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Heroes

Of
Fantasy

Book 1: Fantasy Games


An
Alternity Rules System
for
Fantasy Campaign Settings

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

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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

Chapter 5: Goods &


Services
COMING SOON !!!
Chapter 6: The Supporting
Cast
COMING SOON !!!
Chapter 7: Campaigns
COMING SOON !!!
Chapter 8: Gamers in
Action
COMING SOON !!!
Appendix 1: Tinkering
COMING SOON !!!
Appendix 2: Concoctions
COMING SOON !!!
Appendix 3: Fantasy
Faiths
COMING SOON !!!
Appendix 4: Optional
Heroes
COMING SOON !!!

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46
52
60
62
74
82

Appendix 5: The Life


Shaped
COMING SOON !!!

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111

Chapter 1: Hero Creation


In attempting to combine the aspects of both
the AD&D game and that of Alternity I found in
my first attempt that I still locked players in a
static selection of characters. What I present
below is the next generation of character
development after having tested my thoughts on
other DMs and Game Masters on the Internet.
The result of which is a change from old classes
to the more pure professions of Alternity. I
thought long and hard about how I should
approach this situation and came to the following
conclusions:
1)
There are no level limits.
2)
There are no multi-classed or dual-classed
characters.
3)
There are no limits on who can and cannot
use FX abilities.
4)
There are no limits as to who can and
cannot use armor or weapons.
5)
There are no elements in character
creation focused on game balance other than
the characters starting skill points.
6)
and finally The most defining features of
a character are determined by the skill points
spent during development which supersedes
race, profession, and career.

professions, and skills work best as the team is


better able to handle different situations. No
player should feel trapped into selecting a certain
type of character. The creation of a team should
be a collaborative effort supported by the Game
Master. In my own terminology I base the
distribution of characters by three primary roles
Intelligence, Offense, and Defense. These
primary roles should be spread out among the
characters as evenly as possible. After this each
character should determine a secondary role. In
this ideology a Believer could be Defensive
primarily and Offensive as a secondary role.
These roles say nothing about race, profession,
career, or talents. Each player should use the
options given to create a meaningful character
that is an asset to his team.
The creation of characters can be sporadic
and everyone has a different method of doing so.
Chapter 1 is divided into several sections that
explain the core information required during
character development. The goal of this chapter
is to determine the characters Ability Scores,
Race, Profession, FX talent(s), Career,
Extraordinary Abilities, and Mutations. Each
section that follows discusses these items in a
order given that I felt would be the most likely
method of character creation and reference. As a
simple guide I give you the following checklist so
that the information I have included does not go
forgotten.
1) Select a character race. Apply any mutations
if desired and allowed.
2) Select a profession, career, and talent(s).
Think of the character as a whole and then
decide which of the profession and career
elements best describes the character.
3) Determine ability scores based on the above
criteria.
4) Determine secondary statistics (durability,
action score, etc.) and assign a Moral Attitude.
5) Record those broad skills gained for free by
race.
6) Determine the characters starting skill points
and purchase skills, perks, and assign flaws as
desired.
7) Determine the characters Social Status
scores.
8) Determine the characters Standing score and
detail any elements required of a faith.
9) Record any signature equipment allowed by
career, roll for your starting gold, and buy
your gear.
10) Name the character and create a background
story that describes who the character is and
why he is who he is.

This may seem to throw the idea of a


balanced game to the four winds but do keep in
mind entry number 5 above. The skill points
(because this is a skill-based game) are the
balancing forces behind all characters, whether
they are human or otherwise. No starting
character can hope to have all options available
to them and even if they could pull it off they
would not be very proficient at any one task.
Despite all of the options available to a player
you will find that having a team of characters who
are individually specialized in various skills and
abilities will make for a stronger team.
Before an adventure can begin, the players
need to create their characters. There are two
things to consider when creating a new character.
These are the characters race and profession,
and how the character fits into a group of other
characters. As far as races and professions are
concerned the character should make sense.
These rules allow for a tremendous amount of
character options and the players imagination is
the limit, but be careful to not front load a
character with so many options, perks, flaws, and
statistics that they become burdensome to play.
As it concerns a group of characters, the
players should consult with each other and decide
which members of the character group have what
abilities. A balanced distribution of races,
1

Chapter 1: Hero Creation


For starting skill points the basic rule is that a
character receives their intelligence score times
three plus thirty in points to spend. Also, each
character has a base maximum of six broad skills
to purchase at first level which is modified by
adding the Resistance Modifier of the character
for a high or low intelligence. The table below
gives these values as appropriate.

Ability Scores

There are three common methods for


determining a characters ability scores. The
player is allowed to use any one method desired
or other that the Game Master provides.
1) Method 1 Roll per Profession: In this option
the player rolls the ability scores for the
character based on a chosen profession. These
die rolls are given in the Professions section.
Each roll is modified as needed by any racial
modifiers. If a modifier lowers an ability score
below a required minimum then that minimum
becomes the score. No ability score, regardless
of the die roll, can exceed a racial maximum.
As with a low score the maximum becomes the
score if that maximum is passed.
2) Method 2 Roll per Ability: This method
grants a 2d6+2 roll per ability score, which is
modified by any racial modifiers. This option is
best used when the racial abilities are desired
to be foremost and profession a secondary
concern. At the Game Masters option the
player may roll a 2d6+2 six times and then
apply the rolls as desired to each ability score.
This option grants more flexibility in character
creation and can allow persons of a particular
profession to have scores higher than they
would if they used method 1 above.
3) Method 3 Assigned Points: The final option
available grants a player 60 points to divide
among the abilities as he or she likes. If the
character has any racial modifiers then these
may apply but only if the total difference
between the positive and negative modifiers
are a result other than zero. This means that a
Dwarf character with a +1 to Constitution and a
1 to Personality gains a point and losses a
point as well. In such a system the player can
freely determine the allotment of ability points
and the two cancel each other.
Other races like those presented in
Appendix 6 of this book may have a difference
in points that are higher or lower than zero. In
those cases the difference directly effects the
60 points used to determine the scores so that
a character with a +2 overall bonus starts with
62 points instead.
This system offers the most flexible means
of determining a characters ability scores. As
before, the Ability Maximums given for a race
must always be a consideration.

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

Through the use of various FX items or by the


result of spells and other powers, characters may
occasionally possess ability scores far above the
norm. For this reason I felt that it might be good
to expand the Combat Movement Rate table for
characters who have a combined strength and
dexterity that exceeds 31. These statistics are
also relevant for very powerful beings such as
avatars and the like.
Also a Game Master may feel that
transformations of characters into beasts, like a
dog for example, may warrant a faster movement
rate depending on the type of beast. Using the
dog as an example, the Game Master may say
that a character polymorphed into one may
multiply the sum of Strength and Dexterity by 1.5
or by 2.
Str+
Dex
3233
3435
3637
3839
4041
4243

Starting Skill Points


1

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

Chapter 1: Hero Creation


44+

44

28

12

12

44

than 14. Regardless of the method of ability


generation, these limits must be observed.
Characters created from a set number of ability
points can allot points to abilities that exceed
14 if desired.
Advantages: This details any special benefits or
abilities the character gains. Some of the
entries refer to innate abilities commonly called
Super Power FX. Refer to Chapter 7 of Book 2
for more information.
Disadvantages: This describes any outstanding
drawbacks that members of this race share.
Preferred Professions: This details those
professions and options that best suit this race
of character. Occasionally there are limitations
to certain professions (most notably Arcane
Adept) but there is no standing rule that
excludes a character from a profession or
career based solely on race alone.

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

Dwarf (Hill and Mountain)

Each member of any character race receives


for free two Knowledge based skills. These are
the characters racial language and knowledge of
ones own culture and history. Both of these start
at Rank 3 and can be listed as follows: Knowledge
[9] - elf tongue [12], elven lore [12]. Half-Humans
are special cases as they can choose either
parents race for these two skills. DMs may also
require that the Human parents culture be
selected if the Half-Human character wants to
adopt any Cultural Benefits as well. In any case
both skills must for one race and/or culture.

Starting Skills: Athletics, Stamina, Knowledge,


Awareness, Resolve, and Interaction. A Dwarf
may also start the game with the Construction,
Crafting, Engineering, and Tinkering broad
skills. If they do so, they need only pay 3 skill
points for them. After the time of character
creation however, they must pay full list cost for
these skills. This has no effect on any specialty
skills.
Typical Moral Attitudes: Ethical, Conformist,
Honorable, Just, and Worldly.
Typical Environments: Hills, mountains, caves,
and subterranean.
Ability Scores Modifiers: Dwarves receive a +1
to their Constitution scores but suffer a 1 to
Personality.
Ability Maximums:
Constitutio
15
n
Personality
13

Race Entry Data


Each entry for each race below is formatted
the same and includes the following categories:
Starting Skills: This lists the free broad skills
that a character of this race starts the game
with. Some entries provide options, but most
are specific.
Typical Moral Attitudes: This entry shows the
moral attitudes that most commonly attributed
to members of this race. This entry is by no
means a restriction; players may select any
attitude they wish. The entry acts only as a
guide for role-playing and for NPCs.
Typical Environments: This entry shows the
terrain or environment that the race prefers and
is most likely to found in.
Ability Modifiers: This entry includes any
modifiers the character gains to his or her
ability scores. The various methods of
determining a characters abilities are detailed
in the previous section.
Ability Maximums: This entry details the
maximum score a character of a specific race
can have for abilities with maximums other

Advantages:

Combat Bonus: Dwarves gain a +1


bonus to their Strength Resistance Modifier
when combating creatures that are
considered Large-sized Humanoids (Ogres,
Minotaurs, Giants, etc.). They also receive a
one step bonus to all attacks against
Goblinoids, Orcs, and half-breeds of either
race. This species enemy may be changed to
benefit attacks against another race if the
campaign has a differing story. For example
some dwarves may have a one step bonus
against Drow and Duergar due to their
cultural histories.
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Chapter 1: Hero Creation


Magic Resistance: Dwarves have a +/-1
Resistance Modifier vs. any magical FX ability
(see Chapter 8: Gamers in Action for rules on
Magic Resistance). this defense does not
effect psionic powers.

Poison Resistance: Dwarves receive a


one step bonus to Constitution feat checks
against poisons of all types.

Subterranean Senses: Dwarves live in


the earth and being acutely aware of the
subterranean world they gain a two step
bonus (-2 Situation Modifier) to all Awarenessperception, Awareness-direction sense, and
Investigate-search checks that deal with
underground phenomenon, tunnels, and
stonework. This can include the Engineeringmining skill also. They may also use this
ability to determine the depth under-ground in
a way similar to human sensing which way is
up. Finally this bonus may also be used to
determine a gems value by use of the
Business-appraising skill.

Thermal Vision: Dwarves can see into


the infrared spectrum, spotting objects by the
heat they produce. As long as the objects and
other beings are not the same temperature as
the surrounding area, a Dwarf receives a 3step reduction to penalties related to
obscured situations, including total darkness.
Disadvantages:

Magical Failure: The Resistance Modifier


that Dwarves gain in defense to magic is not
controllable. If a Dwarf character casts an
arcane spell or uses an FX item that relies on
arcane magic then the bonus applies as a
penalty. This benefit also applies to spells
cast by Arcane Adepts that are intended to aid
the dwarf.
Magical weapons and armor are not
effected but if these items have arcane
powers then those powers can be effected as
stated above. This penalty also applies to all
arcane and shared magic spells a dwarf casts
if the player chooses to be an Arcane Adept.
In the case of Shared Magic FX spells, the
nature of the Adept or FX item determines
whether a penalty is applied or not. This
means that if an Arcanist casts Earth Magicbody of earth on a dwarf then the penalty
would apply. If a Believer casts the same spell
the penalty would not apply. FX items do
make the distinction for Shared Magic spells
referring to them as either faith or arcane in
origin.
Slow Movement: Having a diminutive
stature that includes short legs, Dwarves
determine their movement rates by using the

figures given for a combined Strength and


Dexterity that is 2 rows lower.
Preferred Professions: Dwarves tend to be
Warriors or Faith Adepts with Warrior as a
second profession. Some also prefer to be
Specialists. While a Dwarf may be an Arcane
Adept, few follow this path as they do suffer
their Magical Resistance when casting arcane
spells.

Elf (High Elf)


Starting Skills: Athletics, Stealth, Knowledge,
Awareness, and Interaction. Elven characters
may also select Melee Weapons or Ranged
Weapons.
Typical Moral Attitudes: Honorable, Just,
Selfish, Anti-Authority, Gallant, and Apathetic.
Typical Environments: Sylvan and temperate
woodlands and forests.
Ability Scores Modifiers: Elves receive a +1 to
their Dexterity scores but suffer a 1 to
Constitution.
Ability Maximums:
Dexterity
15
Constitution
13
Advantages:

Archery Bonus: Elves suffer two fewer


penalties due to them when making Called
Shots or when firing a bow in a circumstance
that causes a penalty. Examples include firing
with their feet, firing a bow while hanging
upside down from a tree, and so on. This twopoint reduction cannot remove penalties
caused by dazed-penalties, fatigue or mortal
damage nor does is remove penalties for
range or obscuring effects. In no way can this
benefit by itself produce a step bonus for the
character.

Keen Sight: Elves gain a one step bonus


to all Awareness-perception and Investigatesearch attempts due to their keen eyesight.
Mental Resistance: Elves are totally
immune to spells that cause sleep. In
addition they receive a +4 Resistance Modifier
vs. any Influential FX abilities that mentally
induce an accumulation of Stun or Fatigue
points as well as those that would cause the
elf to be rendered unconscious. This benefit
does not include attacks that drain abilities or
energy, or any FX powers defined as Attacks.
Night Vision: The eyes of an Elf are
extremely sensitive to ambient light, which
reduces obscurity penalties they would
otherwise face by 2 steps. This does not help
in total darkness however.
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Chapter 1: Hero Creation


Stealth Bonus: Elves are by nature very sly.
As such then they gain a one step bonus to all
Stealth-hide checks.
Disadvantages:

Aloofness: Due to their extended life


spans, Elves find no satisfaction in short-term
gains. They generally disdain bustling
marketplaces and are rarely found in
entrepreneurial activities. While willing to
adventure for gold and glory, a correctly roleplayed elf shows far more attention to good
music and stories rather than material wealth.
Elves are also in no great hurry. It is no
problem for an elf to spend an entire day
laying in a meadow or simply watching the
flowers grow. Their extended lives lend an
odd patience to their habits, and time can fly
by before elf even notices.
Of course in times of war or conflict they
are on the present. When goals are set they
meet them, when timing is close so are they.
They simple cherish the ability to sometimes
do nothing at all.
Preferred Professions: Elves prefer to be
Arcane Adepts. Secondary professions are
almost always Warrior or Rogue. Warrior and
Rogue professions are also very common
however Specialists and Psionic or Faith Adepts
are generally rare. Diplomat elves are not
uncommon but most tend to remain near their
homes.

Goblinoids and Kobolds. While these are


racial enemies, Gnomes would prefer to
befuddle and humiliate them instead of
engaging them in armed conflict.

Illusion Magic: Gnomes who have an 8


or better in Intelligence may cast the
Illusion/Phantasm-audible glamour and
illusion spells at rank 1 each. They gain 3 FX
points to use these spells, which are separate
from other FX points. Additional FX points can
be purchased normally. Additional ranks coat
the normal list cost. These spells are cast as
if the Gnome were using the Sorcerer career
as described in Chapter 2 of this book.

Magic Resistance: Gnomes have a +/-1


Resistance Modifier vs. any illusionary effects.
Night Vision: The eyes of a Gnome are
extremely sensitive to ambient light, which
reduces obscurity penalties they would
otherwise face by 2 steps. This does not help
in total darkness however.
Speak with Small Mammals: Gnomes begin
the game with rank 1 in the language of a
small burrowing mammal. This skill can be
increased normally and other languages can
also be purchased. Burrowing animals include
Badgers, Foxes, Rabbits, Moles, Gophers,
Musk Rats, Weasels, and Skunks.
Disadvantages:

Magical Failure: The Resistance Modifier


that Gnomes gain is not controllable. If a
Gnome character casts an arcane spell or
uses an FX item that relies on arcane magic
then the bonus applies as a penalty. This
benefit also applies to spells cast by Arcane
Adepts that are intended to aid the gnome.
The sole exception to this are spells from the
Illusion/Phantasm broad skill group. These
spells suffer no penalty.
Magical weapons and armor are not
effected but if these items have arcane
powers then those powers can be effected as
stated above. This penalty also applies to all
arcane and shared magic spells a gnome
casts if the player chooses to be an Arcane
Adept.

Gnome (Rock Gnome)


Starting Skills: Athletics, Stamina, Knowledge,
Awareness, and Interaction. Gnome
characters may also select Alchemy,
Manipulation, or Tinkering.
Typical Moral Attitudes: Ethical, Just, Worldly,
Unscrupulous, or Gallant.
Typical Environments: Gnomes prefer hilly
woodlands and often dwell in underground
communities that are located in those hills.
Ability Scores Modifiers: Gnomes receive a +1
to their Intelligence scores but suffer a 1 to
Will.
Ability Maximums:
Intelligenc
15
e
Will
13
Advantages:

Combat Bonus: Gnomes gain a +1 bonus


to their Strength Resistance Modifier when
combating creatures that are considered
Large-sized Humanoids (Ogres, Minotaurs,
Giants, etc). They also receive a one step
bonus to all attacks and actions against
1

Chapter 1: Hero Creation


In the case of Shared Magic FX spells the
nature of the Adept or FX item determines
whether a penalty is applied or not. This
means that if a wizard casts Earth Magic-body
of earth on a gnome then the penalty would
apply. If a believer casts the same spell the
penalty would not apply. FX items do make
the distinction for Shared Magic spells
referring to them as either faith or arcane in
origin.
Small Size: Being slight in stature Gnomes
use the rules for small characters as
discussed in the Character Size section later
in this chapter.
Preferred Professions: Gnomes prefer to be
Rogues or Specialists. Arcane Adepts usually
down grade their talent quality to Good or
Ordinary and concentrate their learning to
Illusion/Phantasm spells. Warrior and Diplomat
gnomes are common near gnome lairs.

Encounter Bonus: Most humans


encountered usually have a Neutral or better
initial reaction to Halflings. By some twist of
fate, Halflings remind some people of small
children. Human players are of course free to
determine their own reactions.
Disadvantages:

Magical Failure: The +1 Resistance


Modifier that Halflings gain is not controllable.
This benefit is applied as a penalty to spells
cast by Arcane Adepts even if they are
intended to aid the halfling. Similarly, arcane
FX items also receive this penalty during their
use. Magical weapons and armor are not
effected but if these items have arcane
powers then those powers can be effected as
stated above. This penalty also applies to all
arcane and shared magic spells a halfling
casts if the player chooses to be an Arcane
Adept.
In the case of Shared Magic FX spells the
nature of the Adept or FX item determines
whether a penalty is applied or not. This
means that if a wizard casts Earth-body of
earth on a halfling then the penalty would
apply. If a believer casts the same spell the
penalty would not apply.
Small Size: Being slight in stature Halflings
use the rules for small characters as
discussed in the Character Size section later
in this chapter.
Preferred Professions: Halflings prefer to be
Rogues. Warriors and Diplomats follow in
commonality. Adepts (especially Arcane
Adepts) are rare. Halflings are not prone to be
Specialists as in-depth learning and analytical
thinking tends to be cumbersome and boring to
them.

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:

Hazard Resistance: Halflings receive a


+/-1 Step Bonus vs. any FX attack or Hazard.
Combat Bonus: Dwarves gain a +1to their
Strength Resistance Modifier when combating
creatures that are considered Large-sized
Humanoids (Ogres, Trolls, Giants, Minotaurs,
etc).
Nimble: Halflings receive a one step bonus to
Athletics-climb and jump checks as well as
Stealth-sneak checks.
Throwing Bonus: Halflings gain a one step
bonus to the Athletics-throw skill.
Stealth Bonus: Halflings are by nature very
sly. If a Halfling is alone then he or she gains
a one step bonus to all Stealth skill checks.

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

Chapter 1: Hero Creation


Keen Sight: Half-elves gain a -1 bonus to
all Awareness-perception and Investigatesearch attempts due to their keen eyesight.
Mental Resistance: Half-elves receive a +2
Resistance Modifier vs. any Influential FX
abilities that mentally induce an accumulation
of Stun or Fatigue points as well as those that
would cause the elf to be rendered
unconscious. This benefit does not include
attacks like ability or energy drain or FX
powers defined as Attacks.
Night Vision: The eyes of a half-elf are
extremely sensitive to ambient light, which
reduces obscurity penalties they would
otherwise face by 2 steps. This does not help
in total darkness however.
Stealth Bonus: Half-elves are by nature very
sly. As such then they gain a -1 step bonus to
all Stealth-hide checks.
Preferred Professions: Half-elves can be found
in any profession with equal frequency. The
only exception to this is Diplomat as half-elves
tend not to be as socially oriented as other
races.

always be related to skills, perks or flaws, or


to the characters basis statistics.
Suggested Benefits:
-1 bonus to a specialty skill.
An ability score maximum raised by one
point.
A free perk.
A flaw that provides twice the number of
bonus skill points.
A higher number of starting skill points
(like 62 instead of 60).
One or two free broad or specialty skills.
A bonus Last Resort point.
A +1 Resistance Modifier against a specific
form of attack.
List-1 with a broad skill.
Sample Benefits:
Religious Society: Faith perk for free.
Warlike Society: List-1 bonus to any one
combat related broad skill.
Coastal Society: Ship Operation broad
skill for free.
Enlightened Society: -1 to all
Knowledge skill checks or list-1 to all
Intelligence based skills OR +1 to
Intelligence, -1 to Strength.
Peaceful Society: -1 bonus to all Culture
and/or Interaction skill checks.
Rugged Society: One free Last Resort
point or the Survival broad skill for free.
Lawful Society: -1 bonus to all Law and
Administration skill checks.
Disadvantages:
None: Humans have no outstanding
drawbacks.

Humans

Starting Skills: Athletics, Stamina, Knowledge,


Awareness, and Interaction. Humans also gain
one free broad skill of choice, which can include
an FX skill. Most humans encountered in the
game will have Animal Handling, Crafting,
Outdoors, or Agriculture.
Typical Moral Attitudes: Any.
Typical Environments: Any.
Ability Scores Modifiers: None.
Ability Maximums: Standard of 14.
Advantages:

Bonus Skill Points: Humans gain 5


bonus skill points at the time of character
creation.
Bonus Broad Skill: Humans may add one to
the maximum number of starting Broad skills
that they can have.

Cultural Ability: Groups of humans, both


large and small, can have cultural benefits
that have allowed them to adapt to a way of
life or to an environment. None of these
abilities are similar to any Super Power FX
skills or other abilities like Thermal Vision.
What follows are ideas using some of the
more common types of persons and cultures.
Feel free to embellish this idea but mind the
fact that the benefit is shared by a group of
people and is not a special, personal power
given to the character. The benefits should

Mutants

As of this edition of the book there are no


changes to the rules for mutants as found in the
Alternity Players Handbook.
The very idea of a mutant invokes a sense of
science fiction more than that of the fantasy
genre. However, with a little consideration, this
distinction can be diversified enough to create
characters and monsters that are fantasy
versions of classic sci-fi mutants. Aside from the
occasional wild magic zone, ancient curse,
introduction of a new player race, this option
should be used wisely or else the character party
will look like the X-Men.
Mutations can have a wide variety of uses.
Many demi-humans and humanoid races can be
created using these rules by modifying an
existing race. Good examples are the Grimlocks
and the Githyanki both of who are distant cousins
1

Chapter 1: Hero Creation


of man but who have adapted to special
environments. Monsters and animal can also be
modified. Tigers adapted to arctic conditions,
lions with wings, subterranean horses, and the
like can all be created using these rules.
The problem isnt so much in using these
rules, the real trick is to do it with using the word
Mutant with the sci-fi implication it can have. In
fantasy, an actual dictionary definition mutant is
rare at best if found at all. Most deviant species
are the result of angry gods, evil sorcerers, or
errant magic. They are rarely the products of bad
genes or radioactive isotopes. In any case, be
creative with the mutation rules. They can be
very useful for both Game Masters and players
alike.

2 of this book in the Legends section and in


Book 2: FX.
Adepts are similar to Diplomats in that they
select a Secondary Profession, which in turn
determines the characters Ability Requirements,
Achievements Benefits, Starting Funds, and Skill
Cost Reductions. In addition to this an Adept
begins the game with a list-1 cost reduction to
one FX broad skill of choice and all of its
associated specialty skills.
The FX ability of an Adept is stronger than
that of other persons who make use of such
abilities. Adepts begin the game with an Amazing
talent in an FX category for free. If the player
wishes the character may down-grade this
talent to Good instead. Doing so grants the
character 5 skills points that can spent on FX
skills and perks only. The character may also
reduce the talent to Ordinary. If this is done then
the character gains 10 points to spend on FX
skills and perks. In both cases the rules for Good
and Ordinary talents apply as described in the
Talents section which follows.
All Adepts have the following statistics, which
are summarized from the comments above.
Action Bonus: +1
Skill Bonus: as per Secondary Profession.
Requirements: as per Secondary Profession.
Random Ability Generation: as per Secondary
Profession.
Amazing Talent: Adepts begin the game with an
Amazing talent in one of the three FX
categories to chose from: Arcane Magic, Faith
Magic, or Psionic powers. Each of these groups
is discussed in Book 2: FX. Talents in general
are described later in this chapter. The Adept
may elect to downgrade a talent to Good or
Ordinary if desired. Doing so includes all rules
for each level of talent but grants the Adept 5
bonus skill points for a Good talent or 10 for an
Ordinary. These bonus points can only be spent
on FX skills and perks. If the player wishes to
improve the characters talent at a later time
the normal 10 points per category must be paid
however. See the Talents section below for
more details.
Secondary Profession: Each Adept selects a
Secondary Profession and gains a list-1 skill cost
reduction with that professions skills. If an
Adept selects another Adept as the second
profession then he or she must specify which
type (Arcane, Faith, or Psionic). Of course this
secondary profession cannot be the same as
the Adepts primary profession. While the
character does not gain any skill cost
reductions, they do begin the game with an
Ordinary Talent in that FX category at no cost.

Professions

In older, level-based, games we became use


to the idea of a character being defined chiefly by
his or her class. This class included everything
needed for character advance-ment and all that
was needed was the accumulation of points to
gain the next level. Better combat scores,
increased defenses, heightened knowledge were
all gained at a relatively static rate of
progression.
With the introduction of skill-based games we
found a different set of circumstances. The
defining attribute of a skill-based game is that the
accumulation of points allows the player to spend
points in either broad or limited categories. Old
terms like Hit Points, Saving Throws, and THACO
were gained by rote in level-based games, but
they must now be purchased in order to improve.
If a player does not spend points to make a
warrior a better fighter, or a wizard more
knowledgeable then it simply does not happen.
What is presented below are the Alternity
professions as they were originally written. The
only change that I made was to move the
Mindwalker into the Adept profession. While this
may seem to change the game a bit, this
modification allows a more versatile psionic
character while still retaining the same options
and spirit of the original profession.

Adepts

The Adept is a person who is born with a


strong talent in an FX ability. The Adept
represents Arcanists, Believers, and Mindwalkers
in this game. Super Heroes are a special
consideration and are dealt with later in Chapter
1

Chapter 1: Hero Creation


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.

this combination tends to detract from ability


scores needed to cast a majority of arcane spells.

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.

The rules so far stated apply to each type of


Adept. From this point forward they slowly begin
to differ from each other. Each type of Adept has
several distinguishing titles that apply to the
exact profession chosen as well as the level of
talent possessed. The tables below are provided
for campaign color and should not be used if the
titles do not fit your campaign. However the
entries for Adept Name and Adept Type are
used in this book to refer to different types of
Adepts throughout the game so it is good to at
least be familiar with them.
Arcane FX Faith FX
Psionics
Adept Arcanist
Believer Mindwalker
N
a
m
e
:
Adept Type:
Arcane
Faith Adept
Psionic
Adept
Adept
Ordinary Dabbler
Faithful
Initiate
Talent:
Good Talent: Magician
Adherent
Master
Amazing
Wizard
Devout
Psionicist
Talent:

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

Chapter 1: Hero Creation


powers is given in Chapters 5 through 11 in Book
2.
Also unlike other Adepts, the Mindwalker
gains the list-1 bonus to skill costs for all broad
skills in the same Discipline. This generally
grants the character this bonus for three or four
broad skills.

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

Specialists are persons who excel in learning.


