Beruflich Dokumente
Kultur Dokumente
Heroes
Generic multiverse D20 system
Underwater
Fantasy
Superhero
Sci-f
By Creations REVE
TABLE OF CONTENTS
Chapter 1: Getting Started
Introduction
The RPG Experience
Navigating the Book
Common Terms
Example Game Flow
Generating a Character
Ability Scores
Chapter 2: Racial Types
Races creations
Racial traits List
Racial traits Descriptions
Racial type exemples
Chapter 3: Background types
Background List
Background Descriptions
Chapter 4: Advantages and
Complications
Advantages list
Advantages details
Complications list
Complications details
Chapter 5: Career Path
Artisan
Athlete
Businessman
Driver/Pilot
Entertainer
Fighter
Hunter
Investigator
Politician
Rogue
Scholar
Technician
Chapter 6: Power Path
Mundane abilities
Cyber ware
Druidism
Miracles
Mythic powers
Powered armor mastery
Primordial abilities
Psychic powers
Sorcery
Soulknife mastery
Wielder artefacts
Chapter 7: Life Path
Life path list
Life path description
Chapter 8: Skills
Acquiring Skills
Skill Descriptions
Chapter 9: Feats
Prerequisites
Types of Feats
Feat Descriptions
Regeneration
Shrink
Stretching
Super Speed
Superhuman Charisma
Superhuman Constitution
Superhuman Dexterity
Superhuman Intelligence
Superhuman Strength
Superhuman Wisdom
Telekinesis
Telepathy
Teleportation
Time Manipulation
Transformation(Varies)
Vibration
Chapter 16: Spells
Druidism Spell List
Sorcery Spell List
Miracles Spell List
Spell Descriptions
Chapter 17: Psychic powers
Psychic talents List
Psychic skills List
Psychic powers Descriptions
Chapter 18: Powered Armor
Cyber armor details
Cyber armor upgrades
Chapter 19: Soulknife Abilities
Soulknife Abilities List
Abilities Description
Chapter 21: Wielder Artifacts
Wielder mythical weapons
Wielder mythical armors
Wielder mythical Items
Chapter 22: Cyber Ware
Cyber ware List
Cyber ware Descriptions
Chapter 23: Game Mastering
Starting a Campaign
Published Story Arcs
Creating Your Own Stories
Tips to Remember
Chapter 24: Environment
Urban Sprawl
Lairs
Wilderness
Weather
Other Dimensions and the Planes
Environmental Rules
Chapter 25: NPCs & Villains
Civilian Class
Quick-Gen Villain System
NPC Villains
Creatures
Animals
Animated Objects
Giant Vermin
Outsiders
Swarms
The Undead
Appendix
Index
Character Sheet
COMMON TERMS
Mythical Heroes uses a number of terms, abbreviations,
and definitions in presenting the rules of the game. The following
are among the most common.
Ability Score: Each creature has seven ability scores: Might,
Agility, Vigor, Intellect, Wits, Charm and Beauty. These scores
represent a characters most basic attributes. The higher the
score, the more raw potential and talent your character possesses.
Action: An action is a discrete measurement of time during a
round of combat. Using abilities, casting spells, and making
attacks all require actions to perform. There are a number of
different kinds of actions, such as a standard action, move action,
swift action, free action, and full-round action (see Combat).
Activation Abilities (Av): Activation abilities are typically mythic
abilities, but require an action to activate, are subject to attacks of
opportunity and can be interrupted.
Alignment: Alignment represents a creatures basic moral and
ethical attitude. Alignment has two components: one describing
whether a creature is lawful, neutral, or chaotic, followed by
another that describes whether a character is good, neutral, or
evil. Alignments are usually abbreviated using the first letter of
each alignment component, such as LN for lawful-neutral or CE for
chaotic-evil. Creatures that are neutral in both components are
denoted by a single N.
Armor Class (AC): All creatures in the game have an armor class.
This score represents how hard it is to hit a creature in combat. As
with other scores, higher is better.
Base Attack Bonus (BAB): Each creature has a base attack
bonus and BAB represents its skill in combat. As a character gains
levels or hit dice, his base attack bonus improves. When a
creatures base attack bonus reaches +6, +11, or +16, he receives
an additional attack in combat when he takes a full-attack action
(which is one type of full-round actionsee Combat).
