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Heroes

Of
Fantasy

Book 1: Fantasy Games


An
Alternity Rules System
for
Fantasy Campaign Settings

1
Table of Contents

Chapter 1: Hero Creation Page Chapter 5: Goods & Services


Ability Scores 1 COMING SOON !!!
Starting Skill Points 2
Movement Rates 2 Chapter 6: The Supporting Cast
Character Races 2 COMING SOON !!!
Mutants 6
Professions 6 Chapter 7: Campaigns
Talents 9 COMING SOON !!!
Character Attributes 10
Social Status 12 Chapter 8: Gamers in Action
Standing 13 COMING SOON !!!
Languages 16
Perks and Flaws 16 Appendix 1: Tinkering
Achievement Points 19 COMING SOON !!!

Chapter 2: Careers Appendix 2: Concoctions


Creating Careers 21 COMING SOON !!!
Open Careers 22
Arcanist Careers 26 Appendix 3: Fantasy Faiths
Believer Careers 27 COMING SOON !!!
Diplomat Careers 33
Mindwalker Careers 35 Appendix 4: Optional Heroes
Rogue Careers 36 COMING SOON !!!
Specialist Careers 37
Warrior Careers 38 Appendix 5: The Life Shaped
Legends 40 COMING SOON !!!

Chapter 3: Skills
Complex Skill Checks 43
Purchasing Rank Benefits 43
Strength Skills 46
Dexterity Skills 52
Constitution Skills 60
Intelligence Skills 62
Will Skills 74
Personality Skills 82

Chapter 4: Weapons and Armor 87


Progress Levels 87
Weapon Basics 87
Melee Weapons 88
Ranged Weapons 92
Heavy Weapons 98
Armor 104
Ammunition 106
Weapon Options 108
Magic Weapons & Armor 111

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Chapter 1: Hero Creation

In attempting to combine the aspects of both the as evenly as possible. After this each character should
AD&D game and that of Alternity I found in my first determine a secondary role. In this ideology a Believer
attempt that I still ‘locked’ players in a static selection of could be Defensive primarily and Offensive as a secondary
characters. What I present below is the next generation of role. These roles say nothing about race, profession,
character development after having tested my thoughts on career, or talents. Each player should use the options
other DM’s and Game Master’s on the Internet. The result given to create a meaningful character that is an asset to
of which is a change from old classes to the more ‘pure’ his team.
professions of Alternity. I thought long and hard about The creation of characters can be sporadic and
how I should approach this situation and came to the everyone has a different method of doing so. Chapter 1 is
following conclusions: divided into several sections that explain the core
1) There are no level limits. information required during character development. The
2) There are no multi-classed or dual-classed characters. goal of this chapter is to determine the character’s Ability
3) There are no limits on who can and cannot use FX Scores, Race, Profession, FX talent(s), Career,
abilities. Extraordinary Abilities, and Mutations. Each section that
4) There are no limits as to who can and cannot use follows discusses these items in a order given that I felt
armor or weapons. would be the most likely method of character creation and
5) There are no elements in character creation focused reference. As a simple guide I give you the following
on game balance other than the character’s starting checklist so that the information I have included does not
skill points. go forgotten.
6) and finally – The most defining features of a character 1) Select a character race. Apply any mutations if desired
are determined by the skill points spent during and allowed.
development which supersedes race, profession, and 2) Select a profession, career, and talent(s). Think of the
career. character as a whole and then decide which of the
profession and career elements best describes the
This may seem to throw the idea of a balanced game to character.
the four winds but do keep in mind entry number 5 above. 3) Determine ability scores based on the above criteria.
The skill points (because this is a skill-based game) are the 4) Determine secondary statistics (durability, action
balancing forces behind all characters, whether they are score, etc.) and assign a Moral Attitude.
human or otherwise. No starting character can hope to 5) Record those broad skills gained for free by race.
have all options available to them and even if they could 6) Determine the character’s starting skill points and
pull it off they would not be very proficient at any one task. purchase skills, perks, and assign flaws as desired.
Despite all of the options available to a player you will find 7) Determine the character’s Social Status scores.
that having a team of characters who are individually 8) Determine the character’s Standing score and detail
specialized in various skills and abilities will make for a any elements required of a faith.
stronger team. 9) Record any signature equipment allowed by career,
Before an adventure can begin, the players need to roll for your starting gold, and buy your gear.
create their characters. There are two things to consider 10) Name the character and create a background story
when creating a new character. These are the character’s that describes who the character is and why he is who
race and profession, and how the character fits into a he is.
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
Ability Scores
There are three common methods for determining a
not ‘front load’ a character with so many options, perks, character’s ability scores. The player is allowed to use any
flaws, and statistics that they become burdensome to play. one method desired or other that the Game Master
As it concerns a group of characters, the players provides.
should consult with each other and decide which members 1) Method 1 – Roll per Profession: In this option the
of the character group have what abilities. A balanced player rolls the ability scores for the character based on
distribution of races, professions, and skills work best as a chosen profession. These die rolls are given in the
the team is better able to handle different situations. No Professions section. Each roll is modified as needed by
player should feel trapped into selecting a certain type of any racial modifiers. If a modifier lowers an ability score
character. The creation of a team should be a collaborative below a required minimum then that minimum becomes
effort supported by the Game Master. In my own the score. No ability score, regardless of the die roll, can
terminology I base the distribution of characters by three exceed a racial maximum. As with a low score the
primary roles – Intelligence, Offense, and Defense. These maximum becomes the score if that maximum is passed.
primary roles should be spread out among the characters
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Chapter 1: Hero Creation
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
Movement Rates
Through the use of various FX items or by the result of
abilities are desired to be foremost and profession a spells and other powers, characters may occasionally
secondary concern. At the Game Master’s option the possess ability scores far above the norm. For this reason I
player may roll a 2d6+2 six times and then apply the felt that it might be good to expand the Combat Movement
rolls as desired to each ability score. This option grants Rate table for characters who have a combined strength
more flexibility in character creation and can allow and dexterity that exceeds 31. These statistics are also
persons of a particular profession to have scores higher relevant for very powerful beings such as avatars and the
than they would if they used method 1 above. like.
3) Method 3 – Assigned Points: The final option Also a Game Master may feel that transformations of
available grants a player 60 points to divide among the characters into beasts, like a dog for example, may warrant
abilities as he or she likes. If the character has any racial a faster movement rate depending on the type of beast.
modifiers then these may apply but only if the total Using the dog as an example, the Game Master may say
difference between the positive and negative modifiers that a character polymorphed into one may multiply the
are a result other than zero. This means that a Dwarf sum of Strength and Dexterity by 1.5 or by 2.
character with a +1 to Constitution and a –1 to
Personality gains a point and losses a point as well. In Str+ Easy
such a system the player can freely determine the Dex Sprint Run Walk Swim Swim Glide Fly
allotment of ability points and the two cancel each other. 32-33 32 22 8 4 8 32 64
34-35 34 22 8 4 8 34 68
Other races like those presented in Appendix 6 of
36-37 36 24 10 5 10 36 72
this book may have a difference in points that are higher 38-39 38 26 10 5 10 38 76
or lower than zero. In those cases the difference directly 40-41 40 26 10 5 10 40 80
effects the 60 points used to determine the scores so that 42-43 42 28 12 6 12 42 84
44+ 44 28 12 6 12 44 88
a character with a +2 overall bonus starts with 62 points
instead.
This system offers the most flexible means of
determining a character’s ability scores. As before, the Character Races
Ability Maximums given for a race must always be a Elves, Dwarves, Gnomes, Halflings, and of course Half-
consideration. 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.
Starting Skill Points The information concerning character races in this
chapter does not give in depth role-playing details. Many
For starting skill points the basic rule is that a
character receives their intelligence score times three plus AD&D tomes and other works give copious information
thirty in points to spend. Also, each character has a base about how to role-play these character races. This is
maximum of six broad skills to purchase at first level information that I assume you either know, or have the
which is modified by adding the Resistance Modifier of the tools to find out. The focus of this chapter, and the book at
character for a high or low intelligence. The table below large, is the rules necessary to play the Heroes of Fantasy
gives these values as appropriate. game.

Int. Score Skill Points Broad Skills Common Skills


4 42 4 Each member of any character race receives for free
5 45 5 two Knowledge based skills. These are the characters
6 48 5 racial language and knowledge of one’s own culture and
7 51 6 history. Both of these start at Rank 3 and can be listed as
8 54 6 follows: Knowledge [9] - elf tongue [12], elven lore [12].
9 57 6 Half-Humans are special cases as they can choose either
10 60 6 parent’s race for these two skills. DM’s may also require
11 63 7 that the Human parent’s culture be selected if the Half-
12 66 7 Human character wants to adopt any Cultural Benefits as
13 69 8 well. In any case both skills must for one race and/or
14 72 8 culture.
15 75 9
Race Entry Data
Each entry for each race below is formatted the same
and includes the following categories:

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Chapter 1: Hero Creation
Starting Skills: This lists the free broad skills that a one step bonus to all attacks against Goblinoids, Orcs,
character of this race starts the game with. Some entries and half-breeds of either race. This species enemy
provide options, but most are specific. may be changed to benefit attacks against another race
Typical Moral Attitudes: This entry shows the moral if the campaign has a differing story. For example
attitudes that most commonly attributed to members of some dwarves may have a one step bonus against
this race. This entry is by no means a restriction; players Drow and Duergar due to their cultural histories.
may select any attitude they wish. The entry acts only as  Magic Resistance: Dwarves have a +/-1 Resistance
a guide for role-playing and for NPC’s. Modifier vs. any magical FX ability (see Chapter 8:
Typical Environments: This entry shows the terrain or Gamers in Action for rules on Magic Resistance). this
environment that the race prefers and is most likely to defense does not effect psionic powers.
found in.  Poison Resistance: Dwarves receive a one step bonus
Ability Modifiers: This entry includes any modifiers the to Constitution feat checks against poisons of all types.
character gains to his or her ability scores. The various  Subterranean Senses: Dwarves live in the earth and
methods of determining a character’s abilities are being acutely aware of the subterranean world they
detailed in the previous section. gain a two step bonus (-2 Situation Modifier) to all
Ability Maximums: This entry details the maximum score a Awareness-perception, Awareness-direction sense,
character of a specific race can have for abilities with and Investigate-search checks that deal with
maximums other than 14. Regardless of the method of underground phenomenon, tunnels, and stonework.
ability generation, these limits must be observed. This can include the Engineering-mining skill also.
Characters created from a set number of ability points They may also use this ability to determine the depth
can allot points to abilities that exceed 14 if desired. under-ground in a way similar to human sensing
Advantages: This details any special benefits or abilities which way is up. Finally this bonus may also be used
the character gains. Some of the entries refer to innate to determine a gems value by use of the Business-
abilities commonly called Super Power FX. Refer to appraising skill.
Chapter 7 of Book 2 for more information.  Thermal Vision: Dwarves can see into the infrared
Disadvantages: This describes any outstanding drawbacks spectrum, spotting objects by the heat they produce.
that members of this race share. As long as the objects and other beings are not the
Preferred Professions: This details those professions and same temperature as the surrounding area, a Dwarf
options that best suit this race of character. Occasionally receives a 3-step reduction to penalties related to
there are limitations to certain professions (most obscured situations, including total darkness.
notably Arcane Adept) but there is no standing rule that Disadvantages:
excludes a character from a profession or career based  Magical Failure: The Resistance Modifier that Dwarves
solely on race alone. 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
Dwarf (Hill and Mountain) penalty. This benefit also applies to spells cast by
Arcane Adepts that are intended to aid the dwarf.
Starting Skills: Athletics, Stamina, Knowledge, Awareness,
Resolve, and Interaction. A Dwarf may also start the Magical weapons and armor are not effected but if
game with the Construction, Crafting, Engineering, and these items have arcane powers then those powers
Tinkering broad skills. If they do so, they need only pay can be effected as stated above. This penalty also
3 skill points for them. After the time of character applies to all arcane and shared magic spells a dwarf
creation however, they must pay full list cost for these casts if the player chooses to be an Arcane Adept.
skills. This has no effect on any specialty skills. In the case of Shared Magic FX spells, the nature of
Typical Moral Attitudes: Ethical, Conformist, Honorable, the Adept or FX item determines whether a penalty is
Just, and Worldly. applied or not. This means that if an Arcanist casts
Typical Environments: Hills, mountains, caves, and Earth Magic-body of earth on a dwarf then the penalty
subterranean. would apply. If a Believer casts the same spell the
Ability Scores Modifiers: Dwarves receive a +1 to their penalty would not apply. FX items do make the
Constitution scores but suffer a –1 to Personality. distinction for Shared Magic spells referring to them as
Ability Maximums: either faith or arcane in origin.
Constitution 15  Slow Movement: Having a diminutive stature that
Personality 13 includes short legs, Dwarves determine their
movement rates by using the figures given for a
Advantages: combined Strength and Dexterity that is 2 rows lower.
 Combat Bonus: Dwarves gain a +1 bonus to their Preferred Professions: Dwarves tend to be Warriors or
Strength Resistance Modifier when combating Faith Adepts with Warrior as a second profession. Some
creatures that are considered Large-sized Humanoids also prefer to be Specialists. While a Dwarf may be an
(Ogres, Minotaurs, Giants, etc.). They also receive a
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Chapter 1: Hero Creation
Arcane Adept, few follow this path as they do suffer their lives lend an odd patience to their habits, and time can
Magical Resistance when casting arcane spells. 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
Elf (High Elf) timing is close so are they. They simple cherish the
ability to sometimes do nothing at all.
Starting Skills: Athletics, Stealth, Knowledge, Awareness,
and Interaction. Elven characters may also select Melee Preferred Professions: Elves prefer to be Arcane Adepts.
Weapons or Ranged Weapons. Secondary professions are almost always Warrior or
Typical Moral Attitudes: Honorable, Just, Selfish, Anti- Rogue. Warrior and Rogue professions are also very
Authority, Gallant, and Apathetic. common however Specialists and Psionic or Faith
Typical Environments: Sylvan and temperate woodlands Adepts are generally rare. Diplomat elves are not
and forests. uncommon but most tend to remain near their homes.
Ability Scores Modifiers: Elves receive a +1 to their
Dexterity scores but suffer a –1 to Constitution.
Ability Maximums: Gnome (Rock Gnome)
Dexterity 15 Starting Skills: Athletics, Stamina, Knowledge, Awareness,
Constitution 13 and Interaction. Gnome characters may also select
Advantages: Alchemy, Manipulation, or Tinkering.
 Archery Bonus: Elves suffer two fewer penalties due to Typical Moral Attitudes: Ethical, Just, Worldly,
them when making Called Shots or when firing a bow Unscrupulous, or Gallant.
in a circumstance that causes a penalty. Examples Typical Environments: Gnomes prefer hilly woodlands and
include firing with their feet, firing a bow while often dwell in underground communities that are
hanging upside down from a tree, and so on. This two- located in those hills.
point reduction cannot remove penalties caused by Ability Scores Modifiers: Gnomes receive a +1 to their
dazed-penalties, fatigue or mortal damage nor does is Intelligence scores but suffer a –1 to Will.
remove penalties for range or obscuring effects. In no Ability Maximums:
way can this benefit by itself produce a step bonus for Intelligence 15
the character. Will 13
 Keen Sight: Elves gain a one step bonus to all Advantages:
Awareness-perception and Investigate-search  Combat Bonus: Gnomes gain a +1 bonus to their
attempts due to their keen eyesight. Strength Resistance Modifier when combating
 Mental Resistance: Elves are totally immune to spells creatures that are considered Large-sized Humanoids
that cause sleep. In addition they receive a +4 (Ogres, Minotaurs, Giants, etc). They also receive a
Resistance Modifier vs. any Influential FX abilities that one step bonus to all attacks and actions against
mentally induce an accumulation of Stun or Fatigue Goblinoids and Kobolds. While these are racial
points as well as those that would cause the elf to be enemies, Gnomes would prefer to befuddle and
rendered unconscious. This benefit does not include humiliate them instead of engaging them in armed
attacks that drain abilities or energy, or any FX powers conflict.
defined as Attacks.  Illusion Magic: Gnomes who have an 8 or better in
 Night Vision: The eyes of an Elf are extremely sensitive Intelligence may cast the Illusion/Phantasm-audible
to ambient light, which reduces obscurity penalties glamour and illusion spells at rank 1 each. They gain 3
they would otherwise face by 2 steps. This does not FX points to use these spells, which are separate from
help in total darkness however. other FX points. Additional FX points can be
 Stealth Bonus: Elves are by nature very sly. As such purchased normally. Additional ranks coat the normal
then they gain a one step bonus to all Stealth-hide list cost. These spells are cast as if the Gnome were
checks. using the Sorcerer career as described in Chapter 2 of
Disadvantages: this book.
 Aloofness: Due to their extended life spans, Elves find  Magic Resistance: Gnomes have a +/-1 Resistance
no satisfaction in short-term gains. They generally Modifier vs. any illusionary effects.
disdain bustling marketplaces and are rarely found in  Night Vision: The eyes of a Gnome are extremely
entrepreneurial activities. While willing to adventure sensitive to ambient light, which reduces obscurity
for gold and glory, a correctly role-played elf shows far penalties they would otherwise face by 2 steps. This
more attention to good music and stories rather than does not help in total darkness however.
material wealth.  Speak with Small Mammals: Gnomes begin the game
Elves are also in no great hurry. It is no problem with rank 1 in the language of a small burrowing
for an elf to spend an entire day laying in a meadow or mammal. This skill can be increased normally and
simply watching the flowers grow. Their extended other languages can also be purchased. Burrowing

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Chapter 1: Hero Creation
animals include Badgers, Foxes, Rabbits, Moles,  Stealth Bonus: Halflings are by nature very sly. If a
Gophers, Musk Rats, Weasels, and Skunks. Halfling is alone then he or she gains a one step bonus
Disadvantages: to all Stealth skill checks.
 Magical Failure: The Resistance Modifier that Gnomes  Encounter Bonus: Most humans encountered usually
gain is not controllable. If a Gnome character casts an have a Neutral or better initial reaction to Halflings.
arcane spell or uses an FX item that relies on arcane By some twist of fate, Halflings remind some people of
magic then the bonus applies as a penalty. This small children. Human players are of course free to
benefit also applies to spells cast by Arcane Adepts determine their own reactions.
that are intended to aid the gnome. The sole exception Disadvantages:
to this are spells from the Illusion/Phantasm broad  Magical Failure: The +1 Resistance Modifier that
skill group. These spells suffer no penalty. Halflings gain is not controllable. This benefit is
Magical weapons and armor are not effected but if applied as a penalty to spells cast by Arcane Adepts
these items have arcane powers then those powers even if they are intended to aid the halfling. Similarly,
can be effected as stated above. This penalty also arcane FX items also receive this penalty during their
applies to all arcane and shared magic spells a gnome use. Magical weapons and armor are not effected but
casts if the player chooses to be an Arcane Adept. if these items have arcane powers then those powers
In the case of Shared Magic FX spells the nature of can be effected as stated above. This penalty also
the Adept or FX item determines whether a penalty is applies to all arcane and shared magic spells a halfling
applied or not. This means that if a wizard casts Earth casts if the player chooses to be an Arcane Adept.
Magic-body of earth on a gnome then the penalty In the case of Shared Magic FX spells the nature of
would apply. If a believer casts the same spell the the Adept or FX item determines whether a penalty is
penalty would not apply. FX items do make the applied or not. This means that if a wizard casts
distinction for Shared Magic spells referring to them as Earth-body of earth on a halfling then the penalty
either faith or arcane in origin. would apply. If a believer casts the same spell the
 Small Size: Being slight in stature Gnomes use the rules penalty would not apply.
for small characters as discussed in the Character Size  Small Size: Being slight in stature Halflings use the
section later in this chapter. rules for small characters as discussed in the
Preferred Professions: Gnomes prefer to be Rogues or Character Size section later in this chapter.
Specialists. Arcane Adepts usually down grade their Preferred Professions: Halflings prefer to be Rogues.
talent quality to Good or Ordinary and concentrate their Warriors and Diplomats follow in commonality. Adepts
learning to Illusion/Phantasm spells. Warrior and (especially Arcane Adepts) are rare. Halflings are not
Diplomat gnomes are common near gnome lairs. 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. Half-Elf (Human/High-Elf)
Typical Moral Attitudes: Ethical, Conformist, Just, Corrupt, Starting Skills: Athletics, Stealth, Stamina, Knowledge,
Gallant, Virtuous, or Apathetic. Awareness, and Interaction.
Typical Environments: Halflings prefer to live near human Typical Moral Attitudes: Any.
settlements and may be found in cities. Typical Environments: Any.
Ability Scores Modifiers: Halflings receive a +1 to their Ability Scores Modifiers: None.
Dexterity scores but suffer a –1 to Strength. Ability Maximums: Standard of 14.
Ability Maximums: Advantages:
Strength 13  Animal Companion: Being loners by nature, half-elves
Dexterity 15 frequently bond with young animals they find in the
Advantages: wild. If the player wishes the half-elf character can
 Hazard Resistance: Halflings receive a +/-1 Step Bonus start the game with an animal companion. The player
vs. any FX attack or Hazard. may select any Beast allowed by the GM and the rules
 Combat Bonus: Dwarves gain a +1to their Strength for Sidekicks apply to the companion as given in
Resistance Modifier when combating creatures that Chapter 6 of this book.
are considered Large-sized Humanoids (Ogres, Trolls,  Keen Sight: Half-elves gain a -1 bonus to all
Giants, Minotaurs, etc). Awareness-perception and Investigate-search
 Nimble: Halflings receive a one step bonus to Athletics- attempts due to their keen eyesight.
climb and jump checks as well as Stealth-sneak checks.  Mental Resistance: Half-elves receive a +2 Resistance
 Throwing Bonus: Halflings gain a one step bonus to the Modifier vs. any Influential FX abilities that mentally
Athletics-throw skill. induce an accumulation of Stun or Fatigue points as
well as those that would cause the elf to be rendered
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Chapter 1: Hero Creation
unconscious. This benefit does not include attacks like  Religious Society: Faith perk for free.
ability or energy drain or FX powers defined as  Warlike Society: List-1 bonus to any one combat
Attacks. related broad skill.
 Night Vision: The eyes of a half-elf are extremely  Coastal Society: Ship Operation broad skill for free.
sensitive to ambient light, which reduces obscurity  Enlightened Society: -1 to all Knowledge skill
penalties they would otherwise face by 2 steps. This checks or list-1 to all Intelligence based skills OR
does not help in total darkness however. +1 to Intelligence, -1 to Strength.
 Stealth Bonus: Half-elves are by nature very sly. As  Peaceful Society: -1 bonus to all Culture and/or
such then they gain a -1 step bonus to all Stealth-hide Interaction skill checks.
checks.  Rugged Society: One free Last Resort point or the
Preferred Professions: Half-elves can be found in any Survival broad skill for free.
profession with equal frequency. The only exception to  Lawful Society: -1 bonus to all Law and
this is Diplomat as half-elves tend not to be as socially Administration skill checks.
oriented as other races. Disadvantages:
 None: Humans have no outstanding drawbacks.

Humans Mutants
Starting Skills: Athletics, Stamina, Knowledge, Awareness,
and Interaction. Humans also gain one free broad skill of As of this edition of the book there are no changes to
choice, which can include an FX skill. Most humans the rules for mutants as found in the Alternity Players
encountered in the game will have Animal Handling, Handbook.
Crafting, Outdoors, or Agriculture. The very idea of a mutant invokes a sense of science
Typical Moral Attitudes: Any. fiction more than that of the fantasy genre. However, with
Typical Environments: Any. a little consideration, this distinction can be diversified
Ability Scores Modifiers: None. enough to create characters and monsters that are fantasy
Ability Maximums: Standard of 14. versions of classic sci-fi mutants. Aside from the
Advantages: occasional wild magic zone, ancient curse, introduction of
 Bonus Skill Points: Humans gain 5 bonus skill points at a new player race, this option should be used wisely or else
the time of character creation. the character party will look like the X-Men.
 Bonus Broad Skill: Humans may add one to the Mutations can have a wide variety of uses. Many
maximum number of starting Broad skills that they demi-humans and humanoid races can be created using
can have. these rules by modifying an existing race. Good examples
 Cultural Ability: Groups of humans, both large and are the Grimlocks and the Githyanki both of who are
small, can have cultural benefits that have allowed distant cousins of man but who have adapted to special
them to adapt to a way of life or to an environment. environments. Monsters and animal can also be modified.
None of these abilities are similar to any Super Power Tigers adapted to arctic conditions, lions with wings,
FX skills or other abilities like Thermal Vision. What subterranean horses, and the like can all be created using
follows are ideas using some of the more common these rules.
types of persons and cultures. Feel free to embellish The problem isn’t so much in using these rules, the
this idea but mind the fact that the benefit is shared by real trick is to do it with using the word ‘Mutant’ with the
a group of people and is not a special, personal power sci-fi implication it can have. In fantasy, an actual
given to the character. The benefits should always be dictionary definition mutant is rare at best if found at all.
related to skills, perks or flaws, or to the character’s Most deviant species are the result of angry gods, evil
basis statistics. sorcerers, or errant magic. They are rarely the products of
Suggested Benefits: bad genes or radioactive isotopes. In any case, be creative
 -1 bonus to a specialty skill. with the mutation rules. They can be very useful for both
 An ability score maximum raised by one point. Game Masters and players alike.
 A free perk.
 A flaw that provides twice the number of bonus
skill points.
 A higher number of starting skill points (like 62
Professions
In older, level-based, games we became use to the idea
instead of 60). of a character being defined chiefly by his or her class.
 One or two free broad or specialty skills. This class included everything needed for character
 A bonus Last Resort point. advance-ment and all that was needed was the
 A +1 Resistance Modifier against a specific form of accumulation of points to gain the next level. Better
attack. combat scores, increased defenses, heightened knowledge
 List-1 with a broad skill. were all gained at a relatively static rate of progression.
Sample Benefits:
6
Chapter 1: Hero Creation
With the introduction of skill-based games we found a can only be spent on FX skills and perks. If the player
different set of circumstances. The defining attribute of a wishes to improve the character’s talent at a later time
skill-based game is that the accumulation of points allows the normal 10 points per category must be paid
the player to spend points in either broad or limited however. See the Talents section below for more details.
categories. Old terms like Hit Points, Saving Throws, and Secondary Profession: Each Adept selects a Secondary
THACO were gained by rote in level-based games, but they Profession and gains a list-1 skill cost reduction with
must now be purchased in order to improve. If a player that profession’s skills. If an Adept selects another
does not spend points to make a warrior a better fighter, Adept as the second profession then he or she must
or a wizard more knowledgeable then it simply does not specify which type (Arcane, Faith, or Psionic). Of course
happen. this secondary profession cannot be the same as the
What is presented below are the Alternity professions Adept’s primary profession. While the character does
as they were originally written. The only change that I not gain any skill cost reductions, they do begin the
made was to move the Mindwalker into the Adept game with an Ordinary Talent in that FX category at no
profession. While this may seem to change the game a bit, cost. For the purposes of advancing in talent grades
this modification allows a more versatile psionic character (Ordinary to Good for example) assume the character
while still retaining the same options and spirit of the has already spent 10 skill points to gain the talent.
original profession.
The rules so far stated apply to each type of Adept.
From this point forward they slowly begin to differ from
Adepts each other. Each type of Adept has several distinguishing
titles that apply to the exact profession chosen as well as
The Adept is a person who is born with a strong talent
in an FX ability. The Adept represents Arcanists, Believers, the level of talent possessed. The tables below are
and Mindwalkers in this game. Super Heroes are a special provided for campaign color and should not be used if the
consideration and are dealt with later in Chapter 2 of this titles do not fit your campaign. However the entries for
book in the ‘Legends’ section and in Book 2: FX. ‘Adept Name’ and ‘Adept Type’ are used in this book to
Adepts are similar to Diplomats in that they select a refer to different types of Adepts throughout the game so it
Secondary Profession, which in turn determines the is good to at least be familiar with them.
character’s Ability Requirements, Achievements Benefits,
Arcane FX Faith FX Psionics
Starting Funds, and Skill Cost Reductions. In addition to
Adept Name: Arcanist Believer Mindwalker
this an Adept begins the game with a list-1 cost reduction
to one FX broad skill of choice and all of it’s associated Adept Type: Arcane Adept Faith Adept Psionic Adept
specialty skills. Ordinary Talent: Dabbler Faithful Initiate
The FX ability of an Adept is stronger than that of Good Talent: Magician Adherent Master
other persons who make use of such abilities. Adepts Amazing Talent: Wizard Devout Psionicist
begin the game with an Amazing talent in an FX category
for free. If the player wishes the character may ‘down- Arcanists
grade’ this talent to Good instead. Doing so grants the Arcanists are those who work with Arcane Magic. To
character 5 skills points that can spent on FX skills and be an Arcanist the character must start the game with
perks only. The character may also reduce the talent to Knowledge-read/write at rank 3 and either Lore-spell lore
Ordinary. If this is done then the character gains 10 points or the Metaphysics broad skill.
to spend on FX skills and perks. In both cases the rules for After the time when an Arcanist is created any new
Good and Ordinary talents apply as described in the broad skills, and specialty skills that cannot be used
Talents section which follows. untrained, must be learned before being purchased with
All Adepts have the following statistics, which are skill points. Arcanists are also dependent on their spell
summarized from the comments above. books to advance in known skills and to facilitate the
Action Bonus: +1 learning process as a whole. While these factors may seem
Skill Bonus: as per Secondary Profession. a disadvantage they are often beneficial to the Arcanist as
Requirements: as per Secondary Profession. well. The role that learning spells and spell books have in
Random Ability Generation: as per Secondary Profession. the game, and Arcane Magic in general, is discussed in
Amazing Talent: Adepts begin the game with an Amazing Chapter 2 of Book 2.
talent in one of the three FX categories to chose from: This type of Adept generally chooses the Specialist as
Arcane Magic, Faith Magic, or Psionic powers. Each of his secondary profession, however Diplomats and Free
these groups is discussed in Book 2: FX. Talents in Agents are also common. Arcanists are also the most likely
general are described later in this chapter. The Adept Adept to choose another Adept type as a secondary
may elect to downgrade a talent to Good or Ordinary if profession with Psionics being favored of the two options.
desired. Doing so includes all rules for each level of Warrior as a secondary profession is rare. While providing
talent but grants the Adept 5 bonus skill points for a a strong and combat ready character, this combination
Good talent or 10 for an Ordinary. These bonus points
7
Chapter 1: Hero Creation
tends to detract from ability scores needed to cast a
majority of arcane spells. Diplomat
In the fantasy world Diplomats represent everyone
Believers from Bards to Kings, Ambassadors to Traders, Nobles and
Believers are those who work with Faith Magic. In Military Commanders. The strength of a diplomat is his or
order to be a Faith Adept the character must have the Faith her ability to get the job done through teamwork,
perk. This profession represents any character that draws negotiation, bargaining, or even guile. While at an initial
magical energy from a belief in a god, an elemental force, glance the Diplomat may seem undesirable as a lead
nature, spirits, or even a philosophy. character remember the combination of having two
Believers tend to have more specialty skills in a broad professions of reduced skill cost, or receiving and ordinary
skill that can be used untrained than other Adepts. FX talent, makes the Diplomat extremely versatile.
However they pay for this distinction by having the types Diplomats make excellent leaders and, despite the name,
of broad skills they can learn determined by their faith. are not always disposed to be polite.
Some can learn many while others may only learn a few. Action Bonus: +1
In all cases a believer must select a career from those given Skill Bonus: -1 to the list cost of any skill with the ‘D’ class
in the ‘Believer Careers’ section in this chapter. If a player code.
does not like those presented then a new career must be Requirements: Personality of 11, Will of 9.
created. Players may also opt to use faiths from Appendix Random Ability Generation:
3: Fantasy Faiths from book as well. Strength 4+1d8
These Adepts are usually Diplomats as a secondary Dexterity 4+1d8
profession as those cost reductions provide powerful tools Constitution 4+1d8
in the guidance of groups and the influence of others. Intelligence 8+1d6
Warriors are also common despite the lower ability scores Will 8+1d6
in needed areas. Other professions are rare but are known Personality 10+1d4
to exist. With that said it should be pointed out that Free Contact: Diplomats begin the game with a free Contact
certain believers may chose a profession that better of choice. Contacts are described in Chapter 6 of this
reflects a deity’s sphere of influence. A god of magic may book.
have all priests select the Arcane Adept as their secondary Secondary Profession: Diplomats have a knack for learning
profession while others (like Set or Loki) may require other skills for use when negotiation fails. Each
followers to choose Rogue. Information of Faith Magic is Diplomat selects a Secondary Profession and he gains a
given in Chapter 3 of Book 2. list-1 skill cost reduction with that profession’s skills. If
a Diplomat selects the Adept as the second profession
Mindwalkers then he or she must specify which type (Arcane, Faith, or
Mindwalkers are those who work with Psionic Powers. Psionic). While the character does not gain any
In order to be a Psionic Adept the character must have the additional cost reductions, they do begin the game with
Resolve or Psyche broad skill, however having both is a an Ordinary Talent in that FX category at no cost (see
good idea. Of all of the professions the psionicist is the ‘Talents’ later in this chapter). For the purposes of
most self-contained. Unlike rogues, they need no tools, advancing in talent grades (Ordinary to Good for
unlike warriors they need no weapons, unlike believers example) assume the character has already spent 10
and arcanists they need no trappings for their FX abilities skill points to gain the talent.
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
Rogue
Rogues are some of the more colorful characters of the
before buying them. Similarly they do not have limits on game. Being less restrained by social mores and the laws
the types of broad skills they may possess. However the of the land; Rogues live and breathe independence. To
shear number of broad skills available makes the multi- properly role-play a rogue character the player must often
talented mindwalker a rarity. Information on psionic act independently of the group. This means acting when
powers is given in Chapters 5 through 11 in Book 2. appropriate regardless of plans. While this doesn’t
Also unlike other Adepts, the Mindwalker gains the necessarily make the rogue foolhardy, it does make them
list-1 bonus to skill costs for all broad skills in the same difficult to predict and control at times. As opposed to
Discipline. This generally grants the character this bonus Warriors or Diplomat characters, the Rogue prefers to
for three or four broad skills. 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.
8
Chapter 1: Hero Creation
Random Ability Generation: the basic soldier, mercenary, or master of arms. Some are
Strength 6+1d6 poor and some become kings but all are persons of action.
Dexterity 10+1d4 Action Bonus: +3
Constitution 6+1d6 Skill Bonus: -1 to the list cost of any skill with the ‘W’ class
Intelligence 8+1d6 code.
Will 6+1d6 Requirements: Strength of 11, Constitution of 9.
Personality 6+1d6 Random Ability Generation:
Bonus Last Resort: Rogues gain one additional Last Resort Strength 10+1d4
point and they may spend up to two of them to modify Dexterity 8+1d4
any one given result. Constitution 8+1d6
Resistance Modifier: Rogues may also increase the Intelligence 4+1d8
Resistance Modifier of Strength, Dexterity, Will 6+1d6
Intelligence, or Will by +1. Personality 4+1d8
Combat Bonus: Warriors receive a -1 Situation Modifier to
attacks when using any one combat oriented Specialty
Specialist skill. This can include any Tactics specialty skill,
Acrobatics-defensive martial arts, or Athletics-joust.
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 Talents
game. They both perform in the same manner the name A Talent is a person who has a varying degree of skill
has been changed to better reflect the medieval world. in one or more FX categories, similar to the Adept
While sometimes deserving the title of ‘geek’ a profession. Unless a character is an Adept or a Diplomat
specialist may also be a blacksmith, an engineer, a with and an Adept secondary profession, all levels of
demolitions expert (if gunpowder is allowed), and other Talent’s ability must be paid for. Having a Talent
martial careers. Of the Adept professions, the Specialist represents an additional element to the character’s
works best when combined with the Arcane Adept. standard profession and is much stronger than most perks
Action Bonus: +1 or extraordinary abilities.
Skill Bonus: -1 to the list cost of any skill with the ‘S’ class As with the Adept professions a character must have
code. the stated skills or perk in order to have the appropriate
Requirements: Intelligence of 11, Dexterity of 9 talent(s). In the case of a Faith Talent, he or she must
Random Ability Generation: chose a religion as described under Believer Careers below
Strength 4+1d6 so as to define his or her allowed FX broad skills.
Dexterity 8+1d6 The table below shows the basic statistics that work
Constitution 4+1d6 the same for Adepts and Talents alike.
Intelligence 10+1d4
Will 8+1d6 Type Cost Broad Skills Max Ranks FX Energy
Personality 6+1d6 Ordinary 10 1 1-6th, all else 5
Accelerated Learning: At the levels shown on the table 3rd
Good 20 3 All @ 6th 10
below a Specialist earns bonus skill points that can be
Amazing 30 All All @ 12th 15
spent on either mundane or FX skills as desired as well
as Achievement bonuses.
The ‘Cost’ column shows the number of skill points
required to have any one talent. The ‘Broad Skills’ column
Level Bonus Skill Points
gives the maximum number of broad skills the talent may
2 to 5 1
have in that FX category. For Ordinary and Good Talents
6 to 10 2
the character may add his or her Intelligence Resistance
11 to 15 3
Modifier to the number of Broad Skills allowed if an arcane
16 to 20 4
talent, or Will for both faith and psionic talents. This
21+ 5
means that a character with an Intelligence of 11 could
learn two Broad Skills as an Ordinary Talent.
Warrior The ‘Max Ranks’ column shows the maximum rank the
talent may have. Ordinary talents may advance as high as
Warriors are the basic types of classic hero. rank 6 with one specialty skill per broad skill if more than
Regardless of whether they are protectors of the one is available. All other ranks cannot be higher than
wilderness, defenders of the meek, rulers and lords, or third. Good talents may advance as high as rank 6 in any
sailors on the high seas; Warriors are the quintessential specialty skill while Amazing talents may advance to 12th.
champions of the fantasy genre. The Warrior represents

9
Chapter 1: Hero Creation
The ‘FX Energy’ column shows the starting points a
character has based on the type of talent he is. To this base Character Attributes
number the character may add his Intelligence Resistance This section covers some details that help to flesh out
Modifier if an arcane talent or Will Resistance Modifier if a a character and to provide some basic rules that govern a
faith or psionic talent. This score can be increased by 1 FX character’s role in the game. None are optional however
point by spending 5 skill points. The maximum number of individual Game Masters may not always use them with
FX points a character may have is equal to twice his the same level of importance depending on the type of
original base number. This means that an ordinary psionic game being run.
talent with a Will of 13 starts with 7 FX points and may
have a maximum of 14. Height, Weight, and Age
There are three rules that are used for all Talents and As you may have noticed, the Alternity game system
Adepts. They are as follows. uses the metric system. This does change some of the
Rule 1) A Talent must be selected at the time of character mechanics used in determining a character’s height and
creation or at 1st level. Otherwise the character weight. The tables below show the methodology of
must learn the talent as shown below. random determination for these statistics.
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
Racial Statistics
Race Height Max. Height Weight Size Category
belongs to. Dwarf 1.0 1.3 65 Medium
Rule 3) An Adept or talent character can gain 3 FX perks Elf 1.3 1.7 43 Medium
and 3 FX flaws. Extra skill points for FX flaws can Gnome 0.9 1.0 36 Small
only be spent on FX skills. Any skill point can be Half-Elf 1.5 1.9 54 Medium
spent on FX perks. FX perks and flaws are Halfling 0.8 1.0 32 Small
described in Chapter 1 of Book 2. Human 1.5 2.2 68 Medium
Height is given as an average in meters. Weight is an
average in kilograms.
Learning Talents after 1st Level
Learning a Talent is no small task and it is best chosen
As characters advance through a game it is possible for
when the character is first created. If not then the
them to age many years while doing so. Below are two
character will have to learn this ability during the course
tables that show the average ages by race and what game
of a campaign. This is only possible with a willing teacher
effects those age categories have on the character. The DM
who has the Teaching specialty appropriate to the FX
may allow characters to be created at any age the player
desired. The learning process is a complex skill check that
chooses. Players should be able to choose their characters
requires 10 successes to complete with only one check
statistics with in these guidelines if they so choose.
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 Age Categories
Young Mid
even begin, the character must have the skills or perk Race Adolescent Adult Mature Age Old Ancient
required of any other Adept or talent. Dwarf 17 72 229 304 349 +6d12
The teacher can grant a bonus to the students check. Elf 17 100 550 850 999 +10d12
At the start of each month, the teacher makes a Teaching Gnome 27 150 260 365 490 +5d20
½ Elf 17 35 80 130 155 +3d12
skill check. An Ordinary result grants a -1 bonus, a Good Halfling 23 57 95 135 180 +4d12
result grants a -2, and an Amazing result grants a -3 while Human 12 15 30 41 50 +2d12
a Critical Failure imposes a +2 penalty. If the student
generates three failures during the learning period the All characters are assumed to start at the Young Adult
training must begin anew. If a Critical Failure is generated, age category. If a character is created at another age than
then the student must seek out a new teacher or both the this one modify the character’s ability scores for each age
teacher and the student must attain a new level before the category passed. Therefor, if a character is created and the
training can begin again. player starts at Old Age then the character would have a -1
Once a talent is learned the character can purchase an to strength and constitution, a -2 to dexterity, a +2 to
Ordinary talent only. At any level later this can be intelligence, will, and personality.
improved normally. Broad and specialty skills as well as
perks and flaws must also be purchased normally. In the Age Effects
case of perks and flaws that must be bought at the time of Str Dex Con Int Will Per
character creation, the new talent may select them but AD -1 +1 0 -1 -1 0
only if that is done before or simultaneously with the YA 0 0 0 0 0 0
purchase of his first broad skill. MA 0 0 0 +1 0 +1
MD 0 -1 0 +1 +1 0
Old -1 -1 -1 0 +1 +1
10
Chapter 1: Hero Creation
AN -1 -1 -1 0 0 0 Dur. Stands for Durability and the figures for Large to
Gargantuan creatures are multipliers to their constitution
In no way can any modifiers increase an ability score scores for this purpose. The standard Punch does
above the racial maximums for that character. The old 1d4s/1d4+1s/1d4+2s in damage. For Tiny and Small
AD&D rule about unnatural aging are still in place in this beings the modifier mentioned is subtracted from the base
game as well. This means that a character that is aged by damage to a minimum of 1 point of damage caused. Large,
the touch of a Ghost does not gain any benefit to his or her Huge, and Gargantuan creatures use the same standard
ability scores, however, any negative modifiers do apply. rules for a brawl attack except that the indicated die type
Bonuses to ability scores come from time and experience. replaces the ‘d4’. Of course some monsters have other
means of attack and may or may not follow this guide.
Character Size Hands refers to a new optional rule given in Chapter 5:
All characters have a size. As stated before, Gnomes Weapons and Armor where by a person using a weapon
and Halflings are small-sized while the other races are must have the indicated number of ‘hands’ free in order to
medium. The table below shows the effects a character’s use a weapon. The modifiers shown indicate a change to
size has on various game mechanics should they be altered the weapons statistics. In this way a broad sword with a
in any way. For the most part these modifiers are already hands score of 1 requires a Small sized person to use two
considered for monsters and other beings in Book 3: hands instead when wielding this weapon. Tough stands
Monsters and they need not be modified any further. The for the toughness attribute. Usually only Huge and
table below shows the relative height of the size Gargantuan creatures will have a greater than ordinary
categories. toughness based on size alone.
A being’s base Movement rate is equal to their
Standard Measure Relative Height strength and dexterity summed together as usual. The
Tiny (1” to 1’) .03 to .3 plus or minus in this column indicates the number of
Small (2’ to 3’) .6 to .9 scores that are moved up or down to achieve the persona
Medium (4’ to 8’) 1.2 to 2.4 actual movement rate. For Tiny creatures, the sum of their
Large (9’ to 15’) 2.7 to 4.5 strength and dexterity is divided by two to determine how
Huge 16’ to 25’) 4.8 to 7.6 fast they can move in a given phase. However this only
Gargantuan (26’+) 8+ concerns movement on the ground or in the water. Flying
and gliding move rates remain the same. For Melee, the
The following table shows the basic format that is used entry ‘–1d’ means that the type of die used to determine
for beings of all sizes, however they are standard and are damage is lowered by one die type. If the die type is
subject to change on a case by case basis, serving primarily already a d4 then use a d6 divided by two and rounded up.
as a model for character design. Any modifications based The +d or +2d means that an additional die of equal value
on character size are already assumed to be built into the of the original is added to the damage. In other words, a
character’s racial make-up and any changes to size render giant using a giant club causes 2d4+1s/1d4+3s/ 2d6w in
similar changes. For example, if a wizard were to cast an damage to a hapless victim. It should be noted that this
Alteration-adaptation or polymorph spell on his familiar (a rule is related to the ‘Power’ of the attack and if degraded
magically bonded pet) then the familiar would gain any by toughness this bonus die is lost first. Power is
benefits due to its increased size. In this way a character discussed in Chapter 8: Gamers in Action.
that assumes the size of a giant gains some benefits similar Res. Mod represents modifiers to the being’s Strength
to giants. In the case of monsters the Game Master will and Dexterity Resistance Modifiers. The simple
have to judge is size alterations will modify their scores explanation is that larger creatures are harder to hit and
and to what degree. tiny one’s may avoid some attacks better simply due to
their size. Stealth gives the modifier to all Stealth skill
Size Alteration Table checks and Lift applies as a modifier to the character’s
Character Size lifting ability based on strength.
T S M L H G
Con Con Con Con
Dur.
Punch
Hands

-2
+2
Normal
-1
+1
Normal
0
0
x 1.5
d6
-1
x 1.5
2d4
-2
x2
2d6
-4
Moral Attitudes
Every character in the game that is not of animal
Tough O O O O G G
intelligence has a Moral Attitude. This relates how they
Move Base/2 Base-2 - - Base+2 Base+4
Melee -1d - - - +1d +2d interact with the rest of the world and determines such
Res. classic notions as ‘good vs. evil’. These values have the
Mod +1 - - - -1 -2 same means as described on pages 121 to 122 of the
Stealth -1 0 0 +1 +3 +5 Alternity Player's Handbook but are summarized below.
Lift x½ x¾ n/a n/a x2 or 3 x4 or 5
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
11
Chapter 1: Hero Creation
can be good or evil, but usually does what he pleases in make his actions live up to his lofty promises – even if no
order to get the most out of life. one else is around to witness his honor.
Apathetic: This character just doesn’t care. Some who hold Just: A character with a just moral attitude doesn’t care if a
this attitude believe that nothing really matters in the law is good or evil; he believes that law is the defining
end, so there’s no point in being concerned about aspect of civilization. Everyone is equal under the law,
anything. Apathetic characters wear an air of and the just-minded character works to defend that
indifference. Some can be cynical. While events may principle. He protects everyone’s opinions, as long as
rouse them to action they will eventually return to this they don’t break the laws of the land. He is fair and law-
state of mind. This hero may have had his beliefs abiding, without regard to the ethics of the laws he
shattered at an early age and only needs a new cause to defends.
spark the smoldering emotions in his breast. Selfish: The selfish character always wants to know what’s
Conformist: This guy is a follower. He doesn’t stick out. In in it for him. He has a high regard for life and freedom –
fact he works very hard to be just another face in the especially his own. He places his own interests above all
crowd. He values the popular opinions of the day, else, seeking a personal angle before he commits to
accepting everything and deciding on nothing. He’s anything. If he agrees to something he sticks to it as long
adaptable, but only a way that allows him to go with the as he feels he has a personal stake in it. Self-
social flow. He is compliant and obeys the laws and the preservation and self-aggrandizement are definitely the
mores of the day. cornerstones of this character’s behavior.
Corrupt: This character has a strict personal code, one that Unscrupulous: This character is self-serving and depraved.
promotes a twisted, even deviant moral program that He is ruthless – he’ll stop at nothing to achieve his goals.
usually bolsters his goals and desires. He may still be He has no conscience, and thus perceives no need to
honorable as long as it doesn’t inhibit his personal adhere to the principles of right and wrong. If he wants
agenda. He’s self-disciplined and admires and expects something, he takes it. If a lie will as well as the truth, he
that same traits in others – after all without discipline opts for the lie.
corruption consumes itself in raging fire. The controlled Virtuous: The virtuous hero is righteous and good,
flame burns the longest and that is important to this exhibiting excellence in word and deed. He always tells
hero. However he has little tolerance for those who the truth, he demonstrates great courage – especially
work against his goals. regarding his convictions – and he lives as an example to
Despicable: This person is wicked, amoral, and totally evil. others. He can’t be bribed or persuaded to work against
He has no code of ethics. He’s unpredictable, random, his beliefs. This hero is unburdened by guilt – unless he
and possibly even insane. If he helps someone it’s only goes against his moral attitude. Then he is wracked by
to further his own gain and he gets great satisfaction guilt and must seek a way to repair the damage he has
from hurting the same person later on. He despises done.
those who are good and honorable. He sneers at Worldly: Material gain is the goal of this character. He
discipline. He hates authority. He delights in evil and wants to own things, especially the best things he can
enjoys causing pain and sorrow. find. He will compromise his other beliefs if there’s
Ethical: This character lives by standards that are something for him to gain by doing so.
universally recognized as being right and good. He
strives to nothing that is evil or morally wrong, and The moral attitudes that players select are the
seeks to help everyone in need. The ethical hero has a Alternity versions of alignment in AD&D. Most the above
moral code that values fair play, respects authority, and attitudes can be cross-referenced to a specific alignment.
brings greatest benefit to the most people. The ethical In this game spells and other abilities that react to or that
hero is honest and hard-working, kind and wise. He can detect evil or good are now based more on intentions
be stern and even driven by his moral attitude but he is rather than a blanket characteristic. A Worldly character,
also fair and good. while self-serving, could perform an action that is
Gallant: This hero believes that the strong must protect the ultimately good whether they know it or not. This form of
weak. He has a nobility of spirit and a high degree of character definition, I feel, allows for more flexible role-
courage. He is quick to action, daring in deed, and playing while still holding true to the fantasy notions of
dashing in manner and appearance. He tries to right good vs. evil.
wrongs, but he also enjoys the fruits of his labors. He
knows he’s good and he likes others to see his goodness
in action.
Honorable: This hero sticks to his word and holds others to
Motivations and Traits
These two aspects of character definition remain
the same standard. He follows a code of dignity, unchanged from their descriptions in the Alternity Players
integrity, and pride. The honorable hero is often Handbook. Game Masters may or may not require them
extremely individualistic, though his personal code based on the tone of their campaigns. However it is a good
means that he can be trusted and counted on to keep his idea to base role-playing awards on the use of these traits
word. Indeed, his word is his bond, and he strives to
12
Chapter 1: Hero Creation
and to withhold points for not using these tools to develop Infamy -2 0 -1
a character. Primitive -1 0 -1
Spineless -1 0 0

Social Status Allegiance +2 +1 +1


Authority, Fame, and Wealth define the social status of
a character. These attributes remain exactly as detailed in As Game Master you may also determine that a certain
the Alternity Gamemaster's Guide. Wealth is the only trait career choice may also modify these initial scores. A fair
that may need a little re-vamping. In a typical medieval method is to apply a ‘-‘ for every ‘+’. However this is not
world, extreme wealth is usually owned by but a few and always realistic for some circumstances and it is best that
most of this wealth is tied to the land. Investment you base these considerations on the player’s description
portfolios, stocks and bonds, interest from savings of the character and how well the character is developed.
accounts just do not exist in lower progress levels or
fantasy games in general. A player who wishes to develop Game Effects
a high wealth score will eventually have to claim land to The following table shows the base modifier that is
secure it. In a medieval world this of course means war. applied to a skill check (usually an Encounter skill) if a
While authority and fame remain unchanged keep in character’s Social Status is an issue in a situation.
mind that in fantasy styled games news can travel very Remember that players do not always dictate when these
slowly. A character with a high score in either of these social statuses can have effect. A player may also attempt a
traits may come to find that they are valueless (or Social Status check if desired. To do this roll a personality
markedly decreased) when visiting another region or feat check with the modifier presented. The bonus
kingdom where the character is unknown. It may be contacts column shows the number of possible contacts a
necessary to record a character’s social status’ based on character may gain that are free of charge so to speak.
where they are and where they have traveled. Of course These are not fixed numbers however and are subject to
on can always hire a bard or minstrel to spread the word change as the DM sees fit. Use of these scores, and what
of your heroic deeds. they imply, is as detailed on pages 106 to 108 in the
In the Alternity Gamemaster's Guide there is a table Alternity Gamemaster's Guide.
detailing social status scores. For this game, wealth is
based on the amount of assets that one can prove that one Social Status Game Effects
owns, whether it be showing an onlooker your castle or Status Score Authority Fame Wealth* Contacts**
spilling a bag of gold on the table. For this reason wealth is 0 +5 +5 0 0
not as fixed. When a character’s wealth in factored in the 1 +4 +4 1gp 0
effects of encounters use their current provable amount 2 +3 +3 2gp 0
3 +2 +2 3gp 0
can be used as shown on the Game Effects table below.
4 +1 +2 4gp 0
5 0 +1 5gp 0
Social Status Scores for Professions 6 0 +1 6gp 0
Profession Authority Wealth Fame 7 0 0 7gp 0
Diplomat +4 +4 +4 8 -1 0 8gp 0
Rogue +3 +2 +1 9 -1 0 9gp 0
Specialist +2 +3 +1 10 -1 0 10gp 1
11 -2 0 12gp 2
Warrior +4 +2 0
12 -2 -1 14gp 4
13 -2 -1 16gp 6
In addition to the base scores for these attributes 14 -3 -2 20gp 8
certain perks and flaws can also grant bonuses to the 15 -3 -2 30gp 10
social status scores. 16 -3 -3 50gp 12
17 -4 -3 100gp 15
Social Status Modifiers 18 -4 -4 250gp 18
19 -4 -4 500gp 25
Perks Authority Wealth Fame
20 -5 -5 2000gp 50
Filthy Rich 0 +3 +1
Good Luck 0 0 +1
*The Wealth column shows the average amount of
Powerful Ally +1 0 +1
gold pieces earned for one month’s work.
Renown 0 +1 +3
**The Contacts entry on the table is directly related to
Reputation +2 0 +1
the character’s Fame score. These bonus contacts are in
addition to any gained by the character through role-
Flaws
playing or by the Diplomat profession.
Bad Luck 0 0 -1
Dirt Poor 0 -2 -2
13
Chapter 1: Hero Creation
Increasing the Scores 1 +5 0 -
2–3 +4 2 Faith Bonus
These scores can be increased during the course of the
4–5 +3 4 Minor Gift
game. The Game Master will have to decide what type of 6–7 +2 8 -
action warrants such an increase and how often awards 8–9 +1 12 Last Resort
should be given. As a rule of thumb no more than one 10 – 11 0 15 Holy Vision
point should be gained or lost per adventure. 12 – 13 -1 30 Faith Bonus
Players may also increase these score voluntarily 14 – 15 -2 50 Last Resort
through the use of Achievement Points. The cost for doing 16 – 17 -3 100 Major Gift
so is equal to the value of the score to be gained. Therefor 18 – 19 -4 500 -
to rise from an Authority of 5 to a 6 the character must 20 -5 1000 Ascension
spend 6 achievement points.
Game Masters may also grant a number of additional All characters begin the game with a Standing score of
starting points to characters created above 1st level. These 0. If the character has the Faith perk (which includes
bonus points are equal to one-half of the character’s Believers and Faith Talents of course) then the starting
starting level and may be distributed however they wish. score is 1. Standing is gained by service to the powers and
Therefor a 6th level character gains three additional points aiding their cause. This score can be advanced normally as
when the character is created. with other Social Status types as described in ‘Increasing
the Scores’ above.