They make use of tools effectively and can
operate a variety of tools and equipment
proficiently. The Specialist profession replaces
the Tech Op in the standard Alternity game. They
both perform in the same manner the name has
been changed to better reflect the medieval
world.
While sometimes deserving the title of geek
a specialist may also be a blacksmith, an
engineer, a demolitions expert (if gunpowder is
allowed), and other martial careers. Of the Adept
professions, the Specialist works best when
combined with the Arcane Adept.
Action Bonus: +1
Skill Bonus: -1 to the list cost of any skill with
the S class code.
Requirements: Intelligence of 11, Dexterity of 9
Random Ability Generation:
Strength
4+1d6
Dexterity
8+1d6
Constitution
4+1d6
1

Chapter 1: Hero Creation


Intelligence 10+1d4
Will
8+1d6
Personality
6+1d6
Accelerated Learning: At the levels shown on
the table below a Specialist earns bonus skill
points that can be spent on either mundane or
FX skills as desired as well as Achievement
bonuses.
Level
2 to 5
6 to 10
11 to 15
16 to 20
21+

As with the Adept professions a character


must have the stated skills or perk in order to
have the appropriate talent(s). In the case of a
Faith Talent, he or she must chose a religion as
described under Believer Careers below so as to
define his or her allowed FX broad skills.
The table below shows the basic statistics that
work the same for Adepts and Talents alike.
Type

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

The Cost column shows the number of skill


points required to have any one talent. The
Broad Skills column gives the maximum number
of broad skills the talent may have in that FX
category. For Ordinary and Good Talents the
character may add his or her Intelligence
Resistance Modifier to the number of Broad Skills
allowed if an arcane talent, or Will for both faith
and psionic talents. This means that a character
with an Intelligence of 11 could learn two Broad
Skills as an Ordinary Talent.
The Max Ranks column shows the maximum
rank the talent may have. Ordinary talents may
advance as high as rank 6 with one specialty skill
per broad skill if more than one is available. All
other ranks cannot be higher than third. Good
talents may advance as high as rank 6 in any
specialty skill while Amazing talents may advance
to 12th.
The FX Energy column shows the starting
points a character has based on the type of talent
he is. To this base number the character may add
his Intelligence Resistance Modifier if an arcane
talent or Will Resistance Modifier if a faith or
psionic talent. This score can be increased by 1
FX point by spending 5 skill points. The
maximum number of FX points a character may
have is equal to twice his original base number.
This means that an ordinary psionic talent with a
Will of 13 starts with 7 FX points and may have a
maximum of 14.
There are three rules that are used for all
Talents and Adepts. They are as follows.
Rule 1)A Talent must be selected at the time of
character creation or at 1st level.
Otherwise the character must learn the
talent as shown below.
Rule 2)Extra FX points can be purchased at 5 skill
points each. Characters with multiple
talents must specify which pool of points
the purchased point belongs to.

Warrior

Warriors are the basic types of classic hero.


Regardless of whether they are protectors of the
wilderness, defenders of the meek, rulers and
lords, or sailors on the high seas; Warriors are the
quintessential champions of the fantasy genre.
The Warrior represents the basic soldier,
mercenary, or master of arms. Some are poor
and some become kings but all are persons of
action.
Action Bonus: +3
Skill Bonus: -1 to the list cost of any skill with
the W class code.
Requirements: Strength of 11, Constitution of 9.
Random Ability Generation:
Strength 10+1d4
Dexterity
8+1d4
Constitution
8+1d6
Intelligence
4+1d8
Will
6+1d6
Personality
4+1d8
Combat Bonus: Warriors receive a -1 Situation
Modifier to attacks when using any one combat
oriented Specialty skill. This can include any
Tactics specialty skill, Acrobatics-defensive
martial arts, or Athletics-joust.

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

Chapter 1: Hero Creation


Rule 3)An Adept or talent character can gain 3 FX
perks and 3 FX flaws. Extra skill points for
FX flaws can only be spent on FX skills.
Any skill point can be spent on FX perks.
FX perks and flaws are described in
Chapter 1 of Book 2.

As you may have noticed, the Alternity game


system uses the metric system. This does
change some of the mechanics used in
determining a characters height and weight. The
tables below show the methodology of random
determination for these statistics.

Learning Talents after 1st Level

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.

Learning a Talent is no small task and it is best


chosen when the character is first created. If not
then the character will have to learn this ability
during the course of a campaign. This is only
possible with a willing teacher who has the
Teaching specialty appropriate to the FX desired.
The learning process is a complex skill check that
requires 10 successes to complete with only one
check allowed per month. For Arcane Magic an
Intelligence Feat is required. For either the Faith
Magic or Psionic ability, a Will Feat is used
instead. Of course before the teaching can even
begin, the character must have the skills or perk
required of any other Adept or talent.
The teacher can grant a bonus to the students
check. At the start of each month, the teacher
makes a Teaching skill check. An Ordinary result
grants a -1 bonus, a Good result grants a -2, and
an Amazing result grants a -3 while a Critical
Failure imposes a +2 penalty. If the student
generates three failures during the learning
period the training must begin anew. If a Critical
Failure is generated, then the student must seek
out a new teacher or both the teacher and the
student must attain a new level before the
training can begin again.
Once a talent is learned the character can
purchase an Ordinary talent only. At any level
later this can be improved normally. Broad and
specialty skills as well as perks and flaws must
also be purchased normally. In the case of perks
and flaws that must be bought at the time of
character creation, the new talent may select
them but only if that is done before or
simultaneously with the purchase of his first
broad skill.

Heigh
t

Max.
Height

As characters advance through a game it is


possible for them to age many years while doing
so. Below are two tables that show the average
ages by race and what game effects those age
categories have on the character. The DM may
allow characters to be created at any age the
player chooses. Players should be able to choose
their characters statistics with in these guidelines
if they so choose.

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

All characters are assumed to start at the


Young Adult age category. If a character is
created at another age than this one modify the
characters ability scores for each age category
passed. Therefor, if a character is created and
the player starts at Old Age then the character
would have a -1 to strength and constitution, a -2
to dexterity, a +2 to intelligence, will, and
personality.

Character Attributes

This section covers some details that help to


flesh out a character and to provide some basic
rules that govern a characters role in the game.
None are optional however individual Game
Masters may not always use them with the same
level of importance depending on the type of
game being run.

Age Effects
AD
YA
MA
MD
Old
AN

Height, Weight, and Age


1

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

Chapter 1: Hero Creation


In no way can any modifiers increase an
ability score above the racial maximums for that
character. The old AD&D rule about unnatural
aging are still in place in this game as well. This
means that a character that is aged by the touch
of a Ghost does not gain any benefit to his or her
ability scores, however, any negative modifiers
do apply. Bonuses to ability scores come from
time and experience.

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+

Size Alteration Table


Dur.
Punc
h
Hand

-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

Dur. Stands for Durability and the figures for


Large to Gargantuan creatures are multipliers to
their constitution scores for this purpose. The
standard Punch does 1d4s/1d4+1s/1d4+2s in
damage. For Tiny and Small beings the modifier
mentioned is subtracted from the base damage
to a minimum of 1 point of damage caused.
Large, Huge, and Gargantuan creatures use the
same standard rules for a brawl attack except
that the indicated die type replaces the d4. Of
course some monsters have other means of
attack and may or may not follow this guide.
Hands refers to a new optional rule given in
Chapter 5: Weapons and Armor where by a
person using a weapon must have the indicated
number of hands free in order to use a weapon.
The modifiers shown indicate a change to the
weapons statistics. In this way a broad sword
with a hands score of 1 requires a Small sized
person to use two hands instead when wielding
this weapon. Tough stands for the toughness
attribute. Usually only Huge and Gargantuan
creatures will have a greater than ordinary
toughness based on size alone.
A beings base Movement rate is equal to
their strength and dexterity summed together as
usual. The plus or minus in this column indicates
the number of scores that are moved up or down
to achieve the persona actual movement rate.
For Tiny creatures, the sum of their strength and
dexterity is divided by two to determine how fast
they can move in a given phase. However this
only concerns movement on the ground or in the
water. Flying and gliding move rates remain the
same. For Melee, the entry 1d means that the
type of die used to determine damage is lowered
by one die type. If the die type is already a d4
then use a d6 divided by two and rounded up.
The +d or +2d means that an additional die of
equal value of the original is added to the
damage. In other words, a giant using a giant
club causes 2d4+1s/1d4+3s/ 2d6w in damage to
a hapless victim. It should be noted that this rule
is related to the Power of the attack and if
degraded by toughness this bonus die is lost first.

The following table shows the basic format


that is used for beings of all sizes, however they
are standard and are subject to change on a case
by case basis, serving primarily as a model for
character design. Any modifications based on
character size are already assumed to be built
into the characters racial make-up and any
changes to size render similar changes. For
example, if a wizard were to cast an Alterationadaptation or polymorph spell on his familiar (a
magically bonded pet) then the familiar would
gain any benefits due to its increased size. In this
way a character that assumes the size of a giant
gains some benefits similar to giants. In the case
of monsters the Game Master will have to judge
is size alterations will modify their scores and to
what degree.

T
Con
x

Chapter 1: Hero Creation


Power is discussed in Chapter 8: Gamers in
Action.
Res. Mod represents modifiers to the beings
Strength and Dexterity Resistance Modifiers. The
simple explanation is that larger creatures are
harder to hit and tiny ones may avoid some
attacks better simply due to their size. Stealth
gives the modifier to all Stealth skill checks and
Lift applies as a modifier to the characters lifting
ability based on strength.

little tolerance for those who work against his


goals.
Despicable: This person is wicked, amoral, and
totally evil. He has no code of ethics. Hes
unpredictable, random, and possibly even
insane. If he helps someone its only to further
his own gain and he gets great satisfaction from
hurting the same person later on. He despises
those who are good and honorable. He sneers
at discipline. He hates authority. He delights in
evil and enjoys causing pain and sorrow.
Ethical: This character lives by standards that
are universally recognized as being right and
good. He strives to nothing that is evil or
morally wrong, and seeks to help everyone in
need. The ethical hero has a moral code that
values fair play, respects authority, and brings
greatest benefit to the most people. The ethical
hero is honest and hard-working, kind and wise.
He can be stern and even driven by his moral
attitude but he is also fair and good.
Gallant: This hero believes that the strong must
protect the weak. He has a nobility of spirit and
a high degree of courage. He is quick to action,
daring in deed, and dashing in manner and
appearance. He tries to right wrongs, but he
also enjoys the fruits of his labors. He knows
hes good and he likes others to see his
goodness in action.
Honorable: This hero sticks to his word and
holds others to the same standard. He follows a
code of dignity, integrity, and pride. The
honorable hero is often extremely
individualistic, though his personal code means
that he can be trusted and counted on to keep
his word. Indeed, his word is his bond, and he
strives to make his actions live up to his lofty
promises even if no one else is around to
witness his honor.
Just: A character with a just moral attitude
doesnt care if a law is good or evil; he believes
that law is the defining aspect of civilization.
Everyone is equal under the law, and the justminded character works to defend that
principle. He protects everyones opinions, as
long as they dont break the laws of the land.
He is fair and law-abiding, without regard to the
ethics of the laws he defends.
Selfish: The selfish character always wants to
know whats in it for him. He has a high regard
for life and freedom especially his own. He
places his own interests above all else, seeking
a personal angle before he commits to
anything. If he agrees to something he sticks to
it as long as he feels he has a personal stake in
it. Self-preservation and self-aggrandizement

Moral Attitudes

Every character in the game that is not of


animal intelligence has a Moral Attitude. This
relates how they interact with the rest of the
world and determines such classic notions as
good vs. evil. These values have the same
means as described on pages 121 to 122 of the
Alternity Player's Handbook but are summarized
below.
Anti-Authority: The character believes that his
life is own and should be allowed to live as he
pleases. His ethics center on things that are
good for him. This individualist can be good or
evil, but usually does what he pleases in order
to get the most out of life.
Apathetic: This character just doesnt care.
Some who hold this attitude believe that
nothing really matters in the end, so theres no
point in being concerned about anything.
Apathetic characters wear an air of indifference.
Some can be cynical. While events may rouse
them to action they will eventually return to this
state of mind. This hero may have had his
beliefs shattered at an early age and only needs
a new cause to spark the smoldering emotions
in his breast.
Conformist: This guy is a follower. He doesnt
stick out. In fact he works very hard to be just
another face in the crowd. He values the
popular opinions of the day, accepting
everything and deciding on nothing. Hes
adaptable, but only a way that allows him to go
with the social flow. He is compliant and obeys
the laws and the mores of the day.
Corrupt: This character has a strict personal
code, one that promotes a twisted, even
deviant moral program that usually bolsters his
goals and desires. He may still be honorable as
long as it doesnt inhibit his personal agenda.
Hes self-disciplined and admires and expects
that same traits in others after all without
discipline corruption consumes itself in raging
fire. The controlled flame burns the longest and
that is important to this hero. However he has
1

Chapter 1: Hero Creation


are definitely the cornerstones of this
characters behavior.
Unscrupulous: This character is self-serving and
depraved. He is ruthless hell stop at nothing
to achieve his goals. He has no conscience, and
thus perceives no need to adhere to the
principles of right and wrong. If he wants
something, he takes it. If a lie will as well as the
truth, he opts for the lie.
Virtuous: The virtuous hero is righteous and
good, exhibiting excellence in word and deed.
He always tells the truth, he demonstrates
great courage especially regarding his
convictions and he lives as an example to
others. He cant be bribed or persuaded to
work against his beliefs. This hero is
unburdened by guilt unless he goes against
his moral attitude. Then he is wracked by guilt
and must seek a way to repair the damage he
has done.
Worldly: Material gain is the goal of this
character. He wants to own things, especially
the best things he can find. He will compromise
his other beliefs if theres something for him to
gain by doing so.

little re-vamping. In a typical medieval world,


extreme wealth is usually owned by but a few and
most of this wealth is tied to the land.
Investment portfolios, stocks and bonds, interest
from savings accounts just do not exist in lower
progress levels or fantasy games in general. A
player who wishes to develop a high wealth score
will eventually have to claim land to secure it. In
a medieval world this of course means war.
While authority and fame remain unchanged
keep in mind that in fantasy styled games news
can travel very slowly. A character with a high
score in either of these traits may come to find
that they are valueless (or markedly decreased)
when visiting another region or kingdom where
the character is unknown. It may be necessary to
record a characters social status based on where
they are and where they have traveled. Of
course on can always hire a bard or minstrel to
spread the word of your heroic deeds.
In the Alternity Gamemaster's Guide there is a
table detailing social status scores. For this
game, wealth is based on the amount of assets
that one can prove that one owns, whether it be
showing an onlooker your castle or spilling a bag
of gold on the table. For this reason wealth is not
as fixed. When a characters wealth in factored in
the effects of encounters use their current
provable amount can be used as shown on the
Game Effects table below.

The moral attitudes that players select are the


Alternity versions of alignment in AD&D. Most
the above attitudes can be cross-referenced to a
specific alignment. In this game spells and other
abilities that react to or that detect evil or good
are now based more on intentions rather than a
blanket characteristic. A Worldly character, while
self-serving, could perform an action that is
ultimately good whether they know it or not. This
form of character definition, I feel, allows for more
flexible role-playing while still holding true to the
fantasy notions of good vs. evil.

Social Status Scores for Professions


Professio
n
Diplomat
Rogue
Specialis
t
Warrior

Motivations and Traits

Authorit
y
+4
+3
+2

Wealt
h
+4
+2
+3

Fame

+4

+2

+4
+1
+1

In addition to the base scores for these


attributes certain perks and flaws can also grant
bonuses to the social status scores.

These two aspects of character definition


remain unchanged from their descriptions in the
Alternity Players Handbook. Game Masters may
or may not require them based on the tone of
their campaigns. However it is a good idea to
base role-playing awards on the use of these
traits and to withhold points for not using these
tools to develop a character.

Social Status Modifiers


Perks
Filthy Rich
Good Luck
Powerful
Ally
Renown
Reputation

Social Status

Authority, Fame, and Wealth define the social


status of a character. These attributes remain
exactly as detailed in the Alternity Gamemaster's
Guide. Wealth is the only trait that may need a

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

Chapter 1: Hero Creation


Infamy
Primitive
Spineless

-2
-1
-1

0
0
0

-1
-1
0

Allegiance

+2

+1

+1

*The Wealth column shows the average


amount of gold pieces earned for one months
work.
**The Contacts entry on the table is directly
related to the characters Fame score. These
bonus contacts are in addition to any gained by
the character through role-playing or by the
Diplomat profession.

As Game Master you may also determine that


a certain career choice may also modify these
initial scores. A fair method is to apply a - for
every +. However this is not always realistic for
some circumstances and it is best that you base
these considerations on the players description
of the character and how well the character is
developed.

Increasing the Scores


These scores can be increased during the
course of the game. The Game Master will have
to decide what type of action warrants such an
increase and how often awards should be given.
As a rule of thumb no more than one point should
be gained or lost per adventure.
Players may also increase these score
voluntarily through the use of Achievement
Points. The cost for doing so is equal to the value
of the score to be gained. Therefor to rise from
an Authority of 5 to a 6 the character must spend
6 achievement points.
Game Masters may also grant a number of
additional starting points to characters created
above 1st level. These bonus points are equal to
one-half of the characters starting level and may
be distributed however they wish. Therefor a 6th
level character gains three additional points when
the character is created.

Game Effects

The following table shows the base modifier


that is applied to a skill check (usually an
Encounter skill) if a characters Social Status is an
issue in a situation. Remember that players do
not always dictate when these social statuses can
have effect. A player may also attempt a Social
Status check if desired. To do this roll a
personality feat check with the modifier
presented. The bonus contacts column shows the
number of possible contacts a character may gain
that are free of charge so to speak. These are not
fixed numbers however and are subject to change
as the DM sees fit. Use of these scores, and what
they imply, is as detailed on pages 106 to 108 in
the Alternity Gamemaster's Guide.

Standing

Social Status Game Effects


Status
Score
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

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

Standing is another form of social status with


the primary exception that it deals with a
characters relationship with the powers that be.
This can be a specific deity, an entire pantheon,
the spirits of nature, or the universe at large.
Occasionally Faith Magic calls on this score, with
its accompanying modifiers, and it is also used as
a metaphysical yardstick in determining if the
character attracts powerful attention.
Standing is very important to these powers
and often times they consider it first when
comparing two individuals for whatever reason.
While Believers seem to be a powers most
potent ally and first pick, do not leap to any
conclusions. If a Warrior without a Faith talent or
even the Faith perk has a higher Standing score
then a Believer of the same faith, the powers may
pick the Warrior over the Believer. This is
because Standing is a measure of what a person
has done to further a religion or faith, not so
much the powers a person has been granted.
Standing is also very particular. Having a high
score with one god or pantheon does not mean a
character has the same score with other powers.
It is quite all right to have multiple scores; each

Contact
s**
0
0
0
0
0
0
0
0
0
0
1
2
4
6
8
10
12
15
18
25
50

Chapter 1: Hero Creation


dedicated to a different power, pantheon, or type
of faith. Often times a high score with one faith
brings about another score with an opposing faith
or god. This represents the fact that aiding one
deitys goals hinders anothers and can attract
unwanted attention. Having a negative score
with that power or faith represents this; the
effects of which will be discussed below.

The modifier given is used to modify a


Personality feat check. A check is called for
whenever a character engages in activities that
directly hinder the powers influence in this world.
In this case a failure is desired. Ordinary to
Amazing results can act as a temporary Powerful
Enemy flaw as desired. The greater the quality of
the result, the greater the power of the flaw. The
action taken by the power may range from his
followers receiving visions of the characters
activities to direct intervention by the deitys
avatar or extra-dimensional minions.
A negative score can be removed by certain
actions as well. If the power feels that the
character is no longer a threat then the score can
be removed completely. It may also be reduced
over time. While the power never forgets any
slight against it, it may have made significant
progress in its goals and the actions of the
character may seem as a singular event that no
longer warrants the deities direct attention.
Use a negative Standing score as a tool for
the story. This feature is not intended to kill the
character off every time they sack a temple but
rather to add the wrath of an angry god element
to a game. It also creates an element of
superstition as the characters may be hesitant to
take a quest for fear of bad things happening to
them.

Standing Game Effects


Standing
-5
-4
-3
-2
-1
0
1
23
45
67
89
10 11
12 13
14 15
16 17
18 19
20

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

All characters begin the game with a Standing


score of 0. If the character has the Faith perk
(which includes Believers and Faith Talents of
course) then the starting score is 1. Standing is
gained by service to the powers and aiding their
cause. This score can be advanced normally as
with other Social Status types as described in
Increasing the Scores above.

Beseeching Miracles

There are times when a character is faced


with a hopeless situation. As stated in the
chapter on skills (chapter 3) a character can
attempt a Personality feat check to determine his
or her basic luck in a situation. Miracles are
Personality feat checks with an added punch.
There are just some things that will not happen
no matter how lucky a character is. When a
situation is presented that affords no logical use
of a Personality feat check, then a Miracle can be
called for.
A call for a Miracle represents the role that the
gods and spirits of the universe play in the fate of
the character and in the situation he is in. When
rolled any success generates a Miracle, which
corrects a given situation as quickly and as
unnoticeable as possible. If successful the
character must then roll another check using the
same modifier to determine if a quest or sacrifice
is required of him. If a failure is generated some
form of sacrifice must be made. This sacrifice,
whether of material goods or the characters
personal time, almost always furthers the deities
ends. Any success indicates that Miracle is seen
as a reward for good service. A critical failure on
this roll is treated like a failure except that the

Negative Standing Scores


A negative score represents a condition where
a power that does not approve of the characters
actions is keeping an eye on his activities. This
condition can arise for any number of reasons but
the most likely cause is the actual defeat of the
powers plans in the mortal world. This can be
caused by direct attacks on the powers temples
and followers, foiling the powers plans in
general, or the destruction of sacred items
including gates into this world.
A negative Standing score does have to apply
every time a character fights a Believer and his
followers or has a general run-in with such
persons, however it is almost certain to occur if
the character engages in an extended campaign
against a power. It can also occur if the character
fights and defeats the powers Avatar or minions
that are sent to this world on an expressed
mission.
1

Chapter 1: Hero Creation


sacrifice required needs to be a greater show of
devotion to the rescuing power.
If a player announces a sacrifice to the gods
or promises some grand, sacrificial action, the
Game Master may grant a Situation Modifier to
the feat check based on the nature of the
sacrifice stated. Failure to provide this promise
however is not a good idea; the gods will
eventually be satisfied.
Frivolously calling a Miracles when they are
not required or when the character has other
options in dealing with a situation may lead to a
loss of Standing points as the Game Master sees
fit. This not an ability to abuse. As a final note;
the Faith perk cannot be used to modify these
results nor do any other game modifiers apply
including penalties for excessive wounds.

interesting actions on the players part. Even a


fruitless curse can have effect if the target being
leads his life trying to avoid it. This is what is
known as a self-fulfilling prophecy. An example of
this is a curse stating that the target will never
succeed in business. Reacting out of fear, the
target never gets involved in business for fear of
failure and thus dies in poverty.

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

Chapter 1: Hero Creation


situation go his way with no specific reason
based on die rolls.
Last Resort: At Standing scores 8 & 14 the
character gains a free Last Resort. This point
can be used normally but is lost once spent.
Holy Vision: At a Standing score of 10 the
character receives a Holy Vision about
something very important to the character.
This powerful insight is perfect in clarity and
detail. The Game Master decides when the
vision occurs however a player may call on it
with a successful Standing check.
Major Gift: At a Standing score of 16 the
character gains a major gift. This can be a
greater version of the minor gift above or it can
be something else entirely. The character may
be selected as the protector of a holy weapon
or FX item of he himself may be protected by a
powerful being sent by the gods. The purpose
of the gift is to aid the character in his quests
and the longevity of the gift is based on the
completion of some monumental task or
purpose.
Ascension: At a Standing score of 20 the
character has achieved a coveted position in
the after life. Instead of starting at lower ranks
or being, the character immediately forms as
one of the more powerful denizens in the
realms of the gods. If a character achieves this
level after his death he may return using the
Demigod or Outside career choices as detailed
under Legends in chapter 2.
Depending on the nature of the campaign a
character may also be lifted into the heavens
(or pulled into the fiery depths) once this level
of Standing is achieved.

Common: This tongue is the common human


language found in the campaign. It is also
commonly used as a trade language by other
races as well. If the Game Master includes
specific human languages then Common can be
termed purely as a trade language.
Draconic: This is the language of Dragons.
Some species may have their own tongue but
all of them know this one. This language is
often used by Arcanists in the writing of spells
as well as a required course in a place of arcane
learning.
Druid Cant: This is the secret tongue used by
nature priests in their prayers to nature and in
communication to each other. The cant is more
of a dialect or slang than an independent
language and has similarities to the common
tongue.
Elemental: Elemental languages include
Aquan (water), Auran (air), Ignan(fire), and
Terran (earth). Each is a separate language
used by the denizens of those planes. None
elemental beings who learn and make use of
these tongues suffer a base +2 penalty to their
use. This is due to the exotic nature of the
tongues and the difficulty of producing many of
the required sounds. This penalty does not
apply to attempts at understanding an
elemental however.
Giant: Giant is a common tongue used by
various giant types. Occasionally certain
species of giant may have their own language,
however they always know this one.
Planar: Planar tongues include Abyssal,
Celestial, and Infernal. Each is used
independently by extra-planar beings. It is not
uncommon for an Outsider to know several of
them. These languages are often used by
mortal Arcanists in the writing and casting of
spells.
Racial Languages: Many non-human races
have their languages. A brief list of the more
commonly known is Dwarven, Elven, Gnoll,
Gnome, Goblin, and Orc. Other races may also
have their own tongues as determined by the
Game Master.
Sylvan: This is the common language of the
Fey and other woodland dwelling beings of a
magical nature.
Undercommon: This is the trade language
used by the denizens of the Underdark.

Languages

Languages only cost 1 point for rank 1 so a


character that intends to travel should purchase a
few of them. Languages add life to a campaign
as well as a sense of realism. However realism is
the key word. In some campaign worlds it may
be normal for all beings to speak the same
language while in other, more realistic ones,
different countries on the same continent may
host a variety of tongues. Some campaign worlds
make this distinction while others do not. Game
Master's will need to decide how many languages
exist when designing a campaign so that player
know before hand which Knowledge-language
skills are appropriate.
As a general rule the following languages can
be assumed to exist in any campaign regardless
of the level of realism.

Perks and Flaws

Perks and flaws work exactly as they are


described in the Alternity Player's Handbook. The
1

Chapter 1: Hero Creation


two tables below show the new perks and flaws
that have been added to this game and after
each table are the descriptions of these new
traits as well as any other perks or flaws that may
have changes to them as well.

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

The bonuses granted by this perk are


cumulative with the special abilities of the Ranger
class or any Free Form character with similar
abilities.

Berserk Rage (Perk)

Heroes of fantasy games have many


attributes that make them special. The list below
includes all new perks as well as those from the
Alternity Player's Handbook. New perks are
underlined and are described below. Any perk in
Italics must be bought at the time of character
creation and cannot be purchased later in ones
career.
Cost

WIL

Animal Friend

Perks

Perk

When the berserk wishes to enter a rage they


call upon their internal energies and frustrations
to fuel a massive burst of psychotic frenzy. When
used, the berserk rolls a constitution feat check.
It costs the berserk one of his or her actions to
activate this perk. The result indicates the bonus
that the berserk receives to Action Checks,
Unarmed Combat, Melee Weapons, Armor
Optimization, Resolve, Stamina, and Athletics
broad and specialty skill checks as follows:
Ordinary 1, Good 2, and Amazing 3. This
bonus is also treated as a Resistance Modifier
against Encounter skills and Influential FX that
effect the mind. If a Marginal result is indicated,
then the perk has no effect but the berserk may
try again. If a Critical Failure is the result then the
perk is treated as the Berserk Flaw of Ordinary
quality.
Once the perk is activated the effects last for
1d4+1 rounds and at the end of that time the
berserk suffers Fatigue damage. The amount of
fatigue damage that is suffered is dependent
upon the result of a Stamina-endurance check. In
this case a critical failure causes 3 points of
damage, a failure causes 2, and an ordinary
result causes 1. The bonus gained by this perk
does not apply to the endurance skill check.

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

Chapter 1: Hero Creation


form of aid but the character is stilled required to
make some form of check to utilize the aid to his
advantage. A good result usually implies a step
bonus or Resistance Modifier that remains for the
scene where it is most needed or the appearance
of some event or being that distracts the
situation to some degree allowing for escape. An
amazing result generates some event that almost
always ensures escape on the characters part
with little or no direct action required in utilizing
the bonus.
What appears or happens to aid the character
is up to the Game Master. Anything from rock
slides, a sudden and unsuspected wind, to the
arrival of actual people or some monster is
possible. The cavalry should never be
something to unrealistic and Game Masters are
encouraged to keep the results of the check as
mundane as possible.

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.

Jack of all Trades


This character has dabbled in many different
skills through out his life and knows a little bit
about everything. As such the character can use
any non-FX broad skill at the broad skill level.
The still cannot use specialty skills that cannot be
used untrained and they must purchase a broad
skill before being able to advance in ranks with
any of its specialty skills. Using the perk does
require a feat check to see if the character recalls
anything of relevance about a given skill.

Faith

The uses for the Faith perk vary greatly in this


game, as there are many different deities who
represent many different spheres of reality.
Followers of faiths that endorse conflict and war
can use the benefits of this perk to aid them in
combat. Similarly, a DM may rule that the use of
the perk must fit in to the tenets of the faith and
the spheres represented. For example it is
acceptable for a DM to declare that followers of a
deity or force whose sphere of control is water or
the sea can only use this perk if done so in
conjunction with water or the sea. Of course the
DM can similarly say that there are actions or
events that are general to all priest types as
well. Such actions include any skill or ability
check that could help the priest further his or her
religion.

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

This perk may suggest ties to nobles and


lords, which can involve other game effects
similar to the Powerful Ally perk. In this case the
benefactor way request that the character under
take some type of quest or mission on their
behalf for their support.

This perk represents a person who is a special


contact for the hero. This contact is friendly and
will help the character, but is primarily a teacher
of some skill or area important to the character.
This contact is always higher level then the hero
and also has the Teach specialty skill in the
profession that best describes the relationship.

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

Chapter 1: Hero Creation


In order to have this perk the character must
also have mutations. When purchased this perk
reduces the die roll modifier by 1. This means a
1d4-1 becomes a d4-2.

