Professional Documents
Culture Documents
Of
Fantasy
Table of Contents
Chapter 1: Hero Creation
Ability Scores
Starting Skill Points
Movement Rates
Character Races
Mutants
Professions
Talents
Character Attributes
Social Status
Standing
Languages
Perks and Flaws
Achievement Points
Page
1
2
2
2
6
6
9
10
12
13
16
16
19
Chapter 2: Careers
Creating Careers
Open Careers
Arcanist Careers
Believer Careers
Diplomat Careers
Mindwalker Careers
Rogue Careers
Specialist Careers
Warrior Careers
Legends
21
22
26
27
33
35
36
37
38
40
Chapter 3: Skills
Complex Skill Checks
Purchasing Rank Benefits
Strength Skills
Dexterity Skills
Constitution Skills
Intelligence Skills
Will Skills
Personality Skills
Chapter 4: Weapons and
Armor
Progress Levels
Weapon Basics
Melee Weapons
Ranged Weapons
Heavy Weapons
Armor
Ammunition
Weapon Options
Magic Weapons & Armor
43
43
46
52
60
62
74
82
87
87
87
88
92
98
104
106
108
111
Ability Scores
Int.
Score
4
5
6
7
8
9
10
11
12
13
14
15
Skill
Points
42
45
48
51
54
57
60
63
66
69
72
75
Broad
Skills
4
5
5
6
6
6
6
7
7
8
8
9
Movement Rates
Sprin
t
32
Ru
n
22
Walk
Easy
Swim
Swim
Glide
32
Fl
y
64
34
22
34
68
36
24
10
10
36
72
38
26
10
10
38
76
40
26
10
10
40
80
42
28
12
12
42
84
44
28
12
12
44
88
Character Races
Elves, Dwarves, Gnomes, Halflings, and of
course Half-Elves. These races, along with
Humans, form the basic core of fantasy races.
They do so here as well. Additional race options
are given in Appendix 6 of this book.
The information concerning character races in
this chapter does not give in depth role-playing
details. Many AD&D tomes and other works give
copious information about how to role-play these
character races. This is information that I assume
you either know, or have the tools to find out.
The focus of this chapter, and the book at large,
is the rules necessary to play the Heroes of
Fantasy game.
Common Skills
Advantages:
Halfling (Hairfoot)
Starting Skills: Stealth, Stamina, Knowledge,
Awareness-direction sense (at rank 1), Resolve,
and Interaction.
Typical Moral Attitudes: Ethical, Conformist,
Just, Corrupt, Gallant, Virtuous, or Apathetic.
Typical Environments: Halflings prefer to live
near human settlements and may be found in
cities.
Ability Scores Modifiers: Halflings receive a +1
to their Dexterity scores but suffer a 1 to
Strength.
Ability Maximums:
Strengt 1
h 3
Dexterit 1
y 5
Advantages:
Half-Elf (Human/High-Elf)
Starting Skills: Athletics, Stealth, Stamina,
Knowledge, Awareness, and Interaction.
Typical Moral Attitudes: Any.
Typical Environments: Any.
Ability Scores Modifiers: None.
Ability Maximums: Standard of 14.
Advantages:
Animal Companion: Being loners by nature,
half-elves frequently bond with young animals
they find in the wild. If the player wishes the
half-elf character can start the game with an
animal companion. The player may select
any Beast allowed by the GM and the rules for
Sidekicks apply to the companion as given in
Chapter 6 of this book.
1
Humans
Mutants
Professions
Adepts
Believers
Believers are those who work with Faith
Magic. In order to be a Faith Adept the character
must have the Faith perk. This profession
represents any character that draws magical
energy from a belief in a god, an elemental force,
nature, spirits, or even a philosophy.
Believers tend to have more specialty skills in
a broad skill that can be used untrained than
other Adepts. However they pay for this
distinction by having the types of broad skills
they can learn determined by their faith. Some
can learn many while others may only learn a
few. In all cases a believer must select a career
from those given in the Believer Careers section
in this chapter. If a player does not like those
presented then a new career must be created.
Players may also opt to use faiths from Appendix
3: Fantasy Faiths from book as well.
These Adepts are usually Diplomats as a
secondary profession as those cost reductions
provide powerful tools in the guidance of groups
and the influence of others. Warriors are also
common despite the lower ability scores in
needed areas. Other professions are rare but are
known to exist. With that said it should be
pointed out that certain believers may chose a
profession that better reflects a deitys sphere of
influence. A god of magic may have all priests
select the Arcane Adept as their secondary
profession while others (like Set or Loki) may
require followers to choose Rogue. Information of
Faith Magic is given in Chapter 3 of Book 2.
Arcanists
Arcanists are those who work with Arcane
Magic. To be an Arcanist the character must start
the game with Knowledge-read/write at rank 3
and either Lore-spell lore or the Metaphysics
broad skill.
After the time when an Arcanist is created any
new broad skills, and specialty skills that cannot
be used untrained, must be learned before being
purchased with skill points. Arcanists are also
dependent on their spell books to advance in
known skills and to facilitate the learning process
as a whole. While these factors may seem a
disadvantage they are often beneficial to the
Arcanist as well. The role that learning spells and
spell books have in the game, and Arcane Magic
in general, is discussed in Chapter 2 of Book 2.
This type of Adept generally chooses the
Specialist as his secondary profession, however
Diplomats and Free Agents are also common.
Arcanists are also the most likely Adept to choose
another Adept type as a secondary profession
with Psionics being favored of the two options.
Warrior as a secondary profession is rare. While
providing a strong and combat ready character,
Mindwalkers
Mindwalkers are those who work with Psionic
Powers. In order to be a Psionic Adept the
character must have the Resolve or Psyche broad
skill, however having both is a good idea. Of all
of the professions the psionicist is the most selfcontained. Unlike rogues, they need no tools,
unlike warriors they need no weapons, unlike
believers and arcanists they need no trappings
for their FX abilities save their conscious will.
Their power comes from within and they alone
give it shape.
The number of specialty skills that can be
used untrained is average and they need not
learn FX skills before buying them. Similarly they
do not have limits on the types of broad skills
they may possess. However the shear number of
broad skills available makes the multi-talented
mindwalker a rarity. Information on psionic
1
Rogue
Rogues are some of the more colorful
characters of the game. Being less restrained by
social mores and the laws of the land; Rogues live
and breathe independence. To properly role-play
a rogue character the player must often act
independently of the group. This means acting
when appropriate regardless of plans. While this
doesnt necessarily make the rogue foolhardy, it
does make them difficult to predict and control at
times. As opposed to Warriors or Diplomat
characters, the Rogue prefers to work alone or in
a small group.
Action Bonus: +2
Skill Bonus: -1 to the list cost of any skill with
the R class code.
Requirements: Dexterity of 11, Will of 9.
Random Ability Generation:
Strength
6+1d6
Dexterity 10+1d4
Constitution
6+1d6
Intelligence
8+1d6
Will
6+1d6
Personality
6+1d6
Bonus Last Resort: Rogues gain one additional
Last Resort point and they may spend up to
two of them to modify any one given result.
Resistance Modifier: Rogues may also increase
the Resistance Modifier of Strength, Dexterity,
Intelligence, or Will by +1.
Diplomat
In the fantasy world Diplomats represent
everyone from Bards to Kings, Ambassadors to
Traders, Nobles and Military Commanders. The
strength of a diplomat is his or her ability to get
the job done through teamwork, negotiation,
bargaining, or even guile. While at an initial
glance the Diplomat may seem undesirable as a
lead character remember the combination of
having two professions of reduced skill cost, or
receiving and ordinary FX talent, makes the
Diplomat extremely versatile. Diplomats make
excellent leaders and, despite the name, are not
always disposed to be polite.
Action Bonus: +1
Skill Bonus: -1 to the list cost of any skill with
the D class code.
Requirements: Personality of 11, Will of 9.
Random Ability Generation:
Strength
4+1d8
Dexterity
4+1d8
Constitution
4+1d8
Intelligence
8+1d6
Will
8+1d6
Personality
10+1d4
Free Contact: Diplomats begin the game with a
free Contact of choice. Contacts are described
in Chapter 6 of this book.
Secondary Profession: Diplomats have a knack
for learning other skills for use when
negotiation fails. Each Diplomat selects a
Secondary Profession and he gains a list-1 skill
cost reduction with that professions skills. If a
Diplomat selects the Adept as the second
profession then he or she must specify which
type (Arcane, Faith, or Psionic). While the
character does not gain any additional cost
reductions, they do begin the game with an
Ordinary Talent in that FX category at no cost
(see Talents later in this chapter). For the
purposes of advancing in talent grades
(Ordinary to Good for example) assume the
character has already spent 10 skill points to
gain the talent.
Specialist
Bonus Skill
Points
1
2
3
4
5
Ordinary
Cos
t
10
Broad
Skills
1
Good
Amazing
20
30
3
All
Max Ranks
1-6th, all else
3rd
All @ 6th
All @ 12th
FX
Energy
5
10
15
Warrior
Talents
A Talent is a person who has a varying degree
of skill in one or more FX categories, similar to
the Adept profession. Unless a character is an
Adept or a Diplomat with and an Adept secondary
profession, all levels of Talents ability must be
paid for. Having a Talent represents an additional
element to the characters standard profession
and is much stronger than most perks or
extraordinary abilities.
1
Racial Statistics
Race
Weig
Size
h
Category
t
Dwarf
1.0
1.3
65
Medium
Elf
1.3
1.7
43
Medium
Gnome
0.9
1.0
36
Small
Half-Elf
1.5
1.9
54
Medium
Halfling
0.8
1.0
32
Small
Human
1.5
2.2
68
Medium
Height is given as an average in meters. Weight is
an average in kilograms.
Heigh
t
Max.
Height
Age Categories
Race
Dwarf
Elf
Gnome
Elf
Halfling
Human
Adolesce
nt
17
17
27
17
23
12
Young
Adult
72
100
150
35
57
15
Mid
Ag
e
304
850
365
130
135
41
Matur
e
229
550
260
80
95
30
Old
Ancient
349
999
490
155
180
50
+6d12
+10d12
+5d20
+3d12
+4d12
+2d12
Character Attributes
Age Effects
AD
YA
MA
MD
Old
AN
Str
-1
0
0
0
-1
-1
Dex
+1
0
0
-1
-1
-1
Con
0
0
0
0
-1
-1
Int
-1
0
+1
+1
0
0
Will
-1
0
0
+1
+1
0
Per
0
0
+1
0
+1
0
s
Toug
h
Move
Mele
e
Res.
Mod
Steal
th
Lift
Character Size
All characters have a size. As stated before,
Gnomes and Halflings are small-sized while the
other races are medium. The table below shows
the effects a characters size has on various
game mechanics should they be altered in any
way. For the most part these modifiers are
already considered for monsters and other beings
in Book 3: Monsters and they need not be
modified any further. The table below shows the
relative height of the size categories.
Standard
Measure
Tiny (1 to 1)
Small (2 to 3)
Medium (4 to 8)
Large (9 to 15)
Huge 16 to 25)
Gargantuan (26+)
Relative
Height
.03 to .3
.6 to .9
1.2 to 2.4
2.7 to 4.5
4.8 to 7.6
8+
-2
Norm
al
-1
+2
+1
Character Size
M
L
Con
Norm
x 1.5
al
0
d6
0
-1
H
Con
x 1.5
G
Con
x2
2d4
2d6
-2
-4
Base/
2
-1d
Base2
-
Base+
2
+1d
Base+
4
+2d
+1
-1
+1
-1
+3
-2
+5
n/a
n/a
x2 or
3
x4 or
5
T
Con
x
Moral Attitudes
Authorit
y
+4
+3
+2
Wealt
h
+4
+2
+3
Fame
+4
+2
+4
+1
+1
Social Status
Flaws
Bad Luck
Dirt Poor
1
Author
ity
0
0
+1
Wealt
h
+3
0
0
Fame
0
+2
+1
0
+3
+1
0
0
0
-2
-1
-2
+1
+1
+1
-2
-1
-1
0
0
0
-1
-1
0
Allegiance
+2
+1
+1
Game Effects
Standing
Authorit
y
+5
+4
+3
+2
+1
0
0
0
-1
-1
-1
-2
-2
-2
-3
-3
-3
-4
-4
-4
-5
Fame
+5
+4
+3
+2
+2
+1
+1
0
0
0
0
0
-1
-1
-2
-2
-3
-3
-4
-4
-5
Wealt
h*
0
1gp
2gp
3gp
4gp
5gp
6gp
7gp
8gp
9gp
10gp
12gp
14gp
16gp
20gp
30gp
50gp
100gp
250gp
500gp
2000g
p
Contact
s**
0
0
0
0
0
0
0
0
0
0
1
2
4
6
8
10
12
15
18
25
50
Modifi
er
0
+1
+2
+3
+5
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
Followe
rs
0
2
4
8
12
15
30
50
100
500
1000
Divine
Gifts
Faith Bonus
Minor Gift
Last Resort
Holy Vision
Faith Bonus
Last Resort
Major Gift
Ascension
Beseeching Miracles
Followers
As a bastion of a faith, persons with a high
Standing score eventually attract followers. The
use of those numbers listed coincides with the
characters Fame score. If the character is well
known and is of a high Standing then people will
flock to him seeking their deity through his
actions. If the character is some form of Faith
talent then these followers will likely form the
basis of a new temple or even a community
around the character. Other types of characters
will attract the same types of followers. In this
case however they will not automatically seek
guidance from the character as they realize that
he is not a priest. They will however see him as a
champion to their cause and will refer to him as a
leader. Often times the followers how up simply
seeking advise and direction. The character can
opt to retain them or to send them forth on some
divine quest or mission.
The numbers shown are an average and each
entry is cumulative with the last. These numbers
can be increased or decreased based on the
campaign and the actions of the character.
Bestowing Curses
Any one provoked to a point of great anger
can swear a curse at another being. Whether a
curse presents a real danger or is just hot air is
also a function of the Standing score. Curses are
not as easy to exact, as are Miracles, and for
most cases an Amazing result is required for a
curse to have any effect at all. As with the ability
to beseech miracles, bestowing curses should be
used to add color to a game, not another spell.
For the most part, curses of this type do not
take effect immediately. These curses can take
years to fulfill or may only take if certain
conditions exist. An opponent may yell I damn
you to eternal unrest. If an amazing result is
generated and the recipient dies before the curse
is lifted he or she may return from the grave as
one of the undead. A curse could doom a greedy
lord to have no living heirs to pass on his lands
and position. Whatever the case the curse should
be creative and the Game Master is obliged to
grant bonuses or penalties based on the nature of
the curse desired.
Using a curse is usually a once in a lifetime
event that is seldom repeated. Used only in
moments of extreme duress it is often only
employed when the person bestowing the curse
is about to die. Abuse of this ability can be
severe and if a character wantonly uses it the
Game Master must apply some form of
punishment. Otherwise every character in the
game will be making feat checks to bestow
curses. Of course there is the simpler method of
never allowing characters who abuse this ability
any chance of success.
The results of the check should remain secret
from the players even if they were the curses
initiators. Never knowing if the dying words of a
shaman will come true can lead to some
Divine Gifts
Divine Gifts are rewards the character
receives for steadfast service to his faith. When a
characters Standing score reaches the indicated
number as shown on the table above, the gift
become available. Each gift can be gained only
once. If a character reaches a certain score, falls
from grace, and then reaches the score again no
divine gift (if any) is gained. Each is described
below.
Faith Bonus: At Standing scores 2 and 12 the
character is granted the benefit of
automatically passing a Faith perk check. This
bonus can only be used once. If the character
is not a Believer or a Faith Adept then they gain
the same ability for an automatically successful
check but retain no ability to use the Faith perk
later.
Minor Gift: At a Standing score of 4 the character
is granted a minor gift that aids him in his
quest. The gift can be a lucky clue, finding a
badly needed weapon or tool, or even having a
1
Languages
Willpower
Ambidexterity
Animal Friend
Berserk Rage
Cavalry
Concentration
Danger Sense
Faith
Filthy Rich
Fists of Iron
Fortitude
FX Item
Gearhead
Good Luck
Great Looks
Heightened
Ability
Improved Skill
Jack of all Trades
Magic
Awareness
Mentor
Networked
Observant
Photo Memory
Powerful Ally
Psionic
Awareness
Reduced
Mutation
Reflexes
Perk
5
4
Abilit
y
DEX
WIL
CON
PER
INT
WIL
WIL
PER
STR
CON
N/A
PER
WIL
PER
Specia
l
Specia
l
INT
INT
4
2
3
3
4
3
PER
PER
WIL
INT
PER
INT
Conscious
Active
Active
Conscious
Conscious
Active
CON
Active
4
Cost
DEX
Abilit
y
PER
Active
Type
4
4
5
1 to 10
3
4
5
6
2/5
4
4/8/12
4
3
3
10
5/10
Renown
(Celebrity)
Reputation
Second Sight
Subtle
3
3
4
2/4/6
Tough as Nails
Vigor
Well Traveled
4
2/3/4
4
WIL
WIL
Specia
l
STR
CON
PER
Active
WIL
Animal Friend
Perks
Perk
Type
Active
Conscious
Conscious
Conscious
Conscious
Active
Conscious
Conscious
Active
Active
Special
Active
Conscious
Active
Active
Active
Conscious
Active
Cavalry
This perk is a bit like a combination of the
Good Luck and the Powerful Ally perks. The perk
can cost anywhere from 1 to 10 skill points, which
grants a limited number of uses. The perk can
only be used once per adventure and after every
successful use one use of the perk is lost. If a
player spends 3 points on the perk then he may
use no more than three times through out his life.
The Cavalry perk is more of a player tool like
last resort points than an actual ability that is own
and acknowledged by the character. This perk
simply means that the player can generate
circumstance in the game to allow his character
to survive.
When a Personality feat check is successfully
rolled the while the character is in extreme
danger he receives some form of help. The
extent of the help is determined by the quality of
the feat check. An ordinary result grants some
Conscious
Active
Conscious
Active
Active
Active
Conscious
Gearhead
This character is capable of thinking in
mechanical terms. This relates to a 1 Situation
Modifier with repair and juryrig skills.
Improved Skill
This character is extremely skilled in an area
of proficiency. This relates to a 1 step bonus to
any one specialty skill of the players choice for a
5 point perk or a 1 bonus to all of the skills in
one broad skill.
Faith
Magic Awareness
This perk operates much like the Psionic
Awareness perk. A hero is entitled to an
intelligence feat check to determine if magical
powers are being used in his or her general
vicinity. It is important to note that latent and
unused magical energies will not attract the
characters attention. Thus a magical sword does
not register to this perk, nor does any magic item
that is not being used, active magic is the key
concept here. In addition to this restriction, this
perk cannot distinguish between Arcane, Faith,
Shared, or Super Power FX abilities.
Filthy Rich
Mentor
FX Item
The different costs reflect the usage of the
item to be had. An item costs 4 skill points if it is
of the Single or Limited use variety, 8 if the item
can be recharged, and 12 if the items power is
permanent. No multi-use items or artifacts can
be had with this perk and all items that have a
plus modifier are considered +1 in value. If the
DM allows, additional plusses can be bought for 4
skill points per plus.
Networked
This character is well known in the social
circles that he is involved in. This relates to a 1
Situation Modifier for Authority, Fame, and
encounter checks with contacts, allies, and
allegiances.
Reduced Mutation
1
Flaw
Renown
Bad Luck
Berserk Rage
Clueless
Clumsy
Code of Honor
Competitive
Cursed FX
Item
Delicate
Dilettante
Dirt Poor
Divided
Loyalty
Forgetful
Fragile
Infamy
Oblivious
Obsessed
Old Injury
Phobia
Poor Looks
Possessed
Powerful
Enemy
Primitive
Rebellious
Sloppy
Slow
Spineless
Temper
Second Sight
This perk allows the character a greater ability
to perceive illusions from any source for what
they are. The perk grants a +1 resistance
modifier or a 1 step bonus when attempts to
resist or detect falsehoods are made.
Subtle
This character is very careful about how he
moves about. By his very nature he does not
break as many twigs on a trail or stir up to much
dust on a floor. This character also has a habit of
returning things to where they originally were and
naturally leaves a hard trail to follow.
The net result is a +1 step penalty to skill
checks used to track or trail the character by use
of physical signs left behind at a location.
Well Traveled
The hero has acquaintances in many locations
that might act as contacts for the hero.
Whenever he travels to a remote or foreign
location he may make a perk check to
remember one these persons. With any success
he locates an individual who acts as a contact
though a +1 penalty applies to any skill check
used to solicit assistance.
The contact can only be utilized once in this
manner but may be remembered again if the
character returns to the location at some later
time. The hero may only use this perk once per
adventure or game session at the Game Masters
discretion. A critical failure result means that the
perk backfires and the hero suffers a +1 penalty
to all Personality skill checks (excluding FX
abilities) until he leaves the area.
+SP
6
5
2/4/6
5
3
2/4/6
5/10/15
Abili
ty
WIL
CON
INT
DEX
WIL
WIL
N/A
3
5
5
4
STR
WIL
PER
PER
5
3
2/4/6
4
2/4/6
2/4/6
2/4/6
3
4/8
2/4/6
INT
CON
PER
WIL
INT
STR
WIL
PER
WIL
PER
2/4/6
2
4
6
2/4/6
2/4/6
INT
PER
WIL
DEX
WIL
WIL
Flaws
While we commonly like to create heroes that
are invincible, many have weaknesses. No one is
perfect and a well role-played hero has an
Achilles Heel of some sort. The list below
includes those flaws from the Alternity Player's
1
Competitive
This character loves challenges so much that
if he hears of some quest or adventure he must
be apart of it. Upon hearing of some type of
mission the hero must roll a Will feat check to
resist it. If he fails he do whatever it takes to
follow up on the lead. The differing levels of the
flaw determine the intensity of the competitive
urge and whether others are competing against
the character.
For 2 bonus points the hero is not really
competing against anyone specifically except on
a case-by case basis. For 4 bonus points there
are actually those who actively compete with the
hero. They need not always be the same people
every time but the hero has the bad luck of
attracting a crowd when signing on to a new
adventure. For 6 bonus points not only is there
real competition but the character has to make
additional Will checks to avoid ruthless or
deceptive tactics to win whatever is at hand. This
can range from recklessly putting others in
danger to lying or other blatant and immoral
behavior.
Possessed
This characters body is sometimes the host of
an invading spirit that can influence or even
dictate the characters actions. This is a 4 point
flaw if the spirit is largely neutral and harmless,
and an 8 point flaw if the spirit is actively hostile.
Anytime the character is rendered unconscious
through the loss of stun or fatigue points the
spirit gains control of the host body animates it,
allowing it to move and act.
While possessed the Game Master controls
the character and determines all of his actions.
In the case of a neutral spirit the actions are
never self-destructive. A hostile spirit will not
hesitate to put the character in mortal danger, to
abandon companions, and in general make a
mess of the heros life, friendships, and property.
The spirit remains in control for a matter of days.
Each day that passes affords a Resolve-mental
resolve check at a cumulative 1 step bonus to
regain control. The character never remembers
what has transpired while the spirit was in control
and immediately suffers 1 fatigue point of
damage when he wakes up.
While it is active the spirit may be expelled by
anyone capable of using the Spirit Magic-exorcise
spell. This expulsion is never permanent unless
the spirit has reached some goal. If the character
spends a number of points necessary to remove
the flaw and the spell is successful, then the
effect is permanent.
Game Masters should select an appropriate
spirit for the possession and determine its goals.
If the Game Master feels that other characters
may have means to fight the spirit then detail all
of the spirits abilities or use those found in Book
3.
Cursed FX Item
The DM will have to determine the bonus a
character can gain from having this flaw. The
type of item is up to the character, but the DM
has the final say as to the bonus skill points
granted. Items that can be gotten rid of by use of
the Abjuration-Dispel spell should yield a
maximum of 5 points. For 15 points a specific
trigger or event must take place to be rid of the
item and this event should be the focus of a
major quest at least. The DM can rule that some
items can not be rid of at all. The DM and the
player will have to work out the overshadowed by
the items curse or drawback.
Dilettante
Rebellious
Divided Loyalty
Sloppy
Achievement Points
As characters adventure they gain points for
their experiences. These points are in turn used
to increase the characters knowledge, aptitude,
and general ability to survive. All characters
advance at the same rate in this game system
and the rules as found in chapter 8 of the
Alternity Players Handbook remain the same.
Level Advancement
Depending on the nature of the game a Game
Master can use the rules for progression as found
in the Alternity Players Handbook or they may opt
for a more dynamic one. The second method
allows a player to spend points as they are given
instead of having to wait for a new level. If three
points are earned the character in this system of
advancement may use them immediately or can
save them for future use. However it is still
important to track a characters level regardless of
the method used.
Timing of Awards
How many points a character earns is up to
the player. How often these points are given is
up to the Game Master. Depending on the type
of game being played a Game Master my grant
points at the conclusion of an adventure, the end
of a scene, or even after every game session.
These various options, presented from the least
frequent to the most, are also malleable and
points can be given whenever the Game Master
feels enough activity has passed that they should
be handed out.
In all cases the achievement of a goal should
be the line in the sand for this timing. For
adventures this could be the completion of a part
of an adventure or the conclusion of the
adventure itself. Points given at the conclusion of
a scene indicate how well the scene was handled.
Points given after a game session should be
based on a characters progression towards a
goal.
These various means of point distribution may
also be based on how often the Game Master and
players meet. If you meet a lot, dont feel
inclined to hand out a lot of points. If you dont
meet very often you may need to give points
more frequently to maintain interest and to allow
the players to feel the benefits of their efforts.
Achievement Benefits
The achievement benefits listed in the
Alternity Players Handbook are still relevant as
they appear. Of course it should be noted that
Combat Spec is Warrior, Tech Op is Specialist, and
Free Agent is now Rogue. Adepts use their
secondary profession to determine their
achievement benefits. To this list are two other
options.
Social Status Increase: Authority, Fame,
Wealth, and Standing can all be increased.
The cost to increase a score to the next
highest value is equal to that value. Therefor
to increase a Standing score from 3 to 4
requires 4 points. This benefit can be
purchased at any level.
Extra FX Points: Adepts and Talents can
purchase extra FX points at a cost of 5 points
each. If the character has more than one
talent then the new points must be specified
for the pool they will belong to. This benefit
can be purchased at any level.
Award Values
Typically the award value of the points given
are based on three overall criteria.
Involvement in Adventure: 1 to 3 can be given
based on the characters involvement in the
game. If the character does not qualify for any
points in this category then none should be
given for the others.
Role-Playing: 1 point should be given if the
player role-plays his character exceptionally
well. This includes the use of hindrances, flaws,
and drawbacks more than it does the
characters strengths.
Heroism: 1 point can be given if the player
performs an extreme act of heroism or selfsacrifice.
1
Chapter 2: Careers
Careers are additional features that help to
further define a characters role in the game. Not
all Warriors are the same and neither are Rogues.
A career is basically a skill package that orients a
player to the various options available through
combinations of skills and perks. These lists are
not exhausted by any means and players are
encouraged to develop their own careers, with
Game Master approval of course.
Each career has a short list of statistics that
define it in the game. All careers include the
following two items:
Skill Package: This gives the core skills used by
the character.
Signature Equipment: The character gains any
items listed in this entry for free.
For characters that have FX abilities the
following entry also appears:
FX Package: This describes the most desired FX
skills used by that career.
Also for Diplomat, Adepts, and Open Careers
this entry is given:
Preferred Professions: This entry shows the
primary or secondary professions that best
reflect the characters role in the game.
Finally some careers also give a statement of
Special Benefits and Special Hindrances.
These two entries are not always common and
are optional. Benefits and hindrances work in a
give or take relationship with each other which
means that for every benefit gained, a hindrance
is gained as well. Benefits are in some ways
similar to racial abilities. They are not perks or
skills; they may be magical in nature, but are
more often bonuses. Hindrances are the opposite
and are used to balance any benefits gained. It is
by these two elements that careers like Paladin,
Ranger, and the Bard are formed.
As these qualities are chosen at the time of
character creation they cannot be bought later in
the game. Both benefits and hindrances are
elements that are apart of the character at birth
or maturity and cannot be gained or lost by
standard means. Benefits and hindrances are
ranked as a 1, 2, or 3. The total sum of
hindrances is subtracted from the sum of the
benefits and must equal zero or be lower than
that.
Excessive hindrances do not grant bonus skill
points nor do benefits cost points either unless
the player desires to do so (see Creating Careers
below). They are instead used to balance one
another in a manner similar to Mutations. These
entries appear as follows:
Special Benefits
Creating Careers
As was stated before, careers are extremely
modular. None of them are required and the list
of careers is nowhere near completion. You can
build just about any type of character that you
want. By switching around the special benefits
and hindrances each character can become truly
unique. While the careers presented before
provided benefits and hindrances that can used
as is or modified, sometimes a player will to have
a benefit or hindrance that doesnt exist. That is
what this section is all about.
Some the careers presented earlier do not
have benefits or hindrances. This is not to say
that they cannot have them. Primarily Diplomats,
Rogues, Specialists, and Warriors were presented
without many of these options. If you want a
Bounty Hunter with an added edge feel free to do
so. If you want a Duelist that excels in the use of
a specific weapons that is also possible. It is
important to note that these game effects are not
mutations and should not be treated as such. For
the most part they are relevant only to the
characters profession and career and those skills
involved. Mutations are actually modifications to
the characters race. It should also be noted that
if a proposed benefit or hindrance is similar to a
perk or flaw, use the perk or flaw first.
As was stated at the beginning of the Careers
section, the total value of benefits must have an
equal value of hindrances. This does not to be
the final word if a Game Master wishes to have
another alternative. If a player wants his
character to have a special benefit without an
Chapter 2: Careers
equal number of hindrances then the player must
pay 10 skill points for every one point of value
that the benefit has. This does defeat the
purpose of the benefit/hindrance system, as they
are not intended to act as perks or racial abilities.
Truth be known I debated as to whether they
should be allowed at all but it is difficult to design
a character like a Ranger or a Bard in the classic
AD&D sense without those abilities. The
balancing act of benefit vs. hindrance was
created in this manner to allow a player to create
unique characters like those presented in the
various Complete Players Handbooks and Kits
from other sources.
The 10 point per value cost seems expensive
but remember that this cost is relative to the
benefits gained from a Talent. As a side note, no
skill points can be gained from excessive
Hindrances regardless of what they are. Game
Masters may however award 1 or 2 extra
Achievement points per adventure to characters
with greater than required Hindrances.
Special Benefits
Benefits are add-ons to their characters
existing profession benefits. The values of each
range from 1 to 3. Value 1 benefits are usually
modifiers to skill or feat checks. Value 2 benefits
are broader and reflect more game changing
attributes than simple skill modifiers. Value 3
benefits are the most powerful and are rare.