Bonus: Bonuses are numerical values that are added to checks
and statistical scores. Most bonuses have a type, and as a general
rule are not cumulative (do not stack) with bonuses of the same
typeonly the greater bonus granted applies.
Caster Level (CL): Caster level represents a creatures power
and ability when casting spells. When a creature casts a spell, it
often contains a number of variables, such as range or damage,
that are based on the casters level.
Class: Classes represent chosen focuses taken by characters and
some other creatures. Classes give a host of bonuses and allow
characters to take actions that they otherwise could not, such as
using mythic abilities, casting spells or creating fantastic
technology. As a creature gains levels in a given class, it gains
new, more powerful abilities.
Check: A check is a d20 roll which may or may not be modified by
another value. The most common types are attack rolls, skill
checks, and saving throws.
and magical) restores hit points. Some abilities and spells grant
temporary hit
points that disappear after a specific duration. When a creatures
hit points drop below 0, it becomes unconscious. When a
creatures hit points reach a negative total equal to its Constitution
score, it dies.
Initiative: Whenever combat begins, all creatures involved in the
battle must make an initiative check to determine the order in
which creatures act during combat. The higher the result of the
check, the earlier a creature gets to act.
Level: A characters level represents his overall ability and power.
There are four types of levels. Class level is the number of levels of
a specific class possessed by a character. Character level is the
sum of all of the levels possessed by a character in all of his
classes. In addition, spells have a level associated with them
numbered from 0 to 9. This level indicates the general power of
the spell. As a spellcaster gains levels, he learns to cast spells of a
higher level. Finally, there is a power level that measures the rank
of Mythic abilities called tiers.
Multiplying: When you are asked to apply more than one
multiplier to a roll, the multipliers are not multiplied by one
another. Instead, you combine them into a single multiplier, with
each extra multiple adding 1 less than its value to the first
multiple. For example, if you are asked to apply a 2 multiplier
twice, the result would be 3, not 4.
Mythic Abilities: Mythic abilities are special abilities that give
ordinary creatures fantastic powers beyond those of mortal men.
Mythic abilities can do a variety of different things and are
described in detail in the description of each power. (See Mythic
Abilities) Non-player Character (NPC): These are characters
controlled by the GM.
Penalty: Penalties are numerical values that are subtracted from
a check or statistical score. Penalties do not have a type and most
penalties stack with one another.
Round: Combat is measured in rounds. During an individual
round, all creatures have a chance to take a turn to act, in order of
initiative. A round represents 6 seconds in the game world.
Rounding: Occasionally the rules ask you to round a result or
value. Unless otherwise stated, always round down. For example, if
you are asked to take half of 7, the result would be 3.
Saving Throw: When a creature is the subject of a dangerous
ability, spell or effect, it often receives a saving throw to mitigate
the damage or result. Saving throws are passive, meaning that a
character does not need to take an action to make a saving throw
they are made automatically. There are three types of saving
throws: Fortitude (used to resist poisons, diseases, and other
bodily ailments), Reflex (used to avoid effects that target an entire
area, such as fireball), and Will (used to resist mental attacks and
spells).
Skill: A skill represents a creatures ability to perform an ordinary
task, such as climb a wall, sneak down a hallway, or spot an
intruder. The number of ranks possessed by a creature in a given
skill represents its proficiency in that skill. As a creature gains Hit
Dice, it also gains additional skill ranks that can be added to its
skills. Spell: Spells can perform a wide variety of tasks, from
harming enemies to bringing the dead back to life. Spells specify
what they can target, what their effects are, and how they can be
resisted or negated.
Spell-Like Abilities (Sp): Spell-like abilities function just like
spells, but are granted through a special racial ability or by a
13
14
15
16
17
18
3
4
5
6
8
10
15
20
25
30
35
Determine Bonuses
Each ability, after the final modification due to the race
traits, will generally have a modifier ranging from 5 to +5. Table
1-3, Ability Modifiers and Bonus Spells shows the modifier for
each score. The modifier is the number you apply to the die roll
when your character tries to do something related to that ability.
You also use the modifier with some numbers that arent die rolls.
A positive modifier is called a bonus, and a negative modifier is
called a penalty. The table also shows bonus spells, which youll
need to know about if your character is a spellcaster.
Abilities and Spellcasters
The ability that governs bonus spells depends on what type of
spellcaster your character is: Vigor is the primary ability for
invokers, Wits is the primary ability for a vessel, and Charm is the
primary ability for Druid. In addition to having a high ability score,
a spellcaster must be of a high enough class level to be able to
cast spells of a given spell level. For all spell casters, you had a
bonus to your spell known on your intellect score. See the class
descriptions in Classes for details.
