lb. See the Disguise skill description for more on how appropriate dress affects Disguise checks. shirt and a simple coat or vest with belts or suspensors. and other accoutrements. Commoner: This set of clothes consists of a loose shirt and baggy breeches. 5 lb. 5 lb. 5 lb. Royal clothes are still very regal and ostentatious. which have a purchase DC of 20. leather breeches or a skirt.

or two-bedroom homes. All of these homes are of typical construction. Food and Lodging 160 141. carts or wagons and the latter’s horses.157. The pockets are. An undesirable location. 1/2 lb. Common meals might consist of bread. Weight 2 16 12 19 22 4 9 8 7 9 9 9 10 9 EQUIPMENT & WEALTH Housing: The purchase DC of a habitation covers the down payment. although they are quite finely crafted nonetheless. numerous obvious (and hidden) pockets. Each room allows for the use of a certain number of skills as per the professional kits by a single character and one assistant. 2 lb. some amenities and a covered chamber pot in the corner. The large house is a four-bedroom home with a good-sized garden and space for a coach. add +2 for every additional character allowed to work at the same time and +1 for additional assistants. spacious rooms throughout. 3 lb. 6 lb. 1 lb. Personal Crime Lab: A character with a personal crime lab can analyse any evidence recovered in a crime scene with appropriate skill checks (Investigate. The large flat and medium house are three-bedroom homes with a small garden and space for a car. and also grants the ‘modified to conceal an object’ bonus when used to conceal Tiny or smaller objects. 10 lb. onions and water.166 . Note that the assistants must be paid for separately. the use of a blanket and a pillow. Special Accommodations: These are special rooms that are added to a home. reduces the purchase DC by 2. The ritual space may be built upon a place of power (see pg 292) with an increase in its Purchase DC equal to the place of power’s bonus. however. peas and ale or wine. 3 lb. Good accommodations consist of a small. making it easy to keep about 10 pounds of items on hand. 2 lb. Common accommodations consist of a place on a raised. 4 lb. 8 lb. Add +3 for every size increment of items that may be built there. a spacious garden and space for two coaches or three cars. cart or wagon and the latter’s complimentary horses. plus a horse for the latter two. Smoking jacket: This coat is light and made to be used indoors to protect normal clothing from picking up the smell of burning tobacco. such as a bad neighbourhood or a remote rural site. private room with one bed. chicken stew. Add +3 if the accommodation has a secret entrance. a character can build items of up to Large size with the Craft (mechanical) and Craft (structural) skills. or two cars. 2 lb. Meals: Poor meals might be composed of bread. The given purchase DC assumes a typical suburban location. open and items can easily fall out if the belt is tipped. Add +2 to the Purchase DC to make the accommodations into advanced versions that grant a +2 bonus to skill checks. Inn: Poor accommodations at an inn amount to a place on the floor near the hearth.Clothing Item Clothing outfit Commoner Courtier Explorer Noble Royalty Street Uniform Outerwear Coat Hat Overcoat Cloak Artisan’s vest Smoking jacket Tool belt Purchase DC Med Med Med Med Med Med Med Med Tiny Med Med Med Med Small Size 2 lb. not the total cost of the home. luxury appointments are available with a +2 increase to the purchase DC. It has many loops to allow a character to carry the tools from any of the profession kits. Personal Chemical Lab: A character working within this facility can craft substances with the Craft (pharmaceutical) and Craft (chemical) skills. heated floor. Location dramatically affects a home’s value. Tool Belt: This sturdy leather belt has numerous pockets and loops for tools. A particularly good location in an upscale neighbourhood or city centre increases the purchase DC by 2. Good meals might be composed of bread and pastries.or six-bedroom home with an extra den.188. Personal Workshop: Within a personal workshop. Sanctum: A character may safely conduct séances and other psychic concentration efforts uninterrupted in his personal sanctum. beef. A character that is obsessive enough could use one as his habitation. pencils and other necessities for repair and construction work. carrots and watered-down ale or wine. It counts as loose and bulky clothing when used to conceal Small or smaller weapons. nails. a cart or a wagon. Knowledge and Craft skills). The small house and flat are one. baked turnips. 15 lb. A private sanctum adds a +1 to applicable skill checks made to use or maintain psychic powers but this benefit is only applicable to the single character the sanctum is constructed to serve. This section covers the essential requirements of keeping a roof of some sort over one’s head and a hot meal on the table. 2 lb. Ritual Space: A character may conduct magic rituals and enchantments in his personal ritual space. while the mansion is a five.

Military: A military saddle braces the rider.1 A mount wearing heavy armour moves at only triple its normal speed when running instead of quadruple. providing a +2 circumstance bonus to Ride checks related to staying in the saddle. see the Power of Steam chapter.188.) 40 ft. Dog. Medium or heavy barding slows a mount that wears it. Base Speed (50 ft. Riding: This Medium dog is specially trained to carry a Small humanoid rider.) 35 ft. It is brave in combat like a warhorse. Horse: A horse (other than a pony) is suitable as a mount for a human. and heavy horses are hard to control in combat. Saddle. Unlike a horse. 1 1/2 lb. neck. 6 lb. If a character has a riding dog. a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.1 (60 ft. chunk of Wine Common (pitcher) Fine (bottle) Housing Small flat Large flat Small house Medium house Large house Mansion Special Accommodations Personal crime lab Personal workshop Personal chemical lab Ritual space Sanctum Purchase DC 2 12 6 4 2 4 3 2 2 3 8 28 30 30 32 34 36 25 23 24 25 21 Weight — — — — — — — 1/2 lb. Saddle. 35 ft. as shown on the table below. A character knocked unconscious In the Steampunk age. 30 ft. Feed: Horses.Food and Lodging Item Ale (gallon) Banquet (per person) Inn stay (per day) Good Common Poor Meals (per day) Good Common Poor Meat. ponies. although they share characteristics. Barding made of medium or heavy armour provides better 161 141. The vehicles in this section were once made as amazing machines but they are so time-tested now that they acquired their own characteristics.166 . Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Light horses. it must be fed some meat as part of its daily diet. elf. As a result. If the barding is for a pony or other Medium-size mount. body and possibly the legs of a horse or other mount. dwarf. the cost is only double and the weight is the same as for Medium armour worn by a humanoid. 40 ft. Armour for a horse (a Large non-humanoid creature) costs four times as much as armour for a human (a Medium humanoid creature) and also weighs twice as much as the armour found on the Armour and Shields table. The rules for using vehicles in combat and action sequences are detailed in the A World of Adventure chapter. or half-orc. Characters take no damage when falling from a riding dog. donkeys. Donkey or Mule: Donkeys and mules are stolid in the face of danger. pack and riding styles.1 EQUIPMENT & WEALTH Barding Medium Heavy 1 (40 ft. mules and ponies can graze to sustain themselves but providing feed for them is much better. Medium Creature and Large Creature: Barding is a type of armour that covers the head. hardy. Exotic saddles come in military. they no longer abide by the rules of the amazing machines creation system. A barded animal cannot be used to carry any load other than the rider and normal saddlebags. surefooted. chest. and capable of carrying heavy loads over vast distances. — — — — — — — — — — — protection than light barding but at the expense of speed. Barding can be made of any of the armour types found on the Armour and Shields table. Flying mounts cannot fly in medium or heavy barding. the relative unreliability or excessive expense of some modes of transport means that the old modes of travel are still kept around. Transportation and Communication Mounts and Related Gear Barding. half-elf. Warhorses and warponies can be ridden easily into combat. see Armour for Unusual Creatures.) 30 ft. mobility across great distances is much easier than when progress had not started its mad dash towards technological solutions. However. Removing and fitting barding takes five times as long as the figures given on the Donning Armour table.157.

It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. Saddle. — — — — — — EQUIPMENT & WEALTH — — — — — — — 162 141. 8 lb. light 19 Pony 16 Warhorse. It can make sea voyages. two horses or other beasts of burden draw it. 400 lb. Keelboat: This 50.while in a military saddle. Rowboat: This 8. It moves about 1 1/2 miles per hour. 20 lb. riding 21 Donkey or mule 11 Feed (per week) 2 Horse Horse.166 . heavy 25 Warhorse. A wagon comes with the harness needed to pull it. two horses or other beasts of burden draw it. guard 15 Dog. A bicycle adds 30 feet to a rider’s speed and grants the Run feat. cargo 45 Airship. — 100 lb. Transportation and Communication Mounts and Related Gear Purchase DC Barding Medium creature +3 Large creature +5 Bit and bridle 6 Dog. Cart: A single horse or other beast of burden can draw this two-wheeled vehicle. In general. A carriage comes with the harness needed to pull it. unwieldy vessel with a metal hull propelled by a powerful steam engine. It comes with a harness. A sled comes with the harness needed to pull it. — — — — — — 30 lb. 40 lb. A pair of devastating cannons mounted in a rotating turret gives the ironclad warship tremendous firepower. Ironclad This steel. 600 lb. It holds as much gear as the mount can carry. blocky. Pack: A pack saddle holds gear and supplies but not a rider. as well as sailing down rivers thanks to its flat bottom. — — — 10 lb. has a 75% chance to stay in the saddle. It moves about 1 mile per hour. Sled: This is a wagon on runners for moving through snow and over ice. Saddle. In general. 15 lb. Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab. as contrasted with the 50% chance when using a riding saddle. Exotic Military 18 Pack 13 Riding 16 Saddlebags 9 Stabling (per day) 2 Vehicles Bicycle 10 Carriage 20 Cart 13 Keelboat 32 Rowboat 17 Oar 6 Sailing ship 36 Sled 14 Wagon 16 Ironclad 44 Steam Locomotive 37 Steam Carriage 34 Airship. It moves about 2 miles per hour.to 12-foot-long boat holds two or three Medium passengers. Sailing Ship: This larger. It has square sails on its two masts and can make sea voyages. It is a low. light 21 Warpony 20 Saddle Military 14 Pack 9 Riding 12 Saddle. It can carry 150 tons of cargo. Riding: The standard riding saddle supports a rider.157. plus two drivers. 200 lb. 25 lb. Vehicles Bicycle: This simple mechanical device allows a person to travel faster and at greater distance under his own efforts. open vehicle for transporting heavy loads. 30 lb.188. heavy 22 Horse. seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. — 60 lb. 10 lb. In general. — 300 lb. passenger 44 Ornithopter 36 Services Ticket Coach cab 2 + 1 per 10 miles Train 3 +1 per 10 miles Ship 4 +1 per 5 miles Airship 5 +1 per 5 miles Communication Messenger/Courier 2 + 1 per 5 miles Postal mail 2 +1 per 10 miles Telegraph 2 +1 per 20 miles Weight x1 x2 1 lb. Wagon: This is a four-wheeled.to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. two horses (or other beasts of burden) draw it. steam-powered monster marks the end of the sailing ship’s dominance of the ocean lanes.

Colossal Vehicle.157. hardness 11. 25 sp. DV 8. Whether for tickets to travel on board a vehicle or for transporting a message. each car is DC 37. Colossal Vehicle. Spd 80 ft. Ornithopter This curious flying vehicle is the culmination of years of design.Ironclad. Purchase DC 36. 14d4 SD. of course. +0. Turn Rate 30 ft. Acc/Dec 40/60. hardness 5. The load an airship can carry is limited only by the size of its airbag. Steam locomotives pull cars loaded with coal directly behind the engine so that their boilers can be easily fed. Acc/Dec 40/60. Acc/Dec 25/25. Many models are constructed to fit various roles. Large Vehicle. Crew: 2. Amongst the most luxurious forms of transportation available are the passenger airships that provide amenities rivalling any of the great ocean liners. Crew: 5. especially the wealthier sort. hardness 5. for the beating is not strong enough by itself to lift such a heavy machine into the air. DV 6. the cost starts at a certain Purchase DC and increases according to the distance travelled or covered by the communication. Attacks -. Airship. SQ Construct qualities.. -2. Attacks -. Purchase DC 45. -1. Cargo: 150 lb. although it scares the daylights out of all the horses whose paths it crosses. Passengers: 15. blackened-steel engine that runs along iron rails laid out across the land. Spd 80 ft. Crew: 1. Other cars carry grain. Cargo: 35 tonnes. Purchase DC 36.. Passengers: 3. 20 sp. -6. Ornithopter. Passengers: 20 per car. (no land speed). Acc/Dec 30/50. Passengers: 0. people have refined their tastes in entertainment. Purchase DC 44.188. larger packages add +1 to the Purchase DC per 5 pounds. Smaller creatures than this may travel for free with a larger passenger. Cargo: 25 tonnes. Power Source: Steam power (60 charges). 35 sp. Communication: A messenger or courier can transport a message up to a book’s length. Acc/Dec -/-. 8d4 SD. Entertainment and Leisure 163 141. DV 2. tied on or bolted to the surface of these cars. Cargo. Spd 120 ft. Attacks -. SQ Construct qualities. Huge Vehicle. Guilds realised the growing need to keep in touch and created branches and exploited new discoveries to satisfy that need. Passenger Essentially a long cabin or gondola slung underneath a steam-heated canopy of lighter-than-air gas. Man. More and more venues are now open to them. Power Source: Steam power (60 charges). Passenger. the locomotive is a massive. cargo airships carry heavy loads that would be extremely difficult to ship via land or sea. Turn Rate 60 ft. Passengers: 50. hardness 10. hardness 11. 18d4 SD. Turn Rate 60 ft. Power Source: Steam power (60 charges). weapons or any other kind of cargo. Crew: 5. -6.166 . Passengers: 30. Power Source: Steam power (60 charges). The price of telegraph communication covers a message that is 10 words long. versions of the steam carriage can be used in most areas of society. DV 5. Steam Locomotive. Sturdy. SQ Construct qualities. DV 2. Airship. Acc/ Dec 30/50. Cargo: 2 tonnes. Power Source: Steam power (60 charges).. It is an aircraft that can carry two passengers and flies by beating its wings to create support. Attacks 2 heavy cannons (1d4 structure damage. Lashed down. Cargo Designed to carry goods instead of passengers. SQ Construct qualities. Tickets: A ticket is valid for one person or a Medium or Small creature. 18d4 SD. Man. with diversions ranging from the shows of professional performers to comfortable surroundings in which they might practice the simple art of sitting back and relaxing. Airship. Cargo: 1 tonne per car. Power Source: Steam power (60 charges). DV 8. Attacks -.. Attacks -. The cargo capacity of these airships is. Turn Rate 20 ft. SQ Construct qualities.. Spd fly 100 ft. dependable and requiring only a portion of fuel to operate. Steam Carriage. 10d4 SD. Postal mail can carry one or two sheets’ worth of writing. Cargo: 200 lb.. Cargo airships usually have larger boilers than passenger airships and are less manoeuvrable. Turn Rate 40 ft. Gargantuan Vehicle. With more time in their hands. restricted path. passengers. airships provide unparalleled service to transport people across any form of terrain. Spd 100 ft. 20 sp. Man. 45 sp.. testing and more than a few accidents. Steam Carriage The popular ‘horseless carriage’ is one of the most common forms of steam-powered transportation available. Airship. hardness 11. Man. Turn Rate 20 ft. Each five additional words add +1 to the Purchase DC. Man. Purchase DC 44.. SQ Construct qualities. Spd 100 ft. Man. the best in their class. 45 sp. Purchase DC 44. although rotors and aerodynamics also contribute greatly to the design. 8d4 SD. -4. EQUIPMENT & WEALTH Services One of the blessings of the new age is that a person does not have to own his own vehicle or have a large staff of retainers to travel or send along communications to other places. Crew: 20. turret fire arc). Large Vehicle. just about anything can be found being towed by a locomotive along a lucrative railroad. Steam Locomotive The signature of steam technology. Crew: 5. Larger creatures add a +1 to the Purchase DC and those that pose some difficulty to load or transport add an additional +1.

not calculation. whose attendants are expected to dress their best or acquire a negative reputation. although attacks performed with a hand or arm require a full-round action. inert and do not ordinarily move for themselves. simulate movement. this information can be of use to Games Masters. which requires a DC 15 Repair check. Inside a club. A character cannot spend more than two hours a day in a steam bath. These few tools are extraordinary in nature. Steam Bath: A relaxing session of hot air bathing and soaking in a pool of warm water. which must be activated by programming in order for it to receive any instructions. be it a hand. however. Clubs are mostly for gentlemen. Analytical Engine: This is an advanced machine that goes beyond the capabilities of the difference engine. Difference Engine: This complex machine is built with minute gears and levers much like a complicated mechanical abacus. restaurant. amazing technology or a hybrid of both. A few mixed clubs do exist. this also includes a reduction of the character’s speed of 5 ft. Its purpose is to help its user to keep track of numbers and data. when run in rapid succession. the heat and moisture become detrimental after that amount of time and the visit’s benefits are lost. Pneumatic prosthetics are made of wood and brass and replace a part of the owner’s body. performance spectacles vary in quality. Tickets: This covers entry for one person. either from neglect or failure in the Repair check. for their discipline is one of intuition. club attendants are chatty. as it helps him write what he is seeing and experiencing while actually aiding his concentration and trance. modifying the price by plus or minus 2. yet still concerned to observe propriety. They are very rare and expensive. with the exception of the Ritual and Psychic Control skills. They are. imposes a cumulative -1 penalty to actions with the prosthetic member. No difference engine can help psychics activate their powers. yet still available as relatively normal equipment rather than being classed as magic. for campaigns set in the largest sprawls of the setting. See the Craft (expression) skill for details. ‘Flickers’: A series of photographs that. Magic-oriented difference engines grant their bonus to all Ritual skill checks (but not to any other skill check) and have a +2 modifier to their Purchase DC. Analytical engines have a built-in Intelligence score. an arm (with hand) or a leg. Pneumatic Prosthetics: Many people attribute pneumatic prosthetics to dwarves and the forgotten faerie race of the gnomes but like all inventions of the steam age.157. A program card is required to enter programming into the engine. The price is for a single viewing in a flicker parlour with more than one machine. although adventuring ladies have also founded their own.Entertainments only really exist in the hearts of the few true cities left in the world. thus imposing a -2 penalty to Dexterity. broken down into one move action to activate the prosthetic and one standard action for the actual attack. Concerts: Like theatre. Pneumatic prosthetics must be given maintenance every week. Opera: Opera is a high-class spectacle. Failure to do so. for a leg. Relaxing in a steam bath grants +2 to Concentration checks made during the visit and adds a character’s Constitution modifier (if positive only) to the amount of hit points recovered that day. A psychic using any Clairsentience and Spiritism powers gains a +4 bonus to his Psychic Control checks when using a psychograph. although these are rare. while high theatre includes superb acting and scriptwriting or fresh productions of classic traditional drama. Unique Items EQUIPMENT & WEALTH Club Tab: This allows unrestricted entry to a private club filled with smoking and drinking rooms. low theatre includes cheap vaudeville acts. they are a purely human endeavour. bar. Psychograph: This is a simple writing pen tool for automatic writing. a psychic technique used mainly for clairvoyance and contact with the dead. in that it can actually be programmed with the functions the user wants it to perform.188. A successful Repair check eliminates all accumulated penalties. Theatre: Plays that may include music. Still. A wearer must operate the prosthetic with a free hand as a move action. though this is non-cumulative. Moderate: This is a simple prosthetic that replaces the functionality of the lost member with no other additional benefits. therefore granting a bonus to Intelligence-based skill checks.. Entertainment and Leisure Item Club Tab (per month) Tickets Theatre Flicker Opera Concerts Steam Bath Purchase DC 18 12 4 15 8 12 164 141. most of the planet is too busy trying to survive under the constant clouds of coal smoke and ash to worry about fashion and night clubs. gaming room and other quiet entertainment.166 . Many ‘concerts’ are actually impromptu street performances where the price of entry is anything the attendees wish to donate. paid concerts vary in quality and the size of the band or orchestra that is performing. all Gather Information checks have a +2 circumstance modifiers unless the characters delve into a delicate subject.

they could sit down and really talk… but not today. I just…’ Jerrek’s voice broke down. Today they had to kill some orcs. mess and the timing could not be worse. 15 lb. a mission to finish. He was crouched down. Maybe when it was over. — — — * 165 EQUIPMENT & WEALTH 141. but she did not mind.. Unique Items Item Psychograph Difference Engine Simple (+1) Moderate (+2) Complex (+3) Advanced (+4) Analytical Engine Program Card Pneumatic Prosthetic Hand Arm Leg Moderate (+0) Complex (+2) Advanced (+4) Arcanium * See text Purchase DC 12 12 13 14 15 16 15 + Int score 10 31 32 33 +0 +3 +5 +5 Weight 5 lb. Now I don’t know what to believe. but it’s perfect. Today. flexing them one by one.157.When next she tried to talk to him. torn off at the wrist. This was all just a mess. a mysterious magic-conductive mineral. 50 lb. acting on his mental commands as a normal limb would and feeding off his life force to effect repairs and maintenance as if it were ‘healing. staring at his hand. She was my best friend after Gail and… and this is all I have left of her. Before she could talk. The human would never be able to understand that it was just as hard for her to be here. gave us odd jobs to help out around her house and nursed me back to health. making it indistinguishable from a human appendage when his gloves were on. his voice brought her up short. Advanced: The strongest prosthetic available. Arcanium: The prosthetic is made from arcanium. She took a year to make it because of her shakes. which may be acquired at a Purchase DC of 20 plus the special feature’s CP cost. He carried me to see a friend. I was almost dead from shock. It was a bright platinum-like metal. The workmanship was so fine that the metal had even been patterned to match the silhouette of his other hand. Jerrek heard her approach but did not look up. After the ritual is complete. An arcanium prosthetic can mystically connect to the wearer’s nerve endings through a minor ritual effect made permanent. one of the scarcest materials in the world. ‘I lost my hand when I was ten. 20 lb. It was the first time she had ever seen him with his gloves off and when she came around to say something. She had never seen a pneumatic hand that complex before. ‘I’ve hated your kind for so long because I thought elves took her away from me. a big. this item grants a +4 bonus to Strength-based checks when using the member in question. She just sat down next to him and leaned him into her side. the prosthetic is now part of the wearer’s body. 50 lb. It was crushed under a war-roller that drove through our part of the ruins..’ Heshia realised that words would be out of place here. intricately jointed and adorned with several glowing stones embedded in its hinges. — 5 lb. Each joint flickered softly as it opened and closed. He did not look at her. Merial took us in. Arms and hands have an exchangeable mounting that allows them to switch from the hand to any light or one-handed weapon or equipment that has been previously adapted to fit into the mounting. she was surprised by what she saw. as it was for him to let go of his hatred for her people. Jerrek’s left hand was not flesh. Adapting such weaponry or equipment requires a Craft (mechanical) check at DC 15. sending a tiny ripple of power down the inner workings of the hand. they had to focus on the task at hand.188. this close to one of his kind. 50 lb. emotional. Heshia knew what he was trying to say. Jerrek had moved to the other side of the burning hulk of steel. Add the special feature’s skill modifier to the Craft DC to make an advanced prosthetic armed with said feature.166 . Complex: This is a stronger and more advanced prosthetic that grants a +2 bonus to Strengthbased checks when using the member in question. 150 lb. 50 lb. it was made from pure arcanium. ‘She made this for me. he just kept staring at his fingers. If she was not mistaken. It was the last thing she put together before her eyesight went bad.’ Such a prosthetic does not impose the -2 Dexterity penalty and does not count against the character’s encumbrance. Gailion pulled me out from under it but my hand got caught.’ He held up his hand and Heshia could see that he was not exaggerating. The process requires a Ritual (transformation) check at a DC of 26. It has the same weapon mounting as the complex prosthetic and also has one free hard slot to accommodate a special feature from the Power of Steam chapter. There was still a job to do.

short for Difficulty Class. from the different actions a character can take to how to face different dangers. making it crucial to the system and the single most important die for any player to own.188. he performs his entire round’s worth of actions. in order. the person guiding the story and the action of a game.’ Each round represents about 6 seconds in the game world. Adventures involve risks that range from pitched combat against an enemy’s minions to thrilling chases and escapes from certain doom. Whenever a character does something that might have a chance of failing because of someone else’s actions. dangerous chases and daring escapes. Though it is often a convention with games running the d20 rules to allow all rolls of 20 on a d20 to be an automatic success. such as combat. a character can do in 1 round. see Special Initiative Actions. a character is allowed to tie his shoes without needing to make a die roll for success. his attack Actions The Round Intense actions. a roll of 1 (called a ‘natural’ 1 because it is the actual result on the die roll. Contested checks are never guaranteed and even the most masterful of sharpshooters can miss his mark once in a while. Astute readers may have realised at this point that if contested checks have to beat a listed DC and they are all made using a single d20 then actions with a DC of 21 are impossible. Under normal circumstances. Gaming sessions usually consist of the Games Master. are another kind of contested roll. Everything a character wishes to do. The world is filled with opportunities for adventure. or abilities. The d20 is the most common type of die rolled during an average gaming session. Anything a person could reasonably do in 6 seconds. Jerrek shooting at an orc behind cover is an example of a contested action. this is not always the case. no matter how high the DC might be. it might be a different story. This is where characters come in. A roll that is lower than the given DC for an action fails. is an action. ultimately addressing the different rewards all adventurers receive at the end of the day. A round is an opportunity for each character involved in the circumstances to take an action.157. 166 141. the result is a contested roll. By the same token.166 . This is the rules chapter. For exceptions. determining his identity and role in the world. which is a portable enclosure used mainly during sieges.a world of adventure WORLD OF ADVENTURE t he previous chapters have presented the different options a character has to distinguish himself from the rest. skills. like in the example just given. Simple actions are tasks that do not require rolls except in the most adverse of conditions. require a roll (also called a ‘check’) or simply declare failure. the Games Master will generally simply declare success or. asking questions and describing scenes and players suggesting actions their characters wish to take in response to these descriptions. occur in time units called ‘rounds. These modifiers can theoretically make ay check possible. which are a special type of check made to see if a character can escape the effects of something adverse. The many travails of the wilderness compete for attention with the dangers of court intrigue and this chapter will deal with them all. Contested actions make up the largest part of the rule mechanics for combat and skills in this book. If that same character had just survived a collision with a horsedrawn trolley after staggering out of a warehouse where thugs had been dosing him with opium to make him talk. something they can normally do everyday with no special skill or talent required. Each round’s activity begins with the character with the highest initiative result and then proceeds. A term used during contested rolls is DC. When a character’s turn comes up in the initiative sequence. Instances in the rules where a natural 1 or 20 indicate automatic success or failure will be clearly marked in the text of the rules themselves. from there. where players and Games Masters will find answers to most of their questions regarding how the rules address one situation or another. Characters and the skills and abilities they gain come with modifiers that are added to or subtracted from certain kinds of checks. although the adventures one might find in the halls of polite society also merit mention. Actions come in different types and have different rules attached to them. Saving throws. This chapter will define what a character does. roll is contested by the orc’s Defence Value modified by the bonus provided by the greenskin’s manlet. Whenever a character needs to make a simple action. just as with a ‘natural’ 20) is not an automatic failure. On the surface. from waking up and putting on his socks to filling a band of street thieves full of steam-propelled bullets. this is correct. The DC of a contested check is the number a d20 check (plus or minus modifiers) must reach or exceed in order for the action to succeed.

two things they desperately needed. 167 141. full-round actions.With everyone as healed and repaired as they were going to get.157. use a skill or a feat (unless the skill or feat requires a full-round action to perform. such as in the surprise round. Alternatively. In some situations. or perform some equivalent action. Another patrol could have come by at any time. Refer to the Actions in Combat table for a list. a character can always take a move action in place of a standard action. Jerrek noticed. A character can also perform as many free actions as the Games Master allows. the team started moving again. Move Action A move action allows a character to move his or her speed or perform an action that takes a similar amount of time. He may instead take two move actions. The way was clear now. ‘Was… was that for luck?’ The leather-clad elf woman chuckled wryly and started shooting over Thurdin’s shoulder. Orcish food was only barely edible but was better than nothing. she winked at him and headed up to cover the dwarf. a character can perform a standard action and a move action. pick up an object. A character can take a move action before or after performing a standard action. In a normal round. Gearbolt reported that the handcarts were loaded down with food and munitions. Gearbolt seemed as relieved as a cog could be to have the heavy thing off his back. As he staggered back. A character can take a move action in the place of a standard action.188. stand up. and free actions. A round can be a set amount of game time starting with the first character to act and ending with the last but it usually means a span of time from a certain round to the same initiative number in the next round. The straight shot would likely be a meat grinder but they were low on too many critical supplies to take any other route. Standard Action A standard action allows a character to do something. Effects that last a certain number of rounds end just before the same initiative count that they began on. they broke through into the central hub of the under-city. leaving the group of orcs and the supplies they were guarding completely vulnerable. The impromptu meal was brief. he can perform a single full-round action. A character can make an attack. Again. The sewers here were in a horrible state of repair but they had been maintained enough for Jerrek to suspect the orcs were still using them for subterranean transport from time to time.’ she said quickly as her bullets downed orc after startled orc in the tunnel. a character may be limited to taking only a single standard or move action. Gearbolt’s drilling attachment came in useful. so the greenskins were given as much mercy as they would have shown to a human caravan. Action Types The four types of actions are standard actions. so they ate in haste and hid the bodies as best they could. move actions. WORLD OF ADVENTURE This theory was borne out when a team of orcish skirmishers set upon them an hour after their arrival. None of Jerrek’s people was interested in taking prisoners where orcs were concerned. it let them dig a quick trench and ditch the dead orcs. They took the handcarts with them.’ For almost all purposes. After clearing away the bodies with mechanical efficiency. as much because of its rank taste as their exposed location. During a combat round. Heshia drew Jerrek aside and kissed him hard. ‘Nope. climb one-quarter of his or her speed. there was a single tunnel that cut through the rest of the undercity and headed straight for the centre of the inner labyrinth. The brutish warriors were swiftly dispatched. a character can take a standard action and a move action. The juggernaut had apparently been part of a last-order defensive system. It would probably be heavily guarded but the entire group agreed that they could not afford to have their strength eroded by patrols and pitfalls any longer. for which see below) or perform other similar actions. A character can perform free actions during a full-round action as the Games Master allows. because after just one more heavily trapped and barricaded hallway. Full-Round Action A full-round action consumes all a character’s effort during a round. ‘Just a down payment.166 . draw or stow a weapon or other object. there is no significance to the end of a round or the beginning of a round. gasping and blushing. using them to carry the new supplies and the bomb they were here to set up. As they blew open the entrance to the main shaft. A character can move his or her speed.