Handbook as well as new ones. All new flaws are


underlined and are described next.

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

This perk works basically the same as the


Celebrity perk found in the Alternity Players
Handbook. The only difference is the name which
better reflects a fantasy campaign.

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

Berserk Rage (Flaw)


When selected as a flaw, Berserk Rage
functions exactly as the perk with the same
name. The drawback is that the player does not
record any damage taken. The DM keeps track of
the characters damage and continues to do so
until the berserk runs its course, the character
dies, or until the character suffers mortal
damage.
In addition to this the character must also
pass an intelligence feat check to be able to
distinguish between friend and foe. The player
can guide the berserk character through a
combat scene but if all enemies are vanquished
or if another character gets within melee range of
the berserk the check is called for. This flaw must
run its course and cannot be stopped unless an
ally achieves a Good or better result on an
Encounter skill or until the berserk is effected by
an Influential FX power.

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

Chapter 1: Hero Creation


character must roll a Personality feat check to
overcome this circumstance.

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

This character can not have a rank higher in


any skill than his level. In addition the character
cannot purchase early purchase rank benefits
either.

Characters with this flaw have trouble relating


to authority figures. This is reflected as a +1
penalty to encounter checks with legal or royal
persons.

Divided Loyalty

Sloppy

This character was once a member of a group


at some time in his past. While no longer with
that group he still holds loyalty to some person or
group. At some point during the game the
character must place his loyalty ahead of his
other obligations. The old association may ask
for some favor or may have goals that conflict
with the characters current endeavors. A

This character leaves behind a trail. By not


paying much attention to his actions this
character drags his heels, puts things back out of
order, touches things and moves objects, and
otherwise unconsciously disturbs his
surroundings. This relates to a 1 step bonus for
anyone who uses a skill to track or trail the
character based on physical signs of passage.
1

Chapter 1: Hero Creation


In summary a character can earn anywhere
from 0 to 5 points depending on how often the
points are distributed. Game Masters are free to
add or reduce points as they see fit, however 5
should the limit for any one character at any one
time.

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.

In either method characters should record


their points in the following way:
Current Level: #
Total Points Earned: #
Points Saved: #

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

Benefit Name (1, 2, or 3): This entry states the


benefit gained as well as its degree of influence.
Special Hindrances
Hindrance Name (1, 2, or 3): This entry states
the hindrance suffered as well as its degree of
influence.
Careers that list these statistics can be
modified. If a character wanted a Ranger with
more Moral Attitude options then he or she needs
only drop or reduce the hindrance. However in
doing so a benefit of equal or greater value must
also be dropped as well. Conversely a player may
add benefits but must increase the degree of
existing hindrances or add new ones to
compensate. This ability allows a player to create
careers that resemble many of the Kits found in
the various Complete Players Handbooks of
AD&D. Creating custom benefits and hindrances
follows the rules given in the Creating Careers
section later in this chapter.

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

Hindrances are used to balance the benefits


that a player may select. These may be used in a
mirror fashion where the hindrance effects a
similar benefit in an opposite manner. A good
example of this is the Rangers encounter penalty
when confronting his Species Enemy. Some
hindrances may also have nothing to do with the
benefits gained. Value 1 hindrances are minor
penalties to skill or feat checks. Value 2
hindrances have a more broad effect and are
usually inescapable. Value 3 hindrances are rare
as they can severally compromise a characters
ability to succeed. Value 3 hindrances are usually
avoided with value 1 and 2 hindrances used to
make up the difference.
Players never assign hindrances, they can
only propose them. If a player designs a

character who has a 12 in Will and then assigns a


Hindrance stating that he must have an 11 or
better in Will the purpose of the Hindrance has
been defeated. Game Masters must carefully
arbitrate the assignment if Hindrances. While not
intended to act as a tool for punishment,
hindrances should be meaningful and relevant.

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.

Skill Package: Animal Handling, Movementtrailblazing, Outdoors-hunt, Survival, War Craft,


Unarmed Combat, and Awareness-intuition.
FX Package: Spirit Magic
Preferred Professions: Barbarians make good
Warriors however do not overlook Faith Adepts
who are Shaman by faith. Rogues may also be
common. Diplomats and Specialists are not
unheard of but are rare. Arcane and Psionic
Adepts are not usually allowed in normal
circumstances.
Signature Equipment: Hide Armor, Knife

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.

Laying on Hands (2): The paladin character


gains the Aid-heal spell at rank 1. This can be
improved to a maximum of rank 6. No other
Aid spells can purchased unless the paladin is a
faith talent. Even then such spells are treated
separately. The paladin also gains 5 super
Power FX points that can used to power the
spell. Additional points may be purchased for 5
skill points each to a maximum of 10 FX points.
These points are also used for the Turn Undead
benefit below.
Turn Undead (2): The paladin character gains
the Cosmos-quell undead spell at rank 1. This
can be improved to a maximum of rank 6. No
other Cosmos spells can purchased unless the
paladin is a faith talent. Even then such spells
are treated separately. The paladin also gains 5
super Power FX points that can used to power
the spell. Additional points may be purchased
for 5 skill points each to a maximum of 10 FX
points. These points are also used for the
Laying on Hands benefit above.
Special Hindrances
(Despite the options stated for modifying a
career most of the following hindrances can be
dropped unless otherwise stated.)
Ability Requirements (2): Strength and
Constitution of at least 10, a Will of at least 11,
and a Personality no lower than 13. This
hindrance can be dropped or lowered to a value
of 1 by dropping two required ability scores.
Code of Honor (2): A paladin must select the
Code of Honor flaw and does not gain any skill
points for it. This code is the paladins code of
conduct itself. In a way this does act to protect
the character from the players actions, as a
Will feat check must be rolled to overcome the
flaw as usual. Calling for a feat check helps to
prevent a paladin from straying off the moral
path. The basic tenets of this code are
summarized below.
Humility do not seek wealth for wealths sake.
Tithing give charitably to noble causes, share
with those less fortunate.
Company do associate with those of low
standards.
Edicts support your religion, heritage, and
philosophy.
Courtesy behave with dignity, speak kindly,
express compassion for others.
Honesty do not lie.
Valor demonstrate unyielding courage at all
times.
Celibacy remain chaste.
Industry never be idle, engage in productive
activity at all times.
Delayed Use - Call War Horse (1): A paladin
must wait until his Standing score is a 7 in order

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,

Tactics, Animal Handling-riding, Cultureheraldry, and Leadership.


FX Package: Regardless of the manner a Faith
talent is obtained, a Paladin is limited to the
following FX broad skills: Abjuration, Aid,
Cosmos, Divination, Guardian, Travelers, and
War.
Preferred Professions: Warrior, Diplomat
(Warrior), Diplomat (Faith Adept), Faith Adept
(Diplomat), and Faith Adept (Warrior). For faiths
a Paladin must select either the Monotheistic
Priest or Priest of Good styles however this is for
role-playing and character development only.
Those abilities and hindrances are not added to
those of the Paladin.
Signature Equipment: Chain Mail, Shield,
Lance, Long Sword, Dagger, War Horse, Tack &
Harness, and Unit Crest or Banner.

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

Game Masters should feel free to modify this


table to suit their campaign and the
environment that the Ranger is in. A Ranger is
not obligated to accept any followers that arrive
and can dismiss them at anytime. If the
Rangers Standing should ever be reduced a
Personality Feat modified by Standing should be
made for each follower. Each failure indicates
that the follower no longer travels with the
Ranger. Each success indicates that the
follower remains.
The Rangers Standing can be effected in
ways similar to that of a Paladins. Performing
evil acts or allowing such acts to be committed
in the Rangers presence, whether by intention
or not can always cause this type of reduction.
Species Enemy (3): When dealing with their
species enemy a Ranger gains a bonus of 1 to
their attack rolls against them as well as other
skills used to learn or thwart that enemy. Such
skills include Tactics, Investigate-track, Security,
Stealth, or any other skill the Game Master
allows. This broader use of the bonus reflects
not only the hatred the Ranger has towards that

enemy but knowledge of that enemys habits


and tactics as well.
At every 5th level the Ranger may add
another species enemy. As each enemy type is
added the Ranger gains a cumulative 1
Situation Modifier against previous enemies as
well. Therefor a 20th level Ranger would have
five species enemies and would have a 5, -4,
-3, -2, and 1 bonuses against them.
Game Masters may determine the specific
limits to what is included in each species enemy
description but the general rules is to determine
such enemies by their secondary classification
as described in Book 3: Monsters. This means
that a Ranger cannot select all Humanoids as
an enemy but would rather have to choose from
the sub-types listed like Giants, Goblinoids, or
Dwarves. Game Masters may also declare that
some types of creatures like Mindflayers or
Manticores are exclusive and not members of
larger groups for this purpose. A lot of this
decision should be based on the campaign
structure. Species enemies may also be places
in special groups like intelligent, evil creatures
native to the Underdark or any person who
willingly serves a hated nation or people.
Stealth Bonus (1): Rangers gain a -1 Situation
Modifier to all Stealth checks while in the
wilderness. This bonus is lost in towns, cities,
or areas of built or manufactured surroundings.
Tracking Bonus (2): The Ranger gains a -1
bonus to the Investigate-track skill.
Two-Weapon Combat (2): If a Ranger can wear
armor and equipment with a total Action
Penalty of +1 or less (this includes
encumbrance as well), then they can fight with
two weapons at once at no penalty. Note
however that having high ranks in the Armor
Optimization specialty skills cannot be used to
lessen the Action Penalty of armor for this
purpose.
Special Hindrances
Delayed Use - Special Followers (2): A Ranger
cannot begin to attract followers until he is 12th
level or higher.
Encounter Penalty (2): All Encounter skills used
while in the presence of any member of the
Enemy Species impose a +2 penalty on the
Ranger. In addition to this the Ranger must
always seek out that species if he knows that it
is near by. This does require foolish actions or
the pursuit of superior foes but the Ranger
cannot simply dismiss the presence of the
enemy without at least checking on the
enemys activities.
Limited FX (1): Rangers who are not Faith
Adepts by primary profession are limited to the
Animal and Plant FX broad skills if the purchase

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

Arcanists have a wide variety of career options


expressed in these following entries. Most of
these careers are skill advantages rather than
role-playing styled models. This follows the
pragmatic and analytical manner of an arcane
talent. Never the less there are many other
possible roles that an Arcanist may fill however
they are usually overshadowed by their skill in
Arcane Magic.

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

Weaker Combat Skills (1): This character relies


heavily on the items he as acquired or crafted.
As such his skill in weapons is not that strong.
At 1st level the Artificer cannot purchase the
Heavy Weapons, Melee Weapons, Ranged
Weapons, or Fire Arms broad skill. This
restriction also includes Athletics skills that are
weapon oriented like joust or whip. After 1st
level the Adept may purchase these broad skills
normally.
Skill Package: Crafting, Creativity, and
Metaphysics-magic theory.
FX Package: Enchantment-enchant an item,
MetaMagic-permanency.
Secondary Profession: Specialist
Signature Equipment: Spellbook, One FX item
of choice, Dagger.

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.

FX Package: As many Arcane and Shared Magic


Broad Skills as possible.
Secondary Profession: Mages are almost
always chose the Specialist profession as their
secondary profession however some select
Diplomat instead.
Signature Equipment: Spellbook, Quarterstaff,
Pen & Ink

Sorcerer

A sorcerer is an Arcanist who casts spells as


inborn abilities instead of the normal
methodology of learned magic. This Arcanist
does not need spell books, ink & quill, he rather
relies on his innate ability to channel magic. He
therefor treats all Arcane and Shared magic spells
as a Mindwalker treats psionic powers.
Special Benefits
No Learning (2): The Sorcerer treats trained
and untrained use of specialty skills the same
as for the standard rules for skills as in chapter
4 of this book. This means that the requirement
to learn a spell before advancing in it is
removed. Specialty spells listed in blue cannot
be used untrained as normal, however any
allowed FX broad skill can be used at the
untrained level (quite a benefit for those that
have effect on a Marginal result!).
FX Points (1): The Sorcerer gains a number of
FX points equal to his Constitution score
regardless of what type of talent he is. New
points can be purchased normally.
Few Trappings (1): A Sorcerer needs only the
standard trappings to cast a spell as is required
of a Mindwalker using psionic powers.
Durability Tapping (2): A Sorcerer can always
spend durability points to power spells, as they
were FX points. Stun and Fatigue points spent
in this manner must be regained as if they were
FX points. Other durability points (wound and
mortal) must be recovered as if the character
lost the points in combat. The Sorcerer is free
to chose which type of point is spent and may
even mix or match those points however all
rules for point loss and those effects remain
normal.
Special Hindrances
Difficult Research (1): As a Sorcerer is not
accustomed to libraries or spell books the
research and development of new spells is
difficult. A Sorcerer must use the rules for
developing new psionic powers as discussed in
Chapter 5 of Book 2. The Sorcerer also suffers a
base +1 penalty to such research as well.
Power Dispelled (2): A successful Abjurationdispel spell cast at the Sorcerer can temporarily
cancel his spell casting ability. The Sorcerer can

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

Believer careers are described below by their


style of belief. As stated before a believer
character must a career as this defines the FX
broad skills available to them. Each career
described below is a generality to some degree
and customizing them, especially polytheistic
priests, is recommended. However these careers
can easily be used without modification.
Appendix 3 of this book goes into details about
various religions that are not covered here.
In this game system there is a distinct
difference between a priest and a shaman. This
difference is societal and revolves around the
difference in man as agricultural or huntergatherer. Most shaman rituals involve solo treks
like Native American journeys to find a spirit
guide or animal or the Australian Aborigines
walk-about. These rituals involve fantasy
elements in the relation to spirits and nature but
also perform the role of a rite of passage for
young men in both the real world and the
fantastic. Priests are believed to have originated
when mankind first began developing agriculture
and city-states. These spiritual leaders focused
the will of the people in prayer to their gods for
mercy and good weather. This stands in stark
contrast to the shamans hunter-gatherer society.
While both types of Believers serve their
communities the priest usually holds socially
initiated, ceremonially inducted rank in an
organized religion. A shaman usually is not.
Another contrast is the role of Black Magic
and the Cosmos broad skills. It cannot happen
that a Believer has both skills. If one is known

and the other is purchased the powers the priest


worships will surely abandon him. It is far more
common to encounter Believers with the Cosmos
skill, as Black Magic is never fully trusted by most
societies. Most practitioners of Black Magic are
cultists and follow the Priest of Evil career
mentioned below.
A final distinction in the relationship of gods
and mortals is the role of the various professions
in a religion. In the terms of this game a
Diplomat with a high Standing may be more
important to a divinity than a Believer with a
lower score. Having the ability to cast divine
magic does not automatically conclude that a
character is of more importance to a power. See
the Cleric career for Diplomats for more on this.
The FX Package entry does not appear for
believers. Rather they have this entry instead.
This entry details the FX broad skills that the
believer has access to and to what degree.
FX Broad Skills
Required: This entry details any FX broad skills
that must be purchased at the time of character
creation.
Available: This entry lists the FX broad skills that
the player may chose and purchase.
Barred: This entry describes those FX broad
skills that the Adept cannot purchase.

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

a polytheistic priest still believes in the other


gods power even if they favor some over the
others. In most fantasy based campaigns a
monotheistic priest is rare given the number of
individual gods and pantheons that are available.
Game Masters can of course create worlds or
entire universes in which only one god exists or
where the god is much more powerful than other
deities. In such places other religions could be
seen as small cults who worship forces or even
outsiders from other planes - but not true gods.
Of course much to religion is subjective and it
is quite possible for a large group of people to
develop a belief system that determines all other
gods and goddesses as frauds or are merely
extremely powerful mortals who manipulate
mankind. In such a case the monotheistic deity
could be seen as a savior and the only path to
purity and eternal bliss. The deity of a
monotheistic religion is often times only referred
to by a pronoun such as God, Lord, Savior, or
Holy King or Queen and the like.
With so many gods running around in a
standard campaign which ones could actual
convince a populace that they are the only divine
being? Well any of them could attempt it. I feel
that in this arena of manipulation (to the
detriment or benefit of the people involved) the
deity would have to instill a belief that it is
invincible in the face of other super-natural
beings. And that they are at the top of the
metaphysical food chain, so to speak. With this
idea in place it will be natural for the populace to
assume that safety is found in fealty to that deity.
Special Benefits
Power of the People (1): The monotheistic
priest enjoys a position of command over the
bulk of the populace that shares his faith. As
such this priest automatically improves the
initial reaction of those persons encountered by
one place in favor of the priest.
Special Hindrances
Oath of Tenets (1): This believer is not always
free to act as he wishes. Given the multitude of
social mores and values a large religion can
have, this character is expected to obey them
all. If a believer is found to violate these
customs or laws then the above benefit is lost
until he redeems himself.
FX Broad Skills
Required: Cosmos
Available: Abjuration, Aid, Divination, Guardian,
Numerology, Thought, Travelers, and War
Barred: Animal, Black Magic, Elemental Magic,
Plant, Spirit Magic, Weather

Chapter 2: Careers
Secondary Profession: Diplomat
Skill Package: Interaction-charm, Leadership,
Law, and Medicine.
Signature Equipment: Holy Symbol, Chain Mail,
Text of religious doctrines.

Nature Priest (Druid)


Priests of this faith do not worship deities
normally and if so they see a god or gods as
being elements in the natural cycle of nature.
Nature priests live in the woods and in nature,
they know the sound of every animal and the leaf
of every plant. Nature priests can come in many
varieties with the Druid being the best known.
The entries below describe a Druid character
however others can be created as is fit for a
campaign.
The worship and activities of this believer are
based on cyclical events in nature like having
ceremonies during seasonal changes or repeated
astronomical events. Nature priests also watch
ecological events closely and it is their sworn
duty to preserve the balance of nature.
Special Benefits
Charm Immunity (2): Nature priests, as
stewards of the wilderness, are accustom to the
powers of many of its magical inhabitants. This
indicates the Fey, or Faeries. When a nature
priest is faced with an innate FX ability that is of
an Influential nature and is being use against
the Adept by a creature classified as a Fey (see
chapter 6 of book 3) then they receive a +1
Resistance Modifier vs. the power. This bonus
increases by +1 for every 5 point of Standing
earned to a maximum bonus of +5 at a
Standing of 20.
Note that this benefit does not come into
play in any other circumstance with the three
criteria being that it is a Super Power FX ability,
it is of an Influential type, and it is being used
by a member of the Fey order. A Pixie, who is
also a Wizard, would not face a penalty if he
cast Enchantment-charm using Arcane FX
points.
Hazard Bonus (1): Nature priests gain a -1
Situation Modifier to Constitution feat checks
against any Fire or Lightning hazard. This
bonus also applies to exposure or exhaustion
checks that are due to variations of GRAPH
statistics.
Secret Language (1): Nature priests make use
of secret language known only to them. This
grants the character the Knowledge-druid
tongue skill at rank 3 for free in addition to that
characters native culture and language. It is
considered highly taboo to teach this language
to other, non-druids, and doing so my result in
the expulsion of the character from that druids

priesthood or even that characters termination


as this is one the few methods of control and
intelligence that the Druids have.
Shape Changing (2): A Nature priests most
coveted gift is his ability to change into the
creatures of the wilderness. This is a Super
Power FX ability that uses the basic rules of the
Alteration-shape change spell. This ability is
gained at Rank 1 for free and can be improved
at its list cost. This power does have a limit of
size options in that the Druid cannot change
into a creature of size category greater than
Large or less than Small. The animal form must
also be warm-blooded. Avians are included
because they are also warm-blooded creatures.
This power also has a unique quality in that
the Druid can heal some or all of any damage
he or she may have sustained. This amount is
1d4 points healed with a 2 to a +1 modifier for
a Marginal to an Amazing result. This is
determined by the result of the shape change
spell and can only have effect if initiated by the
Adept, not the ending of the spell duration. This
power heals only Stun and Wound damage
(players choice of priority) with Mortal and
Fatigue damage remaining unaffected.
Skill Bonus (1): A Druid receives a -1 Situation
Modifier when using Nature, Survival, Outdoors,
and any Knowledge-lore skill that deals with
nature like plant lore or animal lore.
Special Hindrances
Delayed Access Shape Changing (2): A
Druid does not gain the shape changing ability
until is Standing has reached a 7.
Minimum Requirements (1): To be a Druid, a
character must have a Constitution and a Will of
10 or greater and a Personality of at least 11.
Oath of the Wood (1): Druids are sworn to
defend the wild reaches of the earth against
any threats. They do not seek enemies, only
the balance of the earth, but will wage war on
those who do not heed there warns to stop
excessive abuses against their Mother. In fact
mother is a great word for this context as this
is how serious their beliefs are. Just as any
normal person would give their life for their
mother so do the Druids for the balance and
natural laws.
Nature priests see man and other creatures
as takers and preach that all should be
conscious of what they give back to the earth
for its bounty. Druids themselves are always
conscious about what they render unto the
earth and are willing to die to defend it. Failure
to respond to environmental threats can strip
the druid of his powers, cause a loss to
Standing, apply penalties to spell casting, or
any combination of the above. It is also not

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.

Priest of Balanced Forces


These believers hold faith in the cycle of living
things and the creation destruction cycle of the
universe at large. While similar to Druids, priests
of the balance are not adverse to technology nor
are they as driven to defend nature in the Mother
Earth ideology. Their concerns are more
metaphysical and seek the ecological cycles
maintenance on a grander scale. Most of these
priests worship this balance in the form of a
philosophy. This tends to aggravate people,
particularly those that follow a deity, as they
wonder how a person with no god can judge over
life and death.
Those priests that actually worship a god (one
that espouses life, death, and the rebirth cycle)
have a little more clout but may still suffer
extreme opposition. Often times priests of the
balance who worship a deity become
monotheistic priests when they have swayed a
majority of a populace. This is important to note
because this type of worship often splinters into
sub-religions based on points of view about the

faith itself. This is largely due to the priests view


of the balance. After all what good was all of
their preachments if they themselves are not
balanced as a force in the world.
There are two primary forces that these
believers seek to defeat and overcome. These
are creatures of an unnatural state or alien
composition and energies or events that effect
dimensions, the flow of time, or reality on a large
scale. Unnatural creatures, as a category,
primarily indicate the Undead whether corporeal
or not. This also includes Outsiders who
manipulate events in the priests home dimension
regardless of whether they are a force of good,
evil, or otherwise. This may at times bring these
believers into conflicts with other religions,
particularly those that worship deities of life,
birth, disease, death, undeath, or even love.
Their opposition is formed from the concept
that all things, in the end, must be balanced. If a
world has to many gods of love, birth, and life
then that must be corrected. If to many undead
creatures roam the land and evil cults control and
manipulate events then that flaw must be
balanced. Elemental forces may become targets
also but the elemental planes have a natural
balancing force already in existence; and because
the denizens of those planes do not require
mortal devotion they are not as competitive with
each other as are outsiders. For this reason
priests of the balance rarely have conflicts with
elemental priests.
Priests of the balance, as one can see, have a
difficult job before them. They may have
enemies on either side of the good and evil moral
line and their primary foes, undead and outsiders,
are certainly some of the tougher creatures that
players will meet. Their job can be that much
more difficult when dealing with a populace at
large. In the pursuit of balance many will
question whether the priest and his faith has the
right to do so. Who is he to tell us who to
worship, some may say. Often times however
these priests are sought as judges as they have
an impartial view of things. In this role they may
find respect and a social position where they
otherwise cannot.
Special Benefits
Analysis Balance (1): Once per scene a priest
of the balance may attempt an Awarenessintuition check to determine if the universe is
balanced in a given location. While this effect
does not tell the priest where such an
imbalance originates it does give clues as to its
nature based on the degree of success
generated.
Special Hindrances

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

Polytheistic priests see the world as being


composed of elements governed by many gods.
One may control thunder and lightning, another
love, another war, and yet another disease,
blacksmiths, valor, and so on. Most of these
religions are culturally bound and the spheres of
control attributed to each god are based on that
cultures view of the universe. Examples are
Greek, Egyptian, Norse, or Japanese mythologies.
While each of these pantheons offers a variety of
gods and goddesses for individual worship most
cultural priests in Earths history actually paid
fealty to most of them. While their were certainly
temples to Apollo and Thor, with dedicated
ceremonies to boot, the priests themselves
prayed to other gods as well. This of course was
based on what was desired. If you pray for calm
seas you pray to the god of the sea, to prevent
disease you sacrifice to that deity.
Despite this players may still wish to have
priests that are dedicated to a specific deity to
the exclusion of the others. For those types of
characters see appendix 3 of this book. It should

be noted however that this is not always


necessary as a priest can specify the spheres of
power dedicated to the many gods in the broad
skills he purchases. Priests of Zeus and Thor may
focus on Weather where priests of Tyr or Ares
may focus on War. In many cases the FX broad
skills can be cross-referenced to each god and
when the priest purchases that broad skill he is
expressing favoritism to some degree.
The pursuit of polytheism is almost as old as
shamanism. Polytheism began primarily in early
agrarian societies and represented a significant
step away from the belief in spirits. In contrast
the old spiritual mold was replaced by deities that
had power over specific events and in many ways
had traits shared by the culture they ruled over.
In a Heroes of Fantasy campaign however it is
safe to say that the gods precede the persons
who worship them. Progress Level is a good
measuring stick for this difference, as Stone Age
cultures tend to favor Spirit Magic however
remember the Aztecs were also stone aged and
had a diverse mythology not unlike the Greeks in
character.
Special Benefits
Cultural Respect (1): These priests are
considered as special in their communities and
command great respect. This grants a 1
Situation Modifier to the use of encounter skills
while in ones own culture. It is also considered
as taboo to harm a priest.
Special Hindrance
Divine Failure (1): Should the peoples prayers
go unanswered in the face of droughts, famine,
or other disasters they may turn on the priest
assuming that he has somehow transgressed
against the gods and for that reason they are
listening. This can of course have little to do
with the priest at all and may only be a result of
circumstances beyond his or the gods control.
When such feelings manifest the above
benefit is lost and the priest himself may be
sacrificed or ostracized, usually by a new priest,
to appease the gods.
FX Broad Skills
Required: None
Available: Abjuration, Aid, Animal, Black Magic
or Cosmos, Divination, Elemental Magic,
Guardian, Numerology, Plant, Thought,
Travelers, War, and Weather.
Barred: Spirit Magic
Secondary Professions: Diplomat, Specialist, or
Warrior
Skill Package: Culture, Leadership, Medicine,
Animal Handling

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.

Secondary Professions: Warrior or Diplomat


Skill Package: Athletics-climb, Ranged Weapons,
Outdoors, War Craft, Survival, Interactionbargain, and Animal Handling.
Signature Equipment: Hand Ax, prayer beads,
and a short bow.

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

The antiquarian is a keeper of knowledge. He


frequents book shops, libraries, museums, and
private collections to garner obscure and ancient
information.
Secondary Profession: Specialist
Skill Package: Knowledge-read/write, lore (taken
for several areas of knowledge), history;
Metaphysics; Investigate-research.
Signature Equipment: Historical texts, rumpled
clothes, various cultural artifacts.

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.

FX Package: Divination-know, Enchantmentcharm, hinder, suggest.


Signature Equipment: Juggling knives, lute,
book of poems, brightly colored cape, and
rapier.

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

The Guide is a person who is familiar with


both the lay of the land and the inhabitants who
dwell within. Often sought to guide caravans and
pilgrimages, the Guides greatest skills are their
ability to negotiate safe passage.
Secondary Profession: Rogue
Skill Package: Athletics-climb; Movementtrailblazing; Navigation-surface navigation;
Animal Handling; Outdoors-fire building; Cultureetiquette.
Signature Equipment: Compass, maps of the
area, provisions.

Justice

This diplomat wanders the borders of


kingdoms and the reaches of civilization bringing
law, order, and the will of his organization with
him. Justices are usually granted a license to deal

with situations as they see fit and can exercise


the law where none exists.
Secondary Profession: Warrior
Skill Package: Armor Optimization; Melee
Weapons; Ranged Weapons; Law-court
procedures, law enforcement; Administrationbureaucracy, management; Leadershipcommand.
Signature Equipment: Plate armor, long sword,
shield, crest of the characters organization.

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.

Unfamiliar (2): All other psionic broad skills that


are outside of the Adepts chosen discipline
suffer a list+1 cost increase.
Each discipline has a possible title for a
devotee as shown on the table below. Within
each discipline it is not unheard of for
Mindwalkers to further subdivide themselves into
devotees of specific broad skills. As a discipline
can be seen as a school of thought, conflicts can
arise between similar Psionic Adepts. A good
example is a Telepathic school where some
students focus on Ego skills while other, more
nefarious students concentrate on Manipulate
skills.
Discipline
Clairsentience
Psychokinesis
Psychometaboli
c
Psychoportive
Telepathy

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

Mindwalkers careers are primarily based on


the list-1 bonus granted to a psionic discipline.
As explained before, a Psionic Adept gains this
cost reduction to all broad and specialty skills
within a discipline. This means that a Mindwalker
who chooses the Clairsentient discipline gains
that benefit for the ESP, Psychic, and Sensory
Manipulation broad and specialty skills.
A universal benefit option applies to all of the
career option listed except for the Inseer. This
benefit, and its accompanying hindrance is as
follows:
Special Benefit
Devotion (2): The Adept gains a 1 Situation
Modifier to the use of all specialty skills within
any one broad skill of choice. This bonus must
apply to a broad skill in the same discipline as
that chosen by the player to receive the list-1
bonus to cost.
Special Hindrance

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

Rogues come in many different types. Some


are miserable thieves and thugs while others are
honorable agents on the side of law. The primary
characteristic of a Rogue is the ability to succeed
alone.

associated with. Others were free lance captains


or naval captains who realized they could make
better pay looting on the high seas.
Skill Package: Athletics-climb; Melee Weaponsblades; Vehicle Op-sea vessel; Ship Op-sails,
signaling; Tactics; Street Smart.
Signature Equipment: Cutlass, Coaster or Cog,
5 bonus skill points if the character has a pegleg or a hook for a hand.