Scor
e
1
2-3
4-5
6-7
8-9
1011
1213
1415
1617
1819
2021
2223
2425
2627
2829
3031
3233
3435
3637
3839
4041
4243
4445
9t
h
+1
+2
+3
+4
+5
+6
+7
+8
+9
+1
0
+1
1
+1
2
+1
3
+1
4
+1
5
+1
6
+1
7
The Abilities
Each ability partially describes your character and affects some of
his actions.
Might (Mig)
Might measures muscle and physical power. This ability is
important for those who engage in hand-to-hand (or melee)
combat, such as martial arts masters, soldiers and many mythics.
Might also sets the maximum amount of weight your character can
carry. A character with a Might score of 0 is too weak to move in
any way and is unconscious. Some creatures do not possess a
Might score and have no modifier at all to Might-based skills or
checks.
You apply your characters Might modifier to:
\ Melee attack rolls.
\ Damage rolls when using a melee weapon or a thrown weapon,
including a sling. (Exceptions: Off-hand attacks receive only half
the characters Might bonus, while two-handed attacks receive 1
1/2 times the Might bonus. A Might penalty, but not a bonus,
applies to attacks made with a bow that is not a composite bow.)
\ Climb and Swim checks.
Agility (Agi)
Agility measures
Charm (Cha)
Charm measures a characters personality, personal magnetism,
ability to lead, and overall presence. It can be very important for
any hero who wants to fast talk their way out of sticky situations.
Every creature has a Charm score. A character with a Charm score
of 0 is not able to exert himself in any way and is unconscious. You
apply your characters Charm modifier to:
Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and
Perform checks.
Checks that represent attempts to influence others.
A Druid gains bonus spells based on his Charm score. The
minimum Charm score needed to cast a Druid spell is 10 + the
spells level
Beauty (Bea)
Beauty measures a characters appearance and attractiveness.
The higher this stat is the more attractive the character is. The
modifier applies for all seduction, negotiation and first impression
checks involving another person.
Vigor (Vig)
Vigor represents your characters health and stamina. This ability
is important for an invoker because it affects his or her
spellcasting ability in many ways. A Vigor bonus increases a
characters hit points, so the ability is important for all classes.
Some creatures, such as undead and constructs, do not have a
Vigor score. Their modifier is +0 for any Vigor-based checks. A
character with a Vigor score of 0 is dead.
You apply your characters Vigor modifier to:
\ Each roll of a hit die (though a penalty can never drop a result
below 1that is, a character always gains at least 1 hit point each
time he advances in level).
Fortitude saving throws, for resisting poison, disease, and similar
threats.
If a characters Vigor score changes enough to alter his or her
Vigor modifier, the characters hit points also increase or decrease
accordingly.
An invoker gains bonus spells based on his Vigor score. The
minimum Vigor score needed to cast an invoker spell is 10 + the
spells level.
Intellect (Int)
Intellect determines how well your character learns and reasons.
Creatures of animal-level instinct have Intellect scores of 1 or 2.
Any creature capable of understanding speech has a score of at
least 3. A character with an Intellect score of 0 is comatose. Some
creatures do not possess an Intellect score. Their modifier is +0 for
any Intellect-based skills or checks. You apply your characters
Intellect modifier to:
The number of skill points gained each level, though your
character always gets at least 1 skill point per level.
Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.
Chapter 2: Races
In Mythical Heroes, there is many races that the player can
choose for their heroic character. All the races are beings that had
been affected by the mythical energy that spread across the
universe when the gate of Hell as been broken. Most of the
playable races are here to fight the evil spreading across the
universe. For a better playing experience, choose the race fitting
your character concept. The table 2-1 is a list of all the available
races in Mythical Heroes.
Table 2-1: Summary of Races
Race
Description
Avials
Canid
Drakal
Eldaran
Felis
Human
Kirin
Nefery
Seraph
Sylva
Theldran
Ursan
In Guardian Angels, all races have angelic power on top of the
angelic path they follow. The table 2-2 show how many point they
got for power.
Wits (Wit)
Wits describes a characters willpower, common sense, awareness,
and intuition. If you want your character to have acute senses, put
a high score in Wits. This score is also very important to the vessel,
as it determines the level and strength of spells he can cast. Every
creature has a Wits score. A character with a Wits score of 0 is
incapable of rational thought and is unconscious. You apply your
characters Wits modifier to:
Will saving throws (for negating the effects of charm person and
other spells).