Standing Negative Standing Scores


A negative score represents a condition where a
Standing is another form of social status with the
power that does not approve of the character’s actions is
primary exception that it deals with a character’s
keeping an eye on his activities. This condition can arise
relationship with the powers that be. This can be a specific
for any number of reasons but the most likely cause is the
deity, an entire pantheon, the spirits of nature, or the
actual defeat of the power’s plans in the mortal world.
universe at large. Occasionally Faith Magic calls on this
This can be caused by direct attacks on the power’s
score, with its accompanying modifiers, and it is also used
temples and followers, foiling the power’s plans in general,
as a metaphysical yardstick in determining if the character
or the destruction of sacred items including gates into this
attracts powerful attention.
world.
Standing is very important to these powers and often
A negative Standing score does have to apply every
times they consider it first when comparing two
time a character fights a Believer and his followers or has a
individuals for whatever reason. While Believers seem to
general run-in with such persons, however it is almost
be a power’s most potent ally and first pick, do not leap to
certain to occur if the character engages in an extended
any conclusions. If a Warrior without a Faith talent or
campaign against a power. It can also occur if the
even the Faith perk has a higher Standing score then a
character fights and defeats the power’s Avatar or minions
Believer of the same faith, the powers may pick the
that are sent to this world on an expressed mission.
Warrior over the Believer. This is because Standing is a
The modifier given is used to modify a Personality feat
measure of what a person has done to further a religion or
check. A check is called for whenever a character engages
faith, not so much the powers a person has been granted.
in activities that directly hinder the power’s influence in
Standing is also very particular. Having a high score
this world. In this case a failure is desired. Ordinary to
with one god or pantheon does not mean a character has
Amazing results can act as a temporary Powerful Enemy
the same score with other powers. It is quite all right to
flaw as desired. The greater the quality of the result, the
have multiple scores; each dedicated to a different power,
greater the power of the flaw. The action taken by the
pantheon, or type of faith. Often times a high score with
power may range from his followers receiving visions of
one faith brings about another score with an opposing
the character’s activities to direct intervention by the
faith or god. This represents the fact that aiding one
deity’s avatar or extra-dimensional minions.
deity’s goals hinders another’s and can attract unwanted
A negative score can be removed by certain actions as
attention. Having a negative score with that power or faith
well. If the power feels that the character is no longer a
represents this; the effects of which will be discussed
threat then the score can be removed completely. It may
below.
also be reduced over time. While the power never forgets
any slight against it, it may have made significant progress
Standing Game Effects in it’s goals and the actions of the character may seem as a
Standing Modifier Followers Divine Gifts singular event that no longer warrants the deities direct
-5 0 - -
-4 +1 - -
attention.
-3 +2 - - Use a negative Standing score as a tool for the story.
-2 +3 - - This feature is not intended to kill the character off every
-1 +5 - - time they sack a temple but rather to add the ‘wrath of an
0 - - - angry god’ element to a game. It also creates an element of
14
Chapter 1: Hero Creation
superstition as the characters may be hesitant to take a pass on his lands and position. Whatever the case the
quest for fear of ‘bad things’ happening to them. curse should be creative and the Game Master is obliged to
grant bonuses or penalties based on the nature of the
Beseeching Miracles curse desired.
There are times when a character is faced with a Using a curse is usually a once in a lifetime event that
hopeless situation. As stated in the chapter on skills is seldom repeated. Used only in moments of extreme
(chapter 3) a character can attempt a Personality feat duress it is often only employed when the person
check to determine his or her basic luck in a situation. bestowing the curse is about to die. Abuse of this ability
Miracles are Personality feat checks with an added punch. can be severe and if a character wantonly uses it the Game
There are just some things that will not happen no matter Master must apply some form of punishment. Otherwise
how lucky a character is. When a situation is presented every character in the game will be making feat checks to
that affords no logical use of a Personality feat check, then bestow curses. Of course there is the simpler method of
a Miracle can be called for. never allowing characters who abuse this ability any
A call for a Miracle represents the role that the gods chance of success.
and spirits of the universe play in the fate of the character The results of the check should remain secret from the
and in the situation he is in. When rolled any success players even if they were the curse’s initiators. Never
generates a Miracle, which corrects a given situation as knowing if the dying words of a shaman will come true can
quickly and as unnoticeable as possible. If successful the lead to some interesting actions on the player’s part. Even
character must then roll another check using the same a fruitless curse can have effect if the target being leads his
modifier to determine if a quest or sacrifice is required of life trying to avoid it. This is what is known as a self-
him. If a failure is generated some form of sacrifice must fulfilling prophecy. An example of this is a curse stating
be made. This sacrifice, whether of material goods or the that the target will never succeed in business. Reacting out
character’s personal time, almost always furthers the of fear, the target never gets involved in business for fear
deities ends. Any success indicates that Miracle is seen as of failure and thus dies in poverty.
a reward for good service. A critical failure on this roll is
treated like a failure except that the sacrifice required Followers
needs to be a greater show of devotion to the rescuing As a bastion of a faith, persons with a high Standing
power. score eventually attract followers. The use of those
If a player announces a sacrifice to the gods or numbers listed coincides with the character’s Fame score.
promises some grand, sacrificial action, the Game Master If the character is well known and is of a high Standing
may grant a Situation Modifier to the feat check based on then people will flock to him seeking their deity through
the nature of the sacrifice stated. Failure to provide this his actions. If the character is some form of Faith talent
promise however is not a good idea; the gods will then these followers will likely form the basis of a new
eventually be satisfied. temple or even a community around the character. Other
Frivolously calling a Miracles when they are not types of characters will attract the same types of followers.
required or when the character has other options in In this case however they will not automatically seek
dealing with a situation may lead to a loss of Standing guidance from the character as they realize that he is not a
points as the Game Master sees fit. This not an ability to priest. They will however see him as a champion to their
abuse. As a final note; the Faith perk cannot be used to cause and will refer to him as a leader. Often times the
modify these results nor do any other game modifiers followers how up simply seeking advise and direction. The
apply including penalties for excessive wounds. character can opt to retain them or to send them forth on
some ‘divine’ quest or mission.
Bestowing Curses The numbers shown are an average and each entry is
Any one provoked to a point of great anger can swear cumulative with the last. These numbers can be increased
a curse at another being. Whether a curse presents a real or decreased based on the campaign and the actions of the
danger or is just ‘hot air’ is also a function of the Standing character.
score. Curses are not as easy to exact, as are Miracles, and
for most cases an Amazing result is required for a curse to Divine Gifts
have any effect at all. As with the ability to beseech Divine Gifts are rewards the character receives for
miracles, bestowing curses should be used to add color to steadfast service to his faith. When a character’s Standing
a game, not another spell. score reaches the indicated number as shown on the table
For the most part, curses of this type do not take effect above, the gift become available. Each gift can be gained
immediately. These curses can take years to fulfill or may only once. If a character reaches a certain score, falls from
only take if certain conditions exist. An opponent may yell grace, and then reaches the score again no divine gift (if
“I damn you to eternal unrest”. If an amazing result is any) is gained. Each is described below.
generated and the recipient dies before the curse is lifted Faith Bonus: At Standing scores 2 and 12 the character is
he or she may return from the grave as one of the undead. granted the benefit of automatically passing a Faith perk
A curse could doom a greedy lord to have no living heirs to check. This bonus can only be used once. If the
15
Chapter 1: Hero Creation
character is not a Believer or a Faith Adept then they trade language by other races as well. If the Game
gain the same ability for an automatically successful Master includes specific human languages then Common
check but retain no ability to use the Faith perk later. can be termed purely as a trade language.
Minor Gift: At a Standing score of 4 the character is  Draconic: This is the language of Dragons. Some species
granted a minor gift that aids him in his quest. The gift may have their own tongue but all of them know this
can be a lucky clue, finding a badly needed weapon or one. This language is often used by Arcanists in the
tool, or even having a situation go his way with no writing of spells as well as a required course in a place of
specific reason based on die rolls. arcane learning.
Last Resort: At Standing scores 8 & 14 the character gains  Druid Cant: This is the secret tongue used by nature
a free Last Resort. This point can be used normally but priests in their prayers to nature and in communication
is lost once spent. to each other. The cant is more of a dialect or slang than
Holy Vision: At a Standing score of 10 the character an independent language and has similarities to the
receives a Holy Vision about something very important common tongue.
to the character. This powerful insight is perfect in  Elemental: Elemental languages include Aquan (water),
clarity and detail. The Game Master decides when the Auran (air), Ignan(fire), and Terran (earth). Each is a
vision occurs however a player may call on it with a separate language used by the denizens of those planes.
successful Standing check. None elemental beings who learn and make use of these
Major Gift: At a Standing score of 16 the character gains a tongues suffer a base +2 penalty to their use. This is due
major gift. This can be a greater version of the minor gift to the exotic nature of the tongues and the difficulty of
above or it can be something else entirely. The character producing many of the required sounds. This penalty
may be selected as the protector of a holy weapon or FX does not apply to attempts at understanding an
item of he himself may be protected by a powerful being elemental however.
sent by the gods. The purpose of the gift is to aid the  Giant: Giant is a common tongue used by various giant
character in his quests and the longevity of the gift is types. Occasionally certain species of giant may have
based on the completion of some monumental task or their own language, however they always know this one.
purpose.  Planar: Planar tongues include Abyssal, Celestial, and
Ascension: At a Standing score of 20 the character has Infernal. Each is used independently by extra-planar
achieved a coveted position in the after life. Instead of beings. It is not uncommon for an Outsider to know
starting at lower ranks or being, the character several of them. These languages are often used by
immediately forms as one of the more powerful denizens mortal Arcanists in the writing and casting of spells.
in the realms of the gods. If a character achieves this  Racial Languages: Many non-human races have their
level after his death he may return using the Demigod or languages. A brief list of the more commonly known is
Outside career choices as detailed under ‘Legends’ in Dwarven, Elven, Gnoll, Gnome, Goblin, and Orc. Other
chapter 2. races may also have their own tongues as determined by
Depending on the nature of the campaign a the Game Master.
character may also be ‘lifted’ into the heavens (or pulled  Sylvan: This is the common language of the Fey and
into the fiery depths) once this level of Standing is other woodland dwelling beings of a magical nature.
achieved.  Undercommon: This is the trade language used by the
denizens of the Underdark.

Languages Perks and Flaws


Languages only cost 1 point for rank 1 so a character
that intends to travel should purchase a few of them. Perks and flaws work exactly as they are described in
Languages add life to a campaign as well as a sense of the Alternity Player's Handbook. The two tables below
realism. However realism is the key word. In some show the new perks and flaws that have been added to this
campaign worlds it may be normal for all beings to speak game and after each table are the descriptions of these
the same language while in other, more realistic ones, new traits as well as any other perks or flaws that may
different countries on the same continent may host a have changes to them as well.
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
Perks
Heroes of fantasy games have many attributes that
Knowledge-language skills are appropriate. make them special. The list below includes all new perks
As a general rule the following languages can be as well as those from the Alternity Player's Handbook.
assumed to exist in any campaign regardless of the level of New perks are underlined and are described below. Any
realism. perk in Italics must be bought at the time of character
 Common: This tongue is the common human language creation and cannot be purchased later in one’s career.
found in the campaign. It is also commonly used as a
16
Chapter 1: Hero Creation
Once the perk is activated the effects last for 1d4+1
Perk Cost Ability Type rounds and at the end of that time the berserk suffers
Ambidexterity 4 DEX Active Fatigue damage. The amount of fatigue damage that is
Animal Friend 4 WIL Conscious suffered is dependent upon the result of a Stamina-
Berserk Rage 5 CON Conscious
endurance check. In this case a critical failure causes 3
Cavalry 1 to 10 PER Conscious
Concentration 3 INT Conscious
points of damage, a failure causes 2, and an ordinary result
Danger Sense 4 WIL Active causes 1. The bonus gained by this perk does not apply to
Faith 5 WIL Conscious the endurance skill check.
Filthy Rich 6 PER Conscious
Fists of Iron 2/5 STR Active Cavalry
Fortitude 4 CON Active This perk is a bit like a combination of the Good Luck
FX Item 4/8/12 N/A Special
and the Powerful Ally perks. The perk can cost anywhere
Gearhead 4 PER Active
Good Luck 3 WIL Conscious
from 1 to 10 skill points, which grants a limited number of
Great Looks 3 PER Active uses. The perk can only be used once per adventure and
Heightened Ability 10 Special Active after every successful use one use of the perk is lost. If a
Improved Skill 5/10 Special Active player spends 3 points on the perk then he may use no
Jack of all Trades 5 INT Conscious more than three times through out his life.
Magic Awareness 4 INT Active The Cavalry perk is more of a player tool like last
Mentor 4 PER Conscious resort points than an actual ability that is own and
Networked 2 PER Active acknowledged by the character. This perk simply means
Observant 3 WIL Active
that the player can generate circumstance in the game to
Photo Memory 3 INT Conscious
Powerful Ally 4 PER Conscious
allow his character to survive.
Psionic Awareness 3 INT Active When a Personality feat check is successfully rolled
Reduced Mutation 4 CON Active the while the character is in extreme danger he receives
Reflexes 4 DEX Active some form of help. The extent of the help is determined by
Perk Cost Ability Type the quality of the feat check. An ordinary result grants
Renown 3 PER Conscious some form of aid but the character is stilled required to
(Celebrity) make some form of check to utilize the aid to his
Reputation 3 WIL Active advantage. A good result usually implies a step bonus or
Second Sight 4 WIL Conscious
Resistance Modifier that remains for the scene where it is
Subtle 2/4/6 Special Active
Tough as Nails 4 STR Active
most needed or the appearance of some event or being
Vigor 2/3/4 CON Active that distracts the situation to some degree allowing for
Well Traveled 4 PER Conscious escape. An amazing result generates some event that
Willpower 4 WIL Active almost always ensures escape on the character’s part with
little or no direct action required in utilizing the bonus.
Animal Friend What appears or happens to aid the character is up to
The bonuses granted by this perk are cumulative with the Game Master. Anything from rock slides, a sudden and
the special abilities of the Ranger class or any Free Form unsuspected wind, to the arrival of actual people or some
character with similar abilities. monster is possible. The ‘cavalry’ should never be
something to unrealistic and Game Masters are
Berserk Rage (Perk) encouraged to keep the results of the check as mundane as
When the berserk wishes to enter a rage they call possible.
upon their internal energies and frustrations to fuel a
massive burst of psychotic frenzy. When used, the berserk Faith
rolls a constitution feat check. It costs the berserk one of The uses for the Faith perk vary greatly in this game,
his or her actions to activate this perk. The result indicates as there are many different deities who represent many
the bonus that the berserk receives to Action Checks, different spheres of reality. Followers of faiths that
Unarmed Combat, Melee Weapons, Armor Optimization, endorse conflict and war can use the benefits of this perk
Resolve, Stamina, and Athletics broad and specialty skill to aid them in combat. Similarly, a DM may rule that the
checks as follows: Ordinary –1, Good –2, and Amazing –3. use of the perk must fit in to the tenets of the faith and the
This bonus is also treated as a Resistance Modifier against spheres represented. For example it is acceptable for a DM
Encounter skills and Influential FX that effect the mind. If to declare that followers of a deity or force whose sphere
a Marginal result is indicated, then the perk has no effect of control is water or the sea can only use this perk if done
but the berserk may try again. If a Critical Failure is the so in conjunction with water or the sea. Of course the DM
result then the perk is treated as the Berserk Flaw of can similarly say that there are actions or events that are
Ordinary quality. ‘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.
17
Chapter 1: Hero Creation
level then the hero and also has the Teach specialty skill in
Filthy Rich the profession that best describes the relationship.
This perk may suggest ties to nobles and lords, which
can involve other game effects similar to the Powerful Ally Networked
perk. In this case the benefactor way request that the This character is well known in the social circles that
character under take some type of quest or mission on he is involved in. This relates to a –1 Situation Modifier for
their behalf for their support. Authority, Fame, and encounter checks with contacts,
allies, and allegiances.
FX Item
The different costs reflect the usage of the item to be Reduced Mutation
had. An item costs 4 skill points if it is of the Single or In order to have this perk the character must also have
Limited use variety, 8 if the item can be recharged, and 12 mutations. When purchased this perk reduces the die roll
if the item’s power is permanent. No multi-use items or modifier by –1. This means a 1d4-1 becomes a d4-2.
artifacts can be had with this perk and all items that have a
‘plus’ modifier are considered +1 in value. If the DM Renown
allows, additional plusses can be bought for 4 skill points This perk works basically the same as the Celebrity
per plus. perk found in the Alternity Players Handbook. The only
difference is the name which better reflects a fantasy
Gearhead campaign.
This character is capable of thinking in mechanical
terms. This relates to a –1 Situation Modifier with repair Second Sight
and juryrig skills. This perk allows the character a greater ability to
perceive illusions from any source for what they are. The
Improved Skill perk grants a +1 resistance modifier or a –1 step bonus
This character is extremely skilled in an area of when attempts to resist or detect falsehoods are made.
proficiency. This relates to a –1 step bonus to any one
specialty skill of the player’s choice for a 5 point perk or a Subtle
–1 bonus to all of the skills in one broad skill. This character is very careful about how he moves
about. By his very nature he does not break as many twigs
Jack of all Trades on a trail or stir up to much dust on a floor. This character
This character has dabbled in many different skills also has a habit of returning things to where they
through out his life and knows a little bit about everything. originally were and naturally leaves a hard trail to follow.
As such the character can use any non-FX broad skill at the The net result is a +1 step penalty to skill checks used
broad skill level. The still cannot use specialty skills that to track or trail the character by use of physical signs left
cannot be used untrained and they must purchase a broad behind at a location.
skill before being able to advance in ranks with any of its
specialty skills. Using the perk does require a feat check to Well Traveled
see if the character recalls anything of relevance about a The hero has acquaintances in many locations that
given skill. might act as contacts for the hero. Whenever he travels to
a remote or foreign location he may make a perk check to
Magic Awareness ‘remember’ one these persons. With any success he
This perk operates much like the Psionic Awareness locates an individual who acts as a contact though a +1
perk. A hero is entitled to an intelligence feat check to penalty applies to any skill check used to solicit assistance.
determine if magical powers are being used in his or her The contact can only be utilized once in this manner
general vicinity. It is important to note that latent and but may be ‘remembered’ again if the character returns to
unused magical energies will not attract the character’s the location at some later time. The hero may only use this
attention. Thus a magical sword does not register to this perk once per adventure or game session at the Game
perk, nor does any magic item that is not being used, active Master’s discretion. A critical failure result means that the
magic is the key concept here. In addition to this perk backfires and the hero suffers a +1 penalty to all
restriction, this perk cannot distinguish between Arcane, Personality skill checks (excluding FX abilities) until he
Faith, Shared, or Super Power FX abilities. leaves the area.

Mentor
This perk represents a person who is a special contact
for the hero. This contact is friendly and will help the
Flaws
While we commonly like to create heroes that are
character, but is primarily a teacher of some skill or area invincible, many have weaknesses. No one is perfect and a
important to the character. This contact is always higher
18
Chapter 1: Hero Creation
well role-played hero has an Achilles Heel of some sort. flaw determine the intensity of the competitive urge and
The list below includes those flaws from the Alternity whether others are competing against the character.
Player's Handbook as well as new ones. All new flaws are For 2 bonus points the hero is not really competing
underlined and are described next. against anyone specifically except on a case-by case basis.
For 4 bonus points there are actually those who actively
Flaw +SP Ability compete with the hero. They need not always be the same
Bad Luck 6 WIL people every time but the hero has the bad luck of
Berserk Rage 5 CON attracting a crowd when signing on to a new adventure.
Clueless 2/4/6 INT For 6 bonus points not only is there real competition but
Clumsy 5 DEX the character has to make additional Will checks to avoid
Code of Honor 3 WIL ruthless or deceptive tactics to win whatever is at hand.
Competitive 2/4/6 WIL This can range from recklessly putting others in danger to
Cursed FX Item 5/10/15 N/A lying or other blatant and immoral behavior.
Delicate 3 STR
Dilettante 5 WIL Cursed FX Item
Dirt Poor 5 PER The DM will have to determine the bonus a character
Divided Loyalty 4 PER can gain from having this flaw. The type of item is up to
Forgetful 5 INT the character, but the DM has the final say as to the bonus
Fragile 3 CON skill points granted. Items that can be gotten rid of by use
Infamy 2/4/6 PER of the Abjuration-Dispel spell should yield a maximum of 5
Oblivious 4 WIL points. For 15 points a specific trigger or event must take
Obsessed 2/4/6 INT place to be rid of the item and this event should be the
Old Injury 2/4/6 STR focus of a major quest at least. The DM can rule that some
Phobia 2/4/6 WIL items can not be rid of at all. The DM and the player will
Poor Looks 3 PER have to work out the overshadowed by the items curse or
Possessed 4/8 WIL drawback.
Powerful Enemy 2/4/6 PER
Primitive 2/4/6 INT Dilettante
Rebellious 2 PER This character can not have a rank higher in any skill
Sloppy 4 WIL than his level. In addition the character cannot purchase
Slow 6 DEX ‘early purchase’ rank benefits either.
Spineless 2/4/6 WIL
Temper 2/4/6 WIL
Divided Loyalty
This character was once a member of a group at some
Berserk Rage (Flaw) time in his past. While no longer with that group he still
When selected as a flaw, Berserk Rage functions holds loyalty to some person or group. At some point
exactly as the perk with the same name. The drawback is during the game the character must place his loyalty ahead
that the player does not record any damage taken. The DM of his other obligations. The old association may ask for
keeps track of the character’s damage and continues to do some favor or may have goals that conflict with the
so until the berserk runs its course, the character dies, or character’s current endeavors. A character must roll a
until the character suffers mortal damage. Personality feat check to overcome this circumstance.
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
Possessed
This character’s body is sometimes the host of an
through a combat scene but if all enemies are vanquished
invading spirit that can influence or even dictate the
or if another character gets within melee range of the
character’s actions. This is a 4 point flaw if the spirit is
berserk the check is called for. This flaw must run its
largely neutral and harmless, and an 8 point flaw if the
course and cannot be stopped unless an ally achieves a
spirit is actively hostile. Anytime the character is rendered
Good or better result on an Encounter skill or until the
unconscious through the loss of stun or fatigue points the
berserk is effected by an Influential FX power.
spirit gains control of the host body animates it, allowing it
to move and act.
Competitive While possessed the Game Master controls the
This character loves challenges so much that if he character and determines all of his actions. In the case of a
hears of some quest or adventure he must be apart of it. neutral spirit the actions are never self-destructive. A
Upon hearing of some type of mission the hero must roll a hostile spirit will not hesitate to put the character in
Will feat check to resist it. If he fails he do whatever it mortal danger, to abandon companions, and in general
takes to follow up on the lead. The differing levels of the make a mess of the hero’s life, friendships, and property.
19
Chapter 1: Hero Creation
The spirit remains in control for a matter of days. Each handled. Points given after a game session should be
day that passes affords a Resolve-mental resolve check at a based on a character’s progression towards a goal.
cumulative –1 step bonus to regain control. The character These various means of point distribution may also be
never remembers what has transpired while the spirit was based on how often the Game Master and players meet. If
in control and immediately suffers 1 fatigue point of you meet a lot, don’t feel inclined to hand out a lot of
damage when he ‘wakes up’. points. If you don’t meet very often you may need to give
While it is active the spirit may be expelled by anyone points more frequently to maintain interest and to allow
capable of using the Spirit Magic-exorcise spell. This the players to feel the benefits of their efforts.
expulsion is never permanent unless the spirit has reached
some goal. If the character spends a number of points Award Values
necessary to remove the flaw and the spell is successful, Typically the award value of the points given are
then the effect is permanent. based on three overall criteria.
Game Masters should select an appropriate spirit for ♣ Involvement in Adventure: 1 to 3 can be given based on
the possession and determine its goals. If the Game Master the character’s involvement in the game. If the character
feels that other characters may have means to fight the does not qualify for any points in this category then none
spirit then detail all of the spirit’s abilities or use those should be given for the others.
found in Book 3. ♣ Role-Playing: 1 point should be given if the player role-
plays his character exceptionally well. This includes the
Rebellious use of hindrances, flaws, and drawbacks more than it
Characters with this flaw have trouble relating to does the character’s strengths.
authority figures. This is reflected as a +1 penalty to ♣ Heroism: 1 point can be given if the player performs an
encounter checks with legal or royal persons. extreme act of heroism or self-sacrifice.

Sloppy In summary a character can earn anywhere from 0 to


This character leaves behind a trail. By not paying 5 points depending on how often the points are
much attention to his actions this character drags his distributed. Game Masters are free to add or reduce points
heels, puts things back out of order, touches things and as they see fit, however 5 should the limit for any one
moves objects, and otherwise unconsciously disturbs his character at any one time.
surroundings. This relates to a 1 step bonus for anyone
who uses a skill to track or trail the character based on Level Advancement
physical signs of passage. 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
Achievement Points one. The second method allows a player to spend points as
they are given instead of having to wait for a new level. If
As characters adventure they gain points for their
experiences. These points are in turn used to increase the three points are earned the character in this system of
character’s knowledge, aptitude, and general ability to advancement may use them immediately or can save them
survive. All characters advance at the same rate in this for future use. However it is still important to track a
game system and the rules as found in chapter 8 of the characters level regardless of the method used.
Alternity Players Handbook remain the same.
In either method characters should record their points
Timing of Awards in the following way:
Current Level: #
How many points a character earns is up to the player.
Total Points Earned: #
How often these points are given is up to the Game Master.
Points Saved: #
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 Achievement Benefits
various options, presented from the least frequent to the The achievement benefits listed in the Alternity
most, are also malleable and points can be given whenever Players Handbook are still relevant as they appear. Of
the Game Master feels enough activity has passed that they course it should be noted that Combat Spec is Warrior,
should be handed out. Tech Op is Specialist, and Free Agent is now Rogue. Adepts
In all cases the achievement of a goal should be the use their secondary profession to determine their
‘line in the sand’ for this timing. For adventures this could achievement benefits. To this list are two other options.
be the completion of a part of an adventure or the  Social Status Increase: Authority, Fame, Wealth, and
conclusion of the adventure itself. Points given at the Standing can all be increased. The cost to increase a
conclusion of a scene indicate how well the scene was score to the next highest value is equal to that value.
Therefor to increase a Standing score from 3 to 4

20
Chapter 1: Hero Creation
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.

21
Chapter 2: Careers
Careers are additional features that help to further
define a character’s role in the game. Not all Warriors are Careers that list these statistics can be modified. If a
the same and neither are Rogues. A career is basically a character wanted a Ranger with more Moral Attitude
skill package that orients a player to the various options options then he or she needs only drop or reduce the
available through combinations of skills and perks. These hindrance. However in doing so a benefit of equal or
lists are not exhausted by any means and players are greater value must also be dropped as well. Conversely a
encouraged to develop their own careers, with Game player may add benefits but must increase the degree of
Master approval of course. existing hindrances or add new ones to compensate. This
Each career has a short list of statistics that define it in ability allows a player to create careers that resemble
the game. All careers include the following two items: many of the ‘Kits’ found in the various ‘Complete Players
Skill Package: This gives the core skills used by the Handbooks’ of AD&D. Creating custom benefits and
character. hindrances follows the rules given in the ‘Creating Careers’
Signature Equipment: The character gains any items listed section later in this chapter.
in this entry for free.

For characters that have FX abilities the following


entry also appears:
Creating Careers
As was stated before, careers are extremely modular.
FX Package: This describes the most desired FX skills used None of them are required and the list of careers is
by that career. nowhere near completion. You can build just about any
type of character that you want. By switching around the
Also for Diplomat, Adepts, and Open Careers this entry special benefits and hindrances each character can become
is given: truly unique. While the careers presented before provided
Preferred Professions: This entry shows the primary or benefits and hindrances that can used as is or modified,
secondary professions that best reflect the character’s sometimes a player will to have a benefit or hindrance that
role in the game. doesn’t exist. That is what this section is all about.
Some the careers presented earlier do not have
Finally some careers also give a statement of ‘Special benefits or hindrances. This is not to say that they cannot
Benefits’ and ‘Special Hindrances’. These two entries are have them. Primarily Diplomats, Rogues, Specialists, and
not always common and are optional. Benefits and Warriors were presented without many of these options.
hindrances work in a ‘give or take’ relationship with each If you want a Bounty Hunter with an added edge feel free
other which means that for every benefit gained, a to do so. If you want a Duelist that excels in the use of a
hindrance is gained as well. Benefits are in some ways specific weapons that is also possible. It is important to
similar to racial abilities. They are not perks or skills; they note that these game effects are not mutations and should
may be magical in nature, but are more often bonuses. not be treated as such. For the most part they are relevant
Hindrances are the opposite and are used to balance any only to the character’s profession and career and those
benefits gained. It is by these two elements that careers skills involved. Mutations are actually modifications to the
like Paladin, Ranger, and the Bard are formed. character’s race. It should also be noted that if a proposed
As these qualities are chosen at the time of character benefit or hindrance is similar to a perk or flaw, use the
creation they cannot be bought later in the game. Both perk or flaw first.
benefits and hindrances are elements that are apart of the As was stated at the beginning of the Careers section,
character at birth or maturity and cannot be gained or lost the total value of benefits must have an equal value of
by standard means. Benefits and hindrances are ranked as hindrances. This does not to be the final word if a Game
a 1, 2, or 3. The total sum of hindrances is subtracted from Master wishes to have another alternative. If a player
the sum of the benefits and must equal zero or be lower wants his character to have a special benefit without an
than that. equal number of hindrances then the player must pay 10
Excessive hindrances do not grant bonus skill points skill points for every one point of value that the benefit
nor do benefits cost points either unless the player desires has. This does defeat the purpose of the benefit/hindrance
to do so (see ‘Creating Careers’ below). They are instead system, as they are not intended to act as perks or racial
used to balance one another in a manner similar to abilities. Truth be known I debated as to whether they
Mutations. These entries appear as follows: 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
Special Benefits without those abilities. The balancing act of benefit vs.
Benefit Name (1, 2, or 3): This entry states the benefit hindrance was created in this manner to allow a player to
gained as well as its degree of influence. create unique characters like those presented in the
various ‘Complete Player’s Handbooks’ and Kits from other
Special Hindrances sources.
Hindrance Name (1, 2, or 3): This entry states the The 10 point per value cost seems expensive but
hindrance suffered as well as its degree of influence. remember that this cost is relative to the benefits gained
21
Chapter 2: Careers
from a Talent. As a side note, no skill points can be gained Adept (Rogue) and Diplomat (Rouge), can also make good
from excessive Hindrances regardless of what they are. assassins.
Game Masters may however award 1 or 2 extra
Achievement points per adventure to characters with Special Benefits
greater than required Hindrances. Security Bonus (1): Assassins gain a -1 Situation Modifier
when using the Security-protection protocols skill. This
Special Benefits is developed as the ability to penetrate defenses or to set
Benefits are add-ons to their character’s existing in place those that are above average. This is due to
profession benefits. The values of each range from 1 to 3. their training and study of security protocols and how
Value 1 benefits are usually modifiers to skill or feat best to thwart or set up a watch.
checks. Value 2 benefits are broader and reflect more Sneak Attack (1): When an Assassin uses the Stealth-sneak
game changing attributes than simple skill modifiers. skill during a phase in which they are using the Sneak
Value 3 benefits are the most powerful and are rare. These Attack option detailed in the Alternity Gamemaster's
benefits reflect supernatural abilities, sometimes akin to Guide, they receive a -1 Situation Modifier to the skill
Super Power FX, and grant extremely advantageous check.
abilities to the character. Technique Bonus (1): Assassins gain a -1 Situation
In all cases a benefit should be relevant to the Modifier when using the Alchemy-toxins skill. With the
character’s profession and career. Granting a Tinker with GM’s permission the toxins skill can be replaced by
combat oriented benefits is not in the spirit of these rules. another skill that allows the Assassin to perform in a
similar manner (i.e. uses the skill to complete the job).
Special Hindrances Some possible examples are Demolitions-set explosives,
Hindrances are used to balance the benefits that a Nature-herbalism, or Security-traps and devices.
player may select. These may be used in a ‘mirror’ fashion
where the hindrance effects a similar benefit in an Special Hindrances
opposite manner. A good example of this is the Ranger’s Moral Restrictions (1): Being an Assassin restricts the
encounter penalty when confronting his Species Enemy. player choices for selecting a Moral Attitude. Those
Some hindrances may also have nothing to do with the allowed include Conformist, Corrupt, Honorable, Selfish,
benefits gained. Value 1 hindrances are minor penalties to Unscrupulous, or Worldly.
skill or feat checks. Value 2 hindrances have a more broad Allegiance (1): An Assassin must begin the game with an
effect and are usually inescapable. Value 3 hindrances are Allegiance with the group or organization that trained
rare as they can severally compromise a character’s ability him. Breaking this allegiance and any hindrances or
to succeed. Value 3 hindrances are usually avoided with benefits of such a relationship follow the standard rules.
value 1 and 2 hindrances used to make up the difference. Minimum Abilities (1): A character must have an 11 in
Players never assign hindrances, they can only Intelligence to have this career.
propose them. If a player designs a character who has a 12
in Will and then assigns a Hindrance stating that he must Skill Package: Tactics-sentry tactics, Alchemy-poisons,
have an 11 or better in Will the purpose of the Hindrance Stealth-sneak, and Investigate-search.
has been defeated. Game Masters must carefully arbitrate FX Package: Divination-scry; Illusion/Phantasm-spook
the assignment if Hindrances. While not intended to act as Preferred Professions: Any
a tool for punishment, hindrances should be meaningful Signature Equipment: Crossbow, 1 dose of poison
and relevant.
Barbarian
Conan? Sure why not. The Barbarian is a person who
Open Careers comes from a Progress Level 0 society. Unaccustomed to
technology this character lives by instinct. It is possible
Open Careers are treated as a separate entry as they that a barbarian can originate in an early Progress Level 1
can be used with several or all of the professions allowed. society but two of the skills listed in the Skill Check bonus
Because of the greater variety of professions possible no entry are lost while the Primitive entry may be reduced to
total skill points are given for the Skill or FX Package a +2 penalty. The Barbarian career describes a character
entries as they can vary greatly depending on player that comes from a Stone Age background and as such it can
choice. be combined with other careers to create primitive
versions of other types of characters. Combinations
Assassin include Barbarian/Ranger, Barbarian/Guide,
While the initial assumption that assassins belong to Barbarian/Scout, or Barbarian/Healer. Barbarians who
the Rogue profession is correct it should be noted that are Believers should reference the Shaman career below.
anyone could except money for what can be loosely
referred to as ‘wet work’. While the Rogue profession Special Benefits
offers benefits best suited for this line of work others, like

22
Chapter 2: Careers
Action Bonus (1): Barbarians are stout warriors and have Special Benefits
spent years listening to their instincts when in a fight or Aura of Protection (3): Paladins radiate a natural aura of
tense situation. Because of this conditioning, Barbarians goodness that hinders the actions of evil beings. This
may add one more point to their Action Check score. equates to a +1 Resistance Modifier against any and all
Skill Check Bonus (2): Barbarians gain a -1 Situation physical or magical attacks by evil beings that are
Modifier with War Craft, Survival, Athletics, Movement, directed specifically at the paladin. This power also
and Outdoors broad and specialty skills. applies against any summoned creature or that which
comes from another plane or dimension. The aura has a
Special Hindrances 3-meter radius around the paladin and can also defend
Primitive (3): The character must select the Primitive flaw any of the paladin’s friends and allies that are in this
at the +3 level of influence. This flaw can be reduced as area. As with the Abjuration-protection spell, pushing
per the standard rules for Achievement benefits the edges of this defense against an opponent will
however it can never be improved beyond the +1 temporarily cancel its beneficial effects.
penalty flaw status. If the Game Master allows some Call War Horse (1): A paladin may call for a war horse, a
skills may be learned if proper role-playing is used. This creature that is intelligent and spiritually bonded with
is akin to American Indians learning to use muskets. The the paladin. The paladin can attempt this call once per
character gains no skill points for this flaw however it week and the rules for Calling on Fate are used as
does count against the character maximum number of described in chapter 3. Any success calls the war horse
laws available. and a critical failure can mean that the paladin must wait
an entire month before trying again. At the GM’s option
Skill Package: Animal Handling, Movement-trailblazing, the paladin may have to complete a quest to find the war
Outdoors-hunt, Survival, War Craft, Unarmed Combat, horse. In such a case the outcome is determined by the
and Awareness-intuition. completion of the quest itself.
FX Package: Spirit Magic Once successfully called the war horse will remain at
Preferred Professions: Barbarians make good Warriors the paladin’s side for good unless the paladin loses a
however do not overlook Faith Adepts who are Shaman points of standing; at which point the beast becomes a
by faith. Rogues may also be common. Diplomats and normal animal again. If the point is recovered then a
Specialists are not unheard of but are rare. Arcane and new war horse may be called for. The war horse has the
Psionic Adepts are not usually allowed in normal following statistics that are identical to the paladin’s:
circumstances. Intelligence, Will, and Last Resort Points (not the
Signature Equipment: Hide Armor, Knife personality score itself). The paladin and the war horse
may swap these last resort points between each other
Paladin and they may use up to two to modify an given result.
A paladin is person dedicated to a specific faith and The paladin and the war horse must be together (not
culture who acts as its guardian against the forces of chaos necessarily in physical contact) to use this ability. It is
and evil. The paladin is very similar to a knight and is important to note that the war horse need not be a
usually drawn from that caste however they may come horse. Any appropriate steed can be used if that type of
from any background. In AD&D we grew use to the idea of animal is a common mount in the area that the paladin
a paladin being a sub-class of Fighter or belonging to the lives.
Warrior group; depending on the edition of the game you The paladin’s bonded mount acts as a Sidekick as per
were playing. Here the lid has been thrown off, so to the rules in Chapter 7 of this book.
speak, and the paladin has been given far more latitude Detect Evil Intent (1): With a successful Awareness-
than was experienced before. Now a character of any race perception check a paladin can detect evil intentions up
may be paladin. Also a paladin may be a career for any to 20 meters away.
Profession allowed. Disease Resistance (2): Paladins are immune to non-
Despite these changes the paladin still remains true to magical diseases. Against magical ones, they have the
the concept as before. Truth is foremost, virtue the goal. same level of resistance as anyone else.
Paladins prefer to be known and do not hide in the Hazard Bonus (2): Paladins gain a –1 step bonus to all
shadows or use deceit and guile to win. They must be Constitution feats against Hazards. This benefit is not
chaste and they must behave in a chivalrous manner. This cumulative with the Aura of Protection benefit against
applies to a Paladin arcane adept equal as it does to a the same attack should such an even occur.
Paladin warrior. Holy Sword (1): When a paladin wields a holy sword and
A Paladin has many special abilities and they are all the item is boldly displayed it creates a zone of good
tied to the Paladin’s Standing. As this number increases, so magic that can dispel any magic cast with evil intent that
does their access to their special benefits. What is enters that area. This zone is a 10 meter radius around
presented is the standard formula to create the paladin of the paladin and the ‘dispel’ power is equal to the
AD&D. paladin’s Will score added to the plus of the holy sword
as if the Abjuration-dispel spell were being used. This

23
Chapter 2: Careers
power is completely defensive and can take effect any Limit Moral Attitude (1): The character must have one of
number of times in a single phase. Also, this ability does the following Moral Attitudes: Ethical, Gallant,
not cost the paladins one of his or her actions to use nor Honorable, or Virtuous. A Just moral attitude may be
does it require the use of any FX points. used also but it is limited in that a paladin will not
Laying on Hands (2): The paladin character gains the Aid- blindly follow a law that leads down a path of darkness
heal spell at rank 1. This can be improved to a maximum or ignorance. Therefor a Just paladin only enforces laws
of rank 6. No other Aid spells can purchased unless the that are good and moral themselves.
paladin is a faith talent. Even then such spells are Minimum Standing (2): As the strength of a Paladin’s faith
treated separately. The paladin also gains 5 super increases, so does the expectations of the powers that
Power FX points that can used to power the spell. watch over the warrior. In game terms, the Paladin’s
Additional points may be purchased for 5 skill points minimum required Standing, for the purposes of gaining
each to a maximum of 10 FX points. These points are the special abilities above, is always raised to the
also used for the Turn Undead benefit below. Paladin’s current Standing score. If a Paladin’s Standing
Turn Undead (2): The paladin character gains the Cosmos- score is a 7, then all abilities gained for a 7 or less now
quell undead spell at rank 1. This can be improved to a require at least a Standing of 7 to have. The net result is
maximum of rank 6. No other Cosmos spells can that if the Paladin ‘falls from grace’ by only one point,
purchased unless the paladin is a faith talent. Even then then all of his or her special benefits are lost.
such spells are treated separately. The paladin also Lost Standing points may be recovered as the
gains 5 super Power FX points that can used to power Paladin’s faith returns, however should a Paladin’s
the spell. Additional points may be purchased for 5 skill Standing score ever fall to zero or less their special
points each to a maximum of 10 FX points. These points benefits are lost forever. Returning to good graces
are also used for the Laying on Hands benefit above. usually requires the aid of a Faith Adept of the paladins
faith using the faith feat ‘Atonement’ as described in
Special Hindrances Chapter 3 of Book 2.
(Despite the options stated for modifying a career Obvious to Evil (1): There is a drawback to having the Aura
most of the following hindrances can be dropped unless of Protection ability. The paladin is a glowing beckon of
otherwise stated.) good, even when disguised. Any evil or supernatural
Ability Requirements (2): Strength and Constitution of at being that is within 3 meters of paladin will feel uneasy
least 10, a Will of at least 11, and a Personality no lower and any that pass an awareness check with a –1 bonus
than 13. This hindrance can be dropped or lowered to a can identify the paladin as the source of this radiant
value of 1 by dropping two required ability scores. goodness.
Code of Honor (2): A paladin must select the Code of Honor Pursuit of Evil (3): A paladin is not properly role-played if
flaw and does not gain any skill points for it. This code is his actions are to pursue dungeon delving or treasure
the paladin’s code of conduct itself. In a way this does seeking will some greater quest exists. Paladins always
act to protect the character from the player’s actions, as seek to find and defeat powerful evils in the land
a Will feat check must be rolled to overcome the flaw as regardless of whether they are equipped to do so from a
usual. Calling for a feat check helps to prevent a paladin game-based point of view. If no one will join the Paladin
from straying off the moral path. The basic tenets of this then they must pursue evil on his or her own. Failure to
code are summarized below. fulfill this role is cause for a loss of Standing as the
Humility – do not seek wealth for wealth’s sake. powers of good gave the Paladin his abilities for a
Tithing – give charitably to noble causes, share with reason.
those less fortunate.
Company – do associate with those of low standards. Skill Package: Armor Optimization, Athletics-joust, Melee
Edicts – support your religion, heritage, and philosophy. Weapons, Law-law enforcement, Tactics, Animal
Courtesy – behave with dignity, speak kindly, express Handling-riding, Culture-heraldry, and Leadership.
compassion for others. FX Package: Regardless of the manner a Faith talent is
Honesty – do not lie. obtained, a Paladin is limited to the following FX broad
Valor – demonstrate unyielding courage at all times. skills: Abjuration, Aid, Cosmos, Divination, Guardian,
Celibacy – remain chaste. Travelers, and War.
Industry – never be idle, engage in productive activity at Preferred Professions: Warrior, Diplomat (Warrior),
all times. Diplomat (Faith Adept), Faith Adept (Diplomat), and
Delayed Use - Call War Horse (1): A paladin must wait until Faith Adept (Warrior). For faiths a Paladin must select
his Standing score is a 7 in order to call his war horse. either the Monotheistic Priest or Priest of Good styles
This hindrance can be dropped. however this is for role-playing and character
Delayed Use – Turn Undead (1): A paladin must wait until development only. Those abilities and hindrances are
his Standing score is a 5 in order to gain the Turn not added to those of the Paladin.
Undead ability. This hindrance can be dropped.
Faith Perk (1): The character must buy the Faith perk.

24
Chapter 2: Careers
Signature Equipment: Chain Mail, Shield, Lance, Long 5 Pegasus
Sword, Dagger, War Horse, Tack & Harness, and Unit 4 Ranger (Non-Human)
Crest or Banner. 3 Rogue (Non-Human)
2 Pixie
Ranger 1 Satyr
Rangers are the classic woodland warriors of legend. 0 Werebear
Their wards the helpless and oppressed as well as the -1 Weretiger
purity of the natural world. Though similar to Druids in -2 Brownie
many respects, Rangers do not however feel that life must -3 or less Treant
always be balanced with nature, and as such they strive to
see that the cause of good is furthered regardless of the Game Masters should feel free to modify this table to
means. suit their campaign and the environment that the Ranger
While most Rangers are good and noble persons at is in. A Ranger is not obligated to accept any followers
heart they take combat seriously. As bold as any Paladin, that arrive and can dismiss them at anytime. If the
Rangers still prefer to use stealth to gather information. Ranger’s Standing should ever be reduced a Personality
They are not above sneak attacks and guerilla warfare and Feat modified by Standing should be made for each
they approach combat from a survival point of view. In follower. Each failure indicates that the follower no
other words they will take cover and will use whatever longer travels with the Ranger. Each success indicates
tools they have at hand to confuse, separate, and break the that the follower remains.
moral of their enemies; especially their species enemy. The Ranger’s Standing can be effected in ways
The information provided allows a player to design similar to that of a Paladin’s. Performing evil acts or
the classic Ranger character. Being open to allowing such acts to be committed in the Ranger’s
benefit/hindrance modifications, races, and professions presence, whether by intention or not can always cause
allows for other types of Rangers that are unique. this type of reduction.
Species Enemy (3): When dealing with their species enemy
Special Benefits a Ranger gains a bonus of –1 to their attack rolls against
Followers (2): A Ranger may attract special followers. them as well as other skills used to learn or thwart that
These followers usually arrive one at a time and each enemy. Such skills include Tactics, Investigate-track,
time the Ranger achieves a higher level, another follower Security, Stealth, or any other skill the Game Master
is gained. The key is to first determine how many total allows. This broader use of the bonus reflects not only
followers can potentially be gained. To do this the the hatred the Ranger has towards that enemy but
Ranger makes a Personality Feat check. The result knowledge of that enemy’s habits and tactics as well.
grants a dice range used to determine this maximum At every 5th level the Ranger may add another
amount as follows: 1d4-1/1d6/1d6+1/2d6/3d6 for a species enemy. As each enemy type is added the Ranger
Critical Failure to an Amazing result. gains a cumulative –1 Situation Modifier against
Once this number is determined, the Ranger then previous enemies as well. Therefor a 20th level Ranger
rolls a Personality Feat check modified by his or her would have five species enemies and would have a –5, -
Standing modifier to determine the type of the first and 4, -3, -2, and –1 bonuses against them.
subsequent followers. The result of the Personality Game Masters may determine the specific limits to
check is then referenced on the table below. Note that a what is included in each species enemy description but
Critical Failure is treated only as a 20 for this purpose. the general rules is to determine such enemies by their
secondary classification as described in Book 3:
Result Follower Type Monsters. This means that a Ranger cannot select all
20+ Dog Humanoids as an enemy but would rather have to
19 Raven choose from the sub-types listed like Giants, Goblinoids,
18 Wolf or Dwarves. Game Masters may also declare that some
17 Black Bear types of creatures like Mindflayers or Manticores are
16 Falcon exclusive and not members of larger groups for this
15 Cleric purpose. A lot of this decision should be based on the
14 Fighter (Human) campaign structure. Species enemies may also be places
13 Druid in special groups like intelligent, evil creatures native to
12 Fighter (Non-Human) the Underdark or any person who willingly serves a
11 Brown Bear hated nation or people.
10 Warrior/Wizard (Elf) Stealth Bonus (1): Rangers gain a -1 Situation Modifier to
9 Great Cat all Stealth checks while in the wilderness. This bonus is
8 Rogue (Human) lost in towns, cities, or areas of built or manufactured
7 Ranger (Human) surroundings.
6 Hippogriff
25
Chapter 2: Careers
Tracking Bonus (2): The Ranger gains a -1 bonus to the acquisition of spells as a means to create better magical
Investigate-track skill. items. Artificers are sought for their skill and may
Two-Weapon Combat (2): If a Ranger can wear armor and command high places in a society that benefits from his
equipment with a total Action Penalty of +1 or less (this research. They may also be feared and may become power
includes encumbrance as well), then they can fight with brokers; giving their more powerful items to those they
two weapons at once at no penalty. Note however that favor.
having high ranks in the Armor Optimization specialty
skills cannot be used to lessen the Action Penalty of Special Benefits
armor for this purpose. Ease of Creating (1): An Artificer gains a –1 Situation
Modifier to the use of the Enchantment-enchant an item
Special Hindrances spell. They may also reduce the complexity of creating
Delayed Use - Special Followers (2): A Ranger cannot begin an FX item by 1 check required.
to attract followers until he is 12th level or higher.
Encounter Penalty (2): All Encounter skills used while in Special Hindrances
the presence of any member of the Enemy Species Weaker Combat Skills (1): This character relies heavily on
impose a +2 penalty on the Ranger. In addition to this the items he as acquired or crafted. As such his skill in
the Ranger must always seek out that species if he weapons is not that strong. At 1st level the Artificer
knows that it is near by. This does require foolish cannot purchase the Heavy Weapons, Melee Weapons,
actions or the pursuit of superior foes but the Ranger Ranged Weapons, or Fire Arms broad skill. This
cannot simply dismiss the presence of the enemy restriction also includes Athletics skills that are weapon
without at least checking on the enemy’s activities. oriented like joust or whip. After 1st level the Adept may
Limited FX (1): Rangers who are not Faith Adepts by purchase these broad skills normally.
primary profession are limited to the Animal and Plant
FX broad skills if the purchase a Faith talent. Those that Skill Package: Crafting, Creativity, and Metaphysics-magic
have the Primitive flaw may also select Spirit Magic. theory.
Limited Moral Attitudes (1): Rangers must be either be FX Package: Enchantment-enchant an item, MetaMagic-
Ethical, Conformist, Honorable, Just, Anti-Authority, permanency.
Gallant, or Virtuous. Secondary Profession: Specialist
Mandatory Perk (1): A Ranger must purchase the Animal Signature Equipment: Spellbook, One FX item of choice,
Friend perk. Dagger.
Mandatory Skills (1): Ranger characters are also required
to purchase the Stealth Broad skill, and the Investigate- Arcane Specialist
track specialty skill at rank 1. An Arcane specialist is an Arcanist who selects one
Minimum Abilities (2): To qualify as a Ranger, a character allowed FX broad skill to specialize in. Aside from the
needs at least an 11 in Strength, Dexterity, Constitution, standard list-1 to cost for that broad skill the Arcanist also
and Will. This may reduced to a hindrance of 1 by enjoys other benefits when using that set of spells.
dropping two of the required abilities. However their ability with other magic is weakened.

Skill Package: Outdoors, Survival, Athletics-climb, Animal Broad Skill of Choice Possible Title
Handling, Tactics, and Movement-trailblazing. Abjuration Abjurer
FX Package: Animal and Plant Alteration Transmuter
Preferred Professions: Warrior, Rogue, Faith Adept Black Magic Witch/Warlock
(Warrior), and Faith Adept (Rogue). Conjuring Conjurer
Signature Equipment: Leather Armor, Hand Ax, Short Bow, Divination Diviner/Seer
Wind Magic Wind Wizard
Earth Magic Earth Mage
Arcanist Careers Fire Magic
Water Magic
Pyromancer
Hydromancer
Arcanists have a wide variety of career options
expressed in these following entries. Most of these careers Enchantment Enchanter
are skill advantages rather than role-playing styled Illusion/Phantasm Illusionist
models. This follows the pragmatic and analytical manner Invocation Invoker/Shaper
of an arcane talent. Never the less there are many other MetaMagic Thaumaturgist
possible roles that an Arcanist may fill however they are Necromancy Necromancer
usually overshadowed by their skill in Arcane Magic. Spirit Magic Witch Doctor

Artificer Special Benefits


This Adept focuses his activities on the creation of FX
items. While an Enchanter of sorts, this Arcanist views the
26
Chapter 2: Careers
Increased Skill (2): An Arcane Specialist gains a –1 FX Package: As many Arcane and Shared Magic Broad Skills
Situation Modifier when casting spells from his selected as possible.
broad skill. Secondary Profession: Mages are almost always chose the
Specialist profession as their secondary profession
Special Hindrances however some select Diplomat instead.
Opposed Skills (1): An Arcane Specialist must list+1 for all Signature Equipment: Spellbook, Quarterstaff, Pen & Ink
other FX broad skills. In addition to this once the
character is created one FX broad skill, aside from the Sorcerer
one specialized in, suffers a base +1 penalty to the A sorcerer is an Arcanist who casts spells as inborn
casting of any of its specialty skills. If the character abilities instead of the normal methodology of learned
passes a Personality feat check then the player may pick magic. This Arcanist does not need spell books, ink & quill,
the broad skill. he rather relies on his innate ability to channel magic. He
Required Ability (1): An Arcane Specialist must have an 11 therefor treats all Arcane and Shared magic spells as a
in the related ability of the broad skill. This is of course Mindwalker treats psionic powers.
the ability that forms the base for the spell scores in that
broad skill. Special Benefits
No Learning (2): The Sorcerer treats trained and untrained
Skill Package: Metaphysics-magic theory use of specialty skills the same as for the standard rules
FX Package: The FX broad skill of choice and at least two for skills as in chapter 4 of this book. This means that
other broad skills. the requirement to learn a spell before advancing in it is
Secondary Profession: The type of secondary profession removed. Specialty spells listed in blue cannot be used
chosen greatly depends on the type of Arcanist desired. untrained as normal, however any allowed FX broad
A player may select a profession that allows an ability skill can be used at the untrained level (quite a benefit
roll guarantying an 11 or better in the related ability. for those that have effect on a Marginal result!).
Others may chose the secondary profession to highlight FX Points (1): The Sorcerer gains a number of FX points
the character or grants advantages that high abilities and equal to his Constitution score regardless of what type of
specialty skills may provide. talent he is. New points can be purchased normally.
An example is the Conjuration broad that requires Few Trappings (1): A Sorcerer needs only the standard
an 11 or higher in Constitution. The player may trappings to cast a spell as is required of a Mindwalker
however opt for the Diplomat profession due to the using psionic powers.
decreased cost for encounter skills that prove helpful Durability Tapping (2): A Sorcerer can always spend
when conjuring creatures from other dimensions and durability points to power spells, as they were FX points.
planes. Stun and Fatigue points spent in this manner must be
Signature Equipment: Spellbook, Quarterstaff, Pen & Ink regained as if they were FX points. Other durability
points (wound and mortal) must be recovered as if the
Mage character lost the points in combat. The Sorcerer is free
The mage career is simply an Arcanist who starts the to chose which type of point is spent and may even mix
game with an Amazing talent and then purchases as many or match those points however all rules for point loss
broad skills as possible. Mages are consummate and those effects remain normal.
consumers of magical knowledge and hold all schools of
magic as important. Mages usually try to have as many Special Hindrances
specialty skills at rank 1 or higher, which gives them a Difficult Research (1): As a Sorcerer is not accustomed to
tremendous array of abilities to choose from with having libraries or spell books the research and development of
to resort to broad skill use of a spell. new spells is difficult. A Sorcerer must use the rules for
developing new psionic powers as discussed in Chapter
Special Benefits 5 of Book 2. The Sorcerer also suffers a base +1 penalty
Learning Bonus (1): A Mage gains a –1 Situation Modifier to such research as well.
to learn new broad and specialty skills following the Power Dispelled (2): A successful Abjuration-dispel spell
rules described in Chapter 2 of Book 2. cast at the Sorcerer can temporarily cancel his spell
casting ability. The Sorcerer can avoid this effect by
Special Hindrances rolling a Resolve-physical resolve check that is equal to
Specific Talent (1): A Mage must start the game with an or greater than the result of the dispel. Duration of this
Amazing Talent and must also spend two-thirds of his effect uses the rules for the dispel spell.
available starting broad skills on FX skills only. Aura of Magic (2): The Sorcerer will detect as magic as if a
magic-using creature. Those persons or creatures with
Skill Package: Metaphysics-magic theory, Alchemy- the Magic Awareness perk gain a check every time a
concocting. Often a Mage will ‘cash in’ Athletics and/or Sorcerer casts a spell in their vicinity.
Stamina to use those bonus points for spells.
27
Chapter 2: Careers
Useless Scrolls (1): Scrolls that contain FX spells are FX broad skills that the believer has access to and to what
useless to a Sorcerer. Other FX items may be used degree.
normally.
FX Broad Skills
Skill Package: Survival, Resolve-physical resolve, Psyche, Required: This entry details any FX broad skills that must
Interaction-bargain. be purchased at the time of character creation.
FX Package: Sorcerers tend to prefer FX skills based on Available: This entry lists the FX broad skills that the
Constitution, Dexterity, or Will. player may chose and purchase.
Preferred Professions: Arcanist (Rogue) Barred: This entry describes those FX broad skills that the
Signature Equipment: Dagger, Shield, and Survival Gear Adept cannot purchase.