Explorer

Bounty Hunter

Searching for ancient secrets, treasures, or


just the expanding mans knowledge of the
frontier the explorer relies on survival skills to
perform his job. Other skills like Culturediplomacy can also serve well.

Similar to an assassin, the bounty hunters


primary concerns is the apprehension of a wanted
man. Whether that person is alive or dead is
another issue. Bounty hunters may work by
contract only; similar to a hired killer, but may not
be so prone to actually killing each quarry. Other
may frequent taverns and jailhouses to found out
who is wanted and for how much.

Skill Package: Athletics-climb; Movement-swim,


trailblazing; Survival-survival training;
Navigation-surface navigation; Creativitycartography.
Signature Equipment: Spyglass, paper and
chalk for drawing, excavation tools, leather
armor, pack mule, short sword, short bow.

Skill Package: Ranged Weapons-crossbow; Rope


Use-bind; Stealth-shadow; Investigateinterrogate, search, track; Street Smart;
Interaction-interview.
Signature Equipment: Crossbow, leather
armor, one or two known bounties.

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

Fit the classic gunslinger model, the gambler


likes high stakes and high risks to challenge his
skills. While they often limit their activities to
games of chance they also take on bigger
gambits as long as they feel they can win. As an
aside note this career works equally as well with
the Diplomat profession.
Skill Package: Ranged Weapons-pistol;
Manipulate-pick pocket; Street Smart-criminal
elements; Deception-bluff, gamble; Interactioncharm, seduce.
Signature Equipment: Starwheel pistol, deck of
cards or dice.

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.

Signature Equipment: Dose of poison, paper


and ink for notes.

Outlaw

Thief

Outlaws represent brigands and bandits as


well as the good guys striking out against a
corrupt lord. As their name indicates they are
criminals but they often fight laws that they feel
are not just. On the other hand many are simply
raider making the lives of traveling merchants
miserable.

Being burglars and housebreakers, few love


thieves. The quest for gold and treasure is only
matched by their thrill of the quest itself. They
often pursue a job simply for the challenge. As
such the best thieves target the most valuable of
items as their targets.

Skill Package: Ranged Weapons-bows; Tactics;


Outdoors-set snares; Street Smart-criminal
elements.
Signature Equipment: Short bow, knife, 100
meters of rope.

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.

Skill Package: Athletics-climb; Manipulatelockpick, set/disarm traps; Stealth-hide, sneak;


Business-illicit; Awareness-intuition.
Signature Equipment: Lock picks, dark suit,
grappling hook and rope.

Specialist Careers

The goal of a specialist is to explore a broad


skill and become the best at it. Focusing on their
cost benefits for many skills, the Specialist is the
expert in many areas of knowledge and practical
application.

Alchemist

The Alchemist is a specialist that uses the


Alchemy-concocting skill like Adepts use spells
often. This character supplements his income or
his adventuring career with a healthy dose of
potions and other concoctions to make ends
meet. They often go one quests to find rare and
exotic ingredients or to uncover treasure to
supplement their research.
Skill Package: Crafting-gem cutting; Alchemyconcocting; Business-small; Science-chemistry;
Metaphysics; Interaction-bargain.
Signature Equipment: Spellbook, Dagger,
travelling kit for taking samples, 3 concoctions
of choice.

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

These specialists fill the higher ranks on


shipboard crews. They know better than their
fellow crewmen do how to speed the ship along
and keep things running effectively. Often times
the even serve as officers of lower ranks and are
responsible for navigation.

Smiths are skilled with their hands and are


master craftsmen. The skills below represent a
broad selection of knowledge and many smiths
concentrate on few skills than this.

Skill Package: Rope use-secure; Vehicle


Operation-water craft; Navigation-surface
navigation; Ship Operation-sails, signaling,
shipwright; Heavy Weapons-direct fire;
Awareness-perception.
Signature Equipment: Knife, rope, signaling
whistle.

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.

Skill Package: Construction-blacksmith,


smelting; Crafting-locksmith; Creativityengraving.
Signature Equipment: Blacksmith tools, leather
apron.

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

The archer relies on his keen vision and long


range to wear the enemy down before melee is
engaged. Archers should have a decent Will
score as well as an 11 or higher in Dexterity.
Weapon Specialty: Ranged Weapons-bow
Skill Package: Melee Weapons; Craftingbowyer/fletcher; Awareness-perception; War
Craft-bows.
Signature Equipment: Long bow, quiver of 30
arrow, leather armor.

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.

Weapon Specialty: Melee Weapons-bludgeon


Skill Package: Melee Weapons-bludgeon; Lawlaw enforcement; Investigate; Street Smart.
Signature Equipment: Night stick (club), ropes
for binding,

Weapon Specialty: Tactics-melee tactics


Skill Package: Armor Optimization-shields;
Melee Weapons; Unarmed Attack-brawl;
Acrobatics-dodge; Stamina-resist pain; Resolvephysical resolve.
Signature Equipment: If a free Gladiator
Cestus, leather armor, whip, trident. If a slave
none.

Dragoon

Knight

The Dragoon is a mounted rifleman who


combines the speed of a horse with the deadly
accuracy of the caviler. While still apart of a
larger unit, often times a Dragoon cavalry acts
separately as a flanking unit and must be able to
think tactically and on the move.

Knights are charged by their lords to enforce


the laws of the land and to fight the kingdoms
enemies. In exchange most knights are afforded
land and titles to compensate them for their
duties. While similar to both the Justice and
Constable careers, the Knight is also a soldier or
officer and fulfills a military role.

Weapon Specialty: Ranged Weapons-rifle


Skill Package: Melee Weapons; Tactics-cavalry;
Animal Handling-riding.
Signature Equipment: Caviler, cavalry sword,
war horse.

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.

Weapon Specialty: Athletics-joust


Skill Package: Armor Optimization-heavy armor;
Melee Weapons; Tactics-cavalry; Animal
Handling-riding; Culture-heraldry, etiquette.
Signature Equipment: War horse, partial plate
armor, lance, mace, shield, flag standard.

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

Critical Failure is rolled then it is treated as a


normal failure result. This check also receives
the 1 bonus stated below.
Clear Future: The future of the destined hero is
easier to see by use of FX abilities. Information
gained through these means, as well as through
the use of mundane skills like Metaphysicsastrology or prophesy, always render clearer
and more exact information than is usual for the
result generated.
Item of Power: At sometime during the heros
career he will learn of a weapon or item of great
power that can help him achieve his goal.
Finding the weapon is usually a quest unto itself
and may be the first adventure the hero
undertakes. The item is always useful and
never has a curse or drawback that would
hinder the characters destiny. Being the
subject of a grand and mission the item is never
run of the mill.
Powerful Enemies: The destined heros
enemies always come from the force or effect
the hero is destined to overcome. Often times
the leaders of the enemy force will not tell
subordinates about the hero for fear of
weakening moral however some issue warrants
for the heros capture or death, hiring every
bounty hunter willing to except the job.
Shroud of Destiny: When actively pursuing his
goal, the destined hero gains a 1 Situation
Modifier to all skill and feat checks. This benefit
does not apply for activities that are not directly
related to the completion of the characters
destiny.

Immortal

By a twist of fate or divine intervention, this


hero never ages. The hero aged normally at first,
but after reaching a young adult or mature age
his aging ceased. Others grow older but he does
not. His children grow, age, and die and
generations pass.
Many immortal characters see their gift as a
curse. Wandering the earth watching all they
knew and loved pass into oblivion while they
remain. Others revel in it and use their gift to
achieve their goals or simply flaunt their
uniqueness.
A good example of this type of character can
be found in the Highlander movies.
Advanced Level: Unless the Game Master feels
otherwise, the immortal character has been
around for sometime and has by consequence a
lot of experience. Immortals add 10 to the
average level of the campaign to determine
their starting level. This assumes that the
immortal is around for several hundred years
and has accumulated much knowledge.

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

world changes, the Tall Tale can become


obsolete and his aid no longer needed.

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.

Complex Skill Checks

When complex skill checks are used it is


sometimes necessary to determine the overall
quality of the complex skill check process itself.
For this expansion of the rules there are several
skills which call for such a distinction. This rule
is used to judge to overall quality of something
made like a sword, a suit of armor, or a brick
wall. The DM is free to ignore this and consider
any successfully made item of an equal value to
those presented in the rules. However, players
may wish to make of this skill as it allows them
to create better or more wondrous works.
The easiest way to determine the quality of a
complex skill check is by the result that occurs
most often. If a character needs to complete
four checks and has two Ordinary, one Good,
and one Marginal success, then the final result
is Ordinary. If two or more of the results are
equal use the lower quality result. There for if
six successes are required and the character
achieves two Good and two Ordinary results,
the final quality of the item is still ordinary.
Oddly enough this system does work in the
favor of greater than Ordinary results due to the
fact that Good and Amazing results lessen the
total of checks required.

Throughout these rules and additions this


system will be referred to from time to time.
Weapons, armor, poisons, tinkered devices,
mine-shafts, and bridges represent just a few of
the products that can be effected by this rule.

Purchasing Rank Benefits

It is good to be reminded of a good deal and


this is something players should be aware of.
Heroes may be able to purchase some rank
benefits early if the benefit is identified as such.
Skills that are designated with the symbol
may be purchased before the character actually
reaches the indicated rank. The cost for this is
the difference between the characters current
rank and that required to gain the rank benefit
normally. This difference is then multiplied by
two. For example, a character with rank 5 in
brawl wants the rank 8 increased damage
benefit before reaching rank 8. The difference
between the ranks is 3, which becomes a cost
of 6 skill points. Rank benefits that have the
symbol next to them cannot be purchased early.

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

be best to record the damage inflicted. The table


below offers a quick option for smashing and
breaking things.
Toughnes
s
Ordinary
Good
Amazing

Durabilit
y
Fragile
Average
High

Modifier
0
+1
+3

Both toughness and durability are assessed


and both of them apply a cumulative modifier to
the strength check.

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

Feats involving heavier weights require an


Amazing success to achieve and inflict fatigue
damage upon the character. Factors other than
the weight of the object being lifted may also
affect the situation die; for instance, a penalty if
the object is slippery, or a bonus if the object has
handles or protrusions that make it easier to hold
onto.

Armor Optimization (Cost 7


W)
Armor that's bulky, heavy, and cumbersome
hinders the character using it. This is reflected
by a penalty to the character's action check and
the worsening of a character's Dexterity
resistance modifier. The Armor Optimization
broad skill and its specialty skills help to alleviate
these penalties. It should also be noted that the
weight of armor or shields, in addition to other
equipment, can also apply penalties based on the
encumbrance rules in the Alternity Players
Handbook.
This skill functions basically the same as the
Armor Operation skill does in Alternity, however
the use of shields is now covered in its own
specialty skill. When a character is using both
armor and a shield each specialty skill handles its
ability to remove action penalties separately.

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.

Heavy Armor (Cost 3 - W)


This skill functions exactly as the Combat
Armor skill does in Alternity with the exception of
shields, which are handled by the following
specialty skill.
Rank 2 Shaking Off Stuns: Beginning at
rank 2 the character automatically reduces
secondary and primary stun damage by 1 point.
This benefit is increased by 1 point for every
even rank gained to a maximum of 6 points of
stun reduced at rank 12.
Ranks 4, 7, & 10 Improved Use: At the
indicated ranks the reduction to armors action
penalty score increase to 2, 3, and 4
respectively. This benefit cannot be used to
render a step bonus.

Shields (Cost 3 W)

This specialty skill allows a hero to improve


his ability to effectively utilize a shield during
combat by a gradual process of learning to
compensate for the weight and awkwardness of
the shield. A character with this skill at ranks 1 to
3 is allowed to reduce the action check and
Dexterity resistance modifier penalty associated
with a shield by 1 additional step.
For attacks, the shield is treated a Gauntlet
(detailed in Chapter 4: Weapons and Armor)
except that there is a +1 accuracy penalty
applied. Shield rank benefits are detailed below.
Rank 2 Shaking Off Stuns: Beginning at
rank 2 the character automatically reduces
secondary and primary stun damage by 1 point.
This benefit is increased by 1 point for every
even rank gained to a maximum of 6 points of
stun reduced at rank 12.
Rank 4 - Reaction Parry: The character
may use the Reaction Parry benefit as given for
Melee Weapons.
Ranks 4, 7, & 10 Improved Use: At the
indicated ranks the reduction to armors action
penalty score increase to 2, 3, and 4
respectively. This benefit cannot be used to
render a step bonus.
Ranks 6 & 12 - Damage Absorption: Not
only can a shield be used to absorb secondary
damage, it can also be used to absorb primary
damage as well. At rank 6 the protective value
of the shield is increased by +1, at rank 12 this
is increased again to a maximum of +2. It is

important to note that this applies to primary


damage only.
Ranks 6 & 9 - Attack Bonus: At rank 6 the
+1 penalty to attacks using the shield is
dropped. At rank 9 the character can attack
with the shield at a -1 Situation Modifier.

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

If a hero gets a Critical Failure on a climb


check, he loses his grip and falls (unless
equipment prevents it). If he has any actions left
in the round, he can attempt to regain his hold by
getting an Ordinary success or better on a second
climb check with a +1 penalty on top of any other
modifiers that apply. If this attempt fails or if the

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

either springing off another object or using a


vaulting pole. When called upon to make a vault,
a character may use either his Athleticsjump
skill or his Acrobatics skill (if he possesses it). If
the character has either skill, increase the
distance noted under vertical leap by 1 m. If the
character uses a pole, increase the distance by 2
m.
Increased Distance: As a hero increases his
ranks in this specialty skill, the distance that he
can jump or leap also increases. The running
jump improves by 1 meter at ranks 3, 6, 9, and
12; the standing jump improves by 1 meter at
ranks 4, 7, and 10; and the vertical leap
improves by 1/2 meter at ranks 5, 8, and 11.

Amazin
g
3m

2m

4m

6m

1m

1.5m
-- see below --

2m

A standing jump is performed from a


stationary starting position. A running jump
requires at least 4 meters of space for a running
start before making the jump. A vertical leap is
made from a standing position; the distance
indicates how far above his head a character can
leap and reach. Vaulting is basically a vertical
leap that is enhanced by some form of assistance

The accuracy of a throw depends on the


range and the degree of success achieved on a
skill check, as shown on page 67 of the Alternity
Players Handbook. Modifiers for the throwing are
shown on page 57 of the Alternity Players
Handbook and in chapter 4 of this book.

Athletics, Specific Skill (Cost 1)


A player, if he desires, can design and add an
Athletics specialty skill that fits into the concept
he has for his herofor example, a specific sport
or a physical fitness regimen such as weightlifting
or aerobics. How the skill works in the campaign
is left up to the GM.
Many applications of this skill can be used to
replace those feats normally related to a Strength
Feat. Athletics-Open Doors or Athletics-Throw
Dagger are good examples.

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

In the case of produced goods, the cost of


materials used by the character to create a
finished object is equal to onethird of the items
listed price as shown in chapter 4 of this book.
The following rank benefits are gained by all
specialty skills in this broad group.
Ranks 3, 6, 9, & 12 Construction
Mastery: As a hero gains experience in a
chosen specialty skill, the quality of his work
becomes higher and the value of his services go
up. At rank 3, the character can ask an extra
10% for his work; at rank 6 he receives an extra
25%; at rank 9 he receives an extra 50%; and
at rank 12 he receives an extra 100%.
Ranks 4, 8, & 12 - Increased Effect: As a
hero gains ranks in a specialty skill, he receives
a situation die bonus for dealing with less than
ideal materials, tools, or circumstances. At rank
4, the bonus is 1; at rank 8 it improves to 2;
and at rank 12 it becomes 3.
Ranks 5, 8, & 11 - Increased Fortitude: As
a character gains ranks in a specialty skill, he
learns to compensate for the energysapping
nature of the tasks that he performs. This
results in an increase in the interval between
Stamina checks to determine fatigue damage.
At rank 5, the character needs to make a check
every 30 minutes he spends laboring; the check
is made once every hour at rank 8; and every 2
hours at rank 11.

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

weapon or a piece of armor (or one +1 of Action


Penalty as you see fit). The quality of the ore, as
determined in the Mining skill under the
Engineering broad skill, establishes the base
complexity for the Smelting check as per the
standard rules. Of course not all ores are harder
to smelt simply because they are more rare.
Make adjustments where you feel they are
needed.
Modifiers for the type of metal being smelted
can range from 1 for soft metals to +1 for harder
ones (like iron) or even as high as +5 for Mithral
or Adamantium. The actual building a smelting
forge requires this skill as a base of knowledge
and the Construction-blacksmith or the
Engineering broad skill for the roll.

Stonemasonry (Cost 2 S)

This specialty skill allows a hero to cut solid


rock for use in construction and then to apply it to
the building of a structure. The stonecutter can
craft bricks, lathes and simple objects of stone.
This specialty skill also covers the breaking of
rocks to be molded into bricks.
The time it takes for the stonecutter to craft
an object is based on its durability rating. The
number of successes necessary to complete the
complex skill check is equal to the object's
durability rating. Each roll for the complex skill
check requires between ten minutes and six
hours, based on the size and complexity of the
cut stone object. The specifics are left at the
Gamemasters discretion.
Rank 3 - Repair: When a character reaches
rank 3, he can repair a damaged stone
construction. 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 one
half the objects durability rating.

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

These adjustments are not cumulative; each


can only be selected once by the smith crafting
the weapon. A Marginal weapon can only have a
single penalty. Good weapons have a single
bonus and Amazing weapons have three different
bonuses.
Weapon Repair: When a character reaches
rank 3, he can repair damaged weapons. Using
this rank benefit also requires a complex skill
check. The time it takes to repair a weapon 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 weapon is
also at the Gamemasters discretion, but should
not be more than onehalf the weapons
durability rating.
Magical weapons may also be repaired at
this rank as well. This imposes a base +1, 2, or
3 penalty to each check however. This penalty
is in addition to all other modifiers associated
with this use of the skill.

Construction, Specific Skill (Cost 1)


This skill can't be used untrained.
A player, if he desires, can design and add a
specialty skill that fits into the concept he has for
his hero. This can also be used for other
construction specialty skills that are specific like
the making of one type of weapon (great swords)

or one type of armor (chain mail). How the skill


works in the campaign is left up to the GM.
Rank 3 - Repair: This rank benefit works the
same as it does for other specialty skills in this
broad group. If the skill mimics another, like
weaponry, then those features of this rank
benefit also apply.

Heavy Weapons (Cost 6 W)


Heavy Weapons are ranged weapons that
have sufficient mass to require strength to
employ instead of dexterity. Some of these
weapons are heavier versions of ranged weapons
while others are smaller versions of siege
weapons. Chapter 4: Weapons and Armor goes
into detail about the various types of Heavy
Weapons there are available.

Direct Fire (Cost 4 W)


This specialty skill allows the hero to improve
his proficiency with directfire heavy weapons.
These weapons work just like normal firearms,
requiring the user to aim them at a target.
Directfire heavy weapons include the
Blunderbuss, the Arrow Gun, and the Light
Ballista. Rank benefits were not given in the
Alternity Players Handbook for direct fire
weapons. Those presented below may or may
not be allowed based in the Game Masters
decision.

Rank 3 Distance Precision: The character


suffers no penalty for long range attacks.
Rank 6 Rate of Fire: If the weapon allows
one attack per action then the character may
attempt a double-shot in the same phase. This
imposes a +1 penalty on the first attack and a
+2 on the second. For Direct Fire weapons that
require a reload per action this reload number is
reduced by one action.

Indirect Fire (Cost 4 W)

This specialty skill allows the hero to improve


his proficiency with indirectfire heavy weapons.
These weapons can fire over or around obstacles;
they deliver an area effect attack instead of an
attack against a specific target. Indirect fire
weapons include the Greek fire projector,
mortars, and the light catapult.

Rank 3 Distance Precision: The penalty


for short range is reduced to a +1 penalty
instead of a +2.
Rank 6 Rate of Fire: If the weapon allows
one attack per action then the character may
attempt a double-shot in the same phase. This

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.

Melee Weapons (Cost 6 W)


Melee weapons have been divided into four
primary categories. Blades and bludgeon are
self-explanatory. Polearms features weapons that
generally require two hands to use and are used
in a thrusting or slashing method of attack. Whip
of course features the whip but may also be used
for similar rope-like weapons.

Blades and Bludgeon (Cost 3 W)


The rank benefits for both the blades and
bludgeon skills are as follows:
Rank 4, 8, & 12 - Resistance Modifier: +1
at rank 4, +2 at rank 8, and +3 at rank 12.
Rank 4 - Reaction Parry: Can parry before
the character has an action in the round.
Rank 6 - Double-Strike: Can strike with the
same twice in a phase. Penalty is +1 and +2
per strike. Attacks can be on the same or
different targets.
Rank 9 - Multistrike: Can strike three times
in the same phase. Penalties are +1, +2, and
+3. Attacks can be on the same or different
targets.

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

attempts may be made against that target for the


remainder of the scene in addition to any other
calamity that may exist. This intimidation does
not cause abject fear in the target but it does
force him to stay his ground or to move back.
Whips also have another ability that can be
utilized in combat. With a successful attack roll
the player can declare that the action is an
overpowering attack. The same rules apply as
well as any penalties to the overpowered target.
The only option that the character can use
however is the Takedown option. The character
may also use this option to disarm an opponent
at a distance. As with the Overpowering rules, a
+1 penalty is applied as well as a +1 penalty for
use of this skill at the broad or untrained level.
Rank benefits for use of the whip are applied at
the following ranks.
Ranks 4 & 8 - Intimidate Bonus: At rank 4
the wielder automatically imposes a +1 penalty
to any intimidate checks with the whip. This
penalty increases to a +2 at rank 8.
Rank 4 - Increased Effect: At rank 4 the
character, when using the whip in an
overpowering attempt, can perform a Takedown
without having to achieve the standard hold
(similar to Defensive Martial Arts).
Ranks 5 & 10 - Called Shot Bonus: When
the character achieves rank 5 in this skill the
whip can be used to perform disarms and other
called shots at a +2 penalty instead of the
standard +4. At rank 10, called shots and
disarms can be performed at no penalty.

Unarmed Combat (Cost 5)


This broad skill provides a hero with basic
knowledge and experience in handtohand
fighting. A hero trained in Unarmed Attack has
enough knowhow to dish out damage and
protect himself in a street fight.

Brawl (Cost 3 W)

Damage inflicted by a brawl attack is


1d4s/1d4+1s/1d4+2s. Any Strength modifiers
the character may have can increase this
damage. The brawl skill receives the following
rank benefits:
Ranks 4, 8, & 12 - Knockout: At the
indicated ranks an opponent suffers a +1, +2,
or +3 penalty to their Stamina-endurance check
to resist a knockout caused by an amazing hit.
Rank 8 - Increased Damage: Damage
increases to d6s/d6+2s/d4w.

Power Martial Arts (Cost 5 R, W)


This skill cant be used untrained.

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

Dexterity measures a hero's agility,


coordination, and reflexes. To determine the
result of an action involving Dexterity that isn't
directly related to a skill, a hero makes a feat
check. Grabbing the side of a building as the
villain throws you off the roof is one example of a
Dexterity feat.

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

damage at the GM's discretion. This outcome


generally involves bad luck concerning some
aspect of the equipment being usedscuba
diving gear springs a leak, a parachute fails to
open properly, etc.
On a Failure, the attempted action doesn't
succeed, but the character does not necessarily
suffer damagea parachutist goes drastically off
course and lands a long distance from his target,
perhaps taking damage as well.
On an Ordinary success, the character is
basically able to perform the actionhe can
manipulate a hang glider so that he stays aloft,
but he has no control over his direction of travel.
On a Good success, the character has limited
control of the actionhe opens his parachute at
just the right time, and also is able to use it to
maneuver so that he lands only a short distance
from his target.
On an Amazing success, everything goes right
he rides the raft all the way through the rapids
without damage to himself or his equipment.
Ranks 4, 8, & 12 - Increased Proficiency:
As a hero attains higher ranks in the daredevil
skill he becomes more adept at surviving death
defying feats; as such, the character receives a
situation die bonus when using the daredevil
skill. The bonus is 1 step at rank 4, 2 at rank
8, and 3 at rank 12.

Defensive Martial Arts (Cost 5 R, W)


This skill cant be used untrained.
Damage is d4s/d4+1s/d4+2s, plus any
increase a hero receives for his Strength score. In
addition to causing damage, this skill may enable
a hero to knock an opponent to the ground,
forcing that opponent to spend an action to
regain his feet or else suffer a penalty to other
actions he may try. Defensive martial arts can
also be useful in an attempt to overpower an
opponent, as described in "Overpowering
Options" in the Alternity Players Handbook.
Rank 2 - Block: When a character reaches
rank 2 in this skill, he can attempt to block or
counter any unarmed attack against him.
Blocking requires that the character make a
defensive martial arts skill check and compare
his result to the attacker's result. The character
who blocks must achieve a success that's equal
to or greater than the attacker's success. If the
defender succeeds, then no damage is inflicted
upon him by the blocked attack. A character
can only block in a phase when he has an
action available. Only one attack is countered,
and no other actions can be attempted in the

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.

A character with the fall specialty skill adds his


rank in the specialty to his Acrobatics score and
uses that number to make the skill check, with a
+d0 base situation die.

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.

Tightrope Walking (Cost 1)


This is a good example of the Acrobaticsspecific skill being put to good use. This skill
works in manner similar to that of the Athleticsclimb skill with the exception that a check is
required for every three meters traversed.
Modifiers can include a penalty for the thickness
of the rope or a bonus of 2 if a balancing pole is
used.
Combat on a rope requires a skill check for
every phase of fighting and incurs a +2 penalty.
Note that the skill check for tightrope walking is
considered a second action and no further actions
save for balancing and fighting (or using an FX
power) should be allowed.

Zerogravity Training (Cost 2)


This skill can't be used untrained.
This skill is appropriate for Spelljamming
campaigns. An untrained character has a +3
step penalty to the use of any Strength or
Dexterity based skills in zero gravity, and a +1
step penalty in light gravity. Purchasing this skill
immediately reduces the zerog penalty to +2
steps, and eliminates the penalty for light gravity.
Ranks 4, 7, & 10 - Improved Training: For
a hero with this skill at rank 4, the zerog
penalty is reduced to +1 step, and any actions
attempted in light gravity receive a 1 step
bonus. At rank 7 the zerog penalty is
eliminated, and at rank 10 any physical actions
attempted in zerog receive a 1 step bonus.
(The bonus for light gravity never improves
beyond 1 step.)

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.

Acrobatics, Specific Skill (Cost 1)


This skill cant be used untrained.
The specific uses of Acrobatics can run an
entire gamut of abilities. Dodge Breath Weapon,
Avoid Gaze Attack, and Rappelling, are all
possible examples as well as other specific
acrobatic feats.

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

Staminaendurance check to determine the


amount of fatigue damage he suffers. All
specialty skills in this group grant the following
rank benefits.
Ranks 3, 6, 9, & 12 Improved Value: As
a hero gains experience in his chosen Craft II
specialty skill, the quality of his goods becomes
higher and the value of his services go up. At
rank 3, the character receives an extra 10% for
his goods; at rank 6 he receives an extra 25%;
at rank 9 he receives an extra 50%; and at rank
12 he receives an extra 100%.
Ranks 4, 8, & 12 Improved Skill: Rank
benefits for any of these specialty skills grant a
1 Situation Modifier at rank 4, a 2 at rank 8,
and a 3 at rank 12. It should also be said that
the Creativity broad skill can be used to greatly
enhance this skill as well.
Ranks 5, 8, & 11 Reduced Drain: As a
character gains ranks in a Crafting specialty
skill, he learns to compensate for the mentally
draining nature of the tasks that he performs.
This results in an increase in the interval
between Stamina checks to determine fatigue
damage. At rank 5, the character needs to
make a check every 2 hours he spends
laboring; every 3 hours at rank 8; and every 4
hours at rank 11.

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.

Bowyer Crafting Time


Weapon Type
Arrows/Quarrels

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

These adjustments are not cumulative; each


can only be selected once by the bowyer crafting
the weapon. A Marginal weapon can only have a
single penalty. Good weapons have a single
bonus and Amazing weapons have three different
bonuses

Gem Cutting (Cost 3 S)


This skill cant be used untrained.
This specialty skill allows a hero to properly
cut and polish gems bringing out a natural luster
that gives them their value. The time it takes for

Value

Ornamental
stones
Marginal
gems
Ordinary
gems
Good gems
Amazing
gems

1/week

Automatic crossbows require the use of the


Tinkering-invent skill to craft unless the character
comes from a late Progress Level 4 society.
Obtaining the components may require contacts
or searching the market.
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. The adjustments
to each individual category are listed on the
following table:
Categor
y
Accuracy
Damage
Durabilit
y
Actions
Range

the smith to cut a gem is based on its expected


value and quality as shown on the table below.