Heal, Perception, Profession, Sense Motive, and Survival checks.
A vessel gains bonus spells based on his Wits score. The minimum
Wits score needed to cast a vessel spell is 10 + the spells level.
SERAPH
NEFERY
Seraphs are humans that have awakened after they had been
infused by the angelic essence that has spread all over the world.
They are the most common of all the angelic races and they can
be found anywhere on the globe. Normally Seraphs tend to be
good hearted people that are close to their humanity. They arent
specializing in any angelic path so they can have any profession
and they can learn quicker then normal humans.
Physical Description: Seraphs are looking like improved human
as they are perfectly shaped and beautiful. They have huge white
or black wings on their back. Their facial features, hand, feat and
body are totally human looking. They can come from any culture in
the world so that make them almost impossible to recognize
among other human unless their wings are visible.
Racial Traits
Ability Score Racial Traits: Seraph characters gain a +2 racial
bonus to one ability score of their choice at creation to represent
their varied nature.
Size: Seraphs are Medium creatures and thus receive no bonuses
or penalties due to their size.
Base Speed: Seraphs have a base speed of 30 feet.
Languages: Seraph begins play speaking Common. Seraph with
high Intelligence scores can choose any languages they want. See
the Linguistics skill page for more information about these
languages.
Human form: Seraph can take a fully human form as a standard
action at will. In human form, they cant use their wings.
Winged: Seraphs have wings on their back. With those wings,
they can fly at a speed of 60 feet with a manoeuvrability of
good. They more loaded they got the less fast and high they can
fly. These wings arent magical; they can be broken or destroyed.
Talented: Seraph selects one feat at 1st level and 1 extra feat at
each 3 level after the first. One extra feat at level: 1, 3, 6, 9, etc.
Skilled: Seraph gain an additional skill rank at first level and one
additional rank whenever they gain a level.
Empowered: Seraphs have more angelic essence then all the
other races. Give one more power points per level.
Nefery are human that has been infused by the angelic and the
demonic essence that as spread across the entire world. They are
the vampire we heard about in stories. They tend to be a little
darker then the Seraphs but they still care for humanity They live
through their increased emotional state, living everything more
deeply.
Physical Description: Nefery are mostly pale skinned human
with small fang and deep red eyes. The rest of their look is
completely human. They can come any culture as Seraphs does.
When they are angered, their eyes became redder and their face
gain something a little animalistic in it making them look very
frightening.
Standard Racial Traits
Ability Score Racial Traits: Neferys characters gain a +2 racial
bonus to Strength and charisma due to their dual nature.
Size: Neferys are Medium creatures and thus receive no bonuses
or penalties due to their size.
Base Speed: Neferys have a base speed of 60 feet.
Languages: Neferys begins play speaking Common. Neferys with
high Intelligence scores can choose any languages they want. See
the Linguistics skill page for more information about these
languages.
Human form: Nefery can look completely human at will; its
mostly a cosmetic change.
Burst of speed: Nefery cam move twice as fast as normal. This
ability can be use number of times that equals one + level per day.
Reactive: Neferys gain the improved initiative feat for free.
Fast healing: Neferys regain their level in hit point per min
Kiss of the night: Neferys have fang that does 1d4 of damage.
Vampire body: Neferys are harder to hurt. Give a damage
reduction of 2 against all physical damage beside fire.
Vampire immunity: Neferys special body gave them immunity to
cold and to disease
Need of blood: They need to drink at least (cons mod x level) hit
points in blood per day. They can only do that after giving the kiss
of the night to his victim.
Sunlight weakness: Neferys receive a D6 of damage per round
when exposed to direct sunlight.
Fire weakness: All fire base spell, power or normal fire does
double damage against a Neferys.
CANID
URSAN
Felis are the feline across the entire world that has been infused
with the angelic essence that as spread across the world. Felis are
playful and gentle unless someone is looking to arm them. Felis
are extremely close to the human they like and they are always
looking to hunt or have some fun. They are subtle and silent which
make them very good thief and spies.
Avials are the bird of prey that have been infused with the angelic
essence that as spread across the entire world. Avials love to fly
more than anything else. They have one of the best eyesight in the
world. They are very good messenger able to go fast to other
location. They dont have a preference for humanity but they know
that harmony and community is needed for everyone to survive.
