Professional Documents
Culture Documents
Abilities
Max Open In Bend Bars
STR 10 Press
115 lbs.
Doors
6 ( ) 20 Lift Gates 2%
Surprise Reaction Missile Defensive
DEX 14 1-3 on 1 3 Adjustment
- Attack Adj.
- Adjustment -
System Resurrection
CON 16 Shock
95 % Survival
96 %
INT 16
Missing Items go on + / - condition bar or have a special area
WIS 10
Max # Loyalty Reaction
CHA 16 Henchmen
8 Base
-4 Adjustment
-5
Appearance
Sex: Female Height: 5’7” (1,74m)
Weight: 138 lbs. (63 kg) Hair: Black
Eyes: Hazel Born: 27 January, 188
Age: 19 Handedness: Right
2 2 3
Pistol, Navy 2d6-1 2d6-1 6* 6 15 1 3 P S
Knife 2 1d3 1d2 1 1 2 P/S S
Non-Weapon Proficiencies: 5 5 = 1
Int additional
Disguise
The character with this skill is trained in the art of disguise. He can make himself or another individual look like any
general type of person of about the same height, age, weight, and race. A successful proficiency check indicates that
the disguise is successful, while a failed roll means the attempt was too obvious in some way.
The character can also disguise himself or another person as a member of another race or sex. In this case, a -7
penalty is applied to the proficiency check. The character may also attempt to disguise himself as a specific person,
with a -1 penalty to the proficiency check. These modifiers are cumulative; thus, it is extremely difficult for a
character to disguise himself as a specific person of another race or sex.
Forbidden Lore
Like the History proficiency, this skill indicates a knowledge of events long past. While the former proficiency is
intended to show that a character is familiar with written, documented facts, those who carry the Forbidden Lore
proficiency are assumed to have studied the sinister and macabre secrets that mankind has chosen to forget. While a
character with the History skill might well know a great deal about Vlad Tepes and his terrible rule in eastern
Europe, only someone versed in Forbidden Lore would know that this vile individual transformed into the master
vampire, Dracula. Initial selection of this skill indicates a general familiarity with things foul and sinister. Additional
slots can be allocated to make the character an expert in some field. For example, the noted metaphysician Van
Helsing is well versed in battling the supernatural evils of Gothic Earth, but is especially devoted to (and
knowledgeable about) vampires. Characters with the Forbidden Lore proficiency have a greater understanding of
the dark and macabre side of the universe. As such, they make all fear and horror checks with a 2 bonus. If the
check is directly related to some area in which the character is an expert, that bonus increases to 4.
Mesmerism
The powers of the mind are only beginning to be understood in the 189 's. The mysteries of hypnosis are still beyond
the comprehension of science.
A character with this skill is able to place a willing subject into a trance. This enables the mesmerist to explore the
inner reaches of the mind with carefully phrased questions. Unwilling characters or those who are unaware of the
attempt are impossible to entrance. An individual may be mesmerized only once per day.
Establishing the trance requires 1 d4 minutes. During this time, the mesmerist and subject must be in a quiet place
with no obvious distractions. The mesmerist must supply some object upon which the subject can focus his
concentration, such as a burning candle, gleaming ring, or polished pocket watch. The combination of the focused
attention and the soothing words of the mesmerist lull the subject into a sleeplike trance.
Once the subject has been mesmerized, the character can begin to ask questions. With each question asked, the PC
must succeed a proficiency check. A cumulative -1 penalty is applied to all questions after the first. Failure indicates
that the trance has faltered and the subject has awakened.
The questions asked must be fairly simple and straightforward. It is impossible for the mesmerized subject to lie or
deceive the character in any way, although the answers given may be tainted by the emotions or beliefs of the subject.
A mesmerized character has almost total recall, so this skill is useful for recovering information that may have
been lost to the conscious mind. For example, a subject who witnessed a werewolf attack in the foggy alleys of
London might well have been so shocked and horrified by the sight that he blocked out nearly all memory of the
event. Under the influence of a skilled mesmerist, the subject could be made to recall many of the specifics of the
scene which he was unable to recall consciously.
Savoir-Faire
A character with this skill has the ability to smoothly and quickly adapt to any situation in any type of company. A
male character suddenly confronted by a pack of angry thugs might make a Savoir-faire check to strike up a
conversation and pass as one of their own. A female character in the same situation may be able to charm her way
out of danger. Conversely, such characters can exhibit all the grace and nobility shown in the great courts of
Europe, perhaps garnering the finest tables in restaurants or the best suites in hotels.