These benefits reflect supernatural abilities,
sometimes akin to Super Power FX, and grant
extremely advantageous abilities to the
character.
In all cases a benefit should be relevant to the
characters profession and career. Granting a
Tinker with combat oriented benefits is not in the
spirit of these rules.
Special Hindrances
Open Careers
Open Careers are treated as a separate entry
as they can be used with several or all of the
professions allowed. Because of the greater
variety of professions possible no total skill points
are given for the Skill or FX Package entries as
they can vary greatly depending on player
choice.
Assassin
While the initial assumption that assassins
belong to the Rogue profession is correct it should
be noted that anyone could except money for
what can be loosely referred to as wet work.
While the Rogue profession offers benefits best
suited for this line of work others, like Adept
(Rogue) and Diplomat (Rouge), can also make
good assassins.
Special Benefits
Security Bonus (1): Assassins gain a -1
Situation Modifier when using the Securityprotection protocols skill. This is developed as
the ability to penetrate defenses or to set in
place those that are above average. This is due
to their training and study of security protocols
and how best to thwart or set up a watch.
Sneak Attack (1): When an Assassin uses the
Stealth-sneak skill during a phase in which they
are using the Sneak Attack option detailed in
the Alternity Gamemaster's Guide, they receive
a -1 Situation Modifier to the skill check.
Technique Bonus (1): Assassins gain a -1
Situation Modifier when using the Alchemytoxins skill. With the GMs permission the
toxins skill can be replaced by another skill that
allows the Assassin to perform in a similar
manner (i.e. uses the skill to complete the job).
Some possible examples are Demolitions-set
explosives, Nature-herbalism, or Security-traps
and devices.
Special Hindrances
Moral Restrictions (1): Being an Assassin
restricts the player choices for selecting a Moral
Attitude. Those allowed include Conformist,
Corrupt, Honorable, Selfish, Unscrupulous, or
Worldly.
Chapter 2: Careers
Allegiance (1): An Assassin must begin the
game with an Allegiance with the group or
organization that trained him. Breaking this
allegiance and any hindrances or benefits of
such a relationship follow the standard rules.
Minimum Abilities (1): A character must have
an 11 in Intelligence to have this career.
Skill Package: Tactics-sentry tactics, Alchemypoisons, Stealth-sneak, and Investigate-search.
FX Package: Divination-scry; Illusion/Phantasmspook
Preferred Professions: Any
Signature Equipment: Crossbow, 1 dose of
poison
Barbarian
Conan? Sure why not. The Barbarian is a
person who comes from a Progress Level 0
society. Unaccustomed to technology this
character lives by instinct. It is possible that a
barbarian can originate in an early Progress Level
1 society but two of the skills listed in the Skill
Check bonus entry are lost while the Primitive
entry may be reduced to a +2 penalty. The
Barbarian career describes a character that
comes from a Stone Age background and as such
it can be combined with other careers to create
primitive versions of other types of characters.
Combinations include Barbarian/Ranger,
Barbarian/Guide, Barbarian/Scout, or
Barbarian/Healer. Barbarians who are Believers
should reference the Shaman career below.
Special Benefits
Action Bonus (1): Barbarians are stout warriors
and have spent years listening to their instincts
when in a fight or tense situation. Because of
this conditioning, Barbarians may add one more
point to their Action Check score.
Skill Check Bonus (2): Barbarians gain a -1
Situation Modifier with War Craft, Survival,
Athletics, Movement, and Outdoors broad and
specialty skills.
Special Hindrances
Primitive (3): The character must select the
Primitive flaw at the +3 level of influence. This
flaw can be reduced as per the standard rules
for Achievement benefits however it can never
be improved beyond the +1 penalty flaw status.
If the Game Master allows some skills may be
learned if proper role-playing is used. This is
akin to American Indians learning to use
muskets. The character gains no skill points for
this flaw however it does count against the
character maximum number of laws available.
Paladin
A paladin is person dedicated to a specific
faith and culture who acts as its guardian against
the forces of chaos and evil. The paladin is very
similar to a knight and is usually drawn from that
caste however they may come from any
background. In AD&D we grew use to the idea of
a paladin being a sub-class of Fighter or
belonging to the Warrior group; depending on the
edition of the game you were playing. Here the
lid has been thrown off, so to speak, and the
paladin has been given far more latitude than
was experienced before. Now a character of any
race may be paladin. Also a paladin may be a
career for any Profession allowed.
Despite these changes the paladin still
remains true to the concept as before. Truth is
foremost, virtue the goal. Paladins prefer to be
known and do not hide in the shadows or use
deceit and guile to win. They must be chaste and
they must behave in a chivalrous manner. This
applies to a Paladin arcane adept equal as it does
to a Paladin warrior.
A Paladin has many special abilities and they
are all tied to the Paladins Standing. As this
number increases, so does their access to their
special benefits. What is presented is the
standard formula to create the paladin of AD&D.
Special Benefits
Aura of Protection (3): Paladins radiate a
natural aura of goodness that hinders the
actions of evil beings. This equates to a +1
Resistance Modifier against any and all physical
or magical attacks by evil beings that are
directed specifically at the paladin. This power
also applies against any summoned creature or
that which comes from another plane or
dimension. The aura has a 3-meter radius
around the paladin and can also defend any of
the paladins friends and allies that are in this
area. As with the Abjuration-protection spell,
pushing the edges of this defense against an
opponent will temporarily cancel its beneficial
effects.
Chapter 2: Careers
Call War Horse (1): A paladin may call for a war
horse, a creature that is intelligent and
spiritually bonded with the paladin. The paladin
can attempt this call once per week and the
rules for Calling on Fate are used as described
in chapter 3. Any success calls the war horse
and a critical failure can mean that the paladin
must wait an entire month before trying again.
At the GMs option the paladin may have to
complete a quest to find the war horse. In such
a case the outcome is determined by the
completion of the quest itself.
Once successfully called the war horse will
remain at the paladins side for good unless the
paladin loses a points of standing; at which
point the beast becomes a normal animal again.
If the point is recovered then a new war horse
may be called for. The war horse has the
following statistics that are identical to the
paladins: Intelligence, Will, and Last Resort
Points (not the personality score itself). The
paladin and the war horse may swap these last
resort points between each other and they may
use up to two to modify an given result. The
paladin and the war horse must be together
(not necessarily in physical contact) to use this
ability. It is important to note that the war
horse need not be a horse. Any appropriate
steed can be used if that type of animal is a
common mount in the area that the paladin
lives.
The paladins bonded mount acts as a
Sidekick as per the rules in Chapter 7 of this
book.
Detect Evil Intent (1): With a successful
Awareness-perception check a paladin can
detect evil intentions up to 20 meters away.
Disease Resistance (2): Paladins are immune
to non-magical diseases. Against magical ones,
they have the same level of resistance as
anyone else.
Hazard Bonus (2): Paladins gain a 1 step
bonus to all Constitution feats against Hazards.
This benefit is not cumulative with the Aura of
Protection benefit against the same attack
should such an even occur.
Holy Sword (1): When a paladin wields a holy
sword and the item is boldly displayed it creates
a zone of good magic that can dispel any magic
cast with evil intent that enters that area. This
zone is a 10 meter radius around the paladin
and the dispel power is equal to the paladins
Will score added to the plus of the holy sword
as if the Abjuration-dispel spell were being
used. This power is completely defensive and
can take effect any number of times in a single
phase. Also, this ability does not cost the
paladins one of his or her actions to use nor
does it require the use of any FX points.
Chapter 2: Careers
to call his war horse. This hindrance can be
dropped.
Delayed Use Turn Undead (1): A paladin
must wait until his Standing score is a 5 in order
to gain the Turn Undead ability. This hindrance
can be dropped.
Faith Perk (1): The character must buy the Faith
perk.
Limit Moral Attitude (1): The character must
have one of the following Moral Attitudes:
Ethical, Gallant, Honorable, or Virtuous. A Just
moral attitude may be used also but it is limited
in that a paladin will not blindly follow a law
that leads down a path of darkness or
ignorance. Therefor a Just paladin only enforces
laws that are good and moral themselves.
Minimum Standing (2): As the strength of a
Paladins faith increases, so does the
expectations of the powers that watch over the
warrior. In game terms, the Paladins minimum
required Standing, for the purposes of gaining
the special abilities above, is always raised to
the Paladins current Standing score. If a
Paladins Standing score is a 7, then all abilities
gained for a 7 or less now require at least a
Standing of 7 to have. The net result is that if
the Paladin falls from grace by only one point,
then all of his or her special benefits are lost.
Lost Standing points may be recovered as
the Paladins faith returns, however should a
Paladins Standing score ever fall to zero or less
their special benefits are lost forever. Returning
to good graces usually requires the aid of a
Faith Adept of the paladins faith using the faith
feat Atonement as described in Chapter 3 of
Book 2.
Obvious to Evil (1): There is a drawback to
having the Aura of Protection ability. The
paladin is a glowing beckon of good, even when
disguised. Any evil or supernatural being that is
within 3 meters of paladin will feel uneasy and
any that pass an awareness check with a 1
bonus can identify the paladin as the source of
this radiant goodness.
Pursuit of Evil (3): A paladin is not properly
role-played if his actions are to pursue dungeon
delving or treasure seeking will some greater
quest exists. Paladins always seek to find and
defeat powerful evils in the land regardless of
whether they are equipped to do so from a
game-based point of view. If no one will join the
Paladin then they must pursue evil on his or her
own. Failure to fulfill this role is cause for a loss
of Standing as the powers of good gave the
Paladin his abilities for a reason.
Skill Package: Armor Optimization, Athleticsjoust, Melee Weapons, Law-law enforcement,
Ranger
Rangers are the classic woodland warriors of
legend. Their wards the helpless and oppressed
as well as the purity of the natural world. Though
similar to Druids in many respects, Rangers do
not however feel that life must always be
balanced with nature, and as such they strive to
see that the cause of good is furthered regardless
of the means.
While most Rangers are good and noble
persons at heart they take combat seriously. As
bold as any Paladin, Rangers still prefer to use
stealth to gather information. They are not above
sneak attacks and guerilla warfare and they
approach combat from a survival point of view. In
other words they will take cover and will use
whatever tools they have at hand to confuse,
separate, and break the moral of their enemies;
especially their species enemy.
The information provided allows a player to
design the classic Ranger character. Being open
to benefit/hindrance modifications, races, and
professions allows for other types of Rangers that
are unique.
Special Benefits
Followers (2): A Ranger may attract special
followers. These followers usually arrive one at
a time and each time the Ranger achieves a
higher level, another follower is gained. The
key is to first determine how many total
followers can potentially be gained. To do this
the Ranger makes a Personality Feat check.
The result grants a dice range used to
determine this maximum amount as follows:
1d4-1/1d6/1d6+1/2d6/3d6 for a Critical Failure
to an Amazing result.
Once this number is determined, the Ranger
then rolls a Personality Feat check modified by
his or her Standing modifier to determine the
Chapter 2: Careers
type of the first and subsequent followers. The
result of the Personality check is then
referenced on the table below. Note that a
Critical Failure is treated only as a 20 for this
purpose.
Result
20+
19
18
17
16
15
14
13
12
11
10
9
8
7
6
5
4
3
2
1
0
-1
-2
-3 or
less
Follower Type
Dog
Raven
Wolf
Black Bear
Falcon
Cleric
Fighter (Human)
Druid
Fighter (NonHuman)
Brown Bear
Warrior/Wizard (Elf)
Great Cat
Rogue (Human)
Ranger (Human)
Hippogriff
Pegasus
Ranger (NonHuman)
Rogue (Non-Human)
Pixie
Satyr
Werebear
Weretiger
Brownie
Treant
Chapter 2: Careers
a Faith talent. Those that have the Primitive
flaw may also select Spirit Magic.
Limited Moral Attitudes (1): Rangers must be
either be Ethical, Conformist, Honorable, Just,
Anti-Authority, Gallant, or Virtuous.
Mandatory Perk (1): A Ranger must purchase
the Animal Friend perk.
Mandatory Skills (1): Ranger characters are
also required to purchase the Stealth Broad
skill, and the Investigate-track specialty skill at
rank 1.
Minimum Abilities (2): To qualify as a Ranger, a
character needs at least an 11 in Strength,
Dexterity, Constitution, and Will. This may
reduced to a hindrance of 1 by dropping two of
the required abilities.
Skill Package: Outdoors, Survival, Athleticsclimb, Animal Handling, Tactics, and Movementtrailblazing.
FX Package: Animal and Plant
Preferred Professions: Warrior, Rogue, Faith
Adept (Warrior), and Faith Adept (Rogue).
Signature Equipment: Leather Armor, Hand Ax,
Short Bow,
Arcanist Careers
Artificer
This Adept focuses his activities on the
creation of FX items. While an Enchanter of sorts,
this Arcanist views the acquisition of spells as a
means to create better magical items. Artificers
are sought for their skill and may command high
places in a society that benefits from his
research. They may also be feared and may
become power brokers; giving their more
powerful items to those they favor.
Special Benefits
Ease of Creating (1): An Artificer gains a 1
Situation Modifier to the use of the
Enchantment-enchant an item spell. They may
also reduce the complexity of creating an FX
item by 1 check required.
Special Hindrances
Arcane Specialist
An Arcane specialist is an Arcanist who selects
one allowed FX broad skill to specialize in. Aside
from the standard list-1 to cost for that broad skill
the Arcanist also enjoys other benefits when
using that set of spells. However their ability with
other magic is weakened.
Broad Skill of
Choice
Abjuration
Alteration
Black Magic
Conjuring
Divination
Wind Magic
Earth Magic
Fire Magic
Water Magic
Enchantment
Illusion/Phantasm
Invocation
MetaMagic
Necromancy
Spirit Magic
Possible
Title
Abjurer
Transmuter
Witch/Warloc
k
Conjurer
Diviner/Seer
Wind Wizard
Earth Mage
Pyromancer
Hydromancer
Enchanter
Illusionist
Invoker/Shap
er
Thaumaturgis
t
Necromancer
Witch Doctor
Special Benefits
Increased Skill (2): An Arcane Specialist gains a
1 Situation Modifier when casting spells from
his selected broad skill.
Special Hindrances
Opposed Skills (1): An Arcane Specialist must
list+1 for all other FX broad skills. In addition to
this once the character is created one FX broad
skill, aside from the one specialized in, suffers a
base +1 penalty to the casting of any of its
Chapter 2: Careers
specialty skills. If the character passes a
Personality feat check then the player may pick
the broad skill.
Required Ability (1): An Arcane Specialist must
have an 11 in the related ability of the broad
skill. This is of course the ability that forms the
base for the spell scores in that broad skill.
Skill Package: Metaphysics-magic theory
FX Package: The FX broad skill of choice and at
least two other broad skills.
Secondary Profession: The type of secondary
profession chosen greatly depends on the type
of Arcanist desired. A player may select a
profession that allows an ability roll guarantying
an 11 or better in the related ability. Others
may chose the secondary profession to
highlight the character or grants advantages
that high abilities and specialty skills may
provide.
An example is the Conjuration broad that
requires an 11 or higher in Constitution. The
player may however opt for the Diplomat
profession due to the decreased cost for
encounter skills that prove helpful when
conjuring creatures from other dimensions and
planes.
Signature Equipment: Spellbook, Quarterstaff,
Pen & Ink
Mage
The mage career is simply an Arcanist who
starts the game with an Amazing talent and then
purchases as many broad skills as possible.
Mages are consummate consumers of magical
knowledge and hold all schools of magic as
important. Mages usually try to have as many
specialty skills at rank 1 or higher, which gives
them a tremendous array of abilities to choose
from with having to resort to broad skill use of a
spell.
Special Benefits
Learning Bonus (1): A Mage gains a 1
Situation Modifier to learn new broad and
specialty skills following the rules described in
Chapter 2 of Book 2.
Special Hindrances
Specific Talent (1): A Mage must start the game
with an Amazing Talent and must also spend
two-thirds of his available starting broad skills
on FX skills only.
Skill Package: Metaphysics-magic theory,
Alchemy-concocting. Often a Mage will cash in
Athletics and/or Stamina to use those bonus
points for spells.
Sorcerer
Chapter 2: Careers
avoid this effect by rolling a Resolve-physical
resolve check that is equal to or greater than
the result of the dispel. Duration of this effect
uses the rules for the dispel spell.
Aura of Magic (2): The Sorcerer will detect as
magic as if a magic-using creature. Those
persons or creatures with the Magic Awareness
perk gain a check every time a Sorcerer casts a
spell in their vicinity.
Useless Scrolls (1): Scrolls that contain FX
spells are useless to a Sorcerer. Other FX items
may be used normally.
Skill Package: Survival, Resolve-physical
resolve, Psyche, Interaction-bargain.
FX Package: Sorcerers tend to prefer FX skills
based on Constitution, Dexterity, or Will.
Preferred Professions: Arcanist (Rogue)
Signature Equipment: Dagger, Shield, and
Survival Gear
Believer Careers
Elemental Priest
The spirits and powers on the elemental
planes are not as demanding as are other gods.
Priests of these planes and energies are not
required to develop a following of the faithful as
are other believers and while this frees the
character for other pursuits it also leaves them
without an organization to call on in times of
trouble. Elemental worshippers are almost
always a minor religion in a location and priests
of this faith are usually subordinated at best or
ostracized or persecuted at worst.
Some of these believers worship all of the
elements, some worship only a few of them, and
others only pay heed to one element. In general
the special benefits and hindrances apply only to
those priests that specialize in one elemental
broad skill. Others ignore these entries.
Special Benefits
Elemental Focus (2): The believer gains a 1
Situation Modifier to the casting of spells from
his specific elemental broad skill of worship.
Improved Reactions (1): The believer shifts the
initial reactions of elemental beings and
creatures encounter one step in his favor.
Special Hindrances
Chapter 2: Careers
Exclusive Element (2): The believer is barred
from purchasing the other three elemental
broad skills and the Animal, Plant, and Weather
broad skills as well.
Weapon Limits (1): An Adept with an elemental
focus is limited in the types of weapons he may
choose. In all cases Unarmed Attack is
unhindered.
Eleme
nt
Air
Earth
Fire
Water
Weapons Skills
Any except Heavy Weapons and
Melee Weapon specialty skills (the
broad skill is allowed however).
Any except Firearms, Heavy Weapons,
and Ranged Weapons.
Weapons made of obsidian or those
that are set afire with oil. If not 1 to
AP earned for that adventure.
Weapons composed of bone or wood
only.
FX Broad Skills
Required: At least one Elemental broad skill.
Available: Abjuration, Aid, Animal, Divination,
Elemental Magic, and Plant, and Weather.
Barred: Black Magic, Cosmos, Guardian,
Numerology, Spirit Magic, Thought, Travelers,
and War.
Secondary Professions: Few elemental priests
chose Diplomat. Most are Rogues or Warriors.
An occasional few are Specialists or Arcanists.
Skill Package: Survival, Stamina-endurance,
Nature, and Metaphysics.
Signature Equipment: Club, bedroll, and
leather armor.
Godsman
This type of believer immolates a specific
deity. This type of character exists primarily in
campaigns with a polytheistic theme (see the
Polytheistic Priest below). Some deities do not
like singular worship or priests that seek to be a
mortal version of the god however some relish it.
Some societies also have differing views that vary
from full acceptance to condemnation for
blasphemy. The bulk of the information that
pertains to each type of Godsman is given in
appendix 3 of this book as this believers
statistics vary from deity to deity.
Monotheistic Priest
The monotheistic priest is characterized by a
belief that only their god reigns supreme above
all others or that only their god truly exists and
that all others are fraudulent. This system of
belief differs from the polytheistic method in that
Chapter 2: Careers
Secondary Profession: Diplomat
Skill Package: Interaction-charm, Leadership,
Law, and Medicine.
Signature Equipment: Holy Symbol, Chain Mail,
Text of religious doctrines.
Chapter 2: Careers
uncommon for Druids who have lost their way
to be cursed by some deformity that mirrors the
ecological threat they ignored. Such a curse
may cause a druids touch to kill plants or for all
animals to attack them violently.
Purity (2): Nature priests live primitive and basic
lifestyles even if the society around or near
them is advanced. As such they must shun all
elements of technology that are at Progress
Level 2 or higher. They may take skills like
Construction-blacksmith or Engineering but
they do not wish to mine the earth or to form a
business around such activity.
Druids cannot wear metal armor nor may
they use metal shields. Weapons made of
metal are acceptable however. A Druid cannot
use crossbows, any type of firearm or
demolitions. Failure to abide by any of these
stricture results in a 1 point reduction to the
Adepts Standing score and a +1 penalty to the
casting of spells. The penalty is increased for
each transgression and can be removed by the
use of the Faith Feat ability called Atonement,
which is described in chapter 3 of book 2. Lost
points to Standing must be regained normally.
Required Skills (1): At first level the Druid
character must purchase the Nature-ecology,
herbalism, and meteorology, Animal Handling,
and Movement-trailblazing skills.
FX Broad Skills
Required: Animal, Plant, or Weather
Available: Animal, Abjuration, Aid, Divination,
Elemental Magic, Guardian, Plant, Travelers, and
Weather.
Barred: Black Magic, Cosmos, Numerology,
Shamanism, Thought, and War
Secondary Professions: Rogue or Warrior
Skill Package: Melee Weapons, Agriculture,
Outdoors, Survival, and Stealth.
Signature Equipment: Spear, Club, Leather
Armor, Short bow for hunting, and two herbal
mixtures of choice.
Priest of Evil
These foul persons seek to spread as much
suffering, pain, and evil in the world as possible.
They especially like to do this to sentient races.
They kidnap, torture, rape, murder, steal,
humiliate, and degrade all in the name of their
warped beliefs.
These priests may worship a deity of evil or
may instead seek to tap into the universal
negative forces created by evil thoughts and
deeds. In either case few tolerate these religious
groups and persons. Priests of this nature by
default become the subject of quests and create
situations that call up on heroes to correct.
Special Benefits
Scent of the Enemy (2): Being evil to core
these Adepts may detect the intentions of those
who wish to deceive them or who wish to undo
their plans. This is accomplished with a
successful Awareness-intuition skill check and
the suspected person must be within 10 meters
of the priest.
Villain Status (2): Evil Priests make perfect
villains and receive that status, and the Last
Resort points, as described in chapter 7 of this
book. Player characters gain a cumulative Last
Resort point at a Standing of 5, 10, and 15.
Role-playing an Evil Priest involves the
development of grand schemes to undo that
which is good in the world
Special Hindrances
Limited Attitudes (1): These priests are limited
to choosing the Anti-Authority, Corrupt,
Despicable, or Unscrupulous moral attitudes.
Required Flaws (2): An evil priest must take
either the Infamy or Powerful Enemy flaw of the
strongest value. No skill points are gained for
this however they may be removed normally.
Quest of Evil: The Priest of Evil must always be
hatching schemes to undo that which pure or
whole in the world. Even performing tasks like
making concoctions or building a keep must
always be apart of a greater master plan to
cause chaos and discontent.
FX Broad Skills
Required: Black Magic
Available: Abjuration, Divination, Elemental
Magic, Numerology, Spirit Magic, Thought, and
War.
Barred: Aid, Animal, Cosmos, Guardian, Plant,
Weather
Secondary Professions: Rogue, Diplomat, or
Arcanist
Skill Package: Deception-bluff, Interactionintimidate, and Street Smart.
Signature Equipment: Dagger, 1 dose of
poison, and Chain Mail.
Priest of Good
These bastions of purity seek to undo the evil
and harmful elements of life by countering the
spread of evil throughout the universe. They
work primarily to anticipate the actions of evil
beings, head them off, and counter them
whenever possible. Some of these priests are
law-abiding citizens and some break laws to
achieve their higher goals.
Special Benefits
Chapter 2: Careers
Combat vs. Evil (2): When fighting beings of an
evil nature the believer gains a 1 Situation
Modifier to combat rolls an other skills that deal
with martial action like Security, Tactics, or
Leadership.
Nose for Evil (1): These priests gain a 1
Situation Modifier to the use of the Divinationdetect spell if they are seeking out evil
intentions.
Special Hindrances
Pursuit of Evil (3): A priest of good is not
properly role-played if his actions are to pursue
dungeon delving or treasure seeking will some
greater quest exists. These believers always
seek to find and defeat powerful evils in the
land regardless of whether they are equipped to
do so from a game-based point of view. Failure
to fulfill this role is cause for a loss of Standing
and role-playing awards.
FX Broad Skills
Required: Cosmos
Available: Abjuration, Aid, Animal, Divination,
Elemental Magic, Guardian, Thought, and
Travelers.
Barred: Black Magic, Numerology, Plant, Spirit
Magic, War, and Weather
Secondary Professions: Diplomat or Warrior
Skill Package: Melee Weapons, Armor
Optimization, Leadership-inspire, Medicinetreatment, and Resolve.
Signature Equipment: Plate Mail, Mace, Holy
Symbol, and Healers bag.
Chapter 2: Careers
Social Separation (1): Because of the priests
calling and faith they tend to separate
themselves from their friends and family. As a
believer in maintaining a balance these priests
often feel that having a relationship that
involves a level of giving reduces their ability to
be objective. Oddly enough these priest have
been known to marry and have children but
often times these relationships are strained as
the priest is often distant and unresponsive.
Regardless of personal feelings about a
situation, priests of the balance must seek to
remain as impartial as possible except when
confronted by their hated enemies (undead and
manipulative outsiders). Failure to do so is
cause for a loss of Achievement Points earned
during an adventure.
FX Broad Skills
Required: Numerology
Available: Abjuration, Aid, Animal, Cosmos,
Divination, Elemental Magic, Guardian, Plant,
Thought, Travelers, War, and Weather.
Barred: Black Magic and Spirit Magic
Secondary Professions: Warrior, Specialist or
Mindwalker are the more common secondary
professions.
Skill Package: Administration, Metaphysics,
Law, Culture, Melee Weapons, Knowledgemathematics, Lore, and Nature.
Signature Equipment: Two to three items that
are common to the priests secondary
profession.
Polytheistic Priest
Chapter 2: Careers
Signature Equipment: Several symbols of the
gods in the pantheon, Quarterstaff, ceremonial
incense,
Shaman
One of the first members of the Believer
Adept profession, the Shaman petitions spirits on
behalf of his tribe. Coming primarily from a
hunter-gatherer background, the Shaman is as
rugged as any barbarian is. In fact their special
benefits and hindrances are the same.
The Shaman does not see the world in terms
of gods or philosophies. Instead he beckons to
the spirits of his ancestors, the land, of dreams
and animals for guidance and aid. While he may
recognize gods and even acknowledge their
strength and influence, this Adept follows a
different path.
As they belong to a wandering culture a
Shamans rituals are variants of this lifestyle.
When men come of age they must survive alone
in the wilderness, seeking their spiritual guide
and protector. When they seek guidance they
commune with the spirits of their ancestors who
have gone before him. Given to wandering the
Shaman is less likely to be tied by social mores
and usually comes and goes as he pleases.
Special Benefits
Action Bonus (1): A Shaman is a stout warrior
and has spent years listening to their instincts
when in a fight or tense situation. Because of
this conditioning, a Shaman may add one more
point to their Action Check score.
Skill Check Bonus (2): A Shaman gain a -1
Situation Modifier with War Craft, Survival,
Athletics, Movement, and Outdoors broad and
specialty skills.
Special Hindrances
Primitive (3): The character must select the
Primitive flaw at the +3 level of influence. This
flaw can be reduced as per the standard rules
for Achievement benefits however it can never
be improved beyond the +1 penalty flaw status.
If the Game Master allows some skills may be
learned if proper role-playing is used. This is
akin to American Indians learning to use
muskets. The character gains no skill points for
this flaw however it does count against the
character maximum number of laws available.
FX Broad Skills
Required: Spirit Magic
Available: Aid, Animal, Divination, Elemental
Magic, Plant, and Weather.
Barred: Abjuration, Black Magic, Cosmos,
Guardian, Numerology, and Thought.
Diplomat Careers
Diplomat careers cover the spectrum of the
secondary professions they can chose from.
Acting primarily as deal-makers and negotiators,
diplomats also need other skills when talk fails.
Diplomats need high Personality and Will scores
and should take advantage of these abilities with
skills like Culture, Deception, Leadership,
Administration, Resolve, Business, Law, and
Teach.
Ambassador
An ambassador is an official representative of
one organization to another. He has the ability to
speak and negotiate for the persons who he
represents.
Secondary Profession: Any
Skill Package: Law-court procedures;
Administration-bureaucracy; Awarenessperception; Culture-diplomacy, etiquette
(specific #1), etiquette (specific #2);
Deception-bluff, bribe; Interaction-charm.
FX Package: Enchantment-charm; Divinationknow
Signature Equipment: Formal clothing
Antiquarian
Appraiser
Appraisers are skilled at examining an object,
determining its value, and then relaying that
information to the owner. Sometimes they tell
the truth; other times they use the Deceptionbluff skill. Often they use their skills to run pawn
and loan shops and occasionally fence black
market goods. Others hold legitimate jobs and
use their services to ascertain values and help
kingdoms and businesses alike to plan.
Chapter 2: Careers
Secondary Profession: Rogue
Skill Package: Business-appraising, small, illicit;
Awareness-perception; Deception-bluff.
Signature Equipment: Formal clothes,
measuring scales.
Bard
Bards are wandering minstrels who weave
spells as well as songs. Being similar to the
Entertainer career below, a Bard seeks to
entertain others but has magical qualities that
the other career does not. To a Bard his Fame is
the root of his special abilities and so adventuring
and danger seeking is a natural course of action
for these heroes.
Bards begin the game with a Fame of 3.
This attribute is as important to a Bard as
Standing is to a Believer. As this score increases
so does their Influence Reactions benefit.
Special Benefits
Influence Reactions (1): Bards gain a -1
Situation Modifier for every three points of Fame
earned for any encounter skills used following a
successful use of their Entertain skill. This
Situation Modifier cannot exceed a 5 bonus.
Inspire Allies (1): A Bard can grant his or her
allies a -1 Situation Modifier to any attack rolls
and an increased of +1 to all Resistance
Modifiers. This only takes effect if the Bard
performs any successful Entertain skill or is
allowed to speak (and be heard) for no less than
one round (4 phases). This must be done within
minutes of the conflict. Anytime period longer
than five minutes cancels the abilities benefits
and must be started again.
Special Hindrances
Required Abilities (1): A Bard must have an 11
or better in Dexterity, Intelligence, and
Personality.