Elemental Priest
The spirits and powers on the elemental planes are
Believer Careers not as demanding as are other gods. Priests of these
planes and energies are not required to develop a
Believer careers are described below by their style of
belief. As stated before a believer character must a career following of the faithful as are other believers and while
as this defines the FX broad skills available to them. Each this frees the character for other pursuits it also leaves
career described below is a generality to some degree and them without an organization to call on in times of trouble.
customizing them, especially polytheistic priests, is Elemental worshippers are almost always a minor religion
recommended. However these careers can easily be used in a location and priests of this faith are usually
without modification. Appendix 3 of this book goes into subordinated at best or ostracized or persecuted at worst.
details about various religions that are not covered here. Some of these believers worship all of the elements,
In this game system there is a distinct difference some worship only a few of them, and others only pay
between a priest and a shaman. This difference is societal heed to one element. In general the special benefits and
and revolves around the difference in man as agricultural hindrances apply only to those priests that specialize in
or hunter-gatherer. Most shaman rituals involve solo treks one elemental broad skill. Others ignore these entries.
like Native American journeys to find a spirit guide or
animal or the Australian Aborigine’s walk-about. These Special Benefits
rituals involve fantasy elements in the relation to spirits Elemental Focus (2): The believer gains a –1 Situation
and nature but also perform the role of a rite of passage for Modifier to the casting of spells from his specific
young men in both the real world and the fantastic. Priests elemental broad skill of worship.
are believed to have originated when mankind first began Improved Reactions (1): The believer shifts the initial
developing agriculture and city-states. These spiritual reactions of elemental beings and creatures encounter
leaders focused the will of the people in prayer to their one step in his favor.
gods for mercy and good weather. This stands in stark
contrast to the shaman’s hunter-gatherer society. While Special Hindrances
both types of Believers serve their communities the priest Exclusive Element (2): The believer is barred from
usually holds socially initiated, ceremonially inducted rank purchasing the other three elemental broad skills and
in an organized religion. A shaman usually is not. the Animal, Plant, and Weather broad skills as well.
Another contrast is the role of Black Magic and the Weapon Limits (1): An Adept with an elemental focus is
Cosmos broad skills. It cannot happen that a Believer has limited in the types of weapons he may choose. In all
both skills. If one is known and the other is purchased the cases Unarmed Attack is unhindered.
powers the priest worships will surely abandon him. It is
far more common to encounter Believers with the Cosmos Element Weapons Skills
skill, as Black Magic is never fully trusted by most Air Any except Heavy Weapons and Melee
societies. Most practitioners of Black Magic are cultists Weapon specialty skills (the broad skill is
and follow the Priest of Evil career mentioned below. allowed however).
A final distinction in the relationship of gods and Earth Any except Firearms, Heavy Weapons, and
mortals is the role of the various professions in a religion. Ranged Weapons.
In the terms of this game a Diplomat with a high Standing Fire Weapons made of obsidian or those that are
may be more important to a divinity than a Believer with a set afire with oil. If not –1 to AP earned for
lower score. Having the ability to cast divine magic does that adventure.
not automatically conclude that a character is of more Water Weapons composed of bone or wood only.
importance to a power. See the Cleric career for Diplomats
for more on this. FX Broad Skills
The ‘FX Package’ entry does not appear for believers. Required: At least one Elemental broad skill.
Rather they have this entry instead. This entry details the Available: Abjuration, Aid, Animal, Divination, Elemental
Magic, and Plant, and Weather.
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Chapter 2: Careers
Barred: Black Magic, Cosmos, Guardian, Numerology, Spirit Power of the People (1): The monotheistic priest enjoys a
Magic, Thought, Travelers, and War. position of command over the bulk of the populace that
shares his faith. As such this priest automatically
Secondary Professions: Few elemental priests chose improves the initial reaction of those persons
Diplomat. Most are Rogues or Warriors. An occasional encountered by one place in favor of the priest.
few are Specialists or Arcanists.
Skill Package: Survival, Stamina-endurance, Nature, and Special Hindrances
Metaphysics. Oath of Tenets (1): This believer is not always free to act as
Signature Equipment: Club, bedroll, and leather armor. he wishes. Given the multitude of social mores and
values a large religion can have, this character is
Godsman expected to obey them all. If a believer is found to
This type of believer immolates a specific deity. This violate these customs or laws then the above benefit is
type of character exists primarily in campaigns with a lost until he redeems himself.
polytheistic theme (see the ‘Polytheistic Priest’ below).
Some deities do not like singular worship or priests that FX Broad Skills
seek to be a mortal version of the god however some relish Required: Cosmos
it. Some societies also have differing views that vary from Available: Abjuration, Aid, Divination, Guardian,
full acceptance to condemnation for blasphemy. The bulk Numerology, Thought, Travelers, and War
of the information that pertains to each type of Godsman is Barred: Animal, Black Magic, Elemental Magic, Plant, Spirit
given in appendix 3 of this book as this believer’s statistics Magic, Weather
vary from deity to deity.
Secondary Profession: Diplomat
Monotheistic Priest Skill Package: Interaction-charm, Leadership, Law, and
The monotheistic priest is characterized by a belief Medicine.
that only their god reigns supreme above all others or that Signature Equipment: Holy Symbol, Chain Mail, Text of
only their god truly exists and that all others are religious doctrines.
fraudulent. This system of belief differs from the
polytheistic method in that a polytheistic priest still Nature Priest (Druid)
believes in the other god’s power even if they favor some Priests of this faith do not worship deities normally
over the others. In most fantasy based campaigns a and if so they see a god or gods as being elements in the
monotheistic priest is rare given the number of individual natural cycle of nature. Nature priests live in the woods
gods and pantheons that are available. Game Masters can and in nature, they know the sound of every animal and
of course create worlds or entire universes in which only the leaf of every plant. Nature priests can come in many
one god exists or where the god is much more powerful varieties with the Druid being the best known. The entries
than other deities. In such places other religions could be below describe a Druid character however others can be
seen as small cults who worship forces or even outsiders created as is fit for a campaign.
from other planes - but not true gods. The worship and activities of this believer are based
Of course much to religion is subjective and it is quite on cyclical events in nature like having ceremonies during
possible for a large group of people to develop a belief seasonal changes or repeated astronomical events. Nature
system that determines all other gods and goddesses as priests also watch ecological events closely and it is their
frauds or are merely extremely powerful mortals who sworn duty to preserve the balance of nature.
manipulate mankind. In such a case the monotheistic deity
could be seen as a savior and the only path to purity and Special Benefits
eternal bliss. The deity of a monotheistic religion is often Charm Immunity (2): Nature priests, as stewards of the
times only referred to by a pronoun such as ‘God’, ‘Lord’, wilderness, are accustom to the powers of many of its
‘Savior’, or ‘Holy King or Queen’ and the like. magical inhabitants. This indicates the Fey, or Faeries.
With so many gods running around in a standard When a nature priest is faced with an innate FX ability
campaign which ones could actual convince a populace that is of an Influential nature and is being use against
that they are the only divine being? Well any of them the Adept by a creature classified as a Fey (see chapter 6
could attempt it. I feel that in this arena of manipulation of book 3) then they receive a +1 Resistance Modifier vs.
(to the detriment or benefit of the people involved) the the power. This bonus increases by +1 for every 5 point
deity would have to instill a belief that it is invincible in the of Standing earned to a maximum bonus of +5 at a
face of other super-natural beings. And that they are at the Standing of 20.
top of the metaphysical ‘food chain’, so to speak. With this Note that this benefit does not come into play in any
idea in place it will be natural for the populace to assume other circumstance with the three criteria being that it is
that safety is found in fealty to that deity. 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,
Special Benefits
29
Chapter 2: Careers
who is also a Wizard, would not face a penalty if he cast Nature priests see man and other creatures as
Enchantment-charm using Arcane FX points. ‘takers’ and preach that all should be conscious of what
Hazard Bonus (1): Nature priests gain a -1 Situation they give back to the earth for its bounty. Druids
Modifier to Constitution feat checks against any Fire or themselves are always conscious about what they
Lightning hazard. This bonus also applies to exposure or render unto the earth and are willing to die to defend it.
exhaustion checks that are due to variations of GRAPH Failure to respond to environmental threats can strip the
statistics. druid of his powers, cause a loss to Standing, apply
Secret Language (1): Nature priests make use of secret penalties to spell casting, or any combination of the
language known only to them. This grants the character above. It is also not uncommon for Druids who have lost
the Knowledge-druid tongue skill at rank 3 for free in their way to be cursed by some deformity that mirrors
addition to that character’s native culture and language. the ecological threat they ignored. Such a curse may
It is considered highly taboo to teach this language to cause a druids touch to kill plants or for all animals to
other, non-druids, and doing so my result in the attack them violently.
expulsion of the character from that druids priesthood Purity (2): Nature priests live primitive and basic lifestyles
or even that character’s termination as this is one the even if the society around or near them is advanced. As
few methods of control and intelligence that the Druids such they must shun all elements of technology that are
have. at Progress Level 2 or higher. They may take skills like
Shape Changing (2): A Nature priest’s most coveted gift is Construction-blacksmith or Engineering but they do not
his ability to change into the creatures of the wilderness. wish to mine the earth or to form a business around
This is a Super Power FX ability that uses the basic rules such activity.
of the Alteration-shape change spell. This ability is Druids cannot wear metal armor nor may they use
gained at Rank 1 for free and can be improved at its list metal shields. Weapons made of metal are acceptable
cost. This power does have a limit of size options in that however. A Druid cannot use crossbows, any type of
the Druid cannot change into a creature of size category firearm or demolitions. Failure to abide by any of these
greater than Large or less than Small. The animal form stricture results in a 1 point reduction to the Adept’s
must also be warm-blooded. Avians are included Standing score and a +1 penalty to the casting of spells.
because they are also warm-blooded creatures. The penalty is increased for each transgression and can
This power also has a unique quality in that the be removed by the use of the Faith Feat ability called
Druid can heal some or all of any damage he or she may ‘Atonement’, which is described in chapter 3 of book 2.
have sustained. This amount is 1d4 points healed with a Lost points to Standing must be regained normally.
–2 to a +1 modifier for a Marginal to an Amazing result. Required Skills (1): At first level the Druid character must
This is determined by the result of the shape change purchase the Nature-ecology, herbalism, and
spell and can only have effect if initiated by the Adept, meteorology, Animal Handling, and Movement-
not the ending of the spell duration. This power heals trailblazing skills.
only Stun and Wound damage (player’s choice of
priority) with Mortal and Fatigue damage remaining FX Broad Skills
unaffected. Required: Animal, Plant, or Weather
Skill Bonus (1): A Druid receives a -1 Situation Modifier Available: Animal, Abjuration, Aid, Divination, Elemental
when using Nature, Survival, Outdoors, and any Magic, Guardian, Plant, Travelers, and Weather.
Knowledge-lore skill that deals with nature like plant Barred: Black Magic, Cosmos, Numerology, Shamanism,
lore or animal lore. Thought, and War

Special Hindrances Secondary Professions: Rogue or Warrior


Delayed Access – Shape Changing (2): A Druid does not Skill Package: Melee Weapons, Agriculture, Outdoors,
gain the shape changing ability until is Standing has Survival, and Stealth.
reached a 7. Signature Equipment: Spear, Club, Leather Armor, Short
Minimum Requirements (1): To be a Druid, a character bow for hunting, and two herbal mixtures of choice.
must have a Constitution and a Will of 10 or greater and
a Personality of at least 11. Priest of Evil
Oath of the Wood (1): Druids are sworn to defend the wild These foul persons seek to spread as much suffering,
reaches of the earth against any threats. They do not pain, and evil in the world as possible. They especially like
seek enemies, only the balance of the earth, but will to do this to sentient races. They kidnap, torture, rape,
wage war on those who do not heed there warns to stop murder, steal, humiliate, and degrade all in the name of
excessive abuses against their Mother. In fact ‘mother’ is their warped beliefs.
a great word for this context as this is how serious their These priests may worship a deity of evil or may
beliefs are. Just as any normal person would give their instead seek to tap into the universal negative forces
life for their mother so do the Druids for the balance and created by evil thoughts and deeds. In either case few
natural laws. tolerate these religious groups and persons. Priests of this
30
Chapter 2: Careers
nature by default become the subject of quests and create Nose for Evil (1): These priests gain a –1 Situation Modifier
situations that call up on heroes to correct. to the use of the Divination-detect spell if they are
seeking out evil intentions.
Special Benefits
Scent of the Enemy (2): Being evil to core these Adepts may Special Hindrances
detect the intentions of those who wish to deceive them Pursuit of Evil (3): A priest of good is not properly role-
or who wish to undo their plans. This is accomplished played if his actions are to pursue dungeon delving or
with a successful Awareness-intuition skill check and the treasure seeking will some greater quest exists. These
suspected person must be within 10 meters of the priest. believers always seek to find and defeat powerful evils in
Villain Status (2): Evil Priests make perfect villains and the land regardless of whether they are equipped to do
receive that status, and the Last Resort points, as so from a game-based point of view. Failure to fulfill this
described in chapter 7 of this book. Player characters role is cause for a loss of Standing and role-playing
gain a cumulative Last Resort point at a Standing of 5, awards.
10, and 15. Role-playing an Evil Priest involves the
development of grand schemes to undo that which is FX Broad Skills
good in the world Required: Cosmos
Available: Abjuration, Aid, Animal, Divination, Elemental
Special Hindrances Magic, Guardian, Thought, and Travelers.
Limited Attitudes (1): These priests are limited to choosing Barred: Black Magic, Numerology, Plant, Spirit Magic, War,
the Anti-Authority, Corrupt, Despicable, or Unscrupulous and Weather
moral attitudes.
Required Flaws (2): An evil priest must take either the Secondary Professions: Diplomat or Warrior
Infamy or Powerful Enemy flaw of the strongest value. Skill Package: Melee Weapons, Armor Optimization,
No skill points are gained for this however they may be Leadership-inspire, Medicine-treatment, and Resolve.
removed normally. Signature Equipment: Plate Mail, Mace, Holy Symbol, and
Quest of Evil: The Priest of Evil must always be hatching Healers bag.
schemes to undo that which pure or whole in the world.
Even performing tasks like making concoctions or Priest of Balanced Forces
building a keep must always be apart of a greater master These believers hold faith in the cycle of living things
plan to cause chaos and discontent. and the creation destruction cycle of the universe at large.
While similar to Druids, priests of the balance are not
FX Broad Skills adverse to technology nor are they as driven to defend
Required: Black Magic nature in the Mother Earth ideology. Their concerns are
Available: Abjuration, Divination, Elemental Magic, more metaphysical and seek the ecological cycle’s
Numerology, Spirit Magic, Thought, and War. maintenance on a grander scale. Most of these priests
Barred: Aid, Animal, Cosmos, Guardian, Plant, Weather worship this balance in the form of a philosophy. This
tends to aggravate people, particularly those that follow a
Secondary Professions: Rogue, Diplomat, or Arcanist deity, as they wonder how a person with no god can judge
Skill Package: Deception-bluff, Interaction-intimidate, and over life and death.
Street Smart. Those priests that actually worship a god (one that
Signature Equipment: Dagger, 1 dose of poison, and Chain espouses life, death, and the rebirth cycle) have a little
Mail. more clout but may still suffer extreme opposition. Often
times priests of the balance who worship a deity become
Priest of Good monotheistic priests when they have swayed a majority of
These bastions of purity seek to undo the evil and a populace. This is important to note because this type of
harmful elements of life by countering the spread of evil worship often splinters into sub-religions based on points
throughout the universe. They work primarily to of view about the faith itself. This is largely due to the
anticipate the actions of evil beings, head them off, and priest’s view of the balance. After all what good was all of
counter them whenever possible. Some of these priests their preachments if they themselves are not balanced as a
are law-abiding citizens and some break laws to achieve force in the world.
their higher goals. There are two primary forces that these believers seek
to defeat and overcome. These are creatures of an
Special Benefits unnatural state or alien composition and energies or
Combat vs. Evil (2): When fighting beings of an evil nature events that effect dimensions, the flow of time, or reality
the believer gains a –1 Situation Modifier to combat rolls on a large scale. Unnatural creatures, as a category,
an other skills that deal with martial action like Security, primarily indicate the Undead whether corporeal or not.
Tactics, or Leadership. This also includes Outsiders who manipulate events in the
priest’s home dimension regardless of whether they are a
31
Chapter 2: Careers
force of good, evil, or otherwise. This may at times bring Barred: Black Magic and Spirit Magic
these believers into conflicts with other religions,
particularly those that worship deities of life, birth, Secondary Professions: Warrior, Specialist or Mindwalker
disease, death, undeath, or even love. are the more common secondary professions.
Their opposition is formed from the concept that all Skill Package: Administration, Metaphysics, Law, Culture,
things, in the end, must be balanced. If a world has to Melee Weapons, Knowledge-mathematics, Lore, and
many gods of love, birth, and life then that must be Nature.
corrected. If to many undead creatures roam the land and Signature Equipment: Two to three items that are common
evil cults control and manipulate events then that flaw to the priest’s secondary profession.
must be balanced. Elemental forces may become targets
also but the elemental planes have a natural balancing Polytheistic Priest
force already in existence; and because the denizens of Polytheistic priests see the world as being composed
those planes do not require mortal devotion they are not of elements governed by many gods. One may control
as competitive with each other as are outsiders. For this thunder and lightning, another love, another war, and yet
reason priests of the balance rarely have conflicts with another disease, blacksmiths, valor, and so on. Most of
elemental priests. these religions are culturally bound and the spheres of
Priests of the balance, as one can see, have a difficult control attributed to each god are based on that culture’s
job before them. They may have enemies on either side of view of the universe. Examples are Greek, Egyptian, Norse,
the good and evil moral line and their primary foes, or Japanese mythologies. While each of these pantheons
undead and outsiders, are certainly some of the tougher offers a variety of gods and goddesses for individual
creatures that players will meet. Their job can be that worship most cultural priests in Earth’s history actually
much more difficult when dealing with a populace at large. paid fealty to most of them. While their were certainly
In the pursuit of balance many will question whether the temples to Apollo and Thor, with dedicated ceremonies to
priest and his faith has the right to do so. “Who is he to tell boot, the priests themselves prayed to other gods as well.
us who to worship”, some may say. Often times however This of course was based on what was desired. If you pray
these priests are sought as judges as they have an for calm seas you pray to the god of the sea, to prevent
impartial view of things. In this role they may find respect disease you sacrifice to that deity.
and a social position where they otherwise cannot. Despite this players may still wish to have priest’s that
are dedicated to a specific deity to the exclusion of the
Special Benefits others. For those types of characters see appendix 3 of this
Analysis Balance (1): Once per scene a priest of the balance book. It should be noted however that this is not always
may attempt an Awareness-intuition check to determine necessary as a priest can specify the spheres of power
if the universe is balanced in a given location. While this dedicated to the many gods in the broad skills he
effect does not tell the priest where such an imbalance purchases. Priests of Zeus and Thor may focus on Weather
originates it does give clues as to its nature based on the where priests of Tyr or Ares may focus on War. In many
degree of success generated. cases the FX broad skills can be cross-referenced to each
god and when the priest purchases that broad skill he is
Special Hindrances expressing favoritism to some degree.
Social Separation (1): Because of the priest’s calling and The pursuit of polytheism is almost as old as
faith they tend to separate themselves from their friends shamanism. Polytheism began primarily in early agrarian
and family. As a believer in maintaining a balance these societies and represented a significant step away from the
priests often feel that having a relationship that involves belief in spirits. In contrast the old spiritual mold was
a level of giving reduces their ability to be objective. replaced by deities that had power over specific events
Oddly enough these priest have been known to marry and in many ways had traits shared by the culture they
and have children but often times these relationships are ruled over. In a Heroes of Fantasy campaign however it is
strained as the priest is often distant and unresponsive. safe to say that the gods precede the persons who worship
Regardless of personal feelings about a situation, them. Progress Level is a good measuring stick for this
priests of the balance must seek to remain as impartial difference, as Stone Age cultures tend to favor Spirit Magic
as possible except when confronted by their hated however remember the Aztecs were also stone aged and
enemies (undead and manipulative outsiders). Failure had a diverse mythology not unlike the Greeks in
to do so is cause for a loss of Achievement Points earned character.
during an adventure.
Special Benefits
FX Broad Skills Cultural Respect (1): These priests are considered as
Required: Numerology special in their communities and command great
Available: Abjuration, Aid, Animal, Cosmos, Divination, respect. This grants a –1 Situation Modifier to the use of
Elemental Magic, Guardian, Plant, Thought, Travelers, encounter skills while in ones own culture. It is also
War, and Weather. considered as taboo to harm a priest.
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Chapter 2: Careers
Primitive (3): The character must select the Primitive flaw
Special Hindrance at the +3 level of influence. This flaw can be reduced as
Divine Failure (1): Should the peoples prayers go per the standard rules for Achievement benefits
unanswered in the face of droughts, famine, or other however it can never be improved beyond the +1
disasters they may turn on the priest assuming that he penalty flaw status. If the Game Master allows some
has somehow transgressed against the gods and for that skills may be learned if proper role-playing is used. This
reason they are listening. This can of course have little is akin to American Indians learning to use muskets. The
to do with the priest at all and may only be a result of character gains no skill points for this flaw however it
circumstances beyond his or the god’s control. does count against the character maximum number of
When such feelings manifest the above benefit is lost laws available.
and the priest himself may be sacrificed or ostracized,
usually by a new priest, to appease the gods. FX Broad Skills
Required: Spirit Magic
FX Broad Skills Available: Aid, Animal, Divination, Elemental Magic, Plant,
Required: None and Weather.
Available: Abjuration, Aid, Animal, Black Magic or Cosmos, Barred: Abjuration, Black Magic, Cosmos, Guardian,
Divination, Elemental Magic, Guardian, Numerology, Numerology, and Thought.
Plant, Thought, Travelers, War, and Weather.
Barred: Spirit Magic Secondary Professions: Warrior or Diplomat
Skill Package: Athletics-climb, Ranged Weapons, Outdoors,
Secondary Professions: Diplomat, Specialist, or Warrior War Craft, Survival, Interaction-bargain, and Animal
Skill Package: Culture, Leadership, Medicine, Animal Handling.
Handling Signature Equipment: Hand Ax, prayer beads, and a short
Signature Equipment: Several symbols of the gods in the bow.
pantheon, Quarterstaff, ceremonial incense,

Shaman
One of the first members of the Believer Adept
Diplomat Careers
Diplomat careers cover the spectrum of the secondary
profession, the Shaman petitions spirits on behalf of his professions they can chose from. Acting primarily as deal-
tribe. Coming primarily from a hunter-gatherer makers and negotiators, diplomats also need other skills
background, the Shaman is as rugged as any barbarian is. when talk fails. Diplomats need high Personality and Will
In fact their special benefits and hindrances are the same. scores and should take advantage of these abilities with
The Shaman does not see the world in terms of gods or skills like Culture, Deception, Leadership, Administration,
philosophies. Instead he beckons to the spirits of his Resolve, Business, Law, and Teach.
ancestors, the land, of dreams and animals for guidance
and aid. While he may recognize gods and even Ambassador
acknowledge their strength and influence, this Adept An ambassador is an official representative of one
follows a different path. organization to another. He has the ability to speak and
As they belong to a wandering culture a Shaman’s negotiate for the persons who he represents.
rituals are variants of this lifestyle. When men come of age
they must survive alone in the wilderness, seeking their Secondary Profession: Any
spiritual guide and protector. When they seek guidance Skill Package: Law-court procedures; Administration-
they commune with the spirits of their ancestors who have bureaucracy; Awareness-perception; Culture-diplomacy,
gone before him. Given to wandering the Shaman is less etiquette (specific #1), etiquette (specific #2);
likely to be tied by social mores and usually comes and Deception-bluff, bribe; Interaction-charm.
goes as he pleases. FX Package: Enchantment-charm; Divination-know
Signature Equipment: Formal clothing
Special Benefits
Action Bonus (1): A Shaman is a stout warrior and has
spent years listening to their instincts when in a fight or
Antiquarian
tense situation. Because of this conditioning, a Shaman The antiquarian is a keeper of knowledge. He
may add one more point to their Action Check score. frequents book shops, libraries, museums, and private
Skill Check Bonus (2): A Shaman gain a -1 Situation collections to garner obscure and ancient information.
Modifier with War Craft, Survival, Athletics, Movement,
and Outdoors broad and specialty skills. Secondary Profession: Specialist
Skill Package: Knowledge-read/write, lore (taken for
Special Hindrances several areas of knowledge), history; Metaphysics;
Investigate-research.

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Chapter 2: Careers
Signature Equipment: Historical texts, rumpled clothes, Skill Package: Athletics-climb, jump, throw; Acrobatics-
various cultural artifacts. dodge, fall; Manipulate-prestidigitation; Deception-bluff;
Entertain-act, dance, juggle, musical instrument, sing;
Appraiser Interact-charm, intimidate.
Appraisers are skilled at examining an object, FX Package: Divination-know, Enchantment-charm, hinder,
determining its value, and then relaying that information suggest.
to the owner. Sometimes they tell the truth; other times Signature Equipment: Juggling knives, lute, book of poems,
they use the Deception-bluff skill. Often they use their brightly colored cape, and rapier.
skills to run pawn and loan shops and occasionally fence
black market goods. Others hold legitimate jobs and use Cleric
their services to ascertain values and help kingdoms and Cleric and priest are two titles that were kicked
businesses alike to plan. around a bit in other games as being the same. A cleric is a
functionary of a church and fulfills roles other than spell
Secondary Profession: Rogue casting. Many are scribes, some are envoys, and others are
Skill Package: Business-appraising, small, illicit; managers of church business. Therefor a cleric is always a
Awareness-perception; Deception-bluff. priest, but a priest is not always a cleric.
Signature Equipment: Formal clothes, measuring scales. Clerics are the clergy and sometimes soldiers of their
religions and churches, acting as bastions of their beliefs
Bard and servants to philosophies of various alignments and/or
Bards are wandering minstrels who weave spells as gods. Clerics are the most progressive type of Priest
well as songs. Being similar to the Entertainer career presented here and are most common in PL2 and higher
below, a Bard seeks to entertain others but has magical settings. This is due primarily to their role in society and
qualities that the other career does not. To a Bard his the fact that larger kingdoms and/or nations usually also
Fame is the root of his special abilities and so adventuring occupy higher progress level regions. In these settings,
and danger seeking is a natural course of action for these these large political bodies usually have a single or
heroes. dominate religion of which the Cleric is a member, the
Bards begin the game with a Fame of 3. This result of which is a Priest whose focus is on the strength of
attribute is as important to a Bard as Standing is to a the religion as a state institution as well as that of the god
Believer. As this score increases so does their Influence itself.
Reactions benefit. Clerics are generally Monotheistic, Polytheistic, Priests
of Good, or Priests of Balanced Forces. Few are Godmen as
Special Benefits their role is to advance a church or temple and its people
Influence Reactions (1): Bards gain a -1 Situation Modifier as a whole.
for every three points of Fame earned for any encounter
skills used following a successful use of their Entertain Secondary Profession: Believer
skill. This Situation Modifier cannot exceed a –5 bonus. Skill Package: Knowledge-first aid, religious doctrine;
Inspire Allies (1): A Bard can grant his or her allies a -1 Resolve-mental resolve; Teach; Culture-etiquette;
Situation Modifier to any attack rolls and an increased of Leadership-inspire.
+1 to all Resistance Modifiers. This only takes effect if FX Package: As per Believer careers choices
the Bard performs any successful Entertain skill or is Signature Equipment: Holy symbol and holy text.
allowed to speak (and be heard) for no less than one
round (4 phases). This must be done within minutes of Entertainer
the conflict. Anytime period longer than five minutes These diplomats represent talented individuals who
cancels the abilities benefits and must be started again. are either one-man shows or are members of large
companies or troupes. The Entertainer is a Rogue version
Special Hindrances of the Bard career and is just as likely to pursue the quest
Required Abilities (1): A Bard must have an 11 or better in for Fame.
Dexterity, Intelligence, and Personality.
Required Skills (1): Bards must purchase the Entertain, Secondary Profession: Rogue
Manipulate, and Athletics-climb skills at 1st level. With Skill Package: Awareness-intuition; Creativity; Deception-
the Entertainment skill the Bard must select at least two bluff; Entertainment; Interaction-charm, seduce.
specialty skills at rank 1 or higher. Signature Equipment: Performing costume, musical
Limited Attitudes (1): A Bard is limited to having the Anti- instrument.
Authority, Gallant, Just, Honorable, and Selfish Moral
Attitudes. Most are Bards are Gallant. Field Agent
These persons are leaders of missions for powerful
Secondary Profession: Arcanist organizations. Responsible for security, tactical planning,
and command these persons are part leader and part
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Chapter 2: Careers
baby-sitter. In most cases the results of a mission or quest Military Officer
are the sole responsibility of the agent and he is liable for Military officers are commanders in the field of war
the actions of those ‘under his wing’. using their tactical training where it is best suited. While
In many ways the field agent acts as a motivator and being capable fighters their greatest abilities lie in tactics
leader, but is expected to pull his weight as a fighter when and leadership.
the going gets rough.
Secondary Profession: Warrior
Secondary Profession: Rogue Skill Package: Armor Optimization-heavy armor; Athletics-
Skill Package: Unarmed Attack; Ranged Weapons- joust; Melee Weapons-blades; Ranged Weapons-
crossbow; Knowledge-read/write 3, deduce, first aid; crossbow; Tactics-infantry tactics; Administration-
Law-law enforcement; Tactics; Administration- bureaucracy; Leadership-command.
management; Investigate-interrogate; Culture; Signature Equipment: Chain mail, broad sword, shield,
Interaction-interview, intimidate; Leadership-command. lance, war horse, one NPC attendant.
Signature Equipment: Several thousand gold pieces in
credit. Noble
Nobles are the inheritors of titles, land, and deeds that
Functionary have insured their wealth by name and birth. While many
A Functionary is a person who is dedicated to making rule in petty baronies some are in line of succession for
sure that the organization they belong to works effectively kingdoms and empires.
towards its goals. Sometimes workhorses and sometimes Nobles adventure for a variety of reasons. Some are
leaders the Functionary will do whatever it takes to philanthropists, some seek to advance their kingdoms or
achieve the goals of his allegiance. lands through war or exploration, while others are simply
bored and are looking for a thrill.
Secondary Profession: Specialist
Skill Package: Administration-management; Investigate- Secondary Profession: Warrior
search; Business-large business; Law; Interaction- Skill Package: Armor Optimization; Melee Weapons-blades;
interview. Business-large business; Animal Handling-riding;
Signature Equipment: Tools or writing instruments Culture-diplomacy, etiquette; Deception-bribe, gamble.
Signature Equipment: Quality mount, chain mail, long
Guide sword or rapier.
The Guide is a person who is familiar with both the ‘lay
of the land’ and the inhabitants who dwell within. Often Psychic
sought to guide caravans and pilgrimages, the Guide’s This diplomat supplements encounter skills with
greatest skills are their ability to negotiate safe passage. psionic powers. Some of these persons are celebrated
prophets while other are wandering gypsies.
Secondary Profession: Rogue
Skill Package: Athletics-climb; Movement-trailblazing; Secondary Profession: Mindwalker
Navigation-surface navigation; Animal Handling; Skill Package: Lore-psionic lore; Deception-bluff;
Outdoors-fire building; Culture-etiquette. Interaction-bargain, interview.
Signature Equipment: Compass, maps of the area, FX Skills: ESP-empathy, mind read, precognition.
provisions. Signature Equipment: Tarot cards, rune dice, crystals.

Justice Sea Captain


This diplomat wanders the borders of kingdoms and These Diplomats command ships and when on board
the reaches of civilization bringing law, order, and the will they are as kings. Their greatest challenges are
of his organization with him. Justices are usually granted a coordinating their crew in to an effective unit and to
license to deal with situations as they see fit and can maintain moral and discipline during long journeys.
exercise the law where none exists.
Secondary Profession: Specialist
Secondary Profession: Warrior Skill Package: Melee Weapons; Rope Use; Vehicle
Skill Package: Armor Optimization; Melee Weapons; Operation-water craft; Business-small business;
Ranged Weapons; Law-court procedures, law Navigation-sea navigation; Tactics-sea tactics; Ship
enforcement; Administration-bureaucracy, Operation; Leadership-inspire.
management; Leadership-command. Signature Equipment: Rapier, compass, spyglass.
Signature Equipment: Plate armor, long sword, shield, crest
of the character’s organization.

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Chapter 2: Careers
Trader senses”. So say the words of Tsi Sun, the great Mindwalker
Traders are small businessmen and independent philosopher.
merchants who operate in every campaign. Dealing with The Inseer is a Mindwalker who holds all disciplines of
all sorts of persons a Trader needs a good assortment of psionic power as being equally important. Seeking
skills to deal with a variety of situations. meditation first and relying on an impressive array of
psionic abilities to succeed, the Inseer is in some ways the
Secondary Profession: Specialist or Rogue true Psionic Adept.
Skill Package: Ranged Weapons-crossbow; Business-small
business; Interaction-bargain. Special Benefits
Signature Equipment: Measuring scales, Crossbow, Wagon Even Flow (1): Practicing a balancing act between powers
or Small coastal ship in need of repairs. 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
Mindwalker Careers skills.
Mindwalkers careers are primarily based on the list-1 Special Hindrances
bonus granted to a psionic discipline. As explained before, Talent Requirements (1): The Inseer must start the game
a Psionic Adept gains this cost reduction to all broad and as an Amazing talent and must spend no less then two-
specialty skills within a discipline. This means that a thirds of his available broad skills on psionic broad
Mindwalker who chooses the Clairsentient discipline gains skills.
that benefit for the ESP, Psychic, and Sensory Manipulation
broad and specialty skills. Secondary Profession: Specialist
A universal benefit option applies to all of the career Skill Package: Acrobatics-defensive martial arts; Medicine-
option listed except for the Inseer. This benefit, and its psychology; Awareness-intuition; Lore-psionic lore;
accompanying hindrance is as follows: Psyche-psychic combat; Resolve-mental resolve; Teach-
psionic skills.
Special Benefit FX Package: An Inseer seeks to purchase broad skills from
Devotion (2): The Adept gains a –1 Situation Modifier to as many different disciplines as possible to increase his
the use of all specialty skills within any one broad skill of knowledge of psionics as a whole. Once this is done the
choice. This bonus must apply to a broad skill in the remainder of his skill point are usually spent to achieve
same discipline as that chosen by the player to receive rank 1 in as many specialty skills as possible. This
the list-1 bonus to cost. removes the +1 penalty for broad skill use in many
areas and makes the Inseer a formidable and capable
Special Hindrance opponent.
Unfamiliar (2): All other psionic broad skills that are
outside of the Adept’s chosen discipline suffer a list+1
cost increase.
Rogue Careers
Each discipline has a possible title for a devotee as Rogues come in many different types. Some are
shown on the table below. Within each discipline it is not miserable thieves and thugs while others are honorable
unheard of for Mindwalkers to further subdivide agents on the side of law. The primary characteristic of a
themselves into devotees of specific broad skills. As a Rogue is the ability to succeed alone.
discipline can be seen as a school of thought, conflicts can
arise between similar Psionic Adepts. A good example is a Bounty Hunter
Telepathic school where some students focus on Ego skills Similar to an assassin, the bounty hunters primary
while other, more nefarious students concentrate on concerns is the apprehension of a wanted man. Whether
Manipulate skills. that person is alive or dead is another issue. Bounty
hunters may work by contract only; similar to a hired
Discipline Possible Title killer, but may not be so prone to actually killing each
Clairsentience Seer quarry. Other may frequent taverns and jailhouses to
Psychokinesis Kineticist found out who is wanted and for how much.
Psychometabolic Physical Adept
Psychoportive Porter Skill Package: Ranged Weapons-crossbow; Rope Use-bind;
Telepathy Telepath Stealth-shadow; Investigate-interrogate, search, track;
Street Smart; Interaction-interview.
Signature Equipment: Crossbow, leather armor, one or two
Inseer known bounties.
“All Disciplines are the same. It is only a matter of
expression that makes them appear different to the
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Chapter 2: Careers
Con Artist
This rogue loves shell games. Whether the game uses Investigator
three shells and a pea or large sums of money or goods “It takes a thief to catch a thief”. This rogue works for
supposedly arriving on a late ship are no matter. This the local law, applying his expert knowledge of
rogue differs from a their in that the execution of a crime investigation to solve crimes and to arrest nefarious
or fraud is carried out right in front of the victim; organizations. Most of their investigations are local but
sometimes even with their permission. For this reason a they sometimes stumble onto web of conspiracy that can
Con Artist needs a high Personality score. Having a high take them far and wide. Often limited by jurisdiction, they
Will is also beneficial. must sometimes work undercover in other lands.

Skill Package: Manipulation-pick pocket; Awareness- Skill Package: Ranged Weapons-pistol; Stealth-shadow;
intuition; Street Smart; Deception-bluff, bribe, gamble; Knowledge-deduce; Law-law enforcement; Creativity-
Entertain-fortune telling; Interaction-charm. disguise; Investigate-search; Street Smart-street
Signature Equipment: Formal clothes, deck of cards, fake knowledge.
jewelry. Signature Equipment: Wheel lock pistol, magnifying glass,
lock pick set.
Corsair
Sea wolves, pirates, buccaneers, call them what you Outlaw
will. The Corsair can fit any of those descriptions but they Outlaws represent brigands and bandits as well as the
may also work for the side of justice or the establishment. good guys striking out against a corrupt lord. As their
Some started their careers as raiders and were then name indicates they are criminals but they often fight laws
offered an opportunity to stop the criminals they once that they feel are not just. On the other hand many are
associated with. Others were free lance captains or naval simply raider making the lives of traveling merchants
captains who realized they could make better pay looting miserable.
on the high seas.
Skill Package: Ranged Weapons-bows; Tactics; Outdoors-
Skill Package: Athletics-climb; Melee Weapons-blades; set snares; Street Smart-criminal elements.
Vehicle Op-sea vessel; Ship Op-sails, signaling; Tactics; Signature Equipment: Short bow, knife, 100 meters of rope.
Street Smart.
Signature Equipment: Cutlass, Coaster or Cog, 5 bonus skill Scout
points if the character has a peg-leg or a hook for a hand. Similar to the Guide career for Diplomats, the Scout
applies his knowledge of trails and the land to assist the
Explorer movement of armies and to locate the enemy in the field.
Searching for ancient secrets, treasures, or just the Scouts are always in danger of being caught and most are
expanding man’s knowledge of the frontier the explorer not allowed to return to their employeers.
relies on survival skills to perform his job. Other skills like
Culture-diplomacy can also serve well. Skill Package: Athletics-throw; Ranged Weapons-rifle;
Movement-swim, trailblazing; Stamina-endurance;
Skill Package: Athletics-climb; Movement-swim, Survival-survival training; Animal Handling-riding;
trailblazing; Survival-survival training; Navigation- Investigate-track; Knowledge-first aid.
surface navigation; Creativity-cartography. Signature Equipment: Long rifle, compass, hand ax.
Signature Equipment: Spyglass, paper and chalk for
drawing, excavation tools, leather armor, pack mule, Smuggler
short sword, short bow. Whether by land or by sea these rogues peddle goods
that are illegal but that are in high demand. Smugglers
Gambler must be ready to fight when negotiations fails, or be ready
Fit the classic gunslinger model, the gambler likes high to flee.
stakes and high risks to challenge his skills. While they
often limit their activities to games of chance they also take Skill Package: Unarmed Attack; Vehicle Operation;
on bigger gambits as long as they feel they can win. As an Business-illicit; Deception-bluff, bribe; Interaction-
aside note this career works equally as well with the bargain, taunt.
Diplomat profession. Signature Equipment: Small cog or horse-drawn cart, club,
legal goods with hidden compartments.
Skill Package: Ranged Weapons-pistol; Manipulate-pick
pocket; Street Smart-criminal elements; Deception-bluff, Spy
gamble; Interaction-charm, seduce. Spies are infiltrates whose sole purpose is to gather as
Signature Equipment: Starwheel pistol, deck of cards or much information as they can and safely return to their
dice.
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Chapter 2: Careers
employers. As most clandestine knowledge is subject to
change once compromised the spy must also ensure that Crewman
his efforts go unnoticed. These specialists fill the higher ranks on shipboard
crews. They know better than their fellow crewmen do
Skill Package: Unarmed Attack; Athletics-climb, jump, how to speed the ship along and keep things running
throw; Stealth-sneak; Investigate-interrogate; effectively. Often times the even serve as officers of lower
Interaction-seduce. ranks and are responsible for navigation.
Signature Equipment: Dose of poison, paper and ink for
notes. Skill Package: Rope use-secure; Vehicle Operation-water
craft; Navigation-surface navigation; Ship Operation-
Thief sails, signaling, shipwright; Heavy Weapons-direct fire;
Being burglars and housebreakers, few love thieves. Awareness-perception.
The quest for gold and treasure is only matched by their Signature Equipment: Knife, rope, signaling whistle.
thrill of the quest itself. They often pursue a job simply for
the challenge. As such the best thieves target the most Doctor
valuable of items as their targets. Sought after to cure all manner of aliments the Doctor
is the next best thing to the Aid-heal spell. In addition to
Skill Package: Athletics-climb; Manipulate-lockpick, those skills listed, many also take Medicine-surgery or
set/disarm traps; Stealth-hide, sneak; Business-illicit; Animal Handling-veterinary healing.
Awareness-intuition.
Signature Equipment: Lock picks, dark suit, grappling hook Skill Package: Crafting-healer’s tools; Alchemy-concocting,
and rope. toxins; Medicine-diagnostics, medical knowledge,
treatment; Interaction-interview.
Signature Equipment: Healers bag, magnifying glass.
Specialist Careers
The goal of a specialist is to explore a broad skill and Engineer
become the best at it. Focusing on their cost benefits for Engineers are hired to build castles and temples,
many skills, the Specialist is the expert in many areas of expanding a kingdom or build one where none exists.
knowledge and practical application. Often they must survey and area first and may hire other
to aid them should the local denizens prove unfriendly.
Alchemist
The Alchemist is a specialist that uses the Alchemy- Skill Package: Construction; Demolitions-set explosives;
concocting skill like Adepts use spells – often. This Engineering-aqueducts, fortifications; Science-physics;
character supplements his income or his adventuring Tinkering.
career with a healthy dose of potions and other Signature Equipment: Surveying gear, machete (hand ax),
concoctions to make ends meet. They often go one quests spyglass.
to find rare and exotic ingredients or to uncover treasure
to supplement their research. Pilot
Pilots represent higher progress level operators who
Skill Package: Crafting-gem cutting; Alchemy-concocting; use airborne craft. Some are ace fighters while other run
Business-small; Science-chemistry; Metaphysics; cargo missions. Because one can never be sure of
Interaction-bargain. tinkering completely having the Survival skill helps when
Signature Equipment: Spellbook, Dagger, travelling kit for parachute works but the aircraft does not.
taking samples, 3 concoctions of choice.
Skill Package: Vehicle Op-aircraft; Acrobatics-daredevil;
Apothecary Ranged Weapons-pistol; Survival; Navigation-surface
The Apothecary is similar to both a doctor and an navigation; Tinkering-repair.
alchemist; dabbling in both arts. Their primary concern is Signature Equipment: Pilot goggles, parachute, starwheel
aiding the sick with poultices, salves, and ointments. In pistol, knife, survival gear.
addition many apothecaries run small businesses selling
concoctions to those in pain. They all specialize in Smith
examining a person and then creating a remedy. Smiths are skilled with their hands and are master
craftsmen. The skills below represent a broad selection of
Skill Package: Knowledge-brewing, cooking, first aid; knowledge and many smiths concentrate on few skills than
Alchemy-concocting; Medicine-diagnostic; Agriculture- this.
gardening; Nature-herbalism.
Signature Equipment: Ordinary quality lab.

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Chapter 2: Careers
Skill Package: Construction-blacksmith, smelting; Crafting- Dragoon
locksmith; Creativity-engraving. The Dragoon is a mounted rifleman who combines the
Signature Equipment: Blacksmith tools, leather apron. speed of a horse with the deadly accuracy of the caviler.
While still apart of a larger unit, often times a Dragoon
Tinker cavalry acts separately as a flanking unit and must be able
Tinkers are usually associated with Gnomes and while to think tactically and on the move.
that is not untrue many campaigns include other races
with knowledge in this area. Tinkers are responsible for Weapon Specialty: Ranged Weapons-rifle
inventions in any progress level and while they seem to fit Skill Package: Melee Weapons; Tactics-cavalry; Animal
into a Progress Level 3 or higher environment they can be Handling-riding.
used in lower ones as well. Consider that someone had to Signature Equipment: Caviler, cavalry sword, war horse.
invent scissors and the magnifying glass. That person was
probably a tinker. Duelist
Similar to a Gladiator, the Duelist fights his battles
Skill Package: Manipulate-set/disarm traps; Science- man to man – in single combat. Preferring either the
physics; Tinkering-invention, juryrig, repair, tinker rapier or the wheel lock pistol as weapons of choice this
knowledge; Creativity. warrior settles matters of honor with mortal stakes.
Signature Equipment: Tool box, tool harness.
Weapon Specialty: Melee Weapons-blades or Ranged
Weapons-pistol
Warrior Careers Skill Package: Stamina-resist pain; Tactics-melee tactics;
Interaction-charm, intimidate.
Warriors come in many varieties. Most of these
characters have high Strength and Constitution scores. Signature Equipment: Rapier or wheel lock pistol, Formal
Others also favor Dexterity and Intelligence as well. clothing.

Archer Guard
The archer relies on his keen vision and long range to These are warriors who protect a location or a person
wear the enemy down before melee is engaged. Archers from intrusion and harm. While combat skills are a must
should have a decent Will score as well as an 11 or higher the guard must also pay some attention to Awareness
in Dexterity. skills. Investigate-search is also a good idea.

Weapon Specialty: Ranged Weapons-bow Weapon Specialty: Melee Weapons-polearms


Skill Package: Melee Weapons; Crafting-bowyer/fletcher; Skill Package: Armor Op; Tactics-sentry tactics;
Awareness-perception; War Craft-bows. Awareness-perception; Culture-heraldry; Interaction-
Signature Equipment: Long bow, quiver of 30 arrow, intimidate.
leather armor. Signature Equipment: Chain mail, pole arm.

Brawler Gladiator
Brawlers specialize in hand-to-hand fighting and Forced to fight for their lives, gladiators are grim
close-quarter battles. He’s a boxer, a street fighter, or warriors seeking glory and fame or simple freedom. Some
hired muscle – mean and strong. The brawler fights for seek glory in an arena or pit but most are slaves or
honor, money of just to survive. criminals fighting for their lives and for the glory of their
captors.
Weapon Specialty: Unarmed Attack-brawl
Skill Package: Melee Weapons; Street Smart-criminal Weapon Specialty: Tactics-melee tactics
elements; Deception; Interaction-intimidate. Skill Package: Armor Optimization-shields; Melee
Signature Equipment: Knife Weapons; Unarmed Attack-brawl; Acrobatics-dodge;
Stamina-resist pain; Resolve-physical resolve.
Constable Signature Equipment: If a free Gladiator – Cestus, leather
This warrior is a soldier of the streets, enforcing the armor, whip, trident. If a slave – none.
law or his lords will in that city or land.
Knight
Weapon Specialty: Melee Weapons-bludgeon Knights are charged by their lords to enforce the laws
Skill Package: Melee Weapons-bludgeon; Law-law of the land and to fight the kingdoms enemies. In exchange
enforcement; Investigate; Street Smart. most knights are afforded land and titles to compensate
Signature Equipment: Night stick (club), ropes for binding, them for their duties. While similar to both the Justice and

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Chapter 2: Careers
Constable careers, the Knight is also a soldier or officer and rogues and diplomats. The Partisan is the warrior’s
fulfills a military role. contribution to the war of civil liberties.
The skills presented below are for a partisan operating
Weapon Specialty: Athletics-joust primarily in the wilderness. For more urban styled
Skill Package: Armor Optimization-heavy armor; Melee characters replace the Survival and Outdoors skills with
Weapons; Tactics-cavalry; Animal Handling-riding; Street Smart-criminal elements and Security-traps and
Culture-heraldry, etiquette. devices. The Demolitions skill only applies in campaigns
Signature Equipment: War horse, partial plate armor, that allow smokepowder.
lance, mace, shield, flag standard.
Weapon Specialty: Ranged Weapons-crossbow
Marine Skill Package: Unarmed Attack; Survival-survival training;
Marines are shipboard fighters who off-load into Demolitions; Outdoors-set snares; War Craft-bows;
unfriendly ports or onto unfriendly ships. Marine tactics Interaction-intimidate
involve the overwhelming of the enemy by sheer Signature Equipment: Crossbow, survival gear.
firepower and force.
Soldier
Weapon Specialty: Melee Weapons-blades or Heavy The Soldier belongs to a standing military force. They
Weapons-direct fire. can serve in many capacities, even as officers.
Skill Package: Unarmed Attack-brawl; Vehicle Operation-
water craft; Movement; Ship Op; Tactics-infantry. Weapon Specialty: Melee Weapons-blades
Signature Equipment: Great ax, partial plate. Skill Package: Armor Optimization; Unarmed Attack;
Ranged Weapons; Stamina-endurance; Movement-
Martial Artist trailblazing; Tactics.
An aesthetic that seeks fullness through physical Signature Equipment: Broad sword, chain mail, shield.
perfection, the Martial Artist is not a warrior to be taken
lightly. The Martial Artist usually lives by a code and value Weaponeer
system that is apart of his training. Some pursue the The weaponeer is an expert in the use of heavy and
maximum ranks they can afford in power martial arts team weapons. Found at key locations on a battlefield this
while other, more pacifistic warriors, prefer defensive warrior loves big weapons. In infantry units they wield a
martial arts. blunderbuss or even a light ballista. In defensive positions
they may command a catapult crew or shipboard weapons
Weapon Specialty: Unarmed Attack-power martial arts as well.
Skill Package: Athletics-jump; Melee Weapons; Acrobatics-
defensive martial arts, fall; Stamina-endurance, resist Weapon Specialty: Heavy Weapons-direct fire or indirect
pain; Awareness-intuition; Resolve-physical resolve. fire.
Signature Equipment: Nunchaku, sandals. Skill Package: Demolitions; Tinkering-repair; Awareness-
perception.
Mercenary Signature Equipment: Blunderbuss, chain mail.
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.
Don’t forget that before an assignment this character
Legends
Occasionally a character enters the scene that is above
usually must bargain for his pay as well. Some of these the normal kin of mankind. These persons are called
warriors are solo acts, while other belong to guilds. The Legends. Some are born of both man and god, some are
latter case can involve an allegiance. destined to perform some great event or deed, while
others are of a race that is from another dimension.
Weapon Specialty: Melee Weapons-blades Regardless of origin the Legend character is by default a
Skill Package: Armor Op-heavy armor; Unarmed Attack- ‘mover and shaker’ despite his or her best efforts to avoid
brawl; Ranged Weapons-bows; Stamina-endurance; attracting attention.
Movement; Survival; Interaction-bargain, intimidate. These characters are by all means optional. The
Signature Equipment: Partial plate mail, great ax. inclusion of this type of character changes the nature of the
campaign in a way that shifts a majority of the game focus
Partisan on that character. Before allowing this option ask the
The partisan represents revolutionaries, guerilla other players if they mind being involved in this type of
fighters, terrorists, and the strong arm of political groups. campaign. Often times this character type works best in
Skilled at remaining hidden until the time is right to strike single character games. However other players may also
these underground warriors fight against who ever is in wish to be a Legend as well. If this is the case then the
power. Politically motivated groups are often homes for focus of the campaign should include them all.
40
Chapter 2: Careers
Regardless of the type of Legend chosen, each has an unjust nobility or to expel the influence of powerful
several similar attributes as follows: beings like gods or outsiders.
Achievement Benefits: A Legend may purchase While mortal and using the same rules that other
achievement benefits at one-half the listed cost rounded heroes do, the destined hero has some special benefits to
up. The only exception to this is the removing of a flaw. help him reach his goal. A good example of a destined hero
This remains normal. is King Arthur who was foretold to unite all of Britain.
Required Flaw: As a hindrance they must take the Powerful Call on Fate: The destined hero can ‘Call on Fate’ as often as
Enemy flaw which provides no bonus skill points. This he wishes without penalty. If a Critical Failure is rolled
flaw is usually set at the most extreme level however then it is treated as a normal failure result. This check
Game Masters are free to custom fit it within their also receives the –1 bonus stated below.
campaign design. Clear Future: The future of the destined hero is easier to
see by use of FX abilities. Information gained through
In most cases the Legend character selects a race and a these means, as well as through the use of mundane
profession normally. Any exceptions to this are included skills like Metaphysics-astrology or prophesy, always
in the descriptions below. Benefits and hindrances, perks, render clearer and more exact information than is usual
and flaws can be purchased normally. Mutations should be for the result generated.
avoided as they may complicate the character’s description Item of Power: At sometime during the hero’s career he
and should only be allowed if they make sense. will learn of a weapon or item of great power that can
help him achieve his goal. Finding the weapon is usually
Demigod a quest unto itself and may be the first adventure the
The Demigod is a product of a relationship between a hero undertakes. The item is always useful and never
deity and a mortal man or woman. In the classic sense has a curse or drawback that would hinder the
most are human but other races can be used. The best character’s destiny. Being the subject of a grand and
example of a demigod is Hercules, born of a mortal woman mission the item is never ‘run of the mill’.
and Zeus. The demigod is a superior specimen being born Powerful Enemies: The destined hero’s enemies always
of the divine and as such they enjoy several benefits. come from the force or effect the hero is destined to
Increased Abilities: A Demigod character starts the game overcome. Often times the leaders of the enemy force
with 6 more points to distribute among his ability will not tell subordinates about the hero for fear of
scores. These bonus points can raise a score above the weakening moral however some issue warrants for the
racial maximum. hero’s capture or death, hiring every bounty hunter
Longevity: Long-lived and in remarkable health, demigods willing to except the job.
live on average twice as long as other members of their Shroud of Destiny: When actively pursuing his goal, the
species. destined hero gains a –1 Situation Modifier to all skill
Luck of the Gods: The demigod gains a bonus last resort and feat checks. This benefit does not apply for activities
point. This point recharges itself automatically every that are not directly related to the completion of the
adventure and need not be purchased. character’s destiny.
Powerful Enemies: The enemies of the demigod usually
come from the same pantheon as his immortal parent. Immortal
Some can be deities that have been cast out of the fold, By a twist of fate or divine intervention, this hero
and some may even be a jealous spouse. This being the never ages. The hero aged normally at first, but after
case the demigod can face some of the more powerful reaching a young adult or mature age his aging ceased.
beings in the game, sometimes with no warning at all. Others grow older but he does not. His children grow, age,
Super Power FX: As befits the spawn of a deity, the and die and generations pass.
demigod has special powers. The character begins the Many immortal characters see their gift as a curse.
game with the ability to buy Super Power FX abilities as Wandering the earth watching all they knew and loved
detailed in that chapter in book 2. Powers that are pass into oblivion while they remain. Others revel in it and
chosen should reflect the nature of the deity parent in use their gift to achieve their goals or simply flaunt their
some way. Hercules gained his father’s strength. A sea- uniqueness.
god’s child may select Power Swimming while deity of A good example of this type of character can be found
love may produce a child with Super Personality. There in the ‘Highlander’ movies.
is no fixed rule for this selection, only that the abilities Advanced Level: Unless the Game Master feels otherwise,
should reflect the parent gods attributes in some way. the immortal character has been around for sometime
and has by consequence a lot of experience. Immortals
Destined Hero add 10 to the average level of the campaign to determine
Born with a foretold quest, the destined hero has been their starting level. This assumes that the immortal is
prophesied to perform some great act or deed that will around for several hundred years and has accumulated
change the nature of the campaign as a whole. The much knowledge.
character may have been born to lead a revolution against
41
Chapter 2: Careers
Historical Witness: Having lived history the immortal they can literally break the rules of reality. While
character is better able to recall lore from the past. This effectively a normal member of their species they may
benefit manifests as a –1 Situation Modifier to the Lore differ in ways that are astounding. Imagine an elf as tall as
or Knowledge-history skills as well as others that have a a frost giant, a man who is so charming that any woman he
historical context. For example the hero may know that meets instantly falls in love with him, or a person who can
a kingdom attempted to settle an area long ago and that speak with animals at will. A Tall Tale character does
the denizens of that area may have lore, knowledge, or readily fit the ideals for a Warrior profession but differing
even fear of that ancient culture. campaign styles will have to dictate how they are used.
Mortal Resistance: Being immortal also makes the Adventures based around this type of character differ
character immune to certain effects that are deadly to from standard fantasy games in that they tend to be more
other, mortal characters. This type of character has a light-hearted. Quests and adventures should be humorous
Toughness of Good against all physical and energy and comical to some degree with the more dire nature of
attacks as well as Hazards. In addition to this mortal some campaign settings being put on hold. Examples of
damage can be healed as if wound damage. Furthermore this type of character range from everyone like Baron
when mortal damage is suffered the character does not Manchusen, to Paul Bunyon, even to Dr Doolittle.
need to roll further checks to avoid additional mortal Defy Reality: The Tall Tale character can attempt to change
damage. the laws of reality to overcome situations by merely
Aging Immunity: Immortals are immune to attacks that passing a Personality feat check. Game Masters can limit
cause aging and similar effects. Spells that effect time, the circumstances that call on this ability (with untimely
like Alteration-continuance do have their normal effects death being one of them) or may allow the character to
however. do so whenever he wishes. The spirit of this ability is
Powerful Enemies: The selection of enemies for an not to make spell effects more powerful or to cause more
immortal character is far more flexible than for other damage. Instead it allows the character to fulfill the
Legends. Literally any one could be an enemy. Having status off being a Tall Tale in the first place. Examples
been around a long time this character has had enough include riding canon balls or cyclones, creating a new
time to create many enemies, some of whom are still magic word that causes everyone to laugh
around. uncontrollably, or
Reoccurrence: Even after a Tall Tale’s demise they may
Outsider return if they are missed. In a way not unlike the
Outsider heroes are members of extra-dimensional essence of spirits, the Tall Tale continues to live else
races that are somehow involved in the campaign world. where even after death. If the Game Master desires they
They may be trapped there, on some type of long-term may actually be summoned by elaborate rituals, critical
mission, or condemned to the mortal world for a period of situations that require their presence, or even the
time as punishment. Regardless of the reason they are longing of a lonely child. May times this character does
here Outsiders stick out like a brick in a punch bowl. become a Tall Tale until after his demise. I such a case
Creating an Outsider character follows all of the adventures could be built around those times that the
standard rules as regards character creation except for the character ventures the world pursing his livelihood.
selection of race. In this case the character picks a race Trademark: Each Tall Tale character has a distinct
form the Outsiders chapter in book 3. This character uses trademark ability. This ability can be a spell-like effect, a
those powers and attacks that are listed, but selects his Super Power FX ability, or something completely
own ability scores and skills normally. Game Master's may different. It can be broad in scope and effect but it is
need to modify some scores as appropriate. very rarely a form of attack. Usually no roll is required
Powerful Enemies: Outsiders already have plenty of of the character and the ability just happens when
natural enemies from opposing planes. Celestial conditions are right.
outsiders could have fiends hounding their tails. Powerful Enemies: The Tall Tale character can have any
Elemental outsiders may have enemies from opposing number of powerful enemies but if this concept detracts
elements. Some outsiders have journeyed to the prime from the tone of the game dismiss it. One enemy that all
material plane to escape an angry god who can only Tall Tales face is being forgotten by the public at large.
attack through its minions. As the world changes, the Tall Tale can become obsolete
and his aid no longer needed.
Tall Tale
This character is larger than life. The Tall Tale
character can be the most difficult to play and to control as