50gp or
less
100gp

Complexi
ty
Simple
Marginal

500gp

Ordinary

1000gp
5000gp

Good
Amazing

Rank 4 - Increase Value: The character can


give a gem extra attention in the hope of
raising its expected value. By increasing the
complexity of the complex skill check by one
category (from Ordinary to Good, for example)
and working with a +3 step penalty the
character can increase the value of the gem he
is cutting to the next higher category. Using the
previous example, a 500 gp gem would be
valued at up to 1000 gp. For Amazing gems
double the value.

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.

Gunsmith Crafting Time


Weapon
Type
Ball Shot
Mini-Ball
Arquebus
Blunderbuss

Complex Skill Check


Marginal (per 20
rounds)
Ordinary (per 10
rounds)
Marginal (2 successes)
Ordinary (3 successes)

Time
Interval
1/day
1/day
1 per day
1 per 3
days

Chapter 3: Skills
Carbine
Caviler
Cylinder Rifle
Long Rifle
Musket

Amazing (10 successes)


Good (6 successes)
Good (7 successes)
Good (5 successes)
Ordinary (4 successes)

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

Other weapons not mentioned on this list


require other skills to manufacture. 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. The adjustments
to each individual category are listed on the
following table:
Categor
y
Accuracy
Damage
Durabilit
y
Actions
Range

Penalty

Bonus

+1 step
1 point
1
mortal
1
10%

1 step
+1 point
+1
mortal
+1
+10%

These adjustments are not cumulative; each


can only be selected once by the gunsmith
crafting the weapon. A Marginal weapon can only
have a single penalty. Good weapons have a
single bonus and Amazing weapons have three
different bonuses

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

the penalty it applies to the Manipulate-lockpick


skill. Each roll for the complex skill check
requires one hour. This time frame assumes that
all required materials are at hand once the work
begins.
Repair: When a character reaches rank 3, he
can repair damaged locks. Using this rank
benefit also requires a complex skill check. The
time it takes to repair a lock is up to the
Gamemaster, but each check should take about
10 to 30 minutes, based on the severity of the
damage. The number of successes necessary
to repair the lock is also at the Gamemasters
discretion, but should not be more than one
half the locks durability rating.

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.

Crafting, Specific Skill (Cost 1)


This skill can't be used untrained.
A player can design a Crafting specialty skill
that fits into the concept he has for his hero.
Leatherworking, Pottery, Cobbling, and Sewing
can belong to this group. It should also be said
that the manufacture of wands, rods, and staves
can also belong to this skill; particularly if the

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)

This specialty skill allows a hero to improve


his proficiency at picking pockets or otherwise
remove objects from a person (or planting
something on a person) without that person
noticing. The base situation die is determined by
the target's Will resistance modifier, plus any
additional penalties or bonuses.
On a Failure or a Critical Failure result, the
pickpocket slips uphe doesn't get what he was
after and he is noticed, either by the intended
victim or someone else who witnessed the
attempt. In some cases, such as when the target
is unconscious and alone, the Game Master may
determine that a Failure result is not possible, and
thus any attempt results in at least a Marginal
success.
Repeated attempts by one pickpocket against
the same target are possible, but the Game
Master has the final say on how often those
attempts can be made, and he may assign a
penalty to the second and subsequent attempts.
Trying to pick someone's pocket successfully a

number of times in succession increases the


chance that the character will be spotted.
The degree of success on a pickpocket skill
check has no effect on the immediate result;
whether the result was Ordinary, Good, or
Amazing, the character succeeded in what he
tried to do. But a result of Good or Amazing could
help to offset any penalty the Game Master might
attach to repeated attempts.
Ranks 3, 6, 9, & 12 - It Takes One to
Know One: As a character improves this
specialty skill, he becomes more familiar with
the tricks of the trade, thus making it harder for
others to pickpocket him. At rank 3, the benefit
is a +1 penalty to the foe's attempt. At rank 6,
the penalty to the foe is +2 steps, at rank 9 the
penalty becomes +3 steps, and at rank 12 it is
+4 steps.

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.

Set/Disarm Traps (Cost 3 R, S)

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.

Ranged Weapons (Cost 7 W)


As there is no distinction between primitive
and modern ranged weapons in this game, all
such weapons are usable by this broad skill. The
different Progress Levels, and the allowance of
the Game Master, determine what can and
cannot be used.

Automatic Weapon (Cost 3 W)


This specialty skill improves a characters
ability with certain tinkered weapons that rely on
a burst or automatic mode of fire. While most
such weapons can be used by another specialty
skill in this group, no rank benefits apply unless
they come from this skill.
Rank 3 - RocknRoll: When a hero attains
rank 3 in this specialty, he learns to change
clips or ammo containers more efficiently. The
penalty for changing a clip and firing in the
same action is reduced to +1 step.
Rank 6 - Precision Shooting: When a hero
reaches rank 6, his situation die penalties for
making an attacks with an automatic weapon is
reduced to 0, +1 step, and +2 steps.
Rank 9 - Extra Burst: When a hero attains
rank 9, he becomes able to get off 4 bursts of
ammunition, instead of 3, on every automatic
fire attack. He receives a fourth situation die,
with a +3 penalty assigned to it. If the
automatic fire attack is directed against more
than one target (as is almost always the case),
the recipient of this extra burst must be
specified before the dice are rolled. (This
benefit doesn't allow the hero to shoot at more
than 3 targets, however.) Firing this extra burst
uses up one additional burst from the weapon's
clip.

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)

This specialty skill allows a hero to improve


his proficiency with pistols of varying types.
Some of these weapons, like the needle pistol,
have automatic fire capabilities. While they may
be used with this skill no rank benefits are
gained. Refer to the automatic weapons skill
below for more information.
It requires one action to load a pistol and a
separate action to fire the weapon. If a specific
type of pistol has different features they will be
noted in the weapons description. If a hero wants
to draw and fire his pistol in the same phase, the
action receives a +1 penalty instead of the
normal +2.
Rank 3 - Quick Draw: After a hero reaches
rank 3, he can perform a quick draw with his
pistol. This allows him to draw his weapon and
fire it in the same phase without the +1 penalty.
Rank 5 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 round in the same
action. If the pistol in question has a multi-

round capacity then the Double-shot benefit


can be used instead.

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)

With this skill the character can become


skilled in the use of this primitive but effective
weapon. A sling can be loaded and fired in the
same action. Slings 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 a sling twice in the same action.
Doing so imposes a +1 penalty on the first shot
and a +2 on the next.

Rope Use (Cost 3)


This skill is used when a character wishes to
bind something with a rope or length of cord. For
simple knots, like tying ones shoelaces, no check
is needed. However, when trying to tie down a
sail exposed to high wind, create multi-purpose or
very strong knots, securing a wild beast, or hog
tying a prisoner, a check is always called for.
Whether this skill uses a simple or complex skill
check is up to the Game Master as are any
Situation Modifiers.
In some cases, skill checks may only be called
for when the knot is put to the test so to speak,
or when someone else tries to undo the knot.
Game Masters may also use the Complex Skill

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

Ordinary success gives the observer a +1


penalty; Good, a +2 penalty; and Amazing, a +3
penalty.
Obviously, a Stealth skill can't be used if the
hero is presently in plain sight of his opponent, or
if the hero is emitting sounds or smells that can
reach the opponent. Before you can hide from
someone, or follow him without being seen, or
sneak up on him, you first have to be in a
situation or a position where the observer can't
immediately see or otherwise detect you.

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)

Sneaking is the ability to move silently so as


to avoid being observed. While a hero is
sneaking, he can move at up to of his walk
movement rate. The skill used by an observer to
detect a sneaking hero is Awarenessperception if
the observer is expecting trouble, or Awareness
intuition if he is not.
The hero must make a new sneak check in
every round during which he continues to use this
Stealth skill.
In addition, if a hero should succeed in using
the sneak skill to get adjacent to an opponent (or
to get within short range, if the hero is using a
ranged weapon), he can make an attack in the
same phase that the successful sneak took place
and the hero receives a situation die bonus to
that attack, since he has surprised his opponent.
The bonus is determined by the level of success
achieved: Ordinary, 1 step; Good, 2 steps;
Amazing, 3 steps.
Rank 6 - 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.

Somatic Concealment (Cost 3 R)


All FX abilities from the Arcane, Faith, and
Shared magic skill groups require a ritual
trapping. This means that the spell caster must
perform some type of physical movement to cast
a spell. This skill helps the caster to hide these
movements and gestures from others when they
feel it is appropriate.
The result of the skill check provides a +1,
+2, or a +3 penalty to the perception checks of
onlookers to prevent them from noticing the
casting. Marginal results offer no penalty and
Critical Failures provide those in view with a 2
bonus. This skill can be very helpful in societies
where magic is not tolerated or in situations
where the anonymity of the spells origin is best
left unknown.
At the DMs option, this specialty skill can also
be placed under the Manipulate broad skill.

Rank 3 - 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.

Vehicle Operation (Cost 4 S)


The use of vehicles in fantasy campaigns is
not nearly as common as with the standard
Alternity game. Even still, there are crafts that
adventures will use to get around. The most
come type of vehicle in use are watercrafts. Land
crafts are rare as most persons travel on a horse
or other beast of burden. Aircraft are even rarer
and may be limited to unique vehicle of this type.
Rank benefits for the various uses of this skill
are common regardless of which specific type of
vehicle is being used. Those rank benefits are as
follows.
Rank 3 Maintain Control: The vehicle
operator gains a -2 Situation Modifier against
losing control of his vehicle.
Ranks 4, 8, & 12 Improved Proficiency:
At the indicated ranks the character gains a 1,
2, or 3 Situation Modifier while controlling a
vehicle.
Rank 6 Moderate Maneuver: At this rank
the character can specialize in a Moderate
maneuver. This maneuver can be performed at
no penalty.
Rank 9 Vehicle Dodge: At this rank the
vehicles controller can provide a +1 increase to
resist incoming fire if at least some type of
maneuver is attempted in the same phase.
Rank 12 - Extreme Maneuver: At this rank
the character can specialize in an Extreme
maneuver. This maneuver can be performed at
only a +1 penalty.
In addition to rank benefits characters can
also attempt to squeeze a little more speed out of
their vehicles by first stating that this is their
intention and then by rolling the appropriate skill
check. A Good result allows the vehicle to
increase its speed by 10% for that phase only
while an Amazing result allows the crafts speed to
be increased by 30%. Ordinary results do not
alter a vehicles speed. While using this option,
the craft cannot perform any other type of
maneuver.

Air Vehicle (Cost 5 S)

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.

Land Vehicle (Cost 4 S)

This specialty skill enables a hero to become


trained in the use of a specific type of land
vehicle. If he wants to be skilled in the operation
of more than one type of land vehicle, he must
purchase and improve each specialty skill
separately.

Space Vehicle (Cost 5 S)


This skill can't be used untrained.
This specialty skill enables a hero to become
trained in the use of a specific type of space
vehicle. If he wants to be skilled in the operation
of more than one type of space vehicle, he must
purchase and improve each specialty skill
separately.
This skill is also used to operate the helm of
large, multi-crewed space vessels. Other aspects
of a space vehicle may require the Ship Operation
broad skill to control.
Types of space vehicles are discussed in the
Spelljamming section of chapter 7 in this book.

unpleasant odor is an example of a Constitution


feat check.

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)

This specialty skill differs from the space


vehicle skill do to the use of a spelljamming helm;
a special magical item. The different types of
ship systems that require this skill is discussed in
the Spelljamming section of chapter 7 in this
book.

Except to determine if a hero can tread water to


avoid drowning, this skill cant be used untrained.
This skill is needed for a character to use his
swim move rate. In addition the character gains
a 1 step bonus to endurance checks for holding
his breath.
Ranks 4, 8, & 12 Improved Breathing:
The bonus to breathing improves to 2, -3, and
4 at the indicated ranks.
Ranks 4, 8, & 12 Increased Speed: Both
the easy swim and swim move rates increase
by 1 meter each at the ranks indicated.

Water Vehicle (Cost 3 S)

Trailblazing (Cost 3 R)

Spelljamming (Cost 2 S)

The control of a sea vessel is an important


part of this skill however there is more to
manning one of these larger craft than merely
holding on to the wheel and rudder. Many of the
ships mentioned on the table above also require
the Ship Operation skill to maneuver as well. This
skill is called in to action during phase by phase
conflicts or in avoiding immediate disasters
where speed is critical. Ship Operation-sail
manipulation, described later, is used to
determine the ships speed over a long voyage.

This skill check is called for at the beginning


of a days travel. A Critical Failure causes the
character and all others following his path to
suffer an additional +1 penalty to fatigue checks
associated with the trek. A failure offers no help.
An Ordinary to an Amazing result grants a 1, 2, or
3 step reduction of penalties involved in the
travel. This step reduction cannot be used to turn
penalties into bonuses; the best possible result
would be negating a penalty altogether.

Constitution Skills

Stamina is used to measure a characters


resistance to dying after sustaining mortal
damage and resisting fatigue. This skill is also
used to resist the effects of many spells, primarily
those that effect the heros body and his physical
state of being.

Constitution measures a heros stamina,


general physical condition, and ability to absorb
or withstand physical trauma. Fighting off the
effects of nausea after being exposed to an

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.

Light Sleeping (Cost 4 R, W)

member of the group (presumably the person


with the best chance of success). The results
range from +3/+1/0/-1/-3 for a Critical Failure to
an Amazing success. The cumulative situation
modifier is then applied to the designated
characters skill check with the following results
to the airs quality:
Result
Critical Failure
Marginal
Ordinary
Good

Air Quality
Reduced by
Reduced by
No change
Prolonged by
50%
Prolonged by
100%

This skill aids characters by allowing them a


skill check whenever they are sleeping and are
approached by some type of threat. A
characters Resistance Modifier for a high Will
score do not hinder a stealthy attacker however
any bonuses gained by Stealth-sneak can apply
as penalties to this skill. Neither perception nor
intuition may be used to aid this check. The
Danger Sense perk can be used, as it would
normally aid the intuition skill.
If a success is generated, the quality of the
result grants the character the ability to wake up
and take action. In the phase that a threat is
present an Ordinary check allows for an Action
Check at a +2 penalty, a Good a +1 penalty, and
an Amazing check offers no penalty. A Marginal
result grants the threat a free surprise attack or
action that the character can not readily defend
against. A Critical Failure grants the threat a free
surprise attack and the first action taken by the
sleeping character takes place automatically in
the Marginal phase of the next combat round.

As an example, three characters are


trapped in a cave-in, two humans and a dwarf.
The dwarf has this skill at rank 3 so the group
designates her as the final roll. The first two
characters roll a skill check each and both
produce Marginal results. This sums together to
create a +2 penalty to the dwarfs skill check.
Despite the penalties, the dwarf achieves a Good
result and the group manages to extend their airtime by 50%. Leadership and other relevant skills
can also aid in the final result of this skill.
As a final note, this skill offers no benefit if
the character(s) are underwater and it use
assumes that the character(s) can still breath.

Resist Pain (Cost 4 W)

Survival (Cost 5 R, W)

This skill cant be used untrained.


This skill allows a character to ignore some or
all of the penalties accumulated from excessive
stun and wounds as well as mortal damage. After
the first penalty is applied the character makes
this check immediately without spending an
action. The skill removes 1, 2, or 3 steps of
penalty based on its success and the bonus last
for the remainder of the scene. This skill has no
effect on fatigue damage.

Slow Respiration (Cost 3)


This skill is used by dwellers in the earth
and by Miners to extend the amount of
breathable air they have in emergency situations.
When an air supply is limited or contaminated, a
person (or persons) can attempt a skill check to
increase the amount of good air remaining. First
the DM determines how much air is left (after a
cave-in or similar disaster) and then calls for all
persons involved to make a skill check. Each
person rolls the skill check in any order they see
fit with the result of each check providing a
cumulative modifier for the check of one selected

Amazing

This skill provides basic training in survival


techniques; finding shelter, procuring food and
water, and avoiding environmental hazards.
Normally a check is required each day. Skill
check results: Failure, hero cannot find the
requirements of survival for that day; Ordinary,
the character finds enough shelter and food to
survive for one day; Good, the hero finds enough
food and provisions for himself and six others;
Amazing, the character becomes so familiar to
the environment that survival is no longer a
factor unless the situation changes.
At the Game Master's option this skill can also
grant a 1 to a 3 step bonus to Staminaendurance checks for resisting hazardous
conditions.

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

Survival Training (Cost 3 R, W)


This specialty skill improves a characters
ability to survive in a specific type of terrain.
Available terrain types include those on the table
above or others allowed by the Game Master.

Intelligence Skills

Intelligence is important to all types of


characters because this determines how many
skill points the character starts with. Feats based
on intelligence include performing a
mathematical problem in ones head or recalling
specific details about an event or location. The
Game Master can base Situation Modifiers on the
complexity of the task itself or on how old the
knowledge is. Recalling an event that happened
a year ago might involve a +3 penalty while
adding several numbers together may involve no
penalty at all.

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

when mixed (either in the air or in the blood


stream of a target) regain their lethality. One
part of the poison could be introduced into a
guests wineglass. The other component could
be laced in the wax of a candle used to light
that guests bedchamber later that night.
While the Toxins skill is usual possessed by
nefarious types of persons, this skill can also
make antidotes for poisons as well. All the skill
checks, modifiers, and laboratory requirements
remain the same. However antidotes usually
have different ingredients and recipes so these
must be acquired or learned separately.

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


Skill
Result
Crit.
Failure

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

Ranks 4, 7, & 10 Increased Effect: At the


indicated ranks the character receives a greater
step bonus of 2, -3, and 4 while using that
specialty skill.

Illicit Business (Cost 3 D, R)

Illicit business covers the black market and


contraband goods. Extortion, smuggling, fencing
stolen goods, and dealing with the black market
are some of the trade practices this skill provides
knowledge in. This skill is more often used by the
upper-class criminal the embezzler, the inside
trader, the court spy, and so forth.
In addition, having this skill reduces penalties
for attempting illegal transactions. When first

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

Large Business (Cost 3 D)


This skill deals with business transactions
between large entities like countries, kingdoms,
or nations. The scope of the skill determines
ones skill in long-term planning, the effects of
export/import taxes, shipping costs, and the like.
While this skill can generate larger returns it often
requires time, usually years, to realize a profit.

Small Business (Cost 3 D)

This skill deals with the management of a


small merchant or entrepreneur who usually
deals with a specific trade or product offering.
Most businesses of this scale work locally or
within the range of several towns or cities.

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

a complex skill check is needed. If the check


succeeds at a Marginal complexity then a +1
penalty applies to Awareness or Investigatesearch checks used to uncover it. This penalty
increases by +1 for each level of complexity
passed to a maximum of +4 at Amazing. In
addition to this if the check for placement also
passes a Good complexity the detonation causes
damage at one grade better. For completion of
an Amazing complexity check the damage is two
grades better.

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.

Scratch-Built Explosives (Cost 4 S)


This skill cant be used untrained.
This skill lets a character attempt to build a
home-made bomb from scratch or to tamper with
other explosive devices to make a demolitions
charge. Using this skill assumes the character
has the proper tools. If not a +2 penalty is
applied to the check.
Making the device can take anywhere from a
few minutes to several hours. The length of time
used can provide a bonus or penalty to the check
when the item is set in place and/or detonated.
Skill Check
Result
Critical Failure
Failure
Ordinary
Good
Amazing

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

On a Critical Failure the bomb explodes upon


completion of the creation process; injuring the
maker. The degree of success also indicates he
complexity required to disarm the device as well.

Set Explosives (Cost 3 S, W)


This skill improves a characters ability to set
manufactured explosives.

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

Work Force Moral


Very Poor
Poor
Average
Good
Very Good

+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.

Siege Works (Cost 3 S, W)

The primary use of Siege Works is in


preparation for war. This skill is used to build
team weapons like catapults and Greek fire
projectors. As with other building skills, the
durability of the weapon system forms the base
of the complex skill check.

Space Works (Cost 5 S)


This skill cant be used untrained.
This skill is similar to the fortifications skill
above except that it deals with fantasy space
instead. The difficulty of using this skill involves
the manipulation of gravity planes.

Knowledge (Cost 3)

Use of this broad skill represents the


characters ability to know a little bit about any
particular subject. Use of this broad skill is
discussed on page 81 to 82 of the Alternity
Players Handbook. It should also be noted that
the quality of a library may aid or hinder a
characters search for knowledge on a topic as
described in chapter 5 of this book.

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.

First Aid (Cost 2)


This skill cant be used untrained.
This skill represents a characters knowledge
in the use of first aid techniques and the general
use of healing items. Situation Modifiers can
apply as given for Medicine skills below. First aid
can be used for the following tasks:
Heal Stun Damage: A skill check restores 2, 3, or
4 stun points. This only works on someone who
is conscious.
Knockout Recovery: A successful skill check
brings a character back to consciousness and
also recovers 1, 2, or 3 stun points.
Heal Wound Damage: This use of the skill calls for
a complex skill check. The quality of the
healing equipment used determines the
complexity: Ordinary, 8 successes needed;
Good, 5 successes needed; Amazing, 2
successes needed. Upon completion of the
check 1, 2, or 3 wound points are healed as
determined by the quality of the complex skill
check itself, which is described at the beginning
of this chapter. A Critical Failure instead inflicts
1 point of wound damage on the patient.
Dying: A successful check allows a character with
mortal damage to avoid making an endurance
check at the end of the current scene. This
cannot heal mortal damage.

Ranks 4, 8, & 12 Improved First Aid: At


the indicated ranks the character can reduce
any penalties by 1, 2, or 3 steps.

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

Languages, Sign Language (Cost 1)


This skill cant be used untrained.
Many forms of clandestine and intelligence
related activities call for a means for party
members to communicate silently. To use this
skill both the character sending a message and
the receiver must first be able to see each other
and both must make a skill check to understand
what is being said. The senders skill check
result is used to modify the receivers skill check
in the same way that one skill can enhance
another.

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.

Knowledge, Specific Skill (Cost 1)


This skill can be used for skills that do not
exist on the list already. This specific skill usually
deals with a specific academic discipline however
it may cover hobbies or some other form of
special interest. This skill should replace skills
already mentioned in the list and Game Masters
may need to arbitrate what specific skills can be
taken in this category.

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.

Court Procedures (Cost 3 D)


This specialty skill improves a characters
ability to argue a point of view in an official
proceeding. This skill can also be used to

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 Hearing Results


Success
Critical
Failure
Failure
Ordinary
Good
Amazing

Bond
Incarcerated without bond
High bail (5000gp or more)
Moderate bail (1000gp or
more)
Low bail (2,00gp)
Released on own
recognizance

Law Enforcement (Cost 3 R, W)


This skill allows a character to pursue (or
bend the rules of) legal law enforcement
activities. This skill expands the knowledge of
how to perform an arrest or other activity through
legal means so that the character himself does
nothing illegal; providing a case for the courts.
A successful skill can be used to convince
local law agents to take a person into custody.
This skill can also be used to avoid arrest. Any
success achieves this but the table below
modifies the skill check results.

Avoiding Arrest
Crime
Minor violation
Misdemeanor
Nonviolent felony
Violent felony
Heinous felony

Modifier
-2 bonus
none
+1
penalty
+3
penalty
+5
penalty

Law, Specific (Cost 1)


This skill cant be used untrained
This specific skill grants a character
knowledge of a specific type of law (maritime law,
trade law, hunting law, etc). This skill acts to
grant a bonus to either of the previous specialty
skills when used.
Ranks 3, 6, 9, & 12 Increased Effect: At
the indicated ranks the skill gains a 1 to a 4
step bonus when used to aid another Law skill.

Life Shaping (Cost 7 S)


Persons who use this skill work with living
material the way a blacksmith forges iron. In a
manner similar to other skills, both FX and

mundane, this skill is another method of creating


useful tools and equipment just of a different
sort. Life shaped items are organic constructs
that are either living, products of living creatures,
or normal creatures that have been altered in
some way. While being similar to the concepts of
breeding techniques, this skill adds a touch of
fantasy to the mix allowing for some very unique,
and unusual, life forms to be produced.
While this skill may seem odd to those who
are familiar with AD&D, there are several races
that do make use of it. The Elves of Wildspace
use life shaping to create many applications.
These include their ships, Starfly plants and trees,
Gadabouts, Spirit Warriors, Bionoids, and
presumably the race known as the Insectare.
Starfaring humanoids, primarily the Orcs, also
used this skill during the Unhuman Wars to create
the horrid Witchlight Marauders and the Yitsan.
The Scro have also shown recent interest in life
shaping as well. The best example however is
the Athasian Halflings during the Blue Age of
Dark Suns past. Another race, the Muyati, also
uses this skill in my own campaign called
Wundragore.
Regardless of who uses the skill a Game
Master may need to consider its place in the
game, especially if a player wishes to have
access to it. Life shaping is not an act performed
in an alchemists laboratory nor is it a short-term
process. In many applications it can take years
before a positive result is had. Often times the
inclusion of this skill simply indicates that lifeshaped objects can be purchased, or more likely
encountered, in the campaign and those that
know the craft are rare individuals.
For the most part this skill tends to be
culturally specific, citing the examples above, and
is rarely taught or used outside of that culture.
Exceptions do exist however with other FX items,
potions, and spells available, most persons are
reluctant to approach an unknown item especially
when it moves on its own.
There are four broad categories of the shaped
life that exist. These are creatures, products,
mutates, and tissues and each is represented by
a separate specialty skill. The creation process
varies greatly as do the results of the use of each
specialty skill. Life shaped objects are fully
discussed in The Life Shaped appendix of this
book and the recipes for their creation are
discussed there. It is a good idea for a Game
Master to pre-determine what types of life shaped
objects exists in the campaign especially if a
player wishes to make them.
WAM Jr

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.

fields of medicine, several of the specialty skills


below are hampered by a simply lack of secular
knowledge on the subject at hand and the poorer
quality of medical equipment. Each specialty skill
is handled separately concerning these changes.
The following modifiers apply where applicable to
the Medicine specialty skills.
WAM Jr

Medicine skill modifiers


Patient is member of
other race
Patient is of same race
Combat Conditions
Patient Knocked-out
Patient dazed
Patient has mortal
damage
No medical items being
used
Good quality or better
healers bag being used
Marginal Disease
Ordinary Disease
Good Disease
Amazing disease

+3
0
+2
+1
+1
+1 per
point
+3
-1
-1
0
+1
+2

Mutates (Cost 4 S)

Diagnostics (Cost 3 S)

This skill cant be used untrained.


A mutate is a normal being that is subjected
to the science of life shaping. The result is a
mutant character in game terms. Some have
standard mutant benefits and hindrances while
others have Super Power FX abilities. In the
Appendix 5 the description of mutates includes
the method of creating one, what races are and
are not allowed, and the modifiers that exist once
the process is complete.
If a player wishes to have a Super Hero styled
character then Game Masters may prefer to use
this skill to explain his or her origin.

This skill functions similar to the forensics skill


below save that it deals with the living. A
successful diagnostics check also grants bonuses
similar to that of forensics and these bonuses
may be used to enhance any FX skill that deals
with healing and repair of damaged flesh and
tissue by wounds or disease.
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.

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.

Medical Knowledge (Cost 3 S)


This specialty skill is the study of medicine
and its practical uses. Advancement in this skill
describes how versed a character is in the
knowledge of medicine as a whole.
Ranks 3, 6, 9, & 12 Improved
Treatment: At the indicated ranks the skill
gains a 1 to a 4 step bonus when used to aid
the use of the Medicine-treatment skill.

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

complexities. Situation Modifiers vary based on


the situation and the Game Masters
judgement.
As the hero improves to rank 8 he gains a 1
step bonus with this skill, which improves to a
2 at rank 12.

Surgery (Cost 5 S)

This skill cant be used untrained.


Surgery cannot be performed in combat. The
modifiers for this skill are Critical (+4 penalty)
when performed in poor lighting and with
primitive or no tools available. These conditions
can improve but never beyond a 1 step bonus
(which would consider all factors being
favorable). A check is allowed per hour of
surgery and each degree of success heals 1
mortal or 2 wound points of damage. On a
Critical Failure, or after 3 Failures, the patients
condition worsens and suffers 1 point of mortal
damage and al successes up to that point are
lost.
WAM Jr

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.

Magic Theory (Cost 3)


The magic theory specialty skill is the
pinnacle of knowledge on the laws of magic.
Increased knowledge of this skill allows the
character a greater understanding of how magic
shapes the world or even how to out think
magical traps and situations. This specialty skill
works at no penalty if dealing with a magic effect
that the character has at least to broad skill with.
If some magical anomaly lies outside of the
characters specific area of knowledge then a +3
penalty is applied to the check.
Magic theory can also grant bonuses to Arcane
Feats or to Alchemy skill checks when used to
concoct magical substances related to the broad
skill in the character has specified this skill with.
However it does not benefit the actual casting of
spells.
Ranks 3, 6, 9, & 12 Improved Theory: At
the indicated ranks the skill gains a 1 to a 4
step bonus when using 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

area and its denizens can be of great help to this


skill as some supernatural events have their
origins in history.
Prophesy can also be used actively to
determine the course of fate for an individual, a
group of people, or an entire area or world. By
using some manner of medium (which is always
required) to divine the future, such as a deck of
cards, knowledge of a persons astrological sign,
the result of tossed dice, or the entrails of a fresh
kill, the character may learn anothers
predestination.
While this second option may seem a bit like
the Entertain-fortune telling skill, it differs in that
the methods have withstood the test of time.
However, fortune tellings one saving grace is
that it almost always delivers good news. Having
the ability to divine the great plans of the gods is
not always advantageous or desired. Most
prophets tend to keep their findings to
themselves. Also, the information gained by this
skill can also be cryptic and not easily
understood. The dice may portent of death, but
whose death? Everyone dies, dont they? Let the
players figure it out.