arbitrary. If the 168 141. the action is a success. If a rules call is under dispute and nothing else seems to solve it. picking up an object. you are in doubt as to whether or not an action should work. and speaking a sentence or two are all free actions. moving or manipulating an object is a move action. Accelerated Climbing: A character can climb one-half his speed as a move action by accepting a –5 penalty on the Climb check. their impact is so minor that they are considered free. Completion Items: Activating a completion item is the equivalent of activating a conduit. Move The simplest move action is moving the character’s speed. unless defined otherwise by the ability’s description. for which see Combat. Manipulating Objects In most cases. Activate a Conduit A conduit is the vessel of magic. the action fails.166 . If concentration is broken. 263 in The Occult chapter. retrieving or putting away a stored object. most move actions do not require a check. Command Word or Use-Activated Items: Activating any of these kinds of items does not require concentration.157. try to match it to some other rule in this book. Using an Occult Ability on the Defensive: A character or creature may attempt to use an occult ability on the defensive. Dismiss a Magic Effect: Dismissing an active magic effect is a standard action. dropping an object. If there is no easy resolution and the factors regarding the action could go either way. Move Actions With the exception of specific movement-related skills. If the die comes up odd. unless the ability description notes otherwise. assigning a die face (or faces) to each in equal number and rolling to determine which one will take precedent. Standard Actions These are the different types of standard actions. If the Concentration check (DC 15 + spell level) fails. Activating an occult item is a standard action unless the item description indicates otherwise. the creature cannot use the ability but the attempt counts as if the ability had been used. Extraordinary Abilities: Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Use Special Ability Using a special ability is usually a standard action but whether it is a standard action. The different types of attacks are covered in more detail in the Combat section. the attempt to use the ability fails but the attempt counts as a use of the ability. Over the span of the round. If the result is even. or not an action at all is defined by the ability. For instance. Occult Abilities: Using an occult ability requires concentration and can be disrupted. Just be certain that all other options have been exhausted and that a random roll is the only way to determine the proper course of action first. Supernatural Abilities: Using a supernatural ability is usually a standard action. dropping to a prone position. Even/odds can be extrapolated to handle problems with more than two sides just by summing up the various solutions. Many non-standard modes of movement are also covered under this category. He can attempt to activate the item while on the defensive. This is a simple.The Games Master’s Best Friend: The Even/Odd Rule WORLD OF ADVENTURE When. such as potions and scrolls. Attack Making an attack is a standard action. Activate Occult Item Many occult items do not need to be activated but some do. grab any die and roll it. as a Games Master. a full-round action. and entering a vehicle. crawling (up to 5 feet). unbiased way to resolve differences of opinions in game as well. The time to use an occult ability is 1 standard action. including climbing and swimming (up to one-quarter the character’s speed). Conduits are covered in more detail in pg. A character loses the effect if his concentration is broken. Its use cannot be disrupted and does not require concentration. and its wielder can attempt to activate it with one or many standard actions. This includes drawing or holstering a weapon. the Games Master puts reasonable limits on what a character can really do for free. the even/odd check can provide resolution without favouring either side. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted and do not require concentration. Free Action Free actions consume a very small amount of time and effort. moving a heavy object and opening a door. However. A character can perform one or more free actions while taking another action normally.188.

if any. Thus. When the character fails this check. but after that the character must succeed at a Constitution check at DC 10 to continue running. he can draw a weapon as part of his normal movement. or complete a full-round action by using a move action at the beginning of his in the round following the round in which the character started the full-round action.character has a base attack bonus of +1 or higher. Full-Round Attack Actions Full attacks happen when a character or creature has more than one attack allowed either because of a high base attack bonus or a racial ability. Other feats are not actions 169 141. A character can make a Tumble check at DC 20 to stand without provoking an attack of opportunity. Full attacks and other full-round attack actions are covered in more detail in the Combat section. Speak: In general. When a character runs. Some common free actions are described below. Skill or Talent Certain feats. mounting or dismounting is a move action instead. Redirecting a magic effect requires a move action and does not require concentration. Free Actions Free actions do not take any time at all. Full-Round Actions A full-round action requires an entire round to complete. If the character starts a full-round action at the end of his turn. The character loses any Dexterity bonus to DV since he cannot avoid attacks. he gets a +2 bonus to Defence against ranged attacks while running. it cannot be coupled with a standard or a move action. A run represents a speed of about 14 miles per hour for an unencumbered human. However. If he fails the check. WORLD OF ADVENTURE A character can run for a number of rounds equal to his Constitution score.188. Cease Concentration: A character can stop concentrating on an active conduit effect or psychic power as a free action. Use Special Ability Using a special ability is usually a standard action but some may be full-round actions. Fast Mount or Dismount: A character can mount or dismount as a free action with a DC 20 Ride check. Stand Up Standing up from a prone position requires a move action. applies to this check.157. It provokes an attack of opportunity from opponents who threaten the character. Only one such effect can be activated in any round and such effects do not count toward a character’s normal limit of one effect per round. During a rest period. Some of the options described below are actions that take the place of. but cannot run. His armour check penalty. Speaking more than few sentences is generally beyond the limit of a free action. the Games Master determines how long such an action takes to perform and whether doing so provokes attacks of opportunity from threatening enemies. he can move up to four times his speed in a straight line. the DC of this check increases by 1 for each check the character makes. he must stop running. standing is a free action instead of a move action.166 . A character who has run to his limit must rest for 1 minute (10 rounds) before running again. though there may be limits to the number of free actions a character can perform in a turn. Activate a Quickened Effect: A character can quicken the activation of a conduit or a psychic power (see the Quicken Spell feat) or any effect whose casting time is designated as a standard action as a free action. Drop an Item: A character can drop an item at his feet or nearby as a free action. skills or talents let a character take special actions in combat. Direct or Redirect a Magic Effect Some rituals allow a character to redirect the effect to new targets or areas after activation. Mount/Dismount a Steed or Vehicle Mounting or dismounting from a steed requires a move action. For actions not covered in any of this material. or are variations on. The character must check again each round in which he or she continues to run. Run A character can run all out as a full-round action. Start/Complete Full-Round Action The ‘start/complete full-round action’ move action lets a character start undertaking a full-round action (such as those listed on the Actions in Combat table) at the end of his round. a character can move normally. Use Feat. Miscellaneous Actions Some actions do not fit neatly into the above categories. The character cannot attempt a fast mount or fast dismount unless he can perform the mount or dismount as a move action in the current round. the actions described earlier. the next action that character takes must be to complete the full-round action. Drop Prone: A character can drop to a prone position as a free action. If the Tumble check result is 30 or better. as does boarding and disembarking from a vehicle. speaking is a free action that a character can perform even when it is not his turn. as defined by the ability.

Most uses of skills or talents in a combat situation are standard actions but some might be move actions or full-round actions. The individual feat descriptions tell a character what he needs to know about them. powers and tools to inflict damage or incapacitate their opponents. When appropriate. The way to determine rewards from Challenge Ratings and Encounter Levels is explained in greater detail at the end of this chapter. no one is flat-footed during the first round.166 . exchanging fire. such as exploring dense jungles. incapacitation or surrender. Action Encounter: An action encounter involves imminent danger that does not stem precisely from an opponent’s attack but definitely poses some risks to the characters. Duelling Exception: When everyone involved in a combat knows that a battle is about to begin and spends more than one minute in full view of each other. standard action or full-round action as specified by the renewal method on pg. This is most commonly a creature to be defeated in combat but may also be a trap. but instead of measuring the difficulty of an entire encounter. Adventuring Encounter: An adventuring encounter has the characters facing some ongoing threat that they are constantly aware of. An adventuring encounter ends when the characters reach safe ground or the threat ceases to be. as well as other rewards for the character. it will present a reasonable challenge that will not overly threaten the characters but will force them to spend a few of their resources. An encounter is a situation where the characters face adversities and that may turn out badly for them if they do not succeed at its challenges. Combat usually runs in the following way. Each combatant starts the battle flat-footed. In an adventuring encounter. it measures the difficulty of defeating a particular element of the encounter. or a face-off between gang leaders in the bombed-out heart of a ruined city. An action encounter ends when the characters surpass the dangerous situations. an elegant ball where characters seek to slip past a lady’s entourage to warn her of danger. talents. chases. winding a mechanism. Combat in an OGL Steampunk game is played out in rounds. The encounter level is useful for determining the experience gained by defeating it. A social encounter ends when the characters achieve their objective in initiating the encounter in the first place. A combat encounter ends when one side eliminates all opposition either by death. 240. which is the challenge they represent to a group of characters. characters use their wits and talents to survive. Such encounters involve traps. Characters use their weapons. There are different kinds of encounters: Combat Encounter: A combat encounter involves characters and its foes actively seeking to harm each other through attacks and special abilities. Social Encounter: Not all danger facing the characters involves grievous bodily harm. During the course of this chapter.157. Social encounters involve Combat is often the cornerstone of a gaming session. Once a combatant acts. there will be frequent reference to the following terms.188. facing up against opponents in a social milieu. Renewing a power source takes a move action. If some but not all of the combatants Combat 170 141. These may include cranking a lever. except in the case of an attack that comes in from outside the visible opponents. Skills. surviving natural disasters or swimming to the bottom of a lake. Renewing a Power Source Amazing machines run on engines that eventually run out of power and must be renewed by a variety of methods. When the encounter’s level is equal to the average level of a fourmember party. The Games Master determines which characters are aware of their opponents at the start of the battle. In each round everybody acts in turn in a regular cycle. adventuring encounters do not necessarily involve frantic actions and hair-trigger reactions. Encounter Level (EL) Encounters are defined by their level. Unlike action encounters. Challenges Encounters Challenge Rating (CR) Challenge Rating is just like the encounter level. feats. whether or not they are engaging with it directly at any given moment. magic and blows to overcome them. with characters facing their enemies directly. such as a tense negotiation between rival corporations. such as making the rival leader back down without a costly fight or extracting a favour from someone. daring escapes and so forth. a particular obstacle or a target person to be talked around. changing a battery or simply kicking harder on the pedals. he is no longer flat-footed. Some feats are not intended for use within the framework of combat.WORLD OF ADVENTURE in themselves but they give a character a bonus when attempting something he can already do. and equipment can modify combat rolls in numerous ways but do not change the basic tenets of how combat operates. the description of a talent or a skill provides the time required to use it.

Since this size modifier applies to Defence Value against a melee weapon attack or a ranged weapon attack.157. All ranged weapons and thrown weapons have a range increment. When everyone has had a turn. so a character’s Strength modifier applies to melee attack rolls. a possible critical hit.are aware of their opponents. there is no surprise round. Characters apply their Dexterity modifier to DV. Initiative is calculated using a Dexterity-based check as detailed below. It is the attack roll result that an opponent needs to achieve to hit the character. Creature sizes are compatible with vehicle sizes. each full range increment causes a cumulative –2 penalty to the attack roll. If a character’s Dexterity is low. Sometimes a character cannot use his Dexterity bonus. unarmoured civilian has a Defence of 10. Size Modifiers Size (Example) Leviathan (walking fortress) Colossal (blue whale 90 ft. Many modifiers can affect the attack roll. long) Gargantuan (grey whale 40 ft. Any attack from a distance of less than one range increment is not penalised for range. that character cannot use his Dexterity bonus to Defence. The average. If no one or everyone starts the battle aware. regardless of what size they actually are. two creatures Dexterity Modifier Dexterity measures coordination and steadiness. of the same size strike each other normally. Attack Bonus A character’s attack bonus with a melee weapon is: Base attack bonus + Strength modifier + size modifier With a ranged weapon.166 . If the character is not proficient with the weapon he or she is attacking with (the character does not have the appropriate Weapon Proficiency feat) then that character takes a –4 penalty on the attack roll. All combatants are now ready to begin their first regular round. A character’s Defence Value is equal to: 10 + Dexterity modifier + class bonus + equipment bonus + size modifier Dexterity Modifier If a character’s Dexterity is high. so a character’s Dexterity modifier applies when the character attacks with a ranged weapon. whether they take advantage of it or not. If the result equals or beats the target’s Defence Value. or for some other reason. being caught flatfooted. A thrown weapon has a maximum range of five range increments. he is particularly inept at this. 171 141. combatants who started the battle aware of their opponents each take one move or standard action. that is. the combatant with the highest initiative acts again and the previous two steps repeat until combat ends. whether because of an entanglement. he rolls 1d20 and adds his attack bonus. A natural 20 is also always a threat. Defence Value A character’s Defence Value (DV) represents how hard it is for opponents to land a solid. Combatants who have not yet rolled initiative do so. A natural 1 (the d20 comes up 1) on the attack roll is always a miss. a character’s attack bonus is: Base attack bonus + Dexterity modifier + range penalty + size modifier Strength Modifier Strength helps a character swing a weapon harder and faster. Size Modifier Creature size categories are defined differently from the size categories for weapons and other objects. A natural 20 (the d20 comes up 20) is always a hit. he is particularly adept at dodging blows or weapons’ fire. so they roll for initiative.188. Ranged weapons that fire projectiles can shoot up to ten increments. Combatants act in initiative order. If a character cannot react to a blow. the character hits and deals damage. a surprise round happens before regular rounds begin. damaging blow on the character. When a Player makes an attack roll. Range Penalty The range penalty for a ranged weapon depends on what weapon the character is using and how far away the target is. long) Huge (elephant) Large (lion) Medium (human) Small (German shepherd) Tiny (housecat) Diminutive (rat) Fine (horsefly) Size Modifier –16 –8 –4 –2 –1 +0 +1 +2 +4 +8 WORLD OF ADVENTURE Attack Roll An attack roll represents a character’s attempts to strike an opponent on the character’s turn in a round. In initiative order. see the Ranged Weapons and Melee Weapons tables. Combatants who were unaware do not get to act in the surprise round. However. highest to lowest. The combatants who are aware of their opponents can act in the surprise round.

the attack is a critical hit. even when the character is flat-footed or when the character would lose his or her Reflex save bonus for some other reason. Sometimes a character cannot use his or her equipment bonus to DV. he immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. Effects that modify weapon damage also apply to unarmed strikes and the natural physical attack forms of creatures. The Critical column on the Ranged Weapons and Melee Weapons tables indicates the threat range for each weapon on the tables. he deals damage according to the type of weapon he is using. the multiplier is x2. making a critical hit more likely. Roll the damage (with all modifiers) multiple times and total the results. Damage Reduction is an amount of hit points the character or creature ignores from normal attacks. WORLD OF ADVENTURE Equipment Bonus If a character has a shield. This may be either a ranged touch attack roll or a melee touch attack roll. see the Special Abilities section. The attacker makes his damage roll as normal if his attack succeeds but a defender’s DR does not include any equipment bonus or armour bonus. When a character takes non-lethal damage. In these cases. Dodge Bonuses: Some other Defence bonuses represent actively avoiding blows. Minimum Weapon Damage If penalties to damage bring the damage result below 1. the attacker makes a touch attack roll. Some weapons have expanded threat ranges. This bonus applies in all situations. a creature does not have a hard time attacking another creature of the same size. Damage is deducted from the target’s current hit points. This bonus represents the shield’s ability to deflect blows and cover the character’s vital areas from view. also deal non-lethal damage. These bonuses are called dodge bonuses. generally a x2 or more due to a critical hit. If an attack will damage the character just by touching him. add his Strength modifier to the damage. Other Modifiers Other factors can add to a character’s Defence Value. the character does not need to roll a second 20. Hardness or Damage Reduction can drop this to zero. Since this same modifier applies to attack rolls. effectively meaning that attacks do not hit precisely enough to inflict damage. Dexterity modifier. that character cannot add his equipment bonus to Defence.188. Other effects. Do not multiply bonus damage dice when a character scores a critical hit. Strength Bonus When a character hits with a melee weapon or thrown weapon. such as heat or being exhausted. which is ignored. A critical hit multiplies the character’s damage. If an attack will damage the character just by touching him. See Touch Attacks. Feats: Some feats give a bonus to a character’s Defence Value. Any situation that denies a character his Dexterity bonus also denies his or her dodge bonuses. only a 20 is an automatic hit. apply normally. below. even with these weapons. See Touch Attacks below. Attacks against objects are dealt with in a separate section detailed below.Class Bonus A character’s class and level grant him an innate bonus to DV. then the attack just deals the damage of a regular hit. the easier it is to hit in combat. that character cannot add his or her equipment bonus to DR. This bonus represents the armour’s ability to protect the character from blows. it gives him Damage Reduction.166 . keep Damage When a character hits with a weapon by overcoming the target’s DV. not damage. Critical Hits When a character makes an attack roll and gets a natural 20 (the d20 shows 20) then he hits regardless of the target’s Defence Value. it provides a bonus to his Defence Value. a hit still deals 1 point of damage. and size modifier. The Weapon Finesse feat applies only to attack rolls. Multiplying Damage Sometimes damage is multiplied by some factor. Armour Bonus and Damage Reduction If a character wears armour. 172 141. dodge bonuses stack with each other.157. effectively meaning that they do not hit hard enough to inflict full damage. If the second roll is a miss. If the second roll also results in a hit against the target’s Defence Value. However. The smaller it is. Bonus damage represented as extra dice is an exception. The second roll just needs to hit to confirm a critical hit. He has also scored a threat of a critical hit. Size modifiers are shown on the Size Modifiers table. Unless otherwise specified. the minimum damage of 1 rule only applies to internal penalties on the damage roll itself. doing more damage on a critical hit. Unlike most sorts of bonuses. To find out if it is actually a critical hit. It is possible for some weapons to have higher multipliers. Non-Lethal Damage Certain attacks deal non-lethal damage. all other modifiers such as class bonus. Defence Value modifiers remain unaffected except for the equipment bonus. the harder it is to hit. Size Modifier The bigger an opponent is. Touch Attacks Some attacks disregard armour.

including an unarmed strike. which is a full-round action. Apply the character’s Dexterity modifier to his Reflex saving throws. unless a character takes an action that results in his initiative changing. Reflex: These saving throws test a character’s ability to dodge massive attacks such as explosions or train wrecks. a character cannot use his Dexterity bonus and therefore loses his Dexterity bonus to DV. he may make a saving throw to avoid or reduce the effect. however. Another option is to run all-out. Saving Throws Generally. The character can. either halving or negating it. roll a die to decide who acts first. when a character is subject to an unusual or magical attack. before the character has had a chance to act (specifically. the characters act in the same order. If there is still a tie. WORLD OF ADVENTURE Hit Points A character’s hit points tell how much punishment he can take before dropping. use his or her standard action as a second move action. At the start of a battle. the combatants who are tied act in order of total initiative modifier. some creatures move faster or slower. from highest to lowest. see Run. determine the order in which they act. A natural 20 (the d20 comes up 20) is always a success. including Dexterity modifier and Improved Initiative bonus. he falls unconscious. for which see Special Initiative Actions. Instead. Do not deduct the non-lethal damage number from the character’s current hit points. On all following rounds. Saving Throw Types The three different kinds of saving throws are: Fortitude: These saving throws measure a character’s ability to stand up to massive physical punishment or attacks against his vitality and health. he is dead. Hit points are based on the character’s class and level. His Constitution modifier also applies. leaving a standard action to attack. If two or more combatants have the same initiative check result. Initiative Every round. from first to last. he is disabled. The Difficulty Class for a save is determined by the attack or effect itself. as indicated on the special attack’s description. A character normally moves as a move action. he is staggered and when it is greater. Non-lethal Damage with a Weapon that Deals Lethal Damage: A character can use a melee weapon that deals lethal damage to deal non-lethal damage instead but he takes a –4 penalty on his attack roll if he does so. Flat-Footed: At the start of a battle. It is not ‘real’ damage.a running total of how much he has accumulated. This lets the character move up to four times his normal speed but he may only run all-out in a straight line and doing so affects his DV. Often. Wearing armour can slow a character down. It does not matter whether the non-lethal damage equals or exceeds the character’s current hit points because the non-lethal damage has gone up or because current hit points have gone down. counting down from highest result to lowest and each character acts in turn. Anyone with the Improved Initiative feat gets an additional +4 bonus on the check. Speed A character’s speed tells how far he can move with a move action. Humans normally move 30 feet. A saving throw is a 1d20 roll plus a bonus based on the character’s class and level (the character’s base save bonus) and an ability modifier. When it drops to –1. when non-lethal damage equals a character’s current hit points. When it drops to –10. Will: These saving throws reflect a character’s resistance to mental influence. each combatant may take his allotment of actions.188. each combatant makes a single initiative check. a character may make a Reflex saving throw to take only half damage. to deal lethal damage instead but he takes a –4 penalty on his attack roll if he does so. when damage is inevitable.166 . if applicable. The Games Master finds out what order characters are acting in.157. While flat-footed. such as a blast filling an area. The combatants’ initiative checks. This could let the character move again. he is dying. for a total movement of up to double his or her normal speed. such as poison and paralysis. A natural 1 (the d20 comes up 1) on a saving throw is always a failure. When a character’s hit point total drops to 0. A character’s saving throw bonus is: Base save bonus + ability modifier 173 141. and psychological effects. Each character applies his Dexterity modifier to the roll. before the character’s first turn in the initiative order) he is flat-footed. Apply the character’s Wisdom modifier to his or her Will saving throws. Saving throws can reduce the harm done by a special attack. domination. Lethal Damage with a Weapon that Deals Non-lethal Damage: A character can use a weapon that deals nonlethal damage. Apply a character’s Constitution modifier to his Fortitude saving throws. An initiative check is a Dexterity check.

a character can strike any enemy within 5 feet. An attack action is one where an attacker makes an attack roll against a defender. counts as armed. they roll initiative at that time and act whenever their turn comes up in the existing order. it is ten range increments. Surprise WORLD OF ADVENTURE When a combat starts. Such enemies are considered adjacent to him. A creature with claws. Two characters are engaged in melee if they are enemies and they are adjacent to one another.188. for example. because he has to strike a particularly vulnerable spot to deal lethal damage. Unaware Combatants Combatants who are unaware at the start of battle do not get to act in the surprise round. see Action in Combat. below) in order to make more than one attack. Fighting Defensively: A character can choose to fight defensively while making a ranged attack. Unarmed strikes count as light melee weapons for purposes of two-weapon attack penalties and such like. he takes a –4 penalty on his or her attack in a round to gain a +2 dodge bonus to DV in the same round. Fighting Defensively: A character can choose to fight defensively while making a melee attack. The maximum range for a thrown weapon is five range increments. A Player can specify that his unarmed strike will deal lethal damage before the character makes his attack roll but he takes a –4 penalty on the attack roll if he chooses this option. If no one or everyone is surprised. even if it is engaged in melee with an ally. you do not take this penalty. A character capable of making more than one ranged attack per round must use the full attack action (see FullRound Actions below) in order to make more than one attack. Other. the character can avoid the –4 penalty. more specialised options are touched on in the Actions in Combat table and covered in Special Initiative Actions and Special Attacks. A character capable of making more than one melee attack per round must use the full attack action (see Full-Round Actions in Combat. Attack Action: This is a special action that can be taken as a standard action. Likewise. as normal) of non-lethal damage.157. as the weapon has an unwieldy shape and size. except that an unarmed attack deals non-lethal damage. if a character was not aware of his enemies but they were aware of him. An unconscious or otherwise immobilised character is not considered engaged unless he is actually being attacked. A target is in line of sight if there are no solid obstructions between the character and the target. If he does so. An attacker using a rifle takes a –4 penalty on attacks against adjacent opponents. a character can surprise his enemies if he knows about them before they are aware of him. it acquires a slightly different application when a character has more than one attack available as part of a full attack action because of a high base attack bonus or two-weapon fighting. 174 141. The combatants who are aware of the opponents can act in the surprise round. a surprise round does not occur. Shooting or Throwing into a Melee: If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally. Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points (plus the character’s Strength modifier. he takes a –4 penalty on his attack in a round to gain a +2 dodge bonus to DV in the same round. However. Melee Attacks: With a normal melee weapon. If you have the Precise Shot feat. so they roll for initiative. Actions in Combat The fundamental actions of moving and attacking cover most of what a character will want to do in a battle. The Surprise Round If some but not all of the combatants are aware of their opponents. In initiative order (highest to lowest) combatants who were aware of their opponents when the battle started each take an attack action or move action during the surprise round. fangs and similar natural physical weapons. For weapons that fire projectiles. kicks and head butts is much like attacking with a melee weapon. as the Player prefers. The following exceptions to normal melee rules apply to unarmed attacks: ‘Armed’ Unarmed Attacks: Sometimes a character or creature attacks unarmed but the attack still counts as armed. This means they lose any Dexterity bonus to Defence. Standard Actions in Combat Most common standard actions are described below.Joining a Battle: If characters enter a battle after it has begun. Unaware combatants are still flat-footed because they have not acted yet. the character takes a –4 penalty on his or her attack roll because he has to aim carefully to avoid hitting the ally. If he does so. The Improved Unarmed Strike feat makes a character’s unarmed attacks count as armed.166 . Ranged Attacks: With a ranged weapon. The Improved Unarmed Strike feat makes a character’s unarmed attacks deal normal damage or non-lethal damage. then he is surprised. it may be a single standard action or a part of a full attack action. a character can shoot or throw at any target that is within the ranged weapon’s maximum range and in line of sight. below. More specialised attack actions are mentioned in the Actions in Combat table and covered in Special Attacks. a surprise round happens before regular rounds begin. If the target is so big that part of it is 10 feet or farther from the nearest ally. Unarmed Attacks: Striking for damage with punches.

Move Actions in Combat A character can perform all the available move actions during a combat situation. creature or object. Friendly Character: A character can move through a space occupied by a friendly character. his speed is limited to one-half normal. for a total movement of up to twice his normal speed. Total Defence: Instead of attacking.166 . 3 The description of a feat defines its effect. accelerated (one-half speed) Crawl Draw a weapon1 Holster a weapon Move a heavy object Open a door Pick up an object Retrieve a stored object Stand up from prone. they can be used once in an attack or charge action. Movement in Darkness: If a character moves when he cannot see. The character’s Defence Value improves at the start of this action. The character can attempt an overrun. Some creatures and automata move faster or slower. This is called a total defence action.157. so it helps against any attacks of opportunity the character is subject to while performing his move action. he can move up to four times his normal speed. The Blind-Fight feat reduces this penalty. or even as an attack of opportunity. the following considerations apply to movement during combat. 2 These attack forms substitute for a melee attack. a character can use his standard action simply to defend. which is called tactical movement. In addition. or kneeling Start/complete full-round action Swim Use a skill that takes a move action Full-Round Actions Bull rush (charge) Charge Coup de grace Full attack Overrun (charge) Run Withdraw Extinguish flames Use a skill that takes a full round Free Actions Drop an object Drop to prone. Passing Through: Sometimes a character can pass through an area occupied by another character. he can combine this action with a regular move. one or more times in a full attack action. sitting.Actions in Combat Standard Actions Attack (melee) Attack (ranged) Attack (unarmed) Attack (aid another) Bull rush (attack) Escape a grapple Feint (see the Bluff skill) Ready (triggers an attack action) Make a dying character stable Attack a weapon Attack an object Total defence Use a skill that takes a standard action Move Actions Move the character’s speed Use a piece of equipment Climb (one-quarter speed) Climb. or kneeling Speak Action Type Varies Disarm2 Grapple2 Load a weapon Trip an opponent4 Use a feat3 No Action Delay 1 WORLD OF ADVENTURE If the character has a base attack bonus of +1 or higher. the character can move again. Encumbrance: A character encumbered by carrying a large amount of gear or a fallen comrade may move slower than normal. If the character spends the entire round to run all-out. Movement in Combat: Generally. not an action. or he can attempt to tumble through a square occupied by an enemy. such as in total darkness. As melee attacks. although armour can slow a character down. The character may not attack or perform any other activity but he does benefit from a +4 dodge bonus to his Defence Value for 1 round. A character’s speed when unarmoured is sometimes called base speed. He may only attempt the latter 175 141. sitting. Unfriendly Character: There are two ways to move through a space occupied by a resisting enemy. If the character has the Two-Weapon Fighting feat. If a character uses his attack action as a move action.188. he can draw two light or onehanded weapons in the time it would normally take to draw one. a character can move his speed as a move action. Medium characters normally move 30 feet.

Instead of attacking the target. Even if the character has extra attacks. the character may make a single melee attack. The character must move at least 10 feet and may move up to twice his speed. Flanking: If a character is making a melee attack against an opponent and an ally directly opposite the character is threatening the opponent. he can hold the charge indefinitely. then the effect discharges. He may not run past the target and attack from another direction. however. He may take his move before activating the effect. Alternatively. He also takes a –2 penalty to his DV for 1 round. he can strike with either part of the weapon first. he can still use the charge action but he is only allowed to move up to his speed.Magic Conduits in Combat Many rituals have a reach of ‘touch. Attacking with Two Weapons: If the character wields a second weapon in his off hand. A character does not gain a bonus for flanking when making a ranged attack. not after. If the character is using a double weapon. The ally must be on the other side of the opponent so that the opponent is directly between the character and the ally. During the surprise round. In this case. Full Attack: If a character is entitled to more than one attack per action because his base attack bonus is high enough. See Move Actions. instead of up to twice his speed. above. he deals normal damage for his unarmed attack or natural weapon and the spell discharges. he must succeed on a touch attack. or between activating the effect and touching the target. If a character touches anything or anyone while holding a charge. the character and his ally are said to be flanking the opponent. In the same round that he activates the effect. Committing to a Full Attack Action: A character does not have to commit to a full attack until after the first attack. However.188. see the skill description. the character activates the effect and then touches the subject. then he must make the attacks in order from highest bonus to lowest. He is allowed to see how the earlier attacks turn out before assigning the later ones. he can strike with either weapon first. If the character is using two weapons. If the attack misses. Charge: Charging is a special full-round action that allows a character to move more than his speed and attack during the action. Attacking after a Charge: After moving. See Bull Rush below.157. such as from having a high enough base attack bonus or from using multiple weapons. draw or put away a weapon and so forth. he is still holding the charge. he may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. if he has ranks in the Tumble skill. he takes a –4 penalty on all attacks in a round to gain a +2 dodge bonus to Defence in the same round. because he fights with two weapons. then a character can move through a space occupied thereby as if the unfriendly character was friendly. there are tight restrictions on how and when a character can charge. Fighting Defensively: A character can choose to fight defensively when taking a full attack action. Both characters gain a +2 bonus on their attack rolls. even if this was not intentional. either in the same round or any time later. If a character is entitled to multiple attacks based on his base attack bonus. If he activates another effect. He does not need to specify the targets of his attacks ahead of time. If he does so. If an unfriendly character does not resist. He gains a +2 bonus to the attack roll. He can automatically touch one friend or use the spell on himself but to touch an opponent. Full-Round Actions in Combat A full-round action requires an entire round to complete. he may also touch (or attempt to touch) the target. a character can attempt to push the target back. for which see above. then he must use the full attack action to gain these additional attacks. Holding the Charge: If the character does not discharge the effect in the round when he activated it. because he is using a double weapon or for some other special reason. with no backing up allowed. or any other time a character is limited to taking no more than a single attack action on his turn. the touch effect dissipates. Fighting in this way is very difficult. He can then decide whether to make his or her remaining attacks or to take a move action to move.’ To use these effects from a conduit. he may still make only one attack after a charge. He can continue to make touch attacks round after round.166 . he is not considered armed. until the beginning of his turn in the following round. If the attack hits. All movement must be in a straight line. The character takes a –6 penalty on the regular attack or attacks with his primary 176 141. after touching the target. then he can make one extra attack per round with that weapon. Square Occupied by Creature or Object Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature or object three size categories larger or three categories smaller than it is. WORLD OF ADVENTURE Movement during a Charge: The character must move before his attack. You can touch one friend as a standard action or up to six friends as a full-round action. The character must stop as soon as he is within striking range of his or her target.