42
Chapter 3: Skills
All skills in this game follow the same core rules as It is good to be reminded of a good deal and this is
detailed in the Alternity Players Handbook. Skills in blue something players should be aware of. Heroes may be
cannot be used untrained; a player must first purchase a able to purchase some rank benefits early if the benefit
Broad skill before advancing in rank with any of its is identified as such. Skills that are designated with the
related specialty skills and so on. The Profession Codes  symbol may be purchased before the character
are a little different and are defined below. actually reaches the indicated rank. The cost for this is
the difference between the character’s current rank and
Profession Codes that required to gain the rank benefit normally. This
D = Diplomat difference is then multiplied by two. For example, a
R = Rogue character with rank 5 in brawl wants the rank 8
S = Specialist ‘increased damage’ benefit before reaching rank 8. The
W = Warrior difference between the ranks is 3, which becomes a cost
‘-‘ = Open of 6 skill points. Rank benefits that have the ⊗ symbol
next to them cannot be purchased early.
Every skill on the table has an entry in this book.
Those skills that remain unchanged from the Alternity Strength Skills Cost Pro. Page
Players Handbook entries are still mentioned; even if the
entry is brief. Rank benefits are given for all skills as a Armor Optimization 7 W 36
point of reference. Also game statistics are provided for Heavy Armor 3 W 36
reference as well and the entries include information from Shields 3 W 36
both the Alternity Players Handbook and the Alternity
Gamemaster's Guide. Athletics 3 - 36
Climb 2 - 37

Complex Skill Checks Jousting


Jump
3
1
W
-
37
37
When complex skill checks are used it is sometimes Throw 2 - 37
necessary to determine the overall quality of the (Specific) 1 - 37
complex skill check process itself. For this expansion of
the rules there are several skills which call for such a Construction 5 - 37
distinction. This rule is used to judge to overall quality Armory 3 W,S 38
of something made like a sword, a suit of armor, or a Blacksmith 2 S 38
brick wall. The DM is free to ignore this and consider Carpentry 2 S 38
any successfully made item of an equal value to those Smelting 5 S 38
presented in the rules. However, players may wish to Stonemasonry 2 S 38
make of this skill as it allows them to create better or Weaponry 3 W 38
more wondrous works. (specific) 1 - 39
The easiest way to determine the quality of a complex
skill check is by the result that occurs most often. If a Heavy Weapons 6 W 39
character needs to complete four checks and has two Direct Fire 4 W 39
Ordinary, one Good, and one Marginal success, then the Indirect Fire 4 W 39
final result is Ordinary. If two or more of the results are
equal use the lower quality result. There for if six Melee Weapons 6 W 39
successes are required and the character achieves two Blades 3 W 39
Good and two Ordinary results, the final quality of the Bludgeon 3 W 39
item is still ordinary. Oddly enough this system does Polearms 3 W 39
work in the favor of greater than Ordinary results due to Whip 2 W 39
the fact that Good and Amazing results lessen the total of
checks required. Unarmed Combat 5 - 40
Throughout these rules and additions this system will Brawl 3 W 40
be referred to from time to time. Weapons, armor, Power Martial Arts 5 W, R 40
poisons, tinkered devices, mine-shafts, and bridges
represent just a few of the products that can be effected Dexterity Skills Cost Pro. Page
by this rule.
Acrobatics 7 R 40
Daredevil 4 - 40
Purchasing Rank Benefits Defensive Martial Arts
Dodge
5
4
W, R
W, R
40
40
43
Chapter 3: Skills
Fall 3 R 41 Endurance 4 W 46
Flight 2 - 41 Light Sleeping 4 W, R 46
Tightrope Walking 1 - 41 Resist Pain 4 W 47
Zero-Gravity Training 2 - 41 Slow Respiration 3 - 47
(specific) 1 - 41
Survival 5 W,R 47
Crafting 4 - 41 Survival Training 3 W,R 47
Bowyer 2 W,S 41
Gem Cutting 3 S 42 Intelligence Skills Cost Pro. Page
Gunsmith 2 W,S 42
Locksmith 3 R,S 42 Alchemy 7 S 47
Metalsmithing 3 S 43 Concocting 3 S 47
(specific) 1 - 43 Toxins 2 R, S 47

Manipulate 6 - 43 Business 4 D 48
Lock Pick 4 R 43 Illicit Business 3 D, R 48
Pick Pocket 4 R 43 Large Business 3 D 48
Prestidigitation 3 D 43 Small Business 3 D 48
Set/Disarm Traps 3 R, S 43
Demolitions 6 W,S 48
Ranged Weapons 7 W 44 Disarm 4 S 49
Automatic Weapon 3 W 44 Scratch-Built 4 S 49
Blow Gun 3 W 44 Set Explosives 3 W,S 49
Bow 4 W 44
Crossbow 3 W 44 Engineering 7 S 49
Pistol 3 W 44 Aqueducts 3 S 49
Rifle 3 W 44 Fortifications 3 S,W 49
Sling 4 W 44 Mining 2 S 50
Siege Works 4 S,W 50
Rope Use 3 - 44 Space Works 5 S 50
Bind 1 - 45
Secure 1 - 45 Knowledge 3 - 50
Deduce 2 - 50
Stealth 7 R 45 First Aid 2 - 50
Hide 4 R 45 Languages 1 - 50
Shadow 4 R 45 Read/Write 1 - 50
Sneak 5 R 45 (specific) 1 - 50
Somatic Concealment 3 R 45
Law 5 D, R 50
Vehicle Operation 4 S 45 Court Procedures 3 D 51
Air Vehicle 5 S 46 Law Enforcement 3 W, R 51
Land Vehicle 4 S 46 (specific law) 1 - 51
Space Vehicle 5 S 46
Spelljamming 2 S 46 Life Shaping 7 S 51
Water Vehicle 3 S 46 Creatures 5 S 51
Products 3 S 51
Constitution Skills Cost Pro. Page Mutate 4 S 51
Tissues 4 S 52
Movement 3 - 46
Race 2 - 46 Medicine 6 S 52
Swim 1 - 46 Diagnostics 3 S 52
Trailblazing 3 R 46 Forensics 3 S 52
Medical Knowledge 3 S 52
Stamina 3 - 46 Psychology 3 S 52
Surgery 5 S 52
Treatment 4 S 52

44
Chapter 3: Skills
Metaphysics 5 - 53 Perception 2 - 58
Magical Theory 3 - 53
Prophesy 5 - 53 Creativity 4 - 58
(specific) 1 - 53 Cartography 1 - 58
Dreamscape 1 - 58
Nature 5 - 53 Engraving 1 - 58
Ecology 2 - 53 Forgery 1 - 58
Herbalism 4 S 53 Illusion Sculpting 1 - 59
Meteorology 2 - 53 Voice Mimicry 1 - 59
Writing 1 - 59
Navigation 6 S 53 (specific) 1 - 59
Phlo Navigation 3 S 54
Space Navigation 3 S 54 Investigate 7 R,S 59
Surface Navigation 3 S 54 Cryptography 3 R,S 59
Interrogate 4 R,W 59
Science 7 S 54 Read Lips 3 R 59
(specific) 3 S 54 Research 3 R, S 59
Search 4 R,S 59
Ship Operation 4 S 54 Track 4 R 59
Sails 3 S 54
Shipwright 4 S 54 Lore 3 - 60
Signaling 1 - 55 (specific) 1 - 60
(specific) 1 - 55
Outdoors 3 - 60
Tactics 6 S,W 55 Animal Noise 5 R 60
Cavalry Tactics 3 W 55 Hunting 3 W 60
Infantry Tactics 3 W 55 Fire Building 2 - 60
Melee Tactics 4 W 55 Fishing 3 - 60
Sentry Tactics 3 D, W 55 Set Snares 4 R 60
Space Tactics 3 S,W 55 (specific) 1 - 60
Vehicle Tactics 3 S,W 55
Psyche 6 - 61
Tinkering 7 S 56 Awaken 3 - 61
Invent 4 S 56 Psychic Combat 2 - 61
Juryrig 3 S 56
Fantasy Physics 3 S 57 Resolve 5 - 61
Repair 3 S 57 Mental Resolve 3 - 61
Tinker Knowledge 3 S 57 Physical Resolve 3 - 61

Will Cost Pro. Page Street Smart 5 R 61


Criminal Elements 3 R 62
Administration 4 D 57 Street Knowledge 3 R 62
Bureaucracy 3 D 57
Management 3 D 57 Teach 5 D,S 62
(specific) 3 D,S 62
Agriculture 3 - 57
Cash Crop 3 - 57 War Craft 5 W,R 62
Gardening 4 - 57 Bow Craft 2 W 62
Crude Armor 2 W 62
Animal Handling 3 - 57 Improvise Weapon 1 - 62
Animal Riding 1 - 57 Weapon Craft 2 W 62
Animal Training 1 - 57
Veterinary Healing 3 - 58 Personality Skills Cost Pro. Page
Awareness 3 - 58 Culture 5 D 62
Direction Sense 2 R 58 Diplomacy 3 D 63
Intuition 3 - 58 Etiquette (specific) 2 D 63
45
Chapter 3: Skills
First Encounter 3 D 63 Feat Weight in Kilograms Modifier
Heraldry 2 D,W 63 Marginal Strength x 5 0
Religion (specific) 2 D 63 Slight Strength x 10 +1
Moderate Strength x 15 +2
Deception 5 D,R 63 Extreme Strength x 20 +3
Bluff 3 D,R 63
Bribe 3 D,R 63 Feats involving heavier weights require an Amazing
Gamble 3 D,R 64 success to achieve and inflict fatigue damage upon the
character. Factors other than the weight of the object
Entertainment 4 D,R 64 being lifted may also affect the situation die; for instance, a
Act 2 D,R 64 penalty if the object is slippery, or a bonus if the object has
Chant 2 D 64 handles or protrusions that make it easier to hold onto.
Dance 2 D,R 64
Fortune Telling 3 D,R 64
Juggling 3 D,R 64
Armor Optimization (Cost 7 – W)
Musical Instrument 2 D,R 64 Armor that's bulky, heavy, and cumbersome hinders
Sing 2 D,R 64 the character using it. This is reflected by a penalty to the
Ventriloquism 4 D,R 64 character's action check and the worsening of a character's
Dexterity resistance modifier. The Armor Optimization
Interaction 3 - 64 broad skill and its specialty skills help to alleviate these
Bargain 3 D,S 65 penalties. It should also be noted that the weight of armor
Charm 3 D,R 65 or shields, in addition to other equipment, can also apply
Interview 3 D,R 65 penalties based on the ‘encumbrance’ rules in the Alternity
Intimidate 3 W 65 Players Handbook.
Seduce 3 D,R 65 This skill functions basically the same as the ‘Armor
Taunt 2 - 65 Operation’ skill does in Alternity, however the use of
shields is now covered in its own specialty skill. When a
Leadership 4 - 65 character is using both armor and a shield each specialty
Command 4 D,W 65 skill handles its ability to remove action penalties
Inspire 4 D,W 65 separately. 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,
Strength Skills the character could absorb only 3 pints of secondary
damage, not 4.
Strength measures a hero's physical power. To
determine the result of an action involving Strength that Heavy Armor (Cost 3 - W)
isn't directly related to a skill, a hero makes a feat check. This skill functions exactly as the Combat Armor skill
does in Alternity with the exception of shields, which are
Breaking Things handled by the following specialty skill.
When a character simply smashes a barrier or
attempts to bend an iron bar it may not always be best to  Rank 2 – Shaking Off Stuns: Beginning at rank 2 the
record the damage inflicted. The table below offers a quick character automatically reduces secondary and primary
option for smashing and breaking things. stun damage by 1 point. This benefit is increased by 1
point for every even rank gained to a maximum of 6
Toughness Durability Modifier points of stun reduced at rank 12.
Ordinary Fragile 0  Ranks 4, 7, & 10 – Improved Use: At the indicated ranks
Good Average +1 the reduction to armors action penalty score increase to
Amazing High +3 2, 3, and 4 respectively. This benefit cannot be used to
render a step bonus.
Both toughness and durability are assessed and both
of them apply a cumulative modifier to the strength check. Shields (Cost 3 – W)
This specialty skill allows a hero to improve his ability
Lifting Things to effectively utilize a shield during combat by a gradual
Lifting a heavy object is one example of a Strength feat. process of learning to compensate for the weight and
The Game Master doesn't have to be specific when he awkwardness of the shield. A character with this skill at
declares a feat to be of a certain level of difficulty, but he ranks 1 to 3 is allowed to reduce the action check and
will use the following as a general rule:

46
Chapter 3: Skills
Dexterity resistance modifier penalty associated with a
shield by 1 additional step. Distance Successes Time
For attacks, the shield is treated a Gauntlet (detailed in 1–30 m 2 1/minute
Chapter 4: Weapons and Armor) except that there is a +1 30–100 m 4 1/5 minutes
accuracy penalty applied. Shield rank benefits are detailed 100–1000 m 6 1/30 minutes
below. 1+ km 10+ 1/hour
 Rank 2 – Shaking Off Stuns: Beginning at rank 2 the
character automatically reduces secondary and primary If a hero gets a Critical Failure on a climb check, he
stun damage by 1 point. This benefit is increased by 1 loses his grip and falls (unless equipment prevents it). If
point for every even rank gained to a maximum of 6 he has any actions left in the round, he can attempt to
points of stun reduced at rank 12. regain his hold by getting an Ordinary success or better on
 Rank 4 - Reaction Parry: The character may use the a second climb check with a +1 penalty on top of any other
Reaction Parry benefit as given for Melee Weapons. modifiers that apply. If this attempt fails or if the hero has
 Ranks 4, 7, & 10 – Improved Use: At the indicated ranks no remaining actions, he falls. Damage from the fall is
the reduction to armors action penalty score increase to lessened if the hero makes a successful untrained
2, 3, and 4 respectively. This benefit cannot be used to Dexterity check or an Acrobatics–fall skill check.
render a step bonus.
⊗ Ranks 6 & 12 - Damage Absorption: Not only can a shield Climbing Modifiers
be used to absorb secondary damage, it can also be used Sheer surface +3
to absorb primary damage as well. At rank 6 the Icy or slippery surface +2
protective value of the shield is increased by +1, at rank Darkness +1
12 this is increased again to a maximum of +2. It is Wet surface +1
important to note that this applies to primary damage Surface with some footholds -1
only. Surface with many footholds -2
 Ranks 6 & 9 - Attack Bonus: At rank 6 the +1 penalty to Minimal climbing gear (gloves & -1
attacks using the shield is dropped. At rank 9 the sturdy shoes)
character can attack with the shield at a -1 Situation Partial climbing gear -2
Modifier. Full climbing gear -3

Athletics (Cost 3) Joust (Cost 3 – W)


While it may seem odd to envision the medieval man Using a lance is a deadly method of combat and while
participating in an organized sport, many ancient this skill is cheap, it also requires the use of the Animal
civilizations did. The Mayans and Aztecs had a host of Handling-riding skill. Jousting weapons do not gain the
events and the Greeks had the Olympic games. rank benefits of other weapons. Refer to the ‘Mounted
This broad skill provides a hero with the abilities of a Combat’ section in the Gamers in Action chapter for rules
natural athlete—a competent level of strength, grace, and on the use of a lance.
physical prowess. This skill is used to determine the
success of physical actions such as climbing a tree, jumping Jump (Cost 1)
over a large hole, or throwing an object at a target. In combat scenes, a hero can jump a certain number of
Players should use athletic specific specialty skills to meters in a phase, depending on the result of a skill check.
add flavor and color to their cultures. Another option is to There are 4 types of jumps: standing jump, running jump,
allow characters to use this skill for throwing specific vertical leap and vault. On any jumping attempt, a Critical
objects like knives, spears, darts, nets, and others as well. Failure result indicates that the hero trips and takes a hard
fall, suffering d6s. A Marginal result indicates that the hero
Climb (Cost 2) makes a leap of Ordinary distance but suffers d4s because
In combat scenes, a hero can climb a certain number of of a poor landing.
meters in a phase, depending on the result of a skill check:
Critical Failure, fall (if possible); Marginal, no progress; Jumping Table
Ordinary, 1 meter; Good, 2 meters; Amazing, 3 meters. Type of jump Ordinary Good Amazing
If the hero is climbing as part of a challenge scene, Standing jump 1m 2m 3m
don't bother to track how far he climbs with each skill Running jump 2m 4m 6m
check. Instead, assign a number of successes needed and Vertical leap 1m 1.5m 2m
establish a time frame for how often he can attempt the Vault -- see below --
checks. It's assumed that the hero is climbing continuously
throughout the challenge scene. The GM can assign A standing jump is performed from a stationary
additional modifiers for the difficulty of the climb, special starting position. A running jump requires at least 4
equipment, or weather conditions. meters of space for a running start before making the
47
Chapter 3: Skills
jump. A vertical leap is made from a standing position; the finished goods: Marginal, 1/2 the listed price; Ordinary,
distance indicates how far above his head a character can listed price; Good, 5 times the listed price; Amazing, 10
leap and reach. Vaulting is basically a vertical leap that is times the listed price.
enhanced by some form of assistance—either springing off These skills can also be used to judge the quality of
another object or using a vaulting pole. When called upon materials and the time required for a job. Construction can
to make a vault, a character may use either his Athletics– be used to ascertain the quality in the works of others as
jump skill or his Acrobatics skill (if he possesses it). If the well. The following modifiers apply to all Construction
character has either skill, increase the distance noted skills.
under vertical leap by 1 m. If the character uses a pole,
increase the distance by 2 m. Construction Modifiers
⊗ Increased Distance: As a hero increases his ranks in this No tools +3
specialty skill, the distance that he can jump or leap also Minimal tools 0
increases. The running jump improves by 1 meter at Standard tools -1
ranks 3, 6, 9, and 12; the standing jump improves by 1 Specialized tools -2
meter at ranks 4, 7, and 10; and the vertical leap Darkness +3
improves by 1/2 meter at ranks 5, 8, and 11. Marginal or Ordinary light +1
Good light 0
Throw (Cost 2) No deadline -2
The accuracy of a throw depends on the range and the Reasonable deadline 0
degree of success achieved on a skill check, as shown on Tight deadline +1
page 67 of the Alternity Players Handbook. Modifiers for Unreasonable deadline +3
the throwing are shown on page 57 of the Alternity Players
Handbook and in chapter 4 of this book. In the case of produced goods, the cost of materials
used by the character to create a finished object is equal to
Athletics, Specific Skill (Cost 1) one–third of the item’s listed price as shown in chapter 4
A player, if he desires, can design and add an Athletics of this book. The following rank benefits are gained by all
specialty skill that fits into the concept he has for his specialty skills in this broad group.
hero—for example, a specific sport or a physical fitness ⊗ Ranks 3, 6, 9, & 12 – Construction Mastery: As a hero
regimen such as weightlifting or aerobics. How the skill gains experience in a chosen specialty skill, the quality of
works in the campaign is left up to the GM. his work becomes higher and the value of his services go
Many applications of this skill can be used to replace up. At rank 3, the character can ask an extra 10% for his
those feats normally related to a Strength Feat. Athletics- work; at rank 6 he receives an extra 25%; at rank 9 he
Open Doors or Athletics-Throw Dagger are good examples. receives an extra 50%; and at rank 12 he receives an
extra 100%.
⊗ Ranks 4, 8, & 12 - Increased Effect: As a hero gains ranks
Construction (Cost 5) in a specialty skill, he receives a situation die bonus for
Construction is the creative use of brute force. dealing with less than ideal materials, tools, or
Splitting logs, cutting stone, shaping metals, and digging circumstances. At rank 4, the bonus is –1; at rank 8 it
into the earth are all apart of this skill. Using the improves to –2; and at rank 12 it becomes –3.
Construction skill involves a complex skill check, with a ⊗ Ranks 5, 8, & 11 - Increased Fortitude: As a character
situation modifier based on the conditions under which gains ranks in a specialty skill, he learns to compensate
the work is being done and a number of successes for the energy–sapping nature of the tasks that he
required related to the complexity of the task at hand. performs. This results in an increase in the interval
(Shaping a simple iron rod might be merely a Marginal between Stamina checks to determine fatigue damage.
accomplishment, but shaping an ornate suit of plate armor At rank 5, the character needs to make a check every 30
would be Amazing). How often a character can make a minutes he spends laboring; the check is made once
check is based on what specialty skill he is using. every hour at rank 8; and every 2 hours at rank 11.
All construction tasks are difficult and time–
consuming, but they are also physically taxing. For every
Armory (Cost 3 – S, W)
skill check required the character must also roll a
This skill can’t be used untrained.
Stamina–endurance check to determine the amount of
This specialty skill allows a hero to make all types of
fatigue damage he suffers.
armor except for hide armor, given the proper materials
If the complex skill check ends in a Critical Failure
and facilities. With this skill, a hero is capable of crafting
before the check is completed, whatever the character was
helmets, shields, and various suits of armor.
trying to produce is either scrapped or contains a fatal
It takes time, and a complex skill check, to produce a
flaw. On any other result, the result of the complex skill
piece of armor; the time is directly proportional to the
check determines the price the character can expect for the
object's Action Penalty. Armor with an Action Penalty of 0
48
Chapter 3: Skills
requires a Marginal complex skill check. Action Penalty of
+1, Ordinary. Action Penalty of +2, Good. Action Penalty Carpentry (Cost 2 – S)
of +3 or more, Amazing. Each roll for the complex skill This specialty is focused on woodworking. This skill
check requires 1 week to accomplish. In the case of Plate includes all functions of woodworking from cutting down
armor, the person for who the armor is intended must be trees, cutting the trunks into usable lumbar, to the actual
on-hand for fitting at least once a week. If not a +2 penalty building of a structure.
is applied to that check. The complexity of a work is based on the durability of
The result of the complex skill check determines the each section of a structure even if there is but one section.
amount of punishment a piece of armor can sustain before Each wall of a cabin or every ten meters of a stone wall are
it becomes damaged: Critical Failure, the armor is so much good examples of sections while a tavern door or a border
scrap metal; Marginal, the armor appears normal, but around a well serve as good examples of single section
functions as if already damaged (-1 damage value per items.
category); Ordinary, the armor is damaged when the In the case of wood-cutting a tree may require
character loses half his wound points or suffers any anywhere from 3 to 6 successes to fell. Cutting wood into
amount of mortal damage; Good, the armor is damaged boards requires success based on quantity and the size of
when the hero loses all his wound points or suffers two or the trunks themselves.
more points of mortal damage; Amazing, the armor is ⊗ Rank 3 - Repair: When a character reaches rank 3, he can
damaged when the character suffers three or more points repair a damaged construction. Using this rank benefit
of mortal damage. requires a complex skill check equal to one-half of the
⊗ Rank 3 - Armor Repair: When a character reaches rank 3, damage per section. The time it takes to repair an object
he can repair damaged armor and shields. Using this is up to the Game Master, but each check should take
rank benefit also requires a complex skill check. The anywhere from one hour to one day based on the
time it takes to repair a piece of armor is up to the severity of the damage.
Gamemaster, but each check should take approximately
one to four hours, based on the severity of the damage. Smelting (Cost 5 – S)
The number of successes necessary to repair the armor This skill can’t be used untrained.
is also at the Gamemaster’s discretion, but should not be Smelting is the art of super-heating iron or metallic
more than one–half the armor owner’s durability rating. ore to a point that the metal can be separated from the
A character may also repair magical armor as well. deposit. Feel free to assume that for each day spent
Doing so imposes a base penalty of +1, 2, or 3 for the smelting metallic ore, it yields enough to craft one
magical quality however. This penalty is in addition to durability point of a weapon or a piece of armor (or one
all other modifiers associated with this use of the skill. +1 of Action Penalty as you see fit). The quality of the ore,
as determined in the Mining skill under the Engineering
Blacksmith (Cost 2 – S) broad skill, establishes the base complexity for the
This skill can’t be used untrained. Smelting check as per the standard rules. Of course not all
A character with this skill can craft most any iron ores are harder to smelt simply because they are more
object short of true weapons. Nails, horseshoes, grappling rare. Make adjustments where you feel they are needed.
hooks, large rings, plowshares and the like can crafted Modifiers for the type of metal being smelted can
with this skill. This specialty skill allows a hero to craft range from –1 for soft metals to +1 for harder ones (like
tools and implements out of iron. The blacksmith can craft iron) or even as high as +5 for Mithral or Adamantium.
anything from nails to horseshoes to iron hoops out of iron The actual building a smelting forge requires this skill as a
or iron alloys. A character requires a completely outfitted base of knowledge and the Construction-blacksmith or the
forge to utilize this specialty skill. Engineering broad skill for the roll.
The time it takes for the smith to craft an object is based
on its durability rating. The number of successes required Stonemasonry (Cost 2 – S)
to complete the complex skill check is equal to the object's This specialty skill allows a hero to cut solid rock for
durability rating. Each roll for the complex skill check use in construction and then to apply it to the building of a
requires one day. structure. The stonecutter can craft bricks, lathes and
⊗ Rank 3 - Repair: When a character reaches rank 3, he can simple objects of stone. This specialty skill also covers the
repair damaged iron objects. Using this rank benefit breaking of rocks to be molded into bricks.
only requires a simple skill check. The time it takes to The time it takes for the stonecutter to craft an object is
repair an object is up to the Gamemaster, but each check based on its durability rating. The number of successes
should take anywhere from one hour to one day based necessary to complete the complex skill check is equal to
on the severity of the damage. The number of successes the object's durability rating. Each roll for the complex
necessary to repair an object is also at the Gamemaster’s skill check requires between ten minutes and six hours,
discretion, but should not be more than one–half the based on the size and complexity of the cut stone object.
object’s durability rating. The specifics are left at the Gamemaster’s discretion.
49
Chapter 3: Skills
⊗ Rank 3 - Repair: When a character reaches rank 3, he can Magical weapons may also be repaired at this rank
repair a damaged stone construction. Using this rank as well. This imposes a base +1, 2, or 3 penalty to each
benefit only requires a simple skill check. The time it check however. This penalty is in addition to all other
takes to repair an object is up to the Gamemaster, but modifiers associated with this use of the skill.
each check should take anywhere from one hour to one
day based on the severity of the damage. The number of Construction, Specific Skill (Cost 1)
successes necessary to repair an object is also at the This skill can't be used untrained.
Gamemaster’s discretion, but should not be more than A player, if he desires, can design and add a specialty
one–half the object’s durability rating. skill that fits into the concept he has for his hero. This can
also be used for other construction specialty skills that are
Weaponry (Cost 3 – W) specific like the making of one type of weapon (great
This skill can’t be used untrained. swords) or one type of armor (chain mail). How the skill
This specialty skill allows a hero to perform the works in the campaign is left up to the GM.
arduous task of crafting metal weapons. The blade of a ⊗ Rank 3 - Repair: This rank benefit works the same as it
sword, the head of a hammer, the links of a chain, and the does for other specialty skills in this broad group. If the
spike of spear are all objects that only a weaponsmith can skill mimics another, like weaponry, then those features
craft. of this rank benefit also apply.
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
Heavy Weapons (Cost 6 – W)
weapon's durability rating (which is equal to twice its Heavy Weapons are ranged weapons that have
mass). Each roll for the complex skill check requires two sufficient mass to require strength to employ instead of
days. For weapons not composed entirely of metal assume dexterity. Some of these weapons are heavier versions of
the durability to be one-half of the result as determined ranged weapons while others are smaller versions of siege
above. weapons. Chapter 4: Weapons and Armor goes into detail
The result of the complex skill check determines the about the various types of Heavy Weapons there are
quality of the finished weapon: Marginal, the weapon has a available.
single drawback; Ordinary, the weapon is normal; Good,
the weapon has one bonus; Amazing, the weapon has three Direct Fire (Cost 4 – W)
bonuses. This specialty skill allows the hero to improve his
Marginal and exceptional weapons have penalties or proficiency with direct–fire heavy weapons. These
bonuses to any one of 5 categories. These categories are weapons work just like normal firearms, requiring the
Accuracy, Damage, Durability, Actions, and Range (if the user to aim them at a target. Direct–fire heavy weapons
weapon can be thrown). The adjustments to each include the Blunderbuss, the Arrow Gun, and the Light
individual category are listed on the following table: Ballista. Rank benefits were not given in the Alternity
Players Handbook for direct fire weapons. Those
Category Penalty Bonus presented below may or may not be allowed based in the
Accuracy +1 step –1 step Game Master’s decision.
Damage –1 point +1 point
Durability –1 +1 ⊗ Rank 3 – Distance Precision: The character suffers no
Actions –1 +1 penalty for long range attacks.
Range –10% +10%  Rank 6 – Rate of Fire: If the weapon allows one attack per
action then the character may attempt a double-shot in
These adjustments are not cumulative; each can only the same phase. This imposes a +1 penalty on the first
be selected once by the smith crafting the weapon. A attack and a +2 on the second. For Direct Fire weapons
Marginal weapon can only have a single penalty. Good that require a reload per action this reload number is
weapons have a single bonus and Amazing weapons have reduced by one action.
three different bonuses.
⊗ Weapon Repair: When a character reaches rank 3, he can Indirect Fire (Cost 4 – W)
repair damaged weapons. Using this rank benefit also This specialty skill allows the hero to improve his
requires a complex skill check. The time it takes to proficiency with indirect–fire heavy weapons. These
repair a weapon is up to the Gamemaster, but each check weapons can fire over or around obstacles; they deliver an
should take approximately one to four hours, based on area effect attack instead of an attack against a specific
the severity of the damage. The number of successes target. Indirect fire weapons include the Greek fire
necessary to repair the weapon is also at the projector, mortars, and the light catapult.
Gamemaster’s discretion, but should not be more than
one–half the weapon’s durability rating.
50
Chapter 3: Skills
⊗ Rank 3 – Distance Precision: The penalty for short range fear in the target but it does force him to stay his ground or
is reduced to a +1 penalty instead of a +2. to move back.
 Rank 6 – Rate of Fire: If the weapon allows one attack per Whips also have another ability that can be utilized in
action then the character may attempt a double-shot in combat. With a successful attack roll the player can
the same phase. This imposes a +1 penalty on the first declare that the action is an ‘overpowering’ attack. The
attack and a +2 on the second. For Indirect Fire same rules apply as well as any penalties to the
weapons that require a reload per action this reload overpowered target. The only option that the character
number is reduced by one action. 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
Melee Weapons (Cost 6 – W) applied as well as a +1 penalty for use of this skill at the
Melee weapons have been divided into four primary broad or untrained level. Rank benefits for use of the whip
categories. Blades and bludgeon are self-explanatory. are applied at the following ranks.
Polearms features weapons that generally require two  Ranks 4 & 8 - Intimidate Bonus: At rank 4 the wielder
hands to use and are used in a thrusting or slashing automatically imposes a +1 penalty to any intimidate
method of attack. Whip of course features the whip but checks with the whip. This penalty increases to a +2 at
may also be used for similar ‘rope-like’ weapons. rank 8.
⊗ Rank 4 - Increased Effect: At rank 4 the character, when
Blades and Bludgeon (Cost 3 – W) using the whip in an overpowering attempt, can perform
The rank benefits for both the blades and bludgeon a Takedown without having to achieve the standard hold
skills are as follows: (similar to Defensive Martial Arts).
⊗ Rank 4, 8, & 12 - Resistance Modifier: +1 at rank 4, +2 at  Ranks 5 & 10 - Called Shot Bonus: When the character
rank 8, and +3 at rank 12. achieves rank 5 in this skill the whip can be used to
 Rank 4 - Reaction Parry: Can parry before the character perform disarms and other called shots at a +2 penalty
has an action in the round. instead of the standard +4. At rank 10, called shots and
 Rank 6 - Double-Strike: Can strike with the same twice in disarms can be performed at no penalty.
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 Unarmed Combat (Cost 5)
phase. Penalties are +1, +2, and +3. Attacks can be on This broad skill provides a hero with basic knowledge
the same or different targets. and experience in hand–to–hand fighting. A hero trained
in Unarmed Attack has enough know–how to dish out
Polearms (Cost 3 – W) damage and protect himself in a street fight.
Polearms have the same rank benefits as do other
melee weapon specialty skills. In addition to this, Brawl (Cost 3 – W)
Polearms also have a reach bonus. Damage inflicted by a brawl attack is
⊗ Reach Bonus: At rank 6 the reach of a pole arm can be 1d4s/1d4+1s/1d4+2s. Any Strength modifiers the
extended by one meter but it suffers a +1 penalty to character may have can increase this damage. The brawl
attacks when used in this fashion. At rank 9 the penalty skill receives the following rank benefits:
is removed and at rank 12 the polearms reach can be  Ranks 4, 8, & 12 - Knockout: At the indicated ranks an
extend one more meter. Reach and how it applies to opponent suffers a +1, +2, or +3 penalty to their
polearms is discussed in Chapter 4: Weapons and Armor. Stamina-endurance check to resist a knockout caused by
an amazing hit.
 Rank 8 - Increased Damage: Damage increases to
Whip (Cost 2 – W)
d6s/d6+2s/d4w.
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 Power Martial Arts (Cost 5 – R, W)
use this option, the whipping party must crack the whip in This skill can’t be used untrained.
front of the target and must also be in range to actually A hero with this skill enjoys improved damage on a
cause damage. When the whip is used in this fashion the successful unarmed attack: d6s/d6+2s/d4w, plus any
degree of success determines a modifier to the targets Strength bonuses.
Resolve-mental resolve check. The modifiers are as  Ranks 3, 6, 9, & 12 - Knockout: At the indicated ranks an
follows: Amazing +3, Good +2, Ordinary +1, Marginal 0, opponent suffers a +1, +2, +3, or +4 penalty to their
and a Critical Failure indicates that no further intimidation Stamina-endurance check to resist a knockout caused by
attempts may be made against that target for the an amazing hit.
remainder of the scene in addition to any other calamity
that may exist. This intimidation does not cause abject
51
Chapter 3: Skills
⊗ Ranks 4, 8, & 12 – Resistance Modifier: At the indicated and also is able to use it to maneuver so that he lands only
ranks the character’s Resistance Modifier increases to a short distance from his target.
+1, 2, and 3. On an Amazing success, everything goes right—he rides
 Rank 5 – No Hands: At rank 5 the character can attack the raft all the way through the rapids without damage to
even if his hands are cuffed, bound, or otherwise himself or his equipment.
unusable. ⊗ Ranks 4, 8, & 12 - Increased Proficiency: As a hero attains
 Rank 7 - Increased Damage: The damage caused by an higher ranks in the daredevil skill he becomes more
attack increases to d6+2s/d4w/d4+2w. 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.
Dexterity Skills
Dexterity measures a hero's agility, coordination, and
reflexes. To determine the result of an action involving Defensive Martial Arts (Cost 5 – R, W)
Dexterity that isn't directly related to a skill, a hero makes This skill can’t be used untrained.
a feat check. Grabbing the side of a building as the villain Damage is d4s/d4+1s/d4+2s, plus any increase a
throws you off the roof is one example of a Dexterity feat. 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
Acrobatics (Cost 7 – R) regain his feet or else suffer a penalty to other actions he
This broad skill provides a hero with basic training in may try. Defensive martial arts can also be useful in an
acrobatics, including gymnastics, tumbling, vaulting, attempt to overpower an opponent, as described in
rolling, dodging, balancing, high–risk activities, and falling "Overpowering Options" in the Alternity Players
without incurring serious injury. This skill is used when a Handbook.
hero wants to vault over a fence or other obstacle, dodge  Rank 2 - Block: When a character reaches rank 2 in this
out of the way of immediate danger, or try to land safely skill, he can attempt to block or counter any unarmed
after a fall. attack against him. Blocking requires that the character
Acrobatics can also be used to entertain. If the hero make a defensive martial arts skill check and compare
chooses an acrobatics routine as his method of his result to the attacker's result. The character who
entertainment, allow an Acrobatics check to provide a –1, – blocks must achieve a success that's equal to or greater
2, or –3 bonus to an ensuing Entertainment skill check. than the attacker's success. If the defender succeeds,
then no damage is inflicted upon him by the blocked
Daredevil (Cost 4) attack. A character can only block in a phase when he
This specialty skill enables a hero to improve his has an action available. Only one attack is countered,
ability to perform a high–risk activity. When the daredevil and no other actions can be attempted in the same phase
skill is selected, the player must designate a single activity in which a character attempts to block.
as his chosen focus. The hero is free to purchase the  Rank 4 - Reaction Block: When a character reaches rank
daredevil specialty skill multiple times, but each new 4, he can attempt to block whenever any unarmed attack
purchase must have a different focus. is directed against him.
The outcome of the daredevil attempt is determined by ⊗ Ranks 4, 8, & 12 - Resistance Modifier: The hero's
a skill check. resistance modifier improves by +1 at rank 4, by +1
On a Critical Failure, the attempted action fails and the again at rank 8, and by +1 again at rank 12.
character could suffer stun or wound damage at the GM's
discretion. This outcome generally involves bad luck Dodge (Cost 4 – R, W)
concerning some aspect of the equipment being used— One skill check (requiring an action) is made at the
scuba diving gear springs a leak, a parachute fails to open beginning of the first phase in which the hero can act. The
properly, etc. result of that check is applied in that phase and lasts for all
On a Failure, the attempted action doesn't succeed, but subsequent phases in the round. Any additional actions a
the character does not necessarily suffer damage—a hero takes in the round receive a +1 penalty as he ducks
parachutist goes drastically off course and lands a long and rolls to avoid injury.
distance from his target, perhaps taking damage as well. Using dodge provides the following adjustments to a
On an Ordinary success, the character is basically able to hero's Strength or Dexterity resistance modifier, as is
perform the action—he can manipulate a hang glider so appropriate for the situation: Critical Failure, –2 steps;
that he stays aloft, but he has no control over his direction Failure, none; Ordinary, +1 step; Good, +2 steps; Amazing,
of travel. +3 steps. (This skill can't be combined with the parry or
On a Good success, the character has limited control of block rank benefits described under Melee Weapons and
the action—he opens his parachute at just the right time, Acrobatics–defensive martial arts.)
52
Chapter 3: Skills
This specialty skill can also be called on when the
character needs to ‘hit the deck’. A hero caught in the blast Zero–gravity Training (Cost 2)
radius of an area–effect weapon is allowed a dodge skill This skill can't be used untrained.
check to attempt to reduce the damage by one grade This skill is appropriate for Spelljamming campaigns.
(Amazing to Good, Good to Ordinary, Ordinary to none). An untrained character has a +3 step penalty to the use of
 Rank 3 - Action Benefit: A hero can dodge and perform any Strength– or Dexterity– based skills in zero gravity,
an action in the same phase. The action is made with a and a +1 step penalty in light gravity. Purchasing this skill
+2 penalty. immediately reduces the zero–g penalty to +2 steps, and
 Rank 7 - Reaction Dodge: When a hero achieves rank 7, eliminates the penalty for light gravity.
he can perform a reaction dodge, which allows him to ⊗ Ranks 4, 7, & 10 - Improved Training: For a hero with this
defend himself earlier in the round than his action check skill at rank 4, the zero–g penalty is reduced to +1 step,
calls for. In a round when a character makes a reaction and any actions attempted in light gravity receive a –1
dodge, he can only dodge. All other actions are lost for step bonus. At rank 7 the zero–g penalty is eliminated,
the round. and at rank 10 any physical actions attempted in zero–g
⊗ Ranks 4, 8, & 12 - Resistance Modifier: At higher ranks, receive a –1 step bonus. (The bonus for light gravity
the dodge skill provides an improvement to a hero's never improves beyond –1 step.)
Dexterity resistance modifier, which makes it more
difficult for opponents to successfully attack the hero in Note: Creatures or characters who are able to fly naturally
ranged combat. The hero's resistance modifier improves and are without the zero–g training skill can function as
by +1 at rank 4, by +1 again at rank 8, and by +1 again though they do have the skill at rank 1. If such a character
at rank 12. purchases this skill, penalties are reduced by 1 step and
bonuses are improved by the same amount.
Fall (Cost 3 – R)
A character without the Acrobatics–fall specialty skill Acrobatics, Specific Skill (Cost 1)
makes a Dexterity feat check to determine the damage he This skill can’t be used untrained.
suffers when he falls. A character with the fall specialty The specific uses of Acrobatics can run an entire
skill adds his rank in the specialty to his Acrobatics score gamut of abilities. Dodge Breath Weapon, Avoid Gaze
and uses that number to make the skill check, with a +d0 Attack, and Rappelling, are all possible examples as well as
base situation die. other specific acrobatic feats.

Flight (Cost 2) Crafting (Cost 4)


This specialty skill can only be used by a character
with the flying ability, either innate or obtained through a This broad skill focuses on making things that require
mutation, FX power, or by using some sort of apparatus a good deal of manual dexterity to create. With just the
that serves as an extension of his body. A skill check is broad skill a character can attempt to craft any allowed
called for when a hero tries an unusual maneuver, must fly item, but at a base +3 penalty. Turning the Crafting skill
with particular precision, or needs to accomplish a task into the basis of a career (or being able to produce work of
while maintaining speed and direction. professional quality, if a character has another career)
requires that the character pursue a specialty skill in his
⊗ Rank 3, 7, & 11 - Improved Glide: As a character
chosen field(s).
improves his flight skill, he increases his glide movement
Using the Crafting skill involves a complex skill check,
rate cumulatively by +2 at ranks 3, 7, and 11.
with a situation modifier based on the conditions under
⊗ Rank 4, 8, & 12 - Improved Flying: As a character
which the work is being done and a number of successes
improves his flight skill, he increases his fly movement
required related to the complexity of the task at hand.
rate cumulatively by +3 at ranks 4, 8, and 12.
(Carving a simple stone ball might be merely a Marginal
accomplishment, but cutting a rough gem into a
Tightrope Walking (Cost 1) multifaceted jewel would be Amazing).
This is a good example of the Acrobatics-specific skill Crafting almost always calls for a complex skill check.
being put to good use. This skill works in manner similar In most cases the character is allowed a check per hour or
to that of the Athletics-climb skill with the exception that a per day as determined by each individual specialty skill.
check is required for every three meters traversed. Any Failure roll during the complex skill check is
Modifiers can include a penalty for the thickness of the counted as a Marginal success. If the complex skill check
rope or a bonus of –2 if a balancing pole is used. ends in a Critical Failure before the check is completed,
Combat on a rope requires a skill check for every whatever the character was trying to produce is either
phase of fighting and incurs a +2 penalty. Note that the scrapped or contains a fatal flaw. On any other result, the
skill check for tightrope walking is considered a second result of the complex skill check determines the price the
action and no further actions save for balancing and character can expect for the finished goods: Marginal, 1/2
fighting (or using an FX power) should be allowed.
53
Chapter 3: Skills
the listed price; Ordinary, listed price; Good, 1.5 times the arrows)
listed price; Amazing, 2 times the listed price. For the sake Hand Crossbow Good (6 successes) 1/week
of simplicity, the cost of materials used by the character to Crossbow Ordinary (4 successes) 1/3 days
Heavy Crossbow Good (5 successes) 1/3 days
create an object is equal to one–third of the item’s listed
Repeating Crossbow Amazing (8 successes) 1/3 days
price. Automatic X-bow Amazing (10 success) 1/week
All crafts are difficult and time–consuming, but Short Bow Marginal (2 successes) 1/week
Crafting specialty skills are also extremely mentally Short Composite Bow Ordinary (3 successes) 1/week
draining. For every 1 hour spent using either the Crafting Long Bow Ordinary (4 successes) 1/week
broad skill or any of its specialty skills, the character must Long Composite Bow Good (5 successes) 1/week
attempt a Stamina–endurance check to determine the Elven Bow Amazing (8 successes) 1/week
amount of fatigue damage he suffers. All specialty skills in Strength Bow Good (6 successes) 1/week
this group grant the following rank benefits.
⊗ Ranks 3, 6, 9, & 12 – Improved Value: As a hero gains Automatic crossbows require the use of the Tinkering-
experience in his chosen Craft II specialty skill, the invent skill to craft unless the character comes from a late
quality of his goods becomes higher and the value of his Progress Level 4 society. Obtaining the components may
services go up. At rank 3, the character receives an extra require contacts or searching the market.
10% for his goods; at rank 6 he receives an extra 25%; at The result of the complex skill check determines the
rank 9 he receives an extra 50%; and at rank 12 he quality of the finished weapon: Marginal, the weapon has a
receives an extra 100%. single drawback; Ordinary, the weapon is normal; Good,
⊗ Ranks 4, 8, & 12 – Improved Skill: Rank benefits for any the weapon has one bonus; Amazing, the weapon has three
of these specialty skills grant a –1 Situation Modifier at bonuses.
rank 4, a –2 at rank 8, and a –3 at rank 12. It should also Marginal and exceptional weapons have penalties or
be said that the Creativity broad skill can be used to bonuses to any one of 5 categories. These categories are
greatly enhance this skill as well. Accuracy, Damage, Durability, Actions, and Range. The
⊗ Ranks 5, 8, & 11 – Reduced Drain: As a character gains adjustments to each individual category are listed on the
ranks in a Crafting specialty skill, he learns to following table:
compensate for the mentally draining nature of the tasks
that he performs. This results in an increase in the Category Penalty Bonus
interval between Stamina checks to determine fatigue Accuracy +1 step –1 step
damage. At rank 5, the character needs to make a check Damage –1 point +1 point
every 2 hours he spends laboring; every 3 hours at rank Durability –1 mortal +1 mortal
8; and every 4 hours at rank 11. Actions –1 +1
Range –10% +10%
Bowyer (Cost 2 – W, S) These adjustments are not cumulative; each can only
This skill can’t be used untrained.
be selected once by the bowyer crafting the weapon. A
This specialty skill allows a hero to make all types of
Marginal weapon can only have a single penalty. Good
bows, crossbows, and arrows given the proper materials
weapons have a single bonus and Amazing weapons have
and facilities (though items from higher Progress Levels
three different bonuses
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 Gem Cutting (Cost 3 – S)
arrows. The character must purchase the mechanical This skill can’t be used untrained.
portions of a crossbow from a smith to be able complete a This specialty skill allows a hero to properly cut and
crossbow (or use another specialty skill to make them). polish gems bringing out a natural luster that gives them
The following rank benefit is gained at rank 2. their value. The time it takes for the smith to cut a gem is
⊗ Rank 2 - Fletchery: At rank 2, the character may also based on its expected value and quality as shown on the
make arrows or quarrels, if he has the proper materials table below.
on hand.
Type Value Complexity
Ornamental 50gp or less Simple
It takes time, and a complex skill check, to produce a stones
bow or crossbow. The following table shows the Marginal gems 100gp Marginal
complexity of each type of weapon as well as the intervals Ordinary gems 500gp Ordinary
that each check is made. Good gems 1000gp Good
Amazing gems 5000gp Amazing
Bowyer Crafting Time
Weapon Type Complex Skill Check Time Interval ⊗ Rank 4 - Increase Value: The character can give a gem
Arrows/Quarrels Marginal (per 20 1/day extra attention in the hope of raising its expected value.
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Chapter 3: Skills
By increasing the complexity of the complex skill check Accuracy +1 step –1 step
by one category (from Ordinary to Good, for example) Damage –1 point +1 point
and working with a +3 step penalty the character can Durability –1 mortal +1 mortal
increase the value of the gem he is cutting to the next Actions –1 +1
higher category. Using the previous example, a 500 gp Range –10% +10%
gem would be valued at up to 1000 gp. For Amazing
gems double the value. These adjustments are not cumulative; each can only
be selected once by the gunsmith crafting the weapon. A
Gunsmith (Cost 2 – S, W) Marginal weapon can only have a single penalty. Good
This skill can’t be used untrained. weapons have a single bonus and Amazing weapons have
This specialty skill is used to craft ranged weapons three different bonuses
that use gunpowder to propel a round of ammunition.
This skill includes the construction of the stock but also Locksmith (Cost 3 – R, S)
the assembly of the trigger mechanism and the barrel. This skill can’t be used untrained.
This skill covers both Ranged and Heavy Weapons that use This specialty skill allows a hero to craft locks. He may
gunpowder. Other items that use the specialty skills of also craft any other item that includes a locking
Heavy Weapons or Ranged Weapons not yet covered mechanism. The various locks that can be made depend
require either the Engineering-siege works, Tinkering- on their availability to the progress level in which the
invent, or a combination of Construction and/or Crafting character lives. The differing qualities of locks are
specific skills. described in Chapter 5: Goods and Services in this book.
As with other skills in this broad group, the character Crafting a simple key lock is simpler than crafting a
must procure the materials required from another crafter multi–tumbler combination lock. The number of successes
or make the parts with another Construction or Crafting necessary for the complex skill check is equal to the
skill. It takes time, and a complex skill check, to produce a object's quality rating plus one to five additional successes
firearm. The following table shows the complexity of each based on the penalty it applies to the Manipulate-lockpick
type of weapon as well as the intervals that each check is skill. Each roll for the complex skill check requires one
made. hour. This time frame assumes that all required materials
are at hand once the work begins.
Gunsmith Crafting Time ⊗ Repair: When a character reaches rank 3, he can repair
Weapon Type Complex Skill Check Time Interval damaged locks. Using this rank benefit also requires a
Ball Shot Marginal (per 20 rounds) 1/day complex skill check. The time it takes to repair a lock is
Mini-Ball Ordinary (per 10 rounds) 1/day up to the Gamemaster, but each check should take about
Arquebus Marginal (2 successes) 1 per day 10 to 30 minutes, based on the severity of the damage.
Blunderbuss Ordinary (3 successes) 1 per 3 days The number of successes necessary to repair the lock is
Carbine Amazing (10 successes) 1 per week
also at the Gamemaster’s discretion, but should not be
Caviler Good (6 successes) 1 per 3 days
Cylinder Rifle Good (7 successes) 1 per week more than one–half the lock’s durability rating.
Long Rifle Good (5 successes) 1 per 3 days
Musket Ordinary (4 successes) 1 per 3 days Metalsmithing (Cost 3 – S)
Ribald Good (5 successes) 1 per week This skill can't be used untrained.
Star Wheel Good (5 successes) 1 per 3 days This specialty skill allows a character to craft items
Six Gun Amazing (8 successes) 1 per week made from a particular soft (precious) metal. The smith
Tri-Gun Amazing (8 successes) 1/week
must specify the specific metal he has skill with; the metal
Wheel Lock Ordinary (3 successes) 1/day
must be a soft, malleable metal or a pre-smelted ingot.
Gold, silver, platinum, and any other such metals are
Other weapons not mentioned on this list require
suitable. The smith can craft any type of object, from the
other skills to manufacture. The result of the complex skill
mundane to the esoteric; his imagination and skills are the
check determines the quality of the finished weapon:
only limit.
Marginal, the weapon has a single drawback; Ordinary, the
The time it takes for the smith to craft an object is
weapon is normal; Good, the weapon has one bonus;
based on its durability rating and complexity. Crafting a
Amazing, the weapon has three bonuses.
gold bowl is simpler than crafting a silver brooch. The
Marginal and exceptional weapons have penalties or
number of successes necessary for the complex skill check
bonuses to any one of 5 categories. These categories are
is equal to the object's durability rating plus one to five
Accuracy, Damage, Durability, Actions, and Range. The
additional successes based on its complexity for an ornate
adjustments to each individual category are listed on the
object. Each roll for the complex skill check requires two
following table:
hours.
Category Penalty Bonus ⊗ Repair: When a character reaches rank 3, he can repair
damaged precious metal based objects. Using this rank
55
Chapter 3: Skills
benefit also requires a complex skill check. The time it determine that a Failure result is not possible, and thus
takes to repair an object is up to the Gamemaster, but any attempt results in at least a Marginal success.
each check should take about one to four hours, based Repeated attempts by one pickpocket against the same
on the severity of the damage and the complexity of the target are possible, but the Game Master has the final say
object. The number of successes necessary to repair the on how often those attempts can be made, and he may
object is also at the Gamemaster’s discretion, but should assign a penalty to the second and subsequent attempts.
not be more than one–half the object’s durability rating. Trying to pick someone's pocket successfully a number of
times in succession increases the chance that the character
Crafting, Specific Skill (Cost 1) will be spotted.
This skill can't be used untrained. The degree of success on a pickpocket skill check has no
A player can design a Crafting specialty skill that fits effect on the immediate result; whether the result was
into the concept he has for his hero. Leatherworking, Ordinary, Good, or Amazing, the character succeeded in
Pottery, Cobbling, and Sewing can belong to this group. It what he tried to do. But a result of Good or Amazing could
should also be said that the manufacture of wands, rods, help to offset any penalty the Game Master might attach to
and staves can also belong to this skill; particularly if the repeated attempts.
character intends to create an FX item out of them. ⊗ 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
Manipulation (Cost 6) harder for others to pickpocket him. At rank 3, the
This broad skill improves a character’s manual benefit is a +1 penalty to the foe's attempt. At rank 6,
dexterity and control. This proficiency allows a hero to the penalty to the foe is +2 steps, at rank 9 the penalty
attempt such actions as picking a pocket without being becomes +3 steps, and at rank 12 it is +4 steps.
noticed, performing a sleight–of–hand feat, picking a lock,
setting or removing mechanical traps, or doing anything Prestidigitation (Cost 3 – D)
else that requires a steady hand, a sharp eye, and plenty of
This specialty skill allows a hero to become proficient
coordination.
in stage magic, also known as prestidigitation. In addition
to entertaining others, the skill can also be used to slip
Lockpick (Cost 4 – R) small objects out of sight. These are items that are in plain
This specialty skill allows a hero to improve his view before a hero decides to use prestidigitation, such as
proficiency at opening locks. The skill is usually employed on a table, a shelf, or some other resting place, or even in
with the assistance of tools of some kind, which provide a the hero's hand at the time the skill is put into play.
situation die bonus depending on their quality. The base situation die is modified by the opponent's
Locks that can be affected by this skill include those Will resistance modifier, and possibly by other factors as
protecting doors, safes, as well as handcuffs and any other determined by the Game Master. On a Critical Failure, the
physical locking mechanisms. hero drops the item he is manipulating or otherwise
Almost always, the use of lockpick requires a complex fumbles the task severely. On a Failure, the manipulation
skill check. The situation die modifier is affected by the of the item does take place, but the task is performed so
quality of the lock, the quality of the tools (if any are used), clumsily or slowly that anyone paying attention can see
and any other external factors as determined by the Game what happened. On any success (Ordinary or better), the
Master. How long the job takes depends on the complexity trick or task is pulled off without a hitch.
of the lock and the results(s) of a character's lockpick skill This skill can also be used for minor feats of contortion
check(s). One check can be made in every phase during or escape, such as getting out of simple bonds, slipping out
which a hero has an action, unless the Game Master of handcuffs or straitjackets, and similar stunts. Such tasks
dictates otherwise. are significantly more difficult than mere sleight–of–hand;
the hero suffers a +1 penalty for Good bonds (well–tied
Pickpocket (Cost 4 – R) ropes) or a +3 penalty for Amazing bonds (a chained
This specialty skill allows a hero to improve his straitjacket).
proficiency at picking pockets or otherwise remove objects ⊗ Increased Proficiency: As a hero attains higher ranks in
from a person (or planting something on a person) this skill he becomes more adept at sleight–of–hand and
without that person noticing. The base situation die is escaping complex restraints or bonds. As such, the
determined by the target's Will resistance modifier, plus character receives a situation die bonus when using this
any additional penalties or bonuses. skill. The bonus is –1 step at rank 4, –2 at rank 8, and –3
On a Failure or a Critical Failure result, the pickpocket at rank 12.
slips up—he doesn't get what he was after and he is
noticed, either by the intended victim or someone else who Set/Disarm Traps (Cost 3 – R, S)
witnessed the attempt. In some cases, such as when the This skill can be used to set, find, or disarm simple
target is unconscious and alone, the Game Master may traps activated by mechanical triggers, like snares,
56
Chapter 3: Skills
tripwires, pressure plates, or shifting weights. Simple mode of fire. While most such weapons can be used by
traps can be described by the same criteria as a lock. Use another specialty skill in this group, no rank benefits apply
the standard modifiers and complexity ratings for a unless they come from this skill.
complex skill check.  Rank 3 - Rock–n–Roll: When a hero attains rank 3 in this
With ready-made materials a character can build specialty, he learns to change clips or ammo containers
simple traps used in the medieval world with this skill. If more efficiently. The penalty for changing a clip and
the parts of a trap have to be fabricated then Construction, firing in the same action is reduced to +1 step.
Crafting, or Tinkering may be needed to make them. In ⊗ Rank 6 - Precision Shooting: When a hero reaches rank 6,
any case, this skill is always required to actually set the his situation die penalties for making an attacks with an
trap itself. The damage that the trap causes is determined automatic weapon is reduced to 0, +1 step, and +2
by the Game Master but the result of the skill check is used steps.
to modify the Awareness check of the potential victim by ⊗ Rank 9 - Extra Burst: When a hero attains rank 9, he
apply a +1 to a +4 penalty for a Marginal to an Amazing becomes able to get off 4 bursts of ammunition, instead
result. of 3, on every automatic fire attack. He receives a fourth
Marginal results indicate that the trap is set but that situation die, with a +3 penalty assigned to it. If the
something is either faulty in its design and it does not act automatic fire attack is directed against more than one
the way it should or that a –2 bonus is granted to anyone target (as is almost always the case), the recipient of this
to notice it. Critical Failures generally indicate that the extra burst must be specified before the dice are rolled.
person setting the trap springs the trap on himself or (This benefit doesn't allow the hero to shoot at more
herself (ouch!). than 3 targets, however.) Firing this extra burst uses up
This skill can also be used to detect traps and once one additional burst from the weapon's clip.
found, they may be disabled or reset in a different way. If
the trap contains highly complex components then the Blowgun (Cost 3 – W)
Tinkering-juryrig skill may be needed. Also, if the trap has Blowguns use the same modifiers for range as do
any exploding or combustible parts the Demolitions- throwing weapons. However range is based on the user’s
disarm may be needed as well. In any case the complex constitution score, not strength. A blowgun can be loaded
check needed to disarm or reset a trap is the same as and fired in the same action by any character. Blowguns
initially setting the trap in the first place however Game gain the following rank benefits.
Masters may feel free to shorten the times between checks ⊗ Rank 3 – Distance Precision: The penalty for medium
as they see fit. In addition to disarming simple range is removed and long range is improved by one
mechanisms, Manipulation can also be used to rig traps of step.
this sort. The degree of the hero's success in setting the  Rank 6 – Double Shot: The character can load and shot
trap governs the quality rating for the next person to come two darts in the same phase. Doing so imposes a +1
along and disarm it; the complexity depends on the penalty on the first shot and a +2 on the next.
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
Bow (Cost 4 – W)
This skill covers short bows, long bows, strength bows,
before he can disarm or circumvent it. An Awareness–
and any other variants like elven bows or composite
perception or Investigate–search check is usually
versions. Any bow can be loaded and fired in the same
necessary to spot the trigger or hazard before the
action by any character. Bows gain the following rank
character stumbles into the trap. The detection check
benefits.
receives a penalty based on the success achieved by the
character that set the trap: Marginal, +1 step; Ordinary, ⊗ Rank 3 – Distance Precision: The penalty for medium
+2; Good, +3; Amazing, +4. The degree of success in range is removed and long range is improved by one
setting the trap governs the complexity of the skill check step.
necessary for the hero to disarm it.  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.
Ranged Weapons (Cost 7 – W) WA McHaffie Jr
As there is no distinction between primitive and Crossbow (Cost 3 – W)
modern ranged weapons in this game, all such weapons This specialty skill covers the use of all crossbows
are usable by this broad skill. The different Progress shown in chapter 4. The sole exception to this is the
Levels, and the allowance of the Game Master, determine Automatic Crossbow. A Game Master may allow that
what can and cannot be used. weapon to be used with this skill, and at the same rank,
however the rank benefits would not be gained. In order
Automatic Weapon (Cost 3 – W) to use an Automatic Crossbow, or other similar weapon, to
This specialty skill improves a character’s ability with its fullest capacity use the automatic weapons specialty
certain tinkered weapons that rely on a burst or automatic shown below.
57
Chapter 3: Skills
It requires one action to load a crossbow and a With this skill the character can become skilled in the
separate action to fire the weapon. use of this primitive but effective weapon. A sling can be
⊗ Rank 3 – Distance Precision: The penalty for medium loaded and fired in the same action. Slings gain the
range is removed and long range is improved by one following rank benefits.
step. ⊗ Rank 3 – Distance Precision: The penalty for medium
 Rank 6 – Rate of Fire: At rank 6 the character can load range is removed and long range is improved by one
and fire a quarrel in the same action. If the crossbow in step.
question is of the repeating variety then the Double-shot  Rank 6 – Double Shot: The character can load and fire a
benefit is gained instead. sling twice in the same action. Doing so imposes a +1
penalty on the first shot and a +2 on the next.
Pistol (Cost 3 – W)
This specialty skill allows a hero to improve his Rope Use (Cost 3)
proficiency with pistols of varying types. Some of these This skill is used when a character wishes to bind
weapons, like the needle pistol, have automatic fire something with a rope or length of cord. For simple knots,
capabilities. While they may be used with this skill no rank like tying one’s shoelaces, no check is needed. However,
benefits are gained. Refer to the automatic weapons skill when trying to tie down a sail exposed to high wind, create
below for more information. multi-purpose or very strong knots, securing a wild beast,
It requires one action to load a pistol and a separate or hog tying a prisoner, a check is always called for.
action to fire the weapon. If a specific type of pistol has Whether this skill uses a simple or complex skill check is
different features they will be noted in the weapons up to the Game Master as are any Situation Modifiers.
description. If a hero wants to draw and fire his pistol in In some cases, skill checks may only be called for when
the same phase, the action receives a +1 penalty instead of the knot is put to the ‘test’ so to speak, or when someone
the normal +2. else tries to undo the knot. Game Masters may also use the
⊗ Rank 3 - Quick Draw: After a hero reaches rank 3, he can ‘Complex Skill Checks’ rule found earlier in this chapter to
perform a quick draw with his pistol. This allows him to determine the quality of a knot or binding which then
draw his weapon and fire it in the same phase without provides a modifier to later attempts in undoing them.
the +1 penalty. Undoing a knot or binding can be done in three ways:
⊗ Rank 5 – Distance Precision: The penalty for medium a Strength Feat, Manipulate-prestidigitation, or Rope Use-
range is removed and long range is improved by one bind.
step. Because of the various uses of this skill Game Masters
 Rank 6 – Rate of Fire: At rank 6 the character can load may decide to place the broad skill use and the
and fire a round in the same action. If the pistol in advancement of the specialty skills under other broad
question has a multi-round capacity then the Double- skills. Examples could include Manipulate, Athletics,
shot benefit can be used instead. Acrobatics, Ship Operation, and the like. Including these
skills under another skill group must involve the use of
Rifle (Cost 3 – W) ropes to some degree. Therefor a character with Athletics-
This specialty skill allows a hero to improve his rappelling or Acrobatics-tightrope walking may be allowed
proficiency with muskets and spell rifles alike of all types. to place the secure or bind specialty skills under those
The hero must designate a specific weapon from this broad skills or to at least apply their benefits and features
category as the focus of his mastery. It requires two in those cases.
actions to load a rifle and a separate action to fire it.
⊗ Rank 3 - Improved Aim: When a hero reaches rank 3 in Bind (Cost 1)
this specialty, he becomes able to hit a target with more This skill is used to tie and/or capture an opponent or
dependability. This improvement in accuracy translates an animal. The knot or binding’s quality is determined
to a –1 bonus to the situation die for any rifle attack the when the bound individual attempts to escape whether by
hero makes. a Strength Feat check, the use of this skill itself, or by use of
⊗ Rank 3 – Distance Precision: The penalty for medium the Manipulate-prestidigitation specialty skill.
range is removed and long range is improved by one
step. Secure (Cost 1)
 Ranks 6 & 12 – Rate of Fire: At rank 6 the character can This is an improvement on a character’s ability to
load and fire a shot in the same action. At rank 12 the securely tie down objects and to secure ropes for heavy-
character can load and fire a rifle in the same action. If duty use. Checks are called for when a knot is put to the
the rifle can fire multiple times before needing to be test under high winds or extreme
reloaded then the Double Fire benefit may also apply.