Required Skills (1): Bards must purchase the
Entertain, Manipulate, and Athletics-climb skills
at 1st level. With the Entertainment skill the
Bard must select at least two specialty skills at
rank 1 or higher.
Limited Attitudes (1): A Bard is limited to
having the Anti-Authority, Gallant, Just,
Honorable, and Selfish Moral Attitudes. Most
are Bards are Gallant.
Secondary Profession: Arcanist
Skill Package: Athletics-climb, jump, throw;
Acrobatics-dodge, fall; Manipulateprestidigitation; Deception-bluff; Entertain-act,
dance, juggle, musical instrument, sing;
Interact-charm, intimidate.
Cleric
Cleric and priest are two titles that were
kicked around a bit in other games as being the
same. A cleric is a functionary of a church and
fulfills roles other than spell casting. Many are
scribes, some are envoys, and others are
managers of church business. Therefor a cleric is
always a priest, but a priest is not always a cleric.
Clerics are the clergy and sometimes soldiers
of their religions and churches, acting as bastions
of their beliefs and servants to philosophies of
various alignments and/or gods. Clerics are the
most progressive type of Priest presented here
and are most common in PL2 and higher settings.
This is due primarily to their role in society and
the fact that larger kingdoms and/or nations
usually also occupy higher progress level regions.
In these settings, these large political bodies
usually have a single or dominate religion of
which the Cleric is a member, the result of which
is a Priest whose focus is on the strength of the
religion as a state institution as well as that of the
god itself.
Clerics are generally Monotheistic,
Polytheistic, Priests of Good, or Priests of
Balanced Forces. Few are Godmen as their role is
to advance a church or temple and its people as a
whole.
Secondary Profession: Believer
Skill Package: Knowledge-first aid, religious
doctrine; Resolve-mental resolve; Teach;
Culture-etiquette; Leadership-inspire.
FX Package: As per Believer careers choices
Signature Equipment: Holy symbol and holy
text.
Entertainer
These diplomats represent talented
individuals who are either one-man shows or are
members of large companies or troupes. The
Entertainer is a Rogue version of the Bard career
and is just as likely to pursue the quest for Fame.
Secondary Profession: Rogue
Skill Package: Awareness-intuition; Creativity;
Deception-bluff; Entertainment; Interactioncharm, seduce.
Signature Equipment: Performing costume,
musical instrument.
Chapter 2: Careers
Field Agent
These persons are leaders of missions for
powerful organizations. Responsible for security,
tactical planning, and command these persons
are part leader and part baby-sitter. In most
cases the results of a mission or quest are the
sole responsibility of the agent and he is liable for
the actions of those under his wing.
In many ways the field agent acts as a
motivator and leader, but is expected to pull his
weight as a fighter when the going gets rough.
Secondary Profession: Rogue
Skill Package: Unarmed Attack; Ranged
Weapons-crossbow; Knowledge-read/write 3,
deduce, first aid; Law-law enforcement; Tactics;
Administration-management; Investigateinterrogate; Culture; Interaction-interview,
intimidate; Leadership-command.
Signature Equipment: Several thousand gold
pieces in credit.
Functionary
A Functionary is a person who is dedicated to
making sure that the organization they belong to
works effectively towards its goals. Sometimes
workhorses and sometimes leaders the
Functionary will do whatever it takes to achieve
the goals of his allegiance.
Secondary Profession: Specialist
Skill Package: Administration-management;
Investigate-search; Business-large business;
Law; Interaction-interview.
Signature Equipment: Tools or writing
instruments
Guide
Justice
Military Officer
Military officers are commanders in the field of
war using their tactical training where it is best
suited. While being capable fighters their
greatest abilities lie in tactics and leadership.
Secondary Profession: Warrior
Skill Package: Armor Optimization-heavy armor;
Athletics-joust; Melee Weapons-blades;
Ranged Weapons-crossbow; Tactics-infantry
tactics; Administration-bureaucracy;
Leadership-command.
Signature Equipment: Chain mail, broad sword,
shield, lance, war horse, one NPC attendant.
Noble
Nobles are the inheritors of titles, land, and
deeds that have insured their wealth by name
and birth. While many rule in petty baronies
some are in line of succession for kingdoms and
empires.
Nobles adventure for a variety of reasons.
Some are philanthropists, some seek to advance
their kingdoms or lands through war or
exploration, while others are simply bored and
are looking for a thrill.
Secondary Profession: Warrior
Skill Package: Armor Optimization; Melee
Weapons-blades; Business-large business;
Animal Handling-riding; Culture-diplomacy,
etiquette; Deception-bribe, gamble.
Signature Equipment: Quality mount, chain
mail, long sword or rapier.
Psychic
This diplomat supplements encounter skills
with psionic powers. Some of these persons are
celebrated prophets while other are wandering
gypsies.
Secondary Profession: Mindwalker
Skill Package: Lore-psionic lore; Deception-bluff;
Interaction-bargain, interview.
FX Skills: ESP-empathy, mind read, precognition.
Chapter 2: Careers
Signature Equipment: Tarot cards, rune dice,
crystals.
Sea Captain
These Diplomats command ships and when on
board they are as kings. Their greatest
challenges are coordinating their crew in to an
effective unit and to maintain moral and
discipline during long journeys.
Secondary Profession: Specialist
Skill Package: Melee Weapons; Rope Use;
Vehicle Operation-water craft; Business-small
business; Navigation-sea navigation; Tactics-sea
tactics; Ship Operation; Leadership-inspire.
Signature Equipment: Rapier, compass,
spyglass.
Trader
Traders are small businessmen and
independent merchants who operate in every
campaign. Dealing with all sorts of persons a
Trader needs a good assortment of skills to deal
with a variety of situations.
Secondary Profession: Specialist or Rogue
Skill Package: Ranged Weapons-crossbow;
Business-small business; Interaction-bargain.
Signature Equipment: Measuring scales,
Crossbow, Wagon or Small coastal ship in need
of repairs.
Mindwalker Careers
Possible
Title
Seer
Kineticist
Physical
Adept
Porter
Telepath
Inseer
All Disciplines are the same. It is only a
matter of expression that makes them appear
different to the senses. So say the words of Tsi
Sun, the great Mindwalker philosopher.
The Inseer is a Mindwalker who holds all
disciplines of psionic power as being equally
important. Seeking meditation first and relying
on an impressive array of psionic abilities to
succeed, the Inseer is in some ways the true
Psionic Adept.
Special Benefits
Even Flow (1): Practicing a balancing act
between powers grants the Inseer the benefit of
never needing to pay more than 3 skill points
for any Psionic Broad skill. This benefit,
however, does not effect the cost of the
Specialty skills.
Special Hindrances
Talent Requirements (1): The Inseer must start
the game as an Amazing talent and must spend
no less then two-thirds of his available broad
skills on psionic broad skills.
Secondary Profession: Specialist
Skill Package: Acrobatics-defensive martial arts;
Medicine-psychology; Awareness-intuition; Lorepsionic lore; Psyche-psychic combat; Resolvemental resolve; Teach-psionic skills.
FX Package: An Inseer seeks to purchase broad
skills from as many different disciplines as
Chapter 2: Careers
possible to increase his knowledge of psionics
as a whole. Once this is done the remainder of
his skill point are usually spent to achieve rank
1 in as many specialty skills as possible. This
removes the +1 penalty for broad skill use in
many areas and makes the Inseer a formidable
and capable opponent.
Rogue Careers
Explorer
Bounty Hunter
Con Artist
This rogue loves shell games. Whether the
game uses three shells and a pea or large sums
of money or goods supposedly arriving on a late
ship are no matter. This rogue differs from a their
in that the execution of a crime or fraud is carried
out right in front of the victim; sometimes even
with their permission. For this reason a Con Artist
needs a high Personality score. Having a high
Will is also beneficial.
Skill Package: Manipulation-pick pocket;
Awareness-intuition; Street Smart; Deceptionbluff, bribe, gamble; Entertain-fortune telling;
Interaction-charm.
Signature Equipment: Formal clothes, deck of
cards, fake jewelry.
Corsair
Sea wolves, pirates, buccaneers, call them
what you will. The Corsair can fit any of those
descriptions but they may also work for the side
of justice or the establishment. Some started
their careers as raiders and were then offered an
opportunity to stop the criminals they once
Gambler
Investigator
It takes a thief to catch a thief. This rogue
works for the local law, applying his expert
knowledge of investigation to solve crimes and to
arrest nefarious organizations. Most of their
investigations are local but they sometimes
stumble onto web of conspiracy that can take
them far and wide. Often limited by jurisdiction,
they must sometimes work undercover in other
lands.
Skill Package: Ranged Weapons-pistol; Stealthshadow; Knowledge-deduce; Law-law
enforcement; Creativity-disguise; Investigatesearch; Street Smart-street knowledge.
Chapter 2: Careers
Signature Equipment: Wheel lock pistol,
magnifying glass, lock pick set.
Outlaw
Thief
Scout
Similar to the Guide career for Diplomats, the
Scout applies his knowledge of trails and the land
to assist the movement of armies and to locate
the enemy in the field. Scouts are always in
danger of being caught and most are not allowed
to return to their employeers.
Skill Package: Athletics-throw; Ranged
Weapons-rifle; Movement-swim, trailblazing;
Stamina-endurance; Survival-survival training;
Animal Handling-riding; Investigate-track;
Knowledge-first aid.
Signature Equipment: Long rifle, compass,
hand ax.
Smuggler
Whether by land or by sea these rogues
peddle goods that are illegal but that are in high
demand. Smugglers must be ready to fight when
negotiations fails, or be ready to flee.
Skill Package: Unarmed Attack; Vehicle
Operation; Business-illicit; Deception-bluff,
bribe; Interaction-bargain, taunt.
Signature Equipment: Small cog or horsedrawn cart, club, legal goods with hidden
compartments.
Spy
Spies are infiltrates whose sole purpose is to
gather as much information as they can and
safely return to their employers. As most
clandestine knowledge is subject to change once
compromised the spy must also ensure that his
efforts go unnoticed.
Skill Package: Unarmed Attack; Athletics-climb,
jump, throw; Stealth-sneak; Investigateinterrogate; Interaction-seduce.
Specialist Careers
Alchemist
Apothecary
The Apothecary is similar to both a doctor and
an alchemist; dabbling in both arts. Their primary
concern is aiding the sick with poultices, salves,
and ointments. In addition many apothecaries
run small businesses selling concoctions to those
in pain. They all specialize in examining a person
and then creating a remedy.
Skill Package: Knowledge-brewing, cooking,
first aid; Alchemy-concocting; Medicinediagnostic; Agriculture-gardening; Natureherbalism.
Signature Equipment: Ordinary quality lab.
Chapter 2: Careers
Crewman
Smith
Doctor
Sought after to cure all manner of aliments
the Doctor is the next best thing to the Aid-heal
spell. In addition to those skills listed, many also
take Medicine-surgery or Animal Handlingveterinary healing.
Skill Package: Crafting-healers tools; Alchemyconcocting, toxins; Medicine-diagnostics,
medical knowledge, treatment; Interactioninterview.
Signature Equipment: Healers bag, magnifying
glass.
Engineer
Engineers are hired to build castles and
temples, expanding a kingdom or build one where
none exists. Often they must survey and area
first and may hire other to aid them should the
local denizens prove unfriendly.
Skill Package: Construction; Demolitions-set
explosives; Engineering-aqueducts,
fortifications; Science-physics; Tinkering.
Signature Equipment: Surveying gear,
machete (hand ax), spyglass.
Pilot
Pilots represent higher progress level
operators who use airborne craft. Some are ace
fighters while other run cargo missions. Because
one can never be sure of tinkering completely
having the Survival skill helps when parachute
works but the aircraft does not.
Skill Package: Vehicle Op-aircraft; Acrobaticsdaredevil; Ranged Weapons-pistol; Survival;
Navigation-surface navigation; Tinkering-repair.
Signature Equipment: Pilot goggles, parachute,
starwheel pistol, knife, survival gear.
Tinker
Tinkers are usually associated with Gnomes
and while that is not untrue many campaigns
include other races with knowledge in this area.
Tinkers are responsible for inventions in any
progress level and while they seem to fit into a
Progress Level 3 or higher environment they can
be used in lower ones as well. Consider that
someone had to invent scissors and the
magnifying glass. That person was probably a
tinker.
Skill Package: Manipulate-set/disarm traps;
Science-physics; Tinkering-invention, juryrig,
repair, tinker knowledge; Creativity.
Signature Equipment: Tool box, tool harness.
Warrior Careers
Warriors come in many varieties. Most of
these characters have high Strength and
Constitution scores. Others also favor Dexterity
and Intelligence as well.
Archer
Brawler
Brawlers specialize in hand-to-hand fighting
and close-quarter battles. Hes a boxer, a street
fighter, or hired muscle mean and strong. The
brawler fights for honor, money of just to survive.
Weapon Specialty: Unarmed Attack-brawl
Chapter 2: Careers
Skill Package: Melee Weapons; Street Smartcriminal elements; Deception; Interactionintimidate.
Signature Equipment: Knife
Constable
This warrior is a soldier of the streets,
enforcing the law or his lords will in that city or
land.
Gladiator
Forced to fight for their lives, gladiators are
grim warriors seeking glory and fame or simple
freedom. Some seek glory in an arena or pit but
most are slaves or criminals fighting for their lives
and for the glory of their captors.
Dragoon
Knight
Duelist
Similar to a Gladiator, the Duelist fights his
battles man to man in single combat. Preferring
either the rapier or the wheel lock pistol as
weapons of choice this warrior settles matters of
honor with mortal stakes.
Weapon Specialty: Melee Weapons-blades or
Ranged Weapons-pistol
Skill Package: Stamina-resist pain; Tacticsmelee tactics; Interaction-charm, intimidate.
Signature Equipment: Rapier or wheel lock
pistol, Formal clothing.
Guard
These are warriors who protect a location or a
person from intrusion and harm. While combat
skills are a must the guard must also pay some
attention to Awareness skills. Investigate-search
is also a good idea.
Weapon Specialty: Melee Weapons-polearms
Skill Package: Armor Op; Tactics-sentry tactics;
Awareness-perception; Culture-heraldry;
Interaction-intimidate.
Signature Equipment: Chain mail, pole arm.
Marine
Marines are shipboard fighters who off-load
into unfriendly ports or onto unfriendly ships.
Marine tactics involve the overwhelming of the
enemy by sheer firepower and force.
Weapon Specialty: Melee Weapons-blades or
Heavy Weapons-direct fire.
Skill Package: Unarmed Attack-brawl; Vehicle
Operation-water craft; Movement; Ship Op;
Tactics-infantry.
Signature Equipment: Great ax, partial plate.
Martial Artist
An aesthetic that seeks fullness through
physical perfection, the Martial Artist is not a
warrior to be taken lightly. The Martial Artist
usually lives by a code and value system that is
apart of his training. Some pursue the maximum
ranks they can afford in power martial arts while
other, more pacifistic warriors, prefer defensive
martial arts.
Weapon Specialty: Unarmed Attack-power
martial arts
Chapter 2: Careers
Skill Package: Athletics-jump; Melee Weapons;
Acrobatics-defensive martial arts, fall; Staminaendurance, resist pain; Awareness-intuition;
Resolve-physical resolve.
Signature Equipment: Nunchaku, sandals.
Mercenary
A Mercenary is a soldier who sells his skills to
the highest bidder. The Mercenary needs every
advantage he can get. While dealing out damage
is key, so is defense. Dont forget that before an
assignment this character usually must bargain
for his pay as well. Some of these warriors are
solo acts, while other belong to guilds. The latter
case can involve an allegiance.
Weapon Specialty: Melee Weapons-blades
Skill Package: Armor Op-heavy armor; Unarmed
Attack-brawl; Ranged Weapons-bows; Staminaendurance; Movement; Survival; Interactionbargain, intimidate.
Signature Equipment: Partial plate mail, great
ax.
Partisan
The partisan represents revolutionaries,
guerilla fighters, terrorists, and the strong arm of
political groups. Skilled at remaining hidden until
the time is right to strike these underground
warriors fight against who ever is in power.
Politically motivated groups are often homes for
rogues and diplomats. The Partisan is the
warriors contribution to the war of civil liberties.
The skills presented below are for a partisan
operating primarily in the wilderness. For more
urban styled characters replace the Survival and
Outdoors skills with Street Smart-criminal
elements and Security-traps and devices. The
Demolitions skill only applies in campaigns that
allow smokepowder.
Weapon Specialty: Ranged Weapons-crossbow
Skill Package: Unarmed Attack; Survivalsurvival training; Demolitions; Outdoors-set
snares; War Craft-bows; Interaction-intimidate
Signature Equipment: Crossbow, survival gear.
Soldier
The Soldier belongs to a standing military
force. They can serve in many capacities, even
as officers.
Weapon Specialty: Melee Weapons-blades
Skill Package: Armor Optimization; Unarmed
Attack; Ranged Weapons; Stamina-endurance;
Movement-trailblazing; Tactics.
Signature Equipment: Broad sword, chain mail,
shield.
Weaponeer
The weaponeer is an expert in the use of
heavy and team weapons. Found at key locations
on a battlefield this warrior loves big weapons. In
infantry units they wield a blunderbuss or even a
light ballista. In defensive positions they may
command a catapult crew or shipboard weapons
as well.
Weapon Specialty: Heavy Weapons-direct fire
or indirect fire.
Skill Package: Demolitions; Tinkering-repair;
Awareness-perception.
Signature Equipment: Blunderbuss, chain mail.
Legends
Occasionally a character enters the scene that
is above the normal kin of mankind. These
persons are called Legends. Some are born of
both man and god, some are destined to perform
some great event or deed, while others are of a
race that is from another dimension. Regardless
of origin the Legend character is by default a
mover and shaker despite his or her best efforts
to avoid attracting attention.
These characters are by all means optional.
The inclusion of this type of character changes
the nature of the campaign in a way that shifts a
majority of the game focus on that character.
Before allowing this option ask the other players
if they mind being involved in this type of
campaign. Often times this character type works
best in single character games. However other
players may also wish to be a Legend as well. If
this is the case then the focus of the campaign
should include them all.
Regardless of the type of Legend chosen,
each has several similar attributes as follows:
Achievement Benefits: A Legend may purchase
achievement benefits at one-half the listed cost
rounded up. The only exception to this is the
removing of a flaw. This remains normal.
Required Flaw: As a hindrance they must take
the Powerful Enemy flaw which provides no
bonus skill points. This flaw is usually set at the
most extreme level however Game Masters are
free to custom fit it within their campaign
design.
In most cases the Legend character selects a
race and a profession normally. Any exceptions
to this are included in the descriptions below.
Benefits and hindrances, perks, and flaws can be
purchased normally. Mutations should be avoided
as they may complicate the characters
Chapter 2: Careers
description and should only be allowed if they
make sense.
Demigod
The Demigod is a product of a relationship
between a deity and a mortal man or woman. In
the classic sense most are human but other races
can be used. The best example of a demigod is
Hercules, born of a mortal woman and Zeus. The
demigod is a superior specimen being born of the
divine and as such they enjoy several benefits.
Increased Abilities: A Demigod character starts
the game with 6 more points to distribute
among his ability scores. These bonus points
can raise a score above the racial maximum.
Longevity: Long-lived and in remarkable health,
demigods live on average twice as long as other
members of their species.
Luck of the Gods: The demigod gains a bonus
last resort point. This point recharges itself
automatically every adventure and need not be
purchased.
Powerful Enemies: The enemies of the demigod
usually come from the same pantheon as his
immortal parent. Some can be deities that
have been cast out of the fold, and some may
even be a jealous spouse. This being the case
the demigod can face some of the more
powerful beings in the game, sometimes with
no warning at all.
Super Power FX: As befits the spawn of a deity,
the demigod has special powers. The character
begins the game with the ability to buy Super
Power FX abilities as detailed in that chapter in
book 2. Powers that are chosen should reflect
the nature of the deity parent in some way.
Hercules gained his fathers strength. A seagods child may select Power Swimming while
deity of love may produce a child with Super
Personality. There is no fixed rule for this
selection, only that the abilities should reflect
the parent gods attributes in some way.
Destined Hero
Born with a foretold quest, the destined hero
has been prophesied to perform some great act
or deed that will change the nature of the
campaign as a whole. The character may have
been born to lead a revolution against an unjust
nobility or to expel the influence of powerful
beings like gods or outsiders.
While mortal and using the same rules that
other heroes do, the destined hero has some
special benefits to help him reach his goal. A
good example of a destined hero is King Arthur
who was foretold to unite all of Britain.
Call on Fate: The destined hero can Call on
Fate as often as he wishes without penalty. If a
Immortal
Chapter 2: Careers
Historical Witness: Having lived history the
immortal character is better able to recall lore
from the past. This benefit manifests as a 1
Situation Modifier to the Lore or Knowledgehistory skills as well as others that have a
historical context. For example the hero may
know that a kingdom attempted to settle an
area long ago and that the denizens of that
area may have lore, knowledge, or even fear of
that ancient culture.
Mortal Resistance: Being immortal also makes
the character immune to certain effects that are
deadly to other, mortal characters. This type of
character has a Toughness of Good against all
physical and energy attacks as well as Hazards.
In addition to this mortal damage can be healed
as if wound damage. Furthermore when mortal
damage is suffered the character does not need
to roll further checks to avoid additional mortal
damage.
Aging Immunity: Immortals are immune to
attacks that cause aging and similar effects.
Spells that effect time, like Alterationcontinuance do have their normal effects
however.
Powerful Enemies: The selection of enemies for
an immortal character is far more flexible than
for other Legends. Literally any one could be an
enemy. Having been around a long time this
character has had enough time to create many
enemies, some of whom are still around.
Outsider
Outsider heroes are members of extradimensional races that are somehow involved in
the campaign world. They may be trapped there,
on some type of long-term mission, or
condemned to the mortal world for a period of
time as punishment. Regardless of the reason
they are here Outsiders stick out like a brick in a
punch bowl.
Creating an Outsider character follows all of
the standard rules as regards character creation
except for the selection of race. In this case the
character picks a race form the Outsiders chapter
in book 3. This character uses those powers and
attacks that are listed, but selects his own ability
scores and skills normally. Game Master's may
need to modify some scores as appropriate.
Powerful Enemies: Outsiders already have
plenty of natural enemies from opposing
planes. Celestial outsiders could have fiends
hounding their tails. Elemental outsiders may
have enemies from opposing elements. Some
outsiders have journeyed to the prime material
plane to escape an angry god who can only
attack through its minions.
Tall Tale
This character is larger than life. The Tall Tale
character can be the most difficult to play and to
control as they can literally break the rules of
reality. While effectively a normal member of
their species they may differ in ways that are
astounding. Imagine an elf as tall as a frost giant,
a man who is so charming that any woman he
meets instantly falls in love with him, or a person
who can speak with animals at will. A Tall Tale
character does readily fit the ideals for a Warrior
profession but differing campaign styles will have
to dictate how they are used.
Adventures based around this type of
character differ from standard fantasy games in
that they tend to be more light-hearted. Quests
and adventures should be humorous and comical
to some degree with the more dire nature of
some campaign settings being put on hold.
Examples of this type of character range from
everyone like Baron Manchusen, to Paul Bunyon,
even to Dr Doolittle.
Defy Reality: The Tall Tale character can
attempt to change the laws of reality to
overcome situations by merely passing a
Personality feat check. Game Masters can limit
the circumstances that call on this ability (with
untimely death being one of them) or may allow
the character to do so whenever he wishes.
The spirit of this ability is not to make spell
effects more powerful or to cause more
damage. Instead it allows the character to fulfill
the status off being a Tall Tale in the first place.
Examples include riding canon balls or cyclones,
creating a new magic word that causes
everyone to laugh uncontrollably, or
Reoccurrence: Even after a Tall Tales demise
they may return if they are missed. In a way
not unlike the essence of spirits, the Tall Tale
continues to live else where even after death. If
the Game Master desires they may actually be
summoned by elaborate rituals, critical
situations that require their presence, or even
the longing of a lonely child. May times this
character does become a Tall Tale until after his
demise. I such a case adventures could be built
around those times that the character ventures
the world pursing his livelihood.
Trademark: Each Tall Tale character has a
distinct trademark ability. This ability can be a
spell-like effect, a Super Power FX ability, or
something completely different. It can be broad
in scope and effect but it is very rarely a form of
attack. Usually no roll is required of the
character and the ability just happens when
conditions are right.
Powerful Enemies: The Tall Tale character can
have any number of powerful enemies but if
this concept detracts from the tone of the game
Chapter 2: Careers
dismiss it. One enemy that all Tall Tales face is
being forgotten by the public at large. As the
Chapter 3: Skills
All skills in this game follow the same core
rules as detailed in the Alternity Players
Handbook. Skills in blue cannot be used
untrained; a player must first purchase a Broad
skill before advancing in rank with any of its
related specialty skills and so on. The
Profession Codes are a little different and are
defined below.
Profession Codes
D=
Diplomat
R = Rogue
S=
Specialist
W = Warrior
- = Open
Every skill on the table has an entry in this
book. Those skills that remain unchanged from
the Alternity Players Handbook entries are still
mentioned; even if the entry is brief. Rank
benefits are given for all skills as a point of
reference. Also game statistics are provided for
reference as well and the entries include
information from both the Alternity Players
Handbook and the Alternity Gamemaster's Guide.
Strength
Skills
Cos
t
Pro
.
Pag
e
Armor Optimization
Heavy Armor
Shields
7
3
3
W
W
W
36
36
36
Athletics
Climb
Jousting
Jump
Throw
(Specific)
3
2
3
1
2
1
W
-
36
37
37
37
37
37
Construction
Armory
Blacksmith
Carpentry
Smelting
Stonemasonry
Weaponry
(specific)
5
3
2
2
5
2
3
1
W,S
S
S
S
S
W
-
37
38
38
38
38
38
38
39
Heavy Weapons
Direct Fire
Indirect Fire
6
4
4
W
W
W
39
39
39
Melee Weapons
Blades
Bludgeon
Polearms
Whip
6
3
3
3
2
W
W
W
W
W
39
39
39
39
39
Chapter 3: Skills
5
3
5
W
W, R
40
40
40
Air Vehicle
Land Vehicle
Space Vehicle
Spelljamming
Water Vehicle
5
4
5
2
3
S
S
S
S
S
46
46
46
46
46
Cos
t
Pro
.
Pag
e
Constitution
Skills
Cos
t
Pro
.
Pag
e
Acrobatics
Daredevil
Defensive Martial
Arts
Dodge
Fall
Flight
Tightrope Walking
Zero-Gravity
Training
(specific)
7
4
5
R
W, R
40
40
40
Movement
Race
Swim
Trailblazing
3
2
1
3
46
46
46
46
4
3
2
1
2
W, R
R
-
40
41
41
41
41
Stamina
Endurance
Light Sleeping
Resist Pain
Slow Respiration
3
4
4
4
3
W
W, R
W
-
46
46
46
47
47
41
Crafting
Bowyer
Gem Cutting
Gunsmith
Locksmith
Metalsmithing
(specific)
4
2
3
2
3
3
1
W,S
S
W,S
R,S
S
-
41
41
42
42
42
43
43
Survival
Survival Training
5
3
W,R
W,R
47
47
Intelligence
Skills
Cos
t
Pro
.
Pag
e
Manipulate
Lock Pick
Pick Pocket
Prestidigitation
Set/Disarm Traps
6
4
4
3
3
R
R
D
R, S
43
43
43
43
43
Alchemy
Concocting
Toxins
7
3
2
S
S
R, S
47
47
47
Business
Illicit Business
Large Business
Small Business
4
3
3
3
D
D, R
D
D
48
48
48
48
Ranged Weapons
Automatic Weapon
Blow Gun
Bow
Crossbow
Pistol
Rifle
Sling
7
3
3
4
3
3
3
4
W
W
W
W
W
W
W
W
44
44
44
44
44
44
44
44
Demolitions
Disarm
Scratch-Built
Set Explosives
6
4
4
3
W,S
S
S
W,S
48
49
49
49
Rope Use
Bind
Secure
3
1
1
44
45
45
7
3
3
2
4
5
S
S
S,W
S
S,W
S
49
49
49
50
50
50
Stealth
7
4
4
5
3
R
R
R
R
R
45
45
45
45
45
Knowledge
Deduce
First Aid
Languages
Read/Write
(specific)
3
2
2
1
1
1
50
50
50
50
50
50
45
Law
Court Procedures
Law Enforcement
5
3
3
D, R
D
W, R
50
51
51
Unarmed Combat
Brawl
Power Martial
Arts
Dexterity
Skills
Hide
Shadow
Sneak
Somatic
Concealment
Vehicle Operation
Engineering
Aqueducts
Fortifications
Mining
Siege Works
Space Works
Chapter 3: Skills
(specific law)
51
Life Shaping
Creatures
Products
Mutate
Tissues
7
5
3
4
4
S
S
S
S
S
51
51
51
51
52
Medicine
Diagnostics
Forensics
Medical Knowledge
Psychology
Surgery
Treatment
6
3
3
3
3
5
4
S
S
S
S
S
S
S
52
52
52
52
52
52
52
Metaphysics
Magical Theory
Prophesy
(specific)
5
3
5
1
53
53
53
53
Nature
Ecology
Herbalism
Meteorology
5
2
4
2
S
-
53
53
53
53
Navigation
Phlo Navigation
Space Navigation
Surface Navigation
6
3
3
3
S
S
S
S
53
54
54
54
Science
(specific)
7
3
S
S
54
54
Ship Operation
Sails
Shipwright
Signaling
(specific)
4
3
4
1
1
S
S
S
-
54
54
54
55
55
Tactics
Cavalry Tactics
Infantry Tactics
Melee Tactics
Sentry Tactics
Space Tactics
Vehicle Tactics
6
3
3
4
3
3
3
S,W
W
W
W
D, W
S,W
S,W
55
55
55
55
55
55
55
7
4
3
3
3
3
S
S
S
S
S
S
56
56
56
57
57
57
Cos
t
Pro.