SYLVA
Sylva are butterfly that has been transform into fairies after they
been infused by the angelic essence that as spread across the
entire world. Fey are playful and they love putting trick on people
around them. They love sugar more than anything. They are very
protective of nature and its inhabitants.
Physical Description: Sylva looks like small human with butterfly
like wings. They are quite attractive and they smell like wild flower
naturally. They also have small pointed ears. They are always
skinny and most of their feature seems more attractive than
normal human.
Standard Racial Traits
Ability Score Racial Traits: Sylva characters gain a +2 racial
bonus to dexterity, intellect and charisma but they receive a -2 to
constitution and strength..
Size: Sylva are Diminutive and gain a +4 size bonus to their AC, a
+4 size bonus on attack rolls, a -4 penalty on combat maneuver
checks and to their CMD, and a +8 size bonus on Stealth checks.
Base Speed: Sylvas have a base speed of 20 feet.
Languages: Sylva begins play speaking Common and Sylvan.
Sylva with high Intelligence scores can choose any languages they
want. See the Linguistics skill page for more information about
these languages.
Change shape: Sylva can take a normal sized human form at will.
As they are human they cant use their wings.
Flight: Sylva has long delicate wings which grant them the ability
to fly. They have a flight speed of 60 feet and a maneuverability of
good.
Sylva Dust: Sylva can use a special magical dust. Doing so is a
free action as long as they are the one using it. A Sylva can
generate a number of uses of dust equal to its Charisma score
each day. Once Sylva dust is applied to an item, the Sylva chosen
effect persists on the item for only 1 round. As long as an item is
altered in this way, it only causes its new effect. A Sylva can
choose any one of the following three effects when dusting an item
(save DCs are Charisma-based):
Charm: The target must succeed on a Will save or be affected
as though by a charm monster spell for 10 minutes.
Memory Loss: The target must succeed on a Will save or be
affected by a modify memory spell.
Sleep: The target must succeed on a Will save or fall asleep for
5 minutes.
Low-light Vision: Pixies can see twice as far as a race with
normal vision in conditions of dim light.
Invisibility: Sylvas are able to at will cast Invisibility on
themselves. This ability follows all the normal rules of the spell,
including that the Sylva is made visible again if she attacks.
DRAKAL
Drakal are the big lizard of the world (crocodile, alligator, Komodo
dragon, etc.) that have been infused with the angelic essence that
has spread across the entire world. They are proud and noble
creatures looking a little like the dragon of the myth.
Physical Description: Drakal look like humanoid dragon. They
got a scaled skin and huge bat wings on their back. They have a
draconic head with horn on top. They also have a long pointed tail.
The color of their skin varies with the energy type they use. They
also possess clawed hands and feet.
Standard Racial Traits
Ability Score Racial Traits: Drakal characters gain a +4 racial
bonus to Strength and Constitution and +2 bonuses on Dexterity
and Intellect.
Size: Drakal are Medium creatures and thus receive no bonuses or
penalties due to their size.
Base Speed: Drakals have a base speed of 30 feet.
Languages: Drakal begins play speaking Common and Draconic.
Drakal with high Intelligence scores can choose any languages
they want. See the Linguistics skill page for more information
about these languages.
Change shape: Drakal can take a normal sized human form at
will. As they are human they cant use their wings or natural
weapons.
Flight: Drakal has long bat wings which grant them the ability to
fly. They have a flight speed of 60 feet and a maneuverability of
clumsy.
Natural weapons: Drakals have good claw and a strong bite that
does D6/D8 of damage.
Dragon energy: Drakal use one type of energy, once chosen it
can never change. Fire (Reddish orange skin), Cold (Blueish skin),
Acid (Dark greenish skin), Lightning (Silvery blueish skin).
Draconic body: Drakal are immune to all energy that is the same
as their own energy. So a Fire Drakal is immune to all fire.
Dragon breath: Drakal can use a cone of their energy type
against their enemies. The cone is 50 feet long and 20 feet large
at the end. It does a d6 per 2 level. They can use the cone up to
their constitution bonus + 1 per day.
Dragon sight: Drakal have Darkvison 60 feet and lowlight vision.
Energy weakness: Drakal receive twice the damage from energy
opposite to them. A fire Drakal receives double damage against
cold.
Dragon needs: Drakal need twice as much food per day then a
human.