Metaphysics, Specific Skill (Cost 1)


This skill cant be used untrained.
An entry is provided here for players to
develop other uses of this broad skill that are not
covered with the above specialty skills. Examples
can include the nature of other planes of
existence, the use of magic is applications like
Tinkering and Alchemy, or other knowledge not
covered in this list that has a magical element to
it.

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

skill. Navigation requires one skill check, which


determines the accuracy of the course plotted.
The optimum time for using this skill is 5 minutes.
Variations of this time frame range from a +1
penalty for each minute less, or a 1 bonus for
each additional minute. These modifiers fall in a
range of requiring no less than one minute and
no greater than 10 minutes to perform the skill.

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

Navigation skills are subject to rendering


wrong information. When a Critical Failure is
rolled the character immediately rolls on the Off
Course Results table below to determine
approximately how far off course he is.

Off Course Results


Critical
Failure:
Marginal
result:
Ordinary
result:
Good
result:
Amazing
result:

Travel for d12+3 hours in random


direction. Next check is made at a +2
penalty.
Travel for d6+2 hours in random
direction. A +2 penalty applies to the
next check unless d4 hours are spent
to relocate the group.
Travel for d4 hours in random direction.
Identifying position requires d20+10
minutes.
Travel for d20+3 minutes in random
direction. Identifying position requires
d6+5 minutes.
Travel for d12 minutes in random
direction. Location is known as soon as
that travel if over.

Phlo Navigation (Cost 3 S)


This skill cant be used untrained.
This skill concentrates on plotting courses in
the Phlogiston, an ocean of flammable gas that
separates Crystal Spheres. On any successful

Chapter 3: Skills
result the character navigate within sight of the
target sphere.

Space Navigation (Cost 3 S)


This skill cant be used untrained.
This skill is used in Wildspace, as in a
Spelljamming campaign. An Ordinary result
indicates normal travel time plus d4 time units. A
Good result indicates travel time with the
normally expected arrival time. An Amazing
result indicates that the course cuts travel time
by one time unit.

Surface Navigation (Cost 3 W)


This skill is the study of landmarks and stars
to plot courses and determine locations. An
Ordinary result indicates normal travel time plus
d4 time units. A Good result indicates travel time
with the normally expected arrival time. An
Amazing result indicates that the course cuts
travel time by one time unit.
WAM Jr

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.

Science, Specific Skill (Cost 3 S)


The following are examples of how this skill
can be improved upon. Game Master's and
players should feel free to add to this list.
Astronomy: The study of stars and celestial
mechanics.
Biology: The study of the building blocks of life.

Botany The study of plants, molds, and fungi.


Chemistry The study of elemental reactions and
how such elements interact.
Linguistics The study of language and how it is
shaped.
Mutations The study of mutations and how they
originate.
Planetology The study of planetary ecology.
Physics The science of energy and how it reacts
as matter vs. energy.
Psiology The study of psionics.
Zoology The study and classification of animals.
At the Game Masters option these specialty
skills can be used to aid other skills and even
some FX abilities. The most common examples
are Alchemy, Nature, and Tinkering however
other may also apply.

Ship Operation (Cost 4 S)


While a person may know how to man a boat
and guide a small cog along a coast, it takes far
more skill to command and maneuver a massive
galleon or clipper. This skill represents the
knowledge of sea and wind and how it effects the
movement and well being of these great ships.
What separates this skill from Vehicle
Operation-water craft is the use and knowledge
of a galleons other components primarily the
sails. While Vehicle Operation-water craft is used
to man the helm in tactical maneuvers this broad
skill covers the other functions governing the
operation of a large sea-going craft. Other skills
that aid in the manning of such large crafts are
Navigation-surface navigation, Team Weapons,
and Tactics-vehicle tactics.
While this skill focuses on terrestrial ships, it
and the specialty skills are also used for spacefaring ships as well. In this case the Ship
Operation-specific skill comes into play. How the
specific skill works for such ships is detailed in
chapter 7 of this book in the Spelljamming
section.

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.

Ship Operation, Specific Skill (Cost 1)


This skill cant be used untrained.
Not all ship-of-the-sea rely on sails. Some use
oars and crews of slaves while others use steam
power and the like. This entry can also be used
for other shipboard functions as the Game Master
and player see fit.
WAM Jr

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

Ranks 4, 8, & 12 Increased Effect: At the


indicated ranks a hero gains a 1, 2, or 3 step
bonus to the use of a Tactics specialty skill.

Cavalry Tactics (Cost 3 W)

This specialty skill covers situations where the


primary element of a battle includes troops use
animals as mounts or a form of locomotion. This
includes chariots, mounted knights, or warriors
mounted on griffons.

Infantry Tactics (Cost 3 W)

This skill covers situations where the primary


component of a battle is individual troops.

Melee Tactics (Cost 4 W)


Melee tactics offers the same benefits as
other tactics skills however its use is focused on
individual combat as in a gladiatorial or dueling
style of fighting. In this case the penalty can be
applied to the opponent as normal or the
character may opt to use the modifier as a bonus
to lessen the penalty for making a called shot (+4
penalty base).
In the case of called shots the Intelligence
Resistance Modifier of the opponent does effect
the outcome of this skill check. When used
repeatedly against the same opponent, it is
inevitable that the opponent will begin to catch
on to the fact that he or she is leaving oneself
vulnerable. To reflect this, the opponents
Resistance Modifier increases by +1 each time
this skill is used against him or her. Critical
Failures indicate that the character cannot use
this skill against that opponent for the remainder
of that combat in addition to any other penalties
the Game Master might impose.
As a final note, this skill is useless in ranged
combat or in situations where the character is
being fired on from a distance. However a
character can employ this skill against multiple
targets engaged at close range. In this case the
highest Resistance Modifier in the group applies
as the penalty.

Sentry Tactics (Cost 3 D, W)


This skill replaces the Security-protection
protocols skill as found in the Alternity Player's

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).

Space Tactics (Cost 3 S, W)


This specialty skill covers tactical situations
involving spaceships when they engage in
combat.

Vehicle Tactics (Cost 3 S, W)


This skill deals with troops mount on or in
vehicles not driven by animals or beasts of
burden.

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

When a character wishes to develop a new


contraption it is suggested that he follow the
stages presented below.

Stage 1: Planning the design


Decide exactly what the machine is to do. It
may have more than one function, but its best to
stick to machine with a relatively simple function.
The player must come up with the basic principal
that will is going to be used in the design of the
device as well as the power source. Then the
player needs to provide some type of drawing of
the finished product. This need not detail every
nut and bolt, but it should give a clear idea of
what the device looks like and how its part relate
to another.

Stage 2: Determining whether it can


work
The Game Master needs to decide whether or
not he or she will allow the device to function as
designed. If, given a healthy dose of imagination,
it seems like a device might work, then it will! On
the other hand, this does not mean that it can be
built successfully. The Game Master is most
certainly allowed a level of subjectivity as to the
manner in which the device will impact the
campaign.

Stage 3: Building the contraption


Now the Game Master needs to determine the
nature of the complex skill check that will be
needed to build the contraption. To this end the
Game Master has two options. The table for
Complex Skill Checks provided in Chapter 4 of the
Alternity Players Handbook can be used or for a
more in-depth approach, the tables in Appendix
1: Tinkering can be used instead. For Situation
Modifiers, the table provided for Technical Science
in the Alternity Players Handbook should be used
for either option given above. If the device is
multifunctional then several skill checks may
needed to build each of these elements.

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 4: Success or Failure


After the dice are rolled the device will be
either a success or a failure. Successes work as
planned, may have a Marginal to an Amazing
quality, and can proceed to the next and final
step. Failures may also come in differing degrees
of worthlessness. This is primarily a Failure or a
Critical Failure but several possibilities exist for
each. Failures are usually the result of three or
Marginal results during the building process.
When the third failure is rolled the project can
be dropped completely, started again from the
beginning, or the device can be scrapped for
parts to reduce the cost of another project if
possible. Costs for restarting a project are
reduced by a percentage of the work that was
completed successfully where possible.
For example, a character needs 8 successes
to build a Dodamahicky. After succeeding with
four checks the character unfortunately rolls his
third Marginal result. The project can be started
from the beginning at the same number of
success required, however since half of the
project was originally completed the cost to refit
and rebuild the device is also reduced by half.
Critical Failures are another matter entirely.
The device can either be ruined and
unrecoverable or, if weapons or explosive
materials are used, someone could be hurt or
attacked by the device. In any event, be
creative with this rule.

Stage 5: Filling in the Blanks


Once a design is successful and complete it is
almost ready for play. The final step is to breathe
life into the device by assigning it statistics. This
includes Durability, Toughness, Armor if any,

Damage if possible, and other game effects. The


power source of the device is also a
consideration. How much fuel is consumed and
how much power does a full tank provide the
contraption. In addition, how much does the fuel
cost in the quantities required? Finally, all
devices that will be used by characters require
the use of some skill or feat check to resolve its
effectiveness. This is usual only one type of
check, but several may be required if the device
has different elements that perform different
functions.

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.

Rank 6 Improved Juryrig: At this rank an


Ordinary success is considered Good and a
Good success is considered Amazing. A natural

Chapter 3: Skills
Amazing result indicates that the item is fully
repaired.

Fantasy Physics (Cost 3 S)


This skill cant be used untrained.
This skill works in the same way as does the
Tinkering-invent skill with the difference being
that if the device being made includes some type
of magical property or reality bending ability,
then this skill is used instead. It is important to
note that this specialty skill cannot be used for
mundane tasks or as a replacement for Tinkeringinvent. They must each be purchased and
increased separately.

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.

Tinker Knowledge (Cost 3 S)


This skill represents a characters knowledge
of tinkering principles and the use of tools and
other tinkering aids.
Ranks 3, 6, 9, & 12 Increased Effect: At
the indicated ranks the character gains a
cumulative 1 step bonus to the use of other
Tinkering skills.

Will Skills

Will measures a characters mental fortitude


and intuitive capacity. While often associated
with mental activities, Will also deals with some
physical traits like pressing on when his body is in
less than perfect condition. An example of a Will
feat check would be a situation where a character
must stay awake all night, especially if he is to
remain motionless.

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

management, and any laws that may apply to


such endeavors.
This skill can be used as an encounter skill if
used on an official or functionary of some agency
or group. The skill can also be used to get results
out of a bureaucratic organization. This requires
a complex skill check relative to the
organizations size. Also a Situation Modifier can
be applied depending on how quickly the results
are required with one day applying a +3 penalty
as a standard. The final use of this skill can be
used to hinder anothers effort to get results. The
check uses the same rules as above however the
result applies a penalty to the other characters
skill check.
This broad skill also features several other
uses that available to both specialty skills.
Equipment Requisition: Characters with an
allegiance to an organization can use either
specialty to requisition equipment.
Records Access: The character can gain access to
records and legal documents. Real estate
transactions, arrests, building plans, and court
transcripts can all be available.
Logging Claims: A character may find an area or
land that is not claimed by anyone or any
kingdom. A skill check can be used to secure
that are or land in the character's name.
Pardons & Passes: A character can request
passes into or out of other countries or to
remain in other countries for an extended time.
Weapons Permits: Carrying an illegal weapon is a
quick way to get on the wrong side of the law.
By requesting and obtaining a weapon permit, a
character can carry a normally suspect or illegal
weapon without threat of arrest (assuming that
he keeps those papers on him).

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

Cash Crop (Cost 3)


This specialty skill focuses on the growing of
large amounts of crops for the purpose
marketing. Using this skill in this fashion, use the
modifiers for trading in the Alternity Players
Handbook to modify the crops value based on
the skill check results.

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.

the animal and one check is allowed once per


week of continuos training. When this time is
complete the animal may be taught to perform
tasks. While the character may attempt to teach
an animal task before training them no task
greater than Ordinary may be taught.
Ordinary tasks include Attack, Come, Sit, Stay,
Fetch, Speak, and Quiet. A Good task can include
a combination of two Ordinary tasks or something
more complex like pushing a lever with a paw
when directed. Amazing tasks are just that
something that very few animals can do or will do
on command, such as running into a burning
building or retrieving a specific item that it must
travel some distance to obtain.

Training Modifiers

Animal Handling (Cost 3)


This skill represents the ability to work with
animals, both wild and domestic. With the broad
skill the character can attempt to train and ride a
variety of animals.

Animal Riding (Cost 1)


This skill enables a character to improve his
ability in riding a specific species of animal. A
character with this skill can attempt racing over
dangerous terrain, making jumps, or performing
other stunts and engaging in mounted combat.
Rank 3 Trick Riding: This benefit allows
the character to direct his mount to jump
fences, leap chasms, or move backwards. On a
Critical Failure the animal trips (causing damage
as an Extremely short fall) and on a Failure the
animal refuses to perform.
For horizontal leaps the animal gains 1, 2, or
3 meters to its jumping distance based on the
success of the skill. For jumping over obstacles
the animal gains 1, 1.5, or 2 meters. For
moving backwards an Ordinary result means
the animal backs up at one-half its walk rate.
On a Good result the animal backs up at its full
walk rate. With an Amazing check the animal
backs up at 1.5 times its walk rate.
The character can also use his mount for
cover while mounted. This grants a +1, 2, or 3
Resistance Modifier to attacks made against
him however this tactic does not protect the
animal in any way.

Animal Training (Cost 1)


This skill improves a characters ability to
train a specific species of animal. To prepare an
animal for training requires a complex skill check
and modifier as shown on the table below. At
least 4 hours a day must be spent working with

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

A Game Master is at liberty to determine if an


animal is trainable or not. In order to be trained
an animal must have at least a rudimentary
intelligence, but sentient or self-aware creatures
cannot be trained by this skill.

Veterinary Healing (Cost 3)


This skill cant be used untrained.
The care of animals by use of this skill follows
the same rules as for the Medicine broad skill
with the exception of the patient itself. At rank 1
this skill functions as Knowledge-first aid. At rank
4 it works as per the rules for Medicine-treatment
and at rank 8 as per Medicine-surgery.
This skill covers all normal animals found in
the campaign. Supernatural or animals of non-

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.

Direction Sense (Cost 2 R)


Using the clock face as a guide, Direction
Sense helps a character determine which
direction is 12 oclock (the intended direction of
travel) or true north. An Ordinary success tells
the character the desired direction within two
clock positions to either side. A Good success is
within one clock position. And an Amazing
success is dead on the money. A Critical Failure
indicates that the character believes he or she
knows where they are going, but they are actually
pointing in the wrong direction.
WAM Jr

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.

Illusion Sculpting (Cost 1)


Illusions can be very life-like when employed
by high-ranking Wizards against low intelligence
targets. Illusion sculpting allows the spell caster
to add greater clarity and detail to any illusions
created. When an illusion is cast, the Intelligence
Resistance Modifier is an applied penalty to the
effectiveness of the spell.
This skill, when successful, worsens the
targets resistance due to the life like manner in
which the illusion appears and moves. This
modification ranges from a 1 to a 3 for an
Ordinary to an Amazing result. Rules concerning
Illusion/Phantasm spells are given in Chapter 2:
Arcane Magic in Book 2.

Voice Mimicry (Cost 1)


While very entertaining, this skill can also
have deceitful applications as well if a character
wishes to use this skill against another in hopes
of fooling them. Situation Modifiers include how
familiar the character is with the voice, how well
the person too whom the skill is being used on is
familiar with the voice, and conditions for sound
that can hamper the victims ability to hear the
voice in the first place. In all other ways, this skill
uses the same rules as any other Entertainment
skill.
WAM Jr

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.

Creativity, Specific Skill (Cost 1)


All of the specialty skills presented so far are
examples of this specific skill being put to good

use. Players and Game Masters should be able to


develop other useful specialty as well.

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

This skill cant be used untrained.


This skill allows a character to encode and
decode secret languages and ciphers. Using the
skill involves a complex skill check. A Marginal
check would involve letter-substitution and
mathematical puzzles and apply a 2 step bonus
to decode. Ordinary codes apply no modifier and
include strings of words that are unique to the
code; not normal languages. Good codes apply a
+1 step penalty and are composed entirely of
non-existent words and/or symbols. Amazing
codes impose a +3 penalty and contain in whole
or in part letters and symbols that extra-planar in
origin.
At the Game Masters option the Knowledgelanguage (specific) and Science-linguistics can
aid in cryptography.

Chapter 3: Skills
Interrogate (Cost 3 R, W)

Track (Cost 4 R)

This skill represents the characters ability to


ask the right questions in order to gain
information. The target character always gains
the benefit of any Will Resistance Modifier. This
skill covers the sort of interrogation that might be
conducted by a seasoned bard, a constable, a
barrister, or a trained torturer anyone who asks
tough questions.

This skill improves a characters ability to


follow another person, being, or vehicle based on
the physical signs it leaves in its wake. Tracking
is performed at one-half of the character's normal
movement rate. A check can be made at the end
of every time unit as determined by the Game
Master.
On a Critical Failure the trail is lost. On a
Failure result the trail is lost but can be
rediscovered with future skill checks. Three
Failures rolled during the course of the attempt
are treated as a Critical Failure. On an Ordinary
result the trail is found and can be followed for 2
time units before another check is required. On
Good and Amazing results the trail can be
followed for 3 or 4 time units.
Track can also be used to obscure a trail.
Success imposes a modifier as follows: Critical
Failure, -3; Failure, -1; Ordinary, +1; Good, +2;
Amazing, +3.
When the character purchases this skill at
rank 1, and for each rank passed, the player can
select a specific terrain type. Tracking in this
terrain grants a 1 step bonus. Checks made
while tracking outside of his terrain are made at a
+1 instead. Terrain types include forest, desert,
mountain, arctic, urban, or any other terrain
featured in a campaign.

Read Lips (Cost 3 R)


This skill cant be used untrained.
Reading Lips is a useful talent that can be
employed in most circumstances where the
character can actually see the lips of the
speaking person or persons. Any Failure result
indicates that the character cannot determine
what is being said. Ordinary results allow the
character to understand about one-half of what is
said while Good and Amazing results allow the
character to understand most or all of what is
said. The skill can also be used in a complex skill
check if an entire conversation is being observed.
The overall degrees of success helps to
determine what the character learns but the
results do not shorten the number of checks
required. In other words Good and Amazing
results do not cause the speaker(s) to speak
faster.
WAM Jr

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.

Lore, Specific Skill (Cost 1)


This skill cant be used untrained.
This skill has many specific applications.
Some of the more common lore skills are listed
below. Players and Game Masters are
encouraged to make their own.
Ancient Lore: This provides knowledge of the
history in an area or a location. Ancient

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

Animal Noise (Cost 5 R)


This skill cant be used untrained.

Mimicking the natural sounds of an animal


can have many different uses. It can be used to
lure a male or female of the species to a certain
location in hopes of mating or simple curiosity.
Several persons can employ it as a warning signal
or even a method of covert communication, or
one can attempt to garner numerous drinks at
the local tavern by impressing the locals.
The Intelligence Resistance Modifier of the
target(s) modifies the effectiveness of this skill. If
a skill check indicates a failure it is hard to say
the noise does not go unnoticed. At the very
least the target(s) know that something is not
quite right with what they just heard. The
Nature-ecology skill as well as the Lore-beast lore
and any Animal Training specialty skill can detect
the fraudulent call using the rules for Character
vs. Character as found on page 63 of the
Alternity Player's Handbook.

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.

Fire Building (Cost 2)


This skill represents a characters ability to
start fires with only those materials available in
the wild. This is a complex skill check based on
the present resources (the Situation Modifier) and
environment (the Complexity) the fire is being
started in. Using dry sticks in an arid climate
could require only three success with a 2 bonus
while doing the same after a long rain in the
jungle might require six success with a +2
penalty. One check should be allowed every ten
minutes.

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.

Set Snares (Cost 4 R)


This skill allows a character knowledge of
small, useful traps that can be used to procure
game. A skill check is rolled when game enters
the trap. The animals intelligence score provides
a Resistance Modifier to determine success
however the animal is allowed an Awareness
check to notice and avoid the trap altogether.
Any success traps the creature but the degree of
the success determines for how long. A strength
or dexterity feat can be used by the trapped
creature with an Ordinary result providing no
penalty, a Good result providing a +2 penalty,
and an Amazing result providing a +4 penalty to
the feat check in question.
At the broad skill level up to rank 3, traps can
be set for tiny and small creatures. As the
character improves in rank the following benefits
are gained.
Rank 4 Larger Snares: The character can
set snares for large sized creatures.
Ranks 6 & 12 Hidden Snares: A +1
penalty is applied to the Awareness check of
the target. A +2 penalty is applied to the
Awareness check of the target and an additional
+1 penalty is applied to any attempt to escape
the trap.
Rank 8 Improved Snares: The character
can set snares for intelligent creatures (like
humans) or those of Huge size or greater.

Outdoors, Specific Skill (Cost 1)


Many specific Outdoors skills can fill this entry.
Examples are Ice Fishing, Bear Hunting,
mimicking the sound of a specific type of animal,
or starting fires in the arctic.

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

without having purchased or received the Psionic


FX ability. This is not the case. First the
characters selection of powers is limited, and
secondly all such powers are usable only in that
characters own mind. No character can use
contact or mind blast with just these skills. Never
the less, Psyche does open a path to a stronger
more resilient mind. For more information on a
Persona and telepathy in general, refer to the
Telepathic Powers chapter in book 2.

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

Psychic Combat (Cost 2)


This skill is the primary skill used by any
Persona engaged in a telepathic conflict. As a
characters ranks increase so does the
effectiveness of this skill as shown below.

Chapter 3: Skills

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.
Rank 4 Telepathic Resistance: +1
Resistance Modifier vs. telepathic attacks only.
Rank 8 Psionic Awareness: The character
can sense psionic usage as per Psionic
Awareness perk
Rank 12 Psionic Identification: The
character can identify a specific person using
psionics, and what power is being used, if roll is
made at +2 penalty.

When all of a character's fatigue points are


lost the character can attempt to keep moving.
On any failure the character becomes
unconscious. On an Ordinary result the character
can press on for 1 more time unit. On a Good
result he can continue for 2 time units and on an
Amazing he can press on for 3. At the end of this
time exhaustion sets in and the character is
unconscious until he rests.
This skill also recovers fatigue damage. A
character regains 1, 2, or 3 points for an Ordinary
to an Amazing result. Checks are usually made at
one hour intervals.

Resolve (Cost 5)

Street Smart (Cost 5 R)

This skill provides a character with inner


strength of will to defend against times of stress,
physical pain, and to resist mental intrusion or
temptation.

Mental Resolve (Cost 3)


The higher a character's rank in mental
resolve the more resistant he is against emotional
trauma, fear, panic, madness, insanity, mind
control, and mental powers. Certain events can
cause a character to roll a mental resolve check.
Such events include: death of a close friend,
severe injury to a friend or companion, deliberate
displays of violence and cruelty, unexpected
betrayal, invasive mental assault, or hideous and
frightening monsters.
On a Critical Failure the character collapses in
anguish and cannot act, or flees, for 1d4 rounds.
On a Failure result the character freezes and
losses one action. On an Ordinary result the
character can act normally but receives a +1
penalty to all actions for one round. On Good and
Amazing results the character is unaffected.
Ranks 4, 8, & 12 Resistance Modifier: At
the indicated ranks the characters Will
Resistance Modifier increases by +1.

Physical Resolve (Cost 3)


Physical resolve is used to resist torture, to
press on though tired, or to bounce back from
physical damage. It is also used to resist certain
Influential FX powers that effect or change the
character's physical being.
If a character is rendered unconscious he
remains in that state for the all of the round the
knockout occurred and all of the next round.
After that a check can be made to regain
consciousness. Any success regains
consciousness with an Ordinary check recovering
2 stun points, a Good recovering 4, and an
Amazing recovering 6 stun points.

This skill provides a character with general


knowledge of the protocols of the street. This is
the world of gangs, criminal organizations, and
dealers in illegal goods. This skill helps a
character make contact and negotiate with
criminals of the lower class, or caste.
Among other things, this skill helps a
character to locate illegal goods and services, get
around the local law or government, and contact
various groups - like a thieves guild. These skills
are also apart of a special group of skills called
Encounter skills, which are described under
Personality skills.
Street Smart Modifiers
Society has no law
Society has Ordinary law
Society has Good law
Society has Amazing law
Character belongs to similar
group
Character belongs to same
group
Character belongs to opposed
group
Has local contact
Has Reputation perk
Has Infamy flaw
Is an obvious stranger
Seeks Ordinary assistance
Seeks Good assistance
Seeks Amazing assistance

-3
0
+2
+3
-1
-2
+3
-1
-1
+1
+1
-1
+2
+4

The modifiers on the above table are


cumulative where applicable. If a character seeks
an item of Amazing scarcity in a city protected by
Good law, the skill check would carry a +6
penalty.
Street Smart can sometimes be used to
enhance another skill. Skills like Interaction,
Deception, Business, or Stealth can receive a +2,

Chapter 3: Skills
0, -1, -2, or 3 step bonus for a Critical Failure to
an Amazing result.
WAM Jr

Criminal Elements (Cost 3 R)


This specialty skill helps a character make
contact and influence the reactions of those who
are considered to apart of the underworld.
Whenever a character wishes to contact and
interact with these persons this skill in used.
This skill can enhance the Investigate,
Deception, or Interaction skills when used on
shady persons as described above.

Street Knowledge (Cost 3 R)


This skill helps a character to improve his
familiarity with a particular organization or local
area. As such this specialty skill be purchased
separately for each element or area. For example
a character would have to purchase this skill
twice to have an improved ability with the
Thieves Guild of Gilder city, and to acquaint
himself with the pecking order in a local Warriors
Guild.
This skill can also be used to enhance other
skills like Investigate-track or Interaction skills. If
the character keeps his ear to the ground he may
also pick up rumors and other street
information.

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

Teach, Specific Field (Cost 3 D, S)


This skill cant be used untrained.
This specialty skill expands a character's
teaching ability. For each separate purchase of
this skill the character selects a profession and
becomes able to teach skills associated with it in
addition to those skills belonging to the Open
group.
Aside from the Warrior, Rogue, Diplomat, and
Specialist professions a character may also select
Arcane teaching, Faith teaching, and Psionic
teaching if he desires to also teach FX abilities as
long as the student has the ability to use abilities
associated with that FX group.

War Craft (Cost 5 R, W)


War Craft is a skill similar to both Survival and
Outdoors. The focus of this skill is the
preparation of armor and weapons from materials
found in the wild and from the bones of animals.
In addition, this broad skill includes a specialty
skill that it focused on the improvisation of
weapons on the spur of the moment.
Most characters will prefer to have other skills
like Construction or Crafting to design their own
weapons and armor. And in truth both of those
broad skills are superior in the quality and variety
of goods that can be made. While War Craft has
to outward appearance of being used primarily by
primitive or Stone Age persons, it can also be
used to great effect by those in survival
situations; or for those who do not have access to
those other skills or materials required to make
weapons and armor of sturdier material.
Weapons and armor are described in the next
chapter of this book.

Bow Craft (Cost 2 W)

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.

Crude Armor (Cost 2 W)


By the use of this skill a character can fashion
a suit of hide armor and may also make shields
from hide, wood, or even shell. The results of the
skill check, when making hide armor, can help to
protect the armor from disease as such armor is
not properly treated against rot. The quality of
the skill check (as determined by the rules for
Complex Skill Checks above) grants the armor a
modifier to its Durability check to resist disease
as follows: Marginal +2, Ordinary 0, Good 2,
Amazing 4. See Chapter 4: Weapons and Armor
for more detail on hide armor and Stone Age
shields.

Improvise Weapon (Cost 1)

Anyone can pick up a log and bash someone


on the head with it. However a skilled character
can select a weapon from the natural
surroundings that has more durability and more
potential uses. This skill allows the character to
improvise a hand ax, a club, a staff, or dagger
from sticks, rocks, or branches with a successful
check result.
The quality of the result determines roughly
how many successful hits the weapon lands
before a durability check is called for. An
Ordinary result allows for 2d6 blows to be landed,
a Good check allows for 2d12+2 blows, and an
Amazing result indicates that the improvised
weapon will not break under normal usage as
with other normally crafted weapons. When
durability checks are called for, use the rules
given for such a case in Chapter 4: Weapons and
Armor.
WAM Jr

Weapon Craft (Cost 2 W)


Weapon Craft allows a character to make any
weapon that is of the Stone Age. Higher Progress
Level weapons can be made but their accuracy
and damage is compromised by the lack of metal
components. The rules for making the weapon
are the same as found in the Constructionweaponry skill with the exception that a skill
check can be made per hour.

Personality Skills

Personality measures a character's


interpersonal ability and charisma. This ability
and its skills are extremely important as they are
used in most circumstances where interacting
with others can be a challenge. All Personality
skills belong to a special group call Encounter
skills. A Personality feat check may be called for
to determine a supporting cast members initial
reaction to the character. A check may also be
called for to determine a character's general luck
in a situation.

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.

Etiquette, Specific Skill (Cost 2 D)


This skill cant be used untrained.
This skill improves a character's ability to
interact with members of a specific culture. As
ranks increase the character gains a stronger
knowledge of the customs and beliefs of that
culture.
Ranks 3, 6, 9, & 12 Increased Effect: At
the indicated ranks the use of this skill gains a
cumulative 1 step bonus.