Sling (Cost 4 – W)
58
Chapter 3: Skills
Stealth (Cost 7 – R) Shadow (Cost 4 – R)
This broad skill provides a hero with the ability to Shadowing is the ability to follow a target without
hide, sneak, or otherwise move about without attracting being noticed by that target. The target a hero is
attention. The base situation die for a skill check is usually shadowing provides a Will resistance modifier to the
altered by the opponent's Will resistance modifier, as well hero's situation die. The skill used by the target to detect
as other conditions determined by the GM that may affect the shadowing character is Awareness–intuition.
the hero's ability to remain unnoticed or undetected. The hero must make a new shadow check every time
How well a hero uses Stealth or any of its associated the situation changes (he moves closer, he does something
specialties depends on the degree of success he achieves. to attract attention, etc.)
This success translates into a modifier that applies to an ⊗ Rank 5 - Increased Effect: As a hero achieves higher
observer's chance of noticing the hero with an Awareness– ranks in Stealth specialty skills, he becomes even more
perception, Awareness–intuition, or Investigate–search difficult to detect. An Amazing result on his skill check
skill check (depending on the particular Stealth skill being causes a +4 step penalty to be applied to the observer's
employed). skill check; a Good success means a +3 step penalty; an
If the hero's skill check results in a Critical Failure, the Ordinary success +2 steps, and a Marginal success +1
hero is liable to be noticed despite his best efforts; the step. The outcome of a Critical Failure result does not
observer's skill check is made with a –2 bonus. A Failure change.
result provides no modifier to the observer's skill check.
An Ordinary success gives the observer a +1 penalty; Sneak (Cost 5 – R)
Good, a +2 penalty; and Amazing, a +3 penalty. Sneaking is the ability to move silently so as to avoid
Obviously, a Stealth skill can't be used if the hero is being observed. While a hero is sneaking, he can move at
presently in plain sight of his opponent, or if the hero is up to ½ of his walk movement rate. The skill used by an
emitting sounds or smells that can reach the opponent. observer to detect a sneaking hero is Awareness–
Before you can hide from someone, or follow him without perception if the observer is expecting trouble, or
being seen, or sneak up on him, you first have to be in a Awareness–intuition if he is not.
situation or a position where the observer can't The hero must make a new sneak check in every round
immediately see or otherwise detect you. during which he continues to use this Stealth skill.
In addition, if a hero should succeed in using the sneak
Hide (Cost 4 – R) skill to get adjacent to an opponent (or to get within short
Hiding is the ability to stay unnoticed by keeping quiet, range, if the hero is using a ranged weapon), he can make
by taking advantage of cover or darkness, and by an attack in the same phase that the successful sneak took
remaining totally still. place—and the hero receives a situation die bonus to that
If a hero is alone when he hides, no modifier is applied attack, since he has surprised his opponent. The bonus is
to his situation die. If there's someone around whom he's determined by the level of success achieved: Ordinary, –1
trying to remain hidden from, then that character's Will step; Good, –2 steps; Amazing, –3 steps.
resistance modifier is applied to the situation die for the ⊗ Rank 6 - Increased Effect: As a hero achieves higher
hero's skill check. If more than one character attempts to ranks in Stealth specialty skills, he becomes even more
hide in the same place, a penalty ranging from +1 step to difficult to detect. An Amazing result on his skill check
+3 steps may be applied at the GM's discretion, depending causes a +4 step penalty to be applied to the observer's
on the situation. A new hide check is required whenever skill check; a Good success means a +3 step penalty; an
the hero does something to change the situation (move, Ordinary success +2 steps, and a Marginal success +1
turn on a light, make noise, etc.). step. The outcome of a Critical Failure result does not
Awareness–perception is the detection skill used by an change.
opponent who isn't actively searching for the hero;
Investigate–search is used if the opponent is specifically Somatic Concealment (Cost 3 – R)
looking for the hero in particular or any hidden foe in All FX abilities from the Arcane, Faith, and Shared
general. magic skill groups require a ‘ritual’ trapping. This means
⊗ Rank 4 - Increased Effect: As a hero achieves higher that the spell caster must perform some type of physical
ranks in Stealth specialty skills, he becomes even more movement to cast a spell. This skill helps the caster to hide
difficult to detect. An Amazing result on his skill check these movements and gestures from others when they feel
causes a +4 step penalty to be applied to the observer's it is appropriate.
skill check; a Good success means a +3 step penalty; an The result of the skill check provides a +1, +2, or a +3
Ordinary success +2 steps, and a Marginal success +1 penalty to the perception checks of onlookers to prevent
step. The outcome of a Critical Failure result does not them from noticing the casting. Marginal results offer no
change. penalty and Critical Failures provide those in view with a –
2 bonus. This skill can be very helpful in societies where

59
Chapter 3: Skills
magic is not tolerated or in situations where the separately.
anonymity of the spells origin is best left unknown.
At the DM’s option, this specialty skill can also be Land Vehicle (Cost 4 – S)
placed under the Manipulate broad skill. This specialty skill enables a hero to become trained in
⊗ Rank 3 - Increased Effect: As a hero achieves higher the use of a specific type of land vehicle. If he wants to be
ranks in Stealth specialty skills, he becomes even more skilled in the operation of more than one type of land
difficult to detect. An Amazing result on his skill check vehicle, he must purchase and improve each specialty skill
causes a +4 step penalty to be applied to the observer's separately.
skill check; a Good success means a +3 step penalty; an
Ordinary success +2 steps, and a Marginal success +1 Space Vehicle (Cost 5 – S)
step. The outcome of a Critical Failure result does not This skill can't be used untrained.
change. This specialty skill enables a hero to become trained in
the use of a specific type of space vehicle. If he wants to be
Vehicle Operation (Cost 4 – S) skilled in the operation of more than one type of space
The use of vehicles in fantasy campaigns is not nearly vehicle, he must purchase and improve each specialty skill
as common as with the standard Alternity game. Even still, separately.
there are crafts that adventures will use to get around. This skill is also used to operate the helm of large,
The most come type of vehicle in use are watercrafts. Land multi-crewed space vessels. Other aspects of a space
crafts are rare as most persons travel on a horse or other vehicle may require the Ship Operation broad skill to
beast of burden. Aircraft are even rarer and may be control.
limited to unique vehicle of this type. Types of space vehicles are discussed in the
Rank benefits for the various uses of this skill are Spelljamming section of chapter 7 in this book.
common regardless of which specific type of vehicle is
being used. Those rank benefits are as follows. Spelljamming (Cost 2 – S)
⊗ Rank 3 – Maintain Control: The vehicle operator gains a - This specialty skill differs from the space vehicle skill
2 Situation Modifier against losing control of his vehicle. do to the use of a spelljamming helm; a special magical
⊗ Ranks 4, 8, & 12 – Improved Proficiency: At the indicated item. The different types of ship systems that require this
ranks the character gains a –1, 2, or 3 Situation Modifier skill is discussed in the ‘Spelljamming’ section of chapter 7
while controlling a vehicle. in this book.
⊗ Rank 6 – Moderate Maneuver: At this rank the character
can specialize in a Moderate maneuver. This maneuver Water Vehicle (Cost 3 – S)
can be performed at no penalty. The control of a sea vessel is an important part of this
⊗ Rank 9 – Vehicle Dodge: At this rank the vehicles skill however there is more to manning one of these larger
controller can provide a +1 increase to resist incoming craft than merely holding on to the wheel and rudder.
fire if at least some type of maneuver is attempted in the Many of the ships mentioned on the table above also
same phase. require the Ship Operation skill to maneuver as well. This
⊗ Rank 12 - Extreme Maneuver: At this rank the character skill is called in to action during phase by phase conflicts
can specialize in an Extreme maneuver. This maneuver or in avoiding immediate disasters where speed is critical.
can be performed at only a +1 penalty. Ship Operation-sail manipulation, described later, is used
to determine the ships speed over a long voyage.
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
Constitution Skills
Constitution measures a hero’s stamina, general
the vehicle to increase it’s speed by 10% for that phase physical condition, and ability to absorb or withstand
only while an Amazing result allows the crafts speed to be physical trauma. Fighting off the effects of nausea after
increased by 30%. Ordinary results do not alter a vehicle’s being exposed to an unpleasant odor is an example of a
speed. While using this option, the craft cannot perform Constitution feat check.
any other type of maneuver.

Air Vehicle (Cost 5 – S) Movement (Cost 3)


This skill can't be used untrained This broad skill allows a hero to increase the distance
This specialty skill enables a hero to become trained in he can travel in a given time, and also allows him to make a
the use of a specific type of air vehicle. If he wants to be journey less arduous on him and his companions. This
skilled in the operation of more than one type of air skill is used to determine the result of overland movement
vehicle, he must purchase and improve each specialty skill and is improved with the trailblazing specialty skill below.

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Chapter 3: Skills
Race (Cost 2) If a success is generated, the quality of the result
This skill can’t be used untrained grants the character the ability to wake up and take action.
Purchasing this skill increases the character’s run rate In the phase that a threat is present an Ordinary check
by 2 meters. This skill gains the following rank benefits. allows for an Action Check at a +2 penalty, a Good a +1
⊗ Ranks 4, 7, & 12 – Increased Sprint: At the indicated penalty, and an Amazing check offers no penalty. A
ranks the character’s sprint move rate increases by 2 Marginal result grants the threat a free surprise attack or
meters. action that the character can not readily defend against. A
⊗ Ranks 5 & 9 – Increased Run: The run rate improves by 2 Critical Failure grants the threat a free surprise attack and
more meters at ranks 5 and 9. the first action taken by the sleeping character takes place
automatically in the Marginal phase of the next combat
round.
Swim (Cost 1)
Except to determine if a hero can tread water to avoid
drowning, this skill can’t be used untrained. Resist Pain (Cost 4 – W)
This skill is needed for a character to use his swim This skill can’t be used untrained.
move rate. In addition the character gains a –1 step bonus This skill allows a character to ignore some or all of
to endurance checks for holding his breath. the penalties accumulated from excessive stun and
 Ranks 4, 8, & 12 – Improved Breathing: The bonus to wounds as well as mortal damage. After the first penalty is
breathing improves to –2, -3, and –4 at the indicated applied the character makes this check immediately
ranks. without spending an action. The skill removes 1, 2, or 3
⊗ Ranks 4, 8, & 12 – Increased Speed: Both the easy swim steps of penalty based on its success and the bonus last for
and swim move rates increase by 1 meter each at the the remainder of the scene. This skill has no effect on
ranks indicated. fatigue damage.

Trailblazing (Cost 3 – R) Slow Respiration (Cost 3)


This skill check is called for at the beginning of a day’s This skill is used by dwellers in the earth and by
travel. A Critical Failure causes the character and all Miners to extend the amount of breathable air they have in
others following his path to suffer an additional +1 penalty emergency situations. When an air supply is limited or
to fatigue checks associated with the trek. A failure offers contaminated, a person (or persons) can attempt a skill
no help. An Ordinary to an Amazing result grants a 1, 2, or check to increase the amount of good air remaining. First
3 step reduction of penalties involved in the travel. This the DM determines how much air is left (after a cave-in or
step reduction cannot be used to turn penalties into similar disaster) and then calls for all persons involved to
bonuses; the best possible result would be negating a make a skill check. Each person rolls the skill check in any
penalty altogether. order they see fit with the result of each check providing a
cumulative modifier for the check of one selected member
of the group (presumably the person with the best chance
Stamina (Cost 3) of success). The results range from +3/+1/0/-1/-3 for a
Stamina is used to measure a character’s resistance to Critical Failure to an Amazing success. The cumulative
dying after sustaining mortal damage and resisting fatigue. situation modifier is then applied to the designated
This skill is also used to resist the effects of many spells, character’s skill check with the following results to the
primarily those that effect the hero’s body and his physical air’s quality:
state of being.
Result Air Quality
Endurance (Cost 4 – W) Critical Failure Reduced by ¼
Purchasing ranks in endurance allows the character to Marginal Reduced by ½
better withstand the effects of damage. Endurance acts as Ordinary No change
an improvement on the Stamina broad skill and takes that Good Prolonged by 50%
skill’s place at rank 1 or higher. Amazing Prolonged by
100%
Light Sleeping (Cost 4 – R, W)
This skill aids characters by allowing them a skill As an example, three characters are trapped in a
check whenever they are sleeping and are approached by cave-in, two humans and a dwarf. The dwarf has this skill
some type of threat. A character’s Resistance Modifier for at rank 3 so the group designates her as the final roll. The
a high Will score do not hinder a stealthy attacker however first two characters roll a skill check each and both
any bonuses gained by Stealth-sneak can apply as produce Marginal results. This sums together to create a
penalties to this skill. Neither perception nor intuition +2 penalty to the dwarf’s skill check. Despite the
may be used to aid this check. The Danger Sense perk can penalties, the dwarf achieves a Good result and the group
be used, as it would normally aid the intuition skill. manages to extend their air-time by 50%. Leadership and
61
Chapter 3: Skills
other relevant skills can also aid in the final result of this of Alchemy always requires a lab and plenty of equipment
skill. and ingredients. Alchemy always requires a complex skill
As a final note, this skill offers no benefit if the check. The complexity is based on the item itself and these
character(s) are underwater and it use assumes that the numbers are given in FX Items chapter in book 2 and in the
character(s) can still breath. Mundane Concoctions appendix of this book. All Alchemy
skill checks are measured in days unless otherwise stated.
Survival (Cost 5 – R, W) The Situation Modifier for each check is based on the
This skill provides basic training in survival alchemist’s knowledge of the product being made and the
techniques; finding shelter, procuring food and water, and quality of the lab being used. If the concoction (or poison)
avoiding environmental hazards. Normally a check is has been made successfully before then no Situation
required each day. Skill check results: Failure, hero cannot Modifier is applied. If the alchemist knows or has the
find the requirements of survival for that day; Ordinary, recipe then a +1 Situation Modifier is used. If the
the character finds enough shelter and food to survive for ingredients are known but not the recipe then a +2
one day; Good, the hero finds enough food and provisions penalty is imposed and a +3 penalty is used if the
for himself and six others; Amazing, the character becomes alchemist has no information at all and is working from
so familiar to the environment that survival is no longer a scratch. Modifiers for a lab’s quality are detailed in
factor unless the situation changes. Chapter 5: Goods and Services but is also stated below for
At the Game Master's option this skill can also grant a convenience.
–1 to a –3 step bonus to Stamina-endurance checks for
resisting hazardous conditions. Laboratory Quality
Marginal +1
Survival Modifiers Ordinary 0
Arctic Terrain +4 Good -1
Arid or Wasteland +3 Amazing -2
Mountainous +2
Swamp or Ocean +1 Concocting (Cost 3 – S)
Forest or Grassland 0 Initially the character only knows how to fabricate
Dense Vegetation -1 non-magical mixtures. At first the alchemist can only make
Jungle -2 medicines and other mundane substances but eventually
Small Settlement -1 the use of concocting allows the character to make Elixirs
Small city -2 and Potions, Oils, Incense, Salves, Ointments, Dusts, and
Large city -3 Candles all of which are magical in nature. Rank benefits
are gained as follows:
Survival Training (Cost 3 – R, W) ⊗ Ranks 3, 6, 9, & 12 - Increased Batch: Medicines and
This specialty skill improves a character’s ability to mundane substances can be made in bulk as described in
survive in a specific type of terrain. Available terrain types Mundane Concoctions appendix of this book. At rank 3
include those on the table above or others allowed by the the size of the batch is increased by a +1 modifier to the
Game Master. 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
Intelligence Skills increased except by magical means.
 Rank 4 - Magical Concoctions: Starting at rank 4 a
Intelligence is important to all types of characters
character can begin to make one type of magical
because this determines how many skill points the
concoction as described above (either potions, oils,
character starts with. Feats based on intelligence include
salves, etc.). For each rank beyond the fourth another
performing a mathematical problem in one’s head or
type of concoction can be added. The formula or recipe
recalling specific details about an event or location. The
for a specific alchemical mixture is an entirely separate
Game Master can base Situation Modifiers on the
issue.
complexity of the task itself or on how old the knowledge
⊗ Ranks 4, 8, & 12 - Increased Effect: At rank 4 the
is. Recalling an event that happened a year ago might
character gains a –1 Situation Modifier when using this
involve a +3 penalty while adding several numbers
skill. This increases to a –2 at rank 8 and a –3 at rank 12.
together may involve no penalty at all.
Toxins (Cost 3 – R, S)
Alchemy (Cost 7 – S) This specialty skill is dedicated to the manufacturing
This Broad skill can’t be used untrained. of deadly toxins that can be used to hinder or kill
Alchemy is the ability to concoct all manner of potions opponents. Each purchase of this specialty skill must be
and other chemical compounds as well as poisons. The use specified for one type of poison as detailed in Chapter 8:
62
Chapter 3: Skills
Gamers in Action. Other specific types of toxins are  Rank 10 - Combination Poisons: At rank10 the alchemist
discussed in the Mundane Concoctions appendix at the end can now make toxins that can be broken down in to
of this book. Possibilities include Necrotoxins, several components that when mixed (either in the air
Neurotoxins, Hemotoxins, Irritants, Paralytics, and Caustic or in the blood stream of a target) regain their lethality.
agents. One part of the poison could be introduced into a guest’s
Any toxin found or made has a strength which wineglass. The other component could be laced in the
provides a –3 to +3 Situation Modifier with this modifier wax of a candle used to light that guest’s bedchamber
being applied to the victim’s Endurance check. When any later that night.
toxin is made, the character first must state the intended
strength of the poison. This strength acts as the base While the Toxins skill is usual possessed by nefarious
Situation Modifier for the complex skill check used during types of persons, this skill can also make antidotes for
the alchemical process. Other factors used by any other poisons as well. All the skill checks, modifiers, and
Alchemy skill remain the same. Using the Final Result Rule laboratory requirements remain the same. However
found in the ‘Complex Skill Check’ section above, a antidotes usually have different ingredients and recipes so
Marginal success renders a –1 to the strength desired to a these must be acquired or learned separately.
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
Business (Cost 4 – D)
and will have no modifier. Business provides a character with the basic
Two other factors effect the strength of a poison as knowledge of production, distribution, supply and
well. These are the Onset Time and the attack Duration. demand, advertising, inventory, and business planning.
The Alternity Gamemaster's Guide gives further This broad skill is also used to appraise the value of goods
information on these two aspects and how they work in and their worth in the marketplace. A guideline for
the game. Generally speaking however, if a character business transactions can be referenced to the table below.
wants to better or worsen these effects then allow a
Situation Modifier ranging from –2 to +2 to be applied to Buying & Selling
the complex skill check using your own judgement about Skill Result Buying Selling
Crit. Failure 100% + (d20x10%) 100% - (d8x10%)
what is best for your game.
of cost of cost
While each type of poison has a specific effect, only Failure 100% + (d4x10%) of 100% - (d4x10%)
experience can allow the alchemist to concoct poisons of cost of cost
varying application. As this skill increases so does the Ordinary 100% - (d8x1%) of 100% + (d8x1%)
ways in which a specific poison can be used. Any toxin can cost of cost
be made to perform as either an Inhaled or Ingested Good 100% - (d20x1%) of 100% + (d20x1%)
method of delivery. Further uses are described below. cost of cost
⊗ Ranks 3, 6, 9, & 12 - Increased Batch: Medicines and Amazing 100% - (d4x10%) of 100% + (d4x10%)
mundane substances can be made in bulk as described in cost of cost
Mundane Concoctions appendix of this book. At rank 3
the size of the batch is increased by a +1 modifier to the ⊗ Ranks 4, 7, & 10 – Increased Effect: At the indicated ranks
appropriate die involved. It is also increases by a +1 the character receives a greater step bonus of –2, -3, and
again at rank 6, rank 9, and a total of +4 at rank 12. –4 while using that specialty skill.
Magical concoctions cannot have their batch size
increased except by magical means. Illicit Business (Cost 3 – D, R)
 Rank 4 - Insinuative Poisons: At rank 4 the toxin can be Illicit business covers the black market and
made to take effect when applied to a weapon blade or contraband goods. Extortion, smuggling, fencing stolen
other piercing device that causes at least one point of goods, and dealing with the black market are some of the
primary damage. trade practices this skill provides knowledge in. This skill
⊗ Ranks 4, 8, & 12 - Increased Effect: At rank 4 the is more often used by the upper-class criminal – the
character gains a –1 Situation Modifier when using this embezzler, the inside trader, the court spy, and so forth.
skill. This increases to a –2 at rank 8 and a –3 at rank 12. In addition, having this skill reduces penalties for
 Rank 8 - Contact Poisons: At rank 8 the character can attempting illegal transactions. When first purchased any
now fashion toxins that take effect merely upon contact illegal transaction is reduced by –1 step.
with exposed flesh or skin. To apply the toxin during When used for fencing goods the following table can
combat an Unarmed skill check with a –1 Situation be used to determine what the character is paid.
Modifier is allowed. These poisons are more rare than
other type not because of the rank needed to make them Fencing Returns
but due to the threat they pose to the user as well as the Result Return
victim (the toxin does not care whose skin it is on). Critical Failure 5% of value
63
Chapter 3: Skills
Failure 10% of value Disarm (Cost 4 – S)
Ordinary 30% of value This specialty skill is an improvement of the
Good 50% of value character’s ability to render bombs, mines, and other
Amazing 80% of value 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
Large Business (Cost 3 – D) unusual make, or if it has been rigged with booby traps. A
This skill deals with business transactions between complex skill check is always called for except in the
large entities like countries, kingdoms, or nations. The simplest of cases.
scope of the skill determines ones skill in long-term
planning, the effects of export/import taxes, shipping Scratch-Built Explosives (Cost 4 – S)
costs, and the like. While this skill can generate larger This skill can’t be used untrained.
returns it often requires time, usually years, to realize a This skill lets a character attempt to build a home-
profit. made bomb from scratch or to tamper with other
explosive devices to make a demolitions charge. Using this
Small Business (Cost 3 – D) skill assumes the character has the proper tools. If not a
This skill deals with the management of a small +2 penalty is applied to the check.
merchant or entrepreneur who usually deals with a Making the device can take anywhere from a few
specific trade or product offering. Most businesses of this minutes to several hours. The length of time used can
scale work locally or within the range of several towns or provide a bonus or penalty to the check when the item is
cities. set in place and/or detonated.

Type of Device
Demolitions (Cost 6 – S, W) Skill Check Result Concussive Fragmentation Incendiary
This skill represents a persons knowledge of applying Critical Failure d4w d4+3m d6+2w
explosives to destroy specific targets in a specific manner. Failure Dud Dud Dud
This hero has working knowledge of handling explosives, Ordinary d6+2s d4+2w d4w
using fuses, and placing charges for maximum effect. This Good d8+2s d6+3w d4+2w
skill is also used in the manufacturing of weapons or Amazing d4w d4+3m d6+2w
devices that rely on gunpowder or explosives to create a
desired effect. On a Critical Failure the bomb explodes upon
While the concept of demolitions may seem out of completion of the creation process; injuring the maker.
place in a fantasy setting it is important to remember that The degree of success also indicates he complexity
where there are firearms there is gunpowder. And where required to disarm the device as well.
there is gunpowder, there are those who will use them in
large quantities and for devastating effect. In fact the use Set Explosives (Cost 3 – S, W)
of gunpowder may predate firearms as in the use of This skill improves a character’s ability to set
bamboo cannons by the Chinese. The types of possible manufactured explosives.
demolition gear available is discussed in chapter 5 of this
book. Engineering (Cost 7 – S)
When setting a charge a Failure result indicates that
This Broad skill can’t be used untrained.
the charge is a dud and will not detonate. A Critical Failure
Engineering is very similar to the Construction skill.
can indicate a premature detonation, depending on the
The difference is more a matter of complexity and size
type of explosive and the circumstances. If a hero wants to
than that of materials worked with. With Construction one
place a charge so that it won’t be easily found a complex
may make a door, but it requires Engineering to make a
skill check is needed. If the check succeeds at a Marginal
working drawbridge. Where Construction may make a
complexity then a +1 penalty applies to Awareness or
cart, Engineering is needed to make a siege tower.
Investigate-search checks used to uncover it. This penalty
Engineering feats require many workers and many
increases by +1 for each level of complexity passed to a
months to complete a project, but this skill provides some
maximum of +4 at Amazing. In addition to this if the check
the greatest works of mankind and their kin. Ancient
for placement also passes a Good complexity the
stone bridges that span mountain chasms, ziggurats for
detonation causes damage at one grade better. For
dead man-gods, dikes and canals that redirect rivers, and
completion of an Amazing complexity check the damage is
towers on mountains that point to the heavens.
two grades better.
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
64
Chapter 3: Skills
directly effected (and effecting) the Construction skill. A Agriculture 0
simple way to put it is that this skill cannot be used by Advanced Agriculture -1
itself in the building of a project. This skill’s purpose is to
observe the laws of physics so those incredible, and Work Force Skill
routinely difficult, feats of building can be accomplished. Untrained +3
All Engineering complex skill checks are measured in Construction Broad 0
months, weeks, or days as determined by the DM. Skill
When a character declares a work the DM should first Ranks 1 to 4 -1
request some type of drawing of what the project. Then Ranks 5 to 8 -2
divide the work into sections of durability (like the Ranks 9 to 12 -3
description of walls in ‘Property Damage’ found in Chapter
8: Gamers in Action). An engineer can manage a number Work Force Moral
of specific sections equal to his or her rank with a specialty Very Poor +3
skill, or one section in the case of having only the broad Poor +1
skill. In a best case scenario the engineer (or the Average 0
employer) will have a sufficient number of laborers per Good -1
section. If not then apply a +1 to a +4 Situation Modifier Very Good -3
for the building of that section or a –1 or –2 if plenty of
help is available. The moral of the workers is also Resources
important and Leadership as well as other Encounter skills Distant and Poor +4
(or the lack there of) can either increase or decrease the Distant and Good +2
base Situation Modifier of a section or the entire project. Near and Poor +1
The following rank benefits apply to each specialty skill Near and Good 0
listed below.
⊗ Ranks 4, 8, & 12 - Increased Effect: At the indicated ranks Aqueducts (Cost 3 – S)
the character gains a –1 Situation Modifier when using When water is some how involved in a building
this skill. This increases to a –2 at rank 8 and a –3 at project, this specialty skill is called into play. The
rank 12. aqueducts skill is also used if water provides power by the
force of its movement like that found in a river mill.
The table below shows the standard Situation WAM Jr
Modifiers used for any Engineering skill check. At least Fortifications (Cost 3 – S, W)
one modifier from each entry should be chosen, however This specialty skill is the most common skill of this
DMs are free to elaborate on them given the specific group as it covers all earth based works, bridges, buildings,
circumstances of a particular work. castle walls, and so on.

Engineering Modifiers Mining (Cost 2 – S)


Climate This skill can’t be used untrained.
Arctic +4 When a character starts a dig the Game Master asks
Sub-Arctic / Tropical +2 the character what they are looking for. Then the Game
Temperate 0 Master assigns a degree of quality to the request and rolls
a mining skill check. The result of this check can stand by
Geography itself or can be used to modify an Intelligence or
High Mountains +2 Personality Feat check as per the rules of skills aiding
Low Mountains +1 other skills.
Foothills 0 The quality of mined ores and other wealth of the
Plains -1 earth can be assumed to use the following grades of
quality: Marginal – granite, slate, or sand stone. Ordinary –
Ground Cover basalt, marble, semi-precious gems, salt, copper, tin, or
Jungle +4 iron. Good – gems, silver, and gold. Amazing –
Forest / Desert / +2 adamantine, platinum, diamonds, mithiral, and huge gems.
Swamp Of course all metals are ores that must be smelted and all
Scrub / Barren +1 other earthenware are uncut and require additional work.
Grassland 0 The length of a vein of a certain mineral is dependent
on the DM and continued mining checks. After a set time,
Work Force Society like a week, the character must roll again using the
Nomadic +4 aforementioned method but with a cumulative +1 penalty.
Primitive Agriculture +2 Any failure indicates that the vein runs out. Marginal
65
Chapter 3: Skills
quality ores are possibly plentiful and may be assumed to equipment used determines the complexity: Ordinary, 8
not run out if the DM allows. successes needed; Good, 5 successes needed; Amazing, 2
This skill is also used to judge the quality of the successes needed. Upon completion of the check 1, 2, or
mineshaft and tunnels as well, determining how well the 3 wound points are healed as determined by the quality
mine can weather tremors, potential cave-ins and the like. of the complex skill check itself, which is described at the
beginning of this chapter. A Critical Failure instead
Siege Works (Cost 3 – S, W) inflicts 1 point of wound damage on the patient.
The primary use of Siege Works is in preparation for Dying: A successful check allows a character with mortal
war. This skill is used to build team weapons like catapults damage to avoid making an endurance check at the end
and Greek fire projectors. As with other building skills, the of the current scene. This cannot heal mortal damage.
durability of the weapon system forms the base of the
complex skill check. ⊗ Ranks 4, 8, & 12 – Improved First Aid: At the indicated
ranks the character can reduce any penalties by 1, 2, or 3
Space Works (Cost 5 – S) steps.
This skill can’t be used untrained.
This skill is similar to the fortifications skill above Languages (Cost 1)
except that it deals with fantasy space instead. The This skill can’t be used untrained.
difficulty of using this skill involves the manipulation of Every hero begins with rank 3 in his native language.
gravity planes. 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
Knowledge (Cost 3) when attempting to communicate using the chosen
Use of this broad skill represents the character’s language.
ability to know a little bit about any particular subject. Use A list of some of the more common languages is given
of this broad skill is discussed on page 81 to 82 of the in chapter 1 of this book. You can add to this list to make
Alternity Players Handbook. It should also be noted that the use of this skill more important, or the Game Master
the quality of a library may aid or hinder a character’s may assume that a universally common language is shared
search for knowledge on a topic as described in chapter 5 by all but a few.
of this book. ⊗ Ranks 2, 3, 6, 9, & 12- Improved Communication: At rank
2 the penalty is reduced to +1. At rank 3 no penalty
Deduce (Cost 2) applies. At ranks 6, 9, and 12 a cumulative –1 step bonus
With this skill a character can hone his ability to use applies to the use of the language.
reason and available clues to reach a logical conclusion. WAM Jr
This skill should only be used when the hero knows more Languages, Sign Language (Cost 1)
than the player, and the player is at a genuine loss as to This skill can’t be used untrained.
what to do. The skill should never replace good role- Many forms of clandestine and intelligence related
playing. activities call for a means for party members to
⊗ Ranks 4, 8, & 12 – Resistance Modifier: At the indicated communicate silently. To use this skill both the character
ranks the deduce skill provides an improvement to a sending a message and the receiver must first be able to
hero’s Intelligence Resistance Modifier, which makes it see each other and both must make a skill check to
more difficult for opponents to use encounter skills to understand what is being ‘said’. The sender’s skill check
deceive him. This bonus improves by +1 per rank result is used to modify the receiver’s skill check in the
indicated. same way that one skill can enhance another.

First Aid (Cost 2) Read/Write (Cost 1)


This skill can’t be used untrained. This skill can’t be used untrained.
This skill represents a character’s knowledge in the In Alternity it assumed that characters with the
use of first aid techniques and the general use of healing Knowledge broad skill can also read and write as well as
items. Situation Modifiers can apply as given for Medicine being able to perform simple math. That is not the case in
skills below. First aid can be used for the following tasks: most fantasy games. While a character with just the
Heal Stun Damage: A skill check restores 2, 3, or 4 stun Knowledge broad skill can be assumed to be able to read
points. This only works on someone who is conscious. signs and may even be able to scribe basic words he or she
Knockout Recovery: A successful skill check brings a could not effectively read or write a book.
character back to consciousness and also recovers 1, 2, Not being able to read and write can hinder a
or 3 stun points. character that is trying to research a piece of knowledge.
Heal Wound Damage: This use of the skill calls for a One might be able to gain a bonus while using a library to
complex skill check. The quality of the healing
66
Chapter 3: Skills
acquire knowledge, but if the words are all confusing Court Procedures (Cost 3 – D)
garble then the library is useless. This specialty skill improves a character’s ability to
The modifiers for using this skill are the same as those argue a point of view in an official proceeding. This skill
for languages as detailed in the Alternity Player's can also be used to convince a court to post a bail. Modify
Handbook. Game Master’s should naturally assume that a the character's skill check by the severity of the crime and
character with this skill is able to read and write any consult the table below.
language he can speak. As such this skill does not need to WAM Jr
be specified for each separate language. Bond Hearing Results
Success Bond
Knowledge, Specific Skill (Cost 1) Critical Failure Incarcerated without bond
This skill can be used for skills that do not exist on the Failure High bail (5000gp or more)
list already. This specific skill usually deals with a specific Ordinary Moderate bail (1000gp or
academic discipline however it may cover hobbies or some more)
other form of special interest. This skill should replace Good Low bail (2,00gp)
skills already mentioned in the list and Game Masters may Amazing Released on own recognizance
need to arbitrate what specific skills can be taken in this
category.
Law Enforcement (Cost 3 – R, W)
Law (Cost 5 – D, R) This skill allows a character to pursue (or bend the
As the saying goes “Ignorance of the law is not an rules of) legal law enforcement activities. This skill
excuse”. This broad skill allows a character general expands the knowledge of how to perform an arrest or
knowledge of the legal systems in his native land. This other activity through legal means so that the character
skill makes it possible for a character to act as an advocate himself does nothing illegal; providing a case for the
in a court of law or to perform the basic duties of a law courts.
enforcement official. The scope of this skill can be very A successful skill can be used to convince local law
small and specific or large and encompassing many agents to take a person into custody. This skill can also be
nations or kingdoms. used to avoid arrest. Any success achieves this but the
The Law skill can be used as an encounter skill; table below modifies the skill check results.
changing the attitude of a person with whom the character
is interacting. More often this skill relies on a variation of Avoiding Arrest
the ‘Character vs. Character’ rule. In this case however one Crime Modifier
character rolls a check (the person pursuing a legal action) Minor violation -2 bonus
and this is responded to with a check by the other Misdemeanor none
character (the defendant). On a Critical Failure the Nonviolent felony +1 penalty
opposing lawyer gains a –3 step bonus to his check or the Violent felony +3 penalty
character losses the case immediately. A Failure grants a – Heinous felony +5 penalty
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 Law, Specific (Cost 1)
continues until either character rolls a Critical Failure or This skill can’t be used untrained
Amazing result, or until the Game Master makes a This specific skill grants a character knowledge of a
judgement on the case. specific type of law (maritime law, trade law, hunting law,
Some key features of this skill include the following etc). This skill acts to grant a bonus to either of the
situations where the knowledge of Law comes in handy. previous specialty skills when used.
these features are usable by either specialty skill. ⊗ Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated
Evidence: Characters who can justify their interest can use ranks the skill gains a –1 to a –4 step bonus when used
obtain access to official documents. to aid another Law skill.
Protection: With a successful check a character can
convince law officials to provide protection for someone
clearly in danger. Life Shaping (Cost 7 – S)
Warrant: Successful use of either specialty skill can allow a Persons who use this skill work with living material
character to get a warrant to arrest a specific individual the way a blacksmith forges iron. In a manner similar to
or search a private area. 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.
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Chapter 3: Skills
While being similar to the concepts of breeding techniques, the shapers of life to create a wider variety of other objects
this skill adds a touch of fantasy to the mix allowing for without the incurred costs as described in appendix 5.
some very unique, and unusual, life forms to be produced.
While this skill may seem odd to those who are Products (Cost 3 – S)
familiar with AD&D, there are several races that do make This skill can’t be used untrained.
use of it. The Elves of Wildspace use life shaping to create All products come from creatures that are producers
many applications. These include their ships, Starfly of some type. Products are organic but they are not living
plants and trees, Gadabouts, Spirit Warriors, Bionoids, and in the conventional sense; much the same as a door is to a
presumably the race known as the Insectare. Starfaring tree. Products include medicinal aids, weapons, tools, and
humanoids, primarily the Orcs, also used this skill during even poisons.
the Unhuman Wars to create the horrid Witchlight
Marauders and the Yitsan. The Scro have also shown Mutates (Cost 4 – S)
recent interest in life shaping as well. The best example This skill can’t be used untrained.
however is the Athasian Halflings during the Blue Age of A mutate is a normal being that is subjected to the
Dark Sun’s past. Another race, the Muyati, also uses this science of life shaping. The result is a mutant character in
skill in my own campaign called Wundragore. game terms. Some have standard mutant benefits and
Regardless of who uses the skill a Game Master may hindrances while others have Super Power FX abilities. In
need to consider it’s place in the game, especially if a the Appendix 5 the description of mutates includes the
player wishes to have access to it. Life shaping is not an method of creating one, what races are and are not
act performed in an alchemist’s laboratory nor is it a short- allowed, and the modifiers that exist once the process is
term process. In many applications it can take years complete.
before a positive result is had. Often times the inclusion of If a player wishes to have a Super Hero styled
this skill simply indicates that life-shaped objects can be character then Game Masters may prefer to use this skill to
purchased, or more likely encountered, in the campaign explain his or her origin.
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
Tissues (Cost 4 – S)
used outside of that culture. Exceptions do exist however This skill can’t be used untrained.
with other FX items, potions, and spells available, most Tissues are living life objects that act as symbiotic
persons are reluctant to approach an unknown item partners to other living creatures. As such most all tissues
especially when it moves on it’s own. are grafts by design intended to physically merge with
There are four broad categories of the shaped life that another creature in an active or passive mode. Tissues
exist. These are creatures, products, mutates, and tissues tend to be more popular than other life shaped objects as
and each is represented by a separate specialty skill. The they are more controllable than creatures but also have a
creation process varies greatly as do the results of the use wide range of applications.
of each specialty skill. Life shaped objects are fully
discussed in ‘The Life Shaped’ appendix of this book and Medicine (Cost 6 – S)
the ‘recipes’ for their creation are discussed there. It is a Medical knowledge in the fantasy realms is fleeting at
good idea for a Game Master to pre-determine what types best. While persons may explore the fields of medicine,
of life shaped objects exists in the campaign especially if a several of the specialty skills below are hampered by a
player wishes to make them. simply lack of secular knowledge on the subject at hand
WAM Jr and the poorer quality of medical equipment. Each
Creatures (Cost 5 – S) specialty skill is handled separately concerning these
This skill can’t be used untrained. changes. The following modifiers apply where applicable
Creatures are living products that are ambulatory and to the Medicine specialty skills.
can perform a few select tasks. All creatures have a WAM Jr
Durability, Armor, and Toughness rating and all have some Medicine skill modifiers
level of skill as well as Ability Scores. Unless a creature is Patient is member of other +3
made to think in abstract terms, they lack this ability. Most race
are designed to perform a specific function and have no Patient is of same race 0
instincts beyond these. The must also be cared for actively Combat Conditions +2
as they lack the instincts to procure food and shelter on Patient Knocked-out +1
their own. Patient dazed +1
Creatures include beasts of burden, guardians or Patient has mortal damage +1 per point
sentries, those that create an aesthetic sound or color, or No medical items being used +3
even those that produce other life shaped objects. The Good quality or better healer’s -1
latter is most often the first creature created as this allows bag being used
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Chapter 3: Skills
Marginal Disease -1 Psychology (Cost 3 – S)
Ordinary Disease 0 Psychology is used to ascertain the nature of a person
Good Disease +1 and any characteristics of behavior that standout from the
Amazing disease +2 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
Diagnostics (Cost 3 – S) character that has become possessed or has been replaced
This skill functions similar to the forensics skill below by an imposter may be identified as ‘acting strangely’ by a
save that it deals with the living. A successful diagnostics character with this skill.
check also grants bonuses similar to that of forensics and ⊗ Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated
these bonuses may be used to enhance any FX skill that ranks the skill gains a –1 to a –4 step bonus when this
deals with healing and repair of damaged flesh and tissue skill is used.
by wounds or disease. ⊗ Ranks 4, 8, & 12 – Profiling: At rank 4 the character can
⊗ Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated build a profile of a person. A profile includes knowledge
ranks the skill gains a –1 to a –4 step bonus when this of appearance, habits, mannerisms, history, state of
skill is used. mind, and even belongings. Based on this profile a
character can make logical guesses about the persons
Forensics (Cost 3 – S) activities, next possible actions, or even enough
Forensics is the examination of deceased remains so knowledge to aid other skills like Interaction or
as to determine the causes of death and to study the make- Investigate when on that person.
up of the sentient body. Forensics also has uses in criminal This type of check is always complex with the
cases and may be able to establish clues dealing with a complexity being based on the amount of information at
murder. An examination of a body follows the use of the hand. In addition the time between checks ranges from
Investigate-search skill, which either lends a bonus or 10 Minutes, Hours, Days, and Weeks for Marginal to
penalty to the check. The search results grant a –1 bonus Amazing complexities. Situation Modifiers vary based
for a Good search and a –3 bonus for an Amazing one. A on the situation and the Game Master’s judgement.
Marginal result with forensics reveals the obvious cause of As the hero improves to rank 8 he gains a –1 step
death. An Ordinary result identifies any indirect causes as bonus with this skill, which improves to a –2 at rank 12.
well. A Good success reveals any unexpected or subtle
cause of death, and an Amazing result reveal any carefully Surgery (Cost 5 – S)
and deliberately hidden cause of death as well. This skill can’t be used untrained.
Most practitioners of this vocation also have research Surgery cannot be performed in combat. The
in mind. The anatomist’s lab is strewn with drawings and modifiers for this skill are Critical (+4 penalty) when
the preserved samples of passed persons, which is usually performed in poor lighting and with primitive or no tools
enough to make one edgy at best. available. These conditions can improve but never beyond
Forensics can also lend its bonuses (if any) to any a –1 step bonus (which would consider all factors being
Necromancy or Black Magic skills that deals with the favorable). A check is allowed per hour of surgery and
arrangement and preparation of human or demi-human each degree of success heals 1 mortal or 2 wound points of
remains. As such, any person who practices either art, damage. On a Critical Failure, or after 3 Failures, the
whether for good or ill, may be the focus of suspicion or a patient’s condition worsens and suffers 1 point of mortal
scared and vengeful mob. damage and al successes up to that point are lost.
The bonuses to this skill are the same as found on WAM Jr
pages 84 and 85 of the Alternity Player's Handbook. Treatment (Cost 4 – S)
⊗ Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated This skill can’t be used untrained.
ranks the skill gains a –1 to a –4 step bonus when this Treatment can be used to perform all of the same
skill is used. functions as the Knowledge-first aid skill with the
following exceptions:
Medical Knowledge (Cost 3 – S) Knockout Recovery: A successful skill check brings a
This specialty skill is the study of medicine and it’s character back to consciousness and also recovers 2, 3,
practical uses. Advancement in this skill describes how or 4 stun points.
versed a character is in the knowledge of medicine as a Heal Wound Damage: Upon completion of the check 2, 3,
whole. or 4 wound points are healed as determined by the
⊗ Ranks 3, 6, 9, & 12 – Improved Treatment: At the quality of the complex skill check itself, which is
indicated ranks the skill gains a –1 to a –4 step bonus described at the beginning of this chapter.
when used to aid the use of the Medicine-treatment skill. 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
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Chapter 3: Skills
make endurance checks once per day as opposed to once cases can act as the Knowledge-Deduce skill when used in
per hour. this fashion.
Treating Disease: The character can identify and treat a Many metaphysical events are only pieces to a greater
patient with a disease. Modifiers and other factors are puzzle. A holy item that mysteriously begins to bleed may
discussed in the Alternity Gamemaster's Guide. be the portent of some great disaster. However, after
⊗ Ranks 3, 6, 9, & 12 – Improved Treatment: At the much investigation, the character may find that the event
indicated ranks the skill gains a –1 to a –4 step bonus is actually an illusion perpetrated by spirits that the
when using this skill. community elders angered some time in the past.
Knowledge of local religions and the history of an area and
it’s denizens can be of great help to this skill as some
Metaphysics (Cost 5) supernatural events have their origins in history.
Metaphysics is an in-depth study of the ‘hows’ and Prophesy can also be used actively to determine the
‘whys’ of magical energy and the ways that it effects the course of fate for an individual, a group of people, or an
world around the character. It is the knowing of certain entire area or world. By using some manner of medium
magical laws like the ‘Rule of Threes’ and that a kiss from a (which is always required) to divine the future, such as a
loved one can awaken an enchanted sleeper. While Lore- deck of cards, knowledge of a person’s astrological sign,
spell lore can give the character information about a the result of tossed dice, or the entrails of a fresh kill, the
particular effect, Metaphysics and its specialty skills can character may learn another’s predestination.
allow a character to understand the very fabric of a fantasy While this second option may seem a bit like the
world. In many ways this skill acts as a fantasy version of Entertain-fortune telling skill, it differs in that the methods
the Science broad skill, which concerns itself with the laws have withstood the test of time. However, fortune telling’s
of reality. one saving grace is that it almost always delivers good
A good way to remember how this skill works is by news. Having the ability to divine the great plans of the
comparing it to the more ‘logical’ sciences of the day. gods is not always advantageous or desired. Most
Engineering relies on physical laws, Nature on cause and prophets tend to keep their findings to themselves. Also,
effect, Medicine on the flesh and mind, and Crafting on the the information gained by this skill can also be cryptic and
deftness of nimble fingers. Metaphysics deals with the not easily understood. The dice may portent of death, but
‘illogical’ and the magical side of things. If an tower whose death? Everyone dies, don’t they? Let the players
crumbles seek the advise of an engineer, but if the same figure it out.
tower appears whole again the next day seek a person
with this skill.
Metaphysics, Specific Skill (Cost 1)
This skill can’t be used untrained.
Magic Theory (Cost 3) An entry is provided here for players to develop other
The magic theory specialty skill is the pinnacle of uses of this broad skill that are not covered with the above
knowledge on the laws of magic. Increased knowledge of specialty skills. Examples can include the nature of other
this skill allows the character a greater understanding of planes of existence, the use of magic is applications like
how magic shapes the world or even how to ‘out think’ Tinkering and Alchemy, or other knowledge not covered in
magical traps and situations. This specialty skill works at this list that has a magical element to it.
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 character’s specific area of knowledge Nature (Cost 5)
then a +3 penalty is applied to the check. This broad skill expresses a character’s knowledge of
Magic theory can also grant bonuses to Arcane Feats or the natural world. As a broad skill the character is familiar
to Alchemy skill checks when used to concoct magical with various flora and fauna as well as the weather and
substances related to the broad skill in the character has natural events and disasters. The character also has a feel
specified this skill with. However it does not benefit the of the balance of nature in an area as it competes with
actual casting of spells. civilization and the fantastic qualities of magic.
⊗ Ranks 3, 6, 9, & 12 – Improved Theory: At the indicated WAM Jr
ranks the skill gains a –1 to a –4 step bonus when using Ecology (Cost 2)
this skill.