Difficult reproduction: Drakals have a hard time reproducing,
they have 30% chance maximum to bear another Drakal. Most of
the children are normal humans.
KIRIN:
Kirin are the horse of the world that has been infused by the
angelic essence that as spread all over the world. They are kind
and gentle and they love to help those in need. They value life
more than anything in the world and they are often over protective
of the ones they loved.
Eldaran are the many statues that where sculpted on all the
church of the world that has awakened after the angelic essence
as spread all over the entire world. They are strong and powerful
physically. They are extremely protective of cities and the humans
that live in it. They are innate fighter and they love to fight but
they arent specifically aggressive.
ELDARAN
Chapter 3 : Alter-egos
Being a hero (or villain) can be a full time job, but for many
characters it is only a facet of their daily lives. During down times,
such characters often work for a living, alongside everyone else, to
put food on the table and pay the bills. Thats where a characters
alter ego becomes important. Whether a characters identity is
publicly known or a carefully guarded secret, that characters alter
ego represents his or her life when not on active missions or other
adventures. Alter egos also reflect the vocational and occupational
training a character may have received that exists outside of his
normal class abilities. Characters select an alter ego at character
creation to obtain special access to class skills, feats and other
bonuses that are permanent features not related to class or race.
An alter ego can only be selected once, at character creation, and
cannot be changed.
Each alter ego carries its own set of advantages. Some have
prerequisites that must be met in order to be selected. Below is
the format for each alter ego followed by a list of alter egos to
choose from.
Alter Ego Name: A general description of the alter ego title as
well as example occupations that the character might hold.
Prerequisite: Characters must meet these requirements for each
alter ego in order to select it.
Skills: The list of skills from which the character may select to add
to his or her permanent class skills. The exact number of skills a
character may choose is listed with each alter ego (usually two or
three). If the character selects a skill that is already a class skill he
or she gets a +1 competency bonus to that skill.
Bonus Feats: Some alter egos provide bonus feats in addition to
those provided by class or race. The specific feats are listed in
each alter ego. The character must meet the prerequisites for
these bonus feats (if any) as they normally would to select them.
ACADEMIC
Academics include librarians, archaeologists, scholars, professors,
teachers, and other education professionals.
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Computer Use, Craft (writing), Investigate, Knowledge (arcane lore,
art, astronomy, behavioral sciences, business, civics, current
events, earth and life sciences, history, nature, physical sciences,
popular culture, tactics, technology, or religion), Linguistics,
Research, or add a new Read/Write Language or a new Speak
Language.
Bonus Feat: Select one of the following: Brainiac or Skill Focus
(Research).
Resource Bonus: -ADVENTURER
Adventurers include professional daredevils, big-game hunters,
relic hunters, explorers, extreme sports enthusiasts, field
scientists, thrillseekers, and others called to face danger for a
variety of reasons.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Acrobatics, Bluff, Climb, Demolitions, Disable Device, Drive, Escape
Artist, Heal, Intimidate, Knowledge (arcane lore, streetwise, or
tactics), Perception, Pilot, Ride, Stealth, Survival, Swim.
Bonus Feat: Select one of the following: Ancient Weapon
Proficiency (choose one), Endurance, Improved Unarmed Strike, or
Personal Firearms Proficiency, Skill Focus (Survival).
Resource Bonus: -1 Resource cost to all purchases
ATHLETE
Athletes include amateur athletes of Olympic quality and
professional athletes of all types, including gymnasts, weight
trainers, wrestlers, boxers, martial artists, swimmers, skaters, and
those who engage in any type of professional team sport.
Prerequisite: Strength 13 or Dexterity 13.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Drive, Ride, Swim.
Bonus Feat: Select one of the following: Ancient Weapon
Proficiency (choose one), Athletic, Endurance, Improved Unarmed
Strike, or Run.
Resource Bonus: -BLUE COLLAR
Blue collar occupations include factory work, food service jobs,
construction, service industry jobs, taxi/delivery drivers, postal
workers, miners, and other jobs that are usually not considered
desk
jobs.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Craft (electronic, mechanical, or structural), Climb, Drive,
Intimidate.
Bonus Feat: Select one of the following: Endurance, or Skill Focus
(any Craft skill or Drive).
Resource Bonus: -CELEBRITY
A celebrity is anyone who, for whatever reason, has been thrust
into the spotlight of the public eye. Actors, entertainers of all
types, newscasters, radio and television personalities, and more
fall under this starting occupational category.