Pag
e
Tinkering
Invent
Juryrig
Fantasy Physics
Repair
Tinker Knowledge
Will
Administration
Bureaucracy
Management
4
3
3
D
D
D
57
57
57
Agriculture
Cash Crop
Gardening
3
3
4
57
57
57
Animal Handling
Animal Riding
Animal Training
Veterinary Healing
3
1
1
3
57
57
57
58
Awareness
Direction Sense
Intuition
Perception
3
2
3
2
R
-
58
58
58
58
Creativity
Cartography
Dreamscape
Engraving
Forgery
Illusion Sculpting
Voice Mimicry
Writing
(specific)
4
1
1
1
1
1
1
1
1
58
58
58
58
58
59
59
59
59
Investigate
Cryptography
Interrogate
Read Lips
Research
Search
Track
7
3
4
3
3
4
4
R,S
R,S
R,W
R
R, S
R,S
R
59
59
59
59
59
59
59
Lore
3
1
60
60
Outdoors
Animal Noise
Hunting
Fire Building
Fishing
Set Snares
(specific)
3
5
3
2
3
4
1
R
W
R
-
60
60
60
60
60
60
60
Psyche
Awaken
Psychic Combat
6
3
2
61
61
61
Resolve
Mental Resolve
Physical Resolve
5
3
3
61
61
61
Street Smart
Criminal Elements
Street Knowledge
5
3
3
R
R
R
61
62
62
(specific)
Chapter 3: Skills
Teach
(specific)
5
3
D,S
D,S
62
62
War Craft
Bow Craft
Crude Armor
Improvise Weapon
Weapon Craft
5
2
2
1
2
W,R
W
W
W
62
62
62
62
62
Cos
t
Pro
.
Pag
e
Culture
Diplomacy
Etiquette (specific)
First Encounter
Heraldry
Religion (specific)
5
3
2
3
2
2
D
D
D
D
D,W
D
62
63
63
63
63
63
Deception
Bluff
Bribe
Gamble
5
3
3
3
D,R
D,R
D,R
D,R
63
63
63
64
Entertainment
Act
Chant
Dance
Fortune Telling
Juggling
Musical Instrument
Sing
Ventriloquism
4
2
2
2
3
3
2
2
4
D,R
D,R
D
D,R
D,R
D,R
D,R
D,R
D,R
64
64
64
64
64
64
64
64
64
Interaction
Bargain
Charm
Interview
Intimidate
Seduce
Taunt
3
3
3
3
3
3
2
D,S
D,R
D,R
W
D,R
-
64
65
65
65
65
65
65
Leadership
Command
Inspire
4
4
4
D,W
D,W
65
65
65
Personality
Skills
Strength Skills
Strength measures a hero's physical power.
To determine the result of an action involving
Strength that isn't directly related to a skill, a
hero makes a feat check.
Breaking Things
When a character simply smashes a barrier or
attempts to bend an iron bar it may not always
Durabilit
y
Fragile
Average
High
Modifier
0
+1
+3
Lifting Things
Lifting a heavy object is one example of a
Strength feat. The Game Master doesn't have to
be specific when he declares a feat to be of a
certain level of difficulty, but he will use the
following as a general rule:
Feat
Marginal
Slight
Moderate
Extreme
Weight in
Kilograms
Strength x 5
Strength x 10
Strength x 15
Strength x 20
Modifie
r
0
+1
+2
+3
Chapter 3: Skills
However, only the better of the two is used in
absorbing secondary damage. What this means
is that if a character had Heavy Armor at rank 2
and Shields at rank 6, the character could absorb
only 3 pints of secondary damage, not 4.
Shields (Cost 3 W)
Athletics (Cost 3)
While it may seem odd to envision the
medieval man participating in an organized sport,
many ancient civilizations did. The Mayans and
Aztecs had a host of events and the Greeks had
the Olympic games.
This broad skill provides a hero with the
abilities of a natural athletea competent level of
strength, grace, and physical prowess. This skill
is used to determine the success of physical
actions such as climbing a tree, jumping over a
large hole, or throwing an object at a target.
Players should use athletic specific specialty
skills to add flavor and color to their cultures.
Another option is to allow characters to use this
skill for throwing specific objects like knives,
spears, darts, nets, and others as well.
Climb (Cost 2)
In combat scenes, a hero can climb a certain
number of meters in a phase, depending on the
result of a skill check: Critical Failure, fall (if
possible); Marginal, no progress; Ordinary, 1
meter; Good, 2 meters; Amazing, 3 meters.
If the hero is climbing as part of a
challenge scene, don't bother to track how far he
climbs with each skill check. Instead, assign a
number of successes needed and establish a time
frame for how often he can attempt the checks.
It's assumed that the hero is climbing
continuously throughout the challenge scene.
The GM can assign additional modifiers for the
difficulty of the climb, special equipment, or
weather conditions.
Distance
130 m
30100 m
1001000
m
1+ km
Success
es
2
4
6
10+
Time
1/minute
1/5 minutes
1/30
minutes
1/hour
Chapter 3: Skills
hero has no remaining actions, he falls. Damage
from the fall is lessened if the hero makes a
successful untrained Dexterity check or an
Acrobaticsfall skill check.
Climbing Modifiers
Sheer surface
Icy or slippery surface
Darkness
Wet surface
Surface with some footholds
Surface with many
footholds
Minimal climbing gear
(gloves & sturdy shoes)
Partial climbing gear
Full climbing gear
+3
+2
+1
+1
-1
-2
-1
-2
-3
Throw (Cost 2)
Joust (Cost 3 W)
Using a lance is a deadly method of combat
and while this skill is cheap, it also requires the
use of the Animal Handling-riding skill. Jousting
weapons do not gain the rank benefits of other
weapons. Refer to the Mounted Combat section
in the Gamers in Action chapter for rules on the
use of a lance.
Jump (Cost 1)
In combat scenes, a hero can jump a certain
number of meters in a phase, depending on the
result of a skill check. There are 4 types of
jumps: standing jump, running jump, vertical leap
and vault. On any jumping attempt, a Critical
Failure result indicates that the hero trips and
takes a hard fall, suffering d6s. A Marginal result
indicates that the hero makes a leap of Ordinary
distance but suffers d4s because of a poor
landing.
Type of
jump
Standing
jump
Running
jump
Vertical leap
Vault
Jumping Table
Ordina
ry
1m
Good
2m
Amazin
g
3m
2m
4m
6m
1m
1.5m
-- see below --
2m
Construction (Cost 5)
Construction is the creative use of brute force.
Splitting logs, cutting stone, shaping metals, and
digging into the earth are all apart of this skill.
Using the Construction skill involves a complex
skill check, with a situation modifier based on the
conditions under which the work is being done
and a number of successes required related to
the complexity of the task at hand. (Shaping a
simple iron rod might be merely a Marginal
accomplishment, but shaping an ornate suit of
plate armor would be Amazing). How often a
character can make a check is based on what
specialty skill he is using.
All construction tasks are difficult and time
consuming, but they are also physically taxing.
For every skill check required the character must
also roll a Staminaendurance check to determine
the amount of fatigue damage he suffers.
If the complex skill check ends in a Critical
Failure before the check is completed, whatever
Chapter 3: Skills
the character was trying to produce is either
scrapped or contains a fatal flaw. On any other
result, the result of the complex skill check
determines the price the character can expect for
the finished goods: Marginal, 1/2 the listed price;
Ordinary, listed price; Good, 5 times the listed
price; Amazing, 10 times the listed price.
These skills can also be used to judge the
quality of materials and the time required for a
job. Construction can be used to ascertain the
quality in the works of others as well. The
following modifiers apply to all Construction skills.
Construction Modifiers
No tools
Minimal tools
Standard tools
Specialized tools
Darkness
Marginal or Ordinary light
Good light
No deadline
Reasonable deadline
Tight deadline
Unreasonable deadline
+3
0
-1
-2
+3
+1
0
-2
0
+1
+3
Armory (Cost 3 S, W)
This skill cant be used untrained.
This specialty skill allows a hero to make all
types of armor except for hide armor, given the
proper materials and facilities. With this skill, a
hero is capable of crafting helmets, shields, and
various suits of armor.
It takes time, and a complex skill check, to
produce a piece of armor; the time is directly
proportional to the object's Action Penalty. Armor
with an Action Penalty of 0 requires a Marginal
complex skill check. Action Penalty of +1,
Ordinary. Action Penalty of +2, Good. Action
Penalty of +3 or more, Amazing. Each roll for the
complex skill check requires 1 week to
accomplish. In the case of Plate armor, the
person for who the armor is intended must be onhand for fitting at least once a week. If not a +2
penalty is applied to that check.
The result of the complex skill check
determines the amount of punishment a piece of
armor can sustain before it becomes damaged:
Critical Failure, the armor is so much scrap metal;
Marginal, the armor appears normal, but
functions as if already damaged (-1 damage
value per category); Ordinary, the armor is
damaged when the character loses half his
wound points or suffers any amount of mortal
damage; Good, the armor is damaged when the
hero loses all his wound points or suffers two or
more points of mortal damage; Amazing, the
armor is damaged when the character suffers
three or more points of mortal damage.
Rank 3 - Armor Repair: When a character
reaches rank 3, he can repair damaged armor
and shields. Using this rank benefit also
requires a complex skill check. The time it
takes to repair a piece of armor is up to the
Gamemaster, but each check should take
approximately one to four hours, based on the
severity of the damage. The number of
successes necessary to repair the armor is also
at the Gamemasters discretion, but should not
be more than onehalf the armor owners
durability rating.
A character may also repair magical armor
as well. Doing so imposes a base penalty of
+1, 2, or 3 for the magical quality however.
This penalty is in addition to all other modifiers
associated with this use of the skill.
Blacksmith (Cost 2 S)
This skill cant be used untrained.
A character with this skill can craft most any
iron object short of true weapons. Nails,
horseshoes, grappling hooks, large rings,
plowshares and the like can crafted with this skill.
Chapter 3: Skills
This specialty skill allows a hero to craft tools and
implements out of iron. The blacksmith can craft
anything from nails to horseshoes to iron hoops
out of iron or iron alloys. A character requires a
completely outfitted forge to utilize this specialty
skill.
The time it takes for the smith to craft an
object is based on its durability rating. The
number of successes required to complete the
complex skill check is equal to the object's
durability rating. Each roll for the complex skill
check requires one day.
Rank 3 - Repair: When a character reaches
rank 3, he can repair damaged iron objects.
Using this rank benefit only requires a simple
skill check. The time it takes to repair an object
is up to the Gamemaster, but each check
should take anywhere from one hour to one day
based on the severity of the damage. The
number of successes necessary to repair an
object is also at the Gamemasters discretion,
but should not be more than onehalf the
objects durability rating.
Carpentry (Cost 2 S)
This specialty is focused on woodworking.
This skill includes all functions of woodworking
from cutting down trees, cutting the trunks into
usable lumbar, to the actual building of a
structure.
The complexity of a work is based on the
durability of each section of a structure even if
there is but one section. Each wall of a cabin or
every ten meters of a stone wall are good
examples of sections while a tavern door or a
border around a well serve as good examples of
single section items.
In the case of wood-cutting a tree may require
anywhere from 3 to 6 successes to fell. Cutting
wood into boards requires success based on
quantity and the size of the trunks themselves.
Rank 3 - Repair: When a character reaches
rank 3, he can repair a damaged construction.
Using this rank benefit requires a complex skill
check equal to one-half of the damage per
section. The time it takes to repair an object is
up to the Game Master, but each check should
take anywhere from one hour to one day based
on the severity of the damage.
Smelting (Cost 5 S)
This skill cant be used untrained.
Smelting is the art of super-heating iron or
metallic ore to a point that the metal can be
separated from the deposit. Feel free to assume
that for each day spent smelting metallic ore, it
yields enough to craft one durability point of a
Stonemasonry (Cost 2 S)
Weaponry (Cost 3 W)
This skill cant be used untrained.
This specialty skill allows a hero to perform
the arduous task of crafting metal weapons. The
blade of a sword, the head of a hammer, the links
of a chain, and the spike of spear are all objects
that only a weaponsmith can craft.
The time it takes for the smith to craft the
weapon is based on its durability rating. The
number of successes necessary for the complex
skill check is equal to the weapon's durability
rating (which is equal to twice its mass). Each roll
Chapter 3: Skills
for the complex skill check requires two days. For
weapons not composed entirely of metal assume
the durability to be one-half of the result as
determined above.
The result of the complex skill check
determines the quality of the finished weapon:
Marginal, the weapon has a single drawback;
Ordinary, the weapon is normal; Good, the
weapon has one bonus; Amazing, the weapon has
three bonuses.
Marginal and exceptional weapons have
penalties or bonuses to any one of 5 categories.
These categories are Accuracy, Damage,
Durability, Actions, and Range (if the weapon can
be thrown). The adjustments to each individual
category are listed on the following table:
Categor
y
Accuracy
Damage
Durabilit
y
Actions
Range
Penalt
y
+1 step
1
point
1
Bonus
1 step
+1 point
1
10%
+1
+10%
+1
Chapter 3: Skills
imposes a +1 penalty on the first attack and a
+2 on the second. For Indirect Fire weapons
that require a reload per action this reload
number is reduced by one action.
Polearms (Cost 3 W)
Polearms have the same rank benefits as do
other melee weapon specialty skills. In addition
to this, Polearms also have a reach bonus.
Reach Bonus: At rank 6 the reach of a pole
arm can be extended by one meter but it
suffers a +1 penalty to attacks when used in
this fashion. At rank 9 the penalty is removed
and at rank 12 the polearms reach can be
extend one more meter. Reach and how it
applies to polearms is discussed in Chapter 4:
Weapons and Armor.
Whip (Cost 2 W)
Whips have been in use for a long time. The
damage they cause is not great, but a whip can
be used to intimidate others with a sharp and
well placed crack. To use this option, the
whipping party must crack the whip in front of the
target and must also be in range to actually
cause damage. When the whip is used in this
fashion the degree of success determines a
modifier to the targets Resolve-mental resolve
check. The modifiers are as follows: Amazing +3,
Good +2, Ordinary +1, Marginal 0, and a Critical
Failure indicates that no further intimidation
Brawl (Cost 3 W)
Chapter 3: Skills
A hero with this skill enjoys improved damage
on a successful unarmed attack: d6s/d6+2s/d4w,
plus any Strength bonuses.
Ranks 3, 6, 9, & 12 - Knockout: At the
indicated ranks an opponent suffers a +1, +2,
+3, or +4 penalty to their Stamina-endurance
check to resist a knockout caused by an
amazing hit.
Ranks 4, 8, & 12 Resistance Modifier: At
the indicated ranks the characters Resistance
Modifier increases to +1, 2, and 3.
Rank 5 No Hands: At rank 5 the character
can attack even if his hands are cuffed, bound,
or otherwise unusable.
Rank 7 - Increased Damage: The damage
caused by an attack increases to
d6+2s/d4w/d4+2w.
Dexterity Skills
Acrobatics (Cost 7 R)
This broad skill provides a hero with basic
training in acrobatics, including gymnastics,
tumbling, vaulting, rolling, dodging, balancing,
highrisk activities, and falling without incurring
serious injury. This skill is used when a hero
wants to vault over a fence or other obstacle,
dodge out of the way of immediate danger, or try
to land safely after a fall.
Acrobatics can also be used to entertain. If
the hero chooses an acrobatics routine as his
method of entertainment, allow an Acrobatics
check to provide a 1, 2, or 3 bonus to an
ensuing Entertainment skill check.
Daredevil (Cost 4)
This specialty skill enables a hero to improve
his ability to perform a highrisk activity. When
the daredevil skill is selected, the player must
designate a single activity as his chosen focus.
The hero is free to purchase the daredevil
specialty skill multiple times, but each new
purchase must have a different focus.
The outcome of the daredevil attempt is
determined by a skill check.
On a Critical Failure, the attempted action fails
and the character could suffer stun or wound
Chapter 3: Skills
same phase in which a character attempts to
block.
Rank 4 - Reaction Block: When a character
reaches rank 4, he can attempt to block
whenever any unarmed attack is directed
against him.
Ranks 4, 8, & 12 - Resistance Modifier:
The hero's resistance modifier improves by +1
at rank 4, by +1 again at rank 8, and by +1
again at rank 12.
Dodge (Cost 4 R, W)
One skill check (requiring an action) is made
at the beginning of the first phase in which the
hero can act. The result of that check is applied
in that phase and lasts for all subsequent phases
in the round. Any additional actions a hero takes
in the round receive a +1 penalty as he ducks
and rolls to avoid injury.
Using dodge provides the following
adjustments to a hero's Strength or Dexterity
resistance modifier, as is appropriate for the
situation: Critical Failure, 2 steps; Failure, none;
Ordinary, +1 step; Good, +2 steps; Amazing, +3
steps. (This skill can't be combined with the
parry or block rank benefits described under
Melee Weapons and Acrobaticsdefensive martial
arts.)
This specialty skill can also be called on when
the character needs to hit the deck. A hero
caught in the blast radius of an areaeffect
weapon is allowed a dodge skill check to attempt
to reduce the damage by one grade (Amazing to
Good, Good to Ordinary, Ordinary to none).
Rank 3 - Action Benefit: A hero can dodge
and perform an action in the same phase. The
action is made with a +2 penalty.
Rank 7 - Reaction Dodge: When a hero
achieves rank 7, he can perform a reaction
dodge, which allows him to defend himself
earlier in the round than his action check calls
for. In a round when a character makes a
reaction dodge, he can only dodge. All other
actions are lost for the round.
Ranks 4, 8, & 12 - Resistance Modifier: At
higher ranks, the dodge skill provides an
improvement to a hero's Dexterity resistance
modifier, which makes it more difficult for
opponents to successfully attack the hero in
ranged combat. The hero's resistance modifier
improves by +1 at rank 4, by +1 again at rank
8, and by +1 again at rank 12.
Fall (Cost 3 R)
A character without the Acrobaticsfall
specialty skill makes a Dexterity feat check to
determine the damage he suffers when he falls.
Flight (Cost 2)
This specialty skill can only be used by a
character with the flying ability, either innate or
obtained through a mutation, FX power, or by
using some sort of apparatus that serves as an
extension of his body. A skill check is called for
when a hero tries an unusual maneuver, must fly
with particular precision, or needs to accomplish
a task while maintaining speed and direction.
Rank 3, 7, & 11 - Improved Glide: As a
character improves his flight skill, he increases
his glide movement rate cumulatively by +2 at
ranks 3, 7, and 11.
Rank 4, 8, & 12 - Improved Flying: As a
character improves his flight skill, he increases
his fly movement rate cumulatively by +3 at
ranks 4, 8, and 12.
Chapter 3: Skills
Note: Creatures or characters who are able to fly
naturally and are without the zerog training skill
can function as though they do have the skill at
rank 1. If such a character purchases this skill,
penalties are reduced by 1 step and bonuses are
improved by the same amount.
Crafting (Cost 4)
This broad skill focuses on making things that
require a good deal of manual dexterity to create.
With just the broad skill a character can attempt
to craft any allowed item, but at a base +3
penalty. Turning the Crafting skill into the basis of
a career (or being able to produce work of
professional quality, if a character has another
career) requires that the character pursue a
specialty skill in his chosen field(s).
Using the Crafting skill involves a complex
skill check, with a situation modifier based on the
conditions under which the work is being done
and a number of successes required related to
the complexity of the task at hand. (Carving a
simple stone ball might be merely a Marginal
accomplishment, but cutting a rough gem into a
multifaceted jewel would be Amazing).
Crafting almost always calls for a complex
skill check. In most cases the character is
allowed a check per hour or per day as
determined by each individual specialty skill.
Any Failure roll during the complex skill check
is counted as a Marginal success. If the complex
skill check ends in a Critical Failure before the
check is completed, whatever the character was
trying to produce is either scrapped or contains a
fatal flaw. On any other result, the result of the
complex skill check determines the price the
character can expect for the finished goods:
Marginal, 1/2 the listed price; Ordinary, listed
price; Good, 1.5 times the listed price; Amazing, 2
times the listed price. For the sake of simplicity,
the cost of materials used by the character to
create an object is equal to onethird of the
items listed price.
All crafts are difficult and timeconsuming,
but Crafting specialty skills are also extremely
mentally draining. For every 1 hour spent using
either the Crafting broad skill or any of its
specialty skills, the character must attempt a
Bowyer (Cost 2 W, S)
This skill cant be used untrained.
This specialty skill allows a hero to make all
types of bows, crossbows, and arrows given the
proper materials and facilities (though items from
higher Progress Levels may require other skills,
Tinkering among them). With this skill, a hero is
capable of crafting bows of any size (including
crossbow stocks) and the various types of arrows.
The character must purchase the mechanical
portions of a crossbow from a smith to be able
complete a crossbow (or use another specialty
skill to make them). The following rank benefit is
gained at rank 2.
Rank 2 - Fletchery: At rank 2, the character
may also make arrows or quarrels, if he has the
proper materials on hand.
It takes time, and a complex skill check, to
produce a bow or crossbow. The following table
shows the complexity of each type of weapon as
well as the intervals that each check is made.
Complex Skill
Check
Marginal (per 20
arrows)
Time
Interval
1/day
Chapter 3: Skills
Hand Crossbow
Crossbow
Heavy Crossbow
Repeating
Crossbow
Automatic X-bow
Short Bow
Short Composite
Bow
Long Bow
Long Composite
Bow
Elven Bow
Strength Bow
Good (6 successes)
Ordinary (4
successes)
Good (5 successes)
Amazing (8
successes)
Amazing (10
success)
Marginal (2
successes)
Ordinary (3
successes)
Ordinary (4
successes)
Good (5 successes)
1/week
1/3 days
Amazing (8
successes)
Good (6 successes)
1/week
1/3 days
1/3 days
Penalty
Bonus
+1 step
1 point
1
mortal
1
10%
1 step
+1 point
+1
mortal
+1
+10%
Type
1/week
1/week
1/week
1/week
1/week
Value
Ornamental
stones
Marginal
gems
Ordinary
gems
Good gems
Amazing
gems
1/week
50gp or
less
100gp
Complexi
ty
Simple
Marginal
500gp
Ordinary
1000gp
5000gp
Good
Amazing
Gunsmith (Cost 2 S, W)
This skill cant be used untrained.
This specialty skill is used to craft ranged
weapons that use gunpowder to propel a round of
ammunition. This skill includes the construction
of the stock but also the assembly of the trigger
mechanism and the barrel. This skill covers both
Ranged and Heavy Weapons that use gunpowder.
Other items that use the specialty skills of Heavy
Weapons or Ranged Weapons not yet covered
require either the Engineering-siege works,
Tinkering-invent, or a combination of Construction
and/or Crafting specific skills.
As with other skills in this broad group, the
character must procure the materials required
from another crafter or make the parts with
another Construction or Crafting skill. It takes
time, and a complex skill check, to produce a
firearm. The following table shows the
complexity of each type of weapon as well as the
intervals that each check is made.
Time
Interval
1/day
1/day
1 per day
1 per 3
days
Chapter 3: Skills
Carbine
Caviler
Cylinder Rifle
Long Rifle
Musket
Ribald
Star Wheel
Good (5 successes)
Good (5 successes)
Six Gun
Tri-Gun
Wheel Lock
Amazing (8 successes)
Amazing (8 successes)
Ordinary (3 successes)
1 per week
1 per 3
days
1 per week
1 per 3
days
1 per 3
days
1 per week
1 per 3
days
1 per week
1/week
1/day
Penalty
Bonus
+1 step
1 point
1
mortal
1
10%
1 step
+1 point
+1
mortal
+1
+10%
Locksmith (Cost 3 R, S)
This skill cant be used untrained.
This specialty skill allows a hero to craft locks.
He may also craft any other item that includes a
locking mechanism. The various locks that can
be made depend on their availability to the
progress level in which the character lives. The
differing qualities of locks are described in
Chapter 5: Goods and Services in this book.
Crafting a simple key lock is simpler than
crafting a multitumbler combination lock. The
number of successes necessary for the complex
skill check is equal to the object's quality rating
plus one to five additional successes based on
Metalsmithing (Cost 3 S)
This skill can't be used untrained.
This specialty skill allows a character to craft
items made from a particular soft (precious)
metal. The smith must specify the specific metal
he has skill with; the metal must be a soft,
malleable metal or a pre-smelted ingot. Gold,
silver, platinum, and any other such metals are
suitable. The smith can craft any type of object,
from the mundane to the esoteric; his
imagination and skills are the only limit.
The time it takes for the smith to craft an
object is based on its durability rating and
complexity. Crafting a gold bowl is simpler than
crafting a silver brooch. The number of
successes necessary for the complex skill check
is equal to the object's durability rating plus one
to five additional successes based on its
complexity for an ornate object. Each roll for the
complex skill check requires two hours.
Repair: When a character reaches rank 3, he
can repair damaged precious metal based
objects. Using this rank benefit also requires a
complex skill check. The time it takes to repair
an object is up to the Gamemaster, but each
check should take about one to four hours,
based on the severity of the damage and the
complexity of the object. The number of
successes necessary to repair the object is also
at the Gamemasters discretion, but should not
be more than onehalf the objects durability
rating.
Chapter 3: Skills
character intends to create an FX item out of
them.
Manipulation (Cost 6)
This broad skill improves a characters manual
dexterity and control. This proficiency allows a
hero to attempt such actions as picking a pocket
without being noticed, performing a sleightof
hand feat, picking a lock, setting or removing
mechanical traps, or doing anything else that
requires a steady hand, a sharp eye, and plenty
of coordination.
Lockpick (Cost 4 R)
This specialty skill allows a hero to improve
his proficiency at opening locks. The skill is
usually employed with the assistance of tools of
some kind, which provide a situation die bonus
depending on their quality.
Locks that can be affected by this skill include
those protecting doors, safes, as well as
handcuffs and any other physical locking
mechanisms.
Almost always, the use of lockpick requires a
complex skill check. The situation die modifier is
affected by the quality of the lock, the quality of
the tools (if any are used), and any other external
factors as determined by the Game Master. How
long the job takes depends on the complexity of
the lock and the results(s) of a character's
lockpick skill check(s). One check can be made in
every phase during which a hero has an action,
unless the Game Master dictates otherwise.
Pickpocket (Cost 4 R)
Prestidigitation (Cost 3 D)
This specialty skill allows a hero to become
proficient in stage magic, also known as
prestidigitation. In addition to entertaining
others, the skill can also be used to slip small
objects out of sight. These are items that are in
plain view before a hero decides to use
prestidigitation, such as on a table, a shelf, or
some other resting place, or even in the hero's
hand at the time the skill is put into play.
The base situation die is modified by the
opponent's Will resistance modifier, and possibly
by other factors as determined by the Game
Master. On a Critical Failure, the hero drops the
item he is manipulating or otherwise fumbles the
task severely. On a Failure, the manipulation of
the item does take place, but the task is
performed so clumsily or slowly that anyone
paying attention can see what happened. On any
success (Ordinary or better), the trick or task is
pulled off without a hitch.
This skill can also be used for minor feats of
contortion or escape, such as getting out of
simple bonds, slipping out of handcuffs or
straitjackets, and similar stunts. Such tasks are
significantly more difficult than mere sleightof
hand; the hero suffers a +1 penalty for Good
bonds (welltied ropes) or a +3 penalty for
Amazing bonds (a chained straitjacket).
Increased Proficiency: As a hero attains
higher ranks in this skill he becomes more
adept at sleightofhand and escaping complex
restraints or bonds. As such, the character
receives a situation die bonus when using this
skill. The bonus is 1 step at rank 4, 2 at rank
8, and 3 at rank 12.
Chapter 3: Skills
This skill can be used to set, find, or disarm
simple traps activated by mechanical triggers,
like snares, tripwires, pressure plates, or shifting
weights. Simple traps can be described by the
same criteria as a lock. Use the standard
modifiers and complexity ratings for a complex
skill check.
With ready-made materials a character can
build simple traps used in the medieval world
with this skill. If the parts of a trap have to be
fabricated then Construction, Crafting, or
Tinkering may be needed to make them. In any
case, this skill is always required to actually set
the trap itself. The damage that the trap causes
is determined by the Game Master but the result
of the skill check is used to modify the Awareness
check of the potential victim by apply a +1 to a
+4 penalty for a Marginal to an Amazing result.
Marginal results indicate that the trap is set
but that something is either faulty in its design
and it does not act the way it should or that a 2
bonus is granted to anyone to notice it. Critical
Failures generally indicate that the person setting
the trap springs the trap on himself or herself
(ouch!).
This skill can also be used to detect traps and
once found, they may be disabled or reset in a
different way. If the trap contains highly complex
components then the Tinkering-juryrig skill may
be needed. Also, if the trap has any exploding or
combustible parts the Demolitions-disarm may be
needed as well. In any case the complex check
needed to disarm or reset a trap is the same as
initially setting the trap in the first place however
Game Masters may feel free to shorten the times
between checks as they see fit. In addition to
disarming simple mechanisms, Manipulation can
also be used to rig traps of this sort. The degree
of the hero's success in setting the trap governs
the quality rating for the next person to come
along and disarm it; the complexity depends on
the materials the character has to work with and
the amount of time he spends on it.
Of course, the hero must know of the trap's
existence before he can disarm or circumvent it.
An Awarenessperception or Investigatesearch
check is usually necessary to spot the trigger or
hazard before the character stumbles into the
trap. The detection check receives a penalty
based on the success achieved by the character
that set the trap: Marginal, +1 step; Ordinary, +2;
Good, +3; Amazing, +4. The degree of success
in setting the trap governs the complexity of the
skill check necessary for the hero to disarm it.
Blowgun (Cost 3 W)
Blowguns use the same modifiers for range as
do throwing weapons. However range is based
on the users constitution score, not strength. A
blowgun can be loaded and fired in the same
action by any character. Blowguns gain the
following rank benefits.
Rank 3 Distance Precision: The penalty
for medium range is removed and long range is
improved by one step.
Rank 6 Double Shot: The character can
load and shot two darts in the same phase.
Doing so imposes a +1 penalty on the first shot
and a +2 on the next.
Bow (Cost 4 W)
This skill covers short bows, long bows,
strength bows, and any other variants like elven
Chapter 3: Skills
bows or composite versions. Any bow can be
loaded and fired in the same action by any
character. Bows gain the following rank benefits.
Rank 3 Distance Precision: The penalty
for medium range is removed and long range is
improved by one step.
Rank 6 Double Shot: The character can
load and fire two arrows in the same phase.
Doing so imposes a +1 penalty on the first shot
and a +2 on the next.
WA McHaffie Jr
Crossbow (Cost 3 W)
This specialty skill covers the use of all
crossbows shown in chapter 4. The sole
exception to this is the Automatic Crossbow. A
Game Master may allow that weapon to be used
with this skill, and at the same rank, however the
rank benefits would not be gained. In order to
use an Automatic Crossbow, or other similar
weapon, to its fullest capacity use the automatic
weapons specialty shown below.
It requires one action to load a crossbow and
a separate action to fire the weapon.
Rank 3 Distance Precision: The penalty
for medium range is removed and long range is
improved by one step.
Rank 6 Rate of Fire: At rank 6 the
character can load and fire a quarrel in the
same action. If the crossbow in question is of
the repeating variety then the Double-shot
benefit is gained instead.
Pistol (Cost 3 W)
Rifle (Cost 3 W)
This specialty skill allows a hero to improve
his proficiency with muskets and spell rifles alike
of all types. The hero must designate a specific
weapon from this category as the focus of his
mastery. It requires two actions to load a rifle
and a separate action to fire it.