When a character withdraws. Double Weapons: A character can use a double weapon to make an extra attack as if he or she were fighting with two weapons. they are a vital part of combat. then reduce both the penalties by 2.hand and a –10 penalty on the attack with his off hand. The penalties apply as if the off-hand weapon were light. The Two-Weapon Fighting Penalties table below summarises the interaction of all these factors.188. Also. if a character has cover against an opponent. the Two-Weapon Fighting feat lessens the primary hand penalty by 2 and the off-hand penalty by 6. 2 Some ranged weapons cannot be used while the attacker is prone. That defender loses any Dexterity bonus to Defence. 2 The defender loses any Dexterity bonus to Defence. or tactics applies to the defender’s Defence Value. A character can reduce the penalties inherent in this kind of combat in two ways.157. state. Favourable and Unfavourable Conditions Generally speaking. or bound) Defender has cover Defender concealed or invisible 1 Melee –2 –4 –22 –22 +02 +02 +02 –44 +02 Ranged +21 +41 –22 WORLD OF ADVENTURE –22 +02 +22 +03 +04 +02 See Cover See Concealment Off Hand –10 –8 –4 –2 May instead improve bonus to DV granted by cover. below. An unarmed strike is always considered light. If the off-hand weapon is light.166 . The Games Master determines the value of cover. using the Defence Value Modifiers table and the Attack Roll Modifiers table as guides. A character flanks a defender when he or she has an ally on the opposite side of the defender threatening the defender. Attack Roll Modifiers Circumstance Attacker flanking defender1 Attacker on higher ground Attacker prone Attacker invisible 1 Withdraw: Withdrawing from melee combat is a fullround action. Degree of Cover: Cover is assessed in subjective measurements of how much protection it offers. Two-Weapon Fighting Penalties Primary Circumstances Hand Normal penalties –6 Off-hand weapon is light –4 Two-Weapon Fighting –4 feat Off-hand weapon is –2 light and Two-Weapon Fighting feat Defence Value Modifiers Circumstance Defender sitting or kneeling Defender prone Defender stunned or cowering Defender climbing Defender flat-footed Defender running Defender grappling (attacker not) Defender pinned Defender helpless (such as paralysed. however. The Games Master judges which bonuses and penalties apply. any situational modifier created by the attacker’s position or tactics applies to the attack roll. the bigger the bonus. he can move up to twice his speed. Some forms of movement (such as climbing and swimming) require skill checks from most creatures. Melee +2 +1 –4 +23 Ranged — +0 –22 +23 Combat Modifiers This section covers offensive and defensive modifiers provided by position. The Games Master may impose other penalties or restrictions on attacks depending on the details of the cover. 3 Roll randomly to see which grappling combatant the character strikes. 4 Treat the defender’s Dexterity as 0 (–5 modifier). See Cover. it is easy to have better cover than the opponent. Characters fighting with two weapons must use the same kind of weapon in each hand (both melee or both ranged) unless they possess the Two-Weapon Fighting feat. In a melee. A character may not withdraw using a form of movement for which he must make a skill check. while any situational modifier created by the defender’s position. these modifiers can be the edge a Player Character needs to survive. This measure is not a strict mathematical calculation. In the incredibly violent world of Steampunk. As such. that opponent probably has cover against the character too. With ranged weapons. Cover Cover provides a bonus to Defence Value. because a character gains more value from covering the parts of 177 141. The more cover a character has. sleeping. 3 The defender loses any Dexterity bonus to Defence.

behind a creature of same size) Three-quarters (peering around a corner or a big tree) Nine-tenths (standing at an arrow slit.157. high wall) One-half (fighting from around a corner or a tree. If one side or the other of a character’s body is covered. Concealment Miss Chance: Concealment gives the subject of a successful attack a chance that the attacker missed outright because of the concealment. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover. Cover Bonus to DV +2 Reflex Saves +1 +4 +2 +7 +3 +10 +4* — — * Half damage if saving throw is failed. the character gets one-half cover. The covering character has dodged out of the way and did not provide cover after all. A covering character can choose not to apply his Dexterity bonus to Defence and/or his dodge bonus. then the original target is hit instead.188. behind a door that is slightly ajar) Total (on the other side of a solid wall) This can be particularly important to know in cases when a character uses another character as cover. This bonus only applies to attacks that originate or burst out from a point on the other side of the cover. the object used for cover was struck.166 . Degree of Concealment: Concealment is subjectively measured and is an assessment of how well concealed the defender is. standing at an open window. Striking the Cover Instead of a Missed Target: If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target. Cover Defence Bonus: The Cover table below gives the DV bonuses for different degrees of cover. the Games Master should determine if the attack roll would have hit the protected target without the cover. In such a case. It does not matter who makes the roll or whether it is rolled before or after the attack roll. if the cover is struck and the attack roll exceeds the Defence of the covering character. Concealment always depends on the point of view of the attacker. Add the relevant number to the character’s DV. This cover bonus overlaps (does not stack) with certain other bonuses. Cover Reflex Save Bonus: The Cover table also gives the Reflex saving throw bonuses for different degrees of cover. Examples of what might qualify as concealment of various degrees are given in the Concealment table below. If the bottom half of a character’s body is covered. no damage if successful. If the covering character has a Dexterity bonus to Defence or a dodge bonus and this bonus keeps the covering character from being hit. that only gives one-quarter cover. if the character so desires. because most vital areas are still fully exposed. the defender must make a miss chance percentile roll to avoid being struck.WORLD OF ADVENTURE his or her body that are more likely to be struck. When multiple concealment conditions apply to a defender. Cover Degree of Cover (Examples) One-quarter (standing behind a 3-ft. Concealment Concealment includes all circumstances in which nothing physically blocks a blow or shot but something interferes with an attacker’s accuracy. 178 141. If the attacker hits. the covering character takes the damage intended for the target. Add this bonus to Reflex saving throws against attacks that affect an area. Do not add the miss chances together. use the one that would produce the highest miss chance.

He took an iron crossbow bolt in the arm for his trouble but the glass shattered and flames raced all over the greenskins’ defensive position. A character can also use a ranged weapon. ‘I believe this will provide only another minute of protection before its surface ruptures. it took Gearbolt and Jerrek combined efforts. ‘Move!’ Concealment Concealment (Example) One-quarter (light fog. the character can use a full-round action to make the attack and gain a +5 bonus on the attack roll. These decisions are not common in the ‘Shoot first. at a better time.’ ‘We are in trouble. he automatically scores a critical hit. A character cannot deliver a knockout blow against a creature that is immune to critical hits. A character can also use a melee weapon that deals lethal damage to do this but he takes a –4 penalty to the attack roll on any attempt to deal non-lethal damage with the weapon.’ Thurdin shrugged. to keep it from flipping over and exposing them all. both braced as hard as they could. then dove back behind the rent iron portal to avoid the orcs’ returning volleys.) Three-quarters (dense foliage) Nine-tenths (near total darkness) Total (attacker blind. or being able to make Spot checks. also precludes catching that target unaware and helpless. Gail. ‘There are fifty or sixty of them in there and they all have manlets built into the tunnel for protection. though. The cog set itself as a brace. and therefore in a state of acute awareness and readiness. If the target is in combat or some other tense situation. when a character is in combat. smoke grenade. We need another cannon blast or five.’ Gailion commented as the enemy’s shots tore through his ephemeral body harmlessly. or with a ranged weapon from an adjacent square. I only had the one. or otherwise at the attacker’s mercy. he acts as soon as he can. Heshia get that other door over here when this goes off!’ With a high overhand throw. snapping off quick shots. sleeping. he must still make a Fortitude saving throw (DC 10 + damage dealt) or die. or in response to the actions of someone else. move adjacent to the target and treat him as helpless.’ Gearbolt droned as the orcs’ bullets began to pit the metal shield all around it. He automatically hits and scores a critical hit. sir. ‘I can buy us a few seconds. dense fog at 10 ft. immediately regretting the gesture as his stitches pulled painfully. If the character is Special Initiative Actions Usually.Gearbolt hefted up one of the iron doors and propped it up for cover. unconscious. then he can use a full-round action to deliver a coup de grace. a character wants to act later.’ Thurdin popped up. WORLD OF ADVENTURE Miss Chance 10% 20% 30% 40% 50% and must guess target’s location Helpless Defenders A helpless foe. Incoming fire slammed into the door’s surface. throwing them into chaos. Sometimes. took another shot at an orc running towards them with a lit bomb.166 . a character can make an unarmed attack or use a melee weapon that deals non-lethal damage to deliver a knockout blow to a helpless foe. he reasoned. any reasonable precaution taken by a target. 179 141. If the defender survives the damage. a character can use a melee weapon to deliver a coup de grace to a helpless foe. They can hold us off for a lot longer than we can batter away at them like this. Regular Attack: A helpless defender has an effective DV of 5 + his or her size modifier.) attacking with a melee weapon. ‘I am not certain this barricade will hold for long. ‘Work fast!’ Jerrek reached into his pack and took out a little something he had been saving for a rainy day. is an easy target. The thunder of the orcish guns was enough of a storm to count. The bomb detonated far too close to their cover. A character cannot deliver a coup de grace against a creature that is immune to critical hits. total darkness.188. dense fog at 5 ft.’ He looked back at the handcarts they had just liberated from the orcish raiders a few minutes before. keeping the door up while the rest of Jerrek’s team moved up behind him. If a character is attacking with a ranged weapon and is not adjacent to the target. ‘I might be able to put something together out of this lot but I’ll need time to work. A character can sometimes approach a target that is unaware of his presence. light foliage) One-half (shadows. that is. then that target cannot be considered unaware.157. The target has an effective DV of 5 + his or her size modifier. spraying molten metal and fragments all around. If the character hits. ‘No can do. provided he is adjacent to the target. or if the target can use his or her Dexterity bonus to DV. Coup de Grace: As a full-round action. he chucked the burn bomb over the barrier and into the middle of the orcish manlets. Further. Jer. see Non-lethal Damage. including stationing bodyguards. one who is bound. and dashed back to the carts. Knockout Blow: As a full-round action. placing his or her back to a wall. They popped up.

then he moves 5 feet straight back to where he was before he moved into the opponent’s space. or as part of a charge. the delaying character must act or else forfeit any action in that round. If the character is in position to attack an opponent with which a friend of the character is engaged in melee combat. If multiple characters are delaying. Second. taking the move action on his initiative count and the standard action at a later point. The character gets a +2 bonus if he was charging. If two or more delaying characters both want to act on the same initiative count. he can act normally. or just wait until some time later in the round and act then. in order to interrupt another character. ponies. Delay By choosing to delay. The character can specify what this new initiative result will be. he may take the readied standard action in response to those conditions. then the one with the highest initiative modifier (or highest Dexterity. a character cannot make a standard action during a move action. his friend gains either a +2 circumstance bonus to attack rolls against that opponent or a +2 circumstance bonus to DV against that opponent on the friend’s next turn. when a character chooses to delay. A character cannot. On the character’s turn. the character takes no action and then acts normally at whatever point in the initiative count he decides to.shoot often’ world of Steampunk combat but they are occasionally worthwhile. later in the round. Initiating a Bull Rush: First. the one with the highest initiative modifier may go last. and heavy horses. he specifies the action he will take and the conditions under which he will take it. the character falls prone there. If the trigger is part of another character’s actions. the larger combatant gets a bonus on the Strength check of +4 per difference in size category. the character can attempt to aid the friend as a standard action. If that space is occupied. He can push the target back an additional 5 feet for every 5 points by which he exceeded the target’s check result. the character splits his action. If the character does not dismount. he does not get to take the readied action. he attempts to push an opponent straight back instead of attacking. Light horses. acting immediately before the triggering action. The aiding character may choose which bonus to apply. The readied action occurs just before the event that triggers it. If the character fails to beat the target’s Strength check. he must make a DC 20 Ride check each round 180 141. then the one with the highest initiative modifier may act first. provided he moves with the target. in case of a tie) has the advantage. though he may do so with a readied action. he reduces his initiative result voluntarily for the rest of the combat. If the character and the target are different sizes. Bull Rush Results: If the character beats the target’s Strength check. The character makes an attack roll against a Defence Value of 10. it becomes the count on which the character took the readied action. though he may ready the same action again. Bull Rush A character can attempt a bull rush as a standard action made during his move action. If the character succeeds. Then. or smaller. the same size. he does not actually damage the opponent. thus fixing his new initiative count at that point. If the character takes his readied action in the next round. however.166 . instead. before his regular turn comes up. Mounted Combat Warhorses and warponies can serve readily as combat steeds. Essentially. exceed his normal movement for that action. If two or more delaying characters are trying to act after one another. Ready The ready action lets a character prepare to take an action later. the readied action interrupts the other character. however. the character and the target make opposed Strength checks. At that point. Then. the character takes the readied action. In general.157. A character can only bull rush an opponent who is one size category larger than him. The character acts immediately ahead of the character whose action triggered the readied action. if a specific trigger condition is met. If the character comes to his next action and has not yet performed the readied action. In brief. When the character bull rushes. For the rest of the encounter. The character’s initiative count changes. Delaying Limits: The longest a character can delay before taking an action is until after everyone else has acted in the round.188. WORLD OF ADVENTURE Special Attacks This section covers an assortment of other special attacks. at any time before the character’s next action. The other character continues his or her actions once the readied action is completed. the character moves into the target’s space. To do so. A character cannot interrupt anyone’s action with a delayed action. Readying an Action: A character can ready a standard action or a move action. The target gets a +4 stability bonus if he has more than two legs or is otherwise exceptionally stable. Aid Another In combat. he prepares to take an action later. the others must go first or lose their action for the round. if the trigger condition occurs. then his initiative count rises to that new point in the order of battle and he does not get his regular action that round. he pushes the target back 5 feet. When his new. this is an exception. lower initiative count comes up later in the same round. a character can help a friend attack or defend by distracting or interfering with an opponent. are frightened by combat. for which see below.

If the character is tripped during his own trip attempt. he trips the target. he falls prone in the target’s space. he can take move actions normally If A Mount Falls in Battle: If the mount falls. If a character is attempting to disarm the wielder of a melee weapon. Even at the mount’s full speed. If the character makes the disarm attempt while unarmed. If the attack succeeds.157. or as part of a charge. using whichever ability score has the higher modifier. In either case. He can use ranged weapons while the mount is running (quadruple speed) at a –8 penalty. If that space is occupied. When a character attacks a creature that is both smaller than the mount and on foot. the character must move at least 10 feet in a straight line into the target’s space. the same size. Essentially. or 75% if he is in a military saddle. the character also takes the penalty to Defence Value associated with a charge. For simplicity. If he makes an attack at the end of the charge. a character may attempt to disarm his opponent. If he fails. If the opponent blocks the character. If a mount charges. The target also gains a +4 stability bonus on his check if he has more than two legs or is otherwise exceptionally stable. The mount acts on the character’s initiative count as he directs it. can be used to make trip attacks. then the character keeps moving. Trip A character can try to trip an opponent. so a full attack is impossible. A character can only trip an opponent who is one size category larger than him. this is an exception.188. as listed above.166 WORLD OF ADVENTURE . or smaller. see Trip. the move action becomes a full round action and the character cannot do anything else until his next turn. When charging on horseback. the target may immediately react and make a Strength check opposed by the character’s Dexterity check or Strength check to try to trip him. assume that a character shares his mount’s space during combat. Combat while Mounted: With a DC 5 Ride check. a character cannot make a standard action during a move action. The character moves at its speed but the mount uses its action to move. or smaller. make a trip attack against the opponent. since a character can always move through a square occupied by someone who lets him by. the mount avoids combat unless it is of greater than animal intelligence. or otherwise knock him down as an unarmed melee attack. If the Rider is Dropped: If the character is knocked unconscious. With an overrun. In general. the character must succeed on a DC 15 Ride check to make a soft fall and take no damage. in which case it acts like a creature of its abilities and intellect and is generally controlled by the Games Master. Overrun A character can attempt an overrun as a standard action made during his move action. If the check fails. then he can drop the weapon to avoid being tripped. If the mount moves more than 5 feet. he and the target make opposed attack 181 141. then he to move 5 feet back the way he came. a character can guide a mount with his knees so as to use both hands to attack or defend himself. If the opponent avoids the character. Then the target chooses either to avoid or to block the character. he can perform a standard action after the move action. he gains a +1 bonus to melee attacks for being on higher ground. Disarm As a melee attack. then he can continue his movement as normal. Being Tripped (Prone): A tripped character is prone. he has a 50% chance to stay in the saddle. he knocks the opponent’s weapon out of his hands and to the ground. the character makes a Strength check opposed by the target’s Dexterity check or Strength check. If the character succeeds in tripping his opponent. If he succeeds. a character deals double damage with a lance. he takes 1d6 points of damage. see Charge. If the character wins. going past or over the opponent. the character makes the attack roll when the mount has completed half its movement. Tripping with a Weapon: Some weapons. see the Defence Modifiers table. then the larger combatant gets a bonus to his Strength check of +4 per difference in size category. Likewise. If the character and the target are different sizes. First. If the character fails and is tripped in turn. such as the chain and the whip. A character can only overrun an opponent who is one size category larger than him. the character attempts to move through an opponent’s area. If he does so with a weapon. the same size. he receives the bonus gained from the charge. A character can make only one overrun attempt per action. Standing up from a prone position is a move action.as a move action to control such a horse. The character can use ranged weapons while the mount is taking a double move but suffers a –4 penalty to the attack roll if he does so. the character has to wait until the mount reaches the enemy before attacking. Otherwise he falls and takes 1d6 points of damage. This is a free action. the character ends up with the weapon in his or her hand. Without a rider to guide it. ending his movement there. Making a Trip Attack: The character makes an unarmed melee touch attack against the target. he can only make a single melee attack. He can make a full attack with a ranged weapon while the mount is moving. then he falls prone there. the character does not take any penalty on melee attacks while mounted. If the character loses. If the character fails but is not tripped.

On the other hand. Disarming an opponent by using a ranged weapon is only possible if the character doing so possesses the Improved Disarm feat. it gets a +2 bonus to its DV. Instead of using a creature’s size modifier on a grapple check. the character does not get a free disarm attempt against him. Grapple Modifiers Size (Example) Leviathan (walking fortress) Colossal (blue whale 90 ft. If he succeeds.WORLD OF ADVENTURE rolls with their respective weapons. the target is disarmed. as would be done for a melee or ranged attack roll. he can attempt to start a grapple multiple times. Conversely. if the character made the attack unarmed. Step Two . at successively lower base attack bonuses. Attempting to start a grapple is the equivalent of making a melee attack. a creature of Small or smaller size is at a disadvantage because of its size when grappling. the character makes a melee attack or unarmed attack to strike the weapon in the opponent’s hand. If the character was armed. he will need to make opposed grapple checks against an opponent. If the character fails. he fails to start the grapple. If the opponent fails to disarm. If the character fails to hit the target. grappling can be a dangerous proposition but it can be a useful combat option in certain cases where normal methods of assault may not advisable or possible. if that is all he wants to do. If the character loses. often repeatedly. he can still make an attempt to grab such a target. use the appropriate grapple modifier from the Grapple Modifiers table below. winds up in the character’s hands. see Attack an Object. long) Huge (elephant) Large (lion) Medium (human) Small (German shepherd) Tiny (housecat) Diminutive (rat) Fine (horsefly) Grapple Modifier +20 +16 +12 +8 +4 +0 –4 –8 –12 –16 Starting a Grapple: To start a grapple. the target’s weapon is on the ground at the target’s feet. the larger combatant gets a bonus on the attack roll of +4 per difference in size category. the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category. If the character beats the target’s attack roll.188. Also. If the character’s attack succeeds.166 . A grapple check is something like a melee attack roll. the target gets a +4 bonus. The character automatically loses an attempt to hold if the target is two or more size categories larger than he is. Grabbing Objects: A character can also use disarm to snatch away an object worn by a target. A character’s attack bonus on a grapple check is: Base attack bonus + Strength modifier + grapple modifier Substance Hardness and Hit Points Substance Paper Rope Resin Glass Ceramic Ice Horn Wood Aluminium Concrete Steel Hardness 0 0 0 1 1 0 2 5 6 8 10 Hit Points 2/inch of thickness 2/inch of thickness 3/inch of thickness 1/inch of thickness 2/inch of thickness 3/inch of thickness 5/inch of thickness 10/inch of thickness 10/inch of thickness 15/inch of thickness 30/inch of thickness Grapple Modifier: A creature’s size works in its favour when grappling if that creature is Large or larger in size. he fails to start the grapple. long) Gargantuan (grey whale 40 ft. then he has started the grapple and deals damage to the target as if with an unarmed strike. the target does not get to make a disarm attempt against him. Failed Attempts: Failing an attempt to grab an object does not allow the target to attempt to disarm the character. If the character fails the disarm attempt. If the character gets multiple attacks in a round. If the target is using a weapon in two hands. However. he gets an additional +4 bonus. proceed to step 3. Doing this works in the same way as a disarm attempt (see above) with the following differences: Modifiers: If the object is well secured or otherwise difficult to grab from the target. If the character attempted the disarm action unarmed. If the character succeeds. if the combatants are different sizes. the target may immediately react and attempt to disarm him with the same sort of opposed melee attack roll. a character first needs to grab and hold his target. the attacker gets a +4 bonus. Grapple Grappling means wrestling and struggling hand-to-hand. With most people carrying guns and blades in OGL Steampunk.157. Step One . Grapple Checks: When a character is involved in a grapple. if the object is poorly secured or otherwise easy to snatch or cut away. Ranged Weapons: To disarm an opponent wielding a ranged weapon.Grab: The character makes a melee touch attack to grab the target. If the weapons are different sizes. the ranged weapon falls to the ground or. 182 141. If the weapon is held in two hands. he now has the weapon.Hold: Make an opposed grapple check as a free action.

he can escape from being pinned. if he succeeds. A pinned character cannot take any action except to attempt to escape from the pin. The opponent takes a –4 penalty to DV against all attacks from other people but not from the character himself. Opponents do not have to try to keep the character pinned if they do 183 141. using his successively lower attack bonus for each roll.188. Alternatively. If the character cannot move into the target’s space. If the character succeeds. The character can still use it against opponents he is grappling. however. the opponent is not considered helpless. the character must begin at step 1. This is an action that the character may only attempt once per round. nor can he attempt to damage or pin a second opponent while holding a pin on the first. if he succeeds. If the character normally gets more than one attack per attack action. each of these options is equivalent to an attack. he can escape the grapple.Maintain the Grapple: To maintain the grapple for later rounds. The character and the target are now grappling. he can attempt as many of these options as he has attacks available. Unless otherwise noted. If more than one opponent is grappling the character. the character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the grapple. he deals damage as from an unarmed strike. Pin: The character makes an opposed grapple check. then he may do so after escaping from the grapple. Opponents do not have to try to hold a character if they do not want to. The character is limited to these options only. Grappling Consequences: While a character is grappling. A character cannot use a weapon on a pinned character. the character must move into the target’s space. he cannot take any other actions.157. If the Character is Grappling: When a character is grappling (regardless of who started the grapple) he can attempt any of several actions on his turn. No Dexterity Bonus: A character loses his Dexterity bonus to DV (if he has one) against opponents he is not grappling. No Movement: A character cannot move while held in a grapple. To grapple again. then he cannot maintain the grapple and must immediately let go of the target. even if the character gets multiple attacks. If the character succeeds.Step Three .166 WORLD OF ADVENTURE . his ability to attack others and defend himself is limited. the grapple check result has to beat all their check results to escape. Escape from Grapple: The character makes an opposed grapple check. Damage the Opponent: The character makes an opposed grapple check. This movement is free and does not count as part of the character’s movement for the round. he holds the opponent immobile for 1 round. Escape from Pin: The character makes an opposed grapple check. If the character has not used his move action for the round.

splashing or scattering its contents over its target Grenades and Explosives An explosive is a weapon that. the character makes an attack roll. it deals its damage to all targets within the burst radius of the weapon. Its effect is broad enough that it can hurt characters just by going off close to them. If multiple enemies are already involved in the grapple. Splash Weapons A splash weapon is a ranged weapon that breaks apart on impact. beyond target 5 ft. a character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the pin. beyond and left of target After determining where the explosive landed. If the character misses the target. a character’s grapple check must beat the check results of all opponents. a character can use an attack to start a grapple. Throwing the explosive is a standard action. This is a standard action that the character may only attempt once per round. Planted Explosives A planted explosive is set in place through the use of the Knowledge (architecture and engineering) or Craft (mechanical) skills. short and right of target 10 ft. with fuses or timers. short of target 5 ft. affects all creatures and objects within its burst radius by means of shrapnel. if the character succeeds. going off after a preset amount of time elapses.166 . Thrown weapons require no weapon proficiency. he is still grappling. If the target square is more than one range increment away. On the character’s turn. then the grenade or explosive strikes the targeted spot. The DC varies according to the explosive type. so a character does not take the –4 nonproficiency penalty. Some explosives. to escape. Others are planted. The DC varies according to the explosive type.188. even if he gets multiple attacks. right of target 5 ft. Attack with a Light Weapon: A character can attack with a light weapon while grappling but not while pinned or pinning. d8 1 2 3 4 5 6 7 8 Location Struck 10 ft. Consult the tables below to determine where the explosive lands. Creatures that are one size category smaller than the character count as one-half creature each. the character does not need to make an attack roll. such as grenades.WORLD OF ADVENTURE not want to. beyond and right of target 10 ft. he can attempt to escape from the pin. Multiple Grapplers: Several combatants can be in a single grapple. except that his grab attempt automatically succeeds. The exception is an attempt to escape from the grapple. 184 141. left of target For ranges of up to five range increments (31 to 50 feet). with some kind of timer or fuse determining when it goes off. The target location has an effective DV of 10. when detonated. the explosive lands in a random direction. left of target 5 ft. the character chooses one opponent against whom he makes his opposed check. The targets may make Reflex saving throws for half damage. the explosive sits where it is placed until it is moved or goes off. he can break the hold that an opponent has over an ally. beyond target 5 ft. short of target 5 ft. The targets may make Reflex saving throws for half damage. When a planted explosive detonates. If the attack is successful. can be thrown and they explode when they land. the character picks one against whom to make the opposed grapple check.157. Joining An Ongoing Grapple: If the target is already grappling someone else. A character cannot attack with two weapons while grappling. d4 1 2 3 4 Location Struck 5 ft. it deals its damage to all targets within the burst radius of the weapon. Break Another’s Pin: The character makes an opposed grapple check. he is held immobile (but not helpless) for 1 round and cannot attempt any other action. If the Character is Pinned: When an opponent has pinned the character. squares right of target 5 ft. roll 1d8. Creatures that are one size category larger than the character count as two creatures and creatures two or more size categories larger than the character count as four creatures. The character still has to make a successful opposed grapple check and move in to be part of the grapple. If the target location is within one range increment. Alternatively. which can be occupied by a creature. Thrown Explosives An attack with a thrown explosive is a ranged attack made against a specific 5-foot space. heat or massive concussion. When involved in a grapple with multiple opponents. No attack roll is necessary to plant an explosive. Draw a Light Weapon: A character can draw a light weapon as a move action. as above. If the weapon was thrown two to three range increments (11 to 30 feet) then roll 1d4. Up to four combatants can grapple a single opponent in a given round. If the character succeeds. however. The character is still being grappled. short and left of target 10 ft.

166 . after subtracting the object’s hardness. They are considered to have failed their saving throws. carried. divide the damage by 4 before applying the hardness. the character gets an automatic hit with a melee weapon. After determining where the object landed. so characters do not take the –4 nonproficient penalty. these exceptions are part of the item’s description when applicable. if a character targets a location. using the rules for thrown explosives. Size and Defence of Objects Size (Example) Leviathan (fortress) Colossal (airship) Gargantuan (traction engine) Huge (carriage) Large (big door) Medium (bicycle) Small (chair) Tiny (gramophone) Diminutive (paperback book) Fine (pencil) DV –11 –3 1 3 4 5 6 7 9 13 If a character uses a full-round action to make an attack against an inanimate. The base DV of objects is shown on the Size and Defence of Objects table. Only damage in excess of its hardness is deducted from the object’s hit points. At the end of the hour. See the Substance Hardness and Hit Points table and the Object Hardness and Hit Points table for reference. the character may continue to make repairs for as many hours as it takes to restore all the object’s hit points. Without the tools. Object Defence and Bonuses to Attack: Objects are harder or easier to hit depending on their size and whether they are immobile or being held. A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target. 185 141. These rules are also used to determine what happens to large pieces of machinery that are struck by attacks specifically intended to damage them. Weapons that deal structure damage deal their damage directly and ignore the object’s hardness. Repairing Objects Repairing damage to an object takes a full hour of work and appropriate tools. Hit Points: An object’s hit point total depends on what it is made of or how big it is. divide the damage by 2 before applying the hardness. WORLD OF ADVENTURE Attack an Object Sometimes a character needs to attack or break an object. Saving Throws: Unattended objects never make saving throws. Energy Attacks: Acid and sonic attacks deal normal damage to most objects. This is a number that represents how well it resists damage. To attack with a splash weapon. use a Strength check to see whether he succeeds. Breaking Objects When a character tries to break something with sudden force rather than by dealing damage. An object attended by a character (being grasped. touched. Hardness: Each object has hardness.188. Success restores 2d6 hit points. However. Thrown weapons require no weapon proficiency. Ineffective Weapons: The Games Master may determine that certain weapons just cannot deal damage effectively to certain objects. including a square occupied by a creature. Electricity and fire attacks deal half damage to most objects. See the Substance Hardness and Hit Points table and the Object Hardness and Hit Points table for reference. make a ranged touch attack against the target. but many are tough enough to shrug off some damage from each blow. subtract its hardness from the damage. If an object has lost half or more of its hit points. There are certain situations where repairing a specific item works in other ways. An object being held. Whenever an object takes damage. Cold attacks deal onequarter damage to most objects. Strike an Object Objects are easier to hit than characters because they usually do not move. or worn has a DV equal to the above figure + 5 + the opponent’s Dexterity modifier + the opponent’s class bonus to DV. creatures within 5 feet are all dealt the splash damage and the direct hit damage is not dealt to any creature. carried. a character takes a –4 penalty on his Repair check. splash damage is dealt to all creatures within 5 feet. or worn by opponents. If damage remains.and nearby creatures or objects. If the character misses the target. then check to see where the weapon lands. Use the rules for thrown explosives. Structure points: Some objects are particularly tough and have structure points rather than hit points to measure their physical integrity. Most splash weapons consist of liquids in breakable containers. make a Repair check at DC 20.157. A weapon or attack dealing damage in hit points must deal 10 hit points of damage in order to deal 1 structure point of damage. immobile object. whether he is aiming at a creature or a square. The DC depends more on the construction of the object than on the material. the DC to break it decreases by 2. A character can instead target a specific 5-foot square. Immunities: Objects are immune to non-lethal damage and to critical hits. or worn) receives a saving throw just as if the character herself were making the saving throw. or a +5 bonus on his or her attack roll with a ranged weapon.