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

the skill should be. Many religions also share


similar qualities and as such a character may be
allowed to make a skill check with a +3 penalty
to determine the aspects of other faiths with the
DMs permission.
WAM Jr

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

or stun and audience or distracts them from some


occurrence, receives a +3 penalty instead.
Entertainment specialty can also be combined
with certain other skills to greater effect. Possible
combinations include act or dance with
Interaction-seduce, dance with Manipulatepickpocket or Acrobatics, sing with Interactiontaunt, and musical instrument with Leadershipinspire.
Ranks 1, 4, 8, & 12 Enhance Another
Skill: A cumulative 1 step bonus is gained to
the use of another skill that is used in concert
with an Entertainment specialty skill.
All Entertainment skill checks are modified by
a target(s) Will Resistance Modifier, if any apply.

Act (Cost 2 D, R)

This skill represents a talent in playing a part


or assuming a dramatic role. It also covers
impersonation and the skills of the stage. Act is
intended to express a role in the confines of a
stage. Using the skill outside of these controlled
conditions usually carries a penalty.
Rank 4 Disguise: At rank 4 the character
can use the act skill to change his appearance
or to even look like someone else. Applying a
disguise requires a complex skill check with the
complexity based on how effective the
character wishes the disguise to be.
Awareness-perception is used to determine is
an onlooker can see through the disguise. A +1
to a +3 penalty is applied for an Ordinary to an
Amazing quality disguise.
WAM Jr

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.

Fortune Telling (Cost 3 D, R)


Most people realize, to one degree or another,
that fortune telling and similar prognostications
are false. Yet even still people enthusiastically
read their horoscopes and know their zodiac sign
by heart. The primary art of this skill is telling
people what they want to hear, and for that
service people will pay handsomely. This skill
uses the same rules as those for other
Entertainment skills but the DM, in a fit of
creativity, may allow Amazing results to actually
have some real effect. Also, the Interactioninterview skill can grant a bonus to the use of this
skill as if it were an Entertainment skill.

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.

Musical Instrument (Cost 2 D, R)


This skill cant be used untrained.
Each purchase of this specialty skill must be
specified for a particular musical instrument.

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.

This is the art of throwing ones voice so as to


make others think that the character (or another
person entirely) is somewhere else, or the voice
originates from a source like a puppet or a
container. The range for this feat is no more than
3 meters but this can be increased by one meter
for rank that the character has with this specialty
skill.
A person subject to this skill can make an
Awareness-perception skill check to recognize a
fraud. Critical Failures are obvious while Ordinary
to Amazing successes impose a +1 to a +3
penalty to the detection attempt.

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

attitude shifts to Friendly, he or she no longer


behaves as though seduced.

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

On a Critical Failure the leader confuses his


followers, who receive a +1 penalty instead. No
further Leadership checks can be made this
scene.
On a Failure the followers receive no bonus,
but the leader may attempt another check in the
next round.
On an Ordinary result as many as two
followers receive the bonus for the remainder of
the current round and all of the next round.

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

Chapter 4: Weapons & Armor


One the most common tools that characters
have to deal with threats and enemies is their
weapons and armor. While skills and magic can
save the day, having a trusty weapon is usually a
good idea. This chapter is divided into to several
groups, each detailing a different weapon group
as well as armor. There are Melee Weapons,
Ranged Weapons, and Heavy Weapons. Armor is
described at the end of the chapter.

Progress Levels

Weapons through the ages have changed a


lot. While each new age brings changes in
weapons and armor, the fantasy setting has a
strange way of holding onto the past. It should
be no surprise to find characters with a variety of
Progress Level gear. A Warrior may have a
Musket (PL3), and a Hand Ax as back up (PL1).
Similarly he may also wear Leather Armor, Chain
Mail, or a Leather Coat; all of which may be
normally available.
Each progress level adds a new concept in the
way that weapons are made and used. The
progress levels below are considered standard.
This means that in the normal course of time,
these are the way in which weapons and armor
will evolve. This is not always the case however.
Some worlds may proceed from The Iron Age
straight into the Magic Age depending on
circumstances and common knowledge. Others
may have never had a Stone Age (a product of
divine genesis) being brought into the world with
Middle Age technology. Chapter 7: The Campaign
will discuss these options in more detail, but for
now we will concentrate on weapons and armor.

Progress Level 0: The Stone Age


Stone Age weapons are primarily made of
bone, stone, or wood. It should be said that not
just any piece of timber can serve as a club, staff,
or spear. If a player uses some part of his or her
surroundings as a weapon, Stone Age weapons
are the models for their use. Stone Age weapons
are the most basic weapons that can be found.
For rules purposes a small tree branch that is
used as a club must make Durability check every
time it is used to strike an opponent. If it fails the
check then it suffers the same amount of damage
caused to the target.
The art of making lasting Stone Age weapons
is accomplished with the War Craft-bow craft,
weapon craft, and crude armor skills. Armor from
this progress level is little more than the hides of
animal roughly sewn together. It may be possible
that the protection offered by the armor was

discovered later, after it was used to keep the


primitives warm during Ice Age conditions.

Progress Level 1: The Iron Age


The discovery of iron and other metals greatly
enhances the quality of weapons. As agrarian
societies grow and people begin to specialize in
lines of work, much advancement becomes
possible. The strongest force of civilization in this
type of progress level would be one that is similar
to the Roman Empire at its peak. This is also the
time period that heavy weapons make their
presence known (and felt).

Progress Level 2: The Middle Ages


The Middle Ages (or the Dark Ages as it is
sometimes called) features an increase in the
knowledge of metallurgy. As tall castle walls are
built, larger more dangerous siege equipment is
invented. This age is the height of grand and fullbodied armor as well. This is the progress level
most often identified with the standard fantasy
game world. AD&D campaigns like Greyhawk,
the Forgotten Realms, Dragon Lance, and
Birthright all belong to this age.

Progress Level 3: The Age of Gunpowder


The discovery of gunpowder and its
application to firearms changes the manner in
which war is waged. Heavy armor is now a
liability in front of the gun. However, melee
weapon technology continues to increase with
the introduction the rapier, a thin but deadly
weapon, and the cavalrymans saber; both of
which favor fast movement and mounted combat.

Progress Level 4: The Tinker Age


Miniaturization of gears and clockworks
makes the use of tinkered weapons by an
individual possible. While firearm technology
continues this age introduces the Arrow Gun, a
tinkered device that while being simple in
concept is deadly in application. Melee weapons
development still persists, but is usually a
product of support to the use of firearms, like the
Bayonet.

Progress Level 5: The Age of Magic


This age represents the possibility that as a
fantasy setting grows and ages the knowledge of
magic becomes more common place. Alteration
and Enchantment spells allow for objects to
possess long lasting charges without the time
consuming (and often expensive) process of
enchanting an item. While standard FX items can
appear in all progress levels, the wonders of this

Chapter 4: Weapons & Armor


age are common place and fairly easy to
manufacture.

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%

These adjustments are not cumulative; each


can only be selected once by the smith crafting
the weapon. A Marginal weapon has a single
penalty. Good quality weapons have a single
bonus and Amazing weapons have three different
bonuses.

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.

Melee Ranges and Reach


Typically speaking, if a character can
physically reach an opponent during a phase then
they may attack that person with a melee
weapon. When hex or square grid maps are used
however, a little more detail may be needed. The
general rule is that if the scale of the map is one
meter per space then a character can attack any
person within or adjacent to their space.
Polearms add an extra consideration to this
rule in that they have a reach bonus. Each
weapon of this group includes this information in
its description. The reach bonus allows the
character an attack area which is usually two or
three meters out from the characters space.
Individual weapons give their own details for this
rule.

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

The Melee column indicates the use of


ranged attacks against an opponent that is within
melee range that phase; not a modifier for melee
weapons themselves. Some weapons may not be
able to be used in this fashion (like catapults) as
determined by the DM or stated in the rules for a
weapon.

Chapter 4: Weapons & Armor

Melee Weapons

Melee weapons are described below in the


order of the Progress Level in which they appear.

PL 0: The Stone Age


Stone Age weapons are simple in concept and
form the base for most other weapons used in
higher progress levels.

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

weapon and the damage it can cause is


considerable for unarmed combat. Because of
their reputation, a person wearing cestus looks
like he wants to fight and they can attract
unwanted attention if worn casually.

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

All knives, stilettos, and other such weapons


are included in this category (except for the
bayonet and the combat knife described later).

This weapon is a metal sheath that fits over


the outside of the hand, providing slightly better
damage in a fistfight. Gauntlets are considered a
natural part of suits of plate mail armor.

Punch

Hand Ax

The punch is the basic unarmed attack


available to a person who lacks claws or other
natural weapons. While doing the least amount
of damage when compared to other melee
weapons, they are free and can be used as often
as the character has actions.

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.

PL 1: The Iron Age


The introduction of metal allows for a
multitude of arms and armor. The highlights of
this age are gladiators armed with short swords
and wearing leather armor.

Cestus

This is the more dangerous brother of the


Gauntlet. The cestus is a favored gladiatorial

A tool that became a weapon, the hand ax


consists of a short wooden handle with a heavy,
single-edged cutting head. Primitive axes can be
made from carving stone, but the majority of
axes at higher progress levels have metal heads.

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

Chapter 4: Weapons & Armor


Strength feat check. If the attack was Good then
an additional +1 penalty applies, and if the attack
was Amazing a +3 penalty applies instead. A
netted person losses one step to any strength or
dexterity Resistance Modifier they may have,
even if this provides a 1 step bonus to an
attacker.
If a net is thrown and misses it is open and
unfolded. Refolding a net requires an action and
using an unfolded net imposes a +1 penalty to its
use. Nets may also be used to parry or perform
certain called shots like disarm normally with no
undo penalties as long as they are folded.
A net is a Designed for Throwing weapon.

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

than a daggers. The blade is pointed and used


for thrusting.

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.

PL 2: The Middle Ages


Having had several centuries to experiment,
melee weapons know grow large in size and
lethalness. Also, the lance becomes a weapon of
choice among knights. Polearms also undergo
many changes that allow them to differ in use
than the spear.

Broad Sword
The heavy, double-bladed broad sword
features a meter-long blade designed for both
cutting and slashing.

The short sword consists of a handle designed


for one-handed use and a blade thats longer

Melee Weapons Table


Weapon

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

Progress Level 0: The Stone Age


0
0
0
-1
0

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

Progress Level 1: The Iron Age


0
+2
0
0
+1
0
0
+1
0
0
0
0

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

Progress Level 2: The Middle Ages


0
+1

d4+2w / d6+2w / d4m


d6+2s / d4+2w /
d6+2w

2
2

Chapter 4: Weapons & Armor


Great Ax

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

Progress Level 3: The Age of Gunpowder


Cutlass

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

Progress Level 4: The Tinker Age


Bayonet
Blast
Hammer
Cavalry
Sword
Combat Knife

Blades
Bludgeon

+1
+1

d4w / d4+2w / d4m


d6+1s / d6w / d6+1w

3
1

2
2

2
6

8gp
50gp

Blades

d4w / d4+2w / 2d4+1w

+1

30gp

Blades

d4+1w / d4+2w /
d4+3w

+3

25gp

varies

varies

varie
s

base
x50

Progress Level 5: The Magic Age


Sheath
Weapon

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

referred on to cavalry spears. Generally, the


lance is a long shaft of tough wood with an iron
head in the shape of a laurel or willow leaf, with
cutting edges and a sharp point to penetrate
armor. The Lance is designed to be gripped close
to one end. A lance usually features a rest, an
important part of the lance that helps to absorb
some the impact of a landed blow and to help
prevent dropping the lance all together.
Using a lance relies on the Athletics-joust skill
and it is used in tandem with Animal Handlinganimal riding. Lances use the combat rules for
Mounted Combat as described in Chapter 8:
Gamers in Action of this book.
Some lances are also fitted with blunt ends for
tournaments where deadly and severe injury is
not desired. The blunted end lowers the wound
damage to stun damage, and mortal damage to
wound damage.

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.

Chapter 4: Weapons & Armor


Pole Arm
These long modifications to the common
spear have a reach of two meters beyond the
normal melee space of a character. The down
side of this is that polearms cannot be used on
opponents who are within one meter of the
character. For this reason most soldiers who
carry a pole arm also have a dagger of short
sword for back up. It requires two hands to use a
pole arm.
Polearms may also have other features that
are attributed to the variety of heads that have
been made for them over the ages. Such options
are discussed in the Weapons Options section at
the end of this chapter.

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.

PL 3: The Age of Gunpowder


With the introduction of firearms, melee
weapons begin to take a back seat in the arena of
warfare. Variations of the sword grow, while
development of in other personal arms slows
down.

Cutlass

The weapon made famous by pirates, the


cutlass features a curved, single-edged blade
with a heavy basket hilt. If desired the basket hilt
can be used as a Gauntlet.

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.

PL 4: The Tinker Age


Tooling and increased technology allows for
the introduction of several types of melee
weapons in an age dominated by firearms and
tinkered weapons.

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.

PL 5: The Age of Magic


While magical items have been apart of all
previous ages, Progress Level 5 represents the
concept that the creation of FX items is made
routine and easy. Weapons and armor from this
age strongly resemble their standard magical

Chapter 4: Weapons & Armor


cousins as described at the end of this chapter
and in chapter 13 of book 2.
One of the abilities of weapons in this age is
the use of Invocation magic to create an energy
version of a standard arm. These weapons
resemble a standard weapon of that type except
in the area of the handle; which is hollow. Inside
the handle are two gems empowered with magic
that when touch together, by activation of a
button on the handle, the weapon is enshrouded
with a cloak of magical energy. The net effect is
that the weapon causes Energy damage instead
of Low Impact damage. In addition the accuracy
of the weapon improves by one step. These
factors are in addition to any Quality or
Magnitude bonuses a weapon may have (see
Magic Weapons & Armor at the end of this
chapter).
The gems have enough power for 25 uses,
and each use provides 10 minutes of power.
Even in a PL5 environment, these weapons are
expensive. Multiply the base cost of the weapon
by 50 to determine their average costs.

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.

PL 0: The Stone Age


Primitive ranged weapons remain simple, but
are often commonly used even in higher progress
levels. It should come as no surprise that a
cultures police force may use a modern bola, or
slings to hurl explosive rounds in combat.

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

Chapter 4: Weapons & Armor


and higher metal bullets are used which increase
the range by 10 meters per category.

PL 1: The Iron Age


Versions of Stone Age weapons remain
however they are fitted with iron or bronze heads.
This age also enhances older ranged weapons
and adds a few unique weapons as well.

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

find he strength bow to difficult to utilize properly.


A side effect of the bows increased pull is that the
user can add any bonuses for a high strength
score to the damage of the weapon.
The trick of having a high strength comes into
play when the bow must be strung. This is
achieved by a strength contest between the bow
and the character using the character vs.
character rules. Most strength bows are assumed
to have a strength score of 11 but others may be
higher like the bow of Odysseus.

PL 2: The Middle Ages


Tinkering introduces a system of mechanisms
that allow for the birth of the crossbow. While the
concept is simple, it will act as a catalyst for
future weapons that rely on complex moving
parts. This age is however dominated by the long
bow.

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.

Chapter 4: Weapons & Armor


Long Bow
A famous weapon, the long bow actually
exceeds many firearms in range, accuracy, and
rate of fire and does nearly as much damage.
The long bow remains a weapon of choice long
after the introduction of firearms.

Repeating Crossbow

A variation of the crossbow, this version


features an ammunition box mounted on top of
the weapon and a pull-bar that allows the weapon
to loaded and fired in one action. This feature
however reduces the crossbows pull so that both
range and damage are reduced. Normally the
ammo box can hold 10 quarrels.

PL 3: The Age of Gunpowder


The introduction of firearms begins in this
progress level. The first weapon of this type is
the Arquebus and is later followed by better
options. Some Game Masters may feel that the
Arquebus is the height of firearm technology in
his or her campaign.

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.

PL 4: The Tinker Age


Vast improvements on firearms take place
during this age. Tinkering and continued
miniaturization of gears and springs also makes
wonders like the needle gun and the automatic
crossbow possible.

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

As the demolition skill comes to full


appreciation in this Progress Level, its use as a
weapon is only a matter of time. The grenade
featured here is a small canister made of iron,

Chapter 4: Weapons & Armor


which is then packed tight with gunpowder and
alchemical substances of an explosive nature.
Often times they are also filled with small slivers
of iron of blunderbuss shot.
Early grenades may require a short fuse to be
lit before throwing. Later, more advanced models
feature a cap that when pulled off ignites an
internal fuse that burns quickly. The High
Explosive Grenade has a 2/6/10 meter area of
effect.

Nevertheless it is small and easy to use, and


is often favored by proper ladies over crude
handguns. While this weapon uses the Ranged
Weapons-automatic weapon skill, a character can
use the pistol skill at his full rank. However, no
rank benefits for using a pistol apply while using
the needle gun. Range modifiers for a needle
gun are the same as for pistols.

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.

Ranged Weapons Table


Weapon

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

d4-1w / d4w / d4+1w


d4w/d6w/d4m
d4w/d4+2w/d4+3w
d4w / d4+1w / d4+2w

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

Progress Level 0: The Stone Age


Atlatl
Blowgun
Bola
Boomerang
Rock, thrown
Short Bow
Sling

By STR x2
By CON
By STR
By STR
By STR
20/40/100
10/20/60

d4w / d4+1w / d4+2w


d4-2w/d4-1w/d4w
d4s/d4+2s/d4w
d4s / d4+2s / d4w
d4s/d4+1s/d4+2s
d4w / d4+2w / d4+3w
d4s / d4+2s / d4w

Progress Level 1: The Iron/Bronze Age


Dart
Elven Bow
Grenade, Fiery
Javelin

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

Progress Level 2: The Middle Ages


Crossbow

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

Progress Level 3: The Age of Gunpowder

Grenade,
Powder
Long Rifle
Musket
Wheel Lock

Chapter 4: Weapons & Armor


m

Progress Level 4: The Tinkering Age


Auto. X-bow

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

d4w / d4+2w / d6+2w


d4-3w / d4-2w / d4-1w

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

Progress Level 5: The Magic Age

Stinger

PL 5: The Age of Magic


The infusion of magical and mechanical parts
leads to the cutting edge in magic age warfare.
Must Progress Level 5 weapons resemble wands
in effect, and the two are very similar. The
advantages of Progress Level 5 weapons is that
they are far easier to manufacture, their use may
gain rank benefits for Ranged Weapons skills, and
they are generally more durable and harder to
break. The most common type of Progress Level
5 weapons are called Spell Weapons. Even in a
future setting, these weapons remain expensive.
In the fantasy future, the manufacturing of
these weapons follows a relatively common
methodology. By charging two crystals with
opposite versions of the same spell and housing
them in a reflective sphere, magical energy is
released when the crystals are touched together.
The resulting burst of magical energy is given
only one way out, down the reflective barrel of
the weapon, which then releases the spell. The
mechanism of either the spell pistol or rifle is
found in the trigger apparatus which when pulled
back brings the two crystals into contact in a
scissors-like manner.
Spell gems, as they are often called have a
limited number of charges that can be used until
spent. The greater the power of the weapon, the
less energy the gems can provide. The table
below shows the maximum number of charges a
weapon can have until spent.

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

The most common applications of this type of


weapon are found in the Invocation broad skill
with Magic Fire, Ice, Lightning, and Magic Missile
being the most common. Spell weapons can
make use of many magical powers of varying
rank, but the rank often determines the size of
the weapon needed. Ranks 1 through 4 can be
used in the spell pistol, ranks 5 to 8 can be used
in the spell rifle, and rank 9 to 12 can only be
used in the spell cannon which is described under
Heavy Weapons. By default, assume that a spell
pistol houses magic at rank 3, rank 6 for rifles,
and rank 9 for cannons.
The effects of the spell when released are identical to the
spells description. This also includes the method of
determining damage such as Direct or Accuracy. It is also
possible for a spell to use a rank benefit like Chain Lightning
or Fireball. If this is the case, then only that option is
normally available to that weapon.

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

Chapter 4: Weapons & Armor


those effects. The target must roll an endurance
check against the acid, the check is modified by a
+1 penalty for a Good hit and a +3 for an
Amazing as per the rules of the spell.

succession. The result is the equivalent of burst


and auto-fire capabilities and as such the Energy
Rifle is the preferred assault rifle of any age in
which it appears.

Dragon Rifle

Grenade, Spell

This weapon actually describes an entire


family of magic arms that resemble a caviler or
musket and are fired in a similar manner. The
Dragon Rifle 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 6 in ability should rank
become and issue. If rank benefits apply to a
spell gem then this weapon has enough strength
for benefits of ranks 5 to 8. Range modifiers for a
Dragon Rifle remain the same for other types of
rifles. 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.

The Spell Grenade offers the use of area of


effect magic to the common soldier. The interior
of the grenade has the spell gems mounted on a
small spring-loaded pair of scissors. When the
safety pin is pulled the gems make contact when
the grenade is sufficiently jarred or impacted.
Throwing a spell grenade follows the same
rule as for other types of grenades. On the table
below, the Area of Effect column is in meters and
imposes a +3 penalty for those at amazing range
(the first number), a +1 penalty at Good range,
and no penalty at the furthest range of effect.
The following table shows the more common
uses of the Spell Greande.

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

Spell Grenade Types


The grenade types shown below and on the
table above are some of the more common types
of spell grenades used. To be sure, many other
spell options could exist but they need to fall
within the parameters of those described here.
Binding: All persons within 4 meters of the
magical release must pass a Resolve-physical
resolve check or become magically held in
place and unable to move. This effect lasts for
1d4-1 combat rounds (minimum of 1 round).
(Reference: Enchantment-binding)
Black Tentacles: When this grenade strikes solid
ground 1d4+1 tentacles rise from the ground
and attack all persons and beings within 4
meters. They may attack on the next available
Ordinary phase and have a Reaction score of
Ordianry/2.
Each tentacle attacks with a score of 12 and
causes 1d4s/1d6s/1d4w. After a successful hit
the tentacle automatically causes the same
damage, by constriction, each phase
afterwards. To escape requires a Strength feat

Chapter 4: Weapons & Armor


check and a result equal to or greater than the
constricting attack. The tentacles remain for 2
combat rounds.
(Reference: Conjuration-black tentacles)
Continuance: All persons within 3 meters of the
magical release must roll a Resolve-physical
resolve check. For a Critical Failure to an
Ordinary result a +3 to a +1 penalty is applied
to Action Checks made for the next 3 rounds. In
addition all such persons must immediately reroll their Action Check and apply the result if it
is worse than the one they have and if the
phase has yet to pass.
In addition to this all effected persons Sprint
at their Run rate, Run at their Walk rate, and
Walk at one-half their Walk rate. Penalties for
Sprint and Run movement remain the same.
(Reference: Alteration-continuance)
Fireball: When this grenade impacts a surface it
releases a torrent of magical fire in a 6 meter
radius area. All persons in the area must roll a
Constitution feat check vs. a Fire Hazard. All
those between 7 to 10 meters must also roll a
feat check vs. Heat. The effect is Instantaneous
but the blast can cause other fires if flammable
material is in the area.
(Reference: Invocation-magic fire, Magic Fire
rank 5)
Gray Mantle: This magical release causes all
within 4 meters of the effect to roll a
Constitution feat check. For an Ordinary to a
Critical Failure result a one to three step penalty
is applied to all Strength, Dexterity, and Magic
Resistance modifiers for 3 combat rounds.
The penalty to strength and dexterity apply
only to living creatures, however the Magic
Resistance penalty can apply to any creature or
being except for Constructs.
(Reference: Necromancy-gray mantle)
Patterns: This effect, when released, causes all
beings with in the area of effect to roll a
Resolve-mental resolve check. Those that fail
the check stand transfixed by the pattern and
are unable to take other actions. Those that
pass the check are unaffected however they
must leave to area before the end of the next
phase or they must roll a check again. The
patterns remain for 4 combat rounds.
(Reference: Illusion/Phantasm-patterns)
Reverse Gravity: When this spell effect is
released the gravity out to 6 meters is increase
by three Gravity places, 2 places out to 12
meters, and 1 place out to 20 meters. This

accounts for the rules concerning GRAPH in


Chapter 8: Gamers in Action. The effect lasts
for 5 combat rounds (one minute). Aside from
being able to apply a Resistance Modifier to the
throw for having a high dexterity score,
characters and beings have no other defenses
against this effect.
(Reference: Alteration reverse gravity)
Vortex: This spell release creates a 4 meter
diameter cyclone of magic energy the randomly
moves at a rate of 16 meters per phase.
Direction is determined randomly each phase
(either by a d12 or another die for appropriate
for game maps) but always moves towards a
moving target of some type. All those in the
path of the cyclone are attacked with a score of
12 and suffer 1d4/1d4+2/1d6+2/2d4+1 points
of damage for a Marginal to an Amazing strike.
Firepower of the attack is always ordinary
but the type of damage caused and the type of
attack is determined randomly. The type of
damage inflicted is random and is either Li (on
a 1 or 2), Hi (on a 3 or 4), or En (on a 5 or 6).
The type of damage caused either Stun on a 1,
Wound on a 2, Mortal on a 3, or Fatigue on a 4.
If a Critical Failure is generated when the vortex
attacks it explodes in a Wild Surge which is
described in Chapter 2: Arcane Magic in Book 2:
FX.
The vortex remain in effect for 10 minutes
or until it is released as a Wild Surge.
(Reference: Wild Magic -vortex)
Web: When this spell effect is released it covers
an area no less than 24 square meters and is 2
meters thick vertically. The area must have at
least three solid walls or vertical objects that
the web can attach to.
When the web is released, those in the are
who have an action, or the rank 7 Reaction
Dodge benefit may attempt an Acrobaticsdodge check. Those that succeed may move in
an attempt to clear the are before the webs
firmly settle in the terrain.
Each 2 square meter section of webs has a
durability of 2 and has a toughness of Ordinary
and an armor value of 1d4. Beings inside the
webs who use weapons to cut and remove them
must first pass a Strength feat per attack. The
result of the feat check determines the best
result available for that attack in the same
phase.
The webs are flammable and any open fire
that contacts the webs will burn voraciously.
The webs remain for 10 minutes after which
they disappear.
(Reference: Conjuration -web)

Chapter 4: Weapons & Armor


dmg.

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

The table presented is only a brief summary


of each orbs effect. For information see the
Conjuration-chromatic orb spell in book 2 in the
Arcane Magic chapter.

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

Being the cousins of ranged weapons the use


of these arms is used based on the wielders
strength rather than dexterity. Heavy weapons
begin in the Iron Age as huge siege engines. In
later ages technology allows military engineers to
develop smaller, man-carried heavy weapons,
and also makes the building of colossal versions
of the weapons as well.
Heavy weapons use the range modifiers for
Direct and Indirect as shown Range Modifiers
Table earlier in this chapter. Many heavy
weapons use the Accuracy by Range table found
in the Alternity Players Handbook and also use
the scatter diagram for grenades for determining
the location of impact. These weapons are
indicated by having a value in parenthesis that
appears before the range values for the weapon.
This also indicates the minimum range in which
the weapon can be used against a target.

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.

Chapter 4: Weapons & Armor


An Ordinary to an Amazing result applies a 1
to a 3 step bonus. A Critical Failure applies a +2
penalty. The modifiers are summed together and
act as a base modifier for the key person. It
requires a complex skill check to reload the
weapon equal to the reload number. On check is
made per phase. A Critical Failure result has the
same effect as if generated while firing the
weapon. In this instance, and this instance only,
a failure still counts as a success, however each
failure result applies a +1 penalty to firing the
weapon unless an equal number of actions are
used to realign and aim the weapon again.
Once the teams modifier is determined it
remains unchanged for that scene unless it is redetermined later on. Leadership can also apply a
bonus to this skill check as well.

Progress Level 1: The Iron Age


The first heavy weapons make their
appearance. All of them are team weapons with
the exception of the Light Ballista, which only
requires one man to reload and fire.

Ballista, Heavy and Light

The ballista uses either poles drawn tight in


between twisted ropes or they use a large bow to
fire a spear; resembling a giant crossbow. While
the damage is only comparable to that of a spear
the damage type is High Impact; and the
weapons range is superior to the Long Bow.
How many actions it requires to reload is
dependent on the ballistas size. It takes on
action to load a Light Ballista and three actions to
load a Heavy Ballista. It requires a separate
action to fire the weapon.

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.

Catapult, Heavy and Light


Invented by the Romans, the catapult can
throw either rocks or flaming shot. It major
disadvantage is its accuracy. Another
disadvantage is that its range usually bring it
within the range of defenders as well and

historically many were destroyed before being


able to provide the fire power needed to take a
fort or castle.
If flaming shot is used then damage is
reduced by one point per category, however
structures, objects, and persons struck must roll a
feat check against Heat/Smoke or Fire as
determined by the Game Master. Catapults can
also fire scatter shot. This is basically a load of
rocks, nails, and other hard debris that can cover
an area with shrapnel. The damage caused is
treated like a club but the area of effect is like
that of a grenade using the Accuracy by Range
rules. It is also common practice to use catapults
to hurl flaming shot as well as lit barrels of
gunpowder into the enemys defenses.
It requires 2 actions to reload a light catapult
and 4 actions to reload a heavy one. A separate
action is needed to fire the weapon.