Rank 3 - Improved Aim: When a hero
reaches rank 3 in this specialty, he becomes
able to hit a target with more dependability.
This improvement in accuracy translates to a 1
bonus to the situation die for any rifle attack
the hero makes.
Rank 3 Distance Precision: The penalty
for medium range is removed and long range is
improved by one step.
Ranks 6 & 12 Rate of Fire: At rank 6 the
character can load and fire a shot in the same
action. At rank 12 the character can load and
fire a rifle in the same action. If the rifle can
fire multiple times before needing to be
reloaded then the Double Fire benefit may also
apply.
Sling (Cost 4 W)
Chapter 3: Skills
Checks rule found earlier in this chapter to
determine the quality of a knot or binding which
then provides a modifier to later attempts in
undoing them.
Undoing a knot or binding can be done in
three ways: a Strength Feat, Manipulateprestidigitation, or Rope Use-bind.
Because of the various uses of this skill Game
Masters may decide to place the broad skill use
and the advancement of the specialty skills under
other broad skills. Examples could include
Manipulate, Athletics, Acrobatics, Ship Operation,
and the like. Including these skills under another
skill group must involve the use of ropes to some
degree. Therefor a character with Athleticsrappelling or Acrobatics-tightrope walking may be
allowed to place the secure or bind specialty skills
under those broad skills or to at least apply their
benefits and features in those cases.
Bind (Cost 1)
This skill is used to tie and/or capture an
opponent or an animal. The knot or bindings
quality is determined when the bound individual
attempts to escape whether by a Strength Feat
check, the use of this skill itself, or by use of the
Manipulate-prestidigitation specialty skill.
Secure (Cost 1)
This is an improvement on a characters
ability to securely tie down objects and to secure
ropes for heavy-duty use. Checks are called for
when a knot is put to the test under high winds or
extreme
Stealth (Cost 7 R)
This broad skill provides a hero with the ability
to hide, sneak, or otherwise move about without
attracting attention. The base situation die for a
skill check is usually altered by the opponent's
Will resistance modifier, as well as other
conditions determined by the GM that may affect
the hero's ability to remain unnoticed or
undetected.
How well a hero uses Stealth or any of its
associated specialties depends on the degree of
success he achieves. This success translates into
a modifier that applies to an observer's chance of
noticing the hero with an Awarenessperception,
Awarenessintuition, or Investigatesearch skill
check (depending on the particular Stealth skill
being employed).
If the hero's skill check results in a Critical
Failure, the hero is liable to be noticed despite his
best efforts; the observer's skill check is made
with a 2 bonus. A Failure result provides no
modifier to the observer's skill check. An
Hide (Cost 4 R)
Hiding is the ability to stay unnoticed by
keeping quiet, by taking advantage of cover or
darkness, and by remaining totally still.
If a hero is alone when he hides, no modifier is
applied to his situation die. If there's someone
around whom he's trying to remain hidden from,
then that character's Will resistance modifier is
applied to the situation die for the hero's skill
check. If more than one character attempts to
hide in the same place, a penalty ranging from
+1 step to +3 steps may be applied at the GM's
discretion, depending on the situation. A new
hide check is required whenever the hero does
something to change the situation (move, turn on
a light, make noise, etc.).
Awarenessperception is the detection skill
used by an opponent who isn't actively searching
for the hero; Investigatesearch is used if the
opponent is specifically looking for the hero in
particular or any hidden foe in general.
Rank 4 - Increased Effect: As a hero
achieves higher ranks in Stealth specialty skills,
he becomes even more difficult to detect. An
Amazing result on his skill check causes a +4
step penalty to be applied to the observer's skill
check; a Good success means a +3 step
penalty; an Ordinary success +2 steps, and a
Marginal success +1 step. The outcome of a
Critical Failure result does not change.
Shadow (Cost 4 R)
Shadowing is the ability to follow a target
without being noticed by that target. The target
a hero is shadowing provides a Will resistance
modifier to the hero's situation die. The skill used
by the target to detect the shadowing character
is Awarenessintuition.
The hero must make a new shadow check
every time the situation changes (he moves
closer, he does something to attract attention,
etc.)
Rank 5 - Increased Effect: As a hero
achieves higher ranks in Stealth specialty skills,
he becomes even more difficult to detect. An
Chapter 3: Skills
Amazing result on his skill check causes a +4
step penalty to be applied to the observer's skill
check; a Good success means a +3 step
penalty; an Ordinary success +2 steps, and a
Marginal success +1 step. The outcome of a
Critical Failure result does not change.
Sneak (Cost 5 R)
Chapter 3: Skills
This skill can't be used untrained
This specialty skill enables a hero to become
trained in the use of a specific type of air vehicle.
If he wants to be skilled in the operation of more
than one type of air vehicle, he must purchase
and improve each specialty skill separately.
Movement (Cost 3)
This broad skill allows a hero to increase the
distance he can travel in a given time, and also
allows him to make a journey less arduous on him
and his companions. This skill is used to
determine the result of overland movement and
is improved with the trailblazing specialty skill
below.
Race (Cost 2)
This skill cant be used untrained
Purchasing this skill increases the characters
run rate by 2 meters. This skill gains the
following rank benefits.
Ranks 4, 7, & 12 Increased Sprint: At
the indicated ranks the characters sprint move
rate increases by 2 meters.
Ranks 5 & 9 Increased Run: The run rate
improves by 2 more meters at ranks 5 and 9.
Swim (Cost 1)
Trailblazing (Cost 3 R)
Spelljamming (Cost 2 S)
Constitution Skills
Stamina (Cost 3)
Chapter 3: Skills
Endurance (Cost 4 W)
Purchasing ranks in endurance allows the
character to better withstand the effects of
damage. Endurance acts as an improvement on
the Stamina broad skill and takes that skills place
at rank 1 or higher.
Air Quality
Reduced by
Reduced by
No change
Prolonged by
50%
Prolonged by
100%
Survival (Cost 5 R, W)
Amazing
Survival Modifiers
Arctic Terrain
Arid or
Wasteland
Mountainous
Swamp or
Ocean
+4
+3
+2
+1
Chapter 3: Skills
Forest or
Grassland
Dense
Vegetation
Jungle
Small
Settlement
Small city
Large city
0
-1
-2
-1
-2
-3
Intelligence Skills
Alchemy (Cost 7 S)
This Broad skill cant be used untrained.
Alchemy is the ability to concoct all manner of
potions and other chemical compounds as well as
poisons. The use of Alchemy always requires a
lab and plenty of equipment and ingredients.
Alchemy always requires a complex skill check.
The complexity is based on the item itself and
these numbers are given in FX Items chapter in
book 2 and in the Mundane Concoctions appendix
of this book. All Alchemy skill checks are
measured in days unless otherwise stated.
The Situation Modifier for each check is based
on the alchemists knowledge of the product
being made and the quality of the lab being used.
If the concoction (or poison) has been made
successfully before then no Situation Modifier is
applied. If the alchemist knows or has the recipe
then a +1 Situation Modifier is used. If the
ingredients are known but not the recipe then a
+2 penalty is imposed and a +3 penalty is used if
the alchemist has no information at all and is
working from scratch. Modifiers for a labs quality
are detailed in Chapter 5: Goods and Services but
is also stated below for convenience.
Laboratory Quality
Marginal
Ordinary
Good
Amazing
+1
0
-1
-2
Concocting (Cost 3 S)
Initially the character only knows how to
fabricate non-magical mixtures. At first the
alchemist can only make medicines and other
mundane substances but eventually the use of
concocting allows the character to make Elixirs
and Potions, Oils, Incense, Salves, Ointments,
Dusts, and Candles all of which are magical in
nature. Rank benefits are gained as follows:
Ranks 3, 6, 9, & 12 - Increased Batch:
Medicines and mundane substances can be
made in bulk as described in Mundane
Concoctions appendix of this book. At rank 3
the size of the batch is increased by a +1
modifier to the appropriate die involved. It is
also increases by a +1 again at rank 6, rank 9,
and a total of +4 at rank 12. Magical
concoctions cannot have their batch size
increased except by magical means.
Rank 4 - Magical Concoctions: Starting at
rank 4 a character can begin to make one type
of magical concoction as described above
(either potions, oils, salves, etc.). For each rank
beyond the fourth another type of concoction
can be added. The formula or recipe for a
specific alchemical mixture is an entirely
separate issue.
Ranks 4, 8, & 12 - Increased Effect: At
rank 4 the character gains a 1 Situation
Modifier when using this skill. This increases to
a 2 at rank 8 and a 3 at rank 12.
Toxins (Cost 3 R, S)
This specialty skill is dedicated to the
manufacturing of deadly toxins that can be used
to hinder or kill opponents. Each purchase of this
specialty skill must be specified for one type of
poison as detailed in Chapter 8: Gamers in Action.
Other specific types of toxins are discussed in the
Mundane Concoctions appendix at the end of this
book. Possibilities include Necrotoxins,
Neurotoxins, Hemotoxins, Irritants, Paralytics, and
Caustic agents.
Any toxin found or made has a strength which
provides a 3 to +3 Situation Modifier with this
modifier being applied to the victims Endurance
check. When any toxin is made, the character
first must state the intended strength of the
poison. This strength acts as the base Situation
Modifier for the complex skill check used during
the alchemical process. Other factors used by
Chapter 3: Skills
any other Alchemy skill remain the same. Using
the Final Result Rule found in the Complex Skill
Check section above, a Marginal success renders
a 1 to the strength desired to a minimum no less
than 3. In the same vane a Good or Amazing
success grants a +1 to the toxins strength. Most
manufactured toxins found will be of Ordinary
strength and will have no modifier.
Two other factors effect the strength of a
poison as well. These are the Onset Time and the
attack Duration. The Alternity Gamemaster's
Guide gives further information on these two
aspects and how they work in the game.
Generally speaking however, if a character wants
to better or worsen these effects then allow a
Situation Modifier ranging from 2 to +2 to be
applied to the complex skill check using your own
judgement about what is best for your game.
While each type of poison has a specific
effect, only experience can allow the alchemist to
concoct poisons of varying application. As this
skill increases so does the ways in which a
specific poison can be used. Any toxin can be
made to perform as either an Inhaled or Ingested
method of delivery. Further uses are described
below.
Ranks 3, 6, 9, & 12 - Increased Batch:
Medicines and mundane substances can be
made in bulk as described in Mundane
Concoctions appendix of this book. At rank 3
the size of the batch is increased by a +1
modifier to the appropriate die involved. It is
also increases by a +1 again at rank 6, rank 9,
and a total of +4 at rank 12. Magical
concoctions cannot have their batch size
increased except by magical means.
Rank 4 - Insinuative Poisons: At rank 4 the
toxin can be made to take effect when applied
to a weapon blade or other piercing device that
causes at least one point of primary damage.
Ranks 4, 8, & 12 - Increased Effect: At
rank 4 the character gains a 1 Situation
Modifier when using this skill. This increases to
a 2 at rank 8 and a 3 at rank 12.
Rank 8 - Contact Poisons: At rank 8 the
character can now fashion toxins that take
effect merely upon contact with exposed flesh
or skin. To apply the toxin during combat an
Unarmed skill check with a 1 Situation Modifier
is allowed. These poisons are more rare than
other type not because of the rank needed to
make them but due to the threat they pose to
the user as well as the victim (the toxin does
not care whose skin it is on).
Rank 10 - Combination Poisons: At rank10
the alchemist can now make toxins that can be
broken down in to several components that
Business (Cost 4 D)
Business provides a character with the basic
knowledge of production, distribution, supply and
demand, advertising, inventory, and business
planning. This broad skill is also used to appraise
the value of goods and their worth in the
marketplace. A guideline for business
transactions can be referenced to the table
below.
Buying
Selling
100% +
(d20x10%) of cost
Failure
100% + (d4x10%)
of cost
Ordinary
100% - (d8x1%)
of cost
100% - (d20x1%)
of cost
100% (d8x10%) of
cost
100% (d4x10%) of
cost
100% +
(d8x1%) of cost
100% +
(d20x1%) of
cost
100% +
(d4x10%) of
cost
Good
Amazing
100% - (d4x10%)
of cost
Chapter 3: Skills
purchased any illegal transaction is reduced by 1
step.
When used for fencing goods the following
table can be used to determine what the
character is paid.
Fencing Returns
Result
Critical
Failure
Failure
Ordinary
Good
Amazing
Return
5% of value
10%
30%
50%
80%
of
of
of
of
value
value
value
value
Demolitions (Cost 6 S, W)
This skill represents a persons knowledge of
applying explosives to destroy specific targets in
a specific manner. This hero has working
knowledge of handling explosives, using fuses,
and placing charges for maximum effect. This
skill is also used in the manufacturing of weapons
or devices that rely on gunpowder or explosives
to create a desired effect.
While the concept of demolitions may seem
out of place in a fantasy setting it is important to
remember that where there are firearms there is
gunpowder. And where there is gunpowder, there
are those who will use them in large quantities
and for devastating effect. In fact the use of
gunpowder may predate firearms as in the use of
bamboo cannons by the Chinese. The types of
possible demolition gear available is discussed in
chapter 5 of this book.
When setting a charge a Failure result
indicates that the charge is a dud and will not
detonate. A Critical Failure can indicate a
premature detonation, depending on the type of
explosive and the circumstances. If a hero wants
to place a charge so that it wont be easily found
Disarm (Cost 4 S)
This specialty skill is an improvement of the
characters ability to render bombs, mines, and
other explosives inoperable. A skill check is not
required for a character to disarm his own work.
A check is required when time is of the essence, if
the explosive is of an unusual make, or if it has
been rigged with booby traps. A complex skill
check is always called for except in the simplest
of cases.
Concussi
ve
d4w
Dud
d6+2s
d8+2s
d4w
Type of Device
Fragmenta Incendia
tion
ry
d4+3m
d6+2w
Dud
Dud
d4+2w
d4w
d6+3w
d4+2w
d4+3m
d6+2w
Engineering (Cost 7 S)
This Broad skill cant be used untrained.
Chapter 3: Skills
Engineering is very similar to the Construction
skill. The difference is more a matter of
complexity and size than that of materials worked
with. With Construction one may make a door,
but it requires Engineering to make a working
drawbridge. Where Construction may make a
cart, Engineering is needed to make a siege
tower.
Engineering feats require many workers and
many months to complete a project, but this skill
provides some the greatest works of mankind and
their kin. Ancient stone bridges that span
mountain chasms, ziggurats for dead man-gods,
dikes and canals that redirect rivers, and towers
on mountains that point to the heavens.
Engineering requires a complex skill check.
But many of its applications are different than
these other skills. Engineering is the thinking
process behind the actual building of a project. In
this sense it can be seen as being directly
effected (and effecting) the Construction skill. A
simple way to put it is that this skill cannot be
used by itself in the building of a project. This
skills purpose is to observe the laws of physics so
those incredible, and routinely difficult, feats of
building can be accomplished. All Engineering
complex skill checks are measured in months,
weeks, or days as determined by the DM.
When a character declares a work the DM
should first request some type of drawing of what
the project. Then divide the work into sections of
durability (like the description of walls in Property
Damage found in Chapter 8: Gamers in Action).
An engineer can manage a number of specific
sections equal to his or her rank with a specialty
skill, or one section in the case of having only the
broad skill. In a best case scenario the engineer
(or the employer) will have a sufficient number of
laborers per section. If not then apply a +1 to a
+4 Situation Modifier for the building of that
section or a 1 or 2 if plenty of help is available.
The moral of the workers is also important and
Leadership as well as other Encounter skills (or
the lack there of) can either increase or decrease
the base Situation Modifier of a section or the
entire project. The following rank benefits apply
to each specialty skill listed below.
Ranks 4, 8, & 12 - Increased Effect: At the
indicated ranks the character gains a 1
Situation Modifier when using this skill. This
increases to a 2 at rank 8 and a 3 at rank 12.
The table below shows the standard Situation
Modifiers used for any Engineering skill check. At
least one modifier from each entry should be
chosen, however DMs are free to elaborate on
them given the specific circumstances of a
particular work.
Engineering Modifiers
Climate
Arctic
Sub-Arctic / Tropical
Temperate
+4
+2
0
Geography
High Mountains
Low Mountains
Foothills
Plains
+2
+1
0
-1
Ground Cover
Jungle
Forest / Desert /
Swamp
Scrub / Barren
Grassland
Work Force
Society
Nomadic
Primitive
Agriculture
Agriculture
Advanced
Agriculture
Work Force Skill
Untrained
Construction Broad
Skill
Ranks 1 to 4
Ranks 5 to 8
Ranks 9 to 12
+4
+2
+1
0
+4
+2
0
-1
+3
0
-1
-2
-3
+3
+1
0
-1
-3
Resources
Distant and Poor
Distant and Good
Near and Poor
Near and Good
+4
+2
+1
0
Aqueducts (Cost 3 S)
When water is some how involved in a
building project, this specialty skill is called into
play. The aqueducts skill is also used if water
provides power by the force of its movement like
that found in a river mill.
WAM Jr
Chapter 3: Skills
Fortifications (Cost 3 S, W)
This specialty skill is the most common skill of
this group as it covers all earth based works,
bridges, buildings, castle walls, and so on.
Mining (Cost 2 S)
This skill cant be used untrained.
When a character starts a dig the Game
Master asks the character what they are looking
for. Then the Game Master assigns a degree of
quality to the request and rolls a mining skill
check. The result of this check can stand by itself
or can be used to modify an Intelligence or
Personality Feat check as per the rules of skills
aiding other skills.
The quality of mined ores and other wealth of
the earth can be assumed to use the following
grades of quality: Marginal granite, slate, or
sand stone. Ordinary basalt, marble, semiprecious gems, salt, copper, tin, or iron. Good
gems, silver, and gold. Amazing adamantine,
platinum, diamonds, mithiral, and huge gems. Of
course all metals are ores that must be smelted
and all other earthenware are uncut and require
additional work.
The length of a vein of a certain mineral is
dependent on the DM and continued mining
checks. After a set time, like a week, the
character must roll again using the
aforementioned method but with a cumulative +1
penalty. Any failure indicates that the vein runs
out. Marginal quality ores are possibly plentiful
and may be assumed to not run out if the DM
allows.
This skill is also used to judge the quality of
the mineshaft and tunnels as well, determining
how well the mine can weather tremors, potential
cave-ins and the like.
Knowledge (Cost 3)
Deduce (Cost 2)
With this skill a character can hone his ability
to use reason and available clues to reach a
logical conclusion. This skill should only be used
when the hero knows more than the player, and
the player is at a genuine loss as to what to do.
The skill should never replace good role-playing.
Ranks 4, 8, & 12 Resistance Modifier: At
the indicated ranks the deduce skill provides an
improvement to a heros Intelligence Resistance
Modifier, which makes it more difficult for
opponents to use encounter skills to deceive
him. This bonus improves by +1 per rank
indicated.
Chapter 3: Skills
Languages (Cost 1)
This skill cant be used untrained.
Every hero begins with rank 3 in his native
language. Lower ranks indicate a crude
familiarity with the tenets of a language, allowing
the character to understand simple statements.
At rank 1 the character suffers a +3 penalty when
attempting to communicate using the chosen
language.
A list of some of the more common languages
is given in chapter 1 of this book. You can add to
this list to make the use of this skill more
important, or the Game Master may assume that
a universally common language is shared by all
but a few.
Ranks 2, 3, 6, 9, & 12- Improved
Communication: At rank 2 the penalty is
reduced to +1. At rank 3 no penalty applies. At
ranks 6, 9, and 12 a cumulative 1 step bonus
applies to the use of the language.
WAM Jr
Read/Write (Cost 1)
This skill cant be used untrained.
In Alternity it assumed that characters with
the Knowledge broad skill can also read and write
as well as being able to perform simple math.
That is not the case in most fantasy games.
While a character with just the Knowledge broad
skill can be assumed to be able to read signs and
may even be able to scribe basic words he or she
could not effectively read or write a book.
Not being able to read and write can hinder a
character that is trying to research a piece of
knowledge. One might be able to gain a bonus
while using a library to acquire knowledge, but if
the words are all confusing garble then the library
is useless.
The modifiers for using this skill are the same
as those for languages as detailed in the Alternity
Player's Handbook. Game Masters should
naturally assume that a character with this skill is
able to read and write any language he can
speak. As such this skill does not need to be
specified for each separate language.
Law (Cost 5 D, R)
As the saying goes Ignorance of the law is
not an excuse. This broad skill allows a
character general knowledge of the legal systems
in his native land. This skill makes it possible for
a character to act as an advocate in a court of
law or to perform the basic duties of a law
enforcement official. The scope of this skill can
be very small and specific or large and
encompassing many nations or kingdoms.
The Law skill can be used as an encounter
skill; changing the attitude of a person with whom
the character is interacting. More often this skill
relies on a variation of the Character vs.
Character rule. In this case however one
character rolls a check (the person pursuing a
legal action) and this is responded to with a
check by the other character (the defendant). On
a Critical Failure the opposing lawyer gains a 3
step bonus to his check or the character losses
the case immediately. A Failure grants a 1.
Good and Amazing checks imposes either a +1 or
a +3 penalty. In the case of an Amazing check
the Game Master can rule that the character wins
outright. This exchange continues until either
character rolls a Critical Failure or Amazing result,
or until the Game Master makes a judgement on
the case.
Some key features of this skill include the
following situations where the knowledge of Law
comes in handy. these features are usable by
either specialty skill.
Evidence: Characters who can justify their
interest can use obtain access to official
documents.
Protection: With a successful check a character
can convince law officials to provide protection
for someone clearly in danger.
Warrant: Successful use of either specialty skill
can allow a character to get a warrant to arrest
a specific individual or search a private area.
Chapter 3: Skills
convince a court to post a bail. Modify the
character's skill check by the severity of the
crime and consult the table below.
WAM Jr
Bond
Incarcerated without bond
High bail (5000gp or more)
Moderate bail (1000gp or
more)
Low bail (2,00gp)
Released on own
recognizance
Avoiding Arrest
Crime
Minor violation
Misdemeanor
Nonviolent felony
Violent felony
Heinous felony
Modifier
-2 bonus
none
+1
penalty
+3
penalty
+5
penalty
Creatures (Cost 5 S)
This skill cant be used untrained.
Chapter 3: Skills
Creatures are living products that are
ambulatory and can perform a few select tasks.
All creatures have a Durability, Armor, and
Toughness rating and all have some level of skill
as well as Ability Scores. Unless a creature is
made to think in abstract terms, they lack this
ability. Most are designed to perform a specific
function and have no instincts beyond these. The
must also be cared for actively as they lack the
instincts to procure food and shelter on their own.
Creatures include beasts of burden, guardians
or sentries, those that create an aesthetic sound
or color, or even those that produce other life
shaped objects. The latter is most often the first
creature created as this allows the shapers of life
to create a wider variety of other objects without
the incurred costs as described in appendix 5.
Products (Cost 3 S)
This skill cant be used untrained.
All products come from creatures that are
producers of some type. Products are organic but
they are not living in the conventional sense;
much the same as a door is to a tree. Products
include medicinal aids, weapons, tools, and even
poisons.
+3
0
+2
+1
+1
+1 per
point
+3
-1
-1
0
+1
+2
Mutates (Cost 4 S)
Diagnostics (Cost 3 S)
Tissues (Cost 4 S)
This skill cant be used untrained.
Tissues are living life objects that act as
symbiotic partners to other living creatures. As
such most all tissues are grafts by design
intended to physically merge with another
creature in an active or passive mode. Tissues
tend to be more popular than other life shaped
objects as they are more controllable than
creatures but also have a wide range of
applications.
Medicine (Cost 6 S)
Medical knowledge in the fantasy realms is
fleeting at best. While persons may explore the
Forensics (Cost 3 S)
Forensics is the examination of deceased
remains so as to determine the causes of death
and to study the make-up of the sentient body.
Forensics also has uses in criminal cases and may
be able to establish clues dealing with a murder.
An examination of a body follows the use of the
Investigate-search skill, which either lends a
bonus or penalty to the check. The search results
grant a 1 bonus for a Good search and a 3
bonus for an Amazing one. A Marginal result with
forensics reveals the obvious cause of death. An
Ordinary result identifies any indirect causes as
well. A Good success reveals any unexpected or
subtle cause of death, and an Amazing result
reveal any carefully and deliberately hidden
cause of death as well.
Chapter 3: Skills
Most practitioners of this vocation also have
research in mind. The anatomists lab is strewn
with drawings and the preserved samples of
passed persons, which is usually enough to make
one edgy at best.
Forensics can also lend its bonuses (if any) to
any Necromancy or Black Magic skills that deals
with the arrangement and preparation of human
or demi-human remains. As such, any person
who practices either art, whether for good or ill,
may be the focus of suspicion or a scared and
vengeful mob.
The bonuses to this skill are the same as
found on pages 84 and 85 of the Alternity Player's
Handbook.
Ranks 3, 6, 9, & 12 Increased Effect: At
the indicated ranks the skill gains a 1 to a 4
step bonus when this skill is used.
Psychology (Cost 3 S)
Psychology is used to ascertain the nature of
a person and any characteristics of behavior that
standout from the normal range of emotions and
habits. While not much help in an active
adventure, characters that have this skill use it
notice behavioral differences in companions.
Therefor a character that has become possessed
or has been replaced by an imposter may be
identified as acting strangely by a character
with this skill.
Ranks 3, 6, 9, & 12 Increased Effect: At
the indicated ranks the skill gains a 1 to a 4
step bonus when this skill is used.
Ranks 4, 8, & 12 Profiling: At rank 4 the
character can build a profile of a person. A
profile includes knowledge of appearance,
habits, mannerisms, history, state of mind, and
even belongings. Based on this profile a
character can make logical guesses about the
persons activities, next possible actions, or
even enough knowledge to aid other skills like
Interaction or Investigate when on that person.
This type of check is always complex with
the complexity being based on the amount of
information at hand. In addition the time
between checks ranges from 10 Minutes, Hours,
Days, and Weeks for Marginal to Amazing
Surgery (Cost 5 S)
Treatment (Cost 4 S)
This skill cant be used untrained.
Treatment can be used to perform all of the
same functions as the Knowledge-first aid skill
with the following exceptions:
Knockout Recovery: A successful skill check
brings a character back to consciousness and
also recovers 2, 3, or 4 stun points.
Heal Wound Damage: Upon completion of the
check 2, 3, or 4 wound points are healed as
determined by the quality of the complex skill
check itself, which is described at the beginning
of this chapter.
Dying: A successful check allows a character with
mortal damage to avoid making an endurance
check at the end of the current scene. This skill
also allows the patient to make endurance
checks once per day as opposed to once per
hour.
Treating Disease: The character can identify and
treat a patient with a disease. Modifiers and
other factors are discussed in the Alternity
Gamemaster's Guide.
Ranks 3, 6, 9, & 12 Improved
Treatment: At the indicated ranks the skill
gains a 1 to a 4 step bonus when using this
skill.
Metaphysics (Cost 5)
Metaphysics is an in-depth study of the hows
and whys of magical energy and the ways that it
effects the world around the character. It is the
knowing of certain magical laws like the Rule of
Threes and that a kiss from a loved one can
Chapter 3: Skills
awaken an enchanted sleeper. While Lore-spell
lore can give the character information about a
particular effect, Metaphysics and its specialty
skills can allow a character to understand the
very fabric of a fantasy world. In many ways this
skill acts as a fantasy version of the Science
broad skill, which concerns itself with the laws of
reality.
A good way to remember how this skill works
is by comparing it to the more logical sciences
of the day. Engineering relies on physical laws,
Nature on cause and effect, Medicine on the flesh
and mind, and Crafting on the deftness of nimble
fingers. Metaphysics deals with the illogical and
the magical side of things. If an tower crumbles
seek the advise of an engineer, but if the same
tower appears whole again the next day seek a
person with this skill.
Prophesy (Cost 5)
This skill cant be used untrained.
When strange things happen they sometimes
happen for a reason. This specialty skill focuses
on finding the hidden meanings behind
unexplained events and in some cases can act as
the Knowledge-Deduce skill when used in this
fashion.
Many metaphysical events are only pieces to
a greater puzzle. A holy item that mysteriously
begins to bleed may be the portent of some great
disaster. However, after much investigation, the
character may find that the event is actually an
illusion perpetrated by spirits that the community
elders angered some time in the past.
Knowledge of local religions and the history of an
Nature (Cost 5)
This broad skill expresses a characters
knowledge of the natural world. As a broad skill
the character is familiar with various flora and
fauna as well as the weather and natural events
and disasters. The character also has a feel of
the balance of nature in an area as it competes
with civilization and the fantastic qualities of
magic.
WAM Jr
Ecology (Cost 2)
Chapter 3: Skills
This skill allows characters the ability to
foresee damage to the environment and its
inhabitants. This skill can identify to cause of
some type of ecological disaster and also
provides knowledge on how to prevent such
events in the future. Ecology also provides a very
strong understanding of plant and animal lore but
more importantly, how the elements of nature
interact.
Herbalism (Cost 4 S)
This skill cant be used untrained.
The art of herbal mixtures can be used in the
Knowledge-herbal lore skill. This skill is
somewhat different. Herbalism allows a
character to create semi-magical teas, incense,
and salves from plants and roots found in the
wild. This skill works exactly like the Alchemy
skill with the exception of a required lab.
However, the products of this skill are not of the
same magnitude as those that can be made with
the Concocting specialty skill. The descriptions of
herbal mixtures are given in the Mundane
Concoctions appendix of this book.
Meteorology (Cost 2)
Meteorology provides a character with a
deeper understanding of atmospheric conditions.
This can include many mythological creatures or
events that are supernatural, like Saint Elmos
Fire.
At the DMs option this skill can also be used
to enhance the chances of survival during furious
storms or the threat of hurricanes and tornadoes
in ways similar to the Survival skill. Also, this skill
can enlighten one on the possible ways of
harnessing such forces and may even allow a
character to do greater harm to threats and
monsters native to the sky and the powers of the
weather. However this skill cannot do this itself,
and any attempt to do so would be dangerous in
the least.
Finally, as many portents and omens originate
from the sky, this skill can be used in ways similar
to Metaphysics-Prophesy if some supernatural
event features the sky as its playground.
Red skies at night sailors delight, red
skies in the morning sailors take warning.
-Anonymous
Navigation (Cost 6 S)
This skill involves the knowledge of plotting
courses for persons in many types of
environments. This skill does not include plotting
a course for persons moving overland on foot.