These form the basis for ‘house rules. he is disabled. a character is dead. Manufactured objects* Fine 0 1 10 Disabled (0 Hit Points) Diminutive 0 1 10 When a character’s current hit points Tiny 1 2 10 drop to exactly 0.188. WORLD OF ADVENTURE 186 141.157. If an idea for an action does not match anything here. a Player is going to come up with something that is not so covered. Games Masters are the ultimate controllers of their stories and their decisions are law. however. Injury and Recovery Injury and Death Hit points measure how hard a character is to kill. Amazing functional again. the character Cheap 0 1 10 suffers no ill effect beyond the loss of Average 3 5 15 hit points. then he takes 1 Strong wooden door 5 20 23 point of damage after completing the Steel door 10 120 35 act. or prevent him from functioning in top health. Inevitably. If the character fails the Object Hardness and Hit Points saving throw. The character Colossal 10 30 50 can take non-strenuous move actions Firearm. there is no such thing as a ‘bad call. You can increase this by taking the Improved Damage Threshold feat. Handcuffs 10 10 30 Metal bars 10 15 30 Healing that raises the character * Figures for manufactured objects are minimum values. If the Lock saving throw succeeds. Massive Damage Any time a character takes damage from a single hit that exceeds his massive damage threshold. Conflicts in this setting tend to be won or lost through the ideas and actions of those involved. a character is disabled. then his hit point total Object Hardness Hit Points Break DC is immediately reduced to –1. Rope 0 2 23 however.’ something every campaign develops over time. Unless the activity increased the Cinderblock wall 8 90 35 character’s hit points.Unusual Combat Situations There are all sorts of actions that can be taken in combat that are completely covered by the rules just presented. the character is Chain 10 5 26 now at –1 hit points and is dying. just as if he had machines have their own values as described in the next chapter. and the ability to turn a serious blow into a less serious one. never been reduced to 0 or lower. nor can he take Gargantuan 8 20 30 full-round actions. the Games Master’s instincts usually suffice for the moment and an idea that gets used multiple times becomes a precedent. At 0 hit points. A character’s massive damage threshold is equal to the character’s current Constitution score. Medium 5 7 17 without further injuring himself. that damage is considered massive damage. if he attacks or performs any other action that the Games Master Simple wooden door 5 10 13 deems to be strenuous. the character must make a Fortitude saving throw at DC 15. . As long as everyone involved in the game is having fun playing and the rules apply equally to everyone. which makes it very difficult to pattern them to the common battle options given in this chapter. At –10 or lower. This is not as much of a difficulty as one might think. Combat and many other situations will damage a character and put him out of action for some time. not the person with the biggest gun. High quality 5 10 20 High security 10 120 35 Creatures immune to critical hits are also immune to the effects of massive Ultra-high security 20 150 40 damage. The problem with clever combat ideas is that they are usually unique. a character is dying. The Games Master may above 0 hit points makes him fully adjust these upward to account for objects with more strength and durability. At from –1 to –9 hit points.’ The Games Master has both the privilege and the responsibility of being the ultimate arbiter during play but he must act with impartiality or the spirit of fairness is lost. The character can only take Large 5 10 15 a single move or attack action each Huge 8 10 20 turn but not both. He Small 3 3 12 is not unconscious but he is close to Medium 5 5 15 being so. Hit points mean two things in the game world: the ability to take physical punishment and keep going.166 When a character takes massive damage that does not reduce his or her hit points to 0 or lower.

a dying character makes a Fortitude saving throw at DC 20. the character becomes disabled. even with medical treatment or magic. magical healing is also available. Instead. and light military vehicles. conscious character who has negative hit points (and is disabled) does not heal naturally.166 . Increases in Constitution Score and Current Hit Points An increase in a character’s Constitution score. In any case. Recovering with Help: A dying character can be made stable by the use of the Treat Injury skill. even if his current hit point total is still negative. heavier armoured vehicles. This healing happens at the same time as healing hit points. When a character gains temporary hit points. See the Stable Characters and Recovery section below. Natural Healing A character recovers 1 hit point per character level per evening of rest. can give the character more hit points (an effective hit point increase) but these are not temporary hit points. Healing After taking damage. a character cannot regain hit points past his full normal total. they cannot be restored as real hit points can be. the character’s hit points drop to that score. one of the most exciting action scenes that can occur during game play. the character loses 1 hit point and must make another saving throw on his turn the next round. Vehicle Rules 187 141. which is somewhat faster. In some campaign settings. make a note of his current hit points before adding the temporary hit points. When a character’s Constitution drops back down to its previous score after a temporary increase. If no one tends to the stable character (see below) he remains unconscious for 1 hour. the character remains unconscious. the character recovers hit points naturally. each day the character makes a Fortitude saving throw at DC 20 to start recovering hit points naturally that day. becoming disabled. When temporary hit points are lost. Once an unaided character starts recovering hit points naturally. he makes a Fortitude saving throw at DC 20 to regain consciousness. trucks. even though it is negative. and aircraft. The rules can be modified for boats. This continues until the character dies or becomes stable naturally or with help. An unaided stable. with a DC of 15. he loses 1 hit point every round. In this case. WORLD OF ADVENTURE For simply travelling from point to point. he makes the same Fortitude saving throw every hour until he becomes conscious. A character can also die if his Constitution is reduced to 0. however. These rules are primarily focused on ground vehicles. see below. for which see above. Skill checks are only required in extraordinary circumstances. One hour after a tended.188. If the saving throw succeeds. the character is no longer in danger of losing additional hit points. If the saving throw fails. Construct characters do not heal naturally. If the saving throw succeeds. Stable Characters and Recovery A dying character (one with –1 to –9 hit points) is unconscious and loses 1 hit point every round until he becomes stable or dies. The character’s current hit point total remains where it is. the character’s full normal hit points go down accordingly. he is dead. dying character becomes stable. If the saving throw fails. A stable character stops losing hit points every round but remains unconscious. characters will most likely use these rules during car chases. namely cars. if the saving throw fails. and he can return to normal activity when his hit points rise to 1 or higher. Complete bed rest (24 hours) restores 2 points per day. Even while unconscious. even a temporary one. Dying (–1 to –9 Hit Points) When a character’s current hit points drop below 0. A dying character has a current hit point total between –1 and –9 inclusive. but they can be repaired. Dead (–10 hit points or lower) When a character’s current hit points drop to –10 or lower.157. which is defined as 8 hours of sleep.A character can also become disabled when recovering from dying. at which point he makes a Fortitude saving throw at DC 20. he loses 1 hit point. If successful. all the temporary hit points have already been lost and the character’s hit point total does not drop. the stable character regains consciousness. for which see above. Temporary Hit Points Certain effects can give temporary hit points to a character. which is defined as 8 hours of sleep. the character is dying. In a Steampunk setting. A dying character immediately falls unconscious and can take no actions. the character becomes stable. If the character remains unconscious. They can be restored through normal healing. Healing Ability Damage Ability damage returns at the rate of 1 point per evening of rest. it is a step up along the road to recovery and the character can have fewer than 0 hit points. If the character’s hit points are already below that score at that time. Recovering without Help: Each round. When the temporary hit points go away. a character can recover hit points through natural healing over the course of days or through medical technology. the vehicle used is largely a matter of personal style and finances.

acceleration or deceleration scores listed in the vehicle’s leaving the copilot with a standard action each description. operator can speed up or slow down at moderate risk Gunner: Some vehicles have built-in weapons. A vehicle can have acceleration or deceleration. so the person seated there Speed Modifier is the driver. A speed. You can extend the table to determine the modifier time.166 . Most 151-200 -6 speed can be anything between 0 and its vehicles have only one position 201-250 -8 speed score. Vehicle Movement Unlike characters. from where the vehicle can be driven. but may be able to fire weapons from the vehicle or take other actions. In a car. Passengers have no specific role in the vehicle’s operation.WORLD OF ADVENTURE Passenger: All other personnel aboard the vehicle are considered passengers. This modifier is listed in the Speed Modifier There can be only one driver in a vehicle at one table. high acceleration other than the driver’s position. deceleration and by the vehicle’s handling score. The character only gets involved when he wants the vehicle to speed up. at a minimum. This number is the value for moderate round to do something else. Operating operator is attempting to increase or decrease the vehicle’s such machinery is usually a standard action. Aiding the driver is a move action. this generally means the front once each round as a free action by an amount up to the passenger seat. vehicles do not spend actions to move.157. of losing control of the vehicle. which means that the driver may be modifier on all Drive and Pilot checks to operate the able to do something else with his standard action. Each round. vehicle. for speeds higher than 250.188. 5-50 +0 score. a vehicle moves its current speed. which is how much an only one copilot at a time. The copilot must be seated Changing Speed in a location where he can see the road and advise A character in control of a vehicle can change its speed the driver. positions. Characters in Vehicles A character in a vehicle fills one of several Speed Modifier Vehicle Speed Speed Modifier possible roles. a The speed at which a vehicle is travelling imposes a move action. A vehicle’s current controls its movement. slow down or perform a specific manoeuvre. The DC depends on the amount by which the observation and communication posts. Specialist: Specialists operate special machinery Accelerating and decelerating require a Drive or Pilot or instruments in the vehicle. check. 188 141. which determines what Every vehicle in this game has a speed the character can do. A acceleration or deceleration is four times the listed vehicle can have as many gunners as it has gunner number. Copilot: A copilot can help the driver by taking an aid another action. such as navigation. The check is also modified by the vehicle’s current vehicle can have as many specialists as it has speed before applying the effects of acceleration or special function posts. Low acceleration or If such a weapon is controlled from a location deceleration is half the listed number. This is simply the maximum 51-100 -2 number of feet the vehicle is capable of Driver: The driver of the vehicle 101-150 -4 moving every round. a character can or deceleration is twice the listed number and extreme man that position and become the gunner. Driving a vehicle is.

All manoeuvres are considered to be move actions. and then only those with a manoeuvrability mode of good or better. So long as you know the distance between two fighting aircraft. by the same amount. However. as appropriate. Manoeuvres can be attempted at any point during a vehicle’s movement. He gains a +4 dodge bonus to DV until his next action. If successful. a vehicle can effectively change its direction to any facing. a character operating a vehicle may perform either one manoeuvre along with a standard action (such as an attack) or two manoeuvres. as shown on the table above.Changing Speed Acceleration/Deceleration Low Moderate High Extreme DC 0* 5 10 15 * Low acceleration/deceleration succeeds automatically. an aircraft pilot may ‘jink’ his vehicle. Avoid Hazard: Wrenching at his controls. Jump: A vehicle can attempt to jump over an obstacle. characters operating vehicles can also attempt a wide range of manoeuvres. then rolling before pulling level again. altitude can sometimes be an issue when an aircraft is involved in combat with a surface vehicle. Immelmann Turn: By climbing or diving vertically. not a penalty. Though its speed need not change. Manoeuvres require a Drive or Pilot check. 190. The various manoeuvres possible in vehicles and the DC required to attempt them are detailed below. The Pilot or Drive check must equal or exceed the target’s Defence Value. a character may intentionally attempt to ram another vehicle.188. In this case. the vehicle will effectively not move on a map. By climbing or diving. Only aircraft can perform this manoeuvre. Climb/Dive: In the main. but it should be noted that the speed modifier of the vehicle is used as a bonus when jumping. Ram: Though this is a highly dangerous manoeuvre.157. Loop: The vehicle executes a full loop over the course of the round. Jink: As a full-round action. the vehicle makes the jump. at the beginning of the combat. 189 141. Only surface vehicles may attempt jumps. Landing: This manoeuvre is used to land an aircraft on a flat surface. 192. the character operating the aircraft simply declares what altitude he is at. in terms of metres. Manoeuvres In addition to changing speeds as detailed above. the character operating the vehicle manoeuvres wildly to avoid an obstacle in his path. The DC of the Drive or Pilot check is based on the size of the hazard. as detailed on pg. to the distance and obstacle being crossed. a vehicle moves forward at half of its speed and either gains or loses altitude. and then only those with a manoeuvrability mode of good or better. such as another vehicle or a ravine. as appropriate for the type of vehicle and both the vehicle’s handling and speed modifiers are applied. Ramming is covered in greater detail on pg. Only vehicles with aerial movement can perform this manoeuvre. The speed modifier applies as normal to this second check. combat can proceed without further complication. it is not necessary to track the altitude of aircraft in the game. Only vehicles with aerial movement can perform this manoeuvre. this check is also modified by the severity of the mishap. The Games Master sets the DC for the Drive check as he feels appropriate Vehicle Manoeuvres Manoeuvre Avoid Hazard Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Leviathan Climb/Dive Immelmann Turn Jink Jump Landing Loop Ram Regain Control Take Off Turns Soft Sharp Extreme Handbrake Zoom Climb/Power Dive DC 0 3 6 10 15 20 25 30 35 40 0 20 20 15 to 25+ 10 20 Target’s DV 10* 5 0 15 20 25 15 WORLD OF ADVENTURE * In addition to the vehicle’s handling score and speed. but a second Drive check is immediately required in order for the character to control the vehicle when it lands. landing strip or carrier ship. taking extremes of evasive action in an attempt to throw off any attack. such as a runway. In a single round.166 .

instead of just 45o. The vehicle only moves half of its current speed (though its actual speed does not change) and the manoeuvre is only partly completed. any extreme or sharp turn will only result in a normal turn or a hazard will be clipped or sideswiped. a character may turn his vehicle violently. Extreme: Wrenching hard at the controls. Turn. and stalling aircraft have this penalty increase by -2 each turn that it drops. Collision: Control of the vehicle is completely lost and it crashes into a nearby vehicle or object.166 WORLD OF ADVENTURE . the Games Master should consider reducing the number of dice rolled to one-tenth 190 141. Apply the usual procedure for converting hit point damage to structure point damage if either or both the vehicles have structure points. which may prove deadly to the character and all his passengers. Soft: By making a turn. Sharp: A successful sharp turn will allow a vehicle to turn up to 90o in the distance indicated by its turn rate. the character can change the facing of his vehicle by up to 45o. while coming to a complete stop. this continues every round until control is regained. Damage Reduction or hardness applies as normal in collisions. If multiple vehicles and objects are nearby. the vehicle will not quite make the distance. that is. The penalty for the mishap is always applied to the check. he will start to lose control. it stalls and begins to drop by 100 feet each turn until control is regained. It will also be much more difficult to manoeuvre a vehicle while it is out of control and the character operating it must attempt to regain control. a speed of 0. as well as the vehicle’s handling score and speed modifier. Aerial vehicles cannot perform this manoeuvre unless their manoeuvrability mode is good. instead of just 45o in the distance indicated by its turn rate. the vehicle goes into a spin. spin or collide into an obstacle. When a Drive or Pilot check is failed. it immediately sustains damage based on its current speed and the size of the object or vehicle with which it collides. If this brings it into the same space as another vehicle or object. A successful extreme turn will allow a vehicle to turn up to 135o in the distance indicated by its turn rate. note the amount by which it was failed and consult the table below to determine what happens to the vehicle. Vehicle Mishaps Check Failed By 5 or less 6-10 11-15 16-20 21 or more Effect Slip Slide Skid Spin Collision Drive or Pilot check penalty -2 -4 -6 -8 Special Slip: The vehicle starts to slip sideways. The vehicle may skid. as detailed above. The vehicle completes the manoeuvre being attempted but any further Drive or Pilot checks are made with a –2 circumstance penalty until control is regained. the Games Master should choose the nearest one or determine one randomly. Turn. The same conditions for stalling aircraft apply as per the skid mishap.157. Handbrake: A successful handbrake turn will spin a vehicle around up 180o to face the opposite direction of travel. in hit points. Any further Drive or Pilot checks are made with a –4 circumstance penalty until control is regained. The vehicle’s speed continues to drop by ten and move one length to the side each round until control is regained. Collisions If a vehicle crashes into something. determined randomly or at the Games Master’s discretion.Regain Control: A character must succeed at this manoeuvre in order to negate the effects of a mishap. the vehicle will climb or dive at an angle of between 45 o and 90 o. For example. The character operating the vehicle may choose how much of the vehicle’s speed will be expended to gain or lose altitude but this must be more than half of its current speed. it collides (see below) and if any manoeuvre was being attempted. Turn. Slide: The vehicle slides violently and teeters on the edge of being completely out of control. Zoom Climb/Power Dive: Upon successful completion of this manoeuvre. Takeoff: This is the manoeuvre used by aircraft in order to launch themselves from the ground or a suitable other surface such as the roof of a particularly large building. Collision Damage: This is the damage the vehicle sustains.188. If a jump was being attempted. the vehicle stops or it crashes into something. Its speed drops by 10 and it moves in a random direction. Surface vehicles cannot zoom climb or power dive. Aerial vehicles with a perfect manoeuvrability grant a +5 to the Pilot check to perform this manoeuvre. If there are no nearby vehicles or objects. lose traction or begins to swerve slightly. it fails completely. Turn. Any further Drive or Pilot checks are made with a –6 circumstance penalty until control is regained. Any further Drive or Pilot checks are made with a –8 circumstance penalty until control is regained. see below. If a vehicle with a manoeuvrability mode of average or worse reaches 0 speed. Skid: The vehicle’s speed drops by 10 and it skids its length to the left or right. the vehicle stops or it crashes into something. For vehicles with very high speeds. Mishaps Whenever a character fails a Drive or Pilot check while operating a vehicle. Spin: The vehicle goes into an almost uncontrollable spin.

He had seen this in a dozen other battlefields and he knew what it meant. The orcs had all pulled back and although they were not firing at his team any more. with a few modifications and adaptations. The base damage is the same as for the vehicle. If a vehicle crashes into a moving object. A few moments later.166 . the Games Master must determine the total speed of the impact. The dwarf yelled back over the din of his tools and the sound of shearing metal. Something was coming… something the orcs did not want to be in front of when it got here. The damage a vehicle sustains from a collision is also modified by the size category of the obstacle it crashes into. They can also make a Fortitude saving throw at DC 20 to further halve this damage. accounting for distance penalties. more so than Jerrek had ever heard a dwarf sound. splintering into kindling in a cloud of destruction around its inexorable advance. The manlets shattered underneath its spike-covered tracks. the standard amount but applying the damage in structure points. There was still smoke from his burn bomb lingering in the air but it was beginning to billow. such as another vehicle. A character who is not in a vehicle (a pedestrian) but Collision Damage Multiplier Size of Obstacle Damage Multiplier Fine 1/16 Diminutive 1/8 Tiny 1/4 Small 1/2 Medium x1 Large x2 Huge x3 Gargantuan x4 Colossal x5 Leviathan x6 is involved in a collision with one can attempt a Reflex saving throw at the same DC for half damage. with attack rolls made by the vehicles’ pilots or gunners against their targets’ Defence Values. This is recommended for any crash that would otherwise require rolling more than around 20 dice or so. If they are moving in the same direction. The modifier should be used for attack rolls. came rushing down the passage towards them. Thurdin was scratch-building a mine out of the weapons in the orcish handcarts. This is a free action and the DC of the check is equal to half the speed of the collision. he saw why. it is often helpful to have a general indicator of a crew’s skill with vehicle operations. as shown on the table below. If successful. The following table lists several levels of crew training and experience.188. add their speeds together for the purposes of determining collision damage. ‘We’ll buy you as much time as we can!’ Jerrek turned back and kept his rifle trained on the tunnel ahead.157. WORLD OF ADVENTURE Vehicle Combat Vehicles engage in combat in a very similar way to characters and creatures. roughly the size and shape of a horseless carriage. Glancing back. ‘Run!’ 191 141. The modifiers for the vehicle’s speed and handling are applied as normal. Any passengers and crew within a vehicle involved in a collision will sustain damage equal to half the speed of the collision after accounting for hardness.Collision Damage Speed* Modifier 5-50 1d10 51-100 2d10 101-150 3d10 151-200 4d10 201-250 5d10 * Extend the table to determine the damage for speeds higher than 250. the vehicle takes half damage from the crash. ‘Change of plan!’ shouted Jerrek as he abandoned the metal shield with Gearbolt in tow. use the difference of their speeds and if they are moving at angles to one another. If two vehicles are moving directly towards each other. ‘Almost! I just need another minute!’ His voice was also panicked. A character controlling a vehicle may make a Drive or Pilot check as appropriate. Crew Quality Whether the Games Master is running Non-Player Character vehicles or just needs to fill out the ranks of the Player Characters’ crew. use the highest speed. multiplied by the size category of the vehicle crashing into it. in order to minimise the damage. One slip and none of them would have to worry about the orcs any more. ‘You done back there yet?’ Jerrek’s voice conveyed only part of the panic he was feeling. they all saw why. The only reason the orcs would have pulled back and ceased fire was if they were planning something worse. this did not make him feel much better. Damage Reduction and the operator’s Drive or Pilot check to minimise the damage. The object struck by the vehicle will also take damage. A huge metal mass.

Vehicle and artillery weapons are capable of dealing structure damage. If both vehicles are travelling in the same direction. consider the target vehicle’s speed to be half of what it is to determine its speed modifier to the attacker’s roll. Most siege weapons deal structure damage as well as hit point damage and ignore the target’s hardness. which is considerably less than if multiplying a structure point of damage by 10. If the result equals or exceeds the target vehicle’s DV. Rear: Rear mounted weapons may fire at any target within a 90o arc to the rear of the vehicle. Permissible fire arcs are: Front: Front mounted weapons may fire at any target within a 90o arc to the front of the vehicle.157. making a Drive or Pilot check (DC 10) applying the vehicle’s speed modifier and handling. Left: Left mounted weapons may fire at any target within a 90o arc to the left of the vehicle. character or creature. provided that the weapon he is manning does allow for multiple shots in the same round. Characters will often have to delay their actions to wait for the pilot to manoeuvre the vehicle into position but combat should otherwise proceed as normal. which is subtracted directly from the structure point total. ignoring hardness. When running an encounter between a Player Character vehicle and a Non-Player Character Vehicle. such weapons can only fire in a straight line directly ahead of the vehicle. A gunner with more than one attack due to a high base attack bonus may perform as many attacks as he is allowed as a full attack. To reduce a single structural point from a target. an attack must deal 10 full hit points of damage after subtracting the target’s hardness or Damage Reduction. all attacks and acquiring target actions from his vehicle to the target gain a +2 circumstance bonus until the start of his next action. two move actions or one full-round action. Damage Vehicles and large structures do not have hit points or Hit Dice. Turret: Turret mounted weaponry can fire freely into any fire arc. such as attacking or giving additional directions to the vehicle. This stems from the large projectiles used Initiative There are a couple of initiative options to choose from during vehicle combat. Right: Right mounted weapons may fire at any target within a 90o arc to the right of the vehicle. a pilot can intentionally collide his vehicle with another that is adjacent to it. a character operating a vehicle may manoeuvre into the optimum position from which to attack another vehicle. a character can move and take a standard action and a move action. The pilot of the target vehicle can make a Drive or Pilot check for half damage but the pilot of the ramming vehicle cannot. applying the handling score and speed modifiers of their own vehicles. Combat Actions Movement and action in vehicle combat work just as they do in the normal combat rules. 192 141. the character applies the speed modifiers of both the vehicle he is travelling in and the vehicle he is targeting. The operators of both vehicles make opposed Drive or Pilot checks.188.166 . Crew Quality Crew Quality Untrained Green Veteran Expert Elite WORLD OF ADVENTURE Modifier -4 +0 +2 +4 +8 Ramming: As a standard action. This applies to characters using their personal weapons as well as to gunners using the vehicle’s mounted weaponry. in which case the initiative roll is the normal d20 plus the vehicle’s size modifier and its handling score. For every 5 points by which he exceeds the DC. Evasive Action: This is a standard action equivalent to total defence. Boresight: Normally reserved for driver-operated or aircraft-mounted weaponry. Vehicle Fire Arcs Many weapons carried by vehicles are extremely limited in the direction they can fire. Each round. so the pilot can do other things with his standard action. the Games Master can opt for the normal rules for character initiative. For encounters involving more than one vehicle or vehicles with large crews. This requires a Drive or Pilot check applying the speed modifiers for both vehicles and the handling rating of the ramming vehicle. If the attacking character wins the opposed check. Attack: A character in a vehicle can make a ranged attack against another vehicle. Collision damage is resolved for both vehicles as detailed above. The pilot manoeuvres in a way to avoid incoming attack. Instead. as he is specifically not trying to avoid the collision. the vehicle and its passengers gain a +1 dodge bonus to DV until the start of the pilot’s next turn. the attack is successful. the Games Master can ask for one initiative roll for each vehicle. they have structure points and Structure Dice as specified in their descriptions. Operating the vehicle is a move action. A siege weapon hitting a target with hit points rather than structure points deals the hit point damage amount. which is possible for fantastical creatures such as dragons or high-scope magic effects.skill checks and ability checks related to the operation of the vehicle. Targeting Run: As a standard action. usually due to the dynamics of the vehicle or its great mass. In addition to all the usual modifiers to the attack roll.

Cargo: Any cargo the vehicle is carrying is damaged. If a vehicle suffers a critical hit. 2d4 x5 ft. Control: The vehicle’s control systems are damaged. Severe and catastrophic damage will also reduce the vehicle’s acceleration rating. depending on the severity of the damage. Catastrophic damage: Damage is at least five times the vehicle’s hardness. it is rendered completely inoperable. The DC assumes that the technician has the necessary parts. Heavy damage: Damage is at least three times but less than four times the vehicle’s hardness. turn. Weapons: One of the weapons is damaged. the critical hit may cause a specific effect that hinders or degrades the vehicle’s performance or capabilities. Critical Hit Location d6 Location 1 Frame 2 Engine 3 Control 4 Weapons 5 Cargo 6 Crew The critical effect depends on the location hit and the severity of the damage. A Severity Light Moderate Heavy Severe Catastrophic Location Control (penalty) -2 -4 -6 -8 -10 Weapons (penalty) -2 -4 -6 -8 Weapon destroyed Cargo (destroyed) 20% 40% 60% 80% 100% Crew (hp damage) 2d6 4d6 6d6 8d6 10d6 193 141. before the hardness rating is subtracted from the base hit point damage. When an attack inflicts a critical hit on a vehicle. Critical Damage Unlike other objects with the construct type. 4d4/1d2 x5 ft.157. Engine: The vehicle’s engine or propulsion system is damaged. hit point damage comes before structural damage. manoeuvre. although he can purchase them separately with a Wealth check with the listed DC for each level of severity. vehicles are subject to critical hits. which is the essence of structural damage. A vehicle that has been reduced to 0 structure points or less is considered helpless and can be completely destroyed with a coup de grace attack. shock and collapsing structures.by siege weapons distributing their full force along a large surface. The DC for the Repair check is based on the severity of damage. Reduce the vehicle’s top speed by a random number based on the severity of the damage. reducing its speed by 10 feet every round until it stops or hits something. but is less than twice the vehicle’s hardness. An aircraft will plummet to the ground and crash. In a structure weapon description. A ground vehicle will coast to a stop. this number is listed after a slash. All manoeuvres suffer a circumstance penalty based on the severity of the damage.166 . which is the essence of hit point damage. no bonus damage is applied. Everyone on board the vehicle takes damage due to depressurisation. Structure damage is multiplied by 10 to determine the severity of critical damage: Light damage: Damage exceeds the hardness. Aircraft and watercraft (including submersibles) have both their acceleration and deceleration reduced. WORLD OF ADVENTURE Frame: The vehicle’s frame. Crew: The attack bypasses the vehicle’s armour and strikes directly at its crew. they are simply too large to cause penetrating injuries to creatures. roll 1d6 on the following table. however. flying shrapnel. The percentage of the vehicle’s cargo (measured in pounds or specific items at the Games Master’s discretion) destroyed by the attack is based on the severity of the damage. Severe damage: Damage is at least four times but less than five times the vehicle’s hardness. Critical Hit Effects Frame (hardness lost) 1d6 2d6 3d6 4d6 5d6 Engine (Spd/ Acc lost) 1d4 x5 ft. Attacks with that weapon suffer a circumstance penalty based on the severity of the damage.188. Repairing Critical Damage: A character with the Repair skill can attempt to repair critical damage to a vehicle. The vehicle’s hardness is reduced by a random number based on the severity of the damage. it cannot move. 3d4 x5 ft. The severity of critical damage is measured in increments of its hardness. 5d4/1d4 x5 ft. attack or do anything else. chassis or superstructure is damaged. Characters can make a Fortitude saving throw at DC 20 to halve this damage. When a vehicle is reduced to 0 structure points or less. Repairs to large vehicles require the coordinated efforts of at least 10% of the vehicle’s listed crew. Moderate damage: Damage is at least twice but less than three times the vehicle’s hardness. Instead.