Greek Fire Projector


Preferred for shipboard combat, this team
weapon is best used at very close range. The
damage listed considers an area of effect similar
to other indirect fire weapons, which is 2/4/6. In
addition to the damage caused, all targets that
are hit must also make a Constitution feat check
vs. Fire on the following phase or continue to burn
as per those rules.
It requires four liters (or roughly one gallon) of
Greek fire to use this weapon.
Another, non-lethal, option can be used with
this weapon. By using water instead of Greek
fire, crowds and riots can be brought under
control with out seriously injuring the populace.
The damage for a water cannon is
d6s/d6+2s/d6w and is Li/O in power.
It requires three actions to refill and prepare
this weapon and a separate action to attack with
it.

Progress Level 2: The Middle Ages


While Ballista and Catapults remain in heavy
use during this period, other war machines also
appear primarily the Bombard. The period also
sees improvements on existing heavy weapons
and introduces the Drill; and special type Ram,
which is also called a Bore.

Ballista, Great

This monster requires a team of men to move


and even still it can only be moved over flat, open
ground. It takes five actions to load a Great
Ballista. It requires a separate action to fire the
weapon.

Chapter 4: Weapons & Armor


Bombard
The bombard is the first gunpowder weapon
to be used by mankind and arrives near the end
of the Middle Ages. Bulky and slow to reload, the
bombard also has the characteristic of backfiring
on both a 20 and a 19. Backfire damage is 1d6
points of wound damage, is considered En/O, and
effects all in a 4-meter radius around the
bombard.
While the standard bombard shot does not
explode, it does cause half of the damage
generated to all targets out to 6 meters. It
requires 10 charges of gunpowder to fire a
bombard.

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.

Progress Level 3: The Age of Gunpowder


Use of gunpowder becomes prominent in this
age. As muskets and wheel-lock pistols develop
improvements are also made on the bombard.
This age also introduces the first personal Heavy
Weapon called the Blunderbuss.

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

only a +1 modifier, before the end of this age. It


requires two actions to properly load a
blunderbuss, and a separate action to fire the
weapon.
The blunderbusss entry on the Heavy
Weapons table shows the range and damage for
a Standard load of shot. The following table
presents the character with some more options.
Shot
Type
Bolt

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

Chapter 4: Weapons & Armor

Stamina-endurance check against the Irritant


entry on the poisons table found in chapter 3
of this book as well as the Alternity
Gamemaster's Guide. Onset is one round and
the duration is one hour.
Snare: This shot type allows a character the
option of firing a net at a target. When
determining the accuracy of the shot, any
person or object within 2 meters of the target
is also captured in the net. However this shot
does have a minimum range of 2 meters as
the net requires a moment to expand.
Spike: An improvement on the standard load,
spike shot is better in every way except for
cost.
Standard: Standard shot is a pack of small
metal balls. They are available in most
societies where a Blunderbuss is common.

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.

Heavy Weapons Table


Weapon

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

Progress Level 1: The Iron Age


75/250/500
50/200/500
(25)50/125/2
50
(25)75/175/3
50
(25)50/125/2
50
10/25/50

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

Progress Level 2: The Middle Ages


d8w/d8+2w/d6+1m
d8w/d8+2w/d6+1m
d4+2w/d6+2w/d4+
1m
d8s/2d6s/d8w

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

Progress Level 3: The Age of Gunpowder

Progress Level 4: The Tinker Age


20/40/100

d4+1w/d6+1w/d6+

Li/O

Chapter 4: Weapons & Armor


Cannon, Boiler
Cannon, Great

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

Progress Level 5: The Magic Age

Defining the Heavy Weapons Table


The table for Heavy Weapons has a few
entries that can vary among different weapons of
this type and should be explained.
Skill: If Tactics appears in this entry then it refers
to a weapon that is not used in personal
combat, but rather a weapon with a specialized
use; like during a siege. The Tactics broad skill
can be used to determine success as can the
infantry tactics specialty skill. The Game
Master may also allow the use of the
Engineering-siege works skill as well.
Acc: The modifier is always given for a weapon
being used against an individual. If a large
weapon is used to repeatedly assault an area,
building, or a mass of people the modifier is
improved by two steps. In no case can this
produce a modifier of 1 or better.
Range: If a number appears in parenthesis this
indicates the minimum effective range for the
weapon.
Damage: Damage for heavy weapons that rely
on the Tactics skill cause their damage to
structures only.
Type: This entry remains unchanged for all
Heavy Weapons.
#of A: If a 1 appears in this entry then the
weapon must always be reloaded after each
shot.
Reload: The first number presented indicates
how many actions are required to reload the
weapon in question. If a number appears in
parenthesis then this number indicates how
many shots are loaded by the action. One shot
is the default and does not appear in the entry.
If a multiplier appears then this indicates the
number of separate actions required loading
each shot. In these cases the weapon can be
fired before being fully loaded.

25,000g
p
30,000g
p
10,000g
p

Mass: This is average mass of a weapon of this


type. Variations of the weapon, and those that
use Heavy Weapon Option can vary in mass.
Cost: This is average cost of a weapon of this
type. Variations of the weapon, and those
that use Heavy Weapon Option can vary in
cost.

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

Chapter 4: Weapons & Armor


and they can all be rotated into firing position
with a single, tandem action.

As the knowledge of tinkering grows heavy


weapon applications begin to exceed in variety.
Firearms continue to advance, but new breeds of
weapons evolve that are powered by other
sources.

the miniaturization of cannon is halted long


enough to produce this monster. If a lord can
overcome the 25 charges of gunpowder required
to fire the weapon and a solid earth platform to
mount it on, a battle can be resolved very quickly.
The impact of the cannon ball is so great that
it causes one-half of the inflicted damage out to
10 meters. It requires eight actions to reload a
Great Cannon, and a separate action to fire it.

Arrow Gun

Cylinder Rifle

Progress Level 4: The Tinker Age

The Arrow Gun is a kinetic powered weapon


that operates by a system of gears and pulleys to
rapidly draw and fire a series of arrows. The
earlier versions of the weapon feature a crank
that is turned to induce firing. Later models are
pre-spun requiring only a trigger for effect.
The Arrow Gun is one of the few weapons
known that has automatic firing capabilities.
However this can be a drawback as the weapon
has only one mode of firing, full automatic, and
the rules that apply to such attacks. In all, the
Arrow Gun is similar in appearance to a crossbow
but would never be confused with one.
Despite all of the advantages that this
weapon gives to a soldier, the arrow gun is very
cumbersome to carry and fire. When the arrow
gun is fired from the hip a +2/+4/+6 auto-fire
penalty is incurred. This can be overcome with a
successful strength feat check but this check
must be made for each phase that the weapon is
fired in this manner. Normally this weapon is
mounted and the fore of the recoil is light enough
to accommodate many firing platforms.
Arrow Guns usually carry enough arrows for 4
automatic-mode attacks. It takes two actions to
reload a new ammo box. Improved versions
feature continuous feed mechanisms that allow
the weapon to fire without having to reload every
fourth attack.
A nasty, and often used, option of the Arrow
Gun is to use Explosive tipped arrows as
described later in this chapter.

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

Being one of the first quick-loaded firearms,


this weapon contains all of its shot, wading, and
powder in cylinders along the barrel length.
When the arming bolt is pulled back, a portion of
each component is loaded into the barrel allowing
for a more rapid rate of fire. The weapon can be
fired on every action the character has until the
rounds (10 in all) run out. However, it requires a
total of 20 actions to fully arm the weapon again.
Despite this, the Cylinder Rifle can be fired before
it has been fully loaded.
The downfall of this weapon is its dangerous
ability to backfire when the powder cylinder is
nearly or completely full. When a backfire is
indicated during the weapons use treat the
damage caused as a demolitions explosion using
those rules for powder charges given in Chapter
5: Goods and Services.

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.

Greek Fire Rifle


Composed of a set of high-pressure bellows,
waterproofed tubing, a rifle barrel, and a forward
mounted torch (usually oil soaked cork or pitch),
this heavy weapon can instill fear in even the
best of troops. After the initial damage is caused,
the target on the following phase must roll a
Constitution feat to avoid further damage if the
result of the attack was better than Ordinary.

Chapter 4: Weapons & Armor


When Good or Amazing damage is caused, a
failure on the targets feat check means that the
next lowest result for damage is caused that
phase. In the case of Amazing damage, the
target could suffer both Good and Ordinary
damage as well. When a successful feat check is
passed no additional damage is caused.
Greek Fire Rifle Configurations
As noted by its name, the Greek Fire rifle uses
flammable oil as its fuel source. In general there
are three manners in which a flame gunner can
employ this. The first is the standard type as
detailed on the table above.
Small Bellows: Using this version of the gun,
the soldier empties one liter of oil into the gun
bellows for later use.
Large Bellows: Allowing for more oil to be
pulled into these larger bellow gives the
gunner three liters instead of only one. In
addition to this, the gunner can use all three
uses as a burst fire. Large Bellows increase
the weapons mass to 10 and the Reload entry
changes from 1 to 1(1x3). The cost also rises
to 1200gp.
Oil Tank: Instead of pouring flasks of oil into
the bellows, this option gives the gunner a
steady supply of Greek fire oil strapped to his
back in a barrel and attached to the weapon
by a water-proof hose. This gives the soldier
an average of 30 liters of the weapon and
both burst and auto-fire options are available.
While being a very popular option with
leaders, many soldiers are uneasy about
having that much flammable liquid on their
backs. This option raises the weapons total
mass to 35 kilograms, increases the cost to
1800gp, and the reload entry reads as 3
(1x30). Of course larger or smaller barrels
can be used just remember to adjust both
mass and reload rates using common ratios to
determine their values.

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.

Progress Level 5: The Age of Magic

As with Ranged of weapons of this age, Heavy


Weapons begin to experiment with spell gems.
The result is some of the most deadly weapons a
character can have in the game.
As with other weapons that rely on spell
gems, those for Heavy Weapons have the
following charges.

Chapter 4: Weapons & Armor


Weapon Type
Nova Cannon/Gun
God Gun

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

Each spell gem also gives an attack other


qualities that may not be covered on this table.
The spell gem types and the spells the are
derived from as follows:
Deadly Missile: Invocation-magic missile, Rank
10
Leaping Flames: Invocation-magic fire, Rank 9
Power Word: Invocation-power word, Rank 9
Meteor Swarm: Invocation-meteors, Rank 8
(three meteors are fired each time the weapon
is fired. Aside from the blast radius, this
feature grants a bonus 1 step as if burst fire
mode.)
Sheet Lightning: Invocation-lightning, Rank 8
Ice Storm: Invocation-ice, Rank 10 (Damage
caused is 3d4w/2d4w/1d6w/1d6s/1d4s for a
Critical Failure to an Amazing result and the
damage is treated as Energy with regards to
armor.)

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

result is a blast of destructive radiance that can


devastate even the toughest of opponents.
In addition to the blast itself, all person who
are within 2 meters of the target also suffer
damage of one category less than the target
itself. While being one the most powerful
weapons one can have, most lords can only
afford a few of them.

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.

PL 0: The Stone Age


Most Stone Age persons wear little if no
clothing let alone armor. Hide armor, presented
below, probably came about in an effort to keep
warm with its protective qualities being an after
thought.

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.

PL 1: The Iron Age


The introduction of treated leather allows for
more versatile armor options. As the age of
organized warfare begins, armor is in high
demand.

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.

Chapter 4: Weapons & Armor


The two most common uses of this shield are
the body shield/spear combination or an
archer/shield bearer team.

integral helmet or hood. A helm may not provide


significant protection, as determined by the
Game Master, if it is the only armor being worn.

Body Spikes

Leather Armor

Body Spikes are an addition to an existing


type of protection or can be worn as spiked bands
that cross the chest, legs, and arms. In all cases
they grant a +1 bonus to defense against Low
Impact attacks. While they impose no Action
Penalty they do have a mass of 2kg in any
configuration.
While they act as armor, body spikes can be
used as weapons during an Overbearing,
unarmed combat. If they are used successfully in
an Overbearing attack they cause
d4w/d4+1w/d4+2w in damage in addition to
other effects generated by the Overbearing
attack. This damage is rated by the quality of
initial and successive Overbearing attacks against
a target.

Perhaps the cheapest and most common type


of armor available leather armor, despite its lower
protective value is popular in this age and in
future ages as well.

Shield, Small
A small shield is usually round, about a halfmeter in diameter, and worn on the forearm of
the secondary hand.

PL 2: The Middle Ages


As the knowledge of smelting and metal
works becomes more common place, armor
evolves to the splendor of the romantic ideal.
Armor of this age also becomes a symbol and
sign of rank and status.

Chain Mail, Elven


The technology of elves with metallurgy is
extraordinary when it comes to small, flexible
chain links. Elves do not part with this armor
easily and they may mount raids to recover
stolen or ill-gotten suits.

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

Progress Level 0: The Stone Age


Armor Op.

+1

Progress Level 1: The Iron Age

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

Progress Level 2: The Middle Ages

Plate Armor,
Partial

Armor Op.
Shields
Heavy
Armor
Heavy
Armor

Progress Level 3: The Age of Gunpowder


Leather Coat

1d6-3/d4-3/d42

None

Progress Level 4: The Tinker Age

+3

Chapter 4: Weapons & Armor


Ballistic Chain
Ballistic Shield
Ballistic Plate, Full

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

Progress Level 5: The Age of Magic

Plate Armor, Full


Full plate armor is made from shaped and
fitted metal plates riveted and interlocked in such
a way as to cover the entire body. Gauntlets,
boots, and a visored helmet are included, as well
as a layer of thick padding under the armor.

Plate Armor, Partial


This armor combines a metal breastplate with
either chain or brigandine armor. A few metal
plates protect vital parts of the body, but not as
many are used as in full plate armor.

Shield, Medium

A medium shield is heavier than a small shield


and is usually a meter in diameter.

PL 3: The Age of Gunpowder


Aside from the leather coat there are no new
armor developments during this period of time.
The advent of the rifle on the battlefield actual
makes the use of leather armor more appealing.

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.

PL 4: The Tinker Age

As science slowly catches up to gunpowder,


newer types of heavy armor reappear.

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

the normal armor types. To keep the armor from


being to cumbersome, some of the standard
fittings and pieces of the armor are lost.
The result is suit of armor that statistically
conforms to previous armor types but have an
elevated protection against high impact damage.
On the downside this type of protection generally
has a lower rating against low impact attacks and
costs more.

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.

PL 5: The Magic Age


As magical weapons begin to appear, so does
protection that can compensate against it. The
use of a dense form of semi-magical ceramic
appears as does spell gems empowered
protection.

Ceramic Plate and Shield

By forging and casting super hard layers of


ceramic, steel, and anti-magical substances the
first magical resistant armor is born. Aside from
the higher energy rating given for the armor in its

Chapter 4: Weapons & Armor


description, ceramic plate also grants the armors
wearer a bonus +/- 2 Resistance Modifier when
defending against any type of Attack or Influential
spell. This benefit does not have any effect on
psionics however.

Force Armor and Shield


Utilizing spell gem technology, Force armor
and shields provide a practically weightless
defense that is comparable to most other types of
protection. Force Armor is girdle or belt with a
large buckle in the center. On the buckle is a
button that when pushed produces the Force
Armor option from the Invocation-force field
spell. The Force Shield does the same, however it
is installed in a bracer or gauntlet.
Each time the buttons are pushed the force
field generated will last for 10 minutes, and uses
a charge. Both types of force protection have a
maximum of 25 uses. While no skill is required to
utilize the protection to its fullest value, having
high ranks in either heavy armor or shields do
grant those benefits. Similarly a person with an
active Force Armor can cause Gauntlet damage
from a punch and the Force Shield can be used in
strike as a normal shield.
Force protection of either type is visible, but is
transparent. Colors range from blue to green to
red, and the protection may be featureless or
fully detailed based on who designed the devise.

The damage rating listed for most ranged and


heavy weapons considers that a standard
armament is being used with that weapon. Below
are the not only the cost for such ammunition,
but other types of ammunition as well.
Most importantly is the cost of the ammo and
the Progress Level in which is appears.
Progress
Level

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

Greek Fire, per


shot
Quarrels,
Hand Quarrel
High Explosive
Standard Quarrel
Sling,

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.

Chapter 4: Weapons & Armor


Armor Piercing: Useable only with a Long Bow,
this arrow features a heavy chiseled head on a
meter long arrow. When damage is assessed
for a successful hit, armor values are reduced
by 1 point for Low Impact damage.
High Explosive: Behind the head of this arrow is
a small charge of gunpowder that is ignited by
flint when the arrows head is depressed; usually
by a successful hit. The ensuing burst fires the
arrow into the target with more force than is
usual for an arrow. The result is that the
damage is defended against as if it were High
Impact instead of Low Impact.
Incendiary: This arrowhead 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.
Signal Arrow: This arrowhead is designed to
whistle loudly when fired. The sound is so loud
that it can be heard a kilometer away, barring
other noise. They are often used for
communication and signaling during combat.

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

d8+4w/d8w/d12s). The damage from the blast


is considered Li/G. Normal damage from the
shots impact is also considered for an on
target hit.
Flaming Shot: If this shot hits a target that is
not resistant to fire then a durability check vs.
Fire must be rolled.

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

As with a blunderbuss, damage caused at


short range is doubled and damage at long range
is halved. Canister shot may considered as
having a 10 meter area of effect from the point of
a strike which makes this weapon deadly when
used against troops marching or charging in line.
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
d8+4w/d8w/d12s). The damage from the blast
is considered Li/G. Normal damage from the
shots impact is also considered for an on
target hit.
Grape Shot: Grape shot is superior to Canister
shot mentioned above. This load of heavy iron
balls allows the cannon its normal range ands
the type of damage remains Good in firepower.
The area of effect is tighter, being only a 6
meter spread, and the damage is doubled for
short range and halved for long range.
Gunpowder: This entry simply shows the cost in
gunpowder for firing each type of cannon.

Firearm Shot

Chapter 4: Weapons & Armor


Information on firearm munitions is given in
the next section Weapons Options.
Gunpowder: The cost given reflects a single
charge of gunpowder required in firing a normal
firearm. Some firearms call for more than one
charge to be used.
Wading: Wading is nothing more than a filler
used to pack and contain the round and powder
in the barrel of a firearm. Wading is consists of
a small square of cloth made from moisture
absorbing material and is a required component
during the reloading of a firearm. If wading is
not used a Critical Failure can be generated on
both a natural 20 or a 19 as the powder does
not remain compact enough to properly fire the
weapon.
Wading is cheap and characters should be
able to improvise this component from their
standard gear in a pinch.

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.

Sling and Sling Staff

Sling ammunition is listed considering the use


of sling stones. If sling bullets are used then add
a +1 to damage. Sling bullets, which are usually
made of lead, also increase the range of the
standard sling to 15/30/75 and the Sling Staff to
15/30/60.
Stink Pot: This ordinance is a clay vessel filled
with burning sulfur or quicklime. The range is
not good, being only 10/20/40, but the payload
breaks upon impact releasing an Irritant poison.
All persons within 4 meters of the broken Stink
Pot must resist the poison or suffer immediate
penalties. A Stink Pot will usually burn for
1d4+1 combat rounds before it loses
effectiveness.

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

The weapons presented on the tables above


are generic in nature. The following section
describes some basic options that can be used to
modify these weapons into more useful of deadly
forms.
Most of these options have some special
quality the impart to the weapon they modify, but
almost all of them effect both the cost and mass
of the weapon in question.

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

Chapter 4: Weapons & Armor


modification doubles the cost of the bow in
question.
Generally speaking, only Short Bows and Long
Bows can have composite versions. Their ranges
are shown below.
Composite
Type
Long Bow
Short Bow

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

The Ignition Type refers to one of three


options available. Matchlock weapons require a
lit fuse to ignite the powder and require three
actions to reload the weapon. Flintlock weapons
are a little more accommodating allowing for only
two actions to reload. Breech Loaded firearms
have a special feature in that the shot, powder,
and wading is combined in a packet and is loaded
into the rear of the barrel. Breech-loaded

firearms still use the flintlock mechanism. This


allows for only one action to reload. The above
rules are primarily for rifles. Pistols can be
reloaded at a rate of one less action to a
minimum of zero actions required.
Barrel Types effect the Accuracy of the
weapon being used. Crude bore firearms have
little if no specialized methods for smoothing the
barrel and incur a +2 penalty to the firing of the
weapon. Smooth bore weapons are better but
still impose a +1 penalty. Rifled barrels feature a
spiral groove inside the barrel that puts a spin on
the round and causes the weapon to have no
penalty at all.
Ammunition Types effect range and can also
have an effect on the weapons Accuracy. Ball
Shot has no effect on either. A Mini-Ball
increases the range by 25% and grants a 1
bonus to Accuracy. Bullets (which are not
detailed for any weapon shown) grant a 1 bonus
and increase range by 50%. Neither mini-balls
nor bullets can be used in crude bore barrels and
ball-shot cannot be used in a breech-loaded
weapon.
It is important to note that the firearms in use
today have qualities that are greater than the
weapons presented here. In addition, there are
no Burst or Auto-Fire capabilities described here
as well. If DMs and players are willing, those and
other options (as well as those listed below) are
given in Appendix 2: Tinkering. But for the
standard version of the game, I assume that with
magic and other options available that firearms
will evolve differently in a fantasy environment
than they have in the real world.

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.

Chapter 4: Weapons & Armor


Melee with Firearms
When a firearm is used for melee it must
make a durability check for each attack that hits.
The damage caused to the target is also caused
to the firearm itself including any modifiers for
high strength. The mechanisms and components
for a firearm are not designed for these purposes
and this is an excellent way to ruin a good gun.
Damage caused in this fashion may be fixed with
either the Firearms or Tinkering-Repair skills.

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.

Multiple Barrels: Up to two additional


barrels can be added to a firearm as long as
they are of the same type and model. While
this allows the user to fire multiple volleys

before reloading, each barrel adds one-half on


the weapons mass to the total mass.
Regardless of the final mass of the weapon,
its bulk makes it a Heavy Weapon by
definition. Each barrel also costs one-half of
the base cost for the weapon as well.
Therefor a firearm with two additional barrels
weighs and costs twice as much in both
categories. The Tri-Gun on the Heavy
Weapons table is an example of this type of
weapon.
Combination Barrels: This option is similar
to the multiple barrel option above except
that it includes barrel types that are different.
Only one barrel can be added to a firearm if it
differs from the first. The most common
application of this is a Blunderbuss combined
with another type of rifle. As with the multiple
barrel option above, this makes the firearm a
Heavy Weapon. Cost and mass are similarly
modified excepting the base costs of the
firearms of which the barrels originate.
Pepperbox: An advancement on the barrel
combinations above, a Pepperbox is a series
of like barrels designed to rotate around a
based so that they may be fired by a common
flintlock. This option allows for up to six
barrels to be combined on one gun. The mass
of the weapon, and cost, are determined by
the same criteria above. The Six Gun on the
Heavy Weapons table is an example of this
type of weapon.
Free-All Trigger: Useable with either the
Multiple or Combination Barrel options, a FreeAll Trigger is an additional trigger built into the
firearm that allows all of the triggers present
to be released in one action. This option
increases the weapons cost by 25%. The TriGun on the Heavy Weapons table makes use
of this option.
Quick Load Rods: While not being an actual
modification to a firearm itself, Quick Load
Rods are specially designed loading rods that
allow a character to place the shot, powder,
and wading down the barrel of the weapon in
one action. This reduces the reload time by
one action however they cannot be used with
Breech Loaded firearms. It requires one
minute to prepare a QL Rod therefor most
gunners carry several in to battle. In a
progress level 4 campaign, quick load rods
cost around 15 gold pieces each.
Scopes: Scopes help in long range shooting
by reducing the long-range penalty by 1 point.
However, not just any scope can be placed a
rifle and used as such without first being
sighted correctly. This is done with a complex

Chapter 4: Weapons & Armor

skill check using the Firearms-Rifle skill and


requires 3 successes with one being allowed
per. The medieval/fantasy scope utilizes two
lenses sealed together with strands of spider
web to form the crosshairs. The average
scope costs 300 gold pieces.
Melee Rigging: This option allows a Rifle to
be used as a club in melee combat without
forcing it to make a Durability check when it
lands a blow. At Progress Level 4 the rigging
includes a mount for a bayonet. Adding this
option to a firearm increases its cost by 25%.
Wide Breech: A Wide Breech allows the
weapons wielder to load more powder into a
firearm than is normally allowed. The net
result is that the blast fires the round with
more force, which adds a +1 to the damage.
The down side of this is that the firearm will
backfire on either a 20 or 19 (or 20, 19, and
18 if the wielder has the Bad Luck flaw).
Designing a firearm with a wide breech
increases its cost by 25 gold pieces.

Heavy Weapon Options

As with other types of weapons, heavy


weapons may also be modified for greater effect.
Some of the more common options available are
given below.

Dual-Mount: increases accuarcy, must be


used for two bolts or no go. adds on step to
reload. doubles the cost of the weapon.
Steam Fired: The force of steam is used to
hurl the object. The greater force generated
in this manner does not increase the range of
the attack, but damage is increased by a +1.
The drawback to this is that the weapon
weighs 50% more, requires one more action
to reload, and the fire and water in the boiler
must be maintained at an operating level.
Steam Powered: The most superior use of
steam in large weapons, this system utilizes
the force of the steam to power a series of
mechanisms to fire and reload a large
weapon. This grants the weapon a +2 bonus
to damage caused and range is increased by
25% per category. The flaws are the same as
for the Steam Fired option above except that
this option allows the weapon to be reloaded
in half the time by use of steam powered
assistance.
Explosive Powered: Some team weapons
may follow the designs as those used for
firearms. While the bombard and cannon fit
this category (as possible modifications to a
catapult) the ballista may also make use of
this delivery system. The primary benefit

gained by doing so is that the weapon causes


High Impact but does use a lot of gunpowder
to use.
Tandem Systems: Allowing one man to fire
multiple weapons can be of great benefit.
This modification includes a series of gears,
levers, and pulleys that allow for one release
mechanism to be used by the weapons that
are loaded and ready. Reloading the
weapons, however, is another story.
Automatic Systems: A dream not realized
until late in the Tinker Age, this system is
comprised of weighs, springs, and the
weapons natural power to reload itself. When
the weapon is fired, the force of the release
creates a chain reaction that quick rewinds
itself to its firing position. The only step
remaining is to place the shot into the
weapon, however some weapons also include
this feature. The force generated by this
action is too much for a wooden frame. As
such, the frame must be made of metal
(preferably steel) and causes the weapon to
weigh twice as much as is normal. This option
is not available to weapons that use
gunpowder like the bombard or the cannon.
Pulley Reload System: The forerunner of
the automatic system, pulley reloads include
a block and tackle combination that makes
reloading easier by reducing the force of the
weapons pull. This option does not increase
the weight of the weapon and it reduces the
reload time by one-half. This option is not
available to bombards or cannon.

Made for Throwing


Some weapons that are designated as Not for
throwing can be made as Designed for throwing
if desired. While this helps with range modifiers,
it does modify the damage by a 1 point if the
weapon is used in melee combat. This means
that if a Hand Ax is made to be Designed for
throwing then standard damage applies if the
weapon is thrown, however the damage will be 1
point of damage per category if the Hand Ax is
used in melee.
Weapons that are Heavy for the purposes of
throwing cannot usually be bettered in the terms
of this rule.

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.

Chapter 4: Weapons & Armor


This modification comes in two varieties: Fixed
Blades or Spring Blades. Fixed Blades can be
introduced as early as Progress Level 1, while
Spring Blades generally do not appear earlier
than Progress Level 2. The cost for Fixed Blades
is a price increase of 10% of the weapons value;
while Spring Blades increase the price by 50%.
The primary difference between the two is
that Fixed Blades cannot be sheathed while
Spring Blades can. Spring Blades can also be
used to surprise an opponent if combined with a
successful Tactics-melee tactics skill check. In
such a case the use of the blades during that
phase may grant a 2 step bonus to parrying or
only a +2 penalty to a disarm check.
Of the weapons presented in this chapter the
following are suited for this modification: Dagger,
Short Sword, Broad Sword, Great Sword, Long
Sword, and any Sheath Weapons of these types.

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.

Magical Weapons & Armor

Magical weapons, armor, and shields are all


ranked by their magnitude. The magnitude of the
magic invested in such gear allows it to be used
to greater capacity than a normal, mundane,
piece of equipment. All magical gear also has a
quality. The general rule of thumb is that the
quality of the item must be at least equal to the
power the item is to hold. This reflects the rules
involving a permanent magical item. Temporary
magical items, made by the Enchantmentenchant item spell, do not have to follow this rule
but their power only lasts a short while. The
table below shows the qualities allowed for each
level of power.

Quality vs. Magnitude


Qualit
y
Ordina
ry
Good

Magnitude
Ordinar Good
Amazi
y
ng
Yes
No
No
Yes

Yes

No

Amazi
ng

Yes

Yes

Yes

The features of both quality and power are


combined in the statistics for the item. This
means that an amazing quality suit of plate mail
retains those values for Quality and also gains the
benefits of being amazing in Magnitude as well.

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

Chapter 4: Weapons & Armor


being carried or transported however. As with
magical weapons, magical armor must first be
made of an equal or greater quality to have an
equal or lesser power.
Magnitu
de
O
G
A

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%

Magical Gear Values


While most persons who own a magical
weapon or suit of armor will not normally part
with them there are times when they may be put
up for sale. The character may be retiring, he
may have several additional pieces of magical
gear that he doesnt need, or he may need a lot
of money for some venture like building a castle.
Quality
Ordinary
Good
Amazing

Valu
e
x100
x250
x500

The Value column shows the base modifier to


the weapon or armors cost. This is also modified
by the quality of the piece of gear as well. This
number forms the base of barter as most sales of
this nature are not standard market goods.

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