Prophesy (Cost 5)
This skill can’t 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

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Chapter 3: Skills
This skill allows characters the ability to foresee minute and no greater than 10 minutes to perform the
damage to the environment and it’s inhabitants. This skill skill.
can identify to cause of some type of ecological disaster
and also provides knowledge on how to prevent such Navigation Modifiers
events in the future. Ecology also provides a very strong Combat conditions +4
understanding of plant and animal lore but more Hostile conditions +2
importantly, how the elements of nature interact. Calm conditions 0
Unexplored territory +4
Herbalism (Cost 4 – S) Partially explored +2
This skill can’t be used untrained. Explored territory 0
The art of herbal mixtures can be used in the Familiar territory -2
Knowledge-herbal lore skill. This skill is somewhat No equipment +4
different. Herbalism allows a character to create semi- Damage equipment +2
magical teas, incense, and salves from plants and roots Dependable equipment 0
found in the wild. This skill works exactly like the Alchemy Superior equipment -2
skill with the exception of a required lab. However, the
products of this skill are not of the same magnitude as For surface and nautical navigation
those that can be made with the Concocting specialty skill. only
The descriptions of herbal mixtures are given in the Darkness +3
Mundane Concoctions appendix of this book. Inclement weather +2
Rough terrain/turbulence +2
Meteorology (Cost 2)
Meteorology provides a character with a deeper Navigation skills are subject to rendering wrong
understanding of atmospheric conditions. This can include information. When a Critical Failure is rolled the character
many mythological creatures or events that are immediately rolls on the ‘Off Course Results’ table below to
supernatural, like Saint Elmo’s Fire. determine approximately how far off course he is.
At the DM’s option this skill can also be used to
enhance the chances of survival during furious storms or Off Course Results
the threat of hurricanes and tornadoes in ways similar to Critical Failure: Travel for d12+3 hours in random direction.
the Survival skill. Also, this skill can enlighten one on the Next check is made at a +2 penalty.
possible ways of harnessing such forces and may even Marginal result: Travel for d6+2 hours in random direction. A
allow a character to do greater harm to threats and +2 penalty applies to the next check unless d4
hours are spent to relocate the group.
monsters native to the sky and the powers of the weather.
Ordinary result: Travel for d4 hours in random direction.
However this skill cannot do this itself, and any attempt to Identifying position requires d20+10 minutes.
do so would be dangerous in the least. Good result: Travel for d20+3 minutes in random
Finally, as many portents and omens originate from direction. Identifying position requires d6+5
the sky, this skill can be used in ways similar to minutes.
Metaphysics-Prophesy if some supernatural event features Amazing result: Travel for d12 minutes in random direction.
the sky as its playground. Location is known as soon as that travel if
over.
“Red skies at night sailors delight, red skies in the
morning sailors take warning”. Phlo Navigation (Cost 3 – S)
-Anonymous This skill can’t be used untrained.
This skill concentrates on plotting courses in the
Navigation (Cost 6 – S) Phlogiston, an ocean of flammable gas that separates
Crystal Spheres. On any successful result the character
This skill involves the knowledge of plotting courses
navigate within sight of the target sphere.
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 Space Navigation (Cost 3 – S)
skill. Navigation requires one skill check, which This skill can’t be used untrained.
determines the accuracy of the course plotted. The This skill is used in Wildspace, as in a Spelljamming
optimum time for using this skill is 5 minutes. Variations campaign. An Ordinary result indicates normal travel time
of this time frame range from a +1 penalty for each minute plus d4 time units. A Good result indicates travel time
less, or a –1 bonus for each additional minute. These with the normally expected arrival time. An Amazing
modifiers fall in a range of requiring no less than one result indicates that the course cuts travel time by one
time unit.

71
Chapter 3: Skills
Surface Navigation (Cost 3 – W) Ship Operation (Cost 4 – S)
This skill is the study of landmarks and stars to plot While a person may know how to man a boat and
courses and determine locations. An Ordinary result guide a small cog along a coast, it takes far more skill to
indicates normal travel time plus d4 time units. A Good command and maneuver a massive galleon or clipper. This
result indicates travel time with the normally expected skill represents the knowledge of sea and wind and how it
arrival time. An Amazing result indicates that the course effects the movement and well being of these great ships.
cuts travel time by one time unit. What separates this skill from Vehicle Operation-
WAM Jr water craft is the use and knowledge of a galleon’s other
Science (Cost 7 – S) components primarily the sails. While Vehicle Operation-
For a fantasy setting the approaches to knowledge can water craft is used to man the helm in tactical maneuvers
vary greatly from those of the real world. In a fantasy this broad skill covers the other functions governing the
setting skills like Alchemy, Life Shaping, Metaphysics, operation of a large sea-going craft. Other skills that aid in
Medicine, and Tinkering replace the standard ‘science’ the manning of such large crafts are Navigation-surface
skills of the Alternity game system. Why? Well things just navigation, Team Weapons, and Tactics-vehicle tactics.
work differently in the fantasy world. Up is not always up, While this skill focuses on terrestrial ships, it and the
outer space does not necessarily kill you through pressure specialty skills are also used for space-faring ships as well.
(or lack there of), and the simple fact that magic exists In this case the Ship Operation-specific skill comes into
questions conventional learning of analytical principles. play. How the specific skill works for such ships is detailed
Never the less some basic laws of reality exist and in chapter 7 of this book in the ‘Spelljamming’ section.
there will always be those willing to learn them. The
Science broad skill teaches the basic principles of science Sails (Cost 3 – S)
itself and the scientific method; which is the standard Ships that have multiple sails require that those sails
method of forming a theory and the steps to establish a be coordinated in their use to take full advantage of the
fact. With just the broad skill a character can attempt to wind for the ships speed over long voyages and the ship’s
research to garner knowledge from any Science specialty maneuverability in round by round action. All sea-going
skill with a base +3 penalty. Some of the more common vessels have a ‘Handling’ modifier assigned to them. For
specialty skills are listed below and all of them gain the ships with sails this number acts as a base and the result of
following rank benefit. this skill modifies the ‘Handling’ score. A Critical Failure
⊗ Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated imposes a +2 penalty and a Marginal result imposes a +1
ranks the skill gains a –1 to a –4 step bonus when this penalty. An Ordinary check generated by those
skill is used. manipulating the sails applies no modifier to the ‘Handling’
modifier while a Good results grants a –1 Situation
Science, Specific Skill (Cost 3 – S) Modifier and an Amazing result a –2. When used in this
The following are examples of how this skill can be manner, the result of the skill check lasts for the remainder
improved upon. Game Master's and players should feel of the round the check was made and the entire next
free to add to this list. round.
Astronomy: The study of stars and celestial mechanics. When used for long voyages, the result of the skill
Biology: The study of the building blocks of life. check can effect the vessel’s Cruise speed in the way that is
Botany – The study of plants, molds, and fungi. described in the Vehicle Operation skill above with the
Chemistry – The study of elemental reactions and how exception that the bonus % increase effects the overall
such elements interact. voyage. This can work in tandem with Navigation results.
Linguistics – The study of language and how it is shaped.
Mutations – The study of mutations and how they Shipwright (Cost 4 – S)
originate. This skill can’t be used untrained.
Planetology – The study of planetary ecology. Generally speaking the Engineering skill is the first
Physics – The science of energy and how it reacts as matter thing that comes to mind when one thinks of how one can
vs. energy. build a large sea-going vessel. While Game Masters are
Psiology – The study of psionics. free to use whatever system they are comfortable with, it
Zoology – The study and classification of animals. should be said that having an intimate understanding of
what a sailing ship requires is not necessarily common
At the Game Masters option these specialty skills can knowledge imparted by the Engineering skill. Shipwright,
be used to aid other skills and even some FX abilities. The as a skill, is the shipbuilder’s best friend. While this can
most common examples are Alchemy, Nature, and aid or be aided by Engineering, this skill can stand alone in
Tinkering however other may also apply. the construction of a ship. All of the rules for Engineering,
as well as other building skills, apply to this skill as well.

72
Chapter 3: Skills
Signaling (Cost 1) vulnerable. To reflect this, the opponent’s Resistance
This skill is basically a means of communication by use Modifier increases by +1 each time this skill is used
of flags or banners (referred to as ‘semaphores’) between against him or her. Critical Failures indicate that the
two ships. Being similar in concept to Knowledge-sign character cannot use this skill against that opponent for
language, the characteristics of that skill are applied as the remainder of that combat in addition to any other
well as the rules concerning any language. penalties the Game Master might impose.
As a final note, this skill is useless in ranged combat or
Ship Operation, Specific Skill (Cost 1) in situations where the character is being fired on from a
This skill can’t be used untrained. distance. However a character can employ this skill
Not all ship-of-the-sea rely on sails. Some use oars and against multiple targets engaged at close range. In this
crews of slaves while others use steam power and the like. case the highest Resistance Modifier in the group applies
This entry can also be used for other shipboard functions as the penalty.
as the Game Master and player see fit.
WAM Jr Sentry Tactics (Cost 3 – D, W)
This skill replaces the Security-protection protocols
Tactics (Cost 6 – S, W) skill as found in the Alternity Player's Handbook. This skill
Tactics provides a character with training in tactics increases the character’s ability to secure an area or to find
and tactical situations. A successful use of the skill weak points in observational security. It has two principal
provides a penalty to the opponent’s next skill check. On a uses:
Critical Failure the opponent sees through the plan and Secure an Area: With proper time and cooperation a
receives a –1 step bonus to his next skill check. For an character can increase the modifier for Awareness
Ordinary to an Amazing result a +1 to a +3 penalty checks by sentries on watch in the area. An Ordinary to
applies. an Amazing result grants a –1 to a –3 step bonus to
Awareness checks. A Critical Failure imposes a +1
Tactics Modifiers penalty.
Skill user engaged in combat +1 Analyze Weak Points: The character can analyze a secure
Skill user observing combat 0 area for weak points to exploit. The quality of the
Familiar opponent -1 security provides a penalty to the check. If no security is
Unfamiliar opponent, known species +2 present then there is no modifier. For a Marginal to an
Unfamiliar opponent, unknown species +3 Amazing result a +1 to a +4 penalty applies as
determined by the first optional use of this skill. The
⊗ Ranks 4, 8, & 12 – Increased Effect: At the indicated ranks degree of success achieved by the character grants a –1
a hero gains a –1, 2, or 3 step bonus to the use of a to a –3 step bonus to the use of subsequent skills used to
Tactics specialty skill. exploit the weak points (primarily Stealth but others
may qualify).
Cavalry Tactics (Cost 3 – W)
This specialty skill covers situations where the Space Tactics (Cost 3 – S, W)
primary element of a battle includes troops use animals as This specialty skill covers tactical situations involving
mounts or a form of locomotion. This includes chariots, spaceships when they engage in combat.
mounted knights, or warriors mounted on griffons.
Vehicle Tactics (Cost 3 – S, W)
Infantry Tactics (Cost 3 – W) This skill deals with troops mount on or in vehicles not
This skill covers situations where the primary driven by animals or beasts of burden.
component of a battle is individual troops.
Tinkering (Cost 7 – S)
Melee Tactics (Cost 4 – W) Tinkering takes the intellectual practicalities of the
Melee tactics offers the same benefits as other tactics Engineering skill and applies a touch of fantasy to create
skills however it’s use is focused on individual combat as some of the most bizarre and unique contraptions found.
in a gladiatorial or dueling style of fighting. In this case the While it may seem that this skill belongs solely in the
penalty can be applied to the opponent as normal or the Tinker Age (Progress Level 4), this skill is actually the
character may opt to use the modifier as a bonus to lessen catalyst of any technological development of any progress
the penalty for making a called shot (+4 penalty base). level. For example a tinker invented fire, which took man
In the case of called shots the Intelligence Resistance from being a naked ape to having a semi-civilized position.
Modifier of the opponent does effect the outcome of this In this sense Tinkering is Crafting for items of future
skill check. When used repeatedly against the same progress levels.
opponent, it is inevitable that the opponent will begin to
catch on to the fact that he or she is leaving oneself
73
Chapter 3: Skills
Another way of looking at it is that any building skill The time required is also important. Each skill check
was at first Tinkering. And as the technology became can be made once per day, week or even per month. This
better known and more wide spread, new broad and is relative to the size of the item. If the device is Tiny or
specialty skills dealing with that technology were created. Small in size then one check per day can be allowed. If the
While the Crafting-weaving allows a person the ability to item is Medium to Large then the checks should be made
operate and even design a loom, someone had to invent weekly. Huge and large devices may require two weeks to
the device and the process. That person was a tinker. a month per check as the DM sees fit. Cost is another
WAM Jr factor that is best left to the DM and the player to work out.
Tinkering Modifiers Some important factors are paying any helpers, buying the
No tools +3 equipment to build the device, the device’s components
Minimal tools 0 themselves, rent for the space required, and so on.
Standard toolkit -1 Determining the cost is another tool that the DM can use to
Specialized toolkit -2 make a device possible or very difficult to build, however
Darkness +3 since the device was accepted during Stage 2, it is not a
Marginal illumination +1 good idea to make a device totally impossible based on
Ordinary illumination 0 cost alone.
Good illumination -1
No deadline -2 Stage 4: Success or Failure
Reasonable deadline 0 After the dice are rolled the device will be either a
Tight deadline +1 success or a failure. Successes work as planned, may have
Unreasonable deadline +3 a Marginal to an Amazing quality, and can proceed to the
next and final step. Failures may also come in differing
When a character wishes to develop a new contraption degrees of worthlessness. This is primarily a Failure or a
it is suggested that he follow the stages presented below. Critical Failure but several possibilities exist for each.
Failures are usually the result of three or Marginal results
Stage 1: Planning the design during the building process.
Decide exactly what the machine is to do. It may have When the third failure is rolled the project can be
more than one function, but it’s best to stick to machine dropped completely, started again from the beginning, or
with a relatively simple function. The player must come the device can be scrapped for parts to reduce the cost of
up with the basic principal that will is going to be used in another project if possible. Costs for restarting a project
the design of the device as well as the power source. Then are reduced by a percentage of the work that was
the player needs to provide some type of drawing of the completed successfully where possible.
finished product. This need not detail every nut and bolt, For example, a character needs 8 successes to build a
but it should give a clear idea of what the device looks like Dodamahicky. After succeeding with four checks the
and how it’s part relate to another. character unfortunately rolls his third Marginal result. The
project can be started from the beginning at the same
Stage 2: Determining whether it can work number of success required, however since half of the
The Game Master needs to decide whether or not he or project was originally completed the cost to refit and
she will allow the device to function as designed. If, given rebuild the device is also reduced by half.
a healthy dose of imagination, it seems like a device might Critical Failures are another matter entirely. The
work, then it will! On the other hand, this does not mean device can either be ruined and unrecoverable or, if
that it can be built successfully. The Game Master is most weapons or explosive materials are used, someone could
certainly allowed a level of subjectivity as to the manner in be hurt or ‘attacked’ by the device. In any event, be
which the device will impact the campaign. creative with this rule.

Stage 3: Building the contraption Stage 5: Filling in the Blanks


Now the Game Master needs to determine the nature Once a design is successful and complete it is almost
of the complex skill check that will be needed to build the ready for play. The final step is to breathe life into the
contraption. To this end the Game Master has two options. device by assigning it statistics. This includes Durability,
The table for Complex Skill Checks provided in Chapter 4 Toughness, Armor if any, Damage if possible, and other
of the Alternity Players Handbook can be used or for a game effects. The power source of the device is also a
more in-depth approach, the tables in Appendix 1: consideration. How much fuel is consumed and how much
Tinkering can be used instead. For Situation Modifiers, the power does a ‘full tank’ provide the contraption. In
table provided for Technical Science in the Alternity addition, how much does the fuel cost in the quantities
Players Handbook should be used for either option given required? Finally, all devices that will be used by
above. If the device is multifunctional then several skill characters require the use of some skill or feat check to
checks may needed to build each of these elements. resolve it’s effectiveness. This is usual only one type of
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Chapter 3: Skills
check, but several may be required if the device has Repair (Cost 3 – S)
different elements that perform different functions. Repair is used to fix damage items and tinkered
equipment. The standard modifiers apply and the Game
Stage 6: Maintenance Master must assign the time units for the complex skill
As a device is used and time passes by it will need check in hours, days, or weeks.
repairs. Small dents, worn cogs, loosened coils and the like If the item has only stun damage then the complex skill
can all cause a contraption to eventually break down if not check is Ordinary. If it has wound damage then the
taken care of. Maintaining a device usually has a price tag complex check is Good and if any mortal damage has been
attached and some parts may be exotic and hard to find. suffered the check is Amazing in complexity.
The DM can assume that after a period of tie the device The use of the skill assumes that replacement parts
must roll a Durability check or suffer the equivalent of are available. If not then they must be acquired or else
Fatigue damage only that any damage is applied to Stun only the juryrig skill can be used.
Damage instead. The Tinkering-Repair skill is used to
‘heal’ this damage caused as well as damage from other Tinker Knowledge (Cost 3 – S)
sources such as combat or leaving the contraption out in This skill represents a character’s knowledge of
the rain. tinkering principles and the use of tools and other
tinkering aids.
Invent (Cost 4 – S) ⊗ Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated
This specialty skill is an improvement on a character’s ranks the character gains a cumulative –1 step bonus to
ability to create new inventions. the use of other Tinkering skills.
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
Will Skills
Will measures a character’s mental fortitude and
a short while. This skill uses the Tinkering Situation intuitive capacity. While often associated with mental
Modifiers table above. The results of the check determine activities, Will also deals with some physical traits like
how well the juryrigged item functions. pressing on when his body is in less than perfect condition.
Critical Failure: The item becomes unusable and must be An example of a Will feat check would be a situation where
fully repaired to be used. a character must stay awake all night, especially if he is to
Failure: The item cannot be used but another attempt can remain motionless.
be made.
Ordinary: The item can be used for d6+1 time units
however 3 more successes are required to fully repair it. Administration (Cost 4 – D)
Good: The item can be used for 2d4+2 time units however This skill indicates that a character knows the basic
2 more successes are required to fully repair it. forms and procedures required in running an office. The
Amazing: The item can be used for 3d4+2 time units skill demonstrates knowledge of scheduling, personnel
however 1 more successes is required to fully repair it. and equipment management, and any laws that may apply
to such endeavors.
⊗ Rank 6 – Improved Juryrig: At this rank an Ordinary This skill can be used as an encounter skill if used on
success is considered Good and a Good success is an official or functionary of some agency or group. The
considered Amazing. A natural Amazing result indicates skill can also be used to get results out of a bureaucratic
that the item is fully repaired. organization. This requires a complex skill check relative
to the organization’s size. Also a Situation Modifier can be
Fantasy Physics (Cost 3 – S) applied depending on how quickly the results are required
This skill can’t be used untrained. with one day applying a +3 penalty as a standard. The
This skill works in the same way as does the final use of this skill can be used to hinder another’s effort
Tinkering-invent skill with the difference being that if the to get results. The check uses the same rules as above
device being made includes some type of magical property however the result applies a penalty to the other
or reality bending ability, then this skill is used instead. It character’s skill check.
is important to note that this specialty skill cannot be used This broad skill also features several other uses that
for mundane tasks or as a replacement for Tinkering- available to both specialty skills.
invent. They must each be purchased and increased Equipment Requisition: Characters with an allegiance to
separately. 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.
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Chapter 3: Skills
Logging Claims: A character may find an area or land that jumps, or performing other stunts and engaging in
is not claimed by anyone or any kingdom. A skill check mounted combat.
can be used to secure that are or land in the character's  Rank 3 – Trick Riding: This benefit allows the character
name. to direct his mount to jump fences, leap chasms, or move
Pardons & Passes: A character can request passes into or backwards. On a Critical Failure the animal trips
out of other countries or to remain in other countries for (causing damage as an Extremely short fall) and on a
an extended time. Failure the animal refuses to perform.
Weapons Permits: Carrying an illegal weapon is a quick For horizontal leaps the animal gains 1, 2, or 3
way to get on the wrong side of the law. By requesting meters to its jumping distance based on the success of
and obtaining a weapon permit, a character can carry a the skill. For jumping over obstacles the animal gains 1,
normally suspect or illegal weapon without threat of 1.5, or 2 meters. For moving backwards an Ordinary
arrest (assuming that he keeps those papers on him). result means the animal backs up at one-half its walk
rate. On a Good result the animal backs up at its full
Bureaucracy (Cost 3 – D) walk rate. With an Amazing check the animal backs up
This skill represents the characters increased ability to at 1.5 times its walk rate.
speed up or slow down the workings of a system. The character can also use his mount for cover while
mounted. This grants a +1, 2, or 3 Resistance Modifier
Management (Cost 3 – D) to attacks made against him however this tactic does not
This specialty skill represents the characters increased protect the animal in any way.
ability to improve productivity and to manage resources.
Animal Training (Cost 1)
This skill improves a character’s ability to train a
Agriculture (Cost 3) specific species of animal. To prepare an animal for
Some people are born with ‘green thumbs’ and other training requires a complex skill check and modifier as
just think they are because they grew something easy – shown on the table below. At least 4 hours a day must be
like zucchini or tomatoes. Anyone can put some seeds in spent working with the animal and one check is allowed
the ground and hope for the best, but it requires this skill once per week of continuos training. When this time is
to ensure the survival of a plant, lessen the effects of complete the animal may be taught to perform tasks.
environmental damage, supply adequate irrigation, and While the character may attempt to teach an animal task
produce the highest yield. This skill can also judge the before training them no task greater than Ordinary may be
quality of the soil in the area and provide ideas on how to taught.
improve it. Ordinary tasks include Attack, Come, Sit, Stay, Fetch,
WAM Jr Speak, and Quiet. A Good task can include a combination
Cash Crop (Cost 3) of two Ordinary tasks or something more complex like
This specialty skill focuses on the growing of large pushing a lever with a paw when directed. Amazing tasks
amounts of crops for the purpose marketing. Using this are just that – something that very few animals can do or
skill in this fashion, use the modifiers for trading in the will do on command, such as running into a burning
Alternity Players Handbook to modify the crop’s value building or retrieving a specific item that it must travel
based on the skill check results. some distance to obtain.

Gardening (Cost 3) Training Modifiers


Gardening is called for when one plants and maintains Modifier Complexity
small plots of land that contain delicate and/or flowering Herbivores:
plants. This skill also covers the planting and care of trees Alien +2 Amazing
as well. Domestic -1 Good
Wild +1 Amazing
Carnivores:
Animal Handling (Cost 3) Alien +5 Amazing
This skill represents the ability to work with animals, Domestic -2 Ordinary
both wild and domestic. With the broad skill the character Wild +4 Good
can attempt to train and ride a variety of animals.
Unfamiliar Animal +2
Animal Riding (Cost 1) Familiar Animal 0
This skill enables a character to improve his ability in Trained Animal:
riding a specific species of animal. A character with this Ordinary Task -1
skill can attempt racing over dangerous terrain, making Good Task +1
Amazing Task +3
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Chapter 3: Skills
Untrained Animal: eye for detail and the ability to express one’s imagination
Ordinary Task +1 to others.
Wild Animal: Creativity usually requires a complex skill check to
Ordinary Task +3 complete. The complexity is based on the overall quality of
work desired (a four line poem may be a Marginal
A Game Master is at liberty to determine if an animal is complexity feat while a Shakespearean-quality sonnet
trainable or not. In order to be trained an animal must would be Amazing). All Creativity skills use the following
have at least a rudimentary intelligence, but sentient or Situation Modifiers.
self-aware creatures cannot be trained by this skill.
Creativity Modifiers
Veterinary Healing (Cost 3) No deadline -2
This skill can’t be used untrained. Reasonable deadline 0
The care of animals by use of this skill follows the Tight deadline +1
same rules as for the Medicine broad skill with the Unreasonable deadline +3
exception of the patient itself. At rank 1 this skill functions Using only broad skill +4
as Knowledge-first aid. At rank 4 it works as per the rules Amazing tools/equipment -2
for Medicine-treatment and at rank 8 as per Medicine- Good tools/equipment -1
surgery. Ordinary tools/equipment 0
This skill covers all normal animals found in the Marginal tools/equipment +3
campaign. Supernatural or animals of non-mundane
origins require that this skill be purchased for that race
specifically. Cartography (Cost 1)
With GPS and computer software the art of map
Awareness (Cost 3) making is made rather easy. For fantasy games (as well as
Awareness is the ability of observation, perception, those that take place in earlier progress levels) making
and intuition. Awareness checks are described on pages correct and readable maps is not easy when pinpoint
39 to 40 of the Alternity Gamemaster's Guide. 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
Direction Sense (Cost 2 – R) time in finding specific locations on the map.
Using the clock face as a guide, Direction Sense helps a
character determine which direction is 12 o’clock (the
intended direction of travel) or true north. An Ordinary
Dreamscape (Cost 1)
success tells the character the desired direction within two Useful against nightmares and psionic invaders,
clock positions to either side. A Good success is within one dreamscape is the ability to shape the landscape and
clock position. And an Amazing success is dead on the realties within one’s mind. When this skill is used the
money. A Critical Failure indicates that the character character’s dream-self can escape when they would
believes he or she knows where they are going, but they normally be captured, create a confusing wash of colors
are actually pointing in the wrong direction. and images within one’s own mind to confuse telepathic
WAM Jr interlopers, or any other non-offensive ability that can be
imagined.
Intuition (Cost 3) Regardless of how much color you to this skill or the
This represents a character’s ability to detect things effects that it may have, the results of the skill check
that would not normally register to his senses. remain the same. When used, the skill provides a
Resistance Modifier of +1 to +3 for an Ordinary to an
Perception (Cost 2) Amazing success. A Critical Failure indicates that the
This skill increases a character’s ability to detect defenses are not ‘solid’ and that the Resistance Modifier is
things that could register to his senses. worsened by –2. More information on dreamscape is given
in the chapter on telepathic powers in book 2.
Creativity (Cost 4)
This skill provides a character with training and talent Engraving (Cost 1)
in a variety of creative endeavors. A character with this This specialty skill allows a hero to properly cut,
skill has a well-developed sense for the aesthetically polish, and emboss objects with images and designs. This
pleasing, a facility to for communicating with the written has the effect of raising the object’s value. The engraver
word, and the ability to convey and evoke powerful can cut friezes, bas-reliefs and other designs to enhance
emotions through a chosen medium. It also represents an 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
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Chapter 3: Skills
creating. The complexity of the check is completely up to Game Masters should be able to develop other useful
the Game Master, based on the player’s description of his specialty as well.
goal, but is never of less than Marginal complexity.
Investigate (Cost 7 – R, S)
Forgery (Cost 1) This skill represents a character with the ability
This skill allows a character to attempt to produce a systematically examine things through observation,
copy of some object or to create false documents. If an inquiry, and attention to detail. Unlike Awareness, which
item is to be forged then the appropriate materials must be handles the processing of immediate observations,
at hand. The rules for the Creativity broad skill apply Investigate takes time. In fact the more time spent the
normally. Persons examining a forgery can identify it as better the chances of success.
such with a successful Awareness-perception check at a
base +2 penalty.
⊗ Ranks 4, 8, & 12 – Increased Skill: At the indicated ranks
Investigate Modifiers
Fast investigation (1 time unit) +3
the character gains a –1 step bonus to forgery checks
Moderate investigation (2-3 time units) +1
and onlookers suffer an additional +1 penalty to spot
Careful investigation (4+ time units) -2
the fake. These bonus increase to +/- 2 at rank 8 and
Fresh investigation site -2
+/- 3 at rank 12.
Recent investigation site 0
Cold investigation site +2
Illusion Sculpting (Cost 1) Old investigation site +4
Illusions can be very life-like when employed by high- Character has a related skill:
ranking Wizards against low intelligence targets. Illusion ranks 1 to 4 -1
sculpting allows the spell caster to add greater clarity and ranks 5 to 8 -2
detail to any illusions created. When an illusion is cast, the ranks 9 to 12 -3
Intelligence Resistance Modifier is an applied penalty to Hidden or concealed clue +3
the effectiveness of the spell. Small clue +3
This skill, when successful, worsens the target’s Large clue -1
resistance due to the life like manner in which the illusion Character knows what he’s looking for -1
appears and moves. This modification ranges from a –1 to Tracking a single target 0
a –3 for an Ordinary to an Amazing result. Rules Tracking a group -2
concerning Illusion/Phantasm spells are given in Chapter Tracking on soft ground -1
2: Arcane Magic in Book 2. Tracking on hard ground +1
Tracking in an urban setting +3
Voice Mimicry (Cost 1)
While very entertaining, this skill can also have
deceitful applications as well if a character wishes to use Cryptography (Cost 3 – R, S)
this skill against another in hopes of fooling them. This skill can’t be used untrained.
Situation Modifiers include how familiar the character is This skill allows a character to encode and decode
with the voice, how well the person too whom the skill is secret languages and ciphers. Using the skill involves a
being used on is familiar with the voice, and conditions for complex skill check. A Marginal check would involve
sound that can hamper the victims ability to hear the voice letter-substitution and mathematical puzzles and apply a –
in the first place. In all other ways, this skill uses the same 2 step bonus to decode. Ordinary codes apply no modifier
rules as any other Entertainment skill. and include strings of words that are unique to the code;
WAM Jr not normal languages. Good codes apply a +1 step penalty
Writing (Cost 1) and are composed entirely of non-existent words and/or
In the absence of being physically present a character symbols. Amazing codes impose a +3 penalty and contain
can converse through a good piece of writing. Encounter in whole or in part letters and symbols that extra-planar in
skills may be used through the writing if desired and can origin.
have the same effects. Both the Creativity-writing and the At the Game Masters option the Knowledge-language
Encounter skill are rolled when the appropriate party (specific) and Science-linguistics can aid in cryptography.
reads the writing. The writing check applies a +4, +2, 0, -
1, or –2 modifier to the Encounter skill for a Critical Failure Interrogate (Cost 3 – R, W)
to an Amazing result. This skill represents the character’s ability to ask the
right questions in order to gain information. The target
Creativity, Specific Skill (Cost 1) character always gains the benefit of any Will Resistance
All of the specialty skills presented so far are examples Modifier. This skill covers the sort of interrogation that
of this specific skill being put to good use. Players and might be conducted by a seasoned bard, a constable, a
78
Chapter 3: Skills
barrister, or a trained torturer – anyone who asks tough Track can also be used to obscure a trail. Success
questions. imposes a modifier as follows: Critical Failure, -3; Failure, -
1; Ordinary, +1; Good, +2; Amazing, +3.
Read Lips (Cost 3 – R) When the character purchases this skill at rank 1, and
This skill can’t be used untrained. for each rank passed, the player can select a specific
Reading Lips is a useful talent that can be employed in terrain type. Tracking in this terrain grants a –1 step
most circumstances where the character can actually see bonus. Checks made while tracking outside of his terrain
the lips of the speaking person or persons. Any Failure are made at a +1 instead. Terrain types include forest,
result indicates that the character cannot determine what desert, mountain, arctic, urban, or any other terrain
is being said. Ordinary results allow the character to featured in a campaign.
understand about one-half of what is said while Good and
Amazing results allow the character to understand most or Lore (Cost 3)
all of what is said. The skill can also be used in a complex This broad skill is similar to Knowledge and the two
skill check if an entire conversation is being observed. The can provide very similar information. Lore is the
overall degrees of success helps to determine what the accumulation of campfire stories and tall tales to form a
character learns but the results do not shorten the number theory or working description of something where as
of checks required. In other words Good and Amazing Knowledge deals strictly with the facts and is far more
results do not cause the speaker(s) to speak faster. academic in application.
WAM Jr Lore also differs from Knowledge in that it is
Research (Cost 3 – R, S) expandable by the character’s experiences. When first
This skill allows a character an ability similar to that purchased a specific skill is based on the character’s home
gained with the Knowledge-deduce skill. The difference is campaign and the areas that he has traveled. As the
that this skill seeks absolute proof and solid facts. character grows so does his ability with lore. This means
Generally, one check can be made per hour of research for that a character with the Lore-beast lore skill increases his
criminal investigations. Magical of scientific investigations ability with the skill simply by experiencing beasts in other
may only allow check once per week or month as the Game lands. Therefor all rolls are for Lore specialty skills are
Master’s discretion. If a character ha another skill that can based on familiarity.
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. Lore, Specific Skill (Cost 1)
⊗ Ranks 4, 8, & 12 – Increased Effect: At the indicated ranks This skill can’t be used untrained.
the character gains a cumulative –1 step bonus to the This skill has many specific applications. Some of the
use of this skill. 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
Search (Cost 4 – R, S) area or a location. Ancient kingdoms or groups are
This specialty skill enables a character to develop his covered by this skill. It may also apply to a certain ‘age’
eye for detail and his ability to spot hidden objects. Search in the campaign such the Age of Hope, or other similar
is used when a character wants to look for clues in a epoch.
specific area, find a particular person or object in the area, Artifact Lore: This skill provides basic lore about special
or hunt for important objects in as fast and systematic FX items in the campaign as it relates to their histories.
fashion as possible. While powers may be learned by use of the skill, this is
only accomplished by tales of how they were used and in
Track (Cost 4 – R) what capacity.
This skill improves a character’s ability to follow Beast Lore: This specific skill covers the nature of beasts
another person, being, or vehicle based on the physical and monsters found in the character's travels. The
signs it leaves in its wake. Tracking is performed at one- results of a skill check relate information about an
half of the character's normal movement rate. A check can encountered beast or monster. If the character seeks
be made at the end of every time unit as determined by the specific information (I wonder those tentacles can do?)
Game Master. then modifiers to check can apply.
On a Critical Failure the trail is lost. On a Failure result Earth Lore: This is knowledge and lore of the earth and its
the trail is lost but can be rediscovered with future skill denizens.
checks. Three Failures rolled during the course of the Genie Lore: This imparts knowledge of genies and their
attempt are treated as a Critical Failure. On an Ordinary society, as well as their relationship to mortals.
result the trail is found and can be followed for 2 time Local Lore: This specialty skill allows the character to
units before another check is required. On Good and make checks about towns, villages, or cities that he has
Amazing results the trail can be followed for 3 or 4 time visited or lived in. Information includes knowledge of
units.
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Chapter 3: Skills
who is in power, where the criminal elements are, or While it may seem tempting to use this skill in lieu of
where to find the best mug of ale. Stealth the two are quite different. Hunting assumes that
Spirit Lore: This skill covers the lore of spirits and how the the target is of Animal intelligence and more to the point,
interact with the material world. Information about hunting uses knowledge of the animal to achieve success.
spirits can include the powers expressed by various Stealth skills rely on sheer agility and can be used against
types of spirits as well as their place in the grand scheme intelligent targets.
of the cosmos.
Undead Lore: This skill deals with the undead and their Fire Building (Cost 2)
nature. A character with this skill can recall certain facts This skill represents a character’s ability to start fires
about types of undead and what powers or weaknesses with only those materials available in the wild. This is a
they may possess. complex skill check based on the present resources (the
Situation Modifier) and environment (the Complexity) the
Outdoors (Cost 3) fire is being started in. Using dry sticks in an arid climate
The Outdoors broad skill and its associated specialty could require only three success with a –2 bonus while
skills represent the character’s ability to utilize the natural doing the same after a long rain in the jungle might require
world in ways that enhance the Survival skill. In some six success with a +2 penalty. One check should be
ways these skills are ’tricks of the trade’ when it comes to allowed every ten minutes.
survival, but for the most part they are used in a
recreational fashion. Fishing (Cost 3)
These skills can aid in survival but they are generally Fishing allows for one check per hour. The result of
insufficient by themselves. While a character could hunt the check indicates the number of fish caught. 1d4-1 on an
for game to remove the need for sustenance, hunt does not Ordinary, 1d4 on a Good, and 1d4+1 on an Amazing.
impart the ability to avoid environmental hazards or to Using a net provides a –1 Situation Modifier. Seasonal
seek adequate shelter. At the Game Masters option locations, the equipment used can also provide modifiers.
Outdoors skills can grant bonuses to Survival checks.
WAM Jr Set Snares (Cost 4 – R)
Animal Noise (Cost 5 –R) This skill allows a character knowledge of small, useful
This skill can’t be used untrained. traps that can be used to procure game. A skill check is
Mimicking the natural sounds of an animal can have rolled when game enters the trap. The animal’s
many different uses. It can be used to lure a male or intelligence score provides a Resistance Modifier to
female of the species to a certain location in hopes of determine success however the animal is allowed an
mating or simple curiosity. Several persons can employ it Awareness check to notice and avoid the trap altogether.
as a warning signal or even a method of covert Any success traps the creature but the degree of the
communication, or one can attempt to garner numerous success determines for how long. A strength or dexterity
drinks at the local tavern by impressing the locals. feat can be used by the trapped creature with an Ordinary
The Intelligence Resistance Modifier of the target(s) result providing no penalty, a Good result providing a +2
modifies the effectiveness of this skill. If a skill check penalty, and an Amazing result providing a +4 penalty to
indicates a failure it is hard to say the noise does not go the feat check in question.
unnoticed. At the very least the target(s) know that At the broad skill level up to rank 3, traps can be set
something is not quite right with what they just heard. for tiny and small creatures. As the character improves in
The Nature-ecology skill as well as the Lore-beast lore and rank the following benefits are gained.
any Animal Training specialty skill can detect the  Rank 4 – Larger Snares: The character can set snares for
fraudulent ‘call’ using the rules for ‘Character vs. large sized creatures.
Character’ as found on page 63 of the Alternity Player's  Ranks 6 & 12 – Hidden Snares: A +1 penalty is applied to
Handbook. the Awareness check of the target. A +2 penalty is
applied to the Awareness check of the target and an
Hunting (Cost 3 – W) additional +1 penalty is applied to any attempt to escape
Very similar to the Stealth skill, hunting is the ability to the trap.
approach or remain hidden from animals so as to gain a  Rank 8 – Improved Snares: The character can set snares
surprise attack. Each person in the hunting party beyond for intelligent creatures (like humans) or those of Huge
the first imposes a +1 penalty to the success of the hunt. size or greater.
The result of the check determines how close the hunter
gets to the prey. Ordinary 100m, Good 50m, Amazing 20m. Outdoors, Specific Skill (Cost 1)
A simpler method may be to simply have the character roll Many specific Outdoors skills can fill this entry.
a skill check for a day’s hunt with the results determining Examples are Ice Fishing, Bear Hunting, mimicking the
how much game was procured. sound of a specific type of animal, or starting fires in the
arctic.
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Chapter 3: Skills
WAM Jr
Psyche (Cost 6) Psychic Combat (Cost 2)
Psyche is a powerful tool usable by any character. This skill is the primary skill used by any Persona
With this broad skill and it’s two specialty skills, a engaged in a telepathic conflict. As a character’s ranks
character can defend his mind against telepathic intruders, increase so does the effectiveness of this skill as shown
certain spells, the possession attempts by Ego Weapons below.
and fiends, or from the residue of nightmares. ⊗ Ranks 4, 8, & 12 - Increased Effect: At the indicated ranks
With just the broad skill the character gains the use of the character gains a –1 Situation Modifier when using
an ‘Awake’ Persona instead of a ‘Latent’ one and may use this skill. This increases to a –2 at rank 8 and a –3 at
the psychic combat specialty skill at the broad skill level. rank 12.
As a character progress in rank with the awaken specialty  Rank 4 – Telepathic Resistance: +1 Resistance Modifier
skill, he or she can gain access to certain telepathic powers vs. telepathic attacks only.
and abilities as well.  Rank 8 – Psionic Awareness: The character can sense
This may seem out of balance in that this system psionic usage as per Psionic Awareness perk
grants any character psionic powers without having  Rank 12 – Psionic Identification: The character can
purchased or received the Psionic FX ability. This is not identify a specific person using psionics, and what power
the case. First the characters selection of powers is is being used, if roll is made at +2 penalty.
limited, and secondly all such powers are usable only in
that character’s own mind. No character can use contact Resolve (Cost 5)
or mind blast with just these skills. Never the less, Psyche This skill provides a character with inner strength of
does open a path to a stronger more resilient mind. For will to defend against times of stress, physical pain, and to
more information on a Persona and telepathy in general, resist mental intrusion or temptation.
refer to the Telepathic Powers chapter in book 2.
Mental Resolve (Cost 3)
Awaken (Cost 3) The higher a character's rank in mental resolve the
This skill can’t be used untrained. more resistant he is against emotional trauma, fear, panic,
When this skill is purchased at rank 1, this specialty madness, insanity, mind control, and mental powers.
skill allows access to Persona powers as if he had the Certain events can cause a character to roll a mental
Persona broad skill. The character can also begin resolve check. Such events include: death of a close friend,
purchasing Persona skills as long as their quality is no severe injury to a friend or companion, deliberate displays
greater than Ordinary. The skills under the Persona broad of violence and cruelty, unexpected betrayal, invasive
skill that can be bought by the character are shown below. mental assault, or hideous and frightening monsters.
Attack Modes: All except psionic blast. On a Critical Failure the character collapses in anguish
Defense Modes: All. and cannot act, or flees, for 1d4 rounds. On a Failure result
Enhance Modes: All except ghost, snoop, and track. the character freezes and losses one action. On an
Ordinary result the character can act normally but receives
 Rank 4 – Good Persona Skills: At rank 4 the character can a +1 penalty to all actions for one round. On Good and
now purchase skills that are Good in quality. Amazing results the character is unaffected.
 Rank 6 – Ego Skills: At rank 6 the character can purchase ⊗ Ranks 4, 8, & 12 – Resistance Modifier: At the indicated
the Ego broad skill and may buy any of the following ranks the character’s Will Resistance Modifier increases
specialty skills. by +1.
External Ego Powers: None Allowed
Internal Ego Powers: conceal thoughts, intellect fortress,
Physical Resolve (Cost 3)
mental barrier, and mind blank.
Physical resolve is used to resist torture, to press on
though tired, or to bounce back from physical damage. It is
To use these skills the character gains one-half of his
also used to resist certain Influential FX powers that effect
or her Will in Psionic FX points and may purchase no
or change the character's physical being.
Ego skill above rank 6. At no time can a character that
If a character is rendered unconscious he remains in
does not also have the Psionic FX ability purchase the
that state for the all of the round the knockout occurred
Manipulate broad skill or any of its specialty skills. In
and all of the next round. After that a check can be made to
addition the FX points gained are not strong enough to
regain consciousness. Any success regains consciousness
be used in other psionic applications. While this limits
with an Ordinary check recovering 2 stun points, a Good
their use it also means that these points cannot be
recovering 4, and an Amazing recovering 6 stun points.
drained by psionic vampires or the like.
When all of a character's fatigue points are lost the
 Rank 12 – Amazing Persona Skills: At rank 12 the
character can attempt to keep moving. On any failure the
character can purchase any Persona skill up to Amazing
character becomes unconscious. On an Ordinary result the
in quality.
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Chapter 3: Skills
character can press on for 1 more time unit. On a Good Street Knowledge (Cost 3 – R)
result he can continue for 2 time units and on an Amazing This skill helps a character to improve his familiarity
he can press on for 3. At the end of this time exhaustion with a particular organization or local area. As such this
sets in and the character is unconscious until he rests. specialty skill be purchased separately for each element or
This skill also recovers fatigue damage. A character area. For example a character would have to purchase this
regains 1, 2, or 3 points for an Ordinary to an Amazing skill twice to have an improved ability with the Thieves
result. Checks are usually made at one hour intervals. Guild of Gilder city, and to acquaint himself with the
pecking order in a local Warriors Guild.
Street Smart (Cost 5 – R) This skill can also be used to enhance other skills like
This skill provides a character with general knowledge Investigate-track or Interaction skills. If the character
of the protocols of ‘the street’. This is the world of gangs, keeps his ear to the ground he may also pick up rumors
criminal organizations, and dealers in illegal goods. This and other ‘street’ information.
skill helps a character make contact and negotiate with
criminals of the lower class, or caste. Teach (Cost 5 – D, S)
Among other things, this skill helps a character to This skill represents a character's ability to instruct
locate illegal goods and services, get around the local law others in the use of skills belonging to the Open group. A
or government, and contact various groups - like a thieves skill check is required whenever a character wants to
guild. These skills are also apart of a special group of skills teach a skill to another character.
called Encounter skills, which are described under A character can only teach skills that he or she
Personality skills. possesses and the student must have enough skill points to
purchase the skill. If so the teacher can reduce the point
Street Smart Modifiers cost of a skill, as long as the modified cost is not lower than
Society has no law -3 1 point. The results of a skill check have the following
Society has Ordinary law 0 effects: Critical Failure, student doesn’t learn or improve
Society has Good law +2 the skill at this time; Failure, normal cost must be paid;
Society has Amazing law +3 Ordinary, student pays cost –1; Good, student pays cost –2;
Character belongs to similar group -1 Amazing, student pays cost –3.
Character belongs to same group -2 Only one skill can be taught at a time, only one skill
Character belongs to opposed +3 can be taught, and the student can gain only one rank of
group improvement. Also a teacher can only teach a specialty
Has local contact -1 skill up to one-half of his current rank I that skill.
Has Reputation perk -1
Has Infamy flaw +1 Teach Modifiers
Is an obvious stranger +1 Teaching a broad skill +2
Seeks Ordinary assistance -1 Teaching a specialty skill:
Seeks Good assistance +2 To rank 1, 2, or 3 0
Seeks Amazing assistance +4 To rank 4 +1
To rank 5 +2
The modifiers on the above table are cumulative To rank 6 +3
where applicable. If a character seeks an item of Amazing
scarcity in a city protected by Good law, the skill check For the specialty skill:
would carry a +6 penalty. Skill is in student’s profession -1
Street Smart can sometimes be used to enhance Skill is not in student’s profession +2
another skill. Skills like Interaction, Deception, Business,
or Stealth can receive a +2, 0, -1, -2, or –3 step bonus for a Teach, Specific Field (Cost 3 – D, S)
Critical Failure to an Amazing result. This skill can’t be used untrained.
WAM Jr This specialty skill expands a character's teaching
Criminal Elements (Cost 3 – R) ability. For each separate purchase of this skill the
This specialty skill helps a character make contact and character selects a profession and becomes able to teach
influence the reactions of those who are considered to skills associated with it in addition to those skills
apart of the underworld. Whenever a character wishes to belonging to the Open group.
contact and interact with these persons this skill in used. Aside from the Warrior, Rogue, Diplomat, and
This skill can enhance the Investigate, Deception, or Specialist professions a character may also select Arcane
Interaction skills when used on shady persons as teaching, Faith teaching, and Psionic teaching if he desires
described above. to also teach FX abilities as long as the student has the
ability to use abilities associated with that FX group.

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Chapter 3: Skills
with other normally crafted weapons. When durability
checks are called for, use the rules given for such a case in
War Craft (Cost 5 – R, W) Chapter 4: Weapons and Armor.
War Craft is a skill similar to both Survival and WAM Jr
Outdoors. The focus of this skill is the preparation of
armor and weapons from materials found in the wild and
Weapon Craft (Cost 2 – W)
from the bones of animals. In addition, this broad skill Weapon Craft allows a character to make any weapon
includes a specialty skill that it focused on the that is of the Stone Age. Higher Progress Level weapons
improvisation of weapons on the spur of the moment. can be made but their accuracy and damage is
Most characters will prefer to have other skills like compromised by the lack of metal components. The rules
Construction or Crafting to design their own weapons and for making the weapon are the same as found in the
armor. And in truth both of those broad skills are superior Construction-weaponry skill with the exception that a skill
in the quality and variety of goods that can be made. While check can be made per hour.
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 Personality Skills
those who do not have access to those other skills or Personality measures a character's interpersonal
materials required to make weapons and armor of sturdier ability and charisma. This ability and its skills are
material. Weapons and armor are described in the next extremely important as they are used in most
chapter of this book. circumstances where interacting with others can be a
challenge. All Personality skills belong to a special group
Bow Craft (Cost 2 – W) call Encounter skills. A Personality feat check may be
By using this skill a character can make a short bow called for to determine a supporting cast member’s initial
and arrowheads of either stone or bone material. The reaction to the character. A check may also be called for to
rules for this are the same as for the Crafting-bowyer skill determine a character's general luck in a situation.
above. Other bows and crossbows are beyond the kin of
this skill however a Strength Bow may be allowed to be Culture (Cost 3 – D)
made but the Complexity of such a task is increased to This skill helps a character to interact with cultures
Amazing. that are different from his own. The use of this skill
assumes that the culture being related to is at least known
Crude Armor (Cost 2 – W) and understood by other to some degree. Completely alien
By the use of this skill a character can fashion a suit of beings must be approached with the first encounter skill.
hide armor and may also make shields from hide, wood, or Use of this skill is almost always an encounter check.
even shell. The results of the skill check, when making
hide armor, can help to protect the armor from ‘disease’ as Culture Modifiers
such armor is not properly treated against rot. The quality Simple concepts -1
of the skill check (as determined by the rules for ‘Complex Everyday concepts 0
Skill Checks’ above) grants the armor a modifier to its Complex concepts +1
Durability check to resist disease as follows: Marginal +2, Etiquette ranks 3 – 5 -1
Ordinary 0, Good –2, Amazing –4. See Chapter 4: Weapons Etiquette ranks 6 – 8 -2
and Armor for more detail on hide armor and Stone Age Etiquette ranks 9 – 11 -3
shields. Etiquette rank 12 -4

Improvise Weapon (Cost 1) Diplomacy (Cost 3 – D)


Anyone can pick up a log and bash someone on the This specialty skill improves a character's ability to
head with it. However a skilled character can select a negotiate and reach agreements with members of other
weapon from the natural surroundings that has more cultures. Interaction and its specialty skills are generally
durability and more potential uses. This skill allows the used on members of a character's own culture, however a
character to improvise a hand ax, a club, a staff, or dagger Game Master may allow this skill to be used on those
from sticks, rocks, or branches with a successful check persons as well. Depending on the nature of the issue to
result. be resolved, a simple or complex check may be called for.
The quality of the result determines roughly how The use of this skill is directly related to those cultures the
many successful hits the weapon lands before a durability character has selected with the etiquette skill.
check is called for. An Ordinary result allows for 2d6
blows to be landed, a Good check allows for 2d12+2 Etiquette, Specific Skill (Cost 2 – D)
blows, and an Amazing result indicates that the This skill can’t be used untrained.
improvised weapon will not break under normal usage as
83
Chapter 3: Skills
This skill improves a character's ability to interact case this is as broad as the skill should be. Many religions
with members of a specific culture. As ranks increase the also share similar qualities and as such a character may be
character gains a stronger knowledge of the customs and allowed to make a skill check with a +3 penalty to
beliefs of that culture. determine the aspects of other faiths with the DM’s
⊗ Ranks 3, 6, 9, & 12 – Increased Effect: At the indicated permission.
ranks the use of this skill gains a cumulative –1 step WAM Jr
bonus.
Deception (Cost 5 – D, R)
This represents a character's ability to deceive others
First Encounter (Cost 3 – D) in conversation and face-to-face interaction. While this
This skill cannot be used untrained skill can affect the attitude of someone towards the
This skill represents a character's ability to interact character, those shifts in attitude are not always long
with previously unknown or alien creatures that are lasting. This skill is modified by the target’s Intelligence
intelligent. In a game like this many such creatures can be Resistance Modifier. The greater the level of success
encountered per game session. Use of this skill always achieved, the more convincing the deception appears.
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
Bluff (Cost 3 – D, R)
This skill increases a character's ability to lie, show
Culture skills are unusable.
false bravado, or to mislead someone. Bluff is used to
determine the result of a character's trick, con, or lie. This
Heraldry (Cost 2 – D, W) is the ability to make others believe something that isn’t
The ability to recognize standards of enemies and true.
allies as well as being knowledgeable of the symbols used On a Critical Failure the bluff is seen for what it is and
by groups and persons to identify themselves can have the target becomes hostile or combative. On a Failure the
great value. This skill must specified for a geographic or character's patter is considered to be annoying and
political region but the DM has the final say on how broad condescending. On an Ordinary success the check
the skill’s application can be. succeeds for the immediate scene however the target’s
Aside from being able to tell who is who and how attitude does not change. On a Good result the target’s
important they are, this skill can also allow a character to attitude towards the character improves by one grade for
create a code of arms or symbol that can be used to d8+1 time units after which time he realizes that he was
increase the moral, respect, or even fear in others. When a tricked. An Amazing success improves the target’s attitude
standard is designed it can have a Marginal to an Amazing by two grades and the effect lasts for d12+2 time units.
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
Bribe (Cost 3 – D, R)
Whenever a character wants to offer money, goods,
which the strength and skill of the standards bearer can be
information, or services to get what he wants a bribe check
ascertained.
is called for. If the result of the skill check is a Critical
It however should go without saying that some
Failure the target’s attitude becomes Combative or Hostile.
symbols can have a great, long lasting effect. The battle
On a Failure the bribe is refused but the character may try
standard of a Lich’s undead army may still frighten the
again if he increases the value of the offer. On an Ordinary
ancestors of those who fought such horrors. In today’s
the bribe is accepted however the target’s attitude towards
world the wearing of a swastika will almost certainly invite
the character does not change. On a Good result the bribe
comment. In the same fashion symbols can inspire
is accepted and the target’s attitude towards the character
courage and hope. British cavalry and troops have always
is improved by one grade for 2d6 hours or until the
made a strong dedication to keeping their colors aloft, and
character does something to change the relationship. On
the monument of Iwo Jima where marines raise the Stars
an Amazing result the bribe is accepted and the target’s
and Stripes still inspires awe.
attitude towards the character is improved by two grades
for 4d6 hours or until the character does something to
Religion (Cost 2 – D, W) change the relationship.
This skill can’t be used untrained. The size of the bribe offered may help the initial
In a game with so many gods and powers, characters attempt to succeed. The going rate for bribes varies widely
may find it useful to ascertain the various elements of a according to the situation but a guideline appears below.
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
Bribe Examples
Bribe Examples
entire pantheon or group of deities like Norse, Greek, or
10gp Low risk, minor infraction
Goblinoid, or a specific approach to religion such a
50gp Low risk, ordinary infraction
Shamanic worship or Primitive faiths and beliefs. In any
84
Chapter 3: Skills
200gp High risk, serious infraction Act (Cost 2 – D, R)
1000gp Grave risk, deadly infraction This skill represents a talent in playing a part or
assuming a dramatic role. It also covers impersonation
Gamble (Cost 3 – D, R) and the skills of the stage. Act is intended to express a role
This skill improves a character's proficiency and luck in the confines of a stage. Using the skill outside of these
with games of chance. With each purchase of the specialty controlled conditions usually carries a penalty.
skill the character selects a different game to be skilled in.  Rank 4 – Disguise: At rank 4 the character can use the act
With a successful check the character can estimate odds, skill to change his appearance or to even look like
determine if a game is rigged, count cards, spot a cheater someone else. Applying a disguise requires a complex
or another skilled gambler, and increase his odds at skill check with the complexity based on how effective
winning. the character wishes the disguise to be. Awareness-
Winning can be done honestly or by cheating. If the perception is used to determine is an onlooker can see
character plays honestly, the winner in a gambling contest through the disguise. A +1 to a +3 penalty is applied for
is the person who rolls the highest success. In case of ties an Ordinary to an Amazing quality disguise.
to pot increases and rolls are made again. Of course a WAM Jr
character can ‘fold’ at anytime. The gambler receives a –2 Chant (Cost 2 – D)
step bonus if playing against an untrained opponent, no Chant is very similar to the sing specialty skill save
bonus if the opponent has the Deception broad skill, or a that this skill is more attuned too meditative and repetitive
+2 penalty against an opponent who has a higher rank in ritual vocalizations. Most ‘modern’ characters will not
gamble then he does. make use of this skill as it is better related to the societies
If a character decides to cheat the modifiers that apply of primitive man, however some groups like Monks or
are –3, +1, and +3. While the chances against skilled Infantry marching units may also make use of this skill.
opponents are not as good the payoffs are higher, as are Because of it’s repetitiveness and ability to put those
the risks. On a Critical Failure the character is caught involved in the chant into a trance like state, this skill can
cheating. On a Marginal result the character wins the pot. apply a bonus to certain other skills. Labor or work
If an Ordinary result is achieved the character also wins a related skills can be enhanced like stonemasonry or
side bet equal to one-half the size of the pot. On a Good mining. With the DM’s approval some FX abilities that
success the side bet is equal to the pot and an Amazing have complex casting times may also benefit from this as
result increase the side bet to twice the amount of the pot. 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
Entertainment (Cost 4 – D, R) ability from the Spirit Magic broad skill group can always
This broad skill expresses a character's proficiency in benefit from the chant. Such modifications or bonuses are
the performing arts. The greater the level of success the the same as those for any Entertainment skill.
character achieves, the more powerful the performance. A
Critical Failure indicates some form of bad luck occurs that Dance (Cost 2 – D, R)
spoils the performance. An entertainer who only trying This skill represents an entertainer’s ability to follow
show his audience a good time gains a –1 bonus to the set steps or improvised movements to the rhythm of
attempt. An entertainer out to make a name form himself music. The greater the success, the more inspiring the
receives a +1 penalty. If the entertainer has an ulterior dance.
motive, trying to shock or stun and audience or distracts
them from some occurrence, receives a +3 penalty instead. Fortune Telling (Cost 3 – D, R)
Entertainment specialty can also be combined with Most people realize, to one degree or another, that
certain other skills to greater effect. Possible fortune telling and similar prognostications are false. Yet
combinations include act or dance with Interaction- even still people enthusiastically read their horoscopes
seduce, dance with Manipulate-pickpocket or Acrobatics, and know their zodiac sign by heart. The primary art of
sing with Interaction-taunt, and musical instrument with this skill is telling people what they want to hear, and for
Leadership-inspire. that service people will pay handsomely. This skill uses
⊗ Ranks 1, 4, 8, & 12 – Enhance Another Skill: A cumulative the same rules as those for other Entertainment skills but
–1 step bonus is gained to the use of another skill that is the DM, in a fit of creativity, may allow Amazing results to
used in concert with an Entertainment specialty skill. actually have some real effect. Also, the Interaction-
interview skill can grant a bonus to the use of this skill as if
All Entertainment skill checks are modified by a it were an Entertainment skill.
target(s) Will Resistance Modifier, if any apply.
Juggling (Cost 3 – D, R)
Juggling several items before a crowd can be very
entertaining. The difficulty associated with such feats can

85
Chapter 3: Skills
correspond directly to the amount of money one can earn Strangers +1
while making use of this skill. Situation Modifiers for this Known to each other 0
skill increase in difficulty by the number of items being Acquainted -1
juggled, whether the items are different than each other, or
if they are on fire. These modifiers usually range from +1 For the bargain skill only:
to +4 with the DM deciding upon a final number based on Opponent has no ranks in bargain -2
these criteria. Opponent has ranks in bargain 0
The fine art of juggling has a few other applications Supply is low +2
other than its entertainment value. First of all this skill can Supply is moderate 0
be use instead of the Athletics-throw skill (however Supply is high -1
strength still determines range) if desired. The juggler Demand is low -2
may also attempt to catch objects thrown at him or her. Demand is moderate 0
The base penalty for this is a +2 and like a parry, the Demand is high +2
character must have a success of equal or greater value. If
not then the character takes damage as normal. Bargain (Cost 3 – D, S)
This skill represents the ability to make and close
Musical Instrument (Cost 2 – D, R) deals of all kinds. It provides a character with the ability to
This skill can’t be used untrained. haggle, negotiate, and bluster his way through his way
Each purchase of this specialty skill must be specified through a deal. The greater the degree of success, the
for a particular musical instrument. better the deal turns out to be for the character making it.