They are opponents of sorts but are also situations. The Games Master determines the amount of cover that the vehicle’s own structure provides for its occupants. Traps include pits. Complex traps are denoted by their triggering mechanisms and involve pressure plates. arrow traps. either with a personal or a vehicle weapon. A trap or collection of traps is a particular kind of encounter that is a cross between a combat situation and an action sequence. This trigger may be physically attached to the part of the mechanism that deals the damage or it may not. Automatic: The trap resets itself. sweeping blades and other types of weaponry make normal attack rolls. Traps 194 141. damage/effect. a trap triggered by a tripwire. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular place. disturbances in the air. Sight range and the Spot bonus conferred on the trap are line of sight and +10 respectively. Traps that attack with arrows. although some amazing machines have particular features or deficiencies that give specific values. or a large trap such as a pit. Players can construct mechanical traps through successful use of the Craft (mechanical) skill.’ Each critical hit effect must be repaired separately. and anything else that depends on a mechanism to operate. there is no way to trigger it more than once. which springs the trap when touched. Proximity: This trigger activates the trap when a creature approaches within a certain distance of it. Timed: This trigger periodically springs the trap after a set duration has passed. Location: A location trigger springs a trap when someone stands in a particular spot. as these represent the destruction of items that are not part of the vehicle. how much damage it deals and whether or not the affected characters receive a saving throw to mitigate its effects. springing the trap whenever it ‘sees’ something. This is the kind of reset element most mechanical traps have. attack bonus (or saving throw or onset delay). Touch: A touch trigger. steam-driven compressors. a vehicle provides different degrees of cover to its occupants. such as from ‘heavy’ to ‘moderate. Sound: This trigger springs a magic trap when it detects any sound. Trigger A trap’s trigger determines how it is sprung. with a specific attack bonus dictated by the trap’s design. such as poison or a bypass. water-filled rooms. falling blocks.successful repair reduces the severity of the critical damage by one step. The trap cannot ‘see’ in the dark unless it is made as an amazing device. and Challenge Rating. you must repair it. Reset A reset element is the set of conditions under which a trap becomes ready to trigger again. No Reset: Short of completely rebuilding the trap. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. whirling blades. Disable Device DC.157. A trap typically is defined by its location and triggering conditions. Visual: This trigger for magic traps works like an actual eye. Manual: Resetting the trap requires someone to move the parts back into place. reset. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts. See Designing a Trap on page 197 and the skill description. where the air is unusually still. Some traps may also include optional elements. changes in weight. have the following elements: trigger. how hard it is to spot before it goes off. Elements Of A Trap All traps. A sound trigger functions like an ear and has a +15 bonus on Listen checks. mechanical or magical. mechanisms linked to doors. A successful Move Silently check and other effects that would negate hearing defeat it. These characteristics are described below. Creatures who succeed on a DC 20 Search check detect a simple mechanical trap before it is triggered. Unless the vehicle’s description states the contrary. usually from one-half to total cover. A character with the trap sense class feature who succeeds on a DC 21 (or higher) Search check detects a well-hidden or complex mechanical trap before it is triggered. Repair: To restore the trap to functionality once again. is one of the simplest kinds of trigger to construct. vibrations and other sorts of unusual triggers. A simple trap is a snare. Search DC. either immediately or after a timed interval. WORLD OF ADVENTURE Severity Light Moderate Heavy Severe Catastrophic Repair DC 10 15 20 25 30 Parts Purchase DC 4 6 8 12 20 Attacking the Crew An attacker has the option of aiming directly at a vehicle’s passengers or crew.166 . Ruins and hideouts are frequently equipped with deadly mechanical traps. Critical hits to cargo cannot usually be repaired.188.

requiring a Search check (DC 25) to locate and a Disable Device check (DC 30) to open. For a trap with a more difficult reset method. covered or not. Pits: These are holes.166 195 . Raising or lowering either of these DCs affects the base cost and possibly the Challenge Rating. into which characters can fall and take damage. Search and Disable Device DCs The builder sets the Search and Disable Device DCs for a mechanical trap. but a successful Reflex saving throw avoids it. The base DC for both Search and Disable Device checks is 20. Occasionally a trap uses both of these options. Hidden Switch: A hidden switch requires a Search check (DC 25) to locate. Other saving throw dependent mechanical traps also fall into this category. Refer to the Cost Modifiers for Traps and CR Modifiers for Traps tables. or may use neither. see Never Miss. Pits and chasms can be defeated by judicious application of the Climb skill and the Jump skill. and chasms. Uncovered pits serve mainly to discourage intruders from going a certain way. WORLD OF ADVENTURE * Rounded to the nearest multiple of 7 (round up for an average that lies exactly between two numbers). use the same calculations you would for building it but divide the end result by two. which is something that temporarily disarms the trap. A pit needs no attack roll. it is a good idea to build in a bypass mechanism. Bypass (Optional Element) If the builder of a trap wants to be able to move past the trap after it is created or placed. Attack Bonus/Saving Throw DC A trap usually either makes an attack roll or forces a saving throw to avoid it.157. Lock: A lock bypass requires a Disable Device check (DC 30) to open.188. although they cause much grief to characters who stumble into them in the dark and they can greatly complicate a melee taking place nearby. Hidden Lock: A hidden lock combines the features above. Resetting a trap usually takes only a minute or so. covered. The builder sets the DC. Pits come in three basic varieties: uncovered. 141. the Games Master should set the time and labour required. To calculate how long it takes to fix a trap.CR Modifiers for Traps Feature CR Modifier Search DC 15 or lower –1 25–29 +1 30 or higher +2 Disable Device DC 15 or lower –1 25–29 +1 30 or higher +2 Reflex Saving Throw DC (Pit or Other Save-Dependent Trap) 15 or lower –1 16–24 — 25–29 +1 30 or higher +2 Attack Bonus (Melee or Ranged Attack Trap) +0 or lower –2 +1 to +5 –1 +6 to +14 — +15 to +19 +1 +20 to +24 +2 Damage/Effect Average damage +1/7 points* Miscellaneous Features Liquid +5 Multiple target Poison Atropine Belladonna (plant) Black lotus extract Bloodroot Blue-ringed octopus venom Blue vitriol Chloroform Curare (plant) Cyanide Deathblade Greenblood oil Insanity mist Knockout gas Lead arsenate (gas) Malyss root paste Mustard gas Puffer poison (fish) Rattlesnake venom Sassone leaf residue Shadow essence Strychnine Vermin venom Wyvern poison Onset delay 1 round Onset delay 2 rounds Onset delay 3 rounds Onset delay 4+ rounds Pit spikes Touch attack +1 (or 0 if never miss) +2 +4 +5 +1 +3 +1 +4 +4 +3 +5 +2 +3 +4 +1 +3 +4 +2 +1 +3 +4 +5 +1 +4 +3 +2 +1 –1 +1 +1 Repairing and Resetting Traps: Repairing a mechanical trap requires a Repair check against a DC equal to the one requited to build it. The cost for raw materials is half of the trap’s original Purchase DC.

Spikes at the bottom +11 or higher +(bonus – 10)/2 (round up) of a pit deal damage as daggers with a +10 attack bonus and a +1 bonus on Damage Bonus damage for every 10 feet of the fall. 80 pounds) is placed upon it. A Attack Bonus (Melee or Ranged Attack Trap) trap designer may put spikes. The attack bonus. The trapdoor might 20 — lock once it is back in place. 19 or lower – (20 – DC)/2 (round up) 20 — Pit traps often have something nastier 21 or higher +(DC – 20) (round up) than just a hard floor at the bottom. the builder sets the spears.157.188. a falling High Strength bonus (melee attack +1 x half bonus victim is attacked by 1d4 of them. such as straw. creatures +9 or lower –(10 – bonus)/2 (round up) or a pool of acid. lava. builder sets the attack bonus. A ranged attack trap can be configured to simulate the effect of a composite bow A secondary trap at the bottom of a pit can be particularly with a high strength rating which provides the trap with a deadly. or might simply have fallen in and not been able to climb back out.166 WORLD OF ADVENTURE . Melee Attack Traps: These traps feature such obstacles as sharp blades that emerge from walls and stone blocks Ranged Attack Traps: These traps fling darts. Any creature Poison Poison Purchase DC/4* that can fit into the pit might have been Chemical item Cost of item* placed there by the dungeon’s designer. A Proximity +5 character who fails to detect a covered Touch — pit is still entitled to a Reflex saving Touch (attached) –1 throw at DC 20 to avoid falling into it. 196 141.Covered pits are much more dangerous. Once again. Automatic +3 (or +0 if trap has timed sticks and garbage. arrows. assuming the trapped character 20 — can reach it. that fall from ceilings. to High strength rating (ranged attack +1 x half bonus a maximum bonus on damage of +5. or the like at whoever activated the trap. No reset –3 Repair –1 Trap coverings can be as simple as Manual — piled refuse. or even water +10 — at the bottom. Creatures Never miss +5 sometimes live in pits. round up) If the pit has multiple spikes. Such Lock +1 (Disable Device DC 30) a trapdoor usually swings open when Hidden switch +1 (Search DC 25) enough weight (usually about 50 to Hidden lock +2 (Open Lock DC 30. Opening such a trapdoor is Disable Device DC just as difficult as opening a regular 19 or lower – (20 – DC)/2 (round up) door. attacks the already injured character when he is least ready for it. round up) This damage is in addition to any Miscellaneous Features damage from the fall itself. Activated by a falling victim. Timed +5 However. trap) (max +8. A Strength check at DC 21 or higher +(DC – 20)/2 (round up) 13 is needed to keep a spring-loaded Reflex Save DC (Pit or Other Saving Throw Dependent Trap) door open. or an trigger) actual trapdoor concealed to appear Bypass Type as a normal part of the floor. * Half of Purchase DC if trap features automatic reset. leaves. if he was running or moving Reset Type recklessly at the time. Devious Search DC 25) trap builders sometimes design Search DC trapdoors so that they spring back shut 19 or lower – (20 – DC)/2 (round up) after they open. a large rug. he gets no saving throw and falls automatically. the secondary trap bonus on damage equal to its strength rating. Cost Modifiers for Traps They can be detected with a Search Feature Purchase DC Modifier check at DC 20 but only if the character Trigger Type is taking the time to carefully examine Location — the area before walking across it. trap) (max +4. leaving 21 or higher +(DC – 20)/2 (round up) the stranded character well and truly trapped.

see below. Pit spikes do not add to the average damage of the trap. such as drowning for a water trap or ability damage for poison. If the final Challenge Rating is 0 or lower. it is best to treat that as a separate trap (see Multiple Traps. as indicated on the tables below. calculate the average damage for a successful hit and round that value to the nearest multiple of 7. Multiple Target: Traps with this feature can affect more than one character.’ In the case of a falling stone block. see below. A trap with this feature has neither an attack bonus nor a saving throw to avoid but it does have an onset delay. Melee Attack Traps: These traps deal the same damage as the melee weapons they ‘wield.157. Onset Delay: An onset delay is the amount of time between when the trap is sprung and when it deals damage. Usually this takes the form of either damage or a spell effect but some traps have special effects. but damage from a high strength rating and extra damage from multiple attacks does. add all the Challenge Rating modifiers (see the tables below) to the base Challenge Rating for the trap type. Damage from poisons and pit spikes does not count toward this value. consult the CR Modifiers for Traps table.188. 197 141.Damage/Effect The effect of a trap is what happens to those who spring it. Multiple Traps: If a trap is really two or more connected traps that affect approximately the same area then determine the Challenge Rating of each one separately. it has a corresponding bonus on damage. Touch Attack: This feature applies to any trap that needs only a successful touch attack (melee or ranged) to hit. A melee attack trap can be constructed with a built-in bonus on damage rolls. derive the DC of the Craft (mechanical) checks a character must make to construct the trap. quick reflexes will not help. Ranged Attack Traps: These traps deal whatever damage their ammunition normally would. to a maximum of +5. Pit Spikes: Treat spikes at the bottom of a pit as daggers. A never miss trap always has an onset delay. From the Challenge Rating. Each character that falls into the pit suffers an attack from 1d4 spikes. Average Damage: If a trap deals hit point damage. Traps employing liquid usually have the never miss and onset delay features. The most common such features are discussed below. below. Only injury. The resulting Encounter Level is the Challenge Rating for the combined traps. ingested types are not. below) with a location trigger that activates on any significant impact. Challenge Rating of a Trap To calculate the Challenge Rating of a trap. add features until it is 1 or higher. Miscellaneous Trap Features Some traps include optional features that can make them considerably more deadly. see Average Damage. Traps employing gas usually have the never miss and onset delay features. as appropriate. Saving throws and damage depend on the poison or are set by the builder. Pit Bottom: If something other than spikes waits at the bottom of a pit. WORLD OF ADVENTURE Designing A Trap The creator simply selects the elements he wants the trap to have and adds up the adjustments to the trap’s Challenge Rating that those elements require (see the CR Modifiers for Traps table) to arrive at the trap’s final Challenge Rating. The damage bonus for each spike is +1 per 10 feet of pit depth. Others deal damage with ranged or melee attacks as well. so they have correspondingly higher Challenge Ratings. such as a falling character. Pits: Falling into a pit deals 1d6 points of damage per 10 feet of depth. contact. the creator can assign any amount of bludgeoning damage he likes but must remember that whoever resets the trap has to lift that stone back into place. Gas: With a gas trap. Multiple Independent Traps: If two or more traps act independently (that is. the danger is in the inhaled poison it delivers. Multiple Dependent Traps: If one trap depends on the success of the other (that is. since the wall cannot possibly miss. Never Miss: When the entire wall moves to crush the characters. To determine the Challenge Rating modifier for a given poison. see below. If a trap is constructed with a high strength rating. Poison: Traps that employ poison are deadlier than their non-poisonous counterparts. Some traps simply deal the poison’s damage. Use this value to adjust the Challenge Rating of the trap. The base Challenge Rating for a mechanical trap is 0. a character can avoid the second trap altogether by not falling victim to the first) then they must be treated as separate traps. and inhaled poisons are suitable for traps. just as if the trap itself had a high Strength score. Most traps involving liquid or gas are of the never miss variety. Liquid: Any trap that involves a danger of drowning is in this category. each with a +10 attack bonus. Special: Some traps have miscellaneous features that produce special effects. none depends on the success of another to activate) then use their Challenge Ratings to determine their combined Encounter Level as though they were monsters.166 .

Pit Trap: CR 2. 20 ft. add the cost of additional items or poison incorporated into the trap by dividing their Purchase DC by four (rounding down. Search DC 20. Disable Device DC 20. fall). DC 20 Reflex saving throw avoids. fall). poison (bloodroot. 20 ft. location trigger. location trigger. Atk +10 ranged (1d4+1. Disable Device DC 15. Disable Device DC 22. Disable Device DC 23. Search DC 14.Trap Cost The base cost of a mechanical trap is DC 20. dart). Search DC 24. manual reset. determine the final cost of each separately. Disable Device DC 18. deep (3d6. manual reset. automatic reset. Disable Device DC 20. deep (2d6. fall). location trigger. Purchase DC: 24. pit spikes (Atk +10 melee. Poison Dart Trap: CR 1. DC 20 Reflex saving throw avoids. touch trigger. DC 15 Reflex saving throw avoids. Atk +12 melee (2d6. proximity trigger.166 . squares). manual reset. location trigger. a +4 bonus applies to the spiked chain attack because the opponent is prone. fall). 40 ft. DC 20 Reflex saving throw avoids. that character makes a Craft (mechanical) check. double the poison or item modified purchase DC to provide an adequate supply of doses. Spiked Pit Trap: CR 2. multiple targets (all targets in two adjacent 5-ft. Purchase DC: 18. arrow). spiked chain). Search DC 24. location trigger. Search DC 18. 10 ft. Wall Blade Trap: CR 1. After you have added the modified base cost and the Challenge Rating.188. If the tripping attack succeeds. location trigger. multiple 198 141. Multiple Traps: If a trap is really two or more connected traps. Disable Device DC 20. Purchase DC: 23. Disable Device DC 20. 0/1d4 Con plus 1d3 Wis). Atk +15 melee (1d12+8/x3. hidden switch bypass (Search DC 25). Atk +15 melee (2d4+2. multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. Search DC 20. Purchase DC: 21. location trigger. Purchase DC: 27. repair reset. dart). Search DC 15. multiple traps (tripping and melee attack). manual reset. squares). Atk +10 melee (2d6. Tripping Chain: CR 2. Search DC 20. Purchase DC: 25. location trigger. deep (4d6. Disable Device DC 18. fall). manual reset. Disable Device DC 22. Purchase DC: 22. Scything Blade Trap: CR 1. deep (2d6. greataxe). Purchase DC: 24. Apply all the modifiers from the Cost Modifiers for Traps table for the various features you have added to the trap to arrive at the modified base cost. Atk +10 melee (2d4/x4. Search DC 21.157. Fusillade of Darts: CR 1. Rolling Rock Trap: CR 1. squares). Camouflaged Pit Trap: CR 1. hidden switch bypass (Search DC 25). scythe). bricks). automatic reset. DC 12 Fortitude saving throw resists. manual reset. multiple targets (first target in each of two adjacent 5-ft. Search DC 24. 1d4 spikes per target for 1d4+2 each). multiple targets (first target in each of two adjacent 5-ft. touch trigger. manual reset. If the trap uses one of these elements and has an automatic reset. deep (1d6. fall). manual reset. Atk +8 ranged (1d4 plus poison. automatic reset. Craft DCs for Traps Once you know the Challenge Rating of a trap. determine the Craft (mechanical) DC by referring to the table and the modifiers given below. Disable Device DC 19. squares). Search DC 20. Ceiling Pendulum: CR 3. DC 20 Reflex saving throw avoids. WORLD OF ADVENTURE Trap final cost = modified base cost + Challenge Rating + extra costs. automatic reset. DC 20 Reflex saving throw avoids. Trap CR 1–3 4–6 7–10 Additional Components Proximity trigger Automatic reset Base Craft (mechanical) DC 20 25 30 Modifier to Craft (mechanical) DC +5 +5 targets (first target in each of two adjacent 5-ft. Search DC 22. 20 ft. Making the Checks: To determine how much progress a character makes on building a trap each week. Atk +10 ranged (1d6/x3. Purchase DC: 23. Sample Traps CR 1 Traps Basic Arrow Trap: CR 1. Camouflaged Pit Trap: CR 2. rock). Purchase DC: 22. timed trigger. deep (2d6. automatic reset. location trigger. manual reset. Atk +15 melee touch (trip). location trigger. CR 2 Traps Bricks from Ceiling: CR 2. Purchase DC: 29. Purchase DC: 26. Disable Device DC 20. See the Craft skill description for details on Craft checks and the circumstances that can affect them. Purchase DC: 22. Disable Device DC 20. The minimum cost for a mechanical trap is 10 + triple the CR. Atk +8 melee (1d8/x3). multiple targets (first target in each of two adjacent squares). Purchase DC: 20. with a minimum of 1) and adding it to the other costs for the trap for a final DC. Deeper Pit Trap: CR 1. CR 3 Traps Camouflaged Pit Trap: CR 3. Search DC 15. Note: This trap is really one CR 1 trap that trips and a second CR 1 trap that attacks with a spiked chain. location trigger. 30 ft. squares). Search DC 20. Disable Device DC 18. Search DC 20.

Wyvern Arrow Trap: CR 6. scythe). Search DC 27. repair reset. 20 ft. Search DC 20. Purchase DC: 27. manual reset. location trigger. DC 20 Reflex saving throw avoids. manual reset. deep (10d6. Purchase DC: 32. Well-Camouflaged Pit Trap: CR 8. deep (10d6. DC 20 Fortitude saving throw resists. location trigger. DC 20 Reflex saving throw avoids. multiple targets (first target in each of two adjacent 5-ft. poison (knockout gas. lock bypass (Open Lock DC 30). 1d4 spikes per target for 1d4+2 each). automatic reset. Search DC 17. arrow). location trigger. multiple targets (all targets in a 10-ft. DC 25 Reflex saving throw avoids. 100 ft. Purchase DC: 35. Search DC 19. manual reset. deep (8d6. touch trigger. fall). Compacting Room: CR 6. gas. Disable Device DC 16. Search DC 20. squares). DC 17 Fortitude saving throw resists.-by-10-ft.188. Disable Device DC 15. deep (10d6. Water-Filled Room: CR 7. arrow). location trigger. Disable Device DC 20. timed trigger. Search DC 21. manual reset. Search DC 22. Purchase DC: 26. Purchase DC: 30. CR 8 Traps Deathblade Wall Scythe: CR 8. Disable Device DC 25. squares). Search DC 20. spike). manual reset. stone blocks). multiple targets (all targets within a 10-ft. Atk +16 melee (2d4+8 plus poison. Purchase DC: 32.-by-10-ft. repair reset. deep (7d6. onset delay (4 rounds). squares). fall). 1d4 Str/1d4 Str). Disable Device DC 20. 1d4 spikes for 1d4+5 each). multiple targets (all targets in a 10-ft. automatic reset. Disable Device DC 24.157. Wall Scythe Trap: CR 4. water. Purchase DC: 26. Search DC 20. multiple targets (first target in each of two adjacent 5-ft. manual reset. Atk +20 ranged (2d4). Pit Trap: CR 5. Purchase DC: 36. Purchase DC: 25. proximity trigger. Deep): CR 5. room). Wide-Mouth Pit Trap: CR 6. Purchase DC: 24. Disable Device DC 21. Atk +14 ranged (1d8 plus poison. squares). touch trigger (attached). Disable Device DC 25. fall). DC 25 Reflex saving throw avoids. Disable Device DC 22. location trigger. pit spikes (Atk +10 melee. DC 20 Reflex saving throw avoids. Purchase DC: 26.166 WORLD OF ADVENTURE . fall). Purchase DC: 24. scythe). location trigger. location trigger. Disable Device DC 18. CR 5 Traps Camouflaged Pit Trap: CR 5. deep (4d6. fall). onset delay (3 rounds). Disable Device DC 18. DC 20 Reflex saving throw avoids. never miss. 1d4 spikes per target for 1d4+5 each). proximity trigger. poison (wyvern poison. Disable Device DC 17. Atk +20 melee (8d6. repair reset. 1d4 Str/ 1d4 Str).-by10-ft. squares). CR 7 Traps Knockout Gas Vapour Trap: CR 7. automatic reset. Moving Executioner Statue: CR 5. fall). manual reset. 100 ft. Purchase DC: 28. Stone Blocks from Ceiling: CR 3. location trigger. Purchase DC: 36. hidden switch bypass (Search DC 25). Purchase DC: 31. manual reset. Search DC 18. 2d6 Con/2d6 Con). Search DC 25. never miss. Disable Device DC 22. Disable Device DC 20. location trigger. Purchase DC: 32. Water-Filled Room Trap: CR 4. 100 ft. area). Search DC 25. Search DC 26. location trigger. location trigger.-by10-ft. multiple targets (all targets in a 10-ft. hidden switch bypass (Search DC 25). Atk +16 melee (1d12+8/x3. Search DC 20. Atk +10 melee (4d6. DC 20 Reflex saving throw avoids. multiple targets (closest target in each of two adjacent 5-ft. Search DC 25. CR 6 Traps Built-to-Collapse Wall: CR 6. location trigger. Purchase DC: 35. walls move together (12d6. 80 ft. Purchase DC: 39.-by-10-ft. touch trigger. onset delay (3 rounds). Spiked Pit Trap (100 Ft. Deep): CR 6. 40 ft. Disable Device DC 19. Disable Device DC 18. Search DC 20. fall). onset delay (5 rounds). Disable Device DC 23. Purchase DC: 36.Disable Device DC 27. Search DC 24. Purchase DC: 25. never miss. Disable Device DC 18. location trigger. location trigger. Search DC 27. 1d3 Dex/Unconsciousness 1d3 hours). deep (2d6. Collapsing Column: CR 4. Poison Wall Spikes: CR 5. no reset. Search DC 17. Atk +15 melee (6d6. stone blocks). CR 4 Traps Camouflaged Pit Trap: CR 4. DC 14 Fortitude saving throw resists.-by-10-ft. Disable Device DC 17. multiple targets (first target in each of two adjacent 5-ft. 50 ft. multiple targets (first target in each of two adjacent 5-ft. area). crush). Purchase DC: 24. deep (4d6. no reset. DC 13 Fortitude saving throw resists. manual reset. multiple targets (all targets in a 10-ft. Search DC 25. location trigger. Search DC 14. DC 20 Reflex saving throw avoids. Purchase DC: 34. multiple targets (both arms attack). deep (5d6. room). fall). fall). Disable Device DC 21. manual reset. manual reset. DC 18 Fortitude saving throw resists. Purchase DC: 30. 70 ft. Search DC 20. liquid. room). DC 20 Reflex saving throw avoids. Poisoned Arrow Trap: CR 3. location trigger. manual reset. Disable Device DC 25. Wide-Mouth Spiked Pit Trap: CR 4. Search DC 21. 1d6 Con/2d6 Con). automatic reset. poison (deathblade. greataxe). Atk +20 melee (2d4+8/x4. pit spikes (Atk +10 melee. manual reset. never miss. poison (Medium monstrous spider venom. room). Spiked Pit Trap (80 Ft. location trigger. poison (Large monstrous scorpion venom. 199 141. Hail of Needles: CR 3. 40 ft. stone blocks). Disable Device DC 20. repair reset. Well-Camouflaged Pit Trap: CR 7. multiple targets (all targets in a 10-ft. Atk +16 melee (1d8+4 plus poison. Atk +12 ranged (1d8 plus poison. Disable Device DC 16. pit spikes (Atk +10 melee. Purchase DC: 25.

Acid damage from an attack reduces hit points. there’s a pit up to the left. Three burning bodies were visible in the wreckage. onset delay (1 round). The former is not truly affected by Strength as it deals largely with the limits of mobility imposed by the armour itself. automatic reset. Smoke and fire billowed up from its depths. crush). DC 20 Fortitude saving throw resists. moving slightly faster than the rest. ‘Drop me.’ he gasped. ceiling moves down (12d6. DC 25 Reflex saving throw avoids. ‘was too damn close. crush). Disable Device DC 25. they were all standing at the edge of a deep pit. This section will deal with many situations that characters will have to consider whenever they set out to travel. lad. automatic reset.-by-10-ft. Purchase DC: 40. Purchase DC: 39. The latter is entirely based on Strength The iron coach was fast but they were keeping it from gaining on them. ‘Jerrek. Heshia was sprinting as fast as she could. preparations. Acid Corrosive acids deal damage with each round of exposure. Search DC 20. Two minutes later. Purchase DC: 37. poison (black lotus extract. room). A second saving throw must be successfully made 1 minute later to avoid taking another 1d4 points of Constitution damage. repair reset. Heshia came dashing back to them again. CR 10 Traps Crushing Room: CR 10. touch trigger (attached). you’ve got a chance!’ Jerrek ignored the dwarf. never miss. there are many situations that they can encounter and that will have any number of effects on them. human?’ she asked with a smirk. deep (10d6. Disable Device DC 25. walls move together (16d6. Gearbolt was carrying the bomb and Jerrek had Thurdin over his back. He nodded quickly and turned left with her at the next junction. A character fully immersed in acid takes potentially more damage per round of exposure than a character splashed with acid. he tried to think about their next move.166 . as noted on the Acid Damage table. Crushing Wall Trap: CR 10. Disable Device DC 26. manual reset. When characters set out to adventure. multiple targets (all targets in a 10-ft. onset delay (2 rounds). location trigger.’ Leaning against the wall. The coach would not tire and eventually it would overtake them. still trying to catch his breath. but Jerrek figured there were at least two others. Surviving is experience enough. Those who come within 5 feet of a large body of acid must make a Fortitude saving throw at DC 15 or take 1 point of temporary Constitution damage. Purchase DC: 40. Search DC 25. It would have already caught them by now but one of its treads had suffered damage when it ran over Thurdin’s abandoned mine. gushing out of the twisted remains of an orcish iron coach. Disable Device DC 20. adventuring encounters do not have a particular CR attached to them and do not have a system with which to award experience.by-10-ft. he was just happy to be alive.-by-10-ft. For now. no attack roll required (18d6. Purchase DC: 37. Without my weight. 3d6 Con/3d6 Con). location trigger. 100 ft. Unfortunately. Wide-Mouth Pit Trap: CR 9. Encumbrance comes in two parts: encumbrance by armour and encumbrance by total weight. She kept running up ahead. 200 141. The amount of damage varies depending on the acid’s strength. Search DC 22. fall). there was no way in the Hells he was leaving a team mate behind. area). never miss. Disable Device DC 22. crush).157. ‘That. location trigger.188. That bit of luck was the only thing keeping them alive. At least. I think we can jump it!’ Jerrek looked at her and both their eyes widened. room). they were in a maze now and there was no way out. Search DC 22. multiple targets (all targets within a 10-ft.WORLD OF ADVENTURE CR 9 Traps Drawer Handle Smeared with Contact Poison: CR 9. Acid Damage Acid Strength Mild Potent Concentrated Splash Attack* 1d6 2d6 3d6 Total Immersion* 1d10 2d10 3d10 *Damage per round of exposure. as surpassing them depends as much on sheer luck as it does on inspired actions and careful Adventuring Carrying Capacity Encumbrance rules are based largely on a character’s Strength score and determine how much his armour and equipment slow him down. The fumes from most acids are inhaled poisons. It made Jerrek feel better to know that even if they fell to the coach’s unstoppable advance. it was not gaining very quickly. We marked it on our first pass through. Jerrek’s legs were aching and his breath was like fire in his lungs. Unlike other situations. multiple targets (all targets in a 10-ft. Dropping Ceiling: CR 9. ‘You thinking what I am. scouting out ways for them to turn but the fatigue was starting to catch up with him. Search DC 24. manual reset. location trigger. Heshia might be able to make it out alive.

or less 50 lb.166 . and running speed. 134–266 lb. Weight To determine whether a character’s gear is heavy enough to slow him down more than the armour already does. A character can generally push or drag along the ground as much as five times his maximum load. 934–1. medium. Encumbrance by Armour A character’s body armour defines his maximum Dexterity bonus to Defence. as a character can only suffer from one set of encumbrance penalties at a given time. 27–53 lb. 694–1. or less 116 lb. 17–33 lb. Leviathan x32. or less 26 lb. or less 13 lb. or less 100 lb. or less 346 lb. 234–466 lb. the character loses any Dexterity bonus to Defence and can move only 5 feet per round. weapons. 101–200 lb. use the worse figure (from armour or from load) for each category. A smaller creature can carry less weight depending on its size category. 77–115 lb. 41–60 lb. Huge x4. x4 Capacity table. or less 153 lb. 117–233 lb. you do not need to know more than this. 47–70 lb. 27–40 lb. If a character is wearing armour. as Carrying Loads Load Max Dex Medium +3 Heavy +1 Check Penalty –3 –6 (30 ft. Carrying a light load does not encumber a character. then encumbrance by weight will apply. 534–800 lb. Do not stack the penalties. or less 43 lb. 307–613 lb. Favourable conditions can double these numbers and bad circumstances can reduce them to one-half or less. 401–800 lb.Carrying Capacity Strength Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 +10 Light Load 3 lb. 61–90 lb. 134–200 lb. or less 266 lb. A medium or heavy load counts as medium or heavy armour for the purpose of abilities or skills that are restricted by armour. 14–20 lb. Tiny x1/2. 154–306 lb. 21–30 lb. as follows: Large x2.) 20 ft. or less x4 Medium Load 4–6 lb. 34–66 lb. 117–175 lb. Colossal x16. 201–300 lb. armour check penalty.040 lb. or less 233 lb. Compare this total to the character’s Strength on the Carrying Bigger and Smaller Creatures The figures on the Carrying Capacity table are for Medium bipedal creatures. 15 ft. carries a check penalty (which works like an armour check penalty). 347–520 lb. Lifting and Dragging A character can lift as much as his maximum load over his or her head. 87–130 lb. WORLD OF ADVENTURE as the stronger a character is. as a full-round action. 59–116 lb.400 lb. Quadrupeds can carry heavier loads than characters can. or less 76 lb. or less 66 lb. 801–1. Run x4 x3 201 141. Diminutive x1/4. Instead of the multipliers given above. 14–26 lb. 31–60 lb. or less 38 lb. or less 23 lb. 87–173 lb. 51–100 lb. Depending on how the weight compares to the character’s carrying capacity. While overloaded in this way. 101–150 lb. Like armour. Calculating carried weight is of utmost importance when a character is trying to carry some heavy object. A character can lift as much as double his maximum load off the ground but he can only stagger around with it. or less 58 lb. 467–700 lb. reduces the character’s speed and affects how fast he can run. 54–80 lb. 267–400 lb. 21–40 lb. A larger bipedal creature can carry more weight depending on its size category. or less 20 lb. multiply the value corresponding to the creature’s Strength score from the Carrying Capacity table by the appropriate modifier. 67–100 lb. 267–533 lb. Gargantuan x8. or less 466 lb. as shown on the Carrying Loads table.200 lb.) 15 ft. 347–693 lb. 77–153 lb. 20 ft. or less 173 lb. total the weight of all the character’s items. or less 306 lb. and gear. the greater the load he can handle without succumbing to the slowing effects of heavy and unwieldy burdens. Unless your character is weak or carrying a lot of gear. x4 Heavy Load 7–10 lb. 44–86 lb. 307–460 lb. or less 30 lb. or less 86 lb. 467–933 lb. 174–346 lb. Speed (20 ft. or less 133 lb. Fine x1/8. or less 16 lb. he may be carrying a light. 24–46 lb. or less 200 lb. 174–260 lb. speed. or less 400 lb. 34–50 lb. 401–600 lb. a character’s load affects his or her maximum Dexterity bonus to DV.188. 67–133 lb. If the character is weak or carrying a lot of gear. 234–350 lb. 201–400 lb.157. however. 7–13 lb. or less 6 lb. or less 33 lb. 39–76 lb. or heavy load. 154–230 lb. The extra gear your character carries will not slow him down any more than the armour already does. including armour. 614–920 lb. 11–20 lb. or less 10 lb. as follows: Small x3/4.