That is a function of the Movement-trailblazing
Navigation Modifiers
Combat conditions
Hostile conditions
Calm conditions
Unexplored territory
Partially explored
Explored territory
Familiar territory
No equipment
Damage equipment
Dependable equipment
Superior equipment
For surface and nautical
navigation only
Darkness
Inclement weather
Rough
terrain/turbulence
+4
+2
0
+4
+2
0
-2
+4
+2
0
-2
+3
+2
+2
Chapter 3: Skills
result the character navigate within sight of the
target sphere.
Science (Cost 7 S)
For a fantasy setting the approaches to
knowledge can vary greatly from those of the real
world. In a fantasy setting skills like Alchemy,
Life Shaping, Metaphysics, Medicine, and
Tinkering replace the standard science skills of
the Alternity game system. Why? Well things
just work differently in the fantasy world. Up is
not always up, outer space does not necessarily
kill you through pressure (or lack there of), and
the simple fact that magic exists questions
conventional learning of analytical principles.
Never the less some basic laws of reality exist
and there will always be those willing to learn
them. The Science broad skill teaches the basic
principles of science itself and the scientific
method; which is the standard method of forming
a theory and the steps to establish a fact. With
just the broad skill a character can attempt to
research to garner knowledge from any Science
specialty skill with a base +3 penalty. Some of
the more common specialty skills are listed below
and all of them gain the following rank benefit.
Ranks 3, 6, 9, & 12 Increased Effect: At
the indicated ranks the skill gains a 1 to a 4
step bonus when this skill is used.
Sails (Cost 3 S)
Ships that have multiple sails require that
those sails be coordinated in their use to take full
advantage of the wind for the ships speed over
long voyages and the ships maneuverability in
round by round action. All sea-going vessels
have a Handling modifier assigned to them. For
ships with sails this number acts as a base and
the result of this skill modifies the Handling
score. A Critical Failure imposes a +2 penalty
and a Marginal result imposes a +1 penalty. An
Ordinary check generated by those manipulating
the sails applies no modifier to the Handling
Chapter 3: Skills
modifier while a Good results grants a 1
Situation Modifier and an Amazing result a 2.
When used in this manner, the result of the skill
check lasts for the remainder of the round the
check was made and the entire next round.
When used for long voyages, the result of the
skill check can effect the vessels Cruise speed in
the way that is described in the Vehicle Operation
skill above with the exception that the bonus %
increase effects the overall voyage. This can
work in tandem with Navigation results.
Shipwright (Cost 4 S)
This skill cant be used untrained.
Generally speaking the Engineering skill is the
first thing that comes to mind when one thinks of
how one can build a large sea-going vessel.
While Game Masters are free to use whatever
system they are comfortable with, it should be
said that having an intimate understanding of
what a sailing ship requires is not necessarily
common knowledge imparted by the Engineering
skill. Shipwright, as a skill, is the shipbuilders
best friend. While this can aid or be aided by
Engineering, this skill can stand alone in the
construction of a ship. All of the rules for
Engineering, as well as other building skills, apply
to this skill as well.
Signaling (Cost 1)
This skill is basically a means of
communication by use of flags or banners
(referred to as semaphores) between two ships.
Being similar in concept to Knowledge-sign
language, the characteristics of that skill are
applied as well as the rules concerning any
language.
Tactics (Cost 6 S, W)
Tactics provides a character with training in
tactics and tactical situations. A successful use of
the skill provides a penalty to the opponents
next skill check. On a Critical Failure the
opponent sees through the plan and receives a 1
step bonus to his next skill check. For an
Ordinary to an Amazing result a +1 to a +3
penalty applies.
Tactics Modifiers
Skill user engaged in combat
Skill user observing combat
Familiar opponent
Unfamiliar opponent, known
species
Unfamiliar opponent, unknown
species
+1
0
-1
+2
+3
Chapter 3: Skills
Handbook. This skill increases the characters
ability to secure an area or to find weak points in
observational security. It has two principal uses:
Secure an Area: With proper time and
cooperation a character can increase the
modifier for Awareness checks by sentries on
watch in the area. An Ordinary to an Amazing
result grants a 1 to a 3 step bonus to
Awareness checks. A Critical Failure imposes a
+1 penalty.
Analyze Weak Points: The character can analyze
a secure area for weak points to exploit. The
quality of the security provides a penalty to the
check. If no security is present then there is no
modifier. For a Marginal to an Amazing result a
+1 to a +4 penalty applies as determined by
the first optional use of this skill. The degree of
success achieved by the character grants a 1
to a 3 step bonus to the use of subsequent
skills used to exploit the weak points (primarily
Stealth but others may qualify).
Tinkering (Cost 7 S)
Tinkering takes the intellectual practicalities
of the Engineering skill and applies a touch of
fantasy to create some of the most bizarre and
unique contraptions found. While it may seem
that this skill belongs solely in the Tinker Age
(Progress Level 4), this skill is actually the
catalyst of any technological development of any
progress level. For example a tinker invented
fire, which took man from being a naked ape to
having a semi-civilized position. In this sense
Tinkering is Crafting for items of future progress
levels.
Another way of looking at it is that any
building skill was at first Tinkering. And as the
technology became better known and more wide
spread, new broad and specialty skills dealing
with that technology were created. While the
Crafting-weaving allows a person the ability to
operate and even design a loom, someone had to
invent the device and the process. That person
was a tinker.
WAM Jr
Tinkering Modifiers
No tools
+3
Minimal tools
Standard toolkit
Specialized toolkit
Darkness
Marginal illumination
Ordinary illumination
Good illumination
No deadline
Reasonable deadline
Tight deadline
Unreasonable
deadline
0
-1
-2
+3
+1
0
-1
-2
0
+1
+3
Chapter 3: Skills
The time required is also important. Each skill
check can be made once per day, week or even
per month. This is relative to the size of the item.
If the device is Tiny or Small in size then one
check per day can be allowed. If the item is
Medium to Large then the checks should be made
weekly. Huge and large devices may require two
weeks to a month per check as the DM sees fit.
Cost is another factor that is best left to the DM
and the player to work out. Some important
factors are paying any helpers, buying the
equipment to build the device, the devices
components themselves, rent for the space
required, and so on. Determining the cost is
another tool that the DM can use to make a
device possible or very difficult to build, however
since the device was accepted during Stage 2, it
is not a good idea to make a device totally
impossible based on cost alone.
Stage 6: Maintenance
As a device is used and time passes by it will
need repairs. Small dents, worn cogs, loosened
coils and the like can all cause a contraption to
eventually break down if not taken care of.
Maintaining a device usually has a price tag
attached and some parts may be exotic and hard
to find. The DM can assume that after a period of
tie the device must roll a Durability check or
suffer the equivalent of Fatigue damage only that
any damage is applied to Stun Damage instead.
The Tinkering-Repair skill is used to heal this
damage caused as well as damage from other
sources such as combat or leaving the
contraption out in the rain.
Invent (Cost 4 S)
This specialty skill is an improvement on a
characters ability to create new inventions.
WAM Jr
Juryrig (Cost 3 S)
Juryrig allows a character to quickly repair
pieces of damage equipment so that it may
function even if only for a short while. This skill
uses the Tinkering Situation Modifiers table
above. The results of the check determine how
well the juryrigged item functions.
Critical Failure: The item becomes unusable and
must be fully repaired to be used.
Failure: The item cannot be used but another
attempt can be made.
Ordinary: The item can be used for d6+1 time
units however 3 more successes are required to
fully repair it.
Good: The item can be used for 2d4+2 time units
however 2 more successes are required to fully
repair it.
Amazing: The item can be used for 3d4+2 time
units however 1 more successes is required to
fully repair it.
Chapter 3: Skills
Amazing result indicates that the item is fully
repaired.
Repair (Cost 3 S)
Repair is used to fix damage items and
tinkered equipment. The standard modifiers
apply and the Game Master must assign the time
units for the complex skill check in hours, days, or
weeks.
If the item has only stun damage then the
complex skill check is Ordinary. If it has wound
damage then the complex check is Good and if
any mortal damage has been suffered the check
is Amazing in complexity.
The use of the skill assumes that replacement
parts are available. If not then they must be
acquired or else only the juryrig skill can be used.
Will Skills
Administration (Cost 4 D)
This skill indicates that a character knows the
basic forms and procedures required in running
an office. The skill demonstrates knowledge of
scheduling, personnel and equipment
Bureaucracy (Cost 3 D)
This skill represents the characters increased
ability to speed up or slow down the workings of a
system.
Management (Cost 3 D)
This specialty skill represents the characters
increased ability to improve productivity and to
manage resources.
Agriculture (Cost 3)
Some people are born with green thumbs
and other just think they are because they grew
something easy like zucchini or tomatoes.
Anyone can put some seeds in the ground and
hope for the best, but it requires this skill to
ensure the survival of a plant, lessen the effects
of environmental damage, supply adequate
irrigation, and produce the highest yield. This
Chapter 3: Skills
skill can also judge the quality of the soil in the
area and provide ideas on how to improve it.
WAM Jr
Gardening (Cost 3)
Gardening is called for when one plants and
maintains small plots of land that contain delicate
and/or flowering plants. This skill also covers the
planting and care of trees as well.
Training Modifiers
Modifier
Complexit
y
+2
-1
+1
Amazing
Good
Amazing
+5
-2
+4
Amazing
Ordinary
Good
Herbivores:
Alien
Domestic
Wild
Carnivores:
Alien
Domestic
Wild
Unfamiliar
Animal
Familiar Animal
Trained Animal:
Ordinary Task
Good Task
Amazing Task
Untrained
Animal:
Ordinary Task
Wild Animal:
Ordinary Task
+2
0
-1
+1
+3
+1
+3
Chapter 3: Skills
mundane origins require that this skill be
purchased for that race specifically.
Awareness (Cost 3)
Awareness is the ability of observation,
perception, and intuition. Awareness checks are
described on pages 39 to 40 of the Alternity
Gamemaster's Guide.
Intuition (Cost 3)
This represents a characters ability to detect
things that would not normally register to his
senses.
Perception (Cost 2)
This skill increases a characters ability to
detect things that could register to his senses.
Creativity (Cost 4)
This skill provides a character with training
and talent in a variety of creative endeavors. A
character with this skill has a well-developed
sense for the aesthetically pleasing, a facility to
for communicating with the written word, and the
ability to convey and evoke powerful emotions
through a chosen medium. It also represents an
eye for detail and the ability to express ones
imagination to others.
Creativity usually requires a complex skill
check to complete. The complexity is based on
the overall quality of work desired (a four line
poem may be a Marginal complexity feat while a
Shakespearean-quality sonnet would be
Amazing). All Creativity skills use the following
Situation Modifiers.
Creativity Modifiers
No deadline
Reasonable deadline
Tight deadline
Unreasonable deadline
Using only broad skill
Amazing
-2
0
+1
+3
+4
-2
tools/equipment
Good tools/equipment
Ordinary
tools/equipment
Marginal
tools/equipment
-1
0
+3
Cartography (Cost 1)
With GPS and computer software the art of
map making is made rather easy. For fantasy
games (as well as those that take place in earlier
progress levels) making correct and readable
maps is not easy when pinpoint accuracy is
required. Cartography grants the character the
ability to draw maps that are easy to read,
include all pertinent information, and allow those
reading it an easier time in finding specific
locations on the map.
Dreamscape (Cost 1)
Useful against nightmares and psionic
invaders, dreamscape is the ability to shape the
landscape and realties within ones mind. When
this skill is used the characters dream-self can
escape when they would normally be captured,
create a confusing wash of colors and images
within ones own mind to confuse telepathic
interlopers, or any other non-offensive ability that
can be imagined.
Regardless of how much color you to this skill
or the effects that it may have, the results of the
skill check remain the same. When used, the skill
provides a Resistance Modifier of +1 to +3 for an
Ordinary to an Amazing success. A Critical Failure
indicates that the defenses are not solid and
that the Resistance Modifier is worsened by 2.
More information on dreamscape is given in the
chapter on telepathic powers in book 2.
Engraving (Cost 1)
This specialty skill allows a hero to properly
cut, polish, and emboss objects with images and
designs. This has the effect of raising the objects
value. The engraver can cut friezes, bas-reliefs
and other designs to enhance the beauty of an
object.
The time it takes for an engraver to craft an
image or object is based on the complexity of the
design he is creating. The complexity of the
check is completely up to the Game Master,
based on the players description of his goal, but
is never of less than Marginal complexity.
Forgery (Cost 1)
This skill allows a character to attempt to
produce a copy of some object or to create false
Chapter 3: Skills
documents. If an item is to be forged then the
appropriate materials must be at hand. The rules
for the Creativity broad skill apply normally.
Persons examining a forgery can identify it as
such with a successful Awareness-perception
check at a base +2 penalty.
Ranks 4, 8, & 12 Increased Skill: At the
indicated ranks the character gains a 1 step
bonus to forgery checks and onlookers suffer an
additional +1 penalty to spot the fake. These
bonus increase to +/- 2 at rank 8 and +/- 3 at
rank 12.
Writing (Cost 1)
In the absence of being physically present a
character can converse through a good piece of
writing. Encounter skills may be used through
the writing if desired and can have the same
effects. Both the Creativity-writing and the
Encounter skill are rolled when the appropriate
party reads the writing. The writing check applies
a +4, +2, 0, -1, or 2 modifier to the Encounter
skill for a Critical Failure to an Amazing result.
Investigate (Cost 7 R, S)
This skill represents a character with the
ability systematically examine things through
observation, inquiry, and attention to detail.
Unlike Awareness, which handles the processing
of immediate observations, Investigate takes
time. In fact the more time spent the better the
chances of success.
Investigate Modifiers
Fast investigation (1 time unit)
Moderate investigation (2-3 time
units)
Careful investigation (4+ time
units)
Fresh investigation site
Recent investigation site
Cold investigation site
Old investigation site
Character has a related skill:
ranks 1 to 4
ranks 5 to 8
ranks 9 to 12
Hidden or concealed clue
Small clue
Large clue
Character knows what hes looking
for
Tracking a single target
Tracking a group
Tracking on soft ground
Tracking on hard ground
Tracking in an urban setting
Cryptography (Cost 3 R, S)
+3
+1
-2
-2
0
+2
+4
-1
-2
-3
+3
+3
-1
-1
0
-2
-1
+1
+3
Chapter 3: Skills
Interrogate (Cost 3 R, W)
Track (Cost 4 R)
Research (Cost 3 R, S)
This skill allows a character an ability similar
to that gained with the Knowledge-deduce skill.
The difference is that this skill seeks absolute
proof and solid facts. Generally, one check can
be made per hour of research for criminal
investigations. Magical of scientific investigations
may only allow check once per week or month as
the Game Masters discretion. If a character ha
another skill that can aid research, a step bonus
of 1 can be gained for ranks 1 to 4, -2 for ranks 5
to 8, and a 3 for ranks 9 to 12.
Ranks 4, 8, & 12 Increased Effect: At the
indicated ranks the character gains a
cumulative 1 step bonus to the use of this skill.
Search (Cost 4 R, S)
This specialty skill enables a character to
develop his eye for detail and his ability to spot
hidden objects. Search is used when a character
wants to look for clues in a specific area, find a
particular person or object in the area, or hunt for
important objects in as fast and systematic
fashion as possible.
Lore (Cost 3)
This broad skill is similar to Knowledge and
the two can provide very similar information.
Lore is the accumulation of campfire stories and
tall tales to form a theory or working description
of something where as Knowledge deals strictly
with the facts and is far more academic in
application.
Lore also differs from Knowledge in that it is
expandable by the characters experiences.
When first purchased a specific skill is based on
the characters home campaign and the areas
that he has traveled. As the character grows so
does his ability with lore. This means that a
character with the Lore-beast lore skill increases
his ability with the skill simply by experiencing
beasts in other lands. Therefor all rolls are for
Lore specialty skills are based on familiarity.
Chapter 3: Skills
kingdoms or groups are covered by this skill. It
may also apply to a certain age in the
campaign such the Age of Hope, or other
similar epoch.
Artifact Lore: This skill provides basic lore about
special FX items in the campaign as it relates to
their histories. While powers may be learned by
use of the skill, this is only accomplished by
tales of how they were used and in what
capacity.
Beast Lore: This specific skill covers the nature of
beasts and monsters found in the character's
travels. The results of a skill check relate
information about an encountered beast or
monster. If the character seeks specific
information (I wonder those tentacles can do?)
then modifiers to check can apply.
Earth Lore: This is knowledge and lore of the
earth and its denizens.
Genie Lore: This imparts knowledge of genies and
their society, as well as their relationship to
mortals.
Local Lore: This specialty skill allows the
character to make checks about towns, villages,
or cities that he has visited or lived in.
Information includes knowledge of who is in
power, where the criminal elements are, or
where to find the best mug of ale.
Spirit Lore: This skill covers the lore of spirits and
how the interact with the material world.
Information about spirits can include the powers
expressed by various types of spirits as well as
their place in the grand scheme of the cosmos.
Undead Lore: This skill deals with the undead and
their nature. A character with this skill can
recall certain facts about types of undead and
what powers or weaknesses they may possess.
Outdoors (Cost 3)
The Outdoors broad skill and its associated
specialty skills represent the characters ability to
utilize the natural world in ways that enhance the
Survival skill. In some ways these skills are
tricks of the trade when it comes to survival, but
for the most part they are used in a recreational
fashion.
These skills can aid in survival but they are
generally insufficient by themselves. While a
character could hunt for game to remove the
need for sustenance, hunt does not impart the
ability to avoid environmental hazards or to seek
adequate shelter. At the Game Masters option
Outdoors skills can grant bonuses to Survival
checks.
WAM Jr
Hunting (Cost 3 W)
Very similar to the Stealth skill, hunting is the
ability to approach or remain hidden from animals
so as to gain a surprise attack. Each person in
the hunting party beyond the first imposes a +1
penalty to the success of the hunt. The result of
the check determines how close the hunter gets
to the prey. Ordinary 100m, Good 50m, Amazing
20m. A simpler method may be to simply have
the character roll a skill check for a days hunt
with the results determining how much game was
procured.
While it may seem tempting to use this skill in
lieu of Stealth the two are quite different.
Hunting assumes that the target is of Animal
intelligence and more to the point, hunting uses
knowledge of the animal to achieve success.
Stealth skills rely on sheer agility and can be used
against intelligent targets.
Fishing (Cost 3)
Fishing allows for one check per hour. The
result of the check indicates the number of fish
caught. 1d4-1 on an Ordinary, 1d4 on a Good,
Chapter 3: Skills
and 1d4+1 on an Amazing. Using a net provides
a 1 Situation Modifier. Seasonal locations, the
equipment used can also provide modifiers.
Psyche (Cost 6)
Psyche is a powerful tool usable by any
character. With this broad skill and its two
specialty skills, a character can defend his mind
against telepathic intruders, certain spells, the
possession attempts by Ego Weapons and fiends,
or from the residue of nightmares.
With just the broad skill the character gains
the use of an Awake Persona instead of a
Latent one and may use the psychic combat
specialty skill at the broad skill level. As a
character progress in rank with the awaken
specialty skill, he or she can gain access to
certain telepathic powers and abilities as well.
This may seem out of balance in that this
system grants any character psionic powers
Awaken (Cost 3)
This skill cant be used untrained.
When this skill is purchased at rank 1, this
specialty skill allows access to Persona powers as
if he had the Persona broad skill. The character
can also begin purchasing Persona skills as long
as their quality is no greater than Ordinary. The
skills under the Persona broad skill that can be
bought by the character are shown below.
Attack Modes: All except psionic blast.
Defense Modes: All.
Enhance Modes: All except ghost, snoop, and
track.
Rank 4 Good Persona Skills: At rank 4
the character can now purchase skills that are
Good in quality.
Rank 6 Ego Skills: At rank 6 the character
can purchase the Ego broad skill and may buy
any of the following specialty skills.
External Ego Powers: None Allowed
Internal Ego Powers: conceal thoughts,
intellect fortress, mental barrier, and mind
blank.
To use these skills the character gains onehalf of his or her Will in Psionic FX points and
may purchase no Ego skill above rank 6. At no
time can a character that does not also have
the Psionic FX ability purchase the Manipulate
broad skill or any of its specialty skills. In
addition the FX points gained are not strong
enough to be used in other psionic applications.
While this limits their use it also means that
these points cannot be drained by psionic
vampires or the like.
Rank 12 Amazing Persona Skills: At rank
12 the character can purchase any Persona skill
up to Amazing in quality.
WAM Jr
Chapter 3: Skills
Resolve (Cost 5)
-3
0
+2
+3
-1
-2
+3
-1
-1
+1
+1
-1
+2
+4
Chapter 3: Skills
0, -1, -2, or 3 step bonus for a Critical Failure to
an Amazing result.
WAM Jr
Teach (Cost 5 D, S)
This skill represents a character's ability to
instruct others in the use of skills belonging to the
Open group. A skill check is required whenever a
character wants to teach a skill to another
character.
A character can only teach skills that he or
she possesses and the student must have enough
skill points to purchase the skill. If so the teacher
can reduce the point cost of a skill, as long as the
modified cost is not lower than 1 point. The
results of a skill check have the following effects:
Critical Failure, student doesnt learn or improve
the skill at this time; Failure, normal cost must be
paid; Ordinary, student pays cost 1; Good,
student pays cost 2; Amazing, student pays cost
3.
Only one skill can be taught at a time, only
one skill can be taught, and the student can gain
only one rank of improvement. Also a teacher
can only teach a specialty skill up to one-half of
his current rank I that skill.
Teach Modifiers
Teaching a broad skill
Teaching a specialty skill:
To rank 1, 2, or 3
To rank 4
+2
0
+1
To rank 5
To rank 6
For the specialty skill:
Skill is in students
profession
Skill is not in students
profession
+2
+3
-1
+2
Chapter 3: Skills
By using this skill a character can make a
short bow and arrowheads of either stone or bone
material. The rules for this are the same as for
the Crafting-bowyer skill above. Other bows and
crossbows are beyond the kin of this skill
however a Strength Bow may be allowed to be
made but the Complexity of such a task is
increased to Amazing.
Personality Skills
Culture (Cost 3 D)
This skill helps a character to interact with
cultures that are different from his own. The use
of this skill assumes that the culture being related
to is at least known and understood by other to
some degree. Completely alien beings must be
approached with the first encounter skill. Use of
this skill is almost always an encounter check.
Culture Modifiers
Simple concepts
-1
Everyday concepts
0
Complex concepts
+1
Etiquette ranks 3
-1
5
Etiquette ranks 6
-2
8
Etiquette ranks 9
-3
11
Etiquette rank 12
-4
Diplomacy (Cost 3 D)
This specialty skill improves a character's
ability to negotiate and reach agreements with
members of other cultures. Interaction and its
specialty skills are generally used on members of
a character's own culture, however a Game
Master may allow this skill to be used on those
persons as well. Depending on the nature of the
issue to be resolved, a simple or complex check
may be called for. The use of this skill is directly
related to those cultures the character has
selected with the etiquette skill.
Chapter 3: Skills
First Encounter (Cost 3 D)
This skill cannot be used untrained
This skill represents a character's ability to
interact with previously unknown or alien
creatures that are intelligent. In a game like this
many such creatures can be encountered per
game session. Use of this skill always requires a
complex skill check and may takes weeks or
months to successfully complete. In some ways
this skill pioneers relations and cultural
understanding when other Culture skills are
unusable.
Heraldry (Cost 2 D, W)
The ability to recognize standards of enemies
and allies as well as being knowledgeable of the
symbols used by groups and persons to identify
themselves can have great value. This skill must
specified for a geographic or political region but
the DM has the final say on how broad the skills
application can be.
Aside from being able to tell who is who and
how important they are, this skill can also allow a
character to create a code of arms or symbol that
can be used to increase the moral, respect, or
even fear in others. When a standard is designed
it can have a Marginal to an Amazing quality
which renders a +1 to a 2 modifier to Encounter,
Authority, or Fame checks. These effects can be
fleeting particularly after a battle or some type of
engagement in which the strength and skill of the
standards bearer can be ascertained.
It however should go without saying that
some symbols can have a great, long lasting
effect. The battle standard of a Lichs undead
army may still frighten the ancestors of those
who fought such horrors. In todays world the
wearing of a swastika will almost certainly invite
comment. In the same fashion symbols can
inspire courage and hope. British cavalry and
troops have always made a strong dedication to
keeping their colors aloft, and the monument of
Iwo Jima where marines raise the Stars and
Stripes still inspires awe.
Religion (Cost 2 D, W)
This skill cant be used untrained.
In a game with so many gods and powers,
characters may find it useful to ascertain the
various elements of a given faith. Like the
etiquette specialty skill a player must specify a
specific religion with the purchase of each
separate Religion skill. This specific religion can
be an entire pantheon or group of deities like
Norse, Greek, or Goblinoid, or a specific approach
to religion such a Shamanic worship or Primitive
faiths and beliefs. In any case this is as broad as
Deception (Cost 5 D, R)
This represents a character's ability to
deceive others in conversation and face-to-face
interaction. While this skill can affect the attitude
of someone towards the character, those shifts in
attitude are not always long lasting. This skill is
modified by the targets Intelligence Resistance
Modifier. The greater the level of success
achieved, the more convincing the deception
appears.
Bluff (Cost 3 D, R)
This skill increases a character's ability to lie,
show false bravado, or to mislead someone. Bluff
is used to determine the result of a character's
trick, con, or lie. This is the ability to make others
believe something that isnt true.
On a Critical Failure the bluff is seen for what
it is and the target becomes hostile or combative.
On a Failure the character's patter is considered
to be annoying and condescending. On an
Ordinary success the check succeeds for the
immediate scene however the targets attitude
does not change. On a Good result the targets
attitude towards the character improves by one
grade for d8+1 time units after which time he
realizes that he was tricked. An Amazing success
improves the targets attitude by two grades and
the effect lasts for d12+2 time units.
Bribe (Cost 3 D, R)
Whenever a character wants to offer money,
goods, information, or services to get what he
wants a bribe check is called for. If the result of
the skill check is a Critical Failure the targets
attitude becomes Combative or Hostile. On a
Failure the bribe is refused but the character may
try again if he increases the value of the offer.
On an Ordinary the bribe is accepted however the
targets attitude towards the character does not
change. On a Good result the bribe is accepted
and the targets attitude towards the character is
improved by one grade for 2d6 hours or until the
character does something to change the
relationship. On an Amazing result the bribe is
accepted and the targets attitude towards the
character is improved by two grades for 4d6
hours or until the character does something to
change the relationship.
The size of the bribe offered may help the
initial attempt to succeed. The going rate for
Chapter 3: Skills
bribes varies widely according to the situation but
a guideline appears below.
Bribe Examples
Bribe
10gp
50gp
200gp
1000gp
Examples
Low risk, minor
infraction
Low risk, ordinary
infraction
High risk, serious
infraction
Grave risk, deadly
infraction
Gamble (Cost 3 D, R)
This skill improves a character's proficiency
and luck with games of chance. With each
purchase of the specialty skill the character
selects a different game to be skilled in. With a
successful check the character can estimate
odds, determine if a game is rigged, count cards,
spot a cheater or another skilled gambler, and
increase his odds at winning.
Winning can be done honestly or by cheating.
If the character plays honestly, the winner in a
gambling contest is the person who rolls the
highest success. In case of ties to pot increases
and rolls are made again. Of course a character
can fold at anytime. The gambler receives a 2
step bonus if playing against an untrained
opponent, no bonus if the opponent has the
Deception broad skill, or a +2 penalty against an
opponent who has a higher rank in gamble then
he does.
If a character decides to cheat the modifiers
that apply are 3, +1, and +3. While the chances
against skilled opponents are not as good the
payoffs are higher, as are the risks. On a Critical
Failure the character is caught cheating. On a
Marginal result the character wins the pot. If an
Ordinary result is achieved the character also
wins a side bet equal to one-half the size of the
pot. On a Good success the side bet is equal to
the pot and an Amazing result increase the side
bet to twice the amount of the pot.
Entertainment (Cost 4 D, R)
This broad skill expresses a character's
proficiency in the performing arts. The greater
the level of success the character achieves, the
more powerful the performance. A Critical Failure
indicates some form of bad luck occurs that spoils
the performance. An entertainer who only trying
show his audience a good time gains a 1 bonus
to the attempt. An entertainer out to make a
name form himself receives a +1 penalty. If the
entertainer has an ulterior motive, trying to shock
Act (Cost 2 D, R)
Chant (Cost 2 D)
Chant is very similar to the sing specialty skill
save that this skill is more attuned too meditative
and repetitive ritual vocalizations. Most modern
characters will not make use of this skill as it is
better related to the societies of primitive man,
however some groups like Monks or Infantry
marching units may also make use of this skill.
Because of its repetitiveness and ability to
put those involved in the chant into a trance like
state, this skill can apply a bonus to certain other
skills. Labor or work related skills can be
enhanced like stonemasonry or mining. With the
DMs approval some FX abilities that have
complex casting times may also benefit from this
as well. As a point of note, Calling on Fate (see
Chapter 1), the use of a Faith Feat (see Chapter 3
of book 2) or any FX ability from the Spirit Magic
broad skill group can always benefit from the
chant. Such modifications or bonuses are the
same as those for any Entertainment skill.
Chapter 3: Skills
Dance (Cost 2 D, R)
This skill represents an entertainers ability to
follow set steps or improvised movements to the
rhythm of music. The greater the success, the
more inspiring the dance.
Juggling (Cost 3 D, R)
Juggling several items before a crowd can be
very entertaining. The difficulty associated with
such feats can correspond directly to the amount
of money one can earn while making use of this
skill. Situation Modifiers for this skill increase in
difficulty by the number of items being juggled,
whether the items are different than each other,
or if they are on fire. These modifiers usually
range from +1 to +4 with the DM deciding upon a
final number based on these criteria.
The fine art of juggling has a few other
applications other than its entertainment value.
First of all this skill can be use instead of the
Athletics-throw skill (however strength still
determines range) if desired. The juggler may
also attempt to catch objects thrown at him or
her. The base penalty for this is a +2 and like a
parry, the character must have a success of equal
or greater value. If not then the character takes
damage as normal.
Sing (Cost 2 D, R)
This skill expresses the ability to carrying a
note or singing a song. A character with this
specialty skill has a strong and melodious voice
with higher ranks improving the caliber of a
performance.
Ventriloquism (Cost 4 D, R)
This skill cant be used untrained.
Interaction (Cost 3)
Interaction provides a character with the basic
skills required in relating to members of the same
species or culture. Aside from those modifiers
listed on the table below, a targets Will
Resistance Modifier can also apply a penalty to all
Interaction skills. It should be noted however
that neither Hostile nor Fanatic attitudes can be
altered by use these skills. On the other hand the
effects of attitude changes are longer lasting than
those produced by Deception or Entertainment
skills.