Skills: Choose one of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Bluff,
Craft (visual art or writing), Diplomacy, Disguise, Perform (act,
dance, keyboards, percussion instruments, sing, stand-up, stringed
instruments, or wind instruments).
Bonus Feat: Persuasive
Resource Bonus: -1 Resource cost to all purchases
CREATIVE
The Creative starting occupation refers to artists of all types who
fan their creative spark into a career. Illustrators, copywriters,
cartoonists, graphic artists, novelists, magazine columnists, actors,
sculptors,
game
designers,
musicians,
screenwriters,
photographers, and web designers all fall under this occupational
category.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Bluff, Computer Use, Craft (visual art or writing), Disguise,
Knowledge (arcane lore or art), Linguistics, Perception, Perform
(act, dance, sing, perform stand-up comedy, or play instruments
such as keyboards, percussion instruments, stringed instruments,
or wind instruments).
Bonus Feat: Skill Focus to any one of the above skills
Resource Bonus: -CRIMINAL
This illicit starting occupation reveals a background from the wrong
side of the law. This occupational category includes con artists,
burglars, thieves, crime family soldiers, gang members, bank
robbers, and other types of career criminals.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Disable Device, Disguise, Knowledge (streetwise), Linguistics,
Stealth, Sleight of Hand.
Bonus Feat: Select one of the following: Deceitful, Improved
Unarmed Strike, Personal Firearms Proficiency, Persuasive, or
Stealthy
Resource Bonus: -1 Resource cost to all purchases
DILETTANTE
Dilettantes usually get their wealth from family holdings and trust
funds. The typical dilettante has no job, few responsibilities, and at
least one driving passion that occupies his or her day. That passion
might be a charity or philanthropic foundation, an ideal or cause
worth fighting for, or lust for a fun and carefree existence.
Skills: The Dilettante can choose any one skill and add this skill to
his permanent class skills (the rich and bored always use their
wealth to learn strange and wonky things).
Bonus Feat: Skill Focus (any one class skill)
Resource Bonus: -1 Resource cost to all purchases
DOCTOR
A doctor can be a physician (general practitioner or specialist), a
surgeon, or a psychiatrist.
Prerequisite: Age 25+.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Craft
(pharmacology), Computer Use, Heal, Knowledge (behavioral
sciences, earth and life
sciences, or technology), Perception.
Bonus Feat: Select one following: Medical Expert, or Skill Focus
(Heal)
Resource Bonus: -1 Resource cost to all purchases and -2
Resource cost to acquire medical gear/supplies (GM Discretion)
EMERGENCY SERVICES
Rescue workers, firefighters, paramedics, hazardous material
handlers, and emergency medical technicians fall under this
category.
Prerequisite: Age 18+
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Acrobatics, Climb, Computer Use, Drive, Heal, Knowledge
(behavioral sciences, earth and life sciences, or technology),
Perception, Swim.
Bonus Feat: Select one of the following: Alertness, Endurance, or
Skill Focus (Heal).
Resource Bonus: -ENTREPRENEUR
Entrepreneurs have an obsession about being their own bosses.
They believe in themselves, have an abundance of confidence,
and the ability to acquire the funds necessary to bankroll their
newest moneymaking venture. These small to large business
owners have a knack for putting together business plans,
gathering resources, and getting new ventures off the ground.
They rarely want to stick around after the launch, however, as they
prefer to put their energies into the
next big thing.
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Bluff,
Diplomacy, Knowledge (business, current events).
Bonus Feat: Select one of the following: Deceitful, Persuasive, or
Skill Focus (Knowledge: business).
Resource Bonus: -1 Resource cost to all purchases
INVESTIGATIVE
There are a number of jobs that fit within this occupational
category, including investigative reporters, photojournalists,
private investigators, police detectives, criminologists, criminal
profilers, espionage agents, and others who use their skills to
gather evidence
and analyze clues.
Prerequisite: Age 23+
Skills: Choose two of the following skills as permanent class skills.
If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill.
Computer Use, Craft (visual art or writing), Investigate, Knowledge
(behavioral sciences, civics, earth and life sciences, or streetwise),
Linguistics, Perception, Research, Sense Motive.
Bonus Feat: Select one of the following: Alertness, Brainiac,
Improved Unarmed Strike, Personal Firearms Proficiency,
Persuasive, Skill Focus (Investigate).