Huge x6. A character can make a Tumble check at DC 15 to treat a fall as if it were 10 feet shorter than it actually is when determining the damage and Reflex saving throw DC required by the fall. Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged. A wound as small as an insect bite can transmit some injury diseases. there are still unnatural diseases that only magic can treat and which still refuse a scientific name. electric chair. 100 ft. stun gun Fuse box. This damage is taken each day the saving throw fails. Light Sources Item Candle Torch Halogen lantern Flashlight Light 5 feet 20 feet 40 feet 20 feet* Duration 12 hours 2 hours 24 hours 6 hours *Creates a beam 30 feet long and 5 feet high. Healing a Disease Use of the Treat Injury skill can help a diseased character as per the skill’s description. 40 ft. Electricity Damage 1d3 2d6 4d6 Fort DC 10 15 15 Disease When a character is exposed to a treatable disease. 70 ft. Reduced Speed 50 ft. 90 ft. he takes damage after an incubation period. 50 ft. such diseases are written in italics in the table. Leviathan x48. +1 for each 10 feet fallen) then this damage is halved. 55 ft. saving throw. 35 ft. 20 ft. 30 ft. If he fails the Examples Car battery. he must make an immediate Fortitude saving throw. touches an item smeared with diseased matter. or transmitted via an injury. to the frustration of medical researchers. taking no more damage. 40 ft. along with the DC needed for the saving throw. he must succeed at a Fortitude saving throw to avoid secondary damage. While medicine in a steampunk setting is much more advanced than that of any other fantasy world. the disease has no effect on him. Most diseases that are inhaled can also be ingested and vice versa. Gargantuan x12. inhaled. Base Speed 70 ft. Secondary Damage: This is the amount of damage the character takes one day after taking initial damage if he fails a second saving throw. find the Strength score between 20 and 29 that has the same number in the ‘ones’ digit as the creature’s Strength score does and multiply the numbers in that by 4 for every ten points the creature’s Strength is above the score for that row. Initial Damage: This is the damage the victim takes after the incubation period. Type: This is the disease’s method of delivery. even in the gas-lit world of Steampunk.188. Incubation Period: This is the amount of time before initial damage takes effect. Characters need a way to see. which may be ingested. Electricity Damage Type Jolt Low voltage Medium voltage High voltage WORLD OF ADVENTURE Darkness and Light It is a rare mission that does not end up in the dark somewhere. 80 ft. His immune system fights off the infection. If the saving throw fails. Small x1. electrical socket Industrial transformer. 30 ft. If he succeeds on a Reflex saving throw (DC 10. See the Light Sources table for the radius that a light source illuminates and how long it lasts. Armour and Encumbrance for Other Base Speeds The table below provides reduced speed figures for all base speeds from 20 feet to 100 feet (in 10-foot increments). if the victim fails his Fortitude saving throw. Base Speed 20 ft. Tremendous Strength For Strength scores not shown on the Carrying Capacity table.follows: Fine x1/4. once per day thereafter. The victim must make this roll when he comes into contact with an infectious carrier. Disease Traits The characteristics of some treatable diseases are summarised on the Diseases table. Colossal x24. Tiny x3/4. lightning 8d6 20 202 141. Medium x1-1/2. electric fence Power line. Two successful saving throws in a row indicate that the character has fought off the disease and recovers. consumes food or drink tainted with a disease or suffers damage from a contaminated attack.166 . Diminutive x1/2. Large x3. This rule applies even while a disease is in progress. 60 ft. 60 ft.157. If the character succeeds. Reduced Speed 15 ft. to a maximum of 20d6 points. That means that a character with a minor disease might be able to withstand it without accumulating any damage. Falling A character takes 1d6 points of damage for every 10 feet of a fall. full damage is applied.

Objects of Fine size are too small to deal damage. Falling Objects Objects that fall upon characters (or creatures or vehicles) deal damage based on their size and the distance fallen. The Electricity Damage table gives damage values for various electrical hazards based on relative voltage. Electrical hazards come in many forms. with Huge Oil barrel a DC of 20 in either case. If that character is not grounded or is otherwise insulated from the current. make a second saving throw to avoid 1 point being permanently drained instead of merely damaged. then he is pinned Fine Penny under the fallen object.166 . An object deals an additional 1d6 points of damage for every 10-foot increment it falls beyond the first. A character can make a Fortitude saving throw to reduce the damage by half. as noted above. Only magical healing can save the character.Diseases Disease Anthrax Demon fever Devil chills2 Gangrene Smallpox Pneumonia Hantavirus Mummy rot3 Necrotizing fasciitis March chills Shivering flu Slimy doom 1 2 Type Inhaled/Injury DC 16 Injury DC 18 Injury DC 14 Injury DC 12 Inhaled/Contact DC 15 Inhaled DC 12 Injury DC 14 Contact DC 20 Contact DC 13 Injury DC 12 Ingested DC 13 Contact DC 14 Incubation Period 1d2 days 1 day 1d4 days 1d3 days 2d4 days 1d4 days 1 day 1 day 1d6 days 1d4 days 1 day 1 day Initial Damage 1 Con 1d2 Con1 1 Str 1 Dex and 1 Con 1 Str and 1 Con 1 Str 1d2 Str 1d2 Con 1 Con 1 Dex and 1 Con 1 Str and 1 Dex 1d2 Con1 Secondary Damage 1d4 Con1 1d6 Con 1d4 Str 1d3 Dex and 1d3 Con 1d2 Str and 1d2 Con 1d3 Str and 1d3 Con 1d2 Str1 and 1d2 Con1 1d6 Con 1d3 Con1 1d2 Dex and 1d2 Con1 1 Str and 1d3 Dex 1d4 Con WORLD OF ADVENTURE If damage is sustained. Appropriate clothing and successful use of the Survival skill can modify the saving throw. Searing heat or bitter cold (desert or arctic conditions) forces a character to make a Fortitude saving throw every 10 minutes. regardless of the distance fallen. As soon as the character suffers any damage from heat or cold. Heavy clothing or armour provides a –4 penalty on saving throws against heat but grants a +4 equipment bonus on saves against cold. Initial Damage 0 1 1d3 1d4 1d6 2d6 4d6 8d6 10d6 Reflex Save DC n/a 0 5 10 15 20 25 30 35 Strength Check DC n/a n/a n/a 5 10 20 30 40 50 203 141. downed power lines and electric security fences.188. +1 for each previous check. 3 Successful saves do not allow the character to recover. A pinned Diminutive Paperweight character cannot move but is not Tiny Wrench helpless. see the Survival skill. If the save fails by 10 or more Damage from Falling Objects and the object is at least three size categories larger than the Object Size Examples character. Failure means that the character loses 1d4 hit points. to a maximum of 20d6 points of damage. Failure means that the character loses 1d6 hit points. A character not properly equipped to counteract the heat or cold must attempt a Fortitude saving throw each hour at a DC of 15. he is considered fatigued. The victim must make three successful Fortitude saving throws in a row to recover from devil chills. Objects deal the initial damage given in the Damage from Falling Objects table if they fall 10 feet or less. as noted on the Damage from Falling Objects table. The Games Master can modify the Gargantuan Piano DCs for these checks based on the Colossal Vehicle circumstances. A successful Reflex saving throw indicates that the target takes half damage. including stun guns. The size of the falling object determines the saving throw DC. then a successful saving throw indicates that no damage is suffered. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on the saving throw. Heat and Cold Heat and cold deal damage that cannot be recovered until the character counteracts or escapes the inclement temperature.157. The character can make a Small Vase Strength check to lift the object off Medium Briefcase himself or an Escape Artist check Large Garbage can to get out from underneath.

he takes 1d6 points of damage immediately. see Drowning below. or run. Ice Effects Characters walking on ice move Movement and Distance at half speed and the DC for Speed Balance and Tumble checks 15 feet 20 feet 30 feet 40 feet increases by +5. 120 ft. Run (x3): Moving three times speed is a running pace for a character in heavy armour. as follows. hair. 80 ft. If no body of water is at hand. Hustle 300 ft.600 ft. Characters generally do not walk during combat. It represents about 12 miles per hour for an unencumbered human. One Minute (Local) Movement There are three movement Walk 150 ft. 30 ft. 60 ft. medium. 40 ft. 300 ft. Characters in One Round (Tactical)* prolonged contact with ice may run the risk of taking damage Walk 15 ft. that is. However. above. for which see Hustle 30 ft. they hustle or run. 400 ft. Instead.166 . Success means that the fire has gone out. Walk: A walk represents unhurried but purposeful movement at 3 miles per hour for an unencumbered person. such as when a character falls into the crater of an active volcano. Damage from magma continues for 1d3 rounds after exposure ceases but this additional damage is only half of that dealt during actual contact. Run (x3) 450 ft. squares) per round. A character who is on fire may automatically extinguish the flames by jumping into enough water to douse himself.188. Each type of movement affects the speed of the character and the types of action that can be performed at the same time. measured in feet (or Run (x4) 600 ft. except in the case of total immersion. Run (x4) 60 ft. Run (x3) 45 ft. 80 ft. In each subsequent round. creatures generally walk.200 ft.157. An immunity or resistance to fire serves as an immunity to lava or magma. Tactical. or 8 miles per hour for a human in chainmail or tactical body armour such as riot gear. once the character succeeds at the saving throw.200 ft. the burning character must make another Reflex saving throw. or equipment on fire. Tactical Movement Use tactical movement for combat. Walk 12 miles 16 miles 24 miles 32 miles measured in miles per Hustle — — — — hour or miles per day. Run — — — — Modes of Movement: While * Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet. 90 ft. 1. 1d6 or 10d6 points per round. Lava Effects Lava or magma deals 2d6 points of damage per round of exposure. 800 ft. 200 ft. 20 ft. 120 ft. scales. 1. 60 ft. movement scales. Failure means he takes another 1d6 points of damage that round. from severe cold. A character moving his speed twice in a single round. a creature immune to fire might still drown if completely immersed in lava. If a character’s clothes or hair catch fire. 1. hustle. he is no longer on fire. that is. which deals 20d6 points of damage per round. A character who moves his speed and takes some action is hustling for about half the round and doing something else for the other half. 600 ft. or no armour. for combat. moving at the different 204 141. One Hour (Overland) Local. Characters at risk of catching fire are allowed a Reflex saving throw (DC 15) to avoid this fate. rolling on the ground or smothering the fire with blankets or the like permits the character another saving throw with a +4 bonus. 800 ft. 900 ft.WORLD OF ADVENTURE Catching on Fire Characters exposed to open flames might find their clothes. Run — — — — Overland. 40 ft. 160 ft. for exploring an Walk 1 1/2 miles 2 miles 3 miles 4 miles area. for getting One Day (Overland) from place to place. Run (x4): Moving four times speed is a running pace for a character in light. The Combat chapter will explain simultaneous actions in greater detail. Hustle: A hustle is a jog at about 6 miles per hour for an unencumbered human. 400 ft. 600 ft. measured in feet Hustle 3 miles 4 miles 6 miles 8 miles per minute. or moving that speed in the same round that he performs a standard action or another move action is hustling when he moves. It represents about 9 miles per hour for a human in full plate or heavy combat armour.

This is a specific exception to the normal rule for doubling. movement may be so hampered that the character does not have sufficient speed even to move 5 feet. Overland Movement Characters covering long distances cross-country use overland movement. If more than one condition applies. Hustle A character can hustle for 1 hour without a problem. Walking for longer than that can wear him out. When movement is hampered. except that it allows only single-file travel and does not benefit a party travelling with vehicles. Walk: A character can walk without a problem on the local scale. For rowed watercraft and muscleoperated vehicles. obstacles. See the Terrain and Overland Movement table. for movement measured in miles per hour. The character cannot take advantage of this rule to move through impassable terrain or to move when all movement is prohibited. see Forced March. Attempting to run and rest in cycles.166 WORLD OF ADVENTURE . the character may use a full-round action to move 5 feet in any direction. Hampered Movement Condition Additional Movement Cost Difficult terrain x2 Obstacle* x2 Poor visibility x2 Impassable — * May require a skill check Local Movement Characters exploring an area use local movement.Hampered Movement: Difficult terrain. Terrain The terrain through which a character travels affects how much distance he can cover in an hour or a day. Run A character cannot run for an extended period of time. A road is typically a dirt track. a character can run for a minute or two before having to rest for a minute. a day represents 10 hours of rowing. Hustle: A character can hustle without a problem on the local scale. Generally. Eliminating the non-lethal damage also eliminates the fatigue. major. effectively works out to a hustle. For a sailing ship or an aircraft. Hustling for a second hour in between sleep cycles deals 1 point of non-lethal damage and each additional hour deals twice the damage taken during the previous hour of hustling. A day represents 8 hours of actual travel time.188. below. speed is reduced by half or. it represents 24 hours. multiply together all additional costs that apply. or poor visibility can hamper movement. below. paved road.157. Overland movement is measured in miles per hour or miles per day. Trackless terrain is a wild area with no paths. alternatively. In some situations. You cannot run or charge through any square that would hamper your movement. that space takes double the amount of allotted movement. In such a case. measured in feet per minute. Walk A character can walk 8 hours in a day of travel without a problem. even diagonally. 205 141. A character who takes any non-lethal damage from hustling becomes fatigued. Run: A character with a Constitution score of 9 or higher can run for a minute without a problem. A trail is like a road. See Overland Movement. which is the preferred method for long-distance overland travel when time is not an important factor or in short supply. A highway is a straight. A fatigued character cannot run or charge and takes a penalty of –2 to Strength and Dexterity.

Three-Dimensional Movement Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft. many Manoeuvrability Manoeuvrability Perfect Good None None Yes Yes Yes Yes Free –5 ft. their Turn Rate replaces this value. Turn in Place: An object with good or average manoeuvrability can use some of its speed to turn in place. Move Backward: The ability to move backward without turning around. Hover: The ability to stay in one place while airborne.157. Turn: How much the object can turn after covering the stated distance. it must spend its next turn recovering from the stall. 206 141. In fact. A character can walk for more than 8 hours in a day by making a forced march. Otherwise. it has another chance to recover on its next turn. Minimum Forward Speed: If a flying object fails to maintain its minimum forward speed. Maximum Turn: How much the object can turn in any one space. +2 per extra hour) is required. it falls straight down. Poor Half No No No 45º/5 ft.166 . Eliminating the non-lethal damage also eliminates the fatigue. The entries on the table are defined below. frozen x1 x3/4 Trackless x1/2 x1/2 x1/2 x1/4 x3/4 x1/2 x3/4 x1/2 x3/4 are limited to fairly wide turns and must maintain a minimum forward speed.188. Any 90º/5 ft. If the fall does not bring the object to the ground. Mounts also become fatigued when they take any damage from hustling or forced marches. and eating. otherwise it falls another 300 feet. it must land at the end of its movement. the damage it takes is lethal damage. The damage it takes when doing so. three-dimensional movement should only be implemented when there are flying creatures or objects in conflict with each other. the object and its pilot take falling damage. If it hits the ground. a character walks for 8 hours. No 45º 45º Half 45º Double 20 ft. the character takes 1d6 points of non-lethal damage. A character who takes any non-lethal damage from a forced march becomes fatigued. however. Clumsy Half No No No 45º/10 ft. Any +90º/–5 ft. Mounted Movement A mount bearing a rider can move at a hustle. descending 150 feet in the first round of falling. The rest of the daylight time is spent making and breaking camp. a Constitution check (DC 10. Each flying object has a manoeuvrability mode. resting. No 45º 45º Half 45º Double 10 ft. flying creatures usually have enough mobility to interact normally with creatures on the ground. not non-lethal damage. Its pilot must succeed on a DC 20 Pilot skill check to recover. Most flying objects have to slow down at least a little to make a turn. +45º/–5 ft. Any Any Any Any Full Half Any Any Double Double 0 0 Minimum forward speed Hover Move backward Reverse Turn Turn in place Maximum turn Up angle Up speed Down angle Down speed Between down and up Average Half No No No 45º/5 ft. It is entirely possible for a character to march into unconsciousness by pushing himself too hard on a forced march. it gets more complicated. If it is too high above the ground to land. it takes falling damage. Forced March In a day of normal walking. is lethal damage. as shown on the Manoeuvrability table. sandy x1 x1/2 Forest x1 x1 Hills x1 x3/4 Jungle x1 x3/4 Moor x1 x1 Mountains x3/4 x3/4 Plains x1 x1 Swamp x1 x3/4 Tundra. in some amazing machines. If this distance brings it to the ground. If the check fails. These rules are not intended for constant use.WORLD OF ADVENTURE Terrain and Overland Movement Terrain Highway Road or Trail Desert. For each hour of marching beyond 8 hours. The creature can also be ridden in a forced march but its Constitution checks automatically fail and again. Reverse: An object with good manoeuvrability uses up 5 feet of its speed to start flying backward. 90º 60º Half Any Double 5 ft.

poor. WORLD OF ADVENTURE Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. Injury: This poison must be delivered through a wound.157. depending on the substance as indicated by the table. Assassins and other characters tend to use ingested poisons outside of combat. When the speeds of the two concerned characters are equal. it catches the fleeing creature. even in big cities it can be obtained only from specialized. A chest or other object can be smeared with contact poison as part of a trap. both are moving at the same speed and the chase continues for at least a few rounds. outlasting it with stamina. It is not possible to use or apply poison in any quantity smaller than one dose. it gets away. it is no problem for a fast character to get away from a slower one. as they affect the nasal membranes. One dose of poison smeared on a weapon or some other object affects just a single target. If the creature being chased wins. Ability damage is temporary unless marked with an asterisk (*) in which case the loss is a permanent drain. Ability damage marked with an asterisk is permanent drain instead of temporary damage. Sometimes a chase occurs overland and could last all day. Unconsciousness lasts for 1d3 hours.166 . Down Angle: The angle at which the object can descend. If not. Traps that cause damage from weapons. Each creature within the area must make a saving throw. Poisons can be divided into four basic types according to the method by which their effect is delivered. Any poison smeared on an object or exposed to possible handling in any way remains potent until it is touched or used. the container releases its poison. If the pursuer wins. needles. Purchase DC: The cost of one dose (one vial) of the poison. have them make opposed Dexterity checks to see who is the faster over those rounds. and other parts of the body. then the poison does not affect it. Initial Damage: The damage the character takes immediately upon failing his saving throw against this poison. When it impacts against a hard surface or is struck hard. there is a simple way to resolve a chase: if one creature is pursuing another. Down Speed: A flying object can fly down at twice its normal flying speed. it escapes. Any flier can begin descending after a climb without an intervening distance of level flight. One dose spreads to fill the volume of a 10-foot cube. or via an injury) and the Fortitude saving throw DC to avoid the poison’s damage. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched. the chaser runs down its prey. unless the poison is wiped off before a target comes into contact with it. consumes poisoned food or drink. as follows: 207 141. he typically faces more damage one minute later (10 rounds) and can also avoid this with a successful Fortitude saving throw. In the case of a long chase. Poison When a character takes damage from an attack with a poisoned weapon. Holding one’s breath is ineffective against inhaled poisons. Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning. Likewise. Terms on the table are defined below. If the creature being chased rolls the highest. the poison can still affect it. Up Speed: How fast the object can climb. Contact: Merely touching this type of poison necessitates a saving throw. Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. Paralysis lasts for 2d6 minutes.Up Angle: The angle at which the object can climb. with the two sides only occasionally getting glimpses of each other at a distance. which is usually ability damage. It can be actively delivered via a weapon or a touch attack. and the like sometimes contain injury poisons. he must make a Fortitude saving throw. inhaled. If he fails. Evasion and Pursuit In round-by-round movement it is impossible for a slow character to get away from a determined fast character without mitigating circumstances. touches an item smeared with contact poison. They can be thrown as a ranged attack with a range increment of 10 feet. if he fails a second saving throw.188. ingested. Even if he succeeds. Between Down and Up: An average. he takes the poison’s initial damage. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Time: How much time it takes a person to prepare the substance in controlled situations. Restriction: The purchase and possession of poison is restricted and sometimes even illegal. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack. tear ducts. Craft DC: This is the DC for Craft (chemical) checks to make a poisonous substance. or is otherwise poisoned. The characteristics of poisons are summarized on the Poisons table. If a creature has sufficient damage reduction to avoid taking any damage from the attack. or clumsy flying object must fly level for a minimum distance after descending and before climbing. an opposed Constitution check made by all parties determines which can keep pace the longest. less than reputable sources. Type: The poison’s method of delivery (contact.

n/a n/a 1 hr. n/a 1 hr. 8 hr. 15 hr. Characters who choke for 2 consecutive rounds take 1d6 points of damage. such a poison must be obtained by extracting it from the creature in question. 2 hr. increase Save DC by +2. 1 hr. For every size category over Small. Poison Immunities Creatures with natural poison attacks are immune to their own poison.188.Poisons Poison Atropine Arsenic Belladonna (plant) Black lotus extract Bloodroot Blue-ringed octopus venom Blue vitriol Chloral hydrate Chloroform 1 Curare (plant) Cyanide Deathblade Greenblood oil Id moss Insanity mist Knockout gas Lead mist (gas) Lead powder (solid) Malyss root paste Mustard gas Puffer poison (fish) Rattlesnake venom Sassone leaf residue Shadow essence Striped toadstool Strychnine Vermin venom2 Wyvern poison 1 WORLD OF ADVENTURE Type Injury Ingested Injury Contact Injury Injury Injury Ingested Inhaled Injury Injury Injury Injury Ingested Inhaled Inhaled Inhaled Ingested Contact Inhaled Injury Injury Contact Injury Ingested Injury Injury Injury Save DC 13 14 18 20 12 15 12 18 17 18 16 20 13 14 15 18 12 12 16 17 13 12 16 17 11 19 11 17 Initial Damage 1d6 Dex 1d4 Str 1d6 Str 3d6 Con 0 1d4 Con 1d2 Con 1d6 Dex Unconsciousness 1d3 hours 2d4 Dex 1d6 Con 1d6 Con 1 Con 1d4 Int 1d4 Wis 1d3 Dex 1d2 Str 1d2 Con 1 Dex 1d4 Con 1d6 Str 1d6 Con 2d12 hp 1 Str3 1 Wis 1d3 Dex 1d2 Str 2d6 Con Secondary Damage 1d6 Str 2d4 Con 2d6 Str 3d6 Con 1d4 Con + 1d3 Wis 1d4 Con 1d2 Con Unconsciousness 1d3 hours — 2d4 Wis 2d6 Con 2d6 Con 1d2 Con 2d6 Int 2d6 Wis Unconsciousness 1d3 hours 1d4 Con 1d4 Con 2d4 Dex 2d4 Con Paralysis 2d6 minutes 1d6 Con 1d6 Con 2d6 Str 2d6 Wis + 1d4 Int 2d4 Con 1d2 Str 2d6 Con Purchase DC 3 9 14 23 10 14 3 12 9 15 15 20 10 11 19 12 6 6 15 12 13 12 14 17 12 9 12 22 Craft DC 14 24 n/a 12 9 n/a 9 28 24 n/a 31 25 11 18 27 26 17 18 13 26 n/a n/a 15 27 n/a 23 n/a n/a Time 1 hr. Applying chloroform to an unwilling subject requires a successful grapple check and pin.157. n/a n/a Chloroform gives off vapour that causes unconsciousness. 2 hr. 8 hr. 208 141. n/a 4 hr. Smoke also obscures vision. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. ant. not temporary damage. increase damage by one die type and add +1 to Purchase DC. Smoke Characters breathing heavy smoke or similar toxic gases must make a Constitution ability score check (DC 10. 2 This represents venom from Small size and smaller creatures. 1 hr. 4 hr. n/a 1 hr. a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex saving throw or accidentally poison himself with the weapon. +1 for each previous check) each round or spend that round choking and coughing. 8 hr. Scorpion/tarantula venom deals Strength damage. Instead. 4 hr. although conceivably special poisons could be concocted specifically to harm them. 8 hr. Additionally. 4 hr. 3 Permanent drain. Oozes.166 . Perils of Using Poison A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. giving one-half concealment (20% miss chance) to characters within it. and certain kinds of outsiders are also immune to poison. 2 hr. plants. n/a 15 hr. centipede and wasp venom deals Dexterity damage. n/a: Certain poisons cannot be made with the Craft skill. 8 hr.

‘I believe the factory. After this period of time. the character must make a Constitution check each hour (DC 10. These pits were all more than sixty feet deep. but he had no idea what would keep the cog so occupied for so long. A character can strangle or choke a target of the same size category or one size category larger or smaller. Gearbolt turned from the pit and began walking slowly towards the group. it was probably important enough to wait for. If at any time the target breaks free or slips free of the grapple. A character can go without water for one day plus a number of hours equal to his Constitution score. +1 for each previous check) every round to continue holding his breath. +1 for each previous check) or sustain 1d6 points of damage. After this period of time. Similarly. To begin the choke. In the next round. but I don’t breathe water. it continued to explain. Damage from thirst or starvation cannot be recovered until the character consumes water or food. use the rules below. The strangling attempt incurs an attack of opportunity. some of the pits we have encountered had water at their depths. The target can hold his breath for a number of rounds equal to his Constitution score. In very hot climates. If you will recall.’ WORLD OF ADVENTURE Strangulation When an instrument or an attacker strangles a character. When the character fails one of these Constitution checks. although any damage that was dealt remains. In normal climates. swimming Jerrek walked up to Gearbolt and tapped it on the shoulder housing. ‘So what you are saying is that the waterways below us might lead directly to the factory?’ Gearbolt nodded. sir. Since there was nothing above ground that would serve and these tunnels are all dry. which leads me to believe these sewers may have a second level. Water Dangers Any character can wade in relatively calm water that is not over his head.’ The implication that there was a better way to reach the factory made them all a lot happier until Thurdin. who was never one to accept good news without finding the flaw in it. Asking what it was thinking about did not prompt an answer. A character can go without food for three days. Note that a grappled target who is not pinned can use his attack action to attempt to strangle his attacker. see Suffocation and Drowning. After this. In the 209 141. making it a much safer way to approach our end goal. Each round. the character falls unconscious with 0 hit points. ‘Correct.’ He knew that to mean thinking. vacuum) can hold his breath for a number of rounds equal to his Constitution score. in growing discomfort. the water passage would be very difficult to guard. he must make a Constitution ability score check (DC 10) every round to continue holding his breath. After this. as needed. sir. If the grapple succeeds.’ Jerrek understood what the cog was driving at now. following round. Suffocation and Drowning A character in an airless environment (underwater. ‘This should go without saying. being in the centre of a landlocked city. the target must make a Constitution check (DC 10. ‘You all right? You’ve been staring at that pit for a while now. When they just looked at it expectantly. so Jerrek backed away and told the team to hold on for a minute. I have come across something that might be of use to us in our quest. there must be another layer to handle its liquid waste elimination. +1 for each previous check) or take 1d6 points of damage. I am cogitating. characters need two or three times as much water to avoid dehydration. must have a run-off facility of some kind. ‘I was reviewing my memory. the character dies of suffocation or drowning.’ The cog waited for someone to speak. Whatever Gearbolt was thinking about.188. he begins to suffocate or drown. In the third round after failing the check. Even magical or psychic effects that restore hit points cannot heal this damage. nor to his first order to move out away from the smoking trap.166 . characters need at least half a gallon of fluids and about one quarter of a pound of decent food per day to avoid the threat of starvation. the character drops to –1 hit points and is dying. the attacker can choose to deal normal unarmed damage as well as choke the target. The target begins to suffocate on a failed check. the character must make a Constitution check each day (DC 10. the DC of the Constitution check increases by 1.’ He was not sure what was wrong with the cog but it had not responded to its name. ‘Apologies for the lack of reaction. sir. no check required. Even more importantly.157. grumbled his objection to the cog’s otherwise damn fine plan. the stranglehold is broken.Starvation and Thirst Sometimes characters might find themselves without food and water. the attacker must succeed at an opposed grapple check.