WAM Jr
Interaction Modifiers
Target is different species
Target is different culture
Target/Character
relationship:
Strangers
Known to each other
Acquainted
For the bargain skill only:
Opponent has no ranks in
bargain
Opponent has ranks in
bargain
Supply is low
Supply is moderate
Supply is high
Demand is low
Demand is moderate
Demand is high
+2
+2
+1
0
-1
-2
0
+2
0
-1
-2
0
+2
Bargain (Cost 3 D, S)
This skill represents the ability to make and
close deals of all kinds. It provides a character
with the ability to haggle, negotiate, and bluster
his way through his way through a deal. The
greater the degree of success, the better the deal
turns out to be for the character making it.
Charm (Cost 3 D, R)
Chapter 3: Skills
This specialty represents a character's ability
to change the attitudes of those he interacts with.
By presenting himself in a friendly and likable
manner he seeks to charm others into giving up
something, whether it is actual goods or a change
of attitude towards the character. It is not
necessary to use this skill on those that already
have Charmed or Fanatic attitudes towards the
character and the skill cannot be used on those
with Combative or Hostile attitudes. This leaves
Neutral and Friendly attitudes that can be
effected by this skill.
Interview (Cost 3 D, R)
This skill allows a character to get information
from another character. It differs from
Investigate-interrogate in the amount of
aggressiveness applied; in fact many targets do
not realize they are even being interviewed.
Unlike interrogate however this skill cannot be
used on Hostile or Combative targets.
Intimidate (Cost 3 W)
This skill allows the character to threaten
another character; forcing him to back down,
reveal information, or to cooperate due to fear.
Its not possible to intimidate a Combative or
Fanatic person. The degree of success achieved
the more cooperative the other character is.
Seduce (Cost 3 D, R)
The seduce skill represents a character's
ability to entice or beguile another character
through opening lines, playful conversation, or
intimate behavior. To seduce another person is to
manipulate their emotions through planned
exchanges.
The final goal of seduce is gain the other
character's trust or cooperation through romantic
overtures. This skill can only be used on those
whose attitudes are Friendly or better. To
accomplish this an Ordinary result or greater is
required.
Seduction doesnt last forever. If the target
becomes Charmed, the seduction works well
enough that seduce checks are only required
once per week, in which the character feigns a
continued interest in the seduced party. If the
target becomes Fanatic the seduction works so
well that they fall in love with seducer.
Every time the seducer asks for a favor the
seduced character makes a Will feat check. A +1
penalty applies if they are Charmed, and a +3
penalty applies if they are Fanatic. If the Will feat
check is passed their attitude shifts one step
towards Neutral. Once the seduced character's
Taunt (Cost 2)
This skill represents the character's ability to
trade insults. A successful check can cause and
opponent to become rattled or even attempt an
action he knows is against his best interest. This
skill has no effect on Charmed or Fanatic persons.
On a Critical Failure the target uses the insult
to fuel his own rage, gaining a 2 step bonus to
his next action. On a Failure the taunt has no
effect. On an Ordinary to an Amazing success the
target suffers a +1 to a +3 penalty to their next
action. In the case of an Amazing result the
targets attitude shifts on step towards
Combative. Generally this skill can only be
attempted on an individual once per scene.
Taunt is modified by the targets starting attitude.
Taunt Modifiers
Target is
Combative
Target is Hostile
Target is Neutral
Target is Friendly
-2
-1
0
+1
Leadership (Cost 4)
This skill expresses a character's ability to
coordinate others into effective groups so that
they perform better. Only one character can
assume the role of leader at a time. Using the
skill costs an action and provides a 1 step to
bonus to all actions performed in the remainder
of the current round and all of the next round.
The skill check is modified by the attitudes of the
targets and any modifiers shown on the table
below.
Leadership Modifiers
Targets are use to being lead
Targets recognize leaders
authority
Targets dont recognize leaders
authority
-2
0
+2
Chapter 3: Skills
On a Good success as many as four followers
can receive the leadership bonus.
On an Amazing success as many as six
followers can receive the leadership bonus.
Ranks 4, 8, & 12 Increased Effect: At the
indicated ranks the character gains a
cumulative 1 step bonus to the use of either
specialty skill.
Command (Cost 4 D, W)
This specialty skill improves a character's
ability command others as per the rules of the
broad skill.
Inspire (Cost 4 D, W)
This skill cant be used untrained.
This skill represents the ability to command
by example. The skill is used basically in the
same that Interaction-charm is used. The one
major difference is that inspire can be used
Hostile and Combative targets.
WM Jr
Progress Levels
Weapons Rules
Before delving into the weapons and armor
lists lets take a moment to understand some
common rules shared by several types of
weapons. These rules may apply to some or all
of the weapons that will be detailed later. For
now, review the rules and keep them in mind as
you read further.
Throwing a Weapon
Most melee weapons can be thrown. How
effective they are when this is done can be
another story. The Range Modifiers table below
presents a thrown weapon with one of three
options. If the Skill entry for the weapon
indicates the use of the Throw skill, then the
weapon uses the throwing Situation Modifiers for
the Designed for throwing entry found on page
57 of the Alternity Player's Handbook. Otherwise
the weapon is either a Not for throwing or
Heavy weapon depending on its type. Common
sense should be used in this case. A spear or a
hand axe is normally Not for throwing while a
lance or a long sword are Heavy.
This provides us with a rule that AD&D never
did. Can a character throw his long sword at an
enemy? Yes! It may not have a rousing effect,
but a character can do this none the less. In
accordance with the skills in chapter 4, a
character could take the Athletics-Specific skill
great ax throwing if it is desired.
Weapon Quality
As mentioned in Chapter 3: Skills the results of
a Crafting skill can determine the quality of a
weapon in several ways. To review these
modifiers refer to the table below.
Category
Accuracy
Damage
Durability
Actions
Range
Penalt
y
+1 step
1
point
1
1
10%
Bonus
1 step
+1 point
+1
+1
+10%
Hands
Hands is presented as an optional rule that
indicates how many hands are required by the
character to use the weapon in question. Each
weapon listed on the table for Melee Weapons is
given a number that indicates how many hands
(two at the most) are required to wield the
weapon properly. Some weapons, like those of
giants, require more Hands to use. The
Character Size table in Chapter 1: Hero Creation
gives details on how Hands can be modified for
characters with differing mass.
Range Modifiers
The table below sums the numerous range
modifiers for all types of weapons used in this
game. Note that Heavy is for throwing large
objects not for Heavy Weapons themselves.
Range Modifiers
Type
Direct Fire / Rifle
Bow / Crossbow
Indirect Fire
Designed for
Throwing
Not for Throwing
Heavy, thrown
Pistol
Mele
e
+1
-1
+4
-1
Shor
t
-1
-1
+2
-1
Medium
Long
0
+1
-2
+1
+1
+2
0
+2
+1
+4
-1
+1
+4
-1
+2
N/A
+1
+3
N/A
+3
Melee Weapons
Club
The club may very well be the first weapon
ever used by early man. In a pinch a table leg,
belaying pin, branding iron, or other sturdy piece
of wood can be used as a club.
If characters want to creative and arm a club
with spikes then use the statistics for a mace.
Dagger
Chain
The chain is a weapon that is about 2 meters
or more in length and has a weighted end. A
chain can be used to thrash a target causing the
indicated damage, or it can be used as a whip to
intimidate or entangle opponents. Being
somewhat clumsier than a leather whip,
intimidation attempts are made at a +1 penalty,
however their increased weight a +1 penalty is
applied to the first attempt made by an
overpowered target to free themselves.
Gauntlet
Punch
Hand Ax
Quarter Staff
The simple but effective Quarter Staff remains
a highly popular weapon even into Progress Level
5 and above. The accuracy of 1 step also makes
the weapon very appealing to those who do not
express a desire to expand their weapons training
(like Arcane Adepts for example).
Spear
The spear grants a reach bonus of one meter
outside of the normal melee range allowed.
Primitive spears are not good throwing weapons
but, if the DM allows, more advanced spears can
be allowed to use the modifiers for Designed for
throwing weapons.
Cestus
Lasso
The purpose of a lasso is to entangle a target
or to ensnare an object. The lasso uses all of the
rules for the whip (see Chapter 3: Skills) except
that it does not cause damage and only has the
called shot/entangling options available. Game
Masters may decide that improved use of a lasso
requires the Athletics-specific skill. If so the lasso
should still gain the Called Shot and Increased
Effect rank benefits given for a whip.
A lasso is a Designed for Throwing weapon.
Mace
A mace is a club with a blunt stone or iron
head fitted to one end. Some of these heads may
be studded, flanged, or spiked.
Net
The net, as a weapon, is a 3 to 4 meter
circular net with weights around the edges and a
trailing rope used to guide the net and pull it
away. It is usually folded in such a way that it
twirls open when thrown. It is tossed with one
hand, while the other hand holds the guide rope.
A successful hit indicates that an opponent is
trapped any must try to break free with a
Sickle
Favored among nature priests and Druids due
to its ties to agriculture, the Sickle is a farming
tool that can be used in times of war
Scourge
A Scourge is a short whip with several tails or
thongs. Each thong ahs metal barbs, broken
glass, or other sharp fragments along its length.
The scourge is often associated with torture
and is rarely used by heroes. Those that
regularly use such weapons are generally
associated with organizations that rely on torture
or with religions that promote pain and cruelty.
Short Sword
Trident
Tridents have a reach of one meter, which is
the same as that for a spear. Tridents are not
generally used for combat as they are fishing
tools (to which they add a 1 bonus) but may find
themselves on the battlefield in coastal areas or
in the hands of sea-going races.
Whip
The majority of the rules concerning a whip
are in Chapter 3: Skills. Whips also have a reach
that extends out by one meter beyond the
characters melee space.
Broad Sword
The heavy, double-bladed broad sword
features a meter-long blade designed for both
cutting and slashing.
Skill
Club
Dagger
Punch
Quarter Staff
Spear
Bludgeon
Blades
Brawl
Bludgeon
Polearms
Cestus
Chain
Gauntlet
Hand Ax
Lasso
Mace
Net
Sickle
Scourge
Short Sword
Trident
Whip
Brawl
Whip
Brawl
Blades
Throw
Bludgeon
Throw
Blades
Whip
Blades
Polearms
Whip
Broad Sword
Flail
Blades
Bludgeon
Acc
Damage
Actions
Hands
Hide
Mas
s
Cost
1
1
1
2
1
+1
+3
N/A
-
2
1
N/A
2
2
1cp
2gp
N/A
1sp
8sp
1
2
1
1
2
1
2
1
1
1
1
1
+1
+1
+3
+2
+3
+1
+1
+2
+2
+1
+2
1
3
1
1
0.5
2
3
1
0.5
2
2
0.5
1gp
5sp
5sp
1gp
2sp
8gp
5gp
6sp
1gp
10gp
15gp
1sp
1
1
4
4
15gp
10gp
d4+1s/d4w/d4+1w
d4w/d4+1w/d4+2w
d4s/d4+1s/d4+2s
d4+1s/d4+3s/d6w
d4w/d4+2w/d4m
3
4
4
3
3
d6+1s/d4w/d4+2w
d6+1s/d4+1w/d6+1w
d4+1s/d4+2s/d4-1w
d4+1w/d4+2w/d4+3w
Special
d6+1s/d4+1w/d6+1w
None
d4w/d4+1w/d4+2w
d4+1s/d6+1s/d4+1w
d4w/d6w/d6+2w
d4+1w/d6+1w/d4+1m
d4s/d6s/d4w
4
3
4
3
1
2
1
2
2
3
3
2
2
2
Blades
+1
Great Maul
Great Sword
Bludgeon
Blades
+1
+1
Lance
Long Sword
Jousting
Blades
+1
0
Pole Arm
Polearms
+1
War Hammer
Bludgeon
d6+1w / d6+2w /
d4+1m
d6+1s / d6w / d6+1w
d6+2w / d8+3w /
d4+1m
d4+2w / d4+4w / d6m
d4+1w / d6+2w /
d4+1m
d6+1w / d4+3w /
d4+1m
d6+1s / d4+1w /
d6+1w
5gp
2
2
2
2
5
7
2gp
50gp
1
3
2
1
10
4
10gp
15gp
7gp
+1
2gp
Blades
+1
Rapier
Saber
Blades
Blades
-1
0
d4+1w / d6+1w /
d6+3w
d4w / d4+1w / d4+2w
d4w / d4+2w / 2d4+1w
+1
12gp
3
3
1
1
+2
+1
1
2
15gp
17gp
Blades
Bludgeon
+1
+1
3
1
2
2
2
6
8gp
50gp
Blades
+1
30gp
Blades
d4+1w / d4+2w /
d4+3w
+3
25gp
varies
varies
varie
s
base
x50
Varies by type
+ -1
Varies by Type
Flail
The common threshing flail, modified for war,
is a potent weapon. It consists of a sturdy
wooden handle attached by a chain to an iron
rod, a spiked rod, or a spiked iron ball.
Great Ax
This weapon consists of a stout wooden shaft,
2 meters long, with a curved, single-edged blade
at one end. It does impressive damage but takes
two hands to wield.
Great Maul
A large and often clumsy weapon, the great
maul rarely finds use on the battlefield. This
weapon consists of a heavy wooden hammer that
is iron bound for additional support. Like a Great
Ax, this weapon requires two hands to wield
properly.
Great Sword
Great swords include all types of large blades
that require a medium sized person to use two
hands when wielding. A Great Sword is similar in
appearance to a Broad Sword but is long, almost
2 meters.
Lance
The term lance originally referred to spears
wielded by footmen and cavalry. It eventually
varies
Long Sword
This sword is a longer version of the broad
sword and may be more common than the broad
sword in some locations. Most long swords are
designed for use with one hand however some
are made with a longer grip. These swords are
typically called Bastard swords and allow the
wielder to apply a +1 to damage when used twohanded but the Actions allowed by the weapon
becomes a 2 instead of 3.
War Hammer
The war hammer is a descendent of the
Lucerne hammer, a type of pole arm, designed
for use by a mounted soldier. Since that time war
hammers have grown in popularity as a foot
soldiers primary weapon. A typical war hammer
has a short, metal reinforced wood shaft and a
metal head. Must heads have a spiked tip, a
blunt side, and another spiked side opposite of
the blunted head.
Some assumptions of a war hammers
appearance feature it as a solidly blunt weapon.
If a player desires that type of weapon, use the
statistics for a Mace instead. War hammer can
also be used as tools and can even aid in
climbing or skills like Construction-carpentry.
Cutlass
Rapier
With the demise of armor on the battlefield,
the rapier came into use as the gentlemans
weapon of choice. A long, straight sword with
very little cutting power, the rapier is primarily
used as a thrusting weapon.
Saber
The favored hand-to-hand weapon of the
cavalry, a saber has a slightly curved, doubleedged blade that gives maximum slashing power.
Bayonet
Originally a dagger crudely attached to a fire
arms muzzle, the bayonet eventually becomes a
standard attachment. In effect, a bayonet turns a
rifle into a spear.
Blast Hammer
Originally intended as a tool to blow open
doors and locks, the blast hammer is a maul with
a shape-charged explosive in the head. When
the hammer lands a blow it inflicts damage as a
great maul, and then it detonates with a force
equal to that of a grenade except that there is no
area of effect. The quality of the attack result
determines the damage for the explosion.
Therefor a Good result does good damage for
both a great maul and a grenade. Critical Failures
with this weapon cause the head to explode as a
grenade normally does including the area of
effect.
It goes without saying that this is a one-shot
weapon.
Cavalry Sword
Historically designed by the British in 1908,
this is a perfect thrusting weapon. In ways
similar to a lance, the cavalry sword allows for
the horses strength modifier for damage to be
used if it is higher than that of the mounted
soldier. This rule is described in Chapter 8:
Gamers in Action.
Combat Knife
Advanced tooling and knowledge of
metallurgy allows for a more durable and
dangerous blade. Combat knives typically have
channels, teeth, and groves to maximize the
damage they cause when impaled into an
opponent. In essence, the combat knife is a
dagger of good quality. The tooling and crafting
of the weapon considers that advancements in
crafting these weapons allow for the automatic
inclusion of the Damage +1 weapon quality.
Sheath Weapon
The Sheath Weapon is a generic name for
weapons that use the details discussed above.
Virtually any melee weapon can be used in this
manner unless the Game Master feels otherwise.
Ranged and Heavy Weapons do not use these
rules. They have PL5 weapons of their own.
Ranged Weapons
When you can attack your enemy from afar
you reduce the risk to yourself. Ranged weapons
have been around since the dawn of time and
remain the most valuable of weapons on the
battlefield.
Atlatl
Being nothing more than a short stick with an
angled handle and a grove along its length for an
arrow or dart, the atlatl is a simple but useful
weapon. As the predecessor to the bow, atlatls
were probably the first weapons to allow mankind
to reach out and touch someone. An atlatl uses
the equivalent of a short bows arrow for
ammunition. Game Masters can make exception
where they deem they are needed.
Blowgun
An excellent hunters tool, blowguns find
modern use in the hands of assassins and bounty
hunters. At all progress levels, poisoned darts are
preferred. As stated for the Ranged Weaponsblowgun skill, range modifiers are used for thrown
weapons however range itself is based on the
users Constitution score instead of Strength. This
is derived from the rules governing holding ones
breath and represents the endurance and power
from a sharp exhale.
Bola
The bola is a ranged weapon that operates
much like a lasso or a net in that the idea is
capture prey by entanglement. Use of a bola
uses Overpowering rules and the +1 accuracy
modifier already considers the penalty for and
Overpowering attack. A successful hit forces the
target to make a Strength feat check to resist
entanglement. Good and Amazing results of a hit
imposes an additional +1 or +2 penalty to the
feat check.
Regardless of whether a target is entangled or
not, a successful hit causes the indicated
damage. A bola that is held in hand can also be
used to parry attacks or disarm opponents
normally.
Boomerang
Boomerangs are useful hunting tools in that
they have the special ability to arc and return to a
point close to where they were thrown. If a
failure is the result of a throw the character can
immediately make another throw skill check to
attempt to catch the boomerang. The
boomerang will return in the next phase of the
round, but it does require an action to catch the
boomerang upon return.
Rock, thrown
Perhaps the first missile weapon used, a
thrown rock is always the last resort but is usually
a plentiful weapon.
Short Bow
This is a simple bow mad from a single piece
of wood. Even in higher progress levels, the short
bow remains a very common weapon for hunting.
Sling
This weapon is a simple looped strap in which
a stone is whirled and then let fly. Small stones
originally serve as ammunition, however at PL 1
Dart
Darts are small throwing weapons that can
resemble small knives or crossbow quarrels. The
dart is quick, makes an excellent throwing
weapon, and is very easy to throw in mass. If a
character wants to throw two darts in the same
phase, then a +1 penalty is applied to first dart
and a +2 penalty to the second. Characters with
3 or 4 attacks may throw more darts however the
penalties are cumulative so that throwing four
darts incurs a +1, +2, +3, and +4 penalty for
each dart thrown.
Elven Bow
Elven bows are culturally specific short bows
that rely on exact curves and meticulous detail to
provide better accuracy and damage. Elves do
not generally sell these weapons as a factor of
their culture; they are more often rewarded to
friends and heroes. The price given generally
reflects a sale where an elf is not concerned.
Grenade, Fiery
This weapon is a small liquid container filled
with a mixture of pitch and Greek Fire that is lit
before throwing. When it hits the contents splash
and combust providing for a limit area of effect of
1/2/3 meters.
Though simple in nature, this grenade is used
in future Progress Levels by mobs and terrorists
as they can be mass-produced easily and at little
cost.
Javelin
A light throwing spear, sometimes fashioned
from metal, the javelin is often used in hunting.
Its balance and mass make it an ideal throwing
weapon, increasing the wielders normal throwing
range by 50 percent in each category.
Strength Bow
A strength bow is made from hardwoods,
which gives a normal short bow a greater pull and
released force. The ranges for this bow use
modifiers for bows but the distances are
determined by the user strength times 2 per
category. While this gives the weapon greater
ranges for strong persons, weaker shooters can
Crossbow
Consisting of a bow mounted crosswise on a
wooden or metal stock, the crossbow is fired
much like a gun. Although slower and clumsier
than a lone bow, it out-ranges the bow and has
superior striking power.
It takes one action to load a crossbow, and
one action to fire it.
Harpoon
Primarily designed as a hunting weapon, the
harpoon can be used in times of defense. When
successfully used against a target, damage is
determined normally. The harpoon may also be
used in melee if the character is pressed. This
use of the harpoon requires the Melee Weaponspole arm skill; and damage is treated as a spear.
When used to attack large game, the harpoon
can be especially deadly. After a successful hit,
which causes at least one point of primary
damage, the target can make a strength feat
check to snap the line or be freed of the harpoon.
Doing so however inflicts an additional 1d4+1w
on the prey. After every failed strength feat
check (Game Masters can determine the intervals
between checks) the beast must also roll a
Stamina-endurance check to resist fatigue.
Heavy Crossbow
While somewhat clumsier and slower than the
standard crossbow, this weapon does enjoy a
much greater range. As such, the heavy
crossbow is a preferred weapon for snipers and
assassins.
Like the standard crossbow, it takes one
action to load the heavy crossbow and one action
to fire it.
Repeating Crossbow
Arquebus
The first firearm invented by man, the
Arquebus is a crude matchlock weapon that is
best used in a volley of fire instead of sniping.
Grenade, Powder
This grenade is a small metal ball or tube that
is packed tightly with gunpowder and includes a
fuse. The area of effect for the Powder Grenade
is 2/4/6.
Hand Crossbow
Originally created by the Drow, this little
weapon is most effective when the tip of the
quarrel is coated with poison. The hand crossbow
is placed at this progress level in terms of human
engineering and assumes that humans and other
surface dwellers develop the weapon later than
the Drow. This can be changed if the Game
Master feels that it is necessary.
Long Rifle
This firearm features a lengthened barrel and
fires a smaller shot. While accuracy and range
are improved, the damage is not as good.
Musket
The most overall successful weapon of the
age, the musket fires a large ball that deserves
respect.
Wheel Lock
The Wheel Lock is little more than a hand held
version of the Arquebus. Being the first pistol
sized use of a firearm the wheel lock offers a Hide
factor and is a good weapon for short-range
conflicts in the opening phases.
Automatic Crossbow
This marvel appears near the end of this age.
The auto-bow, as it is often called, is basically a
smaller version of the Arrow Gun. While the
damage is less, this weapon provides any
common soldier the ability to establish a base of
fire and to use suppressive fire as well. As such,
the repeating crossbow allows for both burst and
auto-fire capabilities.
The weapon resembles a crossbow and is held
the same way. When the powerful spring is
pulled back the weapon has enough potential
energy to fire 30 quarrels before losing sufficient
strength. The auto-bow features a top mounted
box with a cache of 30 quarrels.
Using the automatic crossbow requires the
Ranged Weapons-automatic weapon specialty
skill. A character may also use the crossbow skill
instead but does not gain the use of any rank
benefits specifically for crossbows. Range
modifiers for an automatic crossbow are the as
for normal crossbows.
Carbine
The carbine is essentially a caviler with a
rifled barrel and a conical shot called a mini-ball.
The range and accuracy of this weapon combine
into a deadly combination, however this weapon
remains rare and hard to get until the end of this
age.
Caviler
The caviler is an improvement on the musket
and the long rifle and is the most common
firearm of this age. Relatively light in weight, the
caviler is a favored weapon by mounted cavalry
and usually accompanies the cavalry sword.
Grenade, HE
Needle Gun
Little more than a glorified rubber-band gun,
this weapon is the smaller cousin in the ArrowGun and Automatic Crossbow family. The needle
gun only holds ten needles and is therefor good
for only one auto-fire attack or up to three bursts.
Though the range of the weapon leaves little to
be desired, many needle gun darts are tipped
with poison.
Star Wheel
As the caviler is an improvement on the
Arquebus, so is the star wheel to the wheel lock.
Sleek and far more accurate, the Star Wheel
becomes a favorite officers side arm.
Skill
Ac
c
Throw
Blowgun
Throw
Throw
Throw
Bow
Slings
+1
+1
+1
0
+1
+1
+1
Range
Damage
Actio
ns
Mas
s
Hide
Cost
2
3
1
1
4
3
2
0.1
0.1
1
0.1
0.1
1
0
+2
+2
+1
+2
+4
+2
1sp
2sp
5sp
30gp
5cp
4
3
1
1
0.1
1
0.5
1
+3
+3
-
5sp
100gp
1gp
5sp
d6s/d6+2s/d6w
d4+1w / d6+1w /
d4m
1
2
3
1
2sp
90gp
+1
35gp
2
1
5
3
20gp
50gp
75gp
750gp
By STR x2
By CON
By STR
By STR
By STR
20/40/100
10/20/60
Throw
Bow
Throw
Throw
0
0
+1
0
Sling Staff
Strength Bow
Throw
Bow
+2
+1
By STR
30/75/150
by STR
By STR x
50%
10/20/50
By STR x 2
Long Bow
Crossbo
w
Throw
Crossbo
w
Bow
Repeating Xbow
Crossbo
w
Arquebus
Hand X-bow
Rifle
Crossbo
w
Throw
+2
-1
10/40/80
4/8/16
d6w/d6+2w/d6m
d4-1w/d4w/d4+1w
1
3
4
1
+3
500gp
350gp
+1
by STR
d6+2s/d4w/d4+2w
0.5
+3
10gp
Rifle
Rifle
+1
+2
30/60/150
20/40/100
1
1
5
4
800gp
900gp
Pistol
+2
4/8/16
d6w/d6+2w/d6m
d6+1w/d6+3w/d6+1
m
d4+2w/d6+2w/d4+1
+2
700gp
Harpoon
Heavy X-bow
50/100/250
+1
+1
By STR
75/150/350
+1
40/80/200
+1
40/80/150
d4+2w/d6+2w/d4+1
m
d4w / d6w / d4+1m
d4+2w / d8+1w /
d6m
d4+1w / d6+1w /
d4m
d4+1w / d6+1w /
d4m
Grenade,
Powder
Long Rifle
Musket
Wheel Lock
50/100/250
Carbine
Auto
Wpn
Rifle
-1
50/100/300
Caviler
Rifle
Star Wheel
Throw
Auto
Wpn
Pistol
Acid Bow
Bows
30 / 60 / 90
Dragon Rifle
Rifle
-1
Energy Rifle
Grenade, Spell
Mage Pistol
Auto
Wpn
Throw
Pistol
Varies by
type
50/100/150
+1
-1
Rainbow Gun
Pistol
Crossbo
w
Grenade, HE
Needle Gun
40/80/240
d4+2w/ d6+2w /
d4+1m
d4+2w/ d6+2w /
d4+1m
d6w / d8+1w / d6m
+1
-1
by STR
1/2/4
2
3
0.5
0.5
+3
+4
7500g
p
5000g
p
1500g
p
25gp
400gp
+1
4/10/40
d4+2w /d6+2w /
d4+1m
+2
100gp
Acid Splash
Varies by type
d6w/d6+1w/d6+2w
Varies by type
Varies by type
1
4
0.5
1
+3
+3
-1
by STR
Varies by
type
20/40/80
Varies by type
+3
50/100/250
d4+1w/d6+2w/d4+1
m
+1
Stinger
Rank
s
1 to 4
5 to 8
Weapon Type
Acid Bow, Mage Pistol
Dragon Rifle, Stinger,
Rainbow Gun
3000g
p
7500g
p
8000g
p
50gp
5000g
p
9000g
p
6000g
p
Charg
es
100
50
Acid Bow
This bow version of the spell weapon genre
contains the opposing gems in the grip of the
bow. When the drawn bowstring is released they
touch, casting the acid arrow spell, and uses
Dragon Rifle
Grenade, Spell
Spell
Gems
Major
missile
Damage
Range
Resist
d6w/d6+1w/d6+2w
DEX
Fire Ball
Fire/Heat Hazard
Shout*
1d4+2s/2d4s/2d6s
50/100/15
0
50/100/15
0
25 meters
Acid
Globe
Lightnin
g bolt
Cone of
Cold**
CON
P.
resolve
as Acid Immersion
60/120/18
0
CON
d4+1w/d6+2w/d4+1
m
50/100/15
0
DEX
1d6+1w/2d4w/2d6w
50 meters
P.
resolve
*Damage reflects the result of an Ordinary to a Critical
Failure for the physical resolve check. The terminus
of the shout is a 60 degree arc.
**Damage is based on the result of a physical resolve
check for Ordinary to Critical Failure results. The
terminus of the cone is 20 meters wide.
Energy Rifle
This is a version of the Mage Pistol using
Magic Missile spell gems. The construction and
design of the weapon is specific and does not
allow for other spell gems to be used with it.
When the trigger is pulled a series of springs
and miniature wheels spin and turn, causing the
spell gems to strike each other in rapid
Spell Gems
Binding
Black Tentacles
Continuance
Fireball
Gray Mantle
Patterns
Reverse Gravity
Vortex
Web
Area of
Effect
2/4/6
2/4/6
2/4/6
2/4/6
2/4/6
10 meters
6/12/20
Special
Special
Resist
P. resolve
STR
P. resolve
CON
CON
M. resolve
DEX
STR
Dodge
Mage Pistol
The Mage Pistol is a versatile weapon that
allows for multiple types of spell gems to be used
in them; thus allowing for different types of
magical attack. Regardless of the type, the spell
gems are assumed to be of rank 3 in ability
should rank become an issue.
If rank benefits apply to a spell gem then this
weapon has only enough strength for benefits of
ranks 1 to 4. Range modifiers for a Mage Pistol
remain the same for other types of pistols.
Unless stated otherwise, damage is En/O in type.
The different types of spell gems commonly
available and what they can do is shown on the
table below.
Spell Gems
Magic
missile
Magic fire
Damage
d4-1w/d4w/d4+1w
Range
Resist
30/60/9
DEX
0
Fire/Heat Hazard
6
CON
meters
Meteors*
d6s/d4w/d6w
10/20/4
DEX
0
Prismatics
Special
10
Dodge
meters
Shocking
d8s/d6w/d4w
30/60/9
DEX
bolt
0
Snowball
d4-1w/d4w /d4+1w 30/60/9
DEX
0
*The damage shown for a meteor is for an area of 2/4/6
per an exploding Grenade. Damage is Li/O
Rainbow Gun
This special Mage Pistol is constructed for the
sole purpose of using the Conjuration-chromatic
orb spell. Unlike other pistols of this type, this
one has a variable setting on the side of the
weapon that is arced like a prismatic rainbow;
indicating the various orb colors that can be
used.