Sing (Cost 2 – D, R) Charm (Cost 3 – D, R)


This skill expresses the ability to carrying a note or This specialty represents a character's ability to
singing a song. A character with this specialty skill has a change the attitudes of those he interacts with. By
strong and melodious voice with higher ranks improving presenting himself in a friendly and likable manner he
the caliber of a performance. seeks to charm others into giving up something, whether it
is actual goods or a change of attitude towards the
Ventriloquism (Cost 4 – D, R) character. It is not necessary to use this skill on those that
This skill can’t be used untrained. already have Charmed or Fanatic attitudes towards the
This is the art of throwing one’s voice so as to make character and the skill cannot be used on those with
others think that the character (or another person Combative or Hostile attitudes. This leaves Neutral and
entirely) is somewhere else, or the voice originates from a Friendly attitudes that can be effected by this skill.
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 Interview (Cost 3 – D, R)
meter for rank that the character has with this specialty This skill allows a character to get information from
skill. another character. It differs from Investigate-interrogate
A person subject to this skill can make an Awareness- in the amount of aggressiveness applied; in fact many
perception skill check to recognize a fraud. Critical targets do not realize they are even being ‘interviewed’.
Failures are obvious while Ordinary to Amazing successes Unlike interrogate however this skill cannot be used on
impose a +1 to a +3 penalty to the detection attempt. Hostile or Combative targets.

Interaction (Cost 3) Intimidate (Cost 3 – W)


Interaction provides a character with the basic skills This skill allows the character to threaten another
required in relating to members of the same species or character; forcing him to back down, reveal information, or
culture. Aside from those modifiers listed on the table to cooperate due to fear. It’s not possible to intimidate a
below, a target’s Will Resistance Modifier can also apply a Combative or Fanatic person. The degree of success
penalty to all Interaction skills. It should be noted achieved the more cooperative the other character is.
however that neither Hostile nor Fanatic attitudes can be
altered by use these skills. On the other hand the effects of Seduce (Cost 3 – D, R)
attitude changes are longer lasting than those produced by The seduce skill represents a character's ability to
Deception or Entertainment skills. entice or beguile another character through opening lines,
WAM Jr playful conversation, or intimate behavior. To seduce
Interaction Modifiers another person is to manipulate their emotions through
Target is different species +2 planned exchanges.
Target is different culture +2 The final goal of seduce is gain the other character's
Target/Character relationship: trust or cooperation through romantic overtures. This

86
Chapter 3: Skills
skill can only be used on those whose attitudes are On a Critical Failure the leader confuses his followers,
Friendly or better. To accomplish this an Ordinary result who receive a +1 penalty instead. No further Leadership
or greater is required. checks can be made this scene.
Seduction doesn’t last forever. If the target becomes On a Failure the followers receive no bonus, but the
Charmed, the seduction works well enough that seduce leader may attempt another check in the next round.
checks are only required once per week, in which the On an Ordinary result as many as two followers
character feigns a continued interest in the seduced party. receive the bonus for the remainder of the current round
If the target becomes Fanatic the seduction works so well and all of the next round.
that they fall in love with seducer. On a Good success as many as four followers can
Every time the seducer asks for a favor the seduced receive the leadership bonus.
character makes a Will feat check. A +1 penalty applies if On an Amazing success as many as six followers can
they are Charmed, and a +3 penalty applies if they are receive the leadership bonus.
Fanatic. If the Will feat check is passed their attitude shifts ⊗ Ranks 4, 8, & 12 – Increased Effect: At the indicated ranks
one step towards Neutral. Once the seduced character's the character gains a cumulative –1 step bonus to the
attitude shifts to Friendly, he or she no longer behaves as use of either specialty skill.
though seduced.
Command (Cost 4 – D, W)
Taunt (Cost 2) This specialty skill improves a character's ability
This skill represents the character's ability to trade command others as per the rules of the broad skill.
insults. A successful check can cause and opponent to
become rattled or even attempt an action he knows is Inspire (Cost 4 – D, W)
against his best interest. This skill has no effect on This skill can’t be used untrained.
Charmed or Fanatic persons. This skill represents the ability to command by
On a Critical Failure the target uses the insult to fuel example. The skill is used basically in the same that
his own rage, gaining a –2 step bonus to his next action. Interaction-charm is used. The one major difference is
On a Failure the taunt has no effect. On an Ordinary to an that inspire can be used Hostile and Combative targets.
Amazing success the target suffers a +1 to a +3 penalty to WM Jr
their next action. In the case of an Amazing result the
target’s 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 -2
Target is Hostile -1
Target is Neutral 0
Target is Friendly +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 -2
Targets recognize leader’s authority 0
Targets don’t recognize leader’s authority +2

87
Chapter 4: Weapons & Armor
One the most common tools that characters have to civilization in this type of progress level would be one that
deal with threats and enemies is their weapons and armor. is similar to the Roman Empire at its peak. This is also the
While skills and magic can save the day, having a trusty time period that heavy weapons make their presence
weapon is usually a good idea. This chapter is divided into known (and felt).
to several groups, each detailing a different weapon group
as well as armor. There are Melee Weapons, Ranged Progress Level 2: The Middle Ages
Weapons, and Heavy Weapons. Armor is described at the The Middle Ages (or the Dark Ages as it is sometimes
end of the chapter. called) features an increase in the knowledge of
metallurgy. As tall castle walls are built, larger more

Progress Levels dangerous siege equipment is invented. This age is the


height of grand and full-bodied armor as well. This is the
progress level most often identified with the standard
Weapons through the ages have changed a lot. While
each new age brings changes in weapons and armor, the fantasy game world. AD&D campaigns like Greyhawk, the
fantasy setting has a strange way of holding onto the past. Forgotten Realms, Dragon Lance, and Birthright all belong
It should be no surprise to find characters with a variety of to this age.
Progress Level gear. A Warrior may have a Musket (PL3),
and a Hand Ax as back up (PL1). Similarly he may also Progress Level 3: The Age of Gunpowder
wear Leather Armor, Chain Mail, or a Leather Coat; all of The discovery of gunpowder and its application to
which may be normally available. firearms changes the manner in which war is waged.
Each progress level adds a new concept in the way Heavy armor is now a liability in front of the gun.
that weapons are made and used. The progress levels However, melee weapon technology continues to increase
below are considered standard. This means that in the with the introduction the rapier, a thin but deadly weapon,
‘normal’ course of time, these are the way in which and the cavalryman’s saber; both of which favor fast
weapons and armor will evolve. This is not always the movement and mounted combat.
case however. Some worlds may proceed from The Iron
Age straight into the Magic Age depending on Progress Level 4: The Tinker Age
circumstances and common knowledge. Others may have Miniaturization of gears and clockworks makes the
never had a Stone Age (a product of divine genesis) being use of ‘tinkered’ weapons by an individual possible. While
brought into the world with Middle Age technology. firearm technology continues this age introduces the
Chapter 7: The Campaign will discuss these options in Arrow Gun, a tinkered device that while being simple in
more detail, but for now we will concentrate on weapons concept is deadly in application. Melee weapons
and armor. development still persists, but is usually a product of
support to the use of firearms, like the Bayonet.
Progress Level 0: The Stone Age
Stone Age weapons are primarily made of bone, stone, Progress Level 5: The Age of Magic
or wood. It should be said that not just any piece of timber This age represents the possibility that as a fantasy
can serve as a club, staff, or spear. If a player uses some setting grows and ages the knowledge of magic becomes
part of his or her surroundings as a weapon, Stone Age more common place. Alteration and Enchantment spells
weapons are the models for their use. Stone Age weapons allow for objects to possess long lasting charges without
are the most basic weapons that can be found. For rules the time consuming (and often expensive) process of
purposes a small tree branch that is used as a club must enchanting an item. While standard FX items can appear
make Durability check every time it is used to strike an in all progress levels, the wonders of this age are common
opponent. If it fails the check then it suffers the same place and fairly easy to manufacture.
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
Weapons Rules
little more than the hides of animal roughly sewn together. Before delving into the weapons and armor lists lets
It may be possible that the protection offered by the armor take a moment to understand some common rules shared
was discovered later, after it was used to keep the by several types of weapons. These rules may apply to
primitives warm during Ice Age conditions. 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.
Progress Level 1: The Iron Age
The discovery of iron and other metals greatly
enhances the quality of weapons. As agrarian societies
Throwing a Weapon
grow and people begin to specialize in lines of work, much Most melee weapons can be thrown. How effective
advancement becomes possible. The strongest force of they are when this is done can be another story. The
87
Chapter 4: Weapons & Armor
Range Modifiers table below presents a thrown weapon includes this information in its description. The reach
with one of three options. If the “Skill’ entry for the bonus allows the character an ‘attack area’ which is usually
weapon indicates the use of the Throw skill, then the two or three meters out from the character’s space.
weapon uses the throwing Situation Modifiers for the Individual weapons give their own details for this rule.
‘Designed for throwing’ entry found on page 57 of the
Alternity Player's Handbook. Otherwise the weapon is Range Modifiers
either a ‘Not for throwing’ or ‘Heavy’ weapon depending The table below sums the numerous range
on its type. Common sense should be used in this case. A modifiers for all types of weapons used in this game. Note
spear or a hand axe is normally ‘Not for throwing’ while a that ‘Heavy’ is for throwing large objects not for Heavy
lance or a long sword are ‘Heavy’. Weapons themselves.
This provides us with a rule that AD&D never did. Can
a character throw his long sword at an enemy? Yes! It Range Modifiers
may not have a rousing effect, but a character can do this Type Melee Short Medium Long
none the less. In accordance with the skills in chapter 4, a Direct Fire / Rifle +1 -1 0 +1
character could take the Athletics-Specific skill great ax Bow / Crossbow -1 -1 +1 +2
throwing if it is desired. Indirect Fire +4 +2 -2 0
Designed for Throwing -1 -1 +1 +2
Weapon Quality Not for Throwing +1 +1 +2 +3
Heavy, thrown +4 +4 N/A N/A
As mentioned in Chapter 3: Skills the results of a Pistol -1 -1 +1 +3
Crafting skill can determine the quality of a weapon in
several ways. To review these modifiers refer to the table The ‘Melee’ column indicates the use of ranged attacks
below. against an opponent that is within melee range that phase;
not a modifier for melee weapons themselves. Some
Category Penalty Bonus weapons may not be able to be used in this fashion (like
Accuracy +1 step –1 step catapults) as determined by the DM or stated in the rules
Damage –1 point +1 point for a weapon.
Durability –1 +1
Actions –1 +1
Range –10% +10%
Melee Weapons
These adjustments are not cumulative; each can only Melee weapons are described below in the order of the
be selected once by the smith crafting the weapon. A Progress Level in which they appear.
Marginal weapon has a single penalty. Good quality
weapons have a single bonus and Amazing weapons have PL 0: The Stone Age
three different bonuses. Stone Age weapons are simple in concept and form the
base for most other weapons used in higher progress
Hands levels.
‘Hands’ is presented as an optional rule that indicates
how many hands are required by the character to use the Club
weapon in question. Each weapon listed on the table for The club may very well be the first weapon ever used
Melee Weapons is given a number that indicates how by early man. In a pinch a table leg, belaying pin, branding
many hands (two at the most) are required to wield the iron, or other sturdy piece of wood can be used as a club.
weapon properly. Some weapons, like those of giants, If characters want to creative and arm a club with
require more ‘Hands’ to use. The Character Size table in spikes then use the statistics for a mace.
Chapter 1: Hero Creation gives details on how ‘Hands’ can
be modified for characters with differing mass. Dagger
All knives, stilettos, and other such weapons are
Melee Ranges and ‘Reach’ included in this category (except for the bayonet and the
Typically speaking, if a character can physically reach combat knife described later).
an opponent during a phase then they may attack that
person with a melee weapon. When hex or square grid Punch
maps are used however, a little more detail may be The punch is the basic unarmed attack available to a
needed. The general rule is that if the scale of the map is person who lacks claws or other natural weapons. While
one meter per space then a character can attack any doing the least amount of damage when compared to other
person within or adjacent to their space. melee weapons, they are free and can be used as often as
Polearms add an extra consideration to this rule in the character has actions.
that they have a reach bonus. Each weapon of this group
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Chapter 4: Weapons & Armor
Quarter Staff available. Game Masters may decide that improved use of
The simple but effective Quarter Staff remains a highly a lasso requires the Athletics-specific skill. If so the lasso
popular weapon even into Progress Level 5 and above. should still gain the Called Shot and Increased Effect rank
The accuracy of –1 step also makes the weapon very benefits given for a whip.
appealing to those who do not express a desire to expand A lasso is a ‘Designed for Throwing’ weapon.
their weapons training (like Arcane Adepts for example).
Mace
Spear A mace is a club with a blunt stone or iron head fitted
The spear grants a reach bonus of one meter outside of to one end. Some of these heads may be studded, flanged,
the normal melee range allowed. Primitive spears are not or spiked.
good throwing weapons but, if the DM allows, more
advanced spears can be allowed to use the modifiers for Net
‘Designed for throwing’ weapons. The net, as a weapon, is a 3 to 4 meter circular net
with weights around the edges and a trailing rope used to
PL 1: The Iron Age guide the net and pull it away. It is usually folded in such a
The introduction of metal allows for a multitude of way that it twirls open when thrown. It is tossed with one
arms and armor. The highlights of this age are gladiators hand, while the other hand holds the guide rope.
armed with short swords and wearing leather armor. A successful hit indicates that an opponent is trapped
any must try to break free with a Strength feat check. If
Cestus the attack was Good then an additional +1 penalty applies,
This is the more dangerous brother of the Gauntlet. and if the attack was Amazing a +3 penalty applies
The cestus is a favored gladiatorial weapon and the instead. A netted person losses one step to any strength or
damage it can cause is considerable for unarmed combat. dexterity Resistance Modifier they may have, even if this
Because of their reputation, a person wearing cestus looks provides a –1 step bonus to an attacker.
like he wants to fight and they can attract unwanted If a net is thrown and misses it is open and unfolded.
attention if worn casually. 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
Chain normally with no undo penalties as long as they are folded.
The chain is a weapon that is about 2 meters or more A net is a ‘Designed for Throwing’ weapon.
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
Sickle
somewhat clumsier than a leather whip, intimidation Favored among nature priests and Druids due to its
attempts are made at a +1 penalty, however their ties to agriculture, the Sickle is a farming tool that can be
increased weight a +1 penalty is applied to the first used in times of war
attempt made by an overpowered target to free
themselves. Scourge
A Scourge is a short whip with several tails or thongs.
Gauntlet Each thong ahs metal barbs, broken glass, or other sharp
This weapon is a metal sheath that fits over the fragments along its length.
outside of the hand, providing slightly better damage in a The scourge is often associated with torture and is
fistfight. Gauntlets are considered a natural part of suits of rarely used by heroes. Those that regularly use such
plate mail armor. weapons are generally associated with organizations that
rely on torture or with religions that promote pain and
cruelty.
Hand Ax
A tool that became a weapon, the hand ax consists of a
short wooden handle with a heavy, single-edged cutting
Short Sword
head. Primitive axes can be made from carving stone, but The short sword consists of a handle designed for one-
the majority of axes at higher progress levels have metal handed use and a blade that’s longer than a dagger’s. The
heads. blade is pointed and used for thrusting.

Lasso Trident
The purpose of a lasso is to entangle a target or to Tridents have a reach of one meter, which is the same
ensnare an object. The lasso uses all of the rules for the as that for a spear. Tridents are not generally used for
whip (see Chapter 3: Skills) except that it does not cause combat as they are fishing tools (to which they add a –1
damage and only has the called shot/entangling options
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Chapter 4: Weapons & Armor
bonus) but may find themselves on the battlefield in lance becomes a weapon of choice among knights.
coastal areas or in the hands of sea-going races. Polearms also undergo many changes that allow them to
differ in use than the spear.
Whip
The majority of the rules concerning a whip are in Broad Sword
Chapter 3: Skills. Whips also have a ‘reach’ that extends The heavy, double-bladed broad sword features a
out by one meter beyond the character’s melee space. meter-long blade designed for both cutting and slashing.

PL 2: The Middle Ages


Having had several centuries to experiment, melee
weapons know grow large in size and lethalness. Also, the
Melee Weapons Table
Weapon Skill Acc Damage Actions Hands Hide Mass Cost
Progress Level 0: The Stone Age
Club Bludgeon 0 d4+1s/d4w/d4+1w 3 1 +1 2 1cp
Dagger Blades 0 d4w/d4+1w/d4+2w 4 1 +3 1 2gp
Punch Brawl 0 d4s/d4+1s/d4+2s 4 1 N/A N/A N/A
Quarter Staff Bludgeon -1 d4+1s/d4+3s/d6w 3 2 - 2 1sp
Spear Polearms 0 d4w/d4+2w/d4m 3 1 - 2 8sp
Progress Level 1: The Iron Age
Cestus Brawl 0 d6+1s/d4w/d4+2w 4 1 +1 1 1gp
Chain Whip +2 d6+1s/d4+1w/d6+1w 3 2 +1 3 5sp
Gauntlet Brawl 0 d4+1s/d4+2s/d4-1w 4 1 +3 1 5sp
Hand Ax Blades 0 d4+1w/d4+2w/d4+3w 3 1 +2 1 1gp
Lasso Throw +1 Special 1 2 +3 0.5 2sp
Mace Bludgeon 0 d6+1s/d4+1w/d6+1w 2 1 +1 2 8gp
Net Throw 0 None 1 2 +1 3 5gp
Sickle Blades +1 d4w/d4+1w/d4+2w 2 1 +2 1 6sp
Scourge Whip 0 d4+1s/d6+1s/d4+1w 2 1 +2 0.5 1gp
Short Sword Blades 0 d4w/d6w/d6+2w 3 1 +1 2 10gp
Trident Polearms 0 d4+1w/d6+1w/d4+1m 3 1 - 2 15gp
Whip Whip 0 d4s/d6s/d4w 2 1 +2 0.5 1sp
Progress Level 2: The Middle Ages
Broad Sword Blades 0 d4+2w / d6+2w / d4m 2 1 - 4 15gp
Flail Bludgeon +1 d6+2s / d4+2w / d6+2w 2 1 - 4 10gp
Great Ax Blades +1 d6+1w / d6+2w / d4+1m 2 2 - 5 5gp
Great Maul Bludgeon +1 d6+1s / d6w / d6+1w 2 2 - 5 2gp
Great Sword Blades +1 d6+2w / d8+3w / d4+1m 2 2 - 7 50gp
Lance Jousting +1 d4+2w / d4+4w / d6m 1 2 - 10 10gp
Long Sword Blades 0 d4+1w / d6+2w / d4+1m 3 1 - 4 15gp
Pole Arm Polearms +1 d6+1w / d4+3w / d4+1m 1 2 - 5 7gp
War Hammer Bludgeon 0 d6+1s / d4+1w / d6+1w 3 1 +1 2 2gp
Progress Level 3: The Age of Gunpowder
Cutlass Blades +1 d4+1w / d6+1w / d6+3w 3 1 +1 3 12gp
Rapier Blades -1 d4w / d4+1w / d4+2w 3 1 +2 1 15gp
Saber Blades 0 d4w / d4+2w / 2d4+1w 3 1 +1 2 17gp
Progress Level 4: The Tinker Age
Bayonet Blades +1 d4w / d4+2w / d4m 3 2 - 2 8gp
Blast Hammer Bludgeon +1 d6+1s / d6w / d6+1w 1 2 - 6 50gp
Cavalry Sword Blades 0 d4w / d4+2w / 2d4+1w 3 2 +1 2 30gp
Combat Knife Blades 0 d4+1w / d4+2w / d4+3w 4 1 +3 1 25gp
Progress Level 5: The Magic Age
Sheath Weapon Varies by type + ‘-1’ Varies by Type varies varies varies varies base x50

Flail attached by a chain to an iron rod, a spiked rod, or a spiked


The common threshing flail, modified for war, is a iron ball.
potent weapon. It consists of a sturdy wooden handle
Great Ax
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Chapter 4: Weapons & Armor
This weapon consists of a stout wooden shaft, 2 them over the ages. Such options are discussed in the
meters long, with a curved, single-edged blade at one end. Weapons Options section at the end of this chapter.
It does impressive damage but takes two hands to wield.
War Hammer
Great Maul The war hammer is a descendent of the Lucerne
A large and often clumsy weapon, the great maul hammer, a type of pole arm, designed for use by a mounted
rarely finds use on the battlefield. This weapon consists of soldier. Since that time war hammers have grown in
a heavy wooden hammer that is iron bound for additional popularity as a foot soldiers primary weapon. A typical
support. Like a Great Ax, this weapon requires two hands war hammer has a short, metal reinforced wood shaft and
to wield properly. a metal head. Must heads have a spiked tip, a blunt side,
and another spiked side opposite of the blunted head.
Great Sword Some assumptions of a war hammer’s appearance
Great swords include all types of large blades that feature it as a solidly blunt weapon. If a player desires that
require a medium sized person to use two hands when type of weapon, use the statistics for a Mace instead. War
wielding. A Great Sword is similar in appearance to a hammer can also be used as tools and can even aid in
Broad Sword but is long, almost 2 meters. climbing or skills like Construction-carpentry.

Lance PL 3: The Age of Gunpowder


The term ‘lance’ originally referred to spears wielded With the introduction of firearms, melee weapons
by footmen and cavalry. It eventually referred on to begin to take a back seat in the arena of warfare.
cavalry spears. Generally, the lance is a long shaft of tough Variations of the sword grow, while development of in
wood with an iron head in the shape of a laurel or willow other personal arms slows down.
leaf, with cutting edges and a sharp point to penetrate
armor. The Lance is designed to be gripped close to one Cutlass
end. A lance usually features a rest, an important part of The weapon made famous by pirates, the cutlass
the lance that helps to absorb some the impact of a landed features a curved, single-edged blade with a heavy basket
blow and to help prevent dropping the lance all together. hilt. If desired the basket hilt can be used as a Gauntlet.
Using a lance relies on the Athletics-joust skill and it is
used in tandem with Animal Handling-animal riding. Rapier
Lances use the combat rules for Mounted Combat as With the demise of armor on the battlefield, the rapier
described in Chapter 8: Gamers in Action of this book. came into use as the gentleman’s weapon of choice. A long,
Some lances are also fitted with blunt ends for straight sword with very little cutting power, the rapier is
tournaments where deadly and severe injury is not primarily used as a thrusting weapon.
desired. The blunted end lowers the wound damage to
stun damage, and mortal damage to wound damage. Saber
The favored hand-to-hand weapon of the cavalry, a
Long Sword saber has a slightly curved, double-edged blade that gives
This sword is a longer version of the broad sword and maximum slashing power.
may be more common than the broad sword in some
locations. Most long swords are designed for use with one PL 4: The Tinker Age
hand however some are made with a longer grip. These Tooling and increased technology allows for the
swords are typically called Bastard swords and allow the introduction of several types of melee weapons in an age
wielder to apply a +1 to damage when used two-handed dominated by firearms and tinkered weapons.
but the Actions allowed by the weapon becomes a 2
instead of 3.
Bayonet
Originally a dagger crudely attached to a fire arm’s
Pole Arm muzzle, the bayonet eventually becomes a standard
These long modifications to the common spear have a attachment. In effect, a bayonet turns a rifle into a spear.
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
Blast Hammer
character. For this reason most soldiers who carry a pole Originally intended as a tool to blow open doors and
arm also have a dagger of short sword for back up. It locks, the blast hammer is a maul with a shape-charged
requires two hands to use a pole arm. explosive in the head. When the hammer lands a blow it
Polearms may also have other features that are inflicts damage as a great maul, and then it detonates with
attributed to the variety of ‘heads’ that have been made for a force equal to that of a grenade except that there is no
area of effect. The quality of the attack result determines
91
Chapter 4: Weapons & Armor
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
Ranged Weapons
When you can attack your enemy from afar you reduce
grenade normally does including the area of effect. the risk to yourself. Ranged weapons have been around
It goes without saying that this is a one-shot weapon. since the dawn of time and remain the most valuable of
weapons on the battlefield.
Cavalry Sword
Historically designed by the British in 1908, this is a PL 0: The Stone Age
perfect thrusting weapon. In ways similar to a lance, the Primitive ranged weapons remain simple, but are
cavalry sword allows for the horse’s strength modifier for often commonly used even in higher progress levels. It
damage to be used if it is higher than that of the mounted should come as no surprise that a culture’s police force
soldier. This rule is described in Chapter 8: Gamers in may use a modern bola, or slings to hurl explosive rounds
Action. in combat.

Combat Knife Atlatl


Advanced tooling and knowledge of metallurgy allows Being nothing more than a short stick with an angled
for a more durable and dangerous blade. Combat knives handle and a grove along its length for an arrow or dart,
typically have channels, teeth, and groves to maximize the the atlatl is a simple but useful weapon. As the
damage they cause when impaled into an opponent. In predecessor to the bow, atlatls were probably the first
essence, the combat knife is a dagger of good quality. The weapons to allow mankind to ‘reach out and touch
tooling and crafting of the weapon considers that someone’. An atlatl uses the equivalent of a short bow’s
advancements in crafting these weapons allow for the arrow for ammunition. Game Masters can make exception
automatic inclusion of the “Damage +1” weapon quality. where they deem they are needed.

PL 5: The Age of Magic Blowgun


While magical items have been apart of all previous An excellent hunter’s tool, blowguns find modern use
ages, Progress Level 5 represents the concept that the in the hands of assassins and bounty hunters. At all
creation of FX items is made routine and easy. Weapons progress levels, poisoned darts are preferred. As stated for
and armor from this age strongly resemble their standard the Ranged Weapons-blowgun skill, range modifiers are
magical cousins as described at the end of this chapter and used for thrown weapons however range itself is based on
in chapter 13 of book 2. the users Constitution score instead of Strength. This is
One of the abilities of weapons in this age is the use of derived from the rules governing ‘holding one’s breath’
Invocation magic to create an energy version of a standard and represents the endurance and power from a sharp
arm. These weapons resemble a standard weapon of that exhale.
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
Bola
handle, the weapon is enshrouded with a cloak of magical The bola is a ranged weapon that operates much like a
energy. The net effect is that the weapon causes Energy lasso or a net in that the idea is capture prey by
damage instead of Low Impact damage. In addition the entanglement. Use of a bola uses Overpowering rules and
accuracy of the weapon improves by one step. These the +1 accuracy modifier already considers the penalty for
factors are in addition to any Quality or Magnitude and Overpowering attack. A successful hit forces the
bonuses a weapon may have (see Magic Weapons & Armor target to make a Strength feat check to resist
at the end of this chapter). entanglement. Good and Amazing results of a hit imposes
The gems have enough power for 25 uses, and each an additional +1 or +2 penalty to the feat check.
use provides 10 minutes of power. Even in a PL5 Regardless of whether a target is entangled or not, a
environment, these weapons are expensive. Multiply the successful hit causes the indicated damage. A bola that is
base cost of the weapon by 50 to determine their average held in hand can also be used to parry attacks or disarm
costs. opponents normally.

Sheath Weapon Boomerang


The Sheath Weapon is a generic name for weapons Boomerangs are useful hunting tools in that they have
that use the details discussed above. Virtually any melee the special ability to arc and return to a point close to
weapon can be used in this manner unless the Game where they were thrown. If a failure is the result of a
Master feels otherwise. Ranged and Heavy Weapons do throw the character can immediately make another throw
not use these rules. They have PL5 weapons of their own. skill check to attempt to catch the boomerang. The
boomerang will return in the next phase of the round, but
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Chapter 4: Weapons & Armor
it does require an action to catch the boomerang upon A light throwing spear, sometimes fashioned from
return. metal, the javelin is often used in hunting. Its balance and
mass make it an ideal throwing weapon, increasing the
Rock, thrown wielder’s normal throwing range by 50 percent in each
Perhaps the first missile weapon used, a thrown rock category.
is always the last resort but is usually a plentiful weapon.
Strength Bow
Short Bow A strength bow is made from hardwoods, which gives
This is a simple bow mad from a single piece of wood. a normal short bow a greater pull and released force. The
Even in higher progress levels, the short bow remains a ranges for this bow use modifiers for bows but the
very common weapon for hunting. 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
Sling increased pull is that the user can add any bonuses for a
This weapon is a simple looped strap in which a stone high strength score to the damage of the weapon.
is whirled and then let fly. Small stones originally serve as The trick of having a high strength comes into play
ammunition, however at PL 1 and higher metal bullets are when the bow must be strung. This is achieved by a
used which increase the range by 10 meters per category. 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
PL 1: The Iron Age higher like the bow of Odysseus.
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
PL 2: The Middle Ages
weapons as well. 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
Dart on complex moving parts. This age is however dominated
Darts are small throwing weapons that can resemble by the long bow.
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
Crossbow
the same phase, then a +1 penalty is applied to first dart Consisting of a bow mounted crosswise on a wooden
and a +2 penalty to the second. Characters with 3 or 4 or metal stock, the crossbow is fired much like a gun.
attacks may throw more darts however the penalties are Although slower and clumsier than a lone bow, it out-
cumulative so that throwing four darts incurs a +1, +2, ranges the bow and has superior striking power.
+3, and +4 penalty for each dart thrown. It takes one action to load a crossbow, and one action
to fire it.
Elven Bow
Elven bows are culturally specific short bows that rely
Harpoon
on exact curves and meticulous detail to provide better Primarily designed as a hunting weapon, the harpoon
accuracy and damage. Elves do not generally sell these can be used in times of defense. When successfully used
weapons as a factor of their culture; they are more often against a target, damage is determined normally. The
rewarded to friends and heroes. The price given generally harpoon may also be used in melee if the character is
reflects a sale where an elf is not concerned. pressed. This use of the harpoon requires the Melee
Weapons-pole arm skill; and damage is treated as a spear.
When used to attack large game, the harpoon can be
Grenade, Fiery especially deadly. After a successful hit, which causes at
This weapon is a small liquid container filled with a least one point of primary damage, the target can make a
mixture of pitch and Greek Fire that is lit before throwing. strength feat check to snap the line or be freed of the
When it hits the contents splash and combust providing for harpoon. Doing so however inflicts an additional 1d4+1w
a limit area of effect of 1/2/3 meters. on the prey. After every failed strength feat check (Game
Though simple in nature, this grenade is used in future Masters can determine the intervals between checks) the
Progress Levels by mobs and terrorists as they can be beast must also roll a Stamina-endurance check to resist
mass-produced easily and at little cost. fatigue.

Javelin

93
Chapter 4: Weapons & Armor
Heavy Crossbow
While somewhat clumsier and slower than the Wheel Lock
standard crossbow, this weapon does enjoy a much The Wheel Lock is little more than a hand held version
greater range. As such, the heavy crossbow is a preferred of the Arquebus. Being the first pistol sized use of a
weapon for snipers and assassins. firearm the wheel lock offers a Hide factor and is a good
Like the standard crossbow, it takes one action to load weapon for short-range conflicts in the opening phases.
the heavy crossbow and one action to fire it.
PL 4: The Tinker Age
Long Bow Vast improvements on firearms take place during this
A famous weapon, the long bow actually exceeds many age. Tinkering and continued miniaturization of gears and
firearms in range, accuracy, and rate of fire and does springs also makes wonders like the needle gun and the
nearly as much damage. The long bow remains a weapon automatic crossbow possible.
of choice long after the introduction of firearms.
Automatic Crossbow
Repeating Crossbow This marvel appears near the end of this age. The
A variation of the crossbow, this version features an auto-bow, as it is often called, is basically a smaller version
ammunition box mounted on top of the weapon and a pull- of the Arrow Gun. While the damage is less, this weapon
bar that allows the weapon to loaded and fired in one provides any common soldier the ability to establish a base
action. This feature however reduces the crossbows pull of fire and to use suppressive fire as well. As such, the
so that both range and damage are reduced. Normally the repeating crossbow allows for both burst and auto-fire
ammo box can hold 10 quarrels. capabilities.
The weapon resembles a crossbow and is held the
PL 3: The Age of Gunpowder same way. When the powerful spring is pulled back the
The introduction of firearms begins in this progress weapon has enough potential energy to fire 30 quarrels
level. The first weapon of this type is the Arquebus and is before losing sufficient strength. The auto-bow features a
later followed by better options. Some Game Masters may top mounted box with a cache of 30 quarrels.
feel that the Arquebus is the height of firearm technology Using the automatic crossbow requires the Ranged
in his or her campaign. Weapons-automatic weapon specialty skill. A character
may also use the crossbow skill instead but does not gain
Arquebus the use of any rank benefits specifically for crossbows.
The first firearm invented by man, the Arquebus is a Range modifiers for an automatic crossbow are the as for
crude matchlock weapon that is best used in a volley of fire normal crossbows.
instead of sniping.
Carbine
Grenade, Powder The carbine is essentially a caviler with a rifled barrel
This grenade is a small metal ball or tube that is and a conical shot called a mini-ball. The range and
packed tightly with gunpowder and includes a fuse. The accuracy of this weapon combine into a deadly
area of effect for the Powder Grenade is 2/4/6. combination, however this weapon remains rare and hard
to get until the end of this age.
Hand Crossbow
Originally created by the Drow, this little weapon is
Caviler
most effective when the tip of the quarrel is coated with The caviler is an improvement on the musket and the
poison. The hand crossbow is placed at this progress level long rifle and is the most common firearm of this age.
in terms of human engineering and assumes that humans Relatively light in weight, the caviler is a favored weapon
and other surface dwellers develop the weapon later than by mounted cavalry and usually accompanies the cavalry
the Drow. This can be changed if the Game Master feels sword.
that it is necessary.
Grenade, HE
Long Rifle As the demolition skill comes to full appreciation in
This firearm features a lengthened barrel and fires a this Progress Level, it’s use as a weapon is only a matter of
smaller shot. While accuracy and range are improved, the time. The grenade featured here is a small canister made
damage is not as good. of iron, 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
Musket blunderbuss shot.
The most overall successful weapon of the age, the
musket fires a large ball that deserves respect.
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Chapter 4: Weapons & Armor
Early grenades may require a short fuse to be lit weapon uses the Ranged Weapons-automatic weapon skill,
before throwing. Later, more advanced models feature a a character can use the pistol skill at his full rank.
cap that when pulled off ignites an internal fuse that burns However, no rank benefits for using a pistol apply while
quickly. The High Explosive Grenade has a 2/6/10 meter using the needle gun. Range modifiers for a needle gun are
area of effect. the same as for pistols.

Needle Gun
Little more than a glorified ‘rubber-band gun’, this
weapon is the smaller cousin in the Arrow-Gun and
Automatic Crossbow family. The needle gun only holds ten Star Wheel
needles and is therefor good for only one auto-fire attack As the caviler is an improvement on the Arquebus, so
or up to three bursts. Though the range of the weapon is the star wheel to the wheel lock. Sleek and far more
leaves little to be desired, many needle gun darts are accurate, the Star Wheel becomes a favorite officer’s side
tipped with poison. arm.
Nevertheless it is small and easy to use, and is often
favored by proper ladies over crude handguns. While this
Ranged Weapons Table
Weapon Skill Acc Range Damage Actions Mass Hide Cost
Progress Level 0: The Stone Age
Atlatl Throw +1 By STR x2 d4w / d4+1w / d4+2w 2 0.1 +2 1sp
Blowgun Blowgun +1 By CON d4-2w/d4-1w/d4w 3 0.1 +2
Bola Throw +1 By STR d4s/d4+2s/d4w 1 1 +1 2sp
Boomerang Throw 0 By STR d4s / d4+2s / d4w 1 0.1 +2 5sp
Rock, thrown Throw +1 By STR d4s/d4+1s/d4+2s 4 0.1 +4 -
Short Bow Bow +1 20/40/100 d4w / d4+2w / d4+3w 3 1 - 30gp
Sling Slings +1 10/20/60 d4s / d4+2s / d4w 2 0 +2 5cp
Progress Level 1: The Iron/Bronze Age
Dart Throw 0 By STR d4-1w / d4w / d4+1w 4 0.1 +3 5sp
Elven Bow Bow 0 30/75/150 d4w/d6w/d4m 3 1 - 100gp
Grenade, Fiery Throw +1 by STR d4w/d4+2w/d4+3w 1 0.5 +3 1gp
Javelin Throw 0 By STR x 50% d4w / d4+1w / d4+2w 1 1 - 5sp
Sling Staff Throw +2 10/20/50 d6s/d6+2s/d6w 1 3 - 2sp
Strength Bow Bow +1 By STR x 2 d4+1w / d6+1w / d4m 2 1 - 90gp
Progress Level 2: The Middle Ages
Crossbow Crossbow 0 50/100/250 d4+2w/d6+2w/d4+1m 1 2 +1 35gp
Harpoon Throw +1 By STR d4w / d6w / d4+1m 2 5 - 20gp
Heavy X-bow Crossbow +1 75/150/350 d4+2w / d8+1w / d6m 1 3 - 50gp
Long Bow Bow +1 40/80/200 d4+1w / d6+1w / d4m 2 1 - 75gp
Repeating X-bow Crossbow +1 40/80/150 d4+1w / d6+1w / d4m 2 4 - 750gp
Progress Level 3: The Age of Gunpowder
Arquebus Rifle +2 10/40/80 d6w/d6+2w/d6m 1 4 - 500gp
Hand X-bow Crossbow -1 4/8/16 d4-1w/d4w/d4+1w 3 1 +3 350gp
Grenade, Powder Throw +1 by STR d6+2s/d4w/d4+2w 1 0.5 +3 10gp
Long Rifle Rifle +1 30/60/150 d6w/d6+2w/d6m 1 5 - 800gp
Musket Rifle +2 20/40/100 d6+1w/d6+3w/d6+1m 1 4 - 900gp
Wheel Lock Pistol +2 4/8/16 d4+2w/d6+2w/d4+1m 2 2 +2 700gp
Progress Level 4: The Tinkering Age
Auto. X-bow Auto Wpn 0 50/100/250 d4+2w/ d6+2w / d4+1m 3 3 0 7500gp
Carbine Rifle -1 50/100/300 d4+2w/ d6+2w / d4+1m 3 3 - 5000gp
Caviler Rifle 0 40/80/240 d6w / d8+1w / d6m 2 4 - 1500gp
Grenade, HE Throw +1 by STR d4w / d4+2w / d6+2w 2 0.5 +3 25gp
Needle Gun Auto Wpn -1 1/2/4 d4-3w / d4-2w / d4-1w 3 0.5 +4 400gp
Star Wheel Pistol +1 4/10/40 d4+2w /d6+2w / d4+1m 3 2 +2 100gp
Progress Level 5: The Magic Age
Acid Bow Bows 0 30 / 60 / 90 Acid Splash 3 1 3000gp
Dragon Rifle Rifle -1 Varies by type Varies by type 3 3 - 7500gp
Energy Rifle Auto Wpn 0 50/100/150 d6w/d6+1w/d6+2w 3 4 - 8000gp
Grenade, Spell Throw +1 by STR Varies by type 1 0.5 +3 50gp
Mage Pistol Pistol -1 Varies by type Varies by type 4 1 +3 5000gp

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Chapter 4: Weapons & Armor
Rainbow Gun Pistol -1 20/40/80 Varies by type 4 1 +3 9000gp
Stinger Crossbow 0 50/100/250 d4+1w/d6+2w/d4+1m 3 2 +1 6000gp

PL 5: The Age of Magic bowstring is released they touch, casting the acid arrow
The infusion of magical and mechanical parts leads to spell, and uses those effects. The target must roll an
the cutting edge in magic age warfare. Must Progress endurance check against the acid, the check is modified by
Level 5 weapons resemble wands in effect, and the two are a +1 penalty for a Good hit and a +3 for an Amazing as per
very similar. The advantages of Progress Level 5 weapons the rules of the spell.
is that they are far easier to manufacture, their use may
gain rank benefits for Ranged Weapons skills, and they are Dragon Rifle
generally more durable and harder to break. The most This weapon actually describes an entire family of
common type of Progress Level 5 weapons are called ‘Spell magic arms that resemble a caviler or musket and are fired
Weapons’. Even in a future setting, these weapons remain in a similar manner. The Dragon Rifle is a versatile
expensive. weapon that allows for multiple types of spell gems to be
In the fantasy future, the manufacturing of these used in them; thus allowing for different types of magical
weapons follows a relatively common methodology. By attack.
charging two crystals with opposite versions of the same Regardless of the type, the spell gems are assumed to
spell and housing them in a reflective sphere, magical be of rank 6 in ability should rank become and issue. If
energy is released when the crystals are touched together. rank benefits apply to a spell gem then this weapon has
The resulting burst of magical energy is given only one enough strength for benefits of ranks 5 to 8. Range
way out, down the reflective barrel of the weapon, which modifiers for a Dragon Rifle remain the same for other
then releases the spell. The mechanism of either the spell types of rifles. Unless stated otherwise, damage is En/O in
pistol or rifle is found in the trigger apparatus which when type.
pulled back brings the two crystals into contact in a The different types of spell gems commonly available
scissors-like manner. and what they can do is shown on the table below.

Spell gems, as they are often called have a limited Spell


number of charges that can be used until spent. The Gems Damage Range Resist
greater the power of the weapon, the less energy the gems Major
missile d6w/d6+1w/d6+2w 50/100/15 DEX
can provide. The table below shows the maximum number
0
of charges a weapon can have until spent.
Fire Ball Fire/Heat Hazard 50/100/15 CON
0
Ranks Weapon Type Charges Shout* 1d4+2s/2d4s/2d6s 25 meters P. resolve
1 to 4 Acid Bow, Mage Pistol 100 Acid
5 to 8 Dragon Rifle, Stinger, 50 Globe as Acid Immersion 60/120/18 CON
Rainbow Gun 0
Lightning
The most common applications of this type of weapon bolt d4+1w/d6+2w/d4+1m 50/100/15 DEX
are found in the Invocation broad skill with Magic Fire, Ice, 0
Lightning, and Magic Missile being the most common. Cone of
Spell weapons can make use of many magical powers of Cold** 1d6+1w/2d4w/2d6w 50 meters P. resolve
*Damage reflects the result of an Ordinary to a Critical Failure for
varying rank, but the rank often determines the size of the
the physical resolve check. The terminus of the shout is a 60
weapon needed. Ranks 1 through 4 can be used in the degree arc.
spell pistol, ranks 5 to 8 can be used in the spell rifle, and **Damage is based on the result of a physical resolve check for
rank 9 to 12 can only be used in the spell cannon which is Ordinary to Critical Failure results. The terminus of the cone is
described under Heavy Weapons. By default, assume that 20 meters wide.
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 Energy Rifle
spell’s description. This also includes the method of This is a version of the Mage Pistol using Magic Missile
determining damage such as ‘Direct’ or ‘Accuracy’. It is also spell gems. The construction and design of the weapon is
possible for a spell to use a rank benefit like Chain Lightning specific and does not allow for other spell gems to be used
or Fireball. If this is the case, then only that option is with it.
normally available to that weapon. When the trigger is pulled a series of springs and
miniature wheels spin and turn, causing the spell gems to
Acid Bow strike each other in rapid succession. The result is the
This bow version of the spell weapon genre contains equivalent of burst and auto-fire capabilities and as such
the opposing gems in the grip of the bow. When the drawn
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Chapter 4: Weapons & Armor
the Energy Rifle is the preferred ‘assault rifle’ of any age in Critical Failure to an Ordinary result a +3 to a +1
which it appears. penalty is applied to Action Checks made for the next 3
rounds. In addition all such persons must immediately
Grenade, Spell re-roll their Action Check and apply the result if it is
The Spell Grenade offers the use of area of effect magic worse than the one they have and if the phase has yet to
to the common soldier. The interior of the grenade has the pass.
spell gems mounted on a small spring-loaded pair of In addition to this all effected persons Sprint at their
scissors. When the safety pin is pulled the gems make Run rate, Run at their Walk rate, and Walk at one-half
contact when the grenade is sufficiently jarred or their Walk rate. Penalties for Sprint and Run movement
impacted. remain the same.
Throwing a spell grenade follows the same rule as for (Reference: Alteration-continuance)
other types of grenades. On the table below, the Area of
Effect column is in meters and imposes a +3 penalty for Fireball: When this grenade impacts a surface it releases a
those at amazing range (the first number), a +1 penalty at torrent of magical fire in a 6 meter radius area. All
Good range, and no penalty at the furthest range of effect. persons in the area must roll a Constitution feat check
The following table shows the more common uses of vs. a Fire Hazard. All those between 7 to 10 meters must
the Spell Greande. also roll a feat check vs. Heat. The effect is
Instantaneous but the blast can cause other fires if
Spell Gems Area of Effect Resist flammable material is in the area.
Binding 2/4/6 P. resolve (Reference: Invocation-magic fire, Magic Fire rank 5)
Black Tentacles 2/4/6 STR
Continuance 2/4/6 P. resolve Gray Mantle: This magical release causes all within 4
Fireball 2/4/6 CON meters of the effect to roll a Constitution feat check. For
Gray Mantle 2/4/6 CON an Ordinary to a Critical Failure result a one to three
Patterns 10 meters M. resolve step penalty is applied to all Strength, Dexterity, and
Magic Resistance modifiers for 3 combat rounds.
Reverse Gravity 6/12/20 DEX
The penalty to strength and dexterity apply only to
Vortex Special STR
living creatures, however the Magic Resistance penalty
Web Special Dodge
can apply to any creature or being except for Constructs.
Spell Grenade Types (Reference: Necromancy-gray mantle)
The grenade types shown below and on the table
above are some of the more common types of spell Patterns: This effect, when released, causes all beings with
grenades used. To be sure, many other spell options could in the area of effect to roll a Resolve-mental resolve
exist but they need to fall within the parameters of those check. Those that fail the check stand transfixed by the
described here. pattern and are unable to take other actions. Those that
pass the check are unaffected however they must leave
Binding: All persons within 4 meters of the magical release to area before the end of the next phase or they must roll
must pass a Resolve-physical resolve check or become a check again. The patterns remain for 4 combat rounds.
magically held in place and unable to move. This effect (Reference: Illusion/Phantasm-patterns)
lasts for 1d4-1 combat rounds (minimum of 1 round).
(Reference: Enchantment-binding) Reverse Gravity: When this spell effect is released the
gravity out to 6 meters is increase by three Gravity
Black Tentacles: When this grenade strikes solid ground places, 2 places out to 12 meters, and 1 place out to 20
1d4+1 tentacles rise from the ground and attack all meters. This accounts for the rules concerning GRAPH in
persons and beings within 4 meters. They may attack on Chapter 8: Gamers in Action. The effect lasts for 5
the next available Ordinary phase and have a Reaction combat rounds (one minute). Aside from being able to
score of Ordianry/2. apply a Resistance Modifier to the throw for having a
Each tentacle attacks with a score of 12 and causes high dexterity score, characters and beings have no
1d4s/1d6s/1d4w. After a successful hit the tentacle other defenses against this effect.
automatically causes the same damage, by constriction, (Reference: Alteration –reverse gravity)
each phase afterwards. To escape requires a Strength
feat check and a result equal to or greater than the Vortex: This spell release creates a 4 meter diameter
constricting attack. The tentacles remain for 2 combat cyclone of magic energy the randomly moves at a rate of
rounds. 16 meters per phase. Direction is determined randomly
(Reference: Conjuration-black tentacles) each phase (either by a d12 or another die for
appropriate for game maps) but always moves towards
Continuance: All persons within 3 meters of the magical a moving target of some type. All those in the path of the
release must roll a Resolve-physical resolve check. For a
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Chapter 4: Weapons & Armor
cyclone are attacked with a score of 12 and suffer Shocking bolt d8s/d6w/d4w 30/60/9 DEX
1d4/1d4+2/1d6+2/2d4+1 points of damage for a 0
Marginal to an Amazing strike. Snowball d4-1w/d4w /d4+1w 30/60/9 DEX
Firepower of the attack is always ordinary but the 0
type of damage caused and the type of attack is *The damage shown for a meteor is for an area of 2/4/6 per an
exploding Grenade. Damage is Li/O
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 Rainbow Gun
on a 1, Wound on a 2, Mortal on a 3, or Fatigue on a 4. If This special Mage Pistol is constructed for the sole
a Critical Failure is generated when the vortex attacks it purpose of using the Conjuration-chromatic orb spell.
explodes in a Wild Surge which is described in Chapter Unlike other pistols of this type, this one has a variable
2: Arcane Magic in Book 2: FX. setting on the side of the weapon that is arced like a
The vortex remain in effect for 10 minutes or until it prismatic rainbow; indicating the various orb colors that
is released as a Wild Surge. can be used.
(Reference: Wild Magic -vortex)
Color
Setting Damage Effects Charges
Web: When this spell effect is released it covers an area no
White d4-1w /d4w/d4+1w Light 1
less than 24 square meters and is 2 meters thick Red d4-1w /d4w/d4+1w Heat 2
vertically. The area must have at least three solid walls Orange d4w /d4+1w/d4+2w Fire 3
or vertical objects that the web can attach to. Yellow d6w /d6+1w/d6+2w Blindness 6
When the web is released, those in the are who have Green d6w /d6+1w/d6+2w Irritant 7
an action, or the rank 7 ‘Reaction Dodge’ benefit may Turquoise d6+1w /d6+2w/d4m Magnetism 8
attempt an Acrobatics-dodge check. Those that succeed Blue d6+1w /d6+2w/d4m Paralysis 10
may move in an attempt to clear the are before the webs Violet Slowed Turn to stone 11
firmly settle in the terrain. Black Paralysis Mortal dmg. 12
Each 2 square meter section of webs has a durability
of 2 and has a toughness of Ordinary and an armor value The table presented is only a brief summary of each
of 1d4. Beings inside the webs who use weapons to cut orbs effect. For information see the Conjuration-chromatic
and remove them must first pass a Strength feat per orb spell in book 2 in the Arcane Magic chapter.
attack. The result of the feat check determines the best
result available for that attack in the same phase. Stinger
The webs are flammable and any open fire that The Stinger is a specialized crossbow designed to fire
contacts the webs will burn voraciously. The webs Lightning Bolts. The great benefit of this weapon is that its
remain for 10 minutes after which they disappear. specialized design allows it to retain the standard
(Reference: Conjuration -web) crossbow’s range.