If the subject has at least as many negative levels as Hit Dice. See the Swim skill description. Trained swimmers can just take 10. +1 for each previous check) means the diver takes no damage in that minute. the character must make another check that round to avoid going under. Dazzled: The creature is unable to see well because of overstimulation of the eyes. Attackers are not at any special advantage when attacking a confused character. loss of 5 hit points. he dies. Any confused character who is attacked automatically attacks his attackers on his next turn. The character can take only a single move action or attack action and takes 1 point of damage after any action. Very deep water is pitch black in most cases. On a successful DC 15 Swim check or a DC 15 Strength check. and –1 to effective level for determining the power. The loss is permanent. apply only the most severe condition. Dazed: Unable to act. The condition typically lasts 10 rounds. Cowering: The character is frozen in fear. Dead: A character dies when his hit points drop to –10 or lower. as long as he is still confused when his turn comes. DC. companion counts as part of the subject’s self. characters may endure harrowing conditions that may turn lesser men and women away. He has a 50% chance to miss in combat. The character’s soul leaves his body. loses his Dexterity bonus and can take no actions. Disabled: The character has 0 hit points. or when his Constitution drops to 0. decomposition and other conditions that affect dead bodies. 11–20. This condition typically lasts 1 round. the blinded character has an effective Dexterity of 3. he takes a –2 penalty to his Defence Value. During the course of their adventures.157. Either way. Each round. it deals 1d3 points of non-lethal damage per round. flee away from enemies at top possible speed. fast-moving water is much more dangerous. or 1d6 points of lethal damage if flowing over rocks and cascades. Characters who are deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them. Dying: The character is near death and unconscious. a dazed character can take no actions but still enjoys the benefit of his normal Defence Value. Worse. such as reading.188. it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. The character can take no actions. Confused: A confused character’s actions are determined by rolling d% at the beginning of his turn: 01–10. This differs from ‘effective’ ability loss. A confused character who cannot carry out the indicated action does nothing but babble incoherently. depending on the spell or device. Deafened: The character cannot hear and takes a –4 penalty on initiative checks. The character cannot make Listen checks. along with a –4 penalty on the use of Strength-based and Dexterity-based skills. a dying character loses 1 hit point until he or she dies or becomes stable. attack enemies with melee or ranged weapons. If more than one condition affects a character. act normally. at the Games Master’s discretion. Dead characters cannot benefit from normal or magical healing but they can be restored to life via magic. Each negative level gives a creature the following penalties: –1 penalty on attack rolls. Ability Damaged: The character has lost 1 or more ability score points.166 . Very cold water deals 1d6 points of non-lethal damage from hypothermia per minute of exposure. Ability Drained: The character has lost 1 or more ability score points. Furthermore. 71– 100. 51–70. at the Games Master’s discretion. Energy Drained: The character gains one or more negative levels. If this is not possible. On a failed check. 21–50. saving throws. A successful Fortitude saving throw (DC 15. Search checks and Spot checks. skill checks. ability checks. By contrast. A number of adverse conditions can affect the way a character operates. apply both if possible. and other details of rituals or special abilities. duration. The character cannot make Spot checks or perform any other activity that requires vision. Armour or heavy gear makes any attempt at swimming much more difficult. The loss is temporary and these points return at a rate of 1 per evening of rest. Blinded: The character cannot see at all and thus everything has total concealment to him. a special Conditions 210 141. A dazzled creature takes a –1 penalty on attack rolls. posing a navigational hazard. For this purpose. Characters who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them. This –4 penalty also applies to Search checks and any other skill checks for which the Games Master deems sight to be important. resurrected characters need not worry about rigor mortis. In addition.WORLD OF ADVENTURE in calm water only requires skill checks with a DC of 10. with –1 to –9 wound points. which is an effect that goes away when the condition causing it goes away. attack nearest creature. do nothing but babble incoherently. as defined here. which might permanently drain the character’s levels. A dead body decays normally unless magically preserved but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death.

such as someone drawing a weapon. WORLD OF ADVENTURE Another emergency meal of orc food later. but they had virtually no visibility at all.188. it was working fairly well. a fatigued character is no longer fatigued. If they came across anything living down here. uninterrupted rest. The real problem with travelling through the second level of the sewers was not the lack of air. indeed. Fascinated: A fascinated creature is entranced by a supernatural or occult effect. Gearbolt’s theory suggested that since the water was being drawn up from a central well and used by the factory. After 1 hour of complete. Even Thurdin and Gailion. a character cannot undertake any action other than attacking with his bare hands. casting a spell. Fatigued: Characters who are fatigued cannot run or charge and take a penalty of –2 to Strength and Dexterity. for as long as the effect lasts. it may fight. The character loses his Dexterity bonus to Defence Value. attacking with a light weapon. could not see very far ahead because of the high water level.the fascinating effect. and ability checks. Frightened: A frightened creature flees from the source of its fear as best it can. to flee. a better plan than letting the orcs chop them apart up above. the creature must use such means if they are the only way to escape. they take a –6 penalty to Strength and Dexterity. it would all be flowing away from the facility. Panicked is a more extreme state of fear even than these. They were using the curved roof of the iron coach to trap air. It was the lack of light. they could find the factory just by moving against the current until they reached the spot from whence the water was coming. not reacting normally to the situation. it would be on them before they could react… 211 141. A cracked glass panel on one side allowed them to see while they moved. There were interspersed pits along the route and when they encountered one. an exhausted character becomes fatigued. Gearbolt was able to gauge the motion of the water around it. such as a hostile creature approaching. or aiming a ranged weapon at the fascinated creature. uninterrupted rest. making their way slowly upstream. A flat-footed character loses his or her Dexterity bonus to Defence Value. saving throws. With no direct access for travel. A frightened creature takes a –2 penalty on all attack rolls. taking no actions other than to pay attention to Grappled: When grappled. at least. including magic. Any obvious threat. allows the fascinated creature a new saving throw against the fascinating effect. Any potential threat. A frightened creature can use special abilities. It takes a –4 penalty on skill checks made as reactions.157. skill checks. The creature stands or sits quietly. Aside from the occasional spark as the iron dome grated against the stone ceiling overhead. Flat-Footed: A character who has not yet acted during a combat is flat-footed. If that was true. except that the creature must flee if possible. such as Listen and Spot checks. A fascinated creature’s ally may shake it free of the condition as a standard action.166 . with their eyes the best suited for seeing in the dark. keeping them moving upstream. After 8 hours of complete. there was no need for the orcs to put light sources down here. or attempting to break free from his opponent. Thurdin’s objection to the plan had been circumvented. Being frightened is like being shaken. Exhausted: Characters who are exhausted move at half speed and cannot run or charge. except on attacks from characters with whom he is grappling. It was a dangerous plan and if they did not keep finding places to refresh their air supply it could be a fatal one but it seemed to be working so far. Furthermore. If unable to flee. It was. the group was in the second level of the sewers. they could stand up fully. automatically breaks the effect. That made it difficult for Jerrek and the others to find their way around. raise the dome to get fresh air inside and stave off the possibility of slow suffocation.

Helpless: Paralysed, sleeping, or unconscious characters are helpless. A helpless character has an effective Defence Value of 5 + size modifier. An attacker can attempt a coup de grace against a helpless character. Incorporeal: Having no physical body. Incorporeal creatures are immune to all non-magical attack forms. The only things that can harm them are other incorporeal creatures, +1 or better magic weapons, rituals, occult effects, or supernatural effects. Invisible: Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to Defence Value, if any. See Invisibility, under Special Abilities. Nauseated: Characters who are nauseated are unable to attack or do anything else requiring attention or concentration. The only action such a character can take is a single move action per turn. Panicked: A panicked character flees as fast as possible and cowers (see Cowering, above) if unable to get away. The character defends normally but cannot attack. Panicked is a more extreme state of fear than shaken or frightened. Paralysed: Characters who are paralysed fall to the ground, unable to move. They have an effective (but not actual) Dexterity and Strength of 0. They are helpless. Pinned: A pinned character is held immobile (but not helpless) in a grapple. The character takes a –4 penalty to Defence Value against melee attacks and loses his Dexterity bonus to Defence Value. Prone: An attacker who is prone (lying on the ground) takes a –4 penalty on melee attack rolls and cannot use bows or thrown ranged weapons. The character gains a +4 bonus to Defence Value against ranged attacks but takes a –4 penalty to Defence Value against melee attacks. Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, and skill checks. Shaken is a less severe state of fear than frightened or panicked. Sickened: A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

his non-lethal damage is no longer staggered; a character whose non-lethal damage exceeds his hit points becomes unconscious. Stunned: A character who becomes stunned loses his Dexterity bonus, drops what he is holding and can take no attack or move actions. In addition, the character takes a –2 penalty to Defence Value. The condition typically lasts 1 round. Unconscious: An unconscious character is unable to defend himself. The character is helpless and typically falls prone.

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Creatures and even some characters have special abilities that are beyond the scope of skills and feats but still fall short of psychic powers and the ability to wield magic. A special ability may be extraordinary, occult, or supernatural in nature. Extraordinary Abilities (Ex): Extraordinary abilities are non-magical. They are not, however, something that just anyone can do, or even learn to do without extensive training. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. Occult Abilities (Oc): Occult abilities, as the name implies, are magical abilities that are very much like the effects of rituals. Occult abilities are subject to magic resistance and protection magic. They do not function in areas where magic is suppressed or negated. Supernatural Abilities (Su): Supernatural abilities are magical but are not within the realm of the occult. Supernatural abilities are not subject to magic resistance and do not function in areas where magic is suppressed or negated. A supernatural ability’s effect cannot be dispelled and is not subject to countermagic. See the table below for a summary of the types of special abilities.

Special Abilities

Special Ability Types Ability Type Extraordinary Dispel No Magic No resistance

Occult Yes Yes

Supernatural Yes No

Ability Score Loss
Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well. Ability drain, however, is permanent, though restoration can restore even those lost ability score points.

Stable: A stable character is no longer dying but is still unconscious. Staggered: A character whose non-lethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round but not both, nor can he take full-round actions. A character whose current hit points exceed

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While any loss is debilitating, losing all points in an ability score can be devastating. Strength 0 means that the character cannot move at all. He lies helpless on the ground. Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless. Constitution 0 means that the character is dead. Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless. Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless. Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless. Keeping track of negative ability score points is never necessary. A character’s ability score cannot drop below 0. Having a score of 0 in an ability score is different from having no ability score whatsoever. Some rituals or abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the effect or ability’s duration, upon which the ability score immediately returns to its former value. If a character’s Constitution score drops, then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. A hit point score cannot be reduced by Constitution damage or drain to less than 1 hit point per Hit Die. The ability that some creatures have to drain ability scores is a supernatural one, requiring some sort of attack. Such creatures do not drain abilities from enemies when the enemies strike them, even with unarmed attacks or natural weapons.

Deafening attacks thwart blindsight if it relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects. Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to DV against attacks from creatures it cannot see.

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Breath Weapon
A creature attacking with a breath weapon is actually expelling something from its mouth, rather than conjuring it by means of a spell or some other magical effect. Most creatures with breath weapons are limited to a number of uses per day or by a minimum length of time that must pass between uses. Such creatures are usually smart enough to save their breath weapons until they really need them. Using a breath weapon is typically a standard action. No attack roll is necessary. The breath simply fills its stated area. Any character caught in the area must make the appropriate saving throw or suffer the breath weapon’s full effect. In many cases, a character who succeeds on his saving throw still takes half damage or some other reduced effect. Breath weapons are supernatural abilities except where noted. Creatures are immune to their own breath weapons. Creatures unable to breathe can still use breath weapons. The term is something of a misnomer.

Blindsight and Blindsense
Some creatures have blindsight, the extraordinary ability to use a non-visual sense (or a combination of such senses) to operate effectively without vision. Such senses may include sensitivity to vibrations, acute sensivity to scent, keen hearing, or echolocation ability. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature, though it still cannot see ethereal creatures. This ability operates out to a range specified in the creature description. Blindsight never allows a creature to distinguish colour or visual contrast. A creature cannot read with blindsight. Blindsight does not subject a creature to gaze attacks, even though darkvision does. Blinding attacks do not penalize creatures using blindsight.

Charm and Compulsion
Many abilities and particularly enticement magic can cloud the minds of characters and monsters, leaving them unable to tell friend from foe, or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions. Charming another creature gives the charming character the ability to befriend and suggest courses of actions to

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his minion but the servitude is not absolute or mindless. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world. A charmed creature does not gain any magical ability to understand his new friend’s language. A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions. A charmed character fights his former allies only if they threaten his new friend. Even then, he uses the least lethal means at his disposal as long as these tactics show any possibility of success, just as he would in a fight between two actual friends. A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he would normally not do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed. A charmed character never obeys a command that is obviously suicidal or grievously harmful to him. If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt

a new saving throw to break free of the influence altogether. A charmed character who is openly attacked by the creature who charmed him, or by that creature’s apparent allies, is automatically freed of the spell or effect. Compulsion is a different matter altogether. A compulsion overrides the subject’s free will in some way or simply changes the way the subject’s mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster. Regardless of whether a character is charmed or compelled, he will not volunteer information or actions that his master does not explicitly demand.

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Cold and Fire Immunity
A creature with cold or fire immunity never takes cold or fire damage, respectively. It has vulnerability to the opposed form of damage (fire or cold respectively) which means it takes half as much damage again (+50%) from that damage type, regardless of whether a saving throw is allowed, or whether the saving throw is a success or failure.

Damage Reduction
Some magic creatures have the supernatural ability to instantly heal damage from weapons or to ignore blows altogether as though they were invulnerable. The numerical part of a creature’s damage reduction is the amount of hit points the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. Special materials may overcome damage reduction, as may magic weapons (defined as any weapon with a +1 or higher enhancement bonus, not counting the enhancement from mastercraft quality), certain types of weapons (such as slashing or bludgeoning) and weapons imbued with an allegiance. If a dash follows the slash then the damage reduction is effective against any attack that does not ignore damage reduction. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an allegiance gains the allegiance of that projectile weapon in addition to any allegiance it may already have. Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as ‘injury type’ poison, or disease.

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Damage reduction does not negate touch attacks, energy damage dealt along with an attack or energy drains, nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction do not disrupt a character’s concentration upon magic and psychic powers. Rituals, occult abilities and energy attacks (even non-magical fire) ignore damage reduction. Sometimes damage reduction is instant healing; in other cases damage reduction represents the creature’s tough hide or body. In either case, characters can clearly see that conventional attacks do not work. If a creature has damage reduction from more than one source, then the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation. Armour provides damage reduction to its wearer, with all the effects it has when it blocks an attack completely. Like other types of damage reduction, the DR granted by armour does not stack with any natural armour that creatures or characters may have. Constructs are an exception if they weld the armour to their artificial bodies, as it provides an extra layer of armour plating to the one they already have.

–1 on all skill checks and ability checks, including Ritual and Psychic Control checks. –1 on attack rolls and saving throws. –5 hit points. –1 effective level. Whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level. Negative levels remain for 24 hours or until removed with an invocation ritual. After 24 hours, the afflicted creature must attempt a Fortitude saving throw, with a DC of 10 + half attacker’s HD + attacker’s Charisma modifier. If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away but the creature’s level also drops by one. A character with negative levels at least equal to his current level, or drained below 1st level, is instantly slain. Depending on the creature that killed him, he may rise the next night as a monster of that kind. A creature gains 5 temporary hit points for each negative level it bestows, though not if the negative level is caused by a magic ritual effect.

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Etherealness
Certain creatures can exist on the Ethereal Plane. While on the Ethereal Plane, a creature is called ethereal. Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane. Ethereal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. Some divination rituals reveal ethereal creatures. An ethereal creature can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound; an ethereal creature cannot see through a material wall, for instance. An ethereal creature inside an object on the Material Plane cannot see. Things on the Material Plane, however, look grey, indistinct, and ghostly. An ethereal creature cannot affect the Material Plane, not even magically. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects. Even if a creature on the Material Plane can see an ethereal creature the ethereal creature is on another plane. Only invocation effects with the Force descriptor can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of invoked force blocks an ethereal creature, and a magical missile made from force can strike one, provided the spellcaster can see the ethereal target. Gaze effects and protection magic effects also extend from the Material Plane to the Ethereal

Darkvision
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only. Colours cannot be discerned. It does not allow characters to see anything that they could not see otherwise. Invisible objects are still invisible and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Disease and Poison
The natural attacks of some creatures (and attacks by some especially unscrupulous cads) are infected with disease or laced with poison. A character injured by such attack must make an immediate Fortitude saving throw in addition to taking the attack’s damage. The Adventuring section discusses disease and poison with more detail.

Energy Drain and Negative Levels
Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim’s life force from him. Most energy drain attacks require a successful melee attack roll. Mere physical contact is not enough. Each successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.

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Plane. None of these effects extend from the Ethereal Plane to the Material Plane. Ethereal creatures move in any direction (including up or down) at will. They do not need to walk on the ground and material objects do not block them, though they cannot see while their eyes are within solid material. Non-Player Character ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures. Still, they abide on the Ethereal Plane and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage.

Gaseous Form
Some creatures have the supernatural or occult ability to take the form of a cloud of vapour or gas. Creatures in gaseous form cannot run but can fly. A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It cannot, however, pass through solid matter nor enter water or other liquid, as it is not ethereal or incorporeal. Winds or other forms of moving air affect it to the extent that the wind pushes it in the direction the wind is moving. However, even the strongest wind cannot disperse or damage a creature in gaseous form. Gaseous creatures cannot attack physically or activate conduits; they lose their supernatural abilities, except for the supernatural ability to assume gaseous form, of course. Creatures in gaseous form have damage reduction 10/magic. Magic effects, occult abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armour, including natural armour, though size, Dexterity and deflection bonuses still apply. Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check. Creatures in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus. Gaseous creatures do not need to breathe and are immune to attacks involving breathing, such as poison gas and similar effects.

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Fast Healing
A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points, defined in its description. Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. A creature that has taken both non-lethal and lethal damage heals the non-lethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it increase the number of hit points regained when a creature polymorphs.

Incorporeality
Spectres, wraiths, and a physical are be few other creatures lack bodies. Such creatures insubstantial and cannot touched by non-magical matter or energy. Likewise, they cannot manipulate or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature.

Fear
Magic effects, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect and a failed roll means that the character is shaken, frightened, or panicked. The states of fear are: shaken, frightened, panicked and cowering, described in the Conditions section above. Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. Incorporeal creatures can only be harmed by other incorporeal creatures, by magic weapons, or by magic or supernatural effects. They are immune to all non-magical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by

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mundane acids. Even when struck by magic Listen Check DCs to Detect Invisible Creatures or magic weapons, an incorporeal creature Invisible Creature is . . . DC has a 50% chance to ignore any damage In combat or speaking 0 from a corporeal source, except for a force Moving at half speed Move Silently check result effect or damage dealt by an etheric weapon. Moving at full speed Move Silently check result –4 Incorporeal creatures are immune to critical Running or charging Move Silently check result –20 hits and to extra damage from being favoured Some distance away +1 per 10 feet prey and from precision attacks. The physical Behind an obstacle (door) +5 attacks of incorporeal creatures ignore material Behind an obstacle (stone wall) +15 armour, even magic armour, unless it is made of force or has the etheric ability. They cannot the invisible creature’s Move Silently check result reveals trip or grapple incorporeal creatures. its presence. A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which Incorporeal creatures move in any direction (including up an armour check penalty applies. A successful check lets a or down) at will and do not need to walk on the ground. character hear an invisible creature ‘over there somewhere’. They can pass through solid objects at will, although It is practically impossible to pinpoint the location of an they cannot see when their eyes are within solid matter. invisible creature. A Listen check that beats the DC by 20 Incorporeal creatures hiding inside solid objects get a +2 pinpoints the invisible creature’s location. circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside A creature can grope about to find an invisible creature. a solid object uses the same rules as pinpointing invisible A character can make a touch attack with his hands or a opponents; see Invisibility, below. Incorporeal creatures weapon into two adjacent 5-foot squares using a standard pass through and operate in water as easily as they do in action. If an invisible target is in the designated area, there air and cannot fall or take falling damage. Incorporeal is a 50% miss chance on the touch attack. If successful, creatures have no weight and do not set off traps that are the groping character deals no damage but has successfully triggered by weight; they do not leave footprints, have no pinpointed the invisible creature’s current location. If the scent, and make no noise unless they manifest, and even invisible creature moves, its location, obviously, is once then they only make noise intentionally. again unknown.

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Invisibility
The ability to move about unseen is not foolproof. While they cannot be seen, invisible creatures can be heard, smelled, or felt. Invisibility does make a creature undetectable by vision, including darkvision. Invisibility does not, by itself, make a creature immune to critical hits but it does make the creature immune to extra damage from being a hunter’s favoured prey and from precision attacks. Invisible creatures cannot use gaze attacks. A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Spot check. The observer gains a hunch that ‘something is there’ but cannot see it or target it accurately with an attack. A creature who is holding still is very hard to notice, raising the Spot check DC to 30. An inanimate object, a nonliving creature holding still, or a completely immobile creature is even harder to spot, raising the Spot check DC to 40. It is practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Spot check, and even if a character succeeds on such a check, the invisible creature still benefits from total concealment, bestowing a 50% miss chance upon the attacker. A creature can use hearing to find an invisible creature. A character can make a Listen check for this purpose as a free action each round. A Listen check result at least equal to

If an invisible creature strikes a character, the character struck still knows the location of the creature that struck him, until, of course, the invisible creature moves. The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location. If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment and thus a 50% miss chance. A particularly large and slow creature might get a smaller miss chance. If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy is not there, the Games Master rolls the miss chance as if it was there and does not let the player see the result, telling him that the character missed. That way the player does not know whether the attack missed because the enemy is not there or because the Games Master successfully rolled the miss chance. If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position, until the flour fell off or blew away. An invisible creature can pick up a small visible item and hide it on his person (tucked

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The defender’s magic resistance is like a Defence Value against magical attacks. Invisibility does not thwart divination effects. however. It protects the resistant creature without altering the effect itself. or the player has forgotten what was increased. Only spells and occult abilities are subject to magic resistance. to do this is also a standard action. base saving throw bonuses. The character’s base attack bonus. it is helpful to be able to hide even when invisible. An invisible creature in the water displaces water. An invisible burning torch still gives off light. Listen checks.157. A creature with the Blind-Fight feat has a better chance to hit an invisible creature. is still hard to see and benefits from concealment. Since ethereal creatures are not materially present. mud. When Magic Resistance Applies In general. it is. Roll the miss chance twice. Scent. In such cases. A creature with magic resistance cannot impart this power to others by touching them or standing in their midst. Incorporeal creatures are often invisible. Low-Light Vision Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Scent.in a pocket or behind a cloak) and render it effectively invisible. Invocation Effects: Some effects summon or create something and are not subject to magic resistance. whether magic resistance applies or not depends on what the effect does: Targeted Effects: Magic resistance applies if the effect is targeted at the creature. A creature with the scent ability can detect an invisible creature as it would a visible one. incorporeal creatures. each checks its magic resistance separately. The victim’s experience point total is immediately set to the midpoint of the previous level. A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility. Some rituals also grant magic resistance. Check magic resistance when the WORLD OF ADVENTURE Level Loss A character who loses a level instantly loses one Hit Die. Sometimes. he need not even be aware of the threat for its magic resistance to operate. the creature’s abilities are adjusted to fit the character’s new level. Magic resistance can protect a creature from an effect that is already in place. The possessor does not have to do anything special to use magic resistance. Magic resistance does not stack. Likewise. and feats associated with the level. magic resistance applies usually to those that act upon a creature more or less directly. and blindsight do not help creatures find or attack invisible. Blind-Fight. alternatively. it remains down until the creature’s next turn. make one 25% miss chance roll rather than two 50% miss chance rolls. or other soft surfaces can give enemies clues to an invisible creature’s location. Indeed. the creature’s magic resistance automatically returns unless the creature intentionally keeps it down. Low-light vision is colour vision. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. revealing its location. It overlaps. below. Doing so is a standard action and. If several different resistant creatures are subjected to such an effect.166 . At the beginning of the creature’s next turn. A character with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light. including enhancement bonuses on magic weapons. Blind-Fight. Since some creatures can detect or even see invisible creatures. and he misses only if both rolls indicate a miss. Only the most rare of creatures and a few magic items have the ability to bestow magic resistance upon another. the character loses any ability score gains. however. but Spot checks and possibly Listen checks can help. lower level. Some individually targeted effects can be directed at several creatures simultaneously. Ethereal creatures are invisible. if applicable. Area Effects: Magic resistance applies if the resistant creature is within the effect’s area. A creature can voluntarily lower its magic resistance. skill ranks. see When Magic Resistance Applies.188. Even some rituals ignore magic resistance. 218 141. the ritual or conduit power does not affect the creature. items. If the exact ability score or skill ranks increased from a level now lost is unknown. a creature’s magic resistance applies only to the portion of the effect actually targeted at that creature. and blindsight do not help locate them. Spot checks. To affect a creature that has magic resistance. are not. Extraordinary and supernatural abilities. If a companion creature has abilities tied to a character who has lost a level. They can be tracked normally. lose 1 point from the highest ability score or ranks from the highestranked skills. or abilities. Invisible creatures leave tracks. Magic Resistance Magic resistance is the extraordinary ability to avoid being affected by magic ritual effects. A creature’s magic resistance never interferes with its own powers. Footprints in sand. as does an invisible object with a light or similar effect cast upon it. once a creature lowers its resistance. A creature can have some abilities that are subject to magic resistance and some that are not. a character must make a character level check (1d20 + caster level) at least equal to the creature’s magic resistance. and special class abilities are now reduced to the new. If the caster fails the check.

creature is first affected. they lack the ability altogether. Creatures can be harmed by an effect without being directly targeted. A creature with no Constitution has no body or no metabolism.157. If the creature has voluntarily lowered its magic resistance and is then subjected to an effect. becoming immune or resistant to the attack. Magic resistance works against these effects only if the creature with magic resistance is holding the objects when the characters use the effect on them. Magic resistance prevents an effect from disrupting another magic power. If the effect damages something else. or restricted in some manner for magic resistance to apply. The creature is also immune to ability damage. ability drain and energy drain and automatically fails Constitution checks. Constitution: Any living creature has at least 1 point of Constitution. Dexterity: Any creature that can move has at least 1 point of Dexterity. Necromancy: Most of these effects alter the target creature’s life force and are subject to magic resistance. are almost never subject to magic resistance. then the creature still has a single chance to resist that effect later. it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier. Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. learn. The creature automatically fails Reflex saving throws and Dexterity checks. Successful Magic Resistance Magic resistance prevents an effect or an occult ability from affecting or harming the resistant creature but it never removes a magical effect from another creature or negates an effect on another creature. or remember has at least 1 point of Intelligence. If the creature can attack. consider the effect’s discipline: Protection: The target creature must be harmed. Illusions that entail a direct attack are exceptions. Against an ongoing effect that is already in place.166 . no roll is required. Magic resistance does not apply if an effect fools the creature’s senses or reveals something about the creature. however. It is immune to any effect that requires a Fortitude saving throw unless the effect works on objects or is harmless. If it can perform actions. Some transformations make objects harmful. such as casting spells. unless the creature’s description says it cannot run. Likewise. The magic continues to affect others normally. WORLD OF ADVENTURE Non-Abilities Some creatures lack certain ability scores. Effects that summon creatures or function like creatures are not subject to magic resistance. Enticement: Since enticement effects affect creatures’ minds. Perception changes are not subject to magic resistance. if the magic resistance succeeds the first time. Magic resistance has no effect unless the energy created or released by the effect actually goes to work on the resistant creature’s mind or body. it is a direct effect. it always succeeds. changed. A creature with no Dexterity score cannot move. If the effect acts on anything else and the creature is affected as a consequence. usually because it has no physical body or because it does not move. Even these effects are not generally subject to magic resistance because they affect the objects. Divination: These effects do not affect creatures directly and are not subject to magic resistance. If magic resistance fails the first time. If an evocation effect deals damage to the creature. a failed check against magic resistance allows the resistant creature to ignore any consequence it might have. or more harmful. not the creatures against which the objects are used. A creature with no Intelligence score is mindless. then it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. Effects that have instantaneous durations but lasting results are not subject to magic resistance unless the resistant creature is exposed to the effect the instant it is cast. Magic actually has to be working for magic resistance to apply. Check magic resistance only once for any particular casting of an effect or use of an occult ability. it fails each time the creature encounters that same instance of the effect. Instead. A creature with no Constitution cannot tire and thus can run indefinitely without tiring.188. they are typically subject to magic resistance. Other effects of non-abilities are detailed below. Invocation: These effects are usually not subject to magic resistance unless the effect conjures some form of energy. an automaton operating on simple instincts or 219 141. These creatures do not have an ability score of 0. When in doubt about whether an effect is direct or indirect. Intelligence: Any creature that can think. it is an indirect effect. Transmutation effects are not subject to magic resistance if they are targeted on a point in space instead of on a creature. even though what they reveal about a creature might be very damaging. Transformation: These effects are subject to magic resistance if they transform the target creature. The creature automatically fails Strength checks. it is the protected creature that is affected by the effect. A creature with no Strength score cannot exert force. Illusions. Unusual necromancy effects that do not affect other creatures directly are not subject to magic resistance. when its magic resistance is up. Effects that block or negate attacks are not subject to an attacker’s magic resistance. The modifier for a non-ability is +0.

When resistance completely negates the damage from an energy attack. Certain attack forms. cause instant death only threaten the creature with death if they are delivered by weapons that deal it lethal damage.157. although they may have bonus feats or racial skill bonuses. Mindless creatures do not gain feats or skills. Even if a ray hits. generally within 30 feet. A ray’s attack roll never takes a range penalty.166 . Severed parts die if they are not reattached. it might be hard to hit him with the ray in the first place. Anything with no Charisma score is an object. A creature with the scent ability can detect opponents by sense of smell. but it does not have total immunity. and track by sense of smell. can be detected at twice the Rays All ray attacks require the attacker to make a successful ranged touch attack against the target. Damage dealt to the creature is treated as nonlethal damage and the creature automatically cures itself of nonlethal damage at a fixed rate. This resistance does not stack with the resistance that a magic effect might provide. Scent This extraordinary ability lets a creature detect approaching enemies. Anything without a Wisdom score also has no Charisma score. it usually allows the target to make a saving throw. the range is 15 feet. Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. the attack does not disrupt a magic effect. Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. typically fire and acid. and morale effects) and automatically fails Intelligence checks. It has immunity to mind-affecting effects (charms. Regeneration Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. The creature’s description includes the details. sniff out hidden foes. Regeneration does not restore hit points lost from starvation. Rays never allow a Reflex saving throw. Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. not a creature. compulsions. It does not matter whether the damage has a mundane or magical source.WORLD OF ADVENTURE programmed instructions. thirst. not a creature. If it is downwind. Attack forms that do not deal hit point damage ignore regeneration. Rays have varying ranges.188. Anything with no Wisdom score is an object. deal damage to the creature normally. such as smoke or rotting garbage. patterns. and those that can 220 141. which is either Fortitude or Will. Anything without a Charisma score also has no Wisdom score. Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Resistance to Energy A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type each round. phantasms. the range is 60 feet. Strong scents. that sort of damage does not convert to nonlethal damage and so does not go away. though if a character’s Dexterity and class bonus to DV are high. If the opponent is upwind. or suffocation. which are simple maximums.