Color
Setting
Damage
Effects
Light
Heat
Fire
Blindness
Irritant
Magnetism
Paralysis
10
Violet
d4-1w /d4w/d4+1w
d4-1w /d4w/d4+1w
d4w
/d4+1w/d4+2w
d6w
/d6+1w/d6+2w
d6w
/d6+1w/d6+2w
d6+1w
/d6+2w/d4m
d6+1w
/d6+2w/d4m
Slowed
Charg
es
1
2
3
11
Black
Paralysis
Turn to
stone
Mortal
White
Red
Orange
Yellow
Green
Turquoise
Blue
12
Stinger
The Stinger is a specialized crossbow
designed to fire Lightning Bolts. The great
benefit of this weapon is that its specialized
design allows it to retain the standard crossbows
range.
Heavy Weapons
Weapon Teams
Any of the heavy weapons mentioned below
that have a 1 entry for actions require a number
of persons to man and reload the weapon equal
to the reload number. This means that while a
Light Ballista only requires one person to reload,
a Heavy Ballista requires three. If the weapon
crew is less than that required, one more action is
added to the reload time. Therefor if a single
man was reloading a Heavy Ballista it would take
him five actions to do so. If a specific weapon
has special or differing needs these will be
explained in the weapons entry.
If the Game Master desires a more flexible
system can be used for reloading team-oriented
heavy weapons. When it is time to reload each
member of the team rolls a Heavy Weapons skill
check and modifies the result of one key person
in the group; either a leader or the person with
the best skill score.
Catapult, Arrow
An advancement on the scatter shot option
for catapults (see below), the arrow catapult is
fantastic as an anti-personnel weapon. When
fired, an average fifty arrows are launched in a
tight pattern at a target area. The damage listed
considers an area of effect similar to that of a
grenade with the following ranges 2m/6m/12m.
The resistance modifier of the target(s) is applied
to the attack and if any individuals have a better
Resistance Modifier than their fellows, this
modifier is applied to the control die separately
for determining damage for that individual.
Ballista, Great
Catapult, Great
Introduced to the west by the Crusaders this
weapon may have been in use by China as early
as 300BC. There are two types of Great Catapult,
or Trebuchet, being the traction and counterpoise
versions. The force exerted by the weapon when
it fires is too powerful to be supported on wheels
or in most castle battlements. For this reason
most great catapults are built in place on the
battlefield and normally are not moved from their
original location without much labor.
Sweeper
This weapon is a specialized version of the
ballista that fires a length of chain or net into a
body of soldiers. The Sweeper can hit any target
out to 4 meters on either side of the trajectory
path. This weapon uses the indirect fire rules for
medium or long range but may be fired directly at
short range granting a 1 bonus to the attack roll.
If used in this fashion however, it cannot hit
targets at medium or long range as it falls to the
ground at 20 meters.
Blunderbuss
The early blunderbuss presents a character
with a useful but cumbersome weapon. In a
sense similar to a shotgun, the Blunderbuss
causes twice the damage at close range but only
one-half the damage at long range. The +2
Accuracy modifier does consider that this weapon
is at first a Matchlock firearm. It quickly changes
over to the Flintlock firing mechanism, granting
P
L
4
Range
Cost
Damage
3 / 6 / 12
25sp
10 / 30 /
180
8 / 16 / 40
150g
p
10gp
d6+1w/d8+2w/d6
m
As per Grenade
Grenad
e
Harpoo
n
Rock
6/12/30
Salt
6 / 12 / 30
1cp
d4w/d6w/d4+1m
d4w/d4+1w/d4+2
w*
d41w/d4w/d6+1w*
Special
d4w/d6w/d4m*
d4w/d6w/d4m*
Snare
3
8 / 20 / 40
2gp
Spike
3
8 / 30 / 60
1gp
Standar
3
6 / 12 / 30
1sp
d
* indicates that damage for short range is twice the
amount rolled while long range is one-half.
Shot Types
Bolt: Filling the entire barrel of the
blunderbuss is the bolt shot. Heavy and short
of range, this cylinder of steel is deadly when
it hits. As an option this shot can be used as
an indirect ranged attack. This relies on the
indirect fire skill and increases the range to
10/50/100. However when used in this
fashion an on target result most be
generated on the Accuracy by Range table
as described in the Alternity Player's
Handbook for damage to be caused.
Grenade: Specifically designed for use in the
blunderbuss, this warhead requires the use of
the indirect fire skill.
Harpoon: Essentially a barbed rod, this shot is
not as dangerous as the bolt shot above but
has a greater range. This shot may also be
used with the indirect fire skill which grants
ranges of 12 / 60 / 120. The rules for
determining a hit are the same those for the
bolt shot.
Rock: This simply represents a handful of
rocks gathered and packed into the barrel of
the weapon.
Salt: The damage caused by salt shot is low
but the pain that is caused by salt that gets
under the skin can be very distracting. If the
salt shot causes at least one point of wound
damage then the target must make a
Cannon, Heavy
This weapon begins a new era of warfare as
gunpowder weapons take the lead in battlefield
tactics. While there is always room for
improvement, the cannon is hard to beat. Similar
to the bombard, a cannon causes half of the
damage generated out to 6 meters. It takes 4
actions to load a Heavy Cannon, and a separate
action to fire it.
It requires 15 charges of gunpowder to
properly fire this weapon.
Cannon, Light
While being weaker in firepower than the
larger version, light cannons can be used in a 2to-1 manner when space and structure is
considered. Because of this allowance, light
cannon are popular onboard naval vessels. Like
other gunpowder using team weapons, the light
cannon causes half of the damage generated out
to 4 meters. It takes 2 actions to load a Light
Cannon, and a separate action to fire it.
It requires 10 charges of gunpowder to
properly fire this weapon.
Mortar
Relying completely on indirect fire rules, the
mortar is a difficult weapon to aim. A +5 modifier
is shown for the weapon, however this only
applies to first shot taken with the weapon once it
is placed in a new location. After the first round
lands, the crew can then make adjustment to
walk the weapons fire wherever needed. After
the first shot on a new battlefield the mortars
accuracy changes to a +3. A mortar causes onehalf of the damage generated out to 4 meters.
Skill
Acc
Range
Ballista, Heavy
Ballista, Light
Catapult, Arrow
Indirect
Indirect
Indirect
+3
+2
+2
Catapult, Heavy
Indirect
+4
Catapult, Light
Indirect
+4
Greek Fire
Projector
Indirect
+1
Ballista, Great
Bombard
Catapult, Great
Indirect
Direct
Indirect
+4
+3
+4
100/250/700
50/200/400
60/120/480
Sweeper
Direct
+1
20/40/80
Blunderbuss
Cannon, Heavy
Cannon, Light
Mortar
Direct
Indirect
Indirect
Indirect
+2
+2
+2
+5
Ribald
Direct
+3
6/12/30
75/350/900
50/300/750
(30)50/75/15
0
10/40/80
Arrow Gun
Direct
+1
Damage
Type
#of A
Reloa
d*
Mas
s
Cost
d8w/d8+2w/d6+1m
d6w/d6+2w/d4+1m
d4+1w/d6+1w/d4m
Hi/O
Hi/O
Li/O
1
1
1
3
1
3
150
100
150
600gp
400gp
500gp
d4+1w/d6+1w/d4m
Li/G
200
700gp
d4+1w/d6+1w/d4m
Hi/O
150
200gp
d6w/d6+3w/d8+3w
En/O
100
800gp
Hi/G
Hi/G
Li/G
1
1
1
5
5
8
250
500
300
800gp
5000gp
100gp
Li/G
200
600gp
d4w/d6w/d4m
d6w/d6+2w/d6+1m
d4w/d4+2w/d4+1m
d6w/d6+2w/d4+1m
Hi/O
Hi/G
Hi/G
Hi/G
2
1
1
1
2
4
2
2
6
200
150
175
400gp
2000gp
1500gp
1200gp
d6w/d6+2w/d6m
Hi/O
48(2x24
)
100
700gp
2(36)
15
700gp
d4+1w/d6+1w/d6+
Li/O
Direct
Indirect
+1
+2
15/45/150
150/600/1500
3w
d4w/d6w/d4+1m
d6w/d6+2w/d6m
Hi/O
Hi/A
1
1
3
8
150
750
Cylinder Rifle
Fire Lance
Greek Fire Rifle
Six Gun
Slag Gun
Direct
Indirect
Indirect
Direct
Direct
+1
+2
+1
+1
+1
30/60/150
30/60/150
6/12/25
30/60/150
20/80/400
d6w/d8+1w/d6m
d4w/d4+2w/d4m
d6w/d6+3w/d8+3w
d6w/d6+2w/d6m
d6w/d4m/d6m
Hi/O
Li/O
En/O
Hi/O
Hi/O
3
2
2
2
3
8
10
6
14
150
Tri-Gun
Direct
+1
40/80/240
d6w/d8+1w/d6m
Hi/O
20(2x10)
3
1
12(2x6)
200(1x20
0)
3(1x3)
Mage Cannon
Direct
-1
90/180/270
Varies by type
Varies
2(25)
20
Nova Cannon
Direct
-1
150/300/750
En/G
150
Nova Gun
Direct
-1
100/200/500
d6+2w/d8+4w/d8+
1m
d6+1w/d8+2w/d6+
1m
En/G
1(10)
15
10
2000gp
20,000g
p
1200gp
800gp
900gp
5000gp
50,000g
p
1600gp
25,000g
p
30,000g
p
10,000g
p
Ribald
A Ribald is a small cart upon which are a
series of 12 to 24 musket barrels, all charged and
ready. When a single lever is pulled, or trigger
released, all of the hammers strike as one. The
weapon shown considers the use Matchlock
mechanisms. Near the end of this age Flintlocks
can be used instead which betters the accuracy
to a +2 instead.
The blast of the weapon has a conic area of
effect. Within 10 meters (short range) the shots
can strike anyone within 2 meters of the
trajectory path. From 11 to 40 meters the shots
have a spread of 3 meters, and from 41 to 80
meters the shots have a spread of 4 meters. The
size of the target generally determines how many
shots can strike him. Tiny and Small characters
are usually only attacked by one shot. Medium
and Large targets may be hit by up to three
shots. Huge targets may be hit 6 shots, and
Gargantuan targets may be hit by 12 to 24 shots
depending on range. When the weapon is fired
the Game Master should count each shot that hits
at a given range so those further targets are not
hit by spent rounds.
While this weapon only requires one man to
fire all of the barrels, it is a good idea to have a
crew handy to reload the weapon. It requires 2
actions to load each barrel for a total 36 to 48
actions!
The most ominous version of this weapon
appears in the later days of Progress Level 4
where a Pepperbox feature is used for each barrel
Arrow Gun
Cylinder Rifle
Cannon, Boiler
This weapon relies on steam to propel a
harpoon or spear at a target. Found mostly on
whaling boats, the weapon often uses a harpoon
for deadly effect. If a harpoon is used then the
damage caused should consider that weapon.
It requires only 2 actions to reload the Boiler
Cannon, and a separate action to fire it.
Cannon, Great
The gunpowder revolution in the Age of
Gunpowder granted field commanders a more
reliable cannon. At the dawn of the Tinker Age
Fire Lance
Siege warfare will never be the same again!
The Fire Lance resembles a large blunderbuss
with a lengthened barrel. The weapon uses
special spears that have an impact-detonating
explosive charge housed in the warhead. The
damage listed is for the spearhead itself (if it
should happen to hit someone); the explosion is
treated as a grenade with the area of effect
remaining the same. While smaller and shorter
ranged versions of this projectile can be made for
the blunderbuss the standard Fire Lance round is
to long and heavy to use with that weapon.
It requires two charges of powder to deploy
this weapon effectively. Reloading a new lance,
and charging the gun requires 3 actions. A
separate action is needed to fire it.
Six Gun
The Six Gun is a Pepperbox configuration (see
Pepperbox under Firearms Options below) based
on the caviler rifle. This gives the weapon six
rotating barrels allowing the gunner to fire six
times before reloading. This introduces the
potential for several persons with these weapons
to lay down a volley of fire that is only matched
by soldiers with bows.
It requires 12 actions to fully reload the
weapon. However, it can be fired before being
completely reloaded. In this case two actions are
needed to load each shot. A separate action is
required to fire the weapon.
Slag Gun
An application of steam power to the heavy
weapons genre produced this monster. While the
gun itself is relatively small, the boiler and
loading rails make the weapon system rather
large. The gun is about one and one-half meters
long and stands a little under a meter tall. The
boiler weighs 30 to 50 kilograms and is attached
to the gun by tar sealed hoses of giant eel skin.
The loading rails are 1-meter long enclosed
chutes that provide the gun with a continuous
feed of ammunition. The ammunition used is a
bolt 10 centimeters in length and 1 centimeter in
diameter.
When the boiler is sufficiently heated a
steam-release valve is closed forcing the pressure
through the barrel of the gun. When the gunner
depresses the firing bar the bolts are individually
forced into the barrel by a steam-powered rotor.
The weapon will continue to fire as long as the
firing bar is depressed.
As indicated on the table, the Slag Gun can
fire 200 bolts under normal conditions (i.e. both
loading rails are fully loaded). However it is
normal that another person continues to load new
bolts into the loading rails during combat making
the weapons rate of fire dependant only the
amount of bolts available. The Slag Gun can be
used in Fire, Burst, or Automatic modes of fire.
The Slag Gun cannot be carried in total except
by Huge creatures. However they are versatile
enough to be used on any platform and when
compared to other heavy weapons like the
Ballista, they are easy to move. The Mass entry
for the weapon includes all those mentioned so
far.
In most campaigns where this weapon is
included, their use is almost always limited to
Military only (or the lord who owns one) as the
weapons destructive power is great.
Tri-Gun
Featuring a special combination of rifle and
heavy barrels, the Tri-Gun is a dungeons-busters
best friend. The two top barrels are cavilers while
the bottom barrel is a blunderbuss. The statistics
given reflect the caviler barrels only.
Charge
s
10
25
God Gun
The God Gun is a heavy version of the Dragon
Rifle. Having a slightly longer and wider barrel,
the weapon allows for the powerful of spell gems.
The table below shows the more common gems
used in a weapon of this type.
Spell Gems
Deadly Missile
Leaping
Flames
Power Word
Meteor
Swarm
Sheet
Lightning
Ice Storm
Damage
d8w/d8+2w/d8+4w
Range
100/200/30
0
90/180/270
Resist
DEX
d4+2w/d6+2w/2d4
w
1d6s/1d4w/1d6w
90/180/270
80/160/240
p.
resolve
DEX
d4+1w/d6+2w/d4+
1m
see below
80/160/240
DEX
100/200/30
0
CON
Fire/Heat Hazard
CON
Nova Cannon
The Nova Cannon is a larger version of the
Nova Gun below. They only differ in damage
caused and the ranges of the weapon. Unlike
other large weapons, only one man is required to
man a Nova Cannon.
Nova Gun
The nova rifle resembles a large Dragon Rifle.
The weapon can only use a special type of spell
gem that allows a temporary portal to the QuasiElemental Plane of Radiance to be opened. The
Armor
So far I have introduced you to a wide variety
of useful and sometimes lethal weapons. When
such weapons are brought to bear against a
target, it is in the targets best interest to be a
good suit of armor.
Hide Armor
Before treated leather was developed, hide
armor stands alone as the primary source of
protection for a primitive warrior. However being
untreated, this armor has the nasty habit of
rotting. Every week (or day as the DM sees fit)
the armor must roll a Durability check against
disease. Damage to the armor is handled as per
those rules and the rules for damaged armor in
general. This usually is not a problem for cave
guys and gals since hunting fresh game and
replacing old armor is common place anyway.
This type of armor may also include woven
plant fibers of thick vegetation or ropes and
padding.
Body Shield
Designed as both a companion and defense
against the spear, body shields provide excellent
protection but are cumbersome to use. This
shield is too heavy to be used for attacks and
parries. On the positive side it not only grants
the listed protection modifiers it also provides a
+1 Resistance Modifier against melee and ranged
attacks if defending against frontal attacks. Flank
and rear attacks retain the same modifiers.
Body Spikes
Leather Armor
Shield, Small
A small shield is usually round, about a halfmeter in diameter, and worn on the forearm of
the secondary hand.
Chain Mail
This armor type includes various types of
laminated, scale, brigandine, splint and banded
armor. Chain mail provides excellent protection
against low impact attacks. The suit includes a
coif to protect the head.
Helm
The center of the sensory organs is treated to
extra protection. A helm cannot be used with
other armor if that armor already contains an
Armor Table
Type
Li/Hi/En
Hide
d6-3/d4-3/d6-4
Skill
AP
Mass
Cost
Hide
+1
10
N/A
Body Shield
Body Spikes
+2/+1/+1
+1/0/0
Shields
None
+3
0
12
1
Elven Chain
Helm
Leather
Small Shield
d6-1/d6-4/d6-4
+1/0/0
d6-2/d6-4/d6-4
+1/0/0
None
Armor Op.
None
Armor Op.
0
+1
0
+1
0
4
7
4
+4
N/A
+2
+1
Chain Mail
Medium Shield
Plate Armor, Full
d6-1/d6-4/d6-4
+2/+1/0
d6+1/d6-3/d63
d6/d8-5/d6-4
+1
+2
+3
15
7
25
+1
N/A
N/A
+2
20
+1
+10g
p
N/A
N/A
Plate Armor,
Partial
Armor Op.
Shields
Heavy
Armor
Heavy
Armor
1d6-3/d4-3/d42
None
+3
d6-2/d6-2/d6-4
+2/+2/0
d6/d6-1/d6-3
Ballistic Plate,
Partial
Kinetic Armor
d6-1/d4-1/d6-3
Ceramic Plate
d6-1/d6-4/d4
Ceramic Shield
Force Armor
Force Shield
+1/+1/+2
d6-1/d6-1/d6-1
+2/+2/+2
d4+3/d4-1/d42
Armor Op.
Shields
Heavy
Armor
Heavy
Armor
Heavy
Armor
+1
+2
+3
15
9
25
+2
N/A
N/A
+2
20
+1
+4
75
N/A
Shield, Medium
Leather Coat
This long coat, made of boiled leather, is
better than nothing in a fight. It is even a
fashionable wear in some societies. The Leather
Coat is also popular among Arcanists, as the
protection is relatively cheap and light of weight.
Ballistic Armor
Ballistic armor types (Chain mail, full plate,
and partial plate) are made from the original
materials as previous armor but are also fitted
with woven pads of webbing from giant spiders.
These pads are then layered into pillows beneath
Heavy
Armor
Shields
None
None
+2
10
+1
+2
0
0
5
1
1
+1
+4
+4
Kinetic Armor
This suit of extremely cumbersome armor is
an oversized suit of plate mail that is lined with
small gears and actuators that help to
compensate for the mass of the armor. Using the
same logic that applies to a modern ten-speed
bicycle, each movement made by the wearer is
multiplied by the series of gears. While this helps
a bit the armor is still heavy and awkward to use.
The mass listed is for the suit if it carried. When
worn the gears and actuators reduce the
encumbrance to only 45 kilograms.
To perform any physical action other than
attacking or walking a Heavy Armor skill check is
required. This includes getting up if the armored
person falls down. It is impossible for the wearer
to put this armor on by himself. It requires the
wearer and another person to assist, and requires
several minutes to don the suit.
Cost
Arrows,
Armor Piercing
High Explosive
Incendiary
Signal Arrow
Standard Arrow
2
4
1
2
0
4cp
5gp
+1cp
5cp
2cp
Ballista,
High Explosive
Incendiary
Standard Bolt
4
1
1
10gp
7sp
5sp
Catapult,
1
2
1
5sp
5gp
3sp
3
3
3
4
4
5gp
2gp
25gp
7gp
25gp
15gp
3
4
10gp
25gp
3
3
2sp
1gp
4
3
5sp
1cp
10gp
4
4
2
1gp
3gp
1sp
Sling Bullet
Sling Stone
1
0
1sp
-
Sling Staff,
Sling Bullet
Sling Stone
Stink Pot
1
0
1
1sp
3sp
Spell Gems,
Heavy, Generic
Heavy, Specific
5
5
50gp
150g
p
25gp
50gp
35gp
75gp
Cannon,
Canister
Cannon Ball
Exploding Shot
Grape Shot
Great Cannon
shot
Gunpowder,
Heavy
Gunpowder, Light
Gunpowder, Great
Firearms,
Ball Shot
Gunpowder, per
shot
Mini-Ball
Wading
Ammunition
Ammunition
Type
Flaming Shot
Exploding Shot
Standard Shot
Pistol,
Pistol,
Rifle,
Rifle,
Generic
Specific
Generic
Specific
5
5
5
5
Arrows
Game Masters may allow a character to use
the same type of arrows for differing types of
bows if desired. Some however may feel that
Long Bows fire different arrows than other types
of bows and may deem it necessary to apply
some penalty if done so.
Ballista Shot
The standard ballista shot resembles a spear
and may even be used as such in melee. Below
are other options common to ballista shot.
High Explosive: Much larger than a High
Explosive arrow or quarrel, the HE shot for a
Ballista has a more devastating effect. Upon a
successful hit damage is determined normally.
After this apply the damage of a HE Grenade.
Incendiary: This ballista shot is rapped and
soaked in pitch, tar, or Greek Fire. After being
lit the arrow causes a hit target to also suffer
1d4-2 points of fire damage which is En/O in
type. These arrows can also set ablaze
flammable material.
Catapult Shot
The normal shot for a catapult is a shaped
stone ball. Other options are given below.
Exploding Shot: This type of shot is a hallow
version of the standard missile which is filled
with gunpowder. Most have a fuse, which is
then lit, and the weapon is fired. Barring a
Critical Failure the shot explodes upon impact.
This explosion is equal to a bundle of dynamite
(area of effect: 2/4/8; Damage
Cannon Shot
The damage listed for cannons considers the
use of a metallic cannon ball. Other options are
given below.
Canister: Canister shot effectively turns a
cannon in to a large blunderbuss. For game
purposes range is halved, the die used for
damage is increased to the next higher die, and
the type of damage becomes Hi/O. Heavy and
light cannon would conform to the statistics.
Heavy
Cannon
Light
Cannon
d8w/d8+2w/d8+1m
d6w/d6+2w/d6+1m
40/175/45
0
25/150/37
5
Firearm Shot
Greek Fire
Greek Fire is a mythical substance sought
after for its deadly ability to incinerate the enemy.
The price shown on the table reflects the cost for
one liter of this substance. The Greek Fire Rifle
uses one liter normally, and the Greek Fire
Cannon uses 4 liters per shot.
Quarrels
The Hand Quarrel is designed for use with the
Hand Crossbow. Standard Quarrels may be used
with either Medium or Heavy Corssbows.
High Explosive: Similar to the High Explosive
version of the arrow, this quarrel causes High
Impact damage.
Spell Gems
Many ranged and heavy weapons of Progress
Level 5 refer to the use of spell gems. The
reference is plural because in order for a spell
effect to be released from the weapon, two
matching spell gems must make contact inside
the weapon. The method making spell gems is a
closely guarded secret but does involve a spell
that splits an existing spell into two versions, one
positive and one negative. When they make
contact the spell is completed and released.
Generic spell gems refer to effects that can be
have no optional settings or enhanced use for the
weapon. Their benefit is that certain weapons
like the Mage Pistol or the Dragon Gun can use
several different types by replacing the spell
gems.
Specific versions require the use of a specific
weapon as they have options that make nongeneric. Weapons like the Rainbow Pistol, the
Energy Rifle, and the Nova Gun fall in this
category.
Weapons Options
Basket Hilts
A Basket Hilt offers a character a 1 step
bonus when attempting a parry, as such daggers
with basket hilts are often favored as an offhand weapon. In addition to this the wielder
may strike with basket hilt causing damage as a
Gauntlet.
The inclusion of a basket hilt increases the
value of the weapon by 50%. It also increases
the mass of the weapon by 0.5 kilograms.
Of the melee weapons presented in this
chapter, the following are suitable for this
modification: Dagger, Mace, Broad Sword,
Cutlass, Rapier, Saber, Cavalry Sword, and any
Sheath Weapon of these types.
Composite Bows
A Composite Bow is one that incorporates
different materials in the bow, increasing the total
strength. The net result a 25% increase to each
range category for the bow in question. This
Ranges
Cost
50/100/25
0
25/50/125
150gp
60gp
Firearm Standards
Each type of firearm is defined primarily
by three criteria. There is the manner of ignition,
the barrel type, and the type of ammunition that
can be used. Each firearm described on the
Ranged and Heavy Weapons tables already has
the information for each of these aspects built in
to their statistics. If a player modifies a firearm
then the following rules should be used.
Considering the following, these options have
already been applied to the weapons present on
the Ranged Weapons table.
Weapon
Arquebus
Ignition
Matchlock
Barrel
Crude
Blunderbuss
Cylinder
Rifle
Carbine
Matchlock
Flintlock
Crude
Smoot
h
Rifled
Caviler
Breech
Loaded
Flintlock
Flintlock
Flintlock
Smoot
h
Crude
Crude
Flintlock
Crude
Musket
Matchlock
Crude
Six Gun
Star Wheel
Breech
Loaded
Flintlock
Tri-Gun
Flintlock
Smoot
h
Smoot
h
Smoot
h
Crude
Fire Lance
Harpoon
Gun
Long Rifle
Wheel Lock
Matchlock
Ammo
Ball
Shot
Special
MiniBall
MiniBall
MiniBall
Special
Special
Ball
Shot
Ball
Shot
MiniBall
Ball
Shot
MiniBall
Ball
Shot
Gunpowder
There are two types of explosive powder that
are used with firearms, Black Powder and
Gunpowder. Both types of powder use the same
basic ingredients however gunpowder receives a
special process in its mixing called Corning.
This step grants a more useable and moisture
resistant powder and also allows for breechloaded weapons and other possible applications.
Against the threat of moisture consider black
powder to have a Durability of 3 and gunpowder
to have a Durability of 6. Checks should be made
as often as necessary given the environment and
damage should be treated as an Acid Splash as
found in Chapter 8: Gamers in Action of this book.
For the purpose of easy rules, any type of
powder can be used in any type of firearm. The
sole exception is that black powder cannot be
used in a breech loaded weapon. The application
of powder types used in the manufacture of
explosives is discussed in Chapter 5: Goods and
Services.
Backfire Damage
Matchlock and flintlock weapons are notorious
for causing harm to the shooter when things go
wrong. This is simulated in this game with the
Critical Failure. When this result occurs while
using a firearm, the backfire causes 1d4 points of
wound damage to both the character and the
weapon itself. Because of the closeness of the
weapon and the way in which it is aimed and
fired, the damage is focused on the armor of the
characters head. In a similar sense, the
weapons armor, if any, does not apply (however
Toughness does). Damage caused to the weapon
by a backfire may be fixed with either the
Firearms or Tinkering-Repair skills.
If the DM allows another option may also be
used for a Critical Failure. If the character passes
a Personality Feat check then the backfire can be
determined as a Hang Fire instead. This means
that the powder burns incorrectly or is of poor
enough quality that the round is not discharged
from the barrel. While this option saves the
character from backfire damage it does require
that the weapon be reloaded with an additional
action.
As a final note, a breech-loaded firearm does
not backfire on a 20. It jams instead. Correcting
this problem requires only one action.
Firearm Options
In addition to the standard models and
their possible upgrades, there are also several
other options useable by firearms. These are
presented below and most are limited to Progress
Level 4 unless the DM feels otherwise. Each of
these options has modifiers to their ease or
difficulty in implementing, the details of which are
discussed in Appendix 2: Tinkering. Of the
options presented below the Combination Barrel
and Scopes options cannot be used with Pistols.
Parrying/Disarming Blades
Bladed weapons like swords and daggers may
have Parrying/Disarming Blades attached to
them. These modifications grant a step bonus to
parrying attempts while using the blade and
disarming attempts impose only a +3 penalty
instead of the usual +4.
Polearm Options
The entry for polearms on the melee weapons
table details the basic statistics for such a
weapon. Historically however, polearms had
several other uses. For simplicities sake a
polearm can be used to make several types of
called shots with only a +2 penalty instead of the
usual +4. These maneuvers include specific
attacks to damage armor, or to pin an opponents
weapon. They may also be used to in an
Overpowering attempt to unhorse a mounted
attacker or to pull someone to the ground.
Magnitude
Ordinar Good
Amazi
y
ng
Yes
No
No
Yes
Yes
No
Amazi
ng
Yes
Yes
Yes
Magical Weapons
Magical weapons gain two primary features; a
Skill Bonus and the ability to Ignore Armor. The
Skill Bonus represents an increase in the wielders
rank score with that weapon. If the character is
untrained, he first bonus grants a broad skill level
of use. If the wielder has only the broad skill then
the first bonus grants rank 1. If the new rank
would normal grant a rank benefit, like doublestrike or distance precision, then those benefits
are also gained.
The Ignore Armor column shows the reduction
to a defenders armor value. If, and only if, the
target has no armor value then this reduction
acts as a point-for point increase to damage. The
Power of a magical weapons also acts as its
power rating in terms of toughness. Unless a
Game Master feels otherwise this should not
upgrade damage. High power should only
downgrade Good or Amazing toughness as
standard.
Both apply to melee and thrown weapons
however when applied to heavy or ranged
weapons not all of these values apply. In these
cases the weapon itself and the ammunition used
can differing power. Weapons (bows, crossbows,
ballista, and slings) gain only the benefit of the
Skill Bonus column. Ammunition types (arrows,
quarrels, sling stones, or bullets) use the Ignore
Armor and the Power columns only.
Magnitu
de
Ordinary
Good
Amazing
Skill
Bonus
+1 Rank
+3 Ranks
+5 Ranks
Ignore
Armor
-1
-2
-3
Magical Armor
The strength of magical armor is found
primarily in its ability to fend off secondary
damage and the increase to the armors base
ratings. The Secondary Damage column shows
the decrease of secondary damage taken while
the armor is being worn. The Armor Value
column details the modifier to the die roll for an
armors protective value. The Mass column shows
the modifier for the armors mass when worn.
This does not effect the mass if the armor is
Secondary
Damage
Armor
Value
-1
-2
-3
+1
+2
+3
Mass
-25%
-50%
100%
Magical Shields
Magical Shields gain bonuses in a manner
similar to magical armor. The columns below are
self-explanatory. It should be noted that shields,
whether magical or not, only benefit a character
if they can actual be used to ward off an attack.
Attacks to unprotected flanks or the rear do not
offer protection from a shield. Of course the
bonuses granted a shield benefit a characters
overall armor values as per the standard rules.
Magnitu
de
O
G
A
Secondary
Damage
Armor
Value
Mass
-1
-2
-3
0
+1
+2
-25%
-50%
-100%
Valu
e
x100
x250
x500