In addition to any effects called for by role-playing and DM's judgment in specific situations, a successful Savoir-
faire roll applies a 2 bonus to the Reaction Adjustment and Loyalty Base modifiers as determined by a character's
Charisma.
A character with the Savoir-faire proficiency is able to blend into a setting and learn customs by observing the
natives. The DM may impose a penalty of 1, 2, or 3 points to the die roll in cases of unusual or obscure customs in
foreign lands.
Singing
The character is an accomplished singer and can use this ability to entertain others and perhaps earn a small living
(note that certain bards can do this automatically). No proficiency check is required to sing. The character can also
create choral works on a successful proficiency check.
Sixth Sense
A character with this proficiency is sensitive to the presence of the supernatural in its many manifestations. If such
a character spends one round clearing his mind and making himself receptive to the ambient energies of the area, he
can sense the presence of spell use and undead or supernatural creatures. (The DM must determine whether a
creature falls into this category.) The sensation is only a tingling awareness that supernatural energies are near,
and gives no clue as to the nature of the energies, but it may provide a character with sufficient warning to take
special precautions.
Spellcraft
While this talent closely resembles the description in the Player's Handbook, it must be refined for use on Gothic
Earth. As in standard AD&D rules, the first slot spent on Spellcraft indicates a general knowledge of magical lore
and spellcasting. Additional proficiency slots can be applied to indicate expertise with a specific school of magic.
A character gains a 2 bonus when making checks that involve one of the schools he has studied. This is similar to
the bonus for specialist wizards and, likewise, specialist adepts. If a character is both an expert of and a specialist in
a particular school, and he is faced with a die roll against something involving that school, a 4 bonus is applied to
the roll.
Note that Spellcraft recognizes only the magic associated with adepts (or AD&D game wizards). Characters wishing
to be familiar with the magic of mystics should refer to the Spiritcraft proficiency.
Qabalist Spellbook
Cantrip [All Schools]
Level: 1 Save: None
Components: V, S Casting Time: 1round
Range: 1 ft. AoE: Special
Duration: 1 hr./level
Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a
practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the
cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these
effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points,
cannot affect the concentration of spellcasters, and can only create small, obviously magical materials.
Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools of any sort. Lastly, a
cantrip lacks the power to duplicate any other spell effects. Whatever manifestation the cantrip takes, it remains in
effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse
children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening
faded flowers, glowing balls that float over the caster's hand, puffs of wind to flicker candles, spicing up aromas
and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell,
it's a tool to make housekeeping and entertaining simpler for the wizard.
If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of 1
per hit point of damage received is added to the victim's saving throw. If the spell recipient fails his saving throw, he
regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to
control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most
favorable way. Thus, a charmed person would not obey a suicide command, but he might believe the caster if assured
that the only chance to save the caster's life is for the person to hold back an onrushing red dragon for "just a
minute or two." Note also that the spell does not endow the caster with linguistic capabilities beyond those he
normally possesses (i.e., he must speak the victim's language to communicate his commands).
The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell
may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according
to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed
person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell
is broken. If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could
range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws
that could negate both spells. Note that the subject has full memory of the events that took place while he was
charmed.
Note: The period between checks is the time period during which the check occurs. When to roll the check during
this time is determined (randomly or by selection) by the DM. The roll is made secretly.
Note that the protection does not prevent a vampire's charm itself, but it does prevent the exercise of mental
control through the barrier. Likewise, a possessing life force is merely kept out. It would not be expelled if in place
before the protection is cast. Third, the spell prevents bodily contact by creatures of an extraplanar or conjured
nature (such as aerial servants, elementals, imps, invisible stalkers, salamanders, water weirds, xorn, and others). This
causes the natural (body) weapon attacks of such creatures to fail and the creatures to recoil, if such attacks
require touching the protected being.
Animals or monsters summoned or conjured by spells or similar magic are likewise hedged from the character. This
protection ends if the protected character makes a melee attack against or tries to force the barrier against the
blocked creature. To complete this spell, the wizard must trace a 3-foot-diameter circle on the floor (or ground)
with powdered silver. This spell can be reversed to become protection from good; the second and third benefits
remain unchanged. The material component for the reverse is a circle of powdered iron.