188. powerful odours can easily mask other scents. can use it in the water easily. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. making a Wisdom check to find or follow a track. determine all the individual CRs. Check DC Less than 15 15-19 20-24 25-29 30-34 35-39 40+ CR 0 1 2 3 4 5 6 WORLD OF ADVENTURE Turn Resistance Some creatures (usually undead) are less easily affected by the turning ability of ecclesiasts. while characters’ CR is the same as their character level.166 . whether more than one opponent or a mix between opponents and dangers. encounter. since there are three obstacles. This represents how characters learn from what happens to them and the time they take to train and improve themselves. The ability otherwise follows the rules for the Track feat. The DC increases or decreases depending on how strong the quarry’s odour is. can be detected at three times these ranges. If it moves within 5 feet of the scent’s source. talents and powers. Water-breathing creatures that have the scent ability. The presence of such an odour completely spoils the ability to properly detect or identify creatures and the base Survival DC to track becomes 20 rather than 10.157. Overpowering scents. Encounter Goals As detailed in the earlier sections of this chapter. characters are facing a monster with CR 8 and its CR 4 handler in a situation worth CR 6. achieving the goal through different means. The average CR is 6 and. Determining Encounter Levels As described before. the EL of an encounter indicates how challenging it is. This phenomenon is called turn resistance and is an extraordinary ability. surviving an action sequence or role-playing one’s way out of a social encounter. encounters come in different flavours and are overcome in different ways. Creatures have their CR listed in their descriptions. Experience and Other Rewards Calculate an Overall Challenge Rating: The total CR of an encounter can be calculated depending on circumstances. Water. Experience awards are not set in stone. Ordinary characters have a CR equal to their level minus 1. Consider the Encounter’s Threat Level: An encounter with a CR 11 enemy might not be so dangerous if the Awarding Experience Points The Games Master awards experience points to all characters at the end of each adventure. which might be difficult at first but becomes easier as he has time to learn how the players handle their characters and which powers and abilities they acquire. particularly running water. a situation is not always as clear-cut. For example. the DC increases by 2. Of course. The creature detects another creature’s presence but not its specific location. which characters gain by beating the challenges that they come across. Experience is the measure of how a character learns about himself and the world around him. The steps for determining the EL of an encounter are: Determine Individual Challenge Ratings: When an encounter has more than one challenge.ranges noted above. the number of creatures and the age of the trail. Creatures with the scent ability can identify familiar odours just as humans do familiar sights. the creature can pinpoint that source. The amount of XP awarded is based on the obstacles encountered and overcome in an encounter and the average level of a group of characters. If the Obstacles Have a Different CR: Average the CR of all the obstacles and then add a modifier as above. it represents his growing ability to survive and to explore his skills. it is modified by +3 for a final CR 9. the Games Master may increase or decrease the amount he gives depending on how hard or easy of a time the characters had when beating the encounters. 3 obstacles by +3 and so on. Other types of hazards have their CR based on the difficulty of the skill checks involved. ruins a trail for air-breathing creatures. Noting the direction of the scent is a move action. A creature with the Track feat and the scent ability can follow tracks by smell. rebuke. add the appropriate bonus to the creature’s Hit Dice total. 2 obstacles increases the CR by +2. command or bolster attempt. however. The Games Master must design encounters that match the characters’ levels. False. whether defeating a foe in a combat 221 141. When resolving a turn. The typical DC for a fresh trail is 10. Characters receive experience points for overcoming the obstacles that come between them and the final goal of the adventure. characters might turn a perfect negotiation with a band of cutthroats into combat. although not all skill checks should be considered part of a challenge. If all have the same CR: Modify the encounter’s CR by the amount of obstacles. Experience is measured in experience points (XP). For each hour that the trail is cold. such as skunk musk.

650 1.100 8 5.000 1.600 25.800 2.200 14. the party consists of a 7th level adventurer. which is the average of the character levels of all characters in the group.200 3.800 22.800 11.550 1.000 2.200 7.700 4.600 1.400 3.800 12. nor a social encounter with an influential personage so threatening if answering the character’s questions is in her best interest.000 18 – – – – – – – – 37.200 10 10.400 7.800 2.000 2.600 26.700 3.200 5.400 4.600 1.200 900 675 500 – 3 900 850 750 625 525 425 350 275 – – – – – – – – – – 13 – – – 20.800 8.400 3.350 1. An encounter can be complicated by circumstances that neither the Games Master nor the players expected. the Games Master looks it up in the Experience Awards table then matches it with the row that defines the average party level.250 1.800 2.900 1.600 5.400 1.400 4.800 31. the actual CR is one half or one quarter the total CR.000 2. a 6th level socialite and a 6th level genius (average party level 6th) and they defeat an EL 7 encounter.950 1.600 3.800 1.700 1.000 19.425 2.500 6. but for encounters that pose low or no threat.400 15. For high threat encounters use the same calculated CR.050 1.400 4.000 9.800 5.300 2.500 2.050 800 600 450 – – – 20 – – – – – – – – – – 44.500 7 3.000 4.350 1.600 8.350 1.WORLD OF ADVENTURE characters are not expected to defeat it in combat. which is completely under the Games Master’s judgement.000 4.600 6.200 1.800 9.200 12.000 8.850 2.000 10.400 16.700 2.275 975 750 550 425 – – – – 19 – – – – – – – – – 40.200 3.600 2.400 12.400 6.800 4.400 4. which means that each character earns 625 XP for that encounter.000 8.600 12.100 1.200 675 950 525 750 425 600 325 450 – 350 – – – – – – – – – – – – – – Encounter Level 15 16 – – – – – – – – – – 27.700 2.157. Encounter Level 5 6 1.400 2.800 10.050 825 650 500 375 – – – – – – 17 – – – – – – – 33.900 3.000 750 inspired tactics by the Games Master’s characters or even extremely bad luck with the dice.100 1.550 1.600 10.900 2.100 1. After the amount is found.000 3.100 3.200 24.000 6.050 900 750 600 475 375 300 – – – – – – – – – 14 – – – – 24.200 3.125 850 650 475 – – 2 650 600 525 450 375 300 250 – – – – – – – – – – – 12 – – 16.200 3. which may range from Experience Awards Party Level 1st-3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Party Level 1st-3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 1 450 425 375 325 275 225 – – – – – – – – – – – – 11 – 13.200 – 21.600 30.000 9.166 .375 1.500 4. For example.00 6.500 2.800 3.600 3.600 19.600 7.550 3.750 2.400 20.800 5. Considering Encounter Circumstances: The Games Master adjusts the EL depending on how complicated or easy the encounter was to play out.200 6.175 900 700 525 400 – – – – 9 7.600 10.200 15.800 24.250 1.800 13.400 1.000 6.800 1.000 16. an 8th level occultist.275 1. divide it equally amongst all characters whose levels were considered in the party average.800 6.400 7.200 9.800 1.000 18.000 9.000 13.600 7.200 6.600 28.100 3.050 1.400 1.000 5.200 2.400 6.00 4.800 8.400 10.275 950 700 525 4 1.000 13.400 7.600 5. After determining the Encounter Level.000 2.100 1.700 1. The group earns 2.000 16.500 1.700 1.000 222 141.800 3.500 850 1.500 1.800 14.100 4.600 12.200 14.500 XP.188.200 18.200 5.000 33.

The craftsmen who are knee-deep in the fiercest competition are metalsmiths. new techniques for alloying steel have given them access to cheaper and stronger material with which to work.the power of steam t here is a nascent power in the world. This chapter explores how science and technology are changing the world of OGL Steampunk. Unfortunately. mortals turned to that which they knew best: the art of building. steam is becoming more powerful. nor even that of arcane magic. On the other side. Gnomes might argue this point. although most of them buy pre-manufactured parts from specialised smiths. Skilled smiths still manufacture the best hand-to-hand weapons and have the know-how to make a firearm from scratch.188.157. as well as providing rules to create amazing inventions. it would seem that science has the bigger. Discovery is negating reality in a fundamental way. the practice of pouring large quantities of molten metal into moulds is eliminating the need for metalsmiths to produce the larger pieces of machines. not to mention access to stranger fare such as arcanium. Once humans began taking a long hard look at their surroundings. or buy the moulds at a very high price in order to produce their own with a higher degree of reliability. The first application of this was in the textile industry. Most handcrafts remain of better quality than machine-made crafts but it is only a matter of time before inventors create a better machine that delivers a product of equal quality. but from the vantage point of knowledge. prompting the finding of new phenomena for the new scientists to unravel. Industrial production is still in its infancy but the various artisan guilds are beginning to see its dangers. In OGL Steampunk the traditional forms of learning still share space with the new scientific drive to explore the darkest corner of everything. Principles of Science 223 141. The name of this power is science and with it comes its belligerent child. On one side. science moves another step forward and it does not take long for technology to make use of each new discovery. it threatens to shake its foundations and displace the old order of magic and belief. simply filing off any imperfection rather than shaping the parts from the raw material. iron-shod boot. As educated study clashes with traditional hearth’s lore on one side and with ancient magical traditions on the other. characters must decide the truths they are willing to accept. sometimes clashing violently until one literally crushes the other. etheric iron and stellar iron. With each new theory proven correct. science began to progress. Science and technology are not the exclusive domains of humans but they are certainly the most apt and focused race to undertake the rigours of the scientific mindset.166 . they began to truly discover how everything worked. Craft (structural) The most important advance in the steampunk world was the automation of tasks using a reliable power source. detailing the discoveries and advances that are shaping the people’s thoughts. As magic fades from the world. The different Knowledge skills yield information about a field of science or area of understanding. With magic dwindling and science dominating more and more of the world. the days of magic would appear to be doomed. cutting craftsmen off from this very profitable activity. where a simple steam engine powered a monstrous weaving machine that did the work of a dozen weavers in a fraction of the time. losing journeymen and apprentices to crafts more suited to machinery than ‘lesser’ crafts like pottery and leatherworking. both disciplines of knowledge begin to exchange notes on their findings. observation and practice. while craftsmen are being driven out of business and joining the increasing number of factory workers. with ten times the reliability and a hundred times the volume. as lightning not only answers to the summons of a magician but also can now be trapped in a simple rotating coil of copper wire. the power of life itself begins to be denied under the auspices of science. sometimes enhancing each other’s results. scholars and students began to crack the secrets of nature not from the point of view of faith. Unable to work magic as naturally as elves nor command the power of the etheric realms like the undead. some of which cross the line between technology and magic. With such unstoppable progress. As the world of science competes with the world of magic. With their drive to build came their drive to explore and when both impulses became focused on a quest for understanding. heavier. Craft (mechanical). technology. more destructive and more accessible to the masses than spells could ever be. POWER OF STEAM Industry and Engineering Related Skills: Knowledge (architecture and engineering). Where explanations used to come from religion and dogma. granting mortals the tools that they lacked for knowing and shaping their world. but they are usually too busy researching new technologies to bother with debate.

166 . ‘I don’t believe this. Only magic was capable of manipulating the power of electricity until a couple 224 141. Watching Heshia bandage her burns and Thurdin shake his head grimly while he tried to get Gearbolt functional. but I doubt he’ll be at full repair. I’ve gone from night fighter to night light. As it was. Craft (mechanical). they were all more than ready to leave the water behind them. That was an ugly trip and the acids in the water affected his power source. he was leaking power and would have to recharge for quite some time once this mission was completed. of theories and inventions demonstrated that mundane science could do so as well and much more reliably to boot. any sentry with two eyes in the complex would notice them. with no food and the majority of the orcs’ military forces likely a few dozen yards above their heads. Make do. but Jerrek could not help but chuckle. Jerrek desperately tried to figure out how they could blow the greenskins’ factory and live to tell about it. It was a still a risk. rancid fluid they had ever been exposed to. The accepted facts about electricity and related phenomena are: Bottled Lightning Related Skills: Knowledge (physical sciences).’ The ghost of his best friend floated up and looked at him quizzically. I can’t touch anything for more than a few seconds. Their only chance was to somehow get out of here without beingseen but he could not see how that was possible. They dragged themselves up to the nearest dry landing. now much easier to see because of Gailion’s spectral radiance.’ He stepped back out of the dim light his engineer would need to work by. so it sees use mostly by lone inventors wanting to take a novel approach to their latest work. get over here and make yourself useful. None of them could physically open the trapdoor without setting off whatever alarm was attached to it but Gail would be able to take a look without needing an opening. It was the only thing funny about this whole situation. Thurdin just started going over the cog’s slime covered chassis with a derisive growl. ‘Can you get him up and running again?’ Jerrek asked the dwarf. What he really needed was to know what was up there past the plate steel portal leading into the factory catacombs. By way of reply. Looking over at Gailion suddenly gave him an idea. The situation was looking bleak but they were almost done. ‘I think so. POWER OF STEAM Cheap production of large quantities of steel and iron has had two major effects on the world: it enables humans to build larger and stronger structures (either static buildings or moving vehicles) and it is contributing to driving the Faerie away. Budding industrialists are still not sure about what to make of the new power to trap and generate electricity.157. ‘Jer. ‘I could use a full workshop and about a forge’s worth of spare parts. They were all chemically burned and exhausted.By the time they reached the access tunnel leading up into what they presumed was the factory. Jerrek knew it was a chance they would just have to take. Gearbolt’s waterproofing had suffered a severe ‘field test’ in his own words and would need major repairs before he could ever be immersed again. Those little shocks we were suffering came from his battery. Together. ‘You’ve got whatever’s on your belt and the parts in this bag.188. Craft (chemical) Electricity has always mystified both mortals and supernatural creatures alike. or by scientists testing new theories. it was also beginning to dissolve their clothing and burning their exposed skin. With the end of their mission in sight.’ The woe in his ethereal voice was unsettling. if his head was seen ‘ghosting’ up out of the floor. The moment they came up out of the sewers. How exactly am I supposed to help?’ Jerrek just pointed down to where Thurdin was working on Gearbolt. ‘Gail.’ Jerrek shook his head. It was not only some of the most acrid. knocking aside a thick layer of dried lichen and mud that was decades old.’ The dwarf sat down next to the motionless metal man and pulled the bolts holding its chest plate on. Thurdin and Jerrek pulled Gearbolt up out of the mire below them and dragged him up onto dry stone. they would all be in a world of hurt.

With a clearer understanding of how human and animal organisms work. Scientists and inventors have benefited from this theory just as much as magicians and psychics. The putative opposite of a life force. magicians have a better grasp on invocation techniques.166 225 . The worst of it is that both camps seem somehow to be right. rather than mere observation. rivers and mountains. learn to make better remedies and pave the way for others to find new applications of their discoveries. Many scientists know of the existence of miniature organisms like viruses and bacteria that cause many ailments and they can target them more precisely through chemical remedies or even through magic. The scientific school maintains that there are hundreds of elements and energies interacting. evading the attempts of scientists and inventors to fully grasp it. and dragons and other monsters may simply be the result of strange evolutionary phenomena. as magic rituals continue to work and scientific research continues to progress. all of whom have applied it to their trades in different ways. but at the same time they comprehend the subtle sympathetic relationships that some substances and processes have to the four classical elements. The classical magic school espoused by occultists and some philosophers states that everything in the world is composed of an interaction between four elements: air. Having been the concern of religious organisations for many centuries.188. and psychics experiment with their notions for ectoplasm and animal magnetism.Electricity can travel through proper conductors. Craft (pharmaceutical). because of its burning properties. This conception is not too far from the truth. health eventually became a topic of 141. many questions arose about the creation myths of religions and legends and science began to give very uncomfortable answers. Craft (chemical). Scientific experimentation. they can create more efficient substances. Attempts to manipulate life force without magic have thus far met with failure. With the evolution of alchemy towards chemistry. inventors refine the materials and reactions that move their creations. This has proven to be even more resilient and stable than the life force but just as elusive to harness by scientific tools. the Faerie may be related to humans. by analysing the minute structures of matter and energy.157. The life force grows stronger in great individuals. the creation of medicine. the world was not created by the gods. medics are better able to repair damage or heal unnatural conditions. as they claim to have originated from trees. Just as the workings of the human body were unravelled by educated medicine. According to science. Craft (pharmaceutical) There are two warring schools of thought regarding the way the world is composed. Unprejudiced researchers have reached a certain level of agreement between both schools. A novel theory espouses that neither matter nor energy are created nor destroyed. has produced extraordinary results in the hybridisation Health and Sanitation Related Skills: Knowledge (earth and life sciences). Knowledge (the otherworlds) Many insist that science is on a mad quest to explain everything away. removing the offending organism from itshost and thus bringing about health. Scientists are better able to track the properties of substances and energies. constructs made of flesh and bones but having none of the properties of a living. but merely transform from one state to another. even their best attempts result in mockeries of life. particularly the undead. and the Faerie. Light and radio are electromagnetic phenomena whose waves travel through aether just as sound travels through air. A much debated theory also states that all living things are powered by a subtle energy. Treat Injury Disease has always been the bane of large human populations and one of humanity’s main resentments in its relationships with other races. breathing organism. who often are carriers of disease but never suffer it. There is mounting evidence against the case of religious leaders and the discovery of lost lands where prehistoric creatures still exist keeps supporting the arguments of evolutionary theorists. There are more lay healers practicing mundane medicine than occultist faith workers invoking the power of life to mend injuries and scare off disease. not of magic or the will of a divine being. fire and water. a life force. and can produce electricity in return. Chemical exchanges (batteries) can store electrical energy. namely a death force. which separates a prancing deer from deer stew and a healthy man from a corpse… even a walking corpse. scientific study and great advances resulted from this attention. Electromagnetic fields are produced by electricity. earth. They understand that. They understand the reactions of acid upon other matter on the basis that it has some relationship with the element of fire. is assumed to move the undead and explains why their powers are so inimical to the health of the living. POWER OF STEAM The Composition of the World Related Skills: Knowledge (earth and life sciences). such as ‘vril’ or ‘ov’. science took a sidestep towards pharmaceutics. The Origin of Man (and Others) Related Skills: Knowledge (earth and life sciences). The force is sometimes given peculiar names. Most faeries find the notion of being related to humans and animals to be little short of revolting. suffusing them with personal power and better health. The occultists scoff at the needless complexity of the scientists’ worldview and vice versa. who never seem to fall sick even when the humans do. each with its own characteristics and abilities. Knowledge (philosophy and theology).

to be precise. the Ethereal Plane is not a place to be travelled to but a state to vibrate into. While any proof that personal magnetism is related to electrical magnetism remains indefinable. As scientists understand it. people are already probing its borders to find what lies beyond. the domains of the mind are much more mysterious and even more fascinating for their obscurity. Knowledge (the otherworlds) Not finished yet with exploring the horizons of their world. A subtler form of aether can be found in such a different state that it was dubbed a Plane of Existence. psychics have certainly benefited from scientific theories to explain the interactions of their minds with the Ethereal and Astral Planes. Intrigued by the findings of scientists and long experienced in the creation of chimeras. as well as alterations to this behaviour due to mental disease or supernatural interference. Sufficient observations performed over time can establish patterns to understand the general workings of an entire people’s way of thinking. which ghosts inhabit as reflections of their former living shells and where magic acts upon the emotions and bodies of living beings. Through long conversations to unravel the opinions and attitudes of a person. although they often use magical theory as a stepping stone towards figuring out more mundane explanations. Psychic Control While the body’s material existence provides easy grounds for research and experimentation. magicians added their own ideas to the theories of shared parentage. Alienism is a new science that attempts to understand the The Universe Related Skills: Knowledge (physical sciences).157.of species. Serious scientists prefer to ignore this. mesmerism affirmed that creatures had a certain magnetism that influenced others and was influenced in return. an alienist can gain secrets about his personality and motives. quoting the Laws of Magic. Long demonstrated is the fact that it is the planet that travels around the sun and not the other way around. For ages. This extraplanetary sea is made of aether. astronomers watch the sky and come up with ideas on why the stars move like they do. The human-animal hybrids proved that there was some shared origin between humanity and the beasts of the land and their ability to function as members of society opened new doors in the way that life was believed to operate. particularly the Law of Sympathy (see The Occult chapter) to prove that a connection does indeed exist between all the living species of the world. basic behaviour of sentient beings. although inventors have not yet found quite the right frequencies to use. Sense Motive. is the Ethereal Plane. The urge to explore is taking hold and prompting many to set sail. This.188. an incredibly subtle substance that vibrates as light travels through it and therefore also responds to other electromagnetic phenomena. Understanding matters of the mind employs observation and little active experimentation. POWER OF STEAM The Mysteries of the Mind Related Skills: Knowledge (behavioural sciences). They are 226 141. or at least exploiting its potential is mesmerism and mentalism. An independent discipline of understanding the mind. although less scrupulous researchers have been known to literally crack skulls open to dig around their interior. a bridge between natural and occult sciences. People are aware that their world is merely an island in a much vaster sea full of other islands. adding that such connections could be used to augment magical rituals. With inquisitive minds.166 .

vehicles and artillery only) Some machines do not have hit points like ordinary automata.157. This list specifies whether weapons are light. ranks in a skill or class feature. In the world of OGL Steampunk. a paragraph containing the information that describes the machine’s characteristics on what it is. Size: The machine’s size depends on the creator’s wishes as much as it depends on its function. Whether they are real or figments of imagination. This entry specifies which feat. their POWER OF STEAM Progress is built on the backs of dreamers and courageous folk willing to push the boundaries of just about everything. skill or class feature is required to safely use the amazing machine. A parenthetical note gives the average hit points for a creature of the indicated number of Hit Dice. These otherworlds can be accessed mostly through magic but science is not content to leave this potential of adventure alone and constantly seeks ways to gain entry. The categories are: automata. theories vary wildly. structures. Structure Dice: (structures. these constant pressures of progress express themselves in the form of technology. The name should reflect what the machine does in some way. Name: This is the name of the amazing machine. Some assume they are just subsets of the Ethereal Plane. and lists any bonus hit points. If a user does not have the required feat. Amazing machines are assigned to one of six broad categories and each requires that any potential creator have the corresponding item creation feat before setting pen to paper. Whether this cutting off of the greater multiverse will have detrimental effects on the campaign world is anyone’s guess but alarmists believe it will cause the planet to stagnate and fall apart. personal weapons. The different types of machine have different stat blocks but share some common elements. for psychics and magicians have long known about this plane and even a higher one. using a simple point selection system to assemble anything that the players or Games Master can imagine. ‘Aerodynamical Multi-Positioner with Aeolopowered Propulsion’. see the Feats and Traits chapter. This section presents the rules to create such machines. As the creator designs his machine. Armageddon. machines have a base Defence Value of 10. equipment. one-handed or two-handed. Even an amazing vehicle that looks and works like a golem but is piloted by an operator uses SD rather than HD and the die type it rolls to determine its structure points depends on its subtype. If this field is missing from the stat block or the base attribute listing. is coming and it will be fashioned by the hand of man himself. vehicles and artillery weapons. Hit Dice: (automata only) This field gives the creature’s number and type of Hit Dice.not entirely wrong. Operation: Amazing machines are not ordinary equipment and require a special skill set to work. as described in the Combat section on pg 170. resources and. strange places connected to the world by magical gates or strange dimensional phenomena. what it can do and what can be done to it. A vehicle must be able to carry one or more people. there is also the matter of the otherworlds. amazing machines that defy the rules believed to govern the world. while some remain entirely unconvinced of their existence. he finds what the base size is for a machine with the functions he wishes and increases or decreases it with additional qualities. Amazing Machines Machine Descriptions The different machines that can be built are described in ‘stat blocks’.166 . submersibles explore sunken continents and complicated digging machines bore down to find the centre of the world. Characters can join the dash of technological progress if they have the patience. Beyond the rest of the planets. then the machine has no particular requirement or can operate itself. On the subject of other dimensions. the Astral. Weapons will have the proficiency they require to be wielded here.188. where higher thoughts manifest. the spark of genius to craft technological creations no one has ever seen before. Even little machines with one structure point are hardier than many creatures. Machines of Large size and bigger have two or more sections that have their own structure points. however obscure. Personal weapons and equipment do not have Hit Dice and instead have independent hit points based on their materials. which may also be inhabited by intelligent species. A creature’s Hit Dice total is also treated as its level for determining how occult effects influence the creature. Type: All amazing machines are constructs by definition and have the same special qualities. they insist. he suffers a -4 competence penalty to any and all rolls involved in operating the machine. personal weapons and equipment and instead have structure points. which can go from something as simple as ‘airship’ to 227 141. while a personal weapon cannot exceed the intended user’s size. other dimensions are becoming increasingly harder to reach with magic as the world is cut off by the presence of science and the dwindling power of the supernatural. Aetherships vibrate their own structure and passengers to other dimensions. overall. the values for these characteristics are described under each type. able to withstand 10 points of normal hit point damage. DV: Like all creatures. The universe is growing more complex with each new discovery. modified normally by their size.

Turn Rate: (vehicles only) This specifies how much distance the machine covers before making a normal 45º turn. the number is an accuracy bonus granted to the attack roll of a wielder. Skills and Feats: Machines do not have any inherent ability scores. 228 141. Automata do have saving throw bonuses and roll their saving throws like any other character or creature. Such abilities are very costly to emulate through technology and some may not be possible at all at the Games Master’s discretion. Some special qualities require charges to function. Passengers: (vehicles only) This is the number of creatures a technological wonder may accommodate in addition to the crew. The power source provides this energy in the form of charges. This entry also specifies whether the machine is able to take the run action or not. pilot. Luckily.188. eliciting a Drive/Pilot check with an increased DC. Manoeuvrability: (vehicles only) The manoeuvrability score is a bonus that applies to initiative and to the Drive or Pilot checks of its operator. Attacks: This entry lists all the attacks and attack bonuses of a machine’s weaponry. If a bonus is present here. as it represents whether the machine is agile or cumbersome. Special Features: Any effect stemming from advanced science. whether horizontally or vertically. Other attacks that stem from emulating a magic effect. such as an electrokinetic force field. their manoeuvrability in the case of vehicles and any other installed quality. skill ranks or feats but the creator may emulate them through installing a special quality. in which case it is expressed as two damage types separated by a slash. most machines are immune to a lot of magic effects. it means that the machine is built in such a way as to give its wielder. as their analytical engine brains are sophisticated enough to learn skills and feats as normal characters. Only damage in excess of its hardness is deducted from the object’s hit points. they fail automatically.’ ‘burrow’ or ‘swim. This depends on the vehicle’s size and any installed special qualities. Enchanting an amazing machine with a pure magic effect requires an appropriate item creation feat and follows the normal rules for creating magic items. Construct characters are another matter entirely. The full list of special qualities is given at the end of this chapter. poor. piercing. Saves: Objects do not have any inherent saving throw. in which case this is detailed between parentheses after the quality’s name. or that emulates magic effects. It defines by how much the vehicle may increase or decrease its speed as a moderate acceleration or deceleration. Speed: (automata and vehicles only) This is how fast the machine advances in the different movement modes. For vehicles. as well as any range increment. Damage: Any weapon in a machine’s arsenal has its damage listed here. Armour plating can increase the bonus to hardness or armour. it subtracts its hardness from the damage. including machines. feats or other special abilities. The manoeuvrability mode is classified as clumsy. Machines of Large size and bigger have two or more sections that have their own hardness ratings. vehicles and artillery only) This is the minimum number of operators that a machine requires to perform its functions. Attacks listed here are from ‘normal’ weaponry or siege weaponry. pg 166. Weapons and effects that deal structure damage ignore the hardness rating and inflict their damage directly. Some attacks may deal structure damage. For movement modes other than flying. Structural targets have different hardness ratings. Drivers or pilots may attempt to force a sharper turn in the same distance. Hardness (or Armour): All objects. If this field is missing. Only if the machine is able to move by itself does it make attack rolls on its own.166 POWER OF STEAM . since ‘swim’ is meant for creatures and machines that can dive underwater. If unattended. slashing or structural) as well as their chances to score a critical hit and the amount of damage that a critical hit deals. good or perfect (see the vehicle combat rules in pg 206) and defines how well the machine moves. Automata do have all ability scores except Constitution but do not have skills or feats. operator or crew.Dexterity if they are automata. simply replace ‘fly’ with ‘walk. See the vehicle combat rules on pg 191. feat or ability go into the special qualities field. operator or crew a bonus to their own saving throws to protect their machine from harm. Refer to the World of Adventure chapter. have a hardness rating. average. Power Source: Most machines require energy to work. Otherwise. ‘walk’ applies to their movement on the water’s surface. Acc/Dec: (vehicles only) This value is found immediately after the entry for ‘speed’ in vehicle descriptions.157. Whenever an object takes hit point damage.’ For maritime vessels. the first to indicate hit point damage against creatures and the second for structure damage against objects. Abilities. which are only subtracted from hit point attacks. this determines its maximum speed. which are then spent by the actions the machine takes. Weapons include the type of damage they inflict (bludgeoning. is listed here. the machine’s operation does not require internal energy. Crew: (structures. Weapons will have an entry specifying whether they are melee or ranged (projectile or thrown) in this field. Automata do not have a hardness score but they must certainly have an armour bonus that works just as well.

Weight: (personal weapons and equipment only) This field gives the weight of the machine in pounds. Structures, creatures, vehicles and artillery do not list a weight because they cannot normally be carried; for extraordinary cases where one machine will carry another, use a rough guideline based on its size. See under each machine’s base attributes. Purchase DC: This is the final cost that any character must meet to buy a machine, although the creator is free to attach any bonus to the Purchase DC based on uniqueness or sentimental value. The cost to actually make the machine is part of the construction process and is described later. Malfunction Threshold: The more complex a machine is, the more likely it is to malfunction. This field lists the machine’s malfunction threshold; see pg 135. If this field is missing in the stat block, it means that the machine is solid and reliable and never malfunctions.

space in the machine’s frame, or are so evenly distributed throughout as to add nothing to it. The HS value will affect the machine’s total weight. Size Modifiers Machines have a size just as creatures do, although they may be shaped a little strangely. The same size modifiers that apply to a creature’s DV and attack (see the combat rules on pg 171) also apply to machines of similar size. That way, a Large creature and a Large machine both have a -1 to DV and attack. Even if the machine was not designed for combat, someone might still try to hit it. Skill Checks To make an amazing machine, an inventor must make a number of skill checks in order to successfully design and build the machine and all its parts. The first of them, the Research check, is a Knowledge check using a knowledge category appropriate for the machine in question such as technology or physical sciences. Specialties do apply here. The rest are Craft checks, most of them of the structural and mechanical category, although sophisticated machines may require a Craft (expression) check in the case of telluric circuitry. The number of checks necessary is determined by the particular options the inventor installs on his machine and in the final CP cost. Charges Complex creations require an energy source to activate their functions; this energy requirement is expressed in charges. Some options need a specific number of charges to work each time they are activated and energy sources have a finite charge capacity. Spent energy sources must be renewed, by refuelling, rewinding or recharging, depending on the individual technology. Construction Process Designing and constructing an amazing machine is a matter of effort as well as inspiration; the process for devising one and later constructing it can be summarised in the following steps. 1. Select Type: First of all, the creator selects the kind of machine that he wants to build. He chooses to make a structure, an automaton, a vehicle, a personal weapon, a vehicle and artillery weapon, or a piece of equipment. Select Size, Base Attributes and Options: From the appropriate tables, the creator selects the size of his machine, which will define its base attributes and initial CP cost; he assigns the base options by adding or subtracting to the CP cost. Select Materials: After deciding on the type and size of the machine, the creator chooses the basic materials for the frame. Each material modifies the base attributes inversely proportionate to its quality. Install Features and Deficiencies: The creator installs the machine’s functions, either altering the

POWER OF STEAM

Amazing Machine Construction Concepts
The following are some concepts used by all kinds of amazing machines. Base Attributes Machines have a set of attributes with predetermined values according to their nature and size, given in the tables under the description of each machine type. Creators can customise these options by increasing or decreasing the values and altering the final attributes of the machine. Construction Points (CP) The system to build anything from simple to complex amazing machines has a basic building block: construction points, referred to as CP from now on. Every framework, material, feature and deficiency carries a cost measured in points. As the player or Games Master makes his choices on size, materials and abilities, he adds the points assigned to each, or subtracts points by intentionally introducing deficiencies. The final CP amount is then used to figure out the cost of creating the machine, as well as playing a part in the research and construction process. Hard Slot (HS) Depending on their size, amazing machines have limited space to accommodate some of the abilities measured in hard slots. Some options in machine construction have a hard slot value (referred to as HS from this point onwards) in addition to their CP, which they subtract from the machine’s HS as they fill up space. HS is a relative value, as a slot in a small machine is not the same as a slot in a larger machine but the options that occupy one slot also change sizes to represent the additional potency that they muster in order to work in a larger machine. Options without an HS value either do not take up significant
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