Mage Pistol
The Mage Pistol is a versatile weapon that allows for
multiple types of spell gems to be used in them; thus
Heavy Weapons
Being the cousins of ranged weapons the use of these
allowing for different types of magical attack. Regardless arms is used based on the wielder’s strength rather than
of the type, the spell gems are assumed to be of rank 3 in dexterity. Heavy weapons begin in the Iron Age as huge
ability should rank become an issue. siege engines. In later ages technology allows military
If rank benefits apply to a spell gem then this weapon engineers to develop smaller, man-carried heavy weapons,
has only enough strength for benefits of ranks 1 to 4. and also makes the building of colossal versions of the
Range modifiers for a Mage Pistol remain the same for weapons as well.
other types of pistols. Unless stated otherwise, damage is Heavy weapons use the range modifiers for Direct and
En/O in type. Indirect as shown ‘Range Modifiers Table’ earlier in this
The different types of spell gems commonly available chapter. Many heavy weapons use the ‘Accuracy by Range’
and what they can do is shown on the table below. table found in the Alternity Players Handbook and also use
the scatter diagram for grenades for determining the
Spell Gems Damage Range Resist
Magic missile d4-1w/d4w/d4+1w 30/60/9 DEX
location of impact. These weapons are indicated by having
0 a value in parenthesis that appears before the range values
Magic fire Fire/Heat Hazard 6 meters CON for the weapon. This also indicates the minimum range in
Meteors* d6s/d4w/d6w 10/20/4 DEX which the weapon can be used against a target.
0
Prismatics Special 10 Dodge Weapon Teams
meters
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Chapter 4: Weapons & Armor
Any of the heavy weapons mentioned below that have and if any individuals have a better Resistance Modifier
a ‘1’ entry for actions require a number of persons to man than their fellows, this modifier is applied to the control
and reload the weapon equal to the reload number. This die separately for determining damage for that individual.
means that while a Light Ballista only requires one person
to reload, a Heavy Ballista requires three. If the weapon Catapult, Heavy and Light
crew is less than that required, one more action is added to Invented by the Romans, the catapult can throw either
the reload time. Therefor if a single man was reloading a rocks or flaming shot. It major disadvantage is its
Heavy Ballista it would take him five actions to do so. If a accuracy. Another disadvantage is that its range usually
specific weapon has special or differing needs these will be bring it within the range of defenders as well and
explained in the weapons entry. historically many were destroyed before being able to
If the Game Master desires a more flexible system can provide the fire power needed to take a fort or castle.
be used for reloading team-oriented heavy weapons. If flaming shot is used then damage is reduced by one
When it is time to reload each member of the team rolls a point per category, however structures, objects, and
Heavy Weapons skill check and modifies the result of one persons struck must roll a feat check against Heat/Smoke
key person in the group; either a leader or the person with or Fire as determined by the Game Master. Catapults can
the best skill score. also fire scatter shot. This is basically a load of rocks, nails,
An Ordinary to an Amazing result applies a –1 to a –3 and other hard debris that can cover an area with
step bonus. A Critical Failure applies a +2 penalty. The shrapnel. The damage caused is treated like a club but the
modifiers are summed together and act as a base modifier area of effect is like that of a grenade using the ‘Accuracy
for the key person. It requires a complex skill check to by Range’ rules. It is also common practice to use
reload the weapon equal to the reload number. On check catapults to hurl flaming shot as well as lit barrels of
is made per phase. A Critical Failure result has the same gunpowder into the enemy’s defenses.
effect as if generated while firing the weapon. In this It requires 2 actions to reload a light catapult and 4
instance, and this instance only, a failure still counts as a actions to reload a heavy one. A separate action is needed
success, however each failure result applies a +1 penalty to fire the weapon.
to firing the weapon unless an equal number of actions are
used to realign and aim the weapon again. Greek Fire Projector
Once the team’s modifier is determined it remains Preferred for shipboard combat, this team weapon is
unchanged for that scene unless it is re-determined later best used at very close range. The damage listed considers
on. Leadership can also apply a bonus to this skill check as an area of effect similar to other indirect fire weapons,
well. which is ‘2/4/6’. In addition to the damage caused, all
targets that are hit must also make a Constitution feat
Progress Level 1: The Iron Age check vs. Fire on the following phase or continue to burn
The first heavy weapons make their appearance. All of as per those rules.
them are team weapons with the exception of the Light It requires four liters (or roughly one gallon) of Greek
Ballista, which only requires one man to reload and fire. fire to use this weapon.
Another, non-lethal, option can be used with this
Ballista, Heavy and Light weapon. By using water instead of Greek fire, crowds and
The ballista uses either poles drawn tight in between riots can be brought under control with out seriously
twisted ropes or they use a large bow to fire a spear; injuring the populace. The damage for a ‘water cannon’ is
resembling a giant crossbow. While the damage is only d6s/d6+2s/d6w and is Li/O in power.
comparable to that of a spear the damage type is High It requires three actions to refill and prepare this
Impact; and the weapons range is superior to the Long weapon and a separate action to attack with it.
Bow.
How many actions it requires to reload is dependent Progress Level 2: The Middle Ages
on the ballista’s size. It takes on action to load a Light While Ballista and Catapults remain in heavy use
Ballista and three actions to load a Heavy Ballista. It during this period, other war machines also appear –
requires a separate action to fire the weapon. primarily the Bombard. The period also sees
improvements on existing heavy weapons and introduces
Catapult, Arrow the Drill; and special type Ram, which is also called a Bore.
An advancement on the scatter shot option for
catapults (see below), the arrow catapult is fantastic as an Ballista, Great
anti-personnel weapon. When fired, an average fifty This monster requires a team of men to move and
arrows are launched in a tight pattern at a target area. The even still it can only be moved over flat, open ground. It
damage listed considers an area of effect similar to that of takes five actions to load a Great Ballista. It requires a
a grenade with the following ranges 2m/6m/12m. The separate action to fire the weapon.
resistance modifier of the target(s) is applied to the attack
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Chapter 4: Weapons & Armor
Bombard The following table presents the character with some more
The bombard is the first gunpowder weapon to be options.
used by mankind and arrives near the end of the Middle
Ages. Bulky and slow to reload, the bombard also has the Shot Type
characteristic of backfiring on both a 20 and a 19. Backfire PL Range Cost Damage
Bolt 4 3 / 6 / 12 25sp d6+1w/d8+2w/d6m
damage is 1d6 points of wound damage, is considered Grenade 4 10 / 30 / 180 150gp As per Grenade
En/O, and effects all in a 4-meter radius around the Harpoon 3 8 / 16 / 40 10gp d4w/d6w/d4+1m
bombard. Rock 0 6/12/30 - d4w/d4+1w/d4+2w
While the standard bombard shot does not explode, it *
does cause half of the damage generated to all targets out Salt 3 6 / 12 / 30 1cp d4-1w/d4w/d6+1w*
to 6 meters. It requires 10 charges of gunpowder to fire a Snare 3 8 / 20 / 40 2gp Special
bombard. Spike 3 8 / 30 / 60 1gp d4w/d6w/d4m*
Standard 3 6 / 12 / 30 1sp d4w/d6w/d4m*
* indicates that damage for short range is twice the amount rolled
Catapult, Great while long range is one-half.
Introduced to the west by the Crusaders this weapon
may have been in use by China as early as 300BC. There Shot Types
are two types of Great Catapult, or Trebuchet, being the  Bolt: Filling the entire barrel of the blunderbuss is the
traction and counterpoise versions. The force exerted by bolt shot. Heavy and short of range, this cylinder of
the weapon when it fires is too powerful to be supported steel is deadly when it hits. As an option this shot can
on wheels or in most castle battlements. For this reason be used as an indirect ranged attack. This relies on the
most great catapults are built in place on the battlefield indirect fire skill and increases the range to
and normally are not moved from their original location 10/50/100. However when used in this fashion an ‘on
without much labor. target’ result most be generated on the ‘Accuracy by
Range’ table as described in the Alternity Player's
Sweeper Handbook for damage to be caused.
This weapon is a specialized version of the ballista that  Grenade: Specifically designed for use in the
fires a length of chain or net into a body of soldiers. The blunderbuss, this warhead requires the use of the
Sweeper can hit any target out to 4 meters on either side of indirect fire skill.
the trajectory path. This weapon uses the indirect fire  Harpoon: Essentially a barbed rod, this shot is not as
rules for medium or long range but may be fired directly at dangerous as the bolt shot above but has a greater
short range granting a –1 bonus to the attack roll. If used range. This shot may also be used with the indirect
in this fashion however, it cannot hit targets at medium or fire skill which grants ranges of 12 / 60 / 120. The
long range as it falls to the ground at 20 meters. 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.
Progress Level 3: The Age of Gunpowder  Salt: The damage caused by salt shot is low but the
Use of gunpowder becomes prominent in this age. As pain that is caused by salt that gets under the skin can
muskets and wheel-lock pistols develop improvements are be very distracting. If the salt shot causes at least one
also made on the bombard. This age also introduces the point of wound damage then the target must make a
first personal Heavy Weapon called the Blunderbuss. Stamina-endurance check against the Irritant entry on
the poisons table found in chapter 3 of this book as
Blunderbuss well as the Alternity Gamemaster's Guide. Onset is
The early blunderbuss presents a character with a one round and the duration is one hour.
useful but cumbersome weapon. In a sense similar to a  Snare: This shot type allows a character the option of
shotgun, the Blunderbuss causes twice the damage at close firing a net at a target. When determining the
range but only one-half the damage at long range. The +2 accuracy of the shot, any person or object within 2
Accuracy modifier does consider that this weapon is at meters of the target is also captured in the net.
first a Matchlock firearm. It quickly changes over to the However this shot does have a minimum range of 2
Flintlock firing mechanism, granting only a +1 modifier, meters as the net requires a moment to expand.
before the end of this age. It requires two actions to  Spike: An improvement on the standard load, spike
properly load a blunderbuss, and a separate action to fire shot is better in every way except for cost.
the weapon.  Standard: Standard shot is a pack of small metal balls.
The blunderbuss’s entry on the Heavy Weapons table They are available in most societies where a
shows the range and damage for a Standard load of shot. Blunderbuss is common.

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Chapter 4: Weapons & Armor
Cannon, Heavy It requires 10 charges of gunpowder to properly fire
This weapon begins a new era of warfare as this weapon.
gunpowder weapons take the lead in battlefield tactics.
While there is always room for improvement, the cannon Mortar
is hard to beat. Similar to the bombard, a cannon causes Relying completely on indirect fire rules, the mortar is
half of the damage generated out to 6 meters. It takes 4 a difficult weapon to aim. A +5 modifier is shown for the
actions to load a Heavy Cannon, and a separate action to weapon, however this only applies to first shot taken with
fire it. the weapon once it is placed in a new location. After the
It requires 15 charges of gunpowder to properly fire first round lands, the crew can then make adjustment to
this weapon. walk the weapons fire wherever needed. After the first
shot on a new battlefield the mortars accuracy changes to
Cannon, Light a +3. A mortar causes one-half of the damage generated
While being weaker in firepower than the larger out to 4 meters.
version, light cannons can be used in a 2-to-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.
Heavy Weapons Table
Weapon Skill Acc Range Damage Type #of A Reload* Mass Cost
Progress Level 1: The Iron Age
Ballista, Heavy Indirect +3 75/250/500 d8w/d8+2w/d6+1m Hi/O 1 3 150 600gp
Ballista, Light Indirect +2 50/200/500 d6w/d6+2w/d4+1m Hi/O 1 1 100 400gp
Catapult, Arrow Indirect +2 (25)50/125/25 d4+1w/d6+1w/d4m Li/O 1 3 150 500gp
0
Catapult, Heavy Indirect +4 (25)75/175/35 d4+1w/d6+1w/d4m Li/G 1 4 200 700gp
0
Catapult, Light Indirect +4 (25)50/125/25 d4+1w/d6+1w/d4m Hi/O 1 2 150 200gp
0
Greek Fire Projector Indirect +1 10/25/50 d6w/d6+3w/d8+3w En/O 1 3 100 800gp
Progress Level 2: The Middle Ages
Ballista, Great Indirect +4 100/250/700 d8w/d8+2w/d6+1m Hi/G 1 5 250 800gp
Bombard Direct +3 50/200/400 d8w/d8+2w/d6+1m Hi/G 1 5 500 5000gp
Catapult, Great Indirect +4 60/120/480 d4+2w/d6+2w/d4+1 Li/G 1 8 300 100gp
m
Sweeper Direct +1 20/40/80 d8s/2d6s/d8w Li/G 1 4 200 600gp
Progress Level 3: The Age of Gunpowder
Blunderbuss Direct +2 6/12/30 d4w/d6w/d4m Hi/O 2 2 6 400gp
Cannon, Heavy Indirect +2 75/350/900 d6w/d6+2w/d6+1m Hi/G 1 4 200 2000gp
Cannon, Light Indirect +2 50/300/750 d4w/d4+2w/d4+1m Hi/G 1 2 150 1500gp
Mortar Indirect +5 (30)50/75/150 d6w/d6+2w/d4+1m Hi/G 1 2 175 1200gp
Ribald Direct +3 10/40/80 d6w/d6+2w/d6m Hi/O 1 48(2x24) 100 700gp
Progress Level 4: The Tinker Age
Arrow Gun Direct +1 20/40/100 d4+1w/d6+1w/d6+3 Li/O 3 2(36) 15 700gp
w
Cannon, Boiler Direct +1 15/45/150 d4w/d6w/d4+1m Hi/O 1 3 150 2000gp
Cannon, Great Indirect +2 150/600/1500 d6w/d6+2w/d6m Hi/A 1 8 750 20,000gp
Cylinder Rifle Direct +1 30/60/150 d6w/d8+1w/d6m Hi/O 3 20(2x10) 8 1200gp
Fire Lance Indirect +2 30/60/150 d4w/d4+2w/d4m Li/O 2 3 10 800gp
Greek Fire Rifle Indirect +1 6/12/25 d6w/d6+3w/d8+3w En/O 2 1 6 900gp
Six Gun Direct +1 30/60/150 d6w/d6+2w/d6m Hi/O 2 12(2x6) 14 5000gp
Slag Gun Direct +1 20/80/400 d6w/d4m/d6m Hi/O 3 200(1x200 150 50,000gp
)
Tri-Gun Direct +1 40/80/240 d6w/d8+1w/d6m Hi/O 2 3(1x3) 10 1600gp
Progress Level 5: The Magic Age
Mage Cannon Direct -1 90/180/270 Varies by type Varies 2 2(25) 20 25,000gp
Nova Cannon Direct -1 150/300/750 d6+2w/d8+4w/d8+1 En/G 2 2 150 30,000gp
m
Nova Gun Direct -1 100/200/500 d6+1w/d8+2w/d6+1 En/G 2 1(10) 15 10,000gp
m

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Defining the Heavy Weapons Table depending on range. When the weapon is fired the Game
The table for Heavy Weapons has a few entries that Master should count each shot that hits at a given range so
can vary among different weapons of this type and should those further targets are not hit by spent rounds.
be explained. While this weapon only requires one man to fire all of
Skill: If Tactics appears in this entry then it refers to a the barrels, it is a good idea to have a crew handy to reload
weapon that is not used in personal combat, but rather a the weapon. It requires 2 actions to load each barrel for a
weapon with a specialized use; like during a siege. The total 36 to 48 actions!
Tactics broad skill can be used to determine success as The most ominous version of this weapon appears in
can the infantry tactics specialty skill. The Game Master the later days of Progress Level 4 where a Pepperbox
may also allow the use of the Engineering-siege works feature is used for each barrel and they can all be rotated
skill as well. into firing position with a single, tandem action.
Acc: The modifier is always given for a weapon being used
against an individual. If a large weapon is used to Progress Level 4: The Tinker Age
repeatedly assault an area, building, or a mass of people As the knowledge of tinkering grows heavy weapon
the modifier is improved by two steps. In no case can applications begin to exceed in variety. Firearms continue
this produce a modifier of –1 or better. to advance, but new breeds of weapons evolve that are
Range: If a number appears in parenthesis this indicates powered by other sources.
the minimum effective range for the weapon.
Damage: Damage for heavy weapons that rely on the Arrow Gun
Tactics skill cause their damage to structures only. The Arrow Gun is a kinetic powered weapon that
Type: This entry remains unchanged for all Heavy operates by a system of gears and pulleys to rapidly draw
Weapons. and fire a series of arrows. The earlier versions of the
#of A: If a ‘1’ appears in this entry then the weapon must weapon feature a crank that is turned to induce firing.
always be reloaded after each shot. Later models are ‘pre-spun’ requiring only a trigger for
Reload: The first number presented indicates how many effect.
actions are required to reload the weapon in question. If The Arrow Gun is one of the few weapons known that
a number appears in parenthesis then this number has automatic firing capabilities. However this can be a
indicates how many shots are loaded by the action. One drawback as the weapon has only one mode of firing, full
shot is the default and does not appear in the entry. If a automatic, and the rules that apply to such attacks. In all,
multiplier appears then this indicates the number of the Arrow Gun is similar in appearance to a crossbow but
separate actions required loading each shot. In these would never be confused with one.
cases the weapon can be fired before being fully loaded. Despite all of the advantages that this weapon gives to
Mass: This is average mass of a weapon of this type. a soldier, the arrow gun is very cumbersome to carry and
Variations of the weapon, and those that use Heavy fire. When the arrow gun is fired ‘from the hip’ a
Weapon Option can vary in mass. +2/+4/+6 auto-fire penalty is incurred. This can be
Cost: This is average cost of a weapon of this type. overcome with a successful strength feat check but this
Variations of the weapon, and those that use Heavy check must be made for each phase that the weapon is
Weapon Option can vary in cost. fired in this manner. Normally this weapon is mounted
and the fore of the recoil is light enough to accommodate
Ribald many firing platforms.
A Ribald is a small cart upon which are a series of 12 Arrow Guns usually carry enough arrows for 4
to 24 musket barrels, all charged and ready. When a single automatic-mode attacks. It takes two actions to reload a
lever is pulled, or trigger released, all of the hammers new ammo box. Improved versions feature continuous
strike as one. The weapon shown considers the use feed mechanisms that allow the weapon to fire without
Matchlock mechanisms. Near the end of this age Flintlocks having to reload every fourth attack.
can be used instead which betters the accuracy to a +2 A nasty, and often used, option of the Arrow Gun is to
instead. use Explosive tipped arrows as described later in this
The blast of the weapon has a conic area of effect. chapter.
Within 10 meters (short range) the shots can strike
anyone within 2 meters of the trajectory path. From 11 to Cannon, Boiler
40 meters the shots have a spread of 3 meters, and from This weapon relies on steam to propel a harpoon or
41 to 80 meters the shots have a spread of 4 meters. The spear at a target. Found mostly on whaling boats, the
size of the target generally determines how many shots weapon often uses a harpoon for deadly effect. If a
can strike him. Tiny and Small characters are usually only harpoon is used then the damage caused should consider
attacked by one shot. Medium and Large targets may be that weapon.
hit by up to three shots. Huge targets may be hit 6 shots, It requires only 2 actions to reload the Boiler Cannon,
and Gargantuan targets may be hit by 12 to 24 shots and a separate action to fire it.
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Chapter 4: Weapons & Armor
check means that the next lowest result for damage is
Cannon, Great caused that phase. In the case of Amazing damage, the
The gunpowder revolution in the Age of Gunpowder target could suffer both Good and Ordinary damage as
granted field commanders a more reliable cannon. At the well. When a successful feat check is passed no additional
dawn of the Tinker Age the miniaturization of cannon is damage is caused.
halted long enough to produce this monster. If a lord can
overcome the 25 charges of gunpowder required to fire Greek Fire Rifle Configurations
the weapon and a solid earth platform to mount it on, a As noted by its name, the Greek Fire rifle uses
battle can be resolved very quickly. flammable oil as its fuel source. In general there are three
The impact of the cannon ball is so great that it causes manners in which a flame gunner can employ this. The
one-half of the inflicted damage out to 10 meters. It first is the standard type as detailed on the table above.
requires eight actions to reload a Great Cannon, and a  Small Bellows: Using this version of the gun, the
separate action to fire it. soldier empties one liter of oil into the gun bellows for
later use.
Cylinder Rifle  Large Bellows: Allowing for more oil to be pulled into
Being one of the first quick-loaded firearms, this these larger bellow gives the gunner three liters
weapon contains all of its shot, wading, and powder in instead of only one. In addition to this, the gunner can
cylinders along the barrel length. When the arming bolt is use all three uses as a burst fire. Large Bellows
pulled back, a portion of each component is loaded into the increase the weapons mass to 10 and the Reload entry
barrel allowing for a more rapid rate of fire. The weapon changes from 1 to 1(1x3). The cost also rises to
can be fired on every action the character has until the 1200gp.
rounds (10 in all) run out. However, it requires a total of  Oil Tank: Instead of pouring flasks of oil into the
20 actions to fully arm the weapon again. Despite this, the bellows, this option gives the gunner a steady supply
Cylinder Rifle can be fired before it has been fully loaded. of Greek fire oil strapped to his back in a barrel and
The downfall of this weapon is its dangerous ability to attached to the weapon by a water-proof hose. This
backfire when the powder cylinder is nearly or completely gives the soldier an average of 30 liters of the weapon
full. When a backfire is indicated during the weapons use and both burst and auto-fire options are available.
treat the damage caused as a demolition’s explosion using While being a very popular option with leaders, many
those rules for powder charges given in Chapter 5: Goods soldiers are uneasy about having that much flammable
and Services. 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
Fire Lance course larger or smaller barrels can be used just
Siege warfare will never be the same again! The Fire remember to adjust both mass and reload rates using
Lance resembles a large blunderbuss with a lengthened common ratios to determine their values.
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
Six Gun
it should happen to hit someone); the explosion is treated The Six Gun is a Pepperbox configuration (see
as a grenade with the area of effect remaining the same. Pepperbox under ‘Firearms Options’ below) based on the
While smaller and shorter ranged versions of this caviler rifle. This gives the weapon six rotating barrels
projectile can be made for the blunderbuss the standard allowing the gunner to fire six times before reloading. This
Fire Lance round is to long and heavy to use with that introduces the potential for several persons with these
weapon. weapons to lay down a volley of fire that is only matched
It requires two charges of powder to deploy this by soldiers with bows.
weapon effectively. Reloading a new ‘lance’, and charging It requires 12 actions to fully reload the weapon.
the gun requires 3 actions. A separate action is needed to However, it can be fired before being completely reloaded.
fire it. In this case two actions are needed to load each shot. A
separate action is required to fire the weapon.
Greek Fire Rifle
Composed of a set of high-pressure bellows,
Slag Gun
waterproofed tubing, a rifle barrel, and a forward mounted An application of steam power to the heavy weapons
torch (usually oil soaked cork or pitch), this heavy weapon genre produced this monster. While the gun itself is
can instill fear in even the best of troops. After the initial relatively small, the boiler and loading rails make the
damage is caused, the target on the following phase must weapon system rather large. The gun is about one and
roll a Constitution feat to avoid further damage if the result one-half meters long and stands a little under a meter tall.
of the attack was better than Ordinary. When Good or The boiler weighs 30 to 50 kilograms and is attached to the
Amazing damage is caused, a failure on the targets feat gun by tar sealed hoses of giant eel skin. The loading rails
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Chapter 4: Weapons & Armor
are 1-meter long enclosed chutes that provide the gun with Meteor Swarm 1d6s/1d4w/1d6w 80/160/240 DEX
Sheet Lightning d4+1w/d6+2w/d4+1 80/160/240 DEX
a continuous feed of ammunition. The ammunition used is
m
a bolt 10 centimeters in length and 1 centimeter in Ice Storm see below 100/200/30 CON
diameter. 0
When the boiler is sufficiently heated a steam-release
valve is closed forcing the pressure through the barrel of Each spell gem also gives an attack other qualities that
the gun. When the gunner depresses the firing bar the may not be covered on this table. The spell gem types and
bolts are individually forced into the barrel by a steam- the spells the are derived from as follows:
powered rotor. The weapon will continue to fire as long as Deadly Missile: Invocation-magic missile, Rank 10
the firing bar is depressed. Leaping Flames: Invocation-magic fire, Rank 9
As indicated on the table, the Slag Gun can fire 200 Power Word: Invocation-power word, Rank 9
bolts under normal conditions (i.e. both loading rails are Meteor Swarm: Invocation-meteors, Rank 8 (three meteors
fully loaded). However it is normal that another person are fired each time the weapon is fired. Aside from the
continues to load new bolts into the loading rails during blast radius, this feature grants a bonus –1 step as if
combat making the weapons rate of fire dependant only burst fire mode.)
the amount of bolts available. The Slag Gun can be used in Sheet Lightning: Invocation-lightning, Rank 8
Fire, Burst, or Automatic modes of fire. Ice Storm: Invocation-ice, Rank 10 (Damage caused is
The Slag Gun cannot be carried in total except by Huge 3d4w/2d4w/1d6w/1d6s/1d4s for a Critical Failure to
creatures. However they are versatile enough to be used an Amazing result and the damage is treated as Energy
on any platform and when compared to other heavy with regards to armor.)
weapons like the Ballista, they are easy to move. The Mass
entry for the weapon includes all those mentioned so far. Nova Cannon
In most campaigns where this weapon is included, The Nova Cannon is a larger version of the Nova Gun
their use is almost always limited to Military only (or the below. They only differ in damage caused and the ranges
lord who owns one) as the weapon’s destructive power is of the weapon. Unlike other large weapons, only one man
great. is required to man a Nova Cannon.

Tri-Gun Nova Gun


Featuring a special combination of rifle and heavy The nova rifle resembles a large Dragon Rifle. The
barrels, the Tri-Gun is a ‘dungeons-busters’ best friend. weapon can only use a special type of spell gem that allows
The two top barrels are cavilers while the bottom barrel is a temporary portal to the Quasi-Elemental Plane of
a blunderbuss. The statistics given reflect the caviler Radiance to be opened. The result is a blast of destructive
barrels only. radiance that can devastate even the toughest of
opponents.
Progress Level 5: The Age of Magic In addition to the blast itself, all person who are within
As with Ranged of weapons of this age, Heavy 2 meters of the target also suffer damage of one category
Weapons begin to experiment with spell gems. The result less than the target itself. While being one the most
is some of the most deadly weapons a character can have powerful weapons one can have, most lords can only
in the game. afford a few of them.
As with other weapons that rely on spell gems, those
for Heavy Weapons have the following charges.

Weapon Type Charges


Armor
So far I have introduced you to a wide variety of useful
Nova Cannon/Gun 10 and sometimes lethal weapons. When such weapons are
God Gun 25 brought to bear against a target, it is in the targets best
interest to be a good suit of armor.
God Gun
The God Gun is a heavy version of the Dragon Rifle. PL 0: The Stone Age
Having a slightly longer and wider barrel, the weapon Most Stone Age persons wear little if no clothing let
allows for the powerful of spell gems. The table below alone armor. Hide armor, presented below, probably came
shows the more common gems used in a weapon of this about in an effort to keep warm with its protective
type. qualities being an after thought.
Spell Gems Damage Range Resist
Deadly Missile d8w/d8+2w/d8+4w 100/200/30 DEX Hide Armor
0 Before treated leather was developed, hide armor
Leaping Flames Fire/Heat Hazard 90/180/270 CON
stands alone as the primary source of protection for a
Power Word d4+2w/d6+2w/2d4w 90/180/270 p. resolve
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Chapter 4: Weapons & Armor
primitive warrior. However being untreated, this armor is rated by the quality of initial and successive Overbearing
has the nasty habit of rotting. Every week (or day as the attacks against a target.
DM sees fit) the armor must roll a Durability check against
disease. ‘Damage’ to the armor is handled as per those Chain Mail, Elven
rules and the rules for damaged armor in general. This The technology of elves with metallurgy is
usually is not a problem for cave guys and gals since extraordinary when it comes to small, flexible chain links.
hunting fresh game and replacing old armor is common Elves do not part with this armor easily and they may
place anyway. mount raids to recover stolen or ill-gotten suits.
This type of armor may also include woven plant
fibers of thick vegetation or ropes and padding. Helm
The center of the sensory organs is treated to extra
PL 1: The Iron Age protection. A helm cannot be used with other armor if that
The introduction of treated leather allows for more armor already contains an integral helmet or hood. A helm
versatile armor options. As the age of organized warfare may not provide significant protection, as determined by
begins, armor is in high demand. the Game Master, if it is the only armor being worn.

Body Shield Leather Armor


Designed as both a companion and defense against the Perhaps the cheapest and most common type of armor
spear, body shields provide excellent protection but are available leather armor, despite its lower protective value
cumbersome to use. This shield is too heavy to be used for is popular in this age and in future ages as well.
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 Shield, Small
retain the same modifiers. A small shield is usually round, about a half-meter in
The two most common uses of this shield are the body diameter, and worn on the forearm of the secondary hand.
shield/spear combination or an archer/shield bearer team.
PL 2: The Middle Ages
Body Spikes As the knowledge of smelting and metal works
Body Spikes are an addition to an existing type of becomes more common place, armor evolves to the
protection or can be worn as spiked bands that cross the splendor of the romantic ideal. Armor of this age also
chest, legs, and arms. In all cases they grant a +1 bonus to becomes a symbol and sign of rank and status.
defense against Low Impact attacks. While they impose no
Action Penalty they do have a mass of 2kg in any
configuration.
Chain Mail
While they act as armor, body spikes can be used as This armor type includes various types of laminated,
weapons during an Overbearing, unarmed combat. If they scale, brigandine, splint and banded armor. Chain mail
are used successfully in an Overbearing attack they cause provides excellent protection against low impact attacks.
d4w/d4+1w/d4+2w in damage in addition to other The suit includes a coif to protect the head.
effects generated by the Overbearing attack. This damage

Armor Table
Type Li/Hi/En Skill AP Mass Cost Hide
Progress Level 0: The Stone Age
Hide d6-3/d4-3/d6-4 Armor Op. +1 10 N/A
Progress Level 1: The Iron Age
Body Shield +2/+1/+1 Shields +3 12 N/A
Body Spikes +1/0/0 None 0 1 +10gp N/A
Elven Chain d6-1/d6-4/d6-4 None 0 0 +4
Helm +1/0/0 Armor Op. +1 4 N/A
Leather d6-2/d6-4/d6-4 None 0 7 +2
Small Shield +1/0/0 Armor Op. +1 4 +1
Progress Level 2: The Middle Ages
Chain Mail d6-1/d6-4/d6-4 Armor Op. +1 15 +1
Medium Shield +2/+1/0 Shields +2 7 N/A

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Chapter 4: Weapons & Armor
Plate Armor, Full d6+1/d6-3/d6-3 Heavy Armor +3 25 N/A
Plate Armor, Partial d6/d8-5/d6-4 Heavy Armor +2 20 +1
Progress Level 3: The Age of Gunpowder
Leather Coat 1d6-3/d4-3/d4-2 None 0 5 +3
Progress Level 4: The Tinker Age
Ballistic Chain d6-2/d6-2/d6-4 Armor Op. +1 15 +2
Ballistic Shield +2/+2/0 Shields +2 9 N/A
Ballistic Plate, Full d6/d6-1/d6-3 Heavy Armor +3 25 N/A
Ballistic Plate, Partial d6-1/d4-1/d6-3 Heavy Armor +2 20 +1
Kinetic Armor d4+3/d4-1/d4-2 Heavy Armor +4 75 N/A
Progress Level 5: The Age of Magic
Ceramic Plate d6-1/d6-4/d4 Heavy Armor +2 10 +1
Ceramic Shield +1/+1/+2 Shields +2 5 +1
Force Armor d6-1/d6-1/d6-1 None 0 1 +4
Force Shield +2/+2/+2 None 0 1 +4

giant spiders. These pads are then layered into pillows


Plate Armor, Full beneath the normal armor types. To keep the armor from
Full plate armor is made from shaped and fitted metal being to cumbersome, some of the standard fittings and
plates riveted and interlocked in such a way as to cover the pieces of the armor are lost.
entire body. Gauntlets, boots, and a visored helmet are The result is suit of armor that statistically conforms
included, as well as a layer of thick padding under the to previous armor types but have an elevated protection
armor. against high impact damage. On the downside this type of
protection generally has a lower rating against low impact
attacks and costs more.
Plate Armor, Partial
This armor combines a metal breastplate with either
chain or brigandine armor. A few metal plates protect vital
Kinetic Armor
parts of the body, but not as many are used as in full plate This suit of extremely cumbersome armor is an
armor. 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-
Shield, Medium speed bicycle, each movement made by the wearer is
A medium shield is heavier than a small shield and is multiplied by the series of gears. While this helps a bit the
usually a meter in diameter. armor is still heavy and awkward to use. The mass listed is
for the suit if it carried. When worn the gears and
PL 3: The Age of Gunpowder actuators reduce the encumbrance to only 45 kilograms.
Aside from the leather coat there are no new armor To perform any physical action other than attacking or
developments during this period of time. The advent of walking a Heavy Armor skill check is required. This
the rifle on the battlefield actual makes the use of leather includes getting up if the armored person falls down. It is
armor more appealing. impossible for the wearer to put this armor on by himself.
It requires the wearer and another person to assist, and
Leather Coat requires several minutes to don the suit.
This long coat, made of boiled leather, is better than
nothing in a fight. It is even a fashionable wear in some PL 5: The Magic Age
societies. The Leather Coat is also popular among As magical weapons begin to appear, so does
Arcanists, as the protection is relatively cheap and light of protection that can compensate against it. The use of a
weight. dense form of semi-magical ceramic appears as does spell
gems empowered protection.
PL 4: The Tinker Age
As science slowly catches up to gunpowder, newer Ceramic Plate and Shield
types of heavy armor reappear. By forging and casting super hard layers of ceramic,
steel, and anti-magical substances the first magical
Ballistic Armor resistant armor is born. Aside from the higher energy
Ballistic armor types (Chain mail, full plate, and partial rating given for the armor in its description, ceramic plate
plate) are made from the original materials as previous also grants the armor’s wearer a bonus +/- 2 Resistance
armor but are also fitted with woven pads of webbing from Modifier when defending against any type of Attack or

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Chapter 4: Weapons & Armor
Influential spell. This benefit does not have any effect on Exploding Shot 3 25gp
psionics however. Grape Shot 4 7gp
Great Cannon shot 4 25gp
Force Armor and Shield Gunpowder, Heavy 3 15gp
Utilizing spell gem technology, Force armor and Gunpowder, Light 3 10gp
shields provide a practically weightless defense that is Gunpowder, Great 4 25gp
comparable to most other types of protection. Force
Armor is girdle or belt with a large buckle in the center. Firearms,
On the buckle is a button that when pushed produces the Ball Shot 3 2sp
‘Force Armor’ option from the Invocation-force field spell. Gunpowder, per shot 3 1gp
The Force Shield does the same, however it is installed in a Mini-Ball 4 5sp
bracer or gauntlet. Wading 3 1cp
Each time the buttons are pushed the force field
generated will last for 10 minutes, and uses a charge. Both Greek Fire, per shot 1 10gp
types of force protection have a maximum of 25 uses.
While no skill is required to utilize the protection to its Quarrels,
fullest value, having high ranks in either heavy armor or Hand Quarrel 4 1gp
shields do grant those benefits. Similarly a person with an High Explosive 4 3gp
active Force Armor can cause Gauntlet damage from a Standard Quarrel 2 1sp
punch and the Force Shield can be used in strike as a
normal shield. Sling,
Force protection of either type is visible, but is Sling Bullet 1 1sp
transparent. Colors range from blue to green to red, and Sling Stone 0 -
the protection may be featureless or fully detailed based
on who designed the devise. Sling Staff,
Sling Bullet 1 1sp
Sling Stone 0 -
Ammunition Stink Pot 1 3sp
The damage rating listed for most ranged and heavy Spell Gems,
weapons considers that a standard armament is being Heavy, Generic 5 50gp
used with that weapon. Below are the not only the cost for Heavy, Specific 5 150gp
such ammunition, but other types of ammunition as well. Pistol, Generic 5 25gp
Most importantly is the cost of the ammo and the Pistol, Specific 5 50gp
Progress Level in which is appears. Rifle, Generic 5 35gp
Rifle, Specific 5 75gp
Ammunition Type Progress Level Cost

Arrows,
Arrows
Armor Piercing 2 4cp Game Masters may allow a character to use the same
High Explosive 4 5gp type of arrows for differing types of bows if desired. Some
Incendiary 1 +1cp however may feel that Long Bows fire different arrows
Signal Arrow 2 5cp than other types of bows and may deem it necessary to
Standard Arrow 0 2cp apply some penalty if done so.

Ballista, Armor Piercing: Useable only with a Long Bow, this arrow
High Explosive 4 10gp features a heavy chiseled head on a meter long arrow.
Incendiary 1 7sp When damage is assessed for a successful hit, armor
Standard Bolt 1 5sp values are reduced by 1 point for Low Impact damage.

Catapult, High Explosive: Behind the head of this arrow is a small


Flaming Shot 1 5sp charge of gunpowder that is ignited by flint when the
Exploding Shot 2 5gp arrows head is depressed; usually by a successful hit.
Standard Shot 1 3sp The ensuing burst fires the arrow into the target with
more force than is usual for an arrow. The result is that
Cannon, the damage is defended against as if it were High Impact
Canister 3 5gp instead of Low Impact.
Cannon Ball 3 2gp
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Chapter 4: Weapons & Armor
Incendiary: This arrowhead is rapped and soaked in pitch, 5
tar, or Greek Fire. After being lit the arrow causes a hit
target to also suffer 1d4-2 points of fire damage which is As with a blunderbuss, damage caused at short range
En/O in type. These arrows can also set ablaze is doubled and damage at long range is halved. Canister
flammable material. shot may considered as having a 10 meter area of effect
from the point of a strike which makes this weapon deadly
Signal Arrow: This arrowhead is designed to whistle loudly when used against troops marching or charging in line.
when fired. The sound is so loud that it can be heard a
kilometer away, barring other noise. They are often Exploding Shot: This type of shot is a hallow version of the
used for communication and signaling during combat. standard missile which is filled with gunpowder. Most
have a fuse, which is then lit, and the weapon is fired.
Ballista Shot Barring a Critical Failure the shot explodes upon impact.
The standard ballista shot resembles a spear and may This explosion is equal to a bundle of dynamite (area of
even be used as such in melee. Below are other options effect: 2/4/8; Damage d8+4w/d8w/d12s). The damage
common to ballista shot. from the blast is considered Li/G. Normal damage from
the shots impact is also considered for an ‘on target’ hit.
High Explosive: Much larger than a High Explosive arrow
or quarrel, the HE shot for a Ballista has a more Grape Shot: Grape shot is superior to Canister shot
devastating effect. Upon a successful hit damage is mentioned above. This load of heavy iron balls allows
determined normally. After this apply the damage of a the cannon its normal range ands the type of damage
HE Grenade. remains Good in firepower. The area of effect is tighter,
being only a 6 meter spread, and the damage is doubled
Incendiary: This ballista shot is rapped and soaked in pitch, for short range and halved for long range.
tar, or Greek Fire. After being lit the arrow causes a hit
target to also suffer 1d4-2 points of fire damage which is Gunpowder: This entry simply shows the cost in
En/O in type. These arrows can also set ablaze gunpowder for firing each type of cannon.
flammable material.
Firearm Shot
Catapult Shot Information on firearm munitions is given in the next
The normal shot for a catapult is a shaped stone ball. section ‘Weapons Options’.
Other options are given below.
Gunpowder: The cost given reflects a single charge of
Exploding Shot: This type of shot is a hallow version of the gunpowder required in firing a normal firearm. Some
standard missile which is filled with gunpowder. Most firearms call for more than one charge to be used.
have a fuse, which is then lit, and the weapon is fired.
Barring a Critical Failure the shot explodes upon impact. Wading: Wading is nothing more than a ‘filler’ used to pack
This explosion is equal to a bundle of dynamite (area of and contain the round and powder in the barrel of a
effect: 2/4/8; Damage d8+4w/d8w/d12s). The damage firearm. Wading is consists of a small square of cloth
from the blast is considered Li/G. Normal damage from made from moisture absorbing material and is a
the shots impact is also considered for an ‘on target’ hit. required component during the reloading of a firearm. If
wading is not used a Critical Failure can be generated on
Flaming Shot: If this shot hits a target that is not resistant both a natural 20 or a 19 as the powder does not remain
to fire then a durability check vs. Fire must be rolled. 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
Cannon Shot
pinch.
The damage listed for cannons considers the use of a
metallic cannon ball. Other options are given below.
Greek Fire
Canister: Canister shot effectively turns a cannon in to a Greek Fire is a mythical substance sought after for its
large blunderbuss. For game purposes range is halved, deadly ability to incinerate the enemy. The price shown on
the die used for damage is increased to the next higher the table reflects the cost for one liter of this substance.
die, and the type of damage becomes Hi/O. Heavy and The Greek Fire Rifle uses one liter normally, and the Greek
light cannon would conform to the statistics. Fire Cannon uses 4 liters per shot.

Heavy Cannon d8w/d8+2w/d8+1m 40/175/45 Quarrels


0
Light Cannon d6w/d6+2w/d6+1m 25/150/37

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Chapter 4: Weapons & Armor
The Hand Quarrel is designed for use with the Hand the wielder may strike with basket hilt causing damage as
Crossbow. Standard Quarrels may be used with either a Gauntlet.
Medium or Heavy Corssbows. The inclusion of a basket hilt increases the value of the
weapon by 50%. It also increases the mass of the weapon
High Explosive: Similar to the High Explosive version of the by 0.5 kilograms.
arrow, this quarrel causes High Impact damage. Of the melee weapons presented in this chapter, the
following are suitable for this modification: Dagger, Mace,
Sling and Sling Staff Broad Sword, Cutlass, Rapier, Saber, Cavalry Sword, and
Sling ammunition is listed considering the use of sling any Sheath Weapon of these types.
stones. If sling bullets are used then add a +1 to damage.
Sling bullets, which are usually made of lead, also increase Composite Bows
the range of the standard sling to 15/30/75 and the Sling A Composite Bow is one that incorporates different
Staff to 15/30/60. materials in the bow, increasing the total strength. The net
result a 25% increase to each range category for the bow
Stink Pot: This ordinance is a clay vessel filled with in question. This modification doubles the cost of the bow
burning sulfur or quicklime. The range is not good, in question.
being only 10/20/40, but the payload breaks upon Generally speaking, only Short Bows and Long Bows
impact releasing an Irritant poison. All persons within 4 can have composite versions. Their ranges are shown
meters of the broken Stink Pot must resist the poison or below.
suffer immediate penalties. A Stink Pot will usually burn
for 1d4+1 combat rounds before it loses effectiveness. Composite Type Ranges Cost
Long Bow 50/100/250 150gp
Spell Gems Short Bow 25/50/125 60gp
Many ranged and heavy weapons of Progress Level 5
refer to the use of spell gems. The reference is plural Firearm Standards
because in order for a spell effect to be released from the Each type of firearm is defined primarily by three
weapon, two matching spell gems must make contact criteria. There is the manner of ignition, the barrel type,
inside the weapon. The method making spell gems is a and the type of ammunition that can be used. Each firearm
closely guarded secret but does involve a spell that splits described on the Ranged and Heavy Weapons tables
an existing spell into two versions, one ‘positive’ and one already has the information for each of these aspects built
‘negative’. When they make contact the spell is completed in to their statistics. If a player modifies a firearm then the
and released. following rules should be used. Considering the following,
Generic spell gems refer to effects that can be have no these options have already been applied to the weapons
optional settings or enhanced use for the weapon. Their present on the Ranged Weapons table.
benefit is that certain weapons like the Mage Pistol or the
Dragon Gun can use several different types by replacing Weapon Ignition Barrel Ammo
the spell gems. Arquebus Matchlock Crude Ball Shot
Specific versions require the use of a specific weapon Blunderbuss Matchlock Crude Special
Cylinder Rifle Flintlock Smooth Mini-Ball
as they have options that make non-generic. Weapons like
Carbine Breech Loaded Rifled Mini-Ball
the Rainbow Pistol, the Energy Rifle, and the Nova Gun fall Caviler Flintlock Smooth Mini-Ball
in this category. Fire Lance Flintlock Crude Special
Harpoon Gun Flintlock Crude Special
Long Rifle Flintlock Crude Ball Shot
Weapons Options Musket
Six Gun
Matchlock
Breech Loaded
Crude
Smooth
Ball Shot
Mini-Ball
The weapons presented on the tables above are Star Wheel Flintlock Smooth Ball Shot
generic in nature. The following section describes some Tri-Gun Flintlock Smooth Mini-Ball
basic options that can be used to modify these weapons Wheel Lock Matchlock Crude Ball Shot
into more useful of deadly forms.
Most of these options have some special quality the The Ignition Type refers to one of three options
impart to the weapon they modify, but almost all of them available. Matchlock weapons require a lit fuse to ignite
effect both the cost and mass of the weapon in question. the powder and require three actions to reload the
weapon. Flintlock weapons are a little more
Basket Hilts accommodating allowing for only two actions to reload.
A Basket Hilt offers a character a –1 step bonus when Breech Loaded firearms have a special feature in that the
attempting a parry, as such daggers with basket hilts are shot, powder, and wading is combined in a packet and is
often favored as an ‘off-hand’ weapon. In addition to this loaded into the rear of the barrel. Breech-loaded firearms

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Chapter 4: Weapons & Armor
still use the flintlock mechanism. This allows for only one ruin a good gun. Damage caused in this fashion may be
action to reload. The above rules are primarily for rifles. fixed with either the Firearms or Tinkering-Repair skills.
Pistols can be reloaded at a rate of one less action to a
minimum of zero actions required. Backfire Damage
Barrel Types effect the Accuracy of the weapon being Matchlock and flintlock weapons are notorious for
used. Crude bore firearms have little if no specialized causing harm to the shooter when things go wrong. This is
methods for smoothing the barrel and incur a +2 penalty simulated in this game with the Critical Failure. When this
to the firing of the weapon. Smooth bore weapons are result occurs while using a firearm, the backfire causes
better but still impose a +1 penalty. Rifled barrels feature 1d4 points of wound damage to both the character and the
a spiral groove inside the barrel that puts a spin on the weapon itself. Because of the closeness of the weapon and
round and causes the weapon to have no penalty at all. the way in which it is aimed and fired, the damage is
Ammunition Types effect range and can also have an focused on the armor of the character’s head. In a similar
effect on the weapons Accuracy. Ball Shot has no effect on sense, the weapon’s armor, if any, does not apply (however
either. A Mini-Ball increases the range by 25% and grants Toughness does). Damage caused to the weapon by a
a –1 bonus to Accuracy. Bullets (which are not detailed for backfire may be fixed with either the Firearms or
any weapon shown) grant a –1 bonus and increase range Tinkering-Repair skills.
by 50%. Neither mini-balls nor bullets can be used in If the DM allows another option may also be used for a
crude bore barrels and ball-shot cannot be used in a Critical Failure. If the character passes a Personality Feat
breech-loaded weapon. check then the backfire can be determined as a ‘Hang Fire’
It is important to note that the firearms in use today instead. This means that the powder burns incorrectly or
have qualities that are greater than the weapons presented is of poor enough quality that the round is not discharged
here. In addition, there are no Burst or Auto-Fire from the barrel. While this option saves the character
capabilities described here as well. If DMs and players are from backfire damage it does require that the weapon be
willing, those and other options (as well as those listed reloaded with an additional action.
below) are given in Appendix 2: Tinkering. But for the As a final note, a breech-loaded firearm does not
standard version of the game, I assume that with magic backfire on a ‘20’. It jams instead. Correcting this problem
and other options available that firearms will evolve requires only one action.
differently in a fantasy environment than they have in the
real world. Firearm Options
In addition to the standard models and their
Gunpowder possible upgrades, there are also several other options
There are two types of explosive powder that are used useable by firearms. These are presented below and most
with firearms, Black Powder and Gunpowder. Both types are limited to Progress Level 4 unless the DM feels
of powder use the same basic ingredients however otherwise. Each of these options has modifiers to their
gunpowder receives a special process in its mixing called ease or difficulty in implementing, the details of which are
‘Corning’. This step grants a more useable and moisture discussed in Appendix 2: Tinkering. Of the options
resistant powder and also allows for breech-loaded presented below the Combination Barrel and Scopes
weapons and other possible applications. options cannot be used with Pistols.
Against the threat of moisture consider black powder
to have a Durability of 3 and gunpowder to have a  Multiple Barrels: Up to two additional barrels can be
Durability of 6. Checks should be made as often as added to a firearm as long as they are of the same type
necessary given the environment and damage should be and model. While this allows the user to fire multiple
treated as an Acid Splash as found in Chapter 8: Gamers in volleys before reloading, each barrel adds one-half on
Action of this book. the weapons mass to the total mass. Regardless of the
For the purpose of easy rules, any type of powder can final mass of the weapon, its bulk makes it a Heavy
be used in any type of firearm. The sole exception is that Weapon by definition. Each barrel also costs one-half
black powder cannot be used in a breech loaded weapon. of the base cost for the weapon as well. Therefor a
The application of powder types used in the manufacture firearm with two additional barrels weighs and costs
of explosives is discussed in Chapter 5: Goods and Services. twice as much in both categories. The Tri-Gun on the
Heavy Weapons table is an example of this type of
Melee with Firearms weapon.
When a firearm is used for melee it must make a  Combination Barrels: This option is similar to the
durability check for each attack that hits. The damage multiple barrel option above except that it includes
caused to the target is also caused to the firearm itself barrel types that are different. Only one barrel can be
including any modifiers for high strength. The added to a firearm if it differs from the first. The most
mechanisms and components for a firearm are not common application of this is a Blunderbuss combined
designed for these purposes and this is an excellent way to with another type of rifle. As with the multiple barrel
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Chapter 4: Weapons & Armor
option above, this makes the firearm a Heavy Weapon.
Cost and mass are similarly modified excepting the  Dual-Mount: increases accuarcy, must be used for two
base costs of the firearms of which the barrels bolts or no go. adds on step to reload. doubles the cost
originate. of the weapon.
 Pepperbox: An advancement on the barrel  Steam Fired: The force of steam is used to hurl the
combinations above, a Pepperbox is a series of like object. The greater force generated in this manner
barrels designed to rotate around a based so that they does not increase the range of the attack, but damage
may be fired by a common flintlock. This option is increased by a +1. The drawback to this is that the
allows for up to six barrels to be combined on one gun. weapon weighs 50% more, requires one more action
The mass of the weapon, and cost, are determined by to reload, and the fire and water in the boiler must be
the same criteria above. The Six Gun on the Heavy maintained at an operating level.
Weapons table is an example of this type of weapon.  Steam Powered: The most superior use of steam in
 Free-All Trigger: Useable with either the Multiple or large weapons, this system utilizes the force of the
Combination Barrel options, a Free-All Trigger is an steam to power a series of mechanisms to fire and
additional trigger built into the firearm that allows all reload a large weapon. This grants the weapon a +2
of the triggers present to be released in one action. bonus to damage caused and range is increased by
This option increases the weapons cost by 25%. The 25% per category. The flaws are the same as for the
Tri-Gun on the Heavy Weapons table makes use of this Steam Fired option above except that this option
option. allows the weapon to be reloaded in half the time by
 Quick Load Rods: While not being an actual use of steam powered assistance.
modification to a firearm itself, Quick Load Rods are  Explosive Powered: Some team weapons may follow
specially designed loading rods that allow a character the designs as those used for firearms. While the
to place the shot, powder, and wading down the barrel bombard and cannon fit this category (as possible
of the weapon in one action. This reduces the reload modifications to a catapult) the ballista may also make
time by one action however they cannot be used with use of this delivery system. The primary benefit
Breech Loaded firearms. It requires one minute to gained by doing so is that the weapon causes High
prepare a QL Rod therefor most gunners carry several Impact but does use a lot of gunpowder to use.
in to battle. In a progress level 4 campaign, quick load  Tandem Systems: Allowing one man to fire multiple
rods cost around 15 gold pieces each. weapons can be of great benefit. This modification
 Scopes: Scopes help in long range shooting by includes a series of gears, levers, and pulleys that
reducing the long-range penalty by 1 point. However, allow for one release mechanism to be used by the
not just any scope can be placed a rifle and used as weapons that are loaded and ready. Reloading the
such without first being sighted correctly. This is done weapons, however, is another story.
with a complex skill check using the Firearms-Rifle  Automatic Systems: A dream not realized until late in
skill and requires 3 successes with one being allowed the Tinker Age, this system is comprised of weighs,
per. The medieval/fantasy scope utilizes two lenses springs, and the weapons natural power to reload
sealed together with strands of spider web to form the itself. When the weapon is fired, the force of the
crosshairs. The average scope costs 300 gold pieces. release creates a chain reaction that quick ‘rewinds’
 Melee Rigging: This option allows a Rifle to be used as itself to its firing position. The only step remaining is
a club in melee combat without forcing it to make a to place the shot into the weapon, however some
Durability check when it lands a blow. At Progress weapons also include this feature. The force
Level 4 the rigging includes a mount for a bayonet. generated by this action is too much for a wooden
Adding this option to a firearm increases it’s cost by frame. As such, the frame must be made of metal
25%. (preferably steel) and causes the weapon to weigh
 Wide Breech: A Wide Breech allows the weapons twice as much as is normal. This option is not
wielder to load more powder into a firearm than is available to weapons that use gunpowder like the
normally allowed. The net result is that the blast fires bombard or the cannon.
the round with more force, which adds a +1 to the  Pulley Reload System: The forerunner of the automatic
damage. The down side of this is that the firearm will system, pulley reloads include a block and tackle
backfire on either a 20 or 19 (or 20, 19, and 18 if the combination that makes reloading easier by reducing
wielder has the Bad Luck flaw). Designing a firearm the force of the weapons ‘pull’. This option does not
with a wide breech increases its cost by 25 gold pieces. increase the weight of the weapon and it reduces the
reload time by one-half. This option is not available to
Heavy Weapon Options bombards or cannon.
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.
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Chapter 4: Weapons & Armor
Made for Throwing item is to hold. This reflects the rules involving a
Some weapons that are designated as ‘Not for permanent magical item. Temporary magical items, made
throwing’ can be made as ‘Designed for throwing’ if by the Enchantment-enchant item spell, do not have to
desired. While this helps with range modifiers, it does follow this rule but their power only lasts a short while.
modify the damage by a –1 point if the weapon is used in The table below shows the qualities allowed for each level
melee combat. This means that if a Hand Ax is made to be of power.
‘Designed for throwing’ then standard damage applies if
the weapon is thrown, however the damage will be –1 Quality vs. Magnitude
point of damage per category if the Hand Ax is used in Magnitude
melee. Quality Ordinary Good Amazing
Weapons that are ‘Heavy’ for the purposes of throwing Ordinary Yes No No
cannot usually be bettered in the terms of this rule. Good Yes Yes No
Amazing Yes Yes Yes
Parrying/Disarming Blades
Bladed weapons like swords and daggers may have The features of both quality and power are combined
Parrying/Disarming Blades attached to them. These in the statistics for the item. This means that an amazing
modifications grant a step bonus to parrying attempts quality suit of plate mail retains those values for Quality
while using the blade and disarming attempts impose only and also gains the benefits of being amazing in Magnitude
a +3 penalty instead of the usual +4. as well.
This modification comes in two varieties: Fixed Blades
or Spring Blades. Fixed Blades can be introduced as early Magical Weapons
as Progress Level 1, while Spring Blades generally do not Magical weapons gain two primary features; a Skill
appear earlier than Progress Level 2. The cost for Fixed Bonus and the ability to Ignore Armor. The Skill Bonus
Blades is a price increase of 10% of the weapons value; represents an increase in the wielder’s rank score with
while Spring Blades increase the price by 50%. that weapon. If the character is untrained, he first bonus
The primary difference between the two is that Fixed grants a broad skill level of use. If the wielder has only the
Blades cannot be sheathed while Spring Blades can. Spring broad skill then the first bonus grants rank 1. If the new
Blades can also be used to surprise an opponent if rank would normal grant a rank benefit, like double-strike
combined with a successful Tactics-melee tactics skill or distance precision, then those benefits are also gained.
check. In such a case the use of the blades during that The Ignore Armor column shows the reduction to a
phase may grant a –2 step bonus to parrying or only a +2 defender’s armor value. If, and only if, the target has no
penalty to a disarm check. armor value then this reduction acts as a point-for point
Of the weapons presented in this chapter the following increase to damage. The Power of a magical weapons also
are suited for this modification: Dagger, Short Sword, acts as its power rating in terms of toughness. Unless a
Broad Sword, Great Sword, Long Sword, and any Sheath Game Master feels otherwise this should not upgrade
Weapons of these types. damage. High power should only downgrade Good or
Amazing toughness as standard.
Polearm Options Both apply to melee and thrown weapons however
The entry for polearms on the melee weapons table when applied to heavy or ranged weapons not all of these
details the basic statistics for such a weapon. Historically values apply. In these cases the weapon itself and the
however, polearms had several other uses. For ammunition used can differing power. Weapons (bows,
simplicities sake a polearm can be used to make several crossbows, ballista, and slings) gain only the benefit of the
types of called shots with only a +2 penalty instead of the Skill Bonus column. Ammunition types (arrows, quarrels,
usual +4. These maneuvers include specific attacks to sling stones, or bullets) use the Ignore Armor and the
damage armor, or to pin an opponents weapon. They may Power columns only.
also be used to in an Overpowering attempt to unhorse a
mounted attacker or to pull someone to the ground. Magnitude Skill Bonus Ignore Armor
Ordinary +1 Rank -1
Good +3 Ranks -2
Magical Weapons & Armor Amazing +5 Ranks -3
Magical weapons, armor, and shields are all ranked by
their magnitude. The magnitude of the magic invested in
Magical Armor
such gear allows it to be used to greater capacity than a The strength of magical armor is found primarily in its
normal, mundane, piece of equipment. All magical gear ability to fend off secondary damage and the increase to
also has a quality. The general rule of thumb is that the the armors base ratings. The Secondary Damage column
quality of the item must be at least equal to the power the shows the decrease of secondary damage taken while the
armor is being worn. The Armor Value column details the
112
Chapter 4: Weapons & Armor
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
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.

Secondary Armor
Magnitude Damage Value Mass
O -1 +1 -25%
G -2 +2 -50%
A -3 +3 -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 character’s overall armor values
as per the standard rules.

Secondary Armor
Magnitude Damage Value Mass
O -1 0 -25%
G -2 +1 -50%
A -3 +2 -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 doesn’t need, or he may need a lot of
money for some venture like building a castle.

Quality Value
Ordinary x100
Good x250
Amazing 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